Nature Spells
Level 1 Combat Spells
Entangle: Call up vines from the earth to entwine and hold a person in battle.
Benefit: -10 to enemy's defense value.
Summon Rodents:
Calls forth the rodents of the forest for help.
Benefit: +10 to attack value in combat.
Pacify Animal:
Can calm a raging beast.
Benefit: -10 from attack power of enemy summons when used in combat.
Faerie Fire:
Creates a harmless violet flame that outlines a person.
Benefit: Cancels enemy skill "Globe of Darkness" and enemy spell "Shroud” when used in combat.

Level 1 Non-Combat Spells
Know Direction: Never be lost again.
Benefit: Removes one day from total travel time.
Detect Poison: Detect the presence of poison.
Benefit: Cures Poison

Level 1 Role-Play Spells

Hidden Path: Open paths through the forest that none other could find.
Eyes of the Animal:
Allows the caster to see through the eyes of an animal.
Purify Water:
Can purify small bodies of water.

Level 2 Combat Spells

Shillelagh: Causes a perfect staff to grow from the ground at the Druids will.
Benefit: Acts as a two-handed weapon with 12 attack. Can only be used if caster has no primary weapons equipped. Used in combat.

Bark Skin:
Causes the caster’s skin to become temporarily rough like tree bark.
Benefit: +6 to defense value in combat.

Protection from Elements:
Protection from natural elements.
Benefit: +5 defense value against fire, wind, water, lightning and earth property attacks in combat.

Call Bird(s):
Call either a large bird or a flock of smaller birds.
Benefit: +15 to attack value in combat.

Level 2 Non-Combat Spells
Water Breathing:
Can breath under water.
Benefit: Removes one day’s travel in water. Allows user to travel water without a ship. Spell lasts for 3 days.

Poison:
Poison an enemy.
Benefit: Increased chance of poisoning target for 3 days.

Level 2 Role-Play Spells

Tree Shape:
Alter one’s appearance to look like a tree for a short time.
Wood Shape:
Shape wood to your liking.
Speak with Plants:
Speak with plants and learn their secrets.

Level 3 Combat Spells
Thorns: Let loose an arc of thorns at an opponent.
Benefits: +15 to attack value in combat.

Nature’s Whips:
Cause nearby plant life to whip at an opponent.
Benefit: +20 to attack value in combat.

Call Lightning:
Call down lightning from a thunderstorm.
Benefit: +20 to attack value in combat.

Call Wolves:
Calls two wolves to caster’s aid.
Benefit: +25 to attack value, +10 to defense value in combat. Adds skill "Increased Senses" for duration of battle.

Level 3 Non-Combat Spells
Soften Earth: Soften earth into a quicksand state.
Benefit: Causes 3 days healing to any character in affected square. Cannot be cast on settlements or in mountainous terrain.

Level 3 Role-Play Spells
Meld into Stone: Merge with stone, but cannot move.
Shape Stone: Shape stone to ones liking.

Level 4 Combative Spells
Tremor: Cause a minor tremor to run through the earth.
Benefit: +25 Earth damage to attack value in combat. +40 to attack value against settlements.
Nature’s Shape: Take the shape of a natural animal.
Benefit: Allows caster shift into the form of an animal of their choice in combat.
Rocks: Pull great stones from the earth and send them at a foe.
Benefit: +30 to attack value in combat.
Nature’s Wall: Create a wall of brambles and thorns 30 ft. long and 5 ft. high.
Benefit: +30 to defense value in combat.
Repel Wood: Force wood away from you.
Benefit: +20 to defense value if enemy has equipped any weapons with wooden components in combat.
Gust: Create an extremely strong surge of wind.
Benefit: +30 wind damage to attack value in combat.
Ironwood Skin: Causes skin to temporarily become like ironwood.
Benefit: +20 to defense value in combat.
Poisonwood: Creates a lashing vine of poisonous thorns.
Benefit: +20 to attack value in combat. Chance of poisoning opponent for 3 days.
Call Big Cats: Summon two large panthers.
Benefit: +35 to attack value, +15 to defense value in combat.

Level 4 Non- Combative Spells
Soften Stone: Turn stone into an almost quicksand state.
Benefit: Causes 3 days healing to any character in affected square.

Level 5 Combative Spells
Summon Bear: Call forth a bear to fight for you.
Benefit: +30 to attack value, +20 to defense value in combat. Adds skill "Bash" for duration of battle.
Shambling Mound: Create a living thing from branches, vines, and leaves. Roughly the size of an orc it will fight for the caller.
Benefit: +40 to attach value, +20 to defense value in combat.
Whirlwind: Massive swirling vortex of wind.
Benefit: +40 Wind damage to attack value in combat.
Eruption: The earth under an enemy’s feet erupts.
Benefit: +40 Earth damage to attack value in combat. +60 to attack value against settlements.

Level 5 Non-Combative Spells
Nature’s Salve: Heal virtually any wound.
Benefit: Removes 2 day's healing from target.

Level 5 Role-Play Spells
Control Weather: This spell allows the caster to manipulate the weather to a certain degree.
Spells
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