DRUID SPELLS 1st Level


Animal Friendship (Enchantment/Charm)

Level: 1
Components: V, S, M
Range: 1"
Casting Time: 6 turns
Duration: Permanent
Saving Throw: Neg.
Area of Effect: One animal

Explanation/Description: By means of this spell the druid is able to show any animal which is of at least animal intelligence (but not above semi-intelligent rating) that the druid is disposed to be its friend, If the animal does not make its saving throw versus magic immediately when the spell is begun, it will stand quietly while the druid finishes the spell. Thereafter, it will follow the druid about, and he or she can teach it 3 specific "tricks" or tasks for each point of intelligence it possesses. (Typical tasks are those taught a dog or similar pet, i.e. they cannot be complex.)

Training for each such "trick" must be done over a period of 1 week, and all must be done within 3 months of acquiring the creature. During the training period the animal will not harm the druid, but if the creature is left alone for more than 3 days it will revert to its natural state and act accordingly. The druid may use this spell to attract up to 2 hit dice of animal(s) per level of experience he or she possesses. This also means that the druid can never have more hit dice of animals so attracted and trained than are equal to or less than twice his or her levels of experience. Only neutral animals can be attracted, befriended, and trained. The material components of this spell are mistletoe and a piece of food attractive to the animal subject.

Camouflage (Rangers)

Level: 1
Components: V, S, M
Range: 0
Casting Time: 1 round
Duration: 1 turn/level
Saving Throw: Special
Area of Effect: Self

Explanation/Description: Through the duration of the spell the caster can change he coloration to instantly match the background of any new environment, with no effort on the part of the caster aside from the thought. The effect grants a +5 bonus to HIDE talent checks or a +10 bonus to HIDE IN SHADOWS.

Detect Magic (Divination)

Level: 1
Components: V, S, M
Range: 0
Casting Time: 3 segments
Duration: 12 rounds
Saving Throw: None
Area of Effect: 1 "path, 4" long

Explanation/Description: Except as noted above, this spell is the same as the first level cleric spell of the same name.

Detect Snares & Pits (Divination)

Level: 1
Components: V, S, M
Range: 0
Casting Time: 3 segments
Duration: 4 rounds/level
Saving Throw: None
Area of Effect: 1" path, 4" long

Explanation/Description: Upon casting this spell, the druid is able to detect snares & pits along the 1" wide by 4" long area of effect path and thus avoid such deadfalls. Note that in the underground only simple pits, not all forms of traps, would be detected by means of this spell. Outdoors, the spell detects all forms of traps - deadfalls, missile trips, snores, etc. The spell lasts 4 melee rounds for each level of experience of the druid casting it, i.e. 4 rounds at the 1st level, 8 at the 2nd, 12(1 turn plus 2 rounds) at the 3rd, etc.

Entangle (Alteration)

Level: 1
Components: V, S, M
Range: 8"
Casting Time: 3 segments
Duration: 1 turn
Saving Throw: 1/2
Area of Effect: 4" diameter

Explanation/Description: By means of this spell the druid is able to cause plants in the area of effect to entangle creatures within the area. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures, thus holding them fast for the duration of the spell. If any creature in the area of effect makes its saving throw, the effect of the spell is to slow its movement by 50% for the spell duration.

Faerie Fire (Alteration)

Level: 1
Components: V
Range: 8"
Casting Time: 3 segments
Duration: 4 rounds/level
Saving Throw: None
Area of Effect: 12 linear feet/level within a 4" radius

Explanation/Description: When the druid casts this spell, he or she outlines on object or creature with a pale glowing light. The completeness of the lining is dependent upon the number of linear feet the druid is able to affect, about 12' per level (i.e. one 6' man or two 3' kobalds). If there is sufficient power, several objects or creatures can be covered by the faerie fire, but one must be fully outlined before the next is begun, and all must be within the area of effect. Outlined objects or creatures (including those otherwise invisible) are visible at B" in the dark, 4" if the viewer is near a bright light source. Outlined creatures are easier to strike, thus opponents gain +2 on "to hit" dice. The faerie fire can be blue, green, or violet according to the word of the druid at the time he or she casts the spell. The faerie fire does not itself cause any harm to the abject or creature lined.

