Auspicious SymbolDuration: 1 round/pulse
Skills: History, Religion* [Sculpture]
Minimum pulse: 2 (flare 2)
Base effect: You raise a standard which invokes the gods of luck to smile on your allies. All allies within the area gain a luck bonus to AC and saving throws based on your Knowledge (Religion) check result, as shown on the table below. If you succeed on a DC 15 Knowledge (History) check, your allies also gain temporary hit points equal to twice the luck bonus, which last for the duration of the Plan (or until used up, as normal).
Check Result | Luck bonus |
15 or less | +1 |
16—20 | +2 |
21—25 | +3 |
26—30 | +4 |
31—35 | +5 |
36 or more | +6 |
Realize: Duration increases to 1 hour/pulse
Flare: Make a Craft (Sculpture) check; any ally whose AC is less than your check result gains a +1 luck bonus to AC.
Blazing EmblemDuration: 1 round/pulse
Skills: History*, Religion [Sculpture]
Minimum pulse: 4 (flare 2)
Base effect: You emblazon a brand on the sky which throws everyone into a fury. All creatures within the area must make a Will save or immediately fly into a rage, as the barbarian ability. A total number of creatures equal to your Knowledge (History) check may be affected, chosen at random from among all the creatures in the area. If you make a DC 20 Knowledge (Religion) check, the rage bonuses gained by your enemies who fail their saves are halved.
Realize: Duration increases to 10 minutes/pulse.
Flare: Creatures who fail a Will save gain +2 Strength, but cannot use any abilities which they would be prevented from using while raging unless they have at least as many ranks in Craft (Sculpture) as you do.
Broken GroundDuration: 1 minute/pulse
Skills: Geography, Nature* [Stoneworking]
Minimum pulse: 2 (flare 2)
Base effect: You cause the ground in the area to become difficult to move through, turning it temporarily into a pile of rubble. All squares require double movement, and non-flying creatures must make a Climb check (DC equal to your Knowledge (Nature) check result) to move at all. If you make a Knowledge (Geography) check, creatures must also make a Balance check (DC equal to the result) or lose their Dexterity bonus to armor class while in the area.
Realize: Effect is permanent.
Flare: Creatures with speeds greater than your Craft (Stoneworking) check result have their speed reduced by half in the area.
Clarion CallDuration: 1 round/pulse
Skills: History*, Religion [Sculpture]
Minimum pulse: 1 (flare 1)
Base effect: You let out a silvery trumpet note, which inspires your allies to greater heights. All allies within the area gain a morale bonus to attack and damage rolls based on your Knowledge (History) check result, as shown on the table below. If you succeed on a DC 15 Knowledge (Religion) check, your allies also gain a morale bonus to skill checks equal to twice the bonus to attack and damage rolls.
Check Result | Morale bonus |
15 or less | +1 |
16—20 | +2 |
21—25 | +3 |
26—30 | +4 |
31—35 | +5 |
36 or more | +6 |
Realize: Duration increases to 1 hour/pulse.
Flare: Make a Craft (Sculpture) check; any attack roll an ally makes which is less than your check result gains a +1 morale bonus.
Control WeatherDuration: 1 minute/pulse
Skills: Nature*, Geography [Stoneworking]
Minimum pulse: 5 (flare 3)
Base effect: You alter the weather patterns in the area. You can call forth weather appropriate to the climate and season of the area you are in, as shown in the table below. You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather -- where lightning strikes, for example, or the exact path of a tornado. When you select a certain weather condition to occur, the weather assumes that condition within 1 round. The weather continues as you left it for the duration. Contradictory conditions are not possible simultaneously. This Plan can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them, for the duration of the effect; any existing weather reasserts itself once the duration of the Plan expires.
You can create inappropriate weather effects with a successful Knowledge (Nature) check, with a DC of 25 + 5 for each step removed from the current season (e.g., in the Spring you could create a Summer or Late Winter effect at DC 30, or an Autumn or Winter effect at DC 35). If you make a DC 30 Knowledge (Geography) check, the duration of this Plan doubles.
