Primal PathThe Green Memory

Nature

Embodies the aspects of nature that remind mortals how small they truly are.

Pick Tree

14 picks along the Nature path. Pair them with the general Primal class picks.

Level 2

Choosing this locks Nature as your Specialization. Your damaging Nature spells penetrate Nature and Physical Resistance equal to half your Nature level (rounded down, min 1).

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Level 3

Requires: Pick: Natural Conduit

While in nature, you may summon Treants to your aid. Spend ½ Action to awaken a Treant to aid you. If you spend additional ½ Action on the spell, two Treants appear. Treants have TR equal to 1/4 of your level (rounded down) and act on your turn.

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Requires: Pick: Natural Conduit

As a ½ Action, you hurl a bolt of natural energies towards a target within 40 meters of you. Make a Ranged Spell Attack, on hit, the spell deals 1d10 + INT Bonus Nature Damage.

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Level 4

Requires: Pick: Natural Conduit

Spend 1 Action to channel the raw power of nature, exerting yourself to empower your Nature magic. For the remainder of this round and the next 3 rounds, your spells cost 5 less WP (minimum 5) and deal an additional ½ INT Bonus damage or heal an additional ½ INT Bonus HP. After the effect ends, you gain Strained(4) but automatically lose one stack at the start of your turn after taking Will Damage. You can still roll to reduce stacks.

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Level 5

Treant Legion

1 Action·50 WP50 SP

Requires: Pick: Natural Conduit

For the remainder of combat, each Nature spell you cast also summons a Treant (TR = half your level, rounded down). Treants act on your turn and persist until combat ends or destroyed. No maximum number of Treants.

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Level 6

Requires: Pick: Natural Conduit

Spend 1 Action to make a Ranged Spell Attack against a target within 30 meters. On hit, the target takes INT Die + Bonus Poison(5) Damage and becomes Virulently Infected until cured. While infected, any damage the target receives increases their Poison stacks by 1. Damage caused by you increases stacks by 3 instead.

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Requires: Pick: Natural Conduit

When combat ends, you may choose up to four Treants that persist beyond combat. Each costs 10 WP to maintain, reserved from your maximum WP pool until dismissed. Maintained Treants follow standard companion and minion rules outside combat. If you begin a new combat with maintained Treants, they act normally. You may dismiss a maintained Treant as a Free Action, recovering the reserved WP.

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Level 7

Requires: Pick: Natural Conduit

Nature spells you cast that create Difficult Terrain or restrict movement become toxic. Creatures that start their turn in the affected area or enter it for the first time on their turn must make a RES Save against your INT Check or gain Poison(2). On a success they gain Poison(1).

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Requires: Pick: Natural Conduit

Your Treants deal additional Nature damage equal to half your level (rounded up) on their attacks.

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Level 8

Overflow

Bonus Action + 1 Action·10 WP35 SP

Requires: Pick: Natural Conduit

Empower your next spell cast this turn. The spell's damage or healing increases by your INT Bonus. Any condition ratings the spell applies increase by 2.

  • Utility
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Requires: Pick: Natural Conduit

When you apply Poison Rating to an enemy, their Physical and Nature Resistance are also reduced by half your level (rounded down). This effect does not stack and lingers until end of combat.

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Level 9

Noxious Outburst

Bonus Action + 1 Action·20 WP40 SP

Requires: Pick: Natural Conduit

Choose a Poisoned creature within 30 meters. All Poison stacks are consumed. The target takes Nature damage equal to 5 times the consumed Poison stacks. The Poison and all effects dependent on it (including Festering Wounds resistance reduction) are removed.

  • Ranged
  • Single Target
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Level 10

The Forest Awakens

1 Action·50 WP50 SPNature

Requires: Pick: Natural Conduit

All trees and plants within a 30-meter radius centered on a point you choose within 40 meters become sentient for 3 rounds. This includes vegetation created by your spells. Awakened plants uproot and after your turn may move up to 5 meters and attack, grappling enemies and creating Difficult Terrain across the affected area. Enemies must make a STR Save against Difficulty(25) or become Immobilized until they succeed at the start of their next turn.

  • AoE
  • Ranged
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Creeping Plague

1 Action·40 WP50 SP

Requires: Pick: Natural Conduit

For 5 rounds, your poison becomes a living contagion. At the end of each Poisoned enemy's turn, their Poison spreads to all enemies within 3 meters that do not currently have Poison Rating, applying half the source's current stacks (rounded down). Newly infected targets trigger Festering Wounds if you have it. Additionally, Poison cannot be cured by any means for the duration.

  • AoE
  • Utility
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Primal · NatureØMEN: After Dragons