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Smoldering Wizard

Category Archives: Class Tweaks

My Approach to the OD&D Elf

03 Wednesday May 2023

Posted by Doug in Class Tweaks

≈ 3 Comments

Tags

elf, house rules, nolenor, od&d, original d&d

Link to discussion

There is lots of ambiguity as far as how the Elf works in the original incarnation of D&D from 1974. Elves were a blend between fighter and magic-user (MU), although you had to choose a class to play each adventure, and it was anyone’s guess how saves, hit dice and level advancement worked.

Elves: Elves can begin as either Fighting-Men or Magic-Users and freely switch class whenever they choose, from adventure to adventure, but not during the course of a single game. Thus, they gain the benefits of both classes and may use both weaponry and spells. They may use magic armor and still act as Magic-Users. However, they may not progress beyond 4th level Fighting-Man (Hero) nor 8th level Magic-User (Warlock). Elves are more able to note secret and hidden doors. They also gain the advantages noted in the CHAINMAIL rules when fighting certain fantastic creatures. Finally, Elves are able to speak the languages of Orcs, Hobgoblins, and Gnolls in addition to their own (Elvish) and the other usual tongues.

Men & Magic, p. 8

That’s pretty much it, other than a paragraph about Elves in Monsters & Treasure which you may want to pick and choose bits from to apply to PC Elves:

ELVES: … Roll a four-sided die for level of fighting and a six-sided die for level of magical ability, treating any 1’s rolled as 2’s and 6’s(magical level), as 5’s… Elves have the ability of moving silently and are nearly invisible in their gray-green cloaks. Elves armed with magical weapons will add one pip to dice rolled to determine damage, i.e. when a hit is scored the possible number of damage points will be 2–7 per die. Elves on foot may split-move and fire…

Monsters & Treasure, p. 16

This lets you know that the Fighter and MU levels don’t progress in sync, at least as far as NPC Elves. Anyway there have been tons of variations on Elves and how they work over the years, many being based on splitting XP and averaging hit points as levels are gained. I have settled on something simpler, so here in a nutshell are my OD&D Elf house rules, including my take on the Chainmail abilities mentioned above.

Elves: Elves start as a combined Fighter/M-U, both at 1st level. They can allocate earned experience to either class, or to both as desired. Hit points are calculated normally  when a level is gained in one class, rolling all hit dice for that class (e.g. roll 4d6 for a 4th level Fighter) and keeping the previous total if it is higher (at first level, take the better of the two rolls). They have the benefits of the stronger class for saves, weapons and armor use, but can only cast spells in magical armor or Elven chain.

  • Elves of 9 or higher INT can speak the languages of Orcs, Hobgoblins, and Gnolls
  • Elves are immune to ghoul paralysis
  • Elves impart +1 damage with magical weapons
  • Elves on foot armed with bows may half-move and fire without penalty
  • Elves spot ‘something is amiss’ on a 1-2/d6 when passing near a secret or concealed door, and detect secret doors 1-4/d6 when actively searching

So there is no dividing hit points by two, which is how Gary Gygax famously said he handled Elves (a variation of that is what I used in my first OD&D campaign). I also don’t allow anything like the Moldvay B/X Elf, which tracks a single hit dice and XP total and allows all weapons, armor and spells to be used together. I now find the former is too fiddly, and the latter misses the feel of the original rules, despite being a bit simpler. I also don’t allow infravision for Elves, the original rules don’t mention this until the Greyhawk supplement.

And what about the ‘split-move and fire’ ability? In my OD&D games, stationary archers can fire twice per round, or half-move and fire once. Elves can do a half-move and still fire twice.

This is all subjective of course, but after having an Elf character in my Nolenor campaign use these rules for a few dozen sessions and ending at level 4/4, I felt these rules definitely played better in practice than my prior approaches.

The Elf in Holmes Basic

21 Saturday Nov 2020

Posted by Doug in Class Tweaks

≈ 6 Comments

Tags

elf, holmes, Holmes Basic

A recent thread over at the Dragonsfoot forums got me thinking about Elves in Holmes and how they might be played.

We know, thanks to Zenopus’s study of the Holmes manuscript, that the Elf was written up originally by Holmes as it was in OD&D – where the player chose to be a Fighting Man (FM) or Magic-User (MU) at the start of each game session. This text was removed in the published version of the rules (presumably) in order to steer it more closely to the AD&D multi-class model.

