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DracoDei
2011-05-13, 06:55 PM
Working on tightening this up with market-value and creation requirements for all of them. Alphabetizing is also in-progress.


Cursed Teas
All cursed teas share the following properties unless stated otherwise (and in the case of how much is required to trigger the curse, usually even then):

To have any effect they must be drunk at at least half the normal strength of a tea of their type, not counting reasonable dilution by cream, sugar, or other traditional tea additives. This is a limitation on watering down the tea, or using fewer teabags, not on steeping time.
Due to their magic all cursed teas brew up well in a minute of steeping (but not less).
A small sip is enough to trigger the effects, sometimes with a small time-delay (as mentioned in specific tea descriptions). Further drinking from the same batch (including batches mixed together) triggers no effect until AFTER at least one and a half teacup's worth have been imbibed. Note that the specific volumes of what constitutes "a small sip" and "a teacup's worth" will vary based on the size of the drinker. Small variations in the wording of how much tea is required to trigger the curse "as soon as it touches the lips" etc) for the purposes of linguistic variety and should not be construed to modify this.
Creation costs and market prices are for enough dry tea to make a single teacup's worth for a medium-sized creature and can only effect a single individual, per dose, regardless of size-class of victim or the strength of the brewing process.
Save DCs are 20 unless mentioned otherwise.
With the exception of Spearmint Surprise and other teas that include language strongly indicating to the contrary, all ongoing curses inflicted by teas are known to the victim as soon as they take hold.
All effects other than directly dealing damage or summoning creatures are permanent until removed.
Unless otherwise stated, tea that was allowed to start cooling below the upper end of the drinkable range more than an hour ago takes a -2 penalty to its DC.
As per usual the ongoing curse effects of multiple doses of a cursed tea do not stack (they do, however overlap, and can deal damage, summon creatures, or have other external or instantanious effects, and might need to be dispelled/removed seperately if additional saves are failed). In addition, teas that are greater/(normal)/lesser versions of eachother specifically overlap (not stack) for curse effects.


Acai Mangling Zinger, Lesser
Two inch spheres made of force appear surrounding the drinker of this tea and fly at him, dealing 10d6 Bludgeoning damage with a DC 20 reflex save allowed for half.
Moderate Evocation;CL 10;Brew Potion, Telekinesis OR Spiritual Weapon;Price 1,000 GP



Acai Mangling Zinger
As per Acai Mangling Zinger, Lesser except that if the save is failed then all FUTURE (so NOT from the spheres from the tea) bludgeoning damage on the victim is increased by 50% (apply this increase before any damage reduction or similar effects). If this occurs the victim is aware of this effect upon the curse initially taking hold (IE when the tea is drunk, NOT when they first get hit with such damage afterwards).
Moderate Evocation;CL 10;Brew Potion, Bestow Curse AND (Telekinesis OR Spiritual Weapon);Price 7,500? GP



Acai Mangling Zinger, Greater
As per Acai Mangling Zinger, Lesser except that if the save is failed then all FUTURE (so NOT from the spheres from the tea) bludgeoning damage on the victim is doubled (apply this increase before any damage reduction or similar effects).If this occurs the victim is aware of this effect upon the curse initially taking hold (IE when the tea is drunk, NOT when they first get hit with such damage afterwards).
Moderate Evocation;CL 10;Brew Potion, Bestow Curse AND (Telekinesis OR Spiritual Weapon);Price 10,000? GP
((In this case should the creation cost be higher since, with the prevalence of Slam attacks, bludgeoning damage may be slightly more common than any specific type of energy damage?))


Bengal Slice
No saving throw is allowed against the effects of this tea which summons two tigers (http://www.d20srd.org/srd/monsters/tiger.htm) 15 feet away to the right and left of the drinker (or in the nearest available spaces to those locations if those squares are filled)... roll for initiative as they attack him/her with lethal intent (IE no surprise round for anyone). If they succeed in slaying their target, they will gorge themselves on the corpse, fighting to the death if necessary to defend their kill. Once they have eaten their fill (or simply all that is available, minus a few small scraps sufficient for a Resurrection) they vanish peacefully. If one or both of them are slain before that time, the corpses remain (Matching tiger-skin rugs anyone?).
Moderate Conjuration;CL 9;Brew Potion, Summon Nature's Ally V OR Summon Monster VI;Price 2,000? GP
((Design note: I originally had them adjacent to the target, until I realized that Pounce requires a charge which grants rake attacks... I am just sorta "evil" like that... SNA IV can do a tiger, so SNA V averages two if you use it that way. 5th level spell*caster level 9*50 = 2,250, knocked down to 2,000 as a nice round number and as a nod to the restrictive means of preparing it.))




Bengal Slice, Greater
As per Bengal Slice, except that it summons two dire tigers (http://www.d20srd.org/srd/monsters/direTiger.htm).
Strong? Conjuration;CL 15;Brew Potion, Summon Nature's Ally VIII OR Summon Monster IX;Price 5,500? GP
((6,000 "by the book"))


Bezerker Blueberry((This was my own idea. Although it was partially inspired by a fictional seed packet by Ursula Vernon: Bezerker Blue-bell.))
If the victim fails an initial will save then whenever they enter combat, they must save again or suffer all the drawbacks of of a 1st level barbarian's rage (-2 AC, inability to cast spells or perform any actions requiring concentration, etc), with none of the benefits. These penalties DO NOT stack with those from actual rage/frenzy/etc.
Moderate Enchantment;CL 9;Rage AND Bestow Curse;Price ??? GP


Blackest Cherry Berry
The effect of this tea depends on the character's normal reaction to negative energy (IE without any magic items or spells, but including class features and feats).

If the drinker of this tea is capable of being harmed by negative energy, they take 10d6 negative energy damage with a DC 20 Fortitude save allowed for half damage. If they fail the fortitude save then all future (so not from this cup of tea) negative energy hit-point damage is doubled.
If the character is healed by negative energy, then they lose that status, and negative energy no longer has any effect on them. They also lose the negative energy effects of any intrinsic attacks (so not Spells, but including SLAs and slam attacks and touches) they might have. This prevents the inflicting of both hit-point damage and energy drain. It has no effect on Constitution draining abilities. A DC 20 Fortitude save is allowed to negate this. (Semi-)Obviously, this effect can work against undead despite this being an Fortitude save effect that does not work on objects.
If the character is normally completely unaffected by negative energy they must succeed on a DC 20 fortitude save or take damage normally from negative energy as if they were an ordinary living creature.

Moderate Evocation;CL 10;Brew Potion, Bestow Curse AND (Enervation OR Harm);Price 10,000? GP



Charomile, Lesser
Within 1d6 seconds of this tea first touching the tongue, the liquid explodes into a narrow cone of fire, striking the drinker 8d6 fire damage. Unless the cup was completely drunk before that time elapsed a DC 20 reflex save is allowed for half damage.
Moderate Evocation;CL 10;Brew Potion, Fireball OR Flamestrike;Price 1,000? GP




Charomile
As per Charomile, Lesser except that if the save is failed then all FUTURE (so NOT from the cone from the tea) fire damage on the victim is increased by 50% (apply this effect before all saving throws and energy resistances).
Moderate Evocation;CL 10;Brew Potion, Bestow Curse AND (Fireball OR Flamestrike);Price 7,500? GP




Charomile, Greater
As per Charomile, Lesser except that if the save is failed then all FUTURE (so NOT from the cone from the tea) fire damage on the victim is doubled (apply this effect before all saving throws and energy resistances).
Moderate Evocation;CL 10;Brew Potion, Bestow Curse AND (Fireball OR Flamestrike);Price 10,000? GP



Cinnamon Appalling Spice
If the drinker of this tea (even the usual sip) fails a will save against this mind-effecting enchantment their manners become so appalling that they take a -10 penalty to all Animal Empathy, Diplomacy, Gather Information, and Handle Animals checks.
Moderate Necromancy;CL 10;Brew Potion, Bestow Curse;Price 1,500 GP
((Was originally going to make this an ad-hoc 1,000 GP, but then I realized that there are probably slightly more opportunities to trick the party "face" into drinking a cup of tea than there are other party members.))



Cinnamon Beat Stick
Upon so much as tasting this tea, a quarterstaff cut from a cinnamon tree (and with the bark still on it), appears floating BEHIND the character automatically catching them flat-footed and gaining a surprise round. It attacks them until destroyed. It has a movement rate of Fly 60 (Perfect) and is unhindered in any way by water, moving through it as easily as air. It attacks as if weilded by a 20th level fighter with a 20 strength, an initiative modifier of +0, and the following feats:
Weapon Focus (Quarterstaff)
Weapon Specialization (Quarterstaff)
Improved Critical (Quarterstaff)
Greater Weapon Focus (Quarterstaff)
Greater Weapon Specialization (Quarterstaff)
Two-Weapon Fighting
Improved Two-Weapon Fighting
Greater Two-Weapon Fighting

This yields an attack of: +27 Melee (1d6+9, 19-20/x2)
And a full attack of: Main Head +25/+20/+15/+10 (1d6+9, 19-20/x2) AND Secondary Head +25/+20/+15 (1d6+6, 19-20/x2)

See the rules for sundering weapons for one way of destroying it.
Moderate Transmutation; CL 9th;Brew Potion, Spiritual Weapon OR Animate Objects OR Mage's Sword; Price 1,500 GP?



Constant Commentary
The character drinking this tea must succeed on a DC 20 Will save against this Mind-affecting Transmutation or comment loudly and continuously on their surroundings (they may include their own thoughts and reactions to such when and if they choose). Their voice never tires, and even in their sleep the monologue continues ("I am asleep. It is dark with my eyes closed. It is difficult to get a good night's sleep while I am talking."). This effect is permanent until removed and counts as a 5th level spell. Eating and drinking are difficult but not impossible in this condition. Verbal components are impossible, and command words can only be used if they can be worked smoothly into the commentary.
Moderate Transmutation; CL 9th;Brew Potion, Charm Person, Bear's Endurance; Price 2,000 GP?



Darkjeeling(From a suggestion by Merk, mechanics by me)
If you fail a DC 20 Fortitude save, the world grows dim before your eyes. If you have Low-Light Vision or an improved version of it you lose it. If you didn't have such an ability you take a -5 penalty search and spot rolls, a -2 penalty to armor class, and suffer a 20% miss chance on all your attacks that require a to-hit roll.
Moderate Transmutation;CL 10;Brew Potion, Blindness/Deafness;Price 1,000 GP



Corruptive Peach Passion
((Pink Succubus/Erinyes appears next to drinker, tries to tempt and/or kill))
Moderate Evocation;CL 11;Brew Potion, Summon Monster VI;Price 1,500? GP



Cramberry Apple Zinger
If the drinker of this tea fails a DC 20 Will save the carrying capacity of all containers carried by the person, both magical and mundane, is reduced to 1 quarter, both in volume and total weight capacity. This effect occurs immediately, and continues on until the curse is removed. Any INITIAL excesses spill out of magical containers without harming them, but mundane pockets etc may be burst (without harming the contents). Note that this includes most sheaths, many quivers, etc. This ceases to effect individual containers if they leave the victim's possession, but resumes if they later pick them up again.
Moderate Conjuration;CL 9;Brew Potion, Secret Chest AND Bestow Curse;Price 2,000 GP ((Design note: Slightly more than a Handy Haversack)).



English Break-Fist(From a suggestion by Merk, mechanics by me)
Every bone in your hands shatters, rendering you incapable of doing anything with them until, while already at full health, you have received an amount of magical healing equal to twice your maximum hitpoints, a Regenerate, or receive 2 weeks of continuous bedrest from a character who succeeds on a DC 30 heal check. If mere hitpoint restoring spells or a heal check is used you still take a -4 penalty to Dexterity and Strength for all actions involving the hands that can not be removed by anything less than Regenerate. A DC 20 Fortitude save upon drinking the tea prevents all of the above effects from ever coming to pass from that cup of tea (or a teacup's worth drunk out of a larger volume). If your hands remain broken for at least 30 days before you regain at least partial use of them, you must speak in an English accent until you regain FULL use of them.
Moderate Transmutation;CL 10;Brew Potion, Shillelagh OR Inflict Critical Wounds OR Telekinesis;Price 2,000 GP



Fightin' Irish Breakfast Tea[Mixed Blessing]
As per Irish Breakfast Tea, but if you remain under its effects for 1 month you gain +1 Rage per day (including from not having the ability to rage at all in which case it is as per a 1st level barbarian).
Moderate Transmutation; CL 9th;Brew Potion,
Rage
AND
One of the following: Prestidigitation OR Create Food and Drink; Price 2,500 GP?



Honey-ed Plain-Vanilla Chamomile
((Minor Avatar of Diabolus (http://www.giantitp.com/forums/printthread.php?t=55828) (Patron of Neutral Neutral Square individuals) appears before them and speaks a single sentence so persuasive that they must make a DC 20 Will save or have their alignment magically converted to Neutral Neutral Square, probably resulting in their immediately abandoning the adventuring lifestyle and seeking to go home to lead a quiet and boring life.))
Moderate Enchantment;CL 11;Brew Potion, Grounding;Price ?,?00 GP



Irish Breakfast Tea
The character drinking this tea must pass a DC 20 fortitude save or have themselves and all their equipment turn a brilliant, eye-catching, green (the GM should assign penalties to hide checks as appropriate). Equipment that leaves their possession reverts to its normal color after 1d4 minutes. Items picked up or donned gain the new color instantly. For the duration of this curse (which is permanent until removed and is the equivalent of a 5th level spell) the character gains the "Delicious" flaw (Dragon Magazine issue 330 page 87), regardless of if they meet the prerequisites, and without a compensating feat. If this effect is allowed to persist for more than a week then the character must pass a DC 20 will save every day until the curse is removed or be forced to speak in an Irish dialect (but not language... just use "faith and bigora(sp?)", "wee", and such like a lot and maybe mention pots of gold every so often and you should be good to go) and accent that day.
Moderate Transmutation; CL 9th;Brew Potion, Prestidigitation OR Create Food and Drink; Price 1,000 GP?



Leech-y Nut
Upon taking so much as a sip of this mild brew, a mass of leeches appears above the character's head. A DC 20 reflex save allows them to be dodged completely, otherwise they fall on the character automatically squirming through all armor, their teeth penetrating even a dragon's scales to latch on. Until at least 90% of them are removed (including by killing them) they cause 1 point of constitution damage per round. If they are dodged they instantly latch onto eachother, resulting in the immediate death of the mass.
Moderate Conjuration; CL 9th;Brew Potion, Summon Swarm; Price ?,?00 GP?



Lemon Lash, Lesser
Within 1d6 seconds of this tea first touching the tongue, the liquid stretches out into a psuedo-pod made of transparent acid, making a single touch attack against them with a +20 attack bonus for 6d6 acid damage plus 2d6 damage a round for each of the following 3 rounds (Somewhat similar to Acid Arrow). If the cup was completely drunk before that time elapsed then two smaller pseudo-pods erupt, one up the throat and the other down into the the intestines for an automatic critical hit (same total effects as the larger pseudo-pod... they count as a single source of damage).
Moderate Evocation;CL 10;Brew Potion, Acid Arrow OR Glyph of Warding, Greater;Price 1,000 GP


Lemon Lash
As per Lemon Lash, Lesser except that if victim is hit then all FUTURE (so NOT from the acid pseudo-pods itself/themselves) acid damage on the victim is increased by 50% (apply this effect before all saving throws and energy resistances). If this occurs the victim is aware of this effect upon the curse initially taking hold (IE when the tea is drunk, NOT when they first get hit with such a spell afterwards).
Moderate Evocation;CL 10;Brew Potion, Bestow Curse AND (Acid Arrow OR Glyph of Warding, Greater);Price 7,500 GP



Lemon Lash, Greater
Within 1d6 seconds of this tea first touching the tongue, the liquid stretches out into a psuedo-pod made of transparent acid, making a single touch attack against them with a +20 attack bonus for 6d6 acid damage plus 2d6 damage a round for each of the following 3 rounds (Somewhat similar to Acid Arrow). If the cup was completely drunk before that time elapsed then two smaller pseudo-pods erupt, one up the throat and the other down into the the intestines for an automatic critical hit (same total effects as the larger pseudo-pod... they count as a single source of damage). If victim is hit then all FUTURE (so NOT from the acid pseudo-pods itself/themselves) acid damage on the victim is doubled (apply this effect before all saving throws and energy resistances). If this occurs the victim is aware of this effect upon the curse initially taking hold (IE when the tea is drunk, NOT when they first get hit with such a spell afterwards).
Moderate Evocation;CL 10;Brew Potion, Bestow Curse AND (Acid Arrow OR Glyph of Warding, Greater);Price 10,000 GP



Mandated Orange Spice
The character must immediately seek to replace/re-color all their equipment and their body to make it all orange. They are unable to fall asleep unless everything within at least 10 feet of them is orange. They very much prefer orange food and drink, and gain no benefits (nourishment, potion effects, provision of moisture to prevent dehydration) from anything they imbibe that is not orange (this does NOT include air... they can breath air of any color just as well as if this effect was not on them).
Moderate Enchantment;CL 11;Brew Potion, Suggestion;Price ?,?00 GP


Mint Black Magic
Upon taking a drink of this tea the victim must make a DC 20 will save. If they fail they take a -4 penalty on all saving throws against non-mundane things (spells, psionics, supernatural maneuvers, utterances, etc etc etc).
Moderate Necromancy;CL 8;Brew Potion, Bestow Curse;Price 750 GP
((For Bestow Curse: CL 5*Spell level 3*50 = 750. I would drop it lower, but the DC is somewhat higher than one might expect and the price is already pretty low...))