Invisibility To Animals (Alteration)

Level: 1
Components: S, M
Range: Touch
Casting Time: 4 segments
Duration: 1 turn + 1 round/level
Saving Throw: None
Area of Effect: Creature touched

Explanation/Description: When an invisibility to animals spell is cast by a druid, the recipient of the magic becomes totally undetectable with respect to normal animals with intelligence under 6. Normal animals includes giant-sized varieties, but it excludes any with magical abilities or powers. The magicked individual is able to walk amongst animals or pass through them as if he or she did not exist. For example, this individual could stand before the hungriest of lions or a tyrannosaurus rex and not be molested or even noticed. However, a nightmare, hell hound, or winter wolf would certainly be aware of the individual. The material component of this spell is holly rubbed over the individual.

Locate Animals (Divination)

Level: 1
Components: V, S, M
Range: 0
Casting Time: 1 round
Duration: 1 round/level
Saving Throw: None
Area of Effect: 2" path 2" long/level

Explanation/Description: The druid with a locate animals spell is able to determine the direction and distance of any of the desired animals within the area of effect. The sought after animal can be of any sort, but the druid must concentrate on the sort desired. The cleric faces in a direction, thinks of the animal desired, and he or she then knows if any such animal is within spell range. During a round of spell effect duration, the druid must face in only one direction, i.e., only a 2" wide path can be known. The spell lasts 1 round per level of experience of the druid, while the length of the path is 2" per level of experience.

Pass Without Trace (Enchantment/Charm)

Level: 1
Components: V, S, M
Range: Touch
Casting Time: 1 round
Duration: 1 turn/level
Saving Throw: None
Area of Effect: Creature touched

Explanation/Description: When this spell is cast, the recipient can move through any type of terrain - mud, snow, dust, etc. - and leave neither footprint nor scent. Thus, tracking a person or other creature covered by this dweomer is impassible. The material components of this spell are a leaf of mistletoe (which must be burned thereafter and the ashes powdered and scattered) and a sprig of pine or evergreen. Note: The area which is passed over will radiate a dweomer for 6-36 turns after the affected creature passes.

Predict Weather (Divination)

Level: 1
Components: V, S, M
Range: 0
Casting Time: 1 round
Duration: 2 hours/level
Saving Throw: None
Area of Effect: Nine square miles

Explanation/Description: When a predict weather spell is cast by a druid, he or she gains 100% accurate knowledge of the weather (sky, temperature, precipitation) in a nine square mile area centering on the druid. For each level of experience of the druid casting the spell, two hours advance weather can be forecast. Thus, at 1st level the druid knows what the weather will be for two hours; at second level he or she knows the weather for 4 hours in advance, etc.

Purify Water (Alteration) Reversible

Level: 1
Components: V, S
Range: 4"
Casting Time: 1 round
Duration: Permanent
Saving Throw: None
Area of Effect: 1 cubic foot/level, 1" square area

Explanation/Description: This spell makes dirty, contaminated water clean and pure, suitable for consumption. Up to one cubic foot per level of the druid casting the spell can be thus purified. The reverse of the spell, contaminate water, works in exactly the same manner, and even holy/unholy water can be spoiled by its effects.

Shillelagh (Alteration)

Level: 1
Components: V, S, M
Range: Touch
Casting Time: 1 segment
Duration: 1 round/level
Saving Throw: None
Area of Effect: One normal oaken club

Explanation/Description: This spell enables the druid to change his awn oaken cudgel into a magical weapon which is + 1 to hit and inflicts 2-8 hit points of damage on opponents up to man-sized, 2-5 hit points of damage on larger opponents. The druid must wield the shillelagh, of course. The material components of this spell are an oaken club, any mistletoe, and a shamrock leaf.

