Author Archives: wrathofzombie

About wrathofzombie

I am a History major attending a community college until I can get more financial aid and attend a four year school. I am living in NJ with my girlfriend who is currently wrapping up on obtaining her PhD in Toxicology. I love Star Wars, Role-playing, video games, working out, reading, writing, and hanging with my girlfriend, dog (Perfect), and two kittens (Birch and Brambles). My main focus on this site will be my discussion of Role-playing games and ideas and hopefully contribute something worth a damn.

The Magical Item Alphabet!! J- Jack in the Box

Jack in the Box- This square box is made of wood and decorated in colorful paint.  There is a crank on the side that can be turned to generate twangy metallic sounding carnival music.  The user must twist the crank for 1 round to cause the Jack in the Box to take effect.  After one round, the user can either throw the Jack in the Box at the target(s) or aim it at them.

Jack in the Box

When a user is twisting the crank, there are 6 options that can occur as the Jack in the Box.  Each one has a different haunting melody.


1) Jack in the Box- The horrible Jack pops out of the box, his terrible grin and creepy eyes horrifying all.  Any creatures in a 100’ cone in front of Jack in the Box must succeed a DC15 Will (or Wisdom) save or be terrified of Jack as if by the Fear spell (Wizard, lvl 4).


2) Mallet- A mallet comes popping out of the box and grows rapidly, it swings back from the weight and then forward, crashing down on any enemy in a 20’ radius in front of the box, dealing 5d8 damage.  All targets must succeed a DC 15 Reflex (or Dexterity) save for ½ damage.


3) Punching Glove- A massive boxing glove bursts from the box and strikes the target in front of the box.  The glove receives +10 to attack and deals 1d10 per HD of the user (max of 10d10) damage.


4) Jack-o-Lantern- The horrible visage of pumpkin headed god of Halloween appears out of the box.  It casts (roll 1d6): 1-4) Fire Breath (Wizard, lvl 2); 5) Fireball (Wizard, lvl 3); 6) Wall of Fire (Wizard, lvl 4).


5) Cutie Doll- The creepy visage of the cutie doll pops out of the box, cooing and giggling as it rocks back and forth.  It casts (roll 1d4): 1-3) Charm Person (Wizard, lvl 1); 4) Dominate Person (Wizard, lvl 5).  Treat the Cutie doll as a 5th level caster.


6) Jack Frost- The wintery monster, Jack Frost, bursts forth from the box.  Any target in a 30’ cone in front of Jack must succeed a DC 20 Fort Save (or Constitution) or be frozen in their tracks, covered in ice and take 5d10 damage.  If the target critically fails their save, they are frozen through and are dead.

The Blood Witch- A DCC class

I got motivated to make this class this AM.  This is inspired by the Blood Magus prestige class from the Complete Arcane of 3.5 days.  Hope you enjoy!


Blood Witch

Blood Magic

You have learned the secret art of controlling the blood of others.  Not merely content of learning spells and studying tomes as a wizard, you manipulate the life essence of creatures and use that to bolster yourself, or harm and hinder others.


You revel in the smell of blood, its taste, and warmth, even as it leaves your victim and cools and congeals in an ever growing pool on the floor… You are twisted… you may even be evil… and you absolutely love it.


Hit Points: A Blood Witch gains 1d4 HP per level.


Weapon Training: A wizard is trained in the use of the dagger, longbow, longsword, scythe, shortbow, short sword, sickle, and staff.  Blood Witches rarely wear armor, as it hinders spellcasting.


Alignment: Blood Witches manipulate the body and functions of other living beings and dabble in the grossest of magic and by that nature are chaotic.


Blood Potion: The Blood Witch is able to craft a potion from her own blood, sacrificing 1d4 HP that will heal naturally or can be healed magically.  The Blood Witch can drink this potion at a later date and regain 3d4 HP back.  The potion takes 6 hours to brew and 100 gp in components.  A Blood Witch cannot have more than 3 of these made at a time.


