Date: Wed, 10 Mar 1999 12:12:17 EST
From: Acererak the Eternal
Reply-To: The GREYtalk Discussion List
Grimoire of Zuggtmoy: The spine of this ancient tome is covered with tufts of leaf-like tendrils, and its cover is rubbery and slightly wet. The book is heavily bound with thick strands of mushroom hyphae. The tome changes its color and texture to match its surroundings, so it is sometimes difficult to see. Inside, the spongy gray pages contain Zuggtmoy's spell-like powers of spew spores, roperskin, gelatinous slime, pudding acid, fungus corpse animator, endothermic mold, and fungi biceps (see end of post). Several purple hued pages at the end contain information on numerous fungal monstrosities, detailed descriptions on fungi demons, and interior sketches of her Abyssal fortress, Sporangia. Touching any of these pages with bare skin is dangerous, for to do so requires the victim to save vs. poison of become infected with a spore sickness. Failure indicates death, and the resulting corpse begins to transform into a random fungi, ooze, jelly, slime, mold, or pudding monster. This transformation takes 4d4 rounds, and the new creature attacks the nearest being.
Protection From Fungi [scroll]: (Reading time-3) All within a 10 foot radius sphere are protected from all forms of fungi and their spores. Fungi creatures can be hedged away as the reader moves, but if forced against a solid object the protection is negated for that creature.
Potion of Fungicide: If ingested by an animal, it cures all fungi spore infestations, and protects against such infestations for 2d4 rounds after ingestion. If poured directly on any fungi creature, it must save vs. poison or wither and die in 2d8 rounds.
Rod of Fungi Conjuring: Activating this rod conjures one of any type of ooze, slime, jelly, pudding, mold, or fungi known to the user. The conjured creature obeys commands to the best of its ability, within the limits of its abilities.
Ring of Fungi Friendship: Non-intelligent fungi, oozes, slimes, jellies, puddings, and molds are friendly to the wearer of this ring if they fail their save vs. spell. Those that succeed move quickly away. Affected creatures behave friendly, and if another charge is expended it will actually guard and protect the wearer. Up to 12 HD of fungi can be affected by this ring, except gray druids who can affect up to 24 HD. Each use drains one charge, and it currently has 23 charges.
Wand of Pudding Form: Imbues the target with a pudding shape and movement type, although his mass remains the same. The pudding type must be known to the wielder. Some abilities of the pudding is maintained if it relates to form. For example, a crystal ooze can swim and breathe water, and so can the target of this type of pudding form. This effect last for 5d6 rounds.
Detect Fungi [spell on scroll]: This spell causes fungi to glow for the caster in a 30 foot radius, regardless of type.
Ring of Gelatinous Hue: This illusion appears to changes the wearer and his possessions into a completely tranparent gelatinous substance (treat as a ring of invisibility).
Staff of Fungal Power +2: The staff of fungi power is a potent magical item. The holder receives a +2 bonus to AC and saving throws, and it strikes as a +2 weapon in physical combat (1d6+2). For new powers, see end of post.
The powers below cost one charge each:
• spew spores
• gelatinous slime
• pudding acid
• protection from spores
The following powers drain two charges each:
• conjure fungi
• fungus corpse animator
• endothermic mold
• fungi biceps
Potion of Controlling Fungi: For 5d4 rounds the imbiber can cause any fungus life form to behave according to his wishes. The control extends not only to obvious fungi such as mushrooms, but also to molds, slimes, jellies, puddings, and oozes, all of which have fungi origins. Fungi monsters or animals with intelligence of 5 or higher who succeed a save vs. spells roll are not affected. Fungi no larger than 20 feet in diameter can be controlled, and control extends only to 300 feet. An intelligent fungi cannot be ordered to engage in an activity that would destroy itself.
Spore Salve: This oil maintains immunity from all fungal spores for 4d4 hours. It must be rubbed over over the entire body of the creature to be protected, including hair. Victims already infected with spores are not affected by this salve. Immersion in a liquid, or profuse sweating, removes the coating and further applications are necessary to maintain the immunity.
Anti-Spore Bag: This bag of aggressive teliospores protects all beings within a 10 foot radius from spore attacks. The bag must be able to release its anti-spore cloud, so to be effective it needs to be in the open (such as held in a hand or resting on a surface). The aggressive anti-spores seek out airborne spores and destroy them before they can reach their victim.
Scimitar +1, +3 vs. Fungi: For this sword's purpose, fungi also includes oozes, slimes, jellies, puddings, and molds, as well as the standard giant fungi monsters.
Two-Handed Sword, Spore Slasher +4: The wielder is immune to spores from any fungi. Attacks against fungi are +3, but against all other targets its a +1 weapon. For this sword's purpose, fungi also includes oozes, slimes, jellies, puddings, and molds, as well as the standard giant fungi monsters.
Exploding Puffball: These thick mushrooms contain spores that ignite on contact with air. If thrown, a successful hit indicates it explodes causing 1d8 points of damage. If stepped on, the victim automatically receives 1d8 damage.
Potion of Fungi Growth: Poured on the roots of a mushroom, mold, or slime, this potion causes it to grow double its normal size. If applicable, its also doubles its HD. This can only be done once to each target, but the effects are permanent. If ingested by an intelligent fungus, it adds 2 HD to its total for 5d4 rounds.
