NATURE MAGIC SPELLS

 

First Level:

      Animal Voice

      Circle of Light/Dark

      Eldritch Fire

      Locate Plant/Animal

      Purify  Water

      Speak With Creature

      Sprout

 

Second Level:

      Breath Water

      Camouflage

      Entangle

      Night Vision

      Predict Weather

      Ripen

 

Third Level:

      Charm Creature

      Invisibility To Animals/Plants

      Seedling

      Snake Charm

      Spider Web

      Conjuration

 

Fourth Level:

      Divine Tree

      Eye Of Hawk

      Lightning

      Speak With Plant

      Warp

 

Fifth Level:

      Charm Plant

      Hold Creature

      Know Creature

      Mosquito Net

      Summon Insects

      Windsong

 

Sixth Level:

      Broom Of Flying

      Call Woodland Beings

      Hallucinatory Forest

      Hold Plant

      Mutation

      Summon Animal

 

 


Seventh Level:

      Animal Growth

      Commune With Nature

      Insect Cloud

      Magic Animal/Plant

      Prot. From Insects

      Veterinarian

 

Eighth Level:

     Magic Steed

     Pass Through Thicket

     Plant Growth

     Protection From Animals

     Sticks to Snakes

     Wither Plants

 

Ninth Level:

     Control Creature

     Protection From Plants

     Poison Ivy

     Summon Plant

     Thicket

 

Tenth Level Spells:

     Clone

     Control Plants

     Reincarnate

     Resurrect Creature

     Spiders

    

Eleventh Level Spells:

     Adaptation

     Transmute

     Tree

     Wall of Force

    

Twelfth Level Spells:

     Control Weather

     Gaseous Form


First Level Nature Magic Spells

 

Animal Voice: This spell will enable the caster to perfectly MiMiC the call, voice, or song of any animal or creature known to him for one minute per level of the spell caster.

 

Circle of Light/Dark: Same as first level Black Magic spell.

 

Eldritch Fire: This spell enables the caster to shoot forth bolts of magic fire from his fingertips that will always strike a visible target and do 1-3 points damage per level of the spell caster.  No saving throw.  Inflammable objects will be set on fire and undead will take double damage from this attack.

 

Locate Plant/Animal: Same as fifth level Low Magic spell.

 

Purify Water: This spell enables the caster to purify up to 1 cubic foot of water per level of the spell caster@ it will remove harmful poisons, drugs, salt, and disease germs.  It will not remove bad tastes that are not harmful.

 

Speak With Creature: Same as tie Beastmaster skill Speak With Creatures.

 

Sprout:  Cause any single seed or spore to sprout into a small healthy seedling, or a cutting or graft to begin to grow.

 

Second Level Nature Magic Spells

 

Breath Water:   Same as sixth level Mysticism spell.

 

Camouflage:  This spell enables the caster to magically camouflage himself so that he will perfectly blend in with his surroundings.   Duration is ten minutes per level of the spell caster.  This spell may be cast on another.

 

Entangle:  This spell enables the caster to temporarily animate the plants in an area and cause them to attempt to grasp and entangle anyone or anything passing through that area.  Area of effect is a circle 30 feet in radius.  The animation will last 5 minutes plus two minutes per level of the spell caster.  Any creature entangled will be held for one hour.  A saving throw to keep from being entangled may be given at the discretion of the gamemaster.

 

Might Vision:  This spell enables the caster to gain night vision, the ability to see in very dim light.  This spell may be cast on another person or creature.  Duration is ten minutes per level of the spell caster.

 

Predict Weather:  Same as second level Elemental Magic spell.

 

Ripen:  This spell enables the caster to cause the fruits, nuts, or vegetables on any plant to ripen, flowers to form seeds, or spores to mature, within ten minutes.  Range is plant touched.

 


Third Level Mature Magic Spells

 

Charm Creature: Same as fourth level Enchantment spell.

 

Conjuration:  Same as first level Black Magic spell.

 

Invisibility to Animals/Plants: This spell enables the caster to make himself invisible to animals and plants of animal intelligence or lower.  Duration is 10 minutes plus 1 minute per level of the caster.  Attacks made while invisible will negate the spell.

 

Seedling: This spell will cause any seed or spore to sprout and grow to a healthy small plant in ten minutes.  It will also cause any mature plant to grow a flower, fruit, bud, or viable seed or spore in 10 minutes.

