New druid spells--please provide feedback


Homebrew and House Rules

Liberty's Edge Contributor, RPG Superstar 2012

I've developed some druid spells that complement the major buffing spells. The last two spells allow the recipient to change the effect on the fly (switching from a strength bump to a wisdom bump, for example).

One critique I received was to make sure not to take away from the skill-based classes. For example, giving a huge bonus to Stealth for anyone without that skill would minimize the importance of a rogue. So, a lot of these spells strongly benefit trained recipients and give a weak bonus for untrained recipients.

Hopefully, this is the right place to put this thread. Let me know what you think. Thanks!

Each spell is behind a spoiler to save space:

BADGER'S TENACITY:
School transmutation; Level druid 1, ranger 1
CASTING
Casting Time 1 standard action
Components V, S, M (remains of an animal killed by a badger)
EFFECT
Range touch
Target creature touched
Duration 1 min/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes
DESCRIPTION
A recipient trained in Intimidate gets a +5 enhancement bonus on Intimidate checks made to demoralize an opponent. The enhancement bonus increases to +10 at caster level 5th, and to +15 (the maximum) at caster level 9th. Untrained recipients receive a +2 enhancement bonus, regardless of caster level.

CHEETAH’S SPRINT:
School transmutation; Level druid 2, ranger 2
CASTING
Casting Time 1 standard action
Components V, S, M (earth upturned by a sprinting cheetah)
EFFECT
Range touch
Target creature touched
Duration 1 round/level (D), see text
Saving Throw Will negates (harmless), see text; Spell Resistance yes
DESCRIPTION
This spell increases the target’s base land speed by 20 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects the target’s jumping distance (see the Acrobatics skill).
As a swift action, the spell can be expended to increase the base land speed an additional 20 feet (40 feet total). When the target moves through threatened squares, only creatures succeeding on a Reflex save can make attacks of opportunity.

HUMMINGBIRD’S WINGS:
School transmutation; Level druid 1, ranger 1
CASTING
Casting Time 1 standard action
Components V, S, M (small bladder filled with air forced in by a hummingbird’s wing beats)
EFFECT
Range touch
Target creature touched
Duration 1 min/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes
DESCRIPTION
The subject gets a +5 enhancement bonus on all Fly checks. The enhancement bonus increases to +10 at caster level 5th, and to +15 (the maximum) at caster level 9th. The spell also grants a one-step improvement in maneuverability, up to a maximum of good. At caster level 9th, the maximum maneuverability increases to perfect. This improvement is treated as an enhancement bonus.

MONGOOSE’S TUMBLE:
School transmutation; Level druid 1, ranger 1
CASTING
Casting Time 1 standard action
Components V, S, M (fang of a cobra slain by a mongoose)
EFFECT
Range touch
Target creature touched
Duration 1 min/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes
DESCRIPTION
A recipient trained in Acrobatics gets a +5 enhancement bonus on Acrobatics checks made to move past or through an opponent’s space. The enhancement bonus increases to +10 at caster level 5th, and to +15 (the maximum) at caster level 9th. Untrained recipients receive a +2 enhancement bonus, regardless of caster level.

MONKEY’S BALANCE:
School transmutation; Level druid 1, ranger 1
CASTING
Casting Time 1 standard action
Components V, S, M (tuft of monkey fur)
EFFECT
Range touch
Target creature touched
Duration 1 min/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes
DESCRIPTION
A recipient trained in Acrobatics gets a +10 enhancement bonus on Acrobatics checks made for balance attempts. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th. Untrained recipients receive a +4 enhancement bonus, regardless of caster level.

RACCOON’S STEALTH:
School transmutation; Level druid 1, ranger 1
CASTING
Casting Time 1 standard action
Components V, S, M (raccoon’s whisker)
EFFECT
Range touch
Target creature touched
Duration 1 min/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes
DESCRIPTION
A recipient trained in Stealth gets a +5 enhancement bonus on all Stealth checks. The enhancement bonus increases to +10 at caster level 5th, and to +15 (the maximum) at caster level 9th. Untrained recipients receive a +2 enhancement bonus, regardless of caster level.

