[dungeoncrawl] Rules help (maybe)

  • From: Johnathan Detrick <jdetrick@xxxxxxxxxxx>
  • To: Riders II <dungeoncrawl@xxxxxxxxxxxxx>
  • Date: Mon, 09 Dec 2002 10:16:55 -0500

Guys,
    Since Jim has been playing with creating character pictures, I
thought I would try and return the favor.  I wonder if Jim has read the
Magic of Faerun book to find spells for Kage.  There are lots of cool
things in the book (it's one of my favorite third edition books), and
there are tons of spells.  Below is a quick description of the druid
spells.  Jim, if any of them interest you, let one of us know, and we
can either make sure you see the book, or I can give you a detailed
description via e-mail.
    John

   * Detect Crossroads (0 level):  The name says it all
   * Naturewatch (0 level):  Can determine if an animal or plant is
     dead, dying, etc.
   * Ram's Might (0 level):  Unarmed attacks do normal, not subdual
     damage
   * Blinding Spittle (1st level):  The name says it all
   * Camouflage (1st level):  +10 to hide
   * Claws of the Beast (1st level):  Your hands become claws (doing 1d6
     damage)
   * Handfire (1st level):  Your hand is on fire, doing 1d4 + 5 damage
   * Speed Swim (1st level):  Can swim swiftly, even if encumbered
   * Blood Frenzy (2nd level):  You enter a barbarian-like battle rage
     (+2 Strength and Constitution, +1 Will saves, -1 AC)
   * Cloudburst (2nd level):  Create a mini-rainstorm
   * Earthfast (2nd level):  Reinforce rock and stone (giving them
     double hit points)
   * Easy Trail (2nd level):  Moves plants out of your path for easy
     travel
   * Master Air (2nd level):  Grow wings so you can fly
   * One with the Land (2nd level):  You get a +2 bonus on many nature
     skills
   * Remedy Moderate Wounds (2nd level):  Give the target Fast Healing
     (regains 2 hit points per round)
   * Scent (2nd level):  Get enhanced sense of smell; can track and
     distinguish people via odors
   * Share Husk (2nd level):  You can sense the world through the senses
     of a nearby animal
   * Blindsight (3rd level):  Get the Blindsight feat (can maneuver in
     total darkness)
   * Circle Dance (3rd level):  You can divine the location of an
     individual by dancing
   * Healing Sting (3rd level):  You inflict 1d6 +1/lvl damage to
     someone, and gain the same amount of hit points for yourself
   * Infestation of Maggots (3rd level):  Creature takes 1d4
     Constitution damage per round from maggot infestation
   * Quillfire (3rd level):  Fire poisonous quills from your hands
   * Snakebite (3rd level):  You turn one of your arms into a poisonous
     snake
   * Tortoise Shell (3rd level):  Create a magical shell, to provide
     cover in combat
   * Jaws of the Wolf (4th level):  Small wooden wolf carvings become
     actual wolves
   * Land Womb (4th level):  Caster sinks into the ground for protection
   * Mass Camouflage (4th level):  +10 to hide on all creatures in 60'
   * Murderous Mist (4th level):  Scalding hot steam does 2d6 damage and
     permanently blinds people
   * Nature's Balance (4th level):  The caster takes a 1d4+1 penalty to
     any ability score, and bestows a like bonus to that score on
     another creature
   * Wind at Back (4th level):  Double overland movement speed
   * Binding Winds (5th level):  One creature is held in winds,
     preventing movement and spellcasting with a verbal component
   * Echo Skull (5th level):  Can speak, hear and cast spells through a
     dead animal skull
   * Inferno (5th level):  Creature bursts into flame, doing 2d6 per
     round until flame is extinguished
   * Memory Rot (5th level):  Spores attack the victim's brain, draining
     permanent Intelligence points
   * Owl's Insight (5th level):  You give a creature a bonus to Wisdom
     equal to half your level
   * Vine Mine (5th level):  Can create vines to grow at super-speed,
     enabling you to have them entangle, act as a climbing aid, slow
     down pursuers or help camouflage
   * Wind Tunnel (5th level):  +10 to hit with all ranged weapons
   * Crumble (6th level):  Erodes structures, doing tremendous damage to
     them
   * Drown (6th level):  Create water in the lungs of a creature
   * Stonehold (6th level):  Stones grow arms to grapple nearby
     creatures
   * Aura of Vitality (7th level):  Gives 1 creature/3 levels a +4 to
     Strength, Dexterity and Constitution
   * Brilliant Aura (7th level):  Limns one creature/2 levels in energy
     so their weapons become energy weapons and can ignore most armor
   * Create Crossroads and Backroad (7th level):  Creates a special Gate
     between two places
   * Master Earth (7th level):  Travel through the ground
   * Poison Vines (7th level):  Create a grove of poisonous vines
   * Storm Tower (7th level):  Create a tower of clouds that negates
     most forms of magic
   * Bombardment (8th level):  A rain of rocks pelts your foes doing
     1d8/lvl (max 10d8) and burying them
   * Cocoon (8th level):  The druid can put someone in a cocoon, which
     kills them, and then he can leach off the power of their lifeforce
   * Cast in Stone (9th level):  Gain a gaze attack that turns people to
     stone



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