Elieah Al'Qahtan
A Bedine roguish type from the deserts of Anauroch, he left the hellish life of the desert to adventure and seek great honor as a warrior. He is ever fearful of dying of thirst and always makes sure he has water a plenty. He is 5'9" tall, 180 pounds. His skin is darkly tanned from being in the sun his whole life. His hair is black and his eyes a steel blue. He has a thin beard and mustache. His clothes are airy and billowy with a turban on his head. His clothes are multi-colored with whites and greens and black and brown. He has a scimitar and a composite short bow. He also has a lute on his back.
0-LEVEL DRUID SPELLS (ORISONS)
Source Spell Name Brief Description
Core Create Water: Creates 2 gallons/level of pure water.
Core Cure Minor Wounds: Cures 1 point of damage.
Core Detect Magic: Detects spells and magic items within 60 ft.
Core Detect Poison: Detects poison in one creature or object.
Core Flare: Dazzles one creature (–1 penalty on attack rolls).
Core Guidance: +1 on one attack roll, saving throw, or skill check.
Core Know Direction: You discern north.
Core Light: Object shines like a torch.
Core Mending: Makes minor repairs on an object.
Core Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Core Read Magic: Read scrolls and spellbooks.
Core Resistance: Subject gains +1 bonus on saving throws.
Core Virtue: Subject gains 1 temporary hp.
CD Naturewatch: As deathwatch, but on animals and plants.
1ST-LEVEL DRUID SPELLS
Source Spell Name Brief Description
Core Calm Animals: Calms (2d4 + level) HD of animals.
Core Charm Animal: Makes one animal your friend.
Core Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Core Detect Animals or Plants: Detects kinds of animals or plants.
Core Detect Snares and Pits: Reveals natural or primitive traps.
Core Endure Elements: Exist comfortably in hot or cold environments.
Core Entangle: Plants entangle everyone in 40-ft.-radius.
Core Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
Core Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Core Hide from Animals: Animals can’t perceive one subject/level.
Core Jump: Subject gets bonus on Jump checks.
Core Longstrider: Your speed increases by 10 ft.
Core Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Core Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
Core Obscuring Mist: Fog surrounds you.
Core Pass without Trace: One subject/level leaves no tracks.
Core Produce Flame: 1d6 damage +1/level, touch or thrown.
Core Shillelagh: Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level.
Core Speak with Animals: You can communicate with animals.
Core Summon Nature’s Ally I: Calls creature to fight.
BoED Eyes of the Avoral: Subject gets +8 on Spot checks.
BoED Silvered Claws: One creature’s natural attacks are treated as silvered weapons.
CAd Hawkeye: Your range increment increases.
CAd Healthful Rest: Double healing from rest.
CAd Vine Strike: Sneak attack plant creatures.
CAr Animate Water Imbue water with semblance of life.
CAr Animate Wood Imbue wood with semblance of life.
CD Beget Bogun: You create a Tiny nature servant.
CD Omen of Peril: You know how dangerous the future will be.
CD Sandblast: You fire hot sand that deals 1d6 nonlethal damage, stuns enemies
CD Traveler’s Mount: Creature moves faster but can’t attack.
CD Vigor, Lesser: Creature heals 1 hp/round (max 15 rounds).
CD Wood Wose: Nature spirit does simple tasks for you.
CM Climbing Tree: Temporarily grow a tall tree for use as a ladder.
CS Aquatic Escape: Take the form of a fish
CS Blockade: Fill 5-ft square with enormous block of wood
CS Spore Field: Mushrooms grow from ground, slowing movement and sickening living creatures
CS Winged Watcher: Take the form of a bird
City Impeding Stones: Earthen ground and cobblestones crack and shift, hampering foes.
DrM Path of Frost: Create a frozen path on the ground that slows movement and deals cold damage.
DrM Rot of Ages: Cloud of rotting debris sickens or nauseates one creature, provides concealment for others.
Frost Conjure Ice Beast I: Conjures ice creature to fight for you.
Frost Crunchy Snow: –20 penalty on Move Silently checks in area.
Frost Ease of Breath: +20 inherent bonus on Fortitude saves to resist altitude sickness.
Frost Ice Skate: While on ice, your speed increases by 60 feet.
Frost Ivory Flesh: Flesh turns white, granting +5 circumstance bonus on Hide checks in snow and ice.
Frost Snowdrift: Forms existing snow into another shape.
Frost Snowsight: Normal vision in winter weather conditions.
MH Snake’s Swiftness: Subject immediately makes one attack.
Planar Beastland Ferocity: Subject fights without penalty while disabled or dying.
Planar Locate Touchstone: find nearest planar touchstone on the plane you currently inhabit.
Planar Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
RoD Omen of Peril: You know how dangerous the future will be.
RotW Raptor’s Sight: Gain +5 on Spot checks; range increment penalty halved.
Sand Cloak of Shade: Touched creature gains protection from heat and sun.
Sand Impede Sun’s Brilliance: Diminishes the heat and light of the sun in an area.
Sand Locate Water: Reveals location, size, and quality of water sources.
Sand Summon Desert Ally I: Calls dustform creature to fight.
Sand Sunstroke: Target takes 2d6 nonlethal damage and is fatigued.
Sand Waste Strider: Move through the wasteland without penalties.
