Grows weird plants

Obviously, paradoxes are best suited to growing weird plants. Tier 1:  Plant search (3+ intellect points).  You search around your area, and you find 6 seeds, which all grow into level 1 plant creatures under your control when planted. These plants stay alive for their level in days. They have (level*3) hit points, and deal (level) damage. (For GMs-In exchange for a level in hit points and damage, they gain a level in some other form, allows for cool types of plants). Instead of applying effort to decrease the difficulty of this task, you can apply effort to increase the maximum level or number of seeds you find by one per level of effort. You can’t use this ability again until you finish a 10 hour rest. Action Tier 2: Botany training you become trained in Botany, including identifying, breeding, collecting, and directing plants and their attacks. Tier 3: Plant food (3 intellect points). Your green thumb enhances a plant within a short distance. It functions as a plant two levels higher than normal. You regain the use of this ability after a rest. Action. Tier 4: Botany specialist you become specialized in Botany, including identifying, breeding, collecting, and directing plants and their attacks. Tier 5: Plant breeding (4+ intellect points). You can breed plants. Doing this takes two potted plants. The difficulty of this task is equal to the one highest level of the parent plants. You need to remain by these plants for a consecutive 5 hours, feeding and watering them until they germinate. You collect 6 seeds from this breeding, the level of which are all (lowest level plant) + 1d6 – 2. If the...