I Spells

Impossible Feat
Transmutation
Level: Asn 2, Brd 2, Rgr 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
You become capable of amazing feats of acrobatics, agility & athletics. You gain a competence bonus to Balance, Climb, Jump & Tumble checks equal to your caster level plus 20.

Incarnation of Nature
Conjuration (Calling)
Level: Drd 6, Wild 6
Components: V, S, F, U
Casting Time: 1 round
Range: 60’
Effect: One called incarnation
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
Calling to the ambient natural environment, you ask it to incarnate in an appropriate form to aid you. The called incarnation will serve you to the best of its ability, provided you do not ask it to take an obviously unproductive suicidal action, take action against nature or be exploited for any other form of magic.

The kind of incarnation you can call depends on the natural environment available to you:

{table=head]Environment|Incarnation
Arable Land|Greater earth elemental
Desert|Greater air elemental
Forest/Jungle|Treant
Open Air/Plains|Greater air elemental
Coast/River/Lake|Greater water elemental
Stone/Cavern|Greater earth elemental[/table]

The DM can decide randomly between available incarnations.

Focus: A 30’ area of the appropriate environmental feature.

Unique Component: If you speak the appropriate elemental language (or Sylvan for a treant) the incarnation you call arrives with an additional 2 HD, & if it is available you can select it deliberately instead of randomly.

Inclemency
Transmutation
Level: Druid 4, World 3
Components: V, S
Casting Time: 1 minute
Range: Long (400’ + 40’/level)
Area: Long-range sphere, centered on you; see text
Duration: Concentration, up to 1 minute/level
Saving Throw: None
Spell Resistance: No
You are able to change the weather in your immediate area for a brief time. You can call forth weather appropriate to the climate & season of the area you are in, as seen in the table below:

{table=head]Season|Possible Weather
Spring|sleet storm, thunder storm, tornado
Summer|hail storm, heat wave, torrential rain
Autumn|fog, rain, thunder storm
Winter|blizzard, frigid cold, sleet[/table]

You can set the general tendencies of the weather, but you cannot control specific applications of the weather (such as the direction & intensity of the wind, where lightning strikes, or the exact path of a tornado). It takes a full minute (10 rounds) for the desired effects to manifest. The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 1 minute later). Contradictory conditions are not possible simultaneously.

Inclemency can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them. Once the spell’s duration expires, the previous prevailing weather patterns reassert themselves within 1 minute.