Phonema of Vegetation:
Duration: 1 turn
Target: 1 5 ft. square
Subject: None
You coax from the earth a bed of toxic thorns. Anything that moves through the target, unless it is flying or carried by another, takes 1 point of piercing damage per speaker level. Further, it takes a -2 penalty to Dexterity for the duration, because of the numbing poison. You can speak this phonema in response to a creature entering the target, and it happens so fast that the creature can't change its mind.
Phonema of Desiccation:
Duration: 1 turn
Target: 1 5 ft. cube
Subject: None
You siphon life and moisture from the target. Anything that moves through the target takes 1 point of desiccation damage per speaker level, and the momentary weakness imposes a -2 penalty to Strength for the duration. Nonliving objects and creatures take half damage, since they rely less on having sufficient moisture, but they still take damage to their physical structures, and moving parts grind enough to impose the penalty. You can speak this phonema in response to a creature entering the target, and it happens so fast that the creature can't change its mind.
Syllable of Vegetation:
Duration: 1 round
Target: 1 5 ft. cube
Subject: None
A tangle of vines springs, seemingly from nowhere, into the target. Anything within the area when you speak this utterance must make a Strength check (DC equal to 5 + ½ your speaker level) as a free action in order to throw off the vines, and thereby move. Venomous thorns covering the vines dig into any such creature or object, dealing 1d4 points of piercing damage, plus 1 points per speaker level, and numbing the wounds, imposing a -2 penalty to Dexterity for the duration. The vines are limp and fragile enough that anything entering the target after it is spoken is not at risk.
Syllable of Desiccation:
Duration: 1 round
Target: 1 10 ft. cube
Subject: None
Moisture flees the target at your command. A brittle layer of salt coats the surface, rendering it difficult terrain for the duration. Anything within the area takes 1d4 points of desiccation damage, plus 1 point per speaker level, and the weakness of their bodies imposes a -2 penalty to Strength for the duration. Nonliving objects and creatures take half damage, since they don't rely so much on moisture, but the dryness and salt still widens cracks and causes moving parts to grind.
Word of Vegetation:
Duration: 3 rounds
Target: Cylinder up to 5 ft per 5 speaker levels, plus 5, in radius, 5 ft per 2 speaker levels, plus 5, tall
Subject: 1 object or creature per 4 speaker levels, plus 1
You produce a towering stalk of vines, thorns and leaves that ensnares and consumes what it touches. Except for subjects, the vines attempt to grapple anything within the area. They have a grapple modifier equal to your speaker level, plus the ability modifier of the score to which you take burn for failing the truespeech check to speak this utterance, plus a +4 size modifier for every 5 speaker levels you possess. The vines automatically make the check to touch anything within its area, so they doesn't provoke an attack of opportunity. The vines have an AC of 0. Successfully pinning the vines tears them apart, ending the effect. If they succeed at the grapple check, they always attempt to pin whatever they have grappled. Once they pin something, they attempt to grapple to deal damage, dealing 1d4 points of piercing damage, plus 1d4 per 2 speaker levels, and 1 point of Dexterity damage. Unlike normal ability damage, this Dexterity damage heals within 1 hour.
Word of Desiccation:
Duration: 3 rounds
Target: Sphere up to 5 ft per 2 speaker levels, plus 5, in radius
Subject: Up to 1 object or creature per 4 speaker levels, plus 1
You banish water from the target, crumbling anything within it. Anything within the area, except for a subject, takes 1d4 points of desiccation damage per speaker level on each turn they begin within the area, as well as 1d4 points of desiccation damage if they enter it. At the end of each turn they begin and end within the area, objects and creatures so damaged take 1 point of Strength damage. Even nonliving creatures and objects are so thoroughly withered and scored by this effect that they take full damage, and are subject to the same ability damage. Unlike normal ability damage, this Strength damage heals within 1 hour.
Sentence of Vegetation:
Duration: 3 rounds
Target: Sphere up to 5 ft per 2 speaker levels in radius
Subject: Up to 1 object or creature per 4 speaker levels, plus 1
You speak the words that call forth a veritable jungle that parts before your allies. The target is considered difficult terrain, except that the vegetation is so thick that each square of movement counts as 4, rather than 2. Something that can ignore difficult terrain instead moves at half its normal speed. Vines and thorns tangle and jab from all directions within the target; any time something takes an action other than a purely mental one (even speaking a command word), it finds itself stuck onto some unseen bit of vegetation, taking 1d4 points of piercing damage per speaker level in response to that action. Each time something takes this damage, it also takes 1 point of Dexterity damage from numbing poison. Subjects are not hindered by this utterance, nor do they take damage (or ability damage) from it.
Sentence of Desiccation:
Duration: 3 rounds
Target: Sphere up to 5 ft per 4 speaker levels in radius
Subject: Up to 1 effect, object, or creature per 5 speaker levels, plus 1
Even the concept of moisture is obliterated by your speech, leaving nothing but dust and sand. Everything within the area takes 1d6 points of desiccation damage per speaker level at the beginning of each turn (and when it enters the area), and is so badly dehydrated that the slightest movement cracks muscle, bone, or even rock. Each time something in the target takes an action other than a purely mental one (even speaking a command word), its body splinters and breaks down, causing it to take 1 point of Strength damage. Subjects are not damaged by this utterance, nor do they take ability damage from it.