Post by Xxsuperheroxx on Feb 26, 2023 1:36:05 GMT -6
Druid Spells
First Level Spells:
Detect Magic: Only the fact that a dim or a strong magic exists in the area will be noted. (C.f. magic-user spell of the same name.)
Locate Animals: This spell is another which requires a bit of effect on the part of the DM. As it is quite unlikely that each and every species of animal in the area of the spell caster will be recorded, you will have to use the probabilities of your milieu. Obviously, there is 0% chance of locating a polar bear in the jungle, or a jungle cat in a cavern thousands of feet below ground, etc. So the locate is second after the region as to whether or not some animal will be within spell range. Then consider the terrain - mountain lions do not typically roam the prairies, for instance. Lastly, consider the frequency of the animal desired in relation to all of the above. If the animal is within the area of probability, allow a straight percentile roll for frequency: COMMON = 50% chance. UNCOMMON = 25% chance, RARE = 10% chance, VERY RARE = 5% chance. Circumstances will always prevail, so modify as necessary to allow for the surroundings.
Speak With Animals: As noted for the cleric spell of the same name (q.v.) this magic will not make the animal altogether friendly and co-operative.
Second Level Spells:
Animal Friendship: This spell will only function if the druid actually wishes to be the animals' friend. If the druid has ulterior motives, the animals will always sense it.
Charm Person or Mammal: If at the same time this spell is cast the subject is struck by any spell, missile or weapon which inflicts damage, the creature will make its saving throw at +1 per point of damage sustained. Naturally, this assumes damage is inflicted by members of the spell caster's party.
Remember that a charmed creature's or person's priorities are changed as regards the spell-caster, but the charmed one's basic personality and alignment are not. The spell is not enslave person or mammal. A request that a charmee make itself defenseless or that he/she/it be required to give up a valued item or cast a valuable spell or use a charge on a valued item (especially against the charmee's former associates or allies) could allow an immediate saving throw to see if the charm is thrown off. In like manner, a charmed figure will not necessarily tell everything he/she/it knows or draw maps of entire areas. A charmed figure can refuse a request, if such refusal is in character and will not directly cause harm to the charmer. Also, a charm spell does not substantially alter the charmee's feelings toward the charmer's friends and allies. The charmed person or creature will not react well to the charmer's allies making suggestions like "ask him this question..." The charmee is oriented toward friendship and acceptance of the charmer, but this does not mean that he/she/it will put up with verbal or physical abuse from the charmer's associates.
Create Water: It is not possible to create water within living material, i.e. it is not possible to cast the spell upon a creature and create liquid in any part of its body.
Feign Death The recipient of this dweomer consumes air at 1/100th of the normal rate. Any poison within the system of the spell recipient is effectively slowed so as to cause no harm whatsoever for the duration of the spell.
Fire Trap: The spell can be removed/negated by a dispel magic as is normal.
Heat Metal: Elfin chain mail is not subject to this spell. All ferrous-based magic armor is entitled to a saving throw versus Magic Fire. If the save is successful, the heat metal spell does NOT affect it.
Locate Plants: For the likelihood of any given plant type to be within the area of the spell, consult the foregoing discussion regarding the spell locate animals. It will generally be more difficult to adjudicate matters botanical, however, as the distribution of plant species is not as widely known as that of animals. As a rule, most herbs will grow only in temperate regions, most spices in tropical regions. If you have never heard of the plant, assume it is rare or very rare, and give appropriate percentages.
Obscurement: A gust of wind spell cause the vapor the swirl and dissipate in 25% of the normal time, so that instead of the obscurement lasting for 4 rounds per level it will last for but 1 round per level, once the gust od wind has been cast, of course.
Produce Flame: If the druid chooses to hurl the flame, treat it as a missile, but any target is considered to be a short range. If a miss occurs, use the grenade-like missile principle to determine where the flame strikes.
Warp Wood: Attempting to affect the wood of a magically held or wizard locked door is another matter. The level of the druid is compared to the level of the magic-user, and only if the latter is of lower level than the former will the spell have any chance of working. For each level of experience greater than the magic-user, the druid has a 20% chance of warping dweomered wood.
Third Level Spells:
Call Lightning: If a djinn or an air elemental is on hand to form a whirlwind, the druid is able to summon half-strength lightning strokes therefrom.
Snare: The material of the noose can be cut with magic blade, or a non-magic sharp instrument with a "to hit" bonus of +2 or better.
Summon Insect: If thisk smoke or hot flames are near the target creature, the insects called forth will NOT go near the intended victum - those who might are considered dazed or burned to a crisp. The spell thus fails. Likewise, if the victim steps into such an area, all insects are gone that instant, so that next round it may act normally.
