Among the oldest of the traditions known to the people of Urth, Nature magic originated with the faeries, who first learned to use the magic that envelops reality to change the natural world to suit their needs.

These faeries passed on their lore to the First People, and the knowledge would serve as the basis of the Old Faith.

Druids believe that because Nature magic derives from the world itself, calling on its power requires one to be in good standing with the world spirit. They preach that callous disregard for the natural order of things, wanton destruction of the natural world, and other acts contrary to the preservation of nature can lead to angering the world spirit, which might result in the world withholding its power from those perpetrators or even some worse fate.

Of course, these cautionary sermons might be nothing more than stories to ensure that students of the tradition cleave to the principles of the Old Faith. Other practitioners of the tradition face no repercussions when they use Nature spells for dubious or malevolent ends. The elder druids know, however, that their time is coming, and that their magic will fail them when it is needed most.

Falling Leaves

Nature Utility Level 0

Area A 2-yard-radius sphere centered on a point within short range

Duration 1 minute


Leaves appear and fall in the area, partially obscuring it for the duration.

Triggered On your turn, you can use a triggered action to cast this spell.

Grasping Growth

Nature Attack Level 0

Target One creature that has a physical body and is on the ground within short range


Vines reach up to cling to the target’s limbs. Make a Will attack roll against the target’s Strength. On a success, the target is slowed for 1 minute. If the target is not in contact with the ground at the end of the round, it removes the slowed affliction from itself. The target also removes the slowed affliction if it takes damage from fire.

Magic Acorns

Nature Attack Level 0

Target Up to five acorns, nuts, or seeds you can reach

Duration 1 hour; see the effect


You touch the targets, imbuing each with magic for the duration or until a creature attacks with it. A creature attacks with an acorn by throwing it at a target creature or object within short range, making an Agility attack roll against the target’s Agility. On a success, the target of the attack takes 1d3 damage and becomes slowed for 1 round. If it becomes incapacitated by this damage, it becomes rooted to the ground and permanently transforms into a sapling.

Attack Roll 20+ The target takes 1d6 extra damage.

Oak Hide

Nature Utility Level 0

Duration 1 hour


For the duration, you gain a +2 bonus to Defense and when you attempt to hide in forest settings, you make the Agility challenge roll with 1 boon.

Green Tongue

Nature Utility Level 1

Duration 1 minute


For the duration, you can communicate with any plant, including plant creatures, you touch. Communication is possible with ordinary plants only if you keep your queries simple. A typical plant knows only about its immediate environs and its existence as a plant, and its answers are usually vague.

Sacrifice You can use an action and expend a casting of this spell to heal damage equal to half your healing rate.

Healing Berries

Nature Utility Level 1

Target Up to three fresh berries you can reach

Duration 8 hours; see the effect


You touch the targets, imbuing each with magic that lasts for the duration or until it is consumed. A living creature can use an action to consume a target berry, healing damage equal to half its healing rate.

Overgrowth

Nature Utility Level 1

Area A circle on the ground with a 10-yard radius centered on a point within medium range

Duration 1 hour


Creepers and weeds spread through the area, which becomes difficult terrain for the duration. When the effect ends, this growth withers and dies.

Pollen Burst

Nature Attack Level 1

Area A cube, 4 yards on each side, originating from a point within medium range

Duration 1 minute


Yellow-green dust spreads through the area and remains for the duration. Any breathing creature in the area when you cast the spell or that enters it before the spell ends must get a success on a Strength challenge roll with 1 bane or become impaired until the spell ends. When impaired in this way, a creature makes Perception rolls with 2 banes.

Wind in the area disperses the dust and ends the spell. When the spell ends, if the ground under the area is earth, flowering vines spread across it and become difficult terrain until cleared away.

Shillelagh

Nature Utility Level 1

Target One club or staff you are holding

Duration 1 hour; see the effect


You imbue the target weapon with magic that lasts for the duration or until you drop it. While you hold the target weapon, you gain a +2 bonus to Speed and your attacks with it deal 1d6 extra damage.

