Prolific Vegetation (Wizard Spell)

This spell causes shrubs and grasses to grow over a wide area of previously barren terrain. If the terrain is not virtually barren of plant life, then the spell fails.
During preparation, the preserver must devote eight hours per day for 30 days to fashion a staff from a tree of life. The preserver must carve the staff per­fectly smooth with an obsidian dagger. No other task can be undertaken during the eight-hour periods.
The area of effect has a maximum radius that varies according to the caster's level (the caster can make the radius smaller if desired; see table).
To cast the spell, the preserver thrusts the ob­sidian dagger into the ground in the center of the area, then moves with the staff to the circle's edge. The preserver then walks the circumference of the area of effect, dragging the staff. The staff magi­cally ensures that the preserver walks a perfectly circular path, eventually returning to the starting point. The preserver must walk (not run, fly, or lev­itate) but may use magical means to speed the walk. If the time taken to complete the circle re­quires the preserver to stop to sleep, there is no penalty, provided the caster awakens to continue the walk. Other interruptions lasting more than a single round negate the walking and it must be started again. If the dagger at the center of the circle is disturbed, the spell fails, so the preserver often places a guard over it. When the circle is completed, the spell is cast.
CasterLevel	MaxRadius 	RoughCircum.	Timeto Walk
21 	90 yds. 	566 yds. 	5 rds.
22 	180 yds. 	1,311 yrd. 	1 turn
23 	300 yds. 	1 mi. 	2 turns
24 	540 yds. 	2 mi. 	3 turns
25 	800 yds. 	3 mi. 	5 turns
26 	1,250 yds. 	4.5 mi.	7 turns
27 	1.25 mi.	8 mi. 	2 hrs.
28 	6 mi. 	38 mi. 	9 hrs.
29 	12 mi. 	75 mi. 	18 hrs."
30 	25 mi. 	157 mi. 	36 hrs."
Time is for a human in clear terrain and clear weather “Requires multiple marching days
Upon casting, the area inside the circle in­stantly grows thick with grass and small shrubs, much like scrub plains. The vegetation does not emerge from solid stone, but arises from any soil, no matter how rocky, sandy, or dry. The vegeta­tion is normal in every respect, and has no magi­cal properties. It remains until and unless it dies from lack of moisture, brushfire, erosion, and so on. If this spell is cast in conjunction with the priestly psionic enchantment, alter climate, the vegetation can grow and last longer. Defiler magic still destroys the vegetation normally.
The material components are the staff and the obsidian dagger, both of which disappear when the spell is cast.
The reverse of this spell, sparse vegetation. can be cast only by a defiler. During preparation, the defiler must spend at least four hour per day wandering the scrubland he wishes to destroy. The defiler sprinkles a fine trail of ash, from his own spells, around the circumference of the area to be affected. Upon casting, all scrub, bushes, grass, weeds, and similar plants in the area of effect die immediately. Such plants will not grow within the circle for a number of years equal to the caster's level, though the growth of trees is not affected. The material components for the re­verse are ash from the defiler's own spellcasting, and a small bag of woven straw, filled with salt from the sweat of slave farmers.
Notes: Restricted to preservers, common. The reverse is restricted to defilers, common.
Category:Psionic Enchancements
Category:Wizard Spells
Category:Psionic Enchancements from Dragon Kings
Category:Spells from Dragon Kings
Category:Spells from Wizard's Spell Compendium
Category:Spells