Difference between revisions of "Nature: Gifts O-T"

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(Gifts (O - T))
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==Gifts (O - T)==
 
==Gifts (O - T)==
 
The following is an alphabetical list of Gifts, from O to T.
 
The following is an alphabetical list of Gifts, from O to T.
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<div id="Sinkhole">
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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;">SINKHOLE</font></div>
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|-style="background:white;" align="left"
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|'''Suite:''' [[Class:_Druid|Dru]] Urban, [[Class:_Shaman|Sha]] Gravity
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|- align="left"
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|'''Invocation Time:''' Standard
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|- align="left"
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|'''Range:''' Close (25 feet + 5 feet/2 levels)
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|- align="left"
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|'''Area:''' 20 ft. radius
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|- align="left"
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|'''Duration:''' Instantaneous
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|- align="left"
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|'''Saving Throw:''' Fortitude half
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|- align="left"
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|'''Nature Inhibition:''' Yes
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|- align="left"
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|'''Stress Induced:''' 4
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|-align="left"
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|You cause a momentary singularity, condensing a small area. This causes a 20-foot radius section of floor to suddenly sink 10 feet, and deals 1d6/level (max 10d6) magnetic damage to each creature in the area. The area is treated as difficult terrain.
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|-align="left"
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|You can use this gift only on a horizontal surface. If the sunken area would protrude into an open space, this gift fails.
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|-align="left"
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|''Rider:'' The creature becomes ''immobilized'' for 1 round. (''A rider effect occurs if the natural result of the target's saving throw is less than or equal to your Wisdom modifier.'')
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|}
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</div>
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&nbsp;
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<div id="Sliprain">
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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;">SLIPRAIN</font></div>
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|-style="background:white;" align="left"
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|'''Suite:''' [[Class:_Shaman|Sha]] Water
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|- align="left"
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|'''Invocation Time:''' Standard
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|- align="left"
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|'''Range:''' Close (25 feet + 5 feet/2 levels)
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|- align="left"
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|'''Target:''' One creature
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|- align="left"
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|'''Duration:''' Instantaneous (see text)
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|- align="left"
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|'''Saving Throw:''' Fort half (see text)
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|- align="left"
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|'''Nature Inhibition:''' Yes
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|- align="left"
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|'''Stress Induced:''' Basic
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|-align="left"
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|You envelop the target in a torrent of water, dealing 1d4+1 water damage, plus an additional 1d4+1 damage for every two geomancer levels. Water damage is effective against fire-based creatures, and generally less effective against plant-based creatures. A successful Fortitude save halves this damage.
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|-align="left"
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|''Rider:'' The creature becomes ''slowed'' 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.'')
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|}
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</div>
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&nbsp;
  
 
<div id="Speed">
 
<div id="Speed">
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|-align="left"  
 
|-align="left"  
 
|Any creature or object subject to this effect may make a Fortitude save to negate the damage.
 
|Any creature or object subject to this effect may make a Fortitude save to negate the damage.
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|}
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</div>
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&nbsp;
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<div id="Sunbath">
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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;">SUNBATH</font></div>
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|-style="background:white;" align="left"
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|'''Suite:''' [[Class:_Druid|Dru]] Plains, [[Class:_Shaman|Sha]] Holy
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|- align="left"
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|'''Invocation Time:''' Standard
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|- align="left"
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|'''Range:''' Personal
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|- align="left"
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|'''Target:''' All allies within 20 feet
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|- align="left"
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|'''Duration:''' Instantaneous
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|- align="left"
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|'''Saving Throw:''' Will negates (Harmless)
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|- align="left"
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|'''Nature Inhibition:''' Yes
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|- align="left"
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|'''Stress Induced:''' 4
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|-align="left"
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|You bath the area in restorative sunlight. All allies within the area, including yourself, are healed for 25% of their maximum hit points. This effect consumes a healing surge. (''Note: That term needs a better name.'')
 
|}
 
|}
 
</div>
 
</div>

Revision as of 09:11, 14 October 2012

A list of nature gifts, from O to T, 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 (O - T)

The following is an alphabetical list of Gifts, from O to T.

