College of Plants and Wood

Algae Bloom

A bloom of algae is created underwater within the radius of the spell target, cloaking any life forms therein with a dense stew of green growth. Visibility within the effected area is reduced to zero, until darkness falls or a strong current sweeps the bloom away. The focus for this spell is a stalk of Cattail.
Power: Darkness to Sight Group, 3" Radius
Modifiers: Only underwater (-1-1/2), Single Continuing Charge lasting 1 Day (Night time, darkness, or strong current to cancel) (0), Gestures (-1/4), Character must have at least 20 points in spells from College (-1/2), Requires Magic Skill Roll (-1/2), OIF – Cattail, Fragile (-1-1/4), Limitation: only where plants can grow (-1/4). Active Cost = 40 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 8.

Animate Staff

The staff of the Wizard animates and moves about as a large snake. (See HERO Bestiary for Python, with 0 EGO and 10 INT.) The staff can follow simple commands from the Wizard. The Staff will remain animated for as long as the Wizard maintains the spell, then it returns to its original form. It can grab and squeeze a target with tremendous strength.
Power: Summon Animated Staff (Python)
Modifiers: Costs END to use (-1/2), Gestures (-1/4), Incantations (-1/4), Character must have at least 20 points in spells from College (-1/2), Requires Magic Skill Roll (-1/2), OAF – Staff (-1), Limitation: only where plants can grow (-1/4). Active Cost = 45 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 11.

Blight of Nigil

Plants effected by this spell begin to wither and rot, turning to decaying matter. This spell is equally effective against live or dead wood, although especially hardy plants and trees may survive and recover from the damage. See the HERO Rulesbook for the DEF and BODY ratings of various trees, bushes, and other forms of wood.
Power: 2d6 Energy RKA
Modifiers: Area Effect (hex) (-1/2); Gestures (-1/4), Incantations (-1/4), Character must have at least 20 points in spells from College (-1/2), Requires Magic Skill Roll (-1/2), OIF – Rotting wood (-1/2), Limitation: only where plants can grow (-1/4), Limitation: only to cause vegetable matter to wither and rot (-3/4), Extra time -1 turn (-1/2). Active Cost = 45 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 10.

Bush Form

The caster alters his form and appearance, becoming indistinguishable from a bush or a sapling. The Wizard retains this shape for as long has he maintains this spell and does not move from his current location. The species of the plant matches the spell focus.
Power: Shapeshift (Any bush or tree)
Modifiers: Gestures (-1/4), Incantations (-1/4), Character must have at least 20 points in spells from College (-1/2), Requires Magic Skill Roll (-1/2), OIF – Leaf from Tree or Bush, Fragile (-3/4), Limitation: only where plants can grow (-1/4), Limitation: must remain stationary (-1/2). Active Cost = 20 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 5.

Change of Seasons

This spell will cause plants and trees within the radius of the spell to change their form to match a different season of the year, such as budding flowers during spring, or falling leaves during the fall. Though little practiced, this spell has proven useful for specialized tasks, such as growing fruit in winter or saving plants from a late frost. Since plants are not quick to respond in this manner, this enchantment is tedious to cast.
Power: 3d6 Cosmetic Transform (Change Plant Season)
Modifiers: Area Effect (32" Radius) (2), Cumulative (1/2); No Range (-1/2), 1/2 DCV Concentrate Throughout (-1/2), Gestures (-1/4), Incantations (-1/4), Character must have at least 20 points in spells from College (-1/2), Requires Magic Skill Roll (-1/2), OAF – Staff (-1), Limitation: only where plants can grow (-1/4), Extra Time -1 Turn (-1). Active Cost = 52 points.
END Cost: 5; Magic Roll: -5; Casting Time: 1 turn.
Real Cost: 9.

Grow Vine

This utility spell causes a length of sturdy vine to grow from the earth. For each phase the spell is maintained, the vine will grow an additional 10" vertically. The vine is sufficiently strong to be employed for climbing. The focus for this spell is the seed of a vine, which is planted in the earth at the location where the spell is cast.
Power: Summon Vine
Modifiers: Incantations (-1/4), Character must have at least 20 points in spells from College (-1/2), Requires Magic Skill Roll (-1/2), OIF – Vine seed, fragile (-3/4), Limitation: only where plants can grow (-1/4). Active Cost = 30 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 9.

