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Seventh Level Spells

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Awaken Forest (Enchantment/Charm, Divination)

Sphere: Plant
Range: 10 + 1 mile per level radius
Components: VSM
Duration: 1 hour per level
Casting Time: 2 hours
Area of Effect: 10 + 1 mile per level radius
Saving Throw: None

With this ceremony, the druid call upon and wakens the spirit of the
forest.  The effects are that the druid becomes one with the trees in
the area of effect.  Whatever happens in that area, the druid
instantaneously knows.  He has the power to cause 1 tree per level
within that area to animate as if it were a treant.  Any real treants
in the area become aware of him and are receptive to any suggestions made
by the druid. A Changestaff (cf. Changestaff spell) is needed to if any
trees are animated.  Each tree animated reduced the Changestaff by one
hit die.

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Henley's Digit of Disruption (Evocation)

Sphere: Combat
Components: VS 
Range: 1/2" per level
Casting Time: 7 segments 
Duration: Instantaneous
Saving Throw: Special 
Area of Effect: Target creature 

This spell is a powerful weapon against undead creatures.  When it is
cast, a thin ray about 1 cm in diameter springs forth from the cleric's
pointing finger and strikes the selected target.  Any undead creature
so struck must save versus magic or take 6d8 of damage and roll on
percentile dice as if hit with a Mace of Disruption.  If the save is
made, the affected creature takes 4d8 of damage, with the remaining 2d8
striking the cleric in a backlash of energy.

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Lifeforce (Alteration, Evocation)

Sphere: Combat
Range: 9"
Components: VSM
Duration: Permanent
Casting Time: 8
Area of Effect: Caster and target creature
Saving Throw: None

Through the use of this spell, the caster is pitting his or her lifeforce
against that of the target creature.  This is the pure confrontation of
two being's will to live.  Each rolls 1d20 and adds it to his or her or its
CURRENT hit points.  This can be modified by bless, chant, prayer, ring
of protection, cloak of protection, luckstone, luck sword, wisdom
bonus, etc.

If the target creature's total is less than 1/2 the caster's total,
then the target creature is overwhelmed and dies (in this case, the
caster suffers fatigue equal to 1/2 the target's roll in hit points).
If the target creature's total is less than the caster's total but more
than 1/2 the caster's total, then the target is stunned for 2d4 rounds
(-5 to AC, initiatives, saves, "to hit" and damage rolls) and the
caster suffers fatigue equal to the difference in totals.  If the
target's total is more than the caster's, then the caster dies and the
target suffers damage equal to the difference in totals.  Fatigue is
recovered at a rate of 1 hit point per round.  The material component
for this spell is the cleric's holy or unholy symbol, a pair of ivory
six-sided dice (worth 200 gp) and a drop of the caster's blood.

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Razorwind (Alteration, Evocation)

Sphere: Elemental (Air), Combat
Range: 5 yards per level
Components: VSM
Duration: 1
Casting Time: 8
Area of Effect: One creature
Saving Throw: Special

By means of this spell, the caster brings about a transformation of the
air about himself, "compressing" large volumes of it into a minute area
and sending it at a target.  Though this wind has no actual "edge," it
is highly effective when it strikes its target, causing 1d8 (1-8)
points of damage per level of the caster.  In addition, the victim of
the Razorwind must make a saving throw vs. Rods or an extremity will be
severed (as per a blow from a Sword of Sharpness)!  This saving throw
is modified by "+1" for each plus of magical armour the target is
wearing (ONLY armour; not shields, rings, bracers, etc).  In addition
persons wearing plate mail or better receive an extra "+1" on the
saving roll.

Because such a large volume of air is needed to create the Razorwind,
this spell can only be cast outdoors or in a chamber of vast size (DM's
discretion).  If it is cast in a smaller, confined area (e.g., indoors
or underground passage), it will not function and everyone in the area
will suffer a momentary loss of air.

The material components for this spell are the holy symbol of the
caster, a bloodstone, and a small, flat piece of steel.

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Treegrowth (Alteration)

Sphere: Plant
Range: Touch
Components: VSM
Duration: Permanent
Casting Time: 7 rounds
Area of Effect: one hit die per level of caster,
                one creature, or one building
Saving Throw: Negates

Causes a plant of desired type to start growing upon the target, which
can be a person, building.. whatever. This plant shall feed on the life
force of the target creature, or if cast on something that has none,
then on whatever other energy it can find and use.

If the target is a building, then the plant shall simply grow
in/on/around it, possibly causing structural damage, as specified by
the druid. It takes seven hours for the plant to grow to full size, so
this spell shall not work as an Instant Ladder. It can, on the other
hand, be used to hide an entrance or make a treasure cache quite
undetectable.

If the target is a creature with life force (or other energy, undeads
and golems are not immune), the plant shall feed on the life force of
the target creature, draining one level of energy until the target is
dropped to -1 hit dice, and dies. The abilities fall as fast as the hit
dice. So, a ninth level character with strength 18 and intelligence 9
would lose 2 points of strength, 1 hit die, and 1 point of
intelligence, among other things, for nine rounds, and then die. The
corpse of the target creature shall then turn into parts of the plant.
For this, Raise Dead etc. is not possible, having intelligence zero
makes Speak with Dead impossible. On the other hand, such a victim can
Reincarnate, and Talk with Plants is not hindered, as the mind remains
within the plant.

A spell that is very seldom used by druids because of its long casting
time and obvious evilness. It is used on old druids that feel their
life is at an end and wish to live on in the grove, or as a partial
retribution on those who destroy plant life needlessly or violate any
dryad, supposing either is within the protection of a druid.
