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Natural Spell Specialization
[General]
Contents
Prerequisite:
Natural Spell Specialization is available to those who can cast second level Druid or Ranger spells; or cast second level spells and have access to a domain available to Druids; or who have the Cradled Spread the Word ability.
Choose an area of specialization (see below). Spells you cast in that area are more effective and more potent. However, spells cast outside your area are less effective. This feat can be taken only once.
Benefit:
You cast spells in your area of specialization at +2 caster levels. Add +1 to the saving throw DC of all spells you cast in your area. But you cast all spells outside your area at -1 caster level. If you are multiclassed, the feat applies to all spells you cast.
Areas Of Natural Spell Specialization
The areas of specialization fall into three groupings: Regions, Biomes and Element.
Region
Pick a specific natural (not political) region of the Wold, like the Culverwood or the Cursed Swamp. All spells you cast while in that region gain the benefit of the feat; but all spells you cast outside the region suffer the feat's penalty. You gain the benefit even in cities, indoors, and underground in your region.
Biome
Pick a biome, or type of environment, like jungle, plains, ocean, wetlands, desert, or forest. All spells you cast while outdoors in that biome gain the benefit of the feat; but all spells you cast outside the biome suffer the feat's penalty. You do not generally gain the benefit in cities, indoors, or underground.
PROPOSED REVISION:
Pick a terrain type, chosen from those available to rangers as favored terrains (excluding Planes and Urban). All spells you cast while outdoors in that biome gain the benefit of the feat; but all spells you cast outside the biome suffer the feat's penalty. You do not generally gain the benefit in cities or indoors.
Choose from:
- Cold (ice, glaciers, snow, and tundra)
- Desert (sand and wastelands)
- Forest (coniferous and deciduous)
- Jungle
- Mountain (including hills)
- Plains
- Swamp
- Underground (caves and dungeons)
- Water (above and below the surface)
Element
Pick one of the four primary elements (Air, Earth, Fire, or Water).
- Air: Spells with the Air and Electricity descriptor.
- Earth: Spells with the Earth and Acid descriptor.
- Fire: Spells with the Fire and Light descriptor.
- Water: Spells with the Water and Cold descriptor.
Your specialization bonus applies whenever you cast spells with the appropriate descriptors.