Beginner Spells (T0)
Nature magic is freeform at T0. This means you can do anything similar to the spells listed below, passively.
Bloom - The caster creates an abrupt bundle of flowers to blow toward the opponent’s face, briefly blocking their vision by sticking the flowers to their face. Utilised as a distraction.
Flower Step - The caster can create flowers and vines from each step they take on a surface. It’s beautiful, that’s its whole purpose, along with providing a trail for those who don’t wish to get lost and tripping those who chase the caster.
Explorer - Should the caster be adventuring, this spell will undoubtedly come in handy when trudging through dangerous habitats. They can quickly destroy branches, shrubs, and other small flora in their way. However, nothing beyond the size of 5x5 ft can immediately be destroyed.
Flowing Foliage - A spell with two purposes: aesthetic and weaving. For its aesthetic purposes, the caster creates a bundle of leaves and theatrically twirls them around, creating geometric shapes and swirls. This spell is most commonly seen during performances within seasonal festivals or for mere practice with balance. For its combative purpose, the caster can bring these leaves upward to briefly deter an opponent’s movement, distracting them or blurring their vision.
Pigment Shift - A passive spell, especially utilised by painters. The caster can change the colour of a plant, whether it be the petals or the stem. From there, they can create paints or merely decorate an area.
Novice Spells (T1)
Vine Whip - A thin, woodland vine based on the biome it is created in. It stretches out to a length of 20 ft maximum, used to hit a target or wrap around a small object.
Pollen - The caster replicates a flower from the biome they stand in, blooming it and spraying out a plume of pollen that irritates. It blinds the opponent for one turn, although they will be left with watery eyes until combat ends, regardless.
Floral Web - The caster creates a “web” made out of vines and flowers to catch an ally, or themselves. They may also utilise it to launch themselves/someone up to 10 feet. This web is 10x10 ft, and will take at least 1 turn to create. The web can grapple others; however, it can only pull around one hundred eighty (180lbs) pounds.
Cactus Growth - The caster can sprout cactus-spikes within a 5x5 ft sphere at a target location on the ground, so long as they stand on dry terrain. These cactus spikes can potentially poke opponents or otherwise block them from approaching.
Hedge Statue - A spell mainly utilised for passive purposes, often seen with architects utilising the magic or for those hoping to practice their concentration artistically. The caster can create hedge sculptures, with the tallest ones being up to 8 ft tall. These most often appear to be animals, or even humans. Many Nature Spellcasters have turned to utilising this spell for payments from nobility, or even businesses hoping to decorate.
Intermediate Spells (T2)
Growth - The caster can heal dead vegetation or flora to perfect health, proving to be a helpful tool when it comes to preserving alchemical resources or even helping civilians during the famine. Despite being super useful, the spell can only resuscitate dead flora once, and some flora cannot even be revived from a decayed state.
Flora Wall - As implied by the spell, the caster creates a 10x10 ft wall of bark, vines, and other flora to protect themselves and other allies. They can create multiple of these–and may even utilise this passively to create a house for themselves.
Thorn Projectiles - The spellcaster can send a bundle of thorns, gathered by shrubs and flora beside them at one of their opponents. They can send up to 20 maximum, proving to be especially dangerous against open flesh. They can control the direction of these thorns, so long as they have not yet pierced.
Sludge - The caster extracts nearby sap from trees and plants, coating it onto a surface (10x10 ft maximum). Any opponents who attempt to run through this will be slowed down due to the stickiness of the sap, having to force their way through by dragging their feet.
Seed Pop - 10, small seeds cast out into a battlefield. When stepped on, flowers and pollen will abruptly explode, causing coughing fits and temporary blindness. On the bright side, those inflicted will carry a perfume-y scent for the remainder of combat.
Expert Spells (T3)
Pollen Express - The caster blooms an assortment of various, colourful flowers beneath them. Disguised as a means to decorate the environment, it is instead a combative advantage. Upon creating this bed, the caster puffs out plumes of pollen (10x10 ft). Those stuck within this sphere are struck with hives, itchiness, and constant sneezing. These effects are avoidable if the victim does not have an open visor/flesh showing.
Thorn Whip - The caster forms a vine covered in brambles in one of their hands. Promptly, the vine is swung forwards, wrapping around whatever people/objects are in the vicinity and pulling them toward the caster.
If the object/person weighs more than the caster, then the whip is ineffective (20x1 ft).
Cage - Around a 30x30ft vicinity, the caster creates a cage made out of bent branches–either cracking them off of nearby trees or merely sprouting them out of the ground and a catalyst. To get in and out of this cage, the opponent will have to break them apart. They cannot slink through it.
Ambush - When in natural terrain, the caster can bloom tall (10’ ft max) bushes, shrubs, and blades of grass to purposefully hide themselves within the environment, or even deter an opponent. The range is 15x15ft.
Silence - The caster can “mute” the movements of their group, or opponents, whilst on a grassy terrain–concentrating on silencing the flora being run or walked on. This is best combined with Ambush, allowing for sneaky approaches or general stealth. (10x10 ft). The caster can control those they silence.
Master Spells (T4)
Lavender Exhale - The caster blooms patches of lavender throughout a chosen vicinity (30x30 ft), expelling a subtle, purple mist in the air. Although the scent is attractive, the effects are less so. Those who run into this mist will be met with sluggishness and will not be able to cast for one turn. So long as they stay within this mist, their actions will be far slower and lazier.
Razor Chakram - A large ring made out of colorful flora forms at the end of the caster's stave, covered in thorns and spines of wood. The nature spellcaster may use this as a direct weapon, or they may swing their staff to throw the chakram at their enemies. These chakrams can be launched at 40 feet, the staff acting as an atlatl for the rings, and upon impact, the chakram throws thorns in a small (5x5 ft) radius.
Petrified Roots - Calling upon the roots beyond the grass, the caster causes said roots to grow rapidly and explosively above the earth, transforming the surface (30x30 ft) into an area of spiky terrain. This terrain poses not only an obstacle, but a threat to those under attack.
Overgrowth - Placing their stave against the ground below, all of the plants and seeds in a massive (150x150 ft) radius grow exponentially. Grass grows tall enough to obstruct the vision, and even saplings spring to life. Within the overgrowth, one could easily go unseen.
Greenery Palisade - Once cast, a wall of vines, brush, and other greenery appears before the spellcaster. Embedded and covered with sharp thorns and brambles, the wall proves a large (30x30 ft) and durable obstacle separating your enemies from you. Either trapping foes behind it or buying the caster time to consider their options.
Archon Spells (T5)
Forest Topple - When in a forest or otherwise, the master can topple the plants and growths around them in a large range (50x50 ft), creating a catastrophic event for those stuck within the vicinity, and generally wrecking the environment. This can be used to make trees in a forest fall on top of a group of people.