Review of Nature Magic

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darthauthor
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Review of Nature Magic

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Nature Magic. Inferior to most invocation spells when it comes to combat. Mostly only useful in extremely uncommon situations. Probably good if you want to be the village protector and only had to defend yourself form select bad guys (whiches who spoil your food, lesser demons and vampires).
Feels a bit like the magic version of a Psi-Druid. The village bee keeper and chef who with the right 6th level+ spells could cast a few spells that a ley line walker doesn't have (good for healing, some immunities and demon hunter)

Level One
Crunching Egg Shell (2): Alternative to Mystic Alarm. Alerts everyone.
Melt Bee's Wax (2): For all those times we need to melt beeswax.
Sacred Oath (0): For all those times you want to trap yourself in a magical promise that takes away your powers if you fail or lie or change your mind. There is no stated upside to making or keeping the sacred oath.

Level Two
Glue with Bee's Wax (4): For all those times when you need glue but only have beeswax. Extremely situation and might never use except when building something in the wild.
The Bee's Friend (4): Magical beekeeper skill. Very situational. When does any adventure need this?
Make Honey & Syrup Candy (6): Very limited healing spell. Who has a sore throat in game?
Sustained by the Earth (5): For when you're stuck on Tantoone and you have to eat dust or starve to death. Very situational and basically never happens.

Level Three
Bake Magic Kulich (7): A cheap meal to go. Helpful when you need to feed others. Very situational.
Bless Food (8): Very limited protection spell for your food and water.
Seal a Wound with Bee's Wax (7): Very limited and conditional healing spell. Only mentions healing an extra one “Hit Point” every 24 hours. Heal another and low level invocation healing beats this easily

Level Four
Bee's Wax Disguise (10): Spell substitute for Disguise spell.
Colored Egg (10): Bake Magic Kulich only eggs. Lightweight days rations, Why not just eat dirt? It’s cheaper, on PPE.
Hold Tight with Bee's Wax (5 or 10): Another glue spell but preserves food
Make Honey Medicine (8 or 12): Limited healing spell, same as cure minor disorder and negate poison.
Negate Spoiling Magic (10): For all those times we crossed paths with those witches who curse our food. Yep, that’s how often you use it.

Level Five
Glimpse of the Future (15): For when you don’t have Sense Evil and you want the GM to give you tease / trailer videos.
Keep Food (12): Substitute for the “preserve food” skill or a freezer.
Rope of Steel (12): For all those times (never) we needed to use a rope to tie up a being with supernatural P.S. of 50 for 15 minutes per level. Would be better if it was permanent. Still, in most games the players kill, they don’t subdue and tie up. “Forcebonds” spell is better and it has twice the duration.

Level Six
Magic Knots (Varies): Does a lot of little things.
Fake Knot, when you are undercover and want to look like you tied a knot.
Four winds knot, when you want to subdue an entity or vampire and such.
Hangman's Knot, a variety of protective charms which could sold for $
Strength of the Earth (12): Variation of the “Superhuman Strength” spell makes PS supernatural for 2 minutes per level instead of 2 rounds. Changes SDC to MD. Limited protection. First real combat spell.

Level Seven
Living Bones of Stone (24 or 50): Limited protection spell. Armor of Ithan is better.

Level Eight
Living Bones of Air (28 or 60): Become Ghost like, invulnerable to all but magic and psionics. Cannot do damage except psionically. Move fast but not through things. Good defensive spell but that’s all.
Demon's Mock Funeral (40+): Temporarily fool supernatural beings into thinking you are dead for a couple of days.
Swords to Snakes (25): For 1 melee round per level turn another's non-magical knives and swords into harmless snakes. Duration is terrible. Otherwise only good for temporarily disarming an opponent. Most situationally useful spell ever. Maybe good if a killer has a knife to someone's throat.

Level 9
Enchant The Mighty Rooster: Substitute for Sense Evil but give undead and vampires penalties and can track them. Good for vampire hunting / fighting.
Magic Egg: Like an amulet only cheaper. Limited spells but a few are good like Armor of Ithan and one is a PPE battery.
Speed of Snail: A great penalty spell for one's enemies.

Level 10
Healing Water: A situational great healing spell that can bring someone back from the dead.
Snakes to Swords: Situational way to temporarily make dangerous snakes into powerful swords. If you have a Worm of Taut as a familiar this might be for you.

Level 11
Circle Dance: Temporary Buff (+1) for a village.
Protective Magic Ring: A lot of potential to protect a village during the Minion War. Also, if you are a lesser demon hunter this is a great way to flush them out. Good against select enemies.
Summon Fog: An escape spell. Possibly a Fog of War use. Situational

Level 12
Bee's Wax Effigy: Powerful protection spells. Situational but great when its great. Potential to heal others.
Calm Storms: Situational. Not much for combat.
Summon Rain: Good for vampire killing and farming.
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