Friday, October 22, 2010

Druids

I'm through working over the Arcane spells and onto the Divine spells now, and so almost ready to post the new draft.   Since Druids aren't a variant of Clerics in Beacon, most of their overlapped healing ability is out the window (for the better I think) but I did leave in some aspects of it - namely dealing with poisons and dealing with fatigue. There's a nice first level spell that ties in with the rules about HP and resting* and would be helpful for a traveling party.
Restful Glade:
Range: 25 ft. + 5 ft./2 levels.
Duration: 8 hours.
Description:  Enchants an area, providing a comfortable rest in the wilderness.
For some reason 4th level Druid spells needed a lot of work so here are three of them I had to work up.  This is the replacement for the Druid animal shape change special ability which I think is pretty fair.
Animal Form:
Range: Personal.
Duration: 10min./level.
Description:  Caster is able to assume any natural animal form.  They assume the statistics of the form and can use any natural abilities of the animal (e.g. dig, fly, smell) however they retain their original HP and the ability to speak and cast spells.
This one should add some damage when cast on a floor or someones sword.
Static Charge:
Range:  Touch.
Duration: Instant.
Description:  Adds 1d6/level of lightning damage to an object which is discharged when next touched.
This one replaces Summon Nature's Ally 1-6 in the SRD with one spell.  I'll probably make a more robust summoning spell to replace the top level versions but call it something else.
Summon Nature’s Ally:
Range: 25 ft. + 5 ft./2 levels.
Duration: 1 min./level.
Description:  Summons non-intelligent, non-magical animal(s) totaling 6 HD who fight or otherwise act on behalf of the caster for example a 6 HD lion, or three 2 HD wolves or a dozen rats or ravens with ½ HD each.  The creatures immediately vanish when killed or when the spell ends.
So that about sums it up for Arcane magic and Druids, Mages and IlluEnchanters.  Next week: Clerics and Divine Magic and hopefully a new draft of the Beacon PDF.


*Hit Points are restored fully after a solid rest, usually 7-8 hours of uninterrupted sleep or meditation in comfortable surroundings. Partial recovery can be determined by the Game Master. For example a character trying to rest in a cold dank cave or while hiding in a forest with no fire or shelter may gain back only some HP, while a character lodging in an expensive inn with a soft bed and a hot meal and bath would perhaps only require 6 hours rest.

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