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#hands you an illusion stone for bonus protection
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ohgod just had the funniest thought. boiling isles witness protection but they just fucking kill you instead
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the-whumpening · 2 months
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Ash's Rescue [The Caged Tiger | Bonus Chapter]
Masterpost
CW: whump art, references to past whump, references to scars, mild mention of self harm, nudity in art (all the important stuff isn't visible)
Everything is below the cut!
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(art by me!)
[Image ID: A drawing of a white man covered in tiger stripes and scars. He is fearfully huddled against a wall in a grungy horse stall-like room as a light shines on him from offscreen. He holds up his left hand to block the light from his eyes. He is nude except for a metal collar around his neck. /End ID]
Clamoring footsteps awaken Ash from his shallow sleep. He curls closer into the corner, wrapping the thin woolen blanket around himself and bracing for whatever horror Ozmund has conjured up. The deadbolt thunks out of place, and a tiny sliver of light creeps in through the cracked door.
As the light falls over him, he squeezes his eyes shut tighter. Just go away. Let me rest, he silently pleads. The footsteps approach his dismal cage. Amid the shuffling, the intruders begin to speak.
“Ash?”
No. It’s not real. Block it out.
He knows the voice. He knows the footsteps. He knows it simply can’t be possible.
“Ash!” The voice cracks. “It is—it’s him!”
I’m not falling for it. Not again. He jams his palms against his ears, fighting to keep his composure.
The other voices chime in as they work to unlock his cell door. He knows these, too; two of the same voices he’s heard screaming in his nightmares.
Light fully streams into his cell now, and he instinctively looks toward it. Squinting against the bright torches—brighter than he’s seen in days—his heart sinks into his stomach. He scuttles backwards against the wall, blocking the light with his hand.
No! Nonononononono . . .
“It’s okay,” Evius reassures him. Well, an illusion of Evius, at least. He seems younger than Ash remembered him, but every version Ozmund has conjured so far has been a little off. “It’s just us. Remember? Your friends. Evius. Mouse. Krumgus.”
Ash avoids “Evius’” eyes, his blurry vision settling on the other two. Mouse, a bit more skeletal than he remembered. Krumgus, nearly the same, but with a strange mark in his beard. It’s not the first time he’s imagined his own rescue, but he pleads it’s the last.
He slowly shifts his weight, kneeling on his hands and knees to protect his core, though he’s still held in place by the heavy collar and chain. It’ll go away soon . . . It has to. But as he tenses his muscles and ducks his head, he feels a weight fall from his neck, a metallic clang ringing against the stone floor. This has to be some kind of trick!
“Evius” kneels down in front of him; Ash is surprised to feel warmth from his illusory body. Although Ozmund’s illusions usually feel solid and realistic, they’re never warm like a living body. Did he force Owen to transform into Evius? None of the rings on Evius’ fingers look like the disguise ring he’d used before, but there could be other ways. A potion, a spell, disguising the ring itself maybe? His thoughts tumble over one another as his eyes flicker between the collar and the form before him.
“You’re free, Ash,” the Evius illusion says. “We’re gonna take you home.” He reaches out a hand to Ash’s face, and Ash pulls back, his eyes squeezed tightly against the prickling in his tear ducts. Evius’ hand halts at his neck. Ash holds his breath for a moment, paralyzed. “What did he do to you . . . ?”
His fingers barely brush against the scars encircling Ash’s neck, the muscles beneath quaking with fear.
Don’t . . . Don’t do this to me . . . Even so, Ash’s heart can’t help but ache at the touch. It’s been so long since he’s had such a gentle hand on his skin, so warm, so familiar—if he didn’t know better, he’d swear Evius had truly come to save him.
“Is he okay?” The false Mouse asks. She tiptoes closer to him, her pink curls bouncing the way they always have. But before she can reach him, Evius holds out his arm and blocks her path.
“Hang on, Mouse. Give him some space.” Evius, too, backs up from Ash, retreating past the threshold of the cell. Without them so close, Ash feels his breath return, albeit shaky and staggered. He clings to his thin blanket, cautiously crawling forward to inspect the illusions as they whisper amongst themselves.
His nose twitches, and he focuses on the scents emanating from their direction. Bergamot, metal, beer . . . It’s certainly closer than Ozmund has ever gotten to their distinctive smells. But it lacks the ozone-like burn in Ash’s nose typical of his illusion spells; is this perhaps some other kind of magic?
Within each body, he can hear a strong heartbeat. He can hear their shoes creak as they shift their weight, the rustle of their clothes and equipment, the brush of Evius’ tail against the stone floor. The detail is astonishing.
As he focuses on the sounds and smells, his head tucked low and staring at the ground, something slides into his field of vision.
“They might not fit,” Evius says, “but we’ll get yours back soon. I promise.”
Ash timidly places a hand on the pile of cloth. Soft. Warm. Real. He paws through the stack: a loose linen shirt, a pair of soft trousers, even socks. All in varying sizes, none he immediately recognizes. If they weren’t his, and they weren’t from his memory . . . Could they truly be the real thing?
He slips his hand through the sleeve of the shirt. It clings to his skin exactly as it should. As he carefully pulls it over his head, he takes in the scent of the cloth. A basic, bland soap and the faint leather of a traveling bag. Nothing like the heavily fragrant soap of the coarse clothes he'd been lent as Ozmund’s prisoner. Although it's a bit tight in the shoulders, the light fabric feels marvelous on his skin. The other clothes are much the same: clean-smelling and snug, but so much nicer than the little comfort he's had in what seems like months.
As he finally stands to his full height—or as much as he is able to from the endless days spent crouched—he wracks his brain for any explanation. He's never seen an illusion so realistic, able to carry real items and mimic a warm, breathing body. Unless he'd been drugged to imagine all of these things . . . There's simply no way this is just an illusion.
He grasps his own wrists. Still scarred, still tender. With one sharpened claw, he drags a painful line down his arm. This can't be a dream, right?
"Come on, Ash," Mouse encourages him with a beckoning arm. "You can do it."
Evius takes the smallest step forward, his hand outstretched. "Everything will be okay, love. Just take my hand."
