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Season's Herald
Druid Class Enhancement Tree

Season's Herald

Beguile 0/3
Beguile
Ranks: 3 Cost: 1 AP Requires: 1 AP
Whenever you successfully attack an enemy or cast a spell on one there is a 50% chance to Beguile that enemy for 3 seconds.

Beguile: -2% attack speed, -2 Spellpower. Beguile stacks up to 25 times, and one stack fades every few seconds.

Up to one enemy can be affected each second.
Shared Spirit 0/3
Shared Spirit
Ranks: 3 Cost: 1 AP Requires: 1 AP
Your wolf companion gains 3% to its max health. You gain 1 universal spell power.
Produce Flame 0/3
Produce Flame
Ranks: 3 Cost: 1 AP Requires: 1 AP
Spell Like Ability: Flames as bright as a torch appear in your open hand and launch towards your foes. They deal 1d6+1 fire damage per caster level, up to 15d6+15 at caster level 15.
Wax and Wane 0/1
Wax and Wane
Ranks: 1 Cost: 2 AP Requires: 1 AP
+2% additional critical chance with spells associated with your current season. This is cumulative with Season's Herald.

Winter: Acid, Cold, Electric, Earth, Force & Physical

Summer: Fire, Light, Positive, Sonic, Force and Physical
Druidic Wisdom 0/3
Druidic Wisdom
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 Diplomacy, Heal, and Spellcraft.
Improved Metamagics 0/3
Improved Metamagics
Ranks: 3 Cost: 2 AP Requires: 5 AP
Improves a selected Metamagic ability.
Improved Metamagics 0/3
Improved Metamagics
Ranks: 3 Cost: 2 AP Requires: 5 AP
Improves a selected Metamagic ability.
Creeping Cold 0/3
Creeping Cold
Ranks: 3 Cost: 1 AP Requires: 5 AP
Spell Like Ability: Deals on-going cold damage to the target every 2 seconds for 12 seconds. The damage starts small and grows larger as the spell continues. Each phase lasts 4 seconds.

First phase: 1d4 damage +2 per 3 caster levels (max +12 at caster level 18).
Second phase: 2d4 damage +4 per 3 caster levels (max +24 at caster level 18).
Third Phase: 3d4 damage +6 per 3 caster levels (max +36 at caster level 18).
Wax and Wane 0/1
Wax and Wane
Ranks: 1 Cost: 2 AP Requires: 5 AP
+2% additional critical chance with spells associated with your current season. This is cumulative with Season's Herald.

Winter: Acid, Cold, Electric, Earth, Force & Physical

Summer: Fire, Light, Positive, Sonic, Force and Physical
Action Boost: Spellpower 0/3
Action Boost: Spellpower
Ranks: 3 Cost: 1 AP Requires: 5 AP
Activate to gain a +10 Action Boost bonus to Universal Spell Power for 20 seconds.
Autumn Winds 0/1
Autumn Winds
Ranks: 1 Cost: 1 AP Requires: 10 AP
Toggle to be shielded by the autumn winds. Under this effect gain Feather Fall, +3 Dodge, and a 10% chance to knock down any enemy who strikes you in melee.
Efficient Metamagic: Heighten 0/2
Efficient Metamagic: Heighten
Ranks: 2 Cost: 2 AP Requires: 10 AP
Using the Heighten Spell feat costs you 1 fewer spell points per level of heightening.
Call Lightning 0/3
Call Lightning
Ranks: 3 Cost: 1 AP Requires: 10 AP
Spell Like Ability: Calls forth a bolt of lightning, which strikes your chosen target for 1d6+6 damage for every caster level up to 15. A successful Reflex save reduces damage by half.

D&D Dice: Deals 1d6+6 electricity damage per caster level.
Wax and Wane 0/1
Wax and Wane
Ranks: 1 Cost: 2 AP Requires: 10 AP
+2% additional critical chance with spells associated with your current season. This is cumulative with Season's Herald.

