DRUID SPELLS 7th Level


Animate Rock (Alteration)

Level: 7
Components: V, S, M
Range: 4"
Casting Time: 9 segments
Duration: 1 round/level
Saving Throw: None
Area of Effect: 2 cubic feet/level

Explanation/Description: By employing an animate rock spell, the druid causes a lithic object of a size up to that indicated to move. (See animate object, the Sixth Level cleric spell.) The animated stone object must be separate, i.e. not a piece of a huge boulder or the like, It will follow the desire of the druid casting the spell - attacking, breaking objects, blocking - while the magic lasts, It has no intelligence nor volition of its own, but it follows instructions exactly as spoken. Note that only one set of instructions for one single action (the whole being simply worded and very brief - 12 words or so), can be given to the rock animated. The rock remains animated for 1 melee round per level of experience of the spell caster, and the volume of rock which can be animated is also based on the experience level of the druid -2 cubic feet of stone per level, i.e. 24 cubic feet at the 12th level.

Chariot Of Sustarre (Evocation)

Level: 7
Components: V, S, M
Range: 1"
Casting Time: 1 turn
Duration: 6 turns + 1 turn/level
Saving Throw: None
Area of Effect: Special

Explanation/Description: When this spell is cast by a druid, it brings forth a large flaming chariot pulled by two fiery horses which appear in a clap of thunder amidst cloud-like smoke. This vehicle moves as 24" on the ground, 48" flying, and it can carry the druid and up to 8 other man-sized creatures whom he or she first touches so as to enable these creatures so be able to ride aboard this burning transport. Creatures other than the druid and his or her designated passengers will sustain damage equal to that of a wall of fire spell if they are within 5' of the horses or chariot, voluntarily or involuntarily. The druid controls the chariot by verbal command, causing the flaming steeds to stop or go, walk, trot, run or fly, turning left or right as he or she desires. Note that the Chariot of Susstarre is a physical manifestation, and can sustain damage. The vehicle and steeds are struck only by magical weapons or by water (one quart of which will cause 1 hit point of damage), they are armor class 2, and each requires 30 hit points of damage to dispel. Naturally, fire has absolutely no effect upon either the vehicle or its steeds, but magical fires will affect the riders if they are exposed to them (other than those of the chariot itself). In addition to mistletoe, the druid casting this spell must have a small piece of wood, 2 holly berries, and a fire source at least equal too torch.

Confusion (Enchantment/Charm)

Level: 7
Components: V, S, M
Range: 8"
Casting Time: 9 segments
Duration: 1 round/level
Saving Throw: Special
Area of Effect: Up to 4" by 4"

Explanation/Description: This spell causes confusion in one or more creatures within spell range. Confused creatures will react as follows:

Die RollAction
01-10Wander away for 1 turn
11-60Stand confused for 1 round
61-80Attack nearest creature for 1 round
81-00Attack druid or his party for 1 round

The spell lasts for 1 melee round for each level of experience of the spell caster, It will affect 2 to 8 creatures, plus a possible additional number of creatures determined by subtracting the level or number of hit dice of the strongest opponent creature within the spell range and area of effect from the level of the druid who cast the spell of confusion. If a positive number results, it is added to the random die roll result for number of creatures affected; a negative number is ignored. All creatures affected will be those closest to the druid within the area of effect. Each affected creature must make a saving throw each round, unless they are caused to "wander away for 1 turn" in which case they will go as far away from the druid as is possible in one turn of normal movement, as conditions permit. All saving throws are at -2. Confused creatures act according to the table of actions shown above, but saving throws and actions are checked as the beginning of each round.

Conjure Earth Elemental (Conjuration/Summoning) Reversible

Level: 7
Components: V, S, M
Range: 4"
Casting Time: 1 turn
Duration: 1 turn/level
Saving Throw: None
Area of Effect: Special

Explanation/Description: When a druid casts a conjure earth elemental spell, he or she summons an earth elemental of 16 hit dice to do the druid's bidding. Furthermore, the druid need but command it, and then do as he or she desires, for the elemental does not regard the druid who conjured it with enmity. The elemental remains until destroyed, dispelled, or sent away by dismissal (cf. conjure fire elemental).

