Location: Thorp of Talook

Nestled at the foot of the Cyrűk mountains, the thorp of Talook’s stone hovels are visible for many miles down the road. Tiny plumes of smoke rise from each of the huts set close together for protection.

When the party arrives, the citizens are busy setting up a makeshift celebration to honor St. Zelnyeki the following weekend.

Population: 58
GP Limit (price of most expensive item available in thorp): 40gp
Ready Cash: 116gp
Power Center: conventional (Anna Červená), LN (with good tendencies)

Highest Level Locals:
Adept: 1st
Barbarian: 1st
Cleric: 1st – Caretaker of the tiny wooden chapel that is the spiritual center of the town.
Commoner: 5th
Expert: 5th
Figher: 4th – Orlay Petronova – older man, appointed by the Baron’s father as magistrate of Talook. Orlay supports Anna as the last legitimate authority for the region.
Monk: 1st – An ascetic who has taken a vow of silence and lives on the church grounds tending the communal gardens.
Ranger: 2nd
Warrior: 2nd


Posted in Uncategorized and tagged , by with no comments yet.

Location: Castle Stieglitz – 2nd and 3rd floors and Cellar


2nd floor:

1 Hallway
The light makes a shifting patchwork on the floor as the party passes through the broad halls.

2-7 Quarters
The quarters are full of eight slashed beds. It appears that anything of value has already been removed from these walls.

8 Petry’s Room
A single small window looks out to the grounds at the back of the Steiglitz property. Like all the other areas inside this castle, the room has been completely looted. The mattress of the bed has been slashed open and its innards lie strewn across the floor. A chair lies on its side and the desk has several deep gashes as if struck by a handaxe or other small chopping tool.

9 Yevgeny’s Room
This room contains a large bed which has been turned on its side. Dusty hay and down litter the corners of the room, which without exterior windows is cast in a deep earthen shadow.

10 Karl’s Room
This room contains a thrashed bed and some broken furniture. The small window has been smashed. A breeze blows into the room, bringing with it the smell of grass and cedar.

11 Anna’s Room
This windowless room has a single bed that has been gutted like the rest. A vanity and wardrobe shows signs of vandalism. Their contents have long since been looted. Someone with the initials “K.U.” has carved crude remarks about a woman named Anna and her questionable heritage into the wood grain of the furniture.

12 Baron’s Suite
The room has a distinctly foul odor to it. In the shadowy light that streams through the windows, a humanoid form with withered and whitened hair slithers from a throne, shakes his fists defiantly and charges up the iron spiral staircase at the far end of the room. A sitting table flanked by two chairs fills the north end of the room under the window, atop it an unlit candelabra. Three chests line the south wall, upon the center one rests a notebook and a silver pitcher.

When the party enters the baron’s suite, he will flee up the spiral staircase.


3rd floor:

1 Baron von Stieglitz’ Bedchambers
In this round chamber high above the valley, bright spotlights from the five circular windows illuminate silver cobwebs draped like tule about the five-poster bed in the center of the chamber. A small table leans against the west curved wall, and a dresser against the east curve. A spiral staicase at the south end of the room leads down into the darkness.

Beneath the cobwebs in the bed is a long-dead servant girl, the object of desire that drove the Baron into madness. (more description here, probably a read-aloud, something to the effect of)

Sinewy strands of flesh bind the woman’s mouth, and a festered and rotten slit is visible under her chin.

The windows offer views of the surrounding valley, making the tower a perfect lookout spot and the castle well-defended.

Creatures: Baron von Stieglitz, wight (CR12) who has likely fled to this location from the room below. In addition, many bats (20-40) live in the rafters beneath the tall ceilings of this tower. They will fight on the baron’s side.

If the party survives the fight, the Baron’s parting words:

I have failed you Katherine! I have failed you father, grandfather, uncle Jakob! I now know in death what you thought of me in life.

