Path of the Nature Arcana

*Growth takes many forms.*

**Requirements:** Enwilden (Cantrips), Base Course Set

**Path Completion Bonus**: +1 Spirit

## Core Abilities

**Nature's Attunement**

**Cost**: 400 XP

**Expedited for**: Magic

**Activation**: Passive

During each Rest, you may allocate X Attunements until the next Rest, where X is the number of abilities purchased in the Path of the Nature Arcana divided by 5. While you have remaining Attunements, choose a Nature Augmentation spell you know and have not yet attuned to this Rest. Allocate one of the following passive effects to this spell:

* [1 Attunement] This spell may be maintained as a Free Reaction
* [1 Attunement] This spell costs 1 fewer Action to cast
* [1 Attunement] The target of this spell also gains [ 0 / 0 / SPI ] HP and Vim
* [1 Attunement] Gain this spell's half-cast effect until the next Rest; you cannot cast this spell
* [3 Attunements] Gain this spell's normal-cast effect until the next Rest; you cannot cast this spell

**Defense of Thorns**

**Cost**: 400 XP

**Expedited for**: Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL**: [ 9 / 13 / 16 ]

**Activation**: 2 Actions

**Range**: 12 meters

You conjure a thicket of thorns in [ 2 / 4 / 8 ] contiguous hex(es) within Range. Until the end of the Encounter, these hexes are [ rough / rough / very rough ] terrain and deal [ 1 / 3 / 6 ] bleed damage when a creature moves into a hex of thorns. The thorns have 1 HP and are immune to piercing and bludgeoning damage.

**Cheetah's Leap**

**Cost**: 400 XP

**Expedited for:** Magic

**MP Cost**: [ 0 / 1 / 2 ]

**Casting DL**: [ 9 / 13 / 16 ]

**Activation**: 1 Action

**Range**: Personal

You leap up to [ 1 / 2 / 3 ] times SPI meters in the air (if you choose). Until the end of your turn, gain [ 0 / 1 / SPI ] Agility.

**Grow Plants**

**Cost**: 400 XP

**Expedited for:** Magic

**MP Cost**: [ 0 / 1 / 2 ]

**Casting DL**: [ 9 / 13 / 16 ]

**Activation**: [ 2 / 2 / 1 ] Action(s)

**Range**: 12 meters

You cause plant life to blossom, returning life to dead plants, strengthening wood, or blooming full plants from seeds. Choose one effect:

* [ 1 / 3 / 9 ] hexes of mundane plants are restored, strengthened, or brought to bloom
* A plant creates edible fruit, as [ 0 / 2 / 4 ] Rations.
* You conjure thick vines which fill [ 2 / 4 / 8 ] hex meters and become very rough. The vines have 1 HP and are immune to piercing and bludgeoning damage.
* You heal a plant creature for [ 2d6 / 4d6 / 6d6 ] HP

**Forest Shade**

**Cost**: 400 XP

**Expedited for:** Magic

**MP Cost**: [ 0 / 1 / 2 ]

**Casting DL**: [ 9 / 13 / 16 ]

**Activation**: 2 Actions

**Range**: [ 1 / 6 / 12 ] meters

This spell is only usable in natural outdoor environments. You and all creatures within Range blend into the natural surroundings, shrouded in a camouflage of shade and natural coloring. While you maintain this spell as a Reaction, all creatures within Range gain [ 1 / 3 / 6 ] to their Agility checks made for the purpose of stealth.

**Nature's Grasp**

**Cost**: 400 XP

**Expedited for:** Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL**: [ 9 / 13 / 16 ]

**Activation**: 2 Actions

**Range**: [ 6 / 12 / 30 ] meters

You conjure an entanglement of vines which can function as a rope, ladder, bridge, or other weight-bearing construction up to [ 6 / 12 / 30 ] meters long and 1 meter wide, or can function as Thin Cover. The construction is strong enough to hold approximately [ 1 / 2 / 4 ] adventurers and their gear at a time. This spell lasts until the end of the Encounter.

**Flesh to Wood**

**Cost**: 400 XP

**Expedited for:** Magic

**MP Cost**: [ 0 / 1 / 2 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation**: 2 Actions

**Range**: Touch

*You turn the outer layer of skin into thick bark.*

The touched target must succeed a Spirit check versus your Spellpower or gain *Flesh to Wood*: gain [ 2 / 5 / 10 ] Armor and vulnerability to fire and burn damage. *Flesh to Wood* counts as both a buff and debuff. The target may willingly fail the check. *Flesh to Wood* breaks any mundane Armor the target wears while this spell is active.

