Lignum Techs

Lignum Techs all have medium range unless otherwise noted.

Lignum is the tech school of wood, and biomatter and tends to be confused for druidic magic as many of the techs influence plants and animals, but in truth it is a technique to manipulate bio-matter.

Tier I
Cupid's Ire (Fw): 5' Burst: This tech summons a small orb of white gas that slowly moves into a target square and then explodes dealing 1d4 force damage per caster level (max 5d4). It takes a move action for the orb to move, but there is no save and this tech is not affected by Nano Resistance. The orb immediately explodes after it stops moving.

Flickerdust (Fw): This tech creates a cloud of dust that obscures a creatures vision for 1 round, any creature they attack on their next turn is considered to have a 20% concealment against the target of this tech. There is no save.

Flora Cloud (Fw): 10' point blank: This tech causes a burst of pleasant smelling fog to burst out of the Aeromancer, each creature in range of this fog gains 1d6+4 temporary hit points until they are exhausted. These temporary hit points to not stack with temporary hit points caused by techs in the same line, however when it is executed multiple times, the new amount will replace the old amount if the old amount is lower.

Song of the Jay (Fw): 20' point blank: Allies within 20 feet get a +1 force damage to their attacks for a number of rounds equal to the Aeromancer's Charisma Modifier.

Windcloud (Fw): 20' burst: All creatures in range of the executer excluding the executer take 1d4 force damage when this tech is executed.There is no save and this tech is not affected by Nano Resistance.

Dancing Spark (An) When this tech is executed a single target gains a -2 circumstantial penalty to AC unless they make a successful will save. The DC for this tech is Charisma based, and this penalty does not stack with penalties from other techs in this same line, and only the higher penalty applies.

Fungoid Soldier (An) Summons a fungoid, an immobile mushroom-like plant creature that is fully controlled by the Animist, Fungoid Soldiers have 12 hit points, 10 base ac, and a ranged touch attack that deals 1d6 acid damage. They have base save, natural AC, base attack and a damage bonus equal to the tier of the tech used to grow them. The animist can control a number of Fungoids up to his Charisma Modifier.

Fungoid Tangler (An) Summons a fungoid, an immobile mushroom-like plant creature that is fully controlled by the Animist, Fungoid Tanglers have 8 hit points, 10 base ac, and a ranged touch attack that attempts to entangle the target for 1d3 rounds. They have base save, natural AC and base attack bonuses equal to the tier of the tech used to grow them. The animist can control a number of Fungoids up to his Charisma Modifier. The Entangle DC is based on the Charisma Modifier of the Animist.

Natural Selection (An) The animist deals 1d4+1 points of negative energy damage and absorbs 50% of the total damage as healing for the animist. A fort save halves the damage. The DC for this tech is Charisma based.

Wisp's Corruption (An): One creature gains vulnerability to acid for 1d4 rounds, a successful fortitude save halves the duration of this tech. Creatures with resistance to acid simply lose the resistance instead, and creatures immune to acid lose immunity but gain resistance 30 against acid for the duration. The DC for this tech is Constitution based.

Moss Padding (Vn): Personal: When this tech is executed the venomancer gains DR 1/slashing or piercing per caster level. (Max 5)

Nature's Nausea (Vn): When this tech is executed, a target creature must make a fortitude save or take 1 damage per round for a number of rounds equal to the venomancer's Constitution modifier. The DC for this tech is Constitution based

Pheromones  (Vn): As  charm animal. The DC for this tech is Constitution based. .

Toxic Accelerant (Vn) Personal: When this tech is executed, the user gains Haste as the spell, for 1 round. This is a swift action.

Venom Pulse (Vn): When executed a wave of toxic gas formulates in a a 10-foot cone. Affected creatures must make a Fortitude-save or become sickened. The DC for this tech is Constitution based.

Tier II
Fairy Call I (Fw): When executed, the user can summon one normal fey creature of any kind so long as its Hit Dice does not exceed the tier of the tech used to call it. These fey remain for 1 round plus 1 round per caster level and take 1 round to be summoned.

First World Repenance (Fw): When executed, one creature has a 50% chance to lose access to their spell-like abilities for 1 round per caster level. A successful Will save can negate this. The DC for this tech is Charisma based.

Glamour I (Fw): As long as this tech is running in the user's console they gain a +2 to all saves against Enchantments.

