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Druidic Tattoo's!!!
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<blockquote data-quote="sithramir" data-source="post: 1105013" data-attributes="member: 12183"><p>I'm putting this in general though it may need to go in in rules. </p><p></p><p>Anyways, I am making a monk 1/druid 10 character for a campaign I played in last year that is restarting back up. He is going to use the Tattoo Magic feat for scrolls (it works the same as a scroll but its a tattoo) as a way to use them while wildshaped and also to just fit the role playing idea of him being a spiritual leader shaman type of a destroyed city. The city's destruction changed his normally neutral attitude to one of wanting to help in the final battle that is nearing against a powerful illusionist. </p><p></p><p> I need you guys to help me with creative picture ideas for the druidic spells. I am hoping to get a list so that when I have all my tattoo's made I can have a lot of cool description. </p><p></p><p> For instance, I would have a bear drawn on my upper back to represent a summon monster spell to perhaps summon a bear (although it's not limited to only a bear then just role playing wise). I just seem to have some trouble with some of the spells. </p><p></p><p> So anything you guys can come up with that sounds cool would be great. For one I couldn't think of something to show for dispel magic and maybe a cool write up for fire spells like flame strike/produce fire/etc would help make it sound better than "a flame on my arm". </p><p></p><p>Here's a list of druid spells:</p><p>DRUID SPELLS</p><p>0-LEVEL DRUID SPELLS (ORISONS)</p><p>Create Water: Creates 2 gallons/level of pure water.</p><p>Cure Minor Wounds: Cures 1 point of damage.</p><p>Detect Magic: Detects spells and magic items within 60 ft.</p><p>Detect Poison: Detects poison in one creature or object.</p><p>Flare: Dazzles one creature (–1 penalty on attack rolls).</p><p>Guidance: +1 on one attack roll, saving throw, or skill check.</p><p>Know Direction: You discern north.</p><p>Light: Object shines like a torch.</p><p>Mending: Makes minor repairs on an object.</p><p>Purify Food and Drink: Purifies 1 cu. ft./level of food or water.</p><p>Read Magic: Read scrolls and spellbooks.</p><p>Resistance: Subject gains +1 bonus on saving throws.</p><p>Virtue: Subject gains 1 temporary hp.</p><p>1ST-LEVEL DRUID SPELLS</p><p>Calm Animals: Calms (2d4 + level) HD of animals.</p><p>Charm Animal: Makes one animal your friend.</p><p>Cure Light Wounds: Cures 1d8 damage +1/level (max +5).</p><p>Detect Animals or Plants: Detects kinds of animals or plants.</p><p>Detect Snares and Pits: Reveals natural or primitive traps.</p><p>Endure Elements: Exist comfortably in hot or cold environments.</p><p>Entangle: Plants entangle everyone in 40-ft.-radius.</p><p>Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.</p><p>Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).</p><p>Hide from Animals: Animals can’t perceive one subject/level.</p><p>Jump: Subject gets bonus on Jump checks.</p><p>Longstrider: Your speed increases by 10 ft.</p><p>Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.</p><p>Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.</p><p>Obscuring Mist: Fog surrounds you.</p><p>Pass without Trace: One subject/level leaves no tracks.</p><p>Produce Flame: 1d6 damage +1/level, touch or thrown.</p><p>Shillelagh: Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level.</p><p>Speak with Animals: You can communicate with animals.</p><p>Summon Nature’s Ally I: Calls creature to fight.</p><p>2ND-LEVEL DRUID SPELLS</p><p>Animal Messenger: Sends a Tiny animal to a specific place.</p><p>Animal Trance: Fascinates 2d6 HD of animals.</p><p>Barkskin: Grants +2 (or higher) enhancement to natural armor.</p><p>Bear’s Endurance: Subject gains +4 to Con for 1 min./level.</p><p>Bull’s Strength: Subject gains +4 to Str for 1 min./level.</p><p>Cat’s Grace: Subject gains +4 to Dex for 1 min./level.</p><p>Chill Metal: Cold metal damages those who touch it.</p><p>Delay Poison: Stops poison from harming subject for 1 hour/level.</p><p>Fire Trap M: Opened object deals 1d4 +1/level damage.</p><p>Flame Blade: Touch attack deals 1d8 +1/two levels damage.