Nature Magic is a type of magic that exists in Dungeon Siege. It is one of the four skills in the game that characters can specialize in. The primary role of a nature mage specialist is aimed at heal-spamming away at your party the entire game through the usage of Healing Wind(and rarely Major Heal) while also adding near neglectable amounts of party damage/second during a fight once Flash stops scaling and enemy armor rating begins to scale very high as well.
There exist spells aimed at buffing your party to make them stronger, however these are tedious to constantly apply and yet most are rarely significant at all, and as such most players either end up never using them the entire game or they get the mod that makes most buff spells last forever.
A fourth type of nature magic spell also exists, which is aimed in-direct offense through the usage of de-buffing and crowd control. Similar to buff spells, they are usually not significant at all and are not used due to them either doing little at their job or being a spell whose mana cost is dependent on the power level of the target, which is usually above your maximum mana when cast against targets that you'd actually want to shut down, therefore making it impossible to do so.
The final type of nature magic involves the caster transforming into a monster, which gives them exceptional survival rate compared to a human-form nature mage(comparable to a hand-to-hand fighter), but at the cost of further reducing their damage(reduces experience gain in an un-restrained party as well) and also losing the ability to heal your party until you revert back. This is best used as a reaction to being faced against the threat of being killed within one or two seconds since they aggro'ed more than two enemies during a fight.
Unlike Combat Magic, nature magic is more accurate as most spells are point-and-click or home onto the target. Due to the more supportive roles of nature magic, as well it's high accuracy, it is assumed that combat magic is generally better at dealing raw damage and offense, however this is somewhat incorrect as Flash actually has more damage than early and mid-level combat magic spells(most of the campaign), with the exception of Acid Glyph, Fireball, or if a combat mage uses Soul Lance and/or Flames in melee.
Although most of the points of a nature mage are poorly designed and would otherwise not justify using one over any other class, the ability of a higher level nature mage to cast the second best spell in the game(only behind Share Pain) at significant numbers makes them almost required to have in a normal play-through(though not having one is doable if you can cast Share Pain in the expansion).
For best results, combine Healing Wind with the Share Pain spell of a mid-level or higher combat magic caster in order to remove all difficulty of the game and beat it on Hard during a casual play-through in under ten hours.
Summons a powerful globe of electricity and hurls it at the Enemy.
62 - 120
555,699
Sun Ray
Focuses a piercing shaft of light that incinerates the Target.
instant-hit, requires focusing
66 - 120
726,471
Nova Strike
Unleashes the raw explosive power of the sun at the Target.
70 - 120
900,633
Ice Storm
Dispatches a storm of jagged ice shards from the sky above the Target.
AoE, air, random, HMC
72 - 96
990,597
Storm
Calls forth lightning from the sky to strike nearby Enemies every few seconds.
AoE, DoT, air, random, HMC
78 - 114
1,271,562
Implosion
Emits waves of disruptive energy around the Target.
82 - 120
1,455,651
Lightning Bolt
Expels a sustained arc of lightning at the Target until the Caster moves or is struck.
instant hit, sustained fire, requires focusing
84 - 118
1,537,191
Lightning Storm
Calls forth a severe lightning storm that damages Enemies in the area.
AoE, DoT, air, random, HMC
90 - 120
2,131,332
Kill
Unleashes the unbridled fury of nature in a single, killing touch.
96 - 120
2,775,399
Killing Fist
Strikes the target with a titanic force of pure will.
102 - 120
3,079,797
Icon
Name
Description
Effect
Level
Purchase price
Scroll of Resurrection
Grants the power to raise the dead. Mana cost dependent on the power of the Target, used only once.
0 - 150
60
Healing Hands
Restores Health to a single Party Member.
0 - 39
30
Charged Fist
Raises the Max Melee damage of the Caster.
1 - 15
30
Magic Armor
Surrounds the Target with a shell of magical energy, adding to Armor.
3 - 91
60
Resurrect
Grants the power to raise the dead. Mana cost dependant on power of the Target.
4 - 111
123
Iron fist
Raises the Strength of a Party Member.
8 - 24
417
Healing Wind
Surrounds the Party with a healing breeze, adding Health.
Large Party AoE
9 - 46
762
Mana Channel
Slowly transfers Mana from the Caster to the Target.
12 - 30
1,245
Accuracy
Raises the Dexterity of a Party Member.
14 - 24
2,349
Mana Shield
Absorbs damage to the Caster by drawing from Mana reserves.
17 - 37
5,079
Regeneration
Surrounds the Target with a natural aura, increasing Health recovery.
18 - 44
2,012
Anchored Shot
Raises the Target's chance to hit in Ranged combat.
20 - 35
6,627
Focused Mind
Raises the Intelligence of a Party Member.
24 - 49
15,123
Stone Skin
Surrounds the Party with a shell of magical energy, adding to Armor.
28-111
31,083
Lightfoot
Raises the Dexterity of the entire Party.