SHARK’S FIN:
School transmutation; Level druid 1, ranger 1
CASTING
Casting Time 1 standard action
Components V, S, M (shark’s tooth)
EFFECT
Range touch
Target creature touched
Duration 1 min/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes
DESCRIPTION
The subject gets a +5 enhancement bonus on all Swim checks. The enhancement bonus increases to +10 at caster level 5th, and to +15 (the maximum) at caster level 9th.

SQUIRREL’S CLAMBER:
School transmutation; Level druid 1, ranger 1
CASTING
Casting Time 1 standard action
Components V, S, M (acorn dropped from a tree by a squirrel)
EFFECT
Range touch
Target creature touched
Duration 1 min/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes
DESCRIPTION
The subject gets a +5 enhancement bonus on all Climb checks. The enhancement bonus increases to +10 at caster level 5th, and to +15 (the maximum) at caster level 9th.

ASPECT OF THE ANIMAL KINGDOM:
School transmutation; Level druid 3, ranger 3
DESCRIPTION
This spell functions similarly to lesser aspect of the animal kingdom, except it allows spells from the following list: badger's tenacity, bear’s endurance, bull’s strength, cat’s grace, hummingbird’s wings, mongoose’s tumble, monkey’s balance, raccoon’s stealth, shark’s fin, squirrel’s claws or stag’s leap(jump). The recipient may also change the effect up to four times.

ASPECT OF THE ANIMAL KINGDOM, LESSER:
School transmutation; Level druid 2, ranger 2
CASTING
Casting Time 1 standard action
Components V, S, M (collection of fur and feathers from different animals)
EFFECT
Range touch
Target creature touched
Duration 1 min/level (D), see text
Saving Throw Will negates (harmless), see text; Spell Resistance yes
DESCRIPTION
At the time this spell is cast, select a spell from the following list: badger's tenacity, hummingbird’s wings, mongoose’s tumble, monkey’s balance, raccoon’s stealth, shark’s fin, squirrel’s clamber or stag’s leap(jump). The target benefits from that spell’s effect. Multiple castings of this spell do not stack.
Up to twice while this spell is in effect, the recipient can take an immediate action to change the effect to that of another spell in the list. Doing so reduces the duration of lesser aspect of the animal kingdom by 2 rounds, and it cannot be done if the spell’s remaining duration is 2 rounds or less. The target cannot change the effect again for 2 full rounds.
For the duration of the spell, the target is surrounded by a ghostly aura of the animal whose aspect is currently being used.


FWIW, they sound neat and fairly balanced to me. I like that it allows the nature defenders a little more flexibility.

What about a short duration spell(s) to give fast healing or regeneration?

RPG Superstar 2012

Ambrosia Slaad wrote:

FWIW, they sound neat and fairly balanced to me. I like that it allows the nature defenders a little more flexibility.

What about a short duration spell(s) to give fast healing or regeneration?

Thanks!

How about:

"Lizard's Regeneration" druid 2, ranger 2. 1 round/level. Provides fast healing 2 to the recipient. The target can also regenerate one digit, which expends the spell.


taig wrote:
Ambrosia Slaad wrote:

FWIW, they sound neat and fairly balanced to me. I like that it allows the nature defenders a little more flexibility.

What about a short duration spell(s) to give fast healing or regeneration?

Thanks!

How about:

"Lizard's Regeneration" druid 2, ranger 2. 1 round/level. Provides fast healing 2 to the recipient. The target can also regenerate one digit, which expends the spell.

That sounds a little weak, at least for a second level spell. How about something like:

"Lizard's Regeneration" druid 2, ranger 2. 4 rounds + 1 round/level. Provides fast healing 2 to the recipient. If it is present, the target can also reattach flesh (up to one limb in size), which expends the spell. The spell does not regenerate missing limbs.

Meh, it's clunky but you get what I mean.


Taig, what kind of feedback do you want? Do you find picky feedback of interest or annoying?

Liberty's Edge Contributor, RPG Superstar 2012

Mairkurion {tm} wrote:
Taig, what kind of feedback do you want? Do you find picky feedback of interest or annoying?

