Druid 2nd Level Spells

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The spells below are presented in a uniform format, comprising key details that outline each spell's limitations. These particulars include the spell's range, specifying the maximum distance it can affect; its duration, indicating how long the spell's effects persist; the area of effect, defining the dimensions of its influence post-casting; the casting time, which tells you how quickly the spell can be prepared and unleashed, or "discharged"; any potential saving throws, which denote whether targets can resist the spell's effects and the consequences thereof; and a brief description summarising the spell's magical attributes.

Should you seek more comprehensive information about a particular spell, you can find it by following the provided links. An asterisk (*) serves as a sign that a full explanation of the spell's intricacies necessitates more space than currently available.

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)
Druidical Spell Acquisition
Druidical Spell Tables