Blood Walk- A Blood Witch can play a dangerous game and jump through a living creature that is the same size or larger than herself and travel through their blood and emerge from another living creature on the same plane of existence.  The Blood Witch rolls d20+level+Stamina modifier and consults the chart below to see the distance she is able to travel.  Armor affects this ability.  Using this ability is a movement action.  The creature must be alive and have red blood for this travel to work.


1 Lost (24 hours). Failure. And Worse! Make a DC 18 Stamina Roll- Failure means the Blood Witch suffers 1d8 damage and gains: 1-3) Minor Corruption; 4-5) Major Corruption; 6) Greater Corruption.
2-11 Lost (24 hours). Failure.
12-13 You are able to travel up to 1/2 mile through the blood of others.  You can choose to emerge early through the target and do 1d8 damage.  The target must succeed a DC 12 Fort save or be stunned for 1 round.
14-15 You are able to travel up to 1 mile through the blood of others.  You can choose to emerge early through the target and do 2d8 damage.  The target must succeed a DC 14 Fort save or be stunned for 1 round.
16-17 You are able to travel up to 2 miles through the blood of others.  You can choose to emerge early through the target and do 3d8 damage.  The target must succeed a DC 14 Fort save or be stunned for 2 rounds.
18-19 You are able to travel up to CL miles through the blood of others.  You can choose to emerge early through the target and do 5d8 damage.  The target must succeed a DC 16 Fort save or be stunned for 1d4 rounds.
20-24 You are able to travel up to double CL miles through the blood of others.  You can choose to emerge early through the target and do 6d8 damage.  The target must succeed a DC 16 Fort save or be stunned for 2d4 rounds.
25+ You are able to travel anywhere in the world through the blood of others.  You can choose to emerge early through the target and do 8d8 damage.  The target must succeed a DC 18 Fort save or be stunned for 3d4 rounds.


Coagulate- The Blood Witch can cause a targets blood to thicken, making it difficult to move and act.  The target must succeed a Fort Save DC 10+Blood Witch’s level and Stamina Modifier.  Failure means their movement is slowed to1/4 and they roll all physical type rolls 1 step lower on the die ladder.  This effect lasts for 1d4+Blood Witch’s level rounds.


Inflict Wounds- A Blood Witch is able to touch a target and coax their blood from their body.  This functions as a Cleric’s Lay on Hands ability (DCC, pg 31).  A Blood Witch rolls d20+ Staminia modifier+ Blood Witch level.  If the Blood Witch succeeds the roll the target rolls the number of HD and suffers that much damage.  The target is allowed a Fort Save (DC same as Blood Witch’s roll) to take half damage.



Blood Check Result
1-11 Failure.  Lost (24 hours).
12-13 2 Dice
14-19 3 Dice
20-21 4 Dice
22+ 5 Dice



Spells- A blood witch is able to cast arcane spells, but at great peril to herself.  A Blood Witch must spellburn either their own stats or the stats of another to fuel their spells.  To spellburn from another target the Blood Witch indicates who she is drawing from and they must succeed a Fort Save DC 10+Blood Witch’s level and Stamina Modifier.  If they fail the Blood Witch draws 3d6+ ½ her level from them that she can use to Spellburn.  If the target succeeds the Blood Witch suffers the loss to her own stats and the spell fails.

Blood Mage 1

To cast spells a Blood Witch rolls 1d20+points spellburned+Stamina modifier.  She does not get to include her level in the casting roll.  The Blood Witch also suffer negative effects on a 1 and 2 rather just a 1 on spell casting.




Languages: At 1st level, a Blood Witch begins able to speak common.


