School of Magic | Wild |
Domain | Natural |
Polarity | Balance |
Realm of Origin | Eden |
Associated Colors | Variety of Green tones |
Associated Materials | Emerald, Jade, Amber |
Crafting//Enchanting Material | Primordial Sap |
School of Powers | Nature |
Academic Name | Ecomancy |
Traditional Name | Lore of Balance |
School of Powers, Volatile | Toxic |
Academic Name | Venomancy |
Traditional Name | Lore of Venom |
Lore coming soon…
Passive Effects
Passive Effects for Wild Magic are unique to each School of Powers:
Nature Power Passives
Applies to Nature powers only NOT Toxic Powers
Cycle of Life
- Gain 1 Cycle of Life stack any time a target (friend or foe) dies within 15″ while under a persist Nature effect belonging to the caster or from Nature damage inflicted by the caster
- Stacks may be consumed as an auto-cast instant (no d100 roll) that heals a single target within 15″ for 1d12 per stack consumed
Toxic Power Passives
Volatile Powers
- All Toxic Powers are considered Volatile Powers
Overdose
Regardless of the target, trace amounts of Volatile Toxic energy build up within the casters body and can eventually lead to an overdose.
- For each Volatile Toxic energy stack, increase base Critical Cast and Miscast chance by +5%
- Scoring a Miscast with any Toxic power triggers Overdose, which inflicts 3x the standard Miscast damage for a volatile power
- Any time overdose is triggered, all volatile stacks are removed
Nature & Toxic Power List
See Spirit Disciplines & Archetypes for detailed descriptions of each Discipline and Archetype (including its Critical Cast and Miscast results). Use the filters below to refine your search.
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1
8
- Amplify
- Armor
- Avatar
- Beam
- Binding
- Blast
- Bomb
- Boon
- Burst
- Channel
- Cone
- Control
- DOT
- Death
- Defense
- Dispel
- Empower
- Environment
- Familiar
- Healing
- Hex
- Illusion
- Imbue
- Legendary
- Minion
- Missile
- Modify
- Movement
- Multi
- Nova
- Obstacle
- Plague
- Portal
- Reveal
- Seal
- Sentinel
- Shell
- Shield
- Shock
- Shot
- Storm
- Strike
- Supreme
- Synergy
- Totem
- Transmute
- Trap
- Ultimate
- Utility
- Ward
- Weapon
Spell Name | Discipline | Tier | Spirit Cost | Archetype | Use | Range | Description |
---|---|---|---|---|---|---|---|
Conjure Animal Scout | Conjuration | 1 | 1 | Familiar | 10 minutes | 3 | summons a small animal (non-combat) that the caster can see and hear though at will, also reduces the spirit cost of all nature/wild powers by 1 while w/in 1" of caster |
Insect Swarm | Devastation | 1 | 3/tier | Storm | action | 15 | unleash a swarm of biting insects in a 4" radius, causing X physical damage (using casting modifiers), where X scales by Tier • T1 = 1d2, T2 = 1d4, T3=1d6, T4=1d8, T5=1d10, T6=1d12, T7=1d10+1d4 |
Bound to Creation | Fortification | 1 | 3 | Synergy | instant | 4 | increases the healing effects on a target by 1 per Tier of casters highest Tier of Spirit/Faith power or +0.5 per current Focus • if a critical heal occurs the effect ends |
Ancient Ways | Fortification | 1 | 3 | Synergy | instant | 4 | While under the effect of this Synergy, anytime a poison effect (natural or magical) is paired with, countered by or used in combination with a Fury, Faith, Stealth, or Focus skill it has the following effect • Fury skill costs 1 less • Faith difficulty is reduced by 1 • Required Stealth reduced by 2 • Focus dice gains +1 |
Expunge | Alteration | 1 | 1/Tier against | Dispel | instant or action | 15 | can dispel one known magic effect, use resistance equal to 12x the Tier of the caster of the effect • can also remove one known poison effect, use resistance equal to 20x the rank of the poison • also can dispel/shatter one spirit based enchant/crafting |
Rope Vine | Conjuration | 1 | 1 | Utility | instant | 30 | creates up to 30m of thick vines that can be used as rope • conjured vines will rot quicker than the real thing |
Stinging Swarm | Devastation | 1 | 6/tier | Storm | action | 15 | unleash a swarm of stinging insects in a 4" radius, causing X damage (using casting modifiers) and inflicting a X dam/round poison for up to 3 rounds, where X scales by Tier • T1 = 1, T2 = 1d2, T3=1d4, T4=1d6, T5=1d8, T6=1d10, T7=1d12 |
Wild Growth | Destruction | 1 | 3 | Burst | action | 12 | 2d4 damage, 5% +5%/Tier chance to Snare the target in vegetation for 1 round (3 damage per Tier to break) |
