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The following is a list of spells, available to druids, that do not appear
in the new Player's Handbook. Some spells are of my own devising,
although most have previously seen print in TSR supplements for
the AD&D second edition game. A reference to the original product
appears where this is the case. It is my understanding that all
material for the second edition game is now out of print. For a
complete list of all spells available to druids please click here.
Animal Spy
Divination
Level: Druid 2
Components: V S
Casting Time: 1 action
Range: 10 yards (see text)
Target: One animal
Duration: 10 minutes/2 levels
Saving Throw: Will negates
Spell Resistance: Yes
Original Ref: Complete Druid's Handbook p87
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 through the animal's eyes, hear with its ears, smell with its nose, and so on. This spell grants no control over the creature. However, most casters will use it on a trained animal or one befriended via the animal friendship spell. The target may make a Will saving throw to resist the effect, but animals friendly to the caster will forego this right.
For the duration of the spell, the caster remains in a trance, unable to move or use human senses. This consequence can prove dangerous; for instance, characters attacked while using the spell cannot feel injuries to their bodies. However, at the start of any round, the caster may choose to return the animal's senses to the creature and resume control of his own body. This decision ends the spell immediately. The spell also ends if the animal travels more than 100 yards away per level of the caster.
Beastmask
Illusion
Level: Druid 1
Components: V S DF
Casting Time: 1 action
Range: Touch
Target: One creature
Duration: One day
Saving Throw: Will negates
Spell Resistance: Yes
Original Ref: Complete Druid's Handbook p86
Beastmask allows the subject to take on the illusory form of a single animal species - but only that species of animal can perceive the illusion. The subject may not assume an animal form more than twice or less than one-quarter the character's size.
The almost perfect illusion the spell creates deceives the animal's sight, hearing, smell, and touch. For instance, once a character casts a "bear" illusion on a subject, bears believe that subject to be a bear, while to all other races and creatures the subject remains the same.
Characters normally use beastmask to travel among or hunt a particular species. This spell lets a druid assume the guise of a caribou to move among a herd without causing them to panic. A character also could avoid being attacked by a pack of dire wolves by wearing a wolf's "mask."
Beastmask does not allow communication with the animal species, though it can be used with animal communication spells. The divine focus is a miniature wooden mask carved to look like the animal.
Beastspite
Enchantment
Level: Druid 2
Components: V S
Casting Time: 1 action
Range: 10 yards
Target: One creature
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes
Original Ref: Complete Druid's Handbook p86
Beastspite afflicts a single person with a magical aura that induces one species of animal to hate and 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, giant bats 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 further reaction 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 check on his ride skill (DC 20) 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 warhorse does not become utterly hostile to its owner. Instead it notices something "wrong" about the character and acts unusually nervous.
Earthmaw
Transmutation
Level: Druid 4
Components: V S M
Casting Time: 1 action
Range: 50 yards
Area: 10-foot diameter circle
Duration: 1 round
Saving Throw: Ref negates
Spell Resistance: No
Original Ref: Complete Druids Handbook p91
Earthmaw causes a patch of ground 10 feet in diameter to open and form a gigantic mouth with stalactite teeth. The mouth springs forth on a short serpentine neck, much like a water weird, and attacks once in a direction the caster dictates. Then it retracts into the earth and closes solidly. The site of an earthmaw spell appears as if the ground has been tilled recently.
The mouth can attack one large creature, two medium creatures, four small creatures and so on, within 10 feet of its outer edge. It can strike multiple creatures only if they remain clustered within a 10-foot diameter circle adjacent to the maw. 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 earthmaw attacks as the caster of the spell with a +3 bonus. Creatures standing on the site of the maw suffer an additional -3 penalty to Armour Class for purposes of this attack. Creatures standing next to the maw suffer no AC penalty. A successful hit inflicts 1d4 points of damage per level 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, or with magical items. A creature trapped underground follows the normal rules for suffocation.
Earthmaw may be cast on any area of loose or packed earth, sand, or vegetation-covered soil. It may be cast indoors on an earthen surface: 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 a building, or any type of pavement. The material component is a tooth from any predatory creature.
Earthwrack
Transmutation
Level: Druid 6
Components: V S DF
Casting Time: 1 minute
Range: 20 yards/level
Target: 30 foot-radius/level
Duration: 2d4+10 years
Saving Throw: None
Spell Resistance: Yes
Original Ref: Complete Druid's Handbook p95
This spell causes an area of soil to become barren and blighted. Healthy plants wither and 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 and feel an intense "wrongness" within the soil. Each round they remain within the area, they suffer 1d4 points of damage.
