Sunday, September 29, 2019

Dungeon Graffiti Generator

The Graffiti is... (Roll 1d8 per table)
...Written By
...Made with
Red Blood (Human)
Marking Territory
Colorful Blood (Monster)
Showcasing “Talent”
Acid Spit
To Please Dark Gods
Stolen Chalk
To Attract Mates
Something Else
Just for Fun

And the Graffiti depicts... (Roll 1d20)
[1] Fake exit or treasure trove, really leads to a trap or monster lair.
[2] The Great Green Devil Face from Tomb of Horrors.
[3] The Monster's face and claws or favorite weapon, terrifying the viewer.
[4] Some abstract design featuring right angles in a repeating pattern.
[5] Most sacred animal or monster to this culture, in the midst of flight or a battle.
[6] A great weapon, claw, or fist destroying a human castle in a single swipe.
[7] Nothing, it's just a few words written in a simple script set to the purpose.
[8] Runic Glyph. May have been copied from a Mage's book; too poorly drawn to activate.
[9] Lightning bolt from a cloud hitting a horse
[10] Several human stick-figures running from an imposing member of their species.
[11] Hint at the strongest monster in this dungeon
[12] Picture of poop with smell lines.
[13] Doodles of monsters, traps, weapons, armor, and treasure.
[14] A Dragon.
[15] The Monster's “Family Crest”
[16] Map of the surrounding 1d8+1 chambers. Traps marked with Xs. Very likely to be a trick, depending on the purpose of the graffiti.
[17] Name of the Monster's tribe, clan, or gang written down. Often written over the tags of a rival monster gang of a different species.
[18] Fake trap- such as little holes pretending to be arrows or fake spikes. Only looks convincing and in poor lighting, or if you were to run past it quickly. Comes with matching painted floor tiles.
[19] Primitive instructions on how to reset a nearby trap. Depending on the purpose of the drawing, it may be intentionally misleading and trigger the trap instead if followed exactly.
[20] Crude drawing of the monster raping an adventurer. If you've been here multiple times, it may look like one of the adventurers, at random. Equal chance of male or female adventurer.

Thursday, September 26, 2019

50 Random Items

This a table for other tables. It's 50 random objects; items you might find in a fantasy world with a medieval or renaissance tech level. They are not special in any way, don't have magic properties, and aren't stated. This is just a list of items you might find in a random chest or room somewhere.

50 Random Items
[1] Sextant [26] Feather Pillow
[2] Fur Shawl [27] Decanter
[3] Shovel [28] Quill
[4] Hammer [29] Wheel of Cheese
[5] Anvil [30] Calipers
[6] Portrait of a Lord [31] Billows
[7] Chalice [32] Stick of Incense
[8] Nose Ring for a Bull [33] Rabbit's Paw
[9] Door Knocker [34] Tiny Church; cut from Wood
[10] Candlestick [35] Toy Horse, made of Lead
[11] Twine around a Spool [36] Tiny Doll, stuffed with straw
[12] Freshly Cut Branch [37] Spinning Wheel
[13] Sling with Leather-Pad [38] Shards of Stained Glass
[14] Antler [39] Heavy Metal Plates; used in a Press
[15] One Shoe; Iron Studs [40] Wooden Case; big enough for a Cat
[16] Bottle [41] Cooper's Hoop; used to fit a Barrel
[17] Broom [42] Saddle
[18] Apple [43] Belt w/ Buckle
[19] Butter Churn [44] Shingle
[20] Woodcut of a Bird [45] Bale of Hay
[21] Fishing Pole [46] Firestarter; flint and tinder
[22] Millstone [47] Grandfather Clock
[23] Putter's Wheel [48] Cat Collar; has a bell
[24] Captain's Pipe [49] Tanning Rack
[25] Wagon Axel [50] Oar

Tuesday, September 24, 2019

Bloodthirsty Gladiator Generator

Bloodthirsty Gladiator Generator
This generator can be used to create arena champions, leaders of unscrupulous mercenaries, or an especially untrustworthy and violent Fighter-Hireling. Roll once for each category.

Age & Appearance – 1d8
[1] Way too young for this. Early teenager. Still in gangly awkward phase, still a killer.
[2] Young Adult. Clean cut, handsome, nice chin. Something about their eyes creeps you out.
[3] Adult. Long beard, looks unkempt. Gait of a wild animal.
[4] Indeterminate Age. Sunken in eyes, clearly scarred by this. Surprisingly thin for a gladiator.
[5] Impressive, herculean physique with a perfect tan.
[6] Graying at the edges. Clearly losing their speed, but makes up for it in skill and experience.
[7] Old timer. Wrinkled and spotted, has a thousand scars. Clearly looking to die to a worthy foe.
[8] It's a woman! She's middle aged; can pass as a man with bound breasts and cut hair.

Armor & Gear – 1d6
[1] Well fit, full body armor. Darkly painted. Clearly they have a rich sponser.
[2] Scavenged, piece by piece taken from enemies and arena fights. Bits fly off when you hit.
[3] Leather, tanned from human skin- Skull on helmet. Intimidation tactic.
[4] Simple black cloth clothes, silk tied around waist. Defends self with pure skill and speed.
[5] Titillating armor. Has the suggestion of armor while being revealing. Mostly for entertainment.
[6] Fights naked as much as possible. It “wouldn't be fair” otherwise.

Weapon & Fighting Style – 1d10
[1] Fencer's Sword. Reliable and practical. Has some amount of honor, at least in the ring.
[2] Shield + One Handed Weapons. Carries in a hammer, axe, and blade on belt just in case.
[3] Underarm Blade. 50% chance for using two at once. Sweeping motions draw blood; hit and run.
[4] Double Tipped Spear. Twirls with great speed, each end has a different use.
[5] Iron Cudgel. Hammered into the rough shape of a panting dog; its tongue breaks bones.
[6] Great Sword or Great Axe. Both hands swing it across the arena with reckless blows.
[7] Bow with one arrow. The arrow is attached with an unbreakable chain; prevents firing into crowd.
[8] Javelin with net. Classic gladiator setup; nets and stabs.
[9] Battlestaff. Uses a magic staff with a silver cap. Deals cold or lightning damage on a hit.
[10] Unusual. May use exotic weapons or special mystic martial arts.

