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Class - Zulon Druid

Aug 5th, 2017
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  1. Class Category - Zulon Druid (Cleric/Druid)
  2. Hit Dice: 1 BP [d6] [500 XP]
  3. Fighting: 1 BP [500 XP]
  4. Attack Throws: +2 per 4 Levels
  5. Weapon Selection: Narrow
  6. Armor Selection: Narrow [+2 CusP]
  7. Fighting
  8. Styles: Two-Handed Melee & Weapon & Shield
  9. Damage Bonus: None
  10. Cleaves: 1 per 2 Levels
  11.  
  12. Weapon Choices: Axes/Maces/Spears; Daggers/Bows/Staffs
  13.  
  14. Thievery: 0 BP
  15. Divine: 2 BP [+500 XP]
  16. Arcane: 0 BP
  17. Prime Requisites: STR & WIS
  18. Saving Throw Progression: Divine
  19. 1 Hit Point per Level after 9th
  20.  
  21. XP Requirements for each level:
  22. 2nd - 1750 XP
  23. 3rd - 3500 XP
  24. 4th - 7000 XP
  25. 5th - 14000 XP
  26. 6th - 28000 XP
  27. 7th - 56000 XP
  28. 8th - 112000 XP
  29. 9th - 212000 XP
  30. 10th - 312000 XP
  31. etc.
  32.  
  33. Total CusP: 3
  34. CusP:
  35. -Friend Of Bird And Beast
  36. -Difficult To Spot
  37. -Tracker
  38.  
  39. Zulon Racial Skills:
  40. -Dirtdelve: Outside encounters, Zulon can meld into the earth at will and move twice their base speed; can move behind/through obstacles and opponents.
  41.  
  42. Zulon Spell List
  43. 1st:
  44. Gaia's Notice [Cure Light Wounds] -
  45. Range: touch
  46. Divine 1
  47. Duration: instantaneous
  48. With this spell the caster heals 1d6+1 points of damage by laying
  49. his hand upon the injured creature. This spell may also be used
  50. to cure paralysis, but does not then cure any points of damage.
  51. The spell will never increase a creature’s hit points beyond the
  52. normal amount.
  53.  
  54. Gravel Scorn [Hail of Stone] -
  55. Casting Time: 1 round
  56. Range: Medium (100 ft. + 10 ft./level)
  57. Area: Cylinder (5-ft. radius, 40 ft. high)
  58. Duration: Instantaneous
  59. Saving Throw: None
  60. Spell Resistance: No
  61.  
  62. You hold the jade chip before you and blow on it as you end the spell. The chip flares with a green flame and vanishes as rocks begin to fall on your pursuers.
  63. You create a rain of stones that deals 1d4 points of damage per caster level (maximum 5d4) to creatures and objects within the area.
  64.  
  65. Wild Sense (Detect Evil) -
  66. Range: 60'
  67. Divine 1, Arcane 2
  68. Duration: 6 turns
  69. This spell allows the caster to detect evil; specifically, the caster
  70. can detect creatures with evil intentions, magic items with
  71. evil enchantments, undead, sinkholes of evil, and summoned
  72. creatures of Chaotic alignment. Note that normal characters,
  73. even if Chaotic, are not detected by this spell unless they have
  74. actively evil intentions against the caster. Poisons, physical traps,
  75. and natural animals are neither good nor evil, so they are not
  76. detected by this spell. The caster sees the evil creatures or objects
  77. with a definite red glow around them, but the glow cannot be
  78. seen by anyone else.
  79. Reversed, this spell becomes detect good, which works just as
  80. described above with respect to detecting good enchantments,
  81. summoned creatures of Lawful alignment, and good intentions.
  82.  
  83. Forest's Buckler (Protection from Evil) -
  84. Range: 0'
  85. Duration: 12 turns
  86. This spell functions exactly as protection from evil, but with a
  87. duration of 12 turns. The barrier will move with the caster, who
  88. does not need to concentrate to maintain its protection.
  89. Reversed, this spell becomes protection from good, sustained,
  90. and functions exactly as the reversed form of protection from
  91. evil, except with a duration of 12 turns without the need for
  92. concentration.
  93.  
  94. Restorative Bounty (Purify Food and Water) - Range: 10'
  95. Divine 1
  96. Duration: Instantaneous
  97. This spell makes spoiled, rotten, poisonous, or otherwise
  98. contaminated food and water pure and suitable for eating and
  99. drinking. This spell will purify one ration of food, 6 skins of
  100. water, or enough normal food to feed a dozen people. This spell
  101. does not prevent subsequent natural decay or spoilage. Unholy
  102. water and similar food and drink of significance is spoiled by
  103. purify food and water, but the spell has no effect on creatures
  104. of any type, nor upon magic potions.
  105.  
  106. Leafy Bower (Salving Rest) -
  107. Range: touch
  108. Divine 1 (Priestess, Witch)
  109. Duration: special
  110. This spell allows its subject to enjoy soothing, peaceful sleep,
  111. free of pain and sorrow, whenever he slumbers. As a result of
  112. this salving rest, the subject of the spell will heals an extra 1d4
  113. hit points during each day of complete rest. The spell ends when
  114. the subject stops completely resting or if he takes any damage.
