Druid Spells – Level 4 to 5

The following is Open Game Content.

Druid Spell List

Level 4
1. Air Walk
2. Animal Summoning IV
3. Blight
4. Control Water
5. Cure Serious Wounds*
6. Ice Storm
7. Reincarnation**
8. Scrying

Level 5
1. Animal Growth
2. Animal Summoning V
3. Baleful Polymorph
4. Commune with Nature
5. Insect Plague*
6. Stoneskin
7. Transmute Rock to Mud
8. Wall of Thorns

* As cleric spell
** As magic-user spell

Air Walk
Spell Level: Druid, 4th Level
Range: Touch
Duration: 10 minutes per level

The subject of this spell can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to one-half the air walker’s normal movement. A strong wind can push the subject along or hold it back. Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking falling damage as normal.

Animal Growth
Spell Level: Druid, 5th Level
Range: 200 feet
Duration: 1 minute per level

A number of animals grow to twice their normal size and eight times their normal weight. This alteration essentially doubles each animal’s Hit Dice and improved its Armor Class by 1. The animal deals +1 damage with its attacks. Its movement remains the same. The enlarged animal can only be harmed by silver or magical weapons and attacks.

Animal Summoning IV
Spell Level: Druid, 4th Level
Range: 60 ft
Duration: 1 round per level

This spell functions like animal summoning I, except that you can summon one 4th-level creature, 1d3 3rd-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

Roll Summoned Animal
1 Ant, Giant Warrior
2 Ape, Gorilla
3 Black Bear
4 Boar, Wild
5 Eagle, Giant
6 Eel, Giant Electric or Giant Moray *
7 Komodo Dragon
8 Leopard
9 Raven, Giant
10 Seahorse, Giant *
11 Stag, Giant
12 Wolverine

Animal Summoning V
Spell Level: Druid, 5th Level
Range: 60 ft.
Duration: 1 round per level

This spell functions like animal summoning I, except that you can summon one 5th-level creature, 1d3 4th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

Roll Summoned Animal
1 Bat, Giant
2 Hyena, Giant
3 Lamprey, Giant
4 Lion
5 Macaw, Giant
6 Owl, Giant
7 Rock Weasel, Giant
8 Weasel, Giant

Baleful Polymorph
Spell Level: Druid, 5th Level
Range: 50 feet
Duration: Permanent

This spell works like the magic-user spell polymorph, except that the druid changes the subject into a small animal of no more than 1 HD. The new form cannot prove fatal to the creature (i.e. turning someone into a fish in the desert). The subject of the spell gets a saving throw to negate the effect. If the spell succeeds, the subject must make a second saving throw. If this second save fails, the creature loses any spell casting or magical abilities it had and gains the special abilities and Intelligence of its new form in place of its own. Incorporeal or gaseous creatures are immune to being polymorphed, and a shapechanger can revert to its natural form on its next turn.

Blight
Spell Level: Druid, 4th Level
Range: Touch
Duration: Instantaneous

This spell withers a single plant of any size. An affected plant monster takes 1d6 points of damage per druid level and may attempt a saving throw for half damage. A plant that isn’t a creature doesn’t receive a save and immediately withers and dies. This spell has no effect on the soil or surrounding plant life.

Commune with Nature
Spell Level: Druid, 5th Level
Range: Personal
Duration: Instantaneous

You become one with nature, attaining knowledge of the surrounding territory. You instantly gain knowledge of as many as three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting.

In outdoor settings, the spell operates in a radius of 1 mile per caster level. In natural underground settings the radius is limited to 100 feet per caster level. The spell does not function where nature has been replaced by construction or settlement, such as in dungeons and towns.

Control Water
Spell Level: Druid, 4th Level
Range: 800 feet
Duration: 10 minutes per level

Depending on the version you choose, the control water spell raises or lowers water.

Lower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level to a minimum depth of 1 inch. The water is lowered within a squarish depression whose sides are up to caster level x 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell. The spell has no effect on other creatures.

Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.

With either version, you may reduce one horizontal dimension by half and double the other horizontal dimension.

Ice Storm
Spell Level: Druid, 4th Level
Range: 800 feet
Duration: 1 round

Great magical hailstones pound down for 1 round, dealing 3d6 points of damage plus 2d6 points of freezing damage to every creature in the area. All land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no aftereffects other than the damage dealt.