Cheating Method – 1d10
[1] Drug opponent before match. Slow acting poisons or seizure-causing salts.
[2] Crowd favorite. Spared every time, sometimes a tomato is thrown into your eye.
[3] Spies give details on opponents weapons, armor, fighting style and stance.
[4] Bribed the arena coordinators. Lions released on your side of the field, “accidentally”.
[5] Their friend or lover in the stands; uses a pocket mirror to shine sunlight into your eyes.
[6] Unfair advantages to tweak gambling odds. Opponents worked, gets more sleep, better food.
[7] Just fights really dirty. Sand in the eyes, groin attacks, pulls down pants and doesn't relent.
[8] Backup weapon. Knife hidden in boot or helmet. Will fake surrender before going in.
[9] Prays to their dark god before each bout. It grants them power, but if they ever betray their deity it will cause one of their arms to explode into maggots and end their career pretty quick.
[10] Their armor is magnetically opposed to the opponent's weapon. Lodestones tied to your blades when you aren't looking; magnetism wears off after the match.

Their Favorite Part of Killing People – 1d12
[1] The warm spray of blood all over their body.
[2] Watching the light fade from your eyes.
[3] The horrified gasp of the audience. Each kill has to outdo the last.
[4] The boredom of it all. No difference to beheading a chicken for dinner. Finds mirth in fragility.
[5] Giving back to nature, and knowing they'll soon be next.
[6] Likes to play with dead bodies. This is just the fastest way to get a new toy.
[7] They don't like the killing as much as causing all that pain in such a short time.
[8] They don't like the killing as much as telling everyone they did.
[9] They don't like the killing as much as getting paid to do it.
[10] They don't like the killing as much as being the best at it.
[11] They don't really like killing very much at all. Seriously regrets life choices, or their birth.
[12] They imagine each foe as one of their slave masters, abusive parents, or old war mates. Often sees and hears things that aren't there; calls you by names you've never heard.

Sunday, September 22, 2019

UUUU- Super Hero Card Game Concept

This post is kind of silly. It's about an untested, unillustrated, untitled, and un-complete card game about super heroes. I've had the concept for this card game at least 5 to 10 years ago, and while it's not the most original thing in the world, I wanted to make a post about it to get it out of my head.

The Mission Board
In this game, both players play as super hero teams. Either competing teams, one player being more “hero” and one being more “villain”, or some other concept. Regardless, both players have a group of super heroes, gadgets, and other things as cards in their hands. In the middle of the board there is a small 'line' of missions. Each round, a new mission comes off the mission deck- and pushes them all by one space. If there is 5 missions already on the field, then the farthest mission ends and nobody gets the advantage for it. This basically gives each mission a soft time limit. Otherwise, each mission is pushed forward until the field is full.

Both players send their heroes in teams to defeat the missions. Each mission has 3 challenge ratings- they match the symbols on the player cards. These ratings are;

Travel- Represented by the Yellow Triangle. This is the level of how difficult it is to get to the mission. Only heroes with this number or higher for travelling can be sent to the mission, only they can “reach” the mission. For example, a drug den in a city would have a travel requirement of 1 where as a floating island of an evil mad scientist could be 5 or higher.

Scheme- Represented by the blue square. This indicates the complexity or intelligence needed to clear this mission. You need at least one hero with the necessary score to clear this mission. You can still send heroes to the mission to beat away your opponent and secure it for later, but they cannot make the mission “clear” and you cannot get the reward for it unless you have a hero with the score necessary to beat this mission. The mission may be something simple, like sending food shipments, which may have a score of 1 or 2. Some missions like disarming a nuclear bomb or decoding an alien transmission could have a 5 or 6 or higher.

Fighting- Represented by the red circle. This is the power level of the mission and the combat power you need to beat it. The total score of all your heroes fight must meet or exceed this score in order to secure this mission or complete it. You can send multiple weak heroes to accomplish this mission or one powerful one, either way works, as long as you have the score to defeat the defenses.

When two players send their heroes to a mission, they'd duke it out. The side with the highest combat gets to claim the mission space as their own; but only clears it if at least one hero has a high enough cleverness score. There could be a hidden betting mechanic with secondary fight cards or sacrificing gadgets to add their scores to the combat phase to let players not know the outcome until it happens, or it could be beneficial to let characters “lose” a combat phase so they can come back to their side of the board and be placed on new missions. Maybe heroes are stuck on a mission they are assigned to, and you can only “deploy” one per round to each mission? Maybe defeated heroes are knocked out for a round, unless the enemy has a “Killer” hero that knocks them out of the game permanently? Maybe the combat phase resolves before the other phases, meaning you could have all your smart heroes knocked out and then you cannot solve the mission?

Game Goal
The goal of the game is to complete missions. Each mission you complete is placed on your side of the field, and may also grant a reward. Completing a mission to stop the mad toymaker may let you play a single gadget for free, or a mission to stop a mind control scheme will let you “free” a hero from your deck. Depending on how morally gray the game could be, the missions could just be presented as generic installations and gaining the power and control over them is the only objective; you don't necessarily stop the death ray research, just capture it for yourself.

Additionally, to keep from snowballing, each mission completed may unlock new heroes to be played. Instead of mana or lands, the game's resource could just be based on “momentum”, and the limit of what kind of heroes and gadgets you can play may be limited by the total momentum of the highest score player. Thus, a person who is behind could start to make up lost ground since their powerful cards start to become online even if they're losing.

The game could feature a sort of time clock theme for its missions and cards. Like the “11th hour” is the final score resource- if one player has completed 11 missions then both players have their most powerful cards ready to go, since you need 12 to win. In this same way multiple genres and power levels of super heroes are represented. The first and second hour heroes are street level heroes- Kick Ass and Rorschach. The 10th and 11th hour heroes are heavy hitters- Justice League and Reality Warpers. Gives the game a nice ramp up, and in the fiction of the game it could represent the small actions of minor thugs and b-list heroes ramping up into global campaigns.

Card Mechanics
Cards may have a “Doom Clock” which is the score of the highest player in completing machines to be played. As for the actual mechancis of playing with the cards, I am unsure how to do it. Maybe you can only play one card a turn normally, but certain missions can let you play more then one? A valuable mission may be to let you play two gadgets a turn when you can normally only play one. Maybe you can play one of each card each turn; one gadget and one hero. There could also be a third kind of card. Special events? Modifiers added to missions that make them tougher or easier to mess with your opponents? Or does that fit better into gadgets? Do the heroes in your 'bench' count as a sort of pesudo space on the board, and certain cards could augment your “hideout”?

