Dungeon & Dragons AD&D 1st Edition (1E) Spell Table

All information is taken from the Player’s Handbook (1978).

CLERICS

DRUIDS

MAGIC-USERS

1st Level

  • Affect Normal Fires
  • Burning Hands
  • Charm Person
  • Comprehend Languages
  • Dancing Lights
  • Detect Magic
  • Enlarge
  • Erase
  • Feather Fall
  • Find Familar
  • Friends
  • Hold Portal
  • Indentify
  • Jump
  • Light
  • Magic Missile
  • Mending
  • Nystul’s Magic Aura
  • Protection From Evil
  • Push
  • Read Magic
  • Shield
  • Shocking Grasp
  • Sleep
  • Spider Climb
  • Tenser’s Floating Disc
  • Unseen Servant
  • Ventriloquism
  • Write

2nd Level

  • Audible Glamer
  • Continual Light
  • Darkness 15′ Radius
  • Detect Evil
  • Detect Invisibility
  • ESP
  • Fools Gold
  • Forget
  • Invisibility
  • Knock
  • Leomund’s Trap
  • Levitate
  • Locate Object
  • Magic Mouth
  • Mirror Image
  • Pyrotechnics
  • Ray Of Enfeeblement
  • Rope Trick
  • Scare
  • Shatter
  • Stinking Cloud
  • Strength
  • Web
  • Wizard

3rd Level

  • Blink
  • Clairaudience
  • Dispel Magic
  • Explosive Runes
  • Feign Death
  • Fireball
  • Flame Arrow
  • Fly
  • Gust Of Wind
  • Haste
  • Hold Person
  • Infravision
  • Invisibility 10′ Radius
  • Leomund’s Tiny Hut
  • Lightning Bolt
  • Monster Summing I
  • Phantasmal Force
  • Protection From Evil 10′ Radius
  • Protection From Normal Missiles
  • Slow
  • Suggestion
  • Tongues
  • Water Breathing

4th Level

  • Charm Monster
  • Confusion
  • Dig
  • Dimension Door
  • Enchanted Weapon
  • Extension I
  • Fear
  • Fire Charm
  • Fire Shield
  • Fire Trap
  • Fumble
  • Hallucinatory Terrain
  • Ice Storm
  • Massmorph
  • Minor Globe Of Invulnerability
  • Monster Summing II
  • Plant Growth
  • Polymorph Other
  • Polymorph Self
  • Rory’s Mnemonic Enhancer
  • Remove Curse
  • Wall Of Fire
  • Wall Of Ice
  • Wizard Eye

5th Level

  • Airy Water
  • Animal Growth
  • Animate Dead
  • Bigby’s Interposing Hand
  • Cloudkill
  • Conjure Elemental
  • Cone Of Cold
  • Contact Other Plane
  • Distance Distortion
  • Extension II
  • Feeblemind
  • Hold Monster
  • Leomund’s Secret Chest
  • Magic Jar
  • Monster Summoning III
  • Mordenkainen’s Faithful Hound
  • Passwall
  • Stone Shape
  • Telekinesis
  • Teleport
  • Transmute Rock To Mud
  • Wall Of Force
  • Wall Of Iron
  • Wall Of Stone

6th Level

  • Anti-Magic Shell
  • Bigby’s Forceful Hand
  • Control Weather
  • Death Spell
  • Disintegrate
  • Enchant An Item
  • Extension III
  • Geas
  • Glassee
  • Globe Of Invulnerability
  • Guards And Wards
  • Invisible Stalker
  • Legend Lore
  • Lower Water
  • Monster Summoning IV
  • Move Earth
  • Otiluke’s Freezing Sphere
  • Part Water
  • Protect Image
  • Reincarnation
  • Repulsion
  • Spiritwrack
  • Stone To Flesh
  • Tenser’s Transformation

7th Level

  • Bigby’s Grasping Hand
  • Cacodemon
  • Charm Plants
  • Delayed Blast Fireball
  • Drawmij’s Instant Summons
  • Duo-Dimension
  • Limited Wish
  • Mass Invisibility
  • Monster Summoning V
  • Mordenkainen’s Sword
  • Phase Door
  • Power Word, Stun
  • Reverse Gravity
  • Simulacrum
  • Statue
  • Vanish

8th Level

  • Antipathy/Sympathy
  • Bigby’s Clenched Fist
  • Clone
  • Glassteel
  • Incediary Cloud
  • Mass Charm
  • Maze
  • Mind Blank
  • Monster Summoning VI
  • Otto’s Irresistible Dance
  • Permanency
  • Polymorph Any Object
  • Power Word, Blind
  • Serten’s Spell Immunity
  • Symbol
  • Trap The Soul

9th Level

  • Astral Spell
  • Bigby’s Crushing Hand
  • Gate
  • Imprisionment
  • Meteor Swarm
  • Monster Summoning VII
  • Power Word, Kill
  • Prismatic Sphere
  • Shape Change
  • Temporal Stasis
  • Time Stop
  • Wish

CLERIC SPELLS

First level spells:

Bless (Conjuration/Summoning) Reversible

Level: I Range: 6″ Duration: 6 melee rounds Area of Effect: 5″ X 5″ 

Components: V, S, M Casting Time: 1 round Saving Throw: None 

Explanation/Description: Upon uttering the bless spell, the caster raises the morale of friendly creatures by +l. Furthermore, it raises their “to hit” dice rolls by +l. A blessing, however, will affect only those not already engaged in melee combat. This spell can be reversed by the cleric to a curse upon enemies which lowers morale and “to hit” by -1. The caster determines at what range (up to 6″) he or she will cast the spell, and it then affects all creatures in an area 5″ square centered on the point the spell was cast upon. In addition to the verbal and somatic gesture components, the bless requires holy water, while the curse requires the sprinkling of specially polluted water. 

Command (Enchantment/charm)

Level: Range: I” . Duration: I round Area of Effect: One creature 

Components: V Casting Time: I segment  SavingThrow: Special 

Explanation/Description: This spell enables the cleric to isSue a command of a single word. The command must be uttered in a language which the spell recipient is able to understand. The individual will obey to the best of his/her/its ability only so long as the command is absolutely clear and unequivocal, i.e. “Suicide!” could be a noun, so the creature would ignore the command. A command to “Die!” would cause the recipient to fall in a faint or cataleptic state for 1 round, but thereafter the creature would be alive and well. Typical command words are: back, halt, flee, run, stop, fall, fly, go, leave, surrender, sleep, rest, etc. Undead are not affected by a command. Creatures with intelligence of 13 or more, and creatures with 6 or more hit dice (or experience levels) are entitled to a saving throw versus magic. (Creatures with 13 or higher intelligence and 6 hit dice/levels do not get 2 saving throws!) 

Create Water (Alteration) Reversible

Level: I Range: I”  Duration: Permanent Area of Effect: Up to 27 cubic feet

Components: V, S, M Casting Time: I round Saving Throw: None

Explanation/Description: When the cleric casts a create water spell, four gallons of water are generated for every level of experience of the caster, i.e. a 2nd level cleric creates eight gallons of water, a 3rd level twelve gallons, a 4th level sixteen gallons, etc. The water is clean and drinkable (it is just like rain water). Reversing the spell, destroy water, obliterates without trace (such as vapor, mist, fog or steam) a like quantity of water. Created water will last until normally used or evaporated, spilled, etc. Water can be created or destroyed in an area as small as will actually contain the liquid or in an area as large as 27 cubic feet (one cubic yard). The spell requires at least a drop of water to create, or a pinch of dust to destroy, water. Note that water cannot be created within a living thing

Cure Light Wounds (Necromantic) Reversible

Level: I Range: Touch Duration: Permanent Area of Effect: Character touched

Components: V, S Casting Time: 5 segments Saving Throw: None 

Explanation/Description: Upon laying his or her hand upon a creature, the cleric causes from 1 to 8 hit points of wound or other injury damage to the creature’s body to be healed. This healing will not affect creatures without corporeal bodies, nor will it cure wounds of creatures not living or those which can be harmed only by iron, silver, and or magical weapons. Its reverse, cause light wounds, operates in the same manner; and if a person is avoiding this touch, a melee combat “to hit” die is rolled to determine if the cleric’s hand strikes the opponent and causes such a wound. Note that cured wounds are permanent only insofar as the creature does not sustain further damage, and that caused wounds will heal – or can be cured – just as any normal injury will. Caused light wounds are 1 to 8 hit points of damage.  

Detect Evil (Divination) Reversible 

Level: 1 Range: 12“ Duration: J turn + % turn/level Area of Effect: 1 ” path

Components: V, S, M Casting Time: J round Saving Throw: None

Explanation/Description: This is a spell which discovers emanations of evil, or of good in the case of the reverse spell, from any creature or object For example, evil alignment or an evilly cursed object will radiate evil, but a hidden trap or an unintelligent viper will not. The duration of a detect evil (or detect good) spell is 1 turn + % turn (5 rounds, or 5 minutes) per level of the cleric. Thus a cleric of 1st level of experience can cast a spell with a 1 % turn duration, at 2nd level a 2 turn duration, 2% at 3rd, etc. The spell has a path of detection 1” wide in the direction in which the cleric is facing. It requires the use of the cleric’s holy (or unholy) symbol as its material component, with the cleric holding it before him or her. 

Detect Magic (Divination) 

Level: I Range: 3” Duration: 1 turn Area of Effect: I” path, 3” long

Components: V, S, M Casting Time: 1 round Saving Throw: None 

Explanation/Description: When the detect magic spell is cast, the cleric detects magical radiations in a path 1” wide, and up to 3” long, in the direction he or she is facing. The caster can turn 60’ per round. Note that stone walls of 1’ or more thickness, solid metal of but 1/12’ thickness, or 3’ or more of solid wood will block the spell. The spell requires the use of the cleric’s holy (or unholy) symbol. 

Light (Alteration) Reversible 

Level: I Range: 12” Duration 6 turns + J turn/level Area of Effect: 2” radius globe 

Components: V, S Casting Time: 4 segments Saving Throw: None

Explanation/Description: This spell causes excitation of molecules so as to make them brightly luminous. The light thus caused is equal to torch light in brightness, but its sphere is limited to 4” in diameter. It lasts for the duration indicated (7 turns at 1st experience level, 8 at 2nd, 9 at 3rd. etc.) or until the caster utters a word to extinguish the light. The light spell is reversible, causing darkness in the same area and under the same conditions, except the blackness persists for only one-half the duration that light would last. If this spell is cast upon a creature, the applicable magic resistance and saving throw dice rolls must be made. Success indicates that the spell affects the area immediately behind the creature, rather than the creature itself. In all other cases, the spell takes effect where the caster directs as long as he or she has a line of sight or unobstructed path for the spell; light can spring from air, rock, metal, wood, or almost any similar substance.

Protection From Evil (Abjuration) Reversible

Level: 1 Range: Touch Duration: 3 rounds/level Area of Effect: Creature touched

Components: V, S, M Casting Time: 4 segments Saving Throw: None

Explanation/Description: When this spell is cast, it acts as if it were a magical armor upon the recipient. The protection encircles the recipient at a one foot distance, thus preventing bodily contact by creatures of an enchanted or conjured nature such as aerial servants, demons, devils, djinn efreet, elementals, imps, invisible stalkers, night hags, quasits, salamanders, water weirds, wind walkers, and xorn. Summoned animals or monsters are similarly hedged from the protected creature Furthermore, any and all attacks launched by evil creatures incur a penalty of -2 from dice rolls ”to hit” the protected creature, and any saving throws caused by such attacks are made at +2 on the protected creature‘s dice. This spell can be reversed to become protection from good, although it still keeps out enchanted evil creatures as well. To complete this spell, the cleric must trace a 3’ diameter circle upon the floor (or ground) with holy water for protection from evil, with blood for protection from good – or in the air using burning incense or smoldering dung with respect to evil/good 

Purify Food & Drink (Alteration) Reversible

Level: 1 Range: 3“  Duration: Permanent Area of Effect: J cubic foot/level, 1 “ square area

Components: V, S Casting Time: 1 round Saving Throw: None

Explanation/Description: When cast, the spell will make spoiled, rotten, poisonous or otherwise contaminated food and/or water pure and suitable for eating and/or drinking. Up to 1 cubic foot of food and/or drink can be thus made suitable for consumption. The reverse of the spell putrefies food and drink, even spoiling holy water. Unholy water is spoiled by purify water.

Remove Fear (Abjuration) Reversible

Level: 1  Range: Touch Duration: Special  Area of Effect: Creature touched

Components: V, S Casting Time: 4 segments Saving Throw: None

Explanation/Description: By touch, the cleric instills courage in the spell recipient, raising the creature’s saving throw against magical fear attacks by +4 on dice rolls for 1 turn. If the recipient has already been affected by fear, and failed the appropriate saving throw, the touch allows another saving throw to be made, with a bonus of + 1 on the dice for every level of experience of the caster, i.e. a 2nd level cleric gives a +2 bonus, a 3rd level +3, etc. A “to hit” dice roll must be made to touch an unwilling recipient. The reverse of the spell, cause fear, causes the victim to flee in panic at maximum movement speed away from the caster for 1 round per level of the cleric causing such fear. Of course, cause fear can be countered by remove fear and vice versa. 

Resist Cold (Alteration)

Level: 1 Range: Touch Duration: J turn/level Area of Effect: Creature touched

Components: V, S, M Casting Time: J round Saving Throw: None 

Explanation/Description: When this spell is placed on a creature by a cleric, the creature’s body is inured to cold. The recipient can stand zero degrees Fahrenheit without discomfort, even totally nude. Greater cold, such as that produced by a sword of cold, ice storm, cold wand, or white dragon’s breath, must be saved against. All saving throws against cold are made with a bonus of +3, and damage sustained is one-half (if the saving throw is not made) or one-quarter (if the saving throw is made) of damage normal from that attack form. The resistance lasts for 1 turn per level of experience of the caster. A pinch of sulphur is necessary to complete this spell.

Sanctuary (Abjuration) 

Level: 1 Range: Touch Duration: 2 rounds +1 rd/lvl Area of Effect: One creature

Components: V, S, M Casting Time: 4 segments Saving Throw: None

Explanation/Description: When the cleric casts a sanctuary spell, any opponent must make a saving throw versus magic in order to strike or otherwise attack him or her. If the saving throw is not made, the creature will attack another and totally ignore the cleric protected by the spell. If the saving throw is made, the cleric is subject to normal attack process including dicing far weapons to hit, saving throws, damage. Note that this spell does not prevent the operation of area attacks (fireball, ice storm, etc.). During the period of protection afforded by this spell, the cleric cannot take offensive action, but he or she may use non-attack spells or otherwise act in any way which does not violate the prohibition against offensive action. This allows the cleric to heal wounds, for example, or to bless, perform an augury, chant, cast a light in the area (not upon an opponent!), and so on. The components of the spell include the cleric’s holy/unholy symbol and a small silver mirror. 

Second Level Spells:

Augury (Divination)

Level: 2 Range: 0 Duration: Special

Components: V, S, M Casting Time: 2 rounds Saving Throw: None

Explanation/Description: The cleric casting an augury spell seeks to divine whether an action in the immediate future (within 3 turns) will be for the benefit of, or harmful to, the party. The base chance for correctly divining the augury is 70%. plus 1 % for each level of the cleric casting the spell, i.e. 71% at 1st level, 72% at 2nd, etc. Your referee will determine any adjustments due for the particular conditions of each augury. For example, assume that a party is considering the destruction of a weird seal which closes a portal. Augury is used to find if weal or woe will be the ultimate result to the party. The material component for augury is a set of gem inlaid sticks, dragon bones, or similar tokens, or the wet leaves of an infusion which remain in the container after the infused brew is consumed. If the last method is used, a crushed pearl of at least 100 g.p. value must be added to the concoction before it is consumed. 

Chant (Conjuration/Summoning)

Level: 2  Range: 0 Duration: Time of chanting Area of Effect: 3″ radius

Components: V, S Casting Time: I turn Saving Throw: None

Explanation/Description: By means of the chant, the cleric brings into being a special favor upon himself or herself and his or her party, and causes harm to his or her enemies. Once the chant spell is completed, a11 attacks, damage and saving throws made by those in the area of effect who are friendly to the cleric are at + 1, while those of the cleric’s enemies are at -1. This bonus/penalty continues as long as the cleric continues to chant the mystic syllables and is stationary. An interruption, however, such as an attack which succeeds and causes damage, grappling the chanter, or a magical silence, will break the spell. 

Detect Charm (Divination) Reversible

Level: 2  Range: 3″ Duration: 1 turn Area of Effect: One creature

Components: V, S Casting Time: I round Saving Throw: None 

Explanation/Description: When used by a cleric, this spell will detect whether or not a person or monster is under the influence of a charm spell. Up to 10 creatures can be thus checked before the spell wanes. The reverse of the spell protects from such detection, but only a single creature can be so shielded. 

Find Traps (Divination) 

Level: 2 Range: 3″ Duration: 3 turns Area of Effect: 1 ” path

Components: V, S Casting Time: 5 segments Saving Throw: None

Explanation/Description: When a cleric casts a find traps spell, all traps concealed normally or magically – of magical or mechanical nature become visible to him or her. Note that this spell is directional, and the caster must face the desired direction in order to determine if a trap is laid in that particular direction. 

