Druid Spells

 

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Here are a few Druid spells to get everyone started, if anyone has any original Druid spells they would like to share, Please send them to me and I shall post them and give the creator credit.

Diagnose (Divination)

This priestly dweomer will give the caster the following information (assuming the caster already knows that the subject is ill with something): Precisely what the disease is, and how to treat and hopefully cure it. If the result is that the subject has two or more ailments, only the more severe will be divined by the first casting. The first will indicate that there is more information to be learned. If one of the things divined is that the person has a magical disease such as lycanthropy, mummy rot or the like, it will give belladonna, silver weapon or magic, etc. as the cure. If there is more than one cure or treatment to be had for any particular disease, the spell will indicate all of them.

Dispel Drunkenness (Alteration/Necromancy)

This includes all symptoms: nausea, headache, dizziness, etc. There is a built-in optional side effect that the caster can invoke if he/she thinks it warranted. The recipient of the spell can be made to recover as normal for the spell, but become violently nauseated for a turn after the casting of the spell. A saving throw against magic will negate this, but the recipient will know that this effect was intended and deliberate. This could be used to persuade the recipient to watch how much he or she drinks next time. The material component is a cup of strong tea which is drunk by the recipient. The verbal component of "You drunken sot!" is added to the end of the spell casting if the caster wishes to use the retaliatory portion of the spell. This spell will not function against any magically induced stupor. This includes the effects of the Anesthetize spell. (See below)

Nutfall (Alteration)

Nutfall will instantly make any living nut tree's fruit (Must be cast in season) ripen and fall all at once. If there is anyone standing under the tree at the time (Oh, dear, would I do that? Hehehehe!), he is pelted for 4d6 of HP damage from falling nuts. If the tree’s nuts grow in a burr (i.e. chestnut) the damage is +2 per die. If a save versus magic is made, the total damage is halved (they dodged). If the person is fully armored (with helm) there is no damage. The material components are the tree itself, (which is not consumed) and a whole, ripe nut from a tree of the same identical species (or the subject tree). The nut is cracked and eaten as the somatic component.

Relieve Pain (Enchantment)

This spell has but one function: The relief of pain. It could be reversed, but a proper priest or druid would never do it. The verbal and somatic components are as follows: The caster takes the patient's face in his hands, and, staring straight into his eyes, he chants "There is no pain." for the entire casting time.

Anesthetize (Enchantment/Necromancy)

This spell will allow a priest to perform chirgery and/or treat wounds without causing the patient pain. The spell will, over the course of the casting time put the patient to sleep and function as a hold person spell, as chirgery will often cause involuntary motion, despite unconsciousness. It will also not allow the patient to feel pain for an hour after the effects of the magic wear off, which will happen very slowly. The material component is a sip of a very good quality wine given to the patient while telling him to sleep, which is the verbal component. The somatic component, gently closing the eyes of the patient, completes the spell. If the spell is cast on an un-willing subject, a saving throw versus magic is allowed. (Although this is very unlikely.) If the treatment will not take the full normal duration, the caster can dispel the magic at will. At the normal expiration of the spell or dispelling by the caster, the patient will remain unconscious for as many turns as 20 minus their CON. At that point they will re-gain consciousness, but will not be able to do much of anything except speak (groggily) for another turn. Every turn there after they will be recovering fairly quickly. At the third turn they may attempt to stand. A CON check is necessary for this. The first attempt will be at a -5 penalty. Each attempt thereafter will be at one less penalty until normal. When they are able to stand, they will need another CON check to walk. After another turn, they might be able to fight. If they attempt to fight at this point, they will do so at a -5 to hit and damage. After one more turn, they will be at only -2 to hit and damage. After another, they will have no more penalties.

Stickmen (Alteration)

This spell creates from ordinary sticks an automation which will obey the simple verbal and somatic commands of the caster or anyone he indicates. The creations have the following stats: AC: ?, MOVE: 9, HD: 1, THAC0: 20, #ATT: 2, ATT MODE: Stab with "Fingers", DMG: 1-4 Each, SP ATT: None, SP DEF: Camouflage, Size: M The casting involves the following: Placing the sticks on the ground in the shape of a man. There must be 5 to make one of these creations, 1 for the body and head, and 2 each for the arms and legs. The material components are simple. A druid must have the sticks and mistletoe; a priest must have the sticks and his holy symbol. The caster then concentrates for the remainder of the casting time. It is then that the mistletoe is consumed, if the caster is a druid. At the end of this time the creations will rise and await the command of the caster The special defense of camouflage (They are sticks, after all.) allows them to have a +1 to surprise rolls on an opponent in a sylvan setting. A plant growth spell will enhance them. The plant growth must be cast at touch range. Each of these spells cast on them will enhance their HD by +1 and their damage by +1 HP per attack. They can only withstand 3 castings of the spell, however. If a fourth is cast, it will make the stickman explode, doing 3d6 damage to the caster. The stickmen are vulnerable to fire, as is all plant life, though any fire protection magic would help this.

