Nature magic provides the user with mastery of the elements. It
contains spells for protection, detection, curing and offense. It
also contains the only powerful healing spell outside the Life
Realm.
The four magic books available to the Nature practioner are:
Call of the Wild
----------------
Detect Creatures: detects all normal monsters on current map panel
First Aid: cure 2d8 points of damage, -15 to the cut counter
Detect Doors and Traps: detect doors, traps, and stairs
Foraging: sets hunger status to 'Full'
Daylight: lights area, damages light-sensitive monsters (and you
if you are a Vampire without resist light)
Animal Taming: attempts to make 1 animal a pet, power (level)
Resist Environment: temporary fire, cold, and electricity
resistance, duration 20+1d20
Cure Wounds+Poison: sets poison and cut counters to zero
Nature Mastery
--------------
Stone to Mud: turns one rock square to mud
Lightning Bolt: damage ((3+(level-5)/4)d8
Nature Awareness: maps area, detects traps, doors, stairs
and normal monsters
Frost Bolt: damage ((5+(level-5)/4)d8
Ray of Sunlight: light beam that does 6d8 damage to
light-sensitive creatures
Entangle: attempts to slow all monsters in sight
Summon Animals: attempts to summon a pet animal (or groups of
animals) of a level up to your own
Herbal Healing: heal 1000, cures stunning, cuts, and poison
Nature's Gifts
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Door Building: creates doors all around the player
Stair Building: creates an up or down staircase
Stone Skin: +50 AC for 30+1d20 turns
Resistance True: temporary resistance to all elements and poison,
duration 1d20+20
Animal Friendship: attempts to make all visible animals pets,
power level*2
Stone Tell: *Identifies* an item
Wall of Stone: creates granite walls in adjacent squares
Protection from Corrosion: acid-proofs one armor item
Nature's Wrath
--------------
Earthquake: causes an earthquake, radius 10
Whirlwind Attack: you attack each adjacent square once
Blizzard: Cold ball, damage 70+level, radius (level/12)+1
Lightning Storm: Electric ball, damage 90+level, radius
(level/12)+1
Whirlpool: Water ball, damage 100+level, radius (level/12)+1
Call Sunlight: Light ball centered on player, damage 150,
radius 8 (Vampires take 50 damage if they do not
resist light). Also maps and lights entire dungeon
level
Elemental Brand: 25% chance of making the current weapon fire
branded, else makes it frost branded. Also adds
1d3+4 points to-hit and to-dam.
Nature's Wrath: damage 1 to level*4 to all monsters in sight,
causes earthquake of radius 20+level/2, fires
disintegration ball of radius 1+level/12 centered
on you with damage 100+level.
=== Class Spell Fail Rates ===
--- MAGE ---
For every level beyond the minimum, the failure rate decreases by 3%.
High INT or WIS will also decrease the failure rate.
Nature Mage: Level Mana Fail
Detect Creatures 1 1 23
First Aid 3 3 25
Detect Doors+Traps 3 3 25
Produce Food 4 4 35
Daylight 4 4 50
Animal Taming 4 5 50
Resist Environment 5 5 50
Cure Wounds+Poison 5 5 35
Stone to Mud 5 5 35
Lightning Bolt 5 5 40
Nature Awareness 5 5 30
Frost Bolt 7 6 40
Ray of Sunlight 9 6 30
Entangle 19 12 55
Summon Animals 25 25 90
Herbal Healing 40 100 95
Door Building 7 7 20
Stair Building 9 12 40
Stone Skin 10 12 75
Resistance True 15 20 85
Animal Friendship 30 30 90
Stone Tell 37 40 90
Wall of Stone 38 45 75
Corrosion Protection 40 90 90
Earthquake 20 18 60
Whirlwind Attack 23 23 80
Blizzard 25 25 75
Lightning Storm 30 27 75
Whirlpool 35 30 85
Call Sunlight 37 35 90
Elemental Brand 40 90 95
Nature's Wrath 40 75 65
--- PRIEST ---
For every level beyond the minimum, the failure rate decreases by 3%.
High INT or WIS will also decrease the failure rate.
Nature Priest: Level Mana Fail
Detect Creatures 2 1 25
First Aid 5 3 25
Detect Doors+Traps 5 4 25
Produce Food 6 5 35
Daylight 6 5 50
Animal Taming 6 6 50
Resist Environment 7 7 50
Cure Wounds+Poison 7 7 35
Stone to Mud 7 7 40
Lightning Bolt 8 7 30
Nature Awareness 9 10 40
Frost Bolt 10 10 40
Ray of Sunlight 11 11 30
Entangle 20 20 65
Summon Animals 30 30 55
Herbal Healing 42 100 95
Door Building 9 9 20
Stair Building 11 12 40
Stone Skin 12 13 75
Resistance True 18 20 85
Animal Friendship 35 35 80
Stone Tell 39 40 90
Wall of Stone 40 50 85
Protection from Corrosion 42 90 90
Earthquake 22 22 60
Whirlwind Attack 25 25 60
Blizzard 27 27 75
Lightning Storm 32 30 75
Whirlpool 37 32 85
Call Sunlight 39 37 90
Elemental Brand 42 90 95
Nature's Wrath 44 80 65
--- RANGER ---
The failure rate decreases 3% for every level beyond the minimum,
to a minimum of 5%. High INT decreases the failure rate as well.
