BOOK CONTENTS
| Page(s) | Content | Game Mechanics or References |
|---|---|---|
| 1 | Title page: 'Meridian's Marvellous Mushroom Recipes'. | - |
| 2-34 | Notes on the various fungi from the Blackfens and surrounding plains. | +3 lore regarding properties |
| 35-60 | Notes on the druid Circle of Spores. | Enough to gain access to subclass. (5E D&D Guildmaster's Guide to Ravnica p26) |
| 41 | Notes on hazardous brown and yellow mold | (see 5E D&D Dungeon Master's Guide p105) |
| 42-75 | Fungal recipes | +3 on cooking checks |
| 76 | Good fungi - how to make magical fungal healing mushrooms | As good berry but enchants fungi |
| 77 | Spell 1st level: summon spores | Homebrew spell (see below) |
| 78-79 | Spell 2nd level: conjure fungal folk | Homebrew spell (see below) |
| 80 | (blank) | - |
| 81-84 | Notes on underdark fungi | +3 lore. (see 5E D&D Out of the Abyss p22 and (5E D&D Monster Manual p 137-8) |
| 85-89 | Info on vegepygmies and russet mold | +3 lore. (5E D&D Volo's Guide to Monsters p196) |
| 90-93 | Info on myconids | +3 lore. (5E D&D Monster Manual p 137-8) |
| 95-99 | Notes on the Demon Queen of Fungi, 'Zuggtmoy' | +3 lore. (see 5E D&D Out of the Abyss p248; Mordenkainen's Tome of Foes p156; Forgotten Realms Wiki) |
| 100 | (blank) | - |
Feel free to Google any of the above to read in your own time :) Can even add links here if you like.
NEW SPELLS
CONJURE FUNGAL FOLK
2nd level conjuration (ritual)
Casting Time: 1 action
Range: 60 feet
Components: V,S,M (fungi)
Duration: Concentration, up to 1 hour
You summon fey spirits that animate fungi and take the form of fungal creatures in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
* 1 fungal-based plant creature of challenge rating 1 or lower
* 2 fungal-based plant creatures of challenge rating 1/2 or lower
* 4 fungal-based plant creatures of challenge rating 1/4 or lower
Each creature disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
At Higher Levels. When you cast this spell using certain higher level spell slots, you choose one of the options above, and more creatures appear: twice as many or 1 challenge rating 2 fungal-based plant monster with a 4th-level slot, three times as many with a 6th-level slot.
Example fungal-based plant monsters that can be summoned:
CR 1/4 (or lower): chwinga (5E D&D Tomb of Annihilation p216, but fungal in appearance), myconid sprout (5E D&D Monster Manual p230), vegepygmy (5E D&D Volo's Guide to Monsters p196 and Tomb of Annihilation p234), bridesmaid of Zuggtmoy (5E D&D Out of the Abyss p230)
CR 1/2: myconid adult (5E D&D Monster Manual p231); vegepygmy warrior (5E D&D Monster Manual Expanded II p238);
CR 1: myconid devoted (5E D&D Monster Manual Expanded p200); myconid guard (5E D&D Monster Manual Expanded p200); thorny (5E D&D Volo's Guide to Monsters p197 and Tomb of Annihilation p233); fungal folk alchemist I (5E D&D Tome of Horrors p157); vegepygmy shaman (5E D&D Monster Manual Expanded II p238);
CR 2: vegepygmy chief (5E D&D Volo's Guide to Monsters p197 and Tomb of Annihilation p234), chamberlain of Zuggtmoy (5E D&D Out of the Abyss p230)
SUMMON SPORES
1st level conjuration (ritual)
Casting Time: 1 minute
Range: 60 feet
Components: V,S,M (fungus)
Duration: Instantaneous
Fungi or mold erupts from all surfaces within a 10-foot square. Targets within the area suffer the immediate effects of the type of fungi or mold that grows there (such as being attacked by violet fungus, or having to make a saving throw versus russet mold). Once placed, the fungus or mold behaves in all manner as described in their description. For example, if the summoned fungus or mold can take actions, then you roll initiative for it and it has its own turns. If it is a hazard, use the description to determine the outcome if any creature that enters or is in the area. The fungus or mold is also subject to normal environmental effects, such as yellow mold being instantly destroyed by fire or sunlight. When you cast this spell you choose one of the following to appear:
* 4 shriekers (5E D&D Monster Manual p138)
* 4 violet fungi (5E D&D Monster Manual p138)
* 1 patch of russet mold (5E D&D Volo's Guide to Monsters p196)
At Higher Levels. When you cast this spell using certain higher level spell slots, you can choose other varieties of fungus or molds:
2nd level spell slot: 1 patch of yellow mold (5E D&D Dungeon Master's Guide p105).
4th level spell slot: 4 gas spores (5E D&D Monster Manual p138); 1 patch of brown mold (5E D&D Dungeon Master's Guide p105) with a 4th-level slot; or 1 giant violet fungus (5E D&D Monster Manual Expanded p102)
6th level spell slot: 4 Zuggtmoy-touched shriekers (5E D&D Monster Manual Expanded p102)






