If this bugs anyone, just say so, and I'll stop. But the earlier
post
saying that the ideas/spells/critters of Magic: The Gathering
could flip
over to AD&D got my mental gears going... I'll just throw
one or two up
from time to time, so long as no one is bothered, I'll keep it
up. (I'm
assuming that new spells/critters/ideas/items is okay for this
list, but
if that's a false assumption, say so.)
[Lord, did I just pre-apologize up there as many timas as I think
I did?]
I'll start small:
"Emerald Dragonfly"
#APP 1 to 6, AC 3, MV 3 or fl 36 (B), HD 4, THAC0 17, # Att 1,
Dmg/Att 2d4,
Morale Steady (11-12), XP 175, SA Emerald Dazzle.
Much like a Giant Dragonfly (see Monstrous Manual, p 204) except
smaller,
this breed of giant insect is entirely green in colour, though
the shades
of green are mottled and vary, and the wings are an almost crystal
emerald-green in colour. The dragonfly gains a -3 bonus to initiative
rolls, and against missile fire has a +4 AC bonus. The dragonfly
can
scoop up tiny creatures into it's leg basket and devour them in
mid-air,
attacking such a creature automatically. When attacking small,
man, or
large sized-creatures, the emerald dragonfly darts in to bite
with
mandibles, then backs up, always facing the opponent.
The special ability of the Emerald Dragonfly, however, lies in
the
crystalline coating of its wings. In direct, bright light (sunlight
or
continual light), the dragonfly can flick its wings and cause
a dazzling
display of various green flashes of light. This is distracting
and
frustrating to those fighting the emerald dragonfly, causing them
to lose
initiatve, allowing the dragonfly to act first, before all others.
The
flicking of the wings reduces flight-speed to 24 while using the
ability.
There you go, just one idea...
'Nathan
................
'Nathan Burgoine "Excuse me, I think I've mistaken you
Carleton University for somebody else. [email protected] Somebody who gave a damn,
Salter Fan Club Cruise Director Somebody more like myself."
-- Jewel
Here's another one...
"Jewlled Amulet."
A small amulet, when found it will most likely be empty of magick,
and as such, the pretty metal medallion will sport a rather ugly
looking
dull-grey gem. The real power of the gem, however, is to store
magickal
energy. It can hold 2d6 spellpoints (as the Spells & Magic
supplement),
roll once, never changes.
The user of the device must focus on the amulet after a night's
fresh sleep to charge it. The number of spellpoints desired by
the caster
to leave his mind then flow into the medallion, to its maximum.
Thus, a
caster could leak in a single SP every day, until the medallion
is full,
or just fill it up in one day. This means those SP are unavailable
to the
caster for that day, and he will memorize fewer than normal spells.
Spellpoints trapped inside the medallion do not count against
those regained after a nights sleep. A wizard with 8 points, trapping
4
points in the medallion, and casting a 1st level spell, upon waking
the
next day, would have all 8 points back, even though the medallion
is
holding 4 from the previous day.
At any other time when memorizing spells, the caster can
call upon the spellpoints within the medallion. Thus, the mage
listed
above, with 8 spell points, could fill a 6-point jewelled amulet
up one
day (limiting himself to 2 1-point cantrips that day), and then
the next
day would have a total of 14 points to play with. Thus, the jewelled
amulet can add to a wizard's magickal potential if the wizard
shows
foresight (filling it up when he is not busy/resting, etc), but
detracts
from his power for a day or more to do so.
Note that when the jewelled amulet holds magickal energy, the
grey
gem turns into any valuable-looking gem, glowing brighter and
looking more
valuable as it approaches full SP. Full Jewelled amulets could
be found
in the pockets of a thief, who has no idea the true value of the
item.
Just an Idea.
'Nathan
................
'Nathan Burgoine "Excuse me, I think I've mistaken you
Carleton University for somebody else. [email protected] Somebody who gave a damn,
Salter Fan Club Cruise Director Somebody more like myself."
-- Jewel
Juzam Djinn:
In most respects: Same Stats as tasked genie: SLAYER:
from MC13, Al-Qadim.
Basic Quickie Stats::
Very Rare, Carnivore, Int 14, Treasure:U, Neutral Evil.
AC -2 Move 24, HitDice:12.
THAC0: 9 #Atks:3.
Dmg: 2-16 ea.claw, or 2-8 from horns/gore,
or by weapon (with +9 from STR)
15% Mag.Res.
Lg:10 feet tall.
Plus other factors which are common to Genies (see MC)
Differences from the Tasked genie: slayer:
Goring attacks from large horns. (considered +3 weapons)
Only has two arms instead of four.
can enlarge self 7x day for 1 hour each time.
Listed spell powers are instead limited to:
silence 15'r, darkness, dimension door, fear.
Unlike most other tasked genies, this one can fulfill wishes,
albeit they are limited wishes. (as 7th level wizard spell).
