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Nature Sphere

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Nature.png

You can command the very terrain to do your bidding.

Geomancing

As a standard action, you may command terrain and natural effects to act on your behalf. The effect produced depends on the environmental aspect targeted.

Each effect must be centered or targeted within Close range.

Geomancing effects come in two forms: instantaneous and concentration. Instantaneous effects have no duration, while concentration effects persist as long as the caster concentrates. The caster may always spend a spell point as a free action to allow the effect to continue for 1 round per caster level without the need for concentration.

When a caster gains the nature sphere, he chooses and gains one of the following geomancing packages, with its included abilities. A caster may gain the Expanded Geomancing talent to gain additional packages.


Earth Package

Subsphere link

Bury

(concentration, requires sand)

You shift the sands, swallowing targets within a 5 ft + 5 ft per 5 caster levels radius area centered within range.

This functions as entangle from the plantlife package, but on a failure targets cannot move but do not become entangled. Each subsequent round they do not escape, the Strength and Escape Artist DC increases by 1. If a target is knocked prone within this area and fails their save, they begin to Suffocate until they escape.

Dust Storm

(concentration, requires sand or loose dirt)

You kick up sand or dirt within a 10 ft + 5 ft per 5 caster levels radius area centered within range.

All creatures fully within this area gain concealment (attacks against them have a 20% miss chance). If creatures within this area attack creatures outside this area, the targets also have concealment.

Tremor

(instantaneous, requires dirt or stone)

You may spend a spell point to send a tremor through the ground, affecting a 5 ft + 5 ft per 5 caster levels radius area centered within range.

This makes a trip combat maneuver check against every target within the area, using your caster level plus your casting ability modifier as your CMB. This does not provoke an attack of opportunity (except as usual for using sphere effects) and you cannot be tripped in return for failing this check.


Fire Package

Subsphere link

Create Fire

(concentration, no requirements)

You may produce a Diminutive-sized magical fire that burns without fuel.

This fire may be 1 size category larger per 5 caster levels, and may be used to ignite flammable materials to create self-sustaining, non-magical fire.

If a target is within the area of the created fire, they suffer damage as normal for that fire’s size and Catch Fire.

A successful Reflex save halves the damage and negates catching fire.

Manipulate Lava

(instantaneous or concentration, requires lava)

You may manipulate lava.

This is exactly the same as the vortex and freeze powers from the water package, except you must spend an additional spell point for each ability, and you must target lava.

Frozen lava becomes obsidian, with a hardness of 5 and 3 hit points per caster level and does not deal damage per round to trapped creatures.

Affect Fire

(concentration, requires fire)

You may affect a normal, non-magical fire, increasing or decreasing its size by one category, plus one per 5 caster levels.

This is only a temporary change; once the effect ends, the fire returns to its normal size.

The minimum caster level required to affect a fire is given below:

Min
CL
Fire Size Example Damage
per Round
Space
1st Fine Tindertwig 1 ½ ft square
1st Diminutive Torch 1d3 1 ft square
1st Tiny Small Campfire 1d6 2½ ft square
3rd Small Large Campfire 2d6 5 ft square
5th Medium Forge 3d6 5 ft square
8th Large Bonfire 4d6 10 ft square
Huge Burning Shack 5d6 15 ft square
Gargantuan Burning Tavern 6d6 20 ft square
Colossal Burning Inn 7d6 30 ft square

The fire consumes fuel and deals damage as appropriate for its new size.

If two casters are affecting the same fire in the same direction (increasing or decreasing) only the strongest change occurs.

If two casters attempt to affect fire in opposite directions (one making it bigger, one making it smaller), the second caster must succeed at a magic skill check. On a success, their ability functions normally, overlapping the first caster’s effect. The fire counts as its altered size for determining if the second caster can affect it.

If a creature is on fire, treat that fire as being Tiny sized (1d6 damage) for the purpose of this effect. When you affect a fire on a creature, you also raise or lower the Reflex save DC to put the fire out by 1/2 your caster level (minimum: 0).


Metal Package

Subsphere link

Recover Ore

(requires dirt or sand, instantaneous)

As a standard action, you may create a piece of metal ore by pulling and combining particles of metal from the ground.

You must spend a spell point to use this ability, and must have a large enough piece of earth (sand or dirt) to pull the ore from.

Minimum
Caster
Level
Required
Earth to
Pull From
Ore Size
Recovered
Ore
Damage
Ore Weight
(maximum)
1 1 ft cube Fine 1 .8 lbs
1 5 ft cube Diminutive 1d2 1 lbs
1 10 ft cube Tiny 1d3 8 lbs
2 25 ft cube Small 1d4 60 lbs
4 50 ft cube Medium 1d6 500 lbs
8 75 ft cube Large 1d8 4,000 lbs

This piece of ore can be brass, bronze, copper, or tin, and the size of the ore recovered depends both on your caster level and the square footage of earth you pull from.

The piece of ore you recover is formed on the ground in an unoccupied space within Close range and can be of any basic shape (a ball, a rod, a sheet, even a chair) but cannot be anything complex or with moving parts. You may also pull multiple pieces of ore placed in different adjacent squares, so long as their combined size does not exceed your maximum, and each piece of recovered ore must be of the same type (such as copper or tin). For these purposes, 2 Fine-sized pieces of ore equals 1 Diminutive-sized piece, etc.

