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View Full Version : D&D 3.x Other Cursed/Enchanted Forest (druid spells, create your own side-quest setting!)



rferries
2018-04-28, 08:45 PM
More thematically-appropriate versions of hallow/unhallow for druids. Can be adapted for a desert oasis, a sacred grove, a coral reef, or any other natural setting. An NPC can use it to create a refuge (or quest) for PCs - a cursed forest's power might even grow beyond the initial area, if left unchecked...

https://i.imgur.com/VwsfzNT.jpg

Cursed Forest
Necromancy [Evil]
Level: Adept 5, Druid 7
Components: V, S, M, F, DF
Casting Time: 24 hours
Range: Touch
Area: 3-mile-radius emanating from the touched point; see text
Duration: Permanent
Saving Throw: See text
Spell Resistance: See text

Moonlight flashes on the blade of your bloodstained golden sickle as you raise it overhead. The villager's still-beating heart is clutched in your other hand, while its erstwhile owner breathes his last on the stone altar. The Unseelie fey are pleased at your sacrifice, and you feel their dark power rush outwards through the forest.

This spell must be cast within a forest or other natural terrain, and generates several powerful effects throughout the area. Break enchantment, enchanted forest, and remove curse dispel the effects, if cast at the site of the sacrifice (see the material component; remove curse requires a successful opposed caster level check). Greater dispel magic, limited wish, miracle, and wish dispel the effects if cast anywhere within the area.

Gloom
The forest is full of obscuring mist as the spell, or the forest canopy is somehow thicker and more oppressive -eerie and garish dancing lights and faerie fire abound, and the air seems heavy or even poisonous. Natural sunlight can never raise the illumination above "shadowy". Apart from encounters with monsters, the forest is deathly still (DC 5 Knowledge (nature) or Survival check to note that something is terribly wrong). The forest radiates evil and necromancy magic (see detect evil and detect magic).

Monsters
Many of the natural flora and fauna in the area gain a malign intelligence and unnatural power. Wolves become worgs, random trees are awakened with evil alignments, spiders are similarly awakened as well as subjected to a constant giant vermin effect, evil fey and will-o'-wisps are attracted to the area, and so forth. Corpses left in the forest animate as skeletons, zombies, wights, or even incorporeal undead. Monsters generated by the spell attack all interlopers (including yourself) but never attempt to leave the area.

At the DM's option, a covey of hags (http://www.giantitp.com/forums/showthread.php?528318-Wicked-Witch-(fey-monster)) or a particularly powerful (http://www.giantitp.com/forums/showthread.php?539073-Witch-Hazel-(yet-another-Undead-Dryad)&p=22473302) monster might be attracted to the area.

Nightmares
Any creature that falls asleep in the forest must make a Will save or suffer a nightmare, as the spell. Damage dealt by this effect is nonlethal damage, but creatures rendered unconscious by this damage do not heal it naturally (and so will sleep indefinitely).

Material Component
The heart of a sentient being, which you must extract from the living victim at the culmination of the spell.

Enchanted Forest
Abjuration [Good]
Level: Adept 5, Druid 7
Components: V, S, M, F, DF
Casting Time: 24 hours
Range: Touch
Area: 3-mile-radius emanating from the touched point; see text
Duration: Permanent
Saving Throw: See text
Spell Resistance: See text

You finish the woodland ritual, standing up and dusting off your hands. Your followers seem quite disappointed that there is no flash of lightning or phantasmal apparition to mark the effect.

Yet somehow, the sunlight in the glade seems a bit warmer, and the birdsong a bit more cheerful...

This spell must be cast within a forest or other natural terrain, and generates several powerful effects throughout the area. Break enchantment and cursed forest dispel the effects, if cast at the site of the planting (see the material component). Greater dispel magic, limited wish, miracle, and wish dispel the effects if cast anywhere within the area.

Guardians
Many of the natural flora and fauna in the area gain a benign intelligence and supernatural power. All animals and even some random trees are awakened with good alignments, good fey and treants are attracted to the area, and so forth. Creatures generated by the spell monitor all interlopers - helping those in need, avoiding most others, and attacking only those who are openly hostile. They never attempt to leave the area.

At the DM's option, a particularly powerful (http://www.giantitp.com/forums/showthread.php?533110-Revised-Unicorn&p=22283626#post22283626) creature might be attracted to the area.

Sacred Grove
All non-evil creatures within the forest gain the benefits of protection from evil for as long as they remain. Evil [Extraplanar] creatures cannot enter the forest or be conjured within it - any already within the area when the spell is cast are automatically banished back to their home planes.

