Mehangel
2014-02-04, 08:15 PM
http://i.imgur.com/7bRpj2I.jpg
Abilities: Your Wisdom and Strength scores should be as high as possible, since your spellcasting and melee combat depend upon them. Charisma determines your effectiveness of your spells and is depended on for unearthly grace. Your Constitution is also important because you need all the hit points you can get.
Races: Humanoid. The briar-heart class originated from the barbaric human Breton tribesmen of the Reach, and to this day most briar-hearts are humans. The ritual necessary to create a briar-heart requires only that the subject be a native humanoid with no other racial template or planar subtype. Obscure races have at times tried to mimic the ritual but the seed never fully accepts the host and ends in killing both the seed and host.
Alignment: Any Non-Lawful Neutral Alignment. The briar-heart ritual requires a sort of free spirit that cannot be restricted by a strict moral or ethical code. As such a briar-heart must be non-lawful. If at any time the alignment shifts to lawful, the briar-heart cannot gain levels and doesn’t benefit from the Unearthly Grace class feature. The Briar-heart’s neutrality is balance, and it is only when the briar-heart’s mind and heart is truly balanced that he can cast spells. As such, the briar-heart loses its spellcasting ability whenever its alignment shifts from neutral. A briar-heart can still gain levels if not neutral, it simply cannot cast spells. A briar-heart can have an atonement spell cast to restore the briar-heart’s alignment restored to both neutral and non-lawful allowing it to cast spells, benefit from Unearthly Grace and further progress in levels of Briar-Heart.
Starting Gold: 4d4 x 10 gp (avg 100 gp)
Starting Age: As Barbarian (Table 6-4: Random Ages on page 109 of the Player’s Handbook)
Weapon and Armor Proficiency: Briar-hearts are proficient with all martial weapons, as well as all light armors, wooden shields, and Hide Armor. However, due to oaths made prior to becoming a Briar-heart, he must foreswear the use of forged metal. Any time that the briar-heart dons on an article of clothing or armor made primarily of forged metal, a burning sensation pulses to his heart making it impossible for him to cast spells, the Briar-heart also avoids all use of forged metal weapons, preferring those of wood or stone. A Briar-heart can touch a weapon or a piece of armor and will know instantly if it will violate the oath. The Briar-heart who makes use of forged metals will only suffer the consequences as long as they are being used. Because of this aversion to metals, briar-hearts often trade using gems or crafts instead of coin.
Spells: You cast divine spells which are drawn from the druid spell list. You can cast any spell you know without preparing it ahead of time.
To learn or cast a spell, you must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Charisma modifier.
You can only cast a certain number of spells each spell level per day. Your base daily spell allotment is given on Table 1-1. In addition, you receive bonus spells per day if you have a high Wisdom score (see Table 1-1: Ability Modifiers and Bonus Spells, page 8 of the Player’s Handbook)
Spells Known: You begin play knowing two 0-level spells and two 1st-level spells, chosen from the Briar-heart spell list. You also know one additional 0-level spell for each point of Wisdom bonus.
Each time you gain a new class level, you learn one additional spell of any level you can cast, chosen from the Briar-heart spell list.
Upon reaching 5th level, and at every subsequent odd-numbered level, you can choose to learn a new spell in place of the one you already know. In effect, you lose access to the old spell in exchange for gaining the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level you can cast. For instance, upon reaching 9th level, you could trade in a single 1st-level spell (two levels below the highest-level spell you can cast, which is 3rd) for a different 1st-level spell. You can swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that you gain new spells known for the level.
You need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells for that spell level.
Illiteracy: Briar-hearts do not automatically know how to read or write. A briar-heart may spend 2 skill points to gain the ability to read and write all languages he is able to speak.
A briar-heart who gains a level in any other class without illiteracy automatically gains literacy. Any other character with literacy who gains a briar-heart level does not lose the literacy he or she already had.