Haunted Woods

This dark spell turns a 1km diameter area of normal woods into a haunted forest. The trees bend and twist into gnarled, sinister forms, and the area radiates a constant, sickening aura of fear. Only a short time after the spell is cast, many of the forest animals will have fled, save for the most feisty creatures, such as boars and wolves. The focus for this spell is a nut fallen from a tree that was struck by lightning. If the Wizard fails his magic skill roll, he is transformed into a twisted black tree covered in sharp barbs. The only means to reverse the transformation is to obtain the forgiveness of a wood nymph, an unlikely occurrence.
Power: 4d6 Mind Control
Modifiers: Only to cause a fear reaction (-1/2). Active Cost = 70 points.
Power: 3d6 Cosmetic Transform (Sinister Forest)
Modifiers: Cumulative (1/2), Any Plant or Tree (1/4); Linked to Mind Control (-1/2). Active Cost = 64 points.
Combined: Area Effect (x64 Radius) (+2+1/2); Independent (-2), Gestures (-1/4), Incantations (-1/4), Character must have at least 30 points in spells from College (-3/4), Requires Magic Skill Roll (-1/2), OIF – nut from a Tree struck by lightning (-3/4), Limitation: only on a forest (-1/2), Extra Time – 1 Hour (-2-1/2), Side Effects (9d6 Major Transform turns wizard into a sinister-looking tree) (-1).
END Cost: 13; Magic Roll: -13; Casting Time: 1 hour.
Real Cost: 13.

Heal Plant

The Wizard can use this old spell to heal small wounds to any plant life, including Ents and other animated growths. The focus for this spell is some water which is sprinkled over the plant while the Wizard his making his incantation.
Power: 2d6 Healing
Modifiers: Gestures (-1/4), Incantations (-1/4), Character must have at least 20 points in spells from College (-1/2), Requires Magic Skill Roll (-1/2), OIF – Water (-1), Only on living plants or trees (-1/2). Active Cost = 10 points.
END Cost: 1; Magic Roll: -1; Casting Time: 1/2 phase.
Real Cost: 2.

Hidden Grove

Create an illusion of dense, impassible undergrowth in a forest. Most wild predators will avoid the growth, making it an ideal place for a brief rest. The focus for this spell is a complete toadstool, including the stalk.
Power: Images (Sight group/Smell)
Modifiers: 3 hex radius (1/2), Hole in the middle (2 hex) (1/4), 1/2 END (+1/4); Gestures (-1/4), Incantations (-1/4), Character must have at least 20 points in spells from College (-1/2), Requires Magic Skill Roll (-1/2), OIF – toadstool, fragile (-3/4), Limitation: only illusion of dense undergrowth (-3/4), Limitation: only on a grove of trees (-1/2). Active Cost = 50 points.
END Cost: 2; Magic Roll: -5; Casting Time: 1/2 phase.
Real Cost: 11.

Leaf Bed

This spell will summon a deep bed of leaves on the ground in the target area. This bed will serve to cushion anybody falling into the hex from a great height to the ground below.
Power: 5" Flight
Modifiers: Area Effect (Hex) (1/2), Useable by Another At Range (3/4); Only to reduce velocity of fall by 5" (-1), Gestures (-1/4), Incantations (-1/4), Character must have at least 20 points in spells from College (-1/2), OAF – Staff (-1), Requires Magic Skill Roll (-1/2), Limitation: only where plants can grow (-1/4). Active Cost = 22 points.
END Cost: 2 plus 1 per 5"; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 5.

Leaf Blade

This spell can turn any large plant or tree leaf as rigid as hardwood, and sharp as a knife along its edges. The leaf can then be employed by the caster as a hand weapon.
Power: 1d6 HKA
Modifiers: Gestures (-1/4), Incantations (-1/4), Character must have at least 20 points in spells from College (-1/2), OIF – Large Leaf (-1), Requires Magic Skill Roll (-1/2), Limitation: only where plants can grow (-1/4). Active Cost = 15 points.
END Cost: 1; Magic Roll: -1; Casting Time: 1/2 phase.
Real Cost: 4.

Lore of the Plants

This power allows the Plant Wizard to determine the properties of a particular plant or tree through physical contact. This information can include whether parts of the plant are edible or poisonous, any health effects, what types of objects the plant is suitable for constructing, and so on. Any skills associated with plant knowledge is complementary to this spell.
Power: Sense Plant Properties w/ touch, Discriminatory
Modifiers: Costs END to use (-1/2), Gestures (-1/4), Incantations (-1/4), Character must have at least 20 points in spells from College (-1/2), OAF – Staff (-1), Requires Magic Skill Roll (-1/2), Limitation: only where plants can grow (-1/4). Active Cost = 10 points.
END Cost: 1; Magic Roll: -1; Casting Time: 1/2 phase.
Real Cost: 2.

