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Spell - Scarlet Writ

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Scarlet Writ Enchantment (Compulsion) [Mind-Affecting] Level: Bard 3, Sorcerer/Wizard 3 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One humanoid creature Duration: 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes With a stern invocation and a gesture of formal decree, you conjure a cascade of shimmering crimson leather ribbons inscribed with arcane sigils resembling seals, signatures, and official writs of authority. These spectral bindings lash outward and coil tightly around the target. If the target fails its saving throw, it is bound fast by the conjured writ and rendered paralyzed , held in rigid compliance as though compelled by an unassailable legal order. The creature remains conscious but is unable to move or act, its body locked in place by the weight of arcane authority. The writ continuously reinforces itself, tightening and re-inscribing its sigils as if processing an endless chain...

Spell: Necropolis

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Necropolis Necromancy [Evil] Level: Clr 9, Sor/Wiz 9 Components: V, S, M, XP Casting Time: 24 hours Range: Touch Area: 1-mile-radius emanation centered on touched point Duration: Permanent Saving Throw: None Spell Resistance: No This vile ritual transforms an area into a nexus of death, binding it to negative energy and creating a self-sustaining domain of undeath. Desecrated Dominion The entire area is treated as though under the effects of a permanent Desecrate and Unhallow , centered on the spell’s origin point. Undead within the area gain a +2 profane bonus on attack rolls, damage rolls, and saving throws . Undead created or summoned within the area gain +2 hit points per Hit Die . Turning checks made within the area take a –6 profane penalty , while rebuking checks gain a +4 profane bonus . In addition, any use of Animate Dead within the area allows the caster to animate up to 4 HD of undead per caster level , rather than the normal 2 HD per level. T...

Rougarou (Template)

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Rougarou (Template) “The swamp remembers what the city forgets.” The Rougarou is a cursed shapeshifter said to haunt marshlands, cypress groves, and fog-laden riverbanks. While similar to lycanthropes such as werewolves, the rougarou is steeped in regional superstition and spiritual consequence - a creature born of broken sacred oaths or deliberate curse-work by those who traffic in dark rites. Its presence is often heralded by the distant sound of splashing water, the scent of wet earth, and the low, mournful howl of something that remembers being human. Unlike traditional lycanthropes, the rougarou’s curse carries strange cultural bindings - rituals, foods, and customs that can influence its behavior in unexpected ways. Creating a Rougarou “Rougarou” is an inherited or acquired template that can be added to any humanoid or giant (referred to hereafter as the base creature). A rougarou uses all the base creature’s statistics and special abilities except as noted here. Size an...

Court of Broken Bells

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Court of Broken Bells (as per the rules in The Hunt Rise of Evil Guilds and Adventurers) Brief Description: The Court of Broken Bells is a traveling troupe of entertainers - jesters, musicians, actors, and satirists - known for their sharp wit and bold performances. They are welcomed into courts, noble estates, and festivals where their humor disarms even the most guarded audiences. Beneath this harmless façade lies a disciplined and secretive assassin guild. Its members are trained to manipulate attention, emotion, and timing, turning performance into a weapon. Only the most skilled rise beyond simple entertainment, learning to weave death seamlessly into spectacle. To the untrained eye, their acts are merely clever. To their targets, they are the last thing seen before the final curtain. Guild Symbol: A simple jester’s cap adorned with small bells, rendered in soft, cheerful colors. The symbol appears decorative and innocuous. The number of bells indicates rank within the guild, ...

Spell: Dunning–Kruger Invocation

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Dunning–Kruger Invocation Enchantment (Compulsion) [Mind-Affecting] Level: Bard 3, Sorcerer/Wizard 4, Cleric 4 (Knowledge domain) Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 day/level (D) Saving Throw: Will negates Spell Resistance: Yes Description You infect the target’s mind with a crippling distortion of self-perception, causing them to dramatically overestimate their competence while simultaneously eroding their actual understanding. The subject becomes supremely confident in their abilities - especially where they are least capable. Effects Upon failing its saving throw, the target selects (or the caster designates) one Knowledge skill, Profession, Craft, or any one skill in which the target has fewer than 5 ranks . This becomes the affected domain . The target suffers the following effects: Takes a –6 penalty on all checks with the affected skill. Gains a +4 morale bonu...

Spell: Indelicate Transposition

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  Indelicate Transposition Conjuration (Teleportation) Level: Sorcerer/Wizard 4 Components: V, S, M, F (optional) Casting Time: 10 minutes Range: Touch Effect: One magical sigil or glyph Duration: Permanent until discharged Saving Throw: Will negates (see text) Spell Resistance: Yes Description You inscribe an invisible, magically reactive sigil upon a surface or object. The sigil remains dormant until a specified condition is met, at which point it immediately activates. When triggered, the spell targets the offending creature and applies the following effects: The subject is teleported to a fixed destination designated at the time of casting. This location must be on the same plane, within 1 mile per caster level , and must be a place the caster has personally visited. The subject arrives 10 feet above the nearest stable surface at the destination and immediately falls. This can include stone, sand or even water. All worn and carried items (including ...

Feat - Resist Intimidation

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Weather it's bravery, apathy, empathy or just outright stupidity, you are highly resistant to anyone attempting to intimidate you through any means. Benefit:   The DC to intimidate you is 4 higher than normal, and this applies to any and all forms of intimidation. Yes, you're quite scary (yawn)