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View Full Version : D&D 3.x Class Simic Biomancer (M:tG based, PEACH) SHOULD I MAKE MORE LIKE THIS?



Zaydos
2015-03-06, 01:39 AM
Simic Biomancer Preample

Why is there a post before the class you ask? Because like Incarnum, Binding, and Martial Maneuvers the class introduces some new concepts, and new abilities which apply beyond itself either to other classes (Mana casting) or to a significant number of creatures (evolutions), or to both (cytoplasmic grafts). As these rules do not fit into any individual abilities of the class, but are instead part of many separate abilities, both of the class, of certain of its spell effects, and of many of their summoned creatures I thought it best to put them somewhere where they could be referenced back to more easily than mixed in with specific features, as a means of avoiding re-posting the same thing at 3 different places in the class. These new rules are divided into Mana Casting and Cytoplasmic Grafts/Evolutions. I may also use this post, if I get around to it, as a place to include a sort of introduction which explains what's different from D&D, what's different from M:tG, what's different from both, and why I made the choices I did (which is usually either "D&D is less gamist than M:tG" or "It'd have been completely broken in D&D").


Color Identity: Each creature or character that has the ability to interact with mana either by gathering it or using it has a color identity, as do some creatures which do not including any creature which can be summoned with mana spells. A creature’s color identity can include any combination of Black, Blue, Green, Red, or White or be Colorless. A creature can only gather mana that matches their color identity or is colorless, and if they would add mana that would belong to another color to their mana pool it becomes colorless. Certain other abilities may interact with color identity, for example certain cytoplasmic grafts and evolutions can only be crafted if the graft-originator or creature’s summoner has a certain color in their color identity.


Mana Mana is a source of magical energy used to fuel certain ability. Any creature capable of gathering or using mana has a mana pool, the capacity of which represents the maximum amount of mana they can hold at a single time. Typically a creature will begin an encounter with maximum mana (as gathering mana can be done at-will as a standard action and even in the worst situations can usually be gathered back to maximum within a minute or so). Mana comes in five colors (Black, Blue, Green, Red, and White), as well as colorless mana and any colored mana may be freely used as colorless mana when required. Some effects call for either of two colors, such as the Bioshift ( http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366299) spell which requires 1 Green or 1 Blue mana, and others call for both of two (or more) colors, such as Summon Drakewing Krasis which requires 1 colorless as well as 1 Green and 1 Blue mana, an or means that either color can be used and that the spell can be learned if only one of the two colors is part of the caster’s color identity, while an and means that it requires the stated amount of each and requires both colors to be part of the caster’s color identity; some spells (such as the theoretical Summon Marisi’s (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=249375) Twinclaws[/url]) use both an or and an and (in the case of twinclaws it requires 2 Colorless, 1 Green, and 1 Red or White mana), in which case either of the two colors connected with an or can be used but Green must be used and the caster’s color identity must include Green and at least one of Red or White.

Mana is usually obtained through the Gather Mana action (although there are other methods) or passively as described under Gather Mana.

Gather Mana Any creature with a mana pool may perform the gather mana action. Gathering mana is a standard action which provokes attacks of opportunity unless performed defensively (requiring a DC 15 Concentration check). Certain creatures, such as birds of paradise, have special rules for gathering mana with their racial abilities. For most, however, you compare their Mana Expertise Level and the tier of the terrain on the table below. Terrain comes in five types, one for each color, and is rated in tiers separately for each color. A character uses the highest value in a region that matches one of the colors in their color identity to determine overall mana which can be gathered, but may only gather mana of a specific color equal to that allowed by the terrain’s tier for that color. In addition to mana which is actively gathered, a character passively regains mana of a color equal to that terrain’s tier in that color; if a terrain has positive tiers in two or more colors that are part of a character’s color identity they gain a total amount equal to the terrain’s highest tier (in a color that is part of their color identity) but may divide it between varying colors up to that color’s tier (for example in a humid rainforest a simic Biomancer would be able to gain 3 mana, but only 1 of it could be blue). Any mana in excess of a creature’s mana capacity is lost, although they may choose which color of mana is lost in that situation.

Determining a terrain’s tier:
Each of the 5 types of mana are judged separately. Tier I features count only if within 60-ft of the gatherer, tier II features count if within 200-ft and count as tier I if within a mile, tier III features count if within 1 mile reducing to tier II if out to 3 miles and tier I if out to 10 miles. These are normal ranges and some features may only count if closer. The following are meant as a basic set of examples to help DMs determine the tier of mana available in an area; in general if it physically fits the related terrain (forest = green, mountain = red, island/ocean = blue, plains = white, swamp = black) or the philosophy and flavor of the color it should help in the generation of it magic (for more about colors’ flavors for those unfamiliar with them see (http://mtgsalvation.gamepedia.com/Color_Pie) here[/url]).

For a more simplified version everywhere is tier I for all colors unless there is a reason otherwise, and when within the associated terrain type it is tier III.

Universal: A site which has been dwelt in by a mage of the proper color slowly gains their color identity. A simic Biomancer’s childhood home may be tier 1 green and blue for that reason, meanwhile their sanctum where they work their magic might be tier 2, and the academy where simic Biomancers are trained would be tier 3.
Green:
Tier I: A single tree, a large (4+ 5-ft squares) garden, verdant life non-forest, shrine to minor nature spirit.
Tier II: An area with at least 8 trees within 60-ft of the gatherer, an area where at least 10 trees average per 16000 square feet (40-ft by 40-ft square), a botanical garden or arboretum, a druidic site, a temple to a god of nature.
Tier III: A densely forested region, a jungle, or tropical rainforest, a druidic grove, a powerful site of reverence to a god of nature.

Blue:
Tier I: A small stream or pond, any sizeable amount of water (at least 1 square), any site of high humidity, a place of learning or pure intellect.
Tier II: Being in water, the coast, a large lake, at least 8 squares of water within 60-ft, being on a large island (ocean > 10 miles away, but no point more than 80 miles from the ocean), a rain storm, a site of learning, or a library.
Tier III: The coast of an island (when on said island), being on a boat at sea, or being in sea water, a major academy of magical learning, a great library.

Red:
Tier I: Rocky or hilly ground, any sizeable fire (at least 1 square), a small artificial underground structure (such as a basement), within sight of a mountain over 3 miles tall.
Tier II: A hill top, mountainous terrain, a cliff-face, within a large artificial underground structure (such as a dungeon), a natural cave, a site associated with passion, battle, or freedom.
Tier III: A mountain peak within 1000-ft, within a large cave structure, a mountain over 3 miles high, a site traditionally associated with passion/battle/freedom for generations.

White:
Tier I: Farmland, an open wilderness area, any place where the rein of law holds sway.
Tier II: A stretch of open plains, a sizeable lawn, a temple to a socially accepted god, a courthouse.
Tier III: A wide open plain that stretches for at least 10 miles in all directions, a prosperous city where law and community are held in great respect, a major temple to a socially accepted god.

Black:
Tier I: Desert, polluted region, a dead body, any place where living creatures have been sacrificed, a tomb, anywhere that undead have been for a long period.
Tier II: Wetlands, a realistic swamp (i.e. a highly diverse and life filled biome), a necromancer’s abode, a lich’s lair, a vampire’s tomb, a place where the worship of demons is practiced, a graveyard, a wasteland.
Tier III: A fetid bog, a fantasy swamp, a tainted region, a deep swampland, inside a lich’s lair, inside a vampire’s tomb, the inside of a major graveyard, the region around a demilich/vampire lord’s lair, a major site in the worship of an archfiend.

Planar Terrain: Planes from Mechanus to Elysium are typically Tier III White terrain as is the Positive Elemental Plane, while Arborea, and Acheron at Tier II (as are positive quasielemental planes if used), and Baator is Tier I. Planes from Baator to the Abyss are normally Tier III Black terrain, as is the Plane of Shadow and Negative Energy Plane, and Acheron and Pandemonium (as well as any negative quasielemental planes if used) are Tier II terrain. Planes from Pandemnium to Ysgard are Tier III Red terrain, as are the Elemental Planes of Fire and Earth (and the paraelemental planes of magma and smoke and quasielemental planes of mineral and radiance), Arborea and the Abyss are tier II, while the Beastlands and the Outlands are tier I (as is the planes of ooze, and ash if used). The Beastlands and Arborea are tier III Green terrain, while all Inner Planes, the Outlands, Bytopia, and Ysgard are all tier II Green terrain. The Astral Plane, Mechanus, and the Planes of Air and Water are all tier III Blue terrain (as are Ice, Steam, and Lightning if used), with Acheron, and the Ethereal Plane both being tier II Blue terrain (as is the plane of Ooze if used), the plane of Limbo is tier I Blue terrain (as is Vacuum, Salt, and Smoke if used). This is in addition to whatever is determined by the local terrain.


MELTier 0*Tier ITier IITier III
10 (1)222
20 (1)233
30 (2)233
41 (2)233
51 (2)234
61 (2)234
71 (2)234
81 (3)334
91 (3)335
101 (3)335
111 (3)346
122 (3)346
132 (4)457
142 (4)457
152 (4)458
162 (4)468
172 (4)469
182 (5)569
192 (5)5710
203 (5)5710

*: The parenthetical numbers represents how much mana total can be gathered from such a site, with the first number what amount of that can be colored; if a terrain is 0 in one of your colors and 1+ in the other the first number is used for how much of the former color can be gathered, if it is 0 in both/all the first number is used to determine how much colored mana can be used (if it is 0 in two but not a 3rd the first two may only have colored mana put together equal to the first number).

Example: A 5th level Simic Biomancer is in a dungeon located underneath a massive forest. The dungeon is within 1 mile of the ancient rainforest (tier III green) and as a large dungeon falls under tier II red. The Simic Biomancer is able to draw 3 Green Mana from the area each round automatically, but is unable to passively gain Blue Mana. When they use a Gather Mana action they gain 4 mana (as it is tier III in a color matching their color identity) but only 1 can be Blue (as that is the maximum Blue mana they can draw from a Tier 0 terrain). As their mana capacity is 4 they will rarely need to do this unless they require Blue mana (as they automatically regain 3 mana each round) or have taken feats or evolutions to improve their mana capacity. If they had the Gruul Initiate (Simic) feat then they would passively gain either 3 Green mana, 2 Green mana and 1 Red mana, or 2 Red mana and 1 Green mana (as it is a tier II Red terrain they cannot passively regain more than 2 red mana there) and with the gather mana action could gain 4 Green mana, 3 Green mana and 1 Blue mana, 3 Green mana and 1 Red mana, 3 Red mana and 1 Blue mana, 2 Red mana and 1 Green mana and 1 Blue mana, or any other combination which equaled a total of 4 with no more than 3 Red mana or 1 Blue mana. If a Simic Biomancer had Red as part of their color identity and were in a natural cavern (tier III Red) which was tier 0 for both Green and Blue they would gain 3 Red Mana and 1 Blue or Green Mana when they used Gather Mana; if Red was not part of their color identity they would gain 1 Colorless and 1 Blue or Green Mana when they used Gather Mana. At Lv 15 the same Simic Biomancer would gain 6 Red Mana and either 1 Blue and 1 Green or 2 Blue or 2 Green Mana with a Gather Mana action if Red was part of their Color Identity, or 2 Colorless and one of 1 Blue and 1 Green, 2 Blue, or 2 Green Mana with a Gather Mana ability.

Changing Mana Color and Coloring Mana a.k.a. Filtering Mana: Any character able to Gather Mana may, as a standard action, Filter Mana. Like gathering mana this provokes attacks of opportunity and can be performed defensively. When a character filters mana they may change any or all mana in their mana pool to the mana color(s) of their choice as long as those colors match their color identity.

Example: A 5th level Simic Biomancer has 4 Green mana in their mana pool, but they want to summon a Drakewing Krasis which requires 1 Green, 1 Blue, and 1 Colorless Mana to be cast. They use the Filter Mana action to transform 2 of that mana into Blue Mana and then spend 2 Green Mana and 1 Blue Mana to summon the krasis; as any color mana may be spent for colorless.

Sanctums: A character may also tie themselves to a region creating a sanctum. Any character capable of casting 1st level mana spells can create a sanctum for themselves. A sanctum can have a diameter up to 10-ft x the character’s mana caster level, and requires 1 day of work to create per 30-ft of its diameter. A character may only have as many sanctums as their Intelligence modifier and must manually destroy their link to a sanctum before making more. A sanctum is treated as 1 tier higher in all colors for the bonded character (a field with a single tree would become a tier II Green terrain for the sanctum holder, and a house in the middle of town would become tier I and likely eventually become tier II due to habitation). Two mana casters’ sanctums cannot usually overlap, but those in the same tradition can on occasion create them in such a way that they may. Typically this means two mages of the same base class which grants spells and the same in universe organization and requires the first mage to intentionally make their sanctum in such a way as to allow others of the same tradition to create overlapping sanctums.

Destroying Sanctums: A sanctum is far easier to destroy than create; taking only 1 hour per day it required to create, or 10 minutes per day if the creator is destroying it himself. This destruction can be performed by any character capable of casting 1st level mana spells.

Mana Casting: In general casting a mana spell functions much like casting an divine or arcane spell, and like a divine spell . There are significant differences, however.

Color: Mana spells have certain colors which serves as the spell’s color identity (should that matter).
Mana: Mana spells, aside from cantrips and a few other exceptions, cost mana to cast. This mana is expended from the caster’s mana pool when the spell is cast. Any mana may be spent as colorless mana, but for colored mana only mana of that color functions.
Heightening: Mana spells can be prepared and/or cast in higher level spell slots. When this is done they are effectively heightened as if with the heighten spell metamagic feat, and may gain additional benefits described within the spell itself similar to psionic augmentation. A spell heightened this way is treated as the higher level in all ways.


0 Level Mana Spells: Like arcane and divine spellcasting there are level 0 mana spells. These Tricks never gain additional benefits from being heightened, and always have a base mana cost of 0 mana. Many Tricks lack a color identity, and many are identical to common arcane and divine level 0 spells; if otherwise identical to an arcane/divine spell they will simply be listed by its name and with any color identity they possess after it in parenthesis. As normal for mana spells you must include at least one of their colors in your own color identity to cast the spell (for example Ghost Sound is Blue and Black, a Simic Biomancer has Blue in their color identity and therefore could cast it, a Boros Battlemage does not and therefore despite the fact that they could pay its 0 mana cost could not cast Ghost Sound).

Exotic Spells: It is possible for a Mana caster to learn spells not on their spell list which are mana spells. For Simic Biomancers doing so is as simple as having the proper color identity and then finding a written record of the spell and scribing it into their spell book. For spontaneous casters like Gruul Warchanters the process is more complicated, requiring a special ritual which switches one of their spells known for the new spell. This ritual still requires a scroll or other written form of the spell, and consumes it much like scribing a scroll, as well as consuming rare reagents costing 100 GP per spell level. Collective spells such as Summon Simic Creature or Summon Gruul Creature cannot be learned as Exotic Spells instead each individual summon being learned as its own spell.

Collective Spells: Some mana spells of the Summoning subschool are collective spells meaning they are able to summon a variety of different creatures. Each creature that can be summoned this way is learned separately, with so many based on your level in the class which granted the class being learned automatically. Additional creatures can be learned from a scroll of that specific summon or from a spellbook through a ritual that costs 25 GP per minimum level of the spell needed to summon that creature, spontaneous mana casters such as Gruul Warchanters may learn additional summons this way as well as those like Simic Biomancer who learn spells as a wizard. Collective spells may not be learned as exotic spells instead each individual creature being treated as its own spell for the purposes of learning them as Exotic Spells as well as for creating spell trigger and spell completion items. When a spell reprepares a summon creature spell by prematurely ending a summon or based upon it being dead it is reprepared as the specific Summon [Creature] spell as opposed to as the original collective spell.

Cytoplasmic Grafts: Cytoplasmic grafts are bundles of magically altered biomatter. They are transferable through the bestow graft ability, as well as some spells. A creature’s ability to hold cytoplasmic grafts depends upon if it is naturally a graft-bearing creature (represented by the Cytoplasmic subtype) or has the evolve ability, or does not. A creature with the evolve special quality, or which has the cytoplasmic subtype may hold a total number of grafts and evolutions equal to its summoner or creator’s caster level, or if somehow naturally occurring a number determined by the DM and may have no more instances of a single graft active than 1 plus ½ their hit dice (minimum 2). A creature without the evolve ability or cytoplasmic subtype may only bear ½ their character level in cytoplasmic grafts and evolutions at a single time, and may have no more instances of a single graft active than 1/4th of their hit dice (minimum 1). A creature with the cytoplasmic grafts class feature does not count grafts granted by it against their limit of grafts which can be born at a single time, and may carry an additional instance of a graft compared to a creature that does not have the class feature (bringing their minimum to 2).

Any creature bearing a graft normally gains certain benefits from it, but a creature with evolve or the cytoplasmic subtype gains additional benefits. Such a creature gains +1 HD for each graft they bear, in the case of a cytoplasmic creature its initial hit dice are derived this way and lost if it loses the grafts (losing feats, and skill ranks as appropriate); they gain skills, feats, and ability score bonuses for these hit dice as normal, but they do not increase the creature’s size. They also gain +1 to Strength, Dexterity, Constitution, and Natural Armor for each graft beyond their initial grafts (if reduced below initial grafts they do not lose ability scores).

A creature may carry more grafts than their limit or grafts they do not meet prerequisites for using (such as a graft that improves a natural weapon they lack, a graft which improves a fly speed they do not possess, or a graft which requires other grafts to function). If they do so any excess or non-functional grafts become nascent, meaning that they have no effect, until they are no longer in excess, or prerequisites are met. On a naturally graft bearing creature, or a creature able to create or bestow grafts any number of grafts can be suppressed, becoming nascent, as a standard action allowing other grafts to activate (whichever of their choice that could). For a creature which is not able to do these things, the grafts added after the limit is reached become nascent and typically remain that way.

Cytoplasmic grafts are by default corporeal and cannot be applied to an incorporeal creature. A graft that has been granted ghost touch (such as if it was made by someone with the Craft Ghost Touch Grafts feat), or which has been made incorporeal (either because it was created by an incorporeal creature, or because its bearer has been made incorporeal,) can be grafted onto an incorporeal creature. An incorporeal graft cannot be applied to a corporeal creature (unless it is ghost touch).

Save DCs for Grafts: The save DCs of grafts is largely independent of the graft-bearer’s stats, instead the DC is 10 + ½ the graft-bearer’s hit dice + ½ the graft-originator’s intelligence modifier + the number of instances of the graft in question born. So if a Simic Basilisk was summoned with 3 instances of the Death Whisper graft by an Int 22 Simic Biomancer the save DC for its Death Whisper ability would be 24, if it gave up 2 other grafts and thus 2 hit dice it would become DC 23, if one of those was a death whisper graft it’d be down to DC 22. The naturally occurring grafts of a naturally occurring cytoplasmic creature are based off of its Constitution modifier instead of its creator’s Intelligence modifier.

Graft Originator: Some grafts reference the graft originator. In the case of a graft on a summoned creature, or created by a spell (such as Thrive), the graft is considered to originate from the summoner or spellcaster. In the case of a graft formed through the Shape Grafts class feature the graft originator is whoever created the graft. If an ability requires mana it may come from the graft bearer or the graft originator as long as the originator is on the same plane and is willing; a graft originator does not know why or necessarily who is requesting mana unless they have line of sight, otherwise they get only a vague sense of direction/distance and which type of graft is being activated. Giving mana in this way is a free action which can be performed outside of your own turn.

Evolutions: Evolutions are normally only possessed by creatures with the evolve special quality, or which gain them via class levels, but there are certain spells or effects which can transfer them. Evolutions function in many ways like grafts and have the same total number which can be applied to creatures; i.e. a creature with the evolve special quality, or which has the cytoplasmic subtype may hold a total number of grafts and evolutions equal to its summoner or creator’s caster level, or if somehow naturally occurring a number determined by the DM, and other creatures may have only ½ their character level in evolutions and grafts. A creature may have up to ½ of its evolutions (rounded up) be identical to each other, with the exception of the size evolution which may only make up 1/3rd of their evolutions (rounded down, min 1). Like grafts, evolutions grant cytoplasmic creatures and creatures with Evolve a +1 bonus to Strength, Dexterity, Constitution, and Natural Armor per evolution beyond their initial ones possessed. Unlike grafts a creature’s initial evolutions do not grant hit dice, but ones beyond those(including bonus evolutions for being summoned from a higher spell slot) do grant bonus hit dice to cytoplasmic creatures and creatures with evolve. Evolutions may not increase the base damage of a natural weapon attack to higher than 8d6, only the size increase evolution can break this limit and then other evolutions increasing natural weapon damage do not apply.

Like grafts it is possible for a creature to gain an evolution which it cannot use either due to having too many grafts/evolutions already or lacking some necessary trait (an skeleton cannot benefit from the poisonous blood evolution, a creature without the charming force special attack cannot benefit from an evolution that solely improves it). These evolutions become non-functional and nascent as grafts would.

Unlike grafts a corporeal creature’s evolution may be freely applied to an incorporeal creature and vice versa.

Shaping Cytoplasmic Grafts:
Some creatures, cytoplasmic creatures, are formed with cytoplasmic grafts. Others, however, such as Simic Biomancers and Simic Initiates are able to consciously shape cytoplasmic grafts. These grafts last just shy of 24 hours (approximately 23 and a half hours), and the ritual to form them can be performed once per day. This ritual takes one hour, similar to preparing spells. When grafts are shaped the shaper selects which grafts they are, up to their maximum, and shapes them on themselves; you may only shape one instance of any single graft plus 1 per 2 character levels beyond the minimum required to shape that graft (1st for those without one listed). They may then bestow grafts to other creatures if they have the Bestow Graft ability.

Once a cytoplasmic graft has been shaped it normally remains shaped until its time has expired, at which point they naturally dissolve. Shaping grafts require an amount of magic and as grafts are supernatural in nature they are suppressed in an anti-magic or dead magic zone, although a cytoplasmic creature (or creature with evolve) does not lose hit dice granted by grafts suppressed in this way. Grafts can be prematurely unshaped by the graft-originator with an expenditure of a standard action, and 2 colorless and 2 green mana as long as the graft is within 30-ft.

So I'm going to do this as some sort of make-believe Q & A or interview... I guess readers should feel free to add questions if they want, but for now I'm just going to ask myself some questions and give you my justifications of my choices.

Q: Well the first thing that I notice is you went with Vancian casting, why was that?

A: Lore ultimately. Way back when the Library represented your grimoires and well library. Your hand were the spells you had currently memorized from your spellbooks and when you cast one it left your memory. In other words the fluff for how you the player cast spells was drawn straight from Jack Vance, as D&D already has a way to represent casting with that fluff it seemed odd to use something different

Q: But you gave the spells level instead of just mana costs, isn't that kind of odd? I mean M:tG uses mana cost why did you combine both limitations?

A: Because mana costs didn't work as a good limiter for D&D. Mana cost and power of spell are not directly related and how powerful certain spells are is quite different between the two games. Murder/Terror/etc are extremely powerful in D&D, the equivalent of a 7th level spell (Finger of Death), but pretty low cost in MtG. So it would have meant finding a new non-vancian system which would have necessitated either making the spells limited in some other foreign way (such as avoiding long term buffs completely) and it would have just felt foreign. So I co-opted D&D's system, gave spells levels, and reasoned that Planeswalkers as Epic Characters weren't really bothered much by spell levels. I mean heightening sometimes gives spells effects they lack in M:tG but for the most part in my mind all spells a Planeswalker casts are cast at Lv 6.

Q: Well that just brings up more questions. I'm going to start with the first one, though, why does Murder/Terror matter when you're making a Blue Green class?

A: I might be making a Blue-Green class now, but I intend to make a framework around which additional classes can be made. I have not succeeded perfectly in that, and if you pay close attention you might notice I've avoided Mill entirely, and most color specific effects. The first is just a conversion nightmare, the latter would require me to assign colors to D&D as a whole, and probably work best if a color wheel alignment system was used. Another reason, of course, was that the problem wasn't unique to Blue Green, a high mana counterspell isn't really better than a low mana one often enough (Cancel to Counterspell, etc) or even Boomerang to Telepathy. In M:tG telepathy is a neat trick, in D&D it's a 2nd-3rd+ level spell which enables Mindsight, conversely Boomerang is powerful tempo control which can delay an opponent's entire game while in D&D you have to figure out an effect which could count as it and what it ends up with is still tempo control but it lacks the sheer power which makes Boomerang something that needed weaker versions. Murder/Terror was just the cleanest example as it is the easiest to understand the conversion.

Q: Alright, I'll... sure I'll accept that for now. You said in a previous answer that Planeswalkers were Epic Characters, doesn't this class represent a Planeswalker?

A: No it does not. It represents a Simic mage, the capstone is actually being this guy (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107506) but some spells in Ravnica represent the magical powers used by the non-planeswalking Ravnicans. Planeswalkers aren't the only mages, just the most powerful, immortal entities, who are able to travel between worlds. If you note the Simic Biomancer never gets the ability to travel between planes, not even in the sense that a wizard or cleric can.

Q: So you think a 2/2 is the equivalent of a 20th level character, but you gave them the ability to summon far more powerful creatures than that?

A: Now you're just being asinine. I think that the power of a card is not limited to its P/T. That and in all honesty a Simic Biomancer ends up as like 7 different Simic creatures at once, plus a spellshaper of some sort. But Momir Vig is powerful, not because of his raw ability to fight you, but he created Kraj, he commanded Protean Hulks. Power isn't raw combat strength, and if a Biomancer tried just pushing their way through an enemy they'd do much worse than that protean hulk they can summon.

Q: You know I take offense to being called asinine, especially from you, but fine let's move on. You mentioned heightening earlier and your means of doing it is just well weird. I mean D&D doesn't do that and neither does M:tG so why?

A: Lazy design :smalltongue: Ok more honestly, D&D is all about options and I needed options appropriate for levels from 1st to 20th. Looking over Simic Cards I kept running into a problem that most stopped lower or just really didn't have the expansiveness for a full spell list. I mean I only have around 50 spells not counting summons compared to over a hundred for wizards in the PHB. So I looked at Psionics' augmentation system and found a way to stretch them. I think 5e did it too, but really it was a way of making the class play better without going outside of M:tG for effects; instead I just expanded upon the spells and typically looked at different ways to represent the effect. Is Giant Growth +1 size category or 2? Is it 1 round or 1 battle or longer? How long is a turn in M:tG? Does a single target spell affect a creature or an area? Some creatures in M:tG are groups, after all. While I typically went 1 turn = 1 round/caster level, 1 creature = 1 creature, it let me build effects at a variety of levels and leave them recognizable as M:tG cards while also giving a character some easy flexibility. So like I said, lazy design, though I'd probably prefer if you called it efficient (not that I would myself).

Q: Can you give me a good example of Heightening to justify this?

A: Fog. D&D has fog effects of a variety of levels and all could be claimed to prevent combat damage. Obscuring Mist, Fog Cloud, Solid Fog. The first two make it hard to engage in melee, though their area is a tad small. Solid Fog on the other hand really does stop combat damage for a while, but is powerful. So the spell starts out as Obscuring Mist and slowly becomes Solid Fog, and then you can get duration to be longer as a sort of strategic option where you leave fog to protect your towere while you're away or studying within. You even get options to trade the Solid Fog effect for a larger area. Alternatively Cancel. It's Blue counterspells are a big thing. By giving Cancel a level limit to what it could counter it let me make it a lower level spell, but by allowing you to heighten it I could still allow you to cast it from a 6th level slot to counter 9th level spells and it function.

Q: Fine I'll accept that, I guess. So why did you do evolutions how you did? I mean well for both really.

A: Why did I split them so awkwardly? Really the class's probably shouldn't be called evolutions but something more specialized, but I guess they're evolutions to allow you to shift them about temporarily with bioshift if you want, give an ally Gyre Sage so they can get more mana, or turn your melee chump into Ooze-man! For creatures... I have an obsession with options if you haven't noticed and this lets you turn a Cloudfin Raptor into your build a beast making your summons really your workhorse spells. I chose to base evolving off of spell level because hit dice does not always equal power and it let me make glass cannon creatures that could still evolve their allies while also putting more hard limits in place so that the power could not be brought out of hand.

Q: Why did you choose the evolutions you did, for the Biomancer that is?

A: I didn't want to let you summon the PC race/class summons, so I made them class features instead. A Gyre Sage, a Fathom Mage, a Guildmage, these are all Biomancers, they're what you are. I wanted them represented somehow, though, and that's why I made them how I did. Experiment One was the most questionable, but I felt that it worked and gave the class a transhumanist option of Become Ooze.

Q: What about Size Increase and Krasis Hide, what creatures do they represent?

A: I finished making the creatures first and looked over them and noticed there were 2 universal evolutions. Natural Armor of some sort, and Size Increase, so I felt that the PC should have those options if I was making them be Evolutions. If I went back and made them be just "specializations" and detached them from the evolution rules I'd remove those two.

Q: Why did you do what you did to mana recovery, I mean there are no lands?

A: I said it before, you're not a planeswalker. You don't control boundless dominions. You draw mana from the land nearby. I made it so you could mostly recover your mana every turn, at least with some effort or the right terrain, because 1 that's how M:tG does it and 2 mana was supposed to be a minor limitation instead of your main limit. At 20th level if you're in your element you're regaining 6 mana each round, unless you're casting multiple spells each round you're at full mana, of course you aren't guaranteed to be in Tier 3 terrain, even Red which gets tier 2 from dungeons is unlikely to be guaranteed that at 20th level. But it does mean you can generally go a good while without needing to recover mana unless you're breaking action economy, or using activated creature abilities. Which is, honestly, the intent. At lower levels you have more difficulty but are unlikely to be casting multiple spells in a round and serves to make being in your own terrain more important. This allows a show of mastery to be developed, a low level Biomancer just isn't as capable outside of their favored terrain. I added Sanctums to represent a link to an area like a Land but on a lesser extent, since you aren't a planeswalker.

Q: What about the whole tiers, I mean why does a single tree count as a forest?

A: It doesn't. Tier III terrain in theory represents your basic lands and the like, Tier I and II are just things that have enough mana of that type to draw from. In total it's a game mechanical concession to the differences in game design between M:tG and D&D. Just like easy color filtering on that note. I added in philosophical ties because M:tG does allow for that, and it helped explain Guild Gates. Especially with the "color mages' academy gains their colors" part. I could have made it where you needed full fledged lands, but then I'd have had to make it function through distant links which 1) work better for planeswalkers, 2) would have removed the tactical element of choosing your battlefield completely. I wanted being in your terrain to have a benefit but for it to be possible to play at or near normal power outside of it. Feats like the Initiate feats, the Mana Color feat, and Ravnican Mage can further help by allowing you to gain mana from more types of terrain.

Q: Why did you do the weird thing with Graft save DCs?

A: I wanted to make it where having a lot of grafts was actively better, their power not merely additive but each graft adding more than the one before. Of course in the end I had to compromise my intent and make only the graft in question count and really I could use some opinions on this.

Q: You have all these creatures and spells, but you're missing the most iconic Simic Creature. Where is Kraj?

A: Kraj would be a Lv 7 or higher summon, or in other words something completely inaccessible short of Epic Levels. I could have made Kraj similar to how I made the Sky Swallower (hard to control but powerful), but I felt that he deserved more. If I get enough requests for it I might actually stat him up as an epic spell, but till then.

Q: So why did you give them monstrous recovery isn't that really kind of out of place? I mean why does casting a summon spell give you another spell?

A: I wanted to encourage them to summon things. Simic is a creature heavy guild, it's full of creatures who do things. I wanted to encourage you to summon creatures. So I gave the an ability to make it easier to summon a lot of things. Of course the cost means it can be prohibitive to use it, well if you aren't a gyre sage that is. It also only really comes into play at high levels at the point where low level summons aren't particularly useful, it can recover non-summon spells but only if you use species gorger cycling which means you're eating one of your 5th or 6th level slots just to get more 3rd or 4th slots.

Q: Wait Species Gorger cycle? What is that and how many more slots can it get you?

A: Species Gorger unsummons a summon at the end of turn, so each time you summon it, it prematurely ends a summon but re-prepares it. So you can theoretically just keep using it to get a single attack out of it and then unsummoning it. It could theoretically give you infinite lv 3 summons, but a reserve feat can already do the same (summon elemental companion) or it could reprepare each of your 3rd level or lower spells. I'm still thinking about reducing the power a bit, and knocking it down to 3 levels lower with Gr. Monstrous Recovery for just this reason. Simic Visionary, on the other hand, only works with Summon Simic Creature which the re-prepped spell isn't.

Zaydos
2015-03-06, 01:40 AM
Simic Biomancer

"Look beyond, to the vascular awareness that all life is a map to greater knowledge."
—Momir Vig, Biomancy, vol. I

A Simic Biomancer is a mage of the Simic Combine, the guild in charge of promoting life on the city-plane of Ravnica. Expanding beyond their original role, the Simic Combine turned to using magic to augment life, either via the creation of malleable organic nodules of magic infused organic materials or the promotion of highly adaptive life forms. Simic Biomancers use their magic both to summon creatures designed by the work of the guild, heal, and on occasion a variety of effects and abilities. Outside of Ravnica a Simic Biomancer may be divorced from the Simic Combine but they continue to be a mage who specializes in the understanding and development of biological life.

Adventures: A Simic Biomancer might adventure for a variety of reasons. One adventures to gain the capital to fund their research. Another out of the drive for knowledge, feeding their curiosity even at te risk of their own life. A third adventures to push themselves against the hardships of the road and spur their own personal "evolution" (really adaptation) towards a stronger, more perfect form of life. Specific adventures that might appeal to a Biomancer would be those that either pushed them to adapt to a new situation, or which promise to reveal insights into the creation of life either natural or artificial. A Simic Biomancer might also act to adventure when nature and civilization are in conflict, continuing to fulfill their guild's role to maintain a place for life even in the great plane-wide city.

Characteristics: A Simic Biomancer's grafts allow them to buff and augment allies to a limited extent. Their summons can act either as ablative meat shields, scouts, or damage sources. Their evolutions allow them to focus in one or eventually several aspects granting more spells per day, greater access to mana (and thus more spells per encounter), more grafts, a melee transformation, charm abilities, or various other tricks. Their spells add abilities allowing them to perform battlefield control, heal, buffing, or even various anti-mage abilities.

Alignment: In a game which uses alignments based on the colors of Magic, a Simic Biomancer is going to tend towards Blue and/or Green, as the Simic Philosophy is used by M:tG as the poster child for mixing the philosophies of those colors. In more traditional games a Simic Biomancer tends towards Neutrality. While they value order they recognize that it can constrain adaptability and that while chaos allows for freedom often the best adaptation is the creation of some form of order. Morally they still tend towards Neutrality, as they seek the development of perfect life willing to accept that on occasion to produce this greater good others suffer but being typically unwilling to harm others simply for their personal well being.

Religion: To some members of the old Combine evolution was almost a god in and of itself, the perfection of life a fanatical pursuit. Even in the new Combine the natural ebb and flow of life and its continuous development and re-development is almost a religious sect all of its own. In more traditional games Simic Biomancers may tend towards some of the same gods as druids, although they often serve them with a more intellectually focused devotion. Others worship gods of knowledge or magic. From the core (PHB) deities a Simic Biomancer would most likely worship Obad-Hai, Ehlonna, or Boccob, although Vecna and Wee Jas might appeal to certain Biomancers (especially those who dabbled in Dimir or Golgari arts respectively).

Background: In Ravnica a Simic Biomancer is trained by the Simic Combine, chosen from their initiates due to their magical talent. Even outside of the city-plane, Simic Biomancers tend to be trained by organized academies, although it is possible that the tradition is passed on from one dedicated hedge mage to another. A Simic Biomancer's background is likely much like a wizard's, one which requires the same dedicated training and study.

Races: Humans, elves, vedalken, and merfolk all are found within the Simic Combine with regularity. Outside of Ravnica Simic Biomancy remains relatively common in humans and elves, as well as adding gnomes to that list. These races have an understanding of magic which is coupled with an understanding of biology and the development of living things.

Other Classes (Ravnican): Simic Biomancers and Simic Initiates form a natural pair, the mage and the sword, with Biomancers typically taking the superior role in the hierarchy of the Combine. When dealing with members of other guilds more conflict is likely to arise. A Simic Biomancer finds themselves feeling kinship for Izzet Magelord's quest for new knowledge and even their acts of life creation in the form of merging elementals to form weirds; at the same time Magelords' blatant disregard for safety and the well being of life in their constant search not only for new magic but also new ways to blow things up is a point of conflict between the two. Magelords, for their part, find Biomancers overly restrained and too concerned with safety and regulations. In Dimir Ghosts, when they know of them at all, they find a respect for knowledge they can admire and an access to secrets they can envy, but also an unscrupulousness, selfishness, and miserliness with their knowledge which Biomancers can find off-putting. Dimir Ghosts find Biomancers lacking in necessary pragmatism but glorious sources of information to be stolen. Azorius Lawmages are a necessary evil, their enforcement of laws needed for the continued functioning of society but their enforcement of unnecessary laws a hassle and hurdle in the way of progress. On their end Azorius Lawmages regard the Combine a productive member of society, as long as they avoid steering into Izzet-like mad magiscience such as the fiasco which was Kraj. In Selesnya Unionists they find a respect for, and desire to propagate, life which they can respect and admire, but also a stifling of individuality in the face of the common weal which could threaten an end to the improvement of individuals and in the long term undermine the common benefit. Selesnya Unionists for their part find a shared respect for life and in that the common good but that their ideas of how to further this common weal differ. Similarly Simic Biologists can respect the tenacity and tending of life shown by Golgari Rot Farmers and their philosophy which reuses everything, even if sometimes they find their blacker arts disturbing. Rot Farmers find a certain camaraderie with Biomancers as well, even if they find the blue mages' willingness to throw away that which is unnecessary to often be wasteful. In Gruul Warchanters, Simic Biomancers find a similar drive to protect life, but where Warchanters seems happy to almost hedonistically fight amongst themselves and allow the wild to be wild, a Biomancer seeks to improve upon nature's designs. While this is a point of conflict between the two groups, it's not unheard of for a gruul warchanter to become a simic biomancer (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=369045). When dealing with Boros Battlemages, Biomancers find less points of common ground, and while cooperation is far from unheard of their varying focuses and differences on the importance of law and order leads to conflict between the two when forced into prolonged close contact. Similarly Orzhov Priests tend to have little common ground with Biomancers and while the two can work together if they are not careful they will butt head. Rakdos Witches, however, are those that Biomancers tend to have the most friction with. Their wanton lack of concern with life and knowledge, and chaotic hedonistic bloodshed tends to put them at odds with the Simic Biomancers, though sometimes they can become begrudging allies.

Other Classes (Standard): A Simic Biomancer sees kinship with druids, as both serve to balance humanity and nature, but many druids do not see the same in Biomancers seeing them instead as corrupters of nature. Biomancers also feel kinship with wizards who love of knowledge is a match of their own. They fin many of the more intelligence based classes easy to get along with, while finding that the more martially inclined help keeping a buffer between them and their foes and benefit the most from the grafts they can bestow.

Role: A Simic Biomancer's grafts are used to empower allies, their summons even able to spread grafts onto allies. As such Biomancers tend towards the party support role, using summons to assist in combat, and adding to this a sprinkle of battlefield control and healing.

Adaptation: The Simic Biomancer can be divorced from the Combine. They could be a variation of wizard which draws upon the power in leylines and focus on the energies of the flow of life. Simic Biomancers could be mad mage-scientists creating kaiju-like monstrosities and turning themselves into monsters, feared by the populace and dwelling in towering spires. They could also play the role of humble physicians seeking the nature of life the better to cure i, though at that point you may wish to add spells to cure disease, poison, and ability damage/drain to their list.

GAME RULE INFORMATION
Simic Biomancer's have the following game statistics.
Abilities: Simic Biomancers are Intelligence based spellcasters as such Intelligence is of primary import. As they are primarily summoners and lack personal combat prowess Strength is of minimal importance.
Alignment: Any; if you use .
Hit Die: d6
Starting Age: As wizard.
Starting Gold: As wizard.

Class Skills
The Simic Biomancer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Handle Animal (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int), and Survival (Wis).

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

SIMIC BIOMANCER


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Evolutions
C. Grafts
Special
Mana Cap
0
1st
2nd
3rd
4th
5th
6th

1st

+0

+0

+0

+2

0

1
Shape Grafts, Bestow Grafts, Scribe Scroll

2

2

1

-

-

-

-

-


2nd

+1

+0

+0

+3

0

1
Emergency Cytoplasm

3

3

2

-

-

-

-

-


3rd

+1

+1

+1

+3

1

1
-

3

4

3

-

-

-

-

-


4th

+2

+1

+1

+4

1

2
-

4

4

3

1

-

-

-

-


5th

+2

+1

+1

+4

1

2
Mana Recovery 1

4

4

3

2

-

-

-

-

6th

+3

+2

+2

+5

1

2
Sustained Grafts

4

4

3

3

-

-

-

-


7th

+3

+2

+2

+5

1

3
Bestow Graft (Standard)

5

4

3

3

1

-

-

-


8th

+4

+2

+2

+6

2

3
Lesser Monstrous Recovery

5

4

3

3

2

-

-

-


9th

+4

+3

+3

+6

2

3
Grafted Eyes

5

4

3

3

3

-

-

-


10th

+5

+3

+3

+7

2

4
Sustained Summon

6

4

4

3

3

-

-

-


11th

+5

+3

+3

+7

2

4
-

6

4

4

3

3

1

-

-

12th

+6

+4

+4

+8

3

4
Mana Recovery 2

7

5

4

3

3

2

-

-


13th

+6

+4

+4

+8

3

5
Bestow Graft (Swift)

7

5

4

3

3

3

-

-

14th

+7

+4

+4

+9

3

5
Automatic Heightening

8

5

4

4

3

3

1

-


15th

+7

+5

+5

+9

3

5
Grafted Telepathy

8

5

4

4

3

3

2

-


16th

+8

+5

+5

+10

4

6
-

8

5

4

4

3

3

2

-


17th

+8

+5

+5

+10

4

6
Greater Monstrous Recovery

9

5

4

4

4

3

3

-


18th

+9

+6

+6

+11

4

6
Bestow Graft (Move)

9

5

5

4

4

3

3

1


19th

+9

+6

+6

+11

4

7
Mana Recovery 3

10

5

5

4

4

3

3

2


20th

+10

+6

+6

+12

5

7
Simic Pinnacle

10

5

5

5

4

4

3

3



Class Features
All of the following are class features of the Simic Biomancer.

Weapon and Armor Proficiencies: A Simic Biomancer is proficient in simple weapons and light armor but not shields.

Color Identity: A character with levels in Simic Biomancer includes Green and Blue in their Color Identity and they must either have Green or Blue in their preexisting Color Identity or have no preexisting color identity in order to take levels in Simic Biomancer. A character may not take levels in Simic Biomancer if they have levels in one of the other 9 Guildmage classes (Azorius Lawmage, Boros Battlemage, Dimir Ghost, Golgari Rot Tender, Gruul Warchanter, Izzet Magister, Orzhov Priest, Rakdos Witch, or Selesnya Unionist) although the Simic Combine has methods to retrain away such classes and the [Guild] Initiate (Simic) feats allow a Simic Biomancer to show a certain amount of knowledge and familiarity with the techniques of these guilds and classes.

Spellcasting: A Simic Biomancer has the ability to cast Mana Spells. They learn and prepare spells in a fashion similar to wizards, with spellbooks and the same costs and difficulties for adding new spells, but they only begin play with all Simic Biomancer cantrips, and 3 1st level spells in their spell book one of which is always Summon Simic Creature. At 1st level they know how to summon 2 creatures with Summon Simic Creature. At each level beyond first they learn 1 new spell and how to summon 1 new creature with Summon Simic Creature (of any level they can heighten it to). At 4th level they learn Simic Charm as a bonus spell in their spellbook which does not count against their spell learned that level. Simic Biomancers may learn additional spells as wizards do and may even learn non-Simic Biomancer Mana Spells (as described under "Exotic Spells" in the new rules section).

Shape Grafts (Su): A Simic Biomancer gains the ability to shape grafts as described in the New Rules section. They may shape those grafts listed in the post below.

Bestow Graft (Su): By spending a full-round action a Simic Biomancer may bestow one of the cytoplasmic grafts they bear to another touched willing creature creature, transferring the graft to the target. The Simic Biomancer loses all benefits from the graft and the bestowed creature gains all benefits from the graft. Whenever a Simic Biomancer summons a creature they may transfer a graft they bear to it as part of its summoning (a free action) even if the creature does not appear within the normal range of their bestow graft ability. Grafts bestowed to summon creatures return to the Simic Biomancer after the creature is banished, killed, the duration ends, or otherwise unmade, but the graft is nascent for 1 minute thereafter.
Beginning at 7th level you may bestow a graft as a standard action. At 13th level you gain the ability to bestow a graft as a swift action (in addition to standard action if they choose to do so). At 18th level you gain the ability to bestow a graft as a move action (allowing you to bestow 3 grafts in one round as a Standard, Move, and then Swift action).
Beginning at 11th level you gain the ability to bestow a graft at a range of 30-ft instead of touch, the target must still be willing.

Evolutions: A simic Biomancer develops certain evolutions as they develop. Unlike their class granted grafts a simic Biomancer’s evolutions count against their maximum number of evolutions and grafts born at a single time. A simic Biomancer’s evolutions represent physical, magical, and/or spiritual changes to the Biomancer and can be Ex or Su and some may even grant spell-like abilities, unlabeled abilities are extraordinary in their basic nature but modify supernatural abilities. Some Simic Biomancer evolutions have effects based off of how many class granted evolutions, these effects care about the number granted to the character who natively had the evolution and apply at that effect even if transferred to another creature through Bioshift or the Simic Guildmage evolution. Others have effects based off of the total number of evolutions you possess, these are based instead on the current number of evolutions possessed by the character who currently has the evolution.

Graft Initiate (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107441): You may shape 1 additional graft each day. This increases to 2 additional grafts if you have 4 or more class granted evolutions.
Gyre Sage (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366289): Your mana capacity is increased by 1 plus the number of evolutions you possess and whenever you Gather Mana you gain additional Green mana equal to the number of class granted evolutions you possess.
Fathom Mage (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366399): You may prepare an additional spell of each level that is equal to or less than the number of class granted evolutions you possess through class levels. These spells do not have to be Simic Biomancer spells if you have access to another form of spell casting, but must be prepared (as opposed to spontaneous).
Master Biomancer (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366352): Whenever you summon a creature with a mana spell it appears with one graft or evolution. This may be any graft or evolution the creature is natively able to form, or one from the Burst of Strength or Thrive spells.
Vigean Graftmage (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107321) (Su): As a standard action you may spend 1 colorless and 1 Blue mana to grant a creature bearing a graft or evolution an attack action. If you have at least 3 evolutions you may spend 2 colorless and 2 Blue mana to either use this ability as a swift action or grant the target a standard action. If you have at least 4 evolutions you may spend 2 colorless and 2 blue mana to grant a target an attack action as an immediate action on your part or 3 colorless and 3 blue to grant the target a standard action as a swift action on your part or full round action as a standard action on your part.
Simic Guildmage (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=97078) (Su): As a standard action you may spend 1 colorless and 1 Green mana to move a cytoplasmic graft or evolution from one willing creature within 30-ft to another willing creature within 30-ft. In addition you may spend 1 colorless and 1 Green mana to move the effect of a spell you cast from one creature within 30-ft of you to another creature, this second target must be within the original range of the spell and is allowed any saving throws or spell resistance that would normally be allowed.
Zameck Guildmage (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366454) (Su): Whenever you summon a creature you may pay an additional Green and Blue mana, if you do it appears with an additional Graft or Evolution (as if you had the Master Biomancer evolution). In addition you may spend a Green and a Blue mana to draw grafts or evolution from a creature you have summoned. By removing 4 grafts and/or evolutions from a single creature you can reprepare a spell you have expended that was at least 2 spell levels lower than the creature you removed the grafts/evolutions from.
Krasis Hide (Ex): You gain an enhancement bonus to natural armor equal to 1 plus the number of evolutions you possess up to 4 evolutions. If you possess 5 or more evolutions you instead gain a +7 enhancement bonus to natural armor.
Size Increase (Ex): You gain powerful build (as a half-giant). If you have 3 or more evolutions this increases to a full size increase with a +4 to Strength, +2 to Constitution, and -2 to Dexterity; this increases the size of gear used, your facing/reach, natural weapon damage, and size modifiers normally (but does not apply the normal ability modifiers for increasing in size).
Cytoplast Manipulator (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107353) (Su): This evolution allows you to forcibly bestow grafts on unwilling creatures and then use those grafts to control them. By spending 2 colorless and one Blue mana you may use Bestow Graft to bestow a graft on an unwilling creature, and you may pay this as an additional cost when using another method to move grafts to move them to an unwilling creature; if they succeed on their Will save (DC 10 +1/2 your Simic Biomancer level + your Intelligence modifier) the graft is not moved remaining where it was before. In addition you may exert your influence over grafts that you originated allowing you to spend 3 colorless and 2 Blue mana to control a creature bearing a graft you are the graft-originator for as if with Dominate Monster (this is a mind-affecting compulsion effect); if you have 3 or less evolutions from class levels you may only use this ability to control humanoids (as with Dominate Person). A successful Will save (same DC) resists this control and grants a creature 1 hour of immunity, and you must pay 1 Blue mana each round to maintain this control. You may not control a specific creature for more than 1 hour each day and a controlled creature has full memory of events while it was controlled unless you have at least 4 evolutions from class levels in which case you may spend 2 colorless and 3 Blue mana when this ability ends to remove their memory of the period.
Coiling Oracle (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=97106) (Ex): When you gain this evolution you begin taking on certain snake-like traits even as you open your mind to the possibilities of the future. You gain scent, low-light vision (if you do not already have it) and may draw upon mana not yet present in your personal time stream allowing you to treat the terrain wherever you are as 1 tier higher for one color of mana of your choice to a maximum of tier 3; changing which color is affected can be done once per day as part of preparing spells. Cosmetically you gain snake-like features, serpentine eyes, a serpentine tongue, and a yellow-golden hue to your skin. If you have 3 or more evolutions from class levels your body takes on more serpentine traits. Your legs merge into a long, snake-like tail, reducing your base land speed to 20-ft (if 30-ft) or 15-ft (if 20-ft) but you gain a +4 bonus on checks to resist bull rush and/or trip when standing on the ground or on a location where they can wrap their tail around it to gain stability, and gain a +4 to saving throws against poison, in addition your mind develops a sensitivity to future events granting you the ability to use Augury as a spell-like ability 3 times per day (CL = Simic Biomancer level). If you have 5 or more evolutions from class levels your mastery of your snake-like body improves giving you a 15-ft climb and swim speed, as well as granting you immunity to venom (bite inflicted poisons), and your mind peers deeper into the future allowing you to use Divination instead of Augury as a spell-like ability and to use Foresight as a spell-like ability 1/day with a duration of 1 minute per 2 caster levels (instead of 10 minutes/caster level).
Experimental Ooze: (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366441) This evolution slowly transforms you into an ooze-like state. You gain a 20% chance of negating any extra damage from a critical hit or precision damage per evolution you have gained through class levels and gain a +2 bonus on saves versus poison, sleep effects, paralysis, polymorph, and stunning per evolution from class levels.

