I know list exist although most I have found seem repetitive or a little boring in effect. We can have more fun when breaking a spell down, instead of using true spell effects. Isolated area of effect or only partial effects. I will say mushroom is my focal point due to a circle of spores druid I am playing currently, although no reason couldn't be any sort of plant life.
So I wanted the communities' Ideas and input. Could be spells and how to break it down into smaller effects or even just general ideas.
A few ideas i have:
Enlarge/reduce: Consuming mushroom causes effect: Enlarges or Reduces specific area. Examples: Big foot was actually a human that ate a mushroom which enlarged their feet to 3 times the side. A family was discovered dead at the dining room table, all signs show they suffocated yet there was no clear reason, turns out the mushroom they had for dinner shrunk their lungs to the size of a pea. Lots of potential, most effects likely detrimental although some situational helpful ones as well.
Darkness: active area effect: Already have glowing mushrooms to give light in caves, why not have some which make darkness and shade, could alternate between magical darkness and normal depending on why utilising, counter that dark vision on occasions. Possibly need to control movability, or at least run a timer on effectiveness after harvesting because a gloom stalker or shadow monk maybe able to gain to much advantage
Detect Magic: crush effect: releases spores that are attracted to magic within a radius, different colour mushrooms reflect the school of magic and spores only travel to things of that magic. Maybe too useful to narrow down a school of magic, although likely more often ends up with party members covered in spores.
Anti-magic Field: Active area of effect: creates a radius area anti-magic field, damage mushroom to end effect, colour reflects school of magic it effects. The roots of mushroom extend out to the radius of effect so unable to harvest an effective specimen to walk with. Ability to isolate selected schools of magic instead of all likely poses too much power, hence harvest restrictions, as a DM tool to create a puzzle in the battle field and perhaps force the party to be more creative or observant in situational combats.
Lockpicking/Knock: Grow into lock and then lightning/bludgeoning damage to case it to go hard as rock for a moment allowing to twist like a key. If have a rogue let them be a rogue, if party have door issues potential to make something like this available.
So what other potentials could we have, and what are peoples views on my ideas so far. As can tell i've not been looking at direct damage or healing, although they are also welcome ideas.
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I know list exist although most I have found seem repetitive or a little boring in effect. We can have more fun when breaking a spell down, instead of using true spell effects. Isolated area of effect or only partial effects. I will say mushroom is my focal point due to a circle of spores druid I am playing currently, although no reason couldn't be any sort of plant life.
So I wanted the communities' Ideas and input. Could be spells and how to break it down into smaller effects or even just general ideas.
A few ideas i have:
Enlarge/reduce: Consuming mushroom causes effect: Enlarges or Reduces specific area. Examples: Big foot was actually a human that ate a mushroom which enlarged their feet to 3 times the side. A family was discovered dead at the dining room table, all signs show they suffocated yet there was no clear reason, turns out the mushroom they had for dinner shrunk their lungs to the size of a pea. Lots of potential, most effects likely detrimental although some situational helpful ones as well.
Darkness: active area effect: Already have glowing mushrooms to give light in caves, why not have some which make darkness and shade, could alternate between magical darkness and normal depending on why utilising, counter that dark vision on occasions. Possibly need to control movability, or at least run a timer on effectiveness after harvesting because a gloom stalker or shadow monk maybe able to gain to much advantage
Detect Magic: crush effect: releases spores that are attracted to magic within a radius, different colour mushrooms reflect the school of magic and spores only travel to things of that magic. Maybe too useful to narrow down a school of magic, although likely more often ends up with party members covered in spores.
Anti-magic Field: Active area of effect: creates a radius area anti-magic field, damage mushroom to end effect, colour reflects school of magic it effects. The roots of mushroom extend out to the radius of effect so unable to harvest an effective specimen to walk with. Ability to isolate selected schools of magic instead of all likely poses too much power, hence harvest restrictions, as a DM tool to create a puzzle in the battle field and perhaps force the party to be more creative or observant in situational combats.
Lockpicking/Knock: Grow into lock and then lightning/bludgeoning damage to case it to go hard as rock for a moment allowing to twist like a key. If have a rogue let them be a rogue, if party have door issues potential to make something like this available.
So what other potentials could we have, and what are peoples views on my ideas so far. As can tell i've not been looking at direct damage or healing, although they are also welcome ideas.