Blood Witch
Level Attack Crit Die/Table* Action Dice Known Spells Max Spell Level Ref Fort Will
1 +0 1d8/I 1d20 2 1 +0 +1 +1
2 +1 1d8/I 1d20 3 1 +1 +2 +1
3 +1 1d10/I 1d20 4 2 +1 +2 +2
4 +2 1d10/I 1d20 5 2 +1 +3 +2
5 +2 1d12/I 1d20+1d14 6 3 +2 +3 +3
6 +3 1d12/I 1d20+1d16 7 3 +2 +4 +3
7 +3 1d14/I 1d20+1d16 8 4 +2 +4 +4
8 +4 1d14/I 1d20+1d20 9 4 +3 +5 +4
9 +4 1d16/I 1d20+1d20 10 5 +3 +5 +5
10 +5 1d16/I 1d20+1d20+1d14 12 5 +3 +6 +5

* The critical success tables can be found in DCC, pg 82-83

The Magical Item Alphabet!! I- The Ink of the Blood Demon, Algortha

This is probably my favorite one I’ve done thus far!  I can’t wait to use this on my players.


The Ink of the Blood Demon, Algortha- The Blood Demon Algortha is crafty and cunning and knows that the way to corrupt others and gain followers is through patient manipulation rather than overt force.


Over the centuries Algortha has created several magical items that grant extraordinary abilities to the user, while slowly corrupting them.


One such devious item is a small ink container crafted of mahogany and lead.  The powdered ink never runs out, but stays perfectly preserved while in the container.  If the ink is spilled, it swirls around and goes back into the container.


The power of the ink is that it can be mixed with the user’s blood to create demonic ink.  The user is then able to draw amazing creatures on paper.  Once per day the user is able to cause one of these creations to come alive and serve them for user’s HD +1d6 rounds, or until dispelled or destroyed.


To create a creature the user must cut themselves and drain an equal amount of HD as the creature (IE- a goblin has 1d4 HP, the user drains 1d4 HP.  If the user draws 6 goblins that is 6d4 HP.  If the user draws a dragon that has 12d12 HP, the user drains 12d12 HP).  If the user does not survive the drain then their body crumbles to a fine black powder and is added to the ink container.


The drawn creatures gain all abilities (natural or supernatural) of the actual creature and completely obey the user.  Once the duration is over or the creature is dispelled or destroyed it melts in a spray of ink and blood.


The user does not regain sacrificed HP until the drawing is used.  The user can have any number of drawings stored up, so long as they have no less than 1 HP.


Drawing a creature takes two hours per hit die (IE- two hours for a goblin and twenty four hours for a dragon).


Each time the user releases a piece of art there is a chance that they become corrupted by Algortha.  Roll 1d20- if the result is 1-10, you suffer corruption.  Roll 1d20 and consult the table below:


Corruption of Algortha
Roll 1d20 Effect
1 Roll twice on this chart- ignoring result 20.
2 You cast no shadow.
3 Children cry around you.
4 Your skin is constantly warm and red.
5 Your hair is black, coarse, and itchy.
6 Your teeth become jagged and sharp (1d4 damage).
7 Your fingernails are as hard as steel (1d4 damage).
8 You cast no reflection.
9 You cannot be healed by good-aligned clerics.
10 Animals shy away from you.
11 You hear voices in your head.
12 Your hands are overlarge.
13 You cannot step into any church of neutral or good-aligned gods without suffering extreme discomfort.
14 You grow small bone spurs along your spine.
15 Smoke curls out of your nose and mouth when you breathe.
16 You smell like brimstone.
17 Cold attacks do 2d4 more damage to you.
18 Your clothing always seems to be smoldering.
19 Your eyes glow red.
20 You manage to suffer no adverse effects.

The Magical Item Alphabet!! G- The Gorgon’s Skin

The Gorgon’s Skin- The beautiful gorgon, Mythesis, was skinned alive and thrown in a deep well to dwell forever alone and in torment.  Her skin can be worn as a cloak, providing +2 to AC, grants immunity to all natural poisons, and the ability to talk to snakes.

Once per day the wearer can don the hood and be transformed into a gorgon (Medusa) and gain the abilities and powers granted by that creature (use your favorite Monster Manual/Bestiary).  This effect lasts for 1d6 turns.



The Magical Item Alphabet!! F- Finders Keepers!

We now hit F…  I really enjoy this item for some reason.


