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Druids
A Basic Fantasy RPG Supplement
Release 2
Copyright © 2006-2008 Chris Gonnerman,
Nazim N. Karaca, galstaff, Theo Zarras, and
Chris Hearn
All Rights Reserved
Distributed under the terms of the Open Game
License version 1.0a
Basic Fantasy Website: basicfantasy.org
INTRODUCTION
This supplement provides information for playing Druids, a form “specialist” Cleric, under the Basic Fantasy Role-Playing
Game rule system. If you do not already have a copy of the Basic Fantasy RPG rules, please visit the website and
download a copy.
NEW CHARACTER CLASSES
Second Level Druid Spells
1
Find Traps
2
Heat Metal
Druid
3
Message
Druids are nature priests, revering the gods of the natural
world. They use mistletoe as a holy symbol; in regions
where mistletoe is not available, they may use some other
appropriate plant as defined by their order.
4
Produce Flame
5
Slow Poison
6
Snake Charm
7
Speak With Animals
They advance using the same table as Clerics, but have
different spells and different weapon and armor
restrictions. They may use any one-handed melee
weapon, as well as staff, sling and shortbow. They may
not wear metal armor of any type, but may wear leather
armor.
8
Warp Wood
Third Level Druid Spells
1
Assume Animal Form
2
Call Lightning
3
Continual Light
Instead of the Clerical ability to Turn the Undead, Druids
may Turn or Befriend Animals (detailed below).
4
Cure Disease
5
Hold Animal
6
Plant Growth
SPELLS
7
Protection From Fire
Below are listed spells available to the Druid subclass
described above.
8
Water Breathing
Fourth Level Druid Spells
1
Druid Spells
Call Woodland Beings
2
Control Temperature, 10' Radius
First Level Druid Spells
1
3
Cure Serious Wounds*
Animal Friendship
4
Lower Water
2
Create Water
5
Tree Sanctuary
3
Cure Light Wounds*
6
Protection From Lightning
4
Detect Magic
5
Detect Snares and Pits
7
Speak With Plants
6
Entangle
8
Sticks to Snakes
7
Light*
8
Pass Without Trace
Fifth Level Druid Spells
1
Commune With Nature
2
Control Winds
3
Dispel Evil
4
Flame Strike
5
Rock to Mud
6
Wall of Fire
A BASIC FANTASY SUPPLEMENT
DRUIDS
Sixth Level Druid Spells
1
Call Lightning
Range: 100' + 10'/level
Animate Object
Druid 3
Duration: 1 round/level
2
Part Water
Immediately upon completion of the spell, and at most
once per round thereafter, the caster may call down a 5-
foot-wide, 30-foot-long, vertical bolt of lightning that deals
3d6 points of electricity damage. The bolt of lightning
flashes down in a vertical stroke at whatever target point
the caster chooses within the spell’s range (measured from
the caster's position at the time of casting). Any creature in
the target area or in the path of the bolt is affected. A
successful save vs. Spells reduces damage taken by half.
Reincarnation
3
4
Pass Tree
5
Weather Summoning
6
Word of Recall
DESCRIPTION OF NEW SPELLS
Animal Friendship
Range: 30'
The caster needs not call a bolt of lightning immediately;
other actions, even spellcasting, can be performed.
However, each round after the first the caster may choose
to call a bolt instead of taking some other normal action.
The caster may call a total number of bolts equal to one-
third of his or her caster level, rounded down.
Druid 1
Duration: permanent
Upon encountering a normal or giant-sized (but not
magical) animal, the caster may begin casting this spell,
which requires an hour to complete. During this period the
animal will remain nearby, and will not attack the caster or
his or her allies for the duration of the casting (so long as
they do not attack or otherwise disturb it). At the end of
the casting, if the animal rolls a successful save vs. Spells,
the spell has failed. At this point the animal acts naturally,
without bearing the caster any special ill-will.
If the caster is are outdoors and in a stormy area — a rain
shower, clouds and wind, hot and cloudy conditions, or
even a tornado (including a whirlwind formed by a djinni
or an air elemental) — each bolt deals 3d8 points of
damage instead of 3d6.
If the animal fails its save, it becomes an
animal friend
and
joins the caster for the rest of its natural life, assisting in any
way it can. Both the caster and any other
animal friends
are treated as treasured partners. There is no arcane
mental connection, nor any particular control, but rather a
strong fraternal bond which should go both ways. If the
animal is treated poorly, or it's love not returned over a
period of time, it can attempt another save vs. Spells at the
GM's discretion.