Ensnaring Vines

Nature Attack Level 2

Target Up to five creatures within medium range


Vines erupt under the targets. Each target must get a success on an Agility roll or become immobilized for 1 minute. It can use an action to remove the affliction by tearing off the vine.

Face in the Forest

Nature Utility Level 2

Target One Size 2 or larger tree you can reach

Duration Concentration, up to 1 hour


You touch the target and become aware of the exact position of each tree within 1 mile of it. This knowledge lasts for the duration, during which time you must maintain contact with the tree. Each time you use an action to concentrate on the spell, you can choose to perceive from the space occupied by a Size 2 tree whose position you learned from this casting of the spell. Your visage appears in the bark of the affected tree and allows you to see and hear from that tree’s space using your normal senses. If the tree from which you perceive is destroyed, the spell ends and you gain 1 Insanity.

Fiery Pinecones

Nature Attack Level 2

Target Up to five pinecones, nuts, or seeds you can reach

Duration 8 hours, see the effect


You touch the targets, imbuing each with magic that lasts for the duration or until a creature attacks with it. An imbued item sheds light in a 5-yard radius around it. A creature can attack with the target by throwing it at a target creature or object within medium range, making an Agility attack roll against the target’s Agility. On a success, the target of the attack takes 1d6 damage, and everything within 1 yard of it takes 1d3 damage from the flying sparks.

Attack Roll 20+ The target of the attack takes 1d6 extra damage.

Poison Ivy

Nature Attack Level 2

Area A 10-yard-radius circle on the ground centered on a point within medium range


Leafy vines explode from the center of the circle and spread through the area, which becomes difficult terrain until they are cleared away. Any creature in the area when the vines appear or that enters the area must get a success on a Strength challenge roll with 1 bane or become poisoned until it completes a rest. When poisoned in this way, a creature is also impaired.

Thorny Skin

Nature Attack Level 2

Duration 1 hour


A profusion of wicked thorns and writhing vines sprout from your skin and cover your whole body for the duration. The growth grants you the following benefits:

  • You gain a +2 bonus to Defense.
  • You cannot be moved against your will or knocked prone while you are standing on the ground.
  • You make attack rolls using melee weapons with 1 boon.
  • Your melee attacks deal 1d6 extra damage from the thorns projecting from your body.
  • When you take damage from a creature within 1 yard of you or a creature gets a success on an attack roll to grab you, the attacking creature must get a success on an Agility challenge roll with 3 banes or take 2d6 damage. If a creature that grabbed you takes this damage, you remove the grabbed affliction from yourself.

Special If you are under the effect of the oak hide spell (Shadow, page 134) while also under the effect of this spell, increase the total bonus to your Defense from both spells to +5.

Brambles

Nature Utility Level 3

Area A circle on the ground with a 10-yard radius centered on a point within medium range

Duration 1 minute


Brambles with razor-sharp thorns spread through the area, which becomes difficult terrain for the duration. When the effect ends, the brambles wither and die. Any creature entering the area or moving across it must make an Agility challenge roll with 1 bane, taking 1d6 damage on a failure.

Circle of Stones

Nature Utility Level 3

Target Eight points on the ground within short range, each of which must be at least 2 yards from another


You cause a stone to rise from one target point when you cast the spell and another stone in each round when you use an action to concentrate on the spell, until a total of eight stones appear. Each stone is 2 yards wide, 1 yard thick, and 4 yards tall, with Defense 5 and 100 Health, and remains until it is destroyed.

A stone that appears as a result of casting this spell is imbued with magical energy that lasts until you complete a rest. You can use an action, or a triggered action on your turn, to choose up to eight creatures you can see within medium range of you. The stones provide a +1 bonus to Defense and 1 boon to attack rolls for chosen creatures that are within 1 yard of at least one of the stones.