However for each such wish they grant, they drain a point of CON
from the grantee. Also, for each full 24 hour day of tasked servitude,
they also drain a point of CON from the tasking wizard. These
points can
only be regained by supernatural means such as restoration spells,
or by
a minimum of 60 consecutive days bed rest each. Thus the service
life
of such genies tends to be quite short, as the smart wizard dismisses
them before their price becomes too dear to pay.
In addition, making the Juzam the most rare genie of all,
it can only be conjured from certain peaks in the Arabian Lands
(eg. Al-Qadim), and the formulae for summoning one are rare &
closely
guarded secrets. These secrets are often carried to the wizards
or
shair's grave: because someone greedy enough to summon the Juzam,
is usually uncautious enough to avoid death at the hands of these
clever brutes.
"Expect my visit at Night, the darkness I think is best..."
Lance Birmingham writes:
> Hey, do people mind if I collect all these MTG-ADND
> conversion ideas & make a web page out of them later?
Heck no - that way I can get them back.. ;)
Some more...
"The Conservator" - Medallion. When worn by a spell-caster,
the magick
ability can then be used (even by Bards, Rangers, Paladins and
other
classes that eventually gain minor spell use). When damaged by
physcial
force (magical or not, claws, bites, melee weapons, etc), the
wearer
can sacrifice a memorized spell (wiping it from memory) to instead
suffer
1 point less of damage per spell level of the spell wiped from
his or her
memory. Thus, a mage casting a 'magic missile' (with a fireball
spell
memorized) could be hit for 3 points damage, use the conservator,
suffer
no damage, and have lost the memorized fireball - though managed
to cast
the magic missile spell, since he suffered no damage. The conservator
is
force-magic, and radiates it if detect magic is used - it creates
force
enough to dampen the incomming attacks. It is useless against
magick that
does not rely on force (fireball) or non-physical attacks (psionics
that
deal damage without force).
"Talismans of Life" - These various trinkets only function
for
spell-casters, and even then, only spell-casters casting specific
schools
of spells. When a spell is cast from the specific school, while
the
caster is holding the talisman or wearing it (etc), the caster
will heal 1
hp of damage (only 1, no more, and only if the caster is wounded
- these
talismans will in no way add hp to the caster's maximum). The
current
varieties known include: An Iron Star Medallion (Wizard or Priest
Fire
Spells), An Ivory Cup (Wizard Abjuration or Priest Protection
spells),
A Crystal Rod (Wizard Mentalism spells or Priest Thought spells),
a Wooden
Sphere (Wizard Earth spells or Priest Plant spells). Others may
exist
(including rumours of a Throne made entirely of bone that grants
the same
boon to any Necromancy spells (wizard or priest) cast while seated
upon it).
[based on the lucky charms - Iron Star, Crystal Rod, Throne of
Bone,
Wooden Sphere and Ivory Cup)
"Meekstone"
While carried and held aloft, this stone radiates alteration magick
in a 5
foot radius + 1 ft per wielder level all around it. The carrier
of the stone
can do nothing else
but hold it aloft and concentrate (the stone will not work if
the wielder
does not concentrate). All those within the radius of the stone
will find
that the stronger they are, the weaker they become. If a person
has a
strength score of higher than 10, subtract their score from 20.
This is
their new score while in the radius of the stone. Anyone reduced
to
Strength of 0 cannot move or do any reasonable action.
"Soar" (Wizard Spell, 4th leve, Alteration)
Range: Touch, Components: V,S,M, Duration: 1 turn/level + 1d4
turns,
Casting Time: 4, AoE: Creatures touched, Saving Throw: None.
Basically, an improved fly spell. Will work on the caster plus
one
creature per 3 levels of the caster. Duration varies for each
recipient
(1d4 turns + 1 turn per caster level). MC is B, movement rate
is 18 (half
that ascending, twice that if diving).
Further, the caster can choose to cast this spell on less creatures
that
he can affect in total. For each creature he leaves out from the
maximum,
he may do one of the following: Increase the movement rate of
one
recipient while flying by 2, grant Maneuverability class A to
one
creature, or add another turn to the duration of one creature's
flight
spell. The material component for the spell is a one feather from
any
flight-able bird, dipped in molten silver - one feather for each
creature
that plans to fly with the spell, consumed in casting.
There ya go... (I'm having too much fun with this.
I need a life.)
................
'Nathan Burgoine "Excuse me, I think I've mistaken you
Carleton University for somebody else. [email protected] Somebody who gave a damn,
Salter Fan Club Cruise Director Somebody more like myself."
-- Jewel
Call me an egotistical pig, but since we're doing MtG cards,
I thought I'd take my favorite. :)
>From now on, I'll include a [M:TG] label if I'm converting
Magic: The
Gathering stuff to AD&D, that way people can just use their
amazing-e-mail-thingy (tm) to cut it out.
