Verdant Doom
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Verdant Doom is a spell from Lost Books #16: Codex of Sylvan Warfare published by Clockwork Golem Workshop.
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Verdant Doom
Transmutation
Level: Drd 6
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One living creature
Duration: 1 min./level
Saving Throw: Fort negates, Ref partial; see text
Spell Resistance: Yes
You cause the subject to emanate magical energy that turns the very forces of nature against him. Animals react violently to his presence and plants seem to come to life in order to impede his progress. Any animal, vermin or plant creature that comes within 50 feet of the subject is automatically hostile towards him. Animal companions, special mounts, and other creatures with a strong bond with the target a permitted a Will save to resist this compulsion. Every round the subject travels through forest, marsh or plains terrain, they are subject to attacks by grasses and trees that attempt to bind and claw the subject. The creature must make a Reflex save or become entangled and held fast, taking 1d6 points of damage as they are battered and bludgeoned by the local flora. The creature can break free and move half its normal movement by using a full round action to make a DC 20 Strength check or a DC 20 escape artist check. A creature that succeeds on a Reflex save is not entangled but can still only move at half speed through the area. The subject of this spell can take refuge in barren hills and mountains that do not possess significant amounts of foliage. If in areas of heavy undergrowth the entangled creature takes an additional 1d6 points of damage. In dungeons terrain and natural caves, the target is instead assaulted by the various mundane molds and fungi native to such areas. While these fungi cannot entangle an opponent, they fill the air with spores and noxious fumes. The subject must make a successful Fortitude save every round or be nauseated by the taint in the air.