A chosen creature can use an action to touch a stone imbued with magical energy and be moved into the stone’s space. While in the stone’s space, the creature remains aware of its surroundings and of the passage of time, but it cannot do anything except to use an action to move out of the stone through the surface where it entered. If a stone is destroyed while a creature is inside it, the creature becomes fused to the rubble and dies. If the creature is still inside the stone when the stone’s magical energy dissipates, the creature is forced out of the stone, taking damage equal to twice its healing rate and gaining 1d6 Insanity.

Forest Walk

Nature Utility Level 3

Duration 1 minute


You, along with everything you wear and carry, turn bright green for the duration. For the duration, you can enter a space occupied by a plant of your Size or larger and instantly exit into an open space from another plant of your Size or larger that is within medium range of the plant whose space you entered.

Plant Ally

Nature Utility Level 3

Target One Size 1 or smaller ordinary living plant that is rooted in the ground within medium range

Duration 1 hour


The target pulls itself free from the ground and becomes a compelled animated plant (see page 134) for the duration, after which time the plant roots itself wherever it is standing and becomes an ordinary plant once more. The plant is friendly to you and uses an action and moves as you direct it (not an action), provided you are within medium range of it. If the plant becomes incapacitated, it dies and the spell ends.

Triggered On your turn, you can use a triggered action to cast this spell, but the duration becomes 1 minute.

Sacrifice You can use an action and expend a casting of this spell to cast the ensnaring vines spell

Tumescent Puffballs

Nature Utility Level 3

Area Up to five cubes, 1 yard on a side, resting on the ground and originating from points within short range

Duration 1 minute; see the effect


One giant puffball appears inside each area and remains for the duration or until it is destroyed. A puffball is a Size 1 object with Defense 5 and Health 20.

Whenever a creature moves to within 3 yards of a puffball or a puffball is hit by a solid object, the puffball releases a cloud of spores in a 3-yard-radius centered on a point in its space. The cloud heavily obscures its area and remains for 1 round or until it is dispersed by wind. Each living and breathing creature in the area when the cloud appears or that enters it must get a success on a Strength challenge roll with 1 bane or take 2d6 damage and become poisoned for 1 minute. If a creature is already poisoned from this spell, it takes 2d6 extra damage instead.

Call Spriggans

Nature Utility Level 4

Area A cube of space, 3 yards on a side, originating from a point within medium range and resting on a solid earthen or rocky surface

Duration 1 minute


The ground in the area trembles as 1d3 spriggans rise from it, shaking off dirt and rocks as they do. Each spriggan must make a Will challenge roll. You impose 2 banes on the roll if only 1 spriggan appears, or 1 bane if only 2 spriggans appear. On a failure, the spriggan becomes compelled for the duration. The spriggans remain until the spell ends, at which point they sink back into the earth.

Sacred Grove

Nature Utility Level 4

Area A 10-yard-radius hemisphere centered on a point on the ground within medium range

Duration 8 hours


You infuse the area with magic, causing colors to become more vibrant, plants to bloom and double in size, and animals to become peaceful and friendly. In addition, air becomes comfortable and sweet-smelling, while flower petals fall from above to melt away into the grass.

While you are in the area, other creatures cannot perceive the interior from outside it. If you are conscious when a creature would move into the area, you can deny entry and cause that creature to teleport to the opposite side of the area.

Four times before the spell ends, you can choose to apply one of the following effects on any creature in the area: either the creature heals damage equal to its healing rate, or you remove the diseased or poisoned affliction from it.

Toxic Growth

Nature Utility Level 4

Requirement The area must contain living plants rooted in the ground

Area A 10-yard-radius circle on the ground centered on a point within medium range

Duration 1 hour


You make leaves, stems, vines, and flowers thicken and grow, turning the area into difficult terrain that remains until it is cleared away. If the area already contained difficult terrain, any creature that tries to move across the area must get a success on a Strength challenge roll or become immobilized for 1 round.

The plants in the area exude toxins for the duration of the spell. At the end of each round, each living creature in the area must get a success on a Strength challenge roll with 1 bane or become poisoned for 2d6 hours. A creature already poisoned from this spell takes 3d6 damage and extends the duration of the poisoned affliction by 1d6 hours. A creature poisoned in this way is also slowed.

