Nature Spirit Powers

These power suggestions may come from “channel nature” spells, totem relics, primal rites, or blessings from great spirits.

WORLDLY ANIMALS
* ALLIGATOR: Clamp your jaws or grip onto one nearby target; until it escapes, it cannot move away from you, and you may drag it a short distance each round for 1 round per your Level.
* ANT: Carry, drag, lift, or hold weight far beyond your size for 10 minutes per your Level; when working beside allies, each helper greatly increases what the group can move.
* APE: Climb, swing, leap, wrestle, and hurl nearby objects with tremendous strength for 10 minutes per your Level.
* BADGER: Dig, claw, or force your way through earth, rubble, roots, or cramped barriers at surprising speed for 10 minutes per your Level.
* BARRACUDA: Burst through water in a straight, blinding rush; cross a nearby distance instantly and bite or slash one target in your path, dealing damage equal to 1d6 per your Level.
* BAT: Sense nearby creatures, obstacles, openings, and movement in total darkness or obscuring conditions for 10 minutes per your Level.
* BEAR: Swell with brute endurance for 1 minute per your Level; you gain Advantage to resist being moved, restrained, frightened, or knocked down.
* BEAVER: Build a sturdy barrier, bridge, dam, shelter, or simple fortification from nearby wood, brush, earth, or debris in 10 minutes per your Level.
* BEE: Summon a buzzing swarm around one nearby creature, object, or area for 1 minute per your Level; the swarm distracts, drives back, or punishes those who disturb it.
* BUTTERFLY: Transform your appearance, coloration, or apparent age into something more beautiful, harmless, or striking for 1 hour per your Level.
* CAT: Move without making a sound, balance across narrow surfaces, and land safely from great falls for 10 minutes per your Level.
* CATERPILLAR: Cocoon yourself or one willing nearby creature in protective silk for 1 hour per your Level; while enclosed, the target rests safely and emerges cleansed of fatigue or minor harmful conditions.
* CHAMELEON: Blend into your surroundings for 10 minutes per your Level; while still or moving slowly, you are extremely difficult to notice.
* CHEETAH: Burst into impossible speed for 1 round per your Level; your movement triples, and you may cross open ground before nearby creatures can react.
* COCKROACH: Survive filth, poison, deprivation, crushing hardship, or hostile environments that would fell ordinary beings for 1 hour per your Level.
* COUGAR: Stalk one creature you can see for 10 minutes per your Level; while pursuing it, you remain hidden in natural cover and gain Advantage on your first sudden attack or pounce.
* COYOTE: Create a clever distraction, misleading sound, false trail, or tempting bait nearby that draws attention away from your true action for 1 minute per your Level.
* CRAB: Sheathe yourself in a hard shell for 1 minute per your Level; resist blows, sidestep quickly in any direction, and seize one nearby object or limb in a crushing claw-like grip.
* CRICKET: Fill an area nearby with chirping song for 10 minutes per your Level; while it continues, allies may follow the sound to find you, and enemies have Disadvantage to notice quieter noises.
* CROW: Learn one secret from a corpse, battlefield, ruin, or place of misfortune nearby, receiving a brief omen, memory, or whispered clue.
* DEER: Spring gracefully through undergrowth, crowds, ruins, or tangled terrain for 10 minutes per your Level without slowing, stumbling, or leaving an obvious trail.
* DOG: Mark one creature, object, or place by scent for 1 hour per your Level; you can unerringly track it nearby and know whether it is wounded, afraid, or recently passed through.
* EAGLE/FALCON: Sharpen your sight for 10 minutes per your Level; discern distant details, spot hidden movement from afar, and ignore penalties from range, glare, or height.
* ELEPHANT: Recall with perfect clarity one route, face, voice, story, or event you personally experienced, no matter how long ago; for 10 minutes per your Level, you may also guide others unerringly along a remembered path.
* FIREFLY: Glow with gentle living light for 1 hour per your Level, or send a swarm of drifting sparks to outline one hidden creature, object, or path nearby for 1 minute per your Level.
* FISH: Breathe water, swim swiftly, and move freely through currents, kelp, mud, or waves for 1 hour per your Level.
* FOX: Slip free of notice, pursuit, or social suspicion for 10 minutes per your Level; observers overlook one inconsistency, false identity, or convenient escape.
* FROG: Leap an extraordinary distance, cling briefly to wet or vertical surfaces, or snatch a small nearby object with a flicking tongue for 1 round per your Level.
* GOAT: Climb cliffs, walls, ruins, trees, or precarious surfaces with impossible sure-footedness for 10 minutes per your Level; you cannot be easily shoved or frightened from your footing.
* GOPHER: Vanish underground or through loose earth, then emerge from another nearby patch of soil or rubble within 1 round per your Level.
* HARE/RABBIT: Bound away in a burst of startled speed; until the end of your next turn, you may escape melee, cross difficult ground, or dart through a narrow opening without being intercepted.
* HEDGEHOG: Curl into a compact defensive posture for 1 minute per your Level; you reduce harm from blows and discourage creatures from grabbing, biting, or swallowing you.
* HERON: Stand perfectly still and patient for 10 minutes per your Level; while waiting, you are hard to notice, and your first precise strike, snatch, or movement gains Advantage.
* HORSE: Run tirelessly while carrying burdens or companions for 1 hour per your Level; you ignore exhaustion from travel and may keep pace over long distances.
* HYENA: Let out a dreadful cackling cry; nearby creatures of your choice become unsettled, distracted, or unable to take your threats seriously for 1 round per your Level.
* JELLYFISH: Become drifting, translucent, and difficult to grasp for 1 minute per your Level; creatures that touch you directly suffer a stinging shock and may recoil.
