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 channels the raw power of the elements. It offers a balanced approach with spells for utility, item enhancement, and defense. While effective, its offensive capabilities generally don't match the sheer power of Battle magic.

Beyond combat, Nature magic grants casters control over certain elemental creatures and the ability to inflict 'Nature!' damage, representing the raw power of the elements themselves.

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 Repair armor and other broken things. 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 Give Wild creatures such as fae and animals the Pinned condition. A level 1 Nature spell

Elemental Weapon

Nature 3 Medium (10 Minutes) Touch Character Allow a person to inflict 'Nature!' damage. 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 Generate 2 tag bags that call for 'Banish!'. A level 3 Nature spell

Ruin

Nature 4 Short (1 Minute) Tag Bag or Touch Character(s) Hit or Weapon Enchant a weapon to deal 'Acid!' damage or throw infinite 'Acid!' tag bags. A level 3 Nature spell

Leylines

Nature 5 Instant Self Self Gain the Ley Transit condition and "instantly" travel to a safe location. A level 4 Nature spell

Primal Form

Nature 5 Medium (10 Minutes) Touch Character Deal 'Primal!' damage and Dominate Wild creatures. A level 4 Nature spell

Nature Potions

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

Name

School Item Level Duration Oil Description Scarce

Elemental Weapon

Nature

3

Medium (10 Minutes)

Allows all weapons carried by the user to strike for 'Nature!' damage.

No

Ruin

Nature

4

Short (1 Minute)

Allows a weapon to deal 'Acid' damage.

Yes

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

To cast a spell, you must speak an incantation. Spells have no fixed incantations, each character is free to create their own unique way of showing how they cast magic. While most players use spoken words, this isn't required; incants can be sung, chanted, or even dramatically role-played. The important part is that no matter how the player casts spells, their incants must meet the requirements.

Requirements for a proper incantation:

  • An incantation must be 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.
  • Incantations must be spoken loudly and clearly enough that players standing 10 feet away will know that a spell has been cast.
  • You may not make the incantation gibberish or attempt to work it into a conversation. It must be both clear that you are casting a spell, and what spell 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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