Hold Person (Enchantment/Charm)

Level: 2 Range: 6″ Duration: 4 rounds + 1 Area of Effect: One to three

Components: V, S, M Casting Time: 5 segments Saving Throw: Neg. round/level creatures

Explanation/Description: This spell holds immobile, and freezes in places, from 1-3 humans or humanoid creatures (see below) for 5 or more melee rounds. The level of the cleric casting the hold person spell dictates the length of time the effect will last. The basic duration is 5 melee rounds at 1st level, 6 rounds at 2nd level, 7 rounds at 3rd level, etc. If the spell is cast at three persons, each gets a saving throw at the normal score; if only two persons are being enspelled, each makes their saving throw at -1 on their die; if the spell is cast at but one person, the saving throw die is at -2. Persons making their saving throws are totally unaffected by the spell. Creatures affected by a hold person spell are: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs. hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, and troglodytes. The spell caster needs a small, straight piece of iron as the material component of this spell. 

Know Alignment (Divination) Reversible

Level: 2 Range: I” Duration: 1 turn Area of Effect: One creature/found

Components: V, S Casting Time: I round Saving Throw: None

Explanation/Description: A know alignment spell enables the cleric to exactly read the aura of a person – human, semi-human, or non-human. This will reveal the exact alignment of the person. Up to 10 persons can be examined with this spell. The reverse totally obscures alignment, even from this spell, of a single person for 1 turn, two persons for 5 rounds, etc. Certain magical devices will negate the ability to know alignment. 

Resist Fire (Alteration)

Level: 2 Range: Touch Duration: I turn/level Area of Effect: Creature touched

Components: V, S, M Casting Time: 5 segments Saving Throw: None

Explanation/Description: When this spell is placed upon a creature by a cleric, the creature’s body is toughened to withstand heat, and boiling temperature is comfortable. The recipient of the resist fire spell can even stand in the midst of very hot or magical fires such as those produced by red-hot charcoal, a large amount of burning oil, flaming swords, fire storms, fire balls, meteor swarms, or red dragon’s breath – but these will affect the creature, to some extent. The recipient of the spell gains a bonus of +3 on saving throws against such attack forms, and all damage sustained is reduced by 50%; therefore, if the saving throw is not made, the creature sustains one-half damage, and if the saving throw is made only one-quarter damage is sustained. Resistance to fire lasts for 1 turn for each level of experience of the cleric placing the spell. The caster needs a drop of mercury as the material component of this spell. 

Silence, 15′ Radius (Alteration)

Level: 2  Range: 12″ Duration: 2 rounds/level Area of Effect: 30′ diameter sphere

Components: V, S Casting Time: 5 segments Saving Throw: None

Explanation/Description: Upon casting this spell, complete silence prevails in the area of its effect. All sound is stopped, so all conversation is impossible, spells cannot be cast, and no noise whatsoever issues forth. The spell can be cast into the air or upon an object. The spell of silence lasts for 2 rounds for each level of experience of the cleric, i.e. 2 rounds at 1st level, 4 at 2nd, 6 at 3rd, 8 at 4th and so forth. The spell can be cast upon a creature, and the effect will then radiate from the creature and move as it moves. If the creature is unwilling, it saves against the spell, and if the saving throw is made, the spell effect locates about one foot behind the target creature. 

Slow Poison (Necromantic)

Level: 2 Range: Touch Duration: I hour/level Area of Effect: Creature touched

Components: V, S, M Casting Time: I segment Saving Throw: None 

Explanation/Description: When this spell is placed upon a poisoned individual it greatly slows the effects of any venom, even causing a supposedly dead individual to have life restored if it is cast upon the victim within a number of turns less than or equal to the level of experience of the cleric ofter the poisoning was suffered, i.e. a victim poisoned up to 10 turns previously could be temporarily saved by a 10th or higher level cleric who cast slow poison upon the victim. While this spell does not neutralize the venom, it does prevent it from substantially harming the individual for the duration of its magic, but each turn the poisoned creature will lose 1 hit point from the effect of the venom (although the victim will never go below 1 hit point while the slow poison spell’s duration lasts). Thus, in the example above, the victim poisoned 10 turns previously has only 10 hit points, so when the 10th level cleric casts the spell, the victim remains with 1 hit point until the spell duration expires, and hopefully during that period a full cure can be accomplished. The material components of this spell are the cleric’s holy/unholy symbol and a bud of garlic which must be crushed and smeared on the victim’s bare feet. 

Snake Charm (Enchantment/Charm) 

Level: 2 Range: 3″ Duration: Special  Area of Effect: Special

Components: V, S Casting Time: 5 segments Saving Throw: None

Explanation/Description: When this spell is cast, a hypnotic pattern is set up which causes one or more snakes to cease all activity except a semi-erect postured swaying movement. If the snakes are charmed while in a torpor, the duration of the spell is 3 to 6 turns (d4+2); if the snakes are not torpid, but are not aroused and angry, the charm lasts 1 to 3 turns; if the snakes are angry and/or attacking, the snake charm spell will last from 5 to 8 melee rounds (d4+4). The cleric casting the spell can charm snakes whose hit points are less than or equal to those of the cleric. On the average, a 1st level cleric could charm snakes with a total of 4 or 5 hit points; a 2nd level cleric 9 hit points, a 3rd level 13 or 14 hit points, etc. The hit points can represent a single snake or several of the reptiles, but the total hit points cannot exceed those of the cleric casting the spell.

Speak With Animals (Alteration)

Level: 2 Range: 0 Duration: 2 rounds/level Area of Effect: One animal within  3″ radius of cleric

Components: V, S Casting Time: 5 segments Saving Throw: None

Explanation/Description: By employing this spell, the cleric is empowered to comprehend and communicate with any warm or cold-blooded animal which is not mindless (such as an amoeba). The cleric is able to ask questions, receive answers, and generally be on amicable terms with the animal. This ability lasts for 2 melee rounds for each level of experience of the cleric employing the spell. Even if the bent of the animal is opposite to that of the cleric evil/good, good/evil), it and any others of the same kind with it will not attack while the spell lasts. If the animal is neutral or of the same general bent as the cleric (evil/evil, good/good), there is a possibility that the animal, and its like associates, will do some favor or service for the cleric. This possibility will be determined by the referee by consulting a special reaction chart, using the charisma of the cleric and his actions as the major determinants. Note that this spell differs from speak with monsters (q…), for it allows conversation only with basically normal, non-fantastic creatures such as apes, bears, cats, dogs, elephants, and so on. 

Spiritual Hammer (Invocation)

Level: 2 Range: 3″ Duration: I round/level Area of Effect: One opponent

Components: V, S, M Casting Time: 5 segments Saving Throw: Special 

Explanation/Description: By calling upon his or her deity, the cleric casting a spiritual hammer spell brings into existence a field of force which is shaped vaguely like a hammer. This area of farce is hammer-sized, and as long as the cleric who invoked it concentrates upon the hammer, it will strike at any opponent within its range as desired by the cleric. The force area strikes as a magical weapon equal to one plus per 3 levels of experience of the spell caster for purposes of being able to strike creatures, although it has no magical plusses whatsoever “to hit”, and the damage it causes when it scares a hit is exactly the same as a normal war hammer, i.e. 1-6 versus opponents of man-size or smaller, 1-4 upon larger opponents. Furthermore, the hammer strikes at exactly the same level as the cleric controlling it, just as if the cleric was personally wielding the weapon. As soon as the cleric ceases concentration, the spiritual hammer is dispelled. Note: If the cleric is behind an opponent, the force can strike from this position, thus gaining all bonuses for such an attack and negating defensive protections such as shield and dexterity. The material component of this spell is a normal war hammer which the cleric must hurl towards opponents whilst uttering a plea to his or her deity. The hammer disappears when the spell is cast. 

Third level Spells:

Animate Dead (Necromantic)

Level: 3 Range: I” Duration: Permanent Area of Effect: Special

Components: V, S, M Casting Time: I round Saving Throw: None

Explanation/Description: This spell creates the lowest of the undead monsters, skeletons or zombies, from the bones or bodies of dead humans. The effect is to cause these remains to become animated and obey the commands of the cleric casting the spell. The skeletons or zombies will follow, remain in an area and attack any creature (or just a specific type of creature) entering the place, etc. The spell will animate the monsters until they are destroyed or until the magic is dispelled. (See dispel magic spell). The cleric is able to animate 1 skeleton or 1 zombie for each level of experience he or she has attained. Thus, a 2nd level cleric can animate 2 of these monsters, a 3rd level 3, etc. The act of animating dead is not basically a good one, and it must be used with careful consideration and good reason by clerics of good alignment. It requires a drop of blood, a piece of human flesh, and a pinch of bone powder or a bone shard to complete the spell. 

Continual Light (Alteration) Reversible

Level: 3  Range: 12″ Duration: Permanent  Area of Effect: 6″ radius globe

Components: V, S Casting Time: 6 segments Saving Throw: None 

Explanation/Description: This spell is similar to a light spell, except that it lasts until negated (by a continual darkness or dispel magic spell) and its brightness is very great, being nearly as illuminating as full daylight. It can be cast into air, onto an object, or at a creature. In the third case, the continual light affects the space about one foot behind the creature if the latter makes its saving throw. Note that this spell will blind a creature if it is successfully cast upon the visual organs, for example. Its reverse causes complete absence of light. 

Create Food & Water (Alteration)

Level: 3  Range: I” Duration: Permanent  Area of Effect: I cubic foot/level

Components: V, S Casting Time: I turn Saving Throw: None

Explanation/Description: When this spell is cast, the cleric causes food and/or water to appear. The food thus created is highly nourishing, and each cubic foot of the material will sustain three human-sized creatures or one horse-sized creature for a full day. For each level of experience the cleric has attained, 1 cubic foot of food and/or water is created by the spell, i.e. 2 cubic feet of food are created by a 2nd level cleric, 3 by a 3rd, 4 by a 4th, and so on; or the 2nd level cleric could create 1 cubic foot of food and 1 cubic foot of water, etc. 

Cure Blindness (Abjuration) Reversible

Level: 3  Range: Touch Duration: Permanent Area of Effect: Creature touched

Components: V: S Casting Time: I round Saving Throw: None

Explanation/Description: By touching the creature afflicted, the cleric employing the spell can permanently cure most forms of blindness. Its reverse, cause blindness, requires a successful touch upon the victim, and if the victim then makes the saving throw, the effect is negated.

Cure Disease (Abjuration) Reversible

Level: 3 Range: Touch Duration: Permanent Area of Effect: Creature touched

Components: V, S Casting Time: I turn Saving Throw: None

Explanation/Description: The cleric cures most diseases – including those of a parasitic, bacterial, or viral nature – by placing his or her hand upon the diseased creature. The affliction rapidly disappears thereafter, making the cured creature whole and well in from 1 turn to 1 week, depending on the kind of disease and the state of its advancement when the cure took place. The reverse of the cure disease spell is cause disease. To be effective, the cleric must touch the intended victim, and the victim must fail the saving throw. The disease caused will begin to affect the victim in 1-6 turns, causing the afflicted creature to lose 1 hit point per turn, and 1 point of strength per hour, until the creature is at 10% of original hit points and strength, at which time the afflicted is weak and virtually helpless. 

Dispel Magic (Abjuration)

Level: 3 Range: 6“ Duration: Permanent Area of Effect: 3”cube

Components: V, S Casting Time: 6 segments Saving Throw: None

Explanation/Description: When a cleric casts this spell, it neutralizes or negates the magic it comes in contact with as follows: A dispel magic will not affect a specially enchanted item such as a scroll, magic ring, wand, rod, staff, miscellaneous magic item, magic weapon, magic shield, or magic armor. It will destroy magic potions (they are treated as 12th level for purposes of this spell), remove spells cast upon persons or objects, or counter the casting of spells in the area of effect. The base chance for success of a dispel magic spell is 50%. For every level of experience of the character casting the dispel magic above that of the creature whose magic is to be dispelled (or above the efficiency level of the object from, which the magic is issuing), the base chance increases by 5%, so that if there are 10 levels of difference, there is a 100% chance. For every level below the experience/efficiency level of the creature/object, the base chance is reduced by 2%. Note that this spell can be very effective when used upon charmed and similarly beguiled creatures. It is automatic in negating the spell caster’s own magic. 

Feign Death (Necromantic) 

Level: 3 Range: Touch Duration: J turn + J round/level Area of Effect: One person 

Components: V, S, M Casting Time: 2 segments Saving Throw: None

Explanation/Description: Except as noted above, this spell is the same os the third level magic-user spell, feign death (q.v.). Note that a character of any level may be affected by the cleric casting this spell, and that the material components are a pinch of graveyard dirt and the cleric‘s holy/unholy symbol. 

Glyph of Warding (Abjuration-Evocation)

Level: 3  Range: Touch Duration: Permanent until discharged Area of Effect: 25 square feet per level of the spell caster

Components: V, S, M Costing Time: Special Saving Throw: Special 

Explanation/Description: A glyph of warding is a powerful inscription magically drawn to prevent unauthorized or hostile creatures from passing, entering, or opening. It can be used to guard a small bridge, ward an entry, or as a trap on a chest or box. When the spell is cast, the cleric weaves a tracery of faintly glowing lines around the warding sigil. For every square foot of area to be protected, 1 segment of time is required to trace the warding lines from the glyph, plus the initial segment during which the sigil itself is traced. A maximum of a 5’ X 5’area per level can be warded. When the spell is completed, the glyph and tracery become invisible, but any creature touching the protected area without first speaking the name of the glyph the cleric has used to serve as a ward will be subject to the magic it stores. Saving throws apply, and will either reduce effects by one-half or negate them according to the glyph employed. The cleric must use incense to trace this spell, and then sprinkle the area with powdered diamond (at least 2,000 g.p. worth) if it exceeds 50 square feet. Typical glyphs shock for 2 points of electrical damage per level of the spell caster, explode for a like amount of fire damage, paralyze, blind, or even drain a life energy level (if the cleric is of high enough level to cast this glyph). 

Locate Object (Divination) Reversible 

Level: 3 Range: 6” + 1” / level Duration: 1 round/level Area of Effect: Special

Components: V, S, M Casting Time: 1 turn Saving Throw: None

Explanation/Description: This spell aids in location of o known or familiar object. The cleric casts the Spell, slowly turns, and knows when he or she is facing in the direction of the object to be located, provided the object is within range, i.e. 7” for 1st level clerics, 8‘ for 2nd, 9” for 3rd, etc. The casting requires the use of o piece of lodestone. The spell will locate such objects as apparel, jewelry, furniture, tools, weapons, or even a ladder or stairway. By reversal (obscure object), the cleric is able to hide an object from location by spell, crystal ball, or similar means. Neither application of the spell will affect a living creature.

Prayer (Conjuration/Summoning)

Level: 3 Range: 0 Duration: I round/level Area of Effect: 6“ radius

Components: V, S, M Casting Time: 6 segments Saving Throw: None

Explanation/Description: This spell exactly duplicates the effects of a chant with regard to bonuses of + 1 for friendly attacks and saving throws and -1 on like enemy dice. However, once the prayer is uttered, the cleric can do other things, unlike a chant which he or she must continue to make the spell effective. The cleric needs a silver holy symbol, prayer beads, or a similar device as the material component of this spell. 

Remove Curse (Abjuration) Reversible

Level: 3 Range: Touch  Duration: Permanent Area of Effect: Special 

Components: V, S  Casting Time: 6 segments Saving Throw: Special

Explanation/Description: Upon casting this spell, the cleric is usually able to remove a curse – whether it be on an object, a person, or in the form of some undesired sending or evil presence. Note that the remove curse spell will not affect a cursed shield, weapon or suit of armor, for example, although the spell will typically enable the person afflicted with any such cursed item to be rid of it. The reverse of the spell is not permanent; the bestow curse lasts for 1 turn for every level of experience of the cleric using the spell. It will lower one ability of the victim to 3 (your DM will determine which by random selection) 50% of the time; reduce the victim’s “to hit” and saving throw probabilities by -4 25% of the time; or make the victim 50% likely per turn to drop whatever he, she, or it is holding (or simply do nothing in the case of creatures not using tools) 25% of the time. It is possible for a cleric to devise his or her own curse, and it should be similar in power to those shown. Consult your referee. The target of a bestow curse spell must be touched. If the victim is touched, a saving throw is still applicable and if it is successful, the effect is negated. 

Speak With The Dead (Necromantic)

Level: 3  Range: 1 Duration: Special Area of Effect: One creature

Components: V, S, M Casting Time: 1 turn Saving Throw: None

Explanation/Description: Upon casting-a speak with the dead spell, the cleric is able to ask several questions of a dead creature in a set period of time and receive answers according to the knowledge of that creature. Of course, the cleric must be able to converse in the language which the dead creature once used. The length of time the creature has been dead is a factor, since only higher level clerics can converse with the long-dead. Likewise, the number of questions which can be answered and the length of time in which the questions con be asked are dependent upon the level of experience of the cleric. The cleric needs a holy symbol and burning incense in order to cast this spell upon the body, remains, or portion thereof. 

