| Enhancement | Description |
|---|---|
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. |
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. |
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. |
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. |
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.) |
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. |
| Enhancement | Description |
|---|---|
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). |
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. |
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. |
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 |
Druidic Wisdom
|
Rank 1 +1 Diplomacy, Heal, and Spellcraft.Rank 2 +2 Diplomacy, Heal, and Spellcraft.Rank 3 +4 Diplomacy, Heal, and Spellcraft. |
| Enhancement | Description |
|---|---|
Improved Metamagics
|
Improves a selected Metamagic ability. Rank 1 Rank 2 Rank 3 |
Improved Metamagics
|
Improves a selected Metamagic ability. Rank 1 Rank 2 Rank 3 |
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). |
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 |
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. |
| Enhancement | Description |
|---|---|
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. |
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. |
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. |
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 |
Wisdom
|
+1 Wisdom |
| Enhancement | Description |
|---|---|
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.) |
Strength of the Solstice
|
+1 to the save DCs of your Evocation and Transmutation spells. |
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. |
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 |
Wisdom
|
+1 Wisdom |
| Enhancement | Description |
|---|---|
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. |
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. |
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. |
Time and Tide
|
+1 caster level and +1 max caster level for spells in both seasons. |
Winter's Heart
|
Activate: Gain 8 times your Wisdom in temporary hitpoints for 30 seconds. |