Nature: Gifts F-J

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A list of nature gifts, from F to J, 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 (F - J)

The following is an alphabetical list of Gifts, from F to J.

FALSE GRAVITY
Suite: Sha Gravity
Invocation Time: Standard
Range: Touch
Target: One creature
Duration: 1 minute/level (D)
Saving Throw: Will negates (Harmless)
Nature Inhibition: Yes
Stress Induced: 4
The subject of this gift can travel on any solid surface as though that surface possessed its own gravity. For example, the subject could walk or even run up a wall as though the wall were a perfectly level floor. The subject can switch “down” as often as it likes during the gift’s duration, though only once per round, as a free action. Unattended objects fall, as normal.
The subject of false gravity can fly by choosing a solid surface and letting itself fall through the air toward it. A character “flying” in this fashion moves at 30 feet per round and can make one turn, in any direction, once per round, by redefining its personal gravity. A creature falling in this fashion loses all “downward” momentum when it changes its gravity.

 

FIRE WHIP
Suite: Sha Fire
Invocation Time: Standard
Range: Close (25 feet + 5 feet/2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex negates (see text)
Nature Inhibition: Yes
Stress Induced: 2
You create a whip of flame, which lashes out at your target. If you succeed at a successful ranged touch attack, you deal 1d8/level (max 5d8) fire damage to the creature.
Rider: The target must make a Reflex save against this effect. If the rider is triggered, the creature is immobilized for 1d4+1 rounds. (A rider effect occurs if the natural result of the target's saving throw is less than or equal to your Wisdom modifier.)

 

FLAME WREATH
Suite: Sha Fire
Invocation Time: Standard
Range: Personal
Area: Aura
Duration: 1 round/level (D)
Saving Throw: See text
Nature Inhibition: Yes
Stress Induced: 3
You wreathe yourself in a flaming nimbus, which effects an area around you equal to your reach. Creatures that enter this aura take 1d6/2 levels (max 15d6) fire damage; a successful Reflex save halves this damage.
Rider: Creatures that are within your aura at the beginning of your turn must make a Fortitude save. If the rider is triggered, the creature suffers the burn status for 1d4+1 rounds. (A rider effect occurs if the natural result of the target's saving throw is less than or equal to your Wisdom modifier.)

 

FLIGHT
Suite: Sha Wind
Invocation Time: Standard
Range: Touch
Target: Creature touched
Duration: 1 minute/level (D)
Saving Throw: Will negates (Harmless)
Nature Inhibition: Yes
Stress Induced: 4+
The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load), increased by +10 feet for each additional stress accrued (+5 feet if its initial speed is 40 feet). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using this gift's effect requires only as much concentration as walking, so the subject can attack or use Force abilities normally. The subject of this gift can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.
Should the gift duration expire while the subject is still aloft, the effect fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall.

 

FOLD SPACE
Suite: Sha Gravity
Invocation Time: Full-round
Range: Close (25 feet + 5 feet/2 levels)
Area: Up to one 5-ft square/level (S)
Duration: 1 round/level (D)
Saving Throw: None
Nature Inhibition: Yes
Stress Induced: 3
You cause space to fold in on itself.
When you use this gift, you designate a number of 5-foot squares up to your caster level. These squares need not be contiguous. Once you have chosen your target squares, you fold space in such a way as to temporarily remove the chosen squares from the space-time continuum for 1 round/level.
Creatures that were in these squares are shunted to the nearest "existing" square. For game purposes, movement through these squares requires 0 squares of movement (however, creatures cannot end their movement in a "non-existing" square - they must move to an "existing" square before taking any other action, or ending their turn); spell ranges and ranged attacks do not count these squares against their range increments; and area-of-effect effects do not count these squares against their area.

 

GRAVITON BURST
Suite: Sha Gravity
Invocation Time: Immediate
Range: Close (25 feet + 5 feet/2 geomancer levels)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Nature Inhibition: Yes
Stress Induced: 8+
You use the crushing strength of gravity to impair a creature's ability to avoid an effect. You can use this gift in two ways.
Negate Avoidance: If a creature used an effect, such as temporal dodge, to avoid an effect, you counter said ability. If the effect is Divine or Void in nature, you must make a geomancer level check to overcome its NI.
Ensure Effect: If a creature made a saving throw, it automatically fails the save. The stress of this gift is increased by the HD of the creature you are targeting. If the effect against which it is making a saving throw would kill it outright or permanently disable it (such as vitrification or wail of the banshee), the creature instead makes a saving throw against the effect with a penalty to the save equal to your geomancer level.
If the creature has more ways to avoid the effect, it is free to use them: this ability does not prohibit the creature's ability to further defend itself, it merely counters or negates one such attempt. If you have multiple immediate actions, you can continue to invoke this gift to cancel them.

 

GRAVITY BOW
Suite: Sha Gravity
Invocation Time: Standard
Range: Touch
Target: One projectile weapon
Duration: 1 minute/level (D)
Saving Throw: Fort negates (Harmless)
Nature Inhibition: Yes
Stress Induced: 1+
This gift significantly increases the weight and density of arrows or bolts fired from the targeted ranged weapon the instant before they strike their target and then return them to normal a few moments later. Any projectile fired from the ranged weapon deals damage as if one size larger than it actually is. For instance, an arrow fired from a Medium longbow normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if fired from a gravity bow.
For every 3 additional stress you accrue, the projectiles are treated as though being an additional size larger.

