Nature: Gifts A-E

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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.

 

ANT HAUL
Suite: Sha Gravity
Invocation Time: Standard
Range: Touch
Target: One creature
Duration: 2 hours/level (D)
Saving Throw: Fort negates (Harmless)
Nature Inhibition: Yes
Stress Induced: 1
The target's carrying capacity triples. This does not affect the creature's actual Strength in any way, merely the amount of material it can carry while benefiting from this effect. It also has no effect on encumbrance due to armor. If the creature wears armor it still takes the normal penalties for doing so regardless of how much weight the effect allows it to carry.
This effect is considered a status effect.

 

ANTIGRAVITIC CAGE
Suite: Sha Gravity
Invocation Time: Standard
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 1-ft.-diameter/level sphere, centered around creatures or objects
Duration: 1 min./level (D)
Saving Throw: Reflex negates (object)
Nature Inhibition: Yes
Stress Induced: 8
This gift functions like gravity cage, with the addition that the creatures or objects inside the globe are nearly weightless. Anything contained within an antigravitic cage weighs only one-sixteenth of its normal weight. You can telekinetically lift anything in the sphere that normally weighs 5,000 pounds or less. The telekinetic control extends from you out to medium range (100 feet + 10 feet per caster level) after the sphere has succeeded in encapsulating its contents.
You can move objects or creatures in the sphere that weigh a total of 5,000 pounds or less by concentrating on the sphere. You can begin moving a sphere in the round after invoking the gift. If you concentrate on doing so (a standard action), you can move the sphere as much as 30 feet in a round. If you cease concentrating, the sphere does not move in that round (if on a level surface) or descends at its falling rate (if aloft) until it reaches a level surface, or the gift’s duration expires, or you begin concentrating again. If you cease concentrating (voluntarily or due to failing a Concentration check), you can resume concentrating on your next turn or any later turn during the gift’s duration.
The sphere falls at a rate of only 60 feet per round, which is not fast enough to cause damage to the contents of the sphere.
You can move the sphere telekinetically even if you are in it.

 

AWARENESS
Suite: Sha Water
Invocation Time: Standard
Range: Personal
Target: Invoker
Duration: 1 round/2 geomancer levels
Saving Throw: Will negates (Harmless)
Nature Inhibition: Yes
Stress Induced: 2
You calm your mind, enhancing your awareness of your surroundings and enabling you to better defend yourself. You gain a +2 insight bonus to AC and on saving throws for the duration of this effect; for every six geomancer levels you have, the bonus increases by +1, to a maximum of +5.

 

BIND
Suite: Sha Gravity
Invocation Time: Standard
Range: Close (25 feet + 5 feet/2 levels)
Target: One creature
Duration: 1 round/level (D)
Saving Throw: Fort negates
Nature Inhibition: Yes
Stress Induced: 5
The target is paralyzed.

 

BLACK HOLE
Suite: Sha Gravity [Magnetic]
Invocation Time: Standard
Range: Close (25 feet + 5 feet/2 levels)
Effect: One sphere of annihilation
Duration: 1 round/level
Saving Throw: Fort partial (see text)
Nature Inhibition: Yes
Stress Induced: 12
You focus gravitic energies on one spot so tightly, so intensely, that it "breaks" space, creating a mobile tear in the fabric of reality itself: a sphere of annihilation.
The sphere lurches, jumps, and bounces around the square it is in. Any creature who passes through the sphere's square is instantly destroyed unless they make a Fortitude save, as does any creature that's in the same square as the sphere at the beginning of the geomancer's turn; creatures that make the save still take 1d6/level magnetic damage. The geomancer can move the shard into another square with a move action, or aim it at a specific creature (destroying them or dealing damage immediately) as a standard action.
If you fall unconscious, you lose control of the sphere, and it behaves erratically until the end of this gift's duration. Unlike other gifts, the effects of this gift persist even if you exceed the max stress for the suite through which you created the sphere.

 

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.

 

CLEANSE
Suite: Sha Water
Invocation Time: Standard
Range: Close (25 feet + 5 feet/2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates (Harmless)
Nature Inhibition: Yes
Stress Induced: 4
You use the purifying aspect of the element of water to attempt to remove negative status ailments from the target.
Make a geomancer level check against DC 11 + the Force-user level of each status ailment currently affecting the target. If you succeed, you remove that effect.

 

CRUSH
Suite: Sha Gravity
Invocation Time: Standard
Range: Close (25 feet + 5 feet/2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fort negates
Nature Inhibition: Yes
Stress Induced: 10
You cause gravity to suddenly and violently compress upon your target, crushing them to death nearly instantly. This effect deals 15 points of magnetic damage per geomancer level to the target, with a successful Fortitude save negating the damage. This gift has no effect on creatures in gaseous form or on incorporeal creatures.

 

DAMPEN WEIGHT
Suite: Sha Gravity
Invocation Time: Standard
Range: Touch
Target: One item
Duration: 1 minute/level (D)
Saving Throw: Fort negates (Harmless)
Nature Inhibition: Yes
Stress Induced: 5+
The targeted item shrinks in size by one size category, reducing its weight accordingly. If it is a weapon, it still deals damage as though it were its original size, but its size is decreased (and thus the handedness of the weapon decreases, as well, to a minimum of light). If it is a projectile weapon, it can take ammunition of both its new size and original size, with larger ammunition becoming affected by this gift and returning to normal size upon being fired.
For every two additional stress you accrue, you can reduce the item another size category, to a minimum size of Fine.

