🌱 Tier Null / Unbound Nature Spells 🌱
#1. Foster Plants: Allows the caster to grow and speed the development of plants, using their mana as a sort of artificial fertilizer. A tier one caster can make a small seed grow into a blossoming rose in a day while a tier 12 caster can make an entire forest sprout in seconds.
Tier: Null / Unbound
Classification: RESTORATION
Maximize-able: No.
Casts Per Event: Varied ; Dependent on tier.
Requires Concentration: Yes.
#2. Sow Nature: Allows the caster to either rejuvenate soil, making once harsh lands into places where plants can grow. A tier one caster may be able to make a pot of sand into fertile soil while a tier 12 caster can make an entire country filled with fertile lands.
Tier: Null / Unbound
Classification: RESTORATION
Maximize-able: No.
Casts Per Event: Varied ; Dependent on tier.
Requires Concentration: No.
🌱 Tier 1 Nature Spells 🌱
#1. Wooden Dart: Conjures a fast-moving projectile of nature magic that forms into a spiked wooden dart that homes in on targets.
Tier: 1
Classification: DESTRUCTION
Maximize-able: Yes ; Increases the size of the dart.
Casts Per Event: 12
Requires Concentration: No.
#2. Bestial Claws: Causes the caster's fingernails to grow into sharp, durable, beast-like claws that are capable of slicing through flesh easily. This lasts for 15 minutes unless the caster chooses to dispel the spell.
Tier: 1
Classification: ALTERATION
Maximize-able: Yes ; Increases the duration to 30 minutes.
Casts Per Event: 12
Requires Concentration: No.
🌱 Tier 2 Nature Spells 🌱
#1. Commune With Fauna: When cast, allows the caster to understand the basic emotions, intents, and thoughts of any fauna for 15 minutes.
Tier: 2
Classification: ALTERATION
Maximize-able: Yes ; Increases the duration to 30 minutes.
Casts Per Event: 11
Requires Concentration: Yes.
#2. Commune With Flora: When cast, allows the caster to understand the basic emotions, intents, and thoughts of any flora for 15 minutes.
Tier: 2
Classification: ALTERATION
Maximize-able: Yes ; Increases the duration to 30 minutes.
Casts Per Event: 11
Requires Concentration: Yes.
#3. Bestial Vision: Grants the caster the vision of beasts, and allows them to see better in dark environments. This effect lasts for 15 minutes unless the caster chooses to dispel the spell, and this does not grant full night vision.
Tier: 2
Classification: ALTERATION
Maximize-able: Yes ; Increases the duration to 30 minutes.
Casts Per Event: 11
Requires Concentration: Yes.
🌱 Tier 3 Nature Spells 🌱
#1. Thorned Blade: Imbues your weapon with nature magic for 15 minutes, causing your blade to be covered with thorned wooden vines that allow it to eviscerate foes, though the vines can be burnt off. Can't be used with other spells that imbue your weapon with an effect.
Tier: 3
Classification: REINFORCEMENT
Maximize-able: Yes ; Increases the duration to 30 minutes.
Casts Per Event: 10
Requires Concentration: Yes.
#2. Summon Nature Familiar: Summons a floral spectral animal such as a bear or a wolf to fight for you. This familiar cannot cast magic, but is made up of powerful thorned vines that lash out at targets. The familiar possesses the level of intelligence similar to a tamed version of whatever animal is summoned, and is bound to the will of the caster unless attacked repeatedly by the caster. Nature Familiars are resistant to physical and magical damage but are very weak to fire, and last for 15 minutes unless defeated, banished, or dispelled.
Tier: 3
Classification: EVOCATION
Maximize-able: Yes ; Duration extended to 30 minutes.
Casts Per Event: 10
Requires Concentration: Yes.
#3. Detect Poison: When cast, allows the caster to detect any toxic or poisonous substances in a 50m radius around them. Can also be used to determine if someone has ingested any poisonous substances or has them in their system.
Tier: 3
Classification: ALTERATION
Maximize-able: No.
Casts Per Event: 10
Requires Concentration: Yes.
🌱 Tier 4 Nature Spells 🌱
#1. Oakflesh: Turns the top layer of the caster's body into thick tree bark, strengthening the caster's physical resistance at the expense of slightly impaired movement as well as an increased weakness to fire and slashing / hacking damage.
Tier: 4
Classification: REINFORCEMENT
Maximize-able: Yes ; Increases the thickness and durability of the bark.
Casts Per Event: 9
Requires Concentration: Yes.
#2. Speak With Fauna: Allows the caster to speak with animals and other forms of fauna for 15 minutes.
