Proposed Druidic spell list revision

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Proposed Druidic spell list revision

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Post by Leangle »

The spells listed here are just what all the full D&D druid spell list contains - it will be edited later for thematic and usefulness in the DW system's context.

0-Level Druid Spells (Orisons)
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Flare: Dazzles one creature (–1 penalty on attack rolls).
Guidance: +1 on one attack roll, saving throw, or skill check.
Know Direction: You discern north.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 bonus on saving throws.
Spark: Ignites flammable objects.
Stabilize: Cause a dying creature to stabilize.
Virtue: Subject gains 1 temporary hp.

1st-Level Druid Spells
Calm Animals: Calms 2d4 + level HD of animals.
Charm Animal: Makes one animal your friend.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold regions.
Entangle: Plants entangle everyone in 40-ft. radius.
Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Hide from Animals: Animals can't perceive one subject/level.
Jump: Subject gets bonus on Acrobatics checks.
Longstrider: Your speed increases by 10 ft.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
Obscuring Mist: Fog surrounds you.
Pass without Trace: One subject/level leaves no tracks.
Produce Flame: 1d6 damage + 1/level, touch or thrown.
Shillelagh: Cudgel or quarterstaff becomes +1 weapon (2d6 damage) for 1 min./level.
Speak with Animals: You can communicate with animals.
Summon Nature's Ally I: Summons creature to fight.
Alter Winds: Increase/decrease strength of natural winds.
Ant Haul: Triples carrying capacity of a creature.
Aspect of the Falcon: Gives bonuses on Perception checks and ranged attacks.
Bristle: Trade natural armor bonus for a bonus on attacks with natural weapons.
Call Animal: Makes an animal come to you.
Cloak of Shade: Reduces effects of sun exposure and heat.
Detect Aberration: Reveals presence of aberrations.
Expeditious Excavation: Moves 5-ft. cubes of earth.
Feather Step: Ignore movement penalty in difficult terrain.
Flare Burst: As flare, but all creatures within 10 ft.
Hydraulic Push: Wave of water bull rushes an enemy.
Keen Senses: Gain +2 Perception and low-light vision.
Negate Aroma: Subject cannot be tracked by scent.
Stone Fist: Your unarmed strikes are lethal.
Touch of the Sea: Swim speed becomes 30 ft.
Decompose Corpse: Turn a corpse into a clean skeleton.
Diagnose Disease: Detect and identify diseases.
Frostbite: Target takes cold damage and is fatigued.
Ray of Sickening: Ray makes the subject sickened.
Remove Sickness: Suppress disease, nausea, and the sickened condition.
Restore Corpse: Skeletal corpse grows flesh.
Summon Minor Ally: Summon 1d3 Tiny animals.
Air Bubble: Creates a small pocket of air around your head or an object.
Damp Powder: Ruins ammunition loaded in the targeted firearm.
Deadeye's Lore: Gain a +4 bonus on Survival and move full speed while tracking.
Liberating Command: Target makes an Escape Artist check as an immediate action and gains a bonus on it.
Weaken Powder: Targeted firearm's ammunition halves the firearm's range and imposes a –2 penalty on damage rolls.

