11.15.2006

Druid spell descriptions... might want to bookmark this

1ST LEVEL
Entangle: for 10 rounds, every creature in the area (20 yard radius, center of which is up to 80 yards away from you) cannot move. Saving throw lets you move at half. Works with natural plants on the ground, so there needs to be a lot of foliage around.

Animal Friendship: make an animal into a permenent animal pal, that you can teach 3 tricks to (learning a trick takes 1 week). 2 HD of friends per level. A wolf is 2 HD, a shark 8 HD, a bear 4-10 HD, etc.

Shillelagh: 1 round/level, transform a club into a magic club. It's +1 and does 2d4 to small/med, 1d4+1 to large.

Fairie Fire: 4 rnds/level, one guy/level, make em glow, you get +2 to hit them.

Invis to Animals: can't be detected by normal animals for 10 rounds + 1 rnd/level no save.

2ND LEVEL
Barkskin: +1 AC and saves for 4 rnds+1rnd/level, a single creature touched (including yourself).

Charm: one person or mammal, save negates, they're your pal.

CLW: 1d8 healing.

Flame Blade: make a magic flaming sword. Lasts 1 rnd/level, doesn't count as a magic weapon for purposes of hitting demons and the like. No bonus to hit, but does 1d4+4 pts of dmg, or 1d4+6 vs undead (for which it DOES count as a magic weap).

Goodberry: make 2d4 magic berries. They last for 1 day + 1day/level, and cure 1 hp. Anyone can eat them, but only 8 pts of berry healing can be done per day. Better than it sounds, and you can eat a handful (all 8) in one round if you want.

Heat Metal: 7 rounds, one target, no save. Rounds 1,7, it's just hot. Rounds 2,6, it's damn hot, take 1d4 dmg. Rounds 3-5, it's fuckin hot, take 2d4 dmg/round, plus there's disability. I'll give a save for that: hands or feet, useless for 2d4 days. Head (helmet), 10d4 rounds unconscious. Body (armor), 1d4 days disabled (penalties to combat). That's damn good. 8d4 dmg at 2nd level?

Obscurement: make a big mist for 4 rnds/level, 5 foot visibility. Centered on you, 10 yard radius per level!

Produce Flame: you get a flame you can throw once that lights stuff on fire.

Reflecting Pool: scry people on this plane like a crystal ball. You can use Det Magic with 5%/level chance of working. Lasts 1rnd/level. (Crystal Ball scrying depends on how well you know the target. Well known, 100%. Met: 85%. Seen a picture of: 50%. Have heard about: 25%.)

Trip: 10 rnds/level, save negates, you make a tripwire that's 80% undetectable by normal means. If someone's running and they trip, 1d6 dmg + 1d4+1 rounds stunned.

Warp Wood: no save destroy a wood thing (spear, crossbow, arrow, tree). Fifteen inches long and one inch diameter per level.

3RD LEVEL
Call Lightning: must be a storm out, lasts 10 rounds/level, call one Lightning Bolt every 10 rounds. LBolt does 2d8+1d8 per level, save for half, hit one target within sight.

Hold Animal: normal/giant-sized mammals, birds, and reptiles but not monsters. Hold lasts for 2 rnds/level, save negates. Up to 4 targets: one target at save -4, or two targets at save -2, or three targets at save -1, or four targets at no penalty to save. Range 80 yards.

Prot. Fire: affects onee creature. If cast on you: complete immunity to normal fire, 12 hp/level complete shielding from magic fire (fireballs, etc), lasts until you next rest. If cast on another: lasts 10 rounds/level, +4 on saves vs fire, and 50% dmg reduction regardless.

Summon Insects: 70% chance of fliers, 30% walkers. Point to a target, they take 2 hp/rnd for 1 rnd/level and can do nothing but fend off bugs no save??!! If you pick a new target, it takes a full rnd per 12 feet for the guys to head on over. Range 30 yards.

Tree: you turn into a tree for 60 rounds + 10 rnds/level.

Other spells are pretty basic so I won't describe them, and you're welcome. Wow there's some broken stuff there. I guess I should get ready for my Summon Insects NPC killer. Beware: cheese is a double-edged sword.

We ARE playing with spell pre-memorization in the old school way, so please choose a default set of daily spells and notify me when you change them up.

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