Wednesday, February 28, 2018

[Class] Lizard Lord

Class inspired by this picture. Art by Axbraun
Lizard Lord
HD- d8
Equipment- All, minus weapons & armor too large. Base AC 12, Max AC 16

Lizard Lords are intelligent monitor lizards that stand upright. Despite only being 3 feet tall at most, they are fierce warriors and hold dominion over all reptiles. They are eager to prove themselves and have large personalities to compensate for their small size.

Because of their scaled bodies, they have a base AC of 12. Their max AC is 16. All armor must be fitted for them to use, and 2handed or versatile weapons are usually too big for them. Regular sized weapons are used by them in two hands. Lizard Lords gain +1 to hit every level, and can enforce their will on powerful rebellious magical weapons and armor like normal Fighters can.

Whenever making a reaction check towards a reptile, such as a serpent, crocodile, or giant demon turtle, they can add their level to the roll. On a good reaction, the creature also acknowledges the Lizard Lord's authority and will offer aid in some way if requested. Dragons are not true reptiles, but get +1 to reaction checks with them anyway.

At 10th Level, the Lizard Lord comes into possession of a magical Sunstone- a rock with powers related to the sun, and a holy object for reptiles. This stone can restore up to 1d6 hit points to every Lizard that touches it once per day, and can focus forth its light as a light spell but with true sunlight. Using the Sunstone along with your natural Lizard charisma lets you attract several fully sized and intelligent lizard men, skink-men, and talking snakes along with 1d20 crocodiles, tortoises, AND chameleons as servants to your lizard empire.

Monday, February 26, 2018

Magic Rods + 12 Magic Rods

These are some rules to replace battle magic with more common and less powerful magic weapons. Unlike a spell, magic users can be disarmed of these and also it allows for loot progression. I've been inspired by games like Breath of the Wild recently and its own elemental magic rods. You might notice that this magic rod table is “cleverly” designed so the first 8 follow the Dominions based elemental magic system in case you'd want to use it in combination with that. Just combine the powers of the water rod minus the water magic attack; roll 1d8 for a random Dominions rod.

For a long time now I've also enjoyed the high fantasy aesthetics of things like World of Warcraft, Legend of Zelda, Final Fantasy, and so on and try to incorperate some of those elements into my games. Part of this involves a common amount of blasting magic, as well as the idea of buying magic items at shops. Magic is a little more common and considered less evil or people aren't as afraid of it. I think having a common magic rod weapon that can also serve as utility will help this purpose, along with giving non-magical classes a form of magic attack.

Magic Rods
Magic rods are medium range weapons that strike at foes with magical energy and the wrath of the elements. Anyone can make use of a magic rod. Rods use a magical attack roll (d20 + intelligence modifier vs enemy AC) to hit.

Most magic rods are made of Mysterium; a magical alloy of iron mixed with arcane dust. This helps it store and conduct magical energy. Every magic rod made of Mysterium has 3d6 charges it generates every dawn and dusk. Rods not made of Mysterium only have 1d6 charges. Rods waxed with special magical oils get an extra +1d6 charges, and Rods topped with a powerful elemental gem also get +1d6 charges. Damaged rods get -1d6 until repaired.

Each rod expends charges to either make a basic attack, or for an out of combat use. Very small actions, such as using a Fire Rod to lit a candle, require no charges. Very extensive uses, such as using a Frost Rod to freeze an entire pond, will require a magic roll vs a DC to succeed. On success or failure, expends all charges.
Roll 1d12 for a random rod.

12 Types of Rods
[1] Fire Rod- Rod of elemental fire and heat.
1 Charge: Magic Attack- Deals 1d4 fire damage on a hit. Start a campfire.
2 Charges: Melee-range flame blast deals 1d6 fire damage. Cook something spontaneously.
3 Charges: Create a 6 ft. high wall of flame, 10 ft across. Deals 1d6 to anyone who passes through. Channeled; costs 1 charge per round after first.
4 Charges: Flame shield around an ally; any missed attack against them deals 1d4 to the attacker for 3 rounds. Power & heat a forge for an hour with the rod.
5+ Charges: Give any weapon a fire infusion, dealing +1d6 fire damage on a hit and counting as magic for an entire fight. Create a smokeless, colorless flame to warm you at night, or melt an entire snowbank.

[2] Shock Rod- Rod of elemental lightning.
1 Charge: Magic Attack- Deals 1d4 shock damage on a hit. Levitate a piece of paper or cause a handful of nails to stick straight up.
2 Charges: Spark Armor- infuses any metal armor with electrical energy that discharges and deals 1d4 damage to the first enemy who hits it, on a roll of 4 it also stuns for a round or causes them to drop their weapon from the jolt.
3 Charges: Chain Lightning; On a hit with the basic (1 charge) magic attack spend 3 charges to make another attack at a target nearby the first, each bolt of lightning bouncing between them.
4 Charges: Summon a lightning cloud that zaps anyone who goes higher then you in elevation in the immediate area for 1d6 shock damage. Stick any metal object to a wall or ceiling.
5+ Charges: Give any weapon a lightning infusion, dealing +1d6 shock damage on a hit and counting as magic for an entire fight. Control metal ball bearings to roll a heavy object on their own, or use magnetic powers to repair a few points of broken AC of metallic armor.

[3] Frost Rod- Rod of elemental ice and cold.
1 Charge: Magic Attack- Deals 1d4 frost damage on a hit. Freeze a mug or extinguish a flame.
2 Charges: Freeze a sopping wet foe by touching them with the rod; Deals 1d8 frost damage and inhibits their action for one round. Freeze a puddle or wet floor causing foes to save or slip.
3 Charges: Loose arrow-ranged icicle, deals 1d6 ice damage. Chill meat for long preservation.
4 Charges: Create a cold-trapped metal object that deals 1d10 frost damage to next being who tries to pick it up. Turn rain into hail in a 30ft area.
5+ Charges: Give any weapon a frost infusion, dealing +1d6 frost damage on a hit and counting as magic for an entire fight. Create an ice sheet raft. Throw a blizzard over a campsite or snow-in a cabin even in the middle of summer.

[4] Stone Rod- Rod of elemental earth and metal.
1 Charge: Magic Attack- Deals 1d4 physical damage on a hit- Counts as a 'magic' attack, despite being 'physical' damage.
2 Charges: Enchant boulders rolled off cliffs and down hills to veer towards approaching enemies, granting +1 to hit with the crushing boulders. Create a literal stone paperweight or weigh an object down enough it doesn't blow away.
3 Charges: Create a small embankment of earth and stone to act as mobile cover from ranged attacks- You have to crouch down to use it and can only fit one person per charge spent to make it.
4 Charges: Grant yourself a stone fist that deals 1d6 damage for a punch and grants +1 AC to you, but weighs you down for the fight. Create a sandstorm around you that gives enemies -1 to hit in the area if they try to enter it.
5+ Charges: Give any weapon a sharpness infusion, granting +2 to hit and counting as magic for the whole battle; weapons already enchanted and made well respond well with Earth magic. Very short lived, localized earthquake to knock something off a shelf or crack a structure.