2nd-Level Druid Spells
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Chill Metal: Cold metal damages those who touch it.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Fire TrapM: Opened object deals 1d4 + 1/level damage.
Flame Blade: Touch attack deals 1d8 + 1/two levels damage.
Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.
Fog Cloud: Fog obscures vision.
Gust of Wind: Blows away or knocks down smaller creatures.
Heat Metal: Makes metal so hot it damages those who touch it.
Hold Animal: Paralyzes one animal for 1 round/level.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Reduce Animal: Shrinks one willing animal.
Resist Energy: Ignores 10 or more points of damage per attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Soften Earth and Stone: Turns stone to clay, or dirt to sand or mud.
Spider Climb: Grants ability to walk on walls and ceilings.
Summon Nature's Ally II: Summons creature to fight.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Tree Shape: You look exactly like a tree for 1 hour/level.
Warp Wood: Bends wood.
Wood Shape: Reshapes wooden objects to suit you.
Accelerate Poison: Hastens targeted poison's onset.
Aspect of the Bear: +2 AC and combat maneuver rolls.
Burning Gaze: Inflict 1d6 fire damage to creature.
Campfire Wall: Creates a shelter around a campfire.
Eagle Eye: Creates a magical sensor high above you.
Elemental Speech: Enables you to speak to elementals and some creatures.
Feast of Ashes: A target starves with an insatiable hunger.
Glide: You take no falling damage, move 60 ft./round while falling.
Lockjaw: Creature gains grab ability with natural attack.
Natural Rhythm: +1 on damage rolls with each hit (max +5).
Pox Pustules: Subject is sickened and has –4 Dex.
Scent Trail: Leave trail for allies to follow.
Share Language: Subject understands chosen language.
Slipstream: Wave boosts creature's speed.
Stone Call: 2d6 damage to all creatures in area.
Frigid Touch: Target takes cold damage and is staggered.
Masterwork Transformation: Make a normal item into a masterwork one.
Pernicious Poison: Target takes a –4 penalty against poison.
Tar Ball: Burning tar harms target and penalizes its Dex.
Unshakable Chill: Target is afflicted with severe cold.
Wartrain Mount: Animal gains the combat training general purpose.
Web Shelter: Create a comfortable shelter made of webbing.
Animal Aspect: You gain some of the beneficial qualities of an animal.
Ant Haul, Communal: As ant haul, but you may divide the duration among creatures touched.
Certain Grip: You gain a +4 competence bonus on Acrobatics and Climb checks and to CMD.
Endure Elements, Communal: As endure elements, but you may divide the duration among creatures touched.
Forest Friend: Plants in a forested area become helpful instead of hindering you and your allies.
Frost Fall: The area is covered in a chilling frost.
Wilderness Soldiers: Nearby plants aid you in combat.

3rd-Level Druid Spells
Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
Contagion: Infects subject with chosen disease.
Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
Daylight: 60-ft. radius of bright light.
Diminish Plants: Reduces size or blights the growth of normal plants.
Dominate Animal: One animal obeys your silent mental commands and orders.
Magic Fang, Greater: One natural weapon gets + 1/four levels (max +5).
Meld into Stone: You and your gear merge with stone.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Plant Growth: Grows vegetation, improves crops.
Poison: Touch deals 1d3 Con damage 1/round for 6 rounds.
Protection from Energy: Absorbs 12 points/level of damage from one kind of energy.
Quench: Extinguishes fires.
Remove Disease: Cures all diseases affecting subject.
Sleet Storm: Hampers vision and movement.
Snare: Creates a magic booby trap.
Speak with Plants: You can talk to plants and plant creatures.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Stone Shape: Sculpts stone into any shape.
Summon Nature's Ally III: Summons creature to fight.
Water Breathing: Subjects can breathe underwater.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Aqueous Orb: Creates rolling sphere of water.
Cloak of Winds: Creates screen of strong wind around you.
Create Treasure MapM: Creates treasure map out of a creature's corpse.
Cup of Dust: Causes a creature to become dehydrated.
Feather Step, Mass: As feather step, but multiple creatures.
Hide Campsite: Hides all traces of your campsite.
Hydraulic Torrent: Creates torrent of water that bull rushes any creature in its path.
Lily Pad Stride: Walk across water on moving lily pads.
Nature's Exile: Gives subject –10 on Survival checks.
Shifting Sand: Creates difficult terrain and erases tracks; can carry creatures or objects along.
Anthropomorphic Animal: Animal becomes bipedal.
Ash Storm: Hamper vision and movement.
Badger's Ferocity: Weapons are keen while you concentrate.
Burrow: Target gains a burrow speed of 15.
Burst of Nettles: Burst deals 3d6 damage and 1d6 acid.
Fungal Infestation: Target takes bleed from attacks.
Mad Monkeys: Summon a swarm of mischievous monkeys.
Rain of Frogs: Summon a swarm of poisonous frogs.
Spit Venom: Spit blinding black adder venom.
Vermin Shape I: Take the form and some of the powers of a Small or Medium vermin.
Animal Aspect, Greater: As animal aspect, but you gain two animal qualities.
Companion Mind Link: You can talk with your animal companion, and can handle it with supernatural ease.
Delay Poison, Communal: As delay poison, but you may divide the duration among creatures touched.
Pup Shape: Transforms a single animal or magical beast into a younger and cuter version of itself for a short time.
Resinous Skin: You gain DR 5/piercing and +4 to CMD against disarm attempts.
Resist Energy, Communal: As resist energy, but you may divide the duration among creatures touched.
Share Language, Communal: As share language, but you may divide the duration among creatures touched.
Spider Climb, Communal: As spider climb, but you may divide the duration among creatures touched.

