This creature is notable because of its strange tenancy to hoard the objects of others; but only as a pawnbroker. The Pawn Eel will offer advice or directions in the dungeon, but will demand a token or valuable object of your own before answering. It will take the object back to its nest and protect it among its eggs and mates, only returning the object when you fulfill your end of the bargain. Often the Eel will ask you to perform a quest for it, or a cut of a treasure haul. As they have poor eyesight, it is often possible to trick them; such as by giving them a back up sword instead of your magic sword that they ask for as a 'deposit' on their guidance. It is not difficult to kill an eel and simply reclaim whatever it took from you, or to raid its nest, but the eels tend to make their nests in very tight tunnels and snakey passages, making it nearly impossible for you to retrieve your objects without the eel's help.
Tuesday, October 13, 2020
6 Monsters who are Thing + Thing
This creature is notable because of its strange tenancy to hoard the objects of others; but only as a pawnbroker. The Pawn Eel will offer advice or directions in the dungeon, but will demand a token or valuable object of your own before answering. It will take the object back to its nest and protect it among its eggs and mates, only returning the object when you fulfill your end of the bargain. Often the Eel will ask you to perform a quest for it, or a cut of a treasure haul. As they have poor eyesight, it is often possible to trick them; such as by giving them a back up sword instead of your magic sword that they ask for as a 'deposit' on their guidance. It is not difficult to kill an eel and simply reclaim whatever it took from you, or to raid its nest, but the eels tend to make their nests in very tight tunnels and snakey passages, making it nearly impossible for you to retrieve your objects without the eel's help.
Saturday, October 10, 2020
8 Sea Witch Spells
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| Art @Adrien Amilhat |
[1]
Net of Foam - 1st
level
This
spell creates a magical net from ocean spray and foam. You must be on
the shore and able to reach your hands into the water to cast this
spell. You form the ocean spray into a magical net which acts exactly
as a regular net would. The net can be thrown at enemies (save to
untangle/break free) or used for fishing. The fish caught by this net
are known to have a pleasant salty flavor. The net lasts for up to 3
turns if used for fishing or can hold struggling enemies for up to 3
combat rounds at most before it breaks apart.
[2] Shell Shot - 1st level
If you have both a sling and a sea shell- this spell empowers your shot. You roll with advantage to hit and the shell will impact dealing 1d2 damage. More importantly, the shell will shatter and spray the target with sea water. The level of the caster determines how soaked the target becomes- from a minor sprinkling to being totally drenched in brine.[3] Salt Shield - 1st level
This spell requires about an hour or so. Any piece of cloth will work with this spell- they must be dropped into some salt water and allowed to stay there for an hour. After that time, they will come out encrusted with salty scale and be more stiff. Any piece of clothing here becomes as protective as leather- you can cast this spell on yourself while you're swimming or sleeping underwater as well if you want, and if you can do that.The spell is permanent, as long as the clothes are not cleaned. If you fall into a river while wearing them, get a bucket of fresh water splashed on you, or are out in the rain the salt will wash out and the effect will end. Strangely, anything burnt while stiffened and hardened by this spell will give off a silvery white flame which increases the power of divination spells by 1 caster level.
[4] Low Tide Stink - 2nd level
This spell is rubbed on like a perfume after it is prepared. The caster gains an ungodly odor of the low tide- a horrible smell of fish and rotten waste follow them. This has the effect of giving -2 to all reaction rolls and keeping most folks away. Animals will not be repelled by the stink, and giant crabs will actually be attracted to it as they search for food. The stink of this spell is enough that it can cause or exacerbate problems caused by miasma- not recovery for toxic gas damage for you.The Low Tide Stink also has a secondary effect. If used in a place that is especially grimy or disgusting, such as a pit of offal or dungeon's latrine, it actually empowers the user's spells. It only works on spells related to disease, decay, or anything else that's gross. The MU casts spells as one level higher for a single spell, OR can shapeshift into a creature of +1 HD higher then they normally could, as long as that creature has a negative connotation, with the use of a polymorph spell or ability.
[5] The Venus - 3rd level
This spell creates a woman. She will arrive 1d3 days after the spell has been cast in a giant clam shell, created from ocean spray. She is unattractive, overweight, not terribly clever, but a good listener and gives her creator a lot of undeserved loyalty. As she was born of the ocean, she has no bloodline and is not of any real importance- she gets +2 to sneak or disguise as a servant or washing girl. Otherwise, she is just a normal girl.Sea witches use this spell to create for themselves a washing girl, or someone to go out onto the beach to collect shells for them. They'll often treat them very badly and forbid them from every speaking or even being seen by anyone else.
The Venus is a tragic figure. While she is created from magic, she feels and seems real, and she herself believes she is real. But she is cursed. The Venus is a young girl and as a result may find herself falling madly in love to random, exciting new people she's introduced to. Her curse is that, when the moment her lips touch another, she will sigh happily and then turn back into ocean spray and be lost forever.
[6] Coral Corral - 3rd level
This spell must be cast on the coast, and requires a full round of screaming at the sea and is impossible to do with stealth. The magic will rise a 'cage' made of corral from the water and can trap an area of 200 sq ft. This can be done in the depth enough that an ocean dwelling animal may be beached, or a land creature to be forced to tread water. The area is surrounded by thick, poisonous corals that are very painful to touch (deals 1d2 damage each time you touch them, painful). The corals are very hard and tough but could be chopped through with a good steel axe, though it would take the better part of an hour to make a man-sized hole. The corals rise up 20 ft into the air and last for about two hours; at which point they will start to wither away and crumble to dust.The caster may make a saving throw vs spells to open a “door” in the side of the corral they can pass through one direction. Once they pass through, they'll have to make another check to leave again, and so on. If they fail any check, they cannot re enter or leave their corral.
