Showing posts with label spells. Show all posts
Showing posts with label spells. Show all posts
Thursday, 8 September 2016
Wands and the magic animals that steal them
Archbeasts are magical varients of normal animals.
Archravens
These thieving birds love magic trinkets but need wands to build a nest. Only a few will live in hiding near wizard common areas. Possibly they were bred to find lost wands or to rob apprentices performing silly deeds with cheap common cantrip wands. Some of the greater archravens possibly recharge dead wands or even make them.
Possibly created by a wizard to remove cheap wands from kingdom. Or chosen of a god or possibly a by product of magical pollution.
A raven nest requires at least three wands. Mother Archraven can fire off each wand in a round if she sits on the nest. Father archraven protects the nest and leads the older children to battle. He can also copy spells he hears being cast and cast them back.
Older children without a nest have 1HD AC+15 Att Peck1d6 MV 18" fly
Mum and Dad have a HD per wand AC+16 Peck dependant on wands and MV 24" fly
Three Wands 3HD D6 peck INT 9 snatch and grab wands mostly
Four Wands 4HD D8 peck INT 12 can open locks, disarm traps and pick pockets
Five Wands 5HD D10 peck INT 15 require magic weapon of +1 or better to harm parents
Six Wands or more 6HD D12 peck INT 18 plus gain magical recharging and craft spells
Dad can cast spell levels equal to his HD per day. He can copy any overheard spell he has heard that day and recast it. He can only remember one spell beyond a day at a time and can always use it. If he hears a better spell he can call that his one spell.
At six wands mum and dad can use arcane skills and rituals to restore a charge per day. Given a month they can make a wand from dads chosen spell or copy a existing wand. It is easier to make a cantrip wand than a better spell and they are lazy. It takes a week to make a cantrip wand and a month per level for greater spells. The do this when the colony needs to split.
At seven wands children will leave nest to start a new colony with three wands. The detect magic items at will and can spot a spell caster. The nests have arcane patterns and parent birds demonstrate unusual magical skills to identify wands and use them. Any family member can use a wand and they might each take a wand and fly away if they have no eggs and are under threat.
Normal ravens contaminated by magic and stealing a first wand might change the whole clan into Archravens. They need at least three to get the basic powers and stats.
Some have managed to trade wands but they are not easily tricked. They prefer two weak wands to a more powerful one that has little use to them. Offensive wands are the most desirable. Sight of a new wand gets them cawing and croaking.
Most wands are petty ones that cast cantrips with 1in6 chance per wand of a superior wand.
Archbeavers
Build dams from magical wood woven into sigils which grants the beavers and their dams magical power. They are magical awakened when beavers gnaw on tasty magical wood like wands. Similar stats to giant beavers but their dam stores magical spell energy levels and the leader beaver gets extra powers of Raise/Lower water, wall of water and create wood golem three times a day. 2HD wood golem servants and guards are a important part of the beaver community. For every ten yards wide of magically woven wood the beavers dam has a spell energy level. The beavers draw on this to cast spells as if they were casters with levels equal to HD. Different beavers cast as clerics, wizards, druids and sorcerers.
Beavers will integrate found magic items into dams especially wooden ones. Effects of these are inconsistent but grant all beavers in family a benefit. A +2 spear might give all beavers a +2 in combat. A wand could be fired in defense by the spirit of the dam. The dam is regarded as holy and alive with it's own spirit. The wood golems are a part of the dam. Angry beavers might prepare a army of golems to gain magic items or protect the dam or foraging area or river. Druids often place additional defenses for dams. Frog and toad folk might also protect the dam. A Archbeaver dam might go to war with a village over water rights or resources.
Tuesday, 7 June 2016
Difficult Magic Items
Magic stuff in dnd relatively easy to use and operate. Even limiting a Identify spell to one property per level or spell it is still easy. RuneQuest items often require a spiritual fight with the item to attune it. Gamma world and that Gygax space wreck module has the artifact table.
So here are some things to make life tougher for more complex items
d10 Magic Item Problems
1 Requires meditation or long ritual to attune item before use
2 Research in libraries and with sages and bards
3 Experimental magical tests to find what item requires to awaken
4 Sacrifice of goods rare or expensive to activate
5 Ordeal where user must suffer torturous near death continually in pain
6 Alignment required, or possibly a test of alignment commitment
7 Racist item requires a set species to use or only used vs a certain species
8 Religious preference to a committed tithing member of cult
9 Item has limited uses or only usable at certain times
10 Intelligent and mostly unhelpful or annoying or demanding
Sacrifice time and possibly cash to learn to use object or attune to it.
Items require a day for basic items or a week for complex items to attune them. This at least can stop a item being used in current adventure. Possibly a skill might speed this up more.
Research - spend time in library to study device operation.
Experiment - take precautions and train to use the item.
