Plant
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The Plant discipline controls all plants, fungi, mold, and green things that grow upon the earth. It can achieve startling results.
Special Uses
The plant discipline is commonly used to create Poison. The DC is in the range of Poison's DC + 5, and it of course varies based upon amount created and delivery method.
This cannot create plants from nothing. For this reason many casters carry with them seeds that may be manipulated when the time is right. Similarly it cannot revive destroyed or dead plants. For this one requires the Life Discipline.
Use in Mixed Spells
No special uses.
Counterspells
No special uses.
Example Spells
Bear Fruit; Plant; DC 15, Target fruit bearing plant sprouts 1d6 of its fruits, regardless of season.
Entangle; Plant; DC 21, Plants in a 20-foot circle entangle all who enter. Creatures move at 1/2 speed in this area and are subject to a Grapple check each round - the plants' bonus is Caster's spellcasting ability + 1/2 ranks in the plant discipline. Requires Tenacity.
Free Walking; Plant; DC 22, Target creature ignores all movement restrictions from undergrowth or plant-related effects.
Bridge; Plant; DC 27, Provided plant matter grows instantly across a gap of up to 60 feet, creating a bridge that can hold up to 3000 pounds.
Wood Ward; Plant; DC 28, Wooden Projectiles explode upon nearing you, making ranged attacks with such objects impossible.
Tree Guard; Plant; DC 41, Animate 1d4 trees to defend you. GM decides stats. The trees are not intelligent and must be directed by the caster. Requires Tenacity.