Kryx RPGThemesMonsters

Plants

Plants are the primeval root of nature and natural life. The Plants theme focuses on plant life; it contains a variety of control, protection, utility, summons, and some piercing damage.

Spells from the Plants theme allow you to lash your foes with thorns, restrain creatures in vines, cast volleys of thorns, locate plants, speak with and command plants, armor creatures with tree bark, create areas and walls of thorns, grow giant trees, unleash the wrath of nature, move between trees, assume the form of oak, give consciousness and agency to plants, and imprison creatures for a lifetime.

Power sources

Primal

Table of contents

Plants feats

You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

You learn one cantrip of your choice from the Plants theme. You also become capable, or proficient if you are already capable, with the Primal skill.

You can select this feat multiple times.

You have gained the favor of lunar spirits. You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading and keeping watch.

Prerequisites: You know the barkskin spell

You can cast barkskin on yourself at will, without expending mana.

You have advantage on saving throws and ability checks to avoid being restrained, or knocked prone.

When you spend 4 or more hours with at least half of your flesh exposed to the sun, you don’t need to eat or sleep for the next 24 hours.

You become capable, or proficient if you are already capable, with the Wilderness skill.

Additionally, you can add half your proficiency bonus (rounded down) to any ability check to survive in the wild that doesn’t already use your proficiency bonus.

Your spirit is linked to the vegetation that surrounds you. Whenever you regain health in natural terrain, you treat any dice rolled to determine the health you regain as having rolled their maximum value.

Your walking speed increases by 2 meters.

Prerequisites: You know the speak with plants spell

You can cast speak with plants at will, without expending mana.

Prerequisites: You know the tree shape spell

While transformed into a tree from the tree shape spell, you can cast any spell you know or a spell known by your new form.

You are immune to poison damage, the poisoned condition, and disease.

Your connection to the natural world deepens. As an action you can root yourself to the ground. You can end this effect on your turn (no action required). While rooted you gain the following:

  • Your movement speed is 0.
  • You have advantage on ability checks and saving throws to avoid being knocked prone, pulled, or pushed.
  • You gain a +2 bonus to Defense.

Your connection with the energy flowing through nature increases your lifespan. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

Plants concoctions

3 hours/catalyst

As an action, you can create a vial of liquid with bark suspended in it. A creature can drink the contents as an action so its skin takes on a rough, bark-like appearance for the duration. The creatures’s Defense becomes 13 + half its proficiency bonus + its Dexterity (max 4) as long as it isn’t wearing armor. The effect ends if the creature dons armor.

1 minute/catalyst

As an action, you can create this sealed jar. A creature can open it as an action to release an overwhelmingly antiseptic odor so that it covers other smells for the duration. Creatures within a sphere of the jar have advantage on all saving throws against scent based attacks and effects while the sap’s odor remains, but they have disadvantage on any scent-based Perception checks during that time.

1 hour/catalyst

As an action, you can create a vial of foul-tasting, milky tonic. A creature can drink the contents as an action to have advantage on saving throws against being poisoned, and resistance to poison damage for the duration.

If it is poisoned, one poison is neutralized. If more than one poison afflicts the creature, one poison is neutralized at random.

Augment

Immunity. You can expend 2 additional catalysts so the creature is immune to the poisoned condition and poison damage.

5 minutes/catalyst

As two actions, you can create this vial of with a spike ball suspended in it. As an action, a creature can throw the vial at a point within 5 meters, shattering it on impact. The area in a sphere centered on that point twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 1d4 piercing damage for every meter it travels.

The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the transformation must make a Perception check against your alchemical save DC to recognize the terrain as hazardous before entering it.

Augment

You can increase the damage by 1d4 for each additional catalyst expended.

Plants spells

1 minute

As an action, you whisper to the spirits of nature to create one of the following effects within 5 meters:

  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 1-meter cube.
  • You instantly light or snuff out a candle, a torch, or a small campfire.
5 minutes

As an action, the wood of a club or a quarterstaff you are holding is imbued with nature’s power for the duration. The weapon becomes magical, if it isn’t already.

The spell ends if you dismiss it on your turn (no action required), if you cast it again, or if you end your turn without the club or quarterstaff in your hand.