</p><p>Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.</p><p>Fog Cloud: Fog obscures vision.</p><p>Gust of Wind: Blows away or knocks down smaller creatures.</p><p>Heat Metal: Make metal so hot it damages those who touch it.</p><p>Hold Animal: Paralyzes one animal for 1 round/level.</p><p>Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.</p><p>Reduce Animal: Shrinks one willing animal.</p><p>Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.</p><p>Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.</p><p>Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.</p><p>Spider Climb: Grants ability to walk on walls and ceilings.</p><p>Summon Nature’s Ally II: Calls creature to fight.</p><p>Summon Swarm: Summons swarm of bats, rats, or spiders.</p><p>Tree Shape: You look exactly like a tree for 1 hour/level.</p><p>Warp Wood: Bends wood (shaft, handle, door, plank).</p><p>Wood Shape: Rearranges wooden objects to suit you.</p><p>3RD-LEVEL DRUID SPELLS</p><p>Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.</p><p>Contagion: Infects subject with chosen disease.</p><p>Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).</p><p>Daylight: 60-ft. radius of bright light.</p><p>Diminish Plants: Reduces size or blights growth of normal plants.</p><p>Dominate Animal: Subject animal obeys silent mental commands.</p><p>Magic Fang, Greater: One natural weapon of subject creature gets +1/three levels on attack and damage rolls (max +5).</p><p>Meld into Stone: You and your gear merge with stone.</p><p>Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.</p><p>Plant Growth: Grows vegetation, improves crops.</p><p>Poison: Touch deals 1d10 Con damage, repeats in 1 min.</p><p>Protection from Energy: Absorb 12 points/level of damage from one kind of energy.</p><p>Quench: Extinguishes nonmagical fires or one magic item.</p><p>Remove Disease: Cures all diseases affecting subject.</p><p>Sleet Storm: Hampers vision and movement.</p><p>Snare: Creates a magic booby trap.</p><p>Speak with Plants: You can talk to normal plants and plant creatures.</p><p>Spike Growth: Creatures in area take 1d4 damage, may be slowed.</p><p>Stone Shape: Sculpts stone into any shape.</p><p>Summon Nature’s Ally III: Calls creature to fight.</p><p>Water Breathing: Subjects can breathe underwater.</p><p>Wind Wall: Deflects arrows, smaller creatures, and gases.</p><p>4TH-LEVEL DRUID SPELLS</p><p>Air Walk: Subject treads on air as if solid (climb at 45-degree angle).</p><p>Antiplant Shell: Keeps animated plants at bay.</p><p>Blight: Withers one plant or deals 1d6/level damage to plant creature.</p><p>Command Plants: Sway the actions of one or more plant creatures.</p><p>Control Water: Raises or lowers bodies of water.</p><p>Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).</p><p>Dispel Magic: Cancels spells and magical effects.</p><p>Flame Strike: Smite foes with divine fire (1d6/level damage).</p><p>Freedom of Movement: Subject moves normally despite impediments.</p><p>Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.</p><p>Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.</p><p>Reincarnate: Brings dead subject back in a random body.</p><p>Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.</p><p>Rusting Grasp: Your touch corrodes iron and alloys.</p><p>Scrying F: Spies on subject from a distance.</p><p>Spike Stones: Creatures in area take 1d8 damage, may be slowed.</p><p>Summon Nature’s Ally IV: Calls creature to fight.</p><p>5TH-LEVEL DRUID SPELLS</p><p>Animal Growth: One animal/two levels doubles in size.</p><p>Atonement: Removes burden of misdeeds from subject.</p><p>Awaken X: Animal or tree gains human intellect.</p><p>Baleful Polymorph: Transforms subject into harmless animal.</p><p>Call Lightning Storm: As call lightning, but 5d6 damage per bolt.</p><p>Commune with Nature: Learn about terrain for 1 mile/level.</p><p>Control Winds: Change wind direction and speed.</p><p>Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).</p><p>Death Ward: Grants immunity to all death spells and negative energy effects.</p><p>Hallow M: Designates location as holy.</p><p>Insect Plague: Locust swarms attack creatures.</p><p>Stoneskin M: Ignore 10 points of damage per attack.</p><p>Summon Nature’s Ally V: Calls creature to fight.</p><p>Transmute Mud to Rock: Transforms two 10-ft. cubes per level.</p><p>Transmute Rock to Mud: Transforms two 10-ft. cubes per level.</p><p>Tree Stride: Step from one tree to another far away.</p><p>Unhallow M: Designates location as unholy.</p><p>Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.</p><p>Wall of Thorns: Thorns damage anyone who tries to pass.</p></blockquote><p></p>