Season | Possible Weather |
Spring | Tornado, thunderstorm, sleet storm, or hot weather |
Summer | Torrential rain, heat wave, or hailstorm |
Autumn | Hot or cold weather, fog, or sleet |
Winter | Frigid cold, blizzard, or thaw |
Late winter | Hurricane-force winds or early spring (coastal area) |
Realize: Duration increases to 6 hours/pulse.
Flare: If you succeed on a DC 20 Craft (Stoneworking) check, you suppress any harmful weather effects in the area for 1 round/pulse.
Decrease GravityDuration: 2 rounds/pulse
Skills: Arcana, Planes* [Alchemy]
Minimum pulse: 1 (flare 1)
Base effect: All creatures within the area increase their speed by an amount equal to your Knowledge (the Planes) check, rounded down to the nearest multiple of 5 feet. This grants a bonus to Jump checks as usual for increased speed. Creatures with a limit on the distance or number of rounds they can fly consecutively without landing double that limitation within the area. If you make a DC 15 Knowledge (Arcana) check, ranged attacks made from within the area double their range increment.
Realize: Duration increases to 1 day/pulse
Flare: Any creatures with a speed slower than the result of your Craft (Alchemy) check, rounded down to the nearest multiple of 5 feet, have their speed increased to match.
Dig TrenchDuration: 1 minute/pulse
Skills: Architecture & Engineering*, Nobility & Royalty [Blacksmithing]
Minimum pulse: 3 (flare 1)
Base effect: You create a 5-foot-deep, 10-foot-wide trench within the area, with a length up to your Knowledge (A&E) check result, rounded up to the nearest 5 feet. Creatures in the trench gain cover against any creature who is not adjacent to (or inside) the trench. If you make a DC 20 Knowledge (N&R) check, the design of the trench is such that the cover applies to attacks made by adjacent enemies as well.
Realize: Effect is permanent; can make multiple trenches, total length is one 10-foot square times the check result.
Flare: You form a small ditch, of length equal to your Craft (Blacksmithing) check result, rounded down to the nearest 5 feet. Squares that the ditch occupies require double the usual movement.
Enhance MagicDuration: 1 round/pulse
Skills: Arcana*, Planes [Alchemy]
Minimum pulse: 1 (flare 2)
Base effect: The caster level of any spell or spell-like ability cast in the area is increased by an amount based on the result of your Knowledge (Arcana) check result, as shown in the table below. If you make a DC 15 Knowledge (the Planes) check, increase the DC of all spells or spell-like abilities in the area by +1.
Check Result | CL increase |
15 or below | +1 |
16—25 | +2 |
26—30 | +3 |
31—35 | +4 |
36 or higher | +5 |
Realize: Duration increases to 1 hour/pulse
Flare: Each spell or spell-like ability with a caster level less than half your Craft (Alchemy) check result has its caster level increased by +1.
Flash FrostDuration: 2 rounds/pulse
Skills: Arcana, Planes* [Alchemy]
Minimum pulse: 4 (flare 2)
Base effect: The temperature in the area drops rapidly, condensing water out of the air to create freezing fog which fills the area. The fog obscures all sight (including darkvision) beyond 5 feet. Creatures in the first 5 feet of the fog have concealment, while creatures farther inside have total concealment. Each round on your turn, the frigid mist deals cold damage to each creature and object within it based on the result of your Knowledge (the Planes) check, as shown in the table below. If you make a DC 20 Knowledge (Arcana) check, the mist also coats all solid surfaces in its area with a slick, icy rime, and on your turn each round, each creature in the area of the fog must make a successful Reflex save or fall. A creature that manages to stand must make a DC 10 Balance check in order to move, falling if it fails its save by 5 or more.