But if we ignore the intent or the history, and just want to play an Elf strictly by-the-book in Holmes, up to level three, how would we do it? Let’s start with the key facts about Elves as written:

  1. They have the advantages of both FM and MUs, referring to armor, weapon and spell use.
  2. They progress as both a FM and a MU, splitting experience equally each game, making them progress more slowly than other classes.
  3. They use d6 hit dice.
  4. In the advancement charts on p. 11, we can see the first table is titled “Fighting Men, Elves, Halflings and Dwarves”, to imply we should be using the FM advancement table for Elves.
  5. Just below the charts, there is the text “Elves progress in two areas – fighting man and magic-user”, to imply we should also be using the MU advancement table for Elves.
  6. Elves encountered as monsters will have a leader of FM level 2-4 and MU level 2-8.

This list raises some more questions, however. When do Elves gain hit dice (HD), and can they wear armor and cast spells at the same time?

I’d argue that as written, Elves can indeed wear armor and cast spells simultaneously, just due to #1, above, and due to the fact that there is no other qualifying language regarding Elvish use of spells and armor in the Holmes rulebook. Reconciling #2 through #5 is a bit harder, but I think the following does it:

Each game, keep track of the total XP earned, but track it at double the cost and ignore the MU HD progression. The effect will be that when you gain a level as a FM, you add a HD (but 1d6 instead of 1d8), and when you gain a level as a MU, you add spells. You can use this combined table for advancement to see how it works.

[code lang=text]
+—–+——+—–+——+
|Level|XP |HD |Spells|
|FM/MU| | |L1/L2 |
+—–+——+—–+——+
|1/1 |0 |1d6 |1/0 |
+—–+——+—–+——+
|2/1 |4,000 |2d6 |1/0 |
+—–+——+—–+——+
|2/2 |5,000 |- |2/0 |
+—–+——+—–+——+
|3/2 |8,000 |3d6 |2/0 |
+—–+——+—–+——+
|3/3 |10,000|- |2/1 |
+—–+——+—–+——+
[/code]

This table can be easily extended to higher levels, and I think it’s an elegant way to handle Elves.

Obviously, we’re assuming that Elves don’t progress at matched levels, i.e. they don’t progress from level 1/1 directly to level 2/2, and finally to level 3/3. This is due to #6, above, and due to the fact that you must split the XP evenly between the two classes.

Spell System Overhaul, Overhauled

28 Wednesday Oct 2020

Posted by Doug in Class Tweaks

≈ 2 Comments

Tags

od&d, original d&d, spell rules, spell slots, vancian, whitebox

I’ve been thinking about my “Spell System Overhaul” and realized that it did not sit well with me. For one, it places too much emphasis on ability scores. Also, I think the spell bonuses are too high – more akin to AD&D than OD&D. And I think it’s worth keeping the goal in mind of having more useful low-level spell-casters. So I think a simpler solution is this:

  1. MUs or Clerics with a prime requisite of 13 or more get a bonus 1st level spell.
  2. MUs or Clerics can store one spell in a staff, wand or holy symbol.

For #2, one known spell can be stored and used per day, or, in the case of Clerics, they can instead (regardless of WIS score) store “Divine Energy” in their holy symbol, such that it gives them a +1 bonus to turning attempts. The stored spells or energy can be replenished when the spell-caster learns or prays for her spells each morning.

I think it is still worthwhile to not allow MUs to memorize duplicate spells, to encourage variety, and to allow read magic as an additional spell each day. MUs can be provided with a study scroll of all 1st level spells, but must find, buy or research spells of higher level.

OD&D Clerics have such small spell lists, I think it makes sense to still allow them to free-cast and have access to all the spells of a level they can cast. Clerics can also use a book or study scroll if the referee desires, or the spell slots can just be granted divinely each day.

Just thinking about how this would play in practice, Murray the Mage has an above-average intelligence (14), and so at 1st level gets a bonus 1st level spell. He is not allowed to memorize duplicates, but he has access to a study scroll of all 1st level spells provided to him by his mentor. The day he plans to go on an adventure, he memorizes charm person and hold portal. He also imbues his oaken staff with the magical energies needed to cast a sleep spell, and finally he has read magic memorized.

So this gives Murray a decent variety of spells – one utility, two offensive, and one defensive spell. Because the bonus is just one 1st level spell, this baseline set of spells doesn’t change – at subsequent levels he just adds spells as per the normal advancement chart. If nothing else this makes him much more useful at low levels, and the staff also gives him a slight boost at higher levels.

