Chonash

Chonash's history is obscure; even he claims to have forgotten where (or when) he was born, or if he has any family (though given his age, this is unlikely). It is known that he has lived in the deep swamps and bayous, where few civilized folk venture and from which even fewer return, for a very long time, but it is not known how he came to be there or where he came from. There are several tribes of humanoids in the area – goblins, lizard men, and even kobolds – and all of them give the old man a good deal of respect; some of the goblins and lizard men even trade with him, giving him gifts and food in exchange for spells and aid. He is on good terms with all of them, and has trained several of their shamans over the years.

It is said that no one knows more about the deep swamps than Chonash – the flora and fauna, the hazards, and more importantly, the safe routes in and out. He has, on occasion, guided travellers through the swamps and jungles to ancient ruins for a price, and has sometimes helped those who get lost in the swamps, though he usually sends plant golems to guide them, instead of showing himself.

Despite his apparent age - he looks to be at least eighty - he can see and hear quite well and is sprightly, though he often plays up his age ("These old bones can't handle the cold very well, you know… that's why I live in a warm climate."). Some think that he is a god, or at least has some kind of connection to divinity, since he's apparently a good deal older than he appears and knows a lot more than he lets on, but others point out that a god's power is directly linked to his worshippers (or lack thereof). Since Chonash does not appear to have any, at best he would be a fallen god or who was obscure to begin with.

Chonash stands a few inches over five feet tall and is totally bald and almost completely toothless, with wrinkled, leathery brown skin, clear brown eyes, and a ready grin. He speaks with an odd, unplaceable accent that is obviously not native to the area where he resides. He dresses simply, in shirt and pants woven from local plants, though he does have a few items given to him as gifts, and is rarely seen without a gnarled old staff, which he leans on when he gets tired. It does not seem to have any visible magical power and doesn't show as magical to detection spells (several visitors have surreptitiously tried), but he waves it around menacingly when making threats and uses it when casting spells (striking it on the ground, waving it in the air, etc.), which leads some to wonder if it is not some sort of minor (perhaps dormant) artifact. He is a high-level Verdant Lord druid.




Chonash's Spells

Charm Plant. Makes one plant the caster's friend.

Create Forest. Creates a forest, 100 sq. yds/level.

Cure Blight. Cures disease in plants or plant creatures.

Overgrowth. Plants overgrow, destroy any structures in 10 ft./level radius.

Poison Ivy. Afflicts target with an itching rash.

Razorleaf. Gust of wind and sharp leaves deals 1d4 slashing damage/level.

Reverse Rot. Reverses the effects of rot in 1 cu. ft. of wood/level.

Rot Wood. Rots 1 cu. ft. of wood/level.

Sapseal. Heals 2d6 points of damage, +1/caster level, to a plant or plant creature.

Sapseal, Greater. Heals 3d6 points of damage, +1/caster level, to a plant or plant creature.

Sawgrass. Grass in 10 ft. radius/level grows sharp edges.

Seeds of Destruction. Ingested seed turns a creature into a vegepygmy.

Spore Cloud. Cloud of choking spores, 1 round/level.

Thorn Lash. Creates a barbed vine whip.

Tree. Turns target into a tree.

Wall of Vines. Creates a wall of vines that can be shaped.

Wall of Wood. Creates a wall of wood that can be shaped.


Charm Plant
Enchantment (Charm) [Mind-Affecting]
Level: Drd 1, Rgr 2
Target: One plant

This spell functions like charm person, except that it affects a creature of the plant type.

Create Forest
Conjuration (Creation)
Level: Drd 7
Components: V, S, M
Casting Time: 1 minute
Range: Medium (100 ft. + 10 ft./level)
Effect: Forest, 100 sq. yds/level (S)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell creates a small forest of trees. The caster must have a handful of seeds from any type of tree, which he sprinkles over the ground as he casts the spell. Upon completion of the casting, trees of the appropriate types spring up from the ground, reaching full size (roughly 10 years' worth of growth) over the course of the next minute. The trees created do not gain any special ability to survive in the climate; there must also be enough soil on the ground to support the trees or the spell fails.

The trees are spaced far enough apart to allow some sunlight to hit the ground below (it is equivalent to medium forest). Any creatures in the area of effect (except for the caster) must make Reflex saves (DC 10) or be caught up in the branches of a tree. If caught, the creature can make another Reflex save (DC 10) each round for the next three rounds to free itself and drop to the ground before the tree gets too tall. If it fails all four saves, it must climb down itself.

