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Nature Magic:

Ecomancy
F or centuries beyond

reckoning the arcane forces

of nature have been the exclusive

domain of druids and priests.

These practitioners of the Old Faith

who live beyond the world of brick

and stone guard the mysteries of

the wild with the utmost rever-

ence. However, where it is a druid’s

job to keep secrets, it is the goal of

every wizard to unlock them.

WRITING Elizabeth Orchard


COLOR ART Mark Bulahao
EDITING Mike Myler
LAYOUT Frank Michienzi

Nature Magic: Ecomancy  |  EN World EN5ider


School of Ecomancy
After years of relentless pursuit to capture the untam- NATURE ARCANA
able natural forces into academic study, wizardry has
Many ecomanacy wizards learn these spells to
more recently (and quite literally) branched out into a
supplement their repertoire of nature-facing
new arcane tradition: the School of Ecomancy. These
magic: fog cloud, protection from energy, hallucina-
wizards are masters of fieldwork and rarely found in
tory terrain, locate creature, mirage arcane, control
stuffy schools or tidy libraries, too busy getting their
weather, shapechange.
hands dirty. As an ecomancer you have focused your
studies on bending the environment to your whim,
drawing on natural resources with an academic mind. Empowered Bond
Your spells may manipulate flora or summon fauna to Also at 2nd level, you learn the find familiar cantrip
your aid, or even mimic animal survival tactics you’ve and can cast it as a ritual. The spell doesn’t count
observed in your research. against your number of spells known.
Most ecomancers are inherent lovers of nature When you cast the spell, you can choose one of the
that resemble druids in their appreciation for the normal forms for your familiar or one of the following
outdoors — the world’s messiest, prettiest, and most special forms: awakened shrub, shrieker, sprite, or
sacred classroom. Others only seek to exploit these violet fungus.
natural resources, leaving behind desolate husks in Additionally, when you take the Attack action,
their unending quest for power. you can forgo one of your own attacks to allow your
familiar to make one attack of its own with its reaction.
Bonus Proficiencies
Beginning when you select this school at 2nd level, Nature’s Sanctuary
you learn Druidic and gain proficiency with herbalism When you reach 6th level, creatures of the natural
kits. In addition, you gain proficiency in either Animal world sense your connection to nature and become
Handling or Nature. hesitant to attack you. When a beast or plant creature
attacks you, that creature must make a Wisdom saving
Ecomancy Savant throw against your druid spell save DC. On a failed
Starting at 2nd level, the gold and time you must save, the creature must choose a different target, or
spend to copy an ecomancy spell into your spellbook the attack automatically misses. On a successful save,

X
is halved. the creature is immune to this effect for 24 hours. The
beast or plant has advantage on this saving throw if
it has a CR equal to or higher than your wizard level.
This creature is aware of this effect before it makes
its attack against you.

Nature’s Ward
Open Game Content | The game rule information in this Starting at 10th level, you can’t be charmed or
article is designated Open Game Content. All other material frightened by elementals or fey, and you are immune
in this article, including maps and illustrations (including to poison and disease.
illustrations in the public domain), in-character and out-of-
character narrative and descriptive text, character and place Timeless Body
names, trade dress, “EN Publishing,” “EN World,” “EN5ider,” Starting at 14th level, the primal magic that you wield
EN Publishing product and article titles, and causes you to age more slowly. For every 10 years that
EN World and EN Publishing logos, are designated pass, your body ages only 1 year.
Product Identity.

