Tuesday, January 15, 2019

Glowsteel + Glowsteel Glow-Color Table

This is all about +1 magic weapons. These being the “magic weapons” that are just better then regular weapons. People often complain about these, and think they're boring compared to other artifact weapons, but I think +1 and +2 magic weapons with few properties are fine as a method to make the world feel more incremental and to add more progression. But I thought to give them some fluff reason for existing, and some fun concepts to make them fit into a campaign better.

Glowsteel is magical. It's made from pale glowing, light colored silvery metal ore combined with high quality iron. The glowing ore only comes from meteorites or from deep, deep within the Earth. It is not normally colorful in this natural form, but through forging it does.

Metal is a conductor. The metal tools of a surgeon conduct life force, the metal pans of a kitchen conduct flavor and heat to make food, the metal of a laboratory move the elemental forces or help contain them, as with a lightning rod. But metal weapons conduct energy too- animus. The animus is the spirit of life force that all living and nonliving things have, the spiritual aura or in the case of undead, a black hole of aura instead. This is why magicians can sense if beings have been nearby, they are tasting their aura, which rubs off on everything. As they are pounded into shape, the blades seek to rend and destroy the most hated race or type of being of the created, infusing it with its purpose. It aligns to that aura, conscious or not, and becomes able to detect it.

As such, when a blade smith creates a magic sword with Glowsteel and wishes to slay orcs, or has been an enemy of orc kind for their life, then the weapon will glow blue in the presence of orcs. When Orcs use glowsteel to forge weapons for their own champions, it glows red in the presence of human scum instead. The “early warning” of these weapons applies to creatures within 100' feet, glowing dimly in the dark and getting stronger the closer they are. If one of the aforementioned selected creatures touches the blade, that is when it glows the hardest, even hissing with aura as it spills off the blade like hot blood. This also applies to magic armor or shields, but weapons tend to be favored as they can be sheathed to hide this light if necessary.

Random Glowsteel Color Table- 1d12
[1] Glows blue nearby Orcs.
[2] Glows red nearby Humans & Elves.
[3] Glows yellow nearby officers of the law. Favorite of thieves and assassins.
[4] Glows green nearby dogs. Used by elves and forest spirits to avoid hunters.
[5] Glows purple nearby creatures from another world. Used near dimensional breaches.
[6] Glows orange nearby dragons and dragon-spawn. Range double due to powerful dragon aura.
[7] Glows black or absorbs light nearby dwarves. Used by dark elves, which can “see” it.
[8] Glows white nearby demons. Classic.
[9] Glows brown nearby horses. Used to help find and catch horses on the great road.
[10] Glows gray nearby artificial constructs.
[11] Glows a waxy pale beige nearby dungeon traps. Very valuable.
[12] Glows dark green with aquamarine and orange polka dots- glows to warn of nearby chimeras.

Sunday, January 13, 2019

Dirt Simple Magic Resistence

Do you want an easy method to allow PCs highly specialized to fight against magic to resist it without just relying on saving throws or an X% chance to avoid the spell entirely? Then use this. Due to the broadness of this concept, it could also easily be ported to be used as a Legendary Resistances for demigod like or high level characters.

Dirt Simple Magic Resistance
When your character fails a spell saving throw, use your character's HD as a monster to factor in their vulnerability. Your character's HD is calculated as a combination of your level + your magic resistance and your magical vulnerability (if any). Magic Vulnerability counts as things like curses and weak willpower, and is only applied occasionally. Magic Resistance can still apply versus spells that do not grant saves; this is your protection instead.

To determine Magic Resistance, use the rule of threes.
  • Every singular item that grants +3 to an elemental resistance or spell saves
  • Every three items that grant +1 resistance to a specific save, element, or magic effect
  • Any item that blocks the effects of a specific spell of at least third level or higher.
For example; if your character carries a wooden leg that makes them immune to the spell Tessoc's Marionette, and carried a cluster of 3 or more coins that granted them bonuses against evil fairy trickery, then you could consider their magic resistance as +2. When calculating their HD against spells, consider it as their actual HD + 2, which could render them immune to some spells.

If the spell is not affected by HD, then instead spell elements may be blocked. If your magic resistance is equal to or higher then the spell level or at least half the monster's HD for spell-like abilities, then you can block a single spell element. For example, if an ice spell freezes you to the ground in addition to dealing cold damage, your resistance lets you block one of the two elements automatically, even if you fail your save or the spell isn't changed by HD. Whichever would be worse to hit you is the one that is resisted. So if you're on death's door, you get stuck to the ground but take no damage. If you have plenty of HP but need to move to strike your target, you take the damage but don't get frozen to the ground, and so on.

Magic Resistance could also be applied when you succeed a saving throw, but the spell has secondary or extra effects beyond the first. Spells that deal multiple dice in damage, but have one or more still apply on a successful saving throw, may have extra damage dice blocked by the magic resistance. Each time you resist a spell or spell effect, your magic resistance number drops by 1. This means as your resistance is depleted you both start becoming susceptible to spells of weaker levels and gain less protection from spells.

Friday, January 11, 2019

20 Blood Mutations

[1] Blood is replaced with highly pressured gas. Your wounds whistle and squeal. You bleed from any weapon that deals slashing or piercing damage, which means you take 1d6 damage per round unless healed or quickly wrapped in bandages. However, you take -1 damage from all blunt attacks and treat falls like they were 10 ft shorter then they are.

[2] Bloody Bomb. Whenever you take damage from physical attacks, don't take it right away. Instead, write it down on your character sheet. At some point you will need to take the damage, but can choose when to do so at will. When you do take the damage, your character's body fires out blood and gore everywhere, but they don't die unless their stored damage would put them at 0 HP or less. The explosion deals damage equal to the stored damage you had, targets get a save for half damage. If you are currently storing damage that puts you under 0 HP you cannot heal and instead must make a save each combat round to not prematurely explode yourself. When you're ready you can fully explode, in which case your body is utterly destroyed in the bloodiest bomb.

