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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ASSUME ANIMAL FORM |
RANGE: SELF |
DRUID 3 |
DURATION: 1 HOUR/LEVEL |
This spell allows the caster to change into the form of any natural animal. The assumed animal form cannot have more hit dice than the caster's level. If slain, the caster reverts back to his or her original form.
The caster gains the physical capabilities and statistics of the new form but retains his or her own mental abilities. The caster may remain transformed up to one hour per level, or end the spell earlier if he or she so desires.
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CALL LIGHTNING |
RANGE: 100'+10'/LEVEL |
DRUID 3 |
DURATION: 1 ROUND/LEVEL |
Immediately upon completion of the spell, and at most once per round thereafter, the caster may call down a 5 ft wide, 30 ft long vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whichever target point the caster chooses within the spell’s range (measured from the caster's position at the time of casting). Any creature in the target area or in the path of the bolt is affected; a successful save vs. Spells reduces damage taken by half.
The caster needs not call a bolt of lightning immediately; other actions, even spellcasting, can be performed. However, each round after the first the caster may choose to call a bolt instead of taking some other normal action. The caster may call a total number of bolts equal to one-third of his or her caster level, rounded down.
If the caster is outdoors and in a stormy area – a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental) – each bolt deals 3d8 points of damage instead of 3d6.
This spell functions only where the open sky is accessible, generally meaning outdoors; bolts may be summoned through windows or skylights at the GM's discretion.
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CURE DISEASE |
RANGE: TOUCH |
DRUID 3 |
DURATION: INSTANTANEOUS |
Cure disease cures all diseases and kills all parasites afflicting the target creature. A magical or otherwise special disease (as defined by the GM) may be unaffected by this spell, or may require a caster of a certain minimum level to cure it. Also note, just because a disease or parasite is removed does not mean that the victim cannot be infected anew should that affliction be encountered again.
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HOLD ANIMAL |
RANGE: 180' |
DRUID 3 |
DURATION: 2d8 TURNS |
This spell functions like hold person, except that it affects only animals; specifically, this means non-magical living creatures of animal intelligence, including giant-sized animals. A save vs. Spells is allowed to resist this spell.
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NEUTRALIZE POISON |
RANGE: TOUCH |
DRUID 3 |
DURATION: INSTANTANEOUS |
This spell neutralizes any poison or venom in the creature or object touched. A creature suffering from poison or venom suffers no further effects from it.
If cast upon a creature slain by poison in the last 10 rounds, the creature is revived with 1 hit point. If cast upon a poisonous object (weapon, trap, etc.) the poison is rendered permanently ineffective.
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PLANT GROWTH |
RANGE: SPECIAL |
DRUID 3 |
DURATION: PERMANENT |
This spell causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines) within 400 ft. + 40 ft./caster level to become thick and overgrown. The plants entwine to form a thicket or jungle that creatures must hack or force a way through. Movement rate is reduced to a maximum of 5 ft./round, or 10 ft for Large creatures. The area must have brush and trees in it for this spell to take effect. An area up to 100 ft radius may thus be altered. Also, the caster may specify an area (a path, a clearing, etc.) within the given area of effect which is not so affected.
This spell has no effect on plant creatures, that is, any self-willed and/or animated plant.
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POISON |
RANGE: TOUCH |
DRUID 3 |
DURATION: INSTANTANEOUS |
The caster must make a successful attack roll; if the attack is a success, the target must save vs. Poison or die. The caster's touch remains poisonous for 1 round per caster level, or until discharged (i.e. only one creature can be affected by the reversed spell).
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PROTECTION FROM FIRE |
RANGE: TOUCH |
DRUID 3 |
DURATION: SPECIAL |
If the caster touches himself or herself, this spell grants temporary immunity to fire (normal and magic). When the spell absorbs 12 points per caster level of magical fire damage, it is discharged. Otherwise the spell lasts for 1 turn per caster level.
If the spell is cast upon another creature than the caster, protection from fire grants temporary immunity against normal fire. The spell also offers a +4 bonus to saving throws against magical fire and if the save is successful, the creature suffers no damage (and only 25% if the save fails). This version of the spell lasts for 1 turn per caster level.
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QUENCH |
RANGE: 200' |
DRUID 3 |
DURATION: INSTANTANEOUS |
This spell covers on cube 20’ per side, per caster level. Within this area, all non-magical fires are immediately extinguished. Any magical fires are extinguished, but must be dispelled as if this was dispel magic.
If cast on a fire elemental, the fire elemental takes 1d6 of damage per caster level with no save.
If cast on a single magic item that creates or controls fire, the item loses its fire-related abilities for 1d4 hours.
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WATER BREATHING |
RANGE: TOUCH |
DRUID 3 |
DURATION: 2 HOUR/LEVEL |
This spell grants living creatures touched by the caster (including the caster, if desired) the ability to breath in water as a fish does. The duration may be divided evenly if the caster touches multiple targets one after another. Affected targets do not lose the ability to breathe air.