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Vegetable Reality,
Arcane Alchemist Base List

Copyright Rich Kirkland ©2000

Vegetable Reality; Arcane Alchemist Base

Lvl

Spell

Area of Effect

Duration

Range

Type

1)

Type Vegetable

1 vegetable

P

10'

I

2)

Vegetable Peel

1 vegetable

10 min/lvl

10'

F

3)

Material Goods

1 vegetable

10 min/lvl

10'

F

4)

Foodstuffs

1 vegetable

10 min/lvl

10'

F

5)

Simple Herbals

1 vegetable

10 min/lvl

10'

F

           

6)

Lesser Rot

1 vegetable

10 min/lvl

10'

F

7)

Deep Roots

1 vegetable

10 min/lvl

10'

F

8)

Lesser Feeding

1 vegetable

10 min/lvl

10'

F

9)

Rot Feeding

1 vegetable

10 min/lvl

10'

F

10)

Dormancy

1 vegetable

10 min/lvl

10'

F

           

11)

Seasonal Change

1 vegetable

10 min/lvl

10'

F

12)

Growth Rate

1 vegetable

10 min/lvl

10'

F

13)

Natural Healing

1 vegetable

10 min/lvl

10'

F

14)

Greater Rot

Varies

10 min/lvl

10'

F

15)

Vegetable Cross Enchantment

1 spell

--

10'

U

           

16)

Permanent Vegetable

1 vegetable

10 min/lvl

10'

U

17)

Seasonal Bloom

1 vegetable

10 min/lvl

10'

F

18)

Merge Vegetable

1 vegetable

10 min/lvl

Touch

F

19)

Uproot

1 vegetable

10 min/lvl

10'

F

20)

Oakwood Aging

1 vegetable

10 min/lvl

10'

F

           

25)

Propagation

1 vegetable

10 min/lvl

10'

F

30)

Magic Fruit

1 vegetable

10 min/lvl

10'

F

50)

Permanent Species

1 spell

P

10'