Speak With Animals (Alteration)

Level: 1
Components: V, S
Range: 0
Casting Time: 3 segments
Duration: 2 rounds/level
Saving Throw: None
Area of Effect: One animal type in 4" radius of druid

Explanation/Description: Except as noted above, this spell is the same as the second level cleric spell of the same name.

Ceremony (Invocation)

Level: 1
Components: V, S, M
flange: Touch

Casting Time: 1 hour
Duration: Permanent
Saving Throw: Special
Area of Effect: One creature, item, or area

Explanation/Description: The druidic ceremony spell is similar to the clerical spell of the same name. It has a number of applications within the hierarchy of druids. The effect of a ceremony spell does not leave behind an aura of magic, although a know alignment spell or similar magic might reveal the force of true neutrality involved in the magic. Druidic ceremonies include the following, which can be cast by a druid of the indicated or lower level:

1st-level druid: coming of age, rest eternal, marriage
3rd-level druid: dedication, in vestibule
7th-level druid: initiation, special vows
9th-level druid: hallowed ground
12th-level druid: cast out

The characteristics of the various types of druidic ceremony spells are as follows:

Coming of age is performed upon young people in druidic societies, usually when they reach the age of 14, and is symbolic of the young man's or young woman's entrance into adulthood. Effects of the spell are the same as for the clerical version (+ 1 bonus to a single saving throw): see the cleric text for other details.

Rest eternal is cast upon the body of a deceased being, by means of which the soul/spirit of the creature is hastened in its journey to its final resting place. The spells raise dead and resurrection will not restore life to a character who has been the object of this spell, although a wish spell would serve that purpose.

Marriage is essentially identical to the clerical ceremony of the same name.

Dedication allows the recipient of the spell to be taken into the ranks of the druid's followers/worshipers, provided that the character is true neutral in alignment. A recipient of this spell is charged, as are druids, with the responsibility to preserve and protect nature and the balance of forces in the world. In other respects it is similar to the clerical ceremony of the same name.

Investiture is a rite that must be performed upon a character before he or she can become an Aspirant (1st-level druid). It conveys no other benefit.

Initiation imbues the druid with the shape-changing and immunity to woodland charm powers that become available to the character upon attaining 7th level. This ceremony must be performed upon a druid immediately after he or she begins to advance upward through the 7th level of experience; if cast earlier than this, it will not work, and the druid will not have the benefit of the above-mentioned special powers until receiving initiation. Usually a druid must seek out another

druid of 7th or higher level to perform the rite, but in unusual cases a druid may cast it upon himself or herself.

Special vows is a ceremony that operates in the same fashion as the clerical rite of the same name. It does not work upon paladins, but will function upon cavaliers of any alignment.

Hallowed ground is cast by the druid on his or her permanent grove. This ceremony ensorcels the trees of the grove so that they will never be affected by disease or other natural disasters. The ground remains hallowed for as long as the druid maintains this grove as his or her permanent base.

Cast out is a form of excommunication or punishment that can be performed by a druid upon someone who has committed sacrilege upon the natural environment or in some other way violated the principles and standards of druidism. Its effects may be lessened at a later date by the casting of a reversed version of this ceremony, either by the same druid or another one of at least as high a level as the original caster, but the casting out can never be completely neutralized except by a Hierophant Druid of any level. A character who has been cast out exudes a powerful negative aura, causing any natural creature encountered to react negatively to the character. This includes all normal (non-magical) animals, monsters native to the woodlands, domesticated beasts such as horses and dogs, and all druids and their followers.

Casting out is a very powerful form of punishment, and can only be performed by a druid who has received permission from his or her Archdruid to do so. Similarly, an Archdruid must get permission from the Great Druid, and the Great Druid from the Grand Druid. The Grand Druid does not need to obtain permission, but his or her actions may be reversed by a Hierophant Druid at any time.