Storm Kuo-Toa Skin: Subject gains +8 on Escape Artist checks and cannot be snared by webs.
Storm Quickswim: Your swim speed increases by 10 ft.
Storm Webfoot: Target gains +4 on Swim and is less hindered by bog terrain.
0-LEVEL DRUID SPELLS (ORISONS)
Source Spell Name Brief Description
Core Create Water: Creates 2 gallons/level of pure water.
Core Cure Minor Wounds: Cures 1 point of damage.
Core Detect Magic: Detects spells and magic items within 60 ft.
Core Detect Poison: Detects poison in one creature or object.
Core Flare: Dazzles one creature (–1 penalty on attack rolls).
Core Guidance: +1 on one attack roll, saving throw, or skill check.
Core Know Direction: You discern north.
Core Light: Object shines like a torch.
Core Mending: Makes minor repairs on an object.
Core Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Core Read Magic: Read scrolls and spellbooks.
Core Resistance: Subject gains +1 bonus on saving throws.
Core Virtue: Subject gains 1 temporary hp.
CD Naturewatch: As deathwatch, but on animals and plants.
1ST-LEVEL DRUID SPELLS
Source Spell Name Brief Description
Core Calm Animals: Calms (2d4 + level) HD of animals.
Core Charm Animal: Makes one animal your friend.
Core Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Core Detect Animals or Plants: Detects kinds of animals or plants.
Core Detect Snares and Pits: Reveals natural or primitive traps.
Core Endure Elements: Exist comfortably in hot or cold environments.
Core Entangle: Plants entangle everyone in 40-ft.-radius.
Core Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
Core Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Core Hide from Animals: Animals can’t perceive one subject/level.
Core Jump: Subject gets bonus on Jump checks.
Core Longstrider: Your speed increases by 10 ft.
Core Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Core Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
Core Obscuring Mist: Fog surrounds you.
Core Pass without Trace: One subject/level leaves no tracks.
Core Produce Flame: 1d6 damage +1/level, touch or thrown.
Core Shillelagh: Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level.
Core Speak with Animals: You can communicate with animals.
Core Summon Nature’s Ally I: Calls creature to fight.
BoED Eyes of the Avoral: Subject gets +8 on Spot checks.
BoED Silvered Claws: One creature’s natural attacks are treated as silvered weapons.
CAd Hawkeye: Your range increment increases.
CAd Healthful Rest: Double healing from rest.
CAd Vine Strike: Sneak attack plant creatures.
CAr Animate Water Imbue water with semblance of life.
CAr Animate Wood Imbue wood with semblance of life.
CD Beget Bogun: You create a Tiny nature servant.
CD Omen of Peril: You know how dangerous the future will be.
CD Sandblast: You fire hot sand that deals 1d6 nonlethal damage, stuns enemies
CD Traveler’s Mount: Creature moves faster but can’t attack.
CD Vigor, Lesser: Creature heals 1 hp/round (max 15 rounds).
CD Wood Wose: Nature spirit does simple tasks for you.
CM Climbing Tree: Temporarily grow a tall tree for use as a ladder.
CS Aquatic Escape: Take the form of a fish
CS Blockade: Fill 5-ft square with enormous block of wood
CS Spore Field: Mushrooms grow from ground, slowing movement and sickening living creatures
CS Winged Watcher: Take the form of a bird
City Impeding Stones: Earthen ground and cobblestones crack and shift, hampering foes.
DrM Path of Frost: Create a frozen path on the ground that slows movement and deals cold damage.
DrM Rot of Ages: Cloud of rotting debris sickens or nauseates one creature, provides concealment for others.
Frost Conjure Ice Beast I: Conjures ice creature to fight for you.
Frost Crunchy Snow: –20 penalty on Move Silently checks in area.
Frost Ease of Breath: +20 inherent bonus on Fortitude saves to resist altitude sickness.
Frost Ice Skate: While on ice, your speed increases by 60 feet.
Frost Ivory Flesh: Flesh turns white, granting +5 circumstance bonus on Hide checks in snow and ice.
Frost Snowdrift: Forms existing snow into another shape.
Frost Snowsight: Normal vision in winter weather conditions.
MH Snake’s Swiftness: Subject immediately makes one attack.
Planar Beastland Ferocity: Subject fights without penalty while disabled or dying.
Planar Locate Touchstone: find nearest planar touchstone on the plane you currently inhabit.
Planar Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
RoD Omen of Peril: You know how dangerous the future will be.
RotW Raptor’s Sight: Gain +5 on Spot checks; range increment penalty halved.
Sand Cloak of Shade: Touched creature gains protection from heat and sun.
Sand Impede Sun’s Brilliance: Diminishes the heat and light of the sun in an area.
Sand Locate Water: Reveals location, size, and quality of water sources.
Sand Summon Desert Ally I: Calls dustform creature to fight.
Sand Sunstroke: Target takes 2d6 nonlethal damage and is fatigued.
Sand Waste Strider: Move through the wasteland without penalties.
Storm Kuo-Toa Skin: Subject gains +8 on Escape Artist checks and cannot be snared by webs.
Storm Quickswim: Your swim speed increases by 10 ft.
Storm Webfoot: Target gains +4 on Swim and is less hindered by bog terrain.