| 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 |