Druid Spells
1st Level Spells
Detect Magic (Divination)
Level: 1
Range: 0
Duration: 12 rounds
Area of Effect: l" path, 4" long
Components: V, S, M
Casting Time: 3 segments
Saving Throw: None
Explanation/Description: Except as noted above, this spell is the same as the first level cleric spell of the same name.
Detect Snares & Pits (Divination)
Level: 1
Range: 0
Duration: 4 rounds/level
Area of Effect: 1 " path, 4" long
Components: V, S, M
Casting Time: 3 segments
Saving Throw: None
Explanation/Description: Upon casting this spell, the druid is able to detect snares & pits along the 1" wide by 4" long area of effect path and thus avoid such dead falls. Note that in the underground only simple pits, not all forms of traps, would be detected by means of this spell. Outdoors, the spell detects all forms of traps - dead falls, missile trips, snares, etc. The spell lasts 4 melee rounds for each level of experience of the druid casting it, i.e. 4 rounds at the 1st level, 8 at the 2nd, 12 (1 turn plus 2 rounds) at the 3rd, etc.
Entangle
Range 8" (reduced to 4" because of the Oak)
Duration 1 Turn (reduced to 5 rounds because of the Oak)
Area of Effect 4" diameter (reduced to 2" because of the Oak)
Casting Time: 3 Segments
Explanation/Description: By means of this spell the druid is able to cause plants in the area of effect to entangle creatures within the area. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures, thus holding them fast for the duration of the spell. If any creature in the area of effect makes its saving throw, the effect of the spell is to slow its movement by 50% for the spell duration.
Faerie Fire (Alteration)
Level: 1
Components: V
Range: 8"
Duration: 4 rounds/level
Area of Effect: 12 linear feet/level within a 4" radius
Casting Time: 3 segments
Saving Throw: None
Explanation/Description: When the druid casts this spell, he or she outlines an object or creature with a pale glowing light. The completeness of the lining is dependent upon the number of linear feet the druid is able to affect, about 12' per level (Le. one 6' man or two 3' kobolds). If there is sufficient power, several objects or creatures con be covered by the faerie fire, but one must be fully outlined before the next is begun, and all must be within the area of effect. Outlined objects or creatures (including those otherwise invisible) are visible 8" in the dark, 4" if the viewer is near a bright light source. Outlined creatures are easier to strike, thus opponents gain +2 on "to hit" dice. The faerie fire con be blue, green, or violet according to the word of the druid at the time he or she costs the spell. The faerie fire does not itself cause any harm to the object or creature lined.
Invisibility To Animals (Alteration)
Level: 1
Range: Touch
Components: S, M
Casting Time: 4 segments
Duration: I turn + I round/level
Area of Effect: Creature touched
Explanation/Description: When an invisibility to animals spell is cast by a druid, the recipient of the magic becomes totally undetectable with respect to normal animals with intelligence under 6. Normal animals includes giant-sized varieties, but it excludes any with magical abilities or powers. The magicked individual is able to walk among animals or pass through them as if he or she did not exist. For example, this individual could stand before the hungriest of lions or a tyrannosaurus rex and not be molested or even noticed. However, a nightmare, hell hound, or winter wolf would certainly be aware of the individual. The material component of this spell is holly rubbed over the individual.
Pass Without Trace (Enchantment/Charm)
Level: 1
Range: Touch
Duration: I turn/level
Area of Effect: Creature touched
Explanation/Description: When this spell is cast, the recipient can move through any type of terrain - mud, snow, dust, etc. -and leave neither footprint nor scent. Thus, tracking a person or other creature covered by this dweomer is impossible. The material components of this spell are a leaf of mistletoe (which must be burned thereafter and the ashes powdered and scattered) and a sprig of pine or evergreen. Note: The area which is passed over will radiate a dweomer for 6-36 turns after the
affected creature passes.
Purify Water (Alteration) Reversible
Level: 1
Components: V, S
Range: 4"
Duration: Permanent Saving Throw: None
Area of Effect: 1 cubic foot/level, 1" square area
Casting Time: I round
Explanation/Description: This spell makes dirty, contaminated water clean and pure, suitable for consumption. Up to one cubic foot per level of the druid casting the spell can be thus purified. The reverse of the spell, contaminate water, works in exactly the same manner, and even holy/unholy water can be spoiled by its effects.
Shillelagh (Alteration)
Level: 1
Range: Touch
Duration: 7 round/level
Area of Effect: One normal oaken club
Components: V, S, M
Casting Time: 1 segment
Saving Throw: None
Explanation/Description: This spell enables the druid to change his own oaken cudgel into a magical weapon which is +1 to hit and inflicts 2-8 hit points of damage on opponents up to man-sized, 2-5 hit paints of damage on larger opponents. The druid must wield the shillelagh, of course. The material components of this spell are an oaken club, any mistletoe, and a shamrock leaf.
2nd Level Spells
Speak With Animals (Alteration)
Level: 2 Components; V, S
Range: 0 Casting Time: 5 segments
Duration; 2 rounds/level Saving Throw: None
Area of Effect: One animal within 3' radius of druid
Explanation/Description: By employing this spell, the cleric is empowered to comprehend and communicate with any warm or cold-blooded animal which is not mindless (such as an amoeba). The cleric is able to ask questions, receive answers, and generally be on amicable terms with the animal. This ability lasts for 2 melee rounds for each level of experience of the cleric employing the spell. Even if the bent of the animal is opposite to that of the cleric (evil/good, good/evil), it and any others of the same kind with it will not attack while the spell lasts. If the animal is neutral or of the some general bent as the cleric (evil/evil, good/good), there is a possibility that the animal, and its like associates, will do some favor or service far the cleric. This possibility will be determined by the referee by consulting a special reaction chart, using the charisma of the clerk and his actions as the major determinants. Note that this spell differs from speak with monsters (q.v.), for it allows conversation only with basically normal, non-fantastic creatures such as apes, bears, cats, dogs, elephants, and so on.
Spell Descriptions
Last edited by CaptainHellrazor, May 05 2023 05:13:30. Open game article. You can edit it once you log in.