Animate Plants
Animate Plants |
| Primal Spell, Altering, Extrinsic, Nature, Conjuring 1 |
| APC: 8 |
| SPC: 18 |
| Range: 30 ft |
| Requires: Gesture, Verbal, Visual |
| Duration: 10 minutes |
| Spell Description |
|---|
| When you finish conjuring this spell, all plants within range become semiconscious. For the duration, these plants seek to help you and your allies, and hinder your foes. For the duration, the following rules apply to the affected area. Note that the affected area does not move with you, but is the area affected when you initially finish conjuring the spell.
All spaces within 5 ft of vegetation are considered Difficult Terrain for creatures hostile to you. Your MC might determine that some areas are instead Hazardous, if the plant has spines or toxins. You and creatures that are friendly to you can ignore any Difficult or Hazardous Terrain imposed by plant life. On each of your turns for the duration, provided that you are in the affected area, you may spend 2 AP to cause a branch or root to lash out and attack an enemy in the area. Make a magic attack against the creature’s ANT, dealing 1d8 blunt damage on a hit. You may make this attack any number of times on your turn if you have enough AP. |
| Upcharge |
| Upcharge: +10 ft range per +6 SP. |