Meditation - hold object in a self induced trance to form a emphatic link.
Ritual - requiring props, a location, dancers, costumes and reading a text or chanting.
Sacrifice - requires material goods ceremonial destroyed, evil objects like blood or a life, material
might be rare or believed extinct in ancient times. Sacrifice certain monsters to unlock power ups.
Ordeal - will only bond to person who is tortured or suffering or even death and return required to use item power. Might be part of ritual or trance too.
Intelligent Items might require a saving throw or a CHA roll to dominate or befriend them. This might take a period of time. Attribute rolls as a additional requirement for other items possible too. Or tests of your attributes to prove you are worthy. A sword might only serve someone strong or might prefer them to demonstrate health or agility.
Alignment preferences mean someone will be less likely to misuse that relic or have it turned on the maker.
Racist preferences are a must for inter race war settings. Might explain why monsters leave weapons in treasure piles instead of using them. Possibly you could make a glove out of species hand to trick item.
Finding goblin and orc weapons is dangerous, some change users alignment or drain a levee from the unworthy as a price.
Intelligent items should be more common the greater the item. The lower ones are empathic and not very bright. Smarter ones or ones with souls of dead or being in them can be difficult to work with and withhold power if the dont agree with your actions. A +5 dagger that only works if used to ambush or murder by surprise because it has a evil assassin soul inside.
Religious preference is pretty tough requirement but some characters might be willing to worship a new god to use a powerful item. Most gods don't mind you praising their siblings or kin or pantheon. You just try and praise them, make some sacrifices or visit a temple occasionally with a possible new convert.
Item has limited uses or limited to being used in certain season or day or night or when stars are right
Limit how many items you can bind perhaps with a stat or equal to level.
Magic item makers in my world love putting conditions on items. Alignment or race are common requirements. Sad that goblin mace +3 CE is unusable for a neutral human but maybe you can trick it by pouring goblin blood on it every fight). Might be a good way to coerce players into a more extreme alignment than oh so uncaring selfish neutral.
I might make some magic item cards up for special items found beyond the common stuff. Little character sheets or little zines. Possibly make up some hoard generation tables for different peoples. Barbarian, hill folk, goat men, viking, necromancer. etc. Could include some common magic stuff as i have described with a few special ones.
Wednesday, 6 April 2016
Curses!
Curse in dnd is one of those spells that is kinda vague and mostly non satisfying.
Original Oriental Adventures had a greater curse for weirder things that would curse a bloodline. More curse spells would be better. Other possibility is to stack curse with another spell like polymorph other or flesh to stone or fireball to make magic traps.
Possibly a family of curse spells or hundreds of specific variants like the black lotus root curse or the ten thousand sting curse.
But what i will offer here is standard basic curses the spell can do
Could be specific spell for each or chosen by player
d10 Basic Curses
1 Weakness -2 worse on all rolls saves, attacks, skill or attribute rolls
2 Alignment - change a target alignment (law or LN might stop a thief)
3 Vulnerability - AC -2 two points worse off
4 Phobia - afraid of one specified thing (lemons, dark, swords, this chest), save to approach or touch
5 Dullness - always last in initiative (unless vs another cursed or zombie)
6 Wounding - cannot heal naturally with rest, first aid might work
7 Slowing - lose -1/3 your speed score for the worse
8 One attribute reduced by -4 yes this is hard on spell casters and can lock some bonus spells
9 Feebleness - all attacks inflict one less point per dice or always at least -1
10 Hindrance -4 to hit worse off
Specifically less worse than blindness spell
I did a flawed d1000 curses here long ago
Im considering making racial spell lists mixing best from all lists
Might help new players and suggest kinds of things in playing them
Original Oriental Adventures had a greater curse for weirder things that would curse a bloodline. More curse spells would be better. Other possibility is to stack curse with another spell like polymorph other or flesh to stone or fireball to make magic traps.
Possibly a family of curse spells or hundreds of specific variants like the black lotus root curse or the ten thousand sting curse.
But what i will offer here is standard basic curses the spell can do
Could be specific spell for each or chosen by player
d10 Basic Curses
1 Weakness -2 worse on all rolls saves, attacks, skill or attribute rolls
2 Alignment - change a target alignment (law or LN might stop a thief)
3 Vulnerability - AC -2 two points worse off
4 Phobia - afraid of one specified thing (lemons, dark, swords, this chest), save to approach or touch
5 Dullness - always last in initiative (unless vs another cursed or zombie)
6 Wounding - cannot heal naturally with rest, first aid might work
7 Slowing - lose -1/3 your speed score for the worse
8 One attribute reduced by -4 yes this is hard on spell casters and can lock some bonus spells
9 Feebleness - all attacks inflict one less point per dice or always at least -1
10 Hindrance -4 to hit worse off
Specifically less worse than blindness spell
I did a flawed d1000 curses here long ago
Im considering making racial spell lists mixing best from all lists
Might help new players and suggest kinds of things in playing them
Tuesday, 30 June 2015
My RQ Spell List (I'm Back!)
