diff --git a/Spells/1/Necromancy/index.md b/Spells/1/Necromancy/index.md
index 292b54b72..56eadc25e 100644
--- a/Spells/1/Necromancy/index.md
+++ b/Spells/1/Necromancy/index.md
@@ -15,7 +15,7 @@ grand_parent: Spells
*A corpse explodes with a poisonous cloud.*
-You target the corpse of one creature that you can see within range and cause it to explode. Make a necromancy attack vs the Constitution defence of each creature within a 10-foot radius of the corpse. On a hit, a creature takes 4d4 sonic damage and is [Poisoned](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Poisoned/) until the beginning of your next turn. This spell has no effect on the corpse of a construct. On a miss, a creature takes half as much damage and is not [Poisoned](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Poisoned/).
+You target the corpse of one creature that you can see within range and cause it to explode. Make a necromancy attack vs the Constitution defence of each creature within a 10-foot radius of the corpse. On a hit, a creature takes 2d4 bludgeoning plus 2d4 sonic damage and is [Poisoned](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Poisoned/) until the beginning of your next turn. This spell has no effect on the corpse of a construct. On a miss, a creature takes half as much damage and is not [Poisoned](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Poisoned/).
**At Higher Levels.** When you cast this spell using 3 or more mana, you may target an additional corpse for every 2 points of mana beyond the 1st.
diff --git a/Talents/Cleric/Arcana/index.md b/Talents/Cleric/Arcana/index.md
index 596a2a931..aa241ce9d 100644
--- a/Talents/Cleric/Arcana/index.md
+++ b/Talents/Cleric/Arcana/index.md
@@ -28,7 +28,7 @@ If you have a branch spell that doesn’t appear on the [Divine Spell List](http
|:-------|:--:|:--------------|
| Arcane Initiate | 5 | - |
| Arcane Abjuration I | - | Channel Divinity |
-| Spell Breaker | 10 | 3rd Level Spells and Arcane Initiate |
+| Spell Breaker | 20 | 3rd Level Spells and Arcane Initiate |
| AArcane Abjuration II | - | 3rd Level Spells and Arcane Abjuration I |
| Arcane Mastery | 80 | 8th Level Spells and Spell Breaker |
@@ -52,7 +52,7 @@ A turned creature must spend its turns trying to move as far away from you as it
-#### **Cost:** 10 Character Points
**Prerequisite:** 3rd Level Spells and Arcane Initiate
+#### **Cost:** 20 Character Points
**Prerequisite:** 3rd Level Spells and Arcane Initiate
When you restore stamina to an ally with a spell which you spend one mana or more on, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the amount of mana used to cast the healing spell.
### Arcane Abjuration II
diff --git a/Talents/Cleric/Death/index.md b/Talents/Cleric/Death/index.md
index 5d4df916d..0157a52d2 100644
--- a/Talents/Cleric/Death/index.md
+++ b/Talents/Cleric/Death/index.md
@@ -28,7 +28,7 @@ If you have a branch spell that doesn’t appear on the [Divine Spell List](http
|:-------|:--:|:--------------|
| Reaper | 5 | - |
| Touch of Death | - | Channel Divinity |
-| Inescapable Destruction | 10 | 3rd Level Spells and Reaper |
+| Inescapable Destruction | 20 | 3rd Level Spells and Reaper |
| Improved Reaper | 80 | 8th Level Spells and Inescapable Destruction |
### Reaper
@@ -51,7 +51,7 @@ When you hit a creature with a melee attack, you can use Channel Divinity to dea
-#### **Cost:** 10 Character Points
**Prerequisite:** 3rd Level Spells and Reaper
+#### **Cost:** 20 Character Points
**Prerequisite:** 3rd Level Spells and Reaper
*Your ability to channel negative energy becomes more potent.*
Profane damage dealt by your divine spells and Channel Divinity options ignore resistance to profane damage.
diff --git a/Talents/Cleric/Forge/index.md b/Talents/Cleric/Forge/index.md
index fa8964c32..eb5c46dda 100644
--- a/Talents/Cleric/Forge/index.md
+++ b/Talents/Cleric/Forge/index.md
@@ -28,7 +28,7 @@ If you have a branch spell that doesn’t appear on the [Divine Spell List](http
|:-------|:--:|:--------------|
| Blessing of the Forge | 5 | - |
| Artisan's Blessing | - | Channel Divinity |
-| Soul of the Forge | 10 | 3rd Level Spells and Blessing of the Forge |
+| Soul of the Forge | 20 | 3rd Level Spells and Blessing of the Forge |
| Saint of Forge and Fire | 80 | 8th Level Spells and Soul of the Forge |
### Blessing of the Forge
@@ -59,7 +59,7 @@ The ritual can create a duplicate of a nonmagical item that contains metal, such
-#### **Cost:** 10 Character Points
**Prerequisite:** 3rd Level Spells and Blessing of the Forge
+#### **Cost:** 20 Character Points
**Prerequisite:** 3rd Level Spells and Blessing of the Forge
*Your mastery of the forge grants you special abilities.*
You are resistant to fire damage. Additionally, while wearing heavy armour, you gain a +1 bonus to DR.
diff --git a/Talents/Cleric/Grave/index.md b/Talents/Cleric/Grave/index.md
index fa15a8137..b2a08d278 100644
--- a/Talents/Cleric/Grave/index.md
+++ b/Talents/Cleric/Grave/index.md
@@ -29,7 +29,7 @@ If you have a branch spell that doesn’t appear on the [Divine Spell List](http
| Circle of Mortality | 5 | - |
| Eyes of the Grave | 5 | - |
| Path to the Grave | - | Channel Divinity |
-| Sentinel at Death’s Door | 10 | 3rd Level Spells, Circle of Mortality and Eyes of the Grave |
+| Sentinel at Death’s Door | 20 | 3rd Level Spells, Circle of Mortality and Eyes of the Grave |
| Keeper of Souls | 80 | 8th Level Spells and Sentinel at Death’s Door |
### Circle of Mortality
@@ -67,7 +67,7 @@ You choose one creature you can see within 30 feet of you, cursing it until the
-#### **Cost:** 10 Character Points
**Prerequisite:** 3rd Level Spells, Circle of Mortality and Eyes of the Grave
**Action:** Free
**Trigger:** A creature in range suffers a critical hit.
+#### **Cost:** 20 Character Points
**Prerequisite:** 3rd Level Spells, Circle of Mortality and Eyes of the Grave
**Action:** Free
**Trigger:** A creature in range suffers a critical hit.
*You gain the ability to impede death’s progress.*
When you or a creature that you can see within 30 feet of you suffers a critical hit, that hit is turned into into a normal hit. Any effects triggered by a critical hit are canceled.
diff --git a/Talents/Cleric/Knowledge/index.md b/Talents/Cleric/Knowledge/index.md
index cd4cc22ed..d35abc429 100644
--- a/Talents/Cleric/Knowledge/index.md
+++ b/Talents/Cleric/Knowledge/index.md
@@ -28,7 +28,7 @@ If you have a branch spell that doesn’t appear on the [Divine Spell List](http
|:-------|:--:|:--------------|
| Blessings of Knowledge | 5 | - |
| Knowledge of the Ages | - | Channel Divinity |
-| Read Thoughts | 10 | 3rd Level Spells and Blessings of Knowledge |
+| Read Thoughts | 20 | 3rd Level Spells and Blessings of Knowledge |
| Visions of the Past | 80 | 8th Level Spells and Read Thoughts |
### Blessings of Knowledge
@@ -53,7 +53,7 @@ When you would roll to [Recall Knowledge](), you can instead use your Channel Di
-#### **Cost:** 10 Character Points
**Prerequisite:** 3rd Level Spells and Blessings of Knowledge
**Actions:** 2
+#### **Cost:** 20 Character Points
**Prerequisite:** 3rd Level Spells and Blessings of Knowledge
**Actions:** 2
*You can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it.*
Choose one creature that you can see within 60 feet of you. Make a divination attack vs the creature’s Wisdom defense. If the attack misses, then you can’t use this feature on the same creature again until you finish a long rest.
diff --git a/Talents/Cleric/Life/index.md b/Talents/Cleric/Life/index.md
index 5c93f7f96..29c25f791 100644
--- a/Talents/Cleric/Life/index.md
+++ b/Talents/Cleric/Life/index.md
@@ -28,7 +28,7 @@ If you have a branch spell that doesn’t appear on the [Divine Spell List](http
|:-------|:--:|:--------------|
| Disciple of Life | 5 | - |
| Preserve Life | - | Channel Divinity |
-| Blessed Healer | 10 | 3rd Level Spells and Disciple of Life |
+| Blessed Healer | 20 | 3rd Level Spells and Disciple of Life |
| Supreme Healing | 80 | 8th Level Spells and Blessed Healer |
### Disciple of Life
@@ -53,7 +53,7 @@ You present your holy symbol and evoke healing energy that can restore stamina u
-#### **Cost:** 10 Character Points
**Prerequisite:** 3rd Level Spells and Disciple of Life
+#### **Cost:** 20 Character Points
**Prerequisite:** 3rd Level Spells and Disciple of Life
*The healing spells that you cast on others heal you as well.*
When you cast a spell using 1 or more mana that restores stamina to a creature other than you, you regain stamina equal to 2 + the amount of mana used.
diff --git a/Talents/Cleric/Light/index.md b/Talents/Cleric/Light/index.md
index 17885fc94..0199ee972 100644
--- a/Talents/Cleric/Light/index.md
+++ b/Talents/Cleric/Light/index.md
@@ -41,7 +41,7 @@ Additionally, make a spellcasting attack vs the Constitution defense of each hos
|:-------|:--:|:--------------|
| Warding Flare | 5 | - |
| Radiance of the Dawn | - | Channel Divinity |
-| Improved Flare | 10 | 3rd Level Spells and Warding Flare |
+| Improved Flare | 20 | 3rd Level Spells and Warding Flare |
| Corona of Light | 80 | 8th Level Spells and Improved Flare |
### Warding Flare
@@ -72,7 +72,7 @@ Additionally, make an evocation attack vs the Constitution defense of each hosti
-#### **Cost:** 10 Character Points
**Prerequisite:** 3rd Level Spells and Warding Flare
**Action:** Free
**Trigger:** A creature within 30 feet of you is hit by an attack.
+#### **Cost:** 20 Character Points
**Prerequisite:** 3rd Level Spells and Warding Flare
**Action:** Free
**Trigger:** A creature within 30 feet of you is hit by an attack.
You can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.
