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I_Got_This_Name
2006-01-13, 10:38 PM
Basically, I'm trying to make some magical Plants and Magical Beasts (unfortunately, I don't have any beasts at the moment) that have an impact on ecology and on adventurers, but are not just more monsters to slaughter. Each one has a few paraghaphs describing its appearance, magical power, most basic usefullness, and other things, and one paragraph listing additional, optional uses, including agricultural use.

I've not listed market prices because I'm not entirely sure how much their seeds, cuttings, and complete transplanted plants can go for; putting it too low would make them "must-have" items for PCs; putting it too high would make them something that every NPC who can farm them, will, and makes them harder to put in adventures because they are extra treasure.

Use these in your games (either as the creations of wizards, or as older than mortal magic), and contribute your own ideas.

These plants are generally a DC 15 Knowledge (Nature) check to recognize on sight, although those that shed light are common knowledge (DC 10 int or Knowledge (Nature)).

Water Bush: This plant grows primarily in deserts, with a small pool of water at its base. It creates its own water by casting Create Water at caster level 1 three times per day. It is low to the ground (having a short central "trunk," and a number of long thin "limbs" branching off from it, like a flattened tree) and covered in cactuslike spines, but with the occasional flower (eight large, open petals, colors, in order of commonality, are light blue, purple, and black) and red fruit.

The fruit of a Water Bush is an elongated three-dimensional ellipse, similar to an egg in shape but more even, roughly three inches long. Its thin skin is edible, but its flesh is hard (like an apple) and purple (similar to that of a plum). It has a number of small seeds, similar in size to apple seeds, throughout it. It has a large amount of juice in it; three fruits are a full meal, including drink, for a medium-size creature, and one for a small creature. The plant has no season, generally having 40-60 fruits at a time if undisturbed, and its fruit takes two months to mature, and drops off after a month at maturity.

Water Bushes usually grow alone, but can grow in colonies, which usually lead to the formation of oases. The only danger from a Water Bush is its spines (which can deter from drinking its pool) and that animals often claim them for their territory. A Water Bush takes three years to grow before it can produce fruit, but the seeds are capable of producing enough water to water themselves.

Options: A petal from the flower of a Water Bush can be used as an alternative material component for the Control Water spell. Additionally, they are often used in agriculture in desert areas to provide irragation water.

Daylight Vine: This vine usually grows in caverns and other underground areas, where daylight is infrequent, due to its weak roots inability to compete with other plants. It can be kept out by keeping ones walls intact; it can only grow in cracks and other such areas with easy access to nutrients, and it produces no seeds, instead requiring water for its reproduction. On the surface, they look like any other system of vines growing out of a wall, except for their strange stem growing outward from their root crack.

Daylight Vines take their name from the Daylight effect that they produce for eight hours per day (usually consecutive, but it turns off about 1 round after entering another Daylight effect or similarly bright light, and turns on again afterward), emanating from a spherical portrusion growing from the tip of their stem. This can be severed, but the light dies out 2d12 minutes after being severed. A plant with its portrusion severed is severely wounded, and although it has been recorded to regrow the portrusion (a process taking 1-2 months), half of all plants with their portrusions severed die before re-lighting, and about a sixth have severe fungal infections after re-lighting, and die soon after. It takes a plant about a year to recover from the damage taken by the loss of its portrusion; if it is severed again in this time, the plant invariably dies. A plant that has its portrusion severed, but that still recieves light, suffers no ill effects after its portrusion regrows (almost invariably).

Once lichens move in, break down its wall into dirt, and then other plants follow in the new soil, a Daylight Vine is choked out and killed, and then the process begins again. Daylight Vines take three years to grow to full Daylight production (before then, their effect is more comparable to a Light spell, if even for the very young ones), and have an average lifespan of around twenty years afterwards; they survive by having reproduduced before then. Daylight vines are inedible; they possess a DC 22 ingested poison that inflicts 1d4 str damage primary, and 1d6 constitution damage secondary. Their bulb has a higher concentration of the poison, and eating it is three doses.

Options: Some cities carefully tend Daylight Vines along their major streets, to provide a streetlight. This requires very careful care, as other plants may try to move in, killing the vine. Dwarves, Drow, and other underground races use Daylight Vines in their agriculture, allowing them to have expansive underground farms, so long as they keep the Daylight Vines clean. Daylight Vine poison can, optionally, be refined to be equally effective as a contact poison with a market price of 1000 GP per dose, although this requires a Craft (Poison) check against DC 25. Material to make one dose per plant, per week, can be harvested without harm; a Vine can be killed to produce 5d8 doses worth of base poison. 30 GP worth of materials are required, in addition to the poison base (costing 300 GP) to refine the poison.

Wind Flower: This flower, with a long stem (roughly six inches tall), leaves coming off that stem, and thirteen broad, round petals, with colors including silver, yellow, red, bright green, and black, has the power to control the winds. Generally, it grows in groups of dozens to hundreds. Each one can cast Control Winds at caster level 11, once. At the end of such casting, the flower dies. Generally, this is used after the flower has gone to seed (to scatter the seeds further), or when not using this power would likely kill the flower anyway (sacrificing itself for its siblings), although they are non-intelligent, and so unable to think of creative uses for their power. They grow anywhere that they can find sufficient nutrients and water.

Options: A Knowledge (Nature) or Use Magic Device check against DC 25 (A +2 bonus is granted to the UMD check if the person attempting has 5 or more ranks in Knowledge (Nature), but not vice versa) allows one to use a freshly-plucked (within one week, not counting days under a Gentle Repose) Wind Flower to cast a Control Winds spell; failure destroys the flower to no effect (success still destroys the flower). Also, sorcerers who know Gust of Wind can destroy a freshly-plucked Wind Flower in place of expending a spell slot to cast the spell, and can use three in place of the spell slot for Control Weather (they still must know the spell). Finally, Wind Flowers can be planted in rows by farmers in desert areas, to use their power to repel sandstorms (automatically activated, as a sandstorm is life-threatening to the flower).

Growth Moss: This moss looks normal, except for the bluish-silver tint to some of its tips. It has a magical power disproportionate to its small size: it can cast Plant Growth once per year per 50 square inches it covers (3x per sq foot); and can combine its powers to extend its radius (for the Enrichment version) by 1/4 mile for each additional use within the same radius. Additionally, it only grows on surfaces beneath shallow (1 inch to 2 feet) water

However, it is dangerous to have in one's drinking water, as it secretes a powerful ingested poison, inflicting no primary damage, and 1d6 secondary strength, dexterity, and constitution damage, at a DC of 18. The concentration of the poison depends on how much moss their is, how much water, and how long the moss has been there; the moss produces one dose per square inch per year, or one dose per square foot per month. Plants are immune to this poison; fungi are not. Generally, it uses half of its powers to increase productivity, and the other half to use Overgrowth whenever someone attempts to pull it up. Growth moss takes about a year from first appearance to first manifestation of powers.