Material Component: A handful of seeds from any tree.

Cure Blight
Conjuration (Healing)
Level: Drd 2, Rgr 3
Components: V, S, DF
Casting Time: 1 standard action
Range: 5-ft. radius/level or Touch
Area or Target: 5-ft. radius/level or plant touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell affects all normal plants in a 5-foot per level radius, curing them of any diseases, rusts, blights, molds, parasites, etc. affecting them. Alternately, it can be used to cure one sentient plant of the same afflictions by touch.

Overgrowth
Conjuration (Creation)
Level: Drd 6
Components: V, S, M
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Area: 10 ft. radius/level
Duration: 1 day/level
Saving Throw: None (see below)
Spell Resistance: No

When this spell is cast, grasses, vines, and creepers in the area of effect grow at an accelerated rate, and more of the same magically sprout to support the ones already there. These plants grow up along any structures in the area, including objects left out in the open – wagons, siege engines, etc. The plants ignore living beings, but they totally engulf corpses. They grow at the rate of 1 foot per hour; after the first day (when, presumably, they've overgrown most structures), they deal damage at the rate of 1 point per two rounds, bypassing hardness, as the roots burrow into stone and wood (metal objects are immune). The plants can be cleared away, but it takes about an hour to completely free a small house or hut, and the plants immediately start to grow back.

Constructs caught in the area of effect, if they are active, are considered grappled (the plants have an effective Strength of 26); the DM can impose penalties according to how far engulfed the construct is. As with structures, the plants deal 1 points of damage every other round, which bypasses DR, though metallic golems are immune.

When the spell ends or is dispelled, the plants recede back to their previous levels

Material Component: A handful of seeds.

Poison Ivy
Necromancy
Level: Adp 2, Drd 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 week (see below)
Saving Throw: Fort negates
Spell Resistance: Yes

This spell inflicts the target with a rash like that caused by poison ivy. The victim suffers a -2 penalty to all Dex-related checks and skills and -2 to Concentration checks due to the constant itching. A DC 15 Heal check (performed by the target or another) negates the penalty for one day as the cures applied relieve the itch. Since this is a plant poison, not a disease, cure poison will heal it; druids with immunity to plant poisons are unaffected by this spell.

Material Component: A few leaves from a poison ivy bush.

Razorleaf
Evocation
Level: Drd 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Path 10 ft. wide/high, 100 ft. long
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

This spell swirls up a cloud of leaves, giving them razored edges, and sends them in the direction the caster is facing along a gust of wind. Any creatures caught in the path of the vortex must make a Reflex save or take 1d4 points of slashing damage per caster level (maximum 10d4).

Material Components: A leaf and a piece of sharp metal of any size.

Reverse Rot
Transmutation
Level: Adp 1, Drd 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Area: Up to 1 cu. ft. of wood/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell reverses the effects of rot in up to one cubic foot of wood touched - beetles and other insects are forced from the wood, dry or wet rot is repaired, and the wood is returned to full strength. This spell does not work on wood that has rotted away to pulp - though it will restore a log that has had the center rotted out, for example - and it does not reverse the effects of beetle or termite infestations. It counters the effects of the rot wood spell. All of the wood to be affected must be of one piece or be touching for the spell to be effective.

Rot Wood
Transmutation
Level: Adp 1, Drd 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Area: Up to 1 cu. ft. of wood/level
Duration: Instantaneous
Saving Throw: Fort negates (object)
Spell Resistance: Yes (object)

This spell inflicts rot upon up to one cubic foot of wood per level - the wood crumbles with wet or dry rot, weakening it to the point where it has only 1 hit point per inch and 0 hardness. All of the wood to be affected must be of one piece or be touching for the spell to be effective.

Sapseal
Necromancy (Healing)
Level: Drd 1, Rgr 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Plant touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

By channeling positive energy, the caster heals 2d6 points of damage, +1 per caster level (max +5), to a plant or plant creature touched. This spell has no effect on other creatures.

Sapseal, Greater
Necromancy (Healing)
Level: Drd 4, Rgr 4

As lesser sapseal, except the caster heals 3d6 points of damage, +1 per caster level (max +10).

