4th Level Druid Spells
- Cure Serious Wounds
- Duration: Instant
- Range: The caster or a creature touched
- The caster’s touch heals 2d6+2 hit points of damage in one living subject. This cannot grant more hit points than the subject’s normal maximum.
- Reversed: Cause Serious Wounds
- Inflicts 2d6+2 hit points of damage to a touched creature. In combat, a melee attack roll is required.
- Dispel Magic
- Duration: Instant
- Range: 120’
- Dispel magic ends spells of non-instantaneous duration within a 20’ cube area.
- ▶ Caster levels: If the level of the caster of the effect to be dispelled is higher than the level of the caster of dispel magic, there is a 5% chance per level difference that the attempt to dispel will fail.
- ▶ Magic items: Are unaffected.
- Protection from Fire and Lightning
- Duration: 1 turn per level
- Range: The caster or a creature touched
- The subject is granted immunity to a certain amount of either electrical or fire damage.
- ▶ Fire or lightning: Upon casting the spell, the caster must choose the type of energy the subject is protected from.
- ▶ Damage negation: The subject gains protection against 6 hit points of damage of the chosen type per level.
- ▶ Ending: When all of the hit points of protection are used up, the spell ends.
- Speak with Plants
- Duration: 3 turns
- Range: 30’
- This spell has two uses:
- 1. Normal plants: Communication with normal plants. The caster is able to ask questions and receive answers and may ask for simple favours. Plants may comply if the request is within their ability to understand and perform. For example, densely overgrown plants may clear a passageway through which the caster and party may travel.
- 2. Monstrous plants: Communication with plant-like or plant-based monsters.
- Summon Animals
- Duration: 3 turns
- Range: 360’
- Normal animals within range are summoned to the caster’s aid. The creatures that respond to the summons are determined as follows:
- ▶ Restrictions: Insects, arachnids, and other “bugs” are not summoned. Magical creatures and those of greater than animal intelligence are not summoned.
- ▶ Targeted summons: The caster may choose to limit the summons to creatures of specific species, or to specific, known individuals.
- ▶ Number of animals: A number of animals of total Hit Dice equal to the caster’s level will respond to the summons.
- ▶ Small animals: Normal, small animals (e.g. mice, sparrows, squirrels, etc.) are treated as one tenth of a HD, for this purpose.
- Summoned creatures: Behave as follows:
- ▶ Arrival: They will come to the caster’s location as fast as they can.
- ▶ Comprehension: They understand the caster’s words while the spell lasts.
- ▶ Aid: They will aid the caster in whatever way they can.
- ▶ If the caster is being attacked: The summoned animals will attack the enemy, only fleeing if they fail a morale check.
- ▶ If the caster is not being attacked:
- Summoned animals will usually flee if harmed.
- ▶ Once an animal flees: The spell is broken for that animal.
- Temperature Control
- Duration: 1 turn per level
- Range: 10’ around the caster
- The caster can control the surrounding temperature in a limited radius.
- ▶ Temperature Range: The temperature may be raised or lowered up to the full, range of temperature variance in the natural world. (e.g. down to arctic cold or up to tropical heat.)
- ▶ Control: The caster can adjust the temperature at will while the spell lasts.