Nature
Table of Contents
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Spheres of Power
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You can command the very terrain to do your bidding.

Geomancing [Core]

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.

Air [Apoc]

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The Geomancer's Handbook
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Sphere talents and abilities from the air geomancing package have difficulty being performed inside areas with windy conditions. If an air package effect is created inside a weather effect with a wind severity level greater than 2, you must pass a magic skill check against the creator of the weather effect (you automatically succeed in weather conditions you yourself create).

If the weather effect is naturally occurring (or otherwise lacks a magic skill defense), use the following values for the weather’s magic skill defense: MSD 12 for Strong, MSD 18 for Severe, MSD 25 for Windstorm, MSD 32 for Hurricane, and MSD 39 for Tornado. Succeeding the magic skill check doesn’t dispel the weather effect, but allows the air package to occur in spite of it.

Breeze

(concentration, requires air)

You create a light wind that remains swirling around its target. The breeze grants the target a circumstance bonus equal to 2 +1 per 5 caster levels on saves against very hot conditions, severe heat, and saves against clouds, vapors, and gases (such as cloudkill, stinking cloud, and inhaled poisons).

Gust of Wind

(instantaneous, requires air)

You may create a line-shaped gust of wind emanating out from you, affecting all creatures within range. The severity level of the wind is 3 + 1 per 5 caster levels (see the Wind category of the Weather sphere for more information).

Purify Air

(concentration, requires air, gas, or vaporous substance)

You may convert polluted air, or a non-breathable gas or vapor into a cloud of breathable air in a radius of 5 ft. + 5 ft. per 5 caster levels radius area centered within range. Creatures who are entirely within the area of the cloud are able to breathe in sufficient air to sustain them.

Earth [Core]

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.

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.

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.

Fire [Core]

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.

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.

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 fire consumes fuel and deals damage as appropriate for its new size, according to Table: Maximum Fire Size. The minimum caster level required to affect a fire is also given in the chart. 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.

Table: Maximum Fire Size
Minimum CL Fire Size Example Damage per Round Space
1st Fine Tindertwig 1 1/2 ft square
1st Diminutive Torch 1d3 1 ft square
1st Tiny Small Campfire 1d6 2.5 ft square
3rd Small Large Campfire 2d6 5 ft square
5th Medium Forge 3d6 5 ft square
8th Large Bonfire 4d6 10 ft square
11th Huge Burning Shack 5d6 15 ft square
15th Gargantuan Burning Tavern 6d6 20 ft square
20th Colossal Burning Inn 7d6 30 ft square
25th Colossal+ - 8d6 50 ft square
30th Colossal++ - 9d6 70 ft square
35th Colossal+++ - 10d6 100 ft square

Examples: 2 adjacent Colossal-sized creatures or objects generally fit within a Colossal+ fire; 4 adjacent Colossal-sized creatures or objects generally fit within a Colossal++ fire; 8 adjacent Colossal-sized creatures or objects generally fit within a Colossal+++ fire.

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

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. 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 below. As always, improvised weapons bestow a -4 penalty to attack rolls.

Metal Geomancing
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
16 125 ft cube Huge 2d6 16 tons
32 350 ft cube Gargantuan 3d6 125 tons
64 500 ft cube Colossal 4d6 2,500 tons

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.

Metal Talent Info
Minimum Caster Level Object Size Sample Item
1 Fine Bullet, Lockpick or Nail
1 Diminutive Bolt, Dagger, or Shuriken
1 Tiny Candelabra or Mace
2 Small Greatsword or Heavy Shield
4 Medium Bed, Cage or Table
8 Large Statue
16 Huge Wagon
32 Gargantuan Catapult
64 Colossal Ship
Hardness and Hit Points of the various types of Metals
Metal Hardness Hit Points
Brass 9 20/in. Thickness
Bronze 9 20/in. Thickness
Cold Iron 10 30/in. Thickness
Copper 9 20/in. Thickness
Iron 10 30/in. Thickness
Lead 10 30/in. Thickness
Mithril 15 30/in. Thickness
Silver 8 10/in. Thickness
Steel 10 30/in. Thickness
Tin 9 20/in. Thickness

The Value of Recovered Ore: Ore recovered through the metal package from the Nature Sphere is of poor quality and degrades quickly, making it impossible to simply create and sell. However, players who possess a metal-based Craft of Profession skill such as Craft (weapons) or Profession (blacksmith) can heat and purify this ore to make it workable. This allows such a character to make Craft or Profession checks to earn a wage even without the presence of a market or workshop to work in. Rather than earning money, the check instead creates an amount of raw materials equal to that day or week's wage, which may be sold later or used as raw materials for any metal-based crafting.

Plantlife [Core]

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.

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.

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, a Huge branch beginning at 10th caster level, a Gargantuan branch beginning at 15th caster level, and a Colossal branch at 20th 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.
  • Gargantuan: +4 size bonus, 3d6 damage, 20 ft reach.
  • Colossal: +8 size bonus, 4d6 damage, 30 ft reach.

Water [Core]

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. Any creature entering this 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.

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. Creatures in the middle of the vortex are carried along with it as it moves.

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.

Table: Creature Size
Creature Size Equivalent number of medium-sized creatures
Fine 1/16
Diminutive 1/8
Tiny 1/4
Small 1/2
Medium 1
Large 2
Huge 4
Gargantuan 8
Colossal 16

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.

Spirit [Core]

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.

Some talents are marked (plant), (water), (fire), (earth), or (metal)1. You must possess the plant, water, fire, earth, or metal geomancing package respectively to gain a talent with its designation. Talents marked (geomancing) give you new geomancing abilities.

1 SoP Wiki Note: Metal was added in The Geomancer's Handbook, and was not in the original text for this line.


Nature Talents

Deep Nature [Apoc]

When you spend a spell point to make a geomancing ability last for 1 round per caster level without concentration, it lasts for 1 minute per caster level instead. When you spend a spell point to make a (spirit) talent last for 1 minute per caster level without concentration, it lasts for 10 minutes per caster level instead.

Expanded Geomancing [Core]

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

Grant Spirit

When activating one of your (spirit) Nature abilities, you may touch a willing target and grant them the benefit of your (spirit) talent, rather than gaining it yourself.