Am I really going to trust this? Ash can't help but wonder. After all, the last time he fell for one of these tricks, it broke him completely. His soul shattered, and it still has yet to fully heal. But then . . . That's Evius, right in front of him. So close he can touch him. Does it matter if he's real or not? Does it matter if he's broken again and again, if he can just have one moment pretending everything is okay?
Shaking all the way to his core, Ash crosses the threshold and places his trembling hand in Evius'.
Immediately, a spark shoots from Evius' fingertips to his own. His heart pounds wildly in his chest, as if to leap out and join its other half. He grips tighter, his breath caught in his throat.
"It's . . . It's you," he whispers hoarsely. "It's really you!"
"Of course, Ash." Evius reaches to embrace him, and Ash collapses into his arms. "Let's get you home."
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dm-zorc · 2 years
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Dark Magician for 5e
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LOB-005
Dark Magician (LOB-005)
Medium Humanoid (any, usually Human or Elf; Wizard) or Undead, Usually Non-Evil and Non-Chaotic 
Armor Class 21 (Robe of the Archmagi and Ring of Protection), 23 (when concentrating on a spell) Hit Points 250 (100d6-100) Speed 30 ft, 30ft fly.
STR 19 (+4) / DEX 20 (+5) / CON 8 (-1) / INT 21 (+5) / WIS 18 (+4) / CHA 10 (+0)
Saving Throws Int +13, Wis +12 Skills Arcana +13, History +13, Perception +12, Religion +13 Senses darkvision 120 ft., passive Perception 22 Languages Abyssal, Celestial, Common, Draconic, Dwarvish, Elvish, Infernal, Undercommon Challenge 25 (75,000 XP) / Proficiency Bonus +8
Special Equipment. The Dark Magician has a Robe of the Archmagi, Staff of the Magi, and a Ring of Protection. These items are attuned to them, and are already in the stat block. Improved Initiate. The Dark Magician has a +10 to their initiative rolls (Dex is already included into this)
Durable Magic. While Dark Magician maintains concentration on a spell, they have a +2 bonus to AC and all saving throws.
Magical Resistance. You have advantage on saving throws against spells and other magical effects. Rejuvenation. If the Dark Magician dies, he revives the next day, with all his hit points and any missing body parts restored. Their new body appears next to the stone tablet that contains their soul.  If the Dark magician dies, their magic items also disappear with their body until they respawn again.
Arcane Recovery (1/Day). When the Dark Magician finishes a short rest, they recover all of their spell slots of 5th level and lower.
Spellcasting. Dark Magician is a 20th-level spellcaster. Their spellcasting ability is Intelligence (spell save DC 25, +17 to hit with spell attacks). They can cast Silent Image and mirror image at will. They can cast Dispel Magic and Counter Spell once each without expending a spell slot, but can't do so again until he finishes a short or long rest. The Dark Magician has the following wizard spells prepared:
Cantrips (at will): Create Bonfire, Eldritch Blast, Firebolt, Mage Hand, Mind Sliver, Minor Illusion
1st level (4 slots): Detect Magic, Hex, Mage Armor, Magic Missile, Shield, Witch Bolt
2nd level (3 slots): Arcane Lock, Crown of Madness, Flock of Familiars, Knock, Locate Object, Magic Weapon, Mirror Image, Misty Step, Shadow Blade
3rd level (3 slots): Call Lightning, Counterspell, Dispel Magic, Fireball, Magic Circle, Summon Lesser Demons
4th level (3 slots): Arcane Eye, Banishment , Conjure Minor Elementals, Conjure Shadow Demon, Dimension Door, Leo’s Secret Chest, Locate Creature, Phantasmal Killer, Summon Greater Demon
5th level (3 slots): Bigby's Hand, Conjure Elemental, Dominate Person, Infernal Calling, Legend Lore, Planar Binding, Summon Draconic Spirit, Synaptic Static, Teleportation Circle, Wall of Force
6th level (2 slots): Arcane Gate, Chain Lightning, Globe of Invulnerability, Summon Fiend
7th level (2 slots): Mordenkainen's Sword, Summon Celestial, Symbol, Reverse Gravity, Teleport
8th level (1 slot): Antimagic Field, Dominate Monster, Mind Blank
9th level (1 slot): Prismatic Wall, Wish
Attack
Staff of the Magi. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage plus 10 force damage.
Reactions
Arcane Deflection. When the Dark Magician is hit by an attack roll or fails a saving throw, they can use their reaction to give themselves a +4 to AC against that attack or to that saving throw. When you use this feature, you can't cast spells other than cantrips, silent image, and mirror image until the end of their next turn.
Legendary Actions
The Dark Magician can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Dark Magician’s regains spent legendary actions at the start of its turn. Attack. The Dark Magician makes one attack with their Staff of the Magi.
Cast Spell. The Dark Magician casts a spell of 3rd level or lower (including cantrips).
Use Staff of the Magi (Costs 3 Actions).  The Dark Magician may spend charges from their Staff of the Magi to cast a spell from the Staff.
Staff of the Magi
This staff can be wielded as a magic quarterstaff (1d6 bludgeoning - versatile (1d8) that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.
The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.
Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).
Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges).
You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good.
Info
The Black Magician is a title that can be passed on between creatures. Numerous Dark Magicians can exist at the same time, and on occasion they take on apprentices. The Dark Magicians travel through time, space, and dimensions to deal with threats to their universe. The first Dark Magician was a Priest from ancient times named Mahado.  He was a powerful priest with a strong spirit that refused to move on to the afterlife. His spirit tied itself to a stone tablet, so that even in death he could protect the ones closest towards him. He earned the title "Dark Magician." After the deaths of his dearest friends, his soul traveled through the astral planes and the planes of chaos until the souls of the ones he cared about were reincarnated. The only way to truly kill a Dark Magician is to first kill the ones they love most, and then destroy the object their soul is bound to.  But even that doesn’t stop one from being reborn, as the spirit lingers, the Dark Magician has 100 days to find a being to sign a soul bonding contract with.  This is all but one variation of the Dark Magician.  Some are powerful clerics, and others wield weapons into battle.
Special Thanks
Special Thanks to @raeynbowboi , @clericofsune , and @fateandphantasms .Their tumblr post inspired me to create my own dnd blog centered on yu-gi-oh content. My biggest fear doing this is either hasbro, wotc, or konami just deleting these pages but its been a lot of fun making these iconic cards into monsters, I might even make some player side builds in the near future.