[3] Levitating blood. When you bleed, your blood drips upwards- falling off you towards the sky or ceiling instead of on the floor. If you smear your blood onto an object, you can give it levitation of 1 pound per 1 point of damage you take from the blood loss. After your blood dries, it loses most but not all of its levitating powers. Your blood could be used as ingredients in potions of flight or as part of the paint of a flying carpet, or soak the wood for a magic witch's broom; you may be hunted for your blood from amoral magic users.

[4] Your blood is delicious in a tangy, sort of savory way. Intelligent monsters want to use your blood as sauce to make their human-skin noodle dinner, and vampires find you an exotic but not all together bad treat. These monsters are more likely to take you captive for careful killing later, rather then killing you right now.

[5] Your blood can be used as a substitute for magical ink or to draw a Wizard's glyph or sigil. Whenever you bleed, your blood flows as beautiful calligraphy if you have at least 17 Charisma.

[6] After you die, your blood becomes a blood hydra. It's a strange creature, made of blood, that follows its original host's goals and aspirations. You get to keep playing your character as a homunculus of their blood. You have HD equal to ½ of the original character's level and have a AC and to-hit bonus equal to that character's Constitution modifier. The blood creature can use any weapon(s) its user could but cannot wear armor or cast spells. Since it's only partially solid it can also squeeze through iron grates and under doors, out of chains and binding spells, etc. By making a save, the blood hydra can also half any physical damage it takes by flowing freely with the weapon's strike.

The blood hydra only lives for 2 weeks before its blood dies off, or essentially long enough to finish your current adventure. This essentially lets you continue playing a strange monsterous version of your character until you complete a major objective or run out of time. Upon running out of time or death by damage the blood hydra congeals where it stands as a fragile red statue. Especially powerful or magical blood hydras may turn into red crystals after they die; useful to sell or perform some magic with.

[7] Your blood is replaced with little red mice. When you are cut, they scamper and scurry away from you, and if you swallow them whole you have a 50% chance to recover 1 hit point per mouse swallowed back in. The mice like to hid from you in different places, and if the mice are stomped on or eaten you lose -1 maximum HP per mouse. If the mice are lost in good locations it is possible for them to survive until old age and you don't lose any permanent hit points from leaving them loose. These mice are also true breeding magical creatures, so they will make babies with normal mice and you will see little orange and copper mice running around where you lost blood before. They have a strange kinship with you.

[8] You have virgin blood. For all magical spells and creatures, your blood is virginal regardless of your own sins. Every time you have sex your blood loses this virginal quality for 2 weeks until it regenerates, in which case you are magically considered a virgin again. This makes you a target for demon cultists to sacrifice you, lets you ride on unicorns, your pure blood makes you immune to some diseases and miasma that only affect sinners (STDs), and so on. This power does not work on the Gods and your final judgment will not be changed by it; the Gods are much too smart and aware of your life as a whole to be tricked by a little magic blood.

[9] Entrapment blood. If your blood totally covers a small creature of 1 HD or less, it gets sucked into your body's veins in a semi-liquid and semi-living form. It can cause you some small stress or make your wounds worse, requiring a saving throw or increasing the damage you take from a physical attack by 1 whenever you're hit. However the creature is also trapped and can only be released by the blood-mutant with a ritual slicing of wounds and verbally allowed to leave, or when you are killed.

[10] Your blood is pinkish water. Lose -1d6 Con permanently. The spell that turns your blood to water doesn't kill you, instead just dealing 1 damage per caster level or spell level of the offending spell, as you are adapted to watered-down blood.

[11] You have negative space blood. Your blood doesn't exist, and instead you must have empty space to pump through your veins. If killed or wounded, your body is bloodless. If anyone injects anything into you, like medicine or poison, you take 1d4 damage per exploration turn plus the original contents effects until you slit your wrists to let it back out.

[12] Your blood is infused with the magic of cymbals. When a drop of it falls to a hard surface, like a stone floor of a dungeon, it creates a loud crash of sound and you must roll for wandering monsters. However you are immune to sound based damage and get +2 to saves vs other sound-based or music based spells, as your body just interprets them a gentle ringing in your veins.

[13] Your blood clots into jewelry. When outside your body, your blood forms into hard droplets of precious stones and flowing lines of blood become strings and silver chains. The jewelry made by your blood isn't real and can be detected as a fake by any skilled merchant, but appears like real jewelry. They last for about a weak before they rapidly tarnish, rust, and fall apart into dust.

[14] Your blood has an extremely high concentration of iron, and has a darker red color and sheen. You save at -2 to electrical attacks and spells, and your body is weak against magnetism and you could be pulled by a magnet as though you were made of metal. On the plus side, you get +1 AC due to how tough your blood vessels are.

[15] Your heart is gone. Your blood is self pumping, or rather has pneumatic force that pushes it through your veins. By concentrating, you can give yourself +1 to either your Strength, Dexterity, or Constitution once per day for a single roll as you focus your blood on important organs or body parts. Since you no longer have a heart, you are also immune to spells or special weapons that target it, dealing only regular damage as that spot is just a clump of crisscrossing veins and arteries.

[16] Whenever your blood leaves your veins, it spurts off in a dazzling display like a fountain or glorious waterfall. It looks like you bleed massive amounts even from a finger prick, as your blood seems to multiply its volume outside of your body. You still lose the same amount of blood from the same injury as anyone else, yours just flows like crazy. If you are ever killed by a slit throat; your blood will flow like a river and people will have to run to avoid getting drowned.

[17] Your blood turns orange with blue spots suspended within, and has several unusual properties. The first time you are killed by a magic spell, instead you fall to the ground totally unaffected. However you have a new shiny blue blood clot that shoots its way into your brain, causing you to have a serious stroke. You will require immediate medical attention and several months of bed rest. You lose -1d6 points in all mental stats (Int, Wis, Cha) permanently and talk with a stutter, unable to speak complete sentences without aid. If you could cast spells, the part of your brain responsible for casting spells isn't effected- but if you couldn't cast spells you can't possibly learn it anymore.

