Item: Effortless Garden

Level14
Rarity
Rare
CategoryOther
Price900 gp
UsageOther
PublicationPathfinder #220: Crypt of Runes

Azeradni, third runelord of sloth, is said to have used solid-gold seeds to sow her legendary, self-sustaining gardens.

Activate—Sow Garden 1 minute (concentrate, manipulate)


Effect You place the seed on the ground in an adjacent space. Over the next minute, the seed's magic creates an elegant garden in a 40-foot-square area that includes the space where you placed the seed. As the garden grows, you choose to fill each 10-foot-square space with lawns (normal terrain), flower beds (difficult terrain), or hedgerows. Hedgerows are filled with 10-foot-tall hedges that grant standard cover and are greater difficult terrain. The garden withers after 24 hours.

If you place the seed on natural earth and spend 1 Mythic Point during the activation, the garden establishes itself in the area and grows indefinitely, so long as the plants receive adequate sunlight and rain. While it remains, the garden remains free of weeds and pests, with the plants never growing beyond their bounds, as if tended by a master gardener.


Trait Effects

Consumable: An item with this trait can be used only once. Unless stated otherwise, it’s destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. A character can Craft consumable items in batches of four.

Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.

Mythic: Options with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling. Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons. Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities. Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.

Structure: A spell, item activation, or ability with the structure trait creates a magical building or other structure. The structure must be created on a plot of land free of other structures. The structure adapts to the natural terrain, adopting the structural requirements for being built there. The structure adjusts around small features such as ponds or spires of rock, but it can't be created on water or other nonsolid surfaces. If created on snow, sand dunes, or other soft surfaces with a solid surface underneath, the structure's foundation (if any) reaches the solid ground. If the structure is on a solid but unstable surface, such as a swamp or an area plagued by tremors, roll a DC 3 flat check each day; on a failure, the structure begins to sink or collapse. The structure doesn't harm creatures within the area when it appears, and it can't be created within a crowd or in a densely populated area. Any creature inadvertently caught inside the structure when it's created ends up unharmed inside the complete structure and always has a clear path of escape. A creature inside the structure when the effect ends isn't harmed, and it lands harmlessly on the ground if it was on an upper level of the structure.


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