At higher levels

When you reach 9th level, you can make an attack with the weapon as part of the same action to imbue it with power.

As an action, you shoot thorny vines at a creature or object within 5 meters. Make a ranged spell attack against the target.

On a hit, the target takes 1d6 piercing damage, and its speed is reduced by 2 meters until the start of your next turn.

If you miss by 4 or less, the target takes half as much damage and doesn’t have its speed reduced.

At higher levels

This spell’s damage increases by 1d6 when you reach 9th level (2d6) and 17th level (3d6).

As an action, you create a long, vine-like whip covered in thorns that lashes out at a creature you can touch or see within 5 meters which must make a Reflex saving throw.

On a failed save, it takes 1d8 piercing damage, and if it is Medium or smaller, it is pulled 2 meters closer to you.

At higher levels

This spell’s damage increases by 1d8 and it can affect a creature of a larger size when you reach 9th level (2d8; Large) and 17th level (3d8; Huge).

3 hours/mana or psi

As an action, you touch a willing creature who isn’t wearing armor, and the target’s skin has a rough, bark-like appearance until the spell ends. The target’s Defense becomes 13 + half its proficiency bonus + its Dexterity (max 4). The spell ends if the target dons armor or if you dismiss the spell on your turn (no action required).

concentration, 1 minute/mana or psi

As an action, a creature that you can touch or see within 10 meters must make a Reflex saving throw.

On a failed save, the creature is restrained by a writhing mass of thorny vines that wrap around it. While restrained by this spell, the creature takes 1d6 piercing damage at the start of each of its turns.

A creature restrained by the vines or one that can touch the creature can use an action to make an Acrobatics or Brawn check (its choice) against your spell save DC.

On a success, the target is freed.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 4d6 for each additional mana or psi expended.

  • You can target one additional creature for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

As an action, a berry appears in your hand and is infused with magic. A creature can use an action to eat the berry which restores 3d8 health and provides enough nourishment and water to sustain a creature for a day.

The berry loses its potency if it has not been consumed within 24 hours of the casting of this spell.

Augment

You can increase the healing by 4d8 for each additional mana or psi expended.

(ritual)

As an action, describe or name a specific kind of plant. You learn the direction and distance to the closest plant of that kind within 10 kilometers, if any are present.

1 hour/mana or psi

As an action, you have advantage on saving throws against being poisoned, and resistance to poison damage for the duration.

If you are poisoned, you neutralize the poison. If more than one poison afflicts you, you neutralize one poison that you know is present, or you neutralize one at random.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target one additional willing creature that you can touch or see within 10 meters for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

  • Immunity. You can expend 2 additional mana or psi so you are immune to the poisoned condition and poison damage.


Dampen Poison

1

As a reaction, which you use when you take poison damage, you gain resistance to poison damage until the start of your next turn.

Augment

You can expend 1 additional mana or psi to trigger the spell when a creature that you can touch or see within 10 meters takes poison damage. The creature gains the resistance instead.

As an action, a creature that you can touch or see within 10 meters regains 3d4 health immediately and again at the end of its next turn. This spell has no effect on constructs or undead.

Augment

You can increase the healing by 4d4 for each additional mana or psi expended.

5 minutes/mana or psi

As an action, vines extend from your outstretched arm. Until the spell ends, you can cause the vines to lash out on each of your turns as an action.

Creature. A creature within 20 meters of you must succeed on a Reflex saving throw or be pulled up to 5 meters toward you. A Large or larger creature has advantage on this saving throw. If the creature is willing, it can allow itself to be pulled.

Unattended Object. An unattended object within 20 meters of you is pulled up to 5 meters towards you; if this moves it into your square, you may grasp the item, although you must have a free hand to do so.

Surface. If you target an immovable object within 20 meters of you such as an object bolted to the floor, a building wall, floor, or ceiling, you can move up to 10 meters towards the target. If you end your movement at a climbable location, such as a wall or ledge, you can attempt an Athletics check to grab hold, or pull yourself over the edge in the case of a ledge. If you fail that check you begin falling. You can move yourself up to 10 meters as an action on your turn.

