These 2nd level spells were modified from: D&D 3rd Edition, For Gold & Glory, Frost & Fur, Frostburn, OSRIC, and Pathfinder to fit my Marth ice world setting. I will be editing them more in the future, but I wanted to get them out there on the blog. Enjoy.
Aid (Necromancy, Conjuration)
Sphere: All Range: Touch Duration: 1 round + 1 round/level Effective Area: 1 creature Components: V, S and M Casting Time: 5 Saving Throw: None
This spell allows the caster to provide assistance to the recipient in the form of a +1 bonus to attack rolls, saving throws, and 1d8 temporary hit points for the duration of the spell. The caster may choose to be the recipient. The temporary hit points can increase the recipient’s total to more than his normal maximum, but are lost first during combat and cannot be cured or healed.
The material components are a tiny strip of white cloth with a sticky substance on the ends and the priest’s holy symbol.
Bark Skin (Transmutation)
Sphere: Protection, Plant Range: Touch Duration: 4 rounds + 1 round/level Effective Area: 1 creature Components: V, S and M Casting Time: 5 Saving Throw: None
This spell covers the recipient’s skin in tough bark, and provides a base armor class of 6 (with a −1 AC bonus for every four levels of the caster) and a +1 saving throw bonus vs. all attack forms except magic. This spell does not function if the recipient is wearing any sort of armor or magical protection, but does combine with dexterity and shield bonuses. The caster may choose to be the recipient.
In addition, the warm bark from this spell grants a +2 bonus to all saving throws vs. exposure to cold.
The material components are the caster’s holy symbol and a handful of bark from an old oak tree.
Chant (Conjuration)
Sphere: All Range: 0 Duration: Time of chanting Effective Area: 30-foot radius Components: V and S Casting Time: 2 rounds Saving Throw: None
Casting this spell entails chanting hymns devoted to the fallen gods in their forgotten graves. The spell reduces opponents’ rolls in the effective area by −2. The caster must remain stationary and continuously chant to maintain the spell; if damaged or his concentration is interrupted, the spell ends. Multiple chants do not stack.
Chill or Heat Metal (Transmutation)
Sphere: Elemental (Cold / Fire) Range: 40 yards Duration: 7 rounds Effective Area: Special Components: V, S and M Casting Time: 5 Saving Throw: Special
This spell causes ferrous metal (any sort of iron or steel) to become extremely hot. The caster can affect all the ferrous metal items carried by one creature per two caster levels, no two of the creatures can be more than 30 feet apart; or 25 pounds of ferrous metal per level, all of which must be within a 30-foot circle. Elven mail is not affected, and magical items made of ferrous metal (such as armor and weapons) receive a saving throw vs. magical fire to avoid the effect.
A creature takes damage if its equipment is heated. It takes full damage if its armor is affected or it is holding, touching, wearing, or carrying ferrous metal weighing one-fifth of its weight or more. The creature takes minimum damage (1 or 2 points) if it’s not wearing metal armor, and the metal that it’s carrying weighs less than one-fifth of its weight. A protection from fire spell or fire resistance effects from spell or magical item negates the effects of the spell. Exposure to any cold effect intense enough to cause damage negates the effects of the spell (and vice versa) on a point-for-point basis.
On the first and last rounds of the spell, the metal becomes uncomfortably warm to the touch but inflicts no damage. During the second and next-to-last round, intense heat causes pain and damage. During rounds three, four and five, the metal is searing hot, causing additional damage and possibly delivering a crippling injury.
The material component for this spell and its reverse is the caster’s holy symbol.
The reverse, chill metal, counters heat metal, may freeze liquids, but otherwise functions the same.
On the first and last rounds of the reverse, the metal becomes uncomfortably chilly to the touch but inflicts no damage. During the second and next-to-last round, icy cold causes pain and damage. During rounds three, four and five, the metal is freezing cold, causing additional damage and possibly delivering a crippling injury.
