Nature: Gifts K-P

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A list of nature gifts, from K to P, 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 (K - P)

The following is an alphabetical list of Gifts, from K to P.

LIGHTNING BOLT
Suite: Sha Lightning
Invocation Time: Standard
Range: 120 feet
Area: 120-foot line
Duration: Instantaneous
Saving Throw: Reflex half
Nature Inhibition: Yes
Stress Induced: 5
You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per geomancer level (maximum 15d6) to each creature within its area. The bolt begins at your fingertips.
The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does.

 

LIGHTNING RESIST
Suite: Sha Lightning
Invocation Time: Standard
Range: Close (25 feet + 5 feet/2 geomancer levels)
Target: One creature
Duration: 1 round/level (D)
Saving Throw: None (Harmless)
Nature Inhibition: Yes
Stress Induced: 1+
You imbue a creature with the power of lightning, giving them the ability to resist electrical effects. You grant the target electricity resist 5, plus an additional 2 points per additional Stress you accrue. You cannot accrue more Stress from this gift than your geomancer level.

 

LIGHTNING'S MOVE
Suite: Sha Lightning
Invocation Time: Standard
Range: Medium (100 feet + 10 feet/geomancer level)
Target: One creature
Duration: Instantaneous
Saving Throw: None (Harmless)
Nature Inhibition: Yes
Stress Induced: 2
You grant a creature the ability to move with the swiftness of lightning. The target may immediately make a move as an immediate action.

 

METEOR
Suite: Sha Cosmic
Invocation Time: Standard
Range: Long (400 feet + 40 feet/level)
Area: Four 40-ft.-radius spreads; see text
Duration: Instantaneous
Saving Throw: None or Reflex half; see text
Nature Inhibition: Yes
Stress Induced: 12
You summon an ancient meteor shower from the beginnings of the universe, causing four 2-foot-diameter spheres to spring from your outstretched hand and streak in straight lines to the spots you select. The meteor spheres leave a fiery trail of sparks.
If you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor. Any creature struck by one of these spheres takes 2d6 points of bludgeoning damage (no save) and receives no saving throw against the sphere’s energy damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target’s space. You may aim more than one meteor at the same target.
Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 6d6 points of damage (half fire, half cold) to each creature in the area. If a creature is within the area of more than one sphere, it must save separately against each. (Fire and cold resistance applies to each sphere’s damage individually.)

 

MOMENTUM
Suite: Sha Gravity
Invocation Time: Standard
Range: Close (25 feet + 5 feet/2 geomancer levels)
Target: One creature
Duration: 1 round/geomancer level
Saving Throw: Will negates (harmless)
Nature Inhibition: Yes
Stress Induced: 2+
You imbue a creature with an unusual gravitic resonance field, allowing it to attain vast velocity in short time, allowing it to increase its mass to deal increased damage over long distances.
The target gains the momentum ability, as per the lancer ability, with a value of +1d6, plus an additional +1d6 for every two stress you accrue. This ability applies to any charge the creature makes, including those not involving aerial movement (in the case of a grounded charge, this amount is +1d6 for every 10 feet traveled).
In addition, when the target performs a bull rush, he is treated as one size larger for every two points of stress you accrue from using this gift, up to an additional size category for every 10 feet moved prior to initiating the bull rush.

 

OVERHEAT
Suite: Dru Plains, Sha Fire
Invocation Time: Standard
Range: Close (25 feet + 5 feet/2 geomancer levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Fort negates
Nature Inhibition: Yes
Stress Induced: 8
You cause a creature to suffer from extreme heat sickness. Any time the creature acts, there is a percent chance equal to your Wisdom modifier that it dies. If it does, it dies before it completes its action.
Non-actions and free actions do not trigger this chance.
This effect is considered a status ailment.

 

PATIENCE
Suite: Sha Water
Invocation Time: Standard
Range: Touch
Target: One creature
Duration: 10 minutes, or until discharged (see text)
Saving Throw: Will negates (Harmless)
Nature Inhibition: Yes
Stress Induced: 3
You utilize the harmonious nature of the element of water to calm a creature's mind, allowing them to focus on the task at hand. The target of this effect can choose to take 10 on any skill check, regardless of circumstances.
For every six geomancer levels you have, the target can take 10 on an additional skill check during the duration of this effect.

 

PHOENIX
Suite: Dru Plains, Sha Fire
Invocation Time: Standard
Range: Close (25 feet + 5 feet/2 geomancer levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates (Harmless)
Nature Inhibition: Yes
Stress Induced: 10
You fill a creature with enduring spirit, granting it the reraise status for the duration (A creature with the reraise status, if killed, returns to life on its next turn with hit points equal to its hit dice).

 

PLASMA
Suite: Dru Water, Sha Lightning
Invocation Time: Standard
Range: Close (25 feet + 5 feet/2 geomancer levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex half
Nature Inhibition: Yes
Stress Induced: Basic
You jolt a creature with a small blast of electrical power. This effect deals 1d4+1 damage, plus an additional 1d4+1 damage for every two geomancer levels beyond first (so 2d4+2 at 3rd, 3d4+3 at 5th, and so on).
Rider: The target becomes dazed for 1d6 rounds. (A rider effect occurs if the natural result of the target's saving throw is less than or equal to your Wisdom modifier.)

 

PROTECT
Suite: Sha Water
Invocation Time: Standard
Range: Close (25 feet + 5 feet/2 geomancer levels)
Target: One creature
Duration: 1 round + 1 round/2 geomancer levels
Saving Throw: Will negates (Harmless)
Nature Inhibition: Yes
Stress Induced: 1
You infuse a creature with the elemental protection of water, granting them the protect status for the duration of this gift. (A creature with the protect status halves the damage it takes from physical sources; this effect is functionally equivalent to a variable DR. A creature with both normal DR and the protect status applies the protect status first.)