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Animism

Animism

The Animism tradition opens a dialogue between you and the spirits found in the natural world, wherever you happen to be. Engaging these entities enables you to befriend them and recruit them to aid you in your endeavors. Since these spirits are bound to the trees, dunes, the rocks, the combers crashing against the shore, and nature itself, their aid often comes in the form of awakening the landscape, calling forth vines to ensnare and strangle enemies, or uprooting trees to march forth and smash through the enemy lines.

Talents

Armor of the Ancient Oak: You can perform a ritual to armor yourself with the bark of a tree. When you finish, brown, woody knobs and patches appear and spread across your entire body until you are covered in bark. The covering grants you armored Defense 15 and flakes away after you rest.

Beast Tongue: You can make yourself understood by any ordinary animal that can see and hear you, and you can understand the gist of what an ordinary animal would convey through the sounds and gestures it makes. If you make the animal friendly, it might perform services for you at the Sage’s discretion.

Cornucopia: You can perform a ritual while out doors to gain provisions for you and your allies. When you f inish, animals deliver berries, nuts, roots, and other edible foodstuffs enough to feed up to five creatures for 1 day. Once you use this talent, you lose access to it for 24 hours.

Whip Vine: You can use an action to cause a long vine to erupt from the ground and lash a creature before the vine withers away. Target one creature within 5 yards. Make a Will roll against the target’s Agility. On a success, the tar get takes 1d6 damage and you can move the target up to 5 yards. At level 3, the target takes 3d6 damage. At level 7, the target takes 7d6 damage. On a critical success, the target also becomes held until the end of your next turn.

Novice Spells

Clear A Path

Clear A Path

Tradition: Animism

Rank: Novice

Castings: 3

Duration: Instantaneous

The spirits pull aside all creatures and obstacles to give you a clear path. Each creature in the target space is pushed to the nearest empty space to the one it leaves. If there are two possible spaces, you choose. A creature moved in this way makes an Agility roll. On a failure, it falls prone. Each unsecured object in the target space moves to the nearest empty space to the one it leaves, with you choosing if there are multiple eligible destination spaces. Then, you increase your Speed by 3 until the end of your turn.

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Fire Seeds

Fire Seeds

Tradition: Animism

Rank: Novice

Castings: 3

Duration: 1 minute

You kindle the spirit of flame in a handful of seeds, nuts, and pinecones. When you cast this spell and when you use an action to do so, you can throw a seed at a creature or object within 10 yards. Make a Will roll against the target’s Agility. On a success, the target takes 4d6 damage. On a critical success, the target also catches fire (luck ends).

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Grasping Growth

Grasping Growth

Tradition: Animism

Rank: Novice

Castings: 1

Duration: 1 minute

A profusion of animated grasses, vines, and shrubbery spreads across the target surface turning it into challenging terrain. Each creature within 1 yard of the ground when you cast this spell or that moves to such a position makes an Agility roll. On a failure, the target becomes held (luck ends). A target can overcome this effect with a success on a Strength roll. If a target gets a failure on the roll to end the affliction, it falls prone and cannot stand up until the affliction ends. If the target is already prone, it takes 2d6 damage.

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Plant the Seed

Plant the Seed

Tradition: Animism

Rank: Novice

Castings: 1

Duration: Instantaneous

You awaken the spirit of the oak in an acorn you hold. Make a Will roll against the target’s Agility. On a success, the acorn disappears inside the target’s body and roots grow from it to anchor it in place. The tar get loses 1d6 Health and becomes held. The target can overcome this affliction with a success on a Strength roll with 1 bane. At the end of each round the target is held in this way, the target takes 2d6 damage. If the target becomes incapacitated, it dies and an oak tree grows out of its remains.

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Protection from the Elements

Protection from the Elements

Tradition: Animism

Rank: Novice

Castings: 1

Duration: 24 hours

You beseech the spirits to protect you. You impose 1 bane on rolls to attack you, become immune to exposure, hunger, and thirst. You take half damage from cold, fire, and lightning. Finally, you ignore the harmful effects of wind.