Scrying
Spell Level: Druid, 4th Level
Range: See text
Duration: 1 minute per level

Using a natural pool of water, you can see and hear some creature, which may be at any distance. If the subject succeeds on a saving throw, the scrying attempt simply fails. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +3 bonus on its saving throw.

Knowledge or Connection
None: +5
Secondhand (you have heard of the subject): +3
Firsthand (you have met the subject): +0
Familiar (you know the subject well): –3
Own a likeness or picture: –1
Own a possession or garment: –2
Own a body part, lock of hair, bit of nail, etc.: –5

If the save fails, you can see and hear the subject and the subject’s immediate surroundings. If the subject moves, the sensor follows. The sensor has your full visual acuity, including any magical effects.

If the save succeeds, you can’t attempt to scry on that subject again for at least 24 hours.

Stoneskin
Spell Level: Druid, 5th Level
Range: Touch
Duration: 10 minutes per level

The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject take only one quarter damage from non-magical weapons, and full damage from magical weapons. Once the spell has prevented a total of 5 points of damage per caster level it is discharged.

Transmute Rock to Mud
Spell Level: Druid, 5th Level
Range: 200 ft.
Duration: Permanent (see text)

This spell turns natural, uncut rock of any sort into an equal volume of mud. Magical stone is not affected by the spell. The depth of the mud created cannot exceed 10 feet. A creature stuck in the mud has its movement reduced to 3 and suffers a -2 penalty to hit and to its Armor Class. If cast upon the ceiling of a cavern or tunnel, the ensuing cave-in deals 8d6 points of damage to anyone caught directly beneath the area, or half damage to those who succeed on a saving throw. The mud remains until a successful dispel magic or transmute mud to rock spell restores its substance, but not necessarily its form. Evaporation turns the mud to normal dirt over a period of days.

The reverse of this spell turns mud or quicksand into sandstone. Creatures in the mud are allowed a saving throw to escape before the area is hardened to stone.

Wall of Thorns
Spell Level: Druid, 5th Level
Range: 200 ft.
Duration: 10 minutes per level

This spell creates a barrier of tangled, needle-sharp thorn bushes. The wall covers a number of 10x10x5 foot blocks equal to twice the druid’s level. Any creature moving through a wall of thorns takes damage each round equal to 25 minus the creature’s AC. Forcing one’s way through the thorns requires an open doors check to move 5 feet. One can chop through a foot of the thorns with 10 minutes work. Normal fire has no effect on the thorns, but magic fire burns it away in 10 minutes.

Druid Spells – Level 1 to 3

The following is Open Game Content.

Druid Spell List

Level 1
1. Animal Summoning I
2. Charm Animal
3. Cure Light Wounds*
4. Detect Poison
5. Entangle
6. Produce Flame
7. Shillelagh
8. Speak with Animals*

Level 2
1. Animal Summoning II
2. Animal Trance
3. Barkskin
4. Flame Blade
5. Fog Cloud
6. Gust of Wind
7. Resist Fire
8. Warp Wood

Level 3
1. Animal Summoning III
2. Cure Disease * / Contagion
3. Neutralize Poison * / Poison
4. Plant Growth
5. Speak with Plants *
6. Stone Shape
7. Water Breathing **
8. Wind Wall

* As cleric spell of same name
** As magic-user spell of the same name

Animal Summoning I
Spell Level: Druid, 1st Level
Range: 30 ft.
Duration: 1 round per level

This spell summons a natural creature. It appears where you designate and acts immediately. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

1 Baboon
2 Barracuda *
3 Centipede (Swarm)
4 Flying Squirrel, Carnivorous
5 Frog, Giant (Small)
6 Hyena
7 Jackal
8 Rat, Giant

* Roll again if not in an aquatic environment

Animal Summoning II
Spell Level: Druid, 2nd Level
Range: 30 ft.
Duration: 1 round per level

This spell functions like animal summoning I, except that you can summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.