[5] Brilliant Rod- Elemental light and the stars.
1 Charge: Magic Attack- Deals 1d4 astral damage on a hit. Focus starlight outside to light a path.
2 Charges: Enhance a helmet with astral light, blinding foes who aim for the head or just granting +1 AC vs those with blunt weapons. Create a flare that lasts for one turn high in the air.
3 Charges: Cast a Light spell that lasts for one turn; bright light illuminating a dungeon. Focus outdoor light to deal a 1d6 astral damage blast on a hit, with a roll of 6 causing blindness for a turn.
4 Charges: Colorful spray that blinds and stuns an enemy on a successful attack, equal or less to the charges spent- Minimum 4 charges to use this.
5+ Charges: Give any weapon a sunlight infusion, having the effects of true sunlight against a creature on a hit.

[6] Death Rod- Elemental death and darkness.
1 Charge: Magic Attack- Deals 1d4 necrotic damage on a hit. Rot a pile of leaves or a few loose vines into dust.
2 Charges: Shadow evocation, deals 1d8 damage in darkness and doesn't require a roll to hit in absolute darkness, but the caster still has to know where the victim is or have darkvision.
3 Charges: Inflict an enemy with corpse rot, causing -1d6 strength, dexterity, or constitution damage. Melt flesh off a corpse for clean bones.
4 Charges: Create thick supernatural darkness that can't be penetrated by torchlight.
5+ Charges: Give any weapon a necrotic infusion, dealing +1d6 damage on a hit for an entire fight.

[7] Primal Rod- Rod of Nature and life.
1 Charge: Magic Attack- Deals 1d4 poison damage on a hit. Unwilt a flower, or conjure a small number of convincing beast tracks.
2 Charges: Create one ankle-root, used to ensnare a foe- Unless a save or bladed weapon is used to cut it, they can't move from their location.
3 Charges: Creates a poison cloud that deals 1d8 damage to anyone who breathes it in in a 15 ft area; with an extra 5 ft square per extra charge spent. Spring up a patch of flowers or grass.
4 Charges: Create a swarm of insects to harass an enemy MU, keeping them from casting spells. Create thorny briers that entangle enough to stop victims from moving or attacking, dealing 1d4 damage if they resist.
5+ Charges: Give any weapon a poison coating, which deals 1d6 damage each round until a save vs poison is successfully made on a hit.

[8] Blood Rod- Corrupted Blood & Demons.
1 Charge: Magic Attack- Deals 1d4 bleeding damage to living thing on a successful attack roll. On a roll of 4 cuts open a wound that deals 1 damage per exploration turn from bleeding until healed or a bandage is used.
2 Charges: Create a tiny imp that either attacks or does another action for two rounds; +1 round per extra charge spent. It's cowardly and only have 1HD, but can riffle through your pockets to pull out items you need while you're occupied.
3 Charges: Grants someone boiling blood, dealing damage back to an attacker equal to what they dealt to you with a sharp weapon- they can make a save to avoid the blood. Give an area of land or object a dread aura that keeps away most people.
4 Charges: Conjure a standard demon for a single round to perform one attack or action; a succubus to confound an enemy, a balor to slam the ground with its hoof, a flaming beast to shoot hellfire at a foe and deal 1d10 if they fail a save, etc.
5+ Charges: Give any weapon a demonic infusion, dealing +1d8 damage on a hit to any holy being or religious person. Enchant a demonic amulet that prevents the wearer from being turned or exorcised for one day.

[9] Heaven Rod- Holy Power. Use Wis modifier.
1 Charge: Magic Attack- Deals 1d6 holy damage to an evil being on a hit. Used during an exorcism to add +1 to the roll to drive out the spirit.
2 Charges: Give an ally 1d6 temporary HP from a blessing- lasts 3 rounds. Mimic the sound of a church bell, of which many monsters are afraid.
3 Charges: End an ongoing dark magic effect on a person from an enemy's rod; equal to its charge cost with a minimum of 3 charges spent.
4 Charges: Create a white line in a circle or over a threshold that holds back evil and undead of HD equal to or less then the charges spent; minimum of 4 charges must be used.
5+ Charges: Consecrate any weapon with holy power, letting it harm otherwise invincible demons or undead- Deals +1d6 damage on a hit against an evil being on a hit, lasts all day.

[10] Acid Rod- Corrosion and Acid powers.
1 Charge: Magic Attack- Deals 1d6 acid damage on a hit. Burn through some paper or thin some paints off a surface or object.
2 Charges: Focused magic attack- Make a magic attack roll at -2 and aim at a specific object like a bowstring, a sack an enemy is carrying, etc- On a hit you destroy a small part of that object or item.
3 Charges: Melee splash of acid deals 1d10 damage unless enemy makes a save to avoid, no attack roll needed. Make a melee attack roll to damage an enemy's armor by -1 AC, must touch with rod to do this.
4 Charges: Burn through a mundane lock, but this causes as much noise as if you smashed it. Scald all the color and texture off a metal object. Acid treat a gemstone to make it much brighter.
5+ Charges: Infuse any weapon with +1d6 acid damage on a hit, lasts all day. Reduce an enemy's armor by -1d6 AC at range, but must hit with a magic attack roll. Melt away a standard, mundane metal shield or something of weaker material. Burn away a small sack of an object into a lesser material or into slag.

[11] Water Rod- Rod of Elemental Water
1 Charge: Magic Attack- Deals 1d4 damage on a hit, extinguishes flames and drenches target. If underwater magic attack deals 1d6 damage and can bash the foe in any direction 10 ft
2 Charges: Stream of water pushes back small creatures- they cannot attack the rod user. Wash an object off or make water clear to see deeper.
3 Charges: Heavy dew drop sticks to the end of a blunt weapon- Increases its weight and adds +1 to hit and deals +1d4 damage and drenches on hit.
4 Charges: When underwater crushes an enemy from all sides, deals 1d10 damage unless they make a save. Part a small pond or make it draw something from deep within up to the shore.
5+ Charges: Infuse any weapon with +1d6 water damage on a hit, lasts all day. Conjure a small amount of drinking water, or as a tidal stream that can push back and wash away men-sized targets. Use the rod to 'swim' underwater at incredible speed and to burst from the water to great height.

