Nature Magic

in: Magic Spheres

## Spells

### Greencall (Special/RP Flavor)

*Support Casting* - The ability to exert control over plant life. The caster is able to influence plants, encouraging growth or causing fruit to bloom, as well as give them life or take it from them. They can grow flora in places plants have no right growing by sustaining them with magic. This can also cause plants to slowly move their vines or stems, though through this magic alone they are not capable of exerting much pressure and are capable of only minor feats.

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> #### RPR Stats
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> * **Target(s):** Self
> * **Range:** ---
> * **Dice Modifier(s):** Support Casting
> * **Target Roll (DC):** Fixed (6)
> * **Cost(s):** 2 mana
> * **Effect(s):** The caster calls upon the plant life around them and imbues it with their magic.
> * **Cooldown:** 2 Minutes
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### Razorleaf (AoE Attack)

*Offensive Casting* - The caster can cause thorns and sharp edged leaves to sprout from their own flesh near their hands and then throw those at an enemy. This natural shrapnel cuts like razors and can become embedded in the flesh of enemies, causing bleeding and requiring painful and meticulous medical care to remove.

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> #### RPR Stats
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> * **Target(s):** Up to two (2) targets; Caster must not be affected by Unleashed Ferocity.
> * **Range:** 2 Tiles
> * **Dice Modifier(s):** Offensive Casting
> * **Target Roll (DC):** Nature Resistance
> * **Cost(s):** 8 Mana
> * **Effect(s):** Applies the Bleeding status to target(s) for 30 minutes. Damages target(s)' hit points by a nominal amount. *On Critical: Deals additional damage to target (modified by Offensive Casting).*
> * **Cooldown:** 10 Minutes
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### Unleash Ferocity (Buff)

*Support Casting* - The caster can call up primal natural magic to partially transform themselves in combat, causing their muscles to swell, their features to become more feral and claws to burst forth from their fingertips. This greatly enhances the caster’s martial prowess at the cost of weakening their connection to their magic temporarily. Temporarily also gives the user access to dangerous claws as weapons.

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> #### RPR Stats
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> * **Target(s):** Self
> * Range: ---
> * **Dice Modifier(s):** Support Casting
> * **Target Roll (DC):** Fixed (14)
> * **Cost(s):** 5 Mana
> * **Effect(s):** Applies the Unleashed Ferocity status to the caster for 30 minutes, granting the ability to use **Claw Attack**. Removes Armadillo buff on caster, if present. Unleashed Ferocity can be cancelled at any time.
> * **Cooldown:** 10 Minutes
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> #### **Claw Attack**
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> > ##### RPR Stats
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> > * **Target(s):** Single
> > * **Range:** 1.5 Tile
> > * **Dice Modifier(s):** Offensive Casting, Melee Attack
> > * **Target Roll (DC):** Holy Resistance, Dodge
> > * **Cost(s):** 3 Mana. 3 Stamina
> > * **Effect(s):** Damages target's hit points (modified by Offensive Casting). *On Critical: Attempts to apply Bleeding to target (Target rolls Resist Bleeding vs. DC (16))*
> > * **Cooldown:** 10 Minutes
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### Rapid Regeneration (50% Injury Timer)

*Support Casting* - In a blending of both natural knowledge and magical potency, a nature mage can vastly enhance the strength of natural poultices and ointments and combine them with a surge of magical energy to enable a creature’s grievous wounds to heal much faster. Their magical power seems to vastly exaggerate and enhance the properties of the plants they use, which could not have had such a dramatic effect on their own. Injury timer cut by 50%.

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> #### RPR Stats
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> * **Target(s):** Single; Caster must not be affected by Unleashed Ferocity.
> * Ranged: 2 Tiles
> * **Dice Modifier(s):** Support Casting
> * **Target Roll (DC):** Fixed (14)
> * **Cost(s):** 8 Mana
> * **Effect(s):** Reduces any present Injury Timer by 50% on the target. The target must apply the half injury timer from the RPR menu and screenshot this emote in case its needed.
> * **Cooldown:** 10 Minutes
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### Rooting Vines (Debuff)

*Offensive Casting* - The caster may call upon nearby roots or vines to violently entangle an opponent, rendering them temporarily immobile until and if they break free. While strong, these vines are quite vulnerable to being cut as well, especially by someone other than the restrained victim. These vines can also be used to more permanently restrain a victim made unable to resist similarly to a set of ropes.

