Green Gamut

<--Primal Magic
The Green Gamut is magic that deals with the manipulation of natural forces. It is generally a utility and offensive style of magic. Only sorcerer's with [Primal Mana] may learn from the Green Gamut. The Green Gamut synergizes with the Blue Gamut. Any character with at least one spell learned in the Green Gamut is considered a green mage in addition to their other professions and may claim it as their primary Path.
A green mage may only learn a spell with a higher level requirement once they have learned at least one spell from the previous level requirement of the Green Gamut. An ability with Rank 1+ can be leveled up by investing more skill points into the ability, this provides the same effect as the first level of the ability for as many ranks as the ability has been leveled up; an ability may only be ranked up once the green mage reaches the next level tier, ie: 5, 10, 15 etc. from the abilities required level. 
An ability may not be learned unless the green mage meets its requirement criteria. 
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== Therianthropy ==
Requires: Level 1
[Voice of the Wilds]
(Requires Level 1 Sorcerer)
(Requires [Primal Mana])
Passive Effect - Therianthropy
Allows the green mage to communicate with and understand beasts.
If the green mage has learned [Timeskip] the green mage may cast any of their [Beast Form] therianthropy spells as a free action at their regular cost.
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[Aspect of the Bear]
(Requires Level 1 Sorcerer)
(Requires [Primal Mana], [Voice of the Wilds])
Rank 1+
Passive Effect - Therianthropy
Adds +2 STR to the green mage.
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[Aspect of the Hawk]
(Requires Level 1 Sorcerer)
(Requires [Primal Mana], [Voice of the Wilds])
Rank 1+
Passive Effect - Therianthropy
Adds +2 DEX to the green mage.
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[Aspect of the Ox]
(Requires Level 1 Sorcerer)
(Requires [Primal Mana], [Voice of the Wilds])
Rank 1+
Passive Effect - Therianthropy
Adds +2 END to the green mage.
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[Aspect of the Owl]
(Requires Level 1 Sorcerer)
(Requires [Primal Mana], [Voice of the Wilds])
Rank 1+
Passive Effect - Therianthropy
Adds +2 INT to the green mage.
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[Aspect of the Moth]
(Requires Level 1 Sorcerer)
(Requires [Primal Mana], [Voice of the Wilds])
Rank 1+
Passive Effect - Therianthropy
Adds +2 WIL to the green mage.
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[Aspect of the Gecko]
(Requires Level 1 Sorcerer)
(Requires [Primal Mana], [Voice of the Wilds])
Rank 1+
Passive Effect - Therianthropy
Adds +2 PRS to the green mage.
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Requires: Level 5
[Stag Form]
(Requires Level 5 Sorcerer)
(Requires [Primal Mana], [Voice of the Wilds])
Major Action - Therianthropy
8 MP - Self-Targeting Spell Ability
Adds a [Beast Form] spell buff that transforms the green mage into a stag; the green mage may only take on one form at a time.
While in the form of a stag, the green mage may make [Sprint], [Charge], [Spellcharge], and other movement actions using their INT as if it were their DEX and may use [Sprint] as a Minor Action; while in this form the green mage may not use objects, devices, and items, change equipment, or make ranged attacks; the green mage may exit this form at any time.
On a round after [Beast Form] is dispelled or exited, the green mage may cast any beast form ability as a free action for its regular cost.
Lasts until the effect is dispelled or exited.
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[Wolf Form]
(Requires Level 5 Sorcerer)
(Requires [Primal Mana], [Voice of the Wilds])
Major Action - Therianthropy
8 MP - Self-Targeting Spell Ability
Adds a [Beast Form] spell buff that transforms the green mage into a wolf; the green mage may only take on one form at a time.
While in the form of a wolf, the green mage may make attacks using their INT as if it were there DEX or STR and the green mage receives an additional +1d8/2 to all melee attacks; while in this form the green mage may not use objects, devices, and items, change equipment, or make ranged attacks; the green mage may exit this form at any time.
On a round after [Beast Form] is dispelled or exited, the green mage may cast any beast form ability as a free action for its regular cost.
Lasts until the effect is dispelled or exited.