[12] Magus Rod- Arcane Power & Dueling
1 Charge: Magic Attack- Deals 1d4 arcane damage and does not miss; homemade talismans and circles of salt reduce or block this attack. Grant yourself +1 AC vs the rod attacks of other users for one round; AC bonus as spent charges.
2 Charges: Point the rod at something and spend 2 charges; if it glows, its magical. Create an arcane glyph for 1 turn on a door or the floor, and when it is disturbed you will know.
3 Charges: Create a fantastic illusionary music or a scene like a tiny knight fighting a tiny dragon- can't fool anyone, but useful for entertainment. Reflect a rod effect of a lesser charge cost back to its sender, they can send back by spending 1 more charge then you, and then you back again, etc.
4 Charges: Arcane warding placed around a shield, granting its AC bonus vs rod attacks and magic spell saves for one day. Arcane bonds freeze enemies in place and time for 1d4 combat rounds, unable to be hurt or moved during it, save to resist or if enemy makes the save can come out at the worst possible moment as a surprise.
5+ Charges: Infuse another rod with +1d4 arcane damage each time it spends a charge as magic missile. Counter a spell with the rod, each charge past 5 giving you a +1 on the save to dispel or weaken the enemy spell.

Sunday, February 25, 2018

Conceptual Tolkien-Esque Magic System

There are 4 types of Sorceries. Sorcery of the Mouth, Sorcery of the Hands, Sorcery of the Feet, and Sorcery of the Blood.

Sorcery of the Mouth is the magic of songs, riddles, and spoken words. Sorcery of the Mouth is a very learned and cerebral knowledge; the more is learned, the more powerful is the user. To name something is to give it a place in this world, and the power to name spirits and bind them is a key power of the Mouth Sorcery. To call upon the name of a mortal is a little magically potent, to call upon the name of a supernatural being is much more so. Even the most powerful beings cannot resist a call if their name is said 3 times. This is why so many of them take titles, to hide their true names and nature.

But the true power of Mouth Sorcery is in inspiration and speech. To inspire men of an army to greater deeds, or to advise truthfully and with wisdom. It can also be used for ill; in the method of cunning lies and dark threats that can make even the stalwart cower. The magic of the mouth is among the most powerful all of the Sorceries for that reason, but only an especially sharp tongue and sharper wit can learn to use these powers.

Sorcery of the Hands is the magic of craftsmen and artifice. It is one of the most feasible magics to learn, but also one of the most powerful and hardest to master. This Sorcery extends to almost anything involving using skill and personal magnetism to create magical objects; enchanted food and wine, magical music, and enchanted arms and armors. The skills of a healer are closely tied with this magic. This sorcery also includes masonry and the making of great fortifications, the deepest mineshafts, or secret passages that may open with a password.

The Sorcery of the Hands also includes the incredibly powerful subset of Ringlore- the creation of magical rings, as well as other forms of jewlery. This type of magic is mighty and magical rings can greatly improve the innate powers and abilities of their wearers. Some may even pour their essence into their magic rings, to grant them even more power but to tie themselves to their craft permanently. Magical items sometimes have minds of their own, and may turn up in the hands of promising youths or suddenly disappear by those who abused their powers.

Sorcery of the Feet is a slow growing and broad power. There is no concrete answer to what it is; the Sorcery of the Feet is the magic of traveling and of acquired experiences. To walk on a land is to gain connection to it, and to live in a culture is to gain connection to them. Hearth skills and folk tales from one land may appear as almost supernatural in ideas or applications in another, and Sorcerers of the Feet are well traveled and versed in many kinds of lore. To cast a spell over a place you have not been is nearly impossible- so if you have been everywhere, there is no land you cannot reach with magic.

The Sorcery of the Feet also applies to feet planted firmly. The longer one stays and lives in a land, the more one knows it. Mountain hermits have special connection to where they live, and to the animals and beings that live there. Sorcerers of the feet can ply these connections; their pets may act unnaturally protective or loyal of them for an animal, and the weather or brush of a land may attempt to conceal the movements of a closely tied Sorcerer or block the movements of his enemies. Sorcerers of the Feet disappear without a trace.

Sorcery of Blood is the rarest and least capable to acquire of all the sorceries. It is the magic of kinship and ancestry. Those born into long running families of many generations all practicing either magic or a similar craft will find their own powers just naturally “better” then those not. Common folk have a way with plants and animals when born on the same farm for many generations. Smiths with strong traditions and families find their great, great grandsons creating greater and greater works; almost rivaling the Sorceries of the Hands. Naturally the most powerful and obvious of these are the powers innate in the blood of Kings and Queens; both as warriors and leaders they have an innate charisma and pull tied with their blood.

The Sorcery of Blood also includes the blood bonds between siblings and close families, and even friends and brothers-in-arms. For those closely related and spending their lives together, they may have an innate sense of when their other is in danger. Twins are especially prone to this, many claiming to be able to “see” out the others eyes when they close their own, and fighting with fanatical or supernatural strength to defend them. Those who swore magic oaths to one another are also thought to be symbolically invoking the powers of blood. While not very powerful on its own, it can boost the power of everything else those who possess it do, making it an incredible magic indeed.

Thursday, February 22, 2018

Dirt Simple Alchemy

Heavily inspired by the newest Zelda; Breath of the Wild, this potion system is meant to simplify some of the thoughts I had on how I wanted to do alchemy. I can't take all the credit for this, as some of the ideas were brainstormed by anonymous contributors.

Dirt Simple Potions
In order to create a potion, it requires an open flame, water, a flask or vial, and a cauldron. Ingredients must be mixed together. Each ingredient has an effect; Each type of ingredient grants a 1d6 roll to determine the potion's strengths for that effect. Each additional ingredient of the same type grants just +1 to the roll for that effect.

For example; If you make a potion with 3 healing shrooms, a healing butterfly wing, and an attack boosting chili pepper; you would roll 2d6+2 for Healing and 1d6 to calculate your attack bonus. This effect roll is how powerful the potion is when drunk or applied to a weapon in the case for poison.

When mixed; the ingredients in the potion disappear into a colorful, often glowing liquid that is clearly supernatural. Potions only have one day of 'shelf-life' before they lose their magic and turn back into a useless ingredient slurry. Potions with ongoing effects grant the drinker their power for one exploration turn, which is not related to their shelf life.

Whenever foraging or shopping for potion ingredients, roll on each list to see what you find. You don't know what they do if you find them in the wild unless you're a Sage of appropriate level or unless you have a book that can tell you- otherwise you'll have to experiment. Inferior ingredients only grant 1d4 for rolling their effects, Rare reagents like from high HD monsters can have 1d8 or higher for their potion effects.

