Category Archives: Role-playing

The Magic Item Alphabet!!- M- Mask of Ancient God of Fallen Civilizations

Mask of the Ancient God of Fallen Civilizations- This ceremonial mask was worn by the high priest of the God of Fallen Civilizations, who rules over history, death, and ruins.  The ceremonial mask has many strange and powerful properties.

Mask

While wearing the mask in a dungeon or ruin, the wearer always knows which way is north.  The wearer also has a 25% chance of understanding any written language they come across (while the mask is on only).

 

Once per day the wearer can speak the name of Ancient God of Fallen Civilizations and open the gateway to His power.  The user rolls 1d20 + level (max of 10) + Charisma modifier.

 

1- The user has angered the ancient god and is cursed with bad luck for 2d4 days.  They must make every roll twice and take the lower of the two.

2-11- The user hears the secrets of history whispered in their head, but cannot make sense of anything.

12-13- The user hears the whispers of the knowledge of the ancients and receives +2 to all Intelligence rolls.

14-17- The user hears the whispers of the knowledge of the ancients and receives +4 to all Intelligence rolls.

18-19- The user is able to speak the name of the Ancient God of Fallen Civilizations and bring 3d8 foes of 3 HD or less to their knees (targets receive a Will save, DC same as this roll).  Effect lasts for 1d3 rounds.

20-23- The user is able to speak the name of the Ancient God of Fallen Civilizations and bring 3d8 foes of 5 HD or less to their knees (targets receive a Will save, DC same as this roll).  Effect lasts for 1d6 rounds.

24-27- The user channels the decay of time into a target who must succeed a Fort save (DC same as this roll) or be aged 2d10 years.  Target suffers -2 to all rolls for 1d4 days regardless of save.

28-29- The user channels the decay of time into a target who must succeed a Fort save (DC same as this roll) or be aged 4d10 years.  Target suffers -4 to all rolls for 1d4 days regardless of save.

30-31- The user gains some leverage against death.  Should they fall to 0 HP, they are instantly revived for 3d8 HP.  This effect remains until consumed.  Should this be rolled again before the effect is used, treat the roll as 28-29.

32+- The user is able to cast cleric spells for 24 hours.  Treat caster level as you would a cleric of equal level.


The Magical Item Alphabet!! L- Lover’s Scorn

Lover Scorned- This jagged blade has a long history of manifesting in the hands of lovers, men or women, who have been abused or abandoned by their lovers.  This blade seethes with malicious intent and hungers for blood.

Lovers Scorn

The blade does 2d4 damage and causes 1 point of bleeding damage.  Each successful attack with the blade grants a +1 to attack and causes the wielder to become lost in a blind frenzy of blood and elation as they hack their victim to pieces.

 

Once per day the user can point the blade at their target who must succeed a DC 20 Will (or Wisdom) save or be paralyzed with fear and stand by helplessly while the wielder slowly makes their way to them to exact their revenge.  The target is paralyzed for 10 minutes, even while being attacked.


The Magical Item Alphabet!! K- The King’s War Crown

The King’s War Crown- This crown is constructed of jagged metal spikes that have been welded together.  It once belonged to the great conqueror king, Tythis, as he marched across the high plains and took all for his kingdom.  Anyone who wears the crown is granted +2 to AC and allows wearer to roll attacks twice and take the higher of the two.

King Crown

Once per day the wearer may:

  • Summon a lvl 1d3 warrior to find beside you for 1d4 turns or until killed.
  • Summon a war steed that remains for 2d4 hours or until killed.
  • Be instantly clad in plate mail (AC 18) which grants a DR of 5 against all damage.  Armor remains for 1 hour.

The Magical Item Alphabet!! H- The Howler– Oops.. I Forgot to Post This One…

Today we say hello to H and shake its hefty hand…

 

The Howler- This jagged blade was crafted from the spine of a howler monkey that became corrupted by a virulent plague that was ravaging the jungles of the southern continent. This blade can be wielded one or two-handed, dealing 2d5 (2d8, two-handed) damage.

Glass_Sword_by_Gref313

Those struck with the blade must succeed a DC 15 Constitution save or become afflicted with the curse of weeping sores.  Within 24 hours the target’s flesh develops painful red sores that weep yellowish tears.  All further Constitution based rolls must be rolled twice and the lower of the two taken.

Once per day the user can cause the blade to emit the cry of the howler monkey’s tortured soul.  This functions as the Scare spell (Wizard, lvl 2) as if cast by a 6th level caster.


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.

blood_mage_by_aldok-d7c8vey

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.

Bamboo

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.

 

Medusa


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.

leather-satchel1

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.


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