7th Level Druid Spells

Animate Rock (Alteration)

Range: 4"
Duration: 1 round/level
Area of Effect: 2 cubic feet/level
Components: V, S, M
Casting Time: 9 segments
Saving Throw: None

Explanation/Description: By employing an animate rock spell, the druid causes a lithic object of a size up to that indicated to move. (See animate object, the Sixth Level cleric spell.) The animated stone object must be separate, i.e. not a piece of a huge boulder or the like. It will follow the desire of the druid casting the spell - attacking, breaking objects, blocking - while the magic lasts. It has no intelligence nor volition of its own, but it follows instructions exactly as spoken. Note that only one set of instructions for one single action (the whole being simply worded and very brief - 12 words or so), can be given to the rock animated. The rock remains animated for 1 melee round per level of experience of the spell caster, and the volume of rock which can be animated is also based on the experience level of the druid - 2 cubic feet of stone per level, i.e. 24 cubic feet at the 12th level.


Changestaff (Evocation - Enchantment)

Range: Touch
Duration: Special
Area of Effect: The druids' staff
Components: V, S, M
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: By means of this spell, the druid is able to change his or her staff from a pole of dead wood into a treant of largest size. In order to cast the dweomer, the druid must first have located a tree struck by lightning within the past 24 hours (1%-5% chance for any given tree, depending on the severity of the storm). He or she must then select a sound limb, remove it from the tree, and prepare a specially cured section. This section must be shaped and carved so as to be ready to accept the magic which the druid will then place upon it. The staff must be of ash, oak, or yew wood. Curing by sun drying and special smoke requires 28 days. Shaping, carving, smoothing, and polishing require another 28 days. The druid cannot adventure or engage in other strenuous activity during either of these periods. The finished staff, engraved with scenes of woodland life, is then rubbed with the juice of holly berries, and the end of it is thrust into the earth of the druids' grove while he or she then speaks with plants, calling upon the staff to assist in time of need. The item is then charged with a dweomer which will last for many changes from staff to treant and back again.

While the staff/treant will initially be of largest size and greatest number of hit points, each 8 points of damage it accumulates actually reduces it by 1 hit die. The staff begins at 12 hit dice and 96 hit points, goes to 11 and 88, 10 and 80, 9 and 72, etc. As it loses hit dice, it becomes smaller in size, thus losing attack power as well. If and when the staff/treant is brought below 7 hit dice, the thing crumbles to sawdust-like powder and is lost. The staff cannot ever be brought upwards in hit dice or hit points, except by a wish (which restores it completely). Of course, a new staff can always be sought out, seasoned, and so forth, to begin the process anew.

When the druid plants the end of the staff in the ground and speaks a special command prayer and invocation, the staff turns into a treant. It can and will defend the druid, or obey him or her in any way. However, it is by no means a true treant, and it cannot converse with actual treants. The transformation lasts for as many turns as the druid has levels of experience, until the druid commands the thing to return to its true form, or until the thing is destroyed, whichever first occurs. In order to cast a changestaff spell, the druid must have either mistletoe or leaves (ash, oak, or yew) of the same sort as the staff.


Chariot of Sustarre (Evocation)

Range: 1"
Duration: 6 turns + 1 turn/level
Area of Effect: Special
Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: When this spell is cast by a druid, it brings forth a large flaming chariot pulled by two fiery horses which appear in a clap of thunder amidst cloud-like smoke. This vehicle moves at 24" on the ground, 48" flying, and it can carry the druid and up to 8 other man-sized creatures whom he or she first touches so as to enable these creatures to be able to ride aboard this burning transport. Creatures other than the druid and his or her designated passengers will sustain damage equal to that of a wall of fire spell if they are within 5' of the horses or chariot, voluntarily or involuntarily. The druid controls the chariot by verbal command, causing the flaming steeds to stop or go, walk, trot, run or fly, turning left or right as he or she desires. Note that the Chariot of Sustarre is a physical manifestation, and can sustain damage. The vehicle and steeds are struck only by magical weapons or by water (one quart of which will cause 1 hit point of damage), they are armor class 2, and each requires 30 hit points of damage to dispel. Naturally, fire has absolutely no effect upon either the vehicle or its steeds, but magical fires will affect the riders if they are exposed to them (other than those of the chariot itself). In addition to mistletoe, the druid casting this spell must have a small piece of wood, 2 holly berries, and a fire source at least equal to a torch.