Mourning Thunder, Lesser
A jet of pure sonic energy slams into the drinker of this tea as soon as it touches their lips (incidently acting as per a Shatter spell on any ceramic cup it is drunk from at the same time). This deals 10d6 sonic damage. A DC 20 Fortitude save is allowed for half damage.
Moderate Evocation;CL 10;Brew Potion, Shout OR Glyph of Warding, Greater;Price 1,000 GP



Mourning Thunder
As per Mourning Thunder, Lesser, except that if the fortitude save is failed, then all FUTURE (so NOT from the tea that inflicted this damage) sonic damage on the victim is increased by 50% (apply this effect before all saving throws and energy resistances).
Moderate Evocation;CL 10;Brew Potion, Bestow Curse AND (Shout OR Glyph of Warding, Greater);Price 7,500 GP



Mourning Thunder, Greater
As per Mourning Thunder, Lesser, except that if the fortitude save is failed, then all FUTURE (so NOT from the tea that inflicted this damage) sonic damage on the victim is doubled (apply this effect before all saving throws and energy resistances).
Moderate Evocation;CL 10;Brew Potion, Bestow Curse AND (Shout OR Glyph of Warding, Greater);Price 10,000 GP



Ooloooooooong Tea(From a suggestion by Merk, mechanics by me)
Unless you succeed on a DC 20 fortitude save, you grow much much taller and skinnier, bursting out of non-magical clothing and armor (magical items re-size to fit you). You count as one size class larger whenever it would be to your dis-advantage. You also count as one size class SMALLER whenever THAT would be to your dis-advantage. To be clear: neither of these effects modify your ability scores. You may counter these effects once per day for up to 1 minute by balancing a sufficiently difficult item on top of your head. If seated or standing perfectly still this requires a DC 10 Balance check each round. If walking it is a DC 20. Running is a DC 25, and combat is a DC 30. If you attempt a Tumble check while doing this the object falls off automatically. If the object falls off or is removed for any reason then you lose the benefits, and further balancing of objects on your head do not provide any benefit for the rest of the day.
Moderate Transmutation;CL 10;Brew Potion, Enlarge Person AND Reduce Person;Price 2,500 GP



Peppermint
This curse may be avoided with a DC 20 Fortitude save upon drinking. Otherwise the first time each day that the victim of this tea attempts to Move Silently knowing that one or more enemy(-ies) might hear them if they were to fail (even if failure would ordinarily be impossible), they must make a DC 20 Fortitude Save or be disabled by sneezing (treat as stunned) for 1d4 rounds during which the base DC (before modification for distance) to detect them with a listen check is 0. Effects that reduce sound (such as masterwork equipment, or Boots of Elvenkind) do not affect this DC, but those that work by muffling sound (such as Armor of Silent Moves (http://www.d20srd.org/srd/magicItems/magicArmor.htm#silentMoves) and its variations, the sound damping ability of a Lord of Rest (http://www.giantitp.com/forums/showpost.php?p=3505010&postcount=13), and the Silence spell) do.
Faint conjuration; CL 7th; Brew Potion, Stinking Cloud OR Poison; Price 2,400 gp



Pup-ermint
((Turn into a puppy, use smaller dog stats then reduce one size category and halve movement rate. Gain a 15' cone breathweapon that only effects fleshed (so corporeal, and more than just bones/teeth/hair) undead for 1d8+1 positive energy damage... 3d8+10 against any valid target with a disease-causing racial ability))
??? Transmutation; CL 9th; Brew Potion, Baleful Polymorph AND Cure Critical Wounds; Price ?,000 gp



Raspberry Zinger (Except for the name, this specific one is by Debihuman)
A drinker of this tea hears an earsplitting Bronx cheer. The sound goes unnoticed by other creatures. However, the drinker is rendered deaf as if hit with a deafness spell. The effect is permanent unless negated by a successful Fort save (DC 20). The cloying scent of raspberry leaves the drinker Sickened until it washed off. Other creatures are unaffected by the smell.
Faint Necromancy; CL 3; Brew Potion, blindness/deafness; Cost 600 gp.


Spearmint Surprise (Ok, this one is a bit unfair maybe...)
Upon a character drinking this tea the GM should secretly roll a DC 20 Will save for them (not explaining the reason). If they fail they take a -20 penalty to armor class against thrown projectiles that deal piercing damage and the critical threat range of all such attacks against them is tripled. This stacks with Improved Critical and Keen. All such attacks also automatically deal maximum damage. This curse is the equivalent of a 5th level spell and is permanent until removed.
Moderate ???; CL 9th;Brew Potion, Magic Weapon, Greater; Price 7,500? GP



Squirrel Grey
This is Earl Gray tea mixed with ground almonds and a horrible, potentially hilarious enchantment added to it. When brewed and drunk the imbiber is targeted by Baleful Polymorph (http://www.d20srd.org/srd/spells/balefulPolymorph.htm) with a DC of 20. On failure they are transformed into a grey squirrel. The character retains their mental ability scores and the ability to speak, although their chittery voice is utterly unsuitable for spellcasting or speaking command words. They automatically succeed at any Will saves allowed by the spell. For any skills NOT listed in the animal's stat-blocks they use their own ranks and feat adjustments. The transferal of other feats and class abilities from the character's original form are at the GMs discression.


Squirrel
Diminutive Animal
Hit Dice: 1/4d8 (1 hp)
Initiative: +3
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 17 (+4 size, +3 Dex), touch 17, flat-footed 14
Base Attack/Grapple: +0/16
Attack: Bite +7 melee (1d34)
Full Attack: Bite +7 melee (1d34)
Space/Reach: 1 ft. / 0 ft.
Special Attacks:
Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +5, Will (As per original character)
Abilities: Str 2, Dex 17, Con 10, Int (As per original character), Wis (As per original character), Cha (As per original character)
Skills: Balance +13, Climb +13, Listen +3, Spot +3 (all other skills as per the original characters ranks and feats)
Feats: Alertness, Weapon Finesse(B)
Environment: Temperate forests
Organization: However many people drank the tea together
Challenge Rating: 1/8
Treasure: None
Alignment: (As per original character)


These docile rodents thrive in temperate woods, where they eat mostly nuts, berries, and small insects.

Combat

Squirrels are extremely timid and run at the first sight of danger, biting only when cornered.... adventurers turned into squirrels, on the other hand, display a wide diversity of personalities.

Skills: Squirrels have a +8 bonus racial bonus on Balance and Climb checks. A squirrel can always choose to take 10 on a Climb check, even if rushed or threatened. A squirrel uses its Dexterity modifier for Climb checks.

(Squirrel stat-block modified SLIGHTLY (only to account for PC-ness) from Debihuman (http://www.giantitp.com/forums/member.php?u=30302)'s assistance to me on an earlier project (http://www.giantitp.com/forums/showthread.php?t=98448). I must, however, give a STRONG GAME-PLAY SPOILER WARNING with regards to that thread.)

Moderate Transmutation;CL 10;Brew Potion, Baleful Polymorph;Price 2,500 GP
((Design note: 10x5x50 = 2,500 by the brew potion rules, extended to 5th level.))




Rocketin' Raspberry
((Reverses victims gravity at random intervals.))
??? Transmutation; CL 13; Brew Potion, Reverse Gravity; Cost 45,000 gp.


'Rooibos Vanilla(Name suggested by Bhu, mechanics by me)
This tea is a blend of http://en.wikipedia.org/wiki/Rooibos and vanilla with an enchantment added to it. When brewed and drunk the imbiber is targeted by Baleful Polymorph (http://www.d20srd.org/srd/spells/balefulPolymorph.htm) with a DC of 20. On failure they are transformed into a kangaroo (see below for stat-blocks by Mangles (http://www.giantitp.com/forums/member.php?u=44248)). If the character is at least ECL 6 they are transformed into a red kangaroo, otherwise they are turned into a grey kangaroo. In either case the character retains their mental ability scores and the ability to speak, although their rough voice is utterly unsuitable for spellcasting or speaking command words. They automatically succeed at any Will saves allowed by the spell. For any skills NOT listed in the animal's stat-blocks they use their own ranks and feat adjustments. The transferal of other feats and class abilities from the character's original form are at the GMs discression.

Grey Kangaroo
Size/Type: Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +0
Speed: 50 ft. (10 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +2/+0
Attack: Claw +3 melee (1d4+1)
Full Attack: 2 Claws +3 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Tail stand kick
Special Qualities: Low-light vision, Scent, Pounce, Bound
Saves: Fort +5, Ref +7, Will (As per original character)
Abilities: Str 13, Dex 17, Con 15, Int (As per original character), Wis (As per original character), Cha (As per original character)
Skills: Hide +2, Listen +5, Move Silently +1, Spot +3, Survival +1*(all other skills as per the original characters ranks and feats)
Feats: Weapon Focus (Claws)
Environment: Bushland
Organization: However many people drank the tea together
Challenge Rating: 1


Tail stand kick (Ex)
A kangaroo can stand up on its tail as a move action. Doing so prevents it from moving further but gives many benefits. Its hit die for its claw attacks increase to d8's and it reach increases to 10ft. If connects a hit connects it knocks a creature back 5 feet and if both claw attacks hit the kangaroo rends the creature for an additional two claw attacks plus 1/2 strength bonus. To get out of the tail stand the kangaroo only needs to move but the movement rate is decreased by 20ft (minimum 10ft).

Bound
Kangaroos bound instead of walking. If they are able to move the minimum movement rate is 10ft. This however doesn't allow them to turn very quickly. They are only able to change direction by no more than 90 degrees every 10ft. If the kangaroo chooses not to bound but instead walk its movement rate is reduced to 15ft and there is no minimum speed. This allows the kangaroo to move as normal. Using the tail stand kick allows the kangaroo to choose any direction as its starting direction.


Red Kangaroo
Size/Type: Medium Animal
Hit Dice: 6d8+18 (45 hp)
Initiative: +0
Speed: 60 ft. (20 squares)
Armor Class: 16 (+3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +5/+0
Attack: Claw +7 melee (1d6+10)
Full Attack: 2 Claws +7 melee (1d6+10)
Space/Reach: 5 ft./5 ft.
Special Attacks: Tail stand kick
Special Qualities: Low-light vision, Scent, Pounce, Bound,
Saves: Fort +8, Ref +7, Will (As per original character)
Abilities: Str 15, Dex 17, Con 15, Int (As per original character), Wis (As per original character), Cha (As per original character)
Skills: Hide +2, Listen +5, Move Silently +1, Spot +3, Survival +1*(all other skills as per the original characters ranks and feats)
Feats: Weapon Focus (Claws), Alertness, Powerful build
Environment: Red desert
Organization: However many people drank the tea together
Challenge Rating: 3


Tail stand kick (Ex)
A kangaroo can stand up on its tail as a move action. Doing so prevents it from moving further but gives many benefits. Its hit die for its claw attacks increase to d12's and it reach increases to 10ft. If connects a hit connects it knocks a creature back 5 feet and if both claw attacks hit the kangaroo rends the creature for an additional two claw attacks plus 1/2 strength bonus. To get out of the tail stand the kangaroo only needs to move but the movement rate is decreased by 20ft (minimum 10ft).

Bound
Kangaroos bound instead of walking. If they are able to move the minimum movement rate is 10ft. This however doesn't allow them to turn very quickly. They are only able to change direction by no more than 90 degrees every 10ft. If the kangaroo chooses not to bound but instead walk its movement rate is reduced to 15ft and there is no minimum speed. This allows the kangaroo to move as normal. Using the tail stand kick allows the kangaroo to choose any direction as its starting direction.
(Click HERE (http://www.giantitp.com/forums/showpost.php?p=7516041&postcount=1) for the original thread the kangaroo stat-blocks by Mangles (http://www.giantitp.com/forums/member.php?u=44248) were taken from. Copied over with permission.)
Moderate Transmutation;CL 10;Brew Potion, Baleful Polymorph;Price 2,500 GP




Red Dragon Zinger
No saving throw is allowed against the effects of this tea which summons a Wyrmling red dragon (http://www.d20srd.org/srd/monsters/dragonTrue.htm#redDragon) adjacent to the drinker... roll for initiative as they attack him/her with lethal intent (IE no surprise round for anyone). If it succeeds in slaying its target, it will gorge itself on the corpse, fighting to the death if necessary to defend its kill. Once it has eaten its fill (or simply all that is available, minus a few small scraps sufficient for a Resurrection) it vanishes peacefully. If it is slain before that time, the corpse remains (Dragon-skin shield/boots anyone?).
Moderate Evocation;CL 11;Brew Potion AND Summon Monster VI;Price 2,000 GP





Roastaroma
A character drinking even a little of this tea must succeed on a DC 20 Fortitude save or they count all temperatures as 20 degrees Fahrenheit (11 degrees Celsius) higher for determining if a given environmental temperature counts as a hazard for purposes of overheating (http://www.d20srd.org/srd/environment.htm#heatDangers) to them, and the intensity of that hazard if so. They also take a -8 penalty on any saving throws against such hazards. None of this has any effect on the dangers of cold.
Moderate Evocation;CL 5;Heat Metal OR Bestow Curse;Price 750 GP


Sleepy-Time
((If fail initial save, then sleep immediately, then Save or Sleep every 2d10 minutes. Succeed first to nix all others and not sleep.))
Moderate Enchantment;CL 9;Deep Slumber AND Bestow Curse;Price ??? GP



Sleepytime Vanilla
As per Sleepy-Time, but any time you sleep more than 4 hours at a stretch you must make a DC 20 Will save or your alignment changes one step towards Square. (IE to Neutral if you are currently Funky, or to Square if currently Neutral). This has no effect on alignment on the Law/Chaos or Good/Evil axis.
Moderate Enchantment;CL 9;Bestow Curse AND Deep Slumber AND Grounding;Price ??? GP


Sweet Apple Chamomile



Tangerine Orange Zapper, Lesser
Within 1d6 seconds of this tea first touching the tongue, the liquid explodes into a lightning-bolt, striking only the drinker for 8d6 electricity damage. Unless the cup was completely drunk before that time elapsed a DC 20 reflex save is allowed for half damage.
Moderate Evocation;CL 10;Brew Potion, Lightning Bolt OR Call Lightning OR Glyph of Warding, Greater;Price 1,000 GP
((CL 8 potion of a 3rd level spell would be 1,200 GP, and I figured that the restrictive condition should knock AT LEAST 200 GP off of that))


Tangerine Orange Zapper
As per Tangerine Orange Zapper, Lesser except that if the save is failed then all FUTURE (so NOT from the bolt from the tea) electricity damage on the victim is increased by 50% (apply this effect before all saving throws and energy resistances). If this occurs the victim is aware of this effect upon the curse initially taking hold (IE when the tea is drunk, NOT when they first get hit with such a spell afterwards).
Moderate Evocation;CL 10;Brew Potion, Bestow Curse AND (Lightning Bolt OR Call Lightning OR Glyph of Warding, Greater);Price 7,500? GP


Tangerine Orange Zapper, Greater
As per Tangerine Orange Zapper, Lesser except that if the save is failed then all FUTURE (so NOT from the bolt from the tea) electricity damage on the victim is doubled (apply this effect before all saving throws and energy resistances). If this occurs the victim is aware of this effect upon the curse initially taking hold (IE when the tea is drunk, NOT when they first get hit with such a spell afterwards).
Moderate Evocation;CL 10;Brew Potion, Bestow Curse AND (Lightning Bolt OR Call Lightning OR Glyph of Warding, Greater);Price 10,000 GP


Tangerine Slice, Lesser
Small blades made of force appear surrounding the drinker of this tea and fly at him, dealing 10d6 slashing damage with a DC 20 reflex save allowed for half.
Moderate Evocation;CL 10;Brew Potion, Mage's Sword OR Blade Barrier;Price 1,000 GP



Tangerine Slice
As per Tangerine Slice, Lesser except that if the save is failed then all FUTURE (so NOT from the blades from the tea) slashing damage on the victim is increased by 50% (apply this effect before all saving throws and energy resistances). If this occurs the victim is aware of this effect upon the curse initially taking hold (IE when the tea is drunk, NOT when they first get hit with such damage afterwards).
Moderate Evocation;CL 10;Brew Potion, Bestow Curse AND (Mage's Sword OR Blade Barrier);Price 10,000? GP



Tangerine Slice, Greater
As per Tangerine Slice, Lesser except that if the save is failed then all FUTURE (so NOT from the blades from the tea) slashing damage on the victim is doubled (apply this effect before all saving throws and energy resistances). If this occurs the victim is aware of this effect upon the curse initially taking hold (IE when the tea is drunk, NOT when they first get hit with such damage afterwards).
Moderate Evocation;CL 10;Brew Potion, Bestow Curse AND (Mage's Sword OR Blade Barrier);Price 20,000 GP

Tension Tamer
If the character drinking so much as a drop of this tea fails a DC 20 will save they are under a continuous Calm Emotions spell. This can be dispelled or broken as usual (usually by being attacked), but it attempts to re-assert itself the following round, and once every minute after that with the same DC. Removing this curse removes the effect permanently (IE there is nothing left to attempt to reassert itself. Alternatively, if they character had any Rage or Rage-like abilities they MUST lose those instead (until such time, if ever, that the curse is removed).
Moderate Evocation;CL 9;Brew Potion, Calm Emotions;Price ?,?00? GP



Tropic of Strawberry




Untrue Blueberry
If the drinker of even a small amount of this tea fails a DC 20 will save, then any time they are speaking even a partial truth, then anyone attempting a Sense Motive check against them takes a -10 penalty to the check and if the DC is less than 15 (including non-existent) then it is instead 15. If they fail then their attempt leads them to believe that everything the character said (except for blindingly obvious truths such as "The sun rises in the east.") is a complete fabrication.
Moderate Enchantment;CL 11;Brew Potion, Summon Monster VI;Price 1,500 GP


Wild Berry Zinger
Those cursed by this tea are advised to avoid kicking puppies, throwing stones at birds or frightening fieldmice by walking through thick grass.
The curse inflicted by this tea may be avoided with a DC 20 Will save, otherwise, until the curse is broken, each untrained animal (so cats almost never count) and fae that is ever within 300 feet of someone cursed by this tea may use Quickened Magic Missile as a spell-like ability 3 times per day (leaving the range and re-entering it does NOT reset the uses per day for an individual animal). However they may ONLY target the victim (or images of the victim created by the victim such as with Mislead or Mirror Image) with said attacks. For purposes of said attacks the attacker is treated as having the Combat Casting feat. The caster level is equal to the animal or fae's hitdice, and the number of missiles is NOT capped at five, but continues by the same progression indefinitely. For attackers with less than one hit-die, the caster level is 1 for most purposes, but use the following table to calculate damage for the single missile.


HD Damage


<1/8 1d2-1 (Minimum 0, Subdual)


1/8 1d2-1 (Minimum 0)


1/4 1


1/3 1d2


1/2 1d3



Moderate Enchantment;CL 9;Brew Potion, 6 ranks in Knowledge(Nature)
AND One of the following spells: Imbue with Spell Ability OR Imbue Familiar with Spell Ability
AND one of the following spells: Call Lightning OR Magic Missile OR Glyph of Warding, Greater;Price 2,500 GP

Bhu
2011-05-13, 07:06 PM
As a tea drinker i must approve!

Morph Bark
2011-05-13, 07:35 PM
By golly, magnificent!

DracoDei
2011-05-13, 08:09 PM
Thank you both!

Just corrected the last sentence of Leechy Nut, which was unclear. Also clarified Irish Breakfast Tea.


EDIT: So... which ones are various people's favorites?

Bhu
2011-05-13, 10:56 PM
Squirrel Grey

any chance you'll do one of these: http://en.wikipedia.org/wiki/Rooibos

DracoDei
2011-05-14, 08:32 AM
any chance you'll do one of these: http://en.wikipedia.org/wiki/Rooibos

Oh pfft... that one is easy! OF COURSE I take requests, but I would have done that one anyway if it were mentioned... the hardest part is probably going to be Googling for the associated stat block (which reminds me, I need to give Debihuman a credit-line in the original post since I copy-pasted from her entry in... a certain other post that shall remain unspoken here so as not to spoil).


