The Witch-King
2009-09-20, 10:23 AM
Forest Domain
Granted Power: Gain Woodland Stride and Trackless Step when in Forest.
1st Obscuring Mist(PH p258)
<Conj(creat), VS, 1StdAct, 1min/lvl, no SR>
- Creates a 20’ radius Spread by 20’ high Cloud of fog centered around the caster. The cloud can be dispersed by Moderate Wind in 4 rounds & a Strong Wind in 1 round. Large amounts of fire, such as a Fireball, will also disperse the cloud.
- or -
Shillelagh
Transmutation
Level: Drd 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: One touched nonmagical oak club or quarterstaff
Duration: 1 min./level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Your own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls. (A quarterstaff gains this enhancement for both ends of the weapon.) It deals damage as if it were two size categories larger (a Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 3d6), +1 for its enhancement bonus. These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell.
2nd Bear’s Endurance(PH p203)
<Trans, VS/DF, 1StdAct, Touch, 1min/lvl>
- +4 Enhancement bonus to Constitution.
3rd Snare(PH p280)
<Trans, VS/DF, 3Rounds, Touch, until triggered, no
save, no SR>
- Creates a magical booby trap out of a rope, vine, etc. (Search vs. DC 23 for a Rogue to locate). Anyone who puts a limb into the snare’s loop is Entangled. If attached to a supple tree, the person is also lifted off the ground & takes 1d6 damage. To escape, make a Strength or Escape Artist check vs. DC 23 or do 5hp damage to the snare (AC 7).
4th Tree Stride(PH p296)
<Conj[teleport], VS/DF, 1StdAct, Personal, until depleted up to 1hr/lvl>
- The caster may enter a living tree large enough to fully contains his/her body. The caster then knows the location of all trees of the same type within range. As a Full-Round action, the caster has the option of teleporting to one of those trees, which counts as one ‘stride’. The spell is depleted when the caster has made 1 ‘stride’ per level.
Type of Tree Range Type of Tree Range
oak, ash, yew 3,000’
other Deciduous 1,500’
elm, linden 2,000’
any other Tree 500’
While the spell has duration remaining & has not been depleted, the caster may enter & leave trees at will.
5th Commune with Nature(PH p211)
<Div, VS, 10Minutes, Personal>
- By becoming “one with nature”, the caster can know up to 3 facts about the surrounding natural terrain (e.g., location of water, animal population, presence of powerful unnatural creatures). The caster can learn about an area of 1 mile/level radius above ground & 100’ /level below ground. Construction, including towns & dungeons, obstructs this spell.
6th Find the Path(PH p230)
<Div, VSF(rune stones), 3Rounds, 10min/lvl>
- The touched subject knows the shortest, most direct route to the specified location (not objects or people).
The subject also knows what actions to take to follow the path, such as the locations of trip wires & the password to a Glyph of Warding. It does not predict the actions of guardians. This spell will get a subject out of a Maze spell in 1 round.
7th Liveoak(PH p248)
<Trans, VS, 10Minutes, Touch, 1day/lvl(D)>
- The touched Huge oak tree becomes a Treant when triggered. The trigger condition can have up to 1 word per caster level. The trigger instruction also tell the Treant what to do (often attacking). The caster may only have one pending Liveoak spell at a time & can only cast it on a tree that is near his/her dwelling, a location sacred to the caster, or within 300’ of something the caster wants to guard.
8th Animate Plants(PH p199)
<Trans, V, 1StdAct, Close-range, 1rnd/lvl>
- One Large-sized plant per three levels is animated & can be directed to attack the caster’s opponents. As a Move Action, the caster can change which plants he/she animates. The caster may animate bigger plants in place of a number of Large plants.
1 Huge = 2 Large
1 Colossal = 8 Large
1 Gargantuan = 4 Large
-or-
<Trans, V, 1StdAct, Close-range, 1hr/lvl, no SR>
- All plants within Close-range Entangle & anchor everyone in the target area who fails a Reflex save. To become unentangled requires a Full-Round Strength or Escape Artist check vs. DC 20. Anyone not entangled may move ˝ speed through the area of effect. On the caster’s action, anyone in the area of effect who is not entangled must make a new Reflex save to avoid being entangled again.
9th Summon Nature’s Ally IX(PH p289)
<Conj(sum)[variable alignment/element], VS/DF, 1Round, Close-range, 1rnd/lvl(D)>
- Summons one or more creatures to fight the caster’s enemies. The creatures can attack on the caster’s initiative starting their first round.
Table #
Summon Nature’s Ally IX 1
Summon Nature’s Ally VIII 1d3
Summon Nature’s Ally VII (or less) 1d4+1
* * *
The idea was to create a domain that wasn't just Plants but was representative of the animal and plant life of the forest and people's associations with the word forest. Please let me know what you think.
