Spellcasting which involves the practices of nature and natural abilities. This form of spellcasting is practiced by Druids exclusively, or those who dabble in the druidic arts.
These powers are typically learned by sacrificing Spells you would normally gain from your Occupation.
Herbalism Check: 26 | MP Cost: 2 | Duration: Permanent
You grow a plant from the ground by infusing the soil with magic and sprout a plant suitable to survive in the environment it's being grown into. For example, plants which would not survive in an arid desert environment would wither away.
These plants can be utilized for a variety of purposes. This can be used to create trees, herbs, and other plants (rare and exotic plants which cost over 2 gold are unable to be produced without GM permission).
By expending 4 more MP, a tree or similar plant can be burst from the ground in an adjacent square as an attack before it withers and dies. This is an Herbalism attack vs. Physical Defense, and on a successful hit the opponent takes 4d6 + Primary Attribute damage and are pushed away in a straight line 1d6 + Secondary Attribute squares.
Spellcasting Check: 34 | MP Cost: 10 | Duration: Permanent
Using the moisture in the air, ground, people, and/or surroundings you're able to extract this and morph it into water. The amount of water able to be produced is up to the GM (whether the area is rich in moisture like a forest or barren like a desert). This water can be manipulated within an area of 6 squares.
This water can be solidified into ice, or manipulated as a weapon (2d8 bludgeoning and water damage with the Reach property, and a range of 2 squares).
Alternatively a geyser can be created from one's hand, pushing back targets. On a successful Spellcasting check vs. Physical Defense, they are pushed back 1 square per point your check bypasses their Physical Defense.
Other uses of this water are up to GM and player discretion.
Herbalism Check: 27 | MP Cost: 5 | Duration: Permanent
You're able to either purify or blight an area around you, this encompasses a 20 square foot area. If an area is purified; all impurities, diseases, and and poisons which may be afflicting the soil in the area is destroyed, making it viable for planting and farming. If an area is blighted instead, it is unable to be used for planting or anything of the sort - or if plants are planted in a blighted area they might appear okay but turn out to be diseased/poisoned when eaten.
An area which is blighted, if subjected to purify, returns to normal but isn't purified. The same thing happens if a purified area is blighted, it returns to normal but is not blighted.
Spellcating Check: 48 | MP Cost: 10 | Duration: 10 minutes per point in Primary Attribute
In a 12 square area surrounding you, the weather around you morphs to your will and alters. You can calm dangerous or harmful weather phenomenons, or cause dangerous or harmful weather phenomenons to occur in an otherwise peaceful area.
Thunderstorms can strike down lightning on foes (a Spellcasting check vs. the target's Physical Defense to force the storm to attack them), and deals 8d4 electricity damage on a successful hit.
Rain causes the ground to become slick and everyone grounded takes a -2 to Physical Defense. In cold areas this becomes snow instead, and instead cause the ground to become difficult terrain where every square costs 2 squares for movement instead of 1.
Sandstorms cause the air to become difficult to see in, obscuring vision so people can only see out to 4 squares. Despite not being a ground-based hindrance, sandstorms are also difficult terrain just like snow.
Spellcating Check: 20 | MP Cost: 8 | Duration: 1 minute per point of Primary Attribute
By waving a hand over the ground a tangle of vines wrap around your hand and can be used as a whip. It functions as the weapon Whip, except the this Vine Whip is covered in small barbs that dig into the opponents, sprouting out on impact. Attack rolls with the whip use Weapon (Simple), however the whip's Skilled (Rope Use) isn't applicable to the Vine Whip.
If you deal damage to an opponent's Hit Points with the Vine Whip, you make an additional attack using the same bonuses against the target's Bodily Defense. On a successful hit, the target suffers Bleed at Low Intensity. Additional attacks increase the intensity to a maximum of Severe.
Spellcating Check: Varies (see text) | MP Cost: 15 | Duration: 1 minute per point of Primary Attribute
Targeting an animal you are able to see within 12 squares of you, make a Spellcasting check against the animal's Mental Defense. On a successful hit, you can take control of the animal's actions for the duration of the spell - effectively acting as if you were possessing it. For the duration of the spell you remain still in the same position you were in prior to taking control of the animal.
While taking control of the animal, if the animal were to die you are immediately snapped out of the spell and suffer from Staggered at Low Intensity for 1d4+1 rounds.
Spellcating Check: 32 | MP Cost: 20 | Duration: 1d4 + 1 round per point of Primary Attribute
Infusing your body with the power of the Fæ, you begin to adopt attributes belonging to them as well as a connection to their primal magic. While under this effect you receive Defense Points to all body parts while not wearing armor, these Defense Points are equal to the following:
Head: Primary Attribute + Secondary Attribute
Body: 40 + (Primary Attribute * Secondary Attribute)
Arms / Legs: 25 + (Primary Attribute * Secondary Attribute)
Spellcating Check: 25 | MP Cost: 10 | Duration: Permanent
You're capable of creating and manipulating 1 pound worth of beeswax per point in your Primary Attribute, and this beeswax can be used either as an adhesive to repair objects or structures, or as an attack against your enemies.
As a repair tool, the beeswax can help restore 2d4 + Secondary Attribute Integrity to a single object or structure. It can also be used to create a small structure with its own Integrity (using the roll above to determine its Integrity) however this structure can be no larger than a 2 ft. high wall that's 3 inches thick.
As an attack, make a Spellcasting attack against an opponent within 4 squares. On a successful hit they are Staggered at Low Intensity due to the sticky adhesive restricting their movement. Though the wax itself is permanent, the Staggered condition lasts for 1d4+1 rounds or until the opponent spends 10 Stamina to remove the wax from themselves.
Spellcating Check: 26 | MP Cost: 11 | Duration: Permanent
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