Basic Abilities
Fortitude | Will | |
---|---|---|
Channeler |
+1 every other level |
+1 every level |
Shaman |
+1 every level |
+1 every level |
Shifter |
+1 every level |
+1 every other level |
- Skill Points
- 4 + Int.
- Skill List
- Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature, history, geography) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
- Armor
- You may ignore spellcasting penalties while wearing leather armor.
Special Features
Wild Empathy
You can communicate with animals and plants. This does not confer intelligence on such creatures, nor does it make them well-disposed to you. You may use normal social skills to interact with them; Handle Animal also works as normal.
Woodland Stride
You ignore the movement penalties of difficult terrain as caused by nature. You are still vulnerable to that caused by other creatures.
Trackless Step
When you walk with feet either unclad or clad only in natural skins or leathers, you leave no trail upon the ground.
Spells
You learn 8 spells at level 1, and you may select 2 at each level thereafter. You may also learn new spells from scrolls and tomes.
Some spells have a special descriptor. The meaning of those spells is listed here:
- Shield: At-will, swift, medium range; these spells all have 2+rank charges, which are usually depleted when subject is struck in melee to produce various effects. Shield ends when all charges are depleted, or after 5 rounds. Each shield is exclusive, and you may place no more than one shield on any given target. Shield spells are Reserve when placed on yourself.
- Summon Elemental: All Summon Elemental spells share exclusivity, meaning you may have only one summoned elemental controlled at a time. Also, in addition to each spell's daily cooldown, all elemental summoning has a shared recharge 33%, meaning you cannot cast a second Summon Elemental spell until this cooldown is finished from the first spell.
Air
Rank 1
- Attack
- Call Lightning: recharge 33%, standard, long range, circle 3; enemies suffer medium lightning damage instantly and on your next 2 turns.
- Lightning Strike: at-will, standard, medium range; heavy lightning damage plus one stack of Static Charge (suffer light lightning per stack per square moved within next 1 round, stacks/refreshes).
- Control
- Gust of Wind: At-will, swift, medium range; push 10 plus knockdown (Fort negates).
- Defense
- Lightning Shield: Shield. Grants resist 50% (lightning). On incoming melee hits, you inflict heavy retributive lightning damage plus stun (Fort ends).
- Healing
- Rejuvenation: At-will, swift, medium range, 5 rounds; subject heals on turn start equal to a light damage roll.
Rank 2
- Attack
- Ball Lightning: Encounter, standard, short range; you create a ball of lightning, which can fly up to 10 squares/rd, and, once/rd, inflict heavy lightning damage to subjects within 1 square. In a given round, instead of moving, it may stay in place, inflicting twice the lightning damage it inflicted last round to a single target within 1 square. Lasts 3 rounds.
- Thunderlance: Recharge 33%, standard; in a medium line 3 squares wide, subjects are pushed to the end of the line. At the end of the line, a burst 3 inflicts medium thunder damage (sonic or lightning, whichever is more advantageous) plus deafened (Fort ends). If Thunderlance is centered upon a creature that is immune to push, the burst occurs where the line meets that creature.
- Control
- Cyclone: Recharge 33%, swift, medium range; subject is unable to act and invulnerable for 3 rounds, exclusive.
- Healing
- Zone of Sweet Air: Recharge 33%, swift, long range, circle 3; suppresses the creation and effects of any gas, fog, or air-based effects within the area for 3 rounds. Alternatively, you may concentrate to maintain the spell indefinitely.
- Shaping
- Wind Wall: Recharge 33%, swift, long range, wall 1/level, 5 rounds; wall of wind blocks all projectiles, imposes 10%/rank miss chance on ranged spells and siege attacks, blocks flying creatures of medium size or lower.
Rank 3
- Attack
- Chain Lightning: Recharge 33%, standard, medium range, chain 5 (max 4 targets); medium lightning damage +100% per jump.
- Ionizing Bolt: Recharge 33%, standard, long range; heavy lightning damage, plus subject suffers +100% damage from duration-based lightning damage spells for 3 rounds.
- Summoning
- Summon Air Elemental: Daily, free, 5 rounds; you summon a large air elemental. It has hit points equal to 75% of yours; it has a Dodge defense, equal to your own +100%. It can fly at a speed of 15 squares (and gains any bonus movement effects that you enjoy). It's actions are as follows:
- Lightning Bolt: at-will, std, medium range; heavy lightning damage plus 50% stun (Fort ends, stackable).
- Cyclone: recharge 33%, swift, short range; subject is invulnerable and unable to take actions for 3 rounds.
- Vortex: at-will, swift, close burst 5; either pull 5 or push 5, enemies only.
Rank 4
- Attack
- Tempest: Encounter, standard, long range, circle 3; medium thunder (sonic or lightning) damage instantly and on each of your next 2 turns, plus subjects in the area suffer a 100% movement penalty. Each round, you may move the Tempest up to 5 squares, before or after it inflicts damage.
- Rune of Electrocution: Encounter, standard, long range; rune appears in target square. Instantly, and on each of your next 4 turns, lightning strikes whoever is in that square. The first strike inflicts heavy damage, and the damage doubles in each subsequent strike (1x heavy, 2x heavy, 4x heavy, 8x heavy, 16x heavy).
- Healing
- Tranquility: Daily, immediate, centered circle 20; instantly, and on each of your next 2 turns, you and allies in area are healed for 50% of max hp.
- Shaping
- Wall of Lightning: Encounter, swift, long range, wall 1/level; barred wall of standing lightning bolts causes 500% heavy lightning damage (plus 5 stacks of Static Charge) on cross plus stun for 1 round. The stun causes enemies to remain embedded in the wall, continually suffering damage.
Rank 5
- Attack
- Lightning Storm: Daily, std, emanation 10; instantly, and on each of your next 4 turns, enemies within the radius suffer heavy lightning damage. Each time this spell inflicts damage, you gain +10% damage with lightning spells for 5 rounds (besides this current instance).
- Polarity: Daily, swift, close burst 10; for each subject (friend or foe), assign a polarity: positive or negative. On turn start, subjects with positive polarity suffer medium lightning damage for each creature within 5 squares who has negative polarity. Lasts 5 rounds.
Animal
Rank 1
- Attack
- Insect Plague: Recharge 50%, swift, medium range, 5 rounds; subject suffers -5% hit penalty for 1 round (stacks and refreshes), plus the insects inflict 100% of subject's already-suffered damage as disease damage (50% elite, 10% boss). If subject dies during duration, the plague can fly at a speed of 5 to a new target.
