Hilenn

Special Gamic Abilities
Beings born in Hilenn have the abilities of the plant domain, in addition to the one all other lands have, the animal domain. Beings from Hilenn cannot cast any metal, or metal related spells.

Common wild shapes (unknown).

Granted Powers
You can use speak with animals once per day as a spell-like ability.

Add Knowledge (nature) to your list of class skills.

Animal Domain Spells
* Can only summon animals.
 * 1) Calm Animals:  Calms (2d4 + level) HD of animals.
 * 2) Hold Animal:  Paralyzes one animal for 1 round/level.
 * 3) Dominate Animal:  Subject animal obeys silent mental commands.
 * 4) Summon Nature’s Ally IV*:  Calls creature to fight.
 * 5) Commune with Nature:  Learn about terrain for 1 mile/level.
 * 6) Antilife Shell:  10-ft. field hedges out living creatures.
 * 7) Animal Shapes:  One ally/level polymorphs into chosen animal.
 * 8) Summon Nature’s Ally VIII*:  Calls creature to fight.
 * 9) Shapechange F:  Transforms you into any creature, and change forms once per round.

Granted Powers
Rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

Plant Domain Spells

 * 1) Entangle:  Plants entangle everyone in 40-ft.-radius.
 * 2) Barkskin:  Grants +2 (or higher) enhancement to natural armor.
 * 3) Plant Growth:  Grows vegetation, improves crops.
 * 4) Command Plants:  Sway the actions of one or more plant creatures.
 * 5) Wall of Thorns:  Thorns damage anyone who tries to pass.
 * 6) Repel Wood:  Pushes away wooden objects.
 * 7) Animate Plants:  One or more trees animate and fight for you.
 * 8) Control Plants:  Control actions of one or more plant creatures.
 * 9) Shambler:  Summons 1d4+2 shambling mounds to fight for you.