4th-Level Druid Spells
Air Walk: Subject treads on air as if solid (climb or descend at 45-degree angle).
Antiplant Shell: Keeps animated plants at bay.
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Command Plants: Sways the actions of plant creatures.
Control Water: Raises or lowers bodies of water.
Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).
Dispel Magic: Cancels one magical spell or effect.
Flame Strike: Smites foes with divine fire (1d6/level damage).
Freedom of Movement: Subject moves normally despite impediments to movement.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Reincarnate: Brings dead subject back in a random body.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Rusting Grasp: Your touch corrodes iron and alloys.
ScryingF: Spies on subject from a distance.
Spike Stones: Creatures in area take 1d8 damage, may also be slowed.
Summon Nature's Ally IV: Summons creature to fight.
Aspect of the Stag: +2 AC against attacks of opportunity and increases speed.
Ball Lightning: Flying lightning spheres deal 3d6 electricity damage each.
Bloody Claws: Causes bleed damage with natural attacks.
Geyser: Creates a geyser of boiling water.
Grove of Respite: Creates trees and a small spring.
Life Bubble: Protects from environmental effects.
Moonstruck: Subject is enraged and confused.
River of Wind: Creates wind that causes nonlethal damage and can knock down or push creatures.
Strong Jaw: Natural attacks damage as two sizes bigger.
Thorn Body: Your attackers take 1d6 +1 damage/level.
True Form: Removes polymorph effects.
Age Resistance, Lesser: Ignore penalties from middle age.
Arboreal Hammer: Tree branches attack opponents.
Atavism: Animal gains advanced creature simple template.
Cape of Wasps: Wasp swarm defends or carries you.
Echolocation: Sonic sense gives you blindsight 40 ft.
Plague Carrier: Target's attacks carry filth fever.
Ride the Waves: Target can breathe water and swim.
Touch of Slime: Touch infests a target with green slime.
Vermin Shape II: As vermin shape, but Tiny or Large.
Volcanic Storm: Hot rocks deal 5d6 damage.
Absorb Toxicity: You become immune to diseases and toxins, absorb one, and then spread it to others.
Obsidian Flow: Converts the surface of the ground into molten glass.
Protection from Energy, Communal: As protection from energy, but you may divide the duration among creatures touched.

5th-Level Druid Spells
Animal Growth: One animal doubles in size.
AtonementFM: Removes burden of misdeeds from subject.
AwakenM: Animal or tree gains human intellect.
Baleful Polymorph: Transforms subject into harmless animal.
Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
Commune with Nature: Learn about terrain for 1 mile/level.
Control Winds: Changes wind direction and speed.
Cure Critical Wounds: Cures 4d8 damage + 1/level (max +20).
Death Ward: Grants bonuses against death spells and negative energy.
HallowM: Designates location as holy.
Insect Plague: Wasp swarms attack creatures.
StoneskinM: Grants DR 10/adamantine.
Summon Nature's Ally V: Summons creature to fight.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Tree Stride: Step from one tree to another far away.
UnhallowM: Designates location as unholy.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Thorns: Thorns damage anyone who tries to pass.
Aspect of the Wolf: +4 Str and Dex, +2 bonus on trip attacks.
Blessing of the Salamander: Subject gets fast healing 2, fire resistance 10, and +2 to its CMD.
Fire Snake: Creates a serpentine path of fire 5 ft. long/level that deals 1d6 fire damage/level.
Rest EternalM: Dead creature cannot be revived.
Snake Staff: Transforms wood into snakes to fight for you.
Threefold AspectF: Appear older or younger.
Contagion, Greater: Infect a subject with a magical disease.
Fickle Winds: Wind walls selectively block attacks.
Raise Animal Companion: As raise dead, but on an animal.
Reprobation: Marked target is shunned by your religion.
Air Walk, Communal: As air walk, but you may divide the duration among creatures touched.