Conjure Venomous Beast | Conjuration | 1 | (3x Creatures Threat Rating) x (# of serpents) | Minion | action (uninterrupted) or 1 minute | 6 | Summons a number of venomous serpents no greater than the Tier of the Caster, type of serpent varies by Tier • Tier1 = Viper, Adder, Mamba, or Rattlesnake • Tier2 = King Cobra • Tier3 = Emperor Cobra |
Serpent Strike | Destruction | 1 | 2 + 2/Tier | Strike | action | melee | +1d4 damage • strike occurs so rapidly that the targets dodge is effectively zero and they cannot use any defensive abilities such as block, parry, wardoff, reversal, etc... • inflicts a poison effect that causes 1d6 damage in the subsequent round, lasting up to 1 round per Tier |
Infestation | Devastation | 1 | 5 | Plague | action | 20 | The target is infested with a cloud of biting and stinging insects and pests, taking 1d4 damage per round • infected targets that fail a Resolve test will involuntarily use either a main hand or off hand to swat at the infestation, potentially rendering them unable to use a two handed weapon |
Beast Tracking | Alteration | 1 | 5 | Reveal | instant | 15 | Magically reveals animal tracks or other such indicators of beasts in the nearby area (15" radius around the caster) for up to an hour • this grants basic knowledge regarding the quantity, size, and identity of the beasts being tracked • also provides an indicating of their direction of travel or other relative location information, but does not reveal their exact location • grants +1 Perception per Tier if any Stat rolls need to be made (i.e. rolling to locate a creature that the caster knows is hiding in the area) |
Web Snare | Alteration | 1 | 2 per Tier | Control | action | 15 | Spider webs are flung at a single target in a 0.5" per Tier radius • use a Dodge test instead of a Resistance roll to see if targets are hit • targets which fail the Dodge test have their movement halted and are Snared for 1 round • flying targets are grounded, taking the appropriate amount of fall damage if hit the ground • at Tier 3 the webbing becomes persistent and targets must attempt to pass a strength test in order to break free • at Tier 6 the webbing applies a -3 Strength modifier to the target |
Imbue Grapple | Destruction | 1 | 3 | Imbue | instant | 4 | Creeping vines envelope a weapon, granting it a Grapple effect on hit. If used on a ranged projectile attack the grapple is maintained at range by a thick vine connecting the target to the caster and can be used like a harpoon or grappling hook. |
Bestial Rage | Fortification | 2 | 5 | Empower | instant | self | while active caster has +2 nature, wild, physical and primal damage • consume to gain an extra regular mainhand attack this round |
Camoflage | Alteration | 2 | 3 per target | Modify | instant | 15 | targets blend in with any natural environment and is virtually undetectable by natural senses so long as it does not move or take action, no effect if indoors/urban environment |
Lifebloom | Fortification | 2 | 2/Tier | Healing | action | 15 | A single target receives 1d6+1 healing per round for 1 round per Tier (i.e. T6 version heals 1d6+1 immediately, and then 1d6+1 per round for 5 more rounds) • if forcibly removed or dispelled in any way all remaining rounds of healing are applied immediately • if target is healed by a faith power while Lifebloom is active, the Lifebloom effects are automatically refreshed • critical cast and modifiers apply to the first round only |
Imbue Poison | Destruction | 2 | 4 / 8 / 12 | Imbue | instant | 4 | Imbues a poison of the casters choice • Tier 2 is Simple poison • Tier3 is Complex Poison • Tier4 is Superior Poison • Tier5 is Matchless Poison |
Primal Mind | Alteration | 2 | 6 | Hex | instant | 12 | target will always attack the closest target friend or foe & have +2 damage • consuming the hex causes the target to make an auto-hit max damage attack with their own main-hand weapon against themself |
Widows Hex | Alteration | 2 | 6 | Hex | instant | 12 | target's Natural resistance is reduced by 20 for the duration of the hex, increasing to 40 if attempting to resist poison, poison like effects, or disease • consuming the hex prevents the target from healing in anyway for 1 full round |
Strangle Vines | Conjuration | 2 | 1+1/tier | Binding | action | 10 | target cannot move, and unless they pass a strength test they also cannot use actions/instants, any damage breaks the vines |
