Magic Beans!!


Homebrew and House Rules

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Scarab Sages

The Beardinator wrote:
I'm Hiding In Your Closet wrote:
98. Combined sound burst and stinking cloud in a 30-ft radius.
This is a Masterpiece!

I call it "low-hanging fruit," but okay, glad you appreciate it!


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110. The creature that planted the bean is under the effects of shapechange for the duration that it is planted. They are unaware that they gain this power.

Scarab Sages

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111. A bush grows that is densely packed with myriad strange varieties of beans. Tiny runes in Aklo indicate them as "apple," "cinnamon," "licorice," "coconut," "cherry," "punch," "cola," "ketchup," and gods-only-know what other strange flavors. If most creature types eat them, they find they are sickened for 1d3 rounds and nothing more (Undead and Dragons might like them okay) - but if fed to any type of Ooze, it not only becomes docile toward anyone bearing these beans, but it shapeshifts in a variety of strange and useful fashions for the benefit of its feeders, varying in consistent ways with the variety of bean it was fed. For example, feeding it a "licorice" bean incites it to become a long and sturdy ladder, a "punch" bean causes it to take on similar properties to a portable hole, a "cinammon" bean turns it into a wand of burning hands, a "coconut" bean causes it to take on the mass and might of a large spherical boulder and mow down whatever happens to lie in the direction its feeder points it to, and the bizarre "ketchup" bean instantly teleports the nearest Ooze to in front of whoever tosses such a bean to the ground.


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112. Planting this bean results in a small book, entitled "Cool Beans: A Guide to Planting Magic Beans and Gathering Magic Harvests," bursting forth from the ground. The book is an instruction manual for magic beans and their effects ;p.

Reading the book takes 1 day, after which the reader may plant a magic bean and choose the desired effect, maximize or minimize any variables from a random effect, or plant a single bean that results in the growth of a plant with 2d6+Int magic beans. The book disappears after being read, but can be read again to gain the benefit if it is found again.


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113. Planting this bean produces another bean that sings the bean song (Beans, beans; The musical fruit; The more you eat, the more you poot; The more you poot, the better you feel; So eat some beans with every meal!) at high volume, endlessly. The bean will automatically teleport itself to within 5 feet of the planter every hour, still singing, if left behind or locked away in a container.

Eating the singing bean causes the consumer to release an impressive amount of wind from the appropriate orifice, and in the process removes the effects of any negative physical conditions such as stunned, nauseated, fatigued, etc., that are present.

Alternatively, the bean will cure any single instance of poison or disease afflicting the consumer or, if the consumer is at negative hit points and/or dying, the bean will stabilize them and restore them to 1hp.


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114. Planting this bean produces Bean (Rowan Atkinson's character). Subsequent events are left the GM's discretion and creativity.

Scarab Sages

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115. The bean burrows its way (at a speed of 30 ft/round) toward the nearest artificial structure of Huge or larger size, and once underneath it, levels it to the ground in a single round.


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116. The bean grows into a beautiful flower in 1d4 rounds. This flower is a single-use magic item that grants you a +10 bonus to a single Diplomacy check. After this check is made, the flower wilts normally.


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117. A seemingly human hand bursts forth holding a magic sword(+2). At the same time a bust of mental energy from that point alerts every paladin within a thousand miles where this holy sword has come into the world. When the sword is taken, the angel gets to withdraw their hand(finally).


Goth Guru wrote:
96. It grows into a Starbucks. The characters may be disappointing at first because it just sells coffee at high prices, but when they realize coffee gives temporary immunity to sleep magic and poisons, they may think it's worth 50 gold a dose.

Coffee will keep you awake, but every hour past 24 you stay awake you must Will save DC18+1 for each hour or suffer delusions. Delusions will be where you live out a dream or nightmare. If they don't drink coffee every hour they fall asleep, so they should stop acting confused after an hour.

Next entry is 118.


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118. A kitten appears! It is actually a dragon of random age category and colour that has been affected by baleful polymorph and retains its intelligence and supernatural powers (including breath weapon) but none of its physical abilities. The dragon is naturally quite upset at being a cuddly fluffball but is unable to speak.

RPG Superstar Season 9 Top 16

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119. The bean erupts into a massive structure made of vegetable matter that gradually grows into the shape of a Colossal hand giving a obscene gesture towards the direction of the last individual that wronged the planter.

