d20 Red Anvil Productions The Elemental Dimension of Magic - Spells of Farming.pdf

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SPELLS OF FARMING
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The Elemental Dimension of Magic Î Spells of Farming
The Jeshatan have mastered many kinds of spells, one of which are Spells of Farming. Farming is one of the twelve
great schools of their Arcane Collection. They are taught at a very young age, and nearly all of them know at least some,
but only those who specialize in the procurement of food are true masters. They live in harsh conditions, where only the
use of magic allows them to obtain enough food to survive.
Bless Crops
Transmutation [Plant]
Level: Sor/Wiz 1, Drd 1
Components: V, S, M
Casting Time: 1 Minute
Range: 25 ft/Level
Effect: Increases Crop Yield
Duration: 1 Week/level
Saving Throw: NA
Spell Resistance: No
Range: 25 ft/Level
Effect: Maximize effectiveness of breeding
livestock
Duration: Instantaneous
Saving Throw: Will
Spell Resistance: Yes
This spell is used by Spell Farmers to
determine what the most advantageous pairing
is for livestock. The spell covers an area of 25
ft square/level of the caster. The caster may
select any single trait of their choice, such as
ÒintelligenceÓ, ÒsizeÓ etc. Then a faint glow will
immediately surround the two most likely
candidates to produce the strongest offspring
with that specific trait that the caster desires.
Note, the spell can only work with specific
conditions, only generic ones. For example, if
the caster wanted to produce a heroic steed,
they could do so, but they could not use the
spell to, for example, Òfind the one who will be
chosen to kill the Dark Overlord SartothÓ.
This spell vastly increases crop yield. It does
so in five simple ways. First, it increases the
generic saving throw that the crops might need
to make against Vermin by +1/3 levels of the
caster. Second, if the GM is using any kind of
randomized chart for agricultural yield, this
spell adds a +5% bonus for every 3 levels of
the caster possesses. Third, infuses the crops
with magic to enhance their general taste. Any
skill rolls made using them (primarily for a
Profession (Cook) skill) are also at +3. Fourth,
it reduces their need for sunlight. If they are
deprived of sunlight (or even grown
underground), they may live an extra three
days per level of the caster. Finally, they
require less water in times of drought. They
last an extra three days per level of the caster
than they otherwise might. This spell does not
in any way protect against destructive forces
such as fire, frost or other more unusual
methods of destruction.
Material Component: Chicken Egg
Pest Control
Evokation [Plant]
Level: Sor/Wiz 3, Drd 3
Components: V, S, M
Casting Time: 1 standard action
Range: 100 ft
Effect: Kills Vermin
Duration: Instantaneous
Saving Throw: Reflex
Spell Resistance: Yes
This spell is not permanent, but if used on the
right crop or the spells are properly maintained,
it can have a significant impact on the amount
of crops that a society can grow. The spell
affects a 5 yard radius circle per level of the
caster.
This spell creates a fine cloud of acid that rains
down in a circle of 10 ft per level of the caster
centered around the area of their choice. The
spell does 1d4/level damage to any living
creature caught in the cloud, but plants are
immune to this effect. Immediately after this
spell is cast, it congregates into liquid pools
and goes another 10 feet into any small holes
or tunnels in the area of effect. This secondary
effect takes place one round after it was initially
cast, and only does 1 HP of damage per level
of the caster (but is usually quite sufficient to
Material Component: Soil from a dead Earth
Elemental
Find Trait
Divination
Level: Sor/Wiz 2, Drd 2
Components: V, S, M
Casting Time: 1 standard action
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kill small rodents etc). All trace of the acid
immediately vanishes after this.
This spell automatically harvests a crop in a 25Ó
radius circle/level of the caster. This spell has
two modes. In the first mode, it acts as a
scythe that will cut any easily harvestable crop
such as wheat, corn, barley etc and place it
into neat and appropriately bound stacks. This
mode cannot be used on plants with wood
such as bushes or trees. The second mode is
actually a matter of transport, which magically
makes any fruit or berries attached to wood
bearing plants such as apples, oranges etc. It
instantly piles the crops in central locations
every fifty feet. Neither version of this spell can
affect buried crops such as potatoes or carrots.
