ECOLOGISM
Each world is made of a host of ecosystems, all interconnected with one another and undergirded by the forces of Mana, which keep every life in balance with the others. A skilled magician can borrow this power, dabbling with the essence of nature itself to alter weather patterns, summon and control wild beasts, and manipulate the elements. Though some wield this power unethically, bending nature to their whim with no regard for the ecological consequences, most mages who practice Ecologism do so with a mind to balance, fighting to protect the natural world and its many wonders.
Call the Wild
Make a Spellcraft Feat. A local Beast wanders into your presence, amenable to your cause and willing to help you. The animal is not yours to command as its master, but it will obey almost any reasonable request you make and will even fight as your ally. The animal is controlled by the GM and takes its own turn in the order of Initiative when appropriate.
The maximum CR of the summoned Beast depends on the Level at which this Spell is cast:
The maximum CR of the summoned Beast depends on the Level at which this Spell is cast:
- Cantrip: The Beast's CR cannot exceed (Spellcraft Bumps x 5)
- Level 1: The Beast's CR cannot exceed (Spellcraft Bumps x 10)
- Level 2: The Beast's CR cannot exceed (Spellcraft Bumps x 15)
- Level 3: The Beast's CR cannot exceed (Spellcraft Bumps x 20)
Elemental Air
Cantrip
Make a Spellcraft Feat to create a gust of air in a space within 10 meters of your position to push an object (that is not anchored to the ground) or creature up to 1 meter per Bump in a horizontal direction of your choosing (an unwilling target may Save to resist this effect).
Level 1
As the Cantrip, but extend the range to create a gust of air within 20 meters. The target moves up to 2 meters per Bump and can be pushed in vertical and diag0nal (as well as horizontal) directions.
Level 2
Instead of creating a gust of wind, you create a whirlwind which occupies a 3 x 3 meter area centered on an empty space within 20 meters. The whirlwind moves up to 1d8 meters in a direction of your choosing at the start or end of your turn each round. Any creature that touches or starts its turn adjacent to the whirlwind must Save or be pushed 1d6 meters and knocked prone.
Level 3
Make a Spellcraft Feat. Instead of creating a gust of wind, you create an arc of lightning which stikes a creature within 20 meters of you, inflicting 1d12 Lightning damage per Bump rolled. The target may Save to take half damage.
Make a Spellcraft Feat to create a gust of air in a space within 10 meters of your position to push an object (that is not anchored to the ground) or creature up to 1 meter per Bump in a horizontal direction of your choosing (an unwilling target may Save to resist this effect).
Level 1
As the Cantrip, but extend the range to create a gust of air within 20 meters. The target moves up to 2 meters per Bump and can be pushed in vertical and diag0nal (as well as horizontal) directions.
Level 2
Instead of creating a gust of wind, you create a whirlwind which occupies a 3 x 3 meter area centered on an empty space within 20 meters. The whirlwind moves up to 1d8 meters in a direction of your choosing at the start or end of your turn each round. Any creature that touches or starts its turn adjacent to the whirlwind must Save or be pushed 1d6 meters and knocked prone.
Level 3
Make a Spellcraft Feat. Instead of creating a gust of wind, you create an arc of lightning which stikes a creature within 20 meters of you, inflicting 1d12 Lightning damage per Bump rolled. The target may Save to take half damage.
Elemental Earth
Cantrip
Make a Spellcraft Feat to move up to 1 square meter of earth per Bump rolled. Target earth must be within 10 meters of your position. You may sculpt this pile of earth as you see fit, forming it into any shape you desire for up to 1 minute/round per Bump. The earth you shape leaves a hole in the ground of equal size and depth to the amount of earth moved by this Spell.
This Spell has no effect on Constructs comprised of earth; you can only target earthen objects, obstacles, and scenery, not creatures.
Level 1
As the Cantrip, but you may move up to 2 square meters of earth per Bump rolled and any earthen constructs created last 10 minutes per Bump.
Level 2
As Level 1, but your control extends to any stone or mineral within 10 meters.
Level 3
As Level 1, but your control extends to any metal within 10 meters.
Make a Spellcraft Feat to move up to 1 square meter of earth per Bump rolled. Target earth must be within 10 meters of your position. You may sculpt this pile of earth as you see fit, forming it into any shape you desire for up to 1 minute/round per Bump. The earth you shape leaves a hole in the ground of equal size and depth to the amount of earth moved by this Spell.
