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Level 1

Minor Misdirection
Level:  Drd 1
Duration:  1 hour per level
Casting Time:  1 round
Range:  5 feet (plus 5 per level)
Save:  Yes (will negates)
Components:  V, S, M

This minor charm creates confusion in the mind of a traveler. The spell is typically laid upon a crossroads and any humanoid who passes over that portion of the trail must make a saving throw or choose the wrong direction.  This effect continues for ten minutes before the creature has a chance to realize that it has gone the wrong way.  Affected creatures get a new save every ten minutes. Creatures who have no destination in mind are not affected, nor are woodland animals or fantastic creatures.  This spell can create problems for groups of travelers who find themselves disagreeing about which direction is the correct one.  Note that the spell may only be cast on areas where a choice of direction must be made.

Nature's Knight
Level: Drd 1
Enchantment (Compulsion) [Mind Affecting]
Level: Drd 1
Components: V, S, DF
Casting Time: 1 action
Range: 30 ft.
Area:  All Allies within 30 ft.
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes (harmless)

This spell imbues the casting druid and allies with a fierce hatred of aberrations and the undead and a strong will to do them harm.  Recipients gain a +1 morale bonus on any attacks versus aberrations and undead.  For each four caster levels the druid possesses the bonus increases by 1 (maximum +3).

Owl Eyes
Level:  Drd 1, Rgr 1
Duration:  10 minutes/level
Casting Time:  1 action
Range:  Touch
Save:  Yes (will negates, harmless)
Components:  V, S, M

The recipient of this spell gains low-light vision, as an owl.

Web Bed
Level: Drd 1
Duration: 12 hours
Cating Time:  1 round
Range:  10 feet
Components:  Somatic, Divine Focus, a bit of spider web

Creates a comfortable and relatively sheltered cocoon in one turn's time.  The druid may sleep or meditate within for up to twelve hours.  The web bed can protect the occupant from normal environments.  Under extreme conditions it can shield the occupant from 4 points of physical damage or 8 points of environmental damage before rupturing.  The bed is not particularly flammable, although it will burn if enough heat is applied.  Leaving the bed is effortless, as the occupant simply exits from the web bed as if it presented no impediment in any direction. The act of exiting dispels the bed immediately.

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Level 2

Good Wine
Level:  Drd 2
Duration: 1 day
Casting Time:  1 action
Range:  Touch
Effect: creates 3 doses of 1d4+1 healing
Components:  V, S, M

The druid blesses a container of water or other drinkable and it becomes a potent healing concoction.  The good wine can be shared in thirds, with each receiving some benefit.  It is best to drink Good Wine before sleeping because it has the side effect of inducing a drunken drowsiness for one hour.  Imbibing a draught necessitates a Fortitude save (DC 15) to avoid -2 on all action, combat, and skill checks.
 

Mist Armor
Level:  Drd 2
Duration: 10 minutes per level
Casting Time:  1 round
Range:  Touch
Effect:  AC +1 for every 3 caster levels, some bonus to saves vs. fire
Components:  S, M

This spell creates an armor enhancing magical mist.  The bonus conferred is +1 for every three caster levels. Area of effect is a single creature. Mist armor also provides a bonus to saves versus fire. Mist armor can be lain upon friends and allies. The spell's bonus is a form of armor enhancement and thus is not stackable with the enhancement bonus of magical armor.

Level        Enchantment bonus    Save vs. Fire
1-3                +1                            +1
4-6                +2                            +1
7-9                +3                            +2
10-12            +4                            +2
13-15            +5                            +3
 

Smoke Armor
Level:  Drd 2
Duration: 10 minutes per level.
Casting Time:  1 round
Range:  Touch
Effect:  AC +1 for every 3 caster levels, some bonus to saves vs. cold
Components:  S, M

The druid creates a protective layer of divine smoke for a single recipient.  Smoke armor confers a bonus to saves versus cold, as well.  The bonus is a form of magical armor enhancement and thus is not stackable with other armor enhancing enchantments.  For example, a 6th level druid with smoke armor who is also wearing +1 leather would have a total armor enhancement bonus of +2 (not +3) because the +1 armor enhancement from the leather is superseded -- not added to --by the spell's protection.  Smoke armor can be cast on others, though the range is touch.  In many ways the smoke armor is similar to the clerical magic vestment spell, although smoke armor need not be placed on armor or even clothing - skin or fur will suffice.  The maximum bonus is +5, achieved at the 13th caster level (see mist armor).

Swim
Level:  Drd 2, Rgr 2, Water 1
Duration: 10 minutes/level
Casting Time:  1 action
Range: 10'
Save:  Yes (will negates, harmless)
Components: S, M

The recipient of this spell gains a bonus to his or her swimming skill.  The amount of the bonus equals the druid’s level +2.

Spider Sight
Level:  Drd 2, Rgr 1
Duration: 1 minute/level
Casting Time: 1 action
Area of Effect: 100 feet + 10 feet/level
Range:  Touch
Target:  One creature
Save: Yes (will negates, harmless)
Components:  S, V, DF

Like the many-eyed spider, the recipient of this spell can see the land from many angles at once. The effect of this spell allows the recipient to see through vegetation as if it were not there.  The plants themselves become part of the target's field of perception.  No natural plants in the area of effect provide concealment, although any that are solid enough will continue to provide cover.
 
