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.
| d6 | Result |
|---|
| 1 | The enemy takes an extra 1d6 damage from being whipped by leaves, grass, and branches. |
| 2 | The 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. |
| 3 | The 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. |
| 4 | The enemy takes an extra 4d6 damage when a tree branch catches it. |
| 5 | The 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. |
| 6 | The enemy loses 4d6 Health and becomes poisoned (luck ends). Toxic spores, deadly pollen, or stinging insects ravage the enemy. |