Lord of Nautre

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LORD OF NATURE

Book Secret: Survival is a class skill.

Level Name Effect
0 Fog Cloud You create a cloud of fog that bellows out from your hands. The fog obscures all sight, including dark vision, beyond 5 feet. The fog takes up a number of 5ft squares equal to 1/2 your caster level rounded up. This fog offers full concealment( 50% chance to miss). It lasts a number of minutes equal to your wisdom modifier.
1 Weather Sense You know how the weather is going to be for a number of days equal to your caster level rounded up. You know generalities such as tomorrow it will rain and in three days it will get colder but your knowledge is very accurate.
2 Illuminate You can illuminate a number of 5ft squares equal to your wisdom modifier. Any creature in this area that is hiding or invisible is revealed. The area emanates out from you in a line. This lasts a number of minutes equal to 1/2 your caster level rounded up.
3 Call Lightning You call a bolt of lighting from the sky. Make a ranged attack roll against a target square (see Splash Weapons). On the same initiative count next round, a bolt of lighting strikes this square. Anybody in the square where this spell lands may make a reflex save. If they succeed, they may shift one square in any direction. They provoke attacks of opportunity as normal unless the square targeted by this spell is in between the defender and attacker. Anybody in the square of this attack when it strikes suffers 8 electricity damage, and anybody adjacent to it takes 4. Anybody struck is entitled to a will save – on a failure is stunned for 1 round. Finally, anybody within 50 feet must make a DC 14 Fort save or be deafened for 3 rounds. If this spell is cast in stormy weather, you may call 2 bolts instead. This spell only functions outdoors.
4 Shield of the Sun You are surrounded by heat. Any adjacent creature attacking you takes 1 point of fire damage regardless of if they hit. You also gain 1 energy resistance to fire and cold. This lasts a number of minutes equal to 1/2 your caster level rounded up.
5 Control Water You can raise or lower a body of water. You can raise or lower the water level of a body of water by a number of feet equal to your wisdom modifier. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. You can do this in a number of 5ft squares equal to 1/2 your caster level rounded up and it lasts the same number of minutes.
6 Control Winds You alter wind force in the area surrounding you. You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, which requires concentration. You may create an “eye” of calm air 5 feet in diameter in area if you so desire, and you may choose to limit the area to any cylindrical area less than your full limit. You may choose one of four basic wind patterns to function over the spell’s area. A downdraft blows from the center outward in equal strength in all directions. An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center. A rotation causes the winds to circle the center in clockwise or counterclockwise fashion. you can increase or decrease wind strength by one level. Each round on your turn, a creature in the wind must make a Fortitude save or suffer the effect of being in the windy area. Strong winds (21+ mph) make sailing difficult. A severe wind (31+ mph) causes minor ship and building damage. A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships. Hurricane force winds (75+ mph) destroy wooden buildings, sometimes uproot even large trees, and cause most ships to founder. A tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees. A blast simply causes the winds to blow in one direction across the entire area from one side to the other. Casting this spell takes 1 minute to cast, has a range of 5ft per caster level. It lasts a number of rounds equal to your caster level.

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Lord of Nautre

Théophagie saethone saethone