(c) Jerry Harris, 2012
Published here as Open Game Content.
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Druid Spell List
These
are the spells available to Druids. They
are taught all the spells in a given level.
This knowledge is all orally taught; they have no spellbooks. Druids focus on natural and elemental forces. The example here is assuming an
arboreal/forest-based group. Druids (or rather
Druid-like groups) could also be present in jungle, swamp, arctic, and desert
environments. They would have spells
more suited to their region.
0-LEVEL
DRUID CANTRIPS (DC 10 to cast)
Arcane
Mark: Inscribes a
personal rune (visible or invisible).
Permanent unless removed by Dispel Magic. (Caster Check, those set by the Druids on
their members are done with the Supreme Grand Master Council are at DC 17)
Create Water: Creates 2 gallons/level of pure water.
Detect Poison: Detects poison in one creature or
object.
Ghost
Sound or Lights:
Figment sounds or lights. (DC 12 Will Sv
to distract)
Know Direction: You discern north.
Light: Object shines like a torch.
Purify Food and Drink: Purifies 1 cu. ft./level of
food or water.
1ST-LEVEL
DRUID SPELLS (DC 13 to cast)
Calm
Animals: Calms
(2d4 + level) HD of animals. (Will Sv)
Charm
Animal: Makes one
animal your friend. Lasts 1 day or 1 encounter.
(Will Sv)
Entangle: Plants entangle everyone in
40-ft.-radius. (Ref Sv to avoid. DC 18 Str to break or Escape Artist skill.)
Obscuring
Mist: Fog
surrounds you. Lasts 1 turn.
Burning
Hands: 4 +
Spellcheck fire damage + 1d4 continuing damage until extinguished. (Ref Sv all
damage) Close range.
Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24
hours).
Obscuring Mist: Fog surrounds you. 0 Bonuses to make a Ranged attack.
Pass without Trace: One subject/level leaves no
tracks for 1 turn. DC 18 to Track.
Shocking
Grasp: 4 +
Spellcheck electrical damage + Stun 1 rd. (Ref Sv all damage) Close range.
Speak
with Animals: You
can communicate with animals.
2ND-LEVEL
DRUID SPELLS (DC 14 to cast)
Animal Messenger: Sends a Tiny animal to a specific
place.
Animal Trance: Fascinates 2d6 HD of animals for 1
turn/encounter.
Barkskin: Grants +2 (or higher) enhancement
to natural armor. Lasts for 1
turn/encounter.
Delay Poison: Stops poison from harming subject for 1
hour/level.
Fireball: 6 + Spellcheck fire damage + 1d6
continuing damage until extinguished, 20-ft. radius. (Ref Sv ½ damage) Medium
range.
Fog Cloud: Fog obscures vision. Fills immediate area. 0 Bonuses to Melee or
Ranged attack.
Gust of Wind: Blows away or knocks down smaller
creatures, holds larger creatures 1 rd.
Spider
Climb: Grants
ability to walk on walls and ceilings. 1 turn/level.
Summon
Swarm: Summons
swarm of bats, rats, or spiders. No damage, but causes a constant distraction
until warded off, 1 rd.
Tree
Shape: You look
exactly like a tree for 1 hour/level.
Warp
Wood: Bends wood
(shaft, handle, door, plank). (Ref Sv if
trying to disrupt a wooden weapon.)
Wood Shape: Rearranges wooden objects to suit you. 5’ area/level. Permanent.
3RD-LEVEL
DRUID SPELLS (DC 15 to cast)
Diminish Plants: Reduces size or blights growth of
normal plants. 10’ area/level. Plant based creatures will flee.
Lightning
Bolt: 6 +
Spellcheck electrical damage + Stun 1 rd + Knocked Down. (Ref Sv ½ damage)
Medium range.
Meld
into Stone: You
and your gear merge with stone, 1 hour/level.
Speak with Plants: You can talk to normal plants and
plant creatures.
Stone Shape: Sculpts stone into any shape. 10’
area/level. Permanent.
Water
Breathing:
Subjects can breathe underwater. 1 turn/level.
Wind
Wall: Deflects
arrows, smaller creatures, and gases. Encounter.
4TH-LEVEL
DRUID SPELLS (DC 16 to cast)
Chain Lightning: 10 + Spellcheck electrical
damage + Stun 1 rd + Knocked Down + Two secondary bolts 4 +
Spellcheck damage + Stun 1 rd. All three bolts may be aimed at different
targets. (Ref Sv ½ damage) Medium range main bolt, Short range, secondary.
Control Water: Raises or lowers bodies of water.
Control
Weather: Changes
weather in local area. 1 day/level.
Shapechange: May take the form of any normal
small, medium, or large natural creature with their stats and abilities. Lasts for 1 turn/encounter. Requires 1 rd to shift form.
5TH-LEVEL
DRUID SPELLS (DC 17 to cast)
Earthquake: Intense tremor shakes 80-ft.-radius. Everyone in area (except the caster) is
knocked prone. Fragile structures
collapse.
Move
Earth: Digs
trenches and build hills. 10'/level
Passwall: Creates passage through wood or
stone wall. 1 turn/level.
Stoneskin: Ignore 10 points of damage per
attack. Lasts 1 turn/encounter.
Stone Tell: Talk to natural or worked stone.
Transmute
Mud to Rock:
Transforms two 10-ft. cubes per level. Lasts 1 turn/level
Transmute
Rock to Mud:
Transforms two 10-ft. cubes per level. Lasts 1 turn/level
Wall of Fire: 8 + Spellcheck fire damage + 1d8
continuing damage until extinguished out to 10 ft. and 1d6 out to 20 ft.
Passing through wall deals x2 damage. Lasts 1 rd per ½ level. (Ref Sv ½ damage
to avoid initial appearance.) Short range.
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