Stycotl
2007-12-14, 01:52 PM
Primeval Movement
Transmute
Level: Druid 9
Components: V, S, DF, XP
Casting Time: 1 hour
Range: 50 feet/level
Target: Circle centered on you of 100 feet radius/level
Duration: Instantaneous
Saving Throw: Fortitude negates, see text
Spell Resistance: Yes
When properly cast, this spell will imbue the land immediately around the caster with a century’s worth of aging and growth during a single night. This phenomenal growth sprouts whole forests, carves gullies, and forms streams and small rivers, all under cover of darkness. The druid must begin this ritual one hour before the sun sets completely below the horizon. The timing is demanding; it could conceivably require a high-DC survival or knowledge (nature) check, or a spell in order to time the ritual correctly. The spell itself consists of moving widdershins around the area to be considered the epicenter of the spell, where the druid must stand at the moment the sun sinks below view, and chanting softly to the earth, urging and encouraging it to speed up its cycle of life.
This spell is used to heal the scars inflicted to the land through logging, mining, farming, and building. The staggering amount of time inflicted upon the land in this spell is enough to heal it of most blights, taints, and scars, even those of supernatural origin.
There are three effects going on simultaneously as soon as this spell is cast: cleansing/new growth, upheaval, and disintegration/erosion.
Cleansing/New Growth: When this spell is completed, the land stirs to life, all but trembling and groaning with the movement and growth active within it. The rate at which natural processes behave increases dramatically, but along with change comes the cleansing touch of nature that purges all harmful magics and poisons. Toxins in the soil break down; ground that had been blighted through necromantic rituals, etc, is purged and cleansed; tainted auras of magic dissolve under the weight of time unless they were of permanent duration. Erosion and sedimentation can produce new features such as valleys, hills, etc. these effects depend on the whim of the DM and the surrounding landscape, though a wise druid would have carefully studied and planned the changes that would take place by sculpting the land as much as possible beforehand. Plant life springs from the ground as would be logical for the type of local environment (cypress, vines and mangroves in a swamp; fir, pin, and spruce in a sub arctic forest; cactus and scrub bushes in a desert), and is nearly mature enough to be considered old-growth.
Upheaval: The changes brought on by this spell are violent and, once loosed, uncontrollable. Unattended objects of any kind must make a Fortitude save to resist the crushing, grinding effects of such rapid movement and upheaval, as stones split, buildings collapse, and plants cover and invade every feasible space. Failure inflicts 4d6 bludgeoning damage, and 3d6 abrading damage. Hardness does apply to this damage. While fast, this growth is not fast enough to trap mobile, living organisms. Plants, and any immobilized creatures within the radius of the spell must save against this damage as well. They may well be pinned or trapped by morning even if they did not take any damage.
Disintegration/Erosion: Even if not pulverized completely, affected unnatural materials (glass, metal alloys, etc) are irretrievably destroyed, crumbled, rusted, or disintegrated away by a century’s worth of decay; natural materials decompose, erode, and abrade as normal for one-hundred years of exposure. Attended and magical items can resist this damage through the Fortitude save as normal. Unattended, nonmagical items receive no save against this entropy effect; unnatural items and structures will not exist by morning, and natural items and structures will be severely worn, if not destroyed. Unless the Fortitude save is successful all unattended unnatural materials take 1 damage every two minutes, until the sun touches the horizon in the morning (assuming an 8-hour night, that means 240 untyped damage). Hardness does not apply to this damage. Unattended natural items take 1 point of damage every 10 minutes (meaning 48 damage over the period of an 8-hour night).
Exposed creatures made of nonliving organic, or unnatural materials (undead, and some constructs for example) are required to make the save against the disintegration effect as well, taking damage dependant on how much time they spent within the radius of the spell.
Casting this spell requires a 500 XP sacrifice, and the use of a divine focus.
Transmute
Level: Druid 9
Components: V, S, DF, XP
Casting Time: 1 hour
Range: 50 feet/level
Target: Circle centered on you of 100 feet radius/level
Duration: Instantaneous
Saving Throw: Fortitude negates, see text
Spell Resistance: Yes
When properly cast, this spell will imbue the land immediately around the caster with a century’s worth of aging and growth during a single night. This phenomenal growth sprouts whole forests, carves gullies, and forms streams and small rivers, all under cover of darkness. The druid must begin this ritual one hour before the sun sets completely below the horizon. The timing is demanding; it could conceivably require a high-DC survival or knowledge (nature) check, or a spell in order to time the ritual correctly. The spell itself consists of moving widdershins around the area to be considered the epicenter of the spell, where the druid must stand at the moment the sun sinks below view, and chanting softly to the earth, urging and encouraging it to speed up its cycle of life.
This spell is used to heal the scars inflicted to the land through logging, mining, farming, and building. The staggering amount of time inflicted upon the land in this spell is enough to heal it of most blights, taints, and scars, even those of supernatural origin.
There are three effects going on simultaneously as soon as this spell is cast: cleansing/new growth, upheaval, and disintegration/erosion.
Cleansing/New Growth: When this spell is completed, the land stirs to life, all but trembling and groaning with the movement and growth active within it. The rate at which natural processes behave increases dramatically, but along with change comes the cleansing touch of nature that purges all harmful magics and poisons. Toxins in the soil break down; ground that had been blighted through necromantic rituals, etc, is purged and cleansed; tainted auras of magic dissolve under the weight of time unless they were of permanent duration. Erosion and sedimentation can produce new features such as valleys, hills, etc. these effects depend on the whim of the DM and the surrounding landscape, though a wise druid would have carefully studied and planned the changes that would take place by sculpting the land as much as possible beforehand. Plant life springs from the ground as would be logical for the type of local environment (cypress, vines and mangroves in a swamp; fir, pin, and spruce in a sub arctic forest; cactus and scrub bushes in a desert), and is nearly mature enough to be considered old-growth.
Upheaval: The changes brought on by this spell are violent and, once loosed, uncontrollable. Unattended objects of any kind must make a Fortitude save to resist the crushing, grinding effects of such rapid movement and upheaval, as stones split, buildings collapse, and plants cover and invade every feasible space. Failure inflicts 4d6 bludgeoning damage, and 3d6 abrading damage. Hardness does apply to this damage. While fast, this growth is not fast enough to trap mobile, living organisms. Plants, and any immobilized creatures within the radius of the spell must save against this damage as well. They may well be pinned or trapped by morning even if they did not take any damage.
Disintegration/Erosion: Even if not pulverized completely, affected unnatural materials (glass, metal alloys, etc) are irretrievably destroyed, crumbled, rusted, or disintegrated away by a century’s worth of decay; natural materials decompose, erode, and abrade as normal for one-hundred years of exposure. Attended and magical items can resist this damage through the Fortitude save as normal. Unattended, nonmagical items receive no save against this entropy effect; unnatural items and structures will not exist by morning, and natural items and structures will be severely worn, if not destroyed. Unless the Fortitude save is successful all unattended unnatural materials take 1 damage every two minutes, until the sun touches the horizon in the morning (assuming an 8-hour night, that means 240 untyped damage). Hardness does not apply to this damage. Unattended natural items take 1 point of damage every 10 minutes (meaning 48 damage over the period of an 8-hour night).
Exposed creatures made of nonliving organic, or unnatural materials (undead, and some constructs for example) are required to make the save against the disintegration effect as well, taking damage dependant on how much time they spent within the radius of the spell.
Casting this spell requires a 500 XP sacrifice, and the use of a divine focus.