Tree: Note that the druid can appear as a conifer, bush, etc. The armor class of such a plant is that of the druid, and its hit points are likewise those of the druid.
Forth Level Spells:
Animal Summoning I: For probable animals in the area see the foregoing commentary on locale animals. The animals typically summonable are:
*Summonable only by specific type of animal.
You will note that animals with 4 + n hit dice are included. If the druid names such an animal type, allow summoning if otherwise indicated, but limit the number appearing to 1-3.
Call Woodland Being: These sort of creatures are the type which should generally be indicated on area maps as to location and numbers. However, if by chance you are faced with the problem of a druid casting this spell where such information is not at hand, use the following random percentage possibilities.
Creatures type called and Type of Woodlands
Add 1% per level of druid casting the spell except where 0%. Check in order for type by rolling percentile dice, and if at the end of the list nothing is indicated, there are no woodland beings within spell range. For example, a 10th level druid begins the spell in a sylvan wood. There is a 30% chance for brownies, but the dice roll shows 35, so none came, then a 40% chance for centaurs gets a dice score of 72, but finally a 35% chance of dryads gets a dice roll od 10, so from 1-4 dryads will come. Since the call was successful, no further checks are made.
Dispel Magic: If this spell is cast upon a magic item it most certainly will have the effect of causing it to be non-operational for 1 round thereafter if the item does not make a saving throw - if the item is not in the possession of any creature, then the item gets no saving throw, and it is non-operational for 1 round. Note the artifacts and relics are NOT subject to this effect. Any dispel magic spell must be cast directly at the object, not anything or anyone else, to be so effective.
Hallucinatory Forest: Touching the illusory growth will neither inform the individual as to its nature nor will it affect the magic.
Fifth Level Spells:
Transmuted Rock to Mud: Rate of sinking is 1' per segment, i.e. 1' per 6 seconds or 10' per minute (round). Brush thrown upon the surface will stop sinking of creatures able to climb atop it (use discretion as to the amount of brush and the weight of creatures). Ropes can be used to pull creatures out of the mire, assuming that sufficient power is available - 1man/man, 10 men/horse (or vice versa).
Wall of Fire: It is not possible for the spell caster to move at all and maintain concentration on the wall of fire.
Sixth Level Spells:
Anti-Animal Shell: This shell is non-mobile. Humans, even though able to use magic, are non-magical, as are dwarves, elves, etc.
Conjure Fire Elemental: a holy/unholy word will send any elemental back to its plane.
Fire Seeds: As with missiles of the type produced by a produce flame spell, all fire seeds missiles are considered to be short range, and misses are handled as described in the GRENADE-LIKE MISSILES subsection of COMBAT.
Turn Wood: Even magical weapons with wooden sections will be turned. An anti-magic shell will protect from this spell, and a dispel magic will have normal chances of wiping out its effects.
Wall of Thorns: Dexterity bonus to armor class is NOT considered in this case. If a wall of fire results from the burning of thorns, the side towards the druid will be the non-harmful one.
Seventh Level Spells:
Chariot of Sustarre: This vehicle and its steed are from the Elemental Planes of fire; therefore, they are subject to forced return to this plane (such as by dispel magic, holy/unholy word, etc).
Conjure Earth Elemental: As noted regarding fire elementals, a holy/unholy word will send the creature back to its plane.
Fire Storm: The reverse, fire quench, will cause a flame tongue (flaming) sword to be extinguished unless it makes a successful saving throw versus a CRUSHING BLOW. Once extinguished thus, the weapon becomes non-magical.
Reincarnation: Regardless of the form of the creature in which the character is reincarnated, allow the new form to progress as far as possible in characteristics and abilities. For example, a badger character could grow to giant size, have maximum hit points, plus bonus points for a high constitution, and the intelligence level of its former character. A centaur reincarnation might eventually gain hit dice up to 5,6,7 or even 8, and it would be eligible to wear armor, use magic items, etc.
First Level Spells:
Detect Magic: Only the fact that a dim or a strong magic exists in the area will be noted. (C.f. magic-user spell of the same name.)
Locate Animals: This spell is another which requires a bit of effect on the part of the DM. As it is quite unlikely that each and every species of animal in the area of the spell caster will be recorded, you will have to use the probabilities of your milieu. Obviously, there is 0% chance of locating a polar bear in the jungle, or a jungle cat in a cavern thousands of feet below ground, etc. So the locate is second after the region as to whether or not some animal will be within spell range. Then consider the terrain - mountain lions do not typically roam the prairies, for instance. Lastly, consider the frequency of the animal desired in relation to all of the above. If the animal is within the area of probability, allow a straight percentile roll for frequency: COMMON = 50% chance. UNCOMMON = 25% chance, RARE = 10% chance, VERY RARE = 5% chance. Circumstances will always prevail, so modify as necessary to allow for the surroundings.