Ingredients- Roll 1d6
[1] Herb or Fruit
[2] Animal Flesh or Bone
[3] Mushroom or Mold
[4] Insect or Arachnid
[5] Monster Part or Egg
[6] Powder or Salt

Effect- Roll 1d10
[1] Attack- For every 5 points of X; grants +1 to hit

[2] Protection- For every 5 points of X; grants +1 AC

[3] Elemental Resistance- Absorbs X of an Elemental Damage. The Elemental this ingredient resists is tied to its location and the creature; ie Fire Drake teeth grant Fire resistance, Moss from a swamp grants acid resistance, etc. Or determine randomly- (1d4- Fire, Cold, Lightning, Acid)

[4] Sensing- You gain the ability to see in the dark to a number of feet equal to X times 5. You also gain the ability the 'hear' loud sounds through walls, floor, or ceiling such as the sound of miners striking at rock or rushing water. Range of this ability is roughly equal to X feet.

[5] Mana- You can recover a spent spell slot in spell level equal to X or less. If you're using another system, count this as restoring +X mana points or adding +X to the next spellcrafting check.

[6] Healing- Restore X Health. If fed to a dying character with -X or more health, save to be revived

[7] Cure- Fights against the disease as though you had X days of bed rest. Incurable diseases are instead delayed by X days. Restores X points of attribute damage.

[8] Antidote- Reduce X Poison Damage from what you are suffering. Not a resistance; must be drank after you are poisoned. On save vs death poison, add +½ of X to your saving throw.

[9] Poison- Adds +X Poison Damage on first strike if applied to a sharp weapon or arrow. Target gets a save to resist the poison. Poison damage is rolled after the hit is confirmed.

[10] Stability- Adds +X number of days this potion will keep before spoiling.

Potion Errata
Due to how strong some of these effects can be, especially with multiple potion ingredients of the same type, that is the reason for the potions short shelf-life. Stability-effect ingredients can be added to make them better and last longer of course.

Ingredients of the same effect and type have lesser effects then adding in multiple ingredients of the same effect but different type. However it doesn't make much sense for a bear's molar that can cure disease and camel fat halfway across the world that can also cure disease to be considered the “same” ingredient. You can choose to have each biome have its own set of ingredients that are counted as different ingredients in different biomes.

If you're the type to have weird, mutational, or potential dangerous potions with side effects then consider having a random saving throw whenever a tonic is ingested and have the player roll on the effects table if they fail the save. Whatever effect they roll is instead reversed for them; so if they roll Attack they fumble all of their attacks horribly, or they suddenly become very flammable and they'll take X bonus fire damage if so much as a torch brushes up against them.

Of course, these rules don't have to ever be the extent of your potions or tonic making adventures. Let players soak an ent's bark in a tonic and ingest it to gain barkskin for their protection tonics, or make it so any potion mixed with a dragon's heart becomes permanent, or can be poured out into a strange alchemical homunculus. But you were already thinking of doing that, weren't you?

Tuesday, February 20, 2018

8 Cave Fish

[1] Stalactite Hunters
Unassuming, medium sized predatory fish. Mostly eat tiny minnows and eels, but has excellent out of water eyesight and senses when stalactites on the cavern ceiling above are going to fall. Then, they lure larger fish under them at just the right moment, and lay their clutch in the large predator's body to reproduce. Exceptionally patient- juice from a gland in their head can be added to tonics to make anyone who drinks them exceptionally patient and calm for 1d6 exploration turns.

[2] Punch-Jaw
Pinkish coloration around head. Bottom jaw has two 'batter' bones that can be used to crack shells and the heavy armor of other fish. One of the few fish capable of swimming up aquifers and hunting in lakes and coastal regions. Must journey back to home cavern to lay eggs in great migration.

[3] Helmet Fish
Have harmless sucker cups inside their mouth- jump onto bipedal creatures that pass by and wrap their mouth around their head. Since the majority are either undead, golems, or wearing helmets they often don't notice and the fish can use them to jump between different underground bodies of water. Very startling to get your head swallowed by a fish if you aren't in the above category, but not dangerous. You get +1 AC to the first attack aimed at your head with this fish on it.

[4] Hero Fish
Looks white or colorless like the other fish, but rubs off its scales during the mating season to reveal bright and colorful skin underneath. The fish is not special, but is rewarded as a special dinner to some underground cultures for those who commit great feats of heroism.

[5] Bat-Killer Fish
Fish with dark tops and long, powerful fins to jump out of the water. Can rocket out at high speeds ot ram into, and then bite and kill bats flying too close to the surface of the water. Long teeth are sometimes used to make arrowheads or the teeth of various weapons or traps for primitive cave-dwelling cultures.

[6] Jewelbrain
These fish are uncommon and live a long time. They must dig for and insert a rough gemstone into the heads of their developing offspring, to “activate” them and have them grow to adulthood. These fish have minor magic powers, including the ability to heat a small amount of water ahead of them to boiling as a defense mechanism, or to mutate other fish into still-standing filter feeding creatures that the jewelbrain can feed off of. The blood of these fish can be used as magic ink, and their skin as leather for spellbooks or wand handles and are obviously much prized by magicians.

[7] Wave-Walker
This fish can excrete a strange slime that allows it to 'solidify' a small amount of water on the surface of a body of water. It usually uses this to stay above the water until a predator that is hunting it goes away, but makes it vulnerable to predators out of water. Large numbers of these fish are kept and 'milked' to create oils that allow the user to walk on water, if enough is dumped into a body of water, such as from the shore or on a boat.

[8] Quagmire Shark
This large fish often attacks humans, drow, and other large creatures that swim in cavernous waters. They are mostly known for being able to swim and live just fine in mud as well, and whenever a mudslide happens in a village these sharks may well be among the sludge, roaming for victims.

Sunday, February 18, 2018

20 Ways to get Dungeon Hints in the Town

[1] The children in the village have a creepy nursery rhyme related to the dungeon they hum and sing when they play in the streets.

[2] Sacred shrine of the local folk religion has a mural depicting a priestess banishing monsters back into a pit in the ground.

[3] Once yearly harvest festival celebration conveniently happening when the party is in town. Features a giant paper mache dungeon monster being “slain” by someone dressed as a knight.

[4] Old seamstress. She'll bore you to tears about all four of her husbands who died in the dungeon, and how they died. Seems strangely enthusiastic and lighthearted about telling people this.

[5] The cellar in the tavern is made of the same brick and masonry as the style in the dungeon. The secret lever hidden in an archway is the same as the one in the dungeon too.

[6] A single, 1 HD monster from the dungeon got loose inside some lady's attic.

[7] Village drunk swears that an evil spellcaster in the dungeon is whispering spell incantations in his ear whenever he sleeps.

[8] The richest farmer in the village has an antique family heirloom from the village, made of the same gray-green metal as the bladed traps of the dungeon were forged.

