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Druid Capstone Spell Thread
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<blockquote data-quote="paradox42" data-source="post: 3082989" data-attributes="member: 29746"><p>I have some spells worth contributing, but I wanted to comment on this one first- I have my own version of this spell available only at Epic levels, but it has an extra effect which might make Nature's Bloom seem even cooler to use: the forest grows so quickly that it entangles creatures in the area as it comes up, and furthermore damages structures. A quote from the spell description:</p><p></p><p>"Structures, permanent or otherwise, within the area while the forest is growing are considerably worse off than creatures. Each such structure takes 1d4 points of damage per caster level per round.[sup]<span style="font-size: 9px">*</span>[/sup] Furthermore, the plants are so empowered by the spell's energy during the growth phase that they partly ignore the Hardness rating of such structures; when dealing damage to them, ignore 1 point of Hardness per caster level. This particular feature of the spell makes it a popular choice for breaking sieges (and, more to the point, the target castles themselves). Also, should this spell be cast in an area where a forest already exists, the new plants and trees uproot and displace the old ones, and leave them toppled and dying on the ground between them. Powerful groups of Druids engaged in conflict with each other have occasionally used this feature of the spell to cement conquest of rivals, by destroying their groves with a casting of the Forestmaker."</p><p></p><p>[sup]<span style="font-size: 9px">*</span>[/sup]My forest-making spell actually grows the plants over a period of 1 minute, and regrows any damage done to it during this time.</p><p></p><p>This could also partly fulfill ashockney's "battlefield control" idea- hard to argue with the control level of entangling an army in a forest that wasn't there a minute ago, along with bursting their fortifications and siege walls in the same period of time.</p></blockquote><p></p>
[QUOTE="paradox42, post: 3082989, member: 29746"] I have some spells worth contributing, but I wanted to comment on this one first- I have my own version of this spell available only at Epic levels, but it has an extra effect which might make Nature's Bloom seem even cooler to use: the forest grows so quickly that it entangles creatures in the area as it comes up, and furthermore damages structures. A quote from the spell description: "Structures, permanent or otherwise, within the area while the forest is growing are considerably worse off than creatures. Each such structure takes 1d4 points of damage per caster level per round.[sup][size=1]*[/size][/sup] Furthermore, the plants are so empowered by the spell's energy during the growth phase that they partly ignore the Hardness rating of such structures; when dealing damage to them, ignore 1 point of Hardness per caster level. This particular feature of the spell makes it a popular choice for breaking sieges (and, more to the point, the target castles themselves). Also, should this spell be cast in an area where a forest already exists, the new plants and trees uproot and displace the old ones, and leave them toppled and dying on the ground between them. Powerful groups of Druids engaged in conflict with each other have occasionally used this feature of the spell to cement conquest of rivals, by destroying their groves with a casting of the Forestmaker." [sup][size=1]*[/size][/sup]My forest-making spell actually grows the plants over a period of 1 minute, and regrows any damage done to it during this time. This could also partly fulfill ashockney's "battlefield control" idea- hard to argue with the control level of entangling an army in a forest that wasn't there a minute ago, along with bursting their fortifications and siege walls in the same period of time. [/QUOTE]
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