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 aesthetic purposes, the caster creates a bundle of leaves and theatrically twirls it, forming 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, mainly 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 to a maximum length of 20 ft and is used to hit a target or wrap around a small object. When hitting a target, it can strike with enough force to disarm opponents or bruise flesh.
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. The caster can manipulate and control the cactus to swing it at opponents, causing them to fall. The cactus spines are capable of poking through gambeson.
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 reaching up to 8 ft. 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.
Nature’s Weight – The caster takes wood or bark from their surroundings and applies it to a limb. Upon application, the spell reinforces and hardens the wood, and upon striking a target, it can bruise flesh through gambeson and knock enemies back. The wood requires two strikes with a weapon to fall apart. Spell lasts for three turns before needing to be casted.
Root Pull – With a proper cast and telegraph, roots emerge from the ground within 10 ft of the spellcaster to either bind the target's legs or arms together. The target cannot physically break out of these roots until two turns have passed, after which the roots lose some strength—unless they are an Adept Grounded user, who may break out. The target may also be freed by someone else with a slicing weapon.
Sap Bend – The caster conjures through their fingertips and or staff, and their mana creates a magical sap for them to utilize. They flick their fingers at the ground, creating a 6-foot puddle of sap that makes it difficult to run or make sudden movements. The caster can freely move within this sap. Alternatively, the caster can use it to stick to walls. The sap lasts for four turns and can be burnt away by fire.
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 helpful, 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 7x7 ft wall of bark, vines, and other flora to protect themselves and other allies. They can create multiple versions of these — and may even utilize this passively to create a house for themselves. The wall is capable of withstanding 3 physical strikes or attacks from spells of equivalent strength.
Concerning fire-based spells, the wall can withstand 2 attacks from spells of the same tier or lower, or 1 attack from a spell of a higher tier.
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 at a time, proving especially dangerous against open flesh, but capable of piercing gambeson. 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 by the sap's stickiness, forcing them to drag their feet to make their way through.
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 for 2 turns. 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, in fact, 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 forward, 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. The cage is capable of withstanding up to 3 attacks from an enemy before breaking.
Concerning fire-based spells, the wall can withstand 2 attacks from spells of the same tier or lower, or 1 attack from a spell of a higher tier.
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.
Vine Ravage – Conjure alongside your arm or within an area to materialize three vines (4 ft in length) that act like tendrils–or an extension to your limb. These vines can be controlled to wrap around weapons to disarm foes, or used as a weapon to slice through gambeson.
*Alternatively, the vines can be cast at a distance as long as they are within 20 ft of the mage. Three vines ( 4 ft in length) uproot from the ground to latch onto targets or weapons.
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. As long as they stay within this mist, their actions will be far slower and more sluggish.
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. Upon impact, the chakram throws thorns in a small (5x5 ft) radius that are capable of piercing gambeson and chainmail, leaving fine stab wounds and lacerations in their victims.
Petrified Roots – Calling upon the roots beyond the grass, the caster causes said roots to grow rapidly and explosively above the earth (maximum four), 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. These roots can be controlled like grounded tendrils, and when they swing into an opponent, they are capable of denting plates and sending foes down. Lesser armored (chainmail, gambeson, leather) will face moderate bone breaks.
Overgrowth – Placing their stave against the ground below, all of the plants and seeds in a massive (100x20 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)
Great Tree – When in a forest or otherwise, the master can plant a seed within the ground. The seed will begin to sprout and rapidly grow to a height of 200 feet, the magnificently durable branches stretching out to 60 feet. The tree itself takes only 5 turns to develop fully, and its growth cannot be interrupted. From the tree, sharpened stakes and wooden javelins can fire down at targets that are within an 80-foot radius of the tree. The projectiles travel as fast as arrows and carry enough force to burst open plating and puncture flesh. The tree remains for 15 turns before decaying and fading into pure bulbs of mana.