If you have 5 or more evolutions from class levels your type changes to Ooze gaining the Augmented Subtype, and you gain ooze traits except for Blind, Blindsight, and Mindless. You retain your human-like shape although are visibly made of ooze. It is possible to sculpt your appearance otherwise once you are full ooze and gives you a +10 to disguise if you can overcome looking like an ooze copy, but changing your appearance in this way requires a Standard action and maintaining it requires concentration (which is also a standard action). This ability to control your shape does grant a +10 bonus to Escape Artist checks.

In addition you may, as a free action, suppress 2 evolutions you possess or grafts you bear and shaped with the shape graft ability to gain regeneration 5 for 1 minute which is overcome by fire and acid; an evolution suppressed by this effect does not function for 8 hours, while a graft suppressed by this effect do not function again until you reshape grafts.
Ooze Flux: (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366375) This evolution allows you to channel grafts and evolutions into the form of a living ooze-like beast. To do so is a standard action and requires you pay 3 colorless and 1 Green mana. You then select a number of grafts you are the originator of, or evolutions on creatures you summoned or yourself. Any evolution is merely suppressed for 8 hours meaning all benefits from it are lost (and an evolution suppressed this way cannot be used for this ability or for Experimental Ooze. A graft is unshaped, disappearing until it can be shaped again. You then create an ooze with hit dice equal to the number of grafts and evolutions consumed this way or your Simic Biomancer level (whichever is lower). This ooze lasts for 1 minute per Simic Biomancer level. The ooze is medium sized if it has 6 or less hit dice, large if it has 7 to 12, and huge if it has 13 or more (in theory a 21 hit die ooze would be gargantuan and a 35 hit die ooze would be colossal). The ooze has Acid Immunity, a single slam attack (dealing 1d6 damage if medium, 1d8 if large, and 2d6 if huge), gaining a second if they have at least 8 hit dice (a 25 hit die ooze would gain another pair of slam attacks), 11 Str if Medium, 19 if Large, 27 if Huge, 5 Dexterity, and 13 Constitution if Medium, 17 if Large, and 21 if Huge, regardless of size it has no natural armor and Int -, Wis 10, Cha 1. It has space and reach as a quadrupedal creature. This ooze obeys your commands explicitly although it’s skeleton level intelligence can render some commands beyond its capacity to obey.
Beetleform Mage: (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=369000) This evolution allows you to channel your mana to, temporarily, transform yourself into a potentially dangerous beetle hybrid creature similar to a beetle equivalent of a centaur. You may use this ability for up to 2 rounds per Simic Biomancer level each day, and entering this form is a standard action which costs you 1 Blue and 1 Green mana; returning to your natural form is a swift action. While in this beetle form you are unable to cast spells but your base attack bonus increases to match your character level and you gain the following changes based upon how many evolutions from class levels that you possess. Your size increases by the listed number of size categories and you gain the listed bonus to Str, Dex, and Con, while your natural armor becomes the listed value (before enhancement bonuses) if it is better than your pre-existing natural armor bonus , in addition you gain the fly speed and all abilities listed in the other column including those for lower numbers of evolutions.

Evolutions SizeStrDexCon Natural ArmorFlyOther
10+4+2+4+210-ft (poor)Darkvision 60-ft
20+6+2+4+320-ft (average)Climb ½ land speed, tremorsense 60-ft
31+8+2+4+530-ft (good)-
41+10+4+4+640-ft (good)2 claws as primary natural weapons dealing 1d8 damage (if large)
51+12+4+6+860-ft (good)Flyby Attack (bonus feat)



Emergency Cytoplasm (Su): Once per day, as a full-round action, a 2nd level or higher Simic Biomancer may shape 1 graft + 1 per 5 levels beyond 2nd. These grafts are in addition to those normally gained from class levels and last for 1 minute per point of Constitution modifier the Simic Biomancer possesses. Doing so is a tiring act for the Biomancer and leaves them fatigued.

Sustained Grafts: A Simic Biomancer learns how to prolong the life of grafts from their summoned creatures. When a 6th level or higher Simic Biomancer’s summoned creature is banished, killed, or otherwise removed from existence (such as the end of its summoning) any grafts that were formed with them but are born by other creatures remain for 1 minute per Simic Biomancer level. For example a level 6 Simic Biomancer summons an Aquastrand Spider and then has it bestow both of its initial grafts thus killing the spider, normally its grafts would immediately disappear but instead they would remain for 6 minutes.

Mana Recovery (Su): A Simic Biomancer learns to draw even the least traces of mana. At the start of each turn a 5th level or higher Biomancer adds 1 Green or Blue mana to their mana pool, this increases to 2 mana in any combination of Green or Blue mana at 12th level, and 3 mana at 17th. This is in addition to any mana gained automatically by being in mana rich terrain, or through artifacts, gathering mana, and the like.

Lesser Monstrous Recovery: A Simic Biomancer learns how to recoup some of the mana spent to summon creatures. Beginning at 8th level whenever you cast a mana spell of the Summoning subschool you may regain 1 colorless mana.

Grafted Eyes (Su): Grafts are not merely a means of augmenting the creature bearing them, and a Simic Biomancer can manipulate and use the grafts they have bestowed for their own ends. Beginning at 9th level a Simic Biomancer may tap into the senses of any creature bearing a graft they originated as long as that creature is on the same plane. This act requires a standard action to initiate and requires concentration (as a standard action) to maintain and gives the Biomancer access to all the creature’s senses (any special vision, hearing, etc, use the graft-bearer’s Listen, Search, and Spot). The Biomancer does not select a creature to view in this way, instead selecting a graft they originated and viewing through whosoever is bearing it now. There is no save, or spell resistance to this effect and the even Mind Blank does not block it.

Sustained Summon: A Simic Biomancer learns to sustain the duration of a single summoned creature. Beginning at 10th level a Simic Biomancer may when a summon would vanish due to its duration ending choose to instead reduce their mana capacity by the spell level used to summon it to maintain the summon for (up to) 8 hours, and its grafts are sustained for this duration as well (assuming it is somehow destroyed or ended). A Biomancer may sustain only one summon at a time, and even if the summon is prematurely ended the Biomancer does not regain the reduced mana capacity till the full 8 hours have passed although they may prematurely end its grafts and duration completely to be able to sustain a different summon (this does not refund the mana capacity reduction). A creature summoned with evolve uses its spell level used to summon it not its effective spell level after evolving to determine how much mana capacity reduction is applied (for example a cloudfin raptor summoned with a 2nd level slot and then evolved twice to an effective 3rd level slot still uses its original 2nd level slot for this effect).

Automatic Heightening: A Simic Biomancer learns to get the most out of even the weakest mana spells. Beginning at 14th level whenever a Simic Biomancer casts a mana spell in a first level spell slot it is treated as if it were cast in a 2nd level spell slot (this does not allow the preparation of 2nd level spells in 1st level spell slots), the spell is heightened as if with Heighten spell and with whatever effects the spell would normally receive for being cast in a 2nd level spell slot.

Grafted Telepathy (Su): A Simic Biomancer may expand their mind through the cytoplasm that makes up grafts. Beginning at 15th level a Simic Biomancer gains telepathy with a 300-ft range but only towards creatures with cytoplasmic grafts. This telepathy extends to an infinite range as long as the creature is on the same plane with regards to creatures bearing grafts that you are the originator of. In addition you may sense the location of any creature bearing a graft you originated as well as whether they are non-intelligent, non-sentient (Int 1 or 2), below average (Int 3-7), average (Int 8-13), above average (14-21), super human (22-29), or godlike (30+).

Greater Monstrous Recovery: A Simic Biomancer is a true master of recovery of magical essence. Whenever a Lv 17 or higher Simic Biomancer casts a mana spell of the Summoning subschool they may pay 3 additional colorless mana as part of casting it, if they do they may instantly reprepare a spell 2 spell levels lower. A spell other than Summon Simic Creature may only be reprepared this way once per day.

Simic Pinnacle: At 20th level a Simic Biomancer has become a master of biomancy and all it entails gaining the power of a true guild leader. At 20th level the Simic Biomancer must choose either Simic Speaker (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366416) or Simic Visionary (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107506). If they choose Simic Speaker 1/day they may harness a biomantic resonance to both gain additional spells and empower creatures. When they do so they may reprepare a spell of each level lower than that of the highest level creature they have summoned (note evolve creatures can reach level 6-1/2 which would grant a 6th level spell), and any creature with evolve immediately evolves twice as if two spells of higher level than it were cast. If they choose Simic Visionary whenever they cast Summon Simic Creature they immediately gain an additional Summon Simic Creature spell of 1 spell level lower (this stacks with Greater Monstrous Recovery, meaning if a 6th level Summon Simic Creature spell were cast you could pay 3 mana to gain both a 3rd level spell you had already cast and a new 5th level Summon Simic Creature spell).

Zaydos
2015-03-06, 01:41 AM
Simic Biomancer Grafts

Ocular Implants: The graft bearing creature gains a +4 competence bonus to Spot and Search checks, creature gains Low-light Vision if they did not have it already, and darkvision 60-ft or their existing darkvision extends 30-ft. This graft can be applied to a creature twice; the second iteration upon a creature grants it the ability to see invisible creatures as if with the spell See Invisibility and to detect magic auras as the spell Detect Magic usable at will.
Internal Anti-Toxins: The graft bearer gains a +4 bonus on saves against poison for each instance of this graft that they bear. 3 or more instances of this graft grant immunity instead.
Vital Reinforcement: Cytoplasm spreads through vital organs, reinforcing them physically while also giving them jolts of life-reaffirming magic at critical junctures. A creature bearing this graft gains a +4 bonus to saves versus death effects, death attacks, death from massive damage, and death from coup de grace, per instance of this graft they possess.
Crown of Eyes: The graft bearing creature gains all-around vision (+4 to spot/search checks and cannot be flanked). Each additional instance of this graft grants the grafted creature an additional +2 bonus to Spot and Search checks. You must be level 5 or higher to shape this graft.
Aural Implants: The graft-bearing creature gains a +4 competence bonus to listen checks and gains blindsense 30-ft. Each instance of this graft beyond the first increases the listen bonus by +2 and the blindsense by 5-ft. You must be level 9 or higher to shape this graft.
Chameleon Hide: The graft bearer’s flesh becomes capable of blending in with one or more environments. The graft bearer gains a +4 competence bonus to Hide checks, and when this graft is formed select 1 type of terrain (forest, hills, plains, desert, swamp, urban, or underground) per instance of graft. This bonus increases to +8 in the selected environment(s). Each instance of this graft is tied to a specific terrain and can be granted separately.
Adrenal Accelerant: As a free action the graft bearing creature may activate beads of cytoplasm in their adrenal glands granting them a momentary surge in physical fitness. When they use this ability they gain a +8 bonus to Str, Dex, and Con for 1 round and are then fatigued for 1 minute. A creature cannot use this ability when fatigued. Each additional instance of this graft grants the creature an additional +2 bonus to Str, Dex, and Con when it is used, and each 3 beyond the first cause its effects to last for 1 additional round whenever it is used but the resulting lasts 1 minute per round that the bonus lasted.
All-Temperature Acclimation Adaptor: This graft grants the creature bearing it Fire and Cold resistance 10 per instance of this graft. You must be at least 5th level to shape this graft.
Mana Accumulator Cyst: A cyst of cytoplasm forms beneath the bearer’s skin. This cyst slowly charges up mana, gaining 1 colorless mana per round or changing 1 colorless mana within to any color of mana within the graft creator’s color identity. This cyst can hold up to 3 points of mana, and mana within the cyst cannot be freely accessed. Instead as a standard action the graft bearer may draw mana out of the cyst to add to their own mana pool or to the mana pool of a creature they are touching. A creature with this graft which does not naturally have a mana pool gains one with a capacity of 1 point of mana.
Telepathic Receptor: A creature bearing this graft becomes telepathically receptive. They may receive telepathic signals from creatures with telepathy from twice the normal distance and even non-telepathic creatures may communicate with them from up to 60-ft as if they had telepathy. A second instance of this graft turns the receptor into a transceiver as well granting full-fledged telepathy with a 60-ft range. A third instance allows the use of Detect Thoughts at-will as a Supernatural ability.
Regenerative Spore Capsule: A creature bearing this graft can destroy this graft as a swift action to heal 2 hit points per level in classes which grant the ability to shape grafts the graft’s creator has, and heal 1 point of ability damage to each ability score. A creature bearing multiple of these grafts can dissolve multiple of them as one action.
Cyto-chitin: The graft bearer’s flesh is covered with a chitin formed from chitin granting it a +2 enhancement bonus to its Natural Armor bonus, this bonus increases by +1 per instance of this graft beyond the first.
Ley Tattoo: Intricate patterns of cytoplasm form across the graft-bearer’s skin. They are able to channel their life energy through these patterns to grant the graft creator mana. By paying 3 hit points, as a free action, the graft bearer may grant the graft originator 1 point of Green or Black mana; this damage cannot be reduced or prevented in any way and ignores regeneration. The graft-bearer may pay additional hit points to channel even more mana to the graft originator.
Acidic Blood: Cytoplasm laces the graft-bearing creature’s blood causing it to become dangerously acidic when mixed with air. Whenever they take slashing or piercing damage this blood spills out. It deals 1d4 damage + 1/3 character levels of the graft-originator to all adjacent creatures (Reflex save negates); a creature damaging them with a natural weapon or unarmed strike is not allowed a save. Each instance of this graft beyond the first adds 2d4 additional damage.
Helium Bladder: A creature bearing this graft gains a fly speed of 10-ft with a poor maneuverability. Each additional instance of this graft improves a creature’s fly speed by 10-ft and its flight maneuverability by 1 grade to a maximum of Good. You must be at least level 5 to select this graft.
Mirrored Eyes: Cytoplasm layers over the graft-bearer’s eyes filtering out hostile magic and reflecting blinding light. The graft-bearer gain immunity to gaze attacks and light-base blindness. A second instance causes them to actively reflect gaze attacks back on their users.
Cytoplasmic Wings: The graft-bearer gains a fly speed equal to their land speed with average maneuverability; the helium bladder graft improves this to good maneuverability. You must be at least level 11 to select this graft.
Krasis Fins: Cytoplasm forms a series of fins across the bearer’s body as well as covering it in a streamlined film. The graft-bearer gains a swim speed equal to their base land speed. There is no benefit for multiple instances of this graft.
Implanted Gills: Cytoplasm infiltrates the bearer’s lungs and throat forming a system of gills. These cytoplasmic gills grant the graft-bearer the ability to breathe water as easily as air.
Artificial Lung: Cytoplasm infiltrates the bearer’s lungs and gills forming an artificial respiratory structure capable of drawing oxygen from air. A creature with this graft may breathe air as easily as water.
Reflex Augmenters: Cytoplasm roots itself in the graft-bearer’s brain enhancing their reactions. A creature with this graft gains a +2 insight bonus to Reflex saves to a maximum of +6. Three instances of this graft also grants Evasion, five instances grant Improved Evasion.
Cognizance Enhancer: Cytoplasm forms a neuron mesh in the graft-bearer’s brain. This grants them a +2 competence bonus to all Int and Wis based checks; each instance of this graft beyond the first increases the bonus by +1.
Pheromone Augmenter: Cytoplasmic bumps form across arm and leg pits emitting a potent pheromone cocktail. You gain a +2 competence bonus to Charisma based checks, this bonus increases to +4 when dealing with creatures with which reproduction is possible for you without specialized magic.
Amphetamine Glands: The graft-bearer gains a +4 competence bonus to Initiative checks, each additional instance of this graft increases the bonus by +2.
Climber Claws: The cytoplasm forms into small, but powerful, claws designed for climbing walls and surfaces. The graft-bearer gains a climb speed equal to ½ their land speed. Each instance of this graft beyond the first grants an additional +2 bonus to climb checks. Requires 3rd level to shape.
Manipulator Tendrils: Small, agile tendrils of cytoplasm forms from the graft-bearer’s hands. The graft bearer gains a +4 on checks to resist disarm attempts, and gain a +4 competence bonus to Disable Device, Open Locks, and Sleight of Hands checks. These tendrils count as having thieves’ tools (preventing any penalty for not having thieves’ tools), but do not stack with the bonus granted by mw thieves’ tools. Each additional instance of this graft improves these bonuses by +2.
Crystal Heart: This graft empowers a vital reinforcement graft, granting a benefit only to creatures already bearing the vital reinforcement graft. Cytoplasm hardens the creature’s heart and reinforces it metaphysically as well as physically granting the graft-bearer an immediate save to remove any negative levels they gain and, if they have at least three instances of the Vital-Reinforcement graft, immunity to death effects. This immediate save against a negative level is in addition to the normal save 24 hours later.
Sebaceous Oil Glands: Cytoplasmic tendrils spread out beneath the bearer’s skin causing it to ooze a slick oil. The graft-bearer gains a +6 competence bonus to Escape Artist, this bonus increases by +4 for each additional instance of this graft born.
Cognizance Implant: The cytoplasm of this graft forms an elaborate crystalline network which naturally stores and harnesses psionic power. Each instance of this graft is created with a number of power points equal to ½ the graft-originator’s level. If these power points are spent and the graft is then transferred the power points remain spent, although a creature may pay power points as a standard action to refill a cognizance implant at a 1 to 1 ratio.
Polyglot Implant: A creature with this graft gains the ability to understand any spoken language, and speak any language that they have heard while bearing this graft. This benefit does not extend to written languages unless a second instance of this graft is born. Shaping this graft requires 5th level or higher.
Holding Cyst: The cytoplasm forms a seemingly small cyst on the bearer’s stomach, which they may open as a free action. This cyst can store materials as a bag of holding type I, but only opens 9” wide.
Life-Force Simulator: This graft creates an artificial life-force which flows through the graft-bearer. An undead or deathless creature with this graft gains immunity to Turn or Rebuke Undead and does not register as undead for the purposes of Detect Undead.
Spell Relay: A cytoplasmic cyst forms across the bearer acting as a relay for the graft-originator’s spells. If a creature bearing this graft is within range of a spell the graft-originator casts they may treat the spell as originating from the graft-bearer’s space and recalculate the maximum range accordingly. For example if the graft-originator was casting Totally Lost which has a range of “Close” if the graft-bearer was within the range (50-ft at minimum caster level) the caster could treat themselves as being in that square and target a creature within 50-ft of the graft-bearer instead of within 50-ft of themselves. It is theoretically possible to chain a spell in this way (to continue the above, if there was a graft-bearer 30-ft away and another 70-ft away in the same direction, it would be possible to chain it off the first to the second to a target within 50-ft of the second).
Youthful Essence: This graft restores youthful vim and vigor to the graft-bearer. If a creature bearing this graft is older than adulthood treat them as one age category younger for determining ability score penalties per instance of this graft.
Thought Shield: A framework of cytoplasm forms a cage around the graft-bearer’s brain shielding their thoughts from long distance sensory. Grafted creature is immune to mind-reading effects, telepathic commands, detects as non-intelligent for any magical means of detecting a creature’s intelligence, and cannot be sensed with mindsight. It is also difficult to target the grafted creature with long distance spells such as scrying or nightmare and they gain a +5 bonus to saving throws against any spell cast on them without line of sight or line of effect. The grafted creature can also not read minds, use mindsight, or communicate telepathically by any means. A second instance of this graft restores the creature’s ability to communicate outwardly via telepathy, and a third instance of this graft protects the creature from Charm and Compulsion effects.
Sprinting Legs: Cytoplasmic structures run through the graft-bearer’s legs giving them a cheetah like ability to burst forward. Each instance of this graft improves the bearer’s run speed multiplier by +1 (from x4 to x5 normally, or from x3 to x4 in heavy armor, or from x5 to x6 with the run feat) and grants the bearer a +4 bonus on running jumps.
Rooting Cytoplasm: Cytoplasm in the graft-bearer’s feet reaches down worming and burrowing into the ground tethering them into it. When standing on a surface with hardness less than 10 the graft-bearer gains a +4 circumstance bonus to Climb and Balance checks to remain where they are as well as checks and saves to avoid being bull rushed, blown away by the wind, or otherwise forcibly moved without teleportation. Each additional instance of this bonus by +2 and the hardness of a surface it can work on by 5.
Scope Eye: Cytoplasmic lenses form near the creature’s eyes moving down in front of them when long distance accuracy is needed. Each instance of this graft reduces ranged penalties with ranged (but not thrown) weapons by 1 range increment, extends the range in which point blank shot and precision damage can be used by 15-ft, and reduces spot penalties due to distance by up to 5 points. One instance would remove all penalties to spot for seeing a creature 50-ft away, or reduce the penalty against one 100-ft away to -5 instead of -10, as well as allow sneak attacks from 45-ft away, and remove the penalty to shoot a creature within 215-ft with a composite longbow or reduce the penalty to shoot on 220-ft or further away by 2. Two instances would remove all penalties to spot for seeing a creature 100-ft away, reduce the penalty against one 120-ft away to -2, allow sneak attacks from 60-ft away, and allow a creature up to 325-ft away to be struck with a composite longbow without penalty.
Shielding Vines: Vines of cytoplasm spread across the bearer’s back moving and darting to intercept attacks. This graft grants the bearer a +2 shield bonus to AC. Each additional instance of this graft increases this shield bonus by +1. In addition extra instances provide further bonuses. The 2nd instance of this graft allows this shield bonus to apply against ranged touch attacks. The 3rd instance of this graft grants the ability to deflect arrows (as the feat) 1/round. The 4th instance grants the ability to deflect rays as if they were arrows and apply this shield bonus to melee touch attacks but not incorporeal touch attacks. The 5th instance allows the use of the deflect arrows ability 3 times per round.
Evocation Amplifier: This graft focuses elemental powers that the bearer invokes through the art of magic. The graft-bearer gains +1 damage per die with evocation effects that they cast or use through spell-like abilities, including spell completion items and staffs but not other spell trigger items. This graft does not stack with itself.
Cytoplasmic Blade: This graft takes the form of a blade of cytoplasm. It functions as a longsword sized for the wielder with an enhancement bonus (as a magic weapon) equal to 1/4th the originator’s hit dice. Each additional instance of this graft increases the enhancement bonus by 1 (to a maximum of +5) or grants it a special quality equivalent to a +1 bonus; each time a graft is added all these special qualities can be rearranged and if the creature has 3 or more instances of this graft it can pool the bonus granted by multiple instances to gain a single special quality worth more (for example with 3 instances of this graft a +2 special quality such as wounding could be chosen, and with 6 a +5 such as Vorpal could be selected).
Optical Battle Analytic: Cytoplast in the bearer’s eyes track movement and observe a creature’s location. The bearer halves the miss chance they suffer when attacking a creature they can see, and may inflict precision damage on creatures with less than total concealment. A second instance of this graft allows the bearer to ignore concealment less than total, and the miss chance from the displacement spell and other similar effects, entirely as well as identify the real caster when looking at the images created by Mirror Image with a DC 10 Wisdom check (as a free action, may not retry until a round has past).
Spell Disruptor Graft: A cytoplastic cyst forms on the graft bearer radiating an aura which makes casting spells difficult within the region. Any spell cast within 5-ft of the graft bearer (including the graft-bearer’s own spells) has a 20% chance of failing unless the caster sacrifices a spell of 1 level lower or higher, pays 2 colorless mana, or sacrifices a use of a spell-like ability one level lower or higher (this cost is paid before the fail chance is rolled). Each additional instance of this graft increases the range by 5-ft, and the failure chance by 10% (to a maximum of 70%), every second instance of this graft increases the mana cost (but not spell slot cost) to overcome its effect by 1.
Chaos Flux Compensator: Cytoplasmic cysts form on the graft-bearer’s back allowing an influence over pure chaos. The graft bearer gains a +6 bonus to their Wisdom score for the purposes of controlling Limbo and Wisdom checks related to controlling Limbo. Each additional instance of this graft increases this bonus to Wisdom by +4. A character must have Red as part of their color identity to shape this graft.
Coordinator Implant: The graft-bearer gains a +2 competence bonus to Spot, Listen, and Will saves for each creature with a coordinator implant with the same graft-originator within 5-ft per graft-originator level. In addition when flanking with a creature bearing a coordinator implant with the same originator they gain a bonus to damage equal to the graft-originator’s Intelligence modifier. When attacking a creature threatened by 2 other creatures bearing a coordinator implant with the same originator the graft-bearer is considered to flank it (even if using a ranged attack). In addition the graft-bearer gains a +1 additional bonus to hit a creature for each creature other than themselves beyond the 1st with a coordinator implant with the same originator also threatening it.
Concealing Sporecloud: Cytoplasm sprouts from the creature’s back billowing out spores which serve to conceal it. As a swift action the graft bearing creature may release a cloud of spores into the air around it granting it concealment for 1 round, after which they must wait 4 rounds before using this graft again. If the creature bears 2 instances of this graft they may grant themselves total concealment for one round instead of concealment. Three instances extend the cloud by 5-ft granting adjacent creatures concealment. Each instance beyond third extends the size of the cloud by 5-ft, the cloud being treated as that created by the Obscuring Mist spell.
Life-Preservation Spore Lacing: Spores of cytoplasm infiltrates the graft-bearer’s body, moving through its blood stream. The graft-bearer gains Fast Healing 1, but only when below half health. Each additional instance of this graft increases the bearer’s Fast Healing by 2, but it remains only active when at less than half-health.

Zaydos
2015-03-06, 01:42 AM
Grafts and Evolutions which may be Granted by Spells

Certain spells grant cytoplasmic grafts (thrive), evolutions (forced adaptation), or both (Burst of Strength). All these spells draw from the same two lists of grafts and evolutions which may be granted via spells. As these lists are large and the post size limit relatively small I have given these lists their own post. Each list is divided by the minimum spell level the spell must be to grant the specific graft or evolution.

Evolutions Grantable by Spells:
Level 1st
Scent (Ex): A creature with this evolution gains the Scent special quality.
Night Eyes (Ex): A creature with this evolution gains Low-Light Vision, a second instance grants Superior Low-Light Vision.
Cave Eyes (Ex): A creature with this evolution gains Darkvision 60-ft, or its darkvision range increases by 30-ft. Each instance of this evolution beyond the first extends the creature’s darkvision range by 30-ft.
Armored Hide (Ex): A creature with this evolution’s natural armor is increased by 1 per instance of this evolution (this is not an enhancement bonus).
Energy Resistance (Ex): A creature with this evolution gains energy resistance 5 against each energy type, each additional instance of this evolution increases this energy resistance by 5.
Evolved Speed (Ex): A creature with this evolution gains a +10-ft increase to all its speeds per instance of this evolution.
Adaptive Resilience (Ex): Whenever a creature with this evolution fails a saving throw they gain a cumulative +1 untyped bonus to saves of that type until they go 1 minute without making one. Multiple instances of this evolution stack increasing the save bonus up to a maximum of +3. Voluntarily failed saves do not trigger this evolution’s effect.
Spy’s Eyes (Su): Gains a +2 bonus to Spot and Search checks and the ability to use Detect Magic as a spell-like ability at-will. Each time after the first this evolution is gained the bonus to Spot and Search increases by +2 and it gains one of the following as a continuous, self only, spell-like ability: see invisibility, detect good, detect evil, detect chaos, detect law, arcane sight, greater arcane sight (requires arcane sight), true seeing (requires any 4 others), detect undead.
Resilience (Ex): The creature gains 2 temporary hit points per hit die. Multiple instances of this graft stack.
Evolved [Skill] (Ex): When you bestow this evolution select a skill; each skill is treated as a different evolution. The creature gains a +2 untyped bonus to the selected skill, each instance of this evolution beyond the first increasing this bonus by +2.
Voice Mimicry (Ex): A creature with this ability may perfectly emulate any voice or sound it has heard, up to the roar of a mighty beast. This does not grant it any understanding of language.


Level 2
Fangs (Ex): This evolution grants the creature a bite attack (if it has a mouth) dealing 1d6 damage if the creature is medium or increases the damage of an existing bite natural weapon by 1 die size. This natural weapon is a primary natural weapon unless another is used as the primary natural weapon.
Claws (Ex): This evolution grants the creature a pair of claw attacks with its hands or front legs (if it lacks hands/front legs it gains no benefit) each dealing 1d4 damage if the creature is medium, or increases the damage of existing claw attacks by 1 die size. This natural weapon is secondary unless the creature possesses no other natural weapons.
Spell Talent: A creature with this evolution gains the ability to use a single 1st level spell known to the caster of the spell creating this evolution as a spell-like ability 1/day. Each additional instance of this evolution grants an additional spell as a spell-like ability or an additional daily use.
Iron Hide (Ex): A creature with this evolution gains DR X/- equal to half their DR overcome by magic.
Gills (Ex): A creature with this evolution gains the ability to breathe water as easily as air.
Krasis Fins (Ex): A creature with this evolution gains a swim speed equal to one-half their base land speed.

Level 3:
Evolved Strength (Ex): The creature gains a +4 bonus to its Strength when it gains this evolution. This evolution can only be gained once.
Instinctual Weapon Mastery (Ex): The creature gains proficiency in all martial and exotic weapons. In addition each instance of this evolution grants the creature a single Fighter bonus feat; the creature is considered to have a fighter level equal to their hit dice for the purposes of feat prerequisites.
Stampede (Ex): If the creature has four or more legs it gains a trample attack dealing 1d6+1-1/2 Str bonus damage if the creature is medium sized (Ref DC is Strength based). Each instance of this evolution beyond the first increases the damage from the trample attack by 1d6.
Crocanura Tongue: A creature with this evolution gains a tongue attack with a reach equal to its normal melee reach +10-ft. This tongue deals 1d6 damage and can be used as a primary or secondary natural weapon. A creature with this evolution and the evolve ability may take any of the crocanura evolutions with tongue in their name as well as the Stopping Force evolution.

Level 4
Expanded Cognition (Ex): Each time this evolution is selected the creature’s Intelligence increases by 4, its Wisdom increases by 2, and its Charisma increases by 2; this evolution cannot increase an ability score equal to or above the spell caster’s Intelligence. If this increases a creature’s Intelligence to 6 or higher it may speak one language the spellcaster is fluent in, plus one language per point of Intelligence bonus it possesses.
Seaborne (Ex): A creature with this evolution gains the amphibious subtype, a 30-ft swim speed, and the ability to breathe water as easily as air.
Bat’s Ears (Ex): Gains a +4 bonus to Listen checks and blindsense out to 30-ft. If this ability is selected a second time this becomes blindsight and the bonus is increased to +8.
Blade Turning Hide (Su): The creature gains DR 5 per instance of this evolution overcome by magic weapons and damage (this also allows it to overcome DR as if its natural weapons were magic).
Mind Poison (Ex): A creature with this evolution gains a poison which it can inflict with a type of natural weapon it possesses which deals piercing damage and it selects when it gains this evolution. This poison’s initial and secondary damage are both 1d6 Wisdom damage; the Fortitude DC is Constitution based.

Level 5
Aura of Terror (Su): A creature with this ability manifests a palpable aura of dread. Enemy creatures within 10-ft of it must make a Will save each round (DC is Charisma based) or be Shaken for 1 round. Each instance of this evolution increases this effects range by 10-ft and its duration by 1 round although multiple failures against the same creature’s aura of terror cannot increase a creature to frightened or higher instead prolonging the duration (although combined with another fear effect they could cause a creature to become frightened/panicked/cowering).
Lion’s Legs (Ex): A creature with this evolution gains the Pounce special attack allowing it to make a full attack on the end of a charge.
Raking Claws (Ex): A creature must have the claws evolution to gain this one. A creature with this evolution gains a pair of claws on its hind legs allowing it to make a pair of rake attacks whenever it charges if it has pounce, and against grappled foes. These hind claws deal the same base damage as their foreclaws but as a rake attack is always treated as a primary natural weapon to determine to hit and damage bonuses.
Grasping Jaw (Ex): A creature with this evolution gains the Improved Grab ability with its Bite. They are able to use this ability on creatures up to one size category smaller than they are.
Size Increase: The creature increases in size by 1 category, increasing its Strength by 4, Constitution by 2, natural armor by 2 and decreasing its Dexterity by 2; any natural weapons it possesses have their damage increase for increasing in size category normally. A creature may select this evolution multiple times its effects stacking, but no more than 1/3rd of their evolutions may be this one.
Hasty Krasis (Su): As a free action a creature with this evolution may invoke a state identical to the Haste spell on themselves. This state lasts 1 round per instance of this evolution they possess and then they must wait 2 rounds before activating it again.
Recuperative Enzymes (Ex): A creature with this evolution gains Fast Healing 4 per instance of this evolution.
Poisonous Blood (Ex): A creature with this evolution has blood which acts as a contact poison. Whenever the creature takes slashing or piercing damage any adjacent creature must make a Reflex save (DC 10 + ½ HD + Con modifier) or receive a dose from the poison which deals 1d6 Strength damage as initial and secondary damage (Fort save same DC as Ref negates). A creature which deals slashing or piercing damage to the creature with a natural weapon or unarmed strike is not allowed a Reflex save to avoid the poison and suffers the effects even if not adjacent. Each instance of this evolution past the first increases the poison’s damage by 1.

Level 6
There are none.


Cytoplasmic Grafts which may be granted by Spells
Level 1:

Skilled (select skill): Grafted creature gains a +2 competence bonus to selected skill, each instance of this graft beyond the first increases this bonus by +2.
Internal Anti-Toxins: The graft bearer gains a +4 bonus on saves against poison for each instance of this graft that they bear. 3 or more instances of this graft grant immunity instead.
Ocular Implants: The graft bearing creature gains a +4 competence bonus to Spot and Search checks, creature gains Low-light Vision if they did not have it already, and darkvision 60-ft or their existing darkvision extends 30-ft. This graft can be applied to a creature twice; the second iteration upon a creature grants it the ability to see invisible creatures as if with the spell See Invisibility and to detect magic auras as the spell Detect Magic usable at will.
Chameleon Hide: The graft bearer’s flesh becomes capable of blending in with one or more environments. The graft bearer gains a +4 competence bonus to Hide checks, and when this graft is formed select 1 type of terrain (forest, hills, plains, desert, swamp, urban, or underground) per instance of graft. This bonus increases to +8 in the selected environment(s). Each instance of this graft is tied to a specific terrain and can be granted separately.
Adrenal Accelerant: As a free action the graft bearing creature may activate beads of cytoplasm in their adrenal glands granting them a momentary surge in physical fitness. When they use this ability they gain a +8 bonus to Str, Dex, and Con for 1 round and are then fatigued for 1 minute. A creature cannot use this ability when fatigued. Each additional instance of this graft grants the creature an additional +2 bonus to Str, Dex, and Con when it is used, and each 3 beyond the first cause its effects to last for 1 additional round whenever it is used but the resulting lasts 1 minute per round that the bonus lasted.
Reflex Augmenters: Cytoplasm roots itself in the graft-bearer’s brain enhancing their reactions. A creature with this graft gains a +2 insight bonus to Reflex saves to a maximum of +6. Three instances of this graft also grants Evasion, five instances grant Improved Evasion.
Pheromone Augmenter: Cytoplasmic bumps form across arm and leg pits emitting a potent pheromone cocktail. You gain a +2 competence bonus to Charisma based checks, this bonus increases to +4 when dealing with creatures with which reproduction is possible for you without specialized magic.
Amphetamine Glands: The graft-bearer gains a +4 competence bonus to Initiative checks, each additional instance of this graft increases the bonus by +2.
Manipulator Tendrils: Small, agile tendrils of cytoplasm forms from the graft-bearer’s hands. The graft bearer gains a +4 on checks to resist disarm attempts, and gain a +4 competence bonus to Disable Device, Open Locks, and Sleight of Hands checks. These tendrils count as having thieves’ tools (preventing any penalty for not having thieves’ tools), but do not stack with the bonus granted by mw thieves’ tools. Each additional instance of this graft improves these bonuses by +2.
Life-Force Simulator: This graft creates an artificial life-force which flows through the graft-bearer. An undead or deathless creature with this graft gains immunity to Turn or Rebuke Undead and does not register as undead for the purposes of Detect Undead.
Scope Eye: Cytoplasmic lenses form near the creature’s eyes moving down in front of them when long distance accuracy is needed. Each instance of this graft reduces ranged penalties with ranged (but not thrown) weapons by 1 range increment, extends the range in which point blank shot and precision damage can be used by 15-ft, and reduces spot penalties due to distance by up to 5 points. One instance would remove all penalties to spot for seeing a creature 50-ft away, or reduce the penalty against one 100-ft away to -5 instead of -10, as well as allow sneak attacks from 45-ft away, and remove the penalty to shoot a creature within 215-ft with a composite longbow or reduce the penalty to shoot on 220-ft or further away by 2. Two instances would remove all penalties to spot for seeing a creature 100-ft away, reduce the penalty against one 120-ft away to -2, allow sneak attacks from 60-ft away, and allow a creature up to 325-ft away to be struck with a composite longbow without penalty.

Level 2:
Life-Preservation Spore Lacing: Spores of cytoplasm infiltrates the graft-bearer’s body, moving through its blood stream. The graft-bearer gains Fast Healing 1, but only when below half health. Each additional instance of this graft increases the bearer’s Fast Healing by 2, but it remains only active when at less than half-health.
Concealing Sporecloud: Cytoplasm sprouts from the creature’s back billowing out spores which serve to conceal it. As a swift action the graft bearing creature may release a cloud of spores into the air around it granting it concealment for 1 round, after which they must wait 4 rounds before using this graft again. If the creature bears 2 instances of this graft they may grant themselves total concealment for one round instead of concealment. Three instances extend the cloud by 5-ft granting adjacent creatures concealment. Each instance beyond third extends the size of the cloud by 5-ft, the cloud being treated as that created by the Obscuring Mist spell.
Optical Battle Analytic: Cytoplast in the bearer’s eyes track movement and observe a creature’s location. The bearer halves the miss chance they suffer when attacking a creature they can see, and may inflict precision damage on creatures with less than total concealment. A second instance of this graft allows the bearer to ignore concealment less than total, and the miss chance from the displacement spell and other similar effects, entirely as well as identify the real caster when looking at the images created by Mirror Image with a DC 10 Wisdom check (as a free action, may not retry until a round has past).
Shielding Vines: Vines of cytoplasm spread across the bearer’s back moving and darting to intercept attacks. This graft grants the bearer a +2 shield bonus to AC. Each additional instance of this graft increases this shield bonus by +1. In addition extra instances provide further bonuses. The 2nd instance of this graft allows this shield bonus to apply against ranged touch attacks. The 3rd instance of this graft grants the ability to deflect arrows (as the feat) 1/round. The 4th instance grants the ability to deflect rays as if they were arrows and apply this shield bonus to melee touch attacks but not incorporeal touch attacks. The 5th instance allows the use of the deflect arrows ability 3 times per round.
Scope Eye: Cytoplasmic lenses form near the creature’s eyes moving down in front of them when long distance accuracy is needed. Each instance of this graft reduces ranged penalties with ranged (but not thrown) weapons by 1 range increment, extends the range in which point blank shot and precision damage can be used by 15-ft, and reduces spot penalties due to distance by up to 5 points. One instance would remove all penalties to spot for seeing a creature 50-ft away, or reduce the penalty against one 100-ft away to -5 instead of -10, as well as allow sneak attacks from 45-ft away, and remove the penalty to shoot a creature within 215-ft with a composite longbow or reduce the penalty to shoot on 220-ft or further away by 2. Two instances would remove all penalties to spot for seeing a creature 100-ft away, reduce the penalty against one 120-ft away to -2, allow sneak attacks from 60-ft away, and allow a creature up to 325-ft away to be struck with a composite longbow without penalty.
Sprinting Legs: Cytoplasmic structures run through the graft-bearer’s legs giving them a cheetah like ability to burst forward. Each instance of this graft improves the bearer’s run speed multiplier by +1 (from x4 to x5 normally, or from x3 to x4 in heavy armor, or from x5 to x6 with the run feat) and grants the bearer a +4 bonus on running jumps.
Rooting Cytoplasm: Cytoplasm in the graft-bearer’s feet reaches down worming and burrowing into the ground tethering them into it. When standing on a surface with hardness less than 10 the graft-bearer gains a +4 circumstance bonus to Climb and Balance checks to remain where they are as well as checks and saves to avoid being bull rushed, blown away by the wind, or otherwise forcibly moved without teleportation. Each additional instance of this bonus by +2 and the hardness of a surface it can work on by 5.
Youthful Essence: This graft restores youthful vim and vigor to the graft-bearer. If a creature bearing this graft is older than adulthood treat them as one age category younger for determining ability score penalties per instance of this graft.
Life-Force Simulator: This graft creates an artificial life-force which flows through the graft-bearer. An undead or deathless creature with this graft gains immunity to Turn or Rebuke Undead and does not register as undead for the purposes of Detect Undead.
Sebaceous Oil Glands: Cytoplasmic tendrils spread out beneath the bearer’s skin causing it to ooze a slick oil. The graft-bearer gains a +6 competence bonus to Escape Artist, this bonus increases by +4 for each additional instance of this graft born.
Telepathic Receptor: A creature bearing this graft becomes telepathically receptive. They may receive telepathic signals from creatures with telepathy from twice the normal distance and even non-telepathic creatures may communicate with them from up to 60-ft as if they had telepathy. A second instance of this graft turns the receptor into a transceiver as well granting full-fledged telepathy with a 60-ft range. A third instance allows the use of Detect Thoughts at-will as a Supernatural ability.
Crown of Eyes: The graft bearing creature gains all-around vision (+4 to spot/search checks and cannot be flanked). Each additional instance of this graft grants the grafted creature an additional +2 bonus to Spot and Search checks. You must be level 5 or higher to shape this graft.
Cyto-chitin: The graft bearer’s flesh is covered with a chitin formed from chitin granting it a +2 enhancement bonus to its Natural Armor bonus, this bonus increases by +1 per instance of this graft beyond the first.
Pheromone Augmenter: Cytoplasmic bumps form across arm and leg pits emitting a potent pheromone cocktail. You gain a +2 competence bonus to Charisma based checks, this bonus increases to +4 when dealing with creatures with which reproduction is possible for you without specialized magic.

Level 3:
War Adapted Nerves: Cytoplast forms a snaking series of artificial nerves which serve to instill the graft bearer with instinctual combat reflexes. One instance of this graft increases the bearer’s BAB by 1 (up to their hit dice), 2 increase it by 3 (up to their hit dice), and 3 increase it to their hit dice.
Coordinator Implant: The graft-bearer gains a +2 competence bonus to Spot, Listen, and Will saves for each creature with a coordinator implant with the same graft-originator within 5-ft per graft-originator level. In addition when flanking with a creature bearing a coordinator implant with the same originator they gain a bonus to damage equal to the graft-originator’s Intelligence modifier. When attacking a creature threatened by 2 other creatures bearing a coordinator implant with the same originator the graft-bearer is considered to flank it (even if using a ranged attack). In addition the graft-bearer gains a +1 additional bonus to hit a creature for each creature other than themselves beyond the 1st with a coordinator implant with the same originator also threatening it.
Cytoplasmic Endomuscles: Cytoplasm forms artificial muscles throughout the graft bearer’s body granting them a +4 enhancement bonus to Strength, +2 per additional instance of this graft. To a maximum of +10.
Cytoplasmic Blade: This graft takes the form of a blade of cytoplasm. It functions as a longsword sized for the wielder with an enhancement bonus (as a magic weapon) equal to 1/4th the originator’s hit dice. Each additional instance of this graft increases the enhancement bonus by 1 (to a maximum of +5) or grants it a special quality equivalent to a +1 bonus; each time a graft is added all these special qualities can be rearranged and if the creature has 3 or more instances of this graft it can pool the bonus granted by multiple instances to gain a single special quality worth more (for example with 3 instances of this graft a +2 special quality such as wounding could be chosen, and with 6 a +5 such as Vorpal could be selected).
Evocation Amplifier: This graft focuses elemental powers that the bearer invokes through the art of magic. The graft-bearer gains +1 damage per die with evocation effects that they cast or use through spell-like abilities, including spell completion items and staffs but not other spell trigger items. This graft does not stack with itself.
Aural Implants: The graft-bearing creature gains a +4 competence bonus to listen checks and gains blindsense 30-ft. Each instance of this graft beyond the first increases the listen bonus by +2 and the blindsense by 5-ft.
All-Temperature Acclimation Adaptor: This graft grants the creature bearing it Fire and Cold resistance 10 per instance of this graft.
Regenerative Spore Capsule: A creature bearing this graft can destroy this graft as a swift action to heal 2 hit points per level in classes which grant the ability to shape grafts the graft’s creator has, and heal 1 point of ability damage to each ability score. A creature bearing multiple of these grafts can dissolve multiple of them as one action.
Mirrored Eyes: Cytoplasm layers over the graft-bearer’s eyes filtering out hostile magic and reflecting blinding light. The graft-bearer gain immunity to gaze attacks and light-base blindness. A second instance causes them to actively reflect gaze attacks back on their users.
Krasis Fins: Cytoplasm forms a series of fins across the bearer’s body as well as covering it in a streamlined film. The graft-bearer gains a swim speed equal to their base land speed. There is no benefit for multiple instances of this graft.
Implanted Gills: Cytoplasm infiltrates the bearer’s lungs and throat forming a system of gills. These cytoplasmic gills grant the graft-bearer the ability to breathe water as easily as air.
Artificial Lung: Cytoplasm infiltrates the bearer’s lungs and gills forming an artificial respiratory structure capable of drawing oxygen from air. A creature with this graft may breathe air as easily as water.
Polyglot Implant: A creature with this graft gains the ability to understand any spoken language, and speak any language that they have heard while bearing this graft. This benefit does not extend to written languages unless a second instance of this graft is born. Shaping this graft requires 5th level or higher.
Spell Relay: A cytoplasmic cyst forms across the bearer acting as a relay for the graft-originator’s spells. If a creature bearing this graft is within range of a spell the graft-originator casts they may treat the spell as originating from the graft-bearer’s space and recalculate the maximum range accordingly. For example if the graft-originator was casting Totally Lost which has a range of “Close” if the graft-bearer was within the range (50-ft at minimum caster level) the caster could treat themselves as being in that square and target a creature within 50-ft of the graft-bearer instead of within 50-ft of themselves. It is theoretically possible to chain a spell in this way (to continue the above, if there was a graft-bearer 30-ft away and another 70-ft away in the same direction, it would be possible to chain it off the first to the second to a target within 50-ft of the second).
Thought Shield: A framework of cytoplasm forms a cage around the graft-bearer’s brain shielding their thoughts from long distance sensory. Grafted creature is immune to mind-reading effects, telepathic commands, detects as non-intelligent for any magical means of detecting a creature’s intelligence, and cannot be sensed with mindsight. It is also difficult to target the grafted creature with long distance spells such as scrying or nightmare and they gain a +5 bonus to saving throws against any spell cast on them without line of sight or line of effect. The grafted creature can also not read minds, use mindsight, or communicate telepathically by any means. A second instance of this graft restores the creature’s ability to communicate outwardly via telepathy, and a third instance of this graft protects the creature from Charm and Compulsion effects.
Climber Claws: The cytoplasm forms into small, but powerful, claws designed for climbing walls and surfaces. The graft-bearer gains a climb speed equal to ½ their land speed. Each instance of this graft beyond the first grants an additional +2 bonus to climb checks.
Web Caster: The bearer of this graft gains the ability to cast web up to 3 times a day per instance of this graft. This functions as a monstrous spider’s (http://www.d20srd.org/srd/monsters/monstrousSpider.htm) ability to cast a web but the DC to escape the web is 10 + 1/2 the graft bearing creature’s hit dice + the number of web caster grafts the creature bears + ½ (rounded down) of the total number of grafts the creature has; the DC to burst out with a strength check includes an additional bonus equal to the number of web caster grafts the user bears to a maximum of +4. With one graft the bearer’s webs can be used on targets of up to Medium size and each instance beyond the first increases the maximum size of creature that can be caught by the web by 1 size category.

