Nature Sphere

Nature
Nature incantations are drawn
from the animals, plants, and
weather that are inextricable parts
of nature. These incantations
usually enhance the growth of
nature to benefit the channeler,
or they allow the channeler to
understand the ways of nature
more thoroughly.
Animal Friendship
Nature [Animal, Mind-Affecting]
Difficulty Class: 5
Channeling Time: 1 standard
action
Range: 30 ft.
Target: One animal
Duration: 1 hour/level
Saving Throw: Will negates
Your eyes and the animal’s meet,
and your expression becomes one
of affection as you utter soothing
words in the language of the wild.
As you utter the last words, the
animal becomes less hostile, and
seems to be less wary of you.
The target’s attitude towards
you improves by one step (see the
Diplomacy skill in the Player’s
Handbook). If the target is being
threatened or attacked by you
or your allies, this incantation
immediately ends. You can’t use
this incantation on the same target
more than once per day.
You can use this incantation
against magical beasts with
an Intelligence score of 1 or 2
(such as a basilisk or a girallon),
but you take a -4 penalty on the
channeling check.
Enhance: For every 4 points
by which you increase the DC,
the target’s attitude towards you
improves by one additional step.
Animal Shape
Nature [Animal]
Difficulty Class: 10
Channeling Time: 1 standard
action
Range: Personal
Target: You
Duration: Aura
You hunch over with the image
of an animal clearly set in your
mind. Then, your skin begins to
feel like that of the animal. Then,
your entire shape becomes that of
the animal.
As part of this incantation, you
assume the form of an animal
whose HD doesn’t exceed your
own, to a maximum of 5 HD. This
functions like the alternate form
special ability (see the MM), with
the following exceptions.
If the animal whose shape you
take has a racial bonus on Listen
or Spot checks or the blindsense,
blindsight, scent, or tremorsense
special quality, you gain that
quality (or those qualities).
You can’t channel incantations
while you are in animal form.
Changing back to your normal
form is a standard action, and
ends the incantation. Additionally,
if you cease concentrating on this
incantation, you immediately
revert back to your normal form,
forcing you to take a standard
action.
Enhance: You can enhance this
incantation in one or both of the
following ways.
For every point by which you
increase the DC, you may assume
the form of an animal with one
additional HD. You still may not
assume the form of an animal
whose HD exceeds your own.
If you increase the DC by 4, you
can channel incantations with the
animal descriptor while in animal
form.
Animal Speech
Nature [Animal]
Difficulty Class: 5
Channeling Time: 1 standard
action
Range: Personal
Target: You
Duration: Aura
Your voice takes on a deeper,
more guttural tone. As you speak,
you notice that animals can
comprehend you just as well as
a person could, and you seem to
understand what the animals say
as well.
You can comprehend and
communicate with animals. You
are able to ask questions and
receive answers from animals,
although the incantation doesn’t
make them any more friendly
or cooperative than normal.
Furthermore, 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 (as determined by the DM).
Animate Tree
Nature [Plant]
Difficulty Class: 24
Channeling Time: 1 standard
action
Range: 30 feet
Target: One tree
Duration: Aura
Saving Throw: None
As you utter the words of the
incantation, the tree begins to
move on its own accord. Two of
its thickest branches rise upward,
as its bark begins to form the
shape of an elderly face. The tree
uproots itself, and looks at you
with an expression of servitude.
This incantation turns an
otherwise normal tree into the
semblance of a treant (see the
MM). This incantation must be
used on a healthy, Huge, tree. The
tree takes 1 full round to uproot
itself.
The tree gains the statistics of a
treant, except that it doesn’t have
an Intelligence score, and follows
your commands like a golem
would. If the treant isn’t directed
by you, it does nothing (but it
isn’t helpless).
If you cease concentrating
on this incantation, the treant
immediately takes root where it
stands.
Call Animal
Nature [Animal, Mind-Affecting]
Difficulty Class: 7
Channeling Time: 1 standard
action
Range: 1 mile
Target: One animal; see text
Duration: Aura; see text
Saving Throw: Will negates
You bring the resemblance of the
animal you want to call to mind,
and bellow forth a call that sounds
like the animal that you want to
call. Soon enough, you hear an
animal approaching, looking
straight at you.