[QUOTE="sithramir, post: 1105013, member: 12183"] I'm putting this in general though it may need to go in in rules. Anyways, I am making a monk 1/druid 10 character for a campaign I played in last year that is restarting back up. He is going to use the Tattoo Magic feat for scrolls (it works the same as a scroll but its a tattoo) as a way to use them while wildshaped and also to just fit the role playing idea of him being a spiritual leader shaman type of a destroyed city. The city's destruction changed his normally neutral attitude to one of wanting to help in the final battle that is nearing against a powerful illusionist. I need you guys to help me with creative picture ideas for the druidic spells. I am hoping to get a list so that when I have all my tattoo's made I can have a lot of cool description. For instance, I would have a bear drawn on my upper back to represent a summon monster spell to perhaps summon a bear (although it's not limited to only a bear then just role playing wise). I just seem to have some trouble with some of the spells. So anything you guys can come up with that sounds cool would be great. For one I couldn't think of something to show for dispel magic and maybe a cool write up for fire spells like flame strike/produce fire/etc would help make it sound better than "a flame on my arm". Here's a list of druid spells: DRUID SPELLS 0-LEVEL DRUID SPELLS (ORISONS) Create Water: Creates 2 gallons/level of pure water. Cure Minor Wounds: Cures 1 point of damage. Detect Magic: Detects spells and magic items within 60 ft. Detect Poison: Detects poison in one creature or object. Flare: Dazzles one creature (–1 penalty on attack rolls). Guidance: +1 on one attack roll, saving throw, or skill check. Know Direction: You discern north. Light: Object shines like a torch. Mending: Makes minor repairs on an object. Purify Food and Drink: Purifies 1 cu. ft./level of food or water. Read Magic: Read scrolls and spellbooks. Resistance: Subject gains +1 bonus on saving throws. Virtue: Subject gains 1 temporary hp. 1ST-LEVEL DRUID SPELLS Calm Animals: Calms (2d4 + level) HD of animals. Charm Animal: Makes one animal your friend. Cure Light Wounds: Cures 1d8 damage +1/level (max +5). Detect Animals or Plants: Detects kinds of animals or plants. Detect Snares and Pits: Reveals natural or primitive traps. Endure Elements: Exist comfortably in hot or cold environments. Entangle: Plants entangle everyone in 40-ft.-radius. Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like. Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours). Hide from Animals: Animals can’t perceive one subject/level. Jump: Subject gets bonus on Jump checks. Longstrider: Your speed increases by 10 ft. Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls. Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage. Obscuring Mist: Fog surrounds you. Pass without Trace: One subject/level leaves no tracks. Produce Flame: 1d6 damage +1/level, touch or thrown. Shillelagh: Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level. Speak with Animals: You can communicate with animals. Summon Nature’s Ally I: Calls creature to fight. 2ND-LEVEL DRUID SPELLS Animal Messenger: Sends a Tiny animal to a specific place. Animal Trance: Fascinates 2d6 HD of animals. Barkskin: Grants +2 (or higher) enhancement to natural armor. Bear’s Endurance: Subject gains +4 to Con for 1 min./level. Bull’s Strength: Subject gains +4 to Str for 1 min./level. Cat’s Grace: Subject gains +4 to Dex for 1 min./level. Chill Metal: Cold metal damages those who touch it. Delay Poison: Stops poison from harming subject for 1 hour/level. Fire Trap M: Opened object deals 1d4 +1/level damage. Flame Blade: Touch attack deals 1d8 +1/two levels damage. Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level. Fog Cloud: Fog obscures vision. Gust of Wind: Blows away or knocks down smaller creatures. Heat Metal: Make metal so hot it damages those who touch it. Hold Animal: Paralyzes one animal for 1 round/level. Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level. Reduce Animal: Shrinks one willing animal. Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type. Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage. Soften Earth and Stone: Turns stone to clay or dirt to sand or mud. Spider Climb: Grants ability to walk on walls and ceilings. Summon Nature’s Ally II: Calls creature to fight. Summon Swarm: Summons swarm of bats, rats, or spiders. Tree Shape: You look exactly like a tree for 1 hour/level. Warp Wood: Bends wood (shaft, handle, door, plank). Wood Shape: Rearranges wooden objects to suit you. 3RD-LEVEL DRUID SPELLS Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky. Contagion: Infects subject with chosen disease. Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10). Daylight: 60-ft. radius of bright light. Diminish Plants: Reduces size or blights growth of normal plants. Dominate Animal: Subject animal obeys silent mental commands. Magic Fang, Greater: One natural weapon of subject creature gets +1/three levels on attack and damage rolls (max +5). Meld into Stone: You and your gear merge with stone. Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject. Plant Growth: Grows vegetation, improves crops. Poison: Touch deals 1d10 Con damage, repeats in 1 min. Protection from Energy: Absorb 12 points/level of damage from one kind of energy. Quench: Extinguishes nonmagical fires or one magic item. Remove Disease: Cures all diseases affecting subject. Sleet Storm: Hampers vision and movement. Snare: Creates a magic booby trap. Speak with Plants: You can talk to normal plants and plant creatures. Spike Growth: Creatures in area take 1d4 damage, may be slowed. Stone Shape: Sculpts stone into any shape. Summon Nature’s Ally III: Calls creature to fight. Water Breathing: Subjects can breathe underwater. Wind Wall: Deflects arrows, smaller creatures, and gases. 4TH-LEVEL DRUID SPELLS Air Walk: Subject treads on air as if solid (climb at 45-degree angle). Antiplant Shell: Keeps animated plants at bay. Blight: Withers one plant or deals 1d6/level damage to plant creature. Command Plants: Sway the actions of one or more plant creatures. Control Water: Raises or lowers bodies of water. Cure Serious Wounds: Cures 3d8 damage +1/level (max +15). Dispel Magic: Cancels spells and magical effects. Flame Strike: Smite foes with divine fire (1d6/level damage). Freedom of Movement: Subject moves normally despite impediments. Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin. Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across. Reincarnate: Brings dead subject back in a random body. Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away. Rusting Grasp: Your touch corrodes iron and alloys. Scrying F: Spies on subject from a distance. Spike Stones: Creatures in area take 1d8 damage, may be slowed. Summon Nature’s Ally IV: Calls creature to fight. 5TH-LEVEL DRUID SPELLS Animal Growth: One animal/two levels doubles in size. Atonement: Removes burden of misdeeds from subject. Awaken X: Animal or tree gains human intellect. Baleful Polymorph: Transforms subject into harmless animal. Call Lightning Storm: As call lightning, but 5d6 damage per bolt. Commune with Nature: Learn about terrain for 1 mile/level. Control Winds: Change wind direction and speed. Cure Critical Wounds: Cures 4d8 damage +1/level (max +20). Death Ward: Grants immunity to all death spells and negative energy effects. Hallow M: Designates location as holy. Insect Plague: Locust swarms attack creatures. Stoneskin M: Ignore 10 points of damage per attack. Summon Nature’s Ally V: Calls creature to fight. Transmute Mud to Rock: Transforms two 10-ft. cubes per level. Transmute Rock to Mud: Transforms two 10-ft. cubes per level. Tree Stride: Step from one tree to another far away. Unhallow M: Designates location as unholy. Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level. Wall of Thorns: Thorns damage anyone who tries to pass. [/QUOTE]
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