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> #### RPR Stats
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> * **Target(s):** Single; Caster must not be affected by Unleashed Ferocity.
> * **Range:** 4 Tiles
> * **Dice Modifier(s):** Offensive Casting
> * **Target Roll (DC):** Nature Resistance
> * **Cost(s):** 4 Mana
> * **Effect(s):** Applies the Rooted status to the target for 20 minutes. The caster can end this effect at any time.
> * **Cooldown:** 5 Minutes
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### Nature's Renewal (Combat Heal)

*Support Casting* - A nature mage can channel their magic within themselves to cause an explosive natural growth of their body’s tissues, causing them to rapidly heal and close over wounds at such an incredible rate that they can heal through wounds in the midst of battle. This cannot heal wounds grievous enough to have defeated a warrior outright, however.

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> #### **RPR Stats**
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> * **Target(s):** Single or Self; this ability does not affect Dark Elves or Demons and the caster must not be affected by Unleashed Ferocity.
> * **Range:** ---
> * **Dice Modifier(s):** Assistive Casting
> * **Target Roll (DC):** Fixed (14)
> * **Cost(s):** 6 Mana
> * **Effect(s):** Applies the Rapid Regeneration buff to the caster for 20 minutes.
> * **Cooldown:** 10 Minutes
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### Bug Swarm (Stun)

*Offensive Casting* - The caster calls forth a great swarm of winged insects to assault and harass their foe, covering them in a stinging cloud of tiny wings, stingers and biting mouths. This deluge of winged annoyances does not have the strength to maim a foe, but they are well capable of harassing them briefly and keeping them from accomplishing much else until the magic calling them together ceases and they disperse.

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> #### RPR Stats
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> * **Target(s):** Single; Caster must not be affected by Unleashed Ferocity.
> * **Range:** 4 Tiles
> * **Dice Modifier(s):** Offensive Casting
> * **Target Roll (DC):** Nature Resistance
> * **Cost(s):** 6 Mana
> * **Effect(s):** Applies the Stunned status to the target for 30 minutes. *On Critical: Deals damage to the target.*
> * **Cooldown:** 5 Minutes
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### Natural Equilibrium (Cleanse)

*Support Casting* - The caster can use their magic to restore the natural balance of their body, and while this does not heal wounds it will stop bleeding, expel minor poisons and otherwise cease ongoing harmful conditions.

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> #### **RPR Stats**
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> * **Target(s):** Single; this ability does not affect Dark Elves or Demons and the caster must not be affected by Unleashed Ferocity.
> * **Range:** 3 Tiles
> * **Dice Modifier(s):** Assistive Casting
> * **Target Roll (DC):** Fixed (12)
> * **Cost(s):** 5 Mana
> * **Effect(s):** Removes any status conditions such as Bleeding, Poisoned, Burning, Frostbite, Shocked, and Stunned. **On crit**, target heals for **2 HP**.
> * **Cooldown:** 5 Minutes
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### Venomous Barb (Attack)

*Offensive Casting* - The nature mage is able to manifest a poisonous barb from their wrist and fling it at high speed toward an enemy at even distant range, hitting them with penetrative force and also injecting them with a virulent poison.

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> #### RPR Stats
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> * **Target(s):** Single; Caster must not be affected by Unleashed Ferocity.
> * **Range:** 4 Tiles
> * **Dice Modifier(s):** Offensive Casting
> * **Target Roll (DC):** Nature Resistance
> * **Cost(s):** 6 Mana
> * **Effect(s):** Applies the Poisoned status to the target for 30 minutes. Deals damage to the target. *On Critical: Deals additional damage to target (modified by Offensive Casting).*
> * **Cooldown:** 10 Minutes
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### Beastspeak (Special/RP Flavor)

*Support Casting* - Those who practice nature magic can use this spell to communicate at least simple concepts with beasts of the natural world, whether mammal, bird or otherwise. While creatures of low intelligence and understanding are not often able to communicate much beyond simple feelings and very simplistic concepts, this spell can also be used to communicate with creatures such as shifters in their animal forms in a manner that others find impossible to understand. This too though is limited in what it can express, as animal sounds lack the complexity necessary for much else.