More Magick Items this time... (I'll finish up some spells for
next time)
"Weapons of the Meek"
In the hands of 0th level characters, these weapons are +3 to
hit and to
damage. In the hands of 1st or 2nd level characters, these weapons
are +2
to thi and +2 to damage. In the hands of a 3rd or 4th level character,
these weapons are +1 to hit and +1 to damage. Of characters 5th
level and
higher, the sword loses all combat bonuses, but retains the ability
to
function as a +1 weapon as to whether or not it can damage certain
creatures.
The creation of these items is most likely linked to a wizard
who wished
his minions to stand a chance, but not to grow to overthrow him
one day
with his own magick. Furthermore, these weapons make great hand-me-down
'relics' of family lines, as the father's son may get more out
of the
weapon than the father himself after the father reaches a certain
level
(etc.) Swords are by far the most common, but the idea holds stable
for
other wapons also. [Idea came from : Aegis of the Meek]
"The Bow of Speed"
In the hands of any person with the weapon proficiency slot for
the
appropriate type of bow (most common is the Long Bow of Speed),
this
weapon allows them to always win initiative. In the hands of a
weapon
specialist who has an arrow nocked at the start of the melee,
the shot he
is normally allowed to make at the start of the round (before
initiative
is rolled) is made as normal, but the target cannot contribute
any
Dexterity Bonuses to their AC for this one shot only. [Idea came
from:
Fyndhorm Bow]
"Ring of Mana"
Worn by a spellcaster, this ring can add raw magickal energy to
spells
cast by the wizard. It can add two caster-levels worth of energy
to a
spell once per day, and this can be split up (modifying one spell
to be
cast as if it were cast by a wizard of two levels higher once
per day, or
by allowing two spells in one day to be cast as if they were cast
by a
wizard of one higher level). It is usually made of red-crystal,
and when
activated, seems to come alive with flame for just a moment. [Idea
came
from: Sol Ring]
Anywayz... I'll hit for spells next time...
'Nathan
................
'Nathan Burgoine "Excuse me, I think I've mistaken you
Carleton University for somebody else. [email protected] Somebody who gave a damn,
Salter Fan Club Cruise Director Somebody more like myself."
-- Jewel
Spells this time... (I'll keep jumping from items to spells to
critters,
if that's okay with everyone. I'd go nuts if I just did one type
over and
over... *wink*)
"Vanar's Tremor" (Evocation, 2nd level, wizard)
Range: 20 yards + 5 yards/level
Components: V,S,M
Duration: Instantaneous
Casting Time: 2
Area of Effect: One Creature
Saving Throw: Special
At the casting of the spell, the wizard raps his staff (the material
component, which is not consumed) against the ground, facing the
target
creature, which must be standing on the ground. This spell only
functions
on the natural ground, not indoors or on man-tooled stone. The
foe must
be within 20 yards + 5 yards per level. A ripple of force races
from the
staff butt, beneath the ground, towards the creature, then the
ground
beneath the creature shatters and breaks as if a tiny earthquake
had
occured under its feet, including aminor explosion of rocks and
pebbles.
The creature must make a saving throw vs spells. If it succeeds,
it takes
1d4 points of damage, and must make a dexterity check or fall
down. If it
fails its save, it takes 2d4 points of shrapnel damage, and is
thrown to
the ground and dazed for 1d3+1 rounds (Dazed creatures are not
helpless,
but cannot act in a given round - it is not an automatic kill,
but they
are considered lying down, and can't fight back adequately). After
the
dazed period, they may rise and act as normal. Creatures gain
a +1 save
to their saving throw for each leg beyond two the creature possesses.
Those riding a mount suffer no effect, but if the mount is dazed,
they
must make a riding check or fall off the mount (either way, they'll
want
to get off and onto their feet anyway).
"Vanar's Tremors" (Evocation, 4th, Wizard)
Range: 0
Components: V,S,M
Duration: Instantaneous
Casting Time: 4
Area of Effect: A ring, centred beginning up to 1 foot away from
the caster
per caster level, that is 5 ft thick per 4 caster levels.
Saving Throw: Special
An improved version of Vanar's Tremor, this spell begins the same.
The
wizard raises his staff and raps it against the earth (the staff
is the
material component, and again, is not consumed). The ripple of
force,
however, is ring shaped. The caster decides how far away from
himself the
ring is to begin, to a maximum of 1 foot per caster level. (A
9th level
caster, for example, could have the ring begin up to 9 feet away,
so that
his companions, all nearby, are not affected). At this point,
the ring
begins, increasing in size, and affecting a ring that is 5 feet
thick per
4 levels of the caster.
All within that radius are affected exactly as a Vanar's Tremor
spell.
Note that both Tremor and Tremors do not affect flying, discorporate,
levitating or phased creatures.