* LEECH: Draw poison, sickness, fatigue, or vitality through touch from one nearby creature for 1 round per your Level; you may weaken the target or remove one bodily affliction from an ally.
* LION: Unleash a commanding roar; nearby weaker foes must hesitate, retreat, or turn their attention toward you for 1 round per your Level.
* LOBSTER: Sheathe yourself in hard natural armor and empower your grip for 1 minute per your Level; you resist blows and may crush, pin, or hold one nearby object or limb with great force.
* MAGGOT: Consume rot, carrion, filth, or diseased matter from one nearby body, object, or area, breaking it down and neutralizing mundane decay or contamination.
* MANTIS: Remain motionless in eerie focus for up to 10 minutes per your Level; when you finally act, your first sudden strike or grab is swift enough to catch a nearby target off guard.
* MOLE: Sense vibrations, footsteps, tunneling, and hidden movement through earth, stone, or floors nearby for 10 minutes per your Level.
* MONKEY: Leap, swing, climb, snatch, and manipulate nearby objects with playful speed for 10 minutes per your Level, even while hanging, balancing, or moving.
* MOTH: Drift toward a flame, lamp, screen, beacon, or other bright source you can see; for 10 minutes per your Level, you always know the direction of the nearest significant light.
* OCTOPUS: Sprout spectral arms or prehensile extensions for 1 minute per your Level; you may hold, pull, climb, manipulate several small objects, or briefly restrain one nearby creature.
* ORCA: Coordinate one nearby group of allies through clicks, cries, or instinctive timing for 1 minute per your Level; they gain Advantage when surrounding, rescuing, or striking the same target.
* OTTER: Move through rivers, surf, ice, mud, or slippery ground with joyful ease for 10 minutes per your Level; you may also float safely while carrying one small companion or object.
* OWL: Perceive hidden truths in silence and darkness for 10 minutes per your Level; gain Advantage to notice lies, ambushes, disguises, omens, or concealed details.
* PEACOCK: Unfurl a dazzling display for 1 minute per your Level; nearby creatures must notice you first, and those who meet your gaze may be briefly awed, distracted, or hesitant to attack.
* PELICAN: Carry an impossibly large quantity of loose items, food, small tools, or treasure in a pouch, sack, cloak, or other container for 1 hour per your Level.
* PORCUPINE: Raise a coat of spectral quills for 1 minute per your Level; any creature that grabs, bites, or strikes you in close combat suffers minor piercing harm and may be driven back.
* RACCOON: Manipulate locks, knots, latches, pockets, and small mechanisms with nimble cleverness for 10 minutes per your Level, even using paws, claws, or improvised tools.
* RAT: Squeeze through tiny openings, survive in squalor, and instantly sense the safest escape route from a nearby enclosed place for 10 minutes per your Level.
* RATTLESNAKE: Warn one nearby creature with a hypnotic rattle; if it approaches, attacks, or ignores your threat within 1 minute per your Level, you may strike first with sudden speed.
* ROOSTER: Cry out like dawn; extinguish unnatural sleep, shake allies from fear or magical stupor, and drive back creatures that dread sunlight for 1 round per your Level.
* SALAMANDER: Endure fire, hot metal, smoke, and scorching environments for 10 minutes per your Level; you may also kindle or intensify a nearby small flame by touch.
* SCORPION: Deliver a venomous sting through a touch, weapon, or close strike; one nearby target is pained, slowed, or weakened for 1 round per your Level.
* SEAL: Glide effortlessly through water and hold your breath for 1 hour per your Level; you may also bark or clap to disorient nearby aquatic creatures for 1 round per your Level.
* SHARK: Sense blood, fear, or wounded prey in nearby water for 1 hour per your Level; when pursuing such prey, you swim swiftly and strike with deadly focus.
* SKUNK: Release a foul defensive reek in a nearby area for 1 minute per your Level; creatures caught within it recoil, lose focus, or struggle to track you by scent.
* SLUG: Coat yourself, one nearby surface, or one object in slick slime for 10 minutes per your Level; it becomes difficult to grip, climb, restrain, or pursue across.
* SNAKE: Slither silently through narrow spaces and strike with sudden precision for 10 minutes per your Level; your first attack from hiding may poison, frighten, or briefly paralyze the target.
* SONGBIRD: Sing a bright, carrying melody for 10 minutes per your Level; allies who hear it shake off fear, despair, or loneliness and can easily locate one another.
* SPIDER: Spin strong webbing across one doorway, passage, object, or creature nearby; it restrains movement, catches falling items, or forms a climbable line for 10 minutes per your Level.
* SQUIRREL: Scamper across branches, beams, rigging, rooftops, or cluttered vertical spaces for 10 minutes per your Level, leaping between perches without falling.
* SWAN: Assume an air of sublime grace for 1 hour per your Level; move beautifully across water or open ground, and gain Advantage when commanding attention, concealing danger, or appearing untouchable.
* TIGER: Fade into dappled cover and become a patient ambusher for 10 minutes per your Level; your first strike from hiding hits with terrifying force or drives the target into panic.
* TURTLE: Withdraw behind a mystical shell for 1 minute per your Level; reduce harm from attacks, hazards, or falling debris, but move only slowly while protected.
* VOLE: Tunnel quietly beneath grass, snow, roots, floorboards, or loose soil for 10 minutes per your Level, leaving little sign of your passage.
* VULTURE: Sense death, carrion, severe illness, or creatures near collapse within a great distance for 1 hour per your Level, knowing the direction of the strongest sign.
* WEASEL: Slip through tiny gaps, escape ropes, wriggle from holds, or infiltrate cramped spaces for 10 minutes per your Level.
* WHALE: Send a deep resonant song through air, stone, or water for 10 minutes per your Level; chosen allies at a great distance may hear it, follow it, or answer with simple emotional signals.