'Rooibos Vanilla
This tea is a blend of http://en.wikipedia.org/wiki/Rooibos and vanilla with an enchantment added to it. When brewed and drunk the imbiber is targeted by Baleful Polymorph (http://www.d20srd.org/srd/spells/balefulPolymorph.htm) with a DC of 20. On failure they are transformed into a kangaroo (http://www.giantitp.com/forums/showpost.php?p=7516041&postcount=1) (click link for stat-blocks by Mangles (http://www.giantitp.com/forums/member.php?u=44248)). If the character is at least ECL 5 6 they are transformed into a red kangaroo, otherwise they are turned into a grey kangaroo. In either case the character retains their mental ability scores and the ability to speak, although their rough voice is utterly unsuitable for spellcasting or speaking command words. They automatically succeed at any Will saves allowed by the spell. For any skills NOT listed in the animal's stat-blocks they use their own ranks and feat adjustments. The transferal of other feats and class abilities from the character's original form are at the GMs discretion.



EDIT: Thinking of throwing in some "Cursed with Awesome" varients.

"Fightin' Irish Breakfast Tea" As per Irish Breakfast Tea, but if you remain under its effects for 1 month you gain +1 Rage per day (including from not having the ability to rage at all in which case it is as per a 1st level barbarian).

"Tea Pee" originally invented by Awakened Mouse druid Duo ???? the creation of this tea involves the spell Create Water, and it keeps you very well hydrated... so well hydrated in fact that urine production increases a hundred-fold (or in the case of species with very low water requirements, a thousand-fold). The GM should assign Fortitude/Will saves as necessary with increasing DCs the longer the character tries to "hold it". Probably gives the same Mettle-like-effect against "Horrid Wilting" and other such spells and effects as my family's Giraffe-a-pumps (http://www.giantitp.com/forums/showthread.php?p=2618654#post2618654) get.

Merk
2011-05-14, 02:08 PM
I love this.

Some ideas:

Darjeeling (Darkjeeling?)
English Break Fist
Ooloooooooooooong Tea

DracoDei
2011-05-14, 02:44 PM
I love this.

Some ideas:

Darjeeling (Darkjeeling?)
English Break Fist
Ooloooooooooooong Tea

I am going to start leaving out some of the repetitive parts here, such as equivalent spell level and permanency. Might add them as an overall header in the original post at some point.

Darkjeeling
If you fail a DC 20 Fortitude save, the world grows dim before your eyes. If you have Low-Light Vision or an improved version of it you lose it. If you didn't have such an ability you take a -5 penalty search and spot rolls, a -2 penalty to armor class, and suffer a 20% miss chance on all your attacks that require a to-hit roll.




English Break-Fist
Every bone in your hands shatters, rendering you incapable of doing anything with them until, while already at full health, you have received an amount of healing equal to twice your maximum hitpoints, a Regenerate, or receive 2 weeks of continuous bedrest from a character who succeeds on a DC 30 heal check. If mere hitpoint restoring spells or a heal check is used you still take a -4 penalty to Dexterity and Strength for all actions involving the hands that can not be removed by anything less than Regenerate. A DC 20 Fortitude save upon drinking the tea prevents all of the above effects from ever coming to pass from that cup of tea (or a teacup's worth drunk out of a larger volume).If your hands remain broken for at least 30 days before you regain at least partial use of them, you must speak in an English accent until you regain FULL use of them.




Ooloooooooong Tea
Unless you succeed on a DC 20 fortitude save, you grow much much taller and skinnier, bursting out of non-magical clothing and armor (magical items re-size to fit you). You count as one size class larger whenever it would be to your dis-advantage. You also count as one size class SMALLER whenever THAT would be to your dis-advantage. To be clear: neither of these effects modify your ability scores. You may counter these effects once per day for up to 1 minute by balancing a sufficiently difficult item on top of your head. If seated or standing perfectly still this requires a DC 10 Balance check each round. If walking it is a DC 20. Running is a DC 25, and combat is a DC 30. If you attempt a Tumble check while doing this the object falls off automatically. If the object falls off or is removed for any reason then you lose the benefits, and further balancing of objects on your head do not provide any benefit for the rest of the day.

((Cookie Half a cookie (since it is so easy) to anyone who gets the reference with the object balancing.))

DracoDei
2011-05-14, 05:46 PM
Upon further review of the Red Kangaroo's ability scores, I have changed the ECL cut-off for turning into one from 5 to 6.

Chainsaw Hobbit
2011-05-14, 07:33 PM
As a hardcore tea drinker, I think this thread is awesome beyond belief. I'm going to bookmark it. :smallbiggrin: :smallbiggrin: :smallbiggrin:

DracoDei
2011-05-14, 07:45 PM
As a hardcore tea drinker, I think this thread is awesome beyond belief. I'm going to bookmark it. :smallbiggrin: :smallbiggrin: :smallbiggrin:
Thank you very much. Did you have any particular favorites?

Chainsaw Hobbit
2011-05-14, 07:47 PM
Thank you very much. Did you have any particular favorites?

Constant Commentary is certainly my favorite.

DracoDei
2011-05-14, 09:58 PM
Two Six (and counting) more added to the original post, reproduced below for your convenience. (at this rate I may have to restart and reserve two posts eventually...)


Rasberry Zapper
Within 1d6 seconds of this tea first touching the tongue, the liquid explodes into a lightning-bolt, striking only the drinker for 8d6 electricity damage. Unless the cup was completely drunk before that time elapsed a DC 20 reflex save is allowed for half damage. If the save is failed then all FUTURE (so NOT from the bolt from the tea) electricity damage on the victim is doubled. ((Considering making the ongoing effect a separate Will save, possibly with a higher DC if the reflex save was failed, what do people think?))





Lemon Lash
Within 1d6 seconds of this tea first touching the tongue, the liquid stretches out into a psuedo-pod made of transparent acid, making a single touch attack against them with a +20 attack bonus for 6d6 acid damage plus 2d6 damage a round for each of the following 3 rounds (Somewhat similar to Acid Arrow). If the cup was completely drunk before that time elapsed then two smaller pseudo-pods erupt, one up the throat and the other down into the the intestines for an automatic critical hit (same total effects as the larger pseudo-pod... they count as a single source of damage). If victim is hit then all FUTURE (so NOT from the acid pseudo-pods itself/themselves) acid damage on the victim is doubled. ((Considering making the ongoing effect a separate Will save, possibly with a higher DC if the reflex save was failed, what do people think?))





EDIT
Reproduced from original thread (I am probably going to just keep going for a while, now that I don't have to wrack my brains to remember names of teas).

I finally realize I could just hit Celestial Seasonings website (starting with THIS (http://www.celestialseasonings.com/products/category.html/herbal-teas) page) for ideas.

Acai Mangling Zinger
Two inch spheres made of force appear surrounding the drinker of this tea and fly at him, dealing 10d6 Bludgeoning damage with a DC 20 reflex save allowed for half. If the save is failed then all FUTURE (so NOT from the blades from the tea) bludgeoning damage on the victim is doubled (apply this increase before any damage reduction or similar effects). ((Considering making the ongoing effect a separate Will save, possibly with a higher DC if the reflex save was failed, what do people think? Also, in this case should it be +50% instead of doubling?))



Bengal Slice
No saving throw is allowed against the effects of this tea which summons two tigers (http://www.d20srd.org/srd/monsters/tiger.htm) 15 feet away to the right and left of the drinker... roll for initiative as they attack him/her with lethal intent (IE no surprise round for anyone). If they succeed in slaying there target, they will gorge themselves on the corpse, fighting to the death if necessary to defend their kill. Once they have eaten their fill (or simply all that is available, minus a few small scraps sufficient for a Resurrection) they vanish peacefully. If one or both of them are slain before that time, the corpses remain (Matching tiger-skin rugs anyone?).

(Design note: I originally had them adjacent to the target, until I realized that Pounce requires a charge which grants rake attacks... I am just sorta "evil" like that...)



Blackest Cherry Berry
The effect of this tea depends on the character's normal reaction to negative energy (IE without any magic items or spells, but including class features and feats).

If the drinker of this tea is capable of being harmed by negative energy, they take 10d6 negative energy damage with a DC 20 Fortitude save allowed for half damage. If they fail the fortitude save then all future (so not from this cup of tea) negative energy hit-point damage is doubled.
If the character is healed by negative energy, then they lose that status, and negative energy no longer has any effect on them. They also lose the negative energy effects of any intrinsic attacks (so not Spells, but including SLAs and slam attacks and touches) they might have. This prevents the inflicting of both hit-point damage and energy drain. It has no effect on Constitution draining abilities. A DC 20 Fortitude save is allowed to negate this. (Semi-)Obviously, this effect can work against undead despite this being an Fortitude save effect that does not work on objects.
If the character is normally completely unaffected by negative energy they must succeed on a DC 20 fortitude save or take damage normally from negative energy as if they were an ordinary living creature.




Charomile
Within 1d6 seconds of this tea first touching the tongue, the liquid explodes into a narrow cone of fire, striking the drinker 8d6 fire damage. Unless the cup was completely drunk before that time elapsed a DC 20 reflex save is allowed for half damage. If the save is failed then all FUTURE (so NOT from the cone from the tea) fire damage on the victim is doubled. ((Considering making the ongoing effect a separate Will save, possibly with a higher DC if the reflex save was failed, what do people think?))

Bhu
2011-05-14, 11:29 PM
You has inspired a new Cat Burglar class with this

DracoDei
2011-05-14, 11:53 PM
You has inspired a new Cat Burglar class with this
I can haz link in this thread wun iz wellz-startedz?

Bhu
2011-05-15, 01:24 AM
http://www.giantitp.com/forums/showpost.php?p=10993557&postcount=439 just started it tonight actually

DracoDei
2011-05-15, 10:18 AM
Oh, yeah, I went and looked at the thread, and saw it, but it wasn't a tea-specific as I thought it should be.

Morph Bark
2011-05-15, 10:49 AM
There should be one called Moar Kit-tea?. :smallwink:

While I sorta like Raspberry Zapper, I think doubling all future electricity damage is too much. Maybe give them Electricity Vulnerability until a remove curse is done?

Debihuman
2011-05-15, 11:28 AM
Brilliant! I LOVE this. Of course, I'm a stickler for wanting to see the whole creation done with bells and whistles (i.e creation and market price) but I'd love to see the mechanics of this first.

Maybe you need a Brew Tea feat (there's a feat for just about everything else) but it should be lower level feat than Brew Potion i.e. Caster Level 1 since it would be more limited in scope.

I've got other ideas brewing (pun intentional) but I don't want to veer off the focus just yet.

Leech-y Nut: shouldn't it be a Swarm of Leeches? There's a stat block for that over on WotC's archives: http://www.wizards.com/default.asp?x=dnd/bs/20040926a


Leech Swarm
Diminutive Vermin (Aquatic, Swarm)
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 5 ft. (1 square), swim 5 ft.
Armor Class: 14 (+4 size), touch 14, flat-footed 14
Base Attack/Grapple: +1/--
Attack: Swarm (1d6)
Full Attack: Swarm (1d6)
Special Attacks: Anesthetic, blood drain, disease, distraction, lingering leeches
Special Qualities: Darkvision 60 ft., hide in plain sight, immune to weapon damage, salt vulnerability, swarm traits, vermin traits
Saves: Fort +4, Ref +0, Will +0
Abilities: Str 1, Dex 10, Con 12, Int --, Wis 10, Cha 2
Skills: Hide +12*{0 ranks, +12 size}, Move Silently +2*, Swim +10
Feats: --
Environment: Temperate or tropical marshes or freshwater
Organization: Solitary, infestation (2-5 swarms), or epidemic (6-15 swarms)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: --

A squelching mass of tiny black slug-like horrors engulfs everything it touches, quivering and slithering over every exposed surface.

Leech swarms typically lie quiescent in stagnant pools, waiting for prey to come to them. While they are capable of surviving out of water, they will rarely stray more than 5 feet from the water's edge (though some leeches will cling to creatures after they leave the water).

Combat

A leech swarm will move slowly toward any creatures in the water and attach to them, using their anesthetic to remain unnoticed so that they may drain as much blood as they desire before dropping off and returning, engorged with blood, to the water.

Anesthetic (Ex): Unlike other swarms, a leech swarm is not distracting to creatures within it (until they notice the leeches; see below), and in fact often goes unnoticed until it is too late. The victim of a leech swarm's attack must make a DC 15 Survival check to notice the swarm's attack, and a DC 15 Search check will reveal the leeches crawling into and under a person's garments or armor and attached to their skin. This Search check is made with a +1 bonus per point of Constitution drained by the leech swarm, as the leeches become engorged with blood and easier to find.

Blood Drain (Ex): In any round in which it begins its turn with a living creature in its space, a leech swarm will drain blood, dealing 1d3 points of Constitution damage. Once the swarm has inflicted 4 or more points of Constitution damage to that target, the leeches detach and become quiescent again until they have digested their feast (requiring one hour). This has no effect on blood drained from other creatures; a leech swarm may drain blood equal to 6 points of Constitution from each creature within its space. Creatures leaving the swarm after the leeches have dropped off must still contend with lingering leeches.

Creatures with a natural armor bonus of +5 or better are immune to the blood drain attack of a leech swarm and are not subject to lingering leeches, but still suffer normal damage and a risk of disease from contact with a leech swarm.

Disease (Ex): Red ache -- swarm attack, Fortitude DC 12, incubation period 1d3 days, damage 1d6 Str. The save DC is Constitution-based.

Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Note that unlike other swarms, a leech swarm's distraction ability comes into play only after the leeches have been noticed. While the anesthetic effect remains in place, creatures are not distracted by a leech swarm.

Hide in Plain Sight (Ex): A submerged leech swarm can hide anytime it is submerged in murky or weedy water, even while being observed.

Lingering Leeches (Ex): If a leech swarm has successfully drained blood from a creature, many of the leeches from the swarm will remain attached even after the creature has left the swarm behind. These leeches will continue to inflict 1 point of damage and drain blood for 1 point of Constitution each round for 1d4 rounds after the creature leaves the swarm. This blood drain does not count against the swarm's maximum drain. The anesthetic ability described above also applies to noticing and finding these lingering leeches. The lingering leeches can be attacked as a leech swarm, and any attack that inflicts even 1 hit point of damage will cause them to drop off (though this does not count against the hit points of the leech swarm from which they came).

Salt Vulnerability (Ex): A leech swarm suffers damage from contact with salt. A pound of salt is as effective against a leech swarm as a flask of alchemist's fire. A handful of salt tossed upon a leech swarm inflicts 1d3 points of damage. The leech swarm or one or more of its victims must be at least partially out of the water to be attacked with salt; salt is ineffective against a leech swarm if it is completely submerged.

Skills: A leech swarm has a +2 bonus on Move Silently checks. A leech swarm has a +4 bonus on Hide and Move Silently checks in water.

A leech swarm uses its Dexterity modifier instead of its Strength modifier for Swim checks.

A leech swarm has a +10 racial bonus on any Swim checks to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

I think Spearmint Surprise should leave them with fresh breath too. On second thought, perhaps it is a bit too severe for a curse. It's more like a boon to the attacker than a curse to the recipient as it is currently worded. I'd refine it a bit more. Let them always take an additional 1d6 points of damage from any spear that successfully hits. Furthermore, this damage cannot be healed by non-magical means. Critical hits from a spear don't need to be confirmed. [BTW I hate the confirming critical hit and have ignored it in my own campaigns but some people might still use this rule.]

Debby

DracoDei
2011-05-15, 01:06 PM
Brilliant! I LOVE this. Of course, I'm a stickler for wanting to see the whole creation done with bells and whistles (i.e creation and market price) but I'd love to see the mechanics of this first.
I can throw those in eventually I suppose.

Maybe you need a Brew Tea feat (there's a feat for just about everything else) but it should be lower level feat than Brew Potion i.e. Caster Level 1 since it would be more limited in scope.

I think that Brew Potion is a sufficient feat requirement for creating these. No need to multiply feats just to be able to create more cursed items (or even if some beneficial items were added).


I've got other ideas brewing (pun intentional) but I don't want to veer off the focus just yet.

Leech-y Nut: shouldn't it be a Swarm of Leeches? There's a stat block for that over on WotC's archives: http://www.wizards.com/default.asp?x=dnd/bs/20040926a


Leech Swarm
Diminutive Vermin (Aquatic, Swarm)
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 5 ft. (1 square), swim 5 ft.
Armor Class: 14 (+4 size), touch 14, flat-footed 14
Base Attack/Grapple: +1/--
Attack: Swarm (1d6)
Full Attack: Swarm (1d6)
Special Attacks: Anesthetic, blood drain, disease, distraction, lingering leeches
Special Qualities: Darkvision 60 ft., hide in plain sight, immune to weapon damage, salt vulnerability, swarm traits, vermin traits
Saves: Fort +4, Ref +0, Will +0
Abilities: Str 1, Dex 10, Con 12, Int --, Wis 10, Cha 2
Skills: Hide +12*{0 ranks, +12 size}, Move Silently +2*, Swim +10
Feats: --
Environment: Temperate or tropical marshes or freshwater
Organization: Solitary, infestation (2-5 swarms), or epidemic (6-15 swarms)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: --

A squelching mass of tiny black slug-like horrors engulfs everything it touches, quivering and slithering over every exposed surface.

Leech swarms typically lie quiescent in stagnant pools, waiting for prey to come to them. While they are capable of surviving out of water, they will rarely stray more than 5 feet from the water's edge (though some leeches will cling to creatures after they leave the water).

Combat

A leech swarm will move slowly toward any creatures in the water and attach to them, using their anesthetic to remain unnoticed so that they may drain as much blood as they desire before dropping off and returning, engorged with blood, to the water.

Anesthetic (Ex): Unlike other swarms, a leech swarm is not distracting to creatures within it (until they notice the leeches; see below), and in fact often goes unnoticed until it is too late. The victim of a leech swarm's attack must make a DC 15 Survival check to notice the swarm's attack, and a DC 15 Search check will reveal the leeches crawling into and under a person's garments or armor and attached to their skin. This Search check is made with a +1 bonus per point of Constitution drained by the leech swarm, as the leeches become engorged with blood and easier to find.

Blood Drain (Ex): In any round in which it begins its turn with a living creature in its space, a leech swarm will drain blood, dealing 1d3 points of Constitution damage. Once the swarm has inflicted 4 or more points of Constitution damage to that target, the leeches detach and become quiescent again until they have digested their feast (requiring one hour). This has no effect on blood drained from other creatures; a leech swarm may drain blood equal to 6 points of Constitution from each creature within its space. Creatures leaving the swarm after the leeches have dropped off must still contend with lingering leeches.

Creatures with a natural armor bonus of +5 or better are immune to the blood drain attack of a leech swarm and are not subject to lingering leeches, but still suffer normal damage and a risk of disease from contact with a leech swarm.

Disease (Ex): Red ache -- swarm attack, Fortitude DC 12, incubation period 1d3 days, damage 1d6 Str. The save DC is Constitution-based.

Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Note that unlike other swarms, a leech swarm's distraction ability comes into play only after the leeches have been noticed. While the anesthetic effect remains in place, creatures are not distracted by a leech swarm.