Greater Range [Core]

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).

Lingering Nature

When you use the nature sphere ability that requires concentration, the ability continues to maintain itself for 2 rounds after you stop concentrating.

Nature Barrier

As an instantaneous effect, you may, as a standard action, spend 2 spell points to create a 5-ft tall barrier in a number of unoccupied 5-ft squares equal to your caster level. The walls must be placed on a flat surface and is a number of inches thick equal to 1/2 your caster level (minimum: Thin Sheet at 1/10th of an inch). You may choose to have the barrier to have a transparent (allows line of sight) or opaque (blocks line of sight) appearance, both of which block line of effect. Regardless of your geomancing or the appearance of the barrier, all the walls have a hardness of 0 and 10 hit points per inch thickness. The walls, while instantaneous proceed to lose hit points at the rate of 1 per hour. In addition, while the walls appear to be made out elements associated to their geomancing packages, they are only the manifested nature spirits of those elements and cannot be used for meeting geomancing prerequisites.

Nature’s Barrier
Transparent Example Opaque Example
Air Mist Cloud
Earth Glass Stone
Fire Flames Lava
Metal Bars or Grate Metal
Plantlife Leaves Wood
Water Water Ice

Shelter (geomancing)

As a concentration effect, you may spend a spell point to create a canopy made of natural life energy that can shelter an area equal to 1 5 ft cube per caster level, providing shelter to 1 medium creature per cube. Those under the canopy suffers no harm from being in a hot or cold environments. Those inside the shelter can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature’s equipment is likewise protected. In addition, the shelter provides protection against other environmental hazards such as smoke, lack of air, and so forth; However, the vessel does not protect against any environmental damage such as cold or fire damage. The shelter also provides cover to those inside, blocking line of sight and effect against flying creatures. Hostile creatures cannot enter the canopy, but a successful attack against the canopy causes it to disappear unless the caster succeeds on an MSB check against a DC equal to the amount of damage dealt. Even when maintained by concentration, the canopy is stationary and does not move with the caster.

Spiritlord [Apoc]

When concentrating on a (spirit) talent, gain concealment (20% miss chance). Alternatively you may spend an additional spellpoint when concentrating on a (spirit) talent to gain total concealment instead (50% miss chance).


Air Talents

Absorbing Inhalation (air, spirit)

As a concentration effect, you may as a standard action grant your lungs inhuman strength and capacity, allowing you to harmlessly and completely inhale one gas, fog, smoke, mist, or similar cloud-like effect during the duration of the talent. The cloud-like effect can have no larger of a radius than 10 ft. + 5 ft. per 5 caster levels. If the targeted cloud is a magical effect, you must succeed at a magic skill check to inhale it. Inhaling the cloud removes it from the area, leaving normal breathable air in its place. Gaseous creatures gain a Reflex save to avoid being inhaled. This talent can only affect an instantaneous-duration cloud (such as a breath weapon) if you ready an action to utilize the talent in response.

You may keep the cloud harmlessly contained within you for as long as the talent remains active, but you must hold your breath do do so (even if you do not normally have to breathe).

If the cloud has a duration, the time the cloud is contained within you counts toward that duration (gaseous creatures are immediately and harmlessly exhaled should their gaseous form expire). As a standard action, you may release the stored cloud as a breath weapon, filling a 60-ft. cone (or the cloud’s original area, if smaller). Any creature in the breath’s area is subject to its normal effects, making saving throws and spell resistance checks as appropriate against the cloud’s original DC. The exhaled cloud resumes its duration, if any. Exhaling the stored cloud immediately ends the duration of this talent. If you do not exhale the cloud before this talent’s duration expires, you suffer the cloud’s effects, automatically fail any saving throw made to resist it, and exhaling any gaseous creatures inhaled.

Air Ball (air, spirit) (requires air) [Apoc]

As a concentration effect, you may as a standard action create a rideable sphere of compressed air, which supports your weight. While riding the sphere, you ignore difficult terrain that is less than 1 foot high, you do not trigger effects based on weight (such as a pressure plate), and any creature trying to track you through areas you crossed with this spell takes a -10 penalty on its Perception or Survival check to do so. While riding the air ball, you cannot pass over liquid greater than 1 foot deep. In addition, because of the instability of the sphere, your speed is reduced by 10 ft. (to a minimum of 5 ft.) and you take a -4 penalty on Acrobatics, Climb, and Ride checks.

Air Geyser (air, geomancing) (requires air) [Apoc]

As an instantaneous effect, you may as a standard action create a powerful blast of air capable of flinging a Medium-sized or smaller target within range upward into the air (Reflex negates). If the target fails its Reflex save, the force of air hurls the target upward a number of feet equal to 5 x your caster level. If a solid object (such as a ceiling) is encountered, the target strikes the object in the same manner as it would during a normal fall. After this blast of air ceases, the target falls down (unless it was flying), taking falling damage as normal. The maximum size of the target increases by 1 size category every 5 caster levels.

Air Leap (air) [Apoc]

As long as you are surrounded by air or some other gaseous substance, you are always considered to have a running start when jumping. You add your caster level as a bonus on all Acrobatics checks to jump, you jump twice as far or high as the results of your check indicate, and you can once per round as a free action spend 1 spell point when jumping to double the distance you jump again (to a total of four times as far).

Air Support (air, spirit) (requires air) [Apoc]

You may as a standard action spend a spell point to increase or decrease your movement speed by 10 ft. + 10 ft. per 5 caster levels (applying to all movement modes) for 1 minute per caster level.

Airlord (air) [Apoc]

You no longer need to make magic skill checks to use a Nature sphere talent or ability from the air geomancing package in areas with weather conditions of wind severity levels of 3 or higher.

Buffeting Winds (air, geomancing) (requires air) [Apoc]

As an instantaneous effect, spend a spell point as an immediate action to respond to the attack with calculated bursts of wind. If responding to a melee attack, gain a deflection bonus to AC against the attack equal to 1 + 1 per 5 caster levels. If responding to a ranged attack, gain a 10% miss chance against the attack, increasing by 10% per 5 caster levels. In addition, during the round in which this talent is used, you gain moderate fortification (50% chance to negate a critical hit or sneak attack). You must be aware of the attack to use Buffeting Winds.