Check Result | Cold Damage |
10—14 | 1d3 |
15—19 | 1d4 |
20—24 | 1d6 |
25—29 | 1d8 |
30—34 | 1d10 |
35—39 | 2d6 |
40—44 | 2d8 |
45—49 | 3d6 |
50+ | 3d8 |
Realize: Duration increases to 1 day/pulse
Flare: A thin mist appears in the area, granting all creatures within concealment, but dealing damage to them based on your Craft (Alchemy) check as shown on the table above).
Flow TideDuration: 2 rounds/pulse
Skills: Nature, Geography* [Stoneworking]
Minimum pulse: 3 (flare 2)
Base effect: You call water up from the deep places underground, causing the area to flood almost instantaneously. You can raise the water up to a maximum depth based on the result of your Knowledge (Geography) check, as shown in the table below. Alternatively, if the area already has water in it, you can use this Plan to increase or decrease the depth of the water by the same amount (to a minimum of 0 feet in depth). If you succeed on a DC 20 Knowledge (Nature) check, you can breathe and move in the water you raise at no penalty.
Check Result | Max Depth |
15 or less | 2 feet |
16-25 | 5 feet |
26-35 | 10 feet |
36-45 | 15 feet |
46 or more | 30 feet |
Realize: Duration increases to 1 hour/pulse.
Flare: You can raise or lower the level of existing water by an amount equal to half the value in the above table, based on the result of your Craft (Stoneworking) check.
HeatwaveDuration: 1 minute/pulse
Skills: Arcana, Planes* [Alchemy]
Minimum pulse: 1 (flare 1)
Base effect: You raise the temperature in the affected area to the level of extreme heat. For every minute spent breathing the air in the area, a creature vulnerable to heat takes nonlethal damage based on your Knowledge (the Planes) check result, as shown on the table below; a successful Fortitude save halves the damage. Those wearing heavy clothing or any sort of armor take a -4 penalty on their saves. In addition, those wearing metal armor are affected as if by a
heat metal spell. If you make a DC 20 Knowledge (Arcana) check, the damage is lethal fire damage instead of nonlethal.
Check Result | Damage |
10—14 | 1d6 |
15—19 | 1d8 |
20—24 | 1d10 |
25—29 | 2d6 |
30—34 | 2d8 |
35—39 | 3d6 |
40—44 | 3d8 |
45—49 | 4d6 |
50 or higher | 4d8 |
Realize: Duration increases to 1 hour/pulse.
Flare: You deal nonlethal fire damage to all creatures in the area based on your Craft (Alchemy) check, as shown on the table above.
Impede MagicDuration: 1 round/pulse
Skills: Arcana*, Planes [Alchemy]
Minimum pulse: 1 (flare 2)
Base effect: Any creature attempting to cast a spell or use a spell-like ability in the area must make a Spellcraft check against a DC equal to your Knowledge (Arcana) check result. If they fail, the caster level of the spell or spell-like ability is reduced by 1, +1 for every 3 by which they fail the check (rounded down; e.g., if they fail by 5, the CL is reduced by 3). If this reduces the caster level below the minimum required to cast that spell, the spell fails. If you make a Knowledge (the Planes) check, increase the duration by a number of rounds equal to the result of your check divided by 5 (rounded down).
Realize: Duration increases to 1 day/pulse
Flare: Any creature attempting to cast a spell or use a spell-like ability in the area must make a Spellcraft check against a DC equal to your Craft (Alchemy) check result or have the CL of the effect reduced by 1.
Increase GravityDuration: 1 rounds/pulse
Skills: Arcana, Planes* [Alchemy]
Minimum pulse: 3 (flare 1)
Base effect: All creatures within the area must make a Fortitude save or be
slowed, as the spell, and ranged attack rolls within the area which are less than half the result of your Knowledge (the Planes) check (rounded down) automatically miss. If you make a DC 20 Knowledge (Arcana) check, you and your ranged attacks are immune to the effects of this plan.
