The Nature School

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The Nature School

Nature School

Nature magic is a broad school that does many different things at once with no one true specialty.

Description

Nature magic focuses the raw power of the elements into magical effects. Nature magic is balanced, offering a character an equal mix of utility, item enhancements, offensive and defensive spells. The offensive capability of nature magic, though useful, is not equal in power to that of battle magic. Nature magic also gives the caster power over certain elemental creatures and well as the power to deal 'nature' damage which represents the power of the elements.

Some wonder why mend armor fits into this school, rather than Aegis or Enchantment. Aegis is the school of magical barriers, which means it only appears like a spell related to armor belongs there. Mend armor has nothing to do with Aegis. Enchantment deals with magical enhancement of equipment, improving things to become more powerful. Mend armor doesn't change the armor, only returns it to what it was once before. Mend armor is in nature because nature includes coaxing physical objects back to their proper state.

Common symbols for nature include fruits, plants, figures of animals, and the color green.

Nature is associated with the Elemental.

Nature Spells

Spell Name

School Spell Level Duration Range Target Spell Description Prerequisite

Conjure Stones

Nature 1 Short (1 Minute) Tag Bag Character(s) Hit Throw unlimited 1 damage tag bags for 1 minute. none

Mend Armor

Nature 1 Instant Touch Character or Object The primary means of repairing armor of all varieties. None

Dissipate

Nature 2 Medium (10 Minutes) Touch Character The target gains the Dissipated condition. A level 1 Nature spell

Pin Wild

Nature 2 Medium (10 Minutes) Tag Bag Character(s) Hit Keep nature creatures, such as fae and animals, from moving, effectively removing them from combat. A level 1 Nature spell

Elemental Weapon

Nature 3 Medium (10 Minutes) Touch Character Either allow a persons entire arsenal to deal nature damage or throw four '4 nature' tag bags or throw two '4 primal' tag bags. A level 2 Nature spell

Stoneskin

Nature 3 Long (Game Day) Touch Character Gives 2 natural armor to provide extra protection. A level 2 Nature spell

Banish

Nature 4 Medium (10 Minutes) Tag Bag Character(s) Hit For when you absolutely need to remove a foe from a fight, making them not able to impact it at all. A level 3 Nature spell

Ruin

Nature 4 Short (1 Minute) Tag Bag or Touch Character(s) Hit or Weapon The best way to deal with a shield wall. Enchant a weapon to deal acid damage or throw infinite acid tag bags. A level 3 Nature spell

Leylines

Nature 5 Instant Self Self Flee from any situation travelling to what is ideally a safe location. A level 4 Nature spell

Primal Form

Nature 5 Medium (10 Minutes) Touch Character A character takes on characteristics of an elemental and can order natural creatures around. A level 4 Nature spell

Nature Potions

Elemental Weapon and Ruin have special rules when they are potions.

References

Casting Magic

The basics of all spell casting follow one set of guidelines. Some items types will add some additional rules specific to those item types.

For a character to cast a spell they must: know the spell, have enough power points available to cast the spell, and have a free hand. If all of these criteria are met they may proceed to casting the spell.

Power Points

Cast a spell costs its level in power points to cast. Power points are a skill characters can learn, and some items can provide extra power points as well.

Characters can never spend more than 20 magic power points in a single game day. Attempting to do so causes the character to gain an unpreventable Torso Wound condition as the magical energies tear the character apart. This will also cause the spell casting to fail. Abilities that grant characters power points that break cap do not count against this limit.

Some abilities and rules allow characters to pay fewer power points to cast a spell. This cannot bring the spell's cost to 0 power points unless the source explicitly says that it does. Abilities that reduce power point costs do not stack unless they explicitly say they do.

Incantation Requirements

If you've met the requirements, you are now ready to cast the spell. To cast a spell you must speak an incantation. Spells have no fixed incantations. Each character is free to come up with their own schema for how they want to represent the magic they can perform. Incants do not need to be spoken word. They can be sung, chanted, or role-played in other ways.

There are still some requirements for a proper incantation. Incantations must be spoken loudly and clearly enough that players standing 10 feet away will know that a spell has been cast. An incantation also requires a minimum of 8 words, which must include the name of the spell being performed. You may not bluff one spell and then cast a different one (such as by putting multiple spell names into the incantation). The incantation must clearly convey EXACTLY what you are casting. You may not make the incantation gibberish, or attempt to work it into a conversation. It must be both clear that you are casting and what you are casting.

School Master

This title represents seven different titles at once, one for each school of magic. A character becomes a School Master (replacing "school" with the name of school you have mastery in, such as Aegis Master) when they:

Characters can become masters of every school they qualify for.

Upon becoming a Master of a School, the character may choose one level two or higher spell to specialize in. You cannot change this spell after it is selected. Your selected spell costs you one less power point to cast (to a minimum of 1). This discount does not stack with other discounts you can obtain through the game, most notably with the Master's Staff, unless it is specifically stated otherwise.

A Master of a School is the only one who can benefit from a Master's Staff.

Categories: Spells | Nature Spells | Schools


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