Wallflowers

“Shyness is nice and shyness can stop you from doing all the things in life you’d like to.”
— A bard named Smith

These flowers that grow in vertical places cause shyness effects in their victims. Though often not encountered directly in combat, these creatures are often placed outside of the residences of the more dominant political players, long hedgerows and entrance walls, as a means of weakening their opponents before a debate, ball, or other event held at their homes.

Wallflowers CR 2
Plant
Neutral Medium plant
Init: +2 Senses: Blindsight 30 ft., Listen +1, Spot +1
Aura: Shyness Radiance 30 ft.
Languages: none

AC: 20 (+10 Natural, +1 Dex, -1 Size) touch 10, flatfooted 19
HP: 11 (HD 2d8)
Immune: Sound effects
Fort: +4 Ref: +0 Will: +4
Weakness: Plant affecting magic

MV: 5 ft.
Attack: +2 vine 1d4+1
Full Attack: 4 attacks with +2 vine 1d4+1
Attack Options: None
Space / Reach: 5 ft. / 5 ft.
Base Attack: +3 Grapple: +7

Abilities Str 13 Dex 10 Con 10 Int 3 Wis 10 Cha 18
SQ: plant traits
SA: None
Feats: Combat Reflexes
Skills: +4 Move Silently

Possessions: whatever is buried under their roots. Could be anything, but likely nothing.

Blindsight (Ex): Wallflowers have no visual organs but can ascertain all foes within 30 feet using scent, and vibration.

Shyness Radiance (Su): Any living creature within 30′ of a wallflower must succeed on a DC 15 will save or become shy for 1d4x10 minutes once they enter its aura. The Will save is Charisma based.

Plant Traits:

* Low-light vision.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
* Not subject to critical hits.
* Proficient with its natural weapons only.
* Proficient with no armor.
* Plants breathe and eat, but do not sleep.


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Pouch of Reagents

An offshoot of the bag of holding, this appears as an ornate yet mundane pouch about 15″ by 8″. Most of these pouches have a strap attached, so mages can sling the pouch over their shoulders.

The pouch allows an arcane caster to reach in and grab the specific material component needed for a specific spell as a free action, providing the owner has collected the component in advance, and stored it in the pouch. The mechanics of the pouch act like a bag of holding, but geared toward reagents, and is much smaller in physical size, fitting neatly onto a standard belt. The pouch weighs 5 lb. and holds 15 cubic feet of material.

Just like with a bag of holding, if the pouch is overloaded, or if sharp objects pierce it (from inside or outside), the pouch ruptures and is ruined. All contents are lost forever. If a pouch of reagents is turned inside out, its contents spill out, causing a mess of spell components which could cause a reaction. In addition, the pouch must be put right before it can be used again. If living creatures are placed within the pouch, they can survive for up to 10 minutes, after which time they suffocate.

Moderate conjuration; CL 9th; Craft Wondrous Item, secret chest, 1,000gp.


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Zone of Deceit

Zone of Deceit
Enchantment (Compulsion) [Mind-Affecting], [Chaos Domain]
Level: Bard 2, Cleric 2, Rogue Caster 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes

Creatures within the emanation area (or those who enter it) must speak any and every deliberate and intentional lies that they can in response to the conversation at hand. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area. Affected creatures are aware of this enchantment. Therefore, they may avoid answering questions to which they would normally respond with the truth, or they may be evasive as long as they remain outside the boundaries of the truth. Creatures who leave the area are free to speak as they choose.

This spell is often used by evil clerics, rogues, bards, and others who consider themselves above or below the law.


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Sound Domain

Gods: Jimi, Spector, Ulrich

Domain Powers: +2 on all skill checks that involve music or speech.

Domain Spells:
0th: Ghost Sound

1st: Command: One subject obeys selected command for 1 round.

2nd: Enthrall: Captivates all within 100 ft. + 10 ft./level.
Resist Energy, Sound: Ignores 10 (or more) points of damage/attack from specified energy type.
Silence: Negates sound in 20-ft. radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.

3rd: Deafness: Makes subject deafened.
Protection from Sound: Absorb 12 points/level of damage from sound energy.
Remove Deafness: Cures normal or magical conditions.