diff --git a/Talents/Cleric/Nature/index.md b/Talents/Cleric/Nature/index.md
index 2e5c22ceb..32f8a252a 100644
--- a/Talents/Cleric/Nature/index.md
+++ b/Talents/Cleric/Nature/index.md
@@ -30,7 +30,7 @@ If you have a branch spell that doesn’t appear on the [Divine Spell List](http
|:-------|:--:|:--------------|
| Verdant Weapon | 5 | - |
| Charm Animals and Plants | - | Channel Divinity |
-| Dampen Elements | 10 | 3rd Level Spells and Verdant Weapon |
+| Dampen Elements | 20 | 3rd Level Spells and Verdant Weapon |
| Pristine Weapon | 30 | 5th Level Spells and Verdant Weapon |
| Master of Nature | 80 | 8th Level Spells and Dampen Elements |
@@ -58,7 +58,7 @@ You present your holy symbol and invoke the name of your deity. Using your Chann
-#### **Cost:** 10 Character Points
**Prerequisite:** 3rd Level Spells and Verdant Weapon
**Action:** Free
**Trigger:** You or an ally within 30 feet takes cold, corrosive, electric, fire, or sonic damage.
+#### **Cost:** 20 Character Points
**Prerequisite:** 3rd Level Spells and Verdant Weapon
**Action:** Free
**Trigger:** You or an ally within 30 feet takes cold, corrosive, electric, fire, or sonic damage.
*Your attunement with nature allows you to reduce the strength of the elements.*
When you or another creature within 30 feet of you takes cold, corrosive, electric, fire, or sonic damage, you grant resistance to the creature against that instance of the damage.
diff --git a/Talents/Cleric/Order/index.md b/Talents/Cleric/Order/index.md
index 36517905a..51221e0ce 100644
--- a/Talents/Cleric/Order/index.md
+++ b/Talents/Cleric/Order/index.md
@@ -30,7 +30,7 @@ If you have a branch spell that doesn’t appear on the [Divine Spell List](http
|:-------|:--:|:--------------|
| Voice of Authority | 5 | - |
| Order's Demand | - | Channel Divinity |
-| Embodiment of the Law | 10 | 3rd Level Spells and Voice of Authority |
+| Embodiment of the Law | 20 | 3rd Level Spells and Voice of Authority |
| Order's Wrath | 80 | 8th Level Spells and Embodiment of the Law |
### Voice of Authority
@@ -55,7 +55,7 @@ You present your holy symbol and use your Channel Divinity. Make a charm attack
-#### **Cost:** 10 Character Points
**Prerequisite:** 3rd Level Spells and Voice of Authority
+#### **Cost:** 20 Character Points
**Prerequisite:** 3rd Level Spells and Voice of Authority
*You have become remarkably adept at channeling magical energy to compel others.*
If you cast a charm spell using 1 or more mana, then you can change the spell’s casting time to 1 Action for this casting, provided that the spell’s casting time is normally 2 Actions.
diff --git a/Talents/Cleric/Peace/index.md b/Talents/Cleric/Peace/index.md
index b5728660a..e025d511e 100644
--- a/Talents/Cleric/Peace/index.md
+++ b/Talents/Cleric/Peace/index.md
@@ -30,7 +30,7 @@ If you have a branch spell that doesn’t appear on the [Divine Spell List](http
|:-------|:--:|:--------------|
| Emboldening Bond | 5 | - |
| Balm of Peace | - | Channel Divinity |
-| Protective Bond | 10 | 3rd Level Spells and Emboldening Bond |
+| Protective Bond | 20 | 3rd Level Spells and Emboldening Bond |
| Expansive Bond | 80 | 8th Level Spells and Protective Bond |
### Emboldening Bond
@@ -57,7 +57,7 @@ Using your Channel Divinity, you can move up to your speed without provoking opp
-#### **Cost:** 10 Character Points
**Prerequisite:** 3rd Level Spells and Emboldening Bond
+#### **Cost:** 20 Character Points
**Prerequisite:** 3rd Level Spells and Emboldening Bond
*The bond that you forge between people helps them to protect each other.*
When a creature affected by your Emboldening Bond takes damage, that damage is shared equally among all other bonded creatures within 60 feet of the creature that took the damage. Any remaining damage is taken by the creature that was hit.
diff --git a/Talents/Cleric/Tempest/index.md b/Talents/Cleric/Tempest/index.md
index dd351c581..e6379bcec 100644
--- a/Talents/Cleric/Tempest/index.md
+++ b/Talents/Cleric/Tempest/index.md
@@ -28,7 +28,7 @@ If you have a branch spell that doesn’t appear on the [Divine Spell List](http
|:-------|:--:|:--------------|
| Wrath of the Storm | 5 | - |
| Destructive Wrath | - | Channel Divinity |
-| Thunderbolt Strike | 10 | 3rd Level Spells and Wrath of the Storm |
+| Thunderbolt Strike | 20 | 3rd Level Spells and Wrath of the Storm |
| Stormborn | 80 | 8th Level Spells and Thunderbolt Strike |
### Wrath of the Storm
@@ -57,7 +57,7 @@ If the damage is from a spell cast by you, then you must expend mana equal to th
-#### **Cost:** 10 Character Points
**Prerequisite:** 3rd Level Spells and Wrath of the Storm
+#### **Cost:** 20 Character Points
**Prerequisite:** 3rd Level Spells and Wrath of the Storm
When you deal electric damage to a Large or smaller creature, you can also push it up to 10 feet away from you.
### Stormborn
diff --git a/Talents/Cleric/Trickery/index.md b/Talents/Cleric/Trickery/index.md
index 4fbaf7b32..9c8bc0a7e 100644
--- a/Talents/Cleric/Trickery/index.md
+++ b/Talents/Cleric/Trickery/index.md
@@ -29,7 +29,7 @@ If you have a branch spell that doesn’t appear on the [Divine Spell List](http
|:-------|:--:|:--------------|
| Blessing of the Trickster | 5 | - |
| Invoke Duplicity | - | Channel Divinity |
-| Cloak of Shadows | 10 | 3rd Level Spells and Blessing of the Trickster |
+| Cloak of Shadows | 20 | 3rd Level Spells and Blessing of the Trickster |
| Improved Duplicity | 80 | 8th Level Spells and Cloak of Shadows |
### Blessing of the Trickster
@@ -56,7 +56,7 @@ For the duration, you can cast spells as though you were in the illusion’s spa
-#### **Cost:** 10 Character Points
**Prerequisite:** 3rd Level Spells and Blessing of the Trickster
**Actions:** 2
+#### **Cost:** 20 Character Points
**Prerequisite:** 3rd Level Spells and Blessing of the Trickster
**Actions:** 2
*Your trickster diety hides you from the sight.*
Using your Channel Divinity, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.
diff --git a/Talents/Cleric/Twilight/index.md b/Talents/Cleric/Twilight/index.md
index 06a9f9de8..29240abab 100644
--- a/Talents/Cleric/Twilight/index.md
+++ b/Talents/Cleric/Twilight/index.md
@@ -29,7 +29,7 @@ If you have a branch spell that doesn’t appear on the [Divine Spell List](http
| Eyes of Night | 5 | - |
| Vigilant Blessing | 5 | - |
| Twilight Sanctuary | - | Channel Divinity |
-| Steps of Night | 10 | 3rd Level Spells, Eyes of the Night, Vigilant Blessing |
+| Steps of Night | 20 | 3rd Level Spells, Eyes of the Night, Vigilant Blessing |
| Twilight Shroud | 80 | 8th Level Spells and Steps of Night |
### Eyes of Night
@@ -67,7 +67,7 @@ Using your Channel Divinity, you present your holy symbol and a sphere of twilig
-#### **Cost:** 10 Character Points
**Prerequisite:** 3rd Level Spells, Eyes of the Night, Vigilant Blessing
**Actions:** 1
+#### **Cost:** 20 Character Points
**Prerequisite:** 3rd Level Spells, Eyes of the Night, Vigilant Blessing
**Actions:** 1
*You can draw on the mystical power of night to rise into the air.*
When you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this a number of times equal to your spellcasting attribute modifier and you regain all expended uses when you finish a long rest.
diff --git a/Talents/Cleric/War/index.md b/Talents/Cleric/War/index.md
index 591d6ff0f..ba14d628e 100644
--- a/Talents/Cleric/War/index.md
+++ b/Talents/Cleric/War/index.md
@@ -29,7 +29,7 @@ If you have a branch spell that doesn’t appear on the [Divine Spell List](http
|:-------|:--:|:--------------|
| War Priest | 5 | - |
| Guided Strike | - | Channel Divinity |
-| War God’s Blessing | 10 | 3rd Level Spells and Guided Strike |
+| War God’s Blessing | 20 | 3rd Level Spells and Guided Strike |
| Avatar of Battle | 80 | 8th Level Spells and War God’s Blessing |
### War Priest
@@ -55,7 +55,7 @@ When you would roll to hit for an attack, you can instead use your Channel Divin
-#### **Cost:** 10 Character Points
**Prerequisite:** 3rd Level Spells and Guided Strike
**Actions:** Free
+#### **Cost:** 20 Character Points
**Prerequisite:** 3rd Level Spells and Guided Strike
**Actions:** Free
*You grant the inspiration of your deity to an ally’s strikes.*
On your turn you can use your Channel Divinity to grant a creature within 30 feet of you the ability to take 20 on their next attack roll, instead of rolling to hit.
diff --git a/Talents/Cleric/index.md b/Talents/Cleric/index.md
index 6ec38fc83..618233d77 100644
--- a/Talents/Cleric/index.md
+++ b/Talents/Cleric/index.md
@@ -7,10 +7,6 @@ has_children: true
# Cleric Talent Tree
In faith and the miracles of the divine, many find a greater purpose. Called to serve powers beyond most mortal understanding, all priests preach wonders and provide for the spiritual needs of their people. Clerics are more than mere priests, though; these emissaries of the divine work the will of their deities through strength of arms and the magic of their gods. Devoted to the tenets of the religions and philosophies that inspire them, these ecclesiastics quest to spread the knowledge and influence of their faith. Yet while they might share similar abilities, clerics prove as different from one another as the divinities they serve, with some offering healing and redemption, others judging law and truth, and still others spreading conflict and corruption. The ways of the cleric are varied, yet all who tread these paths walk with the mightiest of allies and bear the arms of the gods themselves.
-
-## Spell School Proficiencies
-If your first talent is a cleric talent, then you are trained in the following spell schools: Abjuration, Charms, Conjuration, Divination, Evocation, Necromancy, Restoration and Transmutation.
-
## Core Talents
| Talent | CP | Prerequisites |
diff --git a/Talents/Druid/Dream/index.md b/Talents/Druid/Dream/index.md
index d523fa67f..0f7ff9390 100644
--- a/Talents/Druid/Dream/index.md
+++ b/Talents/Druid/Dream/index.md
@@ -9,26 +9,26 @@ Dream druids hail from regions that have strong ties to the hedge and its dreaml
## Branch Features
-### Bonus Spells
-You gain the following spells once you can cast spells of that level. Once you gain a bonus spell, you always have it prepared and it doesn’t count against the number of spells that you can prepare each day.
