Magic in Agriculture

Though most forms of magic are disapproved of by the Burgian Empire they allow its use in certain applications, such as in agriculture. Because of this it is not uncommon to find farmers using simple magics such as mold earth and shape water. Many traveling wizards and druids know of this more relaxed attitude towards magic and will often offer their services in exchange for crops or logging in town during their stay. This has lead to many traveling spellcasters to learn the Summon Rain and Plant Growth spells as a way of quickly gaining a place to stay during their travels.


Conjure Rain
1st-level Transmutation (ritual)
Casting time: 1 action
Range: 1 mile
Components: S, M (A burned twig doused in lake water)
Duration: 1 hour
Classes: Druid, Sorcerer, Wizard, Cleric

A wave of rainclouds rolls out from a point you can see within range, covering a cylinder up to 1 mile wide and 40 feet high. For the duration, light rain falls in this area, extinguishing unprotected flames, and you can cause harmless claps of thunder or flashes of lightning to emanate from the clouds.

The spell ends if you dismiss it (no action required), or if a wind of moderate or greater speed (at least 10 miles per hour) disperses the clouds.



Plant Growth
3rd-level Transmutation
Casting Time: 1 action or 8 hours
Range: 150 feet
Target: Plants within a specific area
Components: V S
Duration: Instantaneous
Classes: Bard, Druid, Ranger

This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.

If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected.

If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

Day 28

By WhiteKran

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Timberwolf Woods

The Timberwolf Woods are a filled with Timberwolves, and Giant Wolf Spiders, these woods border the northern regions of The Ever Cliffs and the central plains of Burgdalin. This forest is home to a Mycelite colony and is under their protection, all that enter should expect to be observed by this colony, though it rarely interacts with humanoids.

Day 29

By WhiteKran

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Timberwolves

The beast resemble typical wolves, though they are much larger and intelligent. They are known to stalk their prey for miles through out the forests trees all the while keeping themselves hidden, a common strategy of these wolves is to surround their prey in a circle and take turns charging in to make quick attacks before returning to the circle. They have typically have gray and black fur, and on average stand between two and three feet high while being about 5 feet long and weighing up to 300 pounds.

Day 30

By WhiteKran

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