As part of this incantation,
choose a type of animal (such as a
bear or a wolf). You attempt to call
the nearest creature of that type
to you. If there isn’t a creature
of that type within range, the
incantation fails. If the creature
fails its saving throw, it comes to
you as fast as it can. If it comes
across a dangerous obstacle (such
as fire), it may make an additional
saving throw.
Once the animal comes within
30 feet of you, this incantation
ends. The animal has an indifferent
attitude toward you (see the
Diplomacy skill in the Player’s
Handbook).
You must spend a swift action
during each round until the
target is within 30 feet of you.
If you don’t spend a swift action
during a round, the incantation
immediately fails, and the animal
may or may not come to you
anyway.
You can use this incantation
to call magical beasts with an
Intelligence score of 1 or 2 (such
as a basilisk or a girallon), but
you take a -4 penalty on the
channeling check.
Enhance: If you increase the
DC by 4, you don’t need to spend
a swift action during each round
until the target is within 30 feet of
you.
Cold Snap
Nature [Weather]
Difficulty Class: 9
Channeling Time: 1 standard
action
Range: 30 ft.
Area: 30-ft. spread, centered on
you
Duration: Aura
Saving Throw: Fortitude negates
As you concentrate, the air
becomes chilly at first, as though
a cold wind blows through the
area. Then, the air becomes
increasingly colder, until the
chill is almost enough to freeze
anything not protected.
When you are in this incantation,
each creature in this incantation’s
area except you must make a
Fortitude save or take 1d6 points
of nonlethal damage. Creatures
reduced to unconsciousness begin
taking lethal damage (1d6 points
per round).
Creatures with cold resistance
gain a bonus on their saving throw
equal to their cold resistance.
Creatures with immunity to
cold damage are immune to this
incantation.
A creature that takes any
nonlethal damage from this
incantation suffers from frostbite
and is fatigued.
Enhance: You can enhance this
incantation in one or both of the
following ways.
If you increase the DC by 6,
creatures in the area who wear
metal armor are treated as if
the chill metal spell was cast
upon them (see the Player’s
Handbook).
If you increase the DC by 12,
the range and area increase to 1
mile.
Entangling Plants
Nature [Plant]
Difficulty Class: 5
Channeling Time: 1 standard
action
Range: 30 feet
Area: Plants in a 5-foot square
Duration: Aura
Saving Throw: Reflex partial;
see text
The plants in the area begin to
grow long vines and branches
that encroach upon those who
stand there, holding them fast.
Each creature in the area must
make a Reflex save or become
entangled. A creature can break
free and move half its normal
speed by using its full-round
action to make a DC 20 Strength
check. A creature that succeeds on
a Reflex save is not entangled but
can still move at only half speed
through the area. Each round on
your turn, the plants once again
attempt to entangle all creatures
in the area.
Regardless of whether a creature
is entangled in the area, the area
is treated as light undergrowth for
all purposes.
The area must have plants in
order to successfully channel this
incantation.
Enhance: You can enhance this
incantation in one or both of the
following ways.
For every 2 points by which you
increase the DC, this incantation
affects an additional 5-foot
square.
For every 2 points by which
you increase the DC, the Reflex
save DC and Strength check DC
increase by 1.
Feral Shape
Nature [Animal]
Difficulty Class: 7
Channeling Time: 1 standard
action
Range: Personal
Target: You
Duration: Aura
You hunch over, letting out a
primal, guttural growl as your
skin grows scales, fur, or feathers.
Primal thoughts dwell through
your head as you take the shape of
a beast, almost like a werebeast.
For the duration of this
incantation, you become more
animal-like. You gain a natural
armor bonus equal to one-half
your channeling ability modifier.
Additionally, you may choose to
gain one of the following natural
weapons:
• A bite attack (1d6)
• Two claw attacks (1d4)
• A tail slap attack (1d6)
These natural weapons follow
the normal rules for natural
weapons, and are sized for
Medium channelers. (If you are
smaller or larger than Medium,
change the natural weapon’s
damage accordingly.) You add
your full Strength modifier to
the bite attack and the tail slap
attack, and you add one-half
your Strength bonus to each claw
attack.
You may forfeit the natural
weapons to become able to
breathe water or to gain the scent
special ability (see the MM).
While you are in feral shape,
your altered hands and voice make
it difficult to channel incantations.
