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Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 01-03-2007, 06:56 PM   Top  -  End  -  #1
Roderick_BR
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Default Magic Plants (Misc)

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
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Last edited by Roderick_BR : 01-11-2007 at 05:55 AM.
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Old 01-03-2007, 06:58 PM   Top  -  End  -  #2
Iituem
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Default Re: Magic Plants (Misc)

Can we use our enhanced Jump checks to crush the shells of flying turtles?
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Old 01-03-2007, 07:52 PM   Top  -  End  -  #3
Roderick_BR
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Default Re: Magic Plants (Misc)

From blue mushroom? No, you lose a lot of strength and weight. You can run very fast on water, though.
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Old 01-03-2007, 07:59 PM   Top  -  End  -  #4
Triaxx
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Default Re: Magic Plants (Misc)

Mario would love these. I like Fire Flower, but if it's on his hands, might not burning hands be more appropriate?
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Old 01-03-2007, 08:13 PM   Top  -  End  -  #5
Collin152
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Default Re: Magic Plants (Misc)

Mama Mia!
Too bd. No COntingint ressurection on that Green mushroom. Doot doot doo, Doo doo doo doo doo doot doo.... weurgh!
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Old 01-03-2007, 09:01 PM   Top  -  End  -  #6
Roderick_BR
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Default Re: Magic Plants (Misc)

I thought about burning hands, but since he throws them...
I thought about using the green one for ressurrection, but I didn't knew how, so I just made it a healing one. in the Super StarSaga, you use the red to recover HP, and the green to revive one of the characters if he is at 0 HP. Kinda hard to make them eat it though... ^^;;
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Old 01-03-2007, 09:07 PM   Top  -  End  -  #7
Danu
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Default Re: Magic Plants (Misc)

Heh.

Red mushroom: Powruup mushroom?
Green mushroom: Wunupp mushroom?
Blue mushroom: Pwned mushroom!

^_^
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Old 01-03-2007, 09:12 PM   Top  -  End  -  #8
Triaxx
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Default Re: Magic Plants (Misc)

Hmm... good point.

Resurrection... How about:

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. Alternatively, this mushroom may be administered in pill form to a dead ally, restoring them to stable, but unconscious condition. (0 hp)
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Old 01-04-2007, 02:05 PM   Top  -  End  -  #9
Jack_of_Spades
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Default Re: Magic Plants (Misc)

I'll have to borrow these for my campaign, Lurvia: A Worl Alive.
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Old 01-04-2007, 04:40 PM   Top  -  End  -  #10
mikeejimbo
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Default Re: Magic Plants (Misc)

Heh, I love them. Sadly, I was beaten to the punch on the reference.

But seriously, who didn't get it?
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Old 01-12-2007, 01:20 AM   Top  -  End  -  #11
Mewtarthio
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Default Re: Magic Plants (Misc)

A couple of Mushrooms from SMRPG that I liked were the Max Mushrooms (recovers all HP) and the Mushroom sold by the Goomba kids (temporarily turns the eater into a mushroom). I'd especially like to see the latter.
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Old 01-12-2007, 07:05 AM   Top  -  End  -  #12
Triaxx
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Default Re: Magic Plants (Misc)

The Max Mushroom could take the place of what the Green one was for. The Goomba Mushroom could be interesting. Perhaps allowing you to turn into a Myconid as per Wild Shape for a few rounds?
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Old 01-12-2007, 06:14 PM   Top  -  End  -  #13
Mewtarthio
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Default Re: Magic Plants (Misc)

Not allow. Force. In SMRPG, a character turned into a mushroom would slowly recover HP but be unable to perform any actions.
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Old 01-12-2007, 07:04 PM   Top  -  End  -  #14
mikeejimbo
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Default Re: Magic Plants (Misc)

Wait... I thought mushrooms were technically not plants.
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Old 01-12-2007, 07:10 PM   Top  -  End  -  #15
Fax Celestis
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Default Re: Magic Plants (Misc)

Nope. Mushrooms are fungus. Different classification.
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Old 01-13-2007, 09:44 AM   Top  -  End  -  #16
Iituem
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Default Re: Magic Plants (Misc)

If it's a eukaryotic* organism that doesnt have chlorophyll** (indeed, chloroplasts~), then it's not a plant. (If it does, it is. Plants photosynthesize, by definition. Fungi do not.)

*An organism whose cells have a nucleus that stores genetic information in the form of DNA.

**A pigment used in plant photosynthesis, the conversion of sunlight into biological energy.

~An organelle (small body inside a cell) full of chlorophyll. Actually carries out the photosynthesis for the cell.
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Last edited by Iituem : 01-13-2007 at 09:47 AM.
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Old 01-14-2007, 08:45 AM   Top  -  End  -  #17
Triaxx
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Default Re: Magic Plants (Misc)

Isn't that sort of a pointless effort of designation? I mean, with a bit of luck, I can turn a dragon into a squirrel.
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Old 01-14-2007, 03:44 PM   Top  -  End  -  #18
Roderick_BR
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Default Re: Magic Plants (Misc)

And spiders are not bugs, but they are under the same classification on the Monster Manual
Check Fungus (Shrieker and Violet Fungus), that are plant-creatures. Simple classification in D&D. I still can call it plant.
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Old 01-14-2007, 07:47 PM   Top  -  End  -  #19
Jack_of_Spades
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Default Re: Magic Plants (Misc)

I made this spell for my campaign, but I thought it should be posted here.

