Post by doctorx on Apr 21, 2012 13:31:07 GMT -6
One of the things I'm trying to develop for my campaign is additional 'one-shot' magic items along the lines of scrolls and potions to help low-level characters along a little. As plants with magical properties are a common feature of folklore and fantasy literature I thought I'd try and come up with a few that an enterprising character might find while wandering through an ancient, elf-haunted forest (with a few nasty surprises thrown in as well of course).
In convenient D20 table form, I give you a first rough draft of THE FLORA OF FAERIE:
1: GREATER WOLFSBANE: The juice of this plant can be fashioned into blade venom that will kill any werewolf outright on a hit unless the creature Saves vs. Poison.
2: DRYAD’S FANCY: Adds potency to any one Charm spell cast by a Magic-User. Target Saves at -1.
3: GNOME BALM: Used as a poultice, heals 1-3 damage.
4: MIDNIGHT’S SORROW: Causes a Vampire to remember briefly its mortal existence. The monster will be confused and will not attack for 1d6 Melee Rounds unless provoked.
5: ENCHANTER’S BALSAM: Place in hot water to create a draught that allows a Magic-User to regain any one spell already used that day. Use more than once a day and the user becomes incapacitated for 24 hours.
6: ENCHANTER’S FOLLY: Almost identical to the above, but the Magic-User who drinks it will lose ALL memorised spells for one day unless he/she Saves vs. Magic.
7: WHITE SYBIL: Petals glow white in the presence of magic – effectively acting as a Detect Magic spell. Loses potency once picked in 1-6 Turns.
8: BURROWSWEET: Vastly improves the flavour of food and makes spoiled food fit to eat. Highly valued by hobbits!
9: DRAGON NIP: Adds 5% to the chance of any dragon encountered being asleep.
10: SAINT DINDRANE’S FAVOUR: Gives a Cleric +1 on any one roll to Turn Undead.
11: SAINT TAMARÆ’S BLESSING: Anyone possessing this flower suffering from a disease gets a second Saving Throw to shake off the effects.
12: CAIRNBLOSSOM: Only grows on burial grounds. Good marker of hidden tombs/barrows etc.
13: BLOODCAP TOADSTOOL: Adds +1 to Strength for the duration of 1 combat. -1 to Strength for the next Turn.
14: OWLSWORT: Add to water and bathe the eyes to see in the dark for 1-6 Turns.
15: DRAGONSBLOOD ORCHID: Juice mixed with water adds 1 to a character’s Hit Points when next rolled.
16: ELF CANDLE: Petals glow in the dark - acts as a Light spell.
17: TITANIA’S MIRROR: Bathe in water scented with these petals for +1 Charisma for a day.
18: PIXIE’S ROUNDEL: The scent of this flower causes all in its vicinity to Save vs. Magic or be subject to the effects of a Feeblemind spell for 1-6 Turns.
19: DEVIL’S GARLAND: Save vs. Poison in the presence of this nasty plant or fall asleep. Its vines will slowly move to entangle then strangle the slumbering victim!
20: WRAITHWEED: Mercifully only found in corrupted burial grounds, and then only rarely. For every Turn spent in its vicinity Save vs. Death or -1 Strength and Constitution. For every day spent near to it Save vs. Death or 1 Level Drained!
Only very rough, I know, but the idea might have potential. What do other people think?
In convenient D20 table form, I give you a first rough draft of THE FLORA OF FAERIE:
1: GREATER WOLFSBANE: The juice of this plant can be fashioned into blade venom that will kill any werewolf outright on a hit unless the creature Saves vs. Poison.
2: DRYAD’S FANCY: Adds potency to any one Charm spell cast by a Magic-User. Target Saves at -1.
3: GNOME BALM: Used as a poultice, heals 1-3 damage.
4: MIDNIGHT’S SORROW: Causes a Vampire to remember briefly its mortal existence. The monster will be confused and will not attack for 1d6 Melee Rounds unless provoked.
5: ENCHANTER’S BALSAM: Place in hot water to create a draught that allows a Magic-User to regain any one spell already used that day. Use more than once a day and the user becomes incapacitated for 24 hours.
6: ENCHANTER’S FOLLY: Almost identical to the above, but the Magic-User who drinks it will lose ALL memorised spells for one day unless he/she Saves vs. Magic.
7: WHITE SYBIL: Petals glow white in the presence of magic – effectively acting as a Detect Magic spell. Loses potency once picked in 1-6 Turns.
8: BURROWSWEET: Vastly improves the flavour of food and makes spoiled food fit to eat. Highly valued by hobbits!
9: DRAGON NIP: Adds 5% to the chance of any dragon encountered being asleep.
10: SAINT DINDRANE’S FAVOUR: Gives a Cleric +1 on any one roll to Turn Undead.
11: SAINT TAMARÆ’S BLESSING: Anyone possessing this flower suffering from a disease gets a second Saving Throw to shake off the effects.
12: CAIRNBLOSSOM: Only grows on burial grounds. Good marker of hidden tombs/barrows etc.
13: BLOODCAP TOADSTOOL: Adds +1 to Strength for the duration of 1 combat. -1 to Strength for the next Turn.
14: OWLSWORT: Add to water and bathe the eyes to see in the dark for 1-6 Turns.
15: DRAGONSBLOOD ORCHID: Juice mixed with water adds 1 to a character’s Hit Points when next rolled.
16: ELF CANDLE: Petals glow in the dark - acts as a Light spell.
17: TITANIA’S MIRROR: Bathe in water scented with these petals for +1 Charisma for a day.
18: PIXIE’S ROUNDEL: The scent of this flower causes all in its vicinity to Save vs. Magic or be subject to the effects of a Feeblemind spell for 1-6 Turns.
19: DEVIL’S GARLAND: Save vs. Poison in the presence of this nasty plant or fall asleep. Its vines will slowly move to entangle then strangle the slumbering victim!
20: WRAITHWEED: Mercifully only found in corrupted burial grounds, and then only rarely. For every Turn spent in its vicinity Save vs. Death or -1 Strength and Constitution. For every day spent near to it Save vs. Death or 1 Level Drained!
Only very rough, I know, but the idea might have potential. What do other people think?