Create Air (air, geomancing) [Apoc]

As an instantaneous effect, you may spend a spell point to create a cloud of air anywhere within range. This creates one 5-ft. cube per 2 caster levels (minimum: 1 cube) of breathable air. While this is its own geomancing ability, you may combine this effect with another air 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. The created cloud of air will immediately displace other gases, liquids, and vapors in the area, but will shortly thereafter behave as normal air. For example, if this talent is used underwater, the created air cloud will form a bubble that will begin to ascend to the surface.

Feather Fall (air, spirit) (requires air) [Apoc]

As a concentration effect, you may spend a spell point as an immediate action to cause you and your equipment to fall slowly, changing the rate at which you fall to a mere 60 ft. per round (equivalent to the end of a fall from a few feet), and you take no damage upon landing while the talent is in effect. When the duration expires, a normal rate of falling resumes.

Steal Breath (air, geomancing) [Apoc]

As a concentration effect, you may as a standard action spend a spell point to pull the breath from a living creature’s lungs within range, leaving it unable to speak, use breath weapons, cast spells with verbal components, or anything else requiring breathing (Fortitude negates). Each round, the target has the remainder of the duration for which it can hold their breath reduced by double the normal amount (a target taking only move, swift, or free actions loses 2 rounds of breath each round, while a target taking standard or full-round actions loses 4 rounds of breath each round). If, during the duration, the target moves out of range or line of effect from you, the effect immediately ends. For the purpose of this talent, a barrier from the Protection sphere breaks line of effect. This talent has no effect on creatures that do not need to breathe air.

Wind Blades (air, geomancing) [Apoc]

(requires air) As a concentration effect, you may as a standard action create an cloud of harsh winds affecting a 10 ft. + 5 ft. per 5 caster levels radius area within range. Any creature or object moving in the area must make a Fortitude save or take 1d6 points of slashing damage for the first 5 ft. of movement, plus an additional 1d6 points of slashing damage for every additional 10 ft. of movement. Movement that doesn’t pass through the air cloud (such as burrowing, swimming, or teleportation) doesn’t cause this damage. If cast in an area with wind severity level above 2, increase the damage die by 1 size accordingly (d8 for strong, d10 severe, 2d6 windstorm, 2d8 hurricane, 3d6 tornado).


Earth Talents

Earthlord (earth) [Apoc]

When determining the radius area of your earth geomancing abilities, increase the radius by 5 ft. per (earth) talent you possess.

Flying Debris (earth)

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 (earth, geomancing) [Core]

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.

Foundation (earth, spirit) (requires dirt, sand, or stone) [Apoc]

While concentrating on any Earth geomancing ability, you gain a deflection bonus to AC and CMD equal to 2 +1 per 5 caster levels. Alternatively, you may as a standard action spend a spell point to gain these benefits for 1 minute per caster level. However, you temporarily lose these benefits on any round that you end your turn not standing on dirt, sand, or stone.

Granulation (earth, geomancing) [Apoc]

As an instantaneous effect, you may spend a spell point to spontaneously create loose dirt or sand in an area within range. You may reduce the spell point cost by 1 (minimum 0) if you choose to break apart rock and stone already present (reducing their thickness by 1 inch, +1 inch per 5 caster levels), instead of creating the dirt or sand spontaneously. The created sand or dirt is enough to cover a 5 ft. + 5 ft. per 5 caster levels radius area. While this is its own geomancing ability, you may combine this effect with another earth 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.

Collapsing Structures with Granulation: Generally speaking, single castings of Granulation on stone structures will not not be enough to compromise the structural integrity of a building. Should half of the structure’s load bearing columns, keystones, or walls be reduced to half thickness or less, a weakened area is created. Those who notice the weakened area (with a successful DC 20 Craft (stonemasonry) or Knowledge (engineering) check), may exacerbate the situation by destroying half of the structure’s load-bearing objects, triggering a cave-in or collapse. Rules for the cave-in and collapse hazard have been provided in the appendix for your convenience.

Melt Earth (earth, fire, geomancing)

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.

Sandstone (earth, geomancing) (requires dirt or sand) [Apoc]

As an instantaneous effect, you may spend a spell point to transform dirt or sand into stone in an area within range. The size of the created rock or stone depends both on your caster level and the radius of dirt or sand you target. Alternatively, you may encase a dirt or sand covered target in 1 inch thick stone. Refer to Table: Sandstone to determine the maximum target size to be encased. For every size smaller the encased target is than the required radius of dirt or sand, either double the thickness of the stone or increase the number of encased targets. Creatures and objects are allowed a Reflex save to avoid being trapped in stone. On a failure, creatures or objects caught in the area are encased; To escape, they must pass an Escape Artist or Strength check (equal to your bury geomancing DC) as a full-round action; alternatively, a creature may break free by dealing sufficient damage to the rock or stone. Stone has a hardness of 15 and 2 hit points per inch. On a successful save, affected targets are still entangled and immobilized until they escape or 1 minute per caster level, whichever comes first.

Table: Sandstone
Minimum Caster Level Required Radius of Dirt/Sand Created Rock or Stone Size Maximum Target Size Encased Rock or Stone Weight (maximum)
1 1-ft. radius Diminutive Small 1 lbs
1 5-ft. radius Tiny Medium 8 lbs
2 10-ft. radius Small Large 60 lbs
4 15-ft. radius Medium Huge 500
8 20-ft. radius Large Gargantuan 2 tons
16 25-ft. radius Huge Colossal 16 tons
32 30-ft. radius Gargantuan Colossal+ 125 tons

Speak with Stone (earth, spirit) [Core]

You may spend a spell point to speak with stones for 1 minute per caster level. This is not truly accomplished through speech, 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 (earth)

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 (earth, 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.