Level of Experience up to 7th 7th – 8th 9th – 12th 13th- 15th 16th – 20th 21st and up Maximum Length of Time Dead 1 week 1 month 1 year 10 years 100 years 1 ,ooO years Time Questioned 1 round 3 rounds 1 turn 2 turns 3 turns 6 turns Number of Questions 2 3 4 5 6 7

Level of Experience Maximum Length of Time DeadTime QuestionedNumber of Questions
up to 7th1 week1 round2
7th – 8th1 month 3 rounds3
9th – 12th1 year1 turn4
13th- 15th 10 years 2 turns 5
16th – 20th100 years3 turns 6
21st and up1 ,000 years6 turns 7

Fourth level Spells:

Cure Serious Wounds (Necromantic) Reversible

Level: 4 Range: Touch  Duration: Permanent Area of Effect: Creature touched 

Components: V,S  Casting Time: 7segments Saving Throw: None 

Explanation/Description: This spell is a more potent version of the cure light wounds spell (q.v.). Upon laying his or her hand upon a creature, the cleric causes from 3 to 17 (2d8+1) hit points of wound or other injury damage to the creature’s body to be healed. This healing will affect only those creatures listed in the cure light wounds spell explanation. Cause serious wounds, the reverse of the spell, operates similarly to the cause light wounds spell, the victim having to be touched first, and if the touch is successful, it will inflict 3 to 17 hit points. 

Detect Lie (Divination) Reversible

Level: 3 Range: 3″ Duration: 1 round/level area of Effect: One person

Components: V, S, M Casting Time: 7segments Saving Throw: None 

Explanation/Description: When the cleric employs this spell, the recipient is immediately able to determine if truth is being spoken. The spell lasts one round for each level of experience of the cleric casting the detect lie. Gold dust is necessary for this spell. Its reverse, undetectable lie, makes bald-face untruths seem reasonable, or simply counters the detect lie spell powers. The reverse spell requires brass dust as its material component. 

Divination (Divination)

Level: 4 Range: 0 Duration: Special Area of Effect: Special

Components: V, S, M Casting Time: 1 turn Saving Throw: None

Explanation/Description: Similar to an augury spell, a divination spell is used to determine information regarding an area. The area can be a small woods, large building, or section of a dungeon level. In any case, its location must be known. The spell gives information regarding the relative strength of creatures in the area; whether a rich, moderate or poor treasure is there; and the relative chances for incurring the wrath of evil or good supernatural, super powerful beings if the area is invaded and attacked. The base chance for correct divination is 60%, plus 1 % for each level of experience of the cleric casting the spell, i.e. 65% at 5th level, 66% at 6th, etc. The Dungeon Master will make adjustments to this base chance considering the facts regarding actual area being divined. If the result is not correct, inaccurate information will be obtained. The material components of the divination are a sacrificial creature, incense, and the holy symbol of the cleric. If an unusually potent divination is attempted, sacrifice of particularly valuable gems or jewelry and/or magic items may be required. 

Exorcise (Abjuration)

level: 4 Range: I Duration: Permanent Area of Effect: One creature or object

Components: V, S, M Casting Time: I- 100+ turns Saving Throw: None 

Explanation/Description: The spell of exorcism will negate possession of a creature or an object by any outside or supernatural force. This includes control of a creature by some force in an object, possession by magic iar (q.v.) spell, demonic possession, curse, and even charm, for the exorcise spell is similar to a dispel magic spell. Furthermore, it will affect a magical item if such is the object of the exorcism. Thus a soul object of any sort which comes under successful exorcism will make the life force of the creature concerned wholly inhabit its nearest material body, wholly and completely. (Cf. ADVANCED DUNGEONS 8 DRAGONS, MONSTER MANUAL, Demon.) The exorcise spell, once begun, cannot be interrupted, or else it is spoiled and useless. The base chance for success is a random 1% to 100%. Each turn of exorcism the dice are rolled, and if the base chance number, or less, is rolled, the spell is successful. Bose chance of success is modified by -1% for each level of difference between the cleric’s level of experience and the level of the possessor or possessing magic. where the smaller number is the cleric’s level. In the obverse, a +1% cumulative is added. The referee can determine base chance according to the existing circumstances if he or she so desires. Materiol components for this spell ore the holy object of the cleric and holy water (or unholy, in the case-of evil clerics, with respect to object and water). A religious artifact or relic can increase the chance of success by from 1% to 50%, according to the power of the artifact or relic. 

Lower Water (Alteration) Reversible

Level: 4 Range: 12″ Duration: 1 turn/level Area of Effect: 1 ” X I ” square/level area 

Components: V, S, M Casting Time: 1 turn Saving Throw: None

Explanation/Description: The cleric casting a lower water spell causes water or similar fluid in the area of effect to sink away. Lowering is 5% of original effect for every level of experience of the cleric, i.e. 40% at 8th level, 45% at 9th, 50% at loth, etc. The effect of the spell lasts for 1 turn for each level of experience of the cleric casting it. Likewise, the area of effect increases by level of experience, an 8th level cleric affecting an area of 8″ X 8″, a 9th level an area of 9″ X 9″, and so forth. Material components of this spell are the cleric’s religious symbol and a pinch of dust. The reverse of the spell causes the water or similar fluid to return to its normal highest level, plus one foot for every level of experience of the cleric casting it. 

Neutralize Poison (Alteration) Reversible

level: 4  Range: Touch Duration: Permanent Area of Effect: Creature touched or 1 cubic foot of substance/2 levels

Components: V, S Casting Time: 7 segments Saving throw None

Explanation/Description: By means of a neutralize poison spell, the cleric detoxifies any sort of venom in the creature or substance touched. Note that an opponent, such as a poisonous reptile or snake (or even an envenomed weapon of an opponent) unwilling to be so touched requires the cleric to score a hit in melee combat. Effects of the spell are permanent only with respect to poison existing in the touched creature at the time of the touch, i.e. creatures (or objects) which generate new poison will not be permanently detoxified. The reversed spell, poison, likewise requires an attack (a “to hit” touch which succeeds), and the victim is allowed a saving throw versus poison. If the latter is unsuccessful, the victim is killed by the poison. 

Protection From Evil, 10′ Radius (Abjuration) Reversible

Level: 4 Range: Touch Duration: 1 turn/level Area of Effect: 20′ diameter sphere

Components: V, S, M Casting Time: 7segments Saving Throw: None 

Explanation/Description: The globe of protection of this spell is identical in all respects to a protection from evil (q.v.) spell, except that it encompasses a much larger area and the duration of the protection from evil, 10′ radius spell is greater. To complete this spell, the cleric must trace a circle 20′ in diameter using holy water or blood, incense or smoldering dung as according to the protection from evil spell. 

Speak With Plants (Alteration)

Level: 4 Range: 0 Duration: 1 round/level Area of Effect: 6″ diameter circle

Components: V, S, M Casting Time: 1 turn Saving Throw: None

Explanation/Description: When cast, a speak with plants spell enables the cleric to converse, in very rudimentary terms, with all sorts of living vegetables. Thus, the cleric can question plants as to whether or not creatures have passed through them, cause thickets to part to enable easy passage, require vines to entangle pursuers, and similar things. The spell does not enable the cleric to animate non-ambulatory vegetation. The power of the spell lasts for 1 melee round for each level of experience of the cleric who cast it. All vegetation within the area of effect are under command of the spell. The material components for this spell are a drop of water, a pinch of dung, and a flame. 

Sticks To Snakes (Alteration) Reversible

Level: 4 Range: 3″ Duration: 2 rounds/level Area of Effect: 1 cubic “

Components: V,S,M Casting Time: 7segments Saving Throw: None

Explanation/Description: By means of this spell the cleric is able to change 1 stick to a snake for each level of experience he or she has attained, i.e. a 9th level cleric can change 9 sticks into 9 snakes. These snakes will attack as commanded by the cleric. There must, of course, be sticks or similar pieces of wood (such as torches, spears, etc.) to turn into snakes. Note that magical items such as staves and spears which are enchanted are not affected by the spell. Only sticks within the area of effect will be changed. The probability of a snake thus changed being venomous is 5% per level of experience of the spell caster, so that there is a 55% probability of any given snake created by the spell being poisonous when sticks are turned to snakes by an 11 th level cleric, 6OYo at 12th level, etc. The effect lasts for 2 melee rounds for each level of experience of the spell caster. The material components of the spell are a small piece of bark and several snake scales The reverse changes snakes to sticks for the duration appropriate, or it negates the sticks to snakes spell according to the level of the cleric countering the spell, i.e. a 10th level cleric casting the reverse spell can turn only 10 snakes back to sticks. 

Tongues (Alteration) Reversible

Level: 4 Range: 0 Duration: 1 turn Area of Effect: 6″ diameter circle

Components: V, S Casting Time: 7segments Saving Throw: None

Explanation/Description: The spell enables the cleric to speak the language of any creature inside the spell area, whether it is a racial tongue or an alignment language. The reverse of the spell cancels the effect of the tongues spell or confuses verbal communication of any sort within the area of effect. 

Fifth level spells: 

Atonement (Abjuration) 

Level: 5 Range: Touch Duration: Permanent Area of Effect: One person

Components: V, S, M Casting Time: 1 turn Saving Throw: None

Explanation/Description: This spell is used by the cleric to remove the onus of unwilling or unknown deeds from the person who is the subject of the atonement. The spell will remove the effects of magical alignment change as well. The person for whom atonement is being made must be either truly repentant or not in command of his or her own will so as to be able to be repentant. Your referee will judge this spell in this regard, noting any past instances of its use upon the person. Deliberate misdeeds and acts of knowing and willful nature cannot be atoned for with this spell. The material components of this spell are the cleric’s religious symbol, prayer beads or wheel or book, and burning incense.

Commune (Divination)

Level: 5 Range: 0 Duration: Special Area of Effect: Special

Components: V, S, M Casting Time: 1 turn Saving Throw: None

Explanation/Description: By use of a commune spell the cleric is able to contact his or her divinity – or agents thereof – and request information in the form of questions which can be answered by a simple “yes” or “no”. The cleric is allowed one such question for every level of experience he or she has attained. The answers given will be correct. It is probable that the referee will limit the use of commune spells to one per adventure, one per week, or even one per month, for the “gods” dislike frequent interruptions. The material components necessary to a commune spell are the cleric’s religious symbol, holy/unholy water, and incense. 

Cure Critical Wounds (Necromantic) Reversible

Level: 5 Range: Touch Duration: Permanent Area of Effect: Creature touched 

Components: V, S Casting Time: 8 segments Saving Throw: None

Explanation/Description: The cure critical wounds spell is a very potent version of the cure light wounds spell (9.v.). The cleric lays his ar her hand upon a creature and heals from 6 to 27 (3d 8+3) hit points of damage from wounds or other damage. The spell does not affect creatures excluded in the cure light wounds spell explanation. Its reverse, cause serious wounds, operates in the same fashion as other cause wounds spells, requiring a successful touch to inflict the 6-27 hit points of damage. Caused wounds heal as do wounds of other sorts. 

Dispel Evil (Abjuration) Reversible

Level: 5 Range: Touch Duration: 1 round/level Area of Effect: Creature touched

Component: V, S, M Casting Time: 8 segments Saving Throw: Neg. 

Explanation/Description: The cleric using this spell causes summoned creatures of evil nature, or monsters enchanted and caused to perform evil deeds, to return to their own plane or place. Examples of such creatures are: aerial servants, demons, devils, djinn, efreet, elementals, and invisible stalkers. Note that this spell lash for 1 melee round for each level of experience of the caster, and while the spell is in effect all creatures which could be affected by it attack at a -7 penalty on their “to hit” dice when engaging the spell caster. The reverse of the spell, dispel good, functions against summoned or enchanted creatures of good alignment or sent to aid the cause of good. The material components for this spell are the cleric’s religious object and holy/unholy water. 

Flame Strike (Evocation) 

Level: 5 Range: 6″ Duration: I segment Area of Effect: 1″diameter by3″ high column

Components: V, S, M Casting Time: 8 segments Saving Throw: % 

Explanation/Description: When the cleric calls down a flame strike spell, a column of fire roars downward in the exact location called for by the caster. If any creature is within the area of effect of a flame strike, it must make a saving throw. Failure to make the save means the creature has sustained 6-48 (6d8) hit points of damage; otherwise, 3-24 (3d8) hit points of damage are taken. The material component of this spell is a pinch of sulphur. 

Insect Plague (Conjuration/Summoning)

Level: 5 Range: 36″ Duration: I turn/level Area of Effect: 36″ diameter, 6″ high cloud

Components: V, S, M Casting Time: I turn Saving Throw: None

Explanation/Description: When this spell is cast by the cleric, a horde of creeping, hopping, and flying insects swarm in a thick cloud. These insects obscure vision, limiting it to 3″. Creatures within the insect plague sustain 1 hit point of damage for each melee round they remain in it due to the bites and stings of the insects, regardless of armor class. The referee will cause all creatures with fewer than five hit dice to check morale. Creatures with two or fewer hit dice will automatically move-at their fastest possible speed in a straight line in a random direction until they are not less than 24″ distant from the cloud of insects. Creatures with fewer than five hit dice which fail their morale check will behave likewise. Heavy smoke will drive off insects within its bounds. Fire will also drive insects away; a wall of fire in a ring shape will keep the insect plague outside its confines, but a fire ball will simply clear insects from its blast area for 1 turn. Lightning and cold/ice act likewise. The plague lasts for 1 turn for each level of experience of the cleric casting the spell, and thereafter the insects disperse. The insects swarm in an area which centers around a summoning point determined by the spell caster, which point can be up to 36″ distant from the cleric. The insect plague does not move thereafter for as long as it lasts. Note that the spell can be countered by casting a dispel magic upon the summoning point. A cube of force (a special magic item) would keep insects away from a character seeking the center of the swarm, but invisibility would afford no protection. The material components of this spell are a few grains of sugar, some kernels of grain, and a smear of fat.

Plane Shift (Alteration)

Level: 5 Range: Touch Duration: Permanent Area of Effect: Creature touched (special)

Components: V,S,M Casting Time: 8 segments Saving Throw: None

Explanation/Description: When the plane shift spell is cost, the cleric moves himself or herself or some other creature to another plane of existence. The recipient of the spell will remain in the new plane until sent forth by some like means. If several persons link hands in a circle, up to seven can be affected by the plane shift at the same time. The material component of this spell is o small, forked metal rod – the exact size and metal type dictating to which plane of existence the spell will send the affected creature(s) to. (Your referee will determine specifics regarding how and what planes are reached.) An unwilling victim must be touched in order to be sent thusly; and in addition, the creature also is allowed a saving throw, and if the latter is successful the effect of the spell is negated. 

Quest (Enchantment/Charm)

Level: 5 Range: 6″ Duration: Until fulfilled Area of Effect: One creature 

Components: V, S, M Casting Time: 8 segments Saving Throw: Neg. 

Explanation/Description: The quest is a spell by means of which the cleric requires the affected creature to perform a service and return to the cleric with proof that the deed was accomplished. The quest can, for example, require the location and return of some important or valuable object, the rescue of a notable person, the release of some creature, the capture of a stronghold, the slaying of a person, the delivery of some item, and so forth. If the quest is not properly followed due to disregard, delay, or perversion, the creature affected by the spell loses 1 from its saving throw dice far each day of such action, and this penalty will not be removed until the quest is properly discharged or the cleric cancels it. (There are certain circumstances which will temporarily suspend a quest, and other which will discharge or cancel it; your Dungeon Master will give you appropriate information as he need to know arises.) The material component of this spell is the cleric’s religious symbol. 

Raise Dead (Necromantic) Reversible

Level: 5 Range: 3″ Duration: Permanent Area of Effect: One person

Components: V, S Casting Time: I round Saving Throw: Special

Explanation/Description: When the cleric casts a raise dead spell, he or she can restore life to a dwarf, gnome, half-elf, halfling, or human. The length of time which the person has been dead is of importance, as the cleric can raise dead persons only up to a certain point, the limit being 1 day for each level of experience of the cleric, i.e. a 9th level cleric can raise a person dead for up to 9 days. Note that the body of the person must be whole, or otherwise missing parts will still be missing when the person is brought back to life. Also, the resurrected person must make a special saving throw to survive the ordeal (see CHARACTER ABILITIES. Constitution). Furthermore, the raised person is weak and helpless in any event, and he or she will need one full day of rest in bed for each day he or she was dead. The somatic component of the spell is a pointed finger. The reverse of the spell, slay living, allows the victim a saving throw, and if it is successful, the victim sustains damage equal only to that caused by a cause serious wounds spell, i.e. 3-17 hit points. An evil cleric can freely use the reverse spell; a good cleric must exercise extreme caution in its employment, being absolutely certain that the victim of the slay living spell is evil and that his or her death is a matter of great necessity and for good, otherwise the alignment of the cleric will be sharply changed. Note that newly made undead, excluding skeletons, which fall within the days of being dead limit are affected by raise dead spells cast upon them. The effect of the spell is to cause them to become resurrected dead, providing the constitution permits survival; otherwise, they are simply dead.