4th: Sending: Delivers short message anywhere, instantly.
Wall of Sound: Creates a wall of sound.

5th: Symbol of Noise M: Triggered rune wracks nearby creatures with sonic pain.

6th: Greater Shout

7th: Power Word Blind

8th: Power Word Stun

9th: Power Word Kill


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Book of Blindness

A book of blindness looks like a normal tome on some very interesting topic, with the exception that an malicious-looking eye graces the leather cover. Any character who opens the work and reads so much as a single word therein must make two DC 15 Will saves. The first governs the left eye, the second the right. Failing either of these rolls causes the reader blindness in the associated eye. If both rolls are failed, then both eyes become blinded. To destroy the book, a character must burn it while casting remove curse. If the book is placed with other books, its appearance instantly alters to conform to the look of those other works, with the exception of the malicious eye that etches itself into the cover of the new book.

Moderate enchantment; CL 10th; Craft Wondrous Item, blindness; Price 1,500 gp.


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Tweed of Blending

Widely worn throughout the Republic of Esrun, this woven fabric in a twill pattern is both a way for a character to blend in to society of Esrun, but also to

This mundane tweed can be woven into tunics, jackets, leggings, hats, gloves, scarves, and other coverings. The tweed provides a +3 on hide checks when the tweed matches the color scheme and general design of the wearer’s surroundings. In the right parts of Esrun, where the wearer’s tweed matches the local colors and patterns, this tweed provides a +2 circumstance bonus to blending in to the populace. Otherwise tweed is just for looks, a mere fashion statement.

Here are some basic tweed designs to get the costume designer in you all excited!







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Symbol of Withering

Necromancy
Level: Clr 7, Sor/Wiz 7
Components: V, S, M
Casting Time: 10 minutes
Range: 0 ft.; see text
Effect: One symbol
Duration: See text
Saving Throw: Fortitude negates
Spell Resistance: Yes

This spell affects the target as Wither Limb. If the target crosses a threshold warded with this Glyph, their leg will be withered. If they touch the warded item, the limb used to touch it is withered. If the rune is triggered by reading, the limb withered should be determined randomly.

This spell permanently withers the touched limb. Upon triggering the Symbol, the affected 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.

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.

In other ways, this spell operates the same as other Symbol spells.

Unlike symbol of death, symbol of withering has no hit point limit; once triggered, a symbol of weakness simply remains active for 10 minutes per caster level.


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Mage Purse

The mage purse is a non-magical bag containing components and reagents for casting spells, incantations, and rituals. The bag contains some many of the following items: various colors of chalk, salt rocks, beeswax, candles, parchment, various dusts and shavings, some cheap crystals, incense sticks, a spool of yarn, a quill and ink set, a bone rod, a steel rod, various sticks with runes, hawthorn, mistletoe, garlic, ginseng, ginger, a few clumps of charcoal, a silk scarf, a small mirror, silver and gold bells, tongs, flint and tinder, copper wire, a deck of cards, a brass key, various simple rings (copper, silver, gold, iron, electrum), a picolo, thread, assorted buttons, a musical triangle, an appropriate holy symbol, pins, a small cloth doll, and assorted empty vials all contained within a padded roll with attached string to tie up the roll.

Depending on the amount of items within the mage purse, the item may cost as much as 120gp, though many are available for as little as 20gp. The purse can weigh as much as 10 lbs, but standard purses are closer to 3 lbs. This item is relatively water-tight and somewhat resistant to fire. It provides many of the essential components needed to cast spells. Because of this, add a +1 to all spellcraft checks and remove 5% chance of arcane spell failure.


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The Sorrow of Ard Shurel (Magic Item)

The fragments of legend that can be pieced together in regards to this blade are few and scattered. It is whispered that Ard Shurel was a great Warlord, rising to power during the dawn of mankind. Little is known of his path to glory, but myths allude to his gentle spirit, compassionate heart, and endless ferocity.

Having gathered his brothers to his breast, Ard mastered the savage land he found around him. Slaying those who opposed him, and embracing those who would head his wisdom. Long was the struggle with the fel creatures of the night, but gradually a fragile balance was achieved and for a time he was at peace.