This ceremony is usually only used on occasions where the severity of an offense warrants such extreme punishment; a druid who asks for and is denied permission to perform it, or one who later has his or her actions offset by another druid, may be subject to punishment by higher-ranking members of the hierarchy. An intended recipient of this ceremony who is unwilling receives a saving throw versus spell, at -4, to negate its effects.

The components of a ceremony spell always include mistletoe, and the rite (of any sort) must be performed in a druid grove or some other natural, healthy patch of forest. Such ceremonies are normally conducted at either dawn or dusk, the times when night and day are in balance.

Detect Balance (Divination)

Level: 1
Components: V, S, M
Range: 6"
Casting Time: 1 segment
Duration: 1 round/level
Saving Throw: None
Area of Effect: One object or creature per round

Explanation/Description: This spell allows the druid to determine if non-neutral forces and alignments are at work in the area of effect (upon or in the object or creature being scanned). An alignment that is partly neutral (such as that of a neutral good cleric) will radiate a mild aura, while an alignment that has no neutral component (such as that of a chaotic good fighter) will give off a strong aura. The spell does not determine exact alignment, but only tells the druid if the object or creature being examined is something other than true neutral; a paladin and a chaotic evil thief, for instance, will radiate the same aura at the same strength.

The spell will not function upon non-living items that do not have a natural aura (such as avial of poison), but will work upon an object such as an aligned magical sword. Creatures that are under the effect of an unknowable alignment spell or similar magic will not radiate any aura when this spell is used upon them. If the magic is used upon something or someone that exudes a true neutral alignment (such as another druid), it will produce a smooth, well-balanced aura identifiable as one of neutrality.

Detect Poison (Divination)

Level: 1
Components: V, S, M
Range: 0
Casting Time: 1 round
Duration: 1 round/level
Saving Throw: None
Area of Effect: Special

Explanation/Description: By means of this spell the druid is able to determine if some object, creature, or area contains poison or has been poisoned. In general, the area which can be perused by the dweomer of the spell is about 1 cubic yard of space. Therefore, the druid cannot determine if an entire pond is poisoned, but he or she could tell if a portion - or something within the portion - scanned during the round contained poison. There is also a 5% chance per level of experience of the caster that the type of poison used or contained in the area scanned will also be discovered by the spell, i.e., contact poison (insinuative), ingestive, or respirative (gas).

While more than one area can be scanned with a detect poison spell during the duration of the spell, it is almost fruitless to attempt to determine poison type for all of those areas; any single failure on the "5% chance per level" roll to detect poison type makes this spell useless for this purpose for the remainder of the duration of that particular casting. In addition to mistletoe, the druid needs a yew leaf as a material component for this spell. The latter item will turn brown if poison is present, so that several will possibly be needed to fully utilize the entire spell duration.

Precipitation (Alteration)

Level: 1
Components: V, S, M
flange: 1"/Ievel

Casting Time: S segments
Duration: 1 segment/level
Saving Throw: None (& special)
Area of Effect: 3"diam. cylinder up to 12"high

Explanation/Description: This spell is identical to the 1st-level clerical spell of the same name, except that the druid needs mistletoe as an additional material component.

Animal/Bird Call (Conjuration/Summoning)

Level: 1
Components: V,S,M
Range: 0
Casting Time: 1 round
Duration: Special
Saving Throw: None
Area of Effect: 12" radius (+ 1 "/level, bird call)

Explanation/Description: These two related spells are simplified versions of animal summoning (they are also known collectively as animal magnetism spells). Before casting, the druid must decide if the spell is an animal call or a bird call, as the verbal components are different. After casting, all animals (or birds) within the area of effect that are susceptible to the animal friendship spell will come to the druid. Once most of the animals or birds arrive, the spell duration begins for one round per level. During this time, all called animals/birds are charmed; they will stay and not harm the calling druid or other animals or birds called. To others, they act normally, fighting if attacked as if they were cornered; no other control is evident to onlookers without the use of further spells (e.g., detect charm). After the spell duration has expired, the called animals or birds leave the area and return to their normal territories, the charm lifted. The material components are two handfuls of animal or bird food appropriate to the type of spell being cast; the food is eaten by the animals called.

