DRUID SPELLS 3rd Level


Call Lightning (Alteration)

Level: 3
Components: V, S, M
Range: 0
Casting Time: 1 turn
Duration: 1 turn/level
Saving Throw: 1/2
Area of Effect: 72" diameter

Explanation/Description: When a call lightning spell is cast, there must be a storm of some sort in the area - a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado. The druid is then able to call down bolts of lightning from sky to ground. Each bolt will cause damage equal to 2 eight-sided dice (2d8) plus 1 like die (d8) for each level of experience of the druid casting the spell. Thus, a 4th level druid calls down a six-die (6d8) bolt. The bolt of lightning flashes down in a perpendicular stroke at whatever distance the spell caster decides, up to the 36" radial distance maximum. Any creature within a 1" radius of the path or the point where the lightning strikes will take full damage, unless a saving throw is made, in which case only one-half damage is taken. Full/half damage refers to the number of hit dice of the lightning bolt, i.e. if it is of eight dice strength, the victim will take either eight dice (8d8) or four dice (4d8), if the saving throw is made, of damage. The druid is able to call one bolt of lightning every 10 melee rounds (1 turn), to a maximum number of turns equal to the level of experience he or she has attained, i.e. 1 bolt/turn for each level of experience. Note: This spell is normally usable outdoors only.

Camouflage, Mass (Rangers)

Level: 3
Components: V, S, M
Range: 0
Casting Time: 1 round
Duration: 1 turn/level
Saving Throw: Special
Area of Effect: 60' radius centered on the caster

Explanation/Description: This spell functions as the Camouflage spell except the effect is mobile with the group as they move, centered on the caster. The spell is broken for any individual who moves more than 60’ from the caster.

Cure Disease (Necromantic) Reversible

Level: 3
Components: V, S, M
Range: Touch
Casting Time: 1 round
Duration: Permanent
Saving Throw: None
Area of Effect: Creature touched

Explanation/Description: This spell is the same as the 3rd level cleric cure disease spell (q.v.), with the exception that the druid must have mistletoe to effect it. It is reversible to cause disease also.

Hold Animal (Enchantment/Charm)

Level: 3
Components: V, S, M
Range: 8"
Casting Time: 5 segments
Duration: 2 rounds/level
Saving Throw: Neg.
Area of Effect: One to four animals

Explanation/Description: By means of this spell the druid holds one to four animals rigid. Animals affected are normal or giant-sized mammals, birds, or reptiles, but not monsters such as centaurs, gorgons, harpies, naga, etc. That is, apes, bears, crocodiles, dogs, eagles, foxes, giant beavers, and similar animals are subject so this spell. The hold lasts for 2 melee rounds per level of experience of the druid casting it. It is up so the druid as to how many animals he or she wishes to hold with the spell, but the greater the number, the better chance each will have of not being affected by the spell. Note that a maximum body weight of 400 pounds (100 pounds with respect to non-mammals)/animal/level of experience of the druid can be affected, i.e. an 8th level druid can affect up to four 3,200 pound mammals or a like number of 800 pound non-mammals such as birds or reptiles. Each animal gets a saving throw: if only 1 is the subject of the spell, it has a penalty of -4 on its die roll to save; if 2 are subject, they each receive a penalty of -2 on their die rolls; if 3 are subject, they each receive a penalty of-i on their die rolls; if 4 are subject, each makes a normal saving throw.

Neutralize Poison (Alteration) Reversible

Level: 3
Components: V, S
Range: Touch
Casting Time: 5 segments
Duration: Permanent
Saving Throw: None
Area of Effect: Creature touched

Explanation/Description: This spell is the same as the 4th level cleric neutralize poison spell (q.v.).

