The tree has no more than seven fruit available at a time.Ĭost 6,000 gp Feats Cultivate Magic Plants Spells acid arrow Skills cultivator must have 1 rank in Knowledge (nature) Altitude Fern A target hit with a touch attack takes 2d6 points of acid damage, plus an additional 2d6 points of acid damage on the following round.Īn acidic lemon tree produces one fruit each day of its growing season, which is 13 weeks each spring. Each fruit is about the size of cantaloupe and can be thrown with a range increment of 20 feet. This tree grows oblong, yellow fruit that feel overripe to the touch. Price 12,000 gp Slot none CL 3rd Weight 500 lbs. An average magic tree weighs 500 pounds, while smaller plants, such as bushes or vines, average 50 pounds. Uprooting a magic plant requires Strength sufficient to move it, 4 hours of work, and a successful DC 20 Knowledge (nature) check. A character that succeeds at a DC 20 Knowledge (nature) check can harvest one-tenth of the plant’s value in useful materials from a destroyed magic plant.Ī magic plant can be uprooted and moved, but it dies within a day unless it is magically treated with an effect such as gentle repose or temporal stasis. When a magical plant is destroyed, any fruit (or similar consumables) it has produced remain active for 1 week before rotting. A tree has a hardness of 5 and 120 hit points, while bushes and vines have hardness 3 and 50 hit points. Magic plants can be destroyed like other magic items. For most magic plants, the number of ranks required is tied directly to the strength of the plant’s aura-1 rank for a plant with a faint aura, 3 ranks for a plant with a moderate aura, and 6 ranks for a plant with a strong aura. In addition to paying the costs to cultivate a magic plant, the cultivator must have sufficient ranks in Knowledge (nature). Other fruits must be thrown to generate their effects, or they might have some other activity involved in their use. In these cases, the fruit’s eater is both the caster and the target of its spell effect. Typically, a creature must consume fruit produced by a magic plant to gain its effect. Harvested fruit can’t be kept magically potent for longer than 1 day, even by effects that preserve foodstuffs. If not picked within 1 week, fruit or any other product of the plant rots into a useless (and often smelly) sludge-though rare fruits may have longer periods of potency. Once picked, the product of a magical plant stays potent for 24 hours. At the end of this period, the plant reaches maturity and its benefits are fully realized, assuming that the maturity culminates within the growing season. The initial planting and care of a magic plant requires 1 week per 1,000 gp of the plant’s cultivation cost. Outside of a growing season, some plants will still grow but remain barren (such as a fruit tree), while others may wither and regrow in the following year (such as vines). A magic plant generates its effects only during a growing season. Magic plants cannot be in a growing season for longer than 52 weeks, and a plant that has four consecutive growing seasons produces fruit, seeds, or effects year round. If a season is longer than 13 weeks, the growing season needs not be continuous. Growing seasons are continuous 13-week-long periods confined to one of the four seasons (spring, summer, fall, and winter). The growing season multiplier is equal to the number of growing seasons the plant has in a single year. For instance, a goodberry bush yields six berries per day. The yield per day is the number of fruit, seeds, or effects the plant generates per day during its growing season. Price = spell level × caster level × 2,000 × yield per day × growing season multiplier. The cultivation cost of a magic plant is half the plant’s price. A magic plant’s price depends on the spell effect it replicates. Most magic plants bear fruit, seeds, or sprouts that, once mature, replicate the effects of a spell when eaten, thrown, or used in some other way. This usually requires a 30-foot-radius area of nutrient-rich soil and a constant supply of water and light for larger magic plants, and it requires a 10-foot-radius area and similar soil, water, and light requirements for smaller plants. To cultivate a magic plant, you need a place to plant it. Cultivating one requires the Cultivate Magic Plants item creation feat. Magic plants are a new type of magic item that are cultivated rather than constructed.
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