120. The bean grows into a lanky plant with a single piece of fruit. The fruit is delicious and seems to have no effect initially. However, a creature that eats the fruit polymorphs into an appropriately shaped tree while they sleep. The creature returns to normal when they awake, leaving no evidence of their transformation except for regaining all of their hit points if they received a full 8 hours of rest.


Sam C. wrote:
114. Planting this bean produces Bean (Rowan Atkinson's character). Subsequent events are left the GM's discretion and creativity.

I personally would not count it as an Evil act if the party slayed him on the spot. Or used his as dragon bait, or used him to set off traps, or offered him to a lich in exchange for magical goods, or ....


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121. The next 1d6 times the planter takes damage, they are immediately affected by a heal spell with a caster level equal to their HD.


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122. The bean grows out into a shape not unlike a rounded door frame. Within the frame is a portal that will teleport anyone stepping through somewhere else. This can be anywhere in the campaign world or another plane. The portal remains as long as the bean structure is in place and is a two-way portal. Where the portal leads to, however, will change after 1d4 days.

123. A potion pops out of the ground. Whoever imbibes it gets a class ability as determined by the following list for one week. They must be of the appropriate level to use the ability. If the character already has this ability they reroll. The GM has final determination and may change abilities or classes available. This includes adding hybrid classes to the list or removing classes from the list. The character level is the level for any ability gained.

1) Alchemist: Throw Anything
2) Barbarian: Rage
3) Bard: Bardic Knowledge
4) Cavalier: Challenge
5) Cleric: Channel Energy
6) Druid: Wild Empathy
7) Fighter: Bonus Feat (Combat Feat only)
8) Gunslinger: Gunsmith
9) Inquisitor: Monster Lore
10) Magus: Spell Combat (if the base class does not normally have any spells or spell-like abilities, the character gains three cantrips and one 1st level spell from the magus spell list. The cantrips can be cast at will and the 1st level spell may be cast once per day. Once chosen they cannot be changed.)
11) Monk: Flurry of Blows
12) Oracle: Oracle's Curse
13) Paladin: Detect Evil
14) Ranger: Track
15) Rogue: Trapfinding
16) Summoner: Summon Monster I (as per summoner's ability)
17) Sorcerer: Bloodline Powers (the player may chose a bloodline and gains the level-appropriate power[s]).
18) Witch: Witch's Familiar
19) Wizard: Arcane School (the player may chose the school and gains the level-appropriate power[s]).
20) The player may choose a class from the list.

124. A bush of beans grows from the ground. The beans come in maany different colors, including patterns. When picked new beans grow in their place almost instantly. The beans can come in any flavor (usually the color hints at it).

125. The bean grows into an animal with either the Plant-Imbued Creature template or the Plantblood template. The creature is loyal to the person that planted it and friendly towards anyone the planter considers a friend so long as it is treated well. Mistreatment will cause it to leave (at best) or attack (at worst).

126. The bean grows into a medium bush with 2d4 berries on it. These all act as a goodberry and will regrow within a week of being plucked. If a Druid or Shaman planted the bean, there will be 4d8 berries instead and they will heal as if they were a potion of cure light wounds (though they otherwise act as a goodberry).

127. The bean will grow into a vine which will have one fruit the size of a large grape on it. Whoever eats this fruit will gain one of the following templates permanently:

1. Seasonal – This fruit looks like an apple but is quartered with colors (yellow, green, red, and pale yellow-green)

2. Bramble – This fruit has a thorny-looking exterior, but on inspection the thorns will be proven to be soft.

3. Cave Creature – This fruit has a rocky appearance.

4. Chaosborne – This fruit changes in color every round.

5. Boreal – This fruit has a white, furry appearance.

6. Force – This fruit glows like an aurora.

7. Seelie – This fruit is pink with a pair of delicate insect-like wings.

8. Avian – This fruit seems to be covered in feathers.

9. Suzerian – This fruit is royal purple with golden crown marks.

10. Arboreal – This fruit looks like a banana.

11. Abomination (the GM determines what creature is involved.) – This fruit doesn’t look strange at all.

12. Inveigler – This fruit has a slightly greasy-looking skin.

13. Saurian – This fruit seems to be covered in scales.

14. Fey – This fruit is bright green with pink flower-shaped marks.

15. Elemental Infused – This fruit looks like an orange but has an exterior that is quartered to look like flames, stone, water, and clouds.