This spell functions only where the open sky is accessible,
generally meaning outdoors; bolts may be summoned
through windows or skylights at the GM's discretion.
Call Woodland Beings
Range : 120’
Druid 4
Duration: 1 rd./level
This spell summons woodland creatures. They appear
where the caster designates and act immediately, on his or
her turn (they cannot be summoned into an environment
that cannot support them). They attack the caster
opponents to the best of their ability. If the caster can
communicate with the creatures, he or she can direct them
not to attack, to attack particular enemies or to perform
other actions.
A caster may only have, at most, twice his or her level in
hit dice of
animal friends
. If this spell is cast on an animal
that would put the total above that number, it has no
effect.
Assume Animal Form
Druid 3
The spell conjures one type of creatures (caster choice)
from this list :
Range: Self
- 4 Centaurs
Duration 1 hour/level
- 16 Pixies
This spell allows the caster to change into the form of any
natural animal. The assumed animal form cannot have
more hit dice than the caster's level. If slain, the caster
reverts back to his or her original form.
- 2 Treants
- Or 4 Unicorns
This spell only works outdoors in a natural location (not in
town or any structure).
The caster gains the physical capabilities and statistics of
the new form but retains his or her own mental abilities.
The caster may remain transformed up to one hour per
level, or end the spell earlier if he or she so desires.
2
DRUIDS
A BASIC FANTASY SUPPLEMENT
Commune With Nature
Druid 5
Detect Snares and Pits
Druid 1
Range : see text
Duration : instantaneous
Range: 60'
Duration: 10 turns
The caster becomes one with nature, attaining knowledge
of the surrounding territory. After 10 minutes of
concentration, the caster instantly gains knowledge of one
fact per caster level among the following subjects : the
ground or terrain, plants, minerals, bodies of water,
people, general animal population, presence of woodland
creatures, presence of powerful unnatural creatures,
presence of settlement or structure or even the general
state of the natural setting.
By means of this spell, the caster can detect simple pits,
deadfalls, and snares as well as mechanical traps
constructed of natural materials. The spell does not detect
complex traps, including trapdoor traps.
This spell does detect certain natural hazards, for instance
quicksand (detected as a snare), a sinkhole (a pit), or
unsafe walls of natural rock (a deadfall). However, it does
not reveal other potentially dangerous conditions. The
spell does not detect magic traps (except those that operate
by pit, deadfall, or snaring), nor mechanically complex
ones, nor those that have been rendered safe or inactive.
In outdoor settings, the spell operates in a radius of 1 mile
per caster level. In natural underground settings – caves,
caverns, and the like – the radius is limited to 100 feet per
caster level. The spell does not function where nature has
been replaced by construction or settlement, such as in
dungeons and towns.
The amount of information revealed depends on how long
the druid studies a particular area.
1st Round: Presence or absence of hazards.
2nd Round: Number of hazards and the location of each. If
a hazard is outside the druid's line of sight, then the caster
discern its direction but not its exact location.
Control Temperature, 10' Radius
Druid 4
Range : 0
Duration : 1 hour/level
Each Additional Round: The general type and trigger for
one particular hazard closely examined by the caster.
The caster can change automatically the surrounding
temperature (10’ radius sphere) by up to 10 degrees
Fahrenheit per caster level. The change can be upward or
downward (caster’s choice).
Each round, the druid can turn to detect snares and pits in
a new area. The spell can penetrate barriers, but 1 foot of
stone, 1 inch of common metal, a thin sheet of lead, or 3
feet of wood or dirt blocks it.
Control Winds
Range: 0 (see text)
Druid 5
Duration: 10 minutes/level
Entangle
Range: 200'
The caster alters wind force around him or her (40’ per
caster level radius cylinder 40’ high). The caster can make
the wind blow in a certain direction or manner, increase its
strength, or decrease its strength. The new wind direction
and strength persist until the spell ends or until the caster
chooses to alter it, which requires concentration. The caster
may create an “eye” of calm air up to 40’ radius around
him or her and may choose to limit the area of effect to
any cylindrical area less than his or her full limit.
Druid 1
Duration: 3 rounds per level
This spell causes grasses, trees, bushes, shrubs, or other
plants to entwine around creatures in a 10'x10' area. Most
creatures within the area move at ¼ normal speed; very
large and/or very strong creatures (at least as big or strong
as a giant or dragon) move at ½ normal speed. Entangled
creatures may not attack nor take most actions other than
movement due to the interference of the enchanted plants.
