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Woodwraith spell list

In document d20 Cities & Settlements (Page 104-106)

1st – detect snares/pits, entangle, pass without trace, shillelagh,

speak with animals, summon nature’s ally I

2nd – animal messenger, snare, speak with plants, summon

nature’s ally II, treeshape, warp wood, wood shape

3rd – antiplant shell, control plants, diminish plants, plant

growth, spike growth, summon nature’s ally III

Appendix C

Spells

Bark Worse Than Bite

- From Briarvale (pg 46)

School: Transmutation Level: Drd 3, Rgr 3 Components: V, S, DF Casting Time: 1 action

Range: Medium (100 ft. + 10 ft./level) Target: 1 large tree

Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No

You temporarily animate the branches of a large tree to grapple an opponent. The tree’s branches animate to grapple the nearest opponent. They have a reach of 10 feet and attack in unison as a large creature with a strength of 25. The branches attack at your melee base attack bonus (with the +7 bonus for their strength). If both branches successfully hit then they immediately begin a grapple as a free action. Its sole tactic is to hoist the grappled target 10 feet into the air and then try to hold it there. Each branch has 15 Hit Points and a hardness of 5. At the end of the spells duration (or when dispelled) the tree’s branches resort to their natural position, dropping the target to the ground (1d6 damage).

Barracuda’s Swiftness

- Whisper Lake (pg 87)

School: Transmutation

Level: Drd 1, Rgr 2, Sor/Wiz 2, Water 2 Components: V, S

Casting Time: 1 action Range: Personal Target: Self

Duration: 10 minute/level

The caster gains an uncanny ability to swim, and is completely at home in the water. He gains a +10 Competency bonus to all Swim checks, including those for fatigue, while the spell is in effect. Additionally, the caster’s speed is quadrupled while swimming. He may swim his full speed as a move- equivalent action or twice his speed as a full-round action.

Buoyancy

- Whisper Lake (pg 87)

School: Conjuration (creation)

Level: Drd 0, Rgr 1, Sor/Wiz 0, Water 1 Components: V, S

Casting Time: 1 action

Woodwraith

Base Fort Ref Will Spells Per Day Level Attack Bonus Save Save Save Special 1st 2nd 3rd

1 +1 +2 +2 +0 Woodland Stride, Woodland Sense 0 - -

2 +2 +3 +3 +0 Blend In 1 - -

3 +3 +3 +3 +1 Woodland Fighting 1 0 -

4 +4 +4 +4 +1 Deadeye 2 1 -

Range: Medium (100 ft. + 10 ft./level) Target: 1 creature

Duration: 1 minute/level Saving Throw: None

Spell Resistance: Yes (harmless)

Bubbles of air coalesce about the target, attaching to his belongings. They reduce the effective weight of all items carried by the target by one-half while the target is in the water, thus halving the weight penalties they impose on Swim checks.

Magic Damage Reduction

- From Bastion Arcane (pg 36)

School: Abjuration Level: Sor/Wiz 5 Components: V, S, M Casting Time: 1 action Range: Personal Target: You

Duration: 1 round/level (D) Saving Throw: None

Spell Resistance: No (harmless)

You gain a special “damage reduction-like” protection versus damaging spells cast against you. A cyclic shield of protective force will help shield the user against all types of energy. You gain “damage reduction” 20/+5 levels, meaning any spell not cast by a spellcaster of at least 5 levels higher than you does 20 less points of damage when rolling for effects.

Material Components: A 2-inch square of flattened copper

plating.

No-Summoning Zone

- From Bastion Arcane (pg 36)

School: Transmutation

Level: Sor/Wiz 7

Components: V, S, M Casting Time: 1 full round

Range: Medium (100 ft. + 10 ft./level) Area: All in a 40 ft. radius spread Duration: 1 minute/level Saving Throw: Will negates Spell Resistance: No

You temporarily cancel all possible conduits for summoning spells, spell-like abilities, supernatural abilities or natural func- tions. You prevent any power above with the summoning descriptor to automatically fail unless the creature attempting the action succeeds at a Will save for each attempt.

Material Components: A miniature slingshot.

