Nature Spells

Animal Speech
(Primary action: Spell (16); Animal Mind-control, Focus; mana cost: 1 per species)
You can talk to animals! The better question is if they have anything interesting to say.
Choose a single animal species. You can now speak to and understand this animal species as if you both speak the same language for 1 hour.
Animate Plant
(Primary action: Spell (14); Plant Hex; mana cost: 1 per plant
Have plants do your bidding!
Choose a single plant target. Treat this plant as a tamed animal under your control for 2d4 turns/minutes. It cannot move from its current position if it is rooted, but can otherwise bend, reach and interact as an animal.
Barkskin
(Primary action: Spell (14); Plant Armor Shapeshift; mana cost: 1)
Your skin becomes briefly overgrown with a tough barky armor.
Gain a natural damage resistance equal to half your spellcraft skill for 1d6 turns (with advantage). Take 50% fire damage while wearing this spell is active.
Bear Blast
(Primary action: Spell (15): Piercing Animal Spirit Shot; mana cost: 3)
You shoot a ghostly blast at high speeds in the form of a bear head that bites down on your chosen victim.
Choose a victim within line of sight. On a hit, deal 2x your spellcraft skill + 1d10 piercing damage.
Mastery A
Exploding Bear Blast
For an additional 2 stamina, after successfully hitting a victim with bear blast, you may choose to cause the spirit bear head to explode on the target, inflicting explosive damage equal to 2x your spellcraft skill.
Thunderstorm
(Primary action: Spell (25); Electric Weather Conjuration; mana cost: 2)
The skies darken, a light rain begins to fall and a low rumble of thunder is heard overhead. Where there’s thunder there’s lightning.
You conjure a thunderstorm in the sky. By expending a primary action, you can attempt to hit an enemy with a lightning strike for 3 stamina (spellcraft or accuracy vs defense to hit). On a hit, this lightning strike deals electric damage equal to 5x your spellcraft skill. A hit victim must roll toughness vs the damage they take (after DR) to avoid being stunned. This thunderstorm automatically hits any enemies currently airborne with a lightning strike and costs no stamina to use.
Mastery A
Lightning Fast Storm
You can now conjure a thunderstorm as a secondary action.
Mastery B
Brutal Bolt
for an additional 2 stamina, when your _thunderstorm_s lightning hits an enemy, you may choose to deal 7x your spellcraft skill in electric damage instead of 5×.
Downpour
(Secondary action: Spell (14); Water Weather Conjuration; mana cost: 2)
The skies suddenly grows cloudy and a heavy downpour begins.
Choose a target within line of sight. A radius up to your spellcraft skill x50 meters receives a heavy downpour of rain despite normal weather conditions for 1d4 hours or until you cancel this spell. During a downpour, increase water and electric damages by 25% and decrease fire damages by 50%. Enemies have a disadvantage to perception rolls when within the downpour. You may cancel this spell as a free action.
Searing Sunbeam
(Primary action: Spell (16): Heat Beam, Weather Conjuration, Light; Mana cost: 2, then 1 per round)
Suddenly the sun splits through any cloud cover and begins to shine harshly in a spot of you designate.
Choose a location with a radius within line of sight equal to half your spellcraft skill in meters or smaller. A searing sunbeam shines onto this location, inflicting heat affliction damage equal to half your spellcraft skill at the beginning of each turn spent within this radius. This sunbeam lasts for turns/minutes equal to half your spellcraft skill or until the dispel it (free action). At the beginning of your next turn, you may maintain this spell as a passive action, but must pay 1 mana each round for doing so.
Mastery A
Blinding Sunbeam
When a victim begins their turn within a searing sunbeam, they are forced into a contest of your spellcraft vs their health (with double disadvantage). If they fail, they are temporarily blinded until the beginning of their next turn.
Mastery B
Solar Oven
Damage inflicted by searing sunbeams now become equal to your full spellcraft skill instead of half.
Snaring Vines
(Secondary action: Spell (14); Plant Conjuration Restraint Trap, Grapple; Mana cost: 2)
A rapidly creeping collection of vines burrows up from the ground and snares your victim, attempting to hold them.
Choose a victim with twice your spellcraft skill in meters. This victim becomes grappled by vines and must pass a strength or agility contest vs your spellcraft to break free (secondary action). While grappled by vines, this victim cannot move from their current position except by teleportation and is at a disadvantage to perform any other task than to break free.
Mastery A
Constrictor Vines
When a victim becomes caught in and begins a turn in snaring vines, inflict your spellcraft skill in crushing damage and reduce their stamina by 1d4-1 points.
Mastery B
Tripping Vines
