Explanation/Description: When the druid casts the barkskin spell upon a creature, its armor class improves 1 place because the creature's skin becomes as tough as bark. In addition, saving throws versus all attack forms except magic increase by +1. This spell can be placed on the druid casting it or on any other creature he or she touches. In addition to mistletoe, the caster must have a handful of bark from an oak as the material component of the spell.
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:
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Intelligence Score
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Period Between Checks
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||
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3 or less
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3 months
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||
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4 to 6
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2 months
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||
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7 to 9
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1 month
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||
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10 to 12
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3 weeks
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||
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13 to 14
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2 weeks
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||
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15 to 16
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1 week
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||
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17
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3 days
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||
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18
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2 days
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||
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19 or more
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1 day
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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.
Explanation/Description: The druid can create pure, drinkable water by means of a create water spell. He or she creates 1 cubic foot of water for each level of experience attained. The water can be created at a maximum distance of 1" from the druid.
Explanation/Description: With the exception of the fact that the druid must have mistletoe (of any sort) to effect this spell, it is the same as the first level cleric spell, cure light wounds (q.v.).
Explanation/Description: Except as noted above, this spell is the same as the third level magic-user spell, feign death (q.v.). The material component is a piece of dead oak leaf (in addition to mistletoe, of course).
Explanation/Description: This spell is the same as the fourth level magic-user spell, fire trap (q.v.) except as shown above and for the fact that the material components are holly berries and a stick of charcoal to trace the outline of the closure.
Explanation/Description: When a druid casts this spell, he or she causes a blazing ray of red-hot fire to spring forth from his or her hand. This blade-like ray is actually wielded as if it were a scimitar, and if the druid scores a successful hit while employing the flame blade, the creature struck will take 5-8 points of damage - with a damage bonus of + 2 if the creature is of the undead class or is especially vulnerable to fire, or a -2 penalty to damage if the creature is protected from fire. No damage can be inflicted upon a creature which is a fire-dweller or which uses fire as an attack form. The flame blade will ignite combustible materials such as parchment, straw, dry sticks, cloth, etc. However, it is not a magical weapon in the normal sense of the term except with respect to undead monsters, so creatures that can be struck only by magical weapons are not harmed by this spell unless they are of the undead class. In addition to mistletoe, the druid must have a leaf of sumac in order to cast this spell.
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 mansize 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.).
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 spells' 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:
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Per Round of Exposure
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|||||||
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Metal
|
|||||||
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Temperature
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Damage
|
Disability
|
|||||
|
very warm
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none
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none
|
|||||
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hot
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1-4 hit
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none
|
|||||
|
points
|
|||||||
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searing
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2-8 hit
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hands or feet
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|||||
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points
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2-8 days
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||||||
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head
|
|||||||
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1-4 turns
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|||||||
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unconsciousness
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|||||||
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body
|
|||||||
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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:
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Per Round of Exposure
|
|||||||
|
Metal
|
|||||||
|
Temperature
|
Damage
|
Disability
|
|||||
|
cold
|
none
|
none
|
|||||
|
icy
|
1-2 hit
|
||||||
|
points
|
none
|
||||||
|
freezing
|
1-4 hit
|
amputation of
|
|||||
|
points
|
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.
Explanation/Description: When this spell is used by a druid, he or she is able to locate any desired type of plant within the area of effect. Note: the plant type must be singular and concentrated upon. The spells' area of effect centers on, and moves with, the druid.
Explanation/Description: This spell causes a misty vapor to arise around the druid. It persists in this locale for 4 rounds per level of experience of the druid casting the spell, and it reduces visibility of any sort (including infravision) to 2' to 8' (2d4). The area of effect is a cubic progression based on the druids' level of experience, a 1" cube at 1st level, a 2" cube at 2nd level, a 3" cube at 3rd level, and so on. Underground, the height of the vapor is restricted to 1", although the length and breadth of the cloud is not so limited. A strong wind will cut the duration of an obscurement spell by 75%.
Explanation/Description: A bright flame, equal in brightness to a torch, springs forth from the druids' palm when he or she casts a produce flame spell. This magical flame lasts for 2 melee rounds for each level of the druid casting the spell. The flame does not harm the druids' person, but it is hot, and it will cause combustion of inflammable materials (paper, cloth, dry wood, oil, etc.). The druid is capable of hurling the magical flame as a missile, with a range of 4". The flame will flash on impact, igniting combustibles within a 3' diameter of its center of impact, and then extinguish itself. The druid can cause it to go out any time he or she desires, but fire caused by the flame cannot be so extinguished.
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, i.e. the Inner Planes (including the Para-elemental Planes, Plane of Shadow, et al.). Penalties for attempting to scry beyond the druids' own plane, as given in the description for crystal ball (see Dungeon Masters Guide) are applicable.
The following spells can be cast through a reflecting pool, with a 5% per level chance of operating correctly: detect magic, detect 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.)
Explanation/Description: This spell is identical to the 2nd-level clerical spell slow poison, except that if the druid is able to determine that the poison was one made from some living plant, he or she has a 5% chance per level of knowing an herbal antidote which will neutralize the poison. (if the actual type of poison is not given by the Dungeon Master, a successful casting of detect poison [type] indicates an organic poison which can be countered.) A dice roll equal to or less than the druids' chance to find an antidote indicates neutralization.
The druid uses mistletoe as a material component for this spell, and crushed garlic must be rubbed on the recipients' feet. Antidotes must be obtained from green vegetables outdoors, or from an herbalist or similar source of supply.
Explanation/Description: The spell caster must use a length of vine, a stick, pole, rope, or similar object to cast this magic upon. The trip spell causes the object to rise slightly off the ground or floor it is resting on and trip creatures crossing it if they fail to make their saving throw versus magic. Note that only as many creatures can be tripped as are actually stepping across the magicked object, i.e. a 3' long piece of rope could trip only 1 man-sized creature. Creatures moving at a very rapid pace (running) when tripped will take 1-6 (d6) hit points of damage and be stunned for 2-5 (d4 + 1) rounds if the surface they fall upon is very hard, but if it is turf or non-hard they will merely be stunned for 2-5 segments. Very large creatures such as elephants will not be at all affected by a trip. The object magicked will continue to trip all creatures passing over it, including the spell caster, for as long as the spell duration lasts. Creatures aware of the object and its potential add +4 to their saving throw when crossing it. The object is 80% undetectable without magical means of detection.
Explanation/Description: When this spell is cast the druid causes a volume of wood to bend and warp, permanently destroying its straightness, form, and strength. The range of a warp wood spell is 1" for each level of experience of the druid casting it. It affects approximately a fifteen inch shaft of wood of up to one inch diameter per level of the druid. Thus, at 1st level, a druid might be able to warp a hand axe handle, or four crossbow bolts, at 5th level he or she could warp the shaft of a typical magic spear. Note that boards or planks can also be affected, causing a door to be sprung or a boat or ship to leak.
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