True Seeing (Divination) Reversible

Level: 5 Range: Touch Duration: I round/level Area of Effect: 12″sight range

Components: V,S,M Casting Time: 8 segments Saving Throw: None

Explanation/Description: When the cleric employs this spell, all things within the area of the true seeing effect appear as they actually are. Secret doors become plain. The exact location of displaced things is obvious. Invisible things and those which are astral or ethereal become quite visible. Illusions and apparitions are seen through. Polymorphed, changed, or magicked things are apparent. Even the aura projected by creatures becomes visible, so that the cleric is able to know whether they are good or evil or between. The spell requires an ointment for the eyes. The ointment is made from very rare mushroom powder, saffron, and fat. The reverse of the spell, false seeing, causes the person to see things as they are not, rich being poor, rough smooth, beautiful ugly. The ointment for the reverse spell is concocted of oil, poppy dust, and pink orchid essence. For both spells, the ointment must be aged for 1-6 months. 

Sixth level Spells: 

Aerial Servant (Conjuration/Summoning) 

Level: 6 Range: I” Duration: I day/level Area of Effect: Special 

Components: V, S Casting Time: 9 segments Saving Throw: None

Explanation/Description: This spell summons an invisible aerial servant (see ADVANCED DUNGEONS 8 DRAGONS, MONSTER MANUAL) to do the bidding of the cleric who conjured it. The creature does not fight, but it obeys the command of the cleric with respect to finding and returning with whatever object or creature that is described to it. Of course, the object or creature must be such as to allow the aerial servant to physically bring it to the cleric or his or her assign. The spell caster should keep in mind the consequences of having an aerial servant prevented, for any reason, from completion of the assigned duty. The spell lasts for a maximum of 1 day for each level of experience of the cleric who cast it. The aerial servant returns to its own plane whenever the spell lapses, its duty is fulfilled, it is dispelled, the cleric releases it, or the cleric is slain. The cleric must have a protection from evil spell, or be within a magic circle, thaumaturgic triangle, or pentagram when summoning an aerial servant unless the cleric has his or her religious symbol or a religious artifact or relic to use to control the creature. Otherwise, the creature will slay its summoner and return from whence it came. The aerial servant will always attack by complete surprise when sent on a mission, and gain the benefit of 4 free melee rounds unless the creature involved is able to detect invisible objects in which case a six-sided die is rolled, and 1 = 1 free round, 2 = 2 free rounds, 3 = 3 free rounds, 4 = 4 free rounds, and 5 or 6 = 0 free rounds (the opponent is not surprised at all). Each round the aerial servant must dice to score a hit, and when a hit is scored, it means the aerial servant has grabbed the item or creature it was sent to take and bring back to the cleric. If a creature is involved, the aerial servant’s strength is compared to the strength of the creature to be brought. If the creature in question does not have a strength rating, roll the appropriate number of the correct type of hit dice for the aerial servant and for the creature it has grabbed. The higher total is the stronger. 

Animate Object (Alteration)

Level: 6 Range: 3″ Duration: I round/level Area of Effect: I cubic foot/level

Components: V, S Casting Time: 9segments Saving Throw: None

Explanation/Description: This powerful spell enables the cleric casting it to imbue inanimate objects with mobility and o semblance of life. The animated object, or objects, then attack whomever or whatever the cleric first designates. The object can be of any material whatsoever – wood, metal, stone, fabric, leather, ceramic, glass, etc. The speed of movement of the object is dependent upon its means of propulsion and its weight. A large wooden table would be rather heavy, but its legs would give it speed. A rug could only slither along. A jar would roll. Thus a large stone pedestal would rock forward at 1″ per round, a stone statue would move at 4″ per round, a wooden statue 8′ per round, on ivory stool of light weight would move at 12″. Slithering movement is about 1″ to 2″ per round, rolling 3″ to 6″ per round. The damage caused by the attack of an animated object is dependent upon its form and composition. Light, supple objects can only obscure vision, obstruct movement, bind, trip, smother, etc. Light, hard objects con fall upon or otherwise strike for 1-2 hit points of damage or possibly obstruct and trip as do light, supple objects. Hard, medium weight objects con crush or strike for 2-8 hit points of damage, those larger and heavier doing 3-12, 4-16, or even 5-20 hit points of damage. The frequency of attack of animated objects is dependent upon their method of locomotion, appendages, and method of attack. This varies from as seldom as once every five melee rounds to as frequently as once per melee round. The armor class of the object animated is basically a function of material and movement ability with regard to hitting. Damage is dependent upon the type of weapon and the object struck. A sharp cutting weapon is effective against fabric, leather, wood and like substances. Heavy smashing and crushing weapons are useful against wood, stone, and metal objects. Your referee will determine all of these factors, as well as how much damage the animated object can sustain before being destroyed. The cleric can animate 1 cubic foot of material for each level of experience he or she has attained. Thus, a 14th level cleric could animate one or more objects whose solid volume did not exceed 14 cubic feet, i.e. o large statue, two rugs, three chairs, or a dozen average crocks. 

Blade Barrier (Evocation)

Level: 6 Range: 3″ Duration: 3 rounds/level Area of Effect: Special 

Components: V, S Casting Time: 9 segments Saving Throw: None 

Explanation/Description:The cleric employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash in endless movement around an immobile point. Any creature which attempts to pass through the blade barrier suffers 8-64 (8d8) hit points of damage in doing SO. The barrier remains for 3 melee rounds for every level of experience of the cleric casting it. The barrier can cover any area from as small os 5′ square to os large as 2 square, i.e. 20’X20′ under ground, 60’X60′ outdoors.

Conjure Animals (Conjuration/Summoning)

Level: 6 Range: 3″ Duration: 2 rounds/level Area of Effect: Special 

Components: V, S Casting Time: 9segments Saving Throw: None

Explanation/Description: The conjure animals spell enables the cleric to summon o mammal, or several of them, to his locale in order that the creature(s) can attack the cleric’s opponents. The conjured animal(s) remain in the cleric’s locale for 2 melee rounds for each level of experience of the cleric conjuring it (them), or until slain. The spell caster can, by means of his incantation, call up one or more mammals with hit dice whose total does not exceed his or her level. Thus, a cleric of 12th level could conjure one mammal with 12 hit dice, two with 6 hit dice each, three with 4 hit dice each, 4 with 3 hit dice each, six with 2 hit dice each, or 12 with 1 hit die each. For every + 1 (hit point) of a creature’s hit dice, count 1/4 of a hit die, i.e. a creature with 4 +3 hit dice equals a 4 3/4 hit dice creature. The creature(s) summoned by the spell will unfailingly attack the opponent(s) of the cleric by whom the spell was cast.

Find The Path (Divination) Reversible

Level: 6 Range: Touch Duration: I turn/level Area of Effect: Creature touched

Components: V, S, M Casting Time: 3 rounds Saving Throw: None 

Explanation/Description: By use of this spell, the cleric is enabled to find the shortest, most direct route that he or she is seeking, be it the way to or from or out of a locale. The locale can be outdoors or underground, a trap or even a maze spell. The spell will enable the cleric to select the correct direction which will eventually lead him or her to egress, the exact path to follow (or actions to take), and this knowledge will persist as long as the spell lasts, i.e. 1 turn for each level of experience of the cleric casting find the path. The spell frees the cleric, and those with him or her from a maze spell in a single melee round and will continue to do so as long as the spell lasts. The material component of this spell is a set of divination counters of the sort favored by the cleric – bones, ivory counters, sticks, carved runes, or whatever. The reverse, lose the path, makes the creature touched totally lost and unable to find its way for the duration of the spell, although it can be led, of course. 

Heal (Necromantic) Reversible

Level: 6 Range: Touch Duration: Permanent Area of Effect: Creature touched

Components: V, S Casting Time: I round Saving Throw: None 

Explanation/Description: The very potent heal spell enables the cleric to wipe away disease and injury in the creature who receives the benefits of the spell. It will completely cure any and all diseases and/or blindness of the recipient and heal all hit points of damage suffered due to wounds or injury, save 1 to 4 (d4). It dispels o feeblemind spell. Naturally, the effects can be negated by later wounds, injuries, and diseases. The reverse, harm, infects the victim with a disease and causes loss of all hit points, as damage, save 1 to 4 (d4), if a successful touch is inflicted. For creatures not affected by the heal (or harm) spell, see cure light wounds. 

Part Water (Alteration)

Level: 6 Range: 2″/level Duration: I turn/level Area of Effect: special

Components: V, S, M Casting Time: I turn Soving Throw: None

Explanation/Description: By employing a port water spell, the cleric is able to cause water or similar liquid to move aport, thus forming a trough. The depth and length of the trough created by the spell is dependent upon the level of the cleric, and a trough 3′ deep by 1′ by 2″ (20′ or 20 yards) is created per level, i.e. at 12th level the cleric would port water 36′ deep by 12′ wide by 24″ (240′ or 240 yards) long. The trough will remain as long as the spell lasts or until the cleric who cast it opts to end its effects (cf. dispel magic The material component of this spell is the cleric’s religious symbol.

Speak With Monsters (Alteration) 

Level: 6 Range: 3″ radius Duration: I round/level

Components: V, S Casting Time: 9 segments Saving Throw: None

Explanation/Description: When cost, the speak with monsters spell allows the cleric to converse with any type of creature which has any form of communicative ability That is, the monster will understand the intent of what is said to it by the cleric. The creature or creatures thus spoken to will be checked by your referee in order to determine reaction. All creatures of the some type as thot chosen by the cleric to speak to can likewise understand if they are within range. The spell lasts for 1 melee round per level of experience of the cleric casting it, and during its duration conversation can take place as the monster is able and desires. 

Stone Tell (Divination)

Level: 6 Range: Touch Duration: I turn Area of Effect: One cubic yard of stone

Components: V, S, M Casting Time: J turn Saving Throw: None

Explanation/Description: When the cleric costs a stone tell upon an area, the very stones will speak and relate to the caster who or what has touched them as well as telling what is covered, concealed, or simply behind the place they are. The stones will relate complete descriptions as required. The material components for this spell are a drop of mercury and a bit of clay. 

Word Of Recall (Alteration)

Level: 6 Range: 0 Duration: special Area of Effect: Special

Components: V Casting Time: J segment Saving Throw: None 

Explanation/Description: The word of recall spell takes the cleric instantly back to his or her sanctuary when the word is uttered. The sanctuary must be specifically designated in advance by the cleric. It must be a well known place, but it can be any distance from the cleric, above or below ground. Transportation by the word of recall spell is infallibly safe. The cleric is able to transport, in addition to himself or herself, 250 gold pieces weight cumulative per level of experience. Thus, a 15th level cleric could transport his or her person and 3,750 (375 pounds) gold pieces weight in addition; this extra matter can be equipment, treasure, or living material such as another person.

Seventh level Spells

Astral Spell (Alteration) 

Level: 7 Range: Touch Duration: Special Area of Effect: Special

Components: V, S Casting Time: 3 turns Saving Throw: None

Explanation/Description: By means of the astral spell a cleric is able to project his or her astral body into the Astral Plane, leaving his or her physical body and material possessions behind on the Prime Material Plane, (the plane on which the entire universe and all of its parallels have existence). Only certain magic items which have multi-planed existence can be brought into the Astral Plane. As the Astral Plane touches upon all of the first levels of the Outer Planes, the cleric can travel astrally to any of these Outer Planes as he or she wills. The cleric then leaves the Astral Plane, forming a body on the Plane of existence he or she .has chosen to enter. It is also possible to travel astrally anywhere in the Prime Material Plane by means of the astral spell, but a second body cannot be formed on the Prime Material Plane. As a general rule, a person astrally projected con be seen only by creatures on the Astral Plane. At all times the astral body is connected to the material by a silvery cord. If the cord is broken, the affected person is killed, astrally and materially, but generally only the psychic wind can normally cause the cord to break. When a second body is formed on a different plane, the silvery cord remains invisibly attached to the new body, and the cord simply returns to the latter where it rests on the Prime Material Plane, reviving it from its state of suspended animation. Although astrally projected persons are able to function on the Astral Plane, their actions do not affect creatures not existing on the Astral Plane. The spell lasts until the cleric desires to end it, or until it is terminated by some outside means (dispel magic or destruction of the cleric’s body on the Prime Material Plane). The cleric can take up to five other creatures with him or her by means of the astral spell, providing the creatures are linked in a circle with the cleric. These fellow travelers are dependent upon the cleric and can be stranded. Travel in the Astral Plane con be slow or fast according to the cleric‘s desire. The ultimate destination arrived at is subject to the conceptualization of the cleric. (See APPENDIX IV, THE KNOWN PLANES OF EXISTENCE, for further information on the Astral Plane and astral projection.) 

Control Weather (Alteration) 

Level: 7 Range: 0 Duration: 4-48 hours Area of Effect: 4- 16 square miles

Components: V, S, M Casting Time: J turn Soving Throw: None

Explanation/Description: The control weather spell allows a cleric to change the weather in the area he or she is in at the time the spell is cast. The spell will affect the weather for from 4 to 48 hours (4d12) in an area of from 4 to 16 square miles (4d4). It requires 1 turn to cast the spell, and an additional 1 to 4 (d4) turns for the effects of the weather to be felt. The control weather spell will not radically change the temperature, i.e. from below zero to a 100 degree temperature heat wave. The weather control possible depends upon the prevailing conditions: 

CLEAR WEATHER Very clear Light clouds or hazy 

PARTLY CLOUDY WEATHER Clear weather Cloudy Mist/Light rain/small I hai I Sleet/Light snow 

CLOUDY WEATHER Partly cloudy Deep clouds Fog Heavy rain/large hail Driving sleet/Heavy snow

HOT WEATHER Warm weather Sweltering heal 

WARM WEATHER Hot weather Cool weather 

COOL WEATHER Warm weather Cold weather 

COLD WEATHER Cool weather Arctic cold 

CALM Dead calm Light breeze

LIGHT WIND Colm Strong wind

STRONG WIND Light wind Gale 

GALE Strong wind Storm

STORM Gale HurricaneTyphoon

All three aspects of the weather (clouds/precipitation, temperature, and wind) can be controlled, but only os shown. For example, o day which is clear worm, and with light wind can be controlled to become hazy, hot, and calm. Contradictions are not possible – fog and strong wind, for example. Multiple control weather spells can be used only in succession. The material components for this spell are the cleric’s religious symbol, incense, and prayer beads or similar prayer objects Obviously, this spell functions only in areas where there are appropriate climatic conditions. 

Earthquake (Alteration)

Level: 7 Range: 12“ Duration: J round Area of Effect: 1/2“ diameter/level

Components: V, S, M Casting Time: J turn Saving Throw: None

Explanation/Description: When this spell is cast by a cleric, a local tremor of fairly high strength rips the ground. The shock is over in one melee round. The earthquake affects all terrain, vegetation, structures, and creatures in its locale. The area of effect of the earthquake spell is circular, the diameter being %” for every level of experience of the cleric casting it, is. o 20th level cleric casts on earthquake spell with a 10” diameter area of effect: Components: V, S, M Casting Time: J turn Saving Throw: None Effects are as follows:

TERRAIN

Cove or cavern Collapses roof 

Cliffs -Crumble causing landslide 

Ground – Cracks open, causing creatures to fall in and be killed as follows: -Size S- 1 in 4 (d4) -Size M- 1 in 6 (d6) -SizeL-1 inE(d8) 

Marsh -Drains water off to form muddy, 

Tunnel -Caves in rough ground

VEGETATION 

Small growth -No effect Trees – 1 in 3 are uprooted and fall 

STRUCTURES All structures – Sustain from 5 to 60 points (5312) of structural damage; those taking full domage are thrown down in rubble 

CREATURES See above 

The material components for this spell are a pinch of dirt, a piece of rock, and a lump of clay. 

Gate (Conjuration/Summoning)

Level: 7 Range: 3″ Duration: Special Area of Effect: Special

Components: V, S Casting Time: 5 segments Saving Throw: None 

Explanation/Description: The casting of a gate spell has two effects: first, it causes an ultra-dimensional connection between the plane of existence the cleric is on and that plane on which dwells a specific being of great power, the result enabling the being to merely step through the gate, or portal, from its plane to that of the cleric; second, the utterance of the spell attracts the attention of the dweller on the other plane. When casting the spell, the cleric must name the demon, devil, demi-god, god, or similar being he or she desires to make use of the gate and come to the cleric’s aid. There is a 100% certainty that something will step through the gate. The actions of the being which comes through will depend on many factors, including the alignment of the cleric, the nature of those in company with him or her, and who or what opposes or threatens the cleric. Your Dungeon Master will have a sure method of dealing with the variables of the situation. The being gated in will either return immediately (very unlikely) or remain to take action. 

Holy (Unholy) Word (Conjuration/Summoning) 

Level: 7 Range: 0 Duration: Special Area of Effect: 3″radius

Components: V Casting Time: I segment Saving Throw: None

Explanation/Description: The utterance of a holy (unholy) word has tremendous power. It drives off evil (good) creatures from other planes, forcing them to return to their own plane(s) of existence. It further affects other creatures of differing alignment as follows: 

Creatures Hit Dice or level GeneralMoveAttack DiceSpells
Less than 4Kills
4 to 7 +Paralyzes 1-4 turns
8 to 11 +Stuns 2-8 rounds-50%-4
12 or moreDeafens 104 rounds-25%-250% chance of failure

Affected creatures must be within the 6″ diameter area of effect centering on the cleric casting the spell. 

