Pathfinder Wrath of the Righteous Mod Blueprint Database


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New spells

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Acid Maw

Your animal companion’s bite attack deals an additional 1d4 points of acid damage, and the acid deals another 1d4 points of acid damage to the target on the next round. The acid continues to deal damage for 1 additional round per 4 caster levels (to a maximum of 6 total rounds at caster level 20th). This ongoing acid damage doesn’t stack from multiple attacks, but the duration resets if a newer bite would cause the ongoing damage to last longer than the duration remaining from a previous one. The acid does not harm the animal companion.

Druid 1

d40d2c53d45b49edacc984d2e6239391
HalcyonAcidMaw1

Animal Shapes

This spell works as beast shape III, except you change the form of every ally in 10 ft. area into a Large bear.

Druid 8

21774009f9e7483f9d95dfde22c0f72e
HalcyonAnimalShapes8

Archon’s Aura

You gain a powerful aura, similar to an archon’s aura of menace. Any hostile creature within a 20-foot radius of you must succeed at a Will save to resist the effects of this aura. If the creature fails, it takes a –2 penalty on attack rolls and saving throws and to Armor Class for the duration of this spell, or until it successfully hits you with an attack. A creature that has resisted or broken the effect cannot be affected again by this particular casting of archon’s aura.

Druid 3

3c9ccdac52364c44b47ef82daa884ce8
HalcyonArchonsAura3

Aspect of the Bear

You take on an aspect of a bear. You gain a +2 enhancement bonus to natural armor bonus to AC and a +2 enhancement bonus on CMB rolls. You also gain the ability to perform a bull rush combat maneuver.

Druid 2

02ebe8d67e0942e9a1c96ae7240f2e1c
HalcyonAspectOfTheBear2

Aspect of the Falcon

You take on an aspect of a falcon. Your eyes become wide and raptor-like, and you grow feathers on the sides of your head. You gain a +3 competence bonus on Perception checks, a +1 competence bonus on ranged attacks, and the critical multiplier for your bows and crossbows becomes 19–20/×3.
This effect doesn’t stack with any other effect that expands the threat range of a weapon, such as the Improved Critical feat or a keen weapon.

Druid 1

dca0c0f960f24097a5f13b5074f52518
HalcyonAspectOfTheFalcon1

Aspect of the Wolf

When you cast this spell, you take on an aspect of a wolf, including some of its physical characteristics. You become more rugged, your ears become elongated, and you sprout sharp fangs and fur.
You gain a +4 enhancement bonus to Strength and Dexterity, a +2 enhancement bonus on trip attacks, and can make a trip combat maneuver as a swift action. This trip attack does not provoke attacks of opportunity.

Druid 5

9c543770634d4848bb4cef4fb85512c5
HalcyonAspectOfTheWolf5

Barkskin

Barkskin toughens a creature’s skin. The effect grants a +2 enhancement bonus to the creature’s existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level.
The enhancement bonus provided by barkskin stacks with the target’s natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.

Druid 2

a067ed922f004da3bb64748338c23754
HalcyonBarkskin2

Bestow Grace of the Champion

You channel the power of good and law into the target, temporarily giving it powers similar to those of a paladin. The target gains immunity to diseases and immunity to fear. It adds its Charisma bonus to all its saving throws. This spell has no effect if cast on a paladin. Target has to be lawful good.

Druid 7

6ec482606e5e4684a2c23aa3e6a2a89b
HalcyonBestowGraceOfTheChampionCast7

Blessing of the Salamander

When you cast this on a creature, its skin turns slick and clammy and it is able to regenerate damage each round. While under the effects of the spell, the creature gains fast healing 5, fire resistance 20, and a +2 competence bonus to its Combat Maneuver Defense.

Druid 5

3aadc17dc9694930bca12266c2ab6212
HalcyonBlessingOfTheSalamander5

Burning Entanglement

This spell functions as entangle, except it sets the foliage on fire. A creature that begins its turn entangled by the spell takes 4d6 points of fire damage (a successful Reflex save halves this damage), and a creature that begins its turn in the area but is not entangled takes 2d6 points of fire damage (a successful Reflex save negates this damage). Smoke rising from the vines partially obscures visibility. Attacks made in the smoke or against anything in the smoke must contend with concealment (20% miss chance). When the spell’s duration expires, the vines burn away entirely.