As for the physical cards itself, players could have their own decks of heroes and gadgets to play with, but standardized decks of “missions” would be sold and included in starter kits, and would be required to play to make a standard playing field. Two players could also agree to each make half of the mission cards each; and interesting concept from the physical side of the game would be to include a small white rectangle on each front of the mission cards so players can mark their name or colors on the mission cards to keep them apart. But once again, a standardized deck of mission cards is most suitable. Still, for tournament style play or Friday-Night Magic (but for this game instead of magic obviously); fun events could be had by switched up by changing the mission cards. Special event matches where every mission is really hard or really easy, etc.

Each gadget card may have a unique bonus to grant, perhaps a bonus to specific hero stats, granting or removing a special power, or protecting the hero from death or other status effects. Gadgets can be equipped to heroes, placed on missions, or whatever else the card says. They're more fit as the one time use expendable cards, where as Heroes are more your “creatures” or character cards.

The Heroes are the meat of the game. Each hero card has 3 stats, their Travel potential, their Scheming or Cleverness or Intelligent- whatever the stat could be called, and finally their Power or combat power for a full name. Certain heroes are better at certain things obviously, there are objectively better heroes then others but they would have a higher clock requirement to be played, or have some negative power that makes them weaker in certain situations. From a design standpoint, certain combos emerge. Fit together high Intelligence characters along with strong heroes to act as bodyguards; have a few heroes with high traveling and the ability to bring along other heroes if they have that power to act as the designated drivers of the game, and so on.

Ever Hero has powers. Powers are the special abilities of each card and hero. Some ideas for powers I've had in the past were-
Transporter- This hero can transport one hero along with them; using the Travel power of this hero over the transport power of the other hero.
Carrier- Can 'take along' as many heroes as you want, using the travel level of this hero. (better version of transporter)
Killer- When this hero is part of a winning team in a mission, they can kill one enemy hero with the lowest combat score(?)
Tinkerer- This hero gets +1 to their Scheme score for each gadget equipped to them.
Invulnerable- This hero cannot be killed.
Weakness- This hero is killed if an enemy is equipped with a magic stone item (kryptonite?)
Specialist- Hero gains X bonus to each stat if sent to a specific mission. For example, a Stealth+1 specialist may get +1 travel, +1 scheme, and +1 combat power if sent to a stealth mission.
Freeze- Given to ice or time control themed heroes. Win or lose, any enemy hero sent against this one is “knocked out” for one turn, benching them.
Sidekick- Can be attached to a Hero with a higher "Doom Clock" value as a piece of equipment.
Other- As varied and strange as superpowers could be. Could include counters, summoning disposable minions, "stealing" or suppressing the powers of other heroes, etc.

Thursday, September 19, 2019

Exploring Dimensions Tables- Spells, Magic Items, & Companions

When characters reach a very high level, or for a conceptual game with a very high fantasy scope, the thought and need to explore alternate realms or dimensions within a fantasy universe becomes attractive. It expands the scope of the world beyond the world map, thus allowing new places and things to be added into the game. Plus it can also be accompanied by a huge powering down of the party, as they lose access to both their knowledge and many of their social resources. This is true even with access to things like constant, permanent portals within worlds as time to travel in the new dimension and the friction between the cultures will mean your social clout is worth much less in an exploratory style of game.

(Of course, I've never gotten to that point, and I doubt many of you have either. It can be hard enough playing in a regular group, much less getting a group that actually plays together in the same campaign with the same characters to actually get to that level. Still fun to think about conceptually.)

In short, dimensions offer up new dangers and opportunities to explore. The only way to explore these places with any degree of success or safety is to bring along some very special equipment, spells, and strong hirelings and other help for your mission. Every year spent preparing for the journey (or every season if the entire group is max level or mythically powerful and resourceful) roll once on the relevant table for resources you are seeking. You can also set up special industries in the dimensions as well, which could be incredibly profitable.

Dimensional Spells Table – Roll 1d10
[1] The Silver Dish - 2nd level
This spell requires a silver dish to be cast. The dish can be large enough to hold 2 rations worth of fruits, bread, meat, and so on- but can be smaller if resources are not available. When this spell is cast, it magically filters and selects food items plucked, sorted, and gathered nearby the dish into the dish if they are edible and safe to members of a specific species. The species is whoever made the silver dish, and while this is usually the same as the spellcaster, occasional exploration parties have gotten wiped out when some very alcoholic mushrooms showed up on a Dwarven Dish; inedible to their human users. This spell also only sorts the food and shows what is safe to eat, meaning non of the food may be chosen, and not detecting any secondary nonlethal effects such as mutations.

[2] Nullify Acid - 2nd level
This spell stops the corrosive effects of a single type of acid against a single person and everything they are wearing. It can also be cast on a barrel or small cart full of items which will all be protected, or a single larger object like a chest. The spell lasts one day, but offer no protection against other acids or corrosive effects.

[3] Abstractus - 3rd level
This is a form of mental and magical combat that allows Wizards to duel even from different home universes. While in many worlds, the cultural importance of Wizard duels to create hierarchies or force compliance with some new law or to give up some wealth or power to an upstart is very common; the actual laws and schools of magic are as wide and varied as the ocean. When an elemental Wizard has to perform a ritualized, nonlethal Wizard's duel against a Necromancer-Aligned Sorceress of the Sixth Seal, this becomes a huge issue. As such, this spell allows the user to create an arena made of 99% mind and 1% magic, allowing Wizards to duel for dominance within it. Use your favorite magic dueling rules, or just allow attack rolls with a d20 using Intelligence as a bonus for offense and Wisdom from defense. First to three strikes wins.

[4] The Supreme Sign - 4th level
This is a magic sign, which must be crafted by the caster. At least the text written or inscribed on the sign must be made by their own hand, but little to no artistic or writing skill is required. As long as the sign has some kind of message to be told, the spell will function. When cast, the sign is imbued with a supernatural ability to communicate whatever is written on it in any language. While many spells exist that allow the user to speak all spoken tongues, this applies to all languages including esoteric ones such as magical signals, energy waves, pheromones and hand signs, dances, and all other sorts of methods of communication used by intelligent creatures across the multiverse- anyone or anything that can speak one language that sees the sign understands what its saying. The effect of this spell is permanent, but the sign could be knocked down or vandalized to end the spell.

[5] Protection from All Elements - 4th level
This spell protects up to 20 people from the environment. Where as a more mundane, lower spell-level version of this spell may only protect from earthly environments such as hot deserts or cold tundras, this spell is much more powerful. It protects from extremely hot, oven-like deserts, blisteringly cold places, places with intense and otherwise crippling static electricity, as well as places with an acidic atmosphere or utterly aggressive plant life. It can also minorly protect from the effects of positive or negative energy auras, as well as things like realms too bathed in sunlight or with carnivorous darkness, as long as these effects are mild. This only protects against the environment, but does grant +2 to saves from all elemental spells. It lasts three days.