-
-If you have a bonus spell that doesn’t appear on the divine spell list, that spell is nevertheless a divine spell for you.
-
-| Spell Level | Spells |
-|:-----------:|:------:|
-| 1st | Protection from Evil and Good, Sleep |
-| 2nd | Prayer of Healing, Nathair's Mischief |
-| 3rd | Aura of Vitality, Fear |
-| 4th | Aura of Purity, Hallucinatory Terrain |
-| 5th | Dispel Evil and Good, Hold Monster |
+### Branch Spells
+Once you can cast spells of the corresponding level, you may spend character points equal to twice the spell's level to have that spell always prepared. Spells bought in this manner don't count against the number of spells that you can prepare.
+
+If you have a branch spell that doesn’t appear on the [Divine Spell List](https://stormchaserroleplaying.com/stormchaserRPG/Spells/Lists/Divine/), that spell is nevertheless a divine spell for you.
+
+| Spell Level | Spells | Cost |
+|:-----------:|:------:|:----:|
+| 1st | [Protection from Evil and Good](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Warding/#protection-from-evil-and-good), [Sleep](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Charms/#sleep) | 2 Character Points per Spell |
+| 2nd | Prayer of Healing, Nathair's Mischief | 4 Character Points per Spell |
+| 3rd | Aura of Vitality, Fear | 6 Character Points per Spell |
+| 4th | Aura of Purity, Hallucinatory Terrain | 8 Character Points per Spell |
+| 5th | Dispel Evil and Good, Hold Monster | 10 Character Points per Spell |
## Talents
| Talent | CP | Prerequisites |
|:-------|:--:|:--------------|
| Balm of the Summer Court | 5 | - |
-| Hearth of Moonglow and Shadow | 10 | 3rd Level Spells and Balm of the Summer Court |
-| Hidden Paths | 25 | 5th Level Spells and Hearth of Moonglow and Shadow |
+| Hearth of Moonglow and Shadow | 20 | 3rd Level Spells and Balm of the Summer Court |
+| Hidden Paths | 30 | 5th Level Spells and Hearth of Moonglow and Shadow |
| Walker in Dreams | 50 | 7th Level Spells and Hidden Paths |
### Balm of the Summer Court
@@ -48,7 +48,7 @@ You regain all expended dice when you finish a long rest.
-#### **Cost:** 10 Character Points
**Prerequisite:** 3rd Level Spells and Balm of the Summer Court
+#### **Cost:** 20 Character Points
**Prerequisite:** 3rd Level Spells and Balm of the Summer Court
*Home can be wherever you are.*
During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.
@@ -61,7 +61,7 @@ The sphere vanishes at the end of the rest or when you leave the sphere.
-#### **Cost:** 25 Character Points
**Prerequisite:** 5th Level Spells and Hearth of Moonglow and Shadow
**Actions:** 1 or 2
+#### **Cost:** 30 Character Points
**Prerequisite:** 5th Level Spells and Hearth of Moonglow and Shadow
**Actions:** 1 or 2
*You can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye.*
You can use 1 Action to teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use 2 Actions to teleport one willing creature that you touch up to 30 feet to an unoccupied space that you can see.
diff --git a/Talents/Druid/Firethorn/index.md b/Talents/Druid/Firethorn/index.md
index e7f29a4f7..eb334169d 100644
--- a/Talents/Druid/Firethorn/index.md
+++ b/Talents/Druid/Firethorn/index.md
@@ -9,31 +9,26 @@ Firethorn druids devote themselves to being a true force for nature, seeking to
## Branch Features
-### Bonus Proficiencies
-When you take your first talent from this branch, you gain proficiency with martial axes and bludgeons.
-
-### Bonus Spells
-When you take your first talent from this branch, you learn the Thorn Whip cantrip. If you already know that cantrip, then you may learn another cantrip of your choice from the divine spell list.
-
-Additionally, you gain the following spells once you can cast spells of that level. Once you gain a bonus spell, you always have it prepared and it doesn’t count against the number of spells that you can prepare each day.
-
-If you have a bonus spell that doesn’t appear on the divine spell list, that spell is nevertheless a divine spell for you.
-
-| Spell Level | Spells |
-|:-----------:|:------:|
-| 1st | Entangle, Searing Smite |
-| 2nd | Scorching Ray, Spike Growth |
-| 3rd | Fireball, Plant Growth |
-| 4th | Elemental Bane, Grasping Vine |
-| 5th | Immolation, Wrath of Nature |
+### Branch Spells
+Once you can cast spells of the corresponding level, you may spend character points equal to twice the spell's level to have that spell always prepared. Spells bought in this manner don't count against the number of spells that you can prepare.
+
+If you have a branch spell that doesn’t appear on the [Divine Spell List](https://stormchaserroleplaying.com/stormchaserRPG/Spells/Lists/Divine/), that spell is nevertheless a divine spell for you.
+
+| Spell Level | Spells | Cost |
+|:-----------:|:------:|:----:|
+| 1st | [Entangle](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Conjuration/#entangle), [Searing Smite](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Evocation/#searing-smite) | 2 Character Points per Spell |
+| 2nd | Scorching Ray, Spike Growth | 4 Character Points per Spell |
+| 3rd | Fireball, Plant Growth | 6 Character Points per Spell |
+| 4th | Elemental Bane, Grasping Vine | 8 Character Points per Spell |
+| 5th | Immolation, Wrath of Nature | 10 Character Points per Spell |
## Talents
| Talent | CP | Prerequisites |
|:-------|:--:|:--------------|
| Thorn Growth | 5 | - |
-| Extra Attack | 10 | 3rd Level Spells and Thorn Growth |
-| Burning Thorns | 25 | 5th Level Spells and Extra Attack |
+| Plant Stride | 20 | 3rd Level Spells and Thorn Growth |
+| Burning Thorns | 30 | 5th Level Spells and Plant Stride |
| Scorching Spirit | 50 | 7th Level Spells and Burning Thorns |
### Thorn Growth
@@ -44,37 +39,34 @@ If you have a bonus spell that doesn’t appear on the divine spell list, that s
*You can sprout thorns and vines from your body. They protect you from incoming blows and can be used offensively.*
You can expend mana to sprout these vines. You gain 1d4 + 4 temporary stamina for the 1st point of mana spent and 5 additional temporary stamina for each point of mana spent thereafter. The maximum amount of mana that you may spend for one use is equal to the maximum spell level that you can cast. While this feature is active, you gain the following benefits:
-* You benefit from +1d to your Strength defence and Strength-based skill checks.
-* Your thorns count as melee weapons dealing 1d6 + your Strength modifier piercing damage. Using your thorns as a melee weapon does not increase the multiattack penalty for other melee weapons and vice versa.
-* When you successfully grapple a creature, the target takes 1d6 piercing damage.
+* You gain +1d to Strength ability checks and Strength defence vs attacks that are neither melee nor ranged.
+* Your thorns count as unarmed melee weapons with the [close](https://stormchaserroleplaying.com/stormchaserRPG/Equipment/Weapons/Glossary/#close) and [light](https://stormchaserroleplaying.com/stormchaserRPG/Equipment/Weapons/Glossary/#light) properties dealing 1dM + your Strength modifier piercing damage.
+* When you successfully grapple a creature, the target takes 1d4 piercing damage.
* You have a climbing speed equal to your walking speed.
These benefits last for 10 minutes, until you lose all the temporary stamina or use Wild Shape.
-### Extra Attack
-
+### Plant Stride
-#### **Cost:** 10 Character Points
**Prerequisite:** 3rd Level Spells and Thorn Growth
**Actions:** 1
-You can make a second Strike action without taking the multiattack penalty.
+#### **Cost:** 20 Character Points
**Prerequisite:** 3rd Level Spells and Thorn Growth
**Actions:** 1
+Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
### Burning Thorns
-#### **Cost:** 25 Character Points
**Prerequisite:** 5th Level Spells and Extra Attack
**Actions:** Free
**Trigger:** You are hit by an attack from a creature within 30 feet of you.
-*You gain the ability to quickly expel some of your thorns with a burst of fiery energy.*
-
-When a creature hits you with an attack, it must make a Dexterity defense check vs your spellcasting skill. It takes 1d8 piercing + 1d8 fire damage on a fail, or half as much on a success.
+#### **Cost:** 30 Character Points
**Prerequisite:** 5th Level Spells and Extra Attack
**Actions:** Free
**Trigger:** You are hit by an attack from a creature within 30 feet of you.
+*You quickly expel some of your thorns with a burst of fiery energy.*
-This ability triggers once per round and automatically on the first attack to hit you each round, unless you declare on your turn or when you roll initiative that it will trigger from attacks by a specified creature, or not to use it at all. You can use this feature a number of times equal to your spellcasting ability modifier and you regain all expended uses when you finish a long rest.
+Make an evocation attack roll vs the Dexterity defence of a creature within 30 feet of you that hit you with an attack within the last round. On a hit, it takes 1d8 piercing and 1d8 fire damage, or half as much on a miss.
### Scorching Spirit
#### **Cost:** 50 Character Points
**Prerequisite:** 7th Level Spells and Burning Thorns
-*The fiery spirit of nature grows within you and is just below the surface, ready to provide you protection.*
+*The fiery spirit of nature grows within you and sits just below the surface, ready to provide you protection.*
You gain the following benefits:
* You are immune to fire damaage.
diff --git a/Talents/Druid/Land/index.md b/Talents/Druid/Land/index.md
index c9c90f333..9239a071a 100644
--- a/Talents/Druid/Land/index.md
+++ b/Talents/Druid/Land/index.md
@@ -9,106 +9,105 @@ Land druids are typically mystics and sages who safeguard ancient knowledge and
## Branch Features
-### Bonus Cantrip
+### Branch Spells
When you take your first talent from this branch, you learn one additional cantrip from the divine spell list.
-### Bonus Spells
-Select which terrain influences you the most: arctic, coast, desert, forest, grassland, mountain, subterranean or swamp. You gain the following spells associated with that terrain once you can cast spells of that level. Once you gain a bonus spell, you always have it prepared and it doesn’t count against the number of spells that you can prepare each day.
+Once you can cast spells of the corresponding level, you may spend character points equal to twice the spell's level to have that spell always prepared. Spells bought in this manner don't count against the number of spells that you can prepare.
-If you have a bonus spell that doesn’t appear on the divine spell list, that spell is nevertheless a divine spell for you.
+If you have a branch spell that doesn’t appear on the [Divine Spell List](https://stormchaserroleplaying.com/stormchaserRPG/Spells/Lists/Divine/), that spell is nevertheless a divine spell for you.