My net has been down for six weeks and ive had arthritis and flu and work issues. Having met several former co workers in near homeless state with resultant mental health issues ive been working as much as my health permits. Current government cuts have made many worse off and homeless numbers seem about triple from the streets (shelter funding been axed for ppl and animals - more crying homeless women than I've ever seen). I guess they are doing their job and scaring everyone into knuckling down. So i have up to 3 jobs a day for my 8 hours with 4 hours of travel right now with poor security - I could be on less than 15 hours a week on a new roster at a moments notice.
This is one of several projects I worked on compiling new spirit spells and ones from old supplements for my RQ3 /BRP/Cthulhu mash up game. Im only running my vikings game at the moment. Rome will be next. Still waiting for my lulu petty gods (6 weeks) and a pile of minis (the payments never went through so ive re ordered). Have been collecting ww1 tanks and infantry.
Most temporal spells last 5 minutes or spell can be held up to 5 minutes to be released in that period.
This is one of several projects I worked on compiling new spirit spells and ones from old supplements for my RQ3 /BRP/Cthulhu mash up game. Im only running my vikings game at the moment. Rome will be next. Still waiting for my lulu petty gods (6 weeks) and a pile of minis (the payments never went through so ive re ordered). Have been collecting ww1 tanks and infantry.
Most temporal spells last 5 minutes or spell can be held up to 5 minutes to be released in that period.
Alarm
apply to person, place, door or
object, alerts you if under threat one day per mp point or till
set off
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Animal Speech
can speak to all animals
|
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Animate Dead
Animate a corpse as a slow shambling
automaton, 1mp=3SIZ and 1INT
|
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Armouring Enchantment
1d6 pts of armour to a location or
hand held object or 1 all over
|
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Avoidance
each MP allaws a extra dodge roll
during the 5 minute duration
|
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Babel
Subject tries to resist or cannot
speak or comunicate verbally
|
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Battle Sight
all directions as if front facing,
can see threats as if 360 degree vision, never blindsided
|
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Beffuddle
Must roll INTx5 each round to act as
intends, ona fumble attacks friends, if fail stand stupidly
|
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Binding enchantment
used to contain incomplete entities
from other planes, 1pt per stat point entity has
|
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Bladesharp
+5% hit damage on any edged weapon
per point
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Bless (Metal)
enchants a SIZ point of magic metal
which harms magic beings and other effects based on metal
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Bless (Skill)
+10% per mp, one skill per spell
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Blight (sense)
Subject resists or loses a sense
depending on version of spell: sight, touch, taste, smell, hearing
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Block
+1AP and +5% to defend per mp
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Bludgeon
+5% hit damage on any blunt weapon
per point
|
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Bypass Alarm
will not set off a alarm spell of
equal or lower mp for duration
|
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Calculate
can count acuratly a horde, heard or
goods such as grain, rock, crop, volume of fluid
|
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Call Aid
+10% per mp on next single skill use
within the duration
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Call Beast
Attracts a nearby animal to caster,
can call one known or seen in area or a random beast
|
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Calm
calms a distressed or panicked
animal or person, may get a resistance roll if they dont like
caster
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Cast Out Dead
as demoralize on a undead being
|
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Chill
can cool a hot pot or tool or meal,
can inflict 1hp frost bite on a random body part
|
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Cleanse
cleans a person or a 3x3 area per mp
|
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Clear Path
makes path easier to travel at
normal speed, ach point over 1st allows you to lead one extra
being
|
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Cloud Mind
non resisting victim is stupefied,
has dificulty remembering details, is easily duped or questioned
|
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Control (Species)
Must reduce being to 0mp in spirit
combat first, active while controling creature
|
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Cooridination
+1 DEX per point
|
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Counter Attack
gain one extra melee attack if
attacked during duration
|
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Counter Defence
gain one parry if attacked during
duration
|
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Counter Magic
foils incoming spell, if one point
less remains up, if equal or over countermagic breaks
|
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Curse
cast a offensive spell with
permanant duration or incurabe damage, curse ends if fetsh broken,
POW=mp of spell
|
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Darkwall
10cm thick 10m square moves one
m/round but counts as active to do so
|
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Deflect Arrow
one point allows you to attempt to
parry any one normal missile attack
|
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Demoralise
surrender or retreat, halves attack
skills
|
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Detect (Magic)
detects nearest sample of magic
within range can penetrate 1m of rock
|
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Detect (Species)
