Post by FunkySwerve on Feb 4, 2006 6:41:15 GMT
This book lists the custom Epic Druid Spells in this module. You must have 25 levels of druid in order to learn these spells, be level 40, have the epic spell focus feat in the spell's school, and find someone or something to teach you the spell.
Call Earthchild (Enchantment)
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Description:
Druids who master the school of enchantment are able to persuade even the most reclusive of the earth's children to heed their call in times of need.
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Effect:
Binds a massive sander to the caster's will for 1 round per 2 casterlevels.
Dust to Dust (Necromancy)
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Description:
"The eternal hourglass of existence is turned over and over, and you with it, a grain of dust."
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Effect:
Petrifies all creatures in a Large area of effect for 10 rounds.
Elemental Shunt (Transmutation)
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Description:
The caster manipulates the motion of elements such that the caster and their party is spared from enduring their full force. Those who move with the elements, like a blade of grass in the wind, need not fear their full force. Those who resist, like a tree in a gale, needs must fast their full force, and often fall.
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Effect:
Grants the caster and their party immunity increase of 15% + 1%/casterlevel to all forms of elemental damage (acid, cold, electrical, fire, sonic) for 2 rounds/casterlevel. Only works if within 6 levels of the caster.
Immutable Force (Evocation)
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Description:
Like a towering wave or a mighty avalanche, the caster and his party become a raw force of nature. You can not fight it; you can not slow it. You can only cower beneath it and hope it passes on before you do.
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Effect:
The caster and their party become invulnerable for 5 rounds. Invulnerability will be lost if the character moves to another area, or relogs.
Nature's Frailty (Abjuration)
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Description:
After living too long beneath the safety of magical protections, creatures often forget how frail the natural form truly is. This spell serves as a stark, if occasionally fatal, reminder.
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Effect:
All creatures in a large radius are stripped of all buffs, and their spell resistance is dropped by 20 for 20 rounds.
Primal Cataclysm (Divination)
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Description:
Those who know the deep lore of nature know of the Threads, massive strands of primal matter that drift through the ether. They are said to be so dense that they distort time itself. Because of this distortion, only a master diviner could ever hope to locate such a thread. One group of diviners did manage just such a feat, in the later days of the Empire, and learned to tap the power of the thread, by opening a portal to where the thread was about to be, and holding it open just long enough to spill out a tiny fraction of the power of the thread, without letting the portal rupture. Some druids revered this spell as the ultimate demonstration of nature's might, while others renounced it as risking all that which they are sworn to protect.
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Effect:
This spell affects every creature hostile to the caster in a Gargantuan area of effect, inflicting (1d6 per casterlevel) x 3 points of positive damage, and slowing them for 20 rounds. There is no chance to Evade this spell, though a successful reflex save against a DC of (30 + relevant caster ability bonus) cuts the damage in half. This spell is guaranteed to always do some damage.
Shroud of Nature (Conjuration)
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Description:
Camouflage is a common tactic in nature. If it can't see you, it can't eat you.
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Effect:
Concealment on the caster and their party of 1%/casterlevel for 1 round/casterlevel. Only works if within 6 levels of the caster.
Veil of Mists (Illusion)
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Description:
The druid shrouds himself in dense layers of writhing mists. When his enemies try to strike him, they find themselves fighting to push their weapons through the mist that suddenly seems to take on a life all its own. The caster also places his memories in the trust of the mists while assuming other forms, protecting them from damage.
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Effect:
Using the Barkskin spell on this item will grant the caster a +20 bonus to their natural armor and protect them from amnesia while shifted, for 1 hour/level. Casting it on another target will waste the epic effect.
Call Earthchild (Enchantment)
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Description:
Druids who master the school of enchantment are able to persuade even the most reclusive of the earth's children to heed their call in times of need.
-----
Effect:
Binds a massive sander to the caster's will for 1 round per 2 casterlevels.
Dust to Dust (Necromancy)
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Description:
"The eternal hourglass of existence is turned over and over, and you with it, a grain of dust."
-----
Effect:
Petrifies all creatures in a Large area of effect for 10 rounds.
Elemental Shunt (Transmutation)
-----
Description:
The caster manipulates the motion of elements such that the caster and their party is spared from enduring their full force. Those who move with the elements, like a blade of grass in the wind, need not fear their full force. Those who resist, like a tree in a gale, needs must fast their full force, and often fall.
-----
Effect:
Grants the caster and their party immunity increase of 15% + 1%/casterlevel to all forms of elemental damage (acid, cold, electrical, fire, sonic) for 2 rounds/casterlevel. Only works if within 6 levels of the caster.
Immutable Force (Evocation)
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Description:
Like a towering wave or a mighty avalanche, the caster and his party become a raw force of nature. You can not fight it; you can not slow it. You can only cower beneath it and hope it passes on before you do.
-----
Effect:
The caster and their party become invulnerable for 5 rounds. Invulnerability will be lost if the character moves to another area, or relogs.
Nature's Frailty (Abjuration)
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Description:
After living too long beneath the safety of magical protections, creatures often forget how frail the natural form truly is. This spell serves as a stark, if occasionally fatal, reminder.
-----
Effect:
All creatures in a large radius are stripped of all buffs, and their spell resistance is dropped by 20 for 20 rounds.
Primal Cataclysm (Divination)
-----
Description:
Those who know the deep lore of nature know of the Threads, massive strands of primal matter that drift through the ether. They are said to be so dense that they distort time itself. Because of this distortion, only a master diviner could ever hope to locate such a thread. One group of diviners did manage just such a feat, in the later days of the Empire, and learned to tap the power of the thread, by opening a portal to where the thread was about to be, and holding it open just long enough to spill out a tiny fraction of the power of the thread, without letting the portal rupture. Some druids revered this spell as the ultimate demonstration of nature's might, while others renounced it as risking all that which they are sworn to protect.
-----
Effect:
This spell affects every creature hostile to the caster in a Gargantuan area of effect, inflicting (1d6 per casterlevel) x 3 points of positive damage, and slowing them for 20 rounds. There is no chance to Evade this spell, though a successful reflex save against a DC of (30 + relevant caster ability bonus) cuts the damage in half. This spell is guaranteed to always do some damage.
Shroud of Nature (Conjuration)
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Description:
Camouflage is a common tactic in nature. If it can't see you, it can't eat you.
-----
Effect:
Concealment on the caster and their party of 1%/casterlevel for 1 round/casterlevel. Only works if within 6 levels of the caster.
Veil of Mists (Illusion)
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Description:
The druid shrouds himself in dense layers of writhing mists. When his enemies try to strike him, they find themselves fighting to push their weapons through the mist that suddenly seems to take on a life all its own. The caster also places his memories in the trust of the mists while assuming other forms, protecting them from damage.
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Effect:
Using the Barkskin spell on this item will grant the caster a +20 bonus to their natural armor and protect them from amnesia while shifted, for 1 hour/level. Casting it on another target will waste the epic effect.