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Requires: Level 10
[Wildheart]
(Requires Level 10 Sorcerer)
(Requires [Primal Mana] and [Aspect of the Bear], [Aspect of the Hawk], [Aspect of the Ox], [Aspect of the Owl], [Aspect of the Moth] or [Aspect of the Gecko])
Passive Effect - Therianthropy
Adds +1 to all of the bonuses provided by [Aspect of the Bear], [Aspect of the Hawk], [Aspect of the Ox], [Aspect of the Owl], [Aspect of the Moth] and [Aspect of the Gecko].
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[Bear Form]
(Requires Level 10 Sorcerer)
(Requires [Primal Mana])
Major Action - Therianthropy
10 MP - Self-Targeting Spell Ability
Adds a [Beast Form] spell buff that transforms the green mage into a bear; the green mage may only take on one form at a time.
While in the form of a bear, the green mage may make attacks using their INT as if it were there DEX or STR and the green mage receives an additional +10 HP and an additional +5 at 10, 30, 50, 70 etc. INT; while in this form the green mage may not use items, change equipment, or make ranged attacks; the green mage may exit this form at any time.
On a round after [Beast Form] is dispelled or exited, the green mage may cast any beast form ability as a free action for its regular cost.
Lasts until the effect is dispelled or exited.
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Requires: Level 15
[Ferocity]
(Requires Level 15 Sorcerer)
(Requires [Primal Mana], [Wildheart])
Passive Effect - Therianthropy
Adds an additional level of advantage to all spellcraft and attack rolls made by the green mage while they are under the effects of [Beast Form].
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[Raven Form]
(Requires Level 15 Sorcerer)
(Requires [Primal Mana])
Major Action - Therianthropy
12 MP - Self-Targeting Spell Ability
Adds a [Beast Form] spell buff that transforms the green mage into a raven; the green mage may only take on one form at a time.
While in the form of a raven, the green mage gains [Flying] allowing them to only be targeted by ranged abilities and to move through hazardous terrain at no penalty; while in this form the green mage may not use items, change equipment, or make ranged attacks; the green mage may exit this form at any time.
On a round after [Beast Form] is dispelled or exited, the green mage may cast any beast form ability as a free action for its regular cost.
Lasts until the effect is dispelled or exited.
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==Biomancy==
Requires: Level 1
[Sprout Sapling]
(Requires Level 1 Sorcerer)
(Requires [Primal Mana])
Minor Action - Biomancy
4 MP - Summoning Spell Ability (3 Range)
Sprouts a sapling with earth armor; the sapling has 5 HP and an additional +5 HP at 30, 70, 110, 150 etc. INT; the green mage may use the sapling as a source to determine range when casting biomancy spells.
This summon lasts until the end of combat or until the end of its immediate use outside of combat.
If the green mage has learned [Glow] the green mage may cause any of their summoned sproutlings to produce light that provides vision in the dark up to 5 range in all direction as a free action.
Also allows the green mage to unsummon any of their summoned sproutlings as a free action to restore half of their regular cost.
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[Cure Poison]
(Requires Level 1 Sorcerer)
(Requires [Primal Mana])
Minor Action - Biomancy
3 MP - Ranged Spell Ability (5 Range)
{Removes all [Poison] and [Venom] buffs from the target.}
This ability may be alternatively cast as [Extend Poison] to add an additional round to the duration of all [Poison] and [Venom] buffs on the target.
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[Renewing Breath]
(Requires Level 1 Sorcerer)
(Requires [Primal Mana])
Major Action - Biomancy
3 MP - Ranged Spell Ability (1 Range)
Make a spellcraft roll to restore a target's HP or FP.
If the green mage has learned [Manatrade] they may choose to restore a target's MP instead of HP or FP; this effect may only be used on a target other than the green mage.
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[Deep Rest]
(Requires Level 1 Sorcerer)
(Requires [Primal Mana], [Renewing Breath])
Major Action - Biomancy
5 MP - Ranged Spell Ability (3 Range)
The target receives a [Deep Rest] spell buff that {prevents them from making any actions} but restores a spellcraft roll of FP and HP every round; the target may attempt to make a successful Resilience roll against a spellcraft roll from the green mage to {prevent this effect}, refunding the MP cost to the green mage; if a target under the effects of [Deep Rest] receives damage, unless explicitly stated, {the effect is dispelled.}
Lasts for one round; this effect stacks.
