nature triumphant - druid spells -...

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Introduction Comments on Prayers This introduction contains new & updated information for magic use in my campaign. Items marked with a † are from the Tome of Magic & all other spells & items are from the PHB. Some of the entries contain optional material, presented in a separate paragraph. Age Creature †: The reverse of this spell, restore youth, negates most sorts of magical aging, provided the aging is the magic’s primary effect. It negates aging from age creature spells, staffs of withering, and attacks by ghosts. It does not reverse incidental aging effects, such as those inflicted by casting a wish or receiving a haste spell. Breath of Life †: The reverse of this spell, breath of death, produces a non-magical disease that breath of life can cure. Combine: The central priest gains a boost to the spells & granted abilities he already has. The central priest gains no extra spells or granted abilities from this spell. Dispel Evil: In addition to driving away evil extra-planar & summoned creatures, this spell is effective against evil enchantment/charm spells and all forms of domination and possession. Dispel Magic: Refer to the wizard’s version of this spell. Dragonbane †: This spell can be the subject of a site focus †. Draw Upon Holy Might †: This spell cannot increase an ability score beyond 25. Extradimensional Pocket †: The extra-dimensional space created by this spell functions as a bag of holding in all respects while its duration lasts. Imbue with Spell Ability: If the recipient dies before the imbued spells are cast, the imbue with spell ability caster regains the ability to cast the imbued spells. Know Time †: This spell reveals the correct local time in terms the caster can most readily understand. If the caster has just arrived on a new world where he is unfamiliar with the names of hours, days, months, and years, the spell reveals a generic result that might not be immediately useful until the caster gets more information. For example, the spell might reveal that it is the 10 th hour of the 23 rd day of the 7 th month in the 2,345 th year. The hour is always given in relation to local midnight. If the world where the know time spell is cast has a time flow different from that of the base campaign, this spell has a 2% chance per caster level of giving an estimation of the difference. The caster can learn if time flows faster or slower & the general degree of difference; great, moderate, or minor. Magic Font: This spell requires a specially prepared font for creating holy water. The spell’s maximum duration depends on the font’s capacity, but the actual time the caster can scry depends on the caster’s knowledge of the subject, as given in the crystal ball description. For example, a magic font spell cast on a basin with a capacity of 60 vials remains active for 1 hour, but the actual time the caster can safely use the font is 30 minutes if the subject being viewed is known slightly. Several other spells can make a magic font more useful, see the crystal ball description for the list. See the notes on the magic mirror & clairvoyance spells for more information on scrying. Mind Read †: This spell functions just like the wizard spell ESP in most respects. Each time a mind read spell is cast, however, the priest can conduct a deep probe of a single creature, possibly gaining additional information as detailed in the spell description. Mistaken Missive †: This spell can affect any document written in ink. For purposes of the spell, ink is any substance that is artificially compounded or altered to render it suitable for use in writing. Documents written with substances that have not been artificially prepared are not subject to this spell. For example, a note written in chalk cannot be altered by this spell, neither can a letter or agreement written in blood. Music of the Spheres †: A successful saving throw against this spell negates only the entrancing effect. An opponent who successfully saves is free to attack the caster but still suffers the -3 penalty to charm-based saving throws for as long as he can hear the music. Nap †: This spell doesn’t reduce the study time required to memorize spells. The spell has no effect if the recipient is unwilling or has received a nap spell in the previous 18 hours. Plane Shift: This spell sends the caster & up to 7 other creatures on a one-way trip to another plane. This spell also allows travel between crystal spheres on the Prime Material Plane (though conditions within a particular sphere might prevent the spell from working). Each sphere requires a unique forked rod made of metal, just as each plane or dimension does. The travelers can return home via a second plane shift spell if they have a rod attuned to their home plane or world. Two-way travel is possible with a single plane shift spell if the DM chooses to allow it. To return home without a second spell, the travelers need the same rod that was used in the original spell, and they must be on the same plane as their original destination. For example, a group of travelers who plane shift to the Outlands & then pass through a gate to the Abyss cannot use the original rod to return home unless they return to the Outlands first. They also cannot return home without another spell if they lose the original rod. Acquiring rods: When a priest gains access to this spell, he usually discovers the type of rod required to reach his home world & to reach the plane where his deity resides. The DM must decide how easy or difficult it is to discover additional rods. The surest way to obtain a rod attuned to a specific plane is to find a priest who has been there before. Otherwise, the priest must conduct his own research to discover what sort of rod is required to reach a particular place. The table of suggested costs assumes that planar travel is intended to be fairly rare, but not unknown. The DM should adjust costs up or down as appropriate. The priest must be in good heath & refrain from adventuring while researching a rod. If the priest has access to commune spells, the required research time is reduced 1 step (1 year of research time is reduced to 1 month), but costs are not reduced. At the end of the research time, the priest must attempt a Wisdom check. If failed, the research is unsuccessful but may be conducted again. If the check succeeds, the priest discovers the type of rod required to reach the plane he was researching; the priest knows the rod’s shape & what materials are required to make it. Finding the materials & a craftsman to make the rod are another problem. The DM is free to decide what rods look like (there are many possible objects that can be described as forked rods). Planar Travel: Research Time & Costs Plane Type 1 Research Cost 2 Research Time 2 Rod Cost 3 Inner Plane 500 / 1500 1 Week / 6 Weeks 100 Outer Plane 1000 / 3000 2 Weeks / 3 Months 300 Demiplane 5000 / 15000 2 Months / 1 Year 400 Pocket Dimension 4 +2000 +1 Month - Prime Material World 750 / 3000 3 Weeks / 9 Weeks 250 1 The Astral & Ethereal Planes are treated as known Inner Planes for purposes of research. 2 The numbers before the slashes are the cost & time requirements for planes that are generally known by the campaign’s spellcasters. The numbers after the slash are the cost & time requirements for destinations about which little is known in the home campaign. All prices are in gold pieces. 3 The number is the typical cost in gold pieces for constructing 1 rod, provided that the proper materials are available. Rods made of extremely rare materials can cost considerably more. 4 Add these modifiers to the type of plane the Pocket Dimension is attached to. For example, researching a Pocket Dimension that is attached to the Ethereal Plane would cost 2500gp & take 5 weeks. The cost for the rod would remain 100gp. Protection from Evil: Refer to the wizard version of this spell. Reflecting Pool: This spell requires a natural pool - a small body of water fed by a natural water source & contained in a setting generally free of artificial constructions. A naturally occurring puddle of rainwater could be considered a pool if it lies in a meadow but not if it lies in a city street. See the notes on the wizard spells magic mirror & clairvoyance for more information on how this spell functions. Speak With Dead: This spell has a range of 1 yard. The dead do not lie, but they can be evasive, misleading, or obtusely literal if they answer the caster’s questions at all (some creatures are allowed saving throws, see the spell description). Unceasing Vigilance of the Holy Sentinel †: A priest recovering from this spell must rest unless compelled to act by some external cause. Generally, the priest cannot respond to threats that he cannot perceive (though the priest always perceives a threat to himself if he suffers damage). A nap spell grants the priest 48 turns of rest. Weighty Chest †: The weight increase created by this spell is activated only when a creature other than the caster attempts to move or lift the protected chest. It is not possible to use a weighty chest as a weapon. For example, the caster cannot cast this spell on a small coffer & then toss it at an opponent, hoping the foe will be bowled over or unbalanced by the coffer’s great weight. Note, however, that a foe could be tricked into attempting to lift or move the chest. Revised Priest Spheres by [email protected] The priest spheres as presented in AD&D 2 nd Edition were a good idea, but it seems in the process of assigning spells to the spheres some of the ‘flavour’ was lost. Because of this, the priest spheres were revised along the lines of the revision by Jon Pickens in Dragon Magazine 205. Some of Jon’s revisions were changed & Tome of Magic spells were added, as well as some original spells. The re-alignment of the spheres was made to regain the feel of the druid, which had lost some of its uniqueness & some of its spells. As a bonus, by moving the various special druid Divination spells into the Animal & Plant lists, we eliminate the need to give the druid minor access to Divinations.

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Page 1: Nature Triumphant - Druid Spells - Tripod.commembers.tripod.com/concordia_games/games/adnd1/rules/druidspells.pdfSee the notes on the wizard spells magic mirror & clairvoyance for

IntroductionComments on PrayersThis introduction contains new & updated information for magic use in my campaign. Items marked with a † are from the Tome of Magic & all other spells & items are from thePHB. Some of the entries contain optional material, presented in a separate paragraph.Age Creature †: The reverse of this spell, restore youth, negates most sorts of magical aging, provided the aging is the magic’s primary effect. It negates aging from age creaturespells, staffs of withering, and attacks by ghosts. It does not reverse incidental aging effects, such as those inflicted by casting a wish or receiving a haste spell.Breath of Life †: The reverse of this spell, breath of death, produces a non-magical disease that breath of life can cure.Combine: The central priest gains a boost to the spells & granted abilities he already has. The central priest gains no extra spells or granted abilities from this spell.Dispel Evil: In addition to driving away evil extra-planar & summoned creatures, this spell is effective against evil enchantment/charm spells and all forms of domination andpossession.Dispel Magic: Refer to the wizard’s version of this spell.Dragonbane †: This spell can be the subject of a site focus †.Draw Upon Holy Might †: This spell cannot increase an ability score beyond 25.Extradimensional Pocket †: The extra-dimensional space created by this spell functions as a bag of holding in all respects while its duration lasts.Imbue with Spell Ability: If the recipient dies before the imbued spells are cast, the imbue with spell ability caster regains the ability to cast the imbued spells.Know Time †: This spell reveals the correct local time in terms the caster can most readily understand. If the caster has just arrived on a new world where he is unfamiliar with thenames of hours, days, months, and years, the spell reveals a generic result that might not be immediately useful until the caster gets more information. For example, the spell mightreveal that it is the 10th hour of the 23rd day of the 7th month in the 2,345th year. The hour is always given in relation to local midnight.If the world where the know time spell is cast has a time flow different from that of the base campaign, this spell has a 2% chance per caster level of giving an estimation of thedifference. The caster can learn if time flows faster or slower & the general degree of difference; great, moderate, or minor.Magic Font: This spell requires a specially prepared font for creating holy water. The spell’s maximum duration depends on the font’s capacity, but the actual time the caster canscry depends on the caster’s knowledge of the subject, as given in the crystal ball description. For example, a magic font spell cast on a basin with a capacity of 60 vials remainsactive for 1 hour, but the actual time the caster can safely use the font is 30 minutes if the subject being viewed is known slightly.Several other spells can make a magic font more useful, see the crystal ball description for the list. See the notes on the magic mirror & clairvoyance spells for more informationon scrying.Mind Read †: This spell functions just like the wizard spell ESP in most respects. Each time a mind read spell is cast, however, the priest can conduct a deep probe of a singlecreature, possibly gaining additional information as detailed in the spell description.Mistaken Missive †: This spell can affect any document written in ink. For purposes of the spell, ink is any substance that is artificially compounded or altered to render it suitablefor use in writing. Documents written with substances that have not been artificially prepared are not subject to this spell. For example, a note written in chalk cannot be altered bythis spell, neither can a letter or agreement written in blood.Music of the Spheres †: A successful saving throw against this spell negates only the entrancing effect. An opponent who successfully saves is free to attack the caster but stillsuffers the -3 penalty to charm-based saving throws for as long as he can hear the music.Nap †: This spell doesn’t reduce the study time required to memorize spells. The spell has no effect if the recipient is unwilling or has received a nap spell in the previous 18hours.Plane Shift: This spell sends the caster & up to 7 other creatures on a one-way trip to another plane. This spell also allows travel between crystal spheres on the Prime MaterialPlane (though conditions within a particular sphere might prevent the spell from working). Each sphere requires a unique forked rod made of metal, just as each plane or dimensiondoes. The travelers can return home via a second plane shift spell if they have a rod attuned to their home plane or world.Two-way travel is possible with a single plane shift spell if the DM chooses to allow it. To return home without a second spell, the travelers need the same rod that was used in theoriginal spell, and they must be on the same plane as their original destination. For example, a group of travelers who plane shift to the Outlands & then pass through a gate to theAbyss cannot use the original rod to return home unless they return to the Outlands first. They also cannot return home without another spell if they lose the original rod.Acquiring rods: When a priest gains access to this spell, he usually discovers the type of rod required to reach his home world & to reach the plane where his deity resides. TheDM must decide how easy or difficult it is to discover additional rods. The surest way to obtain a rod attuned to a specific plane is to find a priest who has been there before.Otherwise, the priest must conduct his own research to discover what sort of rod is required to reach a particular place. The table of suggested costs assumes that planar travel isintended to be fairly rare, but not unknown. The DM should adjust costs up or down as appropriate.The priest must be in good heath & refrain from adventuring while researching a rod. If the priest has access to commune spells, the required research time is reduced 1 step (1 yearof research time is reduced to 1 month), but costs are not reduced. At the end of the research time, the priest must attempt a Wisdom check. If failed, the research is unsuccessfulbut may be conducted again. If the check succeeds, the priest discovers the type of rod required to reach the plane he was researching; the priest knows the rod’s shape & whatmaterials are required to make it. Finding the materials & a craftsman to make the rod are another problem.The DM is free to decide what rods look like (there are many possible objects that can be described as forked rods).Planar Travel: Research Time & CostsPlane Type1 Research Cost2 Research Time2 Rod Cost3

Inner Plane 500 / 1500 1 Week / 6 Weeks 100Outer Plane 1000 / 3000 2 Weeks / 3 Months 300Demiplane 5000 / 15000 2 Months / 1 Year 400Pocket Dimension4 +2000 +1 Month -Prime Material World 750 / 3000 3 Weeks / 9 Weeks 250

1 The Astral & Ethereal Planes are treated as known Inner Planes for purposes of research.2 The numbers before the slashes are the cost & time requirements for planes that are generally known by thecampaign’s spellcasters. The numbers after the slash are the cost & time requirements for destinations aboutwhich little is known in the home campaign. All prices are in gold pieces.3 The number is the typical cost in gold pieces for constructing 1 rod, provided that the proper materials areavailable. Rods made of extremely rare materials can cost considerably more.4 Add these modifiers to the type of plane the Pocket Dimension is attached to. For example, researching aPocket Dimension that is attached to the Ethereal Plane would cost 2500gp & take 5 weeks. The cost for the rodwould remain 100gp.

Protection from Evil: Refer to the wizard version of this spell.Reflecting Pool: This spell requires a natural pool - a small body of water fed by a natural water source & contained in a setting generally free of artificial constructions. Anaturally occurring puddle of rainwater could be considered a pool if it lies in a meadow but not if it lies in a city street.See the notes on the wizard spells magic mirror & clairvoyance for more information on how this spell functions.Speak With Dead: This spell has a range of 1 yard. The dead do not lie, but they can be evasive, misleading, or obtusely literal if they answer the caster’s questions at all (somecreatures are allowed saving throws, see the spell description).Unceasing Vigilance of the Holy Sentinel †: A priest recovering from this spell must rest unless compelled to act by some external cause. Generally, the priest cannot respond tothreats that he cannot perceive (though the priest always perceives a threat to himself if he suffers damage). A nap spell grants the priest 48 turns of rest.Weighty Chest †: The weight increase created by this spell is activated only when a creature other than the caster attempts to move or lift the protected chest. It is not possible touse a weighty chest as a weapon. For example, the caster cannot cast this spell on a small coffer & then toss it at an opponent, hoping the foe will be bowled over or unbalanced bythe coffer’s great weight. Note, however, that a foe could be tricked into attempting to lift or move the chest.

Revised Priest Spheres by [email protected] priest spheres as presented in AD&D 2nd Edition were a good idea, but it seems in the process of assigning spells to the spheres some of the ‘flavour’ was lost. Because of this,the priest spheres were revised along the lines of the revision by Jon Pickens in Dragon Magazine 205. Some of Jon’s revisions were changed & Tome of Magic spells were added,as well as some original spells. The re-alignment of the spheres was made to regain the feel of the druid, which had lost some of its uniqueness & some of its spells. As a bonus, bymoving the various special druid Divination spells into the Animal & Plant lists, we eliminate the need to give the druid minor access to Divinations.

Page 2: Nature Triumphant - Druid Spells - Tripod.commembers.tripod.com/concordia_games/games/adnd1/rules/druidspells.pdfSee the notes on the wizard spells magic mirror & clairvoyance for

IntroductionIn addition, the generic cleric had gained many spells that should not be in their sphere of influence. This listing (which is by no means all inclusive) contains spells from the PHB,ToM & original spells (marked with an asterisk) found in the new spell section outlined for that class (druid or priest).Three small adjustments also should be made to the list of the druids granted powers (this includes all specialty priests of a nature deity):1. Druids receive speak with animals as a 1st level spell instead of a 2nd level spell.2. Druids receive cure light wounds as a 2nd level spell rather than a 1st level spell.3. Druids receive neutralize poison as a 3rd level spell instead of a 4th level spell.The reason for the first is to allow even starting druids the ability to communicate with animals directly; a key character ability.The reason for the second is that the cure light wounds spell is so useful that in most campaigns it nearly always drives out other 1st level spells. This important modificationof the druids granted powers brings back into play the 1st level druid specialty spells, such as entangle & faerie fire. It also creates a very different sense of pacing for those playingdruid PCs.Likewise, another key druid ability was the early access to the neutralize poison spell. In low/mid-level groups, one of the primary reasons to seek out druid PCs was their abilityto save poisoned adventurers.One curious question that came up was how to add new clerical spells to the game, since, theoretically, every cleric knows every spell on the standard list. How, exactly, doesclerical spell research work if all clerical spells are divinely given?One solution that works is to assume that the spells are available if the cleric knows how to ask for them. Thus, the basis for clerical spell research is the cleric’s discovery of howto ask a patron for the appropriate spell. The key factors in the attempt: adventuring time lost, monetary expenditures, and chance of failure are, of course, equal to those of awizard researching a magical spell. Once a spell is discovered, it either may be made available to others of the same religion or perhaps left as a spell unique to the PC cleric. Thisis the DM’s decision, perhaps to be transmitted in the DM’s role of the PC’s patron.Clerical spheres: All, Charm, Combat, Creation, Divination, Guardian, Healing, Necromancy, Protection; Elemental (minor access limited to Earth/Water spells).Druid spheres: All, Animal, Elemental, Healing, Plant, Sun, Weather.All refers to spells usable by any priest, regardless of mythos. There are no Powers (deities) of the Sphere of All. This group includes spells the priest needs to perform basicfunctions.Animal spells are those that affect or alter creatures. It does not include spells that affect people. Deities of nature & husbandry typically operate in this sphere.Astral is a small sphere of spells that enable movement or communication between the different planes of existence. The masters of a plane or particularly meddlesome powersoften grant spells from this sphere.Charm spells are those that affect the attitudes & actions of people. Deities of love, beauty, trickery, and art often allow access to this sphere.Chaos. Most of the spells in the Sphere of Chaos give the spellcaster the ability to add randomness & confusion to the world around him. Some of the spells change the probabilityof the outcomes of events, while others offer protection against Lawful influences. Many of the spells of this sphere are tricky; while they usually help the spellcaster, there aretimes when the spell might harm the priest. Such is the way of Chaos - anyone who draws upon chaotic energy knows that nothing is certain, not even the influences of his god.Powers that operate in this sphere are deities of mischief, trickery, ill luck, and those gods devoted to the power of the individual.Combat spells are those that can be used to directly attack or harm the enemies of the priest or his mythos. These are often granted by deities of war or death.Creation spells enable the priest to produce something from nothing, often to benefit his followers. This sphere can fill many different roles, from a provider to a trickster.Divination enables the priest to learn the safest course of action in a particular situation, find a hidden item, or recover long-forgotten information. Deities of wisdom & knowledgetypically have access to this sphere.Elemental spells are all those that affect the four basic elements of creation - earth, air, fire, and water. Nature deities, elemental deities, those representing or protecting variouscrafts, and the deities of sailors would all draw spells from this sphere.Guardian spells place magical sentries over an item or person. These spells are more active than protection spells because they create an actual guardian creature of some type.Protective, healing, and trickster deities may all grant spells of this sphere.Healing spells are those that cure diseases, remove afflictions, or heal wounds. These spells cannot restore life or regrow lost limbs. Healing spells can be reversed to cause injury,but such use is restricted to evil priests. Protective & merciful deities are most likely to grant these spells, while nature deities may have lesser access to them.Law. The Sphere of Law is based on two principles. The first is that the group is more powerful than the sum of the individuals who make up the group. The second is that theindividual must obey established rules whether or not he personally thinks they are good rules. In both cases, the idea of order is exploited, sometimes beneficially, sometimesharmfully. The beneficial spells of the Sphere of Law draw upon the first principle. Such spells coordinate the power of a group of characters. By using spells of this sphere,individuals who work closely together can become focused into a strong, united force. The harmful spells of the sphere draw upon the second principle; they take the concept oflaw one step too far & prevent the individual from operating with a free will. These spells limit a person’s choices, obliterate spontaneity, individual thought and action. Whereasbeneficial spells draw a group together, harmful spells isolate the individual or even subjugate him to the commands of another person. Deities of rulership, kingship, community,and culture are likely to act in this sphere.Necromantic spells restore to a creature some element of its life-force that has been totally destroyed. It might be life, a limb, or an experience level. These spells in reverse arepowerfully destructive, and are used only by extremely evil priests. Deities of life or death are most likely to act in this sphere.Numbers. The Sphere of Numbers revolves around the concept that numbers & mathematical relationships between numbers represent the “core truths” of reality or the “secrets ofthe universe”. By studying numbers & their relationships, some scholars believe they can learn truths otherwise inaccessible; by manipulating numbers, they believe they canactually alter the fabric of reality. This sphere uses spells that allow a priest to comprehend & use the mysteries of numbers. Since many of these spells are incredibly intricate &depend on very esoteric concepts in mathematics & hypermathematics, only priests with relatively high intelligence (13 or higher) are allowed access to these spells. Spells fromthis sphere are most likely to be granted by deities of knowledge (particularly arcane or hidden knowledge). Many of the philosophies central to this sphere sound unusual,illogical, or even insane - things one might expect to hear from the lips of a senile “prophet” who has discovered the “truth of All” in the pseudo-mathematical scratchings hemakes in his notebooks. There are many cranks & charlatans claiming to predict the future who are often mistaken for true practitioners of this sphere & vice versa. A priest who isgranted spells from the Sphere of Numbers may sound like a crank when he claims the birth dates of kings predict the date of Doomsday, but there is one fundamental differencebetween him & the charlatan: the priest’s spells work.Plant spells affect plants, ranging from simple agriculture (improving crops & the like) to communicating with plant-like creatures. Agricultural & nature Powers grant spells inthis sphere.Protection spells create mystical shields to defend the priest or his charges from evil attacks. War & protective deities are most likely to use these, although one devoted to mercy& kindness might also bestow these spells.Summoning spells serve to call creatures from other places, or even other dimensions, to the service of the priest. Such service is often against the will of the creature, so castingthese spells often involves great risk. Since creatures summoned often cause great harm & destruction, these spells are sometimes bestowed by war or death powers.Sun spells are those dealing in the basic powers of the solar universe - the purity of light & its counterpart darkness. Sun spells are very common with nature, agricultural, or life-giving powers.Thought. The Sphere of Thought is rooted in the philosophy of mentation & the effects of mental acts & structures on reality. Priests of this sphere believe that the commonconception of the thought (i.e., a more-or-less objective analysis of sensory input which is in turn an objective perception of reality) is fallacious & misleading. These philosophersmaintain that thought is & must be tied closely to reality. In effect, they believe that the thinker, the thought, and the subject of that thought somehow interact. Thus, thinking aboutan object or condition can sometimes cause a physical change in that object or condition. Philosophers of this sphere also believe that once a thought has been created (“once athought is thought”), it exists as a “freestanding mental object”. This “thought object” can sometimes be detected & manipulated. This sphere uses spells related to thesephilosophical beliefs. Like the Sphere of Numbers, these spells are intricate & are based on some esoteric concepts of philosophy. It is suggested that only priests with relativelyhigh intelligence (13 or higher) be allowed access to these spells. Spells of this sphere are most likely to be granted by deities of thought or knowledge (especially arcane or hiddenknowledge). This sphere might have as its patrons certain deities who rule & exist in the abstract realms of thought. Certain isolated philosophers discuss the existence of a deity ofsolipsism (the philosophical belief that only the self exists). Since such a deity would believe that it exists alone in the universe, it would have no worshipers.Time. The spells of the Sphere of Time explore ways in which time can be altered & perceived. These spells manipulate the effects of the passage of time on objects and creatures& can also affect the passage of time itself. Such spells are often the province of deities associated with nature, philosophy, divination, and trickery.Travelers. Spells of this sphere provide aid & comfort to travelers, making their journeys safer, easier, and more enjoyable. Deities sympathetic to the well-being of explorers,nomads, and other wayfarers often allow access to this sphere.

Page 3: Nature Triumphant - Druid Spells - Tripod.commembers.tripod.com/concordia_games/games/adnd1/rules/druidspells.pdfSee the notes on the wizard spells magic mirror & clairvoyance for

IntroductionWar. The Sphere of War involves magic specifically for use on the battlefield - in mass combat between large units. Usually, these spells are granted by deities of war: thosePowers who believe that victory & courage in battle are the ultimate goals for mortals. Priests who follow these gods are sometimes generals or leaders of armies. For these priests,tactical & strategic brilliance are as important as personal skill in combat. There are significant differences between the spheres of War & Combat. Combat spells are those thepriest can use in personal altercations. These spells inflict physical damage on an opponent or improve the combat abilities of the priest & several comrades. War spells, on theother hand, are concerned with aspects of large-scale battles other than direct infliction of damage: observation, identification, movement, morale, and the like. Few spells of thissphere inflict physical damage on the enemy. Unlike spells of other spheres, most War spells can be cast only on a single military “unit”. The deities who preside over the Sphereof War are careful when granting these spells to their priests. They will generally grant such spells only when a priest is about to enter battle. In the case of the more militant wargods, a priest who petitions for these spells inappropriately or misuses them may suffer dire consequences.Wards. This sphere includes spells that provide protection of clearly defined areas, ranging from small objects to entire villages. The magical boundaries established by thesespells prevent entry or negate the effects of specific creatures, energies, or conditions. Many of the spells take advantage of cooperative magic, involving the casting of a spell by anumber of assembled priests to enchant exceptionally large areas. Deities of war & protection, as well as those associated with benevolence & mercy, might bestow these spells.Weather spells enable the priest to manipulate the forces of weather. Such manipulation can be as simple as providing rain to parched fields, or as complex as unbridling thepower of a raging tempest. Not surprisingly, these tend to be the province of nature & agricultural powers and appear in the repertoire of sea & ocean powers.

ALL ASTRALBless (1st) Purify Self (1st)* Extend (3rd)* Commune (5th) Speak With Astral Traveler (1st) Extra-dimensional Pocket (5th)Call Upon Faith (1st) Sanctify Ghi (1st)* Godfire (3rd)* Quest (5th) Astral Window (3rd) Plane Shift (5th)Combine (1st) Draw Upon Holy Might (2nd) Prayer (3rd) Ancient Curse (7th)* Extra-dimensional Detection (3rd) Astral Spell (7th)Detect Evil (1st) Chant (2nd) Focus (4th) Call Avatar (7th)* Etherealize Object (4th)* Gate (7th)Om (1st)* Omen (2nd)* Uplift (4th) Major Quest (7th)* Join with Astral Traveler (4th)Purify Food & Drink (1st) Sanctify (2nd) Atonement (5th) Extra-dimension Manipulate (5th)

ANIMAL CHAOSAnimal Enmity (1st)* Gift of Speech (2nd)* Call Woodland Beings (4th) Detect Chaos/Law (1st)*Animal Friendship (1st) Healing Fangs (2nd)* Detect Animal Attacker (4th)* Mistaken Missive (1st)Animal Healing I (1st)* Imbue Intelligence (2nd)* Find Companion (4th)* Protection from Chaos/Law (1st)*Animal Tracks (1st)* Messenger (2nd) Giant Insect (4th) Dissension's Feast (2nd)Beastmask (1st)* Primal Voice (2nd)* Hunger (4th)* Miscast Magic (3rd)Charm Person or Mammals (1st) Snake Charm (2nd) Repel Insects (4th) Random Causality (3rd)Cloak of Insects (1st)* Speak With Animals (2nd) Sticks to Snakes (4th) Chaotic Combat (4th)Courier (1st)* Summon Nature’s Ally II (2nd)* Summon Nature’s Ally IV (4th)* Chaotic Sleep (4th)Detect Snares & Pits (1st) Summon Swarm (2nd)* Animal Growth (5th) Inverted Ethics (4th)Gnat Swarm (1st)* Wild Deer Speed (2nd)* Animal Merge (5th)* Protection from Chaos/Law, 10’ Radius (4th)*Hibernate (1st)* Animal Healing III (3rd)* Animal Quest (5th)* Chaotic Commands (5th)Invisibility to Animals (1st) Animal Rage (3rd)* Animal Summoning II (5th) Dispel Chaos/Law (5th)*Living Shield (1st)* Animal Sense (3rd)* Commune With Nature (5th) Strife (5th)*Locate Animals or Plants (1st) Charm Insects (3rd)* Improved Lion’s Claw (5th)* Alter Luck (6th)*Magic Fang (1st)* Dominate Animal (3rd)* Raise Dead Animals (5th)* Everchanging Self (6th)*Make Tracks (1st)* Greater Magic Fang (3rd)* Summon Nature’s Ally V (5th)* Confusion (7th)Reed Staff (1st)* Hasten Rot (3rd)* Viper’s Bite (5th)* Sacred Link (7th)*Speak With (Specific Animal) (1st)* Hold Animal (3rd) Animal Summoning III (6th) Uncontrolled Weather (7th)Summon Nature’s Ally I (1st)* Inkjet (3rd)* Anti-Animal Shell (6th) Word of Chaos/Law (7th)*Watcher (1st)* Insect Ward (3rd)* Awaken (6th)*Algae Bloom (2nd)* Lion’s Claw (3rd)* Enhance Druidic Shape-changing Power (6th)*Animal/Bird Call (2nd)* Repel Parasite (3rd)* Hide of the Beetle (6th)*Animal Healing II (2nd)* Rot (3rd)* Philidor’s Weapons to Monsters (6th)*Animal Spy (2nd)* Summon Insects (3rd) Polymorph Nature Object (6th)*Animal Trance (2nd)* Summon Nature’s Ally III (3rd)* Summon Nature’s Ally VI (6th)*Bat Sense (2nd)* Thorn Skin (3rd)* Creeping Doom (7th)Bestial Prayer (2nd)* Animal Haste (4th)* Reincarnate (7th)Beastspite (2nd)* Animal Healing IV (4th)* Serpent Garden (7th)*Druidsight (2nd)* Animal Summoning I (4th) Summon Nature’s Ally VII (7th)*Fertilize (2nd)* Bear Hug (4th)* Summon Nature’s Ally VIII (8th)*

CHARM CREATIONAnimal Enmity (1st)* Compel Testimony (3rd)* Dispel Evil (5th) Acid Hands (1st)* Blessed Abundance (5th)Charm Person or Mammals (1st) Dominate Animal (3rd)* Dreamwalk (5th)* Cloak of Insects (1st)* Golem (5th)*Command (1st) Emotion Control (3rd) Gnawing Pain (5th)* Light (1st) Moonbeam (5th)*Sanctuary (1st) Hold Person (3rd) Inquisition (5th)* Magical Stone (1st) Raise Dead (5th)Detect Charm (2nd) Phobia (3rd)* Meld (5th) Aid (2nd) Wall of Carnivorous Plants (5th)*Ecstasy (2nd)* Remove Curse (3rd) Noticed (5th)* Create Holy Symbol (2nd) Wall of Thorns (5th)*Enthrall (2nd) Suggestion (3rd)* Overlook (5th)* Flame/Frost Blade (2nd)* Animate Object (6th)Music of the Spheres (2nd) Control Plants (4th)* Strife (5th)* Spring (2nd)* Blade Barrier (6th)Mystic Transfer (2nd) Elemental Control (4th)* Calm (6th)* Tangleberry (2nd)* Dark Way (6th)*Pincher’s Bait (2nd)* Emotion (4th)* Control Lycanthropes (6th)* Continual Light (3rd) Heroes’ Feast (6th)Siren Song (2nd)* Oration (4th)* Convert (6th)* Create Armor (3rd)* Moon Beam (6th)*Snake Charm (2nd) Animal Merge (5th)* Confusion (7th) Create Food & Water (3rd) Chariot of Sustarre (7th)Swim (2nd)* Animal Quest (5th)* Exaction (7th) Create Oil (3rd)* Restoration (7th)Charm Insects (3rd)* Negative Plane Protection (3rd) Resurrection (7th)