Finders Keepers- This satchel belonged to an extraordinary thief who used it to store all the belongings he nicked from his hapless victims.


Over three decades of using this bag imbued it with the strange abilities.


Those who wear the bag receive +5 to any pickpocket skill check.


Three times per day the owner may focus on an item they desire within their sight and must succeed on a Luck roll (if no Luck stat, use Charisma) DC 10 + GM modifier based on value of the item (+1 through +10) and it will appear in the bag (it must be able to fit in the satchel).  The victim will instantly be made aware that the item has vanished, but not who stole it and begin to weep uncontrollably and make a scene for 2d5 minutes.

The Magical Item Alphabet!! E- The Elephant Statuette

I continue tromping through the alphabet, discovering the wonders of progression…

The Elephant Statuette- This wooden elephant statuette is carved from driftwood and is also a flute.  It was the prized possession of a young warrior of the plains who entertained many of his fellow villagers with calming songs.  The young warrior and many of the men of his tribe were slaughtered by a rival clan.  This young warrior fought so bravely that his body was the only one that was not mutilated after the battle was over.  Instead the rival clan honored his body and bore it back to the village, with his arms resting over his elephant statuette.

Elephant Statuette

The village shaman prayed and enchanted the elephant to be a mighty instrument to be used in future battles in honor of the brave young warrior who cherished it so much.

Once per day a person can blow into the elephant statuette and create a blast that sounds like one hundred elephants roaring.  Those in a 120’ cone must make a DC 15 Constitution save or be deafened for 1d3 turns.  They also must make a DC 14 Dexterity save or be knocked off their feet by the force of the blast.

Once per week the user can attempt to summon an elephant steed.  This is by fate alone.  Roll 1d20, if the result is 12 or higher, the steed appears on the next round and remains for 1d6+1 days.  If the result is 2-11, nothing happens.  If the result is a 1 then a stampede of spectral elephants appears and tramples the user to death and then disappears.

The Magical Item Alphabet!! D- The Demon’s Ring

Today we ponder the nuances of the letter D, delving deeper into the decadent darkness…


The Demon’s Ring- This silver ring has been crafted to resemble fangs that circle the wearer’s finger, capped with a jagged pieces of onyx at the top.  The wearer of the ring gains a D/R of 5 against fire and can now speak and understand Abysal/Infernal.  The wearer’s alignment is considered Chaotic evil while the ring is on.

Demon Ring

The wearer also gains the ability to (roll 1d8):

  1. Summon a Type I demon 2/day.
  2. Grow batwings and fly 30’ rnd.  These wings transform into a leathery cloak when not in use.
  3. Cast Wall of Fire (Wizard, lvl 4) 1/day.
  4. Summon a Type II demon 1/day.
  5. Gain additional DR 5/silver.
  6. Skin thickens and gain +4 natural AC.
  7. Grow black jagged claws that do 2d4 damage (ignores almost all DR).
  8. Cast Contagion (Wizard, lvl 4) 1/day.

The Magical Item Alphabet!! C- The Crocodile’s Maw Mace

Over the hill and through the woods…  Today C has manifested.


Crocodile’s Maw Mace- The crocodile, Leatherback, terrorized a village near the banks of the river Pyatt, eating over 15 villagers who worked down near the river for food and farming.  Eventually the beast was killed and his huge maw was fired in a kiln, strengthening it to make it harder than steel.

Crocodile Maw Mace

This two handed mace does 2d6 damage and on a critical success the maw opens and bites the target, doing an additional 2d4 damage.  The target then bleeds 1 HP per round until magically healed.

Once per day the user can cause Leatherback to vomit up pieces of the victims he consumed in a 15′ cone.  Those in the area must make a DC 15 Dexterity save or be knocked prone.  They also must make a DC 20 Constitution save or become sickened, suffering -2 to all rolls for 2d4 rounds.  Undead and mindless creatures are immune to the sickened effect.

