Post by Vaynor on Mar 24, 2007 23:41:01 GMT -5
Shaman
HD: d8
Abilities: A shaman's most important ability score is Wisdom. This affects their totems and their spells. A high dexterity can help improve a shaman's armor class, and a high strength is useful for helping with combat.
Class Skills
The shaman’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at First Level: (4 + Int Modifier) x4
Skill Points: 4 + Int Modifier
Class Features:
All of the following are class features of the shaman.
Weapon and Armor Proficiency
Shamans receive proficiency with all simple weapons, light armor and light shields.
Spellcasting: Shamans cast spells based on their wisdom score, and must have a wisdom modifier equal to 10+spell level in order to cast the spell. Shamans know all of the spells on the shaman list, and can channel the raw force of nature into these spells. A save vs. a shaman's spell is equal to 10+spell level+wisdom modifier. A shaman must prepare at least one spell of their chosen element per level of spells in order to receive spells for that day.
Elemental Heritage: Shamans are keyed to a specific element based on their homeland. If a dwarf becomes a shaman they are keyed to the water element. If a kromm becomes a shaman they are keyed to the fire element. A shaman receives +1 caster level when casting spells of their element, and this increases as the shaman goes up in power as noted on the table. If a shaman is keyed to the water element, they receive a penalty to their caster level for fire spells equal to the bonus for water. I.E. Jim the level 5 water shaman casts Water Walk at +2 caster level, so the spell lasts for 70 minutes instead of 50. Next turn, he wishes to cast Burning Hands. Normally, this spell would deal 5d4 damage (1d4/caster level) but since fire is the opposite of water, it is harder for Jim to channel fire energy and the spell does damage for a 3rd level caster and the spell deals 3d4 damage. This penalty does not affect all non-water keyed spells, just fire.
Fire is the opposite of water and air is the opposite of earth.
Totems: Shamans can summon totems that correspond with their chosen element. Totems can be summoned an amount of times per day as seen on the table above. Minor totems last for an amount of rounds equal to (1+Totem Level)+Shaman Level+Wisdom modifier. Each totem has 10 charges that can be used for special abilities, and some kind of lasting effect. Totems have different power levels that increase as the shaman gains power, and a shaman can choose to summon a lower level totem if he likes.
Totems are 2 feet tall and 1 foot wide. All totems look specific to their element. I.E. water totems are made from ice, fire totems look like living fire, earth totems are forged from rocks and plants, and air totems are swirling clouds. All retain the same basic shape, however.
You can activate a totem as a free action, though they can only use one special ability each round. Summoning a totem takes one full-round action. Totems may be summoned anywhere within 10 feet of you as long as you are able to view the spot. You may dismiss a totem as a swift action at any point.
If a Shaman attempts to summon a totem in an environment opposite of his element (i.e. a fire shaman attempting to summon a totem in the snow or underwater) he must succeed on a DC 15+level of totem check (the Shaman gains a +1/2 shaman level + Wisdom modifier bonus to this roll). The level of the totem is a number from 1 through 5, determined by which magnitude of totem the shaman is attempting to conjure. A Minor Totem has a totem level of 1, an Average Totem has a totem level of 3, and a Superior Totem has a totem level of 5.
A totem has hit points equal to ten times the totem level + Shaman level. A totem has a hardness of 5+character level. A totem can be suppressed by a Dispel effect for the standard 1d4 rounds. Regardless of the spell's description, a totem cannot be suppressed by anyone with a caster level less than the Shaman's.
Any elemental summoned by a totem cannot be resummoned if slain. The death of an elemental does not affect the totem itself.
Totems affect all allies within 30+Shaman level feet. You may choose who it affects and who it does not.
All totems (regardless of their list of spells) can cast an additional spell. Minor and lesser totems can cast a Lesser Orb of (cold/electricity/fire/acid) depending on their elemental affiliation (water/air/fire/earth, respectively). Average, greater, and superior totems can cast the greater version of the same spell (Orb of <element>).
Totem caster levels are as follows: Minor (3), Lesser (7), Average (12), Greater (17), Superior (22).
Fire Totems:The totem is made of fire providing heat and light but this fire is unable to spread beyond the size and shape of the totem it creates.
Minor Fire Totem:
- Flame Blade for the duration of the totem (CL 3)
- Burning Hands - 1 Charges (CL 3, originates from totem)
- Produce Flame - 1 Charge (CL 3)
Lesser Fire Totem:
- Flame Arrow affects all projectiles shot by allies for the duration of the totem
- Flaming Sphere - 1 Charge/Round (CL 7, originates from totem)
- Fireball - 2 Charges (CL 7, originates from totem)
Average Fire Totem:
- You and your allies burst into flame (you are not affected by it) and your enemies take 1d4+10 damage upon striking you with non-ranged, non-reach weapons.