Regenerate (Necromantic) Reversible

Level: 7 Range: Touch Duration: permanent Area of Effect: Creature touched

Components: V, S, M Casting Time: 3 rounds Saving Throw: None 

Explanation/Description: When a regenerate spell is cast, body members (fingers, toes, hands, feet, arms, legs, tails, or even the heads of multi-headed creatures), bones, or organs will grow back. The process of regeneration requires but 1 round if the member(s) severed is (are) present and touching the creature, 2-8 turns otherwise. The reverse, wither, causes the member or organ touched to shrivel and cease functioning in 1 round, dropping off into dust in 2-8 turns. As is usual, creatures must be touched in order to have harmful effect occur. The material components of this spell are a prayer device and holy/unholy water. 

Restoration (Necromantic) Reversible

Level: 7 Range: Touch Duration: Permanent Area of Effect: Creature touched 

Components: V, S Casting Time: 3 rounds Saving Throw: None

Explanation/Description: When this spell is cast, the life energy level of the recipient creature is raised upwards by one. This subsumes previous life energy level drain of the creature by some force or monster. Thus, if a 10th level character had been struck by a wight and drained to 9th level, the restoration spell would bring the character up to exactly the number of experience points necessary to restore him or her to 10th level once again, and restoring additional hit dice (or hit points) and level functions accordingly. Restoration is only effective if the spell is cast within 1 day/level of experience of the cleric casting it of the recipient’s loss of life energy. The reverse, energy drain, draws away a life energy level (cf. such “undead” a spectre, wight, vampire). The energy drain requires the victim to be touched. A restoration spell will restore the intelligence of a creature affected by a feeblemind spell (q.v.). 

Resurrection (Necromantic) Reversible

Level: 7 Range: Touch Duration: Permanent Area of Effect: Person touched

Components: V, S, M Casting Time: I turn Saving Throw: N

Explanation/Description: The cleric employing this spell is able to restore life and complete strength to the person he/she bestows the resurrection upon. The person can have been dead up to 10 years cumulative per level of the cleric casting the spell, i.e. a 19th level cleric can resurrect the bones of a person dead up to 190 years. See raise dead for limitations on what persons can be raised. The reverse, destruction, causes the victim of the spell to be instantly dead and turned to dust. Destruction requires a touch, either in combat or otherwise. The material components of the spell are the cleric’s religious symbol and holy/unholy water. Employment of this spell makes it impossible for the cleric to cast further spells or engage in combat until he or she has had one day of bed rest for each level of experience of the person brought back to life or destroyed.

Symbol (conjuration/summing)

Level: 7 Range: Touch Duration: I turn/level Area of Effect: Special

Components: V, S, M Casting Time: 3 segments Saving Throw: Neg. 

Explanation/Description: The cleric casting this spell inscribes a symbol in the air or upon any surface, according to his or her wish. The symbol glows for 1 turn for each level of experience of the cleric casting it. The particular symbol used can be selected by the cleric at the time of casting, selection being limited to: 

HOPELESSNESS – Creatures seeing it must turn back in dejection and/or surrender to capture or attack unless they save versus magic. Its effects last for 3 to 12 turns. 

PAIN – Creatures affected suffer -4 on “to hit” dice and -2 on dexterity ability score due to wracking pains. The effects last for 2-20 turn

PERSUASION – Creatures seeing the symbol become .of the same alignment as and friendly to the cleric who scribed the symbol for from 1 to 20 turns unless a saving throw versus magic is made. 

The material components of this spell are mercury and phosphorus. (cf. eighth level magic-user symbol spell.)

Wind Walk (Alteration)

Level: 7 Range: Touch Duration: 6 turns/level Area of Effect: Special

Components: V, S, M Casting Time: 1 round Saving Throw: None

Explanation/Description: This spell enables the cleric, and possibly one or two other persons, to alter the substance of his or her body to cloud-like vapors. A magical wind then wafts the cleric along at o speed of up to 60″ per turn, or as slow as 6″ per turn, as the spell caster wills. The wind walk spell lasts as long as the cleric desires, up to a maximum duration of 6 turns (one hour) per level of experience of the caster. For every 8 levels of experience the cleric has attained, up to 24, he or she is able to touch another and carry that person, or those two persons, along with the wind walk. Persons wind ‘walking are not invisible but appear misty and are transparent. If fully clothed in white they are 80% likely to be mistaken for clouds, fog, vapors, etc. The material components of this spell are fire and holy/unholy water. 

DRUID SPELLS 

Notes Regarding Druid (Cleric) Spells: 

The religious symbol of druids is mistletoe. Of lesser importance is holly. Some magical power resides in oak leaves. All of the druidic spells with a material component assume the use of mistletoe, as gathered by the druid character in the manner described hereafter. Lesser mistletoe, as well as holly and oak leaves, will reduce spell effectiveness as follows: 

ITEMSPELL RANGESPELL DURATIONAREA OF EFFECT
Lesser mistletoe100%75%100%
Borrowed mistletoe75%50%100%
Holly75%50%75%
Oak leaf50%50%50%

*or + 1 on saving throw, if any, if category is not applicable

** or f2 on saving throw, if any, if category is not applicable 

Greater mistletoe, that is, mistletoe which is properly harvested by the druid, must be gathered by the druid as follows. On Midsummer’s Eve, the druid must locate his mistletoe, cut it with a gold or silver sickle and catch it in a bowl before it touches the ground.

Lesser mistletoe is that which is not harvested on the eve of midsummer, or that which the druid takes in a way which is not prescribed (such as picking by hand). 

Borrowed mistletoe is any mistletoe which is not personally harvested by the druid. 

Holly and oak leaves must be gathered by the druid, but these may be picked or gathered in any manner. 

First Level Spells: 

Animal Friendship (Enchantment/Charm) 

Level: 1 Range: I” Duration: Permanent Area of Effect: One animal

Components: V, S, M Casting Time: 6 turns Saving Throw: Neg

Explanation/Description: By means of this spell the druid is able to show any animal which is of at least animal intelligence (but not above semi-intelligent rating) that the druid is disposed to be its friend. If the animal does not make its saving throw versus magic immediately when the spell is begun, it will stand quietly while the druid finishes the spell. Thereafter, it will follow the druid about, and he or she can teach it 3 specific “tricks” or tasks for each point of intelligence it possesses. (Typical tasks are those taught a dog or similar pet, i.e. they cannot be complex.) Training for each such “trick” must be done over a period of 1 week, and all must be done within 3 months of acquiring the creature. During the training period the animal will not harm the druid, but if the creature is left alone for more than 3 days it will revert to its natural state and act accordingly. The druid may use this spell to attract up to 2 hit dice of animal(s) per level of experience he or she possesses. This also means that the druid can never have more hit dice of animals so attracted and trained than are equal to or less than twice his or her levels of experience. Only neutral animals can be attracted, befriended, and trained. The material components of this spell are mistletoe and a piece of food attractive to the animal subject. 

Detect Magic (Divination)

Level: 1 Range: 0 Duration: 12 rounds Area of Effect: l” path, 4″ long

Components: V, S, M Casting Time: 3 segments Saving Throw: None

Explanation/Description: Except as noted above, this spell is the same as the first level cleric spell of the same name.

Detect Snares & Pits (Divination)

Level: 1 Range: 0 Duration: 4 rounds/level Area of Effect: 1 ” path, 4″ long

Components: V, S, M Casting Time: 3 segments Saving Throw: None

Explanation/Description: Upon casting this spell, the druid is able to detect snares & pits along the 1″ wide by 4″ long area of effect path and thus avoid such deadfalls. Note that in the underground only simple pits, not all forms of traps, would be detected by means of this spell. Outdoors, the spell detects all forms of traps – deadfalls, missile trips, snares, etc. The spell lasts 4 melee rounds for each level of experience of the druid casting it, i.e. 4 rounds at the 1 st level, 8 at the 2nd, 12 (1 turn plus 2 rounds) at the 3rd, etc.

Entangle (Alteration)

level: 1 Range: 8″ Duration: 1 turn Area of Effect: 4″ diameter

Components: V, S, M Casting Time: 3 segments Saving Throw: 1/2 

Explanation/Description: By means of this spell the druid is able to cause plants in the area of effect to entangle creatures within the area. The grosses, weeds, bushes, and even trees wrap, twist, and entwine about creatures, thus holding them fast for the duration of the spell. If any creature in the area of effect mokes its saving throw, the effect of the spell is to slow its movement by 50% for the spell duration. 

Faerie Fire (Alteration)

Level: 1 Range: 8″ Duration: 4 rounds/level area of Effect: 12 linear feet/level within a 4″ radius 

Components: V Casting Time: 3 segments Saving Throw: None 

Explanation/Description: When the druid casts this spell, he or she outlines an object or creature with a pale glowing light. The completeness of the lining is dependent upon the number of linear feet the druid is able to affect, about 12′ per level (Le. one 6′ man or two 3′ kobolds). If there is sufficient power, several objects or creatures con be covered by the faerie fire, but one must be fully outlined before the next is begun, and all must be within the area of effect. Outlined objects or creatures (including those otherwise invisible) are visible at 8″ in the dark, 4″ if the viewer is near a bright light source. Outlined creatures are easier to strike, thus opponents gain +2 on “to hit” dice. The faerie fire con be blue, green, or violet according to the word of the druid at the time he or she costs the spell. The faerie fire does not itself cause any harm to the object or creature lined. 

Invisibility To Animals (Alteration)

Level: 1 Range: Touch Duration: I turn + I round/level Area of Effect: Creature touched

Components: S, M Casting Time: 4 segments Saving Throw: None

Explanation/Description: When an invisibility to animals spell is cast by a druid, the recipient of the magic becomes totally undetectable with respect to normal animals with intelligence under 6. Normal animals includes giant-sized varieties, but it excludes any with magical abilities or powers. The magicked individual is able to walk amongst animals or pass through them as if he or she did not exist. For example, this individual could stand before the hungriest of lions or a tyrannosaurus rex and not be molested or even noticed. However, a nightmare, hell hound, or winter wolf would certainly be aware of the individual. The material component of this spell is holly rubbed over the individual. 

Locate Animals (Divination)

Level: 1 Range: 0 Duration: I round/level Area of Effect: 2″path 2″ Iong/level

Components: V, S, M Casting Time: I round Saving Throw: None

Explanation/Description: The druid with a locate animals spell is able to determine the direction and distance of any of the desired animals within the area of effect. The sought after animal can be of any sort, but the druid must concentrate on the sort desired. The cleric faces in a direction, thinks of the animal desired, and he or she then knows if any such animal is within spell range. During a round of spell effect duration, the druid must face in only one direction, i.e., only a 2″ wide path can be known. The spell lasts 1 round per level of experience of the druid, while the length of the path is 2″ per level of experience.

Pass Without Trace (Enchantment/Charm)

Level: 1 Range: Touch Duration: I turn/level Area of Effect: Creature touched

Components: V, S, M Casting Time: I round Saving Throw: None

Explanation/Description: When this spell is cast, the recipient can move through any type of terrain – mud, snow, dust, etc. -and leave neither footprint nor scent. Thus, tracking a person or other creature covered by this dweomer is impossible. The material components of this spell are a leaf of mistletoe (which must be burned thereafter and the ashes powdered and scattered) and a sprig of pine or evergreen. Note: The area which is passed over will radiate a dweomer for 6-36 turns after the affected creature passes. 

Predict Weather (Divination)

Level: I Range: 0 Duration: 2 hours/level Area of Effect: Nine square miles

Components: V, S, M Casting Time: I round Saving Throw: None

Explanation/Description: When a predict weather spell is cast by a druid, he or she gains 100% accurate knowledge of the weather (sky, temperature, precipitation) in a nine square mile area centering on the druid. For each level of experience of the druid casting the spell, two hours advance weather can be forecast. Thus, at 1st level the druid knows what the weather will be for two hours; at second level he or she knows the weather for 4 hours in advance, etc. 

Purify Water (Alteration) Reversible 

Level: I Range: 4″ Duration: Permanent Area of Effect: 1 cubic foot/level, I ” square area 

Components: V, S Casting Time: I round Saving Throw: None

Explanation/Description: This spell makes dirty, contaminated water clean and pure, suitable for consumption. Up to one cubic foot per level of the druid casting the spell can be thus purified. The reverse of the spell, contaminate water, works in exactly the same manner, and even holy/unholy water can be spoiled by its effects. 

Shillelagh (Alteration)

Level: I Range: Touch Duration: 7 round/level Area of Effect: One normal oaken club

Components: V, S, M Casting Time: 1 segment Saving Throw: None

Explanation/Description: This spell enables the druid to change his own oaken cudgel into a magical weapon which is +1 to hit and inflicts 2-8 hit points of damage on opponents up to man-sized, 2-5 hit paints of damage on larger opponents. The druid must wield the shillelagh, of course. The material components of this spell are an oaken club, any mistletoe, and a shamrock leaf. 

Speak With Animals (Alteration)

Level: I Range: 0 Duration: 2 round/level Area of Effect: One animal type in 4″ radius of druid

Components: V, S Casting Time: 3 segments Saving Throw: None

Explanation/Description: Except as noted above, this spell is the same as the second level cleric spell of the same name. 

Second level Spells:

Barkskin (Alteration)

Level: 2 Range: Touch Duration: 4 rounds + 1 round/level Area of Effect: Creature touched

Components: V,S,M Casting Time: 3 segments Saving Throw: None

Explanation/Description: When the druid casts the barkskin spell upon a creature, its armor class improves 1 place because the creature’s skin becomes as tough as bark. In addition, saving throws versus all attack forms except magic increase by + 1. This spell can be placed on the druid casting it or on any other creature he or she touches. In addition to mistletoe, the caster must have a handful of bark from an oak as the material component of the spell.

Charm Person Or Mammal (Enchantment/Charm) 

Level: 2 Range: 8″ Duration: Special Area of Effect: One person or mammal

Components: V, S Casting Time: 4 segments Saving Throw: Neg. 

Explanation/Description: This spell will affect any single person or mammal it is cast upon. The creature then will regard the druid who cast the spell as a trusted friend and ally to be heeded and protected. The spell does not enable the druid to control the charmed creature as if it were an automaton, but any word or action of the druid will be viewed in its most favorable way. Thus, a charmed creature would not obey a suicide command, but might believe the druid if assured that the only chance to save the druid’s life is if the creature holds back an onrushing red dragon for “just a round or two”. Note also that the spell does not empower the druid with linguistic capabilities beyond those he or she normally possesses. The duration of the spell is a function of the charmed creature’s intelligence, and it is tied to the saving throw. The spell may be broken if a saving throw is made, and this saving throw is checked on a periodic basis according to the creature’s intelligence: 

Intelligence scorePeriod Between Checks
3 or less3 months
4 to 62 months
7 to 91 month
10 to 123 weeks
13 to 142 weeks
15 to 161 weeks
173 days
182 days
19 or more1 day

If the druid harms, or attempts to harm, the charmed creature by some overt action, or if a dispel magic (q.v.) is successfully cast upon the charmed creature, the charm will be broken automatically. The spell affects all mammalian animals and persons. The term person includes all bipedal human and humanoid creatures of approximately man-size, or less than man-size, including those affected by the hold person spell (q.v.). If the recipient of the charm person/charm mammal spell makes its saving throw versus the spell, its effect is negated. 

Create Water (Alteration)

Level: 2 Range: I” Duration: Permanent Area of Effect: 1 cubic foot/level

Components: V, S Casting Time: I turn Saving Throw: None

Explanation/Description: The druid can create pure, drinkable water by means of a create water spell. He or she creates 1 cubic foot of water for each level of experience attained. The water can be created at a maximum distance of 1” from the druid. 

Cure Light Wounds (Necromantic) Reversible

Level: 2 Range: Touch Duration: Permanent area of Effect: Character touched

Components: V,S, M Casting Time: 4 segments Saving Throw: None

Explanation/Description: With the exception of the fact that the druid must have mistletoe (of any sort) to effect this spell, it is the same as the first level cleric cure light wounds spell. 

Feign Death (Necromantic)

Level: 2 Range: I” Duration: 4 rounds +2 rounds/level Area of Effect: One creature

Components: V, S, M Casting Time: 3 segments Saving Throw: None 

Explanation/Description: Except as noted above, this spell is the same as the third level magic-user feign death spell (q.v.) . The material component is a piece of dead oak leaf (in addition to mistletoe, of course).

Fire Trap (Evocation)

Level: 2 Range: Touch Duration: Permanent until discharged Area of Effect: Object touched 

Components: V, S, M Casting Time: 1 turn Saving Throw: 1/2

Explanation/Description: This spell is the same as the fourth level magic-user fire trap spell (q.v.) except as shown above and for the fact that the material components are holly berries and a stick of charcoal to trace the outline of the closure. 