Secondly, if your blood spills out on a cold surface (stone floor, snow, etc.) the little blue spots change shape into larger blue stars as your blood cools and solidifies.

[18] Your blood turns pale magenta and has several unusual properties. When leaving your body, your blood becomes a thick wispy smoke, heavier then air and falls to the ground. Any very small creatures such as rodents or swarms of bugs must save or breathe your blood as smoke. If they fail the save (or have less then 1 hit point) they are killed by it, and their body turns a bright shade of magenta as they curl up and die.

Secondly, your blood becomes very adapt at blistering. Disgusting big purple boils appear on your skin when your skin is injured, and while unsightly and conferring a -1 to Charisma while there, but they are good at dealing with damage caused by burns. You take -1 damage from all fire attacks and spells that hit your skin, your blood quickly quenching the burn.

[19] Your blood turns bright green and has several unusual properties. First, whenever your blood touches the water, it swells up and becomes a huge cloud of green sludge that is very sticky, and is very likely to trap fish and small sharks that try to swim through it, or stick to anything trying to move the same pool as you are. Since this happens whenever you get injured it's highly likely for you to get stuck in your own glue and drown, you have to make a saving throw modified by strength to swim free from the trail of slime bleeding out of your wounds.

Secondly, when mixed with sawdust, bone dust, flour, or other sandy material, your blood acts as a weak glue that holds these together and conducts energy. When lit on fire, this small bundle will hold together until enough heat is absorbed that it explodes, dealing 1d2 damage or dealing up to 1d4 if metal or glass shards are added to the mixture. It costs 1d4+1 points of damage worth of blood to make a usable clump bomb with your mutant blood. This only works on materials with some amount of 'energy' within it, so sand or gravel won't work.

[20] Your blood turns white with very thin lines of sky blue that always flow in the direction of the trickle, and has several unique properties. The undead nearby you have their own skin start to turn white with long, thin blue lines and seem to shudder. You have +1 AC versus the undead, and +1 to saves vs level drain or diseases brought on by the undead.

Secondly, when you intentionally spill your own blood it pools in unusual patterns. The light blue lines converge, twist, and bend to create an accurate map of the enclosed area you are within. For every 1d4 damage you inflict on yourself, your blood creates a map of up to 3 nearby rooms and hallways, and even secret passages at a 1 in 4 chance to appear in your blood. These wounds can only be self inflicted, and bleeding caused by other creatures or wounds doesn't count.

Tuesday, January 8, 2019

[Class] Fierce Cock

Art @crocosec
Fierce Cock
HD- 1d8
AC- Base 10, Max 16

You are a warrior cock. Hailing from a fierce culture, you are trained in the art of the blade, dueling, and honor. You fight without a master, so you fight for yourself. You seek multiple wives, which are a requirement for societal advancement in your culture. The entrenched nobility of your land makes this difficult, and so you wander. As an avian creature, you take a maximum of 1 damage per damage dice dealt from a fall, or none if you have time to glide to safety. You are also fast and your reflexes let you always win ties on initiative rolls.

You're proud, and a bit of a materialist. Luxury is a part of your personality so you can't do without, which is probably why the adventuring life appeals to you so much. When wearing fashionable and comfortable clothes you get +1 to AC and saves. If you have given a sizable gift, usually jewelry, to all of your wives you get another +1 AC until something besmirches your reputation, or if even one wife becomes discontent with you. Pocket money given to your spouses counts as 'spent' for the purposes of gathering XP.

You're charming. You count as having +1 to all checks and rolls to woo, seduce, and charm anybody. You're also trained in etiquette and can freely speak with the proper respect and formality to nobility, making it unlikely for you to offend anyone of high class without intending to. Increase this bonus by +1 at levels 5 and 10. You roll reaction checks as normal as based on your Charisma- meeting people in the field is a whole different experience.

At levels 2, 4, 6, and 8 you get +1 to hit with all weapons.

At levels 4, 7, and 10 you get +1 damage with all weapons.

Your minimum HP is 5.

You are skilled at duels. Formal duels, such as fencing between nobles; or informal duels, such as when paired up with the orcs' champion, his troops watching but not allowed to interfere, both count. You lose your bonuses if somebody jumps in and ruins the duel. Once per duel, you may put yourself in an advantageous situation over your foe, giving you advantage on your next attack or roll.

In order to level up, you must take a wife. All wandering cocks like yourself are fiercely polygamous, but this doesn't necessarily mean you don't love or care for your wives any less then anyone else. You must take a wife each level, but are not so heartless as to need to “replace” them if any of them were to die or be separated from you. You'd need to have or have taken at least 9 wives to get to maximum level. All wives must be married to you in the traditions and customs of that land.

At 10th level, you become a Proud Cock. Beyond the urge to settle down with your many lovers; your family will generate 1d4 speckled eggs that will one day hatch into young roosters- your sons. Your wives will still have normal children too, but weird fantasy genetics may have a few surprises. Your pride also increases, sometimes to the point of parody. The more ridiculous of an entrance you make, attended by servants, throwing confetti, a custom fanfare and so on will grant you more bonus AC. Up to including reaching your cap while fighting totally naked. You also become a master duelist, and can now once per battle know with absolute accuracy what your foe will do in the next combat round.

There is also rumor of Fierce and Proud Hens, stunning warrior women who sweep young virginal men off their feet to serve them as devoted husbands. This is rightly thought of as a rumor, and clearly is just some young woman's ridiculous power fantasy.

Sunday, January 6, 2019

Alien Organ Generator

Shape- 1d6
[1] Spiral tube. Maximize surface area.
[2] Orb or ball of tissue.
[3] Web-like. Stretches across many membranes.
[4] Small gland; geometic shape of 1d6+1 sides.
[5] Ganglion. Specialized lump(s) formed on another structure.
[6] Abstract. Looks more like a tumor then an organ.