- Wall of Fire - 3 Charges (CL 12)
- Flame Strike - 2 Charges (CL 12, originates from totem)
Greater Fire Totem:
- Incendiary Cloud appears from the totem and moves it's normal speed which you can direct as a free action. The flames cannot harm you or your allies.
- Fire Storm - 4 Charges (CL 17)
- Delayed Blast Fire Ball - 3 Charges (CL 17, originates from totem)
Superior Fire Totem:
- A Greater Fire Elemental is summoned as by Summon Monster IX for the duration of the totem. It can follow simple commands.
- Meteor Swarm - 5 Charges (CL 22, originates from totem)
- Sunburst - 5 Charges (CL 22, originates from totem)
Water Totems: (if these totems are cast underwater they can swim to follow you (15 feet per round), and allow you to breath underwater for their duration)
Minor Water Totem:
- While this totem is active, you and your allies gain fast healing 1.
- Create Water - 1 Charge (CL 3)
- Lesser Restoration - 2 Charges (CL 3)
Lesser Water Totem:
- Sleet Storm is in affect as long as this totem remains active. The storm is centered on the totem. You and your allies are not affected by it's penalties. (CL 7, originates from totem)
- Wall of Ice - 2 Charges (CL 7)
- Remove Disease - 1 Charge (CL 7)
Average Water Totem:
- While this totem is active, a Medium Water Elemental is summoned as the spell Summon Monster V (CL 12, appears adjacent to totem)
- Cone of Cold - 2 Charges (CL 12, originates from totem)
- Restoration - 3 Charges (CL 12)
Greater Water Totem:[/color]
- While this totem is active, you and your allies gain fast healing 4.
- Ice Storm - 2 Charges (CL 17, centered around totem, you and your allies are not affected by this spell)
- Heal - 4 Charges (CL 17)
Superior Water Totem:[/color]
- While this totem is active, an Elder Water Elemental is summoned as the spell Summon Monster IX (CL 22, appears adjacent to the totem)
- Polar Ray - 5 Charges (CL 22, originates from totem)
- Mass Heal - 5 Charges (CL 22, up to 5 total people)
Earth Totems: (earth totems are rooted to the spot and cannot move)
Minor Earth Totem:[/color]
- You and your allies are granted a +1 miscellaneous modifier to Armor Class for the duration of the totem. This number can be increased by sacrificing totem charges, to a maximum of +5 at one point per two charges.
- Entangle - 2 Charges (CL 3, originates from totem, you and your allies are not affected)
- Shield - 1 Charge (CL 3)
Lesser Earth Totem:[/color]
- While this totem is active, a Small Earth Elemental is summoned as the spell Summon Monster III (CL 7, appears adjacent to the totem)
- Spike Growth - 2 Charges (CL 7, centered on totem, does not affect you or your allies)
- Stone Shape - 2 Charges (CL 7)
Average Earth Totem:[/color]
- While this totem is in effect, you and your allies gain DR 10/adamantine as the spell Stoneskin (CL 12)
- Wall of Stone - 3 Charges (CL 12)
- Transmute Rock to Mud - 2 Charges (CL 12)
Greater Earth Totem:[/color]
- While this totem is active, a Huge Earth Elemental is summoned as the spell Summon Monster VII (CL 17, appears adjacent to the totem)
- Statue 3 Charges (+2 per additional target) (CL 17)
- Liveoak - 3 Charges (CL 17)
Superior Earth Totem:[/color]
- While this totem is active, an Elder Earth Elemental is summoned as the spell Summon Monster IX (CL 22, appears adjacent to totem)
- Earthquake - 5 Charges (CL 22, centered on totem)
- Iron Body - 5 Charges (CL 22)
Air Totems:[/size] (air totems appear in the air, and can fly at a speed of 30 feet per round)
Minor Air Totem:
- Obscuring Mist continually affects the area around the totem as long as the totem is active (CL 3, centered on totem, you and your allies are not affected by this)
- Jump - 1 Charge (CL 3)
- Feather Fall - 1 Charge (CL 3)
- Shocking Grasp - 2 Charges (CL 3, ranged touch attack (15 feet), originates from totem)
Lesser Air Totem:[/color]
- While the totem is active, you and your allies are affected by either Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, or Owl's Wisdom at the caster's discretion.
