My attempts to collate blog contents into a format that I can release through Lulu have been bordering on the comical (if not stressful), I have to admit. Outside sourses of distraction and stress have slowed me down but I am trying to get back in saddle, so to speak. I haven't set aside the notion, just trying to work out how to put it all together; the raw conversions to Labyrinth Lord, at least, are just about complete.
(There have been much flailing along the lines of "what in the seven shining hells do I do with it?!" --)
For the elemental project, I've started in on the critters and am working out basic notions for magic items, spells and the uses of cysts. The fluffier parts haven't had a word set down yet -- but arguably take up the lion's share of my mental meanderings on the subject.
... I am slow, and still a little flailing, for which I apologize.
I'm still working, though, don't worry *grins*
One thing that's been preying on my mind (aside from how to bridge together the blog contents) is the overlap between the blog critters and the critters to be put in the element collection. The various spirits at the very least arguably belong in both collections, and there are a small number of similar stragglers.
Would this bit of overlap be problematic for anyone interested in the collections? I'd love some input before I fret myself to death.
Just a little blog for posting various creations for the BECMI / Rules Cyclopedia edition of Dungeons and Dragons. All hail the Red Box!
Updated whenever possible with a little something, whether a monster or spell or item or just a little list of whatevers.
Wednesday, June 17, 2009
Magic Item: Edge of Dawn
Edge of Dawn: With heavy yet sinuous, curving lines and an almost organic design -- its grip contoured to fit the fingers, the bulbous curves of its quillions flowing into its deep-bellied blade -- the Edge of Dawn seems alien, unrelated to anything in the known world. Nor does its material dispel this thought, as the huge battle-blade is formed entirely of a pale golden glassy substance tinted with the merest touch, at blade-edge and raised whorls, of pink and colourless fire. Rippled and textured, particularly in the hilt, Edge of Dawn appears to have been poured ... or grown.
Edge of Dawn is a two-handed sword +2. Against amorphous creatures and beasts of chaos, the blade glows with an inner light and inflicts double damage.
When the Edge of Dawn has been used to destroy twenty creatures against which it is inimical, in any combination, its power of dawn patterning may be invoked. As much as ten cubic yards of raw material (cut wood or even felled trees, raw ore, bales of wool) may be transmuted into finished materials or objects, or ten cubic feet of "natural" matter (plants, stone, earth, simple animals) may be called into existence from literally nothing. Dawn patterning is reset even if the maximum amount of material is not shaped or created at once; the count of destroyed creatures begins again at zero whenever the power is used.
Though the sword has never revealed itself to be sapient, some wielders of the blade have recorded the sensation of an ancient presence watching their spirits and weighing their actions while they have borne the Edge of Dawn. The sword's alien form and substance, and its unique properties, suggest to many scholars that it is assuredly an artefact -- or even direct conduit -- to the forces that shaped the world. Despite its apparent benignity, the Edge of Dawn may bring more than expected to an unwitting or displeasing wielder.
Edge of Dawn is a two-handed sword +2. Against amorphous creatures and beasts of chaos, the blade glows with an inner light and inflicts double damage.
When the Edge of Dawn has been used to destroy twenty creatures against which it is inimical, in any combination, its power of dawn patterning may be invoked. As much as ten cubic yards of raw material (cut wood or even felled trees, raw ore, bales of wool) may be transmuted into finished materials or objects, or ten cubic feet of "natural" matter (plants, stone, earth, simple animals) may be called into existence from literally nothing. Dawn patterning is reset even if the maximum amount of material is not shaped or created at once; the count of destroyed creatures begins again at zero whenever the power is used.
Though the sword has never revealed itself to be sapient, some wielders of the blade have recorded the sensation of an ancient presence watching their spirits and weighing their actions while they have borne the Edge of Dawn. The sword's alien form and substance, and its unique properties, suggest to many scholars that it is assuredly an artefact -- or even direct conduit -- to the forces that shaped the world. Despite its apparent benignity, the Edge of Dawn may bring more than expected to an unwitting or displeasing wielder.
Tuesday, June 16, 2009
Monster: Frost Ooze
Frost Ooze
Armour Class: 8
Hit Dice: 1+2**
Move: 120' (40')
Attacks: 1
Damage: 1-6 + special
No. Appearing: 1-10
Save As: F2
Morale: 12
Treasure Type: Nil
Alignment: Chaotic
XP Value: 23
Flowing like a thick syrup or runny gelatin, a frost ooze is a verminous and unearthly cold plasm that -- when actually motionless -- resembles a chunk of translucent ice. An icy white tinged faintly with a bluish cast, frost oozes are as translucent as glacier ice; as they slither along, they leave a frozen, glittering trail behind them.