A resist cold spell or similar cold resistance effects from spell or magical item negates the effects of the reverse. Exposure to any heat or fire effect intense enough to cause damage negates the effects of the spell (and vice versa) on a point-for-point basis.
Round | Temperature (chill / heat) | Damage |
1 | Cold/Warm | None |
2 | Icy/Hot | 1D4 |
3–5** | Freezing/Searing | 2D4 |
6 | Icy/Hot | 1D4 |
7 | Cold/Warm | None |
**On the 5th round, creatures affected by heat metal must successfully save vs. spell or suffer disabling burns that can only be removed through natural healing or a heal spell. The following table can be used to roll randomly if full armor is being heated, or the GM can choose a suitable disability based on where the most ferrous metal is touching the creature. A head cannot be disabled, for instance, if it wears a bronze helmet. Creatures affected by chill metal must successfully save vs. spell or suffer a disability that can only be removed through natural healing or a heal spell. This is due to frostbite but is the same as the burn effect noted for heat metal.
1D10 | Location of Damage | Disability |
1-4 | Hand/Foot | Unusable for 2d4 days |
5–9 | Body | Disabled for 1d4 days |
10 | Head | Fall unconscious for 1d4 turns |
Cinder Foot (Transmutation)
Sphere: Elemental (Fire) Range: 60 yards +5 yards/level Duration: 1 round / level Effective Area: 30-foot radius/level Components: V and S Casting Time: 1 turn Saving Throw: Negates
All creatures in the effective area of the spell must roll a saving throw vs. spells or have their feet start to burn and sizzle as if they were standing on hot coals. This effect does not ignite boots or any foot gear as it only targets the creature's nerves and flesh on their feet. Those that fail a saving throw take damage equal to 1D6/level of the caster to a maximum of 6D6 in the first round. In addition to the damage they also will move at half of their movement rate and have a -1 penalty to all dice rolls for the duration of the spell. If a full round is used to place their bare feet in snow, the spell will be negated.
Detect Undead (Lesser Divination, Necromancy)
Sphere: Divination Range: 0 Duration: 3 turns Effective Area: 20 feet × (120 feet + 10 feet/level) Components: V, S and M Casting Time: 1 round Saving Throw: None
This spell allows the caster to detect undead creatures within the effective area, in the direction he’s facing. Scanning the effective area requires one round, during which time the caster must stand motionless. The spell indicates direction but not specific location or distance. It requires at least 1 foot of stone, 1 inch of metal, or 3 feet of solid wood or earth to block the spell. The spell doesn’t reveal the type of undead, only their presence.
The material component is a bit of earth from a grave.
Sphere: Elemental (Cold or Fire) Range: 0 Duration: 4 rounds + 1 round/2 levels Effective Area: 3-foot long blade Components: V, S and M Casting Time: 4 Saving Throw: None
By the use of this spell, the caster creates an icy or fiery magical blade. The “blade” springs from the caster’s hand and can be wielded as if it were a weapon the caster is able to use. A successful hit inflicts 1d6 + 4 points of cold or fire damage, however, an additional 4 points of damage is inflicted against those creatures that are particularly vulnerable to that type of damage, while creatures magically protected or resistant to that type of damage subtract 2 points of damage.
The fiery blade causes combustible materials such as parchment, straw, dry sticks, cloth, etc. to make a successful saving throw against magical fire or ignite on contact. Extra-planar fire creatures, those immune to fire or who have natural fire-based attacks are immune to the damage.
Every time the icy blade hits a target they also are required to make a saving throw vs. exposure but unlike normal, this roll is not affected by the creature's constitution modifier. The effect is considered a magical weapon and will overcome monster weapon immunities.
The material components are the caster’s holy symbol and a leaf of sumac.
