Novice Spell Summary Table

Spell NameDescription
Bark SkinNatural armor that scales with Class Tier
DruidcraftMinor nature manipulation and effects
Nature’s MendOnce per person per day healing using natural energy
Nature’s WrathEnvironment “rejects” target, causing disadvantage
Poison SenseDetect toxins and harmful substances
Stone ShapeReshape stone for practical purposes
Thorn WhipRanged attack that can pull enemies closer
Tremor SenseFeel vibrations through ground to detect movement
Tripping VinesSubtle trip trap triggered by target movement
Verdant WeaponGrow natural elements on weapon to change damage type
Wood ShapeReshape wood for practical purposes

Detailed Spell Descriptions

Bark Skin

Level: Novice
Mana Cost: 0
Range: Touch
Target: One willing creature
Duration: Sustained

Effect: Target’s skin takes on a bark-like texture, providing natural armor that grows stronger as the druid’s connection to nature deepens.

Class TierAdditional Effect
Apprentice+1 DR
Journeyman+2 DR
Expert+2 DR, immune to forced movement
Master+3 DR, immune to forced movement
Legendary+4 DR, immune to forced movement, thorns deal 2 damage to attackers

Druidcraft

Level: Novice
Mana Cost: 0
Range: 3 hexes
Target: Various
Duration: Instant or 10 minutes

Effect: Create minor nature effects: light small fires, bloom flowers, create natural sounds, sprout plants, change leaf colors, create scents of flowers or earth.

Class TierAdditional Effect
Apprentice1 effect at a time
Journeyman2 effects simultaneously
Expert3 effects, can affect larger areas
Master4 effects, can create complex combinations
Legendary5 effects, can sustain multiple effects

Critical Effect: Can affect a 6-hex radius instead of 3 hexes.


Nature’s Mend

Level: Novice
Mana Cost: 0
Range: Touch
Target: One creature
Duration: Instant
Limitation: Once per creature per day

Effect: Channel natural healing energy to mend wounds using the restorative power of nature itself. This deep healing cannot be repeated on the same person until they have rested after the spell successfully affects them (meaning that failing the Spellcasting roll does not trigger this effect).

Class TierAdditional Effect
Apprentice2d4 + Spellcasting modifier healing
Journeyman3d4 + Spellcasting modifier healing
Expert3d4 + Spellcasting modifier healing, remove 1 Persistent Bleed
Master4d4 + Spellcasting modifier healing, remove 1 Persistent effect
Legendary5d4 + Spellcasting modifier healing, remove any 1 Persistent effect

Nature’s Wrath

Level: Novice
Mana Cost: 0
Range: 10 hexes
Target: One creature
Duration: Instant

Effect: The natural environment briefly turns against your target as branches reach out to snag them, stones shift underfoot, and small creatures scatter in their path. The target suffers disadvantage as nature itself rejects their presence.

Class TierAdditional Effect
ApprenticeDisadvantage on next action
JourneymanDisadvantage on next 2 actions
ExpertDisadvantage on next 2 actions, target loses 1 AP next turn
MasterDisadvantage on next 3 actions, target loses 1 AP next turn
LegendaryDisadvantage on next 3 actions, target loses 2 AP next turn

Critical Effect: Target also takes Persistent 2 Bleed damage per round.


Poison Sense

Level: Novice
Mana Cost: 0
Range: Variable by Class Tier
Target: Area within range
Duration: Instant

Effect: Detect toxins, diseases, and harmful substances within range. Information revealed depends on the success level of your Spellcasting check: Normal = presence, Hard = type/intensity, Major = source, Critical = antidote knowledge.

Class TierAdditional Effect
Apprentice6 hex range
Journeyman8 hex range
Expert10 hex range
Master12 hex range
Legendary15 hex range

Critical Effect: Also reveals the exact location and quantity of detected substances.


