The text in the quote box below is hereby designated Open Game Content via the Open Game License.
1st Level
1. Cure (Cause) Light Wounds (Cleric)
2. Detect Magic (Cleric)
3. Divine Weather (Druid)
4. Faerie Fire (Druid)
5. Locate Creature (Druid)
6. Purify Food and Drink (Cleric)
2nd Level
1. Find Plant (Druid)
2. Find Traps (Cleric)
3. Heat Metal (Druid)
4. Hold Person (Cleric)
5. Obscuring Mist (Druid)
6. Produce Flame (Druid)
7. Silence 15' Radius (Cleric)
8. Snake Charm (Cleric)
9. Speak with Animals (Cleric)
10. Warp Wood (Druid)
3rd Level
1. Call Lightning (Druid)
2. Cure Disease (Cleric)
3. Cure Disease (Cleric)
4. Dispel Magic (Cleric)
5. Hold Animal (Druid)
6. Locate Object (Cleric)
7. Plant Growth (Druid)
8. Protection from Fire (Druid)
9. Pyrotechnics (Druid)
10. Water Breathing (Druid)
4th Level
1. Cure (Cause) Serious Wounds (Cleric)
2. Hallucinatory Terrain (Druid)
3. Neutralize Poison (Cleric)
4. Passplant (Druid)
5. Produce Flame (Druid)
6. Protection from Electricity (Druid)
7. Speak with Plants (Cleric)
8. Sticks to Snakes
9. Summon Animal I (Druid)
10. Temperature Control (Druid)
5th Level
1. Animal Growth (Druid)
2. Animal Summoning II (Druid)
3. Anti-Plant Shell (Druid)
4. Commune with Nature (Druid)
5. Control Winds (Druid)
6. Hold Vegetation and Fungus (Druid)
7. Insect Plague
8. Transmute Rock to Mud (Druid)
9. Transport via Plants (Druid)
10. Wall of Fire
Interesting that level 1 has only six spells, while the others have ten each.
ReplyDeleteJames, you say there are no "commonly available" higher level spells in your campaign. Do you have anything in mind for how spells might be uncommonly available? I.e. are certain high level spells castable as normal while others just don't exist, or do they require special research or rituals or anything like that? I've also wondered recently about whether high level spells should be more limited somehow -- just being able to throw off 4 x 9th level spells a day seems pretty outrageous!
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