See
this
post for explanations and more information.
Light/Darkness
1.
Selfish Spells
You can
prepare a special version of Light/Darkness that only effects you.
Quirkily, you are colorblind when you have this version prepared.
2.
Dagger Feature: Focus
While you
have this spell prepared your daggers can physically cut through
magical darkness (they can harm Shadows, and you may slice Darkness
spells to ribbons in 1d6 turns), critical hits inflicted with your
dagger will take out an eye if you expend and internalize the spell
immediately. (This works on any eye. Even one belonging to a
Beholder, go ahead. Pick one. Only Ten More To Go!)
There
is a dearth of images of anophthalmiac beholders on the internet, but
I did
find this one for you here.
3. Spell
Book Feature: Made in the Dark
To
you, all books are Perfectly Legible in the Pitchiest of Darks,
including your Spell Volume, which also happens to courteously
maintain a Shadow Copy of itself, in the event it is ever damaged.
Retrieving it from the Plane of Shadow is the only obstacle.
Hilarious.
4.
Candle Molds
You possess
a set of candle molds that allow the creation of special candles.
Light given off by these candles is only visible on the Darkvision
spectrum, or alternatively they give off darkness instead of light.
It takes 1d6 hours to make each candle. The wax needed usually comes
from Giant Honeybees that make their hives in the Underworld, and the
wicks are woven from the noose of a hanged thief (1 noose makes 1d6).
You start with 1d6 of these candles.
5.
Language of Shadows
You can
speak to Shadows (specifically the Monster kind). However, Shadows
can speak to every type of normal shadow (which everyone knows, are
horrible gossips that can never lie and see almost everything). Sadly
Shadows are not particularly well disposed to you when addressed (-2
to reaction rolls). As a consolation, you can expend this spell
immediately after taking damage from a Shadow to negate the Strength
Drain from that specific attack.
Excuse
us, this is a private conversation.
6.
Familiar Feature: Bat
Your
familiar can see equally well in darkness and light, including the
ability to see colors and read. You can expend this spell and gain
this ability for the standard Light duration (6 turns + 1 per caster
level). While you posses this ability your eyes glow and your other
senses cease functioning. Oh, and your familiar is completely blind
and frightened.
Magic
Missile
1. Strix
Missile
You have
knowledge of a variant casting process for the venerable Magic
Missile Spell. Your missile can instead be cast and possess a
duration equal to 1 turn per HLSS. It hovers near you at all times.
When it is sent to attack, it deals 1d6-1 damage, but it returns and
can attack again as long as the damage inflicted does not exceed your
level.
2. Spell
Book Feature: Tablet of Arrow Carving
The inside
back cover of your spell book contains an ancient cuneiformic formula
and technique to impart magical carvings on nomral and magical
arrows, producing very special arrows indeed. Making this
modification requires you to etch the name of a target in the arrow
itself and either a bit of hair, vial of blood or at least five
fingernails of the target. These arrows, when fired at their
specified target, automatically hit (à la Magic Missile). The
process itself also requires 1d6 hours, expending this spell, and a
successful saving throw versus Death (on failure, the arrow is ruined
and the next arrow fired at you is Invisible to your senses, and has
Your Name On It).
3.
Puissant Technique
You learned
a different method for casting Magic Missiles. You may choose to
produce Missiles that are stronger (1d8+1), but require a “to-Hit”
roll (see Holmes D&D). You can use the number associated with
your HLSS as an additional bonus on this attack (above and beyond
standard Ranged Bonuses). Your name is tattooed on any creature slain
by one of these missiles.
4.
Voodoo Doll/Poppet Magic
You can
prepare a special Poppet incorporating some element of a specific
individual target (using a clump of hair, a few drops of blood, and
at least four fingernails, etc). It takes 1d6 hours to make, and
lasts for 1d6 days. You can cast Magic Missiles to target this
poppet, and the damage will inflict the specified target, unbidden by
range restrictions (same plane only please).
Still
from this
quaint little video
5.
Dagger Feature: Sympathetic Athame
As long as
you have Magic Missile prepared, you can cut yourself (inflicting
standard damage) and also inflict this damage on any target you
specify within visual range. If you roll maximum damage, you begin
bleeding at HLSS hit point(s) per round.
Careful
now...
6.
Patient Missile
You can
choose to cast your Magic Missiles in such a way that they do not
fire immediately on casting. Instead, when cast they remain present
in the current location for up to your level in turns. They will fire
at any target(s) present (randomly) when this duration elapses. If no
targets are present, the spell returns to your mind, inflicting 1
point of damage per missile in the process.
No comments:
Post a Comment