A Preface:  

What are the gods?  Nothing, nothing significant at all...

- Tenfold Tennesar


A Synopsis:

Nature, in all its manifestations, is the underlying core and foundation of existence.  It is the source of all power and knowledge.  We are not talking just about the "natural world" so to speak (although that is the foundation), but all things derived from it that cause us and the world around us exist.  The growing trees are an example of energy, and the dying decaying forest is an example of entropy.  Other examples are air , earth, fire, and water, which spring from and embody the "natural" forces; Energy, Entropy, Matter, Time, and Space.  These are the "Forces" of existence.

As a person paddles a boat, and moves against the current, they are manipulating the forces around them, albeit in a crude but fundamental way.  As a person lights a fire to warm their home and prolong their life, so can they use the flames to destroy things in accordance with their will.

Such is the way of magic.  Those with the aptitude manipulate the forces in ways others cannot comprehend, or have the strength to channel.  It is all a matter of scale.  The greatest of elementals and nature spirits affect the world around them with their power.  If one was to use such a spurious word, they would be the closest thing to "gods" that there is.

I submit, what is a god but a more powerful magical adept?  Did they create the world and the Forces?  Evidence and contradictions in mythos say they did not.  They can't all have "created the world and populated it with people and creatures.  Therefore, they are within and of the system, and can't be the ones that manifested it.

The greater primordials of the beginning of time, and the nature spirits of the world are the purest incarnations of the Forces that there is.  The "gods" may be ancient, but they had to learn from those closest to the Source, the Primordials.  And this makes them lesser than Nature itself, subservient to the very Forces they claim to wield.  This is not the definition of a god.  These beings/gods (albeit mind numbingly powerful) are simply natural creatures like ourselves, and therefore are not worthy of reverence nor worship.

And some of them are petty about our reluctance to bow and scrape. That's not a being worth of the title of god.

The cosmos and the stars are more worthy of our respect than they.


Facts and Information gained after studying the book and following Tennesar's logic:


Spells added to Cleric list by Wren

You have three spell slots to spend on learning spells from Nature versus Gods.  After you choose, we will delete the ones you didn't "learn".

A spell's level is the number of slots you must spend to learn it.


Become Water
2nd-level transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 round

You become a burst of elemental water. Until the start of your next turn, you gain the following benefits:

  • You are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • You can move through the space of other creatures and ignore difficult terrain; the first time you move through a Large or smaller creature on a turn, it must pass a Strength saving throw or be knocked prone.

Crashing Wave
1st-level conjuration
Casting Time: 1 action
Range: Self (20 foot cone)
Components: V, S
Duration: Instantaneous

A wave of water sweeps out from you. Each creature in a 20-foot cone must make a Strength saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked 10 feet away from you. If a creature is knocked into a wall, another creature, or fails by 5 or more, it is additionally knocked prone. On a successful save, the creature takes half as much damage and is not knocked back. If there is a source of water of at least 5 cubic feet within 5 feet of you when you cast the spell, you can displace that water, increasing the range of the spell to a 25 foot cone.

At Higher Levels. When you cast this spell using a spelllot of 2nd level or higher, the damage increases by 1d6 foreach level above 1st.

Water Blast
1st-level conjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous

You conjure a ball of water before hurling it at a target. Make a ranged spell attack against the target. On a hit, the target takes 3d6 bludgeoning damage and if it is Large or smaller must make a Strength saving throw or be knocked prone.

At Higher Levels.  When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 foreach level above 1st.

Dancing Wave
2nd-level conjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute

You summon a surging mass of water into existence at a point on the ground within range. The mass of water remains cohesive filling a 5 foot radius, though only rises 3 feet from the ground. The area is difficult terrain for any creature without a swimming speed.

For the duration of the spell, as a bonus action you can move the wave of water up to 30 feet along a surface in any direction. The first time the wave enters any creature's space during a your turn, they must make a Strength saving throw or take 2d6 bludgeoning damage and be knocked prone. A creature automatically fails this saving throw if they are prone.

Water Cannon
3rd-level evocation
Cas
ting Time: 1 action
Range: Self (40-foot line)
Components: V, S
Duration: Instantaneous

You unleash a spout of water that blasts out in a line 60-foot-long and 5 foot-wide-line. Creatures in the area must make a Strength saving throw, or take 6d6 bludgeoning damage and be pushed to an open space at the end of the line away from you. If there is no open space to move to (for example they would move into a wall or another creature), they are pushed to the closest space and take an additional 2d6 bludgeoning damage and are knocked prone. On a successful save, they take half as much damage and are not pushed.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 foreach level about 3rd.

Waterspout
3rd level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

You conjure a large mass of water and form it into a whirling funnel around a point on the ground you can see. The whirling funnel fills a 10-foot-radius, 30-foot-high cylinder. Once per turn, when a creature's space becomes fully engulfed by the waterspout it must make a Strength saving throw. On a failure, it takes 2d8 bludgeoning damage, and becomes blinded, deafened, and cannot speak. At the start of its turn, it is expelled from the water to the nearest empty space. On success, they take half as much damage and suffer no effects.

On your turn, you can move the waterspout up to 20 feet in any direction along the ground, engulfing any creatures in its path. Creatures who fail their save after being engulfed by the waterspout in this way are carried along with its movement until they are ejected at the start of their turn as normal.

If the center point of this spell is over a Huge or larger body of water, the size of the waterspout is doubled.


The following spell is hinted at in further pages of Tennesar's  notes, but is beyond your comprehension and power at this time.

Form of Water
6th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes

You become a surge of elemental water. Until the spell ends, you gain the following benefits:

  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • You can move through the space of other creatures and ignore difficult terrain; the first time you move through a Large or smaller creature, it must pass a Strength saving throw or be knocked prone.
  • You can use your action to unleash a blast of water 15 feetlong and 5 feet wide extending from you in a direction your choice. Each creature in the line must make a Strength saving throw. A creature takes 5d6 bludgeoning damage and is knocked prone on a failed save, or half as much and isn't knocked prone on a successful one.