Showing posts with label Elementals. Show all posts
Showing posts with label Elementals. Show all posts

Tuesday, August 17, 2021

Magic Blasts + Elemental Overcharge Effects

You know what I like? Magical blasts. I mean those really generic sort of energy bolts that certain magic characters or monsters just fling at people as a form of "attack". They give me a feeling of a more holistic magic system then if every magical "thing" is like a specific spell or a set parameter of element + effect = damage of such and such level.


These are a lot like the blasts used by Warlocks as a cantrip for 5th edition D&D. While some people may not like cantrips for trivializing magic, I like the aesthetic of a blast because it essentially allows magical player characters to "feel" magic even at low levels when they don't get shit for spells or whatever, especially in OSR systems where they are reliant on doing things like throwing darts or attacking with a dagger after they use their one and only spell. Doesn't change the game much, just changes the aesthetics. This philosophy is why I created magic rods as a mainstay mechanic in my game- though nowadays I just have rods do "blast" damage, not having an elemental affinity at all.

But what about elements? I like this idea of "blasts" for creatures highly aligned with an element or elemental magic. High level Pyromancers should be able to just throw fire bolts at people without needing a spell slot- they're so magically attached to fire anyway. For instance, I like to say that elementals do "blasts" as a form of ranged damage. But elemental damage just in the form of elemental damage is kind of boring- so how do we spice this up? We'll use Overcharge effects.


Overcharge
Whenever someone or something is hit by an elemental blast that deals at least 6 damage or more, they suffer something called an Overcharge effect. I wrote some up briefly for a very old blogpost, but these are since outdated. So let's talk about them.

Because of this method, small elemental blasts won't do the bonus. Like a d4 reflavored magic missile (irrelevant; I like d6 magic missiles, sue me), or a weak blast by a small elemental won't trigger this. But at least a d6 has a chance to hit an Overcharge effect. If you have a powerful d10 blast, then you'll have a 50% chance for the Overcharge effect to hit- quite a powerful weapon!

I also like the idea of each die used in a blast having a chance to trigger it, to distinguish powerful blasts that are really likely to do the effect once, or slightly weaker blasts that can trigger the effect multiple times. But this brings some confusion; what happens if a blast gets a flat bonus- does it not provide the blast benefit at all even if you roll a high number- because the die itself needs to roll 6 or better to count? If it does, then do you have to split up this bonus evenly among each dice? Might be a little too much added complexity, still, you could totally stack Overcharge effects if you want. Without further ado, here is the list of effects based on each element. 

Elemental Overcharge Effects
Creatures suffer the Overcharge effect of a Blast if they take 6 or more Damage from the hit.

Element

Overcharge Effect

๐Ÿ”ฅ Fire

Target is ignited, taking 1d4 damage per round until put out.

❄️ Ice

Target has their feet frozen to the ground, requiring a round to break free.

๐ŸŒฉ️ Shock

Target is stunned for one round.

๐Ÿงช Acid

Target's armor is corroded and loses 1 AC value. Magic armor is immune.

Tuesday, May 11, 2021

Golementals


[1]
Furnace Golem (5 HD, +7 AC, +4 to hit, 1d6+1 fist, 2d8 Flame Breath OR 1d4 Eye Beam, Inner Fire, Construct)
Morale: N/A
Number: One or Two

The Furnace Golem looks like an ancient bearded dwarf. It is made of metal and is both a furnace and a creature. Within the furnace golem is a fire which is its power source as well as its primary weapon- the furnace must be occasionally be fed anything that can be consumed by flames to continue to power this golem. If it's flame is every put out, it will cease to be animated, and can only be lit again by a special, magical flame. As a golem, it has no conscious mind and no will of its own; it will fight to the death every time, and is immune to any spells that target living things or mind-controlling spells.

The Furnace Golem may strike with a steel fist dealing 1d6+1 damage, or may use weapons and will deal the damage of the weapons at +1. Its arms are very inflexible and it cannot use two handed weapons, and prefer just to smash people with its fists anyway unless ordered otherwise. 

Every round it may also release a gout of deadly flaming breath released from its riveted mouth- this deals 2d8 damage to anyone in about a spear's range of its mouth in a cone. However, each time it uses this ability, it loses 1d6 hit points from the loss of its inner flame. In order to preserve its flame, as well as to provide a ranged weapon, the golem may also fire a beam of focused heat and light from its eyes; channeled from its inner fire. This deals 1d4 damage and can travel as far as an arrow from a shortbow- any longer distance and the light fades and its becomes ineffective.