Any sort of player character can be reincarnated. If an elf, gnome or human is indicated, the character must be created. When the corpse is touched, the new incarnation will appear in the area within 1 to 6 turns. (Cf. sixth level magic-user spell reincarnation.)


Confusion (Enchantment/Charm)

Range: 8"
Duration: 1 round/level
Area of Effect: Up to 4" by 4"
Components: V, S, M
Casting Time: 9 segments
Saving Throw: Special

Explanation/Description: This spell causes confusion in one or more creatures within spell range. Confused creatures will react as follows:

Die Roll
Action
01-10
Wander away for 1 turn
11-60
Stand confused for 1 round
61-80
Attack nearest creature for 1 round
81-00
Attack druid or his party for 1 round

The spell lasts for 1 melee round for each level of experience of the spell caster. It will affect 2 to 8 creatures, plus a possible additional number of creatures determined by subtracting the level or number of hit dice of the strongest opponent creature within the spell range and area of effect from the level of the druid who cast the spell of confusion. If a positive number results, it is added to the random die roll result for number of creatures affected; a negative number is ignored. All creatures affected will be those closest to the druid within the area of effect. Each affected creature must make a saving throw each round, unless they are caused to "wander away for 1 turn" in which case they will go as far away from the druid as is possible in one turn of normal movement, as conditions permit. All saving throws are at -2. Confused creatures act according to the table of actions shown above, but saving throws and actions are checked at the beginning of each round.


Conjure Earth Elemental (Conjuration/Summoning) Reversible

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

Explanation/Description: When a druid casts a conjure earth elemental spell, he or she summons an earth elemental of 16 hit dice to do the druids' bidding. Furthermore, the druid need but command it, and then do as he or she desires, for the elemental does not regard the druid who conjured it with enmity. The elemental remains until destroyed, dispelled, or sent away by dismissal (cf. conjure fire elemental).


Control Weather (Alteration)

Range: 0
Duration: 8-96 hours
Area of Effect: 4-32 square miles
Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: The druidic control weather spell is more powerful than the clerical spell of the same name (q.v.). The spell caster is able to change weather by two places from the prevailing Conditions if greater mistletoe is used. It otherwise is the same as the 7th level cleric control weather spell.


Creeping Doom (Conjuration/Summoning)

Range: 0
Duration: 4 rounds/level
Area of Effect: Special
Components: V, S, M
Casting Time: 9 segments
Saving Throw: None

Explanation/Description: When the druid utters the spell of creeping doom, he or she calls forth a mass of from 500 to 1000 (d6 + 4) venomous, biting and stinging arachnids, insects and myriapods. This carpet-like mass will swarm in an area of 2" square, and upon command from the druid will creep forth at 1" per round towards any prey within 8", moving in the direction in which the druid commanded. The creeping doom will slay any creature subject to normal attacks, each of the small horrors inflicting 1 hit point of damage (each then dies after their attack), so that up to 1,000 hit points of damage can be inflicted on creatures within the path of the creeping doom. If the creeping doom goes beyond 8" of the summoner, it loses 50 of its number for each 1" beyond 8", i.e. at 10" its number has shrunk by 100. There are a number of ways to thwart or destroy the creatures forming the swarm, all of which methods should be obvious.


Finger of Death (Enchantment/Charm)

Range: 6"
Duration: Permanent
Area of Effect: One creature
Components: V, S, M
Casting Time: 5 segments
Saving Throw: Neg.

Explanation/Description: The finger of death spell causes the victims' heart to stop. The druid utters the incantation, points his or her index finger at the creature to be slain, and unless the victim succeeds in making the appropriate saving throw, death occurs. A successful saving throw negates the spell.