[7] Sailor's Death - 4th level
The most fearsome spell of the sea witches- and their main form of self defense. Upon this spell being cast, the lungs of her enemies fill with ocean water. This spell can be used on up to four people with each casting, all whoever the caster chooses to a maximum range of a stone's throw.If your lungs are filled with water, you'll start to drown. Every round, you must save. On a failed save, you die. Your lungs were filled and popped apart with salt water. If you succeed your save, you can't do anything but grab your throat and choke as you take 2d6+2 damage. This spell is totally useless against beings who don't need to breathe, or who can breathe underwater.
[8] Horrible Squid Vagina - 4th level
This is a bad one. This spell replaces the caster's genitalia with a horrible squid vagina in it's place. The squid vagina is fully functional, but has a retractable beak which can bite at 1d4 and had 8 tentacles coming off of the pubic region. This tentacles are about a foot and a half in length each, and are fully prehensile. This spell is a permanent transformation. Also you pee ink.40 Minute Settings- Bombed Empire
Tuesday, October 6, 2020
Garden- Reality Warpers + 8 Reality Warpers
All Reality Warpers are crazy. Most are narcissists and many are homicidal. You can't play as these.
- Change someone's species, features, or biological sex, permanently.
- Curse someone so every single dollar they try to find or spend is lost or wasted somehow. If this curse hits a millionaire they'll be dead from starvation in a few months.
- Give someone a distinct smell that makes everyone they meet want to fuck them.
- Noneuclidan connections between spaces; go through closet to visit neighbor's house
- Conjure any amount of any matter they want.
- Read any person's entire life story, including memories they have forgotten or things they have deluded themselves into believing and knowing about that, just by looking at them.
- Killing anything within their Awareness range, instantly.
- Bring back any dead thing, as long as they possess at least one molecule of their corpse.
- Fly or levitate at any height or speed. Themselves or anyone else they want.
- Create an engine of any horsepower that never runs out of fuel, or a gun that never runs out of bullets, or anything like that.
- Making a place x1000 times bigger on the inside then the outside.
- Make everyone within their Awareness radius forget they exist.
- Reverse time and go back 10xPotence minutes (or Turns equal to Potence). Only they and other Reality Warpers remember what happened in the “first” timeline.
- All of the above and anything else they want.
Any reality warper with a potency of 0 remains an incredible psychic and psychokinetic. At 0 Potence, a reality warper has the following stats;
- 10 HD
- Mastery of all unarmed, firearm, and melee martial arts
- Superhuman strength, speed, intelligence, and perception. Treat any stat modifiers as +5
- Can conjure any weapon it wants and use it once each round.
- Regenerates 2d6 Hit Points and 1d6 Psychic Stress per round
- Automatically deflects the first 1d100 bullets, shells, and cartridges fired at it each round.
- Kills anyone it can see, one per round. If you survive the first attempt, it kills you on the second round, regardless of the number of immunizes you've acquired.
- Total freedom of movement, levitates self at fast running speed, break free from all traps, containment, or snares in one round regardless of material or strength.
Unconsciously, King Leo's wife has had her pregnancy extended and delayed for six years. She's still happily pregnant and thinks the baby will come any day, but doesn't know why it won't happen. She also doesn't know why she feels so tired and ready to die all the time. She goes along anyway. Leo's psychic powers are manifesting to keep his son from being born, perhaps as a subconscious desire to not accept Leo's own morality or desire to rule on his own, without sons or daughters or anything else to take it away from him or to share his prestige.
This creature is a relatively new reality warper. They are from a genderless species of strange, doll-like people with set facial expressions from when they were born. “Heavy Eyes” looks like they're half asleep all the time, when in reality they have awakened to a cosmic level of being. However, for a reality warper they are quite weak, and are not in full control of their powers, requiring to be in the same room and taking a round to force any change on the world by staring at their target and concentrating while mumbling to themselves.
Sunday, October 4, 2020
Video Games- ARPG & Path of Exile Defensive Mechanics (and how to improve them)
Now if you're seeing a pattern here it very firmly falls into the sort of Fighter, Rogue, Mage sort of thing that I am fond of. I like it in video games but also in tabletop games too. But each one has a different method of avoiding damage that fits with the theme of each stat- these are the Defenses.
Thursday, October 1, 2020
6 High Level Summoning Spells
- Gain the power of indestructibility to all mortal weapons, so long as you in a very dark place. The level of light must be less then that of a candle; dark umbral flames rise off your form in darkness from your indestructibility.
- Gain the power to consume the dead flesh of mortals without thought to disease or the divine curse of ghoulism (the common punishment for those who commit cannibalism). You regain +1d4 hit points for gorging yourself on as much dead flesh from a member of your own race.. As a side effect, your tongue turns bright green.
- Gain the power to cause wracking pain to anyone you see. This causes dark black scratches to form on their body, dealing 1d6+1 damage and dealing immense pain enough so that they must save or lose an action that round. You can perform this power even without using up your own combat action; it requires but a single moment's glance. You can use the power three times per day and Wizards can cast it additional times by expending 1st level spell slots without needing to prepare them in advance.
- Lose both legs. You can still stand and walk upright, but your legs are naught but ghostly shadows. You can glide around as fast as you could walk or run before. You can avoid stepping on pressure plates, avoid caltrops, float over gaps, etc. However, your legs and any tight-fitting pants appear gone so you must wear long cloaks or dresses to hide your lower body, else you'll look like a floating upper body.






