Plant
Verduremancy
Stamina 1 (1-3)
Shivering Leaves - Leaves shiver to make a rustling sound.
Sprout Plant - make a called plant or sapling sprout.
Blend into Flora - Called target blends in to be concealed by plant life.
Song of Nature - Make sounds of leaves shaking, branches cracking, trees creaking, grass and foliage whispering, etc.
Stamina 2 (4-6)
Hasten Growth - Make young plants grow rapidly.
Revive Plant - Restores a dying plant to full health.
Identify Plant - Identifies species of plant.
Speak to Plants - Communicate with plants and understand the voice of their spirit.
Stamina 3 (7-9)
Tangling Vines - Strong vines snake up from the ground to entangle someone until they are completely bound, or vines can snake across a path to trip someone, or even coil down from above to bind, suspend, or even choke someone.
Identify Properties - Identify a plant's properties and gain knowledge of what they can do.
Botanical Shroud - Plants shroud a called area with leaves, vines, branches, etc., up to 20 square feet per success.
Animate Plant - Animates a plant so it can bend and twist as called.
Stamina 4 (10-12)
Rapid Growth - Increases grow of a plant so that it grows right before the eyes.
Pillar of Plants - Plants sprout up and weave tightly together as they grow rapidly to form a pillar.
Dome of Plants - Plants sprout up and weave tightly together as they grow rapidly to form a dome as called with or without a doorway. Dome can act as a very decent shelter or to confine someone.
Botanical Trap - A called trap made of select plants can be created in a called area to be triggered when someone accesses the site protected. Trap be can of any design mage creates.
Stamina 5 (13-15)
Awaken Tree - A tree is 'awakened' and becomes a tree elemental with plant commands, 1 MA Level per success.
Lashing Branches - Branches of trees lash at enemies in a called area within a 100 yard radius. Damage +7+1 per success
Iron Fortitude - Protects plants from damage, making them very strong. Fortitude up to +10 per success. In order to damage a plant with Forte, its Forte must be taken down to 0 first.
Vine Whip - A whip of strong green-briar manifests which acts as a guardian to a called target, whipping anyone who comes near them. Whip is very accurate (1 d6-HB per success) and it can do a great deal of damage (MA-power=damage), as well as entangle and trip. Whip lasts 1 turn per success.
Stamina 6 (16-18)
Command Elementals - Mage can summon plant and tree elementals, command them, and make them dormant again.
Wall of Plants - Plants sprout up and weave tightly together as they grow rapidly to form a wall as called, with or without a doorway or roof. Wall can surround a sanctuary, fortress, or any site called.
Plant Catalyst - Allows caster to create a contingency, that triggers a plant affect if catalyst is triggered. Caster calls catalyst and affect.
Morph Plant - Command growth, diminish growth, alter shape or position of plant, or alter one plant into another kind of plant.
Stamina 7 (19-21)
Heal Forest - Rejuvenation of a burned, deforested, or diseased forest.
Command Botanical Properties - Harness a called plant's healing properties, intoxicant, or poison and imbue something with property as called.
Gateway of Life - An arching gate of tightly woven plants forms rapidly which delivers those who access it to a chosen destination through the elemental plane of life. Anyone not selected to enter gate will pass through the archway to enter on the other side where the gate stands.
Strength of the Ancients - The strength and fortitude of the Ghaelfoil tree, or another powerful tree like the oak, is passed onto a select target, target's strength increasing by +1 per success, while they gain fortitude of Base Level-7+1 per success.
Stamina 8 (22-24)
Enchanted Forest - An entire forest is awakened and becomes alive, the trees and plants able to speak and move of their own will unless otherwise command by elementalist.
Botanical Tower - A great tower of tightly woven branches, trees and plants forms rapidly on called site. The walls are very thick, up to 15 feet deep. Tower can be warded with other Terre forming effects.
Resistance - A called resistance to an effect or MA-path fuses with a target, the protective force drawn out of the elemental plane of life. Resistance lasts 1 turn per success at 5% per success. if 150% is rolled it becomes an immunity. This spell can ONLY be made permanent if a wisdom check vs. Diff. 30 succeeds. MR CANNOT be made into an immunity by this gift, only one MA-path.
Remove Aggression - Removes all poisons, spines, and thorns from plants in an area of up to four acres. Poison ivy will no longer cause flesh to blister and itch!
Stamina 9 (25-27)
Botanical Guardians - Plants and trees can be awakened to guard a haven or area up to 50 acres.
Botanical Regeneration - Called plants in an area up to an acre are given the ability to regenerate rapidly, with regeneration level of +1 per success. Wisdom vs. Diff. 25 required to make condition permanent.
Identify Path - This power allows target to identify where a path will lead.
Dark Growth - Allows called plant to grow even without sunlight, or artificial light in a called site. The plants will glow with a phosphorescent light as they produce their own internal light with this gift.
Stamina 10 (28-30)
Fortress of Plants - Creates a fortress with gates, walls, towers, windows, keeps, gardens, courtyards, made entirely of tightly woven plants. The plants grow and weave together very rapidly.
Guardian of Plants - Protect the flora in an area of up to 1 acre per success from fire, magic and weapons damage.
Forest Labyrinth - Manipulate plants and their growth in an existing forest to form a confusing labyrinth of paths with vines and trees tangling together to form walls, the trees canopies and wild grape vines forming a roof which some, but not a lot of light penetrates. To create a Forest Labyrinth where no forest exists, mage must roll a Wisdom vs. Diff 30 check and succeed against difficulty.
Botanical Invulnerability - Makes plants in a called area of up to one acre invulnerable to weapons, fire and disease, including necromancy.
Stamina 11 (31-35)
Lord of the Plants - Elementalist can formulate plant commands and contingencies, use them for warding, and blend elemental affects with other gifts.
Stamina 12 (36-40)
Improved Power
Sentient Plants
There are enchanted forests where the trees come to life and plants have minds of
their own; Manors where the only guards are the vining shrubs and the oaks which
stand as sentries. All of this is owed to the Path of Verdure. A plant is only as
smart as the Verduremancer who gave it a will and the spirit of his or her mind.