Feign Death (Necromancy)
Sphere: Necromantic Range: Touch Duration: 1 turn + 1 round/level Effective area: 1 person Components: V Casting Time: 1 Saving Throw: None
This spell allows the caster to touch any willing creature whose levels or HD does not exceed his caster level and cause it to enter a death-like coma, or the caster may be the subject of the spell. A feeling of fading into an unimaginably cold abyss overwhelms the target of the spell as well as an unshakable sensation of being watched...
The comatose subject can smell, hear, and comprehend the events around him, but he cannot see or feel anything. Physical damage is halved, and the subject shows no outward signs of pain. The comatose subject also ignores paralysis and energy drain effects.
If the comatose subject is poisoned, the poison does not take effect until the spell duration ends, and the subject does not have to make a save against it until then. This spell does not, however, protect the comatose subject from situations involving certain death, such as the subject being boiled in oil, etc, but it will take twice as long to kill the subject. The caster can end the spell prematurely, or it may be ended by a successful dispel magic, but, in either case, it requires a full round before the subject is able to act normally.
This spell only affects man-sized or smaller humans, demi-human, and humanoids and isn’t limited by HD.
Fire Trap (Abjuration, Evocation)
Sphere: Elemental (Fire) Range: Touch Duration: Permanent until discharged Effective Area: 1 object Components: V, S and M Casting Time: 1 turn Saving Throw: Half
This spell is to be cast on a selected point on any object that can be closed, stoppered, latched and/or locked such as a book, box, bottle, chest, door, etc. The fire trapped object cannot have a second magical trap, ward or lock a placed on it; attempting to do so negates the fire trap 25% of the time, the secondary spell 25% of the time, or both spells 50% of the time. If a creature other than the caster (and those designated when the spell is cast) intentionally opens the object, the trap explodes in a 5-foot radius inflicting 1d4 points of damage +1 per caster level. A successful saving throw, modified by dexterity-surprise modifier, reduces damage by half. The explosion does not harm the trapped item. The explosion inflicts only half damage and creates a large steam cloud, if it occurs on an object submerged in water.
A knock spell does not trigger nor remove the trap. The trap will still explode when the object is opened or entered by a non-designated creature. Thieves and others skilled at find/remove traps treat this as a magical trap. The trap explodes if an attempt to remove it fails. The spell is permanent until the trap explodes or a successful dispel magic is cast. An unsuccessful dispel magic does not cause the trap to explode.
The material component for the spell requires the caster to trace the outline of the closure with a stick of charcoal and touch the selected point with holly berries. To designate a creature requires either caster to have a piece of hair, scale, claw, etc. from the creature.
Frostbite (Necromancy)
Sphere: Weather Range: 20 yards Duration: Instantaneous Effective Area: 1D4 creatures in a 20-foot cube Components: V, S Casting Time: 2 Saving Throw: Negate
The druid inflicts the subject(s) with frostbite on a random part of their body if they fail a saving throw vs. spells. The caster rolls 1D12: 1-2 Left Foot, 3-4 Right Foot, 5-7 Left Hand, 8-10 Right Hand, and 11-12 Face. The frostbite deals 2D6 cold damage.
Frostbite causes the skin to look very waxy and the top layers of skin feel hard, but the tissues beneath will feel soft still. There is some numbness to the area of skin affected. The character suffers a -1 penalty to all dice rolls, and -2 penalty to all actions performed if their hands have frostbite. Creatures with frostbite on their feet have their movement reduced. The creature has frostbite until it is magically removed, or until it is tended medically in a warm shelter or by a fire.
Good Berry (Transmutation, Evocation)
Sphere: Plant Range: Touch Duration: 1 day + 1 day/level Effective Area: 2d4 fresh berries Components: V, S and M Casting Time: 1 round Saving Throw: None
This spell allows the caster to enchant 2d4 freshly picked berries. The caster, and any other caster of the same faith of 3rd level or higher, can discern which berries are magical. They can also be discovered by use of detect magic spell. The berries retain their effectiveness for the spell’s duration. Eating one of the magical berries can enable a hungry creature of approximately man-size to be as well-nourished as if a full meal were eaten, or up to 8 of them can be eaten by any creature in a single 24-hour period, curing 1 point of damage per berry.
