GWEN, Witch level 5 18,000 XP
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.
Magic Items: Journey Cloak, Chillguard Parasol, Scroll of Protection
from Elementals
+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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14
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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 spin small webs with your fingers, at the rate of an ordinary spider.
* 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 spin small webs with your fingers, at the rate of an ordinary spider.
* You
may ask and receive an honest answer from an inanimate object once per day,
plus one more every time you re-roll this. Inanimate objects aren’t smart, but
they know what has gone on around them.
* 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.
* Corrosive Saliva: d4 damage
* Gain a familiar: snakkur
Spells: Calm Animal, Charm Person, Fireball, Funeral Fog,
Speak with Dead, Protection from Poison, Snakeflesh, Sleep, Darkness,
Protection from Evil, Detect Magic, Knock
VORENIUS, Fighter level 3 4,000 XP
Abilities
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Saving
Throws
|
Armor Class
|
Languages. Latin, Greek,
Illyrian
Magic Items: Sword of Gregorious +1, +3 versus dragons
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STR
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9
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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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8
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Poison
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12
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Hit Points
|
|
CON
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11
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Breath
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15
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14
|
|
INT
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12
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Device
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14
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Attacks
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WIS
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10
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Magic
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16
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3
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CHA
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15
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+1 to hit
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MACREUS, Cleric of Hades level 5 12,000
XP
Abilities
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Saving Throws
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Armor
Class
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Languages. Latin,
Greek, Illyrian, Thracian, Egyptian
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||
STR
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10
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Paralyze
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10
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Plate
+ Shield
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|
DEX
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6
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Poison
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9
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Hit
Points
|
|
CON
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9
|
Breath
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14
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17
|
|
INT
|
14
|
Device
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12
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Attacks
|
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WIS
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11
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Magic
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12
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3
|
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CHA
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12
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Cleric
Spells Per Level Per Day: 1st (2)/2nd (2)
Typical Spells Prepared: Cure Light Wounds x2, Find Traps x2
Turn Undead: Skeleton/Zombie D,
Ghoul/Wight T, Wraith 7. Mummy 9, Spectre 11
Vorenius's Inventory -- backpack, waterskin, small sack; Heavy Armor, Shield, Spear, Dagger, Sword, Battleaxe, 4 javelins, Composite Long Bow, 45 arrows, 20 silver arrows, quiver; the Sword of Gregorious, cold weather gear, a bottle of aged wine (4 drinks' worth), 40 c.p.
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
Darkness. A spell to cast darkness in a circle 3” in diameter. It lasts for a number of turns equal to 6 + the number of levels of the user; thus, a 7th-level Magic-User would cast the spell for 13 turns.
MISCAST
1. The spell's area of effect and duration are doubled.
2. Spell fails. Light is cast instead.
3. You become the target or point of origin of the spell.
4. Spell fails. Instead, you cast Time Stop.
5. Spell fails. A random spell or magical effect active within 60 feet is dispelled and ends.
6. Spell succeeds, but the next spell to be cast within 60 feet of you will fail and have no effect.
Detect Magic: A spell to determine if there has been some enchantment laid on a person, place or thing. It has a limited range and short duration. It is useful, for example, to discover if some item is magical, a door has been “held” or “wizard locked,” etc.
MISCAST
1. Spell fails. Each creature within 30 feet, besides yourself, takes 1d4 force damage (minimum 1d4). You regain hit points equal to the sum of the damage dealt.
2. Spell fails. You emanate a pungent and unpleasant smell for 1d8 hours.
3. Spell fails. A faint, otherworldly and eerie tune echoes around you for 1d10 minutes.
4. Spell succeeds, but nonmagical flames within 60 feet are suddenly extinguished.
5. Spell succeeds, but your skin turns a vibrant shade of blue. This effect is considered a curse.
6. Spell succeeds, but you can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
Darkness. A spell to cast darkness in a circle 3” in diameter. It lasts for a number of turns equal to 6 + the number of levels of the user; thus, a 7th-level Magic-User would cast the spell for 13 turns.
MISCAST
1. The spell's area of effect and duration are doubled.
2. Spell fails. Light is cast instead.
3. You become the target or point of origin of the spell.
4. Spell fails. Instead, you cast Time Stop.
5. Spell fails. A random spell or magical effect active within 60 feet is dispelled and ends.
6. Spell succeeds, but the next spell to be cast within 60 feet of you will fail and have no effect.
Detect Magic: A spell to determine if there has been some enchantment laid on a person, place or thing. It has a limited range and short duration. It is useful, for example, to discover if some item is magical, a door has been “held” or “wizard locked,” etc.