While in feral shape, you take a -4
penalty on channeling checks.
Enhance: You can enhance this
incantation in one or more of the
following ways.
If you increase the DC by 2, you
gain a natural armor bonus equal
to your full channeling ability
modifier (instead of one-half that
modifier).
If you increase the DC by 3, you
may treat your natural weapons’
damage as if you were one size
category larger.
If you increase the DC by 4,
you may gain a natural weapon
and either the ability to breathe
water or the scent special ability
(but not both).
Fog
Nature [Weather]
Difficulty Class: 7
Channeling Time: 1 standard
action
Range: 30 ft.
Area: 30-ft. spread
Duration: Aura
Saving Throw: None
You call upon the element of
water, but rather coming together,
it spreads out in a fine, concealing
mist.
When you are in this incantation,
each creature in the area has
concealment (20% miss chance).
Enhance: You can enhance this
incantation in one or both of the
following ways.
For every 5 points by which you
increase the DC, the miss chance
increases by 10% (to a maximum
of 50%).
If you increase the DC by 12,
the range and area increase to 1
mile.
Growth Aura
Nature [Plant]
Difficulty Class: 7
Channeling Time: 1 standard
action
Range: 10 ft.
Area: 10-ft. emanation
Duration: Aura
Saving Throw: None
You concentrate yourself,
becoming one with nature. As you
channel the magic, the ground
around you flourishes with plants,
full of life and color.
Some incantations of the
nature sphere have a dependency
of nearby plants to be used.
Therefore, channelers who use
their magic in wastelands or cities
can’t use these incantations. This
incantation bypasses that problem,
by growing plants around you.
As long as you are in this
incantation, plants grow in the
incantation’s area. These plants
can be used for any incantation
that needs plants to be channeled.
The plants can produce vegetables
or fruit, but these wither when
taken off of the plants that they
came from.
If you move, the plants move
along with you. If a square that
has plants comes out of range,
these plants wither at the end of
the round in which you moved.
However, you may make a
separate DC 5 channeling check
as a free action to keep two
squares filled with plants. These
squares are filled with plants for
as long as you keep this aura.
Enhance: For every 2 points by
which you increase the DC, the
range and area of this incantation
each increase by 5 feet.
Heat Wave
Nature [Weather]
Difficulty Class: 7
Channeling Time: 1 standard
action
Range: 30 ft.
Area: 30-ft. spread, centered on
you
Duration: Aura
Saving Throw: Fortitude negates
As you concentrate, the air around
you shimmers as it becomes
increasingly hot. In time, the heat
becomes almost unbearable for
your foes, but you seem to feel
fine despite the heat.
When you are in this incantation,
each creature in this incantation’s
area except you must make a
Fortitude save or take 1d4 points
of nonlethal damage. Creatures
wearing heavy clothing or armor
of any sort take a -4 penalty on
their saves. Creatures reduced
to unconsciousness begin taking
lethal damage (1d4 points per
round).
Creatures with fire resistance
gain a bonus on their saving throw
equal to their fire resistance.
Creatures with immunity to
fire damage are immune to this
incantation.
A creature that takes any
nonlethal damage from this
incantation suffers from heatstroke
and is fatigued.
Enhance: You can enhance this
incantation in one or both of the
following ways.
If you increase the DC by 6,
creatures who wear metal armor
are treated as if the heat metal
spell was cast upon them (see the
Player’s Handbook ).
If you increase the DC by 12,
the range and area increase to 1
mile.
Leaf Growth
Nature [Plant]
Difficulty Class: 7
Channeling Time: 1 standard
action
Range: 30 feet
Area: 30-foot emanation
Duration: Aura; see text
Saving Throw: None
The trees around you grow thick,
great leaves, obscuring the view
of those around you.
The trees in the area grow leaves
that impose a 10% miss chance
to ranged attacks which cross
through a tree. (For this purpose,
a normal tree is treated as having a
20-foot canopy, affecting the area
with a range of 20 feet, whereas a
massive tree is treated as having a
40-foot canopy.)
Additionally, this incantation
increases the category of forest
by one for the purpose of stealth
and detection (see Stealth and
Detection in a Forest in the
DMG).
There must be trees in the area
in order to successfully channel
this incantation.
