Skinshifter
The Calling of the Skinshifter is one of maintaining the balance and protecting the ebbs and flows of life itself, but moreover, it is adherence to the Spirit Wardens and using their gifts for the people – people defined usually as one’s Anitou nation but there are Skinshifters who have extended this definition of people to include non Anitou including, or in some cases, excluding those of Pentarexian stock. Still others have narrowed the definition to a smaller circle who they believe will best promote the restoration of balance so desperately needed in this time.
Though there are some who see the Skinshifter as a hallmark of goodness, a righter of injustices and a champion of the needy, they miss the whole picture. The Skinshifter is above else devoted to balance and the proper, natural functioning of death and life, the right time to hunt, and the ability of the land to provide the gifts of flesh and fruit to those who respect the cycles. Those who recklessly endanger these cycles and imperil the spirits are not to be met with sympathy but, more likely, claws like sweeping scythes and an iron jaw upon the jugular. The Calling of the Skinshifter is militant neutrality, ensuring that whoever the hunted are and whoever the hunters are, there is no end to the hunt, no end to the beautiful dance that is natural existence.
Relation to Pentarexians
Pentarexians fear your kind, for your connection to the spirit wardens allow you to shapeshift into various creatures and perform what they see as miracles or calamities. It is often believed that you use your powers to prey upon and harm the Pentarexians who have harmed your people, but this is not necessarily so. You believe in balance and the very gifts you are given by the spirit wardens is dependent upon your connection to the whole. If you were to act selfishly, to work to bring harm, this power would not be given to you. You are here to find a way for your people to move forward and thrive with the blessing of the spirits. This does not necessarily mean the destruction of Pentarex, though this is a question that occurs to you now and then, seeing the plight of your people in this new unbalanced world ruled by Pentarex.
Relation to Narpaca
Like your people, the Narpaca have been reduced to subjugation under the Pentarexian conquerors. The mighty Narpaca civilization, however, you recall, was not without its own evils and tendency toward cruelty. They steeped the land in blood sacrifices and worshiped the Lords of Death beyond that entitled to those dark lords, thus unbalancing the world in that way. Still, they held a great deal of respect for the Spirit Wardens and the Skinshifters, often backing away or attempting to make amends when confronted. It was unsurprising when these warrior people fell to the might of a new force of violence. It was only a great unfortunate that the new conquerors, the Pentarexians, would bring such dire circumstances and steep the land in their own blood sacrifices to their gods of greed and quest for power.
- Role: While some Skinshifters might keep to the fringe of battle, allowing companions and summoned creatures to fight while they confound foes with the powers of nature, others transform into deadly beasts and savagely wade into combat.
- Alignment: Any neutral.
- Hit Die: D8.
- Starting Wealth: 2d6 × 10 GP (average 70 GP.) In addition, each character begins play with an outfit worth 10 GP or less.
Class Skills
The Skinshifter’s class skills are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier
Table: Skinshifter
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | 0th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +0 | +0 | +2 | +2 | Warden Mask, Lifeforce Sense | 3 | 1 | - | - | - | - | - | - | - | |
2nd | +1 | +0 | +3 | +3 | Return to the Dust | 4 | 2 | - | - | - | - | - | - | - | - |
3rd | +2 | +1 | +3 | +3 | Wheel of Fate(2d6) | 4 | 2 | 1 | - | - | - | - | - | - | - |
4th | +3 | +1 | +4 | +4 | Skinshift | 4 | 3 | 2 | - | - | - | - | - | - | - |
5th | +3 | +1 | +4 | +4 | Wheel of Fate(3d6) | 4 | 3 | 2 | 1 | - | - | - | - | - | - |
6th | +4 | +2 | +5 | +5 | Warden Mask, Skinshift | 4 | 3 | 3 | 2 | - | - | - | - | - | - |
7th | +5 | +2 | +5 | +5 | Wheel of Fate(4d6) | 4 | 4 | 3 | 2 | 1 | - | - | - | - | - |
8th | +6/+1 | +2 | +6 | +6 | Return to the Dust | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9th | +6/+1 | +3 | +6 | +6 | Wheel of Fate(5d6) | 4 | 4 | 4 | 3 | 2 | 1 | - | - | - | - |
10th | +7/+2 | +3 | +7 | +7 | 4 | 4 | 4 | 3 | 3 | 2 | - | - | - | - | |
11th | +8/+3 | +3 | +7 | +7 | Wheel of Fate(6d6) | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - | - | - |
12th | +9/+4 | +4 | +8 | +8 | Commune with Trickster, Greater Warden’s Mask | 4 | 4 | 4 | 4 | 3 | 3 | 2 | - | - | - |
13th | +9/+4 | +4 | +8 | +8 | Wheel of Fate(7d6) | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - | - |
14th | +10/+5 | +4 | +9 | +9 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | - | - | |
15th | +11/+6/+1 | +5 | +9 | +9 | Wheel of Fate(8d6) | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - |
16th | +12/+7/+2 | +5 | +10 | +10 | Greater Warden’s Mask | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | - |
17th | +12/+7/+2 | +5 | +10 | +10 | Wheel of Fate(9d6) | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 |
18th | +13/+8/+3 | +6 | +11 | +11 | Greater Warden’s Mask | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 |
19th | +14/+9/+4 | +6 | +11 | +11 | Wheel of Fate(10d6) | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 |
20th | +15/+10/+5 | +6 | +12 | +12 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
Class Features
All of the following are class features of the skinshifter.