Unearth (earth, geomancing) [Apoc]

As a concentration effect, you may manipulate the earth surrounding a creature or object forcing them to be pushed or pulled 5 ft. + 5 ft. per 5 caster levels each round toward the surface (Fort save negates). While affected, the target is unable to burrow or Earth Glide, but is otherwise unimpeded. You may only target a creature or object whose location you have pinpointed (such as with a successful Perception check or with tremorsense). Unless the target has Earth Glide, the creature cannot be forcefully moved through stone (or lava if the target possesses fire resistance 20+ or fire immunity), but rather only sand or dirt. Each round, the target is allowed a new Fortitude save to end the effect.

Whirlwind (earth, geomancing) [Core]

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.


Fire Talents

Boil Water (fire, water, geomancing)

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.

Dragonlung (fire) [Apoc]

Gain a breath weapon. This breath weapon is either a 60-ft line or a 30-ft. cone as chosen at the time it is gained. The breath weapon deals 1d8 fire damage per 2 caster levels, and allows a Reflex save for half damage. The caster uses this breath weapon as a standard action, but must wait at least 1d4 rounds between uses.

Feed on Fire (fire, spirit) [Core]

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 (fire) [Core]

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

1. 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.

2. 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.

Firelord (fire) [Apoc]

When using create fire, you may count your caster level as 5 higher for the purposes of determining the size category of magical fire you can create.

Heat Metal (fire, metal, geomancing)

Requires metal. 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.

Melt Earth (earth, fire, geomancing)

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 (fire, geomancing) [Core]

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.

Reflash (fire) [Apoc]

If a non-magical fire within range would become extinguished (through magical or mundane means), you may spend a spell point as an immediate action cause the fire to relight in a 15 ft. radius burst of flame dealing fire damage equal to the largest sized fire you can create. This can be used to re-ignite a character who has caught on fire and extinguished the flames. A successful Reflex save halves the damage and negates catching fire.

Ride the Flames (fire, spirit) [Apoc]

You may use heat waves to push yourself upward, granting a fly speed of 15 ft. + 5 ft. per 5 caster levels, with a maneuverability of clumsy for as long as you concentrate, or for 1 minute per caster level if you spend a spell point. This fly speed only functions on your turn (requiring you to spend separate actions for movement). If you are not on a surface that can support you on the end of your turn, you glide safely to the ground, at a speed of 60 ft. per round, taking no falling damage. Anyone using ride the flames cannot use its fly speed to hover.

Smokescreen (fire)

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.

Smokewalk (fire, spirit) [Apoc]

You may spend a spell point to gain the ability to walk on fire or smoke for 1 minute per caster level. Fire and its byproducts (such as smoke) become solid to you, allowing you to move over it as if it were normal ground. You may always choose to sink into the fire or smoke if you so desire, in which case you gain concealment (20% miss chance). While under the effects of Smokewalk, you gain fire resistance equal to your caster level, and the ability to see through smoke and breath in smoke harmlessly.

Trail Blaze (fire, geomancing) [Apoc]

As an instantaneous effect, you may spend a spell point as a standard action create a wave of ash, hot air and smoke in 120-ft. line which reveals a safe path to traverse, allowing creatures to ignore difficult terrain within the affected area for a number of rounds equal to 1/2 your caster level (minimum 1). Creatures who are caught in the area of effect when first cast must make a Fortitude save or become exhausted, creatures that make their saves become fatigued instead.

Wreath of Flames (fire, spirit) [Apoc]

When an enemy within your reach targets you with an attack or a combat maneuver, you may as an immediate action cause flames to erupt from your body toward the triggering enemy, causing fire damage equal to your caster level, Reflex save for half.


Metal Talents

Acid Rain (metal, water)

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 you 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.

Altered Edge (metal, 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 (metal)

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 (metal, geomancing)

Requires metal. 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 (metal, geomancing)

Requires metal. 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 (metal, water, geomancing)

Requires metal. 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 (metal)

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 (metal, geomancing)

Requires metal. 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 (fire, metal, geomancing)

Requires metal. 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 (metal)

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 (metal, 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.

Metallord (metal) [Apoc]

When you use the recover ore ability, you may create ore 1 size category larger than you otherwise could due to the maximum earth required or any CL restriction.

Oxidation Ray (metal, 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 (metal)

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 (metal)

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 (metal, spirit)

You may spend a spell point to gain the Stalwart ability for 1 minute per caster level. (If the target makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely).


Plantlife Talents

Aggravating Vegetation (plantlife)

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 as an antagonize skill check against the target’s Psychology DC (14 + 1/2 HD + WIS modifier; or 14 + Sense Motive Bonus, if it is higher). Creatures who are of animal intelligence (1 or 2), or have been previously antagonized gain a +4 bonus to their Psychology DC. Both of these stack. Mindless creatures are immune to the effects of antagonize.

Antagonize is a mind-affecting effect. If you successfully beat the target’s psychology DC, the creature, instead of taking damage, gains the antagonized condition against the attacking vegetation. The antagonized condition remains for 1 round. The duration of this condition increases by 1 round for every 5 by which you beat your opponent’s Psychology DC. You may not use this ability if you would already deal no damage with your pummel.

Antagonized Condition: The antagonized condition appears in Ultimate Charisma, published and copyrighted by Everyman's Game, LLC.

An antagonized creature can only target its antagonist (the one who caused the antagonized condition) with hostile actions. A hostile action is any attack or effect that causes direct harm to an opponent in the form of damage, negative conditions, or any other effect that penalizes or hinders a creature. Furthermore, an antagonized creature does not threaten any opponents except its antagonist: it cannot make attacks of opportunity or be used to determine flanking bonuses against other opponents. A creature is no longer antagonized if its antagonist is helpless, unconscious, or cannot participate in combat. If an antagonizes creature uses an ability that targets multiple creatures, the antagonist must be chosen among these targets. If an antagonized creature uses an ability that targets an area, its antagonist must be within the ability's targeted area.

On each round after the first, an antagonized creature may attempt a Sense Motive skill check as a swift action to realize the folly of its actions. This skill check is opposed by the antagonist's original antagonize skill check. If the creature succeeds on its Sense Motive skill check, the antagonized condition ends, but the creature suffers a -2 penalty on attack rolls and a -2 penalty to the saving throw DC of its abilities and any spells it casts for 1 minute. These penalties do not apply against the antagonist.

Attacking Vegetation Under the Effect of Pummel

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.

