Nature Spells
Nature spells are the old ways of root, beast, and weather. Warden characters learn them through the Old Ways card; Beastbond characters through Call of the Green.
Cantrips
Snapping Vine
Tier: Cantrip (Tier 0)
Tags: Nature, Reaction
Roll: Attack: your Domain Aspect vs. Evasion
Range: 60 feet (15 feet as a Reaction)
Target: One creature
Duration: Instant
Action Cost: 1 (or 1 as a Reaction)
A vine or root snaps up from the ground under the target. On a hit, 1d6 Bludgeoning or Slashing damage (+1d6 per caster Tier above 1, max 4d6), and you may pull it up to 10 feet toward you.
⚡ Reaction: when a creature within 15 feet moves away from you, you may cast Snapping Vine against it. On that Reaction cast the pull is only 5 feet.
D&D players: this is like Thorn Whip, and it can also fire when someone leaves your side.
Hedge Sense
Tier: Cantrip (Tier 0)
Tags: Nature, Utility
Roll: None
Range: Self, 30 feet
Target: Area
Duration: Instant
Action Cost: 1
Learn the weather for the next day, make a flower bloom, put out a candle or campfire, or learn whether anything larger than a fox passed here in the last day.
D&D players: this is like Druidcraft.
Ember Palm
Tier: Cantrip (Tier 0)
Tags: Nature, Fire
Roll: Attack: your Domain Aspect vs. Evasion
Range: 30 feet (thrown)
Target: One creature
Duration: Scene
Action Cost: 1
A flame dances in your palm as light (10-foot radius). Throw it as an attack: 1d8 Fire damage on a hit (+1d8 per caster Tier above 1, max 4d8).
D&D players: this is like Produce Flame.
Tier 1
Herbal Healing
Tier: Tier 1
Tags: Nature, Healing
Roll: None
Range: Touch
Target: One willing creature
Duration: Instant
Action Cost: 2
Press a poultice of herbs to the wound. The target regains 1 HP; if it was at 0 HP and has not chosen a death option, it skips the death options.
Enhancements:
- +1 HP at caster Tier 3
Vine Overgrowth
Tier: Tier 1
Tags: Nature
Roll: Agility Resistance (to avoid Restrained)
Range: 90 feet
Target: 10-by-10-foot area
Duration: 5 rounds
Action Cost: 2
Grasping plants cover the area: it is difficult terrain (movement is halved). A creature that enters it rolls Agility Resistance or is Restrained until the end of its next turn.
Enhancements:
- +10-by-10 feet of area for each extra 1 Action Load
D&D players: this is like Entangle.
Beast Tongue
Tier: Tier 1
Tags: Nature, Communication
Roll: None
Range: Self
Target: You
Duration: 10 minutes
Action Cost: 1
You can speak with and understand beasts. They are no smarter than usual, but most will share what they saw.
D&D players: this is like Speak with Animals.
Hearthberry
Tier: Tier 1
Tags: Nature, Healing
Roll: None
Range: Touch
Target: Up to 10 berries
Duration: 1 day
Action Cost: 1 (out of combat)
Ten berries appear. Eating one is a full day’s food; a creature that eats one during a Quick Rest also reduces 1 Stress.
Enhancements:
- 15 berries at caster Tier 3; 20 at Tier 4
D&D players: this is like Goodberry.
Mist Veil
Tier: Tier 1
Tags: Nature, Weather
Roll: None
Range: 120 feet
Target: 20-foot radius
Duration: 1 hour
Action Cost: 1
Thick fog fills the area. Creatures inside are Sightless beyond 5 feet and can easily become Hidden.
Enhancements:
- 40-foot radius at caster Tier 3
D&D players: this is like Fog Cloud.
Tier 2
Thorny Overgrowth
Tier: Tier 2
Tags: Nature
Roll: None
Range: 90 feet
Target: 10-by-10-foot area
Duration: 10 rounds
Action Cost: 3
As Vine Overgrowth, but the plants are thorned. A creature moving through takes 1d4 Piercing damage (ignoring Evasion) for every 5 feet it moves.
Enhancements:
- +10-by-10 feet of area for each extra 1 Action Load
D&D players: this is like Spike Growth.
Beast Mantle
Tier: Tier 2
Tags: Nature, Transformation
Roll: None
Range: Self
Target: You
Duration: 1 hour (or until you drop to 0 HP in beast form)
Action Cost: 2
Take the shape of a beast no bigger than a horse (bear, wolf, hawk, eel). Use its movement (fly, swim, climb) and senses. Your HP and Aspects stay your own, but you can’t speak or cast spells. Your beast attacks deal 1d8 + Tier damage using your Domain Aspect. When you change back, you are where the beast was.
Enhancements:
- Tier 3: a beast up to elephant size, or two shapes in one casting
- Tier 4: an elemental or dire beast form (GM approves)
D&D players: this is like Wild Shape (also called Skin of the Wild in some notes).
Moonshaft
Tier: Tier 2
Tags: Nature, Radiant
Roll: Fortitude Resistance
Range: 120 feet
Target: 5-foot-wide, 40-foot-high cylinder
Duration: 1 minute (sustain: 1 AL per turn)
Action Cost: 2
A beam of moonlight. A creature that starts its turn in it or enters it rolls Fortitude Resistance, taking 2d8 Radiant damage on a failure or half on a success. When you sustain it, you may move it 60 feet.
Enhancements:
- Upcast: +1d8 Radiant per caster Tier above 2
D&D players: this is like Moonbeam.
Tier 3
Storm Call
Tier: Tier 3
Tags: Nature, Weather, Lightning
Roll: Reflex Resistance
Range: 120 feet
Target: Outdoors; 5-foot radius each strike
Duration: 10 minutes (sustain: 1 AL per turn)
Action Cost: 3
A storm cloud gathers. When you cast it, and each time you sustain it, call a bolt at a point under the cloud: creatures within 5 feet roll Reflex Resistance, taking 3d8 Lightning damage on a failure or half on a success. (+1d8 if it is already storming.)
Enhancements:
- Upcast: +1d8 Lightning at caster Tier 4
D&D players: this is like Call Lightning.
Speak with Root and Stone
Tier: Tier 3
Tags: Nature, Communication
Roll: None
Range: Self
Target: You
Duration: 10 minutes
Action Cost: 2
Plants and stone near you answer questions about what passed by in the last day, what’s buried here, or where water flows.
D&D players: this is like Speak with Plants / Stone Tell.
Tier 4
Earthshaker
Tier: Tier 4
Tags: Nature, Earth
Roll: Agility Resistance
Range: 300 feet
Target: 100-foot radius
Duration: Until the end of your next turn
Action Cost: 4
The ground heaves. Creatures in the area roll Agility Resistance or fall Prone; structures take full damage as from a siege weapon (4d8, see Ships at a Glance), and fissures open (GM’s call).
D&D players: this is like Earthquake.