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the-whatcherof-89 · 2 years
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Connoreatspants AKA the pants eating Blue Blur.
CR 16 CN Humanoid XP 76,800 (if used as npc for encounter) Chaotic Neutral Gnome Rogue 13(Charlatan) 3 Horizon walker Small humanoid, Gnome
Init +6; Senses Perception +19
AC 37, touch , flat-footed  (+7 Dex, +1 Size, +8 Armor, +3 Natural +3 Deflect +4 Buckler, +1 Insight) HP 141 (13d8+3d10+48)  Fort +14, Ref +20, Will +13
Speed 20 ft. Melee Rapier+21 1d6+3 Ranged Light crossbow+23 1d6+2.
Racial Utilitarian magic, Explorer, Darkvision, Defensive training, Illusion resistance, Sound mimicry.
Traits Businessman, Naive.
Class features Sneak attack+7d6, Natural born liar, Grand hoax, Improved evasion, Improved uncanny dodge, Rogue talents(Fast stealth, Minor magic 3/day Read magic, Major magic 2/day Reduce person, Honeyed words, Bonus feat: Craft shoddy items, Black market connections), Favored terrain(Plains, Desert), Terrain mastery(Desert), Terrain dominance(Desert).
Str 8, Dex 22, Con 16, Int 14, Wis 10, Cha 16
Base Atk +12/7/2; CMB +11; CMD +28
Feats Combat expertise, Improved feint, Weapon finesse, Weapon focus, Slashing grace, Steadfast personality, Run, Endurance.
Skills Acrobatics+19, Appraise+12, Bluff+16, Climb +11, Craft(Jewel crafting)15, Diplomacy+16, Disable device+21, Disguise+15, Escape artist+17, Handle animal+9, Knowledge (Dungeoneering)+13, (Geography)+13, (Local)+13, Perception+19, Ride+12, Sense motive+11, Sleight of hand+13, Stealth+25, Swim+10, Use magic device+14. 
Languages Common, Gnomish, Orc, Giant.
Combat gear Slippery Mithral shirt of speed+4, Ring of protection+3, Amulet of natural armor+3, Rapier+3, Ioun stone dusty rose prism, Invulnerable buckler+3, Light crossbow+3, 50+2 Bolts, Handy haversack, Ring against detection and location, Belt of incredible dexterity+4, Cloak of resistance+5, Rod of balance, Wand of gaseous form, Wand of cure moderate wounds, Rope of climbing with grappling hook, Vest of escape(Shaper like a STH onesie), Rogue kit, MWK thieves tools, 9 smoke pellets, 2 tanglefoot bags, Portable hole, Figurine of wondrous power Marble elephant, Light smuggler’s wagon(high concealment) with horses, 3000gp.
Background: Connor is a socially awkward “chill dude” that lives the life in the Land and also the ex business partner of Schlatt having done some shady business with him. Being not so above saying lies and stealing, he left unpaid debts everywhere, especially in Las Nevadas. While he is disinterested into doing things that might bother him he is still curious about the events occurring around him. Forgiving in nature he has no qualm toward anyone and no enemy except for the law since he was imprisoned within Pandora’s Vault for some “Stolen valor” using a fake ID. While in prison, he had a “friendly” moment with Ranboo and was rescued by Techno whom implemented him into the Syndicate. A few days later he built his shack in proximity of Techno’s house until he heard a sound from a cave and deep below saw a large pile of gold… He immediately jumped onto it and felt the jingle remembering the old times with Schlatt and their business games having fun and scamming others. “Your wish. I can make it real.” A voice was heard from the pile of gold. “Are you buried beneath this pile of gold? Cuz’ that is sick. In a good way.” The pile of gold churned. “Obtain that which i desire, and i will resurrect your friend.” Connor was in shock. “You joking right you little b***?! He is gone. Killed.” Connor looked at the pile of gold, his face reflecting into the surfaces. “I can bring him back. Others are already looking for him. Time is money. Now choose.” Connor thought at the one thing that had any meaning to him: His moments with Schaltt. “What do i do?” The pile opened. “Jump in.” Connor went down the rabbit hole and he popped from another pile of gold into a wagon with horses. “I will tell you soon what you must obtain. Time runs.” Connor looked around, the world was different and so he was. He grabbed the reins and steered the horses. “Let’s go you both! We have business to do!” The wagon raced along the road.
EDIT: I made him a gnome because yes he looks awesome as one. If you do not like him like this i took the liberty of also giving him his human appearance. You are welcome.
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faldarith · 2 years
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Towards Magic (Into the Odd)
I'm thinking a lot lately about magic systems for a high magic rpg setting.
There are a lot of really interesting magic word systems, which I'll have more to say about sometime; for now, I'm thinking about how to make spell levels feel less arbitrary.
Perhaps there are 4 spell levels -- in addition to being an important number deep in the bones of the world I'm building, and being a good good friendly number, it has a nice mechanical side effect.
Namely, that we can now refer to them a shorthand of d6, d8, d10, d12, based on the damage a simple attack spell would do.
Of course, the various magic-oriented organizations of Our Sphere like the International Society for Magical Studies and the Temple of the Invisible Hand might refer to them any number of different ways: the 4 Circles; the 4 Awakenings; the 4 Divine Graces; the 4 Teachings of the Faïrie; but you get the picture.
