Saturday, October 21, 2017

Alternate Druid Spell List, Level 2 Spells

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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