16. Icy – This fruit has an icy-looking exterior.

17. Lawbound – This fruit has an oddly orderly appearance.

18. Primitive – This fruit looks almost like it belongs to a more primitive age.

19. Plantblood – This fruit looks like it’s made out of leaves.

20. Fortune-Blessed – This fruit looks like a gaming die.

The transformation into one of the templates takes place over 2d4+1 days. No magic short of wish or miracle can stop or undo the transformation, though a successful Fortitude save delays the changes for another day. If detect magic is cast the fruits will radiate heavily of transformation magic. A successful Knowledge (Nature) or Knowledge (Arcana) check (DC 25) results in the character knowing exactly what the fruit will do if eaten. Of course, anyone that’s seen the fruit’s effects will also know what they do.

RPG Superstar 2012 Top 32

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122. The bean grows into a mini beanstalk 2d6 feet high. It produces 1d6 beanpods per foot of height. A character can make a ranged touch attack with a range of 30 feet with these beanpods, they then erupt into a mass of vines that entangle the target. Each round as a standard action, the entangled creature can make a DC 15 Escape Artist check to escape the vines; the vines then wither away once the entangled creature escapes.


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123. The planted bean summons one of the Demipowers. Lords of the Nine Hells, Celestial Paragons, Horsemen of the Apocalypse, Demon Princes, Baba Yaga, David Bowie....

The summoned being is bound for 1d6 rounds in which the planter can ask questions or demand service or banish the being. After the time has elapsed the summoned demipower is free to do as it wishes.

Scarab Sages

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124. A mighty puff of reality-warping wind from the First World bursts from where the bean was planted, turning the surrounding area into a sort of otherworldly labyrinth. Then the bean is forcefully expelled back out of the ground, and starts doing this.


I'm Hiding In Your Closet wrote:
124. A mighty puff of reality-warping wind from the First World bursts from where the bean was planted, turning the surrounding area into a sort of otherworldly labyrinth. Then the bean is forcefully expelled back out of the ground, and starts doing this.

YES!

RPG Superstar 2012 Top 32

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125. The bean immediately bursts into bright light. All creatures within 30 feet must make a Reflex Save (DC 5d6) or be blinded. A creature blinded this way can make a new Reflex Save at the end of each of its turns to remove this condition.

RPG Superstar Season 9 Top 16

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126. The bean erupts into a spire of sparkles and light that inspires hope and joy for all that witness it. Creatures within a 10 mile radius that see the spire gain a +1 morale bonus to attack and damage rolls and a +2 competence bonus to skill checks. Creatures standing within 30 feet of the blast must succeed at a DC 23 Will save or become blinded for 1 minute as the close proximity of the spire's power overwhelms their senses. Afterward, afflicted creatures begin spraying waves of vibrant rainbows out of their eyes. This is a 30-foot cone gaze attack with a DC 23 Will save to resist. Creatures that fail the save become subject to euphoric tranquility. Creatures that fail the save by 10 or more act with unnatural lust towards an appropriate object or creature they legitimately have a strong affection for. The effects of this last for 24 hours.

Scarab Sages

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127. The bean erupts into a geyser of smog and putrid detritus that inspires despair and misery for all that witness it. Creatures within a 10 mile radius that see the geyser must make a DC 20 Will save or suffer the effects of crushing despair at CL 13th. Creatures standing within 30 feet of the blast get covered in muck that grants the benefits of both false life (at CL 3rd) and stoneskin at (CL 7th). Afterward, affected creatures begin emanating vile pheromones (a DC 30 scent-based Perception check will detect a faint, nondescript, but decidedly unpleasant odor). This is a 15-foot aura that grants other creatures a +3 morale bonus to melee attack and damage rolls against them. Creatures that score a critical hit against them, however, suffer 1d2 points each of Constitution and Intelligence damage themselves. The effects of this last for 24 hours.

Scarab Sages

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128. The bean erupts into a column of grey-green vapor that inspires tranquility and indifference for all that witness it. Creatures within a 10 mile radius that see the column gain DR 2/- (stacking with any existing DR) and become unaffected by morale bonuses and penalties. Creatures standing within 30 feet of the blast inhale the vapor's curious narcotic properties must succeed at a DC 19 Will save or suffer a -2 penalty to all saving throws, but also gain a +2 bonus to all Charisma-based skill checks, for 1 hour. Afterward, affected creatures begin unconsciously projecting an invisible psychic field, placing them under a DC 35 sanctuary effect. Creatures that attempt to penetrate this effect face one of two consequences: if they succeed on the saving throw, they suffer 1d10 points of Charisma damage 1 round later; if they fail, they suffer from oppressive boredom at CL 5th. The effects of this last for 24 hours.