The material components for the spell and its reverse are the caster’s holy symbol passed over freshly picked, edible berries of any kind.
Hold Humanoid (Enchantment)
Sphere: Charm, Range: 120 yards Duration: 2 rounds/level Effective Area: 1-4 persons in a 20-foot cube Components: V, S and M Casting Time: 5 Saving Throw: Negate
This spell attempts to hold up to 4 man-sized or smaller bipedal humans, demi-humans or humanoids within its effective area firmly motionless. They can avoid the effects by saving vs. spell, modified by wisdom-mental defense modifier. If the caster only targets one person, it suffers a −3 penalty to its save, or a −1 penalty if the caster targets only two persons, and if three or four persons are targeted, there is no penalty. This spell has no effect on the undead.
A humanoid who is held cannot move or speak but remain cognizant, able to see (in one direction) and hear what’s going on around them. Winged persons that are held cannot flap their wings and fall, and swimmers can’t swim and may drown. They can still use any of their abilities that require no motion or speech.
The hold humanoid spell in no way imparts a suspended animation effect; it does not stop or slow the progress of bleeding or infected wounds, diseases or poisons. The caster can end the spell at will any time before the spell’s normal duration.
The spell does not affect any bodily functions that don’t require conscious thought, such as heartbeats, breathing, blinking, etc. In addition, if the spell is cast on a bipedal creature that’s in the midst of a precarious movement, such as running, the creature may fall as the spell takes effect.
The material component for both priests’ and wizards’ versions is a small, straight piece of iron.
Hypothermia (Necromancy)
Sphere: Weather Range: 20 yards Duration: Instantaneous Effective Area: 1–4 persons in a 20-foot cube Components: V, S Casting Time: 2 Saving Throw: Negate
The druid inflicts the subject(s) with hypothermia if they fail a saving throw vs. spells. This damages the target creature with 50% of their hit point total in nonlethal damage. Example: If a creature has 20 hit points total this spell would give them 10 nonlethal damage. If the creature already had nonlethal damage then the damage from this spell stacks with it.Sphere: Elemental (Water, Ice) Range: 10 feet Duration: Permanent Effective Area: 30-foot diameter Components: V, S, and M Casting Time: 1 round Saving Throw: None
This spell creates a permanent igloo dwelling from the available snow nearby. Up to nine other man-sized creatures can be inside of the structure at the same time. The temperature inside the sphere is a constant 70F, unless the exterior temperature reaches below 0F, in which case, the interior temperature decreases correspondingly on a 1-degree-for-1 basis. The sphere protects against the elements (such as hail, sleet, snow, and storms), and only hurricane force winds or greater can destroy it. Targets inside the igloo cannot be seen by those outside and cannot be targeted individually for spells. A successful dispel magic will turn the igloo back into a pile of snow.
There must be enough snow to normally build an igloo of the same size around the druid to successfully cast this spell.
Invisibility to Undead (Abjuration)
Sphere: Necromantic Range: Touch Duration: 6 rounds Effective Area: 1 creature Components: V, S and M Casting Time: 4 Saving Throw: Special
This spell grants the ability to go undetected amongst undead, to a creature touched during the casting. The caster may choose to be the one affected by this spell. Undead with more than 4 HD are allowed a saving throw to avoid the effect.
The spell ends if the recipient performs a hostile action (any attempt at attacking or forcing a saving throw upon the affected creatures). Casting non-hostile spells, such as chant, or cure light wounds, does not end the spell.
The material component is the caster’s holy symbol.
Meld into Ice & Snow (Transmutation)
Sphere: Elemental (Ice, Water) Range: 0 Duration: 8 + 1d8 rounds Effective Area: The caster Components: V, S and M Casting Time: 6 Saving Throw: None
This spell allows the caster and up to 100 pounds of gear to merge into a natural ice or snow, large enough in all dimensions to hold the druid's body. If the caster is carrying more than 100 pounds, or the area of ice or snow is not large enough, the spell fails.
