Nature Magic

Nature Magic is a magic doctrine with a storied history indeed, long predating its contemporary divine magic counterpart. With a versatile skillset for healing and support alike, alongside a solid offensive core doctrine, it's of little surprise that even now, it retains excellent popularity.
— Tsuki Koike, Eleventh Radiant Empress of Aurelia
  Nature Magic is one of the oldest magic traditions in the cluster, even outstripping Divine Magic's popularity in its prime. It was used by the Hysilens fastidiously and by most societies pre-spaceflight, but since the leap to spacefaring capacity has fallen off in usefulness a lot. Even still, its powers are valuable, and in some regions - such as Aldrin - it retains its status of a premiere magic type.  

History of Nature Magic

Before the Gates

The Hysilens' use of Nature Magic is well documented indeed, with it observably forming a foundational pillar of their society during its earliest years. As the Hysilens expanded across worlds, the usage of Nature Magic only grew in accordance, and by all metrics they were exceptionally pervasive proponents of the magic throughout the lifespan of their species.  

Early History

Even after the Hysilens vanished and the Terrans eventually took to spaceflight, nature magic was - for a time - quite common indeed, but as time went on, the use of Nature Magic began to slowly fade, its ancestral uses being replaced with extremely efficient and effective technological solutions; in many ways it went the same way as Air Magic.   That said, its versatile set of abilities meant that Nature Magic never really faded from relevancy, and even with the Shard Ritual, many a Druid has surfaced across the ages who has sought the power of nature willingly.  

Modern History

In the modern era, nature magic isn't as widespread as it once was, but it still enjoys a strong showing of support and gradual retooling of the myriad uses its abilities can offer, allowing it begin to impact natural aspects of space, though this transition is slow and expensive by its very nature.  

Aldrin History

On Aldrin, Nature Magic is extremely important; the planet-restricted populations found ample use for Nature Control in particular, but every other aspect of nature magic proved to be exceptionally effective for life on Aldrin, too.   On Aldrin, few races uses Nature Magic as much as the Elves - especially the Wood Elves - and the Faeries of Celene, both of whom rely on it intrinsically, albeit for very different reasons, and its value to the Wyldewood Magic process cannot go understated, making it doubly important to Elven interests, as the process allows Elven materials to be so exceptional.

Nature Shards

Across the cluster, nature shards are generally one of the more plentiful shard types, even though the requirements for their appearance is quite a bit more strict than other shard types. This generally means that nature shards are not concentrated in any single cluster power, as a result.   Generally speaking, nature shards can be found on planets capable of bearing shards - such as Aldrin - and are concentrated within and beneath forests on those worlds, with the vast majority needing to be mined from beneath those forests. On Aldrin itself, this is definitely true, and the biggest deposits are located within the heavily forested fey realm of Celene.  
Crysium Shards
Material | Apr 9, 2025

Crysium Shards are magically-infused crystals known to exist in space on asteroids and meteors, as well as on a precious rare few planets, such as Aldrin. Many tales are spun with regards to the origin of the shards.

 

Uses of Nature Magic

           

Healing Magic

Not unlike Divine Magic, healing magic is a fundamental aspect of Nature Magic learned early on in the career of any prospective Druid. The techniques of both Nature and Divine Healing Magics are very similar, and while both can achieve broadly similar effects, there does exist a distinction and difference between their functionalities.   Nature Magic is most famous for being a form of accelerated natural healing; the magic employs strengthening natural remedies and magical energies to reinforce the natural healing capabilities of the host. This is generally weaker than Divine Healing Magic, but the techniques are very broadly applicable to beings, even those not of the Druid's own race.   By contrast, Divine Magic Healing is most famous for leveraging the body's Aether as a vessel of regeneration. It's capable of fast-paced, combat-practical healing remedies and can heal more grievous wounds than nature magic can, but the Aether-channels of all races vary ever so slightly, which means that it's most practical to use Divine Healing on a target that is of a race near to the Cleric, or at least of a race they have expertise on the aether channels of.  

Physical Enhancement

Similar to the boons of Divine Magic, Nature Magic physical enhancements focus on the magic's capability to empower the abilities of the caster and others. Natural Physical Enhancements are distinct from the shapeshifting capabilities of Summoning Magic in that they're much more incremental and focused. Initial enhancements can include aspects such as faster movement or increased jumping distances, but at the higher end of the craft, physical empowerments similar to those synonymous with Monks become routinely possible for a nature caster to wield.
 

Offensive Nature Magic

While the primary use cases of Nature Magic are utilitarian and supportive, several distinct forms of the art exist for purely offensive use. Generally, this includes magic such as those which create acids and poisons, but also many offensive nature control spells that wield the nature itself against the enemies of a Druid, through constricting vines, insect swarms, and much more.  

Nature Control

First discovered on Aldrin, but independently discovered in the cluster itself not long after, was the ability for nature magic to control nature itself. This has a variety of uses, but the most famous one concerns plants and trees, which can be readily manipulated by a skilled Druid, both for offensive - to grow vines and the like for constriction purposes - and utilitarian - to aid in the growth of plant fields purposes. This is particularly true on Aldrin, which makes extensive use of nature control in its art.   That said, nature control doesn't just stop at plants and trees, it allows for a limited control of animals as well, which allows for a Druid to use them as both offensive combat allies and scouts, though this generally sees more use on Aldrin, as many - but not all - space flora are too large for all but the best Druids to control.  

Aldrin's Uses

Aldrin has only a single distinct use for Nature Magic, which is generally used alongside Wyldewood Magic in the pursuit of those processes, as nature control allows for a fine degree of mastery over plant life and trees in particular.


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