Post by Traumatizer on Mar 21, 2014 1:55:50 GMT -5
Great Tree Arc Magic [RACIAL, EXCLUSIVE OF ANY OTHER RACE]
Benefit: Great Tree Arc magic is a lost caster type magic that allows the user to control trees and harness power from the earth itself. You gain +2 to Strength, Constitution and Charisma, one Great Tree Arc feat and one every third level here after. You can as a move action merge with a tree and then as a swift action "flash step" to another tree within range.
Linear Explosion [GREAT TREE ARC, MAGICAL]
Benefit: This spell is cast as a standard action that costs 100 MP. Linear Explosion generates a 60ft line attack that deals 1d6 fire damage per level with a charisma based reflex save for half damage.
Bleve [GREAT TREE ARC, MAGICAL]
Benefit: This spell is cast as a standard that costs 200 MP. Bleve is a 60ft line attack that deals 1d8 fire damage per level with a charisma based reflex save for half damage and produces small explosions in the area of affect that deal 3d6 fire damage per five levels with a charisma based reflex save for half damage at he start of the casters next turn.
Tower Burst [GREAT TREE ARC, MAGICAL]
Benefit: This spell is cast as a standard action for 150 MP. Tower Burst creates a 30ft wide and 60ft tall blast of fire centred on the caster(you don't take any damage). Tower Burst deals 1d8 fire damage per level with a charisma based reflex save for half damage.
Time Bomb [GREAT TREE ARC, MAGICAL]
Benefit: This spell is cast as a standard action for 200 MP. Time Bomb uses tree roots to ensnare a target who fails a charisma based reflex save, and once ensnared you set a timer for X amount of minutes. Should you not be rendered unconscious or release the target they take 1d10 fire damage per level. The target can break free with five successful strength checks within a minute with the same DC as the reflex save.
Note: This spell can not be cast in an area that has no trees
Chain Burst [GREAT TREE ARC, MAGICAL]
Benefit: This spell is cast as a standard action that costs 150 MP. Chain Burst produces your charisma mod in tree roots that each make a grapple check using your unarmed attack ranks to make said check. Each root that successfully grapples your opponent then detonates for 1d6 fire damage per two levels.
Note: This spell can not be cast in an area without trees
Burst Claw [GREAT TREE ARC, MAGICAL]
Benefit: This spell is cast as a standard action that costs 120 MP. Burst claw uses a tree root summoned from the ground to strike your target dealing 2d4 BW and goes up in BW using your unarmed attack skill. Should you hit with burst claw the root explodes dealing 1d6 fire damage per level.
Note: This spell can not be cast in an area without trees
Mini Explosions [GREAT TREE ARC, MAGICAL]
Benefit: This spell is cast as a reaction to melee attacks for 50 MP per mini explosion. This spell uses your unarmed attack skill to parry melee attacks and damages your foes with explosions dealing 3d6 fire damage per mini explosion.
Tree Shield [GREAT TREE ARC, MAGICAL]
Benefit: This spell is cast as an immediate action for 200 MP. Tree Shield summons he roots of trees to surround the caster and shield them from incoming attacks. This spell summons your charisma mod in tree roots which absorb all the incoming damage from any attack directed at you. Should the damage dealt by the enemies spell exceed the HP total of the trees summoned you take the remainder of the damage. Each tree root has your charisma score in HP and takes double damage from fire.
Note: This spell can not be cast in an area without trees
Folium Sica [GREAT TREE ARC, MAGICAL]
Benefit: This spell is cast as a standard action for 100 MP. Folium Sica funnels razor sharp leaves at your opponent. Folium Sica is a 60ft cone that deals 1d8 slashing damage per level with a charisma based reflex save for half damage.
Note: This spell can not be cast in an area without trees.
Ramus Sica [GREAT TREE ARC, MAGICAL]
Benefit: This spell is exactly the same as Folium Sica except it deals piercing damage.
Note: This spell can not be cast in an area with no trees.
