5th Level Druid Spells
- Commune with Nature
- Duration: 1 turn
- Range: Half a mile per level
- The caster enters into a trance of communion with the natural world.
- ▶ During the trance: Over 1 turn, one fact about the surrounding land is revealed to the caster per experience level.
- ▶ Facts: Knowledge of one of the following, in a certain direction: the terrain, bodies of water, plants, animals, minerals, or resident intelligent creatures.
- ▶ Restrictions: The spell has no effect if cast underground or in a non-natural environment.
- Control Weather
- Duration: Concentration
- Range: 240 yards around the caster
- By concentrating (no movement allowed), the caster causes one of the following conditions to manifest around them. This spell only functions outdoors.
- ▶ Calm: Clears bad weather (though side-effects—e.g. mud after rain—remain.)
- ▶ Extreme heat: Dries up snow or mud (including transmute rock to mud). Creatures in the area move at half normal rate.
- ▶ Fog: Visibility drops to 20’. Creatures in the fog move at half their normal rate.
- At the referee’s option, they may also have a chance of getting lost.
- ▶ High winds: Movement rates are halved. Missile fire and flight are impossible.
- High winds may be used to increase the sailing speed of ships by 50% if they travel with the wind. In sandy areas, may cause a sandstorm, reducing visibility to
- 20’.
- ▶ Rain: –2 penalty to missile attacks.
- Mud forms in 3 turns, halving movement rates.
- ▶ Snow: Visibility drops to 20’. Movement rates are halved. Bodies of water may freeze. After the snow thaws, mud remains and still impedes movement.
- ▶ Tornado: The caster can direct the tornado, which moves at 120’ per round.
- The tornado can be directed to attack (see stats below). Ships caught in a tornado have a 75% chance of suffering 12 points of hull damage.
- Tornado A whirling column of air, 24’ high and 6’ across, that wreaks havoc for flying creatures and ships - AC 0 [19], HD 12* (54hp), Att 1 × blow (2d8), THAC0 10 [+9], MV 360’ (120’) flying, SV D6 W7 P8 B8 S10 (12), ML 10, AL Neutral, XP 1,900
- ▶ Whirlwind: Creatures with less than 2HD swept aside (save versus death).
- ▶ Mundane damage immunity: Can only be harmed by magical attacks.
- ▶ Harm flying creatures: Inflict extra 1d8 damage.
- Pass Plant
- Duration: Instant
- Range: The caster
- The caster steps into a tree, then instantly steps out of a tree of the same species in another location. The trunks of both trees must be large enough for the caster to fit inside.
- Distance: The maximum distance between the two trees depends on their type:
- ▶ Oak: 600 yards
- ▶ Ash, elm, linden, yew: 360 yards
- ▶ Other deciduous trees: 300 yards
- ▶ All other trees: 240 yards
- Protection from Plants and Animals
- Duration: 1 turn per level
- Range: The caster
- An invisible barrier is conjured around the caster’s person, preventing contact by either plants or animals.
- ▶ Plants or animals: When this spell is cast, the caster must choose whether the barrier is effective against plants (including plant-like monsters) or animals (normal and giant-sized but excluding fantastic creatures or those of greater than animal intelligence).
- ▶ Range: The magical barrier extends merely an inch from the caster’s body.
- ▶ Life-forms of the selected type: Cannot touch or physically attack the caster.
- ▶ Caster’s attacks: The caster cannot touch or attack affected life-forms except by using spells.
- ▶ A barrier of protection from plants:
- May be used to clear a path through dense undergrowth. The path may then be used by others.
- Transmute Rock to Mud
- Duration: 3d6 days /
- Permanent (transmute mud to rock)
- Range: 120’
- This spell turns up to 3,000 square feet of rock into 10’ deep mud.
- ▶ Movement: Any creatures passing through the mud have their movement rate reduced by 90%.
- Reversed: Transmute Mud to Rock
- Changes an area of mud—up to 3,000 square feet and up to 10’ deep—into rock.
- This alteration is permanent.
- Wall of Thorns
- Duration: 1 turn per level
- Range: 80’
- A barrier of tough, thorny plants is conjured at a point of the caster’s choosing.
- ▶ Size: The wall can be any size up to 1,200 square feet and may be shaped in any manner and to any dimensions the caster desires. For example, it may be a straight wall or curved into a protective circle.
- ▶ Enveloping creatures: Any creatures standing in a spot where the wall is conjured suffer damage equal to 1d8 plus their AC score.
- ▶ Pushing through: Creatures may push through the wall, but suffer damage equal to 1d8 plus their AC score for every 10’.
- ▶ Ascending AC: If using the optional rule for Ascending Armour Class (see Ascending AC, p13), the damage inflicted by the thorns is 1d8 + (19 – AAC score).
- ▶ Hacking through the wall: Is possible and does not inflict damage on those breaking through. It takes 4 turns to chop through a 10’ section.
- ▶ Fire: The wall is unharmed by normal fire, but magical fire will burn it away completely in 2 turns.