Gorse Cage
Round wood observation cage 5" x 4" x 4" with no visible door. When attuned player can summon a Gorse into the cage for 8 hours.
Gorse faeries were only 3 inches tall, similar in proportion and appearance to a human child, but possessing pointed ears and butterfly-like wings. They typically wore simple clothing that was green or yellow in color.
Once a day, the gorse can cast the following spells:
Exterminate Only works on non-magical creatures. It does not affect creatures that had been polymorphed or were the subject of a enlarge/reduce spell. It was effective on common vermin such as a mouse, a rat, a beetle, or a fly. If the target is sufficiently small, such as tiny ants or fleas, a volume of up to 0.5 cubic feet (14,000 cubic centimeters) could be made free of that pest
Distract: Draw the focus of all beings that are looking at the caster to a point within 10 feet (3 meters) to the left or right of the caster (as viewed by the audience). Youngsters with no experience and folks with low intelligence can not avoid having their gaze drawn to the target area, but everyone else must make a DC12 Intelligence check to resist the spell. Upon fail they are compelled to look at the caster's gesturing hand and where it pointed for about six seconds.
Sprout: The target of this spell had to be within 30 feet of the caster and plant matter in a volume no bigger than 1 cubic yard. The growth of plants is accelerated. Seeds sprout to seedlings, seedlings grow about 1 inch (2.5 centimeters), flower buds bloomed, and so on. If used on fruit or vegetables, they age, advancing from unripe toward ripe, or possibly overripe to spoiled.
Spike Growth: The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.
The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against spell save DC12 to recognize the terrain as hazardous before entering it.


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