The caster may choose wind patterns over the spell’s area.
He or she can choose a downdraft blows from the center
outward, an updraft blows from the outer edges in toward
the center, a rotation that causes the winds to circle the
center or a blast that simply causes the winds to blow in
one direction across the entire area from one side to the
other.
Flame Strike
Range : 60'
Druid 5
Duration : instantaneous
A Flame strike produces a vertical column of divine fire
roaring downward (cylinder of 10' radius, 30' high). The
spell deals 6d8 points of damage to any creatures within
the area of effect. A save vs. Spells for half damage is
allowed.
For every three caster levels, the caster can increase or
decrease wind condition by one level (as described in the
Waterborne Adventures section of the Basic Fantasy RPG
Core Rules).
3
A BASIC FANTASY SUPPLEMENT
DRUIDS
Heat Metal
Plant Growth
Range: 25'
Range: special
Druid 2
Duration: 7 rounds
Druid 3
Duration: permanent
This spell causes a single item made of ferrous (iron-based)
metal to become hot for a brief period of time. The
affected item is warm to the touch immediately, and then
becomes progressively hotter each round as indicated on
the table below. The damage roll indicated is applied to
any creature holding or wearing the affected item; a brief
touch does no damage.
This spell causes normal vegetation (grasses, briars,
bushes, creepers, thistles, trees, vines) within 400 feet + 40
feet per caster level to become thick and overgrown. The
plants entwine to form a thicket or jungle that creatures
must hack or force a way through. Speed drops to 5 feet,
or 10 feet for Large or larger creatures. The area must
have brush and trees in it for this spell to take effect. An
area up to 100 ' radius may be thus altered. Also, the
caster may specify an area (a path, a clearing, etc.) within
the given area of effect which is not so affected.
Round
Temperature
Damage
1st
Warm
None
2nd-3rd Hot
1d4 points
This spell has no effect on plant creatures, that is, any self-
willed and/or animated plant.
4th-5th
Searing
2d4 points
6th
Hot
1d4 points
7th
Warm
None
Produce Flame
Range: 0 ft.
Druid 2
Duration: 1 min./level
Hold Animal
Range: 180'
Flames as bright as a torch appear in your open hand. The
flames harm neither you nor your equipment.
Druid 3
Duration: 2d8 turns
This spell functions like hold person, except that it affects
only animals. Specifically, this means non-magical living
creatures of animal intelligence, including giant sized
animals. A save vs. Spells is allowed to resist this spell.
In addition to providing illumination, the flames can be
hurled or used to touch enemies. You can strike an
opponent with a melee touch attack, dealing fire damage
equal to 1d6 +1 point per caster level (maximum +5).
Alternatively, you can hurl the flames up to 120 feet as a
thrown weapon. When doing so, you attack with a ranged
touch attack (with no range penalty) and deal the same
damage as with the melee attack. No sooner do you hurl
the flames than a new set appears in your hand. Each
attack you make reduces the remaining duration by 1
minute. If an attack reduces the remaining duration to 0
minutes or less, the spell ends after the attack resolves.
Part Water
Range: 60'
Druid 6
Duration: 1 turn/level
This spell, when cast on a body of water, causes it to part.
This exposes a path that can be traversed as if it where dry
land. Note that this spell does not change the topography
of the bottom of the body of water, so the terrain my still
be difficult to cross. The caster is able to affect a body of
water up to 5 feet/caster level. The caster may dismiss this
spell at any time.
This spell does not function underwater.
Protection From Fire
Range: Touch
Pass Tree
Range: Touch
Druid 3
Duration: special
Druid 6
Duration: Instantaneous
If the caster touches himself or herself, this spell grants
temporary immunity to fire (normal and magic). When the
spell absorbs 12 points per caster level of magical fire
damage, it is discharged. Otherwise the spell lasts for 10
minutes per caster level.
This spell allows the caster and up to two others to teleport
between any two living trees on the same plane. The
caster choses a general location or a specific tree. The
caster must have personal knowledge of the specific tree or
general area that is the target destination.
If the spell is cast upon another creature than the caster,
protection from fire
grants temporary immunity against
normal fire. The spell also offers a +4 bonus to saving
throws against magical fire and if the save is successful, the
creature suffers no damage (and only 25% if the save fails).
This version of the spell lasts for 10 minutes per caster
level.