 

Snake Charm: Same as fifth level Mysticism spell.

 

Spider Web: This spell enables the caster to create magically a spider web of sticky, one inch thick strands covering an area 10 X 10 feet square per level of the spell caster.  Creatures with a strength of 15 or higher have a 10% per round non-cumulative chance of breaking free of the web.  Weaker creatures will remain entrapped, unless cut free, until the spell wears off.  After five minutes there is a 5% chance of someone entrapped strangling himself.  Additional chances for strangulation is at the discretion of the gamemaster.  Duration is one hour plus 10 minutes per level of the spell caster.

 

 

Fourth Level Nature Magic Spells

 

Divine Tree: This spell enables the caster to use any living tree or dead tree still in place, to divine information about the surrounding area or information about past events in the area.  A specific bit of information may be determined every Minute.  Duration is one minute per level of the spell caster.

 

Eye Of Hawk: Same as first level Low Magic spell. 

 

Lightning: Same as third level Black Magic spell.

 

Speak With Plant: This spell enables the caster to communicate telepathically with any intelligent plant.  Duration is one minute per level of the spell caster.

 

Warp: This spell enables the caster to warp any piece of wood or object made of wood of up to 10 cubic feet volume per level of the spell caster.  It will not affect living wood.  Magical items save versus spells for no effect.

 

 


Fifth Level Nature Magic Spells

 

Charm Plant: This spell enables the caster to charm any intelligent plant, The charmed plant will feel the caster is his best friend and will not harm him.  The plant will generally do as the caster asks so long as it does not involve harming itself or doing something against the basic nature of the plant such as harming a close friend.  The plant gets to save versus mind effects for no effect.  Duration is one day per level of the spell caster.  Plants with intelligences of 12 or higher may try to save once per day.

 

Hold Creature: This spell enables the caster to keep any single creature from being able to move for five minutes plus one minute per level of the caster.  The spell does not affect humanoid or player character races.  Save versus mind affects for no effect- If the held creature is attacked the spell is broken.  Range is 100 feet plus ten feet per level of the spell caster.

 

Know Creature: This spell enables the caster to know any single creature he encounters.  This spell will identify the creature and provide information on its life history, and characteristics of the species personality and life style.  It will work on any animal, plant, or monster.  Range is 100 feet.  He may remember this information thereafter to the best of his memory abilities.

 

Mosquito Net: This spell forms a weak circle of protection 20 feet in radius that will exclude mosquitoes, flies, and other annoying insects from the circle for a period of eight hours.  It will not keep out concentrated attacks such as by insect swarms or magically directed attacks, but will protect against simple annoying insects.

 

Summon Insects: This spell enables the caster to summon 2d6 normal insects of any desired variety to his presence.  These insects will follow any single simple command given to them by the caster, even to preforming suicidal attacks.  They will answer the summons in 1d4 minutes and the spell duration is 10 minutes thereafter.  Range is 300 feet.

 

Windsong: This spell enables the caster to magically listen and smell the wind and determine what types of animals or fragrant plants are located in the upwind direction for a distance of one mile.

 


Sixth Level Nature Magic Spells

 

Broom Of Flying:  This spell enables the caster to change any broom or branch into a Broom Of Flying which can carry up to 50 pounds per level of the spell caster of weight.  It will move at the riders or spell casters command at a rate of 100 feet per minute.  Duration is 10 minutes per level of the spell caster.

 

Call Woodland Beings:  This spell enables the caster to call woodland beings and fairies from the surrounding area.  It must be a wild area that is not inhabited by a village or community.  The spell will affect only one individual of one type of woodland being or fairy.  That individual can save versus mind affects to resist being summoned.  A summoned woodland being will if there are no evil beings in the party feel favorable toward the spell caster and may at his option help him if ask to do so by the spell caster.

 

Hallucinatory Forest:  This spell enables the caster to create an illusion of a forest or other wilderness setting complete with optical, sound, smell, touch, and motion components.  The illusion will occupy a circle 300 feet in radius.  Duration is one hour per level of the spell caster.

 

Hold Plant:  This spell enables the caster to keep any single animated plant from being able to move for five minutes plus one minute per level of the caster.  Intelligent plants may save versus mind affects for no effect.  If the held plant is attacked the spell is negated.  Rang is 100 feet plus 10 feet per level of the spell caster.

