Spells:
Harmonize Lands
 
 
By: Arjan Wardekker
Type: Transmutation
Class & Level: Druid 9
Game: Dungeons & Dragons (D&D)

Caster/Level: Drd 9
School: Transmutation

Components: V,S,F
Casting Time: 1 day
Range: Close (25 ft. + 5 ft./level)
Area of Effect: 1 mile/level radius (see text)
Duration: Instantaneous (see text)
Saving Throw: Will negates (object; see text)
Spell Resistance: No

This powerful spell returns an area to a state of natural harmony and beauty.
It removes any damages inflicted by artificial (logging, farming, etc.) or natural (forest fires, etc.) causes and fills the area with the biotic and abiotic components that are required to (re)construct a healthy ecosystem native to the area. Existing structures and towns are transmuted into the environment, e.g. turning brick buildings into hollowed natural rock formations, wooden houses into homesteads inside a hollow between the roots of a large tree, or into a hollowed hillock. The places become part of the natural surroundings, with streams pouring through town square, flowers and trees growing on top of the houses, and so on. The basic function of artificial structures remains intact. However, the structures, tools and effects of unsustainable activities are removed from the area, or turned into more sustainable versions. Magical objects may attempt a Will save to negate this effect. The spell does not change the population, knowledge, needs, customs, and mindsets of intelligent beings living in the area.
Besides the instantaneous effects, the area receives a special protection for one month/level. It freely provides a sustainable amount natural resources for use by its inhabitants. The area and its components receive damage reduction 10/- and energy resistance 10 versus all kinds of energy, against transgressions that exceed the area's capacity.
The caster has some degree of influence on the exact effects of the spell. He or she can leave certain area's as they are, determine the exact ecosystem or ecosystems created (within the range of possibilities native to the area), and determine the location of certain features (e.g. streams, bird colonies, etc.). Furthermore, the caster may select one area of up to 10 ft./level radius to be a place of exceptional beauty. The caster may determine the exact layout and contents of this area. Optionally, the spell may create a new small new dwelling in this area. Often, such a place is created to be a druid's grove.

Focus: an animal and a plant native to the area, a sample of each basic element (fire, water, etc.; the exact elements may depend on the campaign setting you're using), and a lock of hair freely given by a Fey to be used for this spell.

Licensing:
This material is distributed under the Open Game License Version 1.0a (view a copy of the license). All of this material is designated as Open Game Content, in accordance with Section 1(d) of the Open Game License, Version 1.0a.

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