- Wind Wall - 2 Charges (CL 7)
- Fly - 1 Charges (CL 7)
- Lightning Bolt - 2 Charges (CL 7, originates from totem)
Average Air Totem:[/color]
- While this totem is active, a Medium Air Elemental is summoned as the spell Summon Monster V (CL 12, appears adjacent to the totem)
- Call Lightning Storm - 3 Charges (CL 12)
- Air Walk - 1 Charge (CL 12)
Greater Air Totem:[/color]
- While this totem is active, you and your allies are affected by one of the following spells (caster's discretion)(all CL 17): Greater Bear's Endurance, Greater Bull's Strength, Greater Cat's Grace, Greater Eagle's Splendor, Greater Fox's Cunning, or Greater Owl's Wisdom. These spells confer a +8 bonus instead of the normal +4.
- Chain Lightning - 3 Charges (CL 17, originates from the totem)
- Wind Walk - 2 Charges (CL 17)
Superior Air Totem:[/color]
- While this totem is active, an Elder Air Elemental is summoned as the spell Summon Monster IX (CL 22, appears adjacent to the totem)
- Whirlwind -5 Charges (CL 22, originates from totem, you and your allies are not negatively affected)
- Storm of Vengeance - 5 Charges (CL 22, originates from totem, you and your allies are not negatively affected)
Spell List[/size]
*Note: Many of the non-SRD spells can also be found in the SC*
Level One:
Calm Animals
Charm Animals
Delay Poison
Detect Animals or Plants
Detect Poison
Detect Snares and Pits
Goodberry
Hide From Animals
Pass Without Trace
Speak With Animals
Summon Nature's Ally I
Air
Feather Fall
Jump
Longstrider
Obscuring Mist
Shocking Grasp
Thunderhead (SC)
Updraft (SC)
Earth
Animate Wood (CA)
Endure Elements
Entangle
Magic Fang
Magic Stone
Ragin Flame (SC)
Shillelagh
Wood Wose (CD)
Fire
Animate Fire (CA)
Burning Hands
Choking Sands (Sandstorm)
Faerie Fire
Haboob (Sandstorm)
Produce Flame
Sandblast (CD)
Water
Animate Water (CA)
Aura Against Flame (Magic of Faerûn)
Cloudburst (CD)
Cure Light Wounds
Create Water
Obscuring Mist
Snowdrift (Frostburn)
Snowshoes (SC)
Winter Chill (Stormwrack)
Level Two:
Animal Messenger
Animal Trance
Drifts of the Shalm (PHB II)
Hold Animal
Reduce Animal
Snare
Spider Climb
Speak With Plants
Summon Nature's Ally II
Summon Swarm
Air
Chill Metal
Fog Cloud
Fly, Swift (Miniature's Handbook)
Gust of Wind
Master Air (Magic of Faerûn)
Speed of the Wind (Masters of the Wild)
Wind Wall
Earth
Barkskin
Earthbind (Draconomicon/Miniature's Handbook)
Earthen Grace (Miniature's Handbook)
Evergreen (Frostburn)
Might of the Oak (Masters of the Wild)
Resist Energy
Rockburst (Shining South)
Soften Earth and Stone
Spike Growth
Treeshape
Warp Wood
Wood Shape
Fire
Body of the Sun (CD/SC)
Fireburst (SC)
Fire Trap
Flame Blade
Flame Dagger (SC)
Flaming Sphere
Heat Metal
Lava Missile (Serpent Kingdoms)
Scorch (SC)
Thaw (Frostburn)
Water
Creeping Cold (CD)
Cure Moderate Wounds
Flash-Freeze (Frostburn)
Fog Cloud (Miniature's Handbook)
Lesser Restoration
Numbing Sphere (Frostburn)
Obscuring Snow (Frostburn)
Persistence of the Waves (Masters of the Wild)
Snow Walk (Frostburn)
Zone of Glacial Cold (Frostburn)
Level Three:
Diminish Plants
Dominate Animal
Energy Vortex (CD)
Plant Growth
Protection From Elements
Summon Nature's Ally III
Weather Eye (CD)
Air
Call Lightning
Daylight
Favorable Wind (Stormwrack)
Fly
Gaseous Form
Earth
Greater Magic Fang
Meld into Stone
Protection from Energy
Stone Shape
Fire
Fireball
Flame Arrow
Flashburst (SC)
Water
Column of Ice (Frostburn)
Cure Serious Wounds
Ice Lance (SC)
Neutralize Poison
Quench
Remove Disease
Sleet Storm
Standing Wave (CD)
Water Breathing
Water Walk
Level Four:
Animal Growth
Antiplant Shell
Blight
Command Plants
Dispel Magic
Polymorph
Reincarnate
Repel Vermin
Summon Nature's Ally IV
Air
Air Walk
Arc of Lightning (CA)
Feathers (Masters of the Wild)