Texture- 1d4
[1] Pure Slime. Very fragile, moving it out of the body just turns it into a pile of goop.
[2] Hard and calcified. If organ shape is “web-like”, then it's cartilaginous instead.
[3] Splotchy. Regular tissue-based organ with spots of color.
[4] Tough, leathery. Unusually cell wall unlike rest of organs.

Number of Valves- 1d6
[1] One large valve leading to organ. It's a “dead end”.
[2] Two valves, input and output.
[3] Four valves, multi-chambered.
[4] 1d4+4 Valves. Centralized body location.
[5] Hundreds of veins or connections sprout from this organ.
[6] No valves. Freely suspended.

Color-
Roll any color from the Random Color Table. If texture is “splotchy”, then you roll twice, and the second color are small splotches on the first primary color of the tissue.

Purpose- 1d20
[1] Collects waste into small hard orbs that flow freely through the circulation system. If this organ is damage, alien will slowly die of blood poisoning as the waste seeps into their organs and valves. Alien only excretes briefly; pumps all blood to waste vents to deposit orbs into easy to drop sacks.

[2] Pisonic ray dispersion. Harmless radiates psychic energy as alpha and beta radiation out of vents or dark pigments on skin. Without this organ, psychic rays will build up as radiation and cause DNA mutation and eventually cancer or organ failure.

[3] Energetic center. Creates pulses of energy in the skin or outside covering of the alien, used to “unlock” and interface with alien technology. As unique to the individual alien as a fingerprint.

[4] Strut creator. Creates bone-like “struts” or stints that travel through the blood that can help keep vital circulatory system passages open and keep sac-like organs from collapsing completing. Seems painful or dangerous to human standards, but aliens are adapted to it.

[5] Liquid dye generator. Creates a dye with no other function; used to mark territory. Clan or sub-species lines are determined by genetics as the color changes based on heritage. Maybe- that's your best guess as to what this shit is.

[6] Plasma Filter. Filters or helps purify all bodily fluids- including brain fluids, blood, waste fluids, bile, etc. All of it must be filtered at this central location.

[7] Nutrient Gland. Compresses and creates liquid store of calories and nutrients- can be excreted through mucus membranes or spit out through a social stomach. Used to feed symbiotic relationships with other creatures or to feed superior members of their caste system.

[8] Poison Condenser. Breathed in particulates get melted down and mixed into fluid that travels through secondary circulatory system, collects in tissues that get flushed with poison fluid when in pain or during stressful situations; similar to blood but with the intent to deliver poison to predator that bites into the alien's body. Not a necessary component, but needs good diet to avoid slow blood-poisoning from lack of filtration.

[9] Protein Folder. Body system that literally folds a specific protein into shape using pneumatic force, restructuring the bonds and creating usable prions for cross-body hormones and information messaging to the brain or blood stem.

[10] Indigestion Cortex. Powerful band of muscles and mucus that can be squeezed at any time to force a very strong feeling of nausea, heartburn, and causes vomiting on command. Alien species is used to having to expel bad food or accidental exposure to stomach-borne pathogens, this method allows for easy removal. Possible projectile vomiting as a weapon.

[11] Secondary gametes. Less healthy sperm/eggs/strange 3rd gender alien reproductive cells are stored in a secondary sexual apparatus. Using this, less desirable partners can still be impregnated, just with the lower quality offspring, reserving high quality sex cells for higher quality partners.

[12] Heat Matrix. Overly complicated and requires high amounts of caloric intake or energy to maintain. Allows creature to increase their body temperature to much higher levels. Home planet has already been out of ice age for a long time now, just causes heatstroke if used.

[13] Green-Death Organ. Allows user to make their body burn up its fat reserves and change ph balance to creature good compost for plant life upon death- consuming their corpse in the process. Evolutionary tactic that allow certain symbiotic relationships to thrive, or was added by higher caste aliens to keep the farms well fed with their slaves without any more use.

[14] Relaxation-Center. Creates important muscle relaxants to allow rest and destressing. Without this organ, alien creature's own muscles would snap their bones or strangle them on accident due to hypertension and being too strong without relaxant produced by an organ.

[15] Relay. The organ helps send hormone or proteins as messengers across the body. Without, alien DNA highly likely to mutate mid transit and arrive at receptor-cells with incorrect instructions causing cancers, mutations, and eventual death.

[16] Detachment point. Organ located in a strange place, usually base of tail or midway up arms/legs. If it's a mutation, it may only be in a single limb, but if it's naturally occurring then it will be mirrored. When the limb is critically damaged, this organ can be used to make a clean detachment, flooding the wound area with blood coagulants and anti-bacterial cells to keep it from getting infected. Only works once unless the limb can regenerated with this creature. 1 in 10 chance the organ is located on the neck, allowing the creature's neck to be cleanly severed and their body can be repurposed by a cybernetic computer control or a head transplant; an artifical organ to let their masters trade around bodies or grant them to more intelligent slaves when the time comes.

[17] Air reserve. Small lung-like pocket that can inflate with air and be used as a short term secondary air supply, which is found among creatures that must hold their breath for short periods such as diving species or species that work in industrial fume factories. Supplies a few short minutes of oxygen, depending on the size and metabolism of the creature.

[18] Inner ear. Strange sensory organs that let aliens listen to their own internal homeostasis, and the interruption thereof. Most important to hear burrowing mites and horrible little parasites that go inside of aliens and click their jaws, helps locate them for surgical removal.

[19] Bone-Drive Pistons. This “weaponized” organ allows you to burst forth certain bone structures under your skin out as weapons; usually from the feet or hands to act as claws. The organ also contains a healthy pack of blood coagulants to makes the bursting wounds less dangerous, and the organ also fully pushes out the bone-spikes after a few hours with regular contractions, before slowly healing the space. The tissue damage is still severe and there is always permanent scaring if anything actually uses this last resort natural weapon.

