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Thread: Magic Plants (Misc)
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2007-01-03, 06:56 PM (ISO 8601)
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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 referencesLast edited by Roderick_BR; 2007-01-11 at 05:55 AM.
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2007-01-03, 06:58 PM (ISO 8601)
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Re: Magic Plants (Misc)
Can we use our enhanced Jump checks to crush the shells of flying turtles?
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2007-01-03, 07:52 PM (ISO 8601)
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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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2007-01-03, 07:59 PM (ISO 8601)
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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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2007-01-03, 08:13 PM (ISO 8601)
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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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2007-01-03, 09:01 PM (ISO 8601)
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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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2007-01-03, 09:07 PM (ISO 8601)
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Re: Magic Plants (Misc)
Heh.
Red mushroom: Powruup mushroom?
Green mushroom: Wunupp mushroom?
Blue mushroom: Pwned mushroom!
^_^
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2007-01-03, 09:12 PM (ISO 8601)
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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)I am trying out LPing. Check out my channel here: Triaxx2
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2007-01-04, 02:05 PM (ISO 8601)
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Re: Magic Plants (Misc)
I'll have to borrow these for my campaign, Lurvia: A Worl Alive.
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2007-01-04, 04:40 PM (ISO 8601)
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Re: Magic Plants (Misc)
Heh, I love them. Sadly, I was beaten to the punch on the reference.
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2007-01-12, 01:20 AM (ISO 8601)
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2007-01-12, 07:05 AM (ISO 8601)
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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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2007-01-12, 06:14 PM (ISO 8601)
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2007-01-12, 07:04 PM (ISO 8601)
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Re: Magic Plants (Misc)
Wait... I thought mushrooms were technically not plants.
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2007-01-12, 07:10 PM (ISO 8601)
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Re: Magic Plants (Misc)
Nope. Mushrooms are fungus. Different classification.
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2007-01-13, 09:44 AM (ISO 8601)
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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.Last edited by Iituem; 2007-01-13 at 09:47 AM.
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2007-01-14, 08:45 AM (ISO 8601)
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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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2007-01-14, 03:44 PM (ISO 8601)
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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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"In Soviet Russia, the Darkness attacks you."
"Rogues not only have a lot more skill points, but sneak attack is so good it hurts..."
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2007-01-14, 07:47 PM (ISO 8601)
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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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2007-01-14, 09:24 PM (ISO 8601)
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Re: Magic Plants (Misc)
the fire flower should give you Produce flame, not Lesser Orb of Fire.
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2007-01-15, 06:55 AM (ISO 8601)
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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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"In Soviet Russia, the Darkness attacks you."
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2007-01-15, 07:19 PM (ISO 8601)
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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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2007-01-26, 06:07 PM (ISO 8601)
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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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2007-09-20, 06:18 PM (ISO 8601)
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2007-09-20, 06:46 PM (ISO 8601)
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2007-10-11, 10:46 PM (ISO 8601)
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Re: Magic Plants (Misc)
Heh. My friend's nick-name is Yoshi.
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2008-02-25, 01:51 AM (ISO 8601)
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Re: Magic Plants (Misc)
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2010-12-30, 09:39 PM (ISO 8601)
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Re: Magic Plants (Misc)
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2010-12-31, 02:07 AM (ISO 8601)
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Re: Magic Plants (Misc)
Troll Patrol: Time to put this one to rest.
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