Plant Geomancy
Main > Feats |
(Arcane, Geomancy, School)
You can command plants to do your bidding.
Entangle
(concentration, requires grass, weeds, vines, or underbrush)
You cause plants to grow rapidly, wrapping themselves around everything in a 5 ft. radius area centered within range. This increases to 10 ft. radius at caster level 5
Creatures within this area must pass a Reflex save or gain the Clumsy 4 and Immobilized conditions.
Creatures that make their save can move as normal, but those that remain in the area must save again at the end of each turn you maintain the effect.
Creatures that move into the area must save immediately. Those that fail end their movement and gain the Clumsy 4 and Immobilized conditions.
Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check against a DC equal to the effect’s Reflex save DC.
This area is also considered difficult terrain for the duration of the effect. If the area contained plants with thorns, all creatures suffer 1 point of piercing damage each round they are within this area.
Growth
(instantaneous, requires fruit trees, berry bushes, or food crops)
You may spend a spell point to cause plants to sprout food spontaneously. You may affect up to 1 plant per caster level within range.
Each plant produces enough food to provide 3 medium-sized creatures or 1 horse with food for a day.
Pummel
(concentration, requires a tree)
You cause a tree branch to come alive and attack a foe you designate.
The tree cannot move, but it makes one slam attack each round against the designated target until you spend a move action to designate another target or until the target dies or moves out of range. A tree branch cannot flank nor aid in flanking.
You cannot designate a target you cannot perceive.
The tree has a Strength score equal to 10 + your caster level, and a to-hit modifier equal to your caster level + its Strength modifier + its size modifier. You may animate a Medium branch at 1st caster level and a Large branch beginning at 5th caster level.
An entire tree can count as a branch, provided the tree isn’t larger than your maximum pummel size.
- Medium: 1d6 damage, 5 ft reach.
- Large: +1 size bonus, 1d8 damage, 10 ft reach.
Tree Statistics
Players and Game Masters alike may require the armor class, hardness, and hit point values of the branches or trees affected by pummel.
While particular species of vegetation may cause for variance in these values, the table below are some that are suggested which may be used should such a situation arise.
Branches and trees under the effect of pummel are still objects and thus always fail saving throws. Branches as objects gain the broken condition if they lose over 50% of their hit points, and are destroyed when reduced to 0 hit points.
Because trees are objects, it is recommended that destroying a branch also reduces the overall health of each larger branch and tree by an equal amount. For example, if a juvenile tree has 4 medium branches, then destroying all four would reduce the tree’s hit points by 20, leaving it with 30 hp remaining. In the case of a massive tree, destroying 1 medium branch would reduce 1 large branch, 1 huge branch and the colossal tree’s hit points by 5.
Trees animated through the enhancement sphere should not use these statistics, but rather those provided for animated objects.
Size | Example | AC | Hardness | Hp | Number of Medium Branches |
Number of Large Branches |
Number of Huge Branches |
---|---|---|---|---|---|---|---|
Medium | Secondary Branch or Sapling | 7 | 5 | 5 | — | — | — |
Large | Primary Branch or Young Tree | 6 | 5 | 15 | — | — | — |
Huge | Juvenile Tree | 5 | 5 | 50 | 1d4 (avg 3) | — | — |
Gargantuan | Typical Adult Tree | 4 | 5 | 150 | 3d4 (avg 8) | 1d4 (avg 3) | — |
Colossal | Massive Tree | 3 | 5 | 500 | 9d4 (avg 23) | 3d4 (avg 8) | 1d4 (avg 3) |
15. COPYRIGHT NOTICE
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
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