Modifiers: Only underwater, Single Continuing Charge lasting 1 Day (Night time, darkness, or strong current to cancel), Gestures, Incantations, Limitation: only where plants can grow
Basic Spells
A bloom of algae is created underwater within the radius of the spell target, cloaking any life forms therein with a dense stew of green growth. Visibility within the effected area is reduced to zero, until darkness falls or a strong current sweeps the bloom away. The focus for this spell is a stalk of Cattail. Casting Time: 1/2 round.
ANIMATE STAFF
The staff of the Wizard animates and moves about as a large snake. The staff can follow simple commands from the Wizard. The Staff will remain animated for as long as the Wizard maintains the spell, then it returns to its original form. It can grab and squeeze a target with tremendous strength. Casting Time: 1/2 round.
BLESSING OF THE MOTHER
Restore the health of a plant or tree, causing it to gradually recover from damage and return to normal growth. The focus for this spell is some water which is sprinkled over the plant while the Wizard his making his incantation. Casting Time: 1/2 round.
BLIGHT OF NIGIL
Plants effected by this spell begin to wither and rot, turning to decaying matter. This spell is equally effective against live or dead wood, although especially hardy plants and trees may survive and recover from the damage. Casting Time: 1/2 round.
BUSH FORM
The caster alters his form and appearance, becoming indistinguishable from a bush or a sapling. The Wizard retains this shape for as long has he maintains this spell and does not move from his current location. The species of the plant matches the spell focus. Casting Time: 1/2 round.
GROW VINE
This utility spell causes a length of sturdy vine to grow from the earth. For each round the spell is maintained, the vine will grow an additional 10" vertically. The vine is sufficiently strong to be employed for climbing. The
focus for this spell is the seed of a vine, which is planted in the earth at the location where the spell is cast. Casting Time: 1/2 round.
HIDDEN GROVE
Create an illusion of dense, impassible undergrowth in a forest. Most wild predators will avoid the growth, making it an ideal place for a brief rest. The focus for this spell is a complete toadstool, including the stalk.
Casting Time: 1/2 round.
PLANT GROWTH
This spell causes a tremendous growth of foliage within the target radius, filling the area with a tangled web of leaves and branches within the brief interval of five minutes. It requires longer than normal to cast, due to the
slow response of the plants. Casting Time: 1/2 round.
PLANT TRAIL
Plants bend and move out of the way of the Wizard, leaving a trail through the growth. After a turn, the vegetation returns to its previous position, leaving little sign that anyone passed this way. This spell can also be used to pass through light wooden barriers, such as an interior door or a bamboo wall. Casting Time: 1/2 round.
College Spells
CHANGE OF SEASONS
This spell will cause plants and trees within the radius of the spell to change their form to match a different season of the year, such as budding flowers during spring, or falling leaves during the fall. Though little
practiced, this spell has proven useful for specialized tasks, such as growing fruit in winter or saving plants from a late frost. Since plants are not quick to respond in this manner, this enchantment is tedious to cast. Casting Time: 1 turn.
HAUNTED WOODS
This dark spell turns a 1km diameter area of normal woods into a haunted forest. The trees bend and twist into gnarled, sinister forms, and the area radiates a constant, sickening aura of fear. Only a short time after the spell is cast, many of the forest animals will have fled, save for the most feisty creatures, such as boars and wolves. The focus for this spell is a nut fallen from a tree that was struck by lightning. If the Wizard fails his magic skill roll, he is transformed into a twisted black tree covered in sharp barbs. The only means to reverse the transformation is to obtain the forgiveness of a wood nymph, an unlikely occurance. Casting Time: 1 hour.
LORE OF THE PLANTS
This power allows the Plant Wizard to determine the properties of a particular plant or tree through physical contact. This information can include whether parts of the plant are edible or poisonous, any health effects, what types of objects the plant is suitable for constructing, and so on. Any skills associated with plant knowledge is complementary to this spell. Casting Time: 1/2 round.
PASS TREES
By means of this spell, the Wizard is able to step into the bole of a tree and emerge from a tree of the same species within range. The focus for the spell is a seed from the tree species being used for the teleport. It is
rumored that this spell was originally taught to a Woodland Wizard by an infatuated Dryad. Casting Time: 1 round.
SHAPE TREE
This spell causes the target tree to reshape itself into a different form. The tree can be shaped to form a small hut, a lower trunk free of branches, a regular or unusual shape, or even a large nest for a Roc or other large flying creature. Casting Time: 1/2 round.
WALL OF THORNS
Creates a barrier of spiny growth covered in dark, hard thorns that tear and rip at anyone attempting to move through. The further into the growth a target penetrates, the more cuts and jabs he accumulates. Anybody remaining stationary within the growth, however, suffers no additional damage. Casting Time: 1/2 round.
Unique Spells
MARCHING FOREST
This impressive spell causes all trees and bushes within a 1km radius of the Wizard's location to uplift their roots and begin marching in the designated direction. The trees march at a leisurely 1 area movement pace, and they can not cross deep water, barren rock, or any other ground where they are unable to grow. The moving forest can be easily avoided by most creatures, unless they are surprised (an unlikely occurance) in which case they can be crushed by massive tree roots. It requires a minute to animate the trees, as the roots of each plant must be transformed so it can perambulate in the indicated direction. Once the spell expires, the trees and shrubs plant their roots once more and become static. The focus for this spell is a branch taken from a living tree. Casting Time: 1/2 round plus 1 minute.
SPORE CLOUD
A thick cloud of pollen is suddenly released from the nearby growth, causing those caught within the radius to choke and gag with nausea. Anybody breathing the pollen cloud will be slow to move or react until the effects wear off. An airtight head cover, or lack of need to breathe, will render immunity to the effects of the pollen. Casting Time: 1/2 round.
SUMMON ENTITY
By means of this spell, a Wood Mage can summon one of the long-lived Tree Folk to assist him. Whether the Entity actually does so will depend on the circumstances. He will be strongly inclined to assist the Wizard if his woods are threatened, but will otherwise be reluctant and somewhat suspiscious. Casting Time: 1 minute.
TRANSFORM PLANT
This power enables the Wizard to completely transform one plant species into another of roughly the same size and mass. The focus for the spell is a seed from the plant species which will result from the transformation. Casting Time: 1 turn.