Spell - Elemental (Corrupter style)
Requirements: 9 Combined Tiers of Magic and Nature
Tier 2 acid rain falls in a Burst 3 + TT and deals 1 + TT/3 Flowing Earth damage to Grit each round.

3 + TT rounds
Boost: You take no damage from the rain.
Spell - Elemental (Explorer style)
Requirements: 7 Combined Tiers of Athletics and Nature
Target subject in 6 + TT x 2 range does not fall while not carrying more than double their Bulk Limit. They can use advance to lower their elevation.

6 + TT x 2 minutes

Magic
Boost: The creature also cannot suffer or cause Collision damage while not carrying more than double their Bulk Limit.
Spell - Infusion (Alchemist style)
Requirements: 7 Combined Tiers of Tools and Nature
After each time physical damage is dealt to target creature in Reach, they roll 1d12, DL equal to the damage + TT/3. On failure, Alchemical objects in their gear activate.

3 + TT rounds

Magic
Boost: They must use a Major Action to Manipulate Alchemical objects.
Trick - Infusion (Alchemist style)
Requirements: 11 Combined Tiers of Tools and Nature
Target alchemical object in 3 + TT range becomes identical to an alchemical object you have Gripped of the same name.

1 + TT rounds
Boost: Lock 1 + TT/3 of Accurate, Devastating, Impact, Blind, Dazzled, Deaf, and Sickened. You may have the object gain any number of these.
Spell - Infusion (Alpha style)
Requirements: 11 Combined Tiers of Poise and Nature
Target beast in Reach gains the Intelligent ability.

3 + TT hours

Nature
Boost: They learn a language that you know and gain the Boost of Intelligent.
Talent (Pugilist style)
Requirements: 7 Combined Tiers of Martial and Nature
Advance, then attack Observe of target creature in Reach with Elude. On success, use a melee attack against them and it counts as an Ambush.
Boost: Attack Zeal with Injury d12 to cause them to lose 1 + TT Priority.
Spell - Infusion (Alchemist style)
Requirements: 7 Combined Tiers of Tools and Nature
Target creature in Reach gains +1 + TT/2 on defenses against a poison that matches a poison you have Gripped. The Gripped poison is consumed.

1 + TT hours
Boost: Remove the poison from them.
Aspect (Alpha style)
Requirements: 7 Combined Tiers of Poise and Nature
Creatures at least 3 sizes smaller than you that are Bonded to you gain +1 + ET/2 d12 on Magic rolls and qualify to learn any Spell they meet all requirements for, though the Area Value, duration, damage, and healing of abilities learned this way is halved.
Boost: They gain 1 + TT Mystical Reduction.
Trick
Requirements: Shimmer
1 Resolve: Attack in a Burst 1 + TT with Nature to deal 1 + TT/2 Blind damage.

Observe
Boost: For 1 + TT minutes, increase the light Tier in the area by 1.
Spell - Transference (Alpha style)
Requirements: 7 Combined Tiers of Poise and Nature
Each creature Bonded to you in a Burst 1 + TT miles becomes aware of where you are in relation to them.
Boost: Become aware of where each affected creature is in relation to you.
Spell - Infusion (Alpha style)
Requirements: 9 Combined Tiers of Poise and Nature
Target creature Bonded to you in 3 + TT range can speak with you as if you have a shared language. Increase its Social Opinion of you by TT/2.

6 + TT x 2 minutes

Guile
Boost: Can target any animal.
Aspect (Alpha style)
Requirements: 7 Combined Tiers of Poise and Nature
You can Manifest abilities that target a single creature targeting a creature Bonded to you not already affected by this. When you do, the ability has no effect until the creature succeeds an Unarmed Strike. At that time, the ability affects the attacked creature in place of the normal effect of the attack. This effect ends if the ability is not used within 1 + TT minutes.
Boost: When a creature Bonded to you in 1 + TT range Manifests an ability with range Self, it can target you instead.
Spell - Suppression (Disrupter style)
Requirements: 9 Combined Tiers of Guile and Nature
Target creature in Reach suffers Tier 1 + TT/3 Fatigued.

3 + TT minutes

Endure
Boost: Deal 2 + TT Weakened damage.
Spell - Infusion (Druid style)
Requirements: 7 Combined Tiers of Zeal and Nature
Increase or decrease Precipitations in a Burst 12 + TT x 3 by 1 + TT/2 Tiers.