Heat Metal (Alteration) Reversible

Level: 2 Range: 4” Duration: 7 rounds Area of Effect: Special

Components: V, S, M Casting Time: 4 segments Saving Throw: None

Explanation/Description: By means of the heat metal spell, the druid is able to excite the molecules of ferrous metal (iron, iron alloys, steel) and thus cause the affected metal to become hot. On the first round of the spell, the effect is merely to cause the metal to be very warm and uncomfortable to touch, and this is also the effect on the last melee round of the spell’s duration. The second and sixth (next to the last) round effect is to cause blisters and damage; the third, fourth, and fifth rounds the metal becomes searing hot, causing disability and damage to exposed flesh, as shown below:

Metal TemperatureDamageDisability
very warmnonenone
hot1-4 hit pointsnone
searing2-8 hit pointshands or feet points 2-8 days


head 1-4 turns unconsciousness


head 1-4 turns unconsciousness

Note also that materials such as wood, leather, or flammable cloth will smolder and burn if exposed to searing hot metal, and such materials will then cause searing damage to exposed flesh on the next round. Fire resistance (potion or ring) or a protection from fire spell totally negates the effects of a heat metal spell, as will immersion in water or snow, or exposure to a cold or ice storm spell (qq.v.). For each level of experience of the druid casting the spell, he or she is able to affect the metal of one man-sized creature, i.e. arms and armor, or a single mass of metal equal to 500 gold pieces in weight, cumulative. The reverse, chill metal, counters a heat metal spell or else causes metal to act as follows: 

Metal TemperatureDamageDisability
coldnonenone
icy1-2 hit pointsnone
freezing1-4 hits pointsamputation of fingers, toes, nose, or ears

The chill metal spell is countered by a resist cold spell, or by any great heat, i.e. proximity to a blazing fire (not a mere torch), a magical flaming sword, a wall of fire, etc. 

Locate Plants (Divination)

Level: 2 Range: 0 Duration: I turn/level Area of Effect: I” diameter/level circle

Components: V, S, M Casting Time: I round Saving Throw: None

Explanation/Description: When this spell is used by a druid, he or she is able to locate any desired type of plant within the area of effect. Note: the plant type must be singular and concentrated upon. The spell’s area of effect centers on, and moves with, the druid. 

Obscurement (Alteration)

Level: 2 Range: 0 Duration: 4 round/level Area of Effect: Special 

Components: V, S Casting Time: 4 segments Saving Throw: None 

Explanation/Description: This spell causes a misty vapor to arise around the druid. It persists in this locale for 4 rounds per level of experience of the druid casting the spell, and it reduces visibility of any sort (including infravision) to 2′ to 8′ (2d4). The area of effect is a cubic progression based on the druid’s level of experience, a 1″ cube at 1st level, a 2″ cube at 2nd level, a 3″ cube at 3rd level, and so on. Underground, the height of the vapor is restricted to l”, although the length and breadth of the cloud is not so limited. A strong wind will cut the duration of an obscurement spell by 75%.

Produce Flame (Alteration)

Level: 2 Range: 0 Duration: 2 rounds/level Area of Effect: Special

Components: V, S, M Casting Time: 4 segments Saving Throw: None

Explanation/Description: A bright flame, equal in brightness to a torch, springs forth from the druid’s palm when he or she casts a produce flame spell. This magical flame lasts for 2 melee rounds for each level of the druid casting the spell. The flame does not harm the druid’s person, but it is hot, and it will cause combustion of inflammable materials (paper, cloth, dry wood, oil, etc.). The druid is capable of hurling the magical flame as a missile, with a range of 4″. The flame will flash on impact, igniting combustibles within a 3′ diameter of its center of impact, and then extinguish itself. The druid can cause it to go out any time he or she desires, but fire caused by the flame cannot be so extinguished.

Trip (Enchantment/Charm) 

Level: 2 Range: Touch Duration: I turn/level Area of Effect: One IO’ long object

Components: V, S, M Casting Time: 4 segments Saving Throw: Neg. 

Explanation/Description: The spell caster must use a length of vine, a stick, pole, rope, or similar object to cast this magic upon. The trip spell causes the obiect to rise slightly off the ground or floor it is resting on and trip creatures crossing it if they fail to make their saving throw versus magic. Note that only as many creatures can be tripped as are actually stepping across the magicked object, i.e. a 3′ long piece of rope could trip only 1 man-sized creature. Creatures moving at a very rapid pace (running) when tripped will take 1-6 (d6) hit points of damage and be stunned for 2-5 (d4+ 1) rounds if the surface they fall upon is very hard, but if it is turf or non-hard they will merely be stunned for 2-5 segments. Very large creatures such as elephants will not be at all affected by a trip. The obiect magicked will continue to trip all creatures passing over it, including the spell caster, for as long as the spell duration lasts. Creatures aware of the object and its potential add +4 to their saving throw when crossing it. The object is 80% undetectable without magical means of detection.

Warp Wood (Alteration)

Level: 2 Range: I “/level Duration: Permanent Area of Effect: Special

Components: V, S, M Casting Time: 4 segments Saving Throw: None 

Explanation/Description: When this spell is cast the druid causes a volume of wood to bend and warp, permanently destroying its straightness, form, and strength. The range of a warp wood spell is 1″ for each level of experience of the druid casting it. It affects approximately a fifteen inch shaft of wood of up to one inch diameter per level of the druid. Thus, at 1st level, a druid might be able to warp a hand axe handle, or four crossbow bolts, at 5th level he or she could warp the shaft of a typical magic spear. Note that boards or planks can also be affected, causing a door to be sprung or a boat or ship to leak. 

Third level spells:

Call Lightning (Alteration)

Level: 3 Range: 0 Duration: 1 turn/level Area of Effect: 72″diameter

components: V,S,M Casting Time: I turn Saving Throw: 1/2

Explanation/Description: When a call lightning spell is cast, there must be a storm of some sort in the area – a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado. The druid is then able to call down bolts of lightning from sky to ground. Each bolt will cause damage equal to 2 eight-sided dice (2d8) plus 1 like die (d8) for each level of experience of the druid casting the spell. Thus, a 4th level druid calls down a six-die (6d8) bolt. The bolt of lightning flashes down in a perpendicular stroke at whatever distance the spell caster decides, up to the 36″ radial distance maximum. Any creature within a 1″ radius of the path or the point where the lightning strikes will take full damage, unless a saving throw is made, in which case only one-half damage is taken. full/half damage refers to the number of hit dice of the lightning bolt, i.e. if it is of eight dice strength, the victim will take either eight dice (8d8) or four dice (4d8), if the saving throw is made, of damage. The druid is able to call one bolt of lightning every 10 melee rounds (1 turn), to a maximum number of turns equal to the level of experience he or she has attained, i.e. 1 bolt/turn for each level of experience. Note: This spell is normally usable outdoors only. 

Cure Disease (Necromantic) Reversible

Level: 3 Range: Touch Duration: Permanent Area of Effect: Creature touched

Components: V, S, M Casting Time: I round Saving Throw: None

Explanation/Description: This spell is the same as the 3rd level cleric cure disease spell (q.v.), with the exception that the druid must have mistletoe to effect it. It is reversible to cause disease also. 

Hold Animal (Enchantment/Charm)

Level: 3 Range: 8″ Duration: 2 round/level Area of Effect: One to four animals

Components: V, S, M Casting Time: 5 segments Saving Throw: Neg. 

Explanation/Description: By means of this spell the druid holds one to four animals rigid. Animals affected are normal or giant-sized mammals, birds, or reptiles, but not monsters such as centaurs, gorgons, harpies, naga, etc. That is, apes, bears, crocodiles, dogs, eagles, foxes, giant beavers, and similar animals are subject to this spell. The hold lasts for 2 melee rounds per level of experience of the druid casting it. It is up to the druid as to how many animals he or she wishes to hold with the spell, but the greater the number, the better chance each will have of not being affected by the spell. Note that a maximum body weight of 400 pounds (100 pounds with respect to non-mammals)/animal/level of experience of the druid can be affected, i.e. an 8th level druid can affect up to four 3,200 pound mammals or a like number of 800 pound non-mammals such as birds or reptiles. Each animal gets a saving throw: if only 1 is the subject of the spell, it has a penalty of -4 on its die roll to save; if 2 are subject, they each receive a penalty of -2 on their die rolls; if 3 are subject, they each receive a penalty of -1 on their die rolls; if 4 are subject, each makes a normal saving throw.

Neutralize Poison (Alteration) Reversible

Level: 3 Range: Touch Duration: Permanent Area of Effect: Creature touched

Components: V, S Casting Time: 5 segments Saving Throw: None

Explanation/Description: This spell is the same as the 4th level cleric neutralize poison spell (q.v.). 

Plant Growth (Alteration)

Level: 3 Range: 16″ Duration: Permanent Area of Effect: 2″ X 2″square Components: V, S, M Casting Time: 5 segments Saving Throw: Neg. Casting Time: 5 segments area/level

Components: V, S, M Casting Time: I round Saving Throw: None

Explanation/Description: When a plant growth spell is cast by the druid, he or she causes normal vegetation to grow, entwine, and entangle to form a thicket or jungle which creatures must hack or force a way through at a movement rate of 1″ per, or 2″ per with respect to larger than man-sized creatures. Note that the area must have brush and trees in it in order to allow this spell to go into effect. Briars, bushes, creepers, lianas, roots, saplings, thistles, thorn, trees, vines, and weeds become so thick and overgrown in the area of effect as to form a barrier. The area of effect is 2″ X 2″ square per level of experience of the druid, in any square or rectangular shape that the druid decides upon at the time of the spell casting. Thus an 8th level druid can affect a maximum area of 16″ X 16″ square, a 32″ X 8′ rectangle, a 64″ X 4″ rectangle, 128 X 2″ rectangle, etc. The spell’s effects persist in the area until it is cleared by labor, fire, or such magical means as a dispel magic spell (q.v.). 

Protection From Fire (Abjuration)

Level: 3 Range: Touch Duration: Special Area of Effect: Creature touched

Components: V, S, M Casting Time: 5 segments Saving Throw: None

Explanation/Description: The effect of a protection from fire spell differs according to the recipient of the magic – the druid or some other creature. If the spell is cast upon the druid, it confers complete invulnerability to normal fires (torches, bonfires, oil fires, and the like) and to exposure to magical fires such as demon fire, burning hands, fiery dragon breath, fire ball, fire seeds, fire storm, flame strike, hell hound breath, meteor swarm, pyrohydra breath, etc. until an accumulation of 12 hit points of potential damage per level of experience of the druid has been absorbed by the protection from fire spell, at which time the spell is negated. Otherwise the spell lasts for 1 turn per level of experience of the druid. If the spell is cast upon another creature, it gives invulnerability to normal fire, gives a bonus of +4 on saving throw die rolls made versus fire attacks, and reduces damage sustained from magical fires by 50%. 

Pyrotechnics (Alteration)

Level: 3 Range: 16″ Duration: Special Area of Effect: 10 or 100 times the fire source 

Components: V, S, M Casting Time: 5 segments Saving Throw: None

Explanation/Description: A pyrotechnics spell can have either of two effects. It produces a flashing and fiery burst of glowing, colored aerial fireworks which lasts 1 segment per experience level of the druid casting the spell and temporarily blinds those creatures in the area of effect or under it or within 12″ of the area (and in any event in unobstructed line of sight); or it causes a thick writhing stream of smoke to arise from the fire source of the spell and form a choking cloud which lasts for 1 round per experience level of the druid casting it, covering a roughly globular area from the ground or floor up (or conforming to the shape of a confined area), which totally obscures vision beyond 2′. The spell requires a fire of some sort in range. The area of pyrotechnics effect is 10 times the volume of the fire source with respect to fireworks, 100 times with respect to smoke. In either case, the fire source is immediately extinguished by the employment of the spell. 

Snare (Enchantment/charm) 

Level: 3 Range: Touch Duration: Permanent until triggered Area of Effect: 2’diameter circle plus 1/6’per level of the spell caster 

Components: V,S,M Casting Time: 3 rounds Saving Throw: None 

Explanation/Description: This spell enables the druid to make a snare which is 90% undetectable without magical aid. The snare can be made from any supple vine, a thong, or a rope. When the snare spell is cast upon it, the cordlike object blends with the background of its location. One end of the snare is tied in a loop which will contract about 1 or more of the limbs of any creature stepping inside the circle (note that the head of a worm or snake could aka be thus ensnared). If a strong and supple tree is nearby, the snare will be fastened to it, and the dweomer of the spell will cause it to bend and then straighten when the loop is triggered, thus causing 1-6 hit points of damage to the creature trapped, and.lifting it off the ground by the trapped member(s) (or strangling it if the head/neck triggered the snare). If no such sapling or tree is available, the cord-like object will tighten upon the member(s) and then enwrap the entire creature, doing no damage, but tightly binding it. The snare is magical, SO for 1 hour it is breakable only by storm giant or greater strength (23); each hour thereafter, the snare material loses magic so as to become 1 point more breakable per hour – 22 after 2 hours, 21 after 3,20 after 4 – until 6 full hours have elapsed. At that time, 18 strength will break the bonds. After 12 hours have elapsed, the materials of the snare lose all of the magical properties, and the loop opens, freeing anything it had held. The druid must have a snake skin and a piece of sinew from a strong animal to weave into the cord-like object from which he or she will make the snare. Only mistletoe is otherwise needed.

Stone Shape (Alteration)

Level: 3 Range: Touch Duration: Permanent Area of Effect: Three cubic feet, plus one cubic foot per level

Components: V, S, M Casting Time: 1 round Saving Throw: None

Explanation/Description: This spell is exactly the same os the fifth level magic-user spell, stone shape (q.v.), except as noted above and for the requirement of mistletoe as an additional component to enable a druid to cast the spell. 

Summon Insects (Conjuration/Summoning)

Level: 3 Range: 3″ Duration: 1 round/level Area of Effect: Special

Explanation/Description: When a summon insects spell is cast by a druid, he or she attracts flying insects 70% of the time. The exact insects called will be bees, biting flies, hornets, or wasps if flying insects are indicated, or biting ants or pinching beetles if non-flying insects are determined. A cloud of the flying type, or a swarm of the crawling sort, will appear after the spell is cast. They will attack any creature the druid points to. The attacked creature will sustain 2 hit points of damage per melee round, and it can do nothing but attempt to fend off these insects during the time it is so attacked. The summoned insects can be caused to attack another opponent, but there will be at least a 1 round delay while they leave the former recipient and attack the new victim, and crawling insects can travel only about 12′ per round (maximum speed over smooth ground). It is possible in underground situations that the druid could summon 1-4-giant ants by means of the spell, but the possibility is only 30% unless giant ants are nearby. The materials needed for this spell are mistletoe, a flower petal, and a bit of mud or wet clay. 

Tree (Alteration)

Level: 3 Range: 0 Duration: 6 turns + 1 turn/level area of Effect: Personal

Components: V, S, M Casting Time: 5 segments Saving Throw: None

Explanation/Description: By means of this spell the druid is able to assume the form of a small living tree or shrub or that of a large dead tree trunk with but a few limbs. Although the closest inspection will not reveal that this plant is actually a druid, and for all normal tests he or she is, in fact, a tree or shrub, the druid is able to observe all that goes on around his or her person just as if he or she were in human form. The spell caster may remove the dweomer at any time he or she desires, instantly changing from plant to human form, and having full capability of undertaking any action normally possible to the druid. Note that all clothing and gear word carried change with the druid. The material components of this spell are mistletoe and a twig from a tree. 

Water Breathing (Alteration) Reversible

Level: 3 Range: Touch Duration: 6 turns/level Area of Effect: Creature touched

Components: V, S, M Casting Time: 5 segments Saving Throw: None

Explanation/Description: The recipient of a water breathing spell is able to freely breathe underwater for the duration of the spell, i.e. 6 turns for each level of experience of the druid casting the spell. The reverse, air breathing, allows water breathing creatures to comfortably survive in the atmosphere for an equal duration. 

Fourth level Spells:

Animal Summoning I (Conjuration/Summoning)

Level: 4 Range: 4″/level Duration: Special Area of Effect: Special 

Components: V,S,M Casting Time: 6 segments Saving Throw: None

Explanation/Description: By means of this spell, the druid calls up to eight animals of whatever sort the druid names when the summoning is made, if such type are within spell range. These animals can have no more than four hit dice each. The animals summoned will aid the druid by whatever means they possess, staying until a fight is over, a specific mission is finished, the druid is safe, he or she sends them away, etc. The druid may try three times to summon three different sorts of animals, i.e. suppose that wild dogs are first summoned to no avail, then hawks are unsuccessfully called, and finally the druid calls for wild horses which may or may not be within summoning range. Your referee will determine probabilities if the presence of a summoned animal type is not known. Other than various sorts of giant animals, fantastic animals or monsters cannot be summoned by this spell, i.e. no chimerae, dragons, gorgons, manticores, etc. 

