Showing posts with label Scion Feats. Show all posts
Showing posts with label Scion Feats. Show all posts

Tuesday, January 4, 2011

General Rules: Feats - Improvise Counterspell

Improvise Counterspell [Alvari, Scion] (from Spells & Spellcraft)
You may cast a counterspell even if you are not capable of casting the spell you wish to counter.
   Prerequisite: Ability to spontaneously cast arcane spells.
   Benefit: You can cast a counterspell without being able to cast the spell that you are trying to counter. To do this, you must follow all the normal rules for casting a counterspell, except that you may use any spell you know, provided the spell is at least two levels higher than the spell being countered. You must have an unused slot of the appropriate level available.
   Normal: A character may only attempt to counter with the spell by casting the same spell or dispel magic.

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General Rules: Feats - Bloodburn

Bloodburn [Alvari, Scion] (from Spells & Spellcraft)
You may cast spells at a higher level than your caster level.
   Prerequisite: Ability to spontaneously cast arcane spells.
   Benefit: Using this feat, you can increase their effective caster level when casting a spell, adding up to his Charisma modifier in levels. When you do so, you take 1d6 points of damage per effective caster level increase.

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General Rules: Feats - Witch of the Serpent's Blood

Witch of the Serpent's Blood [Scion] (from Relics & Rituals II)
You have been touched by the power of Seþra. Those with that feat often have some kind of birthmark or physical deformity that marks them as of the brood of Seþra, from a patch of scales to a serpent-shaped birthmark to an angry red area that looks like a snakebite.
   Prerequisite: Sorcerer level 1st+.
   Benefit: You must take the spells associated with this feat at the earliest opportunity in your level advancement. You gain a +1 effective caster level when casting these spells. You gain a +2 bonus to all Fortitude saves against poison. The spells associated with Witch of the Old Blood are:

Witch of the Serpent's Blood Spells
0th: Daze, detect poison
1st: Acid spittle (RR), chameleon cloak (RR)
2nd: Melf's acid arrow, summon swarm
3rd: Animal infusion (RR), haste
4th: Evard's black tentacles, Yaral's totemic transformation (RR)
5th: Greater familiar (RR), nethergaze (RR)
6th: Acid fog, awaken lesser infernal avatar (RR)
7th: Seþra's serpents hands (RR), sever (RR)
8th: Horrid wilting, power word, blind
9th: Power word, kill, shapechange

   Special: Where an animal must be chosen or rolled randomly, the result must always be snakes or serpents whenever possible.

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General Rules: Feats - Child of the Heavens

Child of the Heavens [Scion] (from Relics & Rituals II and the Player's Guide to Wizards, Bards, and Sorcerers)
You have been touched by the power of the heavens - and are perhaps even descended from a celestial being. Children of the heavens are always marked in some way, usually with white-gold hair or pale blue eyes.
   Prerequisite: Sorcerer level 1st+.
   Benefit: You must take the spells associated with this feat at the earliest opportunity in your level advancement. You gain a +1 effective caster level when casting these spells. You gain a +2 bonus to all Sense Motives checks. The spells associated with Child of the Heavens are:

Child of the Heavens Spells
0th: Disrupt undead, light
1st: Protection from evil, summon monster I
2nd: Scorching ray, summon monster II
3rd: Magic circle against evil, summon monster III
4th: Purifying flames (RR), summon monster IV
5th: Contact other plane, summon monster V
6th: Power word, thunder (RR), summon monster VI
7th: Plane shift, summon monster VII
8th: Summon monster VIII, sunburst
9th: Gate, summon monster IX

   Special: Creatures summoned through the use of your summon monster spells must either be creatures with the celestial template or actual celestials.

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General Rules: Feats - Absorb Spell

Absorb Spell [Alvari, Scion] (from Spells & Spellcraft)
You can absorb magical energy and use it to power your own spells.
   Prerequisite: Ability to spontaneously cast arcane spells, Charisma 17+, Bloodburn.
   Benefit: When a character with this feat is struck by a spell, he may choose to forego any saving throw and attempt to absorb the spell instead. If he is successful, a spell slot at least one level lower than the spell that was absorbed is replenished In effect, one spell slot that the sorcerer has already cast that day is once again available as if he had not cast it. This feat cannot be used if there are no empty spell slots to hold the magical energy.