Murray’s companion Lana the 1st level Cleric is not as wise as her peers (10 WIS), but she can still prepare her holy symbol with the divine energy needed to aid her undead turning attempts. If she had a WIS of 13 or more, or was 2nd level, she could instead choose to store a 1st level Clerical spell in her holy symbol. Also with a WIS of 13 or more, she could cast any one 1st level spell as needed each day, independent of how she had prepared her holy symbol.

Spell System Overhaul for Original D&D or White Box

30 Saturday May 2020

Posted by Doug in Class Tweaks

≈ 3 Comments

Tags

od&d, original d&d, spell rules, spell slots, vancian, whitebox

At low levels, traditional Vancian magic can get a little stale. Most 1st level Magic-Users (MUs) memorize sleep, rarely any other spells. Who can blame the player for this? They get to choose one spell and sleep is the nuke in old-school games. This might even have a subtle impact on the way referees design adventures, so wouldn’t it be cool if the referee could feel free to add tricks, traps or loot that could be defeated or detected by some of the utility spells like read languages or detect magic? So how can we encourage the use of some of these spells? Here is such a system. None of the ideas are new – but taken together they should make the spellcaster much more useful.

Spell Study Scrolls

At 1st level spellcasters are assumed to have a study scroll of all available 1st level spells. They gain study scrolls of spells for each level as they are able to learn them (so a 3rd level MU would be gifted another study scroll of all 2nd level spells from his guild or master). MUs or Clerics must study or pray over these scrolls each morning for one hour to prepare for the day’s spell use. Note these are not typical scrolls and the spellcaster cannot cast spells from them directly. Any new spells or study scrolls beyond those given are per the magic research and book rules (Men & Magic [M&M] p. 34).

Study scrolls are of high quality, but still fragile and vulnerable to damage or destruction by liquid spills, crushing and fire. Because of this, many spellcasters seek out waterproof satchels, sturdy tubes or stronger, magical protection for their study scrolls. Due to the risk of theft, it is not uncommon for spellcasters to carry their study scrolls with them at all times. Higher level MUs will have magical wards and deceptions in place to protect their study scrolls, which will be safely hidden in their strongholds.

Read magic is required for a MU to read the study scroll of another, but once read it is not required again. Clerical study scrolls are written in scripture specific to a Cleric’s church, and so are readable only by Clerics of that church, but any clerical study scroll can be deciphered by a Cleric of another church given enough time (one week per spell level).

Casting Spells

Characters have a number of spell slots as per the spell tables in M&M, modified by the table below for INT or WIS. Casting is ‘free’ for all spell-using classes, meaning the player can choose which spell to cast at the time of casting. However, spells take one round to prepare before they can be cast. One spell can be prepared ahead of time and held in memory indefinitely, but any break in the PCs concentration (e.g. if they enter melee, flee or are hit by a spell or melee attack) causes the spell and associated slot to be lost for that day.

Also see the important note on M&M p. 19 – “A spell used once may not be reused in the same day” (although this does not apply to Clerical casting or to the use of casting scrolls by MUs).

Once prepared, spells go off first in the combat round, (along with gaze and breath attacks or use of any casting scrolls or spell-like devices). Compare DEX scores if it is important to know which spell or effect goes off first among members of the same side.

Casting Scrolls

MUs can prepare casting scrolls of spells they know (i.e are already on on their study scrolls) and are of a level they can cast for a cost of 100gp per level and one week of time per level. Spells can be cast from these scrolls directly, with no preparation time required. Read magic is not required for a MU to identify or make use of such a scroll.

Clerical casting scrolls, however, are extremely rare and the method of scribing such scrolls has been lost to time, although it is thought to include a ritual collaboration with one’s deity.

Bonus spells for Clerics (WIS) or MUs (INT)

Clerics or MUs of above average WIS or INT, respectively gain the bonus spell slots as listed in the table below. Note this is not cumulative, for example a Theurgist (4th level MU) with a 16 INT who normally has four 1st and two 2nd level spell slots would gain two bonus 1st level spell slots and two bonus 2nd level spell slots. This would give them a total of six 1st and four 2nd level spell slots.

