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0Garden Of Peril00poisonUM-1-121 standard action0V, S, M/DF (a pinch of spores)1no0-10one poisonous mushroom/level, no two of which can be more than 30 ft. apart-1000druid 2, ranger 2, sorcerer/wizard 2, summoner/unchained summoner 2, witch 2Dirty Tactics Toolbox0110-1-100002Vividly colored poisonous mushrooms instantly spring into existence in squares you select. The mushrooms can appear on any solid surface, even growing horizontally from walls or upside down from the ceiling. Once per round as a move action, starting the round after you cast this spell, you can command the mushrooms to release poisonous spores. Each creature adjacent to a mushroom or in a mushroom's square must then succeed at a Fortitude save or become sickened for 1d4 rounds. The condition of creatures that fail multiple saving throws does not worsen, but each additional failed saving throw adds 1d4 rounds to the duration the creature is sickened. The mushrooms are Tiny and cannot provide cover, but they are fairly sturdy (AC 7, hp 30, break DC 20). Creatures can move through squares containing mushrooms as normal. When destroyed, a mushroom evaporates and releases one last cloud of spores.00creation001 round/level (D)-102medium (100 ft. + 10 ft./level)

Garden Of Peril

School conjuration (creation) [poisonUM]; Level druid 2, ranger 2, sorcerer/wizard 2, summoner/unchained summoner 2, witch 2

CASTING

Casting Time 1 standard action
Components V, S, M/DF (a pinch of spores)

EFFECT

Range medium (100 ft. + 10 ft./level)
Effect one poisonous mushroom/level, no two of which can be more than 30 ft. apart
Duration 1 round/level (D)
Saving Throw Fortitude negates; Spell Resistance no

DESCRIPTION

Vividly colored poisonous mushrooms instantly spring into existence in squares you select. The mushrooms can appear on any solid surface, even growing horizontally from walls or upside down from the ceiling. Once per round as a move action, starting the round after you cast this spell, you can command the mushrooms to release poisonous spores. Each creature adjacent to a mushroom or in a mushroom's square must then succeed at a Fortitude save or become sickened for 1d4 rounds. The condition of creatures that fail multiple saving throws does not worsen, but each additional failed saving throw adds 1d4 rounds to the duration the creature is sickened. The mushrooms are Tiny and cannot provide cover, but they are fairly sturdy (AC 7, hp 30, break DC 20). Creatures can move through squares containing mushrooms as normal. When destroyed, a mushroom evaporates and releases one last cloud of spores.

NULL-100202-12conjuration-101-1-10-1002221-1-1-1NULLFortitude negates0-101

Vividly colored poisonous mushrooms instantly spring into existence in squares you select. The mushrooms can appear on any solid surface, even growing horizontally from walls or upside down from the ceiling. Once per round as a move action, starting the round after you cast this spell, you can command the mushrooms to release poisonous spores. Each creature adjacent to a mushroom or in a mushroom's square must then succeed at a Fortitude save or become sickened for 1d4 rounds. The condition of creatures that fail multiple saving throws does not worsen, but each additional failed saving throw adds 1d4 rounds to the duration the creature is sickened. The mushrooms are Tiny and cannot provide cover, but they are fairly sturdy (AC 7, hp 30, break DC 20). Creatures can move through squares containing mushrooms as normal. When destroyed, a mushroom evaporates and releases one last cloud of spores.

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