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Maeve&druid

The following alternate spell list is a mix of classic standards from “Ye Old Game”, and new spells intended to bring the Druid Class a little closer to what Druids are in actual Celtic stories. More Cathbad of Ulster, and less the guy that sold you patchouli oil at the ren-faire! Druids with this spell list can reincarnate dead lovers as swans, create healing baths, and return the Wasteland to fertility. This is a somewhat larger and more powerful spell list than is standard for Druids in B/X or BECMI games, but I think that the change is warranted by better fidelity to the real lore of the Druids.

Of course, each Level contains an even number of spells for random determination.

Where necessary, the description of each Spell is followed by one, two, or three additional terms defining the area affected by the Spell, the effect’s duration, and the result of a successful Saving Throw.

  • If no [affected area] is indicated in brackets, a spell affects 1 target in visible range.
  • If no {duration} is indicated in curly brackets, a spell lasts 1 hour
  • If no *Save effect is indicates after the asterisk, no Saving Throw is ordinarily allowed.

1st Level Druidic Spells

1 Animal Friendship: Druid gains the companionship of twice their own HD of visible mundane animals, who can learn 1 “trick” or task per point of their Int. No more than twice Druid’s HD of animals can be under the Druid’s influence at a time. Companions can be dismissed to make way for new ones. {As long as desired}
2 Banish Vermin: All vermin (rats, roaches, bedbugs, flies, worms, ticks, etc.) of normal size within a 25′ foot radius are forced to flee. {Until dawn}
3 Bath of Soothing: Druid blesses either a tub of water, or a natural pool, so the first creature to enter it afterward will be cured of 1 point of Damage per Experience Level or Hit Dice they possess. For example: A 3rd Level bather regains 3 lost Hit Points. {Until used}
4 Calm Animals: Druid calms hostile, frightened, or otherwise uncontrollable natural animals, whether wild or domestic. Giant Animals and Monsters such as Gorgons are not affected. [All mundane animals with a 25’ radius] {1 hour}
5 Create Flame: Druid creates a small flame, equal to a lit candle in size, heat, and illumination. {1 Round, unless used to ignite a flammable object}
6 Detect Poison: Druid can detect the presence and location of poison within a 25′ foot radius. {until Druid leaves area, but no more than 1 hour}
7 Empowered Cudgel: A wooden club or staff becomes capable of striking Creatures normally immune to mundane weapons. {1 hour}
8 Fairy Fire: A human-sized creature (or pair of two smaller creatures) within 50’ is outlined with colored light that makes them clearly visible in the dark, and negates attempts to Hide or Dissappear. This spell works under magical Darkness, and against Invisible targets (if the Druid knows they are near). {1 hour}
9 Locate Animal: Druid knows the location of a desired type of mundane, non-monstrous animal that can be potentially reached within an hour’s time. A specific animal can be located only if the Druid is familiar with it. An animal inside a cage of lead, aluminum, or tin cannot be found with this spell. {1 hour}
10 Obscuring Mist: Druid is surrounded in a 25’ radius by a mist that reduces visibility to 5′. Anyone up to 5’ into the mist gets a +2 on their AC. +4 AC if more than 5’ in. {1 hour}
11 Pass Without Trace: Druid or Recipient leaves no footprints or scent for the duration of the effect. {1 Hour}
12 Predict Weather: The Druid can predict the weather that will affect a 1 mile radius for the next 24 hours.
13 Protection From Serpents: Snakes of any size are unable to touch or attack the Druid, or a specified Recipient. {1 hour}
14 Purify Food and Drink: Decayed, spoiled or contaminated food and drink become safe, wholesome and nutritious. [1 meal per Druid’s Level] {Until food rots again naturally}
15 Resist Cold: Druid or Recipient can ignore damage from cold equal to 2 x Druid’s Experience Level. {1 hour}
16 Resist Fire: Druid or Recipient can ignore damage from fire equal to 2 x Druid’s Experience Level. {1 hour}
17 Shower of Stones: The Druid causes stones to materialize and strike a single target, inflicting 1d6 Damage. *Save halves damage.
18 Skin Like Bark: The Druid or Recipient’s skin becomes tough like tree bark, improving their Armor Class by 2. [Druid, or 1 Recipient] {1 hour}
19 Speak With Animals: Druid can speak to any normal or giant animals encountered, who can communicate to the limits of their Intelligence. Monsters with bizarre anatomies are excluded. [1 hour]
20 Summon Animals I: Druid summons local animals totaling no more than 2 HD, who will willingly perform one simple service lasting for no more than an hour. The Druid can specify the animals desired.

