Plots & PlacesPost your PCs and NPCs for others to reference and enjoy. This is also an alternate location for long-term campaign and plot development. These can be system neutral or relate to any game or system.
Ok, I had this idea to create a yahoo group dedicated to Sep's excellent homebrewed campaign setting, Wyre. (And yes I realize it's bigger then just Wyre but this is the name we all know and recognize.)
I'm hoping it will become a great gathering place for fans of Wyre to come and share their thoughts regarding the ongoing story hour. It is an member only group but anyone can join.
I'm hoping Sep will use the group to post some of his ongoing campaign documents such as new spells, monsters, his infernal heirarchy file, etc. Also, as it is a fan appreciation group, members should feel free to post any artwork they've created that was inspired by Wyre.
Hope to see you all there,
Robert Blezard, a.k.a. Knightfall1972
Edmonton, Alberta
Canada
p.s. Dr Midnight: Is it ok for me to use the image I have up at the group for the home image? If not, then I will get rid of the image.
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
Avatar by Sialia
I think it's excellent. Love the detail on the sword...looks delicate but deadly.
__________________ DM of Adventure Path Story Hour (now in Thunderspire Labyrinth!): Ryam Plays Dice - updated 8th June 09 (campaign on indefinite hiatus).
Player in Swordlands Story Hour: Interview with a Fey - updated 15th June 09. News just in - this campaign may be restarting in the near future! Watch this space!
I also have the singular honour of being Rouseketeer #20.
Male human diviner 12 / alienist 10; CR 22; Medium outsider (augmented humanoid, native); HD 12d4+12 plus 10d4+10 plus 6 (insane certainty); hp 85; Init +3; Spd 30ft.; AC 21, touch 17, flatfooted 19; Base Atk +11; Grp +11; Atk +12 melee (1d6/18-20, MW rapier) or by spell; Full Atk: +12/+7 melee (1d6/18-20, MW rapier); SA spells; SQ alien blessing, damage reduction 10/magic, insane certainty, extra summoning, pseudonatural familiar, resistance to electricity 20, summon alien, timeless body; SV Fort +9 Ref +11 Will +19; AL N; Str 11 Dex 16 Con 13 Int 34 Wis 16 Cha 12. Skills and Feats: Concentration +26, Craft (alchemy) +37, Craft (engraving) +22, Craft (illumination) +22, Knowledge (arcana) +37, Knowledge (architecture and engineering) +27, Knowledge (geography) +37, Knowledge (history) +37, Knowledge (the planes) +37, Knowledge (nobility) +27, Listen +30, Ride +10, Sense Motive +13, Spellcraft +69, Spot +21; Alertness, Brew Potion, Chain Spell, Craft Wondrous Item, Empower Spell, Energy Substitution (sonic), Epic Spellcasting, Extend Spell, Martial Weapon Proficiency (Rapier), Maximize Spell, Quicken Spell, Scribe Scroll, Spell Focus (Conjuration), Still Spell.
Spells: Mostin casts spells as a 22nd-level wizard (4/7/7/7/7/6/6/6/6/5; save DC 22+ spell level; Conjuration save 24+ Spell level). He casts one extra spell per day from the divination school of each level 1st through 6th. Necromancy is his prohibited school. Mostin may also cast two epic spells per day.
