[net.games.frp] New Druid Spells

consult@unm-cvax.UUCP (07/04/84)

[ incense of bug control ]

   For all of you Druid lovers out there (yes, both of you!) I present
   the following Druid spells.  The first one is based on an idea given
   by someone out there in net-land (whose name I have since forgotten).
   The next two are creations of my own, based on a couple of nice
   magic-user spells.

   Feel free to alter the levels/material components/names/etc. to fit
   into your campaign.  

   If anyone else has any good new Druid spells, I would be happy to see
   them.
   

				--Jeff Moehn

~{pur-ee!purdue,ucbvax!lbl-csam,philabs!cmcl2}!lanl-a!unm-cvax!jeff
~{convex,ucbvax,gatech,csu-cs,anl-mcs}!unmvax!unm-cvax!jeff


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          Ground (Alteration) Reversible

          Level: 4                          Components: V,S,M
          Range: 6" + 1"/level              Casting Time: 5 segments
          Duration: 4 rounds/level          Saving Throw: None
          Area of Effect: 3" radius, + 1"/level


             Explanation/Description:   This spell causes  the area of
          effect  to  become super-conductive,   thus  attracting  any
          lightning/electrical attacks in the  surrounding area.   Any
          lightning/electrical  attacks will  always hit  the area  of
          effect,   and  anyone  standing therein  will  take  maximum
          damage,  no saving  throw allowed!   The area  of attraction
          will be a hemisphere with a radius of 10 times the radius of
          the area of effect.

             If the  weather in the area  is such that lightning  is a
          possibility,   there  is  a  50%  chance/turn  of  a  3-12d8
          lightning bolt striking.

             The  reverse   of  the  spell,   insulate,    allows  any
          individuals  in  the   insulated  area  to  save   vs.   the
          lightning/electrical attacks at +4 for no damage, and if the
          save is failed, damage is only 1 point per die.

             The material component for this spell (in addition to the
          druid's mistletoe)  is a small magnet  and a piece of fleece
          for ground and a handful of sand for insulate.

 
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          Snowball (Alteration-Evocation)

          Level: 1                          Components: V,S,M
          Range: 6" + 1"/level              Casting Time: 3 segments
          Duration: Special/level           Saving Throw: None
          Area of Effect: One creature


             Explanation/Description:   The use of  the spell snowball
          causes 1  or more magical balls  of ice to shoot  forth from
          the  druid's  fingertips  and strike  their  target.    Each
          snowball  causes  2-5  hit points  of  damage.    Fire-based
          creatures  (efreeti,  fire  elementals,   fire giants,   red
          dragons,  etc.)  take 1 extra  point of damage per snowball,
          while cold-based creatures  take only 1 point  of damage per
          snowball.

             For every  2 levels  of experience,   the druid  gains an
          additional snowball,  i.e.  2 at 3rd level,  3 at 5th level,
          etc.

             The material components  of this spell are  holly berries
          (which  the  snowballs  form around)   and  a  small  quartz
          crystal.


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          War Hound (Conjuration/Summoning)

          Level: 5                          Components: V,S,M
          Range: 3"                         Casting Time: 1 turn
          Duration: 1 day                   Saving Throw: None
          Area of Effect: 1 to 4 War Hounds


             Explanation/Description:   This spell allows the druid to
          summon 1 to 4 War Hounds (described below) from the plane of
          Concordant Opposition.    Once summoned,   these intelligent
          creatures will obey the druid to the best of their abilities
          for the  duration of the  spell.   A telepathic  link exists
          between the druid and the War Hounds, allowing communication
          to occur.

             The material  components of  this spell  are the  druid's
          mistletoe and a carving of a dog made from a large dog bone.
          Note that  only one  effective carving can  be made  per dog
          skeleton.


 
                                   War Hound
          Armor Class: 4
          Move: 21"
          Hit Dice: 1 die per 2 levels of the spell caster
          Number of Attacks: 1
          Damage/Attack: 2-12
          Alignment: Neutral
          Magic Resistance: 5% per level of the spell caster
          Intelligence: Average
          Special Attacks: None
          Special  Defenses:  +1  or better  weapon  to hit,   detects
            invisible, astral, ethereal, and out of phase creatures.
          Size: M

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