
School of magic · 10 spells
Nature Magic
Plants, animals, natural forces, and natural healing. It is especially suited to rangers, elves, and some healers.
UtilitySpeak with Animals
The caster understands ordinary animals and can answer them. An animal is not compelled to help and knows only what it could have perceived.
ControlSoothe Animal
On a success, an ordinary animal stops attacking unless threatened again. A boss animal only skips its special ability and gets −2 to its next attack.
HealingHealing Herb
Creates a briefly glowing healing herb and restores Health according to the healing multiplier.
UtilityPlant Growth
Speeds up growth to make a ladder, shelter, small bridge, or passage. It cannot catch a creature; Roots is used for that.
OffensiveThorns
A direct nature attack against the target's Magic Defense (MD).
ControlRoots
On a success, an ordinary target cannot move but can still act within reach. A boss has only half movement instead.
DefensiveBark Armor
The target gains +2 Physical Defense (PD) against physical attacks.
UtilityAnimal Senses
The target gains +2 to up to two Agility (AGI) or Intelligence (INT) checks involving senses, tracking, or navigation.
HealingRegeneration
Calculate the total healing using the multiplier and divide it as evenly as possible across 3 rounds; any remainder is restored in earlier rounds.
Area attack / controlWrath of the Forest
Compare one Magic Attack (MA) roll against each target's Magic Defense (MD). A target that takes at least 1 HP of damage cannot approach the caster on its next turn.