Options: Growth moss can be used by farmers (in their irrigation) to improve their fields. Its poison also provides a pesticide. Growth Moss can also be used as an adventure, killing many of the fish in a river by contaminating a creek upstream.

Lantern Tree: This deciduous tree, uncommon in magical woods and seldom seen outside of them, flowers in a variety of bright, vibrant colors, including white, pink red, blue, yellow, orange, and, its darkest (and rarest), violet. They flower mostly in spring and into summer, and their flowers have three very broad, very long petals, spread out from the center. Its leaves are about four inches long, and are even broader at their broadest point, as each has five separate "wings" spreading out from a common center. Its bears nuts for its seeds.

Once per year, in midsummer, a Lantern Tree casts Continual Flame on itself, at the spot where one of its flowers is, in the color of its flower; although a Lantern Tree's power will not function if more than three other trees light within 60' of it that summer. This light (not actually resembling a flame; but more of a wisp of ephemeral light) lingers, and flowers always return to that spot; the light attracts insects to pollinate the flower. A Lantern Tree starts to flower at five years of age.

Options: A city may use Lantern Trees for an impressive display in town square. Alternately, they can be used for elven festivals. Cut branches from Lantern Trees can be used as Everburning Torches. A Lantern Tree's blossoms can be ground to be used as an alternate material component for a Continual Flame spell; in that case they produce 1d4-2 material components per year, per tree. This fetches the same market price as the normal component.

Hot Shrub: This shrub, usually growing in tundra and on mountaintops, provides its own heat. It resembles a pine or fir tree, although it is at most one foot tall, and is much more spread out (covering a radius equal to its central height).

Its roots are always as hot as the second round of a Heat Metal spell, melting ice to loosen nutrients for, and water, the shrub. Additionally, the shrub has fire and cold resistance 6, and generates a Heat Metal effect on its needles (despite their not being made of metal) in response to attempts to damage it. Other than this, its leaves are edible.

Options: Needles harvested from a Hot Shrub, with a Profession (Cook) or Knowledge (Nature) check against DC 20 (Profession (Cook) gains a +2 bonus for 5 ranks in Knowledge (Nature), but not vice versa), can be made to warm anything they are put in, reaching round 1 Heat Metal warmth for one minute, or long enough that their continued heat will cook a soup. They must have been harvested at most a week ago, not counting time under Gentle Repose.

Goodberry Bush: This is a usually semi-spheroidal bush, with the bush part starting about seven inches above the ground, and extending for about 41 inches, with a maximum cross-section radius of about 16 inches (on the average bush). It produces a number of red berries when in season (summer to fall). These bushes resist cultivation, and take about three years to grow, and have a lifespan of about 12 years.

2d4 of its berries are Goodberries. Picked berries are replaced after about a week, and the berries last for 1d3+1 days after being picked. A druid may only recognize the berries after successfully identifying the bush; but a Detect Magic spell gives away their presence, and can identify which ones.

Options: Nothing special

Uneaten Vine: This is a long green vine with broad, spearpoint-shaped leaves, tending to grow on trees. It has an average diameter of about two inches (at the widest parts), and can grow to unlimited lengths (about 1 inch per month). They manifest powers, and reach full width, after about nine months.

When damaged (even the equivalent of a scratch or ant bite) by an insect, its remarkable power activates: Repel Vermin at caster level 12, keeping all vermin of less than four hit dice 10' away, and all vermin of greater hit dice that cross the barrier take 2d6 damage. This works once per day.

Options: This vine can be farmed, with farmers putting it on their plants that are at risk from insects to protect them. Alternately, a DC 30 Use Magic Device check can emulate being a Vermin to the vine, allowing scratching the vine to activate its repulsion.

Flamebloom: This flower has a stem roughly six inches long, with short, poisonous thorns rising from it (DC 16, 0 primary, 1d2 dex secondary), with the same poison (at the same DC) if it is ingested; and short, egg-shaped leaves. It also has fire resistance 10. The flower has twenty-one petals, all wrapped around eachother (like a rose), and can be bright red, bright orange, bright yellow, or white. It is an annual flower that blooms in summer and fall.

If damaged, it will use a Produce Flame effect with a caster level of 3; except that the flower does not attack with it, instead reacting to touches. This takes effect three times per day.

Options: A DC 25 Knowledge (Nature) or Use Magic Device (UMD recieves a +2 bonus if the character has 5 or more ranks in Knowledge (Nature), but not vice versa) check can make a freshly-picked flower (one week, not counting Gentle Repose), ignite its Produce Flame power, although the user can attack with it. A Flame Blade can be caused to sprout from the flower with a similar check against DC 30, and both such uses destroy the flower regardless of the check result. The flower can also be used in place of a spell slot for Burning Hands, and three can be used in place of the spell slot and material component for Fireball, in the hands of a sorcerer that knows those spells. Alternatively, or additionally, one petal from this flower can be used as the material component for Fireball, instead of its normal component.

Karellen
2006-01-13, 11:06 PM
I'm a bit short on time right now so I won't really contribute anything fresh to the thread, but I just wanted to say that those ideas are very good, among the cleverest flavour stuff I've seen. So long as they are kept suitably rare, they're very neat, and definitely a change of pace from your run of the-mill magical items. They make a lot of sense from a logical standpoint.

Agnleas
2006-01-13, 11:34 PM
Ill chalk another plant up:

Iceroot

This colbalt coloured root primarily grows in deserts or temperate ecosystems. The soil and air around these curious plants feels cool to cold due to the root's abillity to magically lower the temperature around it. The root grows in a weblike grid over an average area of a 3 feet circle, but large specimens covering an area of 10 feet at maximum have been recorded.

The flowering bodies produce a cyan coloured semi triangular fruit. Though the fruit is inedible due to its coldness, it is usually harvested to cool drinks and food. These fruits grow when the temperature gets high, which is usually summer, but they have no season in other climate areas.

The plants are largely harmless, but may give the average adventurer a shock when he steps on an area where the roots grow. It takes an individual Iceroot roughly a year to reach maturity, at chich it is at its maximum spread and can produce fruiting bodies.

Options: A fruit of an Iceroot can be used to cast Cone of Cold at 1st level. Doing so saps the fruit of its magic. It can still grow, but the resultant plant requires 2 years to reach maturity. Clever farmers make use of this plant to keep thier harvest fresh while it is in storage by planting them on the floor of a storage room. A fruit is worth 8gp to an interested farmer, though some may pay more or less.

