Thursday, March 10, 2016

Arcane Lore: Firemouth and Fire Eye

With an appearance of warm weather, I bring you a fire themed spell and a magic item that will help keep things toasty. These originally appeared in Dragon Magazine #123 in Arcane Lore by Harold Dolan.

Fire Mouth
3rd level evocation (ritual)

Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a drop of oil, a pinch of sulfur, and one tooth or scale from a red dragon)
Duration: Until dispelled

When this spell is cast, an object is empowered with an enchanted mouth which suddenly appears and breathes fire when a specific condition is met. When triggered, a thin sheet of flames shoots forth. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 6d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren’t being worn or carried.

If the object you chose has a mouth or something that looks like a mouth (for example: the mouth of a statue) the magical mouth appears there so that the words appear to come from the object's mouth.

When you cast this spell, you can have the spell end after it shoots flame or it can remain and repeat its damage whenever the trigger occurs.

The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 ft of the object. For example, you could instruct the mouth to shoot when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 4th.

Fire Eye
Legendary wondrous item, requires attunement

Avissar Fire Eye derived his name from a powerful and unique magical item of his own devising. The Fire Eye is a monocle fabricated by the Archmage and endowed with unique powers.

Its lens is smooth and transparent, and measures 1 inch in diameter; it is reputed to be a gemstone of unearthly origin, dug from the crater of a meteorite. This lens is enclosed in a circle of mithral and the whole is hung on a mithral chain of the finest craftsmanship. The gem and chain alone are worth 7,500 gp if sold

Mere possession of the monocle confers resistance to fire damage.

When the monocle is worn over the right eye, the wearer gains truesight.

The next three powers can be used only when the monocle is worn over the left eye. You can use an action to expend some of the monocle’s 5 charges to cast one of the following spells without using any components, using your spell save DC:

burning hands (1 charge)
fireball (3 charges)
wall of fire (4 charges)

For each additional charge you expend, you can cast the spells at a higher level slot.

The monocle regains 1d4 + 1 expended charges each day at dawn. However, if you expend the last charge, roll a d20. On a 1, the monocle blackens, crumbles into cinders, and is destroyed.

If the Fire-Eye is held by the end of its chain and slowly rocked back and forth, it hums softly and glows. If it is then held before the eyes of any single creature, that creature is the target of a suggestion spell. This power can be used once per short or long rest.

When it is clutched and a command word uttered, the monocle can teleport its possessor once per week.
Please check out my DMs Guild titles!
Airs of Ages Past, Nine magical harps from the Forgotten Realms
By Magic Masked, Nine magical masks from the Forgotten Realms
Grognard’s Grimoire: Sorcerers, Player’s options for the sorcerer class.

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Monday, March 7, 2016

Grognard's Grimoire: Sorcerers

After the comments I received on my Arcane Casters of Eska post, and another session of playtesting I'm quite happy about how the rules work. My sorcerer player was usually quite content to spam cantrips in combat, with the occasional spell thrown out. Last session was a complete flip. He cast a variety of spells, ranging them at different levels as well. He really showed a a lot more flexibility, which is what I was going for.

I'm quite proud of the system, so I've packaged it up with some other sorcerer options that I've run here in the past as my first player option on the DM's Guild. Grognard's Grimoire: Sorcerers is now available as a Pay What You Want!

I would like to thank all the generous supporters that actually paid for some of my creations! I'm blown away by each and every actual sale. I have taken some of the profit that I made and supported some artists on both the DM's Guild and DriveThruRPG by purchasing some of their art to use in this first installment of the Grognard's Grimoire.

Please check out my DMs Guild titles!
Airs of Ages Past, Nine magical harps from the Forgotten Realms
By Magic Masked, Nine magical masks from the Forgotten Realms

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Friday, March 4, 2016

Herbalism Items

Originally appearing in Dragon Magazine #119, “Is There a Doctor in the Forest?” by John Warren.

These 7 items can be crafted by those using the herbalism kit.

Burn Balm, 25 gp, -
This unguent for treating minor burns is made from cream and honey. It restores 1d4 hit points of damage that has been taken from either natural or magical fire.

Banisher of Fear, 20 gp, -
This tincture is a compound of mushrooms and plant sap that is a mild sedative that gives advantage on saving throws that cause the frightened condition. A single dose lasts 1d6 rounds. A character under the influence of this compound will not initiate hostilities, but will fight normally when attacked or when directed to do so by other members of the party.

Unless the user makes a DC 5 Constitution saving throw, they immediately fall unconscious and stay that way until the effects wear off. Stimulants like an odor of wakefulness (see below) work temporarily to awaken a character under these effects, but the character returns to sleep during the next round.
Itching Powder, 50 gp, -
This compound, made from flower pollen, causes any creature coming in contact with it to itch violently, resulting in the stunned condition. When you use an action to throw the dust into the air, each creature and object within 10 feet must make a DC 15 Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

Wine removes the powder, while water only makes its effects more pronounced, causing the target to make its save with disadvantage.

Mask of Clear Air, 25 gp, 1 lb.
Peach pits are charred to make a charcoal-like substance, which is then crushed and placed into loosely woven, flaxen bags large enough to cover the nose and mouth.

When faced with gas or smoke, you can cover your face with these masks to gain advantage to their saving throw
against any ill effects. Straps are sometimes attached to hold the bags over a character’s face for an extended period of time. However, while the bag is in place, the character attacks with a -1 to hit. The powder remains effective for 1 hour.

Odor of Sleep, 100 gp, -
Anyone breathing the fumes of this primitive ether will become drowsy, insensitive to pain, slightly dizzy, and, for a
period of three rounds, will attack with disadvantage.

Both the liquid and gas are explosive; if used in a confined area where there is an open flame, the gas causes an explosion that does 6 (1d6+3) points of fire damage to anyone within 20 feet. This quality should be kept in mind in the event of accidental breakage of the vial.

Odor of Wakefulness, 10 gp, -
These come in small vials wrapped in cloth. Breaking open vial of odor of wakefulness under the nose of an unconscious target results in an immediate return to consciousness.
Parasite Repellent, 25 gp, -
Made from animal fats, herbs, and swamp gas, this compound causes all blood-drinking parasites to avoid the wearer. If desperate enough to attack the user, these parasites do so with disadvantage. The repellent is slightly soluble in water, so it can be used to discourage leeches and lampreys. On land, an application lasts 3 hours; in water it has to be readministered after 1 hour.

Due to its odor, this repellent is not a popular item. Anyone using it makes all Charisma checks with disadvantage. The repellent can be removed by washing with at least two skins of wine.

Please check out my DMs Guild titles!
Airs of Ages Past, Nine magical harps from the Forgotten Realms
By Magic Masked, Nine magical masks from the Forgotten Realms

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