Weapon and Armor Proficiency
Skinshifters are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with Skinshift.
Skinshifters are proficient with light and medium armor. Skinshifters are proficient with shields (except tower shields).
Spells
The main conduit of the skinshifter’s power lies in her mask. After ritually crafting a mask of a particular powerful spirit, and spending a full round action to equip it, she gains access to a number of spells and powers that the spirits gifts as described in Warden’s Masks and shown in skinshifter: Warden Masks. Additionally, the Skinshifter can make offerings to local spirits to gain additional spells and powers as shown in Local Spirits. The power of the local spirits is temporarily tied to the skinshifter and is lost once 24 hours have passed. The Skinshifter must be in humanoid or hybrid form to properly cast spells granted by the local spirits, but may cast warden spells so long as she is in animal or hybrid form.
To prepare or cast a spell, the skinshifter must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a skinshifter’s spell is 10 + the spell level + the skinshifter’s Charisma modifier.
Like other spellcasters, a skinshifter can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Skinshifter. In addition, she receives bonus spells per day if she has a high Charisma score.
Warden’s Mask
The skinshifter has the ability to craft and empower a special mask of a particular warden of the spirits which she uses to gain access to the spells and powers of that particular spirit. At higher levels, the skinshifter can also use the mask to transform into a beast form or even a more difficult hybrid form.
The crafting of such a mask is a very ceremonial act and will take 4+1d6 days of meditation, fasting and consumption of various dreaming herbs and such in the wilderness alone.
The skinshifter can initially only possess a single mask, but as she grows more powerful she is able to commune with and harness the powers of more spirits via her mask. Initially she has access only to one mask, but as she levels, she gains access to warden spirits and eventually greater warden spirits.
See List: Warden Masks.
Lifeforce Sense (Sp)
A skinshifter can, as a move action, concentrate on a single creature within 60 feet and determine its life condition. She instantly knows whether the creature is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), healthy, undead, or neither alive nor dead (such as a construct). This ability can see through any spell or ability that allows creatures to feign death with by overcoming the original spellcaster’s Spell DC check with 1d20 + Skinshifter Level + Charisma modifer. Additionally, skinshifters can use this ability to determine the conditions of plants, trees and other natural life with the same rules as regular creatures.
At 8th level, the skinshifter can use Lifeforce Sense as a swift action. At 14th level, Lifeforce Sense becomes a free action that can be used twice. At 16th level, it can be used three times, at 18th level it can be used 5 times, and at 20th level, it can be used 7 times as a free action.
Return to the Dust (Su)
At level 2, the skinshifter can speed the passage of a deceased creature to the underworld. As a full round action, the skinshifter can pray and touch a corpse, rapidly decomposing it and releasing a burst of healing spirit energy, granting temporary hp as the departing ghost leaves this gift. The temp hp is equal to the skinshifter’s charisma modifier plus an additional amount of temp hp based upon the hit dice of the corpse.
At level 8, the skinshifter can use this ability as a standard action.
This ability can be used 3/day + Charisma Mod.
Skinshift
All skinshifters have three forms — a humanoid form, an animal form, and a hybrid form. The animal and hybrid forms are dictated by the Warden Mask the skinshifter has equipped. Equipment such as armor and weapons worn while shifting into animal form magically disappears and returns unharmed once form is reverted back to humanoid, as per polymorph. All equipment worn between humanoid form and hybrid form are compatible. A skinshifter can shift 2 hours/day + 2 every 2nd level. Skinshifting between each form takes a full round action.