Addition (4th) Sand Storm (7th)*Sticks to Snakes (4th)

COMBATCommand (1st) Hailstone (2nd)* Holy Flail (3rd)* Cloud of Pestilence (4th)* Freezing Claw (6th)*Freezing Hands (1st)* Icebolt (2nd)* Holy Flame (3rd)* Lightning Strike (4th)* Heroes’ Feast (6th)Magical Stones (1st) Peace Knot (2nd)* Improved Spiritual Hammer (3rd)* Martial Dance (4th)* Imbue Purpose (6th)*Remove Fear (1st) Rive (2nd)* Lion’s Claw (3rd)* Flame Strike (5th) Otherworld (6th)*Spiritual Whip (1st)* Sharpleaf (2nd)* Mace of Odo (3rd)* Hand of Faith (5th)* Sonic Blast (6th)*Weapon of the Earth (1st)* Spiritual Hammer (2nd) Moonblade (3rd)* Improved Lion’s Claw (5th)* Spiritual Wrath (6th)Aid (2nd) Stone Splinters (2nd)* Mystic Blade (3rd)* Lightning Bolt (5th)* Bladebless (7th)*Brambles (2nd)* Thorn Throw (2nd)* Sonic Enhancement (3rd)* Slicing Shadow (5th)* Holy Word (7th)Chargelance (2nd)* Weapon Shift (2nd)* Unearthly Choir (3rd) Blade Barrier (6th) Soul Reaver (7th)*Faith Arrow (2nd)* Flame Shield (3rd)* Animate Statue (4th)* Crown of Brilliance (6th)* Word of Chaos/Law (7th)*Flame/Frost Blade (2nd)* Godfire (3rd)* Cloak of Bravery (4th) Dolo’s Thorn Strike (6th)*

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IntroductionDIVINATIONBloodhound (1st)* Predict Weather (1st)* Omen (2nd)* That Art Thou (3rd)* Pool of Deeds (5th)*Comprehend Languages (1st)* Reveal Fire (1st)* Sense Fate (2nd)* Detect Lie (4th) Revelation (5th)*Death Sense (1st)* Tale of the Flame (1st)* Speak with Animals (2nd) Divination (4th) True Seeing (5th)Detect Harmful Gas (1st)* Whispering Branches (1st)* Tracking (2nd)* Locate Person (4th)* Find The Path (6th)Detect Magic (1st) Woodland Sight (1st)* Warp Sense (2nd)* Mycelial Fingers (4th)* Locate Minion (6th)*Detect Metal & Minerals (1st)* Augury (2nd) Watcher at the Gate (2nd)* Reveal (4th)* Mycelial Extension (6th)*Detect Poison (1st) Current Sensing (2nd)* Detect Spirits (3rd)* Scholarship (4th)* Reincarnation Sight (6th)*Detect Portals (1st)* Detect Charm (2nd) Detect Dimensional Anomaly (3rd)* See All Faces (4th)* Speak with Dragonkind (6th)*Find Water (1st)* Detect Condition (2nd)* Earth Sense (3rd)* Tongues (4th) Speak with Monsters (6th)Find Woodland Familiar (1st)* Find Traps (2nd) Extra-dimensional Detection (3rd) Trace Teleport (4th)* Analyze Planar Structure (7th)*Know Air (1st)* Karma Sight (2nd)* Locate Object (3rd) Consequence (5th) Divine Inspiration (7th)Moon’s Heart (1st)* Magical Proximity (2nd)* Speak With Dead (3rd) Magic Font (5th) Penetrate Cosmic Ignorance (7th)*ELEMENTAL AIR ELEMENTAL EARTH ELEMENTAL WATER ELEMENTAL FIRE HEALINGElemental Burst (1st)* Create Earth (1st)* Acid Hands (1st)* Coalstone (1st)* Animal Healing I (1st)*Faerie Fire (1st) Detect Metal & Minerals (1st)* Create Water (1st) Elemental Burst (1st)* Cure Light Wounds (1st)Breathable Air (1st)* Elemental Burst (1st)* Current (1st)* Log of Everburning (1st) Fertility (1st)*Create Air (1st)* Guardian Watch (1st)* Elemental Burst (1st)* Reveal Fire (1st)* Gift of Life (1st)*Know Air (1st)* Weapon of the Earth (1st)* Find Water (1st)* Tale of the Flame (1st)* Heal Plants (1st)*Precipitation (1st)* Burrow (2nd)* Freezing Hands (1st)* Extinguish Fire (2nd)* Animal Healing II (2nd)*Rainshield (1st)* Cavern Close (2nd)* Precipitation (1st)* Fire Trap (2nd) Cure Blindness/Deafness (2nd)Wailing Wind (1st)* Dust Devil (2nd) Purify Water (1st)* Firebreak (2nd)* Cure Wounds (2nd)*Whisperward (1st)* Earth Ward (2nd)* Current Sensing (2nd)* Flame Blade (2nd) Delay Poison (2nd)*Air Flight (2nd)* Mark of Earth (2nd)* Float (2nd)* Flame Sword (2nd)* Detect Condition (2nd)*Calm Air (2nd)* Pool of Quicksand (2nd)* Hailstone (2nd)* Heat Metal (2nd) Fortifying Stew (2nd)*Dust Devil (2nd) Quicksand (2nd)* Icebolt (2nd)* Mark of Fire (2nd)* Healing Fangs (2nd)*Glass Air (2nd)* Soften Earth & Stone (2nd)* Mark of Frost (2nd)* Produce Flame (2nd) Mist of Faithful Healing (2nd)*Mark of Air (2nd)* Stone Splinters (2nd)* Mark of Water (2nd)* Flame Shield (3rd)* Slow Poison (2nd)Mark of Frost Clay Beast (3rd)* Spring (2nd)* Flame Walk (3rd) Weaken Poison (2nd)*Zephyr (2nd)* Earth Armor (3rd)* Swim (2nd)* Flaming Child (3rd)* Animal Healing III (3rd)*Air Lance (3rd )* Earth Sense (3rd)* Watery Fist (2nd)* Heat (3rd)* Blessed Herb (3rd)*Cloudburst (3rd)* Gradual Petrify (3rd)* Wave (2nd)* Holy Flame (3rd)* Cure Disease (3rd)Protection from Air (3rd)* Meld Into Stone (3rd) Steam Cloud (3rd)* Protection From Fire (3rd) Cure Harmful Wounds (3rd)*Sonic Dampener (3rd)* Stone Shape (3rd) Surf (3rd)* Pyrotechnics (3rd) Hold Poison (3rd)*Sonic Enhancement (3rd)* Stone Seeds (3rd)* Water Breathing (3rd) Warmth (3rd)* Physical Link (3rd)*Thunderclap (3rd)* Analyze Element (4th)* Water Walk (3rd) Analyze Element (4th)* Animal Healing IV (4th)*Wind & Rain Protection (3rd)* Animate Statue (4th)* Whirlpool (3rd)* Greater Mark of Fire (4th)* Awake (4th)*Wind Servant (3rd)* Earthmaw (4th)* Analyze Element (4th)* Produce Fire (4th) Cure Serious Wounds (4th)Windbearer (3rd)* Elemental Forbiddance (5th) Create Spring (4th)* Smoke Ghost (4th)* Fortify (4th)Zone of Sweet Air (3rd) Greater Mark of Earth (4th)* Greater Mark of Frost (4th)* Star Burst (4th)* Neutralize Poison (4th)Analyze Element (4th)* Stone Form (4th)* Greater Mark of Water (4th)* Elemental Forbiddance (5th) Withdraw (4th)*Calm Winds (4th)* Warp Stone or Metal (4th)* Hold Wave (4th)* Transmute Air to Smoke (5th)* Cure Critical Wounds (5th)Clear Air (4th)* Impregnable Wall (5th)* Lower Water (4th) Wall of Fire (5th) Dispel Evil/Good (5th)Cloud of Pestilence (4th)* Nature’s Charm (5th)* Reflecting Pool (4th) Call Elemental I (6th)* Healing Rain (5th)*Greater Mark of Air (4th)* Rain of Sand (5th)* Sea Form (4th)* Conjure Fire Elemental (6th) Partial Regeneration (5th)*Greater Mark of Frost (4th)* Shatter Stone & Metal (5th)* Shape Waves (4th)* Fire Seeds (6th) Heal (6th)Smoke Ghost (4th)* Sink into Earth (5th)* Cloud of Purification (5th) Call Elemental II (7th)* Regenerate (7th)Wind Wall (4th)* Spike Stones (5th) Elemental Forbiddance (5th) Chariot of Sustarre (7th) Resplendence of Renewed Youth (7th)*Air Messenger (5th)* Stonewood (5th)* Geyser (5th)* Death Chariot (7th)* Revitalize (7th)*Air Walk (5th)* Strengthen Stone (5th)* Healing Rain (5th)* Fire Storm (7th)Cloud of Purification (5th) Transmute Rock to Mud (5th) Nature’s Charm (5th)*Control Winds (5th) Warp Metal (5th)* Part Water (5th) LAW TIMEElemental Forbiddance (5th) Call Elemental I (6th)* Pool of Deeds (5th)* Command (1st) Know Age (1st)Float (5th)* Earth Favour (6th)* Transmute Air to Ice (5th)* Detect Chaos/Law (1st)* Know Time (1st)Transmute Air to Ice (5th)* Polymorph Nature Object (6th)* Call Elemental I (6th)* Protection from Chaos/Law (1st)* Hesitation (2nd)Transmute Air to Smoke (5th)* Stone Tell (6th) Freezing Claw (6th)* Calm Chaos (2nd) Nap (2nd)Wind Strike (5th)* Transmute Water to Dust (6th) Rejuvenate (6th)* Enthrall (2nd) Accelerate Healing (3rd)Windlance (5th)* Animate Rock (7th) Transmute Water to Dust (6th) Hold Person (2nd) Choose Future (3rd)Call Elemental I (6th)* Call Elemental II (7th)* Whirlpool (6th)* Rigid Thinking (3rd) Slow Rot (3rd)Freezing Claw (6th)* Calm Earth (7th)* Aerate Water (7th)* Strength of One (3rd) Age Plant (4th)Sonic Blast (6th)* Conjure Earth Elemental (7th) Call Elemental II (7th)* Compulsive Order (4th) Body Clock (4th)Transmute Air to Lightning (6th)* Earthquake (7th) Tsunami (7th)* Defensive Harmony (4th) Age Object (5th)Transmute Air to Vacuum (6th)* Sand Storm (7th)* Protection from Chaos/Law, 10’ Radius (4th)* Repeat Action (5th)Call Elemental II (7th)* Transmute Metal to Wood (7th) Weather Stasis (4th) Time Pool (5th)Chariot of Sustarre (7th) Wrath of the Earth (7th)* Champion's Strength (5th) Age Creature (6th)Tornado (7th)* Dispel Chaos/Law (5th)* Reverse Time (6th)Whirlwind (7th)* Impeding Permission (5th) Skip Day (6th)Wind Walk (7th) Legal Thoughts (6th) Age Dragon (7th)

Sacred Link (7th)* Resplendence of Renewed Youth (7th)*Word of Chaos/Law (7th)* Timelessness (7th)

GUARDIAN THOUGHTDetect Evil/Good (1st) Abjure (4th) Emotion Read (1st) Scholarship (4th)*Light (1st) Cloak of Bravery (4th) Speak With Astral Traveler (1st) Solipsism (4th)Protection from Evil/Good (1st) Lesser Guardian Seal (4th)* Thought Capture (1st) Thought Broadcast (4th)Remove Fear (1st) Protection from Evil/Good, 10’ Radius (4th) Idea (2nd) Dreamwalk (5th)*Sacred Guardian (1st) Dispel Evil/Good (5th) Mind Read (2nd) Memory Wrack (5th)Whisperward (1st)* Unceasing Vigilance of the Holy Sentinel (5th) Emotion Control (3rd) Mindshatter (5th)Portal Alarm (2nd)* Forbiddance (6th) Memory Read (3rd) Thoughtwave (5th)Watcher at the Gate (2nd)* Holy Word (7th) Telepathy (3rd) Convert (6th)*Dispel Magic (3rd) Symbol (7th) Genius (4th) Disbelief (6th)Continual Light (3rd) Mental Domination (4th) Group Mind (6th)Gate Seal (3rd)* Modify Memory (4th) Divine Inspiration (7th)Glyph of Warding (3rd) Rapport (4th) Mindkiller (7th)

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IntroductionNECROMANTIC NUMBERS SUN WAREnhanced Turn Undead (1st)* Immunization (5th)* Analyze Balance (1st) Intensify (1st)* Courage (1st)Invisibility to Undead (1st) Raise Dead (5th) Personal Reading (1st) Light (1st) Morale (1st)Rest in Peace (1st)* Raise Dead Animals (5th)* Moment (2nd) Sun Scorch (1st)* Emotion Perception (2nd)View Health Aura (1st)* Earthwrack (6th)* Dispel Magic (3rd) Sun Lights (2nd)* Rally (2nd)Aid (2nd) Merge with Nature (6th)* Extra-dimensional Detection (3rd) Continual Light (3rd) Adaptation (3rd)Cure Blindness/Deafness (2nd) Otherworld (6th)* Moment Reading (3rd) Moonblade (3rd)* Caltrops (3rd)Fertilize (2nd)* Reincarnation Sight (6th)* Telethaumaturgy (3rd) Starshine (3rd) Leadership (4th)Slow Poison (2nd) Speed Soul Journey (6th)* Addition (4th) Blessed Warmth (4th) Tanglefoot (4th)Undead Destructor (2nd)* Breath of Life (7th) Dimensional Folding (4th) Solar Flare (4th)* Disguise (5th)Animate Dead (3rd) Resplendence of Renewed Youth (7th)* Probability Control (4th) Solar Intensity (4th)* Illusory Artillery (5th)Automaton (3rd)* Restoration (7th) Consequence (5th) Star Burst (4th)* Gravity Variation (6th)Cure Disease (3rd) Resurrection (7th) Extra-dimension Manipulate(5th) Sunburst (4th)* Illusory Fortification (7th)Feign Death (3rd) Soul Reaver (7th)* Extra-dimensional Pocket (5th) Moonbeam (5th)* Shadow Engines (7th)Negative Plane Protection (3rd) Physical Mirror (6th) Rainbow (5th)Remove Paralysis (3rd) Seclusion (6th) Crown of Brilliance (6th)*Speak with Dead (3rd) Space Warp (7th) The Great Circle (6th)Neutralize Poison (4th) Moon Beam (6th)*Animate Dead Monsters (5th)* Sol’s Searing Orb (7th)Conceal Lifeforce (5th)* Sunray (7th)

PROTECTION SUMMONING WEATHERDeflection (1st)* Remove Paralysis (3rd) Find Woodland Familiar (1st)* Restless Constellations (4th)* Electrical Charge (1st)*Endure Cold/Heat (1st) Repel Parasite (3rd)* Gnat Swarm (1st)* Seeking Sword (4th)* Faerie Fire (1st)Living Shield (1st)* Retaliation (3rd)* Guardian Watch (1st)* Summon Nature’s Ally IV (4th)* Obscurement (1st)Protection from Chaos/Law (1st)* Sonic Dampener (3rd)* Nectar (1st)* Dispel Chaos/Law (5th)* Precipitation (1st)*Protection from Evil (1st) Storm Shell (3rd)* Protection from Evil (1st) Dispel Evil (5th) Predict Weather (1st)*Ring of Hands (1st) Water Breathing (3rd) Summon Nature’s Ally I (1st)* Summon Nature’s Ally V (5th)* Chargelance (2nd)*Sanctuary (1st) Wind & Rain Protection (3rd)* Animal/Bird Call (2nd)* Aerial Servant (6th) Call Lightning (3rd)Silence, 1’ Radius (1st)* Neutralize Gas (4th)* Dust Devil (2nd) Animate Object (6th) Cloudburst (3rd)*Silent Armor (1st)* Protection from Acid (4th)* Lengthy Arm (2nd)* Conjure Animals (6th) Storm Shell (3rd)*Dispel (2nd)* Prot. from Chaos/Law, 10’ Radius (4th)* Messenger (2nd) Sea Mount (6th)* Wind & Rain Protection (3rd)*Earth Ward (2nd)* Protection from Evil, 10’ Radius (4th) Detect Charm (2nd) Summon Nature’s Ally VI (6th)* Control Temperature, 10’ Radius (4th)Firebreak (2nd)* Spell Immunity (4th) Summon Nature’s Ally II (2nd)* Weather Summoning (6th) Lightning Strike (4th)*Resist Fire/Cold (2nd) Stone Form (4th)* Summon Swarm (2nd)* Word of Recall (6th) Protection From Lightning (4th)Silence, 15' Radius (2nd) Warding Light (4th)* Wyvern Watch (2nd) Call Hunt (7th)* Reflecting Pool (4th)Steep Soma-juice (2nd)* Anti-Plant Shell (5th) Clay Beast (3rd)* Creeping Doom (7th) Weather Dome (4th)*Withdraw (2nd) Call Upon Faith (5th)* Flaming Child (3rd)* Death Chariot (7th)* Weather Stasis (4th)Dispel Magic (3rd) Dispel Chaos/Law (5th)* House Spirit (3rd)* Exaction (7th) Cloudscape (5th)*Earth Armor (3rd)* Anti-Animal Shell (6th) Summon Animal Spirit (3rd)* Gate (7th) Control Winds (5th)Exaltation (3rd)* Entropy Shield (6th)* Summon Nature’s Ally III (3rd)* Holy Channel (7th)* Lightning Bolt (5th)*Line of Protection (3rd) Everchanging Self (6th)* Whirlpool (3rd)* Spirit of Power (7th) Lightning Bugs (5th)*Magical Vestment (3rd) Glacier Skin (6th)* Abjure (4th) Succor (7th) Rainbow (5th)Negative Plane Protection (3rd) Word of Recall (6th) Elemental Control (4th)* Summon Nature’s Ally VII (7th)* Deep Freeze (6th)*Protection from Air (3rd)* Shield of the Archons (7th)* Protection from Evil, 10’ Radius (4th) Summon Nature’s Ally VIII (8th)* Weather Summoning (6th)

Control Weather (7th)Hurricane (7th)*

PLANTCreate Plant (1st)* Coax Wood (2nd)* Distil Essence (3rd)* Hallucinatory Terrain (4th) Wall of Carnivorous Plants (5th)*Detect Snares & Pits (1st) Fertilize (2nd)* Mold Touch (3rd)* Hold Plant (4th) Wall of Thorns (5th)*Entangle (1st) Firebreak (2nd)* Part Plants (3rd)* Hunger (4th)* Blossom (6th)*Garden Path (1st)* Fungal Mat (2nd)* Pass Without Trace, 10’ Radius (3rd)* Knurl (4th)* Dolo’s Thorn Strike (6th)*Grow (1st)* Goodberry (2nd) Plant Growth (3rd) Meandering Path (4th)* Earthwrack (6th)*Heal Plants (1st)* Invisibility to Plants (2nd)* Razor Grass (3rd)* Mycelial Fingers (4th)* Ivy Siege (6th)*Hibernate (1st)* Shape Tree (2nd)* Root (3rd)* Nature’s Wrath (4th)* Liveoak (6th)Locate Animal or Plant (1st) Sharpleaf (2nd)* Rot (3rd)* Needlestorm (4th)* Merge with Nature (6th)*Message Via Plants (1st)* Tangleberry (2nd)* Selective Entangle (3rd)* Plant Door (4th) Mycelial Extension (6th)*Natural Luminescence (1st)* Thorn Throw (2nd)* Shape Wood (3rd)* Revive Plant (4th)* Polymorph Nature Object (6th)*Nectar (1st)* Greenwood (3rd)* Slow Rot (3rd)* Speak With Plants (4th) Roots of the Assassin (6th)*Pass Without Trace (1st) Hasten Rot (3rd)* Snapdragon (3rd)* Sticks to Snakes (4th) Transport Via Plants (6th)Puffball (1st)* Heal Trees (3rd)* Snare (3rd) Thorn Spray (4th)* Turn Wood (6th)Ripen (1st)* Leather to Leaves (3rd)* Spike Growth (3rd) Vegemorphosis (4th)* Wall of Thorns (6th)Seedling (1st)* Trip (2nd) Splinter Wood (3rd)* Anti-Plant Shell (5th) Ambulatory Trees (7th)*Shillelagh (1st) Unentangle (2nd)* Stone Seeds (3rd)* Commune With Nature (5th) Awaken Forest (6th)*Uproot (1st)* Warp Wood (2nd) Thorn Skin (3rd)* Dariod’s Vestigial Vine (5th)* Changestaff (7th)Watcher (1st)* Wood Shape (2nd)* Tree (3rd) Pass Plant (5th) Create Treant (7th)*Whispering Branches (1st)* Animate Wood (3rd)* Age Plant (4th) Plant Guardian (5th)* Haunted Woods (7th)*Woodland Sight (1st)* Aura of Nature (3rd)* Animate Plant (4th)* Stonewood (5th)* Tree Spirit (7th)*Barkskin (2nd) Blessed Herb (3rd)* Black Mulching (4th)* Thornwrack (5th)* Unwilling Wood (7th)*Brambles (2nd)* Briar Web (3rd)* Briartangle (4th)* Tree Other (5th)* Shambler (8th)*Clear Path (2nd)* Create Plants (3rd)* Control Plants (4th)*

TRAVELERSDetect Portals (1st)* Gate Ward (2nd)* Create Campsite (3rd) Ice Trek (3rd)* Clear Path (5th)Know Direction (1st) Lighten Load (2nd) Delay Portal (3rd)* Know Customs (3rd) Easy March (5th)Log of Everburning (1st) Portal Alarm (2nd)* Detect Dimensional Anomaly (3rd)* Part Plants (3rd)* Major Gate Ward (5th)*Portal Beacon (1st)* Skate (2nd)* Enlarge Portal (3rd)* Portal Scramble (3rd)* Close Gate (6th)*Weatherproof (1st)* Tracking (2nd)* Gate Seal (3rd)* Circle of Privacy (4th) Monster Mount (6th)Aura of Comfort (2nd) Warp Sense (2nd)* Helping Hand (3rd) Surelock (4th)* Analyze Planar Structure (7th)*Fleetfoot (2nd)* Watcher at the Gate (2nd)* Home Port (3rd)* Tree Steed (4th) Hovering Road (7th)

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IntroductionWARDSAnti-Vermin Barrier (1st) Forceward (3rd)* Fire Purge (4th) Impregnable Wall (5th)* Dragonsbane (6th)Weighty Chest (1st) Insect Ward (3rd)* Lesser Guardian Seal (4th)* Major Gate Ward (5th)* Greater Guardian Seal (6th)*Frisky Chest (2nd) Invisibility Purge (3rd) Surelock (4th)* Plant Guardian (5th)* Land of Stability (6th)Gate Ward (2nd)* Squeaking Floors (3rd) Weather Stasis (4th) Shrieking Walls (5th) Seal of Destiny (6th)*Ward Possessions (2nd)* Thief's Lament (3rd) Barrier of Retention (5th) Undead Ward (5th) Inner Sanctum (7th)*Zone of Truth (2nd) Magic Resiliency (3rd)* Elemental Forbiddance (5th) Close Gate (6th)* Tentacle Walls (7th)Efficacious Monster Ward (3rd) Zone of Sweet Air (3rd) Grounding (5th) Crushing Walls (6th)

Revised Clerical Healing by Bobby NicholsIn the AD&D system, clerics are frequently called on to cure their comrades. In a game that revolved around combat & strife like so many AD&D games do, the cleric becomes ahealer. I’ve seen games where the priest(s) were expected to carry nothing but cure wounds spells & provide first aid for the other members of the party. If the priests attempted todo something else, even within the mythos of their god/worship, they weren’t welcome in the party for much longer. In AD&D, there are several spells that repair damage &restore hit points. The first, cure light wounds, heals 1d8 point of damage & is a 1st level spell. The next cure spell, cure serious wounds is at 4th level & only cures 3d8 points ofdamage. After these 2 spells, there are only cure critical wounds (5th level spell), heal (6th level spell), & resurrection (7th level spell).That may be all well & fine, but now compare a 1st level cleric. With a decent wisdom, this cleric can cast 3 cure light wounds & nothing else. This is an average of 13.5 points ofhealing. So it was that a party would retreat & rest 2 healing periods to heal all their damage. A higher level cleric & party will have the same problem. The amount of damage atypical group takes in an encounter is usually more than the cleric can comfortably heal in 1 session. This leads to an episodic & broken adventure.So my goal was to redo the clerical healing spells to eliminate these problems. I started with the assumption that a cleric of Nth level can heal half of a Nth level fighter’s hit pointson the average with the highest cure level spell he has available. Additionally, I decided that there is a healing spell every spell level, as follows:

Level Spell Casting Time Damage Healed Min Max1 cure light wounds 5 2d4+lvl 3 9+2 cure wounds 6 4d4+lvl 7 19+3 cure harmful wounds 7 6d4+lvl 11 29+4 cure serious wounds 8 8d4+lvl 15 39+5 cure critical wounds 9 10d4+lvl 19 49+6 Heal As book All but 1d4 - -7 Resurrection As book - - -

The damage healed is based on the clerical level of the caster. This is because a more experiencedcaster can do a better job healing. A 1st level priest casting cure light wounds heals 2d4+1HPswhile a 10th level priest casting the same spell, heals 2d4+10HPs.Ramifications of this ChangeFirst of all, clerics become more powerful healers. This allows them to take a more varied spellselection. Additionally, adventures that have a good deal of combat will move along faster.Second, the cause wounds spells become much more deadly. Your PCs haven’t seen how deadly abeholder (for instance) can be until it can do a cause serious wounds on a target 30’ away!

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Nature Triumphant – Druid Spellcasting, Level 1First Level SpellsAcid Hands (Alteration)Sphere: Creation, Elemental (Water) Range: 5’ Components: V, S, M Duration: InstantaneousCasting Time: 1 Area of Effect: 60° arc Saving Throw: ½When the druid casts this spell, a plume of acid residue comes shooting forth from the caster’s hands. The target will receive a random amount of acid burn damage that increaseswith experience. The target can save however for half the damage received. The spell is very useful in close up attacks as it can inflict great damage at this range. The caster does1HP of extra damage for each level he has attained. So, at level 1, the caster does 2D4+1; at level 2, 2D4+2; at level 3, 2D4+3, up to level 10.Animal Enmity (Enchantment/Charm)Sphere: Animal, Charm Range: Touch Components: S Duration: 1 dayCasting Time: 1 Area of Effect: One creature Saving Throw: NegatesThis spell simply causes the victim to be offensive to animals for the period of 1 day. Horses will shy or buck, dogs will bark, bulls will charge, birds will aim at them, etc. Notethat animals with a close association to the victim won’t do anything to hurt the victim, they’ll just treat him like you would treat a friend who, for some reason, smelled horrible.Animal Healing I (Alteration) ReversibleSphere: Animal, Healing Range: 10’ per level Components: V, S, M Duration: PermanentCasting Time: 1 Area of Effect: 1 animal Saving Throw: NoneThis spell simulates the casting of a cure light wounds for a true animal only. This spell does not work for a shape-changer of any kind, even if its natural shape is an animal and its othershape is something else. This spell cures 1d8 hit points of the animal. It even cures critical wounds such as laming or a broken leg. The reverse, animal harm I, requires a touch in combat& deals 1d8 HP of damage. The reverse will almost never be used by a priest with access to the animal sphere - if it is used, there have to exist some very good reasons - and if it is usedwithout such reasons, the priest should be prepared to suffer the consequences. The spell requires an ointment made from healing plants and the holy symbol of the priest. The reverserequires an ointment made from poison ivy and the holy symbol of the priest.Animal Tracks (Alteration, Enchantment)Sphere: Animal Range: 0 Components: V, S, M Duration: 3 turns + 1 turn per levelCasting Time: 2 rounds Area of Effect: The caster Saving Throw: NoneThis spell causes the priest to leave tracks & scents as the animal specified during casting. The tracks have traces of magic for 3 turns, after which they are indistinguishable from normaltracks. Only non-mythical creatures can be impersonated. A holly berry & some fur from the animal to be impersonated are needed to cast this spell.Beastmask (Illusion/Phantasm)Sphere: Animal Range: Touch Components: V, S, M Duration: 12 hoursCasting Time: 4 Area of Effect: 1 creature Saving Throw: NegatesBeastmask may affect any single person or animal, or PCs may cast it on themselves. It allows the subject to take on the illusory form of a single animal species - but only thatspecies of animal can perceive the illusion. The subject may not assume an animal form more than twice or less than ¼ the character’s size. The almost perfect illusion the spellcreates deceives the animal’s sight, hearing, smell, and touch. For instance, once a PC casts a “bear” illusion on a subject, bears believe that subject to be a bear, while to humans,other races, and other creatures, the subject remains the same. PCs normally use beastmask to travel among or hunt a particular species. This spell lets a druid assume the guise of acaribou to move among a herd without causing them to panic. A PC also could avoid being attacked by a pack of dire wolves by wearing a wolf’s “mask”. Beastmask does notallow communication with the animal species, though it can be used with animal communication spells. The material component is a miniature wooden mask carved to look likethe animal.Bloodhound (Divination)Sphere: Divination Range: 0 Components: V, S, M Duration: 10 minutes/levelCasting Time: 1 round Area of Effect: Caster Saving Throw: NoneWith this spell the caster is able to smell as efficiently as a hunting dog, allowing him to track any creature or object that emits an odor. It’ll provide a +4 bonus to the Trackingchecks for the duration. Note that this spell will not function underwater. The material component is a dried lump of animal dung, which must be rubbed between the fingers infront of the nose.Coalstone (Alteration)Sphere: Elemental (Fire) Range: Touch Components: V, S, M Duration: SpecialCasting Time: 3 turns Area of Effect: 1 gem Saving Throw: NoneWhen this spell is cast, the druid enchants a gem, turning it into a coalstone. The coalstone glows & gives of heat. It is hot enough to start a fire, ignite flammable substances &sheds light in a 5’ radius. Holding the coalstone will inflict 1 hit point of damage per round unless the wielder possesses some form of protection. The coalstone will burn for 1 dayper GP value of the gem used for a maximum of 1 year per level of the caster, after which the coalstone crumbles into a fine powder. Another function of the coalstone is that thecaster may opt to cause it to explode. This will cause 1 point of concussion damage for every 100 days left on the duration (save for +) & ignite any flammables within a 5’ radius.The material component for the spell is the gem to be enchanted & a sprig of holly.Courier (Conjuration)Sphere: Animal Range: 10’ Components: V, S Duration: 1 day per levelCasting Time: 1 Area of Effect: 1 small animal Saving Throw: NoneA small animal (bird, squirrel, mouse, etc.) in the vicinity will be summoned by the casting of this spell, and will serve the caster by delivering a message. The courier may speakthe message if this would be understood by the recipient, or may carry a small scroll or such. The caster must be able to describe the location of the recipient & be accurate within amile radius of the message to be delivered. The animal will be bound to its duty for 1 day per level of the caster; if it cannot reach the recipient in this time, the enchantment willdissolve, and the creature will forget its task. If the duration allows, the courier may bring back a response to the caster.Create Earth (Alteration) ReversibleSphere: Elemental (Earth) Range: 30 yards Components: V, S, M Duration: PermanentCasting Time: 1 round Area of Effect: 1 ft3/level Saving Throw: NoneWhen the priest casts a create earth spell, up to 1ft3 per level of earth is generated. The earth can range from rich loamy soil (75lbs/ft3) to sand (100lbs/ft3) to packed clay(150lbs/ft3). The created earth can be dispelled within 1 round of its creation, otherwise its magic fades, leaving normal earth that can be moved, packed, shaped, or even used forgrowing plants. Reversing the spell, destroy earth, obliterates without a trace a like amount of soil, sand, or clay. This spell has no effect on rock or stone larger than grains of sand& any rocks or pebbles within the area of effect are left behind when the spell is cast. The spell requires a pinch of the desired type of earth to be created. The reverse requires adrop of water. Earth cannot be destroyed as part of a creature such as an elemental or other creature composed of earth.Create Plant (Alteration) ReversibleSphere: Plant Range: 30 yards Components: V, S, M Duration: PermanentCasting Time: 1 round Area of Effect: 1ft3/level Saving Throw: NoneWhen the priest casts a create plant spell, a living plant is called into existence no larger than 1ft3 per level of the caster. The type of plant created can be any common species withwhich the caster is familiar. A successful herbalism check will allow a caster with that skill to create any desired rare species of plant known to him. The created plant can bedispelled within 1 round of its creation, otherwise its magic fades, leaving a normal plants in all respects. If created in an inhospitable environment (without necessary food/water)the plant will begin to die naturally. The reverse, destroy plant, will obliterate without a trace a like amount of vegetable matter. This spell has no effect on sentient plant creaturessuch as treants, shambling mounds, etc. It will however affect non-intelligent molds & slimes. The spell requires the caster's holy symbol and a seed from any plant. The reverserequires a piece of charcoal in addition to the holy symbol.Elemental Burst (Invocation/Evocation)Sphere: Elemental (All) Range: 5’ per level Components: V, S Duration: InstantaneousCasting Time: 1 Area of Effect: Special Saving Throw: ½This spell causes 1 of the 4 elements to send off slivers of its element, within a 2’ (per level) radius sphere, either causing damage or another effect depending on the element: earthsends off sharp slivers causing 1d8HPs of damage; fire sends of sparks that cause 1d4 damage & cause non-magical items in the area to save versus normal fire, if their owner or carrier