Toxic Ward | Fortification | 2 | 5 | Ward | instant | 8 | while ward is active target is immune to the persistent effects of any poison, venom or toxin • also automatically removes any existing Poisons when cast on a target • when consumed the ward grants +50 Natural resistance, increases to +60 if resisting Nature and Toxic Powers |
Wild Wrath | Destruction | 2 | 3 per Tier | Shot | action | 24 | A surge of wrathful energy strikes the target for 1d6 wild damage per Tier • if successfully causing damage, generates 1 Cycle of Life stack for every 5+ rolled |
Briarthorns | Devastation | 2 | 6 | Nova | action | 1 | razor sharp thorns spring up from the ground around the casters feet • inflicts 2d6 physical damage • if the caster does not move in subsequent rounds, this damage is repeated for any targets that remain inside or attempt to move into or out of the 1" radius around the caster for up to 3 rounds • effect is automatically cancelled if caster moves and can be dispelled |
Herdstone | Conjuration | 2 | 5 per Tier | Totem | instant | 8 | radius 3" • any friendly that starts its movement within the radius of the Herdstone is granted 1d6 per Tier Trample effect for that movement • stacks with other sources of Trample. |
Stinking Quagmire | Devastation | 2 | 8 | Trap | action | 20 | The ground is transformed into a foul smelling bog in a 4" radius, which counts as difficult terrain (reduces movement). Anyone caught in the quagmire or moving through it is infected with a single poison effect that counts as both Simple Deadly Poison and Simple Weakening Poison. |
Conjure Treant | Conjuration | 2 | 3x Creatures Threat Rating | Minion | action (uninterrupted) or 1 minute | 6 | Summons an Treant (see CoC) based on the Tier of the Power •Tier2 = Ent Sapling •Tier3 = Lesser Ent •Tier4 = Middling Ent •Tier5 = Greater Ent •Tier6 = Elder Ent |
Transmute Poison | Alteration | 2 | 4 / 8 / 12 | Transmute | action | 8 | transmutes a small amount of liquid into a type of poison of the casters choice • Tier 2 is Simple poison, Tier 4 is Complex Poison, Tier 6 is Superior Poison • can also be used to transmute a small amount of liquid poison into water |
Razor Leaf | Devastation | 2 | 5 | Cone | action | Cone Template | caster sends a cone of razor leaves swirling towards the foe • inflicts 2d6 physical damage, and obscuring the LoS for any targets inside the cone |
Toxic Shock | Destruction | 3 | 4 | Burst | action | 12 | For every ongoing poison or poison-like effect on the target inflict 1d8 damage |
Vampiric Toxin | Fortification | 3 | 3/Tier | Healing | action | 15 | Inflicts a single target with a vampiric poison which causes 1d4+2 damage per round for 1 round per Tier (i.e. T6 version deal 1d4+2 damage immediately, and then 1d4+2 per round for 5 more rounds) • any damage done heals a friendly target of the casters choice for the same amount • if choosing to self heal double the amount • critical cast and modifiers apply to first round only |
Nature Ward | Fortification | 3 | 6 | Ward | instant | 8 | while ward is active target is immune to any type of Grapple, necrotic effect, or any effect that would play on their bestail or primal nature • if the target is hit by an effect that would unwillingly cause it to change into something other than its natural form, that effect is negated and the ward is automatically consumed at no cost • when consumed the ward grants +50 Natural resistance, increases to +60 if resisting Nature Powers |
Barkskin | Fortification | 3 | 8 | Armor | instant | self | while active gain +10 Armor and reduce all incoming damage by 2 (including Crushing Blow damage) • after taking reducing a total of 10 damage Barkskin is destroyed, healing the caster for 2d6HP |
Carapace | Fortification | 3 | 3/Tier | Shell | action | self | self-cast only • caster is covered in a thick chitinous carapace (effects caster only) • 3 pieces per Tier, granting +1 armor per piece and +2HP per piece • any damage inflicted while active is first removed from the bonus HP granted by the carapace • for every 2HP damage inflicted 1 piece of the Carapace is destroyed |