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

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

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.

Barkskin (plantlife, 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 (plantlife, geomancing) [Core]

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.

Mass Pummel (plantlife) [Apoc]

When using pummel, you may spend an additional spell point. If you do, you may affect an additional number of branches equal to 1 +1 per 5 CL.

Nauseating Fog (plantlife, water)

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.

Plantlord (plantlife) [Apoc]

When using pummel, you may animate trees or branches one size category larger than you are normally able. When using Grow Plants, treat your CL as 5 higher for the purpose of determining the maximum tree size which you can create.

Ranged Pummel (plantlife)

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 (plantlife)

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 (plantlife, spirit) [Core]

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 (plantlife)

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 (plantlife, geomancing) [Core]

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 (plantlife) [Core]

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.


Spirit Talents

Absorbing Inhalation (air, spirit) [Apoc]

As a concentration effect, you may as a standard action grant your lungs inhuman strength and capacity, allowing you to harmlessly and completely inhale one gas, fog, smoke, mist, or similar cloud-like effect during the duration of the talent. The cloud-like effect can have no larger of a radius than 10 ft. + 5 ft. per 5 caster levels. If the targeted cloud is a magical effect, you must succeed at a magic skill check to inhale it. Inhaling the cloud removes it from the area, leaving normal breathable air in its place. Gaseous creatures gain a Reflex save to avoid being inhaled. This talent can only affect an instantaneous-duration cloud (such as a breath weapon) if you ready an action to utilize the talent in response.

You may keep the cloud harmlessly contained within you for as long as the talent remains active, but you must hold your breath do do so (even if you do not normally have to breathe).

If the cloud has a duration, the time the cloud is contained within you counts toward that duration (gaseous creatures are immediately and harmlessly exhaled should their gaseous form expire). As a standard action, you may release the stored cloud as a breath weapon, filling a 60-ft. cone (or the cloud’s original area, if smaller). Any creature in the breath’s area is subject to its normal effects, making saving throws and spell resistance checks as appropriate against the cloud’s original DC. The exhaled cloud resumes its duration, if any. Exhaling the stored cloud immediately ends the duration of this talent. If you do not exhale the cloud before this talent’s duration expires, you suffer the cloud’s effects, automatically fail any saving throw made to resist it, and exhaling any gaseous creatures inhaled.

Air Ball (air, spirit) (requires air) [Apoc]

As a concentration effect, you may as a standard action create a rideable sphere of compressed air, which supports your weight. While riding the sphere, you ignore difficult terrain that is less than 1 foot high, you do not trigger effects based on weight (such as a pressure plate), and any creature trying to track you through areas you crossed with this spell takes a -10 penalty on its Perception or Survival check to do so. While riding the air ball, you cannot pass over liquid greater than 1 foot deep. In addition, because of the instability of the sphere, your speed is reduced by 10 ft. (to a minimum of 5 ft.) and you take a -4 penalty on Acrobatics, Climb, and Ride checks.

Air Support (air, spirit) (requires air) [Apoc]

You may as a standard action spend a spell point to increase or decrease your movement speed by 10 ft. + 10 ft. per 5 caster levels (applying to all movement modes) for 1 minute per caster level.

Animal Friend (spirit) [Core]

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.

Barkskin (plantlife, 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.

Feather Fall (air, spirit) (requires air) [Apoc]

As a concentration effect, you may spend a spell point as an immediate action to cause you and your equipment to fall slowly, changing the rate at which you fall to a mere 60 ft. per round (equivalent to the end of a fall from a few feet), and you take no damage upon landing while the talent is in effect. When the duration expires, a normal rate of falling resumes.

Feed on Fire (fire, spirit) [Core]

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.

Foundation (earth, spirit) (requires dirt, sand, or stone) [Apoc]

While concentrating on any Earth geomancing ability, you gain a deflection bonus to AC and CMD equal to 2 +1 per 5 caster levels. Alternatively, you may as a standard action spend a spell point to gain these benefits for 1 minute per caster level. However, you temporarily lose these benefits on any round that you end your turn not standing on dirt, sand, or stone.

Nature Sight (spirit)

As a concentration effect, you gain an extraordinary sense depending on geomancing packages you possess. Those with air geomancing gain cloudsight, earth geomancers gain earthsight, fire geomancers gain firesight, metal geomancers gain metalsight, plant geomancers gain plantsight, and water geomancers gain watersense, each with a range of close (25 ft. + 5 ft. per 2 caster levels). Those with the nature spirit drawback may choose any singular extraordinary sense listed here each time they use this talent.

Cloudsight (Su): You gain mistsight, except allowing you to only see through clouds of fog, mist, and smoke as if they were transparent. In addition, you don’t suffer miss chance from concealment or total concealment against creatures that are flying or have the air subtype provided they are within range of your cloudsight.

Earthsight (Su): You gain tremorsense, only allowing you to detect anything in contact with the same body of ground as you. In addition, you don’t suffer miss chance from concealment or total concealment against creatures that are underground or have the earth subtype provided they are within range of your earthsight.

Firesight (Su): You can see through flames, lava, and smoke as if they were transparent. In addition, you don’t suffer miss chance from concealment or total concealment against creatures that are on fire or have the fire subtype provided they are within range of your firesight.

Metalsight (Su): You gain the scent ability, except only allowing you to detect metal objects (including creatures wearing or carrying metal objects). In addition, you don’t suffer miss chance from concealment or total concealment against ferrous creatures or have the clockwork or robot subtypes provided they are within range of your metalsight.

Plantsight (Su): You gain greensight, except only allowing you to see through leaves, vines, greenery, undergrowth, and living wood as if they were transparent (you still cannot see through dead wood). In addition, you don’t suffer miss chance from concealment or total concealment against creatures that are entangled in plantlife or of the plant creature type provided they are within range of your greensight.

Watersense (Su): You gain tremorsense, except only allowing you to detect anything in contact with the same body of water as you. In addition, you don’t suffer miss chance from concealment or total concealment against creatures that are underwater or have the water subtype provided they are within range of your watersense.

