Druid Level IX
Forgotten Dimension :: Modifications :: Spells :: Druid
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Druid Level IX :: Comentários
Earthquake
Caster Level(s): Druid 9
Innate Level: 8
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: 80 ft. radius
Duration: 1 Round
Additional Counter Spells:
Save: Reflex
Spell Resistance: No
You spend an entire round to cast earthquake, an intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The earthquake affects all terrain, vegetation, structures, and creatures in the area. Effects of an earthquake spell depend on the nature of the terrain where it is cast:
Shockwave: Each creature standing in the area receive 8d8 earth damage per caster level and must make a Reflex save for half damage and to not fall down.
Open Ground: Fissures can open in the earth, and every creature on the ground has a 25% chance to fall into one. Reflex save to avoid a fissure. At the end of the spell, all fissures grind shut, dealing an extra massive 10d10 blundgeoning damage per caster level to any creatures trapped within.
Indoors: Cave, Cavern, or Tunnel Structure: The spell collapses the roof, dealing an extra 6d6 bludgeoning damage per caster level to any creature caught under the falling rubble (Reflex save for half damage).
Aftershock: Earthquake can be extended by metamagic causing a devastating catastrophe.
Última edição por TlTl em Seg Abr 08, 2024 2:27 am, editado 4 vez(es)
Caster Level(s): Druid 9
Innate Level: 8
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: 80 ft. radius
Duration: 1 Round
Additional Counter Spells:
Save: Reflex
Spell Resistance: No
You spend an entire round to cast earthquake, an intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The earthquake affects all terrain, vegetation, structures, and creatures in the area. Effects of an earthquake spell depend on the nature of the terrain where it is cast:
Shockwave: Each creature standing in the area receive 8d8 earth damage per caster level and must make a Reflex save for half damage and to not fall down.
Open Ground: Fissures can open in the earth, and every creature on the ground has a 25% chance to fall into one. Reflex save to avoid a fissure. At the end of the spell, all fissures grind shut, dealing an extra massive 10d10 blundgeoning damage per caster level to any creatures trapped within.
Indoors: Cave, Cavern, or Tunnel Structure: The spell collapses the roof, dealing an extra 6d6 bludgeoning damage per caster level to any creature caught under the falling rubble (Reflex save for half damage).
Aftershock: Earthquake can be extended by metamagic causing a devastating catastrophe.
Última edição por TlTl em Seg Abr 08, 2024 2:27 am, editado 4 vez(es)
Elemental Swarm
Caster Level(s): Druid 9
Innate Level: 9
School: Conjuration
Descriptor(s): Air, Earth, Fire, Water
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Point
Duration: 24 Hours
Additional Counter Spells: Dismissal
Save: None
Spell Resistance: None
The caster summons a Treant to act as a loyal servant until it dies or until the spell expires. If the Treant dies before the spell ends, a new one is automatically summoned to replace it. This process continues up to 4 summoned Treants or until the spell expires.
Última edição por TlTl em Dom Ago 21, 2022 5:16 am, editado 1 vez(es)
Mass Drown
Caster Level(s): Druid 9
Innate Level: 9
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Huge
Duration: Instant
Additional Counter Spells:
Save: Fortitude negates
Spell Resistance: Yes
The caster creates water in the lungs of a target creatures. Any drowned creature takes 80% of its current hit points as water damage. Golems and other nonliving creatures cannot be drowned.
Última edição por TlTl em Seg Abr 08, 2024 2:11 am, editado 2 vez(es)
Caster Level(s): Druid 9
Innate Level: 9
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Huge
Duration: Instant
Additional Counter Spells:
Save: Fortitude negates
Spell Resistance: Yes
The caster creates water in the lungs of a target creatures. Any drowned creature takes 80% of its current hit points as water damage. Golems and other nonliving creatures cannot be drowned.
Última edição por TlTl em Seg Abr 08, 2024 2:11 am, editado 2 vez(es)
Mass Heal
Caster Level(s): Cleric 8, Druid 9
Innate Level: 8
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Large
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes
All allies within the area of effect are restored 30 points per caster level. Healing spells have a reverse effect on undead, harming instead of healing them.
Shapechange
Caster Level(s): Druid 9, Wizard / Sorcerer 9
Innate Level: 9
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 2 Hours / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: No
The caster is temporarily transformed into one of several fearsome creatures of destruction. Possible forms include: Red Dragon, Fire Giant, Balor, Death Slaad, or Iron Golem.
Última edição por TlTl em Dom Ago 21, 2022 5:44 am, editado 1 vez(es)
Caster Level(s): Druid 9, Wizard / Sorcerer 9
Innate Level: 9
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 2 Hours / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: No
The caster is temporarily transformed into one of several fearsome creatures of destruction. Possible forms include: Red Dragon, Fire Giant, Balor, Death Slaad, or Iron Golem.
Última edição por TlTl em Dom Ago 21, 2022 5:44 am, editado 1 vez(es)
Storm of Vengeance
Caster Level(s): Cleric 9, Druid 9
Innate Level: 9
School: Conjuration
Descriptor(s): Acid, Electricity
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Colossal
Duration: 5 Rounds
Additional Counter Spells:
Save: Reflex Special
Spell Resistance: Yes
The area around the caster is blasted by lightning and acidic rain. Each round, all enemies within the area of effect take 1d6 acid damage per caster level and there is a 25% chance to getting hit by a lightning bolt that cause 4d6 electrical damage per caster level and are stunned for one round.
Summon Creature IX
Caster Level(s): Cleric 9, Druid 9, Wizard / Sorcerer 9
Innate Level: 9
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Point
Duration: 24 Hours
Additional Counter Spells:
Save: None
Spell Resistance: No
- The caster summons one of the following elder elementals: Air, Fire, Earth or Water.
- Druids will summon Primal Elementals.
- Clerics with Animal Domain will summon Dragons.
Última edição por TlTl em Sex Set 02, 2022 4:30 am, editado 1 vez(es)
Caster Level(s): Cleric 9, Druid 9, Wizard / Sorcerer 9
Innate Level: 9
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Point
Duration: 24 Hours
Additional Counter Spells:
Save: None
Spell Resistance: No
- The caster summons one of the following elder elementals: Air, Fire, Earth or Water.
- Druids will summon Primal Elementals.
- Clerics with Animal Domain will summon Dragons.
Última edição por TlTl em Sex Set 02, 2022 4:30 am, editado 1 vez(es)
Unyielding Roots
Caster Level(s): Druid 9
Innate Level: 9
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 2 Rounds + 1 / 5 Levels
Additional Counter Spells:
Save: Harmless
Spell Resistance: No
The target you touch grow thick tree roots that anchor him to the ground and provide him with life-sustaining healing. The creature can't move but gains immunity to Earthquake and Bigby's Forceful Hand spells, Death, Critical Hits, Sneak Attack, Stun, Knockdown, Ability/Level Drain, Mind Affect, Poison, Fear, Charm, Confused, Dazed, Dominate, AC Decrease, Attack Decrease, Damage Decrease, Saving Throw Decrease, Skill Decrease, Spell Resistance Decrease, Blindness, Deafness, Paralysis and Disease. The Target gets a +5 to Fortitude and Will saves, but -10 to Reflex saves. Will stay 1 round per caster level. The target also regenerates 5 HP per caster level every second.
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