The blight can be cured using a limited wish, a wish, miracle or by casting a remove curse spell (at the 12th level of experience) and a plant growth spell simultaneously. Most druids consider earthwrack an abomination, although some Shadow Circle druids use it as last-ditch "scorched earth" vengeance against an unruly hamlet. The material component is the priest's holy symbol.
Fortifying Stew
Necromancy
Level: Druid 2
Components: V S M
Casting Time: 1 action
Range: Touch
Target: 1 bowl of stew etc./level
Duration: 10 minutes
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Original Ref: Complete Druid's Handbook p88
Any bowl of broth, porridge, or stew the druid has concocted can become subject to fortifying stew. A character can enchant one bowl of stew (about 8 ounces) per experience level. Someone must consume the enchanted meal within ten minutes of the casting.
Anyone partaking of an entire bowl reaps magical benefits. First, the diner gains nourishment for an entire day from the single meal. In addition, the character receives 1d4+1 temporary hit points. Any damage suffered comes off the extra hit points first; extra hit points remain for two hours. The effects of multiple helpings of fortifying stew are not cumulative.
For example, Snapdragon, a 7th-level druid, cooks a meaty broth, casts fortifying stew on it, and eats the entire bowl. A roll of 2 gives her 3 extra hit points. When the spell's effects wear off just over three hours later, she loses these extra points. If she suffers 5 points of damage in the meantime, she actually loses only 2 hp of her own, since 3 came from the extra hit points. The divine focus of this spell is a vial of stock made from the first fruit of the harvest.
Gift of Speech
Enchantment
Level: Druid 2
Components: V S DF
Casting Time: 1 action
Range: 10 yards/level
Target: One animal
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Original Ref: Complete Druid's Handbook p90
The 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 and simple concepts expressed in that language. The affected animal's reactions do not change, nor does its Intelligence increase. The spell has no effect if cast on a creature with an Intelligence score of less than 1. The material component of this spell is the druid's holy symbol.
Hunger
Transmutation
Level: Druid 4
Components: V S M
Casting Time: 1 action
Range: 10 yards
Target: One creature
Duration: 1 day/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
Original Ref: Complete Druid's Handbook p92
Those affected by hunger no longer gain sustenance from food. No matter how much they eat, they still feel hungry. If the spell did not end, victims eventually would starve, visibly wasting away. Note that the victim still receives benefits from drinking, and will not die of thirst.
The spell uses the same rules for starvation presented on p86 of the Dungeon Master's Guide. The victim can survive for three days without food, although they will feel progressively more uncomfortable during that time. For each day the spell persists beyond the third, the victim must make a Fortitude saving throw (DC 10, +1 for each previous check) or sustain 1d6 points of subdual damage. Once they have taken subdual damage, they are considered to be fatigued (-2 to strength and constitution; may not run or charge). Note that subdual damage taken from lack of food can only be regained by eating - something that is impossible while the spell is in effect. Not even magic that restores hit points will heal this damage. Characters who lose all their hit points in this way fall into a coma, and will die soon afterward.
When casting the spell, the druid secretly whispers a particular type of food; by eating the specified food, the victim breaks the spell. It must be a single, natural food (such as lamb, honey, or an apple) but can be exotic (dragon meat) as long as the caster has tasted it personally at some point.
Hunger cannot be dispelled, but can be broken by the remove curse spell. Failing all else, a sufferer must wait to find relief until the spell's duration elapses. The spell's material component is a pinch of the food that can end the spell.
Ivy Siege
Enchantment
Level: Druid 6
Components: V S M
Casting Time: 1 action
Range: 90 yards
Target: 1 building or similar structure
Duration: 1 hour
Saving Throw: None (see below)
Spell Resistance: Yes
Original Ref: Complete Druid's Handbook p95
The ivy siege spell must be cast upon a stone or brick building constructed upon the earth; flying castles and the like remain unaffected. Immediately after casting, ivy begins to grow at a fantastic rate, climbing from the ground up the building's walls. At the end of ten minutes, the ivy has climbed the walls. At the end of twenty minutes, green creepers have covered the structure. After thirty minutes, the ivy has deepened to a black-green and begins to squeeze the building.
Starting after thirty minutes (and every ten minutes there-after) the ivy will inflict 1d6 damage to the building for every level of the caster, to a maximum of 20d6. The hardness of the material is subtracted from the damage dealt as normal. This cycle continues until the spell's duration expires or the building is destroyed. The ivy rots away instantly at the spell's end. The spell can be ended prematurely by the caster, or by the successful application of dispel magic. Any attempt to destroy the ivy physically just causes more to instantly grow up in its place.
A druid can cast only one ivy siege per building at a time. After the 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 a large, 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 material component is an ivy leaf.