Hide in Plain Sight (Ex): A submerged leech swarm can hide anytime it is submerged in murky or weedy water, even while being observed.

Lingering Leeches (Ex): If a leech swarm has successfully drained blood from a creature, many of the leeches from the swarm will remain attached even after the creature has left the swarm behind. These leeches will continue to inflict 1 point of damage and drain blood for 1 point of Constitution each round for 1d4 rounds after the creature leaves the swarm. This blood drain does not count against the swarm's maximum drain. The anesthetic ability described above also applies to noticing and finding these lingering leeches. The lingering leeches can be attacked as a leech swarm, and any attack that inflicts even 1 hit point of damage will cause them to drop off (though this does not count against the hit points of the leech swarm from which they came).

Salt Vulnerability (Ex): A leech swarm suffers damage from contact with salt. A pound of salt is as effective against a leech swarm as a flask of alchemist's fire. A handful of salt tossed upon a leech swarm inflicts 1d3 points of damage. The leech swarm or one or more of its victims must be at least partially out of the water to be attacked with salt; salt is ineffective against a leech swarm if it is completely submerged.

Skills: A leech swarm has a +2 bonus on Move Silently checks. A leech swarm has a +4 bonus on Hide and Move Silently checks in water.

A leech swarm uses its Dexterity modifier instead of its Strength modifier for Swim checks.

A leech swarm has a +10 racial bonus on any Swim checks to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

The leech swarm would be OK, but the mechanics I presented are simpler to run. Perhaps a Leech-y Nut Type I and a "Leech-y Nut Type II" are better?


I think Spearmint Surprise should leave them with fresh breath too. On second thought, perhaps it is a bit too severe for a curse. It's more like a boon to the attacker than a curse to the recipient as it is currently worded. I'd refine it a bit more. Let them always take an additional 1d6 points of damage from any spear that successfully hits. Furthermore, this damage cannot be healed by non-magical means. Critical hits from a spear don't need to be confirmed. [BTW I hate the confirming critical hit and have ignored it in my own campaigns but some people might still use this rule.]

Debby
Your version of Spearmint Surprise isn't anywhere NEAR as severe as getting turned into a Squirrel or automatically failing most Move Silently rolls (due to talking in a loud voice). Those were probably the balance points I had in the back of my head.

Most people use critical confirmation I think. It keeps it so if you only hit a particular monster on a 19 or 20 or whatever you don't auto-critical every time you hit, reducing wild flukes which tend to help monsters more than PCs... but that is a subject for another thread. I think that if I did as you suggest but changed it to "all hits are criticals", it would work. The really nasty thing about it is not the fact that it is increasing damage, it is the fact that it is a "surprise", where neither the character nor (hopefully) the player, realizes what is going on until they notice (probably AFTER it comes up a few times) that spears are doing more damage than they should against them.

I do like the "Fresh Breath" thing though... maybe even create a positive or mixed-blessing varient the grants a cone breathweapon that does typeless damage against disease causing or rotting creatures.

Debihuman
2011-05-15, 05:17 PM
I thought that Brew Potion would suffice, but it seems like Brew Tea would an appropriate feat too. There's already so much feat proliferation (especially where food and/or drink is involved).

With some of these teas, I think craft alchemy might also be a requirement.

Debby

Bhu
2011-05-15, 05:26 PM
Oh, yeah, I went and looked at the thread, and saw it, but it wasn't a tea-specific as I thought it should be.

It was equally inspred by your Epiphanyburger, and this thread (food as magic items).

DracoDei
2011-05-15, 06:36 PM
I thought that Brew Potion would suffice, but it seems like Brew Tea would an appropriate feat too. There's already so much feat proliferation (especially where food and/or drink is involved).
A proliferation I do not necessarily approve of, and do not wish to support in this case.


With some of these teas, I think craft alchemy might also be a requirement.
Which ones were you thinking of? A few examples of one you think need it and ones you think don't would probably suffice to give me the idea.


Actually, making some ranks in that a requirement for ALL of them would be a good compromise solution between requiring a new feat and the way I am doing it right now (I am slowly doing them, hopping around at random). The number of ranks might not even be the same for all of them. What do people think?

Bhu
2011-05-19, 02:55 AM
any chance we can get you to do more?

DracoDei
2011-05-19, 04:59 AM
Yes, I shall be AT LEAST finishing up the unfinished ones I already have, and probably adding more.

I have been making physical objects (although some of them are prototypes of parts of something related to D&D) these past few days, plus working up characters for a campaign (including one 22nd level gesalt Beige Dragon I got a good ways into before the DMofDarkness and the other persons involved decided that "Mediocrity"* broke their brains too badly).

*In their defenses I will say that since what that ability does is let the dragon take 10 on any d20 roll they make, including, but not limited to: to-hit rolls, saving throws, CL checks to penetrate SR, skill-checks, and ability checks, it is sorta hard to assign an LA component to.

Veklim
2011-05-19, 07:15 AM
Rather amused and definitely using in my next Rokugan campaign, the Constant Commentary would be devastating to a samurai's honour score, my nezumi assassin is gonna love it!

For the Peppermint drink, how about something like:

Peppermint Twist
DC 20 Fortitude save or the imbiber immediately twists 180o from the waist up. To perform basic tasks (like sitting down, urinating (for a man at least!), putting on boots, etc...), they require a DC 10 balance check and their speed is reduced by 10ft, (unless running backwards, which is highly inadvisable and should be dealt with as the DM sees fit!). Walking becomes a DC 15 balance check per round and all skills based on movement take a -10 penalty.

Really not too sure on creation gumph, these teas are amusing, but rather outside my normal field of thought!

DracoDei
2011-05-19, 05:24 PM
Rather amused and definitely using in my next Rokugan campaign, the Constant Commentary would be devastating to a samurai's honour score, my nezumi assassin is gonna love it!

I will note that NONE of these would probably be the sorts of teas that one would have found in the warring states era in Japan or whatever... if that doesn't matter than go for it.
As for honour scores:
Well, they can be polite in their descriptions... they could talk about the weather or discuss how the air is very breathable today rather than, for instance stating what they REALLY think of the person who is trying to talk to them... but I guess being a blabber-mouth and hogging the conversation is fairly dishonorable. Although they have ample opportunity to describe how they really wish they could stop talking but they really can't seem to manage it and maybe it is a curse and how sorry they are but they really can't seem to stop and could they please be excused until a spell-caster can be found to have a look at them...

EDIT: In any case I shall expect a report of how it goes.

For the Peppermint drink, how about something like:

Peppermint Twist
DC 20 Fortitude save or the imbiber immediately twists 180o from the waist up. To perform basic tasks (like sitting down, urinating (for a man at least!), putting on boots, etc...), they require a DC 10 balance check and their speed is reduced by 10ft, (unless running backwards, which is highly inadvisable and should be dealt with as the DM sees fit!). Walking becomes a DC 15 balance check per round and all skills based on movement take a -10 penalty.

Really not too sure on creation gumph, these teas are amusing, but rather outside my normal field of thought!
I like it! Might not be any worse than trying to walk backwards, so I dunno about the balance checks if there aren't any obstacles and the ground is smooth.

Debihuman
2011-05-20, 11:16 AM
I think having the drinker of the teas be forced to take damage in the future from falling a saving throw might be too harsh for a simple cursed item.

Debby

DracoDei
2011-05-20, 12:58 PM
I think having the drinker of the teas be forced to take damage in the future from falling a saving throw might be too harsh for a simple cursed item.

Debby

You mean like Lemon Lash (Acid), Acai Mangling Zinger(Bludgeoning), Charomile(Fire), Mourning Thunder(Sonic), Raspberry Zapper (Electricity), and Blackest Cherry Berry (Negative Energy)? I am just trying to be sure we are on the same page.

I should probably add language clarifying that Spearmint Surprise is the only one where the victim DOESN'T know the nature of the curse.

Debihuman
2011-05-20, 04:41 PM
You mean like Lemon Lash (Acid), Acai Mangling Zinger (Bludgeoning), Charomile (Fire), Mourning Thunder (Sonic), Raspberry Zapper (Electricity), and Blackest Cherry Berry (Negative Energy)? I am just trying to be sure we are on the same page.

That's exactly what I mean. While the idea isn't bad, the cost is probably way too low. Keeping it as a one-shot of damage makes more sense if the cost is under 5,000 gp.

If the curse causes such ongoing damage, it should be a lot more expensive to make. At least 10,000 gp would be appropriate and perhaps more in some cases. I'd have to look more closely at the damage but once you start allowing for magic feats and so forth, it gets pricey quickly.

Also, you should state whether the effects are cumulative if you drink more than one if the same tea. I would think not as that would be a lot of damage in most cases, probably too much damage for the amount of money spent on making the tea.

It might be useful to have a consistent amount of tea that needs to be drunk for the curse to work. I would think a sip should suffice.


I should probably add language clarifying that Spearmint Surprise is the only one where the victim DOESN'T know the nature of the curse.
Hence, the "surprise" of course. :-)

Debby

DracoDei
2011-05-20, 04:50 PM
That's exactly what I mean. While the idea isn't bad, the cost is probably way too low. Keeping it as a one-shot of damage makes more sense if the cost is under 5,000 gp.

If the curse causes such ongoing damage, it should be a lot more expensive to make. At least 10,000 gp would be appropriate and perhaps more in some cases. I'd have to look more closely at the damage but once you start allowing for magic feats and so forth, it gets pricey quickly.
I will take your word for it. I may do Lesser/Greater versions or something.


Also, you should state whether the effects are cumulative if you drink more than one if the same tea. I would think not as that would be a lot of damage in most cases, probably too much damage for the amount of money spent on making the tea.
I will probably be adding a paragraph or two defining a "Cursed Tea" type with all the necessary boiler-plate that applies to all of them ("Save DCs are 20 unless otherwise stated" etc etc etc)

It might be useful to have a consistent amount of tea that needs to be drunk for the curse to work. I would think a sip should suffice.
Yep, need to add that as boiler-plate. Any variations from this were simply for the sake of linguistic variety.

Hence, the "surprise" of course. :-)
Exactly.

Dralnu
2011-05-20, 05:03 PM
I have nothing to add. All I can say is that I love these. Permission to use some in my campaign, good sir? :smallsmile:

DracoDei
2011-05-20, 05:30 PM
I have nothing to add. All I can say is that I love these. Permission to use some in my campaign, good sir? :smallsmile:

As long as you give me a report on how it goes... which one(s) you used, in what sort of context, and the results - both the looks on your players faces (or what emoticons they used) and the mechanical effects on the game.

If you are using them in a PbP game, a simple link would suffice. If not, a small paragraph should be more than sufficient.

Be aware I will be continuing to fine-tune them, including based on Debihuman's excellent clarifying questions.

Incidentally this applies to all my stuff basically (as stated in my NON-extended signature).

DracoDei
2011-05-22, 02:06 PM
Update:

Have added first attempt at boiler-plate at the top (Everyone feel especially free to point out loop-holes).
Have reviewed and modified up through Cinnamon Appalling Spice, splitting most of the "Take damage now and become vulnerable to damage type" into 3 versions. Leech-y Nut still needs a price, but I don't THINK I missed anything else before that point.
10,000 GP for an energy vulnerability that has a very difficult method of delivery feels a bit much to me...

Debihuman: can you explain?
Everyone else: Any comment?

Debihuman
2011-05-22, 03:35 PM
The only thing I would change in the boilerplate is that the tea should need to seep for a minimum of 1 minute in order to be effective. It doesn't need to match real world seeping times since these are magic teas. This just makes it standardized and let's everyone know how long these take to make. K.I.S.S. principle.

Debby

DracoDei
2011-05-22, 03:44 PM
The only thing I would change in the boilerplate is that the tea should need to seep for a minimum of 1 minute in order to be effective. It doesn't need to match real world seeping times since these are magic teas. This just makes it standardized and let's everyone know how long these take to make. K.I.S.S. principle.

Debby
I don't think that would come up all that much, but sure, why not?

EDIT: Done, and tightened up a few other things, so that, for instance, it isn't very cheap to use them on Tiny creatures. It is still more expensive to use it on bigger creatures, but that may be OK, and if not, I can always add a sentence about mixing it with mundane tea of the same flavor before brewing.

Debihuman
2011-05-22, 04:04 PM
The only thing I would change in the boilerplate is that the tea should need to seep for a minimum of 1 minute in order to be effective. It doesn't need to match real world seeping times since these are magic teas. This just makes it standardized and let's everyone know how long these take to make.

Just to let you know, I do not understand pricing magical items even a little. However, I think Leech-y Nut would be 8,250 gp (half the price of a robe of vermin) and should have aura of Abjuration based on the spell used.

Cinnamon Beat Stick is really powerful but I have no idea how to price it. 1,500 gp is definitely too low. Basically it conjures an invisible opponent who wields it. Spell X CL X 2,000 gp would not be too much.


Debby

stabbitty death
2011-05-22, 05:43 PM
mind if I use these?

DracoDei
2011-05-22, 05:57 PM
mind if I use these?
As I told Dralnu (but with a little editing for context), and is a blanket statement for ALL my homebrew:

As long as you give me a report on how it goes... which one(s) you used, in what sort of context, and the results - both the looks on your players faces (or what emoticons they used) and/or the mechanical effects on the game as appropriate to the individual homebrew. More details than this are better of course, but I am not about to look any gift-dragons in the mouth. If it wouldn't be thread necromancy, post in the original thread, if it would then PM me.

If you are using them in a PbP game, a simple link would suffice. If not, a small paragraph should be more than sufficient.

Be aware I will be continuing to fine-tune some of them. Especially based on feed-back I am given... I recommend saving a copy if you don't want to get caught off-guard by this.

Incidentally this applies to all my stuff basically (as stated in my NON-extended signature).

Debihuman
2011-05-22, 10:31 PM
I think the Bag of Devouring should be used as the basis for the Cinnamon Beat Stick:

Moderate Transmutation; CL 20th; In effect this is a creature and cannot be created; Price n/a.

What do you think?
Debby

DracoDei
2011-05-22, 10:41 PM
I think the Bag of Devouring should be used as the basis for the Cinnamon Beat Stick:

Moderate Transmutation; CL 20th; In effect this is a creature and cannot be created; Price n/a.

What do you think?
Debby
Why would you say that? It seems to me it is equivalent to a monster summoning effect that requires a bit of creative mechanics to deal with and rewards people who took Improved Sunder or who can be a TINY bit creative in their spell/maneuver/whatever use. In between that and Animate Objects I would say that it is completely within the realm of possibility (and much less abusable than the ability to create bags of devouring probably would be).

At the most I could see it requiring, as a material component, the Masterwork quarterstaff made from a cinnamon tree branch that will appear when it is drunk.

DracoDei
2011-05-22, 10:48 PM
Just to let you know, I do not understand pricing magical items even a little. However, I think Leech-y Nut would be 8,250 gp (half the price of a robe of vermin) and should have aura of Abjuration based on the spell used.
Umm... I think you are a bit off your game Debihuman? Summon Swarm (http://www.d20srd.org/srd/spells/summonSwarm.htm) is Conjuration...


Cinnamon Beat Stick is really powerful but I have no idea how to price it. 1,500 gp is definitely too low. Basically it conjures an invisible opponent who wields it. Spell X CL X 2,000 gp would not be too much.
That would be for a object with unlimited uses... but since the effect is arguably a higher Spell level than the spells involved (multiple attacks, high BAB, etc etc) that price might be warranted. It does have pretty crummy hitpoints and damage-per-hit(note the lack of Power Attack) at the end of the day though. I will probably ponder the matter further at some other time.

Debihuman
2011-05-23, 11:21 AM
Umm... I think you are a bit off your game Debihuman? Summon Swarm (http://www.d20srd.org/srd/spells/summonSwarm.htm) is Conjuration...

I copied the text right from
Robe of Vermin (http://www.d20srd.org/srd/magicItems/cursedItems.htm#robeofVermin) and that lists Abjuration not Conjuration so apparently the Robe has an error in it. You're right though; it should be Conjuration.

On Raspberry Zapper and Lemon Lasher teas, shouldn't the Caster Levels progress? Lesser at CL 6, Standard at CL 8 and Greater at CL 10 for example (just throwing out some numbers as I didn't check spell levels).

Where can I find the spell "grounding" used in the Honey-ed Plain-Vanilla Chamomile tea? It isn't listed in the SRD.

Debby

P.S. I am very glad it is Charomile and not Charomile (http://en.wikipedia.org/wiki/Charo) tea.

P.P.S. If you don't mind, I'm turning this into a Word document (proofreading and editing it as you go along). I can send you a copy once it is done.

P.P.P.S. Corruptive Peach Passion should be little pink succubus/erinyes (diminutive size) that tries to kill you,. Maybe they are an illusion that only the drinker can see. Granted, tea drink doesn't normally give people delusions but that was my first thought with this one.

DracoDei
2011-05-23, 03:33 PM
I copied the text right from
Robe of Vermin (http://www.d20srd.org/srd/magicItems/cursedItems.htm#robeofVermin) and that lists Abjuration not Conjuration so apparently the Robe has an error in it. You're right though; it should be Conjuration.
Ah, that makes sense then.

On Raspberry Zapper and Lemon Lasher teas, shouldn't the Caster Levels progress? Lesser at CL 6, Standard at CL 8 and Greater at CL 10 for example (just throwing out some numbers as I didn't check spell levels).
Yeah, probably should be some variation, missed that aspect when I was splitting each one into three. It didn't even occur to me to think about it. I will ponder what spread of levels would be appropriate.

Where can I find the spell "grounding" used in the Honey-ed Plain-Vanilla Chamomile tea? It isn't listed in the SRD.
Buried in The Third Axis of Alignment (http://www.giantitp.com/forums/printthread.php?t=55828) by Kellus.
Reproduced below
Grounding
Evocation [Square]
Level: Square 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 25-ft. square, centered on the caster
Duration: Instantaneous (1 round); see text
Saving Throw: Will partial; see text
Spell Resistance: Yes
You draw down the harsh realities of the universe to smite your enemies. Only funky and neutral creatures are harmed by the spell; square creatures are unaffected.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each funky creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to a funky outsider) and causes it to be exhausted for 1 round.. A successful Will saving throw reduces damage to half and negates the exhaustion effect.
The spell deals only half damage to creatures who are neither funky nor square, and they are not exhausted. Such a creature can reduce that damage by half (down to one-quarter of the roll) with a successful Will save.

Although, now that I look at the Helm of Opposite Alignment (http://www.d20srd.org/srd/magicItems/cursedItems.htm#helmofOppositeAlignment) (which, now that I actually look at it, is single use, and therefore a VERY close match).
MAYBE I should bump it up to Lecture (described in the same spoiler of the same post of the same thread as Grounding).
Again, reproduced below for you convenience.
Lecture
Evocation [Square, Sonic][/i]
Level: Square 7, Clr 7
Components: V
Casting Time: 1 standard action
Range: 40 ft.
Area: Nonsquare creatures in a 40-ft.- radius spread centered on you
Duration: Instantaneous
Saving Throw: None or Will negates; see text
Spell Resistance: Yes
Any nonsquare creature within the area who hears the lecture suffers the following ill effects.
The effects are cumulative and concurrent. No saving throw is allowed against these effects.

