11.23 Verdamancy

Animate and manipulate plants.

Special Rules: Some spells from this mystic sphere can create undergrowth. The spellcaster can customize the appearance of the undergrowth in minor ways, but it is always composed of living plants.

11.23.1 Cantrips

Bramblepatch

Standard action

Tags: Manifestation, Sustain (attuneable, minor)

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Choose one unattended, nonmagical Tiny (5 ft.) radius zone of earth within Medium (60 ft.) range. Brambles and similar small plants grow in the area, making it light undergrowth. If it was already light undergrowth, it becomes heavy undergrowth instead.

11.23.2 Rank 1 Spells

Barkskin

Standard action

Tags: Attune

Rank 1

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You gain a +3 enhancement bonus to your durability. However, you are also vulnerable (-4 defenses) to Fire abilities.

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Rank 3: The bonus increases to +3.

Rank 5: The bonus increases to +4.

Rank 7: The bonus increases to +5.

Flourishing Grass

Standard action

Tags: Attune, Manifestation

Rank 1

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At the end of each round, you may choose to cause grass to extend out onto the ground in a Small (15 ft.) radius around you. When you do, that area becomes covered in light undergrowth. Whenever your location changes by any means, the grass retreats back to your body.

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Long, thin grass continuously grows and writhes on your body. You can extend the grass to surround you at a whim.

Healing Bloom

Standard action

Tags: Manifestation

Rank 1

Cost: One fatigue level.

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Choose a Tiny (5 ft.) zone within Medium (60 ft.) range. A flower begins to grow in the center of the area. At the end of the next round, each living ally within the area regains 1d10 hit points + half power.

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The healing increases by 1d6 for each rank beyond 1.

Poison Snakeroot

Standard action

Tags: Manifestation, Poison

Rank 1

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Make an attack vs. Fortitude against one living creature you touch.

Hit: The target becomes poisoned by snakeroot (see Poison). The poison’s accuracy is equal to your accuracy with this spell. It deals 1d10 damage immediately and with each escalation. The second escalation also ends the poison.

Critical hit: The poison immediately escalates.

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The damage increases by 2 for each rank beyond 1.

Shillelagh

Minor action

Tags: Sustain (attuneable, minor)

Rank 1

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Choose one nonmagical, unattended stick of wood you touch. You transform the target into a club, quarterstaff, or sap, as you choose (see Weapons). You cannot change the target’s size by more than one size category. You use the higher of your magical power and your mundane power to determine your damage with the weapon (see Power).

Survivalist

Standard action

Tags: Attune

Rank 1

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If you have Survival as a trained skill, you gain a +3 enhancement bonus to it. Otherwise, you are treated as being trained in that skill.

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Rank 3: The bonus increases to +4.

Rank 5: The bonus increases to +5.

Rank 7: The bonus increases to +6.

Tripping Vine

Standard action

Tags: Manifestation

Rank 1

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Make an attack vs. Brawn against one grounded creature within Short (30 ft.) range. You gain a +2 accuracy bonus if the target is in undergrowth. After you attack, light undergrowth briefly fills the target’s space and all adjacent spaces.

Hit: The target falls prone (half speed, -2 Armor and Ref).

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The attack’s accuracy increases by +1 for each rank beyond 1.

Vine Tentacle

Standard action

Tags: Attune, Manifestation

Rank 1

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A long, slender vine grows around your body. You can use it as a natural weapon, though it does not require a free hand to use. The weapon deals 1d6 bludgeoning damage and has the Light and Long weapon tags (see Weapon Tags). You use the higher of your magical power and your mundane power to determine its damage with strikes using the weapon (see Power).

You can attune to this spell multiple times. Each time, you gain an additional vine tentacle, which can allow you to make dual strikes using your vine tentacles.

Vinestorm

Standard action

Tags: Manifestation

Rank 1

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Make an attack vs. Armor against all creatures within a Small (15 ft.) radius from you. You gain a +2 accuracy bonus against each target that is in undergrowth.

Hit: 1d6 damage + half power.

Miss: Half damage.

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The damage increases by 2 for each rank beyond 1.

Vineward

Standard action

Tags: Manifestation, Swift

Rank 1

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Choose up to two creatures from among yourself and your allies within Medium (60 ft.) range. Each target has cover from all attacks this round.

Wall of Thorns

Standard action

Tags: Barrier, Manifestation, Sustain (attuneable, minor)

Rank 1

Cost: You briefly cannot use this ability or any other Barrier ability.