 

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Level 3

Bat Sense (Level 3)
Duration:  1 minute/level
Casting Time: 1 action
Range:  Touch
Area of Effect:  120 feet, cone
Save:  Yes (will negates, harmless)
Components: S, DF

Bat sense imparts the ability to "see" as bats do via a type of sonic radar that is effective out to 120 feet.  The sensory information is limited by the direction of the recipient's head, much like vision.  It effectively covers 1/4 of the 360 degree perceptual at any given moment (i.e., it is not omnidirectional).  The recipient of a bat sense spell does not suffer the usual penalties for moving in darkness.  Likewise, invisible creatures and objects are apparent to the recipient of a bat sense spell.  The character must be able to hear in order to take advantage of this spell, although the objects or creatures that are being perceived need not be making noise.  Thus, a silence 15' radius spell cast upon a character with bat sense will effectively counter the spell, but a rogue moving silently could still be detected.  Because the Hide skill relies on fooling the eye and upon clever use of shadows, characters with bat sense gain a +4 to their Spot checks to perceive creatures or characters who are using the Hide skill. Note:  characters who affected by Bat Sense receive a -2 penalty to saves versus Sonic attacks and spells.

Grow Vines (Level 3)
Effect:  Grows vines anywhere
Duration:  Permanent
Range:  Short (25 feet + 5 per level)
Area of Effect:  10 square feet per caster level
Components:  V, S, M
Save:  No
Casting time: 1 minute

Vines spring up from any solid surface (e.g., rock, wood, earth) and spread rapidly at the direction of the casting druid.  Total amount of area covered can equal 10 square feet per caster level.  Each round the spell is being cast, the vines grow one tenth of their maximum size.  If the spell is interrupted before completion, the vines that have already grown still remain, but the additional growth is lost.  The vines are fully grown, sturdy vines, but they are not in any way magical.

Major Misdirection (Level 3)
Effect:  Confusion
Casting Time:  1 round
Duration:  1 day per level
Save:  Will negates (see text)
Area of effect:  10 square feet + 10 square feet per caster level
Range: Short (5 feet + 5 per level)
Components:  V, S, M

    Major misdirection can be placed anywhere and it can cause confusion and fear in those who stumble across it.  A creature failing its save will alter its course according to the wish of the casting druid.  Courses can be altered slightly (by as little as five degrees) or radically (creatures may be completely turned around without realizing it).  If the druid is within range, the misdirection can be changed at will.  Otherwise, the new direction must be set in advance and the spell will misdirect all creatures in the same way.    A successful Will save indicates that the spell had no effect.

    A creature or character who fails his Will save will veer off in the new direction.  Disoriented creatures will argue with non-disoriented creatures about which way is the correct way.  If persuaded to actually check objective factors like the stars or the direction of plant growth, etc. a successful Wilderness Lore check will break the spell (+2 bonus from the assistance of a non-disoriented comrade).  Otherwise, the effect continues for ten minutes before the creature has a chance to realize that it has gone the wrong way (Wilderness Lore check against spell's DC; re-check each hour until a check succeeds).

Creatures who recognize that they have been misdirected may feel lost and disoriented (if they end up somewhere that is, in fact, unfamiliar to them).  This disorientation may give rise to a natural, non-magical fear according to the creature's morale and experience.  Most creatures who suddenly become lost behave in an erratic, panicked manner.  They may seek to flee the area, find familiar surroundings, and shun the bewitched place in the future.  If a creature is familiar or very familiar with a place, it gains a bonus to its saving throw (see chart below).

Modifiers to Will saves
Trackless wilderness     -4
Rushing or distracted    -2
Faint trail                      -2
Marked trail                   0
Unfamiliar area               0
Somewhat familiar        +2
Road                            +4
Very familiar                 +4
 

Sling Boulders (Level 3)
Effect:  doubles mass and size of sling shot, 1d10+4 damage
Casting Time:  1 action
Duration:  1 minute per level
Range:  touch
Save:  No
Components:  Material, Somatic, and Verbal

Allows the druid's sling projectiles to increase their accuracy, mass, and subsequent damage for a period of minutes.  Neither projectiles nor sling are created by the spell; they are simply enhanced. Any stone or bullet fired during the duration of the spell will be affected. The druid must make a successful attack in order to do damage. The enchanted stones or bullets are +4 to hit and +4 to damage and +4 for purposes of overcoming damage reduction, the damage dice are increased to 1d10, and the threat range is doubled to 19-20.

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Level 4

Enhanced Entangle (4)
Effect:  Immobilizes creatures
Casting Time:  1 action
Duration:  1 minute per caster level
Components:  V S M

The improved version of the entangle spell magically strengthens the entwining plants, allowing them to hold creatures of giant size and strength (up to 30 strength).  Creatures of less than 18 Strength do not get a save versus the spell and are automatically entangled. Otherwise as the 1st level spell, Entangle.