At level 4, you gain the ability to shift into an animal form. While in animal form, you lose any ability to cast spells other than those associated with your mask, but gain the spells associated with your mask. Additionally, you replace your own physical stats according to tables associated with the form.
At level 6, you gain the ability to shift into a hybrid form in which you’re able to cast spells and use items normally in addition to the mask’s spellist. However, holding this form is highly taxing and costs rounds instead of hours. You may also equip a second mask to gain the spell list associated with that mask and freely shift between that mask’s beast and hybrid form.
+2 Str, +2 Con
Wheel of Fate (Su)
Those who enter into the skinshifter calling swiftly learn one of the greatest of truths of existence – that nothing is truly still but all is ever moving, ever changing. This movement produces great spirit energy which the Skinshifter is taught to tap into, for death is but the crossing over into another life, another existence. It is the transfer of energy. In return, the skinshifter must follow the bidding of the Spirit Wardens. When it is time to go to the next world, Xibalba, it is often the case that spirits are unwilling to go and need gentle nudging.
At level 5, while holding forth a quivering palm, the skinshifter can siphon the spirit energy of any creature, living or undead, that has just died within 30 feet. Undead creatures provide only half spirit energy.
The skinshifter can also attempt to siphon the spirit energy of any creature currently dying, -1 hp or lower. A Will save (DC 10+1/2 skinshifter’s level + Charisma mod) is required to resist. The skinshifter can siphon the spirit energy from a deceased creature only if it has been dead for no longer than 1 hour per skinshifter level.
A skinshifter can only store 2d6 + 1d6 for every 2 levels beyond 3rd. This ability can be used 3/day + Charisma Modifier.
This spirit energy can be used to cause or heal damage equal to the amount of spirit energy siphoned. The skinshifter may choose to release this energy gradually, as a touch, at 2d6 + 1d6 for every 2 levels beyond 3rd, or all at once in a 15 foot radius burst for 2d3 + 1d3 for every 2 levels beyond 3rd. Creatures that take damage from the channeled spirit energy burst receive a Will save to halve the damage. DC 10+1/2 skinshifter’s level + cha mod. There is no check to resist a gradual release focused in a touch attack. All excess healing is lost.
Commune with Trickster
At 12th level, the Skinshifter gains the ability to commune with the Trickster Jawabuz, self-styled Great Protector of the Anitou, as a supernatural ability, as per the Commune Spell. Generally this ability functions as per rules, including 500 GP spell component cost, but the GM may come up with longer – even physical – interactions between the players and Jawabuz who may give pcs advice, quests, or access to special powers. Additionally, it must be remarked, that as a Trickster, Jawabuz will likely give direction that he believes will produce a situation benefiting him or one he finds amusing even to the detriment of the asker. Generally he will give more than simple yes or no answers.
List: Warden Masks
Warden Masks
There are a variety of beasts, magical in nature, who roam the surface of Kab, carrying a direct relation to the Spirit Wardens who guard the natural order of the myriad creatures who roam the surface of Kab. The spirit wardens take the form of these beasts, wandering Kab as duty commands and granting powers to the skinshifters who commune with them. Above these wardens are the greater wardens who define the natural order and exist higher on the plane of existence, relying upon the lesser wardens and their skinshifters to carry out their will.
Trunklip Mask
It is fashioned after the Trunklip, a powerful ursine creature venerated by the Anitou as a wise healer, and the Shinshifter who dawns this mask is typically interested in the healing medicine associated with this spirit, though all appreciate the hardy nature of this beast and its six mighty tusks.
Abilities
The Skinshifter can transform into a Trunklip and gains the animal’s form as well as its special abilities.
- Shapeshift: Trunklip
Spells
So long as the Skin-shifter is in Trunklip beast or hybrid form, they gain the following spell lists:
-
Healing: 1st — cure light wounds, 2nd — cure moderate wounds, 3rd — cure serious wounds, 4th — cure critical wounds, 5th — breath of life, 6th — heal, 7th — regenerate, 8th — cure critical wounds (mass), 9th — heal (mass).
-
Protection: 1st — sanctuary, 2nd — shield other, 3rd — protection from energy, 4th — spell immunity, 5th — spell resistance, 6th — antimagic field, 7th — repulsion, 8th — mind blank, 9th — prismatic sphere.
Wind-dog Mask
It is fashioned after the wind-dog, a mighty pack hunter venerated by the Anitou as the warrior par excellence, and the Skinshifter who dawns this mask is interested in the prodigious combat abilities provided by the wind-dog spirit.