[9] The Lord of the village has gotten a few 'gifts' over the years of strange, presumably cursed items from the dungeon that he has locked away in a dusty corner of his estate.

[10] Skilled herbalist has healed multiple poisoned victims from the dungeons over the years. What kind of poison? Gather herbs for her all day in the heat and she'll tell you.

[11] Once every year, the villagers don't drink from the river as a strange yellow dye flows down it from the mouth of the dungeon that feeds the river. If you drink the dyed water you get a very specific mutation; common in the dungeon.

[12] Some of the villagers here grow a type of fungus from the dungeon in their gardens. They tell you that it's not dangerous; as long as its exposed to sunlight every 24 hours or so.

[13] Old man in the village has a very peculiar old scar he got from the dungeon when he was a lad.

[14] Bard in the tavern regales listeners with a folk song about the townsfolks favorite folk hero; an idiot who got swallowed by a monster so it left everyone else alone. There's a key detail in the song about this monster.

[15] Old Witch has a magical talisman she once used when exploring the dungeon. She won't give it to you; but might tell you why she wore it.

[16] Town militia captain has been scouting the demihuman residents of the dungeon and understands their organization better then anyone.

[17] Gossiping prostitute managed to seduce the last Wizard who traveled to the dungeon. She knows he's dead, but also secretly read a spell or two from his spellbook. It might still be there, or the dungeon residents might have learned them.

[18] Village priest has a few favorite hymns he uses to exorcise the demons and spirits of the dungeon back into submission. Won't teach you unless you donate to the church. Heavily.

[19] Tavern owner claims to have once had a pet creature from the dungeon, but it died years ago. It's buried somewhere in the dirt field between here and way over there.

[20] The village blacksmith has repaired several dented in chunks and cut up pieces of armor from dungeon explorers in his day. He has a pretty good idea what kind of weapons they use there.

Saturday, February 17, 2018

[Campaign] Kingdom of Gan Introduction

I have recently recruited several players for an online game. The system is using a combination of the ASU ruleset, minus classes, and the Dirt Simple Dominions Magic rules for magic. Ever since I read this blogpost years ago about having something like a simple point-buy system for creating characters, I've wanted to run one, and here it is.

The Kingdom of Gan is ruled by a wise, mighty, and above all else just King, known as the 100 years King, for his reign was foretold to last 100 years. On the first day of his final year, he went on parade with his young daughter, but out of the sky came a black bolt of lightning that struck both of them, and they disappeared.

Now the seven Kind Counts, the Kings closet allies and advisors, are scrambling to find him. All across the land they are searching for and recruiting the help of the greatest heroes and adventurers to find the King and the Princess.

The blue-clad Count Geoff of Talia hires five extraordinary people to search for his majesty;

Ulfar the Lion The very strong knight hailing from a noble family, secretly is a prodigy with death magic. Skilled with sword and shield and heavy armor, he is attended by servants and a foolish squire.

Thalassa The charismatic adventuress is a ship captain and possesses a magic amulet that warns her of danger and guides her on her quest. She is skilled with spear and net and speaks another language.

Minadora “Mina” Arletto The stealthy and skillful Rogue hailing from Talia. She is skilled with cloak and dagger as well as lockpicks and has +1 bonus AC from her natural swiftness.

Charibert “Bert” Oakheaver A strong halfling with some powers in Earth and Nature magic. He is skilled in hand to hand combat; able to take on those that underestimate his size.

And Hazel the Half-Dragon Is a very strong halfbreed, crossed between a human and an air dragon; raised by a man who slayed her dragon mother. Still has the slayer's magical, lifesensing scythe.

These five purchased armors and supplies, and loaded onto Thalassa's ship, the Anne-Marie, while attended by Ulfar's servants. Bert gave some coins to a young beggar child, and was given a single mysterious Earth Agate as a reward for his kindness.
The Count had spoken of three places near his region that might have something to do with the disappearance of the King; the city known as Delta-City to the South, filled with pirate scum, the Carnarium Empire to the West, which views Gan with hungry eyes, and the Mountain Giants to the Southwest, who have the air magic but not the motive to kidnap the King with the black bolt.

And so, the heroes set sail down South to Delta City while Ulfar's Brother, Mikael the Bear seeks the Mountain Giants, and his father, Remieth Ostamer, seeks audience with the Empire to the West.

Our first session was just introductions and a bit of shopping, and this blog will chronicle the events of the campaign a few weeks behind the actual events. I am extremely excited for the actual campaign and have enjoyed being able to put my plans to use.

Friday, February 16, 2018

Stating Dota 2 Items p.2

[1] Blight Stone
Equipment – Necklace

If you hit a foe while wearing this stone, they get -2 AC for the rest of the battle. The stone guides you to old battlefields and gets excited nearby rotting flesh.

This stone ruins and corrupts equipment, warping it and rusting it. It is said the scratches and dents caused by the weapons of the wielder spread rust and staining colors from the points of impact on afflicted armors, lest they be polished and well maintained.

[2] Infused Raindrop
Charm – Carry for Effect

Whenever the carrier of this charm takes elemental damage from fire, lightning, or acid the raindrop soothes their wounds and cools them; absorbing 1d6 points of damage.

The raindrop shrinks each time it is activated. It only works 3 times before evaporating totally.

[3] Wind Lace
Charm – Carry for Effect

As long as you carry the Wind Lace, the winds always aim to aid in your movements; gaining +1 foot of movement per round. This allows you to eventually catch up to those faster then you, or outrun foes of your similar speed if you're using the basic rules. If you're using chase or stunt rules, then the wind lace grants +1 to the relevant roll instead.

[4] Observer Ward
Consumable – 3 Uses

The ward must be placed upright and planted into the ground. It turns invisible and can see everything around it. The planter of the ward automatically sees what the ward sees; transmitted by the winds of magic. The wards shrivels and dies in 1d4 days.

While invisible, it can still be found via touch. Magical creatures may be able to sense or devour the ward, and anyone who discovers a ward placed somewhere compromising will be none to pleased about it, and will usually destroy it unless they can send it useful fake information. There is a rare blue offshoot of the ward that can see the invisible.

[5] Ultimate Orb
Charm – Carry for Effect

This orb contains the essence of life; as long as you hold it treat yourself as 1 class level higher then you actually are. You gain all the saves, HP, spells, bonuses and all advantages of the next highest level except for your level 10 social/storyline bonuses such as gaining a free fort and men for Fighters.

The orb is highly coveted by basically everyone and everyone who possess the orb tries to keep it a secret. However simply owning the orb causes the carrier to seem greater and larger then life, making their presence and reputation grow. Many up and coming powerful and individuals of growing fame are murdered on the assumption they may possess this priceless artifact.