Picky feedback is fine. It's the little details that usually get me anyway.


Okay...because I'm really interested in what you've done here. But two things right off: who's going around chasing a hummingbird with a little bladder? That seems beyond beyond. I'm trying to think of an alternative: Do hummingbirds shed feathers?

Shark's fin makes me think of soup, if you made it plural "fins," it would parallel wings.

Liberty's Edge Contributor, RPG Superstar 2012

Mairkurion {tm} wrote:

Okay...because I'm really interested in what you've done here. But two things right off: who's going around chasing a hummingbird with a little bladder? That seems beyond beyond. I'm trying to think of an alternative: Do hummingbirds shed feathers?

Shark's fin makes me think of soup, if you made it plural "fins," it would parallel wings.

Thanks, M. You've helped me learn something--hummingbirds do indeed molt (usually in the fall). So, feathers would be a suitable material component.

I keep thinking of one of the iconic "Jaws" pictures with the dorsal fin protruding from the water. That's why I used the singular. I can definitely see the point of using the plural to avoid the other connotation.


taig wrote:

Thanks, M. You've helped me learn something--hummingbirds do indeed molt (usually in the fall). So, feathers would be a suitable material component.

I keep thinking of one of the iconic "Jaws" pictures with the dorsal fin protruding from the water. That's why I used the singular. I can definitely see the point of using the plural to avoid the other connotation.

1. Ah, good! You're more than welcome.

2. Yeah...that makes sense. Does Shark's Dorsal sound too technical?

RPG Superstar 2012

Mairkurion {tm} wrote:
taig wrote:

Thanks, M. You've helped me learn something--hummingbirds do indeed molt (usually in the fall). So, feathers would be a suitable material component.

I keep thinking of one of the iconic "Jaws" pictures with the dorsal fin protruding from the water. That's why I used the singular. I can definitely see the point of using the plural to avoid the other connotation.

1. Ah, good! You're more than welcome.

2. Yeah...that makes sense. Does Shark's Dorsal sound too technical?

Shark's Dorsal would be too technical. I'll have to sleep on it.

The Exchange

taig wrote:
Ambrosia Slaad wrote:

FWIW, they sound neat and fairly balanced to me. I like that it allows the nature defenders a little more flexibility.

What about a short duration spell(s) to give fast healing or regeneration?

Thanks!

How about:

"Lizard's Regeneration" druid 2, ranger 2. 1 round/level. Provides fast healing 2 to the recipient. The target can also regenerate one digit, which expends the spell.

I like. :)


Looks good. Whenever you feel these are "FINAL" feel free to post at the Pathfinder Database!

Liberty's Edge Contributor, RPG Superstar 2012

Pathfinder Database Pimp wrote:
Looks good. Whenever you feel these are "FINAL" feel free to post at the Pathfinder Database!

Cool! Thanks. I'll make changes based on what I've received here (I'll wait another couple of days for any more feedback), add "Lizard's Regeneration" to the list, and submit the spells to the Database.


taig wrote:
Cool! Thanks. I'll make changes based on what I've received here (I'll wait another couple of days for any more feedback), add "Lizard's Regeneration" to the list, and submit the spells to the Database.

Second attempt for you, maybe better (maybe not):

Spoiler:
Lizard's Regeneration

School: transmutation; Level: druid 2, ranger 2
Casting Time: 1 standard action
Components: V, S, M (remains of small lizard?) or F (silver sickle/holy symbol?)
Range: touch
Target: creature touched
Duration: varies (see description)
Saving Throw: Will negates (harmless); Spell Resistance: yes

This spell can be used in two ways, determined at the time of casting. The most common use provides fast healing 2 to the recipient. This usage has a duration of 2 rounds + 1 round/level.

The second usage allows the re-attachment of a limb or some limited regeneration. At the time of casting, the caster or a party member places a single severed limb back in contact with the original wound while the spell is cast. Alternatively, a tiny amount of missing tissue, such as an ear, eye, or finger/toe can be regenerated. In either case, casting the spell re-attaches the severed limb or regenerates the missing flesh and heals 1 hp, expending the spell.