Call Woodland Beings (Conjuration/Summoning)

Level: 4 Range: 12″ + ]”/level Duration: Special Area of Effect: Special

Components: V, S, M Casting Time: Special Saving Throw: Neg

Explanation/Description: By means of this spell the druid is able to summon certain woodland creatures to his or her location. Naturally, this spell will only work outdoors, but not necessarily only in wooded areas. The druid begins the incantation, and the spell must be continued uninterrupted until some called creature appears or 2 turns have elapsed. (The verbalization and somatic gesturing are easy, so this is not particularly exhausting to the spell caster.) Only 1 type of the following sorts of beings can be summoned by the spell, and they will came only if they are within the range of the call: 

2-8 brownies / 1-4 centaurs / 1-4 dryads / 1-8 pixies / 1-4 satyrs / 1-6 sprites / 1 treant / 1 unicorn

(Your referee will consult his outdoor map or base the probability of any such creature being within spell range upon the nature of the area the druid is in at the time of spell casting.) 

The creature(s) called by the spell are entitled to a saving throw versus magic (at -4) to avoid the summons. Any woodland being answering the call will be favorably disposed to the spell caster and give whatever aid it is capable of. However, if the caller or members of the caller’s party are of evil alignment, the creatures are entitled to another saving throw versus magic (this time at +4) when they came within 1″ of the druid or other evil character with him or her, and these beings will seek immediately to escape if the saving throw is successful. In any event, if the druid requests that the summoned creatures engage in combat on behalf of the druid, they are required to make a loyalty reaction score based on the druid’s charisma and whatever dealings he or she has had with the called creature(s). The material components of this spell are a pinecone and 8 holly berries. 

Control Temperature, 10′ Radius (Alteration)

Level: 4 Range: 0 Duration: 4 turns + I turn/level Area of Effect: 20′ diameter sphere

Components: V, S, M Casting Time: 6 segments Saving Throw: None

Explanation/Description: When this spell is cast by the druid, the temperature surrounding the druid can be altered by 9 degrees Fahrenheit per level of experience of the spell caster, either upwards or downwards. Thus, a 10th level druid could raise the surrounding temperature from 1 to 90 degrees, or lower it by from 1 to 90 degrees. The spell lasts for a number of turns equal to 4 plus the level of experience of the druid, i.e. when cast by a 10th level druid the spell persists far 14 turns.

Cure Serious Wounds (Necromantic) Reversible

Level: 4 Range: Touch Duration: Permanent Area of Effect: creature touched

components: V, S, M Casting Time: 6 segments Saving Throw: None

Explanation/Description: This spell is the same as the 4th level cleric cure serious wounds spell (q.v.), with the exception of the fact that the spell requires the use of any sort of mistletoe

Dispel Magic (Abjuration)

Level: 4 Range: 8″ Duration: Permanent Area of Effect: 4″ cube

Components: V,S,M Casting Time: 6 segments Saving Throw: None 

Explanation/Description: Except as noted above, this spell is the same as the 3rd level cleric dispel magic spell (q.v.).

Hallucinatory Forest (Illusion/Phantasm) Reversible

Level: 4 Range: 8″ Duration: Permanent Area of Effect: 4″ square/level

Components: V, S, M Casting Time: 6 segments Saving Throw: None

Explanation/Description: By casting this spell the druid causes the appearance of an hallucinatory forest to came into existence. The illusionary forest appears to be perfectly natural and is indistinguishable from a real forest. Other druids – as well as such creatures as centaurs, dryads, green dragons, nymphs, satyrs, and treants – will recognize the forest for what it is. All other creatures will believe it is there, and movement and order of march will be affected accordingly. The hallucinatory forest will remain until it is magically dispelled by a reverse of the spell or a dispel magic. The area shape is either rectangular or square, in general, at least 4″ deep, and in whatever location the druid costing the spell desires. The forest can be of less than maximum area if the druid wishes. One of its edges will appear up to 8″ away from the druid, according to the desire of the spell caster. 

Hold Plant (Enchantment/Charm)

Level: 4 Range: 8″ Duration: I round/level Area of Effect: Special

Components: V, S, M Casting Time: 6 segments Saving Throw: Neg.

Explanation/Description: The hold plant spell affects vegetable matter as follows: 1 ) it causes ambulatory vegetation to cease moving; 2) it prevents vegetable matter from entwining, grasping, closing, or growing; 3) it prevents vegetable matter from making any sound or movement which is not caused by wind. The spell effects apply to all forms of vegetation, including parasitic and fungoid types, and those magically animated or otherwise magically empowered. It affects such monsters as green slime, molds of any sort, shambling mounds, shriekers, treants, etc. The duration of a hold plant spell is 1 melee round per level of experience of the druid casting the spell. It affects from 1 to 4 plants- or from 4 to 16 square yards of small ground growth such as grass or mold. If but one plant (or 4 square yards) is chosen as the target for the spell by the druid, the saving throw of the plant (or area of plant growth) is made at a -4 on the die; if two plants (or 8 square yards) are the target, saving throws are at -2; if three plants (or 12 square yards) are the target, saving throws are at -1; and if the maximum of 4 plants (or 16 square yards of area) are the target, saving throws are normal. 

Plant Door (Alteration)

Level: 4 Range: Touch Duration: 7 turn/level Area of Effect: special

Components: V, S, M Casting Time: 6 segments Saving Throw: None

Explanation/Description: The plant door spell opens a magical portal or passageway through trees, undergrowth, thickets, or any similar growth – even growth of a magical nature. The plant door is open only to the druid who cast the spell, druids of a higher level, or dryads. The door even enables the druid to enter into a solid tree trunk and remain hidden there until the spell ends. If the tree is cut down or burned, the druid must leave before the tree falls or is consumed, or else he or she is killed also. The duration of the spell is 1 turn per level of experience of the druid casting it. If the druid opts to stay within an oak, the spell lasts 9 times longer, if an ash tree it lasts 3 times as long. The path created by the spell is up to 4′ wide, 8′ high and 12’/level of experience of the druid long. 

Produce Fire (Alteration) Reversible 

Level: 4 Range: 4″ Duration: 7 round Area of Effect: 12′ square

Components: V, S, M Casting Time: 6 segments Saving Throw: None 

Explanation/Description: By means of this spell the druid causes a common-type fire of up to 12′ per side in area boundary. While it lasts but a single round, the fire produced by the spell will cause 1-4 hit points of damage on creatures within its area; and it will ignite combustible materials such as cloth, oil, paper, parchment, wood and the like so as to cause continued burning. The reverse, quench fire will extinguish any normal fire (coals, oil, tallow, wax, wood, etc.) within the area of effect.

Protection From Lightning (Abjuration) 

Level: 4 Range: Touch Duration: Special Area of Effect: Creature touched

Components: V, S, M Casting Time: 6 segments Saving Throw: None

Explanation/Description: This spell is exactly the same as the 3rd level protection from fire spell (q.v.) except that it applies to electrical/lightning attacks.

Repel Insects (Abjuration-Alteration) 

Level: 4 Range: 0 Duration: 7 turn/level Area of Effect: 70′ radius of the spell caster 

Components: V, S, M Casting Time: I round Saving Throw: None

Explanation/Description: When this spell is cast the druid creates an invisible barrier to all sorts of insects, and normal sorts will not approach within 10′ of the druid while the spell is in effect, although any giant insects with 2 or more hit dice will do so if they make a saving throw versus magic, and even those which do so will sustain 1-6 hit points of damage from the passing of the magical barrier. Note that the spell does not in any way affect arachnids, myriapods, and similar creatures – it affects only true insects. The material components of the repel insects spell are mistletoe and one of the following: several crushed marigold flowers, a whole crushed leek, 7 crushed stinging nettle leaves or a small lump of resin from a camphor tree. 

Speak With Plants (Alteration)

Level: 4 Range: 0 Duration: 2 rounds/level Area of Effect: 8″diameter circle

Components: V, S, M Casting Time: 7 turn Saving Throw: None

Explanation/Description: Except as noted above, and that the material component is that typically druidic (mistletoe, etal.), the spell is the same as the 4th level cleric spell speak with plants. 

Fifth level Spells: 

Animal Growth (Alteration) Reversible 

Level: 5 Range: 8″ Duration: 2 round/level Area of Effect: Up to 8 animals in a 2″ square area

Components: V, S, M Casting Time: 7 segments Saving Throw: None

Explanation/Description: When this spell is cast, the druid causes all animals, up to a maximum of 8, within a 2″ square area to grow to twice their normal size. The effects of this growth are doubled hit dice (with resultant improvement in attack potential) and doubled damage in combat. The spell lasts for 2 melee rounds for each level of experience of the druid casting the spell. Note that the spell is particularly useful in conjunction with a charm person or animal or a speak with animals spell. The reverse reduces animal size by one half, and likewise reduces hit dice, attack damage, etc. 

Animal Summoning II (Conjuration/Summoning)

Level: 5 Range: 6″/level Duration: Special Area of Effect: Special

Components: V, S, M Casting Time: 7segments Saving Throw: None

Explanation/Description: This spell is the same in duration and effect as the 4th level animal summoning I spell, except that up to six animals of no more than eight hit dice each can be called, or 12 animals of no more than four hit dice each can be called. 

Anti-Plant Shell (Abjuration)

Level: 5 Range: 0 Duration: 7 turn/level Area of Effect: 16′ diameter  hemisphere

Components: V, S, M Casting Time: 7segments Saving Throw: None

Explanation/Description: The anti-plant shell spell creates an invisible barrier which keeps out all creatures or missiles of living vegetable material. Thus, the druid (and any creatures within the shell) is protected from attacking plants or vegetable creatures such as shambling mounds or treants. The spell lasts for one turn per level of experience of the druid.

Commune With Nature (Divination)

Level: 5 Range: 0 Duration: Special Area of Effect: Special

Components: V, S, M Casting Time: 7 turn Saving Throw: None

Explanation/Description: This spell enables the druid to become one with nature in the area, thus being empowered with knowledge of the surrounding territory. For each level of experience of the druid, he or she may “know” one fact, i.e. the ground ahead, left or right, the plants ahead, left or right, the minerals ahead, left or right, the water coursed bodies of water ahead, left or right, the people dwelling ahead, left or right, etc. The spell is effective only in outdoors settings, and operates in a radius of one half mile for each level of experience of the druid casting the commune with nature spell. 

Control Winds (Alteration)

level: 5 Range: 0 Duration: 7 turn/level Area of Effect: 4″/level radius hemisphere 

Components: V,S,M Casting Time: 7segments Saving Throw: None 

Explanation/Description: By means of a control wind spell the druid is able to alter wind force in the area of effect. For every level of his or her experience, the druid is able to increase or decrease wind force by 3 miles per hour. Winds in excess of 30 miles per hour drive small flying creatures (those eagle-sized and under) from the skies and severely inhibit missile discharge. Winds in excess of 45 miles per hour drive even man-sized flying creatures from the skies. Winds in excess of 60 miles per hour drive all flying creatures from the skies and uproot trees of small size, knock down wooden structures, tear off roofs, etc. Winds in excess of 75 miles per hour are of hurricane force and cause devastation to all save the strongest stone constructions. A wind above 30 miles per hour makes sailing difficult, above 45 miles per hour causes minor ship damage, above 60 miles per hour endangers ships, and above 75 miles per hour sinks ships. There is an “eye” of 4″ radius around the druid where the wind is calm. A higher level druid can use a control winds spell to counter the effects of a like spell cast by a lower level druid (cf. control weather). The spell remains in force for 1 turn for each level of experience of the druid casting it. Once the spell is cast, the wind force increases by 3 miles per hour per round until maximum speed is attained. When the spell is exhausted, the force of the wind diminishes at the same rote. Note that while the spell can be used in underground places, the “eye” will shrink in direct proportion to any confinement of the wind effect, i.e. if the area of effect is a 48 radius, and the confined space allows only a 46″ radius, the “eye” will be a 2″ radius; and any space under 44″ radius will completely eliminate the “eye” and subject the spell caster to the effects of the wind. 

Insect Plague (Conjuration/Summoning)

Level: 5 Range: 32″ Duration: I turn/level Area of Effect: 32″ diameter, 4″ high cloud

Components: V, S, M Casting Time: I turn Saving Throw: None

Explanation/Description: Except as noted above, and other than the fact that the material component needed for the spell is mistletoe or the holly or oak leaves substitute, the spell is the same as the 5th level cleric insect plague spell (q.v.) . 

Pass Plant (Alteration) 

Level: 5 Range: Touch Duration: Special Area of Effect: Special

Components: V, S, M Casting Time: 7 segments Saving Throw: None

Explanation/Description: By using this spell, a druid is able to enter a tree and move from inside it to another of the same type which lies in approximately the direction desired by the spell user and is within the range shown below:

Type of Tree / Range of Area of Effect

Oak – 60” / Ask – 54” / Yes – 48” / Elm – 42” / Linden – 36” / deciduous – 30” / coniferous – 24” / other – 18”

The tree entered and that receiving the druid must be of the same type, living, and of girth at least equal to the druid. Note that if the druid enters a tree, suppose an ash, and wishes to pass north as far as possible (54″), but the only appropriate ash in range is south, the druid will pass to the ash in the south. The pass plant spell functions so that the movement takes only one segment (6 seconds) of a round. The druid may, at his or her option, remain within the receiving tree for a maximum of 1 round per level of experience. Otherwise, he or she may step forth immediately. Should no like tree be in range, the druid simply remains within the tree, does not pass elsewhere, and must step forth in the applicable number of rounds. (See plant door for effects of chopping or burning such a tree.) 

Sticks to Snakes (Alteration) Reversible 

Level: 5 Range: 4″ Duration: 2 rounds/level Area of Effect: 1″cube

Components: V, S, M Casting Time: 7segments Saving Throw: None

Explanation/Description: Except as noted above, and for the fact that the material component of the spell is typical for druids, this is the same as the 4th level cleric sticks to snakes spell (q.v.). 

Transmute Rock to Mud (Alteration) Reversible

Level: 5 Range: 16″ Duration: Special Area of Effect: 2″ cube/level

Components: V, S, M Casting Time: 7 segments Saving Throw: None

Explanation/Description: This spell turns natural rock of any sort into an equal volume of mud. The depth of the mud can never exceed one-half its length and/or breadth. If it is cast upon a rock, for example, the rock affected will collapse into mud. Creatures unable to levitate, fly, or otherwise free themselves from the mud will sink and suffocate, save for lightweight creatures which could normally pass across such ground. The mud will remain until a dispel magic spell or a reverse of this spell, mud to rock, restores its substance – but not necessarily its form. Evaporation will turn the mud to normal dirt, from 1 to 6 days per cubic 1″ being required. The exact time depends on exposure to sun, wind and normal drainage. The mud to rock reverse will harden normal mud into soft stone (sandstone or similar mineral) permanently unless magically changed. 

Wall Of Fire (Evocation)

Level: 5 Range: 8″ Duration: Special Area of Effect: Special

Components: V, S, M Casting Time: 7segments Saving Throw: None

Explanation/Description: The wall of fire spell brings forth a blazing curtain of magical fire of shimmering color – yellow-green or amber in case of druidical magic. The wall of fire inflicts 4 to 16 hit points of damage, plus 1 hit point of damage per level of the spell caster, upon any creature passing through it. Creatures within 1″ of the wall take 2-8 hit points of damage, those within 2″ take 1-4 hit points of damage. Creatures especially subject to fire may take additional damage, and undead always take twice normal damage. Only the side of the wall away from the spell caster will inflict damage. The opaque wall of fire lasts for as long as the druid concentrates on maintaining it, or 1 round per level of experience of the druid in the event he or she does not wish to concentrate upon it. The spell creates a sheet of flame up to 2″ square per level of the spell caster, or as a ring with a radius of up to %” per level of experience from the druid to its flames, and a height of 2″. The former is stationary, while the latter moves as the druid moves. 

Sixth level Spells:

Animal Summoning III (Conjuration/Summoning)

Level: 6 Range: 8″/level Duration: Special Area of Effect: Special

Components: V, S, M Casting Time: 8 segments Saving Throw: None 

Explanation/Description: This spell is the same in duration and effect as the 4th level animal summoning I spell except that up to 4 animals of no more than 16 hit dice each can be summoned, or eight of no more than 8 hit dice, or 16 creatures of no more than 4 hit dice each can be summoned.

Anti-Animal Shell (Abjuration) 

Level: 6 Range: 0 Duration: I turn/level Area of Effect: 20′ diameter hemisphere

Components: V, S, M Casting Time: I round Saving Throw: None

Explanation/Description: By casting this spell the druid brings into being a hemispherical force field which prevents the entrance of any sort of animal matter of normal (not magical) nature. Thus, a giant would be kept out, but undead could pass through the shell of force, as could such monsters as aerial servants, demons, devils, etc. The anti-animal shell lasts for 1 turn for each level of experience the druid has attained. 

