Plant Manipulation

Cause nearby plants to do your bidding.

Tier I - Druid Spell

Cause nearby plants to do your bidding.

Spell Tier I
Action Type Motion
Mana Cost 1
Range 10 Meters
Requirements Voice, 1 Free Hand
Sustain 1 Mana
Traits Audible, Visible

Plants can, apparently, move much more quickly when there’s a druid to impress.

Effect: Use your Motion to cause 1 meter tile of plant life within Range to Move up to 6 Meters and Perform an Action. Different plants excel at different tasks. 

Trees

Trees are solid and weighty and can cause a lot of damage if they drop a limb or branch on something.

Timber!: A 1 x 3 Meter area within Range, under a large tree or woody plant structure is targeted by this attack. Creatures in the area must roll a Dexterity Saving Throw. The DC is equal to the caster’s Spell Save DC.

Fail: Creatures that Fail the Saving Throw are dealt 3d10+2 Blunt Damage.

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

Undergrowth

Weeds, Grasses and Brambles are excellent at delivering cuts, slowing large creatures and restraining smaller ones.

Ten Thousand Cuts: The undergrowth can make an Attack vs an adjacent Target, 1d20 + Caster’s Spell Attack Modifier. If they Hit, they deal 6d4+2 Slash Damage to the Target.

Crippling Undergrowth: The undergrowth may occupy the same space as a Large or Smaller creature and attempt to restrain them. The Creature(s) in its Area must Roll a Strength or Dexterity Saving Throw. The DC is equal to the caster’s Spell Save DC. 

Fail: Creatures that Fail the saving throw are grappled and cannot use their Movement until they Attempt to Break the Grapple using their Action, or destroy the grasses/weeds grappling them. The DC to escape is equal to the caster’s Spell Save DC.

Pass: Creatures that Pass the saving throw have their movement reduced by 2 meters until they are no longer in the area.

Vines & Roots

Vines and roots excel at grappling, tripping and strangling creatures.

Tripping Roots: The mass of vines or roots can attempt to trip a large or smaller creature. They make an Attack Roll vs the Target, 1d20+ Caster’s Spell Attack Modifier. If they Hit they cause the Creature to be knocked prone.

Grappling Vines: The mass of vines or roots can attempt to grapple and potentially restrain a large or smaller creature. They make an Attack Roll vs the Target, 1d20+ Caster’s Spell Attack Modifier. If they Hit they Grapple the Creature. Causing them to be unable to use their Movement until they use their Action to attempt to escape the grapple or the vines grappling them are destroyed. The DC to escape is equal to the caster’s Spell Save DC.

Strangling Vines: The mass of vines or roots can attempt to strangle a large or smaller currently grappled living creature. They make an Attack Roll vs the Target, 1d20+ Caster’s Spell Attack Modifier. If they Hit they cause the Creature to suffer from the Suffocating Condition until they use their Action to attempt to escape the grapple or the vines grappling them are destroyed. The DC to escape is equal to the caster’s Spell Save DC.

Restraining Vines: The mass of vines or roots can attempt to strangle a large or smaller currently grappled creature. They make an Attack Roll vs the Target, 1d20+ Caster’s Spell Attack Modifier. If they Hit they cause the Creature to suffer from the Restrained Condition until they use their Action to attempt to escape the grapple or the vines grappling them are destroyed. The DC to escape is equal to the caster’s Spell Save DC.

Be aware of the risks you place these plants in and use the right plant for the right job. Plant life may refuse a command to sacrifice themselves or harm themselves or creatures they consider allies.

Overpower: The caster can spend 1 additional Mana to increase the Range of this Spell by 5 Meters,

Or cause an additional meter of plant life within range to Move and use their Action,

Or cause the same meter of plant life to take an additional Movement and Action.