Nature Magic
The compound school of Aqua, Terra, and Imago, which teaches that life is never solitary and that control is a dangerous word. See The Schools of Magic.
Philosophy
Nature Magic teaches that life is never solitary. Every living thing grows among others that shelter it, feed it, choke it, and in the end eat it. The school therefore treats control as a dangerous word. Most true nature-workers guide, encourage, redirect, or prune rather than command absolutely.
Its practitioners tend to be gardeners, grove-wardens, herbalists, druids, and the hedge-witches who keep a village's fields alive. They value patience, reciprocity, and long consequences.
Example Places of Study
- The Green Cloisters: A forest-bound druidic school of living ecology and sacred cultivation.
- The Root-Halls: Woodland circles that train wardens in patient growth magic and send them to guard groves that loggers and raiders covet.
- The Vine Conservatory: Specialists in cultivated flora, poisons, and rare plant forms, whose seed-thieves are hunted across three valleys when caught.
- The Orchard Houses: Agricultural colleges devoted to fertility and crop resilience.
- The Mossbound Archive: A marsh school focused on symbiosis, decay, and wetland life.
Common Spells
Seed Wake · Root Grip · Verdant Sense · Leaf Veil · Bark Hide · Vine Lash · Sap Draw · Bloom Call · Thorn Rise · Fungal Lantern · Canopy Shade · Pollinator's Friend · Harvest Blessing · Rot Balance · Hedge Wall · Bramble Maze · Forest Memory · Herbal Purge · Predator Bloom · Graft Skin · Root Bridge · Season Spur · Spore Cloud · Green Renewal · Symbiosis Knot · Latent Spur · Living Grove · Verdant Reclamation · Heartwood Sanctuary · Great Bloom
Typical Cost/Power Source (every spell): Usually fed by living plant mass, fertile soil, moisture, and the caster's reserves; forcing growth without ecological support becomes expensive and damaging.
Seed Wake
- Purpose/How It Works
- Seed Wake forces a seed or dormant kernel into immediate sprouting.
- Notable Exceptions
- Dead or exhausted seed stock does not answer.
- Example Use
- Farmers test which grain still lives after a raid has burned the granary roof.
- Casting Methods
- Soil-touch cast, a few heartbeats. Seed-bowl rite, a few breaths.
- Range/Duration
- Touch. Sprouts within moments, or over a short while.
Root Grip
- Purpose/How It Works
- Root Grip binds feet or lower limbs with sudden root growth.
- Notable Exceptions
- Best where living soil or prepared root systems exist.
- Example Use
- Wardens halt poachers at the grove edge.
- Casting Methods
- Ground cast, a breath. Seed patch trigger, a few breaths.
- Range/Duration
- Within a few strides. A few moments, rarely longer.
Verdant Sense
- Purpose/How It Works
- Verdant Sense detects nearby living plant mass, health, and broad species character.
- Notable Exceptions
- It reads life presence better than precise taxonomy.
- Example Use
- A druid feels the roots that have split the vaults of a ruined hold, and knows which floors will not bear a delver's weight.
- Casting Methods
- Quiet sensing cast, a few heartbeats. Staff or branch focus, a few breaths.
- Range/Duration
- Surrounding area. Brief read.
Leaf Veil
- Purpose/How It Works
- Leaf Veil creates a screen of foliage for concealment or windbreaking.
- Notable Exceptions
- It needs available plant matter or strong local growth potential.
- Example Use
- Scouts disappear behind a sudden wall of broad leaves.
- Casting Methods
- Sweep-and-grow cast, a few heartbeats. Seed pouch release, a few breaths.
- Range/Duration
- A small screen. A short while to half a day.
Bark Hide
- Purpose/How It Works
- Bark Hide toughens outer flesh like living bark, improving resistance to cuts and scrapes.
- Notable Exceptions
- It reduces tactile sensitivity and flexibility somewhat.
- Example Use
- A grove-warden wades through thorn and a wounded boar's tusks without flinching.
- Casting Methods
- Self or touch cast, a few heartbeats. Salve or sap focus, a few breaths.
- Range/Duration
- Self or one target. A while.