Conjure Fire Elemental (Conjuration/Summoning) Reversible 

Level: 6 Range: 8″ Duration: I turn/level Area of Effect: Special

Components: V, S, M Casting Time: 6 rounds Saving Throw: None

Explanation/Description: Upon costing a conjure fire elemental spell, the druid opens a special gate to the Elemental Plane of Fire, and a strong fire elemental (see ADVANCED DUNGEONS L DRAGONS, MONSTER MANUAL) is summoned to the vicinity of the spell caster. It is 85% likely that a 16 die elemental will appear, 9% likely that 2 to 4 salamanders (q.v.) will come, a 4% chance exists that an efreeti (q.v.) will come, and a 2% chance exists that a huge fire elemental of 21 to 24 hit dice (d4 + 20) will appear. Because of the relationship of druids to natural and elemental forces, the conjuring druid need not fear that the elemental force summoned will turn on him or her, so concentration upon the activities of the fire elemental (or other creatures summoned) or the protection of a magic circle is not necessary. The elemental summoned will help the druid however possible, including attacking opponents of the druid. The fire elemental or other creature summoned remains for a maximum of 1 turn per level of the druid casting the spell – or until it is sent back by attack, a dispel magic spell or the reverse of the spell (dismiss fire elemental). Only a druid can dismiss summoned salamanders, efreeti, or ultra-powerful elementals. 

Cure Critical Wounds (Necromantic) Reversible

Level: 6 Range: Touch Duration: Permanent Area of Effect: Creature touched

Components: V, S, M Casting Time: 8 segments Saving Throw: None

Explanation/Description: This spell is the same as the 5th level cleric cure critical wounds spell (q.v.), with the exception of the fact that the spell requires the use of any sort of mistletoe. 

Feeblemind (Enchantment/Charm)

Level: 6 Range: 16″ Duration: Permanent Area of Effect: One creature

Components: V, S Casting Time: 8 segments Saving Throw: Neg.

Explanation/Description: A spell which is solely for employment against those persons or creatures who use magic spells, feeblemind causes the victim’s brain to become that of a moronic child. The victim remains in this state until a heal, restoration or wish spell is used to do away with the effects. The spell is of such a nature that the probability of it affecting the target creature is generally enhanced, i.e. saving throws are lowered. 

Type of Spells Used by target Creature / Saving Throw adjustment:

Cleric +1 / Druid -1 / Magic-User (human) -4 / Illusionist -5 / Combination or non-human -2

Note that the spell has no material component.

Fire Seeds (Conjuration)

Level: 6 Range: 4″ Duration: Special Area of Effect: Special 

Components: V, S, M Casting Time: I round/seed Saving Throw: 1/2

Explanation/Description: The spell of fire seeds creates special missiles or timed incendiaries which burn with great heat. The druid may hurl these seeds up to 4″ or place them to ignite upon a command word. Acorns become fire seed missiles, while holly berries are used as the timed incendiaries. The spell creates up to four acorn fire seeds or eight holly berry fire seeds. The acorns burst upon striking their target, causing 2 to 16 hit points (2d8) of damage and igniting any combustible materials within a 1″ diameter of the point of impact. Although the holly berries are too light to make effective missiles, they can be placed, or tossed up to 6′ away, to burst into flame upon a word of command. The berries ignite causing 1 to 8 hit points (d8) of damage to any creature in a %” diameter burst area, and their fire ignites combustibles in the burst area. The command range for holly berry fire seeds is 4″. All fire seeds lose their power after the expiration of 1 turn per level of experience of the druid casting the spell, i.e. a 13th level druid has fire seeds which will remain potent for a maximum of 13 turns after their creation. Targets of acorn fire seeds must be struck by the missile. If a saving throw is made, creatures within the burst area take only one-half damage, but creatures struck directly always take full damage. Note that no mistletoe or other material components beyond acorns or holly berries are needed for this spell. 

Transport Via Plants (Alteration)

level: 6 Range: Touch Duration: Special Area of Effect: Special

Components: V, S Casting Time: 3 segments Saving Throw: None 

Explanation/Description: By means of this spell, the druid is able to enter any large plant and pass any distance to a plant of the same species in a single round regardless of the distance separating the two. The entry plant must be alive. The destination plant need not be familiar to the druid, but it also must be alive. If the druid is uncertain of the destination plant, he or she need merely determine direction and distance, and the transport via plant spell will move him or her as near as possible to the desired location. There is a basic 20% chance, reduced 1% per level of experience of the druid, that the transport will deliver the druid to an allied species of plant from 1 to 100 miles removed from the desired destination plant. if a particular destination plant is desired, but the plant is not living, the spell fails and the druid must come forth from the entrance plant within 24 hours. Harm to a plant housing a druid can affect the druid (cf. plant door). 

Turn Wood (Alteration) 

level: 6 Range: 0 Duration: 4 rounds/level Area of Effect: 12″ wide path. 2″ long/level

Components: V, S, M Casting Time: 8 segments Saving Throw: None

Explanation/Description: When this spell is cast, waves of force roll forth from the druid, moving in the direction he or she faces, and causing all wooden objects in the path of the spell to be pushed away from the druid to the limit of the area of effect. Wooden objects above three inches diameter which are fixed firmly will not be affected, but loose objects (movable mantlets, siege towers, etc.) will move back. Objects under 3 inches diameter which are fixed will splinter and break and the pieces will move with the wave of force. Thus, objects such as wooden shields, spears, wooden weapon shafts and hafts, and arrows and bolts will be pushed back, dragging those carrying them with them; and if a spear is planted in order to prevent this forced movement, it will splinter. The turn wood spell lasts for 4 rounds per level of experience of the druid casting it, and the waves of force will continue to sweep down the set path for this period. The wooden objects in the area of effect are pushed back at a rate of 4″ per melee round. The length of the path is 2″ per level of the druid, i.e. a 14th level druid casts a turn wood spell with an area of effect 12″ wide by 28 long, and the spell would last for 56 rounds (5.6 turns). As usual, the above assumes the druid is using greater mistletoe when casting the spell. Note that after casting the spell the path is set, and the druid may then do other things or go elsewhere without affecting the spell’s power. 

Wall of Thorns (Conjuration/Summoning)

Level: 6 Range: 8″ Duration: 1 tum/level Area of Effect: IO”cube/level

Components: V, S, M Casting Time: 8 segments Saving Throw: None

Explanation/Description: The wall of thorns spell creates a barrier of very tough, pliable green tangled brush bearing needle-sharp thorns as long as a person’s finger. Any creature breaking through (or merely impacting upon) the wall of thorns takes 8 hit points of damage plus an additional amount of hit points equal to the creature’s armor class, i.e. 10 or fewer additional hit points of damage, with negative armor classes subtracting from the base 8 hit points of damage. Any creature within the area of effect of the spell when it is cast is considered to hove impacted on the wall of thorns and in addition must break through to gain movement space. The damage is based on each 1″ thickness of the barrier. If the wall of thorns is chopped at, it will take at least 4 turns to cut a path through a 1″ thickness. Normal fire will not harm the barrier, but magical fires will burn away the barrier in 2 turns with the effect of creating a wall of fire while doing so. (See wall of fire spell.) The nearest edge of the wall of thorns appears up to 8 distant from the druid, as he or she desires. The spell lasts for 1 turn for each level of experience of the druid casting it, and covers an area of ten cubic inches per level of the caster in whatever form the caster desires. Thus a 14th level druid could create a wall of thorns 7″ long by 2″ high (or deep) by 1″ deep (or high), a 1″ high by 1″ wide by 14″ long wall to block a dungeon passage, or any other sort of shape that suited his or her needs. 

Weather Summoning (Conjuration/Summoning) 

Level: 6 Range: 0 Duration: Special Area of Effect: Special 

Components: V, S, M Casting Time: 1 turn Saving Throw: None

Explanation/Description: The druidic weather summoning spell is similar to the control weather spell (q.v.) of clerical nature. By casting the spell, the druid calls forth weather commensurate with the climate and season of the area he or she is in at the time. Thus, in spring a tornado, thunderstorm, cold, sleet storm, or hot weather could be summoned. In summer a torrential rain, heat wave, hail storm, etc. can be called for. In autumn, hot or cold weather, fog, sleet, etc. could be summoned. Winter allows great cold, blizzard, or thaw conditions to be summoned. Hurricane-force winds can be summoned near coastal regions in the late winter or early spring. The summoned weather is not under the control of the druid. It might last but a single turn in the case of a tornado, or for hours or even days in other cases. The area of effect likewise varies from about 1 square mile to 100 or more square miles. Note that several druids can act in concert to greatly affect weather, controlling winds and/or working jointly to summon very extreme weather conditions. Within 4 turns after the spell is cast, the trend of the weather to come will be apparent, i.e., clearing skies, gusts of warm or hot air, a chill breeze, overcast skies, etc. Summoned weather will arrive 6 to 17 turns (d12 + 5) after the spell is cast. Anything less than greater mistletoe as the material component will sharply curtail the weather extremes desired. 

Seventh level Spells:

Animate Rock (Alteration)

Level: 7 Range: 4″ Duration: 1 round/level Area of Effect: 2 cubic feet/level

Components: V, S, M Casting Time: 9segments Saving Throw: None 

Explanation/Description: By employing an animate rock spell, the druid causes a lithic object of a size up to that indicated to move. (See animate object, the Sixth Level cleric spell.) The animated stone object must be separate, i.e. not a piece of a huge boulder or the like. It will follow the desire of the druid casting the spell – attacking, breaking objects, blocking – while the magic lasts. It has no intelligence nor volition of its own, but it follows instructions exactly as spoken. Note that only one set of instructions for one single action (the whole being simply worded and very brief – 12 words or so), can be given to the rock animated. The rock remains animated for 1 melee round per level of experience of the spell caster, and the volume of rock which can be animated is also based on the experience level of the druid – 2 cubic feet of stone per level, i.e. 24 cubic feet at the 12th level. 

Chariot Of Sustarre (Evocation)

Level: 7 Range: I” Duration: 6 turns + I tum/level Area of Effect: Special

Components: V, S, M Casting Time: I turn Saving Throw: None

Explanation/Description: When this spell is cast by a druid, it brings forth a large flaming chariot pulled by two fiery horses which appear in a clap of thunder amidst cloud-like smoke. This vehicle moves at 24″ on the ground, 48″ flying, and it can carry the druid and up to 8 other man-sized creatures whom he or she first touches so as to enable these creatures to be able to ride aboard this burning transport. Creatures other than the druid and his or her designated passengers will sustain damage equal to that of a wall of fire spell if they are within 5′ of the horses or chariot, voluntarily or involuntarily. The druid controls the chariot by verbal command, causing the flaming steeds to stop or go, walk, trot, run or fly, turning left or right as he or she desires. Note that the Chariot of Sustarre is a physical manifestation, and can sustain damage. The vehicle and steeds are struck only by magical weapons or by water (one quart of which will cause 1 hit point of damage), they ore armor class 2, and each requires 30 hit points of damage to dispel. Naturally, fire has absolutely no effect upon either the vehicle or its steeds, but magical fires will affect the riders if they are exposed to them (other than those of the chariot itself). In addition to mistletoe, the druid casting this spell must have a small piece of wood, 2 holly berries, and a fire source at least equal to a torch. 

Confusion (Enchantment/Charm)

Level: 7 Range: 8″ Duration: I round/level Area of Effect: Up to 4″ by 4″

Components: V, S, M Casting Time: 9segments Saving Throw: Special

Explanation/Description: This spell Components: V, S, M Casting Time: 9segments Saving Throw: Special causes confusion in one or more creatures within spell range. Confused creatures will react as follows:

Die RollAction
01-10Wander away for 1 turn
11-60Stand confused for 1 round
61 -80Attack nearest creature for 1 round
81 -00Attack druid or his party for 1 round 

The spell lasts for 1 melee round for each level of experience of the spell caster. It will affect 2 to 8 creatures, plus a possible additional number of creatures determined by subtracting the level or number of hit dice of the strongest opponent creature within the spell range and area of effect from the level of the druid who cast the spell of confusion. If a positive number results, it is added to the random die roll result for number of creatures affected; a negative number is ignored. All creatures affected will be those closest to the druid within the area of effect. Each affected creature must make a saving throw each round, unless they are caused to “wander away for 1 turn” in which case they will go as far away from the druid as is possible in one turn of normal movement, as conditions permit. All saving throws are at -2. Confused creatures act according to the table of actions shown above, but saving throws and actions are checked at the beginning of each round. 

Conjure Earth Elemental (Conjuration/Summoning) Reversible

Level: 7 Range: 4″ Duration: 1 turn/level Area of Effect: Special

Components: V, S, M Casting Time: 1 turn Saving Throw: None 

Explanation/Description: When a druid casts a conjure earth elemental spell, he or she summons an earth elemental of 16 hit dice to do the druid’s bidding. Furthermore, the druid need but command it, and then do as he or she desires, for the elemental does not regard the druid who conjured it with enmity. The elemental remains until destroyed, dispelled, or sent away by dismissal (cf. conjure fire elemental). 

Control Weather (Alteration)

Level: 7 Range: 0 Duration: 8-96 hours Area of Effect: 4-32 square miles

Components: V, S, M Casting Time: 1 turn Saving Throw: None

Explanation/Description: The druidic control weather spell is more powerful than the clerical spell of the same name (q.v.). The spell caster is able to change weather by two places from the prevailing conditions if greater mistletoe is used. It otherwise is the same as the 7th level cleric control weather spell. 

Creeping Doom (Conjuration/Summoning)

Level: 7 Range: 0 Duration: 4 rounds/level Area of Effect: Special 

Components: V, S, M Casting Time: 9 segments Saving Throw: None

Explanation/Description: When the druid utters the spell of creeping doom, he or she calls forth a mass of from 500 to lo00 (d6 + 4) venomous, biting and stinging arachnids, insects and myriapods. This carpet-like mass will swarm in an area of 2″ square, and upon command from the druid will creep forth at 1″ per round towards any prey within 8, moving in the direction in which the druid commanded. The creeping doom will slay any creature subject to normal attacks, each of the small horrors inflicting 1 hit point of damage (each then dies after their attack), so that up to 1 ,o00 hit points of damage can be inflicted on creatures within the path of the creeping doom. If the creeping doom goes beyond 8 of the summoner, it loses 50 of its number for each 1″ beyond 8, i.e. at 10″ its number has shrunk by 100. There are a number of ways to thwart or destroy the creatures forming the swarm, all of which methods should be obvious. 

Finger Of Death (Enchantment/Charm) 

Level: 7 Range: 6″ Duration: Permanent Area of Effect: One creature

Components: V, S, M Casting Time: 5 segments Saving Throw: Neg.

Explanation/Description: The finger of death spell causes the victim’s heart to stop. The druid utters the incantation, points his or her index finger at the creature to be slain, and unless the victim succeeds in making the appropriate saving throw, death occurs. A successful saving throw negates the spell. 

Fire Storm (Evocation) Reversible

Level: 7 Range: 16″ Duration: 1 round Area of Effect: 2″cube/level, minimum 16 cubic ” 

components: V, S, M Casting Time: 9segments Saving Throw: 1/2

Explanation/Description: When a fire storm spell is cast by a druid, o whole area is shot through with sheets of roaring flame which are equal to a wall of fire (q.v.) in effect. Creatures within the area of fire and 1″ or less from the edge of the affected area receive 2 to 16 hit points of damage plus additional hit points equal to the number of levels of experience of the druid unless they make a saving throw, in which case they take only one-half damage. The area of effect is equal to 2 cubic ” per level of the druid, i.e. a 13th level druid can cast a fire storm which measures 13″ by 2″ by 1″. The height of the storm is 1″ or 2″; the balance of its area must be in length and width. The reverse spell, fire quench, smothers double the area of effect of a fire storm with respect to normal fires, and with respect to magical fires it has a 5% chance per level of the caster of extinguishing a magical fire (such as a fire storm) of proportions up to the normal area of effect of the non-reversed spell. 

Reincarnate (Necromantic) 

Level: 7 Range: Touch Duration: Permanent Area of Effect: Person touched

Components: V, S, M Casting Time: 1 turn Saving Throw: None

Explanation/Description: Druids have the capability of bringing back the dead in another body if death occurred no more than a week before the casting of the spell. The person reincarnated will recall the majority of his or her former life and form, but the class they have, if ony, in their new incarnation might be different indeed. Abilities and speech are likewise often changed. The table below gives the reincarnation possibilities of this spell:

Die RollIncarnation
01 -03badger
04-08bear, black
09-1 2bear, brown
13-1 6boar, wild
17-19centaur
20-23dryad
24-28eagle
29-31elf
32-34faun
35-36 fox
37-40gnome
41 -44hawk
45-58human
59-61lynx
62-64owl
65-68pixie
69-70 raccoon
71 -75stag
76-80wolf
81 -85wolverine
86-00use magic-user reincarnation table

Any sort of player character can be reincarnated. If an elf, gnome or human is indicated, the character must be created. When the corpse is touched, the new incarnation will appear in the area within 1 to 6 turns. (Cf. sixth level magic-user spell reincarnation.) 

Transmute Metal To Wood (Alteration)

Level: 7 Range: 8″ Duration: Permanent Area of Effect: One metal object

Components: V, S, M Casting Time: 9segments Saving Throw: Special 

Explanation/Description: The transmute metal to wood spell allows the druid casting it to change an object from metal to wood. The volume of metal is equal to a maximum weight of 80 gold pieces per level of experience. Magical objects of metal are only 10% likely to be offected by the spell. Note that even a dispel magic spell will not reverse the spell effects. Thus, a metal door changed to wood would be forevermore a wooden door.