Soon after, the Stieglitz ghosts arrive and carry his body down to the mausoleum for burial. Then they sink back into their sarcophagi and disappear from sight.

An alternate ending is that the party parlays with the Baron and works with him to restore his name and honor.

Cellar:

Development: If the party heads down into the trapdoor, and they haven’t met the servants, the servants close the trapdoor and drag the table back atop it, trapping the party in the cellar. Cries for help will eventually bring the remaining servants to investigate. They will not open the trapdoor until they verify the party means them no harm, which may require the party disposing of the undead.

The party must succeed at a DC 25 strength check to lift the trap door open (5 round action) if the servants do not help. They can also cajole the servants to open the trap door. This requires a DC 25 Diplomacy check (10 round action) to change their initial attitude from Unfriendly to Friendly.

1 Food Storage
This 5’ x 10’ room is musty and ridden with cobwebs. Shelves that look as if they once held dry goods now only display rat droppings.

2 Equipment Storage
This is another 5’ x 10’ room that contains mops, brooms, balls of rags, buckets, feather dusters, and other custodial equipment. They have not seen use in quite some time.

A DC 5 Search check will allow to party to find 5 large bars of soap.

3 Wine Cellar (EL 8)
This unlit earthen room is filled with narrow rows of shelves, stocked with bottles of wine. Several dead men in mail lie on the ground amongst broken bottles of wine in the tight spaces between the shelves, weapons still in their rotting hands.

The spaces marked on the map as having broken glass should be treated as being laced with caltrops. Characters moving into or fighting in such areas receive and “attack” from the broken glass. This attack is at +0 attack bonus and is against the character’s touch AC (+2 if the character is wearing boots of other footwear). A successful attack deals 1 point of damage and reduces the character’s movement by half.

Most of the areas in this cellar are 2 1/2 feet wide, which means that medium sized creatures will have to squeeze to move through these areas. Squeezing characters move at half speed and receive -4 to their attack rolls and AC.

Violent activity while squeezing adjacent to the wine racks has a 50% chance of sending wine bottles crashing to the ground. This fills the space the character is in with glass-caltrops as above.

Creatures: Mohrg, HP: 85 and Zombies (3) HP: 15, 18, 15 AC: 16

Several months ago the kennel master, a cruel and coarse man, was caught by a servant girl getting drunk on the Baron’s wine here. Enraged, he slit her throat and drunkenly violated her. Shortly afterwards the Baron leapt upon him and slew him. The taint of his evil has lingered and now his body stalks the cellar as a Mohrg.

Afterwards, during the looting of the castle by the Baron’s factious underlings, several men-at-arms came to the basement to steal the wine. The mohrg slew them and they now serve him as zombies. The zombies will lie still on the ground until the mohrg begins it’s attack, at which point they will rise up and join the fray.

All of the undead, being dead and suffering no pain, are unaffected by the wine-caltrop effect.

Tactics: The Mohrg will attempt to hide until it can attack one of the party from such a position that they must face it one-on-one. The zombies will rise up to sew confusion once the attack has begun, grappling and slamming. The mohrg will tenaciously attack one foe until it is dead or paralyzed, then move on to the next, until it is slain or has slain everyone. If defeated it expels vile curses with it’s grotesque tongue as it falls, calling it’s defeaters mongrels and dogs in Wyndm.

Treasure: The three zombies are wearing serviceable suits of chain mail and their heavy maces lie on the ground. In addition, there is a large sack of loot they had taken before meeting their fate here. It contains 500 gold worth of accouterments including a candelabrum worth 100 gp, most of a 8 seating set of silverware worth 80gp and various other valuables. Finally, the wine on the racks amounts to 80 bottles of various quality and vintage. Their values range from 2 sp to 10 gp each, and average at 4 gp each. A DC 20 search check along with a DC 15 appraise check will allow characters to discover a 50 year old bottle of fine brandy worth 100 gold.

