plant structure
Plant Structure and Adaptations

Never look at a plant the same way again! Come explore plant structure and the many adaptations that make plants true survivors. This clip briefly compares vascular and nonvascular plant structure before jumping into several plant adaptations. We’ll also talk about the three reactants important for photosynthesis and how plants obtain them.

anonymous asked:

Wat are the most important plants for a witch to at least start wit

This is a fantastic question!!!!

Okay, so I dunno about anyone else, but since I’m a kitchen witch, most of the herbs I think are the most important can be found at any store anywhere for pretty effing cheap. That being said, Here’s my very personal list!

  1. Basil!
    1. Super Easy to find, I use basil for a zillion things, including but not limited to; protection, money, good luck, curses, happiness, spirit work, and banishing! I also would recommend any kitchen witch ever to grow your own plant in your windowsill. It draws in good luck, kicks out any nasties, and tastes delicious in literally everything!
  2. Mint!!
    1. First off, I love all things minty. It makes me feel fresh and clean and brilliant and powerful. Second of all, it’s a surprisingly good addition to Italian recipes, like my spaghetti(little does my girlfriend know)! Besides for that, it’s also really good medicinally for treating upset stomaches, headaches, and congestions/colds. I use mint in money spells, as well as for good luck, happiness, and protection!
  3. Lavender!!!!!!!!
    1. I don’t know if I can even put into words my undeniable love and obsession for this little purple flower. First off, I thin kit smells like the most dazzling thing in the world. I love it. Second, it’s so good for you and your body. It’s an astringent, it helps with headaches, its good for flesh wounds, it helps you sleep, it helps me when I’m nauseous, and it puts me in a better mood. I use lavender in every single working I do just about. I consider it and coffee grounds like my signature, so to speak. But anywho, you can use it for sleep magick, happiness, relaxation, emotional works, protection, love, de-stressing, dream magick, I even use it for spirit work.
  4. Black Pepper
    1. This is so basic and so simple! I use black pepper the most in my powder mixtures, including but not limited to curse powders, confusion powders, banishing mixtures, and protection mixes. Black pepper is a powerful herb in my practice, and one I couldn’t possibly go without! Not to mention it’s a necessity in cooking!
  5. Rosemary!
    1. Rosemary is another super common kitchen herb, and one that I think goes incredibly well with omelets :) Besides that, rosemary always struck me as an herb that focuses around the heart. Because of this I’ve always used it in things like love spells, or relationships, family, friendships etc. You can add it to sweetening jars, use it for protection, and also for good luck. 
  6. Chili Powder or Cayenne
    1. I don’t really separate the uses of these, except when using one of the other I may decide to include the opposite to add exra fire or heat to a spell. I use spicy, hot herbs in spells for romance, passion, sex, protection, and curses as well! I also like to use hot sauce sometimes!

Other Not Necessarily Herbs I Recommend

  • Coffee Grounds
    • I use this as a signature of sorts on all of my spells.It makes them uniquely mine! But asides for that, I also use them to give extra boosts of power to my workings. Coffee is a stimulant, so I use it when I need…well..stimulation! Examples would include money spells, attraction spells of all kinds, curses, protection, banishings, and anything else I want to give a little nudge to. 
  • Salt! 
    • I don’t even think I need to go into this one that much?? Salt is a witches best friend! Good for everything and anything from purification to banishing to charging to cursing. 
  • Dandelion
    • It’s very easy to find, and useful for spells requiring stability and longevity. Often times I decide what properties an herb has by thinking about its natural tendencies. Dandelion is a voracious weed, spreading quickly, and very hard to eliminate. It’s roots are deep and strong and sometimes impossible to remove. IT’s a solid, structured plant and so I use it in spells where I need strength and foundation. 
  • Sugar!
    • Good for lots of stuff, including love spells, friendships, sweetening jars, emotional works, romance, protection and attraction spells of all kinds(like drawing in money, or attention or a job etc.) Can also be used as a body scrub that is heavenly for your skin!

Okay, That’s my most basic and simple recommendations! I hope this is useful enough to get you started Nonny!

Acid Bathhouse

What you need to know: an elemental wizard living in an abandoned bath house has become mind controlled by a parasitic psyker, mold growing on her/his brain. This occurred during experimentation with acid mold/fungus or is a fluke occurrence. The psychic mold wants to destroy all life except mold/fungus and is forcing the wizard to unleash acidic mold/fungus onto towns and ecosystems eating everything away till there is only goo.

Premise: Acidic mold/fungus is growing on buildings/tree/vegetation, slowly dissolving the structure/plants till destruction or death occurs. It has become rampant and is spreading to neighboring towns through mold spores carried by the wind. The players can even come across dead wildlife layered in mold, their guts eaten away by acid.
Recently, it has even begun infecting people, their skin turns green and rots away as acid dissolves their bones.

Note: this is an acid disease that deals 1 damage a day at first, then progresses dealing more damage in shorter increments of time - 2 damage a day, 5 damage an hour, 10 damage a min, etc. It needs cure disease to cure.

Locals are desperate for answers and will pay everything they can if someone can find the source of this outbreak and put it to an end. This is a good chance to offer that magic item or information the players really want or need.

For added fun, you also have the ground water contaminated with acid, making it deadly to drink, giving the players only days to solve the problem before they die of thirst.

For additional challenge, you can have a ranger/druid order coming to burn everything to the ground and even kill the people to stop this acid mold from spreading, forcing players to both hold off druids and rangers while finding the source of the acid mold at the same time.

