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

  1. Clarity
  2. Woodbend
  3. Dendrigraphy
  4. Whirling Staff
  5. Locate Animal
  6. Magic Missile
  7. Obedient Stone
  8. Floral Salvage
  9. Entangle
  10. Sleep
  11. Wall of Stone
  12. Uproot

Mishaps

  1. MD only return to your pool on a 1-2 for 24 hours
  2. Take 1d6 magical damage
  3. Random mutation for 1d6 Rounds. Save vs Discipline, else permanent.
  4. Plants wither in a 5xd20 ft radius around you
  5. Save vs Fear against fire for the next 24 hours
  6. Plants erupt from your fingers and toes. All within 50 ft must Save vs Agility or be entangled. Plants fade in 1 hour.

Doom

  1. Take sufficient fire damage to reduce you to 1 Flesh
  2. You can no longer read maps, symbolic representations of places, or languages
  3. Your memory fades. You cannot memorize spells. Save vs Discipline every hour or forget all details of the previous few hours