The Middle Kingdoms
GeographyThe lands commonly referred to at the Middle Kingdoms are bordered on the east by the Kitel Woods, the north by vast steppes, the south by badlands and the tail of the Skullcrush Mountains, and stretch west to mountain-encircled Lake Abernath. The region consists of ranges of low mountains, interspersed with rivers and generally descending as the water flows east towards Soguer and the Soral Sea.
The Daren River and roads that follow it are a major route for trade and provide an avenue for goods traveling from all the far-flung shores of the Soral Sea to the tributaries that feed Lake Abernath and the free cities that surround it.
The northeastern portion of the area is marked by wild badlands surrounding a range of rocky, mountainous highlands, which trail off into goblin-infested hills. Further north are cold swamps.
The plains of Dahl in the southwest provide good grazing for the herds of the people there.
Lands and Peoples
A traveler who follows the River Daren north and west towards it’s headwaters will encounter the following lands:
Shires of Etela – If one follows the Aet River due west from the Daren they will come into the hills and valleys of the Shires of Erela. The halflings that live here are typical of their kind: somewhat reclusive but generally plain country folk. They are mistrustful of the horsemen of Dhal to their west, citing “unforgotten history.” Their lands begin at Aetford, where men, halflings and handfuls of elves live together by the large stone bridge.
High Elves of Verdone – Thick and quiet, the Verdone Forset seems foreboding to many who pass it on the River Daren. The tales of the uncaring elves that dwell within and their strange magics are whispered by boatmen. Few have seen their white towers, for the wood is said to be enspelled to confuse the minds of men and lose them among the tall, silent trees.
City of Devin – This city and it’s fortified castle grow large on the trade here at the meeting of the Rivers Bedeflow and Daren. A diverse city, it includes large populations of gnomes from the mountains to the east, elves from Verdone and halflings from the shires to the south.
Dhilic People – The men here are known to be superb horsemen and warriors, a tradition that is celebrated in passed down from father to son. They ride the plains of Dhal on their fine fast steeds herding their cattle, goats and sheep. In the villages in the hills surrounding Keep Dhilia they make leather goods and weave picturesque tapestries to warm their homes against the winter winds.
City of Argros – Vast fields of grain grow in the lands surrounding Argros. The peoples here tend to build their homes raised on posts to help them survive the spring floods of the Daren. Traditionally all landowners serve as pikemen in the militia, territorially guarding their borders from the men, gnolls, half-orcs, and wood elves surrounding them.
Marble Falls valley – Mining dominates this deep mountain valley and the small cities here. Mist from the many waterfalls clings to the leaves of trees in the ravines carved by the water’s slow hand. Fine stone gives the area it’s name. Animal sculpture is popular, and most homes have at least one large stone statue near the entrance to ward off evil spirits. The area is also noted for a large, beautiful shrine to WeJas, goddess of death and magic, carved into a cliff face in the northeast of the valey. Within the shrine is a huge marble statue of her opening the door to the next world for the departed.
Free Cities of Abernath – The shores of Lake Abernath are dotted by human cities, each a city-state unto itself. Farming, fishing and trading on the lake are the pillars of their economies. Mercantile and guild conflicts occasionally spill over into violence here, but actual war between the cities is generally seen as being bad for business.
Dwarves of Rolang – In the mountains on the eastern shore of Lake Abernath, the dwarves of Rolang delve into the bones of the mountains. Brass and iron are traded from here, and also grains that they turn into casks of their famous dwarven ales.
Elves of Forla Wood – This area is home to a large concentration of the semi-nomadic wood elves that move their homes all around the region. Every year representatives from each family meet in the sacred Emerald Grove to discuss issues important to the elves of the land. Bards from Forla’s tribes, while rare, are welcomed in all cities of the Middle Kingdoms for the news they bring and their exceptionally beautiful music.
Queen Zedhrev’s lands – From lake Abernath, further up the River Voros, at the foot of cold mountains, Queen Zedhrev sits in rulership. Her lands stretch through the swamps east to the Temple of Stars, and west along the R. Voros. It is generally agreed that she is a powerful sorceress, and she is mentioned in many stories and legends in the Free Cities, usually as a cruel and bloody villain.