Nature Ranger: Level Mana Fail
Detect Creatures 3 1 35
First Aid 4 3 40
Detect Doors+Traps 4 4 40
Produce Food 5 7 55
Daylight 6 7 50
Animal Taming 7 7 50
Resist Environment 8 7 50
Cure Wounds+Poison 9 7 45
Stone to Mud 9 7 80
Lightning Bolt 10 7 40
Nature Awareness 11 9 40
Frost Bolt 12 9 55
Ray of Sunlight 14 9 55
Entangle 18 20 65
Summon Animals 23 23 65
Herbal Healing 40 100 95
Door Building 10 10 50
Stair Building 12 12 50
Stone Skin 14 15 70
Resistance True 20 30 85
Animal Friendship 35 30 80
Stone Tell 38 40 90
Wall of Stone 40 55 90
Protection from Corrosion 42 80 90
Earthquake 25 28 60
Whirlwind Attack 26 26 60
Blizzard 30 35 75
Lightning Storm 32 29 75
Whirlpool 36 33 75
Call Sunlight 40 35 75
Elemental Brand 41 80 95
Nature's Wrath 42 80 75
--- WARRIOR MAGE ---
Failure rate decreases 3% for each level beyond the minimum,
to a minimum of 5%. High INT also reduces failure rate.
Nature Warrior Mage: Level Mana Fail
Detect Creatures 2 2 23
First Aid 3 3 25
Detect Doors+Traps 4 4 25
Produce Food 5 5 35
Daylight 6 6 50
Animal Taming 7 7 50
Resist Environment 8 8 50
Cure Wounds+Poison 9 9 35
Stone to Mud 10 10 40
Lightning Bolt 11 11 30
Nature Awareness 12 12 45
Frost Bolt 13 13 40
Ray of Sunlight 14 14 30
Entangle 19 15 65
Summon Animals 31 31 65
Herbal Healing 45 100 95
Door Building 9 9 20
Stair Building 12 12 40
Stone Skin 15 15 75
Resistance True 20 22 85
Animal Friendship 38 38 85
Stone Tell 40 42 90
Wall of Stone 45 48 75
Protection from Corrosion 49 95 90
Earthquake 25 25 60
Whirlwind Attack 27 27 60
Blizzard 28 28 75
Lightning Storm 33 33 75
Whirlpool 38 38 85
Call Sunlight 41 41 90
Elemental Brand 45 95 95
Nature's Wrath 50 85 65
--- MONK ---
Failure rate decreases 3% with each level beyond the minimum,
to a minimum of 5%. High WIS will also decrease the failure rate.
Nature Monk: Level Mana Fail
Detect Creatures 1 1 35
First Aid 3 3 40
Detect Doors+Traps 4 4 40
Produce Food 7 7 55
Daylight 7 7 50
Animal Taming 7 7 50
Resist Environment 8 8 50
Cure Wounds+Poison 9 9 45
Stone to Mud 10 8 80
Lightning Bolt 11 9 40
Nature Awareness 12 10 40
Frost Bolt 14 12 55
Ray of Sunlight 16 12 55
Entangle 18 22 65
Summon Animals 31 31 75
Herbal Healing 40 100 95
Door Building 12 12 50
Stair Building 14 14 50
Stone Skin 16 16 70
Resistance True 22 30 85
Animal Friendship 35 35 80
Stone Tell 40 40 90
Wall of Stone 45 55 85
Protection from Corrosion 50 80 90
Earthquake 28 28 60
Whirlwind Attack 30 30 60
Blizzard 35 50 75
Lightning Storm 33 33 75
Whirlpool 38 38 75
Call Sunlight 42 40 75
Elemental Brand 45 85 95
Nature's Wrath 48 85 75
--- HIGH MAGE ---
For every level beyond the minimum, the failure rate decreases by 3%.
High INT or WIS will also decrease the failure rate.
Nature High Mage: Level Mana Fail
Detect Creatures 1 1 15
First Aid 2 1 15
Detect Doors+Traps 2 2 15
Produce Food 3 2 25
Daylight 3 3 40
Animal Taming 4 3 40
Resist Environment 4 4 40
Cure Wounds+Poison 5 4 25
Stone to Mud 5 4 30
Lightning Bolt 5 4 20
Nature Awareness 5 5 35
Frost Bolt 5 5 30
Ray of Sunlight 7 5 30
Entangle 14 10 35
Summon Animals 20 20 80
Herbal Healing 35 80 85
Door Building 5 5 10
Stair Building 7 7 20
Stone Skin 8 8 65
Resistance True 12 15 75
Animal Friendship 25 25 80
Stone Tell 33 35 80
Wall of Stone 35 40 65
Protection from Corrosion 37 65 80
Earthquake 15 15 50
Whirlwind Attack 20 20 50
Blizzard 22 22 65
Lightning Storm 28 25 65
Whirlpool 32 28 75
Call Sunlight 34 30 80
Elemental Brand 36 80 85
Nature's Wrath 39 65 55