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Requires: Level 5
[Sprout Flytrap]
(Requires Level 5 Sorcerer)
(Requires [Primal Mana], [Sprout Sapling])
Minor Action - Biomancy
8 MP - Summoning Spell Ability (3 Range)
Sprouts a flytrap with earth armor that has 5 HP and an additional +5 HP at 10, 30, 50, 70 etc INT and deals 2d8/2 earth damage with attacks at melee range and an additional +1d8/2 damage at 10, 30, 50, 70 etc INT; the flytrap has [Reach], allowing it to attack flying targets at melee range; the green mage may use the flytrap as a source to determine range when casting biomancy spells.
If the green mage has learned [Glow] the green mage may cause any of their summoned flytraps to produce light that provides vision in the dark up to 5 range in all direction as a free action.
This summon lasts until the end of combat or until the end of its immediate use outside of combat.
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[Poison Breath]
(Requires Level 5 Sorcerer)
(Requires [Primal Mana])
Minor Action - Biomancy
5 MP - Ranged Spell Ability (1 Range)
Adds a [Poison] spell buff that causes a spell attack as earth damage every round to the target.
Lasts for two rounds; this effect doesn't stack; the duration of this effect stacks.
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Requires: Level 10
[Sprout Seedshooter]
(Requires Level 10 Sorcerer)
(Requires [Primal Mana], [Sprout Flytrap])
Minor Action - Biomancy
10 MP - Summoning Spell Ability (3 Range)
Sprouts a seedshooter with earth armor that has 5 HP and an additional +5 HP at 10, 30, 50, 70 etc. INT and deals 1d8/2 earth damage with attacks at up to 7 range and an additional +1d8/2 damage at 10, 30, 50, 70 etc. INT; the green mage may use the seedshooter as a source to determine range when casting biomancy spells.
If the green mage has learned [Glow] the green mage may cause any of their summoned seedshooters to produce light that provides vision in the dark up to 5 range in all direction as a free action.
The green mage may use the seedshooter as a source to determine range when casting biomancy spells.
This summon lasts until the end of combat or until the end of its immediate use outside of combat.
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[Healing Blooms]
(Requires Level 10 Sorcerer)
(Requires [Primal Mana], [Renewing Breath])
Passive Effect - Biomancy
Allows the green mage to cast [Healing Breath] from each of their biomancy summons as a free action at its regular cost once per round.
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Requires: Level 15
[Entangle]
(Requires Level 15 Sorcerer)
(Requires [Primal Mana], [Lashing Vines])
Major Action - Biomancy
6 MP - Ranged Spell Ability (7 Range)
Adds an [Entangled] spell buff to the target that {prevents movement, [Sprint], [Charge], [Roll Into Cover] actions and any other actions or effects that would move the target by non-magical means and pulls flying targets down to ground level.}
This effect lasts for one of the target's turns; this effect doesn't stack.
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[Sprout Treant]
(Requires Level 15 Sorcerer)
(Requires [Primal Mana], [Sprout Seedshooter])
Major Action - Biomancy
14 MP - Summoning Spell Ability (7 Range)
Sprouts a treant with earth armor that has 15 HP and an additional +5 at 10, 30, 50, 70 etc. INT and deals 2d8/2 earth damage with attacks at melee range and an additional +1d8/2 damage at 10, 30, 50, 70 etc. INT; the treant is able to make movement actions; the green mage may use the treant as a source to determine range when casting biomancy spells.
If the green mage has learned [Glow] the green mage may cause any of their summoned treants to produce light that provides vision in the dark up to 5 range in all direction as a free action.
The green mage may use the treant as a source to determine range when casting biomancy spells.
This summon lasts until the end of combat or until the end of its immediate use outside of combat.
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==Geomancy==
Requires: Level 1
[Dust]
(Requires Level 1 Sorcerer)
(Requires [Primal Mana])
Minor Action - Geomancy
1 MP - Melee Spell Ability
Conjures a pile of dirt that can be used to cover a small surface, snuff out a fire, debuff [Burned] effects, unslick a surface, or turn water to mud; the green mage may construct a dust structure or wall capable of holding a character's weight, if used to construct a structure or wall this spell costs 3 MP instead of its regular cost; dust structures may be broken as a minor action by any character in melee range, any character attempting to move through a space containing a dust wall must break the wall to pass.
This effect lasts for one round or until the end of its immediate use outside of combat.
