Staff, artifact (requires attunement by a Warlock, Cleric, or Druid)

Originally made of the living wood of a young oak tree, this staff was broken by an eldritch being and remade deep within the ocean. It is thin and knotted with a paleness similar to driftwood with a sharp tip at the bottom and topped with a round dried mushroom that still emits a faint green glow in the dark. This staff contains three spells that may each be used once per long rest using your spellcasting ability modifier and spell save DC: Feed the Forest (Zephyrwood), Speak with Dead (Zephyrwood), and Shape Water (Zephyrwood).

Feed the Forest (Zephyrwood):

Conjure a cloud of virulent fungal spores around a target creature. If the creature is alive, they must make a Constitution saving throw. On success, they take 1d6 necrotic damage. If the target fails they sprout 1d6 rapidly growing mushrooms on their body and take 1d4 necrotic damage for each mushroom. This effect is negated by heavy or medium armour. These spores will grow into Oak's Kiss mushrooms if the target is in darkness, or Faery's Hat if in bright light. If the target has infernal or draconic blood, the spores will instead become Burnbelly. 

  • Oak's Kiss mushrooms explode into a cloud of toxic gas with a radius of 15 ft that deals 1d4 poison damage when touched. 
  • Faery's Hat mushrooms, when touched, cover the touching surface in a hallucinogenic sap that causes the creature to act as if they are under the Confusion spell until they make a Constitution saving throw at the end of their turn. 
  • Burnbelly explodes on contact, dealing 1d4 fire damage in a 15 ft radius. The target creature may use an action to carefully remove 1d4 mushrooms on their turn.

If the target creature is a corpse, the caster may choose what species the mushrooms become with the addition of the edible Redface Mushroom which heals 1d4 hp when eaten.

Speak With Dead (Zephyrwood):

You call forth a semblance of the spirit of a corpse to answer three questions. The spirit is pale and cannot move or be touched. This spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days.

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.

Shape Water (Zephyrwood):

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 10 feet in any direction. This movement doesn’t have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
  • Impart healing algae to the water that shimmers with green-blue bioluminescence and cures any non-divine status conditions in the first living thing that it touches. If this modified water is introduced to a larger body, the algae will stay within a 5-foot radius of where it was placed in the water for 1 hour before dying.
  • Impart soul-sucking algae to the water that shimmers with purple-red bioluminescence and removes 2d6 + your spellcasting ability modifier temporary hit points from the first living thing that it touches. If this modified water is introduced to a larger body, the algae will stay within a 5-foot radius of where it was placed in the water for 1 hour before dying.

Notes: Warlock, Cleric, or Druid, transmutation

Item Tags: transmutation

TheGuiltyPillow

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