"Spell Blast." (Evocation, Alteration, FORCE, 2nd level,
wizard)
Range: 10 feet plus 5 feet per caster level
Duration: Instantaneous
Components: V,S
Casting Time: 2
Area of Effect: One Spellcaster/Creature
Saving Throw: Special
This spell is extraordinarily limited in what it can do. It
disrupts the process of another creature's spellcasting by delivering
a
harmless blast of force that does not damage the target creature.
The
blast breaks concentration enough that a spellcaster currently
chanting a
spell has that spell fizzle.
Furthermore, a creature using concentration to keep a magickal
effect in existance must make a saving throw vs spells or lose
that
concentration (Wall of Fire, for example, can be maintained by
concentration).
The caster of 'Spell Blast' must be able to see the target, and
the target must be within 10 feet + 5 ft per caster level. Further,
the
target of the spell-blast must be chosen before initiative is
rolled, and
thus, the opponent targetted might not even choose to cast a spell
in the
first place, making this a wasted effort. However, it is more
useful in
disrupting spells that have casting times of longer than one round.
The caster of the 'Spell Blast' spell need only point and utter
the words to use the spell. There is no material component.
[These were based on the card Tremor and the card Spell Blast]
'Nathan
................
'Nathan Burgoine "Excuse me, I think I've mistaken you
Carleton University for somebody else. [email protected] Somebody who gave a damn,
Salter Fan Club Cruise Director Somebody more like myself."
-- Jewel
Critters... welcome to some new Unicorns. Oh - and BTW, I never
recieved
a copy of my Conversion #3 (glitch) - could someone who has it
mail it
back to me?
All the following Unicorns follow the entry for Unicorn on page
353 of the
MOnstrous Manual unless noted. The Snow Unicorn is based on the
"Ardarkar
Unicorn" card, the others are named for their card.
"The Zebra Unicorn"
A Unicorn marked as a zebra would be, with a horn that is a single
stripe of black entwined with white, this unicorn is more druidical
than
the usual unicorn. AL N, Saves as an 11th level druid. The charge
of the
zebra unicorn does 3d10, and the usual horn strike does 1d10.
However,
any time the horn deals damage, the damage is 'stored' in the
horn, and,
with a touch, a like amount can be healed in another creature
(or the
zebra unicorn itself). When encountered, there is a 25% chance
of having
1d4 1d10s worth of damage stored as potential healing. The Zebra
Unicorn
cannot teleport with the same facility as a Unicorn can, and instead
needs
to use two trees, as per a Plant Door spell (though with the usual
360
yards once per day limitation). The horn is used in the creation
of rings
of vampiric regeneration. The Zebra Unicorn is Very Rare, and
is worth
975 XP (due to it's semi-regenerating ability). The Zebra Unicorn
lives
in Temperate to Sub-Tropical forests, especially slyvan glades.
"The Snow Unicorn"
Migrating with the snows, this unicorn exists in temperate to
sub-arctic
forests. It is identical to a normal unicorn in most regards,
but is
immune to cold, not poison, be it magickal or not. Further, the
horn of
the Snow Unicorn, when touched to a magickal item, will "recharge"
the
item one charge/day. This can be done willingly or forcibly on
behalf of
the snow unicorn. If slain, the powdered horn can be used once
to restore
all charges in one magickal item, or to repair one magickal item.
The
Snow Unicorn is Very Rare, and CG, like the typical unicorn. It
tends to
have pale blue eyes, and it's coat is thicker for its harsher
environment.
The XP Value of a Snow Unicorn is 650.
"Benevolant Unicorn"
These unicorns are the size of a pony, and LG. They have only
3+3 HD, and
their attacks deal 1d4/1d4/1d10 (charge attack deals 3d8). They
make
their saves as a priest of 11th level. Thac0 17. Their horns are
smaller
(about 1 foot to 2 feet in length), and have a pearlescent glow.
A radius
around the horn is affected by a special damnpening field of abjuration
magick. The radius is base 10 feet, plus 1 foot per 2 hit points
of the
unicorn (and it does drop as the beast is hurt and loses hit points).
Any
magick passing into, through, or starting in that aura loses 1
hit point
of damage per die rolled, to a minimum of one. Magic Missles would
deal
1d4 each. A 6-die fireball would do 6d6-6. And so forth. Healing
or
benevolant spells are unaffected. The unicorn cannot drop this
aura, and
only magickal spells and item effects are affected, not weapons
or other
mundane attacks. The horn can be used in creating the ink for
a
protection from magick scroll. The XP Value of a Benevolant Unicorn
is 650.
The benevolant unicorn lives in the same environment as the typical
Unicorn, but the two rarely mix.
................
'Nathan Burgoine "Excuse me, I think I've mistaken you
Carleton University for somebody else. [email protected] Somebody who gave a damn,
Salter Fan Club Cruise Director Somebody more like myself."
-- Jewel
More magick items...