detects nearest sample of species
type within range can penetrate 1m of rock, hunters use
|
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Detect (Substance)
detects nearest sample of substance
type within range can penetrate 1m of rock, water common
|
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Detect Enemy
detect closest person in 100m who
means caster harm
|
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Discorporate
Spirit leaves body to spirit plane
like a shaman for duration, very dangerous
|
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Dispel Magic
1pt dispels 1 point of spirit magic
or intensity, 2 points dispe one point of divie magic
|
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Disrurption
1d3 damage if overcomes target,
ignores armour
|
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Divination
ask a question and get a 1 word
answer per mp
|
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Dullblade
reduces damage by 1pt per magic
point on foes weapon
|
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Enchant Potion
Create a potion with a pre cast
spirit magic spell using exotic ingredients and gold
|
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Endurance
reduces fatigue by 1d10 per mp
|
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Enfeeble
reduces victims CON by two per mp
for duration if fail resistance
|
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Enthrall
victims besotted and loves the
caster for duration if fail resistance
|
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Evil Eye
makes victim vulnerable to magic, -1
POW or mp resistance rolls per mp for duration
|
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Extinguish
1pt puts out torch, lantern or
candle; 2pt puts out campfire, 3pts a bonfire
|
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False Trail
leaves footprints of another species
or own backwards or that of anaother individual of own type
|
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Fanatacism
halves defencive skills increases
attack skills by half again, makes highly agressive
|
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Far Hear
+5% listen skill can hear a whisper
in range and distant loud sounds like battle are easily heard
|
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Far See
can see objects 1km away as if up
close
|
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Fatigue
-1d6% per mp requires a round to
recover each % till normal or is penalty on every roll, may resist
|
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Fetter
Binds a prisoners hands or feet with
STR 20, requires a length of vine or cord or string or rope
|
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Fire Arrow
turns a normal missile into a
flaming 3d6 weapon, in a special hit may ignite target if possible
|
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Fire Blade
turns melee weapon into a 3d6
flaming one, may ignite target on a special hit if possible
|
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Fire Breath
cast and can spit 1d10 damage once
in duration
|
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Flesh Ward
1d3 extra hp which temporarily
absorb incoming damage
|
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Fog
10m diameter circle
|
||||
Foul Vapours
10m diameter circle, CON resists
caster MP or 1 damage per round, most beings try to flee
|
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Free Fetter
unties ropes or opens a yoke or
loostens a net or web binding a person
|
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Frostbite
if fail resistance take 1hp per
location ignoring armour
|
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Glamour
each mp adds 2 points of APP
|
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Glow
one target per mp if fail resist
will glow, making easy targets
|
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Glue
glue non living things together 10cm
square 10 STR per mp
|
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Hand of Death
damage 1hp/mp on randon location,
resist or take half damage, ignores armour
|
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Heal
heals 1hp per mp
|
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Heat
can heat a pot or tool or meal, dry
laundry, can inflict 1hp burn on a random body part
|
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Hinder (Skill)
-10% per mp on a specific skill,
favoured skills include spot and listen
|
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Ignite
ignites a torch or campfire, can
ignite air if overcomes target (usually does 1d3)
|
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Insight
gains a inspired lucid insight to
solve a clue or a problemon with a INTx5 roll
|
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Insubstantiate
may fade self or thing into other
world for a second per mp, could pass a wall or hide, some risk as
entities in otherworld might notice and attack you with spirits,
spells, bites or sanity
|
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Invisibility
while caster concntrates target
invisibe, cannot concentrate on and run, fight or cast spells
|
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Ironhand
+5% hit and +1 damage per HP on bare
hand or animal attacks
|
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Jump
add 1m to jumps per point for
duration or a single jump 3 m per point instantly
|
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Levitate
lift caster 1m above ground per mp
and can move mp in meters per round
|
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Lightning
3d6 damage bolt must overcome
resistance, may ignite location also
|
||||
Light
10m radius per level
|
||||
Lightwall
10cm thick 10m square moves one
m/round but counts as active to do so, can see thhrough one way,
other side too blinding and sheds 10m of light
|
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Lock
-10% per mp on chace to break or
pick lock, one day per mp
|
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Magic Point Matrix Enchantment
Create a 1d6 point mp battery
|
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Mindspeech
creates a two way person to person
link per mp
|
||||
Mobility
+1 M move per mp