[20] Compression Center. Allows the bones of the user to be compressed, including the chest, skull, arms and legs, making them more slender and able to fit in a smaller space. Some may be used on alien slaves so they can be stored on mass, or they may be used on a scout or spy to squeeze into tight spaces.

Saturday, January 5, 2019

6 First Level Illusion Spells

[1] The Chalk Door -1st level
Creates a large chalk drawing of a set of double doors along a flat hallway wall. The drawing attempts to fit in with the rest of the dungeon, and some of the details of the drawing can be determined by the caster; such as falsely drawing the door as slightly ajar or damaged, or with a large fake metal padlock on the side, or working in surrounding elements such a dangling manacle from the wall being worked into the drawing as the large knocked on the door's face. The door can also be any color, and is slightly better drawn by characters who cast this spell with higher Charisma or is slightly more convincing if cast by characters with higher Intelligence to work out the small details.

Due to the nature of the drawing, it is flat against the wall but is supernaturally good at tricking people into thinking its a real door, which will distract them for a maximum of one combat round. Large and dumb creatuers like ogres or trolls who might try to just run through the closed door will take 1d4 damage from ramming into the wall at max speed, and thieves may drop a lockpick on accident by trying to ram it into the keyhole of the fake door. The door drawing is essentially permanent, and several of them put together or to hide a real door could actually be useful. It washes off with water or when scrubbed with a brush.

[2] Upright Creatures - 1st level
This illusion is cast on an individual. This individual will see nearby animals as walking upright, potentially wearing clothing or attempting to speak in grunts and squeals. Needless to say, the first time this spell hits you it is terrifying and causes a moral check to avoid fleeing away from any animal seen. This spell has a secondary obscure effect- by causing animals to appear as upright it allows people to see creatures hiding in tall grass or foliage as though they were standing over it, which accurately shows their locations but not physical bodies. (get -6 to hit rolls with ranged weapons against this illusion, as it greatly misleads about the location of the creature.)

[3] Shifting Sands - 1st level
When cast, this spell creates a false sand dune the size of a small hill over the course of one hour, the sand slowly piling up from beneath. It magically has the structure and support to allow people to reach the apex of the peak; but nothing happens if only one person stands on the top. If another person approaches and gets close, then the dune will shake and rumble, and start to fall inwards, sand flying everywhere as it is shook apart. Anyone standing on the top of the dune must make a save or takes 1d4 damage from the fall unless they have a shield or a spell to glide down the sand dune harmlessly. Even in areas without sand- this spell can be used by someone to get a good lookout from a high place.

[4] Glamour Gala - 1st level
This magical glamour is cast on a location. The location is decorated with fragile gossamer and raindew decorations. Tinsel and streamers are suspended along the railings and ceilings, paper lanterns help illuminate the boring candles you already placed around, confetti rains down occasionally like a soft snowfall. All the decorations are extremely fragile and a touch of a living being will melt them back down into nothing but moisture and refracted light. This spell also requires at least a bucket worth of water or moisture to cast; flicking the droplets of water to created the hardened fake jewels that line the walls. Desert magicians have to use other methods to decorate their parties.

[5] Yellow Missile - 1st level
This spell can only be cast while drawing a bow or on someone about to draw a bow and fire. It creates a large glowing yellow arrow on the drawn bow within the fingers of the holder, ready to be released. It can also be cast on someone who drew an actual arrow, in which case the yellow missile replaces the real arrow, which pops back into the quiver or whoever the arrow came from. The fake arrow glows and hisses as it is fired, and looks like quite a powerful magical projectile, leaving a yellow streak of energy behind it where it fires. However, the arrow deals a maximum of 1 damage to someone who truly believes it will hurt them, and anyone with a doubt to it being a real arrow or having seen this spell before means it will have no effect on them.

While it can be used to threaten others or to act as an emergency last shot for an archer, you could also cast this on an enemy archer as they are firing an arrow at you, and since you know its a fake arrow it will not deal any damage to you.

[6] Wizard's Breath - 1st level
This spell allows the caster to magically change their breath to almost any smell they desire. The smell can either be subtle and last three hours as a lingering odor (18 exploration turns), or it can expelled as a loud and gross burp, releasing a very powerful version of the smell. This spell is mostly used to do things like make the Wizard's breath smell like mint (to mask actual bad breath), make your breath smell like garlic to dissuade vampires from biting you, or to burp out a very toxic and foul smell to scare away animals or other weak minded creatures.

While humans lack the nasal sensitivity to really make full use and be fully effected by this spell, creatures with especially sharp noses like dog people can make a saving throw to realize the smell is clearly an illusion- the subtle differences in the smell between your breath and the true source of the smell is enough to make it clear. Like perfume placed upon yourself, not your actual smell.

Wednesday, January 2, 2019

The 9 Almighty Astras

The Astra are legendary weapons, created by the Gods. In the ancient past, they were forged to fight off the demons and banish them to the underworld after their cruel reign and enslavement of the mortal races. The Gods created the weapons and imbued them with immaculate powers; the Astras are extremely powerful and are all assumed to have an Ego score of 10, meaning only a 10th level Fighter or similar can control their power fully. The only way to get your hand on an Astra is to either steal it from the Gods domain or be granted it in a moment of greatest need, usually against an otherwise invincible or truly evil threat. Anyone who tries to abuse an Astra's power will find it betraying them, or unless they're totally corrupted and evil, becoming a dark version of the weapon if they can somehow corrupt the powers of highest divinity.

All Astras have unique properties compared to most weapons. Astras do not make to hit rolls; as they bypass all normal defenses. Only a 10th level Fighter or equivalent can get a chance to deflect an Astra- making a very difficult combat save (DC 25) to simply deflect the weapons. Only very powerful spells, a similarly powerful champion, or divine-level armor can block these weapons.