Level 4
Cytoplasmic Wings: The graft-bearer gains a fly speed equal to their land speed with average maneuverability; the helium bladder graft improves this to good maneuverability.
Spell Disruptor Graft: A cytoplastic cyst forms on the graft bearer radiating an aura which makes casting spells difficult within the region. Any spell cast within 5-ft of the graft bearer (including the graft-bearer’s own spells) has a 20% chance of failing unless the caster sacrifices a spell of 1 level lower or higher, pays 2 colorless mana, or sacrifices a use of a spell-like ability one level lower or higher (this cost is paid before the fail chance is rolled). Each additional instance of this graft increases the range by 5-ft, and the failure chance by 10% (to a maximum of 70%), every second instance of this graft increases the mana cost (but not spell slot cost) to overcome its effect by 1.
Chaos Flux Compensator: Cytoplasmic cysts form on the graft-bearer’s back allowing an influence over pure chaos. The graft bearer gains a +6 bonus to their Wisdom score for the purposes of controlling Limbo and Wisdom checks related to controlling Limbo. Each additional instance of this graft increases this bonus to Wisdom by +4. A character must have Red as part of their color identity to shape this graft.
Growth Stimulate Cytoplast (Su): This cytoplasm stimulates the expansion of the creature’s body increasing it one size category as if the spell Enlarge Person was cast upon. This size increase functions regardless of its creature type and lasts for as long as the graft persists, and multiple instances of this graft do not stack with each other.
Telekinetic Projector: A creature with this graft can lift one object or creature weighing up to 200 lbs within 100-ft as if through the Telekinesis spell. This may only be used for sustained force, and may only be used to move willing creatures and objects (unintelligent magic items are always considered unwilling). Activating this ability requires that either the grafted creature, or the graft originator provide 1 Blue mana each minute it is used and requires a standard action to activate. Each instance of this graft a creature bears increases the maximum weight that can be moved by 200 lbs.
Lightning Cannon: A creature with this graft is able to generate electrical blasts. As a standard action it may release an electrical blast dealing 1d6 electric damage per hit die of the graft bearing creature (Reflex save halves) in a 60-ft line. Each additional instance of this graft increases the damage dealt by 3d6.
Liquid Cannon: The graft bearer gains a liquid cannon which fires either acidic or freezing sludge which deals 3d6 damage of the selected energy type (acid or cold) as a ranged touch attack with a range of 60-ft. This attack is treated as if it were a manufactured weapon for the purpose of making multiple attacks in a round. Each instance of this graft beyond the first increases the damage dealt by 1d6. In addition if the originator of this graft includes Red as part of their color identity creatures bearing this graft may fire volatile liquid which ignites with air as well and deals fire damage.
Ionized Air Shield: Cytoplasmic growths form on the graft bearer’s body ionizing the air around them. A creature with this graft gains a +2 deflection bonus to AC per instance of this graft they possess.
Graft Magnet (Su): This cytoplasmic implant calls to other cytoplasm nearby. A creature bearing this graft can, as a standard action, pull a cytoplasmic graft from a willing creature within 60-ft to itself as if the creature had used Bestow Graft to give the bear of this graft the desired graft. To do this the (graft magnet) graft bearing creature, or the (graft magnet) graft originator, must pay 4 colorless mana; the graft originator may pay this cost reflexively as a free action on their part when the graft bearer uses this ability. Each additional instance of this graft reduces the cost to use this ability by 1 to a minimum of 1, in addition if a creature bears two instances of this graft they can use the ability as a swift action, if they bear three they can use it as a move or swift action, and if they bear 4 or more they can use it as a free action. A creature bearing at least 5 instances of this graft created by a character with Black as a part of their color identity can use it on an unwilling creature, but doing so costs 3 colorless a black and a green mana and the target is allowed a Will save (DC 10 + ½ graft bearing creature’s hit dice, + instances of this graft + ½ total number of grafts); each instance above 5 of this graft reduces this cost by 1 colorless (to a minimum of BG with 8 instances).
Cytoplasmic Vine (Ex): Each instance of this graft gives the bearer a single tendril of cytoplasm which can be used to make a secondary natural weapon vine attack (dealing bludgeoning damage) which deals 1d4 damage if medium sized (1d3 if small, 1d6 if large).
Plant Charmer Cytoplasm (Sp): A creature bearing this graft gains the ability to channel mana through it to perform an array of effects upon plants based upon the instances of this graft born. Activating any of the abilities requires a standard action and each ability requires 1 green mana to be expended either by the graft creator or graft bearer each round (as a free action) or it ends immediately. With one instance of this graft the bearer can use it to speak with plants (as the spell). With two instances the user can invoke an effect identical to the Entangle spell. With three instances you can influence plant creatures as if with the Command Plants spell, except: each use can influence only one creature; you can influence a single plant creature regardless of its hit dice but may not influence a total of more than 2 HD of plant creatures per character level you possess if you use multiple simultaneous activations of this ability; you may not influence a single plant creature for longer than 1 hour each day with this ability; and any creature which successfully saves against this ability is immune to it for 10 minutes. With four instances you can influence plant creatures as if with the Control Plants spell with the same limitations as applied to Command Plants above and with the additional cost of a second Green mana a round for each use. Five or more instances of this graft have no cumulative effect.

Level 5:
Plaxcaster (Su): As an immediate action the graft bearer may cast a covering of plax towards a single creature within 20-ft per instance of this graft they bear. This plax forms a short lived protective covering over the targeted creature giving it Spell Resistance equal to the graft originator’s caster level plus 3 per instance of this graft born by the creature casting the plax which lasts for 1 round. Using this ability costs 2 colorless mana which can be provided by either the graft bearer or the graft creator. A successful ranged touch attack is required to hit the target, but a willing target may choose to forgo their Dexterity bonus and grant the graft bearer a +2 to hit (as if they were blinded against the graft bearer).
Plax Skin (Su): This graft grants the bearer Spell Resistance equal to the graft originator’s caster level plus 3 per instance of this graft.

Level 6:
There are none.

Zaydos
2015-03-06, 01:44 AM
Simic Biomancer Spells

With the exception of Summon Simic Creature these spells are currently listed Alphabetically with no division for minimum level, and no cantrips are included. I intend to fix both of these reading errors, but WiP.

Reading Spell Entries: Mana spell entries read like normal spell entries except with two additional lines. These lines are Color and Mana. Color: This line identifies the spell's color identity, it is possible for a character whose color identity only has one of these colors to cast the spell but they must have at least one of them. Mana: Indicates what mana and how much of it, must be spent to cast the spell; a number represents the amount of colorless mana, and each letter represents 1 mana of the corresponding color (G = Green, U = Blue, B = Black, W = White, R = Red).

Simic Biomancer Spells By Level

0 Level (Tricks)

Arcane Mark
Create Water (Blue, Green)
Dancing Lights
Detect Poison (Black, Green, White)
Detect Magic
Ghost Sound (Black, Blue)
Light
Mage Hand (Blue)
Mending
Prestidigitation
Read Magic
Vital Berry (Green, White; new)


1st Level

Bioshift
Boomerang
Determined
Dispel
Elemental Resonance
Fog
Giant Growth
Hindervines
Hover Barrier
Mending Touch
Mutant's Prey
Quicken
Regeneration
Shielding Plax
Spell Snare
Stream of Life
Thrive
Utopia Sprawl
Wildwood Rebirth
Summon Simic Creature


Level 2

Bred for the Hunt
Burst of Strength
Convolute
Early Harvest
Forced Adaptation
Naturalize
Paralyzing Grasp
Simic Charm
Telepathy


Level 3

Cancel
Copy Enchantment
Dream Leash
Flight
Flight of Fancy
Frazzle
Levitation
Miming Slime
Mindstatic
Research
Spell Rupture


Level 4

Aetherize
Cytoshape
Plasm Capture
Rewind
Totally Lost
Voidslime


Level 5

Flow of Ideas
Mystic Genesis
Primeval Light


Level 6
Heightened Spells Only.

Zaydos
2015-03-06, 01:45 AM
Aetherize
Conjuration (Teleportation)
Color: Blue
Level: 4
Mana: 3U
Components: S, V
Casting Time: 1 Standard action.
Range: 100-ft +10-ft/caster level
Target(s): 1 creature + 2 creatures/spell slot above 4th.
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
With a wave of your hand and a single word you send a creature away from you. If the target fails its Will save it is teleported to a random location on the same plane at least 1 mile away from you per 3 caster levels and up to 20 miles away per 3 caster levels (roll 1d8 for direction, as per a miss with a grenade like weapon, and 1d20 per 3 caster levels to determine distance in miles). An extraplanar creature instead is returned to their home plane appearing at a random location as if affected by Banishment. If the target is a summoned or called creature and fails its Will save the effect summoning/calling it is also immediately ended upon it along with any control granted thereby.
Heightening: If you prepare this spell with a higher level slot it may affect an additional 2 targets per spell level above 4th.

Bioshift
Transmutation
Color: Green and Blue
Level: 1st
Mana: G/U
Components: S, V
Casting Time: 1 Standard action
Range: Close (25-ft + 5-ft/2 caster levels)
Target(s): 2 willing creatures.
Duration: Permanent (D)
Saving Throw: No
Spell Resistance: Yes
When you cast this spell choose a cytoplasmic graft or evolution plus an additional one per 4 caster levels one target possesses and transfer them to the second target. If the graft or evolution was temporary in nature (such as one generated by a summoned creature) they last only until they would normally disappear or 2 rounds per caster level whichever is longer.
Heightening: If a 2nd level slot is used this spell may be cast as a swift action; if a 3rd level spell slot is used be cast as a standard action targeting unwilling creatures (in which case any unwilling creature is allowed a Will save to resist); if a 4th level spell slot is used this spell may be cast as an immediate action; if a 5th level spell slot is used it may affect unwilling creatures (as above) and be cast as a swift action.

Boomerang
Conjuration (Teleportation)
Color: Blue
Level: 1st
Mana: UU
Components: S, V
Casting Time: 1 Swift action.
Range: 100-ft +10-ft/caster level
Target(s): 1 creature or object.
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
When you cast this spell the target must make a Will save if they fail they are instantly teleported back to whatever location they were in 1 round before you cast this spell, even if that location is another plane. If this returns a summoned or called creature to its native plane then any effects upon the target due to being summoned or called are instantly ended.
Heightening: When you cast this spell with a higher level slot you have the following options. The effects are not cumulative.
3rd level slot: The target is not allowed a Will save.
4th level slot: You may cast the spell as an immediate action.
6th level slot: You may cast this spell as an immediate action without allowing a Will save.
2nd+: If you cast this spell in a slot 1 level higher than required for whatever other option you have selected then it returns the target to their position from 2 rounds earlier. For every 2 additional levels above required for the chosen option you may teleport the creature to their location from 1 round further back.

Bred for the Hunt
Evocation/Transmutation
Color: Green and Blue
Level: 2nd
Mana: 1GU
Components V
Casting Time: 1 standard action
Range: 10-ft x spell slot’s level
Area: Emanation centered on you out to maximum range
Duration: 2 rounds/caster level.
Saving Throw: No
Spell Resistance: No
When you cast this spell it generates an invisible aura around you. Whenever a creature bearing a cytoplasmic graft granted to it by you, or a creature you summoned which has a cytoplasmic graft or evolution, kills another creature within this aura you may instantly regain one expended spell (and the slot it was prepared in) at least 2 levels lower than the spell slot used to cast this spell.

Burst of Strength
Transmutation
Color: Green
Level: 2nd
Mana: G
Components V
Casting Time: 1 standard action
Range: Close (25-ft +5-ft/2 caster levels)
Target: 1 creature
Duration: Instantaneous and 1 round/caster level.
Saving Throw: Will negates (Harmless)
Spell Resistance: Yes (harmless)
With a word you invoke a surge of strength in the target forming an evolution or cytoplasmic graft on them even as they gain the ability to make a single attack action. What evolution or graft is granted is chosen from the Spell Granted Evolutions or Spell Granted Grafts lists up to the level the spell was cast in.
Heightening: If cast in a 3rd level spell slot the duration is 2 rounds/caster level. If cast in a 4th level spell slot it may be cast as a swift action and grants 2 grafts. If cast in a 5th level spell slot it is cast as an immediate action. If the spell is cast as a 6th level spell slot the duration is 1 minute/2 caster levels and it grants 3 grafts.

Cancel
Abjuration
Color: Blue
Level: 3rd
Mana: 1UU
Components V
Casting Time: 1 immediate action
Range: Medium (100-ft + 10-ft/caster level)
Target(s): 1 spell being cast
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
When you cast this spell counter another spell which is being cast. If the spell to be affected is level 3 or lower then it is automatically countered as if you had used another casting of it to counter the spell. If the spell to be affected is level 4 or higher then this functions as using Greater Dispel Magic to counter a spell.

This effect may counter spell-like abilities but they are always countered as if by (Greater) Dispel Magic and those above the automatic level for being counterspelled cannot be countered at all.

Heightening: For every level above 3rd the spell slot you use to prepare this spell is the maximum level which you may automatically counter is increased by two.

Convolute
Abjuration
Color: Blue
Level: 2nd
Mana: 2U
Components V
Casting Time: 1 immediate action
Range: Medium (100-ft + 10-ft/caster level)
Target(s): 1 spell being cast
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
When you cast this spell counter another spell which is being cast. If the spell to be affected is level 4 or lower then it is automatically countered as if you had used another casting of it to counter the spell unless its caster expends either 4 mana or another spell slot of 3rd level or higher.
Heightening: For each spell level above 2nd the slot you prepare this spell in is the maximum level of spell you may counter with it increases by 2.

Copy Enchantment
Universal
Color: Blue
Level: 3rd
Mana: 2U
Components S, V
Casting Time: 1 standard action
Range: Close (25 –ft + 5-ft/2 caster levels)
Target(s): 1 active spell effect
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
When you cast this spell you recreate the target spell effect as if you were its original caster. Range is determined from your current location, and you choose any targets for the spell. If the spell to be copied is more than 2 levels higher than the spell slot used to prepare this spell it has no effect; if you use a 6th level or higher spell slot to prepare this spell it may affect spells up to 3 levels higher than the spell slot used.

Cytoshape
Transmutation
Color: Green and Blue
Level: 4th
Mana: 1GU
Components S, V
Casting Time: 1 Standard Action
Range: Close (25-ft + 5-ft/2 caster levels)
Target(s): 1 creature.
Duration: 1 round/caster level
Saving Throw: Fort negates
Spell Resistance: Yes
The target becomes an exact duplicate of another creature within range as if through the Polymorph spell. Unlike polymorph the new form assumed may be of any creature type or size, but it still must be corporeal, and only creatures with 20 (or your caster level whichever is lower) or less racial hit dice may have their forms copied by this effect. The target is allowed spell resistance and a Fortitude save to resist this effect, but the creature whose form is copied is not allowed a save or spell resistance.
Heightening: If you cast this spell with a 6th level or higher spell slot you may cast it as a Swift action.

Determined
Abjuration
Color: Blue and Green
Level: 1st
Mana: GU
Components V
Casting Time: 1 swift action
Range: Personal
Target(s): You
Duration: Until the end of your turn.
Saving Throw: No
Spell Resistance: No
When you cast this spell it weaves protective shields of mana around your other magic, until the end of your current turn other spells you cast cannot be counterspelled by mortal magic such as Cancel, Greater Dispel Magic, or another casting of the same spell. They may still be dispelled, however.

Dispel
Abjuration
Color: Blue
Level: 1st
Mana: U
Components V
Casting Time: 1 immediate action
Range: Medium (100-ft + 10-ft/caster level)
Target(s): 1 spell being cast
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
When you cast this spell counter another spell which is being cast as a swift or immediate action. If the spell to be affected is level 1 or lower then it is automatically countered as if you had used another casting of it to counter the spell. If the spell to be affected is level 2 or higher then this functions as using Dispel Magic to counter a spell.

This effect may counter spell-like abilities but they are always countered as if by (Greater) Dispel Magic and those above the automatic level for being counterspelled cannot be countered at all.

Heightening: For every level above 1st the spell slot you used to prepare this spell is the maximum level of spell you may automatically counter is increased by 2, and if the spell slot used is 3rd level or higher it affects spells above the level it may automatically counter as if using Greater Dispel Magic to counter the spell.

Dream Leash
Enchantment (Charm) [Mind-affecting, Language-dependent]
Color: Blue
Level: 3rd
Mana: 3UU
Components S, V
Casting Time: 1 standard action
Range: Close (25-ft +5-ft/2 caster levels)
Target(s): 1 creature or 1 spell effect
Duration: 1 hour/caster level
Saving Throw: Will negates
Spell Resistance: Yes
This spell functions as Charm Monster except as noted above.
Heightening: If you use a 4th level or higher spell slot to prepare this spell you may instead cast this spell targeting a spell effect. In that case this is an Evocation effect as opposed to Enchantment (Charm) and loses both its descriptors and has an instantaneous duration. If the spell effect affects an area then the center of the effect can be changed to another location within the range of this spell, if it affects one or more creatures new targets can be chosen within the range of this spell for each target of the original spell which was within range of this one; these new targets must be within range of this spell. If the original spell had a range of touch it may not be place on an unwilling target, and any saving throws or spell resistance may be applied to this re-targeted spell. It uses the remaining duration and all other choices of the spell as it was originally cast, including its original save DC, caster level, etc, but you are considered the caster for any effect of the spell. A creature which is under the effect of the spell may make a Will save to prevent the spell effect from being stolen in this manner.
If you use a 6th level or higher spell slot to prepare this spell you may have it function as Dominate Monster except as noted above and loses the language dependent and charm descriptors gaining the Compulsion descriptor instead.

Early Harvest
Evocation
Color: Green
Level: 2nd.
Mana: 1GG
Components V
Casting Time: 1 Standard action
Range: Personal
Target(s): You
Duration: Instant
When you cast this spell your mana pool instantly fills with mana in any combination of colors you can generate by Gathering Mana.

Elemental Resonance
Evocation/Transmutation
Color: Green
Level: 1st
Mana: 2GG
Components S, V
Casting Time: 1 Standard action
Range: Touch
Target(s): Creature other than yourself touched
Duration: 1 hour/caster level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The target radiates and aura of energy which resonates with your own natural mana absorption. This aura has a range of 10-ft per spell level of the spell slot used to prepare this spell. Each round if you begin your turn in the area of this aura add mana to your mana pool equal to the spell level used to prepare this spell or 1/3rd the target creature’s hit dice rounded up (whichever is lower). This mana may be of any combination of colors which you can gather with Gather Mana.

Flight
Transmutation
Color: Blue
Level: 3rd
Mana: U
Components: S, V
Casting Time: 1 standard action
Range: Close (25-ft +5-ft/2 caster levels)
Target(s): 1 creature
Duration: 1 minute/caster level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell functions as Fly except as noted here.
Heightening: For each level higher than 3rd the spell slot you prepare this spell in is you may increase its duration or the speed granted by one step (to a maximum of three steps increase in either option). It’s duration increases to 10 minutes/level, 1 hour/level, and then to 24 hours, while the speed increases by 30-ft (20-ft in medium or heavy armor or carrying a medium or heavy load). You may mix and match choices, so for example by preparing it in a 6th level spell slot you could grant 60-ft speed for 24 hours, 90-ft speed for 1 hour/caster level, 120-ft speed for 10 minutes/caster level, or 150-ft speed for 1 minute/caster level.

Flight of Fancy
Transmutation
Color: Blue
Level: 3rd
Mana: 3U
Components: S, V
Casting Time: 1 standard action
Range: Close (25-ft +5-ft/2 caster levels)
Target(s): 1 creature
Duration: 1 minute/caster level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell functions as Fly except it grants a 90-ft (60-ft in medium or heavy armor or when carrying a medium or heavy load) fly speed instead of a 60-ft one, and when you cast this spell you may re-prepare one spell you have cast this day at least 2 spell levels lower than the slot used for this spell.
Heightening: For each level higher than 4th the spell slot you prepare this spell in is you may increase its duration or the speed granted by one step (to a maximum of two steps increase in either option). It’s duration increases to 10 minutes/level, and 1 hour/level, while the speed increases by 30-ft (20-ft in medium or heavy armor or carrying a medium or heavy load). You may mix and match choices, so for example by preparing it in a 6th level spell slot you could grant 90-ft speed for 1 hour/caster level, 120-ft speed for 10 minutes/caster level, or 150-ft speed for 1 minute/caster level.

Flow of Ideas
Universal
Color: Blue
Level: 5th
Mana: 5U
Components S, V
Casting Time: 1 full round
Range: Personal
Target(s): You
Duration: Instantaneous
When you cast this spell you gain an additional spell slot of each level lower than the spell slot used for this spell. You may instantly prepare a spell in each of these slots. These bonus slots are lost when you next regain spell slots.

Fog
Conjuration (Creation)
Color: Green
Level: 1
Mana: G
Components V, S
Casting Time: 1 standard action
Range: 20-ft
Effect: Cloud spreads in 20-ft radius from you, 20-ft high
Duration: 1 round/level
Saving Throw: No
Spell Resistance: No
This spell functions as Obscuring Mist except as noted here.
Heightening: If you prepare this spell in a 2nd level spell slot it’s range increases to Medium, it’s effect becoming fog spreads in 20-ft radius, 20-ft high, and its duration increases to 1 minute/caster level.
If you prepare this spell in a 3rd level spell slot you may choose either thick fog or large fog. If you choose thick fog creatures within the mist are considered entangled (-2 to attacks, -4 to Dex, half speed). If you choose large fog the area is increased to 40-ft radius.
If you prepare this spell in a 4th level spell slot and choose thick fog the cloud created is solid as one created by a solid fog spell, this supersedes the entangling effect, and if you choose large fog the area is 80-ft radius, regardless of your choice the duration further increases to 10 minutes/caster level.
If you prepare this spell in a 5th level spell slot the duration further increases to 1 hour/caster level.
If you prepare this spell in a 6th level spell slot the duration increases to 1 day/caster level.

Forced Adaptation
Transmutation
Color: Green
Level: 2nd
Mana: G
Components S
Casting Time: 1 Standard action
Range: Close (25-ft +5-ft/2 caster levels)
Target(s): 1 willing creature
Duration: 1 round/caster level.
Saving Throw: No.
Spell Resistance: Yes.
The round you cast this spell, and every 2 rounds thereafter, you may grant one creature you have an evolution chosen from the list below. Each time a creature gains an evolution you may select a different one from the list below , assuming the creature meets the prerequisites, or any list it has access to natively and some evolutions may be taken multiple times. When this spell ends all evolutions granted by it end immediately, but if it was dispelled these evolutions remain until its duration would have ended normally (if disjoined, however the evolutions are removed immediately). If this spell is suppressed by antimagic evolutions no longer accrue during that time, if a creature which is benefiting from an evolution granted by this spell is in an area of antimagic the benefit of any evolutions granted by this spell are suppressed while it is within the antimagic, but it may still receive new evolutions through this spell which become active when it leaves the area of antimagic.

If cast in a 3rd level or higher spell slot this spell’s duration increases to 2 rounds/caster level.

Frazzle
Abjuration
Color: Blue
Level: 3rd
Mana: 3U
Components V
Casting Time: 1 immediate action
Range: Medium (100-ft + 10-ft/caster level)
Target(s): 1 spell being cast
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
When you cast this spell counter another spell which is being cast. If the spell to be affected is level 3 or lower then it is automatically countered as if you had used another casting of it to counter the spell. If the spell to be affected is level 4 or higher then this functions as using Dispel Magic to counter a spell. This spell cannot counter Blue spells or non-colored spells from the Divination, Enchantment, or Illusion schools.

This effect may counter spell-like abilities but they are always countered as if by (Greater) Dispel Magic and those above the automatic level for being counterspelled cannot be countered at all.
Heightening: For every level above 2nd the spell slot you use to prepare this spell is the maximum level which you may automatically counter is increased by two and it functions as Greater Dispel Magic against higher level spells.

Giant Growth
Transmutation
Color: Green
Level: 1st
Mana: G
Components V, S
Casting Time: 1 Standard action
Range: Touch
Target(s): 1 creature
Duration: 1 minute/caster level
Saving Throw: Fort negates
Spell Resistance: Yes
This spell functions as Enlarge Person but may be cast on any creature regardless of type.
Heightening: If cast from a 2nd level or higher spell slot you may cast this spell with a range of close. If cast from a 3rd level or higher spell slot the duration of this spell increases to 10 minutes/caster level, the casting time is reduced to 1 Swift action, or the target grows 2 size categories. If cast from a 4th level or higher spell slot the range increases to medium. If cast from a 5th level or higher spell slot you may select 2 of the advantages from the 3rd. If cast from a 6th level or higher spell slot you gain all the benefits from a 3rd level slot. All effects are cumulative.

Hindervines
Transmutation
Color: Green
Level: 1st
Mana: 2G
Components V, S
Casting Time: 1 standard action
Range: Long (400-ft +40-ft./level)
Area: Plants in a 40-ft-radius spread
Duration: 1 minute/caster level
Saving Throw: Reflex partial
Spell Resistance: No
This spell functions as Entangle except as noted here. The plants modified by this effect will not attempt to entangle any creatures bearing a cytoplasmic graft or an evolution but are still slowed to half speed when moving through the area.
Heightening: If you cast this spell from a 2nd level spell slot the creatures with a cytoplasmic graft or evolution are not slowed when moving through the area.
If you cast this spell from a 3rd level spell slot it becomes a Conjuration (Creation) effect and can be used where there are no naturally occurring plants and the duration is 10 minutes/caster level.
If you cast this spell from a 4th level spell slot creatures within the area without a cytoplasmic graft or evolution are slowed to 1/4th speed when moving through the area, and are completely unable to move when entangled, and creatures with a cytoplasmic graft or evolution gain both cover and concealment from the writhing vines.
If you cast this spell from a 5th level spell slot and center the effect on yourself its area is doubled (to 80-ft) and the duration becomes 1 hour/caster level.
If you cast this spell from a 6th level spell slot the duration becomes 1 day/cast level.
All effects are cumulative.

Hover Barrier
Evocation [Force]
Color: Blue
Level: 1st
Mana: 2U
Components V, S
Casting Time: 1 standard action
Range: Close (25-ft + 5-ft/2 caster levels)
Effect: 1 wall of force.
Duration: 1 round/caster level
Saving Throw: No
Spell Resistance: No
When you cast this spell you create a wall of solid force anywhere within range up to 5’ per caster and 5’ high per two caster levels (minimum 5’), this wall is unaffected by gravity and may be created in the air, or even used as a floating bridge be creating it horizontally instead of vertically. All portions of this wall must be connected, and you must have line of effect to them before its creation. The wall is semi-transparent, creatures within 10-ft of it have concealment against creatures which must observe them through the wall, and those further away have total concealment. Each section of the wall is AC 3, and has 8 hp per caster level. A section of the wall may be destroyed with a successful Strength check using the same DC as this spell’s saving throw would be if it had one, and the wall is destroyed by any effect which destroys a Wall of Force. As a projection of pure force incorporeal creatures may not pass through this wall.
Heightening: If a 2nd level spell slot is used to cast this spell its range becomes Medium and the wall gains Hardness 5.
If a 3rd level spell slot is used to cast this spell its Hardness is 15 and the Strength check DC to break it is increased by 5.
If a 4th level spell slot is used to cast this spell it becomes as difficult to damage as a Wall of Force and can no longer be broken with a strength check or by attack rolls. And its duration is increased to 1 minute/caster level.
If a 5th level spell slot is used to cast this spell its duration is increased to 10 minutes/caster level.
If a 6th level spell slot is used to cast this spell its duration is increased to 1 hour/caster level.

Levitation
Transmutation
Color: Blue
Level: 3rd
Mana: 2UU
Components V, S
Casting Time: 1 standard action
Range: 50-ft x spell slot’s level
Area: Emanation centered on you out to maximum range
Duration: 10 minutes/caster level.
Saving Throw: No
Spell Resistance: No
You create an aura of magical force around you which empowers creatures you have summoned. Any creature summoned or created by a spell you cast gains a fly speed of 40-ft (average maneuverability) while within this area.
Heightening: If you cast this from a 4th level spell slot the flight maneuverability is increased to good, and the creatures can fly while carrying a medium, but not heavy, load.
If you cast this from a 5th level spell slot the flight speed is increased to 60-ft and the creatures can fly while carrying a heavy load.
If you cast this from a 6th level spell slot the duration is increased to 1 day/caster level.

Mending Touch
Conjuration (Healing)
Color: Green
Level: 1st
Mana: G
Components V
Casting Time: 1 immediate action
Range: Close (25-ft +5-ft/2 caster levels)
Target(s): 1 creature
Duration: Instantaneous
Saving Throw: Will halves
Spell Resistance: Yes
When you cast this spell it immediately heals a creature within range 1d4 hit points. If the creature is currently receiving enough damage to kill it then it instead prevents 2d4 of that damage. You may choose to heal a creature receiving lethal damage instead of preventing damage when it is receiving a lethal attack, in which case it is healed before the damage is dealt.
Heightening: If cast from a 2nd level spell slot this spell heals 2d4 + ½ caster level (maximum +5) hit points or prevents 4d4 + ½ caster level (maximum 5) damage from an otherwise lethal attack.
If cast from a 3rd level spell slot this spell heals 4d6 + caster level (max 10) hit points or prevents 6d6 + caster level (max 10) damage from an otherwise lethal attack.
If cast from a 4th level spell slot this spell heals 8d6 + caster level (maximum +20) hit points or prevents 12d6 + caster level (max +20) damage from an otherwise lethal attack.
If cast from a 5th level spell slot this heals 12d6 + 2/caster level hit points or prevents all damage from an otherwise lethal attack.
If cast from a 6th level spell slot this restores a creature to maximum hit points, or prevents all damage from an otherwise lethal attack and heals the target 8d6+caster level hit points.

Miming Slime
Conjuration (Creation)
Color: Green
Level: 3rd
Mana: 2G
Components: V, S
Casting Time: 1 standard action
Range: Close (25-ft +5-ft/2 caster levels)
Effect: One slime duplicate
Duration: 1 round/caster level
Saving Throw: No
Spell Resistance: No
When you cast this spell you create an eidolon of slime which replicates a creature you have summoned, created with a spell, or which bears one of your grafts. It looks identical to the creature, and any gear the creature is carrying, but is made of green slime. This ooze is effectively polymorphed into the target gaining any traits that polymorph would grant and even gaining the target’s hit dice, maximum hit points, base attack bonus, base saving throws, and feats. It does not gain any Extraordinary Special Qualities, Supernatural abilities, or any class features of the copied creature other than hit dice, base attack bonus, saving throw bonuses, and bonus feat. The slime has Int 2, Wis 12, and Cha 4, and splits its skill points equally between Spot and Listen; its feats are the same as the copied creature’s although it loses the benefits of any feat it fails to qualify for. The ooze can understand your commands and obeys you absolutely, but is limited to relatively simple commands.

Mindstatic
Abjuration
Color: Blue
Level: 3rd
Mana: 3U
Components V
Casting Time: 1 immediate action
Range: Medium (100-ft + 10-ft/caster level)
Target(s): 1 spell being cast
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
When you cast this spell counter another spell which is being cast. If the spell to be affected is level 5 or lower then it is automatically countered as if you had used another casting of it to counter the spell unless its caster expends either 6 mana or another spell slot of 5th level or higher.
Heightening: For each spell level above 3rd the slot you prepare this spell in is the maximum level of spell you may counter with it increases by 2.

Mutant’s Prey
Transmutation
Color: Green
Level: 1st
Mana: G
Components V
Casting Time: 1 standard action
Range: Close (25-ft + 5-ft/caster level)
Target(s): 1 willing creature bearing a cytoplasmic graft or an evolution
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
You imbue the target with a surge of energy allowing it to lash out with a sudden ferocity. When you cast this spell the target creature may make an attack action as a free action.
Heightening: If you cast this spell from a 2nd level or higher spell slot its range increases to Medium.
If you cast this spell from a 3rd level or higher spell slot you may cast it as a swift action.
If you cast this spell from a 4th level or higher spell slot you may cast it as an immediate action.
If you cast this spell from a 6th level or higher spell slot the target may make a full attack action instead of an attack action or may take a standard action that is not limited to an attack action.

Mystic Genesis
Abjuration/Trasmutation
Abjuration
Color: Blue and Green
Level: 5th
Mana: 2GUU
Components V
Casting Time: 1 immediate action
Range: Medium (100-ft + 10-ft/caster level)
Target(s): 1 spell being cast
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
When you cast this spell counter another spell which is being cast. If the spell to be affected is level 8 or lower then it is automatically countered as if you had used another casting of it to counter the spell. If the spell to be affected is level 9 or higher then this functions as using Greater Dispel Magic to counter a spell except with no cap to the bonus to your dispel check based upon caster level.

This effect may counter spell-like abilities but they are always countered as if by Greater Dispel Magic (with no caster level cap) and those above the automatic level for being counterspelled cannot be countered at all.

In addition if you successfully counter a spell with this spell the magical forces coalesce into an ooze. This ooze has stats as a living spell version of the spell that was being cast but it does not gain the Spell Effect ability, instead dealing damage with their Slam attack as if two size categories larger.

Heightening: For every level above 5th the spell slot you use to prepare this spell is the maximum level which you may automatically counter is increased by two.

Naturalize
Abjuration
Color: Green
Level: 2nd
Mana: 1G
Components V
Casting Time: 1 standard action
Range: Medium (100-ft + 10-ft/caster level)
Target(s): 1 creature, magic item, or spell effect
Duration: Instantaneous
Saving Throw: See below
Spell Resistance: No
This spell may be cast for one of three effects.
In the first you target a spell effect which you are specifically aware of, automatically dispelling it as if with a successful Dispel Magic.
In the second you target a magic item. The targeted magic item, or anyone who is holding it, must make a Will save. On a failure it is destroyed unless its caster level is higher than yours, and even then it is suppressed for 1 hour. On a success it is merely suppressed for 1d4+1 rounds. Artifacts may be targeted by this effect but are never destroyed, only being temporarily suppressed.
In the third you target a creature and this spell acts as an area dispel magic on that creature except that you may also dispel magic items. If this effect dispels a magic item it is suppressed for 1 minute.
Heightening: If you cast this spell from a 4th level or higher spell slot it may act as an area greater dispel magic.

Paralyzing Grasp
Transmutation
Color: Blue
Level: 2nd
Mana: 2U
Components V, S
Casting Time: 1 standard action
Range: Touch
Target(s): Living humanoid touched
Duration: 1d6+2 rounds (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
With a touch you paralyze the creature unless it succeeds at a Fortitude save.
Heightening: If you cast this spell in a 3rd level slot it can affect any living creature.
If you cast this spell in a 4th level slot its duration becomes 1 round level.
If you cast this spell in a 5th level slot its duration becomes 10 minutes/level.
If you cast this spell in a 6th level slot its duration becomes permanent (D).

Plasm Capture
Abjuration
Color: Blue and Green
Level: 4th
Mana: GGUU
Components V
Casting Time: 1 immediate action
Range: Medium (100-ft + 10-ft/caster level)
Target(s): 1 spell being cast
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
When you cast this spell counter another spell which is being cast. If the spell to be affected is level 5 or lower then it is automatically countered as if you had used another casting of it to counter the spell. If the spell to be affected is level 6 or higher then this functions as using Greater Dispel Magic to counter a spell. In addition when you successfully counter a spell with this effect at the beginning of your next turn you add mana, in any combination of colors you can regain with Gather Mana, equal to the mana spent on the spell or the spell’s level if it did not have an associated mana cost to your mana pool.

This effect may counter spell-like abilities but they are always countered as if by Greater Dispel Magic and those above the automatic level for being counterspelled cannot be countered at all.

Heightening: For every level above 4th the spell slot you use to prepare this spell is the maximum level which you may automatically counter is increased by two.

Primeval Light
Abjuration/Evocation [Light]
Color: Green
Level: 5th
Mana: 3G
Components V, S
Casting Time: 1 full round
Range: Medium (100-ft + 10-ft/caster level)
Target(s): 1 creature, spell effect, or object
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
When you cast this spell you bathe the target in momentary bright light which strips away magic and you may choose one of two effects.
In the first you disjoin all spell effects on the target, as if with a Mage’s Disjunction spell. This cannot destroy magic items, but does immediately end a spell effect (such as a wall of force or prismatic sphere).
In the second you disjoin all spell effects which were put in place by the target and are on the same plane of existence. This includes spell effects they created with spell trigger and spell completion items, as well as those they cast themselves. If used on a magic item any spell effect created using that item is disjoined regardless of who used the item for this purpose (for example if this was used on a staff of wall of fire all wall of fires created by that staff would be disjoined regardless of who used the staff to make them or where they were as long as they were on the same plane).

Heightening: If you use a 6th level or higher slot for this spell its casting time is reduced to 1 standard action.

Quicken
Universal
Color: Blue
Level: 1st
Mana: U
Components V
Casting Time: 1 Standard Action
Range: Personal
Target(s): You.
Duration: 1 round or until discharged.
When you cast this spell you coalesce a bead of time, instilling it within you and holding it there. The next time you cast a spell while this bead is held within you it expands. While this spell is active the next time you cast a spell with a casting time of 1 standard action or less and a level no more than 1 higher than Quicken’s you may cast it as an immediate action.

Regeneration
Transmutation
Color: Green
Level: 1st
Mana: 1G
Components V, S
Casting Time: 1 standard action
Range: Touch
Target(s): Touched creature
Duration: 1 minute/caster level
Saving Throw: Fort negates (harmless)
Spell Resistance: Yes (harmless)
The target gains Fast Healing 1 for the duration; this Fast Healing works even when they are unconscious but cannot bring the target’s hit points above ½ their maximum.
Heightening: For each level above 1st the spell slot used for this spell is you may select one of the following benefits:
Fast Healing rate increases. The first time this is selected it becomes 2, the second time 4, the third 8, the fourth 15, and the 5th 25. It may not be selected more than 5 times.
The maximum hit points this effect can restore a creature beyond increases. The first time this is selected it becomes 3/4th, the 2nd time it becomes full, the 3rd time it gains the ability to grant the target temporary hit point up to the target’s level, the 4th time it gains the ability to grant the target temporary hit points up one half their full hit points, the 5th time it gains the ability to grant the target temporary hit points up their full hit points.
Regeneration. Selecting this ability the first time counts as two abilities. The target gains Regeneration instead of Fast Healing only acid, fire, and positive/negative energy dealing lethal damage. If it is selected again acid no longer deals lethal damage, two more times means neither acid nor fire overcome this regeneration and three times (the equivalent of 5 selections) means that even negative/positive energy does not.

Research
Universal
Color: Blue and Green
Level: 3rd level
Mana: GU
Components: V, S
Casting Time: 1 minute
Range: Personal
Target(s): You
Duration: Instantaneous
When you cast this spell you may instantly prepare 2 levels worth of spells from the Druid and/or Wizard lists, with level 0 spells counting as ½ a level each. Druid spells require Green mana equal to their spell level, and Wizard spells require Blue mana equal to their spell level; if the spell is on both lists choose which it is cast as when you prepare it. You retain these spells until they are cast or you prepare spells normally once more or gain spell slots through a second iteration of this spell. This spell is however taxing on your magical capabilities and can only be used a number of times in a day equal to your Intelligence modifier.
Heightening: For each spell level higher than 3rd you cast this spell as you may prepare 2 additional spell levels worth of spells, but no single spell may ever be as high level as you used to cast this spell.
In addition casting this spell grows quicker the higher level the slot you use is. Becoming 1 full round (4th level), a full round action (5th level), to a minimum of a standard action (6th level).

Rewind
Abjuration
Color: Blue
Level: 4th
Mana: 2UU
Components V
Casting Time: 1 immediate action
Range: Medium (100-ft + 10-ft/caster level)
Target(s): 1 spell being cast
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
When you cast this spell counter another spell which is being cast. If the spell to be affected is level 5 or lower then it is automatically countered as if you had used another casting of it to counter the spell. If the spell to be affected is level 6 or higher then this functions as using Greater Dispel Magic to counter a spell. Whether you successfully counterspell a spell with this effect or not at the start of your next turn you regain the mana spent to cast it.

This effect may counter spell-like abilities but they are always countered as if by (Greater) Dispel Magic and those above the automatic level for being counterspelled cannot be countered at all.

Heightening: For every level above 4th the spell slot you use to prepare this spell is the maximum level which you may automatically counter is increased by two.

Zaydos
2015-03-06, 01:46 AM
Simic Biomancer Spells S-Z

Shielding Plax
Abjuration/Evocation
Color: Blue and Green
Level: 1st
Mana: 2(G or U)
Components V, S
Casting Time: 1 standard action
Range: Touched
Target(s): Creature touched
Duration: 1 minute/caster level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You create a shielding ward of magical force around the target which wards it from spells granting the target Spell Resistance 4 + your caster level for the duration. In addition when you cast this spell you may re-prepare a spell you have cast at least 2 levels lower than this one.
Heightening: For each level above 1st you cast this spell as the target gains an additional +4 spell resistance in addition it gains the following benefits.
2nd: Range increases to Close.
4th: The Spell Resistance granted by this spell now applies to any spell which directly affects them (even SR no spells) and Supernatural abilities, although it is considered to be 8 less against Supernatural abilities. In the case of Supernatural abilities use the attacker’s class level for their caster level if the ability is granted by class levels and does not have a CL equivalent measure already (such as effective binder level, initiator level, meldshaper level, etc), or their hit dice if not tied to any specific class.
5th: The duration increases to 10 minutes/caster level.
6th: The Spell Resistance granted by this spell now applies to any ability, other than a normal attack or skill check, which targets them, but is at -10 against Extraordinary abilities and -5 against Supernatural. This includes extraordinary abilities which the attacker chooses to apply, including the benefits from choice activated feats (such as Power Attack), and class features of all sorts. If the ability is enhancing a normal attack or skill check (such as the use of the Mountain Hammer maneuver or Power Attack feat) and it fails to overcome their Spell Resistance the normal attack without the benefits from the enhancement is still made. When using class features use the attacker’s class level as its caster level unless they have a specific caster level equivalent (Effective Binder Level, initiator level, meldshaper level, etc), in the case of racial abilities, feats, or other abilities not tied to a specific class use their character level instead.

Simic Charm
Abjuration or Transmutation
Color: Blue and Green
Level: 2nd
Mana: GU
Components See below
Casting Time: See below
Range: See below
Target(s): See below
Duration: See below
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell, learned only by the initiates of the Simic way, is in many ways three separate spells. When cast the caster chooses one of the ways the spell can manifest which determines its school, components, casting time, range, targets, and even duration; although in all cases the target(s) are allowed a Will save and spell resistance to negate the effects.
The first mode is to unsummon a creature you have summoned instantly repreparing the spell slot used to summon it as a Summon [said creature] spell of the same level. This has a casting time of one swift action, reducing to one immediate action if a 4th level slot is used, and 1 free or immediate action if a 6th level slot is used. It’s range is medium, increasing to line of sight and effect if a 3rd level slot is used. If a 5th level slot is used line of sight and line of effect are no longer needed, the spell working as long as the summoned creature is still a valid target when the spell is used. This has a single Verbal component.

The second mode grants yourself and all creatures summoned by you or bearing one of your cytoplasmic grafts within 20-ft per spell level used to cast this spell Spell Resistance 12 + your caster level until the start of your next turn. Each spell level higher than 2nd you use to cast Simic Charm in this mode adds 3 to the Spell Resistance granted. If you cast this spell from a 4th level spell slot this spell resistance applies against Supernatural abilities and spell resistance no spells; use the attacker’s class level or caster level equivalent (initiator, effective binder, meldshaper level, etc) for class derived abilities, and character level for non-class derived ones. If you cast this spell from a 6th spell slot this spell resistance applies against any ability specifically targeting one of the creatures, such as an attack, or a sleight of hand check to steal from the creature (but not a hide check which applies equally to all creatures observing the hiding creature); determine effective caster level for overcoming this spell resistance as per Supernatural abilities. Casting this spell in this mode is an Immediate action.

The final mode functions as the Giant Growth spell cast as a spell one level lower.

Spell Rupture
Abjuration
Color: Blue
Level: 3rd
Mana: 3U
Components V
Casting Time: 1 immediate action
Range: Medium (100-ft + 10-ft/caster level)
Target(s): 1 spell being cast
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
When you cast this spell you draw upon energy from the bond between you and a summoned creature to disrupt the energy of another spell which is being cast and counter it. If the spell to be affected is level 5 or lower then it is automatically countered as if you had used another casting of it to counter the spell unless its caster expends either a spell slot equal to the level of whatever spell slot was used to summon any creature you have currently summoned or that much plus 1 mana. If you currently have a summoned creature which was summoned with a 4th level or higher spell the max level that this spell can counter is increased by 2 for each level above 5th it is.
If you do not have a creature summoned when you cast this spell it fails automatically regardless of the level of spell you are countering.
This effect may counter spell-like abilities at least 2 levels lower than the highest level spell it can counter as if by using Greater Dispel Magic, they are, however allowed to expend a daily use of a spell-like ability as if it were a spell slot; if they expend an at-will ability this way they cannot use it again for 2 rounds.

Spell Snare
Abjuration
Color: Blue
Level: 1st
Mana: U
Components V
Casting Time: 1 immediate action
Range: Medium (100-ft + 10-ft/caster level)
Target(s): 1 spell being cast
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
When you cast this spell counter a 1st level spell or spell-like ability which is being cast or activated. This can only counter spells of exactly 1st level.

Heightening: Unlike most mana spells you may not choose to use this spell at a lower level than you prepare it, or choose to forgo certain benefits of heightening it to the desired level.
If you cast this spell as a 2nd level spell it can counter 2nd or 3rd level spells and spell like abilities instead of 1st level ones.
If you cast this spell as a 3rd level spell it can counter 4th or 5th level spells and spell like abilities instead of 1st level ones.
If you cast this spell as a 4th level spell it can counter 6th or 7th level spells and spell like abilities instead of 1st level ones.
If you cast this spell as a 5th level spell it can counter 8th or 9th level spells and spell like abilities instead of 1st level ones.
If you cast this spell as a 6th level spell it can counter 10th or 11th level spells and spell like abilities instead of 1st level ones. Epic Spells are considered 10th level for these purposes.

Stream of Life
Conjuration (Healing)/Conjuration (Creation)
Color: Green
Level: 1st
Mana: Variable plus G
Components V, S
Casting Time: 1 Standard action
Range: Close (25-ft + 5-ft/2 class levels)
Effect: Half a gallon of restorative water
Duration: 8 hours.
Saving Throw: No
Spell Resistance: No
When you cast this spell it creates half a gallon of water, as if with the Create Water spell. Any creature drinking (the majority of) this water is considered to have met their need for water for the day regardless of their size, and heals 2 points of damage per point of mana beyond the first spent on casting this spell per spell level this spell is cast as. Drinking the water is a standard action, and being washed in it (also a standard action) can be used instead of drinking it but expends the water’s magic as if it had been drunk.

Telepathy
Divination
Color: Blue
Level: 2nd
Mana: U
Components V, S
Casting Time: 1 Standard action
Range: Personal
Target(s): You
Duration: 10 minutes/caster level.
When you cast this spell you attune your mind to receiving and transmitting thoughts, granting you telepathy out to 20-ft.
Heightening: Each level above 2nd you cast this spell as its range is increased becoming 60-ft, 120-ft, 1000-ft, 1 mile, 5 miles, 10 miles, 50 miles, 100 miles, and repeating for levels above 10.
You may choose to increase its duration to 1 hour/caster level instead of gaining 2 range increases.
You may choose to be able to read thoughts of those within range while under the effects of this spell as if with Detect Thoughts instead of gaining 1 range increase.

Thrive:
Transmutation
Color: Green
Level: 1st
Mana: XG
Components V, S
Casting Time: 1 Standard action
Range: Close (25-ft + 5-ft/2 class levels)
Target(s): X creatures within range
Duration: 2 rounds/caster level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Invoking magic you create a series of temporary cytoplasmic grafts one on each target creature. You may target a number of creatures equal to the amount of colorless mana spent on this spell. While regardless of spell level spent you may grant X creatures each 1 graft you may bestow a number of different grafts with this spell up to the spell level used to cast this spell chosen from the lists below (one per spell level).

Heightening: In addition to granting access to a greater variety of grafts, if heightened to level 5 you may target the same creature twice (it counts as two targets), and if heightened to level 6 you may target the same creature 3 times.

Totally Lost
Conjuration (Teleportation)
Color: Blue
Level: 4th
Mana: 3U
Components V, S
Casting Time: 1 Standard action
Range: Close (25-ft + 5-ft/2 class levels)
Target(s): 1 creature, object, or free standing magical effect
Duration: Special
Saving Throw: Will negates
Spell Resistance: Yes
With a word of power you teleport the target into an extradimensional city. When used on a creature this functions as the Maze spell except that the target is allowed a Will save to resist and reappears at a random location within 100-ft when it ends (roll 1d8 to determine direction, roll 1d20 x 5 for distance). The target never reappears in a space which cannot support them or which is inherently dangerous, instead reappearing in the nearest safe square. If used on an object it can affect a single object which in its entirety fits within a 30-ft cube sending them to the same extradimensional city for 1 minute before they reappear in a random location within 100-ft. A free standing spell effect (such as a wall of force, or the effect of an alarm spell) is affected as a magic item (being allowed a will save as one) and is otherwise affected as an object but may be affected regardless of size.
Heightening: If a 6th level spell slot no saving throw is allowed against this effect.

Utopia Sprawl
Evocation
Color: Green
Level: 1st
Mana: G
Components V, S
Casting Time: 1 Standard action
Range: Personal
Target(s): You
Duration: 1 hour/caster level.
When using Gather Mana in Tier I or higher Green terrain or passively regaining mana due to being in such terrain you regain 1 additional mana of any color you can gain with Gather Mana.
Heightening: If you cast this spell as a 2nd level spell you may cast it on a willing creature with a range of touch.
If you cast this spell as a 3rd level spell any terrain which is Tier I or higher for the color Green is considered one tier higher (to a maximum of 3rd) for mana recovery.
If you cast this spell as a 4th level spell terrain which would normally be considered tier 0 for Green mana is considered a 2nd tier Green terrain for mana recovery.
If you cast this spell as a 5th level spell any terrain is considered a 3rd tier Green terrain for mana recovery.
If you cast this spell as a 6th level spell you gain another additional mana of any color when passively regaining mana due to being in Green terrain (which due to this spell is everywhere) or using the Gather Mana action.

