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Spell: Nature Incarnate ~ Level 10

magical, polymorph, transmutation

  • Casting Time: 2 actions; Somatic and Verbal
  • Duration: 1 minute per Proficiency Score (C)

You transform into an incarnation of nature fit for battle. You must have enough space to expand into or the spell is lost. You count as a plant if you choose Green Man or an animal if you choose Kaiju in addition to your normal tags. Your gear is absorbed into you and their constant abilities still function, but you cannot activate them. Reduce your number of actions per turn by 1. When you cast this spell, you chose one of the following and gain the attacks, Speeds, and special abilities listed:

  • Green Man (Medium)
    • Speed: 40 feet, Climb 40 feet
    • Ability: Green Caress. Enemies within 60 feet must succeed at a Fortitude save against your Spell DC or become Slowed 2 and Hampered 20 for a round, Immobile on a critical failure, as plants, rocks, or wind inhibit their movement
    • Melee Attack: Vines (reach 30 feet, versatile piercing, unarmed) with a number of d8s bludgeoning damage equal to half your Proficiency Score and the Grabbed condition, you can only have a number of creatures Grabbed with Vines equal to a quarter your Proficiency Score
    • Ranged Attack: Thorns (range 100 feet, unarmed) with a number of d6s piercing damage equal to half your Proficiency Score
  • Kaiju (Colossal)
    • Speed: 50 feet
  • Ability: immune to the Hampered and Immobile conditions and immune to difficult terrain including those with the magical tag
    • Ability: Resistance 5 against all damage
    • Ability: Trample. As a triple action, you can move up to double your Speed and through the spaces of Huge or smaller creatures, trampling each creature whose space you enter. A trampled creature takes the damage of your Foot attack unless they make a Reflex save against your Spell DC. On a success a creature takes half damage, on a failure a creature takes full damage, and on a critical failure a creature takes double damage
    • Melee Attack: Jaws (reach 30 feet, unarmed) with a number of d12s piercing damage equal to half your Proficiency Score
    • Attack: Claws (agile, reach 30 feet, unarmed) with a number of d8s slashing damage equal to half your Proficiency Score
    • Attack: Foot (agile, reach 15 feet, unarmed) with a number of d6s bludgeoning damage equal to half your Proficiency Score

You also gain the following statistical changes:

  • Ability Score: +4 Strength bonus, +4 Dexterity bonus, and +2 Constitution bonus
  • Armor Class: +2 Natural Armor, ignore Armor Check Penalty and Speed Penalty from gear
  • Hit Points: +70 temporary Hit Points
  • Attacks: Proficient with the listed attack(s), +10 damage
  • Senses: Gain dark vision (60 feet)
  • Skills: Gain double advantage to Athletics checks

These special statistics can be adjusted only by Insight bonuses, Assist bonuses, advantage, and disadvantage. Your form prevents you from casting spells, speaking, or taking most manipulate actions that require hands. The GM decides if there is doubt about an action. Nature Incarnate is on the Primal Spell List.