kinem said:
Walking Dad, what are these spells: animalistic power, spirit jaws, blast of sand, enhance wildshape? I don't see them on crystalkeep, so I'll need full details.
[sblock=Spells]
Animalistic Power (PH2)
Transmutation
Level: Clr 2, Drd 2, Sor/Wiz 2, Ranger 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The spell grants a +2 enhancement bonus to Strength, Dexterity and Constitution.
Arcane Material Component
A few hairs, or a pinch of dung, from a bull.
Blast of Sand (Sandstorm) - Cone of Cold lite (cone, d6/level, max 10d6), only without the energy type. No SR! Type out the rest if needed (Conjuration Spell)
All Spell Compendium
SPIRITJAWS
Evocation [Force]
Level: Druid 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 + 10 ft./level)
Effect: Jaws of force
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
You call upon the power of the dinosaurs to
complete the spell. A set of ghostly dinosaur
jaws comes into being and attacks the
creature you designate.
This spell creates a set of powerful jaws
of force. The jaws attempt to grapple the
designated opponent, starting with one
attack in the round the spell is cast and
continuing each round thereafter. The
spiritjaws use your base attack bonus
(possibly allowing it multiple attacks
per round in subsequent rounds) +
your Wis modifier as its attack bonus.
If an initial attack hits, the spiritjaws
deal 2d6 points of damage and attempt
to start a grapple as a free action. The
jaws’ bonus on grapple checks is equal
to their attack bonus + 4.
Once the opponent is grappled, the
jaws deal 2d6 points of damage with
each subsequent grapple check. The
target is considered to be grappling
and cannot move. The target creature
no longer threatens squares and loses
its Dexterity bonus to AC against
opponents not grappling it.
The set of jaws always strikes from
your direction. It does not get a bonus
for flanking or help a combatant get
one. Your feats do not affect the jaws.
If the jaws move beyond the range of
the spell, they vanish. Attacking the set
of jaws has no effect. As a magical force
effect, the jaws cannot be damaged, but
disintegrate or a sphere of annihilation
destroys the effect.
The grappled opponent can cast a
spell only if the spell has no somatic
component, the material components
are in hand, and a Concentration check
(DC 20 + spell level) is made. A creature
grappled by the set of jaws can attempt
to escape by succeeding on a grapple
check against the jaws or by making
a successful Escape Artist check as a
standard action opposed by the set of
jaws’ grapple check.
As a free action, you can direct the
jaws to pin a grappled opponent instead
of dealing damage with a grapple
check. If the jaws win the opposed
grapple check, the opponent is pinned.
A pinned opponent is held immobile
and must break the pin before it can
escape the grapple. Creatures other
than those grappling the pinned target
gain a +4 bonus on attack rolls to hit
it. If the jaws have multiple attacks
(granted by your attack bonus), you can
use them to cause damage to a pinned
target or to make more grapple attempts
against that target.
If you become unable to command
the jaws, they vanish.
Material Component: A piece of bone
from a dinosaur’s jaw.
ENHANCE WILD SHAPE
Transmutation
Level: Druid 4
Components: V, S
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 1 hour/level
You call upon the primordial energies of
nature to fill you with the raw power of
nature. A feral feeling grows within you,
seeking release.
This spell infuses your wild shape ability
with magical energy, magnifying
and enhancing its power. The type
of enhancement must be chosen at
the time the spell is cast and cannot
be changed once the spell is in effect.
The next time you activate your wild
shape ability (during the duration of
enhance wild shape), this spell enhances
your new form in the way you selected.
The enhancement to your wild shape
remains as long as you stay in that form
(or until the spell’s duration expires)
but does not apply to your next wild
shape form. If you do not activate your
wild shape ability during the duration
of enhance wild shape, the spell has no
effect.
You select one of the following
enhancements when you cast this
spell.
• Assume the form of a plant with your
next wild shape.
• Gain the extraordinary abilities of
the new form.
• The new form assumed is stronger
than normal and gains a +2 bonus
to Strength.
• The new form assumed is more agile
than normal and gains a +2 bonus to
Dexterity.
• The new form assumed is healthier
than normal and gains a +2 bonus to
Constitution.
A druid can be affected by more than
one enhance wild shape spell at a time,
but a different wild shape enhancement
must be chosen each time.
[/sblock]
I'm fine with jumping to the river guide.
BTW: If our gruoup are the "heroes" this people really have a problem