Saturday, February 13, 2021
Garden- Casino Roll
Thursday, February 11, 2021
Proscribed Gestures
In order to use Bombo – Genesis, you must be charged up. Then, all of your Will is expended. You deal Xd10 damage to all opponents in a massive blast, with X being your POW + Your total expended Will.
Tuesday, February 9, 2021
Headcanon for Exorcist I & Exorcist III's unusual cosmology (Long)
- Learned some kind of supernatural abilities from The Master- this is directly after he does a demon roar in Karras's body, not a normal human vocalization. (the Master is implied to be the demon in control of the body, who can be cruel)
- The Gemini Killer's soul was picked up “on the outside”. “It can be cruel at there”.
- “The Master is throwing me scraps from his table, a little reward for my service.”
- When the possessed Karras goes to sleep, the body (heartbeat, temperature, breathing) slows to a crawl. But his brainwave activity accelerates.
- As with the above fact; at the end of the movie it is revealed how the murders are being done- the elderly patients are being possessed by the Gemini killer. This is despite the fact that his/the demon's body is locked up in a padded cell.
- (Gemini Killer in Karras's Body) “There I was, in the void, without a body. And then came- well you know, my friend. One of them. Those others there, the cruel ones. The Master. And he thought that my work should continue- in this body. In this body in particular.”
- The Master intentionally chose a priest's body to spread panic among the men of faith- this is directly stated by the Gemini Killer as the devil's “scheme”.
- The Master brought the Gemini Killer's soul to Karras who was dying.
- Karras's body after the end of the first movie was dying or dead. “His brain was jelly. It took maximum effort to get out of the coffin. So much damage to Karras's brain cells.” and “It took quite an effort to regenerate your friend's puny little brain cells- It took me fifteen years!”
- “It's not enough to be a spirit. There's no magic- in this artificial box you call a world. We cannot touch except through bodies, you understand? We operate through brains- neurological systems and your friends was nearly past resurrection!”
All that shit flying around the room in Regan's room in The Exorcist? That's her own psychic powers, which have been magnified by the demon. I even believe psychic powers feature heavily in the second movie, which I have not seen nor care to see, so everything I'm saying here could already be established. Now I should mention here- just because humans can develop these kinds of abilities, doesn't meant they should. Think of Humans in this universe a bit like highly built, purpose crafted sports cars that demons break down for scrap parts and repurposed to cause havoc. It causes immense strain on the bodies of those they inhabit- cuts and bruises opening as the demons play with the muscles and scratch the skin- they don't know what these pain signals mean or care.
Sunday, February 7, 2021
PoE- Essences
Sometimes, energies converge. These may be cosmic energies of fate or time, or they may be the result of wayward magic, or even extreme emotion. One could say that in every specific move of a dancer, there is a greater or lesser passion- in the same way, a single being at a single time may break a boundary of energetic convergence. In such circumstances, these beings have reached a certain breaking point and, for the safety of reality, they are trapped within crystal.
Beings trapped in essences are no longer normal. They may be violent monsters in the heat of a rage, or a monk in the midst of a harrowing realization. Regardless of the reason; they were trapped by the Gods for a REASON and releasing them from this prison is very dangerous.
Essences are released if you attempt to break them out, as the prison is unstable and liable to be broken. Simple pulling or cracking the crystal with a weapon is enough to free them. They can also accidentally be freed- if you are fighting in a room with monsters trapped in essences, there is a 1 in 6 chance somebody bumps into one enough to free it. If your hunting dog sniffs it, that's another 1 in 6 chance, etc.
Essence Monsters
For an essence monster(s), roll a random encounter. Then, describe the monster(s) frozen in place, either in the middle of an action or simply standing around. The players can clearly see the monsters, what they are and what they're armed with and so on. This gives the chance for the players to strategize with how they are going to fight these monsters.
When the monsters are released, they will spring to action. Once one of the essence monsters is broken free, all of them in the group will be busted out at the same moment. The essence monsters may be headed by an elite.
Roll on this table to determine what power the essence monsters have. Some essence monsters may have multiple powers for added challenge.
Essence Power Table - Roll 1d6
[1] Potence- These monsters are surrounded by a power aura, and are modified. Roll once on the Monster Modifiers table to determine what power they have collective gained as a result of being supercharged with energies. The head monster (or only monster if there is just one) also gains +1 HD, +1 to hit and ac, and increases the damage die of its attack(s) by one size larger.
[2] Arcane- This monster knows a random spell. The maximum level of spell it can know is equal to its HD as a Magic User of the same level could know; so no Essence Goblins knowing Disintegrate or anything like that. In the event of multiple monsters, only the head monster knows the spell, but can cast the spell once per each monster that was trapped in essence alongside it.
[3] Negative Energy- Swirling energies of chaos surround these beings. The first attack roll against them automatically fails and counts as a roll of 1. If applicable, the first casting of Turn Undead against them also automatically fails, but this will consume the aura and make them vulnerable. This power is on every monster trapped in essence, but the head monster is consumed by negative energy. On an attack roll of 20, the victim must save or have one level drained vs the head monster.
