Fungalmancy

Elementalism - Botanamancy Ability The ability to control and manipulate Fungal Growths.

Plant Life - Elementalism

XP Cost: 1   Prerequisites: Botanamancy

Action Type(s) Motion, Action, Spell Attack
ARP Cost 1 (Motions Excluded)
Range 10 Meters
Area 4 Meters
Requirements 1 Free Hand
Sustain 1 ARP
Traits Visible, Audible

You can control and manipulate flowering fungal growth, but not their spores.

Using a Motion: Cause a 4 meter area of flowering fungal growth within Range to immediately double in size, change food traits or change in coloration or shape. Causing fungal growths to alter in this way more than once in a 24 hour period will result in the rotting of the fungal growth.

Mycilic Healing: Use an Action to Restore up to 1d6 + Caster Modifier HP to a fungus or fungaloid within Range,

Or Cause a fungal growth within range to Move and or Animate as you see fit (funguses cannot move more than 2 meters away from the mycelium layer).

Toxic Cloud: Use and Action to  can cause a 4 meter area of fungal growth within Range to release a cloud of toxic spores. The Toxic cloud Persists for 1d4 + 1 Rounds and can be dispersed by strong winds or consumed by fire. Living creatures that start their turn in or move through the area must roll a Constitution Saving Throw. The DC is equal to the Caster’s Spell Save DC.

Creatures that Fail the Saving are dealt 2d6 Toxic Damage.

Creatures that Pass the Saving Throw are dealt half the above damage.

Sustain: Sustaining this Ability allows the animated fungus to persist until this ability is no longer being sustained.

Overpower: The Caster can spend an additional ARP to overpower this Ability and Increase the Range of this Ability by 2 Meters,

Or Increase the Area of this Ability by 2 Meters,

Or add 1d6 Toxic Damage to this ability’s Toxic Cloud option,

Or add 2 to the DC for this ability’s Toxic Cloud option.