- User is able to magically heal themselves or to transfer their own energy to a single subject and heal minor injuries, such as cuts and scrapes or temporarily dull localized pain for moderate injuries.
- The larger the injury, the more intense concentration is required. However, the user is at risk of losing consciousness if the affliction they're treating is too great.
- Capable of temporarily boosting their own or a single target's natural abilities, such as (but not limited to) running, jumping, or climbing.
- When under the influence of particularly strong emotions, flowers or other types of plants have the tendency to sprout in the user's fur or in the place of their pawsteps.
- Summoned plants are often small and decorative in nature, but with intense focus can be encouraged to bloom strange flowers. These blossoms can be harvested and consumed for advantage on an action or ability roll, but spoil within six hours and are poisonous thereafter.
- User has the innate ability to tell what plants are safe or not, including fungi. They can use a +1 Survival for any additional benefits towards a specific plant each expedition.
- Users are capable of telling how and how long an individual or creature died. They can also sense in a general area where a body is located.
- A fresh corpse (deceased within the last 24 hours) can be animated and commended by the user with small, one-word commands, for up to five minutes. They can also be directed anywhere in visible range.
- Can summon a disembodied, transparent hand to cling onto one visible enemy in short range. Its touch is deathly cold and fills the target with a sense of impending dread as it saps away their energy.
- Users are capable of animating small, non-living/non-organic objects by transferring some essence of their soul into them. These automata exist for up to thirty minutes, can accomplish simple tasks, and can exert the same amount of power as their user. They are tethered by a semi-transparent thread that cannot extend further than three times the user's height.
- Capable of mending broken inorganic materials, even materials such as metal.
- Able to see through the eyes of a living, visible, hostile target for one minute and with intense concentration. Within the duration, user has one attempt to influence or control one of the enemy's actions. Their corporeal body is unable to take normal actions during this time.
- User is capable of summoning a small animal to their side once per expedition. They may communicate with the animal as they would anything else, mimicking their speech (or telepathically) for the duration of five minutes. This animal is the user's companion for the rest of the day and will follow and defend them if need be, but may run away once wounded. User can re-cast their ability to speak with their companion, as well, but requires concentration after the first time.
- With intense concentration, user can reverse the effect of a wound that's happened in the past hour on a living target. If concentration is broken while the wound is still healing, the wound re-appears in its original state.
- User gains +2 on either Animal Handling and Persuasion abilities once per day.
- Users are capable of inflicting a weak sense of general malaise on a single, visible, hostile target with concentration. This affliction lasts up to five minutes.
- Able to produce a mildly toxic venom secreted from the fangs. This venom can be coated on claws or a weapon, but will only stay active for ten minutes before the venom turns harmless. On contact with skin or fur, it will cause swelling, irritation, and redness. If bitten, a target will experience temporary nausea, numbness, and vertigo. Only the user is immune to their venom.
- User gets +1 on Nature skill checks, and +3 if poisons or antidotes are involved.