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Mire and Mud: Spells of the Wetland |
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Few regions of the world hold more secrets
than the vast and trackless swamps and marshes. Too tangled for all but the
smallest watercraft to navigate, and too flooded and unstable for overland
travel or settlement, swamps have always lurked on the edge of civilization.
They are an assault to the senses. Riots of color meet the eyes in the form
of brightly colored and often deadly plants. The countless swarms of insects,
birds, and larger denizens of the bog emit a droning dull roar of sound. The
cloying stink of rotting vegetation, swamp gas, and exotic flowers clogs the
air, which itself feels like a clammy warm sheet soaked in mold. But as with the other far corners of the
world, great treasures can be found in the depths of the swamp. Foremost
among these are numerous spells, a few of which have been developed by
explorers from civilized realms, but most of which come from true children of
the fen -- spells researched and practiced by the denizens of the swampland. Fengut Fengut causes the victim's stomach to suddenly feel full and burbling with
foul swamp mud. The rancid taste of rotting vegetation rises into the
victim's throat and mouth, and his breath reeks of damp, rotting matter that
is deep in the throes of putrefaction. The combined smell and taste is
horribly nauseating to the victim, who becomes nauseated for the duration of
the spell's effect. A nauseated creature cannot attack, cast spells,
concentrate on spells, or do anything else that requires attention. The only
action a nauseated creature can take is a single move action each round. Gatorswarm This spell summons 1d3 exceptionally irate
and hungry monstrous alligators from the surrounding waters. The alligators
appear where you designate and act immediately, on your turn. You can issue
vocal commands to the alligators on your turn as a free action; the spell
grants these monstrous alligators the ability to understand your native
tongue. If not commanded, the alligators seek out and attack any of your
enemies; if no enemies are nearby, they sit patiently and await your command. If you cast this spell in a swamp or similar
environment (a wet region with lots of vegetation), the number of monstrous
alligators summoned increases to 1d4+1, and they gain a +2 morale bonus on
attack rolls and damage rolls. Monstrous alligators have the following
statistics (derived from the monstrous beast template in Savage Species
and using a giant crocodile as the base creature):
Quagmire Vortex This devastating spell can be cast only in
swampy or muddy environments; the entirety of the spell's spread must be
located in this terrain or the spell fails. When cast, the bog in this area lurches into
a sluicing life, forming a vortex made of mud and peat not unlike a huge
whirlpool. The violent churning motion of the vortex knocks down creatures,
collapses structures, and inexorably pulls anything caught in its area toward
its center. Each creature standing in the area must make
a Reflex save (DC 15) each round they remain in the area or fall down.
Structures in the area take 50 points of damage per round. Any creature
caught inside a structure that collapses takes 8d6 points of bludgeoning
damage (Reflex DC 15 half) and is pinned beneath the rubble. A creature
pinned beneath rubble takes 1d6 points of nonlethal damage per minute while
pinned. If a pinned creature falls unconscious, he or she must make a
Constitution check (DC 15) or take 1d6 points of lethal damage each minute
thereafter until freed or dead. Unfortunately, pinned creatures may be in for
an even more terrible fate as they are drawn toward the center of the vortex. Each round, all creatures that have fallen
down and all structures that have collapsed move in the same circular pattern
around the center of the vortex at a speed of 30. Each round, this motion
draws objects 10 feet closer to the vortex's center. Creatures on the ground that have not been
knocked prone move in this manner as well, but this movement does not count
against their maximum movement for the round, and, on their turn, such
creatures can take move actions to move in any direction they wish. The thick
mud reduces the base land speed of Large or smaller creatures to 5 feet, and
it does not hinder creatures larger than this. If a creature has a natural
swim speed, it may use this speed instead while in the mud. Once an object or creature reaches the
center of the vortex, it is pulled down into the mud at a rate of 30 feet per
round to a maximum depth of 80 feet. Creatures pulled into the mud begin to
drown whenever they can no longer hold their breath (see the Swim skill
description in Chapter 4 of the Player's Handbook, and Drowning in
Chapter 8 of the Dungeon Master's Guide). Characters
held below the surface of the vortex can swim back toward the surface with a
successful Swim Check (DC 35 + 1 per consecutive round of being under the
surface). Once the spell's duration ends, the vortex
instantly calms. Trees and other natural vegetation are naturally returned to
their positions before the vortex began, but creatures and artificial objects
(including ruined structures) pulled down into the vortex become imprisoned
in the mud; living creatures that do not have burrowing speeds quickly
suffocate if not rescued. Raise Hummock This spell can be cast in any swamplike area
where mud, peat, or other unstable moist ground abounds. When cast, the spell
causes the affected area to rise up into a low mound, so that two 5-foot
squares per caster level are raised up above the surrounding terrain. The
hummock rises up to 1 foot per caster level, and its edge slopes back down at
a 45 degree angle to the level of the surrounding terrain (not necessarily to
the surrounding water level). Any trees or other natural features in the area
when the spell is cast are raised up as well, although features that are not
fully encompassed by the spell's area are not raised. In this case, the
rising mud and soil simply rises up around the stationary object. The raised
hummock can be any shape you desire, but it cannot rise more than 10 feet
vertically. The raised hummock is transformed into fertile soil, and it is
solid enough to serve as a building's foundation or to grow crops. Many wizards use this spell to create
artificial islands deep in isolated regions of large swamps so they can build
a library or research tower in the secluded area. It is theoretically
possible to drain or destroy an entire swamp with multiple castings of this
spell, although such a process would be costly and would no doubt enrage the
local denizens. Material Component: 1,000 gp
of powdered gemstones, which must be sprinkled into the water in the region |