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Druid and Ranger Spells.

Posted by Dungeon MasterFor group 0
Dungeon Master
GM, 39 posts
Wed 4 Oct 2017
at 00:48
  • msg #1

Druid and Ranger Spells

Level 1

Cure Light Wounds*
Range: Touch
Duration: Permanent
Effect: Any one living creature
The druid heals ld6+1 damage or removes paralysis.
The reverse, cause light wounds, causes 1d6+1 points of damage to any creature or character touched (no Saving Throw). The druid must make a normal Hit roll, but a miss does not end the spell.  It remains until used or anther spell is cast.

Detect Danger
Range: 5' per level
Duration: 1 hour
Effect: Reveals hazards
The druid can concentrate on places, objects, or creatures and learn if it is immediately dangerous, potentially dangerous, or benign. 1 round is needed to examine 1 square foot of area, one creature, or one small object. This spell can detect poisons.

Detect Magic
Range: 0
Duration: 2 turns
Effect: Everything within 60’
The druid sees magical objects, creatures, and places within range glow.

Entangle
Range: 30'
Duration: 1 round per level
Effect: Objects grab targets
Plants, ropes, clothing, or other fibrous objects in the area animate and seek to grab 2d4 targets in the area. Each target may Save vs. Spells each round to avoid being entangled. If a save fails, that target is unable to leave the area, attack, cast spells, or use magic items until released.

Faerie Fire
Range: 60’
Duration: 1 round per level
Effect: Illuminates creatures or objects
Creatures or objects become outlined with a pale, flickering greenish light. Attacks against outlined creatures or objects gain a +2 bonus to Hit rolls. 1 man-sized creature can be outlined for every 3 levels. At 10th level, 1 dragon-sized, 2 horse-sized, or 4 man-sized creatures could be outlined.

Locate
Range: 0
Duration: 6 turns
Effect: Detects 1 animal or plant within 120'
The druid senses the direction of 1 known normal (or giant) animal or plant within 120', but not fantastic creatures, plant monsters, nor any intelligent creature or plant.

Pass Without Trace
Range: Touch
Duration: 1 turn per level
Effect: Prevents tracking
The recipient of this spell leaves no trail or scent behind. The affected target is impossible to trace by tracking. Attempts to do so automatically fail.

Predict Weather
Range: 0
Duration: 12 hours
Effect: Gives knowledge of coming weather
The druid learns the weather for the next day.

Purify Food and Water
Range: 10’
Duration: Permanent
Effect: 1 ration or 6 waterskins
One ration of food, 6 waterskins, or enough normal food to feed 12 people is purified.

Resist Cold
Range: 0
Duration: 6 turns
Effect: All creatures within 30’
All creatures within 30’ of the druid can withstand freezing temperatures, gain a bonus of +2 to all Saving Throws against cold attacks, and damage from cold is reduced by -1 point per die (minimum 1 point per die). The effect moves with the druid.
Dungeon Master
GM, 40 posts
Wed 4 Oct 2017
at 00:51
  • msg #2

Druid and Ranger Spells

Level 2

Barkskin
Range: Touch
Duration: 1 turn
Effect: Skin hardens like bark
The recipient's skin hardens and turns bark-like, increasing the target's AC by +1 and providing a +1 bonus on all Saves.

Bless*
Range: 60’
Duration: 6 turns
Effect: All within a 20’ square area
The morale of friendly creatures improves by +1 and grants a +1 bonus on all Hit and damage rolls. It only affects creatures not in melee.
The reverse, blight, places a -1 penalty on enemies’ morale, Hit rolls, and damage rolls. Each victim may Save vs. Spells to avoid the penalties.

Heat Metal
Range: 30 feet
Duration: 7 rounds
Effect: Warms one metal object
One metal object of up to 50 cn per level of the caster slowly heats and then cools. The heat does not damage magic items, but normal items may be damaged. If the object is held, the heat causes 1 point of damage in the 1st round, 2 in the 2nd 4 in the 3rd 8 in the 4th, then decreasing at the same rate. Fire resistance negates all damage. The item may be dropped at any time. In the 4th round, flammable objects touching the metal catch fire.