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> #### **RPR Stats**
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> * **Target(s):** Single; Caster must not be affected by Unleashed Ferocity.
> * **Range:** 4 Tiles
> * **Dice Modifier(s):** Support Casting
> * **Target Roll (DC):** Fixed (8)
> * **Cost(s):** 3 Mana
> * **Effect(s):** The caster uses their connection to the living world around them to allow themselves to seemingly communicate with the target.
> * **Cooldown:** 5 Minutes
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### Virulence (Attack/Debuff)

*Offensive Casting* - The caster can channel the darker side of nature to send out a burst of pestilence from themselves, spraying a disgusting muck toward up to four enemies which may rapidly begin to weaken and poison them. Those affected find themselves both weakened and with minor toxins spreading through their veins.

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> #### RPR Stats
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> * **Target(s):** Up to four (4) targets; Caster must not be affected by Unleashed Ferocity.
> * **Range:** 4 Tiles
> * **Dice Modifier(s):** Offensive Casting
> * **Target Roll (DC):** Nature Resistance
> * **Cost(s):** 6 Mana
> * **Effect(s):** Applies the Poisoned status to the target(s) for 30 minutes. Deals damage to the target. *On Critical: Deals additional damage to target (modified by Offensive Casting).*
> * **Cooldown:** 15 Minutes
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### Sow the Soil (Debuff/Special)

*Offensive Casting* - The nature mage can stir the soil beneath someone with their magic, causing ancient roots and creatures alike beneath it to shift until the earth itself changes impossibly in consistency, becoming a soupy mess of earth. Targeted at a person, this can drag them down toward the ground if they are caught unaware. More terrifyingly however, some have been known to use this spell prolongedly upon a victim restrained or otherwise incapacitated, either as a life threatening method of torture or outright as a method of execution as it will drown them in the earth as it envelops them.

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> #### RPR Stats
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> * **Target(s):** Single; Caster must not be affected by Unleashed Ferocity.
> * **Range:** 4 Tiles
> * **Dice Modifier(s):** Supportive Casting
> * **Target Roll (DC):** Nature Resistance
> * **Cost(s):** 4 Mana
> * **Effect(s):** Increases maximum health of target for 20 minutes. *On Critical: Adds additional maximum health to target for 20 minutes (modified by Supportive Casting).*
> * **Cooldown:** 15 Minutes
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### Oakenhide (Buff)

*Support Casting* - The mage may use their magic to cover themselves or an ally in a thick layer of magical bark that grows across their form like armor, absorbing blows until it shatters away.

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> #### **RPR Stats**
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> * **Target(s):** Single or Self; this ability does not affect Dark Elves or Demons and the caster must not be affected by Unleashed Ferocity.
> * **Range:** 3 Tiles
> * **Dice Modifier(s):** Support Casting
> * **Target Roll (DC):** Fixed (14)
> * **Cost(s):** 4 Mana
> * **Effect(s):** The caster uses their connection to the living world around them to allow themselves to seemingly communicate with the target.
> * **Cooldown:** 15 Minutes
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### Primal Roar (Debuff)

*Offensive Casting* - The caster issues forth a primal roar from the bottom of their lungs, infusing their voice with magic as it bellows forth at an opponent of their choosing. The sound draws upon the ancient fears of all species, and can shake the resolve of any who hear it.

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> #### RPR Stats
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> * **Target(s):** Single
> * **Range:** 4 Tiles
> * **Dice Modifier(s):** Offensive Casting
> * **Target Roll (DC):** Nature Resistance
> * **Cost(s):** 4 Mana
> * **Effect(s):** Applies the Fearful status to the target for 15 minutes. Deals damage to the target. *On Critical: Deals additional damage to target (modified by Offensive Casting).*
> * **Cooldown:** 10 Minutes
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### Armadillo Toughness

*Support Casting* - The caster invokes the defensiveness of such creatures as the armadillo or the tortoise, hardening their skin and drawing back their limbs to better weather the assaults of their enemies. Their skin becomes notably more leathery and tough, and their bodies able to retract in unnatural ways to cover their vitals. This reduces their offensive capability and mobility as well as their magical prowess as a tradeoff, however.