Oh, and again, could someone who got #3 send it to me? *blushes*
Or
better yet, did *anyone* get #3?
"Glasses of Spell-Sight"
These glasses work only for Bards and Wizards, and only really
affect
Bards and Wizards only. While wearing these glasses, the wearer
can see
shifting patterns of stored magickal energy inside the minds of
others.
While looking at this magickal aura, the wearer can attempt to
discern the
patterns of magick, locked in memory, inside the mind of someone
(s)he
looks at. It takes one round to regard a person long enough to
make the
equivalent of a spellcraft proficiency check (if the caster already
has the
proficiency, this check is made at +3, otherwise roll it as normal).
This
check, however, if passed, will tell the wearer one of the magickal
spells
currently memorized by the person being studied. (If failed, the
wearer
learns nothing, or, if it is a huge fail, learns something radically
wrong). The spell determined is random, but most often identified
spells
are those the wearer has memorized, or has in his/her spellbooks,
or has
seen, or heard described (in that order). The glasses will not
identify a
spell the wearer has never even heard of before. The glasses can
be used
for as long as the wearer desires, but it takes concentration
to make them
reveal magick. More than a turn of concentration within a single
hour
will give the wearer a splitting headache (-2 to all saving throws,
ability checks, combat to-hit and damage). Using the glasses to
look at
an item believed to be magickal will enable a spell-craft proficiency
check bonus of +3. These glasses have no effect in regards to
priestly
magick at all. [Based on Glasses of Urza]
"Whistle of Annoyance"
Once per day, this whistle can be used to cast a 'taunt' spell
on a target
creature when shounded. It will affect up to 1 hit die per 2 levels
of
the user, and allows no saving throw. The target will attack the
user of
the whistle above all other targets, and will be half-insane with
anger.
Note taht this whistle only affects creatures able to hear noise
in the
way a typical humanoid does. 10% of these whistles are cursed,
and
randomly set off their annoying noise once per day, on a target
the wearer
does not wish to bother, especially in the case of sneaking thieves,
and
so forth. [Arcum's Whistle]
"Sword +1, Trollslayer"
This blade, and others like it, has been nicknamed 'Trollslayer,'
but has
uses against all creatures that regenerate. It is imbued with
powerful
necromantic magick (easily detected for), and any wound delivered
by the
blade will not be subject to rapid regeneration of any kind. The
wounds
will only heal at the natural rate of a typical humanoid (up to
3 or so
per day, depending on the NWP rules you use). Magickal healing
occurs as
normal. [Runesword]
................ _____
'Nathan Burgoine {~._.~}
Carleton University _(_Y_)_ Cud-dul? [email protected] {|_ . _|)
Salter Fan Club Cruise Director (_)-(_)
Critters...
DRAKES - General: Drakes are sometimes called 'Little Wyrms' for
their resemblance to dragons and diminutive size in compairson.
They are
usually only about twice the size of a full-grown man from head
to rump
(tail not included) when fully grown, but otherwise, appear to
be dragons
which do not have arms or claws (their arms are their wings, like
birds).
Drakes are generally very intelligent, and have a variety of
alignments. In general:
Frequency: Rare
Organization: Solitary of Family/Flock
Activity Cycle: Day
Diet: Omnivore
Intelligence: 14-18
Number Appearing: 1 or Flock (2d4)
Number of Attacks: 3 (claw/claw/bite)
Morale: Elite (13-14)
The Drake Age Category Chart:
Age Category: HD Mod. Combat Mod. Body/Tail Length AC
1 (0-8 yrs) -1HD-1 +1 3-5ft/2-4ft 2
2 (9-24 yrs) Nil +2 6-7ft/5-6ft 1
3 (25-60 yrs) +1HD+1 +3 8-9ft/7-8ft 0
4 (61 + yrs) +2HD+2 +4 10-12ft/9-11ft -1
Obviously, Drakes can be a source of information, and, despite
their small size, most, if they live to old age, can live as long
as 200
years before dying.
They live in flocks, and females and males usually mate for life.
The famle will lay 2d3 eggs, each having a 75% chance to be fertile,
and
stay with them till they are born. Youngsters travel with their
parents
until they are 9 years old or more, then leave.
Drakes are born with a 5% chance to be able to speak with any
intelligent creatures, and automatically learn the dominant language
of
the area by age 4 or so (taught by their parents, or learned on
their own
if seperated). This chance increases by 5% per age category (From
Hatchling/Youth, to Young Adult, to Adult, to Old). Those with
this
ability are called 'Speakers.'
Most Drakes Migrate to some extent. They do collect small, easily
portable items (their feet are prehensile, and they are very adept
at
using their lizardian mouth as a tool), but rarely collect treasure
per
se. (I'll leave treasure up to the Gms, but suggest Treasure type
Q.)