What follows is just a list off the top of my head, intentionally fuzzy but implying certain kinds of hopefully intuitive scales (higher damage, more targets, larger effect, etc.) in the gaps.
d6 spells - situation altering - no save
These are "magical high school" level spells that almost everyone can cast. It's why there's a Magical Non-Proliferation Treaty.
hurt someone with elemental or force power
speak the language of animals and plants
provide a small armor bonus
staunch bleeding and set broken bones
create a small familiar or magical servant (with few defenses)
sustain realistic audiovisual illusions
d8 spells - life altering - WIL save fizzles
These are "magical college" level spells. If you can cast these, you probably think of yourself as a Spells Guy.
hurt multiple entities with force or elemental power
heal minor diseases
counteract small doses of poison or venom
dazzle an entire room with scintillating lights
protect a whole group of friends with invisible armor
restore a small amount of strength between encounters
create potable water and nutritious food
fly
sustain moving audiovisual illusions
stun a creature or otherwise render them helpless
telepathy and telekinesis
d10 spells - landmass altering - WIL save backfires
These are "magical grad school" level spells; they reflect a high level of specialization and professionalization. Spells at this level may be trade secrets or highly protected by states or other powerful entities and organizations.
move enough dirt and stone to shelter an army
revive the dead
detect hidden or invisible things
alter the appearance and voice of a group
give form to a small group of magical defenders
d12 spells - world altering - WIL save backfires
Spells at this level are legendary.
travel long distances in an instant
change the weather or create localized weather
bend large groups of creatures to your will
Postscript / Final Thoughts
In a PF2e/D&D5e context, d12 doesn't sound like much damage for a legendary-tier spell, but in baseline Into the Odd d12 is on par with cannons, bombs, and the most terrifying Arcana. I like how that feels; on Our Sphere, I have always thought about gunpowder as a recent innovation which has allowed the less magically inclined to even the battlefield against mages.
Also I just noticed that this four-tier system roughly aligns with one of my other inspirations, Magical Industrial Revolution; technically there are way more than 4 spell levels, but they're divided into four tiers (low-medium-high-very high).
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wingedblooms · 2 years
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They rescue each other
We know that Azriel has rescued his fair share of people. He is fierce and protective when needed, and has acted in defense of many characters, including Cassian, Mor, Feyre, Lucien, Elain, Briar, and Gwyn. And this is probably just scratching the surface of a really long list during his immortal life.
But there is one scene in particular that Sarah chose to describe in detail, and that is the rescue sequence with Elain. There have been a lot of posts on this iconic scene lately and it inspired me to review the text and fall in love all over again with the dynamic we see in it. Sarah draws noteworthy distinctions in this scene and later references it in ACOSF to remind us of its importance. In other words, it is still relevant to the relationships and plot in the series.
After Elain is found missing, Sarah describes and shows the response of members in the Inner Circle (IC). Nesta and Feyre are rightfully terrified for their sister. Rhys, Mor, and Amren are consulting other high lords to find any help that they can. And Cassian, who watches Nesta carefully, tries to reassure her:
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He is not making this statement to specifically offer his help, but to reassure Nesta that they—as an IC—will figure out a way to get Elain back. His words are meant to be comforting and she dismisses them in despair, saying how impossible it would be for him (regardless of injury) or anyone to rescue Elain from the heart of a massive and powerful army. And then, thanks to Cassian, we have a powerful contrast to his reassurance:
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The change in pronoun is important. Azriel isn’t reassuringly stating that they, as a collective, will return Elain. No, by saying “I’m getting her back,” Azriel takes on the responsibility and burden of risking his life to rescue Elain from the deadliest situation Nesta and Feyre have ever witnessed. And if you pay attention to his behavior, you’ll also notice that his eyes are glowing with rage. He is so furious that he cannot hide it. This level of emotion is unusual, and therefore significant, for the unreadable spymaster. It makes you wonder why he is so emotional in this moment. Why this female?
His statement then inspires Feyre to offer her help and he immediately accepts. They use her power of illusion and his shadows to sneak into the camp (which is compared to a city, it’s so massive). When they find Elain, she is bound in a way that makes it impossible for her to escape with the necessary speed on her own.
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Without hesitation, Azriel—the cold and unreadable spymaster—kneels before Elain and treats her with the utmost gentleness. Elain, in turn, devours the sight of Azriel as she acknowledges what he has done: he came for her. Not to reassure her sister, or to fulfill a formal duty, but for Elain alone. These references remind us of when they have been used between another couple: (1) when Rhysand kneels only for his mate during the bond acceptance scene, and (2) when Feyre claims that she will devour Rhysand after she returns to the Night Court. This interaction should remind us of mates and their behavior.
This mate-like language, which @offtorivendell has theorized about in this lovely post, is followed by even more double entendres. They cannot remove the magical bonds on Elain’s wrists or ankles, so Azriel carries her instead. He places her bound hands around his neck and orders her to hold tight and don’t make a sound. I don’t know about you, but Sarah’s comment that “Azriel is a freak” makes me think back to this scene and wonder if we’ll revisit this sequence in a sexual encounter. Bonus points if it’s Elain, and not Azriel, who is telling him to hold her tight and don’t make a sound as she rides him.
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Another important detail that Sarah saw fit to include in this moment is that Elain did not tremble and did not cringe. This appears to be a pointed contrast to Elain’s previous rescue scene with Lucien: she was shivering (which is a synonym for trembling) on the stone floor of Hybern’s palace after being kidnapped and changed against her will. And when Lucien offers his aid, Elain cringes away from him and his coat even before she knows he is her mate. As thoughtful readers, it’s important for us to wonder why Sarah would draw this contrast—what is she trying to tell us?
The circumstances are certainly different but no less dire. The difference might also include the character who is providing the aid and her trust in them. Lucien was not working with her sister when he offered help; he was there with Tamlin, her sister’s former, abusive fiancé, who was in league with Hybern, the enemy who is responsible for her and her family’s traumatic experience. That’s more than enough to convince her, in that moment, that he cannot be trusted. In contrast, Azriel earned her trust prior to this scene: he first met her as an ally, helped her understand what was happening to her as a result of her mysterious powers, and repeatedly offered quiet and gentle companionship when she was trying to heal and regain a sense of normalcy. On top of that, he came for her in this scene despite the very real risk it posed to his life.
And what’s even more telling is that the care and support is mutual. The most striking part of this rescue scene, and one of the main reasons I believe Sarah showed it on the page, is that Elain and Azriel begin to act as a team.
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She orders Briar to grab onto Azriel, knowing what is needed in that moment, and even helps keep her in place with her bound hands. It is also important to note that she does it at the right moment (an important part of spying as we come to learn from Azriel in ACOSF).
Then, when one of the naga hounds leaps to attack Azriel, who doesn’t have hands to fight because he is holding two females, Elain instantly reacts and fiercely kicks the beast off of his wings despite her bonds.