While this effect is instantaneous and thus cannot be dispelled, ore breaks back into particles after 1 hour per caster level.

If a piece of ore is used as a weapon, it counts as an improvised weapon, dealing either bludgeoning, piercing, or slashing damage, chosen at the time of recovery. The damage such a weapon deals is listed as ‘ore damage’ in the chart above. As always, improvised weapons bestow a -4 penalty to attack rolls.

Magnetize

(requires metal, instantaneous)

As a standard action, you may cause an unattended object consisting mostly of metal (whose size is not larger than your maximum recover ore size) to fly towards a creature or object of your choice within Close range.

You may choose to throw the item harmlessly (in which case it can either be caught by the target or else lands in an adjacent square), or you may use this as an attack.

This counts as a ranged attack, except you must use your casting ability modifier in place of Dexterity. If successful, you deal either the object’s ‘ore damage’, or if it is a weapon, the weapon’s damage (arrows and bolts with metal tips count as daggers for this purpose, dealing 1d4 damage). Despite the name of this ability, the target object or creature needn’t be made of metal.


Plantlife Package

Subsphere link

Entangle

(concentration, requires grass, weeds, vines, or underbrush)

You cause plants to grow rapidly, wrapping themselves around everything in a 5 ft + 5 ft per 5 caster levels radius area centered within range.

Creatures within this area must pass a Reflex save or gain the Entangled condition and become unable to move.

Creatures that make their save can move as normal, but those that remain in the area must save again at the end of each turn you maintain the effect.

Creatures that move into the area must save immediately. Those that fail end their movement and gain the entangled condition.

Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check against a DC equal to the effect’s Reflex save DC.

This area is also considered difficult terrain for the duration of the effect. If the area contained plants with thorns, all creatures suffer 1 point of piercing damage each round they are within this area.

Pummel

(concentration, requires a tree)

You cause a tree branch to come alive and attack a foe you designate.

The tree cannot move, but it makes one slam attack each round against the designated target until you spend a move action to designate another target or until the target dies or moves out of range. A tree branch cannot flank nor aid in flanking.

You cannot designate a target you cannot perceive.

The tree has a Strength score equal to 10 + your caster level, and a to-hit modifier equal to your caster level + its Strength modifier + its size modifier. You may animate a Medium branch at 1st caster level, a Large branch beginning at 5th caster level, and a Huge branch beginning at 10th caster level.

An entire tree can count as a branch, provided the tree isn’t larger than your maximum pummel size.

  • Medium: 1d6 damage, 5 ft reach.
  • Large: +1 size bonus, 1d8 damage, 10 ft reach.
  • Huge: +2 size bonus, 2d6 damage, 15 ft reach.

Growth

(instantaneous, requires fruit trees, berry bushes, or food crops)

You may spend a spell point to cause plants to sprout food spontaneously. You may affect up to 1 plant per caster level within range.

Each plant produces enough food to provide 3 medium-sized creatures or 1 horse with food for a day.

Tree Statistics

Players and Game Masters alike may require the armor class, hardness, and hit point values of the branches or trees affected by pummel.

While particular species of vegetation may cause for variance in these values, the table below are some that are suggested which may be used should such a situation arise.

Branches and trees under the effect of pummel are still objects and thus always fail saving throws. Branches as objects gain the broken condition if they lose over 50% of their hit points, and are destroyed when reduced to 0 hit points.

Because trees are objects, it is recommended that destroying a branch also reduces the overall health of each larger branch and tree by an equal amount. For example, if a juvenile tree has 4 medium branches, then destroying all four would reduce the tree’s hit points by 20, leaving it with 30 hp remaining. In the case of a massive tree, destroying 1 medium branch would reduce 1 large branch, 1 huge branch and the colossal tree’s hit points by 5.

Trees animated through the enhancement sphere should not use these statistics, but rather those provided for animated objects.

Size Example AC Hardness Hp Number of
Medium Branches
Number of
Large Branches
Number of
Huge Branches
Medium Secondary Branch or Sapling 7 5 5
Large Primary Branch or Young Tree 6 5 15
Huge Juvenile Tree 5 5 50 1d4 (avg 3)
Gargantuan Typical Adult Tree 4 5 150 3d4 (avg 8) 1d4 (avg 3)
Colossal Massive Tree 3 5 500 9d4 (avg 23) 3d4 (avg 8) 1d4 (avg 3)


Water Package

Subsphere link

Fog

(concentration, requires rain, mist, or at least 5 cubic feet of water)

You call up a rolling fog, cutting off people’s vision within a 10 ft + 5 ft per 5 caster levels radius area centered within range.

The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance and the attacker can’t use sight to locate the target).

The ability does not function underwater.

If using a body of water, the fog must be at least partially over the water itself.

If you spend a spell point to maintain this effect without concentration, a moderate wind (11+ mph) will disperse it within 4 rounds. In the presence of a strong wind (21+ mph), you cannot use this ability.

