5th Level Druid Spells

Animal Growth (Alteration) Reversible

Range: 8"
Duration: 2 rounds/level
Area of Effect: Up to 8 animals in a 2" square area
Components: V, S, M
Casting Time: 7 segments
Saving Throw: None

Explanation/Description: When this spell is cast, the druid causes all animals, up to a maximum of 8, within a 2" square area to grow to twice their normal size. The effects of this growth are doubled hit dice (with resultant improvement in attack potential) and doubled damage in combat. The spell lasts for 2 melee rounds for each level of experience of the druid casting the spell. Note that the spell is particularly useful in conjunction with a charm person or animal or a speak with animals spell. The reverse reduces animal size by one half, and likewise reduces hit dice, attack damage, etc.


Animal Summoning II (Conjuration/Summoning)

Range: 6"/level
Duration: Special
Area of Effect: Special
Components: V, S, M
Casting Time: 7 segments
Saving Throw: None

Explanation/Description: This spell is the same in duration and effect as the 4th level animal summoning I spell, except that up to six animals of no more than eight hit dice each can be called, or 12 animals of no more than four hit dice each can be called.


Anti-Plant Shell (Abjuration)

Range: 0
Duration: 1 turn/level
Area of Effect: 16' diameter hemisphere
Components: V, S, M
Casting Time: 7 segments
Saving Throw: None

Explanation/Description: The anti-plant shell spell creates an invisible barrier which keeps out all creatures or missiles of living vegetable material. Thus, the druid (and any creatures within the shell) is protected from attacking plants or vegetable creatures such as shambling mounds or treants. The spell lasts for one turn per level of experience of the druid.


Commune With Nature (Divination)

Range: 0
Duration: Special
Area of Effect: Special
Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: This spell enables the druid to become one with nature in the area, thus being empowered with knowledge of the surrounding territory. For each level of experience of the druid, he or she may "know" one fact, i.e. the ground ahead, left or right, the plants ahead, left or right, the minerals ahead, left or right, the water courses/bodies of water ahead, left or right, the people dwelling ahead, left or right, etc. The spell is effective only in outdoors settings, and operates in a radius of one half mile for each level of experience of the druid casting the commune with nature spell.


Control Winds (Alteration)

Range: 0
Duration: 1 turn/level
Area of Effect: 4"/level radius hemisphere
Components: V, S, M
Casting Time: 7 segments
Saving Throw: None

Explanation/Description: By means of a control wind spell the druid is able to alter wind force in the area of effect. For every level of his or her experience, the druid is able to increase or decrease wind force by 3 miles per hour. Winds in excess of 30 miles per hour drive small flying creatures (those eagle-sized and under) from the skies and severely inhibit missile discharge. Winds in excess of 45 miles per hour drive even man-sized flying creatures from the skies. Winds in excess of 60 miles per hour drive all flying creatures from the skies and uproot trees of small size, knock down wooden structures, tear off roofs, etc. Winds in excess of 75 miles per hour are of hurricane force and cause devastation to all save the strongest stone constructions. A wind above 30 miles per hour makes sailing difficult, above 45 miles per hour causes minor ship damage, above 60 miles per hour endangers ships, and above 75 miles per hour sinks ships. There is an "eye" of 4" radius around the druid where the wind is calm. A higher level druid can use a control winds spell to counter the effects of a like spell cast by a lower level druid (cf. control weather). The spell remains in force for 1 turn for each level of experience of the druid casting it. Once the spell is cast, the wind force increases by 3 miles per hour per round until maximum speed is attained. When the spell is exhausted, the force of the wind diminishes at the same rate. Note that while the spell can be used in underground places, the "eye" will shrink in direct proportion to any confinement of the wind effect, i.e. if the area of effect is a 48" radius, and the confined space allows only a 46" radius, the "eye" will be a 2" radius; and any space under 44" radius will completely eliminate the "eye" and subject the spell caster to the effects of the wind.


Insect Plague (Conjuration/Summoning)

Range: 32"
Duration: 1 turn/level
Area of Effect: 32" diameter, 4" high cloud
Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: Except as noted above, and other than the fact that the material component needed for the spell is mistletoe or the holly or oak leaves substitute, the spell is the same as the 5th level cleric spell, insect plague (q.v.).


