Guys, Since Jim has been playing with creating character pictures, I thought I would try and return the favor. I wonder if Jim has read the Magic of Faerun book to find spells for Kage. There are lots of cool things in the book (it's one of my favorite third edition books), and there are tons of spells. Below is a quick description of the druid spells. Jim, if any of them interest you, let one of us know, and we can either make sure you see the book, or I can give you a detailed description via e-mail. John * Detect Crossroads (0 level): The name says it all * Naturewatch (0 level): Can determine if an animal or plant is dead, dying, etc. * Ram's Might (0 level): Unarmed attacks do normal, not subdual damage * Blinding Spittle (1st level): The name says it all * Camouflage (1st level): +10 to hide * Claws of the Beast (1st level): Your hands become claws (doing 1d6 damage) * Handfire (1st level): Your hand is on fire, doing 1d4 + 5 damage * Speed Swim (1st level): Can swim swiftly, even if encumbered * Blood Frenzy (2nd level): You enter a barbarian-like battle rage (+2 Strength and Constitution, +1 Will saves, -1 AC) * Cloudburst (2nd level): Create a mini-rainstorm * Earthfast (2nd level): Reinforce rock and stone (giving them double hit points) * Easy Trail (2nd level): Moves plants out of your path for easy travel * Master Air (2nd level): Grow wings so you can fly * One with the Land (2nd level): You get a +2 bonus on many nature skills * Remedy Moderate Wounds (2nd level): Give the target Fast Healing (regains 2 hit points per round) * Scent (2nd level): Get enhanced sense of smell; can track and distinguish people via odors * Share Husk (2nd level): You can sense the world through the senses of a nearby animal * Blindsight (3rd level): Get the Blindsight feat (can maneuver in total darkness) * Circle Dance (3rd level): You can divine the location of an individual by dancing * Healing Sting (3rd level): You inflict 1d6 +1/lvl damage to someone, and gain the same amount of hit points for yourself * Infestation of Maggots (3rd level): Creature takes 1d4 Constitution damage per round from maggot infestation * Quillfire (3rd level): Fire poisonous quills from your hands * Snakebite (3rd level): You turn one of your arms into a poisonous snake * Tortoise Shell (3rd level): Create a magical shell, to provide cover in combat * Jaws of the Wolf (4th level): Small wooden wolf carvings become actual wolves * Land Womb (4th level): Caster sinks into the ground for protection * Mass Camouflage (4th level): +10 to hide on all creatures in 60' * Murderous Mist (4th level): Scalding hot steam does 2d6 damage and permanently blinds people * Nature's Balance (4th level): The caster takes a 1d4+1 penalty to any ability score, and bestows a like bonus to that score on another creature * Wind at Back (4th level): Double overland movement speed * Binding Winds (5th level): One creature is held in winds, preventing movement and spellcasting with a verbal component * Echo Skull (5th level): Can speak, hear and cast spells through a dead animal skull * Inferno (5th level): Creature bursts into flame, doing 2d6 per round until flame is extinguished * Memory Rot (5th level): Spores attack the victim's brain, draining permanent Intelligence points * Owl's Insight (5th level): You give a creature a bonus to Wisdom equal to half your level * Vine Mine (5th level): Can create vines to grow at super-speed, enabling you to have them entangle, act as a climbing aid, slow down pursuers or help camouflage * Wind Tunnel (5th level): +10 to hit with all ranged weapons * Crumble (6th level): Erodes structures, doing tremendous damage to them * Drown (6th level): Create water in the lungs of a creature * Stonehold (6th level): Stones grow arms to grapple nearby creatures * Aura of Vitality (7th level): Gives 1 creature/3 levels a +4 to Strength, Dexterity and Constitution * Brilliant Aura (7th level): Limns one creature/2 levels in energy so their weapons become energy weapons and can ignore most armor * Create Crossroads and Backroad (7th level): Creates a special Gate between two places * Master Earth (7th level): Travel through the ground * Poison Vines (7th level): Create a grove of poisonous vines * Storm Tower (7th level): Create a tower of clouds that negates most forms of magic * Bombardment (8th level): A rain of rocks pelts your foes doing 1d8/lvl (max 10d8) and burying them * Cocoon (8th level): The druid can put someone in a cocoon, which kills them, and then he can leach off the power of their lifeforce * Cast in Stone (9th level): Gain a gaze attack that turns people to stone