Temple of Stars – The largest temple to Baccob in the known world, this site is said to be of importance due to it’s position beneath certain constellations. Some say the view of the stars from the high hills in the clear cold air is why Baccob blesses this temple. It is only one of the many secrets of this temple. The priests here are on good terms with Queen Zedhrev to the west, and she gives them their solitude and protection from the barbarians and bestial peoples to the east. It is said that they gave her her sorcerous powers. It is also said that they resent and fear her power, and the truth of it is known only to them and her.
In later ages, this temple becomes the site of the final siege of the Anmagus Crusade of the Sword of Light. See also the Cult of Shan’n’nur.
Bare Peaks – The barren mountains of these highlands are home to groups of gargoyles and kenku, and no travelers go here. The gargoyles of this region call themselves the Dz’ata Möschu.
Lord Fevul’s Lands – These dry badlands and rough, scrub covered hills are home to various goblinoid tribes, and have traditionally been an evil place to be avoided. Recently, however, the elves living to the east and south have been reporting raiders emerging from this area. They claim that a warlord named Lord Fevul has united the goblin tribes and that Magublet, the goblin god, sits at his side. In times past, the barbarians to the northeast with whom they skirmished, the Kitel Elves, and the swamps and mountins to the west have provided defense against these peoples, but now there are whispers of worry that a great host may soon march out of those brown hills.
Akmak and the half-orc lands – In the lands surrounding the Bare Peaks are scattered villages and small cities of predominantly half-orc people. Their traditions claim that they are descended from an ancient race of warriors, and they are indeed fierce fighters who’s walled city of Akmak is a testament to their grim, martial culture.
Dwarves of Sturm Mountain – The dwarf clan that calls this mountain home have built an extensive stronghold deep into the bones of the land. The clan ruler, Oxymazus Axehand rules his people with strict laws adhering to Moradin’s dictates. As a people they are extremely unwelcoming to any but their own, and the entrances to their mountian fastness are guarded day and night by dwarves in bright suits of mail.
Tehton – The hills, valleys and forests of Tehton are home to hardworking woodsmen and skilled carpenters with a strong code of ethics. The peoples here also have a close affinity with the various fey in the mountains from sprites to wood elves. Their largest city is called Forston, at a fork where the River Aelle meets the River Bedeflow.
Rumors and Information
The following can be determined with the corresponding Knowledge (local) or Bardic Knowledge check: (leave comments to create the rumors and information)
Posted in Region and tagged Middle Kingdoms region, Soralia by Adam A. Thompson with no comments yet.
Fire Lances of the Ancient Hyperzephyrians
It is sung in The Deed of Barael:
In times long past, beset from the west by raiding gnoll tribes from the badlands, the beleaguered lords of that land traveled north to the temple of Baccob to beseech the mages there for aid defending their peoples. Unknown to them, the head clerics there had been seduced by the promises of Vecna, God of Secrets. After making a terrible bargain with the Priests of Secrets the warriors of the Hyperzephyrins were given these burning lances. At that time a prophecy was pronounced stating that the kings would defeat their enemies, but that upon their passing all that they knew would cease to be.
So great was the power of these weapons that all who faces them on the battlefield were laid low, and soon the gnolls were driven back. Emboldened by their power and their fearsome reputation, the kings of the Hyperzepharins made war on their neighbors, and took other’s lands for their own. After years of felling all who stood against them, they entered a long age of peace, and growing old, hid their magic lances and horseshoes and saddles for their sons to use if the need came.
But their subjugated neighbors never forgot that they were once free men, and under the banner of a rebel warlord from the east, they rose up and in a lightning war that swept the Hyperzepharian’s royal line from the land.
The secret of the resting place of the fire lances died with them, or so it was thought until recently….
Fire Lance
These +2 heavy lances are enchanted such that, upon the speaking of a command word, they are sheathed in flames, dealing an additional 1d6 points of damage on a successful hit. In addition, they are imbued with the power to unleash bolts of fire from their tips three times a day. Striking a target with a bolt requires a ranged touch attack, and deals 12d6 points of fire damage, no save.
Were the location of any of these weapons known, their market value would be considerable.
Strong transmutation and evocation; CL: 11; Craft Magic Arms and Armor, scorching ray; 68,000 gold
And once again, thanks to The Sword for inspiration – lyrics to “Fire Lances of the Ancient Hyperzephyrians” copyright 2008 The Sword, used without permission but with total respect and admiration.
