Rootmancy

Elementalism - Botanamancy Ability The ability to control and manipulate Flexible Roots and Vines of plantlife.

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 flexible Root or Vine Structures, but not woody roots or vines.

Using a Motion: Cause a number of meters of Roots and/or Plantlife equal to your Training Modifier within Range to immediately store any and all available water and store it in cells within the plant. Causing them to temporarily lose their Vulnerability to Burn Damage..

Botanical Surge: Using an Action, you can Restore up to 1d10 + Caster Modifier HP to a Plant within Range,

Or Cause a Plant within Range to Move, Uproot or Animate as you see fit.

Root Attacks: Ranged Spell Attack +2 to Hit, 2d8 + Caster Modifier Puncture Damage.

Root Restraints: Creatures targeted must Roll DEX Saving Throw, the DC is equal to the Caster’s Spell Save DC.

Creatures who Fail are Knocked Prone until they Pass the DEX saving throw at the End of one of their Turns or the Root Restraints are destroyed.

Creatures that Pass are Slowed until the end of their next turn.

Sustain: Sustaining this Ability allows animated Plants to Persist until you are no longer sustaining this Ability.

Overpower: The Caster can spend an additional ARP to overpower this Ability and Add 1d6 Puncture Damage to this Abilities Attack option,

Or Control the Actions and Movement of 1 Additional root or vine within Range,

Or Add 2 to this Abilities DEX Saving Throws,

Or spend 2 additional ARP to cause Creatures Targeted by this Abilities Restraints option to suffer the Restrained Condition if they Fail the Saving Throw and are Knocked Prone if they Pass.