Improved Natural Spell Specialization
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[General]
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Prerequisite:
Improved Natural Spell Specialization is available to those who can cast fifth level druid spells; Region or Biome specialization is available to those who can cast fifth level plant or animal domain spells. The Natural Spell Specialization feat is also a prerequisite.
Your expertise in your area of specialization deepens. This feat can be taken only once.
Benefit:
You cast spells in your area of specialization at +4 caster levels. Add +2 to the saving throw DC of all spells you cast in your area. But you cast all spells outside your area at -2 caster levels. If you are multiclassed, the feat applies to all spells you cast.
Areas Of Natural Spell Specialization=
The areas of specialization fall into three groupings: Regions, Biomes, and Elements.
Region
Pick a specific natural (not political) region of the Wold, like the Culverwood or the Cursed Swamp. All spells you cast while in that region gain the benefit of the feat; but all spells you cast outside the region suffer the feat's penalty. You gain the benefit even in cities, indoors, and underground in your region.
Biome
Pick a biome, or type of environment, like jungle, plains, ocean, wetlands, desert, or forest. All spells you cast while outdoors in that biome gain the benefit of the feat; but all spells you cast outside the biome suffer the feat's penalty. You do not generally gain the benefit in cities, indoors, or underground.
Elements
Pick an element: air, earth, fire, or water. The spells listed below (and only those spells) are arranged in elemental groups. Spells you cast in your elemental group gain the benefits of the feat; but all spells you cast outside the group suffer the feat's penalty.
Air Lvl .... Spell 0 .... Know Direction 1 .... Endure Elements 1 .... Jump 1 .... Obscuring Mist 2 .... Fog Cloud 2 .... Gust of Wind 2 .... Resist Energy (elec, cold) 2 .... Summon Nature's Ally II (Elemental, Small) 3 .... Call Lightning 3 .... Protection from Energy (elec, cold) 3 .... Wind Wall 3 .... Summon Nature's Ally III (Elementals, Small) 4 .... Air Walk 4 .... Ice Storm 4 .... Summon Nature's Ally IV (Elemental, Medium; Arrowhawk, juvenile) 5 .... Call Lightning Storm 5 .... Control Winds 5 .... Summon Nature's Ally V (Elemental, Large; Arrowhawk, adult) 6 .... Transport via Plants 6 .... Summon Nature's Ally VI (Elemental, Huge) 7 .... Control Weather 7 .... Wind Walk 7 .... Summon Nature's Ally VII (Elemental, greater; Arrowhawk, elder) 8 .... Whirlwind 8 .... Summon Nature's Ally VIII (Elementals, greater) 9 .... Elemental Swarm (Air) 9 .... Summon Nature's Ally IX (Elemental, elder
Earth Lvl .... Spell 0 .... Know Direction 1 .... Endure Elements 1 .... Longstrider 1 .... Magic Stone 2 .... Heat Metal 2 .... Resist Energy (elec) 2 .... Soften Earth and Stone 2 .... Summon Nature's Ally II (Elemental, Small) 3 .... Meld into Stone 3 .... Protection from Energy (elec) 3 .... Stone Shape 3 .... Summon Nature's Ally III (Elementals, Small; Thoqqua) 4 .... Spike Stones 4 .... Summon Nature's Ally IV (Elemental, Medium; Xorn, minor) 5 .... Commune with Nature (underground) 5 .... Transmute Mud to Rock 5 .... Summon Nature's Ally V (Elemental, Large) 6 .... Move Earth 6 .... Stone Tell 6 .... Wall of Stone 6 .... Summon Nature's Ally VI (Elemental, Huge; Xorn, average) 7 .... Summon Nature's Ally VII (Elemental, greater; Xorn, elder) 8 .... Earthquake 8 .... Repel Metal or Stone 8 .... Summon Nature's Ally VIII (Elementals, greater) 9 .... Elemental Swarm (Earth) 9 .... Summon Nature's Ally IX (Elemental, elde
Fire Lvl .... Spell 0 .... Light 1 .... Endure Elements 1 .... Faerie Fire 1 .... Produce Flame 2 .... Fire Trap 2 .... Flame Blade 2 .... Flaming Sphere 2 .... Resist Energy (fire) 2 .... Summon Nature's Ally II (Elemental, Small) 3 .... Call Lightning 3 .... Protection from Energy (fire) 3 .... Quench 3 .... Summon Nature's Ally III (Elementals, Small; Thoqqua) 4 .... Flame Strike 4 .... Summon Nature's Ally IV (Elemental, Medium) 5 .... Call Lightning Storm 5 .... Wall of Fire 5 .... Summon Nature's Ally V (Elemental, Large) 6 .... Fire Seeds 6 .... Summon Nature's Ally VI (Elemental, Huge) 7 .... Fire Storm 7 .... Sunbeam 7 .... Summon Nature's Ally VII (Elemental, greater) 8 .... Summon Nature's Ally VIII (Elementals, greater) 9 .... Elemental Swarm (Fire) 9 .... Summon Nature's Ally IX (Elemental, elder)
Water Lvl .... Spell 0 .... Create Water 1 .... Endure Elements 1 .... Goodberry 1 .... Obscuring Mist 2 .... Chill Metal 2 .... Fog Cloud 2 .... Resist Energy (acid, cold) 2 .... Summon Nature's Ally II (Elemental, Small) 3 .... Protection from Energy (acid, cold) 3 .... Sleet Storm 3 .... Water Breathing 3 .... Summon Nature's Ally III (Elementals, Small) 4 .... Blight 4 .... Control Water 4 .... Ice Storm 4 .... Summon Nature's Ally IV (Elemental, Medium; Tojanida, juvenile) 5 .... Commune with Nature (at sea / small isles) 5 .... Transmute Rock to Mud 5 .... Summon Nature's Ally V (Elemental, Large; Tojanida, adult) 6 .... Summon Nature's Ally VI (Elemental, Huge) 7 .... Control Weather 7 .... Summon Nature's Ally VII (Elemental, greater) 8 .... Summon Nature's Ally VIII (Elementals, greater; Tojanida, elder) 9 .... Elemental Swarm (Water) 9 .... Storm of Vengeance 9 .... Summon Nature's Ally IX (Elemental, elder)