Serenity
The sunlight, moonlight, and starlight in the forest instill a deep sense of tranquility. Creatures resting in the forest heal hit points and ability damage every hour rather than every day. Additionally, they may heal ability drain as though it were ability damage. Apart from encounters with monsters, the forest is supernaturally silent and peaceful (DC 5 Knowledge (nature) or Survival check to note that magic is at work). The forest radiates good and abjuration magic (see detect good and detect magic).

Material Component
The seed of a rare orchid or tree, which you plant in the earth at the culmination of the spell.

Goaty14
2018-04-28, 11:57 PM
In a cursed forest, how is it determined which undead dead things will turn into?

rferries
2018-04-29, 04:37 PM
In a cursed forest, how is it determined which undead dead things will turn into?

DM fiat, basically. :D I was going to write up a table of % chances (60% chance of being humanoid or animal skeleton or zombie, 30% chance of being create undead monster or wight, 10% chance of being create greater undead monster or ghost), but then I realised I'd have to draw up % chances for how many trees animate, how many worg packs are native to the area, etc. Basically the DM just increases the chances for random encounters in the area.

brian 333
2018-04-29, 08:56 PM
An old gnome woman dressed in layers of brown wool farms mushrooms in a ravine within an oak forest. She may or may not offer visitors a taste of her soup.

If offered a taste of her elderberry wine, the visitor will wake the size of a pixie in a dark, trackless woodland. This will be a fairy grotto. Grigs, pixies, nixies, and other diminutive beings appear full-sized to tbe adventurer.

They will inform the adventurers that their queen has the antidote to any malady, insuring the adventurers get the whole Wizard Of Oz treatment before they learn the fairy queen is the gnome.

rferries
2018-04-29, 09:08 PM
An old gnome woman dressed in layers of brown wool farms mushrooms in a ravine within an oak forest. She may or may not offer visitors a taste of her soup.

If offered a taste of her elderberry wine, the visitor will wake the size of a pixie in a dark, trackless woodland. This will be a fairy grotto. Grigs, pixies, nixies, and other diminutive beings appear full-sized to tbe adventurer.

They will inform the adventurers that their queen has the antidote to any malady, insuring the adventurers get the whole Wizard Of Oz treatment before they learn the fairy queen is the gnome.

I like it!

Grayhoss
2018-04-30, 10:53 AM
Mantic Forest
Abjuration/Transmutation
Level: Archivist 9, Druid 9, Sor/Wiz 9, Witch 9
Components: V, S, M, F, DF
Casting Time: 24 hours
Range: 3 miles
Area: 3-mile-radius circle, centered on you; see text
Duration: Permanent
Saving Throw: See text
Spell Resistance: See text

This spell acts as either Cursed Forest or Enchanted Forest, at the caster's option: He may select who will be affected by each version. It is entirely possible for 'my allies' to experience a sylvan wonderland while 'my enemies, the knights of Harrowspire and their army and train' experience a nightmare slog through an eerie and horrifying marshridden woodland. The version of the woodland physically differs to the different groups: While the Knights and their army above are experiencing a clammy swamp ridden with disease, vermin and parasites, the caster and his allies experience a bountiful and gentle sylvan paradise. Those in one group perceive those in the other only as brief and fleeting shadows, unless they die. For example, the waterlogged corpse of one of the Knight's sappers who drowned in a mucky leech-infested mire would come to rest in the sunny forest dell that the same spot exists as in the version the caster experiences.

Finally, the caster may employ the effects of Create Greater Demiplane on the area affected by this spell. All effects and options are available to the caster, though the bounded region remains part of the plane of its origin unless the caster deliberately chooses to sever it <If this option is employed, a fog rolls in and the sounds of a great storm and tummult echoes through the muffling mists. When it ends, there's naught but a deep pit filled with mists that never lift where the affected region once was. The region, of course is now a demiplane in the Astral, Ethereal or transitive plane of the caster's choice.>

The caster may alter the region's composition and topography as he desires at the time of casting. The defaut is the area's former appearance at a Prime location, rather than a flat, featureless plane. The caster may freely alter climate, terrain, topography. seaonal cycle and planar traits. The creator may employ any of the options he desires from the create Demiplane series of spells. An additional casting of Mantic Forest may be used to alter details or expand the forest's boundaries.

Material Component
An ounce of the mingled waters of Oceanus and Styx, with which you water he seed of a rare orchid or tree, which you plant in the earth at the culmination of the spell.

jqavins
2018-05-01, 02:30 PM
Since the area is a three mile radius centered on the caster, the range should be zero. Three mile range and three mile radius area would be something different.

Each of these spells incorporates multiple effects, some of which are pretty powerful, and all of which are permanent. Fifth level seems much too low for everything you get.