Plant Growth (Alteration)

Level: 3
Components: V, S, M
Range: 16"
Casting Time: 1 round
Duration: Permanent
Saving Throw: None
Area of Effect: 2" X 2" square area/level

Explanation/Description: When a plant growth spell is cast by the druid, he or she causes normal vegetation to grow, entwine, and entangle to form a thicket or jungle which creatures must hack or force a way through at a movement rate of 1,' per, or 2" per with respect to larger than man-sized creatures. Note that the area must have brush and trees in it in order to allow this spell to go into effect. Briars, bushes, creepers, lianas, roots, saplings, thistles, thorn, trees, vines, and weeds become so thick and overgrown in the area of effect as to form a barrier. The area of effect is 2" X 2" square per level of experience of the druid, in any square or rectangular shape that the druid decides upon at the time of the spell casting. Thus an 8th level druid can affect a maximum area of 16" X 16" square, a 32" X 8" rectangle, a 64" X 4" rectangle, 128" X 2" rectangle, etc. The spell's effects persist in the area until it is cleared by labor, fire, or such magical means as a dispel magic spell (q.v.).

Protection From Fire (Abjuration)

Level: 3
Components: V, S, M
Range: Touch
Casting Time: 5 segments
Duration: Special
Saving Throw: None
Area of Effect: Creature touched

Explanation/Description: The effect of a protection from fire spell differs according to the recipient of the magic - the druid or some other creature. If the spell is cast upon the druid, it confers complete invulnerability to normal fires (torches, bonfires, oil fires, and the like) and to exposure to magical fires such as demon fire, burning hands, fiery dragon breath, fire ball, fire seeds, fire storm, flame strike, hell hound breath, meteor swarm, pyrohydra breath, etc. until an accumulation of 12 hit points of potential damage per level of experience of the druid has been absorbed by the protection from fire spell, at which time the spell is negated. Otherwise the spell lasts for 1 turn per level of experience of the druid. If the spell is cast upon another creature, it gives invulnerability to normal fire, gives a bonus of +4 on saving throw die rolls made versus fire attacks, and reduces damage sustained from magical fires by 50%.

Pyrotechnics (Alteration)

Level: 3
Components: V, S, M
Range: 16"
Casting Time: 5 segments
Duration: Special
Saving Throw: None
Area of Effect: 10 or 100 times the fire source

Explanation/Description: A pyrotechnics spell can have either of two effects, It produces a flashing and fiery burst of glowing, colored aerial fireworks which lasts 1 segment per experience level of the druid casting the spell and temporarily blinds those creatures in the area of effect or under it or within 12" of the area (and in any event in unobstructed line of sight); or it causes a thick writhing stream of smoke to arise from the fire source of the spell and form a choking cloud which lasts for 1 round per experience level of the druid casting it, covering a roughly globular area from the ground or floor up (or conforming to the shape of a confined area), which totally obscures vision beyond 2'. The spell requires a fire of some sort in range. The area of pyrotechnics effect is 10 times the volume of the fire source with respect to fireworks, 100 times with respect to smoke. In either case, the fire source is immediately extinguished by the employment of the spell.

Snare (Enchantment/Charm)

Level: 3
Components: V, S, M
Range: Touch
Casting Time: 3 rounds
Duration: Permanent until triggered
Saving Throw: None
Area of Effect: 2' diameter circle plus 1/6' per level of the spell caster

Explanation/Description This spell enables the druid to make a snare which is 90% undetectable without magical aid. The snare can be made from any supple vine, a thong, or a rope. When the snare spell is cast upon it, the cordlike object blends with the background of its location. One end of the snare is tied in a loop which will contract about 1 or more of the limbs of any creature stepping inside the circle (note that the head of a worm or snake could also be thus ensnared). If a strong and supple tree is nearby, the snare will be fastened to it, and the dweomer of the spell will cause it to bend and then straighten when the loop is triggered, thus causing 1-6 hit points of damage to the creature trapped, and lifting it off the ground by the trapped member(s) (or strangling it if the head/neck. triggered the snare). If no such sapling or tree is available, the cord-like object will tighten upon the member(s) and then enwrap the entire creature, doing no damage, but tightly binding it. The snare is magical, so for 1 hour it is breakable only by storm giant or greater strength (23); each hour thereafter, the snare material loses magic so as to become 1 point more breakable per hour -22 after 2 hours, 21 after 3, 20 after 4- until 6 full hours have elapsed. At that time, 18 strength will break the bonds. After 12 hours have elapsed, the materials of the snare lose all of the magical properties, and the loop opens, freeing anything it had held. The druid must have a snake skin and a piece of sinew from a strong animal to weave into the cord-like object from which he or she will make the snare. Only mistletoe is otherwise needed.

