DRUID SPELLS 6th Level


AnImal Summoning Ill (Conjuration/Summoning)

Level: 6
Components: V, S, M
Range: 8"/level
Casting Time: 8 segments
Duration: Special
Saving Throw: None
Area of Effect: Special

Explanation/Description: This spell is the same in duration and effect as the 4th level animal summoning I spell except that up to 4 animals of no more than 16 hit dice each can be summoned, or eight of no more than 8 hit dice, or 16 creatures of no more than 4 hit dice each can be summoned.

Anti-Animal Shell (Abjuration)

Level: 6
Components: V, S, M
Range: 0
Casting Time: 1 round
Duration: 1 turn/level
Saving Throw: None
20' diameter hemisphere

Explanation/Description: By casting this spell the druid brings into being a hemispherical force field which prevents the entrance of any sort of animal matter of normal (not magical) nature. Thus, a giant would be kept out, but undead could pass through the shell of force, as could such monsters as aerial servants, demons, devils, etc. The anti-animal shell lasts for 1 turn for each level of experience the druid has attained.

Conjure Fire Elemental (Conjuration/Summoning) Reversible

Level: 6
Components: V, S, M
Range: 8"
Casting Time: 6 rounds
Duration: 1 turn/level
Saving Throw: None
Area of Effect: Special

Explanation/Description: Upon casting a conjure fire elemental spell, the druid opens a special gate to the Elemental Plane of Fire, and a strong fire elemental (see ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL) is summoned to the vicinity of the spell caster. It is 85% likely that a 16 die elemental will appear, 9% likely that 2 to 4 salamanders (q.v.) will come, a 4% chance exists that an efreeti (q.v.) will come, and a 2% chance exists that a huge fire elemental of 21 to 24 hit dice (d4 + 20) will appear. Because of the relationship of druids to natural and elemental forces, the conjuring druid need not fear that the elemental force summoned will turn on him or her, so concentration upon the activities of the fire elemental (or other creatures summoned) or the protection of a magic circle is not necessary. The elemental summoned will help the druid however possible, including attacking opponents of the druid. The fire elemental or other creature summoned remains for a maximum of 1 turn per level of the druid casting the spell - or until it is sent back by attack, a dispel magic spell or the reverse of the spell (dismiss fire elemental). Only a druid can dismiss summoned salamanders, efreeti, or ultra-powerful elementals.

Cure Critical Wounds (Necromantic) Reversible

Level: 6
Components: V, S, M
Range: Touch
Casting Time: 8 segments
Duration: Permanent
Saving Throw: None
Area of Effect: Creature touched

Explanation/Description: This spell is the same as the 5th level cleric cure critical wounds spell (q.v.), with the exception of the fact that the spell requires the use of any sort of mistletoe.

Feeblemind (Enchantment/Charm)

Level: 6
Components: V, S
Range: 16"
Casting Time: 8 segments
Duration: Permanent
Saving Throw: Neg.
Area of Effect: One creature

Explanation/Description: A spell which is solely for employment against those persons or creatures who use magic spells, feeblemind causes the victim's brain to become that of a moronic child. The victim remains in this state until a heal, restoration or wish spell is used to do away with the effects. The spell is of such a nature that the probability of it affecting the target creature is generally enhanced, i.e. saving throws are lowered.

Type of Spells Used by Target CreatureSaving Throw Adjustment
Cleric+1
Druid-1
Magic-user (human)-4
Illusionist-5
Combination or non-human-2

Note that the spell has no material component.

Fire Seeds (Conjuration)

Level: 6
Components: V, S, M
Range: 4"
Casting Time: 1 round/seed
Duration: Special
Saving Throw: 1/2
Area of Effect: Special

Explanation/Description: The spell of fire seeds creates special missiles or timed incendiaries which burn with great heat. The druid may hurl these seeds up to 4" or place them to ignite upon a command word. Acorns become fire seed missiles, while holly berries are used as the timed incendiaries. The spell creates up to four acorn fire seeds or eight holly berry fire seeds. The acorns burst upon striking their target, causing 2 to 16 hit points (2dB) of damage and igniting any combustible materials within a 1" diameter of the point of impact. Although the holly berries are too light to make effective missiles, they can be placed, or tossed up to 6' away, to burst into flame upon a word of command. The berries ignite causing 1 to 8 hit points (d8) of damage to any creature in a '/s" diameter burst area, and their fire ignites combustibles in the burst area. The command range for holly berry fire seeds is 4". All fire seeds lose their power after the expiration of 1 turn per level of experience of the druid casting the spell, i.e. a 13th level druid has fire seeds which will remain potent for a maximum of 13 turns after their creation. Targets of acorn fire seeds must be struck by the missile, If a saving throw is made, creatures within the burst area take only one-half damage, but creatures struck directly always take full damage. Note that no mistletoe or other material components beyond acorns or holly berries are needed for this spell.

