Friday, August 11, 2017

Monsters: Rasa Mon's Ghastly Toxic Lancing Ivy


Rasa Mon's Ghastly Toxic Lancing Ivy

 


Climate/Terrain: Any
Frequency: Rare
Organization: Colony, Patch
Activity Cycle: Any
Diet: Carnivore, Sun, Soil


Intelligence: Semi- (2-4)
Treasure: Nil
Alignment: Neutral
No. Appearing: 2-20 vines
Armor Class: 3 (or better)
Movement: 6
Hit Dice: 7 or 8
THAC0: 13
No. of Attacks: Special
Damage/Attack: 1d6, or 2d6 + special
Special Attacks: Entangle and blood drain
Special Defenses: Spell Immunities
Magic Resistance: Nil
Size: G (4' per Hit Dice)
Morale: Steady (11)
XP Value: 7 HD: 2,000 / 8 HD: 3,000

     Rasa Mon's Ghastly Toxic Lancing Ivy is a semi-intelligent plant that was developed by using several different species of creeping vines and ivies, some of them categorized as monstrous. By hybridizing several species together he was able to create the plant he desired to protect fortifications, buildings, or just leave as an impediment to others. It is usually found on the walls of the protected buildings, encircling large trees or as ground cover. This many-branched vine moves to trap and feed upon those who stray too close to it. It can move to bring a victim within range, grasping with its rootlets and crawling along a wall or the ground.
     Looking much like normal ivy, crawling ivy is a dark, glossy green. The leaves are triangular and veined, with an exceptionally sharp-edged stem hidden under the lush foliage. The plant is capable of surviving almost any conditions, and flourishes in most environments; regardless of the quality of soil, atmosphere, rainfall, or light. It can grow a couple of feet in a single day, and can cover a small building or untended wall in a couple of weeks.
     In autumn, the ivy erupts with clumps of red flowers which produce bittersweet, black berries. The woody stem of the plant is supported in its climb by masses of small rootlets on its underside that cling to crevices and irregularities. The ivy can be distinguished from normal ivy by its veining, which is not green, but a pale red. Close examination of the leaves reveals tiny pores or openings throughout the surface and a sticky caustic substance just barely covering the surface. Merely touching the leaves will cause a burning rash to form on unprotected skin.

Combat: Anyone coming into contact with or standing within 3 feet of Rasa Mon's Ghastly Toxic Lancing Ivy may be attacked by it. The plant prefers to let its victims get as close as possible before striking. If someone is actually climbing the wall where crawling ivy has established itself (or walking through a bed of it, when it is used as ground cover), the ivy gains a +4 bonus on its attack rolls. Because it looks so ordinary, those who do not know of its properties are given a -3 penalty to their surprise rolls when the plant attacks.
     The ivy begins its attacks by trying to entangle a victim (as per the 1st level priest spell). Those subjected to this attack must save vs. spell or be caught. Once the victim is rendered immobile, the ivy makes two attacks per round with its leafy vines. The leaves fasten upon the captive while the vine itself moves to strangle the victim, doing 1d6 points of damage per successful hit and slicing into any unprotected flesh.
     Should the victim not be entangled, he may fight back or try to move out of range of the ivy. If caught, however, the captive is powerless to help himself. Those who are held fast must be rescued by a third party or must make a successful bend bars roll to get an arm free. When the victim has lost half his hit points, or at the end of the fourth round that he fails to break free from a strangling vine, the ivy has rendered him unconscious.
     At that point, the vines simply hold the captive, while the leaves take over. First the sticky caustic substance begins to break down the victim by dissolving it. Then the leaves open their pores and begin exerting a powerful suction on the resulting fluid. This inflicts 2d6 points of damage per round, and only ceases when there is nothing left to suction.
     Hacking through is almost as dangerous, because he tightly-twisted vines are under tension – when a vine’s cut, it recoils and might slash or entangle the person who just severed it. Each vine a character severs with a hand-held tool or weapon gets a single attack versus the character‘s normal AC. If it hits, they take 1d4 points of damage plus his base AC, with no saving throw allowed.
     The sharp-edged stem has barbed thorns that are slightly hollow and able to be propelled 10 to 20 feet with a long tendril attached to the thorn allowing it to retract into the vine. This attack allows it to draw closer prey that it wisely staying away from the stuff. This attack is difficult for the plant as it exerts more energy than just lying in wait. The barbs do 1d6 damage and those hit must save vs. poison or be paralyzed. There is an additional -1 to the save per barb beyond the first that strikes. The tendril is difficult to cut as it is made of very strong material (it has 5 hp and is AC 0).
     Each vine has 15 hp and is AC 3. Only Type S weapons damage it. Cutting half the plant’s vines can clear a path or free a comrade; cutting all the vines clears the plant from whatever it’s growing over. It’ll return in a few days unless the roots are pulled up and destroyed.
     Rasa Mon's Ghastly Toxic Lancing Ivy is unusually resistant to fire and burns very poorly. Most normal fires blacken and harden the stems while burning off the leaves, which doesn’t help to get rid of the stuff. Only magical fire can actually damage the stems. It is vulnerable to spells that affect plants. It is immune to mind affecting or illusion spells, and takes only half damage from magical fire or cold-based attacks. An electrical attack will cause it to grow by one Hit Die (increasing the HD adds 1,000 XP to the value for defeating it).

Habitat/Society: Rasa Mon's Ghastly Toxic Lancing Ivy feeds on the dissolved body fluids and it can also live on sunlight or water. Given enough time in a patch the leaves will also dissolve and digest any items left by dead victims. any metals digested are used to strengthen the plant and if enough metals are ingested the AC may eventually drop by a point or two. A very sophisticated valve and pump system within the veins of the leaves allows the suctioning of fluids and pumps them throughout the plant.
     Often used as a guardian, the ivy is intelligent enough to serve a master in return for food. Though several colonies may reside side-by-side, they do not compete for space or food.

