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Wednesday, April 20, 2022

AD&D Druid 2nd Level Spell Descriptions for Marth Ice World (For Gold & Glory, Frost & Fur, Frostburn, OSRIC)

These 2nd level spells were modified from: D&D 3rd Edition, For Gold & Glory, Frost & Fur, Frostburn, OSRIC, and Pathfinder to fit my Marth ice world setting. I will be editing them more in the future, but I wanted to get them out there on the blog. Enjoy.



*Last Edit: 5/6/2022*


Aid (Necromancy, Conjuration)

Sphere: All Range: Touch Duration: 1 round + 1 round/level Effective Area: 1 creature Components: V, S and M Casting Time: 5 Saving Throw: None

This spell allows the caster to provide assistance to the recipient in the form of a +1 bonus to attack rolls, saving throws, and 1d8 temporary hit points for the duration of the spell. The caster may choose to be the recipient. The temporary hit points can increase the recipient’s total to more than his normal maximum, but are lost first during combat and cannot be cured or healed.

The material components are a tiny strip of white cloth with a sticky substance on the ends and the priest’s holy symbol.


Bark Skin (Transmutation)

Sphere: Protection, Plant Range: Touch Duration: 4 rounds + 1 round/level Effective Area: 1 creature Components: V, S and M Casting Time: 5 Saving Throw: None

This spell covers the recipient’s skin in tough bark, and provides a base armor class of 6 (with a −1 AC bonus for every four levels of the caster) and a +1 saving throw bonus vs. all attack forms except magic. This spell does not function if the recipient is wearing any sort of armor or magical protection, but does combine with dexterity and shield bonuses. The caster may choose to be the recipient.

In addition, the warm bark from this spell grants a +2 bonus to all saving throws vs. exposure to cold.

The material components are the caster’s holy symbol and a handful of bark from an old oak tree.


Chant (Conjuration)

Sphere: All Range: 0 Duration: Time of chanting Effective Area: 30-foot radius Components: V and S Casting Time: 2 rounds Saving Throw: None

Casting this spell entails chanting hymns devoted to the fallen gods in their forgotten graves. The spell reduces opponents’ rolls in the effective area by −2. The caster must remain stationary and continuously chant to maintain the spell; if damaged or his concentration is interrupted, the spell ends. Multiple chants do not stack.


Chill or Heat Metal (Transmutation)

Sphere: Elemental (Cold / Fire) Range: 40 yards Duration: 7 rounds Effective Area: Special Components: V, S and M Casting Time: 5 Saving Throw: Special

This spell causes ferrous metal (any sort of iron or steel) to become extremely hot. The caster can affect all the ferrous metal items carried by one creature per two caster levels, no two of the creatures can be more than 30 feet apart; or 25 pounds of ferrous metal per level, all of which must be within a 30-foot circle. Elven mail is not affected, and magical items made of ferrous metal (such as armor and weapons) receive a saving throw vs. magical fire to avoid the effect.

A creature takes damage if its equipment is heated. It takes full damage if its armor is affected or it is holding, touching, wearing, or carrying ferrous metal weighing one-fifth of its weight or more. The creature takes minimum damage (1 or 2 points) if it’s not wearing metal armor, and the metal that it’s carrying weighs less than one-fifth of its weight. A protection from fire spell or fire resistance effects from spell or magical item negates the effects of the spell. Exposure to any cold effect intense enough to cause damage negates the effects of the spell (and vice versa) on a point-for-point basis.

On the first and last rounds of the spell, the metal becomes uncomfortably warm to the touch but inflicts no damage. During the second and next-to-last round, intense heat causes pain and damage. During rounds three, four and five, the metal is searing hot, causing additional damage and possibly delivering a crippling injury.

The material component for this spell and its reverse is the caster’s holy symbol.

The reverse, chill metal, counters heat metal, may freeze liquids, but otherwise functions the same. 

On the first and last rounds of the reverse, the metal becomes uncomfortably chilly to the touch but inflicts no damage. During the second and next-to-last round, icy cold causes pain and damage. During rounds three, four and five, the metal is freezing cold, causing additional damage and possibly delivering a crippling injury.

A resist cold spell or similar cold resistance effects from spell or magical item negates the effects of the reverse. Exposure to any heat or fire effect intense enough to cause damage negates the effects of the spell (and vice versa) on a point-for-point basis.

Round Temperature (chill / heat) Damage
1 Cold/Warm None
2 Icy/Hot 1D4
3–5** Freezing/Searing 2D4
6 Icy/Hot 1D4
7 Cold/Warm None

*Flammable materials (wood, paper, leather, cloth, etc.) exposed to hot metal begin to smolder and must make a successful saving throw vs. magical fire or burn. Burning materials cause 2d4 damage to exposed skin on the following round. Liquids (water, potions, ink, etc.) exposed to icy cold metal begin to freeze and must make a successful saving throw vs. magical cold or be frozen. Frozen liquids may burst from their containers or otherwise be destroyed at the GM’s option.

**On the 5th round, creatures affected by heat metal must successfully save vs. spell or suffer disabling burns that can only be removed through natural healing or a heal spell. The following table can be used to roll randomly if full armor is being heated, or the GM can choose a suitable disability based on where the most ferrous metal is touching the creature. A head cannot be disabled, for instance, if it wears a bronze helmet. Creatures affected by chill metal must successfully save vs. spell or suffer a disability that can only be removed through natural healing or a heal spell. This is due to frostbite but is the same as the burn effect noted for heat metal.

1D10Location of DamageDisability
1-4Hand/FootUnusable for 2d4 days
5–9BodyDisabled for 1d4 days
10HeadFall unconscious for 1d4 turns

Cinder Foot (Transmutation)

Sphere: Elemental (Fire) Range: 60 yards +5 yards/level Duration: 1 round / level Effective Area: 30-foot radius/level Components: V and S Casting Time: 1 turn Saving Throw: Negates

All creatures in the effective area of the spell must roll a saving throw vs. spells or have their feet start to burn and sizzle as if they were standing on hot coals. This effect does not ignite boots or any foot gear as it only targets the creature's nerves and flesh on their feet. Those that fail a saving throw take damage equal to 1D6/level of the caster to a maximum of 6D6 in the first round. In addition to the damage they also will move at half of their movement rate and have a -1 penalty to all dice rolls for the duration of the spell. If a full round is used to place their bare feet in snow, the spell will be negated. 

 

Detect Undead (Lesser Divination, Necromancy)

Sphere: Divination Range: 0 Duration: 3 turns Effective Area: 20 feet × (120 feet + 10 feet/level) Components: V, S and M Casting Time: 1 round Saving Throw: None

This spell allows the caster to detect undead creatures within the effective area, in the direction he’s facing. Scanning the effective area requires one round, during which time the caster must stand motionless. The spell indicates direction but not specific location or distance. It requires at least 1 foot of stone, 1 inch of metal, or 3 feet of solid wood or earth to block the spell. The spell doesn’t reveal the type of undead, only their presence.

The material component is a bit of earth from a grave.


