A few new druid spells [comments please] [Archive] - Wizards Community

Post/Author/DateTimePost
Stormonu

12-28-05, 12:10 PM
Some ideas for new spells for druids. Any comments on these would be helpful.

Companion Cloak
Transmutation
Level: Drd 2, Pal 2, Rgr 2
Components: V, S
Casting Time: 1 full round
Range: Touch
Target: One animal companion
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Upon casting the spellcaster’s companion is transformed into a cloak-like mantle that resembles the animal companion’s pelt that may be worn or carried by the spellcaster. While worn, the spellcaster cannot gain the benefit of any magical item in their cloak slot.
At any time, as a free action, the spellcaster may choose to dismiss the spell, and the mantle transforms back into the animal companion and may act immediately. The animal companion appears adjacent to the spellcaster once transformed back. If the spellcaster transforms (for example, using a druidic wild shape), the mantle becomes part of the caster’s new form, and the spell cannot be dismissed until the caster transforms back.

Jaws of the Wolf
Transmutation
Level: Drd 2, Rng 2
Components: V, S, M
Casting Time: 1 standard action
Range: Self
Target: You
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: None
Upon completion, the caster’s mouth elongates into a tooth-filled maw reminicient of a wolf’s snout. The caster gains a bite attack that deals damage based on size (see below).

Size Damage
Small 1d4
Medium-sized 1d6
Large+ 1d8

The caster may use the bite attack as a single attack, or it may be used with weapon attacks as if it were a secondary attack.
At 7th level, the caster gains the improved trip ability with the bite attack.
Material Component: A tooth from a wolf.

Claws of the Bear
Transmutation
Level: Drd 2, Rgr 2
Components: V, S, M
Casting Time: 1 standard action
Range: Self
Target: You
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
Upon completion of this spell, the caster’s forearm’s and hands become like bear claws. The caster can still hold items in his hand, but he gains two natural claw attacks, with damage as shown on the table below. The caster adds their Strength modifier to damage with each claw.

Size Damage
Small 1d4
Medium 1d6
Large+ 1d8

At 7th level, the caster gains the rend special ability with the claws. If both claws strike the same opponent in the same round, the caster can deal extra damage as if an additional claw attack had struck the target. The caster adds 1 ½ Strength modifier to this damage.
Material Component: A bit of bear fur.

Tail of the Crocodile
Transmutation
Level: Drd 2, Rgr 2
Components: V, S, M
Casting Time: 1 standard action
Range: Self
Target: You
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
Upon completion of the spell, the caster grows a crocodilian tail that is long and sinewy enough to be used to attack with. The damage dealt by the tail attack depends on the caster’s size as shown below. The caster adds ½ Strength modifier to the damage.

Size Damage
Small 1d6
Medium 1d8
Large+ 1d10

The caster may make a single attack with the tail each round, or may also attack with weapons and the tail, treating the tail as a secondary attack.
Material Component: A scale from a crocodile.
(Ideas for 5th level ability?)

Wings of the Falcon
Transmutation
Level: Druid 2, Rgr 2
Components: V, S, M
Casting Time: 1 standard action
Range: Self
Target: You
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
Upon completion of this spell, a pair of feathered wings erupts from the caster’s back. The wings grant a fly speed of 50 (good).
Material Component: A feather from a small bird.

Horns of the Bull
Transmutation
Level: Drd 2, Rgr 2
Components: V, S, M
Casting Time: 1 standard action
Range: Self
Target: You
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
Upon completion of this spell, two large pointed horns erupt from the caster’s forehead. The horns can be used to make a gore attack, dealing damage as indicated on the table below. The caster adds ½ Strength modifier to the damage dealt.

Size Damage
Small 1d4
Medium 1d6
Large+ 1d8

At 7th level, the caster can use the powerful charge ability with the gore attack. This allows the caster to make a charge, gaining a +2 bonus to hit and suffering a –2 penalty to AC. On a successful hit, the caster deals an additional 1d8 damage in addition to the normal damage for the gore attack.
The caster can choose to use the gore attack singularly or in combination with weapon attacks. In the latter case, the gore attack is treated as a secondary attack.
Seeker95

12-28-05, 12:33 PM
Too many in one thread to examine in one sitting, but I really like the wear companion spell.
I'd call it companion cloak.
nogardd

12-28-05, 12:51 PM
interesting
if you cast all the transforming ones you would be very good in combat
how about listing what happens when change into wild shape and back for the transforming ones
and when you wear the cloak you turn into the animal as with wild shape but not use one of you wild shape per day
tarkin

12-28-05, 01:16 PM
Wear Companion
I like this, but am not sure it is appropriate for a Paladin. For one thing, the Paladin's Mount has a time limit that it can stay there, and this could easily go beyond that time limit.