Realize: Duration increases to 1 hour/pulse
Flare: All creatures in the area must make a Fortitude save or suffer a 10 foot reduction in their speed, and creatures with AC less than your Craft (Alchemy) check result gain no benefit from dodge bonuses to AC.
Instant FortressDuration: 2 rounds/pulse
Skills: Architecture & Engineering, Nobility & Royalty* [Blacksmithing]
Minimum pulse: 2 (flare 2)
Base effect: You create a single rectangular room in the area, made of natural earth and fieldstone (hardness 8, 30 hit points). The size of the room depends on the result of your Knowledge (Nobility & Royalty) check, as shown on the table below. For each 5-foot section of wall in the structure, you may choose to include one of the following: arrowslit, window, wooden door. The height of the rooms is 5 feet per 2 5-foot squares in area (rounded down, minimum 1). If you make a Knowledge (Architecture & Engineering) check, increase the hardness and hit points of the walls as per the table below.
Check Result | Size (in 5-foot squares) | Hardness/HP |
15 or below | 1 | 9/45 |
16—20 | 2 | 10/55 |
21—25 | 3 | 11/70 |
26—30 | 4 | 12/90 |
31—35 | 5 | 13/115 |
36 or higher | 6 | 15/145 |
Realize: Effect is permanent, and double the size of the structure for each scope category of the realization. You may divide up the space into multiple rooms, each of which must take up a minimum of one 5-foot square (interior walls are the same as exterior walls).
Flare: If you succeed at a DC 15 Craft (Blacksmithing) check, you create a structure big enough for 1 Medium or smaller creature to occupy, which lasts for 1 round per flared pulse.
MinefieldDuration: 10 minutes/pulse
Skills: Dungeoneering*, Local [Trapmaking]
Minimum pulse: 5 (flare 3)
Base effect: You distribute pockets of explosive magical energy over the area. Choose a number of cubes in the area equal to your Knowledge (Dungeoneering) check result (these need not be in the ground). The first time after deploying or realizing this Plan that a creature enters a cube you selected (as long as the duration has not expired), the metaphysical mine explodes, dealing 8d6 force damage to the creature, who can attempt a Reflex save for half damage. If you make a DC 20 Knowledge (Local) check, any creature who fails their Reflex save for half damage is also stunned for 1 round.
Realize: Effect is permanent, though each square can only be triggered once; choose the indicated number of squares for each scope category.
Flare: Choose 1 square in the area; the first creature to enter that square before the beginning of your next turn causes it to explode, dealing an amount of damage to that creature equal to your Craft (Trapmaking) check (Reflex save for half damage).
Modify StructureDuration: 10 minutes/pulse
Skills: Architecture & Engineering*, Nobility & Royalty [Blacksmithing]
Minimum pulse: 2 (flare 2)
Base effect: You alter an existing building to your specifications. You can affect a total number of 5-foot cubes equal to your Knowledge (Architecture & Engineering) check result divided by four, rounded down (minimum 1). You can add or subtract walls, doors, windows, and other structural elements, though you may not alter in such a way as to make the entire structure unstable. You may add or remove fortifications such as battlements or arrowslits, or create stairs or trapdoors where before there were none. The properties of any elements you add (including hardness and hit points) are the same as the material of the original structure. Any cube that you attempt to modify which is occupied by a creature counts as attended, and receives a Will save; if the save succeeds, that cube is not altered. If you make a Knowledge (Nobility & Royalty) check, you may increase or decrease the hardness of the material of the existing structure up to an amount based on your check result, as shown in the table below.
Check Result | Hardness Adjustment |
19 or less | 1 |
20-29 | 2 |
30-39 | 3 |
40-49 | 4 |
50 or more | 5 |
Realize: Effect is permanent; alter the indicated number of cubes for each scope category.
Flare: You can modify 1 5-foot cube, and the alteration lasts for a number of rounds equal to your Craft (Blacksmithing) check result.