Tree Fist [GREAT TREE ARC, MAGICAL]
Benefit: This spell is cast as a standard action or as part of a full attack action for 80 MP per punch. Tree Fist summons a huge fist from a tree to strike your target using your unarmed attack skill that deals 2d6 BW and goes up in damage as if it were a racial attack using your unarmed skill to determine BW.
Note: This spell can not be used in an area with no trees
Terra Clamare [GREAT TREE ARC, MAGICAL]
Prerequisites: Great Tree Arc, 5 other Great Tree Arc spells, 1000 MP
Benefit: This spell is cast as a full round action that costs 300 MP. Terra Clamare binds(preventing teleportation and similar abilities) your target should they fail a charisma based reflex save and creates a 300ft explosion centred on you(you don't take any damage) that deals 20d6 fire damage.
Become One With the Earth [GREAT TREE ARC, MAGICAL]
Benefit: This feat allows you to merge with a natural locations(such as a island or a small region) power core and harness it's power for your self. To merge with a locations power core takes ten minus your constitution modifier minimum of one hour. Whilst merged with a locations power core you move about in your body as normal and gain the following benefits
- You can perceive anything within said location
- Control over any tree or plant within said location
- You can heal your self on a 5-1 ratio using your MP
- You can drain the locations power to restore your own
- Depending on the power level of the locations core your Great Tree Arc spells become more powerful, ie: a weak location will add 3d6 to all of your Great Tree Arc spells(if the spell deals more than one lot of damage like Bleve it applies to them all), a average location will give you 5d6, a moderate one will give you 7d6, a powerful one will give you 10d6 and an immensely powerful location will give you 15d6. The power of each location is up to the DM( an island like Tenrou would be immensely powerful while old mcdonald farm would be weak).
However should you use 3x your maximum MP within a week you will no longer be able to heal at all, have to make a fort save every minute for a week with a DC of 30+ your level or lose 10% of your max HP and should you be reduced to below 0 HP you will be turned into a tree over 3 rounds and your soul will be absorbed(thus preventing reincarnation).
Special: This feat can be taken multiple times, with each time this feat is taken you increase the amount of the locations power you can use by a factor of 1x your max MP.
Benefit: Great Tree Arc magic is a lost caster type magic that allows the user to control trees and harness power from the earth itself. You gain +2 to Strength, Constitution and Charisma, one Great Tree Arc feat and one every third level here after. You can as a move action merge with a tree and then as a swift action "flash step" to another tree within range.
Linear Explosion [GREAT TREE ARC, MAGICAL]
Benefit: This spell is cast as a standard action that costs 100 MP. Linear Explosion generates a 60ft line attack that deals 1d6 fire damage per level with a charisma based reflex save for half damage.
Bleve [GREAT TREE ARC, MAGICAL]
Benefit: This spell is cast as a standard that costs 200 MP. Bleve is a 60ft line attack that deals 1d8 fire damage per level with a charisma based reflex save for half damage and produces small explosions in the area of affect that deal 3d6 fire damage per five levels with a charisma based reflex save for half damage at he start of the casters next turn.
Tower Burst [GREAT TREE ARC, MAGICAL]
Benefit: This spell is cast as a standard action for 150 MP. Tower Burst creates a 30ft wide and 60ft tall blast of fire centred on the caster(you don't take any damage). Tower Burst deals 1d8 fire damage per level with a charisma based reflex save for half damage.
Time Bomb [GREAT TREE ARC, MAGICAL]
Benefit: This spell is cast as a standard action for 200 MP. Time Bomb uses tree roots to ensnare a target who fails a charisma based reflex save, and once ensnared you set a timer for X amount of minutes. Should you not be rendered unconscious or release the target they take 1d10 fire damage per level. The target can break free with five successful strength checks within a minute with the same DC as the reflex save.
Note: This spell can not be cast in an area that has no trees
Chain Burst [GREAT TREE ARC, MAGICAL]
Benefit: This spell is cast as a standard action that costs 150 MP. Chain Burst produces your charisma mod in tree roots that each make a grapple check using your unarmed attack ranks to make said check. Each root that successfully grapples your opponent then detonates for 1d6 fire damage per two levels.