Freedom of Movement
Orb of Electricity (SC)
Wind at Back (Magic of Faerûn)
Earth
Call of Stone (PHB II)
Giant Vermin
Orb of Acid (SC)
Rusting Grasp
Spike Stones
Stoneskin
Tree Stride
Fire
Explosive Cascade (SC)
Fire Dance
Fire Stride (SC)
Fire Trap
Flame Strike
Flame Whips (SC)
Meteoric Strike (PHB II)
Orb of Fire (SC)
Searing Exposure (Sandstorm)
Wall of Fire
Wall of Magma (Sandstorm)
Water
Control Water
Control Currents (Stormwrack)
Creeping Cold, Greater (CD)
Cure Critical Wounds
Freeze Armor (Frostburn)
Ice Storm
Orb of Cold (SC)
Scrying
Wall of Ice
Wall of Water (Sandstorm)
Level Five:
Atonement
Baleful Polymorph
Commune with Nature
Death Ward
Hallow
Insect Plague
Summon Nature's Ally V
Wall of Thorns
Air
Call Lightning Storm
Control Winds
Overland Flight
Wind Tunnel (Magic of Faerûn)
Earth
Awaken
Commune With Earth (Races of Faerûn)
Stone shape, Greater (Underdark)
Transmute Mud to Rock
Transmute Rock to Mud
Tree Stride (Sandstorm)
Wall of Stone
Wall of Thorns (Sandstorm)
Fire
Firebrand (SC)
Fireburst, Greater (SC)
Fire Shield
Inferno (Magic of Faerûn)
Lava Splash (Serpent Kingdoms)
Shroud of Flames (SC)
Wall of Sand (Sandstorm)
Water
Blizzard (Frostburn)
Call Avalanche (Frostburn)
Cloak of the Sea (Masters of the Wild)
Cone of Cold
Cure Light Wounds, Mass
Flashflood (Sandstorm)
Flowsight (Stormwrack)
Iceshield (Frostburn)
Wall of Coldfire (Frostburn)
Level Six:
Anti-life Shell
Find the Path
Protection From All Elements (Masters of the Wild)
Repel Wood
Spellstaff
Summon Nature's Ally VI
Transport via Plants
Air
Acid Fog
Call Lightning, Greater (Masters of the Wild)
Chain Lightning
Thunder Field (PHB II)
Earth
Bones of the Earth (PHB II)
Calm Earth (http://www.wizards.com/default.asp?x=dnd/fw/20031017a)
Flesh to Stone
Ironwood
Move Earth
Mudslide (Stormwrack)
Stonehold (Magic of Faerûn)
Stone Tell
Stone to Flesh
Wall of Iron
Fire
Fires of Purity (CD)
Fire Seeds
Fire Spiders (SC)
Water
Animate Snow (Frostburn)
Cure Moderate Wounds, Mass
Entomb (Frostburn)
Freezing Sphere
Level Seven:
Animate Plants
Changestaff
Creeping Doom
Elemental Body (SC)
Summon Nature's Ally VII
True Seeing
Air
Cloudwalkers (CD)
Control Weather
Reverse Gravity
Storm Tower (CD)
Sunbeam
Wind Walk
Earth
Earthquake
Master Earth (Magic of Faerûn)
Statue
Transmute Metal to Wood
Wrack Earth (PHB II)
Fire
Delayed Blast Fireball
Emerald Flame Fist (SC)
Fire Storm
Radiant Assault (SC)
Volcanic Storm
Water
Cure Serious Wounds, Mass
Heal
Raise Ice Forest (Frostburn)
Regenerate
Scying, Greater
Waterspout (Stormwrack)
Level Eight:
Animal Shapes
Control Plants
Storm of Elemental Fury (CD)
Summon Nature's Ally VIII
Word of Recall
Air
Reverse Gravity (Stormwrack)
Stormrage (CD)
Sunburst
Whirlwind
Earth
Bombardment (Magic of Faerûn)
Deadfall (SC)
Earthglide (Races of Stone)
Iron Body
Repel Metal or Stone
Fire
Incendiary Cloud
Water
Cure Critical Wounds, Mass
Glacier (Frostburn)
Horrid Wilting
Maelstrom (CD/Stormwrack)
Polar Ray
Level Nine:
Antipathy
Foresight
Nature's Avatar (CD)
Phantom Bear (CD)
Shapechange
Summon Elemental Monolith (CA)
Summon Nature's Ally IX
Sympathy
Storm of Vengeance
True Reincarnate (Masters of the Wild)
Air
Elemental Swarm (air only)
Freedom
Thunderswarm (Masters of the Wild)
Whirlwind, Greater (CD)
Earth
Cast in Stone (Magic of Faerûn)
Elemental Swarm (earth only)
Imprisonment
Shambler
Undermaster (SC)
Fire
Elemental Swarm (fire only)
Meteor Swarm
Raise Volcano
Water
Cometstrike (Frostburn)
Elemental Swarm (water only)
Heal, Mass
HD: d8
Abilities: A shaman's most important ability score is Wisdom. This affects their totems and their spells. A high dexterity can help improve a shaman's armor class, and a high strength is useful for helping with combat.