If you pull yourself towards a surface while being grappled, any creature that is grappling you must succeed on a Reflex saving throw or be forced to release the grapple.

On a successful save, the creature can prevent you from moving.

You can cause the vines to release at any time (no action required by you). They retract instantly.

The vines are flammable. Any vines exposed to fire burn away in 1 round.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 1 additional mana or psi as a reaction, which you use when you or a creature within 10 meters of you falls. Vines lash out to a solid surface within 10 meters, or the falling creature, and lower you or the creature up to 20 meters from the point of attachment toward the ground.

  • Soaring Vines. You can expend 1 additional mana or psi so the vines can attach themselves to your torso, leaving your arms and legs unhindered. The vines automatically attach to solid surfaces (such as a building, a wall, or a tree) or other plants at least 3 meters above you and within 10 meters of you and shift with you, growing and retracting as you move from surface to surface. If any of the vines are destroyed, a new vine immediately grows to take its place.

    For the duration, as long as you are within 10 meters of a solid surface or other plants that is at least 3 meters above you, you have a flying speed of 10 meters, which can’t be reduced by nonmagical means. Additionally, you have advantage on saving throws made against effects that would push or pull you. When the spell ends, if you are near a solid surface or other plants, the vines gently lower you to the ground as they shrivel away.

concentration, 1 hour/mana or psi

As two actions, plants come to life at your command. Choose two nonmagical plants within 20 meters. Medium targets count as two plants, Large targets count as four plants, and Huge targets count as five plants. You can’t animate any plant larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 health.

As an action, you can mentally command any creature you made with this spell if the creature is within 100 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what actions the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Animated Plants Statistics
SizeHealthDefDamageStrDex
Tiny20161d4 + 2614
Small25161d6 + 1812
Medium40162d6 + 21410
Large50162d10 + 31410
Huge80163d10 + 4166

An animated plant is a construct with Defense, Health, Strength, and Dexterity determined by its size. When it attacks, make a melee spell attack in place of its attack. Its Constitution is 0, its Intelligence and Wisdom are −4, and its Charisma is −5. Its speed is 5 meters; the plant can use half of its movement to detach its roots from the ground or root itself in the ground. It has blindsight with a radius of 5 meters and is blind beyond that distance. When the animated plant drops to 0 health, it reverts to its original plant form, and any remaining damage carries over to its original plant form.

If you command a plant to attack, it can make a single melee attack against a creature within 1 meter of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific plant inflicts slashing or piercing damage based on its form.

Augment

You can animate three additional plants for each additional mana or psi expended.

concentration, 1 hour/mana or psi

As you spend 1 hour to cast this spell, tracing magical pathways within a plant, you touch a Huge or smaller plant. The target must have either no Intelligence or an Intelligence of −4 or less. The target gains an Intelligence of 0. The target also gains the ability to speak one language you know. The target gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human’s. Your GM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.

The plant is friendly to you and your companions and remains awakened until it drops to 0 health or when the spell ends.

When it attacks, make a melee spell attack in place of its attack, but retain the damage and other effects.

As an action on each of your turns, you can mentally command the plant you awakened with this spell if the creature is within 100 meters of you. You decide what actions the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

1 hour/mana or psi

As you spend 1 minute to cast this spell, you plant a few beans in the ground as a huge beanstalk erupts from the ground. It grows at a rate of 10 meters per round, to a maximum height of 200 meters. It’s strong enough to support up to 900 kilos total, and has enough handholds and footholds that it can be climbed as if it were knotted rope (DC 5). When the spell ends, the beanstalk withers and dies at an accelerated rate, leaving nothing more than a pile of compost.

Augment

You can increase the maximum height by 20 meters and the maximum weight by 200 kilos for each additional mana or psi expended.

concentration, 1 minute/mana or psi

As two actions, grasping weeds and vines sprout from the ground in a sphere centered on a point within 20 meters. For the duration, these plants turn the ground in the area into difficult terrain.

When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Reflex saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants or one that can touch the creature can use an action to make an Acrobatics or Brawn check (its choice) against your spell save DC.

On a success, the target is freed.

When the spell ends, the conjured plants wilt away.