Enhance: You can enhance this
incantation in one or both of the
following ways.
For every 2 points by which
you increase the DC, the range
and area extend to an additional
15 feet.
For every 2 points by which you
increase the DC, the miss chance
increases by 5% (to a maximum
of 30%).
Lightning
Nature [Electricity, Weather]
Difficulty Class: 5
Channeling Time: 1 standard
action
Range: 30 ft.
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex half
As you begin channeling the
incantation, you hear a loud
rumble overhead. You point your
finger at your opponent, and he is
struck by a bolt of lightning.
The target is struck by lightning,
dealing 1d8 points of damage
(Reflex half).
Enhance: You can enhance this
incantation in one or both of the
following ways.
For every 2 points by which you
increase the DC, this incantation
deals 1d8 points of additional
electricity damage.
If you are in a windstorm (either
natural or magical in nature), and
if you increase the DC by 8, this
incantation deals 1d10 eight-sided
dice of electricity damage.
Natural Aptitude
Nature
Difficulty Class: 5
Channeling Time: 1 standard
action
Range: Personal
Target: You
Duration: Aura
You concentrate your thoughts
on the wilderness, and you feel
yourself becoming more adept in
the ways of nature.
When you are in this incantation,
you gain an insight bonus equal
to your channeler level to,
Knowledge (nature), Survival,
and Use Magic Device checks.
You only gain this bonus on Use
Magic Device checks if the magic
item has a spell with the animal,
plant, or weather descriptor, or
from the druid spell list as one of
its requirements.
Purification
Nature
Difficulty Class: 10
Channeling Time: 1 standard
action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
(harmless)
You touch your ally, and you see
that what affects him, dissipates
as your ally’s expression becomes
one of relief.
As part of this incantation, the
target may make an additional
saving throw against one poison
or disease that affects him,
using your channeler level +
your channeling ability modifier
instead of his Fortitude modifier.
You can’t use this incantation
against the same poison or disease
with the same target more than
once per day.
Enhance: For every point by
which you increase the DC, the
target gains a +1 bonus on his
saving throw.
Rain
Nature [Weather]
Difficulty Class: 7
Channeling Time: 1 standard
action
Range: 30 ft.
Area: 30-ft. spread
Duration: Aura
Saving Throw: None
The sound of raindrops falling on
the ground, closing in, fill the ears
of those who are in the area. A
moment later, rain begins pouring
down in the area, smothering
flames.
Rain begins to fall down in the
area, reducing visibility to one-half, imposing a -4 penalty on
Spot and Search checks. It has
the same effect on flames, ranged
weapons, and Listen checks as
severe wind (see the DMG).
Enhance: If you increase the
DC by 12, the range and area
increase to 1 mile.
Rejuvenation
Nature
Difficulty Class: 7
Channeling Time: 1 standard
action
Range: Touch
Target: One creature
Duration: Aura
Saving Throw: Fortitude negates
(harmless)
As you lay your hands on your ally,
his wounds seem to slowly fade
way, leaving no scars whatsoever.
As a matter of fact, his skin seems
to look healthier than it was, as if
it was younger.
Everything in the natural world
heals with time. An animal’s
wounds heal, the weather always
soothingly calms down, and
even a decimated forest can
flourish again if there is still a
tree standing. This incantation
enhances the latent healing ability
of a natural creature.
As long as you are in this
incantation, the target gains fast
healing 1. You must touch your
target. If you don’t touch your
target, the incantation immediately
ends.
This incantation can’t heal a
creature whose current hit points
exceed one-half his total hit
points. For example, a creature
with 42 hit points can benefit from
this incantation if his current hit
points are less than 21, but once
he has 21 hit points, he doesn’t
gain the benefit of this incantation
anymore.
Enhance: You can enhance this
incantation in one or both of the
following ways.
For every 4 points by which
you increase the DC, the fast
healing granted by this incantation
increases by 1.
If you increase the DC by 4,
this incantation can heal the target
to up to its total hit points.
Tree Growth
Nature [Plant]
Difficulty Class: 9
Channeling Time: 1 standard
action
Range: 30 feet
Effect: One tree
Duration: Instantaneous
Saving Throw: Reflex partial;
see text
A huge tree begins to grow in the
area you chose, reaching to the
top of the canopy in a matter of
seconds. Those who stand too
close find themselves knocked
away or caught in the tree’s many
branches.
