Journeyman Spell Summary Table

Spell NameDescription
Bloom BurstFlowers explode in sequence across an area for multiple damage instances
Fungal SporesRelease spores causing sleep, confusion, or hallucinogenic effects
Gale ForceCreate damaging wind line that pushes enemies back
Plant SanctuaryCreate hidden shelter within a large tree
Predator’s HuntSummon spectral animal spirits that relentlessly track target
Sap PrisonEncase target in hardening tree sap for damage and restraint
Speak with PlantsGet information from vegetation about recent events
Summon AnimalCall natural creatures to fight alongside you
Swamp GasCreate flammable/toxic gas cloud
Thorn AmmunitionEnchant projectiles with thorns for extra damage
Thorn EruptionCause spikes to burst from ground in a line
Water BreathingGrant ability to breathe underwater
Water WalkingGrant ability to walk on liquid surfaces
Woodland StepShort-range teleportation through trees and plants

Detailed Spell Descriptions

Bloom Burst

Level: Journeyman
Mana Cost: 2
Range: 15 hexes
Target: 5-hex area
Duration: 3 rounds

Effect: Flowers rapidly bloom and explode in sequence across the target area. Each round, a different section explodes, allowing enemies to potentially move out of the way but creating sustained area denial.

Class TierDamage per ExplosionAdditional Effect
Apprentice2d6 + Spellcasting modifier3 explosions total
Journeyman2d6 + Spellcasting modifier4 explosions total
Expert3d6 + Spellcasting modifier4 explosions total
Master3d6 + Spellcasting modifier5 explosions total
Legendary4d6 + Spellcasting modifier5 explosions total

Fungal Spores

Level: Journeyman
Mana Cost: 2
Range: 12 hexes
Target: 4-hex area
Duration: Instant

Effect: Release a cloud of magical spores that cause various debilitating effects. Choose the spore type when casting: Sleep (Endurance check or fall asleep for 3 rounds), Confusion (Willpower check or attack randomly for 3 rounds), or Hallucination (all rolls at Disadvantage for 3 rounds).

Class TierSave DifficultyAdditional Effect
ApprenticeNormal Spellcasting check1 spore type
Journeyman+5 to Spellcasting check1 spore type
Expert+5 to Spellcasting checkChoose 2 spore types
Master+10 to Spellcasting checkChoose 2 spore types
Legendary+10 to Spellcasting checkAll 3 spore types

Gale Force

Level: Journeyman
Mana Cost: 2
Range: Self
Target: Line 8 hexes
Duration: Instant

Effect: Create a powerful line of wind that damages enemies and pushes them back. Targets must make Athletics checks or be knocked prone after being pushed.

Class TierDamagePush Distance
Apprentice2d8 + Spellcasting modifier2 hexes
Journeyman2d8 + Spellcasting modifier3 hexes
Expert3d8 + Spellcasting modifier3 hexes
Master3d8 + Spellcasting modifier4 hexes
Legendary4d8 + Spellcasting modifier4 hexes

Plant Sanctuary

Level: Journeyman
Mana Cost: 2
Range: Touch
Target: One large tree or plant
Duration: 8 hours

Effect: Create a hidden shelter within a large tree or plant structure that can comfortably house 6 people. The interior is larger than the exterior suggests.

Class TierAdditional Effect
ApprenticeBasic shelter
JourneymanComfortable bedding appears
ExpertFresh water source
MasterFresh air circulation, temperature control
LegendaryHealing environment (+1 Recovery Roll)

The entrance is nearly invisible from outside (Hard Success Perception to detect). Those inside cannot be detected by most divination magic.

Critical Effect: All occupants gain one Recovery Roll immediately upon entering.


Predator’s Hunt

Level: Journeyman
Mana Cost: 2
Range: 8 hexes
Target: One creature
Duration: Sustained

Effect: Summon spectral animal spirits that relentlessly hunt a target. The spirits move 8 hexes per round and automatically track the target. When they reach the target, they attack using your Spellcasting skill.

Class TierSpirit DamageAdditional Effect
Apprentice1d8 + Spellcasting modifier1 spirit
Journeyman2d8 + Spellcasting modifier1 spirit
Expert2d8 + Spellcasting modifier2 spirits
Master3d8 + Spellcasting modifier2 spirits
Legendary4d8 + Spellcasting modifier3 spirits

Spirits phase through obstacles and cannot be targeted by physical attacks, but dispel magic or similar effects can dismiss them.


Sap Prison

Level: Journeyman
Mana Cost: 2
Range: 8 hexes
Target: One creature
Duration: Sustained

Effect: Target becomes encased in rapidly hardening tree sap. They are Restrained and take damage each round as the sap continues to tighten around them.

Class TierDamage per RoundAdditional Effect
Apprentice1d6 + Spellcasting modifierRestrained
Journeyman2d6 + Spellcasting modifierRestrained
Expert2d6 + Spellcasting modifierRestrained, -1 AP while trapped
Master3d6 + Spellcasting modifierRestrained, -1 AP while trapped
Legendary4d6 + Spellcasting modifierRestrained, -2 AP while trapped

Target can break free with Athletics checks as normal for Restrained condition.


Speak with Plants

Level: Journeyman
Mana Cost: 2
Range: Touch
Target: Plants within 10-hex radius
Duration: 10 minutes

Effect: Communicate with plant life to learn about recent events in the area. Plants can share what they’ve “witnessed” in the past week.

Class TierInformation DetailTime Range
ApprenticeBasic events (movement, violence)3 days
JourneymanModerate detail (numbers, directions)1 week
ExpertGood detail (descriptions, conversations)2 weeks
MasterHigh detail (specific individuals, emotions)1 month
LegendaryPerfect recall (exact words, hidden actions)3 months

Critical Effect: Plants can communicate the exact location of anything they witnessed.


Summon Animal

Level: Journeyman
Mana Cost: 2
Range: 6 hexes
Target: Unoccupied spaces
Duration: Sustained

Effect: Summon natural creatures to fight alongside you. Creatures act on your initiative and follow simple commands. Summoned creatures have 40 Melee skill for attacks.

Class TierCreatures SummonedDamage
Apprentice2 creatures of CR equal to {Druid Level ÷ 3}1d4 + Spellcasting modifier
Journeyman2 creatures of CR equal to {Druid Level ÷ 3}1d6 + Spellcasting modifier
Expert3 creatures of CR equal to {Druid Level ÷ 3}1d8 + Spellcasting modifier
Master3 creatures of CR equal to {Druid Level ÷ 3}1d10 + Spellcasting modifier
Legendary4 creatures of CR equal to {Druid Level ÷ 3}1d12 + Spellcasting modifier

The creatures remain until the duration ends, they die, or you lose concentration. They can only be natural animals (no magical beasts or elementals).

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


Swamp Gas

Level: Journeyman
Mana Cost: 2
Range: 10 hexes
Target: 4-hex area
Duration: 5 rounds

Effect: Create a cloud of flammable toxic gas. The gas obscures vision like thick fog and damages creatures within. Any fire damage in the area causes the gas to explode for additional damage.

Class TierPoison Damage per RoundExplosion Damage
Apprentice1d4 + Spellcasting modifier2d6 to all in area
Journeyman2d4 + Spellcasting modifier3d6 to all in area
Expert2d4 + Spellcasting modifier4d6 to all in area
Master3d4 + Spellcasting modifier5d6 to all in area
Legendary4d4 + Spellcasting modifier6d6 to all in area

Thorn Ammunition

Level: Journeyman
Mana Cost: 2
Range: Touch
Target: Up to 20 pieces of ammunition
Duration: 1 hour

Effect: Enchant arrows, bolts, or thrown weapons to grow thorns on impact, increasing damage and causing bleeding.

Class TierBonus DamageAdditional Effect
Apprentice+1d4 damage-
Journeyman+1d6 damagePersistent 2 Bleed on hit
Expert+1d6 damagePersistent 3 Bleed on hit
Master+1d8 damagePersistent 3 Bleed on hit
Legendary+1d8 damagePersistent 5 Bleed on hit

Thorn Eruption

Level: Journeyman
Mana Cost: 2
Range: 12 hexes
Target: Line 6 hexes
Duration: Instant

Effect: Cause sharp spikes to burst from the ground in a line, impaling enemies and creating temporary barriers.

Class TierDamageAdditional Effect
Apprentice2d8 + Spellcasting modifierSpikes remain for 5 rounds
Journeyman2d8 + Spellcasting modifierSpikes remain for 10 rounds
Expert3d8 + Spellcasting modifierSpikes remain for 10 rounds
Master3d8 + Spellcasting modifierSpikes remain for 1 hour
Legendary4d8 + Spellcasting modifierSpikes remain for 1 hour

The remaining spikes create difficult terrain and provide partial cover.


Water Breathing

Level: Journeyman
Mana Cost: 2
Range: Touch
Target: Variable by Class Tier
Duration: 4 hours

Effect: Grant the ability to breathe underwater while retaining ability to breathe air.

Class TierTargetsAdditional Effect
Apprentice1 creature-
Journeyman2 creatures-
Expert4 creaturesSwim speed equals land speed
Master6 creaturesSwim speed equals land speed
Legendary8 creaturesSwim speed, pressure immunity

Critical Effect: Duration extends to 12 hours.


Water Walking

Level: Journeyman
Mana Cost: 2
Range: Touch
Target: Variable by Class Tier
Duration: 4 hours

Effect: Grant the ability to walk on liquid surfaces as if they were solid ground.

Class TierTargetsAdditional Effect
Apprentice1 creature-
Journeyman2 creatures-
Expert4 creaturesCan run on water without breaking surface
Master6 creaturesCan run on water without breaking surface
Legendary8 creaturesCan walk on any liquid, including lava (no damage immunity)

Critical Effect: Duration extends to 12 hours.


Woodland Step

Level: Journeyman
Mana Cost: 2
Range: Special
Target: Self
Duration: Instant

Effect: Teleport through trees and large plants. You must start and end adjacent to vegetation at least your size category.

Class TierRangeAdditional Effect
Apprentice20 hexes-
Journeyman30 hexes-
Expert40 hexesCan bring 1 willing ally
Master50 hexesCan bring 1 willing ally
Legendary60 hexesCan bring 2 willing allies

Critical Effect: You become invisible for 10 seconds after teleporting.