Wild Empathy (Ex): A briar-heart can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check made to improve the attitude of a person (see Chapter 4: Skills of the Player’s Handbook). The briar-heart rolls 1d20 and adds her briar-heart level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the briar-heart and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A briar-heart can also use this ability to influence a magical beast with an intelligence score of 1 or 2 (such as a basilisk or a girallon), but she takes a -4 penalty on the check.
Unearthly Grace (Su): At second level the seed in the briar-heart begins to germinate filling her with a more defined aura. A briar-heart adds its Charisma modifier as a bonus on saving throws, and as a deflective bonus to armor class. The deflective bonus from this ability does not stack with deflective bonuses from other sources.
Damage Reduction: The briar-heart has damage reduction equal to its class level which can be overcome by use of cold iron weapons.
Germanation: As the seed continues to grow, it roots itself throughout the body, physically changing the anatomical properties of the host. Beginning at 1st level the briar-heart has commutative 5% chance to be negate a critical hit or sneak attack upon himself. This percentage increases as the briar-heart progresses, increasing by 5% at each level. At 20th level, this ability is replaced with immunity to sneak attack and critical hits through the acquiring of the plant template below. Abilities that negate or bypass the plant immunities to sneak attack or critical hits do so also with this ability.
Evergreen Casting: As time progresses, the briar-heart learns how to ask the very land to power and maintain her spells. Upon reaching 3rd level, the briar-heart may spend an hour long ritual prior to casting a briar-heart spell. If she does, the spells duration does not expire till a) she regains her spells for the day, b) she dismisses the spell, or c) she performs the ritual again. The spell cast following the ritual needs not be cast immediately upon completion, but only one spell can be effected by Evergreen casting at a time. The spell effected must have a personal range or a fixed range (for example, comprehend languages or detect magic). Spells of instantaneous duration cannot be affected by this feat, nor can spells whose effects are discharged. You need not concentrate on spells such as detect magic and detect thoughts to be aware of the mere presence or absence of the thing detected, but you must still concentrate to gain additional information as normal. Concentration on such a spell is a standard action that does not provoke an attack of opportunity. As the briar-heart gains levels she learns how to more quickly bond with the earth and can perform the ritual more quickly. At 7th level the time needed for the ritual decreases to 10 minutes, at 11th down to 1 minute, at 15th a full round action and at 18th a swift action.
Advanced Learning: Starting at 4th level, the briar-heart may choose to add a single spell chosen from the druid spell list whose level is less than or equal to the highest level briar-heart spell you can cast. This does not count against the number of spells known from the briar-hearts spell list.
Woodland Stride (Ex): Starting at 5th level, a briar-heart may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Resist Nature’s Lure (Ex): As the briar-heart nears the path of becoming a fey himself, the briar-heart gains an uncanny resistance to specific spells and abilities associated with the fey. At sixth level, the Briar-heart gains a +4 bonus on saving throws vs. spell-like abilities of Fey.
Fey Creature Type: At 10th level, a briar-heart undergoes a dramatic transformation as the dryad’s heart blossoms within. She gains the fey template. This transformation makes the briar-heart immune to spells such as Charm Person, Dominate Person, Enlarge Person, Hold Person and Reduce Person or any other spell which specifically targets humanoid creatures. The transformation also grants the grants the briar-heart low-light vision if it did not already have it. Naturally, this transformation doesn’t prevent the briar-heart from progressing further in the class.
Greater Woodland Stride (Ex): As the Briar-heart nears the peak of plant transformation, she learns how to avoid even magical manipulation of the natural terrain that surrounds her. At 14th level, the briar-heart can ignore difficult terrain and hazards in natural environment as if affected by the spell freedom of movement. The Briar-heart is immune to the effects of spells that effect the natural terrain into becoming difficult or hazardous terrain. This does not grant immunity to paralysis, nor entanglement by unnatural means such as rope or chains. Nor does it prevent the briar-heart from being grappled by natural creatures, even plant creatures.
Plant Subtype: At 20th level, the transformation the briar-heart becomes complete. The briar-heart gains the plant template. This grants the briar-heart with immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, polymorph, and stunning; Not subject to critical hits. In addition the briar-heart no longer needs to sleep.