Druid 3

e46ddf9b5ca7458f93a24f8b57e8a894
HalcyonBurningEntangle3

Call Lightning

Immediately upon completion of the spell, and once per round thereafter, you may call down a 6-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell’s range (measured from your position at the time). Any creature in the target point or in the path of the bolt is affected. You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed first. Each round after the first you may use a standard action (concentrating on the spell) to call a bolt. Each time you cast a bolt, the spell’s duration is reduced by one minute.

Druid 3

44b9694105cb4fd1a730c9e0b7105977
HalcyonCallLightning3

Call Lightning Storm

This spell functions like call lightning, except that each bolt deals 5d6 points of electricity damage at long range, and you may call a maximum of 15 bolts.

Druid 5

9ffb645d4c764d7c86ffa74032be6fa6
HalcyonCallLightningStorm5

Cape of Wasps

You summon a wasp swarm, which does not attack you. The dense cloud of vermin gives you partial concealment against ranged attacks. Any creature that makes a successful melee attack against you takes 2d6 points of swarm damage and poison from the wasp swarm, but is not affected by the swarm’s distraction ability.

Druid 4

b9a18fb479ce46728f9994c1b8ac6eb3
HalcyonCapeOfWasps4

Cave Fangs

You create a magical trap in the area that causes deadly stalactites or stalagmites to “bite” an intruder. The magical trap is triggered whenever an enemy creature moves through the affected area. The effect of cave fangs depends on whether you create stalactites or stalagmites (see below). You can place these traps anywhere within close range as free action for the duration of the spell; the trap’s radius is 5 feet. Each time you place a trap, the spell’s duration is reduced by 10 minutes.
Stalactites: Shards of rock drop from above, dealing 3d8 points of bludgeoning and piercing damage (Reflex half). A creature that fails its Reflex save is pinned to the ground under stalactites and rubble, gaining the entangled condition until it can free itself with a successful DC 15 Strength check or DC 20 Mobility check.
Stalagmites: Piercing spires of rock erupt up from the ground, dealing 3d8 points of piercing damage and knocking the creature prone (a successful Reflex saving throw halves this damage and avoids being knocked prone). Once the stalagmites appear, they function thereafter as spike stones for 1 minute per caster level and then crumble to dust.

Druid 5

2c64fb3cb7a44563ae2d1427b2389762
HalcyonCaveFangsBase5

Changestaff

This spell changes an ordinary quarterstaff into a treant creature. It appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability.

Druid 7

c40ac53d10c24707b42b27eeb6c17998
HalcyonChangestaff7

Creeping Doom

This spell summons to your side 4 spider swarms. The summoned swarms appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
The swarms have 60 hit points each and deal 4d6 points of damage with their swarm attack plus poison and distraction. The save to resist their poison and distraction effects is equal to the save DC of this spell.
Distraction: A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude save negates the effect.
Poison: Swarm — injury; Fortitude save; frequency: 1/round for 6 rounds; effect: 1d4 Dex damage; cure: 1 save.

Druid 7

b903d784040f4625b5e6c6b138e405e0
HalcyonCreepingDoom7

Crusader’s Edge

When you cast this spell on a melee weapon in your primary hand, you imbue it with a powerful holy energy, granting your primary weapon the bane weapon quality against evil outsiders. Furthermore, whenever you score a successful critical hit against an outsider with the evil subtype, you not only deal normal critical damage with the weapon but also nauseate the outsider for 1d3 rounds — the outsider can reduce this nauseated condition to sickened for 1 round with a successful Fortitude save.