Note: This spell can not be cast in an area without trees
Burst Claw [GREAT TREE ARC, MAGICAL]
Benefit: This spell is cast as a standard action that costs 120 MP. Burst claw uses a tree root summoned from the ground to strike your target dealing 2d4 BW and goes up in BW using your unarmed attack skill. Should you hit with burst claw the root explodes dealing 1d6 fire damage per level.
Note: This spell can not be cast in an area without trees
Mini Explosions [GREAT TREE ARC, MAGICAL]
Benefit: This spell is cast as a reaction to melee attacks for 50 MP per mini explosion. This spell uses your unarmed attack skill to parry melee attacks and damages your foes with explosions dealing 3d6 fire damage per mini explosion.
Tree Shield [GREAT TREE ARC, MAGICAL]
Benefit: This spell is cast as an immediate action for 200 MP. Tree Shield summons he roots of trees to surround the caster and shield them from incoming attacks. This spell summons your charisma mod in tree roots which absorb all the incoming damage from any attack directed at you. Should the damage dealt by the enemies spell exceed the HP total of the trees summoned you take the remainder of the damage. Each tree root has your charisma score in HP and takes double damage from fire.
Note: This spell can not be cast in an area without trees
Folium Sica [GREAT TREE ARC, MAGICAL]
Benefit: This spell is cast as a standard action for 100 MP. Folium Sica funnels razor sharp leaves at your opponent. Folium Sica is a 60ft cone that deals 1d8 slashing damage per level with a charisma based reflex save for half damage.
Note: This spell can not be cast in an area without trees.
Ramus Sica [GREAT TREE ARC, MAGICAL]
Benefit: This spell is exactly the same as Folium Sica except it deals piercing damage.
Note: This spell can not be cast in an area with no trees.
Tree Fist [GREAT TREE ARC, MAGICAL]
Benefit: This spell is cast as a standard action or as part of a full attack action for 80 MP per punch. Tree Fist summons a huge fist from a tree to strike your target using your unarmed attack skill that deals 2d6 BW and goes up in damage as if it were a racial attack using your unarmed skill to determine BW.
Note: This spell can not be used in an area with no trees
Terra Clamare [GREAT TREE ARC, MAGICAL]
Prerequisites: Great Tree Arc, 5 other Great Tree Arc spells, 1000 MP
Benefit: This spell is cast as a full round action that costs 300 MP. Terra Clamare binds(preventing teleportation and similar abilities) your target should they fail a charisma based reflex save and creates a 300ft explosion centred on you(you don't take any damage) that deals 20d6 fire damage.
Become One With the Earth [GREAT TREE ARC, MAGICAL]
Benefit: This feat allows you to merge with a natural locations(such as a island or a small region) power core and harness it's power for your self. To merge with a locations power core takes ten minus your constitution modifier minimum of one hour. Whilst merged with a locations power core you move about in your body as normal and gain the following benefits
- You can perceive anything within said location
- Control over any tree or plant within said location
- You can heal your self on a 5-1 ratio using your MP
- You can drain the locations power to restore your own
- Depending on the power level of the locations core your Great Tree Arc spells become more powerful, ie: a weak location will add 3d6 to all of your Great Tree Arc spells(if the spell deals more than one lot of damage like Bleve it applies to them all), a average location will give you 5d6, a moderate one will give you 7d6, a powerful one will give you 10d6 and an immensely powerful location will give you 15d6. The power of each location is up to the DM( an island like Tenrou would be immensely powerful while old mcdonald farm would be weak).
However should you use 3x your maximum MP within a week you will no longer be able to heal at all, have to make a fort save every minute for a week with a DC of 30+ your level or lose 10% of your max HP and should you be reduced to below 0 HP you will be turned into a tree over 3 rounds and your soul will be absorbed(thus preventing reincarnation).
Special: This feat can be taken multiple times, with each time this feat is taken you increase the amount of the locations power you can use by a factor of 1x your max MP.