Magic/Spells/Nature

Description
This page lists out all spells of the nature affinity, this page may have overlap with other pages, but will allow for ease of viewing spells with the associated affinity.

Bone Shield
Keywords: Necromancy; Cold, Dark, or Nature

Prerequisites: Cold, Dark, or Nature affinity

Target: You

Duration: 10 minutes per BCB

Range: Personal

Action: Standard

Saving Throw: None

Spell Resistance: No

Description: You may spend a spell point to cause yourself to be surrounded by a series of floating bones that help reduce incoming damage. You summon one bone per 4 BCB (minimum 1). For each bone you have summoned you gain DR 2/- (stacking with itself). For every 20 points of damage prevented by this spell a bone is destroyed, lowering the DR provided by this spell by 2. Once all bones are destroyed the spell immediately ends.

Bone Fists
Prerequisite: Bone Shield

Benefit: While under the effects of bone shield you may spend an additional spell point to become further empowered, as your bones themselves begin to harden and sharply protrude. This grants the caster a +1 bonus to natural armor, a +2 bonus on damage rolls with natural weapons and unarmed strikes, and causes creatures who attempt to grapple the caster to take 1d4 points of piercing damage. This effect lasts for the duration of the spell, even after the last bone of the bone shield is destroyed.

Diminish Plants
Keywords: Blight; Nature or Entropic

Prerequisites: Nature or Entropic Affinity

Target: Area (see text)

Duration: instantaneous.

Range: Long

Action: Standard

Saving Throw: None

Spell Resistance: No

Description: You may spend a spell point to cause plant life within a 60 foot line, or 10 foot radius to shrink in size to about ⅓  their normal size, becoming untangled and less bushy. You may also designate portions of the area that are not affected. The vegetation affected by this looks as if it was carefully pruned and trimmed. This has no effect on plant creatures.

If cast upon plantlife that was magically created (such as the grasping vines spell) you may make an opposed SPB check to dispel the magically enhanced plantlife.

At 4th BCB this ability may be used to diminish plant life to the extent it removes plant-based cover or concealment provided by trees and undergrowth.

Antiplant Shell
Prerequisite: Diminish Plants, BCB 8th

Keywords: Shell

Target: 10 foot radius burst, centered on you

Duration: concentration or 1 minute per BCB.

Range: Personal

Benefit: This spell created an invisible, mobile barrier that keeps all creatures within the shell protected from attacks by plant creatures or animated plants. The barrier cannot be used to push away plant creatures, but prevents them from entering the area. Instead of paying the spell point you may concentrate on the spell; while concentrating you may indefinitely keep out plant life, but if you choose to let the barrier continue without concentration it lasts 1 minute per BCB and has a total of 20 hit points per SPB; once these hits point are depleted the barrier breaks and the spell ends.

Blight
Prerequisite: BCB 4th

Saving Throw: Fortitude Half

Benefit: Plant creatures within the area of Diminish plants begin to wither, taking 1d6 untyped damage per BCB. A failed fortitude save deals half. Non-creature plants receive no save and immediately wither and die.

Deforest
Prerequisite: Greater Diminish, Diminish Plants, BCB 12th

Target: ½ Mile Radius burst.

Range: Personal

Saving Throw: None

Benefit: You may spend an additional spell point to cause your diminish plants spell to target all plants for a mile radius burst from yourself. This talent may not be combined with other Diminish plants talents except for Stunt Growth.

Greater Diminish
Prerequisite: Diminish Plants, BCB 6th

Saving Throw: None

Benefit: When using Diminish plants you may spend an additional spell point to target a wider area of a 100-foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter-circle. This talent may not be combined with other Diminish plants talents besides Stunt Growth.

Stunt Growth
Prerequisite: Diminish Plants

Saving Throw: None

Benefit: When using Diminish plants you may choose to stunt the growth, reducing their productivity for the next year to half normal; causing the plants to produce half as much or grow half as much. You may choose to use this effect along or alongside the base effect of Diminish plants.

Targeted Diminish
Prerequisite: Diminish Plants, BCB 2nd

Target: One Plant Creature

Saving Throw: Fortitude negates (see text)

Duration: 1d4 +1 rounds. Benefit: You may target this spell against a plant creature, making a fortitude save attack against them. If successful the plant creature takes 2d8 damage and becomes sickened; if you succeed by more than two degrees it becomes nauseated. A failed save attack deals half damage.

