Level 4 Nature Spells

Acrid Fog
Level: 4
Casting Time: 2 rounds
Duration: 10 rounds
Range: 60 ft.
Area of Effect: A 20 ft. x 20 ft. x 10 ft. cloud, centered on a point within range
Magic Resist: Soak
The area of effect is filled with acrid, caustic fog for the duration. The fog stings the eyes of any creature that enters the effect, reducing their chance to hit by 10% and inflicting 2 damage at the start of their turns until they leave the fog.

Animal Shape
Level:4
Casting Time: 1 round
Duration: 10 minutes
Range: The caster
Area of Effect: The caster
Magic Resist: N/A
The caster may assume the form of a real, natural animal for the duration. While in the animal shape, the caster has all of the capabilities and abilities of the animal, but their humanoid abilities and equipment, including spellcasting, are suppressed. The caster may end the effect at any time, and may change into a different animal if they spend three rounds shifting forms. Note that any animal shapes assumed must be natural animals, without any unnatural modifications.

Blizzard
Level: 4
Casting Time: 2 rounds
Duration: 5 rounds
Range: 40 ft.
Area of Effect: A 20 ft. radius cylinder, 50 ft. high, with the base centered on a point within range
Magic Resist: Soak
The area of effect is filled with a storm of ice and snow, turning the landscape into a slushy, slippery nightmare. Any creature entering the storm suffers 1d6 cold damage for each round that they remain inside, and any creature attempting to move inside the area of effect must succeed at a Dexterity -3 check or slip and fall. Rising to one’s feet inside the area of effect requires an entire turn of activity.

Control Weather
Level: 4
Casting Time: 4 rounds
Duration: 1 hour
Range: The caster
Area of Effect: A 2 kilometer radius sphere, centered on the caster
Magic Resist: N/A
You may bring about any weather system that could naturally occur in the area of effect for the duration. The caster may choose the weather system, but not any results of that system. For example, bringing rain will cause the whole area of effect to rain for the duration, and it cannot be targeted to overflow, say, one 20 ft. square section of a river, or a thunderstorm’s lightning cannot be directed. When the spell’s duration expires, the weather returns to normal over a period of five minutes.

Feral Instinct
Level: 4
Casting Time: 1 round
Duration: 5 rounds
Range: 40 ft.
Area of Effect: One creature within range
Magic Resist: Evade
The target is overwhelmed by thoughts and desires that stem back to prehistory. This spell goes beyond a simple destruction of intellect, and the target can use its full capabilities, but its thoughts are driven to hunt… to kill. The target can do nothing but attack for the duration, choosing the nearest target, regardless of whether they are friend or foe, and using all of the tools that it has to send that creature to the ground, bloody and thrashing. Once they have toppled their target, they will begin to feed… violently.

Hallucinatory Forest
Level: 4
Casting Time: 1 round
Duration: 8 rounds
Range: 30 ft.
Area of Effect: Up to 3 creatures within range
Magic Resist: Evade
The targets’ vision is filled with a misty, cloudy forest landscape for the duration. Objects are still visible in the haze, but the general obscurement around them makes it difficult to interact with them. For the duration, interacting with the environment requires twice as much time for the targets and they receive -5% to hit and evade.

Rose Whip
Level: 4
Casting Time: Instant
Duration: 6 rounds
Range: The caster
Area of Effect: The caster
Magic Resist: N/A
With a snap of his fingers, the caster summons a whip of rose vines, studded with thorns, into his grasp. For the duration, the caster may use the whip to strike at any creature within 20 feet, rolling their normal melee chance to hit, inflicting 3d5 points of damage with each successful strike, increased by their melee damage bonus and their spell damage bonus. These strikes may be evaded as normal. As long as the caster is striking with the whip, they are considered to have the appropriate weapon skill, as well as Dual Strike. At the end of the duration, the rose whip disintegrates into ash, and the skills that it grants are lost.

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