2nd Level Druid Spells
SPELL DESCRIPTIONS/OVERVIEW:
Barkskin - Armor +1, Saves +1
Charm Person or Mammal - Target regards caster as trusted friend
Create Water - 1 cu ft of pure water per level
Cure Light Wounds - heal 1d8 hit points
Feign Death - Faked death on willing person.
Fire Trap - 1d4+ 1/level trap on closable object.
Flame Blade - Creates fiery weapon
Goodberry- creat 2d4 berries that heal 1 point each or provide a full meal
Heat Metal - Heat damage over time
Locate Plants - Find specific plants within 1"/level
Obscurement - Cloudy, blinding vapour 1" cube per level
Produce Flame - Torch-like flame for 2 rds/level. Can be thrown up to 4" to start fires.
Reflecting Pool - Scrying pool of natural water
Slow Poison - Slows damage from poison to 1 hp per turn, or bring a poisoned person back to 1 HP from death (up to 1 turn/level dead)
Trip - Save vs Magic or trip and fall hard
Warp Wood - Warp any wooden object of 15 cubic inches per level, including magical wood.

Charm person or Mammal
Level: 2
Range: 8"
Duration: Special
Components: V,S,M
Casting Time 4 segments
Saving Throw: Negates
Area of Effect: One person or Mammal
Explanation/Description:This spell will affect any single person or mammal it is cast upon. The creature then will regard the druid who cast the spell as a trusted friend and ally to be heeded and protected. The spell does not enable the druid to control the charmed
creature as if it were an automaton, but any word or action of the druid will be viewed in its most favorable way. Thus, a charmed creature would not obey a suicide command, but might believe the druid if assured that the only chance to save the druid's life is if the creature holds back an onrushing red dragon for "just a round or two". Note also that the spell does not empower the druid with linguistic capabilities beyond those he or she normally possesses. The duration of the spell is a function of the charmed creature's
intelligence, and it is tied to the saving throw. The spell may be broken if a saving throw is made, and this saving throw is checked on a periodic basis according to the creature's intelligence:
Intelligence scoreperiod between checks
3 or less3 months
4 to 62 months
7 to 91 month
10 to 123 weeks
13 to 142 weeks
15 to 161 week
173 days
182 days
19 or more1 day
If the druid harms, or attempts to harm, the charmed creature by some overt action, or if a dispel magic (q.v.) is successfully cast upon the charmed creature, the charm will be broken automatically. The spell affects all mammalian animals and persons. The term person includes all bipedal human and humanoid creatures of approximately man-size, or less than man-size, including those affected by the hold person spell (q.v.). If the recipient of the charm person/charm mammal spell makes its saving throw versus the spell, its effect is negated.


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.

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.).

Heat Metal (Alteration) Reversible
Level: 2
Range: 4”
Duration: 7 rounds
Area of Effect: Special
Components: V, S, M
Casting Time: 4 segments
Saving Throw: None
Explanation/Description: By means of the heat metal spell, the druid is able to excite the molecules of ferrous metal (iron, iron alloys, steel) and thus cause the affected metal to become hot. On the first round of the spell, the effect is merely to cause the metal to be very warm and uncomfortable to touch, and this is also the effect on the last melee round of the spell’s duration. The second and sixth (next to the last) round effect is to cause blisters and damage; the third, fourth, and fifth rounds the metal becomes searing hot, causing disability and damage to exposed flesh, as shown below:

Per Round of Exposure
Metal TemperatureDamageDisability
very warmnonenone
hot1-4 hit pointsnone
searing2-8 hit pointshands or feet - 2-8 days
head - 1-4 turns, unconsciousness
body - 1-4 days
    Note also that materials such as wood, leather, or flammable cloth will smoulder and burn if exposed to searing hot metal, and such materials will then cause searing damage to exposed flesh on the next round. Fire resistance (potion or ring) or a protection from fire spell totally negates the effects of a heat metal spell, as will immersion in water or snow, or exposure to a cold or ice storm spell (qq.v.). For each level of experience of the druid casting the spell, he or she is able to affect the metal of one man-sized creature, i.e. arms and armor, or a single mass of metal equal to 500 gold pieces in weight, cumulative. The reverse, chill metal, counters a heat metal spell or else causes metal to act as follows:
Per Round of Exposure
Metal TemperatureDamageDisability
coldnonenone
icy1-2 hit pointsnone
freezing1-4 hit pointsamputation of fingers, toes, nose, or ears

     The chill metal spell is countered by a resist cold spell, or by any great heat, i.e. proximity to a blazing fire (not a mere torch), a magical flaming sword, a wall of fire, 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.)


Spell Descriptions