Spore Garden

While in the Spore Fields, roll initiative for the party. For every 30 feet a creature moves, they must succeed on a DC 15 Dexterity check (DC 10 if the party has the map of the Spore Fields) or cause a spore to burst at their location. Creatures flying at a height of 10’ or above do not have to make this saving throw. A creature can move at one-quarter speed to reduce the DC of the Dexterity check by 5.

When a spore bursts, all creatures in a 10’ radius must make a DC 12 Constituion saving throw or gain one of these effects:

When the effect ends, the target gains one level of exhaustion.

d100   Result
1-9 You become frightened of the creature nearest that you can see for one hour.
10-18 You become charmed by the creature nearest that you can see for one hour. While charmed, you’re in love with them.
19-27 You attack the nearest creature that you can see, for the next hour.
28-36 You giggle uncontrollably for one hour. You have disadvantage on all attack rolls until the condition ends.
37-45 You begin to contemplate the universe. You are incapacitated for one hour.
46-54 You become incredibly hungry, and must eat constantly for hour. You have disadvantage on attacks until the condition ends.
55-63 You believe you’re twice your height. You leap into the air for one hour. You have disadvantage on attacks until the condition ends.
64-72 You become blinded for one hour.
73-81 You become sensitive to sunlight. For one hour you have the Sunlight Sensitivity feature.
82-99 You feel compelled to strip off all your clothes and refuse to put them back on for one hour.
100 You die.

Spells like lesser restoration or calm emotions can end the effects.

If you have the map of the Spore Fields, reroll any 100.

Spore Garden

Out of the Abyss isaacpriestley isaacpriestley