Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Spirit of the Land template
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Shade" data-source="post: 4949067" data-attributes="member: 287"><p>Here are the base manifestations in MMII...</p><p></p><p><strong>Air Manifestation</strong></p><p>To manifest as air, a spirit of the land must have a windy vally, breezy seashore, or the like in its terrain. In this form, it gains the following abilities.</p><p></p><p>Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against a spirit of the land manifested as air.</p><p></p><p>Flight (Ex): A spirit of the land manifested as air is naturally buoyant. At will as a free action, it can produce an effect like that of the fly spell (caster level 5th), except that the effect applies only to itself. This ability gives it a fly speed of 120 feet (perfect).</p><p></p><p><strong>Earth Manifestation</strong></p><p>An earth manifestation simply requires any type of land. In this form, a spirit of the land gains the following ability.</p><p></p><p>Earth Mastery (Ex): A spirit of the land manifested as earth gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the spirit of the land takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)</p><p></p><p><strong>Fire Manifestation</strong></p><p>A fire manifestation requires a volcanic region, hot spring, or the like on the spirit of the land's terrain. In this form, it gains the following abilities.</p><p></p><p>Burn (Ex): A spirit of the land manifested as fire's slam attack deals bludgeoning damage plus fire damage from the spirit's flaming body. Those hit by a spirit's slam attack also must succeed on a DC 30 Reflex save or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution-based.</p><p></p><p>Creatures hitting a spirit of the land manifested as fire with natural weapons or unarmed attacks take fire damage as though hit by the spirit's attack, and also catch on fire unless they succeed on a DC 30 Reflex save.</p><p></p><p>Fire Subtype (Ex): A spirit of the land manifested as fire gains immunity to fire and vulnerability to cold.</p><p></p><p><strong>Water Manifestation</strong></p><p></p><p>Swim (Ex): A spirit of the land manifested as water can swim at a speed of 60 feet.</p><p></p><p>Water Mastery (Ex): A spirit of the land manifested as water gains a +1 bonus on its attack and damage rolls if its opponent is touching water.</p><p></p><p>A spirit of the land manifested as water can be a serious threat to a ship that crosses its path. A spirit can easily overturn small craft (5 feet of length per Hit Die of the spirit) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.</p></blockquote><p></p>
[QUOTE="Shade, post: 4949067, member: 287"] Here are the base manifestations in MMII... [B]Air Manifestation[/B] To manifest as air, a spirit of the land must have a windy vally, breezy seashore, or the like in its terrain. In this form, it gains the following abilities. Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against a spirit of the land manifested as air. Flight (Ex): A spirit of the land manifested as air is naturally buoyant. At will as a free action, it can produce an effect like that of the fly spell (caster level 5th), except that the effect applies only to itself. This ability gives it a fly speed of 120 feet (perfect). [B]Earth Manifestation[/B] An earth manifestation simply requires any type of land. In this form, a spirit of the land gains the following ability. Earth Mastery (Ex): A spirit of the land manifested as earth gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the spirit of the land takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) [B]Fire Manifestation[/B] A fire manifestation requires a volcanic region, hot spring, or the like on the spirit of the land's terrain. In this form, it gains the following abilities. Burn (Ex): A spirit of the land manifested as fire's slam attack deals bludgeoning damage plus fire damage from the spirit's flaming body. Those hit by a spirit's slam attack also must succeed on a DC 30 Reflex save or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution-based. Creatures hitting a spirit of the land manifested as fire with natural weapons or unarmed attacks take fire damage as though hit by the spirit's attack, and also catch on fire unless they succeed on a DC 30 Reflex save. Fire Subtype (Ex): A spirit of the land manifested as fire gains immunity to fire and vulnerability to cold. [B]Water Manifestation[/B] Swim (Ex): A spirit of the land manifested as water can swim at a speed of 60 feet. Water Mastery (Ex): A spirit of the land manifested as water gains a +1 bonus on its attack and damage rolls if its opponent is touching water. A spirit of the land manifested as water can be a serious threat to a ship that crosses its path. A spirit can easily overturn small craft (5 feet of length per Hit Die of the spirit) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Spirit of the Land template
Top