When a victim becomes caught in and begins a turn in snaring vines, inflict a contest of your spellcraft vs their agility. If they fail, they are knocked prone.
Reclaimed by Nature
(Primary action: Spell (18): Plant Conjuration Item Hex; Mana cost: 2)
Rapidly growing plant material blooms from a victim’s item, sabotaging its usability.
Select an item within meters equal to twice your spellcraft skill. As the plant growth envelops it, any user takes a penalty equal to half your spellcraft skill for any rolls made using this item. At the beginning of each of your turns, an additional penalty is added equal to 1/2 your spellcraft skill in this item for 1d6 turns. This plant growth can be destroyed and removed by inflicting fire or acid damage to it equal to half your spellcraft skill or more.
Siphon Seeds
(Secondary action: Spell (16) Plant Spray, HP and Stamina Drain; Mana Cost: 2)
You sow seeds onto an unsuspecting victim, which plant themselves deep into their bodies and in turns yields an immediate harvest of vitality from them.
On a successful hit, the victim loses and you gain hp equal to 1/2 your spellcraft skill and stamina points equal to 1/5 your spellcraft skill (Mimumum: 1) at the end of each of your turns.
Heavy Hail
(Primary action: Spell (18); Ice Weather Conjuration; mana cost: 2)
The skies unleash a highly concentrated cascade of dense hailstones to pummel your foes.
Choose a an area within line of sight with a radius equal half to your spellcraft skill or less in meters to cast this spell. That area receives a concentrated heavy hailstorm for 1d8 turns/minutes (with advantage) or until you cancel this spell (free action). All within this hailstorm take crushing damage equal to 1.5x your spellcraft per turn per turn.
Mastery A
Hammer Hail
Damage done by Heavy Hail is now equal to 2x your spellcraft instead of 1.5×.
Blizzard
(Primary action: Spell (25); Cold Weather Conjuration; mana cost: 4)
A howling blizzard blankets the battlefield, causing whiteout conditions and chilling your enemies to the bone.
Choose an area within line of sight with a radius equal to your spellcraft skill or less in meters to cast this spell. This area is suddenly affected by a freezing blizzard for 1d6 minutes/turns (with advantage) or until you cancel this spell (Free action). All within this blizzard take cold damage immediately and at the end of each turn equal to half your spellcraft skill and must make perception contests vs your spellcraft skill to determine how far, in meters, their line of sight is. Anything beyond this line of sight cannot be seen and is at a double disadvantage to be heard. When the blizzard ends, you may choose to continue the blizzard for another 1d6 turns as a passive action, but must continue paying the stamina cost.
Black Ice
(Secondary action: Spell (18); Ice Trap Conjuration; mana cost: 2)
You create a thin sheet of treacherously slick ice on the ground, creating dicculties for anyone passing through.
Choose an area with a radius equal to or less than half your spellcraft skill in meters. Anyone, other than yourself, who makes ground movement through this area must make an agility contest vs your spellcraft skill. If they fail, they immediately end their movement action and are knocked prone at half the distance they would have moved across this ice area. This ice melts after 1 hour under normal conditions.
Mastery A
Superslick Ice
Victims have a double disadvantage when rolling to traverse your black ice.
Mastery B
Speed Skater
When traversing over your black ice in a straight line, you and your allies may pass through it without counting towards your movement distance.
Mastery C
Steady Slide
When within line of sight or 5x your spellcraft skill in meters, your allies do not have difficulty traversing your black ice.
Tornado
(Primary action: Spell (30); Wind Weather Conjuration; mana cost: 6 per round)
A spiraling wind vortex sweeps the area, violently and indiscriminately hurling everything in its path aside.
Choose an area to create this tornado within line of sight. It has a radius equal to 1/3 your spellcraft skill in meters or less. Anything that this tornado touches with SM equal to or less than 1/4 of your spellcraft skill is immediately picked up, thrown in a random direction with a distance of meters equal to 1/2 your spellcraft skill in meters and is slammed into prone position, dealing crushing affliction damage equal to your spellcraft skill x1d6. Immediately and at the beginning of each turn, anything within a radius equal to 3x your spellcraft skill in meters of the tornado must make an agility check or become pushed away from the tornado equal to half your spellcraft skill in meters. You may sustain this tornado at the beginning of your turn as a passive action, but must continue paying the stamina cost.
Mastery A
Roaming Tornado
Mastery B
Rain Wrapped Tornado
Mastery C
High Voltage Vortex
Your tornado has gained a strong electric charge through the friction of its fine particles. When touched by the tornado, a victim also takes electric damage equal to twice your spellcraft skill.