How's that? Healing the 1 hp will also stabilize the patient without stepping on the cleric's healing abilities.


There's one problem I see, and that's that the skill based ones grant their benefits regardless how many ranks the character has. A druid could put 1 rank in intimidate and suddenly get a +15 bonus on his intimidate checks (while employing the spell of course) as soon as the caster level matched.

If it were me I'd be tempted to limit it based on number of ranks somehow... (Or maybe just replace 'trained' with 'has a number of ranks equal to hit dice')


kyrt-ryder, how about something like:

Spoiler:
DESCRIPTION
A recipient trained in Intimidate gets a +5 enhancement bonus on Intimidate checks made to demoralize an opponent. At caster level 5th, the enhancement bonus increases equal to the higher of either the recipient's existing skill ranks or +5 (maximum bonus is +10). At caster level 10th, the enhancement bonus increases equal to the higher of either the recipient's existing skill ranks or +10 (maximum bonus is +15). Untrained recipients receive a +2 enhancement bonus, regardless of caster level.

Liberty's Edge Contributor, RPG Superstar 2012

Ambrosia Slaad wrote:

kyrt-ryder, how about something like:** spoiler omitted **

Darn it. I missed seeing these earlier. Good catch, kyrt-ryder! That's a holdover from the 3.5 version of these spells.

Ambrosia Slaad, I like your suggestion. I'm also thinking about changing the wording to be "A recipient trained in [X] and who has [X] as a class skill..." to avoid letting someone cherry pick non-class skills and exploit the spells.

What do you think?

Liberty's Edge Contributor, RPG Superstar 2012

Ambrosia Slaad wrote:
taig wrote:
Cool! Thanks. I'll make changes based on what I've received here (I'll wait another couple of days for any more feedback), add "Lizard's Regeneration" to the list, and submit the spells to the Database.

Second attempt for you, maybe better (maybe not):

** spoiler omitted **

How's that? Healing the 1 hp will also stabilize the patient without stepping on the cleric's healing abilities.

I like it! 2 rounds + 1 round/level seems appropriate, but I think I will cap the duration at 12 rounds. This would give the recipient a maximum 24 hit points over the course of the spell, so it's not quite as powerful as cure moderate at its most powerful.

I like the limb reattachment and regrowth of a small body part ("You poked my eye out!" Druid sighs and casts Lizard's Regen).

Thanks for the suggestion.


How's this look...

DESCRIPTION
The Recipient of this spell gains an enhancement bonus on intimidate checks equal to 2+their ranks in intimidate. At caster level 10 this bonus increases to 5+their ranks.


taig wrote:

I like it! 2 rounds + 1 round/level seems appropriate, but I think I will cap the duration at 12 rounds. This would give the recipient a maximum 24 hit points over the course of the spell, so it's not quite as powerful as cure moderate at its most powerful.

I like the limb reattachment and regrowth of a small body part ("You poked my eye out!" Druid sighs and casts Lizard's Regen).

Thanks for the suggestion.

Thanks, glad you like it. I forgot about the cap, good idea. Yeah, I remembered all those stories of the warrior who lost an eye or a sword arm. It isn't much, but it means commoners and farmers will be a lot nicer to even a 3rd level druid... you'd give a lot more weight to a druid's calls for conservation when that same druid two summers ago restored a workhands' eye or your son's sword arm.

Do you think "limb" is specific enough to arms or legs (maybe wings)? I just wouldn't want someone arguing with their DM why it can't help the fighter who got his head ripped off by an owlbear. Well, maybe it'd heal the dying body's wound, but it ain't bringing back the soul.

taig wrote:

I like your suggestion. I'm also thinking about changing the wording to be "A recipient trained in [X] and who has [X] as a class skill..." to avoid letting someone cherry pick non-class skills and exploit the spells.

What do you think?

That's better than mine. What do you think of KR's wording?