Spells Known:
1st – alarm, charm person, chromatic orb, comprehend languages, detect undead, enlarge person, expeditious retreat, know protections, identify, jump, lesser acid orb, magic missile, message, mount, sleep, spider climb, summon monster I, true strike, ventriloquism;
2nd – alter self, arcane lock, bear’s endurance, bull's strength, cat's grace, continual flame, darkness, darkvision, detect thoughts, dimensional pocket, eagle's splendour, fox’s cunning, knock, locate object, Mostin's arhythmic apoplexy, Mostin's aura of inscrutability, Mostin's myopic emanation, obscure object, see invisibility, summon monster II, summon swarm, Tasha’s hideous laughter, web, whispering wind;
3rd – arcane sight, avoid planar effects, clairaudience/clairvoyance dispel magic, fireball, fly, greater magic weapon, haste, keen edge, lightning bolt, magic circle against chaos/evil/good/law, nondetection, phantom steed, stinking cloud, summon monster III, tongues;
4th – arcane eye, attune form, charm monster, detect scrying, dimensional anchor, ethereal mount, Evard's black tentacles, fire orb, greater invisibility, Leomund’s secure shelter, locate creature, minor creation, Mostin's interminable sermon, Mostin's torque tendril, Otiluke’s resilient sphere, phantasmal killer, polymorph, scrying, shadow conjuration, stoneskin, summon monster IV, vitriolic sphere, zone of respite, zone of revelation;
5th – baleful polymorph, cloudkill, contact other plane, dismissal, dream, fabricate, hold monster, lesser planar binding, major creation, Mestil’s acid sheath, Mostin's metempsychotic reversal, Mostin's paroxysm of fire, nightmare, permanency, prying eyes, rary's telepathic bond, sending, summon monster V, teleport, symbol of sleep, Tenser’s destructive resonance, wall of force;
6th – acid storm, analyze dweomer, antimagic field, chain lightning, contingency, disintegrate, fiendform, gate seal, geas/quest, greater dispel magic, guards and wards, hardening, legend lore, make manifest, Mostin's id eruption, planar binding, repulsion, summon monster VI, symbol of persuasion, Tenser's transformation, true seeing;
7th – banishment, delayed blast fireball, energy immunity, ethereal jaunt, forcecage, greater arcane sight, greater scrying, greater teleport, insanity, limited wish, Mordenkainen's magnificent mansion, plane shift, reality maelstrom, sequester, spell turning, summon monster VII, symbol of stunning, vipergout, vision;
8th – binding, discern location, chains of antimagic, etherealness, greater planar binding, greater shout, mass manifest, maze, mind blank, moment of prescience, Mostin's metagnostic inquiry, polymorph any object, summon monster VIII, symbol of insanity, sympathy, trap the soul;
9th – gate, imprisonment, meteor swarm, Mordenkainen’s disjunction, prismatic sphere, summon monster IX, time stop, wish.
Extra Summoning: Once per day, Mostin can cast an extra summon monster IX spell.
Insane Certainty: Mostin suffers from a –6 penalty to saving throws, attack rolls, and Charisma-based skill and ability checks which involve birds or creatures with avian features. Such creatures gain a +6 morale modifier to AC and saving throws against the phobic Mostin.
Permanent Spell Effects: Mostin is permanently under the effects of arcane sight, darkvision and see invisibility.
Summon Alien (Sp): When Mostin casts any summon monster spell he can choose to apply the pseudonatural template from Tome and Blood.
Possessions: mirror of mental prowess, Mostin’s comfortable retreat, portable hole, robe of eyes, headband of intellect +6, belt of many pockets, bracers of armor +4, ring of protection +4, ioun stones (incandescent blue sphere, pale green prism, iridescent spindle).
Epic Spells
Graz’zt (Fillein’s version)
Conjuration (Summoning) Spellcraft DC: 81 Components: V, S, M, Ritual, XP Casting Time: 1 day 11 minutes (and see text) Range: 75 ft. Effect: One summoned demon prince Duration: Permanent (D) Saving Throw: Will negates Spell Resistance: Yes To Develop: 729,000 gp; 16 days; 29160 XP. Seeds: Compel (DC19), Summon (DC 14); Ward (DC14). Factors: increase spell save DC by +10 (+20 DC), gain +10 bonus on caster level to defeat SR (+20 DC), ward effective against mind blank (+14 DC), summon specific individual (+60 DC), permanent duration (x5 DC). Mitigating factors: increase casting time by 10 minutes (-20 DC), increase casting time by 1 day (-2 DC), 6 additional participants contributing 9th level slots (-102 DC), primary caster burns 10,000 XP (-100 DC), secondary casters each burn 8000 XP (-480 DC), inlaid thaumaturgic diagram of diamond dust (ad hoc –20 DC).
In this one-day long ritual requiring six additional participants, the spellcaster conjures and confines the demon prince Graz’zt into a readied thaumaturgic diagram which costs not less than 100,000 gp and requires at least one week to prepare.
The Prince is entitled to a Will saving throw (DC 30+ relevant ability modifier) in order to resist the effect, and the caster must also penetrate his Spell Resistance – note that the caster receives a +10 bonus to his caster level in order to do so. Graz’zt’s continual mind blank ability is not effective against this spell.
