Woodsongs

Woodsongs are a form of lyrical magic that draws upon the forces of nature. Some scholars have suggested that they are remnants of the first elven magic, heartfelt songs inspired by animals and the sounds of the weather. This skill requires that the character first have the Singing proficiency, as the character must be skilled with the ancient elven tunes and verses. Woodsongs are subtle magic and most observers mistakenly believe the character is merely singing, never attributing the magical effects to the song.

Zero-level woodsongs may be used by any character with both the Singing and Woodsongs proficiencies. Each day, a character may sing one 0th-level Woodsong for every 3 levels he possesses (round up). These are in addition to any Cantrips or Orisons he can cast by virtue of his class, kits, or other sources.

A spellcaster may memorize higher level woodsongs in place of his normal spell slots (using a spell slot of a level equal to the woodsong’s level). A character with this proficiency is assumed to know all 0-level woodsongs. Priests (including Rangers and Paladins) with this proficiency know all higher-level woodsongs that fall within their granted spheres.

Wizards (and spellcasting rogues) may learn Woodsongs as a Path and learn higher-level woodsongs in place of a spell known of that level (they must succeed a normal chance to learn spell roll).

Woodsongs Spell List:

  • 0th level: Arrow Bides, Seek the Stream, Trail Lilt, Venery Calll
  • 1st-level: Forest’s Simple Fare, Elhonna’s Bowstaff, Woodland Ruse Woodland Wile
  • 2nd level: Call for the Woods, Feather Watcher, Sheltered Form
  • 3rd level: Our Canticle of Loss, Token Leaf
  • 4th level: Call the Children of the Woods, Hear Nature’s Will
  • 5th level: Entrust the Beasts, Walk All Paths

0th-level Woodsongs

Arrow Bides (Alteration)
Level: 0th
Sphere: Combat
Range: 0
Components: V
Duration: 1 turn
Casting Time: 1
Area of Effect: 1 arrow
Saving Throw: none
This quick verse is sung over an arrow. It ensures that, should the arrow miss its mark, it falls to the ground upright and remains intact (even magical arrows can be saved from loss by this simple spell). Should the caster seek out the arrow within the song’s duration it will automatically be spotted.

Seek the Stream (Divination)
Level: 0th
Sphere: Divination, Water
Range: 0
Components: V, M
Duration: Instantaneous
Casting Time: 2
Area of Effect: Special
Saving Throw: none
Cast when exploring new areas or desperate with thirst, this woodsong immediately points the caster in the direction of the nearest body of running water, and lets him know how long it will take to reach said body of water on foot (the spell does not account for modes of movement beyond the caster’s normal walking speed).
The material component is an empty waterskin.

Trail Lilt (Divination)
Level: 0th
Sphere: Earth
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: none
This woodsong is used to improve the caster’s chance of tracking. The caster sings while leaning near to the ground; the soil and grass shift slightly so that the impressions of any animal or individual are more obvious. This can allow any caster to find a set of prints, and grants a +1 bonus on a single Tracking proficiency check to follow them.

Venery Call (Divination)
Level: 0th
Sphere: All, Animal (Cooperative)
Range: 0
Components: V
Duration: 2 Hours
Casting Time: 1 Turn
Area of Effect: Caster
Saving Throw: none
Using this song, up to five casters can combine their talents so that one of them alone can gain a superior edge when hunting. All participating casters must have the Woodsongs proficiency, though only the person to be affected need actually cast the spell.

The venery call is a low tune of many verses, rustling like leaves in the wind. When completed, the caster gains a +1 bonus on attack rolls for every three total levels of participating singers, to a maximum of +6. This bonus applies to a single ranged attack roll. In addition, the caster gains an equivalent bonus to his Hunting proficiency (if any) for the entire duration of the spell.


1st-level Woodsongs

Forest’s Simple Fare (Divination)
Level: 1st
Sphere: Creation
Range: 0
Components: V, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: Special
Saving Throw: none
This woodsong provides limited sustenance for the hungry. While singing, the caster peels strips of rough bark from a tree. The bark may then be eaten as dried rations; the strips are tasteless and difficult to chew, but sustain a person as a normal meal. Each casting of this spell can produce enough bark-rations for 1 meal per level of the caster. The fare keeps for up to a week before crumbling.

A continued diet of these bark rations causes weakness and malnutrition, inflicting a -1 penalty to Stamina and Health for every week spent without other nourishment.

Elhonna’s Bowstaff (Alteration)
Level: 1st
Sphere: Combat, Plant
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 5 rounds
Area of Effect: 1 Stick
Saving Throw: none
The caster sings this woodsong when in need of a bow. This spell transforms any long branch, stick, or staff that the caster holds into a strong shortbow. The change is permanent, and the new bow bears no magical aura or dweomer; it is normal in appearance and function, and can be broken as any normal wooden weapon.

Woodland Ruse, Woodland Wile (Illusion)
Level: 1st
Sphere: Plant
Range: 10 yards
Components: V
Duration: Instantaneous
Casting Time: 2
Area of Effect: 20 yard radius
Saving Throw: special
This song causes plants near the caster to rustle as if an animal were hiding in the vegetation or a gust of wind were blowing. Anyone within the area of effect must make a save vs. spell to disbelieve the distraction. Natural animals and chaotic-aligned creatures receive a -1 penalty on the save, and city dwellers receive a -3 penalty. These penalties are cumulative.

A creature failing the save suffers a +3 penalty to Initiative in the next round. In addition, if all creatures present fail the save, the caster gains a +10% bonus to the Hide in Shadows and Move Silently thief skills for the next rounds only.


2nd-level Woodsongs

Call for the Woods (Enchantment)
Level: 2nd
Sphere: Guardian
Range: 0
Components: V, M
Duration: Special
Casting Time: 2
Area of Effect: 1 mile radius / level
Saving Throw: Special
This song is used as a distress call, warning natural creatures in the area of potential peril. When cast, all natural animals within the area of effect must make a save vs. spells. An animal that fails the save immediately becomes frightened for 1 hour and will seek its lair or another sheltered place to hide.

In addition, anyone with the Singing proficiency within the area of effect immediately becomes aware of the song (no save). Such creatures will feel a sense of urgency and sense the direction in which the caster can be found. If the caster wishes, he may convey a brief description (maximum 6 words) of the nature of the threat to all such creatures.

The material component for this spell is a fragile berry or flower which must be crushed in the hands of the caster.

Feathered Watcher (Enchantment)
Level: 2nd
Sphere: Animal
Range: 20 yards / level
Components: V, M
Duration: 1 day / level
Casting Time: 2 rounds
Area of Effect: One bird
Saving Throw: none
This song charms a small bird to act as a sentinel. The bird must be of a normal variety (not giant-sized or of abnormal intelligence or ability). It will spend the duration watching for a specific event or creature designated by the caster. Should the bird spy the designated event or person, it will immediately fly off to seek the caster. A watcher bird will not travel more than 1 mile from its natural environment to seek the caster. This spell does not grant the bird any ability to communicate beyond what it normally possesses. When the song’s duration expires, the bird returns to its normal activities, regardless of whether it has seen what the caster charged it to watch for.

The material component for this spell is a handful of seed thrown to attract the bird.

Sheltered Form (Alteration)
Level: 2nd
Sphere: Weather
Range: 0
Components: V
Duration: 1 hour + 1 hour / level
Casting Time: 2
Area of Effect: Caster
Saving Throw: none
When sheltered form is sung, it prevents bad weather conditions from having adverse effects on the caster. The caster is protected from the effects of nonmagical heat and cold in a range from 10° F to 100° F, and remains comfortable within such extremes regardless of dress.

The sheltered form does not have a visible aura, yet it prevents the caster from being hampered by mundane rain, snow, hail, or gusts of wind; ignoring not only dampness, but impairments to his vision and movement as well (including from mud or snow drifts). The caster is affected normally by weather effects created via magic (such as a gust of wind or ice storm), but receives a +1 bonus on saves against such effects.


3rd-level Woodsongs

Our Canticle of Loss (Enchantment)
Level: 3rd
Sphere: Charm
Range: 0
Components: V
Duration: 3 rounds
Casting Time: 3
Area of Effect: Caster
Saving Throw: Negates
This song has different effects to different listeners. To the ears of anyone with the Woodsongs proficiency, or any Ranger, Druid, Bard, or Harper, the lyrics are beautiful, but sad as they describe the wood’s growth and then destruction. For the spell’s duration and the round following, those who fail a save vs. spells are Enthralled (as the spell) and left in tears.

