The Oaken Branch
	In my travels, I have discovered a number of powerful magics for my use. Whether I wrested them from the clawed grasp of Mormo’s devoted, bartered with the druids of the Ganjus for them or simply remembered them from my own previous incarnations in Denev’s service, these magics have assisted me in my endeavors throughout this lifetime.
	I pray that they similarly aid you – take care that they do not fall into the hands of your enemies, however, for they could spell your doom.

Kiss of the Storm
Evocation [Electricity]
Level: Drd 4
Components: V, S, M
Casting Time: 1 full round
Range: Close (25 ft. + 5ft./2 levels) 
Target: up to 10 lbs of metal/level
Duration: 1 minute/level (D)
Saving Throw: Reflex half
Spell Resistance: Yes

Description
Though none know the precise origins of kiss of the storm, many associate its effects with storm hags. Indeed, many adventurers first encounter this spell when fighting those fell beasts. With this spell, the druid or hag makes a single piece of metal (often armor, though particularly threatening items of magic are sometimes targeted as well) very attractive to lightning. During a storm, it is practically a death warrant to be wearing a suit so enchanted.

Spell Effect
If this spell is cast during a storm, the item so enchanted has a 25% chance of drawing a lightning bolt to it per round. This chance increases by 10% per round. Lightning inflicts 1d10 per level of the caster (maximum 10d10) in electric damage. After a bolt actually hits, there is no chance of being hit again for 1d3 rounds. After that, the chances of being hit by a bolt begin again at 25%. This continues until the spell duration expires, or until the spell is dispelled.
	When a bolt of lightning hits, the one bearing the metal is permitted a Reflex save for half damage. Those within a 10’ radius of the point of impact must similarly save or take damage.
	Material Components: magnetized iron fillings that are cast at and adhere to the metal for the duration of the spell.

Nesting Boils
Transmutation 
Level: Drd 3
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous, one spell takes effect
Saving Throw: Fortitude partial
Spell Resistance: Yes

Description
This spell is probably best known for its use by the Moorhounds, a strange circle of druids who dwell in the depths of the Swamps of Khan Thet. According to rumor, the Moorhounds are led by a swamp hag who serves Mormo, but rest assured – I learned that the truth is much worse than that…
	This spell, which has reliably been reported as being wielded by swamp hags as well, causes a strange illness to develop a number of hours after the spell is cast. Indeed, most people assume that they have become ill because of their trips to the swamps where the wielders of this spell are. 
During the period of incubation, the victim begins to develop black, rancid boils. Then, after the period of incubation, the victim begins to sweat profusely and falls into a seizure. During this time, the boils burst and release a swarm of tiny venomous spiders who flee the body they were incubated in, seeking out other warm bodies.

Spell Effect
This spell forces a Fortitude save. Success indicates that the target loses only one temporary point of Constitution. Failure also causes the temporary loss of a point of Constitution, but then begins to incubate the spider nests, clotting the very blood of the victim and turning it into the bodies of the spiders.
	Then, in 1d12 +12 hours, the victim finally collapses and begins to sweat profusely. Shortly thereafter, he begins to go into a seizure as the boils burst and the spiders swarm out of his body. Anyone within 20’ is rushed by this small swarm of spiders and bitten, though a Reflex save (DC 15) allow them to get out of the area, for the spiders will not go further than 20’ from their host. Should everyone escape the spiders, they will return to the painfully ill form of their host (who has taken another 1d6 Constitution damage in the meantime) and sit atop his delirious body. If he is left alone for an hour, doused in plenty of water or subjected to an area effect damaging spell, the spiders die. Otherwise they swarm anyone who nears him.
	The spiders do no damage to their host once they are free; he is immune to their venom. Their poison is: Boil-spider venom, Type: Injury DC [10 + spell-caster’s Wisdom bonus]; Initial Damage: 1 Constitution; Secondary Damage: 1d6 Constitution.

Oaken Archer
Transmutation
Level: Drd 2, Rgr 3
Components: V, S, M, DF
Casting Time: 1 action
Range: Close (25 ft. + 5ft./2 levels) 
Target: One oak tree
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Description
The origins of the oaken archer are ancient, from before the Titanswar. There are tales that suggest it may have seen use during the Titanswar, as Denev’s children battled the minions of the other Titans. Though there are many magical items, spells or spirits that could have created similar effects, the stories of the “oaken trees launching great flights of dangerously sharp branches, staking many a gobin or serpent-man to the very earth” sound fairly familiar to anyone who has seen this spell in action.

Spell Effect
This spell enchants a single tree (despite the name, any tree can be enchanted with this spell) so that it flings sharpened wooden projectiles at targets designated by the caster. This spell is often used while hiding, sometimes in the boughs of the very tree the caster is enchanting. The tree can fling one shaft per round, which hits using the caster’s missile attack bonus, replacing her Dexterity bonus with her Wisdom bonus.
	Each caster can only enchant one tree. However, a single caster may enchant multiple trees, though all the trees will attack the same target, as designated by the caster. Also, a single tree can be enchanted by multiple oaken archer spells, so long as they are cast by different casters. The shafts have the range, damage and critical hit attributes of a long bow.
Material Components: a nut, pine cone, acorn or berry of the tree’s type daubed with whetting oil, of the type used to keep arrowheads in good condition.

