2nd level
Vomit Snakes- An amount of time is stated during casting; when this amount of time has passed, the subject vomits 1d3 + (1 per caster level) snakes. These snakes will pursue and attack anyone not present at the time of casting. The caster may determine the following: either 1 snake per caster level is poisonous, OR there is a 10% chance per caster level they are ALL poisonous.
3rd level
The Wrong Hallway- This spell creates an area that spans 5' in length and height per caster level. The area lasts 5 minutes per level. Any creature entering the area must save VS spell or spend 5 minutes loudly and violently hacking up phlegm and blood. At the end of 5 minutes they cough up a full sized, skinless buck or deer, which prances away at speed. Creatures of greater level or HD than the caster get a bonus to the save equal to the difference in level.
Over the next night, this buck or deer will transform into the victim's nemesis. The nemesis will resemble the victim, but look wrong somehow. Maybe the colors of their clothes and hair are reversed, maybe they remain skinless, or maybe they have a prominent scar the victim does not. The nemesis will be of equal level and ability as the victim (IE the nemesis has the same intelligence or lack thereof), and want nothing more than to see them in pain. Intelligent nemeses will engage in long term campaigns of emotional torture, snatching victory away at the last minute and making the victim appear foolish (unless the victim in turn foils these plans and outwits his nemesis).
While the area of effect of the spell has a limited duration, the nemesis exists until killed. The caster is not immune to the area's effect. The area has a certain glimmer detectable by those with sensitive eyes and will detect as magical. Compasses will point away from it and natural animals will not enter unless forced. Oddly, magical or intelligent creatures do not have this instinctive aversion. This spell takes one turn to cast.
This is mostly homebrew stuff for my RPG campaigns, and thoughts on tabletop and G+ hangout gaming.
Showing posts with label witch. Show all posts
Showing posts with label witch. Show all posts
Tuesday, November 13, 2012
Wednesday, October 24, 2012
Blood Druid (NPC&PC class for old school D&Dish games)
"There was little about the creature that could still be called human. He made some animal noise between blood-slicked teeth, and was a mass of tattoos, scars, horns, and weird trinkets made of forest detritus. The tattoos and scars were ancient-looking glyphs, but totally unintelligible. I turned to my companion.
'Ketheree, why have we come here? What could you possibly want with this...man?'
She could not take her eyes off him. 'To learn.'
That was when it first dawned on me, as I looked between them; this is her future, to become such a...thing. This is her truth, the path she has chosen. A chill went through me."
-from the memoirs of Matas Ceril, adventurer
The Coven of the Heart's Blood (Hart's Blood in some areas) were once scattered from one side of the land to the other. Local covens, more or less secret depending on local norms, were found in and near every settlement. In the last few thousand years, their number has faded, until now their traditions are passed down in secret, along family lines. Every few generations, one of them will set off to adventure. In old age, they usually set up a shack in the woods to focus study on bizzarre, complicated rituals.
Practitioners of this magic are called Blood Witches or Blood Druids depending on the region. The title has nothing to do with the practitioner's gender.
Blood Druid/Witch
'Ketheree, why have we come here? What could you possibly want with this...man?'
She could not take her eyes off him. 'To learn.'
That was when it first dawned on me, as I looked between them; this is her future, to become such a...thing. This is her truth, the path she has chosen. A chill went through me."
-from the memoirs of Matas Ceril, adventurer
The Coven of the Heart's Blood (Hart's Blood in some areas) were once scattered from one side of the land to the other. Local covens, more or less secret depending on local norms, were found in and near every settlement. In the last few thousand years, their number has faded, until now their traditions are passed down in secret, along family lines. Every few generations, one of them will set off to adventure. In old age, they usually set up a shack in the woods to focus study on bizzarre, complicated rituals.
Practitioners of this magic are called Blood Witches or Blood Druids depending on the region. The title has nothing to do with the practitioner's gender.
Blood Druid/Witch
Attack and Spell Progression: As a Wizard; Intelligence bonus is added to spells known at first level.
Saves: As a Cleric.
HP: 1d4 + 2 + CON bonus at first level; 1d6 per level gained thereafter.
Weapons: They do not use two-handed weapons, as they keep a hand free to cast. They tend to use smaller weapons like daggers, short swords, sickles, hatchets, and slings.
Level Advancement: As a Fighter
Armor: they only wear armors made from entirely natural materials, and tend to keep a lot of skin showing (at least arms) so they can cast spells easily.
Healing: Magical healing will take away their known spells, as these are stored in ritual scars that magical healing fades. They avoid magical healing like the plague. They can heal 1d6 HP without losing a scar by eating the heart of a creature killed less than 3 rounds ago. At the DM's discretion, they may be able to benefit from non-magical healing without losing spells.