Once Graz’zt is confined he may not leave the diagram without aid, nor may he use any of his spells, or supernatural or spell-like abilities. He will remain quiescent, but may still communicate normally with those outside of the diagram. Attempting to force service from Graz’zt requires further compulsion. Note that this, or any other attack upon him, constitutes a negation of the original compulsion, and he will be free to attack or flee if it fails. If the circle is broken, the spell is similarly ended. Spells which encapsulate the thaumaturgic diagram, such as wall of force, wall of iron or prismatic sphere in order to isolate the target are permissible. And highly advisable.
Mostin’s Emergency Pseudonatural Externment
Abjuration Spellcraft DC: 54 Components: V, S Casting Time: 1 action Range: 75 ft. Target: One or more pseudonatural creatures, no two of which can be more than 30 ft. apart Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes To Develop: 486,000 gp; 10 days; 19440 XP. Seed: Banish (DC 27). Factors: 1-action casting time (+20 DC); gain +35 on caster level check to overcome SR (+70 DC). Mitigating factors: 30d6 backlash (-30 DC); burn 2000 XP (-20 DC), limited circumstance (ad hoc -8 DC), Alienist area of specialty (ad hoc –5 DC).
Targeted pseudonatural creatures within 75ft totalling no more than 14 HD must make a Will Save with a DC of 20+ relevant modifier. Failure indicates that the target(s) are forced back to their home plane. For purposes of overcoming creatures’ Spell Resistance, this epic spell confers a +35 bonus to the caster level check.
Burn the Body, Quicken the Mind
Transmutation Spellcraft DC: 61 Components: V, S Casting Time: 1 quickened action Range: Personal Target: You Duration: 20 hours To Develop: 549,000 gp; 11 days; 21960 XP. Seed: fortify (DC17). Factors: grant additional +19 to ability score (+38 DC), quickened action (+28 DC), change from touch to personal (-2 DC). Mitigating factors: 20d6 backlash (-20 DC).
The caster purposely draws energy from his physical body and uses it to temporarily augment his mental faculties. With a word and a gesture, completed in a quickened action, he gains a +20 enhancement bonus to Intelligence at the expense of great physical trauma. Subsequent spells or relevant skill checks in the same round benefit from the increased Intelligence score, and the augmented condition persists for 20 hours thereafter.
Mostin’s Flexible Pseudonatural Summons
Conjuration (Summoning) Spellcraft DC: 63 Components: V, S Casting Time: 1 round Range: 75 ft. Effect: One summoned pseudonatural creature Duration: 20 rounds (D) Saving Throw: None Spell Resistance: No To Develop: 567,000 gp; 12 days; 22680 XP. Seed:Summon (DC14). Factors: 1 round casting time (+18 DC), summon up to CR 21 creature (+40 DC) allow variety of summoned creatures (ad hoc +6 DC). Mitigating factors: 10d6 backlash (-10 DC), Alienist area of specialty (ad hoc –5 DC).
This spell summons a single creature which possesses the epic pseudonatural template with a total CR not higher than 21. It attacks the caster’s opponents to the best of its abilities. The caster can direct the pseudonatural not to attack, to attack particular enemies, or to perform other actions – this information must be communicated telepathically, as language has no meaning for creatures from the Far Realm.
Various pseudonaturals can be summoned by this spell. One example follows.
Pseudorender; CR 21; Large outsider (extraplanar, pseudonatural); HD 10d10+120; hp 220; Init +5; Spd 60ft.; AC 49, touch 14, flatfooted 44; Base Atk +10; Grp +46; Atk +41 melee (2d8+17, tentacle rake); Full Atk: +41 melee (2d8+17, 6 tentacle rakes); SA constant insight, improved grab, rend, rotting constriction, spell-like abilities; SQ alternate form, darkvision 60 ft., DR 10/epic, low-light vision, resistance to acid 25, electricity 25, scent, SR 50; SV Fort +19 Ref +12 Will +9; AL N; Str 45 Dex 20 Con 34 Int 3 Wis 22 Cha 8. Skills and Feats: Hide +7, Spot +15, Survival +8; Cleave, Power Attack, Improved Bull Rush, Improved Combat Reflexes, Track.
