Plant Growth II
(Alteration)(Plant)
Reversible

Range:  10 feet per level
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  5
Area of Effect:  Any plants in a 20-foot per level square
Saving Throw:  Negates

This spell is similar to animal growth - it does the same thing to plant-like monsters. It doubles their size, Hit Dice, number of attacks, movement rate, damage per attack, etc. Thus, a treant of 20 feet height, 12 HD, one attack, 3d8 hit points damage, and a movement rate of 6 becomes a giant of 40 feet height, 24 HD, two attacks, causes 6d8 hit points damage per attack and has a movement rate of 12. Any hit points damage are first deducted from the new Hit Dice. Thus, if the spell runs out, the plant-like creature could still have its full normal hit points. If this spell is used in conjunction with the ordinary plant growth, then all times of hacking through are doubled, and the plants won't burn unless fireball or a similarly high powered spell is applied. If something is caught in these enormous plants, the creatures would have to be of truly enormous size (a rhinoceros wouldn't be able to break through such a jungle but a great wyrm might, if he makes his saving throw - magic resistance doesn't work). The reverse, plant shrinking II, reduces plant size by half.
The material components of this spell are the priest's holy symbol and a part of the plant type to be affected. This part has to be rubbed with a complete potion of growth.

