1st level spells (1-2 HD)
2nd level Spells (3-5 HD)
Razor leaf (HB)
Orb of green fire (HB)
Fey charm (HB)
Green fire (HB)
Green fire shield (HB)
Fey lights (HB)
3rd level spells (6-8 HD)
Green fire seeds (HB)
Darkseed burst (HB)
Gossamar hands (HB)
Ray of exhaustion
Greenfire blade (HB)
4th level spells (9-11 HD)
Solar seed burst (HB)
Vine whip (HB)
Fey fog (HB)
Greenfire burst (HB)
5th level spells (12-14 HD)
Circle of life
Greenfire strike HB)
Greenfire bolt (HB)
Ray of enfeeblement
6th level spells (15 +HD)
Wrath of the fey (HB)
Greenfire storm (HB)
Wall of thorns
Aspect of the Feywilde (HB)
Green Fire (Force) Represents the energy of the earth. The energy type is Acid/ Force. Freen Fire can overcome DR of any Vile Plant, Blight Creature, and Undead unless they are specifically immune to acid.
<Ench(comp)[mind], VS, 1Round, Close-range, 2d4rnds(D), WillNeg, SR applies>
– 2d4 HD (+2d4/ 3 levels, 4d4 at 3rd, 6d4 at 6th, 8d4 at 9th...) of creatures in a 30’ area who can see or hear the caster are fascinated by the effect (+2 save if in combat, –2 if alone and unthreatened). Each fascinated target considers the caster two Attitude Categories better than normal. The caster can make a simple, reasonable request of the target which is likely to be followed. A target who failed its saving throw does not remember the caster cast a spell on it after the spell wears off.
<Evoc[force], VS, 1StdAct, Medium-range, no save, SR applies> – Generate one 1d4+1 glowing magical green leaf of force that shoots from the caster to the target doing force damage. Gain one extra razor leaf per 2 levels (max 5 missiles) that automatically hit (unless the target has Total Cover or Total Concealment). All targets must be within a 15’ area. Inanimate objects cannot be targeted.
Orb of green fire
<Conj(sum)[acid], VS, 1StdAct, Close-range,Instantaneous, no save, no SR>
Does 1d8 damage (half acid/ half other) per two levels after 1st(1d8 at 1st, 2d8 at 3rd, etc.) (max 5d8) on a successful Ranged Touch Attack
<Ench(charm)[mind], VS, 1StdAct, Close-range, 1hr/lvl, WillNeg, SR applies>
– One or more Humanoids in a 30’ area considers the caster his/her ally. Anything the casters says or does will be treated the same The caster can either target one Humanoid of any number of HD –or– two or more Humanoids in the 30’ area whose total HD do not exceed (double the fey's HD). If a target is in a threatening situation when the spell is cast, it gets a +5 on the save. Any threats from the caster or his/her allies after the spell is in effect breaks the charm.
<Evoc[acid], VS, 1StdAct, Ref½, SR applies> – Creates a 15’ Cone-shaped Burst that does 1d4+2 damage (half acid, 1/2 other) per level (max 5d4+10).
Green fire shield
<Evoc[acid], VS, 1StdAct, Personal, 1rnd/lvl> – The caster is sheathed in green flames that give off 10’ of light. Creatures succeeding in melee attacks against the caster take 1d6 + 2/lvl, 1/2 acid/, 1/2 other damage (SR applies).
<Ill(pattern)[mind], 1StdAct, Medium-range, Concentration + 2rnds, WillNeg, SR
applies> – A 10’ radius Spread of colorful lights fascinates up to 2d6 + 2/lvl HD of creatures with sight, starting with the lowest HD creature in the area of effect.
Green fire seeds
<Conj(creat)[acid], VSM(up to 4 acorns –or– up to 8 holly berries), Touch, 1StdAct per acorn/holy berry, until detonated up to 10min/lvl> – Create one of the following:
Acorn Grenades: Up to 4 touched acorns become throwable weapons. Requires a ranged touch attack with a maximum range of 100’. The acorns do a total of 1d6+1/lvl (half acid/ half other) (max 20d6), divided up between the acorns as the caster desires. If hit, the target does not get a saving throw. Everything within 10’ of where the acorn hits takes 2hp per die of damage that acorn does (Ref½); Holly Berry Bombs: Up to 8 touched holly berries become voice activated bombs (200’ range). On command, each berry does 1d8+1/level damage (half acid/ half other) to everything within 15’ (Ref½).
