Druid Capstone Spell Thread

Forest's Defense: This powerful spell enables the caster to enlist help from other guardians of the forest to intercept and/or kill powerful enemies of nature. The caster targets up to one creature per point of his Wisdom bonus, which must be in sight when the spell is cast, and must have committed an act of violence against the forest - killed wildlife for no reason, burned or cut down trees, slain defenders of the forest (druids, rangers, nymphs, treants), etc. - or the spell does not take effect. If the targets are valid, the spell alerts every defender of the forest (nymphs, treants, druids and rangers over 9th level, Gaia's Wardens, etc.) in a five-mile radius that there are violators present, as well as general direction and distance, though they are by no means obligated to act on that knowledge. With a round's concentration, the defender gains the location of the target relative to itself (distance and direction) if it is within 1 mile. The spell lasts for one day per level, until the target(s) is/are killed, they leave the forest, or the caster calls off the hunt (i.e., dismisses the spell).

Wilderness Watch: The caster can keep track of all members of a specific creature type in a 5-mile radius - she can get distance, direction, and numbers of a given group with a full round of concentration, and can track multiple groups.

Carpet of fire ants: Summons 1000 fire ants, which form a 20-ft. square, move in a straight line at 10 ft./rd, and deal 10d6 damage to all living, undead, and organic objects in their path.

Force of nature: The caster transforms into a Huge shambling mound for 1/minute level.
 

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Kerrick said:
Force of nature: The caster transforms into a Huge shambling mound for 1/minute level.
Unless I'm mistaken, a druid can wild shape into a 15 HD Huge Plant creature at the same level he gains 8th level spells, so this is actually a redundant spell.
 


paradox42 said:
Earthblood: (8th) Your blood becomes magma, withoiut harming you (this is a buff). You radiate intense heat, gain +1 CON/2 levels, and damage anything that attacks you. This could potentially work as a general buff usable on creatures besides the caster, but that might not be an 8th-level spell anymore.

Fossilize: (8th or 9th) Kill the target creature and petrify it simultaneously, leaving only a mineral skeleton (or equivalent partial body one would expect to see if buried in the ground for geologic ages) behind. If the victim is de-petrified, the body is still dead and not intact enough for Raise Dead to work; likewise, no life-restoration magic can succeed (even True Resurrection) until the body is de-petrified.

Mass Eruption: (9th) I never thought Transmute Rock to Lava was worth a 9th-level spell, except perhaps in the way it transforms an entire cube which can then engulf targets entirely in molten rock. I long ago made a 5th-level spell called Groundmelt that melts the top few inches of a circle of ground to magma, thus dealing only a little damage to creatures each round since it's a thin crust. Later I made 7th and 9th-level effects which not only melted a layer of ground, but also put a plume of lava at the center of the area. The 9th-level version, Mass Eruption, affects a 50-foot radius and blasts out the lava for 1 minute/level- dealing fire damage and impact damage to creatures in the area while it lasts.

Miracle Growth: (9th) Actually originally designed for Clerics of a god of farming, this could be used by NG Druids too- the sort who help local farmers and civilized folk to teach them to respect and love nature, and such. It causes the targeted field to experience a full month of growth in a single day, with no concerns about pest control, weather, or the like.

Looking at this list again, I seem to have a lot in the vein of Earth-related effects; that wasn't intentional. :lol: Guess I have a few holes to fill in my own lineup- but the ideas posted by others above could be helpful in that regard!

These are excellent ideas, and even lean more towards Crothian's suggestion of less combat oriented higher level spells that really provide some "interesting" new effects and abilities.
 

Fertile Regenesis or Spring
Transmutation
Drd 9
Casting time: 8 hours
Range: 300 ft. radius

You cause a region of the Prime Material plane to burst into fecundity, turning desert into grasslands, wastes into forest, and salt flat into jungle. This spell does something cool in an arctic climate, but exactly what depends on your available suppliments. Consult DM before casting.

The region's weather changes to match.

You can cast this spell repeatedly, one day after another, up to once per caster level. For each additional casting, the radius increases by 300 ft.

XP Cost: 100
 

Djarmoluk's Lodge
Abjuration [Good]
Drd 9
Casting time: 10 minutes
Duration: instantaneous
Target: 100-yard radius forest, jungle or other dense region of trees at least 40 ft. tall

This spell creates a fortified tree-city large enough to house many medium humanoids. The tree-city is hallowed, and additionally protected by one of the following effects:
- Dimensional Lock
- Screen (a vision of uninhabited natural trees)
- Antipathy

Facilities you can produce include:
- Sleeping quarters (able to sleep X people)
- Theater / meeting hall
- Guard towers
- Stables (for Y Large mounts)
- Aerial stables (for Y Large flying mounts)
- Fruit tree grafts (able to feed X people)
- Food storage
- Fresh water, including sanitary facilities
- Kitchens

You can produce Z different facilities.

XP Cost: XYZ

-- N
 

Hibernation
Target creature falls asleep for three months. During this time the creature requires no food or water, and uses only 1 minute of air per day (thus a hibernating creature could survive 10 days inside a portable hole). Any environmental damage such as frostbite or heatstroke are halved. The creature heals normally while hibernating.

A hibernating creature will awaken if it takes damage equal to half it's total hitpoints.
 

Unless I'm mistaken, a druid can wild shape into a 15 HD Huge Plant creature at the same level he gains 8th level spells, so this is actually a redundant spell.

Hmm, you're right. I've never played a druid, so I never saw that one. Thanks.
 

There was a spell in 2E, conjure nature elemental, that allowed the caster to cause an enormous area of land to revert to its natural state. It also wiped out invaders etc.... That might make for an interesting druid spell... with some amendments.

I'll see if I can find and post it later.
 

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