- Buff
- Mark of the Wild: At-will, swift, short range, reserve; subject gains 10% resistance (all).
- Control
- Primal Fear: At-will, swift, short range; subject animal or humanoid is frightened (Will ends).
- Healing
- Blood Thirst: At-will, swift, short range; subject gains 5 charges. Each charge grants +10% weapon damage (stackable). When subject inflicts damage with a melee weapon, he consumes a charge and is healed for light damage. Lasts until all charges are gone, or 5 rounds elapse.
- Shifter
- Demoralizing Roar: Encounter, swift, close burst 10; enemies are shaken (-10% hit power, -10% fort/will) (Will ends).
Rank 2
- Buff
- Bloodlust: Daily, free, close burst 20, 5 rounds; you and allies gain 50% haste.
- Debuff
- Curse of the Wild: At-will, swift, medium range; subject suffers -10% penalty to Str, Dex, Con, Int, Wis, and Cha for 5 rounds.
- Healing
- Coccoon: Encounter, swift, medium range; disabled or dying subject is rendered invulnerable inside a coccoon. On your next turn, subject is released from cocoon, healed to 50% of max hp and cleansed of any ongoing damage or debilitation effects. Alternatively, you may choose to leave subject in coccoon for one more round, after which they emerge at 100% health.
- Life Swarm: Encounter, swift, short range; conjures a swarm of butterflies, who can fly up to 6 squares/rd. Once/rd, the butterflies may attach themselves to an ally, who gains fast healing 10%. If the allies is struck for damage, the butterflies scatter, and cannot land again on that ally; however, just after scattering, they heal the ally for medium damage. Swarm lasts 5 rounds.
Earth
Rank 1
- Debuff
- Earthbind: At-will, swift, long range; flying subject must land on its next turn, and cannot fly while spell is in effect. Lasts at least 3 rounds, then allows a Fort save to end.
- Healing
- Earth Shield: Shield. Gain fast healing 10%. Charge: absorbs 50% of one physical attack (not limited to 1/rd).
Rank 2
- Summoning
- Summon Earth Elemental: Daily, free, 5 rounds; medium elemental appears within short range and obeys your commands. It has 150% of your hp, and has the ability to parry and block, plus slam (at-will, std, melee attack; heavy physical damage), earthen grasp (at-will, swift, short range; pull 5 plus root, Fort ends), and stomp (recharge 33%, swift, close burst 3, stun 1 rd, Fort negates).
Rank 3
- Attack
- Gravity Crush: Recharge 33%, standard, medium range, 1 square; instantly, and on your next 2 turns, subject suffers 25% of max hp in physical damage. Subjects in square suffer 100% movement penalty.
- Shaping
- Earthquake: Recharge 33%, standard, long range, circle 5; medium damage instantly and on your next 2 turns. When spell inflicts damage, it also knocks down subjects. Inflicts no damage (or knockdown) against aerial targets.
- Utility
- Rusting Grasp: Encounter, swift, touch; touched metal object (up to medium size) permanently rusts to uselessness.
Rank 4
- Defense
- Statue: Encounter, immediate; you become a stone statue of yourself, gaining resist 99% (all). While a statue, you may take no action, but you can perceive as normal. Lasts up to 24 hours, or until dismissed.
- Shaping
- Wall of Stone: Encounter, swift, medium range, path 1/level, 5 rounds; wall of stone 5-ft thick and 20-ft high has hit points equal to 1000% heavy damage for each square, as well as hardness 10%.
Fire
Rank 1
- Attack
- Produce Flame: At-will, std, medium range; 1 square bursts into flames, instantly causing medium fire damage to enemies inside. Thereafter, for 3 rounds, the fire continues to burn, and anyone inside suffers medium fire damage on turn start. Affect Flames can affect this spell.
- Breath of Fire: Recharge 33%, standard, short cone; inflicts medium fire damage to enemies; allies are healed for light damage, not harmed. Optionally, you may consume any number of active Embers to empower damage and healing by +100% per Ember.
- Ember: At-will, free, medium range; you target an ongoing fire effect (natural or magical) within range. From it, you conjure an ember, a miniscule, flying shard of flame, which animates to attack your foes. For the 3 rounds in which it lasts, you may direct it to move up to your short range each round, then attack a target, inflicting light fire damage. The ember cannot be targeted or harmed, nor can its attacks be avoided. When conjuring embers from a fire that you have previously amplified with Affect Flames, you gain +1 ember per instance of amplification.
- Debuff
- Faerie Fire: At-will, swift, medium range, 5 rounds; subject cannot gain stealth or invisibility, suffers -20% to avoidance, and allies gain +20% to hit chance.
- Defense
- Fire Shield: Shield. Grants resist 50% (fire). On incoming melee hits, you inflict medium retributive fire damage, plus same ongoing for 3 rounds.
- Healing
- Swiftmend: Recharge 33%, swift, medium range; flames consume an ongoing healing effect to instantly heal for as much as the effect would normally heal for its entire duration.
Rank 2
- Attack
- Fire Seeds: At-will, swift, reserve; you conjure 3 fire seeds into your hand, each of which serves as a grenadelike weapon, inflicting medium fire damage in a burst 3 when thrown. Alternatively, they may be sown into the ground and triggered as traps, inflicting heavy damage instead of medium.
- You may feed Fire Seeds to your Embers, causing them to glow more brightly and fiercely. Eating a Fire Seed changes an Ember's main attack to a burst 1 (enemies only), inflicting medium fire damage.
- Wall of Fire: Encounter, swift, medium range, wall 1/level; wall blocks line of sight and inflicts heavy fire damage to those who cross it. On turn start, creatures within 1 square of wall suffer medium fire damage.
- Summoning
- Summon Fire Elemental: Daily, free, 5 rounds; medium fire elemental appears within short range and obeys your commands. It has 100% of your hp, and has the ability to dodge as well as you. It's actions are as follows:
- Slam: at-will, std, melee attack; medium fire damage plus same ongoing for 3 rounds.
- Fireball: at-will, std, medium range, burst 4; medium fire damage.
- Burn: at-will, swift, close burst 5; enemies suffer medium fire damage. Fire Elemental gains +10% fire damage for 1 rd per target hit (stacks and refreshes, max bonus +500%).
