Level 6 Nature Spells

Call Zephyr
Level: 6
Casting Time: 2 rounds
Duration: 7 rounds
Range: 100 ft.
Area of Effect: Three wind spirits, bound to the caster
Magic Resist: N/A
Plucking air from the sky and infusing it with natural force, the caster creates three wind zephyrs, whirlwinds with vague limbs and animal intelligence. The caster may direct the zephyrs at will, ordering them to harass foes or carry weight. Each zephyr can carry 500 pounds of material, flying with it in three dimensions.

While this is useless for lifting and dropping foes, as they can just step out of the zephyr, it is quite helpful for lifting allies across gaps and up to ledges. If ordered to attack a target, the zephyr surrounds it with buffeting winds, reducing its chance to hit and concentration rate by 15% until ordered to do otherwise. When the duration ends, all three zephyrs blink out of existence, dropping anything that they had been carrying.

Crown of Laurels
Level: 6
Casting Time: 1 round
Duration: 6 rounds or until consumed
Range: The caster
Area of Effect: The caster
Magic Resist: N/A
This spell summons a crown of three laurel leaves on the caster’s head. Each leaf glows with a dim aura of power, and is capable of absorbing a spell directed at the caster. When the caster fails a spell resist check, he may consume a leaf to pass the check instead. The caster may also consume a leaf when they would soak magical damage to increase their spell resist to 70% for that spell. Consumed leaves cannot be regained by any means.

Dryad’s Song
Level: 6
Casting Time: 2 rounds
Duration: 10 rounds
Range: The caster
Area of Effect: The caster
Magic Resist: N/A
Verdant, fresh life springs into being around the caster, encapsulating his body in a 10 ft. tall body of living vegetation. The caster may direct the body as if it were his own, with a Strength of 20 and a Dexterity of 12, along with the caster’s mental stats and boundless Constitution, automatically passing Constitution checks. The body’s fists can be used as a slamming attack, dealing 2d8 points of damage with the caster’s normal to-hit roll. The plant body has 40% soak and HP equal to the caster’s normal maximum. Cold and fire both deal double damage to the plant body, and when its HP are depleted or the duration ends, the life around the caster dies and returns him to the ground, unharmed.

Pulse of Life
Level: 6
Casting Time: 3 rounds
Duration: 1 hour
Range: 40 ft.
Area of Effect: Up to 5 recently dead bodies within range
Magic Resist: Evade (Helpful)
By infusing the targets with life, the druid can grant them a reprieve from death. Each target, which cannot have been dead for more than five minutes, regains ¼ of its maximum hit points, and can rise to fight and act again for the duration. The targets retain their full knowledge and capabilities, effectively plucked from the grasp of death for the duration.
Unfortunately for the targets, this reprieve is temporary. When the duration ends, the targets will die once more, regardless of their current condition or hit points. No magic or effect can prevent this death.

If the targets’ pyreflies have been Sent by the time that this spell is cast, the bodies are still revived. Without the pyrefly, however, the pulse of life has to substitute for the driving force of the body, producing a creature not unlike a zombie or ghoul. Regardless of what the creature used in life, this living death will pummel with its fists, dealing 2d7 points of damage with a 50% hit rate. The creature cannot evade attacks and has 30 HP with 40% soak, and falls to the ground when its HP is consumed.

Vitality of the Grove
Level: 6
Casting Time: 1 round
Duration: 6 rounds
Range: 40 ft.
Area of Effect: Any number of creatures within range
Magic Resist: Evade (Helpful)
A burst of vital force infuses the targets with vigor and speed, granting them the ability to move faster than they can imagine. Affected targets move at triple the normal rate for the duration, and this rapid movement increases their evade chance by 10%. Any creature that moves faster than its normal movement speed in any configuration other than a straight line receives -10% to hit for that round, due to disorientation and unfamiliarity with flitting around quite that quickly.

Wall of Thorns
Level: 6
Casting Time:2 rounds
Duration: 3 minutes
Range: 50 ft.
Area of Effect: A line 80 ft. long and 10 ft. wide, completely residing within range
Magic Resist: N/A
The area of effect is instantly filled with a burst of fibrous vines and branches, each bearing a plethora of viciously-sharp thorns. The wall cannot totally stop creatures that are bound and determined to pass through it, but it will definitely make them regret it. A creature must spend its whole movement rate to pass through the wall, and anyone foolish enough to try suffers 6d6 slashing damage as they attempt to squeeze through.

Simply being slammed against the wall by an outside force reduces this damage by half. This damage is difficult to adequately protect against, as the thorns stick out at odd angles; reduce targets’ soak from armor by half against this damage. The wall will readily burn, and igniting it will reduce it to ashes in four rounds. Anyone dumb enough to stand near a burning wall of thorns suffers 4d5 damage from the heat, and trying to shove through a burning wall of thorns deals an extra 50% of that damage, in addition to the normal slashing damage.

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