Ecology: Cuttings can be dried and used as firewood (once the branches die, they become brittle and more inflammable) or, with a treatment of oil, be preserved as flexible, razor-sharp ropes, whips, or cords. Binding someone with such a cord inflicts 1d6 damage, but as long as the victim doesn’t struggle they take the damage just once. Trying to wiggle out of the bonds causes another damage check. A garrote is a particularly nasty device, which adds 1d6 damage to the normal damage inflicted by a garrote.
     The berries produced by Rasa Mon's Ghastly Toxic Lancing Ivy may be planted in blood-soaked earth to begin a new colony. They can also be dried and used to make a very potent drink to keep a person from falling asleep. The flowers can be used in making healing potions, and in an emergency may be pressed to a wound to stop bleeding and reduce pain.

Tuesday, August 8, 2017

Arcane Spells: Rasa Mon's Personal Spells, Level V

Rasa Mon's Personal Spells, Volume V


     Greetings friends, This series of posts will contains several spells I have created for a personal character I have played for 28 years. The character, Rasa Mon Fry, is an generalist Elf Mage of high level. He has focused much of his magical studies on plant based magics. I have played this character in many different settings and with many different DMs, needless to say he is well traveled.
     All of these spells are available to use in your campaigns, I only ask that you keep the "Rasa Mon's <blank>" titles. The character is one who will freely teach these spells to any wizard who would like to learn them. He can be summoned by a special amulet.
     If, as a DM, you feel that these spells would be harmful to the balance of your campaign, feel free to ignore any or all of them!

Fifth Level Arcane Spells List


Conjure Para-Elemental
Range: 60 yards
Components: V, S, M
Duration: 1 turn per level
Casting Time: 1 turn
Area of Effect: Summons one elemental
Saving Throw: None
Reversible: No

     This spell works exactly like the 5th level spell Conjure Elemental except that it summons one of the following types of elementals. Smoke, Ice, Ooze, & Magma.

Conjure Plant IV
Range: 30 yards
Components: V, S
Duration: 4 rounds, plus 2 rounds per level
Casting Time: 5
Area of Effect: Special
Saving Throw: None
Reversible: No

     By means of this spell the wizard magically conjures 4d6 plants of the type determined by the DM. The plant conjured can be magical in nature but it cannot be an intelligent plant. The plant can be any size up to that of a large tree. Poisonous or otherwise dangerous plants can be conjured with this spell. The plants will be conjured in an area no greater than 30 square feet per level. The caster's chance of getting the desired plant is 75% modified by nearby terrain up to +/- 15%. If they possess a sample of the desired plant that species can be conjured with 100% accuracy.

Drain Power
Range: Touch
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: One creature
Saving Throw: Negates
Reversible: Yes

     This spell drains 1d4 spells from the touched spell caster and converts them into spell energy that can be used by the caster. The caster is then able to cast any spell that he knows of 1st to 4th level as long as he drains that number of spells from the victim. For example, if the die roll is a 3, then the caster can cast any 1st, 2nd, or 3rd level spell that he knows. If he chooses to cast a 1st level spell, then the other 2 levels are gone. The victim can choose to fail their saving throw, or if they are unconscious they will automatically fail. The reverse of the spell causes the caster to lose 1d4 spells from memory and transfer the energy to the person touched. The material component of this spell is a blank vellum scroll.

Enhance Plant
Range: Special
Components: V, S
Duration: Special
Casting Time:1d6+1 days
Area of Effect: A single plant
Saving Throw: Negates
Reversible: No

     This spell enhances a living plant. Any natural plant (excluding molds, shambling mounds, hangman's trees, and the like) can be enhanced in one respect. A grapevine could be made to grow faster, have broader leaves, bear sweeter fruit, and so on. Only a single quality is enhanced, and only if the plant normally has that quality. The plant must be normal and non-motile (incapable of independent movement). Once cast, the enhancement lasts as long as the plant lives; it cannot be reversed by a dispel magic spell, for example. Enhancements by means of this spell alone are not passed on to the plant's offspring.

Rasa Mon's Deadly Kudzu
Range: 10 yards
Components: V, S
Duration: 1 round per level
Casting Time: 5
Area of Effect: 30 square feet per level
Saving Throw: None
Reversible: No

     By means of this spell the caster perverts the vegetation in the area so that it drains the life force of the fauna and creatures caught in the area. For every round that the creatures stay within the confines of this spell they take 1d6 points of damage per 2 levels (6d6 max) of the caster. Any damage done to the plants in the area of effect (Trees cut down, forest burned, etc) is healed. This spell will leave a faint aura of evil over the affected area for a number of months equal to the amount of hit points drained.

Rasa Mon's Improved Floral Servant
Range: Touch
Components: V, S, M
Duration: One week, plus one day per level
Casting Time: 1 round
Area of Effect: Plant touched
Saving Throw: None
Reversible: No

     This spell functions similarly to the 3rd level spell. The created servant is semi-intelligent (3 Int) and can follow commands of at least a few sentences long. It is also has a 15 Str when carrying objects. The servant has no combat abilities but can defend itself if necessary. It has a total of 12 hit points. The material components of this spell are a gemstone worth at least 100 gp and the plant to be transformed.

Rasa Mon's Improved Hybridization
Range: 10 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: 10 square yards
Saving Throw: Negates
Reversible: No

     This spell functions as the 2nd Level spell Rasa Mon's Hybridization except that it can affect intelligent or magical plants or fungi. Intelligent plants get a save vs Polymorph to negate the effects of this spell. The added material component of this spell is a gem of at least 500 gp value.

Rasa Mon's Leafblade
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 5
Area of Effect: A single leaf
Saving Throw: None
Reversible: No

     By means of this spell the wizard transforms a leaf into a long thin sword-like blade. The blade has a +1 per 5 levels of the caster enchantment to hit & damage (max of +4), when used against undead it will gain an additional +1 to hit and damage. In all other respects it acts as if it were a long sword of the appropriate enchantment level. Elves do gain their racial bonus when using this spell. The material components of this spell are a leaf and bit of iron or steel.

Spell Blast
Range: 120 yards
Components: V, S
Duration: Instantaneous
Casting Time: 5
Area of Effect: 30 foot cube
Saving Throw: ½
Reversible: No

     By means of this spell the wizard is able to destroy the weave of another spell, turning it into pure magical energy. This magical energy can then be rewoven into another spell of 1st through 3rd level (at DM Discretion) or it can be allowed to dissipate. If the save is made then the spell works at ½ effectiveness and the lost spell energy dissipates.

