The new Woldipedia with 5e content is available here

Difference between revisions of "Natural Spell Specialization"

From Woldipedia
Jump to: navigation, search
 
(Elements)
Line 18: Line 18:
 
===Biome===
 
===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.
 
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.
 
===Elements===
 
Pick an element: air, earth, fire, or water. The spells listed below (and only those spells) are arranged in elemental groups. Spells you cast in your elemental group gain the benefits of the feat; but all spells you cast outside the group suffer the feat's penalty.
 
 
    Air
 
    Lvl .... Spell
 
    0 .... Know Direction
 
    1 .... Endure Elements
 
    1 .... Jump
 
    1 .... Obscuring Mist
 
    2 .... Fog Cloud
 
    2 .... Gust of Wind
 
    2 .... Resist Energy (elec, cold)
 
    2 .... Summon Nature's Ally II (Elemental, Small)
 
    3 .... Call Lightning
 
    3 .... Protection from Energy (elec, cold)
 
    3 .... Wind Wall
 
    3 .... Summon Nature's Ally III (Elementals, Small)
 
    4 .... Air Walk
 
    4 .... Ice Storm
 
    4 .... Summon Nature's Ally IV (Elemental, Medium; Arrowhawk, juvenile)
 
    5 .... Call Lightning Storm
 
    5 .... Control Winds
 
    5 .... Summon Nature's Ally V (Elemental, Large; Arrowhawk, adult)
 
    6 .... Transport via Plants
 
    6 .... Summon Nature's Ally VI (Elemental, Huge)
 
    7 .... Control Weather
 
    7 .... Wind Walk
 
    7 .... Summon Nature's Ally VII (Elemental, greater; Arrowhawk, elder)
 
    8 .... Whirlwind
 
    8 .... Summon Nature's Ally VIII (Elementals, greater)
 
    9 .... Elemental Swarm (Air)
 
    9 .... Summon Nature's Ally IX (Elemental, elder
 
 
    Earth
 
    Lvl .... Spell
 
    0 .... Know Direction
 
    1 .... Endure Elements
 
    1 .... Longstrider
 
    1 .... Magic Stone
 
    2 .... Heat Metal
 
    2 .... Resist Energy (elec)
 
    2 .... Soften Earth and Stone
 
    2 .... Summon Nature's Ally II (Elemental, Small)
 
    3 .... Meld into Stone
 
    3 .... Protection from Energy (elec)
 
    3 .... Stone Shape
 
    3 .... Summon Nature's Ally III (Elementals, Small; Thoqqua)
 
    4 .... Spike Stones
 
    4 .... Summon Nature's Ally IV (Elemental, Medium; Xorn, minor)
 
    5 .... Commune with Nature (underground)
 
    5 .... Transmute Mud to Rock
 
    5 .... Summon Nature's Ally V (Elemental, Large)
 
    6 .... Move Earth
 
    6 .... Stone Tell
 
    6 .... Wall of Stone
 
    6 .... Summon Nature's Ally VI (Elemental, Huge; Xorn, average)
 
    7 .... Summon Nature's Ally VII (Elemental, greater; Xorn, elder)
 
    8 .... Earthquake
 
    8 .... Repel Metal or Stone
 
    8 .... Summon Nature's Ally VIII (Elementals, greater)
 
    9 .... Elemental Swarm (Earth)
 
    9 .... Summon Nature's Ally IX (Elemental, elde
 
 
    Fire
 
    Lvl .... Spell
 
    0 .... Light
 
    1 .... Endure Elements
 
    1 .... Faerie Fire
 
    1 .... Produce Flame
 
    2 .... Fire Trap
 
    2 .... Flame Blade
 
    2 .... Flaming Sphere
 
    2 .... Resist Energy (fire)
 
    2 .... Summon Nature's Ally II (Elemental, Small)
 
    3 .... Call Lightning
 
    3 .... Protection from Energy (fire)
 
    3 .... Quench
 
    3 .... Summon Nature's Ally III (Elementals, Small; Thoqqua)
 
    4 .... Flame Strike
 
    4 .... Summon Nature's Ally IV (Elemental, Medium)
 
    5 .... Call Lightning Storm
 
    5 .... Wall of Fire
 
    5 .... Summon Nature's Ally V (Elemental, Large)
 
    6 .... Fire Seeds
 
    6 .... Summon Nature's Ally VI (Elemental, Huge)
 
    7 .... Fire Storm
 
    7 .... Sunbeam
 
    7 .... Summon Nature's Ally VII (Elemental, greater)
 
    8 .... Summon Nature's Ally VIII (Elementals, greater)
 
    9 .... Elemental Swarm (Fire)
 
    9 .... Summon Nature's Ally IX (Elemental, elder)
 
 
    Water
 
    Lvl .... Spell
 
    0 .... Create Water
 
    1 .... Endure Elements
 
    1 .... Goodberry
 
    1 .... Obscuring Mist
 
    2 .... Chill Metal
 
    2 .... Fog Cloud
 
    2 .... Resist Energy (acid, cold)
 
    2 .... Summon Nature's Ally II (Elemental, Small)
 
    3 .... Protection from Energy (acid, cold)
 
    3 .... Sleet Storm
 
    3 .... Water Breathing
 
    3 .... Summon Nature's Ally III (Elementals, Small)
 
    4 .... Blight
 
    4 .... Control Water
 
    4 .... Ice Storm
 
    4 .... Summon Nature's Ally IV (Elemental, Medium; Tojanida, juvenile)
 
    5 .... Commune with Nature (at sea / small isles)
 
    5 .... Transmute Rock to Mud
 
    5 .... Summon Nature's Ally V (Elemental, Large; Tojanida, adult)
 
    6 .... Summon Nature's Ally VI (Elemental, Huge)
 
    7 .... Control Weather
 
    7 .... Summon Nature's Ally VII (Elemental, greater)
 
    8 .... Summon Nature's Ally VIII (Elementals, greater; Tojanida, elder)
 
    9 .... Elemental Swarm (Water)
 
    9 .... Storm of Vengeance
 
    9 .... Summon Nature's Ally IX (Elemental, elder)
 

Revision as of 11:20, 20 October 2010

[General]

Prerequisite:

Natural Spell Specialization is available to those who can cast second level druid or ranger spells; Region or Biome (but not Elemental) specialization is available to those who can cast second level plant or animal domain spells.

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 Elements.

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.