Level 1: Over Hit: If you hit someone and needed a negative number to hit them (i.e. your TH bonus was greater than his AC), do x1.5 dmg.
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Can cast Warrior or MTG Green spells. Can cast one 1st level MTG Green spell (not a Warrior spell) at level 1.
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New MTG Green spells for Green Warrior class:
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Giant Growth (SL=1): Target gets +3 TH, dmg, AC, and saves this round.
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Instill Energy (SL=1): You get +1S action per round for CL r (counts as your haste).
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Lifeforce (SL=2): 1bM: Counter a MTG Black, Necromancy/Necromantic, or Psi7 power.
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Regeneration (SL=2): You regenerate at CL hp/s. 0, this effect drops and you lose the spell slot: Avoid a slay effect.
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Tranquility (SL=3): Dispel all effects on one target (use the 50% +/- 5% per CL difference rules)
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Living Lands (SL=4): Summon CL Treefolk (DL=2), together they occupy 1 summon slot.
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Old MTG Green spells from Wizard of the Coast class (you can use these):
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Berserk (SL=1): Attacking creature does x2 dmg and is slain this segment (not 1bM)
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Bind (SL=2): 1bM: Counter an item ability.
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Ancestral Mask (SL=3): Target gets +LVL/+LVL TH/dmg for each other of same race in room
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Aluren (SL=4): You may cast SL 0-3 Conjuration/Summoning spells as a 0 action.
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Doubling Season (SL=5): Whenever you summon a creature, you get 2 instead (+1 slot too)
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Desert Twister (SL=6): Destroy something (PP save, like a Disintegrate spell)
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Tooth and Nail (SL=7): Summon DL VII, can pick type, or can pick creature within type
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Biorhythm (SL=8): Each person in a group's current hp = (Number of summons)*10
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