 

[2] Fulgrite Golem (3 HD, +5 AC, +6 to hit, 1d10 electrical cleave, 1d6 retaliation shock, lightning call, construct)
Morale: N/A
Number: One indoors, 1d8 along a beach

Fulgrite Golems appear as long, twisting roughly humanoid figures made from fulgrite. Can only be created with several powerful bolts of lightning trapped away or called by the artificer. They are still charged with this electrical energy after being made. More fragile then the other types of Golementals, the Fulgrite golems move with much greater speed if needed, but pause in place between frantic bursts of speed. It's body is very brittle, and as such it doesn't twist to move but instead prefers to rotate its body fully or hop in unusual motions that make it difficult to predict.

The Fulgrite Golems attack by moving past people; their bodies shedding a skin of electrified sand, magnetic waves, and bits of glass fired in all directions. Because of this nature of attack, they cleave through groups of people who approach them, dealing damage to all with each attack. The electrical energy of the fulgrite golem deals 1d6 damage against anyone who strikes them with a melee weapon made of anything conductive- but the Fulgrite golem takes identical damage as you use up its charge.

Finally; these golems can call lightning. By standing still, they can move the local weather one stage. This ability obviously only works outdoors. Clear skies go to cloudy, cloudy goes to dark, dark goes to stormy. The lightning from this storm won't hit the fulgrite golems (as it hit them already) but will hit anyone who raises up a metal weapon or might strike a tree; once every other round.

 

[3] Riptide Golem (6 HD, +4 AC, +4 AC, swimming, three 1d6 ripcord attacks per round, can grapple at +2, construct)
Morale: N/A
Number: 1d4 laying in wait in a stream

The riptide golems have a central "body" that looks like a sunken barrel or hollow log. When it is activate, its true form is revealed. The golem "walks" and attacks with long loops of cord tied around smooth river stones. The ropes are carefully enchanted so they don't slip off. The golems are known for the distinct sound they make as the river stones are pulled into its central body, made wet with water, and rub against it on the way out, creating a clacking noise. These cords and stones must remain wet; its central body can store a small amount of water for a few minutes outside of a stream or pool, but it must return soon or else it will deactivate.

Every round, it can whip out its loops to strike enemies with the barrage of stones. It can also wrap these cords around people to try and drag them under the water to drown them, but doing so gives up one of its "loop" attacks. Piercing damage done to its main body will cause its water to leak out faster- it can only be out of water for a maximum number of rounds equal to its current HP divided by 6, dropping the remainder. Or in other words, the minimum number of dice its current HP worth of hit points could be rolled with d6s.


[4] Stone Golem (8 HD, +6 AC, +6 AC, slow, crush at 2d10+2, made of stone, construct)
Morale: N/A
Number: Hopefully just one

The stone golem is carved from a block of pure stone, and engraved with magical words that cause it to become alive. It is the slowest of all types of Golementals and can only act once every other turn. It can only move about as fast as a man can walk, but never tires, does not bleed, and will never stop perusing its target once it has been told to. The golem is slow and stupid, cannot jump or fly, and as such could be trapped in a room or a pit with no method of escape.

Since the stone golem is made of stone; it cannot be damaged by bladed weapons unless they are significantly magical; +2 or better for swords or arrows to harm it. Normal blunt weapons will take damage as though you were attacking a block of stone, because that's exactly what you are doing.

Tuesday, July 9, 2019

Envy Flame + Tenfold Flame

Jealous Fire. Envy Flame is the name for a creature that comes from the farthest realms above. Some say it is the coalescence of emotions from the astral and telestial planes, brought down as bright red comets; in the same way that rain coalesces from vapor in the upper atmosphere. Others think they are their own beings, driven mad in covet.

Envy Flames are jealous of living beings. Humans and animals alike; the fire of a living being lasts for many years, some centuries, and some even longer. The spurned Envy Flame is a golem and elemental of fire that can hope for a few hours of a hot smolder, and then death. They despise life, and will attempt to slay any living creature they come across. The cold blooded creatures and people, such as lizard men, can stand absolutely still and not draw the ire of the Envy Flame; it sees the fire in your vein as its rightful property- the cold blooded must sup the flame from others just to live. They are not enviable to the jealous Envy Flame.