Marching Forest

This impressive spell causes all trees and bushes within a 1km radius of the Wizard’s location to uplift their roots and begin marching in the designated direction. The trees march at a leisurely 2" movement pace, and they can not cross deep water, barren rock, or any other ground where they are unable to grow. The moving forest can be easily avoided by most creatures, unless they are surprised (an unlikely occurrence) in which case they can be crushed by massive tree roots. It requires a minute to animate the trees, as the roots of each plant must be transformed so it can perambulate in the indicated direction. The largest trees will have a BODY of 11, requiring 22 points of cumulative transformation before they are ready to move. Once the spell expires, the trees and shrubs plant their roots once more and become static. The focus for this spell is a branch taken from a living Ent.
Power: 1d6 Major Transform (Remove ‘Unable to Walk’ limitation)
Modifiers: Cumulative (1/2); Single Continuing Charge lasting 1 Minute (-1), Transform removed after spell is cancelled (-1/4). Active Cost = 67 points.
Power: +2" Running
Modifiers: Useable Against Others (
1); Extra Time -1 Minute (-1-1/2), Linked to Transform (-1/2). Active Cost = 20 points.
Combined: Area Effect (x256 Radius) (+3); Only to move in designated direction at a 2" movement rate (-3/4), No Range (-1/2), Gestures (-1/4), Incantations (-1/4), Character must have at least 20 points in spells from College (-1/2), OAF – Branch from a living Ent, Expendable (-1-1/4), Requires Magic Skill Roll (-1/2), Only effects trees and bushes (-1), Limitation: only where trees and bushes can grow (-1/2).
END Cost: 9; Magic Roll: -9; Casting Time: 1/2 phase plus 1 minute.
Real Cost: 11.

Meadow

This spell will gradually transform a patch of forest into a peaceful meadow. Rarely cast by the Wood Wizards, this spell will occasionally be used to create a clearing where peaceful creatures can graze. This spell is more effective in thin woodlands than in a deep forest where the large trees inhibit the transformation. Excessive use of this spell to reduce a large forest will bring down the ire of nearby Ents upon the Wizard.
Power: 1d6 Minor Transform – Forest to Meadow
Modifiers: Any Trees and Plants (1/4), Cumulative (3/4), Area Effect (32" Radius) (+2); 1/2 DCV Concentrate Throughout (-1/2), Gestures (-1/4), Incantations (-1/4), Character must have at least 20 points in spells from College (-1/2), Requires Magic Skill Roll (-1/2), OIF – Grass Seeds (-1/2), Extra Time – 5 Minutes (-2). Active Cost = 40 points.
END Cost: 4; Magic Roll: -4; Casting Time: 5 minutes.
Real Cost: 7.

Pass Between Trees

By means of this spell, the Wizard is able to step into the bole of a tree and emerge from a tree of the same species within range. The focus for the spell is a seed from the tree species being used for the teleport. It is rumored that this spell was originally taught to a Woodland Wizard by an infatuated Dryad.
Power: 100" Teleport w/ Floating Location
Modifiers: Gestures (-1/4), Incantations (-1/4), Character must have at least 20 points in spells from College (-1/2), Requires Magic Skill Roll (-1/2), OIF – Seed of Tree, Fragile (-3/4), Only between two trees of the same species (-1). Active Cost = 41 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 10.

Peep Hole

This spell will create a small viewing port in the face of a wood door, allowing anybody to view what lies within. Only one person at a time can peer through this hole, and they can only see what lies within viewing range of the door. This spell will only function on a door made primarily from wood. The hole will not penetrate a layer of metal or other solid coverings, but will open through paint and natural fabrics.
Power: Clairsentience by Sight
Modifiers: Useable by Others at Range, one at a time (+3/4); Gestures (-1/4), Incantations (-1/4), Character must have at least 20 points in spells from College (-1/2), Requires Magic Skill Roll (-1/2), OAF – Staff (-1), Limitation: only to see through a wooden door (-1), Limitation: Viewer must stand next to door (-1/4), Extra Time – Full Phase (-1/2). Active Cost = 37 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1 phase.
Real Cost: 8.

Plant Trail

Plants bend and move out of the way of the Wizard, leaving a trail through the growth. After a turn, the vegetation returns to its previous position, leaving little sign that anyone passed this way. This spell can also be used to pass through light wooden barriers, such as an interior door or a bamboo wall.
Power: 5" Tunneling through 3 DEF, fill in behind
Modifiers: Gestures (-1/4), Incantations (-1/4), Character must have at least 20 points in spells from College (-1/2), Requires Magic Skill Roll (-1/2), OAF – Staff (-1), Limitation: only through vegetable matter (-1/4), Tunnel only closes after 1 turn (-1/4). Active Cost = 41 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 10.