[4] Combat- These monsters have a magical power they can use in combat. Each monster has one copy of the power. Roll on the Azurite Monster Powers table.
[5] Hysteria- Every round, a random character (player character or hireling) will be overcome with a sensation, emotion, or have some chaotic shit happen. No matter how many monsters are trapped in essence, there is only one of these effects per round.
Hysteria Subtable- Roll 1d6
- Rage. Character must save or attack the nearest living thing.
- Sadness. Character starts crying. Disadvantage on ranged attack rolls from their tears.
- Laughter. Character laughs; cannot cast spells or speak.
- Spasm. Save or fall to the ground. Takes one round to get back on your feet.
- Fear. Morale check or the character flees. If a PC, consider Charisma damage instead.
- Darkness. Lowers the light level by one, or extinguishes one torch.
[6] Elemental- This monster is charged with elemental power. Becomes resistant to a single element, taking half damage from that element. It also deals +1 damage of that element with all attacks. If the creature was already resistant, make it immune. If it was already immune, it now heals if it takes damage of that element, and so on. You can roll the same element on this table multiple times.
Elemental Subtable- Roll 1d4
- Fire
- Ice
- Lightning
- Acid
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| Art @SkintickeT5 (reddit- couldn't find any other sites) |
Essences as Loot
Once you have defeated an essence creature, they will drop an essence. This is the solidified power they were once charged with, in a small and mostly stable form. This energy "feels" roughly as the type of power the essence creature had, so if you hold it in your hand you can feel roughly the same emotion or intense waves of energetic power that was present in the creature.
Essences can be used to magically enchant items. Living creatures are too unstable; the power within these is what got the monsters trapped within crystal in the first place. But inanimate matter can be infused with the power in these essences.
Whenever you kill a head monster infused with an essence, it drops one essence. It looks like a cool glowing symbol thing that can be used on an item to give it magical powers. Only the head monster will drop an essence, but will drop multiple essences; one for each essence power the monster possessed.
Essences are still very chaotic. Whenever you apply an essence to an item, roll on the following table to see what happens. You can also sell them quite a bit to mad scientists and arcanists alike.
Essence Crafting Table- Roll 1d8
[1] Cursed- The chaotic power is malign in nature. It becomes a 2 HD animated object, stats fitting the object, with the same essence-power that the monster had. Aggressive. If you want, you could make this Essence crafting roll a secret DM roll- make the item animate the moment when it is used for its intended purpose, but otherwise seems like it's magically enchanted by the essence.
[2-3] Minor Empowerment- Object is infused with magical energy and counts as a +1 magic item. Any damage or aging of the object is fixed.
[4-6] Essence Empowerment- The object gains a minor power, equivalent to the Essence. Using an elemental essence on a piece of armor will make it grant some resistance or protection from that element. If it is a Hysteria essence and it is put on a weapon, then grants a similar effect of Hysteria on a target it strikes, once per day. Etc.
[7-8] Greater Empowerment- As Essence Empowerment, but grants the full effect of the power to the wearer. The number of items you have enchanted with essences can count as the "number of monsters" for the description of essence powers above, but for your own abilities. Also, the enchanted item is counted as a +1 magic item.
Saturday, February 6, 2021
Magic Cards
It is incredibly easy to make a magic card. Almost disconcertingly so. Even children can do it. Note that magic cards here are not merely a playing card with a bit of sacrificial blood sprayed on it, nor is it the cards of the diviner, though they are indeed incredibly similar and diviners often mix magic cards into their divination decks for the specific purpose of making their readings more accurate.
Thursday, February 4, 2021
Green Coloured Sun- 8 Spells
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| (All art, names, and ideas were taken from listening to this album.) |
[1] Echo
Creates a false "echo" of a person. In order to cast this spell, the caster must have at least "known" the person- this means having to at least shared a conversation or lived with them for some time, a casual meeting or eye contact doesn't count as "knowing". This echo appears as the person did, but has 1/10th of their health, abilities, spell-slots, level, etc. The echo generally acts as the person did, and is not under the caster's direct control. The echo is limited in what it can or will do, typically acting out the events or actions that the person did when this spell was cast. For example, you could cast this spell to copy a knight that guards a bridge after the real knight was killed, who will exist as that knight will, but will be much weaker and only a false copy.
This spell has an unusual drawback. If anyone but the caster ever finds out that the echo is indeed an echo- such as someone who knew the person copied has died or gone away and finds the echo, or if the real person ever sees their own echo, the caster will be permanently mutated to have the head of a white rabbit.
[2] Skywalk
This spell creates an invisible bridge. The bridge can extend up to a very steep walking angle, but no further, and travel up to 250 ft in distance or so. The bridge is invisible and has no guard rails, and can carry the weight of anything up to the weight of an elephant. If you put something heavier then an elephant on the bridge, the entire thing would shatter, but the bridge can hold an infinite number of things of an "elephant's worth" of weight without issue.
The bridge lasts until the caster crosses over it. As long as this spell is active, they can't cast any other spells.