Development: If anyone moves the obstacles and enters the cellars without speaking with the remaining servants first, they will come and replace the obstacles at the first sound of battle, or before if they happen upon the open hatch. As noted above, opening the hatch with the table and rubble piled on it requires a DC 25 strength check, or convincing of the former servants that the trapped people mean them no harm via diplomacy or bluff.

Ad Hoc XP Adjustment: +10% XP for difficult terrain and zombies.


Posted in Encounter and tagged , by with no comments yet.

Character: Yevgeny Divoký the Fierce (CR 8)


Yevgeny Divoký the Fierce, an ethnic Wyndm-folk, took charge of one of the four factions created by the Baron von Stieglitz’ power vacuum. His followers mostly include other Wyndm-folk. He intends to round up even more by visiting the refugee camps hidden deep in the marsh. His main motivation is the protection of his people.

Yevgeny Divoký CR 8
Neutral good Male Human (Wyndm) Ranger 8
medium humanoid
Init: +3 Senses: lowlight vision
Listen +10, Spot +9

Languages: common, wyndm, giant

AC: 23
HP: 68 (8d8+16 HD)

Fort: +8 Ref: +9 Will: +4

MV: 30ft.
Attack: +11/ +6 with + 1 longsword, +13/ +8 with +1 longbow
Full Attack: +11/+6/+11 with +1 longbow
Space / Reach: 5ft/5ft
Base Attack: +8/+3 Grapple: +10

Abilities: Str: 15 (+2) Dex: 16 (+3) Con: 14 (+2) Int: 12 (+1) Wis: 14 (+2) Cha: 10

Feats: dodge, mounted combat, mounted archery, weapon focus (longbow), rapid shot*, many shot*

Skills: climb +8, handle animal +6, heal +7, hide +11, jump +6, knowledge (local) +6, knowledge (nature) +7, listen +10, move silently +9, profession(mercenary) +7, ride +8, search +6, spot +9, survival +7, swim +7, use rope +5

Class Features: track, wild empathy +8, animal companion, endurance, combat style* (archery), improved combat style* (archery), woodland stride, swift tracker
Favored enemies: human/ giant

Spells Prepared or Available: 2/1: Summon Nature’s Ally I, entangle, barkskin

Posessions: Leather Armor +4, long sword +1, long bow +1, 50 arrows, sack of dried meat, scroll case filled with various poems written in forest wyndm, 400gp.

*Detailed Special Ability or Attacks (type): Combat style archery grants him the rapid shot feat. Improved combat style archery grants him the many shot feat.

Minions: Yevgeny is sometimes seen with a Wyndm wolf named Zami, which means “wild one” in forest wyndm.

Zami (CR 4): wyndm wolf


Posted in Character and tagged by with no comments yet.

Character: Petry Pokrm the Dish-eater (CR 8)


Petry Pokrm the Dish-eater is a man of unknown origin who fought himself out of the slums of Onuago when he was brought to the town to work as a slave as a young boy. His present-day followers are mostly of thug origin, and seek to disrupt the powers that be. It is said that he is part orc, which comes out in his violent language and actions when he drinks. His men have been seen harassing people in Onuago. His name comes from a time, after outslugging a man in a duel, as tribute he ate not only his opponent’s meal, but the wooden dish it was served on. Then he took his money, and has been a thug ever since.

Fighter 3, Barbarian 5
Petry Pokrm (CR 8)
Chaotic Neutral Male Human/Quarter-Orc Barbarian 5, Fighter 3
medium humanoid
Init: Senses: normal
Listen Spot
Languages: common, orc, some Mountain Wyndm

AC: 16 (+4 armor, +2 dex)
HP: 5d12+20 + 3d10+12 (HD) 120 hp.
Fort: +7 Ref: +2 Will: +2

