11.24 Verdamancy

Animate and manipulate plants.

Special Rules: Some spells from this mystic sphere can create undergrowth. The spellcaster can customize the appearance of the undergrowth in minor ways, but it is always composed of living plants.

11.24.1 Cantrips

Bramblepatch

Usage time: Standard action.

Manifestation, Sustain (minor)

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Choose one unattended, nonmagical 5-ft. square of earth within Medium (60 ft.) range. Brambles and similar small plants grow in the area, making it light undergrowth. If it was already light undergrowth, it becomes heavy undergrowth instead.

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Rank 2: The area increases to a Tiny (5 ft.) radius.

Rank 4: The area increases to a Small (15 ft.) radius.

Rank 6: The area increases to a Medium (30 ft.) radius.

Rapid Growth

Usage time: Standard action.

Sustain (minor)

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Choose one Larger or smaller inanimate, unattended plant within Short (30 ft.) range. In addition, choose any number of days up to a week. The target grows as if much time had passed, assuming that it received adequate nutrition during that time. When this spell ends, the plant returns to its original state.

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Rank 2: You can choose up to a month of time to grow.

Rank 4: You can choose up to three months of time to grow.

Rank 6: You can choose up to a year of time to grow.

Shape Plant

Usage time: Standard action.

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Choose one unattended, nonmagical living plant you touch. You make a Craft check to alter the target (see Craft), except that you do not need any special tools to make the check, such as an axe or pruning shears. As long as the plant’s new shape is structurally sound and conducive to life, this reshaping does not harm the plant. It will continue growing as if it had always had its new shape.

The maximum damage resistance of a plant you can affect with this ability is equal to your power. A typical solid wood object has five damage resistance. Softer plants, like grasses and bushes, might have anywhere from zero to three damage resistance.

Each time you cast this spell, you can accomplish work that would take up to two rounds with a normal Craft check.

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Rank 2: The amount of work you accomplish with the spell increases to five rounds.

Rank 4: The amount of work you accomplish with the spell increases to one minute.

Rank 6: The amount of work you accomplish with the spell increases to two minutes.

11.24.2 Rank 1 Spells

Barkskin

Rank 1

Usage time: Standard action.

Attune

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You gain a +4 enhancement bonus to damage resistance.

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Rank 3: The bonus increases to +8.

Rank 5: The bonus increases to +16.

Rank 7: The bonus increases to +32.

Blight

Rank 1

Usage time: Standard action.

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Make an attack vs. Fortitude against one living creature or plant within Short (30 ft.) range. If the target is a plant, including plant creatures, you gain a +10 accuracy bonus with this attack. In addition, you create a Medium (30 ft.) radius zone around the target that persists briefly. All undergrowth in that area shrivels away into the ground, reemerging when the effect ends.

Hit: 1d6 damage +1 per 2 power.

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The attack’s accuracy increases by +1 for each rank beyond 1.

Embedded Growth

Rank 1

Usage time: Standard action.

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Make an attack vs. Reflex and Fortitude against one creature within Short (30 ft.) range.

Hit: 1d6 damage +1 per 2 power damage immediately, and again during your next action. Whenever it takes damage in this way, light undergrowth briefly fills its space and all adjacent spaces.

Critical hit: All instances of damage are doubled, not just the initial damage.

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The attack’s accuracy increases by +1 for each rank beyond 1.

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You throw a seed that embeds itself in a foe and grows painfully.

Flourishing Grass

Rank 1

Usage time: Standard action.

Attune, Manifestation

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At the end of each round, you may choose to cause grass to extend out onto the ground in a Small (15 ft.) radius around you. When you do, that area becomes covered in light undergrowth. Whenever your location changes by any means, the grass retreats back to your body.

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Long, thin grass continuously grows and writhes on your body. You can extend the grass to surround you at a whim.

Herbal Antidote

Rank 1

Usage time: Standard action.

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Choose yourself or one ally within Medium (60 ft.) range. The target gains an additional success to resist a poison currently affecting it (see Poison).

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Rank 3: The number of additional successes increases to two. The target can split these successes among any number of different poisons affecting it.

Rank 5: The number of additional successes increases to three.

Rank 7: The number of additional successes increases to four.

Shillelagh

Rank 1

Casting time: Minor action.

Sustain (attuneable, free)

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Choose one nonmagical, unattended stick of wood you touch. You transform the target into a club, quarterstaff, or sap, as you choose (see Weapons). You cannot change the target’s size by more than one size category. You use the higher of your magical power and your mundane power to determine your damage with the weapon (see Power).

Survivalist

Rank 1

Usage time: Standard action.