Ungrow
Range: 10 yards per level
Components: V, S
Duration: Permanent
Casting Time: 5
Area of Effect: 10 square feet per level
Saving Throw: Special
Reversible: No

     Casting this spell causes all of the plants within the area of effect to revert to a younger state. This transformation is immediate. All annuals are reverted to seeds. Plants that take years to grow to adult state are turned into seedlings or saplings. For example, a field of wheat would turn into seed, a patch of blackberries into seedlings & forest into saplings. Intelligent plants are allowed a save vs spell to avoid the effects.

Friday, August 4, 2017

Races: Phytokinoesians, Part II Religion


Phytokinoesians

     The faith and mythology of the Phytokinoesians has only a few important personages. The four major gods of their pantheon are Ajyaxway the Green Spirit, Kerha the Smiling Mother, Jē a yōd'dhā the Reaper, and Sito the Crone. Each of these gods are associated with a different season and their holiest days coincides with the equinoxes and solstices.
      The other major god of their pantheon is the evil trickster god who had put them into slavery and servitude to the humans and elves. He is so feared that they do not name him in order to prevent his returning and to keep hidden from him.

Ajyaxway the Green Spirit


Ajyaxway the Green Spirit

     Ajyaxway is the God of Spring. His portfolio is slightly odd for a God that is usually portrayed as male. It covers birth, love and rejuvenation. He is also the God most associated with the element of water.
     The spring equinox is the holiest day for Ajyaxway, as it marks the beginning of Spring. On the equinox the Phytokinoesians hold prayers for continued health and bounty. This celebration is also know as the Dance of the Birds and Bees. When the sun rises the bees, and other pollinators, are let loose. The Sylvane will do pleasing dances to attract them. This is also a time when the Phytokinoesians are at their most vulnerable. When their flowers open they become quite easy to find, due to the wondrous scent released. This is also when the Sylvani will be at their most aggressive to protect the others from predators or slavers.
     The Green Spirit's priests are expert apiculturists and aviculturists. The villages and spelljamming vessels of the Phytokinoesians are replete with bees and birds, as well as a type of beetle that makes a pleasant humming sound. Without these pollinators they cannot easily reproduce. These pollinators are seen as a part of the Green Spirit's being and will. Specialty priests of Ajyaxway are always expected to be skilled in bee or bird keeping (bonus proficiency of Animal Handling, Birds or Bees) as well as their other duties as members of the clergy (required proficiency of Religion).
     To become a Specialty Priest of Ajyaxway requires wisdom and hardiness (Wisdom score of 14 and Constitution score of 13). All priests can lay on hands three times a day (as per Paladin of same level, priest loses the same number of hit points). At third level Ajyaxway's priests gain the ability to summon water and soil, once a day (as per Create Water spell, same volume of soil is also created. No vocal, somatic or material components required). At fifth level they can summon a swarm of bees or birds twice a day (as per Summon Swarm spell. No vocal, somatic or material components required). Priests of the Green Spirit cannot turn undead.
     They can use any weapon they choose but cannot wear any armor. Priests are granted major access to the spheres of All, Animal, Charm, Creation, Elemental (Water and Earth), Healing, Plant, Summoning, and Weather. They get minor access to Divination, Necromantic, Protection, and Sun.
     The hierarchy of the church of Ajyaxway is very loose and there are no titles greater than Brother or Sister.

Kerha the Smiling Mother

Kerha the Smiling Mother
     Kerha is the Goddess of Summer. She is also the Goddess of laborers and growth. She is the God most associated with the element of fire.
     The summer solstice is the holiest day for Kerha, as it marks the beginning of summer. This holy day is usually spent with the Sylvane rooting in a single sunny spot for the entire day. During this time they will open their arms and spread out their leaves. To most observers this will resemble an evenly spread out copse of small trees. During this time the fruit of the Sylvane is visible and the Lesser Pythokinoesians will harvest the fruits and plant them under the supervision of the Sylvani.
     These fruits will sprout into the next generation of Sylvane. As such, they will be closely guarded and protected by the village. The plantings will always be in places with sufficient sunlight. The taproot of the plant will dig deep into the soil until it finds sufficient water. Kerha is known as the Smiling Mother because her fire is what nourishes the Phytokinoesians to give them life.
     The priests of Kerha are always skilled in agriculture (bonus proficiency of Agriculture). Many are also skilled in the arts of smithing, architecture, and animal husbandry (Required to choose one; Animal Handling, Engineering, Blacksmithing, Carpentry, Leatherworking, Pottery, or Stonemasonry).
     To become a Specialty Priest of Kerha the Smiling Mother requires wisdom, strength, and intellect (Wisdom 13, Strength 12, Intelligence 12). All priests can create an arc of flames three times per day at first level (as per the Burning Hands spell. No vocal, somatic, or material components required). At third level they can Control Plants once a day per level (As per Potion of Plant Control). Priests of the Smiling Mother are able to turn undead as a cleric of the same level.
     Specialty Priests of Kerha can use any bladed weapon, as well as a flail, rake, or trident. They cannot wear armor greater than studded leather. Priests are granted major access to the spheres of All, Animal, Combat, Elemental (Fire and Water), Plant, Sun, and Weather. They get minor access to Divination, Charm, Guardian, and Protection.
     The hierarchy of the Church of Kerha is not as loose as Ajyaxway, but not as strict as Jē a yōd'dhā's military structure. It is more akin to the hierarchy of an artisan or stonemason guild, with the same titles.

