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 -------------- 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