Search This Blog

Friday, March 7, 2025

Sticks to Snakes - favorite old spell. Druid should get it! And Heat Metal was No Concentration back then.

https://dungeonsdragons.fandom.com/wiki/Sticks_to_snakes and https://forgottenrealms.fandom.com/wiki/Sticks_to_snakes


Sticks to Snakes!

I always loved the way it looked in the Tower of Doom arcade game. And the DnD folks must have gotten inspired by the old Ten Commandments movie about Moses, with Charlton Heston. 

https://californiaherps.com/films/snakefilms/TheTenCommandments.html



In oldest DnD, 

Cleric got it for a lvl 4 and Druid for a level 5. Was a 50% chance to be a venomous snake, and they got 2d8 snakes. Constricting or venomous snakes possible. 

In ADnD, Cleric for lvl 4 spell, Druid lvl 5 spell (but more range).  

Transforms one stick in the area to a snake per caster level. Any non-magical piece of wood can be considered a "stick" for the purposes of this spell. The snake has a 5% chance of being venomous per caster level. The snakes are under the caster's command.

Reverse - Turns 1 snake per level into an inert stick of wood. The reverse can also be cast to negate the original.


The RULES CYCLOPEDIA version states:

Sticks to Snakes (lvl 4 for clerics)
Range: 120' Duration: 6 turns Effect: Up to 16 sticks

This spell turns 2d8 sticks into snakes (detailed below). The snakes may be poisonous (50% chance per snake; the DM can roll 1d6 for each snake; on a roll of 1-3, the snake is poisonous). They obey the cleric's commands, but will turn back into sticks when slain or when the spell's duration ends.

Snakes: NA 2d8 (2d8); AC 6, HD 1; AT 1 bite; Dmg 1d4; MV 90' (30'); Save Fl; ML 12; TT Nil; AL Neutral; SA poison (50% chance for each snake to be poisonous); XP 10 (nonpoisonous) or 13 (poisonous)


For 5e, Third Party SRD for 5e:  https://www.5esrd.com/spellcasting/3pp-spells/spells-grimlore-entertainment/sticks-to-snakes/

MY NOTES: Swarm of is easy to calc. Maybe give option for 2d8 constricting snakes instead. Check out the RITUAL option, so free use!?

Sticks to Snakes

4th-level transmutation (ritual)

Casting Time: 1 action

Range: Touch

Components: V, S, M (a handful of sticks)

Duration: concentration, up to 1 hour

Classesdruidranger

You transform a bundle of sticks into a swarm of poisonous snakes. The swarm turns back into sticks when it drops to 0 hit points or when the spell ends. The summoned swarm is friendly to you and your companions. The swarm has its own turn, which immediately follows your own on the initiative order. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to it, the swarm defends itself from hostile creatures, but otherwise takes no actions. The GM has the creatures’ statistics.



Heat Metal (Second Level Druidic Spell)

Range: 30' Duration: 7 rounds

Effect: Warms one metal object

This spell causes one object to slowly heat and then cool. It will affect one metal item weighing up to one-half pound (5 cn) per level of the caster. A 12th level druid, for example, can heat up to 6 pounds (60 cn—a normal sword, for instance), while a 20th level druid can heat 10 pounds (100 cn—for example, a two-handed sword).

The heat causes no damage to magical items. Normal weapons or other items may be severely damaged, especially if made of both wood and metal (as a normal lance), as the wood will burn away at the point of contact with metal.

If the object is being held when heated, the heat causes damage to the holder: 1 point of damage during the first round, 2 points in the second, 4 points in the third, 8 points in the fourth, and then decreasing at the same rate (for a total of 22 points of heat damage over seven rounds). In the fourth round, the searing heat will cause leather, wood, paper, and other flammable objects in contact with the metal to catch fire.

The holder gets no saving throw, but fire resistance negates all damage. The character can drop the item at any time, of course, and creatures of low intelligence are 80% likely to do so (check each round).

Once the spell has been cast, the druid no longer needs to concentrate; the heating and cooling proceed automatically. A dispel magic can stop the effect, but normal means (immersion in water, etc.) will not.

If the spell is used on an item imbedded in an opponent (such as an arrow or dagger), the opponent may remove the item but loses initiative for that round (and takes the appropriate heat damage for that round as well).

Heat damage disrupts concentration; the victim cannot cast spells during any round in which he sustains damage from this spell.


EARTH MAW for Druids from 2nd ed.

Earthmaw (Alteration) [4th level spell]

Sphere: Elemental (earth) Range:50 yards Components V, S, M Duration: 1round Casting T i e : 7 Area of Effect:10-footdiameter circle yving Throw: Neg.

Earthmaw causes a patch of ground 10 feet in diameter to open and form a gigantic mouth with stalactite teeth. The mouth springs forth on a short serpentine neck, much like a water weird, and attacks once in a direction the caster dictates. Then it retracts intothe earth and closes solidly.The site of an earthmaw spell appears as if the ground has beentilled recently

The mouth can attack one large creature,
twoman-sized creatures, or four small-sized creatures within 10feet of its outer edge. It can strike multiple creatures only if they remain clustered within a 10-foot diameter circle adjacent to the maw.

The earthmaw attacks as a monster with Hit Dice equal to the caster’s level. Creatures standing on the site of the maw suffer a
+3 penalty to Armor Class for purposes of this attack only. Creatures standing next to the maw suffer noAC penalty.

A successfulhit inflicts ld4 points of damage per level of the caster.
An unmodified roll of 19or 20 means the maw hasswallowedthe victim whole, burying the character 2d4 feet below ground.Victimscan be dug out manually, with appropriatespells (suchas dig), or with magical items (suchas a spadeofcolossal excavation). A creature trapped underground will suffocateunless freed withinanumber of rounds equal to one-third its Constitution

Earthmaw may be cast on any area of loose or packed earth, sand, or vegetation-covered soil.It may be cast indoors on an earthen surface:for example, on the dirtfloor of a barn or basement, but not on the marble floor of a home or temple. It may not be cast on an area containinga tree,any portion of abuildin any type of pavement.

An object present on the site of the m (such as a campfireor a tent, etc.) counts as a creatureof that object’s size in attacks.

The material component is a tooth from any predatory creature




Needlestorm(Alteration) [4th level spell for druid]
MY NOTES for a 5e version: Area probably 15' radius or 30 foot square. Probably make it 4d12, then u get that nice extra d12 when upcasting. Need to check balancing factors. Make it ONLY in woods, nah, how about 4d12+4 in woods, and 3d12 inside (tree or no tree there)??? Does piercing dmg so....
COMPARE to 3d10 call lightning at level 3 (4d10 during storm), but it can recast infinite, so this needs to do way more dmg. 6d10 outside at level 5, infinite casts. 
COMPARE to 8d6 fireball at level 3, 9d6 at level 4, 10 d6 at level 5. 

Sphere: Plant Range:
60yards Components: V, S, M hation: Instantaneous Casting T i e : 7 Area of Effect: 1tree or plant SavingThrow: Savevs. spell forhalfdamage

A favoriteof cold-fomstand desert druids, needlestorm causes the spines on any pine trre or similar needle-bearing plantto spray out in a deadly barrage. The shower of needles has a radius of approximately1footfor every

2feet of the subjectplant's height.

Everyone within this area suffers one attack,
which inflicts ld12pointsof damage for every three full levels the caster has achieved. Thus, a spruce tree enchanted by a 7th-levelcharacter attackswith a THACO of 16and inflicts2d12pointsof damage.

The materialcomponent is
a spine from a needle-bearing treeor plant

No comments:

Post a Comment