Material Component: A drop of acid and a
Rabbit Skull
Plow
Transmutation [Earth]
Level: Sor/Wiz 4, Drd 4
Components: V, S, M
Casting Time: 1 Minute
Range: 25 ft/Level
Effect: Prepares the earth to receive seed
Duration: Instantaneous
Saving Throw: Fortitude
Spell Resistance: Yes
Material Component: A small silver model of a
sickle worth at least 125 GP
This spell affects a circle of 50 yards per level
of the caster centered on the selected focus
point. It automatically plows any ground into
nice neat rows 1 foot high and 1 foot wide.
The texture of the soil is ideal for planting,
though the spell does not affect the quality of a
soil. Thus, if this spell was cast in the middle
of the desert, it would create many well plowed
rows of sand. Small rocks or thick plating are
broken up with the spell, but large cohesive
objects are not. Thus, buildings and any
similar raised structure are entirely unaffected,
as are their interiors. However, this spell IS
extremely destructive to roads, breaking them
up into fine powder and could thus be
disastrous if cast within the confines of a city.
If the road or soil is somehow enchanted, it is
entitled to a saving throw to resist the effects of
this spell. A Dispel Magic cast within five
rounds of this spell will immediately undo its
effect (up to the area affected by the Dispel
Magic).
Create Fence
Conjuration (Creation) [Plant]
Level: Sor/Wiz 6, Drd 6
Components: V, S, M
Casting Time: 1 Minute
Range: 25 ft/Level
Effect: Creates a fence
Duration: Instantaneous
Saving Throw: No
Spell Resistance: N/A
This spell immediately creates a fence made
out of wood. It covers an area of 15 ft square
per level, but can be no higher than 5 ft tall.
Furthermore, the fence has holes large enough
for a small sized creature to get through. It is
primarily used to hold medium or larger sized
livestock. Each section of the fence has a
Hardness Rating of 5 and 10 Hit Points.
Material Component: A piece of lumber.
Material Component: A small silver model of a
plow worth at least 125 GP
Splice Crop
Transmutation [Plant]
Level: Sor/Wiz 7, Drd 7
Components: V, S, M/DF
Casting Time: 1 standard action
Range: 25 Ft
Area: Up to two 10-ft. cubes/level (S)
Duration: Permanent; see text
Saving Throw: Fortitude
Spell Resistance: Yes
Harvest
Transmutation [Plant]
Level: Sor/Wiz 5, Drd 5
Components: V, S, M
Casting Time: 1 Minute
Range: 25 ft/Level
Effect: Harvests a crop for transport or use
Duration: Instantaneous
Saving Throw: Fortitude
Spell Resistance: Yes
This spell combines the traits of two different
plants into one. In general, it is designed to
allow environmental or flavor effects to be
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move from one crop to another; such as
creating a type of wheat that tastes like rice or
a type of corn that can survive in the desert like
a cactus. However, more exotic kinds of
transformations can also be made, such as
giving a potato the toughness of a Treant. The
trait breeds true in the new plant created,
though the plant that the originally had the trait
is destroyed. Any plant used in this fashion
that has a HD of 4 or more or is intelligent gets
a fortitude save to resist this effect.
Create Farm
Conjuration (Creation)
Level: Sor/Wiz 9, Drd 9
Components: V, S, M
Casting Time: 1 Hour
Range: Touch
Effect: Creates a farm
Duration: Permanent
Saving Throw: No
Spell Resistance: NA
This spell creates a farm consisting of three
structures. First, it makes a small house
appropriate to the local style of architecture of
approximately 10 square feet per level of the
caster. Second, it raises a barn (also
appropriate to the local style of architecture)
with ten square feet per level of the caster.
Third, it creates a storage bin for crops, with
storage space equal to 10 square feet per level
of the caster. The material of the component is
always consistent with that of neighboring
structures, usually involving wood or stone.
The style is very plain, without any decoration
of any kind. The house does not come with
furniture but is well made and designed to
function as a shelter appropriate to the
environment in which the spell was cast.
Only one trait may be transferred at a time,
including armor class, hit dice, special attacks
etc.
Material Component: An emerald worth at least
10,000 GP.
XP Cost: Any creature used or created with a
HD of more than 3 costs 10XP per HD of
EACH creature involved (thus splicing a trait
from a 5 HD plant to an 8HD plant would cost
130XP.)
Duplicate Livestock
Conjuration (Creation)
Level: Sor/Wiz 8, Drd 8
Components: V, S, M
Casting Time: 1 Minute
Range: Touch
Effect: Creates a duplicate of an animal
Duration: Permanent
Saving Throw: Will Negates
Spell Resistance: Yes
Material Component: A needle.