Winter: Acid, Cold, Electric, Earth, Force & Physical

Summer: Fire, Light, Positive, Sonic, Force and Physical
Wisdom 0/1
Wisdom
Ranks: 1 Cost: 2 AP Requires: 10 AP
+1 Wisdom
Spring's Resurgence 0/3
Spring's Resurgence
Ranks: 3 Cost: 1 AP Requires: 20 AP
Fill an ally with the energy of spring. When that ally falls below 50% hit points, they and any other allies near them are healed by 20d6 positive energy and receive a +2 primal bonus to attack rolls. (Lasts 5 minutes or until triggered.)
Strength of the Solstice 0/1
Strength of the Solstice
Ranks: 1 Cost: 2 AP Requires: 20 AP
+1 to the save DCs of your Evocation and Transmutation spells.
Salt Ray 0/3
Salt Ray
Ranks: 3 Cost: 1 AP Requires: 20 AP
Spell Like Ability: A thin shaft of whirling salt crystals lances out from your crooked finger to strike and shred your foe. Your target takes 1d6+6 Force damage per caster level, for a maximum of 10d6+60 at caster level 10. Targets are also stunned. Fortitude save negates the stun.
Wax and Wane 0/1
Wax and Wane
Ranks: 1 Cost: 2 AP Requires: 20 AP
+2% additional critical chance with spells associated with your current season. This is cumulative with Season's Herald.

Winter: Acid, Cold, Electric, Earth, Force & Physical

Summer: Fire, Light, Positive, Sonic, Force and Physical
Wisdom 0/1
Wisdom
Ranks: 1 Cost: 2 AP Requires: 20 AP
+1 Wisdom
Crown of Summer 0/1
Crown of Summer
Ranks: 1 Cost: 2 AP Requires: 30 AP
A target of your choice is filled with the light and vitality of summer. That target gains a +15 Enhancement bonus to Healing Amplification, +15 Enhancement bonus to Melee Power, and +10 Enhancement Bonus to Ranged Power. (Activation Cost: 1 Spell Point. Cooldown: 6 seconds) Only one target can have the crown at a time.
Elemental Mastery 0/3
Elemental Mastery
Ranks: 3 Cost: 1 AP Requires: 30 AP
Elemental Master. Gain 5 additional spell power in your season.
Word of Balance 0/3
Word of Balance
Ranks: 3 Cost: 1 AP Requires: 30 AP
Spell Like Ability: You utter elder words of balance, judging those who stray too far from the path of neutrality. Targets with an alignment one step away from True Neutral, such as Chaotic Neutral, take 13 to 18 Bane damage for every caster level up to level 20. Targets who are two steps away, such as Chaotic Evil, take that damage twice. True Neutral targets are immune to the effects of this spell.

D&D Dice: Deals 1d6+12 bane damage per caster level to creatures one step away from True Neutral. Deals 2d6+24 bane damage to creatures two steps away from True Neutral.
Time and Tide 0/1
Time and Tide
Ranks: 1 Cost: 2 AP Requires: 30 AP
+1 caster level and +1 max caster level for spells in both seasons.
Winter's Heart 0/1
Winter's Heart
Ranks: 1 Cost: 2 AP Requires: 30 AP
Activate: Gain 8 times your Wisdom in temporary hitpoints for 30 seconds.
Core Enhancements
Child of Summer 0/1
Child of Summer
Ranks: 1 Cost: 1 AP
Seasonal Attunement: You gain +5 Fire, Light, Sonic, Force, and Positive Spell Power per Core enhancement possessed in Season's Herald (starting with this one), up to +30 when you have all six Enhancements. Fire Elemental form will attune you to this season automatically, and death will remove your current seasonal attunement.

Passive: +1 Universal Spellpower per AP spent in this tree.
Elder of Winter 0/1
Elder of Winter
Ranks: 1 Cost: 1 AP Requires: 5 AP
Seasonal Attunement: You gain +5 Cold, Acid, Force, Physical and Electric Spell Power per Core enhancement possessed in Season's Herald (starting with this one), up to +30 when you have all six Enhancements. Water Elemental form will attune you to this season automatically, and death will remove your current seasonal attunement.