30 - 55
37,791
Major Heal
Restores Health to a single Party Member.
32 - 111
49,794
Shock Armor
Envelops the Target in a cloak of electricity, adding to Armor and causing electrical damage to attackers.
magic armor, HMC
34 - 87
54,009
Mind Spring
Raises the Intelligence of the entire Party.
38 - 58
79,518
Full Resurrect
Grants the power to raise the dead and restore them to full Health. Mana cost dependent on power of the Target.
40 - 111
126,498
Clean Strike
Raises the Target's chance to hit in Melee combat.
44 - 80
132,693
Inspiration
Enhances casting abilities of the Target, raising Intelligence, Nature Magic and Combat Magic.
45 - 62
117,528
Mana Balance
Creates a magic resonance, allowing all Party Members to share and balance out Mana. Party Members must be within cast Range.
46 - 66
118,953
Blood and iron
Raises the Strength of the entire Party.
46 - 56
119,163
Nurture
Heals the entire Party by Health per second.
46 - 111
155,049
Invincibility
Renders the Target nearly impervious to attack.
46 - 120
202,773
Frigid Armor
Envelops the Target in a coat of protective frost, adding to Armor and damages attackers, with a chance to freeze.
magic armor
50 - 98
235,875
Shared Pain
Reflects damage back to the attacker.
50 - 70
167,091
Eagle Eye
Raises the Ranged Skill of a Party Member.
Boosts ranged skill
55 - 78
290,457
Party Recharge
Infuses the Party with both Mana and Health.
58 - 78
448,962
Battle Rally
Raises the entire Party's chance to hit in Melee combat.
60 - 80
646,557
Life Balance
Creates a healing resonance, allowing all Party Members to share Health.
66 - 86
597,723
Merik's Windfall
Greatly enhances the capabilities of the entire Party, adding to Strength, to Dexterity and to Intelligence.
70 - 90
680,313
Harmony
Combines the resonant power of Life and Mana, balanced between all Party Members.
80 - 105
1,091,622
Mystic Aid
Raises the entire Party's chance to hit in Melee and Ranged Combat.
84 - 104
1,297,827
Icon
Name
Description
Effect
Level
Purchase price
Freak
Forces a single Enemy to flee from the Caster. Mana cost dependent on power of the Target.
Forces a single enemy to retreat for a few seconds.
5 - 23
135
Held
Roots a single Enemy in place. Mana cost dependent on the power of the Target.
11 - 21
499
Oversight
Blurs the vision of the Enemy, causing ranged attacks to be less accurate. Mana cost dependent on the power of the Target.
Reduces a target's ranged accuracy.
22 - 54
11,535
Charm
Forces the Enemy to guard the Caster. Mana cost dependent on power of the Target.
29 - 39
41,532
Stumble
Lowers the Enemy's chance to hit in Melee combat. Mana cost dependent on the power of the Target.
40 - 60
88,008
Ambivalence
Holds the Enemy in place.
55 - 75
361,758
Return Summoned
Removes a summoned creature from the physical plane. Mana cost dependent on power of the Target.
58 - 78
385,722
Polymorph
Transforms the Enemy into a common animal. Mana cost dependent on power of the Target.
66 - 90
628,764
Freeze
Surrounds the Enemy with ice, freezing them in place. Mana cost dependent on power of the Target.
guaranteed paralysis
69 - 89
807,351
Icon
Name
Time
Description
Effect
Level
Purchase price
Summon Killer Gremal
360
Summons a Killer Gremal to guard the Caster.
7 - 37
324
Summon Scorpion
120
Summons a Scorpion to guard the Caster.
15 - 35
3,357
Summon Helper
628
Summons a companion to gather treasure from the battlefield.
21 - 44
6,885
Summon Furok
120
Summons a Furok to guard the Caster.
22 - 42
14,592
Summon Cave Giant
120
Summons a Cave Giant to guard the Caster.
30 - 50
35,013
Summon Forest Klaw
240
Summons a Forest Klaw to guard the Caster.
35 - 55
59,727
Summon Black Wolf
360
Summons a Black Wolf to guard the Caster.
40 - 60
105,372
Summon Spiked Dweller
360
Summons a Spiked Dweller to guard the Caster.
48 - 68
183,705
Summon Larch
240
Summons a Larch to guard the Caster.
60 - 80
345,696
Summon Green Drake
120
Summons a Green Drake to guard the Caster.
86 - 106
1,468,665
Summon Frost Golem
240
Summons a Frost Golem to guard the Caster.
95 - 112
2,009,013
Summon Rock Golem
240
Summons a Rock Golem to guard the Caster.
100 - 112
2,410,854
Summon Rock Beast
120
Summons a Rock Beast to guard the Caster.
105 - 112
3,331,650
Icon
Name
Description
Effect
Level
Purchase price
Transmute
Transforms objects on the ground into gold with some loss in value. Move the pointer over an item and press the cast button ('c' by default). Potions and Spells cannot be transmuted.