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Nature Triumphant – Druid Spellcasting, Level 1does not save; air & water send forth concussive waves of force that cause the affected characters to save vs. paralyzation or be hindered for 1 round per 3 levels of the caster (hinderedequals losing initiative for physical actions during those rounds). It does not significantly affect the object from which it gains the slivers of element it shoots off.Fertility (Alteration) ReversibleSphere: Healing Range: Special Components: V, S, M Duration: 6 monthsCasting Time: 1 round Area of Effect: Special Saving Throw: None or NegatesThis spell is primarily for use on food crops. It affects all small plants (or 1 mature tree) per caster level in an area up to 60’ per level on each side. If cast within a month ofplanting (or budding), it boosts the crop yield for the following 6 months by 5% per level of the druid. Fertility can also affect 1 female mammal (including humans, elves, etc.) perlevel of the druid, although mammals must be touched for the magic to take effect, and targets are allowed saving throws vs. spells unless they willingly submit to the spell. For thenext 6 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 & 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, sterilitysuppresses its ability to produce & spread seeds, spores, etc. This eliminates, for example, the spore attacks of a yellow mold or yellow musk creeper, or the rhizomes of a gasspore. 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 apinch of dried bone marrow, or salt for the reverse.Find Water (Divination)Sphere: Divination, Elemental (Water) Range: 15’ Components: V, S, M Duration: 3 turnsCasting Time: 4 Area of Effect: 5’ path Saving Throw: NoneThis 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 theimmediate vicinity & any water within 15’ of the druid in the direction of concentration (along a 5’ wide path) will be detected. The druid will be able to tell approximately howmuch water there is. These estimations will be: traces only, small amount, a goodly amount, a large amount, or a vast supply. The druid will not know whether or not the water isdrinkable until be reaches it. Thus, the druid might detect a water source beneath a cave floor, but will not know if it is potable until the party digs down to it. Note that, no barriersof 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 & area. The material component for this spellis a forked stick (divining rod).Find Woodland Familiar (Conjuration/Summoning)Sphere: Summoning, Divination Range: 1-mile radius/level Components: V, S, M Duration: SpecialCasting Time: 1d20 hours Area of Effect: As per range Saving Throw: NoneThis spell is the same as the 1st level magic-user spell, find familiar, except with respect to spell components. In the brazier, the druid must add 3 leaves of mistletoe. The tablesbelow should be used in determining the result of the druid’s summoning.

1d20 Familiar Sensory powers1-4 Fox 60’ night vision & superior hearing5-6 Hawk Highly superior distance vision7-8 Raven Excellent vision9-10 Rabbit 40’night vision & superior sense of smell11-12 Weasel Superior hearing & sense of smell13-14 Toad Wide-angle vision15-16 Wildcat 40’ night vision & excellent hearing17-18 Special (see next Table)19-20 No familiar in woodland area

Special Druidic Familiars1d4 Familiar Powers gained

1 Elven cat Druid may move silently (50% chance); surprised only on roll of 1 (on 1d12)2 Pseudo-dragon Night vision (60%) & infravision; +10% to hide in natural terrain3 Pixie Invisibility once per day as spell; 25% magic resistance4 Leprechaun Invisibility once per day as spell; 30% magic resistance

Freezing Hands (Alteration)Sphere: Combat, Elemental (Water) Range: 5’ Components: V, S, M Duration: InstantaneousCasting Time: 1 Area of Effect: 60° arc Saving Throw: ½When the druid casts this spell, a jet of freezing ice shoots out from the caster’s hands. The target will receive a random amount of damage that increases with experience. Thetarget can save however for half the damage received. The spell is very useful in close up attacks as it can hit inflict great damage at this range. The caster does 1HP of extradamage for each level he has attained. So, at level 1, the caster does 2D4+1; at level 2, 2D4+2; at level 3, 2D4+3, up to level 10.Garden Path (Enchantment/Charm)Sphere: Plant Range: See text Components: V, S, M Duration: 1 minute/levelCasting Time: 1 round Area of Effect: See text Saving Throw: SpecialUpon casting this spell, each step the caster takes will cause a bounty of wildflowers to gently grow out of the earth around his feet. These flowers will emit an intoxicating aromathat will compel all that can smell them to follow the path. Creatures that move within 5’ of the path must make a Mind saving throw or be compelled to follow the trail at theirnormal movement rate. However they can take any other actions allowed during movement & will not advance onto obviously hazardous ground. Those who successfully maketheir saving throw are unaffected by this compulsion, although they will still sense the need to follow the trail of flowers. If a creature follows the path for a full round, it mustmake a Body saving throw or enter a deep trance & follow the flowers as if it was sleep walking. These beings are completely defenseless & can take no action other than toadvance along the path. This spell has no effect on undead, plants, fungi, or creatures without a sense of smell. It also has no effect on creatures that do not need to sleep, such asElves. Any being struck for damage will automatically break free from the effects of the spell. The trial will cease once the caster steps on ground where no plants can grow. Thisincludes bare rock, ice, snow, and sandy desert. After the spell expires, the plants will revert to harmless wildflowers & will flourish or wilt over time according to the localconditions. The material component is a handful of wild flower seeds.Gnat Swarm (Conjuration/Summoning)Sphere: Animal, Summoning Range: Line of sight Components: S, M Duration: 1d4 + 1 roundsCasting Time: 1 Area of Effect: 1 creature Saving Throw: NoneThe druid can summon a swarm of gnats to bother & harass the victim for the duration of the spell. For example: a man is stalking Bob-the-wonder-druid through the forest. Thefellow gets closer than Bob would like, and, unless he acts fast, is liable to get spotted (a situation he’d like to avoid.) The man has a 30% chance to spot Bob normally, but withthe swarming gnats, his attention is elsewhere, so his chances are cut to 15%. The material component for this spell is a dead gnat.Grow (Alteration)Sphere: Plant Range: Touch Components: V, S, M Duration: PermanentCasting Time: 2 rounds Area of Effect: 1 plant Saving Throw: NoneThe caster can cause a single plant to show a week’s worth of growth in 1 day. This spell can be cast at most once per day per plant. The material component for this spell is somefertilizer or humus, and some water, to be given to the plant (the components are not consumed by the spell, but they are by the plant). If the caster wishes to continually cast thisspell, then he should be prepared to furnish additional fertilizer & water to sustain the plantGuardian Watch (Conjuration/Summoning)Sphere: Elemental (Earth), Summoning Range: 3’ Components: V, S, M Duration: 8 hoursCasting Time: 1 round Area of Effect: 2’ radius sphere Saving Throw: NoneThis spell summons a small quasi-earth-elemental (1d4 HP) to stand watch. If some creature moves across or under the ground into the area of effect that weighs more than 1lb,the elemental will cause the ground to shiver & wake people up (detection of creatures is by movement & vibrations across the ground). The elemental can also form a hand & tryto trip intruders (the guardian is semi-intelligent & can remember simple commands from the caster, i.e. like who the party members are). The guardian is hard to detect & willalmost always trip from surprise. Opponents get a save vs. magic to avoid tripping; a save means they just felt something trying to grab their leg. The material components of thisspell are the caster’s holy symbol & a live worm.

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Nature Triumphant – Druid Spellcasting, Level 1Heal Plants (Alteration) ReversibleSphere: Healing, Plant Range: 0 Components: V, S, M Duration: PermanentCasting Time: 4 Area of Effect: 20’ radius/level Saving Throw: NoneThis 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 ofeffect. The spell purges all parasites & disease so that they cause no further damage, either to the plants themselves or to grazing animals. The spell does not heal large trees. Itdoes 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 & touch asingle 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. Thereversed spell, harm plants, leaves affected vegetation wilted & 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 (Enchantment/Charm)Sphere: Animal, Plant Range: Touch Components: V, S, M Duration: SpecialCasting Time: 1 round Area of Effect: 1-3 creatures Saving Throw: NegatesA creature sent into hibernation by a druid will sleep in a torpid state for as many weeks as the caster has levels. During that time, the creature’s needs for oxygen, food, water &such are all but negligible. The creature can be awakened but will go back to sleep when it is no longer interrupted 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 creatures.Humans & humanoids are as liable to the spells effects as any other creature. Sentient or quasi-sentient plants & plant beings will go dormant if subjected to a hibernate spell, justas they would in winter. The material component for this spell is the fur from a mammal that hibernates (squirrel, bear, etc).Know Air (Divination)Sphere: Divination, Elemental (Air) Range: 0 Components: V, S, M Duration: 1 minute/levelCasting Time: 1 Area of Effect: Caster Saving Throw: NoneWhile this spell is active, the caster gains information about the composition of the surrounding air, including the presence of unusual or poisonous gases, the amount of humidity,concentration of dust & pollen, and so forth. This ability gives a +2 bonus to any checks to detect any breathing creatures hiding nearby. When cast underwater this spell willdetect unusual chemicals or particles suspended in the fluid.Magic Fang (Transmutation)Sphere: Animal Range: Touch Components: V, S, M Duration: 1 minute/levelCasting time: 1 Area of Effect: Creature touched Saving Throw: NegatesMagic fang gives one natural weapon of the subject (a living creature) a +1 bonus to attack & damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon.(the spell does not change an unarmed strike’s damage from subdual damage to normal damage). If the caster is a good druid, the natural weapon is considered blessed, whichmeans it has special effects on certain creatures.Make Tracks (Transmutation)Sphere: Animal Range: See text Components: V, S, M Duration: 10 minutes/levelCasting Time: 1 Area of Effect: See text Saving Throw: NoneBy means of this spell the caster is able to create natural animal tracks in an attempt to deceive anybody attempting to track his party. There are 2 forms of this spell, one of whichmust be selected at the time the spell is cast. The first form will allow up to 1 being per level of the caster within 15’ to be effected. These beings will then leave the tracks of thesingle type of animal wherever they walk, regardless of their actual size or footprint. Thus the caster can cause all eligible beings to leave the hoof prints of a horse wherever theystep. On a Tracking skill check, a skilled tracker will be able to determine that the tracks appear suspect (perhaps due to the unnatural length of the stride or the lack of any scat).But in all other respects the prints will appear to be those of the animal selected. The second form of this spell will cause a set of tracks from a single type of animal to startappearing in the direction selected. A Tracking skill check is needed to determine that these prints are false. These tracks will continue to appear at the normal walking pace of thecaster without further guidance as long as there is solid ground in front of the path. An obstacle will stop the walking tracks if it is more than 1’ in height, or it will be blocked by asimilar hole in the ground. A body of water will also stop these tracks. In either form the caster can only create the tracks from a single type of animal for each casting of this spell.In addition, the caster must have previously had an opportunity to closely examine the tracks made by the selected animal.Message Via PlantsSphere: Plant Range: Touch Components: V, S Duration: SpecialCasting Time: 1 round Area of Effect: Special Saving Throw: NoneBy means of this spell, the caster is able to utter a brief message (10 words + 1 word/level of the caster) into any living plant & have it delivered to an individual known by thecaster. When the target comes into hearing range of any plant within a 24 hour time period, the message is relayed to that person only. The caster need not know the exact locationnor direction of the individual, so long as that person is within the range of the spell. There is a base (100% + 1% per level of the caster) chance of success (96-100 still indicatesfailure) for the first 100 miles distance between the caster and the intended target. Should the distance be greater, the chance of success is reduced by 10% per each additional 100miles. There’s no indication to the caster that the spell has succeeded or failed, so wise casters sometimes use multiple castings to ensure important message are relayed. Note: onlyverbal messages may be sent via this spell, not other spells or magic.Natural Luminescence (Alteration)Sphere: Plant Range: Caster Components: S, M Duration: 1 hour + 1 turn/levelCasting Time: 3 Area of Effect: See text Save: NoneThis spell causes all vegetation within the area (10 yard radius + 1 yard per level) around the caster to give off a soft glow equivalent to bright moonlight, allowing everyone withinthe area to see normally. The effect moves with the caster; when the caster moves away from affected plants, they cease glowing, and new plants around the caster begin to glow.This spell can be quite useful in underground settings where moss & lichen tend to line paths. The caster can end the spell at will. The material components are a sprig of mint & aglowworm, which are rubbed together.Nectar (Conjuration/Summoning)Sphere: Plant, Summoning Range: Touch Components: V, S, M Duration: 1 roundCasting Time: 1 Area of Effect: See text Saving Throw: NoneWhen a druid casts a nectar spell on a flower (or blossom) he is able to grasp it in his hand & “milk” it. Up to 1 quart of nectar can be milked from a flower. The plant upon whichthe flower grows must be living, The nectar is mildly alcoholic & has the flavor and fragrance of the plant from which it is produced. The nectar itself is of the same quality as afine wine; if the druid holds a receptacle beneath the flower, he can fill it with the nectar. Otherwise, he can simply hold the flower over his or another’s mouth. Creatures thatprize fine drink will appreciate this druidic spell.Precipitation (Alteration)Sphere: Elemental (Water), Weather Range: 20’ per level Components: V, S Duration: 1 round per levelCasting Time: 1 Area of Effect: See text Saving Throw: NoneThis spell takes all the water vapor in the area of effect (30’ + 10’ per level diameter) & turns it into a light rain. Note that a low-level druid will be caught within the effect of hisown spell. The chief purpose of this spell for druids is for the care of plants & the harassment of others. It has other applications for adventurers, however, such as making footingslippery, putting out fires, etc. The rain turns to obscuring fog of double its normal area when it hits fire magic (such as a wall of fire). If the weather is below freezing, the rainturns into sleet or snow, the latter if it is colder. Magical cold (such as an ice storm) applied to the result of the precipitation turns it into ice. The reversal of this spell isevaporation. Over the same area of effect, it causes dampness to evaporate, or it cancels the effects of a precipitation spell. It is not an extremely powerful spell; it cannotevaporate more than about a gallon of water, spread out over the area of effect, per level of caster. This is quite enough, however, to dry a freshly cleaned floor, or clothes, or somesuch. A variant, offensive form of evaporation called dehydration, has been discovered. Unlike evaporation, it is cast on living creatures themselves in its area of effect (which is¼ the usual). All creatures in that area must make a save vs. spells at +2 or suffer 1HP of damage. Note that many unnatural creatures (golems, undead, non-water elementals, etc.)are totally immune to this attack form.

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Nature Triumphant – Druid Spellcasting, Level 1Predict Weather (Divination)Sphere: Divination, Weather Range: 0 Components: V, S, M Duration: 2 hours/levelCasting Time: 1 round Area of Effect: 9 square miles Saving Throw: NoneWhen a predict weather spell is cast by a druid, he or she gains 100% accurate knowledge of the weather (sky, temperature, precipitation) in a 9 square mile area centering on thedruid. For each level of experience of the druid casting the spell, 2 hours advance weather can be forecast. Thus, at 1st level the druid knows what the weather will be for 2 hours; at2nd level he or she knows the weather for 4 hours in advance, etc.Puffball (Alteration)Sphere: Plant Range: Touch Components: V, S, M Duration: 2 rounds/level of casterCasting Time: 4 Area of Effect: 1 mushroom, etc. Saving Throw: SpecialA PC who casts puffball on a normal mushroom, truffle, or toadstool (up to 6” in diameter) transforms the fungus into a magical puffball, which the PC may drop or throw. TheDM should decide what type of roll, if any, is required to hit the target (Strength, Dexterity, etc.) See the DMG for rules on grenade-like missiles. The puffball bursts upon landing,releasing a cloud of spores 10’ in diameter. Those caught in the spore cloud must save vs. poison or suffer an attack of coughing & choking. Victims can make no attacks & lose allDexterity bonuses to Armor Class & saving throws. The cloud dissipates in 1d3+1 rounds; residual effects still afflict characters 1 round after they escape the cloud or it fades. Thespell’s effects do not affect undead or similar non-breathing creatures. If no one throws (or drops) the missile by the time its duration expires, the enchantment is lost. The castersprinkles the material component - a pinch of ground puffball - over the fungus to be enchanted.Purify Water (Alteration) ReversibleSphere: Elemental (Water) Range: 20’ Components: V, S Duration: PermanentCasting Time: 1 round Area of Effect: 1 cubic foot/level Saving Throw: NoneThis spell makes dirty, contaminated water clean & pure, suitable for consumption. Up to 1 cubic foot per level of the druid casting the spell can be thus purified. The reverse ofthe spell, contaminate water, works in exactly the same manner, and even holy/unholy water can be spoiled by its effects.Reveal Fire (Divination)Sphere: Divination, Elemental (Fire) Range: 100’ + 10’/level Components: S, M Duration: Concentration, up to 10-minutes/levelCasting Time: 1 Area of Effect: See text Saving Throw: NoneThe caster can use this spell to detect the presence of flames nearby. All flames within the area (¼ circle emanating from the caster) are immediately detected if there is anunblocked approach to the fire. Any source of water or mist will block this spell. The caster can sense the approximate strength of the flames & the source of fuel. If a large firelies in the path of a smaller flame, however, the caster will only sense the stronger source of heat. He also will not be able to sense smoldering materials or hot ashes from anextinguished fire. The material components include a piece of sulfur & some ashes.Ripen (Alteration)Sphere: Plant Range: 5 yards Components: V, S, M Duration: InstantaneousCasting Time: 4 Area of Effect: Special Saving Throw: NoneRipen 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 ofground 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 &dies. The material component is mistletoe.Seedling (Alteration) ReversibleSphere: Plant Range: 0 Components: V, S, M Duration: PermanentCasting Time: Special Area of Effect: Special Saving Throw: SpecialThis spell causes 1 tree seed or seedling per level of the caster to be specially blessed by the caster’s god. When the spell is cast upon a seed or seedling & planted in the ground, itwill immediately start to grow at an astonishing rate. It will grow to a total height of 2’+ 1’ per level of the caster in the period of 1 turn. A tree thus “blessed” by this spell willgrow to be a large, healthy tree, highly resistant to both parasites & disease, and will have a much longer lifespan than the ordinary trees of its type. The reverse of this spell, treeshrink, causes 1 tree to be reduced in height by the above amount. If this is cast upon a “monster” tree then it gets a save vs. spells. If the tree saves, there is no effect. If the treefails, then the tree is reduced in HD by the level of the caster. The spell can be cast in two ways. The first way takes 1 round per seed or seedling to cast & be planted. The otherway takes 9 segments per seed or seedling to cast. The spell is then finished at a later time by completing the final gestures (1 segment per seed or seedling) & then planting theseeds or seedlings. There is no limit to the time in between the original casting & completion in this variation. Anybody can complete the final gestures needed to complete thisspell. The seeds or seedlings are most commonly used for gifts or reforestation projects as needed. The trees around a druid grove tend to be of this type.Speak With (Specific Animal)Sphere: Animal Range: 30’ Components: V Duration: 2 rounds/levelCasting Time: 5 Area of Effect: 1 animal Saving Throw: NoneThis spell is very similar to the 2nd level Speak With Animals except the caster must chose 1 specific type of animal to speak with. When this spell is learned, 1 type of normal orgiant animal must be chosen, and only that type may be spoken with.Summon Nature’s Ally I (Conjuration, Summoning)Sphere: Animal, Summoning Range: 25’ + 5’/2 levels Components: V, S, M Duration: 1 round/ levelCasting Time: 1 round Area of Effect: 1 creature Saving Throw: NoneThis spell summons a natural creature who attacks your enemies. It appears where you designate & acts immediately, on your turn. It attacks your opponents to the best of itsability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on thelast round of the spell & disappear at the end of their turn. Choose a 1st level creature from below. All the creatures on the table are neutral unless otherwise noted.

1st Level: Badger Dire rat Dog Hawk Viper, TinySun Scorch (Invocation)Sphere: Sun Range: Line of sight Components: V, S Duration: InstantaneousCasting Time: 4 Area of Effect: 1 creature Saving Throw: ½When this spell is cast, a brilliant ray of scorching heat slants down from the sky & strikes 1 target of the caster’s choice. The victim is allowed a saving throw vs. magic to takehalf damage. Any creature struck by the ray sustains 1d6 points of damage, plus 1 point per caster level. Undead creatures & monsters vulnerable to bright light sustain 1d6 pointsof damage, plus 2 points per level of the caster. In addition to sustaining damage, victims are also blinded for 3 rounds by the spell.Tale of the Flame (Divination)Sphere: Divination, Elemental (Fire) Range: 60’ Components: V, S Duration: Concentration, up to 1 minute/levelCasting Time: 1 Area: See text Saving Throw: NoneOnce completed, this spell allows the priest to gain, from a ¼ circle around himself, certain information from a fire or its remains. This knowledge includes how & when it wasstarted, for how long it burned, the types of wood & other material used for fuel, whether anything was heated in the fire, and the frequency of fuel additions. At least a handful ofthe ashes must be available in order to get sufficient information about the fire. No information will be received about who started or maintained the fire, other that what can bededuced from the information above.Uproot (Enchantment)Sphere: Plant Range: Touch Components: V, S Duration: 1 roundCasting Time: 3 rounds Area Of Effect: 1 tree Saving Throw: SpecialThis druidic spell causes a tree or plant to animate briefly, uprooting itself, moving to a new location & re-rooting. It’s accomplished by the druid’s gentle persuasion. For theentire casting time the druid must talk to the tree as well as touch it. The older the tree, the higher level of druid required to persuade it to move. The plant will move 30’ plus 10’for each category it is removed from the druid’s maximum (see table below). Those trees controlled by treants or inhabited by dryads allow the treant or dryad to make a save vs.spells to see if the tree is affected, otherwise the spell is always successful. An affected tree will not move over or through large objects such as other trees or buildings & moves

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Nature Triumphant – Druid Spellcasting, Level 1slow enough for most creatures to get out of its path. If cast against intelligent plant-like creatures this spell will, if save vs. spells fails, force the creature to move where the casterdesires & root themselves. Mobile creatures cannot move until they break free from the earth, which takes 1 round per 2 levels of the caster.

Level Category Level Category1-2 any plant or 5 year old sapling 4-5 any tree up to 75 years3-4 any tree up to 25 years 6+ any tree

Wailing Wind (Alteration)Sphere: Elemental (Air) Range: 100’ per level Components: V Duration: 1 turn/levelCasting Time: 1 round Area of Effect: Special Saving Throw: NoneBy means of this spell, the druid creates a magical warning system. When any creature enters a guarded area (a passage, chamber, cavern, doorway, or cave mouth of up to amaximum 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 druidregardless 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 adistinctive tone & can be heard by all creatures. It transmits & magnifies any sound (speech, movement, etc.) made by the triggering being at the time it is activated, & it canthereby give any harder clue as to what sort of intruder approaches. The spell can’t be modified to be activated by only specific beings or types of creatures. Once the guarded areais entered & the wind rises, the spell is exhausted. The wind itself lasts for 1 round/level of the druid, although the caster may end it sooner. Once ended, the wind can’t be restartedexcept as follows: as the level of the caster increases, the number of activations per spell 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 2 blasts; a 5th or 6th level caster creates a wind of 3 blasts, and so on (with no known maximum).Watcher (Enchantment/Charm)Sphere: Animal, Plant Range: 10’ diameter Components: V, S Duration: 1 round per levelCasting Time: 1 Area of Effect: 1 plant or animal Saving Throw: NoneWhen the watcher spell is cast, the druid causes a specific plant or local animal to react to the presence of any living creature bigger than a rat (i.e. anything larger than approx. .5cubic feet, or more than 3lbs in weight). As soon as any creature steps past the plant or animal, touches it, or otherwise disturbs it, the plant or animal emits a loud keening soundwhich can be clearly heard within a 60’ radius. The sound lasts for the duration, then subsides.Whispering Branches (Divination)Sphere: Divination, Plant Range: 0 Components: V, S, M Duration: 1 turn/levelCasting Time: 1 Area of Effect: Caster Saving Throw: NoneThis spell allows you to hear about recent events from the wind blowing through tree branches. It only functions when cast in an area with at least a half-dozen trees. Theconditions need not be windy for the spell to function, however. You can learn of events that recently took place in the area, including the presence of creatures & their generaldemeanor. All events that took place within 100’ of your location within the past 2 hours may be divined by this spell. It does not identify specific markings, colors, equipment, orpeople, but may discern different types of creatures, their numbers, and the actions they took while in the spell’s area. This spell is a useful investigative tool, as it can be used tofind out the details of a recent fight or any other activity. The material component of this spell is a special leaf that must be used as a whistle during the spell’s casting.Woodland Sight (Divination)Sphere: Divination, Plant Range: 0 Components: V, S, M Duration: 1 round/levelCasting Time: 1 Area of Effect: Caster Saving Throw: NoneThis spell will allow the caster to see clearly through the densest forest & scrubs. Any leaves & small branches blocking the view will become almost completely transparent tosight, and only rocks, trees, & other hard structures will block his vision. Note that an unblocked view to a target doesn’t necessarily allow a clear shot using a ranged weapon orspell.

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Nature Triumphant – Druid Spellcasting, Level 2Second Level SpellsAnimal/Bird CallSphere: Animal, Summoning Range: 0 Components: V, S Duration: 1 round per levelCasting Time: 1 round Area of Effect: See text Saving Throw: NoneThis spell allows the priest to call all animals or birds within the spell effect (120 yards + 10 yards/level radius). The animals or birds will converge upon the priest within 1d3rounds. While the spell is in effect, none of the animals or birds will attack each other. While there, the priest may set 1 small task for the group to perform. When the spell ends,the animals or birds will peacefully disperse to whence they came.Animal Healing II (Alteration) ReversibleSphere: Animal, Healing Range: 10’ per level Components: V, S, M Duration: PermanentCasting Time: 3 Area of Effect: 1 animal Saving Throw: NoneThis simulates the casting of a cure serious wounds for a true animal only. This spell does not work for a shape-hanger of any kind, even if its natural shape is an animal & its other shapeis something else. This spell cures 2d8+1 hit points of the animal. It even cures critical wounds such as laming or a broken leg. The reverse, animal harm II, requires a touch in combat &deals 2d8+1 HP of damage. The reverse will almost never be used by a priest with access to the animal sphere - if it is used, there have to exist some very good reasons - and if it is usedwithout such reasons, the priest should be prepared to suffer the consequences. The spell requires an ointment made from healing plants and the holy symbol of the priest. The reverserequires an ointment made from poison ivy and the holy symbol of the priest.Animal Spy (Divination)Sphere: Animal Range: 10 yards Components: V, S Duration: 1 turn/2 levels of casterCasting Time: 5 Area of Effect: 1 animal Saving Throw: Wizard familiars may save vs. spell to negate.Only a normal (real-world) animal or a giant version of a normal animal species may become an animal spy. This spell enables the caster to share the animal’s senses - see throughthe animal’s eyes, hear with its ears, smell with its nose, and so on. The animal is completely unaware of the spell’s effect, unless the druid warns the beast before casting. Animalspy grants no control over the creature. However, most casters will use it on a trained animal or one befriended via the animal friendship spell. For the duration of the spell, thecaster remains in a trance, unable to move or use human senses. This consequence can prove dangerous; for instance, PCs attacked while using the spell cannot feel injuries to theirbodies. However, at the start of any round, the caster may choose to return the animal’s senses to the creature & resume control of the human body. This decision ends the spellimmediately. The spell also ends if the animal travels more than 100 yards away per level of the caster.Animal Trance (Enchantment/Charm)Sphere: Animal Range: 25'+5'/2 levels Components: V, S Duration: SpecialCasting time: 1 Area of Effect: See below Save: NegatesYour swaying motions & music (or singing/chanting) compel animals, beasts, and magical beasts to do nothing but watch you. Only creatures with Intelligence scores of 1 or 2 canbe affected by this spell. Roll 2d6 to determine the number of HD that you entrance. The closest targets are selected first until no more targets within range can be affected. Forexample, if Vadania affects 7HD worth of animals & there are several 2HD wolves within close range, only the 3 closest wolves are affected. Animals trained to attack or guard,beasts, and magical beasts are allowed saving throws; animals not trained to attack or guard are not. An entranced creature can be struck (with a +2 bonus to the attack roll, as if itwere stunned), but it then recovers from the compulsion & is no longer affected by the spell.Bat Sense (Alteration)Sphere: Animal Range: Touch Components: V, S, M Duration: 3 turns + 1 turn/levelCasting Time: 4 Area of Effect: 60’ radius Saving Throw: NoneWhen this spell is cast, it gives the person touched the echolocation powers of a bat. The person is able to “see” in all directions up to 60’, sensing the physical shape & position ofall solid & liquid objects. To use bat sense after casting the spell, the person must close his eyes; no concentration is required. No penalties of any kind occur in combat ormovement while this sense is in effect. While using bat sense, the person cannot be surprised & can “see” any invisible, displaced, or camouflaged item within 60’. Beings usingpsionic invisibility can’t be detected, however, as this is a true mind-control power & overrides any effects this spell has. Mirror images aren’t detected at all; nor can the recipientdetect illusions, projected images, clouds, gases, or insubstantial spirits such as ghosts. Thus, if such objects are capable of harming the recipient, he won’t know what is attackinghim until he opens his eyes, temporarily nullifying the spell’s effects. Creatures which are insubstantial or gaseous in nature could thus attack the recipient at +4 to hit. This spellworks by picking up sound waves; a silence 15’ radius spell will nullify the effect. Loud noises do not harm or hamper the recipient. Any creature using bat sense can determinethe exact distance any object lies from him. The material component of the spell is a bit of fur from a bat’s ear, which must be eaten by the being who wants to use the sense.Bestial Prayer (Alteration)Sphere: Animal Range: 0 Components: V, S Duration: 1 turn/levelCasting Time: 5 Area of Effect: The caster Saving Throw: NoneThis special druidic spell allows the druid to function as a spellcaster while shape-shifted. Although verbal & somatic components are required for this spell, they are able to beperformed in animal form (chirps, growls, wing flaps, paw waves, tail wags, etc.) as long as the caster is free to move & vocalize. When the prayer is complete, the druid gains theability to cast one additional spell in this manner per four levels. The normal casting time & component requirements must be met, save for the fact that modified verbal & somaticcomponents are substituted. The spells must be cast before the duration expires.Beastspite (Enchantment/Charm)Sphere: Animal Range: 10 yards Components: V, S Duration: 1 hour/level of casterCasting Time: 5 Area of Effect: 1 person Saving Throw: NegatesBeastspite afflicts a single person with a magical aura that induces one species of animal to hate & fear the character. The character becomes loathed by any species of normal(real-world) animal. While this range excludes monsters, it includes giant animals of the same real-world species. (For example, if beastspite causes bats to hate the subject, giantbats will react similarly.) When the character comes within 30 yards of an animal from the target species, the creature will make warning signals (barks, growls, etc.). Its furtherreaction depends on the animal's nature.· Aggressive animals, including all predators and most trained guard animals, attack the spell recipient.· Non-aggressive beasts shun the character, fleeing or attacking if approached.· Owners can restrain their domesticated animals, but the beasts show obvious distress and may become very hostile if the character tries to touch them.· If the subject was riding when the spell took effect, the mount tries to throw off the character. The subject must make a riding proficiency check each round to stay astride and to

avoid a fall if thrown off.· An animal extremely loyal to the subject, such as a pet dog, a creature influenced by an animal friendship spell, a wizard's familiar, or a paladin's war horse does not become

utterly hostile to its owner. Instead it notices something "wrong" about the character and acts unusually nervous.Brambles (Transmutation)Sphere: Plant, Combat Range: Touch Components: V, S, M Duration: 1 round/levelCasting Time: 1 Area of Effect: Wooden weapon touched Saving Throw: NoneSmall magical thorns or spikes protrude from the surface of a wooden weapon, such as a club, nunchaku, or quarterstaff. For the duration of the spell, the weapon deals bothpiercing & bludgeoning damage. It gains a +1 bonus on its attacks & deals an additional point of damage per caster level (maximum +10). This spell works only on melee weaponswith wooden striking surfaces. For instance, it does not work on a bow, an arrow, or a metal mace. The spell is automatically canceled 1 round after the weapon leaves the caster’shand for any reason. The caster cannot have more than one brambles spell active at a time. The material component is a small thorn.Calm Air (Abjuration)Sphere: Elemental (Air) Range: 0 Components: V, S, M Duration: 1 round/levelCasting Time: 1 Area of Effect: 15’ radius sphere Saving Throw: NoneThis spell allows the caster to create a pocket of calm air that is all but free from disturbance by winds. Even the most extreme natural winds will become a mild breeze within thespell area. The spell will nullify the whispering wind, gust of wind, and wind wall spells within the spell area. It will also reduce any winds created by the control winds spell by 1step per 4 levels. Finally it will halve the rate of advance of clouds or mists, such as from a cloudkill spell. However, contact with a creature from the elemental plane of air willinstantly negate the calm air spell. The material component of the spell is a piece of down from an eagle’s nest.