Class Skills
The shaman’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at First Level: (4 + Int Modifier) x4
Skill Points: 4 + Int Modifier
Class Features:
All of the following are class features of the shaman.
Weapon and Armor Proficiency
Shamans receive proficiency with all simple weapons, light armor and light shields.
Spellcasting: Shamans cast spells based on their wisdom score, and must have a wisdom modifier equal to 10+spell level in order to cast the spell. Shamans know all of the spells on the shaman list, and can channel the raw force of nature into these spells. A save vs. a shaman's spell is equal to 10+spell level+wisdom modifier. A shaman must prepare at least one spell of their chosen element per level of spells in order to receive spells for that day.
Elemental Heritage: Shamans are keyed to a specific element based on their homeland. If a dwarf becomes a shaman they are keyed to the water element. If a kromm becomes a shaman they are keyed to the fire element. A shaman receives +1 caster level when casting spells of their element, and this increases as the shaman goes up in power as noted on the table. If a shaman is keyed to the water element, they receive a penalty to their caster level for fire spells equal to the bonus for water. I.E. Jim the level 5 water shaman casts Water Walk at +2 caster level, so the spell lasts for 70 minutes instead of 50. Next turn, he wishes to cast Burning Hands. Normally, this spell would deal 5d4 damage (1d4/caster level) but since fire is the opposite of water, it is harder for Jim to channel fire energy and the spell does damage for a 3rd level caster and the spell deals 3d4 damage. This penalty does not affect all non-water keyed spells, just fire.
Fire is the opposite of water and air is the opposite of earth.
Totems: Shamans can summon totems that correspond with their chosen element. Totems can be summoned an amount of times per day as seen on the table above. Minor totems last for an amount of rounds equal to (1+Totem Level)+Shaman Level+Wisdom modifier. Each totem has 10 charges that can be used for special abilities, and some kind of lasting effect. Totems have different power levels that increase as the shaman gains power, and a shaman can choose to summon a lower level totem if he likes.
Totems are 2 feet tall and 1 foot wide. All totems look specific to their element. I.E. water totems are made from ice, fire totems look like living fire, earth totems are forged from rocks and plants, and air totems are swirling clouds. All retain the same basic shape, however.
You can activate a totem as a free action, though they can only use one special ability each round. Summoning a totem takes one full-round action. Totems may be summoned anywhere within 10 feet of you as long as you are able to view the spot. You may dismiss a totem as a swift action at any point.
If a Shaman attempts to summon a totem in an environment opposite of his element (i.e. a fire shaman attempting to summon a totem in the snow or underwater) he must succeed on a DC 15+level of totem check (the Shaman gains a +1/2 shaman level + Wisdom modifier bonus to this roll). The level of the totem is a number from 1 through 5, determined by which magnitude of totem the shaman is attempting to conjure. A Minor Totem has a totem level of 1, an Average Totem has a totem level of 3, and a Superior Totem has a totem level of 5.
A totem has hit points equal to ten times the totem level + Shaman level. A totem has a hardness of 5+character level. A totem can be suppressed by a Dispel effect for the standard 1d4 rounds. Regardless of the spell's description, a totem cannot be suppressed by anyone with a caster level less than the Shaman's.
Any elemental summoned by a totem cannot be resummoned if slain. The death of an elemental does not affect the totem itself.
Totems affect all allies within 30+Shaman level feet. You may choose who it affects and who it does not.
All totems (regardless of their list of spells) can cast an additional spell. Minor and lesser totems can cast a Lesser Orb of (cold/electricity/fire/acid) depending on their elemental affiliation (water/air/fire/earth, respectively). Average, greater, and superior totems can cast the greater version of the same spell (Orb of <element>).
Totem caster levels are as follows: Minor (3), Lesser (7), Average (12), Greater (17), Superior (22).
Fire Totems:The totem is made of fire providing heat and light but this fire is unable to spread beyond the size and shape of the totem it creates.
Minor Fire Totem:
- Flame Blade for the duration of the totem (CL 3)
- Burning Hands - 1 Charges (CL 3, originates from totem)
- Produce Flame - 1 Charge (CL 3)
Lesser Fire Totem:
- Flame Arrow affects all projectiles shot by allies for the duration of the totem
- Flaming Sphere - 1 Charge/Round (CL 7, originates from totem)
- Fireball - 2 Charges (CL 7, originates from totem)
Average Fire Totem:
- You and your allies burst into flame (you are not affected by it) and your enemies take 1d4+10 damage upon striking you with non-ranged, non-reach weapons.