Coalstone (Alteration)

Level: 1
Components: V,S,M
Range: Touch
Casting Time : One turn
Duration: Special
Saving Throw: None
Area of Effect: One stone

Explanation/Description: This spell creates a magical stone - diamond-hard but black - that burns as a glowing coal at the bearer's command. The material component of this spell consists of a burning piece of coal and a diamond of any size (the latter being consumed in the spell's casting). Even when cold, the stone has a dull, crimson glow deep within it, and has a natural value equal to the original value of the diamond used, plus 20% (in addition to any magical value). The coalstone gives a dim radiance within a 5'-radius circle, and burns anyone (including the bearer) for 1 hp damage per round held if no protection against fire is used. Whether used or not, the coalstone burns out in time, crumbling into a fine black dust. The length of time the coal. stone burns depends on the size of the diamond component. In any case, the coalstone burns at a rate of 1 day/gp value of the original stone, with a maximum of 1 year/level of the caster. When the magic-user casts this spell, he must grip both the burning coal and the diamond in his fist as if crushing them. He must be bare handed and will take 1 hp damage per round of casting time, unless protected against fire. Coalstone can be used to ignite any commonly flammable material in one round (e.g., oil, tinder, candles, and torches). Such stones can also be dropped into a pot or cup for cooking purposes (the stone is not extinguished by immersion in liquid), or be carried in a fireproof container for warmth.

Ferment (Necromantic) Reversible

Level: 1
Components: V,S,M
Range: Touch
Casting Time: 1 segment
Duration: Perm.
Saving Throw: None
Area of Effect: 1 gal/level

Explanation/Description: By means of a ferment spell the caster causes liquids, even Iiquids of high vicosity, to ferment their sugar and starch (if any) into alcohol. Most natural liquids would be fermentable, but the final judgment of what liquids are and are not is up to the DM. One gallon may be fermented for every level the spellcaster has. Alcohol content ranges from 2% to 8% in the finished product (roll 2d8). The mash thus produced is not necessarily rendered palatable by the spell. The reverse of the spell, spoil, does to liquids what wild vinegar yeasts do to wine; it makes them go bad. Note that good wine can be spoiled but bad wine cannot have its awful taste reduced by further fermentation The material component for this spell is a raisin (Spoiled in case the reverse spell is desired) or other dried fruit.

Fertility (Alteration) Reversible

Level: 1
Components: V, S, M
Range: Special
Casting Time: 1 round
Duration: Six months
Saving Throw: None or neg.
Area of Effect: Special

This spell is primarily for use on food crops. It affects all small plants (or one mature tree) per caster level in an area up to 60 per level on each side. If cast within a month of planting (or budding), it boosts the crop yield for the following six months by 5% per level of the druid.

Fertility can also affect one female mammal (including humans, elves, etc.) per level of the druid, although mammals must be touched for the magic to take effect, and targets are allowed saving throws versus spells unless they willingly submit to the spell. For the next six months, all affected mammals will produce offspring after mating, assuming that they weren't sterile to begin with.

In addition to reducing crop yields by 5% per level and preventing affected mammals from bearing young, the reversed spell, sterility, can affect a single plantlike monster (e.g. shambling mound, treant, whipweed, yellow mold, etc.) with hit dice less than or equal to the druid's level. Such a monster must be touched; if it fails to save versus spells, sterility suppresses its ability to produce and spread seeds, spores, etc. This eliminates, for example, the spore attacks of a yellow mold or yellow musk creeper, or the rhizomes of a gas spore. The druid is not harmed by touching the monster to discharge the spell, although he is subject to the creature's attacks while he gets close.

