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Por:   •  9/7/2012  •  2.613 Palavras (11 Páginas)  •  792 Visualizações

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NEW DRUID SPELLS

1st Level

Climbing Tree: Temporarily grow a tall tree for use as a ladder.

2nd Level

Blackrot: Deal damage to plant creatures, or use wooden weapon to sicken foes.

Heart of Air: Gain +10 on Jump checks, +10 ft. to fly speed, feather fall once.

3rd Level

Heart of Water: Gain swim speed, ability to breathe water, +5 on Escape Artist checks, freedom of movement once.

Prickling Torment: Target is sickened, takes damage whenever it acts.

Rusted Blade: Touched weapon delivers filth fever.

Unicorn Horn: You grow a horn that functions as a natural weapon.

4th Level

Heart of Earth: Gain temporary hit points; +8 to resist bull rush, overrun, and trip; use stoneskin once.

5th Level

Heart of Fire: Gain +10 ft. to land speed, resistance to fire 10, use fire shield once.

Unicorn Blood: Gain immunity to poison, compulsion, charm effects; bestow temporary hp once.

6th Level

Storm of Fire and Ice: Storm provides concealment, slows movement, deals cold and fire damage.

7th Level

Great Worm of the Earth: Enormous wormlike maw attempts to swallow target.

Unicorn Heart: Gain speed 60 ft., +4 on Str-, Dex-, and Con based checks; use dimension door once.

8th Level

Deadly Lahar: Create a wave of molten volcanic rock that sticks to creatures.

9th Level

Towering Thunderhead: Clouds provide concealment, block ranged attacks, empower sonic or electricity spells.

BLACKROT

Necromancy

Level: Druid 2, wu jen 2 (wood)

Components: V, S

Casting Time: 1 standard action

Range: Touch

Target: One plant creature or one

wooden weapon touched

Duration: 1 round/level

Saving Throw: Fortitude partial or

Fortitude negates

Spell Resistance: Yes

The plant-matter creaks and writhes beneath your hand as you generate a malignant rot at its center.

This spell allows you to deliver a single touch that either damages a plant creature over a number of rounds or renders a wooden weapon poisonous. When used as a touch attack against a plant creature, the spell deals ld8 points of damage per round. A successful Fortitude save reduces the duration to 1 round. Alternatively, you can touch a weapon with a wooden striking surface (such as a club or quarterstaff). Any creature damaged by the weapon is sickened for 1 round unless it succeeds on a Fortitude save. Treat this as a poison effect for creatures immune or resistant to such effects.

CLIMBING TREE

Conjuration (Creation)

Level: Druid 1, ranger 1, wu jen 1

(wood)

Components: V, S, DF

Casting Time: 1 full round

Range: 0 ft.

Effect: A thin but sturdy tree

Duration: 1 minute/level (D)

Saving Throw: None

Spell Resistance: No

At your call, a tree snakes up from the earth, in seconds growing as tall as trees that have lived for years You cause a 1-foot-diameter tree to grow in the center of any adjacent square. The tree can grow as high as 10 feet per caster level (to a maximum of 50 feet). The branches are evenly spaced and perfect for climbing; ascending the tree requires a successful DC 5 Climb check. The tree can grow only in soft terrain,

such as dirt, soil, or sand. The tree has hardness 5 and 120 hit points; if cut down, it vanishes instantly. It can't be animated by any means, such as with animate plants, nor can it serve as the basis for any plant-related spell such as tree stride. Treat the tree as a slender pillar (DMG 64) for terrain purposes.

GREAT WORM

OF THE EARTH

Conjuration (Creation) [Earth]

Level: Druid 7, wu jen 7 (earth)

Components: V, S

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Effect: A great wormlike maw

Duration: 1 round/level or until escaped

Saving Throw: Reflex partial

Spell Resistance: No

With a fearsome roar, an enormous wormlike mouth bursts from the earth beneath your opponent's feet, attempting to swallow him whole.

You conjure a great wormlike maw from the ground beneath the feet of another creature, which immediately bites and tries to swallow that creature. A successful Reflex save means the creature takes only 4d6 points of damage and the spell ends. If the creature fails its save, it takes 8d6 points of damage and becomes "swallowed" by the mouth, dragged beneath the ground. A creature so trapped can't act except to try to escape and takes an additional 2d6 points of acid damage each round on your turn as the worm "digests" it. Each round on its turn, a creature

trapped within the worm can take a full-round action to attempt a new Reflex save to escape. If successful, the creature appears prone in its original space and the spell ends. An ally in or adjacent to the creature's original space can use

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