ShriekingDrake
2010-07-24, 01:31 AM
http://3547.voxcdn.com/photos/8/95/171650_l.jpg
In a hidden glade, deep within the Kyukinryu mountains, rest the Megaliths of Zidydrion. The Megaliths are ancient and highly magical artifacts that affect the land and the creatures around them. The place is enchanted so that it may not be located with any divination or scrying spells, abilities, or devices and the Megaliths emanate Antipathy (as the spell cast by a 21st level caster) for a range of 1 mile, that discourage lawful and/or chaotic creatures from approaching. Moreover, spells, abilities, and devices that use the "teleportation" descriptor do not function within 20 miles of the Megaliths and those teleporting from outside that area to within the 20-mile radius of the Megaliths will be automatically rebounded to a random location.
On the surface of the stones can, with time, be deciphered the following spells from the runes thereon. These spells cannot be crafted into items or passed along to others by voice, text, or innate/divine knowledge: only those who venture to the Megaliths, outwit the guardian, and study the spells themselves can cast them. Those who study the Megaliths for some time can, with luck, unlock the artifact spells also there encrypted.
Anaphylaxis
Necromancy
Level: Druid 6
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: instantaneous and 1d6+2 rounds; see text
Saving Throw: Fortitude; see text
Spell Resistance: No
Your touch causes an allergic reaction that distracts, distorts, and disrupts a creature.
You must make a successful touch attack to deliver the effects of this spell. Your touch inflicts the target with a sudden and severe allergic reaction, which, for 1d6+2 rounds on a failed Fortitude save (DC 10 + 1/2 your caster level + your Wis modifier), causes the target's face and tongue to swell and distort, making it impossible to recognize him or her by visage, nor can the target communicate orally or use verbal spell components. In addition, the spell deals 1d10 points of Charisma damage immediately and another 1d10 points of Charisma damage 1 minute later. Each instance of Charisma damage can be negated by a Fortitude save (DC 10 + 1/2 your caster level + your Wis modifier).
Anaphylaxis can only affect aberrations, animals, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, vermin, and other creatures that eat, sleep, and breathe. The non-Charisma damage effects can be prevented, mitigated, or neutralized by abilities, spells, or other palliatives that effectively ameliorate disease.
Material Component: A dried blade of grass.
These are images of the same woman, affected and before being affected by the Anaphylaxis
http://blog.myhairstylingtools.com/blog/wp-content/uploads/2008/06/hair-dye-swollen.jpg
Under the Effect of the Spell................................Before the Spell
Augment Natural Ally
Transmutation
Level: Druid 4, Ranger 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: 1 plant creature or animal/2 levels touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: No
You bestow your plant and animal allies' natural weapons with magical abilities.
You imbue allied animal or plant creatures' natural weapons, such as their vines, spines, claws, or teeth, with a supernatural effect. You may add any weapon special ability to the natural weapon; for example, a wolf’s bite could be made flaming, keen, or even vorpal. You add a number of bonuses equal to your level divided by three, rounded down; so at 10th level you could apply special abilities that equate to a bonus of +3, such as speed or holy flaming. You may split bonuses among natural weapons in any number of ways—a claw could be made flaming whilst a bite icy or a bite could be both flaming and icy.
Benign Polymorph
Transmutation (Polymorph)
Level: Assassin 4, Druid 2
Components: V, S
Casting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One willing creature
Duration: 1 hour/level (D); see text
Saving Throw: Fort. negates (harmless)
Spell Resistance: Yes (harmless)
You cause a creature to become a small animal.
You change a willing Medium-sized or smaller creature into a Tiny or Diminutive animal of no more than ½ hit dice. The creature takes on the form, movement, and abilities of the animal (though the creature retains its own memory and personality, as well as its Intelligence, Wisdom, and Charisma scores). Either you or the changed creature may dismiss the spell at will. (See description of the polymorph subschool on page 95 of the Player's Handbook II for more details.)
Create Vine
Conjuration (Creation)
Level: Druid 0, Ranger 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Up to 10 feet of vine/level
Duration: 24 hours (D)
Saving Throw: None
Spell Resistance: No
You conjure a length of tough vine, which will remain in existence for 24 hours or until dismissed. In all respects, it is an ordinary, non-magical vine that will reveal no magical aura. The desired length of conjured vine will appear at a desired location within range.
