Level 3 Nature Spells

Blessing of Nature
Level: 3
Casting Time: 2 rounds
Duration: 8 rounds
Range: The caster
Area of Effect: A 30 ft. radius sphere, centered on the caster
Magic Resist: N/A
By invoking nature’s protection, the area of effect is filled with the power of life and growth. Any undead or unnatural entities that enter the area of effect are weakened by the raw, verdant power within, suffering -10% to hit, evade, and soak as long as they remain inside. Additionally, any creature inside the blessing receives +10% magic resistance against the powers and spells of any undead or unnatural entity, and affected creatures cannot become undead so long as they remain in the blessing.

Fire Seeds
Level: 3
Casting Time: 2 rounds
Duration: Instantaneous
Range: 30 ft.
Area of Effect: Special
Magic Resist: Soak
By subtly altering this prayer, the caster may cast one of two variations, described below: -Acorn Grenade: The caster summons an acorn in his hand, throwing it to a point within range. The acorn explodes with concussive force, dealing 4d6 bludgeoning damage to each creature within 10 feet of the blast. -Holly Bomb: The caster summons a sprig of holly with three berries upon it. Each holly berry may be thrown individually at a creature, which causes it to explode for 2d4 fire damage, or the berries may be placed at a particular point within range, where they will explode if stepped upon or otherwise touched. Placed holly berries remain active for 1 hour before their magic fades. The caster may throw more than one berry at the same target, if he wishes.

Ironwood
Level: 3
Casting Time: 5 rounds
Duration: Permanent
Range: Touch
Area of Effect: 1 wooden item
Magic Resist: N/A
This spell is a ritual to transmute a touched wooden item into ironwood, which retains wood’s lightness while becoming strong and resilient. An ironwood weapon gains a +1 damage bonus, while ironwood armor gains +20% to its total soak value. (A wooden breastplate providing 20% soak would become 24%.) While the magic is permanent, it requires a connection to the caster. If any other character attempts to use the items, they become normal wood until they are returned to the caster.

Lightning Blast
Level: 3
Casting Time: 2 rounds
Duration: Instantaneous
Range: 40 ft.
Area of Effect: One creature within range
Magic Resist: Soak
A full blast of lightning shoots from the caster’s hand, streaking toward the target. The lightning blast deals 4d7 points of lightning damage and also causes the creature to drop any objects that it is holding from the force of the blow.

Nature’s Mending
Level: 3
Casting Time: 3 rounds
Duration: Instantaneous
Range: Touch
Area of Effect: One creature
Magic Resist: Soak (Helpful)
This potent infusion of natural energy helps the body to fight off infection, disease, or damage. The target is healed for 1d6 hit points per level of the caster, or the caster may alter the spell to purge any natural diseases or infections in the target.

Trackless
Level: 3
Casting Time: 2 rounds
Duration: 2 hours
Range: 30 ft.
Area of Effect: All creatures within range
Magic Resist: Evade (Helpful)
The targets’ footsteps are enchanted, causing them to leave no trace of their passage. For the duration, the targets are impossible to track by mundane means as footsteps fill back in, underbrush heals, and scent trails evaporate instantly.

Wind Wall
Level: 3
Casting Time: 1 round
Duration: 10 rounds
Range: 40 ft.
Area of Effect: A line, 100 ft. long, beginning within range
Magic Resist: N/A
This spell fills the area of effect with fierce, howling winds, rising 20’ high and 4’ deep, driving and shoving in a direction chosen by the caster. Any attempts to fire missile weapons opposite the winds are useless, as the winds send the missiles scattering away helplessly. Even siege-class weaponry, like boulders and ballista bolts, are deflected. Firing a missile weapon through the wind wall in the direction of the wind accelerates it, granting it +3 damage but inflicting -10% to hit as aiming is impaired by the fierce wind. Any creature who attempts to move with the wind will pass through the wall instantly, and that movement will not count against them. Any creature who attempts to pass through the wind will find their progress slowed to a crawl. An entire turn’s movement is required to pass through the wind wall.

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