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Briar-Heart Spell List
0: Acid Splash (PH), Create Water (PH), Cure Minor Wounds (PH), Dawn (SC), Detect Magic (PH), Detect Poison (PH), Guidance (PH), Know Direction (PH), Naturewatch (SC), Purify Food and Drink (PH), Read Magic (PH), Resistance (PH), Virtue (PH)
1: Animate Wood (SC), Blockade (SC), Breath of the Jungle (SC), Calm Animals (PH), Charm Animals (PH), Camouflage (SC), Detect Animals or Plants (PH), Detect Snares and Pits (PH), Endure Elements (PH), Entangle (PH), Faerie Fire (PH), Goodberry (PH), Hide from Animals (PH), Lesser Vigor (SC), Magic Fang (PH), Magic Stone (PH), Produce Flame (PH), Shillelagh (PH), Snake Swiftness (SC), Speak with Animals (PH), Summon Nature’s Ally I (PH), Vine Strike (SC)
2: Acid Arrow (PH), Animal Messenger (PH), Barkskin (PH), Bears Endurance (PH), Bulls Strength (PH), Brambles (SC), Briar Web (SC), Body Ward (SC), Cats Grace (PH), Eagles Splendor (PH), Fox Cunning (PH), Evergreen (SC), Fog Cloud (PH), Greater Magic Fang (PH), Mass Camouflage (SC), Mass Lesser Vigor (SC), Mass Snake Swiftness (SC), Might of the Oak (SC), Nature’s Favor (SC), Owls Wisdom (PH), Resist Energy (PH), Soul Ward (SC), Spider Climb (PH), Splinterbolt (SC), Summon Nature’s Ally II (PH), Tree Shape (PH), Warp Wood (PH), Wood Shape (PH)
3: Call Lightning (PH), Contagion (PH), Diminish Plants (PH), Dominate Animal (PH), Entangling Staff (SC), Forest Fold (SC), Mass Resist Energy (SC), Neutralize Poison (PH), Plant Growth (PH), Poison (PH), Protection from Energy (PH), Quench (PH), Quillfire (SC), Remove Disease (PH), Snare (PH), Spike Growth (PH), Spikes (SC), Summon Nature’s Ally III (PH), Superior Magic Fang (SC), Thornskin (SC), Thornspray (SC), Venomfire (SC), Vigor (SC), Vine Mine (SC)
4: Antiplant Shell (PH), Awaken (PH), Baleful Polymorph (PH), Blight (PH), Call Lightning Storm (PH), Command Plants (PH), Death Ward (PH), Dispel Magic (PH), Freedom of Movement (PH), Greater Vigor (SC), Mass Bears Endurance (PH), Mass Bulls Strength (PH), Mass Cats Grace (PH), Mass Eagles Splendor (PH), Mass Fox Cunning (PH), Mass Owls Wisdom (PH), Reincarnate (PH), Rusting Grasp (PH), Scrying (PH), Spike Stones (PH), Summon Nature’s Ally IV, Tree Stride (PH), Wall of Thorns (PH), Wooden Blight (SC)
5: Animal Growth (PH), Animal Shapes (PH), Animate Plants (PH), Atonement (PH), Changestaff (PH), Commune with Nature (PH), Control Plants (PH), Fire Seeds (PH), Forest Child (CC), Greater Dispel (PH), Greater Scrying (PH), Hallow (PH), Ironwood (PH), Liveoak (PH), Mass Awaken (SC), Mass Death Ward (SC), Move Earth (PH), Owl’s Insight (SC), Nature’s Avatar (SC), Panacea, Plant Body (SC), Regenerate (PH), Repel Wood (PH), Repel Metal or Stone (PH), Shadow Landscape (SC), Shambler, Spellstaff (PH), Storm of Vengeance (PH), Summon Nature's Ally V (PH), Transport Via Plants (PH), Transmute Metal to Wood (PH), True Reincarnate (SC), True Seeing (PH), Unhallow (PH), Vigorous Circle (SC)
Abilities: Your Wisdom and Strength scores should be as high as possible, since your spellcasting and melee combat depend upon them. Charisma determines your effectiveness of your spells and is depended on for unearthly grace. Your Constitution is also important because you need all the hit points you can get.