Decay
Transmutation
Level: Druid 4
Range: Long (400 ft. + 40 ft./level) (see text)
Target: One structure, construct, or portion of an object or structure
This spell functions just as the Crumble spell except as described herein.
The size objects you can erode are as follows:
{table=head]Level|Size of Object Affected
Up to 8th|Large
9th–12th|Huge
13th–16th|Gargantuan
17th–20th|Colossal[/table]
You may also (at a range of 100 ft. + 10 ft./level) target portions of objects or structures, rather than the whole object, by decaying areas of up to 5 cubic feet/level--regardless of the size of the object. For instance, you may target the central portion of a bridge in 5-foot cubes rather than the gargantuan bridge itself.
The decay deals 1d8 points of damage per caster level to the object (hardness does not apply) to a maximum of 15d8.
Disanimation Zone
Conjuration (creation)
Level: Clr 8, Drd 8
Components: V, S, DF
Casting Time: 1 round
Range: Personal
Area: Up to 20-ft. radius emanation, centered on you
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
You bring into being a mobile field of non-magical disanimation that prevents "animated" creatures from functioning.
Animated Objects, Constructs, and Undead ("animated creatures") that enter the Disanimation Zone cease to function and immediately enter the equivalent of an unconscious state so long as they remain within the zone. Animated creatures, can "feel" the Disanimation Zone as they get nearer to it and will not, generally, enter the zone by accident. The Disanimation Zone affects even those animated creatures that would otherwise be immune to magic. The effects and spells of animated creatures cannot penetrate the Disanimation Zone, though animated creatures with the ability to dispel the Zone are permitted to try.
The spell fails if animated creatures are within the emanation area as the spell is being cast. The zone will collapse if you force it into a space occupied by an animated creature—though once an animated creature has entered the zone legitimately, you may move the zone in any way with respect to that animated creature.
Non-animated creatures within the zone are bolstered with a sense of calm such that abilities and effects that cause fear or that would compel or cause creatures within the zone to leave the zone do not affect them.
Earthswap
Transmutation
Level: Druid 1, Ranger 2
Components: V
Casting Time: 1 swift action
Range: Medium (100 ft. + 10 ft./level)
Targets: Two willing creatures of up to Large size
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You cause two allies to exchange locations by traveling through the earth.
You cause two willing target creatures, of which you can be one, to instantly swap positions by traveling through the earth. You cannot target a creature that is free falling, flying, floating in the air, or otherwise without a direct or indirect nexus to the earth. Anything carried by the targets (up to the creatures’ maximum loads) goes with them. The swap is instantaneous and does not provoke attacks of opportunity; though, any swapped creature may only make up to a standard action (rather than a full-round action) at its next action.
Energy Barrier (Adapted from Key of Destiny)
Abjuration
Level: Cleric 4, Druid 3
Components: V, S, M/DF
Casting Time: 1 immediate action
Range: Medium (100 ft. + 10 ft./level)
Effect: An amorphous barrier with an area up to 10-ft. square/level
Duration: Concentration + 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes.
You create a visible but transparent magical barrier that protects against energy.
When you cast this spell, you select the type of energy to protect against (acid, cold, electricity, fire, or sonic) and the location and shape of the barrier. Once created, the barrier cannot move (nor can you change the type of energy protected against). The barrier is immune to damage of all kinds and it is unaffected by most spells, including dispel magic. However, disintegrate immediately destroys it as does a rod of cancellation, sphere of annihilation, and Mordenkainen's disjunction spell. Breath weapons and spells with the energy type descriptor cannot pass through the barrier either way.
An energy barrier will prevent any creature of the appropriate energy subtype (acid blocks: water sub-types, cold: cold sub-types, electricity: earth sub-types, fire: fire subtypes, sonic: incorporeal sub-types) from passing through, although it does not stop effects such as dimension door or teleport from functioning.
An energy barrier protects against not only against damage and access but also against adverse effects. For instance, a fire barrier will halt the effects of heat as well as stem the flow of magma or lava; a cold barrier will stop cold, solid ice, and snow; an acid barrier offers protection from water; an electricity barrier protects against lightning, shocks, and static; and a sonic barrier protects against deafness, sound, and other sound-based effects.
