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Nature magic is a broad term that encompasses the magic of druids,
rangers, healers, blighters and many other classes and prestige
classes that draw the power for their spells from the natural world.
The third edition rules state that such characters cast divine magic.
As far as I am concerned, this is not the case. The magic of these
classes is an entirely different tradition and pursuit than the
worship of gods. The age and the origins of Nature Magic should
be determined by individual campaign settings. Nature Magic is often
called Druidism, which is the only version of this particularly
type of magical pursuit, and is listed below.
Druidism
Availability: Perhaps not quite as common as clerical magic
or wizardry, druidism is nonetheless a potent force in any campaign
world. It can be used for a variety of effects, but most notably
to heal and to affect the natural world. The following classes make
use of druidism: Druid, Ranger, Healer, Blighter.
Spellcasting: The spells for the classes that make use of
druidism come from the specific class list - druids cast spells
from the druid list, rangers from the ranger list, healers from
the healer list and so on. Druidic spellcasters do not need to prepare
their spells in advance as a wizard, they cast them spontaneously
from a pool of spell-points using a mechanic similar to the cleric.
They can freely cast any spell in their repetoire on a point for
point basis - e.g. a fifth level spell costs five spell points -
up to their maximum spell point total.
Once per day (normally at dawn) the druidic caster sits in quiet
meditation in an area surrounded by nature and slowly draws the
power he requires for his daily spells from his natural surroundings.
Assuming that there is plenty of life about this process takes about
one hour. The druid does not draw energy from living creatures,
but from the plant life and from the soil. If the druid finds himself
in a place where there isn't much plant-life (such as a glacier
or a desert) then this meditation can take significantly longer
than an hour. The GM can rule that the process takes up to eight
hours in the direst of conditions. In the druid has no energy to
draw upon (he is adrift in the Plane of Quasielemental Vacuum) then
he cannot gain the energy to cast any spells. In order to meditate
and gather energy, a druidic caster must have rested for at least
eight hours at some point in the previous day.
Technically, a druid can do through this process of gathering energy
more than once per day, although they must rest for an additional
eight hours before doing so.. However, druidic casters have a terrific
repect for nature, and will usually only do such a thing if it is
an absolute dire necessity. Even then they will not gather the energy
from the same place, in case they unwittingly do damage to their
surroundings.
Defiling: Druidic casters do not have to be patient. They
can draw energy from nature and use that energy to directly cast
a spell. As long as they are surrounded by nature, they can keep
casting. They effectively have unlimited spell points. However,
druidic casters never do this for a very good reason. To speed up
the gathering of energy in this fashion is fatal to the land around
them. Defilers (as they are called) leech all the nutrients out
of the soil, kill plant life and cause living creatures with the
range of 5 ft per spell level intense pain. Anyone acting on the
same initiative point as the defiler in sickened.
Any animal companions automatically abandon a defiler. To commit
such a sin is to be thrown out of the druidic order and be hunted
down and killed. Equally the healers consider such a use of their
powers to be an anathema. Rangers lack the skill to defile with
their powers regardless of how hard they might try. It should be
impressed upon players that if their druid ever defiles then it
is almost certainly the end of their career as a druid and their
life. At the very least such a character will not be playable for
any more than one more session before an ignominous end.
Blighters make use of this ability for their own ends, how this
fits into individual campaign settings is up to the GM.
Gaining spells: Druids and Healers gain access to orisons
and 1st level spells at level one, 2nd level spells at level three
and to each subequent spell level at odd numbered levels thereafter
to a maximum of ninth level spells at level seventeen. Rangers and
other practitioners of druidism have very different spell progressions
and you are advised to refer to the appropriate sourcebook.
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