Posted in Magic Item and tagged hook seed or legend, Middle Kingdoms region, Slaves to Malice, weapon by Adam A. Thompson with 1 comment.
Darien
Darien CR 1
male human rogue 1
CG Size medium humanoid
Init: +2 Senses: Listen +3, Spot +3
Languages: common
AC: 15 (+2 armor, +3 dex) touch 13, flatfooted 12
HP: 6 (HD 1d6)
Saves: Fort: +0 Ref: +5 Will: -1
Speed: 30 ft.
Attack: short sword +1 (1d6 / 19-20 x2)
Full Attack: short sword +1 (1d6 / 19-20 x2)
Attack Options: sneak attack, combat expertise
Space / Reach: 5 ft. / 5 ft.
Base Attack: +0 Grapple: +1
SA: sneak attack, trapfinding
Feats: a touch of magic (sorcerer), combat expertise
Abilities: Str 13 Dex 15 Con 11 Int 14 Wis 9 Cha 13
Skills: 40 pts- appraise 4+2 = 6, balance 4+3 = 7, bluff 4+1 = 5, climb 4+1 = 5, disable device 4+3 = 7, jump 2+1 = +3, listen 4-1 = 3, open lock 4+3 = 7, search 4+2 = 6, sense motive 4-1 = 3, spot 4-1 = 3, tumble 2+3 = 5
Spells Available (save DC 11 + spell level):
0th (2/day): daze, prestidigitation, mage hand
Possessions: leather armor, short sword, dagger, shortbow, 10 arrows
Darien CR 6
male human rogue 2, fighter 4
CG Size medium humanoid
Init: +3 Senses: Listen +3, Spot +3
Languages: common
AC: 20 (+5 armor, +3 dex, +2 shield) touch 13, flatfooted 17
HP: 28 (HD 2d6 + 4d10)
Saves: Fort: +5 Ref: +9 Will: +1
Speed: 30 ft.
Attack: long sword +8 (1d8 + 2 and 1d6 fire / 19-20 x2) or longbow +8 (1d8)
Attack Options: sneak attack, combat expertise, spring attack, whirlwind attack
Space / Reach: 5 ft. / 5 ft.
Base Attack: +5 Grapple: +6
SQ: evasion
SA: sneak attack, trapfinding
Feats: dodge, combat expertise, mobility, spring attack, weapon focus (longsword), weapon specialization (longsword), a touch of magic (sorcerer)
Abilities: Str 13 Dex 16 Con 11 Int 14 Wis 9 Cha 13
Skills: 40 pts, 12 fighter, 10 rogue – Appraise 4+2 = 6, Balance 4+3 = 7, Bluff 8+1 = 9, Climb 9+1 = 10, Diplomacy 6+1 = 7, Disable Device 4+3 = 7, Jump 7+1 = +8, Listen 4-1 = 3, Open Lock 4+3 = 7, Ride 3+2 = 5, Search 4+2 = 6, Sense Motive 4-1 = 3, Spot 4-1 = 3, Swim 3+1 = 4, Tumble 2+3 = 5
Spells Available (save DC 11 + spell level):
0th (2/day): daze, prestidigitation, mage hand
Possessions: +1 mithril chain shirt (2,100 gp), large steel shield enameled with skull and star device, +1 flaming long sword (command word “ixen”) (8,315 gp), dagger, longbow, 20 arrows, dark green cloak of resistance +1 (1,000 gp), dark traveling clothes, backpack, bedroll, 1,585 gold coins
Posted in Character and tagged fighter by Adam A. Thompson with no comments yet.
Lands and peoples of northeast Soralia
Soralia is a continent you can use as part of your campaign world. I created this land while running several campaigns in it over the last seven or so years, and now that I feel like it’s fairly well flushed out, I’d like to share it with everyone on Claw Claw Bite.
Climate: the northern kingdoms are warmer than their latitude is generally, due to a major warm current that flows counter-clockwise north into the Soral Sea, past the northeastern shores of the Princdoms of Ogham, and then west along the northern shore of the Soral Sea. This warm current results in heavy mists and fogs along the coasts of the so-called Pirate Kingdoms that stretch from the eastern edge of the peninsula to the halfling lands in the wide river basin that dominates the central portion of this region.