Deafened: The creature is deafened for 1d4 rounds.
Stunned: The creature is stunned for 1 round.
Exhausted: The creature is exhausted for 1d10 minutes.
Killed: Living creatures die. Undead creatures are destroyed.

{table]HD|Effect
Equal to caster level|Deafened
Up to caster level 1|Stunned, deafened
Up to caster level 5|Exhausted, stunned, deafened
Up to caster level 10|Killed, exhausted, stunned, deafened[/table]

Furthermore, if you are on your home plane when you cast this spell, nonsquare extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the lecture. The banishment effect allows a Will save (at a 4 penalty) to negate.
Creatures whose HD exceed your caster level are unaffected by lecture.
It would make it so you would need a scroll or something to make it at 12th level, although given the more "safe" nature of creating it (less severity of backfire if the creator or someone whose course in life the creator actually sorta approves of activates it).

In any case I should probably add a Square Alignment (and maybe even Neutral Neutral Square) requirement to the creation of that item, just to be on the safe side.


P.S. I am very glad it is Charomile and not Charomile (http://en.wikipedia.org/wiki/Charo) tea.
I was totally unaware of the individual in question, and now that I know a bit about her (just the first paragraph on the page you linked to)... I shall definitely NOT be doing anything with it.

P.P.S. If you don't mind, I'm turning this into a Word document (proofreading and editing it as you go along). I can send you a copy once it is done.
Certainly!

P.P.P.S. Corruptive Peach Passion should be little pink succubus/erinyes (diminutive size) that tries to kill you,. Maybe they are an illusion that only the drinker can see. Granted, tea drink doesn't normally give people delusions but that was my first thought with this one.
Interesting... not very corruptive, but Chibi-size could have advantages. I shall ponder.

Bhu
2011-05-23, 11:37 PM
we need gunpowder tea, pu-erh tea, flowering tea, mountain tee, :smallbiggrin:

DracoDei
2011-05-24, 10:24 AM
I think I can get around to those... sooner or later. Here are my quick notes:

gunpowder tea,
Fort(Reflex?) Save every time you take fire damage. DC = Damage AFTER resistance etc/4. Natural 1 NOT an automatic failure. Explode for 1d6 fire damage per HD in 5 foot radius per HD.

pu-erh tea,
Foirt Save. Turns you into Winnie the Pooh ersatz?

flowering tea,
Fort Save. You sprout flowers all over. Some sort of penalty, but your built in Gillie Suit grants hide bonuses under certain circumstances.
mountain tee,
Fort Save. Turns you into a vaguely conical lump of rock with a volume 100 times your initial volume. Other creatures thrown back by your growth, may take damage. If not enough room, then mold to fit shape or roll Strength check with x3 multiplier on strength modifier to break barriers. If fail so can't acheive full volume, take Con Drain (Yeah, I know this is complicated, but it is off the top of my head.).

Debihuman
2011-05-25, 09:45 AM
I obviously needed more sleep today.

Purr Tea -- Reflex save or you run into a cat. (No, you don't turn into a cat; that's been over used). Cat is unfriendly unless you have catnip.

Pooh Tea -- Fort Save or be teleported to the 100 Acre Wood, a Faerie-like Demiplane of friendly, animated stuffed toys. Be on the look-out for roving Heffalumps.

Boo Tea, Lesser -- Will save or be Shaken for 1 minute after drinking this tea.1
Boo Tea--Frightened for 10 minutes
Boo Tea, Greater--Panicked for one hour

Bodacious Boo-ty -- Gain +10 to Diplomacy for 24 hours but only as long as you are seen from the rear. If you fail any Diplomacy checks during that time, you turn into a donkey.2

Debby

1. This made me think of the James Bond Martini: if stirred, it leaves you Staggered for one minute. Sadly, it is not a tea unless you can Bluff others into thinking it is.
2. Thereby making a complete ass of yourself. 3
3. Puns intentional. I derierre you to find them all.

Bhu
2011-05-31, 02:38 AM
White Tea, Fort save or acquire severe albinism

DracoDei
2011-06-07, 04:05 PM
Had been making small edits, mostly to existing material, removing repetative notes asking if people like potential that they obviously have no particular interest in, and splitting some of the "Damaged and Cursed for increased damage in future" into their appropriate three parts. I am going to be keeping Blackest Cherry Berry as something with only one level I think.

And then just now I did the following, note the increased cost on the latter three since slashing damage is comparatively common. The first one (the one without slashing damage), is obviously incomplete... and should probably be changed to Magic Missile:

Wild Berry Zinger
The curse inflicted by this tea may be avoided with a DC 20 Will save, otherwise, until the curse is broken, if each animal and fae that is ever within ??? feet of someone cursed by this tea may use Quickened Orb of Electricity, Lesser as a spell-like ability 3 times per day (leaving the range and re-entering it does NOT reset the uses per day for an individual animal). However they may ONLY target the victim (or images of the victim created by the victim such as with Mislead or Mirror Image)with said attacks. For purposes of said attacks the attacker is treated as having the Combat Casting, Point-Blank Shot, Precise Shot, and Improved Precise Shot feats. The caster level is equal to the animal or fae's hitdice, and the number of missiles is NOT capped at 5, but continues by the same progression indefinitely. For attackers with less than one hit-die, use the following table to calculate damage.
{table=head]HD|Damage
<1/8|
1/8|
1/4|
1/3|
1/2|[/table]
Moderate Enchantment;CL 9;Brew Potion, 6 ranks in Knowledge(Nature)
AND One of the following spells: Imbue with Spell Ability OR Imbue Familiar(Check the name of this!)
AND one of the following spells: Call Lightning OR Orb of Electricity, Lesser OR Glyph of Warding, Greater;Price 2,500 GP


Tangerine Slice, Lesser
Small blades made of force appear surrounding the drinker of this tea and fly at him, dealing 10d6 slashing damage with a DC 20 reflex save allowed for half.
Moderate Evocation;CL 10;Brew Potion, Mage's Sword OR Blade Barrier;Price 1,000 GP



Tangerine Slice
As per Tangerine Slice, Lesser except that if the save is failed then all FUTURE (so NOT from the blades from the tea) slashing damage on the victim is increased by 50% (apply this effect before all saving throws and energy resistances). If this occurs the victim is aware of this effect upon the curse initially taking hold (IE when the tea is drunk, NOT when they first get hit with such damage afterwards).
Moderate Evocation;CL 10;Brew Potion, Bestow Curse AND (Mage's Sword OR Blade Barrier);Price 10,000? GP



Tangerine Slice, Greater
As per Tangerine Slice, Lesser except that if the save is failed then all FUTURE (so NOT from the blades from the tea) slashing damage on the victim is doubled (apply this effect before all saving throws and energy resistances). If this occurs the victim is aware of this effect upon the curse initially taking hold (IE when the tea is drunk, NOT when they first get hit with such damage afterwards).
Moderate Evocation;CL 10;Brew Potion, Bestow Curse AND (Mage's Sword OR Blade Barrier);Price 20,000 GP


Wild Berry Zinger((Mark II version))
Those cursed by this tea are advised to avoid kicking puppies, throwing stones at birds or frightening fieldmice by walking through thick grass.
The curse inflicted by this tea may be avoided with a DC 20 Will save, otherwise, until the curse is broken, if each animal and fae that is ever within 300 feet of someone cursed by this tea may use Quickened Magic Missile as a spell-like ability 3 times per day (leaving the range and re-entering it does NOT reset the uses per day for an individual animal). However they may ONLY target the victim (or images of the victim created by the victim such as with Mislead or Mirror Image) with said attacks. For purposes of said attacks the attacker is treated as having the Combat Casting feat. The caster level is equal to the animal or fae's hitdice. For attackers with less than one hit-die, the caster level is 1 for most purposes, but use the following table to calculate damage for the single missile.
{table=head]HD|Damage
<1/8|1d2-1 (Minimum 0, Subdual)

1/8|
1d2-1 (Minimum 0)

1/4|
1

1/3|
1d2

1/2|
1d3[/table]
Moderate Enchantment;CL 9;Brew Potion, 6 ranks in Knowledge(Nature)
AND One of the following spells: Imbue with Spell Ability OR Imbue Familiar with Spell Ability
AND one of the following spells: Call Lightning OR Magic Missile OR Glyph of Warding, Greater;Price 2,500 GP

DracoDei
2011-06-07, 09:43 PM
Mark II version of Wild Berry Zinger completed and replaced for Mark I version in original post.

The_Admiral
2011-06-07, 09:53 PM
I would like to see a Pulling Tea

Debihuman
2011-06-08, 09:05 AM
Wild Berry Zinger seems overly complex. I don't like giving Animals and Fey creatures the ability to use a Quickened Orb of Electricity, Lesser just because someone else drank the tea. How would they know that now had that ability? Curses should specify on the drinker without giving a boon to someone else (especially an Animal with an Int of 2). It is further complicated when you start giving said creatures extra feats for the mere purpose of a single attack. What DM is going to want to start factoring that in on the fly? Moreover, what motivates the Fey or Animal to attack in the first place?


Wild Berry Zinger: A drinker of this tea is struck by lightning as if hit by a lightning bolt for 10d6 points of electricity damage. A successful Reflex save (DC 20) halves the damage. The cloying scent of berries lingers on the drinker until washed off. The scent attracts wandering monsters and makes the drinker easy to Track (DC 5) rather then the standard DC 10.
Faint Evocation; CL 6; Brew Potion, lightning bolt; Cost 1,800 gp

Raspberry Zapper suffers from being rather similar but I think I have a solution

Raspberry Zapper: A drinker of this tea hears an earsplitting Bronx cheer. The sound goes unnoticed by other creatures. However, the drinker is rendered deaf as if hit with a deafness spell. The effect is permanent unless negated by a successful Fort save (DC 20). The cloying sent of raspberry lingers on the drinker until washed off. The scent attracts wandering monsters and makes the drinker easy to Track (DC 5) rather than the standard DC 10.
Faint Necromancy; CL 3; Brew Potion, blindness/deafness; Cost 600 gp.

Just thought I'd brew up easier versions of your teas. What do you think?

Debby
P.S. Darkjeeling should also be Faint Necromancy; CL 3; Brew Potion, blindness/deafness; Cost 600 gp.

CL X spell level X 100 = cost for a typical tea. CL is the minimum level needed to cast the spell.

DracoDei
2011-06-08, 11:00 AM
I am certainly not going to stop you from offering people alternatives. What I fold into the original post is a slightly seperate matter.


Wild Berry Zinger seems overly complex.
Part of the reason I switched to the Mark II version. I only kept the Mark I around in case someone convinced me to switch back to it. Many of your comments still apply though.

I don't like giving Animals and Fey creatures the ability to use a Quickened Orb of Electricity, Lesser just because someone else drank the tea. How would they know that now had that ability?
I guess I need to explicitly state that they DO know(in all details) they have the ability, just like a Corallax (which I think is in MMII, and if it isn't INT 2 should be by my standards) knows about its Color Spray.

Curses should specify on the drinker without giving a boon to someone else (especially an Animal with an Int of 2).
Well, since it can only be used on the victim of the tea it seems to me to fit the bill in a rather round about way.
Question for clarification purposes to try and keep the discussion of this point shorter rather than longer:
Do you also object to the ones that summon creatures to attack the drinker (almost certainly not), and more importantly do you object to Untrue Blueberry (text reproduced below for your convenience)?

Untrue Blueberry
If the drinker of even a small amount of this tea fails a DC 20 will save, then any time they are speaking even a partial truth, then anyone attempting a Sense Motive check against them takes a -10 penalty to the check and if the DC is less than 15 (including non-existent) then it is instead 15. If they fail then their attempt leads them to believe that everything the character said (except for blindingly obvious truths such as "The sun rises in the east.") is a complete fabrication.
Moderate Enchantment;CL 11;Brew Potion, Summon Monster VI;Price 1,500 GP

It is further complicated when you start giving said creatures extra feats for the mere purpose of a single attack. Mark II cuts this down to a single feat.

What DM is going to want to start factoring that in on the fly?
Well, with the new version it is a static adjustment to a type of roll that might be getting made anyway...

Moreover, what motivates the Fey or Animal to attack in the first place?
Nothing in particular, but YOU try going on a nature hike without frightening so much as a single mouse...
Come to that I need to add rules specifically stating that swarms (note especially rat and bat swarms) count as a single creature for purposes of this curse).

Wild Berry Zinger: A drinker of this tea is struck by lightning as if hit by a lightning bolt for 10d6 points of electricity damage. A successful Reflex save (DC 20) halves the damage. The cloying scent of berries lingers on the drinker until washed off. The scent attracts wandering monsters and makes the drinker easy to Track (DC 5) rather then the standard DC 10.
Faint Evocation; CL 6; Brew Potion, lightning bolt; Cost 1,800 gp

Part of the reason for the Mark II version was I didn't want to repeat the "Zinger = Zapper = electrical damage" thing.
"The scent attracts wandering monsters"... I assume you were going to expect me to come up with detailed rules for this? I wouldn't think you would stand for it otherwise. Still, it is a nice effect and the Tracking thing is also nice. I would maybe make the scent something that the cursed one's body exudes continuously, rather than some thing that can maybe


Raspberry Zapper suffers from being rather similar but I think I have a solution

Raspberry Zapper: A drinker of this tea hears an earsplitting Bronx cheer. The sound goes unnoticed by other creatures. However, the drinker is rendered deaf as if hit with a deafness spell. The effect is permanent unless negated by a successful Fort save (DC 20). The cloying sent of raspberry lingers on the drinker until washed off. The scent attracts wandering monsters and makes the drinker easy to Track (DC 5) rather than the standard DC 10.
Faint Necromancy; CL 3; Brew Potion, blindness/deafness; Cost 600 gp.
I may copy-paste the existing text(with the electricity damage) to Tangerine Orange Zinger Zapper, and replace the deafness part in for Raspberry Zinger (which I would change the name back for). It is a nice effect, but since it doesn't have the word "wild" in the name it shouldn't have the attractions and tracking effects.



Just thought I'd brew up easier versions of your teas. What do you think?
See above.


Debby
P.S. Darkjeeling should also be Faint Necromancy; CL 3; Brew Potion, blindness/deafness; Cost 600 gp.

CL X spell level X 100 = cost for a typical tea. CL is the minimum level needed to cast the spell.
I have been using the potions pricing as my base and adjusting form there, including by "difficult means of delivery to an enemy probably comes out in the wash with the higher DC than the usual magic item rules would suggest". That is I used that when I didn't just pull a number out of thin air, or base it on the cost of other teas. In this particula case I worry about the higher DC causing problems. OTOH I could just make this the exception to the DC 20 rule.

Debihuman
2011-06-08, 12:14 PM
Untrue Blueberry has a lesser degree of the problem with the curse affecting other people. Here is how I would adjudicate this:

Untrue Blueberry: A drinker of this tea is unable to speak the truth for 24 hours unless he succeeds on a DC 20 Will Save. For the duration of the curse, the drinker is unaffected by discern lies and his tongue turns blue.
Moderate Transmutation, CL 7; Brew Potion, Glibness, cost 2,100 gp.

I don't think Untrue Blueberry should be permanent as that would tax a Player too much. Should having a blue tongue have any impact on the game? I thought it was just fluff but you may disagree.


Here's my revision of the Wild Berry Zinger as it now incorporates the Scent ability of nearby creatures.

Wild Berry Zinger: A drinker of this tea is struck by lightning as if hit by a lightning bolt spell for 10d6 points of electricity damage. A successful Reflex save (DC 20) halves the damage. The cloying scent of berries lingers on the drinker until washed off. The smell attracts all creatures with the Scent ability within a 60-foot radius and makes the drinker easy to Track (DC 5) rather then the standard DC 10.
Moderate Evocation; CL 6; Brew Potion, lightning bolt; Cost 1,800 gp

I was thinking the smell would attract creatures more than I was considering how to incorporate "wild." I think this version is an improvement as it incorporates actual game mechanics.

Here is an update to Raspberry Zapper as it now affects only the drinker:

Raspberry Zapper: A drinker of this tea hears an earsplitting Bronx cheer. The sound goes unnoticed by other creatures. However, the drinker is rendered deaf as if hit with a deafness spell. The effect is permanent unless negated by a successful Fort save (DC 20). The cloying scent of raspberry leaves the drinker Sickened until it washed off. Other creatures are unaffected by the smell.
Faint Necromancy; CL 3; Brew Potion, blindness/deafness; Cost 600 gp.

One more thing:

You mention the Tasty Flaw in Irish Breakfast Tea but didn't explain it. Where can I find it? Also, there is a Delicious Flaw in Dragon Magazine issue 330 page 87, did you mean that instead?

[EDIT] Here are my updates to Lemon Lash spells.

Lemon Lash, Lesser

Once a Humanoid touches the cup, the lemon-scented liquid stretches out into a transparent pseudopod and lashes out causing 1d3 points of acid damage. There is no save. Non-Humanoids, including Monstrous Humanoids, may drink the tea normally.

Faint Conjuration; CL 1; Brew Potion, Acid Splash; Price 50 gp

Lemon Lash

As per Lemon Lash, Lesser except the liquid causes 2d4 points of acid damage.
Faint Conjuration; CL 3; Brew Potion, Acid Arrow; Price 300 gp

Lemon Lash, Greater

As per Lemon Lash, but the liquid causes 2d6 points of acid damage to all Humanoids in a 20-foot radius.

Moderate Conjuration; CL 11; Brew Potion, Acid Fog; Price 3,300 gp

I think this simplifies your ideas without losing too much in translation. This way only Humanoids are targeted so nasty creatures (Hags, Demons, Devils, whatever) can handle the cup and watch the PCs suffer. In effect, this halves the cost since only Humanoids are affected by the liquid. If you want this to affect all Living Creatures, just double the cost.

I'm using a similar view of the Acia Mangling Zinger teas as follows:

Acai Mangling Zinger, Lesser

Upon touching the cup, two spheres made of force attack the drinker, each one deals 1d4+1 points of damage. A successful Reflex save DC 20 negates the damage.
Faint Evocation; CL 3; Brew Potion, Magic Missile; Price 300 gp

Acai Mangling Zinger

As per Acai Mangling Zinger, Lesser except there are three spheres. A successful Reflex save DC 20 halves the damage.

Moderate Evocation; CL 5; Brew Potion, Magic Missile; Price 500 gp

Acai Mangling Zinger, Greater

As per Acai Mangling Zinger, Lesser except that there are four spheres and no save is available.

Moderate Evocation; CL 7; Brew Potion, Magic Missile; Price 700 gp

Whew!
Debby

DracoDei
2011-06-08, 02:50 PM
EDIT: Had my quote-tags all messed up here, and hadn't QUITE hit send on the updates to the original post when I posted this. Both should be fixed (although I am still continuing to make edits not mentioned here in the original post).