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Nature Triumphant – Druid Spellcasting, Level 2Clear PathSphere: Plant Range : 5’ Components: V, S, M Duration : PermanentCasting Time: 4 Area of Effect : 20 square feet Saving Throw: NoneThis incantation is used to clear forest paths & trails of any dead undergrowth that may be blocking them. It can only be used to clear dead undergrowth, and will not affect livingblockages. The druid sprinkles dust (specially gathered & treated spores) over the area to be affected as the material component of the spell. When the casting is complete, thespores sprout into voracious mushrooms which rapidly devour any detritus that they are on. In a matter of minutes all dead undergrowth is replaced by a soft fungal growth, easilycleared to allow passage.Coax Wood (Alteration)Sphere: Plant Range: Touch Components: V, S Duration: PermanentCasting Time: 5 Area of Effect: Special Saving Throw: NoneBy means of this spell, any wooden object can be repaired. If cast on a ship’s hull, 1 point/4 caster levels of hull damage can be repaired. The spell lasts for a number of roundsequal to the total hull points restored in a single casting (i.e. 1 - 10 rounds). Thereafter, hull-points restored are permanent, until the ship is damaged again. Objects without hull-points (tables, chairs, wooden weapons, etc) are repaired in a single round, if less than 5 cubic feet in volume. If the caster is interrupted during this time, or chooses to leave, nohull-points or items are restored. The caster is required to be in contact with the object or damaged area for it to be repaired, & the ship must be made of some type of wood.Druidsight (Evocation)Sphere: Animal Range: 15’ Components: V, S, M Duration: 12 turns +1 turn/levelCasting Time : 3 rounds Area of Effect: One animal Saving Throw : SpecialBy means of this spell, the druid is able to see through the eyes of another animal & perceive things as that animal would. Animals who are on friendly terms with the druid, suchas pets or summoned animals, require no saving throw. Normal animals receive a normal saving throw. Familiars & polymorphed or shape changed creatures are not subject to thisspell. The subject animal can be commanded telepathically to scout, spy, or stand guard at distances up to 100 yards plus 10 yards per level of the caster. The material componentsfor this spell are a bit of food desirable to the animal.Fertilize (Necromantic) ReversibleSphere: Animal, Necromantic, Plant Range: Touch Components: V, S, M Duration: SpecialCasting Time: 9 Area of Effect: Special Saving Throw: NegatesWith this spell, a druid can increase the likelihood that animals & plants will reproduce better. Up to 12HD of animals or a field of up to 10000 square feet can be affected.Animals (including humans & humanoids) make their appropriate saving throws; fields have a saving throw of 15 minus the level of the druid. In the case of animals, thelikelihood of conception is increased 5% per level of the caster. If both animal mates are included in the spell, the probabilities are added together. In the case of plants, the yield ofthe field is increased 5% per level of the caster over normal. The reverse of this spell, sterilize, applies the same percentages in reverse: thus, the likelihood of conception inanimals is reduced 5% per level of the caster, and the yield of plants is reduced 5% per level of the caster, unless the saving throw is made. In either case, large plants, such astrees, must be treated individually: orchards are not the same as crop fields. Duration lasts until conception is successful or until the growing season is over.Firebreak (Alteration)Sphere: Elemental (Fire), Plant, Protection Range: 10 yards/level Components: V, S, M Duration: 1 turn/levelCasting Time: 5 Area of Effect: 2000 square feet/level Saving Throw: NoneFirebreak renders all living vegetation in the area, including plant-like monsters & animated plant life, immune to normal fire, and cuts all damage to such plants from magical firein half. Dead plant matter in the area of effect can still burn, as can living plants moved outside the area. The spell does not function indoors or underground. The materialcomponent is a bit of charred wood.Flame Sword (Evocation)Sphere: Elemental (Fire) Range: 0 Components: V, S, M Duration: 4 rounds +1 round/levelCasting Time: 4 Area of Effect: 1 bladed weapon Saving Throw: NoneThis spell causes a bladed weapon to burst into flame, inflicting +4 hit points of fire damage on a strike, even to creatures hit only by magical weapons. If the creature is immune tofire or heat attacks, then only the normal weapon damage will apply. The flames can ignite combustible materials. This spell cannot be used under water. The material componentis a weapon that has been blessed.Fungal MatSphere: Plant Range : 10’ Components: V, S, M Duration : The lifetime of the fungusCasting Time: 5 Area of Effect : 20 square feet Saving Throw: NoneThis spell produces a very slick & slippery fungal covering over the affected area. Anyone trying to traverse the mat at normal rates of speed must make a successful Dexteritycheck or fall prone to the ground for 1 round. Those that are prone may make an additional Dexterity check each round to regain their footing. The mat can be traversed at one halfof normal movement rates with no chance of slipping. The material component of this spell is a handful of fungal spores that are thrown over the area of effect, as well as a moistnutrient filled area. The spell will have no effect if cast over barren ground as the fungi need organic matter to consume & grow.Gift of Speech (Enchantment/Charm)Sphere: Animal Range: 10 yards/level of caster Components: V, S, M Duration: 1 turn/level of casterCasting Time: 5 Area of Effect: 1 animal Saving Throw: NoneThe gift of speech spell grants a normal animal (or a giant version of a normal animal) the ability to speak any one of the languages the caster knows, whichever the caster chooses,along with the ability to understand words & simple concepts expressed in that language. The affected animal’s reactions do not change, nor does its Intelligence increase. Thespell has no effect if cast on a creature with an Intelligence score of less than 1. The material component of this spell is the priest’s holy symbol.Hailstone (Evocation)Sphere: Combat, Elemental (Water) Range: 25’+5’/level over 2nd level Components: V, S Duration: InstantaneousCasting Time: 4 Area of Effect: See below Saving Throw: NoneWhen a druid casts this spell, one or more magical hailstones are formed to attack a particular target or targets. A caster may opt to produce 5 hailstones which each do 1HP ofdamage if they hit, or a single hailstone which hits automatically & causes 1d4+1HP damage. The druid gains 1 additional automatic-hit hailstone for every 2 levels beyond 2nd

level, each such stone doing 1HP damage per level of the caster. These small ice chunks travel in a direct line from the caster’s finger, firing at any number of objects in a roundprovided the caster has enough hailstones. The missiles fracture on impact with hard objects (shields, helmets, metallic armor, walls), causing half the initial damage of thehailstone (1HP minimum damage) to all creatures within 3’ of the point of impact. As the automatic-hit hailstones of high-level druids travel much faster than those of lesserdruids, the range of the ice splinters produced by such hailstones is increased by 1’ for every 1HP additional damage caused. It should be remembered that hailstones will notfracture on soft surfaces (though they do damage to the target if the target is living) or tolerate extreme heat.Icebolt (Evocation)Sphere: Combat, Elemental (Water) Range: 100’ + 10’/level Components: V, S Duration: InstantaneousCasting Time: 1 Area of Effect: 1 creature Saving Throw: NoneA bolt of razor-sharp ice launches from the palm of your hand at a single target. You must make a normal ranged attack roll; if you succeed, the bolt inflicts 2d6 points of piercingdamage & 1d6 points +1 point/level (maximum +10) of cold damage. If the attack roll misses, calculate whether it would have hit as a ranged touch attack. If so, than the boltstrikes and inflicts only the cold damage. If the ranged touch attack misses, there is no effect.Imbue IntelligenceSphere: Animal Range: 5’ Components: V, S, M Duration: 6 turns/levelCasting Time: 1 turn Area of Effect: One animal Saving Throw: NegatesThis spell is the result of several druids’ discontentment with the speak with animals spell. With this latter spell, druids discovered that although they could speak to the animals,the animals weren’t usually very intelligent so they could pass on very little useful information. Through the use of imbue intelligence, however, the druid is able to actually raisethe intelligence of an animal from “animal” to “average”. The spell is useful not just when speaking to the animal, but could also be used on an animal that is required to do some

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Nature Triumphant – Druid Spellcasting, Level 2rather complicated task. With an average intelligence, the animal would be able to complete the task on its own without supervision. However, now that the animal is intelligent, itmay refuse to do work until guaranteed some especially fine food or other concession. The only material component is the druid’s mistletoe.Invisibility to PlantsSphere: Plant Range: Touch Components: V, S, M Duration: 1 turn + 1 round/levelCasting Time: 5 Area of Effect: 1 creature/level Saving Throw: NoneSimilar to invisibility to animals, this spell renders the recipients completely undetectable by plants. Those affected are able to walk among, through or over any kind of plant,including intelligent & carnivorous plants, as if they didn’t exist. Any recipient attacking while this spell is in effect, ends the spell for himself only. Casting spells such as cure,augury or chant does not end the spell. The material component of this spell is a seed from any plant which is placed in the recipients’ mouths. Care is needed not to swallow orspit out the seed, for this will end the spell.Magical Proximity (Divination)Sphere: Divination Range: 25’ + 5’/2 levels Components: V, S Duration: 2 hours + 1 hour/levelCasting Time: 1 Area of Effect: 15’ radius Saving Throw: NoneThis spell will cause the caster to feel a tingling sensation when a sufficiently strong magical aura is detected within a 15’ radius. The alarm will be sent to the caster regardless ofhis location, even if it is on another plane. At the time the spell is cast, the caster must specify a particular minimum spell level that will be detected. Whenever a magical aura ofsufficient level enters or is created within the 15’ radius, the alarm is activated & this spell immediately expires. Note that this spell will never activate itself, so that if anothermagical proximity is cast within the 15’ radius the alarm will not be activated.Mark of Air (Evocation)Sphere: Elemental (Air) Range: Touch Components: V, S Duration: 1 hour/level or until dischargedCasting Time: 1 round Area of Effect: 1 creature Saving Throw: NegatesThe energy of this spell creates a white, swirled mark on the face, hand, or other prominent feature of any creature, living or undead. Those bearing this mark gain a +2 bonus toDexterity. They also possess the ability to conjure a shield of swirling air that provides a +5 deflection bonus to AC for 10 rounds. Using this shield of air ability immediatelydismisses the Mark of Air.Mark of Earth (Evocation)Sphere: Elemental (Earth) Range: Touch Components: V, S Duration: 1 hour/level or until dischargedCasting Time: 1 round Area of Effect: 1 creature Saving Throw: NegatesThe energy of this spell creates a brown, block-shaped mark on the face, hand, or other prominent feature of any creature, living or undead. Those bearing this mark gain a +2bonus to Strength. They also possess the ability to conjure & throw a large mass of rock, which requires a normal ranged attack roll & inflicts 5d6 points of damage to a target ithits within range (100’ + 10’/level). Using this mass of rock ability immediately dismisses the Mark of Earth.Mark of Fire (Evocation)Sphere: Elemental (Fire) Range: Touch Components: V, S Duration: 1 hour/level or until dischargedCasting Time: 1 round Area of Effect: 1 creature Saving Throw: NegatesThe energy of this spell creates a red, flame-shaped mark on the face, hand, or other prominent feature of any creature, living or undead. Those bearing this mark gain a +2 bonusto Dexterity. They also possess the ability to cast from the palm of the hand a ray of fire that inflicts 3d6 points of damage, if a ranged touch attack strikes the target. Using this rayof fire ability immediately dismisses the Mark of Fire.Mark of Frost (Evocation)Sphere: Elemental (Air, Water) Range: Touch Components: V, S Duration: 1 hour/level or until dischargedCasting Time: 1 round Area of Effect: 1 creature Saving Throw: NegatesThe energy of this spell creates a blue-white, angular mark on the face, hand, or other prominent feature of any creature, living or undead. Those bearing this mark gain a +1natural armor bonus due to a hard, icy coating that protects their skin. They also possess the ability to conjure a spear of ice, which can be thrown once as a normal spear to inflict1d8 points of damage plus 2d6 points of cold damage. Using this spear of ice ability immediately dismisses the Mark of Frost.Mark of Water (Evocation)Sphere: Elemental (Water) Range: Touch Components: V, S Duration: 1 hour/level or until dischargedCasting Time: 1 round Area of Effect: 1 creature Saving Throw: NegatesThe energy of this spell creates a blue, wavy mark on the face, hand, or other prominent feature of any creature, living or undead. Those bearing this mark gain a +2 bonus toConstitution. They also possess the ability to cast from the palm of the hand a stream of water, which requires a normal ranged attack roll and inflicts 5d6 points of damage to atarget it hits within range (100’ + 10’/level). Using this stream of water ability immediately dismisses the Mark of Water.Mist of Faithful Healing (Necromantic)Sphere: Healing Range: Touch Components: V, S, M Duration: 1 hour/2 levelsCasting Time: 4 Area of Effect: 1 creature Saving Throw: NoneWhen cast upon a creature, the target is immediately wreathed by a cool, soothing mist that heals 1d4 hit points of damage. Every hour thereafter, the mist heals another 1d4 hitpoints until the duration expires. The mist also has the effect of easing pain (halving the effects of a symbol of pain or similar magics & poisons). The spell can be ended at will bythe caster. The mists do not impair any of the target’s senses. The reverse of this spell causes 1d4 hit points of damage on touch & on each hour thereafter. The material componentfor either version is the priest’s holy symbol.Pool of Quicksand (Transmutation)Sphere: Elemental (Earth) Range: 25’ + 5’/level Components: V, S, M Duration: 1 round/levelCasting Time: 1 Area of Effect: 20’ radius Saving Throw: See textWhen this spell is cast upon an area of dirt or sandy ground, the earth down to a depth of 5’ immediately softens & turns into a bog. Creatures within 5’ of the edge when the spellis cast can make a Dodge saving throw to step away from the softening ground. Most creatures in the spell area will immediately sink toward the bottom. Small creatures can floaton top of the bog, but will have great difficulty moving about without something to grasp. Creatures that possess magical flight can escape the pool. A Strength check is required tomove 5’ through the bog. This spell has no effect on any earth-based creatures. When the spell finally expires, the ground returns to its previous state & traps any creatures caughtwithin. The material component is a lump of fine, moist sand.Shape Tree (Alteration)Sphere: Plant Range: Touch Components: V, S, M Duration: PermanentCasting Time: 1 turn Area of Effect: 3’ cube/level Saving Throw: SpecialAlthough the duration of this spell is permanent, growth of the tree (target of spell) over a long period of time may alter the initial shape. This spell doesn't remove or add anymass, it simply alters the tree’s shape. Limbs, trunks & leaves can’t be flattened or thickened, only their direction can be altered (by any amount). This spell can’t be used toremove any parts of the tree that are still alive, although dead limbs may be removed. The spell can only affect 1 tree per casting, although the area of effect doesn’t necessarilyhave to encompass the entire tree. This spell only works on living trees & plants. A caster with sculpting, artistic ability or similar related skill may use them to create a work ofart, although in all cases a skill check is necessary with each casting to do so. Altering the tree’s shape is a slow process so anyone or anything close to the tree is in no danger ofbeing hurt by the altering, unless unable to move. The spell does not exert enough influence to damage rock, trees or anything that is harder. In the case of a tree controlled bymagic, treants, or a tree inhabited by a dryad, a save is allowed by the controller or dryad to resist the spell’s effects. Otherwise no save is allowed. This spell does not affect treantsor other sentient plants.Sharpleaf (Alteration, Invocation)Sphere: Plant, Combat Range: 20 yards Components: V, S, M Duration: 1 turn per levelCasting Time: 5 Area of Effect: Special Saving Throw: NoneWhen cast, this spell causes leaves of any type to become rigid & razor sharp, effectively becoming knives. These sharp leaves can be wielded or thrown, causing 1-3HP damage ifa successful "to hit" roll is made. The leaves can also be crushed & crumpled prior to the casting, then serving as caltrops (spread over a 5’ square) doing 1-2HP damage to the first

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Nature Triumphant – Druid Spellcasting, Level 2creature to enter the seeded area. Three leaves per level of the caster can be affected. If mistletoe is used as the object of the spell, 1HP additional damage is added. The materialcomponents for this spell are the leaves used in the casting & sap from a hardwood tree sprinkled on them.SkateSphere: Travelers Range: Touch Components: V, S, M Duration: 1d6 hours + 1/levelCasting Time: 1 round Area of Effect: See text Saving Throw: NoneSkate is a relatively simple spell. Those under its influence (caster + 1 creature per level) are able to move without hindrance over or through any terrestrial environment at fullmovement rate. Skate only allows such movement; it does not, for example, offset fatigue. An important material component is necessary for the functioning of the spell: an acornmust be carried by each individual who is to be affected by skate. Loss or damage to the acorn will result in the termination of the benefits of the spell for the individual, even if theduration has not yet expired.Slow Poison (Necromantic)Sphere: Healing, Necromantic Range: Touch Components: V, S, M Duration: 1 hour/levelCasting Time: 1 Area of Effect: Creature touched Saving Throw: NoneThis spell is identical to the 2nd level clerical spell slow poison, except that if the druid is able to determine that the poison was one made from some living plant, he or she has a5% chance per level of knowing an herbal antidote which will neutralize the poison. (If the actual type of poison is not given by the DM, a successful casting of detect poison[type] indicates an organic poison which can be countered.) A dice roll equal to or less than the druid’s chance to find an antidote indicates neutralization. The druid uses mistletoeas a material component for this spell, and crushed garlic must be rubbed on the recipient’s feet. Antidotes must be obtained from green vegetables outdoors, or from an herbalistor similar source of supply.Soften Earth & Stone (Alteration)Sphere: Elemental (Earth) Range: 10 yards/level Components: V, S, M Duration: PermanentCasting Time: 5 Area of Effect: 10’ square/level Saving Throw: NoneWhen this spell is cast, all natural, undressed earth or stone in the area of effect is softened. Wet earth becomes thick mud; dry earth becomes loose sand or dirt; and stone becomessoft clay, easily molded or chopped. The priest affects a 10’ square area to a depth of 1’-4’, depending on the toughness or resilience of the ground at that spot (DM option).Magical or enchanted stone cannot be affected by this spell, nor can dressed or worked stone. Creatures attempting to move through an area softened into mud are reduced to amove of 10’ per round. Any creatures caught within the mud when the spell takes effect must make a saving throw vs. paralyzation or lose the ability to move, attack, or cast spellsfor 1d2 rounds as they flounder about in the muck. Loose dirt is not as troublesome as mud, and creatures are only reduced to half their normal movement rate, with no chance ofbeing caught for a round or two. However, it is impossible to run, sprint, or charge over either surface. Stone softened into clay does not hinder movement, but it does allowcharacters to cut, shape, or excavate areas they may not have been able to affect before. For example, a party of PCs trying to break out of a cavern might use this spell to soften awall. While soften earth and stone does not affect dressed or worked stone, vertical surfaces such as cliff faces or cavern ceilings can be affected. Usually, this causes a moderatecollapse or landslide as the loosened material peels away from the face or roof & falls. A moderate amount of structural damage can be inflicted to man-made structures bysoftening the ground beneath a wall or tower, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed. The material component isa bit of slip (wet clay) from the wheel of a master potter.Spring (Alteration)Sphere: Creation, Elemental (Water) Range: 3 yards/level Components: V, S, M Duration: VariableCasting Time: 1 round Area of Effect: Special Saving Throw: NoneThe druid can use this spell to create a spring of water with a flow rate of 2-12 gallons a minute, depending on the relative dryness of the region. If the DM determines thatunderground water exists within range, it is detected & drawn to the surface at the spot chosen unless its path is blocked by solid rock. There is a delay of 1 round for every 10’ thewater must travel. In dry country, the spring flows for just 24 hours, and at lower rates. The material component is a small forked stick, which is thrust into the ground.Stone Splinters (Alteration)Sphere: Combat, Elemental (Earth) Range: Special Components: V, S, M Duration: InstantaneousCasting Time: 2 Area of Effect: Target(s) within range Saving Throw: NoneBy use of this spell, the caster causes a shard of stone to split into several pieces & grow into stone shards that fly unerringly toward their targets, as if loosed from a long bow. Upto 8 shards can be formed, and these can be directed toward any number of targets within the caster’s range, as long as the targets can be seen or detected by the caster. The range& damage of these shards varies according to the number cast:• One has a range of 540’ & does 1d8+2 points of damage• Two have a range of 360’ & do 1d6+1 points of damage each• Three have a range of 180’ & do 1d4 points of damage each• Four have a range of 150’ & do 1d4 points of damage each

• Five have a range of 120’ & do 1d4 points of damage each• Six have a range of 90’ & do 1d4 points of damage each• Seven have a range of 60’ & do 1d4 points of damage each• Eight have a range of 30’ & do 1d4 points of damage each

These shards fly unerringly toward their targets, they travel straight at their targets and cannot dodge around obstacles, though they can curve toward running targets. Also, it ispossible to stop one of these bolts with parrying maneuvers or magical protections or items.Summon Nature’s Ally II (Conjuration, Summoning)Sphere: Animal, Summoning Range: 25’ + 5’/2 levels Components: V, S, M Duration: 1 round/levelCasting Time: 1 round Area of Effect: 30’ diameter circle Saving Throw: NoneThis spell summons one or more natural creatures who attack your enemies. They appear where you designate & act immediately, on your turn. They attack your opponents to thebest of their ability. If you can communicate with the creatures, you can direct them not to attack, to attack particular enemies, or to perform other actions. Summoned creatures actnormally on the last round of the spell & disappear at the end of their turn. Choose one 2nd level creature or 1d3 1st level creatures of the same type, or 1d4+1 lower-level creaturesof the same type from below. All the creatures on the table are neutral unless otherwise noted.2nd Level: Eagle Hyena (treat as wolf) Octopus Shark, Medium Squid

Wolf Viper, Small1st Level: Badger Dire rat Dog Hawk Viper, TinyTangleberry (Conjuration)Sphere: Creation, Plant Range: 25’ + 5’/2 levels Components: V, S, M Duration: 1 round/levelCasting Time: 1 round Area of Effect: 3 creatures Saving Throw: NegatesWhen this spell is cast, the priest can hurl 2” long Tangleberry seeds at up to 3 different targets. Each target must have a solid physical form & be at least small in size or the webwill have no effect. The seeds will rapidly grow & expand into a tangled, thorny growth. If a Dodge saving throw is failed, this growth will trap the target in a web of tough &fibrous branches. The needle thorns will grow out several inches, inflicting an initial total of 1d8HPs of piercing damage to the victim. Until freed, the victim is helpless in thisweb. Each round a victim can attempt to escape from the Tangleberry web, but doing so requires a Strength check. If the entangled victim is aided in this attempt to escape, he willsuffer an additional 1d4hp of damage from the penetrating thorns. The material component is 3 live Tangleberry seeds. The Tangleberries will sprout small, three-pronged leaves& clusters of unpleasant tasting dark green berries. This plant is uncommon & exists only in temperate deciduous forests.Thorn ThrowSphere: Combat, Plant Range: 0 Components: V, S, M Duration: InstantaneousCasting Time: 2 Area of Effect: Varies Saving Throw: ½By use of the thorn throw spell, the druid is able to hurl a volley of sharp thorns in the direction of his choice. The thorns spread out in cone-like fashion with the point of originbeing the druid’s out-stretched arms. The cone will be 5’ per level of the druid & the base of the cone will be 3’ wide per level. The thorns cause damage equal to the level of thedruid plus the victim’s armor class.

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Nature Triumphant – Druid Spellcasting, Level 2Tracking (Divination)Sphere: Divination, Travelers Range: 0 Components: V, S, M Duration: 1 turn +1 turn/levelCasting Time: 1 round Area of Effect: Caster Saving Throw : NoneAll living creatures or spirits leave psychic impressions wherever they go. This spell detects these impressions for the caster. The druid first takes an object closely related to thecreature being tracked, like a favorite article of clothing, a lock of hair, some blood, etc., & receives the quarry’s psychic pattern by casting the spell on the object. After this, anypsychic trace of the same pattern glows in the vision of the caster. The fresher the ‘tracks’, the brighter they glow. These impressions are visible up to 2 days old per level of thedruid. This spell can detect the passage of creatures under the influence of a pass without trace spell; it can also detect the passage of another druid.Unentangle (Alteration)Sphere: Plant Range: Touch Components: V, S, M Duration: 1 turn/levelCasting Time: 3 Area of Effect: 1 person/2 levels Saving Throw: SpecialThis spell is used to allow creatures to pass through an entangle cast by the same caster. If the spell is used to pass another caster’s entangle then the effects are as follows: normalmovement if a save vs. spells is made or ½ normal movement if the save fails. This spell also allows normal movement through dense forests, briar thickets, wall of thorns, etc.Watery Fist (Conjuration/Summoning)Sphere: Elemental (Water) Range: 60 yards Components: V, S, M Duration: 1 round/levelCasting Time: 5 Area of Effect: Special Saving Throw: NoneThis spell conjures a coherent pseudopod of water from any suitable body of water at least 5’ across & 2’ deep (for streams) or 10’ in diameter & 2’ deep (for ponds or pools). Thepseudopod can stretch up to 10’ + 1’ per caster level from its source, so a 3rd level druid could command watery fist to strike at a creature hovering 13’ above a lake or standing onthe shore 13’ from the water. The pseudopod obeys the druid’s mental commands, although he must concentrate each round in order to maintain control of the watery member.The pseudopod is incapable of fine manipulation, but it can be used to make bludgeoning or constricting attacks. When used to strike at opponents, it attacks with the caster’sTHAC0 & inflicts damage as shown below. The druid may add his magical attack adjustment (from his Wisdom score) to his THAC0, but Strength-based adjustments or specialweapon skills don’t help the druid to control watery fist . The pseudopod may be able to make rear or flank attacks if the druid can direct it into the proper position. If used toencircle & constrict, the pseudopod must first make an attack roll, inflicting damage based on the druid’s level. However, in following rounds, the pseudopod automatically strikesits grappled target for constricting damage, +1 point per round of constricting. In other words, in the first round the victim sustains listed damage, in the second round he sustainslisted damage +1, in the third he sustains listed damage +2, and so on. The pseudopod holds its target with an effective Strength equal to the druid’s Wisdom score.

CasterLevel

StrikingDamage

ConstrictingDamage

1–4 1d6 1d35–8 1d10 1d69–12 1d12 1d813+ 2d8 1d10

Watery fist can be released by the druid any time he cares to stop concentrating on maintaining it. The pseudopod immediatelyresumes its normal state, possibly drenching a grappled creature or extinguishing a small fire if the caster wishes. The pseudopod isAC 6 & has 15HP + 1HP per caster level, but it can only be damaged by magical weapons, fire, or cold; all other attacks simplypass through the water. Transmute water to dust, part water, lower water, & Otiluke’s freezing sphere all destroy watery fist oncontact. The material component is a vial full of blessed water or a sprig of mistletoe that is thrown onto the body of water fromwhich the fist will be summoned.

Weaken Poison (Alteration)Sphere: Healing Range: Touch Components: V, S, M Duration: InstantaneousCasting Time: 1 Area of Effect: One creature Saving Throw: NegatesBy means of this spell, the caster attempts to weaken the effects of any active toxins in the body of the targets. To have any effect this spell must be cast in the minute prior to thesecondary damage taking effect. The target can make an additional Body saving throw against any toxin in his system. If this bonus roll is successful, the secondary damage of apoison is avoided. This spell will also function against alcohol & other chemicals that negatively effect the health of the body or abilities of the mind. However it has no effect onmagical potions.Wild Deer Speed (Alteration)Sphere: Animal Range: 0 Components: V, S, M Duration: 1 turn + 1 round/levelCasting Time: 1 Area of Effect: Caster Saving Throw: NoneA druid casting this spell gains the ability to run at great speed for the duration of the spell. The druid can move at a rate of 15" + 1" per level, without tiring from the effort. Anyjumps made during such high speeds extend for 10’ + 1’ per level. Scrapings from the hooves of a fast herbivore (deer, antelope, etc.) are required.Wood Shape (Alteration)Sphere: Plant Range: Touch Components: V, S, M Duration: InstantaneousCasting Time: 1 round Area of Effect: 1ft3 of wood/level Saving Throw: See textWith this spell, the caster is able to make minor, deliberate changes to the shape of any piece of wood. Thus a stave or arrow can be straightened out, the legs of a chair or tableevened out, a peephole can be made in an ordinary door, or the door can be reshaped to allow an opening. If the spell area is sufficient, this spell can also alter the shape of a tree.The tree can be permanently shaped to form a small hut, a lower trunk free of branches, a regular or unusual shape, or even a large nest for a Roc or other large flying creature.Intelligent trees can make a Body saving throw to avoid the effects of this spell. The shaping will tend to bend along the natural grain of the wood, so any breaks across the grainwill require a failed saving throw. Otherwise no openings larger than 1/10 the width of the piece of wood can be created. The artistry of the changes made to the wood isdetermined by a carpentry skill check.