EDIT2: Cone of cold still usable only if caster knows spell, but toned down level.

Brickwall
2006-01-13, 11:35 PM
OMFG ME GOING TO STEAL THEM ALL (mehehehehehe!)!

Seriously, these are good. Consider making some cantrip ones (cure minor wounds when contact with blood, dancing lights when touched, etc.) Magical plants shouldn't be too powerful, and you've done a good job of keeping the high level spells toned down. As for magical beasts, just think of odd looking animals, give them names and a power or two. I'll give you a head start.

Burntbeetle.
A small, blackened beetle flies around the oasis. It flies to a nearby cactus, where it has hollowed out the nest. As you approach, a spurt of flames emits from the hole, slightly scorching your clothes, though they do not catch flame.

The Burntbeetle, as it has been named by explorers, is a remarkable insect that has developed a magical defense mechanism. It is able to emit flames in short bursts, fending off creatures. It is territorial, and defends its nest to the death. Thus, it has developed a sort of symbiosis with the Coolcactus, which is able to resist the heat of the beetle, and benefits from the beetle defending it from any creatures that might feed on it. Burntbeetles only nest near oases, where they are able to find other plants to feed on. Many capture burntbeetles to use as a sort of lighter, for once released from a container, it takes very little coaxing to get them to spurt flames, and it is easy to recapture them afterwards. They are only able to emit flames once per day.

I'd use some kind of low-level flame-burst spell as the ability. Oh, and the coolcacti just have some resist fire thing, and are always blu colored and cool to the touch. Remember, when designing animals, animal ecology depends on plant ecology and other animals. So design things to go in symbiosis, even parasitic relationships are good. Design magical predators for magical prey. A magical ecology needs all the levels.

Pedantic
2006-01-13, 11:42 PM
These are awesome. First ever thread I'm saving from these boards.

My thoughts:

Envy Flower

This most unusal plant is renowned for it's beauty, and more importantly it's difficult to cultivate. It's said to be the test of a true gardener to suffer through raising one of these rare plants.

For the Envy Flower not only requires much care, but demands it, implanting a suggestion 3/day in any humanoid that comes within 10ft of it. These suggestions are very primitive, usually requests for water, or careful pruning, or the removal of other encroaching plants.

However, some of this species has been known to mutate and cause others to do things not directly related to the plant's survival.

Agnleas
2006-01-13, 11:49 PM
Now to build on the Coolcactus

Coolcacti

This cylindrical cactus has a symbiotic relationship with Burntbeetles. The cacti provides a home for the beetle, and the beetle keeps other plant eating vermin away. One such cacti has up to 6 beetles making homes in its various cavities.

The plant's colour varies from a light blue to navy blue. The older the plant, the darker its pigment. The plant itself feels cool to the touch, but does not affect the surrounding temperature in any way.

Options: The skin of the cactus can be crushed to make a rich blue dye, worth 40gp a small bottle, but one must first ward off any beetles that may be in it. The dye takes on the colour of the cactus. The plant recovers from suck a harvesting of its skin in 1d3 months, and beetles move back in within a week.

EDIT:
Burntbeetle magical abillity:
Wisp of Flame:
Evocation [Flame] 0th level.
Components: S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fort
Spell Resistance: Yes

Does 1d3 flame damage. Successful save turns damage into non-lethal damage.

Gralamin
2006-01-13, 11:53 PM
wow good job. I cannot contribute because I know next to nothing about plants.

However I understand Plant Cells...

Cure Apple
this apple grows in an apple tree, that is unusally Light and seems Peacful. The fruit from such a tree does nothing if eaten, and the apple seems dry. Instead, when the fruits juices touch a wound, speical enzymes go from cell to cell, reinforcing and healing each cell, as well as acclerating Cell Growth. This effect is the equivlent of a cure minor wounds spell. It is possible to squeze enough jucie for one spell out of each apple. Some people think this fruit to be magical, however it is something that has evolved naturally, with suprising effects. Herbvories realse the tree can save them from the damage that carnivores do to them, as thus make sure the tree lives.

Mephibosheth
2006-01-14, 12:06 AM
I’ll chip in with a plant I’ve written up to serve as the source for a drug that’s important to religious life in the campaign setting I’m working on.

So my campaign setting (known as Ret ka Jati) is based largely on the culture of South Asia. The deities have similar traits and responsibilities to Hindu deities, asceticism is very important, the place names are drawn from Indian history, mythology, and language, etc. Very important to early Vedic and Avestan (the Avesta was a book composed by the Aryan people before they entered India that contains many of the concepts contained in the Vedas and later Hinduism) religion was the Soma plant, which was used to create a hallucinogenic drug that was used in early Vedic ritual. The Vedic pantheon also included a deity named Soma. With this in mind, I did a little research into the effects of Soma and developed this:

SOMA

This small, woody plant grows in the deep desert, surviving in places where few other plants can grow. In and of itself, it is an unremarkable plant. Typical Soma plants form a low, almost spherical bush between 1 and 2 feet in diameter. The leaves of the Soma plant are small and shaped like a flattened ellipse, with the very smooth texture characteristic of many plants from arid regions. The stem of the Soma plant is a deep brown color and has the same smooth texture as the leaves. The Soma plant produces no flowers, but does give off a soothing odor when the leaves are broken.

In its natural state, the Soma plant does not possess any magical abilities. However, when its leaves are chewed or ground into a powder and snorted, it induces hallucinations in the user, most commonly involving out-of-body experiences and (sometimes) long-distance travel in spirit form. It is used by shamans, clerics, and ascetics to heighten their rituals and worship as well as by diviners seeking to increase the power of their divination spells.

So there you have it. I’m still not sure as to whether it’s ok to discuss in-game drugs on the boards, so I won’t post any of the rules for the Soma drug itself. If anyone wants to know, of if they have insights on whether in-game drugs can be discussed on the boards, post up or PM me. Also, by way of another disclaimer, no one is really sure what the Soma plant looks like, as its exact identity is ambiguous in the ancient texts, though there are many suggested plants, from hallucinogenic mushrooms to opium to ephedra to the plant known as Syrian Rue (a plant that grows in Iran, central Asia, and India and is used as a hallucinogen, the effects of which are the basis for my version of Soma). My description is purely for the purposes of my campaign setting and not meant to reflect reality.

Great thread. I’m all about creating new and creative background objects that make settings more immersing and realistic.

Mephibosheth

Pedantic
2006-01-14, 12:20 AM
While unrelated, have you read American Gods by Neil Simon? Waht is the connection between this and the Soma in his novel that acts as essentially prayer-liquor?

Brickwall
2006-01-14, 12:22 AM
Full version of the Burntbeetle!