- Utility
- Purge: Recharge 33%, swift, medium range; removes one curse or poison effect from subject. If effect has multiple stacks, Purge "burns", removing one additional stack of the originally targeted effect on each of your next 2 turns.
Rank 3
- Attack
- Lava Burst: Encounter, standard, medium range, burst 3; lava sprays forth from the ground, inflicting medium fire damage instantly plus same ongoing for 3 rounds to all creatures. Also, lava continues pouring forth from the center square: initially, the center square is covered in lava; on each of your next 3 turns, the lava expands by 1 square of radius. If a creature steps in or starts his turn while in lava, he suffers medium fire damage instantly plus same ongoing for 3 rounds. Also, any creature in the lava suffers a 50% movement penalty due to the viscosity of lava.
- Summon Phoenix: Daily, swift, short range; you create a phoenix egg. It has 50% of your max hp. When it reaches 0 hp, or on the start of your next turn, it cracks open, revealing a phoenix. The phoenix may fly up to 16 squares per round, and, once per round, may cause a close burst 3, inflicting medium fire damage to enemies and medium healing to allies. The phoenix has 100% of your max hp, and fast healing 50%. Each time it suffers damage, it causes a close burst identical to what it can normally do. It is immune to fire damage, but fire damage can still cause these bursts. If it reaches 0 hp, it dies, but a new phoenix egg emerges from the ashes on the beginning of your next turn. If you recover the egg and dismiss the spell before it hatches, the spell cools off at the end of the encounter, rather than at the end of the day.
Rank 4
- Attack
- Circle of Flames: Daily, swift; you create a centered circle. Initially, and each round thereafter, you may decide its radius, from 1 square to medium range. If you leave the center square, the spell ends (see note about duration below). On turn start, all creatures in the area (including you) suffer light fire damage, +50% per square of radius, divided equally among all targets. Each time you suffer damage from this spell, you gain the amount suffered as bonus damage with all fire effects for 5 rounds. The circle lasts for 5 rounds, but if you end it prematurely, you may use the remaining rounds later in the day. When all rounds are used, the spell goes on cooldown for the rest of the day.
- Flame of Life: Encounter, standard, long range; 1 square becomes a towering pillar of flame. Instantly, and on each of your next 4 turns, creatures in the square suffer heavy fire damage. If the pillar inflicts damage, it causes a close burst 3, healing your allies for half the damage dealt. Each round, the damage increases by 50%.
Rank 5
- Attack
- Transmute Rock to Lava: Daily, standard, centered circle 10; the ground becomes lava. Any creature who enters or starts a turn in the area suffers heavy fire damage plus same ongoing for 3 rounds. For 5 rounds, the ground remains lava, and in fact the radius grows by 2 squares each round. At the end of the duration, or when you dismiss the spell, the lava cools to rock; any creature standing in the lava is now trapped in stone from the legs down, becoming rooted permanently unless he can destroy the stone bindings or teleport away. Any unused rounds of duration may be used later in the day.
- Explosion of Life: Daily, standard, long range; subject explodes, dying instantly. Subjects immune to death instead suffer 500% heavy fire damage. Subject becomes the center of a burst 10, inflicting 250% heavy fire damage to enemies and healing allies for the same amount.
Plants
Rank 1
- Attack
- Deathbloom: Recharge 33%, standard, 3 rounds (exclusive); Medium range; medium shadow damage instantly, plus light shadow damage on each of your next 3 turns, plus you are healed for 10% of max HP each time it inflicts light shadow damage. When the effect ends (or you dismiss it as a free action), a close burst 3 around the subject heals you and allies for 30% of max HP.
- Buff
- Shillelagh: At-will, swift, touch, reserve; touched wooden weapon (must be 100% wood) gains +20% Hit Power and grants 20% melee haste; works only while you wield it.
- Thorns: Recharge 33%, swift, short range, 3 rounds, exclusive; melee attackers suffer medium physical damage each time they strike subject.
- Control
- Entangle: Recharge 33%, swift, medium range; subject is rooted for 3 rounds, or until the roots are destroyed (they have HP equal to 300% heavy damage).
- Defense
- Barkskin: Encounter, immediate; grants 50% resistance to spell interruption, as well as ablative armor: on suffering damage, you may choose to suffer 10% of max hp in damage instead of the damage inflicted, thus expending one charge of the spell. Lasts up to 5 rounds, or until all charges are used.
- Healing
- Regrowth: At-will, swift, medium range; heals for medium damage, plus ongoing light damage for 2 rounds.
Rank 2
- Defense
- Tree Shape: Encounter, immediate; you become a tree, gaining resist 90% (all except fire) and vulnerability 50% (fire). You can perceive all things around you as if you were standing there, but you cannot move, communicate, or take any actions. Lasts as long as you wish it, up to 24 hours, or until dismissed. Magical effect.
- Healing
- Lifebloom: Recharge 25%, swift, medium range, circle 3; instantly, and on each of your next 2 turns, allies in the area are healed for light damage.
Rank 3
- Defense
- Antilife Shell: Daily, immediate, 5 rounds; all living creatures (except you) are pushed 2 squares away. Then, you are surrounded by a bubble of magic (emanation 2) which prevents the entry of any living creature or once-living matter for the duration.
- Healing
- Healing Touch: Recharge 33%, swift, touch; heals for heavy damage and removes up to 5 stacks of poison.
Rank 4
- Healing
- Wild Growth: Recharge 25%, swift, medium range, circle 3; allies in area suddenly sprout vines and flowers. They are healed for medium damage instantly, and light damage on turn start for subjects' next 3 turns.
Water
Rank 1
- Attack
- Heat Leech: At-will, standard, long range; heavy frost damage plus chilled (50% movement penalty, 3 rounds, st/ref to 2). Gains bonus critical chance equal to subject's movement reduction from frost. Against rooted foes, gains +100% base damage.
- Rimefire: Each time you hit with this spell, you gain 1 charge of Rimefire, as ghostly blue energy swirls about you, and a shadow mantle settles over you. On incoming melee attack, attacker suffers medium shadowfrost per stack of Rimefire.
- Rimefire Blast: Recharge 33%, free, long range, burst 3; consumes all stacks of Rimefire to inflict medium shadowfrost damage per stack. Coats all surface in area with Black Ice for 3 rounds: on turn start in Black Ice, subjects suffer light shadowfrost per stack, and suffer 75% movement penalty.