* WOLF: Call or scent out your pack; for 10 minutes per your Level, nearby allies know your direction, can coordinate pursuit, and gain Advantage when acting together against an isolated foe.
* WOLVERINE: Fight on through pain, wounds, fear, or exhaustion for 1 minute per your Level; you cannot be easily driven back, intimidated, or forced to release your grip.
* WORM: Burrow slowly through loose soil, compost, rotting wood, or mud for 10 minutes per your Level; if cut, crushed, or battered, you may keep acting through injuries that would briefly stop others.

MYTHIC ANIMALS AND MONSTERS
* BASILISK: Fix one nearby creature in your gaze; it becomes slowed, rigid, or unable to move for 1 round per your Level unless it looks away or resists.
* CERBERUS: Guard one doorway, path, camp, treasure, or threshold for 1 hour per your Level; you instantly know when a creature crosses it, and trespassers feel watched by unseen jaws.
* CHIMERA: Manifest three blended beastly traits of your choice—such as claws, wings, horns, venom, flame breath, or night vision—for 1 minute per your Level.
* COCKATRICE: Curse one nearby creature or object with creeping petrification; it becomes stiff, brittle, and slowed for 1 round per your Level, or a small unattended object turns fully to stone.
* DRAGON: Exhale fire, frost, lightning, poison, or another primal force in a nearby cone or line, dealing damage equal to 1d6 per your Level.
* GRIFFIN: Take to the air on mighty wings for 10 minutes per your Level; while flying, you may carry one willing nearby creature or swoop down with great force.
* HIPPOGRIFF: Leap into swift soaring flight for 10 minutes per your Level; you travel gracefully over obstacles, cliffs, rooftops, or battle lines without touching the ground.
* HYDRA: Grow one spectral duplicate head or striking limb per 3 Levels for 1 minute per your Level; each may watch a different direction, snap at nearby foes, or prevent you from being surprised.
* KELPIE: Assume an alluring water-steed form for 1 hour per your Level; you swim effortlessly, carry riders over water, and may lure one nearby creature toward a shore, pool, or riverbank.
* KRAKEN: Call up writhing tentacles from water, shadow, mud, or the ground nearby; restrain, drag, or batter a number of targets equal to half your Level for 1 round per your Level.
* MANTICORE: Launch a volley of spikes, teeth, or barbed bolts at one or more nearby targets, dealing damage equal to 1d6 per your Level divided as you choose.
* MERMAID: Sing across water or open air for 10 minutes per your Level; nearby listeners become calm, entranced, or drawn toward your voice unless threatened or shaken awake.
* PEGASUS: Sprout radiant wings and fly with effortless grace for 10 minutes per your Level; allies who touch you before takeoff may leap or descend safely alongside you.
* PHOENIX: Burst into cleansing flame when reduced to helplessness or when you choose; destroy minor restraints and harmful conditions affecting you, then recover to act again with 1 Hit Point per your Level once per day.
* ROC: Grow vast wings or summon a storm-lift beneath you for 10 minutes per your Level; you may seize and carry one nearby creature or heavy object through the air.
* SALAMANDER, MYTHIC: Ignite your body with living fire for 1 minute per your Level; creatures that strike or grapple you are burned, and you may pass harmlessly through ordinary flames.
* SEA SERPENT: Coil through water, fog, or shadow with immense sinuous force for 10 minutes per your Level; you may overturn small boats, drag swimmers, or strike from farther away than expected.
* SPHINX: Pose one riddle, test, or impossible question to a nearby creature; until it answers, refuses, or solves the challenge, it cannot pass a threshold, seize a guarded prize, or attack you without hesitation.
* THUNDERBIRD: Beat spectral wings to summon thunder, driving wind, and sudden rain in a nearby area for 1 minute per your Level; creatures may be deafened, shoved, or scattered.
* UNICORN: Touch one nearby creature, object, or poisoned place with purifying grace; heal damage equal to 1d6 per your Level, end one curse or poison of modest power, or cleanse a small area of corruption.
* WYVERN: Sprout leathery wings and a venomous tail for 1 minute per your Level; you may fly, dive, and sting one nearby creature to inflict pain or lingering poison.
* YETI: Cloak yourself in mountain cold for 10 minutes per your Level; endure freezing conditions, leave little trace in snow, and chill one nearby target with a grasping touch.

PREHISTORIC ANIMALS
* ANKYLOSAURUS: Plate yourself in bony armor for 1 minute per your Level; reduce harm from attacks, and your tail or sweeping strike may knock one nearby creature off balance.
* BRONTOSAURUS: Grow immense in steadiness and reach for 1 minute per your Level; you may push aside obstacles, carry tremendous weight, or strike targets farther away than normal.
* DIRE WOLF: Hunt with relentless pack instinct for 10 minutes per your Level; chosen allies may track the same prey, surround it, and gain Advantage when attacking it together.
* DIMETRODON: Raise a great heat-catching sail for 10 minutes per your Level; endure scorching climates, warm nearby allies, or radiate oppressive heat that weakens cold-blooded creatures.
* DODO: Seem harmless, foolish, or beneath notice for 10 minutes per your Level; enemies are likely to dismiss you until you act decisively.
* DUNKLEOSTEUS: Manifest crushing jaws or an armored predatory bite for 1 minute per your Level; seize, break, or bite through one nearby shield, weapon, shell, or barrier.
* ELASMOTHERIUM: Charge with a towering horn of force; cross nearby ground in a straight line and smash through doors, barricades, or creatures, dealing damage equal to 1d6 per your Level.
* GIANT GROUND SLOTH: Rear up with slow, unstoppable strength for 1 minute per your Level; cling to trees, walls, or large creatures, and rake apart wood, brush, or light fortifications.