Additionally, this spell has enough juice in it to instead be cast on a very large object instead. This is almost always a ship, a massive wagon pulled by two elephants (spell also protects the elephants), a walking house, etc. This spell can therefore be used to protect you on voyages over the boiling acid oceans or even through the astral realm while flying on writhing galaxies of emotion; but it offers no protection to the crew unless cast twice.

[6] Garden of Eden - 4th level
This spell creates a small sanctified area of land. The area of land is roughly the size of a small forest glade, large enough to support a decent sized vegetable garden with a few crops in space. This area is magically protected from outside harmful winds, miasmas, pests, and other environmental effects that would negatively impact the space from this dimension. It offers no protection against intelligent beings or animals, but will happily allow growth of non-intrusive native plants and beings as well.

The Garden of Eden spell is permanent. The land can only be destroyed or returned to the natural state of this alternate reality through ritual desecration; salting the earth, piking the head of its creator and burning it down, etc. Otherwise, Gardens created by this spell are some of the few safe havens in other worlds.

[7] Vensin's Oubliette - 5th level
Avoiding local fauna tends to be pretty easy while exploring outer realms. With the ability to shift or travel between worlds, avoiding local problems and enemies is as simple as leaving your operation to another dimensional plane of reality. However, certain beings and monsters are not so easily deterred. Beings that exist between dimensions, or those with the power to shift between worlds themselves, can pursue beings beyond several realms. Certain beings such as Elder Gods or powerful entities of the outside can also reach and 'see' their way into worlds to seek their foes.

For this purpose, Vensin's Oubliette was created. It is a spell that banishes a single being into an alternate, hopeless dimension known as the Oubliette. This spell requires a bottomless pit and the victim to be pushed in, or hovering over it, in which case it slowly sucked them down. It then transfers them into another dimension. It's a dark hole that can never be climbed out of, and has no food or life to speak beyond a single trickle of water that occasionally drips down from above. The Oubliette's main ability is that its locked away in a separate prison dimension meant to keep being in. Once banished to this place, any normal mortal being will eventually die from starvation and lack the means to escape. Some interdimensional predators can be slain this way; locking them into the Oubliette to avoid them from chasing you any more. Beings with the ability to cast spells or open portals to other worlds under 5th level will not be able to penetrate this dimension's cold stone walls.

Otherworldly beings of higher degrees of power aren't so easily captured. Certain manifestations of stronger beings, such as the avatars of elder gods, may requires help from their “main body” in order to escape. Immortals trapped in this realm will probably go through several cycles of birth and death before managing to slip their soul out of this realm.

[8] Opalescent Blast - 5th level
Concentrated on a single point or in a general direction, this spell conjures an almighty wave of force. Similar to its weaker version, the Opalescent Wave, this spell emerges a pale white and changes color and elemental affinity to whatever it hits is weakest to. Unlike the Wave spell however, this one is full proof. Every single creatures, being, outsider, or entity that is hit by this spell is struck by its greatest weakness- the spell magically shifts into its counter element. Even things without “weaknesses” can be harmed by this spell, though effects on immortal or invulnerable entities can sometimes be very strange or have disastrous consequences to everyone nearby; an eldritch horror who can only be harmed by radiation will blast back quite a few gamma rays back at your party; who have neither the protection or knowledge with how to deal with that kind of “hex”.

The spell deals 3d6 damage to whatever it hits, and has a range similar to fireball with a guided direction; it can be angled to explode around allies instead of striking them even if adjacent to enemies. It also deals damage equal to the creature's greatest weakness, and the creature takes the negative effects and damage bonus of that element from this spell. If a large opal is used as the channeling stone of this spell, then it deals 4d6 damage instead, and turns into a smooth gray stone.

[9] The Locking of the Gate - 6th level
This spell can only be activated by being besides each world's gate. The gate is outside of the main world, it could be floating in space or within impassable walls. It could be in the major city of the world, a huge monument to some old victory with hidden purpose. It could be a drawing in a notebook by a mad artist. Regardless of what the gate is, the gate is the door to this world. Once this spell is cast, the gate is closed. This means nothing from that world can enter or leave it again. It is within the caster's power to cast this spell just on the other side of the gate, as they will not be trapped- using this spell, it is possible to section off problem worlds from entering the main one of the campaign, or to trap someone within a dimension with even more permanence then a normal prison-dimension spell. Once the gate is closed, nothing can pass between- not Gods or spirits, not magic messages or telepathic messages; nothing can pass between.

To close the gate is easy, but to open the gate is mythical. In the main campaign world, the three black gates that separated reality from unreality were closed by this spell; and were never opened again. It is unknown if they even could be open; a God cannot command a gate closed by this spell to open; it is beyond their power.

[10] One Billion Step - 6th level
This spell requires the caster to take a step. The moment they touch the ground with their foot, they can instantly travel as far as they want in that direction. It can be a few feet or perfect, predictable teleportation or it can be one hundred trillion miles to another planet; or a hundred million billion leagues in an infinite realm, just to see what is there. The caster may make up to 6 steps using this spell, and once they are finished the spell ends.

The mind boggling spiritual and metaphysical implications of this spell don't end there- the spell can also be used to step on a piece of ground, mural, or anything else and instantly transport oneself to a similar object or material you wish. You can step on a leaf to appear within the endless dimension of peaceful woodlands, or step on a painting to enter that painting's world or any fictional worlds within that painting. This movement is true and cannot be stopped by anything, save if the Gate to this place has been closed and locked by the magic “Locking of the Gate” spell.

Explorer's Items Table – Roll 1d8
[1] Alethiometer. It is a compass that points towards the truth, and allows the user to speak with a sort of cosmic demiurge consciousness beyond any known divinity or Pantheon. By holding the compass, the user may gain a Hunch Roll towards a certain topic. The hunch roll is a d20 roll rolled immediately. Later; it can be used in place of a single other roll of any kind, or can be placed on an opponent if the user managed to put the opponent in a spot.

[2] Sovereign Glue and Universal Solvent. You might end up in an especially slippery or frictional dimension where you need this stuff just to keep a hold of your items, or to keep your feet from sticking to the floor.

[3] Spyglass of True Seeing. Certain animals or objects in this dimension may be totally invisible to your eyes; unadapted to seeing those colors and shapes. You can still 'see' these things by looking through the spyglass, even if you couldn't describe or comprehend them.

[4] Magic Maps; especially waterproof and fireproof, with nonrunning and inedible inks. Maps that update to nearby creatures are also extremely useful- but would need to be scribed with a steady and knowledge hand beforehand and only work at a fixed location.