Burntbeetle
Fine Magical Beast
Hit Dice: 2d10
Initiative: +3
Speed: 20 ft
Armor Class: 20 (+8 size, +2 Dex)
Base Attack:[B] +2
[B]Attack:[B] Bite -3 melee (1d6-5)
[B]Full Attack: Bite -3 melee (1d4-3)
Space/Reach 1/2 ft/ 0 ft
Special Attacks:[B] Wisp of Flame
[B]Saves: Fort +2, Ref +4, Will +0
Abilities: Str 1, Dex 14, Con 10, Int 2, Wis 11, Cha 5
Skills: Listen +3, Spot +3
Environment: Warm Desert
Organization: Solitary or nest (3-6)
Activity Cycle: Daylight hours
Challenge Rating: (i dunno)
Treasure: None
Alignment: Always Neutral
Advancement: None

A small, blackened beetle flies around the oasis. It flies to a nearby cactus, where it has hollowed out the nest. As you approach, a spurt of flames emits from the hole, slightly scorching your clothes, though they do not catch flame.

The Burntbeetle, as it has been named by explorers, is a remarkable insect that has developed a magical defense mechanism. It is able to emit flames in short bursts, fending off creatures. It is territorial, and defends its nest to the death. Thus, it has developed a sort of symbiosis with the Coolcactus, which is able to resist the heat of the beetle, and benefits from the beetle defending it from any creatures that might feed on it. Burntbeetles only nest near oases, where they are able to find other plants to feed on. Many capture burntbeetles to use as a sort of lighter, for once released from a container, it takes very little coaxing to get them to spurt flames, and it is easy to recapture them afterwards.

Combat

Burntbeetles only engage in combat when defending their nest. If attacked, they will usually use their Wisp of Flame ability and flee.

Wisp of Flame:
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: Reflex
Spell Resistance: Yes

Does 1d3 flame damage. Successful save turns damage into non-lethal damage.

I swear I will get all the stuff filled in if I can find my MM. It has all that advancement stuff.

Edit: I like the ability, Agnleas, but I changed it to make it correct form for monsters. No components or levels or anything. Do you require somatic components to fart? It's basically the same here, but a magic fart.

Edit: filled up the entry except for challange rating. I can't figure out how to do that one

I_Got_This_Name
2006-01-14, 12:47 AM
Generally, I go for spells that are as low-level as possible, and I don't go for direct combat spells (although the Flamebloom is an exception to this rule.) I've neglected cantrips, but only because I've found them to be of limited use (divinations are useless to a plant, as are Arcane Mark, Prestidigitation, Guidance, Resistance, Virtue, and many others). The plant's optional uses are based on extensions of its powers. Quite often, a plant's usefulness to civilization is only a side-effect of its natural self-focused abilities (the Goodberry Bush, for instance, satisfies herbivores with its fruit, so they leave its leaves alone; humans can also eat its fruit).

A plant with greater usefulness to civilization, and less to itself, is likely a consequence of selective breeding or magical engineering.

Herbivores can be a bit wider; they can have combat powers for their defense mechanisms, and most of their powers will be self-beneficial, beneficial to the herd, or harmful to predators. Also, Brickwall is right about Herbivore powers following the plants; my original design for the Water Bush had a specific very territorial herbivore that "owned" a few and wouldn't let anyone else, except potential mates, eat from its bushes (it would leave you alone otherwise), but I couldn't figure out what it looked or fought like.

As an aside, the Water Bush was the original one. I was designing a desert-barbaric setting as an excersize in world-building, and I decided I'd need something for the main food source. That then needed something to make the PCs not just sit by them, so along came the beast. The Daylight Vine came next, and the others came later.

Predators are already available in quantity in the Monster Manual; but if you need to make more, you're welcome to. To create one, look at existing magical beasts there, and adapt them to their prey.

To everyone who's contributed: Thank you, keep them coming.

Iceroot is good; its spell is a bit high-end, though.

The Envy Flower is awesome; I'm imagining a powerful empire showing off its strength by crowning the emporer with a wreath of Envy Flower. They'd be sort of like gemstones, in that they're useless, but domestic Envy Flower would be incredibly expensive. Perhaps its power works on animals too, making even wild Envy Flower have encroaching plants eaten, and be well-watered, and so on?

Soma: Looks good. Perhaps it could allow the user to send a Sending or Dream spell while in that state, or recieve some kind of divination effect (Commune, Augry, or some other effect?)

A character I'm sort of envisioning with these plants is a rogue or bard woman, wearing a dress with the blossoms of various (often magical) flowers sticking out of the back and train of the dress, and (possibly) on its sleeves, with some in her hair, and so on, attending some sort of big, fancy party (probably a ball for something) where everyone is unarmed, doing something to lead to a fight, then pulling out the right flowers, waving them around, and gaining a huge advantage (and idea that struck me while writing up the Wind Flower that lead to the Flamebloom), but two different kinds isn't enough, and I can't think of more today.

Once again, thanks to everyone for their support and for their ideas, keep them coming. I hadn't imagined I'd get so much so quickly from this idea.

(Modified): I think the original Wisp of Flame was intended as a wizard/sorcerer spell, in addition to a beetle spell-like ability.

Mephibosheth
2006-01-14, 01:09 AM
To Heraldofi:

Regretfully, I have not read AmericanGods, and thus cannot really speculate on the connection between Gaiman’s Soma and the Soma of the Vedas. I did a quick Google search, and the few reference I found to Gaiman’s Soma indicate that he may very well have been influenced by the Soma Indo-Iranian mythology. It is also likely that the Soma from Huxley’s A Brave New World (one of my favorite books, by the way) is derived loosely from the Vedic and Avestan Soma.

As far as I know, in the Vedas, Soma is characterized most often as a liquid intoxicant and hallucinogen, supposedly used by the Aryans for pleasure as well as religious purposes. One story, for example, speaks of a Aryan girl who wants her father’s land to be fruitful and wants her body to be hairy (because, in the Vedas, hair is associated with vegetation, so to be hairy is auspicious and desirable in both sexes and to be bald is inauspicious. It was only until later, due largely to the influence of Buddhism and Buddhist monks, that baldness became associated with asceticism and renunciation and began to be more acceptable). In order to accomplish her goals, she prepares a batch of Soma for Indra (one of the most powerful and important of the Vedic gods), for it is well-known that Indra loves Soma almost above all else. So, Indra comes to earth and drinks the Soma. He is so pleased that he grants the girl both of her wishes. Additionally, while the actual nature of Soma is unknown, Vedic sacrifices are still conducted in parts of India in the fashion prescribed in the Vedas, and branches from varying plants are used to make a substance that is used in place of the Soma.