Fungi Powers (for "staff of fungi power" effects and "Grimoire of Zuggtmoy" tome)
Range: 80 feet Casting Time: 4
Components: V, S, M Area of Effect: 4 sq ft + 1 sq ft/level
Duration: 1 turn Saving Throw: Strength check
By means of this power, the caster creates a thick, sticky sheet on any
solid surface, in a shape desired by the spellcaster within the limits of the
area of effect. The secretion is so sticky, that all creatures who do not
make a successful Strength check are stuck to the surface at their point of
contact. Creatures of 19 Strength and above, and those of gargantuan size are
not affected. Oozes, slimes, and jelly type monsters are not significantly
affected by the secretion, but will avoid covered areas if possible (it causes
them discomfort). Creatures with footwear may be able to escape the effects
by lifting themselves out (levitation, grasp onto a branch), or if near the
edge of effect possibly jump out of their footwear to an unaffected surface
(the DM will determine mitigating factors, if applicable).
If used as a spell, the material component is a bit of skin from a roper tentacle.
Gelatinous Slime (Alteration)
Range: 40 feet Casting Time: 4
Components: V, S, M Area of Effect: 3 sq ft + 1 sq ft/level
Duration: 1 turn Saving Throw: Special
By means of this power the caster calls into being a sheet of extremely slick slime. All creatures within the area of effect attempting to move, must make a Dexterity check each round to avoid falling. If a creature fails his dexterity check, he must roll an additional check to see if he drops any hand held items (roll for each) Once fallen, those down may attempt to get up, but may only do so on three successful dexterity checks in a row.
If used as a spell, the material component is a small piece of a gelatinous cube.
Pudding Acid (Alteration)
Range: 30 feet Casting Time: 1
Components: V, M Area of Effect: up to 5' x 5'
Duration: 1 round/level Saving Throw: None
Using this power causes black acid to form on the surface of any solid wall, door, floor, or ceiling (the acid is gelatinous and will not drip) in any size or shape desired by the caster up to the maximum. This dark acid is highly corrosive, inflicting 3-24 points of damage to the surface each round. Wood dissolves at the rate of 2-inches per round, metal at ¼ inch per round, and stone is unaffected. By use of this spell a door's hinges or portcullis can be weakened, a wooden wall or floor can be breached, or an acid trap can be laid on a rocky floor. The acid can be neutralized by any alkaline substance or diluted with a great deal of water.
If used as a spell, the material component is a bit of material partially eaten by black pudding acid.
Spew Spores (Invocation)
Range: 5' + 1' per level Casting Time: 8
Components: V, S, M Area of Effect: 1' x 5' cone
Duration: Special Saving Throw: None
Using this power allows the caster to sneeze forth a jet of fungus spores into a cone 1 foot in diameter and 5 feet long (plus 1 foot per level of the caster). All creatures and objects in the path of the stream are blinded and choked to such an extent that they require 1d4 rounds to recover, and must save vs. poison or lose 50% of their remaining hit points. It is not possible for the spores to harm the caster. Targets who have no eyes nor breathe air will not be subject to its affects.
If used as a spell, the material component of this spell is an ascomid sensory organ.
Fungus Corpse Animator (Conjuration)
Range: 30' Casting Time: 9
Components: V, S, M Area of Effect: 1 corpse
Duration: Permanent Saving Throw: None
Using this power the caster causes a purple fungus to quickly cover the corpse of an animal or creature. In 1d4 rounds the fungus takes over the dead body's systems, effectively animating the corpse to resemble a zombie (AC 10, Mv 9, HD 1, hp 4, #AT2 Dmg bony claws for 1-3/1-3). It is not undead and cannot be turned by priests, and always strikes last in a round. Animated creatures will follow simple orders given by the caster, and orders take priority of self-preservation. As time progresses the body continues to rot and the fungus gradually replaces the missing parts, becoming specialized to take over their functions. Eventually, the decay proceeds too far and the body stops functioning in 2d4 weeks.
If used as a spell, the material component of this spell is a piece of a fungus man.
Endothermic Mold (Conjuration)
Range: 30 feet Casting Time: 7
Components: V, S, M Area of Effect: 1 creature
Duration: 1 round/level Saving Throw: None
When the caster uses this power, he surrounds his opponent's body (or himself) with a brown epibiotic mold which clings to his skin. The conjured substance will begin to absorb the heat from any creature within 5 feet of the target (but not the target), causing 4d8 points of damage per round. A ring of warmth (or similar magic) provides complete protection from this cold drain, a dispel magic spell can remove it, and plant-affecting spells may be able to dispel it (DM discretion). The caster is never affected by the cold drain whether he is the target creature or not, nor are any cold-using creatures like white dragons or ice toads. Direct sunlight or ultraviolet
light negates the spell instantly.
If used as a spell, the material component is a pinch of dormant spores of a brown mold.
Fungi Biceps (Alteration)
Range: 30 feet Casting Time: 7
Components: V, S, M Area of Effect: 1d4 + 1 creature/level
Duration: 2 rounds/level Saving Throw: Neg.
By means of this power, the caster can change 1d4 bipedal creatures' pair of arms, plus one creature per experience level of the spellcaster, into violet fungi branches, still attached at the shoulder. These branches can understand the caster's simple verbal directions, and will attack (or not) as commanded. Targets are allowed a saving throw vs. spells to avoid the effects. The excretion from these branches rots flesh in one round unless a successful save vs. poison is made or a cure disease spell is used.
If the branches take any damage, or are cut off, the damage will transfer over to the target creature when his arms revert to normal. Should the recipient be killed instead, the branches will discontinue their attack, and immediately revert to the original limbs.
If used as a spell, the material components are a pinch of fungus spores (consumed in casting), and tissue of a myconid (not consumed).