Attune

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If you have Survival as a trained skill, you gain a +3 enhancement bonus to it. Otherwise, you are treated as being trained in that skill.

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Rank 3: The bonus increases to +4.

Rank 5: The bonus increases to +5.

Rank 7: The bonus increases to +6.

Tripping Vine

Rank 1

Usage time: Standard action.

Manifestation

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Make an attack vs. Fortitude against one creature within Short (30 ft.) range. You gain a +2 accuracy bonus if the target is in undergrowth. After you attack, light undergrowth briefly fills the target’s space and all adjacent spaces.

Hit: The target falls prone.

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The attack’s accuracy increases by +1 for each rank beyond 1.

Verdant Armor

Rank 1

Usage time: Standard action.

Attune, Manifestation

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When you cast this spell, you choose a type of body armor you are proficient with that is not normally made from metal. Plants grow around your body, functioning like your chosen type of armor for you, except that the encumbrance of the armor is reduced by 2. These plants are considered to be normal plants for the purpose of abilities that require plants to be near targets, such as spells from this mystic sphere. This spell has no effect if you are wearing other body armor.

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Rank 2: The armor can be created from any special material other than dragonhide (see Armor Special Materials). Its rank cannot exceed your spellcasting rank with this spell.

Vine Tentacle

Rank 1

Usage time: Standard action.

Attune, Manifestation

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A long, slender vine grows around your body. You can use it as a natural weapon, though it does not require a free hand to use. The weapon deals 1d6 bludgeoning damage and has the Light and Long weapon tags (see Weapon Tags). You use the higher of your magical power and your mundane power to determine its damage with strikes using the weapon (see Power).

You can attune to this spell multiple times. Each time, you gain an additional vine tentacle, which can allow you to make dual strikes using your vine tentacles.

Wall of Thorns

Rank 1

Usage time: Standard action.

Barrier, Manifestation, Sustain (attuneable, minor)

Cost: After you use this ability, you briefly cannot use it or any other Barrier ability.

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You create a Medium (30 ft. long) wall of thorns within Medium (60 ft.) range. The base of at least half of the wall must be in arable earth. The wall is four inches thick, but permeable. It provides cover to attacks made through the wall, but does not fully block sight. It has hit points equal to three times your power, and is destroyed when its hit points become negative. A field of light undergrowth spreads on the ground in all squares adjacent to the wall.

Creatures can pass through the wall, though it costs five extra feet of movement to move through the wall. Whenever anything passes through the wall, make a reactive attack vs. Armor against it. You can only make this attack against a given target once per phase.

Hit: 1d6 damage +1 per 2 power.

Miss: Half damage.

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The attack’s accuracy increases by +1 for each rank beyond 1.

11.24.3 Rank 2 Spells

Braided Vine Tentacle

Rank 2

Usage time: Standard action.

Attune, Manifestation

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You gain a vine natural weapon that replaces one of your free hands. The weapon deals 1d10 bludgeoning damage and has the Maneuverable and Sweeping (1) weapon tags (see Weapon Tags). You use the higher of your magical power and your mundane power to determine your damage with strikes using the weapon (see Power).

Erupting Spikefruit

Rank 2

Usage time: Standard action.

Manifestation

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You create a patch of growing fruit in a Small (15 ft.) radius zone within Short (30 ft.) range. The patch becomes light undergrowth if there was no undergrowth there, and any existing light undergrowth becomes heavy undergrowth. During your next action, the fruits explode, and you make an attack vs. Armor against all creatures in the area. When the fruits explode, the undergrowth disappears.

Hit: 1d6 damage +1 per power.

Miss: Half damage.

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The attack’s accuracy increases by +1 for each rank beyond 2.

Plant Growth

Rank 2

Usage time: Standard action.

Manifestation, Sustain (attuneable, minor)

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Choose a Small (15 ft.) radius zone within Long (90 ft.) range. In addition, choose whether you want plants within the area to grow or diminish.

If you choose for plants to grow, all earth and unworked stone within the area becomes overrun with light undergrowth. Light undergrowth within the area is increased in density to heavy undergrowth. If you choose for plants to diminish, all heavy undergrowth in the area is reduced to light undergrowth, and all light undergrowth is removed.

When this spell’s duration ends, the plants return to their original size.

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Rank 4: You can choose to affect a Medium (30 ft.) radius instead.

Rank 6: You can choose to affect a Large (60 ft.) radius instead.

Poison Nightshade

Rank 2

Usage time: Standard action.

Manifestation, Poison

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Choose one living creature you touch. It becomes poisoned by nightshade (see Poison). The poison inflicts 1d8+1d6 damage per poison stage. The stage 3 effect also ends the poison.