Hold Person*
Range: 180’
Duration: 9 turns
Effect: Paralyzes up to 4 creatures
Up to 4 humans, demi-humans, or humanoids are paralyzed. Undead and creatures larger than ogres are unaffected. Victims may Save vs. Spells to avoid this. If only 1 target is selected, a -2 penalty applies to the Save.
The reverse, free person, removes the paralysis of up to 4 victims.

Obscure
Range: 0
Duration: 1 turn per level
Effect: Creates a huge misty cloud
A cloud 1' high and 10' across per level of the druid appears. The caster, and all creatures able to see invisible things, see dimly through it. All others within the cloud are delayed and confused.

Produce Fire
Range: 0
Duration: 2 turns per level
Effect: Creates fire in hand
A small flame appears in the druid’s hand, shedding light and doing damage as a torch. It does not harm the caster. The caster can ignite or snuff the flame by concentration, once per round. Other items may be held and used in the hand while the fire is out. The fire may be dropped or thrown 30’, but disappears 1 round later.

Resist Fire
Range: 30‘
Duration: 2 turns
Effect: One living creature
The recipient becomes immune to normal fire and heat, gains a +2 bonus on Saves against magical fire, and damage from such fire is reduced by -1 point per die (minimum 1 point of damage per die).

Snake Charm
Range: 60’
Duration: 1d4+1 rounds or 1d4+1 turns
Effect: Charms snakes
A druid may charm 1 HD of snakes per level, with no Save. The snakes rise up and sway, and do not attack unless attacked first. Snakes in combat are charmed for 1d4+1 rounds; otherwise, 1d4+1 turns.

Speak with Animals
Range: 0
Duration: 6 turns
Effect: Allows conversation within 30’
The druid may speak to one type of animal within 30’. The creatures’ reactions are usually favorable (+2 reaction).

Warp Wood
Range: 240‘
Duration: Permanent
Effect: Causes wooden weapons to bend
One or more wooden weapons become useless. 1 arrow can be affected per level of the caster; a javelin, bow or magic wand counts as 2 arrows, and any spear, club, crossbow or staff as 4. Non-weapon wooden items are not affected. If a magic item is targeted, the wielder may Save vs. Spells to avoid the effect. Items carried but not held get no Save, but magical items might not be affected, at a 10% chance per “plus” or 5 charges.
Dungeon Master
GM, 41 posts
Wed 4 Oct 2017
at 00:53
  • msg #3

Druid and Ranger Spells

Level 3

Call Lightning
Range: 360’
Duration: 1 turn per level
Effect: Calls lightning bolts from a storm
If a storm is present, the druid may call 1 lightning bolt per turn to strike anywhere in range. The lightning hits an area 20’ across. Each victim in the area takes 8d6 electrical damage, but may Save vs. Spells to take ½ damage.

Control Temperature
Range: 0
Duration: 1 turn per level
Effect: Cools or warms air within 10’
The druid can, by concentrating for 1 round, heat or cool the area, 50º F warmer or cooler. The change is instant. The effect moves with the druid.

Cure Disease*
Range: 30‘
Duration: Permanent
Effect: One living creature within range
All diseases are cured in one living creature. A druid of 11th level or more can cure lycanthropy.
The reverse, cause disease, afflicts the victim with a -2 penalty on Hit rolls, wounds take twice as long to heal, and is fatal in 2d12 days.

Growth of Animal
Range: 120’
Duration: 12 turns
Effect: Doubles the size of one animal
One normal or giant animal enlarges. The animal inflicts x2 damage and may carry x2 its normal encumbrance. Other statistics do not change.

Hold Animal
Range: 180’
Duration: 1 turn per level
Effect: Paralyzes several animals
The druid can hold 1 HD of normal (or giant) animals per level of experience. Each victim must Save vs. Spells or be paralyzed.

