Blue Mildew
BLUE MILDEW (or Mage Mold) by Reagren Wright
Practitioners of magic have for centuries sought to build impressive strongholds on or near ley lines so they can enjoy the ample supply of P.P.E. in the immediate vicinity. Those who do however have often encountered an annoying parasite that seems to have taking a liking to men of magic and their need to have such dwellings. Blue Mildew or Mage Mold is a type of blue fungus that grows on any organic matter, including clothing, leather, paper, and the ceilings, walls and floors of dwellings rich with ambient P.P.E., coming from ley lines, permanent rifts, and rips of magic in places where moisture problems occur. In unaired places, such as dungeons, cellars, crypts, etc the humidity in the air can be the source of moisture. However, the ambient P.P.E. levels must remain constant in order for the mold to grow. The mold can endure harsh temperatures, as long as there is some moisture present. The mold spores are undetectable to the naked eye and cannot be detected by smell or touch. Once the spore land on a moist surface that is suitable for life, they begin to form a visible colony within 32 hours which appears as a blue, powdery mildew. There is nothing apparently dangerous about it. In fact, it can be touched and disturbed without any noticeable effect. However, the mildew produces a gaseous mycotoxin that requires every living thing that needs to breathe to make a saving throw vs. drugs (15) or they suffer the same effect as snorting Kargalin (see PFRPG, page 265). As time goes on, as long as there is ambient P.P.E., moisture, and material to grow upon the fungus will remain harmless. However, the moment anyone uses individual P.P.E. for the use of magic, talents, or supernatural abilities, within 10 feet (3 m), the mildew does something strange. Dozens of large blue fruiting bodies begin to grow in the mold colony to about 6 inches (15.24 cm) in diameter within six seconds of the activation of the individual P.P.E (half a melee round). At this point, the fruiting bodies burst releasing a cloud of dark blue dust-like spores. If only one mushroom exploded, the effects would be unnoticeable, but what happens instead is all the mushrooms explode at the same time resulting in a cloud that usually 20x20x10 feet (6x6x3 m) in size, and that of course is if the mold colony is six feet (1.82 m) in diameter. The size of the cloud increases by 5 feet for every 3 feet of the colony, enough to fill a corridor or perhaps the entire dungeon. Every living thing that breaths air must make a lethal poison saving throw or suffer from the immediate effects of the mold’s deadly mycotoxins. Mages (and anyone with higher then normal P.P.E. levels) suffer even worst as their bodies become breeding grounds for mold spores. In time if these individuals are not treated, the spores destroy their lung tissue and they suffocate and die, and within 48 hours of death, their bodies become overgrown with Blue Mildew. The mold can be destroyed using organic cleansers (acids) or intense heat (drying it out), but all of this is only temporarily unless the moisture levels can be controlled to ensure the areas stays dry, otherwise within a week or so the mold will return. It’s this reason why practitioners keep lackeys around who continue to sweep, mop, dust, dry, and clean their strongholds because the Blue Mildew must be controlled or the mage risks his welfare.
Type: Unknown, possibly a supernatural fungi
Alignments: Not applicable
The Eight Attributes: Not applicable
Natural A.R.: None
Hit Points/S.D.C. Combined: 1D6 per 3 feet (1 m) of diameter in size.
Horror Factor/Awe: 8 or 16 when a practitioner of magic sees it.
P.P.E.: None
Natural Abilities: Produced hallucinogenic vapors when touched or walked upon (harmless), however if anyone uses individual P.P.E. to cast spells, talents, or supernatural abilities in or near the mildew, each person who breathes air must make a saving throw vs. lethal poison (14) or suffer 3D6+2 points of damage for the next four melees. Those who have higher then normal amount of P.P.E, will need supernatural healing that does not come about via individual P.P.E., either I.S.P., priestly prayers, circle magic (the circle has been activate prior to the infected person’s arrival and not by anyone infected with mold spores in the last 72 hours), deific magic, or magic items. These means are the only way to cure someone of the mold spores growing in their lung tissue (unless you get a lung transplant). P.P.E magic, talents, or super abilities are useless and only accelerates the growth by 15% (same thing happens if the victim cast spells, talents, or P.P.E. abilities. Those suffering from mold growth after 24 hours have no initiative, -4 to all combat bonuses, -4 to P.E. attribute and reduce P.E. duration (vs. fatigue) by half, and reduce Spd attribute by 65%. Irritated throat and having difficulty breathing, feel weak and dizzy. These penalties will remain as each day the victim lose 1D6+4 hit points until he or she dies or is somehow cured. Note: There is rumor that drinking Faerie coffee will cure the person as will sleeping in a Faerie Ring for 7 days.
Magic Spells: Not applicable
Psionics: Not applicable
Value: None, no one wants to be near the stuff.
Average Life Span: The mildew lasts about 1D4x100 years. The spores can last indefinitely in a living thing until it dies then it will germinate into more Blue Mildew.
Habitat: The Blue Mildew need someplace with moisture and full of ambient P.P.E. in order to exist. Blue Mildew can exist anywhere.
Physical Appearance: A blue, powdery film covering objects