Now, the specific guys:
The Coastal Drake - One of the few drakes that has a breath
weapon, a burst of corrosive vapours that is cone-shaped, 10 feet
long per
HD of the drake, and 1 foot wide per HD of the drake. It deals
1d4+1
points od damage per age category of the Coastal Drake. The coastal
drake
is a rich green, with yellowish tinges in its wings, and lives
in
temperate to sub-tropical coastal islands. Base HD is 4HD+3. Damage
is
1d3/1d3/2d4 from claw/claw/bite. Flies at MV 24 (B) and has ground
movement of 9. AL NG [based on "Azimaet Drake"
The Tempest Drake - A white drake, with a slightly blue and purple
ring-like markings down the length of its body. It is a more agile
flyer,
at speed 30 (A) and ground moves at 9. It lives in coastal plains
and
flatlands, and plays in the clouds, easily blending there, diving
for
prey. It deals 1d4/1d4/2d6 damage. Base HD is 3HD+3. AL CG
The Hazerider Drake - A pearly white drake with blue tinges on
its
head and wings, this beast loves to fly and dance within thunderstorms,
and takes modamage from lightning or electrical attacks at all
(be they
magickal or not). Base HD is 4HD+3. Takes half-damage from fire.
Damage
dealt is 1d4/1d4/2d6 for claw/claw/bite. AL LG
The Spitting Drake - Also called a 'Firedrake,' this dark blue
drake with grey highlights lives in the mountains, and can spit
small
fireball-like bursts that deal 1d6+1 damage per age category of
the drake,
to all those within 5 feet per age category of the dragon of the
explosion. It places them at will, but has a range of 15 yards
per age
category, and can spit only once per hour. It deals 1d4/1d4/2d6
in normal
claw/claw/bite damage, and has a base 3HD+3. AL CE
The Shrieking Drake - Named for its ability to let out an
unnerving shriek that causes those who hear it to suffer a -1
penalty to
iniative. Affects all those who can see the drake making the noise.
Base
HD is a mere 2HD+2, damage is 1d3/1d3/2d4 for claw/claw/bite.
It is
golden coloured, though dull, not metallic, and lives in desserts,
where
it can hide in the sands and be 70% undetectable if no one is
searching
for it. AL NE
Drakes are often confused for baby dragons.
Just some ideas... 'Nathan
................ _____
'Nathan Burgoine {~._.~}
Carleton University _(_Y_)_ Cud-dul? [email protected] {|_ . _|)
Salter Fan Club Cruise Director (_)-(_)
Someone asked for something druidish...
"Wall of Wood" (Conjuration/Summoning, Alteration) -
5th
Sphere: Plant
Range: 60 yards
Components: V,S
Duration: Permanent
Casting Time: 8
Area of Effect: One 10 foot by 10 foot wooden wall, 5 feet thick,
per
caster level
Saving Throw: None
This spell can only be cast outdoors on natural earthen ground.
It causes root-like protrustions to grow from the ground and create
a
thick latticework-woven-like wall of living wood, as the caster
desires,
so long as the wall is continuous, 10 foot x 10 foot and 5 feet
thick
pieces per caster level.
Normal, present, wooden plantlife grows into the latticework.
For
1 turn per caster level, the wall is magick and can be dispelled,
and is
immune to nonmagickal fire. Magickal fire (and normal fire, after
the
duration of 1 turn/level is passed) will turn the wall into a
wall of fire
for 1 turn, then destroy it.
The wall is permanent and a living thing, so it will die if the
natural ecology cannot support it, sacrificing much of its shoots
and so
forth in order for as much to survive as possible. In a rick environment,
it could well turn into one thick jungle-like mess of ivy and
other small
plants that grow amongst the wall of wood.
It takes 1 turn to hack through 5 ft of the wall of wood with
conventional tools (axes, etc.)
"Seedling Charm" - (Enchantment, Evocation) - 3rd
Sphere: Plant
Range: Touch
Components: V,S,M
Duration: 1 day plus one day per level
Casting Time: 1 round
Area of Effect: 1d4 seeds
Saving Throw: None
The caster passes his holy symbol over some fertile seeds (the
holy symbol vanishes) and 1d4 of the seeds in his hand become
magickal.
The caster can see how many and which are affected, as can priests
of the
same faith who are 5th level or higher.
Eaten, the seed provides nourishment for a roughly man-sized
consumer equivalent to a single, full, meal. Further, the seed
also heals
1d3 points of damage.
A maximum of 8 points of healing can be accomplished with this
spell per day. This spell will not function on infertile seeds.
"Spore Cloud" (Alteration) - 2nd
Sphere: Plant
Range: 30 yards
Components: V,S,M
Duration: 1d4+2 rounds
Casting Time: 5
Area of Effect: 20 foot cube
Saving Throw: Special
This spell alters all plantlife in the area of effect, a 20 foot
cube up to 30 yards away. Note that this spell will fail if there
is no
plant life there at all. The plants affected will begin to set
out a
cloud of spores and pollen, altered to produce them at a hyper
pace, and
those caught within the cloud must make a saving throw vs poison
each round.