This Spell has no effect on Constructs comprised of earth; you can only target earthen objects, obstacles, and scenery, not creatures.
Level 1
As the Cantrip, but you may move up to 2 square meters of earth per Bump rolled and any earthen constructs created last 10 minutes per Bump.
Level 2
As Level 1, but your control extends to any stone or mineral within 10 meters.
Level 3
As Level 1, but your control extends to any metal within 10 meters.
Elemental Fire
You can control the shape, color, and intensity of any fire within 10 meters of your position. By holding Concentration, you can insure that a flame you are focusing on does not go out, even when deprived of fuel/oxygen or submerged in water. The Level of this Spell determines the size of the flames you can affect and how hot they burn:
- Cantrip: You can control fires no larger than a torch. Such fires can burn hot enough to deal 1d6 Fire damage to any creature that touches them. Once per round, you can use this Spell as an Interrupt to give a creature 1 Fire Resistance until the start of your next turn.
- Level 1: You can control fires no larger than a campfire. Such fires can burn hot enough to deal 2d8 Fire damage to any creature that touches them. You can use this Spell as an Interrupt to give a creature 2 Fire Resistance until the Scene ends.
- Level 2: You can control fires no larger than a bonfire. Such fires can burn hot enough to deal 3d10 Fire damage to any creature that touches them. You can use this Spell as an Interrupt to give a creature 3 Fire Resistance until the Scene ends.
- Level 3: You can control a fire of any size. Such fires can burn hot enough to deal 4d12 Fire damage to any creature that touches them. You can use this Spell as an Interrupt to give a creature 4 Fire Resistance until the Scene ends.
Elemental Water
Cantrip
You can perform one of the following:
Level 1
As the Cantrip, but you can also perform the following:
Level 2
As Level 1, but you can also perform the following:
Level 3
As Level 2, but you can also perform the following:
You can perform one of the following:
- Cause an object or creature within 10 meters of you to become Wet (Save ends) - an unwilling creature may Save to resist this effect
- Summon up to one liter of liquid water into a container or cause it to fall from the air like rain
- Move or alter the shape/direction of 1 square meter of liquid water within 10 meters of your position
Level 1
As the Cantrip, but you can also perform the following:
- Extract any available volume of water from an object within 10 meters of you, converting it into liquid water
- Freeze up to (Spellcraft) square meters of liquid water or a Wet creature (Save ends)
Level 2
As Level 1, but you can also perform the following:
- Change the state of up to (Spellcraft) square meters of water, causing it to become a liquid, frozen solid, or gas that disperses to fill a (Spellcraft x Spellcraft) meter area.
Level 3
As Level 2, but you can also perform the following:
- Control the movement of liquid water within a creature, thus moving the creature like a puppet (an unwilling creature may Save to Stagger themselves while under this effect). After seizing control of a creature with this Spell, you can use your Actions to control the creature's movements (though you can only make them move and act and cannot use any of their special actions or abilities).
Evolve
Cantrip
You grow a new animalistic feature like fangs, horns, wings, etc. This will confer to you a Feature of the GM's choosing/inventing for so long as you hold Concentration.
Level 1
You may grown one of the following animal adaptations and gain their benefits so long as you hold Concentration:
Level 2
You may grow one of the following animal adaptations and gain their benefits so long as you hold Concentration:
Level 3
You or a willing creature within 10 meters gains one adaptation from the Level 1 version of the Spell, then you or a willing creature within 10 meters (it can be the same creature as before) gains one adaptation from the Level 2 version of the Spell. This effect lasts for up to one hour or until you end the effect as as Free Action.
You grow a new animalistic feature like fangs, horns, wings, etc. This will confer to you a Feature of the GM's choosing/inventing for so long as you hold Concentration.
Level 1
You may grown one of the following animal adaptations and gain their benefits so long as you hold Concentration:
- Claws, Fangs, Tusks: Increase your Melee and Melee Damage by (Spellcraft)
- Eyes, Ears, Nose: Add your Spellcraft to any Awareness Feats you make; you are able to detect smells, sounds, and sights that normally lie outside your range of perception.
- Gills and Fins: You do not need to make Feats related to swimming. While submerged in water, you can breathe, move your full Speed, and are not considered a land-based creature.
- Great Horns: When you hit with a melee attack, you can opt to deal no damage and instead push the target 1d4+2 meters and knock them prone.
- Leaping Legs: Gain a Jump Speed equal to your Spellcraft.