A frost ooze attacks by lashing out with a quickly formed pseudopod, inflicting 1-6 hit points of damage and numbing the victim with bitter cold, causing a -1 to all rolls for two rounds. If a chilled victim is struck again by the ooze, or another ooze, in the same combat and a save vs. paralyzation is failed, the frost ooze freezes a patch of the victims's skin. Save for an ice-white discolouration (which fades in an hour) and another two rounds of -1 penalty, there appears to be no affect -- until the next time the victim rests. Then a 1/2 HD frost ooze bursts from the victim's flesh, inflicting 2-8 hit points of damage and immediately attacking its parasitized "parent".
Frost oozes are immune to blunt weapon damage, whereas fire inflicts double damage. Cold-based attacks cause an ooze to double in hit points.
Armour Class: 8
Hit Dice: 1+2**
Move: 120' (40')
Attacks: 1
Damage: 1-6 + special
No. Appearing: 1-10
Save As: F2
Morale: 12
Treasure Type: Nil
Alignment: Chaotic
XP Value: 23
Flowing like a thick syrup or runny gelatin, a frost ooze is a verminous and unearthly cold plasm that -- when actually motionless -- resembles a chunk of translucent ice. An icy white tinged faintly with a bluish cast, frost oozes are as translucent as glacier ice; as they slither along, they leave a frozen, glittering trail behind them.
A frost ooze attacks by lashing out with a quickly formed pseudopod, inflicting 1-6 hit points of damage and numbing the victim with bitter cold, causing a -1 to all rolls for two rounds. If a chilled victim is struck again by the ooze, or another ooze, in the same combat and a save vs. paralyzation is failed, the frost ooze freezes a patch of the victims's skin. Save for an ice-white discolouration (which fades in an hour) and another two rounds of -1 penalty, there appears to be no affect -- until the next time the victim rests. Then a 1/2 HD frost ooze bursts from the victim's flesh, inflicting 2-8 hit points of damage and immediately attacking its parasitized "parent".
Frost oozes are immune to blunt weapon damage, whereas fire inflicts double damage. Cold-based attacks cause an ooze to double in hit points.
Sunday, June 14, 2009
Monster: Saviah
Water Spirit, Saviah
Armour Class: 4
Hit Dice: 6+6****
Move: 150' (50')
swim 210' (70')
Attacks: 2 claws or 1 tail slap
Damage: 1-6/1-6 or 2-12
No. Appearing: 1 (1-2)
Save As: F6
Morale: 9
Treasure Type: V
Alignment: Neutral
XP Value: 1550
Spinners of intrigue and keepers of secrets, saviah are valued -- if somewhat mistrusted -- spirits of the Courts of Water. These elemental spirits are serpentine, their sleek coils scaled in mother-of-pearl and trailing silvery seafoam fins edged in the blue-green of the ocean. Easily attaining twenty feet or more in length, a saviah may rear to seven feet or better; and their upper bodies display a strange blending of humanoid and feline traits, cloaked in a short and icy white pelt with their hands strong webbed paws bearing claws of shell. The head of a saviah is more lupine than feline, with great black-pearl eyes and a mane of wild sparkling seafoam; and down a saviah's backbone, amongst its delicate fins, lies a row of wicked red coral spines that match the curving horns on its brow. Saviah are soft-spoken, inquisitive creatures, but they follow their own agenda and no one else's.
Saviah contend that they have better uses for their time than crude combat. Nonetheless, if drawn into conflict they lash out with their claws, inflicting 1-6 hit points of damage per successful strike, or lash with their heavy spined tails for 2-12 hit points of damage. Far more preferable, to a saviah, is to create a seaweb -- a shimmering lacy pattern of water droplets and whirling currents that charms any within 15' that fail their saving throw. A saviah may create a seaweb once every six rounds. Once a day a saviah may lay a seabinding on a single target; if the victim fails a save versus spell, they are geased (as the magic-user spell) to follow one request or command of the water spirit.
Saviah have the spellcasting ability of 4th-level clerics. A magical weapon is required to harm them, and they regenerate 2 hit points per round when in contact with water or ice.
