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[[Summary::A strongly bioluminescent fungus that grows in damp, underground areas. | ]]
 
[[Summary::A strongly bioluminescent fungus that grows in damp, underground areas. | ]]
  
Glowcap mushrooms are almost a staple amongst amateur adventurers, as these strongly bioluminescent clusters of fungi are fairly common in old, dilapidated dungeons, and have many different uses that make them highly sought after. Glowcaps grow in soil, on subterranean tree roots, and on smooth, wet rock, drawing nutrients from trace minerals in ground water. Identifying a glowcap mushroom requires a DC 11 [[SRD:Knowledge|Knowledge]] (dungeoneering). More properties of the glowcap become known if you beat the DC by the following amount.
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Glowcap mushrooms are almost a staple amongst amateur adventurers, as these strongly bioluminescent clusters of fungi are fairly common in old, dilapidated dungeons, and have many different uses that make them highly sought after. Glowcaps grow in soil, on subterranean tree roots, and on smooth, wet rock, drawing nutrients from decaying plantmatter and trace minerals in ground water. Identifying a glowcap mushroom requires a DC 11 [[SRD:Knowledge|Knowledge]] (dungeoneering). More properties of the glowcap become known if you beat the DC by the following amount.
  
 
:'''DC +0 (dungeoneering):''' The cap of a fully grown glowcap mushrooms tend to top out at between 6 and 12 inches across. Despite the dangerous-looking glow, normal glowcap mushrooms are perfectly edible if cooked, though one's tongue may glow in the dark for a few hours after eating one. A glowcap mushroom removed from its bed will lose its luminescence after 1d4+1 days. A plucked glowcap is highly resistant to spoiling and remains edible for several months, making them prime rations for starting adventurers. Glowcap mushrooms have a spongy, weak taste, but they are very filling.
 
:'''DC +0 (dungeoneering):''' The cap of a fully grown glowcap mushrooms tend to top out at between 6 and 12 inches across. Despite the dangerous-looking glow, normal glowcap mushrooms are perfectly edible if cooked, though one's tongue may glow in the dark for a few hours after eating one. A glowcap mushroom removed from its bed will lose its luminescence after 1d4+1 days. A plucked glowcap is highly resistant to spoiling and remains edible for several months, making them prime rations for starting adventurers. Glowcap mushrooms have a spongy, weak taste, but they are very filling.

Revision as of 02:31, 3 April 2015

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Author: Sulacu (talk)
Date Created: April 3, 2015
Status: Complete
Editing: Clarity edits only please
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A cluster of glowcap mushrooms in an underground cave.


Glowcap Mushroom

Glowcap mushrooms are almost a staple amongst amateur adventurers, as these strongly bioluminescent clusters of fungi are fairly common in old, dilapidated dungeons, and have many different uses that make them highly sought after. Glowcaps grow in soil, on subterranean tree roots, and on smooth, wet rock, drawing nutrients from decaying plantmatter and trace minerals in ground water. Identifying a glowcap mushroom requires a DC 11 Knowledge (dungeoneering). More properties of the glowcap become known if you beat the DC by the following amount.

DC +0 (dungeoneering): The cap of a fully grown glowcap mushrooms tend to top out at between 6 and 12 inches across. Despite the dangerous-looking glow, normal glowcap mushrooms are perfectly edible if cooked, though one's tongue may glow in the dark for a few hours after eating one. A glowcap mushroom removed from its bed will lose its luminescence after 1d4+1 days. A plucked glowcap is highly resistant to spoiling and remains edible for several months, making them prime rations for starting adventurers. Glowcap mushrooms have a spongy, weak taste, but they are very filling.
DC +5 (dungeoneering): A glowcap's 'health' can be gauged by the amount of light emitted. A good, fully grown glowcap emits light as per the light spell. Contaminated glowcaps on the other hand, will lose their bioluminescence. Clusters of glowcap mushrooms that do not emit light are indicators of potential threats, such as tainted water or groundwater sources.
Glowcap mushrooms can be conserved once plucked in airtight containers with a few inches of clean water and/or soil. This maintains their freshness and their glow.
The stem of a healthy glowcap mushroom possesses curative properties. If stamped and boiled in water, any tea or soup made with the stem of a glowcap will double the rate at which hit points are naturall recovered, as well as confer a +2 circumstance bonus to Fortitude saves against disease and poison dangers for the next two hours after consumption.
Depending on the minerals in the local groundwater, glowcaps can attain colours throughout the entire visual spectrum. The most usual colours for a glowcap are green and blue, though traces of hematite or cobalt for example could easily result in a reddish or purplish hue, respectively.
DC +10 (arcana): Glowcap mushrooms that grow naturally in a specific underground area can be an invaluable tool for ascertaining the presence of magical fields. All glowcaps that grow in an area where a magical aura is present will synchronously emit a bright, sympathetic pulse at an intermittent intervals that become shorter the stronger the aura they are exposed to, and the mushrooms and the light they cast will assume a colour depending on the school of magic the aura belongs to; blue for abjuration, yellow for conjuration, white for divination, pink for enchantment, red for evocation, indigo for illusion, purple for necromancy and green for transmutation.
DC +10 (dungeoneering or arcana): The alchemical properties of glowcaps are varied. The stem of a healthy glowcap, when pulped and used as a reagent for any cure potion, will heal +1d8 points of extra damage, but requires a DC 20 Craft (alchemy) check and 50 gp of additional ingredients during brewing.
DC +15 (arcana): Any glowcap mushroom exposed to a magic aura over an extended periods (see above) can be used as a potion ingredient or a spell component, boosting the caster level of a spell or potion of the corresponding school by +2.

Glowcap Mushrooms in the World

Glowcap mushrooms are fairly common in quiet, underground caves and dungeons, and in rare places in dark, above ground locations like foggy marshlands and deep forests.

Fresh, untreated glowcap caps are worth 2 silver pieces per pound.

Glowcap stems are valued at 10 gold pieces per pound.

Certain cultures use live (planted) glowcap clusteres in airy glass containers to create lighting for their homes.



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