[5] Ointments. Medical ointments are extremely important for exploring any alternate reality due to the slight and sometimes severe differences between the pH levels of the air, water, and soil in other realms. The places you aren't accustomed to will burn your skin and make you vulnerable for wriggling death worms and other inter-dimensional parasites and medical conditions. Also if you use some First Aid rules, then ointments may be the treatment for elemental damage. This type of damage is very common in the form of storms, spell using wildlife, or raw elemental energies of a dimension.

[6] Stretchladder. It's a ladder that can go up as much as you want, basically. Every round you hold the button on the side, it extends another 3 ft and a few inches. Every 3 rounds, consider it having grown 10 ft. Over the course of the turn, you can make it grow up to 100 ft. It's made of a silvered metal and if it is broken at any point the entire thing shatters into ultra-thin shards stretched across its vast distance. It isn't especially sturdy or strong, and can be buffeted down by strong winds.

[7] Halfling Wonderbag. It's a simple, brown satchel that smells of earth. It has 1 load/unit of weight and is made of rustic fabric. The Wonderbag is essentially a small garden; prepared in advanced and capable of being carried on the go. When it is opened, a huge number of shoots, stalks, stems, twigs, and branches come out, these plants allow for easy access in, with dirt at the bottom of the bag spatially warped to be small and lightweight. The garden has the growing space and potential of a small 3 by 6 foot plot of land; it can grow a small number of useful reagents for potions, food items, herbs for sale or taste, and so on. It can be seeded with multiple of the same plant, or several different plants to allow for a wider range. It absorbs sunlight through its skin, so as long as it is outside and being carried on your waist it is gathering energy for the plants within.

[8] Loamsplit. This is a shovel, basically. It has a translucent head which vibrates slightly when jostled or touched. The power of this item is that it can shear through most materials to dig a small impression in the dirt. Invaluable in dimensions with endless metal floors or solid soil for digging latrines or uprooting crystal plants. This item has a similar level of cutting ability and hardness as adamantine, but without any bonus to attack if used as an improvised weapon. It also requires daily maintenance in the form of covering its blade and face with oil. Finding a Loamsplit also requires finding a source of this oil; average expeditions can only scrounge up 2d4 weeks worth.

Explorer's Companion Table – Roll 1d6
[1] Astral Cats. Astral Cats look like normal cats, except with a starry colored fur like the night sky. Different breeds have different constellations, and these comfortable familiars are invaluable for their ability to hunt and kill astral parasites. They also seemingly work in any dimension, able to perceive both the physical plane and the astral plane at the same time, a trait partially shared by their more mundane counterparts.

[2] Energy Snakes. These almost always appear in the physical realm as made of metal, stone, or even drawn on paper. The Energy Snake lives 90% in the Astral Plane, and is a filter feeder that has evolved to take on the appearance of a snake to survive. Due to how little they need their physical body, they can change it into various forms such as statues or ornaments, as well as changing sizes, though the creature will still die if this body is destroyed. Anchored to one point, they simply drink the pathos and ambient energies of the Astral plane; they are not a pest and are in fact useful to see the “winds” of the astral plane at any given time by observing their astral body, tethered to their physical body and whipping against any strong astral gusts signifying great events or the birth of great people.

[3] Spirit Valets. These servants and assistants work for the Celestial Bureaucracy. Their primary job is to keep reality running, and to deliver messages between the angels and constructs in abstract and hidden places. However, there are so many of them that there is little overhead; and almost all of them are treacherously corrupt! They work for high level characters in the hopes of earning a high amount of treasure, magic items, a pocket realm carved free from its monsterous owners and so on- in exchange they bring an air of semi-legality to everything the adventurers do in the outer realms and help produce the warrants and tickets needed to keep you from getting thrown into a prison made of stardust by celestial enforcers that wander the void between spaces. If you really get on its good side it will help your soul return to your home dimension so you can enter your rightful afterlife or be revived; if you were a bad and abusive employer then the Spirit Valet will make sure you don't find your way back.

[4] Lil' Moon. Many dimensions have skies, and many worlds have moons. The small floating discs, suspended in the night sky. However many worlds have become dead and silent, or been destroyed utterly, leaving the moons with nothing to do. These tiny moons travel between the void of space and between realities, sometimes joining people on their journeys. While they lack most physical presence, these moons can influence things based on the powers attributed to moons; suppression of lycanthropic power, manipulation of tides, influencing disease, control over a woman's menstrual cycle, flowing or stilling of waters from the tides, and many other small but useful features. Moons typically just want to watch interesting things, and their power and intelligence wanes and waxes with their phases.

[5] Loyal Locale. The extra dimensional spaces belonging to certain Wizard's in their spells, the rope trick, the tiny hut, the magician's outhouse, all function as having a secondary “place” that exists outside the main reality. However, after years of being forgotten or casted incorrectly by a bumbling sorcerer these spaces are more alive then ever. Capable of following people they like or called upon by new souls- these places may offer respite to weary travelers between dimensions. Unlike the normal version of these spaces that are obedient spells; these places are alive and very much active. They may superimpose themselves over a room you are in, their varnished floorboards subtly pooling in over the cold stone of the dungeon, or they may become hesitant to let certain people or objects leave their space into a full, proper dimension too soon. If the original Wizard who created the spell loved the color blue, then this space may very well be colored blue, and won't let anything blue back out of it once given without a fight or unless you have a very good reason for it and promise to return it right away. Be warned; making a 'place' angry makes a powerful foe.

[6] Frozen Soul. As each and every moment passes in time, the eventual fate of each world and universe freezing in utter darkness becomes more and more certain. In these many worlds; the souls of timeless lost people are frozen in time until, eventually, their crystallized consciousness spreads out of their dimension and into a new one, giving it just enough warmth to regain itself and fly again as a specter. These Frozen Souls are wise, generally helpful beings who have spent soft eternities staring at nothing and contemplating reality. Extremely useful for any time distortions; this spirit will gladly sit in a single spot for a thousand years of boredom just to tell their friends what transpired outside this dimension; where time moves at a breakneck pace. In dimensions where combat may be needed; the Frozen Souls can channel the power of their ice into chilling armor for allies or deathly freezing touches to monsters and other foes.

Wednesday, September 18, 2019

Wish is the best "Spell"

Wish is the best magic spell. Or more accurately, it is the most “magic spell” of every magic spell. The entire concept for this little diatribe was based on the simple prompt- What if there was only one magic spell in a fantasy setting or world? Wish would be the best. This isn't necessarily referring to D&D's version of Wish, but just the power to “Wish” in general.

