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[[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 decaying plantmatter and trace minerals in ground water. Identifying a glowcap mushroom requires a DC 11 [[SRD:Knowledge|Knowledge]] (dungeoneering)check. 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 mushroom tend tends 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 ''[[SRD:Light|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, and potential hazards nearby.
:Glowcap mushrooms can be conserved once plucked in airtight aired 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 [[SRD:Hit Points|hit points]] are naturally recoveredfor the nest 12 hours, as well as confer a +2 circumstance bonus to [[SRD:Fortitude|Fortitude]] saves against [[SRD:Disease|disease]] and [[SRD:Poisons|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 areas 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 intermittent intervals that become . The interval between pulses becomes shorter the stronger the aura is that 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 [[SRD:Abjuration School|abjuration]], yellow for [[SRD:Conjuration School|conjuration]], white for [[SRD:Divination School|divination]], pink for [[SRD:Enchantment School|enchantment]], red for [[SRD:Evocation School|evocation]], indigo for [[SRD:Illusion School|illusion]], purple for [[SRD:Necromancy School|necromancy]] and green for [[SRD:Transmutation|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 [[SRD:Cure Light Wound|cure]] potion, will heal +1d8 points of extra damage, but requires a DC 20 [[SRD:Craft Skill|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 [[SRD:Caster Level|caster level]] of a spell or potion of the corresponding school by +2. :With a DC 20 [[SRD:Craft Skill|Craft]] (alchemy) check, 50 gp worth in ingredients and 2 hours of time, one pound of glowcap mushroom's stem can be used to brew a potion of ''[[SRD:Detect Magic|detect magic]]''.</onlyinclude>
=== Glowcap Mushrooms in the World ===