Difference between revisions of "Natural Spell Specialization"

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(Prerequisite:)
 
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==Prerequisite:==
 
==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.
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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.
 
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.
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==Areas Of Natural Spell Specialization==
 
==Areas Of Natural Spell Specialization==
  
The areas of specialization fall into three groupings: Regions, Biomes, and Elements.
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The areas of specialization fall into three groupings: Regions, Biomes and Element.
  
 
===Region===
 
===Region===
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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===
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PROPOSED REVISION:
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.
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    Air
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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.
    Lvl .... Spell
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    0 .... Know Direction
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    1 .... Endure Elements
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    1 .... Jump
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    1 .... Obscuring Mist
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    2 .... Fog Cloud
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    2 .... Gust of Wind
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    2 .... Resist Energy (elec, cold)
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    2 .... Summon Nature's Ally II (Elemental, Small)
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    3 .... Call Lightning
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    3 .... Protection from Energy (elec, cold)
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    3 .... Wind Wall
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    3 .... Summon Nature's Ally III (Elementals, Small)
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    4 .... Air Walk
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    4 .... Ice Storm
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    4 .... Summon Nature's Ally IV (Elemental, Medium; Arrowhawk, juvenile)
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    5 .... Call Lightning Storm
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    5 .... Control Winds
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    5 .... Summon Nature's Ally V (Elemental, Large; Arrowhawk, adult)
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    6 .... Transport via Plants
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    6 .... Summon Nature's Ally VI (Elemental, Huge)
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    7 .... Control Weather
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    7 .... Wind Walk
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    7 .... Summon Nature's Ally VII (Elemental, greater; Arrowhawk, elder)
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    8 .... Whirlwind
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    8 .... Summon Nature's Ally VIII (Elementals, greater)
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    9 .... Elemental Swarm (Air)
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    9 .... Summon Nature's Ally IX (Elemental, elder
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    Earth
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Choose from:
    Lvl .... Spell
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    0 .... Know Direction
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    1 .... Endure Elements
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    1 .... Longstrider
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    1 .... Magic Stone
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    2 .... Heat Metal
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    2 .... Resist Energy (elec)
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    2 .... Soften Earth and Stone
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    2 .... Summon Nature's Ally II (Elemental, Small)
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    3 .... Meld into Stone
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    3 .... Protection from Energy (elec)
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    3 .... Stone Shape
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    3 .... Summon Nature's Ally III (Elementals, Small; Thoqqua)
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    4 .... Spike Stones
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    4 .... Summon Nature's Ally IV (Elemental, Medium; Xorn, minor)
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    5 .... Commune with Nature (underground)
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    5 .... Transmute Mud to Rock
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    5 .... Summon Nature's Ally V (Elemental, Large)
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    6 .... Move Earth
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    6 .... Stone Tell
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    6 .... Wall of Stone
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    6 .... Summon Nature's Ally VI (Elemental, Huge; Xorn, average)
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    7 .... Summon Nature's Ally VII (Elemental, greater; Xorn, elder)
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    8 .... Earthquake
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    8 .... Repel Metal or Stone
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    8 .... Summon Nature's Ally VIII (Elementals, greater)
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    9 .... Elemental Swarm (Earth)
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    9 .... Summon Nature's Ally IX (Elemental, elde
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    Fire
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* Cold (ice, glaciers, snow, and tundra)
    Lvl .... Spell
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* Desert (sand and wastelands)
    0 .... Light
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* Forest (coniferous and deciduous)
    1 .... Endure Elements
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* Jungle
    1 .... Faerie Fire
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* Mountain (including hills)
    1 .... Produce Flame
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* Plains
    2 .... Fire Trap
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* Swamp
    2 .... Flame Blade
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* Underground (caves and dungeons)
    2 .... Flaming Sphere
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* Water (above and below the surface)
    2 .... Resist Energy (fire)
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    2 .... Summon Nature's Ally II (Elemental, Small)
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    3 .... Call Lightning
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    3 .... Protection from Energy (fire)
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    3 .... Quench
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    3 .... Summon Nature's Ally III (Elementals, Small; Thoqqua)
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    4 .... Flame Strike
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    4 .... Summon Nature's Ally IV (Elemental, Medium)
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    5 .... Call Lightning Storm
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    5 .... Wall of Fire
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    5 .... Summon Nature's Ally V (Elemental, Large)
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    6 .... Fire Seeds
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    6 .... Summon Nature's Ally VI (Elemental, Huge)
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    7 .... Fire Storm
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    7 .... Sunbeam
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    7 .... Summon Nature's Ally VII (Elemental, greater)
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    8 .... Summon Nature's Ally VIII (Elementals, greater)
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    9 .... Elemental Swarm (Fire)
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    9 .... Summon Nature's Ally IX (Elemental, elder)
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    Water
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===Element===
    Lvl .... Spell
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Pick one of the four primary elements (Air, Earth, Fire, or Water).  
    0 .... Create Water
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*''Air'': Spells with the Air and Electricity descriptor.
    1 .... Endure Elements
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*''Earth'': Spells with the Earth and Acid descriptor.
    1 .... Goodberry
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*''Fire'': Spells with the Fire and Light descriptor.
    1 .... Obscuring Mist
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*''Water'': Spells with the Water and Cold descriptor.
    2 .... Chill Metal
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    2 .... Fog Cloud
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Your specialization bonus applies whenever you cast spells with the appropriate descriptors.
    2 .... Resist Energy (acid, cold)
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    2 .... Summon Nature's Ally II (Elemental, Small)
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    3 .... Protection from Energy (acid, cold)
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    3 .... Sleet Storm
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    3 .... Water Breathing
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    3 .... Summon Nature's Ally III (Elementals, Small)
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    4 .... Blight
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    4 .... Control Water
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    4 .... Ice Storm
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    4 .... Summon Nature's Ally IV (Elemental, Medium; Tojanida, juvenile)
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    5 .... Commune with Nature (at sea / small isles)
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    5 .... Transmute Rock to Mud
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    5 .... Summon Nature's Ally V (Elemental, Large; Tojanida, adult)
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    6 .... Summon Nature's Ally VI (Elemental, Huge)
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    7 .... Control Weather
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    7 .... Summon Nature's Ally VII (Elemental, greater)
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    8 .... Summon Nature's Ally VIII (Elementals, greater; Tojanida, elder)
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    9 .... Elemental Swarm (Water)
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    9 .... Storm of Vengeance
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    9 .... Summon Nature's Ally IX (Elemental, elder)
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Latest revision as of 12:18, 20 May 2023

[General]

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.