Pass Without Trace
Range: Touch
Druid 1
Duration: 1 hour/level
This spell permits up to one creature per caster level to
move through any type of terrain, leaving neither footprints
nor scent. Tracking the subjects by nonmagical means is
thus rendered impossible.
4
DRUIDS
A BASIC FANTASY SUPPLEMENT
Protection From Lightning
Druid 4
If cast on a character who received lethal damage from
poison the previous round, the spell will remove that
round's poison damage only, and delay it for the duration
of the spell. Prior poison damage will remain unaffected,
but, as noted above, no further damage is accrued until the
spell lapses, and will never accrue if the poison is
neutralized while this spell is in effect. This will give the
poisoned victim an opportunity to seek a cure to neutralize
the poison before it is fatal.
Range : touch
Duration: special
This spell functions exactly like
protection from fire
, except
that that it protects against any sort of electrical or lightning
damage.
Rock to Mud
Range: 150'
Druid 5
Duration: permanent
Tree Sanctuary
Range: Touch
This spell turns natural, uncut or unworked rock of any sort
into an equal volume of mud; up to two 10 foot cubes per
caster level may be so transformed. Magical stone is not
affected by this spell. The depth of the mud created
cannot exceed 10 feet. A creature unable to levitate, fly,
or otherwise free itself from the mud sinks until hip- or
chest-deep, reducing its speed to 5 feet and causing it to
suffer a -2 penalty to attack rolls, saving throws, and AC.
Creatures large enough to walk on the bottom can wade
through the area at a speed of 5 feet, suffering none of the
other penalties given.
Druid 4
Duration: 1 turn/level
This spell enables a druid to create an invisible door in the
trunk of a tree that is visible only to dryads and other
druids. The tree must be at least 10' tall, planted into the
earth for this spell to work. Once the spell is complete, the
druid may enter the tree, effectively disappearing from
sight. Only one tree may be effected by Tree Door at a
time. Furthermore, this spell may only be cast on a tree
occupied by a dryad if the dryad allows it.
The druid is completely aware of his surroundings while in
the tree, gaining the bonus of 360-degree vision and
hearing, as well as being able to detect changes in the
immediate temperature surrounding the tree. The druid
may meditate to memorize spells in the tree. Another
benefit of this spell is that each turn the druid sleeps inside
the tree counts as a full hour of sleep. Also, if the tree is an
oak, the druid heals 1d4 hp per turn spent inside the tree.
If transmute rock to mud is cast upon the ceiling of a
cavern or tunnel, the mud falls to the floor and spreads out
in a pool to a depth of 5 feet. The falling mud and the
ensuing cave-in deal 8d6 points of damage to anyone
caught directly beneath the area, or half damage to those
who succeed at a save vs. Death Ray.
Castles and large stone buildings are generally immune to
the effect of the spell, since transmute rock to mud cannot
affect worked stone and doesn’t reach deep enough to
undermine such a buildings’ foundation. However, small
buildings or structures often rest upon foundations shallow
enough to be damaged or even partially toppled by this
spell.
The druid however loses the senses of taste, smell, and
touch and may not speak or cast spells while inside the
tree. The druid takes 1/2 of any damage the tree suffers,
and if the tree is destroyed or cut down, the druid is cast
out into the nearest available space.
The mud remains until a successful dispel magic or
transmute mud to rock spell restores its substance (though
not necessarily its form). Evaporation turns the mud to
normal dirt over a period of days. The exact time depends
on exposure to the sun, wind, and normal drainage.
Warp Wood
Range : 50’
Druid 2
Duration : instantaneous
The caster causes non-magic wood in a 20’ radius to bend
and warp, permanently destroying its straightness, form,
and strength. A warped door springs open or becomes
stuck. A boat or ship springs a leak. Warped weapons (like
bows and arrows) are useless. The caster may warp wood
object(s) up to 1’ in all side or its equivalent per caster
level.
Slow Poison
Range : touch
Druid 2
Duration : 1 hour/level
The creature touched by the caster becomes temporarily
immune to poison. Any poison in its system or any poison
to which it is exposed during the spell’s duration does not
affect the subject until the spell’s duration has expired.
Slow poison does not cure any damage that poison may
have already done, with exception of the following
circumstances.
Alternatively, the caster can “un-warp” non-magic wood
(effectively warping it back to normal), straightening wood
that has been warped by this spell or by other means. The
caster can combine multiple consecutive warp wood spells
to warp (or unwarp) an object that is too large to warp with
a single spell.
5
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