1 Ant, Giant Worker
2 Dolphin *
3 Frog, Giant (Medium)
4 Giant Centipede, Small (Lethal)
5 Leech, Giant
6 Lynx, Giant
7 Snake, Constrictor
8 Snake, Viper
9 Thylacine
10 Wolf

* Roll again if not in an aquatic environment

Animal Summoning III
Spell Level: Druid, 3th Level
Range: 30 ft.
Duration: 1 round per level

This spell functions like animal summoning I, except that you can summon one 3rd-level creature, 1d3 2nd-level creatures of the same kind, or 1d4+1 1st-level creatures of the same kind.

1 Badger, Giant
2 Cattle
3 Crab, Giant
4 Crocodile
5 Goat, Giant
6 Lizard, Giant
7 Ostriches, Giant
8 Ray, Sting *
9 Sea Lion *
10 Shark, Small (3 HD) *
11 Snake, Cobra
12 Toad, Giant

Animal Trance
Spell Level: Druid, 2nd Level
Range: 30 ft.
Duration: Concentration

Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you. Only a non-intelligent creatures can be fascinated by this spell. Roll 2d6 to determine the total number of HD worth of creatures that you fascinate. The closest targets are selected first until no more targets within range can be affected.

Barkskin
Spell Level: Druid, 2nd Level
Range: Touch
Duration: 10 minutes per level

The recipient of this spell’s Armor Class improves by 2.

Charm Animal
Spell Level: Druid, 1st Level
Range: 30 ft.
Duration: One day per level

This spell functions like charm person, except that it affects animals instead of people.

Contagion
Spell Level: Druid, 3rd Level
Range: Touch
Duration: Instantaneous

The reverse of cure disease, this spell causes the subject to contract a disease from the table below. The disease strikes immediately. With a successful saving throw, the subject is not infected. If infected, one saving throw is allowed each day to avoid damage. Two successful saving throws in a row are required to overcome the disease completely. If any character has an ability score reduced to 0, it dies. Against monsters, the Referee may rule that the spell causes a -3 penalty to hit, damage and on saving throws, and reduces the monster to half normal movement.

1 Blinding Sickness (1d4 strength damage per day)
2 Cackle Fever (1d6 wisdom damage per day)
3 Filth Fever (1d3 dexterity and 1d3 constitution damage per day)
4 Mindfire (1d4 intelligence damage)
5 Red Ache (1d6 strength damage per day)
6 Shakes (1d8 dexterity damage per day)

Detect Poison
Spell Level: Druid, 1st Level
Range: 30 ft.
Duration: Instantaneous

You determine whether a creature, object, or area has been poisoned or is poisonous. This spell can penetrate doors, but not walls.

Entangle
Spell Level: Druid, 1st Level
Range: 400 ft.
Duration: 1 minute per level

Grasses, weeds, bushes, and trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by making a saving throw. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.

Flame Blade
Spell Level: Druid, 2nd Level
Range: 0 ft.
Duration: 1 minute per level

A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this blade-like beam as if it were a long sword (i.e. 1d8 damage). Since the blade is immaterial, it ignores bonuses to Armor Class from armor and shields. A flame blade can ignite combustible materials such as parchment, straw, dry sticks, and cloth. The spell does not function underwater.

Fog Cloud
Spell Level: Druid, 2nd Level
Range: 120 ft.
Duration: 10 minutes per level

A bank of fog billows out from the point you designate. The fog obscures all sight beyond 5 feet. Attacking a creature within 5 feet carries a -4 penalty to hit. Attacking creatures farther away carries a -10 penalty to hit, and the attacker can’t use sight to locate the target). A strong wind disperses the fog in one round. The spell does not function underwater.

Gust of Wind
Spell Level: Druid, 2nd Level
Range: 60 ft.
Duration: 1 round

This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path. Very small creatures, like birds and pixies, are knocked down and rolled 30 ft, taking 2d6 points of non-lethal damage. Small creatures, like kobolds and goblins, are knocked prone by the force of the wind. Human-sized creatures are unable to move against the force of the wind. Any creature, regardless of size, takes a –4 penalty on misile attacks in the area of a gust of wind. The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights.