Scarab Sages

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129. The bean erupts into a plume of glassy bubbles that inspires contentment and languor for all that witness it. Creatures within a 10 mile radius that see the spire suffer a 5-foot movement penalty, but the next time they take a full 8 hours of sleep (or whatever is equivalent in individual cases), upon awakening they will find themselves healed double what they otherwise would have, and with a +1 bonus to all saving throws for the next 24 hours. Creatures standing within 30 feet of the blast must succeed at a DC 24 Will save or be enveloped by a large bubble and placed in temporal stasis for 3 hours. Upon release, creatures who had been so trapped emerge covered in a brassy sheen. They gain SR equal to 3 times their character level, which they can suppress and resume as full-round actions. Creatures who overcome their spell resistance find that the any saving throw DCs their spell may carry are increased by 2, but any numerical effects involved in the spell they cast are reduced by half. Creatures that overcome this spell resistance by 5 or more find that they have absorbed and contracted the brassy sheen and spell resistance onto themselves, stripping it from their target. The effects of this last for 24 hours.

Scarab Sages

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130. The bean erupts into a pillar of tiny humanoids stacked atop one another in a sturdy grid that inspires loyalty and humility for all that witness it. Creatures within a 10 mile radius that see the spire temporarily lose access to their most recently-acquired feat (or the last one listed in the case of creatures for whom order of acquisition is unknown), and instead gain 2 Teamwork feats chosen by the DM (everyone in the area gets these same 2 feats). Creatures standing within 30 feet of the blast hear the pillar of little beings shout as one at them, demanding to know whether they are "with Us" or "with Them" (without explaining who "Them" is). Those who pledge to be "with Us" are rewarded with an enchanted heavy mace appropriate for their size with an enhancement bonus equal to their character level divided by 4, rounded up, but also find that the next 8 beings they encounter react to them as though they had been affected by the spell utter contempt; those who pledge to be "with Them" are pummeled with high-pitched castigation and tiny rocks, taking 1d6 damage, which is both sonic and bludgeoning, per character level, but also find that the next 2d8 beings they encounter react to them as though under the effects of the charitable impulse spell. The effects of this last for 24 hours.


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131. A small tree quickly grows, the leaves fall, and even the branches fall off. It becomes a staff of Barkskin, Reincarnation, and Greater Restoration. Charges can be full, half, or empty at GM's whim. Anyone who asks what it's GPV is suffers a permanent -5 reaction penalty because only an idiot would sell this.

Scarab Sages

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132. The bean erupts into a vortex of bizarre sights and sounds that inspires confusion and curiosity for all that witness it. Creatures within a 10 mile radius that see the spire face a 50% every round to either lose their standard action, or gain a second one. Creatures standing within 30 feet of the blast are simultaneously subjected to 1d4+1 results of a Primal Magic surge with a CR equal to the planter's level. Afterward, creatures so subjected begin continuously mutating in small ways from moment to moment (an eye moving somewhere else on their face, their skin turning a completely different color, their lips becoming those of a catfish, their knees becoming invisible, their feet sprouting smaller pairs of their own feet, their mouth moving out of sync with their speech, etc). They gain the ability to cast a randomly determined spell (determined when they declare their use of it, at which point they are required to use it) twice per hour, with their caster level being their character level-4+1d8 and any DCs being based on their highest mental ability score modifier-3+1d6. Other creatures that come within 30 feet of them must make a DC 4d8 Will save or be confused for 1d20 rounds. The effects of this last for 24 hours.

RPG Superstar 2012 Top 32

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133. A tornado with a radius of 1d100 x 1d100 feet is centered on where the bean was planted for 1d12 hours, moves in a random direction (1d8, 1=N, 2=NE, etc.) with a speed of 1d6 mph.