Augment

Grasping Vines. You can expend 1 additional mana or psi so the creature takes 3d6 slashing damage when it becomes restrained or starts its turn in the area and is already restrained. You can increase the damage by 1d6 for each additional mana or psi expended.

As two actions, you create a rain of thorns at a point within 10 meters. Each creature in a cylinder centered on that point must make a Reflex saving throw. A target takes 9d6 piercing damage on a failed save, or half as much damage on a successful one.

Augment

You can increase the damage by 3d6 for each additional mana or psi expended.

concentration, 1 minute/mana or psi

As two actions, you are surrounded by invisible necrotic spores in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

Whenever an enemy enters the area for the first time on a turn or starts its turn there, it must make a Fortitude saving throw.

On a failed save, it takes 2d4 poison damage and is poisoned until the end of its next turn.

On a successful save, it takes half as much damage, but isn’t poisoned.

Augment

You can increase the damage by 2d4 for each additional mana or psi expended.

concentration, 1 hour/mana or psi

As two actions, you transform your body into living oak. Until the spell ends, you have resistance to bludgeoning, piercing, and slashing damage from attacks. You have vulnerability to fire damage, but you are immune to the blinded, deafened, disease, and poisoned conditions. You cannot drown as you have no physiology or respiration while this spell is in effect. You cannot drink (and thus can’t use potions) or play wind instruments.

You have advantage on Strength checks. Additionally, your unarmed attacks that you are proficient with deal 1d8 bludgeoning damage and are considered magical.

As two actions, you channel vitality into plants within a specific area.

Choose a point within 20 meters. All normal plants in a 20-meter radius centered on that point become thick and overgrown. Movement through the plants is at a quarter speed.

You can exclude one or more areas of any size within the spell’s area from being affected.

Alternatively, you can cast this spell over 8 hours to enrich the land. All plants in 1 kilometer radius centered on a point within 20 meters become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

5 minutes/mana or psi

As two actions, you imbue plants within 5 meters of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.

You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.

Plants might be able to perform other tasks on your behalf, at the GM’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.

If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.

This spell can cause the plants created by the ensnare or entangle spells to release a restrained creature.

concentration, 5 minutes/mana or psi

As two actions, the ground in a sphere centered on a point within 20 meters twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 1d4 piercing damage for every meter it travels.

The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Perception check against your spell save DC to recognize the terrain as hazardous before entering it.

Augment

You can increase the damage by 1d4 for each additional mana or psi expended.

1 hour/mana or psi

As two actions, you transform into an awakened tree companion form, using 2 resources.

You automatically revert if the spell ends, if you fall unconscious, if you drop to 0 health, or if you die. You can revert to your normal form earlier on your turn (no action required). You can expend additional mana or psi to extend the duration of the spell.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the companion form, though you retain your personality, and Intelligence, Wisdom, and Charisma. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours.
  • You retain your health and Health Dice. You gain temporary health equal to the companion form’s Constitution multiplied by double the amount of resources used.
  • Your ability to speak or use any action that requires hands is limited to the capabilities of your tree form.
  • You retain the benefit of any feats and features from your class, species, or other source and can use them if the new form is physically capable of doing so with the following limitations
    • You can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
    • You can’t cast spells. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from using actions that are part of a spell, such as call lightning, that you’ve already cast.
    • You retain your mana, mana limit, psi, psi limit, stamina dice, and dice limit, but do not gain your new form’s mana or stamina dice.
    • You can use any maneuver you know or a maneuver known by your new form.
  • You can use an action to expend mana or psi so your form gains 3 stamina dice per mana or psi expended, up to your mana limit or psi limit.
  • You can use an action to expend mana or psi to regain 2d8 health per mana or psi expended, up to your mana limit or psi limit.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape. Your equipment doesn’t change shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can use an additional resource for each additional mana or psi expended. If you expend 4 or more mana or psi and the spell lasts for the duration, the transformation lasts until it is dispelled.

