Korel's Enchant Plant
(Alteration, Enchantment/Charm)

Range:  0
Components:  V, S
Duration:  Special
Casting Time:  Special
Area of Effect:  Batch of 3d8 seeds touched
Saving Throw:  Negates

The necromancer Korel created this spell after seeing examples of magically enhanced plants within the ruins of Greyhawk Castle, evidently created by the archmage Zagig. This spell is very similar to enchant an item, except that the objects to be enchanted are living plants, not special items.
To use this spell, the plants to be enchanted must first be located. Different types of plants can hold different levels of magic. Common plants, like tulips, grasses, and oaks, can only be enchanted with cantrips or magic of the same order of strength. These effects are commonly used with the colour cantrip to produce blue roses, or with an exterminate cantrip to repel insects, etc.
Rarer plants, particularly those with medicinal or magical value, can be enchanted with 1st- or 2nd-level spells, either wizard or priest. These effects are commonly used to create berry bushes whose berries act as the spell goodberry, for instance, or flowers whose scent acts as sleep.
To enchant plants with higher level spells is possible, but it is necessary to seek out truly exceptional plants. In no cases can plants with intelligence of their own be enchanted with this spell.
To enchant a plant with a specific spell, it is necessary to research this new application of the spell as if it were a new spell. In the process, the DM and the player should collaborate on possibly altered effects of the spell in question - for instance, if the spell is instantaneous, how often can the plant cast that spell, or under what conditions (when touched, when struck by sunlight, etc.).
This spell is cast on a batch of seeds. Up to 3d8 may be enchanted at one time. To prepare for the enchantment, the parent plants of the seeds must be grown with special care: special fertilizers, watered with pure spring water, no damaging weather, etc. The cost varies with the plant (an oak would require more fertilizer than grass, and for a longer period) but should never be less than 100 gp per parent plant. Each parent plant may produce many seeds, according to species. The seeds themselves, after the enchanting process, must be planted under the next full moon or the enchantment is lost.
The enchanting process is similar to enchant an item, with the caster required to be in proximity to the seeds during that time. The casting time is 10d6 hours, with a maximum of 8 hours a day. The spells to be enchanted must be cast within 24 hours of the conclusion of the enchanting process, and they require 1d6 hours per spell level. Continuing enchantment is possible, as with enchant an item. The seeds must roll a savings throw equal to the caster's unmodified saving throw versus polymorph - if successful, the enchantment took. If the saving throw was failed, the enchantment failed and the seeds are ruined. The caster is aware of the result of the saving throw.
If the process is stopped here, the seeds, when planted, will grow to plants that exhibit the spells they were enchanted with, but their seeds will result in plants of the normal form. If permanency is applied to the seeds within the 24 hours period, then the form of the plants are permanently changed - the offspring of the plants will also exhibit the magical properties, and essentially a new species of plant has been created, with all the associated potential for crossbreeding, etc.