Untrue Blueberry has a lesser degree of the problem with the curse affecting other people.

Untrue Blueberry: A drinker of this tea is unable to speak the truth for 24 hours unless he succeeds on a DC 20 Will Save. For the duration of the curse, the drinker is unaffected by discern lies and his tongue turns blue.
Moderate Transmutation, CL 7; Brew Potion, Glibness, cost 2,100 gp.
Hmmm... maybe an alternate version with a different name for one of them (Untrue Blueberry Tongue-Tangler?) so they can be told apart if I add the "Mixed Blessings" genre teas, with Tea Pee and Fightin' Irish Breakfast.

I don't think Untrue Blueberry should be permanent as that would tax a Player too much. Should having a blue tongue have any impact on the game? I thought it was just fluff but you may disagree.
It might have an effect in some situations, but I would leave that up to the individual GM. In other words, yes, just fluff.


Here's my revision of the Wild Berry Zinger as it now incorporates the Scent ability of nearby creatures.

Wild Berry Zinger: A drinker of this tea is struck by lightning as if hit by a lightning bolt spell for 10d6 points of electricity damage. A successful Reflex save (DC 20) halves the damage. The cloying scent of berries lingers on the drinker until washed off. The smell attracts all creatures with the Scent ability within a 60-foot radius and makes the drinker easy to Track (DC 5) rather then the standard DC 10.
Moderate Evocation; CL 6; Brew Potion, lightning bolt; Cost 1,800 gp

That could work, but I really like the magic missiles because they are funnier.

I was thinking the smell would attract creatures more than I was considering how to incorporate "wild."I think this version is an improvement as it incorporates actual game mechanics.
Improvement over your previous version by your standards (which I am not disagreeing with here)? Yes.
Both my versions use very clear game mechanics (albiet I never finished Mark I), it is just that figuring out the implications of those game mechanics (when an animal is going to decide to attack the victim with their new ability) is a bit tricky.
And I still like mine better for the funny, and thus am unlikely to change it in the original post.


Here is an update to Raspberry Zapper as it now affects only the drinker.

Raspberry Zapper: A drinker of this tea hears an earsplitting Bronx cheer. The sound goes unnoticed by other creatures. However, the drinker is rendered deaf as if hit with a deafness spell. The effect is permanent unless negated by a successful Fort save (DC 20). The cloying scent of raspberry leaves the drinker Sickened until it washed off. Other creatures are unaffected by the smell.
Faint Necromancy; CL 3; Brew Potion, blindness/deafness; Cost 600 gp.
As someone who has been driven out of the house by the smell of a blue-berry based treat cooking in the microwave, I approve of this change. Have copy-pasted it in (with credit and name change to ZINGER since no Zapping involved) and making the change I specified earlier about Tangerine Orange Zinger Zapper inheriting all the mechanics from the old version.


One more thing:

You mention the Tasty Flaw in Irish Breakfast Tea but didn't explain it. Where can I find it? Also, there is a Delicious Flaw in Dragon Magazine issue 330 page 87, did you mean that instead?

Debby
Yes. Have edited.

DracoDei
2011-06-08, 03:18 PM
See my note at the top of my previous post if you haven't already.

[EDIT] Here are my updates to Lemon Lash spells.

Lemon Lash, Lesser

Once a Humanoid touches the cup, the lemon-scented liquid stretches out into a transparent pseudopod and lashes out causing 1d3 points of acid damage. There is no save. Non-Humanoids, including Monstrous Humanoids, may drink the tea normally.

Faint Conjuration; CL 1; Brew Potion, Acid Splash; Price 50 gp

Lemon Lash

As per Lemon Lash, Lesser except the liquid causes 2d4 points of acid damage.
Faint Conjuration; CL 3; Brew Potion, Acid Arrow; Price 300 gp

Lemon Lash, Greater

As per Lemon Lash, but the liquid causes 2d6 points of acid damage to all Humanoids in a 20-foot radius.

Moderate Conjuration; CL 11; Brew Potion, Acid Fog; Price 3,300 gp

I think this simplifies your ideas without losing too much in translation. This way only Humanoids are targeted so nasty creatures (Hags, Demons, Devils, whatever) can handle the cup and watch the PCs suffer. In effect, this halves the cost since only Humanoids are affected by the liquid. If you want this to affect all Living Creatures, just double the cost.

Debby
Having the target have to actually drink it seems a much more straight-forward way of keeping it from going off on the person attempting to serve it to his enemies. The delay was my way of explaining why it wasn't an auto-hit. I do kinda like the ongoing vulnerability thing, but I could see turning these into even lesser versions (in which case I would covert it to a roman numeral system), although the AoE one has its own advantages (especially since otherwise you tend to only get one person at each "tea party" regardless of if the party finds the teas, or has them served to them, since they will know something is up after the first one gets cursed). Maybe I should add a 1 minute delay to receiving knowledge of the curse after it is inflicted to the boiler-plate that is shortcut by the curse actually coming up (hit by electrical damage if made vulnerable to it)? That way a whole party could be gotten.

Debihuman
2011-06-08, 04:21 PM
EDIT: Had my quote-tags all messed up here, and hadn't QUITE hit send on the updates to the original post when I posted this. Both should be fixed (although I am still continuing to make edits not mentioned here in the original post).

One major edit would be to put all the teas in alphabetical order.


Hmmm... maybe an alternate version with a different name for one of them (Untrue Blueberry Tongue-Tangler?) so they can be told apart if I add the "Mixed Blessings" genre teas, with Tea Pee and Fightin' Irish Breakfast.

It might have an effect in some situations, but I would leave that up to the individual GM. In other words, yes, just fluff.

Fluff is always fun. I can only imagine where these teas are going. :-)



That could work, but I really like the magic missiles because they are funnier. I think being zapped by lightning could be fun. Maybe I could add more humorous effect.

Wild Berry Zinger: A drinker of this tea is struck by lightning as if hit by a lightning bolt spell for 10d6 points of electricity damage. A successful Reflex save (DC 20) halves the damage. The cloying scent of berries mixed with repulsive smell of singed hair lingers on the drinker until washed off. The smell attracts all creatures with the Scent ability within a 60-foot radius and makes the drinker easy to Track (DC 5) rather then the standard DC 10.
Moderate Evocation; CL 6; Brew Potion, lightning bolt; Cost 1,800 gp

Is it too much now? Having once lit my own hair on fire (while making home-made candles), I can attest at how bad burnt hair smells. :-)


Improvement over your previous version by your standards (which I am not disagreeing with here)? Yes.[Quote] Thank you.

[Quote]Both my versions use very clear game mechanics (albiet I never finished Mark I), it is just that figuring out the implications of those game mechanics (when an animal is going to decide to attack the victim with their new ability) is a bit tricky.

Yeah, that is the hard part. That's why I went a different route entirely.
You can certainly nix my idea of Lemon Lash or make it an effect that takes place after you drink the tea.

Since it is a tea I couldn't quite figure out how the psuedopod lashed out AFTER you drank the tea because I forgot it only takes a small sip for the effect to take place. Sorry about that. At least the CL and costs are corrected.


And I still like mine better for the funny, and thus am unlikely to change it in the original post. Not a problem. Maybe we can hash out some mechanics for it after all. I can work on the CL and costs and maybe alternative spells that work better.


As someone who has been driven out of the house by the smell of a blue-berry based treat cooking in the microwave, I approve of this change. Have copy-pasted it in (with credit and name change to ZINGER since no Zapping involved) and making the change I specified earlier about Tangerine Orange Zinger Zapper inheriting all the mechanics from the old version.

Zinger/Zapper makes no difference to me. I'm glad you liked some of my updates.

I look forward to seeing this thread completed (or at least mostly completed). That's the thing with magic items of a type--you can always think of one more.


Back to your version...

Upon drinking this tea, the drinker must make a successful DC 20 Will save or be cursed to earn the enmity of any Animal or Fey creature he meets. Animals or Fey creatures within 300 feet are always Hostile. The hostile creature gains Quickened Magic Missile as a Spell-like Ability 3 times per day but the only target may be the drinker of the tea.

Does that help?

Debby

DracoDei
2011-06-08, 05:26 PM
Back to your version...

Upon drinking this tea, the drinker must make a successful DC 20 Will save or be cursed to earn the enmity of any Animal or Fey creature he meets. Animals or Fey creatures within 300 feet are always Hostile. The hostile creature gains Quickened Magic Missile as a Spell-like Ability 3 times per day but the only target may be the drinker of the tea.

Does that help?
Looks great... for a "Greater" version. The idea of having to be CAREFUL around animals, rather than simply always being attacked by them could make for some very nice roleplay which is why I want to keep the original around... "Nice kitty... good kitty... *whimpers* please don't hurt me...*sobs*"

Debihuman
2011-06-08, 09:07 PM
Looks great... for a "Greater" version. The idea of having to be CAREFUL around animals, rather than simply always being attacked by them could make for some very nice roleplay which is why I want to keep the original around... "Nice kitty... good kitty... *whimpers* please don't hurt me...*sobs*"


Perhaps it should be Unfriendly rather than Hostile. It's one of those things that can be tweaked. The problem I have is that the tea should only should increase in price and CL depending on the HD of creature affected. That gets too complicated too quickly. I kinda want to see a one-size fits all variety of tea but it may not be possible.

How about this:

Upon drinking this tea, the drinker must make a successful DC 20 Will save or be cursed to have every Animal and Fey creature he meets be completely Indifferent to him. Any Diplomacy check made to influence Animals or Fey creatures is at a -10 penalty. If drinker fails a Diplomacy check, the creature immediately becomes Unfriendly. If the creature becomes Hostile, it gains Quickened Magic Missile as a Spell-like Ability 3 times per day but the only target may be the drinker of the tea.

It's clunky (one Will save and two Diplomacy checks), but it is mechanically sound. I have no idea how you would price this since there is a huge range. Maybe the lesser tea affects creatures with 5 HD or fewer, Standard 5-10 and greater 10-15. Creatures with more than 15 HD react normally.

Also, here are the revised Lemon Lash spells:

Lemon Lash, Lesser

Once the drinker has tasted this tea, a transparent, lemon-scented pseudopod lashes out at the drinker causing 1d3 points of acid damage. There is no save.

Faint Conjuration; CL 1; Brew Potion, Acid Splash; Price 100 gp

Lemon Lash

As per Lemon Lash, Lesser except the pseudopod causes 2d4 points of acid damage.

Faint Conjuration; CL 3; Brew Potion, Acid Arrow; Price 600 gp

Lemon Lash, Greater

As per Lemon Lash, but the pseudopod causes 2d6 points of acid damage to all targets in a 20-foot radius.

Moderate Evocation; CL 11; Brew Potion, Acid Fog; Price 6,600 gp

Well, at least you'll smell good after being attacked by the Lemon Lash.

Debby

DracoDei
2011-06-08, 11:10 PM
I dunno... I feel like we may be getting a bit stiffled by over analysis and the fact that it is just the two of us bouncing stuff back and forth. Going to take a break from thinking about the points you bring up at least for tonight. Might or might not flesh out a few more of the ones I just have parenthetical notes for.

BTW, I did Peppermint.

Debihuman
2011-06-09, 10:41 AM
Pepperment is worded rather awkwardly.

How does this sound:

Upon drinking this tea, the drinker must succeed on a DC 20 Fortitude save or become cursed in the following manner. The first time each day that cursed character has to make a Move Silently check, the character must succeed on DC 20 Fortitude save or spend 1d4 rounds sneezing (treat as Stunned). Creatures making an opposed Listen check automatically succeed provided they are in range and that the sound is not magically silenced or physically muffled.

Debby

Gideon Falcon
2011-06-09, 01:13 PM
You, sir, are a mad genius.

These are simply HILARIOUS. The crunch seems to work, too.

DracoDei
2011-06-09, 01:28 PM
Pepperment is worded rather awkwardly.

How does this sound:

Upon drinking this tea, the drinker must succeed on a DC 20 Fortitude save or become cursed in the following manner. The first time each day that cursed character has to make a Move Silently check, the character must succeed on DC 20 Fortitude save or spend 1d4 rounds sneezing (treat as Stunned). Creatures making an opposed Listen check automatically succeed provided they are in range and that the sound is not magically silenced or physically muffled.

Debby
Except that listen checks don't have a range. For instance I would ad hoc (rather badly since I am in a hurry, but I should be on the right order of magnitude I think) a nuclear explosion as having a DC to hear of -6000. It is still possible to fail this, provided one is about 10 miles away. +1 to the DC per 10 feet (http://www.d20srd.org/srd/skills/listen.htm#listenDCModifiers). Of course the drop off in that case is too sharp, but it is an extreme example to say the least.



You, sir, are a mad genius.

These are simply HILARIOUS. The crunch seems to work, too.
Thank you kindly. Do you have any particular favorites?

Debihuman
2011-06-10, 07:46 AM
Point taken about the Listen check. If you begin with a Listen check (DC 0 +1 per 10 feet), then perhaps creatures within 200 feet should automatically hear the sneeze, unless the sneeze is magically silenced or physically muffled. If you really want to get specific, you could say the sound can be heard through wood walls but not walls made of stone.

BTW I liked this:" Effects that reduce sound (such as hypothetical masterwork equipment, or Boots of Elvenkind) do not affect this DC, but those that work by muffling sound (such as Armor of Silent Moves and its variations, the sound damping ability of a Lord of Rest, and the Silence spell) do."

It was an idea anyway.

Debby

Veklim
2011-06-10, 08:01 AM
What, precisely, would 'hypothetical masterwork' be? A theoretical bonus? I'm intrigued...

DracoDei
2011-06-10, 11:02 AM
What, precisely, would 'hypothetical masterwork' be? A theoretical bonus? I'm intrigued...
All that I meant was that as far as I know there isn't an official item that is the equivalent of a masterwork tool that grants a +2 bonus to move silently checks. Certainly there are devices in RL that could be argued to serve that role when translated into game terms (look up the origins of the word "foot-pad") but I didn't want to assume what individual GMs would allow.

EDIT: Do people think I should re-edit it to implicitly assume that such items do exist?

DracoDei
2011-06-10, 11:41 AM
This is a back-up copy since I am trying to alphabetize and don't want to lose anything by mistake.
Working on tightening this up with a generic boiler-plate paragraph to cover all the common elements, plus market-value and creation requirements for specific ones.


Cursed Teas
All cursed teas share the following properties unless stated otherwise (and in the case of how much is required to trigger the curse, usually even then):

To have any effect they must be drunk at at least half the normal strength of a tea of their type, not counting reasonable dilution by cream, sugar, or other traditional tea additives. This is a limitation on watering down the tea, or using fewer teabags, not on steeping time.
Due to their magic all cursed teas brew up well in a minute of steeping (but not less).
A small sip is enough to trigger the effects, sometimes with a small time-delay (as mentioned in specific tea descriptions). Further drinking from the same batch (including batches mixed together) triggers no effect until AFTER at least one and a half teacup's worth have been imbibed. Note that the specific volumes of what constitutes "a small sip" and "a teacup's worth" will vary based on the size of the drinker. Small variations in the wording of how much tea is required to trigger the curse "as soon as it touches the lips" etc) for the purposes of linguistic variety and should not be construed to modify this.
Creation costs and market prices are for enough dry tea to make a single teacup's worth for a medium-sized creature and can only effect a single individual, per dose, regardless of size-class of victim or the strength of the brewing process.
Save DCs are 20 unless mentioned otherwise.
With the exception of Spearmint Surprise and other teas that include language strongly indicating to the contrary, all ongoing curses inflicted by teas are known to the victim as soon as they take hold.
All effects other than directly dealing damage or summoning creatures are permanent until removed.
Unless otherwise stated, tea that was allowed to start cooling below the upper end of the drinkable range more than an hour ago takes a -2 penalty to its DC.
As per usual the ongoing curse effects of multiple doses of a cursed tea do not stack (they do, however overlap, and can deal damage, summon creatures, or have other external or instantanious effects, and might need to be dispelled/removed seperately if additional saves are failed). In addition, teas that are greater/(normal)/lesser versions of eachother specifically overlap (not stack) for curse effects.



Constant Commentary
The character drinking this tea must succeed on a DC 20 Will save against this Mind-affecting Transmutation or comment loudly and continuously on their surroundings (they may include their own thoughts and reactions to such when and if they choose). Their voice never tires, and even in their sleep the monologue continues ("I am asleep. It is dark with my eyes closed. It is difficult to get a good night's sleep while I am talking."). This effect is permanent until removed and counts as a 5th level spell. Eating and drinking are difficult but not impossible in this condition. Verbal components are impossible, and command words can only be used if they can be worked smoothly into the commentary.
Moderate Transmutation; CL 9th;Brew Potion, Charm Person, Bear's Endurance; Price 2,000 GP?



Leech-y Nut
Upon taking so much as a sip of this mild brew, a mass of leeches appears above the character's head. A DC 20 reflex save allows them to be dodged completely, otherwise they fall on the character automatically squirming through all armor, their teeth penetrating even a dragon's scales to latch on. Until at least 90% of them are removed (including by killing them) they cause 1 point of constitution damage per round. If they are dodged they instantly latch onto eachother, resulting in the immediate death of the mass.
Moderate Conjuration; CL 9th;Brew Potion, Summon Swarm; Price ?,?00 GP?



Irish Breakfast Tea
The character drinking this tea must pass a DC 20 fortitude save or have themselves and all their equipment turn a brilliant, eye-catching, green (the GM should assign penalties to hide checks as appropriate). Equipment that leaves their possession reverts to its normal color after 1d4 minutes. Items picked up or donned gain the new color instantly. For the duration of this curse (which is permanent until removed and is the equivalent of a 5th level spell) the character gains the "Delicious" flaw (Dragon Magazine issue 330 page 87), regardless of if they meet the prerequisites, and without a compensating feat. If this effect is allowed to persist for more than a week then the character must pass a DC 20 will save every day until the curse is removed or be forced to speak in an Irish dialect (but not language... just use "faith and bigora(sp?)", "wee", and such like a lot and maybe mention pots of gold every so often and you should be good to go) and accent that day.
Moderate Transmutation; CL 9th;Brew Potion, Prestidigitation OR Create Food and Drink; Price 1,000 GP?