Rejuvenation (spirit)

As a concentration effect, you may grant yourself fast healing equal to 1/2 your caster level (minimum 1). This fast healing only confers healing so long as you have 1/2 your maximum hit points or less (wounded or in critical condition).

Ride the Flames (fire, spirit) [Apoc]

You may use heat waves to push yourself upward, granting a fly speed of 15 ft. + 5 ft. per 5 caster levels, with a maneuverability of clumsy for as long as you concentrate, or for 1 minute per caster level if you spend a spell point. This fly speed only functions on your turn (requiring you to spend separate actions for movement). If you are not on a surface that can support you on the end of your turn, you glide safely to the ground, at a speed of 60 ft. per round, taking no falling damage. Anyone using ride the flames cannot use its fly speed to hover.

Smokewalk (fire, spirit) [Apoc]

You may spend a spell point to gain the ability to walk on fire or smoke for 1 minute per caster level. Fire and its byproducts (such as smoke) become solid to you, allowing you to move over it as if it were normal ground. You may always choose to sink into the fire or smoke if you so desire, in which case you gain concealment (20% miss chance). While under the effects of Smokewalk, you gain fire resistance equal to your caster level, and the ability to see through smoke and breath in smoke harmlessly.

Speak with Animals (spirit) [Core]

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.

Speak with Plants (plantlife, spirit) [Core]

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.

Speak with Stone (earth, spirit) [Core]

You may spend a spell point to speak with stones for 1 minute per caster level. This is not truly accomplished through speech, 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.

Speak with Vermin (spirit) [Apoc]

You may spend a spell point to gain the ability to speak with vermin for 1 minute per caster level. This is accomplished less through speech, but more by pheromone exchange. Because information transmitted and received is limited, vermin will likely be unable to give (or receive) detailed responses or questions. Using this talent doesn’t make them any more friendly than normal. If a vermin is friendly toward you, it may do some favor or service for you.

Speak with Water (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.

Stoneskin (earth, 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.

Tough as Mettle (metal, spirit)

You may spend a spell point to gain the Stalwart ability for 1 minute per caster level. (If the target makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely).

Vermin Friend (spirit) [Apoc]

You may spend a spell point as a standard action to cause vermin to treat you as a friend for 1 minute per caster level. Indifferent or domesticated vermin (such as the common honey bee or silkworm) become friendly to you, while unfriendly or wild vermin (such as monstrous scorpions or monstrous spiders) become indifferent to you. This means that wild vermin will not attack unless provoked, and you may make requests of vermin, 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 vermin who are hostile to you (such as those already in combat), and a vermin with a master (such as a vermin companion) will still attack if commanded to by its master.

Once during the duration of this ability, you may call the nearest vermin of a particular type you designate (provided the vermin’s CR is equal to or less than your caster level, or 1/2 your caster level in the case of swarms) to seek you out. The vermin moves toward you under its own power, so the time it takes to arrive depends on how close a vermin of the desired type is when you cast the spell. If there is no vermin of that type capable of reaching you within this effect’s duration, you are aware of this fact.

Waterwalk (water, spirit) [Core]

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.

Wild Instinct (spirit)

While concentrating on any Nature sphere ability, you gain the benefits of Uncanny Dodge. You may take this talent twice, upon taking this talent a second time, you also gain the benefits of Improved Uncanny Dodge using your caster level in place of class level to determine the minimum rogue level required to flank you.


Water Talents

Acid Rain (metal, water)

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 you 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 (fire, water, geomancing)

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.

Chill Metal (metal, water, geomancing)

Requires metal. 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.

Create Water (water, geomancing) [Core]

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 (plantlife, water)

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 (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.

Waterlord (water) [Apoc]

When using freeze, you may affect twice as many equivalent medium-sized creatures without affecting the thickness of the ice.

Waterwalk (water, spirit) [Core]

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 (water, geomancing) [Core]

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. The wave created is 5 ft wide. The width may be doubled by halving the length. This may be done multiple times, but the length cannot become smaller than 5 ft. A target cannot be pushed back further than the wave’s length.

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.


Advanced Nature Talents

Click the header above to visit the Advanced Talents page. This page includes talents that are more powerful than the ones presented on this page - but remember, Advanced Talents are only available with GM permission.


Archetypes Specializing in Nature

-Archaic Alchemist

The Archaic Alchemist is an Alchemist who has learned to use the Spheres in place of their normal alchemical abilities.

-Geosurveyor

The Geosurveyor is a Ranger who specializes in controlling nature and using it to their advantage.

-Totemist

The Totemist is a Soul Weaver who channels things toward a balance and can call upon the spirits of nature to aid their allies.

-Warden

The Warden is an Armorist who has a closer connection to Nature than most and has a particular affinity for Spirit talents.

-Yamabushi

The Yamabushi is an Unchained Monk who gains a small number of talents, emphasizing one particular type of connection to nature.


