Starting Equipment: Musty Spellbook, Quarterstaff, Garden trowel, Brown robes
Perk: +1 Defense while wielding a quarterstaff
Drawback: Must meditate for 10 minutes within sight of natural beauty to regain MD. Even mold growing a rock counts. You must describe this to the other players
Cantrips
- Permanently change the color or form of a small plant
- Plants grow better in a [Level] mile radius around you. Takes a season to notice
- Sleep anywhere, in any position. Set environmental conditions that will wake you

Spells
- Clarity
- Woodbend
- Dendrigraphy
- Whirling Staff
- Locate Animal
- Magic Missile
- Obedient Stone
- Floral Salvage
- Entangle
- Sleep
- Wall of Stone
- Uproot
Mishaps
- MD only return to your pool on a 1-2 for 24 hours
- Take 1d6 magical damage
- Random mutation for 1d6 Rounds. Save vs Discipline, else permanent.
- Plants wither in a 5xd20 ft radius around you
- Save vs Fear against fire for the next 24 hours
- Plants erupt from your fingers and toes. All within 50 ft must Save vs Agility or be entangled. Plants fade in 1 hour.
Doom
- Take sufficient fire damage to reduce you to 1 Flesh
- You can no longer read maps, symbolic representations of places, or languages
- Your memory fades. You cannot memorize spells. Save vs Discipline every hour or forget all details of the previous few hours