Speak With Animals: As noted for the cleric spell of the same name (q.v.) this magic will not make the animal altogether friendly and co-operative.
Second Level Spells:
Animal Friendship: This spell will only function if the druid actually wishes to be the animals' friend. If the druid has ulterior motives, the animals will always sense it.
Charm Person or Mammal: If at the same time this spell is cast the subject is struck by any spell, missile or weapon which inflicts damage, the creature will make its saving throw at +1 per point of damage sustained. Naturally, this assumes damage is inflicted by members of the spell caster's party.
Remember that a charmed creature's or person's priorities are changed as regards the spell-caster, but the charmed one's basic personality and alignment are not. The spell is not enslave person or mammal. A request that a charmee make itself defenseless or that he/she/it be required to give up a valued item or cast a valuable spell or use a charge on a valued item (especially against the charmee's former associates or allies) could allow an immediate saving throw to see if the charm is thrown off. In like manner, a charmed figure will not necessarily tell everything he/she/it knows or draw maps of entire areas. A charmed figure can refuse a request, if such refusal is in character and will not directly cause harm to the charmer. Also, a charm spell does not substantially alter the charmee's feelings toward the charmer's friends and allies. The charmed person or creature will not react well to the charmer's allies making suggestions like "ask him this question..." The charmee is oriented toward friendship and acceptance of the charmer, but this does not mean that he/she/it will put up with verbal or physical abuse from the charmer's associates.
Create Water: It is not possible to create water within living material, i.e. it is not possible to cast the spell upon a creature and create liquid in any part of its body.
Feign Death The recipient of this dweomer consumes air at 1/100th of the normal rate. Any poison within the system of the spell recipient is effectively slowed so as to cause no harm whatsoever for the duration of the spell.
Fire Trap: The spell can be removed/negated by a dispel magic as is normal.
Heat Metal: Elfin chain mail is not subject to this spell. All ferrous-based magic armor is entitled to a saving throw versus Magic Fire. If the save is successful, the heat metal spell does NOT affect it.
Locate Plants: For the likelihood of any given plant type to be within the area of the spell, consult the foregoing discussion regarding the spell locate animals. It will generally be more difficult to adjudicate matters botanical, however, as the distribution of plant species is not as widely known as that of animals. As a rule, most herbs will grow only in temperate regions, most spices in tropical regions. If you have never heard of the plant, assume it is rare or very rare, and give appropriate percentages.
Obscurement: A gust of wind spell cause the vapor the swirl and dissipate in 25% of the normal time, so that instead of the obscurement lasting for 4 rounds per level it will last for but 1 round per level, once the gust od wind has been cast, of course.
Produce Flame: If the druid chooses to hurl the flame, treat it as a missile, but any target is considered to be a short range. If a miss occurs, use the grenade-like missile principle to determine where the flame strikes.
Warp Wood: Attempting to affect the wood of a magically held or wizard locked door is another matter. The level of the druid is compared to the level of the magic-user, and only if the latter is of lower level than the former will the spell have any chance of working. For each level of experience greater than the magic-user, the druid has a 20% chance of warping dweomered wood.
Third Level Spells:
Call Lightning: If a djinn or an air elemental is on hand to form a whirlwind, the druid is able to summon half-strength lightning strokes therefrom.
Snare: The material of the noose can be cut with magic blade, or a non-magic sharp instrument with a "to hit" bonus of +2 or better.
Summon Insect: If thisk smoke or hot flames are near the target creature, the insects called forth will NOT go near the intended victum - those who might are considered dazed or burned to a crisp. The spell thus fails. Likewise, if the victim steps into such an area, all insects are gone that instant, so that next round it may act normally.
Tree: Note that the druid can appear as a conifer, bush, etc. The armor class of such a plant is that of the druid, and its hit points are likewise those of the druid.