Quicksand

- From Briarvale (pg 46)

School: Transmutation Level: Drd 4

Components: V, S, DF Casting Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels) Area: 10 ft. radius spread

Duration: 1 minute/level (D) Saving Throw: Reflex (see text) Spell Resistance: No

You change the surface beneath a target or targets transforms into deadly quicksand 20 feet deep. The targets must immedi- ately succeed at a Reflex saving throw provided they can and

do physically leave the area of the spell by the shortest possible route. Regardless the Quicksand stays in place for the duration of the spell, at which time the area reverts to its usual composi- tion.

Anyone caught in the area or who enters it immediately sinks waist-deep. Each round for the next 10 rounds the victim will sink a little farther. Regardless of proximity to the side of the pit, any unsuccessful movement to get free results in losing an extra round. To get free a companion needs to lend assistance with an appendage or rope or strong branch, and then must be able to lift the trapped character’s weight. With no assistance, trapped characters must succeed at a STR check (DC20) to pull themselves free.

Sleep with the Fishes

- From Whisper Lake (pg 87)

School: Conjuration (creation) Level: Drd 5, Sor/Wiz 4, Water 5 Components: V, S, M

Casting Time: 1 action

Range: Medium (100 ft. + 10 ft./level)

Effect: Creates a watery pseudopod that attacks targets Duration: 1 round/level

Saving Throw: None Spell Resistance: No

The caster summons a semisolid tentacle from the water that forces itself down a target’s throat, drives the air from its lungs, and drowns it. This watery pseudopod has a Strength equal to the caster’s primary statistic (Intelligence, Wisdom, or Charisma as appropriate) and a Base Attack Bonus equal to the caster’s as well. If its receptacle is large enough to accommodate movement, it can move with a Speed of 10 ft.

The pseudopod must make a touch attack against a target within its reach (see the Size Chart, below), as it cannot completely leave its vessel. If it succeeds in its touch attack, it immediately makes a grapple check, modified by its size as normal (see the Size Chart, below). If the grapple succeeds, the pseudopod drives most of the target’s air from his lungs. The target is treated as if double his Constitution has already passed, and must immediately begin to make Constitution checks per the rules in the DMG, Chapter Eight, in the section titled ”The Environment.“ A spellcaster affected this way may not cast spells that require verbal components.

Every round, the target and any of his companions may take a full-round action to grapple with the tentacle and pull it out of his mouth. If the grapple succeeds, the target is no longer treated as drowning, though the ill effects from a failed Constitution check still remain, and the pseudopod may attack him again.

For the duration of the spell, it attacks the same target unless instructed by the caster to switch targets. Giving this instruction is a move-equivalent action.

The following are suggestions on containers that would hold

the amount of liquid required to make a certain size pseudopod, along with its reach, which is greater than normal.

Receptacle Size Reach

Cup, mug, glass Diminutive 0 ft.

Wash basin, large puddle Tiny 0 ft.

Bathtub Small 5 ft.

Small pond, creek Medium 10 ft.

Large pond, stream, Large 15 ft.

Small lake, river Huge 25 ft.

Large body of water Gargantuan 40 ft.

Tentacles of Fine or Colossal size cannot be created by this spell. Additionally, a pseudopod that is smaller than the target by three size categories or more cannot affect it. Finally, this spell has no effect against creatures that do not need to breathe, such as the undead, constructs, or oozes; the incorporeal; or creatures that can breathe underwater, such as storm giants, kuo-toa, or targets under the effect of water breathing or similar spells.

Slip Free

- From Bastion Arcane (pg 36)

School: Conjuration (creation) Level: Sor/Wiz 2

Components: V, S Casting Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature

Duration: 1d4 rounds

Saving Throw: Reflex Negates Spell Resistance: Yes

You cause a target creature who is currently grappling someone to become coated with an ectoplasmic slime along its torso and any appendages. The slime slowly dissolves over the next 1d4 rounds, but in the meanwhile grappling checks of any kind suffer a 10 Circumstance penalty.

Supernatural Suppression

- From Bastion Arcane

In document d20 Cities & Settlements (Page 104-106)