Freeze

(Instantaneous, requires water)

You may spend a spell point to flash freeze water, turning it into ice.

You may freeze a 1 inch thick, 5 ft by 5 ft square of water per caster level.

Alternately, you may cover a wet medium-sized creature with 1 inch of ice per caster level. You may increase the size of the frozen area or size/number of the frozen creatures, but every extra medium-sized creature or extra 5 ft square divides the ice’s thickness in half. Creatures smaller than medium count as medium-sized creatures for this effect, with the exception of multiple creatures occupying the same space.

Add the sizes of multiple creatures occupying the same space together when determining their size for this purpose. For swarms, count each 5 ft square as being 2 medium-sized creatures occupying the same space.

You may affect both squares and creatures, but all affected targets and spaces must be contiguous and must have the same thickness of ice.

Creatures are allowed a Reflex save to avoid being frozen. On a failure, they are encased and cannot move or act and suffer 1 point of cold damage per round per inch of ice. To escape, they must pass a Strength check or Escape Artist check as a full-round action to escape the ice (DC 15 + 1 per inch of thickness) or another creature must break the ice around the trapped creature (3 hp per inch).

On a successful save, target is still entangled for 1 round. Ice melts 1 inch of thickness per minute on the average day.

Vortex

(concentration, requires a large body of liquid)

You may create a spinning vortex in a body of liquid that sucks creatures and objects to its center.

This vortex is 5 ft wide at its base, is 10 ft high + 5 ft per 5 caster levels, and is half as wide at the top as it is high.

You may move the vortex up to 30 ft per round as part of the concentration check required to maintain it. If maintaining the effect through a spell point, you may designate a simple pattern for it to move, which you may alter as a move action.

Any creature entering the vortex's area must pass a Reflex save or suffer bludgeoning damage equal to 1d8 + 1/2 your caster level (minimum: 0).

If the creature is smaller than the vortex, they must pass a second Reflex save or be pulled into the middle of the vortex. Creatures in the middle of the vortex suffer bludgeoning damage once per round with no save, and must pass a Reflex save each round or be unable to move, and on a success may only move at half their swim speed. A vortex cannot contain more creatures than would exceed its volume. If the vortex moves, creatures in the middle of the vortex are carried along with it.

Talent Types

Some talents are marked (spirit). These talents give the caster ways they have learned to tune their spirit with nature. Each (spirit) talent grants the caster a new ability they may use as a standard action. These abilities only affect the caster.

Talents marked (geomancing) give you new geomancing abilities.

Base Talents

Nature Talents (Earth)

You must possess the earth geomancing package to gain these talents.

Flying Debris

When you use the tremor ability, creatures who are flying up to 10 ft per caster level over the affected area must make a Fly check whose DC is equal to your combat maneuver check or fall to the ground.

This fall does not cause falling damage, but does cause them to be affected by the tremor when they land.

Forge Earth

(geomancing)

As an instantaneous effect, you may spend a spell point to alter the ground within a 5 ft + 5 ft per 5 caster levels radius area within range.

You may raise or lower the terrain up to 5 ft + 5 ft per 5 caster levels, and may create variants within the affected area such as summoning a small wall or creating gradients and stair effects.

You cannot both raise and lower the terrain with the same use of this ability and cannot create variants in anything smaller than 5 ft squares (i.e., you cannot create 1 ft diameter holes or create a spike of earth).

Targets within this area are not damaged by falling if you lower the terrain, and climbing up the edges of lowered terrain usually requires a DC 15 Climb check.

Speak with Stone

(spirit)

You may spend a spell point to speak with stones for 1 minute per caster level.

This is not truly accompished through speach, but rather by touching a stone you may learn what else has touched it, passed by it, what is hidden underneath it, etc. You can tell depth, weight, size, and number of passers by, but not more detailed information (the names or conversations of passers by, for instance).

You can speak with both natural or worked stone.

Spikestones

When using tremor, you may have the shaken earth create stalagmite-like formations which last 1 round.

Whenever a creature steps onto an affected square, make a touch attack roll against the target using your caster level as your attack bonus.

If successful, the target suffers damage equal to 1/2 your caster level (minimum 1) which overcomes DR/magic. Any target damaged by the spikes has its speed reduced by half because its foot is wounded.

This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing.

A charging or running creature must immediately stop if it enters a square with a spike.

Any creature moving at half speed can pick their way through the spikes without trouble.

Stoneskin

(spirit)

You may spend a spell point as a standard action to gain DR/adamantine equal to 1/2 your caster level for 1 minute per caster level.

Once this has absorbed damage equal to 10 per caster level, it immediately ends even if its duration has not expired.

Whirlwind

(geomancing)

You may create a vortex out of sand or loose dirt.

This is the same as a vortex made in water, except it travels over land.

A whirlwind must remain in contact with the ground at all times, and may not fly.


Nature Talents (Fire)

You must possess the fire geomancing package to gain these talents.

Feed on Fire

(spirit)

You may spend a spell point to gain the ability to absorb energy from fire for 1 minute per caster level.

You gain fire resistance equal to your caster level.

Whenever you take damage from fire (whether or not it is enough to penetrate your fire resistance), you are healed an amount equal to 1/2 the fire damage dealt, to a maximum amount equal to 1/2 the fire resistance granted by this ability (minimum: 1). Damage dealt in excess of this amount is handled normally.

Fire Wielder

When using the create fire geomancing ability, you may encompass the fire around yourself. This accomplishes one of the two following feats:

Offensive Fire Wielding: You concentrate the fire around your hands. Rather than affecting an area, this allows you to be treated as armed when making unarmed strikes.

In addition, you deal an extra amount of fire damage equal to your maximum create fire size with each unarmed strike. This does not cause targets to catch fire, nor grant you the ability to make extra attacks if you are maintaining the effect through concentration.

Defensive Fire Wielding: You place the fire around yourself as a mantle. This does not deal fire damage to yourself, but all adjacent creatures are damaged by your fire and suffer a chance of catching fire, as if they were within the area where the fire was created.

Melt Earth

(geomancing, requires earth package)

As a concentration effect, you may spend 2 spell points and target a 5-ft space within range filled with sand, dirt or stone, transmuting the top portion into lava.

Creatures who touch or otherwise enter the square with lava created with melt earth take 1d6 fire damage per caster level (Reflex half).

Even after a creature leaves the lava, the creature continues to take the fire damage (Fortitude save for half damage) for 1d3 rounds.

If this effect ends while a creature is inside the space affected by this ability, the earth instantly cools around the creature, immobilizing it (Reflex negates). An immobilized creature cannot move until it makes a successful Strength or Escape Artist check against the caster’s Nature DC, both of which require a full-round action.

Alternately, another creature may attempt a Strength check as a standard action to break the earth, or any creature may deal 5 damage per caster level to the earth to break it.

Move Fire

(geomancing)

As a concentration effect, you may take a fire equal to or smaller than the maximum you may target with affect fire and move it up to 30 ft per round in any direction.

A fire moved in this way continues to burn, even without fuel (although it may be drowned or extinguished otherwise as normal), and dies as soon as the effect ends if not moved to a new fuel source.

If you have spent a spell point to make this ability self-sustaining, you must still focus as a move action to move the fire.

When moving fire to a space occupied by a creature, that creature suffers the fire’s damage (Reflex half) and must pass a Reflex save or catch on fire.

Smokescreen

Whenever you use the fire geomancing affect fire ability to decrease the size of a fire, you may have it bellow forth smoke as an emanation effect.

The smoke radiates outward from the fire 5 ft per caster level. Those inside the smoke have concealment from those inside and outside the smoke, those outside the smoke gain concealment, but only against those inside the smoke.

If you spend an additional spell point, the smoke grants total concealment instead. The smoke, unlike the affect fire ability, lasts 2 rounds per size category the fire is decreased.

A fire may be increased and decreased again to recreate the effect.


Nature Talents (metal)

You must possess the metal geomancing package to gain these talents.

Altered Edge

(geomancing)

As a concentration effect, you may target a metal weapon within Close range as a standard action.

The weapon either has its critical hit threat range increased or decreased by 1, increasing by 1 per 10 caster levels.

This bonus or detriment is applied after abilities and feats such as Improved Critical or the keen weapon property, and cannot be doubled.

If this would decrease a weapon’s critical hit threat range below 1, the weapon instead has its critical hit multiplier decreased by 1 for every point it is reduced below 1. (Minimum x1 crit multiplier.)

Arsenal

When using recover ore, you may spend an additional spell point to have the metal pulled form as a more finely shaped and hardier object.

Weapons or tools you shape using the recover ore ability are no longer considered improvised weapons or tools and function in all ways like the object formed.

You still may not form objects with complex moving parts.

Blade Barrier

(geomancing)

As a concentration effect, you may attach a piece of metal to a target creature, object, or 5 ft square.

Any creature who enters the designated space or passes through a square adjacent to the target is attacked by the metal object, as if using the magnetize ability.

A creature can only be attacked in this way once per turn during their movement, no matter how many times they pass through the affected squares.

If a creature ends its turn within this affected space, or if the target moves to a new square, or creatures who begin their turn in an affected space are immediately attacked by this ability.

The target is never attacked by the piece of metal attached to them.

Blade Whip

(geomancing)

As an instantaneous effect, you may as a standard action spend a spell point to reshape your metal weapon into a cable and perform a trip, disarm or sunder combat maneuver against a target within close range. You gain a bonus to the check equal to 1/2 your caster level (minimum 1).

After the combat maneuver check has been resolved, your weapon returns to its original form.

Chill Metal

(geomancing, requires water package)

As a concentration effect, you may as a standard action chill a piece of metal no larger than the size of ore that you may recover within close range.

Any creature who begins their round touching the chilled metal takes 1d6 cold damage per 2 caster levels. If the chilled metal is something they are holding such as a sword or coin, they may make a Reflex save to drop the item to take minimum damage, otherwise a creature is only allowed a Fortitude save for half damage (i.e. equipped metal armor that is targeted by this ability, only allows the creature wearing it a fortitude save).

If the object is used as a weapon, it deals an additional 1d6 cold damage.