Spearmint Surprise (Ok, this one is a bit unfair maybe...)
Upon a character drinking this tea the GM should secretly roll a DC 20 Will save for them (not explaining the reason). If they fail they take a -20 penalty to armor class against thrown projectiles that deal piercing damage and the critical threat range of all such attacks against them is tripled. This stacks with Improved Critical and Keen. All such attacks also automatically deal maximum damage. This curse is the equivalent of a 5th level spell and is permanent until removed.
Moderate ???; CL 9th;Brew Potion, Magic Weapon, Greater; Price 7,500? GP



Cinnamon Beat Stick
Upon so much as tasting this tea, a quarterstaff cut from a cinnamon tree (and with the bark still on it), appears floating BEHIND the character automatically catching them flat-footed and gaining a surprise round. It attacks them until destroyed. It has a movement rate of Fly 60 (Perfect) and is unhindered in any way by water, moving through it as easily as air. It attacks as if weilded by a 20th level fighter with a 20 strength, an initiative modifier of +0, and the following feats:
Weapon Focus (Quarterstaff)
Weapon Specialization (Quarterstaff)
Improved Critical (Quarterstaff)
Greater Weapon Focus (Quarterstaff)
Greater Weapon Specialization (Quarterstaff)
Two-Weapon Fighting
Improved Two-Weapon Fighting
Greater Two-Weapon Fighting

This yields an attack of: +27 Melee (1d6+9, 19-20/x2)
And a full attack of: Main Head +25/+20/+15/+10 (1d6+9, 19-20/x2) AND Secondary Head +25/+20/+15 (1d6+6, 19-20/x2)

See the rules for sundering weapons for one way of destroying it.
Moderate Transmutation; CL 9th;Brew Potion, Spiritual Weapon OR Animate Objects OR Mage's Sword; Price 1,500 GP?



Squirrel Grey
This is Earl Gray tea mixed with ground almonds mixed in and a horrible, potentially hilarious enchantment added to it. When brewed and drunk the imbiber is targeted by Baleful Polymorph (http://www.d20srd.org/srd/spells/balefulPolymorph.htm) with a DC of 20. On failure they are transformed into a grey squirrel. The character retains their mental ability scores and the ability to speak, although their chittery voice is utterly unsuitable for spellcasting or speaking command words. They automatically succeed at any Will saves allowed by the spell. For any skills NOT listed in the animal's stat-blocks they use their own ranks and feat adjustments. The transferal of other feats and class abilities from the character's original form are at the GMs discression.


Squirrel
Diminutive Animal
Hit Dice: 1/4d8 (1 hp)
Initiative: +3
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 17 (+4 size, +3 Dex), touch 17, flat-footed 14
Base Attack/Grapple: +0/16
Attack: Bite +7 melee (1d34)
Full Attack: Bite +7 melee (1d34)
Space/Reach: 1 ft. / 0 ft.
Special Attacks:
Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +5, Will (As per original character)
Abilities: Str 2, Dex 17, Con 10, Int (As per original character), Wis (As per original character), Cha (As per original character)
Skills: Balance +13, Climb +13, Listen +3, Spot +3 (all other skills as per the original characters ranks and feats)
Feats: Alertness, Weapon Finesse(B)
Environment: Temperate forests
Organization: However many people drank the tea together
Challenge Rating: 1/8
Treasure: None
Alignment: (As per original character)


These docile rodents thrive in temperate woods, where they eat mostly nuts, berries, and small insects.

Combat

Squirrels are extremely timid and run at the first sight of danger, biting only when cornered.... adventurers turned into squirrels, on the other hand, display a wide diversity of personalities.

Skills: Squirrels have a +8 bonus racial bonus on Balance and Climb checks. A squirrel can always choose to take 10 on a Climb check, even if rushed or threatened. A squirrel uses its Dexterity modifier for Climb checks.

(Squirrel stat-block modified SLIGHTLY (only to account for PC-ness) from Debihuman (http://www.giantitp.com/forums/member.php?u=30302)'s assistance to me on an earlier project (http://www.giantitp.com/forums/showthread.php?t=98448). I must, however, give a STRONG GAME-PLAY SPOILER WARNING with regards to that thread.)

Moderate Transmutation;CL 10;Brew Potion, Baleful Polymorph;Price 2,500 GP
((Design note: 10x5x50 = 2,500 by the brew potion rules, extended to 5th level.))


Name of the following one suggested by Bhu, mechanics by me:
'Rooibos Vanilla
This tea is a blend of http://en.wikipedia.org/wiki/Rooibos and vanilla with an enchantment added to it. When brewed and drunk the imbiber is targeted by Baleful Polymorph (http://www.d20srd.org/srd/spells/balefulPolymorph.htm) with a DC of 20. On failure they are transformed into a kangaroo (see below for stat-blocks by Mangles (http://www.giantitp.com/forums/member.php?u=44248)). If the character is at least ECL 6 they are transformed into a red kangaroo, otherwise they are turned into a grey kangaroo. In either case the character retains their mental ability scores and the ability to speak, although their rough voice is utterly unsuitable for spellcasting or speaking command words. They automatically succeed at any Will saves allowed by the spell. For any skills NOT listed in the animal's stat-blocks they use their own ranks and feat adjustments. The transferal of other feats and class abilities from the character's original form are at the GMs discression.

Grey Kangaroo
Size/Type: Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +0
Speed: 50 ft. (10 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +2/+0
Attack: Claw +3 melee (1d4+1)
Full Attack: 2 Claws +3 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Tail stand kick
Special Qualities: Low-light vision, Scent, Pounce, Bound
Saves: Fort +5, Ref +7, Will (As per original character)
Abilities: Str 13, Dex 17, Con 15, Int (As per original character), Wis (As per original character), Cha (As per original character)
Skills: Hide +2, Listen +5, Move Silently +1, Spot +3, Survival +1*(all other skills as per the original characters ranks and feats)
Feats: Weapon Focus (Claws)
Environment: Bushland
Organization: However many people drank the tea together
Challenge Rating: 1


Tail stand kick (Ex)
A kangaroo can stand up on its tail as a move action. Doing so prevents it from moving further but gives many benefits. Its hit die for its claw attacks increase to d8's and it reach increases to 10ft. If connects a hit connects it knocks a creature back 5 feet and if both claw attacks hit the kangaroo rends the creature for an additional two claw attacks plus 1/2 strength bonus. To get out of the tail stand the kangaroo only needs to move but the movement rate is decreased by 20ft (minimum 10ft).

Bound
Kangaroos bound instead of walking. If they are able to move the minimum movement rate is 10ft. This however doesn't allow them to turn very quickly. They are only able to change direction by no more than 90 degrees every 10ft. If the kangaroo chooses not to bound but instead walk its movement rate is reduced to 15ft and there is no minimum speed. This allows the kangaroo to move as normal. Using the tail stand kick allows the kangaroo to choose any direction as its starting direction.


Red Kangaroo
Size/Type: Medium Animal
Hit Dice: 6d8+18 (45 hp)
Initiative: +0
Speed: 60 ft. (20 squares)
Armor Class: 16 (+3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +5/+0
Attack: Claw +7 melee (1d6+10)
Full Attack: 2 Claws +7 melee (1d6+10)
Space/Reach: 5 ft./5 ft.
Special Attacks: Tail stand kick
Special Qualities: Low-light vision, Scent, Pounce, Bound,
Saves: Fort +8, Ref +7, Will (As per original character)
Abilities: Str 15, Dex 17, Con 15, Int (As per original character), Wis (As per original character), Cha (As per original character)
Skills: Hide +2, Listen +5, Move Silently +1, Spot +3, Survival +1*(all other skills as per the original characters ranks and feats)
Feats: Weapon Focus (Claws), Alertness, Powerful build
Environment: Red desert
Organization: However many people drank the tea together
Challenge Rating: 3


Tail stand kick (Ex)
A kangaroo can stand up on its tail as a move action. Doing so prevents it from moving further but gives many benefits. Its hit die for its claw attacks increase to d12's and it reach increases to 10ft. If connects a hit connects it knocks a creature back 5 feet and if both claw attacks hit the kangaroo rends the creature for an additional two claw attacks plus 1/2 strength bonus. To get out of the tail stand the kangaroo only needs to move but the movement rate is decreased by 20ft (minimum 10ft).

Bound
Kangaroos bound instead of walking. If they are able to move the minimum movement rate is 10ft. This however doesn't allow them to turn very quickly. They are only able to change direction by no more than 90 degrees every 10ft. If the kangaroo chooses not to bound but instead walk its movement rate is reduced to 15ft and there is no minimum speed. This allows the kangaroo to move as normal. Using the tail stand kick allows the kangaroo to choose any direction as its starting direction.
(Click HERE (http://www.giantitp.com/forums/showpost.php?p=7516041&postcount=1) for the original thread the kangaroo stat-blocks by Mangles (http://www.giantitp.com/forums/member.php?u=44248) were taken from. Copied over with permission.)
Moderate Transmutation;CL 10;Brew Potion, Baleful Polymorph;Price 2,500 GP



Next three names suggested by Merk, mechanics still by me.
Darkjeeling
If you fail a DC 20 Fortitude save, the world grows dim before your eyes. If you have Low-Light Vision or an improved version of it you lose it. If you didn't have such an ability you take a -5 penalty search and spot rolls, a -2 penalty to armor class, and suffer a 20% miss chance on all your attacks that require a to-hit roll.
Moderate Transmutation;CL 10;Brew Potion, Blindness/Deafness;Price 1,000 GP



English Break-Fist
Every bone in your hands shatters, rendering you incapable of doing anything with them until, while already at full health, you have received an amount of magical healing equal to twice your maximum hitpoints, a Regenerate, or receive 2 weeks of continuous bedrest from a character who succeeds on a DC 30 heal check. If mere hitpoint restoring spells or a heal check is used you still take a -4 penalty to Dexterity and Strength for all actions involving the hands that can not be removed by anything less than Regenerate. A DC 20 Fortitude save upon drinking the tea prevents all of the above effects from ever coming to pass from that cup of tea (or a teacup's worth drunk out of a larger volume). If your hands remain broken for at least 30 days before you regain at least partial use of them, you must speak in an English accent until you regain FULL use of them.
Moderate Transmutation;CL 10;Brew Potion, Shillelagh OR Inflict Critical Wounds OR Telekinesis;Price 2,000 GP


Ooloooooooong Tea
Unless you succeed on a DC 20 fortitude save, you grow much much taller and skinnier, bursting out of non-magical clothing and armor (magical items re-size to fit you). You count as one size class larger whenever it would be to your dis-advantage. You also count as one size class SMALLER whenever THAT would be to your dis-advantage. To be clear: neither of these effects modify your ability scores. You may counter these effects once per day for up to 1 minute by balancing a sufficiently difficult item on top of your head. If seated or standing perfectly still this requires a DC 10 Balance check each round. If walking it is a DC 20. Running is a DC 25, and combat is a DC 30. If you attempt a Tumble check while doing this the object falls off automatically. If the object falls off or is removed for any reason then you lose the benefits, and further balancing of objects on your head do not provide any benefit for the rest of the day.
Moderate Transmutation;CL 10;Brew Potion, Enlarge Person AND Reduce Person;Price 2,500 GP



Raspberry Zinger (Except for the name, this specific one is by Debihuman)
A drinker of this tea hears an earsplitting Bronx cheer. The sound goes unnoticed by other creatures. However, the drinker is rendered deaf as if hit with a deafness spell. The effect is permanent unless negated by a successful Fort save (DC 20). The cloying scent of raspberry leaves the drinker Sickened until it washed off. Other creatures are unaffected by the smell.
Faint Necromancy; CL 3; Brew Potion, blindness/deafness; Cost 600 gp.



Lemon Lash, Lesser
Within 1d6 seconds of this tea first touching the tongue, the liquid stretches out into a psuedo-pod made of transparent acid, making a single touch attack against them with a +20 attack bonus for 6d6 acid damage plus 2d6 damage a round for each of the following 3 rounds (Somewhat similar to Acid Arrow). If the cup was completely drunk before that time elapsed then two smaller pseudo-pods erupt, one up the throat and the other down into the the intestines for an automatic critical hit (same total effects as the larger pseudo-pod... they count as a single source of damage).
Moderate Evocation;CL 10;Brew Potion, Acid Arrow OR Glyph of Warding, Greater;Price 1,000 GP


Lemon Lash
As per Lemon Lash, Lesser except that if victim is hit then all FUTURE (so NOT from the acid pseudo-pods itself/themselves) acid damage on the victim is increased by 50% (apply this effect before all saving throws and energy resistances). If this occurs the victim is aware of this effect upon the curse initially taking hold (IE when the tea is drunk, NOT when they first get hit with such a spell afterwards).
Moderate Evocation;CL 10;Brew Potion, Bestow Curse AND (Acid Arrow OR Glyph of Warding, Greater);Price 7,500 GP



Lemon Lash, Greater
Within 1d6 seconds of this tea first touching the tongue, the liquid stretches out into a psuedo-pod made of transparent acid, making a single touch attack against them with a +20 attack bonus for 6d6 acid damage plus 2d6 damage a round for each of the following 3 rounds (Somewhat similar to Acid Arrow). If the cup was completely drunk before that time elapsed then two smaller pseudo-pods erupt, one up the throat and the other down into the the intestines for an automatic critical hit (same total effects as the larger pseudo-pod... they count as a single source of damage). If victim is hit then all FUTURE (so NOT from the acid pseudo-pods itself/themselves) acid damage on the victim is doubled (apply this effect before all saving throws and energy resistances). If this occurs the victim is aware of this effect upon the curse initially taking hold (IE when the tea is drunk, NOT when they first get hit with such a spell afterwards).
Moderate Evocation;CL 10;Brew Potion, Bestow Curse AND (Acid Arrow OR Glyph of Warding, Greater);Price 10,000 GP




Acai Mangling Zinger, Lesser
Two inch spheres made of force appear surrounding the drinker of this tea and fly at him, dealing 10d6 Bludgeoning damage with a DC 20 reflex save allowed for half.
Moderate Evocation;CL 10;Brew Potion, Telekinesis OR Spiritual Weapon;Price 1,000 GP



Acai Mangling Zinger
As per Acai Mangling Zinger, Lesser except that if the save is failed then all FUTURE (so NOT from the spheres from the tea) bludgeoning damage on the victim is increased by 50% (apply this increase before any damage reduction or similar effects). If this occurs the victim is aware of this effect upon the curse initially taking hold (IE when the tea is drunk, NOT when they first get hit with such a spell afterwards).
Moderate Evocation;CL 10;Brew Potion, Bestow Curse AND (Telekinesis OR Spiritual Weapon);Price 7,500? GP




Acai Mangling Zinger, Greater
As per Acai Mangling Zinger, Lesser except that if the save is failed then all FUTURE (so NOT from the spheres from the tea) bludgeoning damage on the victim is doubled (apply this increase before any damage reduction or similar effects).If this occurs the victim is aware of this effect upon the curse initially taking hold (IE when the tea is drunk, NOT when they first get hit with such a spell afterwards).
Moderate Evocation;CL 10;Brew Potion, Bestow Curse AND (Telekinesis OR Spiritual Weapon);Price 10,000? GP
((Double checked the school on this... Resilient Sphere, Interposing Hand, Spiritual Weapon, and several more say this is right. Also, in this case should the creation cost be higher since, with the prevalence of Slam attacks, bludgeoning damage may be slightly more common than any specific type of energy damage?))


Bengal Slice
No saving throw is allowed against the effects of this tea which summons two tigers (http://www.d20srd.org/srd/monsters/tiger.htm) 15 feet away to the right and left of the drinker (or in the nearest available spaces to those locations if those squares are filled)... roll for initiative as they attack him/her with lethal intent (IE no surprise round for anyone). If they succeed in slaying their target, they will gorge themselves on the corpse, fighting to the death if necessary to defend their kill. Once they have eaten their fill (or simply all that is available, minus a few small scraps sufficient for a Resurrection) they vanish peacefully. If one or both of them are slain before that time, the corpses remain (Matching tiger-skin rugs anyone?).
Moderate Evocation;CL 9;Brew Potion, Summon Nature's Ally V OR Summon Monster VI;Price 2,000? GP
((Design note: I originally had them adjacent to the target, until I realized that Pounce requires a charge which grants rake attacks... I am just sorta "evil" like that... SNA IV can do a tiger, so SNA V averages two if you use it that way. 5th level spell*caster level 9*50 = 2,250, knocked down to 2,000 as a nice round number and as a nod to the restrictive means of preparing it.))



Blackest Cherry Berry
The effect of this tea depends on the character's normal reaction to negative energy (IE without any magic items or spells, but including class features and feats).

If the drinker of this tea is capable of being harmed by negative energy, they take 10d6 negative energy damage with a DC 20 Fortitude save allowed for half damage. If they fail the fortitude save then all future (so not from this cup of tea) negative energy hit-point damage is doubled.
If the character is healed by negative energy, then they lose that status, and negative energy no longer has any effect on them. They also lose the negative energy effects of any intrinsic attacks (so not Spells, but including SLAs and slam attacks and touches) they might have. This prevents the inflicting of both hit-point damage and energy drain. It has no effect on Constitution draining abilities. A DC 20 Fortitude save is allowed to negate this. (Semi-)Obviously, this effect can work against undead despite this being an Fortitude save effect that does not work on objects.
If the character is normally completely unaffected by negative energy they must succeed on a DC 20 fortitude save or take damage normally from negative energy as if they were an ordinary living creature.

Moderate Evocation;CL 10;Brew Potion, Bestow Curse AND (Enervation OR Harm);Price 10,000? GP


Charomile, Lesser
Within 1d6 seconds of this tea first touching the tongue, the liquid explodes into a narrow cone of fire, striking the drinker 8d6 fire damage. Unless the cup was completely drunk before that time elapsed a DC 20 reflex save is allowed for half damage.
Moderate Evocation;CL 10;Brew Potion, Fireball OR Flamestrike;Price 1,000? GP




Charomile, Greater
As per Charomile, Lesser except that if the save is failed then all FUTURE (so NOT from the cone from the tea) fire damage on the victim is increased by 50% (apply this effect before all saving throws and energy resistances).
Moderate Evocation;CL 10;Brew Potion, Bestow Curse AND (Fireball OR Flamestrike);Price 7,500? GP




Charomile, Greater
As per Charomile, Lesser except that if the save is failed then all FUTURE (so NOT from the cone from the tea) fire damage on the victim is doubled (apply this effect before all saving throws and energy resistances).
Moderate Evocation;CL 10;Brew Potion, Bestow Curse AND (Fireball OR Flamestrike);Price 10,000? GP





Cinnamon Appalling Spice
If the drinker of this tea (even the usual sip) fails a will save against this mind-effecting enchantment their manners become so appalling that they take a -10 penalty to all Animal Empathy, Diplomacy, Gather Information, and Handle Animals checks.
Moderate Necromancy;CL 10;Brew Potion, Bestow Curse;Price 1,500 GP
((Was originally going to make this an ad-hoc 1,000 GP, but then I realized that there are probably slightly more opportunities to trick the party "face" into drinking a cup of tea than there are other party members.))



