The lil’ naturalist is a embodying the symbiotic dance of earth and life, wielding geomancy or druidic magic to harmonize the physical and mystical realms. Cloaked in garments of woven moss, carved wooden talismans, or stone-etched amulets, they move like a living extension of the wild, their presence coaxing vines to twist into barriers or summoning roots to ensnare foes. Their magic channels the ancient pulse of the planet—mend broken landscapes, coax crystals to bloom, or call forth stone guardians from the soil.
The lil’ naturalist is an archetype of the lil’ witch class.
Spells
A lil’ naturalist casts either geomancy spells or druidic spells, which are drawn from the geomancer spell list or druid song list. On creation, the lil’ naturalist decides what spell list she will learn. A lil’ naturalist begins play with 1 1st level spell of her choice. The lil’ naturalist also selects a number of additional 1st-level spells equal to her Wisdom modifier to add to her list of spells. Each time a character attains a new lil’ witch level, she gains one spell of her choice to add to her list of spells. The free spell must be of spell levels she can cast. Like most mages, a lil’ naturalist can find or purchase scrolls with spells or songs to add to her repertoire.
To learn or cast a spell, the lil’ naturalist must have a Wisdom score equal to at least 10 + the spell level (Wis 11 for 1st-level spells, Wis 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a lil’ naturalist’s spell is 10 + the spell level + the lil’ naturalist’s Wisdom modifier. In addition, a lil’ naturalist gains additional MP for having a high attribute (Wisdom—see Table: Bonus MP per Day (by Spell Level) on the MP System page).
This ability modifies spells.