Stone Shape (Alteration)

Level: 3
Components: V, S, M
Range: Touch
Casting Time: 1 round
Duration: Permanent
Saving Throw: None
Area of Effect: Three cubic feet, plus one cubic foot per level

Explanation/Description: This spell is exactly the same as the fifth level magic-user spell, stone shape (q.v.), except as noted above and for the requirement of mistletoe as an additional component to enable a druid to cast the spell.

Summon Insects(Conjuration/Summoning)

Level: 3
Components: V, S, M
Range: 3"
Casting Time: 1 round
Duration: 1 round/level
Saving Throw: None
Area of Effect: Special

Explanation/Description: When a summon insects spell is cast by a druid, he or she attracts flying insects 70% of the time. The exact insects called will be bees, biting flies, hornets, or wasps if flying insects are indicated, or biting ants or pinching beetles if non-flying insects are determined. A cloud of the flying type, or a swarm of the crawling sort, will appear after the spell is cast. They will attack any creature the druid points so. The attacked creature will sustain 2 hit points of damage per melee round, and it can do nothing but attempt to fend off these insects during the time it is so attacked. The summoned insects can be caused to attack another opponent, but there will be at least a 1 round delay while they leave the former recipient and attack the new victim, and crawling insects can travel only about 12' per round (maximum speed over smooth ground). It is possible in underground situations that the druid could summon 1-4 giant ants by means of the spell, but the possibility is only 30% unless giant ants are nearby. The materials needed for this spell are mistletoe, a flower petal, and a bit of mud or wet clay.

Tree (Alteration)

Level: 3
Components: V, S, M
Range: 0
Casting Time: 5 segments
Duration: 6 turns + 1 turn/level
Saving Throw: None
Area of Effect: Personal

Explanation/Description: By means of this spell the druid is able to assume the form of a small living tree or shrub or that of a large dead tree trunk with but a few limbs. Although the closest inspection will not reveal that this plant is actually a druid, and for all normal tests he or she is, in fact, a tree or shrub, the druid is able to observe all that goes on around his or her person just as if he or she were in human form. The spell caster ma~ remove the dweomer at any time he or she desires, instantly changing from plant to human form, and having full capability of undertaking an~ action normally possible to the druid. Note that all clothing and gear worn/carried change with the druid. The material components of this spell are mistletoe and a twig from a tree.

Water Breathing (Alteration) Reversible

Level: 3
Components: V, S, M
Range: Touch
Casting Time: 5 segments
Duration: 6 turns/level
Saving Throw: None
Area of Effect: Creature touched

Explanation/Description: The recipient of a water breathing spell is able to freely breathe underwater for the duration of the spell, i.e. 6 turns for each level of experience of the druid casting the spell. The reverse, air breathing, allows water breathing creatures to comfortably survive in the atmosphere for an equal duration.

Cloudburst (Alteration)

Level: 3
Components: V, S, M
Range: 1"/level
Casting Time: 5 segments
Duration: 1 round
Saving Throw: None (& special)
Area of Effect: 3" diam. cylinder up to 6" high

Explanation/Description: This spell is essentially the same as the 3rd-level clerical spell of the same name, with only the following special notations and additions: Lightning cannot be called by the use of a cloudburst spell, and a call lightning spell cannot be used in the same area at the same time. Also, the druid must use mistletoe as an additional material component.

Know Alignment (Divination)

Level: 3
Components: V, S
Range: 1"
Casting Time: 5 segments
Duration: 5 rounds
Saving Throw: None
Area of Effect: One creature per round

Explanation/Description: This spell is essentially the same as the 2nd-level clerical spell of the same name, except as noted above, and with the following additional difference. Because of the shorter duration, only five creatures (maximum) can be examined by this spell, and it cannot be reversed.