So, to answer your question, I’m not sure about the exact link between Vedic Soma and Gaiman’s Soma, but I would assume that, due to the similarities, Gaiman was informed at least a little bit by Indo-Iranian mythology. I hope that helps. By way of yet another disclaimer, the Vedas are thousands of pages long, I haven’t read them, and my studies, brief as they have been, have only scratched the very surface of the content of the Vedas. I may very well be characterizing Some completely incorrectly, and, if this is the case, I apologize.

To I_Got_This_Name:

I have rules for the drug Soma, but, as I said, I hesitate to post it for fear of violating the standards of conduct for the boards. If you want to know (and I'd appreciate any feedback you have), send me a PM or something.

Again, great topic. It’s inspired me to start work on more flavor-creatures for my own setting. And I may steal some from the boards.

Mephibosheth

Mephibosheth
2006-01-14, 02:09 AM
Got another one. Man, this is a lot of fun!

SONIC SENTINEL

This cactus grows in the desert, exclusively in areas patrolled by one or more Saguaro Sentinels (Sandstorm p. 181). While the link between the Sonic Sentinel and the Saguaro Sentinel is unclear, it is obvious that the Sonic Sentinel has benefited much from the presence of the Saguaro Sentinel, and has adapted its defense mechanism’s to the presence of the Saguaro Sentinel.

A Sonic Sentinel is a large woody cactus, varying in color from pale yellow-green to deep forest-green. A typical Sonic Sentinel stands over 30 feet high, with some specimens reaching as tall as 50 feet. A Sonic Sentinel weighs approximately 4000 pounds. To all outward appearances, it appears to be a resting Saguaro Sentinel, but can be identified as a Sonic Sentinel by a DC 20 Knowledge (Nature) check. However, a Sonic Sentinel is not sentient and has not ability to move. It does, however, have the ability to use Ghost Sound as a spell-like ability (DC 15 Will Save disbelief) at will to mimic the sounds made by a Saguaro Sentinel. This ability is activated any time a creature passes within 15 feet of the Sonic Sentinel.

Options: Sonic Sentinel seeds are highly valuable, especially for farmers raising camels, goats, sheep, and other herd animals on the borders of the desert. Farmers are particularly fond of planting Sonic Sentinels around their grazing areas to frighten away any predators that would otherwise raid their herds for food. Also, some desert-dwellers cultivate Sonic Sentinels as alarm systems, planting them near their settlements to warn of approaching guests or possible threats.

Mephibosheth

idksocrates
2006-01-14, 03:10 AM
geez, these are great. stealing all of them now....

seriously, I have a very magical campaign world, and these plants fit into it perfectly.

here's one idea I came up with - very rough, not particularly good. If somebody wants to fill in appearance, and climate, and a better name, that'd be cool.

Acid Orchid

This plant usually grows on larger trees, usually in hot, humid forests. It feeds off of the tree in exchange for protecting it. whenever the plant feels a disturbance, it releases an Acid Splash spell. although not particularly potent, Acid Orchids are often populated on a tree roughly once every square foot. It takes an Acid Orchid a full day to recharge its abiltiy.

Optional: An fresh Acid Orchid (picked within one week, not counting time spent under Gentle Repose spell) can be used by a Sorceror who knows the spell Melf's Acid Arrow to cast the spell without using a spell slot or its material component. This use destroys the orchid.

Beelzebub1111
2006-01-14, 08:21 AM
Shadowshroom

The shadowshroom is posibly one of the most dangerous fungi known to agracuturists. Unlike most fungi (and despite its name) Shadowshrooms grow in open fields with short grass. This is because of rainfall that leaves the ground a moist enviroment. These small mushroom gets their name from the darkness effect that it continualy produces in a 2 foot radius around each one so that they not killed by the sunlight. Because of such great, self produced, conditions, The radius of the darkness can spread anywhere from a 10 feet to 30 feet in diameter on average, but the highest recorded was 70 feet in diameter. This enlarged radius is due to the spreading of spores. They are quite a hindrance to farmers because they kill off plants by starving them of sunlight, and they are hard to find (even if farmers have darkvision because the darkness is magical)

TamerBill
2006-01-14, 08:59 AM
Shadowshroom
They are quite a boon to farmers because they kill off plants by starving them of sunlight, and they are hard to find (even if farmers have darkvision because the darkness is magical)
Sorry to nitpick, but a boon is a good thing. I think you've got the wrong word.

Beelzebub1111
2006-01-14, 09:04 AM
Sorry to nitpick, but a boon is a good thing. I think you've got the wrong word.
Thanks for the catch. I actualy always thought that a boon was a bad thing...sounds like a bad thing in my head...

Brickwall
2006-01-14, 11:06 AM
It probably sounds similar to 'bane'. They're almost exact opposites, ironically.

Single Shot Zombie
2006-01-14, 12:08 PM
Purity Plant

This plant is usually found growing in large numbers at the banks of clean freshwater rivers and streams. Each plant consists of a single large flower with multiple pale, translucent petals. This makes this particular plant quite easy to recognize (Knowledge (nature) DC 13).

These petals have a special magical effect; every petal that falls into the river will dissolve within a standard action and cleanse the water, as the effect of a purify food and drink spell (caster level 1st). This effect helps to regulate the quality of the river water; should the water become extremely polluted, the purity plants would wilt and die, scattering petals en masse into the water and cleansing it.

Options: A single petal, when dumped into a body of water, will dissolve and purify up to 8 gallons (1 cu .ft.) of water, as the spell purify food and drink. If plucked, a single purity plant has around 1d10+11 petals, and retains its magical powers for up to one week after plucking (barring the use of gentle repose).

I_Got_This_Name
2006-01-14, 04:36 PM
And now I have a new day's supply of creativity. Some more plants, and the Guardian Beast for the water bushes (needs a better name).

Some general rules for activating magical flowers (so that we don't have to type out the full rules anymore): Flower activation is a check using either Knowledge (Nature) or Use Magic Device, with a DC usually of 25, but is usually declared in the flower's description (some flowers have lower or higher DCs). Activating a flower destroys it unless the description says otherwise.

"Freshly picked" or "Freshly cut" is defined as having been separated from the plant no more than a week ago, not counting time under the effects of a Gentle Repose spell. As Gentle Repose is not built to affect plants, the entire spell must be used for one flower, although a variant built to affect plants may be able to affect several.