|
||||
Multimissile
creates a aditional normal missile
per mp at point of firing, missiles must be cast in duration,
larger than a javelin might require 2 points per missile
|
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Nightvision
Can see in the dark and some types
of invisible beings vulnerable to sonar or thermal senses
|
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Perfume
make a person, room or meal smell
fantastic
|
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Phantom
can animate smoke from a fire or fog
from a spell and shape into menacing forms or letters
|
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Pierce Armour
-1 AP per mp
|
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Protection
+1AP per mp
|
||||
Push
Knock person back 1m/mp DEX x3 check
or victim knocked prone (DEX x5 if quadraped or big)
|
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Repair
repairs 1d10 damage to damaged
object, alway leaves one point of damage and a scar
|
||||
Repulse
reduces victims APP by two per mp
for duration if fail resistance
|
||||
Resist (threat)
reduces damage or POT of threat type
(heat, poison, cold, electricity, edged, blunt or poison)
|
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Revive
recover a d10 lost fatigue per mp
|
||||
Second Sight
can see POW and MP in living things
and spirit entities
|
||||
Shimmer
-5% to be hit per mp
|
||||
Shock
stuns a random location for 1d3
rounds for duration if fail resistance
|
||||
Silence
+10% sneak skill, dulls sounds or
armour, equiptment, touching ground, reduces echos
|
||||
Sleep
Subject tries to resist or falls
over asleep, INTx3 will awaken if knocked, bumped or loud noise
|
||||
Sloth
reduces victims DEX by two per mp
for duration if fail resistance
|
||||
Slow
-1m move on a target if reaches zero
cannot move
|
||||
Speak (language)
can speak to a specific language or
language of an animal species
|
||||
Speak to (Beast)
speak to a single species of animal
specified by spell
|
||||
Speak to (Beast)
speak to a single species of animal
specified by spell
|
||||
Speedart
+15% +3damage
|
||||
Spell matrix enchantment
enchant a spell matrix costing 1POW
per mp of spell
|
||||
Spirit Bane
initiate combat with a spirit you
can see in range, may need second sight or discorporate
|
||||
Spirit Screen
+2 POW to resist spirits per MP
|
||||
Strength
+3 STR per mp
|
||||
Summon (species)
Summon a specific species of spirit
or planar entity, each type has different circle
|
||||
Toungues
can speak to all sentient species
that have a spoken language
|
||||
Unlock
Opens one ordinary lock
|
||||
Ventriloquism
may make words seemingly come from
object in range
|
||||
Vigor
+2 CON per mp
|
||||
Visibility
Make a spirit or invisible entity
visible
|
||||
Vision
get a dreamlike vision which can be
interpreted on INTx1% and used for aid or a warning
|
||||
Voice
makes voice sound louder and more
thundering, enhances performace and command range
|
||||
Vomit
vomit one round per mp, resist or
take 1hp damage per round ignoring armour
|
||||
Weaken
reduces victims STR by two per mp
for duration if fail resistance
|
Magic
Skills
Alchemy Understand the magical nature of matter and use it to create ransformations and to create potions and other magical processes such as creating life |
Alliegience Points of divine favour from a god which at 40% allows you to add your alliegience to a cult skill three times a game. Other cults offer more bebefits at certain scores but at 100 the god take you away forever |
AstrologyKnow the constellations apropriate to gods and nations and mortals and can use to make certain predictions about behaviours and worldly phenomena |
Ceramony can add to other magic skills with a time consuming ritual or sacrifice to gods or lead a comunity in a ritual |
Cthulhu Mythos Your knowledge of forbidden elder gods and the witchcraft known by their cultists. This skill is learned from books and strange experiences and madness. It is more like a contagion. Your Mythos score -99 is your maximum SAN score |
Dreaming Ability to enter the dreamlands and interact with primal mythic beings or be attacked by nighmare beings. Can use skill to create effects in the dreamlands and POW points to create lasting ones |
Enchanting Can use the enchanting spells to create magic items. Also recognise general class of a standardly created object (a binding or enchanted metal or matrix etc). Allows you to sacrifice POW needed in creation of magic items. Often involves carving runes or magical symbols. |
Prophecy Can choose a form of divination to recieve information or warning about future sucess or failure or threats in a week or so, special for a day and critical for imediate threat or problem. Often in confusing and puzzling verse. Must ask a specific question. Vision and Divination spells work well with this. Could use to interperate someone elses divinations |
Second Sight Can try to see otherworld ans possibly see spirits or magic or sous of living things. Use 1mp each attempt, free on a special success |
Shape Shift One species usualy your totem or clan spirit, or could get infected by a werewolf or wendigo. 1mp per 4SIZ. Most use a fresh animal skin, hide or ointment made from body fat in proceedure |
Summoning Skill used to draw signs and call other planar beings with various spells. A summoner might tell from remains of a summoning ritual what kind of entity was called |
there are boxes and layout stuff not visible on my layout but if you print it or pdf it should look better or be more usable
Friday, 21 November 2014
Hacking the classics: Eye Tyrant
Ive rarely used beholders. Even though i was fond of them the ridiculous numbers of versions of them is over the top for a rare creature. But if mostly customized and one off variety seems workable. Id rather make each unique and not a true species. As I have
a low level spell to create flying eyeball spies, beholders id rather
be creatures of chaos created with high level spells. A mid range
floating eye which fires a single spell fx would be nice too. A friendless, handless bunch of arseholes are not going to have a civilization. More like abandoned pets of wizards with no friends. As i generally use Wikipedia descriptions over official monsters so i made these eyes up for my games. A hat tip to Doom and Warlords PC games too.
