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The Nature School | |
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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 |
3 |
Medium (10 Minutes) |
Allows all weapons carried by the user to strike for 'Nature!' damage. | No | |
Ruin
|
4 |
Short (1 Minute) | 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:
- Have obtained all 20 power points.
- Learned all spells in a school.
- Upon learning all the spells in a school, learned the ritual skill for that school (or gained it via the Maven RP Skill).
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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