To use a flower as a spell slot, one must know and be able to spontaneously cast the spell in question (as either a sorcerer or a bard). Using a flower as a spell slot destroys the flower. The flower must be freshly picked. Using it as a material component only requires that the flower be freshly picked and that you can cast the spell in question. As a variant, Wizards with Spell Mastery in a spell that a flower can be the component for can use the flower as if a spontaneous caster, and/or Wizards may consume the flower in spell preparation to use it as a spell slot (spells prepared in this manner may fade after 24 hours or another length of time up to the DM)

Flower for the Dead: This 34-petaled annual flower, usually growing in groups, is very susceptible to disease, and can be killed by the same things that cause animals to rot. Because of this, it has developed a magical power to keep decay away. Its flower petals are nearly always white, although some come in deep purple or, very rarely, black, and about two inches long and a sixth of an inch wide.

Whenever an animal (or other creature that decays) is dead (or undead and rotting) near the Flower, one such plant commits suicide and drops its flower on the animal, giving it a Gentle Repose spell, lasting for nine days. Additionally, the flower emits a characteristic, but subtle, smell, when doing this, alterting anything with the Scent ability within 600 feet that the flower has wilted. The dead flower emits this scent for 1d4 days. Dead animals preserved by this flower are kept fresh and as edible as they were when the flower took effect. This scent leads scavengers to remove rotting matter from near the plant.

Options: A full, freshly-picked blossom from this flower can give its Gentle Repose effect to any body it is placed on, with no check. Additionally, by activating the flower with a DC 20, one petal from such a freshly-picked flower can be used to give its Gentle Repose effect to any other picked flower (destroying the petal). Additionally, the deep flowers may be used in place of a spell slot for Chill Touch if the user knows the spell, and one such black flower per hit die can be used as the material component for Animate Dead. If a spontaneous caster uses black flowers as the components of Animate Dead, one additional black flower may substitute for the spell slot (the spell must still be known).

Charm Bush: This flowering bush, growing into whatever shape it will fit into (the highest recorded was six feet, however), has a magical power to manipulate animals, humanoids, and magical beasts. It generally has one flower per branch, with five broad petals (colors include pink, red, orange, yellow, bright green, blue, and white), and has dark green leaves. This bush takes about two years to mature.

Four times per day, this bush can use a Charm Monster effect (DC 16), but only on Humanoids, Animals, Monstrous Humanoids, and Magical Beasts. A Charmed creature will protect the plant from being eaten (by both large herbivores and insects, if that is within the creature's power), will only cut/eat the plant to help it (pruning it healthily), and will see to the plants needs in all ways as a dedicated gardener. This effect lasts for one week, but the plant can only have seven creatures Charmed at any one time. If a creature succeeds at its save against the Charm effect, it is immune to future Charms from that same bush for one day.

Options: A flower, freshly cut from this bush (which generally has 2d4+6 flowers in summer, 1d4+4 in spring and fall, and 1d4-2 in winter), can be tricked into using its Charm Monster effect once, by activating it with a DC of 25. This functions as though the activator were the caster. The DC increases to 30 to activate its effect on things of other types (such as dragons, abberations, and outsiders). A caster can use one such freshly-cut flower in place of the spell slot for Suggestion, two for Dominate Person, and three for Dominate Monster.

Scourge of Water
Large Magical Beast
Hit Dice: 13d10 + 26 (97 HP)
Initiative: +2
Speed: 50 feet (10 squares)
AC: 19 (-1 size +2 dex +8 natural) Touch 11 Flat-footed 17
Base Attack/Grapple: +13/+23
Attack: Gore +18 melee (1d10+6)
Full Attack: Gore +18 melee (1d10+6)
Space/Reach: 10 ft/5 ft
Special Attacks: Trample 1d6+9, Fear
Special Qualities: Damage Reduction 5/piercing
Saves: Fort +10, Ref +10, Will +7
Abilities: Str 23, Dex 14, Con 15, Int 2, Wis 13, Cha 10
Skills: Spot +8, Listen +7, Hide +4*, Move Silently +4*
Feats: Alertness, Ability Focus (Fear), Iron Will, Power Attack, Improved Bull Rush
Environment: Warm Deserts
Organization: Solitary or Pair
Challenge Rating: 7?
Treasure: None
Alignment: Always Neutral
Advancement: 14-15 HD (Large), 16-30 HD (Huge), 31-39 HD (Gargantuan)

This tan, scaly beast lumbers toward you on its four thick legs. It stands over six feet tall, and is much longer. Its head, shaped like a kite shield, faces you from its short neck, with two long, heavy horns rising from above its large grey eyes.

The most fearsome herbivore in the desert, the Scourge of Water, a literal translation of its more poetic name in the tongue of (whatever the desert people are in your world) is a sight to behold. Despite this, it is usually peaceful, only attacking when others try to eat the fruit of, or harm, the Water Bushes on its range, and to defend itself. They are cold-blooded and scaly, but still very cunning in the defense of their homes, and will not hesitate to fight predators that they think they can beat. They are quite long-lived, for animals, living to be a fifty years old in some cases, and only spend about six months out of every five years in a mated pair, roving the desert and leaving clutches of eggs, which hatch after about a year, and then take a decade to reach maturity. They have no instinct to protect their young once the eggs are abandoned, often even driving them off their land. They grow to be about fourteen feet long and six to seven feet high at maturity. They weigh roughly half a ton.

Combat: Scourges of Water press the attack only to defend themselves, their mates (if mated), or their food supply, never hunting. They use their brute size and strength to overcome their enemies. They will stalk and attack thieves from hiding, however (but will not pursue enemies beyond their range).
Fear (sp): Three times per day, a Scourge of Water may instill a Fear effect (DC 18, Charisma-based) in a group of enemies, functioning in a cone as per the spell. This is often used to drive off thieves and predators before engaging on combat.
Trample: Reflex Half DC 22 (Strength-based)
Skills: +8 bonus to Hide and Move Silently checks in dry, sandy conditions. Size modifiers are not taken into account for skills.

Uses: The hide of a Scourge of Water can be used to make masterwork hide armor; it provides one suit for a creature one size smaller, or two for two sizes smaller, and so on. This hide is all of the necessary materials. Twice as many suits of Leather or Studded Leather armor can be made, at half materials cost. The horns of a Scourge of Water can be carved into a masterwork medium or smaller short sword, dagger, or large or smaller spear of any kind (one per horn), providing the entire materials cost, or can be sold as ivory worth 105 GP each. Its eyes can be used to reduce the cost of making a Wand or Scroll of Fear by 50 GP each, but have a market price of that much. Its flesh can feed four medium or eight small creatures for one day, and spoils after two days unless measures are taken to preserve it. Its teeth and bones can be sold as ivory worth 25 GP per pound, and it has about 300 pounds of bone and teeth. It cannot be domesticated.