Generally I'm not a fan of "skill boost" spells, because they hasten the obsolescence of the high-skill point classes in favor of the casters (who can already do anything). That said, there's a soft spot in my heart for druids, and these spells seem fairly well-balanced (especially with something like Ambrosia Slaad's proposed limiter).

One thing, though: "tenacity" really has nothing to do with intimidation. Maybe call it "badger's snarl" or something?

kyrt-rider wrote:
The Recipient of this spell gains an enhancement bonus on intimidate checks equal to 2+their ranks in intimidate. At caster level 10 this bonus increases to 5+their ranks.

So at 10th level, if you have 10 ranks in Intimidate, your bonus with the spell would be +25 + Cha modifier? (+28 + Cha if you have a class with that as a class skill.) Isn't that a bit much?


Badger's Ferocity?

That one got me to thinking too, but late yesterday, I had little left.

RPG Superstar 2012

Kirth Gersen wrote:

Generally I'm not a fan of "skill boost" spells, because they hasten the obsolescence of the high-skill point classes in favor of the casters (who can already do anything). That said, there's a soft spot in my heart for druids, and these spells seem fairly well-balanced (especially with something like Ambrosia Slaad's proposed limiter).

One thing, though: "tenacity" really has nothing to do with intimidation. Maybe call it "badger's snarl" or something?

kyrt-rider wrote:
The Recipient of this spell gains an enhancement bonus on intimidate checks equal to 2+their ranks in intimidate. At caster level 10 this bonus increases to 5+their ranks.
So at 10th level, if you have 10 ranks in Intimidate, your bonus with the spell would be +25 + Cha modifier? (+28 + Cha if you have a class with that as a class skill.) Isn't that a bit much?

Thanks, Kirth!

I patterned the spells after jump, limiting the bonuses to half those of jump (+10/+15 at 5th level/+20 at 9th level) for Stealth and the like, because a +30 bonus on Stealth, for example, at caster level 9 is ridiculous.

What kyrt-ryder suggests is right in line with the bonuses in the original proposal. 10 ranks in Intimidate and +15 for a 10th level caster (in the original proposal, this bonus didn't take ranks into account at all, and the bonus was +15 at 9th level). Actually, I think capping the bonus at +15 would be appropriate, and the spell could grant the "5+ranks" at 5th level.

Liberty's Edge Contributor, RPG Superstar 2012

Mairkurion {tm} wrote:

Badger's Ferocity?

That one got me to thinking too, but late yesterday, I had little left.

Excellent! My mental thesaurus was on the blink last night. Thanks.


taig wrote:

Actually, I think capping the bonus at +15 would be appropriate, and the spell could grant the "5+ranks" at 5th level.

That would help -- otherwise Kyrt-rider's 20th level druid is getting a +45 bonus on intimidate checks (+20 for ranks, +25 for the spell), and makes the party's barbarian and assassin look like total sissies!


Kirth Gersen wrote:
taig wrote:

Actually, I think capping the bonus at +15 would be appropriate, and the spell could grant the "5+ranks" at 5th level.

That would help -- otherwise Kyrt-rider's 20th level druid is getting a +45 bonus on intimidate checks (+20 for ranks, +25 for the spell), and makes the party's barbarian and assassin look like total sissies!

I'll gladly admit it wasn't my best work Kirth, something I threw together for him, but it wasn't terrible. The intention was using the spell on other people who had the ranks, not the druid having them. But yeah, got to account for that somehow.

I left my spark here, so you guys can have fun fanning it into something useful :)

Liberty's Edge Contributor, RPG Superstar 2012

kyrt-ryder wrote:
Kirth Gersen wrote:
taig wrote:

Actually, I think capping the bonus at +15 would be appropriate, and the spell could grant the "5+ranks" at 5th level.

That would help -- otherwise Kyrt-rider's 20th level druid is getting a +45 bonus on intimidate checks (+20 for ranks, +25 for the spell), and makes the party's barbarian and assassin look like total sissies!

I'll gladly admit it wasn't my best work Kirth, something I threw together for him, but it wasn't terrible. The intention was using the spell on other people who had the ranks, not the druid having them. But yeah, got to account for that somehow.