Jē a yōd'dhā the Reaper

Jē a yōd'dhā the Reaper

     Jē a yōd'dhā is the God of Autumn. His portfolio covers death, passion, war and warriors. He is the God most associated with the element of air.
     The autumnal equinox is the holiest day for Jē a yōd'dhā, as it marks the beginning of autumn. At sunset the festivities begin with a large ceremonial march of forces around the fields and the priest of Kerha handing over the first harvest to the priest of Jē a yōd'dhā. He will then march back to the village center and throw it into a ceremonial bonfire. Then the Phytokinoesians will have a party to celebrate the harvest and the beginning of fall that will go until sunrise.
     For the first few weeks after the festival all able bodied Sylvane will drill with the Sylvani and the Priests of Jē a yōd'dhā on tactics, weapons, and war games. This helps to prepare them for when or if they are attacked. During this time any Sylvane that have potential or are skilled in the arts of arcane magics are taken under the tutelage of a master. After the drills and war games are completed the Sylvane will secure their village and fields for the upcoming winter.
     The priests of Jē a yōd'dhā the Reaper are all skilled tacticians (bonus proficiency of Strategy one slot Intelligence -2) and leaders (bonus proficiency of Leadership one slot Charisma -1).
     To become a Specialty Priest of Jē a yōd'dhā requires wisdom, intellect and charisma (Wisdom 13, Intelligence 13, Charisma 13). All priests of the Reaper are granted a bonus to their THAC0 (same chart as a Fighter of the same level). At third level they can cause their comrades, followers, and troops to fight with better coordination and strength twice a day (+3 bonus to attacks, saving throws and armor class for one round per level). Priests of Jē a yōd'dhā cannot turn undead.
     Specialty Priests of Jē a yōd'dhā the Reaper are able to use any weapon or armor they choose. They are also granted Major access to the spheres of All, Charm, Combat, Elemental (Air and Fire), Plant, and Protection. They get minor access to Divination and Healing.
     The hierarchy of the Church of Jē a yōd'dhā is very strict and militaristic with many military titles and functions.

Sito the Crone

Sito the Crone
Sito is the Goddess of Winter, Magic, and the Afterlife. She is the God most associated with the element of earth.
     The winter solstice is the holiest day for Sito the Crone. For a week before the solstice there are competitions held in differing events. Such as wrestling, archery, illusion crafting, pottery, and so on. When the sun sets on the winter solstice a series of campfires is lit by the village crone in a specific pattern. Then all of the members of the village take their appointed spots and chant. The chant is a haunting bass that fills the air with a spooky atmosphere. While the chant is going on the crone passes by each individual and anoints them with a special oil. As each is anointed they stop their chant. When the final individual is anointed and the chanting has ceased the crone moves to the center of the fires and they all go out at once.
     This ceremony puts the village into a resting state and allows them to pass the cold winter in comfort and relative safety. The crone as well as the winners of certain contests are left awake to protect the land from their enemies.
     The priests of Sito are skilled herbalists (bonus proficiency Herbalism) and storytellers (bonus proficiency in either Ancient History or Local History. The other is then required to be purchased).
     To become a Specialty Priest of the Crone requires great wisdom and intellect (Wisdom 15 and Intelligence 13). All priests of Sito are granted a familiar to serve them (just as it would a wizard using the Find Familiar spell). At third level they can brew potions (same rules apply to them as do wizards brewing potions, they are granted knowledge of one formula per level at and beyond third level). At fifth level they are able to scry using a basin of water or a polished black stone (this works as per a Crystal Ball). At seventh level they are granted the ability to curse, or bless, individuals (as per the Witch kit from the Wizard's Handbook. Blessings are either the reverse or up to DM discretion). Priests of Sito are able to turn undead.
     Priests are granted major access to all spheres of magic. They are restricted to the following weapons: dagger, dart, knife, club and staff. They cannot wear any armor.
     There is no real hierarchy to the church of Sito the Crone. Generally there is a single crone in a village with up to three assistant crones. When the assistant(s) learn all they can they will either take the place of the current crone, move out to another village who needs one, or move out into the wilderness until called on by needy supplicants.

The Unnamed One

Sigil of the Unnamed
The Unnamed one is the God of deceit, lies, and evil. He is the God most associated with the element of decay.
     Since the Unnamed is not worshiped by the Phytokinoesians there is little information on the rites rituals or holy days of this deity. It is said that undead are a form of his power and that he controls them as well as the other forces of decay and destruction.

Tuesday, August 1, 2017

Arcane Spells: Rasa Mon's Personal Spells, Level IV



Rasa Mon's Personal Spells, Volume IV

     Greetings friends, This series of posts will contains several spells I have created for a personal character I have played for 28 years. The character, Rasa Mon Fry, is an generalist Elf Mage of high level. He has focused much of his magical studies on plant based magics. I have played this character in many different settings and with many different DMs, needless to say he is well traveled.
     All of these spells are available to use in your campaigns, I only ask that you keep the "Rasa Mon's <blank>" titles. The character is one who will freely teach these spells to any wizard who would like to learn them. He can be summoned by a special amulet.
     If, as a DM, you feel that these spells would be harmful to the balance of your campaign, feel free to ignore any or all of them!
 

Fourth Level Arcane Spells List


Conjure Plant III
Range: 30 yards
Components: V, S
Duration: Permanent
Casting Time: 4
Area of Effect: Special
Saving Throw: None
Reversible: No

     By means of this spell the wizard magically conjures 4d8 plants of the type determined by the DM. The plant conjured cannot be bigger than a tree (10 to 14 feet tall). The plant summoned cannot be magical in nature nor can it be an intelligent plant. Poisonous plants can be summoned with this spell. The plants summoned will stay in the summoned area, no greater than 30 sq' per level, until destroyed or dispelled. The caster's chance of getting the desired plant is 75% modified by nearby terrain up to +/- 15%. If they possess a sample of the desired plant that species can be summoned with 100% accuracy.

Elemental Paralysis
Range: 5 yards per level
Components: V, S, M
Duration: 1 round per level
Casting Time: 4
Area of Effect: 1 Elemental
Saving Throw: Negates
Reversible: No

      This spell immobilizes one elemental of any type within spell range and in sight of the spell caster. The Elemental saves at a -3 penalty (no penalty if on home Plane). The material component for this spell is a small amount of element opposed to the target (a fire elemental would be water, earth would be wind, etc).