  115.  
  116. Redirection (Sanctuary) -
  117. Range: touch
  118. Divine 1
  119. Duration: 2 rounds plus 1 round per level
  120. Any opponent attempting to strike or otherwise directly attack
  121. the warded creature must attempt a saving throw versus Spells.
  122. If the save succeeds, the opponent can attack normally and
  123. is unaffected by that casting of the spell. If the save fails, the
  124. opponent will not attack the warded creature and will attack
  125. another creature instead. However, area effects (e.g. fireball)
  126. may still affect the warded creature. The wardedcreature may
  127. not make offensive actions while this spell is in effect, but he
  128. may cast non-offensive spells to help companions.
  129.  
  130. Locate Animal or Plant -
  131. Range: 120'
  132. Divine 1 (Shaman, Witch)
  133. Duration: 6 turns
  134. This spell reveals the direction to the closest specimen of a
  135. particular type of animal or plant within range. The spellcaster
  136. must name the specific type of animal or plant he wishes to
  137. locate. If no specimens of the desired type of animal or plant are
  138. within range, the caster will learn that instead.
  139. If a specimen comes into range later in the duration of the spell,
  140. either because the caster moved or the specimen did, the caster
  141. will learn the direction at that time. The spell will locate normal
  142. or giant-sized animals, but not intelligent creatures, fantastic
  143. creatures such as owlbears or wyverns, or plant-like monsters.
  144. The animal or plant gets no saving throw. This spell is most
  145. often used to find special rare plants; a character using this spell
  146. receives a +4 bonus on Naturalism proficiency throws to locate
  147. poisonous plants.
  148.  
  149. Remove Fear -
  150. Range: touch (120')
  151. Divine 1
  152. Duration: instantaneous
  153. (2 turns)
  154. This spell will calm the creature touched and remove all fear. If
  155. the subject is currently running away due to magical fear, it is
  156. allowed a new saving throw to resist that fear, at a bonus of +1
  157. per level of the caster.
  158. The reverse of this spell, cause fear, causes one target creature
  159. within 120' to become frightened; if the target fails to save versus
  160. Death, it flees for 2 turns. Creatures with 6 or more Hit Dice are
  161. immune to this effect.
  162.  
  163. Pocket Sunshine (Light) -
  164. Range: 120'
  165. Divine 1, Arcane 1
  166. Duration: 6 turns plus
  167. 1 turn per level
  168. This spell creates a light equal to torchlight which illuminates
  169. a 30' radius area (and provides dim light for an additional 20')
  170. around the target location or object. The effect is immobile if
  171. cast into an area, but it can be cast on a movable object. Light
  172. taken into an area of magical darkness does not function.
  173. Reversed, light becomes darkness, creating an area of darkness
  174. just as described above. This darkness blocks out infravision and
  175. negates mundane light sources.
  176. A light spell may be cast to counter and dispel the darkness
  177. spell of an equal or lower level caster (and vice versa). Doing
  178. so causes both spells to instantly cease, restoring the existing
  179. ambient light level.
  180. Either version of this spell may be used to blind an opponent
  181. by means of casting it on the target’s ocular organs. The target
  182. is allowed a saving throw versus Spells to avoid the effect, and if
  183. the save is made, the spell does not take effect at all. A light or
  184. darkness spell cast to blind does not have the given area of effect
  185. (that is, no light or darkness is shed around the victim).
  186.  
  187. 2nd:
  188. Gaia's Touch (Cure Moderate Wounds) -
  189. Range: touch
  190. Duration: instantaneous
  191. This spell works exactly like cure light wounds,save that it heals
  192. 2d6 points of damage. The reverse, cause moderate wounds,
  193. also works exactly like cause light wounds, except that it inflicts
  194. 2d6 points of damage.
  195.  
  196. Dirtdelve - Current form becomes melded into the earth and is able to burrow about freely, Target self, Duration 3 turns, movement speed is doubled, source divine, can cancel at will
  197.  
  198. Aesling's Fervor [Earthen Grasp] -
  199. Casting Time: 1 standard action
  200. Range: Close (25 ft. + 5 ft./2 levels)
  201. Effect: Animated earthen arm
  202. Duration: 2 rounds/level
  203. Saving Throw: None
  204. Spell Resistance: Yes
  205.  
  206. You raise your arm above your hand, your fingers flexed like talons. Nearby, an arm made of earth but as large as a person erupts from the ground, its hand grasping at the air.
  207.  
  208. You bring forth from the ground an arm made of dense, compacted earth or soil that can grapple your foes. You can cause the arm to rise only out of earth, mud, grass, or sand, and the spell fails if you attempt to cast it in an area with the wrong materials (including stone).
  209.  
  210. Treat the arm as a Medium creature, with a base attack bonus equal to your caster level and a Strength of 14 +2 per three caster levels (16 at 3rd level, 18 at 6th level, and so on).