-Envy Flame-
HD- 6 to 8
AC- 16
Morale- 14
Numbers- One or Two
Attacks- Flaming Touch 1d6+1 Fire Damage, Smolder Weapon 1d8+1
Abilities- +6 to hit, Fast Movement, Corpse to Ashes, Immune to Fire, 1 in 4 chance to hold a Tenfold Burn instead of a Smolder Weapon

Envy Flames are similar to fire elementals but have key differences. Their bodies are not made entirely out of fire, instead having several tougher and more solid pieces made of folded and formed liquid and solid fire along with volcanic materials and several foreign materials not native to our existence. Some natural scholars believe they are therefore a higher caste or form of fire elemental- or what fire elementals are actually like in their home dimension, instead of working with the inferior forms of fire we have in our own to create their bodies. However if this is the case, then the elemental plane of fire is a truly frightening place if the native inhabitants are like this.

Envy Flames are fast, constantly burning beings. The smell of sulpher and burnt wood and flesh, but this scent is contained to the light white smoke that billows of them when they move or “breathe”, meaning it is possible for them to be stealthy by standing still and holding their breath. They also spark and sound like a crackling fire, but can suspend this as well similar to how a human can hold their breath to become more stealthy. They move faster then other beings and win initiative ties unless the target has a +2 in Dexterity or higher.

It uses both its hands and feet to attack, dealing intense fire damage at 1d6+1, as well as having a second, primary attack with its weapon. Most Envy Flames have dark black weapons created from ash and soot, these smolder weapons are warm to the touch and cut as well as powerful swords, dealing 1d8+1 damage on a normal hit. Envy Flames are skilled with these weapons; enough to burn a target with their inner fire as well as strike with their weapons each round. They can also dodge attacks and their tough bodies are alien enough to resist most simple attacks; their AC is 16. Every Envy Flame that arrives in our world has a 1 in 4 chance to have a Tenfold Flame instead of its normal weapon.

The Envy Flame's body consumes materials much more aggressively then other fires- especially flesh. While the fire has little effect on grass or wooden floors, its feet burn through corpses as though they were butter. Each round the Envy Flame can stab or stomp on a dead body to consume it utterly- the body turns to fine white ash. This makes it impossible for an easy method of regeneration or revival to be made on that being; only a powerful true resurrection spell could be used to restore a being whose physical form was totally destroyed in that way. Even if against powerful opponents, the Envy Flame will spite them by burning their companions instead of retreating, such is its hate. Needless to say, they are totally immune to fire.

Art @cobaltplasma
Tenfold Flame
In the astral realm, burning stars and planetoids gather fire so intensely hot that it does not even go out with no fuel. This fire may also exist in other dimensions; but the Astral Realm is where it collects most easily. It can be hammered into shape by the most powerful of elemental lords or crafty of Wizards, as the forging process most weapons and magic metals undergo would only cool this blade by subjecting it to inferior fires.

The Tenfold Flame can be molded into any weapon shape, including blunt weapons, but it has the same effect. The moment a Tenfold Flame weapon strikes you, your skin bubbles and peels and the wound is instantly cauterized; the fire spreads through your blood and burns you slowly. The searing heat of a Tenfold Flame deals 1d12+2 damage- this is normal weapon damage, as the blade is still a powerful physical force along with elemental fire. It deals double damage to those weak to fire, but can still harm those immune to fire as well. Finally, even holding the Tenfold flame is impossible for most creatures. It deals 1d2 fire damage every round you attempt to use it, the intense heat cooking your hand, even with leather straps and gloves to protect yourself. The only way to use this weapon is to either be immune to fire yourself or craft a specialty magic item to hold it. All Tenfold Flames are also magic weapons and have an Ego of 4, meaning only Fighters level 4 or higher, or half-fighting classes level 8 or higher, can use this weapon without it turning on them.

After being hit by it, the Tenfold flame burns again. Inside the victim's body, the fire blooms through their fat and intestines, finding cool places to heat and bubble over. Every round after getting hit by the Tenfold Flame, you must make a hard saving throw or take another 1d6 fire damage. If you fail ten of these saving throws in a row, your character is burned utterly from the inside out, and explodes dealing another 2d6 fire damage to everyone nearby.

Those who were struck by the Tenfold Flame and successfully made their saving throws still suffer from it; the inside of their body is still being ravaged by supernatural fire. Every season, they must make another hard saving throw or have part of themselves “burnt”. This could be a hand that turns black, or their hair turns white as ash. Others gain a permanent rash on random parts of their bodies, or still others have their eyes become dry and turn dark black like coal- though without any lose of vision, this is merely a sign of internal smoke. Every time this happens, they age another 1d4+1 years and lose the same in maximum hit points. The only way to stop this effect is to find a significant magical artifact of cold and consume it, or quest to the coldest places in the world to dip themselves into water that could kill them on a failed save; it is the only way to quench the endless fire slowly burning them inside.