U

  1. Type Vegetable: Caster learns the various properties of target vegetable including growth pattern, fruit, optimal conditions, and quality of derived products. This also yields a +50 to Flora Lore, Herb Lore, Horticulture, and Farming.
  2. Vegetable Peel: Caster can modify the target vegetable's color, shape, and feel. For example, he can change the appearance of an oak to look like an apple tree (a large one), but it will still be an oak tree with the same quality of wood. Any "apples" grown on the tree will still have the taste and nutrition of acorns.
  3. Material Goods: Caster can modify the target vegetable's various properties for construction purposes. He can improve or weaken a plant's ability to be used for wood, paper, dye, textiles and so forth. The caster can only make the quality as good as the best vegetable previously "Typed." Changing the possible product of the plant may have additional (possibly negative) effects on the overall plant. For example, making grass usable for wood is fine, but makes it painful to walk on (and likely difficult to find a use for).
  4. Foodstuffs: As Material Goods, except caster can modify the quality and taste of the fruit, sap, or plant itself. Again, this does not allow the caster to make tree bark taste like an apple, but it could make an acorn taste like an apple with comparable nutrition. Any food consumed in this manner retains its nutrition even after the spell duration ends.
  5. Simple Herbals: As Material Goods, except caster can modify the herbal qualities of a plant. This cannot replicate magic or special herbs, but does yield similar effects of common herbs such as ginger, yarrow, or mustard seed.
  6. Lesser Rot: Target vegetable may either be modified to decompose between 50% and 200% it's normal speed. This spell must be cast on a "live" substance and will only effect it upon it's death. This spell can greatly increase the shelf life of a fruit, vegetable or herb. For example, if the shelf life of a banana was four days, then it could be changed anywhere from 2 to 8 days by modifying the banana tree it came from. This can also effect construction materials and not just food.
  7. Deep Roots: Target vegetable is made immobile as it's base grows a long tap root and root structure. The roots can provide moisture and some nutrition to the target vegetable. This spell can also be used to increase the root system of existing plants.
  8. Light Feeding: Target vegetable effectively photosynthesizes the available light for energy. If cast on a photosynthetic vegetable, then it can be made more or less efficient at absorbing the light. This spell is limited by the greatest and least efficient vegetables "Typed."
  9. Rot Feeding: As Light Feeding, except target vegetable derives energy from rotten and decayed matter or other nitrogen-rich sources.
  10. Dormancy: Target vegetable will become dormant based on certain conditions typically seasonal conditions. While dormant the vegetable needs no food, water, or light, can withstand temperature extremes and is immune to most diseases. The caster may choose to have the target vegetable "die back" to a bulb-like state or it may remain unchanged. The dormancy ends based on a triggering condition. The length of the dormancy is limited by the casters "Typed" vegetables.
  11. Seasonal Changes: Target vegetable has a different appearance based on different times of the year or day. If the vegetable has any mobility, then it will increase and decrease it's activity at various times of the year or day as well. For example, a flower could bloom during summer days and then close up at night, then in fall the flower converts to fruit, winter it dies back to a bulb (like the spell Dormancy), and in spring begins to grow again.
  12. Growth Rate: Caster can manipulate how quickly a vegetable grows from 50% speed to 1000% speed. The caster can also manipulate the maximum size of the vegetable by 50% or 300%.
  13. Natural Healing: Target vegetable's ability to recover from damage is increased. The vegetable regrows lost limbs at a normal growth rate for the vegetable. The vegetable also can heal up to 300% faster.
  14. Greater Rot: As Lesser Rot, except modification range is 10% to 1000%.
  15. Vegetable Cross Enchantment: This spell allows the caster to use the next spell from this list to modify any other substance as categorized by another Arcane Alchemist Base List. The GM will have to monitor these effects an interpret the results. The GM may determine that casting Dormancy on a rock would have no effect.
  16. Permanent Vegetable: This spell makes the next spell cast from this list to have a permanent duration. This spell must and the enchantment must be cast for 24 days in a row. Each day, the target vegetable will be effected by the spell for 1 additional hour per day (starting with only one hour the first day). If a day of casting this spell is missed, then the day count drops by 4 days. At the end of 24 days, the enchantment is permanent. When this happens the vegetable is no longer considered enchanted and is now a "normal" vegetable that can be modified by more spells from this list. The only drawback is that any offspring the vegetable has will revert to an unmodified version of the original vegetable.
  17. Seasonal Bloom: As Seasonal Changes, except during half of the year (by season or half of every day of the year) the vegetable is dormant as the spell Dormancy and the other half of the year the vegetable is heartier, more active, and more vibrant. The GM will have to decide the effect this has on the vegetable, but if it is mobile it may gain additional speed, initiative or additional combat bonuses.
  18. Complex Herbals: As Simple Herbals, except can mimic the effects of magical herbs of 10th level or less that have been previously "Typed."
  19. Uproot: The target vegetable pulls up its roots and either forms a stable base on which to sit or else develops a slow form of mobility either rolling, crawling, or slow walking. The vegetable will only move towards nutrients, water and light (or rot depending on its energy source). Speed will depend on vegetable size, mass and GMs decision, but should be less than 30 feet per round.
  20. Oakwood Aging: Target vegetable has it's typical life span modified by 50% to 500%.
  1. Propogation: Caster can modify the method a vegetable propagates to be similar to any other "Typed" vegetable. This includes cuttings, mass seed dispersal and so on.
  1. Magic Fruit: As Complex Herbals, except caster can mimic up to 20th level magic herbs.
  1. Permanent Species: As Permanent Vegetable except the vegetable will pass on its modifications to any offspring.

 

Note 1: For this spell list "vegetable" refers to plants, fungus and the like.

Note 2: For this spell list "limb" refers to any physical protrusion capable of movement.

Note 3: The "Type Vegetable" spell provides all available information that the caster knows to look for. If the caster has no biochemistry, then he won't learn about chemical composition. If the caster has no poison lore, then he learns nothing of possible poisons. Also, if a caster wants to try something his skills and knowledge would not suggest, then require research into the idea.

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