Nature Calls

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Nature Calls
Last Updated: 1/15/24

Combat Call

Call: Nature

Call Type: Damage Types

Description: An attack harnessing the elements

Common Sources: Themium Weapons, the Elemental Weapon spell

Associated Condition(s): Natural Hazard

Condition

Condition Name: Natural Hazard

Effect: This condition does nothing by itself. It only modifies another condition, changing how it is cured.

Duration: Based on other call.

Common Sources: Some creatures.

Common Cures: 'Dispel Magic!', waiting.

The 'Nature!' call is a catch all for representing flaming attacks, icy cold attacks, bursts of water, gusts of wind and anything else elemental in nature.

Description

The 'Nature!' call can be used to represent any damaging elemental attack. It is used to represent creatures attacking with flame blasts, ice shards, water geysers, wind gusts, extreme temperatures, or being encased in stone. A rare metal known as Thermium has been invented that harnesses some of this into a form that is more practical for use by warriors. Blades made of Thermium reach very high temperatures rapidly when exposed to air.

'Nature!' isn't needed regularly by adventurers, but when it is necessary there aren't many substitutes. Other than Thermium most characters get access to the 'Nature!' call from spells like Elemental Weapon. Creatures that are vulnerable to 'Nature!' are typically elementals or anything flammable.

Calls

It is common for players to get the 'Nature!' and 'Wild!' calls mixed up. 'Nature!' is a type of damage or a type modifier. 'Wild!' is a creature type.

The 'Nature!' call always comes from spells and thus when it comes from a ranged attack, cannot be blocked by a shield. Anything that stops a spell will stop a 'Nature!' attack.

The 'Nature!' call sometimes inflicts damage. You'll know if it is dealing damage if a number is used. Always use the number '1!' if for some reason you are dealing '1 Nature!' damage, otherwise it will only inflict the Natural Hazard condition and no damage.

The 'Nature!' call can also be used to modify offensive effect calls. When this happens the call still counts as a spell. When the call comes from a ranged attack, it cannot be blocked by a shield. The attack now applies the Natural Hazard condition in addition to whatever other conditions the other call applies. Any conditions applied by that call are now all removed when the Natural Hazard is removed. Any defense which prevents 'Nature!' prevents the entire call.

The Natural Hazard Condition

This is an unusual condition in that it doesn't do anything by itself. This condition only occurs if a 'Nature!' attack applies other conditions (such as an attack calling for 'Nature Pin!').

If the call that applied Natural Hazard applied other conditions, those other conditions can only be removed by removing the Natural Hazard condition, which will remove all the other conditions as well.

This condition is removed by 'Dispel Magic!', or any consumable item that states it removes the Natural Hazard condition.

Thermium Weapons

Weapons can be crafted out of Thermium. Thermium items must be covered with red paint then coated in streaks of gold. These weapons call for 'Nature!'.

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Thermium Ammo

No Yes 2 This ammo has been made out of Thermium. Attacks with it call for 'Nature!'.

Thermium Weapon

No Yes 8 This weapon has been made out of Thermium. Attacks with it call for 'Nature!'.

Improved Thermium Weapons

The most practiced expert crafters have created an improved version of Thermium that has special properties. An improved thermium weapon that cannot be crafted with any other material types.

Twice per event the bearer of this weapon may replace their attack's next hit normal call with '4 Acid!'. An improved Thermium weapon counts as pure for the purposes of effects that get bonuses on a pure thermium weapon.

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Improved Thermium Weapon

No Epic Only 16 This weapon is made out of exceptional Thermium and cannot be crafted to have another material type. Twice per event this weapon may replace its next hit with a '4 Acid!' call.

References

The Elemental Weapon Spell Effect

Choose one of the following:

  • For the duration of this effect all weapons wielded by the target count as Nature weapons.

  • Create 4 tag bags that call for '4 Nature!' damage. These tag bags cannot be delivered by arrows. For every 2 tag bags created, you may instead create one that calls for '4 Primal!' damage.

Categories: Gameplay Rules | Damage Types | Calls | Nature Calls | Weaponsmithing | Acid Calls


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Page last modified on January 29, 2025, at 05:06 PM
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