If cast upon an unattended metal object with moving parts (such as a door with hinges), those pieces become non-functional, being frozen over, requiring a strength check to beat your MSD to break loose and restore functionality.

Chill Metal may be used to dispel Heat Metal.

Expanded Ore

Whenever you use the recover ore geomancing ability, you gain the ability to recover ore of Iron, Lead or Steel.

Upon reaching Caster Level 5, you add Cold Iron and Silver to the types of ore you may recover.

At Caster Level 10, you gain the ability to recover Mithril ore.

Forged Reach

(geomancing)

As a concentration effect, you may as a standard action increase the reach of a metal weapon within range by up to 5 ft, +5 ft per 10 caster levels.

Heat Metal

(geomancing, requires fire package)

As a concentration effect, you may as a standard action heat up a piece of metal within your Nature range no larger than the size of ore that you may recover.

Any creature who begins their round touching the heated metal takes 1d6 fire damage per 2 caster levels. If the heated metal is something they are holding such as a sword or coin, they may make a Reflex save to drop the item to take minimum damage, otherwise a creature is only allowed a Fortitude save for half damage (i.e. equipped metal armor that is targeted by this ability, only allows the creature wearing it a fortitude save).

If the object is used as a weapon, it deals an additional 1d6 fire damage.

If cast upon an unattended metal object with moving parts (such as a door with hinges), those pieces become non-functional, being partially welded together, requiring a strength check to beat your MSD to break loose and restore functionality.

Heat Metal may be used to dispel Chill Metal.

Hemoglobin

You no longer require large quantities of earth to use recover ore, instead, you may spend an additional spell point to target a living corporeal creature within your geomancing range.

To use hemoglobin, make a ranged touch attack against the target, inflicting 1d2 Constitution damage to the target (Fortitude save for half damage). The dice size of the Constitution damage increases by 1 for every 5 caster levels.

Regardless of the creature’s size or bodily composition, you recover ore of Fine size upon successfully hitting the target. While the name of this ability suggests the target must bleed or have blood, it is not necessary, the only requirement is that the creature be corporeal and living.

Because the constitution damage occurs after the recovery of ore, if the target is immune to ability damage, you still recover ore of Fine size.

Manipulate Object

(geomancing, requires metal)

As an instantaneous effect, you may, as a standard action, spend 2 spell points and target an unattended object (even non-metal objects) within close range.

The target becomes fused with metal, permanently increasing or decreasing the hardness and AC of the object by 1, +1 per 5 caster levels.

An object may only be under the effects of one manipulate object at a time, as each future casting dismisses and replaces the previous casting. This grants no further benefit or penalties due to the metals used.

Oxidation Ray

(geomancing)

As an instantaneous effect, you may, as a standard action, spend a spell point to make a ranged touch attack against a metal object or metal creature.

If the target’s size is one or more sizes larger than the size of ore that you can recover, the creature or object takes 1d8 damage per 2 caster levels (Fortitude for half damage), otherwise the target takes 1d8 per caster level (Fortitude for half damage).

This damage overcomes any hardness the creature or object may have. If an object receives sufficient damage to destroy it, it instead becomes non-functional for 1 minute per 2 caster levels, before returning to the broken condition with half their maximum hit points.

Pin-Ball

You may spend an additional spell point when you use the magnetize geomancing ability as a weapon, if the attack hits, you may as a free action magnetize another creature within range and make an additional ranged attack at that creature.

You may make a maximum number of additional attacks in this manner equal to your caster level, but if you miss once the pin-ball ability ends without any further attacks.

You may not make ranged attacks with the pin-ball ability two or more times in a row against the same target.

Shrapnel

When you use the magnetize geomancing ability as a weapon, you may instead choose to deal bleed damage to the target equal to the corresponding ore damage.

Tough as Mettle

You may spend a spell point to gain the Stalwart ability for 1 minute per caster level.



Nature Talents (Plantlife)

You must possess the plantlife geomancing package to gain these talents.

Aggravating Vegetation

Whenever you use the pummel geomancing ability, you may instruct the vegetation to focus on antagonizing its target instead of making a regular attack.

The branch or tree makes an attack roll against the target’s MMD. Creatures who are of animal intelligence (1 or 2), or have been previously antagonized gain a +4 bonus to their MMD. Both of these stack. Mindless creatures are immune to the effects of antagonize.

On a success, the target is Antagonized and must attack the vegetation.

You may not use this ability if you would already deal no damage with your pummel.

Barkskin

(spirit)

You may spend a spell point as a standard action to grow plantlife all over your body for 1 minute per caster level.

This grants you a +1 enhancement bonus to natural armor, + 1 per 5 caster levels.

In addition, in natural environments you gain a circumstance bonus to Stealth equal to 1/2 your caster level (minimum 1). You lose this circumstance bonus to Stealth in any round that it moves 5 or more feet.

Grow Plants

(geomancing)

As an instantaneous effect, you may spend a spell point to instantaneously grow plants in an area within range.

This may create one tree (to a maximum size equal to that which you can control through the pummel geomancing ability) or a field of plants within a 5 ft radius + 5 ft per 5 caster levels area. This may create basic plants (corn, underbrush, ivy) but cannot create plants with inherent qualities (i.e., you cannot create rare herbs, etc.).