[code lang=text]
+——-+—–+—–+—–+—–+
|INT/WIS|1st |2nd |3rd |4th |
+——-+—–+—–+—–+—–+
|13 |1 | | | |
+——-+—–+—–+—–+—–+
|14 |2 | | | |
+——-+—–+—–+—–+—–+
|15 |2 |1 | | |
+——-+—–+—–+—–+—–+
|16 |2 |2 | | |
+——-+—–+—–+—–+—–+
|17 |3 |2 |1 | |
+——-+—–+—–+—–+—–+
|18 |3 |2 |1 |1 |
+——-+—–+—–+—–+—–+
[/code]

Final Notes

While this system does increase the power of low-level spellcasters, it is offset by the need to prepare spells, the possibility of losing a prepared spell, the inability to cast the same spell more than once per day, and the fact that enemy spellcasters will use the exact same rules. The prohibition on casting the same spell more than once per day for MUs also encourages creative spell use.

It also makes describing and playing NPC spellcasters easier – rather than having to list the NPC’s memorized spells, the referee can simply note how many spell slots of each level are available, and can improvise what is cast as needed during play.

Race-as-Class for Swords & Wizardry White Box

03 Monday Jul 2017

Posted by Doug in Class Tweaks, Player Resources

≈ 29 Comments

Tags

b/x, dwarf, elf, halfling, moldvay/cook, race-as-class, swords & wizardry, whitebox

Since I recently posted Holmes-like Swords & Wizardry, I thought I’d tackle race-as-class for Swords & Wizardry White Box, in the spirit of Moldvay/Cook Basic/Expert D&D. The S&W White Box rules offer an ‘Elf Variant’, but it always struck me as a bit lopsided since the experience requirements are more than the combined multi-class would be. The French version of S&W White Box offers race-as-class as an option for the Dwarf and Halfling, but when I read them I did not care for the advancement used in the tables. So below is what I came up with. Note the Elf is allowed to wear armor and cast spells, as in B/X, although they have no spells until second level. Here is a PDF of the race-as-class tables for easy printing.

Dwarf

Dwarves can use all the armor and weapons of the fighter. They can see in the dark as a human sees by day, up to 60 feet, as long as torches or other light sources are not nearby. They are expert miners and can detect stone traps, shifting walls, slanting passages and new construction on a roll of 1-2 in 6. Giant-type creatures inflict half damage against Dwarves on a successful hit. Dwarves are resistant to magic and save vs. magic at +4. All Dwarves speak Common, Dwarvish, Gnome, Goblin and Kobold. The 5% experience bonus for Dwarves is given for a strength of 15+. A character must have a constitution of at least 9 to be a Dwarf.

dwarf-race-as-class-table

Elf

Elves advance as a blend of fighter and magic-user, and are able to employ the weapons and armor of the former, with the spells of the latter. Elves are able to spot secret doors when looking on a roll of 1-4 in 6, 1-2 in 6 if merely passing by. They are immune to ghoul paralysis, and gain +1 to attack and damage rolls when fighting Orcs, Goblins, intelligent undead and lycanthropes. All Elves speak Common, Elvish, Gnoll, Goblin, Orc, and Hobgoblin. The experience bonus for Elves is given for strength and intelligence – both must be 15+ to get the 5% bonus. A character must have intelligence of at least 9 to be an Elf.

elf-race-as-class-table

Halfling

Halflings can use the armor and weapons of the fighter, and like Dwarves take only half damage when hit by giant creatures. They have deadly accuracy with missiles (+2 to attack rolls) and are quite hardy, having improved saving throws compared to other classes. Outside they are nearly invisible (90% chance) when not moving, and even indoors they can remain hidden on a roll of 1-2 in 6. Halflings speak Common and whatever other languages they can learn due to their intelligence bonus. The experience bonus for Halflings is given  for strength and dexterity – both must be 15+ to get the 5% bonus. A character must have dexterity and constitution of at least 9 to be a Halfling.

halfling-race-as-class-table

~

Removing Level Limits for Non-Human PCs

27 Friday Jun 2014

Posted by Doug in Class Tweaks

≈ 2 Comments

Tags

demi-humans, level limits, non-humans, original d&d, swords & wizardry, whitebox

I’ve been reading the excellent Basic Fantasy RPG (BFRPG) rules lately, one of the thing I really like about that system is the lack of level limits for the non-human races. They always seemed so arbitrary, as much as I understood the rationale for them in OD&D, which was that the campaign world was human-centric, and allowing demi-humans to advance without restriction would change that balance, given their racial abilities. Of course B/X has race-as-class, which is another way to dispense with level limits, but I prefer players to have more choice when it comes to class. To allow that choice, but still preserve some of the balance present with limits, I am just adopting the BFRPG rule that humans and only humans get a 10% bonus to earned XP.  I am also keeping the S&W Whitebox wisdom bonus – +5% to  XP for any human with a wisdom of 15+ (this is cumulative with the 10%). This has the advantage of simplifying things a bit at character creation, since there are no more point swaps for prime requisite abilities. Want to be a Dwarven cleric? Sure, no problem, you’ll just advance a bit more slowly than a human cleric. Of course, many campaigns never even run into level limits, as much as players like to complain about them, still the added 10-15% bonus from the start is an immediate incentive for a player to run a human PC. I updated my house rules for S&W Whitebox to accommodate this, and am also using this rule in my current OD&D campaign.

