Roderick_BR
2007-01-03, 06:56 PM
Edit-01/11/07: Changed the green mushroom's effect, and added one more item, though it's not a plant.
These are mysterious plants find in very rare places. Chances of stumbling on one are small, and they may be very valuable in some places.
There's no market price for them, for they can't be made, only found.
To recognize a special mushroom, one need to roll a Knowledge (Nature) with DC 20. Spellcasters can detect them with Detect Magic, with low Transmutation auras.
You can't use Knowledge (Nature), a druid's nature knowledge power, or similar to purposely find them. They completely random to find, though one can look among the cracks in odd shaped stones.
Eating one mushroom is the equivalent to drinking one potion. Their magic properties of a mushroom can be halted with a dispell magic, but it'll return after a number of hours equal to the caster+1. Entering an anti-magic zone renders the mushrooms unusable while in there. The effects granted by the mushrooms themselves are normal magic effects that can be dispelled as normal.
Red Mushroom:
The more common one. This red with white spots fungus, after being eaten, fills the subject with an uncanny power.
Power: Enlarge Person, as cast by a 5th level sorcerer, with a duration of 10 rounds.
Green Mushroom:
A very uncommon type, this green and white mushroom empowers the subject, curing most kinds of wounds.
Power: Heal spell, as cast by a 10th level cleric.
A very rare type, this green and white mushroom has the power to protect one from death itself.
Power: Contingency: Ressurrection upon death (-10 HP).
Blue Mushroom:
This tiny and rare blue and white mushroom seems like the reverse of the famed red mushroom, reducing the subject's dimensions.
Power: Reduce Person and Jump, as cast by a 10 th level sorcerer, with the duration of 10 rounds.
Mega Mushroom
The rarer and more powerful of the mushrooms, this large (1 full round to eat it) yellow and red mushroom turns the subject into a huge juggernalt.
Power: Righetous Might, as cast by a 10th level cleric, with the duration of 10 rounds.
A diferent one now
Fire Flower
Another rare plant. The subject squeezes the plant to remove the oil and rubs it on his hands/gloves. Upon a few seconds, he can feel the power running through him.
Power: Fire Orb, Lesser, as cast by a 1st level sorcerer, for the duration of 10 rounds.
The new one:
Star Power
The rarer of all powers, this star shaped item is said to come from the realm of the gods itself.
Power: Upon touching the star, the character gains the following powers:
Damage reduction 20/epic.
Fire/Electric/Ice/Sonic/Poison resistance 20
Touch attack: 4d6 epic/holy damage, critical x2
Light effect cast upon himself
These effects lasts for 10 rounds.
Star Power is a minor artifact.
Cookies bonus for whoever gets the references :smallcool:
These are mysterious plants find in very rare places. Chances of stumbling on one are small, and they may be very valuable in some places.
There's no market price for them, for they can't be made, only found.
To recognize a special mushroom, one need to roll a Knowledge (Nature) with DC 20. Spellcasters can detect them with Detect Magic, with low Transmutation auras.
You can't use Knowledge (Nature), a druid's nature knowledge power, or similar to purposely find them. They completely random to find, though one can look among the cracks in odd shaped stones.
Eating one mushroom is the equivalent to drinking one potion. Their magic properties of a mushroom can be halted with a dispell magic, but it'll return after a number of hours equal to the caster+1. Entering an anti-magic zone renders the mushrooms unusable while in there. The effects granted by the mushrooms themselves are normal magic effects that can be dispelled as normal.
Red Mushroom:
The more common one. This red with white spots fungus, after being eaten, fills the subject with an uncanny power.
Power: Enlarge Person, as cast by a 5th level sorcerer, with a duration of 10 rounds.
Green Mushroom:
A very uncommon type, this green and white mushroom empowers the subject, curing most kinds of wounds.
Power: Heal spell, as cast by a 10th level cleric.
A very rare type, this green and white mushroom has the power to protect one from death itself.
Power: Contingency: Ressurrection upon death (-10 HP).
Blue Mushroom:
This tiny and rare blue and white mushroom seems like the reverse of the famed red mushroom, reducing the subject's dimensions.
Power: Reduce Person and Jump, as cast by a 10 th level sorcerer, with the duration of 10 rounds.
Mega Mushroom
The rarer and more powerful of the mushrooms, this large (1 full round to eat it) yellow and red mushroom turns the subject into a huge juggernalt.
Power: Righetous Might, as cast by a 10th level cleric, with the duration of 10 rounds.
A diferent one now
Fire Flower
Another rare plant. The subject squeezes the plant to remove the oil and rubs it on his hands/gloves. Upon a few seconds, he can feel the power running through him.
Power: Fire Orb, Lesser, as cast by a 1st level sorcerer, for the duration of 10 rounds.
The new one:
Star Power
The rarer of all powers, this star shaped item is said to come from the realm of the gods itself.
Power: Upon touching the star, the character gains the following powers:
Damage reduction 20/epic.
Fire/Electric/Ice/Sonic/Poison resistance 20
Touch attack: 4d6 epic/holy damage, critical x2
Light effect cast upon himself
These effects lasts for 10 rounds.
Star Power is a minor artifact.
Cookies bonus for whoever gets the references :smallcool: