Some Dryads cast
spells, and some of them may know some of these spells. If you do a
favor for a Dryad, they might teach you one. You can cast a Dryad
spell like any normal spell, but any spell that mentions “the
Dryads tree” or “while touching the Dryad's tree” requires the
magic user who isn't a Dryad to spiritually bond to a tree- rituals
like marrying the tree or growing it from a seed in magic soil are
common. Clever wizards select small saplings they can take with them,
but pretty soon they'll grow larger even if its a small species and
will have to be settled down somewhere. From then on, the Wizard can
only cast the specific Dryad spell from that magical tree.
If the Dryad's
tree is ever cut down or killed, the Wizard cannot ever get a new one
and loses 1 level in level drain. Dryads die if their tree is killed,
so Wizards are quite lucky in that respect, only feeling a fraction
of the pain the Dryad does for her sacred home.
[1]
Razor Whispers- 1st
level
This
spell can be cast on anything sharp or bladed. Usually it's cast on
special leaves thrown as projectiles by elves or dryads, but can be
cast on anything sharp enough to cut. The object whispers in the ear
of the caster and tells them the last thing they cut in broad detail.
Blades cannot see, but remember much about the target, like hot and
cold and texture, and especially about blood spilled on them. So if a
blade slashed a zombie last, it may describe the target as “cold
flesh, with congealed blood, worms and maggots spilled onto me from
the wound”, and so on. You can cast this spell on a body part like
a claw or tooth of an animal or even person, but the object only
whispers in the language of that animal or person's most native
language.
[2]
Dryad's Music - 1st
level
This
spell creates a magical tune that surrounds the Dryad's tree. This
spell is passive, and if cast on a tree belonging to someone who
isn't a Dryad, they can freely leave and the spell will remain active
for its duration. The magic spell creates a low, haunting, and
beautiful tune that will calm dangerous animals (as long as nothing
is running around to activate their prey instincts) and will alert
intelligent beings to this being a Dryad's grove. Most good entities
wouldn't want to cut down a Dryad's tree, and potentially dangerous
animals can be calmed by this spell so they do not damage the Dryad's
tree in a rage or for whatever other reason.
The
spell lasts for an entire day and cannot be turned off selectively,
so any cruel beings who would want to ransom the Dryad and threaten
to cut her tree down would be led by this music straight towards her.
However, anyone who introduces themselves with this music playing
gets a +1 to reaction check to the superstitious or nature-loving;
those who may find the natural magic and majesty of the Dryad or
person wielding their magic as something to respect will be kinder to
the caster.
[3]
Green Gale - 1st
level
Conjures
a magical wind. The wind is slightly green in color, and appears
magical as it flies, which is where it gets its name. As people can
see the wind coming, concerned creatures may raise their shields to
block the wind or roll a saving throw to get behind cover. The wind
travels for an exploration turn as fast as a man can run in a single
general direction, before petering out at the end. It takes an entire
exploration turn to cast this spell as the effect is ongoing; the
caster may experience magical backlash for ending the spell early.
Additionally; anyone can see the spell in motion in a well lit area,
and can follow it back to the source.
Everything
the magical wind touches the caster “feels” in real time. As it
travels, the caster will be aware of everything the wind touches and
get a sense of what it is. Living beings are solid and warm, metal is
cold, wooden things let them feel the textured grains, etc. However
this sense is vague at best, so if a wooden shield is used to block
the wind the caster will be unable to tell it apart from a standard
tree. Using this spell may let you sense a large being or group of
beings on the approach towards your location, or traveling along with
the wind if they were retreating from you. While quite broad and
powerful in its usage, the spell can only at best be used to tell if
a group of enemies are approaching or moving in some way and will
only give you a single exploration turn or a few combat rounds to
prepare at best.
[4]
Dew - 1st
level
This
spell requires the caster to lie down and stay totally still for one
exploration turn. During that time, they will become very wet all
over in morning dew, which will soak through their clothes and all
over their skin. The amount of dew produced is dependent on the
amount of moisture in the air, so in the desert or deep underground
the spell will produce very little moisture. By shaking and scraping
off this water, some can be collected and used for drinking or other
purposes. Dew is also a minor magical reagent in some spells or
magical potions. The caster can also leave the dew on them, and by
doing so will gain advantage on all saving throws against fire spells
and also will reduce the first source of fire damage to 1 when it
strikes them while wet. This spell may also allow the dew-covered
person to survive a flaming cone of dragon fire if it normally would
have killed them, or make the person easily struck by lightning
spells, and so on.
If the Dryad casts this spell while hugging their spirit tree- they can make the dew coalesce on the leaves and branches of the spell instead. Beyond giving the tree a protective sheet of water from forest fires, this produces much more water. The tree can be shook or dew gathered from the leaves for harvesting instead of from the caster's body.
If the Dryad casts this spell while hugging their spirit tree- they can make the dew coalesce on the leaves and branches of the spell instead. Beyond giving the tree a protective sheet of water from forest fires, this produces much more water. The tree can be shook or dew gathered from the leaves for harvesting instead of from the caster's body.
[5]
Fend-Flame - 2nd
level
This
spell creates a 30 ft radius around the Dryads tree that pushes back
all fire- magical or otherwise. While it is mostly used on wildfires
to keep the Dryad's tree safe, this spell will work surely on man
made fires and will blow out any torches brought near, make tinder
refuse to spark, and fire arrows are wetted the moment they cross the
invisible line. This spell is very powerful and blocks all fire
spells of 2nd
level or less. Any spell that conjures or throws fire above 2nd
level is still greatly reduced, dealing a maximum of 1 damage per die
rolled and being two times less likely to ignite objects on fire. If
this spell is combined with water or rain on the tree, there is
essentially no way short of divine intervention for it to go up in
flames.
[6]
Branch Pantomime -
2nd
level
Once
this spell is cast, the caster's movements are copied by the Dryad's
tree to the best of its abilities. If the caster throws a punch, the
tree will move a branch in a roughly fist-like way and punch at the
same angle. If the caster breathes and exhales, the wind will rustle
the trees leaves hard. If the caster jumps, the tree groans with
effort, but cannot uproot itself. Even if the caster walks, the tree
cannot move unnaturally and only tangles its roots in the attempt.
Using this spell, the caster can make the tree sweep its branches to
attack nearby foes, dealing 1d12 damage on a clumsy -2 to hit due to
both the delay of the copied action and slow speed of the tree's wide
branches as well, but the branches are still quite strong. It is also
possible to use this spell to gingerly pick something out of the
tree's branches or remove an object stuck in it, but requires careful
movements by the caster and roughly pantomiming a grab with their own
hand on their body where the object is in rough relation to the tree,
and is quite difficult to perform without practice.
Dryads who have cast this spell many times and know their tree inside and out have much more dexterity with it; their tree's attacks get +1 to hit as they shoot out their branches like missiles and can even perform feats of dexterity like grabbing a small dragon out of the air. By bending to the side, it is possible for the tree to even pick up the Dryad, to allow an instant way to merge with its bark or to get to the tree's highest point in a single instant for scouting or ranged arrow fire.
[7]
Black Lozenges - 3rd
level
This
spell is how Dryads have come to be known as healers, and
unfortunately the reason why many Dryads are also terrorized by
opportunists looking to cure their own diseases or charge for a cure.
This spell must be cast over an entire hour, in which the caster's
sacred tree is drained of life energy and it condensates into several
large, black sweets that taste a bit of maple. These medicines are
quite potent; they can instantly heal common illnesses by an hour of
sucking on the lozenge, can take an entire day off of an advanced
illnesses remaining time per hour of sucking. They can also act as
methods to halt poison, once again, per turn you suck on the lozenge
the poison will not advance in your blood- swallowing the lozenge
gives you an extra saving throw against any weak poison. Those with
incurable illnesses or no diseases will be healed by 1d2 hit points
per exploration turn they suck on a lozenge.
The
tree that casts this spell is drained, and as is the Dryad. If the
tree is not very big, such as a sapling being carried by the Wizard,
then the Wizard will be drained of 1d6 maximum
hit points, which only come back one per month, from the nutrients
and energy needed to create the powerful medicine. Larger trees may
also create larger amounts of lozenges- Use a d6 or d8 for bigger
trees. Truly ancient trees will also produce extra large lozenges
that have an additional hour of sucking before they are expended.
Upon
casting, the tree creates and drops 1d4+1 Lozenges. Some Dryads will
try to sneakily bury any they can grab, especially if forced to give
up the medicine, as the recovery period for their ancient guardian
will be faster if it can reabsorb the nutrients. Each lozenge can be
sucked on for up to 3 exploration turns before being eroded away to
nothing. Each time the spell is cast, the tree gets weaker, so daily
casting of this spell will slowly kill the tree, as it takes months
to fully recover the energy that was created by this magical spell.
[8]
Grand Bow - 3rd
level
This
spell is one of the reasons why elves court the favor and hold close
alliances with the Dryads in their forests. This spell can only be
cast on the Dryad's spirit tree, and the tree must be at least 50
years old. This spell begins with a magical dance and incantation,
and the tree will begin to grow a magical bow. The bow can be a short hunting bow or a long warbow which is decided at the time of casting. True Dryads can grow
the bow within the heart of their magic tree, the same netherspace
where they hide and sleep inside the tree, so it can be safely hidden
and protected until pulled out by the Dryad when it is finished.