Jaws of the Wolf/Claws of the Bear/Tail of the Crocodile/Horns of the Bull

I would limit it to no greater than Large size (Change Large to Large or Greater), and raise the level required to get the Improved version to 7 not 5. The damage done is limited by both the size of the caster AND the level of the spell, not just one.

Wings of the Falcon
Comparable to Master of Air (2nd level Druid spell with Fly speed of 90, but only for 1 round/level not 10 minutes/level.
Stormonu

12-28-05, 02:08 PM
I'd considered allowing the "animal features" to remain when you transform to animal form, but wasn't sure it would be too powerful. At any rate, a druid with the Natural Spell feat should be able to use these spells in animal form.

I had set the special ability at 5th because at that level the druid can transform into the animal anyway and readily have the special attack form available (at least in the case of Jaws of the Wolf vs. wolf form). I'll strongly consider putting it at 7th if more support for the change shows up.

At first, using the Wear Companion/Companion Cloak for a free Wild Shape sounds okay, until you get something like a Megaraptor companion and you're using up a 2nd level spell as essentially a polymorph spell. I don't think it's a good idea, but I'd like to know what everyone else thinks.

Also, I had originally placed the size tables in the spells in case giants or other larger or smaller-than-norm casters used the spell. Hadn't thought of the druid gaining an advantage by, for example, turning into an elephant and casting Jaws of the Wolf on himself.

<edit> Almost forgot. In my campaign I use the 3.0 version of paladin mounts; For those using the 3.5 celestial summons version, you're right paladins probably won't use it.
Stormonu

12-28-05, 06:18 PM
Here's two additional spells... by the way, changing Wear Companion to Companion Cloak as suggested.

Companion Armor
Transmutation
Level: Druid 1, Rgr 1
Components: V, S
Casting Time: 1 full round
Range: Touch
Target: One animal companion
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Upon casting, the spellcaster’s companion is transformed into a suit of hide armor that resembles the animal companion’s pelt. If worn, the armor provides no armor check penalty, has a maximum dex bonus of +9 and provides an armor bonus equal to the armor bonus of the animal companion’s own form. It may not be worn over other armor.
As a free action, the caster can dismiss the spell and the animal companion returns to its natural form, appearing adjacent to the caster and able to instantly act.

Legs of the Cheetah
Transmutation
Level: Drd 2, Rgr 2
Components: V, S, M
Casting Time: 1 standard action
Range: Self
Target: You
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
Upon completion of this spell, the caster’s legs become slim and tawny like a cheetah’s. The character’s base movement rate becomes 50 feet.
At 7th level, the caster can sprint once for one round at ten times her normal movement rate (500 feet).
DracoDraconis

12-28-05, 09:59 PM
these are all quite powerful spells if used properly, shouldn't they best be a higher level spell. i personally play a druid, and although such improvements are more than welcome, people shouldn't be too powerful too early.
Stormonu

12-29-05, 02:54 AM
What level would you suggest for the spells Draco? And is there anything in particular that about the spells that is "too powerful"?
Pliskit

12-29-05, 03:36 AM
I think your claws 'n jaws spells are okay. They do not seem overpowered, but I would take into the description that a druid can't make more attacks then his bab allows him.
For instance a lvl 3 druid would be able to cast these spells, but has just 1 attack. If he casts himself a wolfs jaws, crocodile tail and bears claws, he would not be able to use them all in one round because he can just make 1 attack.
If you make this restriction I think lvl2 is cool.

EDIT: Oh sorry, you already made restrictions on this :) I think however you could add the caster gains only 1 extra natural attack max, multiple spells giving multiple natural weapons don't add extra attacks.

About the companion cloak and armor, though useful I don't like them tastewise. My druidcharacter had a very hard time explaining his large cat he would have to transform him into a small doggie so as not to draw to much attention in a hostile city. It was cool to roleplay and fleshes out the character AND his animal companion.
If I could just use a lvl1 spell to transform it into a cloak that would be no fun at all, and my animal would really hate me for it :)

Otherwise, there is no precedent of a transformationspell that can do a complete transformation at lvl 1, and there's no spell whatsoever that can turn a living creature into an object. That said I don't think the spells would fit in all that well... I must admit they're not that powerful and I can't see a way to abuse this directly but still, the only means a druid has now to disguise his animal is the lvl2 Reduce Animal, which will not disguise it all that well at all, or use the lvl5 Baleful Polymorph...