 

DECELERATE
Suite: Sha Gravity
Invocation Time: Standard
Range: Close (25 feet + 5 feet/2 levels)
Target: One creature
Duration: One round/level
Saving Throw: Will negates
Nature Inhibition: Yes
Stress Induced: 3
You manipulate the gravitic field around a creature, preventing it from moving well. All of the target's movement speeds are halved (round down to the nearest 5 ft) for one round/level.
This effect is considered a status ailment.

 

DEMI
Suite: Sha Gravity
Invocation Time: Standard
Range: Medium (100 feet + 10 feet/level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fort negates
Nature Inhibition: Yes
Stress Induced: 6
You cause space to rapidly compress and decompress on the target. This effect causes the creature to lose half of its hit points, rounded down. If the creature is at 1 hp, it takes 1 point of damage instead.

 

DISRUPT
Suite: Sha Gravity
Invocation Time: Standard
Range: Close (25 feet + 5 feet/2 levels)
Area: 5 ft. burst
Duration: Instantaneous
Saving Throw: Fort half (see text)
Nature Inhibition: Yes
Stress Induced: Basic
You create a temporary resonant gravitic field, dealing 1d4+1, plus an additional 1d4+1 damage for every two geomancer levels beyond first, magnetic damage to creatures within the burst. A Fortitude save halves this damage.
Rider: The creature falls prone. (A rider effect occurs if the natural result of the target's saving throw is less than or equal to your Wisdom modifier.)

 

DRAG
Suite: Sha Gravity
Invocation Time: Immediate
Range: Close (25 feet + 5 feet/2 levels)
Target: One Medium or smaller freefalling object or creature/additional stress, no two of which may be more than 20 ft. apart
Duration: Until landing or 1 round/level (D)
Saving Throw: Reflex negates
Nature Inhibition: Yes
Stress Induced: 1+
The affected creatures or objects fall faster. Drag instantly changes the rate at which the targets fall, doubling their normal rate of falling. Due to this, the subjects take double the normal damage they would take upon landing (this doubling can increase the damage over the normal maximums for falling damage).
The gift affects one or more Medium or smaller creatures (including gear and carried objects up to each creature’s maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.
You can use this gift in an instant, quickly enough to affect another creature or object once it has begun falling.
This gift has no special effect on ranged weapons unless they are falling quite a distance. If the gift is used on a falling item, the object does double normal damage based on its weight, with normal bonuses for the height of the drop.
Drag works on upon free-falling objects and flying creatures. Flying creatures have their maneuverability category reduced by one step; if they would go below clumsy, they remain at clumsy.
Drag counters and negates Float and similar effects.
Special: If you know the drop gift, you can combine that gift with this one by accruing two additional stress when using this gift. If you do, when the target reaches the ground, it is immediately affected by the drop gift. The saving throw made against this effect is used for both effects (so if the creature fails its save against this effect, it fails its save against the drop gift, as well).

 

DROP
Suite: Sha Gravity
Invocation Time: Standard
Range: Close (25 feet + 5 feet/2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex negates
Nature Inhibition: Yes
Stress Induced: 1
The target instantly falls prone unless a successful Reflex save is made. Creatures that cannot be prone, such as oozes, are immune to this effect. If the creature is airborne or otherwise not touching a solid surface, it is immune to this effect.

 

EJECT
Suite: Sha Gravity
Invocation Time: Standard
Range: Close (25 feet + 5 feet/2 levels)
Target: One creature
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Nature Inhibition: Yes
Stress Induced: 6
You cause space to fold in itself, capturing a creature in the folded space.
All of the squares the target creature occupies become non-existent, as per fold space; however, unlike that gift, the creature occupying those squares may be trapped in the folded space. The creature is allowed a Reflex save; success indicates that no folded space is created. If it fails, it instead continues to occupy the non-existent squares, and cannot move from them until the duration of this gift expires.

 

ELEMENTAL
Suite: Sha Varies (see text)
Invocation Time: 1 round
Range: Close (25 feet + 5 feet/2 geomancer levels)
Effect: One elemental
Duration: 1 round/level
Saving Throw: None (Harmless)
Nature Inhibition: No
Stress Induced: 2+
You tap into the primal undercurrents of an element, forging an elemental of pure Nature. The type of elemental formed is dependent upon the element suite from which you use this gift.
 
Elemental Creatures
Gravity Gravity Elemental
Shadow Negative Energy Elemental
Earth Earth Elemental
Water Water Elemental
Ice Ice Elemental
Wind Air Elemental
Lightning Lightning Elemental
Fire Fire Elemental
Holy Positive Energy Elemental
Cosmic Time Elemental
 
The stress induced by this gift is dependent upon the size of the elemental created. Small costs 2, Medium costs 4, Large costs 7, Huge costs 11, Greater costs 16, and Elder costs 22.
You can also use this gift to create a geomental, regardless of the suite from which this gift originates.

 

ESCAPE
Suite: Sha Cosmic
Invocation Time: Move
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates (Willing only)
Nature Inhibition: Yes
Stress Induced: 2
You teleport yourself or a touched creature a short distance through space, to a target square within Close (25 feet + 5 feet/2 levels) range. You must be able to see the square you or the creature you are teleporting is going to.
The teleported creature does not provoke attacks of opportunity when they arrive at the destination.

 

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.