#### Arctic
-| Spell Level | Spells |
-|:-----------:|:------:|
-| 1st | Ice Knife, Winter's Ward |
-| 2nd | Binding Ice, Snowball Swarm |
-| 3rd | Sleet Storm, Slow |
-| 4th | Freedom of Movement, Ice Storm |
-| 5th | Commune with Nature, Cone of Cold |
+| Spell Level | Spells | Cost |
+|:-----------:|:------:|:----:|
+| 1st | [Ice Knife](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Conjuration/#ice-knife), [Winter's Ward](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Warding/#winters-ward) | 2 Character Points per Spell |
+| 2nd | Binding Ice, Snowball Swarm | 4 Character Points per Spell |
+| 3rd | Sleet Storm, Slow | 6 Character Points per Spell |
+| 4th | Freedom of Movement, Ice Storm | 8 Character Points per Spell |
+| 5th | Commune with Nature, Cone of Cold | 10 Character Points per Spell |
#### Coast
-| Spell Level | Spells |
-|:-----------:|:------:|
-| 1st | Create or Destroy Water, Fog Cloud |
-| 2nd | Misty Step, Warding Wind |
-| 3rd | Tidal Wave, Water Breathing |
-| 4th | Control Water, Storm Sphere |
-| 5th | Control Winds, Maelstrom |
+| Spell Level | Spells | Cost |
+|:-----------:|:------:|:----:|
+| 1st | [Create or Destroy Water](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Transmutation/#create-or-destroy-water), [Fog Cloud](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Conjuration/#fog-cloud) | 2 Character Points per Spell |
+| 2nd | Misty Step, Warding Wind | 4 Character Points per Spell |
+| 3rd | Tidal Wave, Water Breathing | 6 Character Points per Spell |
+| 4th | Control Water, Storm Sphere | 8 Character Points per Spell |
+| 5th | Control Winds, Maelstrom | 10 Character Points per Spell |
#### Desert
-| Spell Level | Spells |
-|:-----------:|:------:|
-| 1st | Burning Hands, Silent Image |
-| 2nd | Blur, Dust Devil |
-| 3rd | Inflamed Feet, Wall of Sand |
-| 4th | Blight, Hallucinatory Terrain |
-| 5th | Insect Plague, Wall of Stone |
+| Spell Level | Spells | Cost |
+|:-----------:|:------:|:----:|
+| 1st | [Burning Hands](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Evocation/#burning-hands), [Silent Image](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Illusion/#silent-image) | 2 Character Points per Spell |
+| 2nd | Blur, Dust Devil | 4 Character Points per Spell |
+| 3rd | Inflamed Feet, Wall of Sand | 6 Character Points per Spell |
+| 4th | Blight, Hallucinatory Terrain | 8 Character Points per Spell |
+| 5th | Insect Plague, Wall of Stone | 10 Character Points per Spell |
#### Forest
-| Spell Level | Spells |
-|:-----------:|:------:|
-| 1st | Entangle, Faerie Fire |
-| 2nd | Animal Messenger, Moonbeam |
-| 3rd | Call Lightning, Plant Growth |
-| 4th | Divination, Freedom of Movement |
-| 5th | Commune with Nature, Tree Stride|
+| Spell Level | Spells | Cost |
+|:-----------:|:------:|:----:|
+| 1st | [Entangle](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Conjuration/#entangle), [Faerie Fire](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Evocation/#faerie-fire) | 2 Character Points per Spell |
+| 2nd | Animal Messenger, Moonbeam | 4 Character Points per Spell |
+| 3rd | Call Lightning, Plant Growth | 6 Character Points per Spell |
+| 4th | Divination, Freedom of Movement | 8 Character Points per Spell |
+| 5th | Commune with Nature, Tree Stride | 10 Character Points per Spell |
#### Grassland
-| Spell Level | Spells |
-|:-----------:|:------:|
-| 1st | Entangle, Longstrider |
-| 2nd | Invisibility, Pass without Trace |
-| 3rd | Daylight, Haste |
-| 4th | Divination, Freedom of Movement |
-| 5th | Dream, Insect Plague |
+| Spell Level | Spells | Cost |
+|:-----------:|:------:|:----:|
+| 1st | [Entangle](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Conjuration/#entangle), [Longstrider](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Transmutation/#longstrider) | 2 Character Points per Spell |
+| 2nd | Invisibility, Pass without Trace | 4 Character Points per Spell |
+| 3rd | Daylight, Haste | 6 Character Points per Spell |
+| 4th | Divination, Freedom of Movement | 8 Character Points per Spell |
+| 5th | Dream, Insect Plague | 10 Character Points per Spell |
#### Mountain
-| Spell Level | Spells |
-|:-----------:|:------:|
-| 1st | Earth Tremor, Jump |
-| 2nd | Earthen Grasp, Spider Climb |
-| 3rd | Erupting Earth, Meld into Stone |
-| 4th | Stone Shape, Stoneskin |
-| 5th | Control Winds, Wall of Stone |
+| Spell Level | Spells | Cost |
+|:-----------:|:------:|:----:|
+| 1st | [Earth Tremor](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Evocation/#earth-tremor), [Jump](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Transmutation/#jump) | 2 Character Points per Spell |
+| 2nd | Earthen Grasp, Spider Climb | 4 Character Points per Spell |
+| 3rd | Erupting Earth, Meld into Stone | 6 Character Points per Spell |
+| 4th | Stone Shape, Stoneskin | 8 Character Points per Spell |
+| 5th | Control Winds, Wall of Stone | 10 Character Points per Spell |
#### Subterranean
-| Spell Level | Spells |
-|:-----------:|:------:|
-| 1st | Corrosive Stream, Lesser Darkvision |
-| 2nd | Spider Climb, Web |
-| 3rd | Gaseous Form, Stinking Cloud |
-| 4th | Greater Invisibility, Stone Shape |
-| 5th | Cloudkill, Insect Plague |
+| Spell Level | Spells | Cost |
+|:-----------:|:------:|:----:|
+| 1st | [Corrosive Stream](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Evocation/#corrosive-stream), [Lesser Darkvision](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Transmutation/#lesser-darkvision) | 2 Character Points per Spell |
+| 2nd | Spider Climb, Web | 4 Character Points per Spell |
+| 3rd | Gaseous Form, Stinking Cloud | 6 Character Points per Spell |
+| 4th | Greater Invisibility, Stone Shape | 8 Character Points per Spell |
+| 5th | Cloudkill, Insect Plague | 10 Character Points per Spell |
#### Swamp
-| Spell Level | Spells |
-|:-----------:|:------:|
-| 1st | Detect Poison and Disease, Ray of Sickness |
-| 2nd | Darkness, Acid Arrow |
-| 3rd | Water Walk, Stinking Cloud |
-| 4th | Grasping Vine, Vitriolic Sphere |
-| 5th | Insect Plague, Scrying |
+| Spell Level | Spells | Cost |
+|:-----------:|:------:|:----:|
+| 1st | [Detect Poison and Disease](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Divination/#detect-poison-and-disease), [Ray of Sickness](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Necromancy/#ray-of-sickness) | 2 Character Points per Spell |
+| 2nd | Darkness, Acid Arrow | 4 Character Points per Spell |
+| 3rd | Water Walk, Stinking Cloud | 6 Character Points per Spell |
+| 4th | Grasping Vine, Vitriolic Sphere | 8 Character Points per Spell |
+| 5th | Insect Plague, Scrying | 10 Character Points per Spell |
## Talents
| Talent | CP | Prerequisites |
|:-------|:--:|:--------------|
| Knowledge of the Land I | 5 | - |
-| Nature's Ward | 5 | 3rd Level Spells and Knowledge of the Land I |
+| Nature's Ward | 15 | 3rd Level Spells and Knowledge of the Land I |
| Knowledge of the Land II | 5 | 3rd Level Spells and Knowledge of the Land I |
-| Power of the Land | 20 | 5th Level Spells and Nature's Ward |
+| Power of the Land | 25 | 5th Level Spells and Nature's Ward |
| Knowledge of the Land III | 5 | 5th Level Spells and Knowledge of the Land II |
-| Nature's Sanctuary | 40 | 7th Level Spells and Power of the Land |
-| Knowledge of the Land IV | 10 | 7th Level Spells and Knowledge of the Land III |
+| Nature's Sanctuary | 45 | 7th Level Spells and Power of the Land |
+| Knowledge of the Land IV | 5 | 7th Level Spells and Knowledge of the Land III |
### Knowledge of the Land I
-#### **Cost:** 5 Character Points
+#### **Cost:** 5 Character Points
*You know how to overcome the challenges of your chosen terrain.*
-When in your chosen terrain, you gain +1d on Nature, Perception, Stealth and Survival skill checks.
+When in your chosen terrain, you gain +1d on Nature, Perception, Stealth and Survival checks.
You can pass through non-magical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you gain +1d to your defense against plants that are magically created or manipulated to impede movement, such those created by the *entangle* spell.
@@ -116,8 +115,8 @@ You can pass through non-magical plants without being slowed by them and without
-#### **Cost:** 5 Character Points
**Prerequisite:** 3rd Level Spells and Knowledge of the Land I
-You can’t be charmed or frightened by beasts, elementals, fey or plants, and you are immune to poison and disease.
+#### **Cost:** 15 Character Points
**Prerequisite:** 3rd Level Spells and Knowledge of the Land I
+You can’t be [charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/) or [frightened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Frightened/) by beasts, elementals, fey or plants, and you are immune to poison and disease.
### Knowledge of the Land II
@@ -130,10 +129,10 @@ Select a second type of terrain to add to your Knowledge of the Land I talent.
-#### **Cost:** 20 Character Points
**Prerequisite:** 5th Level Spells and Nature's Ward
-*You are able to call upon the spirits of the land to augment in your magical abilities.*
+#### **Cost:** 25 Character Points
**Prerequisite:** 5th Level Spells and Nature's Ward
+*You are able to call upon the spirits of the land to augment your magical abilities.*
-As part of a long rest, you can perform a ritual that allows you to change the bonus spells list you know to any of the other bonus spell lists shown above.
+As part of a long rest, you can perform a ritual that allows you to change the branch spells list you know to any of the other branch spell lists shown above.
### Knowledge of the Land III
@@ -146,16 +145,14 @@ Select a third type of terrain to add to your Knowledge of the Land I talent.