Even though the energy barrier offers protection, it does not protect against dehydration, starvation nor does it create oxygen where there is none (thus, an acid barrier could be used to create a bubble underwater, but it does not allow excess oxygen to flow through the sphere).
Material Component: a pinch of powdered quartz.
Ensnare
Conjuration (Creation)
Level: Druid 7
Components: V, S, M
Casting Time: 1 standard action
Range: 200 ft. + 20 ft./level
Effect: 1 Medium or smaller creature/2 caster levels; 1 Large creature/4 caster levels; 1 Huge creature/6 caster levels; 1 Gargantuan creature/10 caster levels; 1 Colossal/16 caster levels; or any combination thereof.
Duration: 1 round/level (D)
Saving Throw: Reflex (negates), see text
Spell Resistance: No
You conjure a writhing mass of entangling, binding vegetation that surrounds creatures, severely limiting their motion and drawing them to the ground.
You must make a successful ranged touch attack against each creature you wish to ensnare. You conjure masses of constricting vegetation that ensnare creatures that fail their reflex saves, preventing them from moving or making any use of objects not already held in their hands. The vegetation, itself, is non-magical, so creatures immune to magic do not automatically avoid becoming ensnared. The creatures can get free by making a DC 40 Wisdom check or a DC 45 Escape Artist check, one of which can be made each round. Creatures so ensnared cannot attack; are pinned (http://www.d20srd.org/srd/conditionSummary.htm#pinned); are treated as having total concealment (http://www.d20srd.org/srd/combat/combatModifiers.htm#totalConcealment); and can cast a spell only if the spell has no somatic component, any material components are in hand, and a successful Concentration check (DC 20+spell level) is made. Freedom of Movement (http://www.d20srd.org/srd/spells/freedomOfMovement.htm) will not release or provide any benefit to an ensnared creature, but Freedom (http://www.d20srd.org/srd/spells/freedom.htm) will release it.
Flying creatures successfully touched by this spell are drawn (at a rate of 300ft./round) to the ground for 1d4+1 rounds--regardless of their reflex saves--though, they take no falling damage. Swimming creatures successfully touched by this spell are drawn (at a rate of 200ft./round) to the surface for 1d4+1 rounds--regardless of their reflex saves--and both air- and water-breathing creatures will be able to respire normally at the surface.
Material component: a small piece of vine.
Fecund Footsteps
Conjuration (Creation)
Level: Druid 0
Components: V, S
Casting Time: 1 standard action
Range: You
Effect: Causes plants to grow where you walk
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
Your very footsteps festoon the ground with flowers, plants, grasses, and weeds of all kinds.
While under the effect of this spell, your footsteps cause genuine flora to sprout and grow wherever you walk. At your option, these flora can be flowers, small plants or shrubs, fungi, grasses, vines, mosses, weeds and/or other normal undergrowth. For the duration of the spell, you may, at your discretion, cause flora to grow on any surface your footsteps actually touch. The flora do not hinder movement or provide cover on their own, nor does their growth damage the surface where they grow. They can, however, be targeted by spells such as entangle or plant growth.
When the spell’s duration expires, the flora either continue to live normally if the ground and climate are suitable, or else melt away.
Fertilize Plant Creature
Transmutation
Level: Druid 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to one plant creature per two levels, no two of which can be more than 30 ft. apart
Duration: 1 minute/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
You enable plant creatures to flourish and become more resilient and luxuriant.
A number of target plant creatures (http://www.d20srd.org/srd/typessubtypes.htm#plantType) are enhanced by this spell, making them heartier and more magnificent. For the duration of the spell, the targeted creatures gain a +6 bonus to Charisma and +4 to Dexterity; resistance 10 to fire and acid; +10 ft. to movement and reach; +5 to all grapple checks; twice per day, the extraordinary ability to produce a Splinterbolt (SpC @ 203) effect as if a caster of equal level to its hit dice; and, twice per day, the extraordinary ability to Dehydrate (SpC @ 62) any number of target creatures within 10ft. as if a caster of equal level to its hit dice.
Material component: some rotting vegetation.
Forced Migration
Abjuration
Level: Druid 7
Components: S
Casting Time: standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One or more summoned and/or called creatures within range
Duration: 1 hour/level or until discharged
Saving Throw: Will negates (partial), see text
Spell Resistance: No
Your sense and stewardship of the natural order enables you, with a small gesture, to exile summoned or called creatures.