Epic Spells
Bless Crops, Greater (10 th Circle)
Transmutation (Plant)
Spellcraft DC:42
Components:V, S , M
Casting Time: 1 Standard Action
Range: 25 Yards
Effect: Blesses Crops on a Mass Scale
Duration: 1 Week/Level of Caster
Saving Throw: No
Spell Resistance: NA
This spell creates an exact duplicate of a
specific animal, right down to the exact same
number of hit points. The caster must touch
the creature involved, and any creature that is
capable of resisting the spell is entitled to a
saving throw. This spell creates a physical
duplicate only, thus if cast on an Awakened
creature, it would only create a normal animal
that did not have the benefits of such a spell.
This spell only functions on Vermin, Animals
and Magical Beasts.
To Develop: Only the Jeshatan know their
own rituals, which involve techniques and
magics long lost to Mortals. A tome with the
spells of the Jeshatan might contain the
secrets of the ritual, but a mage would never
easily be able to easily create them on their
own. Even if they could create a spell that has
a similar effect, it would use entirely different
techniques.
Material Component: A sapphire worth at least
10,000 GP.
XP Cost: 1 XP per HD of the creature
duplicated.
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This spell works just like a Bless Crops spell
but it affects a one-mile radius circle per level
of the caster. It is designed to be used on a
mass scale.
for the duration of the spell, after which it
vanishes.
Material Component: 5 Gallons of Spilt Milk
Material Component: Soil from a Dead
Elemental Prince (HD16 or Greater)
Improve Soil (12 th Circle)
Transmutation
Spellcraft DC: 105
Components:V, S , M
Casting Time:1 Standard Action
Range:400 ft
Effect: Improves Soil
Duration: Permanent
Saving Throw: No
Spell Resistance: N/A
Rain of Bovines (11 th Circle)
Conjuration (Summoning)
Spellcraft DC: 65
Components: V, S , M
Casting Time: 1 Minute
Range: 300 Ft
Effect: Creates a rain of destructive bovines
Duration: 20 Hours
Saving Throw: Reflex Negates
Spell Resistance: Yes
To Develop: Only the Jeshatan know their
own rituals, which involve techniques and
magics long lost to Mortals. A tome with the
spells of the Jeshatan might contain the
secrets of the ritual, but a mage would never
easily be able to easily create them on their
own. Even if they could create a spell that has
a similar effect, it would use entirely different
techniques.
To Develop: Only the Jeshatan know their
own rituals, which involve techniques and
magics long lost to Mortals. A tome with the
spells of the Jeshatan might contain the
secrets of the ritual, but a mage would never
easily be able to easily create them on their
own. Even if they could create a spell that has
a similar effect, it would use entirely different
techniques.
This spell permanently improves the soil in an
area which the caster designates. The area of
effect is a 100 yard circle per level of the
caster. This spell does not affect buildings or
structures such as roads, but will affect small
rocks. It instantly turns any ground upon which
it is cast into incredibly fertile soil. The
previous condition of the terrain is irrelevant,
be it sand in the desert or the middle of a
swamp. Plants are unaffected by this spell, but
if the nature of the soil is now extremely
unsuitable to them they will slowly die. Almost
all plants will in fact flourish in it however, since
it makes a rich deep earth that automatically
gives a 40% Arcane increase to any crops
raised there.
For many years, the other schools of the
Jeshatan laughed at the Farmers, believing
that while they were useful in serving society,
they had no use in time of anger or war. No
more. None dares to face the wrath of the
angry Jeshatan Farm Magi for their ultimate
weapon, the Rain of Bovines.
This spell summons a swirling cloud of black
that covers a circle equal to one mile per 5
levels of the caster. Everything within this
radius is attacked by a falling bovine. Literally
hundreds, nay thousands of them fill the skies
as they appear in the clouds above the area
and fall down upon the ground below. The
spell is particularly selective in that it does not
destroy buildings or damage crops. However,
anyone caught outdoors or outside of a farm
has a 20% chance each round of getting hit by
a falling bovine. The bovine does 4d6 damage
upon impact, but also forces anyone getting hit
to make a Fort save or be stunned for 1d4
rounds. Any bovine that lands immediately
splatters upon impact, though if someone
attempts to save one by a Feather Fall or
similar spell it merely acts as a normal bovine
Material Component: A tiny shard of the
targetÓs soul
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