Illusionary Beast | Conjuration | 3 | 4 per Tier | Illusion | instant | 12 | can create an illusionary beast of any kind, however the more rare and powerful the beast is the less likely the illusion will be believed (i.e. a giant rat in a sewer is believable a dragon in a sewer, not as so much) • the maximum creature size of an Illusionary Beast is dictated by Tier, where Tier 1 = Tiny or Smaller, with one size increase per Tier after that (i.e. Tier 7 = Colossal) |
Worm Rot | Destruction | 3 | 7 | DOT | instant | 20 | worms burrow into the targets flesh, causing 2d4 damage per round and reducing Initiative Score by 5 for the duration • no effect on targets that do not possess organic tissue or flesh |
Fortify Poison | Alteration | 3 | 7 | Modify | instant | 12 | Caster targets a natural or magical source of poison (such as a creature, vial of poison, enchanted/imbue weapon, etc...), increasing its effects by 50% for up to 1 hour or until used or dispelled. If the poison effects cannot be quantitatively increased then increase the duration by 50% instead. Can also be self cast to increase the poison effects of the next spell cast. |
Noxious Breath | Devastation | 3 | 9 | Cone | action | Cone Template | 2d6+4 damage, all targets affected move 1" in a random direction, inflicts an exhausting poison that reduces Initiative Score by 5 for up to 3 rounds |
Primordial Ray | Devastation | 3 | 11 | Beam | action | 8 | 1d6+1d4 damage • single hit roll to all targets along line • each target hit spawns a living ooze w/in 1d6" with move:4, AC:15 • ooze moves towards the closest target • if ooze is hit or comes into base contact it explodes in a 1" radius for 1d6 natural damage |
Speed of the Cheetah | Alteration | 3 | 6 | Movement | instant | 15 | +3 movement until cancelled, dispelled, or taking damage of any kind • leaving base contact while Speed of the Cheetah is active creates a -20hit modifier for any attacks made as part of Disengaging from Combat |
Sourwood Totem | Conjuration | 3 | 6 per Tier | Totem | instant | 8 | radius 3", caster selects a single type of poison • any target that enters or passes through the radius is afflicted with that poison • the duration of poison does not tick down until leaving the radius or the totem disappears • at Tier 4 increase to Complex poisons • at Tier 5 increase to Superior Poisons |
Wild Bloom | Alteration | 3 | 18 | Environment | action | 15 | Wild flowers or mushrooms bloom in a 15" radius around caster for 3 rounds (or 1 hour outside of combat), causing stacking effects (based on the Tier) to be applied to all targets within the bloom for the duration: • (T3) +20% HP gain when any target within the bloom is healed • (T4) any healing done to a target within the bloom also restores 50% of the value in spirit (not including over heals) • (T5) grants 20% of affected targets max HP as temporary HP (lost once bloom ends) |
Virulent Bloom | Alteration | 3 | 18 | Environment | action | 15 | Toxic mushrooms or flowers bloom in a 15" radius around caster for 3 rounds (or 1 hour outside of combat), causing stacking effects (based on the Tier) to be applied to all targets within the bloom for the duration: • (T3) while within the bloom poison resistance is cut in half • (T4) poison damage or effects or duration are doubled • (T5) at the end of the duration all ongoing poison effects prolonged for another 3 rounds |
Venomous Rupture | Devastation | 3 | 10 | Bomb | instant | 12 | remains on target until it suffers from 3 ongoing poison effects • inflicts the 2x the sum total of all ongoing poison damage to all targets in a 2" radius, while the initial target only takes1x |
Grass Shield | Fortification | 3 | 7 | Shield | instant | 10 | giant blades of grass or other such flexible oversized growth springs up around the feet of the target, acting as a 1d10+6 natural and physical damage shield that also negates all negative Nature effects while active • no effect if cast on targets standing on ground where it would be impossible for organic matter to grow • the attack which destroys the shield also heals the shielded target for the same amount |
Mithridatism | Fortification | 3 | 6 | Boon | instant | 4 | +10 Natural Resistance and may re-roll any failed Resistance to a poison, poison like effect, or disease • may consume to immediately remove 1 poison or poison effect |
Savage Claws | Destruction | 3 | 4 | Shock | action | melee | Savage claws grow from the casters hand granting a 2d8 damage claw attack • can be applied to both main hand and offhand for double the spirit cost if both hands are empty • may be combined with "fist" Focus skills for both main hand and off-hand |