Disrupt Undead (Necromancy)

Sphere: All Range: 60 yards + 5 yards / level Duration: Instantaneous Effective Area: 1 undead creature Components: V and S Casting Time: 1 Saving Throw: None

The druid directs a ray of concentrated shimmering blue-green energy from the center of their chest toward a single undead creature. The character must make a ranged attack roll to hit, and if the ray hits an undead creature, it deals 2d8 points of damage to it. The spot where the ray hits undead turns to ashes and flakes off into the air as dust. It has no effect on living beings.


Elemental Blade (Evocation)

Sphere: Elemental (Cold or Fire) Range: 0 Duration: 4 rounds + 1 round/2 levels Effective Area: 3-foot long blade Components: V, S and M Casting Time: 4 Saving Throw: None

By the use of this spell, the caster creates an icy or fiery magical blade. The “blade” springs from the caster’s hand and can be wielded as if it were a weapon the caster is able to use. A successful hit inflicts 1d6 + 4 points of cold or fire damage, however, an additional 4 points of damage is inflicted against those creatures that are particularly vulnerable to that type of damage, while creatures magically protected or resistant to that type of damage subtract 2 points of damage. 

The fiery blade causes combustible materials such as parchment, straw, dry sticks, cloth, etc. to make a successful saving throw against magical fire or ignite on contact. Extra-planar fire creatures, those immune to fire or who have natural fire-based attacks are immune to the damage. 

Every time the icy blade hits a target they also are required to make a saving throw vs. exposure but unlike normal, this roll is not affected by the creature's constitution modifier. The effect is considered a magical weapon and will overcome monster weapon immunities.

The material components are the caster’s holy symbol and a leaf of sumac.


Feign Death (Necromancy)

Sphere: Necromantic Range: Touch Duration: 1 turn + 1 round/level Effective area: 1 person Components: V Casting Time: 1 Saving Throw: None

This spell allows the caster to touch any willing creature whose levels or HD does not exceed his caster level and cause it to enter a death-like coma, or the caster may be the subject of the spell. A feeling of fading into an unimaginably cold abyss overwhelms the target of the spell as well as an unshakable sensation of being watched...

The comatose subject can smell, hear, and comprehend the events around him, but he cannot see or feel anything. Physical damage is halved, and the subject shows no outward signs of pain. The comatose subject also ignores paralysis and energy drain effects.

If the comatose subject is poisoned, the poison does not take effect until the spell duration ends, and the subject does not have to make a save against it until then. This spell does not, however, protect the comatose subject from situations involving certain death, such as the subject being boiled in oil, etc, but it will take twice as long to kill the subject. The caster can end the spell prematurely, or it may be ended by a successful dispel magic, but, in either case, it requires a full round before the subject is able to act normally.

This spell only affects man-sized or smaller humans, demi-human, and humanoids and isn’t limited by HD.


Fire Trap (Abjuration, Evocation)

Sphere: Elemental (Fire) Range: Touch Duration: Permanent until discharged Effective Area: 1 object Components: V, S and M Casting Time: 1 turn Saving Throw: Half

This spell is to be cast on a selected point on any object that can be closed, stoppered, latched and/or locked such as a book, box, bottle, chest, door, etc. The fire trapped object cannot have a second magical trap, ward or lock a placed on it; attempting to do so negates the fire trap 25% of the time, the secondary spell 25% of the time, or both spells 50% of the time. If a creature other than the caster (and those designated when the spell is cast) intentionally opens the object, the trap explodes in a 5-foot radius inflicting 1d4 points of damage +1 per caster level. A successful saving throw, modified by dexterity-surprise modifier, reduces damage by half. The explosion does not harm the trapped item. The explosion inflicts only half damage and creates a large steam cloud, if it occurs on an object submerged in water.

A knock spell does not trigger nor remove the trap. The trap will still explode when the object is opened or entered by a non-designated creature. Thieves and others skilled at find/remove traps treat this as a magical trap. The trap explodes if an attempt to remove it fails. The spell is permanent until the trap explodes or a successful dispel magic is cast. An unsuccessful dispel magic does not cause the trap to explode.

The material component for the spell  requires the caster to trace the outline of the closure with a stick of charcoal and touch the selected point with holly berries. To designate a creature requires either caster to have a piece of hair, scale, claw, etc. from the creature.


Frostbite (Necromancy)

Sphere: Weather Range: 20 yards Duration: Instantaneous Effective Area: 1D4 creatures in a 20-foot cube Components: V, S Casting Time: 2 Saving Throw: Negate

The druid inflicts the subject(s) with frostbite on a random part of their body if they fail a saving throw vs. spells. The caster rolls 1D12: 1-2 Left Foot, 3-4 Right Foot, 5-7 Left Hand, 8-10 Right Hand, and 11-12 Face. The frostbite deals 2D6 cold damage. 

Frostbite causes the skin to look very waxy and the top layers of skin feel hard, but the tissues beneath will feel soft still. There is some numbness to the area of skin affected. The character suffers a -1 penalty to all dice rolls, and -2 penalty to all actions performed if their hands have frostbite. Creatures with frostbite on their feet have their movement reduced. The creature has frostbite until it is magically removed, or until it is tended medically in a warm shelter or by a fire.


Good Berry (Transmutation, Evocation)

Sphere: Plant Range: Touch Duration: 1 day + 1 day/level Effective Area: 2d4 fresh berries Components: V, S and M Casting Time: 1 round Saving Throw: None

This spell allows the caster to enchant 2d4 freshly picked berries. The caster, and any other caster of the same faith of 3rd level or higher, can discern which berries are magical. They can also be discovered by use of detect magic spell. The berries retain their effectiveness for the spell’s duration. Eating one of the magical berries can enable a hungry creature of approximately man-size to be as well-nourished as if a full meal were eaten, or up to 8 of them can be eaten by any creature in a single 24-hour period, curing 1 point of damage per berry.

The material components for the spell and its reverse are the caster’s holy symbol passed over freshly picked, edible berries of any kind.


Hold Humanoid (Enchantment)

Sphere: Charm, Range: 120 yards Duration: 2 rounds/level Effective Area: 1-4 persons in a 20-foot cube Components: V, S and M Casting Time: 5 Saving Throw: Negate

This spell attempts to hold up to 4 man-sized or smaller bipedal humans, demi-humans or humanoids within its effective area firmly motionless. They can avoid the effects by saving vs. spell, modified by wisdom-mental defense modifier. If the caster only targets one person, it suffers a −3 penalty to its save, or a −1 penalty if the caster targets only two persons, and if three or four persons are targeted, there is no penalty. This spell has no effect on the undead.

A humanoid who is held cannot move or speak but remain cognizant, able to see (in one direction) and hear what’s going on around them. Winged persons that are held cannot flap their wings and fall, and swimmers can’t swim and may drown. They can still use any of their abilities that require no motion or speech.

The hold humanoid spell in no way imparts a suspended animation effect; it does not stop or slow the progress of bleeding or infected wounds, diseases or poisons. The caster can end the spell at will any time before the spell’s normal duration.