Druid 4

8e8a4561cf8c415abebff297bf745b76
HalcyonCrusadersEdgeCast4

Cure Critical Wounds

When laying your hand upon a living creature, you channel positive energy that cures 4d8 points of damage + 1 point per caster level (maximum +20). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Druid 5

c48291c51cd44788a946b682808ed2fb
HalcyonCureCriticalWoundsCast5

Cure Critical Wounds, Mass

You channel positive energy to cure 4d8 points of damage + 1 point per caster level (maximum +40) on each creature in the radius. Like other cure spells, mass cure critical wounds deals damage to undead in its area rather than curing them. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Druid 9

db5afcb10b34403ea1b1a59e4a80c8bf
HalcyonCureCriticalWoundsMass9

Cure Light Wounds

When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Druid 1

3df450bbb0a643b8a87a093b908d54ad
HalcyonCureLightWoundsCast1

Cure Light Wounds, Mass

You channel positive energy to cure 1d8 points of damage + 1 point per caster level (maximum +25) on each creature in the radius. Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Druid 6

e1ab0245e6ac4b7ea17a59677c3819b5
HalcyonCureLightWoundsMass6

Cure Moderate Wounds

When laying your hand upon a living creature, you channel positive energy that cures 2d8 points of damage + 1 point per caster level (maximum +10). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Druid 3

cb388a44bb434f198c64a5db18f33e7d
HalcyonCureModerateWoundsCast3

Cure Moderate Wounds, Mass

You channel positive energy to cure 2d8 points of damage + 1 point per caster level (maximum +30) on each creature in the radius. Like other cure spells, mass cure moderate wounds deals damage to undead in its area rather than curing them. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Druid 7

f85b992e2d0b4cfeb6365be5963e930b
HalcyonCureModerateWoundsMass7

Cure Serious Wounds

When laying your hand upon a living creature, you channel positive energy that cures 3d8 points of damage + 1 point per caster level (maximum +15). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Druid 4

892106c5a057409abfa5a9980b82ad07
HalcyonCureSeriousWoundsCast4

Cure Serious Wounds, Mass

You channel positive energy to cure 3d8 points of damage + 1 point per caster level (maximum +35) on each creature in radius. Like other cure spells, mass cure serious wounds deals damage to undead in its area rather than curing them. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Druid 8

060d2c2214b640048fd5ea1322adf738
HalcyonCureSeriousWoundsMass8

Death Ward

The subject gains a +4 morale bonus on saves against all death spells and magical death effects. The subject is immune to energy drain and any negative energy effects, including channeled negative energy. This spell does not remove negative levels that the subject has already gained and does not protect against other sorts of attacks, even if those attacks might be lethal.

Druid 5

2d6551c685234e878c417b2f2c4782c5
HalcyonDeathWardCast5

Delay Poison

The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell’s duration does not affect the subject until the spell’s duration has expired. Delay poison does not cure any damage that poison may have already done.

Druid 2

5b66e347866349aea7397ce96584586d
HalcyonDelayPoison2

Delay Poison, Communal

Any ally within 30 feet becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell’s duration does not affect the subject until the spell’s duration has expired. Delay poison does not cure any damage that poison may have already caused.

Druid 3

8da2559f1e4a49229984b4595845df39
HalcyonDelayPoisonCommunal3

Divine Zap

You unleash your divine powers against a single target. The target takes 1d3 points of divine damage. A successful save halves the damage.

Druid 0

b6a2da69f90443978637bfa8a0f3bbb4
HalcyonDivineZap0

Dominate Animal

This spell functions like dominate person, except that the spell is restricted by creature type: animal.

Druid 3

2e665bceb9c9452ba4fbec80e0b015e3
HalcyonDominateAnimal3

Eaglesoul

You call forth a surge of holy power, which grants you the following benefits: a +2 sacred bonus to AC, a +4 sacred bonus to Strength, resistance 5 to acid and fire, a +5 sacred bonus on all Persuasion (when used to intimidate) checks made against evil creatures, a +2 bonus on initiative checks, and fast healing 2. Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
Non-good spellcasters can cast this spell, but doing so causes them to be sickened (for spellcasters who are neither good nor evil) or staggered (for spellcasters who are evil) for the spell’s duration.

Druid 6

5642fce37e2a4db185168fb959791712
HalcyonEaglesoul6

Elemental Swarm

This spell opens a portal to an Elemental Plane and summons elementals from it. When the spell is complete, 2d4 large elementals appear. Five rounds later, 1d4 huge elementals appear. Five rounds after that, one greater elemental appears. The summoned elementals appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.

