Plant Magic

This is the magic of dealings with plant spirits. Anyone practicing this form of magic will gain the condition, Plant Friend (e). Plant Friend is a magical condition that allows the magician to communicate with, and gain the trust of, plants.

Plant Ritual, Basic Spirit Magic Power

This power allows the magician to summon the presence of a plant spirit to perform a task. When this power is first purchased the magician is allowed to choose a lesser plant spirit. The spirit may be tasked as the magician desires; a lesser plant spirit will have their Plant Magic at 50 and all other areas at 5. Some examples of suitable tasks are, "Guard me," "Guard this place," "Teach me the skill Knowledge of Plants," "Grant me the ability to Control Plants," and the like. If the task is to gain a power or skill from the spirit, the level of success is split between the effect and the duration of the effect. The effect itself is converted into suitable skill or power pips and is applied to the level of the power or skill based on the suitable attribute of the magician. If the spirit is casting the spell, then your level of success will be split as the GM sees fit, as the spirit uses your ability to control it as the basis for the spell. If the spirit is being tasked then the effect is the time the spirit will spend working on the task (until it is completed, then the spirit will automatically depart). Here is an example of a special for Plant Ritual:

Speak with Plant, Basic Spirit Magic Power

The magician can speak to plants and plant spirits. Here is an example of a special for Speak with Plants:

Plant Pact, Difficult Spirit Magic Power

The magician is able to bargain with a plant spirit in return for the power to perform a specific magical intention. You must have the power Speak with Plants before you attempt this power. When this power is first purchased the magician is allowed to choose the magical intention of plant magic. It is assumed that the magician knows the name of a lesser plant spirit who can provide the intention. With every additional level of power the magician may choose another intention (and the name of the spirit associated with that intention). The magician must sacrifice a pip of some PF- or MA-based skill (or even the attribute itself) to gain the pact.

Additionally, you have a detriment to your roll based on the level of the plant spirit you are calling: -5 for lesser, -10 for greater, -20 for noble, and -40 for royal. Failure results in a detriment only.

The level of success of the pact creates a new power called Plant Pact for (place the intention here) where the level of success is converted into extreme magic pips. Every time you use this power, it diminishes by one pip until it is gone, or you raise it through the expense of HP. Here are some examples of specials for Plant Pact:

Each pact with a spirit of greater level or more will result in an increase in Plant Friend and the gain of a pip in the condition, Wild Aura (d), for each level of the spirit (greater, noble, and royal). Wild Aura is a magical condition that makes those who are civilized distrust and feel uneasy around the magician, while those who are more rural or in the wilderness will find comfort in it.

Knowledge of Plant Spirits, Difficult IN-based Skill

This skill allows you to know about animal spirits; their names, powers, and forms. Here is an example of a special for Knowledge of Plant Spirits:

Plant Incantations, Extreme Spirit Magic Power

The magician can perform a five minute incantation to get a plant spirit to grant a spell or to cast the spell on behalf of the magician. When this power is first purchased the magician knows the name of a lesser plant spirit with the intention plant magic. If gaining a spell from the spirit, the level of success is split between the effect and the duration of the effect. The effect itself is converted into basic magic pips and is applied to the level of the spell based on the MP of the magician. If the spirit is casting the spell, then your level of success will be split as the GM sees fit, as the plant spirit uses your ability to control it as the basis for the spell.

Use of this power incurs a condition upon the magician. Every time this is used the magician applies a pip towards the condition Wildness (e). This condition makes it easier for plant spirits to possess the magician when they wish to do so. This will couple with the existing Wild Aura of the character. Here are some examples of specials for Plant Incantations:

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