The material component is a pinch of dried bone marrow, or salt for the reverse.

Find Water (Divination)

Level: 1
Components: V,S,M
Range: 3"
Casting Time: 4 segments
Duration: 3 turns
Saving Throw: none
Area of Effect: 1" path

Explanation/Description: This spell enables the caster to find any water Source within range of the spell, allowing him to estimate how plentiful the water is. After casting the spell, the druid may search the immediate vicinity and any water within 3" of the druid in the direction of concentratlon (along a 1" wide path) will be detected. The druid will be able to tell approximately how much water there is, these estimations will be: traces only, small amount, a goodly amount, a large amount, or a vast suppy. The druId will not know whether or not the water is drinkable until be reaches it. Thus, the druid might detect a water source beneath a cave floor, but will not know if it is potaable until the party digs down to it. Note that, no barriers of any kind affect this spell. Water can be found through rock, metal, or any other material, as long as the water is within spell range and area. The material component for this spell is a forked stick (divining rod).

Find Woodland Familiar (Conjuration/Summoning)

Level: 1
Components: V,S,M
Range: 1-mile radius/level
Casting Time: 1-20 hrs.
Duration: Special
Saving Throw: Negative
Area of Effect: As per range

Explanation/Description: This spell is the same as the first-level magic-user spell, find familiar, except with respect to spell components. In the brazier, the druid must add three leaves of mistletoe. Tables 3 and 4 should be used in determining the result of the druid's summoning.

Druidic Familiars
Roll on 1d20FamiliarSensory powers
1-4Fox60' night vision and superior hearing
5-6HawkHighly superior distance vision
7-8RavenExcellent vision
9-10Rabbit40' night vision and superior sense of smell
11-12WeaselSuperior hearing and sense of smell
13-14ToadWide-angle vision
15-16Wildcat40' night vision and excellent hearing
17-18Special (see Table 4)
19-20No familiar in woodland area

Special Druidic Familiars

Roll on 1d4FamiliarPowers gained
1Elven catDruid may move silently (50% chance); surprised only on a roll of I (on 1d12)
2Pseudo-dragonNight vision (60%) and infravision; + 10% to hide in natural terrain
3PixieInvisibility once per day as spell; 25% magic resistance
4LeprechaunIn visibility once per day as spell; 30% magic resistance

Heal plants (Alteration) Reversible

Level: 1
Components: V, S, M
Range: 0
Casting Time: 4 segments
Duration: Permanent
Saving Throw: None
Area of Effect: 20' radius/level

This spell heals all damage from fire, frost, cutting, trampling, parasites, mold, fungus, or disease on natural, non-monstrous living plants of up to Medium size within the area of effect. The spell purges all parasites and disease so that they cause no further damage, either to the plants themselves or to grazing animals. The spell does not heal large trees. It does not restore any growth that has actually been destroyed, nor can it counteract the effects of poor soil or lack of water.

Alternatively, the druid can cast the spell and touch a single plantlike monster to heal it of 1d8+2 hit points of damage. Touching such a creature-even green slime or yellow mold-to discharge the spell does the caster no harm.

The reversed spell, harm plants, leaves affected vegetation wilted and unproductive for the remainder of the growing season, or does 1d8+2 points of damage to a plantlike monster. Druids must be very careful with the reversed version of this spell. Mistletoe is required for either version of the spell.

