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DRUID SPELLS (3RD LEVEL)Explanation/Description: The recipient of a water breathing spell is able tofreely breathe underwater for the duration of the spell, i.e. 6 turns for eachlevel of experience of the druid casting the spell. The reverse, airbreathing, allows water breathing creatures to <strong>com</strong>fortably survive in theatmosphere for an equal duration.Fourth level Spells:Animal Summoning I (Conjuration/Summoning)Level: 4Range: 4"/levelDuration: SpecialArea of Effect: SpecialComponents: V,S,MCasting Time: 6 segmentsSaving Throw: NoneExplanation/Description: By means of this spell, the druid calls up to eightanimals of whatever sort the druid names when the summoning is made, ifsuch type are within spell range. These animals can have no more thanfour hit dice each. The animals summoned will aid the druid by whatevermeans they possess, staying until a fight is over, a specific mission isfinished, the druid is safe, he or she sends them away, etc. The druid maytry three times to summon three different sorts of animals, i.e. suppose thatwild dogs are first summoned to no avail, then hawks are unsuccessfullycalled, and finally the druid calls for wild horses which may or may not bewithin summoning range. Your referee will determine probabilities if thepresence of a summoned animal type is not known. Other than varioussorts of giant animals, fantastic animals or monsters cannot be summonedby this spell, i.e. no chimerae, dragons, gorgons, manticores, etc.Call Woodland Beings (Conjuration/Summoning)Level: 4Range: 12" + ]"/levelDuration: SpecialArea of Effect: SpecialComponents: V, S, MCasting Time: SpecialSaving Throw: Neg.Explanation/Description: By means of this spell the druid is able tosummon certain woodland creatures to his or her location. Naturally, thisspell will only work outdoors, but not necessarily only in wooded areas.The druid begins the incantation, and the spell must be continueduninterrupted until some called creature appears or 2 turns have elapsed.(The verbalization and somatic gesturing are easy, so this is notparticularly exhausting to the spell caster.) Only 1 type of the followingsorts of beings can be summoned by the spell, and they will came only ifthey are within the range of the call:2-8 brownies1-4 centaurs1-4 dryads1-8 pixies1-4 satyrs1-6 sprites1 treant1 unicorn(Your referee will consult his outdoor map or base the probability of anysuch creature being within spell range upon the nature of the area thedruid is in at the time of spell casting.)The creature(s) called by the spell are entitled to a saving throw versusmagic (at -4) to avoid the summons. Any woodland being answering thecall will be favorably disposed to the spell caster and give whatever aid itis capable of. However, if the caller or members of the caller's party are ofevil alignment, the creatures are entitled to another saving throw versusmagic (this time at +4) when they came within 1" of the druid or otherevil character with him or her, and these beings will seek immediately toescape if the saving throw is successful. In any event, if the druid requeststhat the summoned creatures engage in <strong>com</strong>bat on behalf of the druid,they are required to make a loyalty reaction score based on the druid'scharisma and whatever dealings he or she has had with the calledcreature(s). The material <strong>com</strong>ponents of this spell are a pinecone and 8holly berries.Control Temperature, 10' Radius (Alteration)Level: 4Range: 0Duration: 4 turns + I turn/levelArea of Effect: 20'diameter sphereComponents: V, S, MCasting Time: 6 segmentsSaving Throw: NoneExplanation/Description: When this spell is cast by the druid, theDRUID SPELLS (4TH LEVEL)temperature surrounding the druid can be altered by 9 degrees Fahrenheitper level of experience of the spell caster, either upwards or downwards.Thus, a 10th level druid could raise the surrounding temperature from 1 to90 degrees, or lower it by from 1 to 90 degrees. The spell lasts for a numberof turns equal to 4 plus the level of experience of the druid, i.e. when castby a 10th level druid the spell persistsfar 14 turns.Cure Serious Wounds (Necromantic) ReversibleLevel: 4Range: TouchDuration: PermanentArea of Effect: creature touched<strong>com</strong>ponents: V, S, MCasting Time: 6 segmentsSaving Throw: NoneExplanation/Description: This spell is the same as the 4th level cleric cureserious wounds spell (q.v.), with the exception of the fact that the spellrequires the use of any sort of mistletoe.Dispel Magic (Abjuration)Level: 4Range: 8"Duration: PermanentArea of Effect: 4" cubeComponents: V,S,MCasting Time: 6 segmentsSaving Throw: NoneExplanation/Description: Except as noted above, this spell is the same asthe 3rd level cleric dispel magic spell (q.v.).Hallucinatory Forest (Illusion/Phantasm) ReversibleLevel: 4Range: 8"Duration: PermanentArea of Effect: 4" square/levelComponents: V, S, MCasting Time: 6 segmentsSaving Throw: NoneExplanation/Description: By casting this spell the druid causes theappearance of an hallucinatory forest to came into existence. Theillusionary forest appears to be perfectly natural and is indistinguishablefrom a real forest. Other druids - as well as such creatures as centaurs,dryads, green dragons, nymphs, satyrs, and treants - will recognize theforest for what it is. All other creatures will believe it is there, andmovement and order of march will be affected accordingly. Thehallucinatory forest will remain until it is magically dispelled by a reverseof the spell or a dispel magic. The area shape is either rectangular orsquare, in general, at least 4" deep, and in whatever location the druidcosting the spell desires. The forest can be of less than maximum area ifthe druid wishes. One of its edges will appear up to 8" away from thedruid, according to the desire of the spell caster.Hold Plant (Enchantment/Charm)Level: 4Range: 8"Duration: I round/levelArea of Effect: SpecialComponents: V, S, MCasting Time: 6 segmentsSaving Throw: Neg.Explanation/Description: The hold plant spell affects vegetable matter asfollows: 1 ) it causes ambulatory vegetation to cease moving; 2) it preventsvegetable matter from entwining, grasping, closing, or growing; 3) itprevents vegetable matter from making any sound or movement which isnot caused by wind. The spell effects apply to all forms of vegetation,including parasitic and fungoid types, and those magically animated orotherwise magically empowered. It affects such monsters as green slime,molds of any sort, shambling mounds, shriekers, treants, etc. The durationof a hold plant spell is 1 melee round per level of experience of the druidcasting the spell. It affects from 1 to 4 plants- or from 4 to 16 square yardsof small ground growth such as grass or mold. If but one plant (or 4 squareyards) is chosen as the target for the spell by the druid, the saving throw ofthe plant (or area of plant growth) is made at a -4 on the die; if two plants(or 8 square yards) are the target, saving throws are at -2; if three plants(or 12 square yards) are the target, saving throws are at -1; and if themaximum of 4 plants (or 16 square yards of area) are the target, savingthrows are normal.Plant Door (Alteration)Level: 4Range: TouchComponents: V, S, MCasting Time: 6 segments59

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