For the duration of this spell, you can immediately recognize “called” or “summoned” creatures within range. One time during the duration of the spell, you can, as an immediate action, “dismiss” one or more target creatures within range as if you had called or summoned them. The targets of your spell can resist the forced migration with a successful Will save (DC = 10 + your Wis modifier + your caster level); whether or not the save is successful, the spell is discharged.
Pollinate
Conjuration (Creation)
Level: Druid 1, Ranger 1
Components: S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Up to 10 cubic feet radius/level
Duration: Instantaneous
Saving Throw: Will negates (daze only)
Spell Resistance: No
You conjure a swirling flurry of pollen that covers everything with which it comes into contact.
A cloud of golden pollen particles visibly covers all surfaces, everyone, and everything in the area, until the pollen can be (intentionally) removed, which takes 10 minutes (to clean off a medium creature or 10 square feet of surface area) without liquid, 1 minute with liquid and cloth, and 1 round with full submergence into liquid (which visibly clouds the liquid--causing concealment (20% miss chance)--for 1-4 rounds, the same effect if the spell were cast in water).
Vermin (http://www.d20srd.org/srd/typesSubtypes.htm#verminType) within the area scatter for 1-4 rounds.
Creatures with the Scent (http://www.d20srd.org/srd/specialAbilities.htm#scent) ability get a +5 circumstance bonus when tracking pollen-covered quarry.
Flora within the area produce robust offspring the next season.
Material component: a flower.
Shroud
Illusion (Glamer)
Level: Assassin 1, Bard 1, Druid 0, Sor/Wiz 0
Components: S
Casting time: Swift Action
Target: Personal
Duration: 1 minute/level (D)
Saving throw: None
Spell Resistance: No
Light you make or control is visible to only you.
You cause light emanating from you--or from objects or effects controlled or created by you--to be invisible to all but you. The light behaves normally from your perspective, but is completely invisible to all other creatures, including your allies. So, a torch you hold sheds light and creates shadows only you can see; just as the light from Produce Flame would be visible only to you (though the heat and damage would still be there). But, the light from a campfire near you would shed light and create shadows for all.
Summon Nature’s Minor Ally
Conjuration (Summoning)
Level: Druid 0
Components: V, S, DF
Casting time: One round
Effect: One summoned creature
Duration: One round/level (D)
Saving throw: None
Spell Resistance: No
This spell functions like Summon Nature’s Ally I (http://www.d20srd.org/srd/spells/summonnaturesallyi.htm), except that you summon a Tiny or Diminutive ally of no more than CR ½, such as a bat, cat, flying fish, lizard, mouse, rat, raven, swift, Tiny viper, toad, trout, turtle, weasel, or witch grass.
Artifact Spells
The Megaliths also contain artifact spells which follow the rules of artifact spells as described in the Secrets of Xen'drik page 143. (still working on this)
Festooned with Greatness
Transmutation
Level: Divine 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: 1 living creature
Duration: 24 hours
Saving Throw: none
Spell Resistance: no
A creature you touch is imbued with greatness for a day.
A creature you touch gains a non-item-creation feat of your choice for one day. For the duration of the spell, the touched creature has the chosen feat, with all the benefits and detriments associated with it. If the feat you choose has prerequisites or conditions that the touched creature does not have, the feat will not function.
Tumultuous Thump
Evocation (Earth)
Level: Divine 5
Components: S
Casting Time: 1 swift action
Range: Personal
Area: Up to a 40-ft radius spread centered on you.
Duration: Instantaneous
Saving Throw: see text
Spell Resistance: no
When you stomp your foot, you cause a sudden and violent convulsion of the ground that affects creatures in contact with the ground within the area of effect.
Target creatures touching the ground (or mounted on creatures touching the ground) within the area of effect make a Reflex, Fortitude, and Will save. Creatures that fail the Reflex save are shaken for 1d4 rounds and knocked back 10ft. Creatures that fail the Fortitude save take 4d6+1/caster level and are dazed for 1d4 rounds. Creatures that fail the Will save are stunned for 1d4 rounds and knocked prone. This upheaval does not damage structures.
