College: | Green Magics |
Spell Type: | Arcane Spell |
Special Classification: | None |
Spell Rank Limit: | 10 |
Name: | Landscape Transformation |
Multiple: | 630 |
Range: | 50 feet per rank |
Duration: | Permanent |
Base Chance: | 55 |
Components: | Verbal, Somatic |
Saving Throw: | None |
Prerequisites: | Spell Memory 12, Spell Energy 12, Loosen Earth 22, Locate Plant 22, Woodland Path 22 |
This spell allows the mage to create a perfectly landscaped area within range. Bushes and trees amble to new locations and are suitable trimmed. Grass sprouts and grows or is trimmed as desired. Rocks and earth are moved (to a degree). The end result is a perfect garden. The mage can use this spell to create plants that did not already exist. Magical herbs can be created starting at rank 6. One magical herb can be created per rank over 5th and with GM permission. The mage can also destroy unwanted plants. If there are magical plant creatures (e.g. shambling mounds, et.al.), they will suffer 1d4 damage per rank, per round that they are in range of the spell and are most likely to be provoked into attacking the mage to stop the spell.
The spell takes 15 minutes to cast during which the plants move, sprout, trim, etc. If attacked while casting the spell, the effects that have already occurred remain but no further effects occur until the mage casts the spell again. |
Effect Category: | Transform |
Effect: | Major transform |
Base Cost: | 300 |
Modifiers: |
Area of Effect: | Large area (1.0) | 1 |
Cast Chance: | 55 | 1.4 |
Casting Time: | Long spell | -0.5 |
Components: | See Components Above | -0.5 |
Duration: | Instant | 0 |
Immunity: | No Immunity | 0 |
List: | List Appropriate | 0 |
Range: | 50 feet per rank | 0.8 |
Reliability: | Mostly reliable | 0 |
Resistance: | No save | 0 |
Visibility: | No visibility modifier | 0 |
|
Active Cost
(cost after advantages): | 1260 |
Recommended Cost
(cost after disadvantages): | 630 |