Granted Power: Gain Woodland Stride and Trackless Step when in Forest.
1st Obscuring Mist(PH p258)
<Conj(creat), VS, 1StdAct, 1min/lvl, no SR>
- Creates a 20’ radius Spread by 20’ high Cloud of fog centered around the caster. The cloud can be dispersed by Moderate Wind in 4 rounds & a Strong Wind in 1 round. Large amounts of fire, such as a Fireball, will also disperse the cloud.
- or -
Shillelagh
Transmutation
Level: Drd 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: One touched nonmagical oak club or quarterstaff
Duration: 1 min./level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Your own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls. (A quarterstaff gains this enhancement for both ends of the weapon.) It deals damage as if it were two size categories larger (a Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 3d6), +1 for its enhancement bonus. These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell.
2nd Bear’s Endurance(PH p203)
<Trans, VS/DF, 1StdAct, Touch, 1min/lvl>
- +4 Enhancement bonus to Constitution.
3rd Snare(PH p280)
<Trans, VS/DF, 3Rounds, Touch, until triggered, no
save, no SR>
- Creates a magical booby trap out of a rope, vine, etc. (Search vs. DC 23 for a Rogue to locate). Anyone who puts a limb into the snare’s loop is Entangled. If attached to a supple tree, the person is also lifted off the ground & takes 1d6 damage. To escape, make a Strength or Escape Artist check vs. DC 23 or do 5hp damage to the snare (AC 7).
4th Tree Stride(PH p296)
<Conj[teleport], VS/DF, 1StdAct, Personal, until depleted up to 1hr/lvl>
- The caster may enter a living tree large enough to fully contains his/her body. The caster then knows the location of all trees of the same type within range. As a Full-Round action, the caster has the option of teleporting to one of those trees, which counts as one ‘stride’. The spell is depleted when the caster has made 1 ‘stride’ per level.
Type of Tree Range Type of Tree Range
oak, ash, yew 3,000’
other Deciduous 1,500’
elm, linden 2,000’
any other Tree 500’
While the spell has duration remaining & has not been depleted, the caster may enter & leave trees at will.
5th Commune with Nature(PH p211)
<Div, VS, 10Minutes, Personal>
- By becoming “one with nature”, the caster can know up to 3 facts about the surrounding natural terrain (e.g., location of water, animal population, presence of powerful unnatural creatures). The caster can learn about an area of 1 mile/level radius above ground & 100’ /level below ground. Construction, including towns & dungeons, obstructs this spell.
6th Find the Path(PH p230)
<Div, VSF(rune stones), 3Rounds, 10min/lvl>
- The touched subject knows the shortest, most direct route to the specified location (not objects or people).
The subject also knows what actions to take to follow the path, such as the locations of trip wires & the password to a Glyph of Warding. It does not predict the actions of guardians. This spell will get a subject out of a Maze spell in 1 round.
7th Liveoak(PH p248)
<Trans, VS, 10Minutes, Touch, 1day/lvl(D)>
- The touched Huge oak tree becomes a Treant when triggered. The trigger condition can have up to 1 word per caster level. The trigger instruction also tell the Treant what to do (often attacking). The caster may only have one pending Liveoak spell at a time & can only cast it on a tree that is near his/her dwelling, a location sacred to the caster, or within 300’ of something the caster wants to guard.
8th Animate Plants(PH p199)
<Trans, V, 1StdAct, Close-range, 1rnd/lvl>
- One Large-sized plant per three levels is animated & can be directed to attack the caster’s opponents. As a Move Action, the caster can change which plants he/she animates. The caster may animate bigger plants in place of a number of Large plants.
1 Huge = 2 Large
1 Colossal = 8 Large
1 Gargantuan = 4 Large
-or-
<Trans, V, 1StdAct, Close-range, 1hr/lvl, no SR>
- All plants within Close-range Entangle & anchor everyone in the target area who fails a Reflex save. To become unentangled requires a Full-Round Strength or Escape Artist check vs. DC 20. Anyone not entangled may move ˝ speed through the area of effect. On the caster’s action, anyone in the area of effect who is not entangled must make a new Reflex save to avoid being entangled again.
9th Summon Nature’s Ally IX(PH p289)
<Conj(sum)[variable alignment/element], VS/DF, 1Round, Close-range, 1rnd/lvl(D)>
- Summons one or more creatures to fight the caster’s enemies. The creatures can attack on the caster’s initiative starting their first round.
Table #
Summon Nature’s Ally IX 1
Summon Nature’s Ally VIII 1d3
Summon Nature’s Ally VII (or less) 1d4+1
* * *
The idea was to create a domain that wasn't just Plants but was representative of the animal and plant life of the forest and people's associations with the word forest. Please let me know what you think.