If the save is failed, victims can make no attacks, due to
coughing and choking. They lose all bonuses to AC and Saving Throws
due
to dexterity, and will suffer for one round after they leave the
cloud or
the cloud dissipates.
The cloud lasts 1d4+2 rounds, or until all plantlife is destroyed
by another force (DM can judge this individually).
The material component is a puffball mushroom, which is tossed
at
the general area to be affected, but vanishes in mid-air when
the spores
are released.
"Roots of Life" (Alteration) - 4th
Sphere: Plant
Range: Touch
Components: V,S,M
Duration: 1 turn per level
Casting Time: 1 turn
Area of Effect: Caster or Creature Touched
Saving Throw: None.
Cannot affect unwilling targets. This spell puts a target into
a
soft trance. The target must be standing on natural earth. After
the
turn of casting, the target is touched and goes into a trance
where they
are in a hibernative sleep-like coma, and cannot see or react
to the world
around them. Over the next turn, a network of root-like tendrils
extrude
from the skin and burrow into the ground, and by the end of this
turn, the
skin of the victim is almost half-covered by this latticework
of roots.
At the end of every turn of the spells duration, the target
recovers 1d4 hit points (1d3 if it is winter). Throughout the
spell, the
target is not affected by the temperature in any adverse way.
Further, at
the end of the spell, the target will feel fully nourished as
if it had
eaten a full meal, and has indeed gotten that nourishment.
THe spell ends after 1 turn per level of the caster or when the
target is healed fully. The roots simply fall away, and the target
wakes
up (all this happens within a single round).
If the target is attacked, the attack will succeed automatically,
but will rouse the target, and the roots will be torn and ripped
free,
doing 2d4 points of damage to the target.
The material components for this spell are any root from an oak
tree, and the caster's holy symbol. Both are consumed in casting.
Howzat? Anyone else have any
specific types of spells/ideas they want
from M:TG?
................ _____
'Nathan Burgoine {~._.~}
Carleton University _(_Y_)_ Cud-dul? [email protected] {|_ . _|)
Salter Fan Club Cruise Director (_)-(_)
Items...
"Grails of Magick Holding" - These cups, fashioned from
various materials,
each have a special ability in relation to one priest or wizard
sphere/school of magick. (Some crossover, like the Stone Grail,
which
affects wizard and priest earth elemental spells). For the cups
to
re-charge, they must stay, undisturbed, in a 'pure' sample of
their
environment/magick type somehow, as designed by the DM. Known
types include:
The Sun Grail - Left outside in the sun for a full day, this grail
will then fill with a golden liquid. Drinking the liquid allows
the
caster, for up to one day, to cast a single sun priest spell as
if he were
1 level higher.
The Gold Grail - Affecting wizard and priest fire spells, this
golden chalice must be left inside a fire for a full day, and
will fill
with a crimson and orange liquid. Otherwise as Sun Grail.
The Crystal Grail - left in the snow, it will affect frost magick,
and fills with a pure white liquid.
The Coral Grail - left in a freshwater spring, it will affect
priest or wizard water spells, and will fill with a sea-green
liquid.
...and so on. [Based on Sol Grail].
"Hollow Trees"
These special plants are considered sacred to Druids and other
nature priests. They grow either alone (80%), in pairs (8%) or
in groups
of 2 to 8 (2%) in a small circle. Their magick can be tapped by
reaching
inside their hollow trunks (easily accessible by the holes present)
and
spending 1d4 rounds attuning onesself to the magickal energy.
This energy
can be held for up to 1 hour (and thus, those trees growing in
clumps can
have an accumulative effect), and takes a full day to recharge.
Each tree so tapped will add 1 level to the effect of a single
plant spell cast by the druid or nature priest tapping the tree.
The trees resemble oak trees in every way but their hollow nature,
and very often supply a home for an animal - thus making reaching
in just
a little dangerous on occassion. Hollow trees are very often found
in
sacred groves, and a circle of hollow trees makes for a powerful
grove
indeed.
"Life Charm"
These pearlescent white talismans are tooled with silver and white
crystal, and extraodrinarily beautiful to behold. They are worn
as
cloak-pins or simple medallions, but always radiate a soft white
aura
(about the light of a single candle). When found, they will have
1d6+9
charges, and radiate abjuration magick if detected for.
While worn, the charm puts up a field that is 5 feet in radius.
Anytime a wizard necromancy spell is cast in, through, or at the
area
protected, the charm will flare brightly for a moment (to the
light of a
torch), and lose 1 charge per level of the necromancy spell being
cast -
and totally cancel it. There is not way to prevent this effect
beyond
dispelling the magick of the charm, and even the wearer cannot
cast wizard
necromancy spells - even if they are beneficial or used against
an enemy.