The Dwarvish lands are high and cold, set in the sprawling Dunheng Mountain chain that shields the eastern lands from the cold north western winds. The gnomish lands are a temperate and fertile land of hills and rivers which flow down from the dwarvish lands. The lands east of there with their small human kingdoms are warmer still in the southern reaches where the warm current runs strong. In the norther reaches they become more temperate as the lands rises slightly towards the arctic barrier mountains. These lands are drier and less fertile than the gnomish lands to the east.
Lands and Peoples: As one travels from west to east from the Fridon kingdoms along the north shore of the Soral Sea, one encounters first elvish, then dwarvish, then gnomeish, then halfling lands, followed by a stretch of heavily wooded wilderness, and several small human kingdoms.
Elvish Lands: Many clans of wood elves make their homes in the Linglew Woods. The elves are generally inhospitable to outsiders, and the humans of Fridon and the dwarves of Dunheng avoid their trackless forests.
Dwarven Kingdoms: two large and several small sovereign dwarven kingdoms claim the Dunheng Mountains and the surrounding land as theirs. Fairly isolate and xenophobic, these dwarven kingdoms have long-running feuds that occasionally break out into brief wars. Smaller kingdoms will be on one side or another as events change over the years.
These dwarves have some commerce with the underdark, primarily with deep dwarves and undergnomes. Other commerce is with occasional elvish or Fridon traders from the west and gnomes to the east, and through them, the warm human Pirate Kingdoms. Many young dwarves from these lands hire themselves out as small companies of mercenaries to the gnomes, halflings, and humans to the east.
Gnomish Lands: These lands are primarily gnomeish citiy-states ruled by family clan councils. The population includes a smattering of halflings, dwarves, humans and the occasional elf. Their economies are primarily agrarian. For defense, the ruling councils use mercenary troops sparingly and wisely to defend against human raiders from the east. As their lands are not rich in precious metals, they tend to be at peace with the dwarven kingdoms of the Dunheng Mountains to their west. They conduct extensive trade with the dwarves to the west and the halflings to the east, and the region has good roads.
The gnomes that live here tend to be practical, stoic folk, well used to defending themselves from the human bandits that spill out of the Pirate Kingdoms to the east. To their north in the tail of the arctic barrier mountains tribes of Ice Kobolds and the Naahaogo mountain goat people occupy the last habitable stretch of land before the tundras and arctic wastes. Mixed among them in the rolling foothills west of the river basin are several small halfling, elven and human communities of hill people.
Pirate Kingdoms: The lands of Findor, more popularly known as the Pirate Kingdoms, are small and factious kingdoms that stretch out across the end of the northern Soralic peninsula. On the whole, they tend to be somewhat poor and rather chaotic. Due to the lack of law in this region, they are a haven for pirates for which they are known, mainly out of the city of Grimsport.
One kingdom is ruled by Erikur Rinaldus, the famous “Mad King” of Pitosala, a small state in the Pirate Kingdoms. Cursed with a split personality, his fits and shrewdness are famous. His main personality is an aristocratic, regal and charismatic, and his next dominant personality is a mighty wizard, shrewd, cruel and scheming, with a third personality which seems to be a babbling mix of voices.
The humans here tend to view dwarves with a bit of distrust, as their main contact with them is as mercenaries. Ruins of the long-dead Sea Dwarves dot the land.
Ice Kobolds: These Kobolds have a blue-white color to their scales and a natural resistance to the cold (cold subtype: cold immunity). They worship the white dragons that live on the arctic shelf and throughout the barrier mountains. There is enmity between them and the beast-men that share these mountains, but they do not tend to make war on each other. They come into frequent conflict with the hated gnomes and to a lesser extent with the dwarves that live in the Dunheng Mountains to the southwest of them.
Their king is a mighty sorcerer-warrior who has magically transformed himself into a half-dragon. Also of note among them is a powerful sorcerer who builds fantastic constructs for use as war machines against the gnomes in the caverns, some in the aspect of the dragons they worship. He often must work with other magic-users to complete these constructs, but has the support of the king and good access to the resources he needs.
Beast Men (Na’ah-aogo): Known as beast-men by their human neighbors, but calling themselves the Naahaogo, these creatures dwell in the barrier mountains north at the headwaters of the river that flows through the wild woods separating the gnomes and humans. They are thought of as dangerous savages by the humans south of them, and have fought settlers and raiders from the human kingdoms. They are organized into small family units and are primarily nomadic gatherers.