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Sarah purposefully draws another contrast with the use of Briar, who understandably screams and moans in terror throughout this escape. We might expect Elain to follow suit, but she does not; she remains calm and does what is needed to help. It is surprisingly natural and graceful given her lack of training and constraints, demonstrating that she and Azriel work well as a team.
When they finally return to their camp, Azriel—who is wavering on his feet from injuries—does not let go of Elain. She is clearly uninjured and could walk on her own, but he holds her close and she allows it.
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And his first thought, his first care, is solely of Elain and the reminder of her captivity:
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It wouldn’t be a surprise if her capture and confinement, no matter how comfortable, triggered some memory of his own trauma. Instead of saying “thank you” in response to Azriel’s care, our modest seer instead chose to return his tenderness with her own, in plain view of her family. It didn’t matter, though, because all of her attention was on him.
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In the end, this scene strengthened two sets of bonds: (1) the bond between Elain and Azriel, which began as friendship and has started to evolve into something more; and (2) the bond between Elain and her sisters, who have been through so much and still come together in the end. They hold tight to one another, and to hope. I am in turn hopeful that we will see these bonds renewed and strengthened in the next book. When Azriel and Elain work again as a team, I predict they will find strength in each other and face every obstacle together in each new adventure. And the Archeron sisters will heal their rift and cherish one another, which will set them up—three powerful Made females—for working effectively together in the final showdown.
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grailfinders · 3 years
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Fate and Phantasms #189
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Today on Fate and Phantasms we’re making the royal hikkikoneet of Himeji Castle, Osakabehime! This giant nerd is a Lore Bard, because it’s hard to stay in your room all day and not read things, as well as a Trickery Domain Cleric to fill your castle to the brim with ghostly defenses (and run away to your kotatsu when things get scary).
Check out her build breakdown below the cut, or her character sheet over here!
Next up: Prepare for trouble, and make it double!
Race and Background
Going by Fate’s official lore, Osakabehime is a kitsune like Tamamo. But, since Tamamo’s pretty insistent on No Doubles, O-heems here had to change her race, and so do we. So we’re making her a Hexblood to get some castle magic right off the bat. This makes Batty Fey and Humanoid, and she gets +1 Wisdom and +2 Charisma. She keeps the standard Medium size, but she still gets Darkvision, Fey Resilience against the charmed condition, Hex Magic which lets her cast Disguise Self and Hex using her Charisma. You can cast one of these spells for free each day, or by using spell slots.
She can also make Magic Tokens out of her hair (and other things, but those are gross), letting her send a message to the creature holding it. Also, while she’s within 10 miles of the token, she can enter a trance to see and hear through the token for 1 minute, after which the token is destroyed. She can make a token once per long rest, and they only last until her next long rest anyway, so don’t get excited about stockpiling them like I just did before reading that part.
Castle Guardian Spirit isn’t an official D&D background, but fortunately Mangaka is! Or at least, Guild Artisan has the same sort of ring to it. This gives Batty proficiency in Insight and Persuasion.
Ability Scores
Batty’s Wisdom should be her highest stat. Making good art requires good eyes to figure out how to improve your technique. Second best is her Charisma. She’s got that awkward underdog style going for her, despite how much she overthinks things. Her Dexterity is also pretty high. She might not move around much, but she’s an expert at hiding from responsibilities! Batty’s Intelligence is above average, it’s hard to spend that much time on the internet and not learn something. Her Constitution isn’t great, I blame staying inside all day, but we’re dumping Strength for pretty much the same reason. There’s nothing saying a NEET can’t be a gym rat, but that’s def not Batty.
Class Levels
Bard 1: Starting off as a bard gives Batty all sorts of proficiencies, like Dexterity and Charisma saves, Sleight of Hand and Performance to master her brushstrokes, History for living for so long, and Stealth to slip away from crowds. If she does end up next to people though, she can use her Bardic Inspiration to give them a d6 for one of their checks, saves, or attack rolls Charisma Bonus times per long rest. Batty can also use her Charisma to cast Spells! Minor Illusion and Silent Image will create the first soldiers in her origami army (they can’t touch people, but they can be distracting!). She also gets Feather Fall for some bat parachuting, Blade Ward to hide from physical attacks in her kotatsu dimension, Charm Person to avoid fights altogether, and Distort Value to make even a neck guard look like a proof of courage.
Cleric 1: Bouncing over to cleric real quick will give us all sorts of goodies. Since Batty is a Trickery cleric, she gets a Blessing of the Trickster, giving another creature advantage on stealth checks for an hour. Don’t you know heavy armor is uruso noisy? Keep it quiet! She also learns another set of spells (since we’re multiclassing you’ll have to use the special table to figure out how many slots you have now.) that use her Wisdom to cast and prepare them. She gets Charm Person and Disguise Self for free, which... she already had from level one... But, she also gets cantrips! Guidance and Resistance will make you a little more knowledgeable than everyone else about everything, and Thaumaturgy will help you get your spooky castle ghost thing going. You can also prepare spells like Bane to dull the senses of intruders, and Purify Food and Drink and Sanctuary to protect yourself and guests.
Bard 2: Second level bards are even better at everything since they’re Jacks of All Trades, adding half their proficiency to all skill checks. They also learn a Song of Rest, so anyone brave enough to spend a short rest in Himeji Castle will heal an extra d6 when they use hit dice. Your Magical Inspiration makes your bardic inspiration dice even better, letting your allies add the d6 to the damage or healing of a spell! Batty can also cast Speak with Animals now! Turns out she has an army of like 800 animal spirits helping out, which certainly explains all the origami.
Bard 3: As a Lore bard, Batty gets even more proficiencies, making her really good with Deception, Arcana, and Religion. I mean, she is kind of a god already. She can also turn her bardic inspiration into Cutting Words, reducing a creature’s check, attack roll, or damage by that amount instead of adding to it. She means well, but her cringey moments can get pretty uramessy. She also get Expertise in Performance and Stealth, doubling her jozu modifier. She can also cast Animal Messenger to make her first origami animal that can actually help you, delivering a message to a creature you specify in a location you’ve been before.
Bard 4: Use your first Ability Score Improvement to bump up your Charisma for more inspiration and confidence, meaning more helpful hints and more cringey cutting words per long rest. This also makes your spells better! Speaking of, you get Prestidigitation to make real origami at will, and Phantasmal Force to make an origami horse that can really trample people. Well, kind of. It’s still an illusion, but the damage is real.