Passive: Your caster level is increased by 1 in your season.
Strength of the Land 0/1
Strength of the Land
Ranks: 1 Cost: 1 AP Requires: 10 AP
+1 max caster level for spells appropriate to your season.

The effects of your Shillelagh spell are doubled.

Your Entangle, Spike Growth and Grasping Thorn spells are no longer destroyed by fire effects.
Sunburst 0/1
Sunburst
Ranks: 1 Cost: 1 AP Requires: 20 AP
Spell Like Ability: A globe of searing radiance explodes to blast targets for 5 to 11 light damage per caster level in addition to blinding them. Oozes and Undead take double this damage instead. A successful Reflex save reduces the damage by half and negates the blindness. Light fearing undead may be instantly destroyed by this spell.

D&D Dice: Deals 1d6+4 light damage per caster level and blinds or deals double that damage to undead and oozes.
Storm of Vengeance 0/1
Storm of Vengeance
Ranks: 1 Cost: 1 AP Requires: 30 AP
Spell Like Ability: Conjures a storm with a massive thunderclap, deafening enemies, dousing them in acid rain, and lancing them with lightning bolts. Enemies within the cloud when it is first conjured are deafened for 3 seconds per caster level. Enemies within the storm take 1d3 acid damage per caster level every two seconds. Every 4 seconds, a random enemy within the storm takes 1d6+4 electricity damage for every caster level (a successful Reflex save halves.)
Hierophant 0/1
Hierophant
Ranks: 1 Cost: 1 AP Requires: 40 AP
You are wise and skilled in the art of wielding divine magic to summon aid and change the world around you.

Gain +2 Wisdom & Constitution

Your Transmutation and Evocation spells gain a +1 DCs.

You gain a +1 bonus caster level and max caster level in both seasons.
Core Enhancements
Enhancement Description
Child of Summer Child of Summer
Seasonal Attunement: You gain +5 Fire, Light, Sonic, Force, and Positive Spell Power per Core enhancement possessed in Season's Herald (starting with this one), up to +30 when you have all six Enhancements. Fire Elemental form will attune you to this season automatically, and death will remove your current seasonal attunement.

Passive: +1 Universal Spellpower per AP spent in this tree.
AP Cost
1
Ranks
1
Progression
0
Prereqs
Druid Level 1
Elder of Winter Elder of Winter
Seasonal Attunement: You gain +5 Cold, Acid, Force, Physical and Electric Spell Power per Core enhancement possessed in Season's Herald (starting with this one), up to +30 when you have all six Enhancements. Water Elemental form will attune you to this season automatically, and death will remove your current seasonal attunement.

Passive: Your caster level is increased by 1 in your season.
AP Cost
1
Ranks
1
Progression
5
Prereqs
Child of Summer, Druid Level 3
Strength of the Land Strength of the Land
+1 max caster level for spells appropriate to your season.

The effects of your Shillelagh spell are doubled.

Your Entangle, Spike Growth and Grasping Thorn spells are no longer destroyed by fire effects.
AP Cost
1
Ranks
1
Progression
10
Prereqs
Elder of Winter, Druid Level 6
Sunburst Sunburst
Spell Like Ability: A globe of searing radiance explodes to blast targets for 5 to 11 light damage per caster level in addition to blinding them. Oozes and Undead take double this damage instead. A successful Reflex save reduces the damage by half and negates the blindness. Light fearing undead may be instantly destroyed by this spell.

D&D Dice: Deals 1d6+4 light damage per caster level and blinds or deals double that damage to undead and oozes.
AP Cost
1
Ranks
1
Progression
20
Prereqs
Strength of the Land, Druid Level 12
Storm of Vengeance Storm of Vengeance
Spell Like Ability: Conjures a storm with a massive thunderclap, deafening enemies, dousing them in acid rain, and lancing them with lightning bolts. Enemies within the cloud when it is first conjured are deafened for 3 seconds per caster level. Enemies within the storm take 1d3 acid damage per caster level every two seconds. Every 4 seconds, a random enemy within the storm takes 1d6+4 electricity damage for every caster level (a successful Reflex save halves.)
AP Cost
1
Ranks
1
Progression
30
Prereqs
Sunburst, Druid Level 18
Hierophant Hierophant
You are wise and skilled in the art of wielding divine magic to summon aid and change the world around you.

