Level 2 Nature Spells

Bark Armor
Level: 2
Casting Time: 2 rounds
Duration: 1 hour
Range: 20 ft.
Area of Effect: One creature within range
Magic Resist: Evade (Helpful)
The target’s clothing and armor is covered by a sheath of thick bark, protecting them from harm for the duration. The bark armor stops ⅓ of damage dealt to the target, before soak, depleting the damage from the bark’s own pool of 15 HP. The remaining ⅔ damage can be soaked by the target as normal. When the bark’s HP is depleted, it crumbles to dust.

Faerie Fire
Level: 2
Casting Time: 1 round
Duration: 4 rounds
Range: 60 ft.
Area of Effect: Up to 3 creatures within range
Magic Resist: Evade
The targets are ringed with a cold, unearthly fire, illuminating their outlines clearly. For the duration, any creature attempting to attack the target receives +10% to hit. While the ring of illumination does not break invisibility, it also does not respect it, and will give away an invisible target’s location for the duration.

Feral Tongue
Level: 2
Casting Time: 1 round
Duration: 10 minutes
Range: The caster
Area of Effect: The caster
Magic Resist: N/A
Nature’s blessing permits the caster to speak to and understand any animals for the duration. The caster may only speak one animal’s tongue at a time (tiger, spider, etc), but they may understand any number of animals’ speech while the duration holds. Note that this spell does nothing to alter the animals’ demeanor or make them less hostile, nor does it grant them any intelligence or ability for complex thought. Speaking to a hungry tiger may be less than fruitful, even if it can understand you.

Flare
Level: 2
Casting Time: 1 round
Duration: Instantaneous
Range: 40 ft.
Area of Effect: A 20 ft. radius sphere, centered on a point within range
Magic Resist: Evade
The area of effect is filled with bright, dazzling light, searing the eyes and shocking the mind. All creatures in the area of effect receive -10% to hit and to evade as they reel and try to blink away the bright flash.

Messenger
Level: 2
Casting Time: 1 round
Duration: 2 hours
Range: 100 Kilometers
Area of Effect: One bird
Magic Resist: N/A
With a sharp whistle and a few soothing words, the caster calls a local bird to serve as a messenger for him. The bird arrives, landing on the caster’s shoulder and remaining for two rounds. The caster may whisper a message to the bird for that time, specifying a person and a place where the person may be found. After the two rounds are up, the bird will fly off, heading for the designated person to deliver the message. The bird flies with unearthly speed, and will find anyone within range within the duration, so long as it is physically possible to do so. Once the recipient is found, the bird delivers the message in the caster’s voice before flying home. Should the bird travel outside the range of the spell in its attempt to find and deliver the message, it will forget the message and return home.

Rime of Frost
Level: 2
Casting Time: 1 round
Duration: 5 rounds
Range: Touch
Area of Effect: One item or a 10 ft. x 10 ft. patch
Magic Resist: N/A
With a frigid caress, the caster summons a thin layer of frost on the area of effect. If the area of effect is currently on fire, the caster’s touch instantly snuffs the flames, ending the spell. (Magical fire, like an enchanted flaming sword, will be suppressed for 3 rounds before resuming.) Otherwise, the item or area becomes intensely cold and coated in a thin sheet of ice. A frozen held item requires a Dexterity -3 check to keep hold of it each round, while traversing a frozen area requires a Dexterity -3 check to remain standing.

Rock Storm
Level: 2
Casting Time: 2 rounds
Duration: 3 rounds
Range: 35 ft.
Area of Effect: One creature within range
Magic Resist: N/A
At the caster’s command, a small rock or pebble nearby grows to the size of a small boulder and magically slams into the target, dealing 1d8 points of bludgeoning damage. The caster may grow and fire a new rock for each round of the duration, for a total of three rocks.

Toxic Touch
Level: 2
Casting Time: Instant
Duration: 3 rounds
Range: Touch
Area of Effect: One creature
Magic Resist: Evade
With a word, the caster’s hand turns a sickly shade of green, and at a touch, venom seeps into the target. Should the target not resist the spell, the poison will take hold, dealing 1d10 poison damage each round for the duration. The target may soak this damage with their poison resistance.

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