Spells: They cast spells from their scars. The scar must have been imbued with fresh blood in the last 24 hours. The scar is traced with a fingertip or a brief chant is said related to the effect, then the spell goes off.
-Upon waking from a rest of 6 hours or more, a Blood Druid may choose to dissipate the magic from any current scars, energize different ones, or embed new spells on their skin.
-When learning a new spell, they carve a ritual glyph or ideogram into their own skin.
-When choosing spells for the day, they imbue a scar with blood from a recently felled foe and a bit of their own. This causes the druid 1HP damage per spell "memorized". This HP is healed when the Blood Druid sleeps 6 hours or more. A PC may not reduce their own HP below 2 in this manner. If this HP is healed magically before they sleep again, the spell is lost with no effect and the scar is gone. (The PC may reuse that spell "slot" by carving a new scar, the same spell or a different one.)
-The number of spells that may be upon the Druid and ready to cast at one time is indicated by the Wizard spell progression chart by level; this is modified by INT bonus as the DM sees fit.
-Blood Druids are able to select from the Magic User, Cleric, or Druid (if present in your system) spell lists. Two spells are selected at first level, either randomly or by the player or DM. After first level, new spells can only be learned from other Blood Druids through mutually performed rituals, by finding another Blood Druid's scar notebook, or by studying any unused spells on the corpse of a dead one. Traditional Magic User spell books are of no use in this regard.
-Additionally, the Blood Druid may invent a new glyph that copies the effect of a magical item or a spell from a scroll. This requires (15 days of study - the level of the Druid + the level of the effect) and the destruction of the item or expending of that spell from the scroll. The spell is cast from then on at the Druid's level, regardless of the level it had from the original item. If equivalent to an existing spell (and not some unique effect of an item), the Druid must be of sufficient level to learn the spell.
Nature Lore: Blood Druid magic is the harnessing of life essence and natural forces. Their studies and rituals of endurance typically take place in rural areas, far from civilization. This familiarity with nature gives them a chance to know useful things about creatures and their environment.
15% + (10% x INT bonus) + (10% per level gained) is the chance they will notice and be able to get details about creatures in the area, by studying tracks, offal, and detritus. They may also find out details of the local environment ("There's a natural gas flume ahead that belches fire").
The player should ask the DM specific questions, as close to "yes or no" as possible. A new roll is made for each question, and the player may ask as many questions as the character's level. If the roll fails, the character did not have enough information to find that answer (IE no false positives, they just "Can't tell".)
Stick Charms: At third level, the Druid gains the ability to make the following charm:
By imbuing a charm made of bound twigs with a drop of the Druid's own blood, the Druid can extend her own senses to it. Thus, the Druid can see and hear as if she was where the charm is. The Druid can make one charm per month. This process drains 1HP from the Druid per day they want the charm to have this effect. This is restored when the charm is destroyed or the time is up. The charm may be "recharged" if the DM allows it.
The Druid may make this charm in the shape of any small natural forest animal. On a chance of 1% per level, the charm is permanent and animates as if it were that creature. The charm has the effects above permanently, without further blood from the Druid, and is bonded as a familiar.
-At sixth level, the druid can make a different type of charm:
By imbuing a charm with the blood of another (as well as their own), the druid can see and hear through that creature's senses for 5 minutes per day, or cause the creature harm. If the charm is struck, the creature will suffer the damage. The charm is destroyed after one blow. Starting at 12th level, the Druid may Charm or Dominate that creature, as the spells, as long as the Druid possesses the charm. The Druid may have only one of this type of charm at a time.
Tattoos/Horns: At seventh level and every odd level thereafter, the Druid may make one permanent tattoo OR horn headdress that captures a spell effect and can release it twice per day. This tattoo or headdress requires a special ink made of rare herbs, and the tattoo size is relative to the level of the spell. The ink and materials cost 100 GP per level of the spell. As the Blood Druid's body has become attuned to their particular type of magic, this cost is 70GP/level if the tattoo or headdress is on the Druid's own body. The headdress will become part of the head of the first person to wear it, and may not be taken off unless all magic is removed from it. (IE, you now have horns, and can't get rid of them unless destroyed as a magic item).
"I don't know how my first impression of him could have been so wrong. Hrvatski is a genial fellow, sharing his food and drink with us. A raven made of sticks brings me tea. He has tended to me well, as I have grown quite ill here in the forest. Hrvatski and Ketheree are drawing blood from me frequently to study the illness and hopefully find a cure. I am content to lie here, writing and studying my memoirs, confident that their odd rituals in the woods around the tent are purely on my behalf."
-from the memoirs of Matas Ceril, adventurer, shortly before his disappearance
I plan to use these as NPC's mainly. I can see all sorts of reasons adventurers might seek them out, or run into trouble they are causing.