While inside the ice or snow, the caster remains aware of the passage of time and is able to cast spells on themself, but nothing outside the ice or snow can be seen or heard.
The material component is a small sample of the same type of stone that the caster intends to meld with.
Obscuring Snow (Transmutation)
Sphere: Weather Range: 0 Duration: 4 rounds/level Effective Area: 10-foot cube/level Components: V and S Casting Time: 5 Saving Throw: None
This spell obscures the caster with a small magical squall of snow for the duration of the spell, reducing visibility of all those within the area of the spell, including those with infravision, to only 2d4 feet. The area of obscuring snow cannot exceed a height of 10 feet but will expand to fill narrow or constricted spaces. A strong wind, including that generated by a spell, reduces the duration to 25% of normal.
Pass Unfettered (Abjuration, Enchantment)
Sphere: Charm Range: Touch Duration: 1 minute/level Effective Area: 1 creature Components: V, S and M Casting Time: 1 round Saving Throw: None
This spell allows the caster to touch a creature and enable it to move and act at half speed, even under the influence of magic that restricts or impedes movement, such as hold, paralysis, slow, and even entangle or web spells. The caster may choose to be the recipient. The creature can also slip out of the tightest of mundane
bonds or snares.
Additionally if you hold a piece of solid material (ice, metal, wood, stone, etc.) a touched creature can pass through that same substance as if they were ethereal up to one foot per level of the druid.
Produce Flame (Transmutation)
Sphere: Elemental (Fire) Range: 0 Duration: 1 round/level Effective Area: Special Components: V and S Casting Time: 5 Saving Throw: None
This spell allows the caster to produce a magical flame as bright as a torch in the palm of his hand. The flame does not harm the caster, but combustibles (paper, cloth, dry wood, oil, etc.) touched to the flame must save vs. magical fire or burst into flames.
The caster can also throw the flame with a range of 40 yards, ignoring range modifiers. On impact, the flame bursts into a 3-foot diameter effective area and then goes out. Within the effective area of the burst, creatures suffer 1d4 + 1 point of damage and combustibles (paper, cloth, dry wood, oil, etc.) must save vs. magical fire or burst into flames. A miss is determined as if it were an indirect missile. If a creature’s belongings or clothing catch fire, it requires a round to put them out, or the GM may assign additional damage as the fire continues to burn. The caster can hurl a maximum of one flame per caster level; one flame per round, until the duration expires or the caster ends the spell voluntarily. He cannot extinguish fires caused by the flame.
Resist Cold (Transmutation)
Sphere: Protection Range: Touch Duration: 1 turn/level Effective Area: 1 creature Components: V, S and M Casting Time: 5 Saving Throw: None
This spell assists a creature to resist the effects of cold. The caster may also choose to be the subject. The subject becomes immune to freezing temperatures as low as −60◦F and they need not roll any saving throws vs. exposure. The subject also gains a +3 bonus to saving throws against more intense cold attacks, whether magical or mundane in nature (cold-based weapons, ice storms, wands of frost, white dragon’s breath, etc.). The subject then suffers only 25% of the normal damage if the save is successful and only 50% of the normal damage if the save fails.
The material component is a drop of mercury.
Respite from Death (Necromancy)
Sphere: Necromantic Range: 10 yards Duration: 2 rounds + 1 round / level Effective Area: Special Components: V, S and M Casting Time: 1 round Saving Throw: None
This spell allows the caster to create one skeleton or zombie, usually from the bones or body of a dead human, humanoid, or demi-human. Optionally, the caster can animate an animal corpse. The animated undead remains will obey simple commands given to it by the caster, including fighting in combat. The undead being remains animated until destroyed or turned or when the spell's duration ends. It is not affected by dispel magic.