Energy Flux
Range: 0
Components: V, S, M
Duration: 1d6 rounds
Casting Time: 3
Area of Effect: 1 charged magical item
Saving Throw: None
Reversible: No

      This spell converts 1d4+1 per 2 levels of charges from a magic item into an equal amount of spell levels. Thus increasing the potency of the spell. Any spell levels not used by the end of the duration of this spell inflicts 1d4 damage per unused point. The caster never knows for sure how long he has until the duration is over, making this a dangerous spell to use. So for example, a 6th level wizard with a Wand of Magic Missiles casts Energy Flux and receives 6 spell levels (the DM rolls a 1 for the duration). In the next round, he then boosts his Fireball spell by 4 levels so it is cast as if he were a 10th level wizard. The remaining 2 points are unused and inflict 2d4 points of damage at the end of the round. The material component of this spell is the magic item from which the charges are to be taken.

Memory Lapse
Range: 60 yards
Components: V, S
Duration: Special
Casting Time: 4
Area of Effect: One creature
Saving Throw: Negates
Reversible: No

      This spell causes the victim to forget 1d4 memorized spells. The victim gets a save vs OS to negate this spell. These forgotten spells can be regained normally through study or prayer. This spell does not work against innate abilities or magic items.

Rasa Mon's Binding Seeds
Range: 30 yards
Components: V, S, M
Duration: 1 round per level
Casting Time: 4
Area of Effect: Single target
Saving Throw: Special
Reversible: No
 

     By means of this spell the caster turns a seed from any plant into an entangling plant that can forcibly control another creature's actions. Creatures of exceptional strength get a bonus to save (for every + to attack add that to the saving throw). Those creatures that succeed are affected as if by a hold spell. Those that fail are controlled by the wizard for the duration of the spell. This spell cannot force a creature to perform any task that they could not normally perform, nor can it force them to use any spell or spell-like ability. If the creature is forced to do something obviously suicidal, such as jumping off of a cliff, they get another saving throw to break the spells effects. Combat does not count for the purposes of this spell. When the effects of this spell wear off the plant that grew around them forcing them to act falls away and turns into a mulch-like mass. The components of this spell are a drop of sap, a drop of the caster's blood and the seed to be enchanted.

Rasa Mon's Deadly Roots
Range: 120 yards
Components: V, S, M
Duration: 2d8 rounds, plus 1 round per level
Casting Time: 4
Area of Effect: 10 square feet per level
Saving Throw: Special
Reversible: No

      This spell creates many roots to sprout from the from the earth, floor, or whatever surface is underfoot-- including water, in the area of effect. Each root is 10 feet long, AC 6, and requires as many points of damage to destroy as the level of the wizard who cast the spell. There are 3d4 such roots, plus one per experience level of the spell caster. Any creature within range of the entwining roots is subject to attack as determined by the DM. The target of a root attack must roll a saving throw vs. spell. If this succeeds, the subject suffers no damage from the root, but is subject to attack the next round. Failure to save indicates that the damage inflicted is 2d4 points, the root is wrapped around its subject, and damage will be 3d4 points on the second and all succeeding rounds. If 3 or more roots grab a creature the creature is then pulled underground and with suffocate in 2d6r if they do not save vs death. A grasping hold established by a root remains until the root is destroyed by some form of attack or until it disappears at the end of the spells duration. The component for this spell is a root from any kind of tree.

Rasa Mon's Insidious Spore Cloud
Range: 30 yards
Components: V, S, M
Duration: 1d4 rounds, plus 1 round per 4 levels
Casting Time: 4
Area of Effect: 20 foot radius
Saving Throw: ½
Reversible: No

      This spell creates a cloud of spores that fill the Area of Effect. Those caught within must save vs spells (success halves the damage) or suffer 4d6 damage per round within the cloud. The cloud is unaffected by wind & rain but will be immediately dissipated by a large fire source (i.e. flaming sphere, fireball, etc). The material components are a fungus wrapped in silk.
 

Rasa Mon's Marvelous Magical Packing Spell
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: 10 foot cube per 3 levels
Saving Throw: None
Reversible: No

      This spell allows a wizard to pack a large volume of items into one easy to carry container. The container must be a bag of at least the same size as a backpack. The spell causes all of the wanted items to shrink and fly into the bag. The bag will hold all of the items within the Area of Effect. The bag always weighs a fixed amount whether full or empty as determined by the DM. The material component of this spell is the bag, which must be of at least 100 GP value. It must be primed for use by cleansing it for 8 hours and then this spell must be cast upon it. There is a 60% chance that the priming will fail (-1% per 10 GP value above 100, -1% per level of the caster). If successful the bag will function normally, if it fails the bag acts as a Bag of Devouring. In either case the bag cannot hold anything in it that has not had this spell cast upon it (as per Bag of Devouring). The bag will hold all of the items until the caster desires to have them come back out, by casting this spell, again at a rate of 1 item per segment, in any chosen order.

Rasa Mon's Vanishing Smoke

Range: 0
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: Caster
Saving Throw: None
Reversible: No

     By means of this spell the caster creates a smoke screen to form around themselves that simultaneously makes them invisible and teleports them 10 feet in a random direction (direction is determined by a roll of 1d8: 1= right ahead, 2= right, 3= right behind, 4= behind, 5= left behind, 6= left, 7= left ahead, 8= ahead). The material components of this spell are a source from which the smoke must emanate (a pipe, campfire, torch, etc.) and an eyelash in a bit of gum arabic which is placed into the fire source.

Transmute Blood to Sap
Range: Touch
Components: V, S, M
Duration: One turn per level
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: Negates
Reversible: Yes

      By means of this spell the caster can transmute the blood of the affected creature into sap. This causes any wounds from which they are bleeding to slow down enough to stabilize them more quickly. The recipient of this spell is affected as if they were slowed (as per Slow spell) for 3r. After that they move normally as their body has adjusted to the transmutation. The material components of this spell are a drop of blood and the sap of a plant which are mixed together and used to touch the intended target.