Magic Fruit
Drd 1 Wiz/Sor 2
Components: V, S, Focus
Casting time: 1 hour
Range: Touch
Targets: One Tree or Bush/5 levels
Duration: See text
Saving Throw: None
Spell Resistance: None

This spell imbues a bush or tree with magical energy.
You may imbue any 1st level spell with a range of Self into a bush or tree that bears fruit. Eating fruit from this plant activates the spell as if you had drank a potion with the same spell.
A plant bears 1 fruit per day as long as this spell is cast on it every two days.
If this spell is not cast the tree only bears normal fruit. If the tree is EVER not in contact with the ground it loses the ability to bear magic fruit.
MAgic Fruit holds a spell for two days before going bad. The fruit may be preserved, but it will not grant the benefits of the spell.
You may imbue 2nd level spells at 4th level.
At 7th level you may imbue third level spell.
Cost: 25xp/per level of the spell. Per casting

Any thoughts?
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Old 01-14-2007, 09:24 PM   Top  -  End  -  #20
Hyrael
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Default Re: Magic Plants (Misc)

the fire flower should give you Produce flame, not Lesser Orb of Fire.
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Old 01-15-2007, 06:55 AM   Top  -  End  -  #21
Roderick_BR
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Default Re: Magic Plants (Misc)

@ Jack_of_Spades:
Sounds good, but if sounds more like a Item Creation Feat. If the idea is a spell that reproduces a feat in a limited way, including XP cost, then I guess it works.
For the 2nd level spells, make it another spell, like Improved Magic Fruit (Drd 2, Wis/Sor4)

@Hyrael:
Yes, Produce Flame would work better. I'll review it soon, thanks
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Old 01-15-2007, 07:19 PM   Top  -  End  -  #22
Jack_of_Spades
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Default Re: Magic Plants (Misc)

Thanks, I'll do that.

At what level should the magic fruits stop?
2nd level is prime for this sorta thing, but is it too powerful to allow 4rd through 6th level spells?
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Old 01-26-2007, 06:07 PM   Top  -  End  -  #23
Ralasha
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Default Re: Magic Plants (Misc)

kind of. But actualy, depending on the platform for the Super Mario Brothers games, he did sometimes spit the fireballs. Such as in Super Mario Brothers for the NES. Wouldnt that make it a weak orally projected fireball?
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Old 09-20-2007, 06:18 PM   Top  -  End  -  #24
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Default Re: Magic Plants (Misc)

He didn't 'spit' the fire in Super Mario Bros, they just appeared infront of him. And he raises his hand.
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Old 09-20-2007, 06:46 PM   Top  -  End  -  #25
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Default Re: Magic Plants (Misc)

Quote:
Originally Posted by KBF View Post
He didn't 'spit' the fire in Super Mario Bros, they just appeared infront of him. And he raises his hand.
Woah, aren't you a mighty necromancer. I sure fear your leigions.

Oh, and Yoshi really can't raise his hands very fr up, can he? He spat.
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Old 10-11-2007, 10:46 PM   Top  -  End  -  #26
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Default Re: Magic Plants (Misc)

Heh. My friend's nick-name is Yoshi.
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Old 02-25-2008, 01:51 AM   Top  -  End  -  #27
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Default Re: Magic Plants (Misc)

Quote:
Originally Posted by Collin152 View Post
Woah, aren't you a mighty necromancer. I sure fear your leigions.

Oh, and Yoshi really can't raise his hands very fr up, can he? He spat.
Yes he did.

@OP: Nice job these are fun and imagitive.
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Old 12-30-2010, 09:39 PM   Top  -  End  -  #28
Qwertystop
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Default Re: Magic Plants (Misc)

Quote:
Originally Posted by Iituem View Post
If it's a eukaryotic* organism that doesnt have chlorophyll** (indeed, chloroplasts~), then it's not a plant. (If it does, it is. Plants photosynthesize, by definition. Fungi do not.)

*An organism whose cells have a nucleus that stores genetic information in the form of DNA.

**A pigment used in plant photosynthesis, the conversion of sunlight into biological energy.

~An organelle (small body inside a cell) full of chlorophyll. Actually carries out the photosynthesis for the cell.
I think there's some kind of fish or sea slug that photosynthesizes.
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Old 12-31-2010, 02:07 AM   Top  -  End  -  #29
Zeb The Troll
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Default Re: Magic Plants (Misc)

Troll Patrol: Time to put this one to rest.
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