Listeners who have committed a wrongful act against the caster (including, but not limited to assault, theft, or deceit) and who fail their save are unable to act for the duration, and are compelled to confess their misdeeds through a haze of tears.

Listeners who have performed acts of wanton destruction to any forest must also save; failure indicates that the victim becomes enraged by the song. Enraged listeners will immediately attack the caster. If the caster is killed or they are unable to reach the caster, they will attack the next closest creature for the duration.

Token Leaf (Abjuration, Enchantment)
Level: 3rd
Sphere: Protection
Range: 0
Components: V, S, M
Duration: 1 day / level
Casting Time: 1 hour
Area of Effect: Special
Saving Throw: None
This song requires time and patience, as the caster must travel through the forest until he finds a perfect, healthy leaf to fashion into a protective charm. For the duration of the spell, the token leaf bestows a minor bonus on anyone who possessed it. The specific bonus granted depends on the tree from which it is taken, from the following:

  • Alder: +2 on Swimming proficiency checks
  • Ash: +1 on Health ability checks
  • Beech: +2 on Literacy proficiency checks
  • Birch: +2 on Healing proficiency checks
  • Elder: +1 on saves vs. Poison
  • Fir: +2 on Awareness proficiency checks
  • Hawthorn: +1 on saves vs. Cold
  • Hazel: +2 on Weather Sense proficiency checks
  • Oak: +1 on saves vs. Lightning
  • Rowan: +1 on saves vs. Enchantment spells

Should the bearer not possess a proficiency augmented by a token leaf, he may make use of that skill on a roll of 8 or less (no additional bonus is gained from the charm), for as long as he possesses the token.


4th-level Woodsongs

Hear Nature’s Will (Abjuration)
Level: 4th
Sphere: Protection
Range: 10 yards + 10 yards / level
Components: V
Duration: Instantaneous
Casting Time: 4
Area of Effect: Special
Saving Throw: Special
Hear Nature’s Will is a song that seeks to return nature to its proper course and dispel outside influences. This song works like a Dispel Magic against any magic that targets a natural plant or animal. It has no effect on magic cast on other creatures or objects. The dispel has a base 100% chance of success, modified as follows:

  • -5% for every level of the target spell.
  • -5% for every level that the foe is above the caster’s.
  • -10% if the enemy caster is a Ranger or Druid.
  • -25% if the caster is in unnatural surroundings (such as a city or dungeon).

5th-level Woodsongs

Entrust the Beasts (Enchantment)
Level: 5th
Sphere: Animal, Guardian
Range: 30 yards
Components: V
Duration: Special
Casting Time: 1 turn
Area of Effect: One creature
Saving Throw: Special
This song charges an animal to become a guardian to a specific individual or site. The caster can communicate his desires to the animal in a crude fashion, enough so that it understands the task. Any creature of animal Intelligence may be the target of this song. Normal animals are affected without a saving throw. Giant animals or monsters of animal intelligence may save vs. spell to resist the influence of the song.

Once affected, the animal does not stray from the designated area or individual except to acquire food. It guards its charge for one day per caster level, if the charge is a creature, or twice that, if guarding a location. If guarding a creature, the animal follows to the best of its ability.

While guarding, the animal attacks any intruder other than the caster. The entrusted beast is not given any additional abilities. Thus it cannot speak with a person it guards, not does it abandon its need to eat or sleep. Should a guarded person make any attempt to harm the animal, the song’s influence ends at once.

Walk All Paths (Alteration)
Level: 5th
Sphere: Travel
Range: 10 miles / level
Components: V
Duration: Instantaneous
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
The caster begins this song while walking or running along a trail. At the end of the casting time, the caster emerges onto any other known path within the spell’s range. No additional time elapses, though if the caster emerges into a melee situation, he immediately loses initiative that round.

This song cannot be used to travel distance on the same path the caster started on; the destination trail must be a different path that the caster has traveled at least once. Likewise, the destination must be a road, trail, or path. This spell has no effect in trackless wilderness.

The caster may take along one other creature for every three caster levels he possesses (round down).

Woodsongs

Ruins of Adventure Brand_Darklight Brand_Darklight