Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Druid Capstone Spell Thread
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Gold Roger" data-source="post: 3082836" data-attributes="member: 33904"><p>Naturalisation: Aberrations, undead, constructs and other unnatural excistences in a large area are transformed into plants.</p><p></p><p>Terramorph: For x rounds you can more or less shape the ground in a large area to your liking. Let a stalactite grow that impales an opponent, raise walls, open pits, seal passages, create structures, collapse structures. If there's water, you can also create new riverbeds, floods etc.</p><p></p><p>Elemental Vortex: For your CN druids. You open one gate to each elemental plane, but all four gates in exactly the same point, creating an area of utter elemental chaos. People in the area suffer random energy damage, get sucked into the elemental planes, Mad elentals appear and fight each other, as well as everybody else. There's a cumulative 5% chance every round that everything just goes boom-creating a permanent area of wild magic.</p><p></p><p>Raze Civilisation: All artificial structures in huge area collapse, crumble and are swallowed, turning a blooming city into a forgotten ruin through the course of on day (it's quite possible to flee the crumbling structures).</p><p></p><p>Swimming Land: You break of a part of the continent/take control of an island and can move it with a swim speed of 90ft.</p><p></p><p>Reform earth: You transform an area of terrain into another kind of terrain: A fertile plain into a swamp, a desert into a farmable plain and a range of mountains into a desert.</p><p></p><p>Elemental Patron: You anchor one kingdom, castle or city to one of the elemental planes and one of it's archomental. The archomental's nature changes the area in it's nature (for example a city anchored to imix will grow hot and clouded with ash). The area is from then on protected by creatures that serve said archomental and it can grant spells to a few clerics as if it where a god.</p></blockquote><p></p>
[QUOTE="Gold Roger, post: 3082836, member: 33904"] Naturalisation: Aberrations, undead, constructs and other unnatural excistences in a large area are transformed into plants. Terramorph: For x rounds you can more or less shape the ground in a large area to your liking. Let a stalactite grow that impales an opponent, raise walls, open pits, seal passages, create structures, collapse structures. If there's water, you can also create new riverbeds, floods etc. Elemental Vortex: For your CN druids. You open one gate to each elemental plane, but all four gates in exactly the same point, creating an area of utter elemental chaos. People in the area suffer random energy damage, get sucked into the elemental planes, Mad elentals appear and fight each other, as well as everybody else. There's a cumulative 5% chance every round that everything just goes boom-creating a permanent area of wild magic. Raze Civilisation: All artificial structures in huge area collapse, crumble and are swallowed, turning a blooming city into a forgotten ruin through the course of on day (it's quite possible to flee the crumbling structures). Swimming Land: You break of a part of the continent/take control of an island and can move it with a swim speed of 90ft. Reform earth: You transform an area of terrain into another kind of terrain: A fertile plain into a swamp, a desert into a farmable plain and a range of mountains into a desert. Elemental Patron: You anchor one kingdom, castle or city to one of the elemental planes and one of it's archomental. The archomental's nature changes the area in it's nature (for example a city anchored to imix will grow hot and clouded with ash). The area is from then on protected by creatures that serve said archomental and it can grant spells to a few clerics as if it where a god. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Druid Capstone Spell Thread
Top