Animate
Snow
Transmutation [Cold]
Transmutation [Cold]
Level: Druid 6
Components: V, S
Casting Time: 1 standard
action
Range: Medium (100ft
+ 10ft / level)
Target: Cube of snow
up to 20 ft on a side
Duration: 1 round / level
Saving Throw: None
Spell Resistance: No
Nearby snow rapidly draws together with an audible crunch,
coalescing into a vaguely human-shaped form.
You cause snow in the area to become 1d3+2 Large animated objects,
1d3 Huge animated objects, or one Gargantuan animated object (MM 14).
The animated snow attacks as directed by your vocal commands.
Animated snow does not have a hardness score. It possesses
improved speed as if it had legs, granting it a speed of 30 feet, as well as
the blind special ability (MM 13). In addition, each animated snow
object has the cold subtype and deals an extra 1d6 points of cold damage on a
successful hit.
Animated snow objects take 1d6 points of damage per round in a
place where the temperature is above freezing.
Blizzard
Transmutation
[Cold]
Level: Druid 5
Components: V, S
Casting Time: 1 round
Range: Long (400 ft + 40 ft / level)
Area: 100ft-radius / level spread
Duration: 1 round / level
Saving Throw: Fortitude partial
Spell Resistance: No
Immediately upon completion of this
spell, the temperature drops to below freezing and a powerful storm
One foot of new snow falls each round.
Movement within the area is impeded, depending on the creature’s size and depth
of snow (for movement in a snow field, see Frostburn
page 12).
Brilliant
Blade
Transmutation
Level: Druid 7
Components: V, S
Casting Time: 1 standard
action
Range: Close (25ft +
5ft / 2 levels)
Target: One melee or
thrown weapon, or fifty projectiles (all of which must be in contact with each
other at the time of casting)
Duration: 1 minute /
level
Saving Throw: Will negates
(harmless, object)
Spell Resistance: Yes
(harmless, object)
With a word, the
indicated weapon glows with a soft blue-white halo that emits a low, slowly
pulsating hum. The faint smell of ozone permeates the air.
You transform a
single melee weapon, natural weapon, thrown weapon, or group of projectiles
into a weapon with the brilliant energy special ability (DMG 224). If
this spell is cast on arrows or crossbow bolts, the effect on a particular
projectile ends after one use, whether or not the missile strikes its intended
target. Treat shuriken as arrows, rather than as thrown weapons, for the purpose
of this spell.
Earthfast
Transmutation
Level: Druid 2
Components: V, S
Casting Time: 1 standard
action
Range: Close (25ft +
5ft / 2 levels)
Area: One stone
structure or rock formation, up to 25 cubic ft / level
Duration:
Instantaneous
Saving
Throw: None
Spell Resistance: Yes (object)
Gray bands extend
from your fingertips, wrapping themselves around the wall like a brace,
strengthening it for the coming assault.
You reinforce a
rock formation or stone structure. The earthfast spell doubles the
structure’s hit points and increases its hardness to 10. This spell does not
function on constructs.
Freeze Armor
Transmutation
[Cold]
Level: Druid 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft / 2 levels)
Target: Metal equipment of one creature /
level
Duration: 1 round / level
Saving Throw: Fortitude partial; see
text
Spell Resistance: Yes
Freeze
armor locks suits of metal armor and equipment into a layer of ice and
extreme cold, immobilizing and damaging the armor’s wearers, Unattended,
non-magical metal gets no saving throw. Enchanted metal is allowed a saving
throw against the spell. An item in a creature’s possession uses the creature’s
saving throw (unless its own is higher).
A creature wearing metal armor that
fails its save is frozen in place. The spell locks the armor’s joints and seams
in inches of solid ice. The frozen creature takes the damage listed below. In
addition, it suffers a -6 penalty on attack rolls, a -8 penalty to effective
Dexterity, and can’t move. A frozen character who attempts to cast a spell must
make a Concentration check (DC 15 + level of spell being cast) or lose the
spell.
A creature wearing metal armor that
makes its save takes half the damage listed below.
A creature not wearing metal armor
that fails its save takes the damage listed below if its armor is affected or
if it is holding, touching, wearing, or carrying metal weighing one-fifth of
its weight. The creature takes minimum damage (1, 2, 3, or 4 points; see the
table) each round if it is not wearing metal armor or the metal that it is
carrying weighs less than one-fifth of the creature’s weight.
