HGd10PHB - Spectrum - Flora

Flora Spectrum - Floramancer
The spectrum of Flora involves any control of plants, fungi, bacteria, or other non-animal, non-sentient life. This category may include diseases, but does not include viruses (which are not alive), which fall under the purview of the Chemical and some of the Deep Spectra. Flora is an extremely wide and versatile Spectrum and is heavily used by Druids, Shaman, Summoners, and others.

Flora and Other Spectra
Flora and Fauna are opposition Spectra. These bonuses are typically listed within the spell since context determines if the bonus applies.
 * As an action check, Flora typically gains Xd10 vs Fauna as a reaction.
 * As an action check, Fauna typically gains Xd10 vs. Flora as a reaction.

Flora works well with Earth in combination, but tends to break through Earth when in opposition. Flora gets 2d10 as an Active Roll against Earth spells and Earth-based constructs (magical or not).

Flora tends to absorb water naturally and so gains an additional 1d10 effect against Water targets when made as a reaction check.

Flora is weak against Fire. Flora checks are made at -15 against Fire.

Flora does not do well against the unnatural emanations from Eldritch sources. It subtracts 1d10 from all rolls made against Eldritch targets or against Eldritch skill checks.

Flora Aid Spells
Flora Aid spells have many applications in agriculture and adventuring. Healing injured plants damaged during a storm or even creatures like Phymorians, curing sicknesses and blight, and even providing micro-flora to soil to aid in the growth of crops are all Aid type spells.

Flora Attack Spells
This sub category includes creating weapons out of nearby plants, entanglements, and even some diseases as caused by bacteria. Inducing plants with natural weapons such as thorns, spores, or even sonic attacks from shrieking shrooms or trees also falls within this Purpose.

Flora Defense Spells
As Flora Attack spells turn nearby plants into weapons, so Flora Defense can use them to protect. A wall of plants may prevent an enemy from getting through to attack. An oaken shield drawn from a nearby tree can suffice when metal is not an option. Even a cage made of plants within which a caster is safe from animal attack would fit into this sub-category.

Flora Enchant Spells
Enchanted plants have a long and sometimes sordid history. Tales exist of apples that cause maidens to fall into a death-like state or fields of poppies that bring an adventuring group into a deep sleep. Yet plants can be enchanted to grow to form a ladder to an otherwise inaccessible house only to return to its normal size after a few minutes. Any spell involving plants that does not fit into other Purposes goes here.

Flora Illusion Spells
Psychedelic properties of plants have been cataloged for centuries. Having plants or even microbes induce perception altering effects fits within this category.

Flora Learn Spells
Spells that learn things about plants or use plants to learn things or communicate with others fit within this sub-category.

Flora Movement Spells
Causing trees to uproot and walk around, or branches to smack a wanderer passing by are just two of the many spells within the Flora Movement sub-category.

Flora Summon Spells
Summons plants or plant-like creatures for a limited duration.

Flora Transformation Spells
Turns plants, fungi, or bacteria from one form to another. May change size, shape, or even kind. These transformations tend to be temporary, moreso for Phymorians and other sentient plant kind.

Primary Navigation

 * Hero's Guild Players Handbook Home
 * Chapter 1 - Creature Kinds
 * Chapter 2 - Base Characteristics
 * Chapter 3 - Skills
 * Chapter 4 - Traits and Foibles
 * Chapter 5 - Physical Combat Skills 
 * Chapter 6 - Mystical Skills
 * Chapter 7 - Equipment
 * Chapter 8 - Crafting
 * Chapter 9 - Knowledge Social and Movement Skills
 * Chapter 10 - Optional Classes
 * Chapter 11 - Rules of Engagement