If insufficient charges remain to cancel a spell, the charm does
not
activate, and the charges remain until a spell that there are
enough
charges for is cast. The charm can be recharged, but if it falls
to 0
charges, it crumbles into dust. [Freyalise's Charm]
................ _____
'Nathan Burgoine {~._.~}
Carleton University _(_Y_)_ Cud-dul? [email protected] {|_ . _|)
Salter Fan Club Cruise Director (_)-(_)
An idea for another sub-race of Elves...
Called Jungle Elves, they are much the same as their forest counterparts,
but fome from the tropical zones of the world, and are even more
reclusive
than most of the elves. They have an even tighter bond with nature
(and
are quite prone to the 'Communion' ability listed in the CBoE).
Jungle Elves, however, are a tad more 'simplistic' than the usual
elf.
Their technology level is lower, and their alignment tends to
drift
towards the neutral, though the majority is still neutral-good.
They can
be Rangers, Fighters, Thieves (Scouts), Clerics, Druids (an exception
to
the human-blood only rule), and Wizards.
Jungle elves loose the bow bonus and the sword bonus, and instead
gain +1
to hit with blowguns and daggers, their preferred weapons. They
have
infravision, and magickal resistance as normal, but do not have
the
ability to sense or detect doors - their homes do not aid in the
development of this sensitivity, since Jungle Elves reside in
huts.
Their society is not rich in wizard magick, and there are usually
very few
wizards in a single trible of elves (roll as normal listings for
elf, but
halve all numbers of total population, and fully 80% of the wizards
rolled
are priests instead). Their technology is low, usually wooden
and stone
constructions, but their music and art is beatiful in a primal,
rhythmic
way. Their few wizards tend to be elementalists or other "simplified"
systems of magick.
They use tatooes to denote rank and status and ability, and believe
in
many different gods of nature (including going as far as having
demi-gods
for each type of tree in the area). THeir clerics are very often
shamans,
who talk wo the ancestor spirits, nature spirits and animal spirits
around
them. The life of a jungle elf is 80% that of a normal elf, as
they age
just that little bit faster.
They are rolled with the usual bonus of +1 to dexterity, but also
gain a
+1 to strength and have a penalty of -1 to constitution and intelligence.
Their maximum strength is still 18, and though they gain no bonus
to
Charisma, their ability requirements are still the same.
The most commonly spoken of ability of the Jungle Elves is their
ability
with the natural world around them. They have the normal hiding
and other
forest-related abilities of the elves, but Jungle elves have a
tie with
nature that goes a bit beyond the usual.
All Jungle elves, regardless of class, gain a bonus 1st-level
priest spell
they can cast as a normal cleric. If not a priest, this ability
is
effectively cast by a cleric of 1/3 the character's level (rounded
down,
to a minimum of 1st level). This usually ends up being 'Entangle,'
and
has led to the Jungle Elves being called 'Tangleshoot Elves' by
those in
the tropics.
As opposed to memorizing a single plant spell, the elf can instead
join in
a Jungle Elf Circle with an elven priest who has access to the
plant
sphere. As many as one jungle elf per level of the priest can
join in,
and for each that does, the effective level of any plant spell
the Jungle
Elf Priest casts is raised by 1. Powerful magick has been attained
this way.
Further, Elder Jungle Elves (those who are at the Venerable Age
or older)
suddenly gain another level of plant magick to play with - either
learning
a 2nd level plant spell, or a pair of 1st level plant spells.
These
Elders add 2 levels to any circle they are in, and count only
as one elf
for the limitation of the cleric involved.
Jungle ELven priests, druids, and rangers all gain the extra spells
also,
but cast them at a level normal for their class (Rangers cast
as a 1st
level priest until they reach the time when they normally begin
to cast as
if they were 2nd level priests, while druids and clerics and priests
use
their actual level, and consider the spell(s) a bonus above and
beyond the
wisdom bonus).
Jungle elves are very similar in appearance to wild/sylvan elves.
They
have coppery-red to flaming red hair, and have deep green to pale
green
eyes, with the rarest amber-eyed elf among them usually considered
a sign
of immense luck. They tend to use spears, blowguns and
daggers/darts/other thrown weapons in battle and hunting, and
very often
train large or giant animals to guard their homes as companions.
[That was inspired by the Llanowar/Fyndhorn Elf, Elder, and so
forth - all
the Elves in M:TG that give you green mana... granted not a big
change,
but I'm sure it'd be interesting to watch a PC party get stumbled
by a
bunch of 1 HD elves who're casting entangles at them.]
Just an Idea...
................ _____
'Nathan Burgoine {~._.~}
Carleton University _(_Y_)_ Cud-dul? [email protected] {|_ . _|)
Salter Fan Club Cruise Director (_)-(_)