Races: Humanoid. The briar-heart class originated from the barbaric human Breton tribesmen of the Reach, and to this day most briar-hearts are humans. The ritual necessary to create a briar-heart requires only that the subject be a native humanoid with no other racial template or planar subtype. Obscure races have at times tried to mimic the ritual but the seed never fully accepts the host and ends in killing both the seed and host.
Alignment: Any Non-Lawful Neutral Alignment. The briar-heart ritual requires a sort of free spirit that cannot be restricted by a strict moral or ethical code. As such a briar-heart must be non-lawful. If at any time the alignment shifts to lawful, the briar-heart cannot gain levels and doesn’t benefit from the Unearthly Grace class feature. The Briar-heart’s neutrality is balance, and it is only when the briar-heart’s mind and heart is truly balanced that he can cast spells. As such, the briar-heart loses its spellcasting ability whenever its alignment shifts from neutral. A briar-heart can still gain levels if not neutral, it simply cannot cast spells. A briar-heart can have an atonement spell cast to restore the briar-heart’s alignment restored to both neutral and non-lawful allowing it to cast spells, benefit from Unearthly Grace and further progress in levels of Briar-Heart.
Starting Gold: 4d4 x 10 gp (avg 100 gp)
Starting Age: As Barbarian (Table 6-4: Random Ages on page 109 of the Player’s Handbook)
Weapon and Armor Proficiency: Briar-hearts are proficient with all martial weapons, as well as all light armors, wooden shields, and Hide Armor. However, due to oaths made prior to becoming a Briar-heart, he must foreswear the use of forged metal. Any time that the briar-heart dons on an article of clothing or armor made primarily of forged metal, a burning sensation pulses to his heart making it impossible for him to cast spells, the Briar-heart also avoids all use of forged metal weapons, preferring those of wood or stone. A Briar-heart can touch a weapon or a piece of armor and will know instantly if it will violate the oath. The Briar-heart who makes use of forged metals will only suffer the consequences as long as they are being used. Because of this aversion to metals, briar-hearts often trade using gems or crafts instead of coin.
Spells: You cast divine spells which are drawn from the druid spell list. You can cast any spell you know without preparing it ahead of time.
To learn or cast a spell, you must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Charisma modifier.
You can only cast a certain number of spells each spell level per day. Your base daily spell allotment is given on Table 1-1. In addition, you receive bonus spells per day if you have a high Wisdom score (see Table 1-1: Ability Modifiers and Bonus Spells, page 8 of the Player’s Handbook)
Spells Known: You begin play knowing two 0-level spells and two 1st-level spells, chosen from the Briar-heart spell list. You also know one additional 0-level spell for each point of Wisdom bonus.
Each time you gain a new class level, you learn one additional spell of any level you can cast, chosen from the Briar-heart spell list.
Upon reaching 5th level, and at every subsequent odd-numbered level, you can choose to learn a new spell in place of the one you already know. In effect, you lose access to the old spell in exchange for gaining the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level you can cast. For instance, upon reaching 9th level, you could trade in a single 1st-level spell (two levels below the highest-level spell you can cast, which is 3rd) for a different 1st-level spell. You can swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that you gain new spells known for the level.
You need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells for that spell level.
Illiteracy: Briar-hearts do not automatically know how to read or write. A briar-heart may spend 2 skill points to gain the ability to read and write all languages he is able to speak.
A briar-heart who gains a level in any other class without illiteracy automatically gains literacy. Any other character with literacy who gains a briar-heart level does not lose the literacy he or she already had.
