Dominate Plants

Spell — see Magic and Spellcasting for the rules and the Spell Index for the full list.

Arcane 5 Type: enchantment

Range: 0’ Duration: concentration

This spell grants the caster the ability to dominate one or more living plant targets within a 60’ radius of him. Each target, other than ordinary plants, must make a Spells saving throw. If the save succeeds, the spell has no effect. If the save fails, or the target is an ordinary plant, the target is dominated.

All of the dominated plants act on the caster’s initiative in any order he chooses. Dominated plants act according to the caster’s will, doing whatever is mentally commanded of them. Since ordinary plants are not normally mobile, the spell grants them the ability to move their branches, leaves, limbs, and vines, though not to uproot themselves.

Assuming the caster commands the plants to hinder non-plant creatures in the area of effect, each non-plant creature that enters, or starts its initiative in, the area must make a Paralysis saving throw. If the save succeeds, the creature avoids being hindered by the plants. If the save fails, the creature is restrained until the start of the caster’s initiative. If the save fails on an unmodified 1, the creature is knocked prone and restrained until it escapes. At the end of each initiative thereafter until it escapes, the creature suffers 1d4 piercing damage and 1d4 toxic damage from nettles, thorns, poison ivy, and the like. The dominated plants have no independent volition and if left without commands simply vegetate.

The spell lasts while the caster maintains concentration or until it is dispelled. The spell can be dispelled normally, and can be detected with discern bewitchment, but cannot be detected with discern magic. Once the spell ends, the affected plants will be hostile to the caster (though non-motile ordinary varieties may have difficulty acting on it).