Once the character is struck by the spell he is trying to absorb, he must make a Will save (DC 15 + 2 per level of the spell to be absorbed). If he succeeds, he absorbs the spell and must immediately decide which slot is replenished. If he fails, he is subject to the full effect of the spell, plus an additional 1d6 points of nonlethal damage per level of the spell.

The level of the spell to be absorbed is calculated including any metamagic feat used to modify it.

Spells that allow no save or have the harmless designator may not be absorbed.

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General Rules: Feats - Child of the Forge

Child of the Forge [Scion] (from the Player's Guide to Wizards, Bards, and Sorcerers; originally Son of the Forge)
A child of the forge displays skill with their hands that goes beyond the shaping of spells - it is bound up with the power of Wünd that beats in their veins. It is said that the finest magical swords are made by children of the forge. These sorcerers often appear slightly soot-stained, even when freshly washed, and waves of heat and the burning smell of the forge accompany their spellcasting.
   Prerequisite: Sorcerer level 1st+.
   Benefit: You must take the spells associated with this feat at the earliest opportunity in your level advancement. You gain a +1 effective caster level when casting these spells. You gain a +2 bonus to all Craft skill checks that involve working with metal. The spells associated with Child of the Forge are:

Child of the Forge Spells
0th: Detect magic, mending
1st: Mage armor, magic weapon
2nd: Continual heat (RR2), fanning the flames (RR2)
3rd: Fireball, greater magic weapon
4th: Minor creation, polymorph
5th: Essential blade (RR2), pillar of attraction/repulsion (RR)
6th: Blade meld (RR2), Maþ's transformation
7th: Delayed blast fireball, hammer and anvil (RR2)
8th: Blackflame (RR), iron body
9th: Meteor swarm (RR2), Woda's disjunction

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General Rules: Feats - Bloodline of Power

Bloodline of Power [Scion] (from Relics & Rituals II)
You have been touched by the power of Woda, manifesting in a raven-shaped sigil in the form of a birthmark or the like on your body.
   Prerequisite: Sorcerer level 1st+.
   Benefit: You must take the spells associated with this feat at the earliest opportunity in your level advancement. You gain a +1 effective caster level when casting these spells. You gain a +2 bonus to all Spellcraft checks The spells associated with Bloodline of Power are:

Bloodline of Power Spells
0th Level: Detect magic, prestidigitation
1st Level: Identify, magic missile
2nd Level: Protection from arrows, spectral hand
3rd Level: Dispel magic, haste
4th Level: Minor globe of invulnerability, remove resistance (RR)
5th Level: Dismissal, teleport
6th Level: Analyze dweomer, globe of invulnerability
7th Level: Limited wish, spell turning
8th Level: Rapid journey (RR), symbol
9th Level: Woda's disjunction, wish

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General Rules: Feats - Plaguebringer

Plaguebringer [Scion] (from the Player's Guide to Wizards, Bards, and Sorcerers)
Those born with the mark of Kivtuar are some of the most fearsome tainted sorcerers, for their powers revolve around insects, plague, and sickness. They are often identified by their subtle scarring, similar to that of some plague survivors, and their spellcasting is marked by the sickly-sweet smell of gangrene and the distant buzzing of insect wings.
   Prerequisite: Sorcerer level 1st+.
   Benefit: You must take the spells associated with this feat at the earliest opportunity in your level advancement. You gain a +1 effective caster level when casting these spells. You gain a +2 bonus to Fortitude saves against disease. The spells associated with Plaguebringer are:

Plaguebringer Spells
0th: Chill/warmth (RR), sneeze
1st: Acid spittle (RR), chill touch
2nd: Bear's endurance, summon swarm
3rd: Malaise (RR2), stinking cloud
4th: Contagion, verminplague (RR)
5th: Beetle swarm (RR2), cloudkill
6th: Awaken lesser infernal avatar (RR), Chern's exhalation (RR2)
7th: Insanity, sever (RR)
8th: Horrid wilting, virulence (RR2)
9th: Healing interdiction (RR2), mindwrack (RR2)