Tier: 4
Classification: ALTERATION
Maximize-able: Yes ; Increases the duration to 30 minutes.
Casts Per Event: 9
Requires Concentration: Yes.
#2. Speak With Flora: Allows the caster to speak with plants and other forms of flora for 15 minutes.
Tier: 4
Classification: ALTERATION
Maximize-able: Yes ; Increases the duration to 30 minutes.
Casts Per Event: 9
Requires Concentration: Yes.
#4. Cure Ailments: Cast on a target, and they will be cured of any ailments brought about by spells tier 4 or under. Does not heal the target or restore damage done by said diseases.
Tier: 4
Classification: RESTORATION
Maximize-able: No.
Casts Per Event: 9
Requires Concentration: Yes.
#5. Razor Leaves: Conjures a torrent of magical leaves from the caster's hand. These leaves are sharp as razors, and are capable of dealing high damage to flesh; less to armor.
Tier: 4
Classification: DESTRUCTION
Maximize-able: Yes ; Increases the size, sharpness, and number of leaves.
Casts Per Event: 9
Requires Concentration: No.
🌱 Tier 5 Nature Spells 🌱
#1. Ensnare: Conjures strong, thorny vines that wrap around and ensnare the target, binding them tight and preventing escape. The target is incapable of using teleportation or other magical means to escape this spell, however, the vines are capable of being burnt off. Struggling when caught this spell causes the vines to constrict tighter. If the vines are not dispelled or broken out of, they are capable of lasting for up to 10 minutes.
Tier: 5
Classification: CONJURATION
Maximize-able: Yes ; Increases the thickness and number of vines, and allows them to last up to 20 minutes if not dispelled or broken out of.
Casts Per Event: 8
Requires Concentration: Yes.
#2. Earworm: Creates a small magical bug that follows the caster's command. When inserted into a target's head, it allows the caster to see through their eyes and hear what they hear until either the target dies, the bug dies, or the bug is dispelled.
Tier: 5
Classification: CONJURATION
Maximize-able: No.
Casts Per Event: 8
Requires Concentration: Yes.
#3. Chameleon: The caster embodies the aspect of a chameleon, and allows the caster to blend in with their environment by transforming them into an object that fits in with their current environment. Someone in a forest could turn into a bush, while someone in the ocean could turn into a piece of coral. The caster is not capable of performing any action while they are transformed, and gain the weaknesses of whatever they turn into. The spell can be maintained for up to 15 minutes.
Tier: 5
Classification: TRANSFORMATION
Maximize-able: Yes ; Extends the duration of the spell to 30 minutes.
Casts Per Event: 8
Requires Concentration: Yes.
#4. Hawkeye: The caster embodies the aspect of a hawk, and enhances their vision to be as such. This allows the caster to have a much greater increased range of sight, and they can now see clearly up to 200m away from them. They are also capable of picking out small objects from this distance away, such as seeing a mouse in a field of grass 200m away. This effect lasts for up to 15 minutes unless the caster dispels it. Does not allow the caster to see through anything that impairs vision, such as dense fog.
Tier: 5
Classification: TRANSFORMATION
Maximize-able: Yes ; Extends the duration of the spell to 30 minutes.
Casts Per Event: 8
Requires Concentration: Yes.
🌱 Tier 6 Nature Spells 🌱
#1. Summon Nature Elemental: Summons a Nature Elemental to fight for you. These elementals are capable of casting nature spells tier 6 or lower, but cannot summon other nature elementals, only nature familiars. Nature Elementals are capable of levitation and possess a small level of intelligence, but are bound to the will of the caster unless repeatedly attacked by the caster. Nature Elementals last for 20 minutes unless killed, destroyed, or banished.
Tier: 6
Classification: EVOCATION
Maximize-able: Yes ; Causes the elemental to only cast maximized versions of tier 6 nature spells and below, and now lasts for 40 minutes instead of 20.
Casts Per Event: 6
Requires Concentration: Yes.
#1. Bestial Roar: Allows the caster to emit a menacing, loud roar that has an effect similar to the Tier 5 Physical spell "Force", except emitted from the mouth. Additionally, this roar will call up to 5 animals to the caster's aid and help them in battle if need be. These animals must be native to the area the spell is used in and cannot exceed 2.5m in height.
Tier: 6
Classification: DESTRUCTION
Maximize-able: Yes ; Allows for up to 10 animals to come per roar, and enhances the loudness of said roar.
Casts Per Event: 7
Requires Concentration: Yes.