1 - in the middle of a lake/pond, a gray marble building rests atop a hill of green mold and mushroom patches.

  • A – lake/pond is acidic, dealing X D6 acid damage to anyone who enters.
  • There is an illusion of gold/glowing weapon at the bottom of the pond, placed there as a trap

  • B - hillside is layered in mostly harmless acid mold that eats away at the players boots slowly, but does little else
  • The acid mushroom patches spit acid, give the clusters a set of hit points and one spit attack for X D6 acid damage.

  • C - bathhouse is built of dissolving gray marble, eaten away by layers of green acid mold. However, it is sill structurally sound, nor is there any holes in the walls.

  • D - a marble walkway leads through rows of marble pillars and statues (local hero/legend of the past/god), they are caked in acid mold and already half-dissolved.
  • The front door is only scarps of dissolved iron with a blanket of mold covering the entrance.
  • If any player touches the mold, they take X D6 acid damage on touch and contract the acid disease.

2 - gray marble room contains 4 baths built into the floor. The floors and walls are layered in green acidic mold.

  • A - acid/mold fills the tubs. If players touch the contents, they receive X D6 acid damage and contract the acid disease

  • B - the acidic mold on the floor is much stronger than the mold outside. It eats players’ boots on contact in one round.
    Note: if players touch the acid, they receive X D6 acid damage and contract the acid disease. This forces the players to find a solution to cross the floor.

  • C - the front door is only scarps of dissolved iron with a blanket of mold covering the entrance. If any player touches the mold, they take X D6 acid damage on touch and contract the acid disease.

3 - gray marble room. In the center of the chamber stands a gray marble stature of a human woman in a dress with four faces, one facing each direction. There is no noticeable exit to the chamber.

  • A - when players enter the room, the statue spits acids from all four faces in a spray/cone attack
  • The acid dissolves 1 mundane item – clothing/backpack/weapon, etc for any player that gets hit and also receives X D6 acid damage
  • Once the players enter, the statue continues to spray every X rounds till the players leave- It draws from the pond outside and is virtually endless. The walls are acid resistent, similar to a wall of force.

  • B - one of the walls will slide open if a players tries to find secret doors or pry it open. This will lead to room 4
    Note: for added difficulty, you can have walls and floor layered in acidic mold as per room 2

4 - gray marble room with an iron door leading out. Basins are cut into the floor filled with acid. Large green tinted jars with glass toppers rest at the bottom.

  • A - basins are filled with acid, dealing X D6 acid damage upon touch

  • B - the jars are so tinted, they cannot be seen into and therefor must be opened
  • The contents inside contain the wizard’s treaures: coins/potions/scroll/magic items/etc

  • C - the door is locked and need to either be brute forced through or unlocked.

5 - a corridor of gray stone ends in a thick iron door with a small funnel jutting out from the center. There is a cupboard cut into the walls to the left of the door with 5 jars of acid on each of 2-5 shelves.

  • A - the door is at least a meter thick and 1000s of kilograms, making it almost impossible to open by brute strength. The players must pour the acids into the funnel from weakest to strongest or reverse to open the door

  • B - the jars containing acid can be color coded for ease: blue/green/yellow/orange/red, or all the same if you want to increase difficulty
  • There should be several sets so if the players screw up, they have several backup chances.
  • This puzzle should force the players to test the acid on equipment or themselves to find the strength of each.
    Note: the acid damage should be around d6 blue, 2d6 green, 3d6 yellow, 4d6 orange, 5d6 red
    For added difficulty. you can have walls and floor layered in acidic mold as per room 2

6 - a gray stone chamber with shelves and tables adorned in bottles of colored liquid, clay pots of mold and fungus and other various tools. In the back, a naked humanoid covered head to toe in green glowing fungus works tirelessly pouring liquid from bottles into the clay pots and only stops once the players step inside, and becomes aggressive. The creature is a human wizard of any level you deem fair, but also has a few upgraded abilities form the psyker mold.
Mundane weapons melt upon her/his flesh as the acids eats it away instantly.
All elemental spells now do acid damage, lighting bolt equals acid bolt, fire ball equals acid ball The wizard gets an acid vomit attack every 3 rounds, spraying the room in acid. It deals X D6 acid damage equal to half the dice of the wizards level plus dissolves up to 2 mundane items and infects the players with the acid disease.

Note: for added difficulty you can have a few acid mushroom patches growing in the room that spit acid or release acidic choking spores, dealing acid damage and stunning the player for a round.

When the wizard dies, he bursts in a radius, spraying all the players in acid, dealing X D6 acid damage, destroying 1 mundane item and infecting the players with the acid disease.

  • A - the potions found in this chamber can be magically useful as per potion chart or only regents for alchemy, its your choice.

End: the acid begins to dilute over time and without the psychic mold, the spores soon dies, no longer spreading. All infected parties with the acid disease sill need cure disease to be healed, however.

If you want to increase difficulty, you can have the acid still remain, forcing the players to find a way to neutralize it.

Maybe the psychic mold isn’t dead or the last of its kind and is in fact spreading, becoming a parasite to more people, turning them into acid mold zombies.

Maybe the magically engineered mold mutates to  more powerful versions or increases in potency, turning the entire ecosystem into a stew of acid.

Maybe the druid/ranger order isn’t satisfied the threat is being dealt with and starts burning and killing the infected.

Regardless, have fun and hope to see you again soon.