MISCAST
1. Spell fails. Each creature within 30 feet, besides yourself, takes 1d4 force damage (minimum 1d4). You regain hit points equal to the sum of the damage dealt.
2. Spell fails. You emanate a pungent and unpleasant smell for 1d8 hours.
3. Spell fails. A faint, otherworldly and eerie tune echoes around you for 1d10 minutes.
4. Spell succeeds, but nonmagical flames within 60 feet are suddenly extinguished.
5. Spell succeeds, but your skin turns a vibrant shade of blue. This effect is considered a curse.
6. Spell succeeds, but you can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
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.
Knock: A spell which opens secret doors, held portals, doors locked by magic, barred or otherwise secured gates, etc. Range: 6”.
MISCAST
1. Spell fails. You are surrounded by illusions of butterflies and other innocuous, colorful insects for 1d10 minutes.
2. Spell fails. Nonmagical plants within 60 feet wither and die instantly.
3. Spell fails. You shout unnaturally loudly every time you speak for 1d10 minutes.
4. Spell fails. Your skin and/or hair turns to a random color. Roll 1d8 to determine the color: 1, red; 2, orange; 3, yellow; 4, green; 5, cyan; 6, blue; 7, violet; 8, grey. This effect is considered a curse.
5. Spell fails.You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.
6. Spell fails. Cold pink mist swells up from the object and wafts out in a 30' radius, save vs. Poison or lie down to sleep in a blanket of fog.
Protection from Evil: This spell hedges the conjurer round with a magic circle to keep out attacks from enchanted monsters. It also serves as an “armor” from various
evil attacks, adding a +1 to all saving throws and taking a –1 from hit dice of evil opponents. (Note that this spell is not cumulative in effect with magic armor and
rings, although it will continue to keep out enchanted monsters.) Duration: 6 turns.
MISCAST
1. Spell succeeds. You change sex. This effect is considered a curse.
2. Spell succeeds. You are incapable of speaking or emitting any vocal sound for 1d10 minutes.
3. Spell fails. For 1d10 minutes, whenever you try to speak, rainbow colored bubbles float out of your mouth instead; they pop after a few seconds, letting your words out. This effects doesn't compromise your ability to cast spells with verbal components.
4. Spell fails. An inky black tattoo appears upon your hand; the first lie you tell will become true, and the writing on your hand will change to remind you of that for all time.
5. Spell fails. All who hear the spell as it's being cast age d20 years. Anyone who reaches the age of 90 during this time falls apart like disintegrating paper.
6. 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 1 Intelligence and a random insanity.
Knock: A spell which opens secret doors, held portals, doors locked by magic, barred or otherwise secured gates, etc. Range: 6”.
MISCAST
1. Spell fails. You are surrounded by illusions of butterflies and other innocuous, colorful insects for 1d10 minutes.
2. Spell fails. Nonmagical plants within 60 feet wither and die instantly.
3. Spell fails. You shout unnaturally loudly every time you speak for 1d10 minutes.
4. Spell fails. Your skin and/or hair turns to a random color. Roll 1d8 to determine the color: 1, red; 2, orange; 3, yellow; 4, green; 5, cyan; 6, blue; 7, violet; 8, grey. This effect is considered a curse.
5. Spell fails.You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.
6. Spell fails. Cold pink mist swells up from the object and wafts out in a 30' radius, save vs. Poison or lie down to sleep in a blanket of fog.
Protection from Evil: This spell hedges the conjurer round with a magic circle to keep out attacks from enchanted monsters. It also serves as an “armor” from various
evil attacks, adding a +1 to all saving throws and taking a –1 from hit dice of evil opponents. (Note that this spell is not cumulative in effect with magic armor and
rings, although it will continue to keep out enchanted monsters.) Duration: 6 turns.
MISCAST
1. Spell succeeds. You change sex. This effect is considered a curse.
2. Spell succeeds. You are incapable of speaking or emitting any vocal sound for 1d10 minutes.
3. Spell fails. For 1d10 minutes, whenever you try to speak, rainbow colored bubbles float out of your mouth instead; they pop after a few seconds, letting your words out. This effects doesn't compromise your ability to cast spells with verbal components.
4. Spell fails. An inky black tattoo appears upon your hand; the first lie you tell will become true, and the writing on your hand will change to remind you of that for all time.
5. Spell fails. All who hear the spell as it's being cast age d20 years. Anyone who reaches the age of 90 during this time falls apart like disintegrating paper.
6. 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 1 Intelligence and a random insanity.
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.