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.