- Storm Surge: Recharge 33%, swift, short cone; medium physical damage plus pushed to end of cone plus drenched (any effect which chills also roots, root is (Fort ends) separate from chill) for 3 rounds.
- Defense
- Frost Shield: Shield. Resist 50% (frost). Charge: retributive on melee strike: medium frost plus chilled (-50% movement) for 3 rounds.
- Healing
- Cleanse: At-will, swift, long range; removes one poison or disease effect from subject.
- Healing Stream: Recharge 33%, standard, long range; heals for heavy damage.
Rank 2
- Attack
- Freeze: Recharge 33%, standard, medium range; subject is frozen (unable to act, invulnerable except to this spell), suffering medium frost damage instantly, and double the previous rounds' damage on each turn start. If subject is immune to freezing, damage is doubled. Fort ends. Exclusive.
- Sleet Storm: Encounter, swift, medium range, circle 3; on turn start, creatures suffer light frost damage. The storm lasts 3 rounds, and you may move it up to 4 squares/rd, before or after inflicting damage.
- Defense
- Healing
- Quench: Recharge 33%, swift, long range, circle 3; removes all ongoing fire, frost, or lightning damage effects (including natural effects).
Rank 3
- Attack
- Deluge: Recharge 33%, standard, burst 3; enemies suffer heavy physical damage plus radial push 5 plus drenched (any effect which chills also roots (Fort ends), root is separate from chill). Allies in burst are healed for light damage.
- Ice Burst: At-will, swift, long range; targeted creature suffering from a root or frozen effect is freed from it, but becomes the center of a burst 3 inflicting heavy ice shard (physical or frost) damage. If the burst hits any instances of the same root or frozen effect, it causes them to burst in the same manner; these secondary bursts cannot trigger other secondary bursts. Being frozen does not protect against damage from Ice Burst.
- Utility
- Sea Legs: At-will, swift, short range, reserve; subject gains a swim speed equal to his normal walking speed, as well as the ability to breathe underwater.
Rank 4
- Attack
- Ice Lance: At-will, standard, long range; light ice shard (frost or physical) damage, or heavy if subject is rooted or frozen (this spell can inflict damage on frozen targets). When inflicting heavy damage, this spell gains +100% critical chance.
- Frost Bolt Volley: Recharge 33%, standard, long range, 1 target/level; fires a Frost Bolt at each target.
- Shaping
- Freezing Zone: Encounter, swift, medium range, circle 3; on turn start, subjects are frozen (Fort ends). While in area, subjects suffer 90% movement penalty.
Rank 5
- Attack
- Deep Freeze: Recharge 25%, standard, long range, burst 5; everything in the area, including the air itself, instantly freezes solid. Subjects in area die instantly (Fort negates); if immune or negated, heavy frost damage. Then, the heat energy that was drained from the area explodes, melting all that was frozen, but shattering it beyond repair. Subjects in area die instantly (Fort negates); if immune or negated, they suffer heavy fire plus heavy physical damage.
- Tsunami: Daily, standard; define a line 1 square/level wide centered on you. A wall of water 60 feet high appears along that line, then advances in a direction perpendicular to the line to the extent of medium range. All creatures in its path are pushed to the end of its movement, or until they hit an unyielding surface; if the latter occurs, subjects suffer heavy physical damage +50% per square of remaining movement. All subjects are also drowning (unable to act) (Fort ends), as their lungs are filled with water. The push effect of this spell ignores all forms of push resistance, including that from size.
Rituals
Rank 1
- Affect Flames: At-will, std, medium range; commands an ongoing fire effect (magical or natural) to either grow or shrink. "Grow" causes the effect's radius (if any) to increase by 1 square, and its damage to increase by +100% for the remainder of its duration. "Shrink" causes the effect's radius to shrink by 1 square, and its damage to decrease by 50% for the remainder of its duration.
- Charm Animal: At-will, swift, short range; subject animal is charmed (Will negates). Dominance applies to controlled minions.
- Endure Elements: At-will, swift, short range, reserve; grants subject resistance to natural extremes in temperature. Shifts temperature effects 1/rank slots toward normal. Temperature ranges:
- Heat: normal, hot (90+), very hot (110+), extremely hot (140+), unearthly heat (170+), continues at 30 degrees per slot.
- Cold: normal, cold (40-), very cold (0-), extremely cold (30-), unearthly cold (60-), continues at 30 degrees per slot.
- Warp Wood: You warp wood. (No reagent cost, sustaining accumulates fatigue)
Rank 2
- Control Water: You move bodies of water. (No reagent cost, sustaining accumulates fatigue.)
- Stone Shape: 1 min, costs 1 Strain; you reshape stone to your liking. Max volume 10 cubic feet + 1 cu.ft. per level. Does not work on manmade stone objects or structures.
Rank 3
- Control Weather: Change the local weather for a 24 hour period. (No reagent cost, 24 hr cooldown)
- Rebirth: 10 minute cast, cost (1 spell or maneuver of highest rank from subject); dead subject (1 day/level) restored to life at 0% hp, in infant state (-100% physical stats; effectively incapacitated). For each 1 hour that passes, subject ages 1 year (in human terms), regaining 5% of lost stats. After 20 hours, subject is fully restored.
Rank 4
- Reincarnation: Ritual, 10 minute cast; subject who has been dead for any length of time is restored to life. Requires the current incarnation of the subject, who must be willing or incapacitated. If desired, reincarnation is temporary, with the original personality returning afterward.
Rank 5
- Spirit of Vengeance: Daily, immediate; dead or dying subject (1 rd/level) becomes a spiritual duplicate with same abilities but incorporeal and invulnerable. Lasts 5 rounds. Works even on self.
Paths
Channeler
Level | Benefit |
---|---|
1 | Eye of the Storm |
2 | Eclipse |
3 | Quickening |
4 | Inurement |
5 | Innervate |
6 |
|
7 |
|
8 |
|
9 |
|
10 |
|
11 |
|
12 |
|
13 |
|
14 |
|
15 | Storm Front |
16 |
|
17 |
|
18 |
|
19 |
|
20 |
|
Channeler Spells
- Rank 1
- Rank 2
- Equinox: Encounter, free; you instantly change your manifestation from one type to a different type. However, in doing so, you decrease its stack level by 1.
- Rank 3
- Solstice: Daily, free; you instantly manifest 3 stacks of a chosen manifestation type.
Eye of the Storm
You may channel natural energies, bringing them to vivid life around you.
