Spirit Bulb (Major)Consumable 14
Source Pathfinder GM Core
Type Other
Price 500 gp
Weight negligible
Activate 2 (concentrate, manipulate)
This magical bulb is harvested from an ancient grove rich in primal plant magic. When you activate the bulb, you either eat it to have it cast a 7th-rank Plant Form spell affecting you, or plant it in the ground next to you to have it cast a 7th-rank Summon Plant or Fungus spell. If you choose the summoning option, the plant or fungus appears where you planted the bulb, and you can Sustain the activation to keep control of the creature.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
ConsumableAn 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. When a character creates consumable items, they can make them in batches of four.
MagicalSomething 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.
PlantVegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.