Control Weather (Alteration)

Level: 7
Components: V, S, M
Range: 0
Casting Time: 1 turn
Duration: 8-96 hours
Saving Throw: None
Area of Effect: 4-32 square miles

Explanation/Description: The druidic control weather spell is more powerful than the clerical spell of the same name (q.v.). The spell caster is able to change weather by two places from the prevailing conditions if greater mistletoe is used. It otherwise is the same as the 7th level cleric control weather spell.

Creeping Doom (Conjuration/Summoning)

Level: 7
Components: V, S, M
Range: 0
Casting Time: 9 segments
Duration: 4 rounds/level
Saving Throw: None
Area of Effect: Special

Explanation/Description: When the druid utters the spell of creeping doom, he or she calls forth a mass of from 500 to 1000 (d6 + 4) venomous, biting and stinging arachnids, insects and myriapods. This carpet-like mass will swarm in an area of 2" square, and upon command from the druid will creep forth at 1" per round towards any prey within 8", moving in the direction in which the druid commanded. The creeping doom will slay any creature subject to normal attacks, each of the small horrors inflicting 1 hit point of damage (each then dies after their attack), so that up to 1,000 hit points of damage can be inflicted on creatures within the path of the creeping doom. If the creeping doom goes beyond 8" of the summoner, it loses 50 of its number for each 1', beyond 8", i.e. at 10" its number has

shrunk by 100. There are a number of ways so thwart or destroy the creatures forming the swarm, all of which methods should be obvious.

Finger Of Death (Enchantment/Charm)

Level: 7
Components: V, S, M
Range: 6"
Casting Time: 5 segments
Duration: Permanent
Saving Throw: Neg.
Area of Effect: One creature

Explanation/Description: The finger of death spell causes the victim's heart to stop. The druid utters the incantation, points his or her index finger as the creature to be slain, and unless the victim succeeds in making the appropriate saving throw, death occurs. A successful saving throw negates the spell.

Fire Storm (Evocation) Reversible

Level: 7
Components: V, S, M
Range: 16"
Casting Time: 9 segments
Duration: 1 round
Saving Throw: 1/2
Area of Effect: 2" cube/level, minimum 16 cubic"

Explanation/Description: When a fire storm spell is cast by a druid, a whole area is shot through with sheets of roaring flame which are equal to a wall of fire (q.v.) in effect. Creatures within the area of fire and 1" or less from she edge of she affected area receive 2 to 16 hit points of damage plus additional hit points equal so the number of levels of experience of the druid unless they make a saving throw, in which case they take only one-half damage. The area of effect is equal to 2 cubic" per level of she druid, i.e. a 13th level druid can cast a fire storm which measures 13" by 2" by 1". The height of the storm is 1" or 2"; the balance of its area must be in length and width. The reverse spell, fire quench, smothers double the area of effect of a fire storm with respect so normal fires, and with respect so magical fires is has a 5% chance per level of the caster of extinguishing a magical fire (such as a fire storm) of proportions up to the normal area of effect of the non-reversed spell.

Reincarnate (Necromantic)

Level: 7
Components: V, S, M
Range: Touch
Casting Time: 1 turn
Duration: Permanent
Saving Throw: None
Area of Effect: Person touched

Explanation/Description: Druids have the capability of bringing back the dead in another body if death occurred no more than a week before the casting of the spell. The person reincarnated will recall she majority of his or her former life and form, bus the class they have, if any, in their new incarnation might be different indeed. Abilities and speech are likewise often changed. The table below gives the reincarnation possibilities of this spell:

Die RollIncarnationDie RollIncarnation
01-03badger37-40gnome
04-08bear, black41-44hawk
09-12bear, bron45-58human
13-16boar, wild59-61lynx
17-19centaur62-64owl
20-23dryad65-68pixie
24-28eagle69-70raccoon
29-31elf71-75stag
32-34faun76-80wolf
35-36fox81-85wolverine
86-00use magic-user reincarnation table

Any sort of player character can be reincarnated. If an elf, gnome or human is indicated, the character must be created. When she corpse is touched, the new incarnation will appear in the area within 1 to 6 turns. (Cf. sixth level magic-user spell reincarnation.)

Transmute Metal To Wood (Alteration)

Level: 7
Components: V, S, M
Range: 8"
Casting Time: 9 segments
Duration: Permanent
Saving Throw: Special
Area of Effect: One metal object

Explanation/Description: The transmute metal to wood spell allows the druid casting it to change an object from metal so wood. The volume of metal is equal to a maximum weight of 80 gold pieces per level of experience. Magical objects of metal ore only 10% likely to be affected by the spell. Note that even a dispel magic spell will not reverse the spell effects. Thus, a metal door changed so wood would be forevermore a wooden door.

