Deities: Biollante
Granted Powers: Character gains acid resistance 5

Acid Domain Spells
1. Resist Elements* Ignores 12 damage/round from one energy type
2. Melf's Acid Arrow Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels
3. Biollante's Acid Orbs Mystical spheres of acid streak towards your opponent, inflicting 1d6+3 points of damage per orb
4. Acid Splash 20ft. burst of acid erupts from point designated by caster
5. Corroding Curse Creature's blood turns to acid, eating it from the inside out
6. Acid Fog Fog deals acid damage
7. Disintegrate Makes one creature or object vanish
8. Blood of Biollante Caster's blood becomes highly acidic, burning anyone who touches it except for the caster.
9. Storm of Corrosion Call forth an acidic rainstorm for up to twenty rounds; can move the rain on your turn
* Cast as a acid spell only

New Spells

Acid Splash
Evocation [Acid]
Level: Acid 4, Wiz/Sor 3
Components: V, S, M/DF
Casting Time: 1 action
Range: Long (400ft. + 40ft./level)
Area: 20ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex Half
Spell Resistance: Yes

        Upon completing this spell, a glowing green orb about the size of a grapefruit appears in your hand. You then must throw the orb. Once the orb reaches its target, it bursts into a sphere of caustic, drenching acid, dealing 1d6 points of acid damage per caster level (Max 10d6) to all creatures within the area of the spell. Unattended objects also are eaten away by the mystical fluid. Small, non-magical flames, such as torches and campfires, are extinguished by the splash of liquid.

        When the orb appears, you determine the location the burst is to occur and throw the orb, which flies towards the desired point, then pops, splashing everything with the acid. If there is some sort of obstruction in the way, such as another creature or a wall, the orb bursts prematurely. Because it is so large, it is very difficult to send the attack through a small space. In order to send it through a hole of the proper size, you must hit the opening with a ranged touch attack.

        When the acid sprays out, it dissolves almost everything it touches. The only materials that are unaffected are platinum, gold, silver, and almost all stone except limestone and marble. It the orb strikes a barrier, the burst does not pass through, instead dissolving the barrier, if the acid can affect it.

Biollante's Acid Orbs
Conjuration [Acid]
Level: Acid 3, Drd 3, Clr 3
Components: V, S
Casting Time: 1 action
Range: Medium (100ft. + 10ft./level)
Target: Up to ten creatures, no two of which can be more than 15ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

        Biollante only grants this spell to her priests and druids, who use it to punish those who despoil the natural world. While many sorcerers and wizards have tried to mimic this spell, none of them have been successful to date, as many of them are found dissolved in their labs, apparently from the spell backfiring on them. Apparently, the goddess doesn't wish for those who are not worthy to copy her spells.

        Upon completing this spell, one small, green orb appears on one of the caster's fingers, plus one additional orb per two caster levels beyond first (max 10 at 19th level). You can fire the orbs from the tips of your fingers at any target within range. The orbs unerringly strike their target, inflicting 1d6+3 points of acid damage to its target per orb, but cannot strike specific body parts. If you fire more than one orb, you can designate more than one target, but no two targets can be more than 15ft. apart. You must designate the targets before rolling SR and damage.

        The orbs can be used to strike inanimate objects. Objects struck by the orbs take 1d6+3 points of acid damage, which ignores hardness. Gold, silver, platinum and most stones, except limestone and marble, are unaffected by this spell.

Blood of Biollante
Transmutation [Acid]
Level: Acid 8, Drd 9
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute / level
Saving Throw: No
Spell Resistance: No

        Named after the goddess who grants this spell, Blood of Biollante is a powerful defensive and offensive spell used by the Earth Goddess's cleric and druid followers, which transforms the caster's blood into a magical acid. Many clerics and druids use this spell before battling creatures they know to draw blood in melee, for the acid blood eats away at any object that it touches. The stronger the caster is, the more potent her blood. Some druids have been reported, after casting this spell, to dissolve the teeth of dragons that were foolish enough to bite them.

        After completing this spell, the caster's blood transforms into a potent acid. While the caster and her equipment are immune to this acid, any other object that comes into contact with the blood is not so lucky. Whenever the caster is struck in melee by a slashing or piercing type attack, her blood gets onto the weapon used to attack her. If the weapon is a natural attack, such as claws, or a melee weapon with reach 5ft. or less, the blood gets onto the attacker, inflicting 3d6 points of acid damage to the creature. Additionally, the acid adheres to the flesh of the creature, inflicting the same amount of damage for 1 round/2 caster levels (max ten). Also, the creature must make a fortitude save or suffer extreme agony from the acid corroding their flesh and bones, suffering a -2 penalty to Dexterity and a -4 penalty on attack rolls, skill checks and ability checks for as long as the acid inflicts damage, plus 1d6 rounds after the acid stops inflicting damage.