- Prehensile Tail: Grow a tail which can function with all the proficiency and dexterity of your other arms, acting as a new arm.
- Protective Shell: Increase your Defense by (Spellcraft)
- Sticky Tongue: As a Half Action, you can spit your tongue out up to (Spellcraft +2) meters away to grab onto objects or creatures no larger than you, and pull them into an adjacent space (an unwilling creature may Save to resist).
Level 2
You may grow one of the following animal adaptations and gain their benefits so long as you hold Concentration:
- Adaptive Camouflage: Use a Half Action to instantly become Hidden until you resolve an Action that would end the condition.
- Poisonous Stinger: When you hit with a melee attack, you can opt to deal no damage and instead inflict the target with a paralyzing poison (Stuns, Save ends), a crippling poison (Weakens & Slows, Save ends both), a nightmare poison (Terrifies, Save ends), or a deadly poison (2d8 ongoing Poison damage, Save ends).
- Regenerative Skin: Recover 2d6 HP at the start of your turn each round during combat. Outside combat, this increases every instance of healing you receive by 2d6.
- Soaring Wings: Gain a Fly Speed equal to your Spellcraft. You may end your turns airborne.
Level 3
You or a willing creature within 10 meters gains one adaptation from the Level 1 version of the Spell, then you or a willing creature within 10 meters (it can be the same creature as before) gains one adaptation from the Level 2 version of the Spell. This effect lasts for up to one hour or until you end the effect as as Free Action.
Find Resources
Cantrip
The natural world often provides for your needs, giving you materials and resources to aid in your journeys. Any time you use Supply, you can make a Spellcraft Feat to reduce the Supply cost of the item by 1 per Bump (to a minimum of 1).
Level 1
Gain 10 Supply.
Level 2
Gain 20 Supply.
Level 3
Gain 30 Supply.
The natural world often provides for your needs, giving you materials and resources to aid in your journeys. Any time you use Supply, you can make a Spellcraft Feat to reduce the Supply cost of the item by 1 per Bump (to a minimum of 1).
Level 1
Gain 10 Supply.
Level 2
Gain 20 Supply.
Level 3
Gain 30 Supply.
PLAGUEWORM
Cantrip
Touch a creature and make an opposed Spellcraft versus Save roll. If you succeed, you can do one of two things:
Level 1
As the Cantrip, but you may affect Common or Uncommon Diseases.
Level 2
As the Cantrip, but you may affect Common, Uncommon, or Rare Diseases.
Level 3
As the Cantrip, but you may affect Common, Uncommon, Rare, or Mythic Disease.
Touch a creature and make an opposed Spellcraft versus Save roll. If you succeed, you can do one of two things:
- Absorb one Common Disease the creature has, curing them of it as you absorb the Disease into your body. You gain 1 count of this Disease (though you do not become ill and are not considered to have contracted the Disease; you are merely a holding place for it).
- Infect the creature you are touching with a Common Disease you have absorbed and are holding at least 1 count of; doing so removes this count from you.
Level 1
As the Cantrip, but you may affect Common or Uncommon Diseases.
Level 2
As the Cantrip, but you may affect Common, Uncommon, or Rare Diseases.
Level 3
As the Cantrip, but you may affect Common, Uncommon, Rare, or Mythic Disease.
Seed to Stem
Cantrip
Plant a seed in the ground. Within 1d100 hours, it will grow to full maturity.
Level 1
A native plant of your choosing grows to full maturity within 10 minutes in an unoccupied space within 5 meters. As it grows, you can direct the shape it takes so long as it does not deviate too greatly from the conceivable shape a plant of its kind could conceivably take under normal (or slightly abnormal) conditions (it bends with the light, spirals upwards, or its branches are particulalry amenable to climbing).
Level 2
By the end of your next turn/minute, a plant that grows in the same biome you're currently in grows to maturity in an unoccupied space within 10 meters. As it grows, you can direct the shape it takes, even causing it to take on unusual features or grow in abnormal ways (a face grows in its trunk or it takes the shape of a staircase).
Level 3
Any non-magical plant you are aware of grows instantly to full maturity in an unoccupied space within 20 meters. As it grows, you have full control over the shape it takes and may cause it to grow in truly useful or unusual ways (it grows into the shape of a home complete with furniture, resembles an animal, bears abundantly more fruit than it normally would).
Plant a seed in the ground. Within 1d100 hours, it will grow to full maturity.