You gain the following abilities to channel this energy:
- Manifest: At-will, free (max 1/rd), emanation variable; you create an emanation of energy (variable type, see below). The radius is based on how long you have had the power active: 3 squares in round 1, 5 in rd 2, 7 in rd 3, etc. Using this ability removes any previous channeling effects of a different energy type. This is supernatural ability, not a spell.
- The maximum number of "stacks" is 2 + Druid rank.
- All spells that you cast whose type matches the type of the manifestation (see below) gain +50% damage per stack.
- You gain resist 50% to the primary damage type of the manifestation.
- Additional effects by energy type (see below).
Energy types:
- Maelstrom: Dark clouds cover the area, harsh winds swirl, and the air is thick with ozone and electric potential. Strong with Air and Earth magic.
- At rank 1, you may direct the winds to impede motion in one direction (20%/stack movement penalty) while enhancing it in another (20%/stack movement bonus). This may be a linear direction, or a radial one (outward/inward). Flying creatures are doubly effected. Physical missile weapons suffer or gain similar modifiers to damage.
- At rank 2, you may direct the winds to levitate you up to 1 square/stack. Your horizontal movement speed is unchanged.
- At rank 3, you may use a slide 1/stack on any and all subjects once/rd as a free action.
- At rank 4, you may direct the winds to levitate others up to 1 square/stack. They cannot control their own horizontal movement unless you allow it, or if they can fly under their own power.
- At rank 5, Zeus starts to get jealous.
- Wild Growth: The earth radiates heat, and thick plant life blossoms from every surface, soil or no. The warm air is rich with the smell of life-giving soil. Strong with Fire and Life magic.
- At rank 1, you and allies gain Fast Healing 5%/stack while in the area.
- At rank 2, the area becomes difficult terrain for enemies only.
- At rank 3, you and allies gain Regeneration 5%/stack (instead of Fast Healing 10%) while in the area.
- At rank 4, the vegetation grants concealment to you and allies only.
- At rank 5, enemies are automatically Entangled at the start of each round.
- Deathly Hallow: The air thins and grows deadly still, belying a terrible, bone-shattering cold. Frost forms on every surface. As life energy drains from the area, it gathers around you in orbiting swirls of ghostly blue light: Rimefire. Strong with Frost and Death magic.
- At rank 1, you and allies gain Resist 5%/stack (all) while in the area.
- At rank 2, enemies suffer -5%/stack to Hit and Haste while in the area.
- At rank 3, you and allies gain a frost barrier at the beginning of each round (lasts 3 rounds, overlaps, does not stack), granting Absorb 100% to a limit equal to 10% of subject's max hp per stack.
- At rank 4, enemies suffer 5%/stack of max hp as shadow damage each time they start their turn in the area.
- At rank 5, blee.
- Heat Wave: You emanate pure heat, causing nearby combustibles to burst into flame. The hot air currents whirl around you, carrying flame to your enemies. Unlike other uses of Manifest, you may choose any radius up to the maximum. Strong with all Fire magic and pure air spells (not lightning).
- At rank 1, the outer edge of the radius acts becomes a wall effect; when your enemies cross it, they suffer 200% heavy fire damage (modified, of course, by your fire damage bonus). Missiles (not spells) are disintegrated as they cross the wall (but not siege attacks).
- At rank 2, you and allies gain +10% damage per stack while in the area.
- At rank 3, the outer wall of the effect blocks line of effect for your enemies.
- At rank 4, blee.
- At rank 5, bloo.
Eclipse
Channelers are charged with maintaining the balance of nature; as such, they are masters of the concept of Balance. Druidism is a study in dualities: Summer and Winter, Fire and Ice, Life and Death. By balancing different energies, a Channeler can unlock heights of magical otherwise impossible.
As a Channeler, you have an Eclipse attribute. It begins at 0, and can increase to 5.
- Whenever you cast a Druid spell, you gain +1 Eclipse.
- If you do not cast another Druid spell within 3 rounds, your Eclipse resets to 0.
- If you cast another Druid spell within 3 rounds, you gain +1 Eclipse, but only if the second spell is of a different elemental type than the first.
- You can continue building Eclipse by alternating spells of different elemental types.
When your Eclipse gauge is at 5, you are able to modify a single spell in a profound way (see below). Using this ability resets your Eclipse gauge to 0.
You may use a Power Stunt to apply the below effects to a spell without spending any Eclipse.
- Air
- Lightning Strike: Instantly adds 5 stacks of Static Charge.
- Gust of Wind: Becomes a short cone (enemies only), doubles push distance.
- Rejuvenation: Doubles duration.
- Call Lightning: You can move the storm up to 5 squares/rd, and enemies within suffer 50% movement penalty.
- Ball Lightning: The ball also causes 1 stack of Static Charge on hit (can be doubled by standing still).
- Thunderlance: The line's length is based on Long range, and all damage shifts up a category (medium to heavy). The spell also destroys all intersected walls made of wood or stone that are less than 5 feet thick, sending pushed creatures through them. Damage is increased by +100% per wall destroyed).
- Cyclone: Becomes a circle 2 (enemies only).
- Wind Wall: Blocks siege attacks, ranged spells, movement of large or smaller creatures, flying creatures of any size smaller than the wall itself.
- Chain Lightning: Adds 4 more jumps. Double jeopardy is allowed, but the lightning cannot jump from one target to the same target in a single jump.
- Ionizing Bolt: Strikes target again each round for the next 3 rounds; since it is now a duration-based lightning spell, it modifies itself, causing 200% damage in round 2, 400% in round 3, and 800% in round 4.
- Tempest: Adds a Static Charge (next 5 squares of subject's movement inflict light lightning damage) to all targets struck each round.
- Rune of Electrocution: Starts at 5x damage (5, 10, 20, 40, 80).
- Lightning Storm: Each bolt is also a chain 5/2. Each jump counts as the spell inflicting damage (thus, you gain +10% lightning damage per jump).
- Animal
- Blood Thirst: 10 charges, and weapon damage bonus doesn't decrease as charges are spent.
- Insect Plague: Is a cloud 3, inflicting 100% of damage suffered, instead of 50%. Lasts 10 rounds.
- Life Swarm: Fast Healing stacks with itself, and lasts 5 rounds, even if butterflies disperse. Instant healing is heavy.
- Earth
- Gravity Crush: Inflicts 50% of max hp in damage, radius is 2 squares, enemies only.