Sawgrass
Transmutation
Level: Drd 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 10 ft. radius/level
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No

This spell transforms normal grass in the area of effect into wiry, saw-edged growth. The grass appears normal to all appearances, but those moving through the affected area at greater than half speed suffer 1d4 points of slashing damage per 10 feet travelled. Metal boots prevent damage, but the sawgrass is sharp enough to pierce leather boots after 2 rounds.

Seeds of Destruction
Transmutation
Level: Drd 6
Components: V, S, F
Casting Time: 10 minutes
Range: Touch
Target: Seed touched and special (see below)
Duration: Permanent
Saving Throw: Fort negates (see below)
Spell Resistance: No

This spell is cast on a seed from any tree; during the casting, the caster must put three drops of his blood on it. When the spell is complete, the seed resembles a small cherry pit and radiates faint Transmutation magic.

The seed lies dormant until swallowed by a living humanoid or monstrous humanoid, either willingly or not. If the creature fails a Fort save, it goes into violent spasms (effectively helpless) 1d4 rounds later and then undergoes a transformation into a vegepygmy. The entire process takes a full minute, and nothing short of a lesser miracle or limited wish can reverse it once it has begun.

Focus: A seed from a tree.

Spore Cloud
Conjuration (Creation)
Level: Drd 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Cloud that spreads in a 30-ft. radius, 20 ft. high
Duration: 1 round/level
Saving Throw: Fort negates (see below)
Spell Resistance: Yes

This spell creates a thick cloud of spores, like those from a puffball mushroom. Living creatures in the cloud who breathe in the spores (on a failed Fort save) begin choking and gagging as the spores clog their lungs. A choking character can make only a single move action per round; he also takes 1d2 points of damage per round from choking until he spends 1d4+1 rounds outside of the cloud or receives a cure disease spell. These effects last for as long as the character is in the cloud and for 1d4+1 rounds after he leaves it (roll separately for each character). Those who succeed at their saves but remain in the cloud must continue to save each round.

Material Component: A piece of a puffball mushroom.

Thorn Lash
Conjuration (Creation)
Level: Drd 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Vine touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Thorn lash must be cast on a length of vine, which the caster holds. The vine grows until it is 10 feet long, flexible like a whip, and lined with sharp thorns. The caster is proficient with the lash and can make his normal number of attacks with it each round, but he can't use it to make trip or entangle attacks. A hit with the lash deals 1d4 points of piercing damage; on a critical hit (natural 20), 1d4 thorns break off in the wounds, dealing 1 point of damage each per round until they are removed (one person can remove two thorns each round).

Tree
Transmutation
Level: Drd 5
Components: V, S
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fort negates
Spell Resistance: Yes

This spell transforms one creature in range of this spell into a tree of the caster's choice. The tree must be indigenous to the area or capable of surviving, or the spell fails. If the target fails a Fort save, it immediately begins the transformation into a tree - its feet are rooted to the ground first, and the process moves upward from there, turning skin into bark, merging the legs into a trunk, and turning the arms and hands into branches. When the transformation is complete, only a small patch in the bark, which looks vaguely like the creature's face, remains to signify that it was ever anything other than a tree.

The transformation can be reversed with break enchantment or a properly-worded wish or miracle.

Wall of Vines
Conjuration (Creation)
Level: Drd 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall of vines, one 10 ft. by 10 ft by 6 inch sq./level (S)
Duration: 1 minute/level
Saving Throw: None (see below)
Spell Resistance: No

As wall of wood, except that a wall of vines is created solely from tough, woody vines. More vines writhe along the side opposite the caster; any creature of size Small or larger that approaches within 5 feet of this side of the wall must make a Reflex save or be grabbed and held helpless. The vines have an effective Strength of 18 and 5 hp; trapped creatures can make an opposed Strength check or an Acrobatics check each round to get free. This spell can only be cast outdoors, in a natural setting (forest or similar area).

Material Component: A piece of vine.

Wall of Wood
Conjuration (Creation)
Level: Drd 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Wall of wood, one 10 ft. by 10 ft. by 6 inch sq./level (S)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Woody vines, small saplings, and thick roots sprout from the ground and intertwine together into a wall, 10 feet wide and high, and six inches thick. The caster can create one such piece of wall per level, in any shape he desires; doubling the size halves the thickness. The wall has hardness 5 and 10 hit points per inch; a section of wall whose hit points are reduced to 0 is considered breached. Fire deals normal damage to a wall of wood. This spell can only be cast out of doors, in a natural setting (forest or similar area).

Material Components: A twig from a tree and a piece of root.

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