#3. Eagle Wings: Allows the caster to take on the aspect of a might eagle, and sprout large wings from their back that grant them flight, by default at a speed of 40mph (18 meters per second). While these wings let you fly fast, it's not effortless, and requires energy, force and effort to do so, meaning if you are exhausted enough you cannot take off. These wings last for up to 15 minutes unless destroyed or dispelled. Any damage to the wings is felt as pain to the caster, as they are an extension of your body.
Tier: 6
Classification: TRANSFORMATION
Maximize-able: Yes ; Allows the wings to last for up to 30 minutes.
Casts Per Event: 6
Requires Concentration: Yes.
🌱 Tier 7 Nature Spells 🌱
(Temporarily N / A)
🌱 Tier 8 Nature Spells 🌱
(Temporarily N / A)
🌱 Tier 9 Nature Spells 🌱
#1. Dominate Fauna: Cast on a target, and that target will be able to command animals and other forms of wildlife, and they will follow the target's orders without question. This dominating effect lasts for up to 15 minutes, after which the animals will no longer be bound to the target's will.
Tier: 9
Classification: ALTERATION
Maximize-able: Yes ; Extends the duration of the spell to 30 minutes.
Casts Per Event: 4
Requires Concentration: Yes.
#2. Dominate Flora: Cast on a target, and that target will be able to command surrounding flowers, trees, grass and other forms of flora, and they will follow the target's orders without question. This dominating effect lasts for up to 15 minutes, after which the flora will no longer be bound to the target's will.
Tier: 9
Classification: ALTERATION
Maximize-able: Yes ; Extends the duration of the spell to 30 minutes.
Casts Per Event: 4
Requires Concentration: Yes.
#3. Summon Greater Nature Elemental: Summons a fearsome, floral Greater Nature Elemental to fight for you. These elementals are capable of casting nature spells tier 9 or lower, but cannot summon other greater nature elementals. Greater nature elementals are capable of flight and possess a small level of intelligence, but are bound to the will of the caster unless repeatedly attacked by the caster. Greater nature elementals last for 25 minutes unless killed, destroyed, or banished.
Tier: 9
Classification: EVOCATION
Maximize-able: Yes ; Causes the elemental to only cast maximized versions of tier 9 nature spells and below, and now lasts for 50 minutes instead of 25.
Casts Per Event: 4
Requires Concentration: Yes.
🌱 Tier 10 Nature Spells 🌱
(Temporarily N / A)
🌱 Tier 11 Nature Spells 🌱
(Temporarily N / A)
🌱 Tier 12 Nature Spells 🌱
#1. The Winding Woods: This spell, when cast, turns the sky to a beautiful night, and causes trees, roots, thorny vines, and other flora to rapidly conjure in a 250m radius around the caster. This winding wood labyrinth constantly shifts and moves every creature within the woods towards the center, preventing escape and causing them to get lost in the woods. At the same time, teleporting, conjuring portals, and other magical means to escape do not work. This also covers all surfaces caught in the woods with moss, and destroys anything that could be considered a landmark. Ent-like creatures periodically conjure in the woods and attack those in it, as well as the woods themselves. None escape the Winding Woods.
Tier: 12
Classification: CONJURATION
Maximize-able: Yes ; Double the radius of the spell and makes the forest much more deadly and aggressive to those caught in it.
Casts Per Event: 1
Requires Concentration: Yes.
#2. The Tree of Life: This spell, when cast, causes a large tree to sprout up from the ground, wherever the caster chooses for it to be conjured. For all who are in a 50m radius of this tree, they will find that they are cured of all ailments and their wounds rapidly heal. The tree will also grow 5 glowing green fruits that, when consumed, will grant the consumer advanced regeneration and healing beyond measure, as well as insanely boosting the consumer's physical and magical resistances. Finally, all those who are in the aura of the tree will find that despite any injury, they will not die. The effects of the fruit last for 15 minutes, while the tree itself lasts for 30 minutes.
Tier: 12
Classification: CONJURATION
Maximize-able: Yes ; Doubles the duration of the fruit and the tree.
Casts Per Event: 1
Requires Concentration: Yes.
#3. Summon Icon of Gaia: Summons the most powerful nature elemental, an Icon of Gaia. This elemental is capable of casting every nature spell and can even summon other nature elementals, but it cannot summon another Icon. This elemental exhibits a moderate level of intelligence, but is bound to the will of the caster unless repeatedly attacked by the caster. An Icon of Gaia lasts for 60 minutes unless killed, destroyed, or banished.
Tier: 12
Classification: EVOCATION
Maximize-able: Yes ; Causes the Icon to only cast maximized versions of all nature spells, and allows it to last indefinitely until killed, destroyed, or banished.
Casts Per Event: 1
Requires Concentration: Yes.