  211. The arm doesn't move from the square it appears in, but can make one grapple attempt per round against any creature in its square or any adjacent square. Doing so does not provoke attacks of opportunity. If the arm can target multiple creatures, you choose one. If you are unable to choose a target, the arm attacks a random creature within reach (possibly including your allies). Each round when it successfully pins a target, the hand deals lethal damage equal to 1d6 points + its Str modifier.
  212. The earthen arm has AC 15 and 3 hit points per caster level. If reduced to 0 or fewer hit points, it crumbles to dust.
  213.  
  214. Lionhearted (Bless) -
  215. Range: 0'
  216. Divine 2
  217. Duration: 6 turns
  218. When cast before battle, bless gives the caster and his allies
  219. (within a 50' radius of the caster) a bonus of +1 to attack throws,
  220. damage rolls, morale rolls (for monsters or NPCs allied with the
  221. caster), and saving throws against magical fear. It may not be
  222. cast on creatures who are already engaged in melee.
  223. Divine spellcasters of 7th level or higher may also use bless to
  224. create holy water. One casting of bless will transform 1 pint of
  225. ordinary water into holy water. Casting bless in this manner
  226. demands a sacrifice to the caster’s deity worth at least 10gp.
  227. Once created, holy water will retain its potency indefinitely so
  228. long as it is kept in the vial it was blessed in. See the Equipment
  229. Descriptions in Chapter 3 for information on holy water.
  230. The reverse of bless is called bane. It fills the caster’s enemies
  231. (within a 50' radius) with fear and doubt, causing each affected
  232. character or monster to suffer a -1 penalty on attack throws,
  233. damage rolls, morale rolls, and saving throws against magical
  234. fear. Bane may also be used by chaotic divine casters of 7th level
  235. or higher, in conjunction with a sacrifice of at least 10gp, to create
  236. a vial of unholy water. Unholy water has beneficial effects when
  237. used in the animation of the dead. See Animate Dead, above.
  238.  
  239. Whisperer (Charm Animal) -
  240. Range: 60'
  241. Divine 2
  242. Duration: special
  243. This spell allows the caster to charm an animal (including
  244. normal and giant animals but excluding humans, demi-
  245. humans, humanoids, and fantastic creatures) in much the same
  246. fashion as charm person. Unintelligent animals receive no
  247. saving throw when the spell is cast, but intelligent animals such
  248. as great apes or whales are allowed a save versus Spells to resist.
  249. Once in effect, the charm lasts until removed by a dispel magic
  250.  
  251. Obscuring Cloud -
  252. Range: 0'
  253. Divine 2
  254. Duration: 1 turn per level
  255. When this spell is cast, a misty vapor wafts upward from the
  256. ground around the spellcaster, forming a billowing cloud 1'
  257. high and 10' in diameter per level of the caster. The obscuring
  258. cloud is harmless, but blocks line of sight for most creatures.
  259. The caster, and any creatures able to see invisible, can see dimly
  260. through the obscuring cloud but all others within the cloud are
  261. effectively blind.
  262.  
  263. Swift Sword -
  264. Range: self
  265. Divine 2
  266. Duration: 3 turns
  267. This spell accelerates the attacks of the caster, allowing her to
  268. make twice the normal attacks per round for the duration of
  269. the spell. Movement and spellcasting are not accelerated, nor is
  270. the use of magic items such as wands, which may still be used
  271. just once per round. Multiple speed effects don’t combine; only
  272. apply the most powerful or longest lasting effect.
  273.  
  274. Warp Wood -
  275. Range: 240'
  276. Divine 2
  277. Duration: permanent
  278. By means of this spell, the caster can warp and bend wooden
  279. weapons, wands, and staffs. The spell will affect one arrow or
  280. bolt for each level of the caster. A spear, javelin, or wand counts
  281. as 2 arrows, while a club, bow, or staff counts as four. The spell
  282. has no effect on wooden items other than weapons, wands,
  283. and staffs. If a magical wooden item is targeted by this spell,
  284. the wielder may make a saving throw versus Spells to avoid the
  285. effect. The saving throw is +1 for each charge or point of magical
  286. bonus the item possesses.
  287.  
  288. Delay Poison -
  289. Range: touch
  290. Divine 2
  291. Duration: 1 turn per level
  292. The subject becomes temporarily immune to poison. Any
  293. poison in its system or any poison to which it is exposed during
  294. the spell’s duration does not affect the subject until the spell’s
  295. duration has expired. Unless cured, saving throws and damage
  296. as appropriate are rolled once the spell ends. Delay poison
  297. does not cure any damage that poison may have already done.
  298. However, if the spell is cast on a subject who has recently died
  299. from poison, within 1 turn per caster level, life is restored until
  300. the spell duration ends. A revived character will have 1 hp for
  301. the duration of the spell, but if the spell ends prior to the poison
  302. being cured, the subject dies again.
  303.  
  304.  
  305. Stone Bone [Fist of Stone] -
  306. Casting Time: 1 standard action
  307. Range: Personal
  308. Target: You
  309. Duration: 6 turns
  310.  