Saturday, July 29, 2017

Gods: Amn the Doublespeaker

Amn

Sketch by +Sarah Frary

 

The Truth Seer's Tale

    The white robed, masked figure sat near the fire. The convened children gazed intently, waiting for the Truth Seer to gather his thoughts. He started whispering, "Long before any of us were birthed, there was emptiness." After a short pause he commenced further, "With a thought Xaqi was! Ur and Thumm began their daily chase across the sky!" He stood slightly hovering over the assembled children.
     "When the First were but babes, the world was pure. They grew and learnt to become who and what they were meant to be." The Truth Seer slowly sat again continuing his tale, "The First had agreed among themselves to each take dominion in differing parts of Xaqi. They secluded themselves and began the long process of becoming gods."
     The Truth Seer paused to sip at his drink. The children listened attentively as he picked up his tale again, "Now the First had spent an Age learning how to become gods. After they became gods they used their powers to create! They created all of the things you see around you now, and the things you do not see as well." he said gently. "Some of the First wanted to test their powers against their brethren and to do so they created creatures to make war on the creations of the other First. That is when the Second were born." The Truth Seer took another sip of his drink.
     He stretched his back and said, "The first of the Second was the Ent Lord, Mellaart. He, along with his siblings Hypnos the Lord of Dreams and Beowa the Resurrected worked together against the forces of Jorōgumo the Lie Weaver, Shezzak'l'zz the Tyrant of the Demon Eyes, Yog-Sothoth Opener of the Way, Riqqa King of Kings, and Yaldabaoth Son of Chaos. They and their children fought many great and destructive wars across the face of Xaqi." The Truth Seer paused again and took a large draught of his beverage, finishing it.
     He waved to the bar maid for another and continued the story, "The Wars of the Second, as they later became known, had their share of casualties. Hypnos killed Shezzak'l'zz at the Battle of Oculi Multarum and decimated his forces by turning them against each other. Shortly thereafter Jorōgumo was defeated by Beowa in the Battle of Aranea Ignis and banished to the underworld. Yog-Sothoth retaliated against Hypnos by turning Hypnos' power over dreams against himself, trapping him forever in the Dreamlands. The Opener of the Way then murdered Beowa on the Day Without Ur and spread his body across the Poaceae Regions to prevent him from resurrecting. Mellaart at this point was outnumbered and his children, though powerful in their own right, were becoming too few to resist the forces of Yog-Sothoth, Riqqa and Yaldabaoth."
     The bar maid came over with a new drink for the Truth Seer. He took a swig, thanked her and recommenced his tale, "In his search for allies, Mellaart was able to convince one of Riqqa's generals to switch sides. Mellaart gave to this general the Tree of Life, thus granting him immortality. Chi'in, as he is known, being a master strategist helped to turn the tide. In his first campaign against his former master he personally decimated the army sent to kill him in the Slaughter of Unum Pro Mille. Chi'in then fought with Riqqa in the glorious Duel of Nine Thousand Hours that lasted for more than a year! It ended when Chi'in sliced off Riqqa's head." The Truth Seer paused to take a large gulp of his drink.
     Once he slaked his thirst he looked over the wide eyes of the children and spoke again, "Putting Riqqa's head on the end of his banner, Chi'in took control over Riqqa's forces using them in strategic raids against Yog-Sothoth's followers. These raids served to anger Yog-Sothoth and when Yaldabaoth laughed at the Opener of the Way he struck out at the Son of Chaos and split him into two pieces in a fit of rage!" He jumped out of his chair at the children at this part. They started at this and he expounded further, "From the two pieces of Yaldabaoth, Bafometz the Lord of Beasts and Barbēlō the One who is Three were formed. Yog-Sothoth, amused that he could rend a Second and create the Third decided to use his newly found power on one of the First."
     He paused momentarily in his tale to the children, "Now young ones, when he was looking for one of the First, Yog-Sothoth did not know he would find his own downfall. Because you see, he did not find any of the First. Instead he found the source of all creation, hidden away in a lonely cave. There in this cave was a truly magnificent throne made of bone. Immediately the Opener of the Way desired to possess this obviously powerful relic for himself. He approached to sit upon the throne when his body was suddenly paralyzed. Unable to move he tried to use his powers of instantaneous travel to escape, only to find that he was still paralyzed in the same place! For the first time ever Yog-Sothoth felt panic and fear!" He suspended his litany once more to finish his second drink.
     "Thoughts that were not his own began to creep slowly into his formidable mind. Yog-Sothoth realized that the throne was not empty! Sitting there was a being and that being was the one in his mind!
     "I Amn, You Amn, All Amn." Thought the voice in his mind. Yog-Sothoth fought furiously to be free of this being. Unable to do so a strange calm came over him, emanating from the being. He fought no more, he was able to move, he could strike the strange being, he could take this throne! There was a flash of piercing light that passed through, over and around the Opener of the Way! The being never moved, the being never blinked, the being did nothing." The Truth Seer stopped talking, scrutinized the children and whispered, "That being, Amn, he is the world. But not of the world. Yog-Sothoth is now also not of the world, he is locked away until Amn decides his punishment is over. Now children remember, to always be faithful to the gods or you may face the same terrible fate as Yog-Sothoth." With his story complete the Truth Seer disappeared from his chair leaving only an empty miniature bone throne in the seat.

 The Doublespeaker, The Guardian Protector,

The Pale Keeper

Greater God of Xaqi (Prime Material, True Neutral)

Portfolio: Knowledge, Secrets, Truth & Lies, Thieves & Magistrates.
Allies: Mellaart, Chi'in, Wazirëkyn.
Foes: Erron of Solitude, Pharaoh Inmhotep, Yog-Sothoth.
Symbol: An empty white bone throne on a disk of black.
Worshiper Alignment: Any.

Overview
     Amn the creator god is rarely depicted in art or song.  Amn is the only truly omniscient being on Xaqi. That being said Amn speaks only in riddles and vague notions or ideas, when he chooses to communicate at all, but also has no free will.  Amn cannot change what has, is or will happen, because to him all time/space is immutable.

