Level 8 Nature Spells

Cloak of Wildflowers
Level: 8
Casting Time: Instant
Duration: 10 rounds
Range: 10 ft.
Area of Effect: One creature
Magic Resist: Evade (Helpful)
The target creature is cloaked in a garment of blooming, fragrant wildflowers. The colorful, cozy garment is distracting and billows randomly, causing blows to swing just shy of meeting the wearer. Anyone attacking the wearer receives -20% to hit. The cloak also cushions and protects the wearer, reducing damage taken while the cloak is active by 10%, before soak.

Primal Urge
Level: 8
Casting Time: 1 round
Duration: 2 minutes
Range: 40 ft.
Area of Effect: Up to four creatures
Magic Resist: Evade
The target creatures are filled with a flurry of conflicting instincts, desires, and urges for the duration as their primal nature is stirred and conflicts with their higher sense of self. Each target rolls a d100 at the start of each of their turns:

1-10: The mounting conflict causes the target to struggle against itself, unable to take actions. If the target is in the middle of casting a spell, it collapses from the inaction. Self-preservation still allows them to evade attacks, at -10% from distraction.

11-30: The target wanders 30 feet in a random direction as it spots something shiny out of the corner of its eye. It may not act this turn, but evasion and reactions are permitted as normal. If the target is in the middle of casting a spell, it must make a Constitution check as if struck in combat to avoid losing the spell.

31-55: The target is distracted and confused, and takes a -20% penalty to actions and evasion until the start of its next turn. If the target is in the middle of casting a spell, the spell is delayed to the end of the final casting turn instead of the start of it. Two of these effects will have a net result of adding 1 round to the cast time.

56-80: The target may act normally this turn.

81-99: The target is filled with a killing rage, causing it to lash out at the nearest target, gaining +10% to strike and evade until the start of the next turn. If the target was in the middle of casting a spell, they change targets to aim it at the nearest creature if harmful or themselves if helpful.

100: The target experiences a moment of clarity. They may take an immediate action, in addition to their normal action for the round, and then the spell ends on them. If the target is in the middle of casting a spell, this round counts as two rounds for cast times.

Radiant Dawn
Level: 8
Casting Time: 1 round
Duration: Instantaneous
Range: 30 ft.
Area of Effect: All creatures within line of sight of a point within range
Magic Resist: Evade
The target point flares with the grandeur and glow of sunrise, causing targets that look at it to feel like they are staring into the sun. All affected targets are blinded for five rounds, their eyes burning and stinging with the raw power of the sun. The effects are doubled on undead, who also take 9d4 radiant damage from the blast of sunlight. Any creatures that are naturally vulnerable to sunlight automatically fail their magic resist check.

Star’s Blessing
Level: 8
Casting Time: 1 round
Duration: 10 rounds
Range: 30 ft.
Area of Effect: Up to 3 creatures within range
Magic Resist: Evade (Helpful)
Reaching up into the sky, the caster plucks three stars from the air, investing them into the targets. The caster may divide the stars as he wishes, and each creature with a star may expend it immediately before they roll an attack, evade, skill check, or ability check to roll twice and take whichever result they wish. A creature may only expend one star during each round. Any leftover stars are lost once the duration ends.

Verdant Genesis
Level: 8
Casting Time: 2 rounds
Duration: Instantaneous
Range: 20 ft.
Area of Effect: One creature within range
Magic Resist: Soak (Helpful)
By focusing natural power into the target, the caster causes it to regenerate, healing with shocking speed and efficacy. The target is healed for 1d7 points per level of the caster, but the caster may expend 20 points of this healing to regrow a lost hand or foot on the target, or 30 for a lost arm or leg. Regrowing a lost head costs 40 points, and is only useful for mending a body for resurrection, as the target will still be very, very dead.

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