Botanicists
Ones who work with magical plants.
Dendrologer
Alignment: Elemental
Those who commune with deciduous trees.
To be a dendrologer, one must commune with the greenery around them. There must be a sufficient amount of deciduous trees nearby, a certain density of plantlife, for there to be enough to be communed with. A forest, grassland, or wetlands will work. Greenhouses, gardens, orchards, and farms will likely also work. Green hills and mountains, underground forests, and the plant life of other worlds also works. But a few houseplants or the nearby potted sapling don't generate enough to work. A rare collection of trees within a desert or an oasis may be enough, but it will vary by location.
Communion requires mindfulness of all plantlife around the dendrologer and a deep meditation. The aromas of plants, the feel of grass beneath them, the way the canopy alters the light, the sound of leaves crunched underfoot or the swish of branches in the breeze, these must all be taken in as the mind slips into the collective consciousness of the green. Once meditating, the dendrologer must be accepted by the plants. This requires they not be involved in, for instance, industrial pollution, logging, or serial littering. In other words, you must be a friend to the plants. Once this is done (a series of AWA and WIL rolls), the dendrologer will be able to sense the energies around them when they are near enough greenery. To draw these energies to oneself to use, one must have a deciduous tree near enough to touch and, using the power to sense these elemental energies gained from green communion, focus on the breathe of the plants and synch with it, focus on it, and will it inward.
Once a dendrologer has done this, the tree will give them a leaf, a twig, a seed, a scrap of bark, and one its flowers. Some may also give them fruit. These will give the dendrologer these powers:
- Barkskin: if the scrap of bark is attached to the skin of the dendrologer, all of their skin will become as hard as the tree's bark, giving them greater toughness and only a -1 to ATH.
- Cleansing breath: if the dendrologer eats the flower, their breath will be able to scour the world around them of pollution or infernal powers.
- Greenform: if the dendrologer turns the seed and flower into a tea, the tea will give them up to an hour's time to spend in the form of a mobile plant.
- Greenlight guide: if the twig is held up like a torch, it will glow with a green light that will show the dendrologer the way through a green area.
- Growth: if they plant the seed, the seed will start growing quickly and all plants nearby will grow more quickly as well.
- Photosynthesis: if the dendrologer wears the leaf and flower in their hair, they will be able to feed themselves via photosynthesis.
- Plantspeech: if the dendrologer places the leaf in their mouth without harming it, they will be able to speak to and understand plants.
- Root sense: if the dendrologer puts their feet into the ground while wearing the leaf and the twig at once, they will sense the roots of all plants within 100'.
Fruit-based powers vary by fruit. Other powers based around the trees they have communed with may be possible. Consult the GM.
Once any of these powers is used, the power and the material is used up, so the dendrologer must commune with many trees to use powers often. They might also seek to commune with multiple kinds of trees to gain different powers. They may only do this with deciduous trees.
A dendrologer starts with one each of the the listed powers from up to three trees and two different kinds of fruit magic.
PRO -1 ATH +1 STR +1 AWA +2 WIL +2 PRS +1 STH /
Green Thumb
Alignment: Fey
Those who use the lore to grow fey plants. Fey plants tend to have an hallucinatory edge to them. so while anyone can work with fey plants, those that do so consistently end up being deeply affected by the plants and the powers of the fey, gaining strange abilities and the occasional affliction.
Common fey plants include the following:
- Bridewort: strewn on the ground at weddings, it makes the bride impervious to disease for the night.
- Cloggorm: a bluebell (see above) that calls fairies when rung.
- Dris: blackberry brambles create sweet drinks that instill a sense of mischief in the drinker.
- Fairy apple: fairy apples are used in the making of cider, creating a pleasant, cinnamony warmth and contentment.
- Feithleann: a honeysuckle used to repel magic and give dreams of love. It cannot be used in alcohol, but its nectar is a sweet drink.
- Fey elder: the elder tree is the most potent fey tree for protection from infernal powers.
- Fey pansy: a pansy added to cider to make it aromatic and grant the drinker mild dreams.
- Fuinseog: the ash tree prevents the fey from stealing your children.
- Gort: an ivy that leads those who follow it to safety, to love, or away from death.
- Meadowsweet: a pain killer and cleansing flower.
- Neanntog: nettles that can be used to form a painful bed that saps the body of all toxins.
- SabhaircĂn: a primrose that love, good luck, and inspiration.
- Saileach: the willow tree is a painkiller, but also enhances all witchcraft powers, and its branches can be used to find water.
- Sceach gheal: the fairy tree, the hawthorn, with many, many powers. This tree will open a gate to other realms, cause bad luck to those who harm it, banish evil with its sprigs (if you ask nicely), grant protection to a newborn if the afterbirth is hung from its branches, repel unwanted men with its sprigs, grant beauty with its morning dew, repel lightning when growing near a fey home, grant wishes on Beltane if ribbons are hung from it, medicinal leaves or berries, and more. Consult the GM.