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Through the Hedge

Through the Hedge

Tradition: Animism

Rank: Novice

Castings: 1

Duration: 1 minute

You can move from tree to tree, plant to plant. When you move, you can enter a space occupied by a plant and gain awareness of each other plant of the same size or larger within 10 yards. You can exit from any space occupied by one of these plants.

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Voracious Swarm

Voracious Swarm

Tradition: Animism

Rank: Novice

Castings: 1

Duration: 1 minute

A boiling cloud of stinging, biting insects fills the target space with heavy obscurement and challenging terrain. At the end of each round, every creature in the space takes 3d6 damage and makes a Strength roll with 1 bane. On a failure, the creature takes an extra 3d6 damage. When a creature in the target space attempts to leave it, the creature makes a Will roll. On a failure, the creature is pulled 5 yards into the space and becomes held until the start of its next turn. Finally, if you are within 15 yards of the space, you can use an action to move the insects to a different space of the same Size within 15 yards of you.

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Expert Spells

Biting Brambles

Biting Brambles

Tradition: Animism

Rank: Expert

Castings: 1

Duration: Instantaneous

Brambles with long thorns grow suddenly from the ground in the target space until they reach a height of 2 yards. Each creature in the space when the brambles appear takes 3d6 damage and makes an Agility roll with 1 bane. On a failure, the creature becomes held. The creature can choose to take 1d6 damage to end this affliction or overcome it by getting a success on an Agility roll with 1 bane.

The brambles grant total cover to anything behind them and cover the ground with challenging terrain. When a creature enters the space or would move to a different space inside it, the creature makes an Agility roll with 1 bane. On a failure, the creature takes 1d6 damage and becomes held as described above.

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Call Steeds

Call Steeds

Tradition: Animism

Rank: Expert

Castings: 1

Duration: 8 hours

The spirits produce one magical steed for you and up to six of your allies. The steeds are friendly to you. They use the rules of horses (see Chapter 3). If a steed becomes incapacitated, it disappears.

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Counsel of the Land

Counsel of the Land

Tradition: Animism

Rank: Expert

Castings: 1, perform a ritual

Duration: Instantaneous

You call for the spirits of nature to advise you. When you finish, strange, translucent figures appear all around you. You can ask these spirits up to six questions regarding creatures, objects, and places in the lands around you, out to a range of 10 miles. You could ask where to locate a particular animal, where a temple might be, or the way back to the river, if you happen to be lost. Once you ask the last question, the spirits bestow their blessings on you and up to six of your allies that you choose. Each heals 3d6 damage.

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On Feathery Wings

On Feathery Wings

Tradition: Animism

Rank: Expert

Castings: 1, reaction when you are harmed

Duration: 1 minute

A giant eagle or owl swoops down and snatches you up so you can ride upon its back. The bird grants you a Speed of 7 and the Fly trait. The bird ignores all harm and can harm no creature or object. When the spell ends, the bird descends, deposits you on a surface that can bear your weight, and then disappears.

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Slithering Sticks

Slithering Sticks

Tradition: Animism

Rank: Expert

Castings: 3

Duration: 1 minute

You toss a handful of sticks on the ground, where they become serpents. When you cast this spell and again at the start of each of your turns, each enemy in the space makes an Agility roll with 1 bane. On a failure, the enemy takes 3d6 damage and becomes poisoned (luck ends). You can use an action to move the serpents to a different Size 5 space within 10 yards of you. When the spell ends, the serpents become sticks once more.

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Trample of Hooves

Trample of Hooves

Tradition: Animism

Rank: Expert

Castings: 1

Duration: Instantaneous

You throw wide your arms and between them there appears a shimmering portal. Out from this portal come thundering hooves of spectral steeds that trample everything in their path. Each creature and object in the target space takes 3d6 damage. A creature makes a Strength roll. On a failure, the creature takes an extra 3d6 damage and falls prone.