MV: 40′
Attack: +11 halberd 1d10+4 (x3) plus trip
or +11 falchion 2d4+4 (18-20, x2)
or +? whip disarm or trip
or +10 throwing axe 1d6+3
Full Attack: +11 / +6 halberd 1d10+4 (x3) plus trip
or +11 / +6 falchion 2d4+4 (18-20, x2)
or +3 / -2 whip disarm or trip and +2 throwing axe 1d6+3 (adjust for 2 weapon fighting)
or +11 / +6 throwing axe 1d6+3
Attack Options: Rage
Space / Reach: 5′ / 5′, 10′ (halberd), 15′ (whip)
Base Attack: +8 Grapple: +11

Abilities: Str: 17 Dex: 14 Con: 18 Int: 12 Wis: 11 Cha: 13
SQ: Fast Movement, Uncanny Dodge, Trap Sense +1, Improved Uncanny Dodge
SA: Rage 2/day
Feats: quick-draw, dodge, mobility, spring attack, power attack
Skills: +7 climb, +12 intimidate, +7 jump, +5 listen, +8 survival, +14 swim

Posessions: chain shirt, halberd, falchion, whip, 2 throwing axes.

Rage (ex): +4 str, +4 con (+16 HP), +2 will, -2 AC for up to 25 rounds.

Tactics: A wild fighter, Petry will run circles around his foes, charging in and out in a rage, droping one weapon to draw another and leaving the field of battle littered with his weapons and the limbs of his foes.


Posted in Character and tagged , by with no comments yet.

Creature: Mud Naga (CR 6)

Mud Naga
Size/Type: Large Aberration (Marsh/Mudflat)
Hit Dice: 6d8+24 (50 hp)
Initiative: +1
Speed: 30 ft. (6 squares), mudstride 50 ft.
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +5/+12
Attack: Bite +7 melee (2d6+4 plus poison)
Full Attack: Bite +7 melee (2d6+4 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison, spells
Special Qualities: Darkvision 60 ft.
Saves: Fort +6, Ref +5, Will +8
Abilities: Str 16, Dex 13, Con 18, Int 10, Wis 17, Cha 15
Skills: Concentration +12, Listen +7, Spellcraft +8, Spot +7, Swim +11
Feats: Alertness, Combat Casting, Eschew Materials, Lightning Reflexes
Environment: Temperate marsh or mudflat
Organization: Solitary, pair, or nest (3-4)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually neutral
Advancement: 7-9 HD (Large); 10-15 HD (Huge)
Level Adjustment: —

Mud nagas speak Muddle and Common.
Combat

Mud nagas prefer to stay mostly concealed in a pool of mud while they launch a spell attack.
Poison (Ex)

Injury, Fortitude DC 15, initial and secondary damage 1d6 Con. The save DC is Constitution-based.
Spells

Mud nagas cast spells as 6th-level sorcerers but never use fire spells.
Typical Sorcerer Spells Known (5/6/6/3; save DC 11 + spell level)

0—acid splash, daze, detect magic, light, mage hand, open/close, read magic; 1st—expeditious retreat, magic missile, obscuring mist, shield, true strike; 2nd—invisibility, acid arrow, mirror image; 3rd—protection from energy, suggestion.
Skills

A mud naga has a +8 racial bonus on any Mudstride check to perform some special action or avoid a hazard. It can always choose to take 10 on a Mudstride check, even if distracted or endangered. It can use the run action while mudstriding, provided it slithers in a straight line.


Posted in Creature and tagged by with no comments yet.

Language: Muddle

Muddle is spoken by certain mud-based creatures. It consists mostly of tonal hisses and nearly inaudible clicks that pass through the mud to the intended recipients. There is no such thing as plurals in muddle, so all conversation is one-on-one. This requires messages to pass from one creature to the next. Many would consider this a disadvantage of the language, but others see the hierarchical nature of message propagation to be a societal advantage.


Posted in Uncategorized and tagged by with no comments yet.

