Plague

Plague is a new supernatural disease type, with symptoms resembling the black plague.

Gamemasters will likely want to limit the amount of plague in their games, as it tends to drag the players down, but in certain tainted planes, over-populated cities, and bogs, plague might creep its way into the game.

Plague infects its victims on contact with an infected creature, requiring a DC 22 Fortitude save to avoid. The incubation period is 1d12 days since there are so many ways in which it can spread. Plague causes 1d4 Con damage per day afflicted with the disease on a failed save, and once they feel symptoms of the disease, can easily spread it to those they touch. Unlike normal diseases, the victim must make 3 days worth of successful saves to begin recovering from the plague.

Plague is immune to remove disease, though heal and other higher-level spells will remove plague from a victim.


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Hellskin Tunic

These shirts are made from the hides of slain fiends. As such, their appearance varies depending on what type of demon or devil originally wore the hide: some are scaly, some smooth and barbed, some blue-white as ice, and some fiery red.

Those who wear these specially-treated shirts find that they help resist the points of weapons and the tearing of teeth and claws. While worn they confer a natural armor bonus of +2.

Minor abjuration; caster level 3, Craft Wondrous Item, magic vestment, barkskin or mage armor; 8,000 gold

And thanks to my players for inspiration: the story of Doombringer’s return


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Return to Sender

Transmutation
Level: Sorcerer/Wizard 2
Components: V, M
Casting Time: 1 standard action
Range: Touch
Effect: One touched object
Duration: 1 minute/level (D)
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Material Component: A voided stamp or other sticky object

Any non-magical hand-held object you cast this spell on will return to the caster if thrown or left in a location. When it is thrown or launched, and impacts with its target, the object immediately returns via the most direct route. When it is left alone, it returns upon command. At the end of the spell’s duration, it returns regardless of receiving a command.


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