Wild Empathy (Ex): A briar-heart can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check made to improve the attitude of a person (see Chapter 4: Skills of the Player’s Handbook). The briar-heart rolls 1d20 and adds her briar-heart level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the briar-heart and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A briar-heart can also use this ability to influence a magical beast with an intelligence score of 1 or 2 (such as a basilisk or a girallon), but she takes a -4 penalty on the check.
Unearthly Grace (Su): At second level the seed in the briar-heart begins to germinate filling her with a more defined aura. A briar-heart adds its Charisma modifier as a bonus on saving throws, and as a deflective bonus to armor class. The deflective bonus from this ability does not stack with deflective bonuses from other sources.
Damage Reduction: The briar-heart has damage reduction equal to its class level which can be overcome by use of cold iron weapons.
Germanation: As the seed continues to grow, it roots itself throughout the body, physically changing the anatomical properties of the host. Beginning at 1st level the briar-heart has commutative 5% chance to be negate a critical hit or sneak attack upon himself. This percentage increases as the briar-heart progresses, increasing by 5% at each level. At 20th level, this ability is replaced with immunity to sneak attack and critical hits through the acquiring of the plant template below. Abilities that negate or bypass the plant immunities to sneak attack or critical hits do so also with this ability.
Evergreen Casting: As time progresses, the briar-heart learns how to ask the very land to power and maintain her spells. Upon reaching 3rd level, the briar-heart may spend an hour long ritual prior to casting a briar-heart spell. If she does, the spells duration does not expire till a) she regains her spells for the day, b) she dismisses the spell, or c) she performs the ritual again. The spell cast following the ritual needs not be cast immediately upon completion, but only one spell can be effected by Evergreen casting at a time. The spell effected must have a personal range or a fixed range (for example, comprehend languages or detect magic). Spells of instantaneous duration cannot be affected by this feat, nor can spells whose effects are discharged. You need not concentrate on spells such as detect magic and detect thoughts to be aware of the mere presence or absence of the thing detected, but you must still concentrate to gain additional information as normal. Concentration on such a spell is a standard action that does not provoke an attack of opportunity. As the briar-heart gains levels she learns how to more quickly bond with the earth and can perform the ritual more quickly. At 7th level the time needed for the ritual decreases to 10 minutes, at 11th down to 1 minute, at 15th a full round action and at 18th a swift action.
Advanced Learning: Starting at 4th level, the briar-heart may choose to add a single spell chosen from the druid spell list whose level is less than or equal to the highest level briar-heart spell you can cast. This does not count against the number of spells known from the briar-hearts spell list.
Woodland Stride (Ex): Starting at 5th level, a briar-heart may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Resist Nature’s Lure (Ex): As the briar-heart nears the path of becoming a fey himself, the briar-heart gains an uncanny resistance to specific spells and abilities associated with the fey. At sixth level, the Briar-heart gains a +4 bonus on saving throws vs. spell-like abilities of Fey.
Fey Creature Type: At 10th level, a briar-heart undergoes a dramatic transformation as the dryad’s heart blossoms within. She gains the fey template. This transformation makes the briar-heart immune to spells such as Charm Person, Dominate Person, Enlarge Person, Hold Person and Reduce Person or any other spell which specifically targets humanoid creatures. The transformation also grants the grants the briar-heart low-light vision if it did not already have it. Naturally, this transformation doesn’t prevent the briar-heart from progressing further in the class.
Greater Woodland Stride (Ex): As the Briar-heart nears the peak of plant transformation, she learns how to avoid even magical manipulation of the natural terrain that surrounds her. At 14th level, the briar-heart can ignore difficult terrain and hazards in natural environment as if affected by the spell freedom of movement. The Briar-heart is immune to the effects of spells that effect the natural terrain into becoming difficult or hazardous terrain. This does not grant immunity to paralysis, nor entanglement by unnatural means such as rope or chains. Nor does it prevent the briar-heart from being grappled by natural creatures, even plant creatures.
Plant Subtype: At 20th level, the transformation the briar-heart becomes complete. The briar-heart gains the plant template. This grants the briar-heart with immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, polymorph, and stunning; Not subject to critical hits. In addition the briar-heart no longer needs to sleep.