* GLYPTODON: Curl beneath a domed shell for 1 minute per your Level; you become extremely difficult to injure, shove, or crush while remaining nearly immobile.
* ICHTHYOSAUR: Dart through water with sleek predatory speed for 10 minutes per your Level; overtake swimmers, evade aquatic threats, or leap briefly from the surface.
* MAMMOTH: Trumpet with ancient power; nearby allies gain courage and rally, while weaker foes hesitate or retreat for 1 round per your Level.
* MEGALOCEROS: Crown yourself with vast spectral antlers for 1 minute per your Level; block passages, hook riders or objects, and impress or intimidate nearby creatures.
* MEGALODON: Sense blood, fear, or wounded prey across a great distance in water for 1 hour per your Level; when closing on such prey, you move with terrifying speed.
* MOSASAUR: Surge through water with monstrous force for 10 minutes per your Level; ram boats, drag large prey, or erupt from beneath the surface in a sudden ambush.
* PACHYCEPHALOSAURUS: Harden your skull and charge; smash through one nearby obstacle or headbutt a target, dealing damage equal to 1d6 per your Level and potentially stunning it.
* PARASAUROLOPHUS: Sound a resonant crest-call across a vast distance; allies who hear it know your direction, and nearby creatures may be confused, warned, or unsettled for 1 round per your Level.
* PLESIOSAUR: Extend your neck and reach with serpentine grace for 1 minute per your Level; snatch objects, bite distant foes, or peer around barriers while your body stays hidden.
* PTERANODON: Spread great gliding wings for 10 minutes per your Level; soar on wind, cross chasms, and descend silently from above.
* QUETZALCOATLUS: Take colossal wing for 10 minutes per your Level; fly high, carry one willing creature or heavy object, and cast a vast shadow that alarms those below.
* SABER-TOOTHED CAT: Stalk one nearby creature for 10 minutes per your Level; your first pouncing strike from concealment inflicts grievous harm or pins it in place.
* SPINOSAURUS: Move with equal menace on land and in water for 10 minutes per your Level; swim, wade, and strike fluidly across rivers, marshes, or flooded ground.
* STEGOSAURUS: Raise defensive plates and a spiked tail for 1 minute per your Level; attacks from behind or the side are blunted, and close pursuers risk being struck back.
* TERROR BIRD: Sprint upright with predatory menace for 1 minute per your Level; chase down fleeing targets, deliver brutal kicks, or leap over low obstacles without slowing.
* THYLACINE: Move like a vanished hunter for 10 minutes per your Level; pass through wilderness without leaving a clear trail and become difficult to track afterward.
* TRICERATOPS: Lower three mighty horns and hold your ground for 1 minute per your Level; creatures that charge you are stopped, gored, or thrown aside.
* TYRANNOSAURUS: Roar with apex dominance; nearby creatures of your choice that are smaller or weaker than you must freeze, flee, or avert their attack for 1 round per your Level.
* VELOCIRAPTOR: Gain swift claws, cunning movement, and coordinated hunting instincts for 1 minute per your Level; you may dart around one nearby target and strike where its defenses are weakest.
* WOOLLY RHINOCEROS: Plow through snow, rubble, brush, or crowds for 1 minute per your Level; you ignore difficult terrain while charging and can scatter creatures in your path.

PLANTS
* ACORN: Grow one nearby seed, sapling, or wooden object into a sturdy tree, thicket, pole, or living barrier for 1 hour per your Level.
* ALOE: Soothe one nearby creature’s burns, cuts, stings, or irritation; heal minor damage and end one painful surface injury or inflammation.
* BAMBOO: Cause tall hollow stalks to erupt nearby, forming ladders, poles, cages, screens, or flexible barriers for 10 minutes per your Level.
* BRAMBLE: Fill one nearby path, doorway, or patch of ground with hooked thorn-vines for 10 minutes per your Level; creatures crossing it are slowed, scratched, or briefly entangled.
* CACTUS: Harden yourself with water-storing resilience and sharp spines for 1 hour per your Level; endure thirst, heat, and close attackers who grasp you.
* CLOVER: Bless one nearby creature with improbable luck for 1 minute per your Level; once during that time, it may reroll a failed task roll or saving throw.
* DANDELION: Scatter drifting seeds across a nearby area; reveal air currents, carry a whispered message downwind, or lightly obscure sight for 10 minutes per your Level.
* FERN: Unfurl a lush screen of fronds nearby for 10 minutes per your Level; creatures behind it gain cover, concealment, or an easier escape from notice.
* FIG: Offer one conjured fruit to a nearby creature; it nourishes as a full meal, restores strength after fatigue, or briefly sweetens its mood for 1 hour per your Level.
* GRASS: Cause soft, dense growth to spread across nearby ground for 10 minutes per your Level; it muffles footsteps, cushions falls, and hides small objects or tracks.
* HEMLOCK: Poison one nearby food, drink, blade, or small object for 1 hour per your Level; a creature that consumes or is wounded by it becomes weak, dizzy, or slowed.
* IVY: Send clinging vines crawling over one wall, ruin, tree, creature, or object nearby for 10 minutes per your Level; they help climbing, hold loose pieces together, or restrain slow targets.
* LILY: Purify one nearby pool, cup, basin, or small tainted patch of water; remove foulness, minor poison, or unnatural corruption.
* LOTUS: Calm one nearby creature’s fear, grief, anger, or pain for 10 minutes per your Level; while soothed, it resists panic and distraction.
* MANDRAKE: Uproot a shrieking root nearby; creatures of your choice who hear it recoil, stagger, or lose their next clear action unless they resist.
* MOSS: Coat one nearby surface in thick moss for 1 hour per your Level; it becomes soft, quiet, cool, and easier to hide against or rest upon.