Vine Lash
- Purpose/How It Works
- Vine Lash strikes with a quick-growing vine for entanglement or light impact.
- Notable Exceptions
- Weak in sterile ground or paved stone yards.
- Example Use
- A druid snaps a bandit's weapon arm from ten feet away.
- Casting Methods
- Arm-whip cast, a breath. Seeded wrist focus, a few breaths.
- Range/Duration
- A few strides. An instant to a few heartbeats.
Sap Draw
- Purpose/How It Works
- Sap Draw pulls moisture and nutrients through plant tissue to quicken a plant's work or pass on its stored vitality.
- Notable Exceptions
- It can weaken the plant being drawn from.
- Example Use
- A healer coaxes medicine-rich sap to the bark surface.
- Casting Methods
- Plant touch, a few breaths. Root-line rite, a short chant.
- Range/Duration
- Touch or connected plant system. A while.
Bloom Call
- Purpose/How It Works
- Bloom Call triggers flowering in prepared plants on command.
- Notable Exceptions
- It works poorly out of season without substantial support.
- Example Use
- A sacred orchard opens its blossoms on the feast day.
- Casting Methods
- Song or hand cast, a few breaths. Garden rite, a minute's chant.
- Range/Duration
- Plant cluster. Instant trigger with lasting bloom.
Thorn Rise
- Purpose/How It Works
- Thorn Rise raises barbed growth from brush, hedges, or disturbed soil.
- Notable Exceptions
- Poor on bare stone and frozen ground.
- Example Use
- Retreating villagers turn a lane into a bleeding choke point behind them as the raiders come on.
- Casting Methods
- Ground cast, a few heartbeats. Hedge line focus, a few breaths.
- Range/Duration
- A short line or patch. A short while to half a day.
Fungal Lantern
- Purpose/How It Works
- Fungal Lantern grows dim bioluminescent fungus for soft light in damp environments.
- Notable Exceptions
- Bright or dry spaces inhibit it.
- Example Use
- Delvers light a mine tunnel with harmless cold glow where a flame might wake the bad air.
- Casting Methods
- Spore touch, a few breaths. Damp wall rite, a minute's chant.
- Range/Duration
- One patch or cluster. Through a night to several days.
Canopy Shade
- Purpose/How It Works
- Canopy Shade spreads overhead leaf cover quickly for shelter, concealment, or cooling.
- Notable Exceptions
- Requires branches, vines, or fast-growing support.
- Example Use
- Outlaws vanish from the eyes of the lord's hawks under sudden living shade.
- Casting Methods
- Upward growth cast, a few breaths. Grove rite, a minute's chant.
- Range/Duration
- A small camp or work area. A short while to a whole working day.
Pollinator's Friend
- Purpose/How It Works
- Pollinator's Friend draws helpful insects or redirects them towards chosen growth.
- Notable Exceptions
- It cannot override full ecological collapse.
- Example Use
- Orchard keepers rescue a poor bloom season by calling the bees.
- Casting Methods
- Floral lure cast, a few breaths. Hive-linked rite, a short ritual.
- Range/Duration
- Garden or field patch. A short while to several days.
Harvest Blessing
- Purpose/How It Works
- Harvest Blessing improves yield, resilience, and ripening quality in a cultivated plot.
- Notable Exceptions
- It cannot redeem poisoned or exhausted land by itself.
- Example Use
- A village squeezes one final healthy crop from a difficult year.
- Casting Methods
- Field blessing, a minute's chant. Seasonal rite, a long ritual.
- Range/Duration
- A small field or part of an orchard. A growing season.
Rot Balance
- Purpose/How It Works
- Rot Balance drives decay towards dead matter instead of living tissue, preserving the living while allowing natural breakdown elsewhere.
- Notable Exceptions
- It is a redirect, not an end to decay.
- Example Use
- A blighted orchard's rot is driven back into last year's windfall, and the living trees are spared.
- Casting Methods
- Ground balancing cast, a few breaths. Garden or marsh rite, a short ritual.
- Range/Duration
- Bed, grove, or room. Half a day to several weeks.