-#### **Cost:** 40 Character Points
**Prerequisite:** 7th Level Spells and Power of the Land
**Action:** Free
**Trigger:** A beast, element, fey or plant attempts to attack you.
+#### **Cost:** 45 Character Points
**Prerequisite:** 7th Level Spells and Power of the Land
**Action:** Free
**Trigger:** A beast, element, fey or plant attempts to attack you.
*Many creatures of the natural world sense your connection to nature and become hesitant to attack you.*
-Before a beast, elemental, fey or plant attempts to attack you, it first must make a Wisdom defense check vs your spellcasting skill. If it fails, then the creature must choose a different target, or the attack automatically misses. On a success, the creature is immune to this effect for 24 hours.
-
-A creature is aware of this effect before it makes its attack against you.
+Before a beast, elemental, fey or plant attempts to attack you, it first must make a Wisdom defense check vs your warding skill. If it fails, then the creature must choose a different target, or the attack automatically misses. On a success, the creature is immune to this effect for the next 24 hours.
### Knowledge of the Land IV
-#### **Cost:** 10 Character Points
**Prerequisite:** 7th Level Spells and Knowledge of the Land III
+#### **Cost:** 5 Character Points
**Prerequisite:** 7th Level Spells and Knowledge of the Land III
Select a fourth type of terrain to add to your Knowledge of the Land I talent.
diff --git a/Talents/Druid/Menhir/index.md b/Talents/Druid/Menhir/index.md
index 7c22c2f52..d867967ba 100644
--- a/Talents/Druid/Menhir/index.md
+++ b/Talents/Druid/Menhir/index.md
@@ -9,33 +9,55 @@ Some druids study the paths of nature’s power through the nodes and ley lines
## Branch Features
-### Bonus Spells
-You gain the following spells once you can cast spells of that level. Once you gain a circle spell, you always have it prepared and it doesn’t count against the number of spells that you can prepare each day.
-
-If you have a circle spell that doesn’t appear on the divine spell list, that spell is nevertheless a divine spell for you.
-
-| Spell Level | Spells |
-|:-----------:|:------:|
-| 1st | *?, ?* |
-| 2nd | *?, ?* |
-| 3rd | *?, ?* |
-| 4th | *?, ?* |
-| 5th | *?, ?* |
+### Branch Spells
+Once you can cast spells of the corresponding level, you may spend character points equal to twice the spell's level to have that spell always prepared. Spells bought in this manner don't count against the number of spells that you can prepare.
+
+If you have a branch spell that doesn’t appear on the [Divine Spell List](https://stormchaserroleplaying.com/stormchaserRPG/Spells/Lists/Divine/), that spell is nevertheless a divine spell for you.
+
+| Spell Level | Spells | Cost |
+|:-----------:|:------:|:----:|
+| 1st | [Detect Magic](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Divination/#detect-magic), [Protection from Evil and Good](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Warding/#protection-from-evil-and-good) | 2 Character Points per Spell |
+| 2nd | Augury, Beast Sense | 4 Character Points per Spell |
+| 3rd | Clairvoyance, Magic Circle | 6 Character Points per Spell |
+| 4th | Banishment, Divination | 8 Character Points per Spell |
+| 5th | Commune with Nature, Dispell Evil and Good | 10 Character Points per Spell |
## Talents
+
+| Talent | CP | Prerequisites |
+|:-------|:--:|:--------------|
+| Spirit Sense | 5 | - |
+| Pace Magic | 20 | 3rd Level Spells and Spirit Sense |
+| Walk the Lines | 30 | 5th Level Spells and Pace Magic |
+| Scorching Spirit | 50 | 7th Level Spells and Walk the Lines |
### Spirit Sense
-As an action, you can open your awareness to detect otherworldy and magical beings. Until the end of your next turn, you know the location of any astral, ethereal, fey, incorporeal, outsider, or undead creature within 60 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
+
+
+
+#### **Cost:** 5 Character Points
**Actions:** 2
+You can open your awareness to detect otherworldy and magical beings. Until the end of your next turn, you know the location of any astral, ethereal, fey, incorporeal, outsider, or undead creature within 60 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
### Place Magic
-*Prerequisite:* 3rd Level Spells and Spirit Sense
-A menhir savant learns to identify and tap into ley lines in different types of terrain. As a free action, they can tap into the magic of a nearby ley line and increase their spellcasting ability bonus by +1 for 1 round. They can use this ability a number of times per day equal to their base spellcasting ability bonus.
+
+
+
+#### **Cost:** 20 Character Points
**Prerequisite:** 3rd Level Spells and Spirit Sense
**Actions:** 1
+*A menhir savant learns to identify and tap into ley lines in different types of terrain.*
+
+Using 1 action, you tap into the magic of a nearby ley line and increase your spellcasting ability bonus by +1 until the end of your next turn. You can use this ability a number of times per day equal to your base spellcasting ability modifier.
### Walk the Lines
-*Prerequisite:* 5th level Spells and Place Magic
-A menhir savant can use their connection to ley lines to cast *Transport via Plants* a number of times per day equal to their spellcasting ability bonus.
+
+
+
+#### **Cost:** 30 Character Points
**Prerequisite:** 5th level Spells and Place Magic
+You use your connection to ley lines to cast [Transport via Plants]() a number of times per day equal to your spellcasting ability modifier.
### Scorching Spirit
-*Prerequisite:* 7th level Spells and Walk the Lines
-A menhir savant can become ethereal as an action, as if using *Etherealness*. They can remain ethereal for a number of rounds per day equal to twice their maximum spell level. These rounds do not need to be consecutive.
-
\ No newline at end of file
+
+
+
+#### **Cost:** 50 Character Points
**Prerequisite:** 7th level Spells and Walk the Lines
**Actions:** 2
+You become ethereal as if using [Etherealness](). You can remain in this ethereal state for a number of rounds per day equal to twice your maximum spell level. These rounds do not need to be consecutive.
+
diff --git a/Talents/Druid/Primal/index.md b/Talents/Druid/Primal/index.md
index d33cc46db..47bf42c37 100644
--- a/Talents/Druid/Primal/index.md
+++ b/Talents/Druid/Primal/index.md
@@ -9,26 +9,26 @@ Those druids that have learned the ways of primal druidism generally look to the
## Branch Features
-### Bonus Spells
-You gain the following spells once you can cast spells of that level. Once you gain a bonus spell, you always have it prepared and it doesn’t count against the number of spells that you can prepare each day.
-
-If you have a bonus spell that doesn’t appear on the divine spell list, that spell is nevertheless a divine spell for you.
-
-| Spell Level | Spells |
-|:-----------:|:------:|
-| 1st | Heroism, Protection from Evil and Good |
-| 2nd | Barkskin, Moonbeam |
-| 3rd | Spirit Guardians, Thunder Step |
-| 4th | Guardian of Nature, Stoneskin |
-| 5th | Cone of Cold, Wrath of Nature |
+### Branch Spells
+Once you can cast spells of the corresponding level, you may spend character points equal to twice the spell's level to have that spell always prepared. Spells bought in this manner don't count against the number of spells that you can prepare.
+
+If you have a branch spell that doesn’t appear on the [Divine Spell List](https://stormchaserroleplaying.com/stormchaserRPG/Spells/Lists/Divine/), that spell is nevertheless a divine spell for you.
+
+| Spell Level | Spells | Cost |
+|:-----------:|:------:|:----:|
+| 1st | [Divine Favour](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Evocation/#divine-favour), [Protection from Evil and Good](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Warding/#protection-from-evil-and-good) | 2 Character Points per Spell |
+| 2nd | Barkskin, Moonbeam | 4 Character Points per Spell |
+| 3rd | Spirit Guardians, Thunder Step | 6 Character Points per Spell |
+| 4th | Guardian of Nature, Stoneskin | 8 Character Points per Spell |
+| 5th | Cone of Cold, Wrath of Nature | 10 Character Points per Spell |
## Talents
| Talent | CP | Prerequisites |
|:-------|:--:|:--------------|
| Enhanced Wild Shape | 5 | Wild Shape |
-| Primal Strike | 10 | 3rd Level Spells and Enhanced Wild Shape|
-| Elemental Wild Shape | 25 | 5th Level Spells and Primal Strike |
+| Primal Strike | 20 | 3rd Level Spells and Enhanced Wild Shape|
+| Elemental Wild Shape | 30 | 5th Level Spells and Primal Strike |
| Mutable Body | 50 | 5th Level Spells and Elemental Wild Shape |
### Enhanced Wild Shape
@@ -47,16 +47,16 @@ Your Wild Shape ability gains the following benefits:
-#### **Cost:** 10 Character Points
**Prerequisite:** 3rd Level Spells and Enhanced Wild Shape
+#### **Cost:** 20 Character Points
**Prerequisite:** 3rd Level Spells and Enhanced Wild Shape
*The claws and teeth of your beast shapes have been imbued with the divine power of nature.*
-All Strike actions made while you are transformed using your Wild Shape are considered to be magical.
+When you [Strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/) while you are transformed using your Wild Shape, those attacks are considered to be magical.
### Elemental Wild Shape
-#### **Cost:** 25 Character Points
**Prerequisite:** 5th Level Spells and Primal Strike
+#### **Cost:** 30 Character Points
**Prerequisite:** 5th Level Spells and Primal Strike
*The elements of the world are now part of your being.*
You can spend up to 5 mana to use your Wild Shape to transform into an elemental with a CR maximum equal to the amount of mana expended.
diff --git a/Talents/Druid/Spores/index.md b/Talents/Druid/Spores/index.md
index 1646a531d..8a72a502c 100644
--- a/Talents/Druid/Spores/index.md
+++ b/Talents/Druid/Spores/index.md
@@ -13,20 +13,19 @@ Spore Druids have a complex relationship with the undead. Unlike most other drui
## Branch Features
-### Bonus Spells
-When you take your first talent from this branch, you learn the Chill Touch cantrip. If you already know that cantrip you may learn another cantrip of your choice from the divine spell list.
-
-Additionally, you gain the following spells once you can cast spells of that level. Once you gain a bonus spell, you always have it prepared and it doesn’t count against the number of spells that you can prepare each day.
-
-If you have an bonus spell that doesn’t appear on the divine spell list, that spell is nevertheless a divine spell for you.
-
-| Spell Level | Spells |
-|:-----------:|:------:|
-| 1st | Detect Poison and Disease, Ray of Sickness |
-| 2nd | Gentle Repose, Wither and Bloom |
-| 3rd | Animate Dead, Gaseous Form |
-| 4th | Blight, Confusion|
-| 5th | Cloudkill, Contagion |
+### Branch Spells
+Once you can cast spells of the corresponding level, you may spend character points equal to twice the spell's level to have that spell always prepared. Spells bought in this manner don't count against the number of spells that you can prepare.
+
+If you have a branch spell that doesn’t appear on the [Divine Spell List](https://stormchaserroleplaying.com/stormchaserRPG/Spells/Lists/Divine/), that spell is nevertheless a divine spell for you.