Many fantasy settings and fairy tales already only have one spell, and that spell is Wish. Wish is the perfect spell. In order to make a Wish, you have to speak your incantation. “I wish...” is a perfect incantation for a magic spell, as it makes everything after it dramatic. It's perfect because you can't take back a wish, you can't say “Maybe I could have....”, no. You have to say “I wish”. It adds a air of finality to it.

Secondly, Wish is great because it is so flexible. Both in universe, you can wish for anything or everything, but wishes can also be restrictive too depending on the power level you are going for. You can also make wishes as subtle or obvious as you want; from big glowing clouds that grant you your desire, or just a simple snap of a genie's fingers and it happens.

Thirdly, Wishes can be bad too. While I'm not a fan of the generic “wish twisting trope”, I do like when poorly thought out or greedy wishes backfire. Dumb monkey paw wishes like “Oh I wish had a million dollars” and then a million dollars in pennies buries you in an avalanche and you die and the moral of the story is 'be careful what you wish for lol' is fucking stupid. But King Midas? That's a GOOD example of a Wish getting twisted. He was too greedy, he didn't just wish for the richest kingdom in the world, he wanted the power to turn everything he touched into gold, and he paid the price for it.

Finally; Wishes also fit great into a roleplaying game. Especially due to the ease of inserting senses that aren't easily put to paper, as well as being able to live out many years or a long period of time in a campaign rapidly that would be impossible in other forms of media. Wishes are the ultimate magic spell, they just are the kind of thing you keep at the end of the game. Something powerful and rare and sought after, which is what many people want magic and magic spells to be like anyway.

Tuesday, September 17, 2019

Magic Crystal Array Rules

Every crystal array is aligned by a set of principles. These could be based on elemental alignment or gem color, a certain type of magical or psychic energy, by material, solid magic as mana, or by some other quantity that is set by the crystals or gemstones. Each Crystal array requires at least three crystals to be active; requiring at least a triangular resonance to work. Once the principle is decided, each array has three stats.

Luminosity determines the brightness or power level of the array. The largest or brightest crystal is used as the base luminosity value.

Harmony determines how well the array is in sync with each other, which is determined by its principles. For example, if you are creating a power array based on the four classic elements, then you would need an equal number of fire gems and water gems, or else it will be unbalanced. Arrays start with 100% balance and it gets lower the more unbalanced it is. If 20% of the Array doesn't fit, treat the Harmony as 80% and lower its power to 80% of its effective maximum.

Stability determines how safe and reliable, both physically and magically, the array is. The stability value is equal to the difference between the weakest and strongest crystals placed into the array; smaller stability scores are better.

Each crystal placed in the array grants it power. The cost of a crystal divided by 1,000c determines its power level of luminosity. For example, a Sunstone, which is a high powered magic crystal worshiped by reptiles is worth 10,000c and therefore has a luminosity value of 10. The number of crystals is also hugely important to the array- Arrays with a large number of Crystals get a bonus. Add the average power level of the crystal's to the array's overall Luminosity, with the maximum level of this bonus being the number of crystals in the array. As such, the most powerful arrays are the ones with a number of crystals equal to the power level of each crystal.

Whenever you stretch the array to do something it wasn't designed to do or it takes a hit with a melee weapon, roll a d20 over its stability to prevent it from failing. Arrays that fail will almost certainly explode, release wild magic, or cast a number of random spells with a total number of slots cast equal to its Luminosity.

Why would I ever need these rules?” Table – Roll 1d8 for a Reason
[1] Opening and sustaining a portal to another dimension.
[2] Conjuring and keeping a major supernatural entity, like a shoggoth, under your control.
[3] Trapping a rival magician in another realm or in a state of suspension.
[4] Sustaining a high level spell to be permanent, as long as the array functions. Maximum spell level of a spell you can sustain with this = Luminosity
[5] Passively absorbing life energy and power from the universe and funneling it into you; gain Luminosity x100 in experience points each Season.
[6] Refining alchemy ingredients to a higher level of purity- maximum purification equal to the Harmony level of the array.
[7] Ready made magic bomb. Place as many gems you're willing to part with as possible, intentionally lower its stability as much as possible, and trigger it to go off. Having a low Harmony level doesn't stop the array from exploding spectacularly!
[8] Reviving the dead. The maximum number of years a person has been dead you can revive is equal to the Array's Luminosity. The Harmony level determines how much of “themselves” are left when they return. From a total successful resurrection to a soulless husk. After they come back from the dead, the Array's crystals turn to dull gray stones.

Monday, September 16, 2019


Rumblestones are magic rocks, usually found around mountains and gorges, aligned with the elemental plane of Earth. They store ambient energies which are released when a certain amount of physical motion or impact force strikes them. The more energy they have inside them, the more sensitive they become. Rumblestones are the main cause of avalanches in the mountains; shaking and rumbling when they hear a loud cry causing snow and ice to fall down, burying people alive and destroying villages below.

In terms of their usefulness, Rumblestones have found themselves widely used by the Dwarves. Dwarves have a great fear and respect for the rumblestones due to the fact they can cause cave ins, but also a greed for them as well do to how lucrative even a small amount can be. Large amounts of Rumblestone can be crushed into sand and gravel, left out in long trays, and after they've collected some energy they can be used as a conveyor belt for dwarf smithies- metal objects placed on top of the sand are shook and slowly moved down the tract to the next station.

While many purposes of Rumblestone are industrial or for magical research, even more primitive cultures have found powerful uses for the material. Rumblestones can be found occasionally in a large enough stone that simply tying them to a stick makes a powerful makeshift magic weapon, and in fact many primitive cultures have these as their most powerful magical weapons.

Rumblestone Club – One Handed Magic Mace +1
Ego- 2
Stats- 1d6+1 for a standard sized stone

Glowing stones, knapped and tied into a primitive club weapon. More advanced cultures can use a metal hand and shaft instead, but the damage and stats remain the same. Rumblestones are like normal, heavy rocks except very hard compared to most stone. Additionally, they are infused with Earth magic and let someone using one treat their caster level as 1 higher when casting an Earth magic spell. This weapon has a very weak ego, and those without the spirit to master it are only beset by a 1 in 6 chance to have it 'quake' on them, shaking their arm and throwing off their aim with -2 to hit. This only happens once per combat at maximum.