Changestaff (Evocation - Enchantment)

Level: 7
Components: V, S, M
Range: Touch
Casting Time: 3 segments
Duration: Special
Saving Throw: None
Area of Effect: The druid's staff

Explanation/Description: By means of this spell, the druid is able to change his or her staff from a pole of dead wood into a treant of largest size. In order to cast the dweomer, the druid must first have located a tree struck by lightning within the past 24 hours (1%-5~/c chance for any given tree, depending on the severity of the storm). He or she must then select a sound limb, remove it from the tree, and prepare a specially cured section. This section must be shaped and carved so as to be ready to accept the magic which the druid will then place upon it. The staff must be of ash, oak, or yew wood. Curing by sun drying and special smoke requires 28 days. Shaping, carving, smoothing, and polishing require another 26 days. The druid cannot adventure or engage in other strenuous activity during either of these periods. The finished staff, engraved with scenes of woodland life, is then rubbed with the juice of holly berries, and the end of it is thrust into the earth of the druid's grove while he or she then speaks with plants, calling upon the staff to assist in time of need. The item is then charged with a dweomer which will last for many changes from staff to treant and back again.

While the staff/treant will initially be of largest size and greatest number of hit points, each 8 points of damage it accumulates actually reduces it my 1 hit die. The staff begins at 12 hit dice and 96 hit points, goes toll and 88, 10 and 80,9 and 72, etc. As it loses hit dice, it becomes smaller in size, thus losing attack power as well. If and when the staff/treant is brought below 7 hit dice, the thing crumbles to sawdust-like powder and is lost. The staff cannot ever be brought upwards in hit dice or hit points, except by a wish (which restores it completely). Of course, a new staff can always be sought out, seasoned, and so forth, to begin the process anew.

When the druid plants the end of the staff in the ground and speaks a special command prayer and invocation, the staff turns into a treant. It can and will defend the druid, or obey him or her in any way. However, it is by no means a true treant, and it cannot converse with actual treants. The transformation lasts for as many turns as the druid has levels of experience, until the druid commands the thing to return to its true form, or until the thing is destroyed, whichever first occurs. In order to cast a changestaff spell, the druid must have either mistletoe or leaves (ash, oak, or yew) of the same sort as the staff.

Sunray (Evocation - Alteration)

Level: 7
Components: V, S, M
Range: 1"/level
Casting Time: 3 segments
Duration: 1 round
Saving Throw: Special
Area of Effect: 1" diameter sphere (plus special)

Explanation/Description: When a sunray spell is cast, the druid evokes a burning beam of light which is similar to a ray of actual sunlight in all important aspects. It inflicts blindness for 1-3 rounds upon all creatures within its area of effect unless a successful saving throw versus spell is made. Creatures using ultravision at the time may be blinded for 2-8 rounds, while those to whom sunlight is harmful or unnatural will suffer permanent blindness unless the save is made, in which case the blindness lasts for 2-12 rounds. Those within its area of effect, as well as creatures within 2" of its perimeter, will have no infravisual capabilities for 2-5 rounds.

Undead (including vampires) caught within its main area of effect must save versus spell, taking 8-48 points of damage or half damage if a save is made. Those within the secondary area of effect (up to 2" from the perimeter) take 3-18 points of damage or no damage if save is made. The ultraviolet light generated by the spell will inflict damage on fungoid creatures and subterranean fungi just as if they were Un-dead, but no saving throw is possible. The material components are an aster seed and a piece of aventurine feldspar (sunstone).

Call Hunt (Conjuration/Summoning)

Level: 7
Components: V,S,M
Range: Special
Casting Time: Special
Duration: Special
Saving Throw: Special
Area of Effect: 10-mile diameter

Explanation/Description: This is truly an awful spell, for it summons the Wild Hunt itself! The druid selects a location that will be the Hunt's place of summoning (see Legends & Lore, pages 30-31, for details on the Wild Hunt), and begins to cast the spell. The spell cannot be started until the full darkness of night sets in (moonlight is no hindrance). The caster must continue to call the Hunt until the Hunt is heard in the distance, or until the first light of dawn. If first light comes before the Hunt, the spell did not succeed. Note that it is extraordinarily difficult to summon the Wild Hunt, since the Hunt is, by its very nature, beyond ordinary control (nor will the Hunt be in any way under the caller's control if it does come). The Master of the Hunt has a saving throw of 2 in all categories, and his is the saving throw used in determining the success of this spell. Every half hour that the druid is casting this spell, 1d20 is rolled. A 1 indicates that the Master has felt the summons and his horn is heard in the night, 10 miles away. Thereafter, the Hunt proceeds normally. While engaged in casting this spell, the druid can spend only one round every half hour in other activities. The druid must be standing upon the spot which is to be the summoning source until the Hunt begins to come (if it does).

