Druid 2nd Level Spells

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Spell Range Duration Area of Effect Casting Save Description
Barkskin touch 5 rounds/level 1 creature 1 round none improves armour class by 2 points
Charm Person & Mammal 30 ft. 5 rounds, +3/level 1 creature 1 round negates* brings creature under the caster's sway
Create Water 10 ft. permanent 1 cub.ft./level 1 round none creates water
Cure Light Wounds touch permanent 1 to 8 recipients 1 round none* cures 4 +d4 hit points
Feign Death touch 10 rounds, +3/level 1 creature 1 action point none creates the illusion of death
Fire Trap touch until discharged* 1 object 1 round ½ damage traps closed objects
Flame Blade touch 1 round/level 1 scimitar 1 round none acts as a weapon and sets things alight
Goodberry touch 1 day/level 2-8 fresh berries 1 round none gives berries the power to heal or to sustain
Heat Metal 40 ft. 5 rounds 1 hex/level 1 round none heats metal intensely
Locate Plants 60 ft./level 6 rounds/level self 1 round none gives location & number of desired plants
Obscurement self 4 rounds/level 5 ft. radius/level 1 round none creates a misty vapour that limits vision
Produce Fire 10 ft. 1 round per level caster's hand 1 round none ignites materials and causes damage
Slow Poison touch 1 hour/level 1 creature 1 round none delays death from poison
Trip touch 10 rounds/level 1-4 hexes* 1 round negates creates a snare able to trip creatures
Warp Wood 10 ft./level permanent 1 hex +1/3 levels* 1 round none warps and contorts wooden objects


See Also,
Druid (class)
Druidic Spell Acquisition
Druidic Spell Tables