2nd Level Druidic Spells

1 Augury: If they make a successful Wisdom Check, the Druid knows whether a particular action to be taken by themselves (or another) is likely to result in harm or benefit (or both) within the next day. Can only be used once per question.
2 Bewitch Cattle: Druid causes livestock to die strangely. Roll d4 per Victim: 1 = Victim suffers 1d6 damage per day, 2 = Victim tries to kill self, 3 = Victim bleeds and loses 1 Con point per day, 4 = Victim loses 1 point of Str per day. [1 animal per Druid Level] {Until next new moon} * Save negates.
3 Combust: The Druid causes the Target to burn for 1d6 points of Damage, and ignites flammable objects. [1 target within visual range] *Save negates.
4 Cure Paralysis: The Recipient is cured of all paralyzing or movement inhibiting effects (except Petrification). [1 touched Recipient]
5 Delay Poison: Any poison affecting the Recipient is temporarily neutralized, but will take effect once the Miracle ends. Can also be performed on a person before they are exposed to poison. {1 Turn per Druid’s Level}
6 Detect Snares & Pits: Druid is aware of any intentionally set traps, snares, and pits within 50’ of their current location, however carefully hidden. {Until User leaves area}
7 Fertility: The next time the touched Recipient can possibly conceive offspring (or impregnate another), it will happen. [1 person] *Save negates, if undesired.
8 Fog Cloud: Druid creates 50’ diameter cloud of fog that emanates from any desired point within visual range. Visibility within is 5’. Those more than 5’ within are invisible from outside. {1 hour}
9 Ignore Pain: Druid or Recipient become immune to all pain and pain effects, mundane or magical. {Until dawn}
10 Lesser Restoration: An Ability reduced by damage or magic is restored by 1 point. [1 touched Recipient]
11 Protection From Unnatural Spirits: Druid or Recipient gains +2 to AC and Saves against non-Neutral Summoned, or Conjured beings, and cannot be physically touched or mentally dominated by such entities. [1 person] {1 hour}. Note: this spell does not affect beings of Neutral Alignment.
12 Summon Animals II: Druid summons local animals totaling no more than 4 HD, who will willingly perform one simple service lasting for no more than an hour. The Druid can specify the animals desired.