Hedge Wall
- Purpose/How It Works
- Hedge Wall grows a living barrier in moments from available shrub, thorn, or root systems.
- Notable Exceptions
- Thick stone courtyards limit it unless soil seams exist.
- Example Use
- Villagers close a lane before mounted raiders enter.
- Casting Methods
- Barrier cast, a few breaths. Root anchor rite, a minute's chant.
- Range/Duration
- Enough barrier to close a lane. A short while to several seasons.
Bramble Maze
- Purpose/How It Works
- Bramble Maze creates snarling growth that confuses passage and punishes direct movement.
- Notable Exceptions
- Fire and axe work can still break it down.
- Example Use
- A sacred grove hides its core shrine inside hostile living tangles.
- Casting Methods
- Maze cast, a few breaths. Grove boundary rite, a short ritual.
- Range/Duration
- A stretch of path up to a clearing. A short while to several days.
Forest Memory
- Purpose/How It Works
- Forest Memory reads disturbance in an old grove by following damage, regrowth, and root memory.
- Notable Exceptions
- Young woods remember less well.
- Example Use
- Wardens learn where the timber-thieves came in, even after their trails have healed.
- Casting Methods
- Tree-touch cast, a few breaths. Grove listening rite, a short ritual.
- Range/Duration
- One grove or stand. Brief reading.
Herbal Purge
- Purpose/How It Works
- Herbal Purge accelerates the potency of medicinal plants or draws their active principles forward.
- Notable Exceptions
- Overuse can also intensify toxins.
- Example Use
- A healer readies fever-bark within the hour instead of over days.
- Casting Methods
- Herb touch, a few breaths. Mortar or brew rite, a minute's chant.
- Range/Duration
- One plant or prepared batch. Immediate.
Predator Bloom
- Purpose/How It Works
- Predator Bloom creates carnivorous, hostile, or aggressively reactive plant expression for a short time.
- Notable Exceptions
- Dangerous to allies and hard to control once fed.
- Example Use
- Marsh vines become hunting tendrils around a slavers' camp.
- Casting Methods
- Aggressive growth cast, a few breaths. Blood or meat lure rite, a minute's chant.
- Range/Duration
- Small patch or cluster. A while.
Graft Skin
- Purpose/How It Works
- Graft Skin merges living plant matter with flesh for emergency covering or protection.
- Notable Exceptions
- Infection, rejection, and pain are real risks.
- Example Use
- A beast-hunter mauled by a bear survives because bark-flesh grafting seals the wound.
- Casting Methods
- Touch graft cast, a few breaths. Healer-assisted rite, a short ritual.
- Range/Duration
- Touch. Half a day to several days unless properly removed or integrated.
Root Bridge
- Purpose/How It Works
- Root Bridge weaves roots into a crossing, brace, or support.
- Notable Exceptions
- It needs anchored living root systems on both ends for best stability.
- Example Use
- Refugees fleeing a burning village cross a washed-out stream over living roots.
- Casting Methods
- Span cast, a few breaths. Riverbank rite, a short ritual.
- Range/Duration
- A small crossing. Half a day to several seasons.
Season Spur
- Purpose/How It Works
- Season Spur pushes local growth towards a desired stage such as budding, fruiting, or hardening.
- Notable Exceptions
- Forcing too far can weaken next season's cycle.
- Example Use
- Orcharders rush ripening before early frost.
- Casting Methods
- Orchard or field cast, a short chant. Seasonal rite, a long chant.
- Range/Duration
- A plot or part of a grove. Days to a whole season.
Spore Cloud
- Purpose/How It Works
- Spore Cloud releases benign, intoxicating, medicinal, or harmful spores depending on the cultivated strain.
- Notable Exceptions
- Wind and humidity strongly shape spread.
- Example Use
- A cave mouth is filled with sleeping spores, and the bandits who come for the hermit's hoard wake bound.
- Casting Methods
- Spore burst cast, a few heartbeats. Fungal bed release, a short chant.
- Range/Duration
- A small cloud. A few moments to a short while.
Green Renewal
- Purpose/How It Works
- Green Renewal restores exhausted soil by feeding it energy, nutrients, and biological structure at high cost.
