Crafter Level ; Crafting Proficiency Rank ; Crafting Feat
Formula Price
Tools You have an appropriate set of tools and, in many cases, a workshop; Crafting Materials You must supply raw materials worth
Extra Requirements
Crafter Level ; Crafting Proficiency Rank ; Crafting Feat
Formula Price
Tools You have an appropriate set of tools and, in many cases, a workshop; Crafting Materials You must supply raw materials worth
Extra Requirements
This setup time is the base number of days it takes to create the item. If you decide to take the slow and methodical approach (Core Rulebook 244), you spend that number of days of Regular Setup in Table 1, and then attempt the Crafting check to determine your success. You can instead rush the process (Treasure Vault 158), taking days off the time needed to setup the item while introducing a greater risk of failure.
Below, you may change your Crafting Proficiency Rank and your Crafter Level.
Take the DC from Table 1. When you take Rush Crafting, you have to decide on your approach to the job, from Trained to Legendary, which is limited by your proficiency. That choice sets the Setup Time and the Crafting DC.
Critical Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in Crafting.
Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level and your proficiency rank.
Failure You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over.
Critical Failure You fail to complete the item. You ruin 10% of the raw materials you supplied, but you can salvage the rest (30 gp). If you want to try again, you must start over.
If your Crafting check is a success, you expend the raw materials and can complete the item immediately by paying the remaining portion of the item’s Price in materials. Alternatively, you can spend additional downtime days working on the item. Above, you may change your Proficiency Rank and your Crafter Level. Below you can choose your Crafting Check Result from Step 3 and you may select the Additional Days of Work. This webtool calculates the Remaining Balance.
If you are at least an Expert in Crafting, you can rush the finishing process (toggle the Rush the Finish), reducing the value of the materials you must expend to complete the item. Doing so comes at a risk; at the end of the creation process, once the item is finished, you must attempt a DC flat check.
Success the item is complete and works perfectly.
Failure the item is still completed, but it gains a quirk.
Critical Failure the item is ruined or might become a cursed item attached to you.
To use one of the NPCs in this section to represent an NPC of a different ancestry, apply the adjustments below for the desired ancestry. These provide the basic features from that ancestry, like darkvision, altered Speed, and unique abilities like a halfling’s keen eyes. For other ancestries, you can create similar templates following the same format. In addition to these base changes, you can add the effects of a specific heritage: you might apply the snow goblin heritage if your NPC is a Frostfur goblin and you want them to have cold resistance. You can also give them an ancestry feat, or even adjust their ability scores and skills to reflect the new ancestry’s strengths and weaknesses. For a half-elf, half-orc, or any other heritage essential to the character, you should always apply the heritage effect.
| Ancestry | New Trait | Senses | New Languages | Speed Change | Special |
|---|---|---|---|---|---|
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ANADI | — | Anadi, Mwangi | — | Fangs |
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ANADI | — | Anadi, Mwangi | — | Fangs |
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ANDROID | — | Androffan | — | — |
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AUTOMATON | — | Utopian, the language of the plane of, Axis | — | — |
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AUTOMATON | — | Utopian, the language of the plane of, Axis | — | — |
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AZARKETI | — | Alghollthu | -5 feet | — |
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CATFOLK | Low-Light Vision | Amurrun | — | Land on your Feet |
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CONRASU | — | Mwangi, Rasu | — | Sunlight Healing |
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CONRASU | — | Mwangi, Rasu | — | Sunlight Healing |
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DOPPELGANGER | — | — | — | — |
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DOPPELGANGER | — | — | — | — |
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DRAGON | — | Draconic | — | — |
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DWARF | Darkvision | Dwarven | -5 feet | — |
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ELF | Low-Light Vision | Elven | +5 feet | — |
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FETCHLING | Darkvision | Shadowtongue | — | — |
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GHORAN | Low-Light Vision | Sylvan | — | — |
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GNOLL | — | Gnoll | — | Bite |
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GNOLL | — | Gnoll | — | Bite |
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GNOME SMALL | Low-Light Vision | Gnomish, Sylvan | — | — |
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GOBLIN SMALL | Darkvision | Goblin | — | — |
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GOLOMA | — | Goloma, Mwangi | +5 feet | Eyes in Back |
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GOLOMA | — | Goloma, Mwangi | +5 feet | Eyes in Back |
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GRIPPLI SMALL | — | Grippli | — | — |
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GRIPPLI SMALL | — | Grippli | — | — |
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HALFLING SMALL | Keen Eyes | Halfling | — | — |
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GOBLIN | Darkvision | Goblin | — | — |