The spell does not affect any bodily functions that don’t require conscious thought, such as heartbeats, breathing, blinking, etc. In addition, if the spell is cast on a bipedal creature that’s in the midst of a precarious movement, such as running, the creature may fall as the spell takes effect.

The material component for both priests’ and wizards’ versions is a small, straight piece of iron.


Hypothermia (Necromancy)

Sphere: Weather Range: 20 yards Duration: Instantaneous Effective Area: 1–4 persons in a 20-foot cube Components: V, S Casting Time: 2 Saving Throw: Negate

The druid inflicts the subject(s) with hypothermia if they fail a saving throw vs. spells. This damages the target creature with 50% of their hit point total in nonlethal damage. Example: If a creature has 20 hit points total this spell would give them 10 nonlethal damage. If the creature already had nonlethal damage then the damage from this spell stacks with it. 

Those with hypothermia must roll a saving throw vs. exposure and a failure means that they have also suffered from frostbite (see frostbite spell for information).
 
Those with hypothermia suffer cramps (reduce the creature's strength temporarily by 2), dizzy spells, lethargy, stumbling (reduce the creature's dexterity temporarily by 2), and their movement is reduced to half of their normal rate. The creature shivers uncontrollably in an attempt to warm up, and tasks requiring fine movements are impossible. Spells that are cast by a creature with hypothermia have a 25% chance of not being able to perform spells with somatic components. If a creature with hypothermia is not treated or warmed up then their condition will get wirse and become severe hypothermia that could lead to death.
 
 
Igloo (Transmutation)

Sphere: Elemental (Water, Ice) Range: 10 feet Duration: Permanent Effective Area: 30-foot diameter Components: V, S, and M Casting Time: 1 round Saving Throw: None

This spell creates a permanent igloo dwelling from the available snow nearby. Up to nine other man-sized creatures can be inside of the structure at the same time. The temperature inside the sphere is a constant 70F, unless the exterior temperature reaches below 0F, in which case, the interior temperature decreases correspondingly on a 1-degree-for-1 basis. The sphere protects against the elements (such as hail, sleet, snow, and storms), and only hurricane force winds or greater can destroy it. Targets inside the igloo cannot be seen by those outside and cannot be targeted individually for spells. A successful dispel magic will turn the igloo back into a pile of snow.

There must be enough snow to normally build an igloo of the same size around the druid to successfully cast this spell.


Invisibility to Undead (Abjuration)

Sphere: Necromantic Range: Touch Duration: 6 rounds Effective Area: 1 creature Components: V, S and M Casting Time: 4 Saving Throw: Special

This spell grants the ability to go undetected amongst undead, to a creature touched during the casting. The caster may choose to be the one affected by this spell. Undead with more than 4 HD are allowed a saving throw to avoid the effect.

The spell ends if the recipient performs a hostile action (any attempt at attacking or forcing a saving throw upon the affected creatures). Casting non-hostile spells, such as chant, or cure light wounds, does not end the spell.

The material component is the caster’s holy symbol.


Meld into Ice & Snow (Transmutation)

Sphere: Elemental (Ice, Water) Range: 0 Duration: 8  + 1d8 rounds Effective Area: The caster Components: V, S and M Casting Time: 6 Saving Throw: None

This spell allows the caster and up to 100 pounds of gear to merge into a natural ice or snow, large enough in all dimensions to hold the druid's body. If the caster is carrying more than 100 pounds, or the area of ice or snow is not large enough, the spell fails.

While inside the ice or snow, the caster remains aware of the passage of time and is able to cast spells on themself, but nothing outside the ice or snow can be seen or heard.

The material component is a small sample of the same type of stone that the caster intends to meld with.


Obscuring Snow (Transmutation)

Sphere: Weather Range: 0 Duration: 4 rounds/level Effective Area: 10-foot cube/level Components: V and S Casting Time: 5 Saving Throw: None

This spell obscures the caster with a small magical squall of snow for the duration of the spell, reducing visibility of all those within the area of the spell, including those with infravision, to only 2d4 feet. The area of obscuring snow cannot exceed a height of 10 feet but will expand to fill narrow or constricted spaces. A strong wind, including that generated by a spell, reduces the duration to 25% of normal.


Pass Unfettered (Abjuration, Enchantment)

Sphere: Charm Range: Touch Duration: 1 minute/level Effective Area: 1 creature Components: V, S and M Casting Time: 1 round Saving Throw: None

This spell allows the caster to touch a creature and enable it to move and act at half speed, even under the influence of magic that restricts or impedes movement, such as hold, paralysis, slow, and even entangle or web spells. The caster may choose to be the recipient. The creature can also slip out of the tightest of mundane
bonds or snares.

Additionally if you hold a piece of solid material (ice, metal, wood, stone, etc.) a touched creature can pass through that same substance as if they were ethereal up to one foot per level of the druid.


Produce Flame (Transmutation)

Sphere: Elemental (Fire) Range: 0 Duration: 1 round/level Effective Area: Special Components: V and S Casting Time: 5 Saving Throw: None

This spell allows the caster to produce a magical flame as bright as a torch in the palm of his hand. The flame does not harm the caster, but combustibles (paper, cloth, dry wood, oil, etc.) touched to the flame must save vs. magical fire or burst into flames.

The caster can also throw the flame with a range of 40 yards, ignoring range modifiers. On impact, the flame bursts into a 3-foot diameter effective area and then goes out. Within the effective area of the burst, creatures suffer 1d4 + 1 point of damage and combustibles (paper, cloth, dry wood, oil, etc.) must save vs. magical fire or burst into flames. A miss is determined as if it were an indirect missile. If a creature’s belongings or clothing catch fire, it requires a round to put them out, or the GM may assign additional damage as the fire continues to burn. The caster can hurl a maximum of one flame per caster level; one flame per round, until the duration expires or the caster ends the spell voluntarily. He cannot extinguish fires caused by the flame. 


Resist Cold (Transmutation)

Sphere: Protection Range: Touch Duration: 1 turn/level Effective Area: 1 creature Components: V, S and M Casting Time: 5 Saving Throw: None

This spell assists a creature to resist the effects of cold. The caster may also choose to be the subject. The subject becomes immune to freezing temperatures as low as −60◦F and they need not roll any saving throws vs. exposure. The subject also gains a +3 bonus to saving throws against more intense cold attacks, whether magical or mundane in nature (cold-based weapons, ice storms, wands of frost, white dragon’s breath, etc.). The subject then suffers only 25% of the normal damage if the save is successful and only 50% of the normal damage if the save fails.

The material component is a drop of mercury.


Respite from Death (Necromancy)

Sphere: Necromantic Range: 10 yards Duration: 2 rounds + 1 round / level Effective Area: Special Components: V, S and M Casting Time: 1 round Saving Throw: None

This spell allows the caster to create one skeleton or zombie, usually from the bones or body of a dead human, humanoid, or demi-human. Optionally, the caster can animate an animal corpse. The animated undead remains will obey simple commands given to it by the caster, including fighting in combat. The undead being remains animated until destroyed or turned or when the spell's duration ends. It is not affected by dispel magic.

