Woodmancy

Elementalism - Botanamancy Ability The ability to control and manipulate Dead, Shaped and Constructed Wood.

Plant Life - Elementalism

XP Cost: 2   Prerequisites: Treemancy

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 Dead and Shaped Wood, including wood present in construction.

Using a Motion: You can cause gaps, cracks and faults to form in wood in a 4 Meter Area within Range. These gaps can be used to gain access, leverage or make wooden structures easier to climb.

Breakboards: Using an Action, you can cause a 4 meter area of Wood within Range to move, reshape or animate as you see fit. If you desire to form complex structures or mechinations you must roll an accompanying Engineering or Fine Motor Skill Roll. The higher the skill roll, the more functional the design.

Splintering Attacks: Target any creature within Range within 4 Meters of a Tree or its Parts. Make a Ranged Spell Attack with +2 to Hit, Creatures hit by are dealt 3d6 + Caster Modifier Blunt or Puncture Damage.

Wooden Shackles: Target any creatures within Range within 4 Meters of a Tree or or its Parts. Creatures targeted must Roll DEX Saving Throw, the DC is equal to the Caster’s Spell Save DC + 2.

Creatures who Fail are Restrained until they Succeed on the Saving Throw during one of their turns or the Woody Restraints are destroyed.

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

Sustain: Sustaining this Ability allows the animated wood 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 Blunt or Puncture Damage to this ability’s Attack option,

Or add 2 to the DC for this ability’s Wooden Shackles option.