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| Dragon magazine | - | Dragon #132 | - | 1st Edition AD&D |
Traditionally, druids
have few combat-oriented
spells. Their magic deals
primarily
with the control of natural
forces and
beings; these spells do not,
however,
reflect the natural state
of things. In the
wild, animals have teeth
and claws used to
fight for everyday survival,
so it would
seem natural that druids
should have the
ability to emulate the various
attacks and
defenses found in the wild.
With such
offensive spell capability,
druids are placed
back into the natural order
of things and
are better able to survive
in the wild ?
naturally. All of the following
spells, in
addition to any other material
components,
require the use of holly
leaves or
similar holy material.
Bat
sense (Alteration)
Created by: Tom Hazel
Level: 2
Range: Touch
AE: 60' radius
Components: V, S, M
CT: 4 segments
ST: None
Duration: 3 turns + 1 turn/level
When this
spell is cast, it gives the
person touched
the echolocation powers of
a bat. The
person is able to ?see? in
all directions up
to 60?, sensing the physical
shape and
position of all solid and
liquid objects. To
use bat sense after casting
the spell, the
person must close his eyes;
no concentration
is required. No penalties
of any kind
occur in combat or movement
while this
sense is in effect.
While using bat sense, the
person cannot
be surprised and can ?see?
any invisible,
displaced, or camouflaged
item within 60'.
Beings using psionic invisibility
cannot be
detected, however, as this
is a true mindcontrol
power and overrides any effects
this spell has. Mirror images
are not
detected, at all; nor can
the recipient detect
illusions, projected images,
clouds, gases,
or insubstantial spirits
such as ghosts.
Thus, if such objects are
capable of harm-
ing the recipient, he won?t
know what is
attacking him until he opens
his eyes,
temporarily nullifying the
spell?s effects.
Creatures which are insubstantial
or gaseous
in nature could thus attack
the recipient
at +4 to hit.
This spell works by picking
up sound
waves; a silence 15' radius
spell will nullify
the effect. Loud noises do
not harm or
hamper the recipient. Any
creature using
bat sense can determine the
exact distance
any object lies from him.
The material
component of the spell is
a bit of fur from
a bat?s ear, which must be
eaten by the
being who wants to use the
sense.
Wild
Deer SPEED (Alteration)
Created by: Mike Rodgers
Level: 2
Range: 0
AE: Self
Components: V, S, M
CT: 1 segment
ST: None
Duration: 1 turn +1 round/level
A druid
casting
this spell gains the ability to run at
great speed for the duration of the spell.
The druid can move at a rate of 15? + 1?
per level, without tiring from the effort.
Any jumps made during such high speeds
extend for 10? + 1? per level. Scrapings
from the hooves of a fast herbivore (deer,
antelope, etc.) are required.
Lion's
Claws (Alteration)
Created by: Mike Rodgers
Level: 3
Range: 0
AE: Self
Components: V, S, M
CT: 1 segment
ST: None
Duration: 1 round/level
The casting of
this spell causes the druids hands to temporarily
develop short, thick claws, like
those of a catlike carnivore. This allows
the druid to make two attacks per round,
doing 2-5 hp damage per set of claws, and
allowing attacks against monsters struck
only by magical weapons. The druid is still
able to manipulate objects while this spell
is in effect and can cast spells as well.
Scrapings from the claws of a carnivore,
preferably a feline one, are required.
Oxen Strength
(Alteration)
Created by: Mike Rodgers
Level: 3
Range: 0
Components: V, S, M
CT: 3 segments
AE: Self
ST: None
Duration: 1 hour + 1 turn/level
After casting
this spell, the druid temporarily gains
a
+1 to his strength score per level the
druid possesses. Every 10% increment on
the exceptional strength chart is considered
to be a point of strength. The maximum
strength that can be so gained is
18/00. Additionally, the druid gains an
innate toughness that prevents muscle
strain or physical injury from his exertions;
thus, his unarmored armor class
drops to 8, the equivalent of toughened
leather. The component required is a bit
of
fur from a strong herbivore, such as an
ox
or buffalo.
Bear
Hug (Alteration)
Created by: Mike Rodgers
Level: 4
Range: 0
AE: Self
Components: V, S, M
CT: 1 segment
ST: None
Duration: 1 round/2 levels
As a bear can
crush a victim in its arms, this spell
allows
the druid to make a crushing attack. Once
the spell is cast, the druid may attempt
to
grab a target, with normal ?to hit? chances
as if using a weapon. A grabbed target
takes 2-16 hp damage from crushing in
that round and every round thereafter
unless the spell ends, the druid is killed,
or
the bear hug is broken. To break free of
a
bear hug, a victim must roll his bend bars/
lift gates strength ability; one such attempt
is allowed each round, but the victim
always takes damage before being able to
break free in a round. While in a bear
hug, a victim may make attacks at -2 to
hit against the druid. If a druid is hugging
a target while under the influence of a
viper's bite
spell (see below), he may attack
the target with the bite at +2 to hit.
Bear
fur is the required component.
Viper's Bite
(Alteration)
Created by: Mike Rodgers
Level: 5
Range: 0
Components: V, S, M
CT: 1 segment
ST: None
Duration: 1 round/3 levels
This spell
allows the
druid to attack a nearby victim
with a vicious bite of magic fangs. The
bite
does 1-4 hp damage on a normal ?to hit?
roll. Because the bite is magical, it can
hit
targets immune to normal weapons. While
biting, the druid can make other attacks
normally. The bite itself is poisonous,
causing a victim to save vs. poison or
die.
A pair of viper's fangs are required as
spell
components.
APRIL 1988