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Master Spells

Awaken Genius Loci

Awaken Genius Loci

Tradition: Animism

Rank: Master

Castings: 1

Duration: 1 minute

You awaken the spirit of place who turns its environs against your enemies. The ground in the target space becomes challenging terrain and you and your allies in it have partial cover from all enemies thanks to the spirit’s efforts to protect you. At the end of each round, each enemy in the target space takes 3d6 damage and then makes a luck roll. On a failure, you roll a d6 to see what happens to them.

d6Result
1The enemy takes an extra 1d6 damage from being whipped by leaves, grass, and branches.
2The enemy falls prone when a vine or root trips it. The enemy cannot stand up until it leaves the target space or until it overcomes the affliction with a successful Strength roll. If the enemy was already prone, it takes an extra 2d6 damage.
3The enemy becomes held until it overcomes the affliction with a success on a Strength roll. Weeds wrap around the enemy’s body. If the enemy is held already, it instead takes an extra 3d6 damage.
4The enemy takes an extra 4d6 damage when a tree branch catches it.
5The enemy takes an extra 4d6 damage and is moved to an empty space of your choice inside the target space, as a vine curls around the enemy and drags it off.
6The enemy loses 4d6 Health and becomes poisoned (luck ends). Toxic spores, deadly pollen, or stinging insects ravage the enemy.
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Follow the Ley Line

Follow the Ley Line

Tradition: Animism

Rank: Master

Castings: 1, perform a ritual

Duration: 24 hours

When you finish the ritual, name one place you have visited at least once or that you have seen on a map. You, and you alone, see a path form. If you follow the path for 24 hours without stopping, you and any one who follows you can see the place you named ahead, no matter how distant the destination or severe the intervening obstacles.

Alternatively, you can expend the casting of this spell to increase your Speed by 5 for the duration.

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Garden of Delights

Garden of Delights

Tradition: Animism

Rank: Master

Castings: 1

Duration: 1 minute

Flowering plants grow throughout the target space, filling it with riotous colors and intoxicating perfume. Each creature in the space when the plants appear or that enters it becomes confused (luck ends). In addition, each such creature makes a Strength roll. On a failure, the creature becomes cursed, slowed, and vulnerable for as long as it remains con fused. A creature cursed in this way will not willingly leave the space. At the end of round, each creature in the space loses 1d6 Health.

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Standing Stones

Standing Stones

Tradition: Animism

Rank: Master

Castings: 1, perform a ritual

Duration: Instantaneous

The ground rumbles as eight large stones, each 4 yards tall, 3 yards wide, and 1 yard thick, rise from the ground to form a circle around you. Each stone weighs 33 tons. The stones shed dim or faint light in a color you choose, or shed no light at all. If you cast this spell to produce this effect again, the stones sink back into the earth and rise from the ground where you cast the spell.

Any creature other than your enemies that rests inside the circle heals 1d6 damage after each hour of resting. If such a creature rests continuously for 8 hours, it also regains 4d6 Health.

If you cast an Aeromancy, Animism, Cryomancy, Geomancy, Hydromancy, Primal, or Pyromancy spell inside the circle, and the spell produces an effect that lasts at least 1 minute, that effect lasts twice as long as normal. You make any roll for casting that spell with 1 boon and impose 1 bane on any roll to resist the casting.

Finally, if you are in the same world as the stones, you can use an action to expend a casting of this spell to teleport yourself, along with any allies you choose within 5 yards, into the circle.

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Walking Tree

Walking Tree

Tradition: Animism

Rank: Master

Castings: 1

Duration: 1 hour

The target rocks back and forth and it rips its roots up from the ground to become your controlled companion. If the target becomes incapacitated, the effect ends early. Otherwise, when the spell ends and if the tree is still alive, it sinks its roots into the ground where it stands, becoming an ordinary tree once more.

* Defense: 7 * Health: 60 * Attributes: Strength 13 (+3), Agility 10 (+0), Intellect —, Will — * Size: 3 * Speed: 5 * Immune: asleep, blinded, deafened, impaired, weakened Crushing Fall: When the tree falls prone, each creature in a Size 3 space next to it makes an Agility roll with 1 bane. On a failure, the creature takes 5d6 damage, and falls prone. * Flammable: The tree takes double damage from fire and rolls with 1 bane to overcome being on fire. * Melee Attack—Limbs and Roots: Strength (+3) with 1 boon (5d6)

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