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Nature Triumphant – Druid Spellcasting, Level 3Third Level SpellsAir Lance (Alteration)Sphere: Elemental (Air) Range: 0 Components: V, S, M Duration: 1 round/levelCasting Time: 4 Area of Effect: See below Saving Throw: SpecialThis spell creates a force of air (in either a line or cone) directed by the priest’s arms. The line versioncreates a 90’ “lance of air” which strikes the target if the priest rolls to hit AC 10 minus Dexterityadjustments for target. The force of the blow causes 3d6 points of damage & causes the target to make aDexterity check with modifiers as below. This version opens doors as a 20 Strength. The cone version hasa width of 5’ at the base & 60’ at the end of the cone, and a length of 60’. All in the area of the cone take1d6 points of damage (Dodge save to avoid) & are knocked over unless they make a Dexterity check at+1, using the modifiers below. Other modifiers may be applied, such as a target on a ledge, off balance,embraced, etc. The material component for this spell is a small fan.

Target is or has Modifier Target is or has ModifierSmaller than man sized -1 Strength of 20 +3Larger than man sized +2 Strength over 20 +4Strength under 12 -1 4 or more legs +3Strength of 18 +1 Under 100lbs -2Strength of 19 +2 Over 1000lbs +2

Animal Healing III (Alteration) ReversibleSphere: Animal, Healing Range: 10’ per level Components: V, S, M Duration: PermanentCasting Time: 5 Area of Effect: 1 animal Saving Throw: NoneThis spell simulates the casting of a cure critical wounds for a true animal only. This spell does not work for a shape-changer of any kind, even if its natural shape is an animal & its othershape is something else. This spell cures 3d8+3 hit points of the animal. It even cures critical wounds such as laming or a broken leg. The reverse, animal harm III, requires a touch incombat & deals 3d8+3 HP of damage. Note: the reverse will almost never be used by a priest with access to the animal sphere - if it is used, there have to exist some very good reasons -and if it is used without such reasons, the priest should be prepared to suffer the consequences. The spell requires an ointment made from healing plants & the holy symbol of the priest.The reverse requires an ointment made from poison ivy & the holy symbol of the priest.Animal Rage (Alteration, Charm)Sphere: Animal Range: Touch Components: V, S Duration: 1 turnCasting Time: 3 Area Of Effect: 1 animal Saving Throw: SpecialThis spell causes the affected animal to become feral & vicious. It will attack anyone that the druid commands. The animal’s morale rises to 20. Its claws, hooves, fangs, beak,antlers, horns, etc. grow sharper & longer, while its fur, feathers and/or hide grows thicker. The animal’s AC, saving throws & attack rolls receive a +2 bonus. The animal receivesan extra 2HPs per hit die, all damage comes from these temporary hit points first. Only natural animals with intelligence of animal or semi-intelligence, having at least 1HD, areaffected. Those creatures under the influence of the caster through magic (animal friendship, charm person or mammal) or training are affected immediately, no save. Charmedcreatures that are forced to attack their masters are allowed an additional save each round. Wizard’s familiars are not affected by this spell. If combined with the effects of anAnimal Growth spell extra hit points received through the use of this spell are not doubled.Animal Sense (Alteration)Sphere: Animal Range: 0 Components: V, S, M Duration: 5 rounds per levelCasting Time: 2 Area of Effect: Creature touched Saving Throw: NegatesThis offers a touched creature a single sense of any other animal. For example, the sense of a bat will give absolute radar power in any circumstances. The creature can understand what itreceives by the new sense if it succeeds at an INT check. If it fails, it misinterprets the sensory input. Once a number of 20 such checks (with a minimum of 1 check) have succeeded, thecreature no longer needs to make any INT checks again for this sense, unless a special situation arises: you had gained the nose of a bloodhound & followed a trace through a swamp;suddenly you come upon a large patch of aniseed (incredibly irritating to dog noses), in this case you’d have to succeed an INT check again (normally even with a hefty penalty). It ispossible to have up to 1 additional sense/3 Intelligence points of the recipient creature; for each new sense the INT checks of all senses are reduced by 2 (this simulates the strain on thebrain of trying to cope with so many new sensory inputs). Material components are the holy symbol of the priest & a tiny bit from the animal from which you desire to gain the sense.Animate WoodSphere: Plant Range: Touch Components: V, S, M Duration: 1 roundCasting Time: 1 Area of Effect: Special Saving Throw: NoneThis spell allows the priest to bend wood to his will, making it supple & flowing, altering the shape of the wood permanently (though the form created must bear some semblanceto the original form of the wood). A living tree may be animated at 5’ (height) per level. Dead wood may be animated at a rate of 2 arrow shafts per level. The wood may be madeto grasp, entangle, or attack as club.Aura of Nature (Alteration, Abjuration)Sphere: Plant Range: 0 Components: V, S, M Duration: 1 per round per levelCasting Time: 1 Area of Effect: 1d12HD of undead/level Saving Throw: SpecialWhen this spell is cast, it surrounds the caster with an overwhelming aura of life. This aura is comforting to woodland creatures (+25% on reaction rolls) for it is the sensation oflife which puts the animals at ease with the caster. This, however, is not the principle purpose for the spell. Its primary use is to turn undead. Undead creatures find this sensationemanating from the caster’s aura very distasteful. When undead encounter this sensation, they are usually repulsed. This occurs if the caster succeeds in turning undead as a clericdoes. If the turn attempt doesn’t succeed then the undead aren’t repulsed. The caster’s level is the level used to determine the effect of the turning. This is only the case if the casteris in natural surroundings (i.e. forest, caverns, plains). If the caster is in his own consecrated grove, then the caster gains a +4 to the turn attempt & in addition is allowed to turntwice the normal number of undead. If the caster is in an unnatural surrounding (i.e. buildings, ethereal plane) then he turns undead as a cleric 2 levels lower then his current level.This is because the influence of nature is reduced in these surroundings. In some man-made surroundings there may not be a reduction because of the circumstances - a man-madegarden for example.Blessed HerbSphere: Healing, Plant Range: Touch Components: V, S, M Duration: SpecialCasting Time: 1 Hour Area of Effect: Special Saving Throw: NoneThis spell enables the caster to enchant a number of medicinal herbs with the ability to act as a cure wounds spell. One bundle (1 application) per level of the caster may beenchanted, and they will each last 1 day per 2 casting levels. After that time is expired, the herbs disintegrate & their magic is lost. The herbs must be medicinal in nature, that isthey must have innate medicinal qualities. Also, each different herb may be used in a different manner, according to its natural method of application. For instance, they may beeaten, smoked, diluted & drunk, or applied directly to a wound. The more complicated methods will require a healer or herb-master to use, but those that are simply ingested or thelike can be used by anyone. When casting, the priest must cast upon a reusable altar (around 500gp in value). He may cast any 1st or 2nd level cure wounds spell into the herbs byactually casting that spell over the herbs once for each level of the spell. Thus, one must cast cure light wounds once during the casting, or cure moderate wounds twice. Thesespells are expended as if cast normally. This spell can be cast cooperatively by up to 3 priests. When this happens, each priest must cast all the required spells at the same altar, butthe duration of the herbs is increased. The number of bundles which may be enchanted is equal only to the allotted number of the lowest level priest, but the new duration is equalto the sum of all the priests’ individual durations. Thus, 2 8th level priests & a 6th who cast this spell together may only enchant 6 bundles, but they will each last for 11 days.Briar Web (Alteration)Sphere: Plant Range: 100’ + 10’/level Components: V, S, M Duration: 1 minute/ levelCasting Time: 1 Area of Effect: 40’ radius spread Saving Throw: See textThis spell causes grasses, weeds, bushes, and even trees to grow thorns & then wrap, twist, and entwine about creatures in the area or those who enter the area, holding them fast.Creatures that stand still are entangled but experience no other effects & take no damage. A creature attempting an action (anything involving movement) takes thorn damage of1d4 points + 1 additional point per caster level & must make a Dodge save or be entangled. An entangled creature suffers a -2 penalty to attack rolls, suffers a -4 penalty toDexterity, and can’t move. Anyone who attempts to cast a spell must make a Concentration check or lose the spell. An entangled creature can try to break free & move at halfnormal speed by using a full round to make a Strength check. A creature who succeeds at a Dodge saving throw is not entangled but can still move at only half speed through thearea, taking damage as described above. Each round, the plants once again attempt to entangle all creatures who have avoided or escaped entanglement. The plants provide ¼ coverfor every 5’ of substance between a creature in the area & an opponent, ½ for 10’ of the briar web, ¾ for 15’, and total cover for 20’ or more.

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Nature Triumphant – Druid Spellcasting, Level 3Charm Insects (Enchantment/Charm)Sphere: Animal, Charm Range: 60 yards Components: V, S Duration: PermanentCasting Time: 6 Area of Effect: 10’ cube Saving Throw: NegatesThis spell is similar to charm plant, except it affects living insects. It can affect magical, monstrous or giant-sized insects. It can even affect insects created or summoned by spells,including, but not limited to: summon swarm, giant insect, summon insects, & creeping doom. It affects any singular magical, monstrous or giant-sized creature, or, when dealingwith insects with very low hit dice or summoned by a spell, it affects a 10’ cube of insects. Otherwise, this spell is similar to other charm spells. Singular insects are allowed a saveversus spells to avoid being affected.Clay BeastSphere: Elemental (Earth), Summoning Range: 30 yards Components: V, S, M Duration: 2 rounds per levelCasting Time: 2 rounds Area of Effect: Special Saving Throw: NoneThis spell enables a priest to conjure up a weak earth elemental, a clay beast (AC 4, 2 HD, MV 100’ per round, 1 attack for 1d4 points of damage) which can be hit by normalweapons. It is about 5’ tall & appears as a solid mud man. It moves as directed by the priest, but if it ever becomes separated from the priest by more than 30 yards, it instantlydissipates. Any native to the elemental plane of earth can disperse it at will with a simple touch, even another clay beast. The material component for this spell is a bit of clay.Create Plants (Alteration)Sphere: Plant Range: 30 yards Components: V, S, M Duration: PermanentCasting Time: 1 round Area of Effect: 1 foot/level cube Saving Throw: NoneWith this spell, living plants are called into existence in an area 1 foot square per level of the caster. The trees, shrubs, grasses, mosses, lichens & other plants created can be up to1’ tall per caster level. The plants are common healthy species typically found in the area. If this spell is cast in an environment where plant life does not usually exist (arctic,extraplanar, etc.) then the types of plant created are those common to woodlands (or a druid's other primary terrain). The created plants can be dispelled within 1 round of creation,otherwise their magic fades, leaving normal plants in all respects. If created in an inhospitable environment (without necessary food/water) the plants will begin to die naturally.The caster has a 5% chance per level of creating one specific species of plant known to him if desired. If the chance does not succeed, the normal common species are created.Druids & nature priests who have major access to the plant sphere have doubled range, area of effect, and chance for specific species. The spell requires the caster’s holy symbol.Distil EssenceSphere: Plant Range : 5’ Components: V, S, M Duration : PermanentCasting Time: 7 Area of Effect : 5 square feet Saving Throw: NoneThis spell is used by many to facilitate the gathering of rare, and hard to obtain, alchemical components. Mushroom spores are sprinkled over an area as the material component ofthe spell. The spores rapidly germinate and grow into various fungal forms. Over a period of minutes to hours (DMs determination, based upon the alchemical component beingharvested) the fungi digest their surroundings, distilling out of them the desired alchemical substance (if it is present). The fungi devour whatever they were sprinkled upon,eventually turning upon themselves, until only one of them remains. That fungal matrix then sprouts a single mushroom containing all of the desired substance which was in thearea of effect. That mushroom can then be harvested & stored for later use.Dominate Animal (Enchantment/Charm)Sphere: Animal, Charm Range: 100’ + 10’/level Components: V, S Duration: 1 round per levelCasting time: 3 Area of Effect: One animal Saving Throw: NegatesThe caster can enchant an animal & direct it with simple commands such as “Attack”, “Run”, and “Fetch”. Suicidal or self-destructive commands (including an order to attack acreature two or more size categories larger than the dominated animal) are simply ignored. Dominate animal establishes a mental link between the caster & the subject animal. Theanimal can be directed by silent mental command as long as it remains in range. The caster need not see the animal to control it. The caster does not receive direct sensory inputfrom the animal, but the caster knows what it is experiencing. Because the caster is directing the animal with the caster’s own intelligence, it may be able to undertake actionsnormally beyond its own comprehension, such as manipulating objects with its paws & mouth. The caster need not concentrate exclusively on controlling the animal unless thecaster is trying to direct it to do something it normally couldn’t do.Earth Armor (Evocation)Sphere: Elemental (Earth), Protection Range: 0 Components: V, S, M Duration: SpecialCasting Time: 3 Area of Effect: Caster Saving Throw: NoneBy 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 anyphysical 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 donormal damage to the druid (without benefit of the armor) & will also cause 1.5 times the normal damage to the armor itself. The material component is a small handful of dirt.Flame Shield (Evocation)Sphere: Combat, Elemental (Fire) Range: 0 Components: V, S, M Duration: 1 round/levelCasting Time: 3 Area: Special Saving Throw: NoneThis spell brings into being a pulsing, 6’ high shield of darkness at the end of the druid’s hand. The shield is weightless & has no solid existence. Missiles, other weapons & solidobjects (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 touchesanother creature’s hand & 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 touchextinguishes 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, doesonly 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 thestrike (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 flamingsword striking through a flame shield encounters no resistance & does normal weapon damage (but not flaming damage). The shield doesn’t permanently affect the blade in anyway, 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 strikingthrough a flame shield can’t ignite a scroll or other flammable object by touch. The material components for this spell are a piece of phosphorous, a drop of mercury, & a cobweb.Flaming ChildSphere: Elemental (Fire), Summoning Range: 30 yards Components: V, S, M Duration: 2 rounds per levelCasting Time: 2 rounds Area of Effect: Special Saving Throw: NoneThis spell conjures up a small fire elemental. AC 5, HD 2+1, MV 130’ per round, one attack for 1d6, and it can be hit by normal weapons. It appears to be a 4’ high child caught onfire. It will move as directed by the priest, but if it is ever separated from the priest by more than 30 yards it will instantly dissipate. Any being from the elemental plane of fire,including another flaming child, can destroy it with a touch. The flaming child will ignite all flammable things it touches.Greater Magic Fang (Alteration)Sphere: Animal Range: 25’ + 5’/2 levels Components: V, S, M Duration: 1 hour per levelCasting Time: 1 Area of Effect: One living creature Saving Throw: NegatesGreater magic fang gives 1 natural weapon of the subject a +1 per 3 caster levels (maximum +5) bonus to attack & damage rolls. The spell can affect a slam attack, fist, bite, orother natural weapon. (The spell does not change an unarmed strike’s damage from subdual damage to normal damage.) If the caster is a good druid, the natural weapon isconsidered blessed, which means it has special effects on certain creatures.Greenwood (Alteration)Sphere: Plant Range: 10 yards/level Components: V, S, M Duration: 1 turn/levelCasting Time: 6 Area of Effect: 9ft3+1ft3/level Saving Throw: NoneThe caster can temporarily make dead & withered trees appear living, green & healthy. The caster can affect 1 plant (or object made from one), or a mass of plant material up to9ft3+1ft3 per level of the caster. Dead or bare trees, shrubs, or vines can be made to cloak themselves in leaves. Sufficient foliage appears to afford concealment for the caster, butnot enough to use for an entangle spell. Dry firewood can be made damp enough that it does not light. If wood is already alight, the flames die down to a thick, choking smoke in acloud that lasts for one round per experience level of the caster. This cloud, which totally obscures vision beyond 2’, covers a roughly spherical volume from ground or floor up orconforms to the shape of a confined area. The smoke fills a volume 100 times that of the fire source. All within the cloud must roll successful saving throws vs. spell or suffer -2penalties to all combat rolls & Armor Class. Dry, seasoned wood, such as a ship’s mast, can be made to bend & snap under a strain like green wood. Rotten wood, such as an old

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Nature Triumphant – Druid Spellcasting, Level 3bridge or ruin, usually collapses or becomes unsafe to carry any future load. Damage to plants or wood suffered by being made “green” is permanent, but the wood otherwisereverts to its former state after the expiration of the spell. In other words, if greenwood is used to collapse an old bridge, the wood the bridge is made of returns to its previouscondition after the expiration of the spell, but the bridge is still collapsed.Hasten Rot (Necromancy)Sphere: Animal, Plant Range: 25’ + 5’/2 levels) Components: V, S, M Duration: InstantaneousCasting Time: 1 Area of Effect: See text Saving Throw: See belowThis spell will create a yellow-green ray that accelerates the rotting of dead flesh or organic matter. Tiny scavenger organisms in the target area have their life force greatly spedup. As a result, any dead matter within the beam (one corpse or 1ft3/level object) will rapidly decay into fine dust unless a saving throw is made. This spell will operate on any deadanimal or plant matter, including wood, bone, or leather. However it will not further decay already rotted matter such as dirt. The spell has absolutely no effect on living matter,including freshly cut wood & seriously ill but still living creatures. It will also fail to operate in a sterile environment, such as a pure vacuum. If an undead entity with a corporealbody is the spell target, it must make a saving throw versus spells or suffer 2d6 hit points of damage plus 1 point per level of the caster. If the saving throw is successful, then thedamage is halved. The material component is a handful of mulch.Heal Trees (Alteration) ReversibleSphere: Plant Range: Touch Components: V, S, M Duration: PermanentCasting Time: 6 Area of Effect: Special Saving Throw: NoneThis spell affects either 1 tree or other plant per level of the caster, or a single plant-like monster. It heals normal plants of all damage & disease, and functions as a combinationcure disease & cure critical wounds (restoring 3d8+3 hit points of damage) for plant-like monsters. All plants to be affected must be alive and, in the case of trees, standing. Thereversed spell, harm trees, infects normal plants with a deadly blight that kills in 1 week, or causes 3d8+3 points of damage to a single plant-like monster. As with fertility/sterility& 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.Heat (Alteration) ReversibleSphere: Elemental (Fire) Range: 1’ per level Components: V, S, M Duration: 1 round/levelCasting Time: 6 Area of Effect: 6” radius globe Saving Throw: SpecialThis spell causes excitation of air molecules so as to make them emit heat. The heat thus created is equal to that of a small fire in intensity, but its sphere is limited to 1’ indiameter. It lasts for the duration indicated, or until the caster utters a word to extinguish the heat. The heat will melt ¾” of ice per round. The spell can take effect wherever thecaster directs as long as he has a line of sight or unobstructed path for the spell. If this spell is cast on a creature, the applicable magic resistance & saving throw dice rolls must bemade. Success indicates that the spell takes affects the area immediately behind the creature, rather than the creature itself. Failure indicates that the target creature will take 2points of damage per melee round from the heat unless some means of protection from heat is available. The material component for the spell is a tinder box & some woodshavings. Fire resistance (potion or ring) totally negates the effects of a heat spell, as will immersion in water or snow, or exposure to a cold or ice storm spell.Ice Trek (Alteration)Sphere: Travelers Range: Touch Components: V, S, M Duration: 2 turns + 1 turn/levelCasting Time: 1 Area of Effect: 1 creature/2 levels Saving Throw: NoneWith this spell the caster allows one or more creatures to be able to glide effortlessly across any frozen surface, leaving almost no tracks in their passing. Attempts to track thetargets across snow or ice are made as if the surface were firm instead of soft. The targets can travel at their normal movement rate. However, maneuvers on a frozen surface aremade as a flying creature with average maneuverability.Insect Ward (Abjuration)Sphere: Animal, Wards Range: 0 Components: V, S, M Duration: 1 month/levelCasting Time: 1 turn Area of Effect: Special Saving Throw: NoneThe druid casts insect ward on the spell’s material component, a pair of rune-carved wooden stakes. He then plants 1 of the stakes in the ground, walks up to 100’ 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 normalinsect encountering it to turn & go in the opposite direction. If one or several barriers join to completely enclose an area, affected insects depart the area. Those insects trapped inthe area become lethargic & 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 insectsform 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 spellexcludes. This can be specific (e.g., only mosquitoes & aphids) or general (e.g., all plant-eaters, or all blood-drinkers). Giant insects are unaffected, as are magically summoned orcontrolled insects. The stakes radiate magic until the spell ends. If either stake is removed from the ground, even for a second, the spell ends.Leather to Leaves (Alteration)Sphere: Plant Range: 20’ per level Components: V, S, M Duration: 1 round/levelCasting Time: 4 Area of Effect: 5ft2 + 5ft2/level of caster Saving Throw: SpecialLeather to Leaves transmutes normal, non-magical leather to green, living leaves. Armor that is protected by magic spells (such as bless, protection from evil, etc.) gets a savingthrow vs. disintegration based on the druid’s level vs. the target caster’s level. For every level of the druid above the target caster, the save is at -1. For every level of the targetcaster above the druid, the save is at +1. The leaves cannot hold much weight & will break easily, causing warriors armored in plate mail to become unarmored, and possiblyunclothed as well. The material component is the leather itself.Lion’s Claw (Alteration)Sphere: Animal, Combat Range: 0 Components: V, S, M Duration: 1d4 rounds + 1 round/levelCasting Time: 3 Area of Effect: Caster Saving Throw: NoneWhen this spell is cast, the druid causes his fingernails to grow & thicken into claws. He is able to attack with these claws twice a round, doing 1d4+1 points of damage each plusStrength bonuses. Damage from these claws will affect creatures that can only be hit by +3 or less magic weapons. But, the claws are not magical. Note that the claws do not affectthe druid’s spell casting ability or his capability to hold or manipulate objects. To cast this spell, the druid needs a sprig of mistletoe & a claw from a lion.Mold Touch (Alteration)Sphere: Plant Range: Touch Components: V, S, M Duration: SpecialCasting Time: 3 Area of Effect: Creature touched Saving Throw: SpecialThis 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 thecaster within 6 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 6 rounds). Themold 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 druidcan infect only 1 creature per spell (in the event of an accident, it could well be a friend or ally). A mold touch spell does 4d6HPs of damage to the target creature (half that if asaving throw vs. spells is made). Brown mold spreads upon the victim; in the second round after the attack, the mold does 2d6HPs of damage (save for half damage). On everyround thereafter, the victim receives a saving throw vs. spells. If the save is successful, no damage is taken & the spell ends. If the save fails, the victim takes 1d6HPs of damage inthat 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 thisspell in the usual manner (but also affects the creature the mold is growing on).Moonblade (Invocation)Sphere: Combat, Sun Range: 0 Components: V, S, M Duration: 2 turnsCasting Time: 6 Area of Effect: Caster Saving Throw: NoneThis spell summons forth a silent, weightless sword-like construct made of moonlight that extends 4’ from the caster’s hand. The moonblade is considered a +4 weapon fordetermining what creatures it can damage, though the bonus does not apply to THAC0. In addition, due to the insubstantial nature of the moonblade, melee bonuses from strengthdo not apply. The strike of a moonblade drains a target’s vitality, inflicting 1d12+4 points of damage, and an additional 1d12 points to undead, who are particularly susceptible. Asuccessful strike also temporarily scrambles magic, causing any spells the target casts in the next round to fail.

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Nature Triumphant – Druid Spellcasting, Level 3Part Plants (Alteration)Sphere: Plant, Travelers Range: 0 Components: V, S, M Duration: 2 rounds/levelCasting Time: 3 Area Of Effect: 15' long, 5' wide Saving Throw: SpecialThis spell causes plants to part, leaving a clear and unobstructed path. Grass flattens to either side, vines move out of the way, brambles untangle and flatten themselves, etc. Treesmove their leaves & lower branches will turn aside so as to allow the druid full movement & vision. The spell originates from the caster & is mobile. The plants part wherever thedruid faces, although the druid may elect to end the spell at any time. The vegetation requires 1 round to part & returns to normal 1 round after it is no longer within the spells areaof effect. This spell is an effective way of clearing a path for companions or for seeing through vegetation. The effects of vegetation on movement is halved by the spell, althoughthe terrain will still affect movement. This spell negates the effects of an entangle spell while the area is within the area of effect of this spell, although in such a case the vegetationdoes not part, but simply ceases to entangle. The spell may be cast on a single intelligent plant. Those which are mobile will flee away from the caster for the duration of the spellas if turned by a priest of equal level. Non-mobile plants are slowed (as the 2nd level wizard spell) for the duration. A save vs. spells is allowed for intelligent plants, otherwisethere is no save. The material components are mistletoe, 3 holly berries & a sickle or scythe of any size (tiny replicas may be used). The holly berries are the only things consumedby the spell as they’re crushed onto the sickle or scythe & the mistletoe is brushed over the blade. Sickle or scythe & mistletoe may be reused.Razor Grass (Alteration)Sphere: Plant Range: 100’ + 10’/level Components: V, S, M Duration: 1 minute/levelCasting Time: 1 Area of Effect: 10’/level radius circle Saving Throw: NoneWhen cast upon a field of grassy vegetation, this spell will cause the leaves to turn as hard as bone & the edges to become as sharp as a shaving knife. The leaves will cut & sliceanything attempting to move through the grass. Any solid creatures moving along the ground through the spell area risks taking slashing damage. For every 10’ of movementthrough the grass, a creature is subject to an attack for 1d4HPs of damage. Creatures engaged in melee combat within the grass also receive an additional such attack. This spell hasno effect on incorporeal, gaseous, or liquid creatures. It also has no effect on creatures effected by a pass without trace spell.Repel Parasite (Abjuration)Sphere: Animal, Protection Range: Touch Components: V, S, M Duration: 2 hours +1 hour/levelCasting Time: 1 turn Area of Effect: Creature touched + special Saving Throw: SpecialThis spell can be cast upon an area or an individual. In either case, repel parasite protects an area 10’ radius from where the priest touches. Common (non-magical) parasites suchas leeches, mosquitoes, fleas, etc. cannot enter the area. Giant or magical parasites are also repelled unless they have more Hit Dice than 1/3 of the priest’s level. In the latter case,the parasite(s) must make a saving throw. If the save is failed, the parasite(s) take 1d6 hit points of damage in addition to being unable to enter the area. The material component isthe priest’s holy symbol.Root (Alteration)Sphere: Plant Range: 10 yards Components: V, S, M Duration: 1 round per levelCasting Time: 5 Area Of Effect: 1 plant-like creature Saving Throw: Neg.This spell causes a plant-like creature to grow roots. A mobile creature will become immobile for the duration of the spell. A creature that is not mobile but attacks with moveablelimbs can also be affected. In this case 1 limb is targeted. If successful the limb grows roots & becomes immobile for the duration of the spell. In either case a save is allowed tonegate the spell. If the save is made, the effects of the spell can be broken during the next round. One attack will be lost as the creature breaks free of the roots. The materialcomponent is a pinch of dirt and a flower seed which are both consumed in the casting.Rot (Necromantic)Sphere: Animal, Plant Range : Touch Components: V, S, M Duration : Permanent until dispelled or curedCasting Time: 4 Area of Effect : Target Saving Throw: NegatesThis spell functions much as clear path does, however it can only be cast on living subjects. Most often it is cast upon plant matter; a tree for example. Over a period of severaldays to a month (depending on the fortitude of the victim), a fungal growth slowly pervades its way into vital systems. Unless cured (by a neutralize poison, cure disease, removecurse, or similar spell), the rotting will ultimately cause the death of the victim. Rot can also be cast upon animal life with detrimental effects. Although not directly fatal, therotting may cause death indirectly. Most often the effects of this spell in animal life take the form of yellowed & flaking nails followed by intense burning sensations in the hands& feet.Selective Entangle (Alteration/Evocation)Sphere: Plant Range: 8” Components: V, S, M Duration: 1 turn per levelCasting Time: 4 Area of Effect: 1 person/2 levels Saving Throw: ½This spell is very similar to the 1st level entangle except for 1 major difference. It effects only the creatures targeted for the spell effects and no-one else, unlike entangle. When thecreature(s), who are effected by this spell, try to walk by any form of plant life, the plants will reach out and grab the creatures much in the same manner as entangle. Thus if theyare trapped by the spell, others can then walk up to the entangled creatures. In this respect, the spell is similar to hold person in its effects If the creature fails its saving throw vs.spells then it is held fast by the plants. If the save is made then the targeted creature has its movement reduced to ½ normal. If the creature struggles to free themselves from theplants then a new saving throw vs. spells can be made every turn (this is very tiring work). The strength to hit bonus can be used as a bonus on these additional saves (DM’sdiscretion). If the creature makes one of these additional saving throws then they are “freed” but their movement is still reduced by ½. If after another turn the creature is still in anarea with plant life then a save vs. spells is required with the effects outlined above occurring. In short, a save must be made every turn when in areas of vegetation to determine theeffects of the spell if the spell target is actively fighting the effects of the spell.Shape Wood (Alteration)Sphere: Plant Range: Touch Components: V, S, M Duration: PermanentCasting Time: 1 round Area of Effect: 9ft3 + 1 ft3/level Saving Throw: NoneBy means of shape wood, the caster can reform wood. For example, the PC can cast it upon any appropriate-sized piece of wood to fashion a wooden weapon, make a rough door,or even create a crude figurine. The spell also allows the caster to reshape an existing wooden door, perhaps to escape imprisonment. Again, the volume of the wooden object mustbe appropriate to the desired result and fit in the area of effect. While a PC might form a wooden coffer from a tree stump or a door from a wooden wall, the result does not bearhigh-quality detail. If a shaping has moving parts, there is a 30% chance they do not work. The alteration endures permanently, at least until the wood rots or is physicallydestroyed. The caster blows the material component, a pinch of fine sawdust, over the wooden subject of the spell.Snapdragon (Alteration)Sphere: Plant Range: 40’ Components: V, S, M Duration: 3 turnsCasting Time: 6 Area of Effect: 20’ diameter Saving Throw: ½This 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 &carnivorous. They writhe & 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 ofits breath weapon. Creatures passing through this spell area take 2d4HPs of damage from plant bites for every round they are within the area of effect. The flowers shoot theirpollen once each round that someone is within the area of effect. “Pollinated” persons are disabled by sneezing & choking for 5d4 rounds, and are unable to leave the area on theirown. From 1-3 persons or creatures can be pollinated each round. A successful saving throw vs. spells reduces damage from bites to 1d4HPs per round, and reduces sneezing &choking time by half also. The material component for this spell is a snapdragon blossom.Splinter Wood (Alteration)Sphere: Plant Range: 30’ Components: V, S, M Duration: PermanentCasting Time : 2 Area of Effect: Special Saving Throw : NegatesA step beyond warp wood, this spell causes 1 wooden object to explode violently into thousands of splinters. The druid can affect up to 1 spear shaft worth of wood per level (1axe handle, 7 arrow shafts, or 7lbs. of wood are equivalent to 1 spear shaft). Targets to be affected gain a saving throw vs. crushing blow at -1 for every 2 levels of the druid. Anycreature within 2’ plus 1’ per 20 lbs. of the splintered object will be struck by the splinters. The splinters cause 1HP of damage per 7lbs. of the object, so a spear shaft would cause1HP of 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, avictim with AC -1 would be protected from (10 - (-1) ) 11HPs of damage. A victim’s Dexterity is reduced by 1 point for every 5HPs of damage done by this spell until such time as

