The Black Cathedral

The Gods of the Wold
   Alemi
   Domi
   Flower
   Pantheon
   Ffloy
   Gargul

The Gods of Testing
   Marteaus
   Ga'al
   Caeroldra
   Jancassis
   Wardd
   Gargul

Natural Philosophy
   Woldology
   Druidicism
      Circles
      House Rules
      Greenmage
      Shapeshifter
      Monstrologer

Immortal Powers

Summary & Notes

Druidic House Rules


Improved Wildshape Feat

Becoming more attuned with nature, you are more proficient in wildshaping.

Prerequisites: Wildshape ability, Wisdom 15

Benefits: You can wildshape as if one level higher in a single wildshaping class -- this increase in level affects both creature type and size, maximum hit dice allowed, times per day and duration. You may select this feat multiple times. The Improved Wildshape feat will stack with any other effects or items, such as the Druid's Vestment wonderous item, that enhance the wildshaping ability.


Natural Spell Specialization Feat

Prerequisite: Natural Spell Specialization is available to those who can cast second level druid or ranger spells; Region or Biome (but not Elemental) specialization is available to those who can cast second level plant or animal domain spells.

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.

Improved Natural Spell Specialization Feat

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)

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