Plant - networkingguru/incursion-roguelike GitHub Wiki

Plant

PLANT
  Granted Power: You can command plant creatures just as an evil priest commands undead. Wilderness Lore is considered a class skill for you.
Offered By: Xel.
Plant Domain Spells:
  1: Entangle (Arcana)
Level: Druid 1, Plant 1, Ranger 1
Reflex negates. Mana: 3. Base Success: 75%.
  Causes plants, vines and vegetation to rise up and entangle hostile creatures within an 80 foot globe; victims become stuck if they fail a Reflex saving throw. If there is no existing plant life to work with, the spell automatically fails.
  2: Barkskin (Thaumaturgy)
Level: Druid 2, Plant 2, Ranger 2
Mana: 20. Persistant. Base Success: 100%.
  Gives you a natural armour rating of 3, plus one for every five caster levels above 1st.
  3: Forestation (Weavecraft)
Level: Druid 2, Plant 3
Mana: 4. Base Success: 90%.
  Creates a grove of trees to spring up on open ground. The trees block normal sight, slightly hinder movement and can be used by any other spells that require trees or plants to be present.
  4: Antiplant Shell (Abjuration)
Level: Druid 4, Plant 4
Mana: 35. Persistant. Base Success: 100%.
  Evokes a 30 foot (3 square) radius globe around you into which plant creatures may not enter.
  5: Wall of Thorns (Arcana)
Level: Druid 5, Plant 5, Bard 5
Mana: 10. Base Success: 90%.
  Conjures a solid barrier composed of thick shrubbery interwoven with razor-sharp, thorny vines. The wall of thorns fills an area with diameter 30 feet (3 squares). Any creature attempting to move through it must make an Escape Artist check (DC 30). If successful it moves at 15% normal speed and takes 25 points of slashing damage.

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