Add each spell to the list of effective counterspells for the other, cast at the center. Maybe there should be a roll required, DC 5* + creator's CL - dispeller's CL.

* I originally wrote DC 10 plus and minus, which gives a 55% chance of success when the levels are equal, but I thought this should work most of the time since the original caster isn't present to contest it.

rferries
2018-05-01, 06:35 PM
Mantic Forest
Abjuration/Transmutation
Level: Archivist 9, Druid 9, Sor/Wiz 9, Witch 9
Components: V, S, M, F, DF
Casting Time: 24 hours
Range: 3 miles
Area: 3-mile-radius circle, centered on you; see text
Duration: Permanent
Saving Throw: See text
Spell Resistance: See text

This spell acts as either Cursed Forest or Enchanted Forest, at the caster's option: He may select who will be affected by each version. It is entirely possible for 'my allies' to experience a sylvan wonderland while 'my enemies, the knights of Harrowspire and their army and train' experience a nightmare slog through an eerie and horrifying marshridden woodland. The version of the woodland physically differs to the different groups: While the Knights and their army above are experiencing a clammy swamp ridden with disease, vermin and parasites, the caster and his allies experience a bountiful and gentle sylvan paradise. Those in one group perceive those in the other only as brief and fleeting shadows, unless they die. For example, the waterlogged corpse of one of the Knight's sappers who drowned in a mucky leech-infested mire would come to rest in the sunny forest dell that the same spot exists as in the version the caster experiences.

Finally, the caster may employ the effects of Create Greater Demiplane on the area affected by this spell. All effects and options are available to the caster, though the bounded region remains part of the plane of its origin unless the caster deliberately chooses to sever it <If this option is employed, a fog rolls in and the sounds of a great storm and tummult echoes through the muffling mists. When it ends, there's naught but a deep pit filled with mists that never lift where the affected region once was. The region, of course is now a demiplane in the Astral, Ethereal or transitive plane of the caster's choice.>

The caster may alter the region's composition and topography as he desires at the time of casting. The defaut is the area's former appearance at a Prime location, rather than a flat, featureless plane. The caster may freely alter climate, terrain, topography. seaonal cycle and planar traits. The creator may employ any of the options he desires from the create Demiplane series of spells. An additional casting of Mantic Forest may be used to alter details or expand the forest's boundaries.

Material Component
An ounce of the mingled waters of Oceanus and Styx, with which you water he seed of a rare orchid or tree, which you plant in the earth at the culmination of the spell.

I like it! Plentiful flavour, and in line with the Pathfinder spells.


Since the area is a three mile radius centered on the caster, the range should be zero. Three mile range and three mile radius area would be something different.

I was wondering about that! I copied the text from control weather (including the bonus range for druid casters), which isn't intended to move with the caster I believe so I think the editors goofed. Edited to copy the text from hallow/unhallow now though.


Each of these spells incorporates multiple effects, some of which are pretty powerful, and all of which are permanent. Fifth level seems much too low for everything you get.

I'm a bit torn about this... it's intended as a proper "druid's hallow" (only works in a natural terrain, fills a vast area but is mostly uncontrolled). Bumped it up to 7th level for the druid version though, to match control weather.


Add each spell to the list of effective counterspells for the other, cast at the center. Maybe there should be a roll required, DC 5* + creator's CL - dispeller's CL.

* I originally wrote DC 10 plus and minus, which gives a 55% chance of success when the levels are equal, but I thought this should work most of the time since the original caster isn't present to contest it.

Excellent point, added them for symmetry. I don't think a CL check clause is necessary for most spells - such checks are already built in to greater dispel magic & break enchantment, and the other spells are all powerful enough to work automatically. Added a check for remove curse though.

jqavins
2018-05-01, 07:38 PM
I don't think a CL check clause is necessary for most spells...
I actually only meant CL check for using these two spells against each other, but do it as you wish.

brian 333
2018-05-02, 12:23 AM
The hills of a forest gently enclose a bowl which is shallow but which steadily slopes to a central pond which is still and black. The trees of the forest grow taller and denser here, with nine massive giants rooted around the pond. Sunlight never reaches the forest floor here, encouraging the overgrowth of ferns and the occasional circular growth of mushrooms which grow to heights of up to twelve feet or so in rings of up to thirty feet in diameter. The pond itself is irregular in shape, but roughly circular and abour sixty feet across.

The pool appears to be a black mirror, reflecting what is above in a shadowy way, but allowing not even a glimpse of what might be below. Each of the nine trees is a druid, whether trees grown sentient or humanoids transformed into trees, and they use the pool as a scrying pool and to communicate with those who come to it.

