Allows you to communicate with plants, non-verbally.
Knit the Bark allows you to restore a certain ammount of damage to a plant. Will not regrow parts of the plant, but will allow two parts to fuse if held together.
Increases a plant's fertility.
Mold the Bark allows you to alter the look of a plant. It will still be the same plant, but look different. Perhaps with strangely shaped leaves or new flowers…
Allows you to contact a Plant's spirit directly, and use it to extract information or strike a bargain.
Requires Blood and Bone Level 2
You can change a creature's outer appearance to resemble plants and verdant growths. The subject's skin will sprout grass, bark, undergrowth, mushrooms or any other plant life the caster cares to inflict. He will be able to blend in seamlessly into natural surroundings.
You can make a group of plants grow and stay healthy without food, water or sunlight.
Defile the Bark will damage a plant, inflicting an illness upon a plant. Will become contagious after a while. Likely to kill the plant if left untreated.
You can grow a vine with special properties. Any sound picked up by it will be relayed to all the other vines attuned to the same frequency.
Break the Hold will render a Phytarin immune to the effects of being close to a queen.
You can bring down a tree and mold the wood into any number of objects (such as swords, bowls, bows, bridges, etc…) as long as the ammount of matter remains constant. This will kill the tree. Objects with moving parts cannot be made, but the parts can be made individually, and assembeled later. All the objects remain as wood.
Allows you to queel a plant's spirit, preventing spirit magic from affecting it for some time.
Find out in Play…