The total HD of the undead being animated by this spell cannot exceed the caster’s level. Humans, demi-humans, and humanoids with only 1 HD in life become 1 HD skeletons or 2 HD zombies, regardless of class levels, experience or HD they once had. Creatures and animals with less than 1 HD can be raised as 1/2 HD skeletons or 1 HD zombies. A creature or animal with 1 HD or more retains its HD when raised as a skeleton and gains one HD when raised as a zombie. Undead have none of the special abilities they had when alive.
Even though animating undead is not automatically an evil act, undead are perversions of life, and as such their mere presence is disturbing to most creatures (animals avoid them entirely, unless specially trained). The charnel smell, particularly of a zombie, is quite nauseating. Additionally, most civilizations have regulations regarding the creation of undead. Some cultures seek their immediate destruction, and even the most tolerant require undead servants to be tagged and registered with local authorities.
The spell requires the body or bones of the creature to be animated, and the remains must be reasonably intact. Undead destroyed in combat cannot be re-animated. When the duration of the spell ends the reanimated undead creature will fall lifeless to the ground.
The spell requires a pinch of bone powder or bone shard.
Shards of Ice (Evocation)
Sphere: Elemental (Cold) Range: 60 yards + 5 yards/level Duration: Instantaneous Effective Area: 1 creature Components: V and S Casting Time: 2 Saving Throw: Negates
This spell allows the caster to fire one shard of ice per level (to a max of 5) from their fingertips and strike a single targeted creature. A creature must be within range, in sight, and under less than 90% cover or concealment, to be targeted. Specific body parts of a creature cannot be targeted. The shards cause no structural damage, but each inflicts 1D3 points of damage to most creatures (unless they are immune to cold). Creatures hit with the shards must also make a saving throw vs. exposure.
Shatter (Evocation)
Sphere: Elemental (Earth) Range: 30 yards + 5 yards / level Duration: Instantaneous Effective Area: 5-foot radius or 1 solid object Components: V and S Casting Time: 1 Saving Throw: None / Negate
The spell destroys fragile non-magical items (crystal, glass, porcelain, vials, etc.) in the area of the spell effect. They break into dozens of small chunks. One solid object can instead be targeted and if it fails a saving throw it will break. The object needs to be less than 10 pounds in weight per level of the caster or it is not affected by the spell.
Silence (Transmutation)
Sphere: Guardian Range: 120 yards Duration: 2 rounds/level Effective Area: 15-foot radius Components: V and S Casting Time: 5 Saving Throw: None
This spell creates a zone of complete silence in the effective area. No sound can enter, leave or occur within the effective area, preventing conversation and spell casting that requires verbal components, but also completely protecting those inside from any sonic-based attacks (including harpy song, shout spell, horn of blasting, etc.). The effective area can either be stationary, or it cast on a mobile object or creature. An unwilling creature, or an item possessed by an unwilling creature, is allowed a saving throw. If successful, the center of the effective area becomes a stationary point approximately one foot behind that creature.
Slow Poison (Necromancy)
Sphere: Healing Range: Touch Duration: 1 hour/level Effective Area: 1 creature Components: V, S and M Casting Time: 1 Saving Throw: None
If cast before a poison takes full effect, this spell slows the poison’s onset time within an envenomed creature. The poison is not neutralized but is prevented from farther harming the creature for the spell’s duration.
The material components are the caster’s holy symbol and a bud of crushed garlic, either spread upon an envenomed wound or eaten by an envenomed creature to slow ingested poisons.