Transport Via Plants (Alteration)

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

Explanation/Description: By means of this spell, the druid is able to enter any large plant and pass any distance to a plant of the same species in a single round regardless of the distance separating the two. The entry plant must be alive. The destination plant need not be familiar to the druid, but it also must be alive, If the druid is uncertain of the destination plant, he or she need merely determine direction and distance, and the transport via plant spell will move him or her as near as possible to the desired location. There is a basic 20% chance, reduced 1% per level of experience of the druid, that the transport will deliver the druid to an allied species of plant from 1 to 100 miles removed from the desired destination plant. If a particular destination plant is desired, but the plant is not living, the spell fails and the druid must come forth from the entrance plant within 24 hours. Harm too plant housing a druid can affect the druid (cf. plant door).

Turn Wood (Alteration)

Level: 6
Components: V, S, M
Range: 0
Casting Time: 8 segments
Duration: 4 rounds/level
Saving Throw: None
Area of Effect: 12" wide path, 2" long/level

Explanation/Description: When this spell is cast, waves of force roll forth from the druid, moving in the direction he or she faces, and causing all wooden objects in the path of the spell to be pushed away from the druid to the limit of the area of effect. Wooden objects above three inches diameter which are fixed firmly will not be affected, but loose objects (movable mantlets, siege towers, etc.) will move back. Objects under 3 inches diameter which are fixed will splinter and break and the pieces will move with the wave of force. Thus, objects such as wooden shields, spears, wooden weapon shafts and hafts, and arrows and bolts will be pushed back, dragging those carrying them with them; and if a spear is planted in order to prevent this forced movement, it will splinter. The turn wood spell lasts for 4 rounds per level of experience of the druid casting it, and the waves of force will continue to sweep down the set path far this period. The wooden objects in the area of effect are pushed back at o rate of 4" per melee round. The length of the path is 2" per level of the druid, i.e. a 14th level druid casts a turn wood spell with on area of effect 12" wide by

28" long, and the spell would last for 56 rounds (5.6 turns). As usual, the above assumes the druid is using greater mistletoe when casting the spell. Note that after casting the spell the path is set, and the druid may then do other things or go elsewhere without affecting the spell's power.

Wall of Thorns (Conjuration/Summoning)

Level: 6
Components: V, S, M
Range: 8"
Casting Time: 8 segments
Duration: 1 turn/level
Saving Throw: None
Area of Effect: 10" cube/level

Explanation/Description: The wall of thorns spell creates a barrier of very tough, pliable green tangled brush bearing needle-sharp thorns as long as a person's finger. Any creature breaking through (or merely impacting upon) the wall of thorns takes 8 hit points of damage plus an additional amount of hit points equal to the creature's armor class, i.e. 10 or fewer additional hit points of damage, with negative armor classes subtracting from the base 8 hit points of damage. Any creature within the area of effect of the spell when it is cast is considered to have impacted on the wall of thorns and in addition must break through to gain movement space. The damage is based on each 1" thickness of the barrier. If the wall of thorns is chopped at, it will take at least 4 turns to cut a path through a 1" thickness. Normal fire will not harm the barrier, but magical fires will burn away the barrier in 2 turns with the effect of creating a wall of fire while doing so. (See wall of fire spell.) The nearest edge of the wall of thorns appears up to 8" distant from the druid, as he or she desires. The spell lasts for 1 turn for each level of experience of the druid casting it, and covers an area of ten cubic inches per level of the caster in whatever form the caster desires. Thus a 14th level druid could create a wall of thorns 7" long by 2" high (or deep) by 1" deep (or high), a 1', high by 1" wide by 14" long wall to block a dungeon passage, or any other sort of shape that suited his or her needs.