Gain +2 Wisdom & Constitution

Your Transmutation and Evocation spells gain a +1 DCs.

You gain a +1 bonus caster level and max caster level in both seasons.
AP Cost
1
Ranks
1
Progression
40
Prereqs
Storm of Vengeance, Druid Level 20
Tier 1
Enhancement Description
Beguile Beguile
Rank 1
Whenever you successfully attack an enemy or cast a spell on one there is a 50% chance to Beguile that enemy for 3 seconds.

Beguile: -2% attack speed, -2 Spellpower. Beguile stacks up to 25 times, and one stack fades every few seconds.

Up to one enemy can be affected each second.
Rank 2
Whenever you successfully attack an enemy or cast a spell on one there is a 50% chance to Beguile that enemy 0-2 times for 0-6 seconds.

Beguile: -2% attack speed, -2 Spellpower. Beguile stacks up to 25 times, and one stack fades every few seconds.

Up to one enemy can be affected each second (by up to 2 stacks).
Rank 3
Whenever you successfully attack an enemy or cast a spell on one there is a 50% chance to Beguile that enemy 0-3 times for 0-9 seconds.

Beguile: -2% attack speed, -2 Spellpower. Beguile stacks up to 25 times, and one stack fades every few seconds.

Up to one enemy can be affected each second (by up to 3 stacks).
AP Cost
1
Ranks
3
Progression
1
Shared Spirit Shared Spirit
Rank 1
Your wolf companion gains 3% to its max health. You gain 1 universal spell power.
Rank 2
Your wolf companion gains 6% to its max health. You gain 2 universal spell power.
Rank 3
Your wolf companion gains 10% to its max health. You gain 3 universal spell power.
AP Cost
1
Ranks
3
Progression
1
Produce Flame Produce Flame
Rank 1
Spell Like Ability: Flames as bright as a torch appear in your open hand and launch towards your foes. They deal 1d6+1 fire damage per caster level, up to 15d6+15 at caster level 15.
Rank 2
Spell Like Ability: Flames as bright as a torch appear in your open hand and launch towards your foes. They deal 1d6+1 fire damage per caster level, up to 15d6+15 at caster level 15.
Rank 3
Spell Like Ability: Flames as bright as a torch appear in your open hand and launch towards your foes. They deal 1d6+1 fire damage per caster level, up to 15d6+15 at caster level 15.
AP Cost
1
Ranks
3
Progression
1
Wax and Wane Wax and Wane
+2% additional critical chance with spells associated with your current season. This is cumulative with Season's Herald.