A creature not wearing or carrying
metal less than one-fifth of its weight that makes its save is entirely
unaffected by freeze armor.
Round Temperature Cold Damage
1 Cold 1d6
points
2 Icy 2d6
points
3-5 Freezing 3d6
points
6+ Lethal 4d6
points
Any heat intense enough to damage the
creature negates cold damage from the spell (and vice versa) on a
point-for-point basis. For example, if the damage from a freeze armor spell
indicates 5 points of cold damage and the creature plunges through a wall of
fire in the same round and takes 8 points of fire damage, it winds up taking no
cold damage and only 3 points of fire damage.
Frost Weapon
Transmutation
Level: Druid 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Area: Weapon touched
Duration: 1 round / level
Saving Throw: Will negates (harmless,
object)
Spell Resistance: No
You imbue a weapon with icy cold,
granting it a power similar to the frost special ability. A frost weapon deals
an extra 1d6 points of cold damage on a successful hit. If cast on a bow,
crossbow, or sling, the spell bestows the cold energy upon the weapon’s
ammunition. This ability stacks with the frost special ability, but not with
itself. Material Component: A drop of
water.
Giant’s
Wrath
Transmutation [Earth]
Level:
Druid 3
Components: V, S, M
Casting Time: 1 swift
action
Range: Personal
Target: One pebble /
3 levels
Duration: 1 round / level
Saving Throw: None
Spell Resistance: None
With your best
giant’s shout you rattle some pebbles in your closed hand, completing the spell
that will allow them to become boulders.
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. You gain an
insight bonus equal to your caster level on attack rolls and damage rolls
(maximum +10) with these boulders.
If you drop a
pebble or give it to another creature, the pebbles’ magic dissipates
harmlessly.
Material Component:
The pebbles to be transmuted.
Evocation [Electricity]
Level:
Drd4
Components:
V, S, M
Casting
Time: 1 full round
Range:
Close (25 ft. + 5ft./2 levels)
Target:
Single iron or steel object weighing up to 10 lbs of metal/level
Duration:
1 minute/level (D)
Saving
Throw: Reflex half
Spell
Resistance: Yes
Though none know the precise origins of kiss of
the storm, most scholars associate its effects with storm hags. Indeed, many
adventurers first encounter this spell when fighting those fell witches. With this
spell, the druid makes a single piece of metal (often armor, though particularly
threatening items of
magic are sometimes targeted as well) very attractive to lightning.
During a storm, it is practically a death warrant to be wearing a suit
of armor enchanted with this primal spell.
If this spell is cast during a storm, the metal item so enchanted has a
25% chance per round of drawing a lightning bolt to it. This lightning inflicts
1d10 points of damage per level of the caster (maximum 10d10). After a bolt
actually hits, there is no chance of the same target being hit again for 1d3
rounds. After that, the chances of being
hit by a lightning bolt begin again at 25%. This continues until the spell duration
expires, or until the spell is dispelled. When a bolt of lightning hits, the character
bearing the metal armor or object is permitted a Reflex save for half damage.
Those within a 10 ft. radius of the point of impact must similarly save or take
1d10 damage (Reflex negates).
Material
Components: magnetized iron fillings are cast at, and adhere to, the metal object
for the duration of the spell.
Magnetic
Pulse
Conjuration
(Creation)
Level:
Druid 4
Components:
V, S, M
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Area:
30-ft.-radius
burst
Duration:
Instantaneous
Saving
Throw: See
text
Spell
Resistance: No
You call upon the powerful magnetic
forces of the vast lodes of metal hidden deep within the mountains to focus on
a specific point in range. All unattended ferrous metallic objects that weigh
less than 10 pounds per caster level are immediately hurled in a random
direction to a point just beyond the area of the spell's burst. All creatures
in the area take 5d6 points of damage. Alternatively, you can direct the spell
inward, and all unattended ferrous metallic objects are hurled toward the
center of the area; this inflicts 3d6 points of damage to all of the objects
and to all creatures in the area . A successful Reflex saving throw negates the
damage done by either type of magnetic pulse.
