Casting Time 10 minutes
Area special; see text
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Druid circle is a special restorative healing spell that can only be cast when other druids or rangers of your deity are present. You and up to four other druids and rangers link hands to form a circle and their divine powers bolster yours; the more people who link hands, the greater the power of your chants and the stronger the effects of your spell. The spell conjures powerful healing magic within the circle (see table below), and affects all creatures that are able to fit within the circle.
|Number of Druids/Rangers (Including Caster)||Healing Effects to All within Circle|
|2 (5 ft. circle)
||Maximized cure critical wounds
|3 (10 ft. circle)
||Maximized cure critical wounds and remove disease
|4 (15 ft. circle)
||Heal and restoration, greater
|5 (20 ft. circle maximum)
For resurrection magic to be effective, at least some small portion of the bodies of the creature or creatures to be resurrected must be placed within the circle, just as if the spell resurrection itself were being cast.
Druid circle is a very draining spell to cast, as you and your helpers are using your own life energy in lieu of material components to heal creatures or bring them back from the dead. You and all other druids and rangers who aid you in casting this spell automatically lose one spell of the highest level you have remaining for the day. In addition, you and all other druids and rangers involved must make a Will save or gain 1 negative level from the drain to your own life force.
Even with the help of others, this spell is too powerful to be sustained over an area of more than a 20-ft. circle. There is no benefit to having more than four others aid you, unless they are Small creatures and more of them are needed to form the full 20-ft. circle.
The Book of Divine Magic. Copyright 2009, 4 Winds Fantasy Gaming; Authors Connie J. Thomson and Robert W. Thomson, with Katheryn Bauer and Sean O’Connor.