Spike Growth (Alteration/Enchantment)

Level: S
Components: V, S, M
Range: 6"
Casting Time: 5 segments
Duration: 3-12 turns + 1/level
Saving Throw: None
Area of Effect: 10' square per level of caster

Explanation/Description: This spell is essentially the same as the 4th-level clerical spell of the same name, except as noted above, and with the following additional differences: The affected area will radiate an aura of magic, and a detect snares and pits spell will reveal the location of the spike growth. The druid must use mistletoe as a material component (in place of the cleric's holy symbol) in addition to the seven small twigs or thorns.

Starshine (Evocation - Illusion)

Level: 3
Components: V, S, M
Range: 1"/level
Casting Time: 5 segments
Duration: 1 turn/level
Saving Throw: None
Area of Effect: 10' square per level of caster

Explanation/Description: A starshine spell enables the druid to softly illuminate an area as if it were exposed to a clear night sky filled with stars. Regardless of the height of the open area in which the spell is cast, the area immediately beneath it will be lit by starshine. Vision will be clear at up to 30', indistinct out to 60', and beyond that only gleams and glimmers will be discernible. The starshine allows shadows. It enhances ultravision to its full potential but does not affect infravision. The spell makes the area of effect actually appear to be a night sky, but disbelief of the illusion merely allows the disbeliever to note that the "stars" are actually evoked lights. The material components are several stalks from an amaryllis (especially Hypoxis) and several holly berries.

Animate Dead Animals (Necromantic)

Level: 3
Components: V,S,M
Range: 1/2"
Casting Time: 1 round
Duration: Perm.
Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell creates skeletons and zombies from the bones or remains of dead animals. The effect causes the remains to become animated and to obey the commands of the caster. Animated creatures of more than 1 HD lose 1 HD due to deterioration. Animals of 1 HD or less merely lose half their normal hit-point totals, with 1 hp as a lower limit. This spell animates the creatures until they are destroyed or dispelled. The druid is able to animate 2 HD of creatures per level obtained, cumulative. The material component for this spell is a fine powder made of earth from a forest floor, mistletoe, and powdered bone sprinkled into the air.

DEFORM (Necromantic) Reversible

Level: 3
Components: V,S,M
Range: Touch
Casting Time: 3 segments
Duration: Special
Saving Throw: 1/2 (and special)
Area of Effect: Creature Touched

By means of this spell, the caster causes the figure touched to have their Comeliness score reduced by 1/2 (round up in favor of target). This effect is permanent and reversible only by means of a Restoration (q.v.). The target figure is allowed a Save vs. Spells at -4 against the effects. If the first save is successful, then the attribute score is reduced by 1/4 the total (round up in favor of target). Success on the first save also means that the effects of the spell can be reversed by means of a Remove Curse (q.v.). The effect of this spell causes any figure so altered to incur a morale check (at +20%) as per DMG pg. 67, to continue their current course of action. If failed, the figure will abandon all purpose and retreat to what he/she would consider a safe place.

Earth Armor

Level: 3
Components: V,S,M
Range: 0
Casting Time: 3 segments
Duration: special
Saving Throw: none
Area of Effect: caster only

Explanation/Description: By means of this spell, the druid creates an insulating layer of earth over his body. This earth armor protects him from physical damage; it absorbs half of the damage done by any physical blows. The armor will absorb up to 8 points per level of the caster before becoming useless. The armor will remain no longer than 1 turn per level. All ice attacks will do normal damage to the druid (without benefit of the armor) and will also cause one and a half times the normal damage to the armor itself. The material component is a small handful of dirt.

Flame Shield (Evocation)

Level: 3
Components: V,S,M
Range: 0
Casting Time: 3 segments
Duration: 1 rd./lvl.
Saving Throw: None
Area of Effect: Special

This spell brings into being a pulsing, 6'-high shield of darkness at the end of the druid's hand. The shield is weightless and has no solid existence. Missiles and other weapons and solid objects (including parts of the caster's body) pass harmlessly through it. The shield remains attached to one of the druid's hands (chosen in the casting) unless the druid touches another creature's hand and wills control of the shield to pass to the other creature (who must agree to the transfer or it cannot occur).

The shield works against flame. Its touch extinguishes normal torches, flaming oil, and candles instantly. Larger fires are diminished. A fireball striking or exploding around the bearer of a flame shield, for example, does only half damage.