  311. The complicated gestures of the spell end with a punch of your fist, which now has the texture and look of stone.
  312.  
  313. You transform one of your hands into a mighty fist of living stone, gaining a +2 enhancement bonus to Strength for the purpose of attack rolls, grapple checks or breaking and crushing items.
  314. In addition, you gain the ability to make one natural slam attack, dealing 1d6 points of damage + your new Strength bonus (or 1-1/2 times your Strength bonus if you make no other attacks in that round).
  315. Your fist undergoes no change in size or form, remaining as flexible and responsive as it would normally be while under the spell's effect.
  316.  
  317. Speak with Animals -
  318. Range: special
  319. Divine 2
  320. Duration: 6 turns
  321. The caster can comprehend and communicate with any one
  322. normal or giant animal that is in sight of the caster and able to
  323. hear him. It will not affect intelligent animal races or fantastic
  324. creatures. The caster may change which animal he is speaking
  325. with at will, once per round. The spell doesn’t alter the animal’s
  326. reaction or attitude towards the caster; a standard reaction
  327. roll should be made to determine this. Furthermore, more
  328. intelligent animals are likely to be terse and evasive, while less
  329. intelligent ones make inane comments. However, if an animal is
  330. friendly toward the caster, it may be willing to grant some favor
  331. or service.
  332.  
  333. 3rd:
  334. Skinchange -
  335. Range: self
  336. Duration: 1 turn per level
  337. This spell allows the caster to assume the form of a normal or
  338. giant animal. (See the Animals type in the Monsters chapter of
  339. Adventurer Conqueror King System for details). The caster gains
  340. the physical capabilities, physical attacks, special abilities, and
  341. statistics of the animal form he assumes, while retaining his own
  342. mental abilities.
  343. The caster can change to a new animal form each round. For
  344. example, he might initially transform into a rabbit to spy on
  345. enemies, change into a lion for a fight, then transform into
  346. an eagle to fly away when the fight goes badly. The caster can
  347. continue to skinchange freely until he reverts to his original
  348. form or until 1 turn per level has elapsed. If slain, the caster
  349. reverts to his original form.
  350.  
  351. Boulder Slinger [Giant's Wrath] -
  352. Casting Time: 1 swift action
  353. Range: Personal
  354. Target: One pebble/3 levels
  355. Duration: 1 round/level
  356. Saving Throw: None
  357. Spell Resistance: No
  358.  
  359. With your best giant's shout you rattle some pebbles in your closed hand, completing the spell that will allow them to become boulders.
  360. You infuse a handful of stone pebbles with powerful transmutation magic. For the duration of the spell, you can hurl one pebble as an attack action that provokes attacks of opportunity. The instant the pebble leaves contact with your hand, its size and the force of your throw increase dramatically, as the pebble transforms into a boulder. The boulder has a range increment of 120 feet, and you must succeed on a ranged attack to strike a target with the boulder. If you hit the target, the boulder deals 2d6 points of bludgeoning damage + your Str modifier and is knocked prone. You gain an insight bonus equal to your caster level on attack rolls and damage rolls (maximum +10) with these boulders.
  361. If you drop a pebble or give it to another creature, the pebbles' magic dissipates harmlessly.
  362.  
  363. Eyes of the Eagle -
  364. Range: touch
  365. Divine 3 (Shaman)
  366. Duration: 12 turns
  367. This spell allows the affected creature to see 100 times further
  368. than normal. The creature’s improved vision reduces its penalty
  369. for missile attacks at medium range to -1 and at long range to
  370. -2. The eyes of the eagle spell is used to create the magic item
  371. of the same name.
  372.  
  373. Striking -
  374. Range: 30'
  375. Divine 3
  376. Duration: 3 turns
  377. This spell bestows upon one weapon within range the ability
  378. to deal 1d6 points of additional damage. This extra damage is
  379. applied on each successful attack for the duration of the spell.
  380. It provides no bonus to attack throws, but if cast on a normal
  381. weapon, the spell allows monsters only hit by magical weapons
  382. to be affected; only the 1d6 points of magical damage applies to
  383. such a monster, however.
  384.  
  385. Detect Curse -
  386. Range: 30'
  387. Divine 3
  388. Duration: 3 turns
  389. This spell causes cursed items and areas within 30' to glow with
  390. a pale blue light. It does not reveal the nature of the curse or how
  391. it is triggered, only that an item or area is cursed. However, if the
  392. caster concentrates on a particular item or area for 1 turn, he has
  393. a 5% chance per level to determine the exact nature of the curse.
  394. The reverse of this spell, undetectable curse, completely masks
  395. any and all curses on a single item or area for a period of 24
  396. hours. A detect magic will reveal that the item or area has a spell
  397. affecting them, however.
  398.  
  399. Heaven's Eyes (Cure Blindness) -
  400. Range: touch
  401. Divine 3
  402. Duration: instantaneous
  403. With this spell the caster can cure a creature suffering blindness
  404. (whether caused by injury or by magic, including light or
  405. continual light). Blindness caused by a curse cannot be cured
  406. by this spell.