Eye Spies
AC11 HDd4 MV12" (Flight) ATT:- Morale 1 Neutral
These are spies that float high in dungeon ceilings and keep a look out. The can see in the dark but they dint hear so well. They flee if noticed and are incapable of harming anybody. About a foot wide. They cannot speak but can squeak urgent yes no answers a experienced owner can understand (has Jordie the kobold fallen down a well?). They have no means to where masters are but will report to masters lair, last known position or possibly to known companion of the master. Most are created by a spell. Some are found wild and some are beginner wizard familiars. The are as smart as a typical person. Ideal for scouting a dungeon, watching during a rest, forming a perimeter around a party, finding something in your kingdom. They feed of magical energies ambient to the plane. Five can carry one unburdened wizard bt a bit precarious but looks cool if you practice. Sometimes due to bad instructions you find a few waiting in a dead end or lost. I still use ADnD inches for range 1"=10 foot indoors or yards outdoors.
Eye Wizard Spells
First level version creates one per level of the caster that last a ten minute turn per level
Second level version creates a permanent one
Third level version creates a temporary one per level of the caster
Third level version creates a temporary one with a 120" range mindlink that knows where creator is
Third level version spell creates a temporary one that can cast a cantrip (known to caster) at will
Fourth level spell that makes a permanent version of cantrip caster handy for magic chores like lighting candles or cleaning.
Eye Fiends
AC14 HD3 MV12" (Flight) ATT: by spell Morale 7 Nuetral
These more advanced horrors make excellent guards and make good support for your orc guards who fear them. Each has a possible first level spell like effect it can cast based on spells known by caster. These are the most common.
d4
1 Burning Eye Fiend - Burning hands 10 foot cone 1d4+3, save for half damage every second round
2 Shooting Eye Fiend - Fires a d6+1 magic missile per round
3 Sleeping Eye Fiend - spell but only 3 shots then dies
4 Electric Eye Fiend -1d8+3 with a touch but must ram and make attack roll
Eye Wizard Spells
Third level version spell creates a temporary that lasts one round per level
Fifth level version summons a permanent eye fiend
Eye Terror
AC16 HD6 MV12" (Flight) ATT: bite 2d4 or by fireball Morale 9 Chaotic Evil
These are a larger guard beasts but less used as they are stupid, violent and indiscriminate about using powers. They tend to attack anything that come in area even shooting at each other or masters if startled. Scream at each other frequently. They shoot a fireball (4d6 1" wide 6" rage, save for half damage). Some rare variants use cold rays (4d4+4 cone 3" rage, save for half damage) or lightning bolts (4d6 effects one target 9" rage, save for half damage) but need a different spell. Some distinguish them as infernal eye, storm eyes and frost eyes. Each type is immune to same types attack. Wizards must be careful as while good guards and search destroy monsters their trigger happy nature makes them attack master if surprised. Making them stop once frenzied is very hard. Even wearing a diferent hat or robes confuses them.
Eye Wizard Spells
Fourth level version summons a eye terror for one round per level
Sixth level version summons a permanent one
Eye Master
AC18 HD10 MV12" (Flight) ATT: 2d4 bite/ram or by spell Morale 9 Lawful Evil
A huge eyeball one and a half yards across. Have clusters of smaller eyes on tentacles or stalks. These are the largest and are geniuses and most difficult to control. They take commands literally and are capable of betrayal and murder. They speak creators language, common and Diabolic. Once they kill a master they are free to do a they please. They also require flesh unlike more basic versions. Once free they find a lair and mostly kill and eat everything they can. They would like to be bullies and in charge but tend to eat vassals and drive rest away. Not very considerate of slaves needs. They will work with lesser eyes but quarrel with own kind, displaying jealousy and paranoia. They can be placated by offering them a crown briefly.