This incantation causes a tree to
grow in an area that you designate
that is within 30 feet. The tree’s
trunk takes up a 5-foot square, has
a height of 60 feet, and a 40-foot
top diameter.
If a creature is within 5 feet of
the square you designate, it must
make a Reflex save or be swept
upwards by the rapid growth of
the tree. Creatures that make the
Reflex save by less than 5 are
knocked prone. If a creature stands
in the square in which the tree
originated, it takes a -4 penalty
on its Reflex save, and is pushed
into a random adjacent square if it
makes its saving throw.
The tree can be used as part of
another incantation that requires
plants, but doing so makes the
tree wither immediately after
the incantation that used the tree
ends.
Enhance: You can enhance this
incantation in one or both of the
following ways.
For every point by which you
increase the DC, the Reflex save
DC increases by 1.
If you increase the DC by 4,
creatures that fail their Reflex
save fall 1d6x10 feet, and take
falling damage according to the
distance that they fell.
Thorn Growth
Nature [Plant]
Difficulty Class: 11
Channeling Time: 1 standard
action
Range: 30 ft.
Area: One 5-ft. square
Duration: 1 minute/level
Saving Throw: None
You concentrate on a patch of
plants. The vines, branches, and
even the blades of grass grow
thick, sharp thorns. As your
enemies walk through the plants,
they are cut by the thorns.
The plants in the area of this
incantation grow thorns. Any
creature moving through the area
takes 1d4 points of damage.
They must also avoid stepping
on the thorns. The thorns
effectively make a touch attack
against any creature that moves
through the area with an attack
bonus equal to your channeling
ability modifier. If the attack
succeeds, the creature’s speed
decreases by 10 ft. (or one-half,
whichever is lesser). This speed
penalty lasts for 24 hours or until
the injured creature receives a
cure spell (which also restores
lost hit points). Another character
can remove the penalty by taking
10 minutes to dress the injuries
and succeeding on a Heal check
against the incantation’s save
DC.
The area must have plants in
order to successfully channel this
incantation.
Enhance: You can enhance this
incantation in one or both of the
following ways.
For every 2 points by which
you increase the DC, any creature
moving through the area takes an
additional 1d4 points of damage.
If you increase the DC by 4, the
area does not have to have plants
in order to successfully channel
this incantation.
Undergrowth
Nature [Plant]
Difficulty Class: 5
Channeling Time: 1 standard
action
Range: 30 feet
Area: One 10-foot square
Duration: Instantaneous
Saving Throw: None
The plants in the area that you
chose grow rapidly, covering
every last bit of the ground in
thick vines, bushes, and roots.
Moving through the area seems to
become a lot more difficult.
The area becomes covered
with light undergrowth. A space
with light undergrowth costs 2
squares of movement to move
into, and it provides concealment.
Undergrowth increases the DC
of Tumble and Move Silently
checks by 2 because the leaves
and branches get in the way.
Enhance: You can enhance this
incantation in one or both of the
following ways.
For every 2 points by which you
increase the DC, this incantation
affects two additional 5-foot
squares.
If you increase the DC by 5, the
area becomes covered with heavy
undergrowth. Heavy undergrowth
costs 4 squares of movement to get
into, and it provides a 30% miss
chance (instead of the usual 20%).
It increases the DC of Tumble and
Move Silently checks by 5. Heavy
undergrowth is easy to hide in,
granting a +5 circumstance bonus
on Hide checks. Running and
charging in heavy undergrowth
are impossible. However, you
must increase the DC by 3 to affect
two additional 5-foot squares
with this incantation (instead of
the usual 2).
Windstorm
Nature [Weather]
Difficulty Class: 11
Channeling Time: 1 standard
action
Range: 30 feet
Area: 30-foot spread
Duration: Aura
Saving Throw: Fortitude negates
As the incantation is channeled,
a gust of wind blows through
the area. It then rushes stronger,
almost blowing anything in its
path down.
Each creature in the area is
affected by severe winds (see the
DMG for more information).
Enhance: You can enhance this
incantation in one or both of the
following ways.
For every 4 points by which
you increase the DC, the wind
force increases by one category
(see the DMG).
If you increase the DC by 12,
the range and area increase to 1
mile.

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