[dungeoncrawl] Re: Rules help (maybe)

  • From: jimkaren@xxxxxxxxxxxx
  • To: dungeoncrawl@xxxxxxxxxxxxx
  • Date: Mon, 9 Dec 2002 10:42:47 US/Eastern

Thanks, John!  I did see these 
recently, and Kage takes a few, but I 
didn't read them all.  And any help is 
appreciated - he's a real challenge 
right now!

By the way, what do you guys think 
about the "vampiric touch" and "horrid 
wilting" abilities that Mystra gave 
him - would a druid use those?

And as for healing vs. effects spells - 
what should he take?  I get the idea 
that Druids in 3rd edition aren't 
intended to be primary healers - 
opinions?


> 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
> 
> 
> 
> 



Other related posts: