This spell is one of the most gruesome ways to create your rose garden. Once the spell is cast (depending on the area the caster touched), that's where this rose bush will take its root within the body, and slowly but surely, all these rose-throned vines will start to wrap around the individual like the spell entangle. As the plant is taking its root in the victim's body, the roses that bloom will be taking the color of the infected's blood.
It's most effective when the caster places their hand on the back of an individual's neck, giving them a disadvantage for a Strength-saving throw of 15 against it.
Failed Strength saving throws: Take 1d8 piercing damage and...
- Below a 15, they are grappled until they manage to roll above or the spell wears off.
- Below an 11, they are Incapacitated until the spell duration is over or someone else frees them.
- Below a 6, then that individual is Incapacitated and unconscious. They stay unconscious until 10 minutes pass or they are healed during that duration.
Successful saving throw: Take half of the piercing damage and...
- have to continue to make a Strength saving throw every turn against the spell until it's dispelled or fully entangles the individual.
If it's being tugged, it's rooted in the body already. So if the individual pulling is trying to pull it out completely, they would have to make a medicine check of 14 to remove it.
- Successful medicine check: The spell is dispelled, and it withers and dies. (Without the blood or flesh of the victim around, it can't survive.)
- Failed medicine check: Roll a d4.
d4 results:
- The flesh is ripped off, and the plant is still alive. Thus, the infected get a disadvantage on all Con and Strength saving throws against the spell. Roll a d12 for bleeding damage every minute that passes by.
- The plant gets attached to the other individual or limb involved in trying to pull it out. (The other person involved must roll a strength-saving throw of 15.)
- The plant injects either the poison or necrotic damage immediately, and the plant doesn't let go. (Roll 1d6 for this turn after that, it turns to d4s after every 10 minutes.)
- The plant accelerates its growth, making the infected incapacitated.
The caster can choose only one damage type as time passes by:
- Necrotic - 1d4
- Poison - 1d4
(Add another 1d4 based on the spell level they're casting.)
The affected will have to make a constitution save every turn or every 10 minutes.
- If they succeed, they take half the damage of the necrotic or poison damage.
- If they fail, they take the total damage and any other effects based on the failed Strength-saving roll(s) made.
If the rose bush's vines are cut during the two hours, they begin to bleed with the victim's blood it consumed while they're being grappled. If you cut off the head of the rose from the vines during the duration, the blood will drain along with the color from the head of the rose, and instead of staying the color of the victim's blood, it will turn white to resemble that it is empty.
When the two hours are up and the victim is dead, the rose bush doesn't disappear. Instead, it shifts to a regular rose bush, no longer magical. When you cut it, no blood will come out, and it will stay wrapped around the corpse of its victim, growing like any other ordinary plant.
* - (rose head)Previous Versions
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8/9/2021 7:09:42 PM
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8/9/2021 7:09:44 PM
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8/30/2021 7:42:41 PM
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25
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Coming Soon
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