Horticulturist (Champion, Dual Sphere)
Source: Diamond Spheres: Invention & Ingenuity
Prerequisite: Associated ranks 3, Herbalism sphere ((herbal) package); either the Alchemy sphere ((poison) package) or Creation sphere.
Benefit: You gain the following benefits, depending on the spheres you possess:
- Natural Toxins (Alchemy sphere ((poison) package, Herbalism sphere ((herbal) package)): You can spend a specific Herbalism sphere herb as part of creating an Alchemy sphere toxin to grant it a unique effect that affects the target of the toxin on a failed save (unless otherwise specified). This unique effect lasts for 1 minute unless otherwise specified.
- Bitter Herb: Any penalties caused by the toxin (including conditions caused by it) increase by 1.
- Bland Herb: The next beneficial effect to benefit the creature affected by the toxin takes 1 round to take effect (or 1 round longer if it already has a delay). The duration of such effects only begin after this delay, and any negative effects as part of the beneficial effect occur without delay.
- Cool Herb: The toxin also imposes a -2 penalty to concentration checks and mental-based ability checks and skill checks.
- Dry Herb: The toxin also imposes a -1 penalty to all saving throws.
- Intense Herb: The toxin also imposes a -10-foot penalty to all speeds.
- Sour Herb: The toxin also imposes a -2 penalty to saving throws made against poison effects.
- Spicy Herb: The toxin also imposes a -2 penalty to physical-based ability checks and skill checks.
- Sweet Herb: The toxin also halves any hit point healing the affected creature receives.This lasts for an amount of rounds equal to your operative modifier.
- Tainted Herb: If the affected creature succeeds their saving throw against this toxin, they must attempt an additional saving throw at the start of their next turn–if they fail this new saving throw, they are treated as if they had failed their initial saving throw against the toxin.
You can only add one herb to a toxin.
If you possess the Pre-emptive Preparation Herbalism talent, you can reveal the plan as an immediate action when a creature is affected by one of your poisons (but before any saving throw is made), applying one of the above herb effects to it as if it were a twist.
- Magical Preparation (Creation sphere, Herbalism sphere ((herbal) package): You can spend 1 spell point as a standard action to immediately gain a batch of herbs (which cannot include herbs gained from exceptional talents), which still counts towards your daily limit. You can spend +1 spell point when using this ability to also prepare a single concoction, spending any herb costs associated with it (which can include the batch of herbs created using this ability). You can choose to have the prepared concoction appear in the hands of a creature within your natural reach, or within the range of your create ability if you possess the Distant Creation talent.
Special: If you possess the Divided Creation talent, you can prepare multiple concoctions this way, using the same restrictions as the create sphere ability–a single concoction is treated as a Small object for determining the amount of concoctions that can be prepared this way.
Natural Sciences (Champion, Dual Sphere)
Source: Diamond Spheres: Invention & Ingenuity
Prerequisite: Associated ranks 3, Herbalism sphere ((herbal) package); either the Alchemy sphere ((formulae) package) or Nature sphere.
Benefit: You gain the following benefits, depending on the spheres you possess:
- Holistic Sciences (Alchemy sphere ((formulae) package, Herbalism sphere ((herbal) package)): You can spend a specific Herbalism sphere herb as part of creating an Alchemy sphere formulae to alter its effects.
- Bitter Herb: If the formulae has a daily limit to how many times a creature can benefit from it, this formulae does not count towards it. This can only allow a creature to benefit from a particular formulae twice as many times per day as they normally could.
- Bland or Sweet Herb: The formulae treats its effective associated ranks as if it were 2 higher for determining how much damage it deals (bland herb) or heals (sweet herb).
- Cool Herb: The formulae functions as if the Craft result to create it was 5 higher.
- Dry Herb: The formulae’s saving throw DC increases by 1.
- Intense Herb: If the formulae is a splash weapon, a single creature within the splash radius (chosen by the attacker if there are multiple such creatures) is also considered as though they were directly hit by the formulae.
- Sour Herb: If the formulae is a splash weapon that deals damage, it loses its splash radius, but increases its damage die by one step.
- Spicy Herb: The formulae’s range increment increases by 20 feet.
- Tainted Herb: If the formulae is a splash weapon, on a direct hit, the target also suffers 1d2 Constitution damage (Fortitude negates).
If you possess the Pre-emptive Preparation Herbalism talent, you can reveal an Alchemy sphere formulae in place of a Herbalism sphere concoction.
- Imbued Brews (Herbalism sphere ((herbal) package), Nature sphere): You can spend 1 spell point as a standard action to imbue a concoction with primal magic for as long as the concoction remains potent. This additional effect is depending on the Nature sphere package you possess–if you possess multiple packages, you choose one when you imbue a concoction.
- Air: The concoction becomes vaporous (as per the Vaporous Concoctions talent). If the concoction is already vaporous, its range increment improves to 30 feet; If the concoction is an aroma, it cannot become suppressed by wind.
- Earth: The concoction functions as if its effective associated ranks were 2 higher, +1 per 6 Nature sphere caster levels you possess.
- Fire: The imbiber of the concoction gains an amount of temporary hit points equal to your casting ability modifier (minimum 1) + your operative modifier (minimum 1) that last for as long as the concoction does.
- Metal: If the concoction is a tonic, it does not count towards the maximum number of tonics that the imbiber can benefit from at once. A creature can only benefit from one such tonic at one time. If the concoction is an aroma or tincture, its duration increases by 50%.
- Plant: The concoction gains any number of the twists that the concoction could gain (this excludes herbs that require an exceptional talent to gather).
- Water: If the concoction is an aroma, the affected area is also occupied by the Fog geomancing ability–any costs associated with the ability must be paid when you imbue the concoction. If the concoction is a tincture or tonic, it can be applied up to two times before it is expended.
A concoction can only have one such benefit applied to it at one time.