Moonbeam (Evocation - Alteration)

Range: 1"/level
Duration: 1 round/level
Area of Effect: 1" diameter sphere (plus special)
Components: V, S, M
Casting Time: 7 segments
Saving Throw: None

Explanation/Description: By means of this spell the druid is able to cause a beam of soft, pale light to strike downward from overhead and illuminate whatever area he or she is pointing at. The light is exactly the same as moonlight, so that colors other than shades of black, gray, or white will not be determinable. The spell caster can easily cause the moonbeam to move to any area that he or she can see and point to. This makes the spell an effective way to spotlight something, for example an opponent. While the moonbeam allows shadows, a creature centered in a moonbeam spell is most certainly under observation. The reflected light from this spell allows dim visual perception 1" beyond the area of effect. The light does not adversely affect infravision, and enhances ultravision to its greatest potential. The material components are several seeds of any moonseed plant and a piece of opalescent feldspar (moonstone).


Pass Plant (Alteration)

Range: Touch
Duration: Special
Area of Effect: Special
Components: V, S, M
Casting Time: 7 segments
Saving Throw: None

Explanation/Description: By using this spell, a druid is able to enter a tree and move from inside it to another of the same type which lies in approximately the direction desired by the spell user and is within the range shown below:

Range of
Type of Tree
Area of Effect
Oak
60"
Ash
54"
Yew
48"
Elm
42"
Linden
36"
deciduous
30"
coniferous
24"
other
18"

The tree entered and that receiving the druid must be of the same type, living, and of girth at least equal to the druid. Note that if the druid enters a tree, suppose an ash, and wishes to pass north as far as possible (54"), but the only appropriate ash in range is south, the druid will pass to the ash in the south. The pass plant spell functions so that the movement takes only one segment (6 seconds) of a round. The druid may, at his or her option, remain within the receiving tree for a maximum of 1 round per level of experience. Otherwise, he or she may step forth immediately. Should no like tree be in range, the druid simply remains within the tree, does not pass elsewhere, and must step forth in the applicable number of rounds. (See plant door for effects of chopping or burning such a tree.)


Spike Stones (Alteration/Enhancement)

Range: 3"
Duration: 3-12 turns + l/level
Area of Effect: 1" square per level, 1 spike per l' sq.
Components: V, S, M
Casting Time: 6 segments
Saving Throw: None

Explanation/Description: This spell is the same as the 5th level clerical spell of the same name.


Sticks to Snakes (Alteration) Reversible

Range: 4"
Duration: 2 rounds/level
Area of Effect: 1" cube
Components: V, S, M
Casting Time: 7 segments
Saving Throw: None

Explanation/Description: Except as noted above, and for the fact that the material component of the spell is typical for druids, this is the same as the 4th level cleric spell, sticks to snakes (q.v.).


Transmute Rock to Mud (Alteration) Reversible

Range: 16"
Duration: Special
Area of Effect: 2" cube/level
Components: V, S, M
Casting Time: 7 segments
Saving Throw: None

Explanation/Description: This spell turns natural rock of any sort into an equal volume of mud. The depth of the mud can never exceed one-half its length and/or breadth. If it is cast upon a rock, for example, the rock affected will collapse into mud. Creatures unable to levitate, fly, or otherwise free themselves from the mud will sink and suffocate, save for lightweight creatures which could normally pass across such ground. The mud will remain until a dispel magic spell or a reverse of this spell, mud to rock, restores its substance - but not necessarily its form. Evaporation will turn the mud to normal dirt, from 1 to 6 days per cubic 1" being required. The exact time depends on exposure to sun, wind and normal drainage. The mud to rock reverse will harden normal mud into soft stone (sandstone or similar mineral) permanently unless magically changed.


Wall of Fire (Evocation)

Range: 8"
Duration: Special
Area of Effect: Special
Components: V, S, M
Casting Time: 7 segments
Saving Throw: None

Explanation/Description: The wall of fire spell brings forth a blazing curtain of magical fire of shimmering color - yellow-green or amber in case of druidical magic. The wall of fire inflicts 4 to 16 hit points of damage, plus 1 hit point of damage per level of the spell caster, upon any creature passing through it. Creatures within 1" of the wall take 2-8 hit points of damage, those within 2" take 1-4 hit points of damage. Creatures especially subject to fire may take additional damage, and undead always take twice normal damage. Only the side of the wall away from the spell caster will inflict damage. The opaque wall of fire lasts for as long as the druid concentrates on maintaining it, or 1 round per level of experience of the druid in the event he or she does not wish to concentrate upon it. The spell creates a sheet of flame up to 2" square per level of the spell caster, or as a ring with a radius of up to 1/2" per level of experience from the druid to its flames, and a height of 2". The former is stationary, while the latter moves as the druid moves.

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