Nature Magic: Ecomancy  |  EN World EN5ider


School of Ecomancy Spells can be used than those listed in Table: Conjure
Cantrips: pestilence,N shillelagh Nature’s Sleigh. Additionally, any beast summoned
1st Level: earth barrier,E entangle, fog cloud by this spell has an Intelligence of 6, can understand
2nd Level: animal messenger, locate animals or plants, one language of your choice that you speak, and
spike growth gains temporary hit points. While at least half of your
3rd Level: plant growth, poison skinN summoned beasts pull the sleigh, you ignore difficult
4th Level: dominate beast, giant insect terrain depending on the type of beasts summoned.
5th Level: commune with nature, contagion Your sleigh serves you as a mount, both in combat
6th Level: find the path, wall of thorns and out, and you share an instinctive bond with your
7th Level: regenerate, sporesightN summoned beasts that allows you to act as a seamless
8th Level: animal shapes, earthquake unit. While in the sleigh, you can make any spell you
9th Level: storm of vengeance, evergreen armyE cast that targets only you also target your summoned
N
These are new spells introduced in Nature Magic: Ecomancy. beasts. The sleigh itself provides half cover (+2 to AC
E
These spells appear in EN5ider #161: Secrets of Nature’s Fury. and Dexterity saving throws). The summoned beasts
are only able to take the Dash and Dodge actions.
The beasts act as a singular unit. When half of your
New Spells summoned beasts are reduced to 0 hit points, the
sleigh’s movement drops to half speed, and you must
Conjure Nature’s Sleigh succeed on a Wisdom saving throw to maintain your
2nd-level transmutation (ritual; bard, druid, ranger, wizard) intrinsic bond. On a failure, the beasts scatter and the
Casting Time: 1 minute sleigh reverts back into its material component. As an
Range: Personal action, you can release the summoned beasts from
Components: V, S, M (a chunk of bark or a pumpkin) their bond, causing them to disappear.
Duration: 8 hours At Higher Levels. When you cast this spell using
You chant a hymn of the Old Faith, turning your a spell slot of 3rd level or higher, you can make the
material component into a Medium-sized sleigh or sleigh large enough to fit one additional creature for
open carriage and summoning a team of beasts to each slot level above 3rd.
pull it. At the GM’s discretion, other teams of beasts

Table: Conjure Nature’s Sleigh


ANIMAL SPEED TEMPORARY CARRYING TERRAIN
HIT POINTS CAPACITY
Boars (8) 40 ft. 15 1,560 lbs. mountain, swamp
Draft Horses (4) 40 ft. 5 2,160 lbs. desert, grassland
Elephant 40 ft. — 1,320 lbs. desert, forest, grassland, swamp
Elk (6) 50 ft. 10 2,880 lbs. forest, grassland, mountain
Giant Elk (2) 60 ft. — 2,280 lbs. forest, grassland, mountain
Horned Rabbits* (20) 40 ft. 15 1,800 lbs. arctic, desert, forest, grassland
Ponies (6) 40 ft. 10 1,350 lbs. desert, grassland
Mastiffs (10) 40 ft. 10 1,950 lbs. desert, forest, grassland
Wolves (8) 40 ft. 5 1,440 lbs. arctic, forest, grassland
* Use the statistics for goats but reduced to Tiny size and without the Sure-Footed trait.

Nature Magic: Ecomancy  |  EN World EN5ider


Detect or Deflect Scent Nature’s Fury
2nd-level abjuration (druid, ranger, wizard) 5th-level evocation (druid, ranger, warlock)
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 100 feet
Components: S, M (a sprinkle of water or perfume) Components: S, M (a piece of amber)
Duration: Concentration, up to 1 hour Duration: Concentration, up to 10 minutes
When you cast the spell, choose one or both of the You summon the forces of nature in a terrifying
following effects. The effect lasts for the duration. display of magic. All creatures within range that can
• Detect Scent. You gain advantage on Wisdom see you must succeed on a Wisdom saving throw or
(Perception) checks that rely on smell. The smell become frightened of you. A frightened creature can
of a specific creature or object appears as a make a Wisdom saving throw at the end of each of its
colored trail of vapor that is visible only to you. turns, ending the effect on itself on a success.
• Deflect Scent. You dispel your smell and that At Higher Levels. When you cast this spell using
of any other creatures within 30 feet, making a spell slot of 6th level or higher, each failed Wisdom
creatures unable to track you using the Keen saving throw deals 1d6 psychic damage to a fright-
Scent trait. ened creature. This spell’s damage increases by 1d6
At Higher Levels. When you cast this spell using when you reach 11th level (2d6), and again at 17th
a spell slot of 4th level, you can either track one addi- level (3d6).
tional creature or object’s scent trail (the secondary
trail appears as a different distinct color), or create Pestilence
a false scent trail leading away from your party up Conjuration cantrip (cleric, druid, sorcerer, wizard)
to 100 feet. Creatures tracking this false trail must Casting Time: 1 action
succeed on a Wisdom saving throw or be deceived. Range: 50 feet
Components: V, S
Grapevine Duration: Concentration, up to 1 minute
Evocation cantrip (druid, wizard) A swarm of insects fills an area with a 10-foot-radius
Casting Time: 1 action centered on a point you choose within range. You
Range: 1,000 feet have a choice of termites, mosquitos, honeybees, fleas,
Components: S or fruit flies. Creatures that begin their turn within
Duration: Concentration, up to one hour the spell’s area or who enter the area for the first time
You create a message in Druidic on any plant mate- on their turn must make a Constitution saving throw
rial within range. You can use an action to move the or take 1d4 piercing damage.
message to any other plant connected by roots, vines, The pests also ravage any organic material within
or grass, or to dispel the message. their radius, be it plant, wood, or fabric and you can
use a bonus action to command them to focus on a
specific target.
This spell’s damage increases by 1d4 when you reach
5th level (2d4), 10th level (3d4), and 15th level (4d4).