9 Almighty Astras - Roll 1d10
[1] Unmaking Mace – One-Handed Heavenly Mace
Damage- 2d8+2

Created by the god of craftsmen, physical wealth, tools, and destruction. Appears as an ornate Fabergé egg on the end of a black and gold stick, tied with leather of some beast that only exists in the divine realms. The weapon is divinely made and hums with supernatural power when swung. Tapping the weapon against any hard surface lets a vibration of sound tear up all mundane and magical shields below 4th level in power that the caster so chooses. This power can also destroy hard brittle objects, like shattering class or an entire dry brick wall.

Even if this Astra is blocked or deflected, it releases vibrations of force that seek the target like an arrow, traveling through any nearby medium with holy purpose. The wave will reach the target and deal 1d6 damage, penetrating all defenses with internal force. Even if a highly powerful Fighter does manage to deflect or block this weapon as above; the tool used to block it is also destroyed and turned into its more base components; only similarly powerful divine weapons, shields, or +3 magic weapons and items can resist. This weapon can also shatter brittle objects by making an attack against the inanimate object; using up your attack for this round but sending the shards flying at whatever foe or group of foes like a rain of arrows. This power does require a to hit roll, in which the user's Dexterity modifier + 2 for the divine weapon's aim will be used on all targets, dealing 1d6+1 damage per hit as the shrapnel finds its mark.

[2] Serpent's Javelin – One Handed Heavenly Spear
Damage- 2d6+2

Created by the god of murderers, executions, betrayal, thieves, venom, and painful deaths. It is a short javelin, with a fine green painted material along the handle that feels lighter then wood, and with a sharp two-prong speartip that appears silver. This Astra is much less ornamental and flashy as the others, which fits with the theme of its god. It is also said that the weapon is the only Astra that may also be wielded by a very powerful and legendary thief or assassin; 10th level Rogues or equivalent may also use this weapon. Since it is tied with stealth, the weapon can also shrink to the size of a toothpick and be used as a stealth weapon; brought out only when least expected.

Like with all Astras, the Javelin cannot miss. This includes when it is thrown, and has the power to travel as far and as fast as an arrow when it is thrown by a worthy fighter. The Javelin will seek its target automatically, but will require a round to fling itself back to its user to return to their hand. The Javelin is tied to snakes and poisons, and tapping a snake or venemous creature with the javelin is enough to drain them of their venom for one day. This also includes poisonous creatures, like frogs and sea-urchins. The creature will retreat to its burrow as it senses its killing power was taken and as those creatures are tied to the God of this Astra, it is not necessary to use it to slay them for this reason. Intelligent snakes or other poisonous creatures will very well feel honored to 'feed' the Astra and will always offer to give up some or all of their venom on a positive reaction check if they know you carry the Javelin.

Once it has absorbed any poison, the Astra can inject that poison on any hit you choose, causing the target to get a -2 to their save against it and to take the normal damage and effect of the poison. The Astra can also be pointed in such a way to spray out a caustic blast of the venom while in the hand like a surprise ranged attack, dealing 1d4 damage even if it misses the targets mouth, eyes, or open wounds to enter the poison into their blood.

[3] Majesty Greatsword – Two Handed Heavenly Greatsword
Damage- 2d12+2

Created by the god of princes, battle, honor, and warfare. This weapon is huge, and has a large blade heavily decorated with spiraling lines, geometrical and angular, branching from a mighty symmetrical tree down the center of the blade near the hilt. The cross guard of the blade is curved like a ram's horn and is similarly decorated with hundreds of tiny divots embedded with rubies, looking much like it is “sweating” blood. The handle is long to allow a two handed grip, and the pommel is a great polished jewel with golden points shaped as a spear, sword, arrow, and dagger respectively. It is an absolute work of art and there is not doubt of its divine origin from even a cursory inspection.

This sword grants an aura of majesty. While holding it or carrying it, treat your base Charisma modifier as +2 regardless of what it was before. If it was already a +2, consider it a +3 instead. You can apply this modifier both for the morale of your hirelings and retainers in combat, and also to ALL soldiers under your command in an army as long as you personally are there to lead them- the sword is made for glorious generals in warfare.

If the weapon only needed one dice to kill someone (roll 7 and 9 against an enemy with <7 hit points), then the other dice worth of damage can be immediately brought down on an adjacent target. Since all Astras never miss and ignore earthly methods of defense, just roll the damage straight against the target. The +2 bonus damage can be applied to either, not both.

Finally; the weapon is also considered supremely anointed above other fighting styles, and the Majesty Greatsword can freely copy the blade arts of those fighting against it, sending back your foes flashy moves tenfold.

[4] Loyal Axe – One Handed Heavenly Axe
Damage- 2d6+2

Created by the goddess of outdoor living, toughness, and teaching. The weapon is based on a fable; the three times in a daughters life when she has to pick up an axe. Once to chop wood for the fire, once to build a cradle for their child, and once to build their father's coffin. The weapon appears as a beautifully carved piece of wood, the handle bleeding into the face of the axe, the smooth grain flowing like a waterfall all the way to the bottom of the grip. The axe itself is golden, with a shining red edge made of some yet unidentified created metal from the lands of the gods. This weapon is especially good at chopping wood; and fells even large trees in one swing. Using the axe to craft wooden objects results in higher quality goods; count as +1d6 hit points for wooden doors or hulls of ships.

The Loyal Axe always returns when called, flying through the air to its master's hand. You can throw this weapon like a boomerang and it will magically returned, letting you use it like a ranged weapon. It also throws in arcs, meaning you can hit multiple foes past the first that are standing abreast of each other, or those in a circle by following the trajectory. Due to its divine nature, it doesn't miss on these attempts, but every target past the first gets a saving throw to duck down or jump behind a solid object to avoid the axe's return path.