[3] Witness
This spells calls forth a being from another world, known as a Witness. The Witness will serve the spellcaster in exchange for rare salts. If no salts are presented to the Witness after it is summoned, it will attack and/or attempt to observe this world on its own.
Witness (5+2 HD, +4 To-Hit, two magic claw attacks at 1d8 damage, Watching Eye, spells)
Morale- 12
Number- Just one
The Witness is a green creature with a long body, fixed to a single flexible joint in the center. This causes it to "bend over" when not moving, which it does with a combination of long strides and little hops. The Witness is well known for its single unblinking eye, which is said to be far greater then any bird or wizard's vision. It can see through most soft surfaces, such as through wooden chests and bags to see what is within, and can see basically any distance from a high place.
Beyond its two puncturing magic claws, the Witness also has the power of the Watching Eye, which is a magical ability that allows it to perfectly predict an enemy's actions or movements by watching the tiny, subtle motions of their muscles and blood swirling under their skin. The Witness can use this spell to perfectly avoid an enemy attack or always makes its spell save, but it can obviously only do this on one person at a time.
The Witness also knows quite a few spells of its own. Give it 3 spells if you're using levelless spells, otherwise prepared spells equal to a 4th level magic user.
[4] Time To Lose Reality
When this spell is cast, the caster must specify a single point in 3d space to become "the center". Everything around "the center" is paired and opposite something else. For example, if you select the center to be in the middle of a room, and you're standing opposite someone from the center, your motions will be copied by them and their motions will be copied by you. Once something has been selected, it cannot be broken until the object(s) either cross across the center axis, OR the spell is ended with the death of the caster/they leave the area.
Each object within the area around "the center" desperately want to be paired with something else, slowly making allowances for things differing their size, weight, and position over time. So for instance, a dwarf may be at first only connected with another dwarf on the opposite plane, but over time it will expand what they COULD be paired with, such as a human, a barrel, or a statue of a dwarf.
Once an object moves, it still carries its weight and momentum despite differences in size. Like if you were connected to a statue and jumped to the left, the object will move mirrored so the statue will fly to the right and become a lethal projectile.
[5] Nevermind
This is a mind-effecting spell. When cast, the caster can take back the last thing they said. Whatever they said, no matter how threatening, wrongful, damaging, or even if it was a direct order; they can magically take it back. Nothing else change. Orders carried out by the last thing the caster commanded, for example, are not undone, and everyone knows the caster demanded it, but they cannot place responsibility on the spellcaster as their words have magically been "taken back".
You could also use this spell to get an extra guess at a riddle by a magical trap or sphinx, as they would be forced to give you another chance, since your first one didn't count because of this spell.
[6] Ghost Inside
This spell can awaken the spirits of the slain within a weapon. Any weapon that has been used to kill at least once; this spell can call forth a spirit. The spirit is random unless the spirit's name is spoken when this spell is cast. The spirits within the weapon are only superficially similar to the actual beings slain by this weapon; and they know what the being known at the time of their death. They can tell you in great detail about how dying felt like, and then what happened during the battle, but their memory quickly fades before it and after they were killed.
The "ghost inside" cannot resist the compulsion to speak, but will ask to be freed from the weapon after answering questions- they may offer more direct information, or lie to another in exchange. If the weapon was a person's body (slain after being swallowed alive or killed via hand to hand), then the ghost will not be able to be freed until the body that killed then is also killed.
[7] Cosmic Bridge
This spell creates a sacred, cosmic connection between the spell caster and another object, being, or concept. When this connection is crafted, the user will experience a minor sense of "knowing" about the connected thing, including general wellness or wholeness, knowing if it is in danger, and knowing its general location if applicable. The bridge is two way however, and actions taken by the connected thing reflect back to the caster of this spell. Harm or injury suffered by the connection will reflect back onto the spell caster.
The "bridge" created by this spell is nearly identical to the invisible chords of connection that attach the almighty gods to the world and its people. Those who cast this spell are placing themselves in a similar station. If one were to connect themselves to a concept, being, or place sacred to a God it would result in a dangerous conflict between the two, where the God will of course win. To usurp and copy the power of the divine is a dangerous game.
[8] Moonseeds
This spell creates a Moonseed. It can only be cast at night. When this spell is cast, the moonlight that falls over the area is focused and collected into a small, glowing silver seed which contains magical power. The moon light over around the area of a small valley or forest is what is focused with the power of this spell. It takes four years to create a Moonseed, which each night's moon being drained and looking darker and dimer then it normally would. At the end of that time, a tiny plant where the Moonseed spell was cast will sprout and contain a single magical seed.
The Moonseed is a powerful magical object. Its power can be used to amplify and cast magical spells; as such, its uses are more abstract. When casting a spell, using the Moonseed with it will increase the damage, saving throw difficulty, or duration-in-turns by +1. As the Moon is considered highly connected to the Elves, creating and carrying Moonseeds is considered illegal for all who are not of Elven blood. Finally, the Moonseed can be planted in the ground to create a sacred magical place which does not change with the passing of the ages; similar to the homes of the elves.