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General Rules: Feats - Storm-Kissed

Storm-Kissed [Scion] (from the Player's Guide to Wizards, Bards, and Sorcerers)
The storm-kissed of Þunor are often wild and chaotic sorcerer, calling wind and lightning to their fingertips at a whim. Storm-kissed are often makred with a lock of white hair. Crackling arcs of lightning and the smell of ozone frequently accompany the casting of their spells.
   Prerequisite: Sorcerer level 1st+.
   Benefit: You must take the spells associated with this feat at the earliest opportunity in your level advancement. You gain a +1 effective caster level when casting these spells. You gain a +2 bonus to all saves against electricity or effects caused by foul weather. The spells associated with Storm-Kissed are:

Storm-Kissed Spells
0th: Flare, spark (RR)
1st: Feather fall, shocking grasp
2nd: Downdraft (RR2), resist energy
3rd: Fly, lightning bolt
4th: Shout, solid fog
5th: Dreadmantle (RR2), teleport
6th: Chain lightning, control weather
7th: Dark lightning (RR2), teleport without error
8th: Rapid journey (RR2), shadow storm (RR)
9th: Meteor swarm, teleportation circle

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General Rules: Feats - Wind-Witch

Wind-Witch [Scion] (from the Player's Guide to Wizards, Bards, and Sorcerers)
Icy blue eyes and a seductive allure mark the wind-witches of Halpas. Even among sorcerers, few know what other markings haunt the visages of the witches of the Relentless Gale. The cold winds that whip about them, and the sudden touch of frost in their eyes are all that mark these witches as they cast spells.
   Prerequisite: Sorcerer level 1st+.
   Benefit: You must take the spells associated with this feat at the earliest opportunity in your level advancement. You gain a +1 effective caster level when casting these spells. You gain a +2 bonus to all Bluff checks. The spells associated with Wind-Witch are:

Wind-Witch Spells
0th: Chill/warmth (RR), ray of frost
1st: Charm person, endure elements
2nd: Cold snap (RR), whispering wind
3rd: Gust of wind, suggestion
4th: Charm monster, ice storm
5th: Cone of cold, Gulaben's ecstasy (RR2)
6th: Chill gaze (RR2), control weather
7th: Freezing curse (RR), insanity
8th: Elemental kiss (RR2), polar ray
9th: Astral projection, dominate monster

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General Rules: Feats - Furian

Furian [Scion] (from the Player's Guide to Wizards, Bards, and Sorcerers)
The sorcerers with the blood of Khil certainly live up to their legacy as the scions of the Seething Chain. A mastery of monster control, rage, and strength is their legacy, and many can be found among barbarian tribes - in deed, many are often barbarians themselves. Those with this taint often bear birthmarks or small deformities as a result of the warping blood in their veins, and their spellcasting is accompanied by the seeming distant roar of a terrible beast.
   Prerequisite: Sorcerer level 1st+.
   Benefit: You must take the spells associated with this feat at the earliest opportunity in your level advancement. You gain a +1 effective caster level when casting these spells. You gain a +2 bonus to all Intimidate checks. The spells associated with Furian are:

Furian Spells
0th: Daze, resistance
1st: Enlarge, mage armor
2nd: Bull's strength, fountain of blood (RR2)
3rd: Bloodstorm (RR), Khil's blessing (RR2)
4th: Shout, stoneskin
5th: Burden of faith (RR2), dreadmantle (RR2)
6th: Awaken lesser infernal avatar (RR), Tensor's transformation
7th: Sever (RR), simulacrum
8th: Iron body, strength of Khil (RR)
9th: Power word, kill, wail of the banshee

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General Rules: Feats - Fire-Touched

