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Showing posts with label druids. Show all posts
Showing posts with label druids. Show all posts

Tuesday, November 5, 2019

RSA: Speak with Plants


This one appears in nearly every version of D&D that I can think of, yet I have rarely seen it used. Maybe after druids became more of a thing, but as a clerical spell? And a relatively high level one at that (4th)? Not so much. It's not that SwP doesn't have its uses, but it takes up a slot that could be used by things like Neutralize Poison or Cure Serious Wounds. The good news for the spell is that since it's clerical, the caster can trade out for a day if need be without it taking up a fixed spot in a spell book. 

So what exactly does the spell do (or not do)? It has a range of 30' (yards in wilderness) and a duration of 3 turns. It "gives the cleric the power to talk to plants and request simple favors of them." One example the description lists is undergrowth bending out the way to allow a clearer path through. It also allows communication with plantlike creatures (eg Treants).

An interesting caveat is that while a request is automatically received favorably by the plants, they must be able to perform and understand what the cleric is asking. Since the spell's operative verb is "speak" it's fairly obvious that covers the comprehension part of things. I imagine "understand" in this context has more to do with the complexity of the request. 

Beyond the undergrowth example, or translating Treant-ish, I could see this spell being handy for things like quieting threats from shriekers or yellow mold. I know I've already written about fungi vs. plants on this blog, but for simplicity in gameplay let's just consider them equivalent. (If there were a "Speak with Mushroom" spell I might have a different opinion.) One could also use it to more effectively camouflage a party to hide from pursuit or to stage an ambush. It could also be used to wipe out a trail to prevent being tracked. 

I have to say the spell contains a lot of potential for creative uses. I just wish it was lower level to make it less unlikely to see play. The Ring of Plant Control offers similar options to the PCs, but is much more powerful in many ways. Maybe a scroll or potion to introduce the spell into a campaign instead?

Wednesday, August 30, 2017

RSA: Growth of Animals




Since BX doesn't have druids, this one is under clerical spells. I wonder if elves had a separate list whether the designers would have placed it there? At third level, it competes for attention with some pretty heavy hitters in the cleric's go-to repertoire. Spells like Cure Disease, Remove Curse, or even Continual Light. So in the vein of other RSAs, let's take a look at this sucker and see what's what.

Growth of Animal (from Cook):

Cleric: 3rd
Range: 120'
Duration: 12 turns

So basically it doubles the size, strength, carrying capacity, and damage of a non-intelligent and/or "mundane" creature. It can however, double the size  of a normal creature's giant version: . e.g. Giant Hawks, Weasels, Spiders, etc.

The obvious use of such a spell is to get more out of an allied creature. Your mount, your hound, etc. Changing a dog or tamed wolf into a Game of Thrones-style direwolf would give you an edge in a fight, to be sure. 

But that's low-hanging fruit. Let's look a little deeper, shall we?

First of all, the spell has a decent range. This means you don't have to be right next to the creature. Secondly, nothing says the animal has to belong to you. Imagine suddenly doubling the size of a foe's mount. Sure he's got a great big horse now, but he's too high up to hit you. Now imagine combining that same casting with a followup Cause Fear. You could also cause a helluva distraction in the enemy camp by suddenly having some bird or beast swell up in their midst. Maybe that rickety bridge they are galloping across won't take another half ton of horseflesh?

Next, keep in mind that sometimes bigger isn't better. That giant spider chasing you Shelob-style through the tunnels? Zap! Too big to fit now. Sure it's temporary, but two hours is a nice head start. Granted, a fifth level cleric probably isn't running from Crab Spiders too much, but you get idea. 

I know it's not a spider, but hedgehogs are just so CUTE!