Forth Level Spells:
Animal Summoning I: For probable animals in the area see the foregoing commentary on locale animals. The animals typically summonable are:
- Apes
- Baboons
- Badgers
- Badgers, Giant
- Bears, Black
- Beaver, Giant
- Boars, Wild
- Boars, Warthogs
- Bulls
- Camels, Wild
- Cattle, Wild
- Crocodiles, Normal
- Dogs, Wild
- Eagles, Giant
- Goates, Giant
- Herd Animals*
- Horse, Wild
- Hyenas
- Jackals
- Jaguars
- Leopards
- Lizards, Giant
- Lynx, Giant
- Owls, Giant
- Rams, Giant
- Rats, Giant
- Snake, Poisonous
- Snake, Spitting
- Weasel, Giant
- Wolves
- Wolves, Dire
- List item 10
- Wolverines
*Summonable only by specific type of animal.
You will note that animals with 4 + n hit dice are included. If the druid names such an animal type, allow summoning if otherwise indicated, but limit the number appearing to 1-3.
Call Woodland Being: These sort of creatures are the type which should generally be indicated on area maps as to location and numbers. However, if by chance you are faced with the problem of a druid casting this spell where such information is not at hand, use the following random percentage possibilities.
Creatures type called and Type of Woodlands
Creature Type Called | Light | Moderate/Sylvan | Dense/Virgin |
2-8 brownies | 30% | 20% | 10% |
1-4 centaurs | 5% | 30% | 5% |
1-4 dryads | 1% | 25% | 15% |
1-8 pixies | 10% | 20% | 10% |
1-4 satyrs | 1% | 30% | 10% |
1-6 sprites | 15% | 10% | 5% |
1 treant | 0% | 5% | 25% |
1 unicorn | 0% | 15% | 20% |
Add 1% per level of druid casting the spell except where 0%. Check in order for type by rolling percentile dice, and if at the end of the list nothing is indicated, there are no woodland beings within spell range. For example, a 10th level druid begins the spell in a sylvan wood. There is a 30% chance for brownies, but the dice roll shows 35, so none came, then a 40% chance for centaurs gets a dice score of 72, but finally a 35% chance of dryads gets a dice roll od 10, so from 1-4 dryads will come. Since the call was successful, no further checks are made.
Dispel Magic: If this spell is cast upon a magic item it most certainly will have the effect of causing it to be non-operational for 1 round thereafter if the item does not make a saving throw - if the item is not in the possession of any creature, then the item gets no saving throw, and it is non-operational for 1 round. Note the artifacts and relics are NOT subject to this effect. Any dispel magic spell must be cast directly at the object, not anything or anyone else, to be so effective.
Hallucinatory Forest: Touching the illusory growth will neither inform the individual as to its nature nor will it affect the magic.
Fifth Level Spells:
Transmuted Rock to Mud: Rate of sinking is 1' per segment, i.e. 1' per 6 seconds or 10' per minute (round). Brush thrown upon the surface will stop sinking of creatures able to climb atop it (use discretion as to the amount of brush and the weight of creatures). Ropes can be used to pull creatures out of the mire, assuming that sufficient power is available - 1man/man, 10 men/horse (or vice versa).
Wall of Fire: It is not possible for the spell caster to move at all and maintain concentration on the wall of fire.
Sixth Level Spells:
Anti-Animal Shell: This shell is non-mobile. Humans, even though able to use magic, are non-magical, as are dwarves, elves, etc.
Conjure Fire Elemental: a holy/unholy word will send any elemental back to its plane.
Fire Seeds: As with missiles of the type produced by a produce flame spell, all fire seeds missiles are considered to be short range, and misses are handled as described in the GRENADE-LIKE MISSILES subsection of COMBAT.
Turn Wood: Even magical weapons with wooden sections will be turned. An anti-magic shell will protect from this spell, and a dispel magic will have normal chances of wiping out its effects.
Wall of Thorns: Dexterity bonus to armor class is NOT considered in this case. If a wall of fire results from the burning of thorns, the side towards the druid will be the non-harmful one.
Seventh Level Spells:
Chariot of Sustarre: This vehicle and its steed are from the Elemental Planes of fire; therefore, they are subject to forced return to this plane (such as by dispel magic, holy/unholy word, etc).
Conjure Earth Elemental: As noted regarding fire elementals, a holy/unholy word will send the creature back to its plane.
Fire Storm: The reverse, fire quench, will cause a flame tongue (flaming) sword to be extinguished unless it makes a successful saving throw versus a CRUSHING BLOW. Once extinguished thus, the weapon becomes non-magical.
Reincarnation: Regardless of the form of the creature in which the character is reincarnated, allow the new form to progress as far as possible in characteristics and abilities. For example, a badger character could grow to giant size, have maximum hit points, plus bonus points for a high constitution, and the intelligence level of its former character. A centaur reincarnation might eventually gain hit dice up to 5,6,7 or even 8, and it would be eligible to wear armor, use magic items, etc.