While this is its own geomancing ability, you may combine this effect with another plant package geomancing ability as part of the same standard action, in which case the second geomancing ability comes into effect immediately. You must pay any costs associated with both abilities to combine them in this manner.

Ranged Pummel

When using the pummel geomancing ability, the tree branches may throw vegetation as a ranged attack instead of only making melee slam attacks.

The attack is treated as a thrown weapon with a range increment equal to twice the tree branch’s reach. The attack roll and damage otherwise remain unchanged.

Sap Conglutination

Whenever you instruct the trees to attack with the pummel geomancing ability, you may choose to have the tree’s branches excrete a rubbery resin.

If you would deal damage with pummel, you may forfeit dealing damage to instead have those hit by the attack become coated with sap which grants the Fatigued condition until they remove it as a full-round action. If a fatigued creature becomes coated with sap, they then acquire the Exhausted condition until they remove it with a full-round action.

You may not combine this ability with any other ability that causes your pummel to deal no damage.

Speak with Plants

(spirit)

You may spend a spell point to gain the ability to speak with plants for 1 minute per caster level.

You can communicate with normal plants and plant creatures and can ask questions of and receive answers from them.

A normal plant’s sense of its surroundings is limited, so it won’t be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside its immediate vicinity.

The spell doesn’t make plant creatures any more friendly or cooperative than normal, and a plant may be stupid, cunning, or cruel as any other creature. If a plant creature is friendly, it may do some favor or service for you.

Spores

Whenever you instruct the trees to attack with the pummel geomancing ability, you may choose to have the tree’s branches release spore pods instead of making an attack.

This targets a 5 ft burst within their attack range, causing all creatures within that area to make a Fortitude save or become Sickened for 1d6 rounds. If a creature fails its Fortitude save against this effect while already sickened, it becomes Nauseated for 1 round.

The tree and the caster are both unaffected by these spores. You cannot combine this ability with another ability that causes your pummel to deal no damage.

Thorns

(geomancing)

You cause plants to grow spines and attack targets. This is the same as the entangle geomancing ability, except instead of making creatures Entangled and unable to move, this effect deals piercing and slashing damage to them.

Targets inside the area or who enter the area suffer 1 d6 damage +1 per 2 caster levels (Reflex half).

Creatures who remain in the area suffer damage once per round at the end of your subsequent turns.

This does not stack with any thorns already on the plants used in the effect. You may place an entangle and thorns effect on the same space.

Towering Growth

When creating an entangle or thorns effect, the effect grows tall enough to affect flying creatures as well.

Creatures up to 10 ft per caster level over your entangle or thorns effects must pass a Reflex save or affected as normal.

If they pass this Reflex save, they must still pass a Fly check (DC 15 + caster level) or be forced to fly at half speed while over the area.

When affected by an entangle effect, flying creatures are pulled to the ground by the plants and become unable to move. Flying creatures grabbed by an entangle effect become Prone, but do not take falling damage.


Nature Talents (Water)

You must possess the water geomancing package to gain these talents.

Acid Rain

(requires metal package)

Whenever you utilize the water geomancing fog ability, you may spend an additional spell point to cause creatures that begin within or enter the area of the fog effect to take 1d6 acid damage per 2 caster levels (minimum 1d6, no save).

They suffer this damage when they first create the fog and each subsequent round they remain in the fog, taking damage at the beginning of your turn.

Any creature who enters the fog immediately suffers damage, but only once even if they leave and re-enter the fog as part of their movement.

Boil Water

(geomancing, requires fire package)

As a concentration effect, you may, as a standard action, cause a 5 ft cube of water per 2 caster levels (minimum one 5-ft cube) within range to heat up and boil, dealing 1d6 per 2 caster levels (minimum 1d6, no save) Fire damage to any creature within.

Each round at the beginning of your turn, any creature still within the boiling water suffers damage again.

If a creature enters the boiling water, they immediately suffer damage, but only once during their movement, no matter how many times that movement takes them in and out of the boiling water.

Create Water

(geomancing)

As an instantaneous effect, you may spend a spell point to create water anywhere within range.

This creates one 5 ft cube per 2 caster levels (minimum: 1 cube) of clean water.

While this is its own geomancing ability, you may combine this effect with another water package geomancing ability as part of the same standard action, in which case the second geomancing ability comes into effect immediately.

You must pay any costs associated with both abilities to combine them in this manner.

This can allow you to even create vortexes that can move over land.

Nauseating Fog

(requires plantlife package)

Whenever you use the water geomancing fog ability, you may spend an additional spell point to cause the cloud to become nauseating, in addition to its other effects.

Each creature in the area of the fog must make a Fortitude save or gain the Nauseated condition, making them unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action a nauseated creature can take is a single move action per turn.

This condition lasts as long as the creature is in the cloud and for a single round after it leaves. Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn.

Speak with Water

(spirit)

You may spend a spell point to speak with water for 1 minute per caster level.

This is not truly accomplished through speech, but rather by dipping a limb into the water you may learn what else has touched it, passed by it, what is hidden underneath it, etc. You can tell depth, weight, size, and number of passers by, but not more detailed information (the names or conversations of passers by, for instance).