A flame blade coming into contact with a flame shield is harmlessly destroyed. A flame shield can prevent a flame strike only if it is directly in the path of the strike (i.e., over the target's head). Flame-related illusions, hypnotic patterns, and the like have no effect on any being viewing them through a flame shield.

A magical flaming sword striking through a flame shield encounters no resistance and does normal weapon damage (but not flaming damage). The shield doesn't permanently affect the blade in any way, but the part of the blade that has passed through the shield remains free of flames while any part of the blade is in contact with the shield; thus a flaming sword striking through a flame shield cannot ignite a scroll or other flammable object by touch.

The material components for this spell are a piece of phosphorous, a drop of mercury, and a cobweb.

Heal trees (Alteration) Reversible

Level: 3
Components: V, S, M
Range: Touch
Casting Time: 6 segments
Duration: Permanent
Saving Throw: None
Area of Effect: Special

This spell affects either one tree or other plant per level of the caster, or a single plantlike monster. It heals normal plants of all damage and disease, and functions as a combination cure disease and cure critical wounds (restoring 3d8+3 hit points of damage) for plantlike monsters. All plants to be affected must be alive and, in the case of trees, standing. The reversed spell, harm trees, infects normal plants with a deadly blight that kills in one week, or causes 3d8+3 points of damage to a single plantlike monster. As with fertility/sterility and heal/harm plants, the caster is not harmed by touching the plant to discharge this spell. The material component is a few drops of sap from an oak or ash tree.

Insect ward (Abjuration)

Level: 3
Components: V, S, M
Range: 0
Casting Time: 1 turn
Duration: 1 month/level
Saving Throw: None
Area of Effect: Special

The druid casts insect ward on the spell's material component, a pair of rune-carved wooden stakes. He then plants one of the stakes in the ground, walks up to 100 feet per level away, and plants the other stake. The spells forms an invisible, 30-high barrier extending between the stakes along the path the druid walked. The barrier is 99% likely to cause a normal insect encountering it to turn and go in the opposite direction. If one or several barriers join to completely enclose an area, affected insects depart the area. Those insects trapped in the area become lethargic and slowly die off. While the spell remains, the warded area has only 1% of its normal insect population, which will affect the area's ecosystem as insects form a large portion of many creatures' diets. Details of this are left to the DM.

By means of the runes carved into the stakes, the druid determines what types of insects the spell excludes. This can be specific (e.g., only mosquitoes and aphids) or general (e.g., all plant-eaters, or all blood-drinkers). Giant insects are unaffected, as are magically summoned or controlled insects. The stakes radiate magic until the spell ends. If either stake is removed from the ground, even for a second, the spell ends.

Mold Touch (Alteration)

Level: 3
Components: V,S,M
Range: Touch
Casting Time: 3 segments
Duration: Special
Saving Throw: Special
Area of Effect: Creature touched

This spell empowers the druid to transmute mistletoe, holly, or oak leaves (the material components) into brown mold spores without harm to himself. Any creature touched by the caster within six rounds of casting is infected by brown mold (an attack roll is required; if the druid cannot touch any creature, the mold spores vanish at the end of six rounds). The mold spores created by this spell cannot live on plant or inorganic material. All the spores created by the spell are transferred to any creature touched by the druid. Thus, the druid can infect only one creature per spell (in the event of an accident, it could well be a friend or ally).

A mold touch spell does 4-24 hp damage to the target creature (half that if a saving throw vs. spells is made). Brown mold spreads upon the victim; in the second round after the attack, the mold does 2-12 hp damage (save for half damage). On every round thereafter, the victim receives a saving throw vs. spells. If the save is successful, no damage is taken and the spell ends. If the save fails, the victim takes 1-6 hp damage in that round.

Brown mold created by this spell is of limited duration, and a victim cannot infect other creatures, even if intending to do so. Magical cold harms mold created by this spell in the usual manner (but also affects the creature the mold is growing on).

