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Wilderness Reimagined

April 22nd, 2015

Joshua Zaback

Obscure Arcana Archive

                Today we’re examining spells that make rain, throw around thorny vines, and make animals like you better. You might be thinking that there are already spells which do all those things, but like spells which cause instant death or fill an area with fire, there is a great deal of room to differentiate these new, more complex spells from the classics we all know and love. But rather than bore you with the details, I’ll let you see what I’m talking about for yourself. Enjoy.

 

ANIMAL FREINDSHIP
School enchantment [charm]; Level druid 3, ranger 2, shaman 3, witch 3
Casting Time 1 standard action
Components V, S, DF
Range personal
Target you
Duration 1 hour/level

                You surround yourself with a charming magic which makes you seem instantly appealing to wild creatures. Whenever a creature of the animal type comes within 100 feet of you, it must succeed on a Will save or fall under the effects of the enchantment. Animals that fall under the effects of the enchantment have their attitudes improved by 1 step for every 5 caster levels you possess. Animals made helpful in this way also gain some rudimentary understanding of any language you speak, allowing you to communicate your wishes to them, which the animal creature will obey to the best of its ability.

                The effects of this spell last only so long as the animal remains nearby, and as soon as the animal creature moves more than 100 feet away from you, its attitude towards you becomes indifferent. However, if a creature that initially failed its Will save returns to within 100 feet of you, it once again falls under the effects of the spell and may not make a new save.  Animals compelled by this spell are not obligated to defend you or fight your foes, though they may choose to do so. They will never perform actions which are extremely outside their natures, or which are obviously suicidal or likely to result in the creature’s death. Finally, you gain a +10 bonus on wild empathy checks made against creatures affected by this spell.

 

ENTANGLING THORNS
School conjuration (creation); Level antipaladin 1, druid 1, ranger 1, shaman 1, sorcerer/wizard 2, witch 1
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./2 levels)
Target one creature
Duration instantaneous
Saving Throw none; Spell Resistance yes
               
                You throw out your hand and a thorny vine lashes out and entangles the target, cutting him with its barbs and binding him in a magical vine. You must succeed on a ranged touch attack to hit the target. If the attack is successful, the target suffers 1d4 points of piercing damage per 2 levels (maximum 5d4 at 10th level) and gains the entangled condition. The target can attempt to burst free of the vine, requiring a successful DC 20 Strength check, but attempting to do so inflicts 1d4 points of piercing damage to the target. The vine can be cut away by dealing at least 15 points of slashing damage to it (the vine has AC 5 and hardness 3). After 1 minute, the vine rots away and crumbles. Additionally, if the target suffers fire damage, the vine catches fire and deals 1d6 points of fire damage to the target each round, until the fire is put out or the vine is removed (see the Pathfinder Roleplaying Game Core Rulebook for more information on putting out fires).

 

RAINFALL
School conjuration (creation); Level druid 5, ranger 3, shaman 5, witch 6
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./2 levels)
Area 100-ft.-radius emanation
Duration 10 minutes/level
Saving Throw none; Spell Resistance no

                You raise your hands to the sky and summon forth a mighty cloud which pours steady and oppressive rain within the spell’s area. All nonmagical fires, as well as all magical fires whose caster level is lower than your caster level, are automatically extinguished. Additionally, all creatures in the area suffer a -5 penalty on all Perception checks. Finally, all fire spells cast within the area, into the area, or which have an area which is wholly within the spell’s area have their caster level reduced by 5, while all electricity spells cast within the area, into the area, or which have an area which is contained wholly within the spell’s area have their caster level increased by 2.