Path of the Wilds - Update #3

With the holidays behind us, it’s time for another update!

I’m getting pretty close to finishing the spell’s chapter at this point. I have 54 written out of 60, with only wild growth, weather shield, stormlash, and sundering earth remaining. I still need two more spell ideas to round out the chapter at a full 60, but I should be able to finish it in the next few days. After that, I’ll be spending time formatting the chapter and proofreading it so I can get some art commissioned once the layout is ready.

For the content preview, we have the invoker-exclusive “dominion” spells. These spells can only be cast by your spirit companion and have different effects they can select from depending on what spirits you have invoked. This also shows one of the first uses of the new Animal and Plant descriptors, which I’ve decided to include. More info on how those descriptors are supported in the book will be talked about when I get to the feats chapter (which is likely the next one I’ll do).

Until next time!


DOMINION’S BLESSING

School transmutation [see text]; Level invoker 4
Casting Time 1 standard action
Components V
Range close (25 ft. + 5 ft./2 levels)
Targets one creature/2 levels, no two of which can be more than 30 ft. apart
Duration 1 min./level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

You may only cast this spell if you are a spirit companion.
With an incantation of ancient power, you call to the spirits of nature to aid your allies in their time of need. For the duration, each target gains a +2 morale bonus to attack rolls, saving throws, and weapon damage rolls. Additionally, you grant your allies a single additional benefit from the list below. You may only choose a boon that matches the dominion of an invoked spirit of the invoker you are bonded with:

  • Beasts: Each target becomes immune to bleeding effects, disease, and fear effects.

  • Land: Each target gains a +4 bonus to CMD, a +2 bonus to their AC, and cannot be staggered or knocked prone.

  • Sea: Each target gains a swim speed of 60 feet and can breathe underwater. Their weapon attacks and spells take none of the penalties normally imposed for being underwater.

  • Sky: Each target gains a fly speed of 40 feet with good maneuverability as well as a 30-foot enhancement bonus to all of their other speeds.

  • Wilds: Each target becomes immune to poison, sickness, nausea, and paralysis effects.

When you choose a particular spirit type, the spell gains a descriptor appropriate to that type, as follows: animal (beasts), earth (land), water (sea), air (sky), or plant (wilds).

DOMINION’S CURSE

School transmutation [curse, see text]; Level invoker 2
Casting Time 1 standard action
Components V
Range medium (100 ft. + 10 ft./level)
Target one creature/2 levels, no two of which can be more than 30 ft. apart
Duration 1 round/2 levels, see text
Saving Throw Will partial (see text); Spell Resistance yes

You may only cast this spell if you are a spirit companion.
With an incantation of ancient power, you call to the spirits of nature to bewitch your foes. Select a single curse option from the list below. You may only choose a curse that matches the dominion of an invoked spirit of the invoker you are bonded with:

  • Beasts: Each target is shaken.

  • Land: Each target treats all terrain as difficult terrain.

  • Sea: Each target is fatigued.

  • Sky: Each target is deafened.

  • Wilds: Each target is sickened.

A successful saving throw reduces the duration of the curse to 1 round for that target only.
When you choose a particular spirit type, the spell gains a descriptor appropriate to that type, as follows: animal (beasts), earth (land), water (sea), air (sky), or plant (wilds).

DOMINION’S SHIELD

School abjuration [see text]; Level invoker 1
Casting Time 1 standard action
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 min./level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

You may only cast this spell if you are a spirit companion.
With an incantation of ancient power, you call to the spirits of nature to shield your compatriot from harm. For the duration, the target gains a +1 shield bonus to their AC per three caster levels (max +4). Additionally, choose a single additional option from the list below. You may only choose an option that matches the dominion of an invoked spirit of the invoker you are bonded with:

  • Beasts: animal, disease, and fear

  • Land: acid and earth

  • Sea: cold and water

  • Sky: air and electricity

  • Wilds: plant, poison, and sleep

The target gains a +4 bonus on saving throws against spells and effects of the chosen type. For example, if you choose Sky, the target gains a +4 bonus on saving throws against effects that deal electricity damage, spells with the air or electricity descriptor, and other air-based abilities (such as an air elemental’s whirlwind ability), subject to GM discretion.
When you choose a particular spirit type, the spell gains a descriptor appropriate to that type, as follows: animal (beasts), earth (land), water (sea), air (sky), or plant (wilds).

DOMINION’S WRATH

School evocation [see text]; Level invoker 3
Casting Time 1 standard action
Components V
Range medium (100 ft. + 10 ft./level)
Area 15 ft.-radius burst
Duration instantaneous, see text
Saving Throw Reflex half; Spell Resistance yes

You may only cast this spell if you are a spirit companion.
With an incantation of ancient power, you call to the spirits of nature to wreak havoc upon those that stand in your way. Choose a single dominion option from the list below. You may only choose an effect that matches the dominion of an invoked spirit of the invoker you are bonded with. Each creature in the area takes 1d8 damage per two caster levels (max 5d8): the damage type is determined by the dominion option chosen. Each dominion also has a secondary effect, as listed below:

  • Beasts: The burst deals slashing damage, and any creature that fails its saving throw begins to bleed for 1 point of damage per two caster levels (max 5).

  • Land: The burst deals bludgeoning damage, and any creature that fails its saving throw is blinded for 1 round.

  • Sea: The burst deals cold damage, and any creature that fails its saving throw is fatigued.

  • Sky: The burst deals electricity damage, and any creature that fails its saving throw is staggered for 1d4 rounds.

  • Wilds: The burst deals piercing damage, and any creature that fails its saving throw is nauseated for 1 round.

A successful Reflex save halves the damage dealt and negates the secondary effect. The damage only occurs once, when the spell is cast. Damage from this spell is considered magical for the purpose of overcoming damage reduction.
When you choose a particular spirit type, the spell gains a descriptor appropriate to that type, as follows: animal (beasts), earth (land), water (sea), air (sky), or plant (wilds).