The total HD of the undead being animated by this spell cannot exceed the caster’s level. Humans, demi-humans, and humanoids with only 1 HD in life become 1 HD skeletons or 2 HD zombies, regardless of class levels, experience or HD they once had. Creatures and animals with less than 1 HD can be raised as 1/2 HD skeletons or 1 HD zombies. A creature or animal with 1 HD or more retains its HD when raised as a skeleton and gains one HD when raised as a zombie. Undead have none of the special abilities they had when alive.

Even though animating undead is not automatically an evil act, undead are perversions of life, and as such their mere presence is disturbing to most creatures (animals avoid them entirely, unless specially trained). The charnel smell, particularly of a zombie, is quite nauseating. Additionally, most civilizations have regulations regarding the creation of undead. Some cultures seek their immediate destruction, and even the most tolerant require undead servants to be tagged and registered with local authorities.

The spell requires the body or bones of the creature to be animated, and the remains must be reasonably intact. Undead destroyed in combat cannot be re-animated. When the duration of the spell ends the reanimated undead creature will fall lifeless to the ground.

The spell requires a pinch of bone powder or bone shard.


Shards of Ice (Evocation)

Sphere: Elemental (Cold) Range: 60 yards + 5 yards/level Duration: Instantaneous Effective Area: 1 creature Components: V and S Casting Time: 2 Saving Throw: Negates

This spell allows the caster to fire one shard of ice per level (to a max of 5) from their fingertips and strike a single targeted creature. A creature must be within range, in sight, and under less than 90% cover or concealment, to be targeted. Specific body parts of a creature cannot be targeted. The shards cause no structural damage, but each inflicts 1D3 points of damage to most creatures (unless they are immune to cold). Creatures hit with the shards must also make a saving throw vs. exposure.


Shatter (Evocation)

Sphere: Elemental (Earth) Range: 30 yards + 5 yards / level Duration: Instantaneous Effective Area: 5-foot radius or 1 solid object Components: V and S Casting Time: 1 Saving Throw: None / Negate

The spell destroys fragile non-magical items (crystal, glass, porcelain, vials, etc.) in the area of the spell effect. They break into dozens of small chunks. One solid object can instead be targeted and if it fails a saving throw it will break. The object needs to be less than 10 pounds in weight per level of the caster or it is not affected by the spell. 


Silence (Transmutation)

Sphere: Guardian Range: 120 yards Duration: 2 rounds/level Effective Area: 15-foot radius Components: V and S Casting Time: 5 Saving Throw: None

This spell creates a zone of complete silence in the effective area. No sound can enter, leave or occur within the effective area, preventing conversation and spell casting that requires verbal components, but also completely protecting those inside from any sonic-based attacks (including harpy song, shout spell, horn of blasting, etc.). The effective area can either be stationary, or it cast on a mobile object or creature. An unwilling creature, or an item possessed by an unwilling creature, is allowed a saving throw. If successful, the center of the effective area becomes a stationary point approximately one foot behind that creature.


Slow Poison (Necromancy)

Sphere: Healing Range: Touch Duration: 1 hour/level Effective Area: 1 creature Components: V, S and M Casting Time: 1 Saving Throw: None

If cast before a poison takes full effect, this spell slows the poison’s onset time within an envenomed creature. The poison is not neutralized but is prevented from farther harming the creature for the spell’s duration. 

The material components are the caster’s holy symbol and a bud of crushed garlic, either spread upon an envenomed wound or eaten by an envenomed creature to slow ingested poisons.

 

Snare (Enchantment)

Sphere: Plant Range: Touch Duration: Until triggered Effective Area: 2-foot diameter + 2 inches/level Components: V, S and M Casting Time: 3 rounds Saving Throw: None

This spell makes a magic snare trap. The snare can be made from any supple vine, a thong, or a rope. As the spell is cast, the cord-like object blends with its surroundings, making it 90% undetectable to normal, non-magical methods. One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside of it. The neck can sometimes be considered a limb (particularly with snakes and worms, but giraffe also springs to mind). If a strong and supple tree is nearby, the snare can be fastened to it. The spell causes the tree to bend and then straighten when the loop is triggered, inflicting 1d6 points of damage to the creature trapped and lifting it off the ground by the trapped limb(s). The trapped creature may suffocate if the neck is caught. If no such tree is available (or the caster simply chooses not to use one), the cord-like object magically wraps and entangles around the creature, dealing no damage. If used underwater, the snare additionally wraps itself around an anchoring point to avoid drifting in the currents.

The snare is magically strong. To escape during the first hour of being trapped, a creature requires a strength score of 23 and a full round. Every hour that passes after the first reduces the strength score required by 1 point, until 6 hours after being captured have passed, when a strength score of only 18 is required. The snare has AC 7 and 5 hit points. It can be cut or broken by any magical weapon, or by any mundane edged weapon whose wielder has at least a +2 bonus to attack, either from magical enhancement and/or strength modifier. If a creature successfully escapes from the snare, the loop breaks and the spell ends. Otherwise, 12 hours after trapping a victim, the snare loses its enchantment and loosens automatically to release the creature.

The material components are the fur and sinew from a strong animal, which are weaved into the cord-like object, as well as the caster’s holy symbol.


Snow Devil (Conjuration)

Sphere: Elemental (Air) Range: 30 yards Duration: 2 rounds/level Effective Area: 5-foot × 4-foot cone Components: V and S Casting Time: 2 rounds Saving Throw: None

This spell conjures a weak air elemental, known as a snow devil. It will go wherever the caster verbally commands it to go, but disperses if it moves more than 30 yards away from the caster. The caster is not immune to the effects of the elemental's attack or debris cloud. 

The snow devil summoned by this spell has an AC of 4, a movement rate of 18, and 2 HD. It may attack once each turn with a THAC0 of 19, inflicts 1d6 damage, and may affect its surroundings in minor ways such as by extinguishing torches or blowing away scrolls. Those hit by a snow devil must make a saving throw vs. exposure. 

When in an area with significant amounts of debris, a snow devil may kick up a cloud with a diameter of 10 feet centered upon itself. Creatures caught within the cloud are blinded, and remain so for one round after leaving the cloud, and spell casters so caught must successfully save vs. spell to maintain concentration while casting spells.


Spiritual Weapon (Evocation) 

Sphere: Combat Range: 10 yards/level Duration: 3 rounds + 1 round/level Effective Area: Special Components: V, S and M Casting Time: 5 Saving Throw: None 

This spell allows the caster to transform his normal weapon into a magical ranged weapon, keeping the same basic shape and size but infused with divine energy. The caster can concentrate on the magical weapon and cause it to attack any visible opponent within range that he chooses. The weapon attacks as if wielded by the caster, including strength or dexterity modifiers that are applied to attack or damage rolls. The weapon attacks creatures based on the direction that the caster is facing, which may allow rear attacks on an opponent that has its back to the caster. He may choose a different opponent each round as long as it is still in range and visible to the caster. The weapon inflicts the same damage as a normal weapon, however, it gains a +1 magical enchantment to attack and damage rolls between caster level 1 and 6, +2 between caster level 7 and 12, up to a maximum of +3 at 13th level and above.