Fire-Touched [Scion] (from the Player's Guide to Wizards, Bards, and Sorcerers)
The very red-hot blood of the land itself flows through the veins of those sorcerers who carry the taint of Surtan's children. The skin of the fire-touched always feels hot and their spellcasting is accompanied by waved of heated air.
   Prerequisite: Sorcerer level 1st+.
   Benefit: You must take the spells associated with this feat at the earliest opportunity in your level advancement. You gain a +1 effective caster level when casting these spells. You gain a +2 bonus to all saving throws against fire and heat, whether those effects are simply brought about by high temperatures or are magical in origin. The spells associated with Fire-Touched are:

Fire-Touched Spells
0th: Chill/warmth (RR), spark (RR)
1st: Bolt of power (RR2), burning hands
2nd: Bull's strength, Flame/frost weapon (RR)
3rd: Fireball, iron storm (RR)
4th: Iron butterflies (RR2), wall of fire
5th: Major creation, Thulkas' fury (RR2)
6th: Disintegrate, wall of iron
7th: Eyeburst (RR2), Ilajam fire (RR)
8th: Elemental kiss (RR2), iron body
9th: Meteor swarm, refuge

   Special: When casting chill/warmth or flame/frost weapon, the Fire-Touched scion gains +1 to his effective caster level only when casting the warmth or flame weapon version of those spells.

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General Rules: Feats - Masked One

Masked One [Scion] (from the Player's Guide to Wizards, Bards, and Sorcerers)
The Masked Ones of Ishi are known for their ability to both sense and manipulate the emptions and thoughts of those around them. When Masked Ones cast spells, their eyes blacken to pits and bystanders experience disconcerting sensations - as though someone else were seeing with their eyes or otherwise experiencing the world through their senses.
   Prerequisite: Sorcerer level 1st+.
   Benefit: You must take the spells associated with this feat at the earliest opportunity in your level advancement. You gain a +1 effective caster level when casting these spells. You gain a +1 bonus to all Listen and Spot checks. The spells associated with Masked One are:

Masked One Spells
0th: Daze, detect poison
1st: Salamar's quiet contemplation (RR), shade's sight (RR)
2nd: Detect thoughts, weeping fool (RR2)
3rd: Hold person, mind raid (RR)
4th: Crushing despair, scrying
5th: Hold monster, Rary's telepathic bond
6th: Deep sleep (RR), true seeing
7th: Greater scrying, insanity
8th: Demand, mind blank
9th: Mind share, mindwrack (RR2)

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General Rules: Feats - Hellspawn

Hellspawn [Scion] (from the Player's Guide to Wizards, Bards, and Sorcerers)
The lusts and appetites of demons and devils are well known to the scholars of the planes. Succubi and incubi are no strangers to the Three worlds, indeed some arcanists are known to summon and bind infernal creatures to sate their own depraved tastes. Those with this feat are often born with vestigial demonic traits such as blackened nails, strange eyes, ridges on their brows like horns just beneath the skin, or tiny, useless tails. When spellcasting, knowledgeable observers can recognize the taint of the infernal in the sorcerer by the sudden shifting of the eyes to reflect a burning abyss and the brimstone charnel stench that often accompanies the spells.
   Prerequisite: Sorcerer level 1st+.
   Benefit: You must take the spells associated with this feat at the earliest opportunity in your level advancement. You gain a +1 effective caster level when casting these spells. You gain a +2 bonus to all Intimidate checks. The spells associated with Hellspawn are:

Hellspawn Spells
0th: Detect magic, flare
1st: Protection from evil, summon monster I
2nd: Melf's acid arrow, summon monster II
3rd: Fireball, summon monster III
4th: Bottomless pit (RR), summon monster IV
5th: Darksoul (RR2), summon monster V
6th: Planar binding, summon monster VI
7th: Dark lightning (RR2), summon monster VII
8th: Blackflame (RR), summon monster VIII
9th: Gate, summon monster IX

   Special: The creatures summoned through the use of the sorcerer's summon monster spells must either be creatures with the infernal template or actual fiends (dæmons, demons, or devils)

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General Rules: Feats - Inheritor of Kal'nasuola

