Animal/Bird Call Coalstone Druidsight Hailstone Sense Direction
Sharpleaf Shatter Stone and Metal Sink into Earth Splinter Wood Stonewood
Thunderclap Tracking Warp Stone or Metal Weather Dome Wind and Rain Protection
Dragon magazine - Druidic cantrips - 1st Edition AD&D

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