[6] Eaglesong
Magic – 1 Use per day

By blowing this horn it grants the target “limitless dexterity”. For one combat round the target can avoid all attacks, or automatically hit their attack. If used in combination with a bow, the bow's range extends to anything you can see up to the horizon. If a very light breath is used to blow the horn, it grants +5 to stealth checks for a turn.

[7] Tranquil Boots
Equipment – Boots

The wearer of these boots draws healing energies from the earth itself; recovering hit points at the same rate of bed rest even while travelling. The boots can store up to 6 hit points of “healing” that the wearer can use on others by touching them or themselves by clicking their heels.

Those who wear the Tranquil Boots find themselves living at peace on the roads and in nature, away from warfare and conflict. Those who wear the boots also live about 15 more years on average, keeping along much of their youthful vigor even into extreme old age. This only applies to those who have worn the boots for many years- but even slipping the boots on your feet once seems to have a positive, long-lasting impact on the body and mind.

[8] Wraith Band
Equipment – Head + Magic 1 Use per day

This band constantly whispers. It grants +1 to a random stat modifier each day. Once per day, you can focus the whispers of the band to grant you +2 to a stat modifier for one exploration turn. Once used, the band is silent until the next night when the whispers begin to speak again.

[9] Demon Edge
Equipment – Sword

This magic sword is excellently made and very sharp, granting +2 to hit. Anyone hit by this sword with less then 10 HD instantly die. Anyone of a high enough level, divine essence, or extreme fortitude to resist this effect take 4d6 damage instead.

This death effect takes hold even on tiny scratches and scrapes, and it is so sharp even minor cuts count as full attacks. If you test the blade with your finger, try to disarm someone holding it, or grab the sword by the blade roll a save or treat it as though you were hit by the blade.

[10] Vanguard
Equipment – Shield

This counts as a magic shield that grants the user +2 AC. If you hold the shield up and focus only on defense this round, giving up your attack, the shield also reduces the damage of all incoming attacks by -2. Additionally if you are hit with a knockback effect, or slammed by an incredible force, the shield absorbs it causing you to only be pushed by a few inches, even by the swing of a giant or a huge boulder falling on you.

Wednesday, February 14, 2018

My (Dominions-Style) Dragons

I'd like to preface this blogpost by saying that I've never actually gotten far enough in a campaign to have dragons or fight dragons, but I've always had specific opinions on them. I've never been a fan of the ultra-powerful dragons seen in some media, nor have I been a fan of the ALWAYS ancient ALWAYS clever and ALWAYS magically omnipotent dragons you see sometimes. Basically I read this blogpost about dragons and I agreed with everything.

My current game uses Dominions based magic, and the dragons in that are elemental. But there are a limited amount of them in the game, not representing all of the magical Paths. So let's fix that, and show my personal opinions on doing dragons.

I love this fat ass Dragon
Dragons are closely tied to a single magical path, and while they do not cast magic as mages do they have some ability to manipulate their power over their path with their age. Dragons have a personality that is usually associated with their path, but all dragons are egotistical, self serving, and somewhat lazy unless very strongly befriended or humiliated to the point of hatred. All dragons have immunity to their elemental type, and magic of their Path is almost impossible to use against them. Dragons have magical power associated with their Path, but instead of casting spells they have innate powers they call “breath”, which is usually associated with their breath weapon along with other innate abilities.

[1] -Fire Dragons-
Color- Red, Rust, or Orange. Rarely Pink.
Breath- Flames. As they age, their breath becomes hotter, capable of exploding or simmering as embers in wait for an enemy to pass over them. Their fire can even move as though it was an animal, seeking to destroy the dragon's sworn enemies. Friendly dragon fire never burns or goes out and can be used to forge weapons and armor of great purity and strength.
Personality- Fire dragons are the quintessential dragon. Quick to anger, passionate, and proud. Red is the kind of dragon everyone thinks of first when you think of “dragon'. Their anger is a seemingly limitless well, and they can be forced into bad decisions or rash action if their enemy is hated enough. But even the most fearsome of Red Dragons could be subdued for a moment with a lavish enough declaration of inferiority and endlessly praising and stroking their ego.
Other- Fire Dragons are great in a fight and have the highest to-hit of all dragons, getting a bonus equal to their level +1. Their claws easily find blood and they go for the throat.

[2] -Air Dragons-
Color- Yellow, Honey, Wheat. They have feathered wings.
Breath- Lightning. They fire great bolts of lightning from their maw, and can control where it lands and how powerful it can become with age. Plus, they can fan their wings to create great gusts of wind, and are known to whisper to create illusions. Powerful Air Dragons can also use their breath like a 'brush' and cast many illusions and glamours across everything it touches for a short time.
Personality- Air Dragons are capricious. Impulsive and sometimes possessing multiple personalities. They are also the most 'cowardly' of all the dragons, though what cowardice means to a dragon is much different then what it means to a human. And calling one a coward is a good way to get a lightning bolt dropped on your head. Air Dragons are also the most likely of all dragons to disguise their true nature and form through illusions, messengers, and are able to throw their voice.
Other- Air Dragons are the best fliers of all dragons, and are extremely agile when flying around. They can outmaneuver almost any other dragon in flight.

[3] -Water Dragons-
Color- Blue, Aqua, Cobalt. They have finned spines and webbing between their claws.
Breath- Water & Frost. The intensity of the cold increases with age, as does the strength of the water jet they can spout. Their water breath can eventually seek out targets to drown, or rush to fill in space and then freeze to kill whoever was caught in the area.
Personality- Water Dragons are known to be distant and flexible. They hide their true emotions well, and many have complex plots and enjoy playing mind and riddle games. Water Dragons, just like water itself, are very diverse and can live in rivers, lakes, the oceans, or in the frozen North and often pick up many different languages and stories to tell.
Other- Water Dragons are naturally the best swimmers in the dragon world and are resistant to both hot and cold water, frost, as well as the pressure from the ocean depths. The older they get the longer they can hold their breath, until eventually they can grow gills and breath underwater.

[4] -Earth Dragons-
Color- Brown, Glossy, Copper or Bronze. Their teeth and claws are metallic.
Breath- Sandstorm. Their breath flies forth like sand that rusts and degrades metal equipment, blasts apart fortifications, and they can slam their fat tails so hard that it creates earthquakes. Extremely powerful Earth Dragons has breath that can petrify living things when it touches them, turning them into stone. Sometimes they can vomit up massive boulders to fling at their foes.
Personality- Conservative and lethargic. Unlike other dragons, Earth Dragons may allow a hated rival to simply pass them by due to being lazy or having other things to worry about. They tend not to change their minds about anything, and befriending one is hard, but once you have you will never lose their favor. Earth Dragons also have impressive memories and can remember seemingly every conversation they have had and every time detail of another being's appearance.
Other- Earth Dragons have the strongest claws and hide of all dragons and they know it. They are also known to eat metallic ores and crystals deep in the Earth to keep their claws and scales strong. They can also eat stones and gravel, which they may be able to gain some energy from but mostly eat it to help grind up their food since it takes months for them to digest whatever they eat. Earth Dragons can dig up some of the most valuable and strongest ores as gifts for mortals.

