Rapid Grow

Rapid Grow

Transmutation [Time/Plant]
Level: Druid 6, Time 5, Plant 6
Components: V, S, M
Casting Time: 1 round
Range: Touch
Effect: One plant grows at a rate of one year per round
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

Rapid grow allows a plant to undergo one growing season per round for a single plant, during which roots extend into the ground and leaves, seeds, cones, and/or needles accumulate in the space provided. If there is not enough space for the plant to grow into, the growth is stunted. The spell effect takes into consideration the normal amound of light and water that the plant would normally receive for its surroundings. This makes it difficult to use in deep dungeons. For instance, a 20th level druid or priest of Time can turn a seedling into a 20-yr-old tree with all the normal characteristics of the tree in the conditions provided in 20 rounds. The caster must focus on the spell for each round of its duration. An unwilling plant may make a will save to avoid this effect.

The material component is a seed of a plant that you want to grow (or the already existing plant you wish to age). The somatic is the rising of one’s arms upward from the ground. The verbal component is the phrase “Ch-ch-ch-chia!”


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Spell: Studied Divination

Studied Divination is a spell that allows the caster to gain insight into future events. It is especially useful for the DM to introduce a threat that the players must eventually face, as it gives vague warnings about a future threat.

“Studied Divination”
Divination
Level: Clr 3, 6 and 9, Drd 3, 6 and 9, Sor/Wiz 3, 6 and 9.
Components: V, S, M/DF, F
Casting Time: 1 month of 2 hrs/day
Range: See text
Effect self
Duration: instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: no

This spell allows the caster, through long and careful study, to gain portents regarding developing or distant events. Through the careful study of the stars, throwing of yarrow sticks, the study of sacrificial entrails, drawing of runes, the study of cards, throwing of bones, entering sacred trances, or some similar activity, the caster may be able to gain knowledge of important events that are of interest to him. As a secondary effect, the caster may know weather certain mundane events will come to weal or woe, such as the prosperity of a wedding, weather the establishment of a certain field will be fruitful or other similar mundane events.

The knowledge so divined is limited to vague portents, easily misunderstood. At 3rd level it is limited to knowledge regarding a single town or county not more then one month in the future. At 6th level it can relate to a kingdom for a year, and at 9th can regard a world for a decade. Information and prophecy gained can be misunderstood, and is not necessarily foolproof (the future is not set), or can be self-fulfilling (aka, you can’t escape fate). The specific information given is left to the discretion of the DM.

The casting of this spell requires it’s preparation and casting every day for a month. The casting itself requires a quiet place of study where the caster may examine the signs for the required two hours, the divination objects themselves (which cost 500, 5,000, and 50,000gp at the respective levels), and a successful knowledge arcana, nature or religion check at the end of the casting (DC 15, 25, and 35, respectively). This check is made in secret by the dungeon master. Failure represents a confused or unclear interpretation of events.


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Spell: Briar Brambles

Briar Brambles
Transmutation
Druid 4
Components: V, S, DF
Casting Time: 10 minutes
Range: Short
Area: 5′ cubes defined by the caster within a 40′ radius (2 cubes / caster level)
Duration: perm.
Saving Throw: see text
Spell Resistance: none

This spell grows dangerous brambles that prevent passage. Anyone entering the area of the brambles risks entanglement and injury by the vine’s thorny appendages and a magical sleeping posion carried on their thorns.

The spell’s effects are identical to those of the entangle spell, with the following changes and additions.

The spell causes to grow areas of thick, strong, aminate brambles. Any creature entering the area of the brambles must make a grapple check against the brambles. The brambles have a strength of 17 (+3), and a BAB equal to your caster level (minimum grapple +10). Any creatures caught up in the brambles take 1d6+3 points of bludgeoning and slashing damage on a sucessful grapple check as the thorny tentacles crush and lacerate them. In addition, anyone taking slashing damage from the briar brambles is subject to a mild sleeping posion (DC 12 + caster’s Wisdom Bonus. Fortutde save or sleep (per sleep spell) for 1d4 hours or until woken).

Anyone who falls asleep in the brambles as a result of the venom is merely held securely, and will no longer be crushed and torn. Upon their waking or during attempts to disentangle sleeping prisoners the brambles will hold tight and resume crushing.

The brambles will obey the orders of the caster of the spell, to the extent of their limited abilities (“crush him, don’t crush her”, “part and let me pass” etc). The brambles are also vulnerable to any spells that control or effect plants.

Each 5′ area of brambles has the following statistics: Medium Magical Plant AC: 15 HP: 45 (hd:10d8) DR: 5/slashing Vulnerability to Fire (150% damage) Saves Fort: +9 Ref: +1 Will: +8 Str: 17 Con: 15 Dex: 7 Int: 4 Wis: 13 Cha: 12


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