Location: Onuago Old Town Hall


1 Front Facade

The Old Town Hall was once an architectural marvel, standing five stories high with a dome providing the top two stories. Now the dome has caved into the center, and the structure is nothing more than a husk with a few carved figures adorning facades. Seven marble columns rise before the entrance, five of which are structurally intact. Splinters of broken timbers block the entrance to the building, labeled overhead with the text “Onuago Town Hall” in carved lettering.

The boards are easily removed fro the doorway, revealing a door less passage into the interior, location 2.

2 Antechamber

From here, the main dome of the town hall rises into the next room. The floor slopes sharply down, forming a basin, which is full of murky water, the ripples illuminated in the crisp moonlight. A small boat is tied to the shore close to this chamber.

The party will find that the boat is seaworthy, and that the water is at least 6′ deep. Ideally, they will take it to the center of the chamber, where gargoyles lay in wait at location 3.

3 Center of the Dome

The water here is suddenly not so calm! Swooping down from above are two gargoyles, while another two burst from the water, rocking the boat!

Once the party reaches this spot (hopefully in the boat), the gargoyles will attack. f the party members in the boat when the attack begins must make a reflex save DC 15 or fall in the water. Characters who fall in the water are descended upon by any gargoyles not already engaged in melee.
Creatures: Gargoyles (4) as per DMG. HP: 37, 41, 33, 45
Tactics: The gargoyles will wait until the party has passed them before attacking by swooping down upon them. Though vicious, they are not bloodthirsty, and if strongly opposed will likely flee through the cracked dome and scatter.
Treasure: The individual gargoyle’s hordes are located under the lecturn in location 4 and include material looted from the Town Hall’s coffers. The individual caches of treasure are: 1) 23,190 silver coins (2,319 gp), 374 gold coins (374 gp) and 64 platinum coins (640 gp), 26,043 silver coins (2,604.3 gp) and a scroll- divine (150 gp) Stonetell (l2, cl3), 4) 466 gold coins (466 gp) and a potion of Reduce (at 5th level) (250 gp), which is fallow-colored, has a peppery odor and taste, and a vaporous, layered appearance.
Development: Any gargoyles that escape the party’s defenses will fly off to harpy point where they came from and may be encountered there later.

The side chambers are all empty, with the exception of a few nests made from shredded parchment and scrolls. This suggests other living creatures which make their homes here, as gargoyles require no such nests. Indeed, harpies from the island in the bay sometimes take up residence in the town hall, and toy with and feast on Onuago’s less-aware citizens.

4 Lecturn

The gargoyles’ horde is stuffed inside an old lecturn (see location 3).

A worn and warped lecturn is the lone island in the far end of the chamber. The moonlight casts unsual shadows against the back of the room, framing the brightly lit lecturn.


5 Councilman Rifa’s Chambers

Two feet of standing water fill the room. A bookshelf on the far wall appears half full.

Most of the documents are simple, though the party finds old documents describing the rising waters and the lack of useful legislation and organization to stop it. I addition, the party finds a scroll of Comprehend Languages and another of Zone of Truth.

6 Councilwoman Gulley’s Chambers

A film of sticky mud coats the bottom foot of the room, unmarked by footprints or other visible signs of disturbance.

The party finds documents describing the lack of focus on public health and other domestic shortfalls of the Port of Onuago. Gulley’s personal writings lambast the inability of the town council to get the job done.

7 Back Chambers

Shallow ridges in the mud-filled hallway give way to a 20×20′ chamber.

This meeting room/hallway is the home of a mud naga (stats to appear as a new creature). The naga has very little treasure.

8 Steps

A set of stairs leads up, though the passage is filled with rubble.

The party is unable to move this rubble, and if they do, the steps lead to an empty, roofless chamber that overlooks the dome. There is nothing of interest here.

9 Rally Pedestal

This was once the rally point for political organizations that approached the town council. It was also once a shrine to Hemera and Nyx, the Gods of Time.

If the characters examine it closely enough, they find “Time is on our side” etched into the wooden pedestal.