Wild Magic

Wild Magic Generator

Wild Magic Table

d100 Result
1 (Combat) The metallic weapons of all creatures within close range of the caster dull, causing them to deal bludgeoning damage for 1 minute per caster level.
2 For 1d6 rounds, the caster is surrounded by a dust storm, as per the Dust Storm talent.
3 The spell point cost of the effect increases by 1. If the caster does not have enough spell points, he is instead staggered until the end of his next turn.
4 For 1 round per caster level, the caster is polymorphed into a water elemental as the Elemental Transformation talent of the Alteration sphere, granting only the elemental resistance (cold) ability as a trait. This overrides any polymorph effects currently active on the caster.
5 For 1 hour per caster level, all plants become hostile to the caster. All plant creatures are hostile to the caster, and if any plant is capable of movement or is animated, such as through the the pummel geomancing ability, they will attack the caster if at all possible, ignoring all other targets.
6 All creatures within close range of the target or center of the target area must succeed on a Reflex save or catch on fire.
7 For 1d6 hours, all flowers within long range of the caster smell foul. All creatures who end a turn standing in a square that has a flower is sickened until leaving the square. Creatures that do not breathe are not affected.
8 Effect receives a +2 bonus to caster level.
9 The nearest hostile creature within long range is surrounded by a dust storm, as per the Dust Storm talent, for 1d6 rounds.
10 The metallic armor of all allied creatures within close range of the caster sprout spikes, granting them armor spikes or increasing the damage dice of existing armor spikes by one size but also increasing the armor’s ACP by 2 and the ASF by 10%. This lasts for 1 minute per caster level.
11 For 1d6 days, all rodents within long range of the caster become attracted to him, following him as closely as possible. The rodents will take turns to find food, but otherwise will not voluntarily leave the caster’s side. The caster does not automatically gain any control over the rodents.
12 As an instantaneous effect, the caster is covered in ice as the freeze option of the Water package. This ice is 1 inch thick, +1 inch per 5 caster levels.
13 The caster is exhausted.
14 (Combat) All animals within long range must succeed on a Will save or have their attitude become shifted to helpful toward creatures hostile toward the caster for 1 minute per caster level.
15 For 1 hour per caster level, all Diminutive-sized rocks within close range follow the caster at a speed of 20 ft., detecting him and moving towards him. If they reach the caster, they crowd around his feet, making his first square of movement each round count as difficult terrain.
16 The caster is fatigued.
17 The nearest creature of the animal type (within 1 mile) becomes hostile towards the caster, seeking him out and attacking with reckless abandon. This creature continues to attempt to attack for 1 hour or until slain.
18 All animals within long range must succeed on a Will save or have their attitude become shifted to hostile toward creatures allied with the caster for 1 minute.
19 All hostile creatures within close range of the caster must succeed on a Reflex save or catch on fire.
20 For 1d6 rounds, all water within close range of the caster begins to boil. Canteens burst, and any creature in contact with water suffers 1d6 points of fire damage per 2 caster levels.
21 The spell point cost of the effect decreases by 1. If the effect did not require any spell points, the caster instead gains 1 temporary spell point that expires at the end of his next turn.
22 (Combat) Thick mist encompasses everything within medium range of the caster, reducing the size of all mundane fires by 1 category and soaking all creatures caught within. The mist remains for 1 round per caster level.
23 As an instantaneous effect, all unhewn stones within close range carve themselves to reflect your thoughts at the moment this effect takes place.
24 All creatures within close range of the caster must succeed on a Reflex save or become entangled by plants, shifting rocks, or ice as appropriate to the environment for 1d6 rounds.
25 For 1 hour per caster level, a dramatic fog covers the area around the caster’s feet. This does not provide any concealment to the caster, but may obscure caltrops, tripwires, and other low-lying objects.
26 The metallic weapons of all hostile creatures within close range of the target or center of the target area dull, causing them to deal bludgeoning damage for 1 minute per caster level.
27 All allied creatures within close range of the caster must succeed on a Reflex save or catch on fire.
28 All flames within long range of the caster increase 1 size for 1 round per caster level.
29 The casting time decreases by 1 step.
30 The effect fails, but the action is not lost. Spell points or spell slots spent are lost.
31 The casting time decreases by 2 steps.
32 All animals within long range must succeed on a Will save or have their attitude become shifted to hostile toward all creatures without the Animal type within close range of the animal for 1 minute per caster level.
33 For 1 round per caster level, all inanimate objects within long range of the caster’s position when this result is triggered begin babbling incoherently, imposing a penalty on sound-based Perception checks in the area equal to caster level and a spell failure chance of 15% on any effect requiring verbal components. This effect remains stationary.
34 (Combat) The caster is dazed for 1 round.
35 Blocks of ice (5-ft. cubes) instantaneously form in each empty space adjacent to but not directly above the nearest hostile creature within long range.
36 All creatures within close range of the caster must succeed on a Reflex save or catch on fire.
37 As an instantaneous effect, all crops and other food-bearing plants within close range of the caster immediately die.
38 The caster’s space lowers 5 ft. as the Forge Earth (geomancing) talent.
39 The metallic weapons of all hostile creatures within close range of the caster dull, causing them to deal bludgeoning damage for 1 minute per caster level.
40 The caster’s space raises 5 ft. as the Forge Earth (geomancing) talent.
41 All animals within long range must succeed on a Will save or have their attitude become shifted to helpful toward allies of the caster for 1 minute per caster level.
42 Stone forms over all hostile creatures within close range, granting DR/adamantine equal to 1/2 caster level (minimum 1) for 1 minute.
43 (Combat) The metallic weapons of all allied creatures within close range of the caster dull, causing them to deal bludgeoning damage for 1 minute per caster level.
44 Bark grows over all creatures within close range of the caster, increasing their natural armor bonus by 1 + 1 per 5 caster levels for 1 minute.
45 The space of all hostile creatures within close range lowers 5 ft. as the Forge Earth (geomancing) talent.
46 The metallic armor of all allied creatures within close range of the target or center of the target area sprout spikes, granting them armor spikes or increasing the damage dice of existing armor spikes by one size but also increasing the armor’s ACP by 2 and the ASF by 10%. This lasts for 1 minute per caster level.
47 Ice forms around the feat and limbs of all creatures within close range of the caster, who must succeed on a Reflex save or be entangled and unable to move. In addition, each affected creature’s square becomes slick with ice and counts as difficult terrain. Breaking free of the entangled condition is a move action, requiring either a Strength check or Escape Artist check against the triggering effect’s save DC. A creature may also destroy the ice on a creature or square by dealing 3 points of damage per caster level to the ice. This removes the entangled condition from the creature and destroys the difficult terrain. The ice melts after 1 minute.
48 As an instantaneous effect, the ground within close range becomes covered in mounds of dirt, becoming difficult terrain.
49 All vegetation within long range of the caster decrease in size by one size category for 1 round per caster level.
50 All animals within long range must succeed on a Will save or have their attitude become shifted to helpful toward all creatures with the Animal type for 1 minute per caster level.
