Silverleafeon
03-15-2018, 01:19 PM
I would like to suggest reviewing all Druid Transmutation Spells to see if any need moving to Evocation or Conjuration.
{Note that it is obvious the original designers had some fears of Druid being over powerful and spread the Schools improperly.}
I feel that this will address any concerns over the removal of Transmutation Bonuses to the Season's Herald tree.
Transmutation Druid Spell review for mistype of school by me (which could be flawed):
Entangle
Transmutation
Primal magic awakens plants and vines to grasp at the caster's enemies. Entangled creatures suffer a 90% penalty to movement speed, a 50% attack speed penalty, and a -1 penalty to attack rolls, AC and Reflex. A successful Reflex save negates this effect. Entangled creatures may leave the affected area to escape it's effects, or attempt to make a Strength check every 2 seconds to negate. Area of effect fire spells will destroy these vines and free any entangled creatures. Incorporeal creatures and oozes are natually immune. Fire elementals and other fire creatures are immune because they burn through the plants.
This seems akin to Web, and the key word awaken suggest Conjuration.
Strongly suggest this spell have its school changed.
Quench
Transmutation
A burst of water quenches flames. Lingering fire spells, such as Wall of Fire, are dispelled. Your allies are cured of any lingering fire damage effects, and receive a +15 enhancement bonus to fire resistance. Your enemies receive a -20 penalty to cold and electricity resistance. The resistance bonuses and penalties increase to 25 at caster level 8, and 35 and caster level 12. They last one minute. Fiery enemies, such as fire elementals, take 27 to 33 cold damage per 4 caster levels, to a maximum of 108 to 132. A successful fortitude save halves the damage, and negates the resistance penalties. D&D Dice: Deals 2d4+25 cold damage per 4 caster levels.
This sort of fits Transmutation School when it changes resistance bonuses ect...
Snare
Transmutation
Creates a snare that when triggered entangles a single enemy. An Entangled creature may attempt to make a Strength check every 2 seconds to escape. Incorporeal creatures, and Oozes cannot be caught in the snare.
This seems akin to Web, and the key word create suggest Conjuration.
Strongly suggest this spell have its school changed.
Spike Growth
Transmutation
Creates hard and pointed vegetation that injures the feet and legs of enemies that pass over it, slowing movement and causing 1d4 piercing damage every 2 seconds. A successful Reflex save negates the slow effect.
This seems akin to Web, and the key word create suggest Conjuration.
Strongly suggest this spell have its school changed.
Ice Flowers
Transmutation
(Cold)
Valid Forms: Water Elemental . Lances of ice burst from the ground where you point, dealing 1d3 piercing and 1d3 cold damage per caster level, to a maximum of 15d3 cold and 15d3 piercing.
This seems akin to Fireball, and the key word burst suggest Evocation.
Strongly suggest this spell have its school changed.
Harrowing Pack
Transmutation
Valid Forms: Wolf, Winter Wolf. The wolf pack hounds their prey, attacking from all sides. Grants the caster and all of his or her hirelings, pets, summoned creatures, and charmed creatures a +2 enhancement bonus to flanking attacks, and granting them a knockdown effect when they roll a 20 on attack rolls.
All of the remaining Transmutation spells are similar to this one, and fit the typical Transmutation School theme.
{Note that it is obvious the original designers had some fears of Druid being over powerful and spread the Schools improperly.}
I feel that this will address any concerns over the removal of Transmutation Bonuses to the Season's Herald tree.
Transmutation Druid Spell review for mistype of school by me (which could be flawed):
Entangle
Transmutation
Primal magic awakens plants and vines to grasp at the caster's enemies. Entangled creatures suffer a 90% penalty to movement speed, a 50% attack speed penalty, and a -1 penalty to attack rolls, AC and Reflex. A successful Reflex save negates this effect. Entangled creatures may leave the affected area to escape it's effects, or attempt to make a Strength check every 2 seconds to negate. Area of effect fire spells will destroy these vines and free any entangled creatures. Incorporeal creatures and oozes are natually immune. Fire elementals and other fire creatures are immune because they burn through the plants.
This seems akin to Web, and the key word awaken suggest Conjuration.
Strongly suggest this spell have its school changed.
Quench
Transmutation
A burst of water quenches flames. Lingering fire spells, such as Wall of Fire, are dispelled. Your allies are cured of any lingering fire damage effects, and receive a +15 enhancement bonus to fire resistance. Your enemies receive a -20 penalty to cold and electricity resistance. The resistance bonuses and penalties increase to 25 at caster level 8, and 35 and caster level 12. They last one minute. Fiery enemies, such as fire elementals, take 27 to 33 cold damage per 4 caster levels, to a maximum of 108 to 132. A successful fortitude save halves the damage, and negates the resistance penalties. D&D Dice: Deals 2d4+25 cold damage per 4 caster levels.
This sort of fits Transmutation School when it changes resistance bonuses ect...
Snare
Transmutation
Creates a snare that when triggered entangles a single enemy. An Entangled creature may attempt to make a Strength check every 2 seconds to escape. Incorporeal creatures, and Oozes cannot be caught in the snare.
This seems akin to Web, and the key word create suggest Conjuration.
Strongly suggest this spell have its school changed.
Spike Growth
Transmutation
Creates hard and pointed vegetation that injures the feet and legs of enemies that pass over it, slowing movement and causing 1d4 piercing damage every 2 seconds. A successful Reflex save negates the slow effect.
This seems akin to Web, and the key word create suggest Conjuration.
Strongly suggest this spell have its school changed.
Ice Flowers
Transmutation
(Cold)
Valid Forms: Water Elemental . Lances of ice burst from the ground where you point, dealing 1d3 piercing and 1d3 cold damage per caster level, to a maximum of 15d3 cold and 15d3 piercing.
This seems akin to Fireball, and the key word burst suggest Evocation.
Strongly suggest this spell have its school changed.
Harrowing Pack
Transmutation
Valid Forms: Wolf, Winter Wolf. The wolf pack hounds their prey, attacking from all sides. Grants the caster and all of his or her hirelings, pets, summoned creatures, and charmed creatures a +2 enhancement bonus to flanking attacks, and granting them a knockdown effect when they roll a 20 on attack rolls.
All of the remaining Transmutation spells are similar to this one, and fit the typical Transmutation School theme.