XP 50 Witch grass, harmless to most creatures, has a detrimental effect on arcane spellcasters attempting to use magic in the area. Any arcane spellcasters attempting to cast a spell within 20 feet of a patch of witch grass suffers an additional 10% chance of arcane spell failure so long as they remain in the area. Divine magic and spells are not affected. Creatures approaching within 5 feet of a patch of witch grass are sprayed with the grass’s seedlings, sticky barbed pods that attach themselves easily to cloth, fur and hair. This spray is unnoticeable except with a DC 20 Perception check. The seedlings disrupt arcane spellcasting just as the witch grass does, though it only affects arcane spells within 10 feet of it. Seedlings remain on their “host” for 1 day before dropping off and taking root. The seedlings are easily washed away. Cold or fire destroys a patch of witch grass. |