6th-Level Druid Spells
Antilife Shell: 10-ft.-radius field hedges out living creatures.
Bear's Endurance, Mass: As bear's endurance, affects 1 subject/level.
Bull's Strength, Mass: As bull's strength, affects 1 subject/level.
Cat's Grace, Mass: As cat's grace, affects one subject/level.
Cure Light Wounds, Mass: Cures 1d8 damage + 1/level, affects 1 subject/level.
Dispel Magic, Greater: As dispel magic, but with multiple targets.
Find the Path: Shows most direct way to a location.
Fire Seeds: Acorns and berries become grenades and bombs.
Ironwood: Magic wood is as strong as steel.
Liveoak: Oak becomes treant guardian.
Move Earth: Digs trenches and builds hills.
Owl's Wisdom, Mass: As owl's wisdom, affects 1 subject/level.
Repel Wood: Pushes away wooden objects.
Spellstaff: Stores one spell in wooden quarterstaff.
Stone Tell: Talk to natural or worked stone.
Summon Nature's Ally VI: Summons creature to fight.
Transport via Plants: Move instantly from one plant to another of the same kind.
Wall of Stone: Creates a stone wall that can be shaped.
Sirocco: Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone.
Swarm Skin: Turns your body into a swarm that can attack.
Age Resistance: Ignore penalties from old age.
Eagle Aerie: Summon 1 giant eagle/3 levels.
Epidemic: Infect a subject with a highly contagious disease.
Plague Storm: Cloud infects creatures like contagion.
Dust Form: You become an incorporeal creature of dust for a short period of time.
Stoneskin, CommunalM: As stoneskin, but you may divide the duration among creatures touched.
Tar Pool: Converts the top layer of the ground into hot tar.

7th-Level Druid Spells
Animate Plants: One or more plants animate and fight for you.
Changestaff: Your staff becomes a treant on command.
Control Weather: Changes weather in local area.
Creeping Doom: Swarms of centipedes attack at your command.
Cure Moderate Wounds, Mass: Cures 2d8 damage + 1/level, affects 1 subject/level.
Fire Storm: Deals 1d6/level fire damage.
Heal: Cures 10 points/level damage, all diseases and mental conditions.
Scrying, Greater: As scrying, but faster and longer.
Summon Nature's Ally VII: Summons creature to fight.
Sunbeam: Beam blinds and deals 4d6 damage.
Transmute Metal to Wood: Metal within 40 ft. becomes wood.
True SeeingM: Lets you see all things as they really are.
Wind Walk: You and your allies turn vaporous and travel fast.
Rampart: Creates 5-ft.-thick earthen barrier.
Vortex: Creates a whirlpool in water.
Age Resistance, Greater: Ignore penalties from venerable age.
Scouring Winds: Winds block vision and deal 3d6 damage.
Siege of Trees: Transforms Large trees into arboreal catapults of the same size.

8th-Level Druid Spells
Animal Shapes: One ally/level polymorphs into chosen animal.
Control Plants: Controls actions of one or more plant creatures.
Cure Serious Wounds, Mass: Cures 3d8 damage + 1/level, affects 1 subject/level.
Earthquake: Intense tremor shakes 80-ft.-radius.
Finger of Death: Deals 10 damage/level to one subject.
Repel Metal or Stone: Pushes away metal and stone.
Reverse Gravity: Objects and creatures fall upward.
Summon Nature's Ally VIII: Summons creature to fight.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Whirlwind: Cyclone deals damage and can pick up creatures.
Word of Recall: Teleports you back to designated place.
Euphoric Tranquility: Makes a creature friendly.
Seamantle: Sheathes you in protective water.
Stormbolts: 1d8 damage/level (max 20d8) to targets.
Wall of Lava: Wall damages foes that try to enter, periodically launches lava at nearby targets.
Atavism, Mass: One animal/level gains advanced template.
Blood Mist: Mist causes Wisdom damage and rage.
Frightful Aspect: You take on a terrifying, Large-sized form of yourself and emit an aura that causes creatures to become shaken or frightened.

9th-Level Druid Spells
Antipathy: Object or location affected by spell repels certain creatures.
Cure Critical Wounds, Mass: Cures 4d8 damage + 1/level for many creatures.
Elemental Swarm: Summons multiple elementals.
Foresight: “Sixth sense” warns of impending danger.
Regenerate: Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
Shambler: Creates 1d4+2 shambling mounds to fight for you.
ShapechangeF: Transforms you into certain creatures, and you can change forms once per round.
Storm of Vengeance: Storm rains acid, lightning, and hail.
Summon Nature's Ally IX: Summons creature to fight.
SympathyM: Object or location attracts certain creatures.
Clashing Rocks: 20d6 damage to target creature.
Tsunami: Huge wave damages and sweeps up all in its path.
Winds of Vengeance: You can fly and attack with wind.
World Wave: Earth or water moves you across distances and damages things not of the natural world.
Polar Midnight: Cold darkness paralyzes and deals damage.
Summon Elder Worm: Summon a giant purple worm.
Summon Froghemoth: Summon a froghemoth.
Siege of Trees, Greater: As siege of trees, but can transform Huge and Gargantuan trees into arboreal catapults of the same size.
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Leangle
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