Natural Spell Specialization

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[General]

Prerequisite:

Natural Spell Specialization is available to those who can cast second level druid or ranger spells, or cast second level spells and have access to the Plant and Animal domain.

Choose an area of specialization (see below). Spells you cast in that area are more effective and more potent. However, spells cast outside your area are less effective. This feat can be taken only once.

Benefit:

You cast spells in your area of specialization at +2 caster levels. Add +1 to the saving throw DC of all spells you cast in your area. But you cast all spells outside your area at -1 caster level. 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 Element.

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.

Element

Pick one of the four primary elements (Air, Earth, Fire, Water). Your area of specialization includes spells with the following descriptors:

  • Air: Spells with the Air and Electricity descriptor.
  • Earth: Spells with the Earth and Acid descriptor.
  • Fire: Spells with the Fire and Light descriptor.
  • Water: Spells with the Water and Cold descriptor.