Nature Magic: Ecomancy  |  EN World EN5ider


Poison Skin  • Tumbleweed. The weeds unravel to latch around
3rd-level abjuration (druid, warlock, wizard ) creatures. A creature in the area must succeed on
Casting Time: 1 action a Dexterity saving throw or be grappled until the
Range: Touch end of its next turn.
Components: V, S, M (a handful of frog spawn) • Pinecone. Seed shrapnel flies into creatures’
Duration: Concentration, up to 10 minutes faces. A creature in the area must succeed on a
You or a willing creature you touch becomes Constitution saving throw or be blinded until
poisonous to the touch. Until the spell ends, whenever the end of its next turn.
a creature damages the target with a melee weapon • Sunflower. Seeds enlarge into a blanket of pointy
attack and it is using a weapon that does not have needles. The area affected by this spell becomes
reach, the creature makes a Constitution saving throw. difficult terrain for the next minute.
On a failed save, the creature becomes poisoned and At Higher Levels. When you cast this spell using a
takes 1d6 poison damage each turn. Aa poisoned spell slot of 3rd level or higher, the damage increases
creature can make a Constitution saving throw at the by 1d6 for each slot level above 2nd.
end of each of its turns, ending the effect on itself on
a success. Sporesight
The target of the spell also becomes bright and 7th-level evocation (druid, sorcerer, warlock, wizard)
multicolored like a poisonous dart frog, giving them Casting Time: 1 action
disadvantage on Dexterity (Stealth) checks. Range: 60 feet
At Higher Levels. When you cast this spell using a Components: V, S, M (a toadstool)
spell slot of 4th level or higher, the target’s skin is also Duration: Concentration, up to 10 minutes
covered in mucus, giving them advantage on saving You throw a mushroom at a point of your choosing
throws and checks made to resist being grappled or and detonate it, creating a cloud of spores in a 50-foot
restrained. In addition, the damage increases by 1d6 radius sphere. The cloud of spores travels around
for each slot level above 3rd. corners, and the area is considered lightly obscured
for everyone except you. Creatures and objects within
Seed Bomb the area are covered in spores.
2nd-level conjuration (druid, ranger, wizard) For the duration, you know the exact location of all
Casting Time: 1 action affected objects and creatures. Any attack roll against
Range: 30 feet an affected creature or object has advantage, and the
Components: S, M (a tumbleweed, pinecone, or affected creatures and objects can’t benefit from being
sunflower head) invisible.e
Duration: 1 minute
Up to four seeds appear in your hand and are
infused with magic for the duration. As an action, a
creature can throw one of these seeds at a point up
to 60 feet away. Each creature within 5 feet of that
point must succeed on a Dexterity saving throw or
take 4d6 piercing damage. Depending on the material
component used, a seed bomb also causes one of the
following additional effects:

Nature Magic: Ecomancy  |  EN World EN5ider

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