  • You can expend 1 additional mana or psi to target a willing creature you touch while you concentrate on the spell.

concentration, 1 minute/mana or psi

As two actions, you gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 100 meters. Both trees must be living and at least the same size as you. You must use 1 meter of movement to enter a tree. You instantly know the location of all other trees of the same kind within 100 meters and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You appear in a spot of your choice within 1 meter of the destination tree, using another 1 meter of movement. If you have no movement left, you appear within 1 meter of the tree you entered.

You can use this transportation ability once per round for the duration. You must end each turn outside a tree.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the distance by 100 meters for each additional mana or psi expended.

  • Transport via Plants. You can expend 1 additional mana or psi to create a magical link between a Large or larger inanimate plant within 5 meters and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For 1 round, any creature can step into the target plant and exit from the destination plant by using 1 meter of movement. After 1 round the spell ends.

concentration, 5 minutes/mana or psi

As two actions, you create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns at a point within 20 meters for the duration. The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or rest on any firm foundation.

If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Reflex saving throw.

On a successful save, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall is an object made of plants that blocks line of sight. A creature can move through the wall, albeit slowly and painfully. A creature must spend 3 meters of movement for every meter it moves through the wall. The wall can be damaged and thus breached. Each panel has 10 Defense, 1 Soak, and 10 Health per centimeter of thickness. Reducing a panel to 0 health destroys it and might cause connected panels to collapse at the GM’s discretion.

You can choose to cast this spell without thorns to bridge a chasm or create a ramp. If you create a span greater than 4 meters in length, you must halve the size of each panel to create supports. You can crudely shape the wall with or without thorns to create crenellations, battlements, and so on.

When a creature enters the wall’s area for the first time on a turn or starts its turn there, the creature must make a Reflex saving throw.

On a failed save, a creature takes 5d8 piercing damage, or half as much damage on a successful save.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.

Augment

You can increase the damage by 2d8 for each additional mana or psi expended.

concentration, 1 minute/mana or psi

As two actions, you call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within 20 meters. The spirits cause trees, rocks, and grasses in a sphere that is twice as big as normal centered on that point to become animated until the spell ends.

Grasses and Undergrowth. Any area of ground in the sphere that is covered by grass or undergrowth is difficult terrain for your enemies.

Trees. At the start of each of your turns, each of your enemies within 2 meters of any tree in the sphere must succeed on a Reflex saving throw or take 3d6 slashing damage from whipping branches.

Roots and Vines. At the start of each of your turns, a creature of your choice that is on the ground in the sphere must succeed on a Reflex saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Brawn check against your spell save DC, ending the effect on itself on a success.

Rocks. As an action, you can cause a loose rock in the sphere to launch at a creature you can see in the sphere. Make a ranged spell attack against the target.

On a hit, the target takes 3d8 bludgeoning damage, and it must succeed on a Reflex saving throw or fall prone.

If you miss by 4 or less, the target takes half as much damage.

Augment

You can increase the damage from trees by 1d6 and the damage from rocks by 2d8 for each additional mana or psi expended.

As you spend 1 minute to cast this spell, you create a magical restraint to hold a creature that you can touch or see within 5 meters. The target must succeed on a Reflex saving throw or vines, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can’t move or be moved by any means until then.

While affected by this spell, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target.

Ending the Spell. During the casting of the spell, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or health.

A dispel magic spell can end the spell only if it is cast using 5 mana or psi.

Augment sizes

1 catalyst/mana2 catalysts/mana3 catalysts/mana4 catalysts/mana5 catalysts/mana
Cone3 meters long5 meters long10 meters long10 meters long20 meters long
Cylinder1-meter-radius, 3 meters high2-meter-radius, 6 meters high3-meter-radius, 9 meters high4-meter-radius, 12 meters high5-meter-radius, 15 meters high
Line5 meters long, 1-meter wide5 meters long, 2-meter wide10 meters long, 2-meter wide10 meters long, 2-meter wide20 meters long, 2-meter wide
Sphere1-meter-radius2-meter-radius3-meter-radius4-meter-radius5-meter-radius
Wall5 meters long, 2 meters high, 30 centimeters thick5 meters long, 4 meters high, 60 centimeters thick10 meters long, 6 meters high, 90 centimeters thick10 meters long, 8 meters high, 120 centimeters thick20 meters long, 10 meters high, 150 centimeters thick