Weather Summoning (Conjuration/Summoning)

Level: 6
Components: V, S, M
Range: 0
Casting Time: 1 turn
Duration: Special
Saving Throw: None
Area of Effect: Special

Explanation/Description: The druidic weather summoning spell is similar to the control weather spell (q.v.) of clerical nature. By casting the spell, the druid calls forth weather commensurate with the climate and season of the area he or she is in at the time. Thus, in spring a tornado, thunderstorm, cold, sleet storm, or hot weather could be summoned. In summer a torrential rain, heat wave, hail storm, etc. can be called for. In autumn, hot or cold weather, fog, sleet, etc. could be summoned. Winter allows great cold, blizzard, or thaw conditions to be summoned. Hurricane-force winds can be summoned near coastal regions in the late winter or early spring. The summoned weather is not under the control of the druid. It might last but a single turn in the case of a tornado, or for hours or even days in other cases. The area of effect likewise varies from about 1 square mile to 100 or more square miles. Note that several druids can act in concert to greatly affect weather, controlling winds and/or working jointly to summon very extreme weather conditions. Within 4 turns after the spell is cast, the trend of the weather to come will be apparent, i.e., clearing skies, gusts of warm or hot air, a chill breeze, overcast skies, etc. Summoned weather will arrive 6 to 17 turns (d12 + 5) after the spell is cast. Anything less than greater mistletoe as the material component will sharply curtail the weather extremes desired.

Liveoak (Enchantment)

Level: 6
Components: V, S, M
Range: Touch
Casting Time: 1 turn
Duration: 1 day/level
Saving Throw: None
Area of Effect: One oak tree

Explanation/Description: This spell enables the druid to select a healthy oak tree and cast a dweomer upon it so as to cause it to serve as a protector The spell can be cast on but a single tree at a time, and while a liveoak cast by a particular druid is in effect, he or she cannot cast another such spell. The tree upon which the dweomer is cast must be within 10 feet of the druid's dwelling place, within a place sacred to the druid, or within 10" of something which the druid wishes to guard or protect. The liveoak spell can be cast upon a healthy tree of small, medium, or large size according to desire and availability. A triggering" phrase of up to a maximum of one word per level of the spell caster is then placed upon the dweomered oak; for instance, "Attack any persons who come near without first saying 'sacred mistletoe' "is an 11-word trigger phrase that could be used by a druid of 11th or higher level casting the spell. The liveoak triggers the tree into becoming a treant of appropriate size and attack capability, matching the specifications of the Monster Manual description, but with only a 3" movement rate. An oak enchanted by this spell will radiate a magic aura, and can be returned to normal by a successful casting of dispel magic or upon the desire of the druid who enchanted it. The druid needs mistletoe to cast this spell.

Transmute Water To Dust (Alteration) Reversible

Level: 6
Components: V, S, M
Range: 6"
Casting Time: S segments
Duration: Permanent
Saving Throw: None (& special)
Area of Effect: 1 cubic "/level

Explanation/Description: When this spell is cast, the subject area instantly undergoes a change from liquid to powdery dust. Note that if the water is already muddy, the area of effect will be expanded to double normal, while if wet mud is concerned the area of effect will be quadrupled. If water remains in contact with the transmuted dust, the former will quickly permeate the latter, turning the dust into silty mud if a sufficient quantity of water exists to do so, otherwise soaking or dampening the dust accordingly.

Only liquid actually existing in the area of effect at the moment of spell casting is affected. Liquids which are only partially water will be affected insofar as the actual water is concerned, except that potions which contain water as a component part will be rendered useless. Living creatures are unaffected, except for those native to the Elemental Plane of Water Such creatures receive a saving throw versus spell to escape the effect, and only one such creature can be affected by any single casting of this spell, regardless of the creature's size or the size of the spell's area of effect. The reverse of the spell is simply a very high-powered create water spell which requires a pinch of normal dust as an additional material component. For either usage of the spell, other components required are diamond dust of at least 500 gp value, a bit of seashell, and the druid's mistletoe.