 

GRAVITY CAGE
Suite: Sha Gravity
Invocation Time: Standard
Range: Close (25 feet + 5 feet/2 levels)
Effect: 1-ft.-diameter/level sphere, centered around a creature
Duration: 1 minute/level (D)
Saving Throw: Reflex negates
Nature Inhibition: Yes
Stress Induced: 4
A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the sphere. The sphere contains its subject for the gift’s duration. The sphere is not subject to damage of any sort, but can be destroyed normally through effects that negate Nature effects. Nothing can pass through the sphere, inside or out, though the subject can breathe normally.
The subject may struggle, but the sphere cannot be physically moved either by people outside it or by the struggles of those within.

 

GRAVITY PULL
Suite: Sha Gravity
Invocation Time: Standard
Range: Medium (100 feet + 10 feet/geomancer level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Nature Inhibition: Yes
Stress Induced: 1+
You use the force of gravity to pull a creature towards you with extreme prejudice.
The creature moves towards you up to 5 feet, plus an additional 5 feet per additional stress you accrue. If this movement would force the creature into an environment in which it cannot move or breath (such as into the air for a grounded creature, or underwater for an air-breather), the creature receives an additional save at +5 at the point of transition - if successful, the movement stops there. Otherwise, a creature pulled into the air falls after this effect resolves.
Rider: The target falls prone in its end square. (A rider effect occurs if the natural result of the target's saving throw is less than or equal to your Wisdom modifier.)

 

GRAVITY PULSE
Suite: Sha Gravity
Invocation Time: Standard
Range: Medium (100 feet + 10 feet/level)
Area: 30-ft burst
Duration: Instantaneous
Saving Throw: Fort half (see text)
Nature Inhibition: Yes
Stress Induced: 6
You emit a burst of gravitic energy, dealing 1d8/level (max 20d8) magnetic damage to creatures within the burst; you can choose to ignore a number of creatures up to your Wisdom modifier, creating pockets of resonant energy within the field that causes them to be passed over.
After damage is dealt, all creatures affected by this gift are pulled towards the center-point of the effect. Make a bull rush attempt against each creature, using your geomancer level instead of your Strength score; creatures you succeed against are pushed towards the center of the effect.
A successful save against this effect halves the damage and allows the creature to ignore the push effect.

 

GRAVITY SHIELD
Suite: Sha Gravity
Invocation Time: Standard
Range: Personal
Area: 20 foot radius emanation
Duration: 1 round/2 geomancer levels (D)
Saving Throw: None
Nature Inhibition: Yes
Stress Induced: 3+
You cloak yourself and the area surrounding you in a dense gravity field, severely hampering movement.
Every square in the area requires an additional square of movement to pass through. For every two additional stress you accrue, this requirement increases by 1 square.
You are unaffected by your own gravity shield, and can move freely. The area of effect moves with you.

 

GRAVITY TETHER
Suite: Sha Gravity
Invocation Time: Standard
Range: Close (25 feet + 5 feet/2 levels)
Target: One creature or object
Duration: 1 round/level (D)
Saving Throw: Will negates
Nature Inhibition: Yes
Stress Induced: 5
The target of this gift becomes immovable, utterly rooted in place. The creature gains a circumstance bonus to its Strength score equal to double your geomancer level for purposes of opposed checks for forced movement (such as a bull rush attempt), and Force effects that would force the creature to move must make a Force-user check against DC 11 + your geomancer level or simply fail.

 

GROUNDING FIELD
Suite: Sha Gravity
Invocation Time: Standard
Range: Medium (100 feet + 10 feet/level)
Area: 60-ft area emanation
Duration: 1 round/level (D)
Saving Throw: Fort negates
Nature Inhibition: Yes
Stress Induced: 7
All creatures within the area lose their fly speeds for the duration of the effect, while in the emanation produced by it. If a creature would gain a fly speed from an effect, it does not gain that fly speed, though the duration of that effect will continue to expire, and the ability is no longer suppressed once the creature leaves the area of effect.
A saving throw is made against this effect upon first entering it. If the save is made, that creature ignores this effect for its duration. If the save is failed, the creature is subject to its effects, and will be affected by it again if it leaves and field and re-enters it.

 

GUST OF WIND
Suite: Sha Wind
Invocation Time: Standard
Range: 15 feet
Area: Cone extending to extreme edge of range
Duration: Instantaneous
Saving Throw: Reflex negates (see text)
Nature Inhibition: Yes
Stress Induced: 3
You issue forth a blast of razor-ship wind, dealing 1d6/level (max 15d6) wind damage to all creatures in the area. A successful Reflex save halves this damage, and negates the secondary effects of this gift, that function as per gust of wind.

 

JUMP START
Suite: MgM Machine
Invocation Time: Standard
Range: Touch
Target: One vehicle
Duration: Instantaneous
Saving Throw: Fort negates (Harmless)
Nature Inhibition: Yes
Stress Induced: 6
You can revive a vehicle that is currently not functional (that is, below 0 hit points). Doing so consumes a healing surge on the vehicle's behalf.
The vehicle returns to "life" with 1d6/geomancer level hit points, but its remaining capacitor is halved.