Pop Greens
Pop greens are special seeds that have the power to instantly grow into full plants that produce a desired spell effect. Pop greens can be imbued with various effects or spells by a skilled herbalist, allowing them to be used as soon as they are planted in dirt or soil. Creating a pop green requires having a Herbalism Kit, supplies, a nearby spellcaster, and being proficient in the Nature skill.
Additionally, they can only be created during extended periods of downtime, such as when traveling by boat to a new location in clear weather or spending time on a peaceful island.
Creating a Pop Green
A pop green is made by placing the energy from any spell and the material components required into a special seed. Creating a pop green can take a specific amount of time and money related to the strength and level of the Pop Green the characters want to imbue into the seed, as shown in the table below. Additionally, the character creating the pop green must have proficiency in the Nature skill and provide any material components required by the spell being put into the pop green. Moreover, at least one character making the pop green or assisting in the creation process must have the spell prepared, or it must be among the character's known spells, to create the pop green.
If the scribed spell is a cantrip, the version on the scroll works as if the caster were 1st Level.
Pop Green Cost
Spell Level Time Cost
Cantrip 1 day ฿150,000
1st 1 day ฿250,000
2nd 3 days ฿2,500,000
3rd 1 workweek ฿5,000,000
4th 2 workweeks ฿25,000,000
5th 4 workweeks ฿50,000,000
6th 8 workweeks ฿150,000,000
7th 16 workweeks ฿250,000,000
8th 32 workweeks ฿500,000,000
9th 48 workweeks ฿2,500,000,000
Pop greens are occasionally found on various islands or sold in black markets. They can be sold to certain rich buyers for a price equal to the material cost on the table above. Their cost in the black market often equals 120% of their cost on the Pop Green Cost Table.
Using a Pop Green
When a character possesses a pop green, he or she can use it at any time by planting it in a patch of dirt, soil, or sediment nearby. The pop green can be planted as an action, bonus action, or reaction (depending on the spell) within 5 feet of the user. It can also be thrown or fired by a sling as an action up to 30 feet away from the user into a nearby patch of soil. When the pop green is planted, it will begin casting the spell stored inside of it, with no material components required.
The plant created will begin casting the spell from itself. For example, if the plant created from a pop green has cone of cold stored in it, it will cast it immediately after the action the user made to plant it, blasting the 60-foot cone from itself and damaging all enemies in the range depending on the direction the user wants it to aim the spell. After the spell is finished being cast or concentrated on, it will wither and die.
If the plant casts a spell, such as time stop, that can only target the caster, it will instead target the creature that planted it if they are within 30 feet of the plant. Otherwise, the plant will target itself with the spell before withering and dying. If the spell requires a target, the person who planted the pop green can verbally command it to choose the desired targets. Additionally, if the spell has a casting time longer than an action, the plant will remain alive and actively cast the spell until it is cast. Also, if the spell requires concentration, the plant will remain alive and attempt to concentrate on the spell until the duration ends or concentration is lost. Once the spell is no longer being concentrated on or is finished casting, the plant instantly withers and dies.
While the plant remains alive, its stats are as follows (Treat cantrips as 1st-level spells when determining these stats). It is a large plant, its HP is equal to 5 x Spell Level (Minimum 5), its AC is equal to 10 + Spell Level (Minimum 10), it has vulnerability to fire damage, and its Constitution save bonus for keeping concentration is equal to the Spell Level. The plant's appearance depends on the type of spell stored by it. For example, if it has the fireball spell stored, it may have a reddish-orange patterned appearance, a bazooka-shaped stem, and flame-shaped leaves. The plant may also cast or create the spell effect by emitting magical effects from its stalk or mouth, or by attacking with segments of its body.
The spell cast by the plant has an Attack Bonus and Save DC depending on the level of the spell stored by the plant, shown on the table below.
Pop Green Spellcasting
Spell Level Save DC Attack Bonus
Cantrip 13 +5
1st 13 +5
2nd 13 +5
3rd 15 +7
4th 15 +7
5th 17 +9
6th 17 +9
7th 18 +10
8th 18 +10
9th 19 +11
Pop Green Complications
If the creature planting the pop green is a spellcaster that already knows how to cast the spell being stored by the pop green, planting it will always work without fail.
However, if the creature planting the pop green doesn't already know how to cast the spell being stored by it, there is a chance that the pop green will fail to grow and will die before it casts the spell successfully. In this case, the creature planting it must make an Intelligence (Nature) check to determine whether they plant it successfully or not. The DC equals 10 + the spell's level. On a failed check, the plant dies and has no other effect.