Most commonly the visitor who approaches the pool and looks into it first sees his reflection which is subsequdntly attacked by forest animals. Sometimes the warning is enough. When tresspassers don't heed the wadning, the creatures depicted attacking appear and attack.

Unless the trees want to talk. In that case the visions the pool displays show what the trees want to show the viewer. Visions of the future or the past are commonly shown, but on occasion visions manufactured by the trees are used.

The trees are druids of extremely high level, and they may use any of their spells.

Grayhoss
2018-05-02, 01:23 PM
Of Faery Lands Forlorn
Abjuration/Conjuration
Level: Adept 5, Bard 7, Druid 7, Sor/Wiz 7, Witch 7
Components: V, S, M, F, DF
Casting Time: 24 hours
Range: Touch
Area: 3-mile-radius emanating from the touched point; see text
Duration: Permanent
Saving Throw: See text
Spell Resistance: See text

Hepzibah felt her student trembling in fear beside her coven-mistress as the girl stared out between the heavy bough at the forest's-edge. Beyond, the armies of the unyielding Three Lords of Ascendant Law waited, rank on rank. The space between wavered and warped as if seen through mist and rushing waters. "Hush, little one, the elder witch, murmured. "Mere arrows can never reach us now.." As they watched, the loosed flights of the vanguard arched, aflame, hurtling towards the sheltering bouughs..and fly into a seemingly impassible distance, so long their flames falter and flicker and fail..only to come to earth in massed ranks, point deep just beyond the edge of the wood..

This curious spell, rumored to be the gift of a monarch of Faerie or the queen of a demiplane of shadow and eldritch mystery, renders its warded lands impassible without powerful magic. The warded area is divorced from its surrounding plane, becoming a 'fading land', as they are known on Oerth. Effectively, the region is coexistent with the prime world of its origin. Its planar properties shift to reflect those of the spell's derivation. (For example, most witches, bards and druids know a version originating in Faerie, so the planar pocket takes on all the planar qualities of that plane. Wizards and sorcerers have importuned a wide range of eminent planar potenates for variants of this spell, and thus their warded lands may take on the qualities of a wide variety of planes which the area becomes wedded to on casting.) Fading lands, though visually perceptible, possess a planar boundary: They may only be entered by magic intended to allow one to pass into another plane. Mere physical movement and even ordinary teleportation will avail an intruder naught, here. Rumor has it that some obscure method of nonmagical entry always remains: Wether filling one's coat pockets with iron nails, wearing the garment inside out and charging in at breakneck pace blindfolded..or blind drunk, at a liminal hour (as was said to work for a specific fairy version) to convincing an awakened feline to cry challenge thrice on one's behalf (reportedly 'Barriers of Earth and Sky!/Pray let these hulking mortals safely by!' as required by the whim of a certain Cat Lord benefactor. Rumors state that a feared Power granted her favored minions the ability to join their gathering places to her demesnes, and that one could only win past the lampades guardian that haunted the border by offering whatever she cared to ask in exchange for 'kisses four' which granted passage. Another story asserts that a particular boundary is the haunt of a troupe of fey revelrous merchants, and that any fair maiden may entreat with them dawn or dusk, trading a curl and a tear for faerie fruits whose consumption will win her passage to the land beyond the veil. Each case is different; and only exacting research can win the key to passage; most prefer to storm the guarded lands with potent magics instead.

The casting has different requirements for each version, but as a general rule, each requires a focus, which must remain intact and within the border of the enchanted land for the magic to persist, and a material component, expended in the casting.

Example Foci and components:

A hag-queen of a dark fey court might require that a snug cottage be built for her use in the most trackless clearing of the fading land-to-be. The material component would be a fence woven of human bones, bound with living briarvines, built all about the clearing's edge.

A proud fey queen might grant a noble bard a faerie favor that maintains the fading land so long as it is bound into the branches of the glade in which the oldest oak, ash and thorn of the region grow close together. The material component: His tears of sorrow, shed over the trees' roots while he sings his lament for their parting.

A sirine princess might enchant a protectorate so long as her coronet remains in its deepest waters. The component would be three perfect pearls: One white as snow, one blue as moonlight, one black as death, each kissed and cast into the waters.

A fiendish patron might require a circle of black megaliths with a kingstone at its center. The component is a sacrifice: The life of the first living thing the caster met on returning home from the patron's realm.

The simplest known focus of this sort was a fading land that drew its strength from a tree brought as a mortal sapling from the mortal world to faerie. Watered by the feyqueen's tears and restored to the heart of a mortal glade it joined that land to hers, so long as the coven watered the new-planted seedling wih their tears of grief for the dryad-to-be who perished in the seedling's uprooting from the fields we know.