- Notable Exceptions
- It cannot undo deep poison or salt blight alone.
- Example Use
- A famine-worn village saves one field from total collapse.
- Casting Methods
- Field restoration cast, a minute's chant. Seasonal communal rite, a long ritual.
- Range/Duration
- Small field or bed. Improvement that lasts a season.
Symbiosis Knot
- Purpose/How It Works
- Symbiosis Knot binds two living organisms into temporary support, sharing shade, nutrients, or resilience.
- Notable Exceptions
- Mismatched pairs can weaken each other.
- Example Use
- A healing tree keeps a speared war-hound alive through the night.
- Casting Methods
- Dual-link cast, a few breaths. Tether rite, a minute's chant.
- Range/Duration
- Touch or close paired subjects. A short while to several days.
Latent Spur
- Purpose/How It Works
- Latent Spur encourages a plant or beast towards a more extreme adaptation already latent in its form.
- Notable Exceptions
- It does not rewrite a species into something wholly alien.
- Example Use
- A hunting hawk grows keener night vision for one pursuit.
- Casting Methods
- Touch cast, a few breaths. Totem or feed rite, a short ritual.
- Range/Duration
- One creature or plant. A short while to several days.
Living Grove
- Purpose/How It Works
- Living Grove awakens a stand of plants into active coordinated defence and response.
- Notable Exceptions
- Old rooted groves answer better than sparse young growth.
- Example Use
- The sacred trees of a grove shift, block, and grasp to protect their shrine from raiders.
- Casting Methods
- Grove awakening cast, a minute's chant. Circle rite, a long ritual.
- Range/Duration
- Grove or clustered stand. A short while to half a day.
Verdant Reclamation
- Purpose/How It Works
- Verdant Reclamation overruns abandoned stone or ruin with aggressive life, taking the structure back into ecosystem use.
- Notable Exceptions
- Occupied or maintained sites resist it.
- Example Use
- A dead watchtower becomes uninhabitable within a season of green conquest.
- Casting Methods
- Site cast, a minute's chant. Reclamation rite, nearly an hour's ritual.
- Range/Duration
- Building or ruin section. Weeks to years.
Heartwood Sanctuary
- Purpose/How It Works
- Heartwood Sanctuary establishes a long-lived protected living site that shelters those within its ecological covenant.
- Notable Exceptions
- It requires ongoing relationship, not one-time exploitation.
- Example Use
- Refugees hide within a grove that actively conceals and feeds them.
- Casting Methods
- Sanctuary cast, a long ritual. Full grove rite, a day's work or a night's vigil.
- Range/Duration
- Grove or sacred garden. Seasons to generations.
Great Bloom
- Purpose/How It Works
- Great Bloom triggers overwhelming region-scale flowering or growth at significant ecological cost.
- Notable Exceptions
- It can destabilize local food chains, water use, and long-term soil health.
- Example Use
- A valley erupts into impossible bloom to feed pollinators and signal a sacred age.
- Casting Methods
- Large-scale seasonal rite, a night's vigil. Multi-circle working, a full day or longer.
- Range/Duration
- A valley or a patch of a region. Days to a whole season.
In the Writers’ Guide
- The Schools of Magic FoundationsThe Compound Schools, The Common Spells
- Bark Beetles A Bestiary of CaeldonUses and Dangers
- Carnivorous Plants A Bestiary of Caeldon
- Glowing Fungi A Bestiary of CaeldonUses and Dangers
- Grain A Bestiary of CaeldonUses and Dangers
- Great Trees and Groves A Bestiary of CaeldonAbilities
- Herbs A Bestiary of CaeldonAbilities
- Living Root (Gloam) A Bestiary of CaeldonAbilities
- Moss and Lichen A Bestiary of CaeldonUses and Dangers
- Orchards and Fruit A Bestiary of CaeldonLore and Belief
- Sundews A Bestiary of Caeldon
- Thorn and Thornwood A Bestiary of CaeldonUses and Dangers
- Vines A Bestiary of Caeldon
- Wildflowers A Bestiary of CaeldonUses and Dangers
- Crow-Scarers A Bestiary of Caeldon
- Glossary Foundations