d8 Main Eye effect (30 degree cone 6" long)
1 Slow ray, save to resist lasts 10 rounds
2 Magic neutralizing ray prevents spells being cast and magic items with spell like effects
3 Remove invisibility and illusions
4 Curse eye save or -4 all saves, to hit and attribute rolls for a turn (10 rounds)
5 Plague eye save or inflicts mummy rot
6 Fear eye save or flee for a turn (10 rounds)
7 Brilliant lamp save or blinded a turn (10 rounds)
8 Plague ray save or get mummy rot
d20 Lesser eye effects (2d4 total)
1 Animate dead converts HD of being into zombie up to 10 HD for an hour range 3"
2 Telekinesis with 100lb strength, save with STR to avoid grasp, usually lift and drop range 9"
3 Lightning bolt 5d6 range 9"
4 Sleep ray eye as the spell range "3
5 Fireball 5d6 range 6"
6 Frost ray cone 5d4+5 range 3"
7 Magic missile 1d6+1 but double normal eye range 12"
8 Paralysis beam save or paralyzed a turn (10 rounds) range 6"
9 Burning hands 1d4+6, save for half damage range 1"
11 Poison ray save or die range 3"
12 Death ray save or die range 2"
13 Charm person ray as spell range 6"
14 Illusion ray as phantasmal force range 6"
15 Curse spell range 6"
16 Polymorph ray range 3"
17 Flesh to stone ray range 3"
18 Metal to rust ray (magic items get a save) range 6"
19 Animate object ray (great on enemies armour or make helper) for a turn (10 rounds) range 3"
20 As main eye table but effects only one not a cone fx
d12 Other features (sacrifice one eye to get one)
1 Claws +2 2d4 arracks
2 Huge jaws 2d6 bite
3 Undead
4 Tentacles 1d4+2 attacks with d4 damage, 1' range and grapple if more than one hits a target in round
5 Breathe water
6 Can turn invisible as spell unless attack or use a eye power
7 Dimension door once per day
8 Displacement field first missile always misses, +2AC and saves vs spells
9 Armour +4 AC
10 Spike covered can ram for 3d4 attack
11 Emit a stinking cloud around self at will
12 +1d4 HD
Eye Wizard Spells
Eight level spell summons one, they cooperate for a time getting a saving throw every day after the first to revolt. They might hang around to betray master at opportune moment. Happy to swear oaths of loyalty with qualifiers ("I will serve you as long as you are my true master"). Every extra eye lord created makes rest get a save to resist creators control. Lots of wizards never get a chance to repeat this spell.
The great Eye God
A wizard tried to summon a greater eye thing once and the huge eye dominated every being with mental control and made them worship it. Only great heroes managed to kill it after ruining a kingdom. Many starved while worshiping or died of exposure as the great eye demanded worshipers go skyclad. Presumably there is a dimension full of magical eyes.
One wizard summoned eye men with great eyeballs for heads. The abhumans were snappy dressers, mostly silent and up to mysterious things. When wizard died the eye men scattered to parts unknown.
Eye creatures with mental powers notably telekinesis and telepathy grow in macrobe colonies, directing giant mindless horrors and spreading colonies. The attach themselves to things and uses servants to move them or TK each other about (dragon mag gamma world moon article).
Alchemists have managed to create eyes also and have put in potion bottles ready to use by smshing them.
Because of the horrors that some eye wizards created their kind were hunted and killed by mobs but their books and scrolls remain.
Eye Spies
AC11 HDd4 MV12" (Flight) ATT:- Morale 1 Neutral
These are spies that float high in dungeon ceilings and keep a look out. The can see in the dark but they dint hear so well. They flee if noticed and are incapable of harming anybody. About a foot wide. They cannot speak but can squeak urgent yes no answers a experienced owner can understand (has Jordie the kobold fallen down a well?). They have no means to where masters are but will report to masters lair, last known position or possibly to known companion of the master. Most are created by a spell. Some are found wild and some are beginner wizard familiars. The are as smart as a typical person. Ideal for scouting a dungeon, watching during a rest, forming a perimeter around a party, finding something in your kingdom. They feed of magical energies ambient to the plane. Five can carry one unburdened wizard bt a bit precarious but looks cool if you practice. Sometimes due to bad instructions you find a few waiting in a dead end or lost. I still use ADnD inches for range 1"=10 foot indoors or yards outdoors.
Eye Wizard Spells
First level version creates one per level of the caster that last a ten minute turn per level
Second level version creates a permanent one
Third level version creates a temporary one per level of the caster
Third level version creates a temporary one with a 120" range mindlink that knows where creator is
Third level version spell creates a temporary one that can cast a cantrip (known to caster) at will
Fourth level spell that makes a permanent version of cantrip caster handy for magic chores like lighting candles or cleaning.
Eye Fiends
AC14 HD3 MV12" (Flight) ATT: by spell Morale 7 Nuetral
These more advanced horrors make excellent guards and make good support for your orc guards who fear them. Each has a possible first level spell like effect it can cast based on spells known by caster. These are the most common.
d4
1 Burning Eye Fiend - Burning hands 10 foot cone 1d4+3, save for half damage every second round
2 Shooting Eye Fiend - Fires a d6+1 magic missile per round
3 Sleeping Eye Fiend - spell but only 3 shots then dies
4 Electric Eye Fiend -1d8+3 with a touch but must ram and make attack roll
Eye Wizard Spells
Third level version spell creates a temporary that lasts one round per level
Fifth level version summons a permanent eye fiend
Eye Terror
AC16 HD6 MV12" (Flight) ATT: bite 2d4 or by fireball Morale 9 Chaotic Evil
These are a larger guard beasts but less used as they are stupid, violent and indiscriminate about using powers. They tend to attack anything that come in area even shooting at each other or masters if startled. Scream at each other frequently. They shoot a fireball (4d6 1" wide 6" rage, save for half damage). Some rare variants use cold rays (4d4+4 cone 3" rage, save for half damage) or lightning bolts (4d6 effects one target 9" rage, save for half damage) but need a different spell. Some distinguish them as infernal eye, storm eyes and frost eyes. Each type is immune to same types attack. Wizards must be careful as while good guards and search destroy monsters their trigger happy nature makes them attack master if surprised. Making them stop once frenzied is very hard. Even wearing a diferent hat or robes confuses them.
