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Russet Mold: broken? Fixes?
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<blockquote data-quote="aboyd" data-source="post: 5422961" data-attributes="member: 44797"><p>I think I may have found a solution myself. I relied on the "Light" descriptor that many 3.5 edition spells use. This way, I don't even need to read all the books and call out individual spells. I've also expanded the ability to counteract the disease -- all 24 hours can be used to try to stop the transformation.</p><p></p><p><span style="font-size: 18px">RUSSET MOLD</span></p><p></p><p><span style="font-size: 15px">CR 6</span></p><p></p><p>Found in damp, dark areas, this mold resembles rust at distances of 30 feet or greater (DC 25 Spot check to discern that it not rust). A patch typically occupies a single 5' square, though many such patches may exist. Russet mold is lumpy and has a texture similar to cold porridge. Small hair-like growths stand upright and constantly waver back and forth.</p><p></p><p>Living creatures that disturb it or come within 5 feet of it cause the russet mold to release a cloud of spores in a 5-foot radius cloud. All those in the area must succeed at a Fortitude save (DC 15) or take 2d6 points of temporary Constitution damage. Another Fortitude save (DC 15) is required 1 minute later — even by those who succeeded at the first save — to avoid taking 2d6 points of temporary Constitution damage.</p><p></p><p>A creature killed by russet mold will rise as a vegepygmy 24 hours later. Any spell that delays plants or disease will have the normal effect. For example, Antiplant shell will stave off the transformation for 10 minutes/level of the caster. Upon rising as a vegepygmy, only a wish or miracle will return the body back to its original corpse.</p><p></p><p>The mold is immune to all attacks involving fire, weapons, and cold, but is vulnerable to applications of alcohol (5 gallons per patch), acid, and other things harmful to plants (such as salt, or the spell Blight). Spells that impede disease can be cast directly on a patch of mold to render it inert for the duration of the spell, or outright kill it in the case of remove disease. In addition, any spell with the "Light" descriptor that deals light-based damage will kill any patch in the effect (a spell with the light descriptor that does fire-based damage, such as Blistering Radiance, will have no effect). The spell Daylight will kill russet mold even though it does no damage. The spell Searing Light will kill russet mold even though it does not have the Light descriptor.</p></blockquote><p></p>
[QUOTE="aboyd, post: 5422961, member: 44797"] I think I may have found a solution myself. I relied on the "Light" descriptor that many 3.5 edition spells use. This way, I don't even need to read all the books and call out individual spells. I've also expanded the ability to counteract the disease -- all 24 hours can be used to try to stop the transformation. [SIZE="5"]RUSSET MOLD[/SIZE] [SIZE="4"]CR 6[/SIZE] Found in damp, dark areas, this mold resembles rust at distances of 30 feet or greater (DC 25 Spot check to discern that it not rust). A patch typically occupies a single 5' square, though many such patches may exist. Russet mold is lumpy and has a texture similar to cold porridge. Small hair-like growths stand upright and constantly waver back and forth. Living creatures that disturb it or come within 5 feet of it cause the russet mold to release a cloud of spores in a 5-foot radius cloud. All those in the area must succeed at a Fortitude save (DC 15) or take 2d6 points of temporary Constitution damage. Another Fortitude save (DC 15) is required 1 minute later — even by those who succeeded at the first save — to avoid taking 2d6 points of temporary Constitution damage. A creature killed by russet mold will rise as a vegepygmy 24 hours later. Any spell that delays plants or disease will have the normal effect. For example, Antiplant shell will stave off the transformation for 10 minutes/level of the caster. Upon rising as a vegepygmy, only a wish or miracle will return the body back to its original corpse. The mold is immune to all attacks involving fire, weapons, and cold, but is vulnerable to applications of alcohol (5 gallons per patch), acid, and other things harmful to plants (such as salt, or the spell Blight). Spells that impede disease can be cast directly on a patch of mold to render it inert for the duration of the spell, or outright kill it in the case of remove disease. In addition, any spell with the "Light" descriptor that deals light-based damage will kill any patch in the effect (a spell with the light descriptor that does fire-based damage, such as Blistering Radiance, will have no effect). The spell Daylight will kill russet mold even though it does no damage. The spell Searing Light will kill russet mold even though it does not have the Light descriptor. [/QUOTE]
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Russet Mold: broken? Fixes?
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