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HUMAN | — | — | — | — |
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KASHRISHI SMALL | — | Kashrishi | — | — |
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KASHRISHI SMALL | — | Kashrishi | — | — |
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KITSUNE | — | — | — | — |
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KOBOLD SMALL | Darkvision | Draconic | — | Draconic Exemplar |
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LESHY SMALL | Low-Light Vision | Sylvan | — | Plant Nourishment |
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LIZARDFOLK | — | Iruxi | — | Aquatic Adaptation |
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NAGAJI | Low-Light Vision | Nagaji | — | — |
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NAGAJI | Low-Light Vision | Nagaji | — | — |
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ORC | Darkvision | Orcish | — | — |
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RATFOLK SMALL | Low-Light Vision | Ysoki | — | — |
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SHISK | — | Mwangi, Shisk | — | — |
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SHISK | — | Mwangi, Shisk | — | — |
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SHOONY SMALL | Low-Light Vision | Shoony | — | Blunt Snout |
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SKELETON | — | Necril | — | — |
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SKELETON | — | Necril | — | — |
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SLIME | — | — | -5 feet | — |
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SPRITE | — | Sylvan | -5 feet | — |
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STHENO | — | — | — | — |
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STHENO | — | — | — | — |
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STRIX | — | Strix | — | — |
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TENGU | Low-Light Vision | Tengu | — | Sharp Beak |
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VANARA | — | Vanaran | — | — |
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VANARA | — | Vanaran | — | — |
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VISHKANYA | — | Vishkanya | — | — |
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VISHKANYA | — | Vishkanya | — | — |
To use one of the creature adjustments in this section, just click the adjustment and the changes will be present in the card.
| - | 0 | No adjustment will be applied. | |
| Book of the Dead | Target Creature | Level | Description |
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Any creature | 0 | The ephemeral form of a ghostly creature lets it pass through solid objects and float in the air. |
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Any creature | 0 | Ghoul creatures are typically hairless and gaunt with blue or purple skin and pointed ears. |
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Any creature | 0 | Most skeletons are mindless and follow either the basic instincts they had in life or orders given by their creator. |
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Any creature | 0 | This creature is a reanimated mindless corpse. |
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Any creature | 0 | All types of creatures can have their corpses preserved and rise as mummies. |
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Any creature | 0 | A shadow creature is little more than a sentient shadow powered by negative energy. |
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Any creature | 0 | Most skeletons are mindless and follow either the basic instincts they had in life or orders given by their creator. |
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Any creature | 0 | This creature is a reanimated corpse. |
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Any creature | 0 | A vampiric creature consumes the blood of the living for sustenance. |
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Any creature | 0 | All wights can drain life through their unarmed attacks, but some can draw life force through weapons as well. |
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Any creature | 0 | A zombified creature is a mindless, rotting corpse that attacks everything it perceives. |
| Dark Archive | Target Creature | Level | Description |
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An existing creature | +1 | An experimental cryptid has been purposefully altered through alchemy, engineering, magic, or ritual to contain some degree of construct components. Although powerful, the process is volatile and imperfect. |
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An existing, living creature | +1 | Some strange creatures defy what’s expected from others of their kind due to a peculiar mutation. A mutation can come from a wide variety of sources: a quirk in their lineage, effects from their environment, radiation from bizarre crystals, or exposure to uncontrolled magic. |
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An existing, living creature | +1 | Scholars dream of discovering primeval creatures: remnants of an older age, long thought extinct. Primeval cryptids are resilient survivors of their kind or particularly clever individuals. |
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An existing creature | +1 | As stories spread about a rumored cryptid, the weight of collective belief transforms the creature to match the tales. The limits of its physical body no longer confine it. |
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An existing creature | +1 | A secret society member is an NPC or creature that belongs to a covert organization with influence and connections throughout its local setting and perhaps beyond. |
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The DiceRoller allows you to roll dices from Creatures description and typing an easy formula.
