Way of Wild

Way of Wild 
Nature and plants, 
== Ordinary ==
At ordinary attainment you gain Primal Channeler. You are able to call out to the forces of nature, granting you greater insight on the world around you. You know where to find, edible forage, clean drinking water and suitable shelter for you and your companions, if they are available within 50-meters of you. 
Additionally, whenever you take this attainment, add a Mortal Card bearing at least one Fate symbol to your Gambit. 
Ordinary Effects
Nature’s Strike
Cost: 1 Fate 
Casting Time: 1 action 
Range: Sight 
Duration: Instantaneous 
You unleash a mass of plants or insects to one creature you can see within range. Make a ranged spell-attack against the target, dealing 2C Poison damage against their Physique. 
Upcast. The damage increases by 2C for each extra Fate placed on this effect.
Animal Friendship
Cost: 1 Fate 
Casting Time: 1 action 
Range: Sight 
Duration: 24 hours 
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 0 or higher, the spell fails. Otherwise, the beast must succeed on an Intellect Contest or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spell ends. 
Upcast. You can target an additional beast for each extra Fate placed on this effect.
Beast Bond
Cost: 1 Fate 
Casting Time: 1 action 
Range: Touch 
Duration: Concentraiton, up to 10 minutes 
You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence is 0 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack against any creature within 2-meters of you that you can see.
Naturalistic Healing
Cost: 1 Fate 
Casting Time: 1 action 
Range: Touch 
Duration: Instantaneous 
A creature you touch regains Condition equal to 2C + your Intellect. This spell has no effect on undead or constructs. 
Upcast. The Condition regained increases by 2C for each extra Fate placed on this effect.
Speak with Animals
Cost: 1 Fate 
Casting Time: 1 action 
Range: Touch 
Duration: Concentraiton, up to 10 minutes 
A creature you touch gains the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion. 
Upcast. You can target an additional creature for each extra Fate placed on this effect.
Animal Messenger
Cost: 2 Fate 
Casting Time: 1 action 
Range: Sight 
Duration: 24 hours 
By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as “a man or woman dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 80-kilometers per 24 hours for a flying messenger, or 40-kilometers for other animals. 
When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn’t reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell. 
Upcast. The duration of the spell increases by 48 hours for each extra Fate placed on this effect.
Enhance Ability
Cost: 2 Fate 
Casting Time: 1 action 
Range: Touch 
Duration: Concentration, up to 1 hour 
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains the effect until the spell ends. 
Bear’s Endurance. The target has advantage on Physique checks. It also gains 2C temporary Condition, which is lost when the spell ends. 
Bull’s Strength. The target has advantage on Physique checks, and their carrying capacity doubles. 
Cat’s Grace. The target has advantage on Agility checks. It also doesn’t take damage from falling 10-meters or less if it isn’t incapacitated. 
Fox’s Cunning. The target has advantage on Glamour checks. 
Owl’s Wisdom. The target has advantage on Intellect checks. 
Upcast. You can target one additional creature for each extra Fate placed on this effect.
Beast Sence
Cost: 2 Fate 
Casting Time: 1 action 
Range: Touch 
Duration: Concentration, up to 1 hour 
You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.
Healing Spirit
Cost: 2 Fate 
Casting Time: 1 action 
Range: 20-meters 
Duration: Concentration, up to 1 minute 
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 2-meter cube you can see within range. Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1C Condition to that creature (no action required). The spirit can’t heal constructs or undead. 
As an action on your turn, you can move the Spirit up to 12-meters to a space you can see. The spirit can heal a number of times equal to 1 + your Intellect (minimum of twice). After healing that number of times, the spirit disappears. 
Upcast. The Condition restored increases by 1C for each extra Fate placed on this effect.
Lesser Restoration
Cost: 2 Fate 
Casting Time: 1 action 
Range: Touch 
Duration: Instantaneous 
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Summon Beast
Cost: 2 Fate 
Casting Time: 1 action 
Range: 10-meters 
Duration: Concentration, up to 1 hour 
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit Companion. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines the companion’s stats. The creature disappears when it drops to 0 Condition or when the spell ends. 
Upcast. The Bestial Companion grows stronger for each extra Fate placed on this effect, as seen in the stat block.
Poison Cloud
Cost: 2 Fate 
Casting Time: 1 action 
Range: 20-meters 
Duration: Instantaneous 
You cause a cloud of natural materials or creatures to appear momentarily upon a 4-meter-radius sphere centered on a point within range. Each creature of your choice in that area takes 2C poison damage against their Physique. Nonmagical vegetation in that area withers. 
Upcast. The damage increases by 1C for each extra Fate placed on this effect.
Spike Growth
Cost: 2 Fate 
Casting Time: 1 action 
Range: 40-meters 
Duration: Concentration, up to 10 minutes 
The ground in an 8-meter radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 1C piercing damage for every 2-meters it travels. 
The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Intellect (Perception) contest to recognize the terrain as hazardous before entering it. 
Upcast. The damage increases by 1C for each extra Fate placed on this effect.
Insect Swarm
Cost: 1 Fate 
Enhance Effect: The spell conjures a swarm of bugs or parasites to strike any target hit. Any of the spell’s damage becomes piercing damage, and any creature damaged by this spell becomes prone.
Plant Whip
Cost: 0 Fate 
Enhance Effect: The spell creates long, vine-like whips covered in thorns that lashes out at your command toward a creature in range. Whenever this spell targets a creature with a ranged spell-attack, if the creature is Larger or smaller, the creature is also pulled 4-meters closer to you.