The weapon deals 1d6+1 damage on a hit, which counts as magic. It can damage anything made of stone, such as rock or marble golems, even though it may technically be an inferior material. When using this weapon to destroy shields or sunder armor, enemies make their saves at -1. Additionally, this damage can rumble apart small stacks of objects like cairn stones or piles of books or bone, the shockwaves traveling through the mass to shake it apart.

Sunday, September 15, 2019


Waypoints are magical locations, etched into the ground and lit with blue fires. Waypoints are like milestones or checkpoints along routes, but are mystically anchored to the location and help travelers. In order to use a waypoint, you must stand in the center of a waypoint, point at another waypoint on a map or hold its image in your mind, and begin the journey. You can only use a waypoint if you've already physically visited its location once. Every day you travel from a waypoint to another waypoint, you reduce the chance of wandering encounters by -1 or give a chance to ignore all encounters by rolling a 1 in 6 chance when you break camp in the morning. The sky just seems friendly and peaceful. Additionally, for every 2 weeks of travel, you arrive 1 day earlier.

The distance between waypoints doesn't matter, as long as you continue to follow it along the main roads or more-or-less in a constant path. Waypoints be on islands, landmasses, or even in alternate realities or dimensions, but the rules remain the same. If you spend more then a day off the path or at a single location, the charm ends.

Create Waypoint - 3rd level
Waypoints are created using this spell. The caster must designate a single location to be the waypoint, and create a cleared circle or small location. Then, they must light blue flames either with magic or special blue candles. The waypoint is a permanent fixture. The candle flames are invisible to those who have not visited the waypoint once before, but do not give off any significant heat or helpful light to the surrounding area, and cannot be blown out by mundane wind or rain.

The spell ends when the waypoint location is destroyed; either intentionally through trampling, putting out the fires, or if an object falls on top of the waypoint and is not removed within a few days. Destroying the waypoint of a conquered city is a popular tactic in magical wars; it prevents the enemy forces from returning to their homeland for revenge as easily.

Saturday, September 14, 2019

10 Dimensional Businesses

Dimensional Businesses – 1d10
[1] Time Dilation Banking. Place a deposit in any dimension that has a faster time cycle then our own. Wait a few years, in the alternate world, it could be centuries. Collect the interest. Low work investment, but there is a 3 in 4 chance that a powerful empire has seized the account for their own ends and legally declared the person who opened it dead many years ago.

[2] Doppleganger trope. Hire a bunch of alternate universe copies of yourself to act as a 'one man' stage play, or to trick people into thinking you can teleport or as a magic act. Each person is a very minor single deviation from you, so you but with a cowboy hat and you but with a facial scar can probably get along. However your evil deviation is really close to your original self, so there's a 1 in 6 chance you hired a sneaky, evil clone of yourself.

[3] Smuggling. Some universes are heavily restricted in what they are allowed to have by their ruling authorities, if it be from within the universe itself, the laws of physics there, or a multi-universal empire flexing its iron fist. You can make a massive amount of money smuggling minor, almost cheap goods like fresh foods or small animals as pets to hellscape dimensions. Some universes may pay handsomely for certain good just for the condition of that dimension; a water-world paying a great bounty for even a jar of worthless dirt, for example.

[4] Enrichment. Some dimensions have higher qualities of food and water, some even have passive 'improvement' physical laws, spitting in the face of entropy, to anything brought within- people healing and swords sharpening. Building a vacation resort to a dimension with magical healing air and high quality sunlight that cures impurities in the skin is extremely lucrative to any beings native to a more mundane reality.

[5] Transportation. Using dimensional slipgates to transport goods is extremely effective. If you can cross through a portal, take ten steps, then go through another portal and end up miles away in your original dimension you can save hundreds of hours of travel and get goods around before spoilage or banditry can stop you. Be wary of lubricious interdimensional tariffs.

[6] Tourism & Game. In some dimensions, no intelligent races were created or arose. As such, the entire landscape may be utterly natural and pure. Incredible vistas for sightseers, hikers, and other outdoorsy types. Hunters who wish to poach game from virgin worlds will line up for this opportunity; especially for dimensions with otherworldly or massive animals. Even ahistorical Earths could be highly valued for this; without homo sapiens sapiens killing all the megafauna you could be the first person in your home town to bag a giant sloth.

[7] Plunder. The most popular and easy way to raiding a new dimension of its wealth; raiding it. Conquerors come in, take everything of value, and ride back out; hopefully leaving a trail of destruction in their wake and leaving as few damned, hopeless souls trapped in a foreign world. Of course, there are inherent risks and each dimension sacked is a big risk. While many of your dimensions you explore may end up as being filled with weak, soft bodied pacifists with tons of gold; it won't be long until you enter a realm where the bottom of the food chain is a dragon.

[8] Practice. Many dimensions are filled with suitable materials or even whole tools; useful for training both those who are craftsmen as well as artist. The confused natives will look upon your otherworldly techniques with piqued interest, as you pluck the unused strings that make up the plants and jungles of the violin-forests. Slightly more malicious explorers may make several attempts to commit a major crime, like a heist, in similar dimensions to their own before making the real attempt.

[9] Perjury. As with the dopplegangers- many dimensions are nearly exact copies of your home dimension. If you were to steal valuable documents from a sister dimension and pass them off as legitimate in your own; there would be very few ways to tell. Even with advanced magic or techniques; the documents would be made at the same time, from the correct materials, and even have the exact handwriting by the exact same person.

[10] Exotic Materials. While fraught with dangers, going into alternate realities will allow you to bring back exotic materials, magic items, exotic animals, and all sorts of other things that you simply can't have anywhere else. If you're the only person in this reality who has an item with a color not made from any other combinations of colors you basically set your own price tag.

Tuesday, September 10, 2019

Cavern Beast Generator

These beasts live within dark caverns and caves. Each one has random traits and abilities; roll once in each category. You could also use this to generate random monsters for Underark creatures as well, but you would need to replace some of the results for the implied setting there. Replacing the 'dangling goblin corpse' with a drow corpse, for example. Inspired by Dwarf Fortress Forgotten Beasts and their potentially insane generations.