Eden's Call | Destruction | 4 | 8 | Amplify | instant | 12 | any Wild/Nature Destruction Power used on the target can be re-rolled as many times as the caster would like, however each re-roll reduces the damage by 10% • |
Entangling Roots | Devastation | 4 | 13 | Trap | action | 20 | Snares all targets in a 3" radius, inflicting 1d6 damage each round, until roots are broken • any damage over 6 will break the roots • after 2 rounds targets become Immobilized until roots are broken |
Seed of Eden | Devastation | 4 | 10 | Bomb | instant | 12 | remains on target until it is healed in any way • inflicting the value of the heal as damage to all targets in a 2" radius, including the initial target |
Tame Beast | Alteration | 4 | 11 | Channel | action (uninterrupted) | 12 | Brings a single beast, fey beast, bestkin, or anthromorph under the casters complete control for the duration of the channeling • each channeling lasts for 1 hour outside of combat |
Touch of the Viper | Destruction | 4 | 6 | Shock | action | melee | no initial dam but inflicts a 1d12+2 poison for up to 3 rounds, poison also has 25% (each round) chance of Immobilizing the target for 1 round |
Toxic Shield | Fortification | 4 | 10 | Shield | instant | 10 | creates a 1d12+10 natural damage shield that negates all Poison effects while active • the attack which destroys the shield inflicts the attacker with Complex Deadly Poison |
Conjure Venomous Plant | Conjuration | 4 | 12 | Sentinel | action (uninterrupted) or 1 minute | 8 | conjures a large venomous plant at a fixed location • HP = 50 • AC/resists/modifiers = same as casters • can use 'Noxious Breath' but may start template up to 6" away |
Serpents Coil | Devastation | 4 | 16 | Blast | action | 24 | The caster tosses a mote of toxic magic that explodes into a swarm of coiling serpents • inflicts 2d12 damage worth of snake bites in a 1" radius • also inflicts Superior Bewildering Poison if any damage is taken • on subsequent turn effect spreads to 2" radius but bites do only 1d12 damage after which they disappear |
The Staff of Eden | Conjuration | 4 | 15 | Weapon | instant or action | self | Conjures the Staff of Eden, a large wooden staff made from a gnarled root and wreathed in an ever shifting array of verdant green light • inflicts 1d12 damage with a 20% stun and ward-off that can be used against an unlimited number of targets each round • also boosts the effectiveness of the wielders healings spells by 20% • when cast as quasi-sentient, caster still benefits from ward-off and healing boost if it remains within 1" of the caster |
Splinter Swarm | Destruction | 4 | 10 | Missile | action | 30 | Fires a small swarm of hardwood splinters at a single target, inflicting 2d10+6 physical damage (roll vs AC) • the individual projectiles are so small that even if armor saved the target still takes half-damage |
Creeping Fumes | Alteration | 5 | 8 | Movement | instant + movement | 15 | The casters body is temporarily reduced to a toxic mist which quickly spreads along the ground in a 15" radius. The caster may use its movement to reappear undetected anywhere within 2" of the rear arc (including base contact) of an unpoisoned target within range. If used while in base contact does not count as disengaging from combat. |
Birds of Prey | Devastation | 5 | 22 | Multi | action | 24 | 1d12+8 damage, up to three separate targets |
Conjure Predator Plant | Conjuration | 5 | 10 | Sentinel | action (uninterrupted) or 1 minute | 8 | conjures a large predator plant at a fixed location • HP = 50 • AC/resists/modifiers = same as casters • has instant Grapple ability & 4d10 bite attack, both with Reach 4" |
Spore Cloud | Fortification | 5 | 20 | Defense | instant | self | while active caster is surrounded by a cloud of deadly spores in a 1" radius • spores inflict 3d6 dam to enemies & cause any strike, shot, or faith power used by the caster to be 3d6 more effective • each time the caster is hit radius increases by 1 but decreases effects by 1d6 • dissipates after being hit 3 times |
