Tuesday, December 4, 2012

Fantasy Core RPG: Druid Spells

FANTASY CORE RPG
(c) Jerry Harris, 2012
Published here as Open Game Content.
Fantasy Core PDF 
NPC PDF

NPC Index

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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