SPELLS
Penned centuries ago by the son of an eccentric dwarven druid obsessed with insects, decay, and destruction, the Evergreen Pact was Coulthar Au's attempt to redeem the tainted legacy of his mad mother by reconciling her saner insights with traditional druidism and the broader natural world. The Evergreen Pact contains all of the spells in the following section, allowing characters of the appropriate classes to prepare and cast them.
THE EVERGREEN PACT
The Evergreen Pact explores the nature of friendship between the humanoid races and their animalallies, wrestling with the societal ethics of taming and breeding wild things alongside the moral quandaries for druids as ambassadors between civilization and the natural world . Is their relationship one of comradeship and community with the wild , or simply another flavor of conquest and control, commanding beasts to fight and die in their service? What do druids-and others who bind natural and supernatural creatures to their service-owe in return ? These questions have driven many readers to melancholy, and perhaps this is what has led to the book having an ill reputation in many circles; the lore and secrets contained within are often ignored because of disagreement with the author's philosophical premises, but none can deny that the details in this booklet are highly in formative, to say the least.
Effects: Characters in possession of a copy of the Evergreen Pact may consult the leather-bound pamphlet as a full-round action to gain a +2 insight bonus on their next Knowledge check to identify an animal , a familiar of any type, a magical beast, or a vermin .
BLEED FOR YOUR MASTER
School enchantment (compulsion); Level antipaladin 2, druid 3, ranger 3, sorcerer/wizard 3, witch 3
Casting Time 1 immediate action
Components V, S
Range touch
Target your animal companion, familiar, or fiendish servant
Duration instantaneous
Saving Throw none;
Spell Resistanceno
When you would be hit by an attack that requires an attack roll, you may cast this spell to compel the target to throw itself in front of the blow, taking damage from the attack in stead of you. After taking damage, the target is shaken for 1 minute. If you target your animal companion, familiar, or fiendish servant with this spell while it is already shaken, it becomes frightened after intercepting the attack.
If the attack involves multiple attack rolls from a single effect (e.g., scorching ray), the target intercepts all attacks. If the attack involves multiple attack rolls from natutal attacks or iterative attacks, it intercepts only one attack.
If the spell affects an area, the target instead grants you cover against the effect ( +2 bonus on Reflex saves) if it is your size or smaller, or improved cover (+4 on Reflex saves and improved evasion against the effect) if it is larger than you . The target automatically fails its Reflex save against the effect, but may still benefit from effects such as improved evasion.
This spell has no effect on attacks that do not require an attack roll or affect an area. Your animal companion, familiar, or fiendish servant must be adjacent to you at the time of casting or this spell has no effect.
DIE FOR YOUR MASTER
School enchantment (compulsion); Level antipaladin 4 , druid 5, sorcerer/wizard 5, witch 5
This spell functions as bleed for your master, but it allows your companion or familiar to in tercept any attack that targets you, including those that do not require attack rolls (e.g., chain lightning, hold monster, and magic missile) . Your companion or familiar cannot intercept effects that do not affect creatures of its type (e.g., dominate person) .
FAMILIAR FIGMENT
School illusion (figment); Level sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S
Range touch
Target your familiar
Duration 1 round/level (D)
Saving Throw none;
Spell Resistanceno
You create an illusory duplicate of you rfamiliar that moves erratically around your familiar's space, frequently moving through the familiar's body with a blurring effect that makes it indistinguishable from the real creature. Attacks against the familiar have a 50% miss chance; attacks that miss instead target the familiar figment, which reacts as if damaged as appropriate to the attack but unlike a mirror image is not destroyed when struck . This spell does not grant your familiar concealment or prevent it from being targeted by spell effects that do not require an attack roll.
Inaddition , as a swift action, your familiar can direct the familiar figment to attemp tamelee touch attack, using your base attack bonus and the familiar's Dexterity modifier. If this attack hits, your familiar (but not other creatures) treats that target as flanked until the end of its turn
HUNTER'S FRIEND
School transmutation; Level druid 3 , ranger 2
Casting Time 1 standard action
Components V, S, DF
Target your animal companion
Duration 1 hour/ level (D)
Saving Throw Will negates (harmless);
Spell Resistance no
Your animal companion works in perfect harmony with your mastery of nature. You share one of the following class abilities with your companion for every 4 caster levels you possess: camouflage, favored enemy, favored terrain, hide in plain sight, resist nature's lure, swift tracker, trackless step, venom immunity, and wood land stride. You must have the ability in question to share it with your companion, and it functions for your companion just as it functions for you , save that each favored enemy or favored terrain you share counts as a separate class ability for the purpose of this spell.
At the GM 's discretion , you may in stead share an ability granted by an archetype that substitutes for one of the above abilities, such as the arctic endurance, arctic native, icewalking , and snowcaster abilities of an arctic druidAPG.
SCAMPER
School transmutation; Level druid 2 , ranger 2
Casting Time 1 swift action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target your animal companion
Duration 1 round
Saving Throw none; Spell Resistanceno
Your animal companion moves with astonishing agility and speed until the end of its turn . It can move at full speed while using Acrobatics, and it gains a competence bonuse qual to twice your caster level (maximum + 20 at 10th level) on Acrobatics checks made to avoid attacks of opportunity or move throug has quare occupied by an enemy.
SEA STALLION
School transmutation; Level druid 4, paladin 4 , ranger 4
This spell functions as sea steed, but as long as you are mounted on the affected creature, you also gain the amphibious quality and your melee attacks function as if you were using freedom of movement. If you are dismounted, you retain the amphibious quality for 1 minute; if you remount before this time, the spell continues . If not, your mount retains the effects but you do not. If your mount is dropped to 0 or fewer hit points, the spell ends for both of you .
SEA STEED
School transmutation (polymorph); Level druid 2, paladin 2 , ranger 2
Casting Time 1 standard action
Components V, S, DF
Range touch
Target your mount
Duration 10 minutes/ level (D)
Saving Throw Will negates (harmless);
Spell Resistance no
Your animal companion or mount adapts to life in the water, gaining scales that cover its body and fins in place of feet . Your mount gains the aquatic subtype, the amphibious quality, and a swim speed equal to its normal speed, though its land speed is reduced to 10 feet (if its land speed is normally greater than 10 feet-otherwise, its land speed is unaffected) while this spell is in effect.
SHARE SHAPE
School transmutation (polymorph); Level ranger 3, sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Duration 1 hour/ level (D)
This spell functions as beast shape II, but you may only assume the form of ananimal of a type identical to your animal companionn or familiar. If your familiar or companion is not ananimal , this spell has no effect.
SHIELD COMPANION
School abjuration; Level antipaladin 1 , druid 1 , paladin 1 , ranger 1 , sorcerer/wizard 1 , witch 1
Target your animal companion, familiar, or fiendish servant
This spell functions as shield other but affects only the caster's animal companion or familiar. Spell casters from classes that do not normally gain ananimal companion, familiar, or fiendish servant but who gain one through an alternate class feature, archetype, or prestige class canprepare and cast this spell as a 1 st-level spell if they are capable of casting spells .
SKY STEED
School transmutation; Level paladin 3
Casting Time 1 standard action
Components V, S, DF
Range touch
Target your mount
Duration 1 minute/ level (D)
Saving Throw Will negates (harmless);
Spell Resistance no
You rmount sprouts angelic wings and gains a fly speed equal to its land speed with average maneuverability and a bonus on Fly checks equal to your caster level .