New Druid Spell – Illya’s Earthen Prison

23 Sunday Mar 2014

Posted by Doug in Class Tweaks, New Spells

≈ Leave a comment

Tags

ad&d, character class, druid, illyas earthen prison, labyrinth lord, osirc, spell, swords & wizardry, tweaks

In my review of the excellent & Magazine, I noted how I thought it a good idea to introduce new monsters with a short, descriptive story, rather than a dry block of stats. The same can be said for new spells, so I thought I’d give it a try with a new spell for low-level Druids, Illya’s Earthen Prison.

~

Effric approached slowly, willing his hand to stop shaking as he pushed the heavy wooden door open.

“What’s taking you so long, Effric?” Myrena said, “Let’s get this over with.”

Other grumblings could be heard from Fin, no doubt he and Myrena were being urged forward by that impatient Halfling Delth. He’ll be the death of us one day, but hopefully that day is not today, thought Effric.

The Druid’s free hand tightly gripped his scimitar, held in front of him as he slowly crossed the threshold.  The torchlight from behind illuminated the stone walls of a large, circular room, the light flickering as if willed by some invisible breeze, shadows dancing  against the rough stone walls, at the same time gliding across the smooth stone floor. It was dark, and smelled of incense and far-away earth. Large objects filled the semi-darkness – was that a desk, perhaps? Effric just had time to notice the darkened braziers on the walls, when they  came to life. In the newly formed light and between squinted eyelids, he saw a man dressed in dark robes standing before him. A  hood obscured his features, but Effric felt a sudden chill as the man spoke and he recognized the voice.

“You dare enter my abode unannounced?”

There was no doubt they had found Viz, the wizard some say had gone mad. Effric just thought him evil – only someone aligned with the powers of chaos would enjoin tribes of orcs  to pillage and burn nearby towns. The orc guards had been no trouble. Viz he was not so sure about.

“Down in front!”

Effric turned and saw the motion behind him, heard Myrena’s command even as two arrows flew past his head in rapid succession. Her arrows flew unerringly to their target – Viz’s chest – then snapped in half and bounced away as if they had hit an unseen wall.

VIz was speaking incomprehensibly now, his hands moving. Effric, guessing a charge would not end well, reached into his belt pouch and grasped a sprig of mistletoe, starting a chant of his own and moving towards the wall on his left. Delth and Fin felt no such hesitation, and were rushing at the wizard, swords at the ready. Even as they did so, a cloud of shimmering dust filled the air in front of them, then all around them, and Effric watched helplessly as the duo fell to the floor, unconscious. Viz grinned and turned his attention to the two remaining heroes.

Effric continued his chant, backing away from the approaching cloud and stooping, touching the stone floor and connecting with the earth beneath it, speaking to it, enjoining it to help. His back hit the wall behind him, as the dust came impossibly close to his face, and stopped, the motes swirling, beckoning him forward. Effric finished his chant, and Myrena watched from the doorway, transfixed as the floor beneath Viz had already started to crack. After a few seconds, there was a noise like shattering rock, and bits of stone could be seen forming into jagged strands, circling the wizard’s feet. Viz was in the depths of another enchantment, oblivious even as the strands mixed with earth and quickly rose up and encircled first his legs and torso, then his arms. Too late he fought against the living rock, then was held fast.

~

I’ve mentioned before that I think low-level druids are fairly worthless as spell-casters in a dungeon setting. Here is a spell to put them on par with low-level Mages and Clerics,  who sling charm, hold-person and sleep spells with abandon. This is something like the first-level druid entangle spell, but is useful anywhere there is a connection to the earth – in a dungeon or the wilderness. Note the spell description is written in OSRIC/1e format, just ignore components and casting time for other systems like Swords & Wizardry or Labyrinth Lord.

