Arcane Lore
Spells of the wild cult
As any player worth his weight
in DMs' notebooks knows, the
druid's entire purpose in life is to
protect and serve Nature as it is
represented in the AD&D game
world. In return for those services,
the druid is allowed a magickal ability
that draws its force from the
very fabric of Nature itself; Nature
provides his inspiration, purpose,
and power. Through the use of
Nature, its natural elements and
lifeforms, the druid is most certainly
a force with which to be
reckoned. This month's "Arcane
Lore" adds considerably to that
force. Note that mistletoe or a
related holy plant must be used
with each of these spells in addition
to any named material components.
Animal/Bird
Call (Conjuration/Summoning)
Created by: Craig Dudek
Level: 1
Range: 0
Duration: Special
Components: V, S, M
CT: 1 round
ST: None
AE: 12" radius (+ 1"level, bird call)
These two
related spells are simplified
versions of
animal summoning (they are
also known
collectively as animal magnetism
spells).
Before casting, the druid
must decide if
the spell is an animal call
or a bird call, as
the verbal components are
different. After
casting, all animals (or
birds) within the
area of effect that are susceptible
to the
animal
friendship spell will come to the
druid. Once most of the animals
or birds
arrive, the spell duration
begins for one
round per level. During this
time, all called
animals/birds are charmed;
they will stay
and not harm the calling
druid or other
animals or birds called.
To others, they act
normally, fighting if attacked
as if they
were cornered; no other control
is evident
to onlookers without the
use of further
spells (e.g., detect charm).
After the spell
duration has expired, the
called animals or
birds leave the area and
return to their
normal territories, the charm
lifted. The
material components are two
handfuls of
animal or bird food appropriate
to the
type of spell being cast;
the food is eaten
by the animals called.
Coalstone (Alteration)
Created by: Christopher
Krough
Level: 1
Range: Touch
Duration: Special
Components: V, S, M
CT: One turn
ST: None
AE: One stone
This spell
creates a
magical stone -- diamond-hard
but black -- that burns as
a glowing coal
at the bearer?s command.
The material
component of this spell consists
of a burning
piece of coal and a diamond
of any size
(the latter being consumed
in the spell?s
casting). Even when cold,
the stone has a
dull, crimson glow, deep
within it, and has
a natural value equal to
the original value
of the diamond used, plus
20% (in addition
to any magical value). The
coalstone gives
a dim radiance within a 5?-radius
circle,
and burns anyone (including
the bearer)
for 1 hp damage per round
held if no
protection against fire is
used.
Whether used or not, the coalstone
burns out in time, crumbling
into a fine
black dust. The length of
time the coalstone
burns depends on the size
of the
diamond component. In any
case, the
coalstone burns at a rate
of 1 day/gp value
of the original stone, with
a maximum of 1
year/level of the caster.
When <the
druid> casts this spell, he
must grip both the burning
coal and the
diamond in his fist as if
crushing them. He
must be bare handed and will
take 1 hp
damage per round of casting
time, unless
protected against fire. Coalstone
can be
used to ignite any commonly
flammable
material in one round (e.g.,
oil, tinder,
candles, and torches). Such
stones can also
be dropped into a pot or
cup for cooking
purposes (the stone is not
extinguished by
immersion in liquid), or
be carried in a
fireproof container for warmth.
Druidsight
(Evocation)
Created by: David
Ulrich
Level: 2
Range: 15"
Duration: 12 turns +1 turn/level
Components: V, S, M
CT: 3 rounds
ST: Special
AE: One animal
By means of
this spell, the druid is
able to see through
the eyes of another animal
and perceive
things as that animal would.
Animals who
are on friendly terms with
the druid, such
as pets or summoned animals,
require no
saving throw. Normal animals
receive a
normal saving throw. Familiars
and polymorphed
or shape changed creatures
are
not subject to this spell.
The subject animal
can be commanded telepathically
to
scout, spy, or stand guard
at distances up
to 100 yards plus 10 yards
per level of the
caster. The material components
for this
spell are a bit of food desirable
to the
animal.
Hailstone
(Evocation)
Created by: Andrew Kasarskis
Level: 2
Range: 5" + 1"/level over 2nd level
Duration: Instant
Components: V, S
CT: 4 segments
ST: None
AE: See below
When a druid
casts this spell, one or
more magical hailstones
are formed to attack a particular
target or targets. A caster
may opt to
produce five hailstones which
each do 1
hp damage if they hit, or
a single hailstone
which hits automatically
and causes
1d4 + 1 hp damage. The druid
gains one
additional automatic-hit
hailstone for
every two levels beyond 2nd
level, each
such stone doing 1 hp damage
per level of
the caster. These small ice
chunks travel in
a direct line from the caster?s
finger, firing
at any number of objects
in a round provided
the caster has enough hailstones.
