GWEN, Witch level 3
Abilities
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Saving Throws
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Armor Class
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Languages. Latin, Greek, Syrian, Gallic, Britannish, Gothic;
all witches can read the skins of serpents.
+5% Earned XP
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STR
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14
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Paralyze
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13
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unarmored
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DEX
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11
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Poison
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13
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Hit
Points
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CON
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12
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Breath
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16
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8
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INT
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14
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Device
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13
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Attacks
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WIS
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13
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Magic
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14
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1
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CHA
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6
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* A demon (as Summon spell) appears as you pray, it
will share your bed and serve you one day a month. (2HD snake demon, 12 h.p.,
armor as chain)
* Skin becomes scaly. +1 armor rating.
* You can desecrate a church merely by entering it, and if you fornicate in one it will begin to decay at a rate of 10'/day.
* You can desecrate a church merely by entering it, and if you fornicate in one it will begin to decay at a rate of 10'/day.
* Choose a spell from the Witch or Magic-User list
that is within your Maximum spells per level. (2)
* Choose a spell from the Witch or Cleric list that is within your Maximum spells per level.
* Choose a spell from the Witch or Cleric list that is within your Maximum spells per level.
Spells: Calm Animal,
Charm Person, Funeral Fog, Speak with Dead, Protection from Poison, Snakeflesh
INGRID, Amazon level 3
Abilities
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Saving Throws
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Armor Class
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Languages. Latin, Scythian
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STR
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12
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Paralyze
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13
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Plate + Shield
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DEX
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11
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Poison
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10
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Hit
Points
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CON
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13
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Breath
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13
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16
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INT
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10
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Device
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15
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Attacks
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WIS
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9
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Magic
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16
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3
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CHA
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13
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+1 to hit
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* +1 attack (2)
* +1 to any 3 saving throws
* +2 to Intimidate, -1 to Charm
* +1 to any 3 saving throws
* +2 to Intimidate, -1 to Charm
* 2HD boar companion (leather, 2 attacks, 8 h.p.)
* You do d6 + Str bonus damage unarmed. You go up one die each time you re-roll this.
* So long as you have 1 hit point, you gain d4hp from taking a drink of any strong spirit. However, with each drink after the first in an hour, you must make a successful Wis check to hit the right target when attacking. Re-rolling this result increases your tolerance—it will be 3 drinks before you must make a Wis check, then four, then five, etc.
* You do d6 + Str bonus damage unarmed. You go up one die each time you re-roll this.
* So long as you have 1 hit point, you gain d4hp from taking a drink of any strong spirit. However, with each drink after the first in an hour, you must make a successful Wis check to hit the right target when attacking. Re-rolling this result increases your tolerance—it will be 3 drinks before you must make a Wis check, then four, then five, etc.
Ingrid's Inventory -- backpack, waterskin, small sack; Heavy Armor, Shield, Spear, Dagger, Sword, Battleaxe, Long Bow, 25 arrows, 5 silver arrows, quiver; cold weather gear, a bottle of aged wine (4 drinks' worth), 62 g.p.
Likewise, some of these miscast results are copy-pasted from Last Gasp Grimoire. As this is not a monetized blog and I'm using all this for my own personal record-keeping, I don't think anyone will mind, but I'm not trying to plagiarize anyone, either. Likewise, the Witch and Amazon classes, and some of their abilities, come from the book Frostbitten and Mutilated.
Calm
Animals. This spell
soothes and quiets normal animals, which renders them docile and harmless. Only
creatures with Intelligence ratings of 1 to 4 (in other words, animal- or
semi-intelligent creatures) can be affected by this spell. The caster can calm
2d4 Hit Dice of animals, plus 1 Hit Die per level, so a 4th-level priest could
affect 2d4+4 Hit Dice of creatures. The caster can affect any animals he wishes
to within the spell’s range, but all the subjects must be of the same species.
The subject creatures are not allowed a saving throw unless they have magical
powers, abilities, or are clearly not entirely natural; a priest could calm a
normal bear, war dog, or wolf with little trouble, but it’s more difficult to
affect a winter wolf, hell hound, or owlbear. While under the influence of this
spell, the affected creatures remain where they are and do not attack or flee,
unless they are attacked or confronted by a significant hazard such as a fire
or a hungry predator. Once roused, the spell’s magic is broken and the animals
are free to act in whatever fashion they normally would. Note that creatures
affected by this spell are not helpless and defend themselves normally if
attacked. Range 12”
MISCAST
1. All of the animals turn into poisonous 1HD
serpents. They’re hostile and immune to charm.
2. The caster catches lycanthropy and becomes a
were-animal of the same type she’s attempting to calm. The spell succeeds, and
the caster’s lycanthropy incubates and manifests itself under the next full
moon. The caster can’t be physically harmed except by silver weapons, but loses
control of herself for three nights during the full moon and
3. The animals are all affected by berserk,
homicidal mania directed at the caster.
4. Spell succeeds, but the caster’s ability
scores are randomly rearranged.
5. All of the animals permanently transform
into mature oak trees. If this happens in a dungeon, this might cause some
structural problems.