 

Mutation:  Same as fifth level Black Magic spell.

 

Summon Animal:  This spell enables the caster to summon one animal from the surrounding area of equal or lower level than the spell caster.  The type of animal answering the summons cannot be selected by the caster.  If the spell caster is able to communicate with the summoned animal, he will be able to set one task the animal must perform.  Save versus spells to not be bound by the summoner to this task.  If the caster is unable to communicate with the animal it will simply depart.  Range is one mile.  Duration is until the task is completed, the animal dies, or the caster dies.

 


Seventh Level Nature Magic Spell

 

Animal Growth:  This spell enables the caster to cause any immature animal to reach its full growth and maturity in one day.  Alternatively it may cause any full grown animal to grow in one day to twice its normal size and four times its normal weight.  This growth is not passed on to its offspring.  The animals must have ample food for the growth to take place or the spell will not work.  Range is 100 feet.

 

Commune With Nature:  Same as second level Low Magic spell.

 

Insect Cloud:  This spell will enable the caster to cause all of the noxious, biting, or stinging insects within one mile to form a cloud of flying or crawling insects in a circle thirty feet in radius.  The center of this circle may be at up to 200 feet from the spell caster.  Within the circle visibility will be limited.  Anyone caught within will take 2 hit points per minute of damage until he leaves the circle.  Those who try to stay must pass a moral check or flee at top speed for 4 minutes.  After the spell expires the insect cloud will disperse.  Duration is 10 minutes plus one minute per level of the spell caster.

 

Magic Animal of Plant:  This spell enables the caster to create magically any small plant or animal known to him.  He may also create magically small plants or animals of his own design so long as they are harmless in nature.  These plants and animals may reproduce others of their own kind if mates are also created.

 

Protection From Insects:  This spell enables the caster to create a sphere ten feet in radius around himself through which insects are expelled and cannot enter.  It is also effective against spiders and other arthropods.  Duration is 10 minutes plus one minute per level of the spell caster.

 

Veterinarian:  This spell enables the caster to heal wounds so that a wounded animal can gain back hit points equal to one third of the animals total hit points.  Range is 10 feet.

 

 


Eighth Level Nature Magic Spells

 

Magic Steed:  This spell enables the caster to create ephemeral magic horses that can be ridden as steeds.  These horses move at twice the speed of normal horses and do not tire.  One magic steed can be created for every two levels of the spell caster with halves being ignored.  These steeds can be used as beasts of burden but can not attack or fight.  Any attacks against them will simply pass through their bodies and cause no harm.  Duration is one hour per level of the spell caster.

 

Pass Through Thicket:  This spell enables the caster to create a magic path through and thicket, tangle of plants, or briar patch allowing free passage for the duration of the spell.  After the spell fades all traces of the path disappear.  Duration is one minute per level of the spell caster.  The length of the path may be up to 300 feet.

 

Plant Growth:  This spell enables the caster to cause any immature or seedling plant to reach its full growth and maturity in one day.  Alternatively it may be used to cause any mature and fully grown plant to grow in one day twice its size and four times its normal weight.  This growth is not passed onto its descendants@ The plant must have ample food or soil for the growth to take place or the spell will not work.  Range is 100 feet.

 

Protection From Animals:  This spell enables the caster to create a sphere 10 feet in radius around himself through which animals cannot enter.  It is not effective versus beings of higher than animal intelligence, plants, or monsters.  Duration is one minute per level of the spell caster.

 

Sticks and Snakes:  This spell enables the caster to change any snake into a snake shaped wooden staff.  The snake may save versus spells for no effect.  It alternatively may be used to turn any wooden stick or staff in the shape of a snake or with a figure of a snake carved upon it into a living snake which will then attack whomever the spell caster designates.  This snake will always have its full hit points when changed from a stick or staff.  Range is 50 feet.

 

Whither Plants:  Same as  seventh  level  Black  Magic  spell.

 

 


Ninth Level Nature Magic Spells

 

Control Creature:  This spell enables the caster to take over the mind of any animal of animal intelligence or lower and through it control the animal's body for the duration of the spell.  The animal will and act at the casters command and will follow any command short of hurting itself.  Save versus mind affects for no effect.  Duration is one minute per level of the spell caster.  Range is hearing.