Abilities
The Skinshifter can transform into a Winddog and gains the animal’s form as well as its special abilities.
- Shapeshift: Wind-dog
Spells
So long as the Skin-shifter is in Wind-dog beast or hybrid form, they gain the following spell lists:
-
War: 1st — magic weapon, 2nd — spiritual weapon, 3rd — magic vestment, 4th — divine power, 5th — flame strike, 6th — blade barrier, 7th — power word blind, 8th — power word stun, 9th — power word kill.
-
Wolf: 1st — hunter’s howl, 2nd — bloodhound, 3rd — aspect of the wolf, 4th — strong jaw, 5th — tireless pursuers, 6th — find the path, 7th — animal shapes(canines only), 8th — phantasmal revenge, 9th — freedom.
Death leaper Mask
It is fashioned after the death leaper, the strange black feathered, orange beaked, monkey-like creatures that wander either alone or in troops through many of the forests of Kab, typically favoring an arboreal lifestyle. This creature, owing to its intellect and crafty nature is considered to be both a morally ambivalent trickster and an omen of death.
Abilities
The Skinshifter can transform into a Death leaper and gains the animal’s form as well as its special abilities.
- Shapeshift: Death leaper
Spells
So long as the Skin-shifter is in Wind-dog beast or hybrid form, they gain the following spell lists:
-
Fear/Darkness: 1st — cause fear, 2nd — invisibility, 3rd — deeper darkness, 4th — shadow conjuration, 5th — summon monster V (summons 1d3 shadow), 6th — shadow walk, 7th — screen, 8th — shadow evocation (greater), 9th — shades.
-
Deception: 1st — disguise self, 2nd — mirror image, 3rd — scare, 4th — fear, 5th — false vision, 6th — mislead, 7th — project image, 8th — invisibility (mass), 9th — time stop.
Tulkha Mask [Currently disabled and incomplete]
It is fashioned after the Tulkha, this Orca-esque creature dwells upon both land and in water, favoring coastal regions where it hunts both on land and in sea. Its behavior has been compared to that of the wind-dog as it hunts in packs. This creature
Abilities
The Skinshifter can transform into a Death leaper and gains the animal’s form as well as its special abilities.
-
Shapeshift: Tulkha
-
War: 1st — magic weapon, 2nd — aid, 3rd — vampiric touch, 4th — divine power, 5th — wall of thorns, 6th — blade barrier, 7th — inflict serious wounds, 8th — power word stun, 9th — power word kill.
-
Water/Oceans: 1st — hydraulic push, 2nd — slipstream, 3rd — water breathing, 4th — control water, 5th — ice storm), 6th — cone of cold, 7th — elemental body IV, water only, 8th — horrid wilting), 9th — tsunami.
Greater Warden Masks
Above the Wardens are the Greater Wardens who issue forth the laws of nature and the proper order of all creatures that walk, fly or swim on the surface of Kab, only rarely taking a direct role in balancing the natural world. Though it is uncommon, there are some skinshifters who attain the priviledge of communing with these lords directly and, even, being granted the ability to shift into the chimeric forms associated with these lords.
At 12th level, the Skinshifter gains the ability to craft and wear a mask associated with a Greater Warden of their choice.
Solar Pilot
“Oh the solar barge is more a place of solitude than I realized. There is constantly a low hum of power and flame – you become so used to it as to not even notice most of the time. Gossamer dartwings flit and buzz around constantly, feeding from the nectar of the splediferous flowers that fill every room. The power of life! To ride with the Solar Pilot is glory indeed, to see the raw energy that bathes Kab and enables all things to be, and to see the Solar Pilot Itni himself. He is strange and almost frightening to behold, even in this lesser guise he has adopted for the benefit of mortals. I cannot look directly at his face but it is the face of an anitou man, bathed in blinding light. His body is huge and hulking, as like a giant beetle of a thousand shades of gold and purple, covered in a gown of clouds and light. He has two humanoid limbs which grasp a great oar that he uses to direct the ship. Besides these, he has a set of furry clawed arms like a Trunklip and finally, his hindmost legs are cloven as an elk. Upon his brow rise great antlers of platinum and gold. I am honored and frightened to be in his presence.” – The Scholar Duradero’s record of the words of the Skinshifter.