Armour Class: 4
Hit Dice: 6+6****
Move: 150' (50')
swim 210' (70')
Attacks: 2 claws or 1 tail slap
Damage: 1-6/1-6 or 2-12
No. Appearing: 1 (1-2)
Save As: F6
Morale: 9
Treasure Type: V
Alignment: Neutral
XP Value: 1550
Spinners of intrigue and keepers of secrets, saviah are valued -- if somewhat mistrusted -- spirits of the Courts of Water. These elemental spirits are serpentine, their sleek coils scaled in mother-of-pearl and trailing silvery seafoam fins edged in the blue-green of the ocean. Easily attaining twenty feet or more in length, a saviah may rear to seven feet or better; and their upper bodies display a strange blending of humanoid and feline traits, cloaked in a short and icy white pelt with their hands strong webbed paws bearing claws of shell. The head of a saviah is more lupine than feline, with great black-pearl eyes and a mane of wild sparkling seafoam; and down a saviah's backbone, amongst its delicate fins, lies a row of wicked red coral spines that match the curving horns on its brow. Saviah are soft-spoken, inquisitive creatures, but they follow their own agenda and no one else's.
Saviah contend that they have better uses for their time than crude combat. Nonetheless, if drawn into conflict they lash out with their claws, inflicting 1-6 hit points of damage per successful strike, or lash with their heavy spined tails for 2-12 hit points of damage. Far more preferable, to a saviah, is to create a seaweb -- a shimmering lacy pattern of water droplets and whirling currents that charms any within 15' that fail their saving throw. A saviah may create a seaweb once every six rounds. Once a day a saviah may lay a seabinding on a single target; if the victim fails a save versus spell, they are geased (as the magic-user spell) to follow one request or command of the water spirit.
Saviah have the spellcasting ability of 4th-level clerics. A magical weapon is required to harm them, and they regenerate 2 hit points per round when in contact with water or ice.
Saturday, June 13, 2009
Magic Item: Daiyi's Bloodflames
Daiyi's Bloodflames: These crystalline items are each two inches long, resembling wickedly edged wedges of deep blood-red ruby, tinged with fire; slightly convex on their flats, the "head" of each wedge is a smoothly polished dome.
To use a bloodflame, the wedge must be driven into the skull of the new bearer above and between the eyes until only the domed head is exposed. This procedure causes the loss of one point of Constitution. In addition to the Constitution loss, the new bearer may sacrifice hit points in order to gain further daily uses of the bloodflame; without this pool of energy, the bloodflame may only be activated once a day.
Expending a use of the bloodflame produces one of the following effects, which are considered innate and nonmagical abilities of the bearer:
- passively detect magic for one hour
- add damage to a single attack (physical or magical) equal to 1-8 + the bearer's level
- add +2 to Armour Class, to hit rolls and saves for one hour
- heal 2-8 hit points
Other, unique abilities have been noted for certain bloodflames.
Daiyi is an obscure and little-known historic figure, apparently a spellcaster of some repute -- though accounts do not agree as to the precise nature of its magic, its sex or even its race. Certain texts suggest that Daiyi may have been some form of spirit or otherworldly creature, perhaps a guardian beast or daimon. Further items have also been attributed to Daiyi, including the ring of the glass cage and the bloodblade of Heaven and Earth.
To use a bloodflame, the wedge must be driven into the skull of the new bearer above and between the eyes until only the domed head is exposed. This procedure causes the loss of one point of Constitution. In addition to the Constitution loss, the new bearer may sacrifice hit points in order to gain further daily uses of the bloodflame; without this pool of energy, the bloodflame may only be activated once a day.
Expending a use of the bloodflame produces one of the following effects, which are considered innate and nonmagical abilities of the bearer:
- passively detect magic for one hour
- add damage to a single attack (physical or magical) equal to 1-8 + the bearer's level
- add +2 to Armour Class, to hit rolls and saves for one hour
- heal 2-8 hit points
Other, unique abilities have been noted for certain bloodflames.
Daiyi is an obscure and little-known historic figure, apparently a spellcaster of some repute -- though accounts do not agree as to the precise nature of its magic, its sex or even its race. Certain texts suggest that Daiyi may have been some form of spirit or otherworldly creature, perhaps a guardian beast or daimon. Further items have also been attributed to Daiyi, including the ring of the glass cage and the bloodblade of Heaven and Earth.