+
+| Spell Level | Spells | Cost |
+|:-----------:|:------:|:----:|
+| Cantrip | [Lich Slap](https://stormchaserroleplaying.com/stormchaserRPG/Spells/Cantrips/Necromancy/#lich-slap) | 2 Character Points |
+| 1st | [Detect Poison and Disease](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Divination/#detect-poison-and-disease), [Ray of Sickness](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Necromancy/#ray-of-sickness) | 2 Character Points per Spell |
+| 2nd | Gentle Repose, Wither and Bloom | 4 Character Points per Spell |
+| 3rd | Animate Dead, Gaseous Form | 6 Character Points per Spell |
+| 4th | Blight, Confusion| 8 Character Points per Spell |
+| 5th | Cloudkill, Contagion | 10 Character Points per Spell |
## Talents
@@ -34,9 +33,9 @@ If you have an bonus spell that doesn’t appear on the divine spell list, that
|:-------|:--:|:--------------|
| Halo of Spores I | 5 | - |
| Symbiotic Entity | 5 | Halo of Spores I |
-| Fungal Infestation | 5 | 3rd Level Spells and Symbiotic Entity |
+| Fungal Infestation | 10 | 3rd Level Spells and Symbiotic Entity |
| Halo of Spores II | 5 | 3rd Level Spells and Halo of Spores I |
-| Spreading Spores | 20 | 5th Level Spells and Fungal Infestation |
+| Spreading Spores | 25 | 5th Level Spells and Fungal Infestation |
| Halo of Spores III | 5 | 5th Level Spells and Halo of Spores II |
| Fungal Body | 45 | 7th Level Spells and Spreading Spores |
| Halo of Spores IV | 5 | 7th Level Spells and Halo of Spores III |
@@ -48,16 +47,14 @@ If you have an bonus spell that doesn’t appear on the divine spell list, that
#### **Cost:** 5 Character Points
**Action:** Free
**Trigger:** A hostile creature that you can see moves within 10 feet of you.
*You are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby.*
-When a creature comes within range, it must make a Constitution defense check vs your spellcasting skill. If it fails, then the creature takes 1d4 decay damaage.
-
-You can use this ability once per round and it will trigger automatically upon the first hostile creature to come within range. Alternatively, on your turn (or when you roll initiative), you can declare a specific creature to trigger this ability, or to not use it for the next round.
+At the beginning of your turn, you can make a necromancy attack vs the Constitution defense of a creature that has moved within 10 feet of you since the end of your last turn. On a hit, the creature takes 1d4 decay damaage. This ability can only be used once per round.
### Symbiotic Entity
#### **Cost:** 5 Character Points
**Prerequisite:** Halo of Spores
**Action:** 2
-*You gain the ability to channel magic into your spores, making the more deadly and offering you protection.*
+*You gain the ability to channel magic into your spores, making them more deadly and offering you protection.*
You can expend an amount of mana to awaken the spores. You gain 1d4 + 4 temporary stamina for the 1st mana spent and 5 additional temporary stamina for each mana spent beyond the 1st; the maximum amount of mana that you may spend on a single casting is equal to the maximum level of spells that you can cast. While this ability is active, you gain the following benefits:
* Your melee weapon attacks deal an extra 1d6 decay damage to any target they hit.
@@ -69,14 +66,13 @@ These benefits last for 10 minutes, until you lose all these temporary hit point
-#### **Cost:** 5 Character Points
**Prerequisite:** 3rd Level Spells and Symbiotic Entity
**Action:** Free
**Trigger:** A small or medium beast or humoid dies within 10 feet of you.
+#### **Cost:** 10 Character Points
**Prerequisite:** 3rd Level Spells and Symbiotic Entity
**Action:** Free
**Trigger:** A small or medium beast or humoid dies within 10 feet of you.
*Your spores can infest a corpse and animate it.*
-If a beast or a humanoid that is small or medium dies within 10 feet of you, you can use a free action to animate it, causing it to stand up immediately with 1 hit point. The creature uses the [Zombie]() stat block from the [Bestiary](https://stormchaserroleplaying.com/stormchaserRPG/Bestiary/). It remains animate for 1 hour, after which time it collapses and dies. In combat, the zombie’s turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Strike action, making one melee attack.
+If a beast or a humanoid that is small or medium has died within 10 feet of you, you can use a free action at the beginning of your turn to animate it. The creature immediately rieses to its feet with 1 hit point and uses the [Zombie]() stat block from the [Bestiary](https://stormchaserroleplaying.com/stormchaserRPG/Bestiary/). It remains animate for 1 hour, after which it collapses and dies. In combat, the zombie’s turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the [Strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/) action, making one melee attack.
This ability can trigger only once per round. You can use this ability a number of times equal to your spellcasting attribute modifier, and you regain all expended uses of it when you finish a long rest.
-
### Halo of Spores II
@@ -88,12 +84,12 @@ Your Halo of Spores damage die increases to 1d6.
-#### **Cost:** 20 Character Points
**Prerequisite:** 5th Level Spells and Fungal Infestation
**Actions:** 1, Free
**Trigger** A creature moves into the area of your Spreading Spores.
+#### **Cost:** 25 Character Points
**Prerequisite:** 5th Level Spells and Fungal Infestation
**Actions:** 1, Free
**Trigger** A creature moves into the area of your Spreading Spores.
*You gain the ability to seed an area with deadly spores.*
-Using 1 action, while your Symbiotic Entity is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this ability again, if you dismiss them using 1 action, or if your Symbiotic Entity is no longer active.
+Using 1 action, while your Symbiotic Entity is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube centered on a point that you can see for 1 minute. The spores disappear early if you use this ability again, if you dismiss them using 1 action, or if your Symbiotic Entity is no longer active.
-Whenever a creature moves into the area on their turn or starts its turn there, it must make a Constitution defense check vs your spellcasting skill. If it fails, then the creature takes damage equal to your Halo of Spores damage. While the cube of spores persists, creatures do not take damage from your Halo of Spores.
+If a creature has moved through or started its turn in the cube of spores since the end of your last turn, as a free action at the beginning of your turn you can make a necromancy attack vs its Constitution defense. If it hits, then the creature takes damage equal to your Halo of Spores damage. While the cube of spores persists, creatures do not take damage from your Halo of Spores. This ability can only be used once per round.
### Halo of Spores III
@@ -109,7 +105,7 @@ Your Halo of Spores damage die increases to 1d8.
#### **Cost:** 50 Character Points
**Prerequisite:** 7th Level Spells and Spreading Spores
*The fungal spores in your body alter you.*
-You can’t be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you’re incapacitated.
+You can’t be [blinded](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Blinded/), [deafened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Deafened/), [frightened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Frightened/), or [poisoned](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Poisoned/), and any critical hit against you is reduced by one hit, unless you’re [incapacitated](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Incapacitated/).
### Halo of Spores IV
diff --git a/Talents/Druid/Stargazer/index.md b/Talents/Druid/Stargazer/index.md
index b1b0f7d2c..6680ae57d 100644
--- a/Talents/Druid/Stargazer/index.md
+++ b/Talents/Druid/Stargazer/index.md
@@ -11,18 +11,18 @@ Stargazers also like to keep records of their findings. However, their archives
## Branch Features
-### Bonus Spells
-You gain the following spells once you can cast spells of that level. Once you gain a bonus spell, you always have it prepared and it doesn’t count against the number of spells that you can prepare each day.
-
-If you have an bonus spell that doesn’t appear on the divine spell list, that spell is nevertheless a divine spell for you.
-
-| Spell Level | Spells |
-|:-----------:|:------:|
-| 1st | Comprehend Languages, Guiding Bolt |
-| 2nd | Augury, Enhance Ability |
-| 3rd | Remove Curse, Haste |
-| 4th | Divination, Guardian of Faith |
-| 5th | Legend Lore, Wall of Stone |
+### Branch Spells
+Once you can cast spells of the corresponding level, you may spend character points equal to twice the spell's level to have that spell always prepared. Spells bought in this manner don't count against the number of spells that you can prepare.
+
+If you have a branch spell that doesn’t appear on the [Divine Spell List](https://stormchaserroleplaying.com/stormchaserRPG/Spells/Lists/Divine/), that spell is nevertheless a divine spell for you.
+
+| Spell Level | Spells | Cost |
+|:-----------:|:------:|:----:|
+| 1st | [Comprehend Languages](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Divination/#comprehend-languages), [Guiding Bolt](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Evocation/#guiding-bolt) | 2 Character Points per Spell |
+| 2nd | Augury, Enhance Ability | 4 Character Points per Spell |
+| 3rd | Remove Curse, Haste | 6 Character Points per Spell |
+| 4th | Divination, Guardian of Faith | 8 Character Points per Spell |
+| 5th | Legend Lore, Wall of Stone | 10 Character Points per Spell |
### Bonus Equipment
You have created map of your findings of the stars. Its form is determined by rolling on the table below, or by choosing one.
@@ -39,16 +39,16 @@ You have created map of your findings of the stars. Its form is determined by ro
Your map is a tiny object and can be used as a focus for casting your spells. If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest and destroys the previous map.
While holding the map, you have the following benefits:
-* You know the Guidance cantrip.
-* You have a separate pool of mana that you can draw upon to cast Guiding Bolt. This pool is equal to your spellcasting attribute modifier. A Guiding Bolt cast in this way can be upcast no higher than your usual maximum spell level. The pool is replinished when you finish a long rest.
+* You know the [Guidance](https://stormchaserroleplaying.com/stormchaserRPG/Spells/Cantrips/Divination/#guidance) cantrip.
+* You have a separate pool of mana that you can draw upon to cast [Guiding Bolt](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Evocation/#guiding-bolt). This pool is equal to your spellcasting attribute modifier. A Guiding Bolt cast in this way can be upcast no higher than your usual maximum spell level. The pool is replinished when you finish a long rest.
## Talents
| Talent | CP | Prerequisites |
|:-------|:--:|:--------------|
| Summon the Stars | 5 | - |
-| Wheel of Fortune | 10 | 3rd Level Spells and Summon the Stars |
-| The Magician | 25 | 5th Level Spells and Wheel of Fortune |
+| Wheel of Fortune | 20 | 3rd Level Spells and Summon the Stars |
+| The Magician | 30 | 5th Level Spells and Wheel of Fortune |
| The Moon | 50 | 7th Level Spells and The Magician |
### Summon the Stars
@@ -62,7 +62,7 @@ You can expend 1 mana and choose which constellation you summon from the list be
The constellation lasts for 10 minutes. It ends early if you dismiss it (no action required), become incapacitated, die, use this talent again, or use your Wild Shape.
-**The Chariot.** A brave warrior riding The Chariot springs into action. As part of the action when you first summon this constellation and using 1 action on your subsequent turns while it lasts, you can make a ranged spell attack, launching a shard of a star, against one creature within 60 feet of you. On a hit, the attack deals sacred damage equal to 1d8 + your spellcasting attribute modifier.
