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DRUID SPELLS f2ND LEVEL)If the druid harms, or attempts to harm, the charmed creature by someovert action, or if a dispel magic (q.v.) is successfully cast upon thecharmed creature, the charm will be broken automatically. The spellaffects all mammalian animals and persons. The term person includes allbipedal human and humanoid creatures of approximately man-size, orless than man-size, including those affected by the hold person spell(q.v.). If the recipient of the charm person/charm mammal spell makes itssaving throw versus the spell, its effect is negated.Create Water (Alteration)Level: 2Range: I”Duration: PermanentArea of Effect: 1 cubic foot/levelComponents: V, SCasting Time: I turnSaving Throw: NoneExplanation/Description: The druid can create pure, drinkable water bymeans of a create water spell. He or she creates 1 cubic foot of water foreach level of experience attained. The woter con be created ot amaximum distance of 1” from the druid.Cure light Wounds (Necromantic) ReversibleLevel: 2Range: TouchDuration: Permanentarea of Effect: Character touchedComponents: V,S, MCasting Time: 4 segmentsSaving Throw: NoneExplanation/Description: With the exception of the fact that the druid musthave mistletoe (of any sort) to effect this spell, it is the same as the firstlevel cleric cure light wounds spell.Feign Death (Necromantic)Level: 2Range: I”Duration: 4 rounds +2rounds/levelArea of Effect: One creatureComponents: V, S, MCasting Time: 3 segmentsSaving Throw: NoneExplanation/Description: Except as noted above, this spell is the same asthe third level magic-user feign death spell (q.v.) . The material<strong>com</strong>ponent is a piece of dead oak leaf (in addition to mistletoe, of course).Fire Trap (Evocation)Level: 2Range: TouchDuration: Permanent untildischargedArea of Effect: Object touchedComponents: V, S, MCasting Time: 1 turnSaving Throw:DRUID SPELLS f2ND LEVEL)Explanation/Description: This spell is the same as the fourth levelmagic-user fire trap spell (q.v.) except as shown above and for the factthat the material <strong>com</strong>ponents are holly berries ond a stick of charcoal totrace the outline of the closure.Heat Metal (Alteration) ReversibleLevel: 2Range: 4”Duration: 7 roundsArea of Effect: SpecialComponents: V, S, MCasting Time: 4 segmentsSaving Throw: NoneExplanation/Description: By means of the heat metal spell, the druid isable to excite the molecules of ferrous metal (iron, iron alloys, steel) andthus cause the affected metal to be<strong>com</strong>e hot. On the first round of thespell, the effect is merely to cause the metal to be very warm andun<strong>com</strong>fortable to touch, and this is also the effect on the last melee roundof the spell’s duration. The second and sixth (next to the last) round effectis to cause blisters and damage; the third, fourth, and fifth rounds themetal be<strong>com</strong>es searing hot, causing disability and damage to exposedflesh, as shown below:MetalPer Round of ExposureTemperature Damage Disabilityvery warm none nonehot 1-4 hit nonepointssearing 2-8 hit hands or feetpoints2-8 dayshead1-4 turnsunconsciousnessbody1-4 daysNote also that materials such as wood, leather, or flammable cloth willsmoulder and burn if exposed to searing hot metal, and such materials willthen cause searing damage to exposed flesh on the next round. Fireresistance (potion or ring) or a protection from fire spell totally negates theeffects of a heat metal spell, as will immersion in water or snow, orexposure to a cold or ice storm spell (qq.v.). For each level of experienceof the druid casting the spell, he or she is able to affect the metal of oneman-sized creature, i.e. arms and armor, or a single mass of metal equalto 500 gold pieces in weight, cumulative. The reverse, chill metal, countersa heat metal spell or else causes metal to act as follows:Per Round of ExposureMetalTemperature Damage Disabilitycold none noneicyfreezing1-2 hitpoints1-4 hitspointsnoneamputation offingers, toes,nose, or earsThe chill metal spell is countered by a resist cold spell, or by any greatheat, i.e. proximity to a blazing fire (not a mere torch), a magical flamingsword, a wall of fire, etc.locate Plants (Divination)Level: 2Range: 0Duration: I turn/levelArea of Effect: I” diameter/levelcircleComponents: V, S, MCasting Time: I roundSaving Throw: NoneExplanation/Description: When this spell is used by a druid, he or she isable to locate any desired type of plant within the area of effect. Note: theplant type must be singular and concentrated upon. The spell’s area ofeffect centers on, and moves with, the druid.56

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