Shape Tree

This spell causes the target tree to reshape itself into a different form. The tree can be shaped to form a small hut, a lower trunk free of branches, a regular or unusual shape, or even a large nest for a Roc or other large flying creature.
Power: 8d6 Cosmetic Transformation (Reshape tree)
Modifiers: Gestures (-1/4), Incantations (-1/4), Character must have at least 20 points in spells from College (-1/2), Requires Magic Skill Roll (-1/2), OAF – Staff (-1), Limitation: only where plants can grow (-1/4). Active Cost = 40 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 11.

Spore Cloud

A thick cloud of pollen is suddenly released from the nearby growth, causing those caught within the radius to choke and gag with nausea. Anybody breathing the pollen cloud will be slow to move or react until the effects wear off. An airtight head cover, or lack of need to breathe, will render immunity to the effects of the pollen.
Power: 2d6 DEX Drain
Modifiers: NND (life support) (1), Area Effect (4" Radius) (1); Single Charge (-2), Gestures (-1/4), Incantations (-1/4), Character must have at least 20 points in spells from College (-1/2), Requires Magic Skill Roll (-1/2), OAF – Staff (-1), Limitation: only where plants can grow (-1/4). Active Cost = 60 points.
END Cost: 6; Magic Roll: -6; Casting Time: 1/2 phase.
Real Cost: 10.

Summon Ent

By means of this spell, a Wood Mage can summon one of the long-lived Tree Folk to assist him. (See the HERO Bestiary for stats.) Whether the Ent actually does so will depend on the circumstances. He will be strongly inclined to assist the Wizard if his woods are threatened, but will otherwise be reluctant and somewhat suspicious.
Power: Summon Ent (169 points)
Modifiers: Gestures (-1/4), Incantations (-1/4), Character must have at least 20 points in spells from College (-1/2), Requires Magic Skill Roll (-1/2), OAF – Staff (-1), Limitation: only where plants can grow (-1/4), Extra Time -1 Minute (-1-1/2). Active Cost = 64 points.
END Cost: 6; Magic Roll: -6; Casting Time: 1 minute.
Real Cost: 12.

Transform Plant

This power enables the Wizard to completely transform one plant species into another of roughly the same size and mass. The focus for the spell is a seed from the plant species which will result from the transformation.
Power: 2d6 Minor Transformation
Modifiers: Any Plant (1/4), Cumulative (1/2); Gestures (-1/4), Incantations (-1/4), Character must have at least 20 points in spells from College (-1/2), Requires Magic Skill Roll (-1/2), OIF – Seed from new plant species, fragile (-3/4), Extra Time -1 turn (-1). Active Cost = 35 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1 turn.
Real Cost: 8.

Wall of Thorns

Creates a barrier of spiny growth covered in dark, hard thorns that tear and rip at anyone attempting to move through. The further into the growth a target penetrates, the more cuts and jabs he accumulates. Anybody remaining stationary within the growth, however, suffers no additional damage.
Power: 8d6 Physical Blast
Modifiers: Area Effect (Any 16") (+1+1/2); No Knockback (-1/4), Reduced Penetration (-1/4), Gestures (-1/4), Incantations (-1/4), Character must have at least 20 points in spells from College (-1/2), Requires Magic Skill Roll (-1/2), OAF – Staff (-1), Limitation: only where plants can grow (-1/4), Limitation: only 2d6 Blast per 1" moved through thorns (-1). Active Cost = 60 points.
END Cost: 6; Magic Roll: -6; Casting Time: 1/2 phase.
Real Cost: 11.

Wood Sight

This spell will allow the caster to see clearly through the densest forest and scrubs. Any leaves and branches blocking the view will become transparent to sight, and only rocks and other hard structures will block his vision. Note that an unblocked view to a target does not necessarily allow a clear shot using a missile weapon or other power.
Power: N-Ray Vision through living plants and trees
Modifiers: Costs END to use (-1/2), Gestures (-1/4), Incantations (-1/4), Character must have at least 20 points in spells from College (-1/2), Requires Magic Skill Roll (-1/2), OAF – Staff (-1). Active Cost = 20 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 5.

College of Plants and Wood

Lands of Tamriel, an Epic Fantasy Moritz Moritz