I'd welcome and encourage you to PEACH the spells.
--ShriekingDrake
In a hidden glade, deep within the Kyukinryu mountains, rest the Megaliths of Zidydrion. The Megaliths are ancient and highly magical artifacts that affect the land and the creatures around them. The place is enchanted so that it may not be located with any divination or scrying spells, abilities, or devices and the Megaliths emanate Antipathy (as the spell cast by a 21st level caster) for a range of 1 mile, that discourage lawful and/or chaotic creatures from approaching. Moreover, spells, abilities, and devices that use the "teleportation" descriptor do not function within 20 miles of the Megaliths and those teleporting from outside that area to within the 20-mile radius of the Megaliths will be automatically rebounded to a random location.
On the surface of the stones can, with time, be deciphered the following spells from the runes thereon. These spells cannot be crafted into items or passed along to others by voice, text, or innate/divine knowledge: only those who venture to the Megaliths, outwit the guardian, and study the spells themselves can cast them. Those who study the Megaliths for some time can, with luck, unlock the artifact spells also there encrypted.
Anaphylaxis
Necromancy
Level: Druid 6
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: instantaneous and 1d6+2 rounds; see text
Saving Throw: Fortitude; see text
Spell Resistance: No
Your touch causes an allergic reaction that distracts, distorts, and disrupts a creature.
You must make a successful touch attack to deliver the effects of this spell. Your touch inflicts the target with a sudden and severe allergic reaction, which, for 1d6+2 rounds on a failed Fortitude save (DC 10 + 1/2 your caster level + your Wis modifier), causes the target's face and tongue to swell and distort, making it impossible to recognize him or her by visage, nor can the target communicate orally or use verbal spell components. In addition, the spell deals 1d10 points of Charisma damage immediately and another 1d10 points of Charisma damage 1 minute later. Each instance of Charisma damage can be negated by a Fortitude save (DC 10 + 1/2 your caster level + your Wis modifier).
Anaphylaxis can only affect aberrations, animals, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, vermin, and other creatures that eat, sleep, and breathe. The non-Charisma damage effects can be prevented, mitigated, or neutralized by abilities, spells, or other palliatives that effectively ameliorate disease.
Material Component: A dried blade of grass.
These are images of the same woman, affected and before being affected by the Anaphylaxis
http://blog.myhairstylingtools.com/blog/wp-content/uploads/2008/06/hair-dye-swollen.jpg
Under the Effect of the Spell................................Before the Spell
Augment Natural Ally
Transmutation
Level: Druid 4, Ranger 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: 1 plant creature or animal/2 levels touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: No
You bestow your plant and animal allies' natural weapons with magical abilities.
You imbue allied animal or plant creatures' natural weapons, such as their vines, spines, claws, or teeth, with a supernatural effect. You may add any weapon special ability to the natural weapon; for example, a wolf’s bite could be made flaming, keen, or even vorpal. You add a number of bonuses equal to your level divided by three, rounded down; so at 10th level you could apply special abilities that equate to a bonus of +3, such as speed or holy flaming. You may split bonuses among natural weapons in any number of ways—a claw could be made flaming whilst a bite icy or a bite could be both flaming and icy.
Benign Polymorph
Transmutation (Polymorph)
Level: Assassin 4, Druid 2
Components: V, S
Casting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One willing creature
Duration: 1 hour/level (D); see text
Saving Throw: Fort. negates (harmless)
Spell Resistance: Yes (harmless)
You cause a creature to become a small animal.
You change a willing Medium-sized or smaller creature into a Tiny or Diminutive animal of no more than ½ hit dice. The creature takes on the form, movement, and abilities of the animal (though the creature retains its own memory and personality, as well as its Intelligence, Wisdom, and Charisma scores). Either you or the changed creature may dismiss the spell at will. (See description of the polymorph subschool on page 95 of the Player's Handbook II for more details.)
Create Vine
Conjuration (Creation)
Level: Druid 0, Ranger 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Up to 10 feet of vine/level
Duration: 24 hours (D)
Saving Throw: None
Spell Resistance: No
You conjure a length of tough vine, which will remain in existence for 24 hours or until dismissed. In all respects, it is an ordinary, non-magical vine that will reveal no magical aura. The desired length of conjured vine will appear at a desired location within range.