Alternate Form (Su): At will, a pseudorender can take the form of a grotesque, tentacled mass, but all of its abilities remain unchanged despite the alien appearance. Changing shape is a standard action. Other creatures receive a –1 morale penalty on their attack rolls against the pseudorender in its alternate form.
Constant Insight (Su): A pseudorender makes all of its attacks with a +15 insight bonus. The creature is not affected by the miss chance that applies to attacks against a concealed target.
Improved Grab (Ex): To use this ability, a pseudorender must hit with its tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Rend (Ex): A pseudorender that wins a grapple check after a successful tentacle attack establishes a hold, latching onto the opponent’s body and tearing the flesh. This attack automatically deals 2d8+17 points of damage.
Rotting Constriction (Ex): Once the pseudorender has hold of an opponent, each successful grapple check it makes during subsequent rounds permanently drains 2d4 points of Constitution. At the same time, the creature regains 10 lost hit points.
Skills: Pseudorenders have a +4 racial bonus on Spot checks due to their numerous keen eyes.
Spell-Like Abilities: At will – blur, dimension door, shield, unhallow. Caster level 20th.
Last edited by Sepulchrave II; 6th February 2005 at 09:10 PM..
Roman,
The consequnces of both the celestials and demons being finite (and thus decreasing as they war) are certainly interesting. Perhaps Mostin's ideas of ascendant mortal will eventually win out...
john
Indeed, Greybar, indeed... On the other hand, it is possible that even if there are no new demons being created and infinite amount was created to begin with...
Wow. 20d6 backlash for Burn the Body, Quicken the Mind. That has a pretty good chance of killing Mostin on the spot without previous buffing...
john
He's almost to the point where he can garantee success without the backlash though. Perhaps he'll rework the spell down to, simply, Quicken the Mind soon.
Knightfall- doesn't bother me, just make sure it's okay with Cheiromancer... it's his picture.
What do you people think about it?
Cool, I'll wait for Cheiromancer to chime in.
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
Avatar by Sialia
Wow. 20d6 backlash for Burn the Body, Quicken the Mind. That has a pretty good chance of killing Mostin on the spot without previous buffing...
I'd say it has a 100% chance of killing him, given the footnote on the mitigating factors chart in the ELH. "For spells with durations longer than instantaneous, the backlash damage is per round." The spell lasts for 20 hours. That's 240,000d6 damage over the course of the spell. Unless that footnote has been redacted for Sep's campaign, of course, but if they just missed it, Dan may want to rework that spell a bit.
I'd say it has a 100% chance of killing him, given the footnote on the mitigating factors chart in the ELH. "For spells with durations longer than instantaneous, the backlash damage is per round." The spell lasts for 20 hours. That's 240,000d6 damage over the course of the spell. Unless that footnote has been redacted for Sep's campaign, of course, but if they just missed it, Dan may want to rework that spell a bit.
That rule - that the backlash of the spell lasts every round of its duration - has indeed been redacted (interesting choice of word, btw. I keep thinking of the Saga of the Exiles). I've modified it to be every round of casting time - which I think was the original intent, in any case.
I've noticed in the ELH errata, now available on Wizards' site, that whatever the intent, it has not been errated: q.v. the modified versions of epic spell reflection (20d6, 100+ days casting time, permanent duration); origin of species: achaierai (50d6, 41 days casting time, permanent duration) etc.
He's almost to the point where he can garantee success without the backlash though. Perhaps he'll rework the spell down to, simply, Quicken the Mind soon.
As Sepulchrave notes, epic spells are still a big mess. I think that the guidelines should be approached like the Item Creation guidelines in the DMG- not for player use, but for the DM, possibly with player input.
Aesthetically it makes sense that a spell which gives a big benefit also have a big cost. Simply upping the spell DC doesn't have the same aesthetic kick.
The problem with backlash is that it's too easy to circumvent. Pump your Con or hp to an absurd level and absord the backlash.
You could have a spell that read "you die" as part of its effect (indeed, the Book of Exalted Deeds has such spells), but even then the PC can be resurrected, or reincarnated + polymorphed.
Epic spell effects get into that realm where game mechanics cannot be balanced properly. So it's up to the DM to keep things in check.
I've uploaded some pictures to the Yahoo site, including the latest masterpiece by Dr. Midnight.
Thanks C!