Each creature has some skills or saves with a bonus or penalty to roll. If you click on those modifiers the Diceroller will give you the roll as a popup! Furthermore, you can also click on all the attacks and damages dice descriptors and you'll have the roll has a popup.
These rolls are logged in the diceroller window and you can check them after and repeat them clicking on the pencil at the end of each roll row.
If you want to type the roll, I give you some examples:
1d20+52d20kh Keeps Higher result (fortune)2d20kl Keeps Lower result (misfortune)2d8 bludgeoning + 1d6 fire
When the group overcomes an encounter with a hazard or creature, each character gains XP equal to the XP of the hazard or creature in the encounter. Match the Party level in the following table to know the XP awarded:
See Experience Points.
Here there is a list of the various monster parts you can gather from this creature. After defeating the monster, players can determine how to best use the parts to refine and imbue items.
You can find rules for refining and imbuing items from a monster at Battlezoo Bestiary.
I update a lot of data from all the Rulebooks and adventure books. I'm developing new features each week. You can collaborate and make suggestions in our Discord Server where we plan and iron out all the webtools. You can access to the Discord Server once you become a Patron. My work updating all data and adding new features to this webtool is only possible to the generous actions of this people:
Visit my patreon webpage and be aware of all the stuff I'm working on.
Help keep running this webtool and become a patron!
An impulse is a special type of magical action available to kineticists, allowing them to wield or shape their element into diverse and powerful forms. To wield an element, you must have your kinetic aura active and have a free hand, as described in the impulse trait (see the Key Terms sidebar on this page). You automatically gain the Elemental Blast and Base Kinesis impulses, and your kinetic gate selection gives you additional impulse feats. You can select more impulse feats with kineticist class feats, and at higher levels, you’ll automatically get more with the gate’s threshold class feature. You can select an impulse feat only if it matches one of your kinetic elements.
Impulses are magical, and though they aren’t spells, some things that affect spells also affect impulses. Abilities that restrict you from casting spells (such as being polymorphed into a battle form) or protect against spells (such as a spell that protects against other spells or a creature’s bonus to saves against spells) also apply to impulses.
Any impulse you use is the same level you are. For instance, if you’re 5th level, your Elemental Blast would be 5th level (and its counteract rank would be 3rd rank), even though you gained the action at 1st level.
Similar to spells, many impulses get more powerful as you increase in level. In these cases, the impulse ends with one or more “Level” entries. This either lists the levels at which the impulse gets an upgrade or has an entry with a plus sign that describes a benefit that increases on a regular basis. For instance, a 1st-level impulse with a “Level (+4)” entry would get stronger at 5th, 9th, 13th, and 17th levels.
An impulse that requires a saving throw uses your kineticist class DC. Some of your impulses require you to attempt an impulse attack roll to see how effective they are. Your impulse attack roll uses the same proficiency and attribute modifier as your kineticist class DC. Like a spell attack modifier, your impulse attack modifier uses the following formula: d20 roll + attribute modifier + proficiency bonus + other bonuses + penalties. This means your impulse attack roll is typically 10 lower than your class DC. The drained condition can reduce your impulse attack rolls and class DCs. You can acquire a gate attenuator (page 224) to gain a bonus to your impulse attack modifier.
The Elemental Blast impulse is a simple expression of your power, allowing you to attack with the pure matter of your kinetic element. Though each element has its own strengths and weaknesses, the basic principles to using them are the same. You can customize the appearance of your Elemental Blast and can even choose a different form each time you use the impulse.