Grasping Vines
Keywords: Clinging, Nature, Conjuration

Prerequisites: Nature Affinity

Target: Radius (10 feet + 5 feet per two BCB)

Duration: Concentration or 1 minute per BCB(see description)

Range: Close

Action: Standard

Saving Throw: Reflex (negates)

Spell Resistance: No

Description: You must target an area with at least some grass, vines, or other vegetation. You cause plants to grow rapidly, wrapping themselves around everything within the targeted area. You make a reflex save attack against creatures in the area, on a success the creature gains the entangled condition and becomes unable to move. Creatures that succeed at their save can move as normal, but those that remain in the area must save again at the end of each turn the area persists. Creatures that move into the area must save immediately.

Creatures that fail against your save attack end their movement and gain the entangled condition. Entangled creatures can break free as a move action, if they succeed at a sunter CMB check or Escape Artist check (against the original save attack for the spell). This area is also considered difficult terrain for the duration of the effect.

This spell may be maintained through concentration, or the caster may spend a spell point to allow the spell to continue without concentration.

Green Thumb
Prerequisite: Grasping Vines

Benefit: You may spend an additional spell point to use the Grasping Vines spell within any environment regardless of the presence of existing plantlife. This spell must be cast upon a solid unattended surface.

If cast upon hard surfaces such as stone, marble or a similarly dense material, the sudden plant growth damages the terrain causing creatures within to treat their speed as 5 feet shorter (minimum 5 feet) in addition to the difficult terrain caused by Grasping Vines. The terrain no longer hampers movements once the spell ends.

Sickening Vines
Prerequisite: Grasping Vines

Keywords: Poison

Benefit: Your vines are coated with an irritating sap that causes a painful, itching rash on creatures that touch them. Any creature that enters the area or ends its turn there is subjected to a Fortitude save attack. A successful save attack causes the creature to become sickened as long as it remains in the area and for 1d4 rounds afterward.

Snagging Vines
Prerequisite: Grasping Vines

Benefit: If your save attack succeeds by 2 degrees of success against a target they gain the grappled condition instead of the entangled condition.

Thorny Vines
Prerequisite: Grasping Vines

Benefit: You may spend 1 spell point as part of casting Grasping Vines to cause vines sprouted by this spell to grow dangerous thorns. Creatures who begin their turn within the area, and your save attack is successful against, take 1d4 points of piercing damage as well as 1d4 bleed.

Tripping Vines
Prerequisite: Grasping Vines

Benefit: You may cause your vines to cause creatures to be knocked prone instead of their grappled or entangled condition.

Web
Keywords: Dark or Nature; Creation

Prerequisites: Dark Affinity or Nature Affinity

Target: 20 foot radius

Duration: 10 minutes per BCB

Range: Medium

Action: Standard

Saving Throw: Reflex(negates)

Spell Resistance: No

Description: You may spend a spell point to create a many-layered mass of strong, sticky strands, similar to spiderwebs, trapping those caught in them. Any creature in the effect's area when the spell is cast, or enters the area later, is subject to a Reflex save attack. If it succeeds the creature becomes entangled, on one degree of success or more the creature is instead staggered. A creature can break free by making a combat maneuver check or Escape Artist check as a standard action against the save attack of this spell. Regardless of success or failure the area is treated as difficult terrain.

When placing a web it must be anchored to two or more solid and opposed points.

If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover. The strands of a web spell are flammable. A weapon that deals fire damage can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away one 5-foot square in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.

Web-Wall
Prerequisite: Create Wall, Web

Target: Continuous line containing one 5-foot square per BCB

Benefit: You may make a wall as per the create wall spell, but of webs. Each end of the continuous line must still be anchored to a solid point.

Special: This talent may not be combined with other wall talents, nor talents that alter the target area of the web spell.

Greater Web
Prerequisite: Web

Target: 25 feet + 5 feet per 4 BCB.

Benefit: You may spend an additional spell point to cause your web to target a larger area than normal.

Strangulating Web
Prerequisite: Web, BCB 5th

Benefit: When creating a web with this talent, creatures who fail their reflex save are no longer staggered or entangled. Instead each time a character make a full-attack action, attack action, or move action they must make a reflex save. Each time you make a successful reflex save attack against the creature with this spell, they take a cumulative -1 penalty to attack rolls and AC as the webs begin to wrap themselves tighter around them as they struggle. For each -2 penalty the creature’s movement speed is reduced by 5 feet (to a minimum of 5 feet). At a -6 penalty the creature’s mouth or neck becomes entangled with the web causing them to become silenced, and at -10 the creature becomes unable to breathe and must hold their breath or suffocate.

Creatures may attempt a combat maneuver check or escape artist check as a move action, but doing so only removes up to -2 of this penalty; and the attempt still subjects them to the reflex save attack.