Knurl
Transmutation
Level: Druid 4
Components: V S M
Casting Time: 1 action
Range: 5 yards/level
Target: One person
Duration: 10 minutes/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
Original Ref: Complete Druid's Handbook p93
Casting a knurl spell transforms a creature's arm into a tree branch of the same thickness, covered with bark and twigs. The new limb possesses neither elbow nor wrist joints not even 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 chooses which 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: It becomes subject to fire, wood-altering spells, and tree diseases. Dispel magic ends the spell's effects. The material component is a small twig.
Log of Everburning
Enchantment
Level: Calafax 1, Druid 1
Components: V S M
Casting Time: 1 action
Range: Touch
Area: 1 cubic foor per level
Duration: 1 hour per level
Saving Throw: Will negates
Spell Resistance: Yes
Original Ref: Tome of Magic p53
This spell increases the amount of time that a wooden object will burn before being consumed. Wood that is enchanted in this manner burns brightly without being consumed for the duration of the spell. When the spell ends, the wooden object crumbles to ash. This spell does not cause the wood to catch fire; it must be ignited normally. While it burns, the wood gives off twice the normal amount of heat; thus, a single log can make a cozy fire. The affected wood radiates magic. The priest may enchant up to 1 cubic foot of wood per level of experience. The spell is effective on torches.
Nature's Charm
Enchantment
Level: Druid 5
Components: V S M
Casting Time: 1 minute
Range: Touch
15 foot radius/level
Duration: 2 hours/level
Saving Throw: Will negates (see below)
Spell Resistance: Yes
Original Ref: Complete Druid's Handbook p94
Nature's charm causes a particular place to exert a special fascination beyond mere beauty to anyone entering the area except the spellcaster. his spell must target a site of notable natural splendour that possesses both edible plants and fresh water. The spot may not be larger than the spell's area of effect. For instance, a 12th-level druid could cast this spell on a forest glade up to 360 feet across, with flowers and fruit-bearing trees centred upon a waterfall.
Anyone coming upon the enchanted region must make a Will saving throw; those who fail invariably make up excuses to remain there long after they should have left. They say they want only to 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 victim to the enchantment forcefully resist all attempts to make them leave until the spell's duration ends. The druid's holy symbol is required to cast this spell. Beings native to the area are unaffected by this spell.
Needlestorm
Transmutation
Level: Druid 4
Components: V S M
Casting Time: 1 action
Range: 60 yards
Target: 1 tree or plant
Duration: Instantaneous
Saving Throw: Reflex (half)
Spell Resistance: Yes
Original Ref: Complete Druid's Handbook p93
A favourite of cold-forest and 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 has a radius of approximately 1 foot for every 2 feet of the plant's height.
Everyone within this area suffers one attack, which inflicts 1d12 points of damage for every three full levels the caster has achieved. An attack roll must be made using the druid's own attack bonus. The material component is a spine from a needle-bearing tree or plant.
Puffball
Transmutation
Level: Druid 1
Components: V S M
Casting Time: 1 action
Range: Touch
Target: 1 mushroom etc.
Duration: 2 rounds/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
Original Ref: Complete Druid's Handbook p87
A character who casts puffball on a normal mushroom, truffle, or toadstool (up to 6 inches in diameter) transforms the fungus into a magical puffball, which the character may drop or throw. A thrown puffball requires a ranged touch attack, and follows the rules for grenade-like missiles as presented on p138 of the PHB.
The puffball bursts upon landing, releasing a cloud of spores in a 5 foot radius. Those caught in the spore cloud must make a Fortitude saving throw or suffer an attack of coughing and choking (any bonuses to save against poison are applicable). Those who fail the saving throw can make no attacks and lose all dexterity bonuses to armour class and reflex saving throws. The cloud dissipates in 1d3+1 rounds; residual effects still afflict characters one round after they escape the cloud or it fades. Those who succeed in their saving throw are unaffected.
The spell's effects do not affect undead or similar nonbreathing creatures. If no one throws (or drops) the missile by the time its duration expires, the enchantment is lost. The caster sprinkles the material component - a pinch of ground puffball - over the fungus to be enchanted.
Thornwrack
Transmutation
Level: Druid 5
Components: V S
Casting Time: 1 action
Range: Touch
Target: 1 person
Duration: 1 thorn/level of the caster
Saving Throw: Fortitude negates
Spell Resistance: Yes
Original Ref: Complete Druid's Handbook p94
Thornwrack 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 immobilised by the pain, unable to take 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 one every ten minutes (100 rounds). Immobilised subjects can move again once the number of thorns falls below their HD or experience level. For instance, say the body of a 4th-level character has seven thorns. After forty minutes had passed, only three thorns 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 prevents existing 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 ends when the last thorn has receded.
