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PlantSpells

PLANT

Plant spells work on plants and plant matter, both living and dead. Since wood is a common material in weapons, vehicles, and buildings, Plant spells can be useful in improving or destroying physical things. They can also be used to bring the plant world to your aid.

First Circle: Initiate

Faun’s Song (Know Plant)
R: Touch, D: Conc/Temp, T: Pers/Ind, A: Non
The caster engages in a type of communion with the woods that they are in, providing them with an intuitive sense of how to get along in the forest, and how to get the most out of the forest without causing it harm. For the remainder of the day, the caster gains a bonus to nature-oriented skills (not including spells) when in a forest or similar area. Causing significant harm to the forest obviously cancels this spell and may incite a negative response from sentient plants.

Nyyrikki’s Guide (Unveil Plant)
R: Touch, D: Conc/Moon, T: Pers/Ind, A: Non
When this spell is cast, the vegetation of the forest guides the mage (or the target of the spell) to the nearest specimen of the type of plant they seek, as long as they (or the target) continue to concentrate. The caster must have a sample of the type of plant they are looking for. An Academics test is needed to follow the subtle signs, which include pointing branches and inclined trunks. A plant of the type you seek must be within the forest you occupy, or the spell fails automatically.

Kalma’s Wilting Touch (Cantrip Plant)
R: Touch/Close, D: Inst, T: Ind, A: Non
Causes a non-living wooden object to rot and fall apart. Objects up to the size of a single door can be affected, but things that size take up to two rounds to decay. Usually, large chunks of wood start falling off the target, and slowly crumble to smaller and smaller pieces, until only dust is left.

Second Circle: Apprentice

Snare of Flidais (Rule Plant)
R: Close/Far, D: Conc/Temp, T: Room, A: Non
Animates all the grass and small plants within a field delineated from side to side by the caster’s outstretched arms and in front by no more than 15 paces of distance. The plants grab and wrap themselves around the people nearest to them (Athletics to break free, tested once per minute). If a test to break free ever botches, the victim cannot escape on his or her own. After an hour’s time, the plants release their grip and resume their normal ways. With an Athletics test, you can release one individual per round.

Silvanus’ Shield (Ward Plant)
R: Touch, D: Conc/Sun, T: Pers, A: Non
Deflects a single blow of any weapon made of wood, up to the size of a two-handed club. You can deflect a different attack each round. The attack automatically misses, but the attacker still tests to see if he or she botches (with exaggerated negative results, if they do so).

Forest’s Passage (Veil Plant)
R: Touch, D: Sun/Moon, T: Pers/Ind, A: Non
A spell created by the Arden Forest’s Green Priests, the caster draws upon the spirit of the natural world (their skin taking on a greenish hue). Until they next sleep, they may pass through dense foliage as if it did not exist. No natural barrier can hinder them, such as bogs, thickets, etc. Nor can they be tracked while this spell is in effect.

Third Circle: Disciple

Njord’s Crushing Hand (Fray Plant)
R: Far/Sight, D: Inst, T: Ind, A: Non
The caster points at the mast of a ship, calling upon Njord’s name. A bluish hand of energy appears to crush the targeted mast, causing it to explode in a shower of splinters and timber. People nearby can suffer serious injury from the flying shrapnel. Furthermore, the ship is crippled as the mast topples into the water (or doing further damage to the ship). NOTE: Only ONE mast may be targeted at a time, so larger ships may not be crippled if they have several masts.

Miming’s Living Forge (Weave Plant)
R: Touch/Far, D: Sun/Sea, T: Ind/Group, A: Non
The caster causes a living tree to bend and twist into unusual positions. Depending on what is needed, the caster can make a cage, a shelter, or a wall. Even the leaves can be commanded, maybe to form a solid roof that sheds rain. Takes one to ten minutes to complete (depending on the complexity of the new shape), during which time the caster must maintain concentration. Advanced versions of the spell can incorporate nearby trees as well for more complex creations. The trees, however, remain alive and will eventually return to their normal shape without further use of the spell.

Boggin’s Hammer (Perfect Plant)
R: Touch/Close, D: Sea/Perm, T: Ind, A: Non
The caster strengthens and perfects an item created from plant matter, such as rope, armor, or wooden beams. For example, the caster could make a wooden staff the consistency of bronze, thus increasing the damage it can do. Or they could strengthen the hull of ship, by casting this spell on individual planks.

Fourth Circle: Adept

Demeter’s Harvest (Transform Plant)
R: Touch, D: Inst, T: Room/Area, A: Non
This spell transforms dying plants or dead plant matter into healthy and edible plants/vegetables. Furthermore, the caster may choose a food crop for the plants to become such as corn, peas, tomatoes, etc. If the caster does not choose, the plants will become a geographically appropriate food crop. Note: Once transformed, the plants must be maintained as usual or they will wither and die naturally.

Autumn’s Embrace (Unweave Plant)
R: Close/Far, D: Inst, T: Ind/Room, A: Non
The caster causes a tree to wither and die, shedding its leaves and bark over the space of a minute. Wherever the leaves touch, the grass and other vegetation begins to revert to their autumnal state (brown and dried out); this is an area roughly 10 paces in diameter.

Call Forth the Dryad (Compel Plant)
R: Touch/Close, D: Sun/Perm, T: Ind, A: Non
Raises any tree into a state of consciousness resembling that of a human. Such a tree can see and hear what is going on around it, and at a normal human level of perception. Such a tree may share some mental attributes or personality traits with the caster. The tree can rearrange its branches over the course of several hours, though too slowly for people to observe the movement from second to second.

Fifth Circle: Master

Demeter’s Bountiful Feast (Conjure Plant)
R: Touch, D: Year, T: Boundary, A: Non
A step above Demeter’s Blessing, this ritual, which must be cast at noon on the day after the winter solstice, attempts to ensure that all crops that grow within its target (a well-defined boundary) will be healthy and fruitful throughout the year. The spell protects against non-magical blight and other diseases, as well as insects. It can’t control the weather or prevent others from harming crops, but it does cause crops to be healthier, larger, and tastier than they otherwise would be. Although food plants are affected most by this ritual, all plants are made healthier to some degree.

Baba Yaga’s Haven (Summon Plant)
R: Far, D: Year/Perm, T: Area, A: Non
Turns several acres of previously normal forest into a haunted and dangerous place. The trees become gnarled and hideous, and the imaginative can see menacing faces in them. The trees also become conscious and cruel; capable of sight, hearing, and limited movement. While they cannot uproot themselves quickly (one or two hours process), they can move their branches about, and can reach the ground. Only ill-tempered animals, such as boars and crows, live in these woods, and nothing in them is edible. The only knowledge of what might happen should this ritual be attempted in a faerie forest comes from the ancient obituaries of known Will-workers.

Hel’s Dark Path (Dismiss Plant)
R: Pers, D: Temp, T: Room, A: Non
As you walk through a forest after casting this spell, all the plant material 10 paces in front of you and 5 paces to either side withers and dies. Trees are reduced to bare trunks, while their leaves and all smaller plants turn to ash. You can walk for 7 miles with each casting of this spell. Use of this spell in faerie woods is not recommended.
Page last modified on May 16, 2009, at 09:49 PM