3rd Level Druidic Spells

1 Ball Lightning (Malediction): Druid shoots a ball of crackling energy (shedding light equal to a torch) which can move around obstacles and chase a specified target at a rate of 180’. The ball explodes for 5d6 damage upon contact. [1 target] {Until ball hits target, or 1 hour} *Save halves damage
2 Bath of Healing: Druid blesses either a tub of water, or a natural pool, so the first creature to enter it afterward will be cured of 1d4 points of Damage per Experience Level or HD they possess. For example: A 5th Level bather regains 5d4 lost Hit Points. {Until used}
3 Blind/Deafen: Druid makes the Victim either blind or deaf, with all appropriate Penalties. [1 Recipient within 50’] {Until next new moon}
4 Call Lightning: Druid can call from the air one vertical bolt of lightning per Round for 3d6 points of Damage. This Spell can only be cast under the open sky. Calling a bolt can be the only action a Druid takes in a Round. The maximum number of bolts called is equal to the Druid’s Level. {1 hour} *save halves damage.
5 Cure Blindness/Deafness: Druid or Recipient is cured or either Blindness or Deafness, magical or mundane in origin. [1 touched Recipient, or the Druid]
6 Cure Disease: Druid or Recipient is cured of all physical diseases and parasitic infections.
7 Curse: Druid inflicts a negative magical condition upon the Victim. Typical Curse include: -4 on one Ability; -3 on all Attack rolls; or -1 on all Saves. {1 day per Druid Level} *Save negates.
8 Empowered Weapon: The Druid temporarily makes a weapon or ammunition capable of striking Monsters otherwise immune to normal attacks. [1 weapon, or 12 arrows/bolts/bullets] {Until dawn}
9 Hold Person: Druid paralyzes a humanoid target under 5 HD, locking them into their current position. Victim can breathe, but take no other action. [1 hour] *Save negates.
10 Locate Object: Druid knows the location of a desired type of object that can be potentially reached within an hour’s time. A specific item can be located only if the Druid is familiar with it. An object encased in lead, aluminum, or tin cannot be found with this spell (but items made of those metals can be).
11 Monstrous Offspring: The Druid curses the next child of the Victim (male or female) to be born a Monster (with no more HD than the Druid has Experience Levels). Monster is born with 1 HD, and gains an additional HD every month until it reaches its final amount. *Save negates.
12 Neutralize Poison: All poisons and toxins affecting the Druid or Recipient are neutralized. Can also be performed on a person before they are exposed to poison. [Druid, or 1 Recipient]{1 Turn per Druid’s Level}
13 Obtain Oracle: Druid learns the result of a proposed course of action in the form of an ambiguous riddle, or unexplained metaphorical statement. Only one Oracle can be obtained per question.
14 Possess Beast: The Druid’s body falls into a deep sleep, while their mind possesses the body of an ordinary animal (with HD equal to the Druid’s own or lower) until morning. The Druid specifies the type of animal desired (which cannot be a Giant Animal or bizarre Monster), and the spell will target the nearest example of such. The Druid can use all of the animal’s senses and Special Abilities until dawn. If the Druid’s human body is slain before morning, the Druid is permanently stuck in their animal’s body – but can temporarily Assume Human Form! {Until dawn, and cannot be ended before} *Save negates, but if an animal fails its Save it can never Save again.
15 Pyrotechnics: A flame either explodes in a beautiful, colored burst, (unprepared onlookers are blinded for a minute), or emits thick, choking smoke in a 50’ radius (everyone within is effectively blind, and suffers -4 to Str & Con for 2 minutes. [50’ radius] {1 minute} * Save negates.
16 Remove Curse: Druid or Recipient is freed from any supernatural curses currently afflicting them. A “curse” is defined by any Spell which includes the word “curse” in its description.
17 Speak With Plants: Druid can question the local plants about actions that have transpired near them within the last season. Plants can only answer “Yes” or “No”, and can only sense events apparent to any ordinary observer with no magical senses. {1 Hour}
18 Summon Animals III: Druid summons local animals totaling no more than 6 HD, who will willingly perform one simple service lasting for no more than an hour. The Druid can specify the animals desired.
19 Water Breathing: Druid or Recipient can breathe water as if it was air. {Until dawn}
20 Wind Wall: Druid creates a vertical sheet of strong, upward wind 2 feet in thickness. No arrows, thrown weapons, gaseous beings, or flying creature smaller than a large eagle can pass the wall. [A 50’ x 50’ wall, or 25’ diameter ring 20’ high] {1 hour}

