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The Grand Unified Spell Thread
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<blockquote data-quote="Sir Hawkeye" data-source="post: 161541" data-attributes="member: 295"><p><strong>My own homebrew Druid/Ranger spells</strong></p><p></p><p>Might as well post these. They haven't been playtested so comments are welcome (overpowered? underpowered? philosophical opposition to rangers having direct damage spells?)</p><p></p><p>Druid/Ranger Spells</p><p></p><p>Thorn Spray</p><p>Conjuration</p><p>Level: Drd 2, Rgr 2</p><p>Components: V, S, M, DF</p><p>Casting Time: 1 action</p><p>Range: Ultra-Close: 15 ft + 5 ft/3 levels</p><p>Area: Cone to limits of range</p><p>Duration: Instantaneous</p><p>Save: Reflex ½</p><p>SR: No</p><p>A cone of razor-sharp thorns sprays from the caster’s outstretched hand, dealing 1d4/level (max 5d4) points of piercing damage to all within the area. The thorns are physical rather than magical, so SR does not apply, but DR applies to the total damage of the spell. Additionally, an armor or natural armor bonus of +5 or greater grants a +2 circumstance bonus to the save. Material Component: A handful of thorns.</p><p></p><p>Thorn Volley</p><p>Conjuration</p><p>Level: Drd 2, Rgr 2</p><p>Components: V, S, M, DF</p><p>Casting Time: 1 action</p><p>Range: Medium</p><p>Effect: 1 projectile/2 levels</p><p>Duration: Instantaneous</p><p>Save: No</p><p>SR: No</p><p>A series of exceptionally large thorns fly from the caster’s hand. One such thorn appears for every two levels the caster has. Each thorn does damage as a heavy crossbow bolt (1d10 piercing), and requires a normal ranged attack roll to hit. The thorns are physical rather than magical, so SR does not apply, but DR applies to the damage of each bolt. Material Component: A handful of long thorns.</p><p></p><p>Thunderclap</p><p>Evocation</p><p>Level: Drd 2, Rgr 3</p><p>Components: V, S, DF</p><p>Casting Time: 1 action</p><p>Range: Long (400 ft + 40 ft/level)</p><p>Area: 20 ft. burst</p><p>Duration: Instantaneous</p><p>Save: Fortitude partial</p><p>SR: Yes</p><p> The spell creates a massive roll of thunder, which is audible for several miles. Any creature within the area of the spell is deafened for one round. Those failing a fortitude saving throw are deafened for one minute and stunned for one round.</p><p></p><p>Elemental Absorption</p><p>Abjuration</p><p>Level: Drd 4, Rgr 4</p><p>Components: V, S, DF</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Target: One creature</p><p>Duration: 10 minutes/level</p><p>Save: Will (harmless)</p><p>SR: Yes</p><p> The target of the spell gains complete immunity to one element until the spell has protected the target from 15 points of damage per level of the caster (max 225). Whenever the target would normally be harmed by a source of the specified element, the target instead is healed of one point of damage for each point of damage that would have been taken. If the target is at full health, one temporary hit point is gained for every two points of damage that would have been taken. Temporary hit points absorbed in this manner from multiple sources do not stack.</p><p></p><p>Dreadful Hound</p><p>Conjuration</p><p>Level: Rgr 4</p><p>Components: V, S, M</p><p>Casting Time: 1 minute</p><p>Range: Close (25 ft + 5 ft/2 levels)</p><p>Effect: One Dreadful Hound</p><p>Duration: one hour/level</p><p>Save: None</p><p>SR: No</p><p>This spell summons a hunting hound of unnatural size and tracking ability. The Hound may track with a +10 wilderness lore modifier. Alternatively, it may aid another tracker. When it is doing so, that tracker gains a +10 circumstance bonus to Wilderness Lore checks made to track and may track at normal speed with no penalty. In combat, the Hound acts as a dire wolf, except:</p><p>Speed: 60 ft.</p><p>Special Attacks: +2 circumstance bonus attacking those it has tracked (or helped to track) within the past day. Smite ability (+6 damage to one attack) usable three times/day against those it has tracked (or helped to track) within the past day.</p><p>Special Defenses: +2 dodge bonus to AC against those it has tracked (or helped to track) within the past day</p></blockquote><p></p>
[QUOTE="Sir Hawkeye, post: 161541, member: 295"] [b]My own homebrew Druid/Ranger spells[/b] Might as well post these. They haven't been playtested so comments are welcome (overpowered? underpowered? philosophical opposition to rangers having direct damage spells?) Druid/Ranger Spells Thorn Spray Conjuration Level: Drd 2, Rgr 2 Components: V, S, M, DF Casting Time: 1 action Range: Ultra-Close: 15 ft + 5 ft/3 levels Area: Cone to limits of range Duration: Instantaneous Save: Reflex ½ SR: No A cone of razor-sharp thorns sprays from the caster’s outstretched hand, dealing 1d4/level (max 5d4) points of piercing damage to all within the area. The thorns are physical rather than magical, so SR does not apply, but DR applies to the total damage of the spell. Additionally, an armor or natural armor bonus of +5 or greater grants a +2 circumstance bonus to the save. Material Component: A handful of thorns. Thorn Volley Conjuration Level: Drd 2, Rgr 2 Components: V, S, M, DF Casting Time: 1 action Range: Medium Effect: 1 projectile/2 levels Duration: Instantaneous Save: No SR: No A series of exceptionally large thorns fly from the caster’s hand. One such thorn appears for every two levels the caster has. Each thorn does damage as a heavy crossbow bolt (1d10 piercing), and requires a normal ranged attack roll to hit. The thorns are physical rather than magical, so SR does not apply, but DR applies to the damage of each bolt. Material Component: A handful of long thorns. Thunderclap Evocation Level: Drd 2, Rgr 3 Components: V, S, DF Casting Time: 1 action Range: Long (400 ft + 40 ft/level) Area: 20 ft. burst Duration: Instantaneous Save: Fortitude partial SR: Yes The spell creates a massive roll of thunder, which is audible for several miles. Any creature within the area of the spell is deafened for one round. Those failing a fortitude saving throw are deafened for one minute and stunned for one round. Elemental Absorption Abjuration Level: Drd 4, Rgr 4 Components: V, S, DF Casting Time: 1 action Range: Touch Target: One creature Duration: 10 minutes/level Save: Will (harmless) SR: Yes The target of the spell gains complete immunity to one element until the spell has protected the target from 15 points of damage per level of the caster (max 225). Whenever the target would normally be harmed by a source of the specified element, the target instead is healed of one point of damage for each point of damage that would have been taken. If the target is at full health, one temporary hit point is gained for every two points of damage that would have been taken. Temporary hit points absorbed in this manner from multiple sources do not stack. Dreadful Hound Conjuration Level: Rgr 4 Components: V, S, M Casting Time: 1 minute Range: Close (25 ft + 5 ft/2 levels) Effect: One Dreadful Hound Duration: one hour/level Save: None SR: No This spell summons a hunting hound of unnatural size and tracking ability. The Hound may track with a +10 wilderness lore modifier. Alternatively, it may aid another tracker. When it is doing so, that tracker gains a +10 circumstance bonus to Wilderness Lore checks made to track and may track at normal speed with no penalty. In combat, the Hound acts as a dire wolf, except: Speed: 60 ft. Special Attacks: +2 circumstance bonus attacking those it has tracked (or helped to track) within the past day. Smite ability (+6 damage to one attack) usable three times/day against those it has tracked (or helped to track) within the past day. Special Defenses: +2 dodge bonus to AC against those it has tracked (or helped to track) within the past day [/QUOTE]
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