Non-Dryad Wizards who cast this spell instead have the bow grow out
of the branches of the tree, its curved form looking a bit sickly but
otherwise develop as normal. Naturally if this branch is severed or
damaged, the spell fails.
The
magic bow takes an entire year to grow. Once finished, the bow is
smooth and well made, but appears very natural and made of
still-living tree bark; the ends of the bow may be marked with leaves
or knots. The bow does not grow its own string, but elves
traditionally use it with a Glint bowstring- the magical material
that elf crafters are so fond of for its magical properties. The bow
acts as a +1 magic bow, but bows which are grown within the magic
tree for at least seven years count as +2 until the first shot is
fired each night, recharging at sundown. These so called “Seven
Year Bows” are quite valuable and are sometimes awarded for
military success or as a prize for an archery competition.
When the sacred tree that birthed these bows dies, all of the bows roll a saving throw. On a failure, the magic bow wilts and is destroyed from the life force of the ancient tree leaking away from them. On a success, the bow remains, though still grays in remembrance.
When the sacred tree that birthed these bows dies, all of the bows roll a saving throw. On a failure, the magic bow wilts and is destroyed from the life force of the ancient tree leaking away from them. On a success, the bow remains, though still grays in remembrance.
[9]
Dryad's Beauty - 4th
level
This
spell is similar to a charm spell, but much more powerful. It only
works on the opposite sex, or somebody that is already attracted to
the caster's gender or race. Dryads may already have this ability in
your game, or this spell may just enhance it or be the origin for
their supernatural beauty. This spell only works on characters who
have never seen the caster before, or at least never seen them in the
full light or without their face covered- this magic pulls on the
magic of love at first sight; no repeat viewings or the dull familiar
can hold the enchantment.
When
cast, the caster appears as a flawless, attractive being. Every
movement they make takes away the breath of the target, who only gets a
saving throw to resist the effect if they are not alone and are being
warned or jostled by their companions. This spell makes the target
fall madly, and permanently, in love with the spellcaster from a
single look. The effects of this spell are permanent, and targets
affected by it are much more open to dangerous ideas and are much
more likely to turn on their allies if suggested by their new love
interest.
While
they will refuse to do anything that harms their new lover, the spell
does not stop possessive or jealous lovers from kidnapping or
stealing away the caster; in some cases the effect backfires and
causes the target to chop down the Dryad's tree to “save” her
from it, resulting in her death. It is possible for the target of
this spell to turn on and potentially slay the caster after falling
in love with them, but they will be devastated and much make a saving
throw or kill themselves right after.
[10] Lost to the Trees
- 4th
level
This
spell must be cast on someone touching your sacred tree. This can be
done through a vector, such as the very instant an axe strikes it to
cut it down, or directly, if the target is tricked or accidentally
touches the tree itself. The moment they do, this spell can be cast.
The target disappears from the spot, lost within another realm. If
this spell is cast through a vector like an axe or pole, that tool
stays but the rest of what the target was holding goes with them.
There is no saving throw for the effect, only to avoid touching the
tree.
Within
another realm, the target will always appear in a very thick wood. If
they do not have an axe or knife, it is unlikely they will be cut
from the cradle of trees around them. There is also a chance they
will be within a serewood, which are flesh eating trees whose bark
and leaves cut and splay skin, in which case the target takes 1d6
damage per exploration turn lost in that forest, or worse if they are
laid against any serewood trees. Even after they escape, the
character or monster will realize they are lost in the lands of
Arcadia- the home of the fairies and true fae, and the chances to get
back home will be almost impossible for any regular being without
some great magic or destiny.
Back
in the normal world; the caster of the spell will have just sent the
target to a random location to the realm of the fairies, akin to a
powerful randomized teleportation spell to another plane. While the
creature is off having adventures in that mystical and untrustworthy
land, everyone else will simply be stupefied by the disappearance of
the other being. It will be at least (3d6 – target's Intelligence
modifier) seasons before they can return, and that's only if they
survive. You can roll a saving throw per season they are gone; one
failure means they've been mutated, changed, or marked somehow. If
they fail two or more saving throws, they can never return and were
either captured, turned into something that can't come back, or dead.
Any sufficiently powerful character may be able to return regardless;
fighting their way back with sword and spell, stumbling back through
the nearest line of trees to their home or place of residence. Anyone
who is hit by this spell can have it used on them again, but will
gain advantage on all saving spells to avoid it, and gain another
hard save if the spell activates to crawl back anyway- falling out of
the branches of the sacred tree instead as they refuse to be taken.
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