Difference between revisions of "Nature: Gifts A-E"

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|You imbue the chosen creature with a burst of haste. The creature gains the benefits of the [[Jikuu_A-I#Haste|haste]] jikuu for 1 round.
 
|You imbue the chosen creature with a burst of haste. The creature gains the benefits of the [[Jikuu_A-I#Haste|haste]] jikuu for 1 round.
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{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! style="background:#105A10;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">BLOODBEND</font></div>
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|'''Suite:''' [[Class:_Druid|Dru]] Water, [[Class:_Shaman|Sha]] Water
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|'''Invocation Time:''' Standard
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|'''Range:''' Close (25 feet + 5 feet/2 levels)
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|'''Target:''' One creature
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|'''Duration:''' One round/level (D)
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|'''Saving Throw:''' Fort negates
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|'''Nature Inhibition:''' Yes
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|'''Stress Induced:''' 10
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|You manipulate the water in a creature's blood, giving you complete control over its physical form. This requires that the creature have blood or similar liquid - a stone golem, for instance, could not be manipulated, but you could manipulate artilects, given that artilects often have hydraulics or other fluid-containing reservoirs that you can manipulate.
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|This effect functions effectively as a ''dominate'', but only over physical form. The creature, on its turn, can still take purely mental actions, and may attempt another Fort save (at a -5 penalty) to overcome the effect. Attempting a save against this effect counts as a move action, but is a purely mental action. If you force the creature to do something against its nature, such as attack allies or go off a cliff, gives it an immediate Fort save to avoid doing so (but is still under your control). This control of the creature is not mental, and so you must take a move action on your turn to control the creature's actions (your move action allows you to use its move and standard actions).
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|You can also manipulate the creature as though using ''[[Psionics:_Psychokinesis_Power_List#Telekinesis|telekinesis]]''. You have already effectively "grabbed" the creature, and can manipulate it while this gift is active.
 
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Revision as of 14:36, 9 September 2012

A list of nature gifts, from A to E, for druids and shamans.

The gifts index includes a full index of all gifts, as well as an explanation of some of the terms used in these descriptions.

Gifts Index | A - E | F - J | K - P | O - T | U - Z

Gifts (A - E)

The following is an alphabetical list of Gifts, from A to E.

ALACRITY
Suite: Dru Cosmic, Sha Cosmic
Invocation Time: Standard
Range: Close (25 feet + 5 feet/2 levels)
Target: One creature
Duration: One round
Saving Throw: Will negates (Harmless)
Nature Inhibition: Yes
Stress Induced: 2
You imbue the chosen creature with a burst of haste. The creature gains the benefits of the haste jikuu for 1 round.

 

BLOODBEND
Suite: Dru Water, Sha Water
Invocation Time: Standard
Range: Close (25 feet + 5 feet/2 levels)
Target: One creature
Duration: One round/level (D)
Saving Throw: Fort negates
Nature Inhibition: Yes
Stress Induced: 10
You manipulate the water in a creature's blood, giving you complete control over its physical form. This requires that the creature have blood or similar liquid - a stone golem, for instance, could not be manipulated, but you could manipulate artilects, given that artilects often have hydraulics or other fluid-containing reservoirs that you can manipulate.
This effect functions effectively as a dominate, but only over physical form. The creature, on its turn, can still take purely mental actions, and may attempt another Fort save (at a -5 penalty) to overcome the effect. Attempting a save against this effect counts as a move action, but is a purely mental action. If you force the creature to do something against its nature, such as attack allies or go off a cliff, gives it an immediate Fort save to avoid doing so (but is still under your control). This control of the creature is not mental, and so you must take a move action on your turn to control the creature's actions (your move action allows you to use its move and standard actions).
You can also manipulate the creature as though using telekinesis. You have already effectively "grabbed" the creature, and can manipulate it while this gift is active.

 

EUREKA!
Suite: Sha Lightning
Invocation Time: Move
Range: Personal
Effect: One question
Duration: Instantaneous
Saving Throw: None (Harmless)
Nature Inhibition: No
Stress Induced: 3
You tap into the elemental properties of lightning to give yourself a momentary stroke of genius, allowing you to come to a conclusion or otherwise answer a question you may not have been able to answer. This gift can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within one week.
The conclusion can be as simple as a short phrase. If your party doesn’t act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct "eureka" is 70% + 1% per geomancer level, to a maximum of 90%; it is possible to arrive at an incorrect conclusion, but you have no means of determining this. Multiple uses of this gift for the same purpose yield the same result as the first use.