Druid 9

194fbf5a756c46739d937bb1ae40f5a7
HalcyonElementalSwarmBase9

Entangle

This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their Reflex save gain the entangled condition. Creatures that succeed at their save can move as normal, but those that remain in the area must save again each round. Creatures that move into the area must save immediately.
Entangled creatures can break free by making a combat maneuver check, Athletics check, or Mobility check against the DC of this spell every round.
The entire area of effect is considered difficult terrain while the effect lasts.

Druid 1

8babdc47898c4794803becb5f981a55c
HalcyonEntangle1

Explosion of Rot

You call forth a burst of decay that ravages all creatures in the area. Even non-living creatures such as constructs and undead crumble or wither in this malignant eruption of rotting energy. Creatures in the area of effect take 1d6 points of damage per caster level (maximum 15d6) and are staggered for 1d4 rounds. A target that succeeds at a Reflex saving throw takes half damage and negates the staggered effect. Plant creatures are particularly susceptible to this rotting effect; a plant creature caught in the burst suffers a –2 penalty on the saving throw and takes 1 extra point of damage per die.

Druid 4

613e9db7e6f54bf39b88ceda8fda6de1
HalcyonExplosionOfRot4

Faerie Fire

A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Creatures outlined by faerie fire take a –20 penalty on all Stealth checks. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light.

Druid 1

7a33251d68404c809d987dbc9030ad0a
HalcyonFaerieFire1

Feather Step

For the duration of this spell, the subject ignores the adverse movement effects of difficult terrain.

Druid 1

c95f914085b94d68a36b708c086a1188
HalcyonFeatherStep1

Feather Step, Mass

As feather step, except this spell affects multiple creatures.

Druid 3

35fffe75194948b293381fd98878c463
HalcyonFeatherStepMass3

Fire Storm

When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. All enemy creatures within the area take 1d6 points of fire damage per caster level (maximum 20d6). Creatures that fail their Reflex save catch on fire, taking 4d6 points of fire damage each round after that until the flames are extinguished by making a successful Reflex save.

Druid 7

e83f79fc89164c69bf846c2e3461860e
HalcyonFireStorm7

Firebelly

A magical fire warms your belly, granting you fire resistance 5 and making your gut hot to the touch (but not enough to damage you or anything else). As a standard action, you can breathe a 15-foot cone of flame that deals 1d4 points of fire damage (Reflex half, SR applies). Each time you use this breath weapon, the remaining duration of the spell is reduced by 1 minute.

Druid 1

4f8becd222c44cb3a65661c8e8833c04
HalcyonFirebelly1

Flame Strike

A flame strike evokes a vertical column of divine fire. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.

Druid 4

87586c503e4f47978c14d8cf90ec8dee
HalcyonFlameStrike4

Freedom of Movement

This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, slow, and web. All combat maneuver checks made to grapple the target automatically fail.

Druid 4

4153fad17b784a3f9bf4f2eb9ccff719
HalcyonFreedomOfMovementCast4

Fungal Infestation

You coat the target in necrotic fungus that makes its flesh soft and fragile. The target takes 1d3 points of Charisma damage. Any physical attack against the target automatically adds 1d6 points of bleed damage. If the target dies while under the effect, all creatures within 15 feet of the target take 1d8 negative energy damage per 2 caster levels (maximum 10d8) and must succeed at a Fortitude save or themselves gain the effects of the original fungal infestation spell. This is a disease effect.

Druid 3

b4576742098440feae5c1105cd69faf6
HalcyonFungalInfestationAbility3

Guidance

This spell imbues the subject with a touch of divine guidance.
The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check.

Druid 0

23beed27b79a4b53af99101788b12030
HalcyonGuidance0

Heal

Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, diseased, exhausted, fatigued, nauseated, poisoned, sickened, and stunned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.
Heal does not remove negative levels or restore permanently drained ability score points.
If used against an undead creature, heal instead acts like harm.

Druid 7

a8c7cca7d9914915a8bdf2584aad7f80
HalcyonHealCast7

Hold Animal

This spell functions like hold person, except that it affects an animal instead of a humanoid.