Inheritor of Kal'nasuola [Scion] (from the Player's Guide to Wizards, Bards, and Sorcerers; originally Inheritor of Sumara)
A sorcerer born in Kal'nasuola sometimes inherits a piece of Sielusyoda's necromantic energy, granting that individual power over death and the undead. Those with this feat often have distinguishing birthmarks that signal their association with the necromantic arts. The nature of the Inheritor's magic is such that, when casting, energy is drawn from nearby plants - causing leaves to brown and stems to slightly whither.
   Prerequisite: Sorcerer level 1st+.
   Benefit: You must take the spells associated with this feat at the earliest opportunity in your level advancement. You gain a +1 effective caster level when casting these spells. You gain a +3 bonus to all saving throws against negative energy attacks, including the level- and ability-draining attacks of some undead. The spells associated with Inheritor of Kal'nasuola are:

Inheritor of Kal'nasuola Spells
0th: Disrupt undead, steal sleep (RR)
1st: Bone weapon (HO), chill touch
2nd: Arcane healing (HO), phantom's howl (RR)
3rd: Phantom wounds (HO), wraithtouch (HO)
4th: Enervation, fear
5th: Doomwail (RR), nethergaze (RR)
6th: Circle of death, spectral hydra (HO)
7th: Essence shift (HO), soulstrike (RR)
8th: Horrid wilting, leech field (RR)
9th: Soul bind, wail of the banshee

   Special: Imbued as they are with the death energies of Sielusyoda, an Inheritor of Ka'nasuola receives one less hit point from healing spells of the conjuration (healing) subschool of magic.

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General Rules: Feats - The Ravenous

The Ravenous [Scion] (from the Player's Guide to Wizards, Bards, and Sorcerers)
The sorcerers tainted by the glutton Bål are known for their rapaciousness and unholy hunger. Often rail-thin or hideously obese, the Ravenous can be told as such for the sudden sheen of grease that appears on their skin accompanying the sickly-sweet smell that fills the air when they cast spells, which some liken to the aroma of melons that create fatlings.
   Prerequisite: Sorcerer level 1st+.
   Benefit: You must take the spells associated with this feat at the earliest opportunity in your level advancement. You gain a +1 effective caster level when casting these spells. You gain a +2 bonus to all grapple checks. The spells associated with the Ravenous are:

The Ravenous Spells
0th: Detect poison, false flavor (RR2)
1st: Enlarge, grease
2nd: Bear's endurance, feast of worms (DD)
3rd: Hold person, stinking cloud
4th: Gaurak's corpulence (RR2), gluttony (RR)
5th: Mana sink (RR2), meld object (RR)
6th: Acid fog, awaken lesser infernal avatar (RR)
7th: Sever (RR), simulacrum
8th: Leech field (RR), sympathy
9th: Healing interdiction (RR2), imprisonment

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General Rules: Feats - Færie-Led

Færie-Led [Scion] (from the Player's Guide to Wizards, Bards, and Sorcerers)
The fæy enjoy their congress with mortals, and sometimes children are born of the union. More frequently, fæy-kind find those mortal children born with a sorcerer's potential and lure the youngster into the woods or færie hills, only to return them forever touched by the experience. These sorcerers often have an oddly colored forelock and their spellcasting is accompanied by the tinkling of chimes, small will-o'-wisp motes, or the laughter of the fæy themselves.
   Prerequisite: Sorcerer level 1st+.
   Benefit: You must take the spells associated with this feat at the earliest opportunity in your level advancement. You gain a +1 effective caster level when casting these spells. You gain a +2 bonus to all Perform checks. The spells associated with Færie-Led are:

Færie-Led Spells
0th: Dancing lights, daze
1st: Charm person, disappear (RR)
2nd: Invisibility, Brid's hideous laughter
3rd: Lure (RR), veil of lust (RR)
4th: Hallucinatory terrain, lesser geas
5th: Gullibility (RR2), mirage arcana
6th: Deep sleep (RR2), geas/quest (RR)
7th: Insanity, Aíne's magnificent mansion
8th: Antipathy, Brid's irresistible dance
9th: Foresight, wish

