Druidic First Level Druid Spells

Druids receive their spells through immersing themselves in nature. Each day, generally in the morning, a Druid must reflect/meditate for at least three turns in order to prepare spells. Of course, the Druid may be expected to reflect/meditate more than this in order to remain connected to nature accordingly.   Because they gain their spells through reflection/meditation within nature, a Druid may prepare any spell of any level he or she is able to cast.   ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
ANIMAL FRIENDSHIP RANGE: 30'
DRUID 1 DURATION: PERMANENT
  Upon encountering a normal or giant-sized (but not magical) animal, the caster may begin casting this spell, which requires an hour to complete. During this period the animal will remain nearby, and will not attack the caster or his or her allies for the duration of the casting (so long as they do not attack or otherwise disturb it). At the end of the casting, if the animal rolls a successful save vs. Spells, the spell has failed. At this point the animal acts naturally, without bearing the caster any special ill-will.   If the animal fails its save, it becomes an animal friend and joins the caster for the rest of its natural life, assisting in any way it can. Both the caster and any other animal friends are treated as treasured partners. There is no arcane mental connection, nor any particular control, but rather a strong fraternal bond which should go both ways. If the animal is treated poorly, or it's love not returned over a period of time, it can attempt another save vs. Spells at the GM's discretion.   A caster may only have, at most, twice his or her level in hit dice of animal friends. If this spell is cast on an animal that would put the total above that number, it has no effect.   ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
CREATE WATER RANGE: 10'
DRUID 1 DURATION: PERMANENT
  This spell creates one gallon of clean water per caster level. One or more vessels to contain the water must be available at the time of casting. Note: Water weighs about 8 pounds per gallon, and one cubic foot of water is roughly 8 gallons.   ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
CURE LIGHT WOUNDS RANGE: TOUCH
DRUID 1 DURATION: INSTANTANEOUS
  With this spell the caster heals 1d6+1 hit points of damage by laying his or her hand upon the injured creature. Undead are affected by this spell and its reverse in opposite fashion; they are injured by cure light wounds.   ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
DETECT MAGIC RANGE: 60'
DRUID 1 DURATION: 2 TURNS
  The caster of this spell is able to detect enchanted or enspelled objects or creatures within the given range by sight, seeing them surrounded by a pale glowing light. Only the caster sees the glow. Invisible creatures or objects are not detected by this spell, but the emanations of the invisibility magic will be seen as an amorphous glowing fog, possibly allowing the caster (only) to attack the invisible creature at an attack penalty of only -2.   ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
DETECT SNARES AND PITS RANGE: 60'
DRUID 1 DURATION: 10 TURNS
  By means of this spell, the caster can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials. The spell does not detect complex traps, including trapdoor traps.   This spell does detect certain natural hazards, for instance quicksand (detected as a snare), a sinkhole (a pit), or unsafe walls of natural rock (a deadfall). However, it does not reveal other potentially dangerous conditions. The spell does not detect magic traps (except those that operate by pit, deadfall, or snaring), nor mechanically complex ones, nor those that have been rendered safe or inactive.   The amount of information revealed depends on how long the caster studies a particular area.
  • 1st Round: Presence or absence of hazards.
  • 2nd Round: Number of hazards and the location of each. If a hazard is outside the caster's line of sight, then the caster discern its direction but not its exact location.
  • Each Additional Round: The general type and trigger for one particular hazard closely examined by the caster.
Each round, the caster can turn to detect snares and pits in a new area. The spell can penetrate barriers, but 1 ft of stone, 1 in of common metal, a thin sheet of lead, or 3 ft of wood or dirt blocks it.   ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
ENTANGLE RANGE: 200'
DRUID 1 DURATION: 3 ROUNDS/LEVEL
  This spell causes existing grasses, trees, bushes, shrubs, or other plants to entwine around creatures in a 40 ft x 40 ft area. At the GM's discretion a caster underground may use roots of plants or trees if such are present. Most creatures within the area of effect move at ¼ normal speed; very large and/or very strong creatures (at least as big or strong as a giant or dragon) move at ½ normal speed. If the creature affected is running at the time the spell is cast, the creature must make a saving throw vs Spell (with Dexterity bonus applied, if any) or trip and become prone and trapped until the end of spell. Entangled creatures may not attack nor take most actions other than movement due to the interference of the enchanted plants. This spell is only effective in a settings where plants will grow, including wilderness areas, farmland, and earthen-walled tunnels.   ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
FAERIE FIRE RANGE: 200' +10'/LEVEL
DRUID 1 DURATION: 1 MINUTE/LEVEL
  A pale glow surrounds and outlines all objects including individuals within a 20 ft radius from a point chosen by the caster. Outlined subjects shed light as candles. Outlined creatures do not benefit from the concealment normally provided by darkness, and the spell effectively negates the effects of blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.   ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
LIGHT/DARKNESS RANGE: 120'
DRUID 1 DURATION: 6 TURN+1/LEVEL
  This spell creates a light equal to torchlight which illuminates a 30' radius area well (with dim light extending for an additional 20') around the target location or object. This effect is stationary when cast in an area, but it can be cast on a movable object or even onto a character or creature.   Reversed, light becomes darkness, creating an area of darkness just as described above. This darkness blocks out Darkvision and negates mundane light sources. Wherever both spells overlap they cancel out, leaving only normal illumination in the overlapping area.   A light spell may be cast to dispel the darkness spell of an equal or lower level caster (and vice versa), leaving neither spell active; likewise, a darkness spell can cancel the light spell of an equal or lower level caster.   Either version of this spell may be used to blind an opponent by means of casting it on the target's ocular organs. The target is allowed a saving throw vs. Death Ray to avoid the effect, and if the save is made the spell does not take effect at all. A light or darkness spell cast to blind does not have the given area of effect (that is, no light or darkness is shed around the victim).   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
PASS WITHOUT TRACE RANGE: TOUCH
DRUID 1 DURATION: 1 HOUR/LEVEL
  This spell permits up to one creature per caster level to move through any type of terrain, leaving neither footprints nor scent. Tracking the subjects by non-magical means is thus rendered impossible.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
SHILLELAGH RANGE: TOUCH
DRUID 1 DURATION: 1 MINUTE/LEVEL
  This turns any club or staff wielded by the caster into a magical weapon with a +1 bonus to hit and to damage. The club or staff also does 1d8 points of damage instead of its normal damage. This spell only affects a weapon held by the caster. If the caster releases the weapon, the benefits no longer apply, but, if the caster retrieves the weapon prior to the end of the spell, the benefits result until the spell ends.