Nature Magic

“Years of confinement taught me to respect nature if not envy it. To control the elements and to become one with nature is true freedom. The possibilities are limitless.” - Magus Aryx Liie, Age 14

Overview and Purpose

Opposes: Fire, Necromancy, Makers

Focus: Non-fire and non-ice spells elemental spells

Strengths: Strong variety of offensive and defensive spells

Weaknesses: Weaker offense than fire or ice schools, fairly high reagent cost

Those who practice the nature school are capable of emulating or manipulating various natural phenomena that do not relate directly to fire or ice. Such phenomena include: strong winds, electrical effects, growth of plants, creation of rocks, and natural disasters. Skilled nature magi appear able to bend the atmosphere and geography to their will, entangling opponents in vines, concealing themselves within mist, or pulling lightning from the sky to deal fatal blows.

Threads

A skilled nature mage learns to master the manipulation of all basic elemental threads. These include: water threads, fire threads, earth threads, and air threads. Mastery of these threads transcends the ability to manipulate them in whatever the current state may be. One must learn to transmute each of these threads to the proper color that is common to the desired phenomenon. Transmutation of these threads is performed by focusing energy to the threads until they reach the desired shade. Certain advanced nature spells require complex combinations of basic threads. These combinations used to further achieve desired effects are known as ‘magic threads’.

Reagents

Reagents are particularly important when utilizing techniques from the nature school. Nature spells often require magi to emulate exaggerated versions of various natural phenomena, as previously mentioned. Depending on the circumstances and surroundings, nature magi may not be able to acquire a dense enough source of the proper threads to achieve a successful effect. Thus, the usage of various reagents becomes necessary in order to gather the required threads and weave the appropriate pattern. In the case of other nature spells, reagents are required to act as reserves for both positive and negative energy. By focusing upon the threads with access to these reagents, magi can manipulate the weave without expending a dangerous quantity of their own energy.

Spells

Tier 1 Spells

Tier 1 nature spells are capable of standing alone, but they provide foundations for varied and advanced techniques.

Spark

  • Mana Cost: 8
  • Threads: Air 2, Fire 2
  • Options: area, accurate, difficulty, careful
  • Sustain: no
  • Hands required: one

MORE TO COME!

Tier 2 Spells

Tier 3 Spells

Information pending!

 
playerscontent/magic/arcane_magic/nature.txt · Last modified: 2010/01/15 17:13