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Ray of Spring

The caster is able to make plants grow to entangle, animate and even become sentient to the Two Faced Horned God's servants will.

Effect

1 Lost, failure, and patron taint
2 - 11 Lost, failure
12 - 13 Failure but spell is not lost
14 - 15 Entangling Roots. The caster causes plant roots to erupt in a 20' radius and trip up any creatures therein. The roots grab ankles and slow down the opponents to half speed. A Ref save against DC spellcheck allows normal movement.
16 - 19 Thorny Entanglement. Same as above, but these vines have thorns. In addition to slowing opponents, anyone in the area takes 1hp of damage from the thorns. A Ref save against DC spellcheck negates both effects.
20 - 21 Spears of Nature. 2d6 plant spikes erupt in a 20' area designated by the caster. These spikes impale an opponent with a +2 melee attack causing 1d6+CL damage.
22 - 25 Hallucinadendra! The caster causes a hallucinadndra to appear somewhere within 150'. The terrified hallucinadendra will erupt in its hallucination cloud and try to run away as soon as possible.   Hallucinadendra: Init +1; Atk spores (special AC 15; HD 4d8; MV 20'; Act 1d20; SP spores, paralyzed by cold (unable to use spore attack SV Fort +4, Ref +2, Will +1; AL N.   A strange, upside-down, pink bell-flowered plant on four root "legs" that is named for its hallucinogenic spore bursts when scared, which it usually is of anything that moves. It blows its spores and then 'runs' away. Once per round, the Hallucinadendra can blow its spores. All living creatures within a 20' radius must succeed in a DC 16 Fort save each round they are in the affected area and 1d4 rounds after leaving, or suffer a powerful hallucination.   Roll 1d6 each round to determine the allucination's theme: (1) the target is attacked by a horde of rats! target spends the round striking at the floor with their weapon; (2) the target is drowning in the sea! Swim, swim! Target spends the round on the ground trying to swim; (3) can't breath! Target stands in place and holds his throat as if choking for a round; (4) the target is falling apart! Target spends the round trying to hold his body together; (5) The target has turned invisible! Target sneaks around on their tiptoes so no one can hear them; (6) the target's skin is on fire! Target stops, drops, and rolls for one round.
26 - 29 Attack of the twigs! A mob of 1d10 twigmen attack at the caster's will.   Twigmen: Init +3; Atk tiny spear +2 melee (1d3 AC 17; HD 2d6; MV 30'; Act 1d20; SP vulnerable to fire, SV Fort +3, Ref +7, Will +6; AL C   Animated bundles of sticks held together by vines and bearing tiny spears, twigmen are ceated by druids or wizards as guards or tiny henchmen. In rare cases, but not unheard of, twigmen have been used as holding places for souls (a soul jar). A twigman is a small creature averaging 18" tall and seem to communicate though sign and gestures. A clear sign that a twigman is being used as a soul jar is that it will be able to speak the languages it did in light.
30 - 31 Murder Vine! A thick snake-like vine erupts from ground under the caster's enemies hungering for flesh!   Murder Vine: Init +0; Atk entangle +7 melee (1d8+7 plus grab AC 15; HD 4d8; MV 5'; Act 1d20; SP vulnerable to fire; SV Fort +7, Ref -1, Will +2; Al N
32 - 33 The ray turns 1d10 nearby trees within 100' into a squad of treesoldiers (and if there are no trees locally, local versions of trees immediately grow from the ground)   Treesoldier: Init +2; Atk slam +3 melee (1d8+2 AC 17; HD 3d8; MV 20'; Act 1d20; SP vulnerable to fire; SV Fort +7, Ref +0, Will +2; AL N   The treesoldier is an animated semi-sentient warrior in the armies of mother nature, druids or other champions of the woods. The treesoldier appears as a 8' tree with 4' split trunk legs and a 4' trunk with a 'face' of bark naturally formed in the center of the trunk. The treesoldier attacks by striking an opponent with a mass of the nearest branches in a slam attack. The treesoldier can manipulate basic objects using two or more branches, but delicate work, or even wielding a weapon is impossible.   Treesoliers generally operate in squads or 'groves' of 2d5 treesoldiers, although any number of squads could operate together in any army or 'forest'/ As treesoldiers are not strategists, usually there is a witch, druid, or other nature champion around to lead them.
34+ Treant! the ray grows an animated giant treeman who will follow the casters instruction and stay with the party for the next 1d20 turns or until destroyed.   Treant: Init -1; Atk slam +10 melee (3d6) or rock throwing +6 missile fire (2d6 AC 20; HD 10d8; MV 30'; Act 2d20; SP vulnerable to fire; SV Fort +10, Ref +3, Will +9; AL N   A treant is a giant, 30' tall animated treeman who throws rocks and crushes enemies of the forest with his massive feat and arms.

Manifestation

Both arms spread in supplication to the Two Faced Horned God, the caster launches a emerald beam from their chest to the affected area.
Related Discipline
Arcane (Two Faced Horned God)
Effect Duration
Varies
Effect Casting Time
1 Round
Range
Varies
Level
2

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