- Fire
- Amplify Flames: Instantly amplifies the effect 3 times.
- Breath of Fire: Damage and healing are ongoing for 2 rounds.
- Ember: Conjures 3 times as many embers.
- Produce Flame: Immediately after creation, the flame acts as if Affect Flames was used to amplify it twice.
- Faerie Fire: Becomes burst 5, also dispels any glamers or figments of short-duration (less than 1 minute).
- Swiftmend: Can target all ongoing healing effects on target, and doesn't consume any of them.
- Wall of Fire: You may move the wall up to 1 sq/level each round. It moves longitudinally, not laterally.
- Plants
- Entangle: Becomes a burst 3, enemies only. Triples root HP.
Quickening
While channeling, you gain +5% to Recharge and Haste per stack, as magic comes more swiftly to you.
Innervate
Your manifestations begin to aid your allies.
Each round, your manifestations produce 1 point per stack of potential energy. Each of your allies, if within the area, may draw from this as a free action, using it to power their own abilities. Each ally may draw without affecting the amount available to others.
- Energy, Vitae, Runic Power, etc: 1-1 ratio
- Mana: 2-1 ratio (1 point from your pool = 2 points of Mana)
- Soul Shards: 1-2 ratio (2 points from your pool = 1 shard)
You may draw from the pool yourself. Each point may be used to increase your Eclipse gauge by 1. Alternatively, if you have another class that uses Mana, Energy, etc, you may draw those from the pool.
Shaman
Level | Benefit |
---|---|
1 | Totem Weapon |
2 | Totem Spirit |
3 | |
4 |
|
5 | The Force Unleashed |
6 |
|
7 |
|
8 |
|
9 |
|
10 | Spiritwalker |
11 |
|
12 |
|
13 |
|
14 |
|
15 |
|
16 |
|
17 |
|
18 |
|
19 |
|
20 | Cataclysm |
Shaman Spells
- Elemental Combo: Spells which consume stacks of two or more kinds of Elemental Power require that you expend the same amount of all kinds listed. Furthermore, whenever the spell's description refers to the number of stacks consumed, it is not the total, but the highest number of any kind. For example, if you have 2 stacks of Fire Power and 5 stacks of Storm Power, then when you cast Tempestuous Flame, you consume 2 stacks of each. For the purposes of the spell, you consumed "2 stacks".
- Combined Weapon Damage: This refers to the sum of your base, non-critical damage with both currently-wielded weapons.
- Rank 1
- Rank 2
- Breath of Winter: Consumes 1-5 stacks of Frost Power and Storm Power. At-will, immediate; you discorporate into a cloud of snow, carried by winds, causing a close burst 1/stack that freezes enemies solid for 1/stack rounds (Fort negates). You may then move anywhere within medium range, whereupon you regain your normal form. This movement provokes no opportunity attacks, and is not subject to any form of movement-impairing effect (but does not dispel said effects).
- Gift of Earth and Rain: Consumes 1-5 stacks of Frost Power and Earthen Power. At-will, swift, close burst 10; allies are healed for 10% of max hp per stack consumed, and cleansed of one disease or poison effect per stack consumed.
- Molten Earth: Consumes 1-5 stacks of Fire Power and Earthen Power. At-will, swift, medium range, circle 5; the ground melts into lava. Subjects inside suffer fire damage equal to combined weapon damage (per stack) on turn start, plus the ground becomes sticky terrain (3 squares to move, cannot charge or run). Lasts 3 rounds.
- Tempestuous Flame: Consumes 1-5 stacks of Fire Power and Storm Power. At-will, swift, medium range, circle 2; whirlwind of fire can move up to 5 squares/rd. All in its path suffer a slide 10 plus medium fire damage (per stack). You may cause it to come to rest centered upon a single creature, who, instead of the usual effect, is lifted from the ground, and cannot move, take actions, or use Parry, Dodge, or Block, but may still be attacked, and suffers fire damage (combined weapon damage times stacks consumed) on turn start. Fort ends the effect, causing target to suffer a random slide 10 on his way out. This spell lasts for 3 rounds.
- Rank 3
- Antipode: Consumes 1-5 stacks of Fire Power and Frost Power. At-will, standard, long range, circle 2; subjects in area are rapidly heated and cooled in alternation by raging flames and chilling winds. The stress can causes them to explode. Subjects suffer frostfire damage (combined weapon damage times stacks consumed). Non-immune subjects explode, each causing a burst 3 inflicting physical damage (combined weapon damage times stacks consumed).
- Gravitonne: Consumes 1-5 stacks of Storm Power and Earthen Power. At-will, standard, close burst 10; gravity is canceled. Enemies rise slowly into the air, unable to find purchase on the ground. Lightning arcs between them and the ground, as galvanic currents begin to lash at them. The lightning intensifies as the earth rages against those who would defy gravity. Ultimately, the targets come crashing back to earth as gravity magnifies tenfold. In round 1, subjects suffer lightning damage (combined weapon damage times stacks consumed) and are levitated; those without flight cannot move, and suffer a 100% damage penalty with melee attacks, as they cannot gain leverage. On your next turn, they crash back to earth, suffering physical damage (combined weapon damage times stacks consumed) plus knockdown.
- Rank 4
- Delta Force: Consumes 1-5 stacks of Storm Power, Fire Power, and Frost Power. At-will, standard, long range, triangle (no side longer than 10 squares); subjects within triangle suffer combined weapon damage times stacks consumed each as frost, fire, and lightning damage.
- Gift of the Earth Mother: Consumes 1-5 stacks of Earthen Power, Fire Power, and Frost Power. At-will, standard, close burst 5/stack; the earth overflows with life energy, as flames yield to fresh growth, and pure rain nurtures a surge of verdant life. All allies are restored to 100% hp and cleansed of all disease and poison effects. Additionally, allies gain Regeneration 25% for 1 round per stack. Instant effect and regeneration will remove dying or disabled state.
- Rank 5
- Omega Flare: Consumes 5 stacks of Storm Power, Fire Power, Frost Power, and Earthen Power. At-will, standard, close burst 30; you gather the strength of all elements to you, as you blaze with searing white light. The energy then explodes in a miasma of elemental fury. Enemies suffer combined weapon damage times stacks consumed times 5 as untyped damage. No barrier of earth, water, frost, or fire is an impediment to the damage.