The Tenfold Flame is not a singular artifact, but is instead a magical material that has found its way into the hands of several demon and draconic warriors- cleaving their foes asunder with fires that burns brighter then any in this world.

Thursday, May 2, 2019

8 Ways to do Elemental Planes

[1] Pure Elements
The plane is literally just an endless amount of whatever element it encompasses. Opening a portal to the elemental plane of water would eventually flood the world; it just dumps nothing but pure water. Same for the plane of fire, which is some platonic ideal of fire that burns endlessly without fuel, or the plane of Earth which could just be an entire endless universe of solid stone that can be broken down into stones, grit, sand, soil, etc. This may require additional elemental planes for cross elements or sub elements, like the elemental plane of air and the elemental plane of lightning, OR the elemental planes are what the “pure” element is like and all variations are just things that can occur in the real world. Ie; Ice is just water that gets too cold, not a real element. In this version, Elementals may just be animated forms of elements given life by magic, not a native thing.

[2] Pure Elements+
In this version, elemental planes each are purely of their element and a few sub types. The elemental plane of air is filled with clouds, fog, winds, lightning storms, vapor and so on but has no living beings or complexity within. The elemental plane of Earth may be filled with stones, salt, gravel, soil, as well as metals and ores- with precious metals rarely strewn between or each given its own endless but somehow separate part of the plane if you wanted magicians opening portals to have potentially endless access to gold and diamonds, or maybe these just don't exist in the elemental realm. In this version the elemental planes may have some kind of structure- such as the plane of water having a endless snowy field on top of an endless glacier on top of an endless ocean, on top of an endless lake of brackish water, and abyssal water beneath that and so on- elementals could be native here, living among these types of various elements in an abstract existence living beings barely understanding.

[3] Lived-In Elements
As the Pure Elemental Plane or Pure Elemental Plane+ but with creatures that live among the layers. Humongous leviathans may live in the plane of water, or pheonixes may forever fly through the elemental plane of fire- these could be right there with the elementals or once again separated somehow, the various “tiers” of creatures. The ecosystem is based off of basic and advanced elements and elementals- their environments are foreign but the creatures make sense, or somehow change into something more sensible when they come here.

[4] Abstract Elements
The Elemental Planes may be filled with each element and sub elements, but may also have several “supernatural” elements that don't exist in the physical realms. Things like solid and liquid fires, forever exploding materials, burning air vapor and so on for the elemental plane of fire. The Plane of Earth may have a constantly shaking earthquake element zone, along with breathable soil and mulching stones with magic innate within them and so on. It's difficult for mortals to understand, as it is an inherently alien and foreign place to them. Creatures of this plane may be as Lived-In Elements or may be various tiers and types of elementals; different classes or even kingdoms of these beings could exist in such an abstract realm.

[5] Sensible Planes
In this example; the elemental planes may be much more similar to the normal or real world. Instead, all the planes are filled with enviorments, creatures, and even cultures or beings that simple live around the elements in question. For example, the elemental plane of fire could just be a very hot and barren land like a desert with no rain or snow; these cultures could be filled with elemental spirits or even human-like races that live here and are used to it. The elemental plane of water could just be filled with many oceans and rivers and swamps; the air is thick with mist but beings still live here similar to the prime material world. Additionally, these places may be able to be visited much easier then all the other examples on this list, but the planes could also get much more “extreme” the further they travel, such as in Elemental Directions.

[6] Elemental Directions
The Elemental Planes may actually just be a physical place in the world; the farther out out of the barren deserts you go the hotter it gets until eventually it just becomes nothing but burning sand, and from there on it becomes even worse and an even brighter inferno and so on. I wrote about this concept more here.

[7] Afterlife but for Elements
Similar to the D&D conceptualization of Hell, the Elemental Planes are ordered similarly. There may be elemental lords and lesser elemental ruling over specific types of elements. There may be layers with more intense versions of the elements; up to and including abstract and unreal elements from the Abstract Elements concept. Summoning an elemental is similar to calling forth a demon, just from a non-evil plane, just an elemental one instead.

[8] Not Elemental Planes at all
The Elemental Planes aren't really Elemental planes; they are simply alternate dimensions that people draw from. The Elemental Plane of Air may actually just be a realm called “Zephyr”, filled with flying airship pirates, huge birds, and magical storms. They see the Earth as a strange dimension like any other; its rules and creatures are just as alien and dangerous as you see their simple flying creatures are! With this rule, you can also free dimensions entirely, making every alternate realm or otherspace a different and strange place instead of neatly ordered.