Decay
Transmutation
Level: Druid 4
Range: Long (400 ft. + 40 ft./level) (see text)
Target: One structure, construct, or portion of an object or structure
This spell functions just as the Crumble spell except as described herein.
The size objects you can erode are as follows:
{table=head]Level|Size of Object Affected
Up to 8th|Large
9th–12th|Huge
13th–16th|Gargantuan
17th–20th|Colossal[/table]
You may also (at a range of 100 ft. + 10 ft./level) target portions of objects or structures, rather than the whole object, by decaying areas of up to 5 cubic feet/level--regardless of the size of the object. For instance, you may target the central portion of a bridge in 5-foot cubes rather than the gargantuan bridge itself.
The decay deals 1d8 points of damage per caster level to the object (hardness does not apply) to a maximum of 15d8.
Disanimation Zone
Conjuration (creation)
Level: Clr 8, Drd 8
Components: V, S, DF
Casting Time: 1 round
Range: Personal
Area: Up to 20-ft. radius emanation, centered on you
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
You bring into being a mobile field of non-magical disanimation that prevents "animated" creatures from functioning.
Animated Objects, Constructs, and Undead ("animated creatures") that enter the Disanimation Zone cease to function and immediately enter the equivalent of an unconscious state so long as they remain within the zone. Animated creatures, can "feel" the Disanimation Zone as they get nearer to it and will not, generally, enter the zone by accident. The Disanimation Zone affects even those animated creatures that would otherwise be immune to magic. The effects and spells of animated creatures cannot penetrate the Disanimation Zone, though animated creatures with the ability to dispel the Zone are permitted to try.
The spell fails if animated creatures are within the emanation area as the spell is being cast. The zone will collapse if you force it into a space occupied by an animated creature—though once an animated creature has entered the zone legitimately, you may move the zone in any way with respect to that animated creature.
Non-animated creatures within the zone are bolstered with a sense of calm such that abilities and effects that cause fear or that would compel or cause creatures within the zone to leave the zone do not affect them.
Earthswap
Transmutation
Level: Druid 1, Ranger 2
Components: V
Casting Time: 1 swift action
Range: Medium (100 ft. + 10 ft./level)
Targets: Two willing creatures of up to Large size
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You cause two allies to exchange locations by traveling through the earth.
You cause two willing target creatures, of which you can be one, to instantly swap positions by traveling through the earth. You cannot target a creature that is free falling, flying, floating in the air, or otherwise without a direct or indirect nexus to the earth. Anything carried by the targets (up to the creatures’ maximum loads) goes with them. The swap is instantaneous and does not provoke attacks of opportunity; though, any swapped creature may only make up to a standard action (rather than a full-round action) at its next action.
Energy Barrier (Adapted from Key of Destiny)
Abjuration
Level: Cleric 4, Druid 3
Components: V, S, M/DF
Casting Time: 1 immediate action
Range: Medium (100 ft. + 10 ft./level)
Effect: An amorphous barrier with an area up to 10-ft. square/level
Duration: Concentration + 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes.
You create a visible but transparent magical barrier that protects against energy.
When you cast this spell, you select the type of energy to protect against (acid, cold, electricity, fire, or sonic) and the location and shape of the barrier. Once created, the barrier cannot move (nor can you change the type of energy protected against). The barrier is immune to damage of all kinds and it is unaffected by most spells, including dispel magic. However, disintegrate immediately destroys it as does a rod of cancellation, sphere of annihilation, and Mordenkainen's disjunction spell. Breath weapons and spells with the energy type descriptor cannot pass through the barrier either way.
An energy barrier will prevent any creature of the appropriate energy subtype (acid blocks: water sub-types, cold: cold sub-types, electricity: earth sub-types, fire: fire subtypes, sonic: incorporeal sub-types) from passing through, although it does not stop effects such as dimension door or teleport from functioning.
An energy barrier protects against not only against damage and access but also against adverse effects. For instance, a fire barrier will halt the effects of heat as well as stem the flow of magma or lava; a cold barrier will stop cold, solid ice, and snow; an acid barrier offers protection from water; an electricity barrier protects against lightning, shocks, and static; and a sonic barrier protects against deafness, sound, and other sound-based effects.
