Slowly working through the spell descriptions for the Druid spells. I really hate making lists with descriptions, such as spell lists and monster lists. I don't know why.
Here's the alternate Druid class from my Welsh Marches campaign.
Here's the list of alternate First Level spells.
Many, many thanks to Brian Richmond of Goatman's Goblet for the inspiration and sometimes text of some of these interesting spells.
Second-Level
Druid Spells
Blight
R:
Self D: Instantaneous
Plants and organic matter within 2” of the
caster begin to rot, wilt, and sprout fungus. Plant creatures take damage equal
to 1d6 per caster level, while normal creatures take 1d6 + caster level damage
due to thirst.
Boreal
Songs
R:
1” Radius D: Concentration
The air around the caster begins blowing
strangely and harsh whispers speak on the wind. Those affected by the spell
suffer -4 to their Attack Rolls, as though they were fighting in darkness. The
songs speak to them of their deaths.
Breathless
R:
One Being D: Concentration
The caster shuts his mouth firmly and then
doesn’t need to breathe. He may cast the spell on others by placing an object he
owns into the mouth of the figure. So long as the figure’s mouth remains closed,
he instead does not need to breathe.
Chill
Steel
R:
3” Cone D: Instantaneous
The caster may painfully chill metal, forcing
those hit with the spell to either drop what metal they are holding or suffer
1d6 + caster level damage.
Control
Temperature
R:
3” Radius D: 1 Turn
The
caster moistens his earlobes with a dash of cool water. The ambient temperature
comes under his control, between slightly below freezing to very hot (110
degrees F / 43 C).
Create
Water
R:
1” per level D: Permanent
Creates one cubic foot of sweet, drinkable water
(about 8 gallons) per experience level.
Creeping
Sickness
R:
3” D: Several days
The caster makes a beckoning motion and the
victim slowly has his vigor sapped for a number of hours equal to the caster’s
level. Each hour the victim takes 1d6 damage and must Save vs Spell or become
sickened for a number of days equal to the caster’s level. This is subdual
damage and will not reduce the target below 0 hit points. Upon becoming sick,
the victim no longer suffers damage from the spell.
Debauchery
R:
Self D: 1 Hour per caster level
The caster falls into a state of hedonistic
glee, becoming immune to spells that might otherwise alter his mind or purpose,
but suffering the effects of being the life of a party. The caster cannot cast
spells while debauched, attracts 1d6 people per caster level as revellers from
the nearby wilderness or town (of all ages, kinds, and social classes.) Local
animals may attend the revelry too. The debauchery lasts a number of hours
equal to the caster’s level, after which the caster is fatigued, hung over, and
has suffered ill-effects of carousing.
Exhalation
of Purity
R:
2” Radius D: 1 Round per caster level
By exhaling sharply, the caster blows away
any gasses, fogs, mists, dust, smoke, or poison clouds within 20 feet. The
caster may choose instead to inhale these dangers, making a Constitution check,
which upon passing allows the caster to exhale the content safely within a
number of rounds equal to his level. If the check is failed, he suffers the woes
of his folly.
Ferocity
R:
Nearby Allies D: Concentration
The caster pounds on his chest, rousing the
fury of their compatriots. A number of allies equal to the caster’s level may
increase the damage their melee attacks deal by one die increment (d6 to d8,
&c.) This bonus exists for however many rounds the caster pounds on his chest,
though he may shift to another loud act of percussion. Upon ending this drumming,
those affected must Save vs Petrification or Polymorph or become fatigued.
Glance of Mendacity
R:
1” D: Caster level in Rounds
With a subtle glance, the caster may charm a
victim into acting in the best interest of the party; provided no violence will
knowingly come to someone in the victim’s immediate charge. The victim remains
charmed for a number of Rounds equal to the caster’s level. No Save is allowed.
Harvest
Rations
R:
1” D:
Permanent until eaten
The caster is able to make a single serving
of rations feed a number of figures equal to the caster’s level. The rations
bloat inside the stomach of those who eat it. Eating this way more than twice
in a row requires a Save vs Poison to avoid being sickened.
Heat Metal
R:
4” D:
7 Rounds
Metal
goes from merely very hot, to blistering, to red-hot, to blistering, to merely
very hot again. There is no saving throw.
On
Rounds 2, 3, 6, and 7, metal so touched deals 1d4 HP damage. On Rounds 4 and 5,
it deals 2d4 HP damage. Armor or weapons can be so heated.
Heat
Shimmer
R:
Self D: 1 Turn
The caster holds a hand outstretched and the air
within 2” around the caster becomes balmy and tropical. Those who enter that
space suffer -2 on attacks due to the heat, and if they remain within that
space for more than 1d4 Rounds, they face a -2 on all rolls due to heat
exhaustion until they sleep.
Hold
Animal
R:
3” D: 4 Turns
Holds 1d4 natural or dire creatures of animal
intelligence transfixed and fascinated.
Locate
Plants
R:
1”diameter/lvl D: 1 Turn/lvl
The
caster whispers into the wind and the wind whispers back. He is able to locate
the nearest instance of a desired plant within range. The area of effect stays
on the caster as he moves.
Mantle of
Winter
R:
Touch D: Caster’s Level in Hours
The caster imbues the essence of Winter upon
a target, turning its mantle stark white. The figure gains immunity to cold and
frost and a cold breath weapon dealing 1d6 + 1 Hits damage to all targets in a
1” cone before him. The target also suffers weakness to fire, which deals
double damage.
Obscurement
R:
0 D: 4 Rounds /lvl
The
caster draws on his pipe and exhales through his nose. A misty vapor scented
with pleasant wood and leather notes reduces visibility and scent-based
tracking to a range of 1 scale inch. The volume affected is a 30 foot cube at
3rd level and a cube of an additional 10 feet on a side per experience level
above 3rd.
Produce
Flame
R:
0 D: 2 Rounds/caster lvl
The
caster crushes a stalk of rhubarb between his hands. A bright flame like a
torch springs forth from the caster’s hand. One time the caster may hurl it as
a missile to a range of 4”. It will inflame combustibles in the immediate area
of impact. Against another figure, the flame deals 2d6 + 1 per caster level
damage.
Protection
from Lightning
R:
Touch D: 12 Turns
The
touched figure ignores up to 12 Hit Points of electrical damage per Round.
Renewal
R:
Touch D: Permanent
The caster may with a touch repair an object
back to its original state. This will fix damaged armor, a hole in a boat, or a
notched sword; but it cannot return enchantments back to items.
Screaming
Mandrake
R:
3” D: Permanent until activated
The caster can turn a root vegetable into a shrieking
fetish which upon being touched by any mortal hands will begin screaming for a
number of rounds equal to the caster’s level. The scream deals 1d4 damage per
round to all who can hear it, and anyone who holds it is deafened for 1d4 days.
After the plant is done screaming, it shrivels up to look like a shrunken head.
Sunlight
R:
Touch D: 3 Hours
By outstretching a hand, the caster can bring
forth a globe of golden sunlight which illuminates everything within vision as
though it were daylight. Creatures weakened or harmed by sunlight suffer the
usual effects. The globe is warm but utterly intangible.
Warp Wood
R:
Touch D: Permanent
The caster may shape wood with their hands as
though it were soft clay. He may order wood to splinter, shatter, rot, or
blossom with new life.
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