Exotic Spells (cont.)

Spoiler: Gruul Spells
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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.

Spoiler: wasteland viper
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Wasteland Viper
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.

Spoiler: Scorchwalker
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Scorchwalker
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.

Spoiler: Wrecking Ogre
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Wrecking Ogre
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.

Spoiler: Skarrg Goliath
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Skarrg Goliath
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
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
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.


Spoiler: Izzet Spells
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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.

Spoiler
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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.


Spoiler: Selesnya Spells
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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).

Spoiler: Selesnya Sentry
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Selesnya Sentry
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.

Spoiler: watchwolf
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Watchwolf
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.

Spoiler: autochthon wurm
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Autochthon Wurm
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
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
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.

Spoiler: Saprolings
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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
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
Spoiler
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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.

Spoiler: Llanowar Elf
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Llanowar Elf
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
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
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

Heightening: If cast as a 4th level spell this summons a Dire Bear 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.