Druid 2

b77a3d2af5f3448291a93fdf6eb8b8a7
HalcyonHoldAnimal2

Holy Aura

A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects. This abjuration has four effects.
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from evil, this benefit applies against all attacks, not just against attacks by evil creatures.
Second, each warded creature gains spell resistance 25 against evil spells and spells cast by evil creatures.
Third, the abjuration protects from attempts to dominate or charm the subject.
Finally, if an evil creature succeeds on a melee attack against a creature warded by a holy aura, the offending attacker is blinded (Fortitude save negates, as blindness, but against holy aura’s save DC).

Druid 8

0b724752857b47b689ef32e93b175e5c
HalcyonHolyAura8

Holy Smite

You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each evil creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to an evil outsider) and causes it to become blinded for 1 round. A successful Will saving throw reduces damage to half and negates the blinded effect.
The spell deals only half damage to creatures who are neither good nor evil, and they are not blinded. Such a creature can reduce that damage by half (down to one-quarter of the roll) with a successful Will save.

Druid 4

dd4b92a079084c9aa0a92b9114aca261
HalcyonHolySmite4

Holy Word

Any non-good creature within the area of a holy word spell suffers the following ill effects:
If the creature’s HD is up to your caster level — 1, it is blinded.
If the creature’s HD is up to your caster level — 5, it is paralyzed and blinded.
If the creature’s HD is up to your caster level — 10, it is killed, paralyzed, and blinded.
The effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects. Creatures affected by multiple effects make only one save and apply the result to all of the effects. Creatures whose Hit Dice are equal to or exceed your caster level are unaffected by holy word.

Druid 7

2a2abce0c81048bb80536a34009f912a
HalcyonHolyWord7

Life Blast

When you cast this spell, you draw the life force from the surrounding land and hurl it at your enemies, dealing 1d6 points of positive energy damage per caster level (to a maximum of 12d6 at 12th level) to any undead creatures in the spell’s area.

Druid 4

b219204b19b543f6a326376e37388c12
HalcyonLifeBlast4

Longstrider

This spell gives you a +10-foot enhancement bonus to your base speed. It has no effect on other modes of movement, such as burrow, climb, fly, or swim.

Druid 1

0a64ccd507b8438cac40e9ebdddef4d2
HalcyonLongstrider1

Longstrider, Greater

This functions as longstrider, except it gives you a +20-foot enhancement bonus to your base speed.

Druid 3

99ee01bef7cf4f73b0a5f02fad4fa041
HalcyonLongstriderGreater3

Magic Fang

Magic fang gives all natural weapons or unarmed strikes of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or any other natural weapon.

Druid 1

35dcc7f52e414889b9431d78da69124b
HalcyonMagicFang1

Magic Fang, Greater

Magic fang, greater gives all natural weapons or unarmed strikes of the subject a +1 enhancement bonus on attack and damage rolls per four caster levels (maximum +5). The spell can affect a slam attack, fist, bite, or any other natural weapon.

Druid 3

feaccd6256aa4217981315b4dc321f66
HalcyonMagicFangGreater3

Natural Rhythm

Each time the creature successfully strikes an opponent with a natural attack, each consecutive hit against the same opponent deals extra damage equal to the number of previous consecutive hits you have made against that opponent this turn. This damage is multiplied on a critical hit.

Druid 2

c4306128bef84ee2a83842c24d06b4ee
HalcyonNaturalRythm2

Nature’s Exile

This spell curses the creature touched, making it inimical to the natural world. All animals have an initial attitude of hostile toward the target. If the target has an animal companion, it does not become hostile, but as long as the target remains cursed, their animal companion takes a –2 penalty on all attack rolls, skill checks, and saving throws. The target also takes a –10 penalty on Lore (nature) skill checks as the weather and environment themselves seem to conspire to cause trouble.
Nature’s exile can be removed with break enchantment, limited wish, miracle, remove curse, or wish.

Druid 3

e9dd6fce806440c98618ddd5534558ae
HalcyonNaturesExile3

Neutralize Poison

You detoxify any sort of venom in the creature or object touched. If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each poison affecting the target. Success means that the poison is neutralized. A cured creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don’t go away on their own.

Druid 3

16067216289a43a18584915d01cbc41b
HalcyonNeutralizePoison3

Poison

Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. This poison deals 1d3 Constitution damage per round for 6 rounds. Poisoned creatures can make a Fortitude save each round to negate the damage and end the affliction.