Transform into Elemental (Alteration/Elemental-All)

This very powerful spell will transform the caster into an elemental of the type specified when acquiring the spell during meditation. The type must be specified during acquisition of the spell. In the elemental form, the caster has all of the advantages and/or disadvantages of the form. The caster retains his/her own mental statistics and powers (Except spell casting and psi abilities) and hit points, but gains the AC of the new form. The elemental actually resembles the caster, but an intelligence roll is needed to recognize the caster as the elemental he or she became.

Stasis (Alteration)

This spell will place an injured person into a suspended animation like state. In this state the person is unconscious and will take no further damage form bleeding or from any on-going damage. This will include but not be limited to any type of poison and/or acid. Any healing spells cast on the subject will function normally, but these will end the stasis instantly.

Elemental Hands (Conjuration/Summoning)

This spell will summon a large hand made from the stuff of the four elemental planes. (Ala "Bigby") These hands will follow all of the hand motions of the casters prominent hand (or designated if the caster is ambidextrous). This includes attacking for damage equal to a mace for the Hand of Earth, ----- for the Hand of Air, ---- for the hand of Water and ----- for the Hand of Fire. They (Earth and Air) can also be used for lifting. Each has a ST score of 16. The material components each requires is a bit of the stuff from which it is to be made. This means that for the Earth Hand a bit of earth and/or stone is required. For the Fire Hand, a fire source is required. This can be anything the size of a torch or larger, magical or mundane. The water version requires at least a pint of water. These pseudo-elementals will float above the ground at about waist level of the caster if not controlled. They will go any direction willed by the caster within the range of the spell. If they are commanded to leave the area, they will immediately dissipate. The somatic components for the earth and water versions involve coating the hand of the caster with the material component, or in the case of fire, holding some fire source in the hand. For all versions, the caster must make the motions for the hands to perform. If attacking, he/she must make a fist. If lifting, the caster must grasp in the direction of the object to be manipulated. These are quite strong, (see above) but not very agile. All versions have a DEX of 8. The type of hand must be specified at the time of the acquisition of the spell. The hands themselves have the same AC as an elemental of the same type and exactly 1/2 the amount of hit points of the caster (Round down) at full health. All will take special damage as per an elemental of the same type.

Geyser

This spell will create a geyser where there was none before. Hot, sulfurous water will begin spurting out of the ground forcefully and can be directed by the caster. If used for attack, it will do d4+1 points of damage per level of the caster per round. This damage will continue for as long as the geyser lasts or until the target is out of range. The caster must roll to hit at his/her normal THAC0. The Geyser will be five feet high per level of the caster and will have the same range for attack from the hole from which the water comes from. Aside from attack, this spell is good for putting out fires. No roll to hit is needed if used for this function. The material components, besides the holy symbol of the priest or mistletoe for a druid are a bit of sulfur and a small container of geyser water which comes from a natural geyser. Water from one spell cannot be used as the component for another.

Lava Blast

Produces a blast of red-hot lava. The stream of lava shoots out of the hand of the caster which holds the material component. The caster must roll to hit at his/her normal THAC0. The material component is a small piece of volcanic rock which is consumed by the casting. The lava does d4 points of damage per level of the caster. A saving throw made by the target will reduce damage to half. The lava instantly cools on impact and must then be removed by the target if he is hit. If the hardened lava is not removed, it will slow him by 25% because of all of the extra weight. It will also improve his armor class by 1 because of the hardness of the rock.

Shapechange Into Insect (Alteration)

This spell simply adds to a Druid of seventh level or higher the ability to shape change into an insect as he or she does into other animals. It works and looks exactly like the ability, but must be learned as a spell. The caster can only become normal sized insects, arachnids and other insect like creatures I cannot remember the names of at this moment. The insect form need not be chosen when the spell is acquired, for it is not known at that time what insect form would be useful at the time the spell is cast. Oddly enough, this spell can only be used once per day, just like the normal shape change ability. The normal size restrictions of the shape change ability do not apply to this spell, naturally.