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
Avatar by Sialia
Nwm was a problem - significantly underpowered in terms of stats and gear compared to Mostin, and lacking the perks that Eadric and Ortwin had by virtue of their ECL adjustments.
So Dave developed a spell - a very cheeky spell, I might add - Meditation on the Nature of the Green. It helped a little. His roleplaying had been so consistent however - in terms of Nwm's rejection of gadgets/toys/magical goodies, that it seemed unfair to penalize him. The Druid never had any interest in 'stuff' - quite unlike Ortwin or Mostin, particularly.
Then the BoED came out. When we reappraised the characters, Dave said:
"Ahh, Ascetic."
It fitted perfectly, and game-wise it was rolled into his hundred-day meditation. Now Nwm could be wild, unkempt and without possessions without being penalized. I'm concerned that he might be too powerful, however. Oh well. Time will tell. More Epic Spells are in the pipeline - half-developed. He has lost the torc - ascetics cannot own magic items - and that was a wrench for him. Anyway...
Nwm the Preceptor
Male human ascetic druid 22; CR 22; Medium humanoid (human); HD 22d8+110; hp 213; Init +1; Spd 30ft.; AC 26, touch 14, flatfooted 25; Base Atk +15; Grp +17; Atk +23 melee (1d6+7, Quarterstaff) or by spell; Full Atk: +23/+18/+13 melee (1d6+7, Quarterstaff); SA spells; SQ damage reduction 10/evil, endure elements, energy resistance, exalted strike, freedom of movement, greater sustenance, mind shielding, nature sense, regeneration, resistance to acid 15, cold 15, electricity 15, fire 15 and sonic energy 15, resist nature’s lure, sustenance, thousand faces, timeless body, trackless step, true seeing, venom immunity, wild empathy, wild shape (9/day, elemental 5/day), woodland stride; SV Fort +21 Ref +11 Will +27; AL NG; Str 14 Dex 12 Con 20 Int 20 Wis 33 Cha 19. Skills and Feats: Concentration +30, Craft (leatherworker) +15, Diplomacy +22, Handle Animal +29, Heal +24, Knowledge (arcana) +12, Knowledge (nature) +34, Listen +31, Profession (herbalist) +15, Sense Motive +22, Spellcraft +32, Spot +36, Survival +28, Swim +11; Brew Potion, Craft Wondrous Item, Create Infusion, Epic Spellcasting, Extra Wild Shape, Natural Spell, Snatch, Two-Weapon Fighting, Weapon Focus (Quarterstaff).
Spells Prepared: (6/8/8/8/7/7/6/6/5/5; save DC 21+ spell level). Nwm may also cast two epic spells per day.
0th – create water, cure minor wounds, detect magic (x2), detect poison, purify food& drink ; 1st – calm animals, entangle (x2), faerie fire, goodberry, hide from animals, longstrider, speak with animals; 2nd – barkskin (x2), bear’s endurance (x2), briar web, master air, soften earth & stone, tree shape; 3rd – call lightning, greater magic fang (x3), nature’s favor (x2), plant growth, stone shape; 4th – dispel magic, feathers, flame strike (x2), miasma, reincarnate, scrying; 5th – animal growth, atonement, baleful polymorph, call lightning storm, commune with nature (x2), death ward ; 6th – fire seeds, gate seal, greater dispel magic, mass bear’s endurance, transport via plants, wall of stone; 7th – aura of vitality, control weather, fire storm, heal, poison vines, wind walk; 8th – finger of death, mass awaken, mass cure serious wounds, reverse gravity, sunburst; 9th – nature’s avatar (x2), shapechange, thunderswarm, true reincarnate.
Endure Elements (Ex): Nwm is immune to the effects of being in a hot or cold environment. He can exist comfortably in conditions between –50 and 140 degrees Farenheit.
Exalted Strike (Su): Nwm gains a +5 enhancement modifier to attack and damage rolls whilst using any weapon. Any weapon is also considered magic and good-aligned for the purpose of overcoming a creature’s damage reduction.
Freedom of Movement (Ex): Nwm acts as if constantly under the effects of a freedom of movement spell.
Greater Sustenance (Ex): Nwm does not need to eat, drink or breathe.
Mind Shielding (Ex): Nwm is immune to detect thoughts, discern lies and any attempt to discern his alignment.