Cavern Beast Generator
The Body – 1d10
[1] Humanoid (3 HD, 12 AC) Has a pot belly and deathly thin everywhere else. It's head leers down over you. It's appearance belies a malevolent intelligence- it can use weapons, but doesn't need to.
[2] Beast Head (5 HD, 9 AC, Bite deals 1d10) Massive head, looks like an ape mixed with a bear. Moves on a billion slithering tentacles, relies on scooping prey into its mouth.
[3] Bat (4 HD, 14 AC, Flight) Thin, huge wings that fly in silence.
[4] Worm (6 HD, 8 AC) It can slink with frightening speed.
[5] Fish (3 HD, 16 AC, Hovering) Appears as a massive scaly fish that swims through air.
[6] Lizard (4 HD, 14 AC, Tongue-Lash) Six legged gecko. Has a long tongue attack that draws people in to its mouth on a failed save.
[7] Turtle (3 HD, 17 AC) Like an armored tortoise with pitch black spikes growing out its back. Has a dangling goblin corpse impaled on one of the spikes, smells of death.
[8] Herbivore (5 HD, 14 AC, no bite attack, gains two hoof attacks at 1d6) Knobbly legged wildebeest. It doesn't belong here, poorly suited to this environment.
[9] Blob (8 HD, 6 AC, Moves over/through all terrain, very slow) Flows as honey, with murderous intent. You can escape it easily, but pursues relentlessly.
[10] Insect (4 HD, 12 AC, cannot be flanked or surprised) Six spindly insect legs over a short, fat, grub of a body. No head, only holes on each end. Both holes do each others job; eat and excrete.

Eyes – 1d8
[1] Red (+2 to hit) Murderous, filled with a hate that is beyond instinct.
[2] Unblinking (+1 HD) Primordial and uncaring. Appraises you without thought.
[3] Yellow (+2 to saves) Pure glowing color, gives it the appearance of being an artificial thing.
[4] Spikes (+1 damage to all attacks) Instead of eyes, it has dark metal spikes jutting out.
[5] Spider (Can fire Web once per combat) Many small, black eyes on its head and face.
[6] Painted (Gains +1 AC, cannot be blinded except Holy Water) It's eyes are drawn on, and its vision can only be stopped by scrubbing them away. Regular water has no effect.
[7] Holes (Can cast a single 1st or 2nd level spell, once per combat) Hollow eyes, it's enchanted by something dark and sinister.
[8] Cyclopean (Fire Eye Laser once per combat, save vs beams, deals 1d6) Sweeping beams emit from this single large eye.

Material/Skin – 1d8
[1] Hot (Aura of Heat, save or sweat each round in melee. Save again each round or take 1d4 nonlethal fire damage, beast takes ½ damage from fire spells) Appears like cracked magma, water steams on touch.
[2] Metal (+2 AC) The metallic skin of the beast grinds as metal. If skinned, this could be forged into a suit of unnaturally flexible metal armor; AC as leather+1
[3] Scaly (Immune to Slows, Sleeps, and Stuns) Its looks like something lost to time.
[4] Matted Fur (Takes ½ damage from cold, go into rage gaining +2 to hit and damage but -2 AC when reaching half health) The beast is mangy and hungry like a wild wolf.
[5] Wrinkled (Takes ½ damage from daggers and spears, cannot be poisoned or hurt at all by darts, ninja stars, etc.) It's body is wrinkled and clammy, smells of dust between its folds.
[6] Porcelain (Ignores Bronze Armor & Weapons, +2 to hit with all attacks) Alabaster white, a crafted being, looks like it belongs among the rubble and columns of ancient cities.
[7] Cloud (Immune to nonmagical weapons and attacks) Barely present, it's smoking body is a suggestion of a form. White spectral eels dance in its gut.
[8] Infested (Choking Spores fill the chamber- save or cannot speak/cast spells and take 1d4 damage, Treat as Undead, but +2 HD for Turning Attempts) The creature looks half dead, rotting flesh with mushrooms growing from every spot. Spores fall with each shake. Anything this creature kills starts to sprout in 1d4 rounds, which also release spores when disturbed.

Bite Attack – 1d4
[1] Molars (1d6+1 crushing damage) Giant molars that grind and squeeze.
[2] Canines (1d8, -2 to saves to escape) Sharp, pointed teeth, keeps prey in place.
[3] Lamprey (1d6, heals for half damage done on bites) Blood spilling, horrible spiral wounds.
[4] Fangs (1d6, save vs poison or take 1d6 damage per round each round) Like a snake, huge fangs jut out when teeth are bared. Dripping with sizzling venom.

Powers – 1d10
[1] Claws (Gains a claw attack at 1d4) Two shrunken arms on chest, rip anything pressed up close.
[2] Javelins (On first hit taken, all nearby must save or take 1d6 damage from ejected spears) It's body is covered in rusted weapons from an ancient attempt to slay the beast. Clearly, they failed.
[3] Minions (After taking 3 hits, gives birth to 2d6 tiny 1 HD monsters. The monsters have one attack at 1d4 and are nearly blind and deaf) The creature is pregnant. After taking significant damage, it gives birth to a squealing litter; the undeveloped fetal spawn as monstrous as their parent and born weaned; ready to taste flesh.
[4] Gaze of Pain (Each round, one target the beast looks at must save or take 1d4 damage. They feel horrible pain and lose concentration on spells) This beast's eyes emit malice. Anyone who meets them will feel a horrible pain; inflicted from within the beast's black soul.
[5] Shifting Walls (If the beast is killed, the area the party is in subtly warps without their knowledge. They are shifted to another part of the dungeon, potentially on another floor, randomly.) The beast's last laugh; a gift from the minotaur.
[6] Metamorphosis (Creature can stop to transform its Body, Material, and/or Bite attack. It keeps its original HD and hit points but changes AC and other stats according. Transformation takes one round that cannot be used to attack or use abilities) Its flesh is as clay, shifting into new forms to dominate in any ecosystem, or to fight any foe.
[7] Occult (Creature can cast either one 3rd level spell, OR two 1st or 2nd level spells each day. The spells are randomly determined, but should be weighted towards curses and offensive magic) The being possesses a magical presence. Large, dusty gray moths land on its surface when it is still and swarm around it when it moves.
[8] Swallow (Can swallow up to one medium sized creature at a time, deals 1d4 acid damage per round internally to that person, can only cut yourself out with an attack roll of 19 or higher with a dagger or claws inside) The creature has a belly or pouch and a large mouth. Voracious.
[9] Anomalous (Takes no damage from the first three attacks or spells that hit it. If it is hit by an anti magic spell; roll again on power table and it warps to that) The being's skin and flesh sizzles and bubbles, the smell of flowers fill your mind with memories you never had.
[10] Ash Field (Extinguishes 1 torch within melee range per round for Ash, takes ½ damage from Fire spells and converts spell level to Ash, If material is “Hot”, gains 1 Ash per round. (Ash is used by the creature to create a swirling shield around it of +2 per Ash used per round OR it can roar/screech/rumble and throw up ash that fills a room which causes temporary blindness & inability to cast spells.) The creature is warm, its skin flakes with the sound of crackling fire.