Bard 5: Fifth level bards get stronger Bardic Inspiration, their dice turning into d8s. They also become a Font of Inspiration, thanks to their inspiration dice refilling on short rests instead of long ones. You can also use third level spells now, like using a Glyph of Warding to hide Phantasmal Forces all around your castle. You can use these glyphs to create Explosive Runes for straight damage, or Spell Glyphs to store spells of the level you cast the glyph at or lower, which will target whatever activated the glyph in the first place. It takes an hour and 200 gold to cast, but it also lets you ignore concentration, so... actually this would be a great way to summon creatures. Just stick a glyph in a book, throw it at a creature’s head, boom, summons without concentration. You’re welcome.
Bard 6: Sixth level bards can waste their turn using Countercharm to give allies advantage on saves against being frightened or charmed. You already get half of that for free, so why bother. More importantly, you get Additional Magical Secrets, giving you two spells from any class. For your normal spell, grab Nondetection to prevent yourself from getting found through magic, then use magical secrets to pick up Leomund’s Tiny Hut to hide in a proper kotatsu of protection, and Conjure Animals for some slightly fleshier origami animals. We’ll get the real deal later, but this works just as well, yo-i.
Bard 7: Seventh level bards get fourth level spells, like Hallucinatory Terrain. Changing up the whole castle grounds is a good way to get people lost, and if they’re lost they’re less likely to find you.
Bard 8: Max out your Charisma with this ASI for better spells and more cringe. You can also use Greater Invisibility to keep yourself hidden, even while making more origami.
Bard 9: Your last level of bard makes your Song of Rest a d8 too, but more importantly, you also get fifth level spells, meaning you can finally cast Animate Objects to make real origami animals of variable sizes. You can create up to 10 animals this way, with medium pieces of paper counting as two, large pieces as four, and huge objects as eight. You can also upcast this spell for more objects at once. Rise, my mighty karmy!
Cleric 2: Now that we have your origarmy ready to go, we can finally dip back into cleric! Second level clerics can Channel Divinity once per short rest, either Turning Undead with a wisdom save, or Invoking Duplicity to create an illusory copy of yourself for a minute. The illusion has to stay within 120 feet of you, but you can cast spells as though you were standing in its space. Perfect for when you have to fight but you want to stay in your tiny hut at the same time.
Cleric 3: Third level clerics get second level spells, like Mirror Image and Pass without Trace. Finally, you can make yourself sneaky! You also get access to a bunch of other spells that will make yourself more protected- Aid increases your and up to two other creature’s max HP for 8 hours, Protection from Poison protects you... from poison, and Zone of Truth makes sure nobody can hide their plans from you.
Cleric 4: With your bard stuff taken care of, you can use this ASI to bump up your Wisdom for stronger cleric spells. You also learn Mending. Your army is made of paper, they’re going to get torn eventually.
Cleric 5: Fifth level clerics can Destroy Undead of CR 1/2 or lower when they’re turned, and they also get third level spells, like Blink and Dispel Magic. Bringing your own magic into someone’s house is shitsurei manners, don’t you think? You can also Bestow Curses on particularly rude guests, Meld into Stone to hide away without a trace, and create Spirit Guardians to protect yourself from melee attacks.
Cleric 6: As a sixth level cleric, you can Channel Divinity twice per rest, and you can use it to put on a Cloak of Shadows, becoming invisible until the end of next turn, or until you attack or cast a spell.
Cleric 7: Seventh level clerics get fourth level spells, like Dimension Door to pop straight into your kotatsu from 500 feet away. You can also cast Polymorph to reclaim your foxy glory! Or turn into a T Rex, if you want to powergame. Your choice. You also get access to Guardians of Faith, which are like Spirit Guardians, but they don’t stick near you- perfect for when you want to avoid being in a fight entirely. You can also use an Aura of Life and/or Aura of Purity to make your hikkolife a bit easier. The former gives nearby allies resistance to necrotic damage, immunity to max HP reduction, and autoheals creatures when they start their turn with 0 hit points. Hey, another spell that would be really good to keep around in a glyph of warding! The latter prevents disease, gives creatures in it resistance against poison damage, and has advantage on saves against being blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.
Cleric 8: Use your last ASI to max out your Wisdom for the best cleric spells possible. Your Destroy Undead grows to affect creatures of CR 1 or lower, and you also get a Divine Strike, causing all your weapon attacks to deal an extra 1d8 poison damage. I mean... no reason to turn down a free gift, right?
Cleric 9: Ninth level clerics get fifth level spells, like Dominate Person and Modify Memory to sculpt the minds of those foolish enough to enter your castle without permission. You can also use Insect Plague to create a massive swarm of tiny origami bats, dealing piercing damage to creatures stuck in them. Alternatively, use Hallow to make your castle a more liminal space, adding a bunch of effects against celestials, elementals, fey (probably should just not include that one.), fiends, and undead, preventing them from entering the area and messing with their magic and mental effects. There’s also a ton of other effects you can add, just take a look at the spell, we’re not writing them all out here.
Cleric 10: Tenth level clerics get Divine Intervention, letting you pray to your god for a roya-l get out of jail free card once a day, with a week’s break after it actually works. You have a roughly 1 in 10 chance of it working each time you use it, based on your cleric level. If it works, you can get whatever your DM thinks is appropriate- maybe a couple robots show up to help out your plan to be lazy forever? Nah, that’d be silly. You can also cast Sacred Flame this level. I was running out of good cantrips to give you, and kitsune are known for will of wisps and the like, so it’s sort of on theme.
Cleric 11: Your capstone level makes Destroy Undead affect creatures of CR 2 or lower, and you get sixth level spells! Forbiddance locks magical travel out of an area for up to a day- if you cast the spell every day for a month, it’ll last until dispelled. You can also force extraplanar creatures to take a bunch of damage every turn they’re in the area without a save, so Tamamo will finally leave you alone. You can use Word of Recall to teleport back to your kotatsu from anywhere, no restrictions. (Technically you have to pick a spot that is involved with your god, but aside from that.) Or, you can use a Heroes’ Feast to make the rest of your party stronger so you won’t feel as bad when you leave the fighting to them. This cures creatures of all disease and poison, makes them immune to poison and being frightened, gives them advantage on wisdom saves, and increases their max HP, all for 24 hours.