Omen of TreacheryDuration: 1 round/pulse
Skills: History, Religion* [Sculpture]
Minimum pulse: 4 (flare 3)
Base effect: You release a murder of crows into the sky, spurring the creatures in the area to acts of betrayal and confusion. Each creature in the area must succeed at a Will save or be
confused for the duration. A total number of creatures equal to your Knowledge (Religion) check may be affected, chosen at random from among all the creatures in the area. If you make a DC 25 Knowledge (History) check, your allies gain a +4 bonus on the Will save.
Realize: Duration increases to 10 minutes/pulse.
Flare: A number of creatures with total Hit Dice equal to your Craft (Sculpture) check result (chosen at random from creatures in the area) are
confused for 1 round if they fail a Will save.
Pike FieldDuration: 1 minute/pulse
Skills: Dungeoneering*, Local [Trapmaking]
Minimum pulse: 2 (flare 2)
Base effect: You cause the ground to sprout a thicket of sharpened stakes. Ground-based creatures within the area can move 5 feet per move action at no penalty; movement further than that deals piercing damage based on your Knowledge (Dungeoneering) check result, as shown on the table below, for every 10 feet (i.e., no damage at 5 feet, but damage at 10 feet, 20 feet, etc.). Creatures flying at least 5 feet above the ground can move with no penalty. If you make a Knowledge (Local) check, the pikes extend an additional 5 feet in the air times your check result divided by 10 (rounded down).
Check Result | Piercing Damage |
10—14 | 1d3 |
15—19 | 1d4 |
20—24 | 1d6 |
25—29 | 1d8 |
30—34 | 1d10 |
35—39 | 2d6 |
40—44 | 2d8 |
45—49 | 3d6 |
50+ | 3d8 |
Realize: Duration increases to 1 hour/pulse.
Flare: Ground-based creatures within the area can move 5 feet per move action at no penalty; movement further than that deals piercing damage based on your Craft (Trapmaking) check result, as shown on the table above, for every 10 feet (i.e., no damage at 5 feet, but damage at 10 feet, 20 feet, etc.). Creatures flying at least 5 feet above the ground can move with no penalty.
QuicksandDuration: 1 round/pulse
Skills: Dungeoneering, Local* [Trapmaking]
Minimum pulse: 3 (flare 2)
Base effect: You turn the area into quicksand, causing the creatures within to sink. A creature caught in the quicksand may make a Swim check (DC equal to your Knowledge (Local) check result) to move 5 feet in any direction; failing the check by 5 or less allows the creature to stay in place and not sink, but it cannot move. A trapped creature can be rescued as per the quicksand rules
here. If you make a DC 15 Knowledge (Dungeoneering) check, creatures caught in the quicksand also take 1d6 acid damage per round as the sand abrades their skin.
Realize: Effect is permanent.
Flare: A creature caught in the quicksand may make a Swim check (DC equal to your Craft (Trapmaking) check result) to move 5 feet in any direction; failing the check by 5 or less allows the creature to stay in place and not sink, but it cannot move. A trapped creature can be rescued as per the quicksand rules
here.
Raise BermDuration: 1 minute/pulse
Skills: Architecture & Engineering*, Nobility & Royalty [Blacksmithing]
Minimum pulse: 2 (flare 1)
Base effect: You create a 5-foot-high, 5-foot-wide mound of dirt within the area, with a length up to your Knowledge (Architecture & Engineering) check result, rounded up to the nearest 5 feet. Creatures can use the berm for cover against ranged attacks and attacks from mounted creatures, but not on attacks from creatures on foot. If you make a DC 20 Knowledge (Nobility & Royalty) check, the berm offers improved cover instead.
Realize: Effect is permanent; can make multiple berms, total length is one 10-foot square times the check result.
Flare: You form a small mound, of length equal to your Craft (Blacksmithing) check result, rounded down to the nearest 5 feet. Squares that the mound occupies require 50% more movement, or triple movement for creatures who are not flying and are carrying mounts.