Wrath of Nature

Nature Attack Level 4

Target Up to five creatures within medium range


Whiplike vines leap up and deal 3d6 damage to each target. Each target must make an Agility challenge roll. On a failure, the target is moved 6 yards in a direction you choose and then becomes immobilized for 1 minute. The target can use an action to make a Strength challenge roll with 1 bane, removing the affliction on a success.

Awaken Tree

Nature Utility Level 5

Target One tree you can reach

Duration 1 minute


You touch the target tree and imbue it with magical power. The tree uproots itself and becomes a compelled monster of its Size with the following additional traits:

Defense +3

Immune asleep, blinded, dazed, fatigued, frightened, stunned; the monster cannot be moved against its will or knocked prone while it stands on the ground

Fire Vulnerability The monster takes double damage from fire.

Bramble Hedge

Nature Utility Level 5

Area Up to twenty cubes of space, each 4 yards on a side, originating from points you choose within long range, and arranged so that they form a continuous barrier

Duration 1 hero


A thorny hedge fills the area, totally covering everything behind it for the duration. Each cube of hedge has Defense 5, Health 15, and takes double damage from fire. When a creature makes a melee attack against the hedge, the attacking creature must get a success on an Agility challenge roll or take 1d6 damage.

A creature can move into the hedge; when it does so, it must make a Strength challenge roll with 1 bane. On a success, the creature can continue moving, but treats the area as difficult terrain. Otherwise, the creature stops moving and cannot move again until after the end of the round.

When a creature enters a cube of hedge or climbs onto a hedge, the creature must make an Agility challenge roll. On a failure, the creature takes 3d6 damage if it is inside the hedge or 2d6 damage if climbing on its surface. A creature takes this damage only once per round for each cube it contacts.

When the spell ends, the hedge withers to leave behind a pile of dry leaves and twigs.

Form of the Oak Guardian

Nature Utility Level 5

Duration 1 minute


You transform into a mighty animated tree. For the duration, you cannot cast spells but gain all the following benefits:

  • You gain a +3 bonus to Defense and a +15 bonus to Health, and your Size doubles.
  • You make Strength attack rolls and challenge rolls with 1 boon.
  • Your branches count as a melee weapon that deals 3d6 damage.
  • You can use a triggered action on your turn to expend the casting of a Nature spell. If you do, you extend this effect’s duration by a number of minutes equal to the spell’s rank.

Reincarnation

Nature Utility Level 5

Target The spirit of one dead creature residing in the Underworld or Hell


You name the spirit. If the spirit resides in the Underworld, you call it forth to appear in an open space within short range. If the spirit resides in Hell, you must make a Will challenge roll with a number of banes equal to the spirit’s Corruption score (if the score is unknown, the GM decides it). The spirit of a creature with a Corruption score of 6 or higher cannot be affected by this spell. On a success, the spirit appears in an open space within short range.

Once the spirit appears, you must concentrate for 8 hours, during which time you fashion a new body for the creature from mud, sticks, and other natural materials. When you finish, the body becomes that of a human, dwarf, halfling, or some other mortal creature that does not have the Powerful Ancestry trait. The spirit then enters that body, causing it to come to life. You make all decisions about the new body, including its appearance and apparent age. The body has average scores for its Strength and Agility and has the spirit’s Intellect and Will scores.

If the spirit is that of a late member of the group, it returns with all the benefits from its path choices and the group’s level. The character starts with the new ancestry’s attribute scores and then increases them as directed by his or her previously chosen paths. If the spirit belonged to someone else, it has the talents, spells, and other qualities that the individual had in life (at the GM’s discretion).

Once the spirit takes residence in the new body, the creature must get a success on a Will challenge roll with 3 banes or gain 1d6 Insanity.

Aftereffect You must make a Strength challenge roll with 2 banes. On a failure, you gain 1d6 Insanity and become fatigued until you complete a rest.

Sacrifice You can use an action and expend a casting of this spell to choose one creature you can reach. You touch the creature, and it heals all its damage and removes the diseased and poisoned afflictions from itself.