Level 1
A native plant of your choosing grows to full maturity within 10 minutes in an unoccupied space within 5 meters. As it grows, you can direct the shape it takes so long as it does not deviate too greatly from the conceivable shape a plant of its kind could conceivably take under normal (or slightly abnormal) conditions (it bends with the light, spirals upwards, or its branches are particulalry amenable to climbing).
Level 2
By the end of your next turn/minute, a plant that grows in the same biome you're currently in grows to maturity in an unoccupied space within 10 meters. As it grows, you can direct the shape it takes, even causing it to take on unusual features or grow in abnormal ways (a face grows in its trunk or it takes the shape of a staircase).
Level 3
Any non-magical plant you are aware of grows instantly to full maturity in an unoccupied space within 20 meters. As it grows, you have full control over the shape it takes and may cause it to grow in truly useful or unusual ways (it grows into the shape of a home complete with furniture, resembles an animal, bears abundantly more fruit than it normally would).
Speak With Nature
Cantrip
For the next minute, you understand (but cannot speak) the language of animals.
Level 1
For the next hour, you or a willing creature you touch may speak and understand the language of animals and insects.
Level 2
For the next hour, you or a willing creature you touch may speak and understand the language of plants and fungi.
Level 3
For the next hour, you or a willing creature you touch may speak and understand the language of rocks, rivers, and other natural environmental features.
For the next minute, you understand (but cannot speak) the language of animals.
Level 1
For the next hour, you or a willing creature you touch may speak and understand the language of animals and insects.
Level 2
For the next hour, you or a willing creature you touch may speak and understand the language of plants and fungi.
Level 3
For the next hour, you or a willing creature you touch may speak and understand the language of rocks, rivers, and other natural environmental features.
Weatherwyrde
Cantrip
Describe the weather you wish to create and make a Spellcraft Feat. The GM will create a scale from 0 to 100, with 100 representing the weather you wish to create and 0 representing the polar opposite of the condition you wish to create. The GM will then decide where the current weather falls on this scale, assigning it a rating between 0 and 100.
Every Bump rolled on your Spellcraft Feat moves the current weather 1 point closer to the condition you've described (100).
Level 1
As the Cantrip, but every Spellcraft Bump moves the current weather 1d4 points closer to the weather you are striving for (100).
Level 2
As the Cantrip, but every Spellcraft Bump moves the current weather 1d8 points closer to the weather you are striving for (100).
Level 3
As the Cantrip, but every Spellcraft Bump moves the current weather 1d12 points closer to the weather you are striving for (100).
Describe the weather you wish to create and make a Spellcraft Feat. The GM will create a scale from 0 to 100, with 100 representing the weather you wish to create and 0 representing the polar opposite of the condition you wish to create. The GM will then decide where the current weather falls on this scale, assigning it a rating between 0 and 100.
Every Bump rolled on your Spellcraft Feat moves the current weather 1 point closer to the condition you've described (100).
Level 1
As the Cantrip, but every Spellcraft Bump moves the current weather 1d4 points closer to the weather you are striving for (100).
Level 2
As the Cantrip, but every Spellcraft Bump moves the current weather 1d8 points closer to the weather you are striving for (100).
Level 3
As the Cantrip, but every Spellcraft Bump moves the current weather 1d12 points closer to the weather you are striving for (100).
Wildvine
Cantrip
As a Half Action, you cause a vine up to 10 meters in length and strong as a sturdy rope to grow from any natural surface within your line of sight, affixed to this surface as though securely tied.
Level 1
As the Cantrip, but the vine can be up to 20 meters in length and moves according to your commands. You can use an Action to command the vine to tie itself around and object or creature, Restraining them (Save ends) (an unwilling creature can Save to resist this effect).
Level 2
As Level 1, but the vine can be up to 50 meters in length and is as strong as chain. Attempts to escape or resist it are made at Disadvantage.
Level 3
As Level 2, but you create up to (Spellcraft) vines at once.
As a Half Action, you cause a vine up to 10 meters in length and strong as a sturdy rope to grow from any natural surface within your line of sight, affixed to this surface as though securely tied.
Level 1
As the Cantrip, but the vine can be up to 20 meters in length and moves according to your commands. You can use an Action to command the vine to tie itself around and object or creature, Restraining them (Save ends) (an unwilling creature can Save to resist this effect).
Level 2
As Level 1, but the vine can be up to 50 meters in length and is as strong as chain. Attempts to escape or resist it are made at Disadvantage.
Level 3
As Level 2, but you create up to (Spellcraft) vines at once.