I left my spark here, so you guys can have fun fanning it into something useful :)

Thanks to both of you! I hope that the druid's player wouldn't put max ranks in Intimidate just to make use of this spell for his character. I definitely wanted something the druid could cast to push his fellow party members to something better--not as something a druid could use to replace his fellow party members.

I will redo the spells in the next couple of days, if anyone wants to review the final result.

Liberty's Edge Contributor, RPG Superstar 2012

Here is the latest draft, thanks to everyone's very helpful suggestions:

BADGER'S FEROCITY:
School transmutation; Level druid 1, ranger 1
CASTING
Casting Time 1 standard action
Components V, S, M (remains of an animal killed by a badger)
EFFECT
Range touch
Target creature touched
Duration 1 min/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes
DESCRIPTION
The recipient receives an enhancement bonus on Intimidate checks made to demoralize an opponent equal to the recipient's ranks in Intimidate +2, up to a maximum of +5. The enhancement bonus increases to the recipient's ranks in Intimidate +5 (maximum +10) at caster level 5th, and the maximum bonus increases to +15 at caster level 10th.

CHEETAH’S SPRINT:
School transmutation; Level druid 2, ranger 2
CASTING
Casting Time 1 standard action
Components V, S, M (earth upturned by a sprinting cheetah)
EFFECT
Range touch
Target creature touched
Duration 1 round/level (D), see text
Saving Throw Will negates (harmless), see text; Spell Resistance yes
DESCRIPTION
This spell increases the target’s base land speed by 20 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects the target’s jumping distance (see the Acrobatics skill).
As a swift action, the spell can be expended to increase the base land speed an additional 20 feet (40 feet total). When the target moves through threatened squares, only creatures succeeding on a Reflex save can make attacks of opportunity.

HUMMINGBIRD’S WINGS:
School transmutation; Level druid 1, ranger 1
CASTING
Casting Time 1 standard action
Components V, S, M (hummingbird feathers)
EFFECT
Range touch
Target creature touched
Duration 1 min/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes
DESCRIPTION
The subject gets a +5 enhancement bonus on all Fly checks. The enhancement bonus increases to +10 at caster level 5th, and to +15 (the maximum) at caster level 10th. The spell also grants a one-step improvement in maneuverability, up to a maximum of good. At caster level 10th, the maximum maneuverability increases to perfect. This improvement is treated as an enhancement bonus.

LIZARD'S REGENERATION:
School transmutation; Level druid 2, ranger 2
Casting Time 1 standard action
Components V, S, M (lizard tail)
EFFECT
Range touch
Target creature touched
Duration varies (see description)
Saving Throw Will negates (harmless); Spell Resistance: yes
DESCRIPTION
This spell can be used in two ways, determined at the time of casting. The most common use provides fast healing 2 to the recipient. This usage has a duration of 2 rounds + 1 round/level (maximum 12 rounds).
The second usage allows the re-attachment of a limb or some limited regeneration. At the time of casting, the caster or a party member places a single severed limb back in contact with the original wound while the spell is cast. Alternatively, a tiny amount of missing tissue, such as an ear, eye, or finger/toe can be regenerated. In either case, casting the spell re-attaches the severed limb or regenerates the missing flesh and heals 1 hp, expending the spell.

MONGOOSE’S TUMBLE:
School transmutation; Level druid 1, ranger 1
CASTING
Casting Time 1 standard action
Components V, S, M (fang of a cobra slain by a mongoose)
EFFECT
Range touch
Target creature touched
Duration 1 min/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes
DESCRIPTION
The recipient receives an enhancement bonus on Acrobatics checks made to move past or through an opponent’s space equal to the recipient's ranks in Acrobatics +2, up to a maximum of +5. The enhancement bonus increases to the recipient's ranks in Acrobatics +5 (maximum +10) at caster level 5th, and the maximum bonus increases to +15 at caster level 10th.