4th Level Druidic Spells

1 Control Plants: Druid animates and controls the movement of all plants in a 50’ radius. Plants can be parted to reveal an obscured area; tree limbs can block or strike like clubs; vines and roots can entangle, ensnare, or become nooses; and hard fruit can be thrown like sling bullets. Controlled Plants use the Druid’s Attack Bonus and Saves. {1 hour}
2 Cure Serious Wounds: Druid or Recipient is cured of 1d4 points of Damage per own Experience Level of Hit Dice. For example: A 5th Level Recipient regains 5d4 lost Hit Points. [Druid, or 1 touched Recipient]
3 Curse of Lycanthropy: Druid curses the Recipient to become a Lycanthrope, starting on the next Full Moon. The Druid specifies the type of Lycanthrope. [1 victim within 25’] {Permanent until curse is lifted}
4 Dispel Magic: Ongoing spell effects are ended. There is a chance of failure equal to 5% x the Level of Spell to be undone (i.e., Dispelling a 5th Level Spell is 25% likely to fail).
5 Fire Shield: Druid’s body is surrounded by protective flames. Anyone trying to touch them, or engage them in melee, takes 1d6 damage (+1 point per Druid’s Level). Potential damage from cold is reduced by the same amount. {1 Turn}
6 Hallucinatory Terrain: Druid makes an area outdoors appear to be another type of terrain. The illusion is visual, auditory and thermal – but not tactile. Buildings and creatures are not changed in appearence. [¼ acre per Druid’s Level] {Until dawn}. *Save reveals.
7 Quench Fire: Every fire, mundane or magical, within a 25′ foot radius is immediately extinguished. Fire Elementals (and similar beings) suffer 7d6 damage. *Save halves damage for creatures.
8 Rain of Fish: A large quantity of real, living fish fall from the sky or ceiling. All witnesses under 5 HD must Save or stare dumbfounded (and unable to attack) for 6 Rounds. Dumbfounded creatures take 1 hp of damage per Round from falling fish. [150’ radius around Druid] {1 Minute}
9 Rain of Frogs: A large quantity of real, living frogs fall from the sky or ceiling. All witnesses under 5 HD must Save or stare dumbfounded (and unable to attack) for 6 Rounds. Dumbfounded creatures take 1 hp of damage per Round from falling frogs. [150’ radius around Cleric] {1 Minute}
10 Summon Animals IV: Druid summons local animals totaling no more than 8 HD, who will willingly perform one simple service lasting for no more than an hour. The Druid can specify the animals desired.
11 Summon Spring: A spring of cool, drinkable water erupts from the ground. 1 gallon of water per Druid Level will shoot 3 feet upwards, at the rate of 1 gallon per Round, before the spring stops.
12 Walk On Water: Druid or Recipient can walk across water (or any similar fluid, including mud and quicksand) as if it was dry ground. All encumbrance rules still apply. [1 hour]

5th Level Druidic Spells

1 Bath of Great Healing: Druid blesses either a tub of water, or a natural pool, so the first creature to enter it afterward will be cured of 1d6 points of Damage per Experience Level or HD they possess. For example: A 9th Level Recipient regains 9d6 lost Hit Points. {Until used}
2 Commune With Fairy: Druid mentally contacts a powerful Fairy (such as the Queen of the Winter Court) and asks them a question. If a Reaction Roll indicates the Fairy like the Druid, they will answer truthfully and to the best of their knowledge. {1 question}
3 Control Winds: Druid can alter the direction of the wind anywhere in visual range outdoors, and increase or decrease its speed by up to 100 mph. Gale force winds have effects equal to a Gust of Wind Spell. Winds over 150 mph are strong enough to destroy small wooden buildings and uplift trees. [1 hour]
4 Death Ward: Recipient cannot be harmed by offensive Spells (or Maledictions) for the duration of the effect, and is immune to XP loss or Ability damage from contact with the Undead. [Druid, or 1 touched Recipient] {Until dawn}
5 Flame Strike: A roaring column of flame descends and inflicts 8d6 points of fire damage to everything in a targeted area. [A 25’ radius within visual range] *Save halves damage.
6 Ice Storm: The targeted area is pelted with ice and hail that inflicts 1d6 points of damage per Druid’s Level on everything within. [50’ radius with visual range] {1 Round} *Save halves damage.
7 Insect Plague: Druid summons a swarm of locusts (or other destructive vermin) that covers a full acre of land. All edible plants within are consumed, visibility is 5’, and creatures under 2 HD flee. {1 hour}
8 Locate Creature: Druid knows the location of a desired type of creature that can be potentially reached within an hour’s time. A specific creature can be located only if the Druid is familiar with it. A creature encased in lead, aluminum, or tin cannot be found with this spell. {1 hour}
9 Rain of Stones: Stones rain down in a 150’ radius, inflicting 6d6 points of Lethal Damage to all other exposed beings besides the Druid. The stones are real, and persist. {1 Round} *Save halves damage.
10 Raise or Calm Storm: The Druid either creates a violent storm of a type appropriate to the climate and location (a blizzard during the winter months in a temperate climate, a sandstorm in a hot desert, etc.), or calms such a storm already occurring. [10 mile radius] {Until dawn}
11 Scrying Pool: By staring into a natural pool, pond, or lake, the Druid spies on a known and named individual located on the same world, seeing and hearing as if in close proximity to the target. {1 hour} *Save negates, and reveals the scrying attempt.
12 Summon Animals V: Druid summons local animals totaling no more than 10 HD, who will willingly perform one simple service lasting for no more than an hour. The Druid can specify the animals desired.