- Wall of Fire - 3 Charges (CL 12)
- Flame Strike - 2 Charges (CL 12, originates from totem)
Greater Fire Totem:
- Incendiary Cloud appears from the totem and moves it's normal speed which you can direct as a free action. The flames cannot harm you or your allies.
- Fire Storm - 4 Charges (CL 17)
- Delayed Blast Fire Ball - 3 Charges (CL 17, originates from totem)
Superior Fire Totem:
- A Greater Fire Elemental is summoned as by Summon Monster IX for the duration of the totem. It can follow simple commands.
- Meteor Swarm - 5 Charges (CL 22, originates from totem)
- Sunburst - 5 Charges (CL 22, originates from totem)
Water Totems: (if these totems are cast underwater they can swim to follow you (15 feet per round), and allow you to breath underwater for their duration)
Minor Water Totem:
- While this totem is active, you and your allies gain fast healing 1.
- Create Water - 1 Charge (CL 3)
- Lesser Restoration - 2 Charges (CL 3)
Lesser Water Totem:
- Sleet Storm is in affect as long as this totem remains active. The storm is centered on the totem. You and your allies are not affected by it's penalties. (CL 7, originates from totem)
- Wall of Ice - 2 Charges (CL 7)
- Remove Disease - 1 Charge (CL 7)
Average Water Totem:
- While this totem is active, a Medium Water Elemental is summoned as the spell Summon Monster V (CL 12, appears adjacent to totem)
- Cone of Cold - 2 Charges (CL 12, originates from totem)
- Restoration - 3 Charges (CL 12)
Greater Water Totem:[/color]
- While this totem is active, you and your allies gain fast healing 4.
- Ice Storm - 2 Charges (CL 17, centered around totem, you and your allies are not affected by this spell)
- Heal - 4 Charges (CL 17)
Superior Water Totem:[/color]
- While this totem is active, an Elder Water Elemental is summoned as the spell Summon Monster IX (CL 22, appears adjacent to the totem)
- Polar Ray - 5 Charges (CL 22, originates from totem)
- Mass Heal - 5 Charges (CL 22, up to 5 total people)
Earth Totems: (earth totems are rooted to the spot and cannot move)
Minor Earth Totem:[/color]
- You and your allies are granted a +1 miscellaneous modifier to Armor Class for the duration of the totem. This number can be increased by sacrificing totem charges, to a maximum of +5 at one point per two charges.
- Entangle - 2 Charges (CL 3, originates from totem, you and your allies are not affected)
- Shield - 1 Charge (CL 3)
Lesser Earth Totem:[/color]
- While this totem is active, a Small Earth Elemental is summoned as the spell Summon Monster III (CL 7, appears adjacent to the totem)
- Spike Growth - 2 Charges (CL 7, centered on totem, does not affect you or your allies)
- Stone Shape - 2 Charges (CL 7)
Average Earth Totem:[/color]
- While this totem is in effect, you and your allies gain DR 10/adamantine as the spell Stoneskin (CL 12)
- Wall of Stone - 3 Charges (CL 12)
- Transmute Rock to Mud - 2 Charges (CL 12)
Greater Earth Totem:[/color]
- While this totem is active, a Huge Earth Elemental is summoned as the spell Summon Monster VII (CL 17, appears adjacent to the totem)
- Statue 3 Charges (+2 per additional target) (CL 17)
- Liveoak - 3 Charges (CL 17)
Superior Earth Totem:[/color]
- While this totem is active, an Elder Earth Elemental is summoned as the spell Summon Monster IX (CL 22, appears adjacent to totem)
- Earthquake - 5 Charges (CL 22, centered on totem)
- Iron Body - 5 Charges (CL 22)
Air Totems:[/size] (air totems appear in the air, and can fly at a speed of 30 feet per round)
Minor Air Totem:
- Obscuring Mist continually affects the area around the totem as long as the totem is active (CL 3, centered on totem, you and your allies are not affected by this)
- Jump - 1 Charge (CL 3)
- Feather Fall - 1 Charge (CL 3)
- Shocking Grasp - 2 Charges (CL 3, ranged touch attack (15 feet), originates from totem)
Lesser Air Totem:[/color]
- While the totem is active, you and your allies are affected by either Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, or Owl's Wisdom at the caster's discretion.