3 + TT minutes
Boost: Increase or reduce Wind and Lightning each up to 1 + TT/3 Tiers.
Spell - Mutation (Corrupter style)
Requirements: 11 Combined Tiers of Magic and Nature
Any Disease target creature in 3 + TT range has is exposed by contact with the creature in addition to its normal exposure.

1 + TT minutes

Nature
Boost: Reduce the Latent and Incubation Period of diseases afflicting the creature by half 1 + TT/2 times.
Spell - Mutation (Corrupter style)
Requirements: 7 Combined Tiers of Magic and Nature
Cause a 2 + TT penalty on Grit Pool of target creature in Reach.

3 + TT rounds

Nature
Boost: Increase the penalty by their sizes above 0.
Spell - Suppression (Alchemist style)
Requirements: 9 Combined Tiers of Tools and Nature
Increase Density by 1 + TT/3 in an Aura 3 + TT.

1 + TT minutes
Boost: Phasing has no effect.
Talent (Explorer style)
Requirements: 7 Combined Tiers of Athletics and Nature
You can dig in normal ground to displace up to 10 Bulk as a Major Action.

6 + TT x 2 minutes
Boost: Gain Burrow as a Secondary Movement Type.
Response - Suppression (Pugilist style)
Requirements: 7 Combined Tiers of Martial and Nature
After causing Injury with an Unarmed Strike, attack with 1 + TT/2 d12 to Dispel target Spell they Manifested in 6 + TT x 2 range.

Endure
Boost: Gain a bonus on your roll to Dispel equal to 1/2 Injury.
Spell - Transference (Disrupter style)
Requirements: 11 Combined Tiers of Guile and Nature
Target creature or corpse in Reach becomes Soulbroken.

1 round

Nature
Boost: Deal 2 + TT/2 Mystical damage to Energy and Resolve.
Spell - Elemental (Disrupter style)
Requirements: 7 Combined Tiers of Guile and Nature
Deal 2 + TT/2 Mystical Space damage to Grit and Weakened damage to target creature in 3 + TT range.

Athletics
Boost: If you cause Injury, deal 1/2 Injury Mystical damage to Resolve.
Spell - Mutation (Druid style)
Requirements: 11 Combined Tiers of Zeal and Nature
Target creature in 12 + TT x 3 range has a 1 + TT/3 penalty on defenses against Diseases of the Body, non-Magical poisons, and all effects from the environment.

12 + TT x 3 minutes

Nature
Boost: The also suffer this penalty against abilities that have Naturalist or Environmental and their effects.
Aspect (Druid style)
Gain +1 + TT/2 on Nature Knowledge rolls.
Boost: Gain +1 on defense against subjects and environments you exceeded the DL for Nature Knowledge about by 6.
Response (Stalker style)
Requirements: 9 Combined Tiers of Nimble and Nature
1 Resolve: After you Ambush a creature who is not in Conflict, heal 1 Major Action.
Boost: Gain +1 + TT/3 on your next physical attack roll this round against an Ambushed creature.
Response (Harmonizer style)
1 Resolve: After you fail defense against Trauma, reduce the damage it deals by 1 + TT/3. If you suffer Injury from the Trauma, attack Nature with Injury d12 to deal 1 + TT/2 Stabbing Necrotic damage to Grit in a Burst 1.
Boost: Heal Grit equal to the damage reduced.
Spell - Mutation (Explorer style)
Requirements: 9 Combined Tiers of Athletics and Nature
Lock 1 + TT/2 Enhanced Senses. Target creature in 3 + TT range gains the Locked options.

6 + TT x 2 minutes
Boost: Gain +1 range on all senses.
Aspect (Pugilist style)
Requirements: 7 Combined Tiers of Martial and Nature
Lock 1 + TT of flying, climbing, Prone, Held, or Crowded. You can begin and maintain stances even during Locked options.
Boost: You can be in up to 2 + TT/2 Stances at the same time. When entering an additional stance, choose what previous stance ends.
Spell - Transference (Explorer style)
Requirements: 11 Combined Tiers of Athletics and Nature
Teleport to a location that you can view in a picture that is highly accurate or that is being sensed by a Scry effect in Reach.

Magic
Boost: Bring up to 1 + TT other creatures in Reach.
Spell - Infusion (Corrupter style)
Requirements: 9 Combined Tiers of Magic and Nature
Deal 3 + TT/2 Mystical Necrotic damage to Grit of living creatures in a Cone 3 + TT.