Amn's Avatar

AC -12 HD 50 HP 950 THAC0 -12 #Att 5 & 2 Spells Dmg 6d6+30 MR 100% Size G Move 120
Str 25 Dex 25 Con 25 Int 25 Wis 25 Cha 25 Com Special
1st 10 2nd 10 3rd 10 4th 10 5th  10 6th 10 7th 10 8th 10 9th 9 10th 9
1st 10 2nd 10 3rd 10 4th 10 5th  10 6th 10 7th 10 8th 10 9th 9 10th 9
PPDM 1 RSW 1 PP 1 BW  1 OS 1 Fear 1 Horror 1 Madness 1

     Amn can create Illusions/Phantasms, that can do damage if he wishes, at will. Amn can communicate with any living or non-living creature, being or thing at will. When casting spells Amn acts as a wizard or priest of 50th level, requires no Verbal, Somatic or Material components and always has a casting time of 0. He also regenerates to full hit points at the end of every combat round, regardless of damage inflicted.
     Amn usually communicates with creatures through contact to their subconscious minds and plants ideas, urges, desires and such to get them to do what is needed. Many times the inspired person does not know whence the idea came but will attribute it to Amn if it is something they believe they would not have thought of otherwise.
     Amn has the torso of a 6' human that is genderless with bone white skin, a mane of bone white hair, no mouth & oversize black pupilless eyes that never blink. His limbs are extremely overlong, such that, when he stands he is fully 50' tall, the fingers and toes are also overlong with only 4 (instead of 5) fingers with an extra joint.
     Due to his unusual appearance, those who view Amn must save vs PPDM (or Madness) or go insane for 3d4 Weeks. Those that save gain a minor personality quirk for 3d4 Weeks. Should Amn communicate with those that view him they are instantly cured of this malady, and any other mind affecting magics or damage, until contact with them is broken and they revert to their previous state.
     There is a legend that somewhere on Xaqi is a weapon that will forever destroy Amn with a single blow. Where that weapon is and what other powers it has is unknown.

The Clergy
      The Clergy of Amn vary based on the Order. Since Amn is a god of duality there are 2 major Orders. Those of Good or Lawful Alignment are generally Judges, Scribes and Magistrates. They are the interpreters of law and keepers of records. Those of Evil or Chaotic Alignment are generally Thieves, Extortionists and Spies. The Orders are known as the Arbiters & the Cryptics. Relations between the two factions are surprisingly affable and a member of one sect can move to the other sect with little to no suspicion or problems.
     Members of the clergy vary in class from Thief, Wizard, Priest and Fighter. There are also Bards within the clergy who travel from one town to another gathering rumours, tales and information. There is also a sub-sect of Gnomish Illusionists who serve Amn as well as a sect of Goblins who also serve Amn.

Clergy Alignment: N, NG, NE, CN, or LN

Turn/Control Undead: Turn if of good alignment, control if of evil alignment, choose one if of neutral alignment.

Bonus Proficiencies: Ancient History

Required Proficiencies: R/W Native Tongue

     “I Amn, You Amn, All Amn,” is a common phrase within the church. Amn is venerated as the creator god. Amn is also feared as the god of ultimate destruction. Contained within Amn is all that is, was and will be. The truly faithful expound that all creation is but a thought or dream of Amn and should he awaken from the dream all of Xaqi would cease to be.

Day-to-Day Activities: Depending on the order, they can range from spying on kings to delivering judgments on criminals.

Major Centers of Worship: The Cathedral of the Unknowable in the Dragonwaste is the largest temple complex to Amn. It is a library of massive stone tablets in an unknown language that defies all magical and non-magical attempts to decipher them.

Priestly Vestments: Bone white robes with the symbol of Amn and a mask covering the face.

Adventuring Garb: Whatever suits the adventure or season.

Priest of Amn (Truth Seer or Secret Keeper)


Requirements: 12 Wis, 15 Cha
Prime Requisite: Wis
Alignment: N, NG, NE, CN, or LN
Weapons: Any Small to Medium
Armour: Any up to Studded Leather
Major Spheres: All, Time, Elemental, Protection, Divination, Astral, Thought.
Minor Spheres: Plant, Animal, Charm, Necromantic
Magical Items: Any General and those allowed to Priest Classes.
Required Proficiencies: R/W Native Tongue, Religion
Bonus Proficiencies: Fast-Talking, Persuasion, Ancient History
Races allowed: Any
Special Granted Powers
     Two thief skills of PC choice (at the base for a thief of 1st level). Advancing at 2% per level, starting at 5th.

5th Level: Immune to 1st level Illusions (+1 per level to 10th).
10th Level: Truthsaying (As per Ring of Truth, always active).

Wednesday, July 26, 2017

Arcane Spells: Rasa Mon's Personal Spells, Level III

Rasa Mon's Personal Spells, Volume III

      Greetings friends, This series of posts will contains several spells I have created for a personal character I have played for 28 years. The character, Rasa Mon Fry, is an generalist Elf Mage of high level. He has focused much of his magical studies on plant based magics. I have played this character in many different settings and with many different DMs, needless to say he is well traveled.
      All of these spells are available to use in your campaigns, I only ask that you keep the "Rasa Mon's <blank>" titles. The character is one who will freely teach these spells to any wizard who would like to learn them. He can be summoned by a special amulet.
     If, as a DM, you feel that these spells would be harmful to the balance of your campaign, feel free to ignore any or all of them!
 

Third Level Arcane Spells List


Conjure Plant II
Range: 30 yards
Components: V, S
Duration: Special
Casting Time: 3
Area of Effect: Special
Saving Throw: None
Reversible: No

      By means of this spell the wizard magically conjures 4d10 plants of the type determined by the DM. The plant conjured cannot be bigger than a bush (1 to 2 feet tall and 1 to 2 feet in diameter). The plant summoned cannot be magical in nature nor can it be an intelligent plant. Poisonous plants can be summoned with this spell. The plants summoned will stay in the summoned area, no greater than 20 square feet per level, until destroyed or dispelled. The caster's chance of getting the desired plant is 75% modified by nearby terrain up to +/- 15%. If they possess a sample of the desired plant, a seed or leaf for example, that species can be summoned with 100% accuracy.

Lesser Elemental Conjuring
Range: 60 yards
Components: V, S, M
Duration: 1 turn per level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
Reversible: No

     This spell allows a wizard to conjure any single type of elemental (Earth, Air, Fire, Water, Smoke, Ice, Ooze, Magma, Lightning, Steam, Mineral, Radiance, Salt, Vacuum, Ash, & Dust). The elemental is a small 1 HD elemental. This spell is the same as the 5th level Conjure Elemental spell in all other respects. With one exception; the elemental is easier to control than the one conjured by the 5th level spell.