Druid 3

8dfe8c95308548e791f8ae58374f63c1
HalcyonPoisonCast3

Poison Breath

You expel a cone-shaped burst of toxic mist from your mouth, subjecting everyone caught in the area to a deadly poison, as per the poison spell.

Druid 6

e4de1978607d4c52929523303d7ec83b
HalcyonPoisonBreath6

Polar Midnight

You plunge an area into the brutal chill of the arctic night.
All creatures in the area take 5d6 points of cold damage and 1d6 points of Dexterity damage per round. A successful Fortitude save each round negates the Dexterity damage but not the cold damage.

Druid 9

9581aa27fd4c428f860429b44c439c12
HalcyonPolarMidnight9

Pox Pustules

You inflict a painful, itching rash on the target creature. The target is sickened and takes a –4 penalty to Dexterity (this penalty cannot lower Dexterity below 0).

Druid 2

020e0c39d31841dfa31ac02f30b3711f
HalcyonPoxPustules2

Primal Regression

This spell sequesters the targets’ ability for higher reasoning, allowing their darker impulses to come to the fore. An affected target becomes a ravening monster — savage, bloodthirsty, and brutish. Until the spell ends, the targets have all of the following benefits and drawbacks:
The targets’ Intelligence and Charisma scores drop to 1, and they are unable to cast spells.
The targets take a –4 penalty on Will saves.
The targets gain a +6 enhancement bonus to Strength, a +2 natural armor bonus to AC, and 2d8 temporary hit points. These temporary hit points disappear at the end of the spell’s duration.
When the spell ends, on the next round each affected creature must succeed at a Will saving throw or take 1d4 points of Intelligence drain and 1d4 points of Charisma damage.

Druid 6

6b9c21217ea74d7a84b5b256525039bb
HalcyonPrimalRegression6

Remove Disease

Remove disease can cure all diseases from which the subject is suffering. You must make a caster level check (1d20 + caster level) against the DC of each disease affecting the target. Success means that the disease is cured.

Druid 3

2697bcd7d08e4fc2a585842d1828d156
HalcyonRemoveDisease3

Remove Sickness

You quell feelings of illness and nausea in the target, giving it a +4 morale bonus on saving throws against disease, nausea, and sickened effects.
If the subject is already under the influence of one of these effects when receiving the spell, that effect is suppressed for the duration of the spell.

Druid 1

7337eabfcd1849478ef967834429c5bd
HalcyonRemoveSickness1

Restoration, Lesser

Restoration, lesser dispels any temporary magical effects reducing one of the subject’s ability scores (it does not remove permanent effects such as curses or diseases) or cures 1d4 points of temporary ability damage to one of the subject’s ability scores. It also eliminates any fatigue suffered by the character. It does not restore permanent ability drain.

Druid 2

4ecf9747f5d343e1af30ecbd6e11d46e
HalcyonRestorationLesser2

Sacred Nimbus

You are surrounded by a nimbus of golden light. Any evil creature striking you with unarmed strikes, natural weapons, or a handheld weapon deals normal damage, but at the same time, the attacker takes 1d6 points of damage + 1 point per caster level (maximum +15). Creatures wielding melee weapons with reach are not subject to this damage if they attack you. Spell resistance applies against this damage. You also take half damage from magical attacks with the evil descriptor. If such an attack allows a saving throw for half damage, you take no damage on a successful saving throw.

Druid 5

bf753f539c304af4ba4e2bedbea999ae
HalcyonSacredNimbus5

Shield of Dawn

Any creature that strikes you with a melee attack deals normal damage, but also takes 1d6 points of fire damage + 1 point per caster level (maximum +15). Creatures with reach weapons are not subject to this damage if they attack you.

Druid 4

a7182f25781d46af83e89e6b149f55b8
HalcyonShieldOfDawn4

Sickening Entanglement

This spell functions as entangle, except the plants are coated with an irritating sap that creates a painful, itching rash on creatures that touch them. Any creature that enters the area must succeed at a Fortitude save or be sickened as long as it remains in the area and for 1d4 rounds afterward. Creatures that remain in the area must save each round. This is a poison effect.

