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DRUID SPELLS (STH LEVEL)higher level druid can use a control winds spell to counter the effects of alike spell cast by a lower level druid (cf. control weather). The spellremains in force for 1 turn for each level of experience of the druid castingit. Once the spell is cast, the wind force increases by 3 miles per hour perround until maximum speed is attained. When the spell is exhausted, theforce of the wind diminishes at the same rote. Note that while the spell canbe used in underground places, the "eye" will shrink in direct proportionto any confinement of the wind effect, i.e. if the area of effect is a 4 8radius, and the confined space allows only a 46" radius, the "eye" will bea 2" radius; and any space under 44" radius will <strong>com</strong>pletely eliminate the"eye" and subiect the spell caster to the effects of the wind.Insect Plague (Con juration/Summoning)Level: 5Range: 32"Duration: I turn/levelArea of Effect: 32" diameter, 4"high cloudComponents: V, S, MCasting Time: I turnSaving Throw: NoneExplanation/Description: Except as noted above, and other than the factthat the material <strong>com</strong>ponent needed for the spell is mistletoe or the hollyor oak leaves substitute, the spell is the same as the 5th level cleric insectplague spell (q.v.) .Pass plant (Alteration)Level: 5Range: TouchDuration: SpecialArea of Effect: SpecialComponents: V, S, MCasting Time: 7segmentsSaving Throw: NoneExplanation/Description: By using this spell, a druid is able to enter a treeand move from inside it to another of the same type which lies inapproximately the direction desired by the spell user and is within therange shown below:Type of TreeOakAshYewElmLindendeciduousconiferousotherRange ofArea of Effect60"54"48"42"36"30"24"18The tree entered and that receiving the druid must be of the same type,living, and of girth at least equal to the druid. Note that if the druid entersa tree, suppose an ash, and wishes to pass north as far as possible (54"),but the only appropriate ash in range is south, the druid will pass to the ashin the south. The pass plant spell functions so that the movement takes onlyone segment (6 seconds) of a round. The druid may, at his or her option,remain within the receiving tree for a maximum of 1 round per level ofexperience. Otherwise, he or she may step forth immediately. Should nolike tree be in range, the druid simply remains within the tree, does notpass elsewhere, and must step forth in the applicable number of rounds.(See plant door for effects of chopping or burning such a tree.)Sticks to Snakes (Alteration) ReversibleLevel:5 . Components: V, S, MRange: 4"Casting Time: 7segmentsDuration: 2 rounds/levelSaving Throw: NoneArea of Effect: 1"cubeExplanation/Description: Except as noted above, and for the fact that thematerial <strong>com</strong>ponent of the spell is typical for druids, this is the same as the4th level cleric sticks to snakes spell (q.v.).Transmute Rock to Mud (Alteration) ReversibleDRUID SPELLS (6TH LEVEL)Explanation/Description: This spell turns natural rock of any sort into anequal volume of mud. The depth of the mud can never exceed one-half itslength and/or breadth. If it is cast upon a rock, for example, the rockaffected will collapse into mud. Creatures unable to levitate, fly, orotherwise free themselves from the mud will sink and suffocate, save forlightweight creatures which could normally pass across such ground. Themud will remain until a dispel magic spell or a reverse of this spell, mud torock, restores its substance - but not necessarily its form. Evaporation willturn the mud to normal dirt, from 1 to 6 days per cubic 1" being required.The exact time depends on exposure to sun, wind and normal drainage.The mud to rock reverse will harden normal mud into soft stone (sandstoneor similar mineral) permanently unless magically changed.Wall of Fire (Evocation)Level: 5Range: 8"Duration: SpecialArea of Effect: SpecialComponents: V, S, MCasting Time: 7segmentsSaving Throw: NoneExplanation/Description: The wall of fire spell brings forth a blazingcurtain of magical fire of shimmering color - yellow-green or amber incase of druidical magic. The wall of fire inflicts 4 to 16 hit points ofdamage, plus 1 hit point of damage per level of the spell caster, upon anycreature passing through it. Creatures within 1" of the wall take 2-8 hitpoints of damage, those within 2" take 1-4 hit points of damage. Creaturesespecially subject to fire may take additional damage, and undead alwaystake twice normal damage. Only the side of the wall away from the spellcaster will inflict damage. The opaque wall of fire lasts for as long as thedruid concentrates on maintaining it, or 1 round per level of experience ofthe druid in the event he or she does not wish to concentrate upon it. Thespell creates a sheet of flame up to 2" square per level of the spell caster,or as a ring with a radius of up to %" per level of experience from thedruid to its flames, and a height of 2". The former is stationary, while thelatter moves as the druid moves.Sixth level Spells:Animal Summoning 111 (Con juration/Summoning)Level: 6Range: 8"/levelDuration: SpecialArea of Effect: SpecialComponents: V, S, MCasting Time: 8 segmentsSaving Throw: NoneExplanation/Description: This spell is the same in duration and effect asthe 4th level animal summoning I spell except that up to 4 animals of nomore than 16 hit dice each can be summoned, or eight of no more than 8hit dice, or 16 creatures of no more than 4 hit dice each can be summoned.Anti-Animol Shell (Abjuration)Level: 6Range: 0Duration: I turn/levelArea of Effect: 20'diameterhemisphereComponents: V, S, MCasting Time: I roundSaving Throw: NoneExplanation/Description: By casting this spell the druid brings into being ahemispherical force field which prevents the entrance of any sort ofanimal matter of normal (not magical) nature. Thus, a giant would be keptout, but undead could pass through the shell of force, as could suchmonsters as aerial servants, demons, devils, etc. The anti-animol shell lastsfor 1 turn for each level of experience the druid has attained.conjure Fire Elemental (Conjuration/Summoning) ReversibleLevel: 6Range: 8"Duration: I turn/levelArea of Effect: SpecialComponents: V, S, MCasting Time: 6 roundsSaving Throw: NoneLevel: 5Range: 16"Duration: SpecialArea of Effect: 2" cube/levelComponents: V, S, MCasting Time: 7segmentsSaving Throw: NoneExplanation/Description: Upon costing a conjure fire elemental spell, thedruid opens a special gate to the Elemental Plane of Fire, and a strong fireelemental (see ADVANCED DUNGEONS L DRAGONS, MONSTER MANU-AL) is summoned to the vicinity of the spell caster. It is 85% likely that a 1661

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