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Nature Triumphant – Druid Spellcasting, Level 3all splinters are removed, which takes 1 round per 1HP of damage done. Splinters doing less than 5HPs of damage need not be removed. Additionally, victims who are wearing nogreat helms or eye protection have a 5% chance per 1HP of damage done by the spell (calculated before AC reductions are made) of being blinded for 2d4 rounds.Stone Seeds (Alteration)Sphere: Elemental (Earth), Plant Range: 0 Components: V, S, M Duration: Permanent (1 month)Casting Time: See below Area of Effect: 5’ square/level Saving Throw: NoneWhen the spell is cast, it causes plant seeds to become magically enchanted so as to enable them to grow into solid stone. The seeds will grow at 4x normal rate for four weeks.During this time the roots will grow down into the stone a distance of 1’/level of the caster in hard stone or 2’/level in soft stone. After this month (28 days) is up, the plants willgrow normally. Thus they will require food, light, & sunlight if they are to continue growing after this point. The effect of the plants growing into a stone structure are rather nasty,for it could remove around 10-90% of the structure’s structural points, depending upon the thickness of the stone. To cast this spell, the druid must mix a handful of seeds fromwhatever hardy plants are available (such as ivy, cactus, dandelion, etc.) with the seeds to be planted. This must be then mixed in a leather pouch with sapphire dust of not less than50gp value per 5’ square area to be covered. The caster then ‘sows’ the seeds as he casts the spell with the seeds magically implanting themselves in the stone. The spell takes 1turn per 5’ square area to be covered to cast.Storm Shell (Abjuration)Sphere: Protection, Weather Range: 0 Components: V, S Duration: 1 turnCasting Time: 6 Area of Effect: Caster Saving Throw: NoneThis spell surrounds the caster with a dark sphere of disruptive energy that moves with him. The storm shell reduces all fire, cold, and electrical damage done to the caster by 50%.Summon Nature’s Ally III (Conjuration, Summoning)Sphere: Animal, Summoning Range: 25’ + 5’/2 levels Components: V, S, M Duration: 1 round/levelCasting Time: 1 round Area of Effect: 30’ diameter circle Saving Throw: NoneThis spell summons one or more natural creatures who attack your enemies. They appear where you designate & act immediately, on your turn. They attack your opponents to thebest of their ability. If you can communicate with the creatures, you can direct them not to attack, to attack particular enemies, or to perform other actions. Summoned creatures actnormally on the last round of the spell & disappear at the end of their turn. Choose one 3rd level creature or 1d3 2nd level creatures of the same type, or 1d4+1 lower-level creaturesof the same type from below. All the creatures on the table are neutral unless otherwise noted.3rd Level: Ape Bear, Black Bison Boar Crocodile

Dire Badger Dire Bat Dire Weasel Elemental, Small (choose element) LeopardLizard, Giant Salamander, Small (evil) Satyr (without pipe) Shark, Large Snake, ConstrictorThoqqua (Earth, Fire) Viper, Medium Wolverine

2nd Level: Eagle Hyena (treat as wolf) Octopus Shark, Medium SquidWolf Viper, Small

1st Level: Badger Dire rat Dog Hawk Viper, TinyThorn Skin (Alteration)Sphere: Animal, Plant Range: Touch Components: V, S, M Duration: 4 rounds + 2 rounds/levelCasting Time: 7 Area of Effect: 1 creature Saving Throw: NegatesWhen this spell is cast on a creature, it’s skin becomes as tough as bark, and sprouts a multitude of thorns of up to 3” in length. The recipient’s base armor class increases to AC 4,plus 1 for every 3 levels after level 7 (AC 3 at level 10, AC 2 at 13, etc.). This spell does not function in combination with normal armor or any magical protection that improvesAC. Also, by virtue of this spell, the recipient gains a +2 bonus to saving throws. This spell can be placed on the caster or on any other creature he touches. An unwilling creatureis allowed a save versus spells to avoid being affected. The creature on whom this spell is cast suffers 1d4 damage when the thorns initially sprout. Any creature attacking withbodily weapons, or attempts to grab or grapple with the recipient will suffer 1d4 damage from the thorns. Most animals will be wary of attacking a person protected by thorns. Thematerial component of this spell is a handful of thorns & the caster’s holy symbol.Thunderclap (Evocation)Sphere: Elemental (Air) Range: 0 Components: V, S, M Duration: InstantaneousCasting Time: 1 Area of Effect: 15’ radius Saving Throw: SpecialTo cast this spell, the druid takes an oak leaf in hand & slaps that hand against any hard object (including the other hand). The result is a sound very much like a thunderclap thatcan be heard for miles. Any creatures within 15’ of the druid are stunned & deafened unless a successful saving throw vs. spells is made; in this case, the victim is only temporarilydeafened 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 -2to 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.WhirlpoolSphere: Elemental (Water), Summoning Range: 30 yards Components: V, S, M Duration: 2 rounds per levelCasting Time: 2 rounds Area of Effect: Special Saving Throw: NoneThis spell conjures up a small whirlpool 5’ high, and 3’ wide at the top. This miniature water elemental has AC:5, 2 -1 HD, MV 190’ per round, hits twice for 1d4 & can be struckby normal weapons. In water combat, this can confuse up to 100 small fish, 70 medium fish, 30 large fish, 10 huge fish, or one giant fish. On land, anyone trapped inside thewhirlpool must make a save vs. spells or suffer 1d2 points of drowning damage. Spending more than 15 consecutive rounds in a whirlpool without the aid of some magical waterbreathing spell or device, will force a saving throw vs. death. If the subject fails, he will fall unconscious & if he is not aided within 3 rounds, he will die. Should he remain in thepool (but make his save), he will continue to take damage each additional round, and continue to make saves. Spells have a 40% chance of success within the whirlpool. Thewhirlpool can easily put out non-magical fires of any type. Any native of the elemental plane of water can easily dissolve the whirlpool with a touch, including another whirlpool.Wind & Rain Protection (Evocation)Sphere: Elemental (Air), Protection, Weather Range: Touch Components: V, S, M Duration: 1 round/levelCasting Time: 6 Area of Effect: One creature Saving Throw: NoneBy use of this spell, a druid can make 1 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 theprotected 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 areaffected. 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 thatdoes 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 iscrushed in the casting, and a 500GP or greater-value diamond, which is destroyed in the casting.

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Nature Triumphant – Druid Spellcasting, Level 4Fourth Level SpellsAnalyze ElementSphere: Elemental (All) Range: 5’ per level Components: V, S, M (gold coin) Duration: InstantaneousCasting Time: 1 round Area of Effect: Special Saving Throw: NoneUsing this spell, a druid can analyze a non-magical amount of element (air, earth, fire, water) & learn its components as follows: Air- breakdown the ingredients of gases & othersimilar material within range; Earth- analyze an amount of any mineral, metal, gem, etc; Fire- inspect a fire or smoke & learn about the source of it (what kind of material isburning) or learn about the temperature of a place; Water- learn the ingredients of any liquid solution. If the caster is of 12th level or higher, he can also examine magical items ormaterials. In all cases, the caster can later try to construct the material examined, if he has the proper ingredients. The substance to be affected must be in a single body (1 flask ofliquid or 1 solid mixture).Animal Haste, ReversibleSphere: Animal Range: 10’ per level Components: V, S, M Duration: 3 rounds + 3 rounds per levelCasting Time: 4 Area of Effect: 1 animal per level in a 60’ square area Saving Throw: NegatesThis spell is similar to the 3rd level wizard spell Haste with the following changes: it only affects animals (even animals that are polymorphed or shape-changed wizards or priests;they lose this speed once they change into another form which is not an animal); it does not cause aging of the animals; it is cumulative with one haste of the normal type but notwith itself. The reverse of this spell, slow animal, is similar to the reverse of haste, with the same provisions as above.Animal Healing IV (Alteration) ReversibleSphere: Animal, Healing Range: 10’ per level Components: V, S, M Duration: PermanentCasting Time: 7 Area of Effect: One animal Saving Throw: NoneThis spell simulates the casting of a heal for a true animal only. This spell does not work for a shape-changer of any kind, even if its natural shape is an animal & its other shape issomething else. This spell cures all hit points of the animal. It even cures critical wounds such as laming or a broken leg. The reverse, animal harm IV, requires a touch in combat &causes a loss of all hit points with the exception of 1d4HP. The reverse will almost never be used by a priest with access to the animal sphere - if used, there have to exist some very goodreasons - and if used without such reasons, the priest should be prepared to suffer the consequences. The spell requires an ointment made from healing plants & the holy symbol of thepriest. The reverse requires an ointment made from poison ivy & the holy symbol of the priest.Animate Plant (Enchantment/Charm)Sphere: Plant Range: 80 yards Components: V, S, M Duration: 1 round/levelCasting Time: 1 round Area of Effect: 1 plant Saving Throw: NoneWith this spell, the priest is able to enchant a tree, shrub, or other plant to perform tasks for him. The plant must be a living but non-sentient plant no more than 2’ tall per level ofthe priest. For the duration of the spell, the plant can move about at a movement rate of 9. The plant is able to manipulate its limbs, roots & branches to fight or perform other tasks.It will follow simple commands of the caster such as fighting an enemy, retrieving an item, hoisting the caster over a wall, carrying a load, etc. The animated plant can be assumedto be able to lift the square of its height in pounds. A plant fights as a 1HD monster per caster level to a maximum of 12HD at 12th level. The plant has 1 attack per round per 4levels of the caster. Each attack can either cause 1d8 points of damage per 4HD of the plant or can entangle like the spell upon a successful hit. The plant has a base AC 6 plus 1AC per 4 levels of the caster. Thus a 16th level priest can animate a 32’ tall tree with 12HD & AC 2 which will attack 4 times per round for 3d8 damage each. The tree would beable to lift 1024lbs maximum. When the spell ends, the plant becomes normal again after re-rooting at its location at the end of the round. If during animation the priest commandsthe plant so that it moves away from adequate soil/water/light sources the plant will begin to die naturally until returned to needed growing conditions. The priest needs his holysymbol and a handful of dirt which is thrown into the air for the casting of this spell.Bear Hug (Alteration)Sphere: Animal Range: 0 Components: V, S, M Duration: 1 round/2 levelsCasting Time: 1 Area of Effect: Caster Saving Throw: NoneAs a bear can crush a victim in its arms, this spell allows the druid to make a crushing attack. Once the spell is cast, the druid may attempt to grab a target, with normal “to hit”chances as if using a weapon. A grabbed target takes 2d8HPs of damage from crushing in that round & every round thereafter unless the spell ends, the druid is killed, or the bearhug is broken. To break free of a bear hug, a victim must roll his bend bars/lift gates ability; one such attempt is allowed each round, but the victim always takes damage beforebeing able to break free in a round. While in a bear hug, a victim may make attacks at -2 to hit against the druid. If a druid is hugging a target while under the influence of a viper’sbite spell (see below), he may attack the target with the bite at + 2 to hit. Bear fur is the required component.Black Mulching (Necromancy)Sphere: Plant Range: 100’+10’/level Components: V, S Duration: 1 round/levelCasting Time: 1 Area of Effect: See below Saving Throw: NoneAll plants in the area (20’ diameter sphere) with 3HD or less blacken & die automatically, falling to shreds. Other plants suffer 1d10 points of damage. You can move the areaanywhere within the range of the spell each round.Briartangle (Alteration)Sphere: Plant Range: 5’/level Components: V, S, M Duration: 1 round/levelCasting Time: 6 Area of Effect: Special Saving Throw: ½A briartangle spell causes living shrubbery or undergrowth of any type to be instantly changed to densely tangled briars of the thorniest sort, growing to 6’ in height & increasingin horizontal volume to a 5’ circular radius, plus 5’ additional radius for every 2 levels of experience of the caster. The briars can be readily forced through, but will snag & haltmissiles, thrown objects, or flying creatures within their confines; all creatures trapped within a briartangle when it forms, or those that enter it thereafter, will suffer 3-6 points ofpiercing & scratching damage per round, or portion thereof, that they remain in contact with the spell. Beings clad in banded, scale, or plate mail have all damage thus donelessened to 1-3 points per round. This also applies to creatures made of rock or with skin of comparable hardness, but creatures with lesser armor, such as chain, take full damage,with or without a shield. In all cases, a successful save vs. spells equals half damage. Spell casting requiring a somatic component is impossible within a briartangle, & clothraiment and items must save vs. acid once per round (or portion thereof) that they are within the briartangle’s confines or be rent & torn. A briartangle will vanish instantly if thecaster so wills, but otherwise exists for 1 round per experience level of the caster, the plants afterwards reverting to their former state. The material components of the spell areliving plants of any type (which are transformed into the briartangle), mistletoe, a thorn from any plant, and a bud, petal, or leaf from a briar (wild rose). Fire will destroy abriartangle in a round, but creatures within it take 2d6HPs of fiery damage (no saving throw). The area where a briartangle was cast radiates a faint dweomer for 2d3 turns afterthe spell has expired, and can be used to confuse creatures following a pass without trace trail by detecting a dweomer.Cloud of Pestilence (Alteration)Sphere: Combat, Elemental (Air) Range: Line of sight Components: V, S, M Duration: 4 roundsCasting Time: 7 Area of Effect: 20’ radius Saving Throw: NegatesThis spell transforms the air in a 20’ radius into sickening, grayish mists. Every round of exposure to the disease-ridden air causes the loss of 3 points of Strength & Dexterity, 3points of damage, and blindness. These effects last 1 turn.Control Plants (Alteration)Sphere: Charm, Plant Range: 0 Components: V, S, M Duration: 1 minute/ levelCasting Time: 1 Area of Effect: Special Saving Throw: NegatesThe druid can converse, in very rudimentary terms, with all sorts of plants & plantlike creatures (including fungi, molds, and plantlike monsters such as shambling mounds) withina 25’ + 5’/2 levels radius spread, centered on the caster. The druid automatically exercises limited control over normal plants. Plantlike creatures can negate the control effect witha Mind save. The spell does not enable plants to uproot themselves & move about, but it does allow them to move their branches, stems, and leaves. Thus, the caster can questionplants as to whether or not creatures have passed through them, cause thickets to part to enable easy passage, require vines to entangle pursuers, require plants to release thoseentangled, entangle creatures, and command similar services. If commanded to entangle creatures, grasses, weeds, bushes, and even trees wrap, twist, and entwine about creaturesin the area or those who enter the area, holding them fast. An entangled creature suffers a -2 penalty to attack rolls, suffers a -4 penalty to Dexterity, and can’t move. An entangledcaster who attempts to cast a spell must make a Concentration check or lose the spell. She can break free & move half her normal speed by using a full round to make a Strength

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Nature Triumphant – Druid Spellcasting, Level 4check. A creature who succeeds at a Dodge saving throw is not entangled but can still move at only half speed through the area. Each round, the plants once again attempt toentangle all creatures who have avoided or escaped entanglement.Create Spring (Alteration) ReversibleSphere: Elemental (Water) Range: Touch Components: V, S, M Duration: PermanentCasting Time: 1 round Area of Effect: See below Saving Throw: NoneThis spell causes a spring of fresh water to bubble forth at the caster’s command. The spring can appear only from natural rock or earth, never from creatures, plants, or man-madeconstructions. The spring puts forth 1 gallon of water per level of caster per turn. The water is fresh, clear, cool & pure. The reverse of this spell, dry spring, causes any natural orcreated spring to lessen its flow by the same amount. An additional material component is a willow wand that is in the shape of a “Y”. It does not disappear after the spell is cast.Detect Animal Attacker (Divination)Sphere: Animal Range: Touch Components: V, S, M Duration: InstantaneousCasting Time: 1 turn Area of Effect: 1 creature Saving Throw: NoneDepending on how it is cast, detect animal attacker gives the druid a visual image either of a creature that injured an animal or of an animal that attacked any victim. While castingthe spell upon any victim of an attack by a natural animal (a victim whose body still bears the marks of claws, fangs, or other natural weapons), the druid touches the victim’swound. This brief touch gives the caster a fleeting vision of the animal that caused the injuries as it looked at the time of the attack. Likewise, a druid casting the spell upon aninjured real-world animal can touch its wound & receive a vision of the person, monster, or animal that harmed it. Even if the caster receives a vision of an unfamiliar attacker, thecharacter usually can get an idea of its size, primary attack method, and alignment. (The druid senses good, evil, or neutrality.) In addition, if the creature still lives & fails a savingthrow vs. spell, the caster senses its current position, location, & direction of travel. Detect animal attacker works only within 1 hour per level of the caster after the victim receivesthe injury in question. The spell is effective regardless of whether the attack proved fatal. The material component is the priest’s holy symbol.Earthmaw (Alteration)Sphere: Elemental (Earth) Range: 50 yards Components: V, S, M Duration: 1 roundCasting Time: 7 Area of Effect: 10’ diameter circle Saving Throw: NegatesEarthmaw causes a patch of ground 10’ in diameter to open & form a gigantic mouth with stalactite teeth. The mouth springs forth on a short serpentine neck, much like a waterweird, and attacks once in a direction the caster dictates. Then it retracts into the earth & closes solidly. The site of an earthmaw spell appears as if the ground has been tilledrecently. The mouth can attack 1 large creature, 2 man-sized creatures, or 4 small-sized creatures within 10’ of its outer edge. It can strike multiple creatures only if they remainclustered within a 10’ diameter circle adjacent to the maw. The earthmaw attacks as a monster with Hit Dice equal to the caster’s level. Creatures standing on the site of the mawsuffer a +3 penalty to Armor Class for purposes of this attack only. Creatures standing next to the maw suffer no AC penalty. A successful hit inflicts 1d4 points of damage perlevel of the caster. An unmodified roll of 19 or 20 means the maw has swallowed the victim whole, burying the character 2d4 feet below ground. Victims can be dug out manually,with appropriate spells (such as dig), or with magical items (such as a spade of colossal excavation). A creature trapped underground will suffocate unless freed within a number ofrounds equal to one-third its Constitution score. Earthmaw may be cast on any area of loose or packed earth, sand, or vegetation-covered soil. It may be cast indoors on an earthensurface: for example, on the dirt floor of a barn or basement, but not on the marble floor of a home or temple. It may not be cast on an area containing a tree, any portion of abuilding, or any type of pavement. An object present on the site of the maw (such as a campfire or a tent, etc.) counts as a creature of that object’s size in attacks. The materialcomponent is a tooth from any predatory creature.Greater Mark of Air (Evocation)Sphere: Elemental (Air) Range: Touch Components: V, S Duration: 1 hour/level or until dischargedCasting Time: 1 round Area of Effect: 1 creature Saving Throw: NegatesAs Mark of Air, except that the mark allows the subject to fly with a speed of 40’ (good maneuverability) for the spell’s duration or until the subject uses the greater shield of airability: as under Mark of Air but the wall of churning air created works exactly like a Wind Wall that lasts 10 rounds.Greater Mark of Earth (Evocation)Sphere: Elemental (Earth) Range: Touch Components: V, S Duration: 1 hour/level or until dischargedCasting Time: 1 round Area of Effect: 1 creature Saving Throw: NegatesAs Mark of Earth, except that the mark grants the subject a DR of 10/+1 for the spell’s duration or until the subject uses the greater mass of rock ability: as under Mark of Earthbut the 40’ cone of earth & rock blasted from the caster’s hand inflicts 6d6 points of damage. A successful Dodge saving throw allows half damage.Greater Mark of Fire (Evocation)Sphere: Elemental Fire Range: Touch Components: V, S Duration: 1 hour/level or until dischargedCasting Time: 1 round Area of Effect: 1 creature Saving Throw: NegatesAs Mark of Fire, except that the mark provides 20 points of fire resistance each round for the spell’s duration or until the subject uses the greater ray of fire ability: as under Markof Fire but the resulting 6d6 fireball explodes with a 20’ spread. A successful Dodge saving throw allows half damage.Greater Mark of Frost (Evocation)Sphere: Elemental (Air, Water) Range: Touch Components: V, S Duration: 1 hour/level or until dischargedCasting Time: 1 round Area of Effect: 1 creature Saving Throw: NegatesAs Mark of Frost, except that the mark provides 20 points of cold resistance each round for the spell’s duration or until the subject uses the greater spear of ice ability: as underMark of Frost but the resulting 6d6 coldball explodes with a 20’ spread. A successful Dodge saving throw allows half damage.Greater Mark of Water (Evocation)Sphere: Elemental Water Range: Touch Components: V, S Duration: 1 hour/level or until dischargedCasting Time: 1 round Area of Effect: 1 creature Saving Throw: NegatesAs Mark of Water, except that the mark allows the subject to breathe water for the duration or until the subject uses the greater mark’s other effect: to safely teleport the casterfrom any completely submerged location to the surface of the water directly above. If something solid occupies the space the caster would teleport into, the character is shunted ina random direction until there is room for him. If the body of water has no surface (for example, it fills an underwater cave) the spell fails.Locate Person (Divination)Sphere: Divination Range: 60 yards + 10yards/level Components: V, S, M Duration: 6 hoursCasting Time: 1 round Area of Effect: 20’ wide x 20 yards/level long Saving Throw: NoneLocate person allows the priest to find the direction & distance to the desired individual, provided the individual is within spell range. The spell can locate only 1 specific personper casting. Furthermore, the priest must have part of the individual (hair, fingernail clippings, etc.) or some item closely associated with the person (weapon, clothing, etc.) to usein the casting. The priest does not need to know the person herself. The material component is not consumed in the casting.Knurl (Alteration)Sphere: Plant Range: 5 yards/level of caster Components: V, S, M Duration: 1 turn/level of casterCasting Time: 7 Area of Effect: 1 person Saving Throw: Neg.Casting a knurl spell transforms a creature’s arm into a tree branch of the same thickness, covered with bark & twigs. The new limb possesses neither elbow nor wrist joints noteven a hand. The “arm” remains attached to the shoulder. The spell’s recipient can use it as a club but not to manipulate tools, weapons, or spell components. The caster chooseswhich of the recipient’s arms to affect. A character could use multiple knurl spells to transform both arms of a humanoid. The arm is treated for all purposes as a tree branch: Itbecomes subject to fire, wood-altering spells, and tree diseases. Dispel magic ends the spell's effects. The material component is a small twig.Meandering Path (Alteration, Illusion)Sphere: Plant Range: 1 mile+½ mile/level Components: V, S, M Duration: 1 day per levelCasting Time: Special Area of Effect: 10’ at both sides of path traveled Saving Throw: SpecialWith this spell, the druid causes a path (which appears to be natural, old, man-made, etc.) to appear. Any who come across this path will believe it to be what it appears. To cast the spell,the druid needs 2 branches from an oak tree. One is planted at the beginning of the path. The druid then walks the route that he wishes the magical path to follow. At the end of the paththe other branch is planted & the spell is cast. Travel upon the path is either easy or hard (depending on the druid’s choice of travel). Those who happen on the path must make a saving

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Nature Triumphant – Druid Spellcasting, Level 4throw. Average the Hit Dice or levels of the group & roll 1 saving throw (DM should do this without the group’s knowledge). If they fail, the path appears to be heading in the directionthat they wish to travel in. If the saving throw is made, the path appears as it is and the group may still decide to follow it anyway. While travelling on this path, the group will neversurprise anyone or anything & suffers a -2 penalty on all rolls (saving throws, to-hit & damage rolls, Dexterity checks, etc.). Those trying to leave the path after starting travelling on itfind that the path is bordered by heavy thorns that block passage and writhe and grasp all who enter (cf. wall of thorns and entangle). This wall attacks as the druid who cast the spell,doing 1d6+2 points of damage. Each 10’ section of thorns has 3 attacks. The wall arches over the path to prevent exit by flying, leaping, etc. The spell also counters the ability of passwithout trace of other priests. Fire results in a double-strength wall of fire in the area (but it does not create a passable space, i.e., take fire damage & still be attacked by thorns). The onlyway to leave the path is to follow it to its end (or teleport out, go ethereal, or plane shift). A dispel magic is possible only on the oak branches at the end of the path (either one).Mycelial FingersSphere: Divination, Plant Range: 0 Components: V, S Duration: 48 hoursCasting Time: 3 Area of Effect: Up to 2 miles Saving Throw: NoneThrough the use of this spell, the druid can extend his senses for up to 2 miles. The druid must plant his fingers & toes into the soil. When the spell takes effect mycelia (the longstringy portion of fungus that grows underground) sprout from his extremities & pervade the countryside. The mycelia grow outward radially from the druid at a rate of 100 yardsper hour. In a day & a half the maximum distance of 2 miles is reached. The mycelia will only grow where it is possible for other fungus to grow, they will not grow over solidrock, or into large deposits of water. The basic form of this spell allows the druid to feel all creatures that walk over the mycelia. The druid will sense where they are, and may beable to make a determination as to their race or species, but will not be able to distinguish specific individuals. More advanced forms of this spell allow the druid to add senses bycreating specialized mushrooms (auditory & olfactory senses may be add in this way, as well as a minimal ability to “see” & to taste).Nature’s Wrath (Alteration)Sphere: Plant Range: 80 yards Components: V, S, M Duration: 1 turnCasting Time: 1 round Area of Effect: See text Saving Throw: SpecialThis druidic spell is similar to the 1st level entangle. It causes the vegetation in the area of effect (10’ cube/level above 7th) to animate & attack all non-plant beings, which aren’tnative to the area. The affects of the spell vary with the surrounding vegetation. Those in the area of effect are allowed a save vs. spells to avoid the affects for this round. Onceaffected however the person will be affected until they leave the area. Those who make their save and remain within the area of effect must save every round until they leave thearea of effect or fail their save (in which case they are affected until they leave the area). Those within the area are reduced to ½ movement whether they save or not. Anyonetaking max damage in any round must make a saving throw or become entangled by the vegetation. Those who remain still automatically receive maximum damage & areentangled. Entangled victims may not move or attack & receive maximum damage each round thereafter, until rescued. To rescue an entangled victim 10HPs of damage must bedealt to the vegetation surrounding the victim in 1 round. Damage from round to round is not cumulative as surrounding vegetation will fill in any openings. An attack roll vs. AC10 is required, with misses having a chance to hit the victim instead. Re-roll misses vs. the victims AC (dexterity & shield bonuses do not apply). Creatures native to the area ofeffect do not take damage from this spell, although they suffer all other penalties. The material component is a drop of bloodroot sap which is dropped onto the ground at thecaster’s feet. Vegetation affects the damage & saves as follows, subject to DM discretion:Vegetation Damage Save Modifier Vegetation Damage Save ModifierGrassland 1d3 0 Heavy Forest/Jungle 1d8 -3Scrub 1d4 -1 Swamp 1d6+1 -3Light Forest 1d6 -2

Needlestorm (Alteration)Sphere: Plant Range: 60 yards Components: V, S, M Duration: InstantaneousCasting Time: 7 Area of Effect: 1 tree or plant Saving Throw: ½A favorite of cold-forest & desert druids, needlestorm causes the spines on any pine tree or similar needle-bearing plant to spray out in a deadly barrage. The shower of needles hasa radius of approximately 1’ for every 2’ of the subject plant’s height. Everyone within this area suffers one attack, which inflicts 1d12 points of damage for every 3 full levels thecaster has achieved. Thus, a spruce tree enchanted by a 7th level character attacks with a THAC0 of 16 & inflicts 2d12 points of damage. The material component is a spine from aneedle-bearing tree or plant.Revive Plant (Necromancy)Sphere: Plant Range: Touch Components: V, S, M Duration: PermanentCasting Time: 1 turn Area of Effect: Special Saving Throw: NoneThis allows the druid who casts it to restore the life force of any plant or monster of vegetable nature that he touches. It works on any 1 tree or on any area of small plants or shrubs ofsize at most 2 square yards per level. The plant or area of vegetation may have been dead for 10 years/level of druid. The spell regenerates all missing parts, so it may be used to restore aliving tree from a decades old tree stump, or a flower patch from a bunch of dried flowers. Plants which normally grow in soil may be revived only in soil. The material component forthis spell is a bit of dung.Seeking Sword (Evocation)Sphere: Summoning Range: 30’ Components: V, S, M Duration: 2 rounds/levelCasting Time : 7 Area of Effect: Special Saving Throw: NoneThis spell brings into being a shimmering blade of force that appears as a sword of any description the caster desires. The sword forms in mid-air & is animated by the will of thecaster (who need not ever touch it), flashing about as it attacks. The blade is silent (maneuverability class A) & fast (able to catch a quickling), although it cannot move beyondspell range from the caster. The blade can strike 4 times per round, doing 2d4HPs of damage with each successful hit. Although it has no attack bonuses, a seeking sword isconsidered a +4 magical weapon for determining what sorts of beings it can strike. It can strike nonliving objects & can be wielded dexterously enough to lift latches, slide boltsopen or shut, turn pages of books, and so on. The caster may freely move the sword from target to target unless physical or magical barriers (such as a wall of force) is in the way,but the caster must concentrate on the blade to maintain its existence & to direct it (other spell-casting is impossible). A seeking sword moves with strength enough to parry & holdback another blade wielded by a strong human or humanoid. It can be used to shatter glass objects, spike open doors, puncture sacks, or search for unseen opponents by sweepingthrough apparently empty spaces or across windowsills & thresholds. The material components are a drop of mercury & a human hair.Smoke Ghost (Alteration)Sphere: Elemental (Air, Fire) Range: 5’/level Components: V, S, M Duration: 1 round/levelCasting Time: 4 Area of Effect: Special Saving Throw: ½By means of a pinch of dust & mistletoe, cast into an existing fire or cloud of smoke (of magical or natural origin), a druid can affect smoke drawing it into a wraith-like cowledform which will fly or glide, drifting up to 70’ per round in the direction he or she wishes The smoke ghost is not a living creature or sentient force, and cannot wear clothing, carrythings, or be made to speak. It is merely an apparition with 1 attack ability: it can envelop an opponent & suffocate it with thick, choking smoke & ash. This causes 1HP of damageper round the victim is within the ghost (the druid can cause the smoke ghost to move with an opponent) & blinds the victim so that all attacks are at -2 to hit, spellcasting & evennormal speech are impossible for the victim (violent retching & coughing will occur when these are tried). The victim will be rendered unconscious through suffocation in 1d6+3successive rounds of envelopment. A successful saving throw vs. the ghost (one, against breath weapon, must be made each time a creature is enveloped, even if the same creaturehas escaped from within the ghost once or several times before) causes the victim’s attacks to be only at -1, damage to be -1HP only at the end of each 2 successive rounds ofenvelopment (no damage for lesser time periods, or fractions) & means suffocation will occur only at the end of 9 successive rounds of envelopment. Beings who have thus savedvs. a ghost can manage to utter item command words, power words, or cast some other spells & cantrips that require only a single spoken word; doing so usually wracks them withuncontrollable coughing fits for the following round. A smoke ghost is a cloud of thick, billowing grey smoke approximately 9’ high by 2’ in diameter, and cannot achieve agreater stable volume, but its precise form is variable, in accordance with the caster’s wishes. A smoke ghost can rise up into the air 5’ per level of the druid, or be made to sink tothe ground, flowing along the earth like some sort of living blanket, and can swoop & maneuver through cracks & crevices precisely as the druid wills. It can shift into a globe-form or wall-form in 1d4 segments. A druid who cannot see his or her smoke ghost cannot direct it, nor can a druid whose concentration is turned elsewhere (i.e., in casting anotherspell) do so. In both cases, the smoke ghost will hang motionless until it is dispelled or the spell expires (a ghost that reaches the caster’s maximum range will also stop & remain inplace until disappearing, or until directed elsewhere by the caster). The caster can will the ghost to disappear into nothingness at any time (which will take 1d6 segments). It canalso be destroyed by a gust of wind, dispel magic, or strong natural winds.

