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Naturalist Spells - Titan Mage TTRPG


Name: Purify Water

Description: Remove contaminants from water to make it crystal clear and completely safe to drink.

Cost: 5 MP

Action: major

Effect: Touch a handful of water. Any contaminants in it slide away leaving behind clear and safe water. At 4 presence a gallon of water may be purified. At 8 presence four gallons of water may be purified. At 12 presence, for 5 extra MP, a pond of water may be purified. At 16 presence, for 35 extra MP, a lake may be purified.

Requirements: Apprentice, near enough to touch a body of water


Name: Earthen Armor

Description: Pieces of stone mold around a target protecting it from physical harm.

Cost: 5 MP per turn

Action: minor

Effect: A target of your choosing within your vision gains presence/2 defense. They are not able to take any actions while under the effects of this spell. A target may escape this state at will.

Requirements: Apprentice, target is near exposed stone


Name: Magnetism

Description: A localized magnetic field is created pulling enemies together.

Cost: 5 MP

Action: major

Effect: Two targets within 5 tiles of you that are made of metal or wearing metal armor are pulled together. The lighter object is pulled toward the heavier one. They cannot move from this spot until the beginning of your next turn.

Requirements: Apprentice, targets must be wearing metal


Name: Darker Dungeon

Description: It's the dungeon, but darker.

Cost: 5 MP

Action: minor

Effect: A creature within one tile and you are blinded until the beginning of your next turn.

Requirements: Apprentice, underground or at night


Name: False bloom

Description: A flower bud unfurls releasing a mock scent into the wind.

Cost: 5 MP

Action: minor

Effect: Choose a flower bud within vision. It quickly forms into a full flower and releases a scent of your choosing into the wind. It's scent is strong enough for humans to smell in a 100 foot radius circle. At 8 presence, the smell reaches a mile.

Requirements: Apprentice, plant within sight


Name: Nourish Growth

Description: A plant grows up before your eyes as if the seasons were nothing at all.

Cost: 5 MP

Action: minor

Effect: Choose a plant that you can see. It immediately begins to grow until it reaches a natural size for the type of plant it is. At 8 presence, for 5 extra MP, the plant can be shrunken down to a seed isntead. At 16 presence, for 15 extra MP, the plant can be grown to twice its normal size.

Requirements: Apprentice, plant within sight


Name: Instapillar

Description: A column of earth rises up creating a barrier.

Cost: 5 MP

Action: minor

Effect: A one tile pillar within 5 tiles of you rises up providing protection. Anybody on the pillar is raised into the air.

Requirements: Apprentice, underground


Name: Turn Beast

Description: Send a beast creature packing back into the woods.

Cost: 10 MP

Action: minor

Effect: Roll a presence ability check. If the check matches the difficulty of the beast according to the GM, the beast it put until the feared state until it is attacked again or it flees out of sight.

Requirements: Journeyman, in the presence of a beast


Name: Mirage of Leaves

Description: The swaying of leaves reveals an image hiding in plain sight.

Cost: 10 MP

Action: minor

Effect: While hiding among foliage, change your appearance to something else. It need not be human. While you remain still, anyone that perceives you sees the new image instead.

Requirements: Journeyman, among foliage


Name: Lightning Strike

Description: Lightning streaks down from the sky

Cost: 20 MP

Action: major

Effect: Choose a target within 5 tiles of you that is open to the sky. The target takes d12 damage and is paralyzed until the beginning of your next turn.

Requirements: Mage, target is out in the rain


Name: Solar Flare

Description: A ray of radiant energy blasts down from the sky.

Cost: 30 MP

Action: major

Effect: Choose a target within 5 tiles of you that has sunlight shining on it. The target takes 6d6 + presence/2 magic damage.

Requirements: Mage, unobstructed view of the whole sun


Name: Deep Memory of the Forest

Description: The unseen connections that spread across the forest can be tapped to travel instantly between long distances.

Cost: 40 MP

Action: major

Effect: You and any others with you who have visited the same area of a forest that you have mind may be instantly teleported there by touching a tree.

Requirements: Grandmagi, a source and target tree that you have both visited before


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