Snapdragon (Alteration)

Level: 3
Components: V,S,M
Range: 8"
Casting Time: 6 segments
Duration: 3 turns
Saving Throw: 1/2
Area of Effect: 4" diameter

Explanation/Description: This spell is named after the little flower whose petals can be manipulated like jaws. Upon casting this spell, all blooming plants in the area of effect become animated and carnivorous. They writhe and stretch, biting at creatures passing through the area. They also shoot their pollen at creatures within the area of effect, in imitation of a dragon's use of its breath weapon. Creatures passing through this spell area take 2-8 hp damage from plant bites for every round they are within the area of effect. The flowers shoot their pollen once each round that someone is within the area of effect. "Pollinated" persons are disabled by sneezing and choking for 5-20 rounds, and are unable to leave the area on their own. From 1-3 persons or creatures can be pollinated each round. A successful saving throw vs. spells reduces damage from bites to 1-4 hp per round, and reduces sneezing and choking time by half also. The material component for this spell is a snapdragon blossom.

Splinter Wood (Alteration)

Level: 3
Components: V,S,M
Range: 6"
Casting Time : 2 segments
Duration: Perm.
Saving Throw : Neg.
Area of Effect: Special

Explanation/Description: A step beyond warp wood, this spell causes one wooden object to explode violently into thousands of splinters. The druid can affect up to one spear shaft worth of wood per level (one axe handle, seven arrow shafts, or 7 lbs. of wood are equivalent to one spear shaft). Targets to be affected gain a saving throw vs. crushing blow at -1 for every two levels of the druid (see the DMG, page 80; magical items gain bonuses as noted therein). Any creature within 2' plus 1' per 20 lbs. of the splintered object will be struck by the splinters. The splinters cause 1 hp damage per 7 lbs. of the object, so a spear shaft would cause 1 hp damage to any creature holding it or within 2'. Damage caused by the splinters is reduced by a value equal to the armor class of the target subtracted from 10. Thus, a victim with AC -1 would be protected from (10 - (-1) ) 11 hp damage. A victim's dexterity is reduced by 1 point for every 5 hp damage done by this spell until such time as all splinters are removed, which takes one round per 1 hp damage done. Splinters doing less than 5 hp damage need not be removed. Additionally, victims who are wearing no great helms or eye protection have a 5% chance per 1 hp damage done by the spell (calculated before armor-class reductions are made) of being blinded for 2-8 rounds.

Thunderclap (Evocation)

Level: 3
Components: V,S,M
Range: 0
Casting Time: 1 segment
Duration: Instant.
Saving Throw: Special
Area of Effect: 3" radius around druid

Explanation/Description: To cast this spell, the druid takes an oak leaf in hand and slaps that hand against any hard object (including the other hand). The result is a sound very much like a thunderclap that can be heard for miles. Any creatures within 3" of the druid are stunned and deafened unless a successful saving throw vs. spells is made; in this case, the victim is only temporarily deafened for 1d6 rounds. If a target is stunned, it cannot initiate or continue any action for the remainder of the current round or the next round. Attacks made while deaf are at -2 to hit. Deaf creatures have a + 2 on all 1d6 rolls to be surprised. The druid casting the spell is immune to the spell's effects.

Wind and Rain Protection (Evocation)

Level: 3
Components: V,S,M
Range: Touch
Casting Time: 6 segments
Duration: 1 rnd./lvl.
Saving Throw: None
Area of Effect: One creature

Explanation/Description: By use of this spell, a druid can make one creature immune to wind or any form of precipitation. In essence, a shell is created around the creature that no form of precipitation (including rain, sleet, snow, fog, hail, meteorites, or any other natural objects falling from the sky) can pass through. The shell also reduces the speed of any wind touching the protected creature by 10 MPH per level of the druid. Any form of magical wind or precipitation is unaffected by this spell, but spells that summon up a natural wind or storm are affected. Any air elementals attacking a protected creature receive a -7 on all "to hit" rolls, and the protected creature gets +5 on all saving throws vs. magical precipitation that does damage, as well as against air elementals. This spell in no way protects against lightning or temperature extremes. The material component is a fan-shaped leaf, which is crushed in the casting, and a 500-gp or greater-value diamond, which is destroyed in the casting.

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