  407.  
  408. Blight Bane (Cure Disease) -
  409. Range: touch
  410. Divine 3
  411. Duration: instantaneous
  412. This spell cures all magical diseases that the subject is suffering from such as lycanthropy and mummy rot.
  413. Cure disease will also kill green slime and other parasites
  414. afflicting the target creature. Certain special diseases may not be
  415. countered by this spell or may be countered only by a caster of
  416. a certain level or higher. This spell does not prevent reinfection
  417. after a new exposure to the same disease.
  418.  
  419. The reverse of this spell, cause disease, infects the target with
  420. a horrific wasting plague unless a save versus Spells is made.
  421. While afflicted, the target suffers -2 on attack throws, cannot be
  422. magically healed, and will naturally heal at half the normal rate.
  423. The disease will be fatal in 2d12 days unless a cure disease spell
  424.  
  425.  
  426. Growth of Animals -
  427. Range: 120'
  428. Divine 3
  429. Duration: 12 turns
  430. This spell causes an animal to grow to twice its normal size and
  431. eight times its normal weight. The subject creature will deal
  432. double normal damage with all physical attacks, and its existing
  433. natural Armor Class will increase by 2. The animal’s carrying
  434. capacity is also doubled. Unfriendly animals may save versus
  435. Spells to resist this spell; normally, domesticated animals will
  436. not attempt to resist it, though they may become confused or
  437. panicked afterward (at the Judge’s discretion).
  438. All equipment worn or carried by an animal is similarly
  439. enlarged by the spell, though this change has no effect on the
  440. magical properties of any such equipment. Any enlarged item
  441. that leaves the enlarged creature’s possession instantly returns
  442. to its normal size.
  443. The spell gives no means of command or influence over the
  444. enlarged animals.
  445.  
  446. Earth’s Teeth -
  447. Range: 120'
  448. Duration: instantaneous
  449. When this spell is cast, several pillars of jagged rock erupt from
  450. the earth, impaling up to one creature per level of the caster for
  451. 5d6 points of damage each. All of the target creatures must be
  452. within a 30' diameter area of effect, and the spellcaster must
  453. make a successful attack throw against each target, using the
  454. target values for a fighter of his level. The caster may choose
  455. which creatures in the area of effect are targeted. The pillars
  456. immediately crumble to dust after damage is dealt.
  457. EXAMPLE: A party of adventurers is set upon by a band of
  458. 8 ogres. A fierce melee ensues, into which Quintus, a 6th level
  459. mage, casts earth’s teeth. Quintus can target 6 creatures, so he
  460. selects 6 of the ogres. Quintus must make a successful attack
  461. throw against each ogre (AC4) using the target value for a 6th
  462. level fighter (7+). Quintus will need an 11+ to impale each of
  463. the 6 ogres, and will deal 5d6 points of damage to each ogre he
  464. successfully impales.
  465.  
  466. Gross Incandescence (Continual Light) - Range: 360'
  467. Divine 3
  468. Duration: special
  469. This spell creates a spherical region of light, as bright as full
  470. daylight up to a 30' radius, and with lesser intensity to a radius
  471. of 60'. Continual light can be cast on an object, into the air, or at
  472. a creature, just as with the light spell, up to a maximum range of
  473. 360' from the caster.
  474. As with light, this spell can be used to blind a creature if cast on
  475. its visual organs. Creatures targeted by this spell are allowed a
  476. save versus Death; if the save is made, the spell is cast into the air
  477. just behind the target creature. A penalty of -4 is applied to the
  478. blinded creature’s attack throws if the saving throw fails.
  479. The reversed spell, continual darkness, causes complete absence
  480. of light in the area of effect, overpowering normal light sources.
  481. Continual darkness may be used to blind just as continual light
  482. can. Any blindness ends when the spell ends.
  483. Continual light and continual darkness are not permanent
  484. effects, but are instead effects that are indefinitely sustained
  485. by the caster without need for concentration. A caster may
  486. indefinitely sustain one continual light or continual darkness
  487. spell per level of experience. A truly permanent light requires a
  488. permanency ritual.
  489.  
  490. 4th:
  491. Gaia's Embrace (Cure Critical Wounds) -
  492. Range: touch
  493. Divine 5(Priestess)
  494. Duration: instantaneous
  495. This spell works exactly like cure light wounds,save that it heals
  496. 4d6 points of damage, plus 1 point per caster level.
  497. The reverse, cause critical wounds, also works exactly like cause
  498. light wounds, except that it inflicts 4d6 + caster level in damage.
  499.  
  500. Brown Stone Spires [Rain of Spines] -
  501. Casting Time: 1 standard action
  502. Range: Medium (100 ft. + 10 ft./level)
  503. Area: Cylinder (5-ft. radius, 20 ft. high)
  504. Duration: Instantaneous
  505. Saving Throw: Reflex partial
  506. Spell Resistance: No
  507.  