+**The Chariot.** A brave warrior riding The Chariot springs into action. As part of the action when you first summon this constellation and using 1 action on your subsequent turns while it lasts, you can make a ranged spell attack, launching a shard of a star, against one creature within 60 feet of you. On a hit, the attack deals 1d8 + your spellcasting attribute modifier in sacred damage.
**The Empress.** The Empress brings you nurturing abundance when called. Whenever you cast a spell using mana that restores stamina to a creature, you or another creature within 30 feet of you can regain stamina equal to 1d8 + your spellcasting attribute modifier.
@@ -72,22 +72,22 @@ The constellation lasts for 10 minutes. It ends early if you dismiss it (no acti
-#### **Cost:** 10 Character Points
**Prerequisite:** 3rd Level Spells and Summon the Stars
**Action:** Free
+#### **Cost:** 20 Character Points
**Prerequisite:** 3rd Level Spells and Summon the Stars
**Action:** Free
*You seek guidance from the stars for sings of what the next day may bring.*
Whenever you finish a long rest, roll a die. You gain access to the below based on whether you rolled and even or odd number on the die:
-**Boon (even).** As a free action on your turn you may grant a creature that you can see within 30 feet of you +1d to their next attack roll or skill check.
+**Boon (even).** Once per round, as a free action on your turn, you may grant a creature that you can see within 30 feet of you +1d to their next attack roll or skill check.
-**Doom (odd).** As a free action on your turn you may grant a creature that you can see within 30 feet of you -1d to their next attack roll or skill check.
+**Doom (odd).** Once per round, as a free action on your turn you may grant a creature that you can see within 30 feet of you -1d to their next attack roll or skill check.
-You can use this free action a number of times equal to your spellcasting attribute modifier, and you regain all expended uses when you finish a long rest.
+You can use this free action a number of times equal to your spellcasting attribute modifier. You regain all expended uses when you finish a long rest.
### The Magician
-#### **Cost:** 25 Character Points
**Prerequisite:** 5th Level Spells and Wheel of Fortune
+#### **Cost:** 30 Character Points
**Prerequisite:** 5th Level Spells and Wheel of Fortune
*The constellation of The Magician represents raw power and inspiration.*
This constellation is summoned in addition to the constellation chosen by your Summon the Stars talent. The 1d8 of The Chariot and The Empress becomes 2d8. While The High Priestess is active, you have a flying speed of 20 feet and can hover.
diff --git a/Talents/Druid/Warden/index.md b/Talents/Druid/Warden/index.md
index d59031043..5a0432fb6 100644
--- a/Talents/Druid/Warden/index.md
+++ b/Talents/Druid/Warden/index.md
@@ -11,18 +11,18 @@ Wardens have the power to call upon the very spirits of nature to assist them in
## Branch Features
-### Bonus Spells
-You gain the following spells once you can cast spells of that level. Once you gain a bonus spell, you always have it prepared and it doesn’t count against the number of spells that you can prepare each day.
-
-If you have an bonus spell that doesn’t appear on the divine spell list, that spell is nevertheless a divine spell for you.
-
-| Spell Level | Spells |
-|:-----------:|:------:|
-| 1st | Bless, Shield of Faith |
-| 2nd | Animal Messenger, Healing Spirit |
-| 3rd | Beacon of Hope, Conjure Animals |
-| 4th | Conjure Woodland Beings, Locate Creature |
-| 5th | Dispel Evil and Good, Scrying |
+### Branch Spells
+Once you can cast spells of the corresponding level, you may spend character points equal to twice the spell's level to have that spell always prepared. Spells bought in this manner don't count against the number of spells that you can prepare.
+
+If you have a branch spell that doesn’t appear on the [Divine Spell List](https://stormchaserroleplaying.com/stormchaserRPG/Spells/Lists/Divine/), that spell is nevertheless a divine spell for you.
+
+| Spell Level | Spells | Cost |
+|:-----------:|:------:|:----:|
+| 1st | [Bless](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Charms/#bless), [Shield of Faith](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Warding/#shield-of-faith) | 2 Character Points per Spell |
+| 2nd | Animal Messenger, Healing Spirit | 4 Character Points per Spell |
+| 3rd | Beacon of Hope, Conjure Animals | 6 Character Points per Spell |
+| 4th | Conjure Woodland Beings, Locate Creature | 8 Character Points per Spell |
+| 5th | Dispel Evil and Good, Scrying | 10 Character Points per Spell |
### Woodland Voice
When you take your first talent in this branch, you learn the Sylvan language. You also have a way of speaking with beasts in which they can understand you, and you can easily interpret their noises and motions. However, this ability to communicate with beasts in this manner does not mean that any beast that you speak with is friendly to you.
@@ -33,8 +33,8 @@ When you take your first talent in this branch, you learn the Sylvan language. Y
|:-------|:--:|:--------------|
| Spirits of the Wild | 5 | - |
| Locate Hedgeway | 5 | Spirits of the Wild |
-| Empowered Allies | 10 | 3rd Level Spells and Spirits of the Wild |
-| Spiritual Balm | 25 | 5th Level Spells and Empowered Allies |
+| Empowered Allies | 20 | 3rd Level Spells and Spirits of the Wild |
+| Spiritual Balm | 30 | 5th Level Spells and Empowered Allies |
| Protect the Keeper | 50 | 7th Level Spells and Spiritual Balm |
### Spirits of the Wild
@@ -50,11 +50,11 @@ On subsequent turns, you can use 1 Action to move the spirit up to 60 feet to a
The spirit lasts for 1 minute or until you become incapacitated. You must finish a short or long rest to use this ability again.
-**Ox Spirit:** The sturdy ox spirit blesses those around it with its strength and fortitude. Each creature of your choice inside the aura when the spirit first appears gains temporary stamina equal to 8 + your spellcasting attribute modifier. Additionally, when you and your allies are inside the aura, each gains +1d to Strength checks and Strength defense.
+**Ox Spirit:** The sturdy ox spirit blesses those around it with its strength and fortitude. Each creature of your choice inside the aura when the spirit first appears gains temporary stamina equal to 8 + your spellcasting attribute modifier. Additionally, when you and your allies are inside the aura, each gains +1d to Strength checks and Strength defense vs attacks that are not melee or ranged.
-**Wolf Spirit:** The strength the pack is provided by the wolf spirit. As a free action on your turn, you can grant +1d a creature's next attack against a target that is inside the aura of the spirit. Additionally, you and your allies gain +1d on Perception checks while in the aura.
+**Wolf Spirit:** The strength the pack is provided by the wolf spirit. Once per round, as a free action on your turn, you can grant +1d to the next attack roll of a creature that is inside the aura of the spirit. Additionally, you and your allies gain +1d on Perception checks while in the aura.
-**Lion Spirit:** With its powerful presence, the lion spirit grants inspiration and protection. You and your allies gain +1d on skill checks made to detect creatures within the aura of the spirit. Additionally, when you cast a spell (no matter whether you are inside or outside the aura) that restores stamina to a creature then each creature of your choice within the aura also regains stamina equal to 3 + your spellcasting attribute modifier.
+**Lion Spirit:** With its powerful presence, the lion spirit grants inspiration and protection. You and your allies gain +1d on skill checks made to detect creatures within the aura of the spirit. Additionally, when you cast a spell (whether you are inside or outside the aura) that restores stamina to a creature then each creature of your choice within the aura also regains stamina equal to 3 + your spellcasting attribute modifier.
### Locate Hedgeway
@@ -69,7 +69,7 @@ You can detect the distance and direction to the nearest portal to the Hedge wit
-#### **Cost:** 10 Character Points
**Prerequisite:** 3rd Level Spells and Spirits of the Wild
+#### **Cost:** 20 Character Points
**Prerequisite:** 3rd Level Spells and Spirits of the Wild
*Beasts and fey that you conjure are more resilient than normal.*
Any beast or fey summoned or created by a spell that you cast gains the following benefits:
@@ -80,7 +80,7 @@ Any beast or fey summoned or created by a spell that you cast gains the followin
-#### **Cost:** 25 Character Points
**Prerequisite:** 5th Level Spells and Empowered Allies
+#### **Cost:** 30 Character Points
**Prerequisite:** 5th Level Spells and Empowered Allies
*The aura from your Spirits of the Wild provides extra protection to those creatures that you summon.*
Any fey or beast that you summon that ends its turn within the aura of Spirits of the Wild recovers stamina equal to 3 + your spellcasting attribute modifier.
@@ -92,6 +92,6 @@ Any fey or beast that you summon that ends its turn within the aura of Spirits o
#### **Cost:** 50 Character Points
**Prerequisite:** 7th Level Spells and Spiritual Balm
*In your last breath you call for aid from those you have protected.*
-When you are reduced to 0 stamina or are incapacitated against your will, you gain the benefits of the Conjure Animals spell as if cast using 9 mana, though requiring no concentration. Four CR 2 or lower beasts of your choice appear within 20 feet of you. Their duty is to protect you from harm and attack your enemies.
+When you are reduced to 0 stamina, or are incapacitated against your will, you gain the benefits of a 9th level Conjure Animals spell. This spell must not be sustained. Four CR 2 or lower beasts of your choice appear within 20 feet of you. Their duty is to protect you from harm and attack your enemies.
The spell lasts for one hour, or until you dismiss it (no action required). Once you use this ability, you can't use it again until you finish a long rest.
diff --git a/Talents/Druid/Wildfire/index.md b/Talents/Druid/Wildfire/index.md
index 708653cf2..d28302d25 100644
--- a/Talents/Druid/Wildfire/index.md
+++ b/Talents/Druid/Wildfire/index.md
@@ -9,26 +9,26 @@ Wildfire druids understand that destruction is sometimes the precursor of creati
## Branch Features
-### Bonus Spells
-You gain the following spells once you can cast spells of that level. Once you gain a bonus spell, you always have it prepared and it doesn’t count against the number of spells that you can prepare each day.
-
-If you have an bonus spell that doesn’t appear on the divine spell list, that spell is nevertheless a divine spell for you.
-
-| Spell Level | Spells |
-|:-----------:|:------:|
-| 1st | Burning Hands, Cure Wounds |
-| 2nd | Flaming Sphere, Scorching Ray |
-| 3rd | Plant Growth, Revivify|
-| 4th | Aura of Life, Fire Shield |
-| 5th | Flame Strike, Mass Cure Wounds |
+### Branch Spells
+Once you can cast spells of the corresponding level, you may spend character points equal to twice the spell's level to have that spell always prepared. Spells bought in this manner don't count against the number of spells that you can prepare.