MONKEY’S BALANCE:
School transmutation; Level druid 1, ranger 1
CASTING
Casting Time 1 standard action
Components V, S, M (tuft of monkey fur)
EFFECT
Range touch
Target creature touched
Duration 1 min/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes
DESCRIPTION
The recipient receives an enhancement bonus on Acrobatics checks made for balance attempts equal to twice the recipient's ranks in Acrobatics +4, up to a maximum of +10. The enhancement bonus increases to twice the recipient's ranks in Acrobatics +10 (maximum +20) at caster level 5th, and the maximum bonus increases to +30 at caster level 10th.

RACCOON’S STEALTH:
School transmutation; Level druid 1, ranger 1
CASTING
Casting Time 1 standard action
Components V, S, M (raccoon’s whisker)
EFFECT
Range touch
Target creature touched
Duration 1 min/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes
DESCRIPTION
The recipient receives an enhancement bonus on Stealth checks equal to the recipient's ranks in Stealth +2, up to a maximum of +5. The enhancement bonus increases to the recipient's ranks in Stealth +5 (maximum +10) at caster level 5th, and the maximum bonus increases to +15 at caster level 10th.

SHARK’S GLIDE:
School transmutation; Level druid 1, ranger 1
CASTING
Casting Time 1 standard action
Components V, S, M (shark’s tooth)
EFFECT
Range touch
Target creature touched
Duration 1 min/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes
DESCRIPTION
The subject gets a +5 enhancement bonus on all Swim checks. The enhancement bonus increases to +10 at caster level 5th, and to +15 (the maximum) at caster level 10th.

SQUIRREL’S CLAMBER:
School transmutation; Level druid 1, ranger 1
CASTING
Casting Time 1 standard action
Components V, S, M (acorn dropped from a tree by a squirrel)
EFFECT
Range touch
Target creature touched
Duration 1 min/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes
DESCRIPTION
The subject gets a +5 enhancement bonus on all Climb checks. The enhancement bonus increases to +10 at caster level 5th, and to +15 (the maximum) at caster level 10th.

ASPECT OF THE ANIMAL KINGDOM:
School transmutation; Level druid 3, ranger 3
DESCRIPTION
This spell functions similarly to lesser aspect of the animal kingdom, except it allows spells from the following list: badger's ferocity, bear’s endurance, bull’s strength, cat’s grace, hummingbird’s wings, mongoose’s tumble, monkey’s balance, raccoon’s stealth, shark’s glide, squirrel’s clamber or stag’s leap(jump). The recipient may also change the effect up to four times.

ASPECT OF THE ANIMAL KINGDOM, LESSER:
School transmutation; Level druid 2, ranger 2
CASTING
Casting Time 1 standard action
Components V, S, M (collection of fur and feathers from different animals)
EFFECT
Range touch
Target creature touched
Duration 1 min/level (D), see text
Saving Throw Will negates (harmless), see text; Spell Resistance yes
DESCRIPTION
At the time this spell is cast, select a spell from the following list: badger's ferocity, hummingbird’s wings, mongoose’s tumble, monkey’s balance, raccoon’s stealth, shark’s flide, squirrel’s clamber or stag’s leap(jump). The target benefits from that spell’s effect. Multiple castings of this spell do not stack.
Up to twice while this spell is in effect, the recipient can take an immediate action to change the effect to that of another spell in the list. Doing so reduces the duration of lesser aspect of the animal kingdom by 2 rounds, and it cannot be done if the spell’s remaining duration is 2 rounds or less. The target cannot change the effect again for 2 full rounds.
For the duration of the spell, the target is surrounded by a ghostly aura of the animal whose aspect is currently being used.


taig wrote:
Here is the latest draft, thanks to everyone's very helpful suggestions...

Do you think it might be desirable to change LizRegen a little further:

Target: living creature touched

to keep others from attempting to use it offensively?


kyrt-ryder wrote:
The intention was using the spell on other people who had the ranks, not the druid having them. But yeah, got to account for that somehow.

Sorry, bad habit. I'm always looking for ways that some joker is going to build a whole character around a single rules loophole.

RPG Superstar 2012

Ambrosia Slaad wrote:
taig wrote:
Here is the latest draft, thanks to everyone's very helpful suggestions...

Do you think it might be desirable to change LizRegen a little further:

Target: living creature touched

to keep others from attempting to use it offensively?