  508. With a shout, you call down a rain of spires upon your foes, piercing their flesh and pinning them to the floor.
  509. You cause a veritable storm of small, piercing metallic projectiles to rain from the air.
  510. This spell deals 6d6 points of damage to each creature in the area.
  511. In addition, each creature in the area is knocked prone and immobilized by spines pinning it to the floor.
  512. A successful Reflex save halves the damage and negates the secondary effect.
  513. A creature immobilized by spires is considered entangled and can't move from its space for 1 round per caster level; a DC 20 grapple check or Escape Artist check allows it to break free and end the secondary effect.
  514.  
  515. Stoneheart [Heart of Earth] -
  516. Casting Time: 1 standard action
  517. Range: Personal
  518. Target: You
  519. Duration: 1 hour/level (D) or until expended
  520.  
  521. You feel your flesh strengthen with the power of stone.
  522. This spell converts part of your body into elemental earth, which toughens you considerably.
  523. You gain a +4 bonus on checks to resist a bull rush, overrun, or trip attack.
  524. You also gain temporary hit points equal to twice your caster level (up to 30 hp).
  525.  
  526. Hymn of Plantasia [Growth of Plants] -
  527. Range: 120'
  528. Arcane 4
  529. Duration: permanent
  530. This spell causes normal vegetation (grasses, briars, bushes,
  531. creepers, thistles, trees, vines, etc.) within range to become thick
  532. and overgrown. The dimensions of the growth are determined
  533. by the caster, but cannot exceed 3,000 square feet (a 30' x 100'
  534. area or equivalent). The plants entwine to form a thicket or
  535. jungle that is impassable to creatures of less than giant size.
  536. Such creatures may hack their way through the thicket at no
  537. more than 5' per round. Giant sized creatures are reduced to half
  538. normal movement rate. The area must have brush and/or trees
  539. in it for this spell to take effect.
  540. The reverse form, shrink plants, may be used to render
  541. overgrown areas passable. The area of effect is identical to the
  542. normal version.
  543. Growth of plants and its reverse are permanent until countered,
  544. either by the opposite form or by dispel magic. This spell has no
  545. effect on animated plant creatures of any sort.
  546.  
  547. Call Of The Wild (Summon Animals) -
  548. Range: 360'
  549. Divine 4
  550. Duration: 3 turns
  551. (Shaman, Sylvan Witch)
  552. This spell summons any or all normal animals within range
  553. to the aid of the spellcaster. Only normal animals are affected;
  554. the spell does not affect fantastic creatures, giant-sized animals,
  555. humanoids, or vermin such as insects or oozes. The spellcaster
  556. may choose to summon one or more known animals, specific
  557. types of animals, or every animal within range. Creatures
  558. totaling up to the spellcaster’s level in Hit Dice will respond to
  559. the summons. Treat normal small creatures (e.g. birds, hares,
  560. squirrels) as swarms (per the Monsters chapter in ACKS).
  561. Summoned animals will arrive at their fastest movement rate.
  562. For the duration of the spell, the animals will understand the
  563. spellcaster’s speech, and will befriend and help him as best they
  564. can. Summoned animals will generally flee if harmed, but if the
  565. spellcaster is under attack when a summoned animal arrives,
  566. the animal will immediately attack his opponent.
  567. Clever spellcasters have learned that hostile wild life encountered
  568. while adventuring can be calmed and befriended with this spell.
  569. The caster effectively “summons” creatures that are already
  570. present, which are then immediately befriended and placated
  571. by the spell.
  572.  
  573. Vigor -
  574. Range: touch
  575. Divine 4
  576. Duration: 1 turn per level
  577. The subject of this spell receives a bonus of +2 to saving throws,
  578. an additional 1d10 hit points, and a 1d3 bonus to Strength. The
  579. extra hit points cannot be restored by healing and are the first
  580. lost whenever the character takes damage. Strength may be
  581. increased to a maximum of 19. A character with Strength 19
  582. gains a +4 bonus to attack throws and damage rolls.
  583.  
  584. Wall of Wood -
  585. Range: 60'
  586. Arcane 4
  587. Duration: permanent
  588. The caster brings a wooden wall into existence. The wall is
  589. normally 1" thick and can be as large as 1,200 square feet. The
  590. wall can be made thicker than 1" with a proportionate reduction
  591. in area, but cannot be made less than 1" thick. The wall is
  592. permanent unless otherwise destroyed or dispelled with dispel
  593. magic. The wall may not be evoked so that it appears where
  594. objects or creatures already are.
  595. The caster can create a wall of wood in almost any shape he
  596. desires. The wall created need not be vertical, but must rest upon
  597. a firm foundation. It can be used to bridge a chasm, for instance,
  598. or as a ramp, but the wall must be shaped properly, reducing the
  599. spell’s area by half. Likewise, the wall can be crudely shaped to
  600. form battlements and ramparts by reducing the area.
  601.  
  602.  
  603. Create Water -
  604. Range: 10'
  605.  