Calm Animal
(Command action: Spell (Cantrip); Animal Mind-control; mana cost: 1)
The right set of arcane words seems to work wonders in calming the savage beast.
Force a contest against an aggressive target animal, your animal handling + spellcraft vs their willpower. If you succeed, they are calmed and will not attack a target unless there is an immediate need for it (GM discretion, for example: to save its own life).
Storm Shelter
(Secondary action: Spell (15); Weather Barrier; Cost: 2 mana per round)
You create an unseen force seems to protect you and your allies from all but the most severe weather.
You and all allies within line of sight gain a barrier with damage resistance to natural weather and weather abilities equal to 2x your spellcraft skill, and a bonus to rolls resisting against a weather related effects equal to 1/2 your spellcraft skill. You may maintain this spell as a passive action at the beginning of following turns, but must continue to pay the mana cost.
Mastery A
Stormbreaker Shield
DR granted against weather from storm shelter is now 3x your spellcraft skill, and the bonus to weather resist rolls is now equal to your full spellcraft skill.
Quake
(Primary action: Spell (); Earth Hex; Cost: 2 mana per round
The ground begins to violently shake, damaging nearby structures and disrupting the dexterity of all upon it.
Choose a section of ground within line of sight with a radius equal to 3x your spellcraft skill in meters or less. All structures on the ground within the radius take affliction damage equal to 10x your spellcraft skill. Dexterity rolls made when on this quaking ground are at a disadvantage.
Mastery A
Fissure
(Additional cost: 3 mana) When the quake spell is active, you can use this spell once per turn as a passive action. You crack open a large chasm in the ground, which threatens to swallow up whatever it can. Select an area of ground for the fissure in a straight line that is 1x your spellcraft skill in meters long and 1/3 your spellcraft skill in meters wide. Whatever is within that fissure area must make an agility contest vs your spellcraft skill to avoid falling into the chasm. Upon a failure, they take crushing affliction fall damage equal to 3x your spellcraft skill unless they can fly or have a similar ability to save themselves from the fall. Climbing out of the fissure requires a climb equal to 2x your spellcraft skill in meters.
Mastery B
Disaster Response
You and your allies do not take dexterity penalties from the quake spell. Enemies now take a two dexterity disadvantages instead of one from quake.
Quicksand
You transform a small patch of ground into dangerous rapid acting quicksand.
(Primary action: Spell (22) Earth Restraint Trap: Cost: 4 mana) Select a patch of ground within line of sight with a radius equal to 1/3 your spellcraft skill. Anyone within the radius must succeed an agility vs spellcraft contest against you to avoid becoming caught in the quicksand. If they succeed, they must reposition themselves at the nearest edge of the quicksand’s radius. If caught in this quicksand, they become restrained and cannot make a move from their current position, or make dodge actions, unless they pass an agility contest vs your spellcraft. Restrained victims may make an agility contest to escape from the quicksand, exhausting 1 stamina point and the use of a move action. If they fail this contest, they sink deep into the quicksand, gaining a double disadvantage to all fit and dex rolls, and requiring 3 stamina points to make escape attempts now. If third escape attempt is failed, a victim becomes completely submerged in the quicksand. They are treated as being suffocated and escape attempts now requires 6 stamina. If another target attempts to pull a restrained victim out of the quicksand, they must pay the victims escape attempt stamina cost to try, and must pass a strength vs spellcraft contest to succeed.
Elemental Ward
You create a barrier that shields a target from a specific element.
(Secondary action: Spell (18); Elemental Barrier; Cost: 2 mana) Choose yourself or an ally within line of sight. That target now gains damage resistance against an elemental type of your choice equal to your spellcraft skill for turns/minutes equal to 1/2 your spellcraft skill. You cannot have more than one active elemental ward on a target simultaneously. It is a passive action if you wish to maintain and recast an expiring elemental ward, but the mana cost must still be paid.
Mist
You conjure a thick cloud of mist obscures the area.
(Primary action: Spell (14); Air Weather Conjuration; Cost: 1 mana) Select an area for the cloud to occupy within line of sight that has a radius equal to your spellcraft skill in meters or less. Within this mist cloud, all enemies line of sight distance is reduced to 1/2 their perception skill in meters.

Wood Warp

Conjure Plant

Harvest Moon

Bioluminate

Nature’s Harvest

Gale

Body of Stone

Take Root

Nature Spells

Remnants of a Slain God harbadger