* MUSHROOM: Cause pale fungi to bloom from nearby rot, damp soil, or wood for 1 hour per your Level; they may provide dim light, edible nourishment, or faintly poisonous spores.
* NETTLE: Raise stinging leaves over one nearby object, doorway, creature, or patch of ground for 10 minutes per your Level; those who brush against them suffer burning irritation and distraction.
* OAK: Root yourself like an ancient tree for 1 minute per your Level; you cannot be easily moved, knocked down, frightened, or forced from your position.
* ORCHID: Exude rare beauty and strange allure for 10 minutes per your Level; nearby creatures are drawn to look, approach, or underestimate danger.
* PINE: Fill the air nearby with sharp evergreen scent for 1 hour per your Level; mask lesser odors, freshen stale air, and help allies resist sickness from foul vapors.
* POISON OAK: Mark one nearby surface, garment, or creature with an invisible irritant for 1 hour per your Level; later contact causes itching, swelling, and visible discomfort.
* POPPY: Send a drowsy fragrance through a nearby area for 1 minute per your Level; weary creatures become sluggish, calm, or liable to fall asleep if undisturbed.
* REED: Cause reeds to rise in shallow water, mud, or marshy ground nearby for 10 minutes per your Level; they conceal movement, mark currents, or form a rough breathing tube or whistle.
* ROSE: Summon a blooming rose-vine around one nearby creature, object, or declaration for 10 minutes per your Level; it may charm attention with beauty or defend itself with thorns.
* SAGE: Sharpen judgment with cleansing herbal clarity for 10 minutes per your Level; gain Advantage to resist confusion, enchantment, false impressions, or misleading words.
* SEAWEED: Call long ribbons of kelp or weed from nearby water for 10 minutes per your Level; they conceal swimmers, slow boats, or entangle one aquatic target.
* SUNFLOWER: Turn unerringly toward the sun, brightest fire, or strongest radiant source for 1 hour per your Level; allies near you resist gloom, despair, and magical darkness.
* THISTLE: Scatter hard thorny heads across nearby ground or embed them in clothing and gear for 10 minutes per your Level; pursuit becomes painful, noisy, and slow.
* TOBACCO: Exhale or burn pungent smoke around one nearby area for 1 minute per your Level; it obscures vision, masks scent, and drives away small pests.
* VINE: Grow a living rope from one nearby wall, branch, ledge, or object for 10 minutes per your Level; it may climb, swing, bind, or haul light loads.
* WILLOW: Bend without breaking for 10 minutes per your Level; you or one nearby willing creature gain Advantage to resist falls, impacts, grapples, and crushing pressure.
* YEW: Consecrate one nearby grave, corpse, or threshold against restless death for 1 hour per your Level; spirits hesitate to cross, and the recently dead are harder to disturb.

GEMS AND MINERALS
* AGATE: Steady one nearby creature’s emotions and attention for 10 minutes per your Level; it resists fear, distraction, and sudden mood-altering magic.
* AMBER: Preserve one nearby small object, specimen, message, or organic trace unchanged for 1 day per your Level; it cannot rot, fade, or be easily altered.
* AMETHYST: Clear one nearby creature’s mind of drunkenness, confusion, nightmares, or magical stupor; for 10 minutes per your Level, it resists similar effects.
* AQUAMARINE: Breathe and move freely through water for 1 hour per your Level; you may also calm rough nearby waves or currents for 10 minutes per your Level.
* AZURITE: Open your thoughts to hidden patterns for 10 minutes per your Level; gain Advantage to interpret symbols, maps, magical markings, or cryptic signs.
* BASALT: Darken and harden your skin like volcanic stone for 1 minute per your Level; reduce harm from heat, blades, and blunt impacts.
* BLOODSTONE: Rouse one nearby creature’s vigor for 1 minute per your Level; it may keep fighting through fatigue, fear, or blood loss and gains Advantage to resist collapse.
* CALCITE: Clarify one nearby cloudy liquid, obscured window, fogged lens, or muddled memory enough to reveal what lies within or behind it.
* CARNELIAN: Kindle courage and bold speech in one nearby creature for 10 minutes per your Level; it gains Advantage to command attention, declare intent, or resist intimidation.
* CHALK: Draw a visible mark, boundary, sigil, or warning on nearly any nearby surface; it lasts 1 day per your Level and cannot be accidentally smudged away.
* CITRINE: Fill one nearby creature or small area with warm confidence and good fortune for 1 hour per your Level; mundane gloom, hesitation, and petty setbacks are softened.
* COAL: Smolder without flame for 1 hour per your Level, producing useful heat, dark smoke, or hidden embers that may ignite later at your command.
* COPPER: Conduct energy through one nearby wire, blade, tool, or touched object for 1 minute per your Level; carry a spark, signal, shock, or magical current along it.
* DIAMOND: Make one nearby object, barrier, weapon edge, or patch of armor exceptionally hard for 1 minute per your Level; it resists breaking, dulling, and ordinary damage.
* EMERALD: Restore green vitality to one nearby plant, garden, or blighted patch of ground; living growth revives, blossoms, or spreads for 1 hour per your Level.
* FLINT: Strike sparks from your fingers, stone, or metal; ignite tinder, fuel, lamps, fuses, or other easy-burning material nearby.
* FLUORITE: Sort tangled thoughts, colors, energies, or overlapping impressions for 10 minutes per your Level; gain Advantage to distinguish illusions, mixed signals, or competing influences.
* GARNET: Bind one oath, promise, or protective duty spoken nearby for 1 day per your Level; the one who swears it feels a sharp warning when about to betray it.
* GOLD: Gleam with unmistakable value and authority for 10 minutes per your Level; nearby creatures notice you, treat your words as weightier, or hesitate to dismiss your offer.