6. All of the animals fuse into a horrible
Cronenberg monster. It’s HD are equal to the total hit dice of the animals
fused; it moves at a rate of 10 feet per round and it wants nothing except the
violent destruction of the spellcaster, followed swiftly by its own death. If
the animals are small, they cronenberg into a medium-sized creature if there
are less than 20 of them; if the animals are medium-sized, they cronenberg into
a large creature if there are less than 5 of them. Otherwise, they turn into a
huge, horrible, blobby, oozing monstrosity that crawls slowly forward on crappy
withered limbs.
Charm Person: This spell applies to all two-legged,
generally mammalian figures near to or less than man-size, excluding all
monsters in the “Undead” class but including Sprites, Pixies, Nixies, Kobolds,
Goblins, Orcs, Hobgoblins and Gnolls. If the spell is successful it will cause
the charmed entity to come completely under the influence of the Magic-User
until such time as the “charm” is dispelled (Dispel Magic). Range: 12”.
MISCAST
1. Reroll your Charisma score;
spell fails.
2. Spell succeeds, but for some
reason everyone’s hair color gets randomly switched up. Affects everyone within
15 feet of you. See p. 157 of that games journal.
3. Spell succeeds on everyone
within earshot (roughly d10+30 feet of caster). Including caster. If
4. You accidentally charm the god
which inhabits an inanimate object on the target’s person. How that manifests
is this – that object leaves the target, hopping at a rate of 10 feet per
round, with whatever consequences that entails playing out how the DM sees fit.
That object can’t harm you.
5. You accidentally cast Cause
Fear instead (use 3rd Ed rules)
6. Everybody within 10’ saves or
starts puking out snakes. Lasts d6 rounds/minutes, and pukers take d4 damage
Funeral Fog: You summon a cloud of thick fog which
carries the stench of death with it. It covers an area with a radius equal to
your caster level times 10 feet. The fog can’t be seen through, and light
sources create only a faint, exaggerated silhouette of anyone in the fog.
Creatures unaccustomed to the stench make attack rolls with a -2 penalty. The
target of any attack inside the fog is randomly determined, although a creature
with an obvious silhouette may be twice as likely to be hit if it’s targeted.
All damage within the fog is multiplied by the caster’s level. For first level
casters, roll damage twice and use the higher result.
MISCAST
1. Wrong fog! This fog is thick like being underwater, halving all movement within it and halving all damage caused by physical attacks.
1. Wrong fog! This fog is thick like being underwater, halving all movement within it and halving all damage caused by physical attacks.
2. The fog is hyper-effective.
Every attack hits, and every hit is instantly fatal.
3. Everyone in the fog
effectively has superpowers, with 25 Constitution, Dexterity, and Strength (+7
Modifiers).
4. All damage caused inside the
fog does not take effect immediately. It is instead “banked” and will take
effect all at once when the spell ends. The total points of damage will also be
“broadcast” out beyond the original spell area, affecting others until the
damage is all assigned.
5. Damage that anyone takes in
the fog affects everyone in the fog.
6. The fog causes damage to be
reflected. Damage done by attacks within the fog is normal, but the attacker
suffers this damage as well.
Snakeflesh. You touch a willing creature. For the next
24 hours, the target’ skin has a blue-green scaly appearance, and the target’s
armor counts as chainmail. The target’s movement isn’t slowed or impaired in
any way by this enchantment.
MISCAST
1. The ritual succeeds, but part of the target's body withers and falls away to enhance their sleek silhouette, roll a d6: 1: An entire arm. 2: An entire hand. 3-4: d6 fingers, target's pick. 5: An entire foot. 6: An entire leg.
2. Spell succeeds, but a little
too well. The target's torso elongates, their legs shrivel and twist about one
another, fusing, scales push out like growing fingernails, leaving the target
with the lashing lower body of a giant serpent. At least the buff is permanent,
also.
3. The ritual succeeds, but the
next time they sleep the target must save vs. Poison. If they fail, their body
slowly transmutes and slithers away throughout the night until there is nothing
left of them but a dry outer skin.
4. Part of the target's skin
peels back as if it were trying to renew what lies beneath, but all that lies
beneath is bleeding muscle. Take d6 damage. Spell fails.
5. The ritual succeeds, but an
incredibly long snake tongue permanently glides in and out of the site of the
wound (or other part of the body if there was no wound). It is perfectly linked
to the target's sensory system, tasting the air for them, making it harder to
be surprised, and easier to find things by scent.
6. The ritual succeeds, but the
target's skin grows dry and cracked, flaking away to reveal beautiful
iridescent scales. They find themselves able to squeeze and compress themselves
through anything big enough to fit their head. They’re permanently treated as
though they’re wearing leather armor.
Protection
from Poison. You touch
a willing creature. For the next 24 hours, the target rolls 6d6 instead of 3d6
when attempting a saving throw against poison.
MISCAST
1. Spell succeeds, but the target's torso elongates, their legs shrivel and twist about one another, fusing, scales push out like growing fingernails, leaving the target with the lashing lower body of a giant serpent. Just like with the Snakeflesh spell, the target gets a permanent chainmail buff.