Thursday, September 6, 2018

Magic Mansion Soiree Encounters

[1] Room that is 5ft longer on one side then it physically should be. There's a red line painted on the floor that shows this; it's just bragging rights, as even she couldn't afford a spell that made her house much larger on the inside then the outside magically. If wall is broken there will cause a sucking sound and the room will crack to snap back to where it 'should' be in 3d space.

[2] Room with an aquarium of rare fish. There's a sad little seal in a little wooden pool in the corner. He's trained to feed all the fish and take one for himself whenever the bell rings, and it's tied a magic hourglass in the adjacent room via cord.

[3] Doll room, filled with hundreds of dolls. Many in the center are life sized as big as children, and match descriptions of missing orphans.

[4] Spiral staircase leading up to the next floor, crafted by a dwarf. It's made of sawdust, cobwebs, and glass. It's far too fragile and delicate for anyone to walk on it while wearing armor.

[5] Urn of a long dead patriarch on a mantle. If knocked over the ash will animate into an angry ash wraith.

Cremated Ash Wraith (2 HD, ethereal, touch causes 1d6 damage. On 6 save or take 1 level of level drain of your primary class)
Morale: N/A

The Ash Wraith is angry of being disturbed, but does not attack those belonging to its family. Can be turned by a Sage or by someone waving around a flaming object.

[6] Crawlspace between all the walls in the house for young servant boys to use to carry around packages without actually using the immaculate hallways. Little sliding doors hidden into the walls allow dirty little hands to give you letters. Might be incorporated into some kind of fancy "fake" murder mystery the noblewoman has set up for the guests.

[7] Study with a magical chess set, which plays by itself when nobody is touching it. The chess pieces have become very cruel and cunning after dying and fighting for hundreds of battles, and can defeat almost any human opponent. The horses on the knight pieces nip at your fingers when you touch them, and the pieces cry out for blood.

If you manage to simulate a battle or army on the chess board out of chess mechanics they may just reveal the secret strategy to defeating them.

[8] Rainbow washbucket, by tossing in a garment and declaring a color it will both wash and magically change the color of the garment. Still not gentle enough to work on high quality clothing, the lady of the manor still has several washing servants.

The water will splash on a random party member and the first color shouted out will be what color their armor or robe becomes permanently.

[9] Hallway with a gargoyles head carver into the banister above it. It will stop you and demand you answer a riddle to pass. The lady of the house knows all of its riddles and their answers, but you can just pass under it without answering by making a save.

If you teach the gargoyle a new riddle, it gains the power to deal 1d6 damage to anyone who fails to answer it. Until the lady of the house knows that riddle as well, the gargoyle can wreck havoc.

[10] Animated portraits line across a dining hall. The figures are usually in parades or noble attire, and freely swap between paintings to meet with each other.

A few doodles from the children and graffiti from the servants have managed to sneak their way into the paintings and hide in the background making the painting a poor juxtaposition. If you spend more then a few minutes examining the paintings you take 1d4 Charisma damage, unless if you have a bottle of paint thinner and blot out the offensive creatures from existence.

[11] There is a waiter carrying a silver chalice filled to the brim very carefully, but isn't watching where he is going. Make a save or you bump into him and he drops it; the liquid forms into a minor water elemental and attacks.

Minor Water Elemental (4 HD, +4 AC, 3 water whip attacks 1d4, Immune to ice damage, Ice spells that deal at least 6 damage stun for 1 round instead)
Morale: N/A

[12] Mask Party. Several nobles are sitting on chairs in a circle, given spooky masks and told that their “true selves” will be revealed. All the nobles will turn into a semi-monsterous version of the creature on their mask- they are much lesser then the creature itself, just having some of its abilities at a weakened state and having their normal hit die per character. Some of them will lose themselves to this new form, while others will accidentally harm others, and some may accuse anyone nearby of being in on the curse.

One chair and mask stands vacant, in which case a character who wore it will need to make a save or lose their free will as a monsterous form. The mask can only be removed via a wish or if the character lives virtuously for a year.

Mask Monsters – 1d8
  1. Basilisk
  2. Lich
  3. Golem
  4. Beholder
  5. Troll
  6. Devil/Oni
  7. Owlbear
  8. Werewolf

[13] The Fool's Shoes. Placed in a decorated wardrobe, they're a magical pair of shoes that make anyone who wears them tumble, fall, twist, jump, and look like a total fool of themselves.