1 - 111
57
Draw Near
Lures Enemies to attack the Target Party Member. Stronger monsters may be immune to the Target's pull.
41 - 78
103,659
Convert
Temporarily changes a Nature Magician into a Combat Magician of the same skill level.
Creates a rune that causes a lightning strike and damages enemies if they get too close.
7 - 27
330
Shockwave Glyph
Creates a rune that releases a shockwave that will damage enemies when they get too close.
22 - 42
13,071
Mindflare
A magical object captures the attention of nearby monsters and explodes after a time.
75 - 95
837,969
Icon
Name
Description
Effect
Level
Purchase price
Bubberjack's Orb of Poultry
A mystical chicken orbits the caster, shooting deadly eggs at nearby enemies. Found in one instance in Disco Level.
0
N/A
Lifeforce
Increases melee damage against undead for the caster by N.
3
93
Purity
The undead flee and the party members regenerate N health per second.
4 - 24
108
Orb of Frost
A glowing orb orbits the caster's body, shooting powerful blasts of frost at nearby enemies.
4 - 21
111
Respite
Causes enemies to be unable to attack the caster.
7 - 27
336
Orb of Healing
A glowing orb orbits the caster's body, healing nearby party members.
10 - 35
1,020
Orb of Lightning
A glowing orb orbits the caster's body, shooting lightning at nearby enemies.
13 - 33
1,965
Animal Rage
Increases a pack animal's chance to hit, damage, and armor.
16 - 36
4,464
Range Boost
Increases the group's range by N.
23 - 43
15,915
Icon
Name
Description
Effect
Level
Purchase price
Sleepy Gas
Surrounds the creature with a sleep inducing gas which slows down their movement.
3 - 18
75
Light of Chadek
Temporarily blinds the target, reducing the chance to hit with any weapon. Mana cost is based on the target's strength.
8 - 25
465
Diminution
The enemy shrinks, losing attack power. The effect and mana cost are based on the strength of the target.
12 - 32
1,389
Spectral Image
The ghostly figure distracts nearby enemies in combat.
55 - 80
299,130
Icon
Name
Time
Description
Effect
Level
Purchase price
Summoning a Giant Rat
360
Summons a Giant Rat to protect the caster.
4 - 25
153
Summon Cave Bear
240
Summons a Cave Bear to protect the caster.
11 - 23
903
Summon Chomper
120
Summons a Chomper to protect the caster.
14 - 34
2,511
Summon Barkrunner
240
Summons a Barkrunner to protect the caster.
19 - 40
7,176
Summon Zepheryl
360
Summons a Zepheryl to protect the caster.
23 - 50
15,594
Summon Dark Zepheryl
240
Summons a Dark Zepheryl to protect the caster.
26 - 55
22,776
Summon Scrub Howler
120
Summons a Scrub Howler to protect the caster.
37 - 62
71,622
Summon Troll Masher
120
Summons a Troll Masher to protect the caster.
73 - 93
1,134,771
Icon
Name
Time
Description
Effect
Level
Purchase price
Transform Into Wolf
60
The caster transforms into a Wolf whose life is proportional to the magician's mana.
8 - 28
552
Transformation Into Bear
60
The caster transforms into a Bear whose life is proportional to the magician's mana.
11 - 31
1,377
Transformation Into Barkrunner
60
The caster transforms into a Barkrunner whose life is proportional to the magician's mana.
15
3,552
Transform Into Giant Scorpion
60
The caster transforms into a Giant Scorpion whose life is proportional to the magician's mana.
25 - 45
19,020
Transform Into Rock Beast
60
The caster transforms into a Rock Beast whose life is proportional to the magician's mana.
55 - 80
533,772
Transform Into Molten Golem
60
The caster transforms into a Molten Golem whose life is proportional to the magician's mana.
90 - 110
2,107,122
Icon
Name
Description
Effect
Level
Purchase price
Transmute to Health Potion
Transforms objects on the ground into healing potions. Hover over an item and press the button to cast the spell ('c' by default). Only weapons and armor can be transmuted.
5 - 25
195
Transmute All
Turns all items around the mage into gold.
9 - 131
714
Transmute to Mana Potion
Transforms objects on the ground into mana potions. Hover over an item and press the button to cast the spell ('c' by default). Only weapons and armor can be transmuted.
13 - 33
2,106
Transmogrification
Turns healing potions on the ground into mana potions and mana potions into healing potions.
26
23,130
Create Health Potion
Spawns a health potion on the ground.
51 - 105
237,396
Notes[]
The number N depends on the current skill of the caster and/or on the amount of mana.
Most offensive nature magic is lightning, bolt, ice shard, and flare spells. Almost all spells in this category are self-casting, plus many spells have an instant enemy hit speed.
Protection category spells only affect the character and his unit, as well as summoned creatures. The duration of most buff spells can be greatly increased by casting the same spell on the player multiple times.