Druid 2

ef9a8d625e0d48bb81b1c8df6afce2cf
HalcyonSickeningEntanglement2

Slowing Mud

You coat the targets in thick, sticky mud. The mud acts as a slow spell and also makes targets dazed for one round as they clean their eyes. A haste effect cast on a creature slowed by the mud allows it to act normally for the duration of the haste right after it cleans its eyes. Slow doesn’t stack with the effects of slowing mud. This spell cannot dispel haste.

Druid 4

06b2e00844a14e3da8117e8236690aa6
HalcyonSlowMud4

Soothing Mud

You create an area of healing mud. The mud functions as difficult terrain. When a creature enters the mud, it is healed of 1d4 points of ability damage. A creature can be healed of ability damage this way only once per day. Also, each round after, the mud restores 1 hit point to the creature; this healing is unaffected by effects that increase a creature’s healing.

Druid 3

147e231f0fda4e0cb226adac36b0a9a1
HalcyonSoothingMud3

Spike Growth

Any ground-covering vegetation in the spell’s area becomes very hard and sharply pointed without changing its appearance. In areas of bare earth, roots and rootlets act in the same way. Any creature moving on foot into or through the spell’s area takes 1d4 points of piercing damage for each 5 feet of movement through the spiked area.
Any creature that takes damage from this spell must also succeed at a Reflex save or suffer injuries to its feet and legs that slow its base speed by half. This speed penalty lasts for 1 minute.

Druid 3

2b16be4345ad4adbb9549b9101b23610
HalcyonSpikeGrowth3

Spike Stones

Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background.
Spike stones impede progress through an area and deal damage. Any creature moving on foot into or through the spell’s area moves at half speed. In addition, each creature moving through the area takes 1d8 points of piercing damage for each 5 feet of movement through the spiked area.
Any creature that takes damage from this spell must also succeed at a Reflex save to avoid injuries to its feet and legs. A failed save causes the creature’s speed to be reduced to half normal for 1 minute.

Druid 4

473b4168acbc41bf9c72212e94fa5f05
HalcyonSpikeStones4

Spit Venom

You spit a stream of venom at a target using a ranged touch attack. If the venom hits, it causes blindness for 1 round. The target must also save or be poisoned by black adder venom; the DC in successive rounds of the poison is equal to the spell’s DC.

Druid 3

8f62b3bd31d94cc998d28cf24bd3716d
HalcyonSpitVenom3

Stabilize

Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.

Druid 0

44627d7fa90748b58658cc8662144957
HalcyonStabilize0

Summon Elder Worm

This spell summons to your side a purple worm with the advanced creature template. The summoned ally appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability.

Druid 9

84191c015b6044c69c9e752fc0e4c045
HalcyonSummonElderWorm9

Summon Nature’s Ally I

This spell summons to your side a natural mite. The summoned ally appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability.

Druid 1

323b28bb87c7463094f1a936084b6437
HalcyonSummonNaturesAllyI1

Summon Nature’s Ally II

This spell summons to your side a natural giant frog or 1d3 natural mites. The summoned allies appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.

Druid 2

77525111664b4676a76bacbcbbbc0100
HalcyonSummonNaturesAllyIIBase2

Summon Nature’s Ally III

This spell summons to your side a natural leopard, 1d3 natural giant frogs, or 1d4+1 natural mites. The summoned allies appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.

Druid 3

eaa35872f31a4d2480be83927ca9ecc4
HalcyonSummonNaturesAllyIIIBase3

Summon Nature’s Ally IV

This spell summons to your side a natural dire boar, 1d3 natural leopards, or 1d4+1 natural giant frogs. The summoned allies appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.

Druid 4

22a6b80322a54e75a63e5d65360af4c5
HalcyonSummonNaturesAllyIVBase4

Summon Nature’s Ally IX

This spell summons to your side a natural hamadryad, 1d3 natural nereids, or 1d4+1 natural mastodons. The summoned allies appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.

Druid 9

5e1baded2a1f4c9695f6314a2f53a2f4
HalcyonSummonNaturesAllyIXBase9

Summon Nature’s Ally V

This spell summons to your side a natural manticore, 1d3 natural dire boars, or 1d4+1 natural leopards. The summoned allies appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.

