Arcane Lore
A walk on the wild side
 
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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