A Spell For All Time: Feral Froth
Never let it be said I don’t listen to my readers reader! Here we are with another edition of “A Spell For All Time”! The earlier edition is here, of course.
A bruief recap: At Gencon, I pick up “Eldritch Weirdness” by Matt Finch, which includes within it a spell name generator. I decided to roll some dice, and, given a name, iterate the spell across multiple editions of D&D, showing the evolution and transformation of the game system over time.
Today, I rolled a “6”, putting me on the “F” column, and then a 35, for “Feral”, and a 91, for “Froth”.
Well, let’s see what we get, here, shall we? Onwards! As Stan Lee would say, “Jack who? No, I did everything myself.” Wait, no, that’s the wrong Stan Lee quote. Lemme see here… ah yes. Excelsior!
Hmmm. Feral Froth.
“Feral” is a great word. I got really excited with it. “Froth” isn’t bad, it’s just not as cool as it could be. I have two ideas immediately: One, the very name conjures forth the image of a rabid beast, “frothing at the mouth”. But “froth” also suggests storms, waves, and so on. It’s harder, though not impossible, to fit “feral” to that definition, though. An angry water elemental, maybe?
No, I think I’ll go with my first instinct. My experience has been that, creatively, my gut reaction is usually (not always, usually) right, and the more I over-think and over-analyze and second-guess myself, the worse the outcome. So, Feral Froth…
Original D&D (“Brown/White Box” + Greyhawk, Blackmoor, Eldritch Wizardry)
(As published in The Dragon’s Review Of Dungeon Strategy, Issue 16, “Further Spells For Druids”)
While the selection of druidic spells in Eldritch Wizardry is certainly adequate to provide years of campaign play, it is well and truly noted that you cannot have too many spells! For that reason, we present this selection of optional and additional spells which may find their way into your games! Dungeon Masters, be sure to consider all the ramifications of these potent charms of the mysterious nature priests, and do not forget that your NPCs may also have access to them!
Feral Froth:By casting this on himself, the druid becomes a furious beast. He can attack with fang and claw as a monster of his hit dice, doing 1d8/1d4/1d4 damage, and he is immune to fear, charms, and other suchlike spells. He can take no other actions but attacking while the spell is in effect. Duration: 1d4 melee turns.
Advanced Dungeons & Dragons, First Edition
(As published in “Wilder Druids”, in The Dragon’s Review Of Dungeon Strategy, Issue 76)
Fourth Level Spells:
Feral Froth (Alteration)
Duration: 1 round/level
Components: V, S, M
Casting Time: 4 segments
Saving Throw: Special, see below
Explanation/Description: The druid calls upon the raw fury of the wild and takes it within himself! His hands become claws (destroying any gloves he may be wearing) and his teeth become large rending fangs. While in this form, he attacks as if he were a monster of his own hit dice, and may make one bite and two claw attacks per turn, doing 1d8/1d4/1d4 damage. He is immune to fear and to all spells of the enchantment/charm category, except for those which specifically target animals or those cast by brownies, dryads, leprechuans, nymphs, or satyrs, against which he has no save. The druid can only attack or move towards a visible foe; he will attack monsters first, but will turn on his party if no one else is around. If he wishes to end the spell before the duration expires, he may attempt to save against spell at the start of his turn.
In addition to mistletoe, this spell requires the use of a fang from a wolf, bat, bear, or other wild beast.
Advanced Dungeons & Dragons, Second Edition
This spell was not published in Second Edition, as it was feared it would be offensive to victims of rabies.
Dungeons & Dragons, Third Edition, Revised
(As published in “The Complete Wilderness Adventurer Volume II”, 2009)
School: Transmutation Level: Druid 2
Casting Time: One standard action
Components: V, S, M (a fang from a wild animal such as a wolf, bat, or bear)
Duration: 1 round/level or special, see below
When this spell is cast, you partially transform into a raging beast. Your hands become claws of your size (1d4 for medium creatures and 1d3 for small) and you gain a bite attack, again of your size, doing 1d6 for medium and 1d4 for small). You also gain +2 Strength, +2 Constitution, and +2 Dexterity. When you attack, your BAB is equal to your hit dice. You must take a full attack action each turn if you are adjacent to an enemy and you must move towards an enemy if you are not. You cannot cast spells, use skills (except for Acrobatics, Climb, Jump, or Swim checks made to move closer to an enemy), or otherwise take any action except moving and attacking. If there are no enemies visible, you must attack the nearest target, even if it is an ally.
Items worn on the hands will be harmlessly absorbed when the spell is cast and restored when it is over.
If you want to end the spell early, you must suceed at a Will save, DC 12+your Wisdom modifier.
Dungeons & Dragons Fourth Edition
(As published in Primal Essentials, 2012)
Feral Froth (Druid Utility 6)
You increase the strength of your beast form by calling on primal spirits of rage.
Daily * Beast Form, Primal, Stance
Minor Action Personal
Effect: Until the stance ends, any druid attack powers you use while in beast form gain a +2 power bonus to damage and do an additional 1d8 damage on a critical hit. In addition, you gain +2 to all defenses against fear or charm effects. The stance ends if you leave beast form.
Primal Predator: Your bonus to damage is +3 and your bonus to defenses is 1+your Dexterty modifier.
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