Stone Shape

Level: Novice
Mana Cost: 0
Range: Touch
Target: Stone up to variable volume
Duration: Permanent

Effect: Reshape stone for practical purposes like creating handholds, sealing cracks, or forming simple tools. The changes are permanent but limited in scope and complexity.

Class TierAdditional Effect
Apprentice1 cubic foot, simple shapes
Journeyman2 cubic feet, handholds and simple tools
Expert3 cubic feet, complex shapes and joints
Master4 cubic feet, moving parts and mechanisms
Legendary5 cubic feet, artistic detail and precision

Critical Effect: Can shape double the volume (up to 10 cubic feet at Legendary).


Thorn Whip

Level: Novice
Mana Cost: 0
Range: 6 hexes
Target: One creature
Duration: Instant

Effect: Create a lash of thorny vines that strikes your target and can pull them closer to you. The vines grow more powerful and reach further as your druidic abilities strengthen.

Class TierAdditional Effect
Apprentice1d4 + Spellcasting modifier damage, pull 1 hex closer
Journeyman2d4 + Spellcasting modifier damage, pull 1 hex closer
Expert2d4 + Spellcasting modifier damage, pull 2 hexes closer
Master3d4 + Spellcasting modifier damage, pull 2 hexes closer
Legendary4d4 + Spellcasting modifier damage, pull 3 hexes closer

Tremor Sense

Level: Novice
Mana Cost: 0
Range: Variable by Class Tier
Target: Self
Duration: Sustained

Effect: Feel vibrations through the ground to detect movement of creatures in contact with the earth. Your connection to the earth deepens with experience, allowing detection of subtler movements and greater distances.

Class TierAdditional Effect
Apprentice6 hex range, Medium+ creatures
Journeyman8 hex range, Medium+ creatures including stealthed
Expert10 hex range, Small+ creatures including stealthed
Master12 hex range, identify creature types
Legendary15 hex range, count exact numbers

Critical Effect: Duration becomes 1 hour instead of Sustained (no concentration required).


Tripping Vines

Level: Novice
Mana Cost: 0
Range: 8 hexes
Target: One creature
Duration: 2 rounds or until triggered

Effect: Small vines and roots subtly grow near the target’s feet, waiting to entangle them when they move. If the target moves during the duration, they must make an Athletics check against your Spellcasting or be knocked prone.

Class TierAdditional Effect
Apprentice-
Journeyman+5 to your Spellcasting check
Expert+5 to your Spellcasting check, target loses 1 AP
Master+10 to your Spellcasting check, target loses 1 AP
Legendary+10 to your Spellcasting check, target loses 2 AP

Critical Effect: Target has Disadvantage on Athletics check to avoid being knocked prone.


Verdant Weapon

Level: Novice
Mana Cost: 0
Range: Touch
Target: One weapon
Duration: 10 minutes

Effect: Grow natural elements on a weapon - thorns for piercing, bark ridges for bludgeoning, or sharpened stone edges for slashing. The weapon’s damage type changes to your choice and gains minor natural properties.

Class TierAdditional Effect
ApprenticeChange to any physical damage type
JourneymanChange damage type, +1 damage
ExpertChange damage type, +1 damage, counts as magical
MasterChange damage type, +2 damage, counts as magical
LegendaryChange damage type, +2 damage, magical, Persistent 5 Bleed on hit

Wood Shape

Level: Novice
Mana Cost: 0
Range: Touch
Target: Wood up to variable volume
Duration: Permanent

Effect: Reshape wood for practical purposes like creating handles, joints, or simple wooden tools. The changes are permanent and become more sophisticated as your connection to plant life grows stronger.

Class TierAdditional Effect
Apprentice1 cubic foot, simple shapes
Journeyman2 cubic feet, handles and simple tools
Expert3 cubic feet, complex shapes and joints
Master4 cubic feet, moving parts and mechanisms
Legendary5 cubic feet, artistic detail and precision
Critical Effect: Can shape double the volume (up to 10 cubic feet at Legendary).