Serpent’s Mesh
Conjuration (Summoning)
Level: Drd 2
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

Description
This spell saw its first use by the Moorhound circle of druids, though others have encountered swamp hags who use it as well. When this spell is cast, it summons a small number of serpents that suddenly slither out of the caster’s clothing and belongings, entwining themselves over the torso and vulnerable regions of the body, forming a living armor. Though it is tough, slashing and bludgeoning weapons can actually kill some of the serpents, eventually lessening the protection the spell grants.

Spell Effect
This armor grants a +4 deflection bonus to armor class. In addition to this armor bonus, serpent’s mesh halves the damage taken from slashing or bludgeoning weapons. The other half of the damage is inflicted on the serpents themselves. The serpents as a whole have a number of hit points equal to the caster’s level x4. The protection granted by this spell lowers by one point for every number of hit points equal to the caster’s level are lost by the serpents. Piercing damage inflicts full damage on the caster.
	For instance, when the swamp hag Belgulosia summons the serpent’s mesh, she gains a magical +4 to her AC and her glistening living armor has 28 hit points (because swamp hags cast spells as a 7th level druid). As she combats a party of stalwart (or foolhardy, depending on your view of such things) adventurers, she is attacked by a strong sword-swing that inflicts an amazing 16 points of damage. She only takes 8 points, though her armor takes 8 as well. This also reduces the armor’s protection by one, as it has taken a number of points of damage equal to Belgulosia’s level. If it takes six more, it drops by another one point.
Material Components: four snake scales

Silverberry
Transmutation 
Level: Clr 2 (Tanil only), Drd 1, Rgr 2
Components: V, S, M, DF
Casting Time: 1 action
Range: Touch
Target: 2d4 fresh berries touched
Duration: 1 day/level
Saving Throw: None 
Spell Resistance: Yes

Description
Recently developed among the lycanthrope-hating clerics of Tanil and their druidic allies, silverberry enchants a small handful of berries, giving them a silvery sheen as though they were coated in a thin layer of quicksilver. These berries, though useless against most creatures, are devastating when used against creatures that can only be harmed by the touch of silver.

Spell Effect
Silverberries can either be thrown (using grenadelike attacks rules, with a range increment of 10’), or they can be hurled with a sling (using standard sling statistics). In either case, they inflict 1d4 damage to creatures with the damage reduction power that is negated by silver. In either instance, Strength bonuses may be added to damage, and the silverberries have the critical statistics: 19-20/x2.
Material Components: a pinch of silver powder sprinkled on the berries, worth 1 sp.

Tempest Warp
Transmutation 
Level: Clr 7, Drd 7, Storm Hag 4
Components: V, S, DF
Casting Time: 1 full round
Range: Touch
Target: You and up to one other being for every two levels, within a 20’ centered on the caster.
Duration: Instantaneous
Saving Throw: Reflex negates 
Spell Resistance: Yes 

Description
This spell, first used by the feared Storm Hags of Scarn, has since been adopted into the roster of spells granted to both worshippers of Denev and Enkili. This spell feeds upon the energy of storms, allowing the caster to transport himself from one area to another. Lightning strikes the ground where the caster and his allies stand, transporting them while spending the energy of the storm, which dies out shortly thereafter. 
Then, a short time later, a sudden squall roils up, darkening the sky elsewhere in the world. With another lightning flash, the caster and his allies are transported the full distance, appearing with the storm. Most folk in the Scarred Lands know that sudden squalls tend to bring with them the storm hags that appear suddenly flying among the arcs of lightning, or the mad priests of Enkili who stride suddenly out of the downpour.

Spell Effect
The entire period of transport takes about a full minute from the time that the caster and her allies disappear until they reappear. During that time, the first storm burns itself out very suddenly. Then, just as suddenly, another develops elsewhere. The caster must be familiar with the place to be transported to, though it cannot transport the caster or her allies into an enclosed structure; these “stormriders” always appear outside. This spell may be used transport beings who are unwilling, though such unfortunates are permitted a Reflex save to negate. The caster may also choose whom to escape with in the area of effect, taking some and leaving the rest, though the caster herself is always transported.

Treehouse
Transmutation 
Level: Drd 3
Components: V, S, M
Casting Time: 1 full round
Range: Close (25 ft. + 5ft./2 levels)
Effect: Twines the branches of one tree, forming a covered nest
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No

Description
The treehouse spell was developed by the wood elven druids of the Ganjus, though not many beyond their circles have seen it. Adventuring druids will sometimes use this spell when caught in the weather. Treehouse allows the caster to command the branches of a tree to weave together, forming not only a stable platform to rest upon, but also a tightly woven canopy overhead that is magically sealed and hidden.

Spell Effect
This spell creates a platform that is one foot across for every two feet of height that the tree has, to a maximum of fifteen feet across. The platform is totally enclosed within the woven branches which form a camouflaging canopy some four feet or so above the platform itself. The treehouse is entered through the bottom of the platform, by climbing up into it.
	The canopy totally blocks all light that emanated from within the treehouse, though smoke has no problem escaping (assuming the inhabitants have a safe way of building a fire within a nest made up of branches). The inhabitants of the treehouse are assumed to be Taking 20 at a Hiding check.
Material Components: a small nest with some sap from the tree to be enchanted dribbled into it.