- Sionlamh: a foxglove used to cause wines to burn, mildly poisoning the drinker, and giving them an intense energy.
- Straif: a blackthorn tree that keeps secrets and contains magic of witchcraft. Harming it will cause the person to be cursed.
As they use these plants, they sometimes gain the following powers:
- Green thumb: their thumb literally turns green and gives them the ability to encourage plants to grow by touching them.
- Olfactory reading: they can smell disease or problems with a plant.
- Plandagairt: the invocation of the mystical power of plants, they can invoke the magic inside a plant by breaking one of their seeds.
- Plant speech: they can speak to any fey or mundane plants, and some elemental and celestial plants, but never infernal plants.
- Taste of power: they can know the powers of a plant by tasting it. This can have consequences when the plant is poisonous.
And they are often afflicted with one of these:
- Bubbling consciousness: the aptik sees hallucinatory images in bubbles floating in their vision at all times. These bubbles sometimes speak to them with information from their deep subconscious.
- Fearful whispering: the aptik hears whispers that terrify them when they roll below a 3 on any roll.
- Insectoid delusion: the aptik thinks insects are crawling on them, though the sensation is mild, and they are used to insects due to their work with plants. Any time they roll triple 3s, they insects become real.
PRO / ATH +1 STR -1 AWA +2 WIL -1 PRS +2 STH +1
Moss Mage
Alignment: Elemental
Those who wield the power of moss.
To be a moss mage, one must commune with the greenery around them. There must be a sufficient amount of moss nearby, a certain density of plantlife, for there to be enough to be communed with. The moss must be plentiful, enough that it could cover the would-be moss mage at least four times over if piled atop them. The more moss, the better.
Communion requires mindfulness of all plantlife around the moss mage and a deep meditation. The aromas of the moss, the feel of the coolness beneath them, the softness and texture, these must all be taken in as the mind slips into the collective consciousness of the green. Once meditating, the moss mage must be accepted by the plants. This requires they not be involved in, for instance, industrial pollution, logging, or serial littering. In other words, you must be a friend to the plants. Once this is done (a series of AWA and WIL rolls), the moss mage will be able to sense the energies around them when they are near enough greenery. To draw these energies to oneself to use, one must then be covered in moss, using the power to sense these elemental energies gained from green communion, focus on the breathe of the plants and synch with it, focus on it, and will it inward.
To cover in moss successfully, they must sleep every night in and under it, allowing it to merge with them, for as long as it takes. The more they are willing and a friend to plants, the quicker it will work. Once this is done, moss will permanently grow on the moss mage (or until they betray the plants). This gives them some or all of the following powers:
- Bryonian bedding: the moss mage can create temporary bedding that aids in rest and restores the sleeper.
- Mossy covering: the moss mage is insulated by their own moss, and they can transfer this to others by touch, keeping them warm or cold.
- Green layer: the moss mage can touch the clothing of someone and cover it with moss for up to an hour, giving them +3/+3 vs. infernal powers.
- Sealing walls: the moss mage can infuse any wall or structure with moss in its walls to insulate it or strengthen the walls for a day.
- Healing poultice: the moss mage can use a patch of moss to staunch a wound's bleeding.
- Instill fertility: the moss mage can instill fertility in the infertile by creating a concoction of mosses for them to eat.
- Green child: the moss mage can cover a child in mosses and hide them from danger for up to a day and a half.
- Scouring moss: the moss mage can use moss to cleanse a place, removing both physical grime and dirt and infernal magic.
- Peat brick: the moss mage can compact moss into a green brick for fuel for fires instantaneously if they have enough.
- Mossy tea: the moss mage can create a tea from moss that sustains the drinker for a day.
- Suffocating blanket: the moss mage can create a thick blanket of moss that suffocates fires or mortals if thrown over them.
- Stonebreaker: the moss mage can weaken stone by applying moss to every part of it.
- Bryonian adornment: the moss mage can hang strands of moss in a dwelling and infuse it with a sense of comfort and safety for a month.
- Purify air: the moss mage can cleanse the air in a 100' diameter by creating a mossy doll.
- Absorb failure: the moss mage can use moss to remove a failed die roll once every summer.
- Restorative scouring: the moss mage can scour their flesh with moss to restore themselves from exhaustion, wounds, or illness.
- Humble green: the moss mage can lie in moss and avoid detection by humbly lowering themselves to the moss.
- Connected roots: the moss mage may give a piece of moss to up to nine people (who are not enemies to plants) to create an interconnected network that allows for silent communication.
Moss mages are dirty and covered in moss, making them unpopular.
PRO -1 ATH -1 STR +1 AWA +2 WIL +2 PRS -3 STH +1
Taiga Mage
Alignment: Elemental
Those who are attuned to the taiga and coniferous trees.