Zombies cannot be sickened but will become frenzied (no save) and attack the bits of blood and flesh covering the ground.  They cannot act and will consume it at a rapid rate for 1d4 rounds.

The Magic Item Alphabet!! B- The Bones

I continue the journey down the magical item alphabet yellow brick road!  Today we hit up B!


The Bones- Crafted from the bones of the legendary golden juju bird and bathed in the blood of a child, sacrificed under the full moon to the great mother, these bones have the ability to allow the user to roll them and seek guidance from the spirits.  Once per day the user can ask three questions of the bones.  These can be yes or no questions or seek insight on the outcome of an event or action.

The Bones

If the user is seeking answers to an event, mechanically this allows them to reroll one failed attack, save, or skill check.

The bones also act as a talisman against skeletons and ghosts.  These creatures suffer -2 to attacks and saves while within 10’ of the Bones.

Once per day the owner can throw the bones at a skeleton.  Roll 1d6:

  1. The skeleton must succeed a DC 15 Constitution save or be destroyed.
  2. The skeleton must succeed a DC 15 Constitution save or burst apart into 1d100 tiny skeletons that serve the owner for 2d4 rounds before crumbling to dust (1 HP, +1 attack, 1d2 damage, AC 15).
  3. The skeleton becomes petrified (no save).
  4. The skeleton and any undead within 15′ must make a DC 15 Wisdom save or be turned as if by a cleric.
  5. The skeleton turns blue and on the next round releases 1d6 arcs of lighting at any enemy in the area (+5 attack, 2d10 damage).
  6. Roll the d6 again- if another 6 is rolled the skeleton reveals one secret of the afterlife, and then dies.  If a 6 is not rolled, the skeleton does a jig for 2d6 rounds (during which time it cannot be stopped or take any damage), and the bones separate and clatter to the ground.  Piano music is heard faintly as the bones fall into a pile.

The Magical Item Alphabet!! A- The Archmage’s Bracelet

This kicks off a series of posts that will travel through the magical and wondrous land of the alphabet and magical items I created just for the hell of it.  Feel free to use these or mock me.  Enjoy!

The Archmage’s Bracelet- This bracelet of silver and gold is lined with three small gems: an opal, tiger’s eye, and ruby.  It is the said that the bracelet was enchanted in three rituals; one of blood and pain, the other of compassion and love; and the final of death and rebirth.  The great archmage Antigus is believed to have crafted this bracelet over 1,000 ago and was passed down the line from family member to family member until the line died out 300 years ago, due to an error of judgment where the then current head made a deal with a demon.

Archmage Bracelet

The bracelet has now flitted in and out of history, reappearing and here and there and disappearing as quickly.

If an arcane caster is wearing the bracelet, they receive +5 to their spellchecks (if applicable to chosen rules).

To determine the powers of the stones roll 1d6 and consult the chart.


  1. Cast light spell (Wizard, lvl 1) 3/day.
  2. Become ethereal 1/day for 1 hour.
  3. Cast Fly (Wizard, lvl 3) 1/day.
  4. Be healed for 3d8+1 1/day.
  5. Cast Invisibility (Wizard, lvl 2) 2/day.
  6. Store up to 3 spell levels.

Tiger’s Eye

  1. Be able to breathe in any environment for 1 hour 1/day.
  2. Scry anywhere in the world by thinking about it 1/day.
  3. Cast See Invisibility (Wizard, lvl 2) 3/day.
  4. Cast Charm Person (Wizard, lvl 1) 3/day.
  5. Become an intelligent Gelatinous Cube for 10 min 1/day.
  6. Summon a dire tiger companion.  Once the companion is killed this ability cannot be used for 1 year.


  1. Cast fireball (Wizard, lvl 3) 1/day.
  2. Immune to all fire damage for 10 min, 2/day.
  3. Fire elementals will not attack you unless you provoke them.
  4. Teleport up to 5 miles away 1/day (must have visited location previously).
  5. Speak with Dead (Cleric, lvl 3) 2/week.
  6. Cast Resurrection (Cleric, lvl 7) 1/year.


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