Voidslime
Conjuration (Creation)/Transmutation
Color: Blue
Level: 4th
Mana: GUU
Components V, S
Casting Time: 1 immediate action
Range: Medium (100-ft + 10-ft/caster level)
Effect: 1 ball of slime
Duration: Instantaneous action
Saving Throw: Will negates
Spell Resistance: Yes
When you cast this spell you create a sphere of time devouring slime and launch it at a target. If it hits it eats a few moments of their personal future. In effect this slime interrupts any action the target is attempting, preventing a single attack, standard, move, swift, immediate, or full round action the target is attempting. Any expenditure of spells, charges, power points, etc involved in the action are still expended but key moments from it are removed making it impossible to truly complete. If the action would have taken longer than 1 full round it is too long to wholly negate this way, although a spell or other ability which requires concentration to complete if attacked requires a DC 25 + Spell level (or equivalent, 0 if none) to complete despite this interruption.
A successful Will save negates this effect and you must make a successful ranged touch attack to strike the target with the slime.

Heightening: If you cast this spell in a 6th level slot a Will save is no longer allowed to negate this attack, although a ranged touch attack is still required.

Wildwood Rebirth
Universal
Color: Green
Level: 1st
Mana: 1G
Components V, S
Casting Time: 1 standard action
Range: Personal
Target(s): You
Duration: Instantaneous
When you cast this spell you may instantly reprepare one Summon Creature spell you have cast up to 2 spell levels higher than this spell, but the creature summoned by that spell must have died and that spell's duration must still be active had it not died.

Summon Simic Creature
Conjuration (Summoning)
Color: Blue, Green, or Blue and Green
Level: 1st
Mana: Varies
Components V, S
Casting Time: 1 standard action (normally)
Range: Close (25-ft + 5-ft/2 caster levels)
Effect: 1 creature
Duration: 2 rounds per caster level
Saving Throw: No
Spell Resistance: No
When you cast this spell you may summon any creature from the list below appropriate to the level you cast this spell at that you know how to summon (a Simic Biomancer learns how to summone 1 creature with this spell per level as part of their spellcasting). Some creatures also gain benefits for heightening directly. This functions as Summon Monster except as listed here. t indicates a creature which can be summoned as a swift action, or as an immediate action by casting the spell as one level higher than usual (see individual spells for details). Grafts bestowed by a summoned creature do not fade if it dies or is banished, but do fade at the end of its duration and can be dispelled as if they were separate spell effects than the summoned creature.

Each creature has its own mana cost to cast the spell based upon what is being summoned and will be listed after its name in parenthesis (eventually WiP). This spell cannot be learned as an Exotic Spell, although Summon [any individual creature] could be learned thus; knowledge of this spell and how to summon a creature is equivalent to knowledge of that creature's specific summon spell (for example knowing this spell and how to summon a Drakewing Krasis would also count as knowledge of the Summon Drakewing Krasis spell). This spell may not be put into a spell trigger or spell completion item instead the specified summon spell (such as Summon Drakewing Krasis) being instilled instead.

1st: Aquastrand Spider* (1G), Birds of Paradise (G), Cloudfin Raptor* (U), Crocanura* (2G), Frilled Oculus (1U), Murmuring Phantasm (1U), Molded Slime* (XG)
2nd: Acidic Slime (3GG), Battering Krasis* (2G), Clinging Anemones* (3U), Drakewing Krasis (1GU), Giant Spider* (2GG), Gobbling Ooze (4G), Nimbus Swimmer* (XGU), Patagia Viper (3G), Sporeback Troll* (3G)
3rd: Assault Zeppelid* (2GU), Elusive Krasis* (1GU), Helium Squirter* (4U), Plaxmantat (1U), Shambleshark*t (GU), Simic Ragworm (3G), Trygon Predator (1GU)
4th: Adaptive Snapjaw* (4G), Cytolast Rootkin* (2GG), Indrik Stomphowler (4G), Plaxcaster Frogling* (1GU), Simic Manipulator* (1UU), Skyline Predatort
5th: Cytospawn Shambler* (6G), Omnibian (1GGU), Sapphire Drake (5U), Species Gorger (3GU)
6th: Protean Hulk (5GG), Simic Basilisk* (4GG), Simic Sky Swallower (5GU)
Heightening: Any spell marked with * or t can be heightened for additional effect. Creatures with evolve typically gain 2 evolutions per level they are heightened, and cytoplasmic creatures gain 2 grafts per level they are heightened. Those marked t are cast more quickly when heightened, and if also marked with * show more complication. Any creature whose heightening is not simply 2 evolutions or grafts per level heightened above their default level will have a Heightened section.

Zaydos
2015-03-06, 01:47 AM
Simic Bestiary

Certain abilities are common among Simic creatures and will be detailed here as opposed to in each individual stat block.
Bestow Graft (Su): By spending a full-round action the creature may bestow one of the cytoplasmic grafts they bear to another touched willing creature, transferring the graft to the target. The original creature loses all benefits from the graft (including hit dice if a cytoplasmic creature) and the bestowed creature gains all benefits from the graft. Whenever another creature is summoned within 30-ft a creature with this ability may transfer a single graft they bear to it as it appears (a free action usable outside their turn). Grafts bestowed to summon creatures return to the creature that bestowed that graft after the creature is banished, killed, the duration ends, or otherwise unmade, but the graft is nascent and grants no benefits for 1 minute thereafter.

Cytoplasmic Subtype: A creature with the cytoplasmic subtype naturally bears cytoplasmic grafts. They may bear a number equal to their summoner’s caster level, or relevant equivalent (if they have no equivalent it is up to the DM to determine how high they want it; for random encounters of a permanent nature I’d suggest lower than party level), or their initial number whichever is higher (an aquastrand spider may bear 2 grafts even if its summoner is caster level 1). In addition they gain hit dice based upon the number of grafts they bear. Their initial hit dice are gained through cytoplasmic grafts, and they may lose their initial hit dice by bestowing grafts upon other creatures. If they gain additional cytoplasmic grafts they also gain a +1 bonus to Str, Dex, Con, and Natural Armor per additional graft (as well as the benefits of increasing their hit dice). Each creature with the cytoplasmic subtype has their own list of cytoplasmic grafts that they can appear with.

Cytoplasmic Grafts: Indicates a list of grafts a cytoplasmic creature may begin with. All cytoplasmic grafts are supernatural in nature (note a cytoplasmic creature does not lose hit dice or ability scores for a graft suppressed via anti-magic).

Evolve: Whenever an creature with evolve’s summoner summons another creature with a spell of the same level as that used to summon the creature with evolve or higher the evolving creature gains an additional evolution from their list of evolutions and is considered to have been summoned with a spell half a level higher for all purposes that do not specify otherwise. Each evolution grants a creature with evolve an additional hit die, +1 to Str, Dex, Con, and natural armor, in addition to its specific effects. A creature with evolve usually has a number of starting evolutions with their minimum spell level used to summon them, these evolutions do not grant hit dice or bonuses to physical ability scores/natural armor, and gain an additional 2 evolutions (which do grant HD/bonuses) per spell level above their minimum used to summon them.

Evolutions: Each creature with evolve has a list of evolutions they may gain through evolve (and certain spells) and a certain number of evolutions they appear with when the minimum spell level is used to summon them. These are listed here.

Aquastrand Spider
Small Magical Beast
HD: 2d10 (11 hp)
Initiative +3
Speed: 30-ft (6 squares), climb 20-ft
Armor Class: 14 (+1 size, +3 Dex), t 14, FF 11
Base Attack/Grapple: +2/-4
Attack: Bite +6 melee(1d4-2)
Full Attack: Bite +6 melee (1d4-2)
Space/Reach: 5-ft/5-ft
Special Attacks: Bestow Graft, web
Special Qualities: Darkvision 60-ft, tremorsense 60-ft, Cytoplasmic Grafts
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 7, Dex 17, Con 10, Int 4, Wis 12, Cha 7
Skills: Climb +11, Hide +12*, Jump +4, Listen +6, Move Silently +4*, Spot +6.
Feats: Weapon Finesse[/b]
Environment: Ravnica (Urban)
Organization: Colony (2-5) or swarm (6-11)
Challenge Rating: 1
Treasure: None.
Advancement: By grafts.
Level Adjustment: None.

Grafts: An aquastrand spider begins with 2 grafts of their summoner's choice.

Cytoplasmic Grafts:

Web Caster: The bearer of this graft gains the ability to cast web up to 3 times a day per instance of this graft. This functions as a monstrous spider’s (http://www.d20srd.org/srd/monsters/monstrousSpider.htm) ability to cast a web but the DC to escape the web is 10 + 1/2 the graft bearing creature’s hit dice + the number of web caster grafts the creature bears + ½ (rounded down) of the total number of grafts the creature has; the DC to burst out with a strength check includes an additional bonus equal to the number of web caster grafts the user bears to a maximum of +4. With one graft the bearer’s webs can be used on targets of up to Medium size and each instance beyond the first increases the maximum size of creature that can be caught by the web by 1 size category.
Hydrotoxin: The bearer of this graft gains a poison special attack which can be delivered by any bite attack they may possess; if the bearer does not have a bite attack they gain one as a secondary natural weapon which deals 0 damage but inflicts this poison attack and has no effect against a creature which has DR that would apply against the attack if it dealt 1 damage.
This poison deals 1d3 Dexterity damage as initial and secondary damage and makes the graceful movements necessary for flight difficult inflicting a cumulative -5-ft movement speed to any winged flight that a target possesses per failed save. Each additional instance of this graft increases the damage dealt by this poison by 1 die size (1d3 -> 1d4 -> 1d6 -> 1d8 -> 2d6 -> 2d8) to a maximum of 2d8 and the reduction to flight speed by 5-ft; if at least 4 instances of this graft are born by a creature then a failed save also reduces winged flight maneuverability by one grade (clumsy becomes unable to fly). The save DC to resist this poison is 10 + ½ the graft bearing creature’s hit dice + the graft bearing creature’s Con modifier + ½ the instances of this graft born by the creature.
Climbing Pads: This graft manifests as pads of sticky cytoplasm covering the hands and feet of the graft-bearing creature. These pads grants them a +4 on checks and saves to maintain their grasp of objects as an incidental benefit. Bearing this graft grants the creature a climb speed of 10-ft or half their base land speed (whichever is lower) or increases their climb speed by the same amount if they already possessed a climb speed. Each additional instance of this graft adds the same amount to their climb speed, whether initially granted by this graft or not. This climb speed can never be more than their land speed.
Ocular Implants: The graft bearing creature gains a +4 competence bonus to Spot and Search checks, creature gains Low-light Vision if they did not have it already, and darkvision 60-ft or their existing darkvision extends 30-ft. This graft can be applied to a creature twice; the second iteration upon a creature grants it the ability to see invisible creatures as if with the spell See Invisibility and to detect magic auras as the spell Detect Magic usable at will.
Crown of Eyes: The graft bearing creature gains all-around vision (+4 to spot/search checks and cannot be flanked). Each additional instance of this graft grants the grafted creature an additional +2 bonus to Spot and Search checks.
Adrenal Accelerant: As a free action the graft bearing creature may activate beads of cytoplasm in their adrenal glands granting them a momentary surge in physical fitness. When they use this ability they gain a +8 bonus to Str, Dex, and Con for 1 round and are then fatigued for 1 minute. A creature cannot use this ability when fatigued. Each additional instance of this graft grants the creature an additional +2 bonus to Str, Dex, and Con when it is used, and each 3 beyond the first cause its effects to last for 1 additional round whenever it is used but the resulting lasts 1 minute per round that the bonus lasted.
Cyto-chitin: The graft bearer’s flesh is covered with a chitin formed from chitin granting it a +2 enhancement bonus to its Natural Armor bonus, this bonus increases by +1 per instance of this graft beyond the first.
Chameleon Hide: The graft bearer’s flesh becomes capable of blending in with one or more environments. The graft bearer gains a +4 competence bonus to Hide checks, and when this graft is formed select 1 type of terrain (forest, hills, plains, desert, swamp, urban, or underground) per instance of graft. This bonus increases to +8 in the selected environment(s). Each instance of this graft is tied to a specific terrain and can be granted separately.
Internal Anti-Toxins: The graft bearer gains a +4 bonus on saves against poison for each instance of this graft that they bear. 3 or more instances of this graft grant immunity instead.
Aquastrand Exomuscles: Cytoplasm forms external muscles and reinforcements across the graft bearer’s body granting them a +4 enhancement bonus to Strength, +2 per additional instance of this graft. To a maximum of +10.
Aquastrand Propellers: Multiplies the range of any Web Caster graft the bearer possess by the number of instances of this graft that creature bears +1.

Skills: An aquastrand spider has a climb speed and thus gains a +8 bonus to Climb checks. They may use Dexterity in place of Strength for Climb and Jump checks. An aquastrand spider gains a +4 bonus on Listen and Spot checks and a +4 racial bonus to Hide checks (in addition to their +4 size bonus), this bonus increases to +8 in their own webs.

Bird of Paradise
Small Magical Beast
HD: 1d10+2 (7 hp)
Initiative +4
Speed: 5-ft (1 square), fly 50-ft (average)
Armor Class: 15 (+1 size, +4 Dex), t 15, FF 11
Base Attack/Grapple: +1/-6
Attack: Talons +5 melee(1d4-3)
Full Attack: Talons +5 melee (1d4-3)
Space/Reach: 5-ft/5-ft
Special Attacks: Generate Mana, Bestow Mana
Special Qualities: Darkvision 60-ft
Saves: Fort +4, Ref +6, Will +1
Abilities: Str 5, Dex 17, Con 14, Int 4, Wis 12, Cha 11
Skills: Listen +3, Spot +15
Feats: Weapon Finesse
Environment: Ravnica (Urban) or warm forests.
Organization: Solitary, flight (2-5), or flock (6-24)
Challenge Rating: 1/3
Treasure: None.
Advancement: None.
Level Adjustment: None.

Generate Mana (Su): As a standard action a bird of paradise can generate mana. They may either generate 1 point mana of any color and as part of the same action bestow it to a creature within 30-ft, or generate 2 points of mana of any combination of colors and store it. A bird of paradise may stir up to 6 points of mana.

Bestow Mana (Su): As a standard action a bird of paradise may bestow up to 6 points of mana on a willing creature within 30-ft. Any mana beyond that which the creature may store is lost.

Skills: A bird of paradise gains a +12 racial bonus to Spot checks.

Cloudfin Raptor
Small Magical Beast
HD: 1d10+1 (6 hp)
Initiative +3
Speed: 5-ft (1 square), fly 50-ft (average)
Armor Class: 14 (+1 size, +3 Dex), t 14, FF 11
Base Attack/Grapple: +1/-5
Attack: None
Full Attack: None
Space/Reach: 5-ft/5-ft
Special Attacks: Evolutions, Evolve
Special Qualities: Darkvision 60-ft
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 7, Dex 17, Con 12, Int 4, Wis 12, Cha 7
Skills: Listen +5, Spot +17
Feats: Alertness
Environment: Ravnica (Urban)
Organization: Solitary, flight (2-5), or flock (6-24)
Challenge Rating: 1/3
Treasure: None.
Advancement: None.
Level Adjustment: None.

Evolutions: A cloudfin raptor always begins with 1 evolution, which does not grant hit dice, physical ability scores, or natural armor increases. Each spell level higher than 1st used to initially summon a cloudfin raptor grants it 2 additional evolutions.
Talons: Gains a pair of claw attacks each dealing 1d3 damage. If these are its only natural weapon this is considered a primary natural weapon, if the cloudfin raptor has another natural weapon which can be a primary natural weapon that natural weapon takes precedence and these claws are considered secondary natural weapons. Each time the cloudfin raptor gains this evolution after the first its claw damage is increased by 1 die size (1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6).
Tail Stinger: Gains a single stinger attack which deals 1d4 damage. This stinger is its primary natural weapon unless it also has a bite attack, in which case it is a secondary natural weapon. Each time a cloudfin raptor gains this evolution after the first the damage is increased by 1 die size (16, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6).
Fangs: Gains a single bite attack which deals 1d4 damage. This bite attack is its primary natural weapon. Each time a cloudfin raptor gains this evolution after the first the damage is increased by 1 die size (16, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6).
Spy’s Eyes (Su): Gains a +2 bonus to Spot and Search checks and the ability to use Detect Magic as a spell-like ability at-will. Each time after the first this evolution is gained the bonus to Spot and Search increases by +2 and it gains one of the following as a continuous, self only, spell-like ability: see invisibility, detect good, detect evil, detect chaos, detect law, arcane sight, greater arcane sight (requires arcane sight), true seeing (requires any 4 others), detect undead.
Bat’s Ears: Gains a +4 bonus to Listen checks and blindsense out to 30-ft. If this ability is selected a second time this becomes blindsight and the bonus is increased to +8.
Telepathic Link (Su): The cloudfin raptor maintains an telpathic link with its summoner out to 50-ft per evolution the cloudfin raptor possesses. Each additional selection of this evolution extends the range by an order of magnitude (500-ft/evo, ~1 mile/evo, ~10 miles/evo, ~100 miles/evo).
Screech (Su): The cloudfin raptor gains the ability to emit an ear-shattering screech. This deals 1d4 damage/hit die it possesses in a 15-ft cone (Fort DC 10 + ½ hit dice + Con modifier halves). Each additional time the cloudfin raptor selects this evolution its area of effect or damage increases alternatingly beginning with area of effect. The increases go 30-ft, 60-ft, 90-ft, 120-ft, 150-ft, 180-ft (+30-ft/additional increase), and 1d6/hit die, 1d8/hit die, 1d10/hit die, 2d6/hit die, 2d8/hit die, 3d6/hit die, 4d6/hit die (+1d6/hit die per additional increase).
Size: The cloudfin raptor increases in size by 1 category, increasing its Strength by 4, Constitution by 2, natural armor by 2 and decreasing its Dexterity by 2; any natural weapons it possesses have their damage increase for increasing in size category normally. A cloudfin raptor may select this evolution multiple times its effects stacking, but no more than 1/3rd of their evolutions (min 1) may be this one.
Thick Skin: Each time this evolution is selected the cloudfin raptor’s natural armor increases by +2.
Envenomed Stinger: A cloudfin raptor must have a Tail Stinger evolution to choose this one. Its stinger attack becomes poisonous dealing 1d4 Dexterity damage as initial and secondary damage (Fort DC 10 +1/2 hit dice + Con mod). Each additional time this evolution is selected the initial and secondary damage increase by 1 die size (1d6 -> 1d8 -> 2d6 -> 3d6 -> 4d6 -> 6d6), or the Fort DC to resist increases by 2, or the damage becomes Constitution damage instead of Dexterity damage.
Expanded Cognition: Each time this evolution is selected the cloudfin raptor’s Intelligence increases by 4, its Wisdom increases by 2, and its Charisma increases by 2; this evolution cannot increase an ability score equal to or above the summoner’s Intelligence. If this increases the cloudfin raptor’s Intelligence to 6 or higher it may speak one language its summoner is fluent in, plus one language per point of Intelligence bonus it possesses.
Extended Wings: Each time this evolution is selected the cloudfin raptor’s fly speed is increased by 30-ft.
Indomitable: Each time this evolution is selected the cloudfin raptor gains Improved Toughness as a bonus feat twice.
Voice Mimicry: A cloudfin raptor with this ability may perfectly emulate any voice or sound it has heard, up to the roar of a mighty beast. This does not grant it any understanding of language, although should the summoner possess a means to communicate with it (such as telepathic link) they may be able to make it repeat back over heard conversations however.
Spell Conduit: A cloudfin raptor with this ability can serve as a conduit for its summoners spells allowing them to calculate their ranges from its square and the cloudfin raptor to deliver touch spells for its summoner. This ability requires the Telepathic Bond ability and only functions as long as the cloudfin raptor is within ½ the maximum range of the telepathic bond.
Storm Born: A cloudfin raptor with this ability gains immunity to electricity, sonic, or wind effects. Each time they gain this ability after the first they gain another one of those immunities.

Skills: A cloudfin raptor gains a +12 racial bonus to Spot checks.

Crocanura
Medium Magical Beast
HD: 2d10+8 (19 hp)
Initiative +1
Speed: 20-ft (4 squares)
Armor Class: 14 (+1 Dex, +3 natural), t 11, FF 13
Base Attack/Grapple: +2/+3
Attack: Tongue +4 melee (1d6+1)
Full Attack: Tongue +4 melee (1d6+1)
Space/Reach: 5-ft/5-ft (15-ft with tongue)
Special Attacks: Evolutions, Evolve
Special Qualities: Darkvision 60-ft
Saves: Fort +7, Ref +4, Will +1
Abilities: Str 13, Dex 12, Con 19, Int 4, Wis 12, Cha 7
Skills: Jump +6, Listen +3, Spot +3
Feats: Weapon Focus (Tongue)
Environment: Ravnica (Urban)
Organization: Solitary, or watch (2-5)
Challenge Rating: 1
Treasure: None.
Advancement: None.
Level Adjustment: None.

Evolutions: Whenever a crocanura gains an evolution from its evolution ability or another ability which allows it to pick one of its own evolutions it may select one from the following list. A crocanura may not select the same evolution for more than half of its evolutions. A crocanura always begins with 1 evolution, which does not grant hit dice, physical ability scores, or natural armor increases. Each spell level higher than 1st used to initially summon a crocanura grants it 2 additional evolutions.
Grasping Tongue: A crocanura with this evolution gains the Improved Grab ability with its tongue and a constrict attack which deals 1d6 + Strength modifier damage. It may use this improved grab ability on a creature up to its size category, and each additional instance of this evolution past the first increases the max size category it can use this ability on and grants it a +2 bonus on grapple checks made using its tongue.
Long Tongue: A crocanura with this evolution gains a +5-ft increase to its tongue reach per instance of this evolution.
Size Increase: The crocanura increases in size by 1 category, increasing its Strength by 4, Constitution by 2, natural armor by 2 and decreasing its Dexterity by 2; any natural weapons it possesses have their damage increase for increasing in size category normally. A crocanura’s tongue reach remains 10+the reach of a long creature of its size category. A crocanura may select this evolution multiple times its effects stacking, but no more than 1/3rd of their evolutions may be this one.
Thick Skin: Each time this evolution is selected the crocanura’s natural armor increases by +2.
Uncanny Reflexes: The crocanura gains Combat Reflexes as a bonus feat and its Dexterity is considered 4 higher for the effects of that feat. If this evolution is selected a second time the crocanura may make any number of attacks of opportunity each round.
Deadly Tongue: Each time the crocanura selects this evolution its tongue damage increases by 1 die size.
Claws: When a crocanura selects this evolution they gain a pair of claw attacks as secondary weapons each dealing 1d4 + Strength damage. Each additional instance of this evolution past the first increases their claw damage by 1 die size.
Multi-Claws: A crocanura must have Claws and at least 2 other evolutions to select this evolution. They gain an additional 2 claw attacks.
Expanded Senses: A crocanura with this evolution gains +2 to Listen, Search, and Spot checks and gains Blindsense 30-ft. A second selection increases these benefits by +2 and replaces the blindsense with blindsight. Each selection past the second increases these benefits by +2 and allows it to tell if a creature within its blindsight range is one of the following: A specific alignment (either a specific combination or good, evil, chaotic, or lawful; each alignment chosen separately), alive, undead, deathless, extraplanar, or possessing a specific subtype.
Stopping Force: A moving creature struck by a crocanura with this evolution’s tongue must make a Reflex save (DC 10 + damage dealt) or stop moving. Each additional instance of this evolution beyond the first increases the Tumble check to move past a crocanura without provoking an attack of opportunity by 3.
Mighty Leaping: A crocanura with this evolution is always considered to be running for the purposes of jumping and may move further than their land speed in a single jump as a move action. In addition they gain a +6 bonus on Jump checks for each instance of this evolution they possess. If they possess this evolution twice they may jump as a swift action.
Fog Frog: A crocanura with this evolution is surrounded by fog equivalent to an Obscuring Mist spell. This fog covers the crocanura’s body and expands 5-ft in all directions per instance of this evolution.
Rushing Tongue: A crocanura with this evolution which strikes a creature with its tongue may attempt to bulrush that target with a +4 bonus on the opposed check. It is considered to move along with the target out to the maximum reach of its tongue but no further. A crocanura must have the Stopping Tongue evolution to select this evolution.
Seaborne: A crocanura with this evolution gains the amphibious subtype, a 30-ft swim speed, and the ability to breathe water as easily as air.
Firebreath: A crocanura with this evolution gains the ability to breathe fire in a 30-ft cone dealing 1d4 damage per hit die it possesses as a standard action (Reflex save DC 10 + ½ hit dice + con mod) after which it must wait 1d4 rounds. A second instance of this evolution increases the damage to 1d6 per hit die and each additional instance adds +3d6 damage (this is not +3d6 per hit die). A summoner must have Red as part of their color identity to select this evolution.
Mana Gatherer: A krasis with this ability may expend a standard action to gain 1 point of colorless mana or to bestow it upon a willing creature within 10-ft; it may only store up to 5 mana at a time. Each additional time the krasis gains this evolution they gain an additional point of colorless mana each time they gather it or may bestow an additional point of mana with a single action.

Skills: A crocanura gains a +10 racial bonus to Jump checks (but suffers a -6 penalty due to its speed).

Frilled Oculus
Small Aberration
HD: 2d8+8 (17 hp)
Initiative +2
Speed: 20-ft (4 squares)
Armor Class: 13 (+1 size, +2 Dex), t 13, FF 11
Base Attack/Grapple: +1/-4
Attack: Claw +1 melee(1d3-1)
Full Attack: 2 Claws +1 melee (1d3-1)
Space/Reach: 5-ft/5-ft
Special Attacks: Mana Empowerment
Special Qualities: Darkvision 60-ft, See Invisibility, DR 3/magic
Saves: Fort +4, Ref +2, Will +4
Abilities: Str 9, Dex 15, Con 18, Int 8, Wis 12, Cha 11
Skills: Search +11, Spot +18
Feats: Weapon Focus (Claw)
Environment: Ravnica (Urban).
Organization: Solitary
Challenge Rating: 1/2
Treasure: None.
Advancement: None.
Level Adjustment: None.

Mana Empowerment (Su): A frilled oculus may draw mana from its summoner, if its summoner is willing, as a swift action. This drains one colorless and one green mana from its summoner and grants the frilled oculus a +12 bonus to Strength, +4 bonus to natural armor, and increases its DR to 3/- for 1 round.
Skills: A frilled oculus gains a +12 bonus to Spot and Search checks.

Mumuring Phantasm
Large Aberration
HD: 4d8+16 (34 hp)
Initiative -2
Speed: 10-ft (2 squares)
Armor Class: 9 (-1 size, -2 Dex, +2 Deflection), t 9, FF 9
Base Attack/Grapple: +3/+10
Attack: Grasp +5 melee touch (Improved Grab)
Full Attack: 2 Grasps +5 melee touch (Improved Grab)
Space/Reach: 10-ft/10-ft
Special Attacks: Improved Grab, Whispers
Special Qualities: Darkvision 60-ft, Fast Healing 5, Warped Presence, Mindless
Saves: Fort +5, Ref -1, Will +4
Abilities: Str 17, Dex 6, Con 19, Int -, Wis 10, Cha 15
Skills: -
Feats: -
Environment: Ravnica (Urban) or Insane Asylums.
Organization: Solitary, flight (2-5), or flock (6-24)
Challenge Rating: 1
Treasure: None.
Advancement: None.
Level Adjustment: None.

Improved Grab (Ex): A murmuring phantasm that hits a creature with its grasp attack may attempt to start a grapple as with the improved grab ability against a foe up to huge size. A murmuring phantasm deals no damage with its grapple, simply restraining a foe, and forcing them to listen to its whispers.

Whispers (Su): A creature grappled by a murmuring phantasm is forced to listen to its maddening whispers taking 1 point of Wisdom damage per round they are grappled.

Warped Presence (Su): A murmuring phantasm adds its Charisma modifier to its AC as a deflection bonus.

Molded Slime
Medium Ooze
HD: 3d10+3 (19 hp)
Initiative -5
Speed: 5-ft* (1 square)
Armor Class: 5 (-5 Dex), t 5, FF 5
Base Attack/Grapple: +2/+3
Attack: Slam +3 melee (1d6+1 and 1d4* acid)
Full Attack: Slam +3 melee (1d6+1 and 1d4* acid)
Space/Reach: 5-ft/5-ft
Special Attacks: -
Special Qualities: Ooze Traits, Molded, Acid Immunity
Saves: Fort +2, Ref -4, Will +1
Abilities: Str 12*, Dex 1*, Con 12*, Int -, Wis 10, Cha 1
Skills: -
Feats: -
Environment: Ravnica (Urban).
Organization: Solitary
Challenge Rating: 1
Treasure: None.
Advancement: 4-5 HD (Medium), 6-11 HD (Large), 12-17 HD (Huge), 18+ HD (Gargantuan)
Level Adjustment: None.
Heightening: When summoned with a spell above 1st level the molded slime gains +3 HD per additional level of the spell. A molded slime summoned this way may advance in size categories but a Large molded slime only gains a +4 bonus to Strength for the size increase, otherwise it follows the table. If the mana spent to summon a slime is too low it may have 0 Dexterity.

Molded: When a molded slime is summoned many of its abilities are determined by how much mana the summoner is willing to expend. A summoner must expend at minimum a single Green mana, but for each additional point of colorless mana the summoner spends the molded slime gains a +1 bonus to Strength, Dexterity, and Constitution, its base land speed increases by 5-ft, and it deals 1 additional acid damage with its slam attack. As such by spending 16 mana to summon a 1st level Molded Slime it would have 27 Strength, 16 Dexterity, and 27 Constitution, if it were a 2nd level Molded Slime it would have 31 Strength, 14 Dexterity, 31 Constitution and +1 to one ability score due to its hit dice. A 6th level Molded Slime would have 18 HD, 47 Strength, 14 Dexterity, 35 Constitution, and +4 to ability scores due to hit dice; it would also drain you of your maximum mana after a focus in mana had been established and cost you one of your highest possible spell slots.

Zaydos
2015-03-06, 01:48 AM
Simic Bestiary cont. Level 2

Acidic Slime
Medium Ooze
HD: 4d10+8 (30 hp)
Initiative +6
Speed: 30-ft (6 squares)
Armor Class: 16 (+6 Dex), t 16, FF 10
Base Attack/Grapple: +3/+3
Attack: Slam +9 melee (1d6 and 2d4 acid and poison)
Full Attack: Slam +9 melee (1d6 and 2d4 acid and poison)
Space/Reach: 5-ft/5-ft
Special Attacks: Acidic touch, poison
Special Qualities: Ooze Traits, Acid Immunity
Saves: Fort +3, Ref +7, Will +1
Abilities: Str 10, Dex 23, Con 14, Int -, Wis 10, Cha 1
Skills: -
Feats: Weapon FinesseB
Environment: Ravnica (Urban), temperate and cold forests and underground.
Organization: Solitary
Challenge Rating: 3
Treasure: None.
Advancement: None
Level Adjustment: None.

Acidic Touch (Ex): Any creature weapon striking an acidic slime with a natural weapon or unarmed strike takes 2d4 acid damage, a metal creature striking it takes 3d6 damage instead. An acidic slime’s body also dissolves metal and any metal which touches it (such as a weapon striking it, or metal armor worn by a creature it strikes) takes 3d6 acid damage which ignores hardness.

Poison (Ex): An acidic slime’s whole body is a contact poison. Any creature touching it, such as a creature which strikes it with an unarmed strike, natural weapon, or is struck by it receives a dose of this poison. Its initial and secondary damage are both 1d3 Constitution damage (Fort DC to resist 14).

Battering Krasis
Large Magical Beast
HD: 3d10+6 (22 hp)
Initiative +0
Speed: 40-ft (8 squares)
Armor Class: 14 (-1 size, +5 natural), t 9, FF 14
Base Attack/Grapple: +3/+11
Attack: Headbutt +7 melee (1d8+6)
Full Attack: Headbutt +7 melee (1d8+6)
Space/Reach: 10-ft/5-ft
Special Attacks: Evolve, Evolutions, Trample (2d6+6)
Special Qualities: Darkvision 60-ft,
Saves: Fort +3, Ref +7, Will +2
Abilities: Str 18, Dex 10, Con 15, Int 2, Wis 12, Cha 7
Skills: Listen +4, Spot +4
Feats: Weapon Focus (Headbutt), Power Attack
Environment: Ravnica (Urban).
Organization: Solitary
Challenge Rating: 2
Treasure: None.
Advancement: None
Level Adjustment: None.

Evolutions: Whenever a battering krasis gains an evolution from its evolution ability or another ability which allows it to pick one of its own evolutions it may select one from the following list. A battering krasis may not select the same evolution for more than half of its evolutions. A battering krasis always begins with 1 evolution, which does not grant hit dice, physical ability scores, or natural armor increases. Each spell level higher than 2nd used to initially summon a battering krasis grants it 2 additional evolutions.
Living Ram: A battering krasis with this evolution deals +1d6 damage on a charge with its headbutt or gore attack per instance of this evolution. This bonus damage is doubled against inanimate objects and the krasis gains a +4 bonus on checks made to break down walls and doors per instance of this evolution.
Impaling Horn: A battering krasis with this evolution replaces its headbutt attack with a gore attack which deals bludgeoning and piercing damage. In addition the krasis’s gore damage increases by 1 die size for each instance of this evolution to a maximum of 8d6.
Crocanura Tongue: A battering krasis with this evolution gains a tongue attack with a reach equal to its normal melee reach +10-ft. This tongue deals 1d6 damage and can be used as a primary or secondary natural weapon. A battering krasis with this evolution may take any of the crocanura evolutions with tongue in their name as well as the Stopping Force evolution.
Size Increase: The battering krasis increases in size by 1 category, increasing its Strength by 4, Constitution by 2, natural armor by 2 and decreasing its Dexterity by 2; any natural weapons it possesses have their damage increase for increasing in size category normally. A battering krasis’s tongue reach remains 10+the reach of a long creature of its size category. A battering krasis may select this evolution multiple times its effects stacking, but no more than 1/3rd of their evolutions may be this one.
Thick Skin: Each time this evolution is selected the battering krasis’s natural armor increases by +2.
Blade Turning Hide: The battering krasis gains DR 4 per instance of this evolution overcome by magic weapons and damage (this also allows it to overcome DR as if its natural weapons were magic).
Scent: The battering krasis gains Scent, if it also has Seaborne its Scent functions at double the normal range underwater.
Indomitability: The battering krasis gains Improved Toughness as a bonus feat twice.
Seaborne: A battering krasis with this evolution gains the amphibious subtype, a 30-ft swim speed, and the ability to breathe water as easily as air.
Improved Trample: Each time this evolution is selected the krasis deals an additional 1d6 damage with its trample attack.
Poisonous Blood (Ex): A battering krasis with this evolution has blood which acts as a contact poison. Whenever the battering krasis takes slashing or piercing damage any adjacent creature must make a Reflex save (DC 10 + ½ HD + Con modifier) or receive a dose from the poison which deals 1d6 Strength damage as initial and secondary damage (Fort save same DC as Ref negates). A creature which deals slashing or piercing damage to the krasis with a natural weapon or unarmed strike is not allowed a Reflex save to avoid the poison and suffers the effects even if not adjacent. Each instance of this evolution past the first increases the poison’s damage by 1.
Ramming Charge: A battering krasis must have the living ram evolution to gain this one. Whenever a battering krasis with this evolution deals damage to a creature with a charge attack it may bull rush that creature as a free action to move it in a straight line in the direction it charged towards. It does not have to enter the creature’s square or make a touch attack, and it does not provoke attacks of opportunity for the bull rush attempt. It may push a creature up to the limits allowed by the opposed Strength check without moving along with the creature, although it may move along with the creature if it chooses up to the limits of the remaining maximum charge distance. A battering krasis with this evolution gains a +3 bonus to Bull Rush attempts for each instance of this evolution it possesses.
Crashing Charge: A battering krasis must have the Ramming Charge evolution to gain this one. Whenever a battering krasis with this evolution bull rushes a creature into a solid object, such as a wall, door, or another creature, the bull rushed creature and object it was bull rushed into take 2d6+1-1/2 the battering krasis’s Strength modifier damage +1d6 damage for every 5-ft beyond the first remaining in the forced movement from the bull rush.

Clinging Anemones
Tiny Plant (Swarm, Amphibious)
HD: 3d8+6 (19 hp)
Initiative -3
Speed: 5-ft
Armor Class: 12 (-3 size, +2 size, +3 natural), t 9, FF 12
Base Attack/Grapple: +2/-
Attack: Swarm (1d6)
Full Attack: Swarm (1d6)
Space/Reach: 10-ft/0-ft
Special Attacks: Distraction, Evolve, Evolutions
Special Qualities: Aquatic Movement, Darkvision 60-ft, Plant traits, Half damage from Slashing and Piercing, Swarm traits, Mindless
Saves: Fort +5, Ref -2, Will +1
Abilities: Str 5, Dex 4, Con 15, Int -, Wis 10, Cha 7
Skills: -
Feats: -
Environment: Ravnica (Urban).
Organization: Solitary
Challenge Rating: 2
Treasure: None.
Advancement: None
Level Adjustment: None.

Aquatic Movement (Ex): A swarm of clinging anemones can move as quickly on a sea bed as on land and are not slowed by water.
Distraction (Ex): Any living creature that begins its turn with a clinging anemone swarm in its space must succeed on a Fortitude save (DC 10 + ½ hit dice + Con modifier) or be nauseated for 1 round.
Evolve: If an evolution increases its hit dice to 6 then the damage from the anemones’ swarm attack increases to 2d6 (before evolution), +1d6 per 5 HD beyond 6.
Evolutions: Whenever a clinging anemones gains an evolution from its evolution ability or another ability which allows it to pick one of its own evolutions it may select one from the following list. The clinging anemones may not select the same evolution for more than half of its evolutions. The clinging anemones always begin with 1 evolution, which does not grant hit dice, physical ability scores, or natural armor increases.
Sharp Edged: The clinging anemones’ swarm attack is considered magic for the purposes of overcoming DR and is increased by 1d6 for each instance of this evolution it possesses.
Resilient Swarm: The clinging anemones gain acid, cold, electric, and fire resistance 5, a second instance increases this to 10, a third to 20, a fourth to 30, and a fifth to immunity.
Clinging Swarm: A creature sharing a space with a clinging anemone swarm must make a Strength check or Escape Artist check (DC 10 + ½ hit dice + Constitution modifier) to move through the area. In addition any square the swarm occupies is considered difficult terrain for other creatures.
Poisonous Barbs: The clinging anemones’ swarm attack inflicts poison with an initial and secondary damage of 1d4 Dexterity (Fort DC 10 + ½ hit dice + Constitution modifier). Each additional instance of this evolution increases the die size of the damage by 1.
Expansive Swarm: The clinging anemone swarm covers an additional 4 squares for each instance of this evolution.
Spell Siphon: Any creature attempting to cast a spell or activate a spell-like ability within a space shared with the clinging anemone swarm suffers a 20% chance of spell failure. A second instance increases this to 50%.
Anti-magic Swarm: A clinging anemone swarm must have the spell siphon evolution twice to select this evolution. Any space occupied by a clinging anemone swarm with this evolution is considered to be under the effect of an anti-magic field; the magic summoning the anemone swarm is not suppressed by its own anti-magic field.
Indomitable: The clinging anemone swarm gains the Improved Toughness feat as a bonus feat twice for each instance of this evolution.
Blood Draining: Whenever the anemone swarm deals damage with its swarm attack it regains half that many hit points (round down, minimum 1).
Awakened Swarm: The swarm gains an Intelligence of 4 and +2 to Wisdom and Charisma (this may not raise any stat above its summoner’s Intelligence) and it loses the Mindless trait. This evolution may be taken multiple times for each instance beyond the first the swarm gains another +4 Intelligence, +2 Wisdom, and +2 Charisma (no stat may be raised over the summoner’s Intelligence thus). A swarm with this evolution can be directed not to attack certain creatures, and may exempt certain creatures from its Distraction ability or Clinging Swarm ability.
Telepathic Link: Requires Awakened Swarm. The clinging anemone raptor maintains an telpathic link with its summoner out to 50-ft per evolution the clinging anemone possesses. Each additional selection of this evolution extends the range by an order of magnitude (500-ft/evo, ~1 mile/evo, ~10 miles/evo, ~100 miles/evo).
Observant Swarm: The clinging anemone swarm gains Blindsense 60-ft, which functions at double distance when underwater. If this evolution is taken a second time this blindsense becomes Blindsight.
Rooted Swarm: A swarm with this evolution is considered 2 size categories larger for resisting wind effects and forced movement as long as it is touching the ground. Each additional instance of this evolution increases its effective size by 2 size categories (up to colossal).
Vile Swarm: Damage dealt by a swarm with this evolution is considered vile damage (see Book of Vile Darkness) for the purposes of healing it. A summoner must have Black as part of their color identity to grant this evolution.
Sea Stirrer: When underwater a swarm with this evolution creates a current flowing in towards it. This current pulls creatures floating or swimming in water within 20-ft of the swarm per evolution it possesses 5-ft towards the swarm each round (as flowing water pulls creatures downstream, see DMG page 92) and increases the swim DC to swim through the area to a minimum of 15. Each additional instance of this evolution the swarm possesses increases the speed at which creatures are drawn in by 5-ft.
Sucking Swarm: This evolution requires the Sea Stirrer evolution. A swarm with this evolution creates a wind blowing towards it when it is exposed to air. This wind does not affect the swarm, regardless of intensity, and extends out 20-ft from the swarm per evolution it possesses. With one instance of this evolution the wind is equivalent to a strong (21-30 mph) wind, and each additional instance increases the speed by one grade to a maximum of hurricane with 4 instances.

Drakewing Krasis
Large Magical Beast
HD: 4d10+8 (30 hp)
Initiative +2
Speed: 10-ft (2 squares), fly 90-ft (average)
Armor Class: 14 (-1 size, +2 Dex, +3 natural), t 11, FF 12
Base Attack/Grapple: +4/+12
Attack: Bite +12 melee (1d8+4)
Full Attack: Bite +12 melee (1d8+4) and 2 claws +10 melee (1d6+2)
Space/Reach: 10-ft/5-ft
Special Attacks: -
Special Qualities: Darkvision 60-ft, Scent
Saves: Fort +6, Ref +6, Will +2
Abilities: Str 19, Dex 15, Con 14, Int 2, Wis 13, Cha 8
Skills: Listen +4, Spot +9
Feats: Multiattack, Power Attack
Environment: Ravnica (Urban)
Organization: Solitary or pair
Challenge Rating: 2
Treasure: None.
Advancement: None.
Level Adjustment: -.

Giant Spider: When used to summon a Giant Spider it summons a Large Monstrous Spider. For each spell slot higher than 2nd used the size category of the monstrous spider increases by 1 size category.

Gobbling Ooze:
Large Ooze
HD: 4d8+16 (34 hp)
Initiative -2
Speed: 10-ft (2 squares), climb 10-ft
Armor Class: 10 (-1 size, -2 Dex, +3 natural), t 7, FF 10
Base Attack/Grapple: +3/+11
Attack: Slam +11 melee (1d8+6 and improved grab)
Full Attack: Slam +11 melee (1d8+6 and improved grab)
Space/Reach: 10-ft/5-ft
Special Attacks: Improved Grab, Constrict (2d8+6), Consume Essence
Special Qualities: Ooze traits, acid immunity, mindless, blindsight 60-ft
Saves: Fort +5, Ref -1, Will +1
Abilities: Str 19, Dex 7, Con 19, Int -, Wis 10, Cha 1
Skills: -
Feats: -
Environment: Ravnica (Urban)
Organization: Solitary
Challenge Rating: 2
Treasure: None.
Advancement: None.
Level Adjustment: –

Consume Essence: A summoner may, as a free action, pay a Green mana and prematurely end the duration of another summoning spell they have cast to channel that energy into a gobbling ooze they have summoned. This grants the gobbling ooze an additional 2 hit dice and +2 to Strength and Constitution.

Nimbus Swimmer
Medium Aberration
HD: 5d10+5 (32 hp)
Initiative +1
Speed: 5-ft (1 square), fly 20-ft* (average*), swim 20-ft*
Armor Class: 14 (+1 Dex, +3 Natural), t 11, FF 13
Base Attack/Grapple: +3/+4
Attack: Bite +5 melee (1d6+1)
Full Attack: Bite +5 melee (1d6+1)
Space/Reach: 5-ft/5-ft
Special Attacks: -
Special Qualities: Molded, DR 0/magic*, universal energy resistance 0*
Saves: Fort +2, Ref +2, Will +5
Abilities: Str 13*, Dex 13*, Con 13*, Int 2, Wis 12, Cha 6
Skills: Listen +7, Spot +7, Swim +9
Feats: Weapon Focus (Bite), Alertness
Environment: Ravnica (Urban).
Organization: Solitary
Challenge Rating: 2
Treasure: None.
Advancement: 6-11 HD (Large), 12-17 HD (Huge), 18+ HD (Gargantuan)
Level Adjustment: None.

Heightening: When summoned with a spell above 2nd level the molded slime gains +3 HD per additional level of the spell. A nimbus swimmer summoned this way may advance in size categories but a Large molded slime only gains a +4 bonus to Strength for the size increase, otherwise it follows the table. A nimbus swimmer’s class skills are Listen, Spot, and Swim.

Molded: When a nimbus swimmer is summoned many of its abilities are determined by how much mana the summoner is willing to expend. A summoner must expend at minimum a single Green mana and a single Blue mana, but for each additional point of colorless mana the summoner spends the molded slime gains a +1 bonus to Strength, Dexterity, and Constitution, and its base fly and swim speeds increase by 5-ft. For every 2 points of colorless mana the nimbus swimmer gains DR 1/magic (this allows them to overcome DR with natural weapons as if they were magic) and universal energy resistance 1. Finally their flight maneuverability improves by one step per 3 mana.

Patagia Viper:
Large Magical Beast
HD: 3d10 (16 hp)
Initiative +7
Speed: 30-ft (6 squares), climb 20-ft, swim 30-ft
Armor Class: 15 (-1 size, +3 Dex, +3 Natural), t 12, FF 12
Base Attack/Grapple: +3/+7
Attack: Bite +5 melee (1d6 plus poison)
Full Attack: Bite +5 melee (1d6 plus poison)
Space/Reach: 10-ft/5-ft
Special Attacks: Poison
Special Qualities: Scent, Telepathic Bond
Saves: Fort +3, Ref +6, Will +2
Abilities: Str 10, Dex 17, Con 11, Int 2, Wis 12, Cha 6
Skills: Balance +11, Climb +11, Hide +8, Listen +5, Spot +6, Swim +8
Feats: Improved Initiative, Weapon Finesse
Environment: Ravnica (Urban).
Organization: Brood (1 patagia viper, 2 lesser patagia vipers)
Challenge Rating: 3
Treasure: None.
Advancement: None
Level Adjustment: None.

Poison: Bite, DC 11, 1d6 Con initial and secondary damage.

Telepathic Bond (Su): Every patagia viper has a telepathic bond with two asexually reproduced young (lesser patagia vipers), sharing a communal consciousness across the trio. As long as one of the three is not flat-footed none of them are, and as long as one of the three is not flanked none of them are. This bond can even function across planes. When these young mature this bond is broken and new young are budded. A summoned patagia viper appears with its two young. Due to this telepathic bond the three vipers are all affected by mind-affecting effects as if they were one creature using the best Will save of the three.

Lesser Patagia Viper:
Large Magical Beast
HD: 1d10 (5 hp)
Initiative +7
Speed: 30-ft (6 squares), climb 20-ft, swim 30-ft
Armor Class: 17 (+1 size, +3 Dex, +3 Natural), t 14, FF 14
Base Attack/Grapple: +1/-1
Attack: Bite +5 melee (1d3 plus poison)
Full Attack: Bite +5 melee (1d3 plus poison)
Space/Reach: 5-ft/5-ft
Special Attacks: Poison
Special Qualities: Scent, Telepathic Bond
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 6, Dex 17, Con 11, Int 2, Wis 12, Cha 6
Skills: Balance +11, Climb +11, Hide +11, Listen +7, Spot +7, Swim +6
Feats: Improved InitiativeB, Weapon Finesse
Environment: Ravnica (Urban).
Organization: Brood (1 patagia viper, 2 lesser patagia vipers)
Challenge Rating: -
Treasure: None.
Advancement: None
Level Adjustment: None.

Sporeback Troll
Large Monstrous Humanoid
HD: 3d8+9 (22 hp)
Initiative -1
Speed: 30-ft (6 squares)
Armor Class: 13 (-1 size, -1 Dex, +5 natural), t 8, FF 13
Base Attack/Grapple: +3/+10
Attack: Claw +5 melee (1d6+3)
Full Attack: 2 claws +5 melee (1d6+3)
Space/Reach: 10-ft/10-ft
Special Attacks: Bestow Graft, Rend (1d8+4)
Special Qualities: Darkvision 60-ft, Cytoplasmic Grafts
Saves: Fort +3, Ref +3, Will +4
Abilities: Str 17, Dex 8, Con 16, Int 8, Wis 12, Cha 9
Skills: Listen +4, Spot +4.
Feats: Weapon Focus (Claw), Great Fortitude
Environment: Ravnica (Urban)
Organization: Solitary
Challenge Rating: 2
Treasure: None.
Advancement: By grafts.
Level Adjustment: None.

Cytoplasmic Grafts (Su): A sporeback troll normally begins with 3 grafts of their summoners choice.