Eye Wizard Spells
Fourth level version summons a eye terror for one round per level
Sixth level version summons a permanent one
Eye Master
AC18 HD10 MV12" (Flight) ATT: 2d4 bite/ram or by spell Morale 9 Lawful Evil
A huge eyeball one and a half yards across. Have clusters of smaller eyes on tentacles or stalks. These are the largest and are geniuses and most difficult to control. They take commands literally and are capable of betrayal and murder. They speak creators language, common and Diabolic. Once they kill a master they are free to do a they please. They also require flesh unlike more basic versions. Once free they find a lair and mostly kill and eat everything they can. They would like to be bullies and in charge but tend to eat vassals and drive rest away. Not very considerate of slaves needs. They will work with lesser eyes but quarrel with own kind, displaying jealousy and paranoia. They can be placated by offering them a crown briefly.
d8 Main Eye effect (30 degree cone 6" long)
1 Slow ray, save to resist lasts 10 rounds
2 Magic neutralizing ray prevents spells being cast and magic items with spell like effects
3 Remove invisibility and illusions
4 Curse eye save or -4 all saves, to hit and attribute rolls for a turn (10 rounds)
5 Plague eye save or inflicts mummy rot
6 Fear eye save or flee for a turn (10 rounds)
7 Brilliant lamp save or blinded a turn (10 rounds)
8 Plague ray save or get mummy rot
d20 Lesser eye effects (2d4 total)
1 Animate dead converts HD of being into zombie up to 10 HD for an hour range 3"
2 Telekinesis with 100lb strength, save with STR to avoid grasp, usually lift and drop range 9"
3 Lightning bolt 5d6 range 9"
4 Sleep ray eye as the spell range "3
5 Fireball 5d6 range 6"
6 Frost ray cone 5d4+5 range 3"
7 Magic missile 1d6+1 but double normal eye range 12"
8 Paralysis beam save or paralyzed a turn (10 rounds) range 6"
9 Burning hands 1d4+6, save for half damage range 1"
11 Poison ray save or die range 3"
12 Death ray save or die range 2"
13 Charm person ray as spell range 6"
14 Illusion ray as phantasmal force range 6"
15 Curse spell range 6"
16 Polymorph ray range 3"
17 Flesh to stone ray range 3"
18 Metal to rust ray (magic items get a save) range 6"
19 Animate object ray (great on enemies armour or make helper) for a turn (10 rounds) range 3"
20 As main eye table but effects only one not a cone fx
d12 Other features (sacrifice one eye to get one)
1 Claws +2 2d4 arracks
2 Huge jaws 2d6 bite
3 Undead
4 Tentacles 1d4+2 attacks with d4 damage, 1' range and grapple if more than one hits a target in round
5 Breathe water
6 Can turn invisible as spell unless attack or use a eye power
7 Dimension door once per day
8 Displacement field first missile always misses, +2AC and saves vs spells
9 Armour +4 AC
10 Spike covered can ram for 3d4 attack
11 Emit a stinking cloud around self at will
12 +1d4 HD
Eye Wizard Spells
Eight level spell summons one, they cooperate for a time getting a saving throw every day after the first to revolt. They might hang around to betray master at opportune moment. Happy to swear oaths of loyalty with qualifiers ("I will serve you as long as you are my true master"). Every extra eye lord created makes rest get a save to resist creators control. Lots of wizards never get a chance to repeat this spell.
The great Eye God
A wizard tried to summon a greater eye thing once and the huge eye dominated every being with mental control and made them worship it. Only great heroes managed to kill it after ruining a kingdom. Many starved while worshiping or died of exposure as the great eye demanded worshipers go skyclad. Presumably there is a dimension full of magical eyes.
One wizard summoned eye men with great eyeballs for heads. The abhumans were snappy dressers, mostly silent and up to mysterious things. When wizard died the eye men scattered to parts unknown.
Eye creatures with mental powers notably telekinesis and telepathy grow in macrobe colonies, directing giant mindless horrors and spreading colonies. The attach themselves to things and uses servants to move them or TK each other about (dragon mag gamma world moon article).
Alchemists have managed to create eyes also and have put in potion bottles ready to use by smshing them.
Because of the horrors that some eye wizards created their kind were hunted and killed by mobs but their books and scrolls remain.
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