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 School of Nature

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SgtSarros
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Posts : 200
Join date : 2017-09-20

School of Nature Empty
PostSubject: School of Nature   School of Nature EmptyTue Nov 07, 2017 6:56 pm

GuildMaster: Mazhe the Elder

School of Nature Mahze10


Assistant GuildMaster: Rosalva ( Focus on curative and protective )

School of Nature Rosalv10_800x600


Assistant GuildMaster: Jarita ( Focus on banishment and damage )

School of Nature Jarita10_800x600



First Circle

Cause Light Wounds
Cost: 5MP
Uses: Psyche
Description: Does Good damage to any living creature. Non-living creatures ( Heartless, undead, creatures from the shadow realm ) are unaffected by this spell.


Create Water
Cost: 5MP
Uses: None
Description: Creates enough drinkable water to go an entire day for one person times the higher circle of Nature Magic you know. You need a container to hold the water.


Creeping Vines
Cost: 5MP
Uses: Psyche
Description: Opponent rolls agility. If caught, opponent rolls their strength vs poor to break free. If they fail to break free, they are at -2CS to fighting and agility until they do so. Flying characters are immune. Characters with excellent or higher strength break free automatically.


Communication with Animals
Cost: 5MP
Uses: Reasoning/Psyche ( whichever is higher )
Description: Allows you to speak to forest creatures such as deer, foxes, wolves and more for one hour. Once you learn your first fourth circle spell, cost becomes none and a roll is only required when something is resisting it.


Nature's Touch
Cost: 2MP
Uses: Psyche ( Only if there is something in the area attempting to block this spell )
Description: Reaches into the heart of a dying tree or plant, giving it energy to help it heal and repair itself.


Sense Life
Cost: 2MP
Uses: Psyche ( Only if there is something in the area attempting to block this spell )
Description: Allows the caster to sense all living beings in the nearby area. At first circle this is about a block within a city, or a mile if within an area strong of nature. At level three this spell has no MP cost and can sense life up to three blocks away, or an entire forest if within one.


Whisper In the Woods
Cost: 2MP
Uses: None
Description: Allows the caster to send a verbal message to a person or area in the same forest as them. At circle three this is any forest on the same world. At circle six, this is any forest on the same plane. ( Limbo and Hell, for example, would not be reachable from Fantasy Island )




Second Circle

Banish
Cost: 10MP
Uses: Psyche
Description: Does Excellent damage to up to three ( 3 ) non-living creatures in the area ( Heartless, undead, creatures from the shadow realm ). Alternatively, this spell can do Remarkable damage to one non-living creature. Creatures resist with endurance. On a red roll, or any creature that botches ( rolls a 5 of less ) is instantly banished from this plane. Certain monsters can resist this banishment, and only take additional damage.


Companion to Animals
Cost: 10MP
Uses: Psyche
Description: Can turn any hostile animal into an ally, convincing it that the caster is one with the forest and will not harm them. This spell will only work on non-sentient animals and is broken only when the animal is harmed or if the spell is released.


Remove Poison
Cost: 10MP
Uses: None for natural poisons, Psyche for magical poisons
Prerequisite: Cure
Description: Removes any poison from a person's body and removes any negative side effects. Elven characters also have their penalties removed when this spell is cast.


Woodland Gaze
Cost: 10MP
Uses: Psyche ( See Below )
Requirement: Whisper In The Woods
Description: Allows the caster to 'see' through the trees and plants of the same forest they are in, though they will see as a tree sees. This means more shapes, emotions and noises, from fixed points. At circle 4 this spell requires half MP. At circle 5 this spell is further reduced to no MP and no roll.
Special Considerations:
1. This spell only needs a green to roll unless there is someone else viewing through the same tree, or if the tree is 'sentient' ( such as a treant ), in which case a yellow is needed.





Third Circle

Cause Moderate Wounds
Cost: 10MP
Uses: Psyche
Prerequisite: Cause Light Wounds
Description: Does Excellent damage to any living creature. Non-living creatures ( Heartless, undead, creatures from the shadow realm ) are unaffected by this spell.


Entangling Vines
Cost: 10MP
Uses: Psyche
Prerequisite: Creeping Vines
Description: Opponent rolls agility. If caught, opponent rolls their strength vs typical to break free. If they fail to break free, they are at -2CS to fighting and agility until they do so. Flying characters are immune. Characters with remarkable or higher strength break free automatically.


Nature's Aura
Cost: 10MP
Uses: Psyche ( Only if there is something in the area attempting to block this spell )
Prerequisite: Nature's Touch
Description: Reaches into the hearts of nearby dying trees and plants, giving energy to all plants within 10 feet of the caster to help them heal and repair themselves.