Spells
So long as the Skin-shifter is in the form of a Solar Chimaera, they gain the following spell lists:
-
Foundation: 1st — protection from chaos, 2nd — align weapon(law), 3rd — magic circle against chaos, 4th — minor creation, 5th — major creation, 6th — undeath to death, 7th — limited wish, 8th — true creation, 9th — genesis.
-
Daylight: 1st — Detect Secret Doors, 2nd — See Invisible, 3rd — Daylight, 4th — Restoration, 5th — True Seeing, 6th — Temporary Ressurection] 7th — Sunbeam, 8th — Sunburst, 9th — prismatic sphere.
Goddess of the Western Paradise
“Lo, as the ship did pass into the first of the 12 hours of darkness, did it transform from the bright orange flame of day to become the cool whitish blue orb that travels through the misty world of Xibalba. With this transformation of his vessel also did the Solar Pilot change from an illuminant chimera of giant scarab’s body, elk’s horns, trunklip paws, elk’s hooves, and a man’s face too bright to behold directly – garbed in gowns of cloud and light – into a new creature, a great splendorous lamia with the face, torso and arms of a beautiful jungle anitou woman, the lower half of a brilliant amber scaled serpent terminating in a brilliant tailfin studded with turquoise and jade, wings of all the colors of the setting sun and a great horn of the elasmotherium borne upon her forehead. This hour was the hour of twilight and, before journeying through the eleven hours of night, we would only stop here at this island of wonder and happiness briefly, unloading souls of the Anitou who were to be rewarded with eternal peace and pleasure rather than the fear and torment that faced most souls who made their way to Xibalba instead. Here the Goddess of the Western Paradise was queen and her hold over the few souls she took to her bosom was unbreakable.” – The Scholar Duradero’s record of the words of the Skinshifter.
Spells
So long as the Skin-shifter is in the form of a Twilight Lamia, they gain the following spell lists:
-
Adulation: 1st — Adoration, 2nd — Enthrall, 3rd — Suggestion, 4th — Heroism, 5th — Charm Monster, 6th — Geas/Quest, 7th — Insanity, 8th — Euphoric Tranquility, 9th — Dominate Monster.
-
Pleasure: 1st — Charm Person, 2nd — Mantle of Love, 3rd — Deeper Darkness, 4th — Beauty of Youth, 5th — Break Enchantment, 6th — Symbol of Persuasion, 7th — Repulsion, 8th — Peace Aura, 9th — True Resurrection.
Lord of Subterranean Fire
“Alas, my time on that island of eternal pleasure was far too short. The ship moved next into that terrible realm, Xibalba, the place of terror which was a twisted mirror of what we see on the surface world. Instead of fruits upon trees were rotting heads; instead of rivers of life-giving water were rivers of blood, bile and terrible stinging swarms; instead of walking upon feet, some of the poor souls reincarnated here walked upon their own eyeballs. The screams of fear and madness were overwhelming. Then, forming from an area of complete darkness on the ship appeared the Solar Pilot, changed now from the visage of the twilight lamia to a terrible beast with the body of a tiger, the tail of a scorpion, twelve indescribably horrific fanged heads, a great firepot of a swirling black and turquoise flame mounted upon its back and wings of black smoke and falling embers. The sight filled me with an abject terror.” – The Scholar Duradero’s record of the words of the Skinshifter.
Spells
So long as the Skin-shifter is in the form of a Lunar Chimaera, they gain the following spell lists
-
Conflict: 1st — Divine Strike, 2nd — Warding Weapon, 3rd — Rage, 4th — Dance of a Hundred Cuts, 5th — Slay Living, 6th — Dance of a Thousand Cuts, 7th — Destruction, 8th — Iron Body, 9th — Symbol of Strife.
-
Subterranean Fire: 1st — Burning Hands, 2nd — Heat Metal, 3rd — Deeper Darkness, 4th — Moonstruck, 5th — Shadow Walk, 6th — Nightmare, 7th — Fire storm, 8th — Wall of Lava, 9th — Meteor Swarm.
Local Spirits
The spirits that the skinshifter can make offerings to are determined by the location, the weather, and other reasons as determined by the game master. When entering a new area, the skinshifter must make an offering of GP to the local spirit to gain access to the spirit’s spell level list. This offering is made in conjunction with a Diplomacy check.
You must make a Diplomacy roll for the particular spell level list you wish to gain access up to. You may choose to reduce the DC by 2 by doubling the GP offered for that spell level.
Succeed– If you succeed, you gain the entire list of spells for that spell level and all preceding spell levels. For every 5 by which your check result exceeds the DC, the spell level is treated as a step down in terms of cost.