6th Level Druidic Spells

1 Anti-Animal Shell: The Druid can neither touch, or be touched by, any unintelligent animal (including insects, Giant animals, and Giant insects, but not bizarre creatures such as Rust Monsters). {Until dawn, or willingly ended by the Druid}
2 Charm Plant: One large tree, 2 small trees, 6 bushes, 12 shrubs, 24 ordinary plants, or all the ivy on the side of a building, become friendly and protective, growing and moving at the Druid’s request in a manner similar to the effect of Control Plants. Plant Monsters are affected as by a Charm Monster spell. {Until the end of Winter} *Plant Monsters can save to negate.
3 Cure Critical Wounds: Druid or Recipient is cured of 1d6 points of Damage per own Experience Level or HD. For example: A 9th Level Recipient regains 9d6 lost Hit Points. [Druid, or 1 touched Recipient]
4 Elemental Ally: The Druid summons a 16 HD Elemental Brute ) of a desired type (Air, Water, Earth or Fire), which will willingly and happily perform 1 task that can be completed within an hour. The Druid can only summon one type of each type of Elemental Ally per day.
5 Geas: Druid imposes upon a single Victim either a task that must be performed, or an action that must be avoided. If the Victim fails to undertake the task or avoid the action, they suffer a Curse (as the 3rd Level spell) until they do as directed. No directly lethal tasks or taboos can be imposed. The Druid can also remove a Geas placed by another. This spell cannot undo a Druid’s Mysterious Bans or Mysterious Compulsions. {Until task is performed, or Druid relents} *Save negates.
6 Merge with Stone: The Druid (along with everything they carry) physically merges with a stone (or stone wall) at least as large as themselves. Nothing short of True Seeing will reveal the Druid’s presence, and the Druid cannot be harmed without destroying the stone. [Until dawn]
7 Polymorph Other: Recipient is transformed into any creature with no more than twice their original Hit Dice, acquiring all Special Abilities and other characteristics. Recipient is 50% likely to forget who actually are, and transform mentally as well. {Permanent until released by caster} *Save negates.
8 Summon Animals VI: Druid summons local animals totaling no more than 12 HD, who will willingly perform one simple service lasting for no more than an hour. The Druid can specify the animals desired.
9 Transport by Plants: The Druid magically enters a tree or plant, and instantly exits from another tree or plant of the same type growing at or near a desired location anywhere on the same planet (or in the same Corner of the Earth). If the Druid does not specify a point of exit (or the type of plant entered is not present there), the Druid is transported to a random location where the plant also grows.
10 Travel the Corners of the Earth: By traveling for 10 minutes the Druid can enter any of the Corners of the Earth (The Vault of Air, the Underworld, the Eternal Sea, Fiery Purgatory, the Pillars of the Earth, Shadowland, the Antipodes, and Summerland) or travel back to Panzoasia from one of the Corners. 1 companion can follow per Level of the Druid. {1 trip}
11 Turn Wood: Nothing made of wood can move towards the Druid in the affected area. Spears cannot used, arrows cannot be shot, boats cannot sail, and siege towers cannot move forward. [Either a 150’ cube in front of the Druid, or a 150’ radius] {[1 hour]
12 Wall of Thorns: Druid creates a 5 foot thick wall of twisting brush covered with finger-length thorns, anywhere within a 50’ radius. It cannot be created underfoot of a target. The wall inflicts 5d6 point of damage on contact. Making a hole big enough for a person requires inflicting 40 hit points of damage with magic, or (long) metal tools. If burned, it becomes a Wall of Fire for 1 Turn before collapsing. [A 50’ x 50’ wall, or 25’ diameter ring 20’ high] {1 hour}