Vine Grasp
Cost: 1 Fate 
Enhance Effect: Creatures damaged by this spell must succeed on a Physique contest or be restrained by a mass of entangling plants that remain there until the creature frees itself, or 1 hour has passed. A creature restrained by the plants can use its action to remake the Physique contest. On a success, it frees itself.
Bloom
Cost: 1 Fate 
Enhance Effect: Target one creature damaged by this spell, the creature regains Condition equal to the spell’s damage, instead of suffering damage.
== Master ==
At Master attainment you gain Plant Speech. As an action, you can imbue a plant limited sentience and animation, giving them the ability to communicate with you. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances. 
Additionally, whenever you take this attainment, add a Hero Card bearing at least one Fate symbol to your Gambit. 
Master Effects 	 	
Healing Aura 	 	
Cost: 3 Fate 
Casting Time: 1 action 
Range: Self 
Duration: Concentration, up to 1 minute 
Healing energy radiates from you in an aura with a 10-meters radius. Until the spell ends, the aura moves with you, centered on you. You can use an action to cause one creature in the aura (including you) to regain 2C Condition. 
Upcast. The restored Condition increases by 1C for each extra Fate placed on this effect.	 	
Conjure Woodland Beings	 	
Cost: 3 Fate 
Casting Time: 1 action 
Range: 20-meters 
Duration: Concentration, up to 1 hour 
You summon fey spirits, or beasts in unoccupied spaces that you can see within range. Choose one of the following options for what appears: 
* One beast or fey of challenge rating 2 or lower 
* Two beasts or fey of challenge rating 1 or lower 
* Four beasts or fey of challenge rating 1/2 or lower 
* Eight beasts or fey of challenge rating 1/4 or lower 
Each beast or fey disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics. 
Upcast. You can choose an extra summoning option above for every two extra Fate placed on this effect. You may choose an option already chosen, or pick a new one.	 	
Plant Growth 	 	
Cost: 3 Fate 
Casting Time: 1 action or 8 hours 
Range: 40-meters 
Duration: Instantaneous 
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. 
If you cast this spell using 1 action, choose a point within range. All normal plants in a 40-meter radius centered on that point become thick and overgrown. Terrain affected by this effect becomes difficult terrain. You can exclude one or more areas of any size within the spell’s area from being affected. 
If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.	 	
Speak with Plants 	 	
Cost: 3 Fate 
Casting Time: 1 action 
Range: 10-meters 
Duration: 10 minutes 
You imbue plants within 10-meters of you with limited sentience and animation, giving them the ability to communicate with creatures that share a language of you choosing, and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances. 
You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. 
Plants might be able to perform other tasks on your behalf, at the DM’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. 
If a plant creature is in the area, you can communicate with it as if you share a common language, but you gain no magical ability to influence it. 
This spell can cause the plants created by the entangle spell to release a restrained creature.	 	
Revivify 	 	
Cost: 3 Fate 
Casting Time: 1 action 
Range: Touch 
Duration: Instantaneous 
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.	 	
Dominate Beast 	 	
Cost: 4 Fate 
Casting Time: 1 action 
Range: Sight 
Duration: Concentration, up to 1 minute 
You attempt to beguile a beast that you can see within range. It must succeed on a Intellect Contest or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the contest. 
While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. 
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. 
Each time the target takes damage, it makes a new Intellect contest against the spell. If it passes the contests, the spell ends. 
Upcast. The duration of the spell increases by 30 minutes for each extra Fate placed on this effect.	 	
Giant Insect 	 	
Cost: 4 Fate 
Casting Time: 1 action 
Range: 10-meters 
Duration: Concentration, up to 10 minutes 
You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion. 
Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and movement. 
A creature remains in its giant size for the duration, until it drops to 0 Condition, or until you use an action to dismiss the effect on it. 
The DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.	 	
Guardian of Nature 	 	
Cost: 4 Fate 
Casting Time: 1 action 
Range: Self 
Duration: Concentration, up to 1 minute 
A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: 
Primal Beast. Bestial fur covers your body, your facial features become feral, and you gain the following benefits: 
* Your walking speed increases by 4 meters. 
* You gain darkvision with a range of 60 meters. 
* You have advantage on Physique checks. 
* Your melee weapon attacks deal an extra 1C force damage on a hit. 
Great Tree. Your skin appears barky, leaves sprout from your hair, and you gain the following benefits: 
* You gain 10 temporary Condition. 
* You make Physique contests with advantage. 
* You have advantage on Intellect checks. 
* While you are on the ground, the ground within 6 meters of you is difficult terrain for your enemies.	 	
Commune with Nature 	 	
Cost: 5 Fate 
Casting Time: 1 minute 
Range: Self 
Duration: Instantaneous 
You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 5 kilometers of you. In caves and other natural underground settings, the radius is limited to 120 meters. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns. 
You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: 
* terrain and bodies of water 
* prevalent plants, minerals, animals, or peoples 
* powerful celestials, fey, fiends, elementals, or undead 
* influence from other planes of existence 
* buildings 
For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.	 	
Reincarnate 	 	
Cost: 5 Fate 
Casting Time: 1 hour 
Range: Touch 
Duration: Instantaneous 
You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target’s soul isn’t free or willing to do so, the spell fails. 
The magic fashions a new body for the creature to inhabit, which likely causes the creature’s race to change. The DM draws two cards and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form. 
{| class="fandom-table"	Reincarnation Table	Reincarnation Table
Value 	Race 	
2 	Leshen 	
3-4 	Centaur 	
5-6 	Gwarf 	
7-8 	Elf 	
9-10 	Human 	
11-12 	Dar´Zur 	
13-14 	Thersian 	
15-16 	Ogres 	
17-18 	Goblin 	
19-20+ 	Nephelim 	
Category:Way of Magic
Category:School of Magic