Fire Storm (Evocation) Reversible

Range: 16"
Duration: 1 round
Area of Effect: 2" cube/level, minimum 16 cubic"
Components: V, S, M
Casting Time: 9 segments
Saving Throw: 1/2

Explanation/Description: When a fire storm spell is cast by a druid, a whole area is shot through with sheets of roaring flame which are equal to a wall of fire (q.v.) in effect. Creatures within the area of fire and 1" or less from the edge of the affected area receive 2 to 16 hit points of damage plus additional hit points equal to the number of levels of experience of the druid unless they make a saving throw, in which case they take only one-half damage. The area of effect is equal to 2 cubic" per level of the druid, i.e. a 13th level druid can cast a fire storm which measures 13" by 2" by 1". The height of the storm is 1" or 2"; the balance of its area must be in length and width. The reverse spell, fire quench, smothers double the area of effect of a fire storm with respect to normal fires, and with respect to magical fires it has a 5% chance per level of the caster of extinguishing a magical fire (such as a fire storm) of proportions up to the normal area of effect of the non-reversed spell.


Reincarnate (Necromantic)

Range: Touch
Duration: Permanent
Area of Effect: Person touched
Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: Druids have the capability a bringing back dead in another body if death occurred no more than a week before the casting of the spell. The person reincarnated will recall the majority of his or her former life and form, but the class they have, if any, in their new Incarnation might be different indeed. Abilities and speech are likewise often changed. The table below gives the reincarnation possibilities of this spell:

Die Roll
Incarnation
01-03
badger
04-08
bear, black
09-12
bear, brown
13-16
boar, wild
17-19
centaur
20-23
dryad
24-28
eagle
29-31
elf
32-34
faun
35-36
fox
37-40
gnome
41-44
hawk
45-58
human
59-61
lynx
62-64
owl
65-68
pixie
69-70
raccoon
71-75
stag
76-80
wolf
81-85
wolverine
86-00
use magic-user reincarnation table

Any sort of player character can be reincarnated. If an elf, gnome or human is indicated, the character must be created. When the corpse is touched, the new incarnation will appear in the area within 1 to 6 turns (Cf. sixth level magic-user spell, reincarnation.)


Sunray (Evocation - Alteration)

Range: 1"/level
Duration: 1 round
Area of Effect: 1" diameter sphere (plus special)
Components: V, S, M
Casting Time: 3 segments
Saving Throw: Special

Explanation/Description: When a sunray spell is cast, the druid evokes a burning beam of light which is similar to a ray of actual sunlight in all important aspects. It inflicts blindness for 1-3 rounds upon all creatures within its area of effect unless a successful saving throw versus spell is made. Creatures using ultravision at the time may be blinded for 2-8 rounds, while those to whom sunlight is harmful or unnatural will suffer permanent blindness unless the save is made, in which case the blindness lasts for 2-12 rounds. Those within its area of effect, as well as creatures within 2" of its perimeter, will have no infravisual capabilities for 2-5 rounds.

Undead (including vampires) caught within its main area of effect must save versus spell, taking 8-48 points of damage or half damage if a save is made. Those within the secondary area of effect (up to 2" from the perimeter) take 3-18 points of damage or no damage if save is made. The ultraviolet light generated by the spell will inflict damage on fungoid creatures and subterranean fungi just as if they were undead, but no saving throw is possible. The material components are an aster seed and a piece of aventurine feldspar (sunstone).


Transmute Metal To Wood (Alteration)

Range: 8"
Duration: Permanent
Area of Effect: One metal object
Components: V, S, M
Casting Time: 9 segments
Saving Throw: Special

Explanation/Description: The transmute metal to wood spell allows the druid casting it to change an object from metal to wood. The volume of metal is equal to a maximum weight of 80 gold pieces per level of experience. Magical objects of metal are only 10% likely to be affected by the spell. Note that even a dispel magic spell will not reverse the spell effects. Thus, a metal door changed to wood would be forever more a wooden door.

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