Locate Object
Range: 0
Duration: 6 turns
Effect: Detects one object within 120’
The druid senses the direction, but not distance, of one specific known object. A common object or feature, such as stairs, can be detected.

Protection from Poison
Range: Touch
Duration: One turn per level
Effect: Gives one creature immunity to all poison
The recipient is immune to poisons of all types, including gas traps and cloudkill. This protection extends to items carried. The recipient gains a +4 bonus on Saves vs. poisonous Breath Weapons.

Remove Curse*
Range: Touch
Duration: Permanent
Effect: Removes any one curse
A curse is eliminated. Curses on items are removed temporarily, unless the caster is 11th level or higher.
The reverse, curse, causes a misfortune or penalty unless a Save vs. Spells is made. Common curses include: -4 penalty on Hit rolls; -2 penalty on Saves; 1 ability score reduced to ½ normal.

Striking
Range: 30’
Duration: 1 turn
Effect: ld6 bonus to damage on 1 weapon
One weapon inflicts +1d6 points of damage, with no bonus to Hit rolls. If cast on a normal weapon, creatures hit only by magic weapons may be hit.

Water Breathing
Range: 30‘
Duration: 1 day
Effect: One air-breathing creature
The recipient can breathe water as if it were air.
Dungeon Master
GM, 42 posts
Wed 4 Oct 2017
at 00:55
  • msg #4

Druid and Ranger Spells

Level 4

Anti-Plant Shell
Range: 0
Duration: 1 round per level
Effect: Personal barrier which blocks plants
An invisible barrier around the druid’s body stops attacks by plants and plant-like monsters. While protected, the druid cannot attack plants except by magic spells.

Control Winds
Range: 10’ radius per level
Duration: 1 turn per level
Effect: Calms or increases winds
The druid changes the wind speed, increasing to gale force or slowing to a dead calm. The druid must concentrate, with a full change taking 1 turn. The effect moves with the caster. If used against an air creature, the druid may slay or control the air creature as long as the caster concentrates. The victim may Save vs. Spells to avoid this.  If concentration is broken, the creature attacks.

Create Normal Animals
Range: 30’
Duration: 10 turns
Effect: Creates 1-6 loyal animals
Normal animals appear within 30’, and may then be ordered up to 240’ away. The animals understand and obey the druid, fighting or doing tasks to the best of their ability. The druid chooses the number of animals created, but not the type. 1 large (elephant, whale), 3 medium (bear, tiger), or 6 small (wolf, horse) animals can be created.

Create Water
Range: 10’
Duration: 6 turns
Effect: Creates one magical spring
The druid creates enough water for 12 men and their mounts (about 50 gallons). For each level above 8, 50 more gallons of water are created.

Growth of Plants*
Range: 120’
Duration: Permanent
Effect: Enlarges 3000 square feet of plants
Normal plants becomes overgrown. Only very large creatures, like giants, may pass through the area.
The reverse, shrink plants, shrinks normal plant growth. It has no effect on plant-like monsters.

Neutralize Poison*
Range: Touch
Duration: Permanent
Effect: A creature, container, or object
Poison in a creature, a container, or on one object becomes harmless. A victim slain by poison revives if cast within 10 rounds of death. The spell removes all poisons, but does not cure any damage.
The reverse, create poison, poisons 1 creature or object touched. A victim must Save vs. Poison or die. If cast on a container, the contents become poisoned, with no Saving Throw.

Pass Plant
Range: 0
Duration: 1 turn per level
Effect: Opens a path through growth
Plants cannot prevent the druid from passing. Trees bend or magically open so the druid to pass. No other creature can use the passage.

Protection from Lightning
Range: Touch
Duration: 1 turn per level
Effect: Protects against electrical attack
The recipient cannot be harmed by normal electricity, gains a +2 bonus on Saves against magical lightning, and damage is reduced -1 point per die (minimum 1 point per die).

Speak with Plants
Range: 0
Duration: 3 turns
Effect: All plants within 30'
The druid can talk to plants and plantlike monsters. Plants react favorably (+2 reactions).

