The Sheath of Magnificent Terror
This was once the sword sheath of a warrior so great, he did not have to oil and properly care for his equipment. Eventually, the hiss of his sword being drawing because synonymous with mortal fear. The word which meant both "the hiss of a sword drawn from a rough sheath" and "fear for one's life" existed for generations after his death. Such was the fear of him that he entered the myths and folk tales, the very base beliefs of proceeding generations.
This was his sheath. Any who hear the hissing sound made when a sword is drawn from it must save VS mortal terror (SAN, WIS, or however the GM wants to resolve). The fear rolls have a penalty equal to the wielder's Charisma bonus. Those who fail are frozen in place, as they perceive the drawing of the sword to be neverending, the moment and sound extending in time to an impossible degree. The sword being drawn seems to be forever emerging from it's sheath. An endless stream of metal death.
The fearful reveries of those affected are broken when they suffer any damage, are otherwise physically struck, or the sun rises or sets. Non-human creatures of a level higher than the wielder get another save every number of rounds equal to 20 minus the difference in levels or HD between them and the wielder. Magical creatures get a bonus to this roll equal to the number of magical abilities they have.
This is mostly homebrew stuff for my RPG campaigns, and thoughts on tabletop and G+ hangout gaming.
Saturday, May 23, 2015
Monday, May 11, 2015
New Spells
Some stuff made me think of some stuff and I wanted to write it down.
2nd level
Rik's Advanced Dramatic Bullshit
Range: self
Duration: instantaneous
Components: S, M
The caster lights themselves on fire and appears to burn away in an instant. The caster is teleported to the absolute nearest spot where they would not be seen by anyone currently and will not be in peril or take damage from non-magical sources. (IE this spell does not take into account area of effect spells but will not teleport the caster into midair, into a natural fire, further under water than the caster could easily swim in a round, etc). The GM is encouraged to be creative - the caster will not necessarily be hidden, but may be teleported to a branch up a tree if no one is looking up, for instance.
In the casting of the spell, the caster must actually light a fire using normal implements - touching a torch to themselves, striking a flint and steel, etc.
1st level
Eyejab
Range: sight
Duration: instantaneous
Components: V, S
With a shout and a lunge, it is as if the caster has painfully jabbed their thumb into one of the target's eyes. Speech is interrupted, the target takes a -2 to hit, and any spell being cast or ranged attack has a chance of going in a random direction. A healthy adult (CON 8 or better) is fully recovered at the end of the current round.
Rik's Dramatic Bullshit
Range: self
Duration: instantaneous
Components: M, S
The caster throws a bundle of twigs, berries, and nuts at his feet, from which a cloud of smoke and a loud bang emerges. The caster appears up to 4 feet in any direction from the spot in which they were standing.
2nd level
Rik's Advanced Dramatic Bullshit
Range: self
Duration: instantaneous
Components: S, M
The caster lights themselves on fire and appears to burn away in an instant. The caster is teleported to the absolute nearest spot where they would not be seen by anyone currently and will not be in peril or take damage from non-magical sources. (IE this spell does not take into account area of effect spells but will not teleport the caster into midair, into a natural fire, further under water than the caster could easily swim in a round, etc). The GM is encouraged to be creative - the caster will not necessarily be hidden, but may be teleported to a branch up a tree if no one is looking up, for instance.
In the casting of the spell, the caster must actually light a fire using normal implements - touching a torch to themselves, striking a flint and steel, etc.
3rd level
Spooky Action at a Distance
Spooky Action at a Distance
Range: unlimited
Duration: One round for every two levels of the caster
Components: One item touched by the last person to cast a spell on the caster
The last person to cast a spell on the caster experiences the same physical sensations the caster is currently undergoing or experiences (spell effects, damage from fighting, poison, drowning, unconsciousness, healing, etc)
Thursday, May 7, 2015
Etchings of Moon Faced Malmth
The moon face idiot Malmth carves the following into panes of glass with the diamonds affixed to his arm stumps:
May will see the testing of faults, and the end of testing;
June will see much preparation in the Twilit City of Viricon, and large sums will change hands;
Late June and July much exploration, both of new lands and cities;But the future is not affixed and one sees many paths;
Will a new kingdom be established among the floating islands of Gur? Will Gur gain a new name?
May will see the testing of faults, and the end of testing;
June will see much preparation in the Twilit City of Viricon, and large sums will change hands;
Late June and July much exploration, both of new lands and cities;But the future is not affixed and one sees many paths;
Will a new kingdom be established among the floating islands of Gur? Will Gur gain a new name?
Will those light of pocket explore the endless dead city known as the Necropolis?
Or will they test their fortunes in the Twilit City's reflection, Gtankh?
It is said that Viricon is the Twilit City because it shone so bright for so
Long that the light became tired;
And Gtankh its twilit reflection because darkness held it so tight that over countless Time the darkness cracked
Of course there are many other new lands that may be explored, and only time will tell which have set forth their scent properly and lured new blood to them
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