Venus Mantrap Seeds
Magical seeds that grow quickly to full size when a spell is cast on them.
These powerful seeds were first sighted after the Great War of Aniroc, known also as the Mage Wars because of the high levels of magic expended. Those exeedingly high magic levels caused these mutated plants to appear. In a medium or low magic area, these grow like normal Venus Flytraps. However when a spell is cast on them or they are moved to a high magic area, their growth instantly accelerates. They grow to their full size (a little less than man height) in 1D10- level of spell cast on it rounds. If they hatch in 0 or under rounds, they explode into a flurry of growth, dealing all creatures within 5 feet of them 1D10+number of negitive rounds +1 damage. At full size, they attack as many creatures near them (to a maximum of 3 per plant) with animal like intelligence, dealing 1D4 damage and, if the target fails a saving throw, sucking them inside as well. They then take 1D4 damage per 10 rounds, until they are dead and digested. If the victim was a magic-user, the plant doubles in size in 1D8 - Magic- users level rounds. Once again, a flurry of growth will cause all creatures near the plant to take 1D10+number of negitive rounds +1 damage if the time is 0 or less rounds.
Magical Properties:
In a medium or low magic area, these grow like normal Venus Flytraps. However when a spell is cast on them or they are moved to a high magic area, their growth instantly accelerates. They grow to their full size (a little less than man height) in 1D10- level of spell cast on it rounds. If they hatch in 0 or under rounds, they explode into a flurry of growth, dealing all creatures within 5 feet of them 1D10+number of negitive rounds +1 damage. At full size, they attack as many creatures near them (to a maximum of 3 per plant) with animal like intelligence, dealing 1D4 damage and, if the target fails a saving throw, sucking them inside as well. They then take 1D4 damage per 10 rounds, until they are dead and digested. If the victim was a magic-user, the plant doubles in size in 1D8 - Magic- users level rounds. Once again, a flurry of growth will cause all creatures near the plant to take 1D10+number of negitive rounds +1 damage if the time is 0 or less rounds.
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? Responses (7)
Argh! Stat after stat after stat! There's no need to reproduce the description in the magical properties section.
I like the idea, but as there is so much calculation involved, I am afraid there is little chance I will use it.
It is just too complicated.
I also wonder about the original system this plant was designed for....
I personally like it. It's a great idea and you really go into depth about it. However, maybe you should lay-off some of the calculations, not because it's too complicated, becuase different role-playing games have different standards of die rolling, simply let the game host use his or her imagination to fill in the rest. But I still do like it!
I like it alot, and the stats are helpful to me so that I can accurately convert and use it. Good stuff man. (or woman)
I think I like the idea, but I also feel like it gets lost inside all of the numbers. If you want to put numbers they should go at the end. Most of the post should describe what this plant looks like better, its ecology, etc.
The idea is cool. The execution is jarring. Zylithan describes what needs to be done here.
A good idea but ugh-the stats, the stats!