Sunday Spell: Green Doom

Green Doom

School Conjuration (creation); Level Druid 4
Casting Time 1 standard action
Range close (25 ft +5 ft. / 2 levels)
Components V, S, M (a pinch of moss)
Effect one 5-ft. square of green doom
Duration concentration up to 1 round/level; see text (D)
Saving throw: Reflex negates (see text); Spell Resistance: yes

As you concentrate on this spell, you cause a horrific green moss to creep over the ground. When first cast, the green doom covers one 5-ft. square within range. Each round of concentration thereafter, the moss spreads to another 5-ft. square adjacent to a square already affected. If you stop concentrating, the green doom does not disappear but withers and disappears in one square of your choice, although you must keep an unbroken chain of affected squares if possible. When you resume concentrating, the duration resets and the green doom spreads once more.
Squares affected are considered difficult terrain due to the clinging moss. Any creature in contact with the ground that moves over a square affected by green doom becomes infected with acidic spores unless they succeed on a reflex save. The spores deal 1d6 points of acid damage and slow that creature’s speed by 5 ft. for one round. In addition, a creature so affected trails the green doom behind it, and any square that it moves into becomes covered by the moss, subject to the same rules as above.


Beware the creeping doom! I’m also thinking about writing this up as a magic item for RPG superstar. What do you think?

Also, welcome back to gamingmage! We had to take a short break during the holiday week, but we’re back on schedule now! I only wish I were able to update gamingmage without interruption, but unfortunately there’s a lot going on right now. Sorry about the lack of notice!

Note that creatures get a new chance to shake the moss off of them each round with a new reflex save, since the effects only last one round.

-Max Porter-Zasada


2 responses to “Sunday Spell: Green Doom

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