Ocular Implants: The graft bearing creature gains a +4 competence bonus to Spot and Search checks, creature gains Low-light Vision if they did not have it already, and darkvision 60-ft or their existing darkvision extends 30-ft. This graft can be applied to a creature twice; the second iteration upon a creature grants it the ability to see invisible creatures as if with the spell See Invisibility and to detect magic auras as the spell Detect Magic usable at will.
Adrenal Accelerant: As a free action the graft bearing creature may activate beads of cytoplasm in their adrenal glands granting them a momentary surge in physical fitness. When they use this ability they gain a +8 bonus to Str, Dex, and Con for 1 round and are then fatigued for 1 minute. A creature cannot use this ability when fatigued. Each additional instance of this graft grants the creature an additional +2 bonus to Str, Dex, and Con when it is used, and each 3 beyond the first cause its effects to last for 1 additional round whenever it is used but the resulting lasts 1 minute per round that the bonus lasted.
Chameleon Hide: The graft bearer’s flesh becomes capable of blending in with one or more environments. The graft bearer gains a +4 competence bonus to Hide checks, and when this graft is formed select 1 type of terrain (forest, hills, plains, desert, swamp, urban, or underground) per instance of graft. This bonus increases to +8 in the selected environment(s). Each instance of this graft is tied to a specific terrain and can be granted separately.
Internal Anti-Toxins: The graft bearer gains a +4 bonus on saves against poison for each instance of this graft that they bear. Three or more instances grant poison immunity instead.
Cytoplasmic Endomuscles: Cytoplasm forms artificial muscles throughout the graft bearer’s body granting them a +4 enhancement bonus to Strength, +2 per additional instance of this graft. To a maximum of +10.
Regenerative Spore Capsule: A creature bearing this graft can destroy this graft as a swift action to heal 2 hit points per caster level of the sporeback troll’s summoner, and heal 1 point of ability damage to each ability score. A creature bearing multiple of these grafts can dissolve multiple of them as one action.
Recuperative Spore Lacing: Spores of cytoplasm float through the graft bearer’s bloodstream serving to knit and close wounds at superhuman speeds. A creature bearing this graft gains Fast Healing 2 per instance of this graft that the creature bears.
Regenerative Spore Emplacement: Spores of cytoplasm spread across the graft bearer’s flesh mending wounds with phenomenal speeds. A creature bearing this graft gains Regeneration 2 overcome by acid and fire per instance of this graft, this regeneration does nothing to lethal damage gained before the graft was first applied.
Vital Reinforcement: Cytoplasm spreads through vital organs, reinforcing them physically while also giving them jolts of life-reaffirming magic at critical junctures. A creature bearing this graft gains a +4 bonus to saves versus death effects, death attacks, death from massive damage, and death from coup de grace, per instance of this graft they possess.
Infectious Spores: Cytoplasm infests one of a creature’s natural weapons seeping into wounds inflicted with it and tearing at the creature from the inside. A creature with this graft selects one type of natural weapon they possess which deals slashing and/or piercing damage (bite, claw, stinger, etc). Any creature struck by the selected natural weapon must make a Fortitude save (DC 10 +1/2 grafted creature’s hit dice + the number of infectious spores grafts the creature bears connected to the chosen natural weapon + ½ (rounded down) of the total number of grafts the creature has) or take an additional 1d4 damage per instance of this graft the creature possesses. Regardless of whether they succeed or fail their save wounds inflicted by the chosen natural weapon bleed profusely, dealing 1 damage per instance of this graft per round until the creature receives either magical healing or a DC 15 Heal check (creatures without blood are unaffected by this bleeding damage). A creature with more than one instance of this graft may choose to apply them to different natural weapons in which case each natural weapon measures its instances separately.
Concealing Sporecloud: Cytoplasm sprouts from the creature’s back billowing out spores which serve to conceal it. As a swift action the graft bearing creature may release a cloud of spores into the air around it granting it concealment for 1 round, after which they must wait 4 rounds before using this graft again. If the creature bears 2 instances of this graft they may grant themselves total concealment for one round instead of concealment. Three instances extend the cloud by 5-ft granting adjacent creatures concealment. Each instance beyond third extends the size of the cloud by 5-ft, the cloud being treated as that created by the Obscuring Mist spell.

Zaydos
2015-03-06, 01:49 AM
Simic Bestiary cont. Level 3
Assault Zeppelid
Huge Aberration
HD: 8d8+40 (76 hp)
Initiative -1
Speed: 0-ft (0 squares), fly 60-ft (good)
Armor Class: 14 (-2 size, -1 Dex, +3 natural), t 11, FF 12
Base Attack/Grapple: +6/+20
Attack: -
Full Attack: -
Space/Reach: 15-ft/10-ft
Special Attacks: Ram, Pustule Blast
Special Qualities: Blind, blindsight 120-ft, Assualt Platform
Saves: Fort +8, Ref +0, Will +7
Abilities: Str 21, Dex 7, Con 18, Int 4, Wis 13, Cha 6
Skills: Listen +12
Feats: Weapon Focus (Pustule Blast), Great Fortitude, Improved Toughness
Environment: Ravnica (Urban)
Organization: Solitary or pair
Challenge Rating: 4
Treasure: None.
Advancement: None.
Level Adjustment: -.

Ram (Ex): While an assault zeppelid cannot normally make natural weapon or unarmed strike attacks it is capable of performing a powerful full body ram. By performing a charge the assault zeppelid can perform a single melee attack with a melee reach of 5-ft. This attack deals 2d6+1-1/2 Strength modifier damage and requires an attack roll (+12 including the +2 from charging). If the assault zeppelid successfully hits a target with this attack it may attempt to bull rush without needing to make a melee touch attack to initiate it or provoking any additional attacks of opportunity.

Pustule Blast (Ex): An assault zeppelid is covered in dozens, hundreds, of pustules filled with a corrosive substance. With muscular contraction it can pop some of these pustules and send a jet of this corrosive solution towards one or more targets. An assault zeppelid can fire up to 6 attacks this way as a Standard action, but no more than 1 attack at a single medium or smaller target, 2 attacks at a single large creature, or 4 at a single huge creature; they may fire any number against a gargantuan or colossal creature. Each of these pustules is a ranged touch attack (+4 to hit) dealing 4d6 acid damage with a range of 50-ft.

Assault Platform Despite having no legs an assault zeppelid calculates its carrying capacity as if it were a quadruped. In addition it may fly while carrying a medium load (although its fly speed is reduced to 40-ft).

Elusive Krasis
Large Monstrous Humanoid (Amphibious)
HD: 6d8+30 (57 hp)
Initiative +3
Speed: 40-ft (8 squares), swim 60-ft
Armor Class: 18 (-1 size, +3 Dex, +6 natural), t 12, FF 15
Base Attack/Grapple: +6/+12
Attack: Mw Halberd +8 melee (2d8+3)
Full Attack: Mw Halberd +8/+3 melee (2d8+3)
Space/Reach: 10-ft/10-ft
Special Attacks: Evolve, Evolutions
Special Qualities: Darkvision 60-ft, Evasion, Elusive Movement, Burst of Speed, Water Breathing
Saves: Fort +7, Ref +8, Will +6
Abilities: Str 14, Dex 17, Con 21, Int 8, Wis 12, Cha 9
Skills: Listen +6, Spot +7, Swim +10, Tumble +11.
Feats: Power Attack, Stand StillXPH, Combat Reflexes
Environment: Ravnica (Urban)
Organization: Solitary, pair, or squad (3-12)
Challenge Rating: 4
Treasure: None.
Advancement: By evolutions.
Level Adjustment: None.

Elusive Movement (Ex): An elusive krasis does not provoke attacks of opportunity due to movement and gains a +8 racial bonus on Tumble checks.

Burst of Speed (Ex): An elusive krasis may move up to ½ its speed as a swift action.

Evolutions: The elusive krasis always begin with 2 evolutions, which do not grant hit dice, physical ability scores, or natural armor increases. Each spell level higher than 3rd used to initially summon an elusive krasis grants it 2 additional evolutions.

Evolved Speed: The elusive krasis’s land and swim speed are both increased by 10-ft per instance of this evolution.
Evolved Strength: The elusive krasis gains a +4 bonus to its Strength when it gains this evolution. This evolution can only be gained once.
Instinctual Weapon Mastery: The elusive krasis gains proficiency in all martial and exotic weapons, and an elusive krasis summoned with this evolution may appear carrying a masterwork weapon of the summoner’s choice instead of a halberd. In addition each instance of this evolution grants the elusive krasis a single Fighter bonus feat; the krasis is considered to have a fighter level equal to their hit dice for the purposes of feat prerequisites.
Thick Skin: Each time this evolution is selected the elusive krasis’s natural armor increases by +2.
Blade Turning Hide: The elusive krasis gains DR 5 per instance of this evolution overcome by magic weapons and damage (this also allows it to overcome DR as if its natural weapons were magic).
Scent: The elusive krasis gains Scent and its Scent functions at double the normal range underwater.
Mana Gatherer: A krasis with this ability may expend a standard action to gain 1 point of colorless mana or to bestow it upon a willing creature within 10-ft; it may only store up to 5 mana at a time. Each additional time the krasis gains this evolution they gain an additional point of colorless mana each time they gather it or may bestow an additional point of mana with a single action.
Indomitability: The elusiv krasis gains Improved Toughness as a bonus feat twice.
Sublime Blade Adept: The elusive krasis gains the ability to initiate a single martial maneuver with an Initiator Level of ¾ its HD and no recovery method. It does not need to know any prerequisite maneuvers to select a maneuver. Maneuvers may be selected from Stone Dragon, Diamond Mind, or Shadow Hand; if the summoner has Red as part of their Color Identity they may also select Desert Wind, and if they have White they may also select Devoted Spirit, and if they have Black the Edge of Apocalypse (http://www.giantitp.com/forums/showthread.php?368346-The-Edge-of-Apocalypse-%28Martial-Discipline%29) (or other DM deemed appropriate discipline). Each additional instance of this evolution grants the krasis an additional maneuver, or it may select the same maneuver twice gaining the ability to use it multiple times in a single encounter.
Sublime Blade Mastery: The elusive krasis gains a single martial stance with an Initiator Level of ¾ its HD. It does not need to meet the prerequisite maneuvers known but must know a maneuver of that discipline already via the Sublime Blade Adept evolution.
Size Increase: The elusive krasis increases in size by 1 category, increasing its Strength by 4, Constitution by 2, natural armor by 2 and decreasing its Dexterity by 2; any natural weapons it possesses have their damage increase for increasing in size category normally. An elusive krasis may select this evolution multiple times its effects stacking, but no more than 1/3rd of their evolutions may be this one.
Hasty Krasis (Su): As a free action an elusive krasis with this evolution may invoke a state identical to the Haste spell on themselves. This state lasts 1 round per instance of this evolution they possess and then they must wait 2 rounds before activating it again.
Iron Hide: An elusive krasis with this evolution gains DR X/- equal to half their DR overcome by magic.
Recuperative Enzymes: An elusive krasis with this evolution gains Fast Healing 4 per instance of this evolution.
Poisonous Blood: An elusive krasis with this evolution has blood which acts as a contact poison. Whenever the elusive krasis takes slashing or piercing damage any adjacent creature must make a Reflex save (DC 10 + ½ HD + Con modifier) or receive a dose from the poison which deals 1d6 Strength damage as initial and secondary damage (Fort save same DC as Ref negates). A creature which deals slashing or piercing damage to the krasis with a natural weapon or unarmed strike is not allowed a Reflex save to avoid the poison and suffers the effects even if not adjacent. Each instance of this evolution past the first increases the poison’s damage by 1.
Fangs: An elusive krasis with this evolution gains a bite attack dealing 1d6 damage which can be used as a primary natural weapon or a secondary natural weapon alongside their manufactured weapon. Each instance of this evolution past the first increases the damage by one die size (to a maximum of 8d6).
Spell Talent: An elusive krasis with this evolution gains the ability to use a single 1st level spell known to its summoner as a spell-like ability 1/day. Each additional instance of this evolution grants an additional spell as a spell-like ability or an additional daily use.
Swift Strike: An elusive krasis with this evolution gains the ability to make a single attack action as an immediate action 1/encounter per instance of this evolution.

Helium Squirter
Large Aberration
HD: 5d8+25 (47 hp)
Initiative -2
Speed: 5-ft (1 square)
Armor Class: 15 (-1 size, -2 Dex, +8 natural), t 7, FF 15
Base Attack/Grapple: +3/+7
Attack: Liquid Cannon +7 ranged touch (3d6 acid or cold)
Full Attack: Liquid Cannon +5/+5 ranged touch (3d6 acid or cold)
Space/Reach: 10-ft/0-ft
Special Attacks: Bestow Graft, Liquid Cannon
Special Qualities: Darkvision 60-ft, Cytoplasmic Grafts
Saves: Fort +6, Ref -1, Will +5
Abilities: Str 11, Dex 6, Con 20, Int 4, Wis 12, Cha 7
Skills: Listen +5, Spot +5
Feats: Point Blank Shot, Rapid Shot
Environment: Ravnica (Urban)
Organization: Solitary
Challenge Rating: 3
Treasure: None.
Advancement: By grafts.
Level Adjustment: None.

Cytoplasmic Grafts (Su): Typically a helium squirter troll has 5 grafts one of which is automatically the liquid cannon.


Helium Bladder: A creature bearing this graft gains a fly speed of 10-ft with a poor maneuverability. Each additional instance of this graft improves a creature’s fly speed by 10-ft and its flight maneuverability by 1 grade to a maximum of Good.
Crown of Eyes: The graft bearing creature gains all-around vision (+4 to spot/search checks and cannot be flanked). Each additional instance of this graft grants the grafted creature an additional +2 bonus to Spot and Search checks.
Telekinetic Projector: A creature with this graft can lift one object or creature weighing up to 200 lbs within 100-ft as if through the Telekinesis spell. This may only be used for sustained force, and may only be used to move willing creatures and objects (unintelligent magic items are always considered unwilling). Activating this ability requires that either the grafted creature, or the helium squirter’s summoner provide 1 Blue mana each minute it is used and requires a standard action to activate. Each instance of this graft a creature bears increases the maximum weight that can be moved by 200 lbs.
Lightning Cannon: A creature with this graft is able to generate electrical blasts. As a standard action it may release an electrical blast dealing 1d6 electric damage per hit die of the graft bearing creature (Reflex save halves) in a 60-ft line. Each additional instance of this graft increases the damage dealt by 3d6.
Liquid Cannon: The graft bearer gains a liquid cannon which fires either acidic or freezing sludge which deals 3d6 damage of the selected energy type (acid or cold) as a ranged touch attack with a range of 60-ft. This attack is treated as if it were a manufactured weapon for the purpose of making multiple attacks in a round. Each instance of this graft beyond the first increases the damage dealt by 1d6. In addition if the originator of this graft includes Red as part of their color identity creatures bearing this graft may fire volatile liquid which ignites with air as well and deals fire damage.
Distant Cannon: This graft requires the liquid cannon graft. A creature bearing this graft may use their liquid cannons out to 250-ft.
Ionized Air Shield: Cytoplasmic growths form on the graft bearer’s body ionizing the air around them. A creature with this graft gains a +2 deflection bonus to AC per instance of this graft they possess.
Regenerative Spore Capsule: A creature bearing this graft can destroy this graft as a swift action to heal 2 hit points per caster level of the sporeback troll’s summoner, and heal 1 point of ability damage to each ability score. A creature bearing multiple of these grafts can dissolve multiple of them as one action.
Recuperative Spore Lacing: Spores of cytoplasm float through the graft bearer’s bloodstream serving to knit and close wounds at superhuman speeds. A creature bearing this graft gains Fast Healing 2 per instance of this graft that the creature bears.
All-Temperature Acclimation Adaptor: This graft grants the creature bearing it Fire and Cold resistance 10 per instance of this graft.
Telepathic Receptor: A creature bearing this graft becomes telepathically receptive. They may receive telepathic signals from creatures with telepathy from twice the normal distance and even non-telepathic creatures may communicate with them from up to 60-ft as if they had telepathy. A second instance of this graft turns the receptor into a transceiver as well granting full-fledged telepathy with a 60-ft range. A third instance allows the use of Detect Thoughts at-will as a Supernatural ability.
Cytoplasmic Shield Cage: Cytoplasm forms a protective cave around the graft bearing creature granting it a +2 bonus to natural armor per instance of this graft.
Weightless Shot: This graft requires the Liquid Cannon graft to function. Any creature struck by the grafted creature must make a Fort save (DC 10 +1/2 hit dice +instances of this graft +1/2 number of grafts born) or become near weightless for 1 round floating up 5-ft off of the ground for 1 round; this has no effect on creature that are already flying.

Plaxmanta
Large Aberration
HD: 3d8+9 (22 hp)
Initiative +3
Speed: 40-ft (8 squares)
Armor Class: 16 (-1 size, +3 Dex, +4 natural), t 7, FF 15
Base Attack/Grapple: +2/+10
Attack: Bite +5 melee (1d8+4)
Full Attack: Bite +5 melee (1d8+4) and 2 claws +5 melee (1d6+2)
Space/Reach: 10-ft/5-ft
Special Attacks: Burst of Resistance
Special Qualities: Darkvision 60-ft, DR 5/magic
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 19, Dex 16, Con 16, Int 4, Wis 12, Cha 7
Skills: Listen +4, Spot +4
Feats: Multiattack, Improved Multiattack
Environment: Ravnica (Urban)
Organization: Solitary
Challenge Rating: 3
Treasure: None.
Advancement: None.
Level Adjustment: None.

Burst of Resistance: When a plaxmanta is summoned it releases a wave of magic shielding plax in a 10-ft radius per level of the spell slot used to summon the plaxmanta. Creatures within this area gain Spell Resistance 12 + 4 x the spell level used to summon the plaxmanta for 1 round. Unlike with Grafts and Evolutions levels spent to increase the speed of Summon Plaxmanta from a swift to immediate action count for this effect.

Shambleshark
Large Monstrous Humanoid (Amphibious)
HD: 4d8+8 (26 hp)
Initiative +2
Speed: 30-ft (6 squares), swim 30-ft
Armor Class: 15 (-1 size, +2 Dex, +4 natural), t 11, FF 13
Base Attack/Grapple: +4/+11
Attack: Mw Falchion +7 melee (2d6+3; 18-20/x2)
Full Attack: Mw Falchion +7 melee (2d6+3; 18-20/x2)
Space/Reach: 10-ft/10-ft
Special Attacks: Evolve, Evolutions, Ambush Strike
Special Qualities: Darkvision 60-ft, Water Breathing
Saves: Fort +3, Ref +6, Will +5
Abilities: Str 16, Dex 15, Con 15, Int 8, Wis 12, Cha 9
Skills: Listen +4, Spot +5, Swim +11
Feats: Power Attack, Stand StillXPH
Environment: Ravnica (Urban)
Organization: Solitary, pair, or squad (3-12)
Challenge Rating: 3
Treasure: None.
Advancement: By evolutions.
Level Adjustment: None.

Heightening: Summoning a shambleshark is normally a swift action. By casting it in a spell slot 1 level higher than normal it is possible to summon a shambleshark as an immediate action. This level of spell slot increase does not count towards the number of evolutions that the shambleshark appears with or its spell level for the purposes of determining which creatures will cause it to evolve (it does however allow it to evolve creatures as if one level higher).

Ambush Strike (Ex): If a shambleshark is summoned as an immediate action it can appear already making an attack. The target of this attack must make a Reflex save (DC what the DC for the spell would be if it allowed a saving throw) or be flat-footed against all attacks made by the shambleshark that round.

Evolutions: The shambleshark always begin with 2 evolutions, which do not grant hit dice, physical ability scores, or natural armor increases. Each spell level higher than 3rd used to initially summon a shambleshark grants it 2 additional evolutions.

Evolved Strength: The shambleshark gains a +4 bonus to its Strength when it gains this evolution. This evolution can only be gained once.
Instinctual Weapon Mastery: The shambleshark gains proficiency in all martial and exotic weapons, and an shambleshark summoned with this evolution may appear carrying a masterwork weapon of the summoner’s choice instead of a halberd. In addition each instance of this evolution grants the shambleshark a single Fighter bonus feat; the shambleshark is considered to have a fighter level equal to their hit dice for the purposes of feat prerequisites.
Thick Skin: Each time this evolution is selected the shambleshark’s natural armor increases by +2.
Blade Turning Hide: The shambleshark gains DR 5 per instance of this evolution overcome by magic weapons and damage (this also allows it to overcome DR as if its natural weapons were magic).
Scent: The shambleshark gains Scent and its Scent functions at double the normal range underwater.
Indomitability: The elusiv krasis gains Improved Toughness as a bonus feat twice.
Sublime Blade Adept: The shambleshark gains the ability to initiate a single martial maneuver with an Initiator Level of ¾ its HD and no recovery method. It does not need to know any prerequisite maneuvers to select a maneuver. Maneuvers may be selected from Stone Dragon, Diamond Mind, or Shadow Hand; if the summoner has Red as part of their Color Identity they may also select Desert Wind, and if they have White they may also select Devoted Spirit, and if they have Black the Edge of Apocalypse (http://www.giantitp.com/forums/showthread.php?368346-The-Edge-of-Apocalypse-%28Martial-Discipline%29) (or other DM deemed appropriate discipline). Each additional instance of this evolution grants the krasis an additional maneuver, or it may select the same maneuver twice gaining the ability to use it multiple times in a single encounter.
Sublime Blade Mastery: The shambleshark gains a single martial stance with an Initiator Level of ¾ its HD. It does not need to meet the prerequisite maneuvers known but must know a maneuver of that discipline already via the Sublime Blade Adept evolution.
Size Increase: The shambleshark increases in size by 1 category, increasing its Strength by 4, Constitution by 2, natural armor by 2 and decreasing its Dexterity by 2; any natural weapons it possesses have their damage increase for increasing in size category normally. An shambleshark may select this evolution multiple times its effects stacking, but no more than 1/3rd of their evolutions may be this one.
Iron Hide: An shambleshark with this evolution gains DR X/- equal to half their DR overcome by magic.
Recuperative Enzymes: An shambleshark with this evolution gains Fast Healing 4 per instance of this evolution.
Claws: An shambleshark with this evolution gains a pair of crab-like claws. These claws can be used as two natural weapons dealing 1d6 damage each which can be used as a primary natural weapon or a secondary natural weapon alongside their manufactured weapon. Each instance of this evolution past the first increases the damage by one die size (to a maximum of 8d6).
Sneak Attack: A shambleshark with this evolution gains the ability to make sneak attacks (as the rogue ability) as a rogue with 3 levels per instance of this evolution.
Improved Grab: A shambleshark with this evolution gains the improved grab ability with its claw natural weapon attacks. A shambleshark may only use this ability on creatures at least 1 size category smaller than itself.


Simic Ragworm
Huge Magical Beast (Amphibious)
HD: 7d10+28 (66 hp)
Initiative +1
Speed: 30-ft (6 squares), swim 30-ft, burrow 10-ft
Armor Class: 14 (-2 size, +1 Dex, +5 natural), t 9, FF 13
Base Attack/Grapple: +7/+20
Attack: Bite +11 melee (2d6+7)
Full Attack: Bite +11 melee (2d6+7)
Space/Reach: 15-ft/10-ft
Special Attacks: Swift Strike
Special Qualities: Darkvision 60-ft, Water Breathing, Tremorsense 60-ft
Saves: Fort +9, Ref +6, Will +3
Abilities: Str 21, Dex 12, Con 19, Int 1, Wis 12, Cha 4
Skills: Listen +8, Spot +8, Swim +12
Feats: Power Attack, Weapon Focus (Bite), Alertness
Environment: Ravnica (Urban)
Organization: Solitary
Challenge Rating: 5
Treasure: None.
Advancement: -
Level Adjustment: None.

Swift Strike (Su): A simic ragworm’s summoner may, as an immediate action, lend the worm a measure of magical energy to stimulate it into action. By paying 1 blue mana as an immediate action the ragworm’s summoner may allow the ragworm to make a melee attack as an immediate action.

Trygon Predator
Small Magical Beast
HD: 4d10+12 (34 hp)
Initiative +7
Speed: 5-ft (1 square), fly 60-ft (good)
Armor Class: 21 (+1 size, +7 Dex, +3 natural), t 18, FF 14
Base Attack/Grapple: +4/+0
Attack: Bite +12 melee (1d6 and eat magic)
Full Attack: Bite +12 melee (1d6 and eat magic)
Space/Reach: 5-ft/5-ft
Special Attacks: Eat Magic
Special Qualities: Darkvision 60-ft, Sense Magic
Saves: Fort +6, Ref +11, Will +2
Abilities: Str 11, Dex 24, Con 17, Int 6, Wis 12, Cha 10
Skills: Listen +2, Spellcraft +8, Spot +2, Tumble +10
Feats: Weapon Finesse, Blind-Fight, Mage SlayerB, Pierce Magical ProtectionB
Environment: Ravnica (Urban)
Organization: Solitary, pair, rookery (3-10)
Challenge Rating: 4
Treasure: None.
Advancement: -
Level Adjustment: None.

Eat Magic (Su): A trygon predator devours magical effects for sustenance. Whenever a trygon predator strikes a creature with its bite attack that creature is affected as if by an area Greater Dispel Magic (CL 5 or summoner’s CL whichever is higher). Unlike area Greater Dispel Magic this ability may affect magic items carried or worn by the target suppressing them for 1 minute if they would be dispelled, and draining 1 daily charge or 5 charges from a charged item.
Whenever the trygon predator dispels an effect with eat magic, or with the Pierce Magical Protection feat, it siphons off some of that magical energy gaining an enhancement bonus to all ability scores equal to the spell effect’s level or 1/3rd its caster level if it did not have a spell level, temporary hit points equal to twice this enhancement bonus, and a 5 x this bonus foot enhancement to its fly speed (+5-ft/spell level or +1 square/spell level). This bonus lasts for 1 minute. Multiple instances of this effect do not stack, only the highest bonus applying at any given time.
A trygon predator may directly attack a magic item or free-standing spell effect (such as a wall of fire or solid fog) in which case it resolves the attack as a touch attack and attempts to dispel the item or spell effect with a +10 to its effective caster level. Spell effects are normally treated as inanimate objects unless they are free moving in which case they have an AC determined by the DM on their size and effective Dexterity (unless actively evading this should typically be a severe penalty, if actively evading this should be no higher than the casting modifier of the caster if they are controlling it).
While the rules for eat magic above indicates that a single magic item could theoretically feed a trygon predator, or even a family of trygon predators, indefinitely, this is in fact a simplification for game mechanical ease. Each time a trygon predator devours magic from a magic item it permanently weakens the enchantments binding that magic into place. While such weakening can be repaired by a mage capable of creating the item (this requires the same work and effort as 1 day’s labor on creating the magic item but has no gp or XP costs connected with it, even if the spells would normally require expensive components or XP), if left unchecked it will eventually destroy the item. An item can feed a trygon predator once per caster level before being destroyed but one that has been fed from a number of times equal to half its caster level becomes unreliable suffering a 20% chance of failure (if a continuous item this is checked at the beginning of each encounter).

Sense Magic (Su): A trygon predator may sense magical auras within 60-ft. This functions as a combination of blindsense and Detect Magic, allowing the trygon predator to sense the number, locations, and strengths of magical auras within range instantaneously without need to concentrate or see the aura. It may also reflexively attempt Spellcraft checks to identify the school of any and all auras within its sense. This sense does not require line of sight or line of effect, but is blocked by a thin sheet of lead, an inch of metal, a foot of stone, three feet of dirt, or 10 feet of wood.

Skills: A trygon predator gains a +8 racial bonus on Spellcraft checks.

Zaydos
2015-03-06, 01:51 AM
Simic Bestiary cont. Lv 4

Adaptive Snapjaw:
Large Magical Beast
HD: 11d10+33 (93 hp)
Initiative +1
Speed: 40-ft (8 squares)
Armor Class: 18 (-2 size, +1 Dex, +9 natural), t 11, FF 17
Base Attack/Grapple: +11/+26
Attack: Bite +17 melee (2d8+7)
Full Attack: Bite +17 melee (2d8+7) and tail +15 melee (1d6+3)
Space/Reach: 15-ft/10-ft
Special Attacks: Evolve, Evolutions
Special Qualities: Darkvision 60-ft, DR 10/magic
Saves: Fort +10, Ref +8, Will +4
Abilities: Str 25, Dex 13, Con 17, Int 2, Wis 12, Cha 6
Skills: Listen +8, Spot +8
Feats: Weapon Focus (Bite), Power Attack, Stand StillXPH, Cleave
Environment: Ravnica (Urban).
Organization: Solitary
Challenge Rating: 8
Treasure: None.
Advancement: None
Level Adjustment: None.

Evolutions: The adaptive snapjaw always begin with 2 evolutions, which do not grant hit dice, physical ability scores, or natural armor increases.

Thick Skin: Each time this evolution is selected the adaptive snapjaw’s natural armor increases by +2.
Size: The adaptive snapjaw increases in size by 1 category, increasing its Strength by 8, Constitution by 4, natural armor by 2; any natural weapons it possesses have their damage increase for increasing in size category normally. An adaptive snapjaw may select this evolution multiple times its effects stacking, but no more than 1/3rd of their evolutions may be this one.
Iron Scales (Ex): An adaptive snapjaw with this evolution’s DR becomes Magic and Adamantine instead of just Magic. This evolution is incompatible with Magic Scales and if the snapjaw has both Magic Scales takes precedence. Each additional instance of this evolution grants an additional 2 points of DR.
Magic Scales (Su): An adaptive snapjaw with this evolution’s DR becomes overcome by Cold Iron instead of Magic. This evolution is incompatible with Magic Scales and if the snapjaw has both Magic Scales takes precedence. Each additional instance of this evolution grants an additional 2 points of DR.
Auto-Adaptive Offensive (Ex): Whenever an adaptive snapjaw with this evolution misses a target they gain a cumulative +1 to hit that target. This bonus lasts until the snapjaw does not attack a target for 1 whole minute, and they may receive bonuses against multiple targets simultaneously. Each instance of this evolution beyond the first increases the bonus gained per miss by +1.
Auto-Adaptive Resiliency (Su): Whenever an adaptive snapjaw with this evolution receives energy (acid, cold, electricity, fire, or sonic) damage they gain Energy Resistance 10 against that energy type for 1 minute thereafter, this resistance increases by 10 each time it is bypassed or overcome and the duration resets each time it prevents damage or is bypassed/overcome. A second instance of this evolution causes the snapjaw to gainImmunity instead of resistance whenever it receives energy damage.
Breath Weapon (Su): An adaptive snapjaw with this evolution gains a breath weapon in the form of a cone of corrosive acid spit which deals 1d6 acid damage per hit die it possesses in a 30-ft cone; once it has used this breath weapon it must wait 1d4 rounds before using it again. Each additional instance of this evolution increases the damage dealt by 3d6 and increases the Ref save by 1. If the summoner’s color identity includes Red they may choose to have the snapjaw gain a cone of fire (30-ft) or a line of electricity (60-ft) instead of a cone of acid, this choice is made when the snapjaw is first summoned.
Recuperative Enzymes: An adaptive snapjaw with this evolution gains Fast Healing 4 per instance of this evolution.
Poisonous Blood: An adaptive snapjaw with this evolution has blood which acts as a contact poison. Whenever the adaptive snapjaw takes slashing or piercing damage any adjacent creature must make a Reflex save (DC 10 + ½ HD + Con modifier) or receive a dose from the poison which deals 1d4 Strength damage and 1d4 Constitution damage as initial and secondary damage (Fort save same DC as Ref negates). A creature which deals slashing or piercing damage to the snapjaw with a natural weapon or unarmed strike is not allowed a Reflex save to avoid the poison and suffers the effects even if not adjacent. Each instance of this evolution past the first increases the poison’s damage (both strength and con) by 1.
Claws: An adaptive snapjaw with this evolution has its forelimbs end in sharp, retractable claws. This grants it a pair of claw attacks (as secondary weapons) each dealing 1d8 damage. Each additional instance of this evolution increases the damage dealt by 1 die size.
Fierce Fangs: The damage dealt by the adaptive snapjaw’s bite attack increases by 1 die size for each instance of this evolution.
Bladed Tail: An adaptive snapjaw with this evolution deals slashing damage in addition to bludgeoning or piercing with its tail or sting attack. In addition the damage its tail or sting attack deals is increased by 1 die size for each instance of this evolution (including the first).
Stinger: An adaptive snapjaw with this evolution’s tail ends in a powerful and deadly stinger. Their tail attack becomes a sting attack (the damage remains the same) dealing piercing instead of bludgeoning damage and inflicting poison with a successful strike. This poison (DC 10 +1/2 HD + Con modifier) deals 1d6 Strength and Dexterity damage as initial damage and 1d4 Strength and Dexterity damage and 3d8 hit point damage as secondary damage. Each instance of this evolution past the first increases the poison’s ability damage by 1 (to each ability in each instance) and the hit point damage by 1d8.
Adaptive Poison: An adaptive snapjaw with this evolution’s poison automatically adapts to a creature’s immune system. Each time a creature successfully saves against the snapjaw’s poison (whether sting or blood or other form which it produces itself) they suffer a cumulative -1 penalty on future saves against the snapjaw’s poison, including the second save against secondary damage, for 1 hour. Additional instances of this evolution have no effect.
Expanded Cognition: Each time this evolution is selected the snapjaw’s Intelligence increases by 4, its Wisdom increases by 2, and its Charisma increases by 2; this evolution cannot increase an ability score equal to or above the summoner’s Intelligence. If this increases the snapjaw’s Intelligence to 6 or higher it may speak one language its summoner is fluent in, plus one language per point of Intelligence bonus it possesses.
Seaborne: A adaptive snapjaw with this evolution gains the amphibious subtype, a 30-ft swim speed, and the ability to breathe water as easily as air.
Crocanura Tongue: A adaptive snapjaw with this evolution gains a tongue attack with a reach equal to its normal melee reach +10-ft. This tongue deals 1d6 damage and can be used as a primary or secondary natural weapon. An adaptive snapjaw with this evolution may take any of the crocanura evolutions with tongue in their name as well as the Stopping Force evolution.
Bat’s Ears: Gains a +4 bonus to Listen checks and blindsense out to 30-ft. If this ability is selected a second time this becomes blindsight and the bonus is increased to +8.
Telepathic Link (Su): The adaptive snapjaw maintains an telepathic link with its summoner out to 50-ft per evolution the adaptive snapjaw possesses. Each additional selection of this evolution extends the range by an order of magnitude (500-ft/evo, ~1 mile/evo, ~10 miles/evo, ~100 miles/evo).
Scent: The adaptive snapjaw gains Scent, if it also has Seaborne its Scent functions at double the normal range underwater.
Voice Mimicry: A adaptive snapjaw with this ability may perfectly emulate any voice or sound it has heard, up to the roar of a mighty beast. This does not grant it any understanding of language, although should the summoner possess a means to communicate with it (such as telepathic link) they may be able to make it repeat back over heard conversations however.
Mana Gatherer: A snapjaw with this ability may expend a standard action to gain 1 point of colorless mana or to bestow it upon a willing creature within 10-ft; it may only store up to 5 mana at a time. Each additional time the snapjaw gains this evolution they gain an additional point of colorless mana each time they gather it or may bestow an additional point of mana with a single action.
Lion’s Legs: A snapjaw with this evolution gains the Pounce special attack allowing it to make a full attack on the end of a charge.
Raking Claws: A snapjaw must have the claws evolution to gain this one. A snapjaw with this evolution gains a pair of claws on its hind legs allowing it to make a pair of rake attacks whenever it charges if it has pounce and against grappled foes. These hind claws deal the same base damage as their foreclaws but as a rake attack is always treated as a primary natural weapon to determine to hit and damage bonuses.
Grasping Jaw: A snapjaw with this evolution gains the Improved Grab ability with its Bite. They are able to use this ability on creatures up to one size category smaller than they are.
Devouring Gullet: A snapjaw must have the Improved Grab ability associated with its Bite to benefit from this evolution. A snapjaw with this evolution gains the Swallow Whole ability, and is able to swallow 2 creatures 2 size categories smaller, 8 creatures 3 size categories smaller, 32 creatures 4 size categories smaller, or 128 creatures 5 or more size categories smaller. A swallowed creature takes 2d8+Strength modifier bludgeoning damage and 3d6 points of acid damage each round from the snapjaw’s gullet. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

Cytoplast Rootkin
Large Plant
HD: 9d8+54 (94 hp)
Initiative +0
Speed: 20-ft (1 square)
Armor Class: 21 (-1 size, +12 natural), t 9, FF 21
Base Attack/Grapple: +6/+17
Attack: Slam +12 melee (2d6+7)
Full Attack: 2 Slams +12 melee (2d6+7)
Space/Reach: 10-ft/10-ft
Special Attacks: Bestow Graft, Graft Magnet, Cytoplasmic Burst
Special Qualities: Darkvision 60-ft, Cytoplasmic Grafts, plant traits
Saves: Fort +12, Ref +3, Will +4
Abilities: Str 25, Dex 11, Con 23, Int 8, Wis 12, Cha 8
Skills: Handle Animal +9, Knowledge (Nature) +9, Survival +9
Feats: Power Attack, Stand StillXPH, Cleave, Improved Natural Weapon (Slam)
Environment: Ravnica (Urban)
Organization: Solitary
Challenge Rating: 7
Treasure: None.
Advancement: By grafts.
Level Adjustment: None.

Cytoplasmic Burst (Su): When a cytoplast rootkin is summoned it creates a wave of energy which stimulates the growth of cytoplasm in grafts or of evolutions in creatures. Each other allied creature within 120-ft which bears a cytoplasmic graft or an evolution gains a new cytoplasmic graft or evolution which lasts for the duration of the rootkin’s summoning (if it is ended prematurely the effects continue to last until it would normally have ended). If the creature is a natural graft-bearer or has the evolve quality it can gain any graft or evolution which it can naturally possess and a character with grafts/evolutions due to a class feature can gain any that feature could grant them, a creature which simply bears a graft or evolution due to being bestowed a cytoplasmic graft or given an evolution (such as through bioshift or another spell effect which bestows a temporary evolution) simply gains another graft or evolution of the same kind.

A non-summoned cytoplast rootkin can use this ability 1/day as a swift action.

Graft Magnet (Su): A cytoplast has 2 instances of the cytoplasmic graft of the same name automatically (see below).

Cytoplasmic Grafts (Su): Typically a cytoplast rootkin has 9 grafts three of which are automatically graft magnet.A cytoplast rootkin gains an additional 2 grafts when it is summoned per level above 4th the spell used to summon it was and may not appear with more of the same graft than the level of the spell used to summon it.

Crown of Eyes: The graft bearing creature gains all-around vision (+4 to spot/search checks and cannot be flanked). Each additional instance of this graft grants the grafted creature an additional +2 bonus to Spot and Search checks.
Graft Magnet (Su): This cytoplasmic implant calls to other cytoplasm nearby. A creature bearing this graft can, as a standard action, pull a cytoplasmic graft from a willing creature within 60-ft to itself as if the creature had used Bestow Graft to give the bear of this graft the desired graft. To do this the graft bearing creature, or the (graft magnet) graft’s creator, must pay 4 colorless mana; the cytoplast rootkin’s summoner may pay this cost reflexively as a free action on their part when the graft bearer uses this ability. Each additional instance of this graft reduces the cost to use this ability by 1 to a minimum of 1, in addition if a creature bears two instances of this graft they can use the ability as a swift action, if they bear three they can use it as a move or swift action, and if they bear 4 or more they can use it as a free action. A creature bearing at least 5 instances of this graft created by a summoner with Black as a part of their color identity can use it on an unwilling creature, but doing so costs 3 colorless a black and a green mana and the target is allowed a Will save (DC 10 + ½ graft bearing creature’s hit dice, + instances of this graft + ½ total number of grafts); each instance above 5 of this graft reduces this cost by 1 colorless (to a minimum of BG with 8 instances).
Cytoplasmic Vine (Ex): Each instance of this graft gives the bearer a single tendril of cytoplasm which can be used to make a secondary natural weapon vine attack (dealing bludgeoning damage) which deals 1d4 damage if medium sized (1d3 if small, 1d6 if large).
Plant Charmer Cytoplasm (Sp): A creature bearing this graft gains the ability to channel mana through it to perform an array of effects upon plants based upon the instances of this graft born. Activating any of the abilities requires a standard action and each ability requires 1 green mana to be expended either by the graft creator or graft bearer each round (as a free action) or it ends immediately. With one instance of this graft the bearer can use it to speak with plants (as the spell). With two instances the user can invoke an effect identical to the Entangle spell. With three instances you can influence plant creatures as if with the Command Plants spell, except: each use can influence only one creature; you can influence a single plant creature regardless of its hit dice but may not influence a total of more than 2 HD of plant creatures per character level you possess if you use multiple simultaneous activations of this ability; you may not influence a single plant creature for longer than 1 hour each day with this ability; and any creature which successfully saves against this ability is immune to it for 10 minutes. With four instances you can influence plant creatures as if with the Control Plants spell with the same limitations as applied to Command Plants above and with the additional cost of a second Green mana a round for each use. Five or more instances of this graft have no cumulative effect.
Regenerative Spore Capsule: A creature bearing this graft can destroy this graft as a swift action to heal 2 hit points per caster level of the sporeback troll’s summoner, and heal 1 point of ability damage to each ability score. A creature bearing multiple of these grafts can dissolve multiple of them as one action.
Recuperative Spore Lacing: Spores of cytoplasm float through the graft bearer’s bloodstream serving to knit and close wounds at superhuman speeds. A creature bearing this graft gains Fast Healing 2 per instance of this graft that the creature bears.
Cytoplasmic Shield Cage: Cytoplasm forms a protective cage around the graft bearing creature granting it a +2 enhancement bonus to natural armor per instance of this graft.
Mana Accumulator Cyst: A cyst of cytoplasm forms beneath the bearer’s skin. This cyst slowly charges up mana, gaining 1 colorless mana per round or changing 1 colorless mana within to any color of mana within the graft creator’s color identity. This cyst can hold up to 3 points of mana, and mana within the cyst cannot be freely accessed. Instead as a standard action the graft bearer may draw mana out of the cyst to add to their own mana pool or to the mana pool of a creature they are touching. A creature with this graft which does not naturally have a mana pool gains one with a capacity of 1 point of mana.
Spikeform Cytoplast: This graft forms a series of hardened spines around the blunt striking surfaces of the graft bearer. Any natural weapon the graft bearer possesses which would normally deal only bludgeoning damage now deals bludgeoning and piercing damage and the die size is increased by 1 step. Multiple instances of this graft do not stack.
Adrenal Accelerant: As a free action the graft bearing creature may activate beads of cytoplasm in their adrenal glands granting them a momentary surge in physical fitness. When they use this ability they gain a +8 bonus to Str, Dex, and Con for 1 round and are then fatigued for 1 minute. A creature cannot use this ability when fatigued. Each additional instance of this graft grants the creature an additional +2 bonus to Str, Dex, and Con when it is used, and each 3 beyond the first cause its effects to last for 1 additional round whenever it is used but the resulting lasts 1 minute per round that the bonus lasted.
Chameleon Hide: The graft bearer’s flesh becomes capable of blending in with one or more environments. The graft bearer gains a +4 competence bonus to Hide checks, and when this graft is formed select 1 type of terrain (forest, hills, plains, desert, swamp, urban, or underground) per instance of graft. This bonus increases to +8 in the selected environment(s). Each instance of this graft is tied to a specific terrain and can be granted separately.
Cytoplasmic Endomuscles: Cytoplasm forms artificial muscles throughout the graft bearer’s body granting them a +4 enhancement bonus to Strength, +2 per additional instance of this graft. To a maximum of +10.
Hinder Roots: Cytoplasm forms a series of root-like tendrils which stretch out from your feet. Creatures other than yourself treat all spaces adjacent to you, or which you occupy, as difficult terrain. Flying and swimming creatures are unaffected by this effect. Each instance of this graft beyond the first extends its effects another 5-ft out from you.
Bolstering Graft: When this graft forms, cytoplasmic resonators form across the graft-bearing creature’s back. These resonators, when activated, bolster the effect of another graft born by another creature. Activating these resonators requires a standard action and the expenditure of 1 point of colorless mana either by the bearer of this graft or this graft’s creator; this mana cost must be paid each round for the bolstering to continue, with the cost increasing by 1 every other round it is maintained. The bolstered graft is considered to be 2 instances of whatever graft it is for the purposes of its effects, but not for calculating grafts born (including to determine bonus hit dice of cytoplasmic creatures). Only a graft within 60-ft can be bolstered this way, and should it move beyond that range this effect ends immediately. Each instance of this graft allows one additional graft to be bolstered at a time for no additional mana cost but no single graft may be bolstered twice simultaneously and no single kind of graft (such as Chameleon Hide) may be bolstered twice on the same creature simultaneously no matter how many instances they possess. For example if a creature bears two instances of this graft they could bolster an ally’s Chameleon Hide graft and the same ally’s Adrenal Accelerant graft, but they could not bolster the ally’s Chameleon Hide graft twice even if the ally had 2 different instances of Chameleon Hide already. By increasing the mana cost to fuel this graft by a green mana (to a green and a colorless mana each round) evolutions may be bolstered as if they were grafts.

Skills: A cytoplast rootkin gains a +4 racial bonus on Handle Animal and Knowledge (Nature) checks. They gain a +8 racial bonus on Survival checks.

Indrik Stomphowler
Huge Magical Beast
HD: 12d10+48 (114 hp)
Initiative -1
Speed: 30-ft (6 squares)
Armor Class: 20 (-2 size, -1 Dex, +13 natural), t 11, FF 17
Base Attack/Grapple: +12/+28
Attack: Slam +18 melee (3d6+8)
Full Attack: 2 Slams +18 melee (3d6+8)
Space/Reach: 15-ft/10-ft
Special Attacks: Roar, Trample (4d6+12), Overcome Resistance
Special Qualities: Darkvision 60-ft, DR 10/cold iron
Saves: Fort +12, Ref +7, Will +5
Abilities: Str 27, Dex 9, Con 19, Int 2, Wis 12, Cha 6
Skills: Listen +8, Spot +9
Feats: Weapon Focus (Slam), Power Attack, Cleave, Improved Natural Weapon (Slam), Ability Focus (Trample)
Environment: Ravnica (Urban).
Organization: Solitary
Challenge Rating: 8
Treasure: None.
Advancement: None
Level Adjustment: None.

Roar (Su): By releasing a powerful, trumpeting roar an indrik stomphowler may shatter and suppress nearby magic. This functions as Greater Dispel Magic with a caster level equal to the stomphowler’s hit dice. A stomphowler may use this ability once per minute.
Overcome Resistance (Su): An indrik stomphowler ignores all Supernatural or magically granted damage reduction (typically this is DR/magic, DR/alignment, or DR granted by magic items or spells) and overcomes Damage Reduction as if its natural weapons were cold iron.
Trample (Ex): Damage is 4d6+12 instead of Slam + 1-1/2 strength and the Reflex save for half is DC 24.

Plaxcaster Frogling
Medium Magical Beast (Amphibious, Cytoplasmic)
HD: 8d10+24 (68 hp)
Initiative +2
Speed: 20-ft (4 squares), swim 20-ft
Armor Class: 20 (+2 Dex, +8 natural), t 12, FF 20
Base Attack/Grapple: +8/+11
Attack: Tongue +12 melee (1d6+3)
Full Attack: Tongue +12 melee (1d6+3)
Space/Reach: 5-ft/5-ft (10-ft with tongue)
Special Attacks: Bestow Graft, Plaxcast
Special Qualities: Darkvision 60-ft, Cytoplasmic Grafts
Saves: Fort +11, Ref +8, Will +5
Abilities: Str 17, Dex 15, Con 17, Int 6, Wis 12, Cha 8
Skills: Spellcraft +13
Feats: Weapon Focus (Tongue), Great Fortitude, Iron Will
Environment: Ravnica (Urban)
Organization: Solitary
Challenge Rating: 7
Treasure: None.
Advancement: By grafts.
Level Adjustment: None.

Cytoplasmic Grafts (Su): Typically a plaxcaster frogling has 8 grafts two of which are automatically Plaxcaster and two of which are automatically Plax Skin. A plaxcaster frogling gains an additional 2 grafts when it is summoned per level above 4th the spell used to summon it was and may not appear with more of the same graft than the level of the spell used to summon it.