The Axe is also loyal; and allows you to call upon loyal spirits to you. The spirits must be people you knew in life, and who would still answer your call and aid you even after your death, as they remember their dying moments as their awakening in the next realm. These spirits are not undead, but simply 'called' from another realm where they belong. The spirits are non-corporeal and can only interact with the world as poltergeists, but can answer questions or perform some minor ghostly task for you before returning to their realm. Keeping a spirit in this realm longer then intended is possible, but forcing it upon them will bring resentment. Each time you dismiss a spirit, there is a 1 in 4 chance the spirit releases all earthly bonds and goes beyond to a place where you will never reach them.

[5] Supernal Hoop – Two Handed Heavenly Blade-Hoop
Damage- 2d4+2

Created by the goddess of wisdom, magic, plots, secrets, and the cosmic order. Appears as a large metallic hoop made of gold with silver bands, each band curled around with edges equaling one month of the year, and each one with a ridge representing the days of that month, which fall under holy festivals and ways to keep time between the years. It is unknown if the hoop is constantly changed or if the holy days simply don't change since the times of creation; as it is never wrong when inspected. It is said that this weapon could be used by a high level Cleric, along with powerful Fighters.

By squeezing the hoop; the user can shrink it down to the size of a chakram or large enough to cover their whole body standing up vertically. Any spell or magical beam, bolt, blast, or ray that passed through the hoop can be absorbed or reflected like a mirror. This only works on spells of 3rd level or less, so very powerful magics may be not be totally stopped by the hoop, but the hoop can be used to greatly reduce the power of any arcane spellcraft regardless of level. The inside of the hoop can be filled with magical energy to create a portal, in which arcane beasts from other realms can be drawn through; angelic servitors to fix problems within creation. These creatures do not fight on their conjurer's behalf but will defend themselves and attack any demons on site. Mostly these summoned beings go out to fix the mistakes and corruption of the world, using hammers to flatten out folded spatial anomalies or untrapping people “frozen” in time by warming them up with heavenly blankets. Consider these beings as 6 HD outsiders who cannot be turned.

The final and most powerful ability of the hoop is to stop and interfere with the cosmic orreries. By holding the hoop in the air and giving it a very soft spin, it floats on its own power and can be used to stop the clock of cosmic motion; suspend time for up to one hour. This only works on time of the cosmic bodies; extended the daylight for another hour, or stop a volcano mid eruption so you have time to save the people on it. This does not effect living beings of intelligent minds, as that would interfere with the free will, but animals and simple beings may be stunned in place, frozen in time as the natural world is. The hoop cannot move while suspending the cosmic scales of the universe, and cannot be used again until it is over or it is knocked from its place. It could also be used on abstract concepts too, like fate, if the user can identify and specifically suspend that motion. This power can only be used once per generation- the owner will not live to see it used again until it passes back into the hands of the gods for future purposes.

[6] Grand Divider – One Handed Heavenly Sword
Damage- 2d8+2

Created by the god of science, mathematics, logic, debate, banking, and abstract wealth. It is a short blade with a crooked handle, with a fat edge midway up the blade, making it more similar to a kukri. It has spider-web like gold ornamentation along the back of the blade; ending before the stunningly well crafted acid-wash pattern to the tip and along the edge. Beyond being a powerful weapon, this sword is also specially infused with the powers of separation and division. Attack an object to split it into constituent parts; splitting an electrum coin into two halves, one with its silver content and one with the gold. By using the flat of the blade and slapping someone fully armed and armored, you can split them apart from their armor harmlessly making them naked, and flinging their weapon farther away as well.

By swiping this weapon against a limb, the target limb is severed, the wound being cut so cleanly as not bleeding the target to death, but still dealing regular attack damage. The blade is so sharp as this is possible without magical means and with no saving throw. This weapon can also cut things at a distance by swiping the blade at them, the air itself slicing through ropes, curtains, blades of grass in a wide area getting cut invisibly along the angle of attack, etc.

Finally; once per adventure the blade can be used in a special motion to exactly sever a person or monster in two; but this doesn't kill them or deal damage. Instead it divides them into two halves or wholes. Their level or HD is exactly divided in half, with odd numbers being rounded down and each being “close” to leveling up or becoming more powerful in some way. The user may dictate exactly under what line this split is made; separate a person between their good and evil side, split a chimera back into its multiple parts (with three or more part chimeras becoming two separate animals with the third or more types being added to the whole parts again), or divide a person into two halves to lessen their threat. Even do this on a friend to let them be in two places at once; but the process cannot be reversed and the two half-beings will feel either a strange brotherly kinship or a deep, hateful rivalry.

[7] Conductor's Baton – One Handed Heavenly Ball & Rod
Damage- 2d4+2 (Elemental)

Created by the goddess of storms, the elements, the oceans, music, and travels. It is a short, hollow metal rod with a very pleasant chime whenever it hits anything. The rod is mostly silver, with slight golden accents around the ends, and decorated holes along its length. One end has a chrome ball that is strongly attached to the end for all unworthy beings. Anyone who can utilize the Astra's power can remove the ball easily, and roll it along their body to always return without it falling to the ground in an act of divine balance and control. Unlike other Astras; this weapon deals elemental damage when it attacks. The metal ball flings itself towards the enemies, spraying them with water condensed on its surface before a blast of cold from the wand freezes them in place, or the ball spins in a great cyclone to create a powerful blast of wind magic, or the ball gets red hot and the rod channels the heat into a gout of fire that burns your foes. They work in tandem. It is said this weapon could be used by a high level Magic-User, along with the high level Fighters.

By blowing into the rod, it can create the clap of thunder that whips up the weather, or enchanting music that calms it. Either way, the user can summon forth wind, rain, hail, or still the storm. When deep underground or in the underworld, this power can create a weaker and phantasmal version of the weather as it would be on the surface, the false rain only a slight shower from the thin wiry gray clouds coalescing around the roof of this chamber.