Tree Spirit
Necromancy
Level: Druid 9
Components: V S
Casting Time: 10 minutes
Range: Touch
Target: 1 tree
Duration: Permanent
Saving Throw: None
Spell Resistance: None
Original Ref: Complete Druid's Handbook p96
Tree spirit permanently links the soul of the caster with a tree, usually chosen carefully for its health, vigour, and remote environment. Casting this spell joins the life force of the druid 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 health rather 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 of reincarnation or resurrection on the character's body will work unless it lies within 10 feet of the tree.
One year after the caster dies, the druid's spirit animates the tree as a treant (statistics should be modified accordingly) with all the abilities and vulnerabilities presented in the Monster Manual. The chosen tree must be of treant height; the exact size determines the size of the new treant. The druid retains his memories and personality as well as his hit points and all the spells and abilities he possessed before the change. He effectively becomes a treant with all the abilities of a 17th plus level druid.
The druid is now a treant in all ways, and as time passes he will find his links to his old life becoming more and more tenuous. Druids who have cast this spell eventually feel the Order itself to be of little consequence to them, and find themselves drifting more and more into treant society where they feel more at home. The DM decides whether to consider this treant an NPC or allow the player to retain control of his character. Shortly after the change, the character is probably still keen to help his old friends. However, once he becomes a treant the character may live for thousands of years before finally taking root, falling into a deep sleep and living his remaining life as an inanimate tree.
However, there is a price to pay. 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 with an axe and 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 does not sustain enough damage to kill the caster, the character feels stunned for 1d6 rounds and must make a successful Fortitude saving throw (DC: 15) to avoid death. Spells that heal the druid do not affect the tree.
Damage to the caster does not affect the tree, as the extra energy the tree expends on strength and 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 is cleared 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 and mediation. Then the character conducts a private bonding ceremony at the height of a solstice. This spell often is cast by ancient druids, who wish to preserve their wisdom or make sure their groves remain defended even after their death.
Tree Steed
Transmutation
Level: Druid
Components: V S M
Casting Time: 1 action
Range: 10 yards
Target: One log or plank
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: None
Original Ref: Tome of Magic p86
This spell enchants a log, plank, or similar piece of wood to become a temporary steed. The log or plank must be at least one foot wide, three inches thick, and three to ten feet long. Any type of wood is suitable.
When the spell is cast, the log sprouts four wooden, horse-like legs. The tree steed may be ridden like a normal horse and may be used to carry equipment. The tree steed can carry up to 600 pounds of riders and gear before breaking. If the tree steed breaks under the weight of the riders or gear, the enchantment instantly ends and the tree steed again becomes a normal (although broken) log or plank.
The tree steed obeys all of the caster's verbal commands to move, slow, speed up, stop, and turn. It has a speed of 30 on land. It can move in the water (speed 15), floating on the surface and paddling with its legs. The tree steed must remain within 10 yards of the caster in order to move; if the distance between the tree steed and the caster exceeds 10 yards, the tree steed stops until the caster is again within range.
The tree steed will not fight for the caster and is incapable of any action other than movement. It cannot increase its speed by running. The tree steed does not become fatigued and does not eat. It has all the vulnerabilities of normal wood, including fire, and can be damaged by both magical and physical attacks. It has AC 12 and 20 hit points (hardness 5). The material components are a log or plank of suitable size and a horseshoe.
Unwilling Wood
Enchantment
Level: Druid 7
Components: V S M
Casting Time: 1 minute
Range: 5 yards/level
Area of Effect: 10-yard radius
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes
Original Ref: Complete Druid's Handbook p97
A caster can transform one or more living creatures within a 10-yard radius into unwilling wood, causing them to sprout roots, branches, and leaves. The victims become trees of a type native to the region and of the characters' age before the transformation. The spell works only if cast on beings occupying ground that could support a tree; recipients flying or suspended 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 of effect, of course. If this area holds a group of creatures with Hit Dice (or levels) totalling a number greater than the caster's experience level, the character may decide the order in which 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 and two 3rd-level warriors. The druid can transform either the giant or two warriors, but not all three. "Leftover" Hit Dice or levels are lost.
Each creature affected may attempt a Fortitude save. The spell mutates all those failing their saving throw, along with any items they carry. A new tree has a height of 5 feet per level (or Hit Die) of the victim. The effect is permanent; a person transformed into a tree ages as a tree and dies as a tree. However, affected characters retain awareness, memories, personality, and intelligence. Only damage severe enough to kill the 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 can release a transformed entity at will. The material components are a bit of tree root and the druid's holy symbol.
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