I'm Hiding In Your Closet wrote:
130. The bean erupts into a pillar of tiny humanoids stacked atop one another in a sturdy grid that inspires loyalty and humility for all that witness it. Creatures within a 10 mile radius that see the spire temporarily lose access to their most recently-acquired feat (or the last one listed in the case of creatures for whom order of acquisition is unknown), and instead gain 2 Teamwork feats chosen by the DM (everyone in the area gets these same 2 feats). Creatures standing within 30 feet of the blast hear the pillar of little beings shout as one at them, demanding to know whether they are "with Us" or "with Them" (without explaining who "Them" is). Those who pledge to be "with Us" are rewarded with an enchanted heavy mace appropriate for their size with an enhancement bonus equal to their character level divided by 4, rounded up, but also find that the next 8 beings they encounter react to them as though they had been affected by the spell utter contempt; those who pledge to be "with Them" are pummeled with high-pitched castigation and tiny rocks, taking 1d6 damage, which is both sonic and bludgeoning, per character level, but also find that the next 2d8 beings they encounter react to them as though under the effects of the charitable impulse spell. The effects of this last for 24 hours.

I'm guessing there is a story behind this?

Scarab Sages

The Beardinator wrote:

I'm guessing there is a story behind this?

Look at 126 through 132 (except ninja #131) and see if you can't figure out the common theme.


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134. The bean grows into a clone of the planter in 1d6 days.

135. The bean grows into an everlasting bean, which provides perpetual sustenance to one person as a ring of sustenance.

136. The bean is sentient and telepathic, the planter assents to the bean's requests as if the bean had charmed the planter. The bean's ultimate goal is, obviously domination of the earth be legumes.

137. The bean grows a variety of flavored beans and a blob appears. The blob is capable of changing into to different forms with different utility depending on the flavor.

138. The bean grows into a seemingly kind jellybean monarch with some horrific side hobbies, but let's put that aside because the people will "get more from the idea he represented than from the jellybean he actually was."

139. All creatures on the ground with a mile radius of the planter bean are subject to an automatic landing of an enervation spell.

140. The bean randomly becomes whatever the bean version of Robin Williams' character from Dead Poets Society and walks around encourage you to cease the day, and forcing you to stand on tables at pubs and say, "oh captain, my captain" this results a +2 morale bonus to all skill checks while the bean remains.


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141. It grows one large coffee bean humanoid that can provide unlimited coffee. He says only "coffee, coffee, coffee" but the planter can always understand him. He is strongly lawful evil so he is always suggesting evil plots. If Coffee Man is killed and buried, 2D6 Coffee Men grow on the resulting bush.


Create Mr. Pitt wrote:
138. The bean grows into a seemingly kind jellybean monarch with some horrific side hobbies, but let's put that aside because the people will "get more from the idea he represented than from the jellybean he actually was."

I see what you did there.


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142. The bean sprouts a small vine with two smaller beans growing from it. If the planter eats one, he/she gains a +2 to a random Ability Score. If the planter eats the second bean, he/she loses the ability boost and becomes sickened for 1d4 days. If the planter shares the second bean with another character, they both receive the +2 bonus to the ability score. Sharing is Caring!


The Beardinator wrote:
MAGIC BEANS!!

What?! Com'on! I already covered this subject~!

... what's that? Oh. Oooooooooohhhhhh. Oh. Nevermindcarryon.

The Exchange

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143. 1d4 minutes after the bean is planted, a duck pops its head out of the soil, shakes itself out of the dirt, and then waddles off. Those who follow the duck will infallibly be led to the nearest body of water. What else did they expect?

144. The earth quivers, and a clay golem digs itself out of the burial site. It lacks the clay golem's usual spell-like abilities: instead, it has one cyclopean bean-shaped jewel for an eye, which it employs as a gem of brightness as a free action each round. It attacks any visible creatures present, pursuing them anywhere until nightfall, at which point both golem and jewel collapse into dust. If the golem is destroyed before then, the gem of brightness remains (with whatever charges went unused by the golem).

145. A blast of wind erupts from the site, but there is no other visible effect. An invisible stalker has actually been summoned: it lurks nearby until it sees a good chance to steal the bag of beans and then hides it in the most inaccessible spot it can find.

146. A rat swarm is summoned. Instead of attacking, the rats dig down to the bean, consume it, and run off.

147. The earth within 10' of the bean begins to blacken and a smell of burning rises. Three rounds later, the area ignites. It burns for 100 years and a day, inflicting 5d6 fire damage per round to creatures and objects within 10' of the bean's former location.


C'mon!! Bump


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148. A glue berry bush grows. Each berry contains a dose of sovereign glue.


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Goth Guru wrote:
141. It grows one large coffee bean humanoid that can provide unlimited coffee. He says only "coffee, coffee, coffee" but the planter can always understand him. He is strongly lawful evil so he is always suggesting evil plots. If Coffee Man is killed and buried, 2D6 Coffee Men grow on the resulting bush.