Friday, June 12, 2009
Monster: Hetera
Hetera
Armour Class: 7
Hit Dice: 1+4*
Move: 180’ (60’)
Attacks: 1 tail-lash or 2 claws + 1 bite
Damage: 1-4 + paralysis or 1-3/1-3/1-4
No. Appearing: 2-8 (3-18)
Saves: Normal Man
Morale: 7
Treasure: Nil
Alignment: Neutral
XP Value: 19
Hetera are unusual animals the size of turkeys; long of hindlimb with spreading claws, their forelimbs are considerably shorter and end in paws suitable for running or grasping, with a wickedly curved talon on a powerful "thumb". With compact bodies, a long slender tail, curved neck and compactly-muzzled head armed with a small beak and four fang-like tusks, hetera are well-armed for being such small beasts. A hetera's hide is covered in soft mink-brown downy fuzz, while its four feet are scaled like a bird's -- and its tail bears a crest of long, poisonous quills running down the final quarter of its length.
Though normally herbivorous, hetera will scavenge or pick up small animals when given the chance. In combat a hetera will lash out with its quilled tail for 1-4 hit points of damage; those wounded by the quills must save vs. poison or be paralyzed for 1-6 turns. If its poison fails, and the hetera feels cornered or is in a large flock, it will begin to attack with thumb-claws and bite for 1-3 and 1-4 hit points of damage respectively until capable of fleeing. If enough adversaries are felled by poison, hetera will begin to scissor out flesh with their beaks and fangs.
Armour Class: 7
Hit Dice: 1+4*
Move: 180’ (60’)
Attacks: 1 tail-lash or 2 claws + 1 bite
Damage: 1-4 + paralysis or 1-3/1-3/1-4
No. Appearing: 2-8 (3-18)
Saves: Normal Man
Morale: 7
Treasure: Nil
Alignment: Neutral
XP Value: 19
Hetera are unusual animals the size of turkeys; long of hindlimb with spreading claws, their forelimbs are considerably shorter and end in paws suitable for running or grasping, with a wickedly curved talon on a powerful "thumb". With compact bodies, a long slender tail, curved neck and compactly-muzzled head armed with a small beak and four fang-like tusks, hetera are well-armed for being such small beasts. A hetera's hide is covered in soft mink-brown downy fuzz, while its four feet are scaled like a bird's -- and its tail bears a crest of long, poisonous quills running down the final quarter of its length.
Though normally herbivorous, hetera will scavenge or pick up small animals when given the chance. In combat a hetera will lash out with its quilled tail for 1-4 hit points of damage; those wounded by the quills must save vs. poison or be paralyzed for 1-6 turns. If its poison fails, and the hetera feels cornered or is in a large flock, it will begin to attack with thumb-claws and bite for 1-3 and 1-4 hit points of damage respectively until capable of fleeing. If enough adversaries are felled by poison, hetera will begin to scissor out flesh with their beaks and fangs.
Thursday, June 11, 2009
Three Lock-ley Notions
Lockjaw: This small construct is carefully worked into the bulk of the object it secures, looking like a elaborate, scalloped brass and steel lock raised high from the surface of the door, chest or what-have-you. However, sharp shining teeth of adamant fill the irising keyhole jaws of a lockjaw, ready to neatly sever any object -- lockpick, fingertip, or otherwise -- that pokes into its maw. Only its own brassy key will be permitted inside.
The Golden Gear: Not simply one gear, but a cluster of tiny golden glass gears perpetually rotating within a colourless crystal sphere the size of a walnut, the golden gear will disable any wizard lock it happens to be pressed against. The myriad tiny gears whir and churn, appearing to extend through their shell and snarl in the now-visible spell-lock, unraveling the magics that hold the portal shut. The golden gear is always charged; with every use, one of its gears changes to a dull silver, until the sphere is inert.
Bindspider: Varying in size from a coin to a clenched human fist, bindspiders are objects of steel and crystal clockwork, electrum plates and silver wire. If applied to a door's latch, the bindspider will dig its legs into door and frame, pressing its body into the wood or stone; if presented to a latch's loop on a chest, it will thread its limbs in pairs through the catch and clutch them together. If an object can bear a lock, the bindspider can become that lock. Most bindspiders possess no keys, responding only to the touch of their owners.
The Golden Gear: Not simply one gear, but a cluster of tiny golden glass gears perpetually rotating within a colourless crystal sphere the size of a walnut, the golden gear will disable any wizard lock it happens to be pressed against. The myriad tiny gears whir and churn, appearing to extend through their shell and snarl in the now-visible spell-lock, unraveling the magics that hold the portal shut. The golden gear is always charged; with every use, one of its gears changes to a dull silver, until the sphere is inert.