The spell ends prior to its normal duration if the caster stops concentrating on it for any reason. A successful dispel magic spell (whether targeted or using an effective area) against either the caster or the weapon will also end the spell before the duration expires. Magic resistance is checked the first time it is encountered. If the magic resistance check is successful, the spell ends, otherwise magic resistance is not checked again unless a stronger magic resistance is encountered. The material component is the normal weapon, which the caster throws at his first chosen opponent within the spell’s range while casting the spell. The weapon changes into the magical weapon while in mid-air. 
 
 
Warp Wood (Transmutation) 
 
Sphere: Plant Range: 10 yards/level Duration: Permanent Effective Area: Special Components: V and S Casting Time: 5 Saving Throw: Special
 
This spell allows the caster to cause wooden items within range to bend and warp, permanently destroying their straightness, form, and strength. A warped door springs open or becomes stuck, requiring a Strength check to open, at the caster’s option. Warped missile weapons are useless. A warped melee weapon causes a -4 penalty on attack rolls. 
 
The caster may warp a 15-inch shaft of wood up to 1-inch diameter or its equivalent per caster level. At 3rd level, the caster is able to warp 2 or 3 hand-axe handles or a dozen crossbow bolts, and at 5th level, he can warp the shaft of a typical spear. The caster can combine multiple consecutive castings to warp an object that is too large for him to warp with a single spell. Until the object is completely warped, it suffers no ill effects. 
 
Enchanted items made of wood (such as magically held doors, temporary magical weapons, etc.) can be affected only if the caster is higher level than the caster who enchanted it. Permanent magical items made of wood are treated as if a caster of at least 12th level enchanted them. The spell has a 20% cumulative chance of success per caster level higher than the level of the caster who enchanted the wood. Artifacts and relics cannot be affected by this spell. 
 
The reverse, straighten wood, warps the same quantity of wood back to normal, straightening wood that has been warped either by this spell or other means.


Sunday, April 17, 2022

AD&D Druid 1st Level Spell Descriptions for Marth Ice World (For Gold & Glory, Frost & Fur, Frostburn, OSRIC)

These 1st level spells were modified from: D&D 3rd Edition, For Gold & Glory, Frost & Fur, Frostburn, OSRIC, and Pathfinder to fit my Marth ice world setting. I plan to make a list of the first four levels of spells for Druids and to also write up some very minor cantrips that fit with the power level of AD&D. These are the 1st level spells. I will be editing them more in the future, but I wanted to get them out there on the blog. Enjoy.

 
*Last Edit: 5/6/2022*

 

Animal Friendship (Enchantment)

Sphere: Animal Range: 10 yards Duration: Permanent Effective Area: 1 animal Components: V, S and M Casting Time: 1 hour Saving Throw: Negate

This spell can only be cast on any neutrally aligned, mundane animals with intelligence 1–6. If the animal fails an immediate saving throw vs. spell, it sits quietly until the caster finishes casting the spell. The caster must have pure intentions to befriend the animal. The animal immediately senses any ulterior or harmful motives during the casting, and the spell fails.

Befriended animals are loyal to the caster and follow simple commands. The caster can teach the animal three specifi2nd level  tricks per point of intelligence. Tricks must be simple, one word commands (attack, guard, fetch, etc.), each take a week to learn, and all must be taught within 3 months of befriending the animal.

The caster can befriend up to twice his level in HD of animals using this spell. If animals are left alone for more than a week, the spell’s effect ends and the animal reverts back to its natural state.

The material components are the caster’s holy symbol and a piece of food preferred by the animal to be befriended.


Bravery (Abjuration)

Sphere: Charm Range: 10 yards Duration: 1 Turn Effective Area: 1 creature per 4 levels Components: V and S Casting Time: 1 Saving Throw: None

This spell makes a creature or creatures within range feel more courageous. The effect provides a +4 bonus to the subject’s saving throws against fear attacks for one turn. If a subject is currently under the effects of a magical fear attack, it is immediately granted a new saving throw with a +4 bonus to overcome the effect. Casting the reverse on a subject negates the effects, automatically.

The spell does not directly affect the undead, but it can be used to counter the effects of a fear attack from an undead being.


Chill Touch (Necromancy)

Sphere: Necromantic Range: 0 Duration: 3 rounds + 1 round/level Effective Area: The caster Components: V and S Casting Time: 1 Saving Throw: Negate

This spell surrounds the caster’s hand with a blue cold glow that can drain some of the life force from a living creature. On a successful touch attack, the victim must save vs. spell or suffer 1d4 points of damage and lose 1 point of strength. Creatures with no known strength score suffer a −1 penalty to attack rolls every other successful touch, starting with the first, third, fifth etc. Lost strength returns at a rate of 1 point per hour. Undead suffer no harm from this spell but must save vs. spell or flee for 1d4 rounds + 1 round per level of the caster.


Command (Enchantment)

Sphere: Charm Range: 30 yards Duration: 1 round Effective Area: 1 creature Components: V Casting Time: 1 Saving Throw: Special

This spell allows the caster to demand an action from a creature. This must be stated as a single action word that the creature is able to understand. The creature will obey the command for 1 round, provided it’s clearly intended to do something. Typical commands are “back”, “halt”, “flee”, “run”, “stop”, “fall”, “go”, “leave”, “surrender”, “sleep”, and “rest”. A command to “die” causes the creature to fall into a catatonic state for 1 round.

Creatures with 13 or more intelligence, or 6 or more HD, are allowed a saving throw, modified by wisdom—mental defense modifier. This spell cannot affect the undead.


Crunchy Snow (Transmutation)

Sphere: Weather Range: 60 yards Duration: 1 hour / level Effective Area: 30-foot radius + 5 feet / level Components: V and S Casting Time: 1 turn Saving Throw: None

All those who walk within the magically enhanced area of the spell will make lots of noise alerting those that someone is approaching. This effective alarm system only works if a creature is walking on the snow (a bird flying over for instance would not make a sound). Rangers and thieves that attempt to move silently have a -30% penalty to attempt to walk through the area quietly. 


Cure Light Wounds (Necromancy)

Sphere: Healing Range: Touch Duration: Permanent Effective Area: 1 creature Components: V and S Casting Time: 5 Saving Throw: None

This spell allows the caster to restore 1d8 HP of damage to a living creature that is touched. The target of the spell feels an odd sort of spiritual warmth wash over them when the spell is cast. The healing cannot affect creatures without a corporeal body or extra-planar creatures. Only current wounds are healed, and the spell does not prevent future wounds. Undead creatures take 1D8 damage with a successful melee attack roll (they only need touched so ignore any defence modifier to AC due to armor).

The reverse, cause light wounds, requires a successful touch attack to inflict 1d8 HP of damage to the victim. Treat wounds caused by the reverse as any normal injury, but it feels like the absence of energy and also oddly like the despair felt by the loss of a loved one, a palpable emptiness. This version of the spell will heal 1D8 damage done to undead creatures.


