
Nature
Bloom
By allowing the force of nature itself to flow through them, the mage is able to channel the very essence which makes flora bloom and burst into life. After passing an Intellect 80 roll, this energy can be passed onto an ally, healing 1d5+Int damage. If the roll exceeds Intellect 120, then an additional 1d3 flat damage will be healed over 1d3 rounds.
Self Con: While nature can heal, it can also harm. Failing this spell will force the user to incur the wrath of nature, dealing 1d3 damage to themselves.
Call Of The Wild
A nature mage is not only able to commune with flora, but also fauna. By casting this spell, a wizard or witch can call upon the animals in the area around them. After an Intellect 100 check, a d100 will be rolled. Depending on how high this roll is, a wild beast that can be as small as a snake or as large as a panther may be summoned. This creature will actively protect and fight for whomever called it for 1d3 rounds.
Self Con: If the nature mage fails their roll, then they will be unable to cast this spell for another two rounds. On top of that, if they are currently fighting a beast, it will feel much more inclined to attack them for the same amount of time.
Nature's Solace
Nature is often beautiful and inspiring. By channeling this specific aspect of the wild, the mage is able to buff their targets Strength, Intellect, or Agility by one point for a single round, following an Intellect 80 check. The stat which is buffed will be whatever the target's highest stat amongst the three are. If their roll exceeds Intellect 120, they can imbue a second target with the same buff.
Self Con: If failed, the caster will instead be faced with a reminder of how destructive nature can be, facing a debuff of one point on whatever their lowest stat is amongst Strength, Intellect, or Agility.