Wednesday, September 22, 2010

Feathers and Death

What started off as my deciding on writing another video game hack (similar to, if not as extensive, as my Final Fantasy hack notions) has rapidly mutated into something else.

I suppose I had other ideas simmering in the back of my head; whatever the cause, the items and critters contained in the document below pay lip service at best to the original source material.


Feathers and Death


A 1-up to anyone who recognizes the game *grins*

Sunday, September 19, 2010

"My" D&D; or, oh yay a meme.


when you think about Dungeons & Dragons, the cover of what product comes first to mind?"

Oh yeah. I went there. *snorts*

I may be happily pittering about with the Rules Cyclopedia off and on at the moment, but AD&D2 is my home and always will be -- and one of these days I'll be getting that Spelljammer campaign up and running. And my next Planescape campaign for that matter.

Friday, September 3, 2010

Monster: Jekti

Jekti
Armour Class: 5
Hit Dice: 1-1
Move: 6' (2')
climb 6' (2')
Attacks: 1 spit
Damage: 1-4
No. Appearing: 4-40
Save As: Normal Man
Morale: 12
Treasure Type: Special
Alignment: Neutral
XP Value: 6

Commonly called cave clams and dungeon oysters, jekti have slippery grey-green bodies and a row of beady red eyes encased in thick, ruffly bivalved shells the size of an ogre's head. On rare occasions a jekti may be seen slowly migrating along nearly any stony surface found in a cavern – or dungeon – but the cave clams are most commonly found clustered in colonies on walls, choking off passageways, and generally being a nuisance. Some dungeon inhabitants cultivate the clams for that very purpose.

If approached, and especially if disturbed, a jekti will gape its shell and spit a hissing stream of orange-yellow acid at the interloper, inflicting 1-4 hit points of damage with a range of 10'. The acid will inflict a further hit point of damage the following round, then go inert.

The bitter, caustic flesh of a jekti is not considered palatable by humans or most demihumans, but goblinoids of all stripes consider cave clams a prized treat. The molluscs collect no treasure per se; however, each jekti has a 15% chance to carry an amber-tinted “acid pearl” within its slippery mantle.

Thursday, September 2, 2010

Monster: Lithira

Lithira
Armour Class: 8
Hit Dice: 3*
Move: 180' (60')
Attacks: 2 hooves
Damage: 1-4/1-4
No. Appearing: 2-20
Save As: C3
Morale: 7
Treasure Type: Special
Alignment: Neutral
XP Value: 50

Found in oases and the grasslands that make up the desert's southern reaches, the lithira is a delicate looking creature that travels in small herds and resembles an antelope in basic build. Long of limb and neck, the “pearl gazelle” sports a long plumed tail, large black eyes, and a snowy coat in addition to the plate of pearly horn that gives the creature its common name. Though this plate -– spanning the top of the skull and down the length of the muzzle -– is lovely in its own right, the lithira's true treasure lies in the smooth organic gemstone found in the skull-bone beneath. Deep ruby in the female and amethyst in the male, these “pearls” are highly valued as talismans with up to 200gp in good condition.

In combat the lithira attacks with sharp forehooves, inflicting 1-4 hit points of damage per hoof. though not immune to non-magical weapons, if a lithira is struck by mundane steel it will dissolve into an insubstantial, mist-like form for a round. During this time the lithira may not be attacked at all, save by magic; the pearl gazelle will attempt to flee if possible, and any further attacks while the lithira is in mist form provoke a magical backlash against the attacker of 1-8 hit points of damage.

Wednesday, September 1, 2010

Spells for Lonely Letters

After my dead-tree copy of Jeff Rients' Ye Olde Book of Spells arrived in the mail today, I was struck by a certain notion:

To cheer up the poor lonely letters in the book.