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Level 5

Force of nature (5)
Range: personal
Casting Time:  1 round
Duration: 10 minutes per level
Components:  V S M

This spell identifies the druid with one of the elements or quasi-elements.  The druid's being becomes partially infused with the essence of the relevant plane, conferring special abilities and bonuses.  Only one type of elemental sympathy can be active at any one time.

Wind:  +2 on Reflex saves; AC +2 (dodge); Move +10', attuned to air
Water: +2 on Fortitude saves; AC +2 (dodge); +10 to swim skill, attuned to water
Fire: +4 to melee and missile damage (fire-burst); +2 on saves versus cold and fire, attuned to fire
Earth: AC +5 (natural armor); Strength +6 (innate bonus), attuned to earth
Magma: AC +3; +2 fire damage, +2 on saves versus fire, attuned with magma
Cold: +4 to melee and missile damage (cold-burst), +2 on saves versus fire and cold, attuned to cold
 

Phoenix Ward
Druid 5
Evocation
Duration:  1 day per level of caster
Casting time: 1 minute

The phoenix ward is a magically inscribed warding sigil.  It harbors within it's runes a fiery force that bursts forth in the form of a phoenix if the ward is violated.  The ward may be set to guard a door, chest, room, object, or area.  The druid may name a password that allows access to the warded object.  Passwords cannot be changed once set.  Note that living things cannot have a ward set upon them.  The ward lasts for a number of days equal to the druid's level, or until dispelled.

Once the sigil is disturbed, the ward realeases the phoenix guardian which attacks all trespassers within 30 feet (AC 18 (5 nat, 3 dex); HD 4d8+8 (40); Dam 2d6+2;  Attack +10; Saves as casting druid; Damage Reduction 10/+1).  The magical guardian persists for a number of rounds equal to the caster's level and may travel freely in pursuit, once released.  The phoenix dissipates when destroyed or when it vanquishes the violators.  The ward itself lasts for a number of days equal to the caster's level, or until activated.
 

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Player's Handbook Druid Spells
 

0-Level                    1stLevel                     2nd Level
Create Water              Animal Friend                 Animal Messenger
Cure Minor Wounds         Cure Light Wounds             Animal Trance
Detect Magic              Detect Animals or Plants      Barkskin
Detect Poison             Endure Elements               Charm Person or Animal
Flare                     Entangle                      Chill Metal
Guidance                  Faerie Fire                   Delay Poison
Know Direction            Good Berry                    Fire Trap
Mending                   Invisibility to Animals       Flame Blade
Purify Food & Drink       Magic Fang                    Flaming Sphere
Read Magic                Obscuring Mist                Heat Metal
Resistance                Pass without Trace            Hold Animal
Virtue                    Shillelagh                    Lesser Restoration
                          Summon Nature's Ally          Produce Flame
                                                        Resist Elements
                                                        Soften Earth & Stone
                                                        Speak with Animals
                                                        Summon Nat. Ally II
                                                        Summon Swarm
                                                        Tree Shape
                                                        Warp Wood
                                                        Wood Shape

3rd Level                   4th Level                      5th Level
Call Lightning             Anti-Plant Shell               Animal Growth
Contagion                  Control Plants                 Atonement
Cure Moderate Wounds       Cure Serious Wounds            Awaken
Diminish Plants            Dispel Magic                   Commune with Nature
Dominate Animal            Flame Strike                   Control Winds
Greater Magic Fang         Freedom of Movement            Cure Critical Wounds
Meld into Stone            Giant Vermin                   Death Ward
Neutralize Poison          Quench                         Hallow
Plant Growth               Reincarnate                    Ice Storm
Poison                     Repel Vermin                   Insect Plague
Protection from Elements   Rusting Grasp                  Summon Nature's Ally V
Remove Disease             Scrying                        Trans. Mud to Rock
Snare                      Sleet Storm                    Trans. Rock to Mud
Speak with Plants          Spike Stones                   Tree Stride
Spike Growth               Summon Nature's Ally IV        Unhallow
Stone Shape                                               Wall of Fire
Summon Nature's Ally III                                  Wall of Thorns
Water Breathing

6th Level                   7th Level                    8th Level
Anti-Life Shell             Change Self                  Animal Shapes
Find the Path               Control Weather              Command Plants
Fire Seeds                  Creeping Doom                Finger of Death
Greater Dispelling          Fire Storm                   Repel Metal or Stone
Healing Circle              Greater Scrying              Reverse Gravity
Ironwood                    Harm                         Summon Nature's Ally VIII
Live Oak                    Heal                         Sunburst
Repel Wood                  Summon Nature's Ally VII     Whirlwind
Spell Staff                 Sunbeam                      Word of Recall
Stone Tell                  Transmute Metal to Wood
Summon Nature's Ally        True Seeing
Transport via Plants        Wind Walk

9th Level
Antipathy
Earthquake
Elemental Swarm
Foresight
Mass Heal
Shambler
Shape Change
Summon Nature's Ally IX
Sympathy
 

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Unreasonable haste is the direct road to error. -- Jean Baptiste Moliere