The missiles fracture on
impact with hard
objects (shields, helmets,
metallic armor,
walls), causing half the
initial damage of
the hailstone (1 hp minimum
damage) to
all creatures within 3? of
the point of
impact. As the automatic-hit
hailstones of
high-level druids travel
much faster than
those of lesser druids, the
range of the ice
splinters produced by such
hailstones is
increased by 1? for every
1 hp additional
damage caused. It should
be remembered
that hailstones will not
fracture on soft
surfaces (though they do
damage to the
target if the target is living)
or tolerate
extreme heat.
Sense
Direction (Divination)
Created
by: Mike Rodgers
Level: 1
Range: 0
Duration: Instant
CT: 4 segments
ST: None
Components: V, S, M
AE: The caster
This spell
instantly tells the
druid which cardinal
direction he faces. The spell
will also tell
the caster his depth underground
or altitude
aboveground. The material
component
is a small lodestone held
in the hand.
Sharpleaf
(Alteration)
Created
by: David Ulrich
Level: 2
Range: 5"
Duration: 1 turn/lvl.
Components: V, S, M
CT: 5 segments
ST: None
AE: Special
When cast,
this spell causes leaves
of any type to
become rigid and razor sharp,
effectively
becoming knives.
These sharp leaves can
be wielded or thrown, causing
1-3 hp
damage if a successful ?to
hit? roll is made.
The leaves can also be crushed
and crumpled
prior to the casting, then
serving as
caltrops doing 1-2 hp damage.
Three
leaves per level of the caster
can be affected.
If mistletoe is used as the
object of the
spell, 1 hp additional damage
is added. The
material components for this
spell are the
leaves used in the casting
and sap from a
hardwood tree sprinkled on
them.
Shatter
Stone and Metal (Alteration)
Created
by: Mike Rodgers
Level: 5
Range: 6"
Duration: Perm.
Components: V, S, M
CT: 3 segments
ST: Neg.
AE: Special
This spell
causes metal or stone objects,
totaling no
more than 5 lbs. weight per
level of the
druid, to explode into shards
of sharp
projectiles. Items to be
affected get a saving
throw
vs. crushing blow at -1 on the
die roll for every two levels
of the druid
(see the Dungeon Masters
Guide, page 80;
magical items gain bonuses
as noted therein).
Creatures standing within
5' plus 1'
per 5 lbs. weight of the
shattered object
are hit by the shards of
the item. Shards
do 1 hp damage per 5 lbs.
weight of the
object. Damage taken is reduced
by an
amount equal to the target?s
armor class
subtracted from 10; thus,
AC 5 reduces
the damage taken by 5 hp.
The material
component is a miniature
stone hammer.
Sink into Earth (Alteration)
Created by: Mike Rodgers
Level: 5
Range: 0
Duration: Special
Components: V, S, M
CT: 1 segment
ST: None
AE: Special
The druid
casting this spell may choose
to sink himself
or-one nonliving object into
the earth
for a distance of up to 5?-per
level, measured
from the point at which the
object
rests on the earth. The object
or druid so
sunk may come back to the
surface at will
or automatically so when
one day per level
of the druid has past. While
sunk, the
druid or object is completely safe from
burrowing creatures or movements
in the
earth. In addition, the druid
enters a state
of hibernation, requiring
no food or water
for the duration of the spell.
If a cave or
other opening lies beneath
the object
when this spell is cast,
the object drops
through the roof of the cave
and lands on
the floor, taking no damage,
whereupon
the spell continues where
it left off. The
material components are a
miniature
shovel and a
bit of earth.
Splinter Wood (Alteration)
Created by: Mike Rodgers
Level: 3
Range: 6"
Duration: Perm.
Components: V, S, M
CT: 2 segments
ST: Neg.
AE: Special
A step beyond
warp
wood, this spell causes one wooden
object to explode violently
into thousands
of splinters. The druid can
affect up to
one spear shaft worth of
wood per level
(one axe handle, seven arrow
shafts, or 7
lbs. of wood are equivalent
to one spear
shaft). Targets to be affected
gain a SAVE vs. crushing blow at - 1
for every
2 levels of the druid (see
the DMG, page
80; magical items gain bonuses
as noted
therein). Any creature within
2? plus 1?
per 20 lbs. of the splintered
object will be
struck by the splinters.
The splinters
cause 1 hp damage per 7 lbs.
of the object,
so a spear shaft would cause
1 hp damage
to any creature holding it
or within 2?.
Damage caused by the splinters
is reduced
by a value equal to the armor
class of the
target subtracted from 10.
Thus, a victim
with AC ? 1 would be protected
from
(10 ? ( ? 1) = ) 11 hp damage.
A victim?s
dexterity is reduced by 1
point for every 5
hp damage done by this spell
until such
time as all splinters are
removed, which
takes one round per 1 hp
damage done.
Splinters doing less than
5 hp damage
need not be removed. Additionally,
victims
who are wearing no great
helms or eye
protection have a 5% chance
per 1 hp
damage done by the spell
(calculated
before armor-class reductions
are made)
of being blinded for 2-8
rounds.
Stonewood
(Alteration)
Created
by: Nathaniel Downes
Level: 5
Range: Touch
Duration: Perm.