Plaxcaster (Su): As an immediate action the graft bearer may cast a covering of plax towards a single creature within 20-ft per instance of this graft they bear. This plax forms a short lived protective covering over the targeted creature giving it Spell Resistance equal to the graft creator’s caster level (if a result of a summoning spell) or character level plus 3 per instance of this graft born by the creature casting the plax which lasts for 1 round. Using this ability costs 2 colorless mana which can be provided by either the graft bearer or the graft creator. A successful ranged touch attack is required to hit the target, but a willing target may choose to forgo their Dexterity bonus and grant the graft bearer a +2 to hit (as if they were blinded against the graft bearer).
Plax Skin (Su): This graft grants the bearer Spell Resistance equal to the graft creator’s caster level (if a result of a summoning spell) or character level (if otherwise) plus 3 per instance of this graft.
Spell Disruptor Graft (Su): A cytoplasmic cyst forms on the graft bearer radiating an aura which makes casting spells difficult within the region. Any spell cast within 5-ft of the graft bearer (including the graft-bearer’s own spells) has a 20% chance of failing unless the caster sacrifices a spell of 1 level lower or higher, pays 2 colorless mana, or sacrifices a use of a spell-like ability one level lower or higher (this cost is paid before the fail chance is rolled). Each additional instance of this graft increases the range by 5-ft, and the failure chance by 10% (to a maximum of 70%), every second instance of this graft increases the mana cost (but not spell slot cost) to overcome its effect by 1.
Magic Suppressing Amplifier (Su): Cytoplasm bonds with and amplifies the spell disruptor grafts the creature bears. This graft has no effect if born by a creature with less than 2 spell disruptor grafts. On a creature with at least 2 spell suppressor grafts this creates an antimagic field out to ½ the distance of the range of the creature’s spell disruptor grafts, at the cost of deactivating the remainder of their range. The creature bearing this graft may still use Bestow Graft (if it possesses it) to give this graft to another creature, or, as a full round action, shed this graft prematurely unshaping the cytoplasm within.
Chameleon Hide: The graft bearer’s flesh becomes capable of blending in with one or more environments. The graft bearer gains a +4 competence bonus to Hide checks, and when this graft is formed select 1 type of terrain (forest, hills, plains, desert, swamp, urban, or underground) per instance of graft. This bonus increases to +8 in the selected environment(s). Each instance of this graft is tied to a specific terrain and can be granted separately.
Cytoplasmic Endomuscles: Cytoplasm forms artificial muscles throughout the graft bearer’s body granting them a +4 enhancement bonus to Strength, +2 per additional instance of this graft. To a maximum of +10.
Bolstering Graft: When this graft forms, cytoplasmic resonators form across the graft-bearing creature’s back. These resonators, when activated, bolster the effect of another graft born by another creature. Activating these resonators requires a standard action and the expenditure of 1 point of colorless mana either by the bearer of this graft or this graft’s creator; this mana cost must be paid each round for the bolstering to continue, with the cost increasing by 1 every other round it is maintained. The bolstered graft is considered to be 2 instances of whatever graft it is for the purposes of its effects, but not for calculating grafts born (including to determine bonus hit dice of cytoplasmic creatures). Only a graft within 60-ft can be bolstered this way, and should it move beyond that range this effect ends immediately. Each instance of this graft allows one additional graft to be bolstered at a time for no additional mana cost but no single graft may be bolstered twice simultaneously and no single kind of graft (such as Chameleon Hide) may be bolstered twice on the same creature simultaneously no matter how many instances they possess. For example if a creature bears two instances of this graft they could bolster an ally’s Chameleon Hide graft and the same ally’s Adrenal Accelerant graft, but they could not bolster the ally’s Chameleon Hide graft twice even if the ally had 2 different instances of Chameleon Hide already. By increasing the mana cost to fuel this graft by a green mana (to a green and a colorless mana each round) evolutions may be bolstered as if they were grafts.
Mana Accumulator Cyst: A cyst of cytoplasm forms beneath the bearer’s skin. This cyst slowly charges up mana, gaining 1 colorless mana per round or changing 1 colorless mana within to any color of mana within the graft creator’s color identity. This cyst can hold up to 3 points of mana, and mana within the cyst cannot be freely accessed. Instead as a standard action the graft bearer may draw mana out of the cyst to add to their own mana pool or to the mana pool of a creature they are touching. A creature with this graft which does not naturally have a mana pool gains one with a capacity of 1 point of mana.
All-Temperature Acclimation Adaptor: This graft grants the creature bearing it Fire and Cold resistance 10 per instance of this graft.
Telepathic Receptor: A creature bearing this graft becomes telepathically receptive. They may receive telepathic signals from creatures with telepathy from twice the normal distance and even non-telepathic creatures may communicate with them from up to 60-ft as if they had telepathy. A second instance of this graft turns the receptor into a transceiver as well granting full-fledged telepathy with a 60-ft range. A third instance allows the use of Detect Thoughts at-will as a Supernatural ability.
Spell Reflector Plax (Su): A thin layer of plax bonds across the graft bearer’s body allowing deflected magical energies to be wholly reflected. Whenever the graft bearer’s Spell Resistance prevents a spell which could be reflected with Spell Turning or the graft bearer succeeds on a save for no effect against such a spell it is reflected back onto the caster as if through the spell turning spell.
Ocular Implants: The graft bearing creature gains a +4 competence bonus to Spot and Search checks, creature gains Low-light Vision if they did not have it already, and darkvision 60-ft or their existing darkvision extends 30-ft. This graft can be applied to a creature twice; the second iteration upon a creature grants it the ability to see invisible creatures as if with the spell See Invisibility and to detect magic auras as the spell Detect Magic usable at will.

Simic Manipulator
Medium Aberration (Amphibious, Evolving)
HD: 8d8+24 (60 hp)
Initiative +2
Speed: 30-ft (6 squares)
Armor Class: 15 (+2 Dex, +3 natural), t 12, FF 13
Base Attack/Grapple: +6/+5
Attack: Quarterstaff +5 melee (1d6-1)
Full Attack: Quartstaff +5/+0 melee (1d6-1)
Space/Reach: 5-ft/5-ft
Special Attacks: Evolve, Evolutions, Charming Force
Special Qualities: Darkvision 60-ft, DR 10/magic, Telepathy, SR 20, Water Breathing
Saves: Fort +5, Ref +6, Will +8
Abilities: Str 9, Dex 14, Con 16, Int 15, Wis 14, Cha 19
Skills: Diplomacy +15, Knowledge (any one) +13, Spellcraft +13, UseMagic Device +15.
Feats: Ability Focus (Charming Force), Force of PersonalityPHBII, Lightning Reflexes
Environment: Ravnica (Urban).
Organization: Solitary
Challenge Rating: 8
Treasure: None.
Advancement: None
Level Adjustment: None.

Charming Force (Su): As a standard action the Simic Manipulator may attempt to charm a creature within 30-ft. This functions as Charm Monster against the targeted creature except the duration is 1 minute/hit die the Simic Manipulator possesses. A Simic Manipulator may use this ability three times per day. A DC 20 (Charisma based) Will save will resist this effect.

Evolutions: The simic manipulator always begin with 2 evolutions, which do not grant hit dice, physical ability scores, or natural armor increases. Each spell level higher than 4th used to initially summon a simic manipulator grants it 2 additional evolutions.
Thick Skin: Each time this evolution is selected the simic manipulator’s natural armor increases by +2.
Blade Turning Hide: The simic manipulator’s DR increase by 5 per instance of this evolution.
Indomitability: The simic manipulator gains Improved Toughness as a bonus feat twice.
Plant Commander: The simic manipulator’s Charming Force affects plants as if it were Command Plants and modified uses are considered not to have the mind-affecting tag against plants.
Grave Commander:The simic manipulator’s Charming Force affects undead as if it were Command Undead and modified uses are considered not to have the mind-affecting tag against plants.
Command Steel: The simic manipulator’s Charming Force can be used to affect constructs as if it did not have the Mind-Affecting descriptor.
Vermin Lord: The simic manipulator’s Charming Force can be used to affect vermin and oozes as if it did not have the Mind-Affecting descriptor.
Sway the Masses: If the simic manipulator uses their Charming Force against only one species of humanoids they can use it to affect up to 1 creature per 2 hit dice they possess. A simic manipulator with 3 other non-Sway the Masses evolutions may select Sway the Masses a second time, if they do they may use their Charming Force to affect multiple creatures of the same species which are not humanoids. If they take it a 3rd time it can affect multiple creatures even if they are not the same species but doing so requires 4 non-Sway the Masses evolutions.
Confusing Charm: A simic manipulator with this evolution may use their Charming Force to confuse creatures in a 20-ft burst within 60-ft of the simic manipulator as if with the confusion spell. In addition if they cast Charm Monster or use it as a spell-like ability, spell trigger item, or spell completion item they may have it instead function as the spell Confusion.
Dominating Force: A simic manipulator must have 6 other evolutions to select this evolution. A simic manipulator with this evolution may choose to dominate creatures with its charming force instead of charm them.
Transfer Reins: A simic manipulator with this evolution may, as a standard action, transfer control/influence over any creature it has charmed or dominated either with charming force or another means to a touched creature.
Stunning Gaze: A simic manipulator with this evolution gains a gaze attack with a range of 20-ft. Any creature meeting its gaze must make a Will save (Charisma based; typically DC 18) or be able to take only a single move, standard, or swift action for 1 round. A second instance of this evolution causes it to inflict 1 round daze instead. A third instance causes it to inflict daze and a hold effect like that caused by Hold Monster. This is a mind-affecting effect.
Steal Summon: A simic manipulator may use its charming force to steal away a summoned or called creature from the creature’s summoner. When used this way the simic manipulator and summoner make opposed Charisma checks with any control granted by the magic summoning or calling the creature transfers to the simic manipulator or its summoner if any.
Spell Servant: A simic manipulator with this evolution may cast spells that their summoner has prepared with a level no higher than twice the instance of this evolution the simic manipulator possesses. The summoner must be willing for the simic manipulator to do so and it can use the summoner’s mana pool for the purpose of these spells.
Claws: A simic manipulator with this evolution has its tentacle like fingers grow barbs allowing them to be used as claws dealing 1d4 damage each as primary natural weapons. Each additional instance of this evolution increases the damage dealt by 1 die size.
Mind Poison: A simic manipulator with this evolution gains a poison which it can inflict with a type of natural weapon it possesses which deals piercing damage and it selects when it gains this evolution. This poison’s initial and secondary damage are both 1d6 Wisdom damage; the Fortitude DC is Constitution based.
Somnolence: A simic manipulator with this evolution gains the ability to use their Charming Force to put 16 hit dice of creatures in a 20-ft radius burst within 60-ft to sleep as if with the sleep spell (except where noted). Each additional instance of this evolution increases the hit die limit by 4 HD. In addition a simic manipulator with this evolution may use any charm or dominate spell to instead put up to 4 HD of creatures per spell level to sleep as if with the sleep spell; this functions whether it is a spell they cast, a spell-like ability, a spell trigger item or a spell completion item.
Evolved Strength: The simic manipulator gains a +4 bonus to its Strength when it gains this evolution. This evolution can only be gained once.
Spell Talent: A simic manipulator with this evolution gains the ability to use a single 1st level spell known to its summoner as a spell-like ability 1/day. Each additional instance of this evolution grants an additional spell as a spell-like ability or an additional daily use.
Size Increase: The simic manipulator increases in size by 1 category, increasing its Strength by 4, Constitution by 2, natural armor by 2 and decreasing its Dexterity by 2; any natural weapons it possesses have their damage increase for increasing in size category normally. A simic manipulator may select this evolution multiple times its effects stacking, but no more than 1/3rd of their evolutions may be this one.
Stir Valor: A simic manipulator with this ability can turn its mental powers to bolstering the mind’s of allies. A simic manipulator with this ability may use its Charming Force to grant allied creatures within 30-ft a moral bonus to attack rolls, damage, and will saves equal to 2 plus the number of instances of this evolution it possesses for 1 minute.
Aura of Terror: A simic manipulator with this ability manifests a palpable aura of dread. Enemy creatures within 10-ft of it must make a Will save each round (DC is Charisma based) or be Shaken for 1 round. Each instance of this evolution increases this effects range by 10-ft and its duration by 1 round although multiple failures against the same simic manipulator’s aura of terror cannot increase a creature to frightened or higher instead prolonging the duration (although combined with another fear effect they could cause a creature to become frightened/panicked/cowering).

Skyline Predator:
Large Dragon
HD: 9d12+18 (76 hp)
Initiative +4
Speed: 20-ft (4 squares), fly 80-ft (average)
Armor Class: 20 (-1 size, +4 Dex, +7 natural), t 13, FF 16
Base Attack/Grapple: +9/+19
Attack: Bite +15 melee (2d6+6)
Full Attack: Bite +15 melee (2d6+6), tail +12 melee (1d4+3), and either 2 claws (if flying) +12 melee (1d6+3) or 2 wings (if on the land)+12 melee (1d4+3)
Space/Reach: 10-ft/5-ft
Special Attacks: Sneak Attack +2d6
Special Qualities: Darkvision 60-ft, low-light vision, scent, blindsense 60-ft.
Saves: Fort +8, Ref +10, Will +8
Abilities: Str 23, Dex 19, Con 15, Int 6, Wis 12, Cha 10
Skills: Hide +12, Listen +9, Move Silently +16, Spot +9
Feats: Improved Natural Weapon (Bite), Multiattack, Weapon Focus (Bite), Stealthy
Environment: Ravnica (Urban).
Organization: Solitary, or family (2 and 2d3-1 young)
Challenge Rating: 6
Treasure: None.
Advancement: None
Level Adjustment: None.
Ambush Strike:

Heightening: By summoning skyline predator with a 5th level or higher spell slot you are able to summon it as an immediate action. If you do so the sapphire drake may immediately take its action and any creature it attacks on the first round of its appearance must make a Reflex save (DC the same as the spell’s save DC would be) or be treated flat-footed against the drake until the end of the drake’s first turn.
Skills: A skyline predator gains a +4 racial bonus to Hide and Move Silently and a +8 racial bonus to Listen and Spot.

Zaydos
2015-03-06, 01:52 AM
Simic Bestiary Lv 5-6

Cytospawn Shambler:
Large Aberration (Cytoplasmic)
HD: 13d8+78 ( hp)
Initiative +2
Speed: 40-ft (8 squares)
Armor Class: 24 (-1 size, +2 Dex, +14 natural), t 11, FF 22
Base Attack/Grapple: +13/+25
Attack: Slam +20 melee (2d6+8)
Full Attack: 2 Slams +20 melee (2d6+8), 4 vines +18 melee (1d6+4)
Space/Reach: 10-ft/10-ft
Special Attacks: Bestow Graft
Special Qualities: Darkvision 60-ft, Cytoplasmic Grafts, Partial Amorphousness
Saves: Fort +10, Ref +6, Will +10
Abilities: Str 25, Dex 15, Con 23, Int 8, Wis 14, Cha 10
Skills: Intimidate +8, Sense Motive +10
Feats: Power Attack, Stand StillXPH, Improved Natural Weapon (Slam), Multiattack, Cleave
Environment: Ravnica (Urban)
Organization: Solitary
Challenge Rating: 10
Treasure: None.
Advancement: By grafts.
Level Adjustment: None.

Partial Amorphousness (Ex): A cytospawn shambler’s body is made purely of cytoplasm, its form unstable. It is able to reshape organs and limbs, capable of projecting 2 manipulator arms in addition to its heavy slamming arms and four tentacle-like vines, as well as many smaller vines not of use in combat. This partial amorphousness not only lets it regrow lost limbs in a single round and make it immune to decapitation, but render it immune to death via coup de grace, flanking unless one of the participants has levels in a class which grants sneak attack and a character level at least 2 higher than the cytospawn shambler’s hit dice, and give it a 50% chance of preventing additional damage from critical hits and precision damage.

Cytoplasmic Grafts (Su): Typically a cytospawn shambler has 13 grafts three of which are automatically War Adapted Nerves. A cytospawn shambler gains an additional 2 grafts when it is summoned per level above 5th the spell used to summon it was and may not appear with more of the same graft than the level of the spell used to summon it.

War Adapted Nerves: Cytoplast forms a snaking series of artificial nerves which serve to instill the graft bearer with instinctual combat reflexes. One instance of this graft increases the bearer’s BAB by 1 (up to their hit dice), 2 increase it by 3 (up to their hit dice), and 3 increase it to their hit dice.
Growth Stimulate Cytoplast (Su): This cytoplasm stimulates the expansion of the creature’s body increasing it one size category as if the spell Enlarge Person was cast upon. This size increase functions regardless of its creature type and lasts for as long as the graft persists, and multiple instances of this graft do not stack with each other.
Crown of Eyes: The graft bearing creature gains all-around vision (+4 to spot/search checks and cannot be flanked). Each additional instance of this graft grants the grafted creature an additional +2 bonus to Spot and Search checks.
Cytoplasmic Vine (Ex): Each instance of this graft gives the bearer a single tendril of cytoplasm which can be used to make a secondary natural weapon vine attack (dealing bludgeoning damage) which deals 1d4 damage if medium sized (1d3 if small, 1d6 if large).
Regenerative Spore Capsule: A creature bearing this graft can destroy this graft as a swift action to heal 2 hit points per caster level of the sporeback troll’s summoner, and heal 1 point of ability damage to each ability score. A creature bearing multiple of these grafts can dissolve multiple of them as one action.
Recuperative Spore Lacing: Spores of cytoplasm float through the graft bearer’s bloodstream serving to knit and close wounds at superhuman speeds. A creature bearing this graft gains Fast Healing 2 per instance of this graft that the creature bears.
Cytoplasmic Exoskeleton: Cytoplasm forms a protective exoskeleton around the graft bearing creature granting it a +2 enhancement bonus to natural armor per instance of this graft.
Spikeform Cytoplast: This graft forms a series of hardened spines around the blunt striking surfaces of the graft bearer. Any natural weapon the graft bearer possesses which would normally deal only bludgeoning damage now deals bludgeoning and piercing damage and the die size is increased by 1 step. Multiple instances of this graft do not stack.
Adrenal Accelerant: As a free action the graft bearing creature may activate beads of cytoplasm in their adrenal glands granting them a momentary surge in physical fitness. When they use this ability they gain a +8 bonus to Str, Dex, and Con for 1 round and are then fatigued for 1 minute. A creature cannot use this ability when fatigued. Each additional instance of this graft grants the creature an additional +2 bonus to Str, Dex, and Con when it is used, and each 3 beyond the first cause its effects to last for 1 additional round whenever it is used but the resulting lasts 1 minute per round that the bonus lasted.
Chameleon Hide: The graft bearer’s flesh becomes capable of blending in with one or more environments. The graft bearer gains a +4 competence bonus to Hide checks, and when this graft is formed select 1 type of terrain (forest, hills, plains, desert, swamp, urban, or underground) per instance of graft. This bonus increases to +8 in the selected environment(s). Each instance of this graft is tied to a specific terrain and can be granted separately.
Cytoplasmic Endomuscles: Cytoplasm forms artificial muscles throughout the graft bearer’s body granting them a +4 enhancement bonus to Strength, +2 per additional instance of this graft. To a maximum of +10.
Hinder Roots: Cytoplasm forms a series of root-like tendrils which stretch out from your feet. Creatures other than yourself treat all spaces adjacent to you, or which you occupy, as difficult terrain. Flying and swimming creatures are unaffected by this effect. Each instance of this graft beyond the first extends its effects another 5-ft out from you.
Cytoplasmic Blade: This graft takes the form of a blade of cytoplasm. It functions as a longsword sized for the wielder with an enhancement bonus (as a magic weapon) equal to 1/4th the originator’s hit dice. Each additional instance of this graft increases the enhancement bonus by 1 (to a maximum of +5) or grants it a special quality equivalent to a +1 bonus; each time a graft is added all these special qualities can be rearranged and if the creature has 3 or more instances of this graft it can pool the bonus granted by multiple instances to gain a single special quality worth more (for example with 3 instances of this graft a +2 special quality such as wounding could be chosen, and with 6 a +5 such as Vorpal could be selected).
Cytoplasmic Bow: This graft forms a bow of cytoplasm attached to the bearer’s arm. While this bow can fire small bolts of cytoplasm (functioning as a +1 heavy crossbow of the proper size which reloads itself automatically), its true power lies in its ability to prematurely un-form other grafts and fire their raw cytoplasm. These fired grafts are ranged attacks as if fired from a heavy crossbow with a +5 enhancement bonus, but deal 1d6 damage per level of the graft creator. Multiple instances of this graft theoretically allow dual-wielding of the bows, but have no other cumulative effect.
Groundshaker Heels: This graft forms a series of bumps across the bearer’s feet. Whenever the graft bearer walks along the ground they send out seismic rumbles along it nearby. Any creature whose square the graft bearer passes through or adjacent to when walking along the same surface that creature is standing on must make a Fortitude save (DC 10 +1/2 graft bearer’s hit dice + instances of this graft + ½ other grafts born) or be knocked prone; a creature with stability, or four or more legs, receives the same bonus on this saving throw that they would on an opposed check to resist being tripped. These tremors have 2 additional effects: they deal 2d6 damage to the ground in any square the bearer passes through and 6d6 damage a round to any square they spend the entirety of a round in; and creatures with tremorsense may detect the graft bearer out to twice the normal range and the direction of the tremors out to up to quadruple. Each additional instance of this graft causes the tremors to extend further out by 5-ft affecting creatures further away when the graft bearer moves. No matter how many times the bearer passes by a creature in a round that creature only needs to make one saving throw to avoid this effect.

Omnibian:
Large Magical Beast (Amphibious)
HD: 10d10+40 (95 hp)
Initiative +3
Speed: 20-ft (4 squares), swim 20-ft
Armor Class: 22 (-1 size, +3 Dex, +10 natural), t 12, FF 219
Base Attack/Grapple: +10/+20
Attack: Tongue +16 melee (1d8+6 and improved grab)
Full Attack: Tongue +16 melee (1d8+6 and improved grab)
Space/Reach: 10-ft/5-ft (15-ft with tongue)
Special Attacks: Improved Grab, Swallow Whole, Frog Curse
Special Qualities: Darkvision 60-ft, Water Breathing, DR 10/magic
Saves: Fort +11, Ref +10, Will +5
Abilities: Str 23, Dex 16, Con 19, Int 13, Wis 14, Cha 16
Skills: Hide +18, Move Silently +11, Listen +12, Spot +12
Feats: Ability Focus (Frog Curse), Weapon Focus (Tongue), Combat Reflexes, Stand StillXPH
Environment: Ravnica (Urban)
Organization: Solitary
Challenge Rating: 7
Treasure: None.
Advancement: By grafts.
Level Adjustment: None.

Frog Curse (Su): As a standard action an omnibian may polymorph a target creature into an omnibian for 1 minute. The target must be within 50-ft of the omnibian and is allowed a Fortitude save (DC 20, DC is Charisma based) to resist this effect. Unlike polymorph the target gains the omnibian’s extraordinary special qualities and does not regain hit points, otherwise that creature gains the basic stats of an omnibian. A creature with Evolve retains its evolve ability, and a creature with the cytoplasmic subtype retains that subtype. Evolutions and cytoplasmic grafts are retained with this effect.

Sapphire Drake
Huge Dragon
HD: 14d12+70 (148 hp)
Initiative +2
Speed: 20-ft (4 squares), fly 120-ft (good)
Armor Class: 26 (-2 size, +2 Dex, +16 natural), t 10, FF 24
Base Attack/Grapple: +14/+30
Attack: Bite +20 melee (3d6+8)
Full Attack: Bite +20 melee (3d6+8) and tail +18 melee (1d8+4) and either 2 claws (if flying) +18 melee (1d8+4) or 2 wings (if standing) +18 melee (1d8+4).
Space/Reach: 15-ft/10-ft
Special Attacks: Aerial Resonance
Special Qualities: Darkvision 60-ft, DR 10/magic and adamantine, Low-Light Vision, Telepathy 60-ft, Telepathic Sending
Saves: Fort +14, Ref +11, Will +11
Abilities: Str 29, Dex 14, Con 21, Int 3, Wis 14, Cha 10
Skills: Listen +19, Spot +19
Feats: Improved Natural Weapon (Bite), Multiattack, Power Attack, Improved FlightCAdv, Aerial SuperiorityRotW.
Environment: Ravnica (Urban)
Organization: Solitary
Challenge Rating: 9
Treasure: None.
Advancement: By grafts.
Level Adjustment: None.

Aerial Resonance (Su): A sapphire drake radiates an aura of energy which resonates with cytoplasmic grafts and evolutions. Allied creatures with cytoplasmic grafts or evolutions gain a fly speed of their base land speed with Good maneuverability.

Telepathic Sending (Su): A sapphire drake can send a telepathic message to another telepathic creature up to 14 (1/HD) miles away.

Species Gorger
Gargantuan Magical Beast
HD: 18d10+180 (279 hp)
Initiative +0
Speed: 30-ft (6 squares)
Armor Class: 19 (-4 size, +0 Dex, +13 natural), t 6, FF 19
Base Attack/Grapple: +18/+40
Attack: Bite +28 melee (4d6+15 and improved grab)
Full Attack: Bite +28 melee (4d6+15 and improved grab)
Space/Reach: 20-ft/15-ft
Special Attacks: Trample (6d6+15), Improved Grab, Swallow Whole
Special Qualities: Darkvision 60-ft, DR 10/magic, Fast Healing 5, Unstable Summoning
Saves: Fort +20, Ref +11, Will +8
Abilities: Str 31, Dex 11, Con 28, Int 1, Wis 14, Cha 4
Skills: Listen +12, Spot +13
Feats: Improved Natural Weapon (Bite), Ability Focus (Trample), Improved Toughness, Weapon Focus (Bite), Power Attack, Cleave, Improved Bull Rush.
Environment: Ravnica (Urban).
Organization: Solitary
Challenge Rating: 10
Treasure: None.
Advancement: None
Level Adjustment: None.

Swallow Whole (Ex): A species gorger can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 3d8+10 points of bludgeoning damage and 10 points of acid damage per round from the tyrannosaurus’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 35 points of damage to the gizzard (AC 17). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A gargantuan species gorger’s gizzard can hold 2 Large, 8 Medium, 32 Small, or 128 Tiny or smaller opponents.

Trample (Ex): Deals 6d6+15 damage and the Reflex save DC is 29 (Strength based).

Unstable Summons: Summoning a species gorger produces aetheric feedback. At the end of the species gorger’s first turn after being summoned its summoner must select one creature they have summoned and it is banished, the spell slot used to summon it becoming re-prepared with the appropriate specific summon spell (i.e. Summon Cloudfin Raptor as opposed to Summon Simic Creature).

Protean Hulk
Gargantuan Magical Beast
HD: 23d10+203 (313 hp)
Initiative +0
Speed: 30-ft (6 squares)
Armor Class: 19 (-4 size, +0 Dex, +13 natural), t 6, FF 19
Base Attack/Grapple: +23/+46
Attack: Bite +34 melee (4d6+16)
Full Attack: Bite +34 melee (4d6+16)
Space/Reach: 20-ft/15-ft
Special Attacks: Trample (6d6+16), Aetheric Death Throes
Special Qualities: Darkvision 60-ft, DR 10/magic, Fast Healing 8
Saves: Fort +21, Ref +12, Will +11
Abilities: Str 33, Dex 11, Con 28, Int 4, Wis 14, Cha 4
Skills: Listen +15, Spot +15
Feats: Improved Natural Weapon (Bite), Ability Focus (Trample), Improved Toughness, Weapon Focus (Bite), Power Attack, Cleave, Improved Bull Rush, Iron Will
Environment: Ravnica (Urban).
Organization: Solitary
Challenge Rating: 12
Treasure: None.
Advancement: None
Level Adjustment: None.

Aetheric Death Throes: When Protean Hulk is reduced to negative hit points or its duration ends it immediately dies. Whenever the protean hulk dies it creates a burst of aetheric energy mixed with vital essence. This energy forms into 6 levels worth of Lv 4 or lower creatures summonable with Summon Simic Creature. These creatures trigger evolve as if they were newly summoned, even potentially triggering each other’s evolutions although in such a case they trigger at their unevolved level but are triggered at their (potentially) progressively evolved level (so if two level three creatures were summoned they’d both evolve once because another level 3 creature was summoned, if three level 2 creatures were summoned they’d each evolve once because another level 2 creature was summoned but then they’d be level 2.5 and not evolve further; the most complicated case is probably two level 1s and two level 2s in which case the level 1s evolve three times each and the level 2s evolve once each, as the level 1s evolve each other pushing their levels to 1.5 where they are then evolved by one level 2 to level 2 and then by the other level 2 to level 2.5 while the level 2s are simply evolved to level 2.5 by the other level 2).
Trample (Ex): Deals 6d6+16 damage and the Reflex save DC is 32 (Strength based).

Simic Basilisk:
Large Magical Beast
HD: 16d10+96 (184 hp)
Initiative -1
Speed: 30-ft (6 squares)
Armor Class: 21 (-1 size, -1 Dex, +13 natural), t 8, FF 18
Base Attack/Grapple: +16/+24
Attack: Bite +19 melee (2d6+4 and poison)
Full Attack: Bite +19 melee (2d6+4 and poison) and 2 claws +17 (1d6+2 and poison)
Space/Reach: 10-ft/5-ft
Special Attacks: Bestow Graft, Death Gaze, Death Whisper
Special Qualities: Darkvision 60-ft, Cytoplasmic Grafts, Poison Blood, Poison Immunity
Saves: Fort +16, Ref +9, Will +7
Abilities: Str 19, Dex 8, Con 23, Int 4, Wis 14, Cha 10
Skills: Listen +11, Spot +12.
Feats: Power Attack, Improved Natural Weapon (Bite), Multiattack, Ability Focus (Death Gaze), Ability Focus (Death Whisper), Ability Focus (Poison)
Environment: Ravnica (Urban)
Organization: Solitary
Challenge Rating: 14
Treasure: None.
Advancement: By grafts.
Level Adjustment: None.

Cytoplasmic Grafts (Su): Typically a simic basilisk has 16 grafts two of which are automatically Death Whisper, two are automatically Death Gaze, two are automatically Poison Blood, and two are automatically Cytoplasmic Poison. A simic basilisk gains an additional 2 grafts when it is summoned per level above 6th the spell used to summon it was and may not appear with more of the same graft than the level of the spell used to summon it.

Poisonous Blood: This graft moves through the graft-bearer’s blood lacing it with a dangerous contact poison. Whenever the graft-bearer takes slashing or piercing damage any adjacent creature must make a Reflex save (DC 10 + ½ HD + # of instances of this graft + ½ # of other grafts) or receive a dose from the poison which deals 1d4 Strength damage and 1d4 Constitution damage as initial and secondary damage (Fort save same DC as Ref negates). A creature which deals slashing or piercing damage to the basilisk with a natural weapon or unarmed strike is not allowed a Reflex save to avoid the poison and suffers the effects even if not adjacent. Each instance of this evolution past the first increases the poison’s damage (both strength and con) by 1.
Death Gaze (Su): This graft modifies the graft-bearer’s eyes, filling them with potent deadly energy. The graft-bearer gains a gaze attack with a range of 30-ft, which kills any creature that meets its gaze (Fort save negates) and has 6 or less hit dice. Each instance of this graft increases the maximum hit dice which may be affected by 2.
Death Whisper (Su): Cytoplasm interlaces through the graft-bearer’s throat and vocal chords allowing them to make the speech of death itself. By expending 2 green mana (either the graft-bearer or graft-originator) the graft-bearer may whisper a word of death to another creature within 10-ft per instance of this graft born as a full-round action. This whisper of death forces the target to make a Will save, if they succeed they are shaken for 1 round, if they fail they must make a Fortitude save, if they succeed they are panicked for 3d6 rounds but if they fail they die instantly (this is a death effect). A 2nd instance of this graft cuts the mana cost down to 1 green mana, a third instance cuts the action down to a standard action, a fourth instance of this graft removes the Will save making it a Fort save with failure showing death and success leaving the creature shaken for 1 round, a fifth instance reduces the mana cost to 1 colorless mana, a sixth allows this ability to be used as a swift action for 2 colorless and 2 Green mana, and every instance beyond sixth reduces the cost to use it as a swift action by a colorless, then by a green, and then by converting the last green into colorless; instances beyond the 10th have no special effects. This ability may not be used more than once a round even I it is usable as a swift action.
Cytoplasmic Poison (Ex): Cytoplasm infests one of a creature’s natural weapons injecting into wounds inflicted with it in the form of a potent poison. A creature with this graft selects one type of natural weapon they possess which deals piercing damage (bite, claw, stinger, etc). This natural weapon inflicts a deadly poison dealing 1d6 Constitution damage as initial and secondary damage. Each additional instance of this graft adds 1 point of Strength and Dexterity damage to the poison’s effects. A creature with more than one instance of this graft may choose to apply them to different natural weapons in which case each natural weapon measures its instances separately.
Infectious Spores: Cytoplasm infests one of a creature’s natural weapons seeping into wounds inflicted with it and tearing at the creature from the inside. A creature with this graft selects one type of natural weapon they possess which deals slashing and/or piercing damage (bite, claw, stinger, etc). Any creature struck by the selected natural weapon must make a Fortitude save (DC 10 +1/2 grafted creature’s hit dice + the number of infectious spores grafts the creature bears connected to the chosen natural weapon + ½ (rounded down) of the total number of grafts the creature has) or take an additional 1d4 damage per instance of this graft the creature possesses. Regardless of whether they succeed or fail their save wounds inflicted by the chosen natural weapon bleed profusely, dealing 1 damage per instance of this graft per round until the creature receives either magical healing or a DC 15 Heal check (creatures without blood are unaffected by this bleeding damage). A creature with more than one instance of this graft may choose to apply them to different natural weapons in which case each natural weapon measures its instances separately.
Toxic Breath (Ex):[/b] Cytoplasmic growths lace the creature’s lungs. The graft-bearing creature gains immunity to inhaled toxins and their own breathe creates a toxic miasma around them. This miasma extends 5-ft from the graft-bearer per instance of this graft and is an inhaled poison which deals 1d4 Constitution damage as initial and secondary damage. Each instance of this graft beyond the first increases the secondary damage by 1, and every 2 instances increase the initial damage by 1.
Plax Skin (Su): This graft grants the bearer Spell Resistance equal to the graft creator’s caster level (if a result of a summoning spell) or character level (if otherwise) plus 3 per instance of this graft.
Mana Accumulator Cyst: A cyst of cytoplasm forms beneath the bearer’s skin. This cyst slowly charges up mana, gaining 1 colorless mana per round or changing 1 colorless mana within to any color of mana within the graft creator’s color identity. This cyst can hold up to 3 points of mana, and mana within the cyst cannot be freely accessed. Instead as a standard action the graft bearer may draw mana out of the cyst to add to their own mana pool or to the mana pool of a creature they are touching. A creature with this graft which does not naturally have a mana pool gains one with a capacity of 1 point of mana.
All-Temperature Acclimation Adaptor: This graft grants the creature bearing it Fire and Cold resistance 10 per instance of this graft.
Regenerative Spore Capsule: A creature bearing this graft can destroy this graft as a swift action to heal 2 hit points per caster level of the sporeback troll’s summoner, and heal 1 point of ability damage to each ability score. A creature bearing multiple of these grafts can dissolve multiple of them as one action.
Recuperative Spore Lacing: Spores of cytoplasm float through the graft bearer’s bloodstream serving to knit and close wounds at superhuman speeds. A creature bearing this graft gains Fast Healing 2 per instance of this graft that the creature bears.
Adrenal Accelerant: As a free action the graft bearing creature may activate beads of cytoplasm in their adrenal glands granting them a momentary surge in physical fitness. When they use this ability they gain a +8 bonus to Str, Dex, and Con for 1 round and are then fatigued for 1 minute. A creature cannot use this ability when fatigued. Each additional instance of this graft grants the creature an additional +2 bonus to Str, Dex, and Con when it is used, and each 3 beyond the first cause its effects to last for 1 additional round whenever it is used but the resulting lasts 1 minute per round that the bonus lasted.
Chameleon Hide: The graft bearer’s flesh becomes capable of blending in with one or more environments. The graft bearer gains a +4 competence bonus to Hide checks, and when this graft is formed select 1 type of terrain (forest, hills, plains, desert, swamp, urban, or underground) per instance of graft. This bonus increases to +8 in the selected environment(s). Each instance of this graft is tied to a specific terrain and can be granted separately.
Cytoplasmic Endomuscles: Cytoplasm forms artificial muscles throughout the graft bearer’s body granting them a +4 enhancement bonus to Strength, +2 per additional instance of this graft. To a maximum of +10.
Poison Burst Cysts: Cytoplast forms a series of growths across the bearer, each filled with a dangerous poison. As a standard action the graft bearer may spend 1 green and 1 colorless mana (coming either from themselves or the graft-originator) to fire off a jet of contact poison from these cysts. This acts as a ranged touch attack with a range of 15-ft which does not provoke attacks of opportunity. A creature struck by this poison takes 1d6 acid damage per graft and suffers the effects of a poison with an initial and secondary damage of 1d6 Constitution. If a creature bears 4 or more instances of this graft 1 minute of paralysis is added to its secondary damage. Six or more instances of this graft add 1 round of paralysis to its initial damage.
Ocular Implants: The graft bearing creature gains a +4 competence bonus to Spot and Search checks, creature gains Low-light Vision if they did not have it already, and darkvision 60-ft or their existing darkvision extends 30-ft. This graft can be applied to a creature twice; the second iteration upon a creature grants it the ability to see invisible creatures as if with the spell See Invisibility and to detect magic auras as the spell Detect Magic usable at will.
Internal Anti-Toxins: The graft bearer gains a +4 bonus on saves against poison for each instance of this graft that they bear. 3 or more instances of this graft grant immunity instead.
Vital Reinforcement: Cytoplasm spreads through vital organs, reinforcing them physically while also giving them jolts of life-reaffirming magic at critical junctures. A creature bearing this graft gains a +4 bonus to saves versus death effects, death attacks, death from massive damage, and death from coup de grace, per instance of this graft they possess.
Crown of Eyes: The graft bearing creature gains all-around vision (+4 to spot/search checks and cannot be flanked). Each additional instance of this graft grants the grafted creature an additional +2 bonus to Spot and Search checks.

Simic Sky Swallower:
Gargantuan Magical Beast
HD: 20d10+220 (330 hp)
Initiative +1
Speed: 30-ft (6 squares), fly 120-ft (good)
Armor Class: 24 (-4 size, +1 Dex, +16 natural), t 7, FF 23
Base Attack/Grapple: +20/+44
Attack: Bite +38 melee (6d6+18 and Improved Grab)
Full Attack: Bite +38 melee (6d6+18 and Improved Grab)
Space/Reach: 20-ft/15-ft
Special Attacks: Swallow Whole, Frightful Presence
Special Qualities: Darkvision 60-ft, DR 10/magic and adamantine, Magic Immunity, Untameable, Scent
Saves: Fort +22, Ref +13, Will +12
Abilities: Str 35, Dex 13, Con 30, Int 2, Wis 18, Cha 10
Skills: Listen +17, Spot +18
Feats: Improved Natural Weapon (Bite), Improved Toughness, Weapon Focus (Bite), Power Attack, Cleave, Improved Bull Rush, Iron WillB
Environment: The sky
Organization: Solitary
Challenge Rating: 15
Treasure: None.
Advancement: None
Level Adjustment: None.
Swallow Whole (Ex): A simic sky swallower can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. The swallowed creature takes 4d8+12 points of bludgeoning damage and 15 points of acid damage per round from the tyrannosaurus’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 35 points of damage to the gizzard (AC 19). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A gargantuan sky swallower’s gizzard can hold 1 Huge, 2 Large, 8 Medium, 32 Small, or 128 Tiny or smaller opponents.
Frightful Presence (Ex): When a simic sky swallower roars, attacks, charges, or passes overhead creatures with less hit dice than it within 300-ft (that can see and hear it) must make a Will save (DC 20) or be shaken for 4d6 rounds. Creatures with 5 or less hit dice are panicked instead.
Spell Immunity (Su): A simic sky swallower has, effectively, infinite spell resistance.
Untameable (Ex): A simic sky swallower is difficult to control. Even the magic of summoning binds it only loosely. A simic sky swallower will attack any creature which has injured it, or any creature that it perceives as food (typically medium or smaller creatures are not perceived thus, but sometimes medium lifestock will be and most large or huge animals, dragons, and occasionally humanoids will be as well as air elementals) unless its summoner manages a to beat the simic sky swallower in an opposed Will save, and the sky swallower gains a +4 racial bonus to its save. A simic sky swallower will not break off an attack against a creature it was ordered to attack unless a similar save is made. This applies against other forms of control such as charm or dominate (as well as the additional save or check for a command that goes against the target’s nature).

Zaydos
2015-03-06, 01:53 AM
Feats, Items, and Stuffs


Feats:
Dedicated Evolutionist:
Evolving creatures you summon appear with more evolutions.
Prerequisites: Simic Biomancer Level 1+ or the Simic Initiate (any) feat, ability to cast 2nd level mana spells, Int 15+.
Benefit: Creatures you summon with the evolve special quality appear with 1 additional evolution.

Expanded Color Identity:
You are in tune with more colors of mana than most.
Prerequisite: A color identity.
Benefit: Select a color. It is added to your color identity.
Special: You may take this feat multiple times. Each time you do choose a different color.

Extra Mana Capacity:
You are able to store more mana than other spellcasters.
Prerequisite: Mana Capacity of at least 1.
Benefit: Your mana capacity is increased by 2.
Special: You may take this feat multiple times, its effects stack.

Improved Mana Recovery:
You recover mana more easily than others who use it.
Prerequisite: Extra Mana Capacity.
Benefit: At the beginning of each of your turns you may add 1 colorless mana to your mana pool or change one mana in your mana pool to the color of your choice. This is in addition to any mana you recover due to class features or terrain.

Leyline of Lifeforce:
You are capable of tapping into leylines filled with vital life force, tying their powers into creatures you summon to give them greater stability and protect their summoning from spells that would counter them.
Prerequisite: Green color identity, ability to cast 1st level mana spells, mana capacity 4 or greater.
Benefit: When you cast a mana spell of the summoning subschool it cannot be countered. In addition creatures you summon are harder to banish or dispel gaining a +4 on all Will saves or to the DC of checks made to dispel them.

Master of Grafts:
You are more capable of transporting grafts to summoned creatures.
Prerequisites: Bestow Grafts ability, ability to cast at least one spell of the summoning subschool.
Benefit: Whenever you summon a creature you may transfer one cytoplasmic graft you are the graft originator of to that creature whether that graft is currently on you, or another creature (even if that creature lacks the bestow graft ability). This graft is in addition to those transferred via the Bestow Graft ability of yourself or other creatures you have summoned.

Ravnican Mage:
You are accustomed to life in cities and their flows of mana making you capable of drawing chromatic mana from a city.
Prerequisites: Diplomacy 2 ranks.
Benefit: When in a small town or larger settlement you gain mana as if the area was tier I terrain of every color, or its actual tier whichever is higher. When in a large city or larger settlement you gain mana as if the area was a tier II terrain of every color, or its actual tier whichever is higher.

Shape Extra Graft:
Your training has specialized in the art of creating cytoplasmic grafts allowing you to shape more than other members of the Simic Combine.
Prerequisite: Shape Grafts ability.
Benefit: You may shape 1 additional cytoplasmic graft with your Shape Grafts ability.

Simic Ally:
You are proficient in using cytoplasmic grafts which have been granted you.
Prerequisite: Must have born a cytoplasmic graft at some point.
Benefit: You gain the Bestow Grafts ability as a 1st level Simic Initiate or Simic Biomancer.

Skilled Summons:
Creatures you summon are particularly skilled.
Prerequisite: Ability to cast a 2nd level or higher spell of the Summoning subschool (heightened spells count).
Benefit: Whenever you summon a creature it gains 1 bonus feat that it meets the prerequisites for.

Tradition Initiate Feats

Note: Each initiate feat adds certain spells to your spells known, these are added automatically when you gain the appropriate spell level and are not known before that.

Azorius Initiate (Simic) [Tradition Initiate]
You have studied in the halls of law, bringing the authority of the guildpact and the sympathetic magic which links the laws of man to the laws of magic to aid in your biomancy.
Prerequisites: Simic Biomancer level 1+, Wisdom 13+, no other Tradition Initiate feat
Benefits: You add White to your color identity. If a creature is currently in the act of breaking or trying to break the law of the local realm your magic is more potent against them and they suffer a -1 to saving throws against it and you gain a +4 bonus to overcome their spell resistance. Finally you learn the following (exotic) spells: Summon Judge's Familiar, Summon Azorius Herald, Summon Soulsworn Spirit, Steeling Stance, Lyev Decree, and Fall of the Gavel.

Dimir Initiate (Simic) [Tradition Initiate]
You have dabbled in the deception and trickery of House Dimir, the guild which is not, even if you do not know it.
Prerequisites: Simic Biomancer level 1+, Charisma 13+, no other Tradition Initiate feat.
Benefits: You add Black to your color identity. You add Bluff and Disguise to your Simic Biomancer class skill list and may expend a spell slot to gain a +3 insight bonus per level, if the sacrificed spell slot was a mana spell, or a +2 bonus per level, if the sacrificed spell slot was not, to a Bluff or Disguise check as part of making that check. Finally you learn the following (exotic) spells: Summon Dimir Infiltrator, Summon Mindleech Mass, Summon Roofstalker Wight, Hands of Binding, Mind Vapors, and Muddle the Mixture.

Golgari Initiate (Simic) [Tradition Initiate]
You have dabbled in the arts of the Golgari Rot Tenders, learning to harness the powers of the dead and dying to spur forward the evolution of the living.
Prerequisites: Simic Biomancer level 1+, Constitution 13+, no other Tradition Initiate feat
Benefits: You add Black to your color identity. You may treat the benefits granted by the scavenge ability as if they were cytoplasmic grafts (including limits on numbers), you must choose whether to treat them as such when you scavenge the dead summoned creature. Finally you learn the following (exotic) spells: Summon Slitherhead, Summon Terrus Wurm, Summon Rot Farm Skeleton, Abrupt Decay, Bloodbond March, and Vigor Mortis.

Gruul Initiate (Simic) [Tradition Initiate]
You have dabbled in the shamanic arts of the Gruul clans.
Prerequisites: Simic Biomancer level 1+, Strength 11+, Constitution 13+, no other Tradition Initiate feat
Benefits: You add Red to your color identity. You may use Summon Simic Creature to activate the blood rush abilities of any creatures you know as if they were Simic Creatures. Finally you learn the following (exotic) spells: Summon Wasteland Viper, Summon Scorchwalker, Summon Wrecking Ogre, Summon Skarrg Goliath, Signal the Clans, and Killer Instinct.

Izzet Initiate (Simic) [Tradition Initiate]
You have dabbled in the arts of the mad mages of the Izzet League, learning to harness the raw powers of magic and use them to burn your foes.
Prerequisites: Simic Biomancer level 1+, Intelligence 13+, no other Tradition Initiate feat
Benefits: You add Red to your color identity. You may apply the Lesser and Greater Monstrous Recovery abilities to Evocations and any non-summoning spell learned through this feat as if they were Summoning spells. Finally you learn the following (exotic) spells: Summon Blistercoil Weird, Electrolyze, Gigadrowse, Mizzium Mortar, Odds, and Pyromantics.

Selesnya Initiate (Simic) [Tradition Initiate]
You have listened to the voice of the conclave and even now it resonates within you.
Prerequisites: Simic Biomancer level 1+, Charisma 13+, no other Tradition Initiate feat
Benefits: You add White to your color identity. As a swift action you may bestow mana to a creature within 30-ft; when you do so you lose up to 1 more point of mana than your Mana Recovery value and the target gains that much mana in the same colors. As a standard action you may bestow mana up to your mana capacity to a creature within 30-ft. If an ally casts a spell with convoke you may use either of these abilities outside of turn instead of granting mana normally due to convoke, in this case they expend your next swift or standard action (respectively) and instead of adding to the target's mana pool the mana is used directly to cast the spell with convoke. Finally you learn the following (exotic) spells: Summon Watchwolf, Summon Bronzebeak Moa, Summon Autochthon Wurm, Collective Blessing, Gather Courage, and Seed Spark.

Zaydos
2015-03-06, 01:54 AM
Exotic Spells (including those granted by Initiate Feats)


Summon Judge's Familiar
Conjuration (Summoning)
Color: Blue and White
Level: 1st
Mana: U or W
Components V, S
Casting Time: 1 standard action
Range: Close (25-ft + 5-ft/2 caster levels)
Effect: 1 Judge's Familiar
Duration: 2 rounds per caster level
Saving Throw: No
Spell Resistance: No

This spell functions as Summon Monster except that it only summons a judge's familiar.

Heightening: If cast from a 2nd level spell slot the duration increases to 10 minutes per caster. If cast from a 3rd level spell slot the duration increases to 1 hour/caster level. In addition each level this spell is heightened grants a bonus hit die to the judge's familiar.


Judge's Familiar
Small Magical Beast
HD: 2d10+4 (15 hp)
Initiative: +3
Speed: 5-ft (1 square) or fly 40-ft (average)
Armor Class: 14 (+3 Dex, +1 size), t 14, FF 11
Base Attack/Grapple: +2/-3
Attack: Talons +6 melee (1d4-1)
Full Attack: Talons +6 melee (1d4-1) and Bite +1 melee (1d4-1)
Space/Reach: 5-ft/5-ft
Special Attacks: Sacrificial Verdict
Special Qualities: Darkvision 60-ft, Superior Low-light vision
Saves: Fort +5, Ref +6, Will +3
Abilities: Str 8, Dex 15, Con 14, Int 6, Wis 17, Cha 7
Skills: Sense Motive +12, Spot +11
Feats: Weapon Finesse

A judge's familiar may speak one language that its summoner speaks.

Sacrificial Verdict (Su): As an immediate action the judge's familiar may draw 1 colorless mana from its summoner (if the summoner is willing) to counter a spell being cast. Doing so instantly kills the judge's familiar. This ability always functions against mana spells up to 1 level higher than the level used to summon the judge's familiar but a single point of colorless mana +1/2 the spell level used to summon the familiar can negate this effect. Against non-mana spells it functions as Dispel Magic used to counter spell, increasing to Greater Dispel Magic if a 5th or higher level slot is used to summon the familiar. In either case a single spell slot of the same level as the one used to summon the judge's familiar can be used to negate this effect.

Superior Low-Light vision (Ex): A judge's familiar sees four times as far in low light conditions as a human.

Skills: A judge's familiar gains a +4 bonus on Sense Motive checks and a +8 bonus on Spot checks.

Summon Azorius Herald
Conjuration (Summoning)
Color: White
Level: 2nd
Mana: 2W
Components V, S
Casting Time: 1 standard action
Range: Close (25-ft + 5-ft/2 caster levels)
Effect: 1 Azorius Herald
Duration: 2 rounds per caster level (special)
Saving Throw: No
Spell Resistance: No

This spell functions as Summon Monster except that it only summons an azorius herald. If you do not pay at least 1 Blue mana as part of this spell's colorless casting cost its duration is reduced to 1 round.

Heightening: If cast from a 3rd level spell slot the duration increases to 10 minutes per caster. If cast from a 4th level spell slot the duration increases to 1 hour/caster level. In addition each level this spell is heightened grants a bonus hit die to the azorius herald.


Azorius Herald
Medium Deathless (Incorporeal)
HD: 3d12+3 (22 hp)
Initiative: +2
Speed: 30-ft
Armor Class: 14 (+2 Dex, +2 Deflection), t 14, FF 12
Base Attack/Grapple: +1/-
Attack: Incorporeal Touch +3 melee (1d6+2)
Full Attack: Incorporeal Touch +3 melee (1d6+2)
Space/Reach: 5-ft/5-ft
Special Attacks: Healing Arrival, Healing Touch
Special Qualities: Darkvision 60-ft, Deathless traits, Incorporeal traits
Saves: Fort +1, Ref +3, Will +5
Abilities: Str -, Dex 15, Con -, Int 12, Wis 15, Cha 14
Skills: Diplomacy +8, Heal +8, Sense Motive +8
Feats: Toughness, Dodge

Healing Arrival: When you summon an Azorius Herald you heal 1d6 hit points per level of spell slot used to summon the azorius herald, this is a positive energy effect.

Healing Touch (Su): An Azorius Herald may heal with a touch healing 1d4 damage + 1d4 damage per level above 2nd the spell used to summon the herald was. An azorius herald may use this ability 1/day per spell level of the spell used to summon it.

