Using My Monsters

Monday, 27 March 2017

Dwemer Spider - Small Construct (CR 3)

I have been playing a LOT of Elder Scrolls games over the last few months, including Skyrim and Elder Scrolls Online: Tamriel Unlimited, and one of the things I love about that universe is that fact that the Dwarves (or Dwemer) are a dead race, and that their ancient technology is both badass and scattered across the world. One of the more common Dwemer minions you encounter in these games are the Dwemer Spiders; scuttling, metallic things that have ripping talons and brutal lightning based attacks. Although not all are created equally, I have statted up the most basic version; a foundation from which to build more potent and sophisticated versions.



And I thought I would share it with you all!

Cute!


Obviously The Elder Scrolls and all that belongs to Bethesda, just in case you thought I had, you know, single handedly created that franchise :D

Sunday, 26 March 2017

Dwaercraft Items and Decay - Houserules and New Items

Ever since at least 1st Edition, the drow (or Dwaer'Syth as they are in my games) have been masters at binding the strange and subtle energies of their subterranean home world to certain metals and other materials, in order to craft potent weapons and fabulous armour. It has also always been a fact that these items, once removed from that environment (or in some editions, once exposed to sunlight) begin to decay.

I've always liked this rule, as it meant I didn't have to worry too much if the group got their hands on their enemies items. They may enjoy a temporary (and sometimes necessary) power bump, but nothing was permanent. I also loved how it fit in with the idea of the dwaer being creatures of darkness; creatures so wicked that even their gear was bound to the darkness of the deep realms and perished once exposed to the cleansing light.

In one of my current games, the group have gotten embroiled in all kinds of Dwaer'Syth stuff, and have obtained a few choice items (spoilers: one item is cursed, but has yet to reveal its nature) . These "Dwaercraft" items are quite potent, but are destined, now they are away from the subtle power of the underdark, to begin to slowly unravel. Yes, even the cursed one.

Here are my rules for just this. I hope they are useful to someone.

Dwaercraft items are crafted in eerie forges of silence and shifting arcane pressures. Dwaer smiths use strange alloys and dark magics to bind the unnatural radiations of their home realm to these items - energies that rapidly dissipate when the item is removed from the depths for at least 10 consecutive days (5 if exposed to sunlight for even an instant).



Aw...CRAP!

Once such items have begun to decay, nothing short of a Wish can stop it, though certain other items have been created that delay or prevent this happening..

Once an item begins to decay, it loses one point of bonus every 10 days. Once the bonus reaches zero, the item crumbles into strands of inert, useless ash. Items that do not have "plusses" decay dependent on their rarity. Common items Rot after 5 days, uncommon 10, Rare 20, Very Rare 30 and Legendary 60.

To.combat this decay, various individuals have crafted items over the years that delay or prevent it. Here are two examples.

Dark Charged Resonant Shard (Very Rare Wondrous Item) These shards are imbued with the essence of the deep realms, and can be slotted into a Dwaercraft item to prevent it decaying. They are slender, twisted flecks of darkly iridescent, glassy material that subtly crawl with dark energy. One slotted (usually in a slip silver or permanent slot worked into the item) to an iten it becomes immune to the decay associated with being removed from the deep realms and / or exposed to sunlight.

Night Infusion Oil (uncommon consumable) An application of this darkly luminous oil covers one medium sized weapon or carried item. Two are needed for a large weapon or suit of medium armour. It takes 1 minute to use, but once applied delays the onset of decay caused by being removed from the deep realms or by exposure to such light for 1d4+1 days.

Nightbond Oil (Very Rare consumable) An application of this shimmering, volatile fluid grants a single weapon or set of armour a permanent +1 bonus (max enchantment +4). However, that item becomes a Dwaercraft item, and has all the weaknesses common to such items.

Friday, 17 March 2017

Indomitability - Level 5 Abjuration

Another spell from (I think) either 2nd or 3rd Edition, that any adventurer would be only too pleased to have cast upon them before a major battle!


Indomitability
5th level Abjuration

Cleric, Sorcerer, Warlock, Wizard

Casting Time: 1 Action
Range: Touch
Area of Effect: Creature Touched
Components: V, S
Saving Throw: No
Duration: 1 hour

This spell protects the target against damage that would take them to 0 hit points or less. It remains until it's duration ends or until it is triggered.

The first time the Warded individual suffers hit point loss that would take them to 0 hit points or fewer, the spell triggers and they are reduced to 1 hit point instead. This spell does not protect against any additional effects of the triggering attack, such as a Ghoul's paralyses or a Spider's venom. It similarly does not protect against effects that bring death or other woes without reducing hit points.

At Higher Levels: If cast with a slot of 6th level or higher, the spell lasts for an additional hour for every level higher than 5th it is. If an 8th level or higher slot is used, the Warded individual also gains temporary hit points equal to the spell slot level x2 when the spell is triggered.

Saturday, 11 March 2017

Absorption - Level 9 Abjuration

The 2nd Edition Cult of the Dragon source book was a great little tome, packed full of new spells, monsters and magical items. The spell below is one of the more potent castings described in there, and would be a great use of a high level spell slot for any mage lucky enough to find a copy.

The original makes no mention of the effect this apparently has on lady clothes...um...yeah...


Absorption
9th level Abjuration

Wizard

Casting Time: 1 Action
Range: Personal
Components: V, S, M (Amulet worth 1,000gps)
Saving Throw: No
Duration: 12 Hours or until used

You create an invisible weave of magic around yourself, that allows you to absorb up to 10 levels worth of spells and to use them to cast your own prepared spells.

When you would be affected by a spell, you can choose to absorb it instead. The spell has no effect on you, and you can store the energy in the weave. If you do not have enough "room" to absorb a spell, it works normally, although you have advantage on any saves you make against it. You can choose to lower the weave temporarily to receive beneficial spell effects.

When you cast a spell you have prepared, you can choose to expend spell levels you have stored in the weave instead of a spell slot (so you could use 5 stored levels to cast a spell that would use a 5th level spell slot).

The spell ends when a total of 10 levels of spells have been absorbed and used, or when 12 hours have passed.