Hibernate (Enchannnen/Charm)

Level: 1
Components: V,S,M
Range: Touch
Casting Time: 1 round
Duration: Special
Saving Throw: Neg.
Area of Effect: 1-3 creatures

Explanation/Description: A creature sent into hibernation by a druid will sleep in a torpid state for as many weeks as the caster desires (up to as man y weeks as the caster has levels. During that time, the creature's needs for oxygen, food, water and such are all but neglible. The creature can be awakened but will go back to sleep when it is no longer interupted unless it makes another saving throw. When the spell expires, the creature will awaken with a very intense hunger. Note that from 1-3 creatures can be hibernated; 1 large, bear-size creature 2 man-size creatures, or 3 smaller ceatures. Humans and humanoids are as liable to the spells effects as any other creature. Sentient or quasi-sentient plants and plant beings will go dormant if subjected to a hibernate spell, just as they would in winter. The material component for this spell is the fur from a mammal that hibernates (squirrel, bear,etc).

Nectar (Conjuration/Summoning)

Level: 1
Components: V,S,M
Range: Touch
Casting Time: 1 segment
Duration: 1 round
Saving Throw: none
Area of Effect: 1 flower or blossom

Explanation/Description: When a druid casts a nectar spell on a flower he is able to grasp it in his hand and "milk' it. Up to one quart of nectar can be milked from a flower The plant upon which the flower grows must be living, The nectar is mildly alcoholic and has the flavor and fragrance of the plant from which it is produced. The nectar itself is of the same quality as a fine wine, if the druid holds a receptacle beneath the flower, he can fiIl it with the nectar. Otherwise, he can simply hold the flower over his or anothers mouth. Creatures the prize fine drink will appreciate this druidic spell.

Ripen (Alteration)

Level: 1
Components: V, S, M
Range: 5 yards
Casting Time: 4 segments
Duration: Instantaneous
Saving Throw: None
Area of Effect: Special

Ripen affects either a single mature tree or all smaller plants covering a 10' square plot of ground. It causes the affected plants to immediately produce the normal amount of fruit (nuts, seeds, or whatever) they bear at the height of the harvest season. Thus, an apple tree will be laden with ripe apples, a patch of grain will mature, etc. A given tree or area of ground can do this only once per season, and the spell will not work outside of the plant's normal growing season. Any produce not picked or harvested within 24 hours withers and dies. The material component is mistletoe.

Sense Direction (Divination)

Level: 1
Components: V,S,M
Range: 0
Casting Time: 4 segments
Duration: Instant.
Saving Throw: None
Area of Effect: The caster

Explanation/Description: This spell instantly tells the druid which cardinal direction he faces. The spell will also tell the caster his depth underground or altitude above ground. The material component is a small lodestone held in the hand.

Wailing Wind (Alteration)

Level: 1
Components: V
Range: 100'/lvl.
Casting Time : 1 rd.
Duration: 1 turn/lvl.
Saving Throw: None
Area of Effect: Special

By means of this spell, a druid or other priest creates a magical warning system. When any creature enters a guarded area (a passage, chamber, cavern, doorway, or cave mouth of up to a maximum cubic size per side of 10'/level of the caster), a wailing, whistling blast of wind blows from the guarded area toward the druid.

The wind travels toward the druid regardless of intervening distance if the druid is on the same plane as the guarded area. The wind can reach up to 100' per level of the casting druid. The wailing wind has a distinctive tone and can be heard by all creatures. It transmits and magnifies any sounds (of speech, movement, etc.) made by the triggering being at the time it is activated, and it can thereby give any hearer a clue as to what sort of intruder approaches.

The spell cannot be modified to be activated by only specific beings or types of creatures. Once the guarded area is entered and the wind rises, the spell is exhausted. The wind itself lasts for one round per level of the druid, although the caster may end it sooner.

Once ended, the wind cannot be restarted except as follows: As the level of the caster increases, the number of activations per single spell (i.e., the number of blasts of wind, occurring for different intruders at different times) is also increased. A caster of 1st or 2nd level creates only a single-blast wailing wind; a 3rd-or 4th-level caster creates a wind of two blasts; a 5th- or 6th-level caster creates a wind of three blasts, and so on (with no known maximum).

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Bob Senkewicz / Howell, New Jersey /