The mythos claims that his heart was captured by a beautiful maiden, and that he made her his bride. Fair and pure she was, tall and slender of neck. As all such things go, they were content for a time. Sadly, their happiness was short lived, for a demon of great power had been watching Ard, gnashing it’s great teeth in readiness for the day when it could strike him down.

Undar’gesh was a denizen of the shadows, a whisperer of lies. His minions lurked in darkness at fire’s edge, lusting for blood to quench their never ending thirst. For years they had hurled themselves upon Ard Shurel and his men, crashing down in endless waves upon them. Defeat had left Undar’gesh with a powerful thirst for revenge, and Shurel’s happiness was just another mortal weakness upon which to prey.

Each night the gloom demon would visit the beautiful bride, and whisper in her ear, casting long shadows of doubt in her mind. Her head and her heart became full of glass menageries, brittle and untrue. It was not long as demons measure time before Ard’s sweet wife was lost to her own madness.

The fierce heart of Ard Shurel was sundered. The gentle spirit, and just heart grew bitter and cold with grief. In a fit of rage, he took up his great blade and slew his beloved with a single blow. As he looked upon his dying love, her eyes were cleared of their madness and she had only kind words on her lips for her champion.

Going mad with the horror of what he had done, Shurel turned his blade on his own men, drowning his sorrow in their blood. As darkness stole across the land, and the sunlight bled beyond the horizon, Ard Shurel fell upon his own blade. The last light fled, and there upon the floor lay pulsing blood red blade, a faint sound of laughter echoing in the distance.

The Sorrow of Ard Shurel
+2 wounding man-bane bastard sword
Chaotic Evil – Ego Score: 15
Int: 14, Wis: 14, Cha: 10
Speaks common and abyssal
120 ft. vision and hearing
Powers: minor image 1/day, locaete object 3/day
Special Purpose: to destroy love wherever it is found
Dedicated Power: when the sword is around those who love each other (platonic or romantic) it can use song of discord at will.

Strong Mixed Auras; 135,000 gold


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Vitriolic Blast

The goblin adepts and sorcerers of Lord Fevul’s armies have passed knowledge of this spell down through the generations. It allows the caster to evoke cones of burning acid with which they spray their enemies. In battle, echelons of them will advance into the ranks of their foes, spraying deadly acid, and decimating their opponents.

Minor Vitriolic Blast

Evocation [Acid]
Level: Adept 3, Sor/Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Range: 10 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

This spell creates a cone-shaped spray of acid that originates at the caster’s rod or staff and extends outwards.

The cone is 10 ft long and deals 1d6 points of acid damage per caster level, up to a maximum of 5d6 points of damage. A reflex save is allowed for half damage.

Any creature that failed it’s reflex save takes 1d6 points of acid damage on the subsequent round. There is no save against this damage, although application of large quantities of water or oil before the round has passed can prevent further damage.

Arcane Focus

The focus for this spell is any staff or rod that has been anointed with special oils costing 10 gold.

Vitriolic Blast

Evocation [Acid]
Level: Adept 5, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

This spell creates a cone-shaped spray of acid that originates at the caster’s rod or staff and extends outwards.

The cone is 30 ft long and deals 1d6 points of acid damage per caster level, up to a maximum of 10d6 points of damage. A reflex save is allowed for half damage.

Any creature that failed it’s reflex save takes 3d6 points of acid damage on the subsequent round. There is no save against this damage, although application of large quantities of water or oil before the round has passed can prevent further damage.

Arcane Focus

The focus for this spell is any staff or rod that has been anointed with special oils costing 50 gold.

Major Vitriolic Blast

Evocation [Acid]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: 45 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

This spell creates a cone-shaped spray of acid that originates at the caster’s rod or staff and extends outwards.

The cone is 45 ft long and deals 1d6 points of acid damage per caster level, up to a maximum of 20d6 points of damage. A reflex save is allowed for half damage.

Any creature that failed it’s reflex save takes 5d6 points of acid damage on the subsequent round. There is no save against this damage, although application of large quantities of water or oil before the round has passed can prevent further damage.

Arcane Focus

The focus for this spell is any staff or rod that has been anointed with special oils costing 200 gold.


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