Level 5 Nature Spells

Crawling Chaos
Level: 5
Casting Time: 3 rounds
Duration: 10 rounds
Range: 100 ft.
Area of Effect: Two 10 ft. x 10 ft. swarms of insects, each summoned at a point in range
Magic Resist: N/A
A deep, resonant call seeps down into the earth, driving two legions of swarming insects to the surface. The swarms obey the caster’s commands, and can each carry a total of 200 pounds of material on their backs. If ordered to attack, the swarms can either focus their attention on one creature, dealing 4 unsoakable damage each round, or harass everything that lies within their mass, dealing no damage but reducing movement by half and evade by 10% due to distraction.

The swarms require no to-hit roll, as they can simply crawl up the target and reach sensitive spots. Each swarm has 40 HP, and weapon attacks automatically strike for 1 damage instead of their normal injury, utterly destroying 1 insect. Area attacks cause their normal damage to the swarm, and damaging environmental hazards will destroy a swarm in one round. For each 10 HP of damage taken by a swarm, reduce its damage dealt by 1.

Floral Tongue
Level: 5
Casting Time: 1 round
Duration: 1 hour
Range: The caster
Area of Effect: The caster
Magic Resist: N/A
By speaking the secret tongue of nature, the caster can communicate with plants for the duration. The plants can speak back to the caster, and have as much information about their surroundings as a creature would. This spell also allows the caster to communicate with worked wood, like doors and chests. While doors will have some idea of who is behind them, chests will not have any idea what is inside them, as it’s dark in there! Communication is slow and ponderous, requiring 10 times as long as normal speech. Plants aren’t used to being chatty.

Lightning Storm
Level: 5
Casting Time: 2 rounds
Duration: Instantaneous
Range: 50 ft.
Area of Effect: Up to 3 creatures within range
Magic Resist: Soak Thunder and lightning crackle from the sky, striking thrice at the caster’s behest. Each lightning bolt may strike a different target, and each thunderbolt inflicts 2d6 lightning damage. Struck targets course with 1.21 gigawatts of electricity, reducing their evade by 5% for three rounds. The caster may also direct more than one strike at the same target, but the evade penalty does not stack.

Nature’s Mercy
Level: 5
Casting Time:1 round
Duration: Instantaneous
Range: 10 ft.
Area of Effect: Up to 2 targets within range
Magic Resist: Soak (Helpful)
Each of the targets feels a surge of natural power, knitting wounds and purifying their blood. Each target is healed for 1d4 damage per level of the caster, and any poisons or toxins in their system are instantly nullified. If Mendicant’s Bane is nullified in this manner, it will not prevent this spell’s healing.

Parting of the Ways
Level: 5
Casting Time: 1 round
Duration: 1 hour
Range: The caster
Area of Effect: All plants within 30 ft. of the caster
Magic Resist: Evade
Nature itself parts to permit the caster passage, as this spell causes any underbrush, grass, vines, nettles, and other foliage to physically move itself from the caster’s path for the duration. The area of effect moves with the caster, and when the caster moves more than 30 feet from any plant, it springs back into place, potentially striking and wounding any creature in its path. Intelligent plants are also affected if they fail their magic resist check, rendering them unable to come within 30 feet of the caster for the duration.

Ring of Fire
Level: 5
Casting Time: 3 rounds
Duration: 6 rounds
Range: 30 ft.
Area of Effect: The circumference of a 10 ft. radius circle, centered on a point within range
Magic Resist: Soak
The area of effect becomes surrounded by a burning ring of fire. Any creatures inside the circle have one round to attempt to escape, requiring a Dex -2 check to flee without damage as the flames get higher. Once the flames reach their maximum height of twenty feet, they burn with a quiet intensity. Their heat is focused inward, dealing 2d6 fire damage to all creatures inside the circle every round for the duration. Attempting to move through the ring, including failing the Dex check to escape, deals three times as much damage as a creature would take from remaining inside it. The exterior of the ring is pleasantly warm, warding off cold while dealing no damage to creatures nearby.

Warp Wood
Level: 5
Casting Time: Instant
Duration: 5 rounds
Range: Touch
Area of Effect: One wooden item touched
Magic Resist: Evade
One touched wooden item warps and weakens, becoming brittle and susceptible to shattering. If the wooden item is being held or worn, the creature holding or wearing it may make a spell resist check at -10% to prevent this effect. A wooden weapon weakened in this manner deals 50% less damage, and attempting to use it has a 20% chance to shattering the weapon as if it were made of glass. Weakened wooden armor suffers -5% soak, but no other effects. Any other weakened object can be shattered with an attack dealing at least 10 points of damage, and successive attacks dealing less than 10 points can render it sufficiently smashed-apart to be useless.

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