 

Protection From Plants:  This spell enables the caster to create a sphere 10 feet in radius around himself through which animated plants cannot enter.  Duration is one minute per level of the spell caster.

 

Poison Ivy:  This spell enables the caster to cause a vine of poison ivy to grow.  If cast at the feet of some creature it will grow up and entangle them doing 1d6 points of damage plus 1 point per round of entanglement.  Save versus spells to not be entangled and only 1d6 points of damage will be taken.  If the save fails, the victim will be entangled and unable to move or break free until someone else cuts him free.  Range is ten feet per level of the spell caster.

 

Summon Plant:  This spell enables the caster to summon up to six animated mobile plants if present from an area 1 mile in radius from the caster.  They may save versus mind affects or answer the summons.  They will move at their own pace answering the summons and when arriving will do one task set to it by the spell caster.  Duration is 24 hours, until the set task is completed, until the plant dies, or until the spell caster dies.

 

Thicket:  This spell will enable the caster to cause any vegetated area to grow up into a dense thicket which makes movement through it almost impossible.  Area of effect is a 10 foot per level radius circle.  Range is 100 feet -plus 10 feet per level of the spell caster.

 

 


Tenth Level Nature Magic Spells

 

Clone:  Same as Sorcery eleventh level clone spell.

 

Control Plants:  This spell enables the caster to control the movements Of any non intelligent animated plant. it also allows it to take over the mind of any intelligent animated plant and thereby control its movements.

Intelligent plants get a save versus mind affects for no effect.  An intelligent plant will not hurt itself or allow itself to be harmed.  Attempts do this will break the spell.  Range is hearing.  Duration is 10 minutes plus one minute per level of the spell caster.

 

Reincarnate:  This spell enables the caster to reincarnate the spirit of a dead person into a new body.  He will be reincarnated in the form of some creature native to the vicinity of where the spell was cast.  The gamemaster has the option of reincarnating him as whatever he desires.  He cannot be reincarnated as a magical or monster class creature.  The reincarnated person will appear nearby in 1d6 minutes.  He will in his new form retain his intelligence, memories, and full mental capabilities as he previously had.  He may continue to advance in his new form, although his physical capabilities may be different.

 

Resurrect Creature:  This spell will bring back to life any non-humanoid, no-player race, non-magical, and non-monster class creature or plant dead less than 2000 years and restore it to full health, youth, and strength.  It will retain all of its former skills, memories, and abilities.  A piece of the dead creature must be present to cast the spell upon to enable the resurrection.

 

Spiders:  This spell enables the caster to cause all the spiders coming within 100 feet of a given individual for a period of 24 hours to converge upon him and attack him.  Save versus spells for no effect.  Range 100 feet plus 10 feet per level of the spell caster.

 

 

Eleventh Level Nature Magic Spells

 

Adaptation:  Same as seventh level Elemental Magic Spell, except that duration is permanent.  Any adaptations can be passed on to offspring.

 

Transmute Metal To Wood:  This spell enables the caster to transmute up to one cubic foot of metal per level to soft wood.  Gold, silver, platinum, and copper are not affected by this spell.  Magic items save versus spells to not be affected.

 


Tree:  This spell is a type of curse.  By using it the caster can cause any one individual to be turned into a tree in a period of one week.  During that time the individual's feet and toes will turn into roots, legs, trunk,and head into the tree trunk, arms and fingers into branches.  Additional limbs will grow as well.  During this week the individual will experience an almost irresistible unconscious urge to root himself into the ground.  If at any time he is not on guard he may find himself rooted in place.  Once rooted in place the tree can move its limbs but cannot move from its rooted position.  His eyes, ears, mouth, and face will be present on the trunk.  He will be able to see, hear, feel, and talk and will retain his intelligence and mental abilities including spell casting abilities.  The life-span of this form is approximately 1000 years if not killed.  This spell is reversible and can cause a tree-form to revert back to normal.  A Wish spell can also counteract this spell.

 

Wall Of Force:  Same as seventh level High Magic spell.

 

 

Twelfth Level Nature Magic Spells

 

Control Weather:  Same as seventh level Elemental Magic spell.

 

Gaseous Form:  This spell enables the caster to turn himself into a gaseous, fog-like cloud 10 cubic feet in volume.  This cloud can pass through cracks, fly at 20 feet per minute, or otherwise move as a cloud.  Duration is a maximum of twelve minutes or until dispelled by the caster.