Rasa Mon's Burning Bush
Range: 5 yards per level
Components: V, S, M
Duration: Special
Casting Time: 3
Area of Effect: 1 shrub or bush
Saving Throw: ½
Reversible: No

     This spell is nearly identical to the 2nd level Magic Mouth spell. The main difference is that the burning bush is more of a warning & trap. When the trigger goes off the shrub or bush (or any other plant of small to man-sized) bursts into white flames and speaks the message of no more than 25 words. If any creature touches the flames of the bush while it is giving the message they must save vs spell or be engulfed in flames taking 1d6 damage per level of the caster (max 5d6). When the burning bush is done delivering its message the flames from the bush flare directly up (5 yards per level) to give off a bright flash as well as a ring blasting out from the bush in a radius of 5 feet per level of the caster. Those within the radius who fail a save vs spell will take 1d6 damage per level of the caster (max 5d6).

Rasa Mon's Floral Servant
Range: Touch
Components: V, S, M
Duration: One Week, plus one day per level
Casting Time: 1r
Area of Effect: Plant touched
Saving Throw: None
Reversible: No

     By means of this spell the caster alters and animates a plant into a humanoid shaped servant. It performs in all respects as does an unseen servant with the same weight restrictions. At the expiration of this spell the Floral Servant turns into mulch. The material components of this spell are a gemstone worth at least 10gp and the plant that is being transformed.

Rasa Mon's Grappling Vine
Range: 50 feet, plus 10 feet per level
Components: V, S, M
Duration: Permanent
Casting Time: 1r
Area of Effect: Single vine
Saving Throw: Special
Reversible: No

     This spell causes a vine to shoot forth from the caster's hands towards any surface pointed at within range. The vine will take root in the surface. The surface gets a save vs Crushing Blow at a -1 per 2 levels of the caster. The roots are strong enough to support the weight of the caster with normal gear and 50 lbs per 2 levels up to 300 lbs. If the material that the roots take hold of cannot support the weight then the material rooted into will break. The material component of this spell is a part of a vine with which to grow the Rasa Mon's Grappling Vine. If the caster uses a poisonous vine anyone who uses the vine will be affected normally by it (i.e. poison ivy will cause itching and rash to the caster and anyone else who comes into unprotected contact with it).

Restore Air
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 3
Area of Effect: 5 tons per level
Saving Throw: None
Reversible: Yes

     This spell freshens the air envelope of a spelljamming vessel by one category. For example, Deadly air becomes Fouled air. If the tonnage the caster can effect is less than the tonnage of the vessel the spell is only a portion of its effectiveness. For example an 8th lvl caster can freshen 40 tons but is on a 80 ton vessel with fouled air. The spell would be only ½ as effective (40 ÷ 80 = ½) and would need to have a second Restore Air cast to bring air quality to Fresh. If the caster can effect 2x the tonnage of the vessel he then brings even Deadly air to Fresh air. This spell is ineffective in the Phlogiston (as it accesses the Elemental plane of Air) and on bodies of size A or larger. The material components of this spell are a sprig of mint and pine needles. The reverse of the spell Foul Air moves the air quality of the vessel down one category per casting. So Fresh air would become Fouled air. This usage of the spell is effective in the Phlogiston but not on bodies of size A or larger. The material component of the reverse is a piece of rotted meat and sulphur.


Unsummon
Range: 30 yards
Components: V, S
Duration: Instantaneous
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None
Reversible: No

     By means of this spell a wizard can send a conjured creature, under the control of another spell caster, back to where it came from. Creatures that are not affected by this spell are those bonded to the affected spell caster, such as familiars.

Wall of Brambles
Range: 10 yards per level
Components: V, S, M
Duration: Permanent
Casting Time: 3
Area of Effect: Wall, 10 feet wide by 5 feet high by 2 feet deep per level
Saving Throw: None
Reversible: Yes

     When this spell is cast, the wizard causes a vertical wall of brambles to spring into being. In all respects the wall is just like a normal patch of brambles. Creatures that are small/man-sized to large will have trouble traversing it, Tiny creatures can skirt through the brambles with little resistance. Giant sized creatures can easily go over the wall. The brambles form a wall in any shape desired, as long as the brambles have a place for their roots to take hold. The material components of this spell are a ball of dung, a thorn and a draught of water. The caster mixes the ingredients and pours them on the ground to activate the spell.

Saturday, July 22, 2017

Magic Items: Amulet of Rasa Mon

The Amulet of Rasa Mon Fry

     The Amulet of Rasa Mon Fry is an unusual magic item. With it the possessor can summon to the them the wizard/fighter Rasa Mon Fry. When the amulet is first worn the user will instantly know how to use the amulet to summon Rasa Mon. It also imparts upon them the knowledge of how to construct more of the amulets.
     Rasa Mon can be summoned at any time by an Amulet of Rasa Mon. He must then serve the possessor for 3d4 Days, he always know how long he must stay though the user does not. He can choose how he serves the amulet's possessor but cannot directly harm the user. When his time is served he can choose to stay or go at his leisure. In general Rasa Mon will aid the user in efforts that would not upset the balance of the natural world. He will also teach the user any one of the spells that he knows. If he can get the user to give him the amulet he will be freed from serving that user. Though, the knowledge of how to make more of the amulet will still be in the users mind.
      The first dozen amulets of Rasa Mon were created by an Efreeti Noble from the City of Brass that was offended by Rasa Mon. He created it as a punishment and dispersed them across the Prime Material Planes into treasure hoards to be found and used by different users. He is especially proud of the twist of giving the users knowledge of making more of them to harass Rasa Mon even more.
     The process of making an Amulet of Rasa Mon requires 350 gp worth of materials, roughly six weeks of working time and grants the maker 180 experience points. The maker need not be a wizard as the process of making one is inherently magical. Once an amulet is created the knowledge will fade from their mind in another 1d3 months, allowing them more time to make amulets and furthering the curse!

Please Note

     I will post a full character sheet of Rasa Mon Fry in a future post.