Curse (Conjuration)

Sphere: All Range: 60 yards Duration: 6 rounds Effective Area: 50-foot cube Components: V and S Casting Time: 1 round Saving Throw: None

This spell applies a −1 penalty to morale and attack rolls of those opponents who are not already engaged in combat (player characters are not affected by this morale penalty).


Detect Heat (Divination)

Sphere: Divination, Range: 0 Duration: 1 turn, Effective Area: 10 feet × 30 yards, Components: V, S Casting Time: 1 Saving Throw: None

This spell functions like detect magic, except that it detects heat energy from normal fire, fire elementals, fire spells, fire magic items, and all living beings other than those that are considered cold creatures (Ice Demons/Devils, Yeti, etc.). Most normal living beings are detected with a heat aura strength of faint only, regardless of level or Hit Dice. Fire creatures such as fire elementals are detected easily and have a much stronger heat aura.

 

Detect Magic (Divination, Universal)

Sphere: Divination Range: 0 Duration: 1 turn Effective Area: 10 feet × 30 yards Components: V, S and M Casting Time: 1 round Saving Throw: None

This spell allows the caster to detect magical auras within the effective area. The intensity of the aura can be determined (dim, faint, moderate, strong, or overwhelming), and the caster has a 10% chance per level to recognize the school of magic. The caster can scan a 60-degree arc per round. It requires at least 1 foot of stone, 1 inch of metal, or 3 feet of solid wood or earth to block the spell. Areas that give off magical auras, mixed school’s of magic in the same effective area, and overwhelmingly powerful auras are likely to cause the spell to reveal confusing, conflicting or in- complete results. Not all extra-planar creatures emanate magical auras.

The priest requires his holy symbol, which he holds out before himself, to cast this spell.


Detect Snares & Pits (Lesser Divination)

Sphere: Divination Range: 0 Duration: 4 rounds/level Effective Area: 10 feet × 40 feet Components: V, S and M Casting Time: 4 Saving Throw: None

This spell enables the caster to detect natural snares, pits, deadfalls and similar hazards within the effective area, or those of primitive construction (whether made by man or beast). This includes quicksand (snares), sinkholes (pits), unsafe walls of natural rock (deadfalls), but also these types of traps made of natural materials and set by carnivorous plants, animals and humans. The spell only reveals a magical trap if it involves a snare, pit or deadfall. The caster faces the desired direction and receives a signal every round about the impending danger, which gets stronger as the caster approaches the hazard. The caster learns the trap’s location, general nature, and upon close examination, can learn what actions will trigger it, but he does not learn exactly how it works or how to avoid or disable it. The spell does not reveal unsafe construction, mechanically complex traps, poisonous plants and animals, or traps that are inactive.

The material component is the caster’s holy symbol.


Endure Cold (Transmutation)

Sphere: Protection Range: Touch Duration: 1 hour/level Effective Area: 1 creature Components: V and S Casting Time: 1 round Saving Throw: None 

This spell protects a subject from the effects of normal cold. The recipient (which may be the caster) can withstand temperatures as low as −30◦F without discomfort. More extreme temperatures inflict 1 point of damage for every hour the subject is exposed to them if they fail a saving throw vs. exposure which is modified by the creature's constitution modifier. If the recipient is struck by magical cold, it ignores the first 10 points of damage and then spell ends.


Entangle (Transmutation)

Sphere: Plant Range: 80 yards Duration: 1 turn Effective Area: 40-foot cube Components: V, S and M Casting Time: 4 Saving Throw: Half

This spell causes plants within range and in the effective area to wrap, grasp, twist and otherwise entangle creatures. Any creature within or entering the effective area during the spell’s duration must save, modified by dexterity-surprise modifier, or beheld fast and unable to perform any actions for the remainder of the duration. A successful save allows a victim to escape at a movement value of 10 feet per round or perform 1 action. Each round a freed creature remains in the effective area, the plants attempt to re-entangle it, and a new save is required.

The efficacy of this spell is very dependent on the quantity and types of plants available in the effective area compared to the size and strength of the creature. It will not work if there is absolutely no vegetation, however, the GM should be as generous as possible in allowing this spell to work. Existing vegetation will stretch to its limits, growing up to several feet taller or longer for the spell’s duration. Roots near the surface will be affected, especially useful in shallow underground or cave settings where the GM may decide they pop out of the ceiling or walls for the spell’s duration, however, in areas where vegetation is sparse, the GM may assign bonuses (up to +4) to the creatures’ saves.

Gargantuan-sized creatures or those with a strength greater than 20, may gain additional bonuses (up to +4) to their saves in less than heavy vegetation. The material component is the caster’s holy or unholy symbol.


Faerie Fire (Transmutation)

Sphere: Weather Range: 80 yards Duration: 4 rounds/level Effective Area: 10 square feet/level within 40-foot radius Components: V and M Casting Time: 4 Saving Throw: None

This spell causes a group of creatures and/or objects to glow as brightly as a small candle and colored the caster’s choice of blue, green, or violet. The caster can affect one man-sized or two small-sized creatures per caster level within the effective area. Victims are visible from 80 yards in the dark and 40 yards otherwise. A glowing opponent grants a +2 bonus to hit in moonlight or darkness, and a +1 bonus otherwise. Invisible creatures can be affected, but not incorporeal, ethereal, or gaseous. The light from this spell has no other effects, and multiple castings only increase the effective area.

The material component is a small chunk of foxfire.


Freezing Hands (Evocation)

Sphere: Elemental (Cold) Range: 0 Duration: Instantaneous Effective Area: Semi-circle burst of ice 10' long, centered on the caster's hands Components: V, S Casting Time: 1 round Saving Throw: Half

This spell blasts a fan-like sheet of freezing ice from the caster’s hands. While casting, the caster’s hands must be extended, his thumbs touching, and fingers spread. The flames extend 5 feet from the caster’s fingertips, in a 120-degree horizontal arc in the direction he is facing. Creatures caught in the blast area suffer 1d3 points of damage, plus an additional 2 points per caster level, up to a maximum of +20 points. Creatures that successfully save, modified by dexterity-surprise modifier, only suffer half damage. Anyone affected by the spell also needs to make a saving throw vs. Exposure which is modified by the creature's Constitution modifier.


Halt Undead (Necromancy) 

Sphere: Necromantic Range: 30 feet Duration: 1D4 rounds Effective Area: 1 undead creature Components: V and S Casting Time: 5 Saving Throw: Negate

This spell attempts to hold 1 undead creature as the hold person spell. The caster selects a point, within range, in the direction he is facing, and the closest undead creature is subject to the effect, provided their total HD doesn’t exceed 4. Mindless undead (such as skeletons, zombies, or ghouls) are held automatically; all other undead are allowed a saving throw, modified by wisdom—mental defense modifier, to avoid the effect.

The material components are a pinch of sulphur and powdered garlic. 


