Sunflower Mendicant
Sunflower Monks travel the land searching for areas of blight. There they build a parish, plant their trademark flower, and work slow magic to purify the land. While the sunflowers do their work the monks collect, catalog, and experiment with the many flowering bodies of the Garden. Those who learn their lore have botanical power akin to sorcery.
Power: In your supplies is a large stock of two basic plants of your choice. You sow on any natural surface, even solid stone. They wilt after Time+1 Magnitude.
As an initiate, you may sow plants but cannot safely harvest them. You are immune to the effects of your own plants, if you would like to be.
Basic Plants
- Light Bulb: A tulip-like plant that grows a single luminous flower. Illuminates an area given by Magnitude. Harvest creates a preserved flower torch, but lowers luminosity to half its original potency.
- Touch-Me-Not: A fine and delicate fern-like plant that reacts to any touch by screaming loudly. Also has tremorsense and sonar in a radius given by Magnitude. Can be told to ignore certain entities. Harvest wraps the fern leaves around the caster’s arm, and will alarm once in the presence of a creature the caster is not aware of within the radius.
- Climbing Vine: When planted near a vertical surface, or vertical drop, grows to a length given by Magnitude. Climbable without any risk and as difficult to cut as a steel chord. Harvest converts its length into rope with the same properties.
- Shield Bush: Grows thick flat leaves that orient towards movement. Grows leaves equal to Quality Magnitude + 1. Each leaf provides 2 Armor and provides cover to any crouching behind it. Harvest plucks a leaf for a light-weight shield (1 Armor).
- Sword Palm: A short palm with long metallic leaves. Does 1 Piercing Harm to any creature that enters or passes its square (invest 2 extra Aether for 2 Harm instead). Harvest grants a 1 Harm leaf rapier, can be Harvested Magnitude times.
Advanced Plants
- Ragweed Shrub: When disturbed by a creature passing within melee range, covers Magnitude area with a cloud of pollen. All creatures within are blinded, and suffer 2 Harm (and continue to take 1 Harm for every minute they remain). Harvest creates a pollen bomb, which covers only a small area but can be thrown at will.
- Pitcher Trap Plant: When planted, it grows into the ground, creating a pit trap of Magnitude size. A large leaf functions as a trapdoor, and is camouflaged. Creatures inside are not damaged, but the sides are too slippery to climb and too rubbery to cut. Harvest for a cloak that grants concealment.
- Drill Root: Grows through a wall or floor to create a tunnel given by Magnitude (range, speed, lifetime). Creates a narrow but traversable root-wreathed passage. After the lifetime is elapsed, roots lose their supporting ability and the tunnel becomes unstable and easily collapsed. Harvest for 1d6 spikes, causing instant collapse.
Upgrades
- Botanist: Take another Basic Plant. Gain the ability to carefully Harvest a plant for its secondary effect.
- Farmer: Your supplies now include Enchanted Fertilizer, which takes up one item slot and adds 1 Overcharge Aether when you spread it before sowing a seed.
- Master Gardner: Take an Advanced Plant.