They have the aspect of men with the head and hind legs of a goat, with a thick pelt of fur across their entire bodies, giving them good resistance to cold weather. They receive a +4 racial bonus to jump, climb and balance checks and are well suited to the mountain terrain in which they live. They receive a +1 racial adjustment to dex and con and a -2 adjustment to intelligence and -1 to charisma. Their favored class is ranger, but scouts, druids and barbarians are common among them. Their society tends to be neutral and slightly chaotic as do individuals. They fight with longbows and spears, though their warriors favor many weapons such as greataxes, greatswords and longspears.
Rumors and Information
The following can be determined with the corresponding Knowledge (local) or Bardic Knowledge check…. (use the comments section to add rumors for this region)
Posted in Region and tagged Soralia by Adam A. Thompson with no comments yet.
Issue 11 Released
As our readers well know, Claw/Claw/Bite is a resource for storytellers and gamemasters to help create thrilling worlds of adventure for your players to test their mettle in. In each issue, you’ll find new characters, creatures, magic items, encounters, and locations for use in your campaigns. We also include little nuggets that will enrich your world with cool details and intriguing features.
We’ve just finished issue 11 of Claw / Claw / Bite, and are releasing it for sale on RPGnow.com. Follow the link below to receive half off the cover price. That’s right, for our blog readers, this issue is only $1.50.
Get Issue 11 of Claw Claw Bite here at %50 off, a special offer for our blog readers!
Our goal is to be a “one-stop shop” for you, the gamemaster. With little or no tweaking on your part, you will be able to drop any game element from Claw/Claw/Bite into your adventure setting and run it how you see fit. All of our creations are designed for d20 fantasy rules. And of course, all of our everything is carefully reviewed and balanced to fit into your game without disrupting your play balance.
This issue of Claw/Claw/Bite includes
* New variant rules for casting with mana instead of preparing spells
* Four new creatures, including a new True Dragon: the jungle hunting Onyx Dragon
* Two new campaign locations — the town of Alabaster and the wilderness of Goduanil
* A new feature: Seeds, Legens and Hooks
* Two new magic items
* Two new spells
* Twelve NPCs, including the cadre of heroes at 5th level
* A mini-adventure in which the party is split up, captured, and must escape from a prison in hell.
Get Issue 11 of Claw Claw Bite here at %50 off, a special offer for our blog readers!
Posted in Uncategorized and tagged CCB issue by Adam A. Thompson with no comments yet.
Divine Liberation
I’d like to dedicate today’s post to E. Gary Gygax, who has just passed away. Gary’s adventures surrounding Tharizdun were a major inspiration for this idea, and so it seems appropriate to dedicate it to him. Of course, this small thing is nothing compared to the joy and inspiration I have received because of him and his work. I write this in the spirit of sending thanks and help to those who are no longer in this world.
This campaign plot line turns a common thread around.
Generally, an imprisoned deity is the bad guy that the PC heroes are trying to keep locked up. In this reversal of the story, a benevolent deity that the PCs worship or care about has been imprisoned.
This could be a long story arcing over a campaign, or a shorter story for higher level characters.
If used for a long campaign, the imprisoned deity may have been trapped long ago, and now some prophecy or omen has involved the PCs with it’s release.
If a short story, the deity may have just been recently tricked or put upon by another, malevolent or jealous deity, and the PCs must help the god overcome it’s tribulations. The part they play may be a minor, but pivotal part in a larger effort.
Posted in Uncategorized and tagged campaign plotline by Adam A. Thompson with no comments yet.
Die Harder
Prerequisite Endurance, Diehard, Iron Will, Toughness
Benefit
When reduced to -9 hit points, you remain stable. At this point, you begin to use your strength score as though they were additional hit points. Each point of damage you take reduces your strength score by 1 (this counts as ability damage). Once your strength score reaches 0 you immediately die.
When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, swift actions, or immediate actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach 0 strength, you immediately die.
Normal
A character with diehard usually dies once reaching -10 hp.
Posted in Uncategorized and tagged feat by Adam A. Thompson with no comments yet.
