Spell Blossom List

## **Spell Blossom**

**Acid Splash:** Orb deals 1d3 acid damage.
**Blossom (3PP):** Flowers grow on touched plant.
**Cleanse of Alcohol (3PP):** Cures ill effects of alcohol consumption.
**Create Water:** Creates 2 gallons/level of pure water.
**Guidance:** +1 on one attack roll, saving throw, or skill check.
**Idyllic Sleep (3PP):** Subject sleeps comfortably even in uncomfortable conditions.
**Know Direction:** You discern north.
**Light:** Object shines like a torch.
**Lightning Sand (3PP):** You create a patch of lightning sand.
**Purify Food & Drink:** Purify 1 cu. ft./level of food or water.
**Quicken Stride (3PP):** Subject's land speed increases by 5 ft.
**Resistance:** Subject gains +1 on saving throws.
**Root:** Subject gains +2 on certain CMD checks.
**Settle Stomach (3PP):** Remove the nauseated condition.
**Sickening Smell (3PP):** Pollen cloud sickens creatures.
**Simple Bed (3PP):** Turns vegetation into comfortable resting place.
**Spiders Thread (3PP):** You summon a rope-like strand of spider's silk.
**Virtue:** Subject gains 1 temporary hp.
**Wooden Club (3PP):** You summon a wooden club.

## **Improved Spell Blossom**

**Animate Rope:** Makes a rope move at your command.

**Blend:** You change your coloration to match your surroundings.

**Blindness/Deafness:** Makes subject blinded or deafened.

**Burst of Nettles:** Burst deals 3d6 damage and 1d6 acid.

**Charm Person:** Makes one person your friend.

**Climbing Beanstalk:** Create a beanstalk that is easy to climb.

**Cloud of Seasickness:** Sickening vapors, 1 round/level.

**Color Spray:** Knocks unconscious, blinds and/or stuns weak creatures.

**Conjure Carriage:** Creates a fine carriage (Pumpkin of course!).

**Contagion:** Infects subject with chosen disease.

**Deep Slumber:** Puts 10 HD of creatures into magical slumber.

**Discovery Torch:** Touched object emanates bright light, granting Perception and Sense Motive bonuses.

**Enthrall:** Captivates all within 100 ft. + 10 ft./level.

**Euphoric Cloud:** Fog obscures vision and fascinates living creatures.

**Fear:** Subjects within cone flee for 1 round/level.

**Flotsam Vessel:** Creates a raft from nearby debris.

**Fog Cloud:** Fog obscures vision.

**Forest Friend:** Plants in a forested area become helpful instead of hindering to you and your allies.

**Fungal Infestation:** Target takes bleed from attacks.

**Glue Seal:** Makes one 5 ft. square or one object sticky.

**Grease:** Makes 10 ft. square or one object slippery.

**Hold Person:** Paralyzes one humanoid for 1 round/level.

**Itching Curse:** Target must scratch or take penalties.

**Lily Pad Stride:** Lily pads support you as you walk across water.

**Mad Hallucination:** Target takes penalties to mental action.

**Mantle of Calm:** Neutralize the rage effects of those who have attacked you.

**Obscuring Mist:** Fog surrounds you.

**Produce Flame:** 1d6 damage +1/level, touch or thrown.

**Shillelagh:** Cudgel or quarterstaff becomes +1 weapon (2d6 damage) for 1 min./level.

**Snare:** Creates a magic booby trap.

**Spider Climb:** Grants ability to walk on walls and cielings.

**Spike Growth:** Creatures in area take 1d4 damage, may be slowed.

**Spore Burst:** Spore-filled mushrooms grow on willing plant creature.

**Thorn Javelin:** Wield a javelin that sickens opponents when it strikes.

**Vine Strike:** Your natural or unarmed attacks entangle those struck.

**Web Shelter (3PP):** You summon a shelter of sticky webbing.

## **Greater Spell Blossom**

**Acid Fog:** Blocks vision, slows movement and damages creatures/objects.
Acid Pit: Conjures an acid-containing pit.
Acidic Spray: 1d6/level acid damage plus 1 round of acid.
Antiplant Shell: Keeps animated plants at bay.
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Changestaff: Your specially prepared quarterstaff becomes a treant-like creature.
Cloak of Dreams: You are surrounded by an aura of drowsiness.
Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
Command Plants: Sway the actions of plant creatures.
Confusion: Target become confused.
Corrosive Consumption: Acidic patch damages an opponent.
Curse Terrain: You curse the land with unnatural hazards.
Forgetful Slumber: One target of 10 HD or less falls asleep and loses memory.
Green Caress: Target slowly transforms into a plant.
Hungry Earth: The ground attempts to pull creatures beneath its surface.
Hungry Pit: Conjures a pit that crushes creatures trapped within.
Liveoak: Oak becomes treant guardian.
Plant Shape III: Turns you into a Huge plant.
Poison: Touch deals 1d3 Con damage 1/round for 6 rounds.
Roaming Pit: Conjures a movable pit.
Serenity: Peaceful feelings harm those attempting violence.
Siege of Trees: Transforms Large trees into arboreal catapults of the same size.
Snake Staff: Ordinary pieces of wood become snakes.
Solid Fog: Fog obscures vision and impedes movement.
Suffocation: Extracts the air from target’s lungs.
True Seeing: Lets you see all things as they really are.
Vicarious View: Plant a scrying sensor that you can use to spy on a creature, object, or location.
Vinetrap: Vines burst to life in a radius around a target with a variety of effects.
Vitriolic Mist: Creatures attacking you take acid damage; you’re protected from acid.
Wall of Thorns: Thorns damage anyone who tries to pass.
Waves of Ecstasy: Pleasure stuns and staggers creatures.
Waves of Exhaustion: Several targets become exhausted.