Hibernate (Enchantment)

Sphere: Charm Range: 60 yards Duration: 5 rounds/level Effective Area: 30-foot diameter circle Components: V, S and M Casting Time: 2 Saving Throw: None

This spell causes one or more natural animals in range and within the effective area, to fall into a coma-like state. The spell affects up to 3d4 HD of creatures with less than 4 + 3 HD each. Unless the caster targets a specific single animal of appropriate HD, the animal(s) with the lowest hit dice are affected first, and partial effects are discarded. The animals are not awakened by loud noises and will remain asleep until the spell duration expires, until they are shaken for an entire round, or until they take damage from any source (assuming the damage doesn’t kill them first).

The material component can be any one of the following: a pinch of fine sand, a small handful of rose petals, or a live cricket.


Ignite Fire (Evocation)

Sphere: Elemental (Fire) Range: 10 feet Duration: 1 minute / level, Effective Area: 1 square foot Components: V, S, M Casting Time: 2 Saving Throw: None

A small (1 square foot) fire is ignited near to the feet of the Druid. The fire is perfectly ordinary except that while the spell lasts, the fire requires no fuel. Any flammable object that comes into contact with the fire will burn and remain burning even after the spell ends, until put out normally.

The material component for the spell is a piece of wood. 


Invisibility to Animals (Transmutation)

Sphere: Animal Range: Touch Duration: 1 turn + 1 round/level Effective Area: 1 creature/level Components: S and M Casting Time: 4 Saving Throw: None

This spell grants those creatures touched by the caster while the spell is being cast the ability to go undetected amongst non- magical animals (normal or giant-sized) with intelligence under 6. The caster may choose to be among those affected by this spell. The spell confers slightly more than just invisibility, softening sounds and negating odors as well with regards to animals. A subject of this spell will go unnoticed by animals for the duration of the spell, unless he speaks or performs a hostile action (any attempt at attacking or forcing a saving throw upon an animal), ending the spell’s effect for himself only.

The material component is holly rubbed over the subjects.


Light (Transmutation)

Sphere: Sun Range: 120 yards Duration: 1 hour + 1 turn/level, Effective Area: 20-foot radius globe Components: V and S Casting Time: 4 Saving Throw: Special

This spell creates a glowing light, equal in strength to a torch, the size of the effective area, anywhere within range. The caster must have a clear line of sight to the targeted area when casting this spell. Light can emanate from thin air, rock, metal, wood, or any other material. The spell is stationary, unless cast on a creature or portable object. If cast on an unwilling creature, a successful magic resistance check or a successful save vs. spell, modified by dexterity—surprise modifier, allows the creature to avoid the spell, but the light still appears in the air directly behind the creature. If cast on a creature’s eyes, a failed save indicates the creature is blinded for the duration of the spell. Objects and creatures beyond the glow are seen as vague, shadowy forms. Light taken into an existing magical darkness will be blotted out (or vice versa), however, casting light onto an existing magical darkness (or vice versa) negates both effects until one effect’s or the other’s duration ends, at which time, the effect with the longer duration reappears. The caster can end the spell with a command word. Light spells cannot stack, so that overlapping effective areas do not get brighter.

The material component is a firefly or piece of phosphorescent moss.

The reverse, darkness, brings pitch darkness to the effective area, with half the spell’s normal duration. A mundane or magical light source must be as bright as full daylight in order to be seen within the effective area.


Locate Animals or Plants (Lesser Divination)

Sphere: Animal, Divination, Plant Range: 100 yards + 20 yards/level Duration: 1 round/level Effective Area: 20-foot × 20-yards/level path Components: V, S and M Casting Time: 1 round Saving Throw: None

This spell allows the caster to know whether any animals, fungi, herbs, or other plants are within the spell’s range, determining its direction, distance and approximate numbers. The caster can only detect subjects directly in front of him in a straight path (or just under the surface of the path), but he can change direction once each round of the spell’s duration. The GM must adjudicate the results of this spell carefully. However, after taking the surrounding terrain and climate into account, some general guidelines can be followed. Common local plants and animals are up to 50% likely to be present, somewhere in a radius around the caster, uncommon ones up to 30% likely, rare up to 15% likely, and very rare is up to 5% likely to be present, somewhere within range of the caster’s immediate area, but not necessarily in the direction he is facing. Many of the exotic plants and animals needed for material components or research are considered very rare or rare, at best.

The material component is the caster’s holy symbol.


Mending (Transmutation)

Sphere: Creation Range: 30 yards Duration: Permanent Effective Area: 1 object, up to 1 cubic foot per level Components: V, S and M Casting Time: 1 Saving Throw: None

This spell permanently repairs existing breaks, chips, or tears in objects, though the object can be broken or torn again. The repair does not radiate magic, and a dispel magic cannot affect the repair. Multiple breaks, holes or tears in a wooden, cloth or ceramic object can all be repaired at once, while only one break can be repaired on items made from metal or other hard material. Magical items cannot be permanently repaired by this spell alone, as the repair fades after one turn.

The material components are two small magnets or two burrs.


Messenger (Enchantment)

Sphere: Animal, Charm Range: 20 yards/level Duration: 1 day/level Effective Area: 1 animal Components: V, S and M Casting Time: 1 round Saving Throw: Negate

This spell calls upon a tiny-sized creature within range, of at least animal but not more than low intelligence, to act as his messenger. The animal is allowed a saving throw to avoid the effect. The animal can be given simple instructions as to where it must go and the caster can attach a note or other small item. The animal will go to the desired location and wait for the duration of the spell or until its message is delivered. The animal will then go about its normal activity and cannot return a reply to the caster.

The material components are the caster’s holy symbol and a small amount of food desirable to the animal.

 

Pass Without Trace (Enchantment)

Sphere: Plant Range: Touch Duration: 1 turn/level Effective Area: 1 creature Components: V, S and M Casting Time: 1 round Saving Throw: None

This spell allows the caster to bestow upon a creature designated by touch (or upon himself) the ability to move normally through any natural terrain (mud, snow, dust, etc.) without leaving footprints or scent. This makes tracking the subject of this spell by normal means impossible, however, the ground or other surface where the affected creature traveled radiates magic that can be detected for 1d6 turns after his passing.

The material component is a sprig of pine or evergreen, burnt to ashes, and those ashes scattered when the spell is cast.


Purify Food & Drink (Transmutation)

Sphere: All Range: 30 yards Duration: Permanent Effective Area: 1 cubic foot/level Components: V and S Casting Time: 1 round Saving Throw: None

This spell decontaminates any soured, spoiled, rotten, dirty or otherwise non-edible food (meat, bread, fruit, vegetables, etc.) and drink (milk, water, beer, wine, etc.) up to an amount filling the effective area, making it edible again. This spell cannot prevent rot, decay or spoilage from reoccurring. This spell also ruins unholy water, but no creatures, potions, or other substances are affected.

The reverse is putrefy food & drink. It spoils food and drink and ruins holy water in the effective area, but has no affect on creatures, potions, or other substances.

Note: Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 7.5 gallons and weighs about 60 pounds.