*waves*


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This makes me miss the WebRPG top 20s forums. Are those archived anywhere?

142. The bean begins humming a musical tune (muffled, of course, by the earth above it)

143. Yggdrasil, the "world tree" of Norse myth grows from that spot. Basically destroying everything in a huge radius. The tree can be climbed to access various planes.


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149. right after the bean is planted, all the earth in a 5 foot cube around it vanishes (along with the bean).


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150. A tiny shoot grows within a matter of minutes. The plant has a single identical bean at the end of it. If plucked, the plant shrivels and dies almost instantly. If this bean is planted, a tiny shoot grows within a matter of minutes. the plant has a single identical bean...

Scarab Sages

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151. A thick beanstalk precisely two-and-a-half times your size and mass bursts from the ground, its top section thereupon curling into something very reminiscent of a fist and pounding you on the head, dealing 2d10+(your Strength modifier x2) damage and piledriving you shoulders-deep into the ground.

SmiloDan wrote:


In Soviet Russia, bean plants YOU!


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151. Thick, luscious, green grass grows rapidly, but only either when the planter looks at it or only while he is looking away (random chance of either). Nothing else will stop this growth.

152. a quintessential hobbit hole grows in the spot, fully furnished.

153. A tree grows. The nearest druid is drawn to the location and feels a strong compulsion to protect this particular site (if no druid is immediately apparent, create a random one).

154. a tree grows, creating fruit with a hard outer shell. when the shell is peeled away, the fruit inside is exactly identical (including in size). This can be done an infinite number of times. (like those stacking dolls, but with an infinite number of layers, so each one inside is exactly the same size as the one you just removed).

155. A mushroom grows. When consumed, this mushroom casts either enlarge person or reduce person on the eater. This effect lasts until the next time they are struck in combat.

Scarab Sages

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156. A brain-tree grows. You heard that right. A brain-tree. It near-instantaneously sprouts 1d4+2 delicious brains. If you eat one, roll 1d6:

1 - be instantly healed of up to 1d6 points of any combination of mental ability score damage you may presently be suffering.
2 - take 1d3 points of Constitution damage from all that cholesterol.
3 - vividly experience somebody else's memory, gaining 1d20 X 1d100 experience.
4 - Did you just pick a brain off a tree and eat it?!? You are sickened for 1d4+1 rounds, and confused for 1d8 rounds.
5 - Nothing happens...until 2d12 months later, when the prion disease you contracted comes into full effect, and you take 1 point of ability drain to one of your mental ability scores every day until one reaches 0, at which point you die. This cannot be healed by any means short of a 6th-level or higher spell.
6 - 60% to roll again and take the second result, 40% chance to receive a permanent +1 bonus to two mental ability scores of your choice.


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157. The bean is actually the seed of the bean plants that Brijidine Azatas use to fuel up. It is not normally possible for other creatures to make use of the impressive volumes of flammable gas rapidly produced by eating dishes made from these beans (usually with the addition of hot spices and similarly magical prunes also prized by the Brijidines for this purpose), but artificers have achieved some success by attaching afterburner devices to the appropriate part of one's anatomy . . . .


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158. A bunch of bean vines grow up, twining around each other. They grow bright red kidney beans that if eaten are very spicy and cause magic flatulence. The gas has the area and effect of channel energy positive. The cleric level of it is 5 per bean. Beans can be eaten raw or cooked, it doesn't matter. Cuttings can be taken and new plants can be grown. Knowledge nature DC 15. The plant will continue to produce beans till killed by cold or the soil is exhausted.


Bump. We've got some great stuff! Keep it coming!


bump

The Exchange

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159. The bean sprouts into a 25' ladder. A trapdoor appears at the top of the ladder, hanging in the sky. The trapdoor conceals a space that functions as a rope trick functioning at CL 9th, except that the extradimensional space is chock-full of beans. Anyone opening the trap door causes it to burst open: characters on the ladder must make a Reflex save (DC 15) or be knocked off, suffering falling damage: the space at the bottom of the ladder, and all adjacent spaces, is then treated as the spill zone of a cave-in (CRB 415), requiring Reflex saves.

160. The bean expands to hundreds of times its normal size, which will undoubtedly lead to the adventurers carrying around a ten-pound bean for no good reason. Try not to laugh.

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