Nature
Boost: Remove 1 + TT/3 of each Wounded Tier afflicting Undead creatures.
Trick - Mutation (Herbalist style)
Requirements: 9 Combined Tiers of Nature and Observe
As target creature in 3 + TT range is attacked by a poison on onset, grant the poison +1 + TT/3 on its attack roll.

1 minute
Boost: For each 3 the attack exceeds the creature's defense, it increases its duration by 1.
Talent (Survivor style)
Requirements: 7 Combined Tiers of Endure and Nature
Prevent the next 1 + TT times you would roll for Overexertion.

1 + TT hours
Boost: Treat Poor Breathability as 1 + TT Tiers lower.
Spell - Elemental (Druid style)
Requirements: 7 Combined Tiers of Zeal and Nature
Treat Poor Breathability as 1 + TT Tiers lower.

12 + TT x 3 minutes
Boost: Gain Immunity to Inhaled poison.
Spell - Elemental (Druid style)
Requirements: 9 Combined Tiers of Zeal and Nature
Create Tier 1 Hail or increase the Hail Tier by 1 in a Burst 3 + TT. Gain Immunity to damage from Hail.

3 + TT minutes
Boost: At the start of you turn for 1 + TT rounds, roll 1d12 to increase the Hail Tier by 1, DL 9.
Trick - Elemental (Herbalist style)
Requirements: 11 Combined Tiers of Nature and Observe
Treat target plant up to size 0 + TT in 3 + TT range as if it is your tentacle.

3 + TT rounds
Boost: You can use it to Aid any action you use with another affected plant as a Minor Action.
Talent (Corrupter style)
Requirements: 7 Combined Tiers of Magic and Nature
Choose 1 + TT/3 Diseases afflicting you. Target creature in Reach becomes Exposed to the chosen diseases.
Boost: Reduce the Incubation period of each disease by half 1 + TT times.
Aspect (Survivor style)
Requirements: 9 Combined Tiers of Endure and Nature
Gain +1 + TT on rolls to reduce Ailments afflicting you.
Boost: After using an action to reduce the Tier of an Ailment, increase the Tier reduced by 1.
Spell - Transference (Stalker style)
Requirements: 7 Combined Tiers of Nimble and Nature
Creatures in a Burst 1 + TT/2 treat the temperature at 10 + 10 x TT degrees closer to comfortable.

1 + TT hours
Boost: Creatures treat Humidity as 1 + TT Tiers closer to 0.
Spell - Infusion (Disrupter style)
Requirements: 7 Combined Tiers of Guile and Nature
Choose an Element. Target subject in 1 + TT range loses any Reduction to that Element.

1 + TT/3 rounds

Magic
Boost: If they lose any Reduction from an Element, they gain Vulnerable to that Element.
Spell - Illusion (Stalker style)
Requirements: 7 Combined Tiers of Nimble and Nature
Target subject in Reach becomes invisible.

6 + TT x 2 rounds

Magic
Boost: Target can use a Major Action to cause any Break Illusion against this effect to reset as if it had not been used.
Talent (Stalker style)
Requirements: 9 Combined Tiers of Nimble and Nature
Choose an ability you saw a creature use since the end of your last turn and identified. You can use that ability as if you know it for 1 minute. You do not benefit from any Boost, Training, or Augment they had.
Boost: If the ability you see is Boosted or Trained, gain that benefit, except the Training cannot exceed TT.
Spell - Mutation (Explorer style)
Requirements: 9 Combined Tiers of Athletics and Nature
Phase.

1 + TT/2 rounds
Boost: Increase your Bulk Limit by 3 + TT x 3.
Aspect
Requirements: Naturalist Affinity
Gain +1 + TT on Nature rolls for Utility and Complex Utility actions.
Cleaving creatures to you at a rate few others can achieve, rarely are you ever truly alone.
Spell - Mutation (Sensitive style)
Requirements: 7 Combined Tiers of Poise and Observe
You can speak with plants.

3 + TT minutes
Boost: You can speak with animals.
Aspect
Requirements: Flora
Gain 1 + TT Earth Reduction and + TT/3 on Nature Knowledge rolls.
Boost: Req: Trained 2 Times - Your DL to Sway Animal is not affected by the creature having Grit missing or being in Conflict.
Aspect (Alpha style)
Requirements: 9 Combined Tiers of Poise and Nature
You can bond to an additional 1 + TT/2 creatures.
Boost: Ongoing Spells affecting you also affect creatures Bonded to you in Reach.
Spell - Elemental (Stalker style)
Requirements: 7 Combined Tiers of Nimble and Nature
Deal 3 + TT Clumsy, Slow, Stiff, and Unsteady damage to target creature in 6 + TT x 2 range.