**Ensnare**

**Cost**: 400 XP

**Expedited for:** Magic

**MP Cost**: [ 1 / 2 / 4 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation**: [ 2 Actions / 2 Actions / 1 Reaction ]

**Range**: 12 meters

You conjure grasping vines to entangle a target within Range. The target must succeed an Agility or Strength check (their choice) versus your Spellpower or be pulled to the nearest ground and become unable to move to another hex. This spell can be maintained as a Reaction. An Ensnared target may re-attempt the check at the beginning of each of their turns as a Reaction at a cumulative +3 bonus. At the end of each of your turns while the target is held by the ensnaring vines, you may choose to unavoidably deal [ 1d6 / 2d6 / 3d6 ] damage and [ 1 / 2 / 3 ] bleed damage to them.

**Bear’s Vigor**

**Cost**: 400 XP

**Expedited for:** Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation**: 2 Actions

**Range**: 12 meters

You or an ally within Range gains [ 5 / 10 / 20 ] max HP and Vim while this spell is maintained as a Reaction. When this spell is cast, the target gains [ 5 / 15 / 30 ] HP and Vim, then loses this amount when the spell dissolves. This spell is considered a Nature Augmentation.

**Monkey’s Tail**

**Cost**: 400 XP

**Expedited for:** Magic

**MP Cost**: [ 0 / 1 / 2 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation**: 2 Actions

**Range**: 12 meters

You or an ally within Range gains [ 1 / 2 / 3 ] Dexterity while this spell is maintained as a Reaction. This spell is considered a Nature Augmentation.

**Lion’s Rage**

**Cost**: 400 XP

**Expedited for:** Magic

**MP Cost**: [ 0 / 1 / 2 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation**: 2 Actions

**Range**: 12 meters

You or an ally within Range gains [ 1 / 2 / 3 ] Strength while this spell is maintained as a Reaction. This spell is considered a Nature Augmentation.

**Horse’s Haste**

**Cost**: 400 XP

**Expedited for:** Magic

**MP Cost**: [ 0 / 1 / 2 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation**: 2 Actions

**Range**: 12 meters

You or an ally within Range gains [ 1 / 3 / 5 ] Speed while this spell is maintained as a Reaction. This spell is considered a Nature Augmentation.

**Hawk’s Eye**

**Cost**: 400 XP

**Expedited for:** Magic

**MP Cost**: [ 0 / 1 / 2 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation**: 2 Actions

**Range**: 12 meters

You or an ally within Range gains [ 1 / 2 / 3 ] Perception while this spell is maintained as a Reaction. This spell is considered a Nature Augmentation.

**Cat’s Charm**

**Cost**: 400 XP

**Expedited for:** Magic

**MP Cost**: [ 0 / 1 / 2 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation**: 2 Actions

**Range**: 12 meters

You or an ally within Range gains [ 1 / 2 / 3 ] Charisma while this spell is maintained as a Reaction. This spell is considered a Nature Augmentation.

**Cheetah’s Grace**

**Cost**: 400 XP

**Expedited for:** Magic

**MP Cost**: [ 0 / 1 / 2 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation**: 2 Actions

**Range**: 12 meters

You or an ally within Range gains [ 1 / 2 / 3 ] Agility while this spell is maintained as a Reaction. This spell is considered a Nature Augmentation.

**Raven’s Insight**

**Cost**: 400 XP

**Expedited for:** Magic

**MP Cost**: [ 0 / 1 / 2 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation**: 2 Actions

**Range**: 12 meters

You or an ally within Range gains [ 1 / 2 / 3 ] Wisdom while this spell is maintained as a Reaction. This spell is considered a Nature Augmentation.

**Elephant’s Memory**

**Cost**: 400 XP

**Expedited for:** Magic

**MP Cost**: [ 0 / 1 / 2 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation**: 2 Actions

**Range**: 12 meters

You or an ally within Range gains [ 1 / 2 / 3 ] Intelligence while this spell is maintained as a Reaction. This spell is considered a Nature Augmentation.

**Nature Sense**

**Cost**: 400 XP

**Expedited for:** Magic

**Activation**: Passive

You gain a +3 bonus to all Perception, Wisdom, and Intelligence checks made on fauna and flora.

**Infused Growth**

**Prerequisites**: **Grow Plants**

**Cost**: 500 XP

**Expedited for:** Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL**: [ 11 / 15 / 20 ]

**Activation**: 2 Actions

**Range**: 30 meters

*You augment your conjured plants.*

This spell may target plants you affected this Encounter using **Grow Plants**. Based on your previously chosen effect, this effect is extended:

* The restoration effect extends to all other plants within [ 1 / 3 / 9 ] hexes of any restored plants.
* The edible fruit produced extends to nearby plants, creating an additional [ 4 / 8 / 16 ] Rations.
* The thick vines extend to every hex adjacent to them and become thorny, as **Defense of Thorns** [ half-cast / normal-cast / twice-cast ]
* The plant creature healed gains another [ 3d6 / 6d6 / 9d6 ] HP

**Infused Growth** is usable once per cast of **Grow Plants**.

**Speak with Animals**

**Cost**: 400 XP

**Expedited for:** Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL**: [ 11 / 15 / 20 ]

**Activation**: 2 Actions

**Range**: 30 meters

Gain the buff *Animal Tongue*: you can understand the vocalizations of natural beasts as their intended meanings and your speech is understood by them. The beasts' communication is limited by its intelligence. If this spell was normal-cast or twice-cast, *Animal Tongue* lasts until the next Rest. If this spell was twice-cast, you can also understand non-verbal communications of beasts who do not vocalize, such as worms and turtles, as a telepathic interpretation of their feelings and intents.

