Monday, October 16, 2017

Alternate Druid Spell List

This is the current draft of the first-level spell list for Druids in my Welsh Marches setting. Some spells are familiar and some are not. 

As I said before, I owe a great debt to +Brian Richmond of Goatman's Goblet. He wrote about half these spells and I straight up nicked them for the Druids in this setting.

First-Level Druid Spells

Animal Friendship
R: 1”      D: Permanent

The caster shows an animal of normal animal intelligence he is a friend. The animal makes a Save vs. Spell. If he fails, he treats the caster as his best friend. The caster may teach the animal three tricks within the first three months of their friendship.

Animal Spy
R: 3”      D: 1 Turn per 2 caster levels

A natural normal or dire animal may be the subject of this spell.  The caster shares the senses of that individual animal. The animal is unaware of the effect. This spell grants no control over the creature, but may be used in conjunction with Animal Friendship or other spells.

The caster may not use his own senses while this spell is in effect but he may end the spell at any time.

Beast Mask
R: Touch                           D: 12 Hours

The caster or one other living being may take on the illusionary form of any other natural animal, but he will only be perceived that way by those of the species being assumed. For instance, the caster may appear to be a hawk to other hawks, or a dog may appear to be a man to other men. It does not allow for any special communication.

Delusions of Pride
R: 12”                  D: Length of a battle or 1 Turn

The caster shakes his hands wildly and the target is consumed by smug self-confidence. The target will not fail any morale checks for the remainder of the battle, but he must make morale checks to follow anyone else’s orders. If the affected person is the target of a mind-affecting spell, he gains Advantage to Save against it.

Detect Magic
R: 3”                    D: 4 Rounds

By concentrating in a ¼ circle arc, the caster may pick out any magic item, dweomer or ensorcelled being in his line of sight out to 3 scale inches.  Each quadrant takes 1 Round to scan.

Detect Snares and Pits
R: 1” x 4” Line    D: Instantaneous

The caster reveals natural traps, snares and pits within the casting area. They are outlined with a pale green glow for all to see. Mechanical and magical devices are not revealed.

Dove of the Morning
R: Special           D: One transmission

The caster conjures forth into his hands a dove, which will relay a message in the caster’s voice to a target within a number of hexes equal to the caster’s level. The dove is made of cloud stuff and cannot be caught or harmed.

Ecstasy
R: 6” Radius, Selective   D: 1d4 Rounds

A flirtatious gesture causes a number of targets equal to the caster’s level to be stunned by waves of pleasure and hedonistic delight. The targets are stunned, stumbling about as though drunk and aroused.

Faerie Fire
R: 8”     D: 1 Round per Level

A beautiful corona envelops up to eight people, making them easy to see. The targets cannot hide even by magic, and their armor class becomes two classes worse (e.g. AC 3 becomes AC 5.) Illusionary creatures are not so enveloped.

Goodberry
R: Special           D: Permanent until used

The caster enchants a handful of fresh berries such as those from a holly or huckleberry bush.  Each berry restores one hit point of damage when eaten. The caster may so enchant up to 1d8+1 berries per casting and the berries last for two weeks before rotting away.

Hawk’s Eye
R: Self                 D: One Turn

The caster gains perfect vision. He gains +2 to his rolls when attacking and +1 when searching or spotting. He can see minute details.

Heat Theft
R: Touch             D: 1d6 Rounds

The caster steals away warmth from a target, dealing 1d4 + 1 cold damage for additional round that the touch is maintained.

Hibernal Warmth
R: Touch             D: 1d6 Hours

The caster may touch a friendly target and put him into a comatose state for 1d6 hours, during which he heals as though he was resting comfortably for an equal number of days. Normal weather does not harm the target so ensorcelled.

Locate Animals
R: Self                 D: 1 Hour per level

The caster names a type of animal and then is immediately aware of the direction to the closest instance of that kind of animal, but not the distance to it.

Predict Weather
R: Self                 D: 2 Hours per level

The caster divines the local weather with perfect accuracy going forward to the time limit.

Purify Food and Drink*
R: 4”                    D: Permanent

This spell makes food and drink clean and edible, but does not remove curses or poisons. It affects enough victuals for up to six men or up to three horses (or a combination) per two caster levels.

Shield of Ice
R: Self                 D: 1d4 Rounds

The caster causes the air to freeze solid when a blow might strike them, forming a shield that absorbs up to the caster’s level in damage each Round for 1d4 Rounds.

Speak With Animals
R: 4” radius        D: 1 Round per level

The caster can speak with normal animals and understand their speech. This does not make animals smart, nor does it induce them to speak with the caster.

Stormsworn
R: Special           D: Concentration

So long as the caster keeps his eyes on the sky, he and a number of allies equal to his level suffer no ill misfortune from the weather. Downpours seem only to mist upon them, gale winds barely ruffle their clothing, and blasts of air do not send their arrows in incorrect directions.

Thin the Air
R: 1” Radius       D: 1 Turn

The caster inhales a sharp breath and the air within the immediate area becomes ungodly thin. Those affected by the spell must make a Save vs. Paralysis or suffer a -2 to Attack Rolls made in the area due to dizziness.

Veil of Night
R: Line of sight D: Rounds equal to caster level

The caster holds aloft his arms and the world appears as though it is in twilight for all who have seen the caster. Those who were gazing directly upon the caster attack and act as though blinded, with -4 To Hit in melee, for a number of Rounds equal to the caster’s level. If the caster lowers his arms, the veil of night is removed. This spell cannot be cast at night.

Winter’s Flesh
R: Touch             D: 1d8 + 1 Hours per caster level

The target’s skin becomes pale as alabaster and he has no need for warmth. He gains protection from cold-based damage equal to up to 6 Hit Points per Round.

2 comments:

  1. So its free for now, but do you have any plans to expand on what you have and eventually sell it in a fancy shmancy book? If so, count me in for a preorder! Lol

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    1. There will be a print copy some day. I envision a boxed set with three booklets, a pack of laminated tracking sheets, and dice for about $30. But that is years away and not months. This is all just for fun! There's no time limit or anything and I'm not looking to make any money.

      In the meantime the PDF of the first volume - the players' guide - is available and free and will always be free. You can email me if you want to look at it!

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