Summon Soulsworn Spirit
Conjuration (Summoning)
Color: Blue
Level: 3rd
Mana: 3U
Components V, S
Casting Time: 1 standard action
Range: Close (25-ft + 5-ft/2 caster levels)
Effect: 1 Soulsworn Spirit
Duration: 2 rounds per caster level (special)
Saving Throw: No
Spell Resistance: No

This spell functions as Summon Monster except that it only summons a soulsworn spirit.

Heightening: If cast from a 4th level spell slot the duration increases to 10 minutes per caster level. If cast from a 5th level spell slot the duration increases to 1 hour/caster level. In addition each level this spell is heightened grants a bonus hit die to the soulsworn spirit.


Soulsworn Spirit
Medium Deathless
HD: 6d12+6 (45 hp)
Initiative: +6
Speed: 40-ft
Armor Class: 15 (+2 Dex, +3 Deflection), t 15, FF 13
Base Attack/Grapple: +3/3
Attack: Caress of Fate +5 melee touch (3d6)
Full Attack: Caress of Fate +5 melee touch (3d6)
Space/Reach: 5-ft/5-ft (10-ft with arms)
Special Attacks: Caress of Fate, Sworn Target, Teleportation
Special Qualities: Darkvision 60-ft, Deathless traits
Saves: Fort +2, Ref +4, Will +6
Abilities: Str 10, Dex 15, Con -, Int 12, Wis 13, Cha 16
Skills: Concentration +11, Knowledge (any one) +10, Survival +10
Feats: Improved Toughness, Track, Improved Initiative

A soulsworn spirit is proficient in simple weapons.

Caress of Fate (Su): The touch of a soulsworn spirit may disrupt the timeline of a creature dealing 1d6 untyped magical damage to that target per spell level used to summon the soulsworn spirit.

Sworn Target (Su): When the soulsworn spirit is summoned the caster may select a single creature within 100-ft, or a creature that the caster is carrying a piece of the body of (such as fingernail, hair, skin, etc). This has several effects. When the soulsworn spirit appears the target, if they are within 100-ft, must make a Will save (same DC as the summoning spell would have) or be unable to act for 1 round, they are allowed Spell Resistance to avoid this effect. In addition the soulsworn spirit may ignore any concealment against that creature less than total, roll twice for miss chance when attacking that creature and take the better result, and gains an insight bonus to hit the creature and to AC against the creature equal to the spell level used to summon the soulsworn spirit. A soulsworn spirit's summoner may change its sworn target as a full-round action that requires the caster to touch the soulsworn spirit. This new Sworn Target must be within 100-ft or the summoner must possess a piece of their body, and does not need to make a saving throw to resist being unable to act for a round.

Teleportation (Sp): A soulsworn spirit may teleport to a square within 10-ft of its Sworn Target as a swift action 1/round as long as they are on the same plane. This is the equivalent of a 4th level spell-like ability.

Lyev Decree
Evocation [Law]
Color: White
Level: 2nd
Mana: 1W
Components V
Casting Time: 1 standard action
Range: Close (25-ft +5-ft/2 caster levels)
Target(s): 1 or 2 creatures.
Duration: 1 round.
Saving Throw: Will negates.
Spell Resistance: Yes.

With a word you utter a decree of cosmic order momentarily arresting the targets. This spell effects up to two targets, using the power of magically enforced order to seal them. Creatures targeted this way may take no actions for 1 round (as if dazed), unless they succeed on a Will save. Creatures with the Chaotic subtype gain a +2 bonus on their save, while creatures with the Lawful subtype being naturally obedient to such forces suffer a -2 penalty on their save. Lawful creatures who have broken neither the law of their native land, nor the law of the land they are currently within, in the last week gain a +2 bonus on their save against this spell.

Heightening: For each level this spell is heightened it may affect another target. If cast from a 4th level spell slot its duration increases to 2 rounds, but targets are allowed a second save after the first round of effect to end it immediately. If cast from a 5th level spell slot its duration increases to 1 round/level, but targets are allowed another save after each round to end the effect prematurely. If cast from a 6th level spell slot creatures are stunned as well for the duration.

Steeling Stance:
Evocation
Color: White
Level: 2nd
Mana: 1WW
Components: V
Casting Time: 1 standard action
Range: 30-ft
Area: 30-ft burst centered on self.
Duration: 1 round/caster level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You imbue your allies with the flowing energy of white mana. Allied creatures within the area of this effect gain a +2 morale bonus to attack, damage, AC, and saving throws for the duration of the effect.

Forecast: While you have this spell prepared 1/round you may spend one White mana as a swift action to imbue a single creature within close (25-ft + 5-ft/2 caster levels) range with part of its effect. This counts as casting a spell of Steeling Stance's level and has the same verbal component, and still allows a Will save, and Spell Resistance, but does not actually expend the spell or a spell slot. The target creature gains the benefits of Steely Stance for 1 round as if it had been cast from a level 1 lower than it is prepared in; if Steeling Stance was prepared in a 2nd level slot it grants a +1 bonus (instead of the +2 of the actual spell).

Heightening: For each level above 2nd Steeling Stance was cast from the moral bonus from this spell is increased by 1. If cast from a 3rd level or higher slot creatures affected by this spell overcome Damage Reduction as if their attacks shared one aspect of your alignment and were magic, and gain DR 3/magic for the duration. If cast from a 4th level or higher slot they gain +1d6 damage against creatures whose alignment opposes the chosen aspect, and the granted DR is increased to 5/magic and the range is increased to 60-ft and the area to a 60-ft burst. If cast from a 5th level or higher slot the duration is increased to 1 minute/2 caster levels and the range becomes 1000-ft with a corresponding increase to area. If cast from a 6th level or higher slot the range and area becomes line of effect and the duration is increased to 1 minute/caster level.

Fall of the Gavel
Abjuration
Color: Blue and White
Level: 4th
Mana: 3WU
Components: V
Casting Time: 1 immediate action
Range: Medium (100-ft + 10-ft/caster level)
Target(s): 1 spell being cast and you.
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No

When you cast this spell counter another spell which is being cast. If the spell to be affected is level 5 or lower then it is automatically countered as if you had used another casting of it to counter the spell. If the spell to be affected is level 6 or higher then this functions as using Greater Dispel Magic to counter a spell. If you successfully counter the spell you turn its magical force into personal restorative energy healing 1d8 hit points per level of the countered spell plus twice your caster level.

This effect may counter spell-like abilities but they are always countered as if by (Greater) Dispel Magic and those above the automatic level for being counterspelled cannot be countered at all.

Heightening: For every level above 4th the spell slot you use to prepare this spell is the maximum level which you may automatically counter is increased by two.


Summon Roofstalker Wight
Conjuration (Summoning)
Color: Black
Level: 1st
Mana: 1B
Components: V, S
Casting Time: 1 standard action
Range: Close (25-ft + 5-ft/2 caster levels)
Effect: 1 Roofstalker Wight
Duration: 2 rounds per caster level
Saving Throw: No
Spell Resistance: No

This spell functions as Summon Monster except that it only summons a Rooftop Wight.

Heightening: If cast from a 2nd level spell slot the duration increases to 1 minute per caster level, the wight gains 1 hit die, and you are able to telepathically communicate with it out to 30-ft. If cast from a 3rd level spell slot the duration increases to 1 hour/caster level and the wight gains three additional hit dice and may use your Hide and Move Silently ranks in place of its own. For each level above 1st the Roofstalker's sneak attack bonus increases by +1d6, and each level above 2nd the slot used is the telepathy range increases by an order of magnitude (3rd level = 300-ft, 4th equals 3000-ft, 5th equals 30,000-ft, 6th equals 300,000-ft).

Roofstalker (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=87945)
Medium Undead
HD: 2d12 (13 hp)
Initiative: +6
Speed: 40-ft (8 squares)
Armor Class: 14 (+2 Dex, +2 natural), t 12, FF 12
Base Attack/Grapple: +1/+3
Attack: Slam +3 melee (1d6+3)
Full Attack: Slam +3 melee (1d6+3)
Space/Reach: 5-ft/5-ft
Special Attacks: Sneak attack +1d6
Special Qualities: Darkvision 60-ft, Undead traits, Touch the Sky, Turn Resistance +2
Saves: Fort +0, Ref +2, Will +4
Abilities: Str 15, Dex 15, Con -, Int 12, Wis 12, Cha 4
Skills: Hide +11, Listen +6, Move Silently +10, Spot +6
Feats: Improved InitiativeB, Stealthy
Environment: Ravnica (Urban)
Organization: Solitary, or squad (2-5)
Challenge Rating: 1

Sneak Attack (Ex): A roofstalker has sneak attack as the rogue ability dealing +1d6 damage.

Touch the Sky (Su): As a swift action a roofstalker may call upon their summoner's mana (or their own if they have any) to gain a fly speed for 3 rounds. This costs 1 colorless and 1 Blue mana, and the bestowed fly speed is equal to their base land speed with good maneuverability.

Skills: A roofstalker gains a +4 racial bonus to Hide and Move Silently checks.

Summon Dimir Infiltrator
Conjuration (Summoning)
Color: Black and Blue
Level: 2nd
Mana: UB
Components: V, S
Casting Time: 1 standard action
Range: Close (25-ft + 5-ft/2 caster levels)
Effect: 1 Dimir Infiltrator
Duration: 2 rounds per caster level
Saving Throw: No
Spell Resistance: No

This spell functions as Summon Monster except that it only summons a Dimir Infiltrator (it appears carrying 2 normal daggers).

Transmute: If you have this spell prepared you may sacrifice it as a standard action and pay 1 colorless, 1 blue, and 1 black mana to instantly prepare any lower level spell you know with a total mana cost of 2 mana (regardless of colors).

Heightening: If cast from a 3th level spell slot the duration increases to 1 minute per caster level, the infiltrator gains 1 hit die, and you are able to telepathically communicate with it out to 100-ft. If cast from a 4th level spell slot the duration increases to 1 hour/caster level and the wight gains three additional hit dice and may use your Hide and Move Silently ranks in place of its own. For each level above 3rd the Roofstalker's sneak attack bonus increases by +1d6, and each level above 2nd the slot used is the telepathy range increases by an order of magnitude (4th equals 1000-ft, 5th equals 10,000-ft, 6th equals 100,000-ft).

Dimir Infiltrator (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=271214)
Medium Undead (Incorporeal)
HD: 2d12 (13 hp)
Initiative: +3
Speed: fly 40-ft (good)
Armor Class: 15 (+3 Dex, +2 Deflection), t 16, FF 12
Base Attack/Grapple: +1/-
Attack: Dagger +4 melee (1d4+3, 19-20/x2) or dagger +4 ranged (1d4, 19-20/x2, 10-ft range increment)
Full Attack: 2 Daggers +2/+2 melee (1d4+3, 19-20/x2) or dagger +4 ranged (1d4, 19-20/x2, 10-ft range increment)
Space/Reach: 5-ft/5-ft
Special Attacks: Ghost Blades, Sneak attack +1d6
Special Qualities: Darkvision 60-ft, Incorporeal traits, Undead traits
Saves: Fort +0, Ref +3, Will +3
Abilities: Str -, Dex 17, Con -, Int 12, Wis 12, Cha 15
Skills: Hide +8, Listen +6, Spot +6
Feats: Two-Weapon Fighting
Environment: Ravnica (Urban)
Organization: Solitary, or squad (2-5)
Challenge Rating: 1

Ghost Blades (Su): A dimir infiltrator may wield any slashing or piercing weapon as if it were Ghost Touch and may apply Dexterity to damage when wielding light slashing or piercing melee and thrown weapons.

Sneak Attack (Ex): A dimir infiltrator has sneak attack as the rogue ability dealing +1d6 damage.

Summon Mindleech Mass
Conjuration (Summoning)
Color: Black and Blue
Level: 6th
Mana: 5UBB
Components: V, S
Casting Time: 1 standard action
Range: Close (25-ft + 5-ft/2 caster levels)
Effect: 1 Mindleech Mass
Duration: 2 rounds per caster level
Saving Throw: No
Spell Resistance: No

This spell functions as Summon Monster except that it only summons a Mindleech Mass.

Mindleech Mass (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=89054)
Huge Aberration
HD: 24d8+144 (262 hp)
Initiative: -1
Speed: 30-ft, swim 30-ft
Armor Class: 23 (-2 Size, -1 Dex, +16 natural), t 7, FF 23
Base Attack/Grapple: +18/+36
Attack: Slam +26 melee (2d6+10 and mind drain)
Full Attack: 2 Slams +26/+26 melee (2d6+10 and mind drain) and bite +26 melee (3d6+5 and mind drain)
Space/Reach: 15-ft/15-ft
Special Attacks: Mind Drain
Special Qualities: Darkvision 60-ft, Amorphous, Hungry Mind, Spell Resistance 25, Telepathic Link
Saves: Fort +13, Ref +6, Will +17
Abilities: Str 31, Dex 7, Con 21, Int 14, Wis 16, Cha 18
Skills: Intimidate +29, Listen +30, Spellcraft +29, Spot +30, Swim +18.
Feats: Multiattack, Greater Multiattack, Power Attack, Stand StillXPH, Ability Focus (Mind Drain), Ability Focus (Hungry Mind), Improved Toughness, Cleave.
Environment: Ravnica (Urban)
Organization: Solitary
Challenge Rating: 15

Amorphous (Ex): A mindleech mass is an ever-shifting mass of closely linked leeches capable of shifting its body about as long as it maintains its general shape and has immunity to poison, sleep, paralysis, polymorph, and stunning effects. It is not subject to critical hits and, having no clear front or back, cannot be flanked.

Hungry Mind (Su): Whenever a mindleech mass is specifically targeted by a non-extraordinary mind-affecting effect the originator of that effect must make a Will save (DC 28; DC is Charisma based) or be dazed for 1 round and the mindleech mass gains immunity to that effect. This is a mind-affecting effect.

Mind Drain (Su): Whenever a mindleech mass hits a target with a natural weapon that target must make a DC 28 Will save or the mindleech mass pulls into their mind. It may either take magical power or memories. In the case of memories it takes the target's memory of a single contiguous 10 minutes of time at least 8 hours prior to the attack, causing the victim to completely forget it and giving the mindleech knowledge of such events as if they had happened to it (the mindleech chooses which 10 minutes). In the case of magical power the mindleech gains knowledge of the spells, spell-like abilities, and psionic powers the target possesses. It then may select one. In the case of a prepared spell the target loses that spell as if it had been cast. In the case of a spontaneous caster the mindleech selects a spell they know and they lose knowledge of that spell for 10 minutes and 1 spell slot of the level required to cast that spell. In the case of a psionic power the target loses that power known for 10 minutes and enough power points to manifest it once. In the case of a spell-like ability the target loses 1 use of that ability, and if it is at-will access to that ability for 1 minute. The Mindleech Mass or its summoner may 1/round cast a 4th level or lower mana spell or 5th level or lower spell stolen this way this round as if they were the target except as a free action; only one of the two may use this ability each round.

Telepathic Link (Su): A mindleech mass may communicate with its summoner telepathically as long as they are on the same plane, and may form a telepathic link with another mindleech mass as an action requiring 10 minutes and lasting as long as both of them are alive.

Hands of Binding (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366445)
Evocation [Force]
Color: Blue
Level: 1st
Mana: 1U
Components: V, S
Casting Time: 1 standard action
Range: Close (25-ft +5-ft/2 caster levels) (see below)
Target: 1 creature (see below).
Duration: 1 round (see below).
Saving Throw: Reflex negates.
Spell Resistance: Yes.

Hands of force form around the creature holding it. The target is entangled for 1 round if they fail their saving throw.

Cipher: When you cast this spell it also encodes upon a creature of your choice within 30-ft of you. Once per round when that creature damages an enemy with a weapon or weapon-like ability (an attack requiring an attack roll) they may, as a free action, invoke the effect of this spell on that target. This functions as if the spell had been cast targeting the damaged creature (same DC, heightening, etc except for this encoding of effect). This spell stays encoded for 1 round per caster level.

Heightening: If cast from a 2nd level spell slot the target is immobilized as well as entangled. If cast from a 3rd level spell slot the target loses their dexterity bonus to AC for 1 round due to being restrained and this spell remains encoded for 3 rounds per caster level. If cast from a 4th level or higher spell slot the target may take only mental actions for 1 round and is entangled for 2 rounds instead of 1. If cast from a 5th level spell slot the target is effectively paralyzed for 1 round on a failed save and immobilized for 2 rounds instead of 1. If cast from a 6th level spell slot this spell remains encoded for 1 minute per caster level.

Mental Vapors (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366373)
Enchantment (Compulsion) [Mind-Affecting]
Color: Black
Level: 3rd
Mana: 3B
Components: V, S
Casting Time: 1 standard action
Range: Close (25-ft +5-ft/2 caster levels) (see below)
Target: 1 creature (see below).
Duration: Instantaneous (see below).
Saving Throw: Will negates.
Spell Resistance: Yes.

With words of magic you draw out the magical prowess of your target emptying it. On a failed Will save the target loses one spell, one daily use of a daily Spell-like ability, or power points equal to their manifester level; all such abilities are lost as if they had been expended naturally. The target may choose which spell/spell-like ability they lose but must lose one from one with access to the highest possible level and must lose from whichever type has the highest effect spell level (treat manifester level as 1/2 for effective spell level). In addition an erudite loses one unique power per day this is regained when they restore power points and reset unique powers per day.

Cipher: When you cast this spell it also encodes upon a creature of your choice within 30-ft of you. Once per round when that creature damages an enemy with a weapon or weapon-like ability (an attack requiring an attack roll) they may, as a free action, invoke the effect of this spell on that target. This functions as if the spell had been cast targeting the damaged creature (same DC, heightening, etc except for this encoding of effect). This spell stays encoded for 1 round per caster level.

Heightening: If cast from a 4th level spell slot the cipher effect remains encoded for 1 minute per caster level. If cast from a 5th level spell slot the cipher effect remains encoded for 10 minutes per caster level. If cast from a 6th level spell slot the cipher effect remains encoded for 1 hour per caster level.

Muddle the Mixture (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=88955)
Abjuration
Color: Blue
Level: 4th
Mana: UU
Components: V
Casting Time: 1 immediate action
Range: Medium (100-ft + 10-ft/caster level)
Target(s): 1 spell being cast and you.
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No

When you cast this spell counter another spell which is being cast. If the spell to be affected is level 5 or lower then it is automatically countered as if you had used another casting of it to counter the spell. If the spell to be affected is level 6 or higher then this functions as using Greater Dispel Magic to counter a spell. This spell cannot be used to counter spells of the Conjuration (Summoning) or Conjuration (Calling) subschools, or spell-like abilities which replicate them.

This effect may counter spell-like abilities but they are always countered as if by (Greater) Dispel Magic and those above the automatic level for being counterspelled cannot be countered at all.

Transmute: If you have this spell prepared you may sacrifice it as a standard action and pay 1 colorless, 2 blue mana to instantly prepare any lower level spell you know with a total mana cost of 2 mana (regardless of colors).

Heightening: For every level above 4th the spell slot you use to prepare this spell is the maximum level which you may automatically counter is increased by two.



Summon Slitherhead
Conjuration (Summoning)
Color: Black and Green
Level: 1st
Mana: B or G
Components V, S
Casting Time: 1 standard action
Range: Close (25-ft + 5-ft/2 caster levels)
Effect: 1 Slitherhead
Duration: 2 rounds per caster level
Saving Throw: No
Spell Resistance: No

This spell functions as Summon Monster except that it only summons a slitherhead.

Heightening: If cast from a 2nd level spell slot the duration increases to 10 minutes per caster. If cast from a 3rd level spell slot the duration increases to 24 hours. In addition each level this spell is heightened allows for one additional benefit to be scavenged with the scavenge ability, and a bonus hit die to the slitherhead.


Slitherhead
Tiny Plant
HD: 2d8+6 (15 hp)
Initiative: +3
Speed: 30-ft (6 squares)
Armor Class: 15 (+3 Dex, +2 size), t 15, FF 12
Base Attack/Grapple: +1/-8
Attack: Tentacle +6 melee (1d3-1)
Full Attack: 4 Tentacles +6 melee (1d3-1)
Space/Reach: 2-1/2-ft/0-ft
Special Attacks: -
Special Qualities: Darkvision 60-ft, Plant traits, Scavenge
Saves: Fort +6, Ref +3, Will +1
Abilities: Str 8, Dex 17, Con 17, Int 6, Wis 12, Cha 4
Skills: Listen +4, Move Silently +7, Spot +3
Feats: Weapon FinesseB, Dodge, MobilityB
Environment: Ravnica (Urban)
Organization: Solitary, or clutch (2-5)
Challenge Rating: 1

Scavenge (Su): If a summoned slitherhead is slain but its duration has not elapsed its summoner may, as a swift action, reclaim some of its lost essence and imbue another creature with it. Doing so allows them to select one of the following abilities from the list below or, if they have the Simic Initiate (Golgari) or Golgari Initiate (Simic) feat you may also select a single cytoplasmic graft, treat the following abilities as if they were grafts, or grant a creature with evolve or the cytoplasmic subtype an evolution or graft it could naturally gain. This bonus lasts for 1 minute per caster level of the spell used to summon the slitherhead or its remaining duration whichever is longer.

Scavenged Strength: The target creature gains a +2 profane bonus to Strength.
Scavenged Endurance: The target creature gains a +2 profane bonus to Constitution.
Scavenged Vitality: The target creature gains 10 temporary hit points.
Scavenged Stealth: The target creature gains a +4 competence bonus on Hide and Move Silently checks.
Scavenged Knowledge: The target creature gains full awareness of whatever the slitherhead had seen during its short existence.


Available grafts (with Golgari/Simic Initiate feats)

Skilled (select skill)
Internal Anti-Toxins
Ocular Implants
Chameleon Hide
Lifeforce Simulator


Skills: A slitherhead has a +4 racial bonus on Move Silently checks.

Summon Rot Farm Skeleton
Conjuration (Summoning)
Color: Black and Green
Level: 3rd
Mana: 2BG
Components V, S
Casting Time: 1 standard action
Range: Close (25-ft + 5-ft/2 caster levels)
Effect: 1 Rot Farm Skeleton
Duration: 1 minute per caster level
Saving Throw: No
Spell Resistance: No

This spell functions as Summon Monster except that it only summons a rot farm skeleton.

Heightening: If cast from a 4th level spell slot the duration increases to 10 minutes per caster level, the skeleton gains an additional hit die, and Mystic Blade improves to +3. If cast from a 5th level spell slot the duration increases to 24 hours, the skeleton gains 2 additional hit dice, and Mystic Blade improves to +4, the bonus damage against living creatures increasing to 2d6.

Rot Farm Skeleton
Medium Undead
HD: 6d12-12 (27 hp)
Initiative: +7
Speed: 40-ft (8 squares)
Armor Class: 15 (+3 Dex, +2 natural), t 15, FF 12
Base Attack/Grapple: +6/+9
Attack: Greatsword +11 melee (2d6+5 + 1d6 against living creatures)
Full Attack: Greatsword +11/+6 melee (2d6+5 + 1d6 against living creatures)
Space/Reach: 5-ft/5-ft
Special Attacks: Mystic Blade, Warrior
Special Qualities: Darkvision 60-ft, Fragile, Reassemble, Undead Traits
Saves: Fort +2, Ref +5, Will +5
Abilities: Str 17, Dex 16, Con -, Int 6, Wis 11, Cha 6
Skills: Listen +4, Spot +5
Feats: Improved InitiativeB, Weapon Focus (Greatsword), Power Attack, Cleave.
Environment: Ravnica (Urban)
Organization: Solitary
Challenge Rating: 5

Fragile (Ex): A rot farm skeleton is by nature fragile suffering a -1 penalty to hit points per hit die.

Mystic Blade (Su): Any weapon wielded by a rot farm skeleton is considered a +1 magic weapon and deals +1d6 damage against living creatures.

Reassemble (Su): If a summoned rot farm skeleton is slain its summoner may as a standard action, spend 2 colorless, 1 black, and 1 green mana to reanimate it once more. The skeleton can be restored from anything short of total destruction (such as a disintegrate spell) and rises where its body is at full health and function.

Warrior: A rot farm skeleton's BAB from its undead hit dice is full as opposed to 1/2.


Summon Terrus Wurm
Conjuration (Summoning)
Color: Black
Level: 4th
Mana: 6B
Components V, S
Casting Time: 1 standard action
Range: Close (25-ft + 5-ft/2 caster levels)
Effect: 1 Terrus Wurm
Duration: 2 minutes per caster level
Saving Throw: No
Spell Resistance: No

This spell functions as Summon Monster except that it only summons a terrus wurm.

Heightening: If cast from a 5th level spell slot the duration increases to 10 minutes per caster level, the wurm gains an extra hit die, and an additional effect can be chosen with Scavenge. If cast from a 6th level spell slot the duration increases to 24 hours, the wurm gains 3 extra hit dice, and three additional effects can be chosen with Scavenge.

Terrus Wurm
Huge Magical Beast
HD: 22d12+44 (187 hp)
Initiative -1
Speed: 30-ft (6 squares), burrow 10-ft
Armor Class: 20 (-2 size, -1 Dex, +13 natural), t 7, FF 20
Base Attack/Grapple: +11/+27
Attack: Bite +18 melee (4d6+12, 19-20/x2)
Full Attack: Bite +18 melee (4d6+12, 19-20/x2)
Space/Reach: 15-ft/10-ft
Special Attacks: -
Special Qualities: Darkvision 60-ft, DR 10/magic, DR 5/slashing, Scavenge.
Saves: Fort +9, Ref +6, Will +14
Abilities: Str 27, Dex 9, Con -, Int 2, Wis 12, Cha 6
Skills: Listen +13, Spot +14
Feats: Weapon Focus (Bite), Improved Natural Weapon (Bite), Improved Critical (Bite), Improved Toughness x2, Great Fortitude, Power Attack, Cleave
Environment: Ravnica (Urban).
Organization: Solitary
Challenge Rating: 9

Scavenge (Su): If a summoned terrus wurm is slain but its duration has not elapsed its summoner may, as a swift action which costs 6 colorless and 1 Black mana, reclaim some of its lost essence and imbue another creature with it. Doing so allows them to select five of the following abilities from the list below or, if they have the Simic Initiate (Golgari) or Golgari Initiate (Simic) feat you may also select five cytoplasmic grafts, treat the following abilities as if they were grafts, grant a creature with evolve or the cytoplasmic subtype 5 evolutions or grafts it could naturally gain, or some combination of the above which equals 5 abilities (if grafts or evolutions are granted abilities granted by this are automatically treated as grafts as well). This bonus lasts for 1 minute per caster level of the spell used to summon the terrus wurm or its remaining duration whichever is longer.

Scavenged Strength: The target creature gains a +2 profane bonus to Strength; this ability may be selected multiple times stacking up to +6.
Scavenged Endurance: The target creature gains a +2 profane bonus to Constitution; this ability may be selected multiple times stacking up to +6.
Scavenged Vitality: The target creature gains 10 temporary hit points; this ability may be selected multiple times each additional instance increasing the temporary hit points by 10.
Scavenged Knowledge: The target creature gains full awareness of whatever the terrus wurm had seen during its short existence.
Scavenged Power: The target creature's BAB improves by +1 up to their hit dice; this ability may be selected multiple times stacking up to +3.
Scavenged Fury: The target creature gains the ability to rage (as a barbarian) for 3 rounds per instance of this ability. Unlike a barbarian's rage you may activate and deactivate this ability on a round by round basis, though you are still fatigued at the end of a rage and cannot rage while fatigued.
Scavenged Rejuvenation: The target creature gains Fast Healing 1 plus 2 per instance of this ability beyond the first, as long as they are at half or less hit points.


Available grafts (with Golgari/Simic Initiate feats)

Lifeforce Simulator
Adrenal Accelerant.
Manipulator Tendrils.
Life-Preservation Spore Lacing
Concealing Sporecloud
Cyto-chitin
All-Temperature Acclimation Adaptor
Regenerative Spore Capsule


Abrupt Decay
Necromancy [Death... sometimes]
Color: Black and Green
Level: 2nd
Mana: BG
Components V
Casting Time: 1 standard action
Range: Close (25-ft + 5-ft/2 caster levels)
Target: 1 creature, spell effect, or magic item.
Duration: Instantaneous
Saving Throw: Fort or No.
Spell Resistance: Yes
With a word you bring the target to an abrupt end, bringing about the decay that time brings. This spell can target a creature, a magic item, or a spell effect. When used on a creature it is considered a death effect, otherwise it loses that descriptor. When used on a creature that creature must make a Fortitude save or immediately die if they have 3 or less hit dice; it has no effect on a creature with 2 or more hit dice. When used on a magic item that item (or its wielder) must make a Fort save or the item is immediately destroyed if it has a CL of 2 or less. When used on a spell effect that spell effect is immediately ended (as if dispelled) if its spell level is 1 or less. If this spell is used on a summoned creature the caster must choose whether to target it as a spell or as a creature.

Heightening: If Abrupt Decay is heightened the limits on hit dice, cl, and spell level it can affect are increased. Its spell level maximum is different depending upon whether it is targeting a mana spell or a traditional spell (including psionics, spell-like abilities, and shadowcasting mysteries).

Level castHDCLLevel (mana)Level (traditional)
35523
49934
5121245
6161657


Bloodbond March
Necromancy
Color: Black and Green
Level: 2nd
Mana: 2BG
Components V, S
Casting Time: 1 full round action
Range: Personal
Target: You
Duration: 1 minute/caster level.

You call upon magical arts to empower your own sorcery. Whenever you summon a creature while this spell is active, if you have another creature of the same kind which you have summoned and it died but its duration has not yet expired that creature is revived. That creature must have a mostly intact body (a disintegrated creature is not a valid target) and its remaining duration continues to have counted down while it was dead, but it is revived at full hit points and with no lingering effects as if it had just been summoned once more.

Heightening: If cast in a 3rd level spell slot this effect lasts 10 minutes/caster level. If cast in a 4th level spell slot you may revive all creatures of that kind which you have summoned and that have died. If cast in a 5th level spell slot its duration is 8 hours.

Vigor Mortis
Necromancy
Color: Black
Level: 3rd
Mana: 2BB
Components V, S
Casting Time: 1 standard action
Range: Close (25-ft + 5-ft/2 caster levels)
Target: 1 dead creature.
Duration: 1 round/caster level or special
Saving Throw: No.
Spell Resistance: No

When you cast this spell you restore life to a dead creature with a mostly intact body within range, restoring them to one-half their maximum health and removing half of all ability damage they suffered. This life is only temporary. If the creature were one you had summoned this spell lasts until the remaining duration of that summoning spell ends, otherwise it lasts 1 round per caster level at which point the creature dies again. If you spent Green mana as part of the colorless mana to cast this spell the creature is restored with one additional racial hit die over what it would normally have. If you have the Golgari Initiate (Simic) or Simic Initiate (Golgari) feat and the creature has Evolve or the cytoplasmic subtype it instead gains an evolution or cytoplasmic graft it could naturally produce.

Heightening: For each level above 3rd this spell is cast from the revived creature gains an additional hit die if Green mana was used. If used in a 5th level spell slot it can revive a creature permanently, but to do so requires a piece of onyx worth 5000 GP and a level is lost as if they were revived with Raise Dead; in this case the revival is an instantaneous effect, but the bonus hit dice last only 1 round/caster level.

Zaydos
2015-03-06, 01:55 AM
Exotic Spells (cont.)


Summon Wasteland Viper
Conjuration (Summoning)
Color: Green
Level: 1st
Mana: G
Components V, S
Casting Time: 1 standard action
Range: Close (25-ft + 5-ft/2 caster levels)
Effect: 1 Wasteland Viper
Duration: 2 rounds per caster level
Saving Throw: No
Spell Resistance: No

This spell functions as Summon Monster except that it only summons a wasteland viper.

Bloodrush (Sp): If you have this spell prepared, or a collective spell which contains it you can spend 1 Green mana and sacrifice the prepared spell as a swift action to grant a single creature a +2 enhancement bonus to Strength, +2 enhancement bonus to natural armor, and a poison special attack which is carried by any natural weapon they use which deals slashing or piercing damage and inflicts 1d4 Constitution damage as initial and secondary damage. These bonuses last for 1 round per caster level.

Heightening: If cast from a 2nd level spell slot the duration increases to 1 minute per caster level and the viper gains 1 hit die. If cast from a 3rd level spell slot the duration increases to 1 hour/caster level and the viper gains three additional hit dice. If used to bloodrush the enhancement bonus to natural armor is increased by 1 per spell level above 1st, and the enhancement bonus to Strength is increased by +2 per 2 spell levels above 1st. The duration of the bloodrush effect is increased to 1 minute per caster level if a 4th level or higher slot was sacrificed.

Wasteland Viper (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366417)
Medium Magical Beast
HD: 2d8+4 (13 hp)
Initiative: +3
Speed: 20-ft (4 squares), climb 20-ft, swim 20-ft
Armor Class: 15 (+3 Dex, +2 natural), t 13, FF 12
Base Attack/Grapple: +2/+2
Attack: Bite +5 melee (1d4 and poison)
Full Attack: Bite +5 melee (1d4 and poison)
Space/Reach: 5-ft/5-ft
Special Attacks: Poison
Special Qualities: Darkvision 60-ft
Saves: Fort +5, Ref +6, Will +1
Abilities: Str 10, Dex 17, Con 15, Int 1, Wis 12, Cha 6
Skills: Balance +11, Climb +11, Hide +12, Listen +5, Spot +5, Swim +8
Feats: Weapon Finesse
Environment: Ravnica (Urban)
Organization: Solitary, or pair.
Challenge Rating: 1

Poison (Ex): A wasteland viper's bite attack carries a poison with initial and secondary damage of 1d6 Constitution (Fort DC 13 negates).

Skills: Wasteland Vipers have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on a Climb check, even if rushed or threatened. They can use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. They ave a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Summon Scorchwalker
Conjuration (Summoning) [Fire]
Color: Red
Level: 2nd
Mana: 3R
Components V, S
Casting Time: 1 standard action
Range: Close (25-ft + 5-ft/2 caster levels)
Effect: 1 Scorchwalker
Duration: 2 rounds per caster level
Saving Throw: No
Spell Resistance: No

This spell functions as Summon Monster except that it only summons a scorchwalker.

Bloodrush (Sp): If you have this spell prepared, or a collective spell which contains it you can spend 1 Colorless and 2 Red mana and sacrifice the prepared spell as a swift action to grant a single creature fire resistance equal to twice your caster level, +2d6 fire damage on all melee attacks, a +2 enhancement bonus to Strength and a -2 penalty to Constitution. These bonuses (and penalty) last for 1 round per caster level.

Heightening: If cast from a 3rd level spell slot the duration increases to 1 minute per caster level and the scorchwalker gains 1 hit die. If cast from a 4th level spell slot the duration increases to 1 hour/caster level and the scorchwalker gains three additional hit dice. Each level above 2nd the spell slot used is also increases the fire damage from the scorchwalker's slam by +1d6. If used to bloodrush the fire damage is increased by +1d6 per slot used above 2nd and the duration of the bloodrush effect is increased to 1 minute per caster level if a 5th level or higher slot was sacrificed.

Scorchwalker (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366409)
Elemental (Fire)
HD: 4d8-4 (14 hp)
Initiative: +2
Speed: 30-ft (6 squares)
Armor Class: 11 (-1 size, +2 Dex), t 11, FF 9
Base Attack/Grapple: +3/+13
Attack: Slam +9 melee (1d8+6 plus 2d6 fire)
Full Attack: Slam +9 melee (1d8+6 plus 2d6 fire)
Space/Reach: 10-ft/10-ft
Special Attacks: Burn
Special Qualities: Darkvision 60-ft, elemental traits, fire immunity, cold vulnerability
Saves: Fort +0, Ref +6, Will +1
Abilities: Str 23, Dex 15, Con 9, Int 4, Wis 10, Cha 6
Skills: Intimidate +5.
Feats: Weapon Focus (Slam), Stand StillXPH
Environment: Ravnica (Urban)
Organization: Solitary.
Challenge Rating: 2

Burn (Ex): Any creature struck by a Scorchwalker must make a Reflex save (DC 11, Con-based) or catch on fire for 1d4 rounds taking 1d6 damage each round they are burning.

Summon Wrecking Ogre
Conjuration (Summoning)
Color: Red
Level: 4th
Mana: 4R
Components V, S
Casting Time: 1 standard action
Range: Close (25-ft + 5-ft/2 caster levels)
Effect: 1 Wrecking Ogre
Duration: 2 rounds per caster level
Saving Throw: No
Spell Resistance: No

This spell functions as Summon Monster except that it only summons a wrecking ogre.

Bloodrush (Sp): If you have this spell prepared, or a collective spell which contains it you can spend 3 Colorless and 2 Red mana and sacrifice the prepared spell as a swift action to grant a single creature an extra attack each round (as if hasted), the two-weapon fighting and multiattack feats if they do not possess them, and reduce penalties for fighting with two weapons by 2, a +10 enhancement bonus to Strength, a +4 enhancement bonus to Constitution, and a +3 enhancement bonus to natural armor. If the target already has Two-Weapon Fighting they gain Improved Two-Weapon Fighting or if they have that Greater Two-Weapon Fighting, or if they have all three they gain the ability to make an additional attack with their offhand weapon at an additional -5. If the target already has Multiattack they gain Improved Multiattack, if they have that they gain Rapid Strike with one pair of natural weapons they possess (even if they do not meet the prerequisites), and if they have all the above they gain Improved Rapid Strike. These bonuses last for 1 round per caster level.

Heightening: If cast from a 5th level spell slot the duration increases to 1 minute per caster level and the wrecking ogre gains 1 hit die. If cast from a 6th level spell slot the duration increases to 1 hour/caster level and the wrecking ogre gains three additional hit dice. Each level above 2nd the spell slot used is also increases the fire damage from the scorchwalker's slam by +1d6. If used to bloodrush the the enhancement bonus to Strength, Constitution, and natural armor are each increased by 2 per spell level above 4th.

Wrecking Ogre (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366446)
Huge Giant
HD: 12d8+72 (126 hp)
Initiative: +1
Speed: 40-ft (8 squares)
Armor Class: 17 (-2 size, +1 Dex, +8 natural), t 9, FF 16
Base Attack/Grapple: +9/+27
Attack: Flail +18 melee (2d6+10) and Club +18 melee (2d6+10)
Full Attack: Flail +18/+13 melee (2d6+10) and Club +18/+13 (2d6+10)
Space/Reach: 15-ft/15-ft
Special Attacks: Superior Two-Weapon Fighting, Wrecking Blows
Special Qualities: Darkvision 60-ft
Saves: Fort +14, Ref +5, Will +5
Abilities: Str 31, Dex 12, Con 22, Int 6, Wis 12, Cha 6
Skills: Intimidate +15.
Feats: Improved TripB, Weapon Focus (Flail), Weapon Focus (Club), Power Attack, Cleave, Great Cleave
Environment: Ravnica (Urban)
Organization: Solitary.
Challenge Rating: 8

Perfect Two-Weapon Fighting (Ex): A wrecking ogre suffers no penalty for fighting with two weapons, even if both are one-handed as opposed to light, and can make as many attacks as their base attack bonus allows with each weapon. A wrecking ogre may also make a single attack with each weapon as an attack action.

Wrecking Blows (Ex): A wrecking ogre's melee attack ignore Damage Reduction and hardness.

Summon Skarrg Goliath
Conjuration (Summoning)
Color: Green
Level: 6th
Mana: 6GG
Components V, S
Casting Time: 1 standard action
Range: Close (25-ft + 5-ft/2 caster levels)
Effect: 1 Skarrg Goliath
Duration: 2 rounds per caster level
Saving Throw: No
Spell Resistance: No

This spell functions as Summon Monster except that it only summons a skarrg goliath.

Bloodrush (Sp): If you have this spell prepared, or a collective spell which contains it you can spend 5 Colorless and 2 Green mana and sacrifice the prepared spell as a swift action to grant a single creature a +20 enhancement bonus to Strength, a +6 enhancement bonus to Constitution, and a +12 enhancement bonus to Natural Armor. In addition the creature's size increases by one category up to colossal (there are no modifications to ability scores or natural armor due to this size increase), and it gains the ability to make a single roar which causes enemies within 30-ft with less hit dice than your caster level to make a Will save (DC = this spell's) or be shaken for 4d6 rounds. These bonuses last for 1 round per caster level.

Skarrg Goliath (http://gatherer.wizards.com/Pages/Card/Discussion.aspx?multiverseid=366458)
Colossal Magical Beast
HD: 24d10+240 (372 hp)
Initiative: +3
Speed: 30-ft (8 squares)
Armor Class: 21 (-8 size, -1 Dex, +20 natural), t 1, FF 21
Base Attack/Grapple: +18/+49
Attack: Slam +26 melee (6d6+15)
Full Attack: 2 Slams +26 melee (6d6+15)
Space/Reach: 30-ft/20-ft
Special Attacks: Trample (6d6+22), Roar
Special Qualities: Darkvision 60-ft, Damage Reduction 10/-
Saves: Fort +26, Ref +13, Will +11
Abilities: Str 41, Dex 8, Con 31, Int 2, Wis 12, Cha 7
Skills: Listen +14, Spot +13.
Feats: Weapon Focus (Slam), Ability Focus (Trample), Power Attack, Cleave, Great Cleave, Iron Will, Improved Initiative, Great Fortitude, Ability Focus (Roar)
Environment: Ravnica (Urban)
Organization: Solitary.
Challenge Rating: 15

Trample (Ex): Ref DC 39 (Strength based).

Roar (Ex): As a standard action a Skarrg goliath can issue a powerful roar which shakes the air. Any creature with less hit dice within 240-ft must make a Will save (DC 22) or be shaken for 4d6 rounds. Creatures with 5 or less hit dice which fail this save or panicked instead.

Signal the Clans (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366365)
Evocation
Color: Green and Red
Level: 1st
Mana: RG
Components V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous.

With a howl a warchanter can call forth the powers of battle, signalling to the aethers a need for the beasts of the Gruul clans. When this spell is cast select three creatures you know the specific Summon spell for, or can summon with a Collective spell. All creatures must be able to be summoned with a spell slot no more than one level higher than the spell slot used for this spell. You instantly prepare a version of the specific summon spell for one of these creatures 1 level higher than the spell used for Signal the Clans, up to the maximum spell level you can normally cast. On a 1-2 you prepare the first (alphabetically) creature selected, on a 3-4 the second, and on a 5-6 the last (alphabetically) creature selected. This bonus slot last until used or you regain spell slots normally.

Heightening: By casting this spell from a 4th level or higher slot you may treat it as one level lower to cast it as a swift action. By casting this spell from a 6th level slot you may treat it as 1 level lower to cast it as a free action.

Killer Instinct (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=97207)
Evocation
Color: Green and Red
Level: 3rd
Mana: 4RG
Components V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/caster level.

For the duration of this spell you are able to cast a Summoning mana spells as a free action 1/round without paying any mana. If cast in this way the duration of the spell is reduced to 1 round.

Heightening: If cast from a 5th level or higher spell slot the duration is increased to 1 hour/caster level.




Summon Blistercoil Weird
Conjuration (Summoning) [Fire, Water]
Color: Blue and Red
Level: 1st
Mana: U or R
Components V, S
Casting Time: 1 standard action
Range: Close (25-ft + 5-ft/2 caster levels)
Effect: 1 Blistercoil Weird
Duration: 2 rounds per caster level
Saving Throw: No
Spell Resistance: No

This spell functions as Summon Monster except that it only summons a blistercoil weird.

Heightening: If cast from a 2nd level spell slot the duration increases to 1 minute per caster level and the weird gains 1 hit die. If cast from a 3rd level spell slot the duration increases to 1 hour/caster level and the weird gains three additional hit dice.

Blistercoil Weird
Elemental (Fire, Water)
HD: 2d8+4 (13 hp)
Initiative: +2
Speed: 30-ft (6 squares)
Armor Class: 15 (+2 Dex, +3 natural), t 12, FF 13
Base Attack/Grapple: +1/+3
Attack: Slam +3 melee (1d6+2)
Full Attack: Slam +3 melee (1d6+2)
Space/Reach: 5-ft/5-ft
Special Attacks: -
Special Qualities: Darkvision 60-ft, Elemental traits, cold resistance 5, fire immunity, sorcerous resonance, Collected Memories
Saves: Fort +5, Ref +5, Will +0
Abilities: Str 15, Dex 14, Con 15, Int 2, Wis 10, Cha 1
Skills: Listen +3, Spot +2
Feats: Weapon Focus (Slam)
Environment: Ravnica (Urban)
Organization: Solitary
Challenge Rating: 1

Collected Memories (Su): When a living blistercoil weird vanishes due to its duration ending its summoner obtains all the memories it gained during its short life. If a summoner wants these memories prematurely they may, as a full round action, touch the weird and draw them out into their own mind (this deletes the weird's memories).

Sorcerous Resonance (Su): Whenever a blistercoil weird's summoner casts a non-summoning spell it creates a resonance within the blistercoil's own form. For 1 round after its summoner casts a non-summoning spell the blistercoil weird gains an untyped bonus to attack equal to the spell level of the spell, an equal a deflection bonus to AC, temporary hit points equal to 3 times the spell level, and +1d4 damage per spell level of the spell which is half-cold and half-fire for 1 round.

Electrolyze
Evocation [Electricity]
Color: Blue and Red
Level: 2nd
Mana: 1UR
Components V, S
Casting Time: 1 standard action
Range: Medium (100-ft + 10-ft/caster level)
Effect: 2 rays
Duration: Instantaneous
Saving Throw: No.
Spell Resistance: Yes.

When you cast this spell you fire forth a pair of electrified rays. You may fire both of these rays at the same target, or instead target 2 separate creatures. Each ray deals 1d6 electricity damage per 2 caster levels you possess, to a maximum of 6d6 per ray. When you cast this spell you may also reprepare a spell 2 levels lower than the slot used to cast this spell.

Heightening: If cast in a 3rd level slot these rays gain a +4 bonus to hit metallic creatures or creatures in metallic armor and may deal up to 9d6 damage per ray. If cast in a 4th level slot you gain a 3rd ray which deals half as much damage (rounded down) as the first two rays. If cast in a 5th level slot any creature damaged by 1 or more of these rays must make a Will save or be dazed for 1 round. If cast in a 6th level slot you gain a 4th ray which deals half as much damage (rounded down) as the first two and each ray can deal up to 12d6 damage.

Gigadrowse
Enchantment (Compulsion) [Mind-affecting]
Color: Blue
Level: 1st
Mana: U
Components V, S
Casting Time: 1 standard action
Range: Close (25-ft +5-ft/2 caster levels)
Target(s): 1 or more creatures.
Duration: 1 round.
Saving Throw: Will negates.
Spell Resistance: Yes.

When you cast this spell you disorient a single creature causing it to become flat-footed till its next action or for 1 round (whichever is shorter). When you cast this spell you may pay its mana cost any number of times, each time you pay its mana cost you can select an additional target within range.

Heightening: If cast from a 2nd level spell slot you may creatures which have a type based immunity to mind-affecting effects. If cast from a 3rd level spell slot creatures are dazed for 1 round instead of flat-footed. If cast from a 4th level spell slot it may affect mindless creatures and its range becomes Medium. If cast from a 5th level spell slot the duration increases to 1 round/caster level, with targets allowed a save at the beginning of each of their turns after the first to end it prematurely. If cast from a 6th level spell slot creatures are stunned as well as dazed.

Mizzium Mortar
Evocation [Fire]
Color: Red
Level: 2nd
Mana: 1R
Components V, S
Casting Time: 1 standard action
Range: Long (400-ft + 40-ft/caster level)
Area: 30-ft high, 5-ft radius cylinder.
Duration: Instantaneous.
Saving Throw: Reflex halves.
Spell Resistance: Yes.

A crashing ball of fire deals 1d6 damage/caster level (max 10d6) to all creatures within the area. If cast from a 4th level or higher slot it can be overloaded by paying 3 colorless and 3 Red mana instead of its normal mana cost changing its area to 1 30-ft high, 5-ft radius cylinder per caster level, but there must be at least 5-ft between the edges of each area and if a creature would be struck by two or more their damage is not additive but the creature must make a Reflex save per area they are within and take the worst result.

Heightening: If cast from a 3rd level slot the damage is increased to 1d6+1 damage/caster level (max 15d6+15). If cast from a 5th level slot the damage is increased to 1d6+3/caster level (max 20d6+60). If cast from a 6th level slot the range is increased to line of sight, and if it is overloaded it creates 3 areas of effect per caster level.

Odds
Abjuration/Evocation
Color: Blue and Red
Level: 2nd
Mana: UR
Components V, S
Casting Time: 1 standard action
Range: Medium (100-ft + 10-ft/caster level)
Target: 1 spell being cast.
Duration: Instantaneous (see below).
Saving Throw: No.
Spell Resistance: No.

When you cast this spell roll a die.

If the result is even counter the targeted spell which is being cast. If the spell to be affected is level 2 or lower then it is automatically countered as if you had used another casting of it to counter the spell. If the spell to be affected is level 3 or higher then this functions as using Greater Dispel Magic to counter a spell.

This effect may counter spell-like abilities but they are always countered as if by (Greater) Dispel Magic and those above the automatic level for being counterspelled cannot be countered at all.

If the result is odd instead you copy the spell being targeted. If the spell is level 3 or lower then it is automatically copied and you may make all choices for the copy as if it you were the caster and the range is determined from your space, but it retains the original caster's caster level. If it is level 4 or higher you must roll as if to counter it with Greater Dispel Magic except with a +2 on the roll. If you succeed you copy the spell. This may affect spell-like abilities as if they were spells.

Heightening: For every level above 2ndthe spell slot you use to prepare this spell is the maximum level which you may automatically counter or copy is increased by two.

