Green Lanterns (Plant)
Green Lanterns are experts at plant magic and are found most commonly in farming villages. Like Brown lanterns they are pragmatic and though they care for plants they consider themselves stewards and manage the resources rather then abuse them or prohibit their use.
See Lantern Guild for additional guild details.
See Lantern Guild for additional guild details.
First Circle
Affinities: Agriculture IQ/H, Magic IQ/VH, Plant IQ/VH, Wood IQ/H
Perks: Sanctum, Super Sympathy,
Optional Traits: Plant Empathy, Botany
Allowed Benefits:
Second Circle)
Affinities: Agriculture IQ/H, Magic IQ/VH, Plant IQ/VH, Wood IQ/H
Perks: Sanctum, Super Sympathy,
Optional Traits: Plant Empathy, BotanyAllowed Benefits:
Third Circle
Affinities: Agriculture IQ/H, Magic IQ/VH, Plant IQ/VH, Wood IQ/H
Perks: Sanctum, Super Sympathy,
Optional Traits: Plant Empathy, Botany
Allowed Benefits:
Fourth Circle
Affinities: Agriculture IQ/H, Magic IQ/VH, Plant IQ/VH, Wood IQ/H
Perks: Sanctum, Super Sympathy,
Optional Traits: Plant Empathy, Botany
Allowed Benefits: Secret Spells and Books
Fifth Circle:
Affinities: Agriculture IQ/H, Magic IQ/VH, Plant IQ/VH, Wood IQ/H
Perks: Sanctum, Super Sympathy,
Optional Traits: Plant Empathy, Botany
Allowed Benefits: Secret Spells and Books
Ritual Forms and Mandalas
Standard Rituals: Plant Fertility (Green -1; 1 hour; p149(Fertility but plant only)), Blight (Green; 1 hour; p150 (Sterility but plants only)), Summon Plant Spirit (Green*; 1dx10 minutes; p162)
New Rituals:
Identify Plant (Green; 10 minutes; This ritual tells you the name of the plant and its characteristics, including how well it will grow in the area based on normal conditions)
One with the Green (Green -5; 30 minutes; Attunes the caster to plants in the area and can sense what they can sense. This includes magical effects on them, people trampling grass or bending branches or being cut down by lumberjacks)
Overgrowth (Green -4; 1 hour; Causes a specific plant or all those in an area to grow very fast. Within a matter of minutes the plants grow as if the same time had passed as specified using the Duration modifiers. Note that this can drastically deplete the soil mineral content but the ritual summons water and supplies magical energy for much of the growth)
Plant Health (Green -2; 1 hour; Cures most diseases and repairs damage to plants. Heal HP by up to MoS and gives them the same bonus to HT to resist disease for the duration)
Seek Plant (Green; 10 minutes; Locates and tells where the nearest plant of the specified type is. Can exclude known plants and the plant type can be specific or broad, from sunflowers to trees)
Shape Plant (Green -3; 20 minutes; Causes the plant to grow in the imagined shape and provides limited animating energy to aid this. Cannot make a plant defy gravity or do impossible things but for the duration the plant will try to mold itself to the shape imagined when the ritual is cast)
Walk Among Plants (Green -4; 10 minutes; Cast on a subject it enables plants to move slightly out of the way and recover quickly from passage. This reduces movement penalties and makes tracking harder, both by the MoS)
Secret Rituals:
Essential Wood (Green -5; 1 hour; Transforms ordinary wood into essential wood. This is an instant effect and no duration modifiers are allowed.)
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