A small seed shimmering with energy appears before the caster. Upon the castors command the seed bursts releasing rays of shadow at the target(s)
<Evoc[shadow][ray], VS, 1StdAct, Close-range,Instantaneous, no save, SR applies> – Generates 1 ray + 1 per three levels after 3rd (max 4 rays). Each ray does 4d6 damage & can be aimed at the same or separate targets within a 30’ area.
<Trans, VS, 1StdAct, Long-range> – The caster can mentally move an object weighing up to 25 pound per level (max 500 pounds), in one of three ways: Sustained Force: The target object can be moved as if by one hand in any direction up to 20’/rnd as long as the caster maintains concentration, up to 1rnd/lvl. If the target is a creature or in the possession of a creature, it gets a Will save to negate & SR applies. Combat Maneuver: Once per round, the caster my attempt to telekinetically Bull Rush, Disarm, Grapple (including Pin), or Trip an opponent. These actions are resolved normally, except that the Caster level is used in place of a Base Attack Bonus, & the caster’s Primary Stat modifier is used instead of Strength or Dexterity. There is no save, but SR applies. The caster may continue this effect by Concentrating, up to 1rnd/lvl. Violent Thrust: Up to 15 target objects (up to the total weight allowance) are hurled in a desired direction rapidly, expending the spell instantaneously. All target objects must be within a 10’ area & can be thrown up to 10’/lvl. In order to hit a creature with a targeted object, the caster must make an attack roll, using his/her Base Attack Bonus + Primary Stat modifier. If the target object was a weapon, it does normal damage (no Strength modifier), while other objects do from 1hp to 1d6hp damage per 25 pounds, depending on the object. If a creature is to be thrown, it receives a Will save to negated (SR applies) & it takes 1d6 damage if thrown against a wall.
<Conj(create)[greenfire], V, 1 Swift Action, Touch, 1rnd/ lvl> – Up to two melee weapons that the caster is wielding are sheathed in green fire, doing +1d6+1/ 2 lvls (1/2 acid, 1/2 other) damage each round round. This effect stacks with any other energy damage the weapons deal.
Solar seed burst
A small seed shimmering with energy appears before the caster. Upon the castors command the seed bursts releasing rays of light at the target(s)
<Evoc[ray], VS, 1StdAct, Medium-range, touch attk, no save, SR applies> – Deals damage based on target: a) if an Undead vulnerable to sunlight, target takes 1d8/lvl (max 10d8); b) all other Undead take 1d6/lvl (max 10d6); c) Constructs & inanimate objects take
1d6/2lvls (max 5d6); d) all other targets take 1d8/2lvls (max 5d8).
<Conj(creat), 1StdAct, Medium-range, 1rnd/lvl, no SR> – A 20’ radius Spread is filled with 10’ snapping vines. The vines attempt to Grapple every creature within the area of effect. Each is considered Large-sized, has a Strength 19, and has a Base Attack Bonus equal to its caster level (i.e., attack of +(8+lvl)). Anyone grappled takes 1d6+4 lethal damage each round. Even if not grappled, it is only possible to go half movement through the area of effect. The vines are immune to damage, but can be dispelled.
<Conj(creat), VS, 1StdAct, Medium-range, 1min/lvl, Fort½, SR applies> – Creates a 20’ radius Spread by 20’ high Cloud of dense fog filled with flashes of light.
a) A creature within the fog is confused until it has been out of the fog for 1 minute
(WillNeg, SR applies).
b) A creature with Light Sensitivity becomes Blind until it has been out of the fog for 1
minute (FortNeg, SR applies).
c) Movement in the cloud is slowed to 5’ and taking a 5’ step is not an option. (no save,
d) While in the fog, melee attacks & damage have a –2 penalty & ranged attacks (other
than magical rays, etc.) are impossible. (no save, SR applies)
e) The fog slows falling, reducing 1d6 of damage per 10’ of solid fog fallen through. The fog is dispersed by a Strong Wind in 1 rnd.