Pyromantics
Evocation [Fire]
Color: Red
Level: 1st
Mana: 1R
Components V, S
Casting Time: 1 standard action
Range: Medium (100-ft + 10-ft/caster level)
Target(s): 1 or more creatures.
Duration: Instantaneous.
Saving Throw: No.
Spell Resistance: Yes.
When you cast this spell streams of fire stretch out unerringly seeking out the target. This stream of fire deals 1d6+1 fire damage to the target. When you cast this spell you may pay its mana cost again up to 1/caster level and for each time you do you may add another target or increase the damage to 1 target by 1d6+1; you may choose a different option each time you pay this cost.

Heightening: If you cast this spell from a 2nd level spell slot each stream deals 1d8+1 damage instead of 1d6+1 (and increases by 1d8+1). If you cast it from a 3rd level spell slot each stream deals 2d6 damage instead. If cast from a 4th level slot each stream deals 2d6+1 instead. If cast from a 5th each stream deals 3d6 instead. If cast from a 6th level slot each stream deals 4d6 instead.



Summon Selesnya Sentry
Conjuration (Summoning)
Color: White
Level: 2nd
Mana: 2W
Components V, S
Casting Time: 1 standard action
Range: Close (25-ft + 5-ft/2 caster levels)
Effect: 1 Selesnya Sentry
Duration: 2 rounds per caster level
Saving Throw: No
Spell Resistance: No

This spell functions as Summon Monster except that it only summons a Selesnya sentry which appears in breastplate, with a large wooden shield, and a large battleaxe.

Heightening: If cast from a 3rd level spell slot the duration increases to 1 minute per caster level and the selesnya sentry gains 1 hit die and any armor, shield, or weapon it uses are considered masterwork. If cast from a th level spell slot the duration increases to 1 hour/caster level and the selesnya sentry gains three additional hit dice and any armor, shield, or weapon it uses are considered to have a +1 enhancement, and any weapon it wields gains the Sacred quality (MiC).

Selesnya Sentry (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=265382)
Medium Monstrous Humanoid
HD: 4d8+12 (30 hp)
Initiative: -1
Speed: 20-ft (4 squares); 30-ft unarmored
Armor Class: 19 (-1 Dex, +3 natural, +2 shield, +5 armor), t 9, FF 19
Base Attack/Grapple: +4/+11
Attack: Battleaxe +8 melee (2d6+4)
Full Attack: Battleaxe +8 melee (2d6+4)
Space/Reach: 5-ft/5-ft
Special Attacks: Powerful Build
Special Qualities: Darkvision 60-ft, Invoked Healing
Saves: Fort +4, Ref +3, Will +6
Abilities: Str 17, Dex 8, Con 16, Int 9, Wis 14, Cha 7
Skills: Listen +6, Sense Motive +9, Spot +10
Feats: Power Attack, Weapon Focus (Battleaxe)
Environment: Ravnica (Urban)
Organization: Solitary, pair, or squad (3-24).
Challenge Rating: 2

Invoked Healing (Su): A Selesnya Sentry, or its summoner, may expend mana as a swift action to grant it a modicum of regenerative capability. By expending 5 colorless and 1 Green mana the Selesnya Sentry may be granted either Fast Healing or Regeneration (overcome by fire and negative energy) equal to twice the spell level used to summon it for a number of round equal to its summoner's Charisma modifier. A Selesnya Sentry may only benefit from one of these effects at a given time.

Skills: A Selesnya sentry gains a +4 racial bonus to Listen, Sense Motive, and Spot checks.

Summon Watchwolf
Conjuration (Summoning)
Color: Green and White
Level: 3rd
Mana: GW
Components V, S
Casting Time: 1 standard action
Range: Close (25-ft + 5-ft/2 caster levels)
Effect: 1 Watchwolf
Duration: 2 rounds per caster level
Saving Throw: No
Spell Resistance: No

This spell functions as Summon Monster except that it only summons a watchwolf.

Heightening: If cast from a 4th level spell slot the duration increases to 1 minute per caster level and the watchwolf gains 1 hit die. If cast from a 5th level spell slot the duration increases to 1 hour/caster level and the watchwolf gains three additional hit dice.

Watchwolf (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=83625)
Large Magical Beast
HD: 7d10+21 (59 hp)
Initiative: +2
Speed: 50-ft (10 squares)
Armor Class: 15 (-1 size, +2 Dex, +4 natural), t 11, FF 13
Base Attack/Grapple: +7/+18
Attack: Bite +14 melee (2d6+10 and trip)
Full Attack: Bite +14 melee (2d6+10 and trip)
Space/Reach: 10-ft/5-ft
Special Attacks: Trip
Special Qualities: DR 5/magic, Darkvision 60-ft, Low-Light Vision, Scent, See Invisibility
Saves: Fort +8, Ref +7, Will +4
Abilities: Str 25, Dex 15, Con 17, Int 6, Wis 14, Cha 10
Skills: Hide +0, Listen +7, Move Silently +4, Sense Motive +9, Spot +7, Survival +2*
Feats: Alertness, Improved Natural Weapon (Bite), TrackB, Weapon Focus (Bite)
Environment: Ravnica (Urban)
Organization: Solitary, pair, or patrol (3-12).
Challenge Rating: 4

See Invisibility (Su): A watchwolf can see invisible and ethereal creatures as if it was under the effects of a see invisibility spell.

Trip (Ex): A watchwolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the watchwolf.

Skills: A watchwolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks and a +4 racial bonus on Sense Motive checks.

*It also has a +4 racial bonus on Survival checks when tracking by scent.

Summon Autochthon Wurm
Conjuration (Summoning)
Color: Green and White
Level: 6th
Mana: 10GGGWW
Components V, S
Casting Time: 1 standard action
Range: Close (25-ft + 5-ft/2 caster levels)
Effect: 1 Autochthon Wurm
Duration: 2 rounds per caster level (D)
Saving Throw: No
Spell Resistance: No

This spell functions as Summon Monster except that it only summons an autochthon wurm.

Convoke: When casting this spell you may have any number of allied creatures within 180-ft contribute to its casting. They can either do so with a bestow mana ability they possess, activating it out of turn at the cost of their next action of that type, or may contribute 2 mana of any color in their color identity at the cost of their next Standard action.

Autochthon Wurm (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=89096)
Colossal Magical Beast
HD: 30d10+240 (405 hp)
Initiative: +1
Speed: 50-ft (10 squares), burrow 30-ft
Armor Class: 28 (-8 size, -3 Dex, +8 armor, +21 natural), t -1, FF 28
Base Attack/Grapple: +30/+62
Attack: Bite +38 melee (12d6+22)
Full Attack: Bite +38 melee (12d6+22)
Space/Reach: 45-ft/30-ft
Special Attacks: Trample
Special Qualities: Burrow, DR 10/-, Darkvision 180-ft, Frenzied Summons, Scent, Tremorsense 180-ft
Saves: Fort +25, Ref +14, Will +11
Abilities: Str 41, Dex 5, Con 27, Int 2, Wis 12, Cha 10
Skills: Listen +17, Spot +18
Feats: Ability Focus (Trample), Cleave, Great Cleave, Improved Initiative, Improved Natural Weapon (Bite), Power Attack, Weapon Focus (Bite)
Environment: Ravnica (Urban)
Organization: Solitary.
Challenge Rating: 16.

Burrow (Ex): An autochthon wurm may burrow through solid stone leaving usable tunnels in its wake, at least until they cave in, 20-ft in diameter. To burrow through stone is a move action per 5-ft.

Frenzied Summons (Ex): An autochthon wurm is difficult to control. On any round in which its summoner does not spend a standard action to maintain control of it, the autochthon wurm tramples as many creatures as possible without regard to whether they are friend or foe.

Trample (Ex): An autochthon wurm may perform a trample attack dealing 12d6+22 damage with a Reflex save DC of 32 (Strength based).

Gather Courage (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=87940)
Enchantment (Compulsion) [Mind-affecting]
Color: Green
Level: 1st
Mana: G
Components: V, S
Casting Time: 1 Standard action
Range: Touch
Target: 1 creature
Duration: 1 round/caster level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks.

Convoke: When casting this spell you may have any number of allied creatures within 30-ft per spell level used to cast it contribute to its casting. They can either do so with a bestow mana ability they possess, activating it out of turn at the cost of their next action of that type, or may contribute 2 mana of any color in their color identity at the cost of their next Standard action.

Heightening: If cast from a 2nd level or higher spell slot its duration increases to 10 minutes/caster level. If cast from a 3rd level or higher spell slot it can be cast at a range of close and the bonuses are increased to +3. If cast from a 4th level or higher spell slot it can be cast as a swift action. If cast from a 5th level or higher spell slot the bonuses are increased to +4 and the target gains immunity to fear for the duration. If cast from a 6th level or higher spell slot it can be cast as an immediate action. All effects are cumulative (if cast from a 6th level slot it can be done as an immediate action at a range of close with a duration of 10 minutes/caster level which grants fear immunity and +4 to things).

Seed Spark (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=88984)
Abjuration/Conjuration (Creation)
Color: White
Level: 3rd
Mana: 3W
Components V
Casting Time: 1 standard action
Range: Medium (100-ft + 10-ft/caster level)
Target(s): 1 creature, magic item, or spell effect
Effect: 2 Saprolings.
Duration: Instantaneous and 1 round/caster level (D)
Saving Throw: See below
Spell Resistance: No
This spell may be cast for one of three effects.

In the first you target a spell effect which you are specifically aware of, automatically dispelling it as if with a successful Dispel Magic.

In the second you target a magic item. The targeted magic item, or anyone who is holding it, must make a Will save. On a failure it is destroyed unless its caster level is higher than yours, and even then it is suppressed for 1 hour. On a success it is merely suppressed for 1d4+1 rounds. Artifacts may be targeted by this effect but are never destroyed, only being temporarily suppressed.

In the third you target a creature and this spell acts as an area dispel magic on that creature except that you may also dispel magic items. If this effect dispels a magic item it is suppressed for 1 minute.

In addition if you paid Green mana to cast this spell and successfully dispel an effect two saproling creatures are created under your telepathic control. They have stats as shown below and last for 1 round per caster level.

Saproling
Medium Plant
HD: 4d8+4 (22 hp)
Initiative: +0
Speed: 20-ft (4 squares)
Armor Class: 14 (+4 natural), t 10, FF 14
Base Attack/Grapple: +3/+4
Attack: Slam +4 melee (1d6+1)
Full Attack: 2 Slams +4/+4 melee (1d6+1)
Space/Reach: 5-ft/5-ft
Special Attacks: -
Special Qualities: Darkvision 60-ft, Mindless, Plant Traits
Saves: Fort +5, Ref +1, Will +1
Abilities: Str 13, Dex 11, Con 13, Int -, Wis 10, Cha 1
Skills: -
Feats: -
Environment: Ravnica (Urban)
Organization: Solitary, pair, patch (3-12), swarm (5-30), mass (10-100), bloom (50-500).
Challenge Rating: 2.

Heightening: If you cast this spell from a 5th level or higher spell slot it acts as an area greater dispel magic. For each level beyond 3rd the spell slot used to cast this spell is the created plant creatures gain 3 hit dice, and an additional saproling is created.


Wake the Reflections (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=369012)
Conjuration (Creation)
Color: White
Level: 1st
Mana: W
Components V, S
Casting Time: 1 standard action
Range: Close (25-ft + 5-ft/2 caster levels)
Effect: 1 copy creature
Duration: 1 round/caster level (D)
Saving Throw: No
Spell Resistance: No

When you cast this spell you create a mirror image of any creature that you currently have summoned or created with a Conjuration (Summoning) or Conjuration (Creation) spell. This creature must be summonable or creatable with a spell no more than 1 level higher than the slot Wake the Reflections is cast from and is copied as if summoned from the minimum level spell which can summon it (aka unheightened), and lasts only for 1 round per caster level.

Heightening If cast from a 2nd level or higher spell slot Wake the Reflections can be cast as a swift action, but if it is it can only copy creatures a level lower than the slot used for Wake the Reflections. If cast from a 3rd level or higher spell slot Wake the Reflections can be cast as an immediate action, but if it is it can only copy creatures 2 levels lower than the slot used for Wake the Reflections.

Other
Summon Llanowar Elf
Conjuration (Summoning)
Color: Green
Level: 1st
Mana: G
Components V, S
Casting Time: 1 standard action
Range: Close (25-ft + 5-ft/2 caster levels)
Effect: 1 Llanowar Elf
Duration: 2 rounds per caster level
Saving Throw: No
Spell Resistance: No

This spell functions as Summon Monster except that it only summons a Llanowar elf with leather armor and a longsword.

Heightening: If cast from a 2nd level spell slot the elf gains an additional level in warrior and remains for 10 minutes/caster level. For each spell level beyond the 2nd used to cast this spell the summoned elf gains 2 levels of Warrior. If cast from a 3rd level slot any weapon or armor the elf uses is considered masterwork. If cast from a 4th level slot the elf lasts 1 hour/caster level. If cast from a 5th level slot any weapon or armor the elf uses is considered +1. If cast from a 6th level slot any weapon or armor the elf uses is considered +3.

Llanowar Elf (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=389579)
Medium Humanoid (Elf)
HD: 2d8+2 (11 hp)
Initiative: +1
Speed: 30-ft (6 squares)
Armor Class: 13 (+1 Dex, +2 armor), t 11, FF 12
Base Attack/Grapple: +2/+3
Attack: Longsword +4 melee (1d8+1)
Full Attack: Longsword +4 melee (1d8+1)
Space/Reach: 5-ft/5-ft
Special Attacks: Bestow Mana, Gather Mana
Special Qualities: Elf Traits
Saves: Fort +4, Ref +1, Will -1
Abilities: Str 13, Dex 13, Con 12, Int 8, Wis 9, Cha 8
Skills: Listen +2, Spot +2
Feats: Weapon Focus (Longsword)
Environment: Warm and temperate forest.
Challenge Rating: 2

A Llanowar elf is a 2nd level Wild Elf Warrior.

Bestow Mana (Su): As a swift action a Llanowar elf can bestow a single point of mana to another creature within 30-ft with a mana pool, or a value equal to their Mana Recovery value +1. As a standard action a Llanowar Elf can bestow any or all the mana in their mana pool to another creature within 30-ft with a mana pool.

Gather Mana (Su): A Llanowar elf has a mana expertise level for gathering mana equal to their character level and a color identity of Green. Their mana capacity is equal to twice what they can gather from a Tier III terrain with one action. In addition they have passive mana regeneration equal to 1/3rd their character level (1 at level 3, 3 at level 9).

Rampant Growth (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=233231)
Evocation
Color: Green
Level: 1st
Mana: 1G
Components V, S
Casting Time: 1 Standard action
Range: Personal
Target(s): You
Duration: 1 hour/caster level.

When you cast this spell choose a color of terrain. For the duration of this spell you treat all terrain as 1 tier higher for that color (to a maximum of Tier III).

Heightening: If cast as a 2nd level spell you may target a willing creature with this effect at a range of touch.
If cast as a 3rd level spell you treat it as 2 tiers higher for the Gather Mana action (but not passive recovery).
If cast as a 4th level spell you treat it as 3 tiers higher for the Gather Mana action and 2 tiers higher for passive recovery.
If cast as a 5th level spell you treat all terrain as tier III of the selected color and gain an additional 2 mana of that color with any Gather Mana action.
If cast as a 6th level spell you regain an additional 2 mana of the selected color passively each round.

Summon Grizzly Bear (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=129586)
Conjuration (Summoning)
Color: Green
Level: 3rd
Mana: 1G
Components V, S
Casting Time: 1 standard action
Range: Close (25-ft + 5-ft/2 caster levels)
Effect: 1 Brown Bear
Duration: 2 rounds per caster level
Saving Throw: No
Spell Resistance: No

This spell functions as Summon Monster except that it only summons a Brown Bear (http://www.d20srd.org/srd/monsters/bearBrown.htm)

Heightening: If cast as a 4th level spell this summons a Dire Bear (http://www.d20srd.org/srd/monsters/direBear.htm) instead. If cast as a 5th level spell its duration is increased to 10 minutes/caster level. If cast as a 6th level spell its duration is increased to 1 hour/caster level.

Zaydos
2015-03-06, 01:57 AM
Original Version


Simic Biomancer

"Look beyond, to the vascular awareness that all life is a map to greater knowledge."
—Momir Vig, Biomancy, vol. I

A Simic Biomancer is a mage of the Simic Combine, the guild in charge of promoting life on the city-plane of Ravnica. Expanding beyond their original role, the Simic Combine turned to using magic to augment life, either via the creation of malleable organic nodules of magic infused organic materials or the promotion of highly adaptive life forms. Simic Biomancers use their magic both to summon creatures designed by the work of the guild, heal, and on occasion a variety of effects and abilities. Outside of Ravnica a Simic Biomancer may be divorced from the Simic Combine but they continue to be a mage who specializes in the understanding and development of biological life.

Adventures: A Simic Biomancer might adventure for a variety of reasons. One adventures to gain the capital to fund their research. Another out of the drive for knowledge, feeding their curiosity even at te risk of their own life. A third adventures to push themselves against the hardships of the road and spur their own personal "evolution" (really adaptation) towards a stronger, more perfect form of life. Specific adventures that might appeal to a Biomancer would be those that either pushed them to adapt to a new situation, or which promise to reveal insights into the creation of life either natural or artificial. A Simic Biomancer might also act to adventure when nature and civilization are in conflict, continuing to fulfill their guild's role to maintain a place for life even in the great plane-wide city.

Characteristics: A Simic Biomancer's grafts allow them to buff and augment allies to a limited extent. Their summons can act either as ablative meat shields, scouts, or damage sources. Their evolutions allow them to focus in one or eventually several aspects granting more spells per day, greater access to mana (and thus more spells per encounter), more grafts, a melee transformation, charm abilities, or various other tricks. Their spells add abilities allowing them to perform battlefield control, heal, buffing, or even various anti-mage abilities.

Alignment: In a game which uses alignments based on the colors of Magic, a Simic Biomancer is going to tend towards Blue and/or Green, as the Simic Philosophy is used by M:tG as the poster child for mixing the philosophies of those colors. In more traditional games a Simic Biomancer tends towards Neutrality. While they value order they recognize that it can constrain adaptability and that while chaos allows for freedom often the best adaptation is the creation of some form of order. Morally they still tend towards Neutrality, as they seek the development of perfect life willing to accept that on occasion to produce this greater good others suffer but being typically unwilling to harm others simply for their personal well being.

Religion: To some members of the old Combine evolution was almost a god in and of itself, the perfection of life a fanatical pursuit. Even in the new Combine the natural ebb and flow of life and its continuous development and re-development is almost a religious sect all of its own. In more traditional games Simic Biomancers may tend towards some of the same gods as druids, although they often serve them with a more intellectually focused devotion. Others worship gods of knowledge or magic. From the core (PHB) deities a Simic Biomancer would most likely worship Obad-Hai, Ehlonna, or Boccob, although Vecna and Wee Jas might appeal to certain Biomancers (especially those who dabbled in Dimir or Golgari arts respectively).

Background: In Ravnica a Simic Biomancer is trained by the Simic Combine, chosen from their initiates due to their magical talent. Even outside of the city-plane, Simic Biomancers tend to be trained by organized academies, although it is possible that the tradition is passed on from one dedicated hedge mage to another. A Simic Biomancer's background is likely much like a wizard's, one which requires the same dedicated training and study.

Races: Humans, elves, vedalken, and merfolk all are found within the Simic Combine with regularity. Outside of Ravnica Simic Biomancy remains relatively common in humans and elves, as well as adding gnomes to that list. These races have an understanding of magic which is coupled with an understanding of biology and the development of living things.

Other Classes (Ravnican): Simic Biomancers and Simic Initiates form a natural pair, the mage and the sword, with Biomancers typically taking the superior role in the hierarchy of the Combine. When dealing with members of other guilds more conflict is likely to arise. A Simic Biomancer finds themselves feeling kinship for Izzet Magelord's quest for new knowledge and even their acts of life creation in the form of merging elementals to form weirds; at the same time Magelords' blatant disregard for safety and the well being of life in their constant search not only for new magic but also new ways to blow things up is a point of conflict between the two. Magelords, for their part, find Biomancers overly restrained and too concerned with safety and regulations. In Dimir Ghosts, when they know of them at all, they find a respect for knowledge they can admire and an access to secrets they can envy, but also an unscrupulousness, selfishness, and miserliness with their knowledge which Biomancers can find off-putting. Dimir Ghosts find Biomancers lacking in necessary pragmatism but glorious sources of information to be stolen. Azorius Lawmages are a necessary evil, their enforcement of laws needed for the continued functioning of society but their enforcement of unnecessary laws a hassle and hurdle in the way of progress. On their end Azorius Lawmages regard the Combine a productive member of society, as long as they avoid steering into Izzet-like mad magiscience such as the fiasco which was Kraj. In Selesnya Unionists they find a respect for, and desire to propagate, life which they can respect and admire, but also a stifling of individuality in the face of the common weal which could threaten an end to the improvement of individuals and in the long term undermine the common benefit. Selesnya Unionists for their part find a shared respect for life and in that the common good but that their ideas of how to further this common weal differ. Similarly Simic Biologists can respect the tenacity and tending of life shown by Golgari Rot Farmers and their philosophy which reuses everything, even if sometimes they find their blacker arts disturbing. Rot Farmers find a certain camaraderie with Biomancers as well, even if they find the blue mages' willingness to throw away that which is unnecessary to often be wasteful. In Gruul Warchanters, Simic Biomancers find a similar drive to protect life, but where Warchanters seems happy to almost hedonistically fight amongst themselves and allow the wild to be wild, a Biomancer seeks to improve upon nature's designs. While this is a point of conflict between the two groups, it's not unheard of for a gruul warchanter to become a simic biomancer (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=369045). When dealing with Boros Battlemages, Biomancers find less points of common ground, and while cooperation is far from unheard of their varying focuses and differences on the importance of law and order leads to conflict between the two when forced into prolonged close contact. Similarly Orzhov Priests tend to have little common ground with Biomancers and while the two can work together if they are not careful they will butt head. Rakdos Witches, however, are those that Biomancers tend to have the most friction with. Their wanton lack of concern with life and knowledge, and chaotic hedonistic bloodshed tends to put them at odds with the Simic Biomancers, though sometimes they can become begrudging allies.

Other Classes (Standard): A Simic Biomancer sees kinship with druids, as both serve to balance humanity and nature, but many druids do not see the same in Biomancers seeing them instead as corrupters of nature. Biomancers also feel kinship with wizards who love of knowledge is a match of their own. They fin many of the more intelligence based classes easy to get along with, while finding that the more martially inclined help keeping a buffer between them and their foes and benefit the most from the grafts they can bestow.

Role: A Simic Biomancer's grafts are used to empower allies, their summons even able to spread grafts onto allies. As such Biomancers tend towards the party support role, using summons to assist in combat, and adding to this a sprinkle of battlefield control and healing.

Adaptation: The Simic Biomancer can be divorced from the Combine. They could be a variation of wizard which draws upon the power in leylines and focus on the energies of the flow of life. Simic Biomancers could be mad mage-scientists creating kaiju-like monstrosities and turning themselves into monsters, feared by the populace and dwelling in towering spires. They could also play the role of humble physicians seeking the nature of life the better to cure i, though at that point you may wish to add spells to cure disease, poison, and ability damage/drain to their list.

GAME RULE INFORMATION
Simic Biomancer's have the following game statistics.
Abilities: Simic Biomancers are Intelligence based spellcasters as such Intelligence is of primary import. As they are primarily summoners and lack personal combat prowess Strength is of minimal importance.
Alignment: Any; if you use .
Hit Die: d6
Starting Age: As wizard.
Starting Gold: As wizard.

Class Skills
The Simic Biomancer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Handle Animal (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int), and Survival (Wis).

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

SIMIC BIOMANCER


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Evolutions
C. Grafts
Special
Mana Cap
0
1st
2nd
3rd
4th
5th
6th

1st

+0

+0

+0

+2

0

1
Shape Grafts, Bestow Grafts, Scribe Scroll

2

2

1

-

-

-

-

-


2nd

+1

+0

+0

+3

1

1
-

3

3

2

-

-

-

-

-


3rd

+1

+1

+1

+3

1

2
Emergency Cytoplasm

3

4

3

-

-

-

-

-


4th

+2

+1

+1

+4

1

2
Sustained Grafts

4

4

3

1

-

-

-

-


5th

+2

+1

+1

+4

1

3
Mana Recovery 1

4

4

3

2

-

-

-

-

6th

+3

+2

+2

+5

2

3
Bestow Graft (Standard)

4

4

3

3

-

-

-

-


7th

+3

+2

+2

+5

2

3
-

5

4

3

3

1

-

-

-


8th

+4

+2

+2

+6

2

4
Lesser Monstrous Recovery

5

4

3

3

2

-

-

-


9th

+4

+3

+3

+6

2

4
Grafted Eyes

5

4

3

3

3

-

-

-


10th

+5

+3

+3

+7

3

4
Sustained Summon

6

4

4

3

3

-

-

-


11th

+5

+3

+3

+7

3

5
Bestow Graft (Ranged)

6

4

4

3

3

1

-

-

12th

+6

+4

+4

+8

3

5
Mana Recovery 2

7

5

4

3

3

2

-

-


13th

+6

+4

+4

+8

3

5
Bestow Graft (Swift)

7

5

4

3

3

3

-

-

14th

+7

+4

+4

+9

4

5
Automatic Heightening

8

5

4

4

3

3

1

-


15th

+7

+5

+5

+9

4

6
Grafted Telepathy

8

5

4

4

3

3

2

-


16th

+8

+5

+5

+10

4

6
Bestow Graft (Move)

8

5

4

4

3

3

2

-


17th

+8

+5

+5

+10

4

6
Greater Monstrous Recovery

9

5

4

4

4

3

3

-


18th

+9

+6

+6

+11

5

7
-

9

5

5

4

4

3

3

1


19th

+9

+6

+6

+11

5

7
Mana Recovery 3

10

5

5

4

4

3

3

2


20th

+10

+6

+6

+12

5

7
Simic Pinnacle

10

5

5

5

4

4

3

3



Class Features
All of the following are class features of the Simic Biomancer.

Weapon and Armor Proficiencies: A Simic Biomancer is proficient in simple weapons and light armor but not shields.

Color Identity: A character with levels in Simic Biomancer includes Green and Blue in their Color Identity and they must either have Green or Blue in their preexisting Color Identity or have no preexisting color identity in order to take levels in Simic Biomancer. A character may not take levels in Simic Biomancer if they have levels in one of the other 9 Guildmage classes (Azorius Lawmage, Boros Battlemage, Dimir Ghost, Golgari Rot Tender, Gruul Warchanter, Izzet Magister, Orzhov Priest, Rakdos Witch, or Selesnya Unionist) although the Simic Combine has methods to retrain away such classes and the [Guild] Initiate (Simic) feats allow a Simic Biomancer to show a certain amount of knowledge and familiarity with the techniques of these guilds and classes.

Spellcasting: A Simic Biomancer has the ability to cast Mana Spells. They learn and prepare spells in a fashion similar to wizards, with spellbooks and the same costs and difficulties for adding new spells, but they only begin play with all Simic Biomancer cantrips, and 3 1st level spells in their spell book one of which is always Summon Simic Creature. At 1st level they know how to summon 2 creatures with Summon Simic Creature. At each level beyond first they learn 1 new spell and how to summon 1 new creature with Summon Simic Creature (of any level they can heighten it to). At 4th level they learn Simic Charm as a bonus spell in their spellbook which does not count against their spell learned that level. Simic Biomancers may learn additional spells as wizards do and may even learn non-Simic Biomancer Mana Spells (as described under "Exotic Spells" in the new rules section).

Shape Grafts (Su): A Simic Biomancer gains the ability to shape grafts as described in the New Rules section. They may shape those grafts listed in the post below.

Bestow Graft (Su): By spending a full-round action a Simic Biomancer may bestow one of the cytoplasmic grafts they bear to another touched willing creature creature, transferring the graft to the target. The Simic Biomancer loses all benefits from the graft and the bestowed creature gains all benefits from the graft. Whenever a Simic Biomancer summons a creature they may transfer a graft they bear to it as part of its summoning (a free action) even if the creature does not appear within the normal range of their bestow graft ability. Grafts bestowed to summon creatures return to the Simic Biomancer after the creature is banished, killed, the duration ends, or otherwise unmade, but the graft is nascent for 1 minute thereafter.
Beginning at 6th level you may bestow a graft as a standard action. At 13th level you gain the ability to bestow a graft as a swift action (in addition to standard action if they choose to do so). At 16th level you gain the ability to bestow a graft as a move action (allowing you to bestow 3 grafts in one round as a Standard, Move, and then Swift action).
Beginning at 11th level you gain the ability to bestow a graft at a range of 30-ft instead of touch, the target must still be willing.

Evolutions: A simic Biomancer develops certain evolutions as they develop. Unlike their class granted grafts a simic Biomancer’s evolutions count against their maximum number of evolutions and grafts born at a single time. A simic Biomancer’s evolutions represent physical, magical, and/or spiritual changes to the Biomancer and can be Ex or Su and some may even grant spell-like abilities, unlabeled abilities are extraordinary in their basic nature but modify supernatural abilities. Some Simic Biomancer evolutions have effects based off of how many class granted evolutions, these effects care about the number granted to the character who natively had the evolution and apply at that effect even if transferred to another creature through Bioshift or the Simic Guildmage evolution. Others have effects based off of the total number of evolutions you possess, these are based instead on the current number of evolutions possessed by the character who currently has the evolution.

Graft Initiate (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107441): You may shape 1 additional graft each day. This increases to 2 additional grafts if you have 3 or more class granted evolutions, and 3 additional grafts if you have 5 or more.
Gyre Sage (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366289): Your mana capacity is increased by 1 plus the number of evolutions you possess and whenever you Gather Mana you gain additional Green mana equal to the number of class granted evolutions you possess.
Fathom Mage (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366399): You may prepare an additional spell of each level up to the number of evolutions you possess through class levels. These spells do not have to be Simic Biomancer spells if you have access to another form of spell casting, but must be prepared (as opposed to spontaneous).
Master Biomancer (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366352): Whenever you summon a creature with a mana spell it appears with one graft or evolution. This may be any graft or evolution the creature is natively able to form, or one from the Burst of Strength or Thrive spells.
Vigean Graftmage (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107321) (Su): As a standard action you may spend 1 colorless and 1 Blue mana to grant a creature bearing a graft or evolution an attack action. If you have at least 3 evolutions you may spend 2 colorless and 2 Blue mana to either use this ability as a swift action or grant the target a standard action. If you have at least 4 evolutions you may spend 2 colorless and 2 blue mana to grant a target an attack action as an immediate action on your part or 3 colorless and 3 blue to grant the target a standard action as a swift action on your part or full round action as a standard action on your part.
Simic Guildmage (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=97078) (Su): As a standard action you may spend 1 colorless and 1 Green mana to move a cytoplasmic graft or evolution from one willing creature within 30-ft to another willing creature within 30-ft. In addition you may spend 1 colorless and 1 Green mana to move the effect of a spell you cast from one creature within 30-ft of you to another creature, this second target must be within the original range of the spell and is allowed any saving throws or spell resistance that would normally be allowed.
Zameck Guildmage (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366454) (Su): Whenever you summon a creature you may pay an additional Green and Blue mana, if you do it appears with an additional Graft or Evolution (as if you had the Master Biomancer evolution). In addition you may spend a Green and a Blue mana to draw grafts or evolution from a creature you have summoned. By removing 4 grafts and/or evolutions from a single creature you can reprepare a spell you have expended that was at least 2 spell levels lower than the creature you removed the grafts/evolutions from.
Krasis Hide (Ex): You gain an enhancement bonus to natural armor equal to 1 plus the number of evolutions you possess up to 4 evolutions. If you possess 5 or more evolutions you instead gain a +7 enhancement bonus to natural armor.
Size Increase (Ex): You gain powerful build (as a half-giant). If you have 3 or more evolutions this increases to a full size increase with a +4 to Strength, +2 to Constitution, and -2 to Dexterity; this increases the size of gear used, your facing/reach, natural weapon damage, and size modifiers normally (but does not apply the normal ability modifiers for increasing in size).
Cytoplast Manipulator (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107353) (Su): This evolution allows you to forcibly bestow grafts on unwilling creatures and then use those grafts to control them. By spending 2 colorless and one Blue mana you may use Bestow Graft to bestow a graft on an unwilling creature, and you may pay this as an additional cost when using another method to move grafts to move them to an unwilling creature; if they succeed on their Will save (DC 10 +1/2 your Simic Biomancer level + your Intelligence modifier) the graft is not moved remaining where it was before. In addition you may exert your influence over grafts that you originated allowing you to spend 3 colorless and 2 Blue mana to control a creature bearing a graft you are the graft-originator for as if with Dominate Monster (this is a mind-affecting compulsion effect); if you have 3 or less evolutions from class levels you may only use this ability to control humanoids (as with Dominate Person). A successful Will save (same DC) resists this control and grants a creature 1 hour of immunity, and you must pay 1 Blue mana each round to maintain this control. You may not control a specific creature for more than 1 hour each day and a controlled creature has full memory of events while it was controlled unless you have at least 4 evolutions from class levels in which case you may spend 2 colorless and 3 Blue mana when this ability ends to remove their memory of the period.
Coiling Oracle (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=97106) (Ex): When you gain this evolution you begin taking on certain snake-like traits even as you open your mind to the possibilities of the future. You gain scent, low-light vision (if you do not already have it) and may draw upon mana not yet present in your personal time stream allowing you to treat the terrain wherever you are as 1 tier higher for one color of mana of your choice to a maximum of tier 3; changing which color is affected can be done once per day as part of preparing spells. Cosmetically you gain snake-like features, serpentine eyes, a serpentine tongue, and a yellow-golden hue to your skin. If you have 3 or more evolutions from class levels your body takes on more serpentine traits. Your legs merge into a long, snake-like tail, reducing your base land speed to 20-ft (if 30-ft) or 15-ft (if 20-ft) but you gain a +4 bonus on checks to resist bull rush and/or trip when standing on the ground or on a location where they can wrap their tail around it to gain stability, and gain a +4 to saving throws against poison, in addition your mind develops a sensitivity to future events granting you the ability to use Augury as a spell-like ability 3 times per day (CL = Simic Biomancer level). If you have 5 or more evolutions from class levels your mastery of your snake-like body improves giving you a 15-ft climb and swim speed, as well as granting you immunity to venom (bite inflicted poisons), and your mind peers deeper into the future allowing you to use Divination instead of Augury as a spell-like ability and to use Foresight as a spell-like ability 1/day with a duration of 1 minute per 2 caster levels (instead of 10 minutes/caster level).
Experimental Ooze: (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366441) This evolution slowly transforms you into an ooze-like state. You gain a 20% chance of negating any extra damage from a critical hit or precision damage per evolution you have gained through class levels and gain a +2 bonus on saves versus poison, sleep effects, paralysis, polymorph, and stunning per evolution from class levels.

If you have 5 or more evolutions from class levels your type changes to Ooze gaining the Augmented Subtype, and you gain ooze traits except for Blind, Blindsight, and Mindless. You retain your human-like shape although are visibly made of ooze. It is possible to sculpt your appearance otherwise once you are full ooze and gives you a +10 to disguise if you can overcome looking like an ooze copy, but changing your appearance in this way requires a Standard action and maintaining it requires concentration (which is also a standard action). This ability to control your shape does grant a +10 bonus to Escape Artist checks.

In addition you may, as a free action, suppress 2 evolutions you possess or grafts you bear and shaped with the shape graft ability to gain regeneration 5 for 1 minute which is overcome by fire and acid; an evolution suppressed by this effect does not function for 8 hours, while a graft suppressed by this effect do not function again until you reshape grafts.
Ooze Flux: (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366375) This evolution allows you to channel grafts and evolutions into the form of a living ooze-like beast. To do so is a standard action and requires you pay 3 colorless and 1 Green mana. You then select a number of grafts you are the originator of, or evolutions on creatures you summoned or yourself. Any evolution is merely suppressed for 8 hours meaning all benefits from it are lost (and an evolution suppressed this way cannot be used for this ability or for Experimental Ooze. A graft is unshaped, disappearing until it can be shaped again. You then create an ooze with hit dice equal to the number of grafts and evolutions consumed this way or your Simic Biomancer level (whichever is lower). This ooze lasts for 1 minute per Simic Biomancer level. The ooze is medium sized if it has 6 or less hit dice, large if it has 7 to 12, and huge if it has 13 or more (in theory a 21 hit die ooze would be gargantuan and a 35 hit die ooze would be colossal). The ooze has Acid Immunity, a single slam attack (dealing 1d6 damage if medium, 1d8 if large, and 2d6 if huge), gaining a second if they have at least 8 hit dice (a 25 hit die ooze would gain another pair of slam attacks), 11 Str if Medium, 19 if Large, 27 if Huge, 5 Dexterity, and 13 Constitution if Medium, 17 if Large, and 21 if Huge, regardless of size it has no natural armor and Int -, Wis 10, Cha 1. It has space and reach as a quadrupedal creature. This ooze obeys your commands explicitly although it’s skeleton level intelligence can render some commands beyond its capacity to obey.
Beetleform Mage: (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=369000) This evolution allows you to channel your mana to, temporarily, transform yourself into a potentially dangerous beetle hybrid creature similar to a beetle equivalent of a centaur. You may use this ability for up to 2 rounds per Simic Biomancer level each day, and entering this form is a standard action which costs you 1 Blue and 1 Green mana; returning to your natural form is a swift action. While in this beetle form you are unable to cast spells but your base attack bonus increases to match your character level and you gain the following changes based upon how many evolutions from class levels that you possess. Your size increases by the listed number of size categories and you gain the listed bonus to Str, Dex, and Con, while your natural armor becomes the listed value (before enhancement bonuses) if it is better than your pre-existing natural armor bonus , in addition you gain the fly speed and all abilities listed in the other column including those for lower numbers of evolutions.

Evolutions SizeStrDexCon Natural ArmorFlyOther
10+4+2+4+210-ft (poor)Darkvision 60-ft
20+6+2+4+320-ft (average)Climb ½ land speed, tremorsense 60-ft
31+8+2+4+530-ft (good)-
41+10+4+4+640-ft (good)2 claws as primary natural weapons dealing 1d8 damage (if large)
51+12+4+6+860-ft (good)Flyby Attack (bonus feat)


Emergency Cytoplasm (Su): Once per day, as a full-round action, a 3rd level or higher Simic Biomancer may shape 2 grafts + 1 per 6 levels beyond 3rd. These grafts are in addition to those normally gained from class levels and last for 1 minute per point of Constitution modifier the Simic Biomancer possesses. Doing so is a tiring act for the Biomancer and leaves them fatigued.

Sustained Grafts: A Simic Biomancer learns how to prolong the life of grafts from their summoned creatures. When a 4th level or higher Simic Biomancer’s summoned creature is banished, killed, or otherwise removed from existence (such as the end of its summoning) any grafts that were formed with them but are born by other creatures remain for 1 minute per Simic Biomancer level. For example a level 4 Simic Biomancer summons an Aquastrand Spider and then has it bestow both of its initial grafts thus killing the spider, normally its grafts would immediately disappear but instead they would remain for 4 minutes.

Mana Recovery (Su): A Simic Biomancer learns to draw even the least traces of mana. At the start of each turn a 5th level or higher Biomancer adds 1 Green or Blue mana to their mana pool, this increases to 2 mana in any combination of Green or Blue mana at 12th level, and 3 mana at 17th. This is in addition to any mana gained automatically by being in mana rich terrain, or through artifacts, gathering mana, and the like.

Lesser Monstrous Recovery: A Simic Biomancer learns how to recoup some of the mana spent to summon creatures. Beginning at 8th level whenever you cast a mana spell of the Summoning subschool you may regain 1 colorless mana.

Grafted Eyes (Su): Grafts are not merely a means of augmenting the creature bearing them, and a Simic Biomancer can manipulate and use the grafts they have bestowed for their own ends. Beginning at 9th level a Simic Biomancer may tap into the senses of any creature bearing a graft they originated as long as that creature is on the same plane. This act requires a standard action to initiate and requires concentration (as a standard action) to maintain and gives the Biomancer access to all the creature’s senses (any special vision, hearing, etc, use the graft-bearer’s Listen, Search, and Spot). The Biomancer does not select a creature to view in this way, instead selecting a graft they originated and viewing through whosoever is bearing it now. There is no save, or spell resistance to this effect and the even Mind Blank does not block it.

Sustained Summon: A Simic Biomancer learns to sustain the duration of a single summoned creature. Beginning at 10th level a Simic Biomancer may when a summon would vanish due to its duration ending choose to instead reduce their mana capacity by the spell level used to summon it to maintain the summon for (up to) 8 hours, and its grafts are sustained for this duration as well (assuming it is somehow destroyed or ended). A Biomancer may sustain only one summon at a time, and even if the summon is prematurely ended the Biomancer does not regain the reduced mana capacity till the full 8 hours have passed although they may prematurely end its grafts and duration completely to be able to sustain a different summon (this does not refund the mana capacity reduction). A creature summoned with evolve uses its spell level used to summon it not its effective spell level after evolving to determine how much mana capacity reduction is applied (for example a cloudfin raptor summoned with a 2nd level slot and then evolved twice to an effective 3rd level slot still uses its original 2nd level slot for this effect).

Automatic Heightening: A Simic Biomancer learns to get the most out of even the weakest mana spells. Beginning at 14th level whenever a Simic Biomancer casts a mana spell in a first level spell slot it is treated as if it were cast in a 2nd level spell slot (this does not allow the preparation of 2nd level spells in 1st level spell slots), the spell is heightened as if with Heighten spell and with whatever effects the spell would normally receive for being cast in a 2nd level spell slot.

Grafted Telepathy (Su): A Simic Biomancer may expand their mind through the cytoplasm that makes up grafts. Beginning at 15th level a Simic Biomancer gains telepathy with a 300-ft range but only towards creatures with cytoplasmic grafts. This telepathy extends to an infinite range as long as the creature is on the same plane with regards to creatures bearing grafts that you are the originator of. In addition you may sense the location of any creature bearing a graft you originated as well as whether they are non-intelligent, non-sentient (Int 1 or 2), below average (Int 3-7), average (Int 8-13), above average (14-21), super human (22-29), or godlike (30+).

Greater Monstrous Recovery: A Simic Biomancer is a true master of recovery of magical essence. Whenever a Lv 17 or higher Simic Biomancer casts a mana spell of the Summoning subschool they may pay 3 additional colorless mana as part of casting it, if they do they may instantly reprepare a spell 2 spell levels lower. A spell other than Summon Simic Creature may only be reprepared this way once per day.

Simic Pinnacle: At 20th level a Simic Biomancer has become a master of biomancy and all it entails gaining the power of a true guild leader. At 20th level the Simic Biomancer must choose either Simic Speaker (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366416) or Simic Visionary (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107506). If they choose Simic Speaker 1/day they may harness a biomantic resonance to both gain additional spells and empower creatures. When they do so they may reprepare a spell of each level lower than that of the highest level creature they have summoned (note evolve creatures can reach level 6-1/2 which would grant a 6th level spell), and any creature with evolve immediately evolves twice as if two spells of higher level than it were cast. If they choose Simic Visionary whenever they cast Summon Simic Creature they immediately gain an additional Summon Simic Creature spell of 1 spell level lower (this stacks with Greater Monstrous Recovery, meaning if a 6th level Summon Simic Creature spell were cast you could pay 3 mana to gain both a 3rd level spell you had already cast and a new 5th level Summon Simic Creature spell).

Zaydos
2015-03-06, 02:00 AM
Ok, at just over half a page, that's the class. So we can start getting talking.

In a lot of ways while I'm interested in your overall opinions of the class and its faults or strengths, what I'm most interested in is your opinions of the magic system and how well it functions as an adaption of M:tG. If it's workable as a general rule and people want to see it I've got ideas for an Izzet Magister or Magelord following a similar mechanism and possibly a whole set of Guildmage base classes. So let me know what you think there.

Other than that... it's open season, open fire. Let me know what works, what doesn't work, what's too weak, what's too strong, what's not fun, and whether you'd be interested in playing this class or a class with elements used in it.

Hipster Dixit
2015-03-06, 08:05 AM
Don't have time for a full reading now but I gotta say, this is really GOOD stuff. I totally love Magic: the Gathering and I think a D&D adaptment of it would be awesome. I wonder why Wizard didn't made it yet, I'll play it all day. Ravnica one of the best settings, also.

I'll make a full review in the next days but for now I'll just answer to this: should you make more like this? YES!! Rakdos mad demonologist please.

qazzquimby
2015-03-06, 09:33 PM
I don't have constructive feedback, but yes(!) you should definitely make more. There are so many interesting options I'm tempted to build a character just for fun.

Also, not terribly relevant, but the terrain tiers seems like it might have interesting interactions with the avatar bending system, which would be an interesting little crossover. Or also potentially the Kathodos.

JBPuffin
2015-03-07, 03:39 PM
First, definitely make more things like this - I've similarly wondered about a Magic:the Gathering-based DnD system, and this is particularly well-done. Keep it up!

Secondly, this is definitely a system for more advanced players; there are quite a few moving parts that have to be tracked, and also several ways to modify each part. Be careful how much more complex you make things.

Third, outside of Ravnica, do you have any future classes? I'm imagining a generic Planeswalker class using this system would be very useful in a M:tG campaign, and drawing on some other planes could have interesting results, especially if standard DnD settings were ported in...Forgotten Realms, Eberron and Dark Sun planeswalkers! Amazing!

Zaydos
2015-03-10, 02:07 PM
I don't have constructive feedback, but yes(!) you should definitely make more. There are so many interesting options I'm tempted to build a character just for fun.

Also, not terribly relevant, but the terrain tiers seems like it might have interesting interactions with the avatar bending system, which would be an interesting little crossover. Or also potentially the Kathodos.

Kathodos? Avatar might could use a similar system, but would need some things for day/night (Fire/Water), lunar effects (water), and probably more of a direct elemental basis. Don't get me thinking about how to work that.


First, definitely make more things like this - I've similarly wondered about a Magic:the Gathering-based DnD system, and this is particularly well-done. Keep it up!

Secondly, this is definitely a system for more advanced players; there are quite a few moving parts that have to be tracked, and also several ways to modify each part. Be careful how much more complex you make things.

Third, outside of Ravnica, do you have any future classes? I'm imagining a generic Planeswalker class using this system would be very useful in a M:tG campaign, and drawing on some other planes could have interesting results, especially if standard DnD settings were ported in...Forgotten Realms, Eberron and Dark Sun planeswalkers! Amazing!

I've thought about Shard based classes, possibly an Innistrad necromancer (and now werewolf druid) or some sort of Mirrodin class, as well as "Insert Color" Mage classes for generic monocolored mages. In this case I avoided making a true planeswalker for a combination of fluff reasons namely most ravnican mages aren't planeswalkers and personally I felt a planeswalker was more equal to an epic level character... but I was primarily thinking about Planeswalker as the Player as opposed to Planeswalkers as Cards. I'd have to look at modern comics/books to figure out how powerful Planeswalkers are supposed to be now. Unfortunately many of my ideas feel more like PrCs than base classes, but that just pushes more towards "Insert Color" Mage classes.

Tacitus
2015-03-10, 08:35 PM
To me, planeswalker is a template (usually inherited, but not always), not a class. Regen, longevity, movements based SLAs at will or at the very least per encounter, some other stuff. Most, if not all, could cast spells before they lit up their spark.

qazzquimby
2015-03-11, 06:23 PM
Kathodos? Avatar might could use a similar system, but would need some things for day/night (Fire/Water), lunar effects (water), and probably more of a direct elemental basis. Don't get me thinking about how to work that.

The Kathodos (http://www.giantitp.com/forums/showthread.php?301261-3-5-quot-I-have-mastered-the-Elements-a-thousand-times-in-a-thousand-lifetimes-quot&p=15947087#post15947087)in all its glory.

And there is a beautiful binding system already made (http://www.giantitp.com/forums/showthread.php?83598-Avatar-D20-Bending-Forms-Compendium-2), which is what I was referring to.

JBPuffin
2015-03-11, 10:08 PM
I've thought about Shard based classes, possibly an Innistrad necromancer (and now werewolf druid) or some sort of Mirrodin class, as well as "Insert Color" Mage classes for generic monocolored mages. In this case I avoided making a true planeswalker for a combination of fluff reasons namely most ravnican mages aren't planeswalkers and personally I felt a planeswalker was more equal to an epic level character... but I was primarily thinking about Planeswalker as the Player as opposed to Planeswalkers as Cards. I'd have to look at modern comics/books to figure out how powerful Planeswalkers are supposed to be now. Unfortunately many of my ideas feel more like PrCs than base classes, but that just pushes more towards "Insert Color" Mage classes.

That point about planeswalkers makes sense. Glad to see gears are already turning forward inside the mastermind.

Zaydos
2015-03-11, 11:14 PM
To me, planeswalker is a template (usually inherited, but not always), not a class. Regen, longevity, movements based SLAs at will or at the very least per encounter, some other stuff. Most, if not all, could cast spells before they lit up their spark.

If I was going to make non-epic level planeswalkers a template seems like a good way to go (that said I'm still primarily familiar with old school planeswalkers from wikis and a few comics). Though PrC might also work... Really not familiar enough with planeswalker (pre or post) to figure out story v gameplay balance.


The Kathodos (http://www.giantitp.com/forums/showthread.php?301261-3-5-quot-I-have-mastered-the-Elements-a-thousand-times-in-a-thousand-lifetimes-quot&p=15947087#post15947087)in all its glory.

And there is a beautiful binding system already made (http://www.giantitp.com/forums/showthread.php?83598-Avatar-D20-Bending-Forms-Compendium-2), which is what I was referring to.

Ah. Ok.


That point about planeswalkers makes sense. Glad to see gears are already turning forward inside the mastermind.

I'm still a little burnt out on the system. It made Doomsayer and Tall Tale both look tiny and simple. So don't expect anything till after March Martial Madness and probably the current Base Class Competition (I have to start on an entry still... it won't be this complex). Though at that time probably start with Izzet because it's my favorite guild to play as actually.