Legends & Lore says: "The Wild Hunt exists in all the lands where Druids and their deities dwell." However, should the particular campaign being played exclude the Hunt from its mythos, or if the DM wishes to expand the possibilities of this spell in other cultural settings, call Hunt can be used to summon other powers of a similar nature. The mode of casting would be the same, and the powers' saving throws would be, also. Great discretion should be employed in such a case, making the powers called approximately equivalent to the Hunt, which has at least 21 beings in it worth a total of 27,500 xp. Some suggested powers from other mythos that might be called by this spell are as follows:

Greek mythos - Dionysius with Maenads (berserk maidens, AC 7; MV 15"; HD 8; hp 30; #AT 2; Ding 1-6), or Pan with satyrs and centaurs in a debauched state.
Chinese mythos - Fei Lien and Feng Po with Spirits of the Air, or Wen Chung with the same.
Egyptian mythos - Minions of Set.
Finnish mythos - Air Maidens.
Indian mythos - Yama with his Water Buffalo.
Nehwon mythos - Gods of Trouble or a whole pack of Astral Wolves.
Norse mythos - Valkyries.
Sumerian mythos - Ki (and entourage).

In any case, remember that the Wild Hunt is at least as powerful as a demigod and a couple of dozen big monsters. Whether altered or not, this spell comes labelled, "Handle with Extreme Care!'

Calm Earth (Alteration)

Level: 7
Components: V,S,M
Range: 12" + 1 "/lvI.
Casting Time: 3 segments
Duration: Perm.
Saving Throw: None
Area of Effect: Sphere of radius 12" + 1 "/Ievel

Explanation/Description: This spell negates the seventh-level clerical spell Earthquake and instantaneously stops all natural earthquakes, tremors, vulcanism, and such within the area of effect. The material component for this spell is a piece of mistletoe within a lump of clay.

Ceremony: Anointing (Evocation)

Level: 7
Components: V,S,M
Range: Touch
Casting Time: 18 turns
Duration: Perm.
Saving Throw: Special
Area of Effect 1 individual

Explanation/Description: This rite is used to raise kings, high-level druids, and other important persons to their stations. Various other rituals accompany the rite. In the Celtic view of things, sovereignty is a goddess to be wooed and wedded. The candidate is expected to make offerings to the holy groves, conduct great sacrifices, and give away vast amounts of wealth to the poor to please his "bride;" the Power of Sovereignty. Displays of physical prowess in the candidate are part of the rituals leading up to his annointing. Finally, the anointing takes place. If the candidate proves himself good, wise, liberal, and powerful, he is accepted by the Sovereignty, and is allowed to take up his station. At Thra, the kingstone upon which the new High King stood was supposed to cry out for the true king when he stood upon it. Arthur's being able to pull the sword from its enchanted resting place is much the same sort of thing.

However, the anointing is the seal of station, whether or not the person's annointing works. In other words, the said person is the lawful king, druid ruler, or whatever, upon completion of this ceremony, but disputes can arise about whether that person is the rightful possessor of the office. A successful anointing raises the recipient's wisdom and charisma by one point each (subject to the usual 18-point maximum). The saving throw for this spell is unique. Assuming the candidate is properly qualified to assume the station in question, his fitness for the station is then evaluated by the DM. He is rated on a scale of 1-4 (1 being highest) in each of five areas:

Alignment - Has the recipient displayed good character and faithfulness to the druidic cult in his past behavior?

Duty - Has the recipient shown himself responsible and reliable in all his past dealings, and loyal to the kingdom or sect or organization in question?

Leadership - Has the recipient been a strong and fair leader?

Performance - Did the candidate perform well in the rituals, games, demonstrations, offerings, and generosity during the festivities prior to his anointing?

Breeding - Is the recipient of good family connections and does he act as befits his station?

