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dom6:nature

Nature

Nature is a Sorcerous path of Magic. It is in some ways the most "Elemental" of the four, dealing in things of the world as they are, as long as those things are living. On the other hand, its spells are as subtle as snakes.

Nature mirrors Death in many respects, due to the green path's association with life. It governs far lower aspects of existence than Astral. And while Glamour and Nature go together well, Nature handles things squarely on the "waking" side of existence. In the Way of Five Elements, Nature is "expansive" and friendly.

Nature is an unmistakably ancient path in Dominions, but one that the civilized races struggle to understand. Out in the wild, many wise or intelligent fellows have become masterful Nature Mages; in a controlled or comfortable setting, however, most struggle to surpass basic competence. A few nations in the Middle Ages try to "cultivate" or exploit Nature magic, but their "farms" either wither or grow sour by the Late Ages, resulting in the path's precipitous decline. And at this point, in an Age where fighters survive blows with armor instead of endurance, only a few nations offer the old path the respect it deserves…

Nature Spells

Nature has a very long list of spells, the longest of the ten paths. Aside from the Animals, these are mostly subtle effects that bolster or undermine the body… subtle by the standards of other paths, anyway, which set people on fire or turn them into skeletons. Picture Astral, without the light.

Poison is the preferred "element" of Nature's offensive spells. It acts slowly but surely; a poisoned fellow will still have time to make their peace (and/or kill things), but they can't do a thing about the poison once it's in their body.

Typically, the best counter to a Nature Mage is another Nature Mage, at least to apply Poison Resistance or befuddle the vast hordes of Animals. One can also narrow down a Nature nation's capabilities by process of elimination: one using Barkskin might not have the Research invested for applying Regeneration, for example, so a Fire Mage may get to dump flames on them without their hard work going to waste.

Pure Nature

Skill Level Early Research (0 - 3) Medium Research (4 - 6) Late Research (7 - 9)
nature 11 (a dabbler) Melee Poisoning
Lesser Entanglement
Lesser Darkvision
Personal Aim-Assisting
Lesser Barkskin
Lesser Poison Resistance
Entangling Projectiles
Healing
Shambling Mounds
Wolves
Big Snakes
Lesser Missile-Poisoning
Swiftness
Lesser Mount-buffing
Lesser Animal-buffing
Poisoned Projectiles
Animating Trees
Undead-Poisoning
Personal Elemental Resistance
Lesser Berserking
nature 22 (average) Animal-Summoning
Giant Praying Mantises
Lesser Enlargement
Personal Regeneration
Fatigue-dumping
Site-Searching
Fear-causing
Forest Scrying
Wingless Gryphons
Entanglement
Barkskin
Bug-Mobbing
Lesser Shrinking
Poison-bombing
Greater Animal-buffing
Poison Resistance
Mount-buffing
Animal-berserking
Missile-Poisoning
Animal-Charming
Self-Transformation
Lesser Forced Transformation
Greater Entangling Projectiles
nature 33 ("mastery") Lesser Regeneration Giant Shambling Mounds
Wood Golems
Animal-befuddling
Greater Swiftness
Greater Missile-Poisoning
Forest Trolls
Wolf-Calling
Classical Dryads
Army Darkvision
Regeneration
Battlefield Undead-Eating
Forest Giants
Lamias
Remote Economy-Destroying
Army Aim-Assisting
Greater Barkskin
Enlargement
Life-Overloading
Greater Bug-Mobbing
Greater Forced Transformation
nature 44 ("god-like") Remote Wolf Invasions Disease Healing
Fort-Trolling
Commander-Making
Supreme Missile-Poisoning
Greater Berserking
Greater Animal-Summoning
Shambling Mound Kings
Supreme Barkskin
Gassing Distant Provinces
Greater Regeneration
Greater Poison Resistance
Greater Animal-buffing
Greater Entanglement
nature 55 Gem Generating
Fatigue Reduction
Domes
Magic Super-Boars
Tree Mages
Greater Enlargement
Supreme Regeneration
Magic Bug Piles
Godzillas
Greater Shrinking
Mass Tree-Animating
nature 66 Health-Improving Global
Full-Army Animal-Stealing
nature 77 Forest-Stealing Global
Crop-Improving Global

Crosspaths

The following mention effects with Nature as the primary path.

  • Nature/Fire: Causing Diseases with Seven-Year Fever.
  • Nature/Air: Creating Poison Clouds.
  • Nature/Water: Plenty of swampy summons, some Underwater animals, underwater Fort-making, Mossbody, and Foul Vapors.
  • Nature/Earth: "Gaia" magic providing multiple buffs at the same time, and hardy lion-like beasts.
  • Nature/Astral: Flying Monkeys and the Moonvine Bracelet.
  • Nature/Death: Extreme Poison, extra-dangerous snakes, and viny puppeteers of corpses.
  • Nature/Glamour: Slipping between forests via the Faery Trods.

Indirect Magic

A mage with nature 33 has 5 extra points of Poison Resistance. A mage with nature 44 has 10 extra points instead. This indicates a higher understanding of it, given that it's one of Nature's weapons.

Nature Mages have green thumbs, so each level of Nature understanding they have generates 10 more Supplies in whichever province they're in.

Nature Mages also have a better understanding of their life forces (if they're not Undead, Inanimate, or Demonic), and their "Max Ages" (before getting old) are increased by an additive 50% per level.

Last but not least, every level of Nature understanding gives a Nature Mage 10 points of Magic Leadership. This helps them lead the Vine Men (the Shambling Mounds) around, at least!

Path Boosting

There are nine Nature boosters, two of whom are Artifacts. Of the seven accessed before Construction 9, only four require Nature skill; that leaves the Thistle Mace (Const 5, nature 22), the Armor of Twisting Thorns (Const 5, blood 33nature 22), the Moonvine Bracelet (Const 7, nature 33astral 11), and the Treelord's Staff (Const 7, nature 55). The Thistle Mace and the Treelord's Staff are both weapons, with the latter being a 2-handed weapon; however, the Treelord's Staff provides +nature 22 instead of +nature 11.

Strength of Gaia is the battlefield Nature-boosting spell. The problem is that it requires nature 33earth 11.

dom6/nature.txt · Last modified: 2024/06/28 18:27 by fenrir