        If the character has lost at least 1 point of damage to a piercing or slashing attack, even a self inflicted one, she can coat her hand with her own blood, and use it as a weapon. This is treated as a touch attack, and the caster is considered armed for purposes of attacks of opportunity. With a successful touch attack, the character inflicts 1d6 points of acid damage. The caster can only use this attack so long as she has at least 1 hit point lost, so if she is healed to full hit points, she can no longer use her own blood to attack. If she loses ten hit points to piercing or slashing damage, she can fling droplets of her blood as a ranged attack with a range increment of 5ft (max range 10ft.). If she hits with a ranged touch attack, the acid deals 1d6 points of damage. Using either of these attacks is a standard action.

Material Components: A potion of protection from elements (acid), which the caster imbibes as she casts the spell, and an emerald worth at least 1,000gp.

Corroding Curse
Transmutation [Acid]
Level: Acid 5, Clr 6, Drd 6
Components: V, S, Df
Casting Time: 1 action
Range: Touch
Target: One living creature touched
Duration: 1 round + 1 round/3 caster levels
Saving Throw: Fortitude partial (see text)
Spell Resistance: Yes

        One of the most deadly spells granted by the earth goddess Biollante, Corroding Curse transforms the target's own blood into acid. The creature suffers terrible agony as her own blood begins to dissolve her from the inside out. Yet, once the spell ends, her blood returns to normal, though the damage suffered is often severe.

        Upon completing the spell, the caster makes a touch attack against one creature. If she hits, the target must immediately make a fortitude saving throw. Success indicates that she only takes 2d6 points of acid damage, and nothing more. Failure, on the other hand, has steep repercussions, as the spell's magical energy quickly spreads through the target's body, transforming her blood into concentrated acid, which quickly begins to eat away at the surrounding tissue. The acid lasts for 1 round, plus 1 round/3 caster levels (max 7 rounds), inflicting 3d4 points of acid damage to the creature per round. Also, while under the effect of the spell, the creature is considered staggered, due to the tremendous pain she suffers from the acid eating away at her own internal organs. Spell casters must make concentration checks each round to cast spells. The pain lasts as long as the spell remains active, plus 1d6 rounds after.

        Only creatures with blood or a similar body fluid are affected by this spell. Thus, Constructs, Elementals, Oozes and most Undead are immune to this spell, as are creatures with the incorporeal subtype.

Storm of Corrosion
Conjuration (Summoning) [Acid]
Level: Acid 9, Drd 9
Components: V, S, Df
Casting Time: full round
Range: Long (400ft. + 40ft./level)
Effect: 360-ft.-radius storm cloud
Duration: Concentration (Max 20 rounds) (D)
Saving Throw: See text
Spell Resistance: Yes

        One of the most blatantly destructive spells granted by Biollante to her followers, this spell is rarely used, as the devastation caused by its effects make the Earth Goddess's followers reluctant to unleash it upon the world. However, when there is a great enough need, they are all too willing to call forth this incredibly potent magic, which can lay waste to entire cities or forests in a mater of seconds.

        Upon completing this spell, a massive white storm cloud appears in the sky. The overpowering stench of sulfur and chlorine accompany the cloud, often nauseating any creature with a sense of smell. All creatures under the cloud's area must make a fortitude save or instantly nauseated. Nauseated creatures cannot attack, cast spells, concentrate on spells, and so on. The only thing they can do is take a single move, or move equivalent action on their turn. Creatures remain nauseated for as long as they remain under the storm cloud, and for 1d4+1 rounds after. Creatures with a strong sense of smell, such as those with the scent special quality or blindsight based on scent, do not receive a fortitude save to avoid the nausea.

        The caster must concentrate each round to maintain the spell. If the caster continues to concentrate, she can move the cloud up to sixty feet per round. The cloud cannot move beyond the range of the spell.

        Each round that the cloud is maintained, droplets of highly concentrated acid rain down torrentially. All creatures under the cloud suffer 5d6 points of acid damage each round with no saving throw. Even after the character gets out from under the cloud, they are drenched in acid. On the round after leaving the downpour's effects, the character suffers 4d6 points of damage. This damage drops by one hit die per round, until it reaches zero on the fifth round.

        Inanimate objects in the storm's effects take 3d6 points of damage per round, which ignores hardness. Unattended objects automatically take damage, while attended objects can make a fortitude save to reduce the damage to half. Regardless, each round that the object remains under the cloud's downpour, it takes damage.

        If the caster moves the cloud, the acid that struck the ground evaporates into a thick, cloying fog. Any area that was rained upon by the cloud but is no longer receiving the rain is automatically covered in the effects of an acid fog spell, which lasts for as long as the storm of corrosion lasts. Also, any creature foolish enough to fly into the cloud suffers damage as if they were also inside an acid fog spell.