Spells: They cast spells from their scars. The scar must have been imbued with fresh blood in the last 24 hours. The scar is traced with a fingertip or a brief chant is said related to the effect, then the spell goes off.
-Upon waking from a rest of 6 hours or more, a Blood Druid may choose to dissipate the magic from any current scars, energize different ones, or embed new spells on their skin.
-When learning a new spell, they carve a ritual glyph or ideogram into their own skin.
-When choosing spells for the day, they imbue a scar with blood from a recently felled foe and a bit of their own. This causes the druid 1HP damage per spell "memorized". This HP is healed when the Blood Druid sleeps 6 hours or more. A PC may not reduce their own HP below 2 in this manner. If this HP is healed magically before they sleep again, the spell is lost with no effect and the scar is gone. (The PC may reuse that spell "slot" by carving a new scar, the same spell or a different one.)
-The number of spells that may be upon the Druid and ready to cast at one time is indicated by the Wizard spell progression chart by level; this is modified by INT bonus as the DM sees fit.
-Blood Druids are able to select from the Magic User, Cleric, or Druid (if present in your system) spell lists. Two spells are selected at first level, either randomly or by the player or DM. After first level, new spells can only be learned from other Blood Druids through mutually performed rituals, by finding another Blood Druid's scar notebook, or by studying any unused spells on the corpse of a dead one. Traditional Magic User spell books are of no use in this regard.
-Additionally, the Blood Druid may invent a new glyph that copies the effect of a magical item or a spell from a scroll. This requires (15 days of study - the level of the Druid + the level of the effect) and the destruction of the item or expending of that spell from the scroll. The spell is cast from then on at the Druid's level, regardless of the level it had from the original item. If equivalent to an existing spell (and not some unique effect of an item), the Druid must be of sufficient level to learn the spell.
Nature Lore: Blood Druid magic is the harnessing of life essence and natural forces. Their studies and rituals of endurance typically take place in rural areas, far from civilization. This familiarity with nature gives them a chance to know useful things about creatures and their environment.
15% + (10% x INT bonus) + (10% per level gained) is the chance they will notice and be able to get details about creatures in the area, by studying tracks, offal, and detritus. They may also find out details of the local environment ("There's a natural gas flume ahead that belches fire").
The player should ask the DM specific questions, as close to "yes or no" as possible. A new roll is made for each question, and the player may ask as many questions as the character's level. If the roll fails, the character did not have enough information to find that answer (IE no false positives, they just "Can't tell".)
Stick Charms: At third level, the Druid gains the ability to make the following charm:
By imbuing a charm made of bound twigs with a drop of the Druid's own blood, the Druid can extend her own senses to it. Thus, the Druid can see and hear as if she was where the charm is. The Druid can make one charm per month. This process drains 1HP from the Druid per day they want the charm to have this effect. This is restored when the charm is destroyed or the time is up. The charm may be "recharged" if the DM allows it.
The Druid may make this charm in the shape of any small natural forest animal. On a chance of 1% per level, the charm is permanent and animates as if it were that creature. The charm has the effects above permanently, without further blood from the Druid, and is bonded as a familiar.
-At sixth level, the druid can make a different type of charm:
By imbuing a charm with the blood of another (as well as their own), the druid can see and hear through that creature's senses for 5 minutes per day, or cause the creature harm. If the charm is struck, the creature will suffer the damage. The charm is destroyed after one blow. Starting at 12th level, the Druid may Charm or Dominate that creature, as the spells, as long as the Druid possesses the charm. The Druid may have only one of this type of charm at a time.
Tattoos/Horns: At seventh level and every odd level thereafter, the Druid may make one permanent tattoo OR horn headdress that captures a spell effect and can release it twice per day. This tattoo or headdress requires a special ink made of rare herbs, and the tattoo size is relative to the level of the spell. The ink and materials cost 100 GP per level of the spell. As the Blood Druid's body has become attuned to their particular type of magic, this cost is 70GP/level if the tattoo or headdress is on the Druid's own body. The headdress will become part of the head of the first person to wear it, and may not be taken off unless all magic is removed from it. (IE, you now have horns, and can't get rid of them unless destroyed as a magic item).
"I don't know how my first impression of him could have been so wrong. Hrvatski is a genial fellow, sharing his food and drink with us. A raven made of sticks brings me tea. He has tended to me well, as I have grown quite ill here in the forest. Hrvatski and Ketheree are drawing blood from me frequently to study the illness and hopefully find a cure. I am content to lie here, writing and studying my memoirs, confident that their odd rituals in the woods around the tent are purely on my behalf."
-from the memoirs of Matas Ceril, adventurer, shortly before his disappearance
I plan to use these as NPC's mainly. I can see all sorts of reasons adventurers might seek them out, or run into trouble they are causing.
Labels:
blood druid,
blood witch,
classes,
druid,
kalak-nur,
witch
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