Genre:Fantasy/Spells/Natural

Natural spells are best cast by druids, use the aspect attribute, and are gained through a life of hermitage and oneness with nature.

Basic Natural Spells
 Animate plant – one small-to-medium plant (T4; 5 HP) becomes animate and follows basic commands. Cost: 2 magic points.

 Charm animal – one non-hostile animal regards you with trust; aspect challenge to command it. Cost: 1 magic point.

 Camouflage – gain a +3 bonus to attempts to hide in any natural environment. Cost: 0 magic points.

 Darkvision – night appears as day for 8 + your level hours. Cost: 1 magic point.

 Detect traps – radius of 100 feet. Cost: 1 magic point.

 Green-speak – plants within one mile become your eyes and ears. Note: the spell-caster must enter a trance in order to perform this spell. Cost: 2 magic points.

 Heal – restores 1d5 hit points. Cost: 1 magic point (0 if the caster possesses the heal skill).

 Lightning bolt – inflicts 1 damage; attack roll versus toughness; range 100 ft. Cost: 0 magic points (2 to inflict 1d5 + 1 damage).

 Magic berry – creates 1d10 berries that, when consumed, restore 1d5 magic and power points. Cost: 2 magic point.

 Moonray – a white beam of light inflicts 1d5 + 1 damage; save versus caster’s spell save to reduce damage by 1 (evil creatures may not save). Cost: 2 magic points.

 Oakenhide – gain 1d5 temporary hit points. Cost: 2 magic points.

 Poison touch – inflicts 1d5 damage. Cost: 2 magic points.

 Spider’s silk – climb any surface for 1d10 x your level minutes. Cost: 2 magic points.

 Thorn-lance – large spikes erupt from the earth, inflicting 1d5 damage; affects all entities within a five-foot radius of target; attack roll versus toughness for each entity. Cost: 3 magic points.

 Weapon growth – any weapon composed primarily of an organic substance (e.g. wooden staff, iron sword) grows to twice its size, gains a +1 attack bonus and inflicts twice its standard damage; lasts for 1d5 + your level rounds. Cost: 2 magic points.

Advanced Natural Spells
<p style="text-align:justify"> Advanced spells are available to spell casters level 3 and above.

<p style="text-align:justify"> Biting wind – inflicts 1d5 damage on up to 10 creatures within a 50 foot radius; aspect save to reduce damage by half. Cost: 3 magic points. <p style="text-align:justify"> Burning touch – inflicts 1-2 damage for 1d5 rounds. Cost: 2 magic points.

<p style="text-align:justify"> Healing wave – restores 1d5 hit points to your level amount of targets. Cost: 2 magic points (1 if the caster possesses the heal skill).

<p style="text-align:justify"> Lightning bolt II – inflicts 2 damage; attack roll versus toughness. On a roll of 10, the attack inflicts damage on up to five creatures within 10 feet of the target. Cost: 1 magic point.

<p style="text-align:justify"> Protective spirit – cancels any one successful action (e.g. ability, attack, spell, etc.). Cost: 3 magic point.

<p style="text-align:justify"> Reincarnate – restore the soul of a recently deceased creature to a body conjured randomly by this spell; roll 1d10 use the following table to determine its race. Cost: 5 magic points. 1-2: Dwarf 3-4: Elf 5-6: Halfling 7-9: Human 10: Choose race

<p style="text-align:justify"> Shield of thorns – raises a protective dome of thick, thorn-studded vines (T3; 10 HP) that surrounds you and your allies. Cost: 2 magic points.

<p style="text-align:justify"> Speak with animals – speak the language of any one natural animal species; lasts your level amount of hours. Cost: 1 magic point.

<p style="text-align:justify"> Summon guardian – raises a giant of earth and stone (T6; 10 HP; +2 power) that follows basic commands. Cost: 4 magic points.

<p style="text-align:justify"> Sunray – inflicts 1d10 damage, blinds any creature within a 10 foot radius of the target for 1d5 rounds; save versus caster’s spell save to reduce damage by half. Cost: 3 magic points.

<p style="text-align:justify"> Thunderstruck – all targets before the caster are knocked prone; save versus caster’s spell save. Cost: 2 magic points.

<p style="text-align:justify"> Ward (natural) – target becomes immune to the effects of natural spells for the duration of combat. Cost: 2 magic points.

<p style="text-align:justify"> Water-breathing – lasts 8 hours. Cost: 1 magic point.

<p style="text-align:justify"> Wild grace – gain +2 to reflex for 1d5 + your level amount of rounds. Cost: 1 magic point (2 if cast on a nearby target).

<p style="text-align:justify"> Windwalk – you and up to five willing entities walk with the wind and are able to fly in any direction at a rate of 300 feet per turn; lasts for your level amount of minutes. Cost: 3 magic points.