Winter: Acid, Cold, Electric, Earth, Force & Physical

Summer: Fire, Light, Positive, Sonic, Force and Physical
AP Cost
2
Ranks
1
Progression
1
Druidic Wisdom Druidic Wisdom
Rank 1
+1 Diplomacy, Heal, and Spellcraft.
Rank 2
+2 Diplomacy, Heal, and Spellcraft.
Rank 3
+4 Diplomacy, Heal, and Spellcraft.
AP Cost
1
Ranks
3
Progression
1
Tier 2
Enhancement Description
Improved Metamagics Improved Metamagics
Improves a selected Metamagic ability.
Rank 1
Efficient Metamagic: EmpowerUsing the Empower Spell feat costs you 2 fewer spell points.
Efficient Metamagic: MaximizeUsing the Maximize Spell feat costs you 3 fewer spell points.
Efficient Metamagic: EnlargeUsing the Enlarge Spell feat costs you 1 less spell point.
Efficient Metamagic: QuickenUsing the Quicken Spell feat costs you 1 less spell point.
Rank 2
Efficient Metamagic: EmpowerUsing the Empower Spell feat costs you 4 fewer spell points.
Efficient Metamagic: MaximizeUsing the Maximize Spell feat costs you 6 fewer spell points.
Efficient Metamagic: EnlargeUsing the Enlarge Spell feat costs you 2 fewer spell points.
Efficient Metamagic: QuickenUsing the Quicken Spell feat costs you 2 fewer spell points.
Rank 3
Efficient Metamagic: EmpowerUsing the Empower Spell feat costs you 6 fewer spell points.
Efficient Metamagic: MaximizeUsing the Maximize Spell feat costs you 9 fewer spell points.
Efficient Metamagic: EnlargeUsing the Enlarge Spell feat costs you 4 fewer spell points.
Efficient Metamagic: QuickenUsing the Quicken Spell feat costs you 4 fewer spell points.
AP Cost
2
Ranks
3
Progression
5
Improved Metamagics Improved Metamagics
Improves a selected Metamagic ability.
Rank 1
Efficient Metamagic: EmpowerUsing the Empower Spell feat costs you 2 fewer spell points.
Efficient Metamagic: MaximizeUsing the Maximize Spell feat costs you 3 fewer spell points.
Efficient Metamagic: EnlargeUsing the Enlarge Spell feat costs you 1 less spell point.
Efficient Metamagic: QuickenUsing the Quicken Spell feat costs you 1 less spell point.
Rank 2
Efficient Metamagic: EmpowerUsing the Empower Spell feat costs you 4 fewer spell points.
Efficient Metamagic: MaximizeUsing the Maximize Spell feat costs you 6 fewer spell points.
Efficient Metamagic: EnlargeUsing the Enlarge Spell feat costs you 2 fewer spell points.
Efficient Metamagic: QuickenUsing the Quicken Spell feat costs you 2 fewer spell points.
Rank 3
Efficient Metamagic: EmpowerUsing the Empower Spell feat costs you 6 fewer spell points.
Efficient Metamagic: MaximizeUsing the Maximize Spell feat costs you 9 fewer spell points.
Efficient Metamagic: EnlargeUsing the Enlarge Spell feat costs you 4 fewer spell points.
Efficient Metamagic: QuickenUsing the Quicken Spell feat costs you 4 fewer spell points.
AP Cost
2
Ranks
3
Progression
5
Creeping Cold Creeping Cold
Rank 1
Spell Like Ability: Deals on-going cold damage to the target every 2 seconds for 12 seconds. The damage starts small and grows larger as the spell continues. Each phase lasts 4 seconds.

First phase: 1d4 damage +2 per 3 caster levels (max +12 at caster level 18).
Second phase: 2d4 damage +4 per 3 caster levels (max +24 at caster level 18).
Third Phase: 3d4 damage +6 per 3 caster levels (max +36 at caster level 18).
Rank 2
Spell Like Ability: Deals on-going cold damage to the target every 2 seconds for 12 seconds. The damage starts small and grows larger as the spell continues. Each phase lasts 4 seconds.

First phase: 1d4 damage +2 per 3 caster levels (max +12 at caster level 18).
Second phase: 2d4 damage +4 per 3 caster levels (max +24 at caster level 18).
Third Phase: 3d4 damage +6 per 3 caster levels (max +36 at caster level 18).
Rank 3
Spell Like Ability: Deals on-going cold damage to the target every 2 seconds for 12 seconds. The damage starts small and grows larger as the spell continues. Each phase lasts 4 seconds.

First phase: 1d4 damage +2 per 3 caster levels (max +12 at caster level 18).
Second phase: 2d4 damage +4 per 3 caster levels (max +24 at caster level 18).
Third Phase: 3d4 damage +6 per 3 caster levels (max +36 at caster level 18).
AP Cost
1
Ranks
3
Progression
5
Prereqs
Produce Flame
Wax and Wane Wax and Wane
+2% additional critical chance with spells associated with your current season. This is cumulative with Season's Herald.