Old Man of the Sands
Gargantuan Dragon (Augmented Magical Beast)
Hit Dice: 39d12 + 341 (610 HP)
Initiative: +8
Speed: 50 ft, Fly 100 feet (Average)
AC: 24 (-4 size, +14 Natural, +4 Dex), Touch 9, Flat-Footed 20
Base Attack/Grapple: +39/+72
Attack: Gore +56 Melee (4d6+21)
Full Attack: Gore + 56 Melee (4d6+21)
Space/Reach: 20 ft/15 ft
Special Attacks: Trample 2d6+31, Fear, Breath Weapon
Special Qualities: Darkvision, Low-Light Vision, Immunity to Sleep, Paralysis, and Electricity, Damage Reduction 5/Piercing
Saves: Fort +30, Ref +25, Will +16
Abilities: Str 53, Dex 18, Con 28, Int 5, Wis 13, Cha 12
Skills: Spot +31, Listen +31, Hide +31*, Move Silently +31*, Jump +22
Feats: Alertness, Ability Focus (Breath Weapon), Ability Focus (Fear), Power Attack, Improved Bull Rush, Cleave, Great Cleave, Awesome Blow, Flyby Attack, Dodge, Improved Overrun, Run, Combat Reflexes
Environment: Warm Deserts
Organization: Solitary or Unique
Challenge Rating: 18
Treasure: None
Alignment: Usually Lawful Evil
Advancement: None

A scaly beast, with scales of tan tinged with blue, stomps toward you. Sparks of electricity leap between the teeth in the mouth on the lower part of its shield-shaped head. Two fearsome horns, the left one slightly shorter than the right, both evidently damaged in ancient battles, portrude from above its eyes, its left eye bearing a long scar across its eyelid. It snorts lightning from its nose, and is evidently none to pleased with you, a fact made even more dangerous by its height of twenty-eight feet, length of forty feet, and wingspan of about sixty, blue on the underside, tan on the top.

The Old Man of the Sands, as it is called by those who make its homes near its, is a fearsome beast, half blue dragon, half Scourge of Water. It is centuries old, its exact age is hard to tell, and is a deadly beast. It had been hunted long ago, and still is, occasionally, now, but its hunters vanish into the desert, consumed by the sand and rats. The Old Man of the Desert is rumored to speak Draconic.

Combat: The Old Man of the Sands presses the attack only to defend itself and its bushes. It is much smarter than its smaller kin, due to its draconic heritage, and uses simple tactics, but better than those of its animalistic kin. It also takes advantage of its dragon wings to give it superior mobility.
Fear (sp): 3/day, as the spell, DC 32, Cha-based
Breath Weapon (su): 6d8 points of electrical damage in a 60' line, reflex half (DC 40, Con-based), 1/day.
Trample (ex): Reflex Half DC 50, Strength-based
Skills: +8 to Hide and Move Silently in dry, sandy conditions.

Brickwall
2006-01-14, 05:11 PM
Heheh...you're as prolific as the Giant himself. Have you considered getting a job at WotC?

McMouse
2006-01-14, 05:26 PM
Absorbtion Sponge:
The absorption sponge is a strange plant, found in damp caves, exceptionally humid forests, and occasionally underwater. It is a sprawling, grey, mossy plant that is quite resilient to damage. It grows to a thickness of about six inches, and, given time, can carpet entire caverns. The plant is entirely dependant on water to survive, however, and will dry and crumble in 1d6 days if it is removed from a water-rich environment.

Its spongy nature has made it exceptionally resilient to damage. The plant is completely immune to bludgeoning damage of any kind. Additionally, when dried and reconstituted with water, it turns a rich, dark black, and is highly prized as a dye. This dye has near-magical properties, and when spread on the flesh or armor of a creature, affords them extrordinary protection from the elements, thus giving the plant its name.

The dye is sought out by many military commanders, to give their troops some measure of protection against the elements, and aquatic, and/or cave-dwelling creatures often wear suits of armor created out of absorbtion sponge into battle.

Options: It is possible to fasion a suit of armor out of absorption sponge. It requires a DC 25 Craft (Leatherworking, Tailoring, or Armorcrafting) check. The resultant creation, as the plant itself, is dependant on water, and will dry out and crumble in 1d6 days if removed from an extremely damp environment. The suit of armor will naturally degenerate, however, and lasts a maximum of 1d3 weeks before it falls to pieces. The armor gives an armor bonus of 2, has a maximum Dexterity bonus of 8, has a -1 check penalty, and affords a 5% chance of spell failure. Additionally, the wearer of the armor recieves DR 10/bludgeoning as long as they are wearing the armor.

With a successful DC 25 Craft (Tailoring) or Profession (Cloth-Merchant) check, the dye can be made from the plant. It requires two square feet of absorption sponge to create one dose of dye, and one dose of dye is enough to dye three Small or one Medium creature's garments, or to cover three Small or two Medium creatures.

When applied to a garment, the garment, now a deep black, gives the wearer DR 2/- against Acid, Electricity, and Cold damage, but a garment so treated catches fire more easily, causing the wearer to make a DC 15 Reflex save whenever exposed to flame, or a fire spell or effect to avoid catching fire.

When applied directly to a creature, the dye, in the form of a thick paste, inks their skin black, giving a +2 circumstance bonus to Hide checks while using darkness or shadows as cover. It also gives the wearer 25% immunity to Acid, Electricity, and Cold damage, but a 50% vulneurability to Fire damage. The pastey dye retains potency for up to two weeks while stored, or eight hours when in the open air or after being applied to a creature.

I_Got_This_Name
2006-01-14, 07:21 PM
Brickwall: Thanks. I'd really be content as a freelance game designer.

One more addition to the Freshness rules (basically, so I don't have to type out the different rules for animals each time I add one) : Fish are considered fresh only on the day they are killed. Other animals are fresh for two days. Gentle Repose or Purify Food and Drink can extend this (the latter by one day). Preparing a meal of something for magical benefit uses the same rules as activating a flower, but uses Profession (Cook) instead of Use Magic Device. A cook can tell if they prepared the meal correctly.

And now, in a special installment, creatures of the Magical Coral Reef:
Deep Kelp: This kelp, possibly a relative of the Daylight Vine, grows only in deep water. It can grow to up to 40 feet long, and takes about a year to mature before it sheds full Daylight. It has no central bulb for the light to shed from, and is not poisonous. It grows in colonies, and can handle a little more competition for resources than other such plants. Daylight Kelp is often symbiotic with coral reefs.

It only sheds Daylight for six hours per day. If the origin of the Daylight spell is severed, it migrates back onto the plant after 2d8 minutes. Like a Daylight Vine, it suppresses its power if already in light.

Options: Daylight Kelp can be activated (DC 25) to cast Daylight at caster level 3, requiring one pound of the kelp, or one pound may be prepared as a meal (DC 25) to provide Darkvision at the same caster level. It can also be used in place of a spell slot for Water Breathing. Daylight Kelp often provides light for deep-sea farming.