Plant Growth
Spell Level: Druid, 3rd Level
Range: See text
Duration: Instantaneous

Plant growth has different effects depending on the version chosen. Overgrowth causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines) to become thick and overgrown. The plants entwine to form a thicket or jungle that creatures must hack or force a way through. The area must have brush and trees in it for this spell to take effect. At your option, the area can be a 100-foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter circle. You may designate places within the area that are not affected.
Enrichment targets plants within a range of one-half mile, raising their potential productivity over the course of the next year to one-third above normal.

This spell has no effect on plant creatures.

Poison
Spell Level: Druid, 3rd Level
Range: Touch
Duration: Instantaneous

Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. The poison deals 1d10 points of damage immediately and another 1d10 points of damage 1 minute later. Each instance of damage can be negated by a saving throw.

Produce Flame
Spell Level: Druid, 1st Level
Range: 0 ft.
Duration: 1 minute per level

Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment. In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee attack or missile attack (up to 120 ft), ignoring armor, dealing fire damage equal to 1d6 +1 point per caster level (maximum +5). No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves. This spell does not function underwater.

Resist Fire
Spell Level: Druid, 2nd Level
Range: Touch
Duration: 10 minutes per level

This spell grants a creature limited protection from fire. The creatures suffers half damage from fire for the duration of the spell.

Shillelagh
Spell Level: Druid, 1st Level
Range: Touch
Duration: 1 minute per level

Pronounced Shih – Lay – Lee, this spell causes a normal club or staff to become a +1 magical weapon for the duration of the spell.

Stone Shape
Spell Level: Druid, 3rd Level
Range: Touch
Duration: Instantaneous

You can form an existing piece of stone into any shape that suits your purpose. While it’s possible to make crude coffers, doors, and so forth with stone shape, fine detail isn’t possible. There is a 2 in 6 chance that any shape including moving parts simply does not work.

Warp Wood
Spell Level: Druid, 2nd Level
Range: 30 ft.
Duration: Instantaneous

You cause wood to bend and warp, permanently destroying its straightness, form, and strength. A warped door springs open (or becomes stuck). A boat or ship springs a leak. Warped missile weapons are useless. A warped melee weapon is -4 to hit. Alternatively, you can unwarp wood (effectively warping it back to normal) with this spell. A 2nd level druid can warp a single, small item. A level 6th level druid can warp something as large as a door. A 12th level druid can warp something as large as a ship.

Wind Wall
Spell Level: Druid, 3rd Level
Range: 120 ft.
Duration: 1 round per level

An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal missile weapon passing through the wall is -6 to hit. A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected. Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall. While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points. The wall is 10 ft per level long and 5 ft. per level high.

Levels 4 and 5 tomorrow …

Clerics & Druids

My first attempt at blogging from MSWord – hopefully it comes out okay. This is my take on the cleric and druid. In truth, my only contribution to the cleric is the level titles.

This post is Open Game Content.

THE CLERIC

Clerics are armored priests who serve a patron deity and an alignment ethos (law, good, chaos or evil). Regardless of the details, you are a champion of your faith and moral alignment. You might be a sinister witch-hunter, an exorcist of demons, or a shining knight of the faith. Because most of a cleric’s abilities are oriented toward healing and protecting, clerics tend to play a support role during combat, backing up the front line, but able to stand shoulder to shoulder with the party’s fighting-men if need be, at least for a while. High level clerics often establish fortified temples or monasteries in the wilderness, clearing the area of monsters and attracting followers and soldiers.

Prime Requisite: Wisdom (13+gives +5% experience bonus).

Hit Dice: 1d6+1 (+2 hp per level after 9th).

Armor/Shield Permitted: Any.

Weapons Permitted: Blunt weapons only.

Spells (1st): The spells available are listed on the cleric spell list. A cleric is limited to a certain number of spells of each level per day. A table shows the number of spells per day a character of the class may cast. Clerics prepare spells each day through prayer to their deity, followed by contemplation and study.

Banishing Undead (1st): Clerics can “Turn” the undead, making them flee from the cleric’s holiness (or, in the case of an evil cleric, bringing them to heel as servants and minions). A Referee might decree that a cleric can use this ability against other supernatural creatures hostile to his patron deity or religion.