Gorgon's Mane | Fortification | 5 | 14 | Defense | instant | self | While active the casters hair becomes a writhing mass of poisonous snakes. When the caster is attacked by any target within 1" the snakes counter attack 3 times with +10 to hit vs AC, inflicting 1d6 damage per attack where each poison carries a different type of poison: • first snake carries complex deadly poison • second snake carries complex bewildering poison • third snake carries complex languishing poison • Gorgon's Mane dissipates after being attacked hit 4 times or if dispelled |
Stinger | Destruction | 5 | 14 | Missile | action | 30 | A large venomous stigner is hurled at the target, dealing 2d12 physical damage and inflicting a 1d12/round natural damage poison for up to 3 rounds. |
Seal of Transformation | Destruction | 5 | 30 | Seal | 5 minutes per Tier | 3 | Anyone attempting to break or tamper with the seal will have the portion of their body nearest to the seal transform into a random animal body part, the effect is temporary but happens so rapidly it inflicts 5d6 damage • if the seal is broken the target is polymorphed (see Polymorph power for details) at -3 Natural Resistance per Tier nearest |
The Fangs of Serpentis | Conjuration | 5 | 19 | Weapon | instant or action | self | Conjures the Fangs of Serpentis, a pair of viciously curved knives that permanently drip with the venom of the Primal demi-god Serpentis • inflicts 1d8+2 damage, Stealthy +3, Thrown +2 • inflicts poison effects that cause 1d8+2 damage per round and prevent the use of any special abilities unless first passing an Initiative test • poison effects last up to 6 rounds and are reset each time a target is wounded by the Fangs of Serpentis |
Overgrowth | Conjuration | 6 | 12 | Obstacle | action | 12 | creates an area of dense overgrowth, with an area of 1 square inch per lvl (i.e. 3"x2" would required level 6), oriented however the caster sees fit • anyone inside that area has their movement reduce by 1/4 and may break LoS by crouching down • if overgrowth is conjured on a surface that does not support organic growth (i.e. solid stone) the duration is only 2 rounds or 10 minutes out of combat |
Bestial Strike | Destruction | 6 | 10 | Strike | action | melee | +2d10+10 damage • if using a Weapon with the Dual Wield effect (i.e. Hand Weapons) you may cast Bestial Strike again to use it as an off-hand attack in the same round |
Polymorph | Alteration | 6 | 30 | Transmute | action | 8 | transforms target into any animal up to 1 size larger or 3 sizes smaller than the target, permanently taking on all its form, characteristics & instincts, but retaining targets current HP • can only use attacks/abilities as per the animal • lasts until dispelled, cancelled by caster, or target/caster dies |
Wild Tenacity | Fortification | 6 | 6 | Boon | instant | 4 | +3 Resolve (max20) and may re-roll any Resolve test • may consume to immediately negate any CC effect |
Bloat Toads | Devastation | 6 | 18 | Blast | action | 24 | the caster tosses a handful of bloated toads at the target, which explode on contact for 2d12+2d6+4 damage in a 1.5" radius • the toads do not survive and thus automatically grants 1d3 "Cycle of Life" stacks |
Mortal Toxin | Destruction | 6 | 1.5x Targets Threat Rating | Death | action | 3 | cast on any target currently under the effects of a multi-round poison, if the poison is not cured before reaching the end of its duration the target dies |
Sever Life | Destruction | 7 | 2x Targets Threat Rating | Death | action | 3 | instantly kills any target possessing true or artificial life force |
Primal Recall | Alteration | 7 | 20 per 1" radius | Portal | action | self | Creates a field of wild magic around the caster that teleports any living matter (and any non-living matter it carries) within the radius to a unoccupied location that the caster can visualize in their mind, provided it invokes some sense of home or origin • If the caster is not specific enough with the location it will default to the place of their birth • Casters can predesignate "home" locations by setting up symbolic markers such as a monoliths, cairns, engraved trees, etc... |
Ancient Treant | Conjuration | 7 | Supreme | action | 8 | UNDER DEVELOPMENT | |
Saurian Stampede | Devastation | 7 | Ultimate | action | battlefield | UNDER DEVELOPMENT | |
Soul of the Forest | Fortification | 7 | Avatar | instant | self | UNDER DEVELOPMENT | |
Natures Rebellion | None | 8 | unknown | Legendary | action | Unknown | Causes all wildlife in a given area to go on a mad rampage attacking all humanoid lifeforms |
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