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Nature Triumphant – Druid Spellcasting, Level 4Solar Intensity (Evocation)Sphere: Sun Range: 100’ + 10’/level Components: V, S, M Duration: 1 hour/levelCasting Time: 1 round Area of Effect: 20ft2/level Saving Throw: ½When cast in full daylight, this spell will cause the heat of the sun to focus intensely upon specific targets within the spell area. Any targeted beings in the spell area will be thefocus of a significant portion of the cumulative light & heat. These targets are automatically dazzled by the focused light, suffering a -1 penalty to any attack rolls. They will alsostart to feel uncomfortably hot. A maximum of 1 creature per level of the caster can be effected by this spell with targets selected at will by the caster once each round. On the firstround a creature is targeted, it will begin to suffer from the increasingly intense heat. This heat will cause 1HP of damage on the 2nd round a creature is targeted, 2HPs on the 3rd

round, 3HPs on the 4th, and up to a maximum of 4HPs per round thereafter. Targeted creatures that make a Dodge saving throw will only suffer half damage from the heat. Due tothe focusing of all the sunlight on a few targets, the remainder of the spell area will appear gloomy & shadowed, as if a dark cloud had covered the sun. The air temperature in thespell area will become somewhat chilly, but not uncomfortably so.Stone Form (Alteration)Sphere: Elemental (Earth), Protection Range: 0 Components: V, S, M Duration: 3 rounds +1/levelCasting Time: 3 Area of Effect: Caster Saving Throw: NoneBy means of this spell, the caster is transformed into living stone, not unlike a stone golem or stone guardian. As a creature of magical stone, the subject receives an effectiveArmor Class of 5 or a +1 bonus to current Armor Class, whichever is greater, and a 50% immunity to non-magical attacks (such as acid, normal fire, normal weapons, and so on).The drawback is that upon the spell ending the stone shattering will cause 4D6 points of damage to the recipient of the spell.Summon Nature’s Ally IV (Conjuration, Summoning)Sphere: Animal, Summoning Range: 25’ + 5’/2 levels Components: V, S, M Duration: 1 round/levelCasting Time: 1 round Area of Effect: 30’ diameter circle Saving Throw: NoneThis spell summons one or more natural creatures who attack your enemies. They appear where you designate & act immediately, on your turn. They attack your opponents to thebest of their ability. If you can communicate with the creatures, you can direct them not to attack, to attack particular enemies, or to perform other actions. Summoned creatures actnormally on the last round of the spell & disappear at the end of their turn. Choose one 4th level creature or 1d3 3rd level creatures of the same type, or 1d4+1 lower-level creaturesof the same type from below. All the creatures on the table are neutral unless otherwise noted.4th Level: Arrowhawk, Small Assassin Vine Dire Ape Dire Wolf Giant Eagle (good)

Giant Owl (good) Grig (sprite, without pipe; good) Lion Phantom Fungus Tojanida, SmallViper, Large Xorn, Small

3rd Level: Ape Bear, Black Bison Boar CrocodileDire Badger Dire Bat Dire Weasel Elemental, Small (choose element) LeopardLizard, Giant Salamander, Small (evil) Satyr (without pipe) Shark, Large Snake, ConstrictorThoqqua (Earth, Fire) Viper, Medium Wolverine

2nd Level: Eagle Hyena (treat as wolf) Octopus Shark, Medium SquidWolf Viper, Small

1st Level: Badger Dire rat Dog Hawk Viper, TinyThorn Spray (Alteration)Sphere: Plant Range: 5’ Components: V, S, M Duration: 1 roundCasting Time: 3 Area of Effect: Special Saving Throw: NoneBy means of this spell, a druid can cause barbs, spikes, thorns, or spines, either naturally growing or magically created (i.e., by use of a spike growth, wall of thorns, or briartanglespell), to spring with force from his or her hand, or from bushes or resting places (which must be within 5’ of the druid), and serve as missiles. The thorns will do 1HP of damageeach, and can fly up to 60’ away, within the round of casting, striking as many targets as the druid wishes & the spell allows for (see below). The druid may direct the thorns in anycombination at any living or non-living (i.e. a scroll, lantern, or wineskin) target(s) that he or she can see. The thorns strike only if a successful “to hit” roll is made (at +4) for each,as though they were directly wielded by the druid (i.e., no range penalties apply). Sleep-venomed wooden darts are sometimes carried by druids who use this spell often. Themissiles of a thorn spray twist & turn in flight to follow moving targets & avoid obstructions, and are fast enough to catch most birds on the wing (moving approximately 120yards/segment). A maximum of 4 thorns per experience level of the druid can be animated by means of this spell. This spell will work underwater, but the thorns roll to hit atnormal “to hit” odds, and the range is lessened to 45’.VegemorphosisSphere: Plant Range: 0 Components: V, S, M Duration: 12 hours +4/levelCasting Time: 1 round Area of Effect: Caster Saving Throw: NoneA druid who subjects themselves to this spell develops a distinct green cast to their skin & hair. While the spell is in effect, they require no food if they expose their bare feet to theearth & their skin to the sunlight, and whenever this is done they will regenerate damage at a rate of 1 HP/hour. Side effects include vulnerability to plant-affecting magic, -1 tosaves vs. fire and +1/die damage from fire (which is not regenerated). In addition, each time a character is the subject of this spell, they will grow 1” (permanently). The materialcomponent of the spell is a deadly nightshade berry, consumed (harmlessly) by the caster.Warp Stone or Metal (Alteration)Sphere: Elemental (Earth) Range: 5’/level Components: V, S, M Duration: PermanentCasting Time: 4 Area of Effect: Special Saving Throw : NoneStone or metal objects up to 5lbs. weight per level of the druid may be warped & made useless by this spell. Any number of objects may be warped as long as the total weight doesnot exceed 5lbs. per level of the druid; these items must also fail a saving throw. Creatures in warping metallic armor take damage equal to the armor-class value subtracted from10; thus, AC 2 does 8HPs of damage if warped. Warped armor is useless. Locks may be warped open or permanently closed with this spell; this is also true of doors with metalhinges or bands. The material component is a small piece of iron ore that can be crumbled by hand.Weather Dome (Abjuration)Sphere: Weather Range: 20’ Components: V, S, M Duration: 1 turn/levelCasting Time: 1 round Area of Effect: 30’ radius dome Saving Throw: NoneThis spell brings into being an invisible barrier against the elements over 1 person or object upon which it is cast. The dome moves with that person or object. Inside the dome, thetemperature is comfortable & the ground is dry. The dome repels most effects of nature, such as rain, snow, hail, sleet, frost, high winds, desert heat, & extreme cold. These effectsmust be natural & not magical (i.e., a cone of cold still affects those inside). This spell does not keep out natural catastrophes such as rock slides or sea waves, but does protectagainst tornadoes, hurricanes, & typhoons. The material components are a tent-shaped leaf & a 1000gp or greater. value diamond, which are destroyed in the casting of the spell.

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Nature Triumphant – Druid Spellcasting, Level 5Fifth Level SpellsAir MessengerSphere: Elemental (Air) Range: 1 mile Components: V, S, M Duration: SpecialCasting Time: 3 rounds Area of Effect: Special Saving Throw: SpecialThe priest uses this spell to summon a small flying animal that can serve him as a messenger. The animal must have at least animal Intelligence & be within range (a hawk, aneagle, etc.). The DM decides if one exists. If the animal has more than 5HD or possess more than 12 Intelligence, it gets a saving throw to negate the summons. The spell confersthe animal a very limited ability to send thoughts. The caster can name a specific person, whom the animal will try to locate & deliver a small message, up to 1 word per level ofthe caster. The specification need not to be very specific. Description can be made more detailed, at the DM’s option (common sense should be used, 40 or 50 words is usually themaximum). To deliver the message, the animal must get closer than 10’ from the target, at which point the ability to send thoughts is activated. The animal is then free to go as itwishes. Note that the target must be conscious & able to understand the sent thoughts, or the spell does not expire. It is possible for the animal to be slain by natural predators orother hazards, as specified by the DM. Base chance is 10%, modified by the place & time of the casting, the recipient’s place and other such factors. It is possible for the chance offailure to get as high as 80% or even more. Note that the caster does not learn if the messenger succeeded. Casting of this spell for any reason other than to deliver a message is anevil act (if one summons the animal for food, for example).Animal MergeSphere: Animal, Charm Range: 30 yards Components: V, S, M Duration: 1 turn/levelCasting Time: 3 rounds Area of Effect: 1 natural creature Saving Throw: SpecialBy use of this spell, the druid is able to merge his body into that of an animal, forcing the creature to behave according to his will. The creature must be a normal creature & havefewer hit dice than the druid has levels. The animal is allowed a saving throw versus spell (at +4 if the druid does not know the animal, normal otherwise), and if successful, thespell has no effect. However, if the druid first assumes the form of the type of animal he wants to merge with (by using his shape changing ability), no saving throw is allowed. Once the druid & the animal have merged, the druid can cause the animal’s body to do anything within its ability, regardless of the consequences to the animal. However, for everyhit point of damage suffered by the animal, the druid suffers half a hit point of damage. In addition, should the animal die while under the control of the druid, a system shock rollmust be made. If the roll fails, the druid dies as well. When the spell ends, the druid is expulsed from the body of the animal, and remains in the form he had before entering theanimal. The material component for this spell is the animal itself.Animal QuestSphere: Animal, Charm Range: 30’ Components: V, S, M Duration: SpecialCasting Time: 8 Area of Effect: One animal Saving Throw: NoneBy means of this spell, the druid is able to cause an animal to perform for him/her. The task cannot be such that it will cause physical harm to the animal unless the animal is aferocious one & its task is to attack someone. The quest which is assigned to an animal must parallel its true nature. A rabbit, therefore, could not be required to climb a tree &retrieve some items stuck in a high branch. The animal must perform the task if at all possible. Animals do not have the mental power to be able to resist the quest, but if it tries tocomplete the quest & fails then it is free from the quest. The material component required is mistletoe.Dariod’s Vestigial Vine (Alteration)Sphere: Plant Range: 0 Components: V, S, M Duration: 1 round/levelCasting Time: 8 Area of Effect: Caster Saving Throw: NoneThis spell will allow the caster to grow a vine from one of their fingers. While any finger from either of the caster’s hands is usable, the primary hand’s index finger is generallychosen. The vine, while a magical extension of the druid’s body, is treated as a separate physical entity, therefore having an AC 5 and 30HPs (plus an additional 2HP per level ofthe casting druid). The spell will end when either the maximum duration is reached or the vine takes more damage than it has hit points. The vine moves in a snaking fashion & isusable in most ways that an arm is. One of the caster’s actions is used to direct the vestigial vine, so, if the caster had only 1 attack per round & they chose to attack a creature withthe vine then they would be incapable of performing another action until the following round. The vine can attempt to retrieve an object, wield a sickle or similar weapon (althoughat a -2 penalty to hit due to the unwieldiness of a man-made weapon in the vine’s clutches), or it may be used to whip opponents. Whipping is the vine’s primary form of attack &,assuming a successful to hit roll (no adjustments), the target will receive 1d10HPs of damage. The material component is a small strand of vine & the juice from 6 holly berries.Geyser (Alteration)Sphere: Elemental (Water) Range: 60’ Components: V, S, M Duration: 1 roundCasting Time: 1 turn Area of Effect: Special Saving Throw: ½This spell causes a geyser to erupt from the ground, shooting scalding steam & water high into the air. The geyser will shoot up to a height of 20-80’ instantaneously, and continuesto spout for 1 round. The area of effect is a function of the geyser’s height. The water will fall in a circular pattern around the point of eruption, with a diameter equal to one-halfthe geyser’s height. Creatures hit by the geyser itself take 3d12HPs of damage from the scalding water, while creatures within the area of spray take 1d12HPs of damage.Successful saving throws vs. breath weapons cut damage from the geyser in half. The geyser itself is 1-4’ in diameter where it erupts.Healing RainSphere: Elemental (Water), Healing Range: 100’ + 10’/per level Components: V, S, M Duration: 1 round/levelCasting Time: 2 rounds Area of Effect: 10’/level Saving Throw: NoneThis spell summons a healing rain that heals all creatures within the area of effect. The amount of healing depends on the alignment of the affected creature. All creatures of goodalignment heal 1d8 points per round, neutral aligned creatures heal 1d6 points per round, and evil aligned creature heal 1d4 a round. The material component is a leaf from a RedFern, which only grows in the depths of the Troll Moors. This spell does not work underground or indoors.Improved Lion’s Claw (Alteration)Sphere: Animal, Combat Range: 0 Components: V, S, M Duration: 1d6 rounds + 1 round/levelCasting Time: 5 Area of Effect: Caster Saving Throw: NoneThis spell functions the same as the Lion’s Claw spell, but in addition the druid’s toenails grow & thicken into claws. If the druid scores 2 finger claw hits during melee he gainsthe advantage of raking with its 2 foot claws that turn, each rake causing 1d8+3 points of damage.Lightning Bolt (Evocation)Sphere: Combat, Weather Range: 20’ + 5’/level Components: V, S, M Duration: InstantaneousCasting Time: 3 Area of Effect: Special Saving Throw: ½This spell is the same as the 3rd level magic-user spell, lightning bolt, except for the material components: a piece of tree bark recently struck by lightning, a handful of sand, & 3leaves of mistletoe.Moonbeam (Evocation, Alteration)Sphere: Creation, Sun Range: 5’/level Components: V, S, M Duration: 1 round/levelCasting Time: 7 Area of Effect: See text Saving Throw: NoneBy means of this spell the druid is able to cause a beam of soft, pale light to strike downward from overhead & illuminate whatever area (5’ diameter sphere, plus special) he or sheis pointing at. The light is exactly the same as moonlight, so that colors other than shades of black, gray, or white will not be determinable. The spell caster can easily cause themoonbeam to move to any area that he or she can see & point to. This makes the spell an effective way to spotlight something, for example an opponent. While the moonbeamallows shadows, a creature centered in a moonbeam spell is most certainly under observation. The reflected light from this spell allows dim visual perception 5’ beyond the area ofeffect. The light does not adversely affect infravision, and enhances ultravision to its greatest potential. The material components are several seeds of any moonseed plant & a pieceof opalescent feldspar (moonstone).Nature’s Charm (Enchantment/Charm)Sphere: Elemental (Earth, Water) Range: Touch Components: V, S, M Duration: 2 hours/level of casterCasting Time: 1 round Area of Effect: See text Saving Throw: NegatesNature’s charm causes a particular place to exert a special fascination beyond mere beauty to anyone entering the area (15’ radius/level of caster) except the spellcaster (creaturesnative to the area of effect are not affected). This spell must target a site of notable natural splendor that possesses both edible plants & fresh water. The spot may not be larger thanthe spell’s area of effect. For instance, a 12th level druid could cast this spell on a forest glade up to 360’ across, with flowers & fruit-bearing trees centered around a waterfall.

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Nature Triumphant – Druid Spellcasting, Level 5Anyone coming upon the enchanted region must save vs. spell; those who fail invariably make up excuses to remain there long after they should have left. They say they want onlyto bathe, rest, admire the beauty a bit longer, eat the berries or fruit, paint a picture of the area, or defend the spot jealously from others. Whatever the reason, those who fall victimto the enchantment forcefully resist all attempts to make them leave until the spell’s duration ends. The spell’s material component is the druid’s holy symbol.Noticed (Enchantment/Charm)Sphere: Charm Range: 25’ + 5’/2 levels Components: V, S, M Duration: 1 hour/levelCasting Time: 1 round Area of Effect: One creature Saving Throw: NegatesThis spell causes the target to be the object of everybody’s attention, whether wanted or not. The target is immediately noticed wherever he goes & everybody will remember hisappearance & actions in great detail. Any Perception attempts against the target will receive a +4 bonus. If the character is working to be the center of attention, however, then theonly effect of this spell is to make the performance much more memorable. A failed performance will leave a bad impression, increasing the difficulty for future performances onthe same audience. The material component is a handful of powdered chalk.Overlook (Enchantment/Charm)Sphere: Charm Range: Touch Components: V, S, M Duration: 1 hour/levelCasting Time: 1 round Area of Effect: One creature Saving Throw: NegatesThis spell will cause the target to become seemingly innocuous & readily ignored. He will become effectively invisible to all that look his way. Even those who accidentally bumpinto the target will merely mumble & move on. Those who are specifically looking for the target must make a Mind save in order to spot the object of their interest. Vigilant guardscan also make a Mind saving throw to attempt to spot the target. Even then, however, any Perception attempts against the spell target receive a -2 penalty. The overlook spell isnegated versus anybody that observes the target attacking a creature, including the subject of the attack. The spell is immediately negated if the target fails a pick pocket attempt.Note that this spell can not be negated with an invisibility purge, since it is not actually an invisibility spell. The material component is a handful of dirt.Partial Regeneration (Healing)Sphere: Healing Range: Touch Components: V, S, M Duration: 1 minute/levelCasting Time: 1 Area of Effect: One creature Saving Throw: NegatesThis spell will provide a limited form of regeneration for the target, causing wounds to close & hastening the process of healing. Each time the target suffers a wound the healingeffect of this spell is triggered. The regeneration will heal at a maximum rate of 1HP per round to the last wound that was suffered while this spell is active. It will continue for anumber of rounds equal to either the damage from the wound or the level of the caster, whichever is lowest. If more damage is suffered, then the healing cycle is immediately reset& the regeneration is based on this new wound. Once the duration expires then all further healing from this spell ceases. For example if the target suffers 9HPs of damage, then theregeneration will begin at the rate of 1HP per round. This will continue for 1d6 rounds. Should the target suffer a 1HP wound 2 rounds later then the regeneration is immediatelyreset. The healing will last for another 1d6 rounds. Since the wound was only 1HP, however, the regeneration will only be active for 1 round. If another wound is suffered beforethe expiration of the spell, then the process will begin again. If the target of this spell goes to negative hit points & receives at least 1 round of regeneration, then he is consideredstabilized.Plant GuardianSphere: Plant, Wards Range: 0 Components: V, S, M Duration: PermanentCasting Time: 1 turn Area of Effect: 30’ radius Saving Throw: NoneThis spell requires a piece of amber worth not less than 500gp. A priest may have only 1 plant guardian in effect at one time. The spell is used to protect the priest’s stronghold,home, sanctum or other place of importance. When the spell is cast, dangerous plants (determined by the GM) will germinate throughout the area (mostly at the edge). They willnot attack the caster or anyone the caster nominates as a friend. Material components for this spell include the blood & bones of dead creatures, at least one man-sized corpse perlevel of the caster. These may be buried, but must remain at the site.Rain of SandSphere: Elemental (Earth) Range: 10 yards per level Components: V, S, M Duration: SpecialCasting Time: 4 Area of Effect: Special Saving Throw: NoneThis spell can have one of 2 effects. First, it can be used as a pounding shower of sand, which rains down for 1 round in a 60’ diameter circle inflicting 1d12 HP of buffetingdamage plus 1d12 HP of choking damage to all creatures within the area of effect. Certain creatures would be immune to such effects, as per DM’s discretion (i.e. golems,undead). The second use of the spell would be as a blinding rain of sand in a 60’ diameter circle which lasts for 1 round per level of the caster, slowing movement to 50% &reducing visibility to zero within the area of effect. The sheet can also extinguish open flames such as torches, candles, or camp fires, etc. The material component is a handful offine sand.Raise Dead Animals (Necromantic) ReversibleSphere: Animal, Necromantic Range: Touch Components: V, S, M Duration: PermanentCasting Time: 1 round Area of Effect: 1 animal Saving Throw: NoneWhen a druid casts a raise dead animal spell, he may restore life to mammals without souls (meaning all mammals except those that assumed their mammal form by beingreincarnated). The druid may restore life to mammals not more than 1 day dead per level of the druid casting the spell (e.g. a 9th level druid could raise an animal that had beendead for up to 9 days) The raised creature will have its full hit points returned, has no need for rest, and is not required to make a saving throw. The reverse of this spell, slay livinganimals, allows the victim a saving throw; if successful, damage sustained by the victim is 2d8+1HPs. Druids never use this spell to slay neutral animals & usually do not use thisspell’s reverse except in life-threatening circumstances. The material component of this spell is an herbal paste made of mistletoe, holly, tree sap, & a drop of the druid’s blood,which is rubbed on the body of the spell’s recipient. In the case of the reversed spell, the druid rubs the paste on his own hands.Shatter Stone & Metal (Alteration)Sphere: Elemental (Earth) Range: 30’ Components: V, S, M Duration: PermanentCasting Time : 3 Area of Effect: Special Saving Throw: NegatesThis spell causes metal or stone objects, totaling no more than 5lbs weight per level of the druid, to explode into shards of sharp projectiles. Items to be affected get a saving throwvs. crushing blow at -1 on the die roll for every 2 levels of the druid. Creatures standing within 5’ plus 1’ per 5lbs weight of the shattered object are hit by the shards of the item.Shards do 1HP of damage per 5lbs weight of the object. Damage taken is reduced by an amount equal to the target’s armor class subtracted from 10; thus, AC 5 reduces thedamage taken by 5HPs. The material component is a miniature stone hammer.Sink into Earth (Alteration)Sphere: Elemental (Earth) Range: 0 Components: V, S, M Duration: SpecialCasting Time: 1 Area of Effect: Special Saving Throw: NoneThe druid casting this spell may choose to sink himself or one nonliving object into the earth for a distance of up to 5’ per level, measured from the point at which the object restson the earth. The object or druid so sunk may come back to the surface at will, or automatically so, when 1 day per level of the druid has past. While sunk, the druid or object iscompletely safe from burrowing creatures or movements in the earth. In addition, the druid enters a state of hibernation, requiring no food or water for the duration of the spell. If acave or other opening lies beneath the object when this spell is cast, the object drops through the roof of the cave & lands on the floor, taking no damage, whereupon the spellcontinues where it left off. The material components are a miniature shovel & a bit of earth.Stonewood (Alteration)Sphere: Elemental (Earth) Range: Touch Components: V, S, M Duration: PermanentCasting Time : 8 Area of Effect: Special Saving Throw : NoneThis spell bestows the strength of stone on a given volume of wood without otherwise altering its appearance or weight. A wooden door or wall, for example, would have thesturdiness (and saving throws) of stone. Stonewood affects a maximum of 100 square feet of wood per level of the caster, to a thickness of 5’ (or any equivalent numericalcombination). Only 1 object may be so treated per spell. The material components of this incantation are a gemstone of at least 500gp value & a small piece of hardwood.

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Nature Triumphant – Druid Spellcasting, Level 5Summon Nature’s Ally V (Conjuration, Summoning)Sphere: Animal, Summoning Range: 25’ + 5’/2 levels Components: V, S, M Duration: 1 round/levelCasting Time: 1 round Area of Effect: 30’ diameter circle Saving Throw: NoneThis spell summons one or more natural creatures who attack your enemies. They appear where you designate & act immediately, on your turn. They attack your opponents to thebest of their ability. If you can communicate with the creatures, you can direct them not to attack, to attack particular enemies, or to perform other actions. Summoned creatures actnormally on the last round of the spell & disappear at the end of their turn. Choose one 5th level creature or 1d3 4th level creatures of the same type, or 1d4+1 lower-level creaturesof the same type from below. All the creatures on the table are neutral unless otherwise noted.5th Level: Arrowhawk, Medium Bear, Brown Dire Boar Dire Lion Dire Wolverine

Elemental, Medium (choose element) Crocodile, Giant Rhinoceros Salamander, Medium (evil) Satyr (with pipes)Shark, Large Snake, Constrictor, Giant Tiger Tojanida, Medium Viper, HugeWhale, Orca

4th Level: Arrowhawk, Small Assassin Vine Dire Ape Dire Wolf Giant Eagle (good)Giant Owl (good) Grig (sprite, without pipe; good) Lion Phantom Fungus Tojanida, SmallViper, Large Xorn, Small

3rd Level: Ape Bear, Black Bison Boar CrocodileDire Badger Dire Bat Dire Weasel Elemental, Small (choose element) LeopardLizard, Giant Salamander, Small (evil) Satyr (without pipe) Shark, Large Snake, ConstrictorThoqqua (Earth, Fire) Viper, Medium Wolverine

2nd Level: Eagle Hyena (treat as wolf) Octopus Shark, Medium SquidWolf Viper, Small

1st Level: Badger Dire rat Dog Hawk Viper, TinyThornwrack (Alteration)Sphere: Plant Range: Touch Components: V, S Duration: 1 thorn/level of casterCasting Time: 8 Area of Effect: 1 person Saving Throw: NegatesThornwrack causes long, painful thorns to grow out of the spell recipient’s flesh, piercing the skin from the inside. One thorn appears each round, inflicting 1d3 points of damage,until all the thorns have appeared. When the number of thorns exceeds the subject’s experience level or HD, a victim still conscious becomes immobilized by the pain, unable totake any action. One round after the last thorn erupts from the victim’s flesh, the first one disappears. The thorns continue receding at a rate of 1 per turn. Immobilized subjects canmove again once the number of thorns falls below their HD or experience level. For instance, say the body of a 4th level character has 7 thorns. After 4 turns had passed, only 3thorns would remain, so the victim would no longer be immobile. Cure spells can restore hit points but do not eliminate the thorns. Dispel magic will end the spell but preventsexisting thorns from receding. A heal spell cancels the thornwrack, eliminates all existing thorns, and cures all damage. Without the benefit of magical remedies, the spell endswhen the last thorn has receded.Tree Other (Alteration)Sphere: Plant Range: 5 yards/level Components: V, S, M Duration: 6 turns + 1 turn/levelCasting Time: 8 Area of Effect: 1 creature Saving Throw: NegatesCasting tree other transforms a creature into a small tree, shrub or a large dead tree trunk with but a few limbs. All clothing & equipment worn or carried by the subject changewith the subject. The new form is treated for all purposes as a tree. It is immobile, subject to fire, wood-altering spells, etc. The armor class and hit points of the tree are those ofthe original subject. The subject is able to observe all that goes on around him normally. The caster can remove the spell at any time. Dispel magic ends the spell's effects. Thematerial components of this spell are the priest's holy symbol and a twig from a tree.Viper’s Bite (Alteration)Sphere: Animal Range: 0 Components: V, S, M Duration: 1 round per 3 levelsCasting Time: 4 Area of Effect: Caster Saving Throw: NoneThe Viper’s Bite causes the druid’s teeth to become exceptionally sharp & hollow like the fangs of a viper. He is able to bite for 1d4+1 points of damage & inject the victim with anerve poison. This poison causes the victim to be paralyzed for 3d4 rounds if a save versus poison is failed. If the save is successful, the victim still becomes lethargic & woozy (-1on STR, DEX & initiative rolls). The effects of the poison are cumulative for multiple bites. Like the lion’s claw spell, this spell allows the druid to bite those creatures hit only by+3 magical weapons. Again, the bite is not considered a magical weapon attack. To cast this spell, the druid needs mistletoe & a charm made from a poisonous snake’s fang.Wall of Carnivorous Plants (Conjuration)Sphere: Creation, Plant Range: 10 yards + 10 yards/level Components: V, S Duration: 1 turn per levelCasting Time: 8 Area of Effect: 5’ x 5’ section/level Saving Throw: NoneThis spell creates a barrier of tangled vines, several of which are capable of attack. Hidden among the vines are several man-trap like maws. Any creature approaching within 10’of the wall is vulnerable to attack from the wall. The wall has 1HD/level of the caster, each section adding 1HD to the total. Each 5’ section can make 1 attack each round,delivering 2d4 damage to the target. A target that is killed is dragged in to be devoured by the maws (see MM: Plant, Carnivorous, man-trap). The wall has an AC of 6. Once thewall is killed, it can be chopped through. The wall takes half damage from piercing & blunt attacks, as well as from fire. The wall cannot be as easily burned as a wall of thorns. Ittakes 2 turns to cut through a 10’ thickness. Each section of wall is 10’ thick, 5’ high & 5’ long. The thickness can be doubled by halving the area.Wall of Thorns (Conjuration)Sphere: Creation, Plant Range: 100’ + 10’/level Components: V, S Duration: 10 minutes per levelCasting Time: 5 Area of Effect: 10ft3/ level Saving Throw: NoneThe wall of thorns spell creates a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a person’s finger. Any creature forced into or attempting tomove through the wall of thorns takes 25 points of damage per round of movement, minus 1 point for each point of the creature’s AC. Dexterity bonuses to AC do not count forthis calculation. (Creatures with an Armor Class of -15 or lower take no damage from contact with the wall.) The caster can make the wall as thin as 5’, which allows the caster toshape the wall as a number of 10’ x 10’ x 5’ blocks equal to caster level x2. This has no effect on the damage inflicted by the thorns, but any creature attempting to break throughtakes that much less time to force its way through the barrier. Creatures can force their way slowly through the wall. To make any progress, a creature must succeed at a Strengthcheck. A successful creature moves a number of feet equal to its Strength check result in a round. Of course, moving or attempting to move through the thorns incurs damage asdescribed above. A creature trapped in the thorns can choose to remain motionless in order to avoid taking any more damage. Any creature within the area of the spell when it iscast takes damage as if it had moved into the wall & is caught inside. In order to escape, it must attempt to push its way free, or it can wait until the spell ends. Creatures with theability to pass through overgrown areas unhindered can pass through a wall of thorns at their normal speed without taking damage. A wall of thorns can be carefully breached byslow work with edged weapons. Chopping away at the wall creates a safe passage 1’ deep for every 10 minutes of work. Normal fire cannot harm the barrier, but magical fireburns away the barrier in 10 minutes.Windlance (Alteration)Sphere: Elemental (Air) Range: 0 Components: V Duration: 1 roundCasting Time: 1 Area of Effect: 10’ cube Saving Throw: NoneThis spell is primarily used by druids & other shape-shifters as a method of escape. When windlance is cast, a powerful burst of air launches the spellcaster & any other creature orcreatures unfortunate enough to be in the same 10’ cube into the sky for 120-600’, as chosen by the casting priest. No damage is sustained in the initial blast, but creatures not ableto change shape, fly, or use magic for a soft landing suffer normal falling damage when they strike the ground. Windlance activates any natural shape change ability its caster has,allowing the casting creature to cast windlance & change form in the same round. Creatures other than the caster in the spell’s area of effect at the time the spell is cast are not soempowered.