Mantatulip (Fw): When executed, the user summons an aggressive Mantatulip a large man eating plant, it will attack anything within range so use with care. The creature will wither after 24 hours if not nurished with sufficent amounts of meat. Well fed mantatulips remain permanently.

Blazing Spores (An): When executed a stream of spores spreads out in a 10-foot radius area centered on target square. After 1d4 rounds these spores ignite and inflict 1d6 points of Fire damage to all creatures in range. (Max. 5d6). A Reflex save can be made to halve this damage. The DC for this tech is Charisma-based.

Elevating Spores (An): As long as this tech is running in the user's console, all fungoid summons are treated as if they are one teir higher for the purpose of bonuses.

Fungoid Burner (An):  Summons a fungoid, an immobile mushroom-like plant creature that is fully controlled by the Animist, Fungoid Burners have 8 hit points, 10 base ac, and a 15-foot cone attack that deals 4d4 fire damage. They have base save, natural AC, base attack and a damage bonus equal to the tier of the tech used to grow them. The animist can control a number of Fungoids up to his Charisma Modifier.

Slowing Spark  (An):  When this tech is executed a single target gains a -2 circumstantial penalty to Reflex saves for 1 minute.

Defoliate I (Vn): When executed, this tech inflicts 1d8 points of damage per caster level to a target plant creature (max 5d8). A Fortitude save can be made to negate this damage. The DC for this tech is Constitution-based.

Formaldehyde (Vn): As long as this tech is running in the user's console they gain a +2 circumance bonus to all Charisma-checks.

Poison Bolt (Vn): When executed, the user must make a ranged touch attack, if successful the target takes 1d8 points of acid damage +1 additional acid damage per caster level. (Max 10)

Remove Poison (Vn): When executed, one creature is flushed of all poisons.

Tier III
Fairy Flight (Fw): As long as this tech is running in the user's console the user is granted the hover feat and a flight speed of 15-feet with good maneuverability.

Glimmering Rune (Fw): This tech takes 10 minutes to execute. When executed a glowing rune appears on the targeted surface. Any creature within 100-feet and able to see this rune must make a Will save or be fascinated. They can make an additional Will save each minute to break out of the fascination effect. This rune is permanent until it is removed or damaged in any way. The DC for this tech is Charisma-based.

Moth Guardian  (Fw): As a summon monster spell, when executed this tech summons a Carrion Moth to aid the user.

Pollen Rain (Fw): When executed, a rain of dazing pollen assaults the battlefield in a 20-foot radius area centered on the target square. This rain lasts for 3 rounds, each round, creatures in range are entangled, staggered and dazzled. A reflex save can be made each round to avoid the entangled effect. The DC for this tech is Charisma-based.

Essence Tap (An):  The animist deals 2d6 points of negative energy damage +1 damage per caster level (max 10) and absorbs 50% of the total damage as healing for the animist. A Fortitude save halves the damage. The DC for this tech is Charisma based.

Fungoid Shadow Mutant (An):  Summons a fungoid, an immobile mushroom-like plant creature that is fully controlled by the Animist, Fungoid Shadow Mutants have natural invisibility and have 16 hit points, 10-foot reach 10 base ac, two tentacle attacks that deal 1d6 base damage and sneak attack +2d6. They have saves, natural AC, base attack and a damage bonus equal to the tier of the tech used to grow them. The animist can control a number of Fungoids up to his Charisma Modifier.

Lucidity (An): As long as this tech is running in the user's console they are immune to being staggered and ''slowed. However slow effects still dispel haste'' effects.

Shroom Swarm (An): As summon monster when executed call 1d8+2 leshy leaves to assist the caster for 1 round per caster level.

Hormonal Insurge (Vn): As unnatural lust but a swift action.

Poison Storm (Vn):  When executed, a rain of poisonous goo assaults the battlefield in a 20-foot radius area centered on the target square. This rain lasts for 3 rounds, each round, creatures in range are inflicted by 1d12 points of Acid damage. There is no save.

Resist Poison (Vn): As long as this tech is running in the user's console all allies within 10-feet are immune to poison.

Shock of Poison (Vn): When executed inflict 1d8 points of acid damage per caster level to one target. a Reflex save halves this damage. the DC for this tech is Constitution based.

Tier IV
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<p style="font-weight:normal;">Defoliate II (Vn):

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Tier V
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<p style="font-weight:normal;">Lifebane (Vn):

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Tier VI
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Tier VII
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Tier VIII
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Tier IX
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Tier X
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