* GRANITE: Become unyielding as bedrock for 1 minute per your Level; resist being shoved, toppled, restrained, or battered aside.
* HEMATITE: Draw weakness, dizziness, or minor blood loss out of one nearby creature by touch; stabilize it and restore enough strength to stand or act clearly.
* IRON: Ward one nearby doorway, weapon, chain, or circle against spirits, faeries, and lesser supernatural intruders for 1 hour per your Level.
* JADE: Bring one nearby body, relationship, or troubled place into temporary balance for 10 minutes per your Level; end one minor agitation, discord, or imbalance.
* JASPER: Fortify one nearby traveler against rough country for 1 hour per your Level; it resists hunger, thirst, exposure, and weariness from overland travel.
* LAPIS LAZULI: Speak with grave insight for 10 minutes per your Level; gain Advantage to recall lore, read social rank, or recognize ceremonial and sacred truths.
* LEAD: Weigh down one nearby creature, object, or force for 1 minute per your Level; it moves sluggishly, falls faster, or becomes harder to lift, propel, or magically draw away.
* LODESTONE: Pull one nearby metal object toward you, push it away, or cause it to cling firmly to another metal surface for 1 round per your Level.
* MALACHITE: Detect nearby poison, sickness, pollution, or hidden corruption for 10 minutes per your Level; the source appears stained or vividly marked to your sight.
* MARBLE: Smooth, polish, and beautify one nearby stone surface, sculpture, statue, or crude structure; flaws soften and its presence becomes elegant and imposing.
* MOONSTONE: Glow with pale lunar light for 1 hour per your Level; by that light, sleeping minds, hidden paths, and shapechanged beings seem subtly revealed.
* OBSIDIAN: Form a razor-black edge, shard, mirror, or cutting plane nearby for 1 minute per your Level; it slices cords, soft barriers, and exposed flesh with eerie precision.
* ONYX: Swallow light and sound around one nearby object, doorway, or small area for 10 minutes per your Level; it becomes dim, hushed, and hard to notice.
* OPAL: Shift your appearance with iridescent uncertainty for 10 minutes per your Level; observers disagree on small details such as color, expression, clothing, or exact position.
* PEARL: Purify one nearby cup, bowl, wound, or tear of contamination, bitterness, or minor poison; what remains becomes clean, calm, and clear.
* PERIDOT: Drive away one nearby minor curse, lingering resentment, or nocturnal fear; the target feels lighter and sleeps peacefully for 1 night per your Level.
* PYRITE: Create a convincing gleam of false wealth, confidence, or success around one nearby object or offer for 10 minutes per your Level; casual observers overestimate its worth.
* QUARTZ: Store one simple spoken message, flash of light, touch, or magical pulse in a nearby crystal-like object for 1 day per your Level; it releases when handled or commanded.
* RUBY: Blaze with royal vitality for 1 minute per your Level; one nearby creature gains courage, passion, and resistance to cold, despair, or life-draining effects.
* SALT: Purify and preserve one nearby meal, corpse, threshold, wound, or patch of ground; spoilage, lesser spirits, and mild corruption are held back for 1 day per your Level.
* SAPPHIRE: Cool one nearby creature’s rage, fever, panic, or reckless impulse for 10 minutes per your Level; it thinks clearly and resists provocation.
* SELENITE: Cast a clean ghostly radiance through one nearby room, tunnel, or enclosed space for 10 minutes per your Level; illusions flicker, and hidden dust, webs, or disturbances show plainly.
* SILVER: Touch one nearby weapon, mirror, chain, or charm with moon-bright purity for 1 minute per your Level; it harms, reveals, or restrains shapeshifters, curses, and unclean spirits more effectively.
* SLATE: Record words, diagrams, tally marks, or sigils on one nearby dark surface by tracing a finger; the writing remains crisp for 1 day per your Level.
* SMOKY QUARTZ: Draw fear, grief, or tense atmosphere from one nearby creature or small area for 10 minutes per your Level; the burden becomes a visible haze around the stone or your hand.
* STEEL: Sharpen one nearby weapon, tool, resolve, or defensive stance for 1 minute per your Level; it becomes more reliable, less likely to fail, and better suited to direct conflict.
* SULFUR: Fill one nearby area with sharp choking fumes or stink for 1 minute per your Level; creatures within it cough, recoil, or struggle to track by scent.
* TIGER’S EYE: Fix your attention on one nearby threat, lie, or opportunity for 10 minutes per your Level; gain Advantage to judge timing, detect weakness, or avoid being bluffed.
* TOPAZ: Radiate sunlit clarity for 10 minutes per your Level; ordinary shadows recede, hidden inscriptions stand out, and one nearby creature finds it harder to deceive.
* TOURMALINE: Turn aside one nearby harmful bolt, spark, curse, or hostile surge of energy each round for 1 round per your Level, bending it harmlessly away or grounding it.
* TURQUOISE: Bless one nearby traveler, mount, or vehicle for 1 hour per your Level; it avoids minor accidents, finds passable routes, and holds together under rough movement.
* ZIRCON: Call up a brief glittering afterimage around yourself or one nearby object for 1 minute per your Level; attacks and grabs may catch the false position instead.

WEATHER
* BLIZZARD: Fill a nearby area with driving snow and biting wind for 1 minute per your Level; vision shrinks, movement slows, and exposed creatures suffer freezing discomfort.
* BREEZE: Stir a gentle wind through one nearby room, path, sail, scent trail, or cloud of smoke for 10 minutes per your Level; carry, clear, cool, or redirect it.
* CLOUD: Gather thick cloud, fog, or mist over one nearby area for 10 minutes per your Level; it obscures sight, softens light, and hides movement.
* COLD SNAP: Drop the temperature sharply in one nearby area for 10 minutes per your Level; water skins over, breath steams, and creatures unused to cold become sluggish.