- Wind Wall - 2 Charges (CL 7)
- Fly - 1 Charges (CL 7)
- Lightning Bolt - 2 Charges (CL 7, originates from totem)
Average Air Totem:[/color]
- While this totem is active, a Medium Air Elemental is summoned as the spell Summon Monster V (CL 12, appears adjacent to the totem)
- Call Lightning Storm - 3 Charges (CL 12)
- Air Walk - 1 Charge (CL 12)
Greater Air Totem:[/color]
- While this totem is active, you and your allies are affected by one of the following spells (caster's discretion)(all CL 17): Greater Bear's Endurance, Greater Bull's Strength, Greater Cat's Grace, Greater Eagle's Splendor, Greater Fox's Cunning, or Greater Owl's Wisdom. These spells confer a +8 bonus instead of the normal +4.
- Chain Lightning - 3 Charges (CL 17, originates from the totem)
- Wind Walk - 2 Charges (CL 17)
Superior Air Totem:[/color]
- While this totem is active, an Elder Air Elemental is summoned as the spell Summon Monster IX (CL 22, appears adjacent to the totem)
- Whirlwind -5 Charges (CL 22, originates from totem, you and your allies are not negatively affected)
- Storm of Vengeance - 5 Charges (CL 22, originates from totem, you and your allies are not negatively affected)
Spell List[/size]
*Note: Many of the non-SRD spells can also be found in the SC*
Level One:
Calm Animals
Charm Animals
Delay Poison
Detect Animals or Plants
Detect Poison
Detect Snares and Pits
Goodberry
Hide From Animals
Pass Without Trace
Speak With Animals
Summon Nature's Ally I
Air
Feather Fall
Jump
Longstrider
Obscuring Mist
Shocking Grasp
Thunderhead (SC)
Updraft (SC)
Earth
Animate Wood (CA)
Endure Elements
Entangle
Magic Fang
Magic Stone
Ragin Flame (SC)
Shillelagh
Wood Wose (CD)
Fire
Animate Fire (CA)
Burning Hands
Choking Sands (Sandstorm)
Faerie Fire
Haboob (Sandstorm)
Produce Flame
Sandblast (CD)
Water
Animate Water (CA)
Aura Against Flame (Magic of Faerûn)
Cloudburst (CD)
Cure Light Wounds
Create Water
Obscuring Mist
Snowdrift (Frostburn)
Snowshoes (SC)
Winter Chill (Stormwrack)
Level Two:
Animal Messenger
Animal Trance
Drifts of the Shalm (PHB II)
Hold Animal
Reduce Animal
Snare
Spider Climb
Speak With Plants
Summon Nature's Ally II
Summon Swarm
Air
Chill Metal
Fog Cloud
Fly, Swift (Miniature's Handbook)
Gust of Wind
Master Air (Magic of Faerûn)
Speed of the Wind (Masters of the Wild)
Wind Wall
Earth
Barkskin
Earthbind (Draconomicon/Miniature's Handbook)
Earthen Grace (Miniature's Handbook)
Evergreen (Frostburn)
Might of the Oak (Masters of the Wild)
Resist Energy
Rockburst (Shining South)
Soften Earth and Stone
Spike Growth
Treeshape
Warp Wood
Wood Shape
Fire
Body of the Sun (CD/SC)
Fireburst (SC)
Fire Trap
Flame Blade
Flame Dagger (SC)
Flaming Sphere
Heat Metal
Lava Missile (Serpent Kingdoms)
Scorch (SC)
Thaw (Frostburn)
Water
Creeping Cold (CD)
Cure Moderate Wounds
Flash-Freeze (Frostburn)
Fog Cloud (Miniature's Handbook)
Lesser Restoration
Numbing Sphere (Frostburn)
Obscuring Snow (Frostburn)
Persistence of the Waves (Masters of the Wild)
Snow Walk (Frostburn)
Zone of Glacial Cold (Frostburn)
Level Three:
Diminish Plants
Dominate Animal
Energy Vortex (CD)
Plant Growth
Protection From Elements
Summon Nature's Ally III
Weather Eye (CD)
Air
Call Lightning
Daylight
Favorable Wind (Stormwrack)
Fly
Gaseous Form
Earth
Greater Magic Fang
Meld into Stone
Protection from Energy
Stone Shape
Fire
Fireball
Flame Arrow
Flashburst (SC)
Water
Column of Ice (Frostburn)
Cure Serious Wounds
Ice Lance (SC)
Neutralize Poison
Quench
Remove Disease
Sleet Storm
Standing Wave (CD)
Water Breathing
Water Walk
Level Four:
Animal Growth
Antiplant Shell
Blight
Command Plants
Dispel Magic