Blossom (Necromantic) Reversible

Level: 6
Components: V,S,M
Range: 3"
Casting Time: 1 round
Duration: Instant.
Saving Throw: Special
Area of Effect: 1 vegetable object

Explanation/Description: The center of this spell can cause any object of vegetable matter, living or non-living, to sprout leaves, buds, and blossoms. The effects produced will be living, but if produced from a dead source (e.g., making an oaken door sprout leaves and acorns), these growths will eventually die from lack of sustenance. Living plants caused to blossom by this spell will react normally to the new shoots and blossoms. The reverse of this spell, blight, causes any object of vegetable matter, living or nonliving, to have its appendages shrivel up and drop off. Solid objects (e.g., an oaken door) are not similarly affected, but if said door were held together by wooden pegs, those pegs would shrivel up and become loose in their holes. Fruit, blooms, buds, leaves, and so forth are withered instantly by the blight. In either case, only enchanted objects or plants with hit-die listings get a saving throw. Blossom can be very useful in aiding victims of starvation (one could produce immature wheat ears from straw), while blight is extraordinarily useful against yellow musk creepers (all its blossoms would fall off harmlessly). Plantlike creatures, such as shambling mounds, must save vs. death magic or take 6d4 hp damage each time they are struck with blight, and will gain 1 hp per HD (up to their maximum limit) when affected by blossom.

Ceremony: Winter (Evocation)

Level: 6
Components: V,S,M
Range: Special
Casting Time: Dusk to dawn
Duration: 1 year
Saving Throw: None
Area of Effect: Druid's charge

Explanation/Description: Offerings of milk are in order for Imbalc, the winter festival. It is the lambing season, and like lambs, the year is born as the sun begins to wax again. Yule is the longest night of the year, so this is the longest spell in all the druid's repertoire. It is a petition for strength. Neglecting this spell produces a -5% penalty in experience points earned for the next year; the hit dice of animals born are rolled at -1 hp per die.

Control Lycanthropes (Enchantment/Charm)

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

Explanation/Description: 1 werebear or weretiger, 1-2 wereboars, 1-3 werewolves or wolfweres, 1-4 wererats, or 1 jackal-were can be controlled by means of this spell. Control of only one type of lycanthrope may be attempted with any use of this spell. If the lycanthrope is in human form, the druid need not say what kind of lycanthrope he is attempting to control, but if lycanthropes of more than one type are present in human form, only those of one type (druid's choice or choice at random on basis of lycanthropic hit dice) will be affected. Control lasts as long as the lycanthropes continue to fail their saving throws. A new check is made every night during the week of the full moon (seven nights); between full moons, control is automatic. The effects of the spell are like those of the fourth-level magic-user spell, charm monster. In addition, the caster of this spell can force lycanthropes under his control into and out of wereform by means of a simple command.

Decay (Necromantic)

Level: 6
Components: V,S,M
Range: 1/2"/level
Casting Time: 8 segments
Duration: Perm.
Saving Throw: Special
Area of Effect: 3,000 gp wt. maximum

Explanation/Description: In most respects, decay is like the spell decompose, except that it affects living organic matter as well. Up to 3,000 gp weight in objects or creatures (300 lbs.) can be affected. Living creatures who make their saving throw vs. death magic do not decay, but age 2-12 years as a result of this spell. This spell also requires the subject to make a system shock survival roll.

Merge with nature (Alteration, Necromancy)

Level: 6
Components: V,S,M
Range: 0
Casting Time: 1 hour
Duration: Perm.
Saving Throw: Special
Area of Effect: Caster

This spell allows a druidess or female cleric to avoid old age and death by transforming into another state of being, more closely tied with nature, providing a life expectancy and health far beyond mortal range.

Upon casting this spell, the caster links herself with a tree and unites with it so that she actually becomes a dryad (as in the MONSTROUS MANUALTM book), losing her spell-casting and other class abilities in the process, but getting all a dryad's powers in their stead. As this spell is not reversible, it is used rarely and only by high-level individuals willing to leave this world and relinquish their positions to a new generation.

Successful use of this spell requires a tree willing to accept the dryad-to-be (which can be learned by a speak with plants spell), as well as the presence of two willing assistants of the same church as the caster, and of course the caster's holy symbol. At the end of the ceremony, the caster must pass a system shock roll or die. If any of the above-listed conditions are not met, this roll is penalized by -10% for every missing requirement.