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General Rules: Feats - Twist-Blooded

Twist-Blooded [Scion] (from the Player's Guide to Wizards, Bards, and Sorcerers)
Abonde's sorcerous spawn are known for their near-uncontrollable urge to change and deform themselves. Though many are already born with some kind of deformity such as a slightly twisted limb or extra digits, the twist-blooded delight in changing themselves even further. Those without the magic to affect permanent changes to their body often resort to piercing their body with metal, elaborate scarification, and even - in some drastic instances - breaking bones and resetting them incorrectly, allowing them to heal into grotesque parodies of normalcy. Whether this urge is some kind of insanity brought on through exposure to the essence of Abonde, or due to some kind of subconscious worship and emulation of the demon, is unknown.
   Prerequisite: Sorcerer level 1st+.
   Benefit: You must take the spells associated with this feat at the earliest opportunity in your level advancement. You gain a +1 effective caster level when casting these spells. You gain a +1 bonus to all Reflex saves. The spells associated with Twist-Blooded are:

Twist-Blooded Spells
0th: Distort shadow (RR), resistance
1st: Detect shapechangers (RR2), enlarge person
2nd: Alter self, bear's endurance
3rd: Gas cloud (RR), gaseous form
4th: Affliction (RR2), polymorph
5th: Abonde's limited liquification (RR), seeming
6th: Flesh to stone, pass the years (RR)
7th: Eyeburst (RR2), transmute flesh to shadow (RR)
8th: Elemental kiss (RR2), polymorph any object
9th: Shapechange, two minds (RR)

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General Rules: Feats - Hunt-Child

Hunt-Child [Scion] (from the Player's Guide to Wizards, Bards, and Sorcerers)
The stalker-sorcerers of Oxoßi are known for their mastery of arcane spells that aid them both in tracking and killing their prey. Hunt-children are often marked with some kind of vaguely animal-like feature on their body, be it a vestigial claw under their fingernails or slightly reflective eyes in the dark. Spellcasting produces a slight scent of animal musk and the eerie feeling that one is being watched or stalked.
   Prerequisite: Sorcerer level 1st+.
   Benefit: You must take the spells associated with this feat at the earliest opportunity in your level advancement. You gain a +1 effective caster level when casting these spells. You gain a +2 bonus to all Survival checks. The spells associated with Hunt-Child are:

Hunt-Child Spells
0th: Detect magic, detect poison
1st: Arrow charm (RR), true strike
2nd: Nose of the rat (RR2), shocking missile (RR2)
3rd: Animal infusion (RR), haste
4th: Accelerate reflexes (RR2), enhanced senses (RR2)
5th: Animal growth, essential weapon (RR2)
6th: Tensor's transformation, true seeing
7th: Ethereal jaunt, sever
8th: Etherealness, soul disk (RR2)
9th: Foresight, shapechange

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General Rules: Feats - Earth-Witch

Earth-Witch [Scion] (from the Player's Guide to Wizards, Bards, and Sorcerers)
The earth-witches work closely with druids to help heal the land and protect it from despoilers. The earth-witch is often born with some kind of sickle- or leaf-shaped birthmark, and often cast spells marked by elemental changes in the environment - flowers turn towards them as though they were the sun, small dust-devils pop up, or water and winds rage stronger.
   Prerequisite: Sorcerer level 1st+.
   Benefit: You must take the spells associated with this feat at the earliest opportunity in your level advancement. You gain a +1 effective caster level when casting these spells. You gain a +2 bonus to all Survival checks. The spells associated with Earth-Witch are:

Earth-Witch Spells
0th: Disrupt undead, dowsing (RR)
1st: Bolt of power (RR2), obscuring mist
2nd: Iceshards (RR2), summon swarm
3rd: Protection from energy, sleet storm
4th: Earth blast (RR2), hallucinatory terrain
5th: Animal growth, live wood (RR)
6th: Legend lore, move earth
7th: Phase door, reverse gravity
8th: Elemental kiss (RR), horrid wilting
9th: Imprisonment, shapechange

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