Rend EarthDuration: 1 round
Skills: Dungeoneering, Local* [Trapmaking]
Minimum pulse: 6 (flare 2)
Base effect: You cause the ground to shake in an earthquake. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can’t move or attack. A spellcaster on the ground must make a Concentration check (DC equal to your Knowledge (Local) check result) or lose any spell he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of this Plan depends on the nature of the terrain where it is deployed, as shown in the table below. If you make a DC 20 Knowledge (Dungeoneering) check, you are immune to the direct effects of this Plan, though you are still in danger of indirect consequences such as having a building fall on you.
Terrain | Effect |
Cave, Cavern, or Tunnel | The quake collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the cave-in (Reflex DC 10 + pulse + your Intelligence modifier for half damage) and pinning that creature beneath the rubble (see below). An earthquake triggered on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris. |
Cliffs | The Plan causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 10 + pulse + your Intelligence modifier for half damage) and is pinned beneath the rubble (see below). |
Open Ground | Each creature standing in the area must make a Reflex save (DC 10 + pulse + your Intelligence modifier) or fall prone. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex save at these same DC to avoid a fissure). At the end of the duration, all fissures grind shut, instantly killing any creatures still trapped within. |
Structure | Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 10 + pulse + your Intelligence modifier for half damage) and is pinned beneath the rubble (see below). |
River, Lake, or Marsh | Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a Reflex save (DC 10 + pulse + your Intelligence modifier) or sink down in the mud and quicksand. At the end of the duration, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud. |
Pinned beneath Rubble | Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead. |
Realize: Duration lasts until the Plan is fully realized.
Flare: You cause the ground to shake, forcing every ground-based creature in the area to make a Reflex save or fall prone, and spellcasters to make a Concentration check (DC equal to your Craft (Trapmaking) check result) to cast a spell until the beginning of your next turn.
Siege EngineDuration: 10 minutes/pulse
Skills: Architecture & Engineering, Nobility & Royalty* [Blacksmithing]
Minimum pulse: 1 (flare 1)
Base effect: You call a siege engine into being. The type of siege engine you can create depends on the result of your Knowledge (Nobility & Royalty) check, as shown in the table below (details for each engine are shown in Heroes of Battle, page 67). You may choose any sort of engine for which you qualify. If you make a DC 20 Knowledge (Architecture & Engineering) check, you also conjure enough ammunition for a number of shots equal to your Intelligence modifier, and the engine is loaded; otherwise, the engine is cocked and ready, but is not loaded. A crew must still be supplied.
Check Result | Siege Engine |
15 or less | Light Ballista |
16—20 | Light Mangonel |
21-25 | Heavy Mangonel |
26-30 | Battering Ram |
31-35 | Heavy Ballista |
36-40 | Scorpion |
41-45 | Light Trebuchet |
46-50 | Siege Tower |
51 or more | Heavy Trebuchet |
Realize: Effect is permanent; create a number of siege engines equal to your Wisdom modifier in each scope category.
Flare: You create a light ballista, which is loaded if you succeed on a DC 20 Craft (Blacksmithing) check.
Sow TrapsDuration: 1 hour/pulse
Skills: Dungeoneering*, Local [Trapmaking]
Minimum pulse: 1 (flare 1)
Base effect: You create a number of traps in the area. You can create a number of traps in the area up to your Knowledge (Dungeoneering) check result divided by 3 (rounded down, minimum 1), which are placed as you desire, with no more than one trap occupying a single square. You can create traps with a CR no greater than the pulse of the Plan. You can only produce mechanical traps (not magical), and certain traps may not be appropriate for a given type of terrain (for example, you cannot place a Portcullis trap anywhere except in a tunnel). All resettable traps that you sow are manual reset (even those which are normally automatic reset) unless you succeed on a DC 15 Knowledge (Local) check.
Realize: Effect is permanent; sow a number of traps up to your Knowledge (Dungeoneering) check result, though no more than one third of that number can be in any given scope category.