Totem Weapon
You may channel the power of your ancestor spirits to empower your weapons. As a free action, you may imbue a held weapon with one of the augments below. You may only use one augment per weapon, and you may not use the same augment on more than one weapon at a time.
For each type of elemental power (Storm Power, Fire Power, etc), you may have 0-5 stacks. If you are not currently holding a weapon that grants a given type of elemental power, you may not use maneuvers that consume that kind of power; however, you may still use certain Shaman spells.
- Storm Brand: The weapon crackles with electricity. Attacks with the weapon gain bonus haste equal to 5%+5% per Shaman rank. Each strike grants one stack of Storm Power.
- Fire Brand: The weapon emanates heat, and flames lick along its edge. Attacks with the weapon gain bonus Hit Power equal to 5%+5% per Shaman rank. Each strike grants one stack of Fire Power.
- Frost Brand: The weapon is colder than the heart of a glacier, and is sheathed in fog and frost. Attacks with the weapon gain bonus Critical Chance equal to 5%+5% per Shaman rank, and twice that bonus to Critical Power. Each strike grants one stack of Frost Power.
- Earthen Brand: The weapon is exceptionally weighty, and its edge becomes far harder than mere steel. Attacks with the weapon gain bonus Armor Penetration equal to 10%+10% per Shaman rank. Each strike grants one stack of Earthen Power.
You gain access to the following maneuvers. All are at-will augments to standard weapon attacks. Each augment applies only to a single weapon attack. In a given round, you may use one augment on one weapon, or two different augments, one on each weapon. The augments used do not need to correspond with the weapon that generated the necessary Elemental Power.
- Storm Strike: Consumes 1-5 stacks of Storm Power. Imbues strike with bonus lightning damage equal to 100% of damage done per stack consumed.
- At rank 2, you may add an optional push (short) plus knockdown (Fort negates).
- At rank 3, the bonus lightning damage becomes a close burst 5, affecting enemies only. (Does not also push)
- At rank 4, the push effect doubles, a save is not allowed, and it is in a close burst 5, affecting enemies only.
- At rank 5, the lightning damage is ongoing for 3 rounds.
- Lava Lash: Consumes 1-5 stacks of Fire Power. Imbues strike with bonus fire damage equal to 50% of weapon damage done per stack consumed, both instantly and ongoing for 3 rounds.
- At rank 2, whenever the target takes damage from lava, the heat radiates in a close burst 1, affecting enemies only, inflicting the same fire damage.
- At rank 3, the maneuver produces a centered circle 3 of lava. Enemies standing in the lava suffer damage on turn start equal to the normal ongoing damage of your lava, independent of any other lava you've inflicted on them. The lava pool lasts 3 rounds.
- At rank 4, whenever a target suffering ongoing damage from lava is struck by a weapon, they produce a close burst 1, inflicting one tick of all ongoing lava effects to themselves and enemies.
- At rank 5, the duration of your lava (both from the weapon and the pool) is increased to 5 rounds, and the instant damage from the weapon attack is doubled.
- Glacial Blow: Consumes 1-5 stacks of Frost Power. Imbues strike with bonus frost damage equal to 50% of weapon damage done per stack consumed; also, subject suffers 20%(per stack consumed) movement penalty for 3 rounds.
- At rank 2, any critical hit done with the maneuver causes a shower of ice shards in a close burst 3 centered on the target, inflicting the bonus frost damage again to the target and enemies.
- At rank 3, the maneuver gains bonus Critical Chance, Critical Power, and a chance to ignore Fortification equal to the percentage of the target's movement reduction.
- At rank 4, subject suffers a haste penalty equal to the movement penalty.
- At rank 5, subjects affected by the shower of ice shards are frozen for 1 round. Also, this maneuver gains +100% Critical Chance and Critical Power vs. frozen targets, causing their frozen effect to be removed just prior to applying damage.
- Rock Crusher: Consumes 1-5 stacks of Earthen Power. Increases physical damage done by the weapon by 50% per stack consumed, and causing a physical effect granting allies +10%/stack to Armor Penetration vs target for 3 rounds. Bonus damage is siege damage.
- At rank 2, each strike causes 20% stun per stack consumed (Fort ends, damage ends).
- At rank 3, each strike causes a burst 2, centered on subject, inflicting the weapon's damage and bonus effects to enemies besides the target.
- At rank 4, each strike dispels one magical effect on subject that protects subject against physical damage.
- At rank 5, each strike causes subject to become 20%/stack petrified (Fort negates). Petrified subjects are optionally exploded into dust.
Totem Spirit
You may incarnate a guardian spirit, granting its boon to you and all allies in a given area. Once per encounter, you may summon a Totem Spirit. This spirit is anchored to a point in space, but may affect a radius equal to medium range with its ranged attacks and spells.
No Totem Spirit may be used twice in the same day.
All Totem Spirits gain in power the longer they manifest in the mortal world. In each successive round, they gain additional strength. From the moment of summoning until just before your next turn, a spirit has been active for 1 round. Upon said turn, it is now in its 2nd round, etc. All spirits have a maximum duration of 5 rounds, or until dismissed or dispelled.
Spirits gain additional abilities as you gain Shaman ranks.
Totem Spirits may take only one action per round. Some abilities require no action, and are always active.
Spirits are magical effects. They cannot be attacked or suffer damage, but they can be dispelled. A successful dispel doesn't remove a spirit unless it is in its first round; otherwise, it subtracts a round of effective duration.
- Fire Totem Spirit: A dancing flame spirit appears, hurling fire at your enemies, and imbuing your allies with raw strength.
- Rank 1: Spirit can throw fireballs, inflicting medium fire damage (per round active).
- Rank 2: Allies within range of the spirit gain a 10% damage bonus (per round active).
- Rank 3: Fireballs are a burst 3 (enemies only). Each fireball that lands grants you 1 stack of Fire Power.
- Rank 4: Fireballs inflict 100% vulnerability to further fireballs for 3 rounds (stacks and refreshes).
- Rank 5: ?
- Water Totem Spirit: A spirit of pure water blesses your allies with healing waves and cleanses away impurities.
- Rank 1: Spirit can heal an ally for medium damage (per round active)
- Rank 2: Allies within range of totem spirit are cleansed of one disease or poison effect on turn start.
- Rank 3: Healing wave is a chain 3/3.
- Rank 4: Healing wave may bounce to enemies. Instead of healing them, it dispels one beneficial effect.
- Rank 5: ?