Failure- For every 5 by which your check result fails to meet the DC, the spell level is treated as a step up in terms of cost. If you fail by two steps or more, the spirit is displeased and refuses to grant you access to any of its spells until the next day.
At the GM’s discretion, the DC and desired offerings may fluctuate based upon the spirit’s own attitudes towards the player or the player’s party.
Spell Level | 0th-level | 1st-level | 2nd-level | 3rd-level | 4th-level | 5th-level | 6th-level | 7th-level | 8th-level | 9th-level |
---|---|---|---|---|---|---|---|---|---|---|
DC | N/A | 12 | 14 | 16 | 18 | 20 | 22 | 24 | 26 | 28 |
GP | 0 | 20 | 60 | 120 | 200 | 300 | 420 | 560 | 720 | 900 |
Wind Spirits
You let out a fearful cry and the winds themselves call back.
Requires: Windy weather or mountainous terrain
- 1st - Alter Winds
- 2nd - Glide
- 3rd - Cloak of Winds
- 4th - River of Wind
- 5th - Suffocation ???
- 6th - Sirocco (slashing damage instead of fire)
- 7th - Fly, Mass
- 8th - Shout, Greater
- 9th - Winds of Vengeance
Farming Spirits
Requires: Nearby farm or dense fruit/vegetable grove
- 1st - Purify Food and Drink
- 2nd - Delay Poison
- 3rd - Plant Growth
- 4th - Create Drug
- 5th - Commune with Nature
- 6th - Heroes’ Feast
- 7th - [Maize Warriors]
- 8th - Cure Critical Wounds Mass
- 9th - Miracle
Cavern Spirits
Requires: Caverns
- 1st - Magic Stone
- 2nd - Soften Earth and Stone
- 3rd - Spiked Pit
- 4th - Spiked Stones
- 5th - Wall of Stone
- 6th - Hungry Pit
- 7th - Elemental Body IV (earth only)
- 8th - Earthquake
- 9th - Elemental Swarm (earth only)
Mountain Spirits
The spirits of the mountain heed your calls to the earth and grant you access:
Requires: Mountainous or underground terrain
- 1st - Stone Fist
- 2nd - Stone Call
- 3rd - Stone Shape
- 4th - Spike Stones
- 5th - Wall of Stone
- 6th - Flesh to Stone
- 7th - Stone Tell
- 8th - Repel Metal or Stone
- 9th - Clashing Rocks
Lake Spirits
As you drag your hand across the water, a dark shape moves in the waters, mimicking – perhaps even dancing with – your every move.
Requires: Nearby lake
- 1st - Obscuring Mist
- 2nd - Fog Cloud
- 3rd - Water Breathing
- 4th - Dragon’s Breath (60 ft. line of acid only)
- 5th - Grasping Serpents
- 6th - Acid Fog
- 7th - Beast Shape IV (snake or serpent only)
- 8th - Sea Mantle
- 9th - Lake Serpent Swarm
River Spirits
By the river you feel peace, looking at the flowing water and the sprites dancing among it as it crashes against rocks and fallen logs.
Requires: River
- 1st - Hydraulic Push
- 2nd - Slipstream
- 3rd - Water Breathing
- 4th - Freedom of Movement
- 5th - Blessed Glacial Flow
- 6th - Fluid Form
- 7th - Animal Shapes(aquatic creatures only)
- 8th - Seamantle
- 9th - Create Demiplane, Greater
Forest Spirits
You spend a moment to feel the grass around you and it pulls itself to gently surround your hands.
Requires: Forest
- 1st - Thorn Javelin
- 2nd - Barkskin
- 3rd - Plant Growth
- 4th - Command Plants
- 5th - Wall of Thorns
- 6th - Repel Wood
- 7th - Animate Plants
- 8th - Control Plants
- 9th - Shambler
Thundering Spirits
Your cries echo to the clouds and the Thunderbird heeds your requests.
Requires: Cloudy or thunderous weather
- 1st - Obscuring Mist
- 2nd - Flame Blade (lightning element only)
- 3rd - Storm Step
- 4th - Solid Fog
- 5th - Thundercloud - As fog cloud except creatures in the cloud are deafened and take 2d6 points of electricity damage each round. Once created, you can concentrate on the cloud to move it up to 30 feet each round. The cloud lasts for 1 round/level.
- 6th - Chain Lightning
- 7th - Control Weather
- 8th - Whirlwind
- 9th - Storm of Vengeance