Wearing the shoes makes your Dexterity modifier treated as +2, unless it was already +2, in which case it is now +3. The shoes could be very valuable and useful if stolen from the manor.

[14] Room contains several young men dressed in full body, skin tight suits made of a semi-magical substance called latex. Each man is wearing a painted outfit the corresponds to one of the fruit on the endless fruit & juice fountains in the room. They are tasked with offering guests fruits, and will brutally beat and strangle each other for the amusement of the guests.

The one who gets the most guests to eat the most of their fruit will win a prize; the Panacea Pineapple. It is said to be able to cure most earthly diseases or cause a painless and merciful death to those with terminal illness. All of them will turn on anyone who tries to take it for themselves, as all of the young men have dying grand parents or siblings and they need to win, and will do anything it takes to claim the prize. It's nearly priceless if you managed to find the secret hidden chest in the hidden room it's locked in.

[15] 'Lil Genie Room. This room is done up in a not!Arabian style and has several throw cushions, phantasmal veiled belly dancers, and a big hookah in the center with a smokey genie hovering over it. The genie has been imprisoned and must grant “unlimited wishes”, but its wishes are stretched so thin as to only apply to within this room.

The genie could, for example, grant you untold riches. But the moment you tried to take any of the gold outside of the room, it would disappear. Injuries you wished to heal would reappear, age you wished away would return. You could wish to be King of the world, and all would respect your authority and it would be true, but only in that room. Two guards stand outside the room with bows; to stop anyone from casting any truly destructive or wishes that go against their lady's best interests. There is a young servant girl hiding away in this room; she'd asked the genie for food for so long that she would starve to death the moment she left the room.

[16] Nap tablets. Within this darkened room full of beds and curshions are little pink tablets that, when swallowed or mixed with a drink and drunk, make the user feel very tired and fall asleep. They fall asleep for two exploration turns, and then wake up as refreshed as though they had slept a full 8. These tablets are used by the guests so they can sleep and continue to enjoy the festivities after many, many hours, but each could be sold on the black market for 2d6x30 coins.

The room also always contains 3d6 sleeping noble party-goers, wealthy merchants with treasure tucked under their pillows, and powerful wizards resting to restore their spells. Most of them have guards, who will probably notice you trying to steal or murder their boss, or steal the tablets. The tablets are located within three crystal chalices floating around the room.

[17] The Wondrous Wall. Small “spots” of glowing light travel along the wall's surface, and anyone who touches the spot feels the sensation of the color and texture of the spot. So the spot may appear as rushing water, and touching it will cause your fingers to feel wet and cold from the spring. There is a spot that appears as a hot flame, and the moment it touches your fingers you will pull them back from the heat, but if your hand was forced to stay you'd take 1d4 fire damage.

The spots slowly drift around the wall, and a few nobles crowd around it and daring each other to touch the different spots.

Each spot can be removed with a paint scraper and a little bit of patience. After slapping it on another surface, it will start to “explore” its environment, but cannot leave its new wall. By rolling up the spot like a scroll and “invoking” it, a magic user can conjure a tiny amount of whatever the spot represented; a bucket's worth of river water, 1d4 jet of flame, a small fox for the spot that appeared as a soft animal's fur, a stingray for the bumpy gray skin spot on the wall, etc.

[18] Dragon egg in a glass case. The case has a lair of frost on it, hinting at the fact that anyone who touches it will take 2d8 ice damage and a loud banshee scream will alert the nearby guards.

Wealthy merchants crowd around the dragon's egg, as if amazed at the sight of a dragon up so close. The dragon egg is worth 2d4x5000 coins.

[19] The Season clock. Up in a taller tower room of the mansion; by turning the key on this huge magic clock, the room and viewing windows change entire seasons. The trees outside bloom, and butterflies go by in spring, before cold icy winds come and the trees lose their leaves for winter if you turn the key two more times, etc. The temperature of the room also changes depending on the season, and the servants here have magic outfits that change color and theme to fit whatever period of time of the “year” it is in the room. The key of the clock is magic and could be used to operate many different magical devices.

The time distortion is kept contained within this room, and your ears pop would you leave it. If any of the reinforced windows are broken, it causes a magic backlash that hits everyone in the room. Make a save to simply grow a beard or have some of your wrinkles disappear. If you fail the save you turn 1d8x10 years old.