Posted in Encounter and tagged , by with no comments yet.

Character: Karl Underharl (CR 8)


Karl Underharl, an ex-knight turned robber baron when his wife left him for a more famous knight. When the Barony splintered, similarly cuckolded men followed Karl.

Fighter 8

The eldest son of Gundar Harl, Karl was groomed for knighthood from an early age. Sadly, he never fit his life’s role, and he fell out of favor with his family, disgracing them on his 15th birthday by having sexual relations with a young harlot, then an older one (Mme. Babushka) in a very public place. He doesn’t take very good care of himself, and often loses money, forcing him into his life as a mercenary. He is quick to anger and holds a grudge, two traits perhaps not best suited to his line of work. Despite these traits, he thinks he deserves knighthood, and is quick to convince any naysayers of his honor, which is usually what gets him into trouble. He finally settled down and married, only to become cuckolded by his wife.

Karl Underharl (though he goes by Karl Harlot, turning the name and the blame on his father) CR 8
CN Male Human Fighter 8
medium humanoid
Init: +1 Senses: normal
Listen: +4 Spot: +4
Languages: Common

AC: 20 (+9 Armor, +1 Dex) touch 11, Flat-footed 19
HP: 64 (8d10+8)
Fort: +7 Ref: +3 Will: +3

MV: 20′
Attack: +12 Morning Star (1d8+4) or +12 Lance (1d8, x3)
Full Attack: +12 / +7 Morning Star (1d8+4) or +13 /+8 Lance (1d8+7, x3)
Space / Reach: 5’/5′
Base Attack: +8 Grapple: +11

Abilities: Str: 17 Dex: 13 Con: 13 Int: 12 Wis: 13 Cha: 11
Feats: (9) Cleave, Die-Hard, Endurance, Improved Sunder, Mounted Combat, Power Attack, Ride-by Attack, Weapon Focus (Lance), Weapon Specialization (Lance)
Skills: Handle Animal +6, Intimidate +6, Listen +4, Ride +12, Spot +4

Posessions: +1 Breast plate (1000 gp), +1 Large Steel Shield with Cresent Moon enameled (1000 gp), +1 Morning Star (2000 gp), +1 Lance (2000 gp), 300gp. He has lost or spent all the rest.

He is currently mountless, having lost his war horse in his last drunken encounter on the road east of Onuago Port-Town.

Detailed Special Ability or Attacks (type): Dirty fighting


Posted in Character and tagged , , by with no comments yet.

Claw/Claw/Bite Issue #2 Released

Our new issue includes much of the material from last month’s posts; the descriptions of the Great Earth Serpents, Old Man Thorenson, Holy Transfixation, Sepulchre of Ghost Catching and other goodies all lie within these 17 gooey pages. Download the issue here and here.


Posted in Uncategorized and tagged by with no comments yet.

Gods: Hemera and Nyx (Domain of Time)


The twin gods Hemera and Nyx share domain over Time.

Hemera: Lawful Neutral Female God of Day (Symbol: Sundial)
Nyx: Lawful Neutral Male God of Night (Symbol: Hourglass, and occasionally a Moondial)

Followers of the twin time gods have often display the sundial and the hourglass proudly, but in more superstitious regions of the world, magically working with time has been cast as an evil act, and the practioners have gone into hiding.

During the day, Hemera is more powerful, and her effects are experienced as if cast at a level (or more at the discretion of the DM) above the caster’s level. Once the sun sets, the effects are felt as if cast at a level (or more) below the caster’s level. The opposite follows for Nyx, where the powers are greater at night.

Philosophically, Hemera is an absolutist, and Nyx a relativist. Nyx can provide time based on an event, and Hemera can provide the time of day (at least during the day). These two gods constantly bicker about their differences, wasting a lot of time on details.

Clerical Domain: Time

Granted Power: Clerics choosing the Time domain cast time spells at +1 caster level.