The Base Kinesis impulse lets you perform simple alterations to an element.
| All Elements Feats | Level | Description |
| Command ElementalRE | 4 | You grasp the animating force within an elemental creature and bend it to your will. |
| Counter ElementRE | 6 | Your absolute dedication to a single element lets you attempt to gain control over it, even when the element is in service to another entity. |
| Fearsome FamiliarRE | 6 | Your elemental familiar trades places with an elemental from its elemental plane. |
| Purify ElementRE | 8 | You turn an element into its purest form. |
| Imperious AuraRE | 16 | Your glowing and majestic kinetic aura marks you as a true child of the elements. |
| Air Element Feats | Level | Description |
| Aerial BoomerangRE | 1 | A blade of shearing wind races away from you in a 60-foot line. |
| Air CushionRE | 1 | Air currents flow upward to slow the target’s fall to 60 feet per round. |
| Four WindsRE | 1 | Mimicking the anemoi—monarchs of the four winds—you propel four creatures. |
| Whisper on the WindRE | 1 | You speak in a whisper, a soft wind carrying your words far away. |
| Air ShroudRE | 4 | Turbulent air suffuses your kinetic aura. |
| Lightning DashRE | 4 | For an instant, you transform yourself into a being of pure lightning and fly forward, shocking anyone in your way. |
| Clear As AirRE | 6 | Compact layers of air diffract and bend light around your body, making you appear as clear as the sky on a perfect day. |
| Flinging UpdraftRE | 6 | A speeding wind heeds your call, picking someone up and depositing them nearby. |
| Cyclonic AscentRE | 8 | Whorls of wind surround your lower body, forming a cyclone that lifts you into the air. |
| Storm SpiralRE | 8 | Dark thunderclouds swirl in a miniature storm, crisscrossed with lightning bolts; a tremendous thunderclap fills the air. |
| Ghosts in the StormRE | 12 | Clouds, like eager pets, are drawn to you and to those in your good graces. |
| Wiles on the WindRE | 12 | Speaking lies, you set them loose upon a drifting wind. |
| Body of Air OR RE | 14 | Your gathered air consumes your body, leaving only a cloud of living vapor. |
| Crowned in Tempest’s FuryRE | 18 | You become one with a devastating thunderstorm from the Plane of Air, placing a crown of lightning upon your brow. |
| Infinite Expanse of Bluest HeavenRE | 18 | An illusion of a limitless expanse with an impossibly blue sky makes all within feel the sensation of falling. |
| Earth Element Feats | Level | Description |
| Armor in EarthRE | 1 | Stone encases you like armor. |
| Geologic AttunementRE | 1 | You tune to the earth and stone around you, extending your senses through it in rippling waves. |
| Stepping StonesRE | 1 | Disks of rock fly to points that you designate to make a new path. |
| TremorRE | 1 | You unleash a small, localized tremor in a 10-foot burst within 30 feet. |
| Calcifying SandRE | 4 | Your flesh gives way as you’re struck, becoming coarse sand that can magically turn your enemy to stone. |
| IgneogenesisRE | 4 | You can create a permanent stone object, either sculpting stone pulled directly from your kinetic gate or manipulating earth and stone around you. |
| Sand SnatcherRE | 6 | A figure of sand with grasping arms arises in an unoccupied square within 30 feet. |
| Weight of StoneRE | 6 | A packed cloud of thundering boulders descends from the sky, beating down everyone in its path. |
| Spike SkinRE | 8 | You touch a willing creature, causing its skin to harden and form spiky protrusions. |
| Swim Through EarthRE | 8 | The earth parts before you, letting you swim through it. |
| Rattle the EarthRE | 12 | Striking the ground with the gravity of the deepest rocks, you cause an earthquake. |
| Rock RampartRE | 12 | Drawing on your connection to the Plane of Earth, you form a wall of rock and earth. |
| Assume Earth’s MantleRE | 14 | Enormous pieces of rock cluster around your body. |
| Rebirth in Living StoneRE | 18 | Rock overflows from within you to consume your form before cracking open to reveal your body transformed into living stone. |
| the Shattered Mountain WeepsRE | 18 | A massive sphere of rock explodes, unleashing a cataclysm of falling debris and deadly shrapnel. |