  606. Divine 4
  607. Duration: permanent
  608. This spell summons forth an enchanted spring from the ground
  609. or wall that will provide enough water for 12 men and their
  610. mounts for one day (50 gallons). For every level the divine
  611. spellcaster is above 8th, 12 additional men and mounts can be
  612. supplied. Note that one or more vessels to contain the water
  613. must be available at the time of casting. The water created by
  614. this spell is just like clean rain water. Note: Water weighs about
  615. 1 stone (8lb, to be exact) per gallon, and one cubic foot of water
  616. is roughly 8 gallons.
  617.  
  618.  
  619. Smite Undead -
  620. Range: 240' (touch)
  621. Divine 4
  622. Duration: special
  623. This spell instantly destroys a number of Hit Dice of undead
  624. equal to the caster’s level. All the undead must be within a 60'
  625. diameter sphere. Any excess levels of effectiveness are lost.
  626. Skeletons and zombies receive no saving throw against this
  627. spell; all other undead are allowed a saving throw versus Death
  628. to avoid the effect. Undead with 8 or more Hit Dice or levels are
  629. immune to the spell.
  630. The reverse of this spell, animate dead, functions exactly like
  631. the 5th level arcane spell of the same name.
  632.  
  633. 5th:
  634. Gaia's Kiss (Restore Life and Limb) -
  635. Range: touch (120')
  636. Divine 5
  637. Duration: instantaneous
  638. This spell restores life to a deceased creature (excluding creatures
  639. which are not truly alive, such as constructs, elementals, and
  640. undead). The caster can raise a creature that has been dead for
  641. no longer than two days at 7th level, and four days are added per
  642. level above 7. For example, a 9th level caster can bring a character
  643. back to life that has been dead for 10 days. However, this spell
  644. cannot bring back a creature that has died of old age, lost its
  645. head, or had its body cremated.
  646. Because it repairs even lethal damage and regrows flesh and
  647. bone, this spell can also heal a character of any permanent
  648. wounds, such as lost limbs, disfiguring scars, or shattered
  649. spines (see the Mortal Wounds table in Chapter 6 for details
  650. on permanent wounds).Despite this spell’s beneficial results,
  651. tampering with the body and soul is never without risk. Each
  652. time a character benefits from restore life and limb, he must
  653. roll on the Tampering with Mortality table in Chapter 6 and
  654. apply these results.
  655. If restore life and limb is ever cast on an undead monster, the
  656. monster must save versus Death or be instantly destroyed.
  657. The reverse of this spell, finger of death, creates a death ray that
  658. will kill any one creature unless a save versus Death is made.
  659. Lawful clerics may only use finger of death in life-or-death
  660. situations against Chaotic foes.
  661.  
  662. Cornucopia (Create Food) -
  663. Range: 10'
  664. Divine 5
  665. Duration: permanent
  666. The food that this spell creates is simple fare of the caster’s
  667. choice, highly nourishing, but rather bland. Up to 12 men and
  668. their mounts can be fed for one day with this spell. For every
  669. level of experience the divine spellcaster is above 8th, he is able to
  670. create food for 12 more men and their mounts. Food so created
  671. decays and becomes inedible within 24 hours, although it can
  672. be kept fresh for another 24 hours by casting purify food and
  673. water on it.
  674.  
  675. Wall of Stone -
  676. Range: 60'
  677. Arcane 5
  678. Duration: permanent
  679. The caster brings a stone wall into being that can be any form
  680. the caster desires, to a maximum of 1,000 cubic feet. This wall
  681. is permanent unless otherwise destroyed or dispelled with
  682. dispel magic. The wall may not be evoked so that it appears
  683. where objects or creatures already are, and it must rest on a solid
  684. surface.
  685. The caster can create a wall of stone in almost any shape he
  686. desires. The wall created need not be vertical, nor rest upon any
  687. firm foundation; however, it must merge with and be solidly
  688. supported by existing stone. It can be used to bridge a chasm,
  689. for instance, or as a ramp. For this use, if the span is more than
  690. 20', the wall must be arched and buttressed. This requirement
  691. reduces the spell’s area by half. The wall can be crudely shaped
  692. to allow crenellations, battlements, and so forth by likewise
  693. reducing the area.
  694.  
  695. Remove Curse -
  696. Range: 30'
  697. Duration: instantaneous
  698. Remove curse instantaneously removes all curses on a creature.
  699. If cast on a cursed item, remove curse does not remove the
  700. curse from the item, but it enables the creature afflicted with any
  701. such cursed item to remove and get rid of it. Any curse cast by a
  702. character of equal or lower level than remove curse caster’s level
  703. is ended automatically. Those curses bestowed by higher level
  704. casters might not be removed; there is a 5% chance the remove
  705. curse will fail for each level the cursing character’s level exceeds
  706. the level of the caster removing the curse. Certain special curses
  707. may not be countered by this spell at all, or may be countered
  708. only by a caster of a certain level or higher.
  709.  
  710. The reverse of this spell, bestow curse, allows the caster to place
  711. a curse on a target creature or object. A saving throw versus
  712. Spells is allowed to resist. The caster must choose one of the
  713. following four effects:
  714. » -4 decrease to an ability score (minimum 1).