Pros and Cons
Pros:
Glyph of Warding lets you set up tons of traps and store spells away for later, all without using concentration. That is huge for a build whose main source of damage comes from summon spells. Not only does it let you cast more of them, it also means the ones you have up won’t disappear because you get hit.
Speaking of, it’s really easy for you to avoid combat entirely. Go invisible, hide in a tiny hut and let your duplicity do the fighting for you, throw gobs of paper at enemies then run the other way, whatever they do doesn’t matter because you won’t be around to get hit anyway!
If an enemy does try to chase you down, they’ll have to pass through your massive army of summons first-with an upcasted Animate Objects, that means they’ll be taking 18 attacks of opportunity before they even walk through them all, and that’s before factoring nonsense from your glyphs.
Cons:
You are terrible at fighting directly. You have very few spells that deal damage directly, you have barely over 100 HP, and your AC is 11 if you’re playing to character. Once somebody does make it past your paper, you’d better have a word of recall ready.
Multiclassing really hurts spellcasters. It means you don’t get 7th level or higher spells, you have to spend all your ASIs on casting modifiers to make them both good, and you don’t get the guaranteed intervention from only being a cleric.
You have a big army, but they’re still made of paper. If you go the tiny bat route, all your summons will only have 20 hp, which means one fireball will tear through all of them in a single blow.
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Surgebinding for 5e DnD
Well yall asked fr it so here you go. gonna be a bit of a long post. Bear in mind that due to the lack of screen-time for Stonewards and Willshapers I unfortunately do not have them written up.  Knights Radiant Orders: 1st ideal: Life before death. Strength before weakness. Journey before destination.
As you progress through your oaths your bond with your spren deepens granting you new powers. There are 5 stages to your oaths. You gain the ability to progress in your orders as you level up 1st ideal at lvl 3, 2nd at lvl 6, 3rd at lvl 10, 4th at lvl 13, and 5th at lvl 17. 1st ideal: stormlight absorption, stormlight healing, order bonus 2nd ideal:  order bonus 3rd ideal: shardblades 4th ideal: order bonus 5th ideal: Highstorm channeling Stormlight Absorption-you gain the ability to imbibe stormlight from nearby gems (30 ft) as a bonus action. You can absorb up to 30x your level in stormlight at once. You are able to hold a maximum of charges of stormlight depending on your lvl.  Max stormlight 3-80 4-100 5-60 6-200 7-240 8-280 9-360 10-420 11-480 12-500 13-540 14-580 15-620 16-640 17-720 18-760 19-820 20-900
Spheres hold stormlight equal to their worth. You do not need to breath while holding Stormlight.
At the end of each turn 10 charges of stormlight leak out of you (20 if you talk or otherwise exhale).Taking heavy damage may knock the wind out of you requiring a concentration check to avoid losing extra stormlight. 
Stormlight healing- as a bonus action, you may expend stormlight in sets of ten up to 1+ your constitution modifier (for example a con of +3 lets you use up to 40 Stormlight) to regain 1d4 hp per 10 charges spent (this increases to 1d6 at the 3rd ideal and 1d8 at the 5th)
Surges: each order of Knights Radiant is associated with 2 surges. These surges grant minor passive effects at a negligible cost of stormlight. All these effects require touch and may be subject to a stormlight cost or an ability check at the DMs discretion. Surgebinidng rewards creativity and you are encouraged to experiment with your abilities.
Gravitation- you can manipulate gravity's influence on an object; increasing/ decreasing/ changing the direction of its pull
Adhesion- you can manipulate the bonds between objects causing things to stick or be drawn together 
Abrasion-you can manipulate how much friction affects an item ( jam a crossbow or make part of a stone floor slick.)
Division-you can destroy the bonds that hold objects together (destroy a lock mechanism or make a peephole in a wall)
Illumination- you gain a tool proficiency and can use that tool to decrease the stormlight cost of your spells
Transportation- you can teleport small items up 10 feet into an unoccupied space
Progression- you can accelerate the growth of plants and heal minor wounds
Transformation- you can see up to 10 feet into shadesmar at will 
Shardblades- upon swearing your 3rd ideal, you can now manifest your spren as any melee weapon. You are proficient with your shardblade while wielding it. A shardblade is a +1 (+2 at 4th ideal and +3 at the 5th ideal) magic weapon that deals an extra 1d8 on hit of a damage type that corresponds with your Order. Shardblades deal double damage to objects and constructs. 
Highstorm channeling- upon swearing the 5th ideal you unlock your Order’s true potential. In order to use this feature you must either be outside in a highstorm  or expend 700 charges of stormlight. 
The Orders of the Knights Radiant
Windrunners- (Spellcasting ability modifier - Dexterity)
“I will protect those who cannot protect themselves. ”
—The Second Ideal of the Windrunners
“ I will protect even those I hate, so long as it is right. ” — The Third Ideal of the Windrunners
Surges: Gravitation and Adhesion 1st ideal: you may expend 50 stormlight to cast Catapult at first level. You may cast the spell at a higher level by expending an extra 30 stormlight for each level up to 3rd. Second ideal: you may expend 100 stormlight to cast Fly on yourself. This spell’s duration is three rounds. After that you may spend 10 stormlight each round to keep up the spell. Additionally, while under the effects of the Fly spell, if you move more than 10 feet before hitting a creature with an attack the attack deals an extra 1d6 damage per 10 feet of movement. Third ideal: shardblade- lightning damage Fourth ideal: upon swearing the 4th ideal you can expend 300 stormlight to cast either Control Winds or Steel Wind Strike.  Additionally when casting Fly using your Second ideal trait you may specify any amount of creatures up to 1+ your Dexterity Modifier. These creatures count as Levitating as per the levitate spell and you may use your bonus action on each of your turns to move them up to your move speed along with you. Unwilling creatures must make a Wisdom save to avoid this effect. Fifth ideal: Upon swearing the 5th ideal of the windrunners you may expend 700 charges of stormlight to Cast Storm of Vengeance. When cast in a highstorm you gain control over the storm for a number of rounds equal to your constitution modifier allowing you to use your modified Catapult spell as a bonus action one each turn without expending any stormlight. 
