Special Conversion Thread: Plants


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How about 1 round?

Gray Mold Spores (Ex): disease - inhalation, Fort DC X, incubation period 1 round; damage 1d6? Con.

Unlike normal diseases, gray mold spores continue until the victim reaches Constitution 0 (and dies) or is cured by a remove disease spell (or similar magical effect) or a DC X Heal check.


That Heal check is negotiable, but I think it should be an option since this doesn't seem Su.
 

How about 1 round?

Gray Mold Spores (Ex): disease - inhalation, Fort DC X, incubation period 1 round; damage 1d6? Con.

The damage is fine, but I'd prefer a bit longer incubation. Maybe a minute or ten minutes?

Unlike normal diseases, gray mold spores continue until the victim reaches Constitution 0 (and dies) or is cured by a remove disease spell (or similar magical effect) or a DC X Heal check.

That Heal check is negotiable, but I think it should be an option since this doesn't seem Su.

Wasn't the infestation cured by exposure to sunlight?
 

1 minute incubation works for me.

The mold hazard itself is destroyed by sunlight (or appropriate spells), but not the spore infestation.
 

Bringing it all together...

Gray Mold (CR x): If disturbed, a patch of this mold bursts forth with a cloud of diseased spores. All within 10 feet of the mold must make a Fortitude save (DC x) or be exposed to the disease below. Gray mold has spell resistance x. Cold effects that bypass its spell resistance destroys gray mold, and sunlight renders it dormant.

Gray Mold Spores (Ex): disease - inhalation, Fort DC X, incubation period 1 minute; damage 1d6 Con.

Unlike normal diseases, gray mold spores continue until the victim reaches Constitution 0 (and dies) or is cured by a remove disease spell (or similar magical effect) or a DC X Heal check.

Originally appeared in Ruins of Undermountain II: The Deep Levels (1994).
 

Hmm, we have "Molds wither in sunlight or dry conditions, and magics such as sunburst or sunray will kill a patch immediately." and "Gray mold is immune to weapons and to fire-based attacks. In addition, it has a natural magic resistance. Cold-based spells that pierce its resistance make the mold dormant for 1d8 turns, while ice storm, wall of ice, and similar spells (of 4th level or higher) kill the mold outright."

I wouldn't mind adding back the light-based spells that kill it and that lower level cold spells only make it dormant. What do you guys think?

How do we want to set the numbers?
 

The spell level approach feels a bit archaic, but I wouldn't mind some mechanic for certain light spells destroying it.
 

Hmm, we have "Molds wither in sunlight or dry conditions, and magics such as sunburst or sunray will kill a patch immediately." and "Gray mold is immune to weapons and to fire-based attacks. In addition, it has a natural magic resistance. Cold-based spells that pierce its resistance make the mold dormant for 1d8 turns, while ice storm, wall of ice, and similar spells (of 4th level or higher) kill the mold outright."

I wouldn't mind adding back the light-based spells that kill it and that lower level cold spells only make it dormant. What do you guys think?

How do we want to set the numbers?

Maybe just give it vulnerability to light and cold effects, then add that the mold takes, say, 1 damage per minute when within a light spell or indirect sunlight and 1 damage per round when within direct sunlight or continual flame spell does X damage per round, and it goes dormant for 1d8 minutes whenever a cold spell penetrates its spell resistance.

If we give it vulnerability to cold and light damage I don't think we need add any special rules for a sunburst or wall of ice spell killing it - the standard damage of those spells should be enough.

We just need to decide on how many hit points it has, I'd think something like 5-15 hit points per 5 ft. "patch".
 



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