Search Results
7/4/2025, 1:42:10 AM
>>96006597
What exactly is nature magic?
>Control over flora and such
Good good, gives us spells like Entanglement, Plant Growth, Wall of Thorns, Control/Command/Animate Plants, Barkskin, Speak with Plants, Thorn Whip, Tree Stride. A mix of combat and utility options, but extremely limited if there are no plants around.
>Control over the weather
Usually ritualistic and slow. Having always favorable weather is useful but how many systems will track the weather and apply significant enough penalties for it? Meanwhile a dangerous storm full of hail and lightning has potential but in a fight it won't discriminate against friend or foe.
May be better as a way to 'curse' the enemy's land. Other way around isn't as useful as conjuring rain for more bountiful harvests is redundant with plant growth spells
>Natural disasters
Tornadoes, volcanoes, earthquakes. Has the issue of likewise of not caring about friend or foe and is extremely destructive. Very useful if you plan to be a force of change in your campaign.
>Elemental magic
This strays too far from the nature concept and runs into problems. Adding limitations like can only summon lightning from a thunderstorm hampers use anywhere underground or in non-ideal weather.
Each element is so flavorful you could have a distinct magic user of their own or one dedicated to just elemental magic, stapling it into the nature umbrella feels wrong.
What exactly is nature magic?
>Control over flora and such
Good good, gives us spells like Entanglement, Plant Growth, Wall of Thorns, Control/Command/Animate Plants, Barkskin, Speak with Plants, Thorn Whip, Tree Stride. A mix of combat and utility options, but extremely limited if there are no plants around.
>Control over the weather
Usually ritualistic and slow. Having always favorable weather is useful but how many systems will track the weather and apply significant enough penalties for it? Meanwhile a dangerous storm full of hail and lightning has potential but in a fight it won't discriminate against friend or foe.
May be better as a way to 'curse' the enemy's land. Other way around isn't as useful as conjuring rain for more bountiful harvests is redundant with plant growth spells
>Natural disasters
Tornadoes, volcanoes, earthquakes. Has the issue of likewise of not caring about friend or foe and is extremely destructive. Very useful if you plan to be a force of change in your campaign.
>Elemental magic
This strays too far from the nature concept and runs into problems. Adding limitations like can only summon lightning from a thunderstorm hampers use anywhere underground or in non-ideal weather.
Each element is so flavorful you could have a distinct magic user of their own or one dedicated to just elemental magic, stapling it into the nature umbrella feels wrong.
Page 1