Sticks to Snakes
Range: 120’
Duration: 6 turns
Effect: Up to 16 sticks
2d8 sticks turn into snakes. There is a 50% chance per snake that it is poisonous. The snakes obey the druid's orders. Snakes: AC 14, HD 1, Move 90‘ (30’), Att. 1, Dmg. 1d4, Save: Ftr 1, Align. Neutral.
Dungeon Master
GM, 43 posts
Wed 4 Oct 2017
at 00:57
  • msg #5

Druid and Ranger Spells

Level 5

Anti-Animal Shell
Range: 0
Duration: 1 turn per level
Effect: Personal barrier which blocks animals
An invisible barrier around the druid’s body stops attacks by normal and giant animals and insects. While protected, the druid cannot attack animals except by magic spells.

Charm Plant
Range: 120’
Duration: 6 months
Effect: Charms 1 tree or more smaller plants
As charm person, but 1 tree, 6 medium-sized bushes, 12 small shrubs, or 24 small plants become friends of the druid. Plant-like monsters may Save vs. Spells. Charmed plants understand and obey the caster, if the orders are within their ability. The charm lasts 6 months, or until winter.

Create Food
Range: 10’
Duration: Permanent
Effect: Creates food for 12 or more
Enough food to feed 12 men and their mounts for 1 day appears. For each level above 10th, food for 12 more men and mounts is created.

Dissolve*
Range: 120’
Duration: 3-18 days
Effect: Liquifies 3000 square feet
An area of rock, up to 3,000 square feet in surface area and 10’ deep or thick, turns to mud. The caster chooses the dimensions, as long as the area of effect is within range. Creatures in the mud are slowed to 1/10th speed, and may become stuck.
The reverse, harden, permanently changes an area of mud to rock. Creatures in the mud may Save vs. Spells to escape being trapped.

Geas
Range: 30’
Duration: Until completed or removed
Effect: Compels one creature
The target must perform or avoid some special action or be cursed, save vs. spells avoids.  Dispel magic and remove curse will not affect a geas.
The reverse, remove geas, will dispel an unwanted geas or quest and related penalties, 5% chance of failure per level lower than the original caster.

Insect Plague
Range: 480’
Duration: Concentration
Effect: Creates a swarm of 30’ radius
A swarm of insects obscures vision and drives off creatures of less than 3HD (no Save). The swarm moves at 20' per round as directed by the druid. The caster must concentrate, without moving, to control the swarm. If the caster is disturbed, the insects scatter and the spell ends.

Polymorph Other
Range: 60‘
Duration: Permanent until dispelled
Effect: Changes one living creature
The target changes into a creature with up to x2 the HD of the original, save vs. spells avoids. The target's hit points remains the same, but is in all other ways that creature. The victim believes itself to be the creature, with no memory of its former life.

Transport Through Plants
Range: Infinite
Duration: Instantaneous
Effect: Long-range teleportation
As teleport, but the druid must enter and leave a plant (of any size). There is no chance of error. The druid can transport 2 additional, willing creatures.

Turn Wood
Range: 30'
Duration: One turn per level
Effect: Pushes all wooden items away
A wave of force, 120' long x 60' tall moves in one direction, at 10' per round until 360' away, where it stops. All wooden objects hit by or hitting the wave must move with it. The items caught are not harmed, but cannot be used while trapped in the effect. The caster may cause the wave to stop moving or vanish by concentrating for 1 round.

Weather Control
Range: 0
Duration: Concentration
Effect: All weather within 240 yards
Rain: -2 penalty to missile fire. After 3 turns, mud reduces movement to ½.
Snow: 20’ visibility; movement is ½. Water freezes.
Fog: 20’ visibility, ½ movement.
Clear: This cancels bad weather.
Intense Heat: Movement ½. Mud dries up.
High Winds: No missile fire or flying. Movement ½. Ships move +50%. In deserts, a sandstorm ½ movement, 20' visibility.
Tornado: A whirlwind as a 12 HD Air Elemental. At sea, treat as a “storm or gale”.
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