Corruptive Peach Passion
((Pink Succubus/Erinyes appears next to drinker, tries to tempt and/or kill))
Moderate Evocation;CL 11;Brew Potion, Summon Monster VI;Price 1,500? GP






Cramberry Apple Zinger
((Will save or carrying capacity of all containers carried by the person, both magical and mundane reduced to 1 quarter, both in volume and total weight capacity. Any INITIAL excesses spill out of magical containers without harming them, but mundane pockets etc may be burst (without harming the contents). Note that this includes most sheaths, many quivers, etc.))
Moderate Conjuration;CL 9;Brew Potion, Secret Chest;Price 1,500? GP


Honey-ed Plain-Vanilla Chamomile
((Minor Avatar of Diabolus (http://www.giantitp.com/forums/printthread.php?t=55828) (Patron of Neutral Neutral Square individuals) appears before them and speaks a single sentence so persuasive that they must make a DC 20 Will save or have their alignment magically converted to Neutral Neutral Square, probably resulting in their immediately abandoning the adventuring lifestyle and seeking to go home to lead a quiet and boring life.))
Moderate Enchantment;CL 11;Brew Potion, Grounding;Price ?,?00 GP



Mandated Orange Spice
The character must immediately seek to replace/re-color all their equipment and their body to make it all orange. They are unable to fall asleep unless everything within at least 10 feet of them is orange. They very much prefer orange food and drink, and gain no benefits (nourishment, potion effects, provision of moisture to prevent dehydration) from anything they imbibe that is not orange (this does NOT include air... they can breath air of any color just as well as if this effect was not on them).
Moderate Enchantment;CL 11;Brew Potion, Suggestion;Price ?,?00 GP


Mint Black Magic
Upon taking a drink of this tea the victim must make a DC 20 will save. If they fail they take a -4 penalty on all saving throws against non-mundane things (spells, psionics, supernatural maneuvers, utterances, etc etc etc).
Moderate Necromancy;CL 8;Brew Potion, Bestow Curse;Price 750 GP
((For Bestow Curse: CL 5*Spell level 3*50 = 750. I would drop it lower, but the DC is somewhat higher than one might expect and the price is already pretty low...))


Mourning Thunder, Lesser
A jet of pure sonic energy slams into the drinker of this tea as soon as it touches their lips (incidently acting as per a Shatter spell on any ceramic cup it is drunk from at the same time). This deals 10d6 sonic damage. A DC 20 Fortitude save is allowed for half damage.
Moderate Evocation;CL 10;Brew Potion, Shout OR Glyph of Warding, Greater;Price 1,000 GP



Mourning Thunder
As per Mourning Thunder, Lesser, except that if the fortitude save is failed, then all FUTURE (so NOT from the tea that inflicted this damage) sonic damage on the victim is increased by 50% (apply this effect before all saving throws and energy resistances).
Moderate Evocation;CL 10;Brew Potion, Bestow Curse AND (Shout OR Glyph of Warding, Greater);Price 7,500 GP



Mourning Thunder, Greater
As per Mourning Thunder, Lesser, except that if the fortitude save is failed, then all FUTURE (so NOT from the tea that inflicted this damage) sonic damage on the victim is doubled (apply this effect before all saving throws and energy resistances).
Moderate Evocation;CL 10;Brew Potion, Bestow Curse AND (Shout OR Glyph of Warding, Greater);Price 10,000 GP



Peppermint
This curse may be avoided with a DC 20 Fortitude save upon drinking. Otherwise the first time each day that the victim of this tea attempts to Move Silently knowing that one or more enemy(-ies) might hear them if they were to fail (even if failure would ordinarily be impossible), they must make a DC 20 Fortitude Save or be disabled by sneezing (treat as stunned) for 1d4 rounds during which the base DC (before modification for distance) to detect them with a listen check is 0. Effects that reduce sound (such as hypothetical masterwork equipment, or Boots of Elvenkind) do not affect this DC, but those that work by muffling sound (such as Armor of Silent Moves (http://www.d20srd.org/srd/magicItems/magicArmor.htm#silentMoves) and its variations, the sound damping ability of a Lord of Rest (http://www.giantitp.com/forums/showpost.php?p=3505010&postcount=13), and the Silence spell) do.
Faint conjuration; CL 7th; Brew Potion, Stinking Cloud OR Poison; Price 2,400 gp



Red Dragon Zinger
No saving throw is allowed against the effects of this tea which summons a Wyrmling red dragon (http://www.d20srd.org/srd/monsters/dragonTrue.htm#redDragon) adjacent to the drinker... roll for initiative as they attack him/her with lethal intent (IE no surprise round for anyone). If it succeeds in slaying its target, it will gorge itself on the corpse, fighting to the death if necessary to defend its kill. Once it has eaten its fill (or simply all that is available, minus a few small scraps sufficient for a Resurrection) it vanishes peacefully. If it is slain before that time, the corpse remains (Dragon-skin shield/boots anyone?).
Moderate Evocation;CL 11;Brew Potion AND Summon Monster VI;Price 2,000 GP





Roastaroma
A character drinking even a little of this tea must succeed on a DC 20 Fortitude save or they count all temperatures as 20 degrees Fahrenheit (11 degrees Celsius) higher for determining if a given environmental temperature counts as a hazard for purposes of overheating (http://www.d20srd.org/srd/environment.htm#heatDangers) to them, and the intensity of that hazard if so. They also take a -8 penalty on any saving throws against such hazards. None of this has any effect on the dangers of cold.
Moderate Evocation;CL 5;Heat Metal OR Bestow Curse;Price 750 GP


Sleepy-Time
((If fail initial save, then sleep immediately, then Save or Sleep every 2d10 minutes. Succeed first to nix all others and not sleep.))
Moderate Enchantment;CL 9;Deep Slumber AND Bestow Curse;Price ??? GP


Bezerker Blueberry((This was my own idea. Although it was partially inspired by a fictional seed packet by Ursula Vernon: Bezerker Blue-bell.))
((Will save or when in combat, you get all the problems of rage, with none of the benefits.))
Moderate Enchantment;CL 9;Rage AND Bestow Curse;Price ??? GP


Sleepytime Vanilla
((As per Sleepy-Time, but any time you sleep more than 4 hours at a stretch you must make a DC 20 Will save or your alignment changes one step towards Square.))



Sweet Apple Chamomile



Tangerine Orange Zapper, Lesser
Within 1d6 seconds of this tea first touching the tongue, the liquid explodes into a lightning-bolt, striking only the drinker for 8d6 electricity damage. Unless the cup was completely drunk before that time elapsed a DC 20 reflex save is allowed for half damage.
Moderate Evocation;CL 10;Brew Potion, Lightning Bolt OR Call Lightning OR Glyph of Warding, Greater;Price 1,000 GP
((CL 8 potion of a 3rd level spell would be 1,200 GP, and I figured that the restrictive condition should knock AT LEAST 200 GP off of that))


Tangerine Orange Zapper
As per Tangerine Orange Zapper, Lesser except that if the save is failed then all FUTURE (so NOT from the bolt from the tea) electricity damage on the victim is increased by 50% (apply this effect before all saving throws and energy resistances). If this occurs the victim is aware of this effect upon the curse initially taking hold (IE when the tea is drunk, NOT when they first get hit with such a spell afterwards).
Moderate Evocation;CL 10;Brew Potion, Bestow Curse AND (Lightning Bolt OR Call Lightning OR Glyph of Warding, Greater);Price 7,500? GP


Tangerine Orange Zapper, Greater
As per Tangerine Orange Zapper, Lesser except that if the save is failed then all FUTURE (so NOT from the bolt from the tea) electricity damage on the victim is doubled (apply this effect before all saving throws and energy resistances). If this occurs the victim is aware of this effect upon the curse initially taking hold (IE when the tea is drunk, NOT when they first get hit with such a spell afterwards).
Moderate Evocation;CL 10;Brew Potion, Bestow Curse AND (Lightning Bolt OR Call Lightning OR Glyph of Warding, Greater);Price 10,000 GP




Tension Tamer
If the character drinking so much as a drop of this tea fails a DC 20 will save they are under a continuous Calm Emotions spell. This can be dispelled or broken as usual (usually by being attacked), but it attempts to re-assert itself the following round, and once every minute after that with the same DC. Removing this curse removes the effect permanently (IE there is nothing left to attempt to reassert itself. Alternatively, if they character had any Rage or Rage-like abilities they MUST lose those instead (until such time, if ever, that the curse is removed).
Moderate Evocation;CL 9;Brew Potion, Calm Emotions;Price ?,?00? GP


Tropic of Strawberry




Untrue Blueberry
If the drinker of even a small amount of this tea fails a DC 20 will save, then any time they are speaking even a partial truth, then anyone attempting a Sense Motive check against them takes a -10 penalty to the check and if the DC is less than 15 (including non-existent) then it is instead 15. If they fail then their attempt leads them to believe that everything the character said (except for blindingly obvious truths such as "The sun rises in the east.") is a complete fabrication.
Moderate Enchantment;CL 11;Brew Potion, Summon Monster VI;Price 1,500 GP


Wild Berry Zinger
Those cursed by this tea are advised to avoid kicking puppies, throwing stones at birds or frightening fieldmice by walking through thick grass.
The curse inflicted by this tea may be avoided with a DC 20 Will save, otherwise, until the curse is broken, if each untrained animal (so cats almost never count) and fae that is ever within 300 feet of someone cursed by this tea may use Quickened Magic Missile as a spell-like ability 3 times per day (leaving the range and re-entering it does NOT reset the uses per day for an individual animal). However they may ONLY target the victim (or images of the victim created by the victim such as with Mislead or Mirror Image) with said attacks. For purposes of said attacks the attacker is treated as having the Combat Casting feat. The caster level is equal to the animal or fae's hitdice, and the number of missiles is NOT capped at five, but continues by the same progression indefinitely. For attackers with less than one hit-die, the caster level is 1 for most purposes, but use the following table to calculate damage for the single missile.
{table=head]HD|Damage
<1/8|1d2-1 (Minimum 0, Subdual)

1/8|
1d2-1 (Minimum 0)

1/4|
1

1/3|
1d2

1/2|
1d3[/table]
Moderate Enchantment;CL 9;Brew Potion, 6 ranks in Knowledge(Nature)
AND One of the following spells: Imbue with Spell Ability OR Imbue Familiar with Spell Ability
AND one of the following spells: Call Lightning OR Magic Missile OR Glyph of Warding, Greater;Price 2,500 GP


Tangerine Slice, Lesser
Small blades made of force appear surrounding the drinker of this tea and fly at him, dealing 10d6 slashing damage with a DC 20 reflex save allowed for half.
Moderate Evocation;CL 10;Brew Potion, Mage's Sword OR Blade Barrier;Price 1,000 GP



Tangerine Slice
As per Tangerine Slice, Lesser except that if the save is failed then all FUTURE (so NOT from the blades from the tea) slashing damage on the victim is increased by 50% (apply this effect before all saving throws and energy resistances). If this occurs the victim is aware of this effect upon the curse initially taking hold (IE when the tea is drunk, NOT when they first get hit with such damage afterwards).
Moderate Evocation;CL 10;Brew Potion, Bestow Curse AND (Mage's Sword OR Blade Barrier);Price 10,000? GP



Tangerine Slice, Greater
As per Tangerine Slice, Lesser except that if the save is failed then all FUTURE (so NOT from the blades from the tea) slashing damage on the victim is doubled (apply this effect before all saving throws and energy resistances). If this occurs the victim is aware of this effect upon the curse initially taking hold (IE when the tea is drunk, NOT when they first get hit with such damage afterwards).
Moderate Evocation;CL 10;Brew Potion, Bestow Curse AND (Mage's Sword OR Blade Barrier);Price 20,000 GP

Centric
2011-06-10, 07:18 PM
Love the concept. What teas begin with "P" besides Peppermint? Anyway:

Pummelin' Peppermint (or whatever): The drinker of this tea must succeed on a DC 20 Will save or begin to hit itself with its full strength and attack bonus as if it had Improved Unarmed Strike, until unconsciousness. The subject is compelled to struggle against any restraints or attempts to restrain it to the best of its ability, and failing that, to hit itself against objects in its environment. If revived from unconsciousness, the subject will begin to strike itself again.

A lesser version would not grant IUS, and a greater version would grant Diehard :smallamused:.

Helpful, I hope?

DracoDei
2011-06-10, 08:25 PM
Love the concept. What teas begin with "P" besides Peppermint? Anyway:

Pummelin' Peppermint (or whatever): The drinker of this tea must succeed on a DC 20 Will save or begin to hit itself with its full strength and attack bonus as if it had Improved Unarmed Strike, until unconsciousness. The subject is compelled to struggle against any restraints or attempts to restrain it to the best of its ability, and failing that, to hit itself against objects in its environment. If revived from unconsciousness, the subject will begin to strike itself again.

A lesser version would not grant IUS, and a greater version would grant Diehard :smallamused:.

Helpful, I hope?

Eh, I generally try to go for "interesting to roleplay", rather than "removes character from play". Sure getting turning into a squirrel basically means that except for scouting and diplomacy(probably nerfed, except for people who are really into "cute") you are out of action as far as helping the party out mechanically, but it can be a very interesting RP challenge. Of those who responded to my question about which one they liked the best, Constant Commentary got all the votes so far I think. That is really fun to RP. It also explains why I favored ongoing effects rather than just one-time damage for the stuff that Debihuman and others convinced me to split into 3 grades.

I guess if the rest of the party manages to get you tied up this could be fun... also, IUS just means you don't provoke AoOs... hardly seems the most necessary part. Diehard either doesn't do anything, or mostly just means it takes you longer to recover between whiles.

Might be better if it allowed a new Will save each time you regain consciousness, with either "waking up" counting as "regaining consciousness" or the will save repeating 1 hour/day after the last successful will save.

Centric
2011-06-10, 11:25 PM
Eh, I generally try to go for "interesting to roleplay", rather than "removes character from play. Sure getting turning into a squirrel basically means that except for scouting and diplomacy(probably nerfed, except for people who are really into "cute") you are out of action as far as helping the party out mechanically, but it can be a very interesting RP challenge. Of those who responded to my question about which one they liked the best, Constant Commentary got all the votes so far I think. That is really fun to RP. It also explains why I favored ongoing effects rather than just one-time damage for the stuff that Debihuman and others convinced me to split into 3 grades.

I guess if the rest of the party manages to get you tied up this could be fun... also, IUS just means you don't provoke AoOs... hardly seems the most necessary part. Diehard either doesn't do anything, or mostly just means it takes you longer to recover between whiles.

Might be better if it allowed a new Will save each time you regain consciousness, with either "waking up" counting as "regaining consciousness" or the will save repeating 1 hour/day after the last successful will save.

Well, IUS also allows you to deal lethal damage. Thus, with Diehard, you could end up punching yourself to death, since it would prevent you from falling unconscious. I suppose that it could be changed so that instead, every time a character attempts an action in combat and every d6 minutes out of it, there's a save-or-punch. A certain number of successful saves, 10, say, and the curse has run its course. Plus the option of punching somebody else, triggering saves for both to determine if the pummeler has thrown off or retained the curse, and if the target has resisted or recieved it. Now it's like a game of hot potato, except more than one person can have the potato at once?

But your point is taken about roleplay value. Your party, man.

DracoDei
2011-06-11, 12:17 AM
"Hot Potato" sounds like it could have good RP potential.

And they must have changed that about IUS since 3.0 (as compared to 3.5).

DracoDei
2011-06-24, 10:28 PM
Rough draft:
Pup-ermint
((Turn into a puppy, use smaller dog stats then reduce one size category and halve movement rate. Gain a 15' cone breathweapon that only effects fleshed (so corporeal, and more than just bones/teeth/hair) undead for 1d8+1 positive energy damage... 3d8+10 against any valid target with a disease-causing racial ability))
??? Transmutation; CL 9th; Brew Potion, Baleful Polymorph AND Cure Critical Wounds; Price ?,000 gp

Debihuman
2011-06-25, 11:16 AM
You gotta add Pup-ermint to the list. I'm not so sure about the breathe weapon though. It seems a bit over the top.

I think you can safely assume that someone could make a masterwork item that grants a bonus to move silently. Just because it isn't in an "official" book, doesn't mean some 3rd party publisher hasn't thought of it. And since this a "homebrew" site, just assume that everything that is available can be used.

Specific DMs are free to disallow anything that they don't like. However, as a designer, I don't think you should concern yourself with that. After all, that's the beauty of the Open Gaming License in the first place.

Debby

DracoDei
2011-06-25, 01:17 PM
You gotta add Pup-ermint to the list.
The rough version you see was added to the original post just minutes before I posted it separately.

I'm not so sure about the breathe weapon though. It seems a bit over the top.
Ironically enough, it was actually you who inspired the seed of that when you suggested "I think Spearmint Surprise should leave them with fresh breath too." I extended that to "So minty fresh it injures rotting things."

Clarifying question: Do you mean "over the top WEIRD" or "over the top POWERFUL", or both?

If it is "weird":
Maybe if I preface it with "In more humorous campaigns this also..."? Not that the names of most of these being puns doesn't already make this a bit humorous but it is the sort of the humor you could see The Joker (Jack Nicholson version, probably not the Heath Ledger version) using when naming his poisons, rather than the "that implies a lot of extra work in inventing the cursed item to add a BENEFIT for your victims".

If it is "powerful":
Putting it on a 1d4+1 round delay(or some such) would probably take care of that... Although it still does allow characters use it to turn a partially trained animal into a portable "magic item equivalent" and train it to be useable on command against masses of zombies. Come to that for certain alignments (Chaotic Good to come to mind) when you save a sufficiently impoverished village you can require the services of the village cripple as part of your reward (heck, the GM might rule that the transformation repairs genetic defects of the body meaning they get to see/walk, which makes it not such a bad deal). Bonus points if the puppy form is white, the ex-lame guy is so happy to be able to scamper like a puppy that he has people start calling him "Bolt" and the party dubs the attack "Super Bark".


I think you can safely assume that someone could make a masterwork item that grants a bonus to move silently. Just because it isn't in an "official" book, doesn't mean some 3rd party publisher hasn't thought of it. And since this a "homebrew" site, just assume that everything that is available can be used.

Specific DMs are free to disallow anything that they don't like. However, as a designer, I don't think you should concern yourself with that. After all, that's the beauty of the Open Gaming License in the first place.

Debby
That sort of thing WOULD be your area of expertise, yes. The word "hypothetical" has now been removed.

Debihuman
2011-06-26, 09:53 AM
Originally, I thought that the breath weapon was just too weird and seemed too powerful because it affected Undead creatures.

However, I have a suggestion for you that might fit well, thematically at least. For a dog to have a minty breath weapon, why not base it on catnip? Catnip is actually related to mint plants (hence its alternate name of catmint).

Maybe you could turn it into a catnip breathe weapon that affects all cats and cat-like beings such as sphinxes, wemics, etc. and could even affect undead versions of these creatures. I think that you could make it work.

I admit that I am partial to a dog's sonic bark 1

If you were to make a tea that affected Undead creatures, it seems like basing it on tannis leaves2 (supposedly an Egyptian plant that affected mummies) would be appropriate.

Debby

1 My watchdog from contest XXIX has a sonic bark.

2 I actually got this idea from Thutmose's Night, a Chill RPG adventure from Pacesetter Games (now defunct). In Chill, mummies take damage from water and so the PCs made water-balloons out of condoms to throw at them while my PC read the scroll that would permanently destroy the mummies as tannis leaves burned. The DM added the requirement for burning tannis leaves so we would have to deal with the smoke, but it made for a memorable encounter.