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You create a Medium (30 ft. long) wall of thorns within Medium (60 ft.) range. The base of at least half of the wall must be in arable earth. The wall is four inches thick, but permeable. It provides cover to attacks made through the wall, but does not fully block sight. It has hit points equal to three times your power, and is destroyed when its hit points become negative. A field of light undergrowth spreads on the ground in all squares adjacent to the wall.

Creatures can pass through the wall, though it costs five extra feet of movement to move through the wall. Whenever anything passes through the wall, make a reactive attack vs. Armor against it. You can only make this attack against a given target once per phase.

Hit: 1d6 damage + half power.

Miss: Half damage.

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The damage increases by 2 for each rank beyond 1.

11.23.3 Rank 2 Spells

Blight

Standard action

Rank 2

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Make an attack vs. Fortitude against one living creature or plant within Short (30 ft.) range. In addition, you create a Medium (30 ft.) radius zone around the target that persists briefly. All undergrowth in that area shrivels away into the ground, reemerging when the effect ends. If the target is a plant, including plant creatures, you gain a +10 accuracy bonus with the attack.

Hit: 1d10 damage + half power.

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The damage increases by 1d6 for each rank beyond 2.

Embedded Growth

Standard action

Rank 2

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Make an attack vs. Reflex and Fortitude against one creature within Short (30 ft.) range.

Hit: 1d10 damage + half power immediately, and again during your next action. Whenever it takes damage in this way, light undergrowth briefly fills its space and all adjacent spaces.

Critical hit: All instances of damage are doubled, not just the initial damage.

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The damage increases by 1d6 for each rank beyond 2.

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You throw a seed that embeds itself in a foe and grows painfully.

Poison Wolfsbane

Standard action

Tags: Manifestation, Poison

Rank 2

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Make an attack vs. Fortitude with a +4 accuracy bonus against one living creature you touch.

Hit: The target becomes poisoned by wolfsbane (see Poison). The poison’s accuracy is equal to your accuracy with this spell. It deals 1d10 damage immediately and with each escalation. The second escalation also ends the poison.

Critical hit: The poison immediately escalates.

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The damage increases by 2 for each rank beyond 2.

Thorns

Standard action

Tags: Manifestation, Swift

Rank 2

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You have cover from all attacks this round. In addition, whenever a creature makes a melee attack against you using a free hand or non-Long weapon this round, make a reactive attack vs. Armor against them.

Hit: 1d10 damage + half power.

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The damage increases by 1d6 for each rank beyond 2.

Treeclub

Standard action

Tags: Impact, Manifestation

Rank 2

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Make an attack vs. Armor with a -4 accuracy penalty against anything adjacent to you. You gain a +2 accuracy bonus if you or the target is adjacent to a Huge or larger tree.

Hit: 1d6 damage plus 1d6 per 2 power, and any extra damage is doubled.

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The damage increases by 2d6 for each rank beyond 2.

11.23.4 Rank 3 Spells

Erupting Spikefruit

Standard action

Tags: Manifestation

Rank 3

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You create a patch of growing fruit in a Small (15 ft.) radius zone within Short (30 ft.) range. The patch becomes light undergrowth if there was no undergrowth there, and any existing light undergrowth becomes heavy undergrowth. During your next action, the fruits explode, and you make a reactive attack vs. Armor against all creatures in the area. When the fruits explode, the undergrowth disappears.

Hit: 1d10 damage + half power.

Miss: Half damage.

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The damage increases by 1d6 for each rank beyond 3.

Fire Seeds

Standard action

Tags: Fire, Sustain (attuneable, minor)

Rank 3

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You transform up to three unattended acorns or similar seed structures you touch into small bombs. As a standard action, you or another creature can throw the seed up to 30 feet. When thrown individually in this way, the seed detonates, and you make an attack vs. Reflex against everything within a Tiny (5 ft.) radius of the impact location. If the seed is destroyed in any other way, it has no effect.

Hit: 1d10 damage + half power.

Miss: Half damage.

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The damage increases by 1d6 for each rank beyond 3.

Poison Nightshade

Standard action

Tags: Manifestation, Poison

Rank 3

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Make an attack vs. Fortitude with a -3 accuracy bonus against one living creature you touch.

Hit: The target becomes poisoned by nightshade (see Poison). The poison’s accuracy is equal to your accuracy with this spell. It deals 3d10 damage immediately and with each escalation. The second escalation also ends the poison.

Critical hit: The poison immediately escalates.