* CYCLONE: Whirl violent winds around one nearby creature, object, or small area for 1 round per your Level; lift dust and debris, shove targets, or scatter loose items.
* DAWN: Wash one nearby area in the first clear light of morning for 10 minutes per your Level; sleepers stir, shadows thin, and creatures that dread daylight recoil.
* DEW: Cover one nearby surface, plant, tool, or creature in fresh moisture for 10 minutes per your Level; reveal footprints, cool fevered skin, or provide a small drinkable trace.
* DOWNPOUR: Summon heavy rain over one nearby area for 1 minute per your Level; douse ordinary flames, muddy ground, and make sight, hearing, and footing more difficult.
* DROUGHT: Draw moisture from one nearby patch of ground, plant growth, puddle, or damp object for 10 minutes per your Level; soften mud into dust or wither fragile vegetation.
* DUST STORM: Raise a choking wall of dust and grit through one nearby area for 1 minute per your Level; creatures struggle to see, speak, track, or aim through it.
* ECLIPSE: Cast one nearby area into eerie half-darkness for 1 minute per your Level; sunlight weakens, colors dull, and creatures relying on brightness or confidence become unsettled.
* FOG: Spread dense low mist through one nearby area for 10 minutes per your Level; conceal creatures, blur distances, and make familiar paths briefly uncertain.
* FROST: Coat one nearby surface, object, plant, or creature in rime for 10 minutes per your Level; make it slick, brittle, numbing, or clearly outlined.
* GALE: Drive a powerful sustained wind in one direction through a nearby area for 1 minute per your Level; push creatures, speed vessels, slam doors, or bend trees and banners.
* HAIL: Pelt one nearby area with hard falling ice for 1 round per your Level; exposed creatures are battered, fragile objects may crack, and movement becomes hazardous.
* HEAT WAVE: Smother one nearby area in oppressive shimmer and heat for 10 minutes per your Level; creatures tire faster, metal grows hot, and distant forms waver.
* HUMIDITY: Thicken the nearby air with clinging damp for 10 minutes per your Level; scents grow stronger, cloth and paper soften, and exertion becomes uncomfortable.
* ICE STORM: Sheathe one nearby area in freezing rain for 1 minute per your Level; branches glaze, ground turns treacherous, and objects become hard to grip.
* LIGHTNING: Call a sudden bolt onto one nearby exposed target, conductor, or marked point, dealing damage equal to 1d6 per your Level.
* MONSOON: Unleash relentless seasonal rain over one nearby area for 10 minutes per your Level; channels overflow, roads flood, and all but determined travelers seek shelter.
* MOONLIGHT: Bathe one nearby area in silver night-glow for 1 hour per your Level; hidden paths, sleeping creatures, and subtle transformations become easier to notice.
* MUDSLIDE: Loosen soaked earth, sand, gravel, or debris on one nearby slope or embankment; it slumps, spills, or surges downward for 1 round per your Level.
* NORTHERN LIGHTS: Paint the sky or ceiling above a nearby area with shimmering spectral colors for 10 minutes per your Level; allies are inspired, and onlookers may pause in wonder.
* OVERCAST: Draw a lid of gray cloud across the nearby sky for 1 hour per your Level; harsh sunlight dims, temperatures soften, and aerial observation becomes less clear.
* RAINBOW: Arch bright color over one nearby place after rain, mist, or tears; for 10 minutes per your Level, allies who see it recover hope and may recognize a safe path or promise.
* SANDSTORM: Blast one nearby area with scouring sand for 1 minute per your Level; obscure vision, abrade exposed skin, and wear down delicate surfaces.
* SLEET: Hurl cold wet pellets through one nearby area for 1 minute per your Level; fires sputter, ground grows slick, and creatures become distracted by the sting.
* SNOWFALL: Let quiet snow settle over one nearby area for 1 hour per your Level; tracks appear clearly, sounds dull, and movement becomes softer but slower.
* STATIC: Charge the nearby air with prickling electricity for 1 minute per your Level; hair rises, metal sparks, and one touched object or creature may receive a sharp jolt.
* SUNBEAM: Focus a shaft of warm clear sunlight onto one nearby creature, object, or patch of ground for 10 minutes per your Level; dispel chill, brighten darkness, or reveal what hides in shadow.
* THAW: Warm one nearby frozen creature, object, lock, patch of ice, or body of water for 10 minutes per your Level; melt, loosen, or restore movement without scorching.
* THUNDER: Crack the nearby air with a tremendous peal; creatures of your choice within hearing may be startled, silenced, or briefly unable to coordinate for 1 round per your Level.
* TORNADO: Conjure a twisting funnel in one nearby area for 1 round per your Level; it seizes loose objects, hurls debris, and may lift or fling smaller creatures.
* TWILIGHT: Settle one nearby area into dim violet dusk for 10 minutes per your Level; bright detail fades, boundaries blur, and stealth or contemplation becomes easier.
* UPDRAFT: Raise a strong column of air beneath one nearby creature, object, glider, or falling body for 1 round per your Level; slow descent, lift it upward, or carry it onto a ledge.
* WIND SHEAR: Slice a sudden crosscurrent through one nearby flight path, projectile path, or plume of smoke for 1 round per your Level; knock it aside or spoil its aim.
* WHIRLWIND: Spin air tightly around yourself or one nearby target for 1 minute per your Level; deflect dust, leaves, small missiles, and fumbling graspers.
* WHITEOUT: Erase horizon and direction in one nearby snowy, dusty, or foggy area for 10 minutes per your Level; creatures inside struggle to judge distance or find a straight route.

