CROOK OF SPORES (Staff)
Price 85,500 gp; Aura strong conjuration; CL 15th; Weight 5 lbs.
The crook of spores is a gnarled wooden staff that’s slightly damp to the touch, with small mushrooms and lichens growing more dense towards its tip. It can be wielded as a +1 corrosive quarterstaff. It allows use of the following spells:
CONSTRUCTION REQUIREMENTS 42,500 gp; Craft Magic Arms and Armor, fungal scourge*, leeching spores*, spore surge*
FUNGAL SCOURGE
School conjuration (creation) [disease, plant]; Level druid 8, shaman 8, witch 8
Casting Time 1 standard action
Components V, S, DF
Range 60 ft.
Area cone-shaped burst
Duration instantaneous, see text
Saving Throw Fortitude partial (object), see text; Spell Resistance yes (object) or no, see text
Consuming fungal spores blast forth from you, withering and sapping the essence of living creatures and plantlife. Living creatures caught in the area are infected by the spores, which rapidly grow across their skin. This is a disease effect (Fungal Scourge: Disease—contact; save Fort DC equal to the spell’s DC; onset none; frequency 1/round for 6 rounds; effect 1d2 Con damage and 1 Cha damage; cure 2 saves).
In addition, the spores wither natural plantlife and objects made out of wood (including structures). Such objects take 1d4 damage per caster level (max 20d4) with a Fortitude save for half damage. Natural plant growth that is reduced to 0 hit points withers and dies immediately (as a blight spell) as fungal caps sprout from its rotted surface. Exceptionally large plants may only be partially withered, subject to GM discretion.
Undead and constructs are unaffected unless they are made primarily out of plant matter (such as a wood golem). Against such creatures, fungal scourge deals damage as if they were a wooden object and affects them as if the spell did not allow Spell Resistance.
LEECHING SPORES
School conjuration (creation) [acid, plant]; Level druid 6, shaman 6
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect 20-ft.-radius cloud of spores, 20 ft. high
Duration 1 round/level
Saving Throw Fortitude half; Spell Resistance no
The air turns a sickly green haze as it fills with countless parasitic fungal spores, sapping the strength of creatures caught within. Any living creature (other than you) that enters into or starts their turn inside the cloud of leeching spores takes acid damage equal to 3d6 + half your caster level (max +10) as the spores absorb nutrients and energy from their bodies. A Fortitude save halves the damage for that round only.
The spores transfer their absorbed energy to you, granting you temporary hit points equal to half the damage dealt to each creature each round. The temporary hit points from this spell are cumulative, up to double your caster level in total. The spores cannot grant you more temporary hit points than a damaged creature had remaining. The temporary hit points last for 1 hour.
While the cloud of spores cause everything to take on a green coloration, it does not otherwise hinder vision.
SPORE SURGE
School conjuration (creation) [acid, plant, poison]; Level druid 3, invoker 3, shaman 3
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Area 15-ft.-radius burst
Duration instantaneous
Saving Throw Reflex half; Spell Resistance no
A sudden cloud of spores bursts forth from a point you specify within range. Each creature in the area takes 1d8 acid damage per two caster levels (max 5d8) and is sickened for 1d4 rounds. A successful Reflex save halves the damage and negates the sickening effect. The sickening effect is considered a poison effect.