Because water is constantly moving, you can only receive information on things that have occurred less than 1 day per caster level ago.

You can speak with both fresh or salt bodies of water.

If attempting to converse with particularly large bodies of water, such as oceans, you can only aquire information from a portion of the body of water, to a maximum distance of 1000 ft +100 ft per caster level.

Waterwalk

(spirit)

You may spend a spell point to gain the ability to walk on water for 1 minute per caster level.

Water and all other liquid becomes solid to you, allowing you to move over it as if it were normal ground. Especially turbulent water (such as during a storm) may count as difficult terrain.

You may always choose to sink into the water and swim if you so desire, in which case you are considered to have a Swim speed equal to your land speed, granting you all the usual benefits of a Swim speed, including a racial +8 bonus to Swim checks.

This does not, however, grant you the ability to breath underwater.

Wave

(geomancing)

As an instantaneous effect, you may spend a spell point to create a surge in water that pushing targets in its wake.

This surge may be created anywhere within range and may face any direction, but once created it travels in a straight line for a distance of 30 ft + 5 ft per 2 caster levels. This area may extend out of the water and onto land to a maximum of 10 ft + 5 ft per 5 caster levels.

All creatures within the affected area are pushed as if by a Bull Rush combat maneuver, except it does not provoke an attack of opportunity. Use your caster level + your casting ability modifier in place of your CMB.

If the target is on land and is successfully pushed by this ability, they must also pass a Reflex save or fall Prone. If combined with Create Water, it may be created anywhere and may travel up to 30 ft + 5 t per 2 caster levels over land.

Nature Talents (Animals)

Animal Friend

(spirit)

You may spend a spell point as a standard action to cause animals to treat you as a friend for 1 minute per caster level.

Indifferent animals (such as domesticated animals) become Friendly to you, while Unfriendly animals (such as wild animals) become Indifferent to you.

This means that wild animals will not attack unless provoked, and you may make requests of animals, provided you may communicate with them (if you cannot communicate with a creature, only basic commands such as ‘go’, ‘come’, ‘fight’, or ‘stay’ may be communicated).

This has no effect on animals who are hostile to you (such as those already in combat), and an animal with a master (such as an animal companion) will still attack if commanded to by its master.

Once during the duration of this ability, you may call the nearest animal of a particular type you designate (provided the animal’s CR is equal to or less than your caster level) to seek you out. The animal moves toward you under its own power, so the time it takes to arrive depends on how close an animal of the desired type is when you cast the spell. If there is no animal of that type capable of reaching you within this effect’s duration, you are aware of this fact.

Speak with Animals

You may spend a spell point to gain the ability to speak with animals for 1 minute per caster level.

You can ask questions of and receive answers from animals, but the spell doesn’t make them any more friendly than normal.

Wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.

Nature Talents (Modifiers)

Expanded Geomancing

Choose and gain a geomancing package you do not already possess. You may select this talent multiple times, gaining a new package each time.

Greater Range

The range of your geomancing abilities increases from Close to Medium range.

You may select this talent up to 2 times. Each time it is selected, the range increases by 1 step (Close to Medium, Medium to Long).

Advanced Talents

Nature Talents (Earth)

You must possess the earth geomancing package to gain these talents.

Earthquake

(geomancing)

Prerequisite: Forge Earth, 15th caster level or higher.

As an instantaneous effect, you may spend 3 spell points to create an earthquake, affecting an 80 ft radius area. The powerful shockwave created by this ability knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground cannot move or attack. A caster on the ground must make a Concentration check (DC 20 + 1/2 the caster level) or lose any spell or sphere effect he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area.

The specific effect of an earthquake depends on the nature of the terrain where it is created.

Cave, Cavern, or Tunnel: The roof collapses, dealing 8d6 points of damage to any creature caught under the cave-in (Reflex DC 15 half) and pinning that creature beneath the rubble (see below). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area who are below the falling debris and rubble.

Cliffs: The earthquake causes cliffs to crumble, creating a landslide that travels horizontally as far as it falls vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below).

Open Ground: Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). The fissures are 40 feet deep.

At the end of the earthquake, all fissures grind shut. Treat all trapped creatures as if they were in the bury zone of an avalanche, trapped without air (see Suffocation rules in Pathfinder GameMastery Guide for more details).

Structure: Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below).

River, Lake, or Marsh: Fissures open under the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of this effect, sucking down creatures and structures. Each creature in the area must make a DC 15 Reflex save or sink down in the mud and quicksand.

After the earthquake ends, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.

Pinned Beneath Rubble: Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check each minute thereafter until freed or dead, suffering 1d6 points of lethal damage for each failed save.


Nature Talents (Fire)

You must possess the fire geomancing package to gain these talents.

Volcano

Prerequisite: Move Fire, 15th caster level or higher.

As a concentration effect, you may spend 2 spell points to call lava up from deep within the earth. This lava bursts from a 10 ft wide hole in the ground centered within range and creates a spout 10 ft high per 2 caster levels. Any creature in this area or who enters this area takes 10d6 points of fire damage and is hurled into the air and then tossed to the ground.