Bindspider: Varying in size from a coin to a clenched human fist, bindspiders are objects of steel and crystal clockwork, electrum plates and silver wire. If applied to a door's latch, the bindspider will dig its legs into door and frame, pressing its body into the wood or stone; if presented to a latch's loop on a chest, it will thread its limbs in pairs through the catch and clutch them together. If an object can bear a lock, the bindspider can become that lock. Most bindspiders possess no keys, responding only to the touch of their owners.
Monday, June 8, 2009
returned ...
... productive posting may still be patchy for at least a few days. Things have not gone as I would have liked today.
In the meantime, please grant me the indulgence of the following; not the most practical of entries, perhaps, but a needed one.
Burra
Armour Class: 8
Hit Dice: 1**
Move: 120’ (40’)
Attacks: 2 claws + 1 bite
Damage: 1-2 (see below)
No. Appearing: 1
Saves: C1
Morale: 10
Treasure: O
Alignment: Neutral
XP Value: 19
A burra appears much like a large housecat. It is long in the body and legs, with the hind legs being a little longer than the forelegs; its coat is black, with white paws, muzzle blaze and “bib”, and its eyes are a rusty green-gold. Burra are known to crop up occasionally in the strangest places, sometimes to meddle in humanoid affairs and sometimes to offer pithy – or even useful – advice in their strange silent “telepathy”, indicated with much swiveling of their ears. Some burra even set themselves up as sages of a sort.
Burra disdain physical combat. This is just as well, as their combined attacks of claws and bite will inflict at most 1-2 hit points damage; they may cast spells as 2nd-level magic-users, however, and have no compunctions against attempting to raise that bar even further. Though not innately capable of becoming invisible, much like a halfling a burra may conceal itself in the slightest of cover (or even the absence of cover), with only a 1-in-10 chance of being spotted so long as the burra remains still. Similarly a burra can move with uncanny silence, making sound only on a 1-in-6.
One legendary burra, commonly known as Ashura, is believed to have the spellcasting ability of a 5th-level magic-user in addition to the skills of a 9th-level thief. Ashura has a definite taste for cynicism -- and a dragon's hoard of texts -- but has been known to unbend for adventurers in a jam.
In the meantime, please grant me the indulgence of the following; not the most practical of entries, perhaps, but a needed one.
Burra
Armour Class: 8
Hit Dice: 1**
Move: 120’ (40’)
Attacks: 2 claws + 1 bite
Damage: 1-2 (see below)
No. Appearing: 1
Saves: C1
Morale: 10
Treasure: O
Alignment: Neutral
XP Value: 19
A burra appears much like a large housecat. It is long in the body and legs, with the hind legs being a little longer than the forelegs; its coat is black, with white paws, muzzle blaze and “bib”, and its eyes are a rusty green-gold. Burra are known to crop up occasionally in the strangest places, sometimes to meddle in humanoid affairs and sometimes to offer pithy – or even useful – advice in their strange silent “telepathy”, indicated with much swiveling of their ears. Some burra even set themselves up as sages of a sort.
Burra disdain physical combat. This is just as well, as their combined attacks of claws and bite will inflict at most 1-2 hit points damage; they may cast spells as 2nd-level magic-users, however, and have no compunctions against attempting to raise that bar even further. Though not innately capable of becoming invisible, much like a halfling a burra may conceal itself in the slightest of cover (or even the absence of cover), with only a 1-in-10 chance of being spotted so long as the burra remains still. Similarly a burra can move with uncanny silence, making sound only on a 1-in-6.
One legendary burra, commonly known as Ashura, is believed to have the spellcasting ability of a 5th-level magic-user in addition to the skills of a 9th-level thief. Ashura has a definite taste for cynicism -- and a dragon's hoard of texts -- but has been known to unbend for adventurers in a jam.
Tuesday, June 2, 2009
The Exile Commences.
Today I wind up on a plane, off on an exilea vacation in the loving clutchesarms of my family.
Depending on the state of house renovations, the exasperating dialup, and the whims of my mother, I may not have a great deal of access to the vastness of the interwebs while I'm gone. I'll pop in if I can, but posting is essentially going to drop to nil.
I shall be back on 08 June!
Depending on the state of house renovations, the exasperating dialup, and the whims of my mother, I may not have a great deal of access to the vastness of the interwebs while I'm gone. I'll pop in if I can, but posting is essentially going to drop to nil.