Even though the energy barrier offers protection, it does not protect against dehydration, starvation nor does it create oxygen where there is none (thus, an acid barrier could be used to create a bubble underwater, but it does not allow excess oxygen to flow through the sphere).
Material Component: a pinch of powdered quartz.
Ensnare
Conjuration (Creation)
Level: Druid 7
Components: V, S, M
Casting Time: 1 standard action
Range: 200 ft. + 20 ft./level
Effect: 1 Medium or smaller creature/2 caster levels; 1 Large creature/4 caster levels; 1 Huge creature/6 caster levels; 1 Gargantuan creature/10 caster levels; 1 Colossal/16 caster levels; or any combination thereof.
Duration: 1 round/level (D)
Saving Throw: Reflex (negates), see text
Spell Resistance: No
You conjure a writhing mass of entangling, binding vegetation that surrounds creatures, severely limiting their motion and drawing them to the ground.
You must make a successful ranged touch attack against each creature you wish to ensnare. You conjure masses of constricting vegetation that ensnare creatures that fail their reflex saves, preventing them from moving or making any use of objects not already held in their hands. The vegetation, itself, is non-magical, so creatures immune to magic do not automatically avoid becoming ensnared. The creatures can get free by making a DC 40 Wisdom check or a DC 45 Escape Artist check, one of which can be made each round. Creatures so ensnared cannot attack; are pinned (http://www.d20srd.org/srd/conditionSummary.htm#pinned); are treated as having total concealment (http://www.d20srd.org/srd/combat/combatModifiers.htm#totalConcealment); and can cast a spell only if the spell has no somatic component, any material components are in hand, and a successful Concentration check (DC 20+spell level) is made. Freedom of Movement (http://www.d20srd.org/srd/spells/freedomOfMovement.htm) will not release or provide any benefit to an ensnared creature, but Freedom (http://www.d20srd.org/srd/spells/freedom.htm) will release it.
Flying creatures successfully touched by this spell are drawn (at a rate of 300ft./round) to the ground for 1d4+1 rounds--regardless of their reflex saves--though, they take no falling damage. Swimming creatures successfully touched by this spell are drawn (at a rate of 200ft./round) to the surface for 1d4+1 rounds--regardless of their reflex saves--and both air- and water-breathing creatures will be able to respire normally at the surface.
Material component: a small piece of vine.
Fecund Footsteps
Conjuration (Creation)
Level: Druid 0
Components: V, S
Casting Time: 1 standard action
Range: You
Effect: Causes plants to grow where you walk
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
Your very footsteps festoon the ground with flowers, plants, grasses, and weeds of all kinds.
While under the effect of this spell, your footsteps cause genuine flora to sprout and grow wherever you walk. At your option, these flora can be flowers, small plants or shrubs, fungi, grasses, vines, mosses, weeds and/or other normal undergrowth. For the duration of the spell, you may, at your discretion, cause flora to grow on any surface your footsteps actually touch. The flora do not hinder movement or provide cover on their own, nor does their growth damage the surface where they grow. They can, however, be targeted by spells such as entangle or plant growth.
When the spell’s duration expires, the flora either continue to live normally if the ground and climate are suitable, or else melt away.
Fertilize Plant Creature
Transmutation
Level: Druid 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to one plant creature per two levels, no two of which can be more than 30 ft. apart
Duration: 1 minute/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
You enable plant creatures to flourish and become more resilient and luxuriant.
A number of target plant creatures (http://www.d20srd.org/srd/typessubtypes.htm#plantType) are enhanced by this spell, making them heartier and more magnificent. For the duration of the spell, the targeted creatures gain a +6 bonus to Charisma and +4 to Dexterity; resistance 10 to fire and acid; +10 ft. to movement and reach; +5 to all grapple checks; twice per day, the extraordinary ability to produce a Splinterbolt (SpC @ 203) effect as if a caster of equal level to its hit dice; and, twice per day, the extraordinary ability to Dehydrate (SpC @ 62) any number of target creatures within 10ft. as if a caster of equal level to its hit dice.
Material component: some rotting vegetation.
Forced Migration
Abjuration
Level: Druid 7
Components: S
Casting Time: standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One or more summoned and/or called creatures within range
Duration: 1 hour/level or until discharged
Saving Throw: Will negates (partial), see text
Spell Resistance: No
Your sense and stewardship of the natural order enables you, with a small gesture, to exile summoned or called creatures.
