Calabash

:Weight: 5 lbs.
:Size: <1 hexes
:Habitat: Forest, Subterranean, Swamp, Tropical Forest
:Bestiary Origin: ML (Africa & Orient); Classic: Bestiary
The calabash plant, a gourd growing on a trailing vine, is considered magical all over Africa and the Orient. The GM may allow such a plant to have magical properties if desired. Magical calabashes are rarer than the mundane variety.
The following powers have all been attributed to the calabash by various tribes. though rarely more than one
property to a single gourd. Most of the uses are one-time only - exceptions are noted. The possessor of a calabash can:
:1) Cast the Invisibility spell three times per calabash for no fatigue. The spell lasts until the caster goes
to sleep, or wishes to be visible again
: 2) Be awakened instantly if danger approaches Within 10 yards. This type of calabash lasts for a month.
:3) Know the whereabouts of any one named person at all times. This power expires when the calabash next.
comes into the presence of the person.
:4) Change the results of any one die-roll just after the roll is made.
:5) Cut the gourd open to reveal a rich feast - enough to feed six people.
:6) Cut the gourd open to reveal gold, worth anywhere from $100 to $10,000!
:7) Cut the gourd open to summon a leather-armored, broadsword-wielding soldier. He does the calabash
owner’s bidding for ten minutes, then disappears. He has ST 12, DX 14, IQ 10, HT 12, Broadsword-15, Combat Reflexes and High Pain Threshold.
:8) Cut the gourd open to summon an ordinary riding horse. It can he ridden as far as possible in one riding,
but disappears when the rider dismounts.
: 9) Cast up to four Air college spells with no fatigue.
:10) The calabash will answer three yes-or-no questions honestly. It has magical access to rnosl answers, but the GM may veto any particular question
Category:Myth
Category:Magic Concepts
Category:Plants