[5] -Astral Dragons-
Color- Prismatic, Chrome, Crystal. Stars and galaxies are visible beneath their scales.
Breath- Light. Intense light from the sun that can burn undead, or ultra-bright light that can blind anyone caught in it. They can also fire out astral light that saps the strength from those it touches, making them fall to the floor exhausted with several levels drained. Old Astral Dragons are also capable of speaking a decree to the universe and their words make reality change to make it so, if even only for a short period of time.
Personality- Indifferent, arcane, and cosmic. They are obsessed with the bigger picture and always seem to have an ulterior motive. You will never meet one by chance. Astral dragons are one of the strangest and most magical kinds of dragon and they take that in stride. Astral Dragons are also the only kind of dragon known to be able to talk telepathically, and seem to know what you think before you even speak it aloud.
Other- Astral Dragons can appear as comets when they fly, and it is unknown if all comets are Astral Dragons in flight or if they merely appear that way to hide their movements. They are highly resistant to enemy spells. Every Astral Dragon has a secret 'calendar' dictating their 'tide'; where they grow or weaken in strength, size, and magical power from the rotations of the cosmic bodies.

[6] -Death Dragons-
Color- Black, Purple, Dark Gray. They live even in death and may appear as skeletal.
Breath- Death. They exhale black darkness that kills all but the most stalwart. They can also breath out great miasma that spreads disease and terror. By tapping their claw against the ground, they can force nearby corpses to rise as zombie or skeleton servants. Powerful Death Dragons may be able to use breath weapons that copy other dragons but from the realms of the dead; such as Banefire which makes those burned by it feebleminded or black stygian water that inflicts rapid aging. Flapping their wings sends locusts to spread pestilence.
Personality- Nihilistic. Beyond being fatalist, most black dragons know the secrets of death as soon as they are hatched and actually retain their personalities long after the die. They see little value in life and view most mortals as being pawns instead of individual beings. Still; powerful necromancers and mages of other Paths can occasionally attract a black dragon as a bodyguard or lover; though being a black dragon's object of affection can be just as dangerous as its enemy.
Other- Unlike other dragons who become corpses when they die and may be able to be raised by powerful necromancers, death dragons become one with the realms of the dead and act as its guardians and servants. These skeletal dragons are sometimes called reaper dragons and are responsible for forcibly retrieving the most powerful of beings who escaped the tartarian realms.

[7] -Nature Dragons-
Color- Green, Emerald, Chameleon. They tend to have tusks or antlers and have fur.
Breath- Toxic clouds. Nature Dragons breathe out clouds of poison gas that kills those who breath it. They can also breathe out a great amount of leaves that entangles and ensnares those caught in it with vines and foliage. Nature Dragons can speak to every animal and powerful Nature Dragons can even transform beings into other animals by locking eyes with them and exerting their will.
Personality- Nature Dragons are the oldest and often physically largest dragons. They understand better then all other dragons the struggle of mortal beings and the circle of life. This does not necessarily mean they are kind, as Nature Dragons may very well direct a lost child towards a hungry predator to keep the balance in the woods as they would to send them back to their village. Despite seeming calm and rational Nature Dragons also have very sharp senses and instincts and may pounce on anyone who runs from them, triggering some kind of prey drive.
Other- Nature Dragons have some of the most diversity in their body type of all dragons; some Nature Dragons are fat and huge, others are slender like a snake. Many don't even have wings, but they are known to be able to regenerate body parts over time if gravely injured. All dragons sleep for long periods, but Nature Dragons can hibernate for centuries, and many still lie dormant in the wilds.

[8] -Blood Dragons-
Color- Fleshy, Scaleless, Crimson. Always distorted and mutated.
Breath- Vile Blood. Anyone struck by their bloody breath is tainted and will have demons flock to them and the victim will have a desire to sin and murder innocent virgins unless they give a confession and are baptized by a high-ranking priest. Powerful Helldrakes have breath that is known to subvert the will of lesser beings, making them into murderous psychopaths or even changing them into lesser demons upon a touch. If weapons are used against them the blood they spill has a similar effect to their breath, corrupting everything around them. Even in death, parts of the Blood Dragon's body will slough off and transform into demons who will seek to revive their original form.
Personality- Pure evil and insanity. There is no reasoning with a hell dragon, as they are not of this world and seek only the destruction of everything good and pure. Blood Dragons are among the most powerful of all kinds of demons, and having even one of them in existence is a threat to all existence.
Other- Blood Dragons are among the most powerful lords of hell, and the only way to summon one into the world is to partake in a massive torturous sacrifice of many hundreds of virgins. The only way to learn these blood rites is through many powerful and manipulative demons; needless to say only a master blood mage has even a chance of summoning one even with the necessary sacrifices.

[9] -Holy Dragons-
Color- White, with golden claws and armor. Adorned with jewels and a heavenly choir follows them.
Breath- Golden light that restores the wounds of the good and fills the people with hope. Destroys evil utterly and causes the unrighteous to grovel in guilt and lay down their weapons. The wings of a holy dragon can be brought down to their sides and used as impenetrable shields to protect scores of innocents. The glare of an Arch-Angel Dragon can burn a wicked person into dust. Anyone who strikes a holy dragon must make a save or have their own attack turn back against themselves.
Personality- Benevolent and ferocious protectors of the righteous. They do not usually speak except to chant prayers and condemn evil, and to reassure the meek of their protection. Holy Dragons do not exist in this world for very long and only relentlessly seek out their objective before disappearing back into the heavens again. Mighty heroes may occasionally be allowed to ride a Holy Dragon to reach a place of utmost important on a righteous quest.
Other- All Holy Dragons are Arch-Angels sent from heaven, and only in moments of cataclysmic need to they ever appear in this world, usually to face a Blood Dragon or other powerful demonic force. Like all Angels, Holy Dragons are shapeshifters and may appear as a white robed woman to give warnings or prophecies before taking on dragon form to fight. To even see a Holy Dragon is said to be a good omen.

Tuesday, February 13, 2018

Fantasy Jainism

Joon is the name of a spiritual force of omnibenevolence that was created at the same moment the first living being is created. He is a praised God of Life, Peace, and Imprisonment. Joon is said to have written his first teaching on flower petals, but is not a God that conflicts with any other creation or religious myth. This means that many religions and places in the world still allow Joonics to worship and follow his teachings.