For the duration of this spell, you can immediately recognize “called” or “summoned” creatures within range. One time during the duration of the spell, you can, as an immediate action, “dismiss” one or more target creatures within range as if you had called or summoned them. The targets of your spell can resist the forced migration with a successful Will save (DC = 10 + your Wis modifier + your caster level); whether or not the save is successful, the spell is discharged.
Pollinate
Conjuration (Creation)
Level: Druid 1, Ranger 1
Components: S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Up to 10 cubic feet radius/level
Duration: Instantaneous
Saving Throw: Will negates (daze only)
Spell Resistance: No
You conjure a swirling flurry of pollen that covers everything with which it comes into contact.
A cloud of golden pollen particles visibly covers all surfaces, everyone, and everything in the area, until the pollen can be (intentionally) removed, which takes 10 minutes (to clean off a medium creature or 10 square feet of surface area) without liquid, 1 minute with liquid and cloth, and 1 round with full submergence into liquid (which visibly clouds the liquid--causing concealment (20% miss chance)--for 1-4 rounds, the same effect if the spell were cast in water).
Vermin (http://www.d20srd.org/srd/typesSubtypes.htm#verminType) within the area scatter for 1-4 rounds.
Creatures with the Scent (http://www.d20srd.org/srd/specialAbilities.htm#scent) ability get a +5 circumstance bonus when tracking pollen-covered quarry.
Flora within the area produce robust offspring the next season.
Material component: a flower.
Shroud
Illusion (Glamer)
Level: Assassin 1, Bard 1, Druid 0, Sor/Wiz 0
Components: S
Casting time: Swift Action
Target: Personal
Duration: 1 minute/level (D)
Saving throw: None
Spell Resistance: No
Light you make or control is visible to only you.
You cause light emanating from you--or from objects or effects controlled or created by you--to be invisible to all but you. The light behaves normally from your perspective, but is completely invisible to all other creatures, including your allies. So, a torch you hold sheds light and creates shadows only you can see; just as the light from Produce Flame would be visible only to you (though the heat and damage would still be there). But, the light from a campfire near you would shed light and create shadows for all.
Summon Nature’s Minor Ally
Conjuration (Summoning)
Level: Druid 0
Components: V, S, DF
Casting time: One round
Effect: One summoned creature
Duration: One round/level (D)
Saving throw: None
Spell Resistance: No
This spell functions like Summon Nature’s Ally I (http://www.d20srd.org/srd/spells/summonnaturesallyi.htm), except that you summon a Tiny or Diminutive ally of no more than CR ½, such as a bat, cat, flying fish, lizard, mouse, rat, raven, swift, Tiny viper, toad, trout, turtle, weasel, or witch grass.
Artifact Spells
The Megaliths also contain artifact spells which follow the rules of artifact spells as described in the Secrets of Xen'drik page 143. (still working on this)
Festooned with Greatness
Transmutation
Level: Divine 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: 1 living creature
Duration: 24 hours
Saving Throw: none
Spell Resistance: no
A creature you touch is imbued with greatness for a day.
A creature you touch gains a non-item-creation feat of your choice for one day. For the duration of the spell, the touched creature has the chosen feat, with all the benefits and detriments associated with it. If the feat you choose has prerequisites or conditions that the touched creature does not have, the feat will not function.
Tumultuous Thump
Evocation (Earth)
Level: Divine 5
Components: S
Casting Time: 1 swift action
Range: Personal
Area: Up to a 40-ft radius spread centered on you.
Duration: Instantaneous
Saving Throw: see text
Spell Resistance: no
When you stomp your foot, you cause a sudden and violent convulsion of the ground that affects creatures in contact with the ground within the area of effect.
Target creatures touching the ground (or mounted on creatures touching the ground) within the area of effect make a Reflex, Fortitude, and Will save. Creatures that fail the Reflex save are shaken for 1d4 rounds and knocked back 10ft. Creatures that fail the Fortitude save take 4d6+1/caster level and are dazed for 1d4 rounds. Creatures that fail the Will save are stunned for 1d4 rounds and knocked prone. This upheaval does not damage structures.
I'd welcome and encourage you to PEACH the spells.
--ShriekingDrake