Sunday, January 2, 2011

Campaign Design - Spells: Control Nature

Control Nature (from Gods)
Transmutation

Level: Druid/Spirit Shaman 9, Nature 9
Components: V, S, M, DF
Casting Time: 1 full
Range: Personal
Target, Effect, or Area: One mile radius circle, centered on you
Duration: 1 round per caster level
Saving Throw: See text
Spell Resistance: No

Once the spell is cast, the caster's body merges with the local dominant element (usually earth or water). While so immersed, the caster gains senses equivalent to commune with nature over the entire area for the duration of the spell. The caster gains the following spell-like abilities, one of which can be used each round for the duration of the spell.
  • Animate objects (usable on natural objects only)
  • Control plants
  • Control water
  • Control winds
  • Fog cloud
  • Liveoak (usable on any tree in the area of effect)
  • Soften earth and stone
  • Stone shape
All applicable saving throws are made against these effects as if they were cast normally (at their normal spell levels).

At any time, the caster may take the form of an elder elemental of the element with which he is melded. This form has the maximum hit points and all the powers of an elemental of that type. The caster can only meld with air by being able to fly and then hovering at a minimum height of thirty feet. Fire cannot be melded with in a normal plane. While in the elder elemental form, the spell-like abilities available while melded into the element are not available, but the commune with nature power is still in effect.

This spell can only be cast outdoors.

Material component: A spirg of vervain, harvested with a golden blade when neither sun nor moon is in the sky. The sprig must not be allowed to touch the ground when harvested. It is dropped when the spell is cast.

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