Shapechange into Fish (Alteration)

This spell simply adds to a Druid of seventh level or higher the ability to shape change into a fish as he or she does into other animals. It works and looks exactly like the ability, but must be learned as a spell. The caster can only become normal sized fish, crustaceans and like creatures I cannot remember the names of at this moment. The specific form need not be chosen when the spell is acquired, for it is not known at that time what form would be useful at the time the spell is cast. Oddly enough, this spell can only be used once per day, just like the normal shape change ability. The size restrictions of the normal ability do apply to the forms acquired by this spell.

Neutralize Acid (Alteration)

This spell works in all ways like the Neutralize Poison Spell, except that it affects acid instead of poison. The reverse will do the same amount of damage as the reversed Neutralize Poison Spell, but will do acid damage. The reversed version cannot affect anything but a living creature or undead. Assuming there is a material component, it will be a pinch of calcium carbonate (soda) for the standard version, and a drop of acid for the reversed version.

Slow Acid (Alteration)

This spell works in all ways like the Slow Poison Spell, except that it affects acid instead of poison. The reverse will hasten and prolong the damage of acid to double. The reversed version cannot affect anything but a living creature or undead. Assuming there is a material component, it will be a pinch of calcium carbonate (soda) for the standard version, and a drop of acid for the reversed version.

Purify Air (Alteration)

This spell does just what its name implies: it purifies air. It will remove all pollutants, including but not limited to: smoke, poison gas, dust and anything of a particulate size of than a grain of sand or less from its area of effect. It will not affect natural moisture in the air at all. It will also reduce the duration of a Stinking Cloud spell by 50% and a Cloud Kill spell by 25%,. Any other gas based magics or attacks that are affected by this spell, or effects that it can or cannot have will be judged on a case by case basis by the DM. This spell cannot replace oxygen that has been depleted in an enclosed environment.

Enliven Plant (Alteration)

This spell will take any type of plant matter no matter what condition it is in and change it into a fresh cutting which will grow by natural or magical means into a plant which is identical to the original in every way. When grown, the new cutting may not have the exact same shape as the original because of environmental differences, but will be genetically identical.

Transmute Earth (Alteration)

This spell is very powerful. It will transform any sort of earth-including gems, etc. to any other. The exact nature of the desired element, compound etc. must be known for the spell to work. It cannot have any effect on any living creature, nor can it create a living creature. Note that an iron golem is not a living creature, but an animated one and a skeleton is not living, it is animated. and it is composed mostly of calcium. In the unlikely event that this spell is used against such a creature, it will take d4 damage per level of the caster from its substance being changed to another.

Wings of the Eagle (Alteration)

This spell is very similar to the wizard spell known as Murdock's Feathery Flyer. The casting involves placing two eagle wing feathers on the shoulders of the subject and emitting an eagle like shriek. These must have been molted by a fully grown eagle or giant eagle (at which the spell will have 50% longer duration than normal) to be of use for the spell. Two large wings will instantly begin to grow. They take 1 round to fully form. This time is not part of the duration of the magic. These will support the subject in flight at his/her normal movement rates, including running. The subject must not be encumbered beyond full movement to be able to fly with the wings. The subject is subject to all normal fatigue modifiers. The subject must be careful about the duration of the spell, for the instant the spell expires, the wings will begin to wither and vanish instantly. The wings will accept damage up to 1/4 of the subjects hit points (Round up) before being destroyed. They have an AC of 7, modified by any magical protection spells or item the subject possesses.

Conjure Composite Elemental

This spell, will, in the presence of an elemental from all four of the elemental planes, merge them into a composite being which is massively powerful. It will have an AC of 4 less than the best of the elementals it is made from and a combination of all of their hit points. It has the following appearance: Body: Stone and/or earth; Head: Fire; Arms and legs: Tornadoes. Interior of body: Water. It has 4 attacks per round: From the head: a 10d6 fireball with the same range as a mage of 10th level, must roll to hit; swing with 1 of its arms for damage as per air elemental, must roll to hit; Water attack as per gusher bottle (O’Beer’s, name?) must roll to hit. The creature has the THAC0 of the best Elemental’s THAC0 with a bonus of 4. At the end of the spell, the elemental will separate into its separate component elementals and they will all immediately return to their own plane, no matter how long they would have remained otherwise.

 

 

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