  715. » Rolls on Side Effects for Tampering with Mortality Table. If result is beneficial, roll once more.
  716. » Afflicted with either blindness, muteness, feeble mindedness, or falls into a death like slumber.
  717. » Cannot be healed or revived by normal means, natural or magical. Permanent wounds caused by a cursed item cannot be restored while curse is ongoing.
  718.  
  719. Gaia's Fury [Move Earth] -
  720. Range: 240'
  721. Arcane 6 Duration: 6 turns
  722. With this spell, the caster can move large volumes of soil, even
  723. to the point of altering the surface features of areas within range.
  724. Earth in the area can be moved at 60' per turn, according to
  725. the spellcaster’s desires. The spell’s range will extend downwards
  726. through the earth until it reaches the limit (240') or solid rock.
  727. Move earth cannot affect stone, only soil.
  728.  
  729. Wisdom Of The Mountains [Strength of Mind] -
  730. Range: touch
  731. Divine 5
  732. Duration: 12 turns
  733. This spell gives a bonus of +4 to saving throws versus Death,
  734. Staffs, Wands, Paralysis, Petrification, and Spells to the creature
  735. touched. The reverse spell, weakness of mind, decreases the
  736. touched creature’s saving throws by -4; no saving throw is
  737. allowed against weakness of mind.
  738.  
  739. Bellowing Of Beasts (Control Animals) -
  740. Range: 60'
  741. Divine 5 (Shaman)
  742. Duration: 1 turn per level
  743. This spell grants the caster the ability to control up to 3d6
  744. Hit Dice of normal or giant animals within 60', as if using a
  745. charm monster spell. Humans, demi-humans, humanoids,
  746. and fantastic creatures such as griffons or wyverns cannot be
  747. controlled by this spell. The caster may decide which individual
  748. creatures out of a mixed group are to be affected first; excess Hit
  749. Dice of effect are ignored. At least one creature will always be
  750. affected. Intelligent animals may resist the effect with a saving
  751. throw versus Spells, but unintelligent animals receive no saving
  752. throw. When the control ends, unintelligent animals will be
  753. afraid and leave the area if they can. Intelligent animals will be
  754. hostile. This spell is used to create potions of animal control.
  755.  
  756. Insect Plague -
  757. Range: 480'
  758. Divine 5
  759. Duration: 1 day
  760. This spell summons a vast cloud of swarming insects (usually
  761. locusts) consisting of 4 insect swarms (as described in the
  762. Monster chapter). Each swarm is 30' x 30' in size and possesses
  763. 4 Hit Dice. The swarms must be summoned so that each one is
  764. adjacent to at least one other swarm (that is, the swarms must fill
  765. one contiguous area). The caster may summon the swarms so
  766. that they share the area of other creatures. Each swarm attacks
  767. any creatures occupying its area, and the whole plague will
  768. obscure vision and automatically drive off creatures of less than
  769. 3 Hit Dice. The caster must concentrate for the duration of the
  770. spell to maintain control over the insect plague. The caster loses
  771. control of it if he is successfully attacked or if the insect plague
  772. leaves the range of the caster. While the caster has control over
  773. the insect plague, he can move its constituent swarms 20' per
  774. round. The swarms are stationary once the caster loses control
  775. of the insect plague.
  776.  
  777.  
  778. Transmute Rock to Mud -
  779. Range: 120'
  780. Arcane 5
  781. Duration: 3d6 days (permanent)
  782. This spell changes a volume of natural, uncut, unworked rock
  783. into an equal volume of mud. The volume transformed can be
  784. up to up to 3,000 square feet across and up to 10' deep. Magical
  785. stone is not affected by the spell.
  786. Transmute rock to mud is most commonly cast in preparation
  787. for a pitched battle to create fields of nearly impassable ground.
  788. Creatures entering the area of the mud become mired in the
  789. deep morass. Mired creatures are slowed to 1/10th their normal
  790. movement speed and suffer a -2 penalty to AC.
  791. If the spell is cast underground on a cave’s rock ceiling, the mud
  792. immediately falls to the floor and spreads out in a pool, forming
  793. a mire (as above). The falling mud deals 8d6 points of damage
  794. to creatures in the area, half damage if they make a saving throw
  795. versus Blast. At the Judge’s discretion, transforming a large
  796. volume of ceiling rock in a cave can precipitate a wider cave-in
  797. as the area’s structural integrity becomes compromised.
  798. Mud created by this spell remains such until the duration expires
  799. or the reverse of this spell (transmute mud to rock) restores
  800. the rock to its original substance. The volume transformed
  801. by the reversed version is identical, but the duration of the
  802. transmutation is permanent. When mud becomes rock, the
  803. shape of the area may be different, as the mud may have moved
  804. or shifted.
  805.  
  806. Starting Equipment:
  807. Patchouli Scented Flaxseed Tunic/Top, Earth Toned Loose Hemp Trousers/Skirt, Finely Crafted Oak Wood Bangles, Axe with Crooked Wood Handle, Boss Sheild with Image Painted On It, Hemp Pouch, Waterskin, 1 Week's Iron Rations
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