+
+If you have a branch spell that doesn’t appear on the [Divine Spell List](https://stormchaserroleplaying.com/stormchaserRPG/Spells/Lists/Divine/), that spell is nevertheless a divine spell for you.
+
+| Spell Level | Spells | Cost |
+|:-----------:|:------:|:----:|
+| 1st | [Burning Hands](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Evocation/#burning-hands), [Heal]()| 2 Character Points per Spell |
+| 2nd | Flaming Sphere, Scorching Ray | 4 Character Points per Spell |
+| 3rd | Plant Growth, Revivify| 6 Character Points per Spell |
+| 4th | Aura of Life, Fire Shield | 8 Character Points per Spell |
+| 5th | Dawn, Immolation | 10 Character Points per Spell |
## Talents
| Talent | CP | Prerequisites |
|:-----------|:------:|:------------|
| Summon Wildfire Spirit | 5 | 1st Level Spells and Wild Shape |
-| Enhance Bond | 10 | 3rd Level Spells and Summon Wildfire Spirt |
-| Cauterising Flame | 25 | 5th Level Spells and Enhance Bond |
+| Enhance Bond | 20 | 3rd Level Spells and Summon Wildfire Spirt |
+| Cauterising Flame | 30 | 5th Level Spells and Enhance Bond |
| Blazing Revival | 50 | 7th Level Spells and Cauterising Flame |
### Summon Wildfire Spirit
@@ -40,7 +40,7 @@ If you have an bonus spell that doesn’t appear on the divine spell list, that
Using 2 Actions, you can expend mana to summon your wildfire spirit. The maximum amount of mana that you may spend at once is equal to the maximum level of spells that you can cast.
-The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. When it appears, make a spell attack vs the Dexterity defence of each creature within 10 feet of the spirit (other than you). On a hit the creature takes 2d6 fire damage.
+The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. When it appears, make an evocation attack vs the Dexterity defence of each creature within 10 feet of the spirit (other than you). On a hit the creature takes 2d6 fire damage.
The spirit is friendly to you and your companions and obeys your commands. Statistics for the spirit are provided in the stat block below. You determine the spirit’s appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.
@@ -64,16 +64,16 @@ The spirit is friendly to you and your companions and obeys your commands. Stati
> **Speed:** 35 feet, fly 35 feet (hover)
>
> ##### Actions
-> **Flame Seed (2 Actions):** *Ranged Spell Attack:* 2d20kh1 + your spellcasting attribute modifier to hit, range 60 feet, one target you can see. *Hit:* 1d6 + your spellcasting attribute modifier fire damage.
+> **Flame Seed (2 Actions):** *Ranged Spell Attack:* Ranged evocation attack to hit, range 60 feet, one target you can see. *Hit:* 1d6 + your spellcasting attribute modifier fire damage.
>
-> **Fiery Teleportation (2 Actions):** The spirit and each willing creature of your choice within 5 feet of the spirit teleport up to 15 feet to unoccupied spaces that you can see. Then, you make a spell attack vs the Dexterity defense of each creature that is within 5 feet of the space that the spirit left. On a hit, each target takes 1d6 + your spellcasting attribute modifier in fire damage.
+> **Fiery Teleportation (2 Actions):** The spirit and each willing creature of your choice within 5 feet of the spirit teleport up to 15 feet to unoccupied spaces that you can see. Then, you make an evocation attack vs the Dexterity defense of each creature that is within 5 feet of the space that the spirit left. On a hit, each creature takes 1d6 + your spellcasting attribute modifier in fire damage.
>
> ##### Other
> **Senses:** Darkvision (60 feet), Passive Perception 12
>
> **Languages:** understands the languages you speak
-In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It takes the Dodge action on its turn unless you take use 1 Action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.
+In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It takes the [Dodge](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Dodge/) action on its turn unless you take use 1 Action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are [incapacitated](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Incapacitated/), the spirit can take any action of its choice, not just [Dodge](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Dodge/).
The spirit exists for 1 hour, until it is reduced to 0 stamina, until you use this ability to summon the spirit again, or until you die.
@@ -81,10 +81,10 @@ The spirit exists for 1 hour, until it is reduced to 0 stamina, until you use th
-#### **Cost:** 10 Character Points
**Prerequisite:** 3rd Level Spells and Summon Wildfire Spirit
+#### **Cost:** 20 Character Points
**Prerequisite:** 3rd Level Spells and Summon Wildfire Spirit
*The bond with your wildfire spirit enhances your destructive and restorative spells.*
-Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.
+Whenever you cast a spell that deals fire damage or restores stamina while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.
In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
@@ -92,20 +92,20 @@ In addition, when you cast a spell with a range other than self, the spell can o
-#### **Cost:** 25 Character Points
**Prerequisite:** 5th Level Spells and Enhanced Bond
**Actions:** Free
**Trigger:** A creature passes through the spectral flame.
+#### **Cost:** 30 Character Points
**Prerequisite:** 5th Level Spells and Enhanced Bond
**Actions:** Free
**Trigger:** A creature passes through the spectral flame.
*You can turn death into magical flames that can heal or incinerate.*
-When a small or larger creature dies within 30 feet of you or your wildfire spirit, a harmless spectral flame springs forth in the dead creature’s space and flickers there for 1 minute. As a free action at the beginning of your turn, you can extinguish the spectral flame there and either heal or deal fire damage to a creature that has passed through a flame during its last turn. The healing or fire damage equals 2d10 + your spellcasting attribute modifier.
+When a small or larger creature dies within 30 feet of you or your wildfire spirit, a harmless spectral flame springs forth in the dead creature’s space and flickers there for 1 minute. As a free action at the beginning of your turn, you can extinguish the spectral flame there and either heal or deal fire damage to a creature that has passed through a flame during its last turn. The healing or fire damage equals 2d10 + your spellcasting attribute modifier.
-You can use this ability a number of times equal to your spellcasting attribute modifier, and you regain all expended uses when you finish a long rest.
+You can use this ability once per round and it has a number of uses equal to your spellcasting attribute modifier. You regain all expended uses when you finish a long rest.
-### Blazing Reival
+### Blazing Revival
#### **Cost:** 50 Character Points
**Prerequisite:** 7th Level Spells and Cauterizing Flame
*The bond with your wildfire spirit can save you from death.*
-If your wildfire spirit is within 120 feet of you when you are reduced to 0 stamina and thereby fall unconscious, you can cause the spirit to drop to 0 hit points. You then regain half your stamina and immediately rise to your feet.
+If your wildfire spirit is within 120 feet of you when you are reduced to 0 stamina and thereby fall unconscious, you can cause the spirit to drop to 0 stamina. You then regain half your stamina and immediately rise to your feet.
Once you use this ability, you can’t use it again until you finish a long rest.
diff --git a/Talents/Druid/index.md b/Talents/Druid/index.md
index cd4ff45b5..c9d377e0f 100644
--- a/Talents/Druid/index.md
+++ b/Talents/Druid/index.md
@@ -7,27 +7,24 @@ has_children: true
# Druid Talent Tree
Within the purity of the elements and the order of the wilds lingers a power beyond the marvels of civilisation. Furtive yet undeniable, these primal magics are guarded over by servants of philosophical balance known as druids. Allies to beasts and manipulators of nature, these often misunderstood protectors of the wild strive to shield their lands from all who would threaten them and prove the might of the wilds to those who lock themselves behind city walls. Rewarded for their devotion with incredible powers, druids gain unparalleled shape-shifting abilities, the companionship of mighty beasts, and the power to call upon nature’s wrath. The mightiest temper powers akin to storms, earthquakes, and volcanoes with primeval wisdom long abandoned and forgotten by civilisation.
-## Bonus Proficiencies
-When you take your first druid talent, you learn Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check, but can’t decipher it without magic.
-
-## Spell School Proficiencies
-If your first talent is a druid talent, then you are trained in the following spell schools: Abjuration, Charms, Conjuration, Divination, Evocation, Restoration and Transmutation.
+## Druidic
+When you take your first druid talent, you gain access to the secret language of druids. You must spend points on proficiency in this language as normal. Once you speak druidic, you can use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Perception check, but can’t decipher it without magic.
## Core Talents
| Talent | CP | Prerequisites |
|:-------|:--:|:--------------|
-| Wild Shape | 5 | - |
-| Wild Companion | 5 | 1 Other Druid Talent* |
-| Timeless Body | 40 | 9th Level Spells and 5 Other Druid Talents |
-| Beast Spells | 40 | 9th Level Spells and 5 Other Druid Talents |
-| Archdruid | 100 | 10th Level Spells and 6 Other Druid Talents |
+| Wild Shape | 10 | - |
+| Wild Companion | 5 | - |
+| Timeless Body | 40 | 9th Level Spells and 120 Points in Druid Talents |
+| Beast Spells | 40 | 9th Level Spells and 120 Points in Druid Talents |
+| Archdruid | 100 | 10th Level Spells and 200 Points in Druid Talents |
### Wild Shape
-#### **Cost:** 5 Character Points
**Actions:** 2
+#### **Cost:** 10 Character Points
**Actions:** 2
You can expend 1 or more mana and magically assume the shape of a beast that you have seen before.
The amount of mana expended determines the maximum CR of the beasts that you can transform into (as shown in the table below) and the maximum amount of mana that you may spend on a single wildshape is equal to the maximum level of spells that you can cast.
@@ -58,7 +55,7 @@ While you are transformed, the following rules apply:
-#### **Cost:** 5 Character Points
**Prerequisite:** 1 Other Druid Talent
**Actions:** 2
+#### **Cost:** 5 Character Points
**Actions:** 2
You gain the ability to summon a spirit that assumes an animal form. You can cast the *find familiar* spell, without material components.
When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to the spell level at which you cast the spell.
@@ -67,21 +64,21 @@ When you cast the spell in this way, the familiar is a fey instead of a beast, a
-#### **Cost:** 40 Character Points
**Prerequisite:**9th Level Spells and 5 Other Druid Talents
+#### **Cost:** 40 Character Points
**Prerequisite:** 9th Level Spells and 120 Points in Druid Talents
The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.
### Beast Spells
-#### **Cost:** 40 Character Points
**Prerequisite:**9th Level Spells and 5 Other Druid Talents
+#### **Cost:** 40 Character Points
**Prerequisite:** 9th Level Spells and 120 Points in Druid Talents
You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components.
### Archdruid
-#### **Cost:** 100 Character Points
**Prerequisite:**10th Level Spells and 6 Other Druid Talents
+#### **Cost:** 100 Character Points
**Prerequisite:** 10th Level Spells and 200 Points in Druid Talents
You are one with nature. Your spellcasting ability score increases by 4, and your maximum for this score also increases by 4.
Additionally, you can use your Wild Shape at 1st level an unlimited number of times, and you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.