Polymorph
Reincarnate
Repel Vermin
Summon Nature's Ally IV
Air
Air Walk
Arc of Lightning (CA)
Feathers (Masters of the Wild)
Freedom of Movement
Orb of Electricity (SC)
Wind at Back (Magic of Faerûn)
Earth
Call of Stone (PHB II)
Giant Vermin
Orb of Acid (SC)
Rusting Grasp
Spike Stones
Stoneskin
Tree Stride
Fire
Explosive Cascade (SC)
Fire Dance
Fire Stride (SC)
Fire Trap
Flame Strike
Flame Whips (SC)
Meteoric Strike (PHB II)
Orb of Fire (SC)
Searing Exposure (Sandstorm)
Wall of Fire
Wall of Magma (Sandstorm)
Water
Control Water
Control Currents (Stormwrack)
Creeping Cold, Greater (CD)
Cure Critical Wounds
Freeze Armor (Frostburn)
Ice Storm
Orb of Cold (SC)
Scrying
Wall of Ice
Wall of Water (Sandstorm)
Level Five:
Atonement
Baleful Polymorph
Commune with Nature
Death Ward
Hallow
Insect Plague
Summon Nature's Ally V
Wall of Thorns
Air
Call Lightning Storm
Control Winds
Overland Flight
Wind Tunnel (Magic of Faerûn)
Earth
Awaken
Commune With Earth (Races of Faerûn)
Stone shape, Greater (Underdark)
Transmute Mud to Rock
Transmute Rock to Mud
Tree Stride (Sandstorm)
Wall of Stone
Wall of Thorns (Sandstorm)
Fire
Firebrand (SC)
Fireburst, Greater (SC)
Fire Shield
Inferno (Magic of Faerûn)
Lava Splash (Serpent Kingdoms)
Shroud of Flames (SC)
Wall of Sand (Sandstorm)
Water
Blizzard (Frostburn)
Call Avalanche (Frostburn)
Cloak of the Sea (Masters of the Wild)
Cone of Cold
Cure Light Wounds, Mass
Flashflood (Sandstorm)
Flowsight (Stormwrack)
Iceshield (Frostburn)
Wall of Coldfire (Frostburn)
Level Six:
Anti-life Shell
Find the Path
Protection From All Elements (Masters of the Wild)
Repel Wood
Spellstaff
Summon Nature's Ally VI
Transport via Plants
Air
Acid Fog
Call Lightning, Greater (Masters of the Wild)
Chain Lightning
Thunder Field (PHB II)
Earth
Bones of the Earth (PHB II)
Calm Earth (http://www.wizards.com/default.asp?x=dnd/fw/20031017a)
Flesh to Stone
Ironwood
Move Earth
Mudslide (Stormwrack)
Stonehold (Magic of Faerûn)
Stone Tell
Stone to Flesh
Wall of Iron
Fire
Fires of Purity (CD)
Fire Seeds
Fire Spiders (SC)
Water
Animate Snow (Frostburn)
Cure Moderate Wounds, Mass
Entomb (Frostburn)
Freezing Sphere
Level Seven:
Animate Plants
Changestaff
Creeping Doom
Elemental Body (SC)
Summon Nature's Ally VII
True Seeing
Air
Cloudwalkers (CD)
Control Weather
Reverse Gravity
Storm Tower (CD)
Sunbeam
Wind Walk
Earth
Earthquake
Master Earth (Magic of Faerûn)
Statue
Transmute Metal to Wood
Wrack Earth (PHB II)
Fire
Delayed Blast Fireball
Emerald Flame Fist (SC)
Fire Storm
Radiant Assault (SC)
Volcanic Storm
Water
Cure Serious Wounds, Mass
Heal
Raise Ice Forest (Frostburn)
Regenerate
Scying, Greater
Waterspout (Stormwrack)
Level Eight:
Animal Shapes
Control Plants
Storm of Elemental Fury (CD)
Summon Nature's Ally VIII
Word of Recall
Air
Reverse Gravity (Stormwrack)
Stormrage (CD)
Sunburst
Whirlwind
Earth
Bombardment (Magic of Faerûn)
Deadfall (SC)
Earthglide (Races of Stone)
Iron Body
Repel Metal or Stone
Fire
Incendiary Cloud
Water
Cure Critical Wounds, Mass
Glacier (Frostburn)
Horrid Wilting
Maelstrom (CD/Stormwrack)
Polar Ray
Level Nine:
Antipathy
Foresight
Nature's Avatar (CD)
Phantom Bear (CD)
Shapechange
Summon Elemental Monolith (CA)
Summon Nature's Ally IX
Sympathy
Storm of Vengeance
True Reincarnate (Masters of the Wild)
Air
Elemental Swarm (air only)
Freedom
Thunderswarm (Masters of the Wild)
Whirlwind, Greater (CD)
Earth
Cast in Stone (Magic of Faerûn)
Elemental Swarm (earth only)
Imprisonment
Shambler
Undermaster (SC)
Fire
Elemental Swarm (fire only)
Meteor Swarm
Raise Volcano
Water
Cometstrike (Frostburn)
Elemental Swarm (water only)
Heal, Mass