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Nature Spells
BS3
Author
Chris Jones
Requires the Dungeons and
Dragons® Player’s Handbook, Third Edition,
published by Wizard’s of the Coast®
Adjust Environment
Transmutation
Level: Drd 7
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft. + 10 ft./level)
Area: 10 ft. + 5 ft./level
Duration: 4 rounds
Saving Throw: None
Spell Resistance: No
Alters the air pressure, local gravity, humidity or temperature of
the environment in a chosen area. A spellcaster may adjust the
environment either up or down by a factor of one “intensity incre-
ment” per Wisdom modiier point possessed, with a minimum
of 1. The spell’s effect on creatures entering the environmentally
adjusted region are described below by type of adjustment and
intensity increment:
Air pressure, increase : Per increment: -1 Con, -1 Str. At 3+
increments, the creature must make a successful Fortitude save
(DC 10 + spellcaster’s level) each round or suffer 2d6 points of
damage per round.
Air pressure, decrease : Per increment: -1 Con, -1 Int. At 3+
increments, the creature has major dificulty breathing and the
drowning rules apply each round.
Local gravity, increase : Per increment: -1 Str, -1 Dex. At
3+ increments, the creature’s weight is multiplied by 1 per incre-
ment. For example, at an increment of 4 the affected creature’s
weight is four times normal. All movement rates are reduced by
10 ft. per increment.
Local gravity, decrease: Per increment: +1 Str, +1 Dex. At 3+
increments, the creature may ly poorly with a speed equal to 10
ft. per increment. For example, at an increment of 5 the creature’s
ly speed is 50 ft. All other movement rates are increased by 10
ft. per increment.
Humidity, increase : Per increment: -1 effective caster level
for all ire-based or ire-centric magic, +1 effective caster level
for all water-based or water-centric magic. At 3+ increments, ires
cannot light due to the volume of moisture in the air.
Humidity, decrease : Per increment: -1 effective caster level
for all water-based or water-centric magic, +1 effective caster
level for all ire-based or ire-centric magic. At 3+ increments,
water cannot become solid because it evaporates too quickly.
Temperature, increase: Per increment: -2 Con. At 3+ incre-
ments, ire and heat damage from other sources against the target
is multiplied by 1 per increment. For example, at 4 increments,
damage is multiplied by 4.
Temperature, decrease : Per increment: -2 Con. At 3+ incre-
ments, ice and cold damage from other sources against the target
is multiplied by 1 per increment. For example, at 5 increments
damage is multiplied by 5.
There is no standard measurement for each “intensity incre-
ment.” Simply, each one represents a major shift for the aspect of
the environment to be affected. For example, one increment for
temperature may be equivalent to a 30˚ Celsius increase/decrease
while for gravity it is equivalent to one full g . Sufice to say that
the intensity of a single increment should be enough to cause
serious physiological discomfort. (While many creatures, includ-
ing humans, can acclimate to environmental extremes, becoming
subjected to them instantaneously can play havoc with the body.)
At the time of casting, the spellcaster must decide which of
environmental aspect to adjust. Once the spell has been success-
fully cast, she may not change it to another aspect. A character
who enters the area of effect becomes subject to spell’s effects
regardless of spell immunities or spell resistance as the magic
works directly on the environment and not him. Other types
of resistance, such as heat resistance or ire immunity, work as
per normal for purposes of resisting the effects of the adjusted
environment. Ability score damage is regenerated at a rate of 1
point per hour once the spell’s effect subsides or the affected
creature leaves the area of effect.
Flash Flood
Evocation [Water]
Level: Drd 6, Sor/Wiz 5, Water 6
Components: V, S, M/DF
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: 30 ft. wide, 200 ft. in length
Duration: Instantaneous
Saving Throw: Relex
Spell Resistance: Yes
The ground cracks open and a torrential lood of water rushes
in the direction the spellcaster speciies, causing 5d6 points of
damage to any creature in its path. If the creature fails to make his
Relex save he is swept off his feet, tumbling 10d10 feet down the
lood path and suffering an additional 5d6 points of damage.
Arcane Material Component : Bones of an animal found in
a dry riverbed.