A successful Reflex saving throw halves the fire damage and the creature is not tossed into the air, instead moving to the closest square adjacent to the geyser (Large-sized or larger creatures are moved enough so that they are not on top of the geyser but still adjacent to it). This movement does not provoke attacks of opportunity and does not count toward the creature’s normal movement.

If the creature fails its saving throw, it suffers the full fire damage and also suffers falling damage based upon the height of the volcanic spray (e.g., if the volcano is 80 feet tall, the creature takes 8d6 falling damage) and lands prone in a random square adjacent to the spout.

In addition, the volcano sprays lava, smoke, and poison gas in a hemispherical emanation around itself. The radius of this emanation is equal to one half the volcano’s height (e.g., an 80 foot spout has a 40 foot radius emanation). All creatures within this area, including yourself, have concealment and suffer 2d6 points of fire damage each round as lava cascades on them. They also suffer 1d6 Constitution damage per round as they inhale poisonous gas (Fortitude DC 15 negates, the DC increases by 1 per previous save).

Even after a creature leaves the lava-filled area, they suffer 1d6 points of damage for 1d3 rounds as the lava already on them cools.

A volcano must be created on the ground and cannot be created in other places, such as on the 2nd floor of a building. You can choose to make a smaller volcano than your level permits if an obstruction prevents it from reaching its full height, or if you simply want to create a spread of lava that’s smaller than your maximum.


Nature Talents (Plantlife)

You must possess the plantlife geomancing package to gain these talents.

Rapid Growth

(geomancing)

Prerequisite: Grow Plants, 15th caster level or higher.

You may spend 3 spell points to create a massive growth of plantlife. This affects up to a 1 mile area in one of the following ways:

Change Terrain: You may change the terrain in this area to forest or jungle. This does not cause animals native to the forest or jungle to appear, nor does it guarantee that the terrain type will stay that way indefinitely (some areas such as deserts or high mountains cannot support forests or jungles, and a forest or jungle created in these locations may die out over time) but in all other ways, the terrain changes to the selected type.

Improve Forest: If used in an area that already contains a forest or jungle, you may cause the area to grow rapidly. Typical trees become massive trees, all areas become covered in undergrowth, and areas already covered in undergrowth gain heavy undergrowth.

A creature standing in the same square as a typical tree gains partial cover, which grants a +2 bonus to Armor Class and a +1 bonus on Reflex saves. The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4, hardness 5, and 150 hp. A DC 15 Climb check is sufficient to climb a tree. Massive trees take up an entire square and provide cover to anyone behind them. They have AC 3, hardness 5, and 600 hp. Like their smaller counterparts, it takes a DC 15 Climb check to climb them.

Space covered with light undergrowth costs 2 squares of movement to move into and provides concealment. Undergrowth increases the DC of Acrobatics and Stealth checks by 2 because the leaves and branches get in the way. Heavy undergrowth costs 4 squares of movement to move into and provides concealment with a 30% miss chance (instead of the usual 20%). It increases the DC of Acrobatics checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Stealth checks. Running and charging are impossible. Squares with undergrowth are often clustered together. Undergrowth and trees aren’t mutually exclusive; it’s common for a 5-foot square to have both a tree and undergrowth.

Increase Yield: If used in an area of developed farmland, you double the crop production in that area for the rest of the harvest season. This has no effect if used in winter or other times when crops are not being tended.


Nature Talents (Water)

You must possess the water geomancing package to gain these talents.

Tsunami

(geomancing)

Prerequisite: Create Water, Wave, 15th caster level or higher.

As a concentration effect, you spend 2 spell points to create a wave of water 10 ft deep, 10 ft long per caster level, and 2 ft tall per caster level. This wave moves in a straight line at 60 ft per round over water (30 ft per round over land), and if not combined with Create Water, must originate from a large body of water. It travels perpendicular to its width, and may be maintained for no more than 5 rounds.

Creatures struck by the tsunami take 8d6 points of bludgeoning damage (a Fortitude save halves this damage) and are subject to a special CMB check. The wave’s CMB is equal to your caster level + your casting ability modifier + 8 (for the wave’s size). If this CMB check defeats a creature’s CMD, the creature is knocked prone and carried along by the wave. A creature carried along by a tsunami can attempt to escape the wave on its turn as a standard action by making a CMB or Swim check opposed by the wave’s CMB check. If a creature fails to escape, it takes another 6d6 points of bludgeoning damage (Fortitude save for half) and continues being carried along by the wave.

Objects struck by a tsunami are swept up if they are Huge or smaller and are carried along by the wave, deposited in a pile at the end of the wave’s journey. Gargantuan or larger objects, as well as structures or objects firmly attached to the ground, take 8d6 points of bludgeoning damage when a tsunami passes through its space—if this is enough to destroy the object or structure, the remains are carried along by the wave. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Freedom of movement or the Freedom Fate sphere talent word prevents a creature from being carried along by a tsunami but does not prevent damage caused by it hitting a creature.

A solid barrier that is taller than the tsunami that is not destroyed by the wave stops that portion of the wave from continuing onward, leaving a gap in the wave as the rest of it continues forward.