I'm also half out of my head in a murderous heatwave, so fair warning in regards to what follows *grins*


Gate of the Moon
Level: MU3
Range: 1 mile
Duration: 5 rounds
Effect: Opens a temporary spatial gate

When this spell is cast a disk-shaped 5’-diameter portal, ringed in silvery, luminescent crystal, is created; this disk will transfer anything which passes through it to a single location of the magic-user's choice within range. The magic-user can then instantly transfer himself from his current location to the chosen location by stepping through the manifested gate; if the magic-user travels through first, the gate will collapse before any other may pass through. The magic-user always arrives at exactly the spot desired when the moongate is created.


Judgement
Level: MU2
Range: Touch
Duration: 1 turn
Effect: Focuses enmity into wounding ability

Casting this spell onto a target, the magic-user implants within that target’s mind a driving hostility against a single target or creature type (spellcasters – not recommended if you're still in reach! – orcs, dragons, etc). For the duration of the spell, the target may focus that enmity into increased damage and accuracy in combat: an extra 1-10 hit points of damage for every successful attack. However, all attempts to attack subjects other than that targeted by judgement's effects suffer a penalty equal to the spell’s bonuses.


Netherbarb
Level: MU1
Range: 100’
Duration: Instantaneous
Effect: A bolt of necrotic force

A nasty twist on the traditional magic missile, a netherbarb is also a floating bolt of magical energy – in this case, purplish-black and writhing. A netherbarb inflicts 1-4 hit points of damage to a living target and causes one point of Strength to be lost for two hours – but it will “heal” 1-8 hit points of damage if cast at an undead creature.


Quelling Touch
Level: C2
Range: Touch
Duration: 1 round
Effect: Blocks all non-mundane abilities

Casting this spell prevents the target from casting spells or calling upon similar supernatural powers or abilities for a single round. This includes using spell scrolls or similar items, or using innate yet unnatural abilities such as a charm gaze or fire breathing.


The Thousand Masks
Level: MU2
Range: 0
Duration: 1 hour
Effect: Changes own shape

By the use of this spell, the magic-user may manipulate their shape into any other reasonably humanoid form. Weight may be shifted by as much as one-half, and extra limbs -- such as wings or additional arms -- may be grown (no more than two). No special attacks, defenses or abilities are gained despite the changes in shape. Colouration may also be changed by the use of this spell.


Unblinking Eyes of the Lynx
Level: C1
Range: 30’
Duration: 1 turn
Effect: Increases visual awareness

Casting this spell sharpens the target's ability to absorb and process visual information, granting a +1 bonus to attempts to find hidden or secret doors and similar instances of cunningly-hidden things. The target's eyes develop a pale gold-green luminescence while the spell is active.


Xenourge
Level: MU2
Range: 100’
Duration: Up to 1 week (see below)
Effect: Plants a delayed command in the target’s mind

Casting this spell allows the magic-user to place, undetected, a single command within the psyche of the target to be acted upon at a later time. Such a command or suggestion must be relatively simple, such as “bring the red vase to the crossroads” or “keep the outer door unlocked”, and may not be self-destructive. The command remains quiescent and undetectable until its pre-set "waiting period" elapses. The xenourge may also be implanted with a trigger word or situation instead of a flat waiting period.


Yesterday’s Grace
Level: C1
Range: Touch
Duration: 1 round
Effect: Gathers information from an object or place

By casting this spell and touching an object (or a wall, in the case of a room; said room or part of a room may be no larger than 20x20’), the cleric may determine the following information about the item’s previous condition: condition, physical ownership, actual ownership, location (if applicable), and usage.


Zone of Docility
Level: MU2
Range: 50’
Duration: 4 rounds
Effect: An area in which hostilities are impossible

Casting this spell produces a soft, melodic drone in a 20’ radius which lulls all hearing it into a half-hypnotized state, leaving them vulnerable and unable to take offensive actions. The spell affects 3d8 HD of creatures within its area of effect; victims are effectively stunned, unable to take any action, for the first round. In subsequent rounds those affected are addled but recovering, capable of defending if attacked but little else. Victims making their saves are addled in the first round and subsequently unaffected.