====== 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 ===== {{page>weird-wizard:spells:Clear_A_Path&link&doindent}} {{page>weird-wizard:spells:Fire_Seeds&link&doindent}} {{page>weird-wizard:spells:Grasping_Growth&link&doindent}} {{page>weird-wizard:spells:Plant_the_Seed&link&doindent}} {{page>weird-wizard:spells:Protection_from_the_Elements&link&doindent}} {{page>weird-wizard:spells:Through_the_Hedge&link&doindent}} {{page>weird-wizard:spells:Voracious_Swarm&link&doindent}} ===== Expert Spells ===== {{page>weird-wizard:spells:Biting_Brambles&link&doindent}} {{page>weird-wizard:spells:Call_Steeds&link&doindent}} {{page>weird-wizard:spells:Counsel_of_the_Land&link&doindent}} {{page>weird-wizard:spells:On_Feathery_Wings&link&doindent}} {{page>weird-wizard:spells:Slithering_Sticks&link&doindent}} {{page>weird-wizard:spells:Trample_of_Hooves&link&doindent}} ===== Master Spells ===== {{page>weird-wizard:spells:Awaken_Genius_Loci&link&doindent}} {{page>weird-wizard:spells:Follow_the_Ley_Line&link&doindent}} {{page>weird-wizard:spells:Garden_of_Delights&link&doindent}} {{page>weird-wizard:spells:Standing_Stones&link&doindent}} {{page>weird-wizard:spells:Walking_Tree&link&doindent}}