Components: V, S, M
CT: 8 segments
ST: None
AE: Special
This spell
bestows the strength of stone
on a given
volume of wood without otherwise
altering
its appearance or weight.
A wooden
door
or wall, for example, would have the
sturdiness (and saving throws)
of stone.
Stonewood affects a maximum
of 100
square feet of wood per level
of the caster,
to a thickness of 1? (or
any equivalent
numerical combination). Only
one object
may be so treated per spell.
The material
components of this incantation
are a gemstone
of at least 500 gp value
and a small
piece of hardwood.
Thunderclap
(Evocation)
Created by: Mike Rodgers
Level: 3
Range: 0
Duration: Instant
Components: V, S, M
CT: 1 segment
ST: Special
AE: 3" radius around druid
To cast this
spell, the
druid takes an oak leaf in hand
and slaps that hand against
any hard
object (including the other
hand). The
result is a sound very much
like a thunderclap
that can be heard for miles.
Any
creatures within 3? of the
druid are
stunned and deafened unless
a successful
saving throw vs. spells is
made; in this
case, the victim is only
temporarily deafened
for 1d10 rounds. If a target
is
stunned, it cannot initiate
or continue any
action for the remainder
of the current
round or the next round.
Attacks made
while deaf are at ?2 to hit.
Deaf creatures
have a +2 on all 1d6 rolls
to be surprised.
The druid casting the spell
is immune to
the spells effects.
Tracking (Divination)
Created by: Mike Rodgers
Level: 2
Range: 0
Duration: 1 turn + 1 turn/lvl.
Components: V, S, M
CT: 1 round
ST: None
AE: The caster
All living creatures
or spirits leave psychic
impressions
wherever they go. This spell
detects these
impressions for the caster.
The druid 1st
takes an object closely related
to the creature
being tracked, like a favorite
article
of clothing, a lock of hair,
some blood, etc.,
and receives the quarry's
psychic pattern
by casting the spell on the
object. After
this, any psychic trace of
the same pattern
glows in the vision of the
caster. The fresher
the "tracks," the brighter
they glow.
These impressions are visible
up to two
days old per level of the
druid. This spell
can detect the passage of
creatures under
the influence of a pass
without trace spell;
it can also detect the passage
of another
druid.
Warp
Stone or Metal (Alteration)
Created by:
Mike Rodgers
Level: 4
Range: 1"/lvl.
Duration: Perm.
Components: V, S, M
CT: 4 segments
ST: None
AE: Special
Stone or metal
objects up to 5 lbs. weight
per level of the
druid may be warped and made
useless by
this spell. Any number of
objects may be
warped as long as the total
weight does
not exceed 5 lbs. per level
of the druid;
these items must also fail
a saving throw
(see the DMG, page
80; magical items gain
bonuses as noted therein).
Creatures in
warping metallic armor take
damage equal
to the armor-class value
subtracted from
10; thus, AC 2 does 8 hp
damage if
warped. Warped armor is useless.
Locks
may be warped open or permanently
closed with this spell; this
is also true of
doors with metal hinges or
bands. The
material component is a small
piece of iron
ore that can be crumbled
by hand.
Weather
Dome (Abjuration)
Created by: Tom Hazel
Level: 4
Range: 4
Duration: 1 turn/lvl.
Components: V, S, M
CT: 1 round
ST: None
AE: 30'-radius dome
This spell
brings into being an invisible barrier
against the elements over one person or
object upon which it is cast. The dome
moves with that person or object. Inside
the dome, the temperature is comfortable
and the ground is dry. The dome repels
most effects of nature, such as rain, snow,
hail, sleet, frost, high winds, desert
heat,
and extreme cold.
These effects must be
natural and not magical (i.e., a cone of
cold
still affects those inside). This spell
does
not keep out natural catastrophes such
as
rock slides or sea waves, but does protect
against tornados, hurricanes, and
typhoons. The material components are a
tent-shaped leaf and a 1,000-gp or greatervalue
diamond, which are destroyed in the
casting of the spell.
Wind
and Rain Protection (Evocation)
Created by: Mike Rodgers
Level: 3
Range: Touch
Duration: 1 rnd./lvl
Components: V, S, M
CT: 6 segments
ST: None
AE: One creature
By use of this
spell, a druid
can make one creature
immune to wind or any form of precipitation.
In essence, a shell is created around
the creature that no form of precipitation
(including rain, sleet, snow, fog, hail,
meteorites,
or any other natural objects falling
from the sky) can pass through. The shell
also reduces the speed of any wind touching
the protected creature by 10 MPH per
level of the druid. Any form of magical
wind or precipitation is unaffected by
this
spell, but spells that summon up a natural
wind or storm are affected. Any air elementals
attacking a protected creature
receive a ? 7 on all ?to hit? rolls, and
the
protected creature gets + 5 on all saving
throws vs. magical precipitation that does
damage, as well as against air elementals.
This spell in no way protects against lightning
or temperature extremes. The material
component is a fan-shaped leaf, which
is crushed in the casting, and a 500-gp
or
greater-value diamond, which is destroyed
in the casting.
FEBRUARY 1989