Fourth Circle

Blessing of the Hunter
Cost: 15 MP
Uses: Psyche
Description: On a green roll, grants  a +1CS bonus to attacking with a bow or crossbow within a forest or jungle area. If targeting game such as a moose or deer for purposes of consumption, this bonus increases to +2CS. On a yellow roll, this bonus increases to +2/+4. On a red roll, this also grants a +1CS damage bonus, regardless of target.


Greater Banish
Cost: 20MP
Uses: Psyche
Prerequisite: Banish
Description: Does Excellent damage to up to five ( 5 ) non-living creatures in the area ( Heartless, undead, creatures from the shadow realm ). Creatures resist with endurance. Any red roll, or a creature that botches ( rolls a 5 of less ) is instantly banished from this plane. Certain monsters can resist this banishment, and only take additional damage.


Elemental Shielding
Cost: 15MP
Uses: Psyche
Description: Grants the target Good protection ( up to 10 less damage ) from the spells of Fire, Water, Ice, Air, and Earth. Lasts five rounds or until damage limit has been reached. Protects 20hp of damage on a white, 30hp on a green, 40hp on a yellow, 60hp on a red.


Eyes of the Forest
Cost: 20MP
Uses: Psyche
Requirements: Companion To Animals
Description: Allows the caster to 'see' through the eyes of a trusted animal companion. Must have line of sight on the companion, and the companion must not resist. If the companion is unwilling or made to resist, the spell is broken. At Circle 5, line of sight is no longer needed, just must both be in the same forest / area. At Circle 6, this spell has no MP cost and no roll.


Shapeshift
Cost: 30MP
Uses: Psyche
Description: Allows the caster to change into one animal. The animal they become is chosen when they learn the spell and is the only animal they can shift into with this ability. Your stats become equal to the stats of the animal you chose. You are unable to speak, unless you have telepathy or the person you are speaking to has communication with animals. Lasts Psyche minutes. This spell may only be cast once a day, and can only be used in a forest or in an area where magic is strong.


Tranquility
Cost: 20 MP
Uses: Psyche ( Only needed in situations where there is something attempting to block this spell )
Description: Turns a part of a forest ( usually a clearing ) into a place of peacefulness. Animals will not attack anyone in this area, unless controlled by another person, then their controller's roll must beat the caster's roll of this spell, or the animal is no longer under their control. Characters with Poor psyche or lower will also lose any agression and will not be able to attack within this area.


Weaving the Wood
Cost: 20MP
Uses: Psyche
Prerequisites: Nature's Aura
Description: Allows the caster to ask the trees and plants within the forest to move and form shelters. This is limited to the plants themselves, so a 200 year old oak tree isn't going to move much, but might be able to lace it's branches into a platform or protective canopy. A smaller younger weeping willow tree might be able to turn it's branches into a shelter. Effect ruled at GM discretion




Fifth Circle

Cause Critical Wounds
Cost: 15MP
Uses: Psyche
Prerequisite: Cause Moderate Wounds
Description: Does Remarkable damage to any living creature. Non-living creatures ( Heartless, undead, creatures from the shadow realm ) are unaffected by this spell.


Element of Nature
Cost: 20MP
Uses: Psyche ( Only if there is something in the area attempting to block this spell )
Prerequisite: Nature's Aura
Description: The caster becomes nature itself. Where they walk nature will start to grow in the way of grass, flowers, and so forth depending on the terrain they are in. Can also be used to cleanse darkness / pollutants from the area as they travel. Lasts 30 minutes.


Restoration
Cost: 25MP
Uses: Psyche
Prerequisite: Curaga
Description: Fully restores a character on a yellow roll. Restores half health or 30hp on a green, whichever is higher. Restores quarter health or 20hp on a white, whichever is higher.




Sixth Circle

Blessing of the Forest
Cost: All MP
Uses: Amazing
Prerequisite: Restoration
Description: Fully restores allies, even if they are unconcious or dying, but not dead. Restores one on white, two on green, three on yellow. On red also restores MP to allies. This spell is exhausting to the caster and can only be used once a day.


Elemental Barrier
Cost: 30MP
Uses: Psyche
Description: Grants three targets Good protection ( up to 10 less damage ) from the spells of Fire, Water, Ice, Air, and Earth. Lasts five rounds or until damage limit has been reached. Protects 20hp of damage on a white, 30hp on a green, 40hp on a yellow, 60hp on a red.


Harm
Cost: 30MP
Uses: Psyche
Prerequisite: Cause Critical Wounds
Description: Does Amazing damage to any living creature. Non-living creatures ( Heartless, undead, creatures from the shadow realm ) are unaffected by this spell.
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