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AD&D Players Handbook/Database/Spells/Druid/Creeping Doom

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Revision as of 17:09, 22 August 2026 by adnd>WikiImporter (Generated searchable database record from supplied Players Handbook)
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  1. Creeping Doom


Class Druid
Spell level 7
School Conjuration/Summoning
Reversible No
Range 0
Duration 4 rounds/level
Area of Effect Special
Components V, S, M
Casting Time 9 segments
Saving Throw None


    1. Description

When the druid utters the spell of creeping doom, he or she calls forth a mass of from 500 to lo00 (d6 + 4) venomous, biting and stinging arachnids, insects and myriapods. This carpet-like mass will swarm in an area of 2" square, and upon command from the druid will creep forth at 1" per round towards any prey within 8, moving in the direction in which the druid commanded. The creeping doom will slay any creature subject to normal attacks, each of thesmall horrors inflicting 1 hit point of damage (each then dies after their attack), so that up to 1 ,o00 hit points of damage can be inflicted on creatures within the path of the creeping doom. If the creeping doom goes beyond 8 of the summoner, it loses 50 of its number for each 1" beyond 8, i.e. at 10" its number has 63

    1. Source

Supplied Players Handbook PDF, PDF page 64. Original printed page is approximately 62 for this portion of the scan. Source column: R.

OCR source record

Level: 7 Range: 0 Duration: 4 rounds/level Area of Effect: Special Components: V, S, M Casting Time: 9 segments Saving Throw: None Explanation/Description: When the druid utters the spell of creeping doom, he or she calls forth a mass of from 500 to lo00 (d6 + 4) venomous, biting and stinging arachnids, insects and myriapods. This carpet-like mass will swarm in an area of 2" square, and upon command from the druid will creep forth at 1" per round towards any prey within 8, moving in the direction in which the druid commanded. The creeping doom will slay any creature subject to normal attacks, each of thesmall horrors inflicting 1 hit point of damage (each then dies after their attack), so that up to 1 ,o00 hit points of damage can be inflicted on creatures within the path of the creeping doom. If the creeping doom goes beyond 8 of the summoner, it loses 50 of its number for each 1" beyond 8, i.e. at 10" its number has 63