For the recipient being judged in each category, a saving throw of 5-20 is derived from the addition of all of the awards together. If the recipient rolls this saving throw or above on 1d20, the spell works and he is not only the lawful, but the rightful possessor of that office.

Death chariot (Evocation,Conjuration/Summoning)

Level: 7
Components: V, S, M
Range: 1"
Casting Time: 1 turn
Duration: Special
Saving Throw: Special
Area of Effect: Special

Explanation/Description: When this spell is cast, a clap of thunder sounds and a billowing cloud of smoke erupts from the caster. Within this cloud appears a flaming chariot pulled by two fiery horses. This vehicle moves 24" on the ground, 48" flying, and can carry up to 9 man-sized creatures (the caster need not be among them). The chariot will feel uncomfortably hot to approach, and merely touching one of the horses will do 3-24 points of fiery damage, but boarding or touching the chariot will do no damage. Anyone in the chariot may control the path of the chariot by verbal command, causing the flaming steeds to stop or go, walk, trot, run or fly, turn left, right, rise, or descend. The vehicle and steeds can be harmed by water (one quart will cause 1 hit point of damage) or by magical weapons. The steeds are AC 2, am can be dispelled by inflicting 30 hit points of damage each upon them. The steeds and chariots can be forcibly returned to the Elemental Plane of Fire by use of such spell as dispel magic, holy/unholy word, etc. Fire or electricity will not harm the chariot or steeds, but cold-, ice-, or water-based magic will do them double damage.

A death chariot closely resembles a Chariot of Sustarre, save that its enchantments are less stable and more temporary; at the end of 1 turn after casting (or at any time previous to that, if the caster wishes), the death chariot will suddenly explode in a gigantic ball of fire and vanish (along with its steeds). All in the chariot or within 3" will take 10-40 points of fiery damage (save equals half damage); passengers will suffer further 2 hp of blast shock (as oxygen is consumed in the blast, and air rushes back in to fill the void), and - if the chariot vanishes in midair - falling damage unless magic items or spells afford escape. Readily combustible materials such as cloth, wood, paper, and oil will be consumed in the blast (add flaming oil damage to any chariot passenger carrying it upon their person). All other items (including scrolls and spell books) gain a saving throw vs. fireball. If items also suffer a fall (i.e., from a midair death chariot blast), they must also save against its effects. The bringing of an alchemy jug or a decanter of endless water into or onto the chariot will cause it to immediately explode. The material components of the spell are a small piece of wood, bark, or handful of shavings, 2 holly herrses, and a fire source at least equal to a torch. Note that a druid could well deceive others into thinking the death chariot is a Chariot of Sustarre by touching them before they enter the chariot and accompanying them. The druid causes the chariot to explode by act of will, not verbal command, so he or she could "bail out" before igniting the trap - or alternatively, ride the chariot in safety for a short trip (i.e. across a chasm, down from a cliff, tower, battlement, etc.), and then leave it as a fiery trap, or even send it back at a pursuing enemy before causing it to explode. Attempts to charm, sleep, or hold the fiery steeds will be unsuccessful. The maximum duration of existence of a death chariot (if not exploded earlier) is 1 round per level of the caster; if kept until maximum duration, the chariot will fade away harmlessly, and not explode.

Resplendence of renewed youth (Alteration, Necromancy)

Level: 7
Components: V,S
Range: Touch
Casting Time: 1 hour
Duration: 1 year
Saving Throw: None
Area of Effect: 1 creature

This very powerful spell allows creatures affected to tap into their spiritual strengths in order to bring their bodies back to their peak strength of youth for one year. Presumably this means that their bodies will return to the shape they had when the recipient was around 25 years of age. Afterward, the body returns to the state it would have normally. The spell heavily drains the body of the recipient, and so adds 1d6 +3 years to the recipient's true age. This spell functions only on characters having shown exceptional wisdom and piety during their lives, and then only if they have an exceptional focus that their current condition prevents them from completing. Casting a quest spell is thus mandatory before attempting this spell. Dropping this quest means forfeiting all advantages of the resplendence spell.

Recipients of this spell lose all the negative aspects of old age, such as lost hit points, levels, or ability points and so on, as well as gaining immunity to all diseases and restoration of any previously lost Charisma points for the duration of the spell only. This is due to the aura of self-confidence that the character inspires to onlookers. A character can benefit from this spell once in his lifetime only.

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Bob Senkewicz / Howell, New Jersey /