The orb attached to the rod seems to have a personality and a “mind” in some abstract sense. It can scout areas; going around corners, or holding a magical spell or elemental blast within itself to roll over a ledge to divert attention and release it when first picked up. It cannot leave the rod, and neither can the rod be separated by even the strongest magic. By spinning the rod over head and making a roll modified by your Dexterity modifier, the magic rod can be used to fly into the air, this power becoming easier the more it is storming and the harder the wind is.

[8] Bow of Parna – Two Handed Heavenly Bow
Damage- 2d10+2

Created by the god of justice, morality, balance, beggars, asceticism, and meditation. The bow itself is beautifully decorated, but does not need arrows to fire, and was this god's only possession. The bow is wrapped in silver linens and is a long gray-gold in color from the cured wood and leathers wrapping itself along the edge. The string of the bow is invisible, and only glimmers with a golden glow when pulled or touched. As with all Astras, this weapon cannot miss, and has advanced range. It can fire many times over what a bow normally could fire, letting it accurately hit moving targets in the sky or across a long valley at a very small target, infused with holy magic.

This bow can fire regular arrows, dealing its damage in their place, but allowing the elemental damage or the secondary effects of any magic arrows fired with it to color its power. For example, if the bow launches a fire arrow that deals 1d6+1 fire damage, instead it deals the bow's normal 2d10+2 damage as fire and can ignite targets as normal; turning even weak projectiles into powerful bolts of destruction. Secondly, the bow does not need arrows to fire and can fire by using the 'breath' of the user; pulling back the string with an exhaling breath creates a magical arrow that travels straight and true. The target will be hit by a gray-gold arrow of clearly supernatural nature; the arrow becoming nothing but mist when the one hit by it dies, turning into their last 'breath'.

Whenever this arrow kills a target; their last “breath” can be harvested by the bow's user and “caught” in their quiver. The breath of each individual is different, and have magical properties of the person who died from it- this is also somewhat determined by the bow's user. For example, if killing a volatile warchief, their final breath may turn into a misty pure red arrow that deals no damage, but makes the victim of it go into a berserk rage for 3 combat rounds. The arrow may also be broken to release their last words, or something they desperately wanted to say before dying. There is no limit to how many of these last breath arrows one can create or carry, but each has a special significance and are not made lightly; the final breath of lesser animals or beings simply dissipate instead of being able to be harvested as the fog needed to create the arrow.

[9] Golden Basket – Heavenly Basket
Damage- None

When the Gods created the 8 Astras; they looked to the final goddess who pledged to craft a weapon capable of destroying the demons forever. She was the goddess of the hearth, childbirth, wisdom, healing, and food. She presented to them a simple wicker basket made with golden twigs and sticks, along with it came a golden cloth bundled within it. While the gods and goddess balked at her creation, she was the wisest of the gods and knew that it was truly the most powerful of all the Astras, and was the most instrumental in defeating the demons.

Unlike the other Astras; this one cannot be used as a weapon directly. It can conjure small objects- like caltrops to fling onto the ground, or simple arrows or throwning knives for use in combat. All created objects are real and last indefinitely- but divine creations are not much for pointless use. Beyond this, it can create other supportive objects, like bandages, flasks of oil and candles, waterskins and food, or sowing needles and thread to repair clothing. It is of great usefulness along a journey, and all these supportive tools and items have slight divinity touched with them. Anyone carrying this Astra and no other weapons is also not targeted as a threat, and will not be attacked by hostile opponents. Offering a gift from the basket or giving an honest and real attempt to befriend a foe will always count as a successful reaction check of a Good result; but you cannot intend to betray the trust anyone gives to you as a result of this powerful Astra.

This Astra can also be used as a shield in a pinch, acting as a +4 AC shield; bladed weapons like spears, swords, and daggers that attack this shield and miss will have their tips stuck in the wicker and shattered when the user rips the basket away. Despite just being a shallow wicker basket, it is of course unbreakable with its divine magic.

Finally; this Astra can be used to harbor a helpless baby or infant when wrapped within its blanket and kept in a safe place. Even if the Astra's user or their allies are slain or driven away, the baby within the blanket is magically kept safe and is whisked away to a good home by a river, a great huge eagle, magic winds, falls off the back of a cart, etc. If it cannot be reunited with its true parents, foster parents are always found by this magical basket who will protect and care for the infant. Even in settings with always evil or chaotic mortal races; an infant sent away by this basket will be raised in a loving and supportive home and will always creates an honorable and good aligned individual who does the right thing- even if it may sometimes be a challenge.

[10] Demonic Mimic-Astra – Varies
Damage- As normal Astra

Roll a d8 on the list again. This demonic Astra appears as that Astra, with the same powers and abilities as the first weapon, but with a slight twist. All decoration and ornaments are slightly skewed; such as showing a god performing a very minor sin, like eating an apple from an orchard without paying for it, or showing an innocent person getting hit by a stray arrow, etc. Anyone besides a 10th level Fighter who uses this Astra even once is mentally corrupted by it and lusts for ultimate power; those who seek power so much that this doesn't upset them and they seek a demonic Astra may actually turn into a demon of one HD less then their character level in a shedding of their mortal form and restrictive morality- becoming one of the evil beings in the process. Those 10th level Fighters who do use this Astra accidentally are cursed to keep it, it whispering to them to use its power for their own game, but the Fighter has a chance to seek the power of the Gods to break the curse, or to find the real Astra which easily destroys the demonic deceiver.

The powers of these demon Astras copy the divine ones; but always with an evil or perverted twist. The shards from the Mace of Unmaking for example seek the eyes of their targets and try to scratch innocents, even if you aim it away from them. The Majesty Greatsword doesn't provide a moral boost to your soldiers, but instead creates an aura of total fear and terror to your enemies instead. Those who accept or succumb to the demon Astra not only turn into demons but the Astra slowly transforms as well; losing its golden and silver colors for demonic black and red steels, and their powers become more corrupt and cruel. The princes of the demons created these false Astras to corrupt heroes and turn them to their side; any Demonic Astra is a worthy weapon to adorn their belt as a demon champion when they ware against the mortal races once more.