Taiga mages also engage in green communion, but with conifers. This requires heightened mindfulness of the fallen pinecones and their crunch and snap. The snap of cold in the air. The smell of the sap of the trees. The evergreen power. A communion with these means feeling and seeing and smelling and knowing all of this, and meditating upon it for a month, until falling into a deep sleep on the autumnal equinox and meeting the spirits of the taiga who will determine the worthiness of the candidate. If one is not an enemy to the forest, one may be granted the ability to sense the elemental power of the trees and to channel it. If they are found worthy, they are given a pinecone or other seeds, needles or similar, dry branches, a bit of bark, and other symbols of the taiga. They may also find fallen leaves from non-conifers. These materials will give the taiga mage powers, but they will also have powers just by being in the taiga:
- Animal speech: if they are within the taiga, they can speak to any animal there.
- Barkskin: if they place a piece of bark into their skin, they gain toughness and lose 1 point of ATH, making their skin tough like tree bark.
- Bitter cider: a cider made from needles may be shared, giving anyone who drinks it resistance to cold.
- Boreal light: a dried branch held aloft will glow with an orange light.
- Call guide: within the taiga, they may sacrifice a needle or similar to the winds to call upon an animal guide through the forest.
- Chilling winds: the taiga mage may call chilling winds by throwing needles or similar into the air.
- Decaying shamble: if they gather fallen leaves into a pile, they may animate it into a protective being.
- Needle bed: if they make a bed of conifer needles, they will be protected from infernal powers or anyone seeking them as they sleep.
- Pinecone bomb: they may throw pinecones and have them explode with cold "fire" that is raw elemental energy.
- Plant speech: within the taiga, they may speak to any plants that grow there.
Other powers may be possible, especially based on specific trees. Consult the GM.
Any power that requires material is used up when the material is used and must be restored via communion with the taiga.
Taiga mages start with one each of all material-based powers from up to three trees and two other powers based on specific trees, plus all non-material based powers.
PRO / ATH +1 in taiga, -1 elsewhere STR +1 in taiga, -1 elsewhere AWA +2 WIL +2 STH +3 in taiga, -1 elsewhere PRS +1 in taiga, -1 elsewhere
Verdurist
Alignment: Elemental
Wielders of elemental plant magic.
To be a verdurist, one must commune with the greenery around them. There must be a sufficient amount of plants nearby, a certain density and a great variety of plantlife, for there to be enough to be communed with. A forest, grassland, or wetlands will work. Greenhouses, gardens, orchards, and farms will likely also work. Green hills and mountains, underground forests, and the plant life of other worlds also works. But a few houseplants or the nearby potted sapling don't generate enough to work. A rare collection of trees within a desert or an oasis may be enough, but it will vary by location.
Communion requires mindfulness of all plantlife around the verdurist and a deep meditation. The aromas of plants, the feel of grass beneath them, the way the canopy alters the light, the sound of leaves crunched underfoot or the swish of branches in the breeze, and above all, the significant variety of plant life, these must all be taken in as the mind slips into the collective consciousness of the green. Once meditating, the verdurist must be accepted by the plants of every vareity present. This requires they not be involved in, for instance, industrial pollution, logging, or serial littering. In other words, you must be a friend to the plants. Once this is done (a series of AWA and WIL rolls), the verdurist will be able to sense the energies around them when they are near enough greenery. To draw these energies to oneself to use, one must have a plant of the type they seek to wield near enough to touch and, using the power to sense these elemental energies gained from green communion, focus on the breathe of the plants and synch with it, focus on it, and will it inward.
Different kinds of plants give a verdurist different powers:
- Bush: bushes (not a scientific category) give the verdurist the power of augury.
- Club moss: lycophytes give the verdurist the power to create greenfire explosions.
- Conifer: conifers give the verdurist longevity and the power to resist the cold.
- Crop: crops (not a scientific category) are any intentionally planted plant used for food - they grant the verdurist the power to strengthen and nourish.
- Cycad: cycads grant the verdurist the power to soothe and calm.
- Deciduous tree: deciduous trees grant the verdurist the power to withstand.
- Decorative plants: decorative plants (not a scientific category) grant PRS bonuses to the verdurist.
- Fern: ferns grant the verdurist the power to connect with others magically.
- Flowering plant: flowering plants give the verdurist the power of renewal.
- Fruit: fruit plants give the verdurist the power to refresh.
- Ginkgo: ginkgo plants give the verdurist clarity of mind.
- Gnetophyte: gnetophytes give the verdurist the power of alternation of generations.
- Green algae: green algae give the verdurist waterbrething.
- Herb: herbs (not a scientific category) give the verdurist healing magic.
- Moss, hornwort, liverwort: mosses give the verdurist cooling and soothing magic.
- Tuber: tubers (not a scientific category) give the verdurist the power to absorb nourishment from the ground.
- Vine and lianas: vines (not a scientific category) and lianas give the verdurist the power to entangle.
Some plants meet multiple categories. All individual species come with their own powers that can be granted as well.
Verdurists begin with four different plant magicks to use with as many categories as that provides them. The player must choose four specific species of plant, with GM's approval.
PRO / ATH -1 STR +2 AWA +2 WIL +2 PRS -1 STH +1