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> #### **RPR Stats**
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> * **Target(s):** Self
> * **Range:** ---
> * **Dice Modifier(s):** Support Casting
> * **Target Roll (DC):** Fixed (10)
> * **Cost(s):** 5 Mana
> * **Effect(s):** Applies the Armadillo Toughness status to the caster for 30 minutes and ends Unleashed Ferocity status, if present. Increases maximum health of caster for null minutes. Status can be removed by caster at anytime.
> * **Cooldown:** 20 Minutes
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## Rituals/Curses

### Spirit Communion (Remove Curse)

Communing deeply with the spirits of the world, the caster is able to clear away curses from many different sources with the aid of those same spirits. These spirits must be placated by an appeasing ritual in order to call upon their help, and they will refuse their assistance if not called upon in a manner that they find pleasing. Acquiring the help of the natural world in this way always causes a great commotion in the region as the local spirits become more active.

* **Ingredients:** Atropa Belladonna, Doman Plum
* **Requirements:** 4 Chunk(s) of Emeralds, 2 Chunk(s) of Diamonds, *Rumor upon approval*
* **Required Scroll:** Abjuration
* **Effect of Ritual:** Removes curses from the Blood, Pyromancy, Hydromancy and Wind spheres with a successful ritual.

### Miraculous Regrowth

The caster may draw upon the power of nature to regrow limbs and parts of a creature, even those completely torn away and destroyed by injury. Eyes, arms, legs and other parts are all examples of what can be potentially healed by this ritual, though not an exhaustive list. The new growth is fresh and unblemished, and resembles a healthy version of the part it replaces. This cannot be used to revive the dead.

* **Ingredients:** Liniment, Yafaem Wildgrass
* **Requirements:** 1 Chunk(s) of Diamond, 4 Chunk(s) of Emeralds, *Rumor upon approval*
* **Required Scroll:** Transmutation
* **Effect of Ritual:** Limbs and parts lost in consequences or other IC circumstances may be healed. New limbs and parts cannot be added. This cannot be used to heal a dead creature.

### Return to the Earth (Curse)

The ritualist may curse an unfortunate individual with the hatred of the natural spirits of the world, invoking their wrath upon them. Over time, the cursed individual will experience a change in their anatomy. Slowly their veins curl and twist; writhing painfully inside of them and eventually sprouting through their skin like that of a growing tree. If the curse is not resolved, the individual will eventually slow and become rooted to the earth, sinking into place and becoming a twisted tree with their horror immortalized in hardwood.

* **Ingredients:** Yafaem Wildgrass, Dead Woman's Hair
* **Requirements:** 3 Chunk(s) of Diamonds, 4 Chunk(s) of Emeralds
* **Required Scroll:** Transmutation
* **Effects of Ritual:**
	+ **1 Day After Ritual:** The body shows clear signs that something is not right within. Fissures of pain running under their skin. Pain can be manageable.
	+ **3 Days After Ritual:** The body starts to writhe in pain. The individual’s veins set off a greenish hue under skin becoming translucent. Watching, it would appear something writhes under the skin. PvP can no longer be joined, only fled or surrendered.
	+ **7 Days After Ritual:** The body has taken on a new shape. Skin has broken away as painful vines sprout all over, twisting and reforming into long branchlike shapes similar to a young sapling. The individual’s skin in between becomes coarse bark and even grows fresh twigs. PvP can now only be surrendered.
	+ **9 Days After Ritual:** The victim’s body slowly loses the ability to move entirely and eventually, roots sink down into the earth and anchor them into the dirt. The change at this point is rapid, and the creature rapidly becomes as plantlike within as they already appear without by this point. The mortal life of the creature ends, and a twisted tree that resembles them takes their place.

### Wrath of Nature (Raid Ritual)

A powerful and terrible avatar of nature’s wrath can be summoned by the caster, huge and destructive in its anger. While the spirits of nature are normally harmonious, this avatar is the representation of their pent up anger and will stop at nothing to take its revenge against the despoilers of the natural world.