Winter: Acid, Cold, Electric, Earth, Force & Physical

Summer: Fire, Light, Positive, Sonic, Force and Physical
AP Cost
2
Ranks
1
Progression
5
Prereqs
Wax and Wane
Action Boost: Spellpower Action Boost: Spellpower
Rank 1
Activate to gain a +10 Action Boost bonus to Universal Spell Power for 20 seconds.
Rank 2
Activate to gain a +20 Action Boost bonus to Universal Spell Power for 20 seconds.
Rank 3
Activate to gain a +30 Action Boost bonus to Universal Spell Power for 20 seconds.
AP Cost
1
Ranks
3
Progression
5
Tier 3
Enhancement Description
Autumn Winds Autumn Winds
Toggle to be shielded by the autumn winds. Under this effect gain Feather Fall, +3 Dodge, and a 10% chance to knock down any enemy who strikes you in melee.
AP Cost
1
Ranks
1
Progression
10
Efficient Metamagic: Heighten Efficient Metamagic: Heighten
Rank 1
Using the Heighten Spell feat costs you 1 fewer spell points per level of heightening.
Rank 2
Using the Heighten Spell feat costs you 2 fewer spell points per level of heightening.
AP Cost
2
Ranks
2
Progression
10
Call Lightning Call Lightning
Rank 1
Spell Like Ability: Calls forth a bolt of lightning, which strikes your chosen target for 1d6+6 damage for every caster level up to 15. A successful Reflex save reduces damage by half.

D&D Dice: Deals 1d6+6 electricity damage per caster level.
Rank 2
Spell Like Ability: Calls forth a bolt of lightning, which strikes your chosen target for 1d6+6 damage for every caster level up to 15. A successful Reflex save reduces damage by half.

D&D Dice: Deals 1d6+6 electricity damage per caster level.
Rank 3
Spell Like Ability: Calls forth a bolt of lightning, which strikes your chosen target for 1d6+6 damage for every caster level up to 15. A successful Reflex save reduces damage by half.

D&D Dice: Deals 1d6+6 electricity damage per caster level.
AP Cost
1
Ranks
3
Progression
10
Prereqs
Creeping Cold
Wax and Wane Wax and Wane
+2% additional critical chance with spells associated with your current season. This is cumulative with Season's Herald.

Winter: Acid, Cold, Electric, Earth, Force & Physical

Summer: Fire, Light, Positive, Sonic, Force and Physical
AP Cost
2
Ranks
1
Progression
10
Prereqs
Wax and Wane
Wisdom Wisdom
+1 Wisdom
AP Cost
2
Ranks
1
Progression
10
Tier 4
Enhancement Description
Spring's Resurgence Spring's Resurgence
Rank 1
Fill an ally with the energy of spring. When that ally falls below 50% hit points, they and any other allies near them are healed by 20d6 positive energy and receive a +2 primal bonus to attack rolls. (Lasts 5 minutes or until triggered.)
Rank 2
Fill an ally with the energy of spring. When that ally falls below 50% hit points, they and any other allies near them are healed by 20d6 positive energy and receive a +2 primal bonus to attack rolls. (Lasts 5 minutes or until triggered.)
Rank 3
Fill an ally with the energy of spring. When that ally falls below 50% hit points, they and any other allies near them are healed by 20d6 positive energy and receive a +2 primal bonus to attack rolls. (Lasts 5 minutes or until triggered.)
AP Cost
1
Ranks
3
Progression
20
Strength of the Solstice Strength of the Solstice
+1 to the save DCs of your Evocation and Transmutation spells.
AP Cost
2
Ranks
1
Progression
20
Salt Ray Salt Ray
Rank 1
Spell Like Ability: A thin shaft of whirling salt crystals lances out from your crooked finger to strike and shred your foe. Your target takes 1d6+6 Force damage per caster level, for a maximum of 10d6+60 at caster level 10. Targets are also stunned. Fortitude save negates the stun.
Rank 2
Spell Like Ability: A thin shaft of whirling salt crystals lances out from your crooked finger to strike and shred your foe. Your target takes 1d6+6 Force damage per caster level, for a maximum of 10d6+60 at caster level 10. Targets are also stunned. Fortitude save negates the stun.
Rank 3
Spell Like Ability: A thin shaft of whirling salt crystals lances out from your crooked finger to strike and shred your foe. Your target takes 1d6+6 Force damage per caster level, for a maximum of 10d6+60 at caster level 10. Targets are also stunned. Fortitude save negates the stun.
AP Cost
1
Ranks
3
Progression
20
Prereqs
Call Lightning
Wax and Wane Wax and Wane
+2% additional critical chance with spells associated with your current season. This is cumulative with Season's Herald.