1. Spell succeeds, but the target's torso elongates, their legs shrivel and twist about one another, fusing, scales push out like growing fingernails, leaving the target with the lashing lower body of a giant serpent. Just like with the Snakeflesh spell, the target gets a permanent chainmail buff.
2. Spell succeeds. A plant grows
in the caster's stomach. One night per week d3 dry black tendrils emerge from
the caster's orifices and bear glossy plump deep purple fruit. In the centre of
the fruit is a small black multi-limbed figure in a foetal position, of the
same consistency as the fruit.
If the caster has been acting
immorally the fruit is sweet and grants increased Strength, Dexterity and
Intelligence, with a 25% chance of addiction. If the caster has been acting
morally the fruit tastes of ash and salt and induces extreme paranoia and
jealousy.
3. Spell succeeds, but caster
and/or target have Black Blood: Strength increases to 18 and they fly into a
murderous frenzy. Any wound they sustain immediately sprays acidic boiling
black blood. Every round there is a 50% chance the caster/target sprays blood
from their eyes as a 10' ranged attack in addition to their other actions. This
lasts for d6 rounds, after which the caster blacks out for that many hours.
4. Spell succeeds. Caster and
target gain Bloodthirst. Until you drink blood, any kind of blood, temporarily
decrease your HP by 1 every 10 minutes.
5. Spell fails. Your jaw
dislocates and your throat dangles like a crop. Your jaw now hinges on
over-elasticised tendons and your throat can stretch and swell like that of a
pelican or frog.
6. Spell fails. A pale green mist
billows from the caster's mouth and they lose consciousness for d6 turns.
During this time the player may control the mist. They cannot communicate, move
at a Lightly Encumbered rate, can expand to fill a 30' radius, and are affected
by things as a normal mist would be. Anyone who breathes in the mist must save
vs. Poison or die as their lungs liquefy.
Speak with
Dead. You grant the semblance of life
and intelligence to a corpse of your choice within range, allowing it to answer
the questions you pose. The corpse must still have a mouth and can’t be undead.
The spell fails if the corpse was the target of this spell within the last 10
days.
Until the spell ends, you can ask
the corpse up to five questions. The corpse knows only what it knew in life,
including the languages it knew. Answers are usually brief, cryptic, or
repetitive, and the corpse is under no compulsion to offer a truthful answer if
you are hostile to it or it recognizes you as an enemy. This spell doesn’t
return the creature’s soul to its body, only its animating spirit. Thus, the
corpse can’t learn new information, doesn’t comprehend anything that has
happened since it died, and can’t speculate about future events. The spell
lasts for 10 minutes.
MISCAST
1. Spell fails. Everything the caster is wearing* has a 50% chance of (roll d6):
1. Spell fails. Everything the caster is wearing* has a 50% chance of (roll d6):
1. Decomposing into a swarm of cooing lime
green spiders which caress you with their tiny limbs.
2. Turning into rose-coloured glass that
reflects things all wrong.
3. Becoming pliable and moist. It will fuse
to your skin the next time you touch it.
4. Puffing into a foul smelling dust which
swirls in place for a few minutes, then reforms, then puffs into dust, and so
on.
5. Splashing to the ground like thick paint.
6. Turning into hair from some kind of beast
you've never seen before, some parts still have bits of scalp attached and tiny
lice swarm throughout.
*Packs count as one item but anything
important inside gets its own roll.
2. Spell fails. The caster vomits
forth an enormous pink toad which croaks loudly and collapses into a puddle of
slime. For the next 3 hours everyone who was within earshot must save vs.
Poison when they wish to speak, otherwise they vomit up a small pink toad which
stares and follows them. The bumps on its back constantly sweat beads of black
fluid.
If you actively lick one there is
a 3 in 6 chance it cures you, otherwise you hallucinate for a number of turns
equal to your roll, with a 10% chance of gaining a random insanity.
3. Spell fails. Your lips seal
shut like they never existed and your tongue seems to double in size, it's
moving around your mouth and feels like it's getting bigger, it's trying to
choke you. If you bite your tongue in half you'll find that your mouth is full
of black, legged maggots, and your lips were never sealed shut. 50% chance you
really did bite your tongue in half.
4. Spell fails. Worms emerge from
your flesh, their voices rising in a Gregorian chant to accompany your own as
you cast the spell.
5. Spell fails. Beams of dark
light rise from your body like heat waves, seeking the eyes of those around
you. Anyone within 10' must save vs. Poison or gain 2 Intelligence and a random
insanity.
6. Spell succeeds. Immediately
following, fluted holes appear in your skin near hard areas of bone,
particularly your elbows, shins, shoulders and spine. A colony of glassy purple
ant-like creatures takes residence inside your bones, feeding on the marrow.
Your HP are permanently reduced by 1. Any time you are physically attacked
there is a 50% chance the ants fling themselves from your body to attack the
aggressor, and a 25% chance that they both attack and begin to mend the wound,
restoring 1HP every 2 rounds.
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