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Added Austs spells

marches
Anthony Rinaldo 4 years ago
parent
commit
5591110751
  1. 12
      Spells/Fuse.txt
  2. 10
      Spells/graft.txt
  3. 10
      Spells/greater_identify_seed.txt
  4. 10
      Spells/identify_seed.txt
  5. 12
      Spells/mutate_plant.txt
  6. 11
      Spells/program_plants.txt
  7. 10
      Spells/propagate.txt

12
Spells/Fuse.txt

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Fuse
----------------------
Kind: Necromancy 5
Time: 1 minute
Range: 5ft
Components: V, S, M (a seed an a piece of a plant that you whish to fuse together)
Duration: Instantaneous
This spell allows you to produce a new seed or spore by fusing a seed from one plant and a piece of another plant. This randomly mixes the plants traits together. Depending on the source of the trait, the chance of inheriting the trait changes: 3/4 for traits from seeds, 2/3 for traits from spores, 1/2 for flowers, 1/3 for roots and 1/4 for other parts. Stats are inherited from the plant that provided the seed, if more than one seed was used the stat is randomly determined between them. These changes are inherited by the off spring and the offspring do not count as having been modified by this spell. When this spell is cast using a seed produced from this spell there is a 50% chance that the seed dies.
When cast at higher levels: For each level above 5th you can fuse an additional plant

10
Spells/graft.txt

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Graft
----------------------
Kind: Necromancy 2
Time: 1 action
Range: Touch
Components: V, S, M (a piece of the plant you want to graft onto the plant, which the spell consumes)
Duration: Instantaneous
This spell allows you to instantly graft a part of a plant to another plant.

10
Spells/greater_identify_seed.txt

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Greater Identify Seed
----------------------
Kind: Divination 5
Time: 1 action
Range: Touch
Components: V, S, M (a Parchment which the spell writes on which the spell consumes)
Duration: Instantaneous
This spell can only target seeds from a plant. Upon casting this spell, the plant's common names and scientific names are written on the parchment that is used for this spell. As well many details of the plant are also written to the parchment. This information includes but is not limited to the plants yield, growth rate, soil preference, requisite water amount, requisite watering frequency, sunlight preference and any other properties for growing the plant. If the seed would grow into a plant based monster the monsters statics and abbillities are also recorded. Furthermore you learn if the plant has been magically tampered with and what the alterations were.

10
Spells/identify_seed.txt

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Identify Seed
----------------------
Kind: Divination 1
Time: 1 action
Range: Touch
Components: V, S, M (a Parchment which the spell writes on which the spell consumes)
Duration: Instantaneous
This spell can only target seeds from a plant. Upon casting this spell, the plant's common names and scientific names are written on the parchment that is used for this spell.

12
Spells/mutate_plant.txt

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Mutate Plants
----------------------
Kind: Transmutation 2
Time: 1 action
Range: Touch
Components: V, S, M (seed which one would like to mutate)
Duration: Instantaneous
You can make one change to the seed you are holding. This can be to increase yield, alter one of it's growing conditions, or if the seed if from a monster make a small change to it's abillities. For example, you could make a clover seed have four leaves, a tri-flower frond seed grow without poison or make wheat that yields twice as much. These traits also have biotic trade offs, for example wheat that produces twice as much needs twice as many nutrients,a tri-flower frond without poison requires less nutrients and grows faster. The mutation is inherited so all of the seeds ofspring will have the new trait. Each time after the first use of this spell on a seed there is a 50\% chance of the seed dying in the process of mutation. When a seed is inherits a mutation it does not count as having this spell already cast on it
When cast at higher levels: For each level above second that this spell is cast at you can make an additional change to the seed.

11
Spells/program_plants.txt

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Program Plants
----------------------
Kind: Transmuation 2
Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You program a plant to take a simple action in reponse to a basic stimulus. The plant can move as if under the effect of the speak with plant spell in order to take this action.
At higher levels: you can specify an additional action and response.

10
Spells/propagate.txt

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Propagate
----------------------
Kind: Necromancy 3
Time: 1 action
Range: Touch
Components: V, S, M (a piece of a plant which the spell consumes)
Duration: Instantaneous
You magically infuse life into a piece of a plant. This causes the plant material to split off and form 5 seedlings of that plant.
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