EARTH (like the orogenes from N.K. Jemisin’s Broken Earth trilogy)
* AVALANCHE: Send snow, scree, rubble, or loose debris crashing down one nearby slope, roof, wall, or embankment; creatures in its path are buried, battered, or swept away.
* CANYON: Split one nearby stretch of earth, stone, or flooring into a narrow fissure up to 10 feet per your Level long; it blocks movement, exposes what lies below, or creates sudden cover.
* CAVE-IN: Collapse one nearby unstable ceiling, tunnel, wall, or pile of stone; fill a passage, pin a target, or bring down loose debris in an area.
* CRYSTALLIZATION: Cause one nearby liquid, muddy patch, mineral deposit, or fragile object to harden into jagged crystal for 10 minutes per your Level.
* EARTHQUAKE: Shake the ground in a nearby area for 1 round per your Level; creatures stumble, fragile structures crack, and unsecured objects topple or slide.
* EROSION: Wear down one nearby door, wall, statue, bridge, tool, or patch of ground as though exposed to years of wind and rain; soften, weaken, or carve it gradually.
* FAULTLINE: Mark one nearby wall, floor, cliff, or stone object with a hidden line of weakness for 1 hour per your Level; the next strong impact splits it along that seam.
* FOSSILIZE: Turn one nearby small plant, bone, corpse fragment, or organic object into stone for 1 day per your Level, preserving its form and making it hard and heavy.
* GEODE: Form a rough stone shell around one nearby creature, object, or treasure for 10 minutes per your Level; the casing protects what is within but must be broken open.
* GEYSER: Blast a scalding jet of water, steam, mud, or mineral spray from one nearby patch of ground for 1 round per your Level; knock creatures upward, douse flames, or drive them back.
* GLACIER: Creep a massive ridge of ice, stone, or compacted earth across nearby ground for 10 minutes per your Level; it slowly pushes obstacles, blocks paths, or grinds through fragile structures.
* HOT SPRING: Create a steaming mineral pool in one nearby depression or basin for 1 hour per your Level; bathing in it soothes fatigue, cold, stiffness, and minor bodily pain.
* LANDSLIDE: Loosen one nearby slope, cliffside, dune, or earthen bank; soil and stone pour downward, changing terrain and dragging creatures or objects with them.
* LAVA FLOW: Cause molten rock or glowing magma to seep across one nearby patch of ground for 1 round per your Level; it burns, blocks passage, and ignites flammable material.
* MAGMA: Heat one nearby stone, metal object, or buried pocket of earth until it glows, softens, or becomes dangerous to touch for 1 minute per your Level.
* METEORITE: Call a blazing stone down onto one nearby exposed point, dealing damage equal to 1d6 per your Level and scattering burning fragments around it.
* MUD POT: Turn one nearby patch of earth into bubbling, sucking mud for 10 minutes per your Level; creatures crossing it sink, slow, or become stuck.
* OBSIDIAN FIELD: Cause black volcanic glass to jut from one nearby patch of ground for 10 minutes per your Level; it becomes hazardous to cross, hard to charge through, and useful for sharp fragments.
* PLATE SHIFT: Slide one nearby slab of floor, wall, stone, or packed earth a short distance for 1 round per your Level; open gaps, close passages, or shove what rests upon it.
* PUMICE: Make one nearby stone object, patch of rock, or carried burden light and porous for 10 minutes per your Level; it floats, becomes easier to lift, or crumbles under pressure.
* QUICKSAND: Transform one nearby patch of sand, silt, ash, or loose soil into swallowing ground for 10 minutes per your Level; creatures that struggle sink faster.
* RIFT: Tear open a jagged crack in one nearby surface for 1 minute per your Level; it may release buried air, water, heat, spores, or hidden passageways.
* ROCKFALL: Drop stones, masonry, or cave fragments from one nearby ledge, ceiling, cliff, or ruined wall; strike creatures below or clog a route.
* SINKHOLE: Open a sudden pit beneath one nearby creature, object, or weak patch of ground; it drops downward up to 5 feet per your Level unless it escapes.
* STALACTITE: Draw spear-like stone points down from one nearby ceiling or overhang for 10 minutes per your Level; they threaten the space below or fall when disturbed.
* STALAGMITE: Raise stone spikes, pillars, or uneven teeth from one nearby floor for 10 minutes per your Level; create cover, block movement, or impale reckless chargers.
* STRATA: Read the layered history of one nearby cliff, tunnel, ruin, fossil bed, or stone object; learn one truth about what formed, buried, broke, or passed through it.
* SUBDUCTION: Pull one nearby unattended object, patch of rubble, or creature standing on loose ground slightly beneath the earth for 1 round per your Level; partially bury, hide, or restrain it.
* TAR PIT: Make one nearby patch of mud, oil, resin, or soft ground into clinging black pitch for 10 minutes per your Level; it traps feet, wheels, and fallen objects.
* TECTONIC RISE: Heave one nearby section of ground, floor, or stone upward into a ridge, step, mound, or defensive wall up to 5 feet per your Level high.
* TREMOR: Send a subtle vibration through nearby ground for 10 minutes per your Level; sense footsteps, tunneling, hollow spaces, and movement through earth or stone.
* TSUNAMI: If beside a large body of water, raise a crashing surge across one nearby shoreline or flooded area; sweep away smaller creatures, overturn light vessels, and batter structures.
* VOLCANO: Open a roaring volcanic vent in one nearby patch of ground for 1 round per your Level; belch flame, ash, stone, and smoke into the surrounding area.
* VULCANIC ASH: Blanket one nearby area in hot gray ash for 10 minutes per your Level; obscure sight, muffle tracks, foul breathing, and leave clear footprints behind.
* WEATHERING: Crack, stain, pit, and age one nearby unattended object or surface as though worn by decades of exposure; ruin polish, blur inscriptions, or weaken its finish.