Warmcoral: This coral is capable of forming reefs even in areas that would not normally support it, due to its supernatural warming of the water around it. It is otherwise normal coral, except that it is always a bright orange-red (although warmcoral is rare, even in its own reefs).

Warmcoral can heat water around it as per the warming effect of Prestidigitation, warming two gallons of water per round per pound of Warmcoral to tropical temperatures. Only live Warmcoral does this; as such a Warmcoral reef is warmest at the top.

Options: Dead Warmcoral can be used to make melee weapons and armor. A Warmcoral weapon, shield, or suit armor must be made entirely out of Warmcoral to get any benefit, and only Scale, Breastplate, Splint, Banded, Halfplate, and Full Plate armor can be made out of Warmcoral, all of which weigh 3/4 as much as normal; a Warmcoral shield weighs as much as wooden, and a Warmcoil weapon has half weight. The item must be made Masterwork, which has no additional material cost. A Warmcoral weapon can be made Flaming for half the cost; calculate the price with all other enhancements, then calculate the additional cost for Flaming and divide by two, or can be made into a Flaming Burst weapon as if Flaming Burst were a +1 equivalent enhancement. Warmcoral armor can be made cold resistant at half price. Additionally, an ounce of Warmcoral can be activated (with a DC 20 check) to use its warming effect. The coral burns out after one hour. Warmcoral can be farmed, generally to feed a fish farm in otherwise nutrient-poor seas.

Swiftfish: These small, brightly-colored fish tend to live near coral reefs, especially Warmcoral reefs. They are about one to two inches long, a third as tall, and have a fourth their length as thickness. Their colors include golden, orange, red, pink, and blue; they can normally swim at a speed of 10 feet per round, and are herbivorous.

They take their name from their magical power: they can make sudden bursts of supernatural speed, giving them the ability to, as a free action, use a variant of Expeditious Retreat that affects swim speed, or use Freedom of Movement for 5 minutes per day total; such uses need not be consecutive, and activating or deactivating the ability is a free action.

Options: Swiftfish blood can be used as a component in Potions of Haste, reducing the materials cost by half. Fresh swiftfish can also be activated, with a DC 25 check involving eating the fish whole, to give Freedom of Movement for 5 minutes.

Icemouth Carp: This is a rare breed of blue tropical carp, generally a foot and a half long, four inches high at the highest, with a thickness of about two inches at most. Icemouth Carp live in warm seas, and are carnivorous.

Icemouth Carp take their name from their magical powers, allowing them to chill the water around them, and direct blasts of cold against their prey to subdue it. They can cast Ray of Frost five times per day (CL 1), and their bite does 1+1d4 cold damage. They are cold-subtype creatures.

Options: A freshly dead Icemouth Carp can be forced to invoke its Ray of Frost power with a DC 25 activation check; one must aim the fish at their target for the attack roll (no penalty, but Weapon Focus (Fish) is used instead of Weapon Focus (Ray). Such usage destroys the parts of the fish that contains its magical power. Additionally, a fresh Icemouth Carp can be used in place of a spell slot and the material components and foci for either Lightning Bolt or Fireball by a caster with the Energy Substitution (Cold) feat (Available in 3.0 in the FRCS and Tome and Blood, in 3.5 probably in Complete Arcane); such a spell must be cold-substituted, or it can be used as a spell slot for Protection from Cold. An Icemouth Carp can feed 4 medium-sized creatures at a meal (assuming three equal meals per day), and, if the cook prepares it with a DC 25 check, it casts Endure Elements on all eating it.

Wave Fish: This fish takes its name from its habit of floating and jumping above the waves. It tends to live in temperate to tropical seas, but always lives near coastlines. It is omnivorous, eating insects, plants, and smaller fish, and tends to be at most a foot long, three inches high, and an inch wide. Its scales are green, blue, and silver, in odd patterns resembling waves.

Wave Fish have an always-on Air Breathing effect, and can Levitate for ten minutes per day (not necessarily consecutive). They can also use Gust of Wind once per week. They use these powers to hunt insects. Fishing for them is difficult due to their powers, as they can Levitate then Gust of Wind to get back in the water, and they don't drown in air unless denied their magic.

Options: Eating a Wave Fish, prepared with a DC 25 check, can grant the ability to breathe both water and air for 12 hours, divided among those eating the fish. Additionally, a fresh Wave Fish can be used in place of a spell slot for Fly or Overland Flight.

Baneshark: This shark has magical powers to render itself more fearsome. It is a large, grey shark, roughly six feet long and one foot in diameter, at maturity, with fins rising at most an additional foot from that.

The Baneshark can deliver 5 Chill Touches per day; it decides to deliver them after successfully touching an opponent. It generally uses them to augment its bite. Additionally, it can put a glamer over itself to make it appear to be made entirely out of water, functioning like Invisibility does in air when it is in water, and not functioning when out of water, three times per day, lasting eight minutes each time. Additionally, it can project a Ray of Enfeeblement (CL 8th) from its eyes, once per day. Banesharks are, themselves, immune to negative energy.

Options: Baneshark meat can grant Negative Energy Protection at caster level 8, if prepared with a DC 25 check (it feeds six medium-sized creatures for one meal, or two for a day). Additionally, a Baneshark's eyes can be used once each, with a DC 25 check to activate, to launch their Ray of Enfeeblement, or can be used as spell slot substitutes for Enervation. 1d4 teeth per shark can be used as spell slot substitutes for Chill Touch, and Baneshark Blood can reduce the materials cost of a Potion of Invisibility by 100 GP, although each shark only provides enough blood for one such use (it must be heavily refined).

Full states for the Icemouth Carp, Baneshark, and a magic whale of some kind to come. The Wavefish and Swiftfish are small enough that they don't really need full MM entries, but I may come up with stats for them.

(Edited to clean up a smiley)

Brickwall
2006-01-14, 07:28 PM
you don't seem to be saying what skill the DCs are for. craft (cooking)? Use Magic Device?

I_Got_This_Name
2006-01-14, 07:38 PM
Different checks can be used, depending on the task. Regardless of what the task is, Knowledge (Nature) can be used, and having 5 or more ranks in Knowledge (Nature) is a +2 bonus on the check if using another skill.

If it is to prepare the magical thing as a meal, the alternate skill is Profession (Cook). If it is to activate it, the alternate skill is Use Magic Device. Except for the Swiftfish, anything you eat uses Profession (Cook), and anything else is UMD. This exception is because the Swiftfish is not prepared; it is simply swallowed whole.

Attempting the check to activate or prepare something renders it useless for other magical purposes (no retry except with a new fish or plant).