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Plant GrowthRitual 4


UncommonNecromancyPlantPositive
Source Pathfinder Core Rulebook
Cast 1 day
Secondary Casters 1
Primary Check Nature (expert)
Secondary Checks Farming Lore or Survival
Area 1/2-mile-radius circle centered on you
Duration 1 year

You cause the plants within the area to be healthier and more fruitful. In addition to other benefits of healthy plants, this increases the crop yield for farms, depending on your success. If you cast it in the area of a Blight, plant growth attempts to counteract the blight instead of producing its usual effect.


Critical Success Double the crop yield in the area, or increase the area to a 1-mile radius.

Success Increase the crop yield in the area by one-third.

Failure The ritual has no effect.

Critical Failure The flora in the area changes in an unanticipated way, determined by the GM but generally as contradictory to your true desires as possible (for instance, blighting crops when you would prefer to enrich them).


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Necromancy

Effects and magic items with this trait are associated with the necromancy school of magic, typically involving forces of life and death.

Plant

Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.

Positive

Effects with this trait heal living creatures with positive energy, deal positive energy damage to undead, or manipulate positive energy.