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The damage increases by 1d10 for each rank beyond 3.

Shared Thorns

Standard action

Tags: Manifestation, Swift

Rank 3

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Choose one creature from among yourself and your allies within Medium (60 ft.) range. The target has cover from all attacks this round. In addition, whenever a creature makes a melee attack against it using a free hand or non-Long weapon this round, make a reactive attack vs. Armor against the attacking creature.

Hit: 1d6 damage + half power.

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The damage increases by 2 for each rank beyond 3.

11.23.5 Rank 4 Spells

Entangle

Standard action

Tags: Manifestation

Rank 4

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Make an attack vs. Brawn against up to two grounded creatures within Medium (60 ft.) range. You gain a +2 accuracy bonus against each target that is in undergrowth.

Hit: The target is briefly slowed (-10 speed, -2 Armor and Ref).

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The attack’s accuracy increases by +1 for each rank beyond 4.

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Plants grow from nowhere to trap your foe.

Greater Healing Bloom

Standard action

Tags: Manifestation

Rank 4

Cost: One fatigue level.

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This spell functions like the healing bloom spell, except that the healing increases to 1d6 hit points plus 1d6 per 2 power.

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The healing increases by 2d6 for each rank beyond 4.

Mass Vineward

Standard action

Tags: Manifestation, Swift

Rank 4

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You and all allies within a Large (60 ft.) radius from you have cover from all attacks this round.

Massive Wall of Thorns

Standard action

Tags: Barrier, Manifestation, Sustain (attuneable, minor)

Rank 4

Cost: You briefly cannot use this ability or any other Barrier ability.

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This spell functions like the wall of thorns spell, except that the damage increases to 1d6 damage per 2 power. In addition, the area increases to a Large (60 ft. long) wall, and the range increases to Long (90 ft.) range.

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The damage increases by 1d6 for each rank beyond 4.

Mighty Vinestorm

Standard action

Tags: Manifestation

Rank 4

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Make an attack vs. Armor against all creatures within a Small (15 ft.) radius from you. You gain a +2 accuracy bonus against each target that is in undergrowth.

Hit: 1d6 damage per 2 power.

Miss: Half damage.

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The damage increases by 1d6 for each rank beyond 4.

Plant Growth

Standard action

Tags: Manifestation, Sustain (attuneable, minor)

Rank 4

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Choose a Small (15 ft.) radius zone within Long (90 ft.) range. In addition, choose whether you want plants within the area to grow or diminish.

If you choose for plants to grow, all earth and unworked stone within the area becomes overrun with light undergrowth. Light undergrowth within the area is increased in density to heavy undergrowth. If you choose for plants to diminish, all heavy undergrowth in the area is reduced to light undergrowth, and all light undergrowth is removed.

When this spell’s duration ends, the plants return to their original size.

Poison Bloodroot

Standard action

Tags: Manifestation, Poison

Rank 4

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Make an attack vs. Fortitude against one living creature you touch.

Hit: The target becomes poisoned by bloodroot (see Poison). The poison’s accuracy is equal to your accuracy with this spell. It deals 3d10 damage immediately and with each escalation. The second escalation also ends the poison.

Critical hit: The poison immediately escalates.

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The damage increases by 1d10 for each rank beyond 4.

11.23.6 Rank 5 Spells

Massive Flourishing Grass

Standard action

Tags: Attune, Manifestation

Rank 5

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This spell functions like the flourishing grass spell, except that the area of undergrowth increases to a Large (60 ft.) radius.

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Long, thin grass continuously grows and writhes on your body. You can extend the grass to surround you at a whim.

Mighty Embedded Growth

Standard action

Rank 5

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This spell functions like the embedded growth spell, except that the damage increases to 1d6 damage plus 1d6 per 2 power.

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The damage increases by 2d6 for each rank beyond 5.

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You throw a seed that embeds itself in a foe and grows painfully.

Mighty Thorns

Standard action

Tags: Manifestation, Swift

Rank 5

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This spell functions like the shielding thorns spell, except that the damage increases to 1d6 damage plus 1d6 per 2 power.

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The damage increases by 2d6 for each rank beyond 5.

Mighty Treeclub

Standard action

Tags: Impact, Manifestation

Rank 5

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Make an attack vs. Armor with a -4 accuracy penalty against anything adjacent to you. You gain a +2 accuracy bonus if you or the target is adjacent to a Huge or larger tree.

Hit: 1d6 damage plus 1d6 per power, and any extra damage is doubled.

