Visar inlägg med etikett magic. Visa alla inlägg
Visar inlägg med etikett magic. Visa alla inlägg

måndag 18 mars 2019

1d10 magic items

1. Soul stone. An amulet containing a fragment of a Giant heart, turned obsidian with time. Legends say that when the Giants died, their powers were not lost but reduced to base elements. (+1d6 HP).

2. Giant-bane Ring. Thin like a leaf and corroded by age, this metal ring is only held together by some inherent magic. Given to the finest knights of the Barrowmen, it is increadibly heavy for its delicate size. (+3 STR for STR requirements only).

3. Fickle Axe. A heavy metal axe of tremendous age; fragile looking, its edge is surprisingly unaffected by time. Easily dented, as long as the axe is not broken, it returns to perfect condition each new day. (damage 1d14, STR 15, Deathblow. Fragile: dents on a 1-2; self-repairing: the dented condition is automatically removed each morning. If broken, it explodes in a large blast of spirit flame dealing 3d6 magic damage, -1 per square distance from the explosion. If anyone within this radius is wielding an axe, the spirits possess their axe instead giving it the same qualities as the original fickle axe).

4. Ghost Monstrance. A filigree box decorated with stylized suns, used to hold spirits of the deceased. Little is known of the superstition of the Barrowmen and its present use is unclear, but a single bead rests inside. (Shake to emit a sharp light: radius as lamp. Break or remove bead and the trapped ghost escapes with a blast: 2d8 magic damage, -1 per square distance from the explosion).

5. Summoning Bell. A bent golden chime, used by the Bogmen to call demons from the endless night. Now the stars are different and its sorcery faded, but its shrill sound still holds power over the unseen. (When rung, immaterial beings materialize for 1d6 rounds. Its sound also draws monsters: roll a wandering monster check).

6. Servitude Chalice. A brass cup, used by the Bogmen to forge unnatural oaths of servitude. Its inside is discoloured from blood and soot. (Blood in the chalice burns like oil in a lamp; as long as this flame burns, the wielder has complete power over the creature from which the blood comes - magic save to resist.)

7. Brittle Bone. A gilded human femur, engraved with glyphs of the Bogmen. The bone is sharpened like a misericorde, but a long fracture suggests is might be prone to break. (As misericorde, but magic damage. If broken, the closest person must save vs magic or become possessed by a warrior spirit: reroll STR with 2d6+6, other stats with 2d6+3, +1 to melee and ranged attack, -1d4+2 SPI, +1D6 HP.)


8. Bog Head. An ancient head wound with golden wire, naturally mummified by the peat bog. Its mouth is slightly open as if whispering, but its tongue is gone. (Allows communication with a dead person for an hour, by placing their tongue in its mouth; if a tongue of another creature is placed there instead, it will translate to and from their language instead. If broken, the closest person must save vs magic or become possessed by a spirit sage: reroll INT with 2d6+6, other stats with 2d6+3, -1d4 SPI, +1D4 HP.)
(for a good bog mummy, check out in places deep)

9. Sacrificial Veil. A rawhide mask, black with age and smelling of stale water. Worn as a ward by a drowned priestess of old, only a fragment of its power remains. (+1 to magic saves. Invisibility to demons when immovable)

10. Thunder Stroke. A tall sword of meteorite iron, forged by dwarves at Ygdrain's command. Used to behead Saint Severend, it gives off a thunderous wail when swung for its complicity in this foul act and tears always run down its edge. (damage 3d6, STR 17. Thundering wail: 1d6 damage/round to all in hearing range, save halves. On a crit, lightning strikes as the blade hits, immediately killing the target and any adjacent enemies. On a fumble, a thunder clap causes milk to sour, women to miscarry and men to die of sadness - save negates).

onsdag 7 februari 2018

Mysteries: Spellcasting

Whitehack casting (free-from effects, payed for by HP loss), with the following modifications
1. Magic draws the attention of demons, and worse. When casting a spell, roll 1d20 and notify the referee of the result.

2. A character can combine any two spells to temporarily create a new. The new spell name must contain one word from each spell it draws upon. An "of", a genitive-s, or similar minute alterations might be added to better connect the words. Casting a hybrid spell requires you to roll 1d20 twice and notify the referee of the results.

(Some names might be too weak or too powerful, I might have to adjust that)

WILDERNESS
Swarm Skin
Weed Mask
Lash of Thorns
Beast Sense
Locust Storm
Moss Gate

DISEASE
Bestial Blight
Serpent's Dementia
Fever Crown
Worm Mouth
Putrid Gust
Catatonic Stupor

DEATH
False Life
Blood Altar
Corpse Dust
Eldritch Effigy
Repelling Voice
Feigned Death

SPIRITS
Ghost Flare
Grave Tongue
Spectral Stride
Luminous Stalker
Phantasmal Dispersion
Spirit Warden

DEMONIC
Shadow Throne
Threefold Path
Sign of Many
Plasmic Key
Unspeakable Oath
Dismal Presence

ENCHANTMENTS
Twisted Valor
Consuming Lust
Heart of Wax
Rending Clamor
Fool's Eye
Strange Recollection

COLD
Frost Grasp
Glacial Crust
Treacherous Mist
Hall of Water
Suspended Flow
Ice Cloud

NIGHT
Mercurial Dread
Creeping Tide
Moon Song
Tranquil Light
Spiral of Moths
Vale of Obscurity

HEXES
Oracular Incense
Spider Jar
Soul Eye
Fay Leap
Shroud of Thralldom
Dissonant Whisper

FIRE
Sustained Flame
Fire Blade
Static Spark
Ash of Lament
Sulfur Gale
Guiding Glow

DIVINE
Blessed Bane
Timeless Echo
Resonating Wings
Unseen Hand
Hallowed Flesh
Zealous Plight

SIGNS
Illusory Script
Silent Image
Glyph of Warding
True Sight
Delusive Mark
Lure of Oblivion