Appearance: This tome is two octagonal half-rounded slabs of shadowtop wood enclosing 16 vellum pages. Each page contains a single druidic prayer (written spell) as follows: detect magic, faerie fire, invisibility to animals, pass without trace, wailing wind (a unique spell), cure light wounds, fire trap, locate animals or plants, produce flame, touchsickle (a unique spell), call lightning, cure disease, flame shield (a unique spell), hold animal, mold touch (a unique spell), water breathing.

First Level#

Wailing Wind (Alteration) Range: 100’/level
Duration: 1 turn/level
Area of Effect: Special
\columnbreak Components: V
Casting Time: 1 round
Saving Throw: None

By means of this spell, a druid or other priest creates a magical warning system. When any creature enters a guarded area (a passage, chamber, cavern, doorway or cave mouth of up to a maximum cubic size per side of 10’/lvl) a wailing, whistling blast of wind blows from the guarded area toward the druid.

The wind travels toward the druid regardless of intervening distance if the druid is on the same plane as the guarded area. The wind can reach up to 100’/lvl of the casting druid. The wailing wind has a distinctive sound and can be heard by all creatures. It transmits and magnifies any sounds ( of speech, movement, etc.) made by the triggering being at the time it is activated, and it can thereby give any hearer a clue as to what sort of intruder approaches.

The spell cannot be modified to be activated by only specific beings or types of creatures. Once the guarded area is entered and the wind rises, the spell is exhausted. The wind itself lasts for 1 round/lvl of the casting druid, although the caster may end it sooner.

Once ended, the wind cannot be restarted except as follows: As the level of the caster increases, the number of activations per single spell (i.e., the number of blasts of wind, occurring for different intruders at different times) is also increased. A caster of 1st or 2nd level creates only a single-blast wailing wind; a 3rd or 4th level caster creates a wind of two blasts; a 5th or 6th level caster creates a wind of three blasts; and so on (with no known maximum).

Second Level#

Touchsickle (Alteration) Range: Touch
Duration: 2 rounds/level
Area of Effect: One Person
\columnbreak Components: V, S
Casting Time: 2 segments
Saving Throw: None

By means of this spell, one of the caster’s hands temporarily becomes a magical weapon. The extremity is able to strike all creatures who can be hit by only magical weapons (even if such creatures are normally hit by only magical weapons of +2 or greater). The extremity gains no attack bonus, but its slightest touch does the same damage as a sickle (1d4+1 vs S/M beings; 1d4 vs L beings). Its touch can slash or stab like a normal sickle, as the caster wills.

A druid may use this enhanced extremity to harvest greater mistletoe as though it were a gold or silver sickle.

Flame Shield (Evocation) Range: Touch
Duration: 1 round/level
Area of Effect: Special
\columnbreak Components: V, S, M
Casting Time: 3 segments
Saving Throw: None

This spell brings into being a pulsing, 6’ high shield of darkness at the end of the druid’s hand. The shield is weightless and has no solid existence. Missiles and other weapons and solid objects ( including parts of the caster’s body) pass harmlessly through it. The shield remains attached to one of the druid’s hands (chosen in the casting) unless the druid touches another creature’s hand and wills control of the shield to pass to the other creature (who must agree to the transfer or it cannot occur).

The shield works against flame. It’s touch extinguishes normal torches, flaming oil and candles instantly. Larger fires are diminished. A fireball striking or exploding around the bearer of a flame shield, for example, does only half damage.

A flame blade coming into contact with a flame shield is harmlessly destroyed. A flame shield can prevent a flame strike only if it is directly in the path of the strike (i.e., over the target’s head). Flame-related illusions, hypnotic patterns and the like have no effect on any being viewing them through a flame shield.

A magical flaming sword striking through a flame shield encounters no resistance and does normal weapon damage (but not flaming damage). The shield doesn’t permanently effect the blade in any way, but the part of the blade that has passed through the shield remains free of flames while any part of the blade is in contact with the shield; thus a flaming sword striking through a flame shield cannot ignite a scroll or other flammable object by touch.

The material components for this spell are a piece of phosphorous, a drop of mercury and a cobweb.

Mold Touch (Alteration) Range: Touch
Duration: Special
Area of Effect: One creature
\columnbreak Components: V, S, M
Casting Time: 3 segments
Saving Throw: Special

This spell empowers the druid to transmute mistletoe, holly or oak leaves (the material components) into brown mold (MM pg. 71) without harm to himself. Any creature touched by the caster within 6 rounds of casting is infected by brown mold (an attack roll is required if the druid cannot touch any creature, the mold spores vanish at the end of 6 rounds). The mold spores created by this spell cannot live on plant or inorganic material. All the spores created by the spell are transferred to any creature touched by the druid. Thus, the druid can “infect” only one creature per spell. In the event of an accident, it could well be a friend or ally.

A mold touch spell does 4-24 HP of damage to the target creature (half if a save vs spell is made). Brown mold spreads upon the victim, in the second round of the attack the mold does 2-12 hp of damage (save for 1/2 damage). On every round thereafter the victim receives a save vs spell. If the save is successful, no damage is taken and the spell ends. If the save fails, the victim takes 1-6 hp damage in that round.

Brown mold created by this spell is of limited duration, and a victim cannot infect other creatures, even if intending to do so. Magical cold harms mold created by this spell in the usual manner (but also affects the creature the mold is growing on).