[20] The Wine Cellar. Down carpeted steps into a small dark cellar, filled with many open caskets of wines and alcoholic drinks. There is a siren suspended into a magical bubble half filled with ocean water floating above the room, taking song requests. The wines include regular, vintage, and magical drinks. The siren's music is muffled so she cannot control people, but she will try to get the party to fire arrows or throw things at her so she can pop the bubble and start eating or controlling the house guests below.

Wandering Monsters
Roll 1d6

[1] Plucky Thieves (1 HD, +2 AC, 1d4 knives, blending in as servants, +1 to saves)
Morale- 9
Numbers- 1d6+1

[2] Fed-Up Summon (3 HD, +1 AC, 1d8 sledgehammer, scary gargoyle face -1 hireling morale, scares away other house guests and guards, smashing holes in wall)
Morale- 12, 14 when damaged from rage
Numbers- 1

[3] Sleeping Magus Dream-Projection (2 HD, casts 1st and 2nd level spells, ghostly and must be harmed with magic spells or weapons)
Morale- 10, gets bored instead of retreating
Numbers- 1 or 2

[4] Revolting Guards (2 HD, +2 to hit, +4 AC from armor, want your money not your life)
Morale- 7
Numbers- 2d4

[5] Loose Oven-Bound Fire Elementals (1 HD, 3 HD, +4 AC, 3 flame spark attacks at 1d4 fire damage, immune to fire damage, splashing water on it kills it)
Morale- N/A
Numbers- 1d4

[6] High Noble Duelists (2 HD, +2 to hit, +3 AC, 1d8+1 magic rapiers, wearing jewlery worth 1d8x100 coins, drugs make them ignore mind-effecting spells)
Morale- 12
Numbers- 1d6

Friday, February 2, 2018

Ars Magica but it's Dominions

Magic has 13 Arts. It has 5 Techniques and 8 Paths; The Techniques are Creo, Intellego, Muto, Perdo, and Rego. The Paths are Fire, Water, Earth, Air, Astral, Death, Nature, and Blood.

Permanent magic items and summons will require magic gems, pearls, or blood slaves (vis) to make. It also requires higher level magic users to perform the rituals in place, though it is always helps if they have the power of a pretender God on their side.

Magic Spell Guidelines by Path
-Fire-
Creo: Create flames, light, heat, or creatures made of flames such as elemental. Restore or grow the power of a flame or flame-entity. Empower a weapon with fire. Heal a God or prophet of fire.
Intellego: Sense nearby fires or learn the properties of fire. Sense the presence of fire Gods or their prophets. Scry remotely through a fire, or learn when a fire was started or put out.
Muto: Change the color, light, heat, or amount of smoke created by a fire. Change the shape of a fire, give the fire unusual magical properties, or transform a fire into a fire elemental or back.
Perdo: Dim or extinguish a flame. Reduce how much fire can light up an area, or make an object/person hard to warm up via fire. Deal direct damage to a fire god or their prophet.
Rego: Make a fire leap or grow in a specific direction. Make a fire selective of what it burns, or command fire elementals. Frighten or Bolster a force that serves a fire God.

-Water-
Creo: Create water, ice, or coldness. Create a water elemental. Create unnatural fluids or purify a body of water. Heal a God or prophet of water.
Intellego: Allow yourself to see through murky water. Sense nearby water, or water hidden in the ground. Sense a God/prophet of water. See everything inside a body of water or what it reflects.
Muto: Change water to another liquid, such as acid, wine, or (non-sacred) blood. Change the flavor or colors of water. Mutate the shape of a water elemental.
Perdo: Dry wet objects, or evaporate pools and barrels of water. Make safe water unsafe to drink, or curse people with desiccation. Deal direct damage to a water God or their prophet.
Rego: Control where water flows, make it leap, or call it to the surface from far below. Spread a natural body of water for passing. Frighten or Bolster a force that serves a water God.

-Earth-
Creo:
Create stone or metal, or create it in motion to throw at enemies. Restore damaged statues, forts, or golems. Toughen up a suit of armor or make a golem. Heal a God or prophet of Earth.
Intellego: See through walls, or sense ore deposits deep in the ground. Scry through the eyes of a carved statue. Sense underground movements and sense a God or prophet of Earth.
Muto: Change stone to sand, sand to dirt, tin to iron, and so on. Make a stone much lighter or change its colors and other natural features. Structurally reconstruct a golem or underground space.
Perdo: Destroy fortifications, make armor brittle or turn it to dust. Damage a golem or creatures closly tied to Earth. Cave-in an underground chamber. Deal direct damage to Earth Gods/prophets.
Rego: Make boulders roll or assemble into formations of your choosing. Launch them through the air as projectiles, or cause an Earthquake. Frighten or Bolster a force that serves an Earth God.