I shall be back on 08 June!
Monday, June 1, 2009
Genreh's Text
[A tiny girdle-book of fragile parchment leaves, slim and bound in soft mink-brown doeskin and containing four carefully-annotated spells. Strangely, the contents are divided between the art of the magic-user and the miracles of the cleric; the first inked in crimson, the second in gold. The tiny book is commonly believed to be named for its discoverer.]
Reading Life's Threads
Level: C 1
Range: 25'
Duration: 1 round
Effect: Divines the health and physical integrity of a creature
Casting this spell allows the determination -- at a glance -- whether a creature has been injured, has been poisoned, or is currently in ill-health. Reading life's threads does not exactly identify the nature of magical or cursed malady; however, you may use the information it provides to work towards a positive identification. Lycanthropy, for example, may register as a magical curse caused by injury -- but review of the subject's battles will narrow the options swiftly.
Lifeseed
Level: C 2
Range: Touch
Duration: 1 day
Effect: Places a beneficial "packet" of energy within subject
The casting of this spell creates a lifeseed, a "packet" of energy drawn from the Positive Energy Plane, and places it within the chosen recipient. At any time during the spell's duration, the recipient may choose to absorb the energy contained within the lifeseed; this absorption either heals 1-6 hit points or nourishes the recipient as if it were a normal meal. Only one lifeseed may be carried at one time by any given individual.
Will of the Scarlet Moon
Level: MU 2
Range: 100'
Duration: 1 turn
Effect: Enchants a subject with a monofocused bloodlust
Will of the scarlet moon, when cast upon a chosen target, compels that target to single-mindedly attack a single designated creature to the best of its ability. While under the influence of will of the scarlet moon, the targeted individual ignores all other individuals and threats, attacking its designated victim with bloody intensity; they gain a +2 to to hit rolls and damage, but -4 to Armour Class.
Scarlet Moon's Fury
Level: MU 3
Range: 100'
Duration: 5 rounds
Effect: Imbues a powerful -- and murderous -- battle-skill
The enchantment placed by this spell creates a surge of unending fury and blood-hunger in a single creature, making them into a single-minded, nearly bestial combatant. To hit rolls and damage inflicted are increased by +4; Wisdom, however, drops to 6 and no actions may be taken other than to attack savagely. The recipient is immune to further mind-influencing spells while under the fury's effects, and will attempt to kill anyone within sight -- including the magic-user, given the chance.
Reading Life's Threads
Level: C 1
Range: 25'
Duration: 1 round
Effect: Divines the health and physical integrity of a creature
Casting this spell allows the determination -- at a glance -- whether a creature has been injured, has been poisoned, or is currently in ill-health. Reading life's threads does not exactly identify the nature of magical or cursed malady; however, you may use the information it provides to work towards a positive identification. Lycanthropy, for example, may register as a magical curse caused by injury -- but review of the subject's battles will narrow the options swiftly.
Lifeseed
Level: C 2
Range: Touch
Duration: 1 day
Effect: Places a beneficial "packet" of energy within subject
The casting of this spell creates a lifeseed, a "packet" of energy drawn from the Positive Energy Plane, and places it within the chosen recipient. At any time during the spell's duration, the recipient may choose to absorb the energy contained within the lifeseed; this absorption either heals 1-6 hit points or nourishes the recipient as if it were a normal meal. Only one lifeseed may be carried at one time by any given individual.
Will of the Scarlet Moon
Level: MU 2
Range: 100'
Duration: 1 turn
Effect: Enchants a subject with a monofocused bloodlust
Will of the scarlet moon, when cast upon a chosen target, compels that target to single-mindedly attack a single designated creature to the best of its ability. While under the influence of will of the scarlet moon, the targeted individual ignores all other individuals and threats, attacking its designated victim with bloody intensity; they gain a +2 to to hit rolls and damage, but -4 to Armour Class.
Scarlet Moon's Fury
Level: MU 3
Range: 100'
Duration: 5 rounds
Effect: Imbues a powerful -- and murderous -- battle-skill
The enchantment placed by this spell creates a surge of unending fury and blood-hunger in a single creature, making them into a single-minded, nearly bestial combatant. To hit rolls and damage inflicted are increased by +4; Wisdom, however, drops to 6 and no actions may be taken other than to attack savagely. The recipient is immune to further mind-influencing spells while under the fury's effects, and will attempt to kill anyone within sight -- including the magic-user, given the chance.
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