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The poison’s accuracy increases by +1 for each rank beyond 2.

Vinestorm

Rank 2

Usage time: Standard action.

Manifestation

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Make an attack vs. Armor against all creatures within a Small (15 ft.) radius from you. You gain a +2 accuracy bonus against each target in undergrowth. After you attack, light undergrowth briefly fills the area.

Hit: 1d6 damage +1 per 2 power.

Miss: Half damage.

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The attack’s accuracy increases by +1 for each rank beyond 2.

11.24.4 Rank 3 Spells

Entangle

Rank 3

Usage time: Standard action.

Manifestation

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Make an attack vs. Reflex against one Large or smaller grounded creature within Medium (60 ft.) range. You gain a +2 accuracy bonus if the target is in undergrowth.

Hit: The target is slowed (half speed, -2 Armor and Ref) as a condition. This condition can be removed if the target makes a difficulty value 8 Strength check as a movement to break the plants. If the target makes this check as a standard action, it gains a +5 bonus. In addition, this condition is removed if the target takes damage from a Fire ability.

Critical hit: The condition must be removed an additional time before the effect ends.

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The attack’s accuracy increases by +1 for each rank beyond 3.

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Plants grow from nowhere to trap your foe.

Fire Seeds

Rank 3

Usage time: Standard action.

Fire, Sustain (attuneable, minor)

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You transform up to three unattended acorns or similar seed structures you touch into small bombs. As a standard action, you or another creature can throw the acorn up to 30 feet. When thrown individually in this way, the acorn detonates, and you make an attack vs. Reflex against everything within a Small (15 ft.) radius of the struck creature or object. If the acorn is destroyed in any other way, it has no effect.

Hit: 1d6 damage +1 per 2 power.

Miss: Half damage.

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The attack’s accuracy increases by +1 for each rank beyond 3.

Mass Barkskin

Rank 3

Usage time: Standard action.

Attune (target)

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This spell functions like the barkskin spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.

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Rank 5: The bonus increases to +8.

Rank 7: The bonus increases to +16.

Mass Flourishing Grass

Rank 3

Usage time: Standard action.

Attune (target)

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This spell functions like the flourishing grass spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.

Poison Sassone Leaf

Rank 3

Usage time: Standard action.

Manifestation, Poison

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Choose one living creature you touch. It becomes poisoned by sassone leaf (see Poison). The poison inflicts 2d10 damage per poison stage. The stage 3 effect also ends the poison.

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The poison’s accuracy increases by +1 for each rank beyond 3.

11.24.5 Rank 4 Spells

Mass Vine Tentacle

Rank 4

Usage time: Standard action.

Manifestation, Attune (target)

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This spell functions like the vine tentacle spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range. Each target uses the higher of your magical power and its own mundane power to determine its damage with strikes using the weapon.

Massive Wall of Thorns

Rank 4

Usage time: Standard action.

Barrier, Manifestation, Sustain (attuneable, minor)

Cost: After you use this ability, you briefly cannot use it or any other Barrier ability.

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This spell functions like the wall of thorns spell, except that the damage increases to 1d6 damage per 2 power. In addition, the area increases to a Large (60 ft. long) wall, and the range increases to Long (90 ft.) range.

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The attack’s accuracy increases by +1 for each rank beyond 4.

Mighty Embedded Growth

Rank 4

Usage time: Standard action.

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This spell functions like the embedded growth spell, except that the damage increases to 1d6 damage per 2 power.

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The attack’s accuracy increases by +1 for each rank beyond 4.

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You throw a seed that embeds itself in a foe and grows painfully.

Poison Arsenic

Rank 4

Usage time: Standard action.

Manifestation, Poison

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Choose one living creature you touch. It becomes poisoned by arsenic (see Poison). The poison inflicts 3d10 damage per poison stage. The stage 3 effect also ends the poison.

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The poison’s accuracy increases by +1 for each rank beyond 4.

Poison Nitharit

Rank 4

Usage time: Standard action.

Manifestation

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Choose one living creature you touch. It becomes poisoned by nitharit (see Poison). The poison’s stage 1 effect makes the target stunned while the poison lasts.

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The poison’s accuracy increases by +1 for each rank beyond 4.

11.24.6 Rank 5 Spells

Fire Seed Swarm

Rank 5

Usage time: Standard action.

Fire, Sustain (attuneable, minor)

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This spell functions like the fire seeds spell, except that the damage increases to 1d8 damage +1 per power. In addition, you can create up to six seeds at once instead of only three.

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The attack’s accuracy increases by +1 for each rank beyond 5.

Mass Braided Vine Tentacle

Rank 5

Usage time: Standard action.