-Air-
Creo:
Create gusts of wind, thunder-claps, or vapor-illusions. Create weather; rain, fog, and storm. Create bubbles of air to breath underwater. Throw lightning bolts. Heal a God or prophet of Air.
Intellego: Sense the movements of flying units or the weather long before it happens. Know when a weather event is caused by magic, and sense illusions. Sense a God or prophet of Air.
Muto: Make air in an interior chamber fresh and clean or rancid and toxic. Change the weather in progress to a storm of the same intensity, but different effect. Change an illusion.
Perdo: Still and calm the winds and weather. Destroy illusions. Dampen electricity, or force fliers to land. Harm storm elementals, or deal direct damage to Air Gods/prophets.
Rego: Force a storm to move elsewhere, change the direction of the wind, or force air underground. Disrupt a flier's path or steal illusions. Frighten/Bolster a force that serves an Air God.

-Astral-
Creo: Create or focus natural light, from the stars and moons. Create a false memory. Make someone lucky, or conjure anything with a powerful wish. Heal an astral God/prophet.
Intellego: Scry anywhere via astral projection, or sense manipulations of fate. See the invisible strings of magic to know the paths of another mage. Sense an Astral God or their prophet.
Muto: Change or bend the fate of a person. Manipulate a mind, or link your consciousness with another to commune for power. Manipulate raw vis into other forms.
Perdo: Create a disastrous misfortune for your foes, or make them feebleminded. Break a psychic connection, or an area opaque to scrying. Deal direct damage to an Astral God/Prophet.
Rego: Create a portal or jaunt from one location to another, or directly rip the soul out of someone. Turn an Enchantment wild. Frighten/Bolster a force that serves an Astral God.

-Death-
Creo: Create aging clouds, vile curses, or conjure undead servants. Bolster the forces of undeath and help protect them from banishment. Heal a Death God or prophet of a death God.
Intellego: Make the dead speak, or sense when a person will naturally die. Perceive the invisible strings of control of the dead to their masters. Sense a Death God or their prophet.
Muto: Change the mechanics of aging in a person, but not their actual age. Change the forms of an undead creature. Manipulate corruption and rot.
Perdo: Destroy or damage the undead. End or severely weaken a lich or other undead creature that can resurrect. Stop unnatural aging (not reverse). Deal direct damage to a Death God/Prophet.
Rego: Control the undead or make them follow you instead. Counter a curse or change when a slain undead creature can return. Ward against the dead. Frighten/Bolster a force that serve a Death God.

-Nature-
Creo: Create entangling vines, animals, or heal any living thing; including Nature Gods/Prophets. Create poison clouds, empower creatures, reverse aging. Make plants grow in bad soil, make food.
Intellego: Sense animals, speak to animals, or get the feeling of everything that has passed through a forest in recent months. Get a sense for a creature's emotions. Sense a Nature God and their prophet.
Muto: Shapeshift into different natural animals or large monster forms, or polymorph someone into a harmless animal. Turn twigs and tree-bark into food, or change the size or basic state of an animal.
Perdo: Damage living creatures, deforest woodland areas, or wilt brambles to allow for easy passing. Kill creatures or infect them with diseases. Deal direct damage to a Nature God/Prophet.
Rego: Control the behavior of an animal or beast. Wildly change the emotional state of anybody, like putting a human into an uncontrollable berserk rage. Frighten/Bolster the force of a Nature God.

-Blood-
Creo: Create an abomination; a chimera made of many living things. Creates fields of boiling bloods, or summon a demon or horror from outside reality. Heal a freak, Blood God, or a Blood-God Prophet.
Intellego: Sense blood slaves in the nearby area; which is extremely important to perform any serious blood magic. Sense blood freaks, those controlled by blood magic, and Blood Gods/their Prophets.
Muto: Greatly mutate or change a living thing into an unnatural form. Change the bloodline in a living thing, so all its offspring will be different. Change who a horror is hunting, but not for long.
Perdo: Deal damage to blood, and sicken someone by ruining their blood. Destroy abominations or demons, and deal direct damage to a Blood God or their Prophet.
Rego: Control a person's blood to spurt from their skin or leak from their eyes. Control the mind of a blood slave (with ease). Make a pact with a demon. Frighten or Bolster the forces of a Blood God.