Epic Druid Spells
From HGWiki
These are the Druid Epic Spells.
For the most up to date information, see the HG Forum Post.
You must have 25 levels of druid in order to learn these spells, be level 40, have the epic spell focus feat in the spell's school, and find someone or something to teach you the spell.
Enchantment: Call Nature's Wrath
- Description: Druids who master the school of enchantment are able to persuade even the most reclusive of the earth's children to heed their call in times of need.
- Effect: Summons an Avatar of the Earth Mother herself to aid the caster in combat for (CL / 2) rounds (duration includes paragon levels). The Avatar scales in power as the caster gains casterlevels, weilding the living will of the planet with devastating effect.
Necromancy: Dust to Dust
- Description: "The eternal hourglass of existence is turned over and over, and you with it, a grain of dust."
- Effect: Petrifies all creatures in a Large radius for 2 rounds per 10 caster levels (duration includes paragon levels).
Transmutation: Elemental Shunt
- Description: The caster manipulates the motion of elements such that the caster and their party is spared from enduring their full force. Those who move with the elements, like a blade of grass in the wind, need not fear their full force. Those who resist, like a tree in a gale, needs must fast their full force, and often fall.
- Effect: All party members in the area receive 10 + (CL / 2)% immunity to all elemental damage for (CL / 2) turns (duration includes paragon levels). Only works if within 6 levels of the caster.
Evocation: Immutable Force
- Description: Like a towering wave or a mighty avalanche, the caster and his party become a raw force of nature. You can not fight it; you can not slow it. You can only cower beneath it and hope it passes on before you do.
- Effect: Grants the following for its duration:
- Immunity to critical hits, mind effects, and knockdown. - 100% immunity to all damage types. (Note that inflictions may reduce this temporarily during the effect before they are restored). - A restoration each round (and at the beginning of the effect). This effect can only be used once every 2 minutes.
Abjuration: Nature's Frailty
- Description: After living too long beneath the safety of magical protections, creatures often forget how frail the natural form truly is. This spell serves as a stark, if occasionally fatal, reminder.
- Effect: All enemies in a Large radius are struck by a dispel effect at the caster's level. All enemies struck have their SR reduced by 11 + (Abj foci * 3) for 20 rounds, plus 1 round per 4 caster levels above 40. Both duration and dispel level include paragon levels in their calculation.
Divination: Primal Cataclysm
- Description: Those who know the deep lore of nature know of the Threads, massive strands of primal matter that drift through the ether. They are said to be so dense that they distort time itself. Because of this distortion, only a master diviner could ever hope to locate such a thread. One group of diviners did manage just such a feat, in the later days of the Empire, and learned to tap the power of the thread, by opening a portal to where the thread was about to be, and holding it open just long enough to spill out a tiny fraction of the power of the thread, without letting the portal rupture. Some druids revered this spell as the ultimate demonstration of nature's might, while others renounced it as risking all that which they are sworn to protect.
- Effect: All enemies in a Gargantuan radius around the target point receive (CLd6 * 3) Nature damage, and are slowed for 20 rounds, plus 1 round per 4 caster levels above 40. This spell cannot be Evaded, but enemies may make a DC (30 + Wis modifier) Reflex save for half damage. This spell is guaranteed to always do at least some damage. Both duration and damage include paragon levels in their calculation.
Conjuration: Shroud of Nature
- Description: Camouflage is a common tactic in nature. If it can't see you, it can't eat you.
- Effect: All party members in the area receive CL% concealment for CL rounds (duration includes paragon levels). Only works if within 6 levels of the caster.
Illusion: Veil of Mists
- Description: The druid shrouds himself in dense layers of writhing mists. When his enemies try to strike him, they find themselves fighting to push their weapons through the mist that suddenly seems to take on a life all its own. The caster also places his memories in the trust of the mists while assuming other forms, protecting them from damage.
- Effect: Using the Barkskin spell on this item will grant the caster a +20 bonus to their natural armor for 1 hour/level. Additionally, this spell protects the caster from amnesia while shifted. Casting it on another target will waste the epic effect.