Manifestation, Attune (target)

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This spell functions like the braided vine tentacle spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range. Each target uses the higher of your magical power and its own mundane power to determine its damage with strikes using the weapon.

Mass Entangle

Rank 5

Usage time: Standard action.

Manifestation

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This spell functions like the entangle spell, except that it affects all creatures in a Medium (30 ft.) radius within Medium (60 ft.) range.

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The attack’s accuracy increases by +1 for each rank beyond 5.

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Plants grow from nowhere to trap your foe.

Massive Erupting Spikefruit

Rank 5

Usage time: Standard action.

Manifestation

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This spell functions like the erupting spikefruit spell, except that the damage increases to 1d6 damage plus 1d6 per 2 power, and the area increases to a Medium (30 ft.) radius within Long (90 ft.) range.

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The attack’s accuracy increases by +1 for each rank beyond 5.

Massive Flourishing Grass

Rank 5

Usage time: Standard action.

Attune, Manifestation

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This spell functions like the flourishing grass spell, except that the area of undergrowth increases to a Large (60 ft.) radius.

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Long, thin grass continuously grows and writhes on your body. You can extend the grass to surround you at a whim.

Massive Vinestorm

Rank 5

Usage time: Standard action.

Manifestation

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Make an attack vs. Armor against all enemies within a Large (60 ft.) radius from you. You gain a +2 accuracy bonus against each target in undergrowth. After you attack, light undergrowth briefly fills the area.

Hit: 1d8 damage +1 per power.

Miss: Half damage.

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The attack’s accuracy increases by +1 for each rank beyond 5.

Mighty Blight

Rank 5

Usage time: Standard action.

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This spell functions like the blight spell, except that the damage increases to 1d6 damage plus 1d6 per 2 power.

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The attack’s accuracy increases by +1 for each rank beyond 5.

Poison Bloodroot

Rank 5

Usage time: Standard action.

Manifestation, Poison

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Choose one living creature you touch. It becomes poisoned by sassone leaf (see Poison). You gain a +1 accuracy bonus with the poison. The poison’s stage 1 effect makes the target slowed while the poison lasts.

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The poison’s accuracy increases by +1 for each rank beyond 5.

11.24.7 Rank 6 Spells

Mighty Fire Seeds

Rank 6

Usage time: Standard action.

Fire, Sustain (attuneable, minor)

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This spell functions like the fire seeds spell, except that the damage increases to 1d6 damage plus 1d6 per 2 power.

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The attack’s accuracy increases by +1 for each rank beyond 6.

Mighty Vine Tentacle

Rank 6

Usage time: Standard action.

Attune, Manifestation

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This spell functions like the vine tentacle spell, except that the damage dealt by the weapon increases to 1d10.

Mighty Vinestorm

Rank 6

Usage time: Standard action.

Manifestation

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Make an attack vs. Armor against all enemies within a Small (15 ft.) radius from you. You gain a +2 accuracy bonus against each target in undergrowth. After you attack, light undergrowth briefly fills the area.

Hit: 1d6 damage plus 1d6 per 2 power.

Miss: Half damage.

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The attack’s accuracy increases by +1 for each rank beyond 6.

Poison Black Lotus

Rank 6

Usage time: Standard action.

Manifestation, Poison

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Choose one living creature you touch. It becomes poisoned by black lotus extract (see Poison). The poison inflicts 5d8 damage per poison stage.

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The poison’s accuracy increases by +1 for each rank beyond 6.

11.24.8 Rank 7 Spells

Intense Flourishing Grass

Rank 7

Usage time: Standard action.

Attune, Manifestation

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This spell functions like the flourishing grass spell, except that the area becomes heavy undergrowth instead of light undergrowth. Since the grass retreats whenever you move, it does not impede your movement, though it does impede the movement of any other creatures that move simultaneously.

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A great mass of long, thin grass continuously grows and writhes on your body. You can extend the grass to surround you at a whim.

Treeseal

Rank 7

Usage time: Standard action.

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Make an attack vs. Fortitude against one Large or smaller grounded creature within Medium (60 ft.) range.

Hit: A Huge grove of trees grows around the target, trapping it inside the wood as a condition. While it is trapped in the trees, it is paralyzed (cannot move) and does not have line of sight or line of effect to any creature other than itself.

The grove has hit points equal to five times your power, all of its defenses are 5, and it is destroyed when its hit points become negative. If the grove is destroyed, this condition ends. Special movement abilities such as teleportation can also remove the target from the trees, ending this effect. Once this condition ends, the target becomes immune to it until it takes a short rest.

Critical hit: The condition must be removed an additional time before the effect ends.