7th Level Druidic Spells

1 Chariot of Fire: The Druid summons a bronze chariot with burning wheels, drawn by two flying horses with manes and tails of fire. The Druid (along with up to 6 passengers) can drive the chariot across the land at 240 or through the air at 480. Each horse is equal to a Warhorse in combat, but has immunity to normal weapons. The Druid and passengers are immune to the Chariot’s flames – all others take 3d6 point of fire damage per Round if within 5’. {1 hour}
2 Control Weather: The Druid can transform the current local weather as they like. Each Turn the Druid can change the temperature by up to 5 degrees, increase or decrease the precipitation amount by up to 1 inch an hour, and raise or calm the winds by 10 mph. The highest possible temperature achievable is 120 F, and the lowest possible is -30 F. Maximum total precipitation is 12 inches of rain, or 10 feet of snow. Highest possible winds are 150 mph. [1 mile radius] {up to 12 hours before dawn}
3 Creeping Doom: 1,000 biting and stinging are summoned, forming a crawling swarm that automatically inflicts 100 hp of damage per Round to anyone they contact (no Attack Roll needed). The swarm travels at Movement Rate 60, but must remain within 120’ of the Druid (or disappear). If attacked, it’s AC is 9 points better than unarmored, and it has 100 hp. Each HP of damage it sustains reduces the damage it inflicts by 1 point. [50’ x 50’ swarm] {12 Rounds}
4 Environmental Adaptation: The Druid, and one additional Recipient per Level, become completely immune to damage or harm from environmental effects, however extreme. They could walk in the lava fields of Fiery Purgatory without damage, swim underneath the Eternal Sea without drowning, breath the toxic air of the Adumbral Planet, etc. [24 hours]
5 Fairy Allies: The Druid can summon a single powerful Fairy with up to 14 HD, or number of Fairies whose total HD do not exceed 14. The Fairy (or Fairies) will willingly and happily aid the Druid for up to 1 Hour Each time the Druid uses this Spell, they must take on a random Mysterious Compulsion or Mysterious Ban.
6 Finger of Death: A visible target (other than a Planar Spirit or Undead Monster) dies instantly. [1 Victim in visual range] *Save negates.
7 Reincarnate: Druid causes a recently dead person to be instantly reborn in an animal body as a Zoomorphic Revenant, otherwise retaining their mind, memories, and Alignment. The new animal form will be symbolic of their previous Class or profession. [1 person, dead no more than a day] *Save negates if undesired.
8 Revive Wasteland: 100 acres of once fertile land that is now polluted, scorched, or lain waste (for example: by the industrial activity of Orcs, from Dragon’s Breath, or by magical Blasting) is restored to fertility and usability. Trees, crops, and useful plants will again grow on it. Weather patterns will not be automatically changed – i.e, arid land remains so. {Permanent, until land is defiled again}
9 Stop Aging: The Druid stops all aging for 1 year. Unfortunately, every time the Druid uses this spell they incur another random Mysterious Compulsion or Mysterious Ban.
10 Transmute Metal and Wood: Five pounds of metal is transformed into normal, non-wondrous wood per Level of the Druid. 1 pound of wood can be transformed into iron, tin, or zinc per Druid Level, or the same amount of iron or steel transformed into green Viridantine. {Permanent, and cannot be Dispelled}