Flare: You create a single CR 1 trap, which cannot be reset. It lasts for 1 minute per pulse or until triggered, at which point the duration ends. The DC to find the trap is equal to your Craft (Trapmaking) check result.
Sudden EruptionDuration: 1 round/pulse
Skills: Dungeoneering, Local* [Trapmaking]
Minimum pulse: 3 (flare 2)
Base effect: You cause a geyser of water to burst from the ground in a 10-foot-radius area, to a height of 30 feet. The geyser creates a bull-rush effect on any creatures caught in the area, pushing them directly upwards to a maximum of 30 feet in the air; it counts as a Huge creature with a Strength score equal to your Knowledge (Local) check result. Creatures are held in the air for the duration by the geyser, after which point the water disappears, dropping any non-flying creatures to the ground (and causing falling damage as normal). Any creature held in the air by the geyser takes a -4 penalty to melee attacks and a -8 penalty to ranged attacks, and is denied their Dexterity bonus to AC. If you succeed on a DC 35 Knowledge (Dungeoneering) check, the geyser is lava instead of water, and deals 5d6 fire damage per round to any creature caught in the geyser in addition to the bull rush effect.
Realize: Duration is 1 minute/pulse.
Flare: A geyser of water bull rushes creatures in a 5-foot-radius column (15 feet high) directly upward. It counts as a Large creature, with a Strength score equal to 10 + half your Craft (Trapmaking) check result. When the effect ends, any creatures held in the air are dropped, suffering falling damage as normal.
TerramorphDuration: 1 week/pulse
Skills: Geography*, Nature* [Stoneworking] (note that both skill checks are required to design this Plan)
Minimum pulse: 6
Base effect: This Plan must be realized; it cannot be deployed or flared, and it automatically affects at least 3 scope categories before requiring additional pulse. The terrain in the area is altered as per your specifications (chosen when you design the Plan). The list of effects you may choose from depends on your Knowledge (Geography) check result, and the strength of the effect is governed by your Knowledge (Nature) check result; each is shown on a table below. You may select more than one effect if you choose, dividing up the total strength among all effects you create.
Knowledge (Geography) | Effect |
19 or lower | Raise or lower terrain by up to 50 feet per strength. This is shapeable -- some areas can be raised, others lowered, as you choose, though all transitions must be continuous, and all raised or lowered areas must be at least approximately 20 feet in radius. |
20—25 | Alter the shape of an existing cave system, moving up to 2 10-foot cubes per strength. |
26—31 | Divert an existing river or lake up to strength times 10 feet in depth, over any path within the area. The bed moves to match. |
32—37 | Raise or lower the height of existing mountains or hills by a height of up to 100 feet times the strength. |
38—43 | Create a new cave system, shaping 5 10-foot cubes per strength. |
44—49 | Create a new river or lake within the area, in any shape, with a depth of up to 20 feet times the strength. |
50 or higher | Raise a new mountain, with height up to the strength in miles, and base diameter twice that. |
Knowledge (Nature) | Strength |
19 or lower | 1 |
20—29 | 2 |
30—39 | 3 |
40—59 | 4 |
50 or higher | 5 |
Warp TimeDuration: 1 round/pulse
Skills: Arcana, Planes* [Alchemy]
Minimum pulse: 5 (flare 3)
Base effect: The flow of time in the area becomes twisted. Any creature in the area whose initiative count is less than your Knowledge (the Planes) check result gains an additional standard, move, or swift action during their turn each round (their choice), while creatures whose initiative count is greater than your check result receive an additional swift action during their turn each round. If you succeed on a DC 25 Knowledge (Arcana) check, your enemies in the area cannot gain an additional standard action from this Plan, no matter what their initiative count.
Realize: Duration is 10 minutes/pulse.
Flare: All allies whose initiative count is less than your Craft (Alchemy) check result gain an additional attack as part of a full attack action for 1 round/pulse.