Level 1 Nature Spells

Boon of Air
Level: 1
Casting Time: 1 round
Duration: 10 minutes
Range: 20 ft.
Area of Effect: Up to three creatures within range
Magic Resist: Evade (Helpful)
Air’s gift swirls and gathers in the targets’ lungs, granting them endless breath. For the duration, the targets can hold their breath indefinitely. When the duration ends, if the targets are still holding their breath, they are considered to have just started holding their breath to determine how long they can do so, even if they had been holding their breath before this spell was cast.

Boon of Earth
Level: 1
Casting Time: Instant
Duration: 2 rounds
Range: Touch
Area of Effect: One creature
Magic Resist: Soak (Helpful)
At a touch, the caster infuses the target with new life, causing their wounds to knit and regrow. For each round of the duration, the target regains hit points equal to the caster’s level. Half of the caster’s bonus healing may be applied to each round’s healing.

Burst of Thorns
Level: 1
Casting Time: 2 rounds
Duration: Instantaneous
Range: 30 ft.
Area of Effect: A 10 ft. x 10 ft. x 10 ft. cube, centered on a point within range
Magic Resist: N/A
At the caster’s command, the area of effect explodes with a storm of sharp, lacerating thorns, tearing at all creatures within it. The thorns deal 2d5 slashing damage and stick in, reducing movement speed by 10 feet and inflicting 1 additional point of unsoakable bleeding damage each round for 2 rounds.

Create Water
Level: 1
Casting Time: 1 round
Duration: 3 rounds
Range: 10 ft.
Area of Effect: 4 litres of water per round
Magic Resist: N/A
With nature’s blessing, clean, fresh water begins to gush from the caster’s fingers. The caster may create up to 4 liters of water per round for up to three rounds. The water is not propelled with enough force to be used as an effective weapon, but it will utterly soak anything within range that it is directed at.

Mending Growth
Level: 1
Casting Time: 2 rounds
Duration: Instantaneous
Range: Touch
Area of Effect: One broken object made of organic material
Magic Resist: N/A
By infusing the target with life energy, the caster causes it to regrow, filling in any damaged portions. The growth is somewhat wild and vibrant, and any finely-tuned or precision components will require manual repairs, but otherwise, the item is permanently and effectively repaired, if not a little leafier and greener.

Nature’s Sanctuary
Level: 1
Casting Time: 1 round
Duration: 5 rounds
Range: The caster
Area of Effect: The caster
Magic Resist: N/A
A sheath of natural force springs into being around the caster, shielding them from harm. For the duration, the caster cannot be attacked directly, but any offensive action will shatter the sheath and end the spell. Offensive actions include, but are not limited to, using a weapon to attack a creature, casting a spell without the (Helpful) tag on another creature, or using a class ability that impairs, damages, or reduces a creature’s statistics.

Rose Compass
Level: 1
Casting Time: 1 round
Duration: 1 hour
Range: The caster
Area of Effect: The caster
Magic Resist: N/A
A red, thornless rose drifts through the air to land in the caster’s hand. Its petals are colored with small markers, denoting North, South, East, and West. These markers shift as the caster moves, and for the duration, the caster may use the rose to determine direction freely.

Thundershock
Level: 1
Casting Time: 2 rounds
Duration: Instantaneous
Range: 50 ft.
Area of Effect: One creature within range
Magic Resist: Soak
1.21 gigawatts of electricity shoots from the caster’s hand to strike the target, inflicting 2d6 lightning damage to the target. The shock of the impact dazes the target, reducing its evade by 5% for three rounds afterward.

Wall of Fog
Level: 1
Casting Time: 1 round
Duration: 10 rounds
Range: 100 ft.
Area of Effect: A line 50 ft. long, 10 ft. wide, and 20 ft. tall, completely contained within range
Magic Resist: N/A
The area of effect is filled with a dense, soupy fog, making vision extremely difficult. The thick, swirling fog makes creatures inside it effectively invisible unless the viewer is within five feet of them, but anything inside the fog needs to be within five feet of its edge to see out of it as well. Using the fog as concealment for surprise grants a -4 to initiative to all creatures that do so.

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