51 For 1 round per caster level, the caster is polymorphed into a fire elemental as the Elemental Transformation talent of the Alteration sphere, granting only the elemental resistance (fire) ability as a trait. This overrides any polymorph effects currently active on the caster.
52 As an instantaneous effect, one tree (to a maximum size equal to that which the caster can control through the pummel geomancing ability) grows adjacent to the caster. The tree is under the effect of the pummel geomancing ability for 1d6 rounds and will attack any creature within reach, first targeting the caster and his allies.
53 All vegetation within long range of the caster increase in size by one size category for 1 round per caster level.
54 The caster loses knowledge of any of the talents used in the effect (but not the base sphere) for the length of the effect (minimum 1 round).
55 All unattended flammable objects within close range of the caster are set on fire.
56 The caster takes 1d4 points of Constitution damage even if he would normally be immune to ability damage. Creatures without a Constitution score instead take Charisma damage.
57 The casting time increases by 1 step.
58 Roll again on the Universal wild magic table.
59 All leaves within long range of the caster change color to bright pink for 1 day per caster level.
60 For 1 hour per caster level, all plants become enamored of the caster. All plant creatures are helpful to the caster, and if any plant is capable of movement or is animated such as through the pummel ability, they will attack the caster’s enemies if at all possible, ignoring all other targets. These creatures will follow the caster and refuse to stay away, attempting to touch the caster at all times if possible.
61 (Combat) A sphere of water envelops the caster, forming a vortex around him, which remains for 1 round per caster level.
62 A sphere of water envelops one creature of the caster’s choice within geomancing range, forming a vortex around it, which remains for 1 round per caster level.
63 Stone forms over all creatures within close range granting DR/adamantine equal to 1/2 caster level (minimum 1) for 1 minute.
64 The caster takes a number of points of ability damage to his casting attribute equal to the effect’s caster level/4 (minimum 1) even if he would normally be immune to ability damage.
65 Effect receives a -4 penalty to caster level (minimum 1).
66 As an instantaneous effect, for 1 round per caster level, flowers sprout from the casters footsteps. These flowers are random wildflowers suitable to the environment if possible and have no intrinsic properties.
67 All hostile creatures within close range of the target or center of the target area must succeed on a Reflex save or catch on fire.
68 All flames within long range of the caster decrease 1 size for 1 round per caster level.
69 For 1 hour per caster level, the nearest creature of the animal type (within 1 mile) becomes friendly towards the caster, seeking him out and obeying all commands to the best of its ability. This does not make the animal trained, but even wild animals can be protective of the caster and attack those who are hostile towards him.
70 All non-magical fires within long range of the caster are extinguished.
71 For 1 round per caster level, the caster is polymorphed into an earth elemental as the Elemental Transformation talent of the Alteration sphere, granting only the elemental resistance (acid) ability as a trait. This overrides any polymorph effects currently active on the caster.
72 Ice forms around the feat and limbs of the caster who must succeed on a Reflex save or be entangled and unable to move. In addition, the caster’s square becomes slick with ice and counts as difficult terrain. Breaking free of the entangled condition is a move action, requiring either a Strength check or Escape Artist check against the triggering effect’s save DC. A creature may also destroy the ice on a creature or square by dealing 3 points of damage per caster level to the ice. This removes the entangled condition from the creature and destroys the difficult terrain. The ice melts after 1 minute in normal conditions.
73 As an instantaneous effect, the space below all creatures within geomancing range becomes covered in 1 ft. of sand.
74 All creatures within close range of the target or center of the target area must succeed on a Reflex save or fall prone as the ground shakes.
75 The space of all hostile creatures within close range raises 5 ft. as the Forge Earth (geomancing) talent.
76 All plants within close range gain the ability to speak common for 1 day per caster level. The plants talk incessantly and will discuss anything and everything they can, but they do not gain increased intelligence to give them a variety of topics.
77 (Combat) Blocks of ice (5-ft. cubes) instantaneously form in each empty space adjacent to but not directly above the caster.
78 The effect fails and the action is lost. Spell points or spell slots are lost.
79 The caster takes untyped nonlethal damage equal to caster level. This damage does not force concentration checks to cast or maintain sphere effects or spells.
80 For 1 round per caster level, the caster is polymorphed into an air elemental as the Elemental Transformation talent of the Alteration sphere, granting only the elemental resistance (electricity) ability as a trait. This overrides any polymorph effects currently active on the caster.
81 For 1d6 rounds, all water within close range of the caster freezes. Any creature in contact with water must pass a Reflex save or be trapped.
82 For 1 round per caster level, the caster is polymorphed into a plant creature as the Plant Transformation talent of the Alteration sphere, granting only the +2 natural armor bonus ability as a trait. This overrides any polymorph effects currently active on the caster.
83 The casting time increases by 2 steps.
84 The metallic armor of all creatures within close range of the target or center of the target area sprout spikes, granting them armor spikes or increasing the damage dice of existing armor spikes by one size but also increasing the armor’s ACP by 2 and the ASF by 10%. This lasts for 1 minute per caster level.
85 The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, he is instead dazed until the end of his next turn.
86 All animals within close range benefit from the Logos talent for 1 minute per caster level.
87 (Combat) The caster is nauseated for 1 round.
88 Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
89 The air within close range erupts into flames, dealing 1d6 points of fire damage per two caster levels (minimum 1d6) to all targets within the area (Reflex half).
90 The effect fails and the action is lost. Spell points or spell slots are not lost.
91 The caster loses access to this sphere for 1d6 rounds.
92 All animals within long range must succeed on a Will save or have their attitude become shifted to hostile toward creatures hostile to the caster for 1 minute.
93 As an instantaneous effect, any bodies of water within long range raise 2 ft. or double in volume, whichever comes first. Canteens, pots, and other containers overflow as the amount of water in them doubles. The water levels will be restored to their natural level over time by drainage, evaporation, etc.
94 A sphere of water envelops a random creature within close range of the caster, forming a vortex around it, which remains for 1 round per caster level.
95 The caster gains knowledge of one talent of his choice from this sphere for 1 round.
96 All creatures within close range of the caster must succeed on a Reflex save or fall prone as the ground shakes.
97 (Combat) The caster is stunned for 1 round.
98 As an instantaneous effect, poison ivy grows in a 5-ft. radius + 5 ft. per 5 caster level around the caster. The caster and any creature who enters the area must make a Fortitude save or take -1 penalty (which increases by 1 per 5 caster levels) on all magic skill checks made to concentrate for 1 hour per caster level. This is a poison effect.
99 Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
100 All allies within close range benefit from the Speak With Animals talent for 1 minute per caster level.

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