Time Domain Spells:
0 Detect Temporal Disturbance
1 True Strike
2 Haste, Dispel Temporal Effect
3 Slow
4 Scry the Ages. You can see and hear some creature, who may be at any distance or in any time frame past or future.
5 Hastening of Age. The subject loses Ste, Dex, and Con levels as his body ages prematurely.
6 Mass Haste or Phase Object (description to come), Scry the Ages.
7 Wellspring of Youth. The subject gains Str, Dex and Con as his body regains its youth. Or Phase Self (desciption to come).
8 Time Stop or Phase Other (description to come).
9 Temporal Stasis or Mass Phase(description to come).

New Cleric Spells

Detect Temporal Disturbance
Universal (Time)
Level: Clr 0, Sir/Wiz 0
Components: V,S
Casting Time: 1 action
Range: 60 ft
Area Quarter circle eminating from you to the extreme of the range
Duration: Concentration, up to 1 minute / level (D)
Saving Throw: None
Spell Resistance: No

You can sense the presence of a disturbance in the natural flow of time up to 60 feet away in your own time frame. This includes the use of spells that manipulate time is any way, natural temporal distortions or gateways, objects that are displaced from their original time, and temporal creatures such as the time elemental. The amount of information revealed depends on how long you study a particular area, as in the detect magic spell.

1st round: You can detect the presence or absence of temporal disturbances.

2nd Round: Number of different temporal disturbances and the amount of time between the origin and current temporal position of the most powerful disturbance.

3rd Round: The location and amount of time between the origin and current temporal position of each temporal disturbance. If the disturbances are in line of sight, you can make multiple spellcraft checks to determine the exact nature of the temporal disturbances; this would include information such as the caster level and type of spell, or the type and level of the creature.

Note: Each round you can turn to detect things in a new area. The spell can penetate barriers, but one foor of stone, one inch of common metal, a thin sheet of lead, or three feet of wood or dirt blocks it.

Dispel Temporal Effect
Abjuration [Time]
Level: Clr 2, Sor/Wiz 2
Components: V,S
Casting Time: 1 action
Range: Medium (100ft + 10 ft/level)
Target or Area: One temporal effect
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The caster can dispel any spell cast on a creature or object that manipulates time (such as haste, time stop, temporal stasis or slow) or has “time” as a descriptor, causing it to end as if its duration had expired. It can also suppress the time-related abilities of a magic item, temporarily close an individual temporal disturbance such as a temporary gateway or time distortion, or dissipate a creature relying on an ongoing time spell for its presence. In addition, it is able to counter another spellcaster’s time spell, or dispel the ongoing effects of supernatural or spell-like effects that manipulate time. This spell can be used as a targeted dispel or a counterspell, like the dispel magic spell.

Scry the Ages
Divination [Time]
Level: Clr 6, Sor/Wiz 5, Time 4
Components: V,S,M/DF, F
Casting Time: 1 hour
Range: See text.
Target or Area: Magical sensor
Duration: 1 minute / level
Saving Throw: Will negates
Spell Resistance: No

You can see and hear some creature, which may be at any distance, but also in any period of time past or future (the time must be specified by the caster beforehand). If the subject succeeds on a Will save, the scrying attempt simply fails. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.

Knowledge

Will Save Modifier:

None* +10
Secondhand (you have heard of the subject) +5
Firsthand (you have met the subject) +0
Familiar (you know the subject well) -5

* You must have some sort of connection to a creature you have no knowledge of.

Connection

Will Save Modifier:

Likeness or picture -2
Possession or garment -4
Body part, lock of hair, bit of nail, etc. -10

If the save fails, you can see and hear the subject and the subject’s immediate surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet.

As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. In addition, the following spells have a 5% chance per caster level of operating through the sensor: detect chaos, detect evil, detect good, detect law, and detect magic.

If the save succeeds, you can’t attempt to scry on that subject again for at least 24 hours.