Otherworld (Alteration)

Level: 6
Components: V,S,M
Range: Touch
Casting Time: 1 turn
Duration: Special
Saving Throw: None
Area of Effect: 1 individual

Explanation/Description: This spell places the druid or another individual he touches in a special relationship to the Plane of Shadow. The affected person exists in the same body on both planes at once, and his perception is extended to both. In addition, contact is made possible with the Negative and Positive Material Planes. The result of this is the ability to effectively combat creatures with a similar dual existence. Creatures with a dual existence on the Negative Material Plane (many undead) are the most common creatures of this sort, and the affected individual can see them clearly, converse with them if desired, and engage in combat with them on equal terms. A person in the other-world state is not affected by the energy draining and other special abilities of undead from the Negative Material Plane, but will still take physical damage from them when struck. Likewise, the otherworld person need not have magic weapons in order to hit these creatures. However, the spell can only be cast in the dark, and sunlight will force the affected individual back into sole existence on the Prime Material Plane. Creatures killed in the otherworld state have a 75% chance of rising as undead of random sorts.

Rejuvenate

Level: 6
Components: V,S,M
Range: 6"
Casting Time: 1 turn
Duration: special
Saving Throw: none
Area of Effect: special

Explanation/Description: Rejuvenation is the term used by modern geologists to describe the act of a flowing body of water receiving more water into its channel. This then results in faster erosion, swifter waters, and a deeper channel. In game terms, this spell is used to replenished, there is nothing in the spell that will keep the water from being either evaporated slowly or lost in the manner it was the first time around. The amount of water which may be rejuvenated depends upon the level of the casting druid. At levels 11-14, the druid can rejuvenate small waterways such as streams, ponds, etc. At levels 15-18, the druid is able to rejuvenate larger waterways. This would include narrow, fast flowing rivers and perhaps lakes as well. At levels 19-22, huge rivers and bodies of water may be rejuvenated. This would include rivers like the Mississippi and bodies of water as large as one of the Great Lakes. When the druid becomes Hierophant of the Cabal he is able to actually rejuvenate an entire ocean. This may only be done at the cost of his life. This spell is usable only if the body of water in question has been drained significantly. It cannot be used to cause massive flooding of an area, aithought some flooding might result in an event. The material component is a container full of water. The water must be thrown into the direction of where the rejuvenation will occur.

Roots of the assassin (Conjuration)

Level: 6
Components: V,S,M
Range: 10 yds.
Casting Time: 2 rounds
Duration: 1 turn
Saving Throw: None
Area of Effect: 5 yds./caster level

This dark and evil spell calls into existence long, slimy, black roots of foul look and manner. These plant things will grow from any surface the spell was cast on with astonishing speed and attempt to strangle the poor soul(s) who triggered the spell by rolling themselves around the neck of their victim. These roots attack collectively as a priest of the same level as the caster.

The caster of this spell chooses exactly what condition will trigger it; it can be of any complexity, e.g., "Kill only TallfeIlow haiflings wearing magical black leather armor with a red rose painted on their left shoulders" except that the spell can't know the name of a being nor can it be set off by undead or plantlike creatures. This spell creates 1d100 tiny roots per square yard, any of which is sufficient to strangle a human-sized opponent. Each of them can project itself up to five yards in order to attack.

Potential victims thus have to fight several hundred roots originating from several square yards of surface. When called into being, they don't make more noise than a leaf falling from a tree, so only individuals with an exceptional sense of hearing would deny the roots a -4 bonus to surprise rolls.

Entrapped victims can hold their breath a number of rounds equal to 1/3 their Constitution score, beyond they must make a Constitution check every round with a -2 cumulative penalty or perish (allow characters with the Swimming proficiency an additional delay of one round).

Individuals ensnared by this spell can attempt to sever the roots that strangle them. The mass of roots is AC 6 but only slashing weapons will have any effect against the roots, and if the trapped victim uses any weapon larger than a dagger, she will suffer a -3 penalty to her attack rolls against the roots. Slashing weapons sever five times their damage roll in roots and area-effect damaging spells also will destroy that many roots.

Characters attacking from outside the area of effect will not suffer any penalty when attacking the roots, but they also are in danger since roots can turn in response to the attack. The most common way to use this spell is to cast it at a mandatory passage point of the intended target (for example above the bed of a king).

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