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.
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BARKSKIN |
RANGE: SELF |
DRUID 2 |
DURATION: 1 TURN/LEVEL |
Protects the caster. The caster’s skin turns hard and bark-like, giving the caster a +4 bonus to AC. No actual bulk is added to the caster, so it doesn’t affect other spell casting.
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CHARM ANIMAL |
RANGE: 60' |
DRUID 2 |
DURATION: LEVEL+1d4 ROUNDS |
This spell allows the caster to charm one or more animals, in much the same fashion as charm person, at a rate of 1 hit die per caster level. The caster may decide which individual animals out of a mixed group are to be affected first; excess hit dice of effect are ignored. No saving throw is allowed, either for normal or giant-sized animals, but creatures of more fantastic nature (as determined by the GM) are allowed a save vs. Spells to resist. When the duration expires, the animals will resume normal activity immediately.
This spell does not grant the caster any special means of communication with the affected animals; if combined with speak with animals, this spell becomes significantly more useful.
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HEAT/CHILL METAL |
RANGE: 25' |
DRUID 2 |
DURATION: 7 ROUNDS |
This spell causes a single item made of ferrous (iron-based) metal to become hot for a brief period of time. The affected item is warm to the touch immediately, and then becomes progressively hotter each round as indicated on the table below. The damage roll indicated is applied to any creature holding or wearing the affected item; a brief touch does no damage.
ROUND |
TEMPERATURE |
DAMAGE |
1st |
WARM |
NONE |
2nd-3rd |
HOT |
1d4 POINTS |
4th-5th |
SEARING |
2d4 POINTS |
6th |
HOT |
1d4 POINTS |
7th |
WARM |
NONE |
Note that this spell can damage items harmed by heat, such as potions for example, and might boil water, wine, or oil stored in vessels within affected metal item, possibly causing an affected vessel to burst. Generally this will happen on the 4th or 5th round, when the effect is at its most powerful.
The reverse of this spell is
chill metal. It inflicts damage as outlined in the table above, but the damage is caused by cold instead of heat. Note that this can freeze water, congeal oil, and so on. Frozen water might burst its vessel.
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OBSCURING MIST |
RANGE: 20' RADIUS |
DRUID 2 |
DURATION: 1 TURN/LEVEL |
This spell causes a bank of misty vapor to arise around the caster, remaining stationary once created. The vapor obscures all sight, including darkvision, beyond 2d4 feet. A strong wind can disperse the spell in one-quarter the usual duration.
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PRODUCE FLAME/COLD |
RANGE: 0 |
DRUID 2 |
DURATION: 1 MIN/LEVEL |
Flames as bright as a torch appear in the caster’s open hand. The flames don’t harm the caster or his or her equipment. Alternatively, a bluish, cold aura may be produced, which also sheds light as bright as torch-light.
In addition to providing illumination, the flames or cold aura can be hurled or used to touch enemies. The caster can strike an opponent with a melee touch attack, dealing fire or cold damage respectively equal to 1d6, +1 points per caster level (maximum +5). Alternatively, the caster can hurl the flames or cold aura up to 50 ft as a thrown weapon. When doing so, the caster must make an attack roll (with no range penalty), and on a successful hit deals the same damage as the melee attack. As soon as the caster hurls the flames or cold aura, a new one appears in his or her hand. Each attack made reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends with that attack.
Neither variation of this spell functions underwater
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RESIST FIRE |
RANGE: TOUCH |
DRUID 2 |
DURATION: 1 ROUND/LEVEL |
This spell makes the caster, or any living creature the caster touches, completely immune to normal heat or fire. The spell also gives protection against magical or otherwise superior heat or fire such as the breath of a Mountain Dragon or the fireball spell. Specifically, the spell gives the protected creature a bonus of +3 on all saving throws against such effects, and reduces any damage suffered by half (so that for example a successful save vs. the fireball spell would reduce damage to just one-fourth normal, and even if the saving throw fails the protected creature only takes half damage).
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SLOW POISON |
RANGE: TOUCH |
DRUID 2 |
DURATION: 1 HOUR/LEVEL |
The creature touched by the caster becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell’s duration does not affect the subject until the spell’s duration has expired. Slow poison does not cure any damage that poison may have already done, with exception of the following circumstances.
If cast on a character who received lethal damage from poison the previous round, the spell will remove that round's poison damage only, and delay it for the duration of the spell. Prior poison damage will remain unaffected, but, as noted above, no further damage is accrued until the spell lapses, and will never accrue if the poison is neutralized while this spell is in effect. This will give the poisoned victim an opportunity to seek a cure to neutralize the poison before it is fatal.
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SPEAK WITH ANIMALS |
RANGE: SPECIAL |
DRUID 2 |
DURATION: 1 TURN/4 LEVELS |
This spell allows the caster to speak to and understand any single animal (normal or giant sized, but not magical or monstrous) that is in sight of the caster and able to hear them. The caster may change which animal they are speaking with at will, once per round. The spell doesn’t alter the animal’s reaction or attitude towards the caster; a standard reaction roll should be made to determine this. The GM should ensure that the animal's manner of speaking reflects its intelligence and nature.
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TREE |
RANGE: SELF |
DRUID 2 |
DURATION: 1 HOUR/LEVEL |
This spell allows the caster to assume the form of a tree. The tree may be either a small living tree or shrub, or a large dead tree with few limbs. All inspection of the tree will show it to only be a tree, and even detect magic will return inconclusive results. While in the form of a tree, the caster can see and hear all around them and is fully aware of their environment. The caster’s hit points and saving throws are unchanged, and a +10 bonus to armor class is gained. All clothing and gear worn is transformed with the caster. The spell may be dismissed at any time prior to the end of the spell.
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WARP WOOD |
RANGE: 50' |
DRUID 2 |
DURATION: INSTANTANEOUS |
The caster causes non-magical wood in a 20 ft radius 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 weapons (like bows and arrows) are useless. The caster may warp wood object(s) up to 1 ft on all sides per caster level.
Alternatively, the caster can "un-warp" non-magical wood (effectively warping it back to normal), straightening wood that has been warped by this spell or by other means. The caster can combine multiple consecutive warp wood spells to warp (or un-warp) an object that is too large to warp with a single spell.