Attended ferrous metal objects are
affected differently by this spell. Fairly small ferrous metal objects worn on
the body (such as jewelry) are whisked off the creature's body unless he makes
a Reflex save. Most jewelry pieces (especially magic items), however, are not
made of ferrous metal. Characters in ferrous metal armor (which is most metal
armor) are subjected to a trip attack made by a Large creature with an
effective Strength of 22 (the bonus on the trip attack is +4 for size and +6
for Strength for a total bonus of +10). Similarly, the spell makes a disarm attack
(using your base attack bonus + 6 for the spell's effective Strength) against
any ferrous weapons or objects held in an affected creature's hands. Creatures
made primarily of ferrous metal (such as iron golems) are subjected to a bull
rush attack from a Large creature. The effective Strength is 22 (+4 size and +6
Strength for +10 bonus on the check) in the direction of the pulse.
If this spell is cast in mountainous
terrain, the area is doubled to a 60-foot-radius burst, and the pulse's
effective Strength score increases to 30 (+10 Strength bonus).
Material Component: A lodestone.
Segojan's
Armor
Abjuration
Level:
Druid 1
Components:
V, S, M,
DF
Casting
Time: 1
standard action
Range:
Touch
Effect:
One suit
of armor for a Medium or smaller creature
Duration:
1
hour/level (D)
Saving
Throw: None
Spell
Resistance: No
You fabricate a suit of armor from
natural materials that is suitable for a creature of Medium or smaller size
(you determine the armor's size at the time of casting, and it cannot change
after that). The armor is equivalent to leather except that it grants a +4
armor bonus. That is, it has a maximum Dexterity bonus of +6, an armor check
penalty of 0, and an arcane spell failure chance of 10%. It weighs as much as
leather armor of similar size weighs (for example, 15 pounds if the armor is
made for a Medium creature). The armor has a trace amount of metal in it (see
material components section); however a druid can wear it without penalty.Material
Component: A handful of grass, a handful of roots, and a pinch of powdered
iron.
Stonemantle
Transmutation
[Earth]
Level: Druid 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft / level)
Target: One Tiny or smaller object / level
Duration: 10 minutes / level
Saving Throw: Will negates (harmless,
object)
Spell Resistance: No
This spell grants the resilience of
stone to weaker objects. You may affect one Tiny or smaller object, or an
equivalent number of larger objects per caster level. A Small object counts as
2 Tiny objects, a Medium object counts as 4, a Large object counts as 8, a Huge
object counts as 16, a Gargantuan object counts as 32, and a Colossal object
counts as 64. The hardness of an object affected by this spell becomes 8, and
it has 15 hit points per inch of thickness. If the object to be affected has
greater hardness or more hit points, use the better value. The DC to break the
object increase by +5 unless the object did not increase the object’s hardness.
The surface of an affected object takes on a faint, dull-gray tint, but its
appearance does not otherwise change.
Material
Component: A small amount of powdered marble.
Titan’s forge
Level:
Clr4, Pal4
Components:
V, S, F, DF
Casting
Time: 1 action
Range:
Touch
Target:
One medium or large sword.
Duration:
1 round/level
Saving
Throw: Special
Spell
Resistance: No
Although Golthaggen is perhaps best known as “The Raging Giant” among
adventurers, common folk revere the Titan for more than his fierce warrior
aspect — Golthaggen is the smith Titan, as well, the patron of all who work the
forge. With this spell, a druid of the Forge Titan is able to recall the intense,
white-hot heat used to originally forge the sword he holds. The blade begins to
glow with heat and the air around the metal shimmers in the intense
temperature. Strikes from this blade melt metal, sear cloth and fur and leave
horrific cauterized wounds.
SPELL EFFECT
Though the blade becomes forge-hot, it retains all of its tempered strength.
A blade enchanted with this spell inflicts +1d10 damage when applied to a
living being. When the weapon is used to damage a weapon or other inanimate object,
the searing effect of the spell allows the weapon to ignore the first 10 points
of hardness (when used in this way, the blade does not inflict the additional
1d10 damage). Magical weapons, however, are permitted their standard saving throws.
A successful Fortitude roll (DC of weapon damage rolled) by the item negates the
special ability of the weapon to ignore hardness; resolve hits as per normal
for the weapon.
Material Components: The focus for
this spell is the sword to be enchanted.
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