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.
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.
To see the other levels of Druid spells go here: https://samwise7rpg.blogspot.com/2022/04/ad-druid-spells-for-marth-ice-world.html
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