The Joonics believe in an absolute commitment to nonviolence. Each living thing you kill or cause the death of is punished in the next life, which manifests as years spent in a divine prison cell. Each HD of a creature you kill is a year, but even stepping on a bug or eating meat could add a few hours or days to your punishment. Eating carrion is not considered a sin, but buying meat from a farmer increases the demand for meat ever so slightly, causing more death, so you're guilty by some infinitesimal fraction. Causing or demanding someone's death indirectly is still considered guilt; a jealous queen who convinces her husband to hire and assassin to kill someone would mean that all of them would be guilty, but the exact amount of time each gains is variable. If the assassin used poisons he would be a little less guilty then if he used a knife, and so on. Warlords and Rulers of any kind easily stack up thousands, or even millions of years of punishment. Joonics abhor power for this reason.

The most common belief is that intelligent mortals receive 188 healthy years in the next life that they may exist. If their time of punishment extends beyond this, they are forced to endure it however long it is and at the moment it ends, they cease to exist. The time of punishment lasts for all the killing and violence they caused, and you are trapped in a small dirt cell with a window too high to reach, a simple cot, a hole in the floor, and are fed a single bowl of rice each day. Killing yourself is not possible, and simply adds a day to your time. Escape is also not possible.

If their 188 years is less then this jail sentence, that means they may leave the divine prison once their time is up and enjoy a short existence of bliss and joy before ceasing to exist. The Joonic religion is often combined with other religions and the “real” afterlife is spent after the Joonic one. Strict followers of Joon know better, and understand that whatever lies beyond is not as important as the divine jail. The Joonic afterlife outside of the jail cell is actually very nice, and includes a lake whose waters cause a feeling of total bliss in those who float on them, clouds which let you experience the good thoughts of all sleeping creatures on earth, and gardens with introspective fruits. But joy is fleeting, and every moment spent in your jail cell is time not spent in heaven.

In practice, the Joonics live by an absolute code of nonviolence, even in self defense. They are pretty much all vegetarians. In practice, their faith involves a lot of self discipline, constant care in their actions, and periods of self imprisonment and punishment. Spending a day in a prison willingly in your real life is equal to paying off one day of prison in the afterlife, so many Joonics are willingly imprisoned. More casual followers can put bars on their windows and eat nothing but rice to gain a tiny amount of sympathetic time off their prison sentence.

Is it possible to play as a Joonic adventurer? Absolutely. Joonic adventures will mostly play support classes, like Sages, and use indirect or accidental means of killing. With enough steps between you and the target, you may be able to whittle down the amount of time you get from killing them to almost nothing. Making your opponent fall on your sword is obviously a little less violent then stabbing them, and spreading grease on the floor to make them slip up themselves is even a little less violent, since it's their fault for tripping. Joonic's would probably receive a free jail at name level.

Saturday, February 10, 2018

Angels & Demons

Why rewrite your stat blocks for every type of angel and demon? Instead, let's just write up two creatures and let the HD denote their powers instead.

Angels (HD X, can transform into creatures with HD = X-1 or less, protects number of noncombatants equal to X from harm, can reflect damage equal to X, appears as pure white animals and creatures)

Angels are the protectors of good and the innocent, and never appear in the mortal realm as their “true” form. Instead, angels take the form of pure white animals and other creatures, with all their abilities. They can also take human form, but only do so in times of great strife. The maximum HD of a creature an Angel can turn into is equal to their HD -1.

Simple HD 1 angels can only transform into HD 0 things like a white mouse, white dragonflies, or a cute snow bunny. HD 2 Angels could turn into an HD 1 white cat or dog, or perhaps a human child. HD 3 Angels could turn into a white wolf HD 2, or perhaps a great white stag, and so on. White tigers and elephants could be used as combat forms, but some angels prefer to stay as a dove or swan and use their powers instead of fighting directly. Extremely powerful Archangels could turn into a holy white dragon, with all of its fury and strength.

Angels can protect nearby people from harm, usually children or innocent bystanders. The protection can be subtle or obvious. For example, an HD 6 Angel could guide a small group of people through an orc army- the orcs would simply ignore them. This protection could also appear as a glowing shield, such as to protect people from a dragon's fire. Angels can also cast Cleric or Sage spells at a character level equal to their HD.

Angels prefer not to attack unless in a combat form. If in a harmless or invisible “spirit” form, angels can instead reflect damage back to black hearted people instead. This reflection also stops the damage in the first place; so a 2 HD angel could turn back a glancing 2 damage arrow. If the amount of damage is over the amount of HD the angel possesses, then they cannot reflect the damage.

Demons (HD X, +X to hit and AC, horrifying visage grants -1/2 of X to morale checks against it, can grant infernal boons at one time equal to its HD, teaches rites equal to HD)

Demons are the evilest creatures in existence, unlike the peaceful dead or guardians of the underworld, demons have no respect for the natural order and simply wish the destruction of everything good, innocent, and pure. Once brought into the world, demons will not willingly leave it and have a single horrifying form that is usually something twisted and toxic. Most demons appear as things like skinless dogs that walk on two legs, or obese black-skinned men that walk on all fours, and so on.

Demons are extremely strong fighters, and their horrible fury and demonic aura strikes fear into the hearts of mortals. Demons get +1 to hit and AC per HD from their extreme physical toughness and infernal strength. When first summoned Demons could also exchange some of their HD combat bonuses for special abilities, with a minor ability costing 1 HD and a major ability costing 2 HD. For example, a 4 HD demon may only have +2 to hit/AC but can fly, or 3 HD demon could have +2 to hit/AC but take half damage from frost, etc. Additionally, half of their HD is applied as a negative to all morale checks rolled by hirelings and soldiers that fight it.

Demons grant dark powers to its followers and cult. For this, they can give out boons equal to HD Each point of a boon is roughly equal to +1 to a stat modifier or mimics the effect of a first level buffing spell with an unlimited duration. Every Demon also has a glowing sigil always on or above them unless they are hiding their identity. This sigil is a bit like their name, and cultists must brand themselves with a demon's sigil or use items engraved or painted with the sigil in order to gain a demon's pact and their boons.

Demons also teach the evil rites of their kind to mortals; including blood magic. Most of these rites are things like evil satanic chants and new methods to torture and kill innocent virgin girls, usually to summon more demons into the world. Rites also include new evil ritual magic spells, such as how to permanently sicken a well or make all the goats on your rival's farm lactate blood instead of milk and so on. Each demon knows a number of these rites equal to their HD, and learning a total of 13 new rites will boost a cultist's blood magic skill by one, or caster level by one for dark spells depending on your system of choice.