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Nature Spells
904906334.001.png 904906334.002.png
Habitat Shift
Transmutation
Level: Clr 6, Drd 6, Sor/Wiz 6
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Target: Living creatures touched
Duration: 2 hours/level (see text)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Creatures affected by this spell are able to function in the base
environment diametrically opposed to their native one. Base
environments are: Aquatic , Aerial and Terrestrial . Aquatic crea-
tures shift to aerial, aerial to terrestrial and terrestrial to aquatic.
Once shifted, the creature functions exactly as it would in its
native environment though its physiology and appearance remain
unchanged. For example, a shark receiving this spell suddenly
becomes a creature of the air – instead of swimming in water, it
can ‘swim’ in the air; instead of feeding on aquatic life, it feeds
on aerial life; instead of respirating with water, it respires with air,
and so on. If the shifted creature returns to its original environ-
ment, it suffers all penalties other non-natives normally would
(including drowning, if returning to an aquatic environment.)
Neither outsiders nor elementals are affected by habitat shift .
The duration of the spell is split amongst the creatures touched.
So, if four creatures are touched by a 10th-level spellcaster, they
each remain shifted for 5 hours apiece.
Arcane Material Component: A vial containing shards of a
mirror, a rock, an ounce of water and a breath of air.
Quills: The creature sprouts a thick coat of bony quills simi-
lar to a porcupine’s. Gains an AC bonus of +2. Any creature
that grapples with the polymorphed character must make a Relex
save (DC 20) each round or take 1d4 points of damage.
Whiskers: The creature develops enormously long whiskers
like a cat or a mole. Gains tremorsense 20 ft. radius because it can
sense vibrations in the air and ground.
Wings: The creature’s shoulder blades polymorph into a
small pair of wings. Gains the ability to ly with poor maneuver-
ability at a speed of 20 ft.
Arcane Material Component: A piece of the animal whose
body part is to be mimicked.
Permanent Season
Transmutation
Level: Drd 8
Components: V, S, DF, XP
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./level)
Area: Radius 20 ft. + 5 ft./level
Duration: Permanent
Saving Throw: None
Spell Resistance: No
The spellcaster is able to place the area of effect permanently
under the inluence of a chosen season. The weather in this area
behaves normally for said season and is unaffected by the weather
beyond its boundaries.
XP Cost: XP equal to spell’s radius x 20.
Transmute Disease to Vermin
Transmutation
Level: Clr 5, Drd 4, Heal 5
Components: V, S, DF
Casting Time: 1 full round
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
As with the 3rd-level spell remove disease , this spell cures all
diseases that the subject is suffering from. However, it differs
from that spell in that the spellcaster physically pulls the disease
from the aflicted character’s body, usually by inserting her hand
through the abdomen. As it comes out of the body, the disease
transforms into Tiny and Medium-size vermin, such as beetles,
centipedes, worms, frogs and snakes, among other things.
The number of vermin created from the disease is equal
to the spellcaster’s Wisdom modiier, with a minimum of 1.
They may have no more than 4 HD apiece and are considered
summoned creatures under the control of the spellcaster for 1
round/level. At the end of that time, they lee.
Note: The spell does not prevent reinfection after a new
exposure to the same disease at a later date. Also, no damage
is done to the aflicted character when the spellcaster inserts her
hand into his abdomen to remove the disease.
Bestial Mutation
Transmutation
Level: Drd 3, Rgr 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 5 minutes/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
Changes a single feature of the affected creature to another form.
The spellcaster decides at the time of the casting which feature it
is to be. The polymorphed body part gains abilities depending on
what it is, as well as the appropriate appearance:
Claws: The creature’s hands become those of an animal that
has natural claws, such as a lion or tiger. Gains a claw attack that
does 1d4 points of damage.
Fangs: The creature’s teeth become like those of animal that
has natural fangs, such as a viper or a wolf. Gains a bite attack
that does 1d6 points of damage. Not poisonous.
Hypersensitive Ears: The creature’s ears are able to use sub-
sonic sound to ‘see’, like a bat. Gains blindsight 20 ft. radius.
Prehensile Tail: The creature’s spine grows out to become a
prehensile tail like that of a spider monkey or lemur. It functions
as an extra arm. Gains 1 extra attack per round with an attack
bonus equal to its Strength modiier, with a minimum of 1.
2
Nature Spells
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