Snare (Enchantment)
Sphere: Plant Range: Touch Duration: Until triggered Effective Area: 2-foot diameter + 2 inches/level Components: V, S and M Casting Time: 3 rounds Saving Throw: None
This spell makes a magic snare trap. The snare can be made from any supple vine, a thong, or a rope. As the spell is cast, the cord-like object blends with its surroundings, making it 90% undetectable to normal, non-magical methods. One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside of it. The neck can sometimes be considered a limb (particularly with snakes and worms, but giraffe also springs to mind). If a strong and supple tree is nearby, the snare can be fastened to it. The spell causes the tree to bend and then straighten when the loop is triggered, inflicting 1d6 points of damage to the creature trapped and lifting it off the ground by the trapped limb(s). The trapped creature may suffocate if the neck is caught. If no such tree is available (or the caster simply chooses not to use one), the cord-like object magically wraps and entangles around the creature, dealing no damage. If used underwater, the snare additionally wraps itself around an anchoring point to avoid drifting in the currents.
The snare is magically strong. To escape during the first hour of being trapped, a creature requires a strength score of 23 and a full round. Every hour that passes after the first reduces the strength score required by 1 point, until 6 hours after being captured have passed, when a strength score of only 18 is required. The snare has AC 7 and 5 hit points. It can be cut or broken by any magical weapon, or by any mundane edged weapon whose wielder has at least a +2 bonus to attack, either from magical enhancement and/or strength modifier. If a creature successfully escapes from the snare, the loop breaks and the spell ends. Otherwise, 12 hours after trapping a victim, the snare loses its enchantment and loosens automatically to release the creature.
The material components are the fur and sinew from a strong animal, which are weaved into the cord-like object, as well as the caster’s holy symbol.
Snow Devil (Conjuration)
Sphere: Elemental (Air) Range: 30 yards Duration: 2 rounds/level Effective Area: 5-foot × 4-foot cone Components: V and S Casting Time: 2 rounds Saving Throw: None
This spell conjures a weak air elemental, known as a snow devil. It will go wherever the caster verbally commands it to go, but disperses if it moves more than 30 yards away from the caster. The caster is not immune to the effects of the elemental's attack or debris cloud.
The snow devil summoned by this spell has an AC of 4, a movement rate of 18, and 2 HD. It may attack once each turn with a THAC0 of 19, inflicts 1d6 damage, and may affect its surroundings in minor ways such as by extinguishing torches or blowing away scrolls. Those hit by a snow devil must make a saving throw vs. exposure.
When in an area with significant amounts of debris, a snow devil may kick up a cloud with a diameter of 10 feet centered upon itself. Creatures caught within the cloud are blinded, and remain so for one round after leaving the cloud, and spell casters so caught must successfully save vs. spell to maintain concentration while casting spells.
Spiritual Weapon (Evocation)
Sphere: Combat Range: 10 yards/level Duration: 3 rounds + 1 round/level Effective Area: Special Components: V, S and M Casting Time: 5 Saving Throw: None
This spell allows the caster to transform his normal weapon into a magical ranged weapon, keeping the same basic shape and size but infused with divine energy. The caster can concentrate on the magical weapon and cause it to attack any visible opponent within range that he chooses. The weapon attacks as if wielded by the caster, including strength or dexterity modifiers that are applied to attack or damage rolls. The weapon attacks creatures based on the direction that the caster is facing, which may allow rear attacks on an opponent that has its back to the caster. He may choose a different opponent each round as long as it is still in range and visible to the caster. The weapon inflicts the same damage as a normal weapon, however, it gains a +1 magical enchantment to attack and damage rolls between caster level 1 and 6, +2 between caster level 7 and 12, up to a maximum of +3 at 13th level and above.
The spell ends prior to its normal duration if the caster stops concentrating on it for any reason. A successful dispel magic spell (whether targeted or using an effective area) against either the caster or the weapon will also end the spell before the duration expires. Magic resistance is checked the first time it is encountered. If the magic resistance check is successful, the spell ends, otherwise magic resistance is not checked again unless a stronger magic resistance is encountered. The material component is the normal weapon, which the caster throws at his first chosen opponent within the spell’s range while casting the spell. The weapon changes into the magical weapon while in mid-air.To see the other levels of Druid spells go here: https://samwise7rpg.blogspot.com/2022/04/ad-druid-spells-for-marth-ice-world.html