Illya’s Earthen Prison

  • Level: 2
  • Range: 80 feet
  • Duration: One turn per caster level
  • Area of effect: One creature at 2nd level, one additional every three levels
  • Components: V,S,M
  • Casting Time: 3 segments
  • Saving throw: Limited effect (see below)

The druid, by touching the earth, can draw upon its power and force rocks and dirt to consolidate and rise up into rope-like strands, encircling one or more opponents and holding them firm for one turn per level of the Druid. At 2nd level, Druids can affect one creature, and one additional creature for every three levels advanced beyond 2nd (so 5th, 8th, 11th, and 14th). The stone and dirt need not be in rock or broken form – the spell will force stone to crack and shatter into suitably-sized chunks so it can re-form. Once held, such creatures can speak, but are unable to move, attack or cast spells. Creatures of five hit dice or greater, Druids greater than or equal to the caster’s level, or creatures only hit by magical weapons are unaffected by the spell. A good rule of thumb would be any creature of ogre size (assuming the standard 4+4 HD ogre) or smaller.

In any case, creatures who save versus spells can move at half normal rate and can attack with a -2 penalty to all to-hit and damage rolls for the duration of the spell in combat rounds (instead of full turns).

D&D Druids are Weaklings

29 Sunday Sep 2013

Posted by Doug in Class Tweaks

≈ 3 Comments

Tags

aec, basic d&d, druid, labyrinth lord, new spells

I’m starting a new Play-by-Post game (Labyrinth Lord with the Advanced Edition Companion [AEC]) shortly, and decided to create a Druid as I haven’t played one in quite some time. While going through the list of first-level spells (AEC p. 83), I remembered why – there is nothing there that is really useful underground, except perhaps shillelagh. So that is a problem with most campiagns spending at least some of their time in the dungeon. Nature certainly exists underground, and I imagine that Druids can draw their power from the earth, and should not be limited in their usefulness to just above-ground campaigns. They should also have some level of control over the classical four elements – earth, air, fire and water. With these points in mind, here are some ideas for new spells and abilities for Druids.

New Class abilities

  • Tracking – Druids can follow the track of any being connected to the earth, with success based on the age of the track.
  • Detect illusion – Druids can see the true nature of any being or item with concentration, as long as the illusion is created by someone/something no more than one HD higher than the Druid’s level.
  • Enhance/dim light – The Druid can make brighter or dimmer natural sources of light, phosphorescent cave lichens, for example.

New spells

  • L1 Sticks to Arrows – The Druid would need to carry a supply of sticks at least the length and circumference of an arrow, and once equipped can ‘shoot’ the sticks as if they were shot from a bow. For the duration of each shot, the spell mutates the stick into a straight and sharp arrow until just after it strikes its target. The sticks do the same damage and have the same range as a short bow. The Druid can shoot two such arrows per level, with a spell duration of four turns. So at first level, they could shoot one stick and wait a bit to shoot the second. The sticks/arrows get +1 to-hit at first level, then an additional +1 to-hit for every two caster levels thereafter.
  • L1 Hurl Stone – This allows the Druid to have a sling, without needing the actual weapon. It is more accurate than a sling but with the same range. The stones have +1 to-hit at first level, then an additional +1 to-hit for every two caster levels thereafter. The duration is four turns.
  • L1 Obscure –  This allow the Druid to camouflage small animals or items and have them blend into the background so they are not visible without a save vs. magic. The area of effect and quality of the obscurment would get better with caster level.
  • L1 Control Water – Causes flowing water to increase or decrease in flow strength – the area of effect and duration would increase with the caster level. Perhaps a small, trickling stream could be turned into a flowing brook at first level, while a river could be turned into dangerous rapids at higher levels (think Arwen in the movie The Lord of the Rings).
  • L2 Imbue Magic  – causes any weapon to be considered ‘magical’ for purposes of hitting a being that can only be damaged by magical weapons, but it does not increase the to-hit or damage capability of the weapon that is so imbued. The virtual bonus is +1 at second level, then increased by +1 for every three caster levels, so +2 at 5th level, +3 at 8th level, and +4 at 11th level (the maximum ‘bonus’).
  • L2 Create Whirlwind –  Allows the Druid to create mini-tornadoes, whose strength and size increase with caster level.
  • L3 L4 Fireball – Same as 3rd level M-U spell
  • L3 L4 Lightning Bolt – Same as 3rd level M-U spell
  • L6 L7 Earthquake – Same as 7th level cleric spell
  • L6 L7 Wind Walk – Same as 7th level cleric spell
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