| Fire Element Feats | Level | Description |
| Burning JetRE | 1 | A condensed burst of flame shoots behind you, propelling you forward with its sheer force. |
| Eternal TorchRE | 1 | You open a connection to your kinetic gate, large enough for a torch flame to flow. |
| Flying FlameRE | 1 | A Tiny shape of flame appears, taking a form of your choice— such as a bird, an arrow, or a simple sphere. |
| Scorching ColumnRE | 1 | With an upward gesture, you shape a vertical column of extreme heat. |
| Blazing WaveRE | 4 | Flames flow out of you in a cascade, engulfing everyone in a 30-foot cone. |
| Thermal NimbusRE | 4 | You direct waves of warmth into or out of your kinetic gate to drastically shift the temperature around you. |
| Crawling FireRE | 6 | You mimic the motions of a beast of your devising, and it becomes real, with a flaming pelt and searing claws. |
| Volcanic EscapeRE | 6 | Lava reflexively explodes underneath you and the creature that hurt you. |
| Kindle Inner FlamesRE | 8 | As a candle can light another, you awaken the latent potential to channel fire in other creatures. |
| Solar DetonationRE | 8 | Blinding flames explode in a swirling sphere! The detonation fills a 20-foot burst within 60 feet of you. |
| Architect of FlameRE | 12 | Flames rise and shape to your will, forming a wall or dome of your design. |
| Furnace FormRE | 12 | Opening your kinetic gate, you allow flames to consume your form and leave you a living flame. |
| Walk Through the ConflagrationRE | 14 | You fall through your own kinetic gate, leaving behind an effigy of flame and reappearing majestically near another fire. |
| All Shall End in FlamesRE | 18 | White-hot fire consumes everything in a cataclysmic sphere of death. |
| Ignite the SunRE | 18 | The fires of creation become yours to control. |
| Metal Element Feats | Level | Description |
| FlashforgeRE | 1 | An artificial metal object forms in the hands of you or a willing ally within 30 feet. |
| Magnetic PinionsRE | 1 | Small pieces of metal fly from you, propelled with magnetism at great velocity. |
| Metal CarapaceRE | 1 | Sheets of bent and rusted metal cover you in an armored shell. |
| Shard StrikeRE | 1 | Jagged metal shards form in the air and lash out from you. |
| Magnetic FieldRE | 4 | A magnetic field surrounds you. |
| Plate in TreasureRE | 4 | Precious metal flows from your fingers to plate an object. |
| Consume PowerRE | 6 | You absorb energy and hold it in your kinetic gate. |
| Scrap BarricadeRE | 6 | Ragged pieces of metal weld together into a ramshackle structure. |
| Conductive SphereRE | 8 | A floating metal ball forms in a space within 30 feet, flashing with electricity. |
| Retch RustRE | 8 | You exhale tendrils formed from flakes of rusted metal. |
| Rain of RazorsRE | 12 | Razor-sharp slivers of metal fall from the sky. |
| ShattershieldsRE | 12 | Four plates of pitted metal float around you to intercept attacks. |
| Alloy Flesh and SteelRE | 14 | Elemental energy replaces every cell of your body with raw metal. |
| Beasts of Slumbering SteelRE | 18 | You conjure metal elemental mounts made of interlocking metal pieces. |
| Hell of 1,000,000 NeedlesRE | 18 | The landscape fills with monumental filaments of metal. |
| Water Element Feats | Level | Description |
| Deflecting WaveRE | 1 | A cascade of water blunts or disperses the incoming attack. |
| Ocean’s BalmRE | 1 | A blessing of the living sea salves wounds and douses flames. |
| Tidal HandsRE | 1 | With an emphatic gesture, you create waves that rush out from you in the shape of your hands. |
| Winter’s ClutchRE | 1 | Gleaming flakes of chilling snow fall in a 10-foot burst within 60 feet. |
| Return to the SeaRE | 4 | You adapt a creature to living and moving in water. |
| Winter SleetRE | 4 | Bone-chilling, swirling sleet surrounds you, cruel as deepest winter. |
| Driving RainRE | 6 | Heavy drops of rain batter down, hitting like sling stones and impeding vision. |
| Torrent in the BloodRE | 6 | A healing wave splashes across creatures in a 30-foot cone, its cleansing water driving afflictions from the body. |
