Druidic Sixth Level Druid Spells in The Arbour Coast | World Anvil

Druidic Sixth 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.   ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------    
ANIMATE NATURAL RANGE: 100'+10'/LEVEL
DRUID 6 DURATION: 1 ROUND/LEVEL
  This spell functions identically to the cleric spell animate objects, but it may only be cast on living trees, plants, or fungi, wooden objects, un-worked stone or earth, or naturally-occurring bodies of water or ice. At the GM's option other natural phenomena such as non-magical fires or weather effects might also be subject to this spell.   ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------    
CONJURE ELEMENTAL RANGE: 240'
DRUID 6 DURATION: SPECIAL
  A portal to one of the Elemental Planes is opened, allowing the Magic-User to summon an elemental from that plane. Review the Elemental entry in the Monsters section on page 88 for further details regarding the types available and their statistics. At most one elemental of each type may be summoned by the caster in a given day. Once the elemental appears, it serves the conjurer indefinitely, provided the caster concentrates on nothing but controlling the creature; spell casting, combat, or movement over half the normal rate results in loss of concentration. The conjurer, while in control of an elemental, can dismiss it to its native plane at will (doing so on their Initiative if in combat). If the Magic-User loses concentration, control of the summoned Elemental is lost and cannot be regained. The creature then seeks to attack the conjurer and all others in its path. Only dispel magic or dispel evil will banish the elemental once control has been lost. An elemental may, of course, choose to return to its home plane on its own; such creatures will not choose to remain on the material plane for long.   ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------    
FIND THE PATH RANGE: TOUCH
DRUID 6 DURATION: 1 TURN/LEVEL
  This spell grants the caster, or another subject the caster touches, the ability to find the best and shortest route to a destination selected by the caster. The caster must have some knowledge about the location; any location the caster has ever visited can be so located, as well as locations described to the caster. Even knowing the name of a location (if it has a name) is enough for this spell to function.   This spell works as well indoors or even underground as it does in the outdoors. However, find the path works with respect to locations, not objects or creatures. It can only lead someone to a destination that is on the same plane of existence as the caster when cast; this can be very limiting if the caster (and subject if any) is in a closed or pocket universe of some kind.   The subject can sense the approximate direction of the destination, but also knows the best path to get there, sensing each turning and knowing which paths or corridors to follow when choices appear (but not sooner, unfortunately). The spell even overcomes things such as secret doors, which the subject will sense and know how to open, and grants the knowledge of passwords or codes at the correct moments.   Note that the spell will always choose the best path. For example, if the shortest way requires the use of a key which the subject does not have, the spell will choose a different, probably longer way if possible. If this is not possible, the subject will be led to the locked door and will understand that they must find a way to pass through on their own.   The spell ends when the subject arrives at the destination or when the duration expires, whichever comes first. If the duration expires before arrival, the subject may still remember the approximate direction to the destination but will no longer know the way   ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------    
PART WATER RANGE: 60'
DRUID 6 DURATION: 1 TURN/LEVEL
  This spell, when cast on a body of water, causes it to part. This exposes a path that can be traversed as if it where dry land. Note that this spell does not change the topography of the bottom of the body of water, so the terrain my still be difficult to cross. The caster is able to affect a body of water up to 5 ft./caster level. The caster may dismiss this spell at any time.   ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------    
PASS TREE RANGE: TOUCH
DRUID 6 DURATION: INSTANTANEOUS
  This spell allows the caster and up to two others to teleport between any two living trees on the same plane. The caster chooses a general location or a specific tree. The caster must have personal knowledge of the specific tree or general area of the target destination.   ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------    
REPEL WOOD RANGE: 60'
DRUID 6 DURATION: 1 MINUTE/LEVEL
  This spell creates a flow of energy in a direction the caster sets when the spell is cast. All wooden objects are then pushed away in that direction for the duration of the spell. Any wooden object greater than three inches in diameter that is fully anchored in place will resist the spell. Any wooden object three inches in diameter or less that is anchored will shatter, and its pieces will be pushed away. All affected objects are pushed at a speed of 40 feet per round.   Any objects that are carried will push their bearer unless dropped or released. Any spear braced against the spell will shatter. Even magic items with wooden components are pushed away. Once the spell is cast, the path of the flow of energy is set and the caster does not need to do anything to maintain it.   ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------    
SUMMON ANIMALS III RANGE: 80'/LEVEL
DRUID 6 DURATION: ONE DAY
  This spell is a more powerful version of Summon Animals II. Up to 4d6 animals of 4 HD or less can be summoned, or 3d4 animals of 8 HD or less, or 1d4 animals of 12 HD or less.   ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------    
TRANSMUTE METAL TO WOOD RANGE: 200'+20'/LEVEL
DRUID 6 DURATION: INSTANTANEOUS
  The spell affects a circular area with a diameter of 10’ per caster level. All metal objects within this area is changed to wood. This applies to all metal items, whether worn (including weapons and armor), laying around, used as building materials, or anywhere. Magic items made of metal may save vs. Spells to avoid the transmutation. Artifacts are not affected. Ordinary items (whether held or worn or not) do not get a saving throw.   Weapons converted from metal to wood take a -2 penalty on attack and damage rolls. The armor class of any armor converted from metal to wood is reduced by 2. Weapons changed by this spell splinter and break on any natural attack roll of 1 or 2, and armor changed by this spell loses an additional point of armor class every time it is struck with a natural attack roll of 19 or 20.   Only a wish can restore a transmuted object to its metallic state.   ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------  
WEATHER SUMMONING RANGE: 10 MILES
DRUID 6 DURATION: 5 TURN/LEVEL
  The caster is able to summon nearby weather conditions. The caster must be aware of the weather condition to summon it. This spell does not grant control of the weather to the caster.   ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------    
WORD OF RECALL RANGE: SELF(SPECIAL)
DRUID 6 DURATION: INSTANTANEOUS
  With the utterance of a single word this spell transports the caster to a place of refuge which they designate when preparing the spell. The place must be Known Well (as explained for teleport) to the caster to be so designated. This spell cannot transport the caster beyond their current plane of existence.   The caster can bring along objects or creatures, not to exceed 300 pounds plus 100 pounds per level above 10th. The caster must be in contact with all objects and/or creatures to be transported (although creatures to be transported may be in contact with one another, with at least one of those creatures in contact with the caster).   Unwilling creatures cannot be transported by this spell, nor can items in their possession. If the caster or one of their passengers is holding an object that is also being held by an unwilling creature, the latter can retain possession of the object with a successful save vs. Spells.