1/17/2024 0 Comments Meld into stoneOne is that it is the first magic-user spell in the game to imply that it can be "reversed" to create its opposite effect. The duration is a little unusual for two different reasons. While a surface area is given, no depth is mentioned so it might be unclear whether victims can possibly drown or not. al.) So we start with Original D&D (5th level spell) as shown above, the primary thrust of the spell seems to be in creating a large muddy field to obstruct the progress of one's enemies. This spell was not ever included in Chainmail Fantasy - which is a bit surprising, because to my eye it looks tailor-made for an outdoors mass-combat use case. The spell can only be countered by reversing the incantation (requiring a Transmute Rock to Mud spell) or by normal process of evaporation (3-18 days as determined by rolling three six-sided dice). Creatures moving into the mud will become mired, possibly sinking if heavy enough or losing 90% of movement otherwise, unless able to fly or levitate. The area affected is up to 30 square inches. Original D&D Transmute Rock to Mud: The spell takes effect in one turn, turning earth, sand, and of course, rock to mud. How to do that? Well, of course: transmute rock to mud is your huckleberry. Degrade your opponents via a real mud-slinging contest. The creature is aware of this effect before it makes its attack against you.Let's say you have a formerly firm establishment and you want to collapse the whole thing your preference to have it be a big sludgy morass instead. On a successful save, the creature is immune to this effect for 24 hours. On a failed save, the creature must choose a different target, or the attack automatically misses. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. Arctic Druid LevelĬreate food and water, protection from energy If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. Choose that land - arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark - and consult the associated list of spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Your mystical connection to the land infuses you with the ability to cast certain spells. You can recover either a 2nd-level slot or two 1st-level slots. You can’t use this feature again until you finish a long rest.įor example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. During a short rest, you choose expended spell slots to recover. Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. This cantrip doesn’t count against the number of druid cantrips you know. When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s myst erious rites. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. Monstrous Compendium Vol 3: Minecraft Creatures
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