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Druidic Magic

Nature is a force with a collective consciousness. Each god or goddess in Aldernon that oversees part of Nature's design contributes magic to the druids. Druids have their own unique spells which all draw on some element of Nature. Some druids create new spells that are less commonly known. Ones that are shared with fellow druids become more widely known while others may be unique to one druid and be lost unless written down.   Nature ultimately decides if a new druid is worthy of a new spell.

 

Most of these spells have been created over the last two decades or so by players and NPCs.

 

Dew (Conjuration [Creation])

 

Level: Drd 0

Components: V, S

Range: Close (10 ft.)

Casting Time: 1 action

Duration: Special

Area: 10ft. radius

Saving Throw: No

Spell Resistance: No

 

The druid draws water vapor from the air to coat all objects within the area of effect with a heavy dew. This moisture will not extinguish existing flames but makes objects more resistant to combustion. Items soaked with dew receive a + 2 bonus on their saves against normal flames.

 

Ewenar's Emetic (Enchantment [Compulsion])

 

Level: Drd 1

Components: V, S, M

Casting Time: 1 action

Range: Close (10 ft./ level)

Area: 1HD/ level in a 20 ft. radius

Duration: 2 minutes

Saving Throw: Fortitude negates

Spell Resistance: Yes

 

Upon casting this spell, the druid causes severe nausea in all creatures within the area of effect. Creatures failing to save will be violently ill and will spend the next round regurgitating. Creatures so affected are considered flat-footed for the next 2 melee rounds. All affected creatures take 1 hp of damage and are weakened for the next hour (temporary ‑2 on Str). The material component for this spell is a bit of moldy rye.

 

Call of Nature (Enchantment [Compulsion])

 

Level: Drd 2

Components: V, S, M

Casting Time: 1 action

Range: Close (30 ft.)

Duration: Instantaneous

Area: 1HD/ level in a 30 ft. radius

Saving Throw: Fortitude negates

Spell Resistance: Yes

 

The druid compels all creatures within the target area to stop immediately and relieve themselves. Creatures affected will spend the next two rounds going about their business. Creatures caught in such a state are considered flat-footed until the spell ends. This spell tends to enrage the target creatures to say the very least. Lower hit dice creatures are affected first unless the druid specifies otherwise. This “interesting” spell was created by the druid Pythcan because of a snide remark made by one of his party members. The material components for this spell are a green apple and a few drops of ale.

 

Frost (Evocation [Cold])

 

Level: Drd 2

Components: V, S, M

Casting Time: 1 action

Range: Close (10 ft./ level)

Duration: Special

Area: 10 ft.2/ 5 levels

Saving Throw: Special

Spell Resistance: Yes

 

The druid covers an area with magical frost. The frost does a d6/ 2 caster levels (maximum 5d6) to any creature not immune to the effects of cold. A successful Fortitude Save halves damage. Plant life and fiery creatures take double damage from this spell. The frost lasts as long as the prevailing temperature allows within the casting area. For as long as the frost lasts, any movement within the area of effect will cause creatures to slip and fall unless a successful Reflex Save (DC 15) is made; a Reflex Save allows the creature to move at half speed and stay erect. The material components for this spell are mistletoe and a glass crystal.

 

Quill Spray (Evocation [Force])

 

Level: Drd 2

Components: V, S, M

Casting Time: 1 action

Range: Close (10 ft./ level)

Duration: Instantaneous

Area of Effect: 30 ft. x 30 ft. square

Saving Throw: None

Spell Resistance: Yes

 

The druid fires quills at his foes like an angry porcupine. One quill is formed for each caster level The quills may be directed at more than one target, so long as the targets are all within the area of effect. The druid must state how many quills he will throw at each target and then roll a ranged attack against each target. Each quill that successfully hits inflicts 1-4 points of damage; a critical hit will inflict double damage. The material component for this spell is a quill from a giant porcupine. 

 

Rigor Mortis (Transmutation)

 

Level: Drd 3

Components: V, S, M

Range: Close 10 ft.

Casting Time: 1 action

Duration: 1 minute/ level

Area of Effect: 30 ft.3

Saving Throw: Fortitude negates

Spell Resistance: Yes

 

The druid paralyzes corporeal undead by making their bodies stiff. Undead without solid forms are unaffected. If the undead within the area fail a Will Save, they become stiff, effectively paralyzed for the spell's duration. Rigor mortis affects two hit dice of undead per caster level. Lesser undead are affected first unless the druid specifies otherwise. A fact worthy of note, mental powers of undead (i.e. summoning, charming, and gaseous form) are unaffected by this spell. Vampires may assume gaseous form to escape but may not rematerialize for the spell's duration. Rats, bats, and wolves can still be summoned, but spells may not be cast which require verbal or somatic components. This spell was created by the resourceful druid Darvius to help him deal with the undead hoards of the vampire Deathhand. The material components for this spell are mistletoe, grave dirt, and a short rod of iron. 

 

Hailstorm (Conjuration [Calling])

 

Level: Drd 4

Components: V, S, M

Casting Time: 1 action

Range: Medium (50 ft. + 5 ft./ level)

Duration: Instantaneous

Area: Cylinder 5 ft. radius/ level x 60 ft. high

Saving Throw: Reflex partial

Spell Resistance: No

 

The druid produces a rain of hailstones within the area of effect to pound his foes. In order to cast this spell, the druid must have weather conditions similar to those required for the casting of a call lightning spell. Each stone is roughly the size of a sling bullet, and any creature caught within the area of effect suffers a d8 +1 per caster level (maximum 5d8+8). A successful Reflex Save halves damage. Fragile objects exposed to the effects of this spell must make a check (DC = 15) or be destroyed. Such items would include glass, ceramics, and thin wood. The material components for this spell are mistletoe and a pinch of dust which is thrown in the air as the spell is cast.

 

Ewenar's Aura of Immolation (Evocation [Fire])

 

Level: Drd 5

Components: V, S, M

Casting Time: 1 action

Range: Medium (10 ft./ level)

Duration: Special

Target: One creature

Saving Throw: Special

Spell Resistance: Yes

 

This druidic spell surrounds the target creature in an aura similar to that of faerie fire that consumes it. While glowing, the target is easier to hit; opponents gain a +2 circumstance bonus to hit the target for as long as the glow remains. In addition, the aura of immolation burns the creature for a d4 per caster level (maximum 10d4). If the target makes a successful Fortitude Save, the spell ends after damage is taken. However, if the target fails its save, then the spell continues each round doing another d4 per caster level in damage until the target makes a successful save. The material components for this spell are a bit of phosphorus and mistletoe.

 

Stranglevine (Conjuration [Calling])

 

Level: Drd 5

Components: V, S, M

Casting Time: 1 action

Range: Medium (10 ft./ level)

Duration: 1 minute/ level

Area: 10 ft. radius from vine

Saving Throw: Reflex partial

Spell Resistance: No

 

The druid calls forth a magical tendril from the ground to attack his foes. The tendril can sprout from earth, water, or stone, but not from air. The thorny tendril takes one full round to grow then begins attacking the creatures designated by the druid. The stranglevine possesses 1 hit die per caster level. The stranglevine attacks as a monster with hit dice equal to the druid's level and has hit points equal to the druid at full health. When the stranglevine strikes a creature, it entangles and constricts. The tendril does a d6 of damage for each hit die it possesses (maximum 15d6). A successful Reflex Save halves damage and prevents the vine from grappling. A failed save means the vine has grappled its opponent and will continue to constrict for the same amount of damage each round that the target does not escape (see PH rules on grappling). A tendril is severed when it sustains its hit points in damage; fire does double damage to the tendril. The druid may mentally switch targets for the tendril at the beginning of each round as a free action. The material components for this spell are mistletoe and a morning glory seed. 

 

Lava Spray (Evocation [Fire])

 

Level: Drd 7

Components: V, S, M

Range: Close (5 ft./ level)

Casting Time: 1 action

Duration: Instantaneous

Area: 10 ft. radius

Saving Throw: Reflex partial

Spell Resistance: No

 

The druid summons forth a spray of molten rock from the center of the earth. Any creature not completely immune to fire suffers 10d10 points of damage; a successful Reflex Save halves damage. All items in the area are ignited or melted (only magical items get a save), and any oil carried by a target explodes and has its damage added to the base damage. Metal weapons not saving begin to melt; those saving are too hot to touch for 1 ‑ 4 minutes unless cooled. Any creature wearing metal armor is burned for an additional d4 points of damage per caster level on the following round; a Fortitude Save halves this damage. The material components for this spell are a piece of pumace and mistletoe.

 

Killing Frost (Evocation [Cold], Necromancy)

 

Level: Drd 8

Components: V, S, M

Casting Time: 1 action

Range: Close (10 ft./ level)

Duration: Special

Area: 5' radius per caster level

Saving Throw: Special

Spell Resistance: Yes

 

This spell is similar to the lower level druidic spell frost but is much more potent.  The druid releases a blast of energy that covers an area with life draining cold. The frost does a d6/caster levels (maximum 20d6) to any creature not immune to the effects of cold. A successful Fortitude Save halves cold damage. Plant life and fiery creatures take double damage from this spell. Further, the blast of energy will drain the life energy from any creature within its area, slaying it instantly unless it succeeds at a Fortitude Save.  Creatures immune to death magics are immune to this killing effect.

 

The frost formed by the release of energy lasts as long as the prevailing temperature allow within the casting area. For as long as the frost lasts, any movement within the area of effect will cause creatures to slip and fall unless a successful Reflex Save (DC 15) is made; a Reflex Save allows the creature to move at half speed and stay erect. The material components for this spell are mistletoe and a chip of ice or drop of water taken from a glacier.

 

Natural Disaster (Conjuration)

 

Level: Drd 9

Components: V, S, XP

Casting Time: 1 hour

Range: 10 miles

Duration: Special

Area of Effect: 1 sq. mile/ level

Saving Throw: No

Spell Resistance: No

 

The druid awakens the raw destructive force of natural disaster to strike an area. Among the disasters from which the druid may choose are: tsunami, tornado, earthquake, volcanic eruption, hurricane, blizzard, drought, lightning storm, and flood. Geography and season limit which disasters may be used on an area (i.e. the tropics cannot receive a blizzard). The druid must have visited the area to be devastated previous to the spell's casting. After the spell's completion, the natural conditions begin building up toward the disaster which occurs two hours later. Any divination spells cast in the area reveal the pending disaster; however, it cannot be dispelled except at the exact point of casting. This spell leaves the target area barren of buildings not composed of solid stone, most plantlife and population. The duration of the spell varies with the disaster picked; earthquakes, eruptions, tsunami, and tornados do not last as long as droughts, etc. The first effects are limited to a maximum duration of 1 hour per level of the caster, while the latter are limited to one day per level of the caster. Because of the large destructive nature of this spell, it is used only with good reason and is not carried as a general adventuring spell. Note that the druid can lessen the area of the spell at his discretion. The spell costs 5000XP to cast.

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