Habololy Concepts > Domain

The New Animal Domain

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Malchia:
How about one of these?

Calm Animals
(Player's Handbook v.3.5, p. 207)

Enchantment (Compulsion) [Mind-Affecting]
Level: Druid 1, Ranger 1, Animal 1,
Components: V, S,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Animals within 30 ft. of each other
Duration: 1 min./level
Saving Throw: Will negates; see text
Spell Resistance: Yes

This spell soothes and quiets animals, rendering them docile and harmless.
Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell.
All the subjects must be of the same kind, and no two may be more than 30 feet apart.
The maximum number of Hit Dice of animals you can affect is equal to 2d4 + caster level.
A dire animal or an animal trained to attack or guard is allowed a saving throw; other animals are not.
(A druid could calm a normal bear or wolf with little trouble, but it's more difficult to affect a trained guard dog).
The affected creatures remain where they are and do not attack or flee.
They are not helpless and defend themselves normally if attacked.
Any threat (such as fire, a hungry predator, or an imminent attack) breaks the spell on the threatened creatures.

Charm Animal
(Player's Handbook v.3.5, p. 208)

Enchantment (Charm) [Mind-Affecting]
Level: Druid 1, Ranger 1,
Components:
Target: One animal

This spell functions like charm person, except that it affects a creature of the animal type.
See the Monster Manual for more information on creature types.

Hide from Animals
(Player's Handbook v.3.5, p. 241)

Abjuration
Level: Druid 1, Ranger 1,
Components: S, DF,
Casting Time: 1 standard action
Range: Touch
Target: One creature touched/level
Duration: 10 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

Animals cannot see, hear, or smell the warded creatures.
Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures.
Animals simply act as though the warded creatures are not there.
Warded creatures could stand before the hungriest of lions and not be molested or even noticed.
If a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients.

Enrage Animals
(Champions of Ruin)

Enchantment (Compulsion) [Mind-Affecting]
Level: Druid 1, Ranger 1,
Components: V, S,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Animals within 30 ft. of each other
Duration: 1 minute/level
Saving Throw: Will negates; see text
Spell Resistance: Yes

This spell incites and enrages animals, making them hostile and vicious.
Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell.
The maximum number of Hit Dice of animals you can affect is equal to 2d4 + your caster level.
A dire animal or an animal trained only to attack on order is allowed a saving throw; other animals are not.
For example, a ranger could enrage a normal bear or wolf with little trouble, but it's more difficult to drive a trained guard dog into a frenzy so that it attacks its master.
The affected creatures attack the nearest creature, including any other creatures affected by this spell.

Asinjin:
No on Enrage Animals.  Thoughts on the others?

Malchia:
I vote for Hide from Animals.

whitesword:

--- Quote from: Malchia on August 19, 2012, 10:36:38 AM ---I vote for Hide from Animals.

--- End quote ---
Agreed. The others seem useless after you have a few ranks in Handle Animal.

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