- Earth Totem Spirit: A spirit of earth wields the power of gravity, and defends your allies.
- Rank 1: Spirit can inflict a magical debuff causing a 50% movement penalty, denying the ability to charge, run, or fly. The debuff lasts 3 rounds.
- Rank 2: Allies within range of totem spirit gain 10% bonus (per round active) to Soak.
- Rank 3: As an immediate action, spirit can cause a hostile spell to be centered or targeted upon itself. The spirit is immune to all effects except dispelling. It may use this ability no more than once per round.
- Rank 4: Spirit's movement debuff also causes subjects to suffer 10% (per round active) of their max hp in physical damage each round as gravity crushes them.
- Rank 5: ?
- Air Totem Spirit: A spirit of wind and thunder quickens the demise of your foes.
- Rank 1: As an immediate action, once per round, the spirit may send a Gust of Wind at a foe, causing push (short) just prior to the target's intended action. This also imposes a spell interruption chance of 20% (per round active). Also, enemy ranged attacks against allies within range suffer a 20% penalty to Hit Chance (per round active).
- Rank 2: Allies within range of totem spirit gain 5% haste (per round active), as well as +50% movement speed and the ability to ignore the Global Cooldown once per round.
- Rank 3: The Gust of Wind is a slide, not a push, and inflicts medium lightning damage (per round active). It also causes 10% stun (per round active).
- Rank 4: Gust of Wind may be used up to 3 times per round, on separate targets.
- Rank 5: The Gust of Wind's lightning effect repeats for each square the subject is moved (including by Gust of Wind itself).
The Force Unleashed
You may channel the power of primal spirits into yourself. This follows the same rules as Wild Shape, except that your choice of form is limited to those below, and you always retain your held and worn items, and your humanoid faculties.
Keep track of how many rounds you spend in such a form. Upon returning to normal form, for each round you were in that form, you gain 1 point of Fatigue, inflicting a penalty of -1 to Strength, Dexterity, and Constitution that can only be healed through natural rest.
In all forms, you become an elemental creature, gaining the following traits:
- Immune to disease and poison
- 50% fortification
- Behemoth
- Large size
- +2 movement
- +50% to Strength, Dexterity, and Constitution
- Ancient Protector: Your physical form is comprised of solid stone. Small patches of soil stick to you, bearing verdant life. You gain the following abilities:
- +50% Constitution
- 30% resist (physical)
- Hardness 10%
- Each time you are struck for damage, you may, as an immediate action, grant Boon of Earth to yourself or an ally within medium range. Boon of Earth grants Fast Healing 10% for 3 rounds (stackable).
- Earth Glide: you may move through earth as if you were flying through air.
- Ferocious Slayer: You become a creature of burning stone and magma. Flame seethes from your molten core, and you overflow with heat, caused by the power of your own life energy.
- +50% Strength
- Immune to fire damage
- Heat: Emanation 3, enemies suffer fire damage on turn start equal to your combined weapon damage.
- Rage: Each time you take a standard action to attack, you gain +50% to melee damage for 2 rounds (stacks and refreshes).
- Storm Rager: Your eyes sparkle with lightning, as winds whirl around you to lift you skyward. Your body appears as if comprised of a storm cloud condensed into solid matter.
- +50% Dexterity
- Fly speed equal to walking speed +200% (perfect maneuverability)
- Immune to lightning damage.
- You incorporate your held weapons into your form, and may wield them as bolts of thunder, with all powers and traits of the weapons, but in long range. Damage type is lightning or sonic.
- Mastery of Air: constant emanation 30; allies gain fly speed equal to your own while inside. If they leave, their fly speed decays at 33% per round. You may impose levitation upon your enemies within this radius.
- Arctic Defender: You are formed of pure ice, and surrounded by a whirling mass of snow and frost.
- +50% Constitution
- Immune to frost damage.
- Sheath of Winter: constant emanation 3; you and allies are concealed by fog and snow. Enemies suffer 50% hit penalty. Allies ignore the concealment.
- You incorporate your held weapons into your form, and may wield them as lances of ice, with all powers and traits of the weapons, but in long range. Damage type is frost or physical.
- Wall of Ice: At-will, immediate, as the spell Wall of Ice.
- Ablative Armor: You are protected by 5 layers of ice, with 1 more added each round after the first. Each time you suffer damage, you may choose to suffer the damage or 5% of your maximum hp, whichever is lower. Choosing the latter removes one layer of ice.
Spiritwalker
As a concentration action, you may separate your spirit from your body. Your spirit enters the Ethereal Plane while your body remains in the mortal world. You may use this ability to explore the spirit world, traveling much faster there than you could easily do in the mortal realm. You might also use it to commune with spiritual beings, or even do battle in the spirit realm.
In spirit form, you cannot affect the mortal world, nor can anyone see you without the magical ability to see ethereal creatures. You can see the mortal world, however, and some magical effects from the mortal world might affect you.
If you die, or enter the "dying" state, your spirit automatically separates from your body. You are free to use your magic to resurrect or heal your own body, or to possess another body that lacks a spirit. The shock of this automatic separation is not easy to endure; when it occurs, you cannot use the ability again for 6 hours. Were you to die twice within 6 hours, your second death would weaken your spirit, as normal for a mortal, and you would lack the strength to raise yourself or travel freely in the spirit world.
At 20th level and beyond, when in spirit form, you may choose to manifest as a ghostly, incorporeal being. This allows you to affect the mortal world. It also makes you more powerful than your foes can possibly imagine.
Cataclysm
Any round in which you do not use a maneuver or cast a spell does not count toward Fatigue when using The Force Unleashed.
Wild Shape
Shifters have the ability to take on other forms.
Unless otherwise stated, all forms of Wild Shape have the following traits in common:
- At-will, free action (max once/rd).
- You can shift into any form you know, or back to normal form (the one you were born with).
- While shifted, you cannot cast spells.
- When you shift, all carried and wielded equipment merges with your form.
- Items merged with you cannot be used, magic or otherwise; however, you retain any prevailing bonuses from worn items, such as Resilience from armor.
- If you are shifted, and you pick up or wear an item, it is unaffected if you shift to any other form or your normal form. Equipment merging only occurs when shifting from normal form to another form.
- When you shapeshift, you are automatically freed of any movement-impairing effects.
You learn Wild Shape forms just like spells. You may select one per level. In addition to being listed below, all Wild Shape forms are listed here for your convenience.
Rank 1
Rank 2