Good point. I will make that change.

RPG Superstar 2012

Kirth Gersen wrote:
kyrt-ryder wrote:
The intention was using the spell on other people who had the ranks, not the druid having them. But yeah, got to account for that somehow.
Sorry, bad habit. I'm always looking for ways that some joker is going to build a whole character around a single rules loophole.

And I appreciate that. One of the things I wanted to avoid was allowing a druid to single-handedly outdo another character class.


I'm not exactly following how the skill boosts work. Can someone give me a simple explanation. I apologize.


More so how The badger spell works.

RPG Superstar 2012

Eyolf The Wild Commoner wrote:
More so how The badger spell works.

If a 1st-4th level caster casts the spell on someone, that person gets his ranks in Intimidate plus 2 as a bonus to use Intimidate to demoralize an opponent. So, someone with no ranks would get a +2 bonus, someone with 1 rank would get a +3 bonus, on up to someone with 3 or more ranks who would get a +5 bonus.

A 5th-9th level caster who casts this spell would increase the bonus, so someone with no ranks would get a +5 bonus, and someone with 5 or more ranks would get a +10 bonus.

A 10th level (and higher) caster allows the ceiling to rise, so someone with 10 or more ranks would get a +15 bonus.

I hope that helps.


Just a quick go over, your animal kingdom spells have some inconsistencies that I am noticing.

The shark's fin, stag's leap, or squirrel's claws are some..

As Those spells are not in your post here, nor in the spell list.

WHich brings me to one of three conclusions

1. These are old spell names for the spells currently listed/posted here.
2. These spells are older creations of yours posted elsewhere.
3. These are supposed to be removed.

Liberty's Edge Contributor, RPG Superstar 2012

Eyolf The Wild Commoner wrote:

Just a quick go over, your animal kingdom spells have some inconsistencies that I am noticing.

The shark's fin, stag's leap, or squirrel's claws are some..

As Those spells are not in your post here, nor in the spell list.

WHich brings me to one of three conclusions

1. These are old spell names for the spells currently listed/posted here.
2. These spells are older creations of yours posted elsewhere.
3. These are supposed to be removed.

The correct conclusion is #1, as well as some bad editing on my part. Shark's fin should be shark's glide and squirrel's claw should be squirrel's clamber.

Stag's leap is just a flavor change to the jump spell name. It has the same effect as jump.

Thanks for pointing the inconsistencies out!

Fixed versions:

ASPECT OF THE ANIMAL KINGDOM:
School transmutation; Level druid 3, ranger 3
DESCRIPTION
This spell functions similarly to lesser aspect of the animal kingdom, except it allows spells from the following list: badger's ferocity, bear’s endurance, bull’s strength, cat’s grace, hummingbird’s wings, mongoose’s tumble, monkey’s balance, raccoon’s stealth, shark’s glide, squirrel’s clamber or stag’s leap(same effect as jump). The recipient may also change the effect up to four times.

ASPECT OF THE ANIMAL KINGDOM, LESSER:
School transmutation; Level druid 2, ranger 2
CASTING
Casting Time 1 standard action
Components V, S, M (collection of fur and feathers from different animals)
EFFECT
Range touch
Target creature touched
Duration 1 min/level (D), see text
Saving Throw Will negates (harmless), see text; Spell Resistance yes
DESCRIPTION
At the time this spell is cast, select a spell from the following list: badger's ferocity, hummingbird’s wings, mongoose’s tumble, monkey’s balance, raccoon’s stealth, shark’s glide, squirrel’s clamber or stag’s leap(same effect as jump). The target benefits from that spell’s effect. Multiple castings of this spell do not stack.
Up to twice while this spell is in effect, the recipient can take an immediate action to change the effect to that of another spell in the list. Doing so reduces the duration of lesser aspect of the animal kingdom by 2 rounds, and it cannot be done if the spell’s remaining duration is 2 rounds or less. The target cannot change the effect again for 2 full rounds.
For the duration of the spell, the target is surrounded by a ghostly aura of the animal whose aspect is currently being used.

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