Shillelagh (Transmutation)

Sphere: Combat, Plant Range: Touch Duration: 4 rounds + 1 round/level Effective Area: 1 oak club Components: V, S and M Casting Time: 2 Saving Throw: None

This spell allows the caster to enchant his mundane wooden club or staff to temporarily become in all ways magical. As long as the caster wields the weapon during the spell’s duration, it gains a +1 bonus to attack rolls and inflicts 2d4 points of damage to man-sized and smaller creatures or 1d4 + 1 points of damage to large creatures.

The material components are the leaf of a shamrock and the caster’s holy symbol. The weapon is unharmed by the effect.


Sleep (Enchantment)

Sphere: Charm Range: 30 yards Duration: 5 rounds/level Effective Area: 30-foot diameter circle Components: V, S and M Casting Time: 1 Saving Throw: None

This spell causes one or more creatures (excluding undead and other very specific creatures), in range and within the effective area, to fall into a coma-like state. The spell affects up to 2d4 HD of creatures with less than 4 + 3 HD each. Unless the caster targets a specific single creature of appropriate HD, the creature(s) with the lowest hit dice are affected first, and partial effects are discarded. The creatures are not awakened by loud noises and will remain asleep until the spell duration expires, until they are shaken for an entire round, or until they take damage from any source (assuming the damage doesn’t kill them first).

The material component can be any one of the following: a pinch of fine sand, a small handful of rose petals, or a live cricket.


Snow Blindness (Illusion)

Sphere: Weather Range: 30 yards + 10 yards/level Duration: Special Effective Area: 1 creature Components: V Casting Time: 2 Saving Throw: Negate 

This spell causes the victim to believe they have been blinded by bright light reflecting brightly off of the surrounding ice and snow, unless they save vs. spell, modified by wisdom—mental defense modifier. In addition to the obvious effects, a snowblinded creature suffers a 50% miss chance in combat, loses any Dexterity bonus to AC, grants a +2 bonus to attackers' attack rolls against them, and moves at half speed. The caster must be outdoors and there must be snow or ice and sunlight to make the illusion work. Since the blindness is illusory, it cannot be cured by healing magic, including spells that remove blindness, and is permanent unless either a successful dispel magic is cast or the effect is ended by the caster.


Snowsight (Transmutation) 

Sphere: Weather Range: Touch Duration: 2 hours + 1 hour/level Effective Area: 1 creature Components: V, S and M Casting Time: 1 round Saving Throw: None 

The subject gains the ability to see to the normal limits of its vision even in whiteout conditions, and ignores all penalties due to snow glare and snow blindness. Snowsight is no better than normal vision. During daylight, this usually means the subject can see to the horizon; at night, vision is restricted to ambient light or darkvision as appropriate for the subject creature. Snowsight does not grant creatures the ability to see in darkness. 

The material component is a few strands of fur from a yeti.


Snow Walk (Transmutation)

Sphere: Weather Range: Touch Duration: 1 turn/level Effective Area: 1 creature Components: V and S Casting Time: 1 turn Saving Throw: None

The transmuted creature can treat on snow as if walking on solid ground. The creature does not suffer movement penalties for moderate or heavy snow. The caster can cast snow walk on a trained mount so it can be ridden through the snow without trouble. 


Speak with Animals (Transmutation)

Sphere: Animal Range: 0 Duration: 2 rounds/level Effective Area: 1 animal within 30 feet Components: V and S Casting Time: 5 Saving Throw: None

This spell allows the caster two-way communication with any natural, mundane animals, including giant animals, whether warm or cold-blooded, so long as they have an intelligence score of 1 or higher. This includes creatures such as apes, bears, cats, dogs, mammoths, wolves, etc. 

The caster can ask questions and receive answers, but the animal is not necessarily friendly or cooperative. The GM may wish to roll an encounter reaction check, modified by the caster’s charisma—reaction modifier. If the animal has a friendly reaction or the caster is a druid or other nature-related priest, it may do some additional favor or service for the priest (as determined by the DM). Those animals with an indifferent reaction may answer or they may simply make absurd comments, while animals with cautious or more hostile reactions will be terse and intentionally evasive.






Friday, April 15, 2022

AD&D Druid Spells for Marth Ice World (Frostburn / Frost & Fur / For Gold & Glory / OSRIC)

Druids replace Clerics in my Marth Ice World setting. The Gods are no more, but many still worship Nature (or attempt to appease Her frigid wrath).

Here is an attempt to tabulate in one place the list of available spells that Druids can cast. There are no spells above 3rd level in the setting.

I'm going to bend some AD&D 1st ed. (OSRIC) / 2nd ed. (For Gold & Glory) spells to fit the setting. I'll also be translating some 3rd edition spells from Frostburn and the Frost & Fur D20 books.

*Last Edit: 8/15/2022*

 


Level 1 Druid Spells

https://samwise7rpg.blogspot.com/2022/04/ad-druid-1st-level-spell-descriptions.html

1) Animal Friendship 11) Endure Cold 21) Mending
2) Bravery 12) Entangle 22) Messenger
3) Chill Touch13) Faerie Fire 23) Pass without Trace
4) Command 14) Freezing Hands 24) Purify Food & Drink
5) Crunchy Snow 15) Halt Undead 25) Shillelagh
6) Cure Light Wounds 16) Hibernate 26) Sleep
7) Curse 17) Ignite Fire 27) Snow Blindness
8) Detect Heat 18) Invisibility to Animals 28) Snowsight
9) Detect Magic 19) Light 29) Snow Walk
10) Detect Snares 20) Locate Animals 30) Speak with Animals

 



Level 2 Druid Spells

https://samwise7rpg.blogspot.com/2022/04/ad-2nd-level-druid-spells-for-marth-ice.html

1) Aid11) Frostbite 21) Resist Cold
2) Barkskin12) Goodberry22) Respite from Death
3) Chant13) Hold Humanoid23) Shards of Ice
4) Chill & Heat Metal14) Hypothermia24) Shatter
5) Cinderfoot15) Igloo25) Silence
6) Detect Undead16) Invisibility to Undead26) Slow Poison
7) Disrupt Undead17) Meld into Ice and Snow27) Snare
8) Elemental Blade18) Obscuring Snow28) Snow Devil
9) Feign Death19) Pass Unfettered29) Spiritual Weapon
10) Fire Trap20) Produce Flame30) Warp Wood



Level 3 Druid Spells

https://samwise7rpg.blogspot.com/2022/05/ad-druid-3rd-level-spell-descriptions.html

1) Animate Dead 9) Endothermic Grasp 17) Protection from Cold
2) Binding Snow 10) Fire Walk with Me 18) Pyrotechnics
3) Call Lightning 11) Hold Animals & Plants 19) Remove Curse or Paralysis
4) Cure Blindness and Deafness 12) Ice Walk 20) Shape Ice
5) Cure Illness 13) Locate Corpse or Object 21) Speak with Dead
6) Cure Serious Wounds 14) Oneirmancy 22) Suck Poison
7) Dirge of Dead Gods 15) Paralysation 23) Warm Tree
8) Dispel Magic 16) Plant Growth 24) Warmth



[OSRIC and For Gold & Glory both have free PDFs to download. Frostburn and Frost & Fur are a bit more difficult to track down.]