Nature
Boost: Until they have none of these Ailments, after they pay a Movement cost, deal 1 + TT/3 Flowing Air damage to their Grit.
Aspect
Requirements: Rettocuru or Shimmer
Gain +1 + TT/3 d12 on Poise Influence rolls.
Boost: Gain +1 + TT/2 d12 on defense against effects that cause Emotional.
Talent (Pugilist style)
Requirements: 9 Combined Tiers of Martial and Nature
Lock 1 + TT Poisons of Craft Tier 1 + TT or Lower. After succeeding an Unarmed Strike, the creature is exposed to a Locked Poison.

3 + TT rounds
Boost: Gain +1 + TT/2 on defense against magical poisons.
Aspect (Pugilist style)
Requirements: 11 Combined Tiers of Martial and Nature
After your attack causes Injury, deal half Injury Bashing Body damage to any other Pool they have.
Boost: When dealing damage, treat Reductions the subject has as 1 + TT/3 lower.
Spell - Mutation (Survivor style)
Requirements: 7 Combined Tiers of Endure and Nature
Any food or drink in target space in 3 + TT range is purified from being spoiled, rotten, or any other contamination except poison.
Boost: Also, use Attack Poison against each poison in the space with 1 + TT/2 d12 and without needing Gear.
Aspect (Survivor style)
Requirements: 9 Combined Tiers of Endure and Nature
Reduce the time you need for Recovery by 3 + TT x 3 minutes.
Boost: You can gain Recovery an additional TT/2 times each day.
Spell - Suppression (Warder style)
Requirements: 7 Combined Tiers of Elude and Magic
As a target in 3 + TT range would Teleport or Warp, attack Nature with 1 + TT/2 d12 to prevent the effect.

1 + TT minutes

Magic
Boost: Also affect Phasing.
Spell - Mutation (Herbalist style)
Requirements: 9 Combined Tiers of Nature and Observe
Remove 1 Tier of Starving from target creature in Reach.

Nature
Boost: They count as getting 1 + TT hours of rest towards removing Exhausted.
Response (Alchemist style)
Requirements: 7 Combined Tiers of Tools and Nature
As you throw an alchemical object, you can reduce its Area Value by 1 + TT/3 to increase its number of d12 used to attack by the same amount. This cannot reduce the Area Value below 1.
Boost: Instead, lose d12 to attack to increase Area Value. This cannot reduce the number of d12 below 1.
Spell - Suppression (Herbalist style)
Requirements: 7 Combined Tiers of Nature and Observe
Lock 1 + TT/2 poison exposure types. Attack each poison of each Locked type afflicting target creature in 3 + TT range to reduce its attack roll by 1 + TT/3 d12.

Attack roll of the poison
Boost: They roll to reduce Ailments caused by the poisons now, even while the poisons are ongoing.
Spell - Suppression (Warder style)
Lock 1 + TT/2 of ancient, magical, animal, fae, natural, aberration, Mindless. Choose a Locked type. The first time each round each creature of the Locked type in an Aura 3 + TT would move towards you, attack Nature with 1 + TT/3 d12 to cause them to not move closer to you for 1 minute.

1 + TT minutes
Boost: After this causes a creature to stop moving, deal 3 Space damage to them.
Spell - Infusion (Herbalist style)
Requirements: 7 Combined Tiers of Nature and Observe
Target creature in 3 + TT range gains +1 + TT/3 on defenses against diseases.

12 + TT x 3 hours

Nature
Boost: The disease attacks now in addition to its normal effect.
Spell - Infusion (Herbalist style)
Requirements: 7 Combined Tiers of Nature and Observe
Target creature in 3 + TT range gains +1 + TT/3 on defenses against poisons.

6 + TT x 2 hours
Boost: After a poison fails an attack against them, reduce the remaining attacks by 1.
Spell - Illusion (Mentalist style)
Deal 3 + TT Unaware damage to target creature in 3 + TT range.

Nature
Boost: Then attack Nature with a number of d12 equal to 1/6 of their Unaware Tier to cause Unconscious.
Spell - Mutation (Druid style)
Requirements: 9 Combined Tiers of Zeal and Nature
Shapeshift into a creature that is within TT/3 sizes of you and gain + TT defense against Shapeshifting effects. Do not gain any Movement types.