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[Rocksling]
(Requires Level 1 Sorcerer)
(Requires [Primal Mana], [Dust])
Major Action - Geomancy
3 MP - Ranged Spell Attack (7 Range)
Make a spellcraft roll dealing earth damage.
Deals +1d8/2 damage if used at melee range.
If a critical is rolled on this attack, the target receives a [Disabled] buff that {reduces the number of Minor Actions the target can use in their next turn of combat by -1.}
This effect lasts for one of the target's turns; this effect doesn't stack.
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[Stoneskin]
(Requires Level 1 Sorcerer)
(Requires [Primal Mana], [Dust])
Minor Action - Geomancy
5 MP - Ranged Spell Ability (10 Range)
Adds a [Stoneskin] spell buff to the target that adds +1 Fortitude, +1 AC and an additional +1 Fortitude and AC at 30, 70, 110, 150 etc INT.
Lasts for three rounds; this effect doesn't stack.
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[Exhausting Earth]
(Requires Level 1 Sorcerer)
(Requires [Primal Mana], [Dust])
Passive Effect - Geomancy
Allows the green mage to declare any of their geomancy spells to deal damage against FP instead of HP, at the cost of an additional 2 MP.
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Requires: Level 5
[Quicksand]
(Requires Level 5 Sorcerer)
(Requires [Primal Mana])
Minor Action - Geomancy
4 MP - Ranged Spell Ability (7 Range)
Conjures quicksand terrain at the target location; quicksand is hazardous terrain and any targets that attempt to make movement, [Sprint], [Charge], [Roll Into Cover] actions or any other actions or effects that would move the target by non-magical means while in quicksand must make a successful Fortitude or Resilience roll against a spellcraft roll from the green mage or their {movement action fails}; this effect may be targeted as though it were a summon or a buff applied to terrain.
This effect lasts for three rounds; this effect doesn't stack.
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[Rockslide]
(Requires Level 5 Sorcerer)
(Requires [Primal Mana], [Rocksling])
Major Action - Geomancy
5 MP - Ranged Spell Attack (3 Range)
Make a spellcraft roll dealing earth damage.
Deals damage to up to 3 targets from the green mage to their target in a line.
+1d8/2 damage to the closest target, deals -1d8/2 damage to the furthest target; if multiple targets share a space, the green mage may choose which target(s) to hit first; only deals -1d8/2 damage to the furthest target if there have already been two prior targets hit by this spell.
If a critical is rolled on this attack, the target receives a [Disabled] buff that {reduces the number of Minor Abilities they can use in their next turn of combat by -1.}
This effect lasts for one of the target's turns; this effect doesn't stack.
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Requires: Level 10
[Spring's Mark]
(Requires Level 10 Sorcerer)
(Requires [Primal Mana])
Minor Action - Geomancy
4 MP - Ranged Spell Ability (12 Range)
Adds a [Spring's Mark] spell buff to the target that {adds an additional level of advantage to all attacks and spell attacks that would deal earth damage to the target.}
Lasts until the end of combat or until the end of its immediate use outside of combat; this effect doesn't stack.
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[Shifting Sands]
(Requires Level 10 Sorcerer)
(Requires [Primal Mana], [Quicksand])
Passive Effect - Geomancy
Allows the green mage to move their conjured quicksand up to 1 range in any direction every round at no cost; allows the green mage to conjure a second quicksand at another target location within range for an additional cost of 2 MP whenever they cast [Quicksand]; allows the green mage to conjure quicksand in each space in the path of [Rockslide] at no additional cost.
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Requires: Level 15
[Earthquake]
(Requires Level 15 Sorcerer)
(Requires [Primal Mana], [Quaking Touch])
Major Action - Geomancy
12 MP - Ranged Spell Attack (10 Range)
Make a spellcraft roll dealing earth damage.
Deals damage to all hostile targets within 1 range of the green mage's target.
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[Boulder Crash]
(Requires Level 15 Sorcerer)
(Requires [Primal Mana], [Rockslide])
Major Action - Geomancy
12 MP - Ranged Spell Attack (7 Range)
Make a spellcraft roll dealing earth damage.
Deals +2d8/2 damage.
The target receives a [Disabled] buff that {reduces the number of Minor Abilities they can use in their next turn of combat by -1.}
This effect lasts for one of the target's turns; this effect doesn't stack.
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Category:Destiny of the Fated
Category:DOTF Classes