Druid 5

2665895ed6304ca981254463b58d9935
HalcyonSummonNaturesAllyVBase5

Summon Nature’s Ally VI

This spell summons to your side a natural smilodon, 1d3 natural manticores, or 1d4+1 natural dire boars. The summoned allies appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.

Druid 6

7a0f17d2e05d49099f499874c2cdceb6
HalcyonSummonNaturesAllyVIBase6

Summon Nature’s Ally VII

This spell summons to your side a natural mastodon, 1d3 natural smilodons, or 1d4+1 natural manticores. The summoned allies appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.

Druid 7

dae94227a51548a98c125d1f5910a8db
HalcyonSummonNaturesAllyVIIBase7

Summon Nature’s Ally VIII

This spell summons to your side a natural nereid, 1d3 natural mastodons, or 1d4+1 natural smilodons. The summoned allies appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.

Druid 8

584149d457df4ed18228686fdb57b1bb
HalcyonSummonNaturesAllyVIIIBase8

Sunbeam

For the duration of this spell, you can use a standard action to evoke a dazzling beam of intense light each round. Each time you evoke a beam, the spell’s duration is reduced by three rounds. Each creature in the beam is blinded (permanently) and takes 4d6 points of damage. A successful Reflex save negates the blindness and reduces the damage by half. An undead creature caught within the beam takes 1d6 points of damage per caster level (maximum 20d6), or half damage with a successful Reflex save.

Druid 7

99bd120b941245698e15e717eb50d88e
HalcyonSunbeam7

Thirsting Entanglement

This spell functions as entangle, except the plants latch on to targets and drain away their vitality. Any creature that fails a save to avoid becoming entangled or fails a check to break free takes 1d2 points of Constitution damage.

Druid 4

df0c93b54f314d0f983be83eb5e7e1cc
HalcyonThirstingEntangle4

Thorn Body

This spell causes spines to grow from your exposed skin, damaging creatures that strike you. Any creature striking you with a melee weapon, an unarmed strike, or a natural weapon takes 1d6 points of piercing damage + 1 point per caster level (maximum +15). Creatures using melee weapons with reach are unaffected by this spell. Creatures that successfully grapple you take 2d6 points of piercing damage + 1 point per caster level (maximum +15).
In addition, your natural attacks and unarmed strikes deal an additional 1d6 points of piercing damage.

Druid 4

153b14c250ac43ea842cba0c1a7c00c3
HalcyonThornBody4

Tidal Surge

You create an onrushing surge of water 10 feet high in either a 30-foot cone or a 60-foot line that deals 1d10 points of bludgeoning damage for every 2 caster levels you have (maximum 10d10 at 20th level). In addition to taking damage, creatures that fail their Reflex saves are pushed 1d4×5 feet away from you and are knocked prone. Magical effects with fire descriptor on targets in the area of a tidal surge and similar area effects in the selected point are affected as if you had cast dispel magic.

Druid 5

94c8592775a74d0fb86d10369b3f1000
HalcyonTidalSurgeBase5

Vinetrap

Vines choked with thorns, blossoms, leaflets, and other floral debris burst to life on and around the subject of this spell.
When this spell is cast, the subject becomes paralyzed and entangled, though a successful Reflex save negates the paralysis. Each following round, the subject may attempt a new saving throw to end both the paralysis and the entangle effects.
The subject takes 2d4 points of piercing damage each turn from the sharp thorns. This damage is considered to be cold iron for the purposes of overcoming damage reduction.

Druid 5

747442fa5278437f8c06cb28b47296ba
HalcyonVinetrap5

Virtue

With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point.

Druid 0

106430bf4fe648048355ce43ef5dca10
HalcyonVirtue0

Winter’s Grasp

Ice encrusts the ground, radiating supernatural cold and making it hard for creatures to maintain their balance. This icy ground is treated as difficult terrain. When the spell is cast and every round after that, creatures in the area must make a successful Reflex save or fall prone. Creatures in the area take 1d6 points of cold damage each round and suffer a –2 penalty on saving throws against spells with the cold descriptor until they leave the area.

Druid 2

b122d0b45f3c41eaadf4583516b9075f
HalcyonWinterGrasp2

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