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Briar-Heart Spell List
0: Acid Splash (PH), Create Water (PH), Cure Minor Wounds (PH), Dawn (SC), Detect Magic (PH), Detect Poison (PH), Guidance (PH), Know Direction (PH), Naturewatch (SC), Purify Food and Drink (PH), Read Magic (PH), Resistance (PH), Virtue (PH)
1: Animate Wood (SC), Blockade (SC), Breath of the Jungle (SC), Calm Animals (PH), Charm Animals (PH), Camouflage (SC), Detect Animals or Plants (PH), Detect Snares and Pits (PH), Endure Elements (PH), Entangle (PH), Faerie Fire (PH), Goodberry (PH), Hide from Animals (PH), Lesser Vigor (SC), Magic Fang (PH), Magic Stone (PH), Produce Flame (PH), Shillelagh (PH), Snake Swiftness (SC), Speak with Animals (PH), Summon Nature’s Ally I (PH), Vine Strike (SC)
2: Acid Arrow (PH), Animal Messenger (PH), Barkskin (PH), Bears Endurance (PH), Bulls Strength (PH), Brambles (SC), Briar Web (SC), Body Ward (SC), Cats Grace (PH), Eagles Splendor (PH), Fox Cunning (PH), Evergreen (SC), Fog Cloud (PH), Greater Magic Fang (PH), Mass Camouflage (SC), Mass Lesser Vigor (SC), Mass Snake Swiftness (SC), Might of the Oak (SC), Nature’s Favor (SC), Owls Wisdom (PH), Resist Energy (PH), Soul Ward (SC), Spider Climb (PH), Splinterbolt (SC), Summon Nature’s Ally II (PH), Tree Shape (PH), Warp Wood (PH), Wood Shape (PH)
3: Call Lightning (PH), Contagion (PH), Diminish Plants (PH), Dominate Animal (PH), Entangling Staff (SC), Forest Fold (SC), Mass Resist Energy (SC), Neutralize Poison (PH), Plant Growth (PH), Poison (PH), Protection from Energy (PH), Quench (PH), Quillfire (SC), Remove Disease (PH), Snare (PH), Spike Growth (PH), Spikes (SC), Summon Nature’s Ally III (PH), Superior Magic Fang (SC), Thornskin (SC), Thornspray (SC), Venomfire (SC), Vigor (SC), Vine Mine (SC)
4: Antiplant Shell (PH), Awaken (PH), Baleful Polymorph (PH), Blight (PH), Call Lightning Storm (PH), Command Plants (PH), Death Ward (PH), Dispel Magic (PH), Freedom of Movement (PH), Greater Vigor (SC), Mass Bears Endurance (PH), Mass Bulls Strength (PH), Mass Cats Grace (PH), Mass Eagles Splendor (PH), Mass Fox Cunning (PH), Mass Owls Wisdom (PH), Reincarnate (PH), Rusting Grasp (PH), Scrying (PH), Spike Stones (PH), Summon Nature’s Ally IV, Tree Stride (PH), Wall of Thorns (PH), Wooden Blight (SC)
5: Animal Growth (PH), Animal Shapes (PH), Animate Plants (PH), Atonement (PH), Changestaff (PH), Commune with Nature (PH), Control Plants (PH), Fire Seeds (PH), Forest Child (CC), Greater Dispel (PH), Greater Scrying (PH), Hallow (PH), Ironwood (PH), Liveoak (PH), Mass Awaken (SC), Mass Death Ward (SC), Move Earth (PH), Owl’s Insight (SC), Nature’s Avatar (SC), Panacea, Plant Body (SC), Regenerate (PH), Repel Wood (PH), Repel Metal or Stone (PH), Shadow Landscape (SC), Shambler, Spellstaff (PH), Storm of Vengeance (PH), Summon Nature's Ally V (PH), Transport Via Plants (PH), Transmute Metal to Wood (PH), True Reincarnate (SC), True Seeing (PH), Unhallow (PH), Vigorous Circle (SC)