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Magic of the Land |
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| Prerequisite(s): Concentration 5+ ranks, Knowledge (Nature) 5+ ranks, Spellcraft 5+ ranks, Spellcaster level 1+ |
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| Benefit: When in a natural setting, you can draw on the power of the land to imbue your spells with healing power. A natural area is any area not within a community and not a constructed area. To use the feat, you must succeed ona DC15+spell lvl Knowledge (Nature) check, made as a free action. You can’t take 10 on this check. If you succeed, each target of your spell is heal 2hps per spell level, in addition to the spells normal effects. If the spell doesn’t have a target entry, this feat has no effect. This is positive energy so it causes damage to undead. An unwilling creature can attempt a will save at the spells normal DC, to negate this effect. You cannot use this feat on any spell with an alignment descriptor, nor with any necromancy spells. |
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| Source: Races of the Wild |