6 + TT x 2 minutes
Boost: You can speak even if the creature you become cannot and gain their Movement types.
Spell - Elemental (Corrupter style)
Requirements: 7 Combined Tiers of Magic and Nature
Water in target space in 3 + TT range becomes dark and sludgy. Deal 3 + TT Sickened damage to any creature that drinks it.
Boost: Choose from Leeches Doom, Locked Limbs, Natures Rage, Parasite Buffet, or Roiling Guts that has a rarity no higher than TT. Any creature that drinks it is exposed to the chosen Disease.
Trick - Infusion (Alchemist style)
Requirements: 9 Combined Tiers of Tools and Nature
Pour some of the contents of a gripped fully filled alchemical object into 1 + TT/6 containers in Reach. Each still functions properly if used within 1 + TT rounds.
Boost: 1 Energy: Each gains +1 ET.
Trick (Stalker style)
Requirements: 11 Combined Tiers of Nimble and Nature
1 Resolve: If you have Ambushed a creature this turn, use a Major action. The action fails if it does not Ambush a creature that you have not Ambushed this turn.
Boost: If the action succeeds, increase the DL for creatures to be aware of you this turn by 1 + TT/2.
Spell - Elemental (Druid style)
Requirements: 7 Combined Tiers of Zeal and Nature
Create Tier 1 + TT/2 Raining or increase the Raining Tier by 1 + TT/2 in a Burst 12 + TT x 3.

6 + TT x 2 minutes
Boost: Cause Tier 1 + TT/3 Lightning.
Talent (Survivor style)
Requirements: 11 Combined Tiers of Endure and Nature
Ignore Environmental Factors, Precipitation, and Obscurement.

1 + TT hours
Boost: Wind does not Reposition you and ignore effects of Liquid.
Spell - Suppression (Disrupter style)
Requirements: 9 Combined Tiers of Guile and Nature
Target creature in 3 + TT range is removed from existence. When they return, they appear in the nearest space to where they started that they can occupy.

1 + TT rounds

Nature
Boost: Ongoing effects on them continue to advance in duration.
Spell - Mutation (Disrupter style)
Requirements: 7 Combined Tiers of Guile and Nature
Target creature in 3 + TT range mutates at the start of each of their turns. Each mutation deals 3 Body damage to Grit.

3 + TT rounds

Nature
Boost: After Injury, roll for a body part. The part cannot be used for 1 + TT/3 rounds.
Aspect (Monster style)
Requirements: Soulweaver Permission
Become a Zombie and gain fangs. Increase the DL to be identified as an undead by 6. Consume blood instead of flesh. After 24 hours pass without consuming at least 1 Bulk of blood, gain Tier 1 Starving. Gain Tiers of Enraged equal to your Starving Tier. If you end your turn in sunlight, suffer 1 + 1/2 Starving Tier Wounded Tier to a random part.
Boost: After causing Grit Injury with fangs, attack Nature with Injury d12 to cause them to gain Vampire 1d12 days after they die within 1 day. They suffer -1 on their defense for each prior time they have made this roll in the last month.
Spell - Mutation (Survivor style)
Requirements: 7 Combined Tiers of Endure and Nature
Target creature in 3 + TT range treats Liquid Tier as 1 + TT Tiers lower.

6 + TT x 2 minutes

Nature
Boost: Target gains Aquatic.
Response (Pugilist style)
Requirements: 9 Combined Tiers of Martial and Nature
Lock 1 + TT/2 of Reposition, Trip, Disarm, or Grab. After causing Grit Injury with a weapon that has a Locked property, use that action against the Injured creature with that weapon.
Boost: On success, deal 1 + TT/2 Bashing damage to Grit of the target. Use your attack roll from the action to determine the effect of Bashing.
Aspect
Requirements: Orc
Gain +1 + TT on Nature Knowledge rolls.
Boost: Gain +1 + TT/2 on Sway Animal rolls.
Spell - Infusion (Explorer style)
Requirements: 7 Combined Tiers of Athletics and Nature
Target creature in Reach gains Flight as a Primary Movement type.

1 + TT minutes

Magic
Boost: Duration does not reduce any round they do not move.
Form
Requirements: Root Cyclops
Gain fangs, +2 on rolls involving wolves, and +1 on Nature Knowledge rolls. Increase the social opinion wolves have of you by 1 Tier.
Wolf training is a family business. After several generations, these trainers start to look wolflike themselves.