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Nature Triumphant – Druid Spellcasting, Level 6Sixth Level SpellsAwakenSphere: Animal Range: Touch Components: V, S, M Duration: PermanentCasting Time: 1 hour Area of Effect: 1 creature Saving Throw: NoneThis spell gives an animal (natural creatures only - no giant varieties), human intelligence (3d6) and a number of other abilities (decided by the DM). The animal may take a PCclass (either Fighter, Shaman, or Thief) if they meet the minimum requirements; the animal may not multi-class or dual-class. The animal may only progress to level 5, after whichthey will need triple experience to advance higher. The animal also receives the primary language of the caster as a bonus - as long as the creature has the capability to speak, if notthen it can only understand that language. The material components include the priest's holy symbol, a magical weapon of +2 or better, and a drop of the priest’s blood. The casterloses 1 Constitution point permanently after each casting.Blossom (Necromantic) ReversibleSphere: Plant Range: 15’ Components: V, S, M Duration: InstantaneousCasting Time: 1 round Area of Effect: 1 vegetable object Saving Throw: SpecialThe center of this spell can cause any object of vegetable matter, living or non-living, to sprout leaves, buds, & blossoms. The effects produced will be living, but if produced froma dead source (e.g., making an oaken door sprout leaves & acorns), these growths will eventually die from lack of sustenance. Living plants caused to blossom by this spell willreact normally to the new shoots & blossoms. The reverse of this spell, blight, causes any object of vegetable matter, living or nonliving, to have its appendages shrivel up & dropoff. 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 & 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 bevery useful in aiding victims of starvation (one could produce immature wheat ears from straw), while blight is extraordinarily useful against yellow musk creepers (all itsblossoms would fall off harmlessly). Plant-like creatures, such as shambling mounds, must save vs. death magic or take 6d4HPs of damage each time they are struck with blight, &will gain 1HP per HD (up to their maximum limit) when affected by blossom.Control Lycanthropes (Enchantment/Charm)Sphere: Charm Range: 30’ Components: V, S, M Duration: SpecialCasting Time: 3 Area of Effect: Special Saving Throw: NegatesA 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 1 type oflycanthrope 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 iflycanthropes of more than 1 type are present in human form, only those of 1 type (druid’s choice or choice at random on basis of lycanthropic hit dice) will be affected. Controllasts 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, controlis automatic. The effects of the spell are like those of the magic-user spell, charm monster. In addition, the caster of this spell can force lycanthropes under his control into & out ofwereform by means of a simple command.Deep Freeze (Evocation)Sphere: Weather Range: 30 yards Components: V, S Duration: InstantaneousCasting Time: 1 round Area of Effect: 1 creature Saving Throw: ½This spell allows the druid to channel their energy into controlling the weather in a very small area. They will cause the area to become a place of sub-zero conditions, through ablanket of freezing matter that covers the target in that location. The chill causes 8D8HPs of damage (half if the target saves successfully).Earth FavourSphere: Elemental (Earth) Range: 0 Components: V, S, M Duration: 1d12+12 hoursCasting Time: 1 round Area of Effect: 1 stone/3 levels Saving Throw: NoneThe priest casts this spell on a variable number of small rock stones (the material component), 1 per 3 experience levels. The stones are then filled with protective energy that willlast for 1d12+12 hours. The stones must be ordinary rock of no special value (gems, for example, are excluded) & weighing about 1lb. If the caster or any person who receivesspells from the earth sphere carries such a stone on himself, he will get bonuses to all of his saving throws for a day. For every 5 experience levels of the priest, the stone will give+1 to the saving throws of whoever carries it. For example, a 7th level priest’s enchanted stone gives a +2 bonus to the saving throws, while a stone from a 11th level priest gives a+3. There is no limit to the number of saving throws affected. The bonuses are cumulative with other means of protection but not with the spell itself; one can benefit from only 1stone at a time. At the end of the spell’s duration, the stones crumble to dust.Earthwrack (Alteration)Sphere: Necromantic, Plant Range: 20 yards/level of caster Components: V, S, M Duration: 2d4+10 yearsCasting Time: 1 round Area of Effect: 30’ radius/level of caster Saving Throw: NoneThis spell causes an area of soil to become barren & blighted. Healthy plants wither & die within 1d4 days of casting. No seed planted there will grow for the duration of the spell.Plant-based creatures entering the despoiled area can see the ruin & feel an intense “wrongness” within the soil. Each round they remain within the area, they suffer 1d4 points ofdamage. The blight can be cured using a limited wish, a wish, or by casting a remove curse spell (at the 12th level of experience) & a plant growth spell simultaneously. Mostdruids consider earthwrack an abomination, although some Shadow Circle druids use it as last-ditch “scorched earth” vengeance against an unruly hamlet. The material componentis the priest’s holy symbol.Enhance Druidic Shape-changing Power (Alteration)Sphere: Animal Range: 0 Components: V, S, M Duration: 3 hours per remaining levelCasting Time: 1 hour Area of Effect: One druid Saving Throw: NegatesThis spell enhances the druid’s shape-changing power. This enhancement has the following effects:• it is now possible to shape-change into any animal type (reptiles, fish, amphibians, invertebrates, etc.);• it is now possible to repeatedly assume the same animal type;• the size assumed may be from 0.01% (about the size of a flea) up to 10,000% (100x larger); as this includes both aspects of length and weight, it is still very easy to reach a limit

rather quickly (thinking of changing into a killer whale weighing well over 15 tons, your druid would have to weigh over 300 pounds);• the druid can shape-change up to 3x + 1 per remaining level per day;• changing shape now takes only the thought (and approximately half a second) to assume the new form - it is possible to assume another animal form directly from one animal form;

it is not necessary to return to human form in the interim;• it still cures 10%-60% of remaining damage for each return to human form (not necessarily the druid's original shape).

This spell is powered by the recipient’s levels. It drains 1 level from the recipient’s druidic level for the duration of the spell. If this would leave the druid below the level to shape-change, he would lose that ability. When the duration runs out, the druid regains the lost level. The material component is the holy symbol of the priest.Freezing Claw (Conjuration)Sphere: Combat, Elemental (Air, Water) Range: 25’ +5’/2 levels Components: V, S Duration: 1 round/levelCasting Time: 1 Area of Effect: Creatures touched Saving Throw: SpecialYou create a 2’ diameter ice-blue claw that floats in the air. You direct it to move anywhere within range, making 1 ranged touch attack each round with your own THAC0. Thosetouched by the claw suffer 3d6 points of cold damage & must make a Body save. Failing the save freezes the victim solid. Frozen creatures remain alive but cannot take actions.They stay frozen until they suffer 20 points of fire damage, after which point they are free (but sustain the 20 points of damage). If the claw suffers 10 points of fire damage, thespell ends (the claw has an AC of 8).Glacier Skin (Enchantment/Evocation)Sphere: Protection Range: Touch Components: V, M Duration: SpecialCasting Time: 6 rounds Area of Effect: 1 creature Saving Throw: See belowWhen this dual purpose spell is cast, the target gains immunity to 1d4 + ½ the priest’s level (round down) physical attacks. Any attack on the target that would normally inflictdamage (including melee attacks, missile hits, spells & spell effects) will remove 1 glacier skin. Physical attacks by melee or missile weapons will not cause damage to the target,but they will reduce the number of “immunities” remaining. Spells & spell-like attacks (such as lightning bolt, fireball, and magic missile) are not protected against, and any

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Nature Triumphant – Druid Spellcasting, Level 6magical attack that inflicts damage will also remove one glacier skin per attack, but will still have their full normal effects. Furthermore, any physical attack (melee or missile) thatactually strikes the target will cause a blast of ice to shoot from the target to the attacker, provided the attacker is within 5’ per level of the caster. This blast will inflict damageequal to the amount that would have been inflicted on the protected creature. For example: An 11th level druid casts glacier skin on an orc, giving the orc immunity to 6 physicalattacks. The orc is later attacked by an archer, and hit by 3 arrows. 3 glacier skins are removed, and furthermore, the archer will take 3d8 hp. of cold damage, if he is within 55’ ofthe orc. Creatures with vulnerability to cold damage will take additional damage from a glacier skin. The material component for glacier skin is a shard of glass or crystal. Heat &fire attacks do not have any special effects on glacier skin other than to reduce the total number of “immunities”. The protected creature’s skin takes on a faint icy blue sheen whileunder the effects of glacier skin. The spell lasts until all of the glacier skins are used.Hide of the BeetleSphere: Animal Range: 0 Components: V, S, M Duration: 5 rounds/levelCasting Time: 1 round Area of Effect: Caster Saving Throw: NoneWhen this spell is cast, the druid’s flesh becomes thicker & small bony protrusions appear (-2 Charisma). This added protection toughens the druid’s body to withstand greater thannormal amounts of damage. Every attack (magical & physical) against the caster has its damage reduced by 1 point per level of the caster. If the damage is less than the amount ofthe reduction, no damage affects the caster. This spell cannot be ended prematurely, but when it does end, the caster returns to normal & heals 1d10HPs of damage. The materialcomponent is the hide of an aurumvorax hardened in a special boiling brew containing a pint of the caster’s blood, which is then shaped into a small doll with the likeness of thecaster (a process costing no less than 10000gp). This doll is not used up in the casting, but is usable only once each day.Ivy Siege (Enchantment)Sphere: Plant Range: 90 yards Components: V, S, M Duration: 6 turnsCasting Time: 9 Area of Effect: See text Saving Throw: SpecialThe ivy siege spell must be cast upon a stone or brick building constructed upon the earth; flying castles & the like remain unaffected. Immediately after casting, ivy begins to growat a fantastic rate, climbing from the ground up the building’s walls. At the end of 1 turn, the ivy has climbed the walls. At the end of the 2nd turn, green creepers have covered thestructure. On the 3rd turn, the ivy has deepened to a black-green & begins to squeeze the building. Starting on the 3rd turn & every turn thereafter, the building must make a savingthrow vs. siege damage, as if attacked by a small catapult. Two cubic feet of the building crumbles away for each point by which the saving throw misses each turn. This cyclecontinues until the spell’s duration expires or the building is destroyed. The ivy rots away instantly at the spell’s end. A druid can cast only 1 ivy siege per building at a time. Afterthe ivy has rotted away, the druid may cast the spell on the same building again. However, multiple druids can cast several ivy siege spells on the same building. In the case of alarge, interconnected series of buildings (like a castle), each casting affects only a single tower, keep, or wall segment, to a maximum of 1,000 cubic feet per level of the caster.The DM may choose to prohibit arctic & desert druids from using this spell if they are not familiar with ivy. The material component is an ivy leaf.Merge with Nature (Alteration, Necromancy)Sphere: Necromantic, Plant Range: 0 Components: V, S, M Duration: PermanentCasting Time: 1 hour Area of Effect: Caster Saving Throw: SpecialThis spell allows a druidess or female cleric to avoid old age & death by transforming into another state of being, more closely tied with nature, providing a life expectancy &health far beyond mortal range. Upon casting this spell, the caster links herself with a tree & unites with it so that she actually becomes a dryad, losing her spell-casting & otherclass abilities in the process, but getting all of a dryad’s powers in their stead. As this spell is not reversible, it is used rarely & only by high-level individuals willing to leave thisworld & 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 plantsspell), as well as the presence of 2 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 asystem shock roll or die. If any of the above-listed conditions are not met, this roll is penalized by -10% for every missing requirement.Mycelial ExtensionSphere: Divination, Plant Range : 0 Components: V, S Duration : IndefiniteCasting Time: 6 Area of Effect : Up to 20 miles Saving Throw: NoneThis is an advanced version of mycelial fingers which allows the druid to extend his sensed up to 20 miles in all directions. If the druid stays linked to the mycelia for more than 48hours (and he would have to, to extend the mycelia for 20 miles) then the subterranean fungus begins to feed him with nutrients pulled in from the countryside. This may actuallybe very dangerous for the druid since in this state he will tend to lose track of time. Many druids have been known to stay in this state for periods of several years. It is believed bysome that druids who stay in this state for too long will become a part of the landscape.Otherworld (Alteration)Sphere: Combat, Necromantic Range: Touch Components: V, S, M Duration: SpecialCasting Time: 1 turn Area of Effect: 1 individual Saving Throw: NoneThis 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, &his perception is extended to both. In addition, contact is made possible with the Negative & Positive Material Planes. The result of this is the ability to effectively combatcreatures 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 affectedindividual can see them clearly, converse with them if desired, and engage in combat with them on equal terms. A person in the otherworld state is not affected by the energydraining & 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 nothave 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 thePrime Material Plane. Creatures killed in the otherworld state have a 75% chance of rising as undead of random sorts.Polymorph Nature Object (Alteration)Sphere: Animal, Elemental (Earth), Plant Range: 120’ Components: V, S Duration: PermanentCasting Time: 3 Area of Effect: See below Saving Throw: NoneThis spell is like the spell polymorph any object, except that the object must be made of organic matter (wood or flesh) or pure elements & compounds (no mortal-made alloys,etc.). Metal alloys such as a bronze, brass, or steel will not be affected. Also objects cannot be polymorphed from one “kingdom” to another (i.e. minerals cannot be turned intoorganic matter, flesh cannot be turned into wood, etc.).RejuvenateSphere: Elemental (Water) Range: 30’ Components: V, S, M Duration: SpecialCasting Time: 1 turn Area of Effect: Special Saving Throw: NoneRejuvenation 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, swifterwaters, and a deeper channel. In game terms, this spell is used to replenish water sources; there is nothing in the spell that will keep the water from being either evaporated slowlyor 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 canrejuvenate 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 & perhapslakes as well. At levels 19-22, huge rivers & bodies of water may be rejuvenated. This would include rivers like the Mississippi & bodies of water as large as one of the GreatLakes. 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 ifthe body of water in question has been drained significantly. It cannot be used to cause massive flooding of an area, although some flooding might result in an event. The materialcomponent 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)Sphere: Plant Range: 10 yards Components: V, S, M Duration: 1 turnCasting Time: 2 rounds Area of Effect: 5 yards/caster level Saving Throw: NoneThis dark & evil spell calls into existence long, slimy, black roots of foul look & manner. These plant things will grow from any surface the spell was cast on with astonishingspeed & 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 samelevel 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 halflings wearing magical blackleather 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 plant-like creatures. This spellcreates 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 5 yards in order to attack. Potentialvictims 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

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Nature Triumphant – Druid Spellcasting, Level 6tree, 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 to1/3 their Constitution score, beyond which they must make a Constitution check every round with a -2 cumulative penalty or perish (PCs with the Swimming NWP gain anadditional delay of 1 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 anyeffect 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 fivetimes their damage roll in roots & area-effect damaging spells also will destroy that many roots. Characters attacking from outside the area of effect will not suffer any penaltywhen attacking the roots, but they are also 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 pointof the intended target (for example above the bed of a king).Summon Nature’s Ally VI (Conjuration, Summoning)Sphere: Animal, Summoning Range: 25’ + 5’/2 levels Components: V, S, M Duration: 1 round/levelCasting Time: 1 round Area of Effect: 30’ diameter circle Saving Throw: NoneThis spell summons one or more natural creatures who attack your enemies. They appear where you designate & act immediately, on your turn. They attack your opponents to thebest of their ability. If you can communicate with the creatures, you can direct them not to attack, to attack particular enemies, or to perform other actions. Summoned creatures actnormally on the last round of the spell & disappear at the end of their turn. Choose one 6th level creature or 1d3 5th level creatures of the same type, or 1d4+1 lower-level creaturesof the same type from below. All the creatures on the table are neutral unless otherwise noted.6th Level: Dire Bear Elemental, Large (choose element) Shambling Mound Tendriculos Unicorn

Xorn, Medium5th Level: Arrowhawk, Medium Bear, Brown Dire Boar Dire Lion Dire Wolverine

Elemental, Medium (choose element) Crocodile, Giant Rhinoceros Salamander, Medium (evil) Satyr (with pipes)Shark, Large Snake, Constrictor, Giant Tiger Tojanida, Medium Viper, HugeWhale, Orca

4th Level: Arrowhawk, Small Assassin Vine Dire Ape Dire Wolf Giant Eagle (good)Giant Owl (good) Grig (sprite, without pipe; good) Lion Phantom Fungus Tojanida, SmallViper, Large Xorn, Small

3rd Level: Ape Bear, Black Bison Boar CrocodileDire Badger Dire Bat Dire Weasel Elemental, Small (choose element) LeopardLizard, Giant Salamander, Small (evil) Satyr (without pipe) Shark, Large Snake, ConstrictorThoqqua (Earth, Fire) Viper, Medium Wolverine

2nd Level: Eagle Hyena (treat as wolf) Octopus Shark, Medium SquidWolf Viper, Small

1st Level: Badger Dire rat Dog Hawk Viper, Tiny

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Nature Triumphant – Druid Spellcasting, Level 7Seventh Level SpellsAmbulatory TreesSphere: Plant Range: 10’ per level Components: V, S, M Duration: 1 round per levelCasting Time: 1 per tree Area of Effect: 1 tree/3 levels Saving Throw: NoneThis spell is similar to the effect of a treant causing trees to walk & do his bidding. Affected trees change into a treant with total Hit Dice no more than three times the caster’slevel. Their power is equal to a treant of the same Hit Dice with the exception of those trees with more Hit Dice than the largest treant. In that case, take the damage done by thelargest treant & multiply it with the percentage the tree is larger than the largest treant. The trees stay in the changed state for a maximum of 1 round per level of the caster. If theyare “killed” before the duration runs out they topple over & stay that way even after the duration runs out. Otherwise they return to their rooting spot & turn into normal treesagain. The material components for this spell include the holy symbol of the priest & a tiny bit of bark from a treant.Awaken ForestSphere: Plant Range: 0 Components: V, S, M Duration: 1 hour/levelCasting Time: 2 hours Area of Effect: See text Saving Throw: NoneWith this ceremony, the druid calls upon & wakens the spirit of the forest. The effects are nothing less than spectacular. The druid becomes one with the trees in the area of effect(10 miles + 1 mile/level radius). Whatever happens in that area, the druid instantaneously knows. He has the power to cause 1 tree per level within that area to animate as if it werea treant. Any real treants in the area become aware of him & are receptive to any suggestions made by the druid. A Changestaff (cf. Changestaff spell) is needed to if any trees areanimated. Each tree animated reduces the Changestaff by 1 hit die.Call Hunt (Conjuration/Summoning)Sphere: Summoning Range: Special Components: V, S, M Duration: SpecialCasting Time: Special Area of Effect: 10-mile diameter Saving Throw: SpecialThis 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, p.30-31, for detailson 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 theHunt 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 tosummon 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 theHunt 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 isrolled. A 1 indicates that the Master has felt the summons & his horn is heard in the night, 10 miles away. Thereafter, the Hunt proceeds normally. While engaged in casting thisspell, the druid can spend only 1 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 tocome (if it does).The Wild Hunt exists in all the lands where druids & their deities dwell. However, Call Hunt can be used to summon other powers of a similar nature in other cultural settings. Themode 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 approximatelyequivalent to the Hunt, which has at least 21 beings in it worth a total of 27,500XP. 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 & centaurs in a debauched state.Chinese mythos - Fei Lien & 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).Calm Earth (Alteration)Sphere: Elemental (Earth) Range: 60’ + 5’/level Components: V, S, M Duration: PermanentCasting Time: 3 Area of Effect: See text Saving Throw: NoneThis spell negates the 7th level clerical prayer, earthquake, and instantaneously stops all natural earthquakes, tremors, vulcanism, and such within the area of effect (60’ radiussphere + 5’ per level). The material component for this spell is a piece of mistletoe within a lump of clay.Create Treant (Alteration, Invocation/Evocation)Sphere: Plant Range: Touch Components: V, S, M Duration: 1 day/levelCasting Time: 1 round Area of Effect: See text Saving Throw: NoneThis spell transforms its material component into a treant who serves the caster with utmost loyalty until destroyed or the spell expires. When the spell ends, the treant dwindles tonothingness & is gone. Since the material component is consumed, druids use this spell sparingly. The type of material component determines the size of the created treant: Twigsproduce 7HD treants, boughs create 8HD treants, shrubs 9 or 10HD treants & trees 11 or 12HD treants. The material component is any twig, bough, shrub, or living tree.Death Chariot (Evocation, Conjuration/Summoning)Sphere: Elemental (Fire), Summoning Range: 5’ Components: V, S, M Duration: SpecialCasting Time: 1 turn Area of Effect: Special Saving Throw: SpecialWhen this spell is cast, a clap of thunder sounds & a billowing cloud of smoke erupts from the caster. Within this cloud appears a flaming chariot pulled by 2 fiery horses. Thisvehicle 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,& merely touching one of the horses will do 3d8 points of fiery damage, but boarding or touching the chariot will do no damage. Anyone in the chariot may control the path of thechariot by verbal command, causing the flaming steeds to stop or go, walk, trot, run or fly, turn left, right, rise, or descend. The vehicle & steeds can be harmed by water (1 quartwill cause 1HP of damage) or by magical weapons. The steeds are AC 2, and can be dispelled by inflicting 30HPs of damage each upon them. The steeds & chariots can beforcibly 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-, orwater-based magic will do them double damage. A Death Chariot closely resembles a Chariot of Sustarre, save that its enchantments are less stable & more temporary; at the endof 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 & vanish (along with its steeds). All inthe chariot or within 15’ will take 10-40 points of fiery damage (save equals half damage); passengers will suffer a further 2HPs of blast shock (as oxygen is consumed in the blast,& 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 ascloth, 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 & spellbooks) 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 adecanter 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 ofshavings, 2 holly horses, 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 touchingthem before they enter the chariot & accompanying them. The druid causes the chariot to explode by act of will, not verbal command, so he or she could “bail out” before ignitingthe 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 itback 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 deathchariot (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.Natural Order (Abjuration, Invocation)Sphere: Special Range: Touch Components: V, S Duration: PermanentCasting Time: 3 rounds Area Of Effect: 1 creature Saving Throw: Neg.This druidic spell is similar in effect to dispel magic & restoration, but affects such things as magical aging & undead draining. It dispels or removes those effects that are notnatural, i.e. those effects that were caused by magical or other arcane forces, not part of nature. A save is required even if the recipient of the spell is a willing target. If the target iswilling a save is made at the level/HD of the creature that affected the target. Otherwise the save is made at whichever save is worse - the targets or the level/HD of the creaturethat affected the target. This spell falls outside of the regular sphere hierarchy of spells. It is available only to those priests with access to all 3 of the following spheres: Animal,Plant & Elemental.

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Nature Triumphant – Druid Spellcasting, Level 7Resplendence of Renewed Youth (Alteration, Necromancy)Sphere: Healing, Necromantic, Time Range: Touch Components: V, S Duration: 1 yearCasting Time: 1 hour Area of Effect: 1 creature Saving Throw: NoneThis 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 1 year. Presumably thismeans 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 spellheavily 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 & pietyduring 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 beforeattempting 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 hitpoints, levels, or ability points and so on, as well as gaining immunity to all diseases & restoration of any previously lost Charisma points for the duration of the spell only. This isdue to the aura of self-confidence that the character inspires to onlookers. A character can benefit from this spell once in his lifetime only.Sand Storm (Conjuration)Sphere: Creation, Elemental (Earth) Range: 100’ + 10’/level Components: V, S, M Duration: 1 round per levelCasting Time: 2 Area of Effect: See text Saving Throw: NoneThis spell creates a sand storm from any convenient source of sand, gravel or loose topsoil in the area of effect (30’ spread, 20’ high), which may be used either defensively oroffensively. In its defensive capacity, the sand storm may be used as a cloak for an escape or as a means of blocking pursuit. In an offensive capacity, it may be centered on aperson(s) & have effects on them. The degree of the storm created is variable, based on a 1d20 roll against the table below. For every 3 levels of the druid casting the spell, there isup to a +/- 1 modifier, if the caster wishes to take it.

1d20 Type of storm effects01-04 Light Storm: lightly obscured vision; 25% concealment; ¾ movement.05-12 Medium Storm: moderately obscured vision; 50% concealment; ½ movement, Dodge save or fall down13-17 Heavy Storm: heavily obscured vision; 75% concealment; ½ movement, 1d4 points of damage from sand particles, Dodge save or fall down18-19 Turbulent Storm: vision obscured to a major degree; 90% concealment; ¼ movement, 1d6 points of damage from choking on dust, Dodge save or fall down.

20 Extreme Storm: no vision; ¼ movement, 2d6 points of damage from choking on dust, Dodge save or blind, fall down.Note that any medium-sized or smaller flying creature are downed by a Turbulent storm & large creatures are downed by an Extreme storm. The material component is a handfulof fine sand which is blown off the hand in the direction in which you wish the sand storm to rise.Summon Nature’s Ally VII (Conjuration, Summoning)Sphere: Animal, Summoning Range: 25’ + 5’/2 levels Components: V, S, M Duration: 1 round/levelCasting Time: 1 round Area of Effect: 30’ diameter circle Saving Throw: NoneThis spell summons one or more natural creatures who attack your enemies. They appear where you designate & act immediately, on your turn. They attack your opponents to thebest of their ability. If you can communicate with the creatures, you can direct them not to attack, to attack particular enemies, or to perform other actions. Summoned creatures actnormally on the last round of the spell & disappear at the end of their turn. Choose one 7th level creature or 1d3 6th level creatures of the same type, or 1d4+1 lower-level creaturesof the same type from below. All the creatures on the table are neutral unless otherwise noted.7th Level: Arrowhawk, Large Dire Tiger Elemental, Huge (choose element) Elephant Octopus, Giant

Pixie (can’t cast Otto’s irresistible dance; good) Tojanida, Large Treant (good) Xorn, Large6th Level: Dire Bear Elemental, Large (choose element) Shambling Mound Tendriculos Unicorn

Xorn, Medium5th Level: Arrowhawk, Medium Bear, Brown Dire Boar Dire Lion Dire Wolverine

Elemental, Medium (choose element) Crocodile, Giant Rhinoceros Salamander, Medium (evil) Satyr (with pipes)Shark, Large Snake, Constrictor, Giant Tiger Tojanida, Medium Viper, HugeWhale, Orca

4th Level: Arrowhawk, Small Assassin Vine Dire Ape Dire Wolf Giant Eagle (good)Giant Owl (good) Grig (sprite, without pipe; good) Lion Phantom Fungus Tojanida, SmallViper, Large Xorn, Small

3rd Level: Ape Bear, Black Bison Boar CrocodileDire Badger Dire Bat Dire Weasel Elemental, Small (choose element) LeopardLizard, Giant Salamander, Small (evil) Satyr (without pipe) Shark, Large Snake, ConstrictorThoqqua (Earth, Fire) Viper, Medium Wolverine

2nd Level: Eagle Hyena (treat as wolf) Octopus Shark, Medium SquidWolf Viper, Small

1st Level: Badger Dire rat Dog Hawk Viper, TinyTree Spirit (Necromancy)Sphere: Plant Range: Touch Components: V, S Duration: PermanentCasting Time: 1 turn Area of Effect: 1 tree Saving Throw: NoneTree spirit permanently links the soul of the caster with a tree, usually chosen carefully for its health, vigor, and remote environment. Casting this spell joins the life force of thedruid with that of the tree; as long as the tree lives, the caster ages at one-tenth the normal rate. (Because the spell causes the tree to devote all its energy to maintaining healthrather than growth, it always remains exactly the size it was at the time of casting.) Moreover, the caster’s spirit merges with the tree at the character’s death. No form ofreincarnation or resurrection (except a wish) on the character’s body will work unless it lies within 10’ of the tree. One year after the caster dies, the druid’s spirit animates the treeas a treant. (DMs should roll up treant statistics for the tree at the time the spell is cast, to determine the tree’s Armor Class, Hit Dice, etc.) The chosen tree must be of treant height;the exact size determines the size of the new treant, which possesses the caster’s memories & personality but has no granted powers or spellcasting ability. It must communicate asa treant. The DM decides whether to consider this treant an NPC or allow the player to control it. (DMs should use the guidelines that apply to PCs who become lycanthropes orundead.) However, when a druid uses tree spirit to link with a tree, the character suffers any physical damage inflicted on the tree. For instance, if someone hacks at the tree withan axe & causes 4 points of damage, the caster also loses 4 hit points; the druid knows the tree has been harmed, but does not know the nature of the injury. If the tree dies but doesnot sustain enough damage to kill the caster, the character feels stunned for 1d6 rounds & must make a successful system shock roll to avoid death. Spells that heal the druid do notaffect the tree. Damage to the caster does not affect the tree, as the extra energy the tree expends on strength & health makes any damage the player sustains negligible to the tree.However, it’s usually in the druid’s best interest to have an animal friend or two guard the tree. In addition, the druid should choose the tree carefully; if the surrounding land iscleared for construction work or lumber before the druid’s prolonged life span finally ends, the character is in trouble. Casting tree spirit first requires a full month’s preparation.The druid lives near the tree during this time of prayer & mediation. Then the character conducts a private bonding ceremony at the height of a solstice. This spell often is cast byancient druids, who wish to preserve their wisdom or make sure their groves remain defended even after their death.Unwilling Wood (Enchantment/Charm)Sphere: Plant Range: 5 yards/level of caster Components: V, S, M Duration: PermanentCasting Time: 1 round Area of Effect: 10-yard radius Saving Throw: SpecialA caster can transform one or more living creatures within a 10-yard radius into unwilling wood, causing them to sprout roots, branches, & leaves. The victims become trees of atype native to the region & of the characters’ age before the transformation. The spell works only if cast on beings occupying ground that could support a tree; recipients flying orsuspended in water at the time of casting remain unaffected. This spell can mutate a number of creatures equal in total Hit Dice (or levels) to the caster’s level within the area ofeffect, of course. If this area holds a group of creatures with Hit Dice (or levels) totaling a number greater than the caster’s experience level, the character may decide the order inwhich the creatures become affected. For instance, say a 14th level druid casts unwilling wood into a target area containing a giant with 12 Hit Dice & two 3rd level warriors. Thedruid can transform either the giant or 2 warriors, but not all three. “Leftover” Hit Dice or levels are lost. Each creature affected may attempt to save vs. polymorph. The spellmutates all those failing their saving throw, along with any items they carry. A new tree has a height of 5’ per level (or Hit Die) of the victim. The effect is permanent; a persontransformed into a tree ages as a tree & dies as a tree. However, affected characters retain awareness, memories, personality, and intelligence. Only damage severe enough to kill

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Nature Triumphant – Druid Spellcasting, Level 7the tree can kill an unwilling wood victim. Tree-characters can return to normal if a spellcaster of greater level than the original caster uses remove curse. The original caster canrelease a transformed entity at will. The material components are a bit of tree root & the priest’s holy symbol.Wrath of the EarthSphere: Elemental (Earth) Range: 0 Components: V, S, M Duration: 1 turn + 1 round/levelCasting Time: 1 turn Area of Effect: 0 Saving Throw: NoneThis spell summons a Nature Elemental; the druid may command this nearly indestructible creature for the duration of the spell. In order to cast this spell the druid must be in highfavor of his god, and be in his grove or any forested region. This spell requires a long casting time, the druid must repeat the chant with full concentration, and must also have 4containers, each one containing one of the 4 elements. The bowls must be made of 4 different materials, wooden for water, stone for earth, adamantine for fire, & platinum for air.The cost of the bowls is 1gp, 5gp, 100gp, and 5000gp (respectively) and they are consumed after the duration of the spell; disturbing them before the spell duration is over dispelsthe Nature Elemental & destroys the bowls. Casting this powerful spell drains the druid of 100000 experience that may only be regained by normal adventuring. This spell does notwork underground or indoors.

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Nature Triumphant – Druid Spellcasting, Level 8Eighth Level SpellsShambler (Conjuration)Sphere: Plant Range: 100’ + 10’/level Components: V, S Duration: 7 days or 7 months (see text)Casting Time: 1 Area of Effect: 30’ diameter circle Saving Throw: NoneShambler creates 1d4+2 shambling mounds of 11HD. The creatures willingly aid the caster in combat or battle, perform a specific mission, or serve as bodyguards. The creaturesremain with the caster for 7 days unless the caster dismisses them. If the shamblers are created only for guard duty, however, the duration of the spell is 7 months. In this case, theshamblers can only be ordered to guard a specific site or location. Shamblers summoned to guard duty cannot move outside the spell’s range, which is measured from the pointwhere each first appeared. The shamblers have resistance to fire as normal shambling mounds do only if the terrain is rainy, marshy, or damp.Summon Nature’s Ally VIII (Conjuration, Summoning)Sphere: Animal, Summoning Range: 25’ + 5’/2 levels Components: V, S, M Duration: 1 round/levelCasting Time: 1 round Area of Effect: 30’ diameter circle Saving Throw: NoneThis spell summons one or more natural creatures who attack your enemies. They appear where you designate & act immediately, on your turn. They attack your opponents to thebest of their ability. If you can communicate with the creatures, you can direct them not to attack, to attack particular enemies, or to perform other actions. Summoned creatures actnormally on the last round of the spell & disappear at the end of their turn. Choose one 8th level creature or 1d3 7th level creatures of the same type, or 1d4+1 lower-level creaturesof the same type from below. All the creatures on the table are neutral unless otherwise noted.8th Level: Elemental, Greater (choose element) Salamander, Large (evil) Squid, Giant7th Level: Arrowhawk, Large Dire Tiger Elemental, Huge (choose element) Elephant Octopus, Giant

Pixie (can’t cast Otto’s irresistible dance; good) Tojanida, Large Treant (good) Xorn, Large6th Level: Dire Bear Elemental, Large (choose element) Shambling Mound Tendriculos Unicorn

Xorn, Medium5th Level: Arrowhawk, Medium Bear, Brown Dire Boar Dire Lion Dire Wolverine

Elemental, Medium (choose element) Crocodile, Giant Rhinoceros Salamander, Medium (evil) Satyr (with pipes)Shark, Large Snake, Constrictor, Giant Tiger Tojanida, Medium Viper, HugeWhale, Orca

4th Level: Arrowhawk, Small Assassin Vine Dire Ape Dire Wolf Giant Eagle (good)Giant Owl (good) Grig (sprite, without pipe; good) Lion Phantom Fungus Tojanida, SmallViper, Large Xorn, Small

3rd Level: Ape Bear, Black Bison Boar CrocodileDire Badger Dire Bat Dire Weasel Elemental, Small (choose element) LeopardLizard, Giant Salamander, Small (evil) Satyr (without pipe) Shark, Large Snake, ConstrictorThoqqua (Earth, Fire) Viper, Medium Wolverine

2nd Level: Eagle Hyena (treat as wolf) Octopus Shark, Medium SquidWolf Viper, Small

1st Level: Badger Dire rat Dog Hawk Viper, Tiny

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