Regeneration (Ex): Nwm heals 22 points of damage every hour, or 22 points of nonlethal damage every five minutes.
Resist Nature’s Lure (Ex): Nwm gains a +4 bonus on saving throws against the spell-like abilities of fey.
A Thousand Faces (Su): Nwm has the ability to change his appearance at will, as if using the alter self spell, but only while in his normal form.
Timeless Body (Ex): Nwm does not take ability score penalties for aging and cannot be magically aged.
Trackless Step (Ex): Nwm leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.
True Seeing (Su): Nwm has a continuous true seeing ability, as the spell.
Venom Immunity (Ex): Nwm is immune to all poisons.
Wild Empathy (Ex): Nwm can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. He rolls 1d20+26 to determine the wild empathy check result. He can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Wild Shape (Su): Nwm has the ability to turn himself into any animal or plant creature of size tiny to huge and back again nine times per day, or any elemental of up to size huge five times per day. This ability functions like the polymorph spell, and the effect lasts for up to 22 hours, or until he changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The new form’s Hit Dice can’t exceed Nwm’s druid level.
Woodland Stride (Ex): Nwm may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.
Possessions: cloak, quarterstaff, robe.
Epic Spells
Nwm’s One Hundred Day Meditation on the Nature of the Green
Transmutation (Spontaneous) Spellcraft DC: 0 Components: V, S, XP Casting Time: 100 days, 11 minutes Range: Personal Target: You Duration: See below To Develop: 0 gp; 0 days; 0 XP. Seed: fortify (DC23). Factors: grant additional +4 inherent bonus to ability score (+24 DC), change from target to personal (-2 DC), permanent (x5 DC). Mitigating factors: increase casting time by 10 minutes (-20 DC), increase casting time by 100 days (-200 DC), burn 500 XP.
In a lengthy, silent ritual marked by fasting and austerity, the caster engages in profound reflection on the nature of divinity, life, interconnectedness, and the unfolding of an infinite series of nows, experiencing each moment to its fullest extent and meaning.
Upon arising from this deep reverie, the spellcaster gains a +5 inherent bonus to his Wisdom score, as the knowledge and insight gained impacts his soul.
XP Cost: 500 XP.
She is Tired of Your Interference
Necromancy (Spontaneous) Spellcraft DC: 0 Components: V ,S, M, XP Casting Time: 1 action Range: 300 ft. Target: Up to 4 extraplanar creatures Duration: Instantaneous Saving Throw: Fortitude partial (see text) Spell Resistance: Yes (see text) To Develop: 0 gp, 0 days, 0 XP. Seed: Slay (DC 25). Factors: 1-action casting time (+20 DC); add three extra targets (+24 DC); increase save DC by +10 (+20 DC); gain +10 on caster level check (+20 DC). Mitigating factors: 42d6 backlash (-42 DC); staff of the woodlands magic item material component of 90,000 gp value (ad hoc -36 DC); effective only against extraplanar interlopers within the Green (ad hoc –5 DC); burn 2600 XP (-26 DC).
A vast blackthorn tree with vicious, barbed branches arises in a spot designated by the caster, impaling his enemies.
The spell instantly slays up to 4 extraplanar creatures each with up to 80HD unless they succeed at Fortitude saving throws (DC 30 + relevant ability modifier). The caster gains a +10 bonus to overcome the targets’ spell resistance, if any. Targets who succeed at their saving throws instead sustain 3d6+20 points of damage.
XP Cost: 2600 XP.
Tree Rune
Conjuration (Summoning) Spellcraft DC: 35 Components: V, S Casting Time: 1 round Range: 75 ft. Effect: One summoned elder treant Duration: 20 rounds (D) Saving Throw: None Spell Resistance: No To Develop: 315,000 gp; 7 days; 12600 XP. Seed:Summon (DC14). Factors: 1 round casting time (+18 DC), summon CR 25 creature (+46 DC) summon creature other than outsider (+10 DC). Mitigating factors: 40d6 backlash (-40 DC), burn 800 XP (–8 DC), Druidic area of specialty (ad hoc –5 DC).
You summon an elder treant. It appears where you designate, and acts immediately. It attacks your opponents to the best of its abilities. You can direct the elder treant not to attack, to attack particular enemies, or to perform other actions.