Winter: Acid, Cold, Electric, Earth, Force & Physical

Summer: Fire, Light, Positive, Sonic, Force and Physical
AP Cost
2
Ranks
1
Progression
20
Prereqs
Wax and Wane
Wisdom Wisdom
+1 Wisdom
AP Cost
2
Ranks
1
Progression
20
Prereqs
Wisdom
Tier 5
Enhancement Description
Crown of Summer Crown of Summer
A target of your choice is filled with the light and vitality of summer. That target gains a +15 Enhancement bonus to Healing Amplification, +15 Enhancement bonus to Melee Power, and +10 Enhancement Bonus to Ranged Power. (Activation Cost: 1 Spell Point. Cooldown: 6 seconds) Only one target can have the crown at a time.
AP Cost
2
Ranks
1
Progression
30
Elemental Mastery Elemental Mastery
Rank 1
Elemental Master. Gain 5 additional spell power in your season.
Rank 2
Elemental Master. Gain 10 additional spell power in your season.
Rank 3
Elemental Master. Gain 15 additional spell power in your season.

Druid level 17 or above: Changing into Fire Elemental form now grants you a brief verison of the Anger of the Noon Day Sun Effect. Changing into Water Elemental Form grants you a similar version of Icy Mantle. This is not effected by meta magics.
AP Cost
1
Ranks
3
Progression
30
Word of Balance Word of Balance
Rank 1
Spell Like Ability: You utter elder words of balance, judging those who stray too far from the path of neutrality. Targets with an alignment one step away from True Neutral, such as Chaotic Neutral, take 13 to 18 Bane damage for every caster level up to level 20. Targets who are two steps away, such as Chaotic Evil, take that damage twice. True Neutral targets are immune to the effects of this spell.

D&D Dice: Deals 1d6+12 bane damage per caster level to creatures one step away from True Neutral. Deals 2d6+24 bane damage to creatures two steps away from True Neutral.
Rank 2
Spell Like Ability: You utter elder words of balance, judging those who stray too far from the path of neutrality. Targets with an alignment one step away from True Neutral, such as Chaotic Neutral, take 13 to 18 Bane damage for every caster level up to level 20. Targets who are two steps away, such as Chaotic Evil, take that damage twice. True Neutral targets are immune to the effects of this spell.

D&D Dice: Deals 1d6+12 bane damage per caster level to creatures one step away from True Neutral. Deals 2d6+24 bane damage to creatures two steps away from True Neutral.
Rank 3
Spell Like Ability: You utter elder words of balance, judging those who stray too far from the path of neutrality. Targets with an alignment one step away from True Neutral, such as Chaotic Neutral, take 13 to 18 Bane damage for every caster level up to level 20. Targets who are two steps away, such as Chaotic Evil, take that damage twice. True Neutral targets are immune to the effects of this spell.

D&D Dice: Deals 1d6+12 bane damage per caster level to creatures one step away from True Neutral. Deals 2d6+24 bane damage to creatures two steps away from True Neutral.
AP Cost
1
Ranks
3
Progression
30
Prereqs
Salt Ray
Time and Tide Time and Tide
+1 caster level and +1 max caster level for spells in both seasons.
AP Cost
2
Ranks
1
Progression
30
Winter's Heart Winter's Heart
Activate: Gain 8 times your Wisdom in temporary hitpoints for 30 seconds.
AP Cost
2
Ranks
1
Progression
30