Zuggtmoy’s Gift
This little guy just got done being slain by my players at the top of the Black Spike in the Temple of All-Consumption. Since the Return to the Temple of Elemental Evil didn’t include the stats for this 20HD mushroom, I thought I’d write them up and share them with you. Enjoy!
Advanced Violet Fungus CR: 11
Neutral Evil Huge Plant
Initiative: -3
Armor Class: 20 (-3 Dex, +15 natural, -2 size), touch 5, flat-footed 25
HP 238 (HD: 20d8+140)
Saves: Fort +19, Ref +3, Will +6
Speed: 10 ft. (2 squares)
Attack: Tentacle +25 melee (1d6+10 plus poison)
Full Attack: 4 tentacles +25 melee (1d6+10 plus poison)
Space/Reach: 15 ft./20 ft.
Base Attack/Grapple:+15 / +33
Special Attacks: Poison
Special Qualities:Low-light vision, plant traits
Abilities: Str 30, Dex 4, Con 24, Int Ø, Wis 11, Cha 9
Environment: Underground
Organization: Solitary
Treasure: None
Combat
A violet fungus flails about with its tentacles at living creatures that come within its reach.
Poison (Ex) Injury, Fortitude DC 27, initial and secondary damage 1d8 Str and 1d8 Con. The save DC is Constitution-based.
Posted in Creature and tagged plant by Adam A. Thompson with no comments yet.
Withering Grasp
With a touch, the caster permanently withers an opponent’s limb.
Necromancy
Level: Cleric 5, Sorcerer/Wizard 5, Corruption 4
Components: V
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes
With a magic phrase, your hand glows with dim red energy. Grasping your foe’s arm, all his strength leaves him and he drops his weapon, his once-mighty limb withering away.
This spell permanently withers the touched limb. On a successful melee touch attack, a random limb is crippled and useless and the victim suffers 2d6 points of damage. Depending on what limb is withered, this spell has different effects.
Crippling a leg causes the opponent to fall down unless they make a DC 15 balance check, and halves their land speed. Furthermore, moving on only one leg requires a DC 10 balance check.
Crippling an arm, tentacle, or other grasping limb causes anything held with that arm to be dropped, and prevents it’s use. Full-body strength checks suffer a -4 penalty, as do grapple checks.
Crippling a wing prevents flight and causes an airborne creature to fall from the sky.
If they wish, the caster can attempt to cripple a specific limb. This type of “called shot” suffers a -4 penalty to the melee touch attack.
As this spell instantaneously destroys use of the limb, heal, restoration, regeneration, or similarly powerful healing magic of at least 5th level must be used to restore use of the crippled limb.
As this spell only requires verbal components, it is often used in close quarters and when wrestling desperately with opponents.
Posted in Uncategorized and tagged cleric spell level 5, corruption domain 4, sorcerer / wizard spell level 5 by Adam A. Thompson with no comments yet.
Crippling Grasp
Necromancy
Level: Cleric 3, Sorcerer/Wizard 3, Corruption 2
Components: V
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 rd / level
Saving Throw: Fortitude negates
Spell Resistance: Yes
With a magic phrase, your hand glows with dim red energy. Grasping your foe’s arm, all his strength leaves him and he drops his weapon, his once-mighty limb now useless.
This spell cripples the touched limb. On a successful melee touch attack, a random limb is crippled. Depending on which limb is crippled, this spell has different effects.
Crippling a leg causes the opponent to fall down unless they make a DC 15 balance check, and halves their land speed. Furthermore, moving on only one leg requires a DC 10 balance check.
Crippling an arm, tentacle, or other grasping limb causes anything held with that arm to be dropped, and prevents it’s use. Full-body strength checks suffer a -4 penalty, as do grapple checks.
Crippling a wing prevents flight and causes an airborne creature to fall from the sky.
If they wish, the caster can attempt to cripple a specific limb. This type of “called shot” suffers a -4 penalty to the melee touch attack.
After the spells duration ends, when it is dispelled, or when heal, restoration, remove curse, or similarly powerful healing magic is used, the victim regains use of the crippled limb.
As this spell only requires verbal components, it is often used in close quarters and when wrestling desperately with opponents.
Posted in Uncategorized and tagged cleric spell level 3, corruption domain 3, necromancy, sorcerer / wizard spell level 0 by Adam A. Thompson with no comments yet.
