Tann, if Cynil druid abilities are true, then she would have known long before anyone else, when they first sprouted the nature of the plants, and would have warned us about it. I figure that in all fairness, she should know how to kill the plants, what to watch out for in regards to the plants and such. "Can identify Plants, Animals, and pure water." is what it says under Druid Abilities, so I figure if that's the case she should at least Suddenly remember what the plant is and how to destroy it.
Actually no as her abilities concern normal plant life, not this mutated type of plant she has never seen before.
Secondly, Major Sphere's of Magic, what does that do?
What this means is that the wizard gets most of his spells from these area’s or Sphere’s as they are known in AD&D
Example Sphere’s:
Elemental: All spells that have something to do with Fire/ Water/ Earth/ Air etc…
Healing: All healing type spells
A few of us have the spell entangle, why hasn't anyone tried to use that to prevent the thing from retaliating when somebody attacks?
I can’t answer that one that’s a player to player question and choice.
If I use my Staff of Battle, how would I go about using the special power THUNDERSTRIKE?
By speaking the command word for that function whatever you decide it is. Each function has a different command word
Now a question for you in your post you said you were sending a ray of Ice from the Wand of Frost below are the 3 functions of it, which one did you actually use. If I take your action as posted you just cast another Wall of Ice or an Ice Storm.
Wand of Frost: A frost wand can perform three functions that duplicate wizard spells:
• Ice storm: A silvery ray springs forth from the wand and an ice (or sleet) storm occurs up to 60 feet away from the wand holder. This function requires one charge.
• Wall of ice: The silvery ray forms a wall of ice, six inches thick, covering a 600-square-foot area (10' x 60', 20' x 30', etc.). Its initiative modifier is +2, and it uses one charge.
• Cone of cold: White crystalline motes spray forth from the wand in a cone with a 60-foot length and a terminal diameter of 20 feet. The initiative modifier is +2, and the effect lasts just one second. The temperature is -100 degrees F., and damage is 6d6, treating all 1s rolled as 2s (6d6, 12-36). The cost is two charges per use. Saving throw vs. wands is applicable.
The wand can function once per round, and may be recharged.
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