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The damage increases by 4d6 for each rank beyond 5.

Mighty Vine Tentacle

Standard action

Tags: Attune, Manifestation

Rank 5

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This spell functions like the vine tentacle spell, except that the damage dealt by the weapon increases to 1d10.

11.23.7 Rank 6 Spells

Entangling Field

Standard action

Tags: Manifestation

Rank 6

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Make an attack vs. Brawn against each grounded creature in a Small (15 ft.) radius within Short (30 ft.) range. You gain a +2 accuracy bonus against each target that is in undergrowth.

Hit: The target is slowed (-10 speed, -2 Armor and Ref) as a condition. This condition can be removed if the target makes a difficulty value 8 Strength check as a move action to break the plants. If the target makes this check as a standard action, it gains a +5 bonus. In addition, this condition is removed if the target takes damage from a Fire ability.

Critical hit: The condition must be removed an additional time before the effect ends.

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The attack’s accuracy increases by +1 for each rank beyond 6.

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Plants grow from nowhere to trap your foe.

Massive Erupting Spikefruit

Standard action

Tags: Manifestation

Rank 6

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This spell functions like the erupting spikefruit spell, except that the damage increases to 1d6 damage per 2 power, and the area increases to a Medium (30 ft.) radius within Long (90 ft.) range.

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The damage increases by 1d6 for each rank beyond 6.

Mighty Blight

Standard action

Rank 6

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This spell functions like the blight spell, except that the damage increases to 1d8 damage plus 1d8 per 2 power.

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The damage increases by 2d8 for each rank beyond 6.

Mighty Fire Seeds

Standard action

Tags: Fire, Sustain (attuneable, minor)

Rank 6

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This spell functions like the fire seeds spell, except that the damage increases to 1d6 damage plus 1d6 per 2 power.

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The damage increases by 2d6 for each rank beyond 6.

Mighty Shared Thorns

Standard action

Tags: Manifestation, Swift

Rank 6

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This spell functions like the shielding thorns spell, except that the damage increases to 1d6 damage per 2 power.

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The damage increases by 1d6 for each rank beyond 6.

Poison Black Lotus

Standard action

Tags: Manifestation, Poison

Rank 6

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Make an attack vs. Fortitude with a +1 accuracy bonus against one living creature you touch.

Hit: The target becomes poisoned by black lotus (see Poison). The poison’s accuracy is equal to your accuracy with this spell. It deals 5d8 damage immediately and with each escalation.

Critical hit: The poison immediately escalates.

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The damage increases by 2d8 for each rank beyond 6.

Tripping Vine Slam

Standard action

Tags: Manifestation

Rank 6

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Make an attack vs. Brawn against one grounded creature within Short (30 ft.) range. You gain a +2 accuracy bonus if the target is in undergrowth. After you attack, light undergrowth briefly fills the target’s space and all adjacent spaces.

Hit: 1d8 damage plus 1d8 per 2 power, and the target falls prone (half speed, -2 Armor and Ref).

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The damage increases by 2d8 for each rank beyond 6.

11.23.8 Rank 7 Spells

Intense Flourishing Grass

Standard action

Tags: Attune, Manifestation

Rank 7

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This spell functions like the flourishing grass spell, except that the area becomes heavy undergrowth instead of light undergrowth. Since the grass retreats whenever you move, it does not impede your movement, though it does impede the movement of any other creatures that move simultaneously.

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A great mass of long, thin grass continuously grows and writhes on your body. You can extend the grass to surround you at a whim.

Massive Vinestorm

Standard action

Tags: Manifestation

Rank 7

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Make an attack vs. Armor against all enemies within a Medium (30 ft.) radius from you. You gain a +2 accuracy bonus against each target that is in undergrowth.

Hit: 1d8 damage plus 1d8 per 2 power.

Miss: Half damage.

Treeseal

Standard action

Rank 7

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Make an attack vs. Brawn against up to two Large or smaller grounded creatures within Medium (60 ft.) range.

Hit: A Huge grove of trees grows around the target, briefly trapping it inside the grove. While it is trapped, it is paralyzed (cannot move) and does not have line of sight or line of effect to any creature other than itself.

The grove has hit points equal to five times your power, all of its defenses are 5, and it is destroyed when its hit points become negative. If the grove is destroyed, this effect ends early. Special movement abilities such as teleportation can also remove the target from the trees, ending this effect. Once this effect ends, the target becomes immune to it until it takes a short rest.