2nd Level Druid Spells
SPELL DESCRIPTIONS/OVERVIEW:

Goodberry (Alteration - Evocation) Reversible
Level: 2
Range: Touch
Duration: 1 day + l/level
Area of Effect: 2-8 fresh berries
Components: V: S, M
Casting Time: 1 round
Saving Throw: None
Explanation/Description: When a druid casts a goodberry spell upon a handful of freshly picked berries, from 2 to 8 of them will become magical. The druid casting the spell (as well as any other druid of 3rd or higher level) will be able to immediately discern which berries were affected. A detect magic spell will discover this also. Berries with the dweomer will either enable a hungry creature of approximately man-size to eat one and be as well-nourished as if a full normal meal were eaten, or else the berry will cure 1 point of physical damage due to wounds or other similar causes, subject to a maximum of 8 points of such curing in any 24-hour period. The reverse of the spell, Badberry, causes rotten berries to appear wholesome but each actually delivers 1 point of poison damage (no saving throw) if ingested. The material component of the spell is mistletoe passed over the freshly picked, edible berries to be enspelled (blueberries, blackberries, raspberries, currants, gooseberries, etc.).


Reflecting Pool (Evocation - Divination)
Level: 2
Range: 1”
Duration: 1 round/level
Area of Effect: Special
Explanation/Description: This spell enables the druid to cause a pool of normal water found in a natural setting to act as a scrying device. The pool can be of no greater diameter than 2 feet per level of the spell caster. The effect is to create a scrying device similar to a crystal ball, in much the same fashion as the magic-user spell magic mirror and the clerical spell magic font, both described elsewhere in this text. The scrying can extend only to those planes of existence which are coexistent with or border upon the Prime Material Plane, Le. the Inner Planes (including the Para-elemental Planes, Plane of Shadow, et al.). Penalties for attempting to scry beyond the druid’s own plane, as given in the description for crystal ball (see Dungeon Masters Guide) are applicable.
Reference from Crystal Ball entry:
Crystal Ball: This is the most common form of scrying device, a crystal sphere of about %’ diameter. A magic-user can use the device to see over virtually any distance or into other planes of existence. The user of a crystal ball must know the subject which is to be viewed. Knowledge can be from personal acquaintance, possession of personal belongings, a likeness of the object, or accumulated information. Knowledge is the key to how successful location will be, not distance:
Subject is*
100% Personally well known
85% Personally known slightly
50% Pictured
50% Part of in possession
25% Garment in possession
25% Well informed of
20% Slightly informed of
-25% On another plane
* Unless masked by magic or psionics.

The chance of locating also dictates how long a magic-user will be able to view the subiect, both with respect to length of period and frequency:
Chances of Locating*
100% or more 1 hour, 3 times/day
99% to 90% hour, 3 times/day
89% to 75% 1/2 hour, 2 times/day
74% to 50% 1/2 hour, 1 time/day
49% to 25% 1/4 hour, 1 time/day
24% or less 1/6 hour, 1 time/day
* Unless masked by magic or psionics.

Viewing Period and Frequency
Viewing beyond the periods or frequencies noted will cause the magicuser to make a saving throw versus magic each round, and failure to make it will permanently lower the character’s intelligence by 1 point and drive him or her insane until healed. Certain spells cast upon the user of the crystal ball might improve his or her ability. They are: comprehend languages, read magic, infravision, tongues. Two spells can be cast through a crystal ball, with a 5% chance per level of experience of the magic-user of working correctly. The spells are: detect magic, detect evil/good.
Communication only.

Only creatures with intelligence of 12 or better have a chance of noticing the scrying. The base chance is determined by class.
Fighter 2% Thief 6% Paladin 6% Assassin 5% Ranger 4% Monk 1% Bard 3%
For each factor of intelligence above 12 the creature has an additional arithmetically ascending cumulative chance beginning at 1 %, i.e. 1%, 3%, 6%, lo%, 15%, 21%, at 13, 14, 15, 16, 17, and 18 intelligence. These creatures also have a cumulative chance of 1% per level of experience of detecting scrying. Treat monsters as one of above as is most applicable. Check each round of scrying, and if the percentage or less is rolled, the subject is aware of being watched. If a spell-user (cleric, druid, magicuser, or illusionist) is being observed, use the DETECTION OF invisibility table on page 60 rather than the
 percentages above to determine whether the observation is detected, checking each round.  The various protections against crystal ball viewing will simply leave the device hazy and non-functioning.

The following spells can be cast through a reflecting pool, with a 5% per level chance of operating correctly: detect magic, defect Snares and pits, detect poison. Infravision and ultravision will operate normally through the reflecting pool, as will the spells starshine and moonbeam (see hereafter). The druid must use both mistletoe and the oil extracted from such nuts as the hickory and the walnut, refined, and dropped in three measures upon the surface of the pool. (A measure need be no more than a single ounce of oil.)

Fire Trap (Evocation)
Level: 2
Range: Touch
Duration: Permanent until opened
Area of Effect: Object touched/5' radius
Explanation/Description: Any closable item (book, box, bottle, chest, coffer, coffin, door, drawer, and so forth) is affected by a fire trop spell, but the item so trapped cannot have a second spell such as hold portal or wizard lock placed upon it except as follows: if a fire trap/hold portal is attempted, only the spell first cast will work, and the other will be negated (both negated if cast simultaneously). If a fire trop is cast after a wizard lock, the former is negated, if both are cast simultaneously both are negated, and if a wizard lock is cost after placement of a fire trap there is a 50% chance that both spells will be negated. A knock spell will not affect a fire trop in any way - as soon as the offending party enters/touches, the trap will discharge. The caster can use the trapped object without discharging it. When the trap is discharged there will be an explosion of 5’ radius, and all creatures within this area must make saving throws versus magic. Damage is 1-4 hit points plus 1 hit point per level of the magic-user who cost the spell, or one-half the total amount for creatures successfully saving versus magic. The item trapped is NOT harmed by this explosion.
There is only 50% of the normal chance to detect a fire trop, and failure to remove it when such action is attempted detonates it immediately. To place this spell, the caster must trace the outline of the closure with charcoal and use holly berries.



Spell Descriptions