 

Spells Per Day (By Spell Level)

Level Experience

Hit Dice

Attack

Save

Title

1

2

3

4

5

6

1 0

1

+0

14

Beadle

2 2,250

2

+0

13

Almoner

1

3 5,000

3

+1

12

Chanter

2

4 9,000

4

+1

11

Friar

2

1

5 18,000

5

+2

10

Prester

2

2

1

6 35,000

6

+2

9

Vidame

2

2

1

1

7 70,000

7

+3

8

Exarch

2

2

2

1

1

8 140,000

8

+3

7

Hierophant

2

2

2

2

2

9 300,000

9

+4

6

Patriarch

3

3

3

2

2

10 425,000

+2

+5

5

Patriarch

3

3

3

3

3

11 650,000

+4

+5

4

Patriarch

4

4

4

3

3

12 900,000

+6

+6

3

Patriarch

4

4

4

4

4

1

The Druid Sub-Class

The druid is a sub-class of cleric who worships a pantheon of nature divinities in place of the cleric’s patron deity and ethos. Because druids worship a wide variety of deities and respect each deity’s place in the greater scheme of things, they are always neutral in alignment. Druids draw energy from the natural world to cast divine spells and gain strange supernatural powers.

Prime Requisites: Intelligence & Wisdom (13+ gives +5% experience bonus).

Hit Dice: 1d6+1 (+2 hp per level after 9th).

Armor/Shields Permitted: Leather armor, shields.

Weapons Permitted: Club, dagger, dart, hand axe, hammers, sling, sickle, spears, swords, and staves.

Spells (1st): The spells available to a druid are listed on the druid spell list (coming soon). A druid is limited to a certain number of spells of each level per day. The druid table shows the number of spells per day a character of the class may cast. Druids prepare spells each day by praying for them.

Secret Language (1st): Druids have a secret language and alphabet used for communicating with one another. They are forbidden from teaching either language or alphabet to any but their brethren. It is this language that the druids use to cast their spells.

Nature Lore (1st): A druid can identify plants and animals with perfect accuracy. This ability is automatically successful when used in the type of environment in which the druid was trained or currently lives. In unfamiliar environments, the druid must succeed at a saving throw to successfully use this ability.

Resist Elements (2nd): At 2nd level, druids gain a +1 bonus to saving throws against fire, water, earth, air, cold and lightning attacks.

Woodland Stride (3rd): At 3rd level, druids gain the ability to move through natural thorns, briers, overgrown areas, and similar terrain at normal speed and without suffering damage or other impairment. When doing so, druids leave no trail in the natural surroundings and cannot be tracked. Areas that are enchanted or magically manipulated to impede motion still affect druids.

Shapechange (6th): At 6th level, druids gain the ability to change into a small or medium-size animal and back again once per day. This ability operates like the spell polymorph. Upon attaining this ability, a druid must choose an animal shape, usually an animal sacred to her religious traditions or patron deity. The selection is permanent, and cannot be changed.

Each time a druid uses this ability, the character regains 1d3 hit points. At 7th and 8th levels, the druid gains a new animal shape. Each shape can be assumed once per day. At 12th level, the druid gains the ability to take the shape of a large (maybe prehistoric) version of one of the previously chosen animal forms. This large form can be assumed once per day, and the druid can decide between the three forms each time this ability is used. When assuming the large version of an animal form, the druid heals 4d6 hit points.

Spells Per Day (By Spell Level)

Level Experience

Hit Dice

Attack

Save

Title

1

2

3

4

5

6

1 0

1

+0

14

Neophyte

2 2,000

2

+0

13

Initiate

1

3 4,250

3

+1

12

Ovate

2

4 8,500

4

+1

11

Soothsayer

2

1

5 17,000

5

+2

10

Magus

2

2

1

6 35,000

6

+2

9

Shaman

2

2

1

1

7 70,000

7

+3

8

Magister

2

2

2

1

1

8 180,000

8

+3

7

Druid

2

2

2

2

2

9 275,000

9

+4

6

Archdruid

3

3

3

2

2

10 400,000

+2

+5

5

Archdruid

3

3

3

3

3

11 525,000

+4

+5

4

Archdruid

4

4

4

3

3

12 650,000

+6

+6

3

Archdruid

4

4

4

4

4

1

Coming Soon – Druid spells

Medieval Woodcut of a Bishop from “Gode Cookery”