* **Ingredients:** Atropa Belladonna, Concentrated Demon Blood
* **Requirements:** 2 Chunk(s) of Diamonds, 3 Chunk(s) of Emeralds, 1 Chunk of Sapphire. *Rumor upon approval*
* **Required Scroll:** Conjuration
* **Effect of Ritual:** A powerful, feral plant-creature is summoned which can be sent to attack an incoming raid force, or to attack an enemy settlement. Those who it defeats are considered injured. (‘PurgeSiptahKrllyandian’)

### Blessing of Parsha (Curse)

A ritualist can change the very essence of a human’s soul with an invocation dedicated to the Great Parsha, condemning them to slowly transform into a beast-kin race over a set number of days. When the curse completes, this process is irreversible. The beast-kin the victim transforms into is decided by the ritualist, and they may choose from the Beastkin category. This can override human shifters, but lycans, vampires, cambions, and pact-bounds that have already given their soul to a demon cannot be transformed through this curse.

* **Ingredients:** Atropa Belladonna, Cadaverine
* **Requirements:** 1 Chunk(s) of Topaz, 1 Chunk(s) of Ruby
* **Required Scroll:** Transmutation
* **Effect of Ritual:** Condemn the soul of a human to transform into the beastkin race. Irreversible once complete, the form of beastkin decided by the caster.
	+ **1 Day After Ritual:** The victim becomes substantially hairier, every strand of it on their body growing at an alarming rate. It is not uncommon for several inches of the hair on someone’s head to grow overnight.
	+ **3 Days After Ritual:** The victim begins to sprout the traits of their beastkin curse - budding horns, changing ears and skin, growing wings or scales. Whatever is applicable to their specific curse.
	+ **7 Days After Ritual:** The curse completes, and the victim is irreversibly changed to the beastkin form they were afflicted to. They keep the knowledge and earnings of their old life, but are forever condemned to be stuck in this new one as something not quite human.

### Call of the Wilds (Raid Ritual)

A ritualist can empower their voice with the call of the wilds, letting loose a howl that summons some of the animal kingdom’s strongest challengers. They know not friend or foe, only that all before them are a threat or prey to their lands.

* **Ingredients:** Yafaem Wildgrass, Liniment
* **Requirements:** 2 Chunk(s) of Onyx, 3 Chunk(s) of Ruby
* **Required Scroll:** Evocation
* **Effect of Ritual:** Summons two ‘WildlifeMinibossBearBrown’, and one ‘WildlifeSiptahBearGiant’ at a site of choosing. They can be fought with, but do not have any allegiance and will attack everyone.

### Aspect of the Mutated Beast

Shamans and nature mages can perform this ritual on themselves harnessing the power of a beast but are forced to take on a mutation of that beast in the process. Some think this brings them closer to the natural world and helps them feel a connection to their magic, while others are more concerned with the advantages in power that such a transformation can offer them.

* **Ingredients:** Outer Void Vapor, Corrupted Essence, Liniment, Blood of the Beastkin you wish to Aspect
* **Requirements:** 6 Chunk(s) of Ruby, 3 Chunk(s)of Onyx, 1 Chunk(s) of Topaz
* **Required Scroll:** Transmutation
* **Effect of Ritual:** Take on a bestial aspect, mutating yourself in the process. Grants nightvision and gain the aspect benefits of that beast but also take on a portion of their form as a mutation.

**Aspects Included:**

* Cat - Immunity to abilities that would ensnare, trip, or otherwise root them in place.
* Wolf - (Sagai or Mac Tirad)
	+ Sagai - An advantage in dodging physical attacks, offering a little baseline bonus to Physical Defense / Dodge, and an even smaller bonus to Dexterity.
	+ Mac Tirad - Immunity to spells such as Incite Rage, Instill Confusion, Charm, and the Enthrall curse.
* Fox - Allows for an illusionary form.
* Rabbit - A small bonus to Athletics and Dexterity.
* Beast - A bonus to Constitution.
* Goat - A bonus to Charisma.

Mutations are limited to one physical growth and one item from the selected beastkin's race being granted to the affected character. Though no growth of a second pair of ears or adjustments to height sliders may be made. Physical traits may include: tails, growth of fur with bestial patterns, cloven hooves, or horns that are visible to the naked eye.