Arcane Material Component: A jewelry “eye” fashioned of a diamond set in gold, with a minimum cost of 250 gp, which vanishes upon being cast into the focus when the spell is cast.

Wizard, Sorcerer, or Bard Focus: A mirror of finely wrought and highly polished silver costing not less than 1,000 gp. The mirror must be at least 2 feet by 4 feet.

Cleric Focus: A holy water font costing not less than 100 gp.

Hastening of Age (Necromancy) [Time]
Level: Clr 7, Sor/Wiz 7, Time 5
Components: V,S
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Effect: Ray of negative temporal energy
Duration: instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

Used as a directed attack, the creture struck ages at an extremely rapid rate – cells degrade and bones turn brittle before their time. The victim of this attack ages one step as per the aging chart in the PHB: Strength, Constitution, and Dexterity are modified the amount specified below for his new age. For adulthood to middle age Str, Con and Dex are reduced by 1. For middle age to old age they are reduced by 2. For old age to venerable age they are reduced by 3. And for childhood to adulthood they are increased by 3. A character’s ability scores cannot be reduced below 1 in this way. Undergoing hastening of age multiple times produces cumulative affests, but casting the spell on a character of venerable age changes his only cosmetically; the spell cannot kill. When aged in this way, you may feel and look older, but the time alloted to your soul remains the same; for instance, though and adult human character is now middle aged for all intents and purposes, he still has his full original 55+2d20 years left to live. Note that the bonuses to Intelligence, Wisdom and Charisma given to normally aging characters do not apply to this spell, as the target doesn’t undergo the experiences that would add to these abilities.

Much like energy drain, hastening of age requires that twenty-four hours after the attack the subject must make a Fortitude saving throw (using the spell DC) to negate the effects. If he fails, the damage to his abilities and his apparent age become permanent. Success means that the effects begin to fade away. The permanent reduction to the character’s ability scores can be dispelled by restoration, but not lesser restoration; it is a permanent ability drain. Wellspring of Youth can also counteract it. Hastening of Age can only affect mortal creatures that suffer the affects of normal aging; undead creatures and the like are immune.

Wellspring of Youth (Conjuration) (Healing) [Time]
Level: Clr 8, Time 7
Components: V,S, M, XP
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Directed at a single target, this spell allows one person to regain his youth at a rapid rate – cells repair themeselves, and wrinkled skin regians its youthful firmness and glow. The recipient of this spell becomes one aging step younger as described below; his Strength, Constitution, and Dexterity are modified the amount specified by his new age. For venerable to old age, Ste, Con and Dex are increased by 3. For old age to middle age they are increased by 2. for middle age to adulthood they are increased by 1. And for adulthood to childhood they are reduced by 3. A character’s ability scores cannot be reduces below 1 by this spell. Undergoing wellspring of youth multiple times produces cumulative affects, but casting the spell on a character of childhood age changes his only cosmetically; the spell cannot kill and is not able to undo death. When aged in this way, you may feel and look younger, but the time alloted to your soul remains the same; for instance, though and adult human character is now middle aged for all intents and purposes, he still has his full original 55+2d20 years left to live. Although this spell doesn’t provide immortality, it is very sought after by the wealthy classes as a way to preserve beauty and vigor throughout a lifetime.

Wellspring of youth works to counteract the effects of hastening of age, as mentioned above. It can only affect mortal creatures that supper the affects of normal aging; undead creatures and the like are immune.

Note that an unwilling target (such as an adult who does not wish to be reduced to a child’s body in the middle of combat) is entitled to a Will saving throw if he or she so chooses.

Material Component: diamond dust worth 100 gp that is sprinkled over the target.

note: the Time Domain and new spells presented here are open gaming content (with the exception of the Phase spells and the description of the Gods) originally published in The Tide of Years by Atlas Games.


Posted in Deity, Spell and tagged , , , , , , , by with no comments yet.