Magic Mysteries (Part 3): Plant Magic

Today is our last spell preview for Path of the Wilds! The spells contained here are focused on manipulation of plants. Plant magic is fairly wide-spread when it comes to utility and control (like the ever-popular goodberry and entangle), but as a whole is seriously lacking in straight offensive power. For Path of the Wilds, we wanted to give players the ability to go all-in on a plant-based spellcaster by giving them ways to use verdant life on the attack. Check out some examples below!

Stay tuned for our updates later this week, where we’ll finally explore the archetypes and class options chapter for Path of the Wilds!


STINGING THORN

School conjuration (creation); Level druid 1, invoker 1, shaman 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect wooden splinter
Duration instantaneous
Saving Throw none; Spell Resistance no

A long sliver of wood flies from your outstretched hand, piercing a single target as a ranged attack. On a hit, the thorn deals 1d6 piercing damage per caster level (max 5d6). A creature struck begins bleeding for 1 point of damage each round. The bleeding can be stopped as normal with a DC 15 Heal check or the application of any effect that restores hit points. At 3rd caster level, the bleed damage increases to 1d4, and at 5th caster level the bleeding increases to 1d6.

SPORE BURST

School conjuration (creation) [acid, poison]; Level druid 3, shaman 3
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Area 15-ft.-radius burst
Duration instantaneous
Saving Throw Reflex half; Spell Resistance no

A sudden cloud of spores bursts forth from a point you specify within range. Each creature in the area takes 1d8 acid damage per two caster levels (max 5d8) and is sickened for 1d4 rounds. A successful Reflex save halves the damage and negates the sickening effect. The sickening effect is considered a poison effect.

TOXIC BLOOM

School conjuration (creation) [poison]; Level druid 5, shaman 5, witch 5
Casting Time 1 standard action
Components V, S, M (a drop of nectar)
Range close (25 ft. + 5 ft./2 levels)
Effect toxic flower blossom
Duration 1 round/level (D); see text
Saving Throw Fortitude half, partial, negates (see text); Spell Resistance no

The nectar dissolves in your hand as an oversized flower springs forth from the ground nearby. The toxic bloom is considered a small object (roughly 3 feet in height and diameter) and must be conjured in a space sufficient to hold it. It must grow on a surface, but the surface does not have to be conducive to plants: the bloom can grow upon solid stone as easily as it can in rich soil.

The bloom itself is magically hardened, having hardness 8, 40 hit points, and an AC of 5. Fire damage ignores its hardness and deals full damage to it. While the bloom remains, it emits a cloud of noxious vapor in a 15-foot-radius spread around itself, depending on the type of flower conjured. You can choose one of three flower types to create with toxic bloom:

  • Nightshade: The bloom is surrounded by an aura of deadly poison. Creatures that fail their saving throw take 1d3 Constitution damage. A successful save halves the damage (minimum 0).

  • Rafflesia: The bloom emits a disgusting aroma. Any creature that fails its saving throw is nauseated for 1 round. A successful save renders the creature sickened for 1 round instead.

  • Rose: The bloom is sickeningly sweet. Creatures with 8 HD or less that fail their saving throw fall asleep. Creatures with more than 8 HD become drowsy, taking a -5 penalty on perception checks and staggering them for 1 round. A successful save negates the effect for that turn only.

Regardless of form, destroying the toxic bloom ends the spell’s effect, but any already-applied penalties remain. Creatures with the scent ability take a -4 penalty on their saving throws against this spell’s effects. Spells that wither and destroy plant life like defoliate destroy the blossom, ending its effects.

CRUSHING ROOTS

School conjuration (creation); Level druid 7, shaman 7
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature/four caster levels, no two of which are more than 30 feet apart
Duration 1d3+1 rounds
Saving Throw Reflex partial (see text); Spell Resistance no

You conjure massive roots to ensnare and crush your foes. Each creature takes 1d6 bludgeoning damage per caster level (max 15d6), is dazed for 1 round by the constricting plants, then wrapped by the roots, entangling them for 1d3+1 rounds (though they can still move). A successful saving throw halves the damage, negates the dazing effect, and halves the duration of the entanglement. These effects only occur once when the roots are first conjured.

After the initial effects, a creature entangled by the roots must make a Reflex save at the start of its turn each round or take a further 3d6 bludgeoning damage as the plant matter continues to crush it. Succeeding on this Reflex save negates the damage for that round only. An entangled creature can attempt to break free as a standard action by making a Strength or Escape Artist check: the DC of this check is equal to the DC of this spell + 5. If they succeed they escape the roots, ending the spell for that target only.