Druidic Fifth Level Druid Spells

Druids receive their spells through immersing themselves in nature. Each day, generally in the morning, a Druid must reflect/meditate for at least three turns in order to prepare spells. Of course, the Druid may be expected to reflect/meditate more than this in order to remain connected to nature accordingly. Because they gain their spells through reflection/meditation within nature, a Druid may prepare any spell of any level he or she is able to cast.   ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------    
BLIGHT RANGE: TOUCH
DRUID 5 DURATION: INSTANTANEOUS
  This spell withers a single plant of any size. It causes 1d6 of damage per level of the caster to the touched plant creature. The creature is allowed a save vs. Spells for half damage. If the plant is not a creature, it immediately withers and dies with no saving throw. Only the touched plant is affected; the spell has no effect on anything else in the area.   ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------    
COMMUNE WITH NATURE RANGE: SEE TEXT
DRUID 5 DURATION: INSTANTANEOUS
  The caster becomes one with nature, attaining knowledge of the surrounding territory. After 10 minutes of concentration, the caster instantly gains knowledge of one fact per caster level 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, presence of settlement or structure, 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 – caves, caverns, and the like – the radius is limited to 100 ft per caster level. The spell does not function where nature has been replaced by construction or settlement, such as in dungeons and towns.   ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------    
CONTROL WIND RANGE: 0 (SEE TEXT)
DRUID 5 DURATION: 10 MINUTES/LEVEL
  The caster alters wind force around him or her (40 ft per caster level radius cylinder 40 ft high). The caster can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until the caster chooses to alter it, which requires concentration. The caster may create an "eye" of calm air up to 40 ft radius around him or her and may choose to limit the area of effect to any cylindrical area less than his or her full limit.   The caster may choose wind patterns over the spell’s area. He or she can choose a downdraft blows from the center outward, an updraft blows from the outer edges in toward the center, a rotation that causes the winds to circle the center or a blast that simply causes the winds to blow in one direction across the entire area from one side to the other.   For every three caster levels, the caster can increase or decrease wind condition by one level (as described in the Waterborne Travel section of the Basic Fantasy RPG Core Rules).   ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------    
FLAME STRIKE RANGE: 60'
DRUID 5 DURATION: INSTANTANEOUS
  A flame strike produces a vertical column of divine fire roaring downward (cylinder of 10 ft radius, 30 ft high). The spell deals 6d8 points of damage to any creatures within the area of effect; a save vs. Spells for half damage is allowed.   ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------    
GROWTH OF ANIMAL RANGE: 60'+10'/LEVEL
DRUID 5 DURATION: 1 TURN/LEVEL
  This spell causes an animal to grow to double its normal size and eight times its normal weight. The affected creature will do double normal damage with all physical attacks, and its existing natural Armor Class increases by 2. The animal's carrying capacity is also doubled. Unfriendly animals may save vs. Spells to resist this spell; normally, domesticated animals will not attempt to resist it, though they may become confused or panicky afterward (at the GM's discretion).   This spell does not give the caster control of the animal. Gear worn or carried by the animal are also enlarged but not altered in any other way. If removed from the creature such items resume normal size instantly. Any magical properties of enlarged items are not changed.   ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------    
RING OF LESSER HEALING RANGE: 15FT RADIUS
DRUID 5 DURATION: INSTANTANEOUS
  This spell allows the caster to create an effect equivalent to the spell cure light wounds affecting multiple creatures within a 15' radius. This spell thus cures 1d6+1 points of damage for the caster plus one living creature per 3 caster levels. If more creatures are within the area of effect than the caster may heal, then the caster must choose which creatures receive the healing. Undead affected by this spell suffer damage rather than receiving healing; such a monster is allowed a saving throw vs. Spells to resist this damage fully.   ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------    
ROCK TO MUD RANGE: 150'
DRUID 5 DURATION: PERMANENT
  This spell turns natural, uncut or un-worked rock of any sort into an equal volume of mud; up to two 10 ft cubes per caster level may be so transformed. Magical stone is not affected by this spell. The depth of the mud created cannot exceed 10 ft. A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 ft and causing it to suffer a -2 penalty to attack rolls, saving throws, and armor class. Creatures large enough to walk on the bottom can wade through the area at a speed of 5 ft., suffering none of the other penalties given.   If rock to mud is cast upon the ceiling of a cavern or tunnel, the mud falls to the floor and spreads out in a pool to a depth of 5 ft. The falling mud and the ensuing cave-in deal 8d6 points of damage to anyone caught directly beneath the area, or half damage to those who succeed a save vs. Death Ray.   Castles and large stone buildings are generally immune to the effect of the spell, since rock to mud cannot affect worked stone and doesn’t reach deep enough to undermine such a buildings’ foundation. However, small buildings or structures often rest upon foundations shallow enough to be damaged or even partially-toppled by this spell. The mud remains until a successful dispel magic or mud to rock spell restores its substance (though not necessarily its form). Evaporation turns the mud to normal dirt over a period of days. The exact time depends on exposure to the sun, wind, and normal drainage.   When using the reverse, mud to rock, the spell converts the same volume of mud into relatively soft stone (such as limestone or sandstone) permanently. Any creature in the mud must save vs. Death Ray to escape before the area transforms into rock (assuming it has enough movement to do so).   ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------    
STONESKIN RANGE: TOUCH
DRUID 5 DURATION: 1 TURN/LEVEL
  Protects the caster. The caster's skin becomes hard and stone-like, protecting the caster by absorbing the first 10 points of damage from all attacks. (This operates like hardness.) Once the spell has absorbed 10 points of damage per caster level, the spell is discharged.   ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
SUMMON ANIMALS II RANGE: 60'/LEVEL
DRUID 5 DURATION: ONE DAY
  This spell summons 3d4 ordinary animals (including giant ones) of no more than 4 HD each or 1d6 animals of 8 HD or less if they are within range. The caster must name the type of animal summoned, and can have up to three choices. If none of the three species are found within range, the spell fails. The animals will be friendly when summoned and aid the caster's current task, including combat, in whatever way they can (to the best of their understanding). The caster may dismiss any animals called by this spell at any time.   ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
WALL OF STONE RANGE: 15' PER LEVEL
DRUID 5 DURATION: PERMANENT
  Using this spell the caster creates a stone wall. The wall is composed of up to one 10'x10' square section, one foot thick, per caster level. The caster can form this wall into almost any shape, with some restrictions. The caster can increase the thickness of the wall with a proportionate reduction in the area; for example, doubling the thickness halves the area. The wall cannot be created such that it occupies the space of any object or creature. It must be adequately supported by existing stone, which it will bond with automatically, but need not be supported over its entire area. For example, a wall of stone may be formed into a bridge over a stream or chasm, so long as both ends of the bridge rest solidly upon (and bond with) existing stone.   Bridges longer than 20 feet must be arched, buttressed, or both in order to stand; this extra construction reduces the wall's usable volume by half, as does creating a wall with battlements, crenelations, and similar basic structural elements. No complex structural elements may be created by this spell. Though made by magic, the wall is made of stone and can be broken or damaged just as if it were ordinary stone. The wall can be formed into a container to trap creatures, and if this is attempted the targets of the spell are allowed to save vs. Death Ray to avoid being trapped. If the save is successful the targets are able to make up to one full move to a space outside the container.