<Evoc[greenfire], 1StdAct, Longrange, Ref½> – Everything in a 20’ radius Burst take 1d6/lvl (half acid / half other) (max 10d6).
<Ill(pattern)[mind], 1StdAct, WillNeg, SR applies> – Caster creates a 15’ Cone-shaped Burst of color that effects all creatures in the area of effect with sight:
13+ HD: Stunned for 1 round.
7-12 HD: Blinded & Stunned for 1d4 rounds, then Stunned for 1 round.
0-6 HD: Unconscious, Blinded, & Stunned for 1d4 rounds, then Blinded & Stunned for 1d4rnds, then Stunned for 1 round.
<Evoc[greenfire], 1StdAct, Medium-range, Ref½, SR applies> – A 40’ tall column of green/white light with a 10’ radius erupts from the earth. 1d6 damage per level (max 15d6), half of which is acid damage & the other half is Untyped Damage.
< Evoc[greenfire], 1StdAct, Ref½, SR applies> – Everything in a 120’ long Line takes 1d6/lvl half acid, half other damage (max 10d6). If the bolt hits a barrier that is does not destroy, it stops.
<Evoc[force], 1StdAct, Medium-range, 1min/lvl, SR applies> – Creates a 20’ tall wall of thorns either 20’ long per level –or– a ringed wall 5’ radius per two levels. Going through the barrier causes 1d6/lvl (max 15d6) (Ref½). If the barrier is created on top of a creature, it is allowed a Reflex save to get out before it finishes forming (i.e., no damage). The barrier proves a +4 Cover bonus to AC & a +2 Cover bonus to Reflex saves against attacks made through it.
Wrath of the fey
<Evoc[sonic], V, 1StdAct, SR applies> – Any non-fey creatures within a 40’ radius spread who can hear the ‘fey's voice’ & that has no more HD than the caster suffer from
the following effects (no save):
up to Caster lvl: Staggered for 1d4 round.
up to Caster lvl - 1: Dazed for 1d4 rounds & above.
up to Caster lvl - 5: paralyzed for 1d4 rounds & above.
up to Caster lvl - 10: unconscious for 1d4 rounds & above
In addition, if the caster is on the feywilde, any non-fey creature in the area of effect (even if it cannot be heard) that has no more HD than the caster is driven back to its home plane for at least 1 day (WillNeg at a –4 penalty).
<Trans[greenfire], 1StdAct, Personal, 1min/lvl(D)>
– The caster embodies the power of the feywylde:
a) Caster Flies at a speed of 90’ (60’ if in medium or heavy armor) with Average maneuverability. ½ speed going up, 2x speed going down. If spells expires/is dispelled, subject descends at 60’ per round for 1d6 rounds before falling.
b) An invisible wall of air 2’ wide is created around the caster on all sides. The wall is
total protection from arrows, bolts, gases (including some breath weapons), gaseous
forms, birds, etc. Larger ranged weapons have a 30% miss chance, but large weapons, such as giant’s boulders, are not effected. The wall may be walked through normally.
c) Caster is unaffected by normal & magical winds.
d) Has a pool of one 1d6 per Caster level (max 20d6). As a Standard Action, the caster may strike a single opponent within 100’ with a bolt of green fire by making a ranged touch attack (+3 bonus if the target has a large amount of metal). The caster expends the dice in the pool to do the damage, allowing many little attacks, one big one, etc.
Aspect of the Feywilde
<Trans, 1StdAct, Personal, 1rnd/lvl> – The caster becomes a a vessel of the full power of the feywilde
+4 bonus to Strength;
+2 bonus to Dexterity;
+4 bonus to Constitution;
+2 bonus to Intelligence;
+4 bonus to Wisdom;
+4 bonus to Charisma;
+2 increase of Natural Armor;
Acid Resistance 10;
Cold Resistance 10;
Electrical Resistance 10;
Spell Resistance 25;
Damage Reduction 10 / magic;
gain immunity to diseases;
+4 Racial bonus on saves vs. poison; &
Fly at twice his/her ground movement with Good maneuverability.