Magic of the Land

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Edited Magic of the Land (originally from Races of the Wild)

  • Clarified “natural setting” to mean an area with at least some naturally growing plant life for Asëa (so no using this feat in a desert, which is undoubtably natural).
  • Changed DC of the Knowledge (Nature) check to 20 + 2x spell level (roughly averages to needing a 14 or 15 required on the roll to not lose her highest level spell assuming she pushes Knowledge (Nature))
  • Healing down to 50% normal (so 1 per spell level) if the spell targets more than one creature. It was way too good with Mass spells before!
  • May not be used on any spells that recover at least 1 point of HP. In general, this means it will not work with Cure spells and a handful of others.
  • To be clear, the 0 in level 0 spells is used mathematically (unlike with say item creation) – that means that you recover 2 HP per spell level, or 0 HP. Theoretically it can still be used with them, should you wish a benefit-free chance at spell failure. You never know, right?
  • Ethan has approved that it would work with spells that grant Temporary HP, so a theoretical Heighten Spell Virtue (to get Virtue up to level 1) would indeed recover HP.
  • Made a quick table of Druid spells for its use: Magic of the Land Druid Spells
  • EDIT 10/30/11 After having the feat for 10 levels (and a changed game system!), it has been used exactly never. (well, ok, maybe once). After discussion, it seems that the DC is too high to risk it on useful-enough spell slots, but neither Ethan nor I (dylanryan) think that altering the DCs is appropriate (the scale factor as to be 2x level to make any sense, and the base can’t be 15 or I’ll auto-pass way too many). So, we came to the conclusion that, to encourage use, failing the check does not make you lose the spell. You still lose the action, but not the spell slot.

Magic of the Land

Wings of Redemption dylanryan