**Speak with Plants**

**Prerequisite**: **Speak with Animals**

**Cost**: 500 XP

**Expedited for:** Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL**: [ 11 / 15 / 20 ]

**Activation**: 2 Actions

**Range**: 30 meters

Gain the buff *Plant Tongue*: you can telepathically communicate with nearby plants. Their communication is limited by their intelligence. If this spell was normal-cast or twice-cast, *Plant Tongue* lasts until the next Rest. If this spell was twice-cast, you can also perceive the world through the senses of any plants within Range.

**Charm Beast**

**Prerequisite**: **Speak with Animals**

**Cost**: 500 XP

**Expedited for:** Magic

**MP Cost**: [ 3 / 6 / 9 ]

**Casting DL**: [ 12 / 16 / 22 ]

**Activation**: 2 Actions

**Range**: 6 meters

You magically manipulate a target beast up to Level [ 3 / 9 / 18 ] to be under your control. The creature may resist this manipulation with a successful Spirit check versus your Spellpower. While this spell is maintained as a Reaction, you may use a Free Action to command the beast to take simple actions such as move, attack, and fetch. The beast will engage in combat but will not take actions that would obviously kill them, such as jumping off a cliff or attacking an enemy 10 Levels above them. The beast retains memory of their actions while manipulated. While under your control, the beast gains a [ +2 / +4 / +6 ] bonus on all rolls if it considers you a friend of its own free will.

**Leather Skin**

**Prerequisite**: **Flesh to Wood**

**Cost**: 500 XP

**Expedited for:** Magic

**Activation**: Passive

You gain 4 natural Armor. This Armor stacks with other Armor and can't be removed or sundered.

**Mass Ensnare**

**Prerequisite**: **Ensnare**

**Cost**: 500 XP

**Expedited for:** Magic

**MP Cost**: [ 1 / 3 / 6 ]

**Casting DL**: [ 12 / 16 / 22 ]

**Activation**: 2 Actions

**Range**: [ 3 / 9 / 18 ] meters

*You conjure grasping vines to entangle your enemies.*

This ability targets any creatures you choose within Range. This spell functions as **Ensnare** but affects all of those targets. **Mass Ensnare** is considered only one spell for the purpose of concentration.

**Raise Forest**

**Prerequisite**: **Infused** **Growth**

**Cost**: 600 XP

**Expedited for:** Magic

**MP Cost**: [ 2 / 4 / 6 ]

**Casting DL**: [ 12 / 16 / 22 ]

**Activation**: 2 Actions

**Range**: [ 6 / 12 / 12 ] meters

*“Concentrate on the life of these trees, keep them healthy, since I could write an entire book on the uses of wood alone. The value of this forest is not in the bite, but in the bark.” - 1001 Spells by Archmage Mordecai*

You create a forest in the nearby area, summoning [ 2 / 4 / 8 ] trees within Range. Each tree takes up 1 hex and stands [ 3 / 6 / 12 ] meters tall, or up to the ceiling, whichever is lower. If there is a creature where you summon a tree, they must succeed an Agility check versus your Spellpower or be knocked prone in an empty adjacent hex and take [ 1d6 / 2d6 / 3d6 ] damage. If there are no available adjacent hexes, they are pushed to the top of the tree. Being pushed into a ceiling by the tree, or falling off the tree, deals [ 2d6+2 / 3d6+4 / 5d6+8 ] damage. At the next Rest, the trees die and the wood becomes brittle.

**Call Weather**

**Cost**: 400 XP

**Expedited for:** Magic

**MP Cost**: [ 2 / 4 / 6 ]

**Casting DL**: [ 13 / 17 / 24 ]

**Activation**: 2 Actions

**Range**: [ 1 / 5 / 20 ] miles

You control the weather, changing the area within Range to be one of the following weather patterns:

* Clear
* Overcast
* Rainstorm
* Fog
* Strong winds
* Sandstorm (requires desert)
* Snowstorm (requires cold)

This spell lasts [ 1d6 hours / 4d6 hours / 1d6+1 days ]. If the nearby area is affected by magical weather, your Spellpower must meet or exceed the Spellpower of existing weather to counteract it.