| Call the HurricaneRE | 8 | Massive waves spiral around you, with you as the eye of the hurricane. |
| Impenetrable FogRE | 8 | Fog condenses in a chaotic, swirling pattern, thick enough that it seems to push back against you. |
| Glacial PrisonRE | 12 | Intense cold swirls around your foe, covering it in frost that slows it down and turns its body to ice. |
| Sea Glass GuardiansRE | 12 | Eerily beautiful elemental water beings race around you, eager to protect and heal you and your allies. |
| Barrier of Boreal FrostRE | 14 | You form an intricate structure of ice, such as a wall of bricks made of packed snow or a screen of enormous icicles. |
| Ride the TsunamiRE | 18 | Booming, crashing walls of water, enough to fill a harbor, smash out ahead of you, overwhelming all in their path. |
| Usurp the Lunar ReinsRE | 18 | The moon has always been connected to the tides, and now you can grasp that connection. |
| Wood Element Feats | Level | Description |
| Fresh ProduceRE | 1 | You grow a nourishing nut, vegetable, seed, or fruit. |
| Hail of SplintersRE | 1 | A fusillade of jagged splinters flies from you. |
| Hardwood ArmorRE | 1 | Wood and bark grow over your body like armor. |
| Timber SentinelRE | 1 | A slim, symmetrical tree travels from the Plane of Wood. |
| Ravel of ThornsRE | 4 | Thorny vines grow in geometric patterns on surfaces in your kinetic aura. |
| Tumbling LumberRE | 4 | A slew of logs eject from the Plane of Wood and slam into your enemies. |
| Dash of HerbsRE | 6 | A small cloud of medicinal herbs heal a creature. |
| Wooden PalisadeRE | 6 | Planks of wood, embellished with carvings, spring forth to form a wall. |
| Drifting PollenRE | 8 | A haze of pollen floats around you. |
| Sanguivolent RootsRE | 8 | Blood-drinking vines grow from the ground in a 15-foot burst within 120 feet. |
| Hedge MazeRE | 12 | You sculpt a manicured maze of hedges. |
| Witchwood SeedRE | 12 | You touch a creature to implant a malignant seed in its body. |
| Orchard’s EnduranceRE | 14 | Patches of bark appear on the skin of you and your nearby allies. |
| Rouse the Forest’s FuryRE | 18 | Terrifying trees attack your enemies. |
| Turn the Wheel of SeasonsRE | 18 | The seasons shift rapidly. |
| Composite Feats Feats | Level | Description |
| Ambush Bladderwort (water, wood)RE | 4 | You plant the seed of a giant bladderwort in an unoccupied square of ground or water within 30 feet. |
| Lava Leap (earth, fire)RE | 4 | You wreath yourself in molten stone and hurtle toward your enemy. |
| Living Bonfire (fire, wood)RE | 4 | Roots and branches of living wood writhe in elemental fire at your command, forming a bonfire fearsome enough to scare off predators in the night. |
| Rain of Rust (metal, water)RE | 4 | You conjure a red raincloud in a 10-foot burst within 60 feet, which pours rust-colored rain directly below it. |
| Whirling Grindstone (earth, metal)RE | 4 | A whirling grindstone made of flint appears in an unoccupied square within 30 feet. |
| Ash Strider (air, fire)RE | 6 | You discorporate into a cloud of whirling ash and Stride. |
| Desert Wind (air, earth)RE | 6 | A vortex of sand and dust surrounds you. |
| Elemental Artillery (metal, wood)RE | 6 | Spinning wood and metal together, you create a rugged wooden ballista. |
| Jagged Berms (earth, wood)RE | 6 | You conjure up to six cube-shaped mounds of packed earth. |
| Lightning Rod (air, metal)RE | 6 | You smash a metal rod into your foe and call lightning to it. |
| Molten Wire (fire, metal)RE | 6 | Spinning molten iron through a vortex of fire, you trap your foe in searing wires. |
| Rising Hurricane (air, water)RE | 6 | A hurricane lifts your enemies into the air before bringing them crashing down in a bloody rain. |
| Roiling Mudslide (earth, water)RE | 6 | You form water and earth into a mudslide that smashes your opponents and coats them in mud. |
| Steam Knight (fire, water)RE | 6 | You shape your kinetic aura into swirling armor of steam that scalds your enemies and propels you on super-heated jet streams. |
| Tree of Duality (air, wood)RE | 6 | An ephemeral tree bursts forth, floating on air in an unoccupied square of your choice within 60 feet. |