SINKHOLE
Suite: Dru Urban, Sha Gravity
Invocation Time: Standard
Range: Close (25 feet + 5 feet/2 levels)
Area: 20 ft. radius
Duration: Instantaneous
Saving Throw: Fortitude half
Nature Inhibition: Yes
Stress Induced: 4
You cause a momentary singularity, condensing a small area. This causes a 20-foot radius section of floor to suddenly sink 10 feet, and deals 1d6/level (max 10d6) magnetic damage to each creature in the area. The area is treated as difficult terrain.
You can use this gift only on a horizontal surface. If the sunken area would protrude into an open space, this gift fails.
Rider: The creature becomes immobilized for 1 round. (A rider effect occurs if the natural result of the target's saving throw is less than or equal to your Wisdom modifier.)

 

SLIPRAIN
Suite: Sha Water
Invocation Time: Standard
Range: Close (25 feet + 5 feet/2 levels)
Target: One creature
Duration: Instantaneous (see text)
Saving Throw: Fort half (see text)
Nature Inhibition: Yes
Stress Induced: Basic
You envelop the target in a torrent of water, dealing 1d4+1 water damage, plus an additional 1d4+1 damage for every two geomancer levels. Water damage is effective against fire-based creatures, and generally less effective against plant-based creatures. A successful Fortitude save halves this damage.
Rider: The creature becomes slowed 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.)

 

SPEED
Suite: Sha Lightning
Invocation Time: Standard
Range: Personal
Target: You
Duration: 1 round/level (D)
Saving Throw: None (Harmless)
Nature Inhibition: Yes
Stress Induced: 1+
You tap into the elemental properties of lightning, allowing you to move faster than you otherwise would be able to. You gain a +10 insight bonus to all movement speeds you possess. You may choose to accrue additional Stress when you use this gift; for every 2 additional Stress, you gain an additional +10 feet to your movement speeds.

 

STATIC AURA
Suite: Sha Lightning
Invocation Time: Standard
Range: Personal
Area: 5-ft radius centered on you
Duration: 1 round/level (D)
Saving Throw: Fortitude negates (see text)
Nature Inhibition: Yes
Stress Induced: 1
You infuse your body with electrical energy, causing you to generate a small field of electricity. At the beginning of your turn, all creatures within the radius take 1 point of electricity damage, plus an additional point per two geomancer levels you have.
A creature that comes into direct contact with you, or attacks you with a metal weapon, immediately takes this damage, as do any creatures or objects you touch.
Any creature or object subject to this effect may make a Fortitude save to negate the damage.

 

SUNBATH
Suite: Dru Plains, Sha Holy
Invocation Time: Standard
Range: Personal
Target: All allies within 20 feet
Duration: Instantaneous
Saving Throw: Will negates (Harmless)
Nature Inhibition: Yes
Stress Induced: 4
You bath the area in restorative sunlight. All allies within the area, including yourself, are healed for 25% of their maximum hit points. This effect consumes a healing surge. (Note: That term needs a better name.)

 

TONIC
Suite: Sha Water
Invocation Time: Standard
Range: Touch
Effect: One touched container holding water
Duration: Permanent
Saving Throw: None (Harmless)
Nature Inhibition: Yes
Stress Induced: 2+
You tap into the restorative properties of elemental water, imbuing a touched container that contains water into a restorative drink. An individual who drinks the contains of the container is healed for 1d6+1/geomancer level (max +5).
For every two additional stress you induce when using this gift, the water contained within heals for an additional 1d6, and the max bonus increases by +5, to a maximum of +25.

 

TRINE
Suite: Sha Lightning
Invocation Time: Standard
Range: 90 feet
Area: 90-foot cone
Duration: Instantaneous
Saving Throw: Fortitude half
Nature Inhibition: Yes
Stress Induced: 8
You unleash a wave of electrical power, which gravitates towards creatures in the cone. All creatures in the area take 1d6 points of electrical damage per geomancer level (max 20d6).
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.
Rider: The creature becomes stunned for 1 round. (A rider effect occurs if the natural result of the target's saving throw is less than or equal to your Wisdom modifier.)

 

TURN TO FROG
Suite: Sha Lightning
Invocation Time: Standard
Range: Close (25 feet + 5 feet/2 geomancer levels)
Target: One living creature
Duration: 1 day/level (D)
Saving Throw: Fortitude negates, Will partial (see text)
Nature Inhibition: Yes
Stress Induced: 10
You turn one creature into a frog. The creature gains the Polymorphed template with frog as the assumed shape. None of the creature's equipment or carried objects are changed or meld into its new form.
If the target fails its initial Fortitude save, it must also immediately make a secondary Will save. If this also fails, the target cannot use any extraordinary, supernatural, or spell-like abilities for the duration of the spell, and gains the Intelligence, Wisdom, and Charisma scores of a frog.