Skybreakers- (Spellcasting ability modifier - Strength) I will put the law before all else. ” — A general form of The Second Ideal of the Skybreakers “ I swear to seek justice, to let it guide me, until I find a more perfect Ideal. ” — The Second Ideal of the Skybreakers The third Ideal, also called the Ideal of Dedication, this is a specific ideal to dedicate oneself to a greater truth. It is the minimum ideal required before the Surge of Division can be used
The fourth Ideal, also called the Ideal of Crusade, and requires that a Skybreaker undertake a personal quest and complete it to the satisfaction of their highspren.
Surges:Gravitation and Division 1st ideal:  You may expend 50 stormlight to cast Thunderous Smite. You may cast the spell at a higher level by expending an extra 30 stormlight for each level above  up to 3rd level. Second ideal:you may expend 100 stormlight to cast Fly on yourself. This spell’s duration is three rounds. After that you may spend 20 stormlight each round to keep up the spell. Third ideal: Shardblade- thunder damage Fourth ideal: Upon swearing the 4th ideal you are under the effect of the Crusader’s Mantle spell as long as you have at least 100 Stormlight (you can turn this on and off as a bonus action). Fifth ideal: upon swearing your 5th ideal you can expend 700 charges of stormlight to cast Invulnerability on yourself. When using this feature in a highstorm your movement speed doubles and if you move 20 or more feet towards a target before attacking your attack deals an extra 1d6 damage per 10 feet traveled. 
Dustbringers- (Spellcasting ability modifier - Constitution)
Surges: Abrasion and Division 1st ideal: you may expend 20 stormlight to cast Create Bonfire or 50 to cast Burning Hands at first level. You may cast the spell at a higher level by expending an extra 30 stormlight for each level above 1st up to 3rd level. Second ideal: you may expend 100 stormlight to cast Fireball or Shatter at 3rd level Third ideal: Shardblade- fire damage Fourth ideal: Upon swearing the fourth ideal under the effect of Fire Shield as long as you have at least 100 stormlight (you can turn this on and off as a bonus action). Fifth ideal: upon swearing your 5th ideal you may expend 700 charges of stormlight to cast Meteor swarm. When you use this feature in a Highstorm the spell deals an additional 5d6 bludgeoning and 5d6 fire damage.
Edgedancers- (Spellcasting ability modifier - Constitution) I will remember those who have been forgotten. ” — The Second Ideal of the Edgedancers“I will listen to those who have been ignored. ” —The Third Ideal of the Edgedancers
Surges: Abrasion and Progression
1st Ideal- while holding stormlight you are unaffected by difficult terrain and your movement speed increases by 10 feet. Your stormlight healing trait increases to 3+ you constitution modifiers and as a bonus action you can expend stormlight as per your Stormlight healing trait to heal any creature you touch (doing so means you may not use the trait for yourself that turn). 2nd Ideal- While holding Stormlight your movement speed increases by an additional 10 feet, you gain advantage on all saves against being grappled or restrained, and gain a climb speed equal to your movement speed. Additionally you may expend 150 stormlight to cast Revivify. 3rd Ideal-Shardblade- Necrotic damage 4th Ideal-Upon swearing your 4th ideal you are under the effect of the Haste spell as long as you have at least 100 stormlight (you can turn this on and off as a bonus action). You may use your Stormlight healing or cast Revivify using this feature as a free action if you used your hasted action to move. However, whenever you are hit by an attack, you lose 50 Stormlight and may be required to succeed on a Dexterity saving throw (DC 10 or half the damage you took) or fall prone (if your last action was movement, if you moved into a creature’s melee range to attack on your last turn). Additional events may cause you to make the save such as sudden turns or hazards in your way. 5th Ideal- upon swearing your 5th ideal you may expend 700 charges of Stormlight to cast Mass Heal. when you use this feature in a highstorm half of the unused healing can be divided among creatures of your choice as temporary HP
Lightweavers- (Spellcasting ability modifier - Charisma) No ideals, only “Truths” Stormlight spellcasting: Casting spells with stormlight ignores somatic and material components. Cantrips cost 10 stormlight, other spells cost 20 X their lvl in stormlight (lvl1=20, lvl 2=40, lvl 3=60 etc) 
Surges: Illumination and Transformation 1st Ideal- Stormlight spellcasting (charisma) cantrips and 1st level spells, Soulcasting 2nd Ideal- 2nd and 3rd level spells, Stormlight Reabsorption (you may choose to end one of your illusion spells before its duration is over to regain half of the stormlight used to cast it as long as you are within 30 feet of the illusion) 3rd Ideal- Shardblade- psychic damage, 4th and 5th level spells 4th Ideal- 6th level spells 5th Ideal- upon telling your final truth you may expend 700 charges of stormlight to cast Weird. When you use this feature in a highstorm should the creature fail their 1st saving throw they must succeed 3 times for the effect to be dismissed instead of once. On succeeded saves they only take half psychic damage. 
Elsecallers- (Spellcasting ability modifier - Charisma)
Surges:Transformation and Transportation
1st Ideal- Soulcasting, You may expend 30 stormlight to cast Misty Step 2nd Ideal- You gain advantage on all Charisma checks involving Soulcasting objects. You May also expend 100 stormlight to cast Blink 3rd Ideal- Shardblade- Force damage, you may expend 25 stormlight per creature to transport yourself and any willing creatures into or out of Shadesmar. Once in shadesmar you can teleport 5 miles for every 5 stormlight you spend per creature. 4th Ideal- You can also now also attempt to soulcast creatures whose CR is equal to half your lvl or less 5th Ideal- Upon swearing your 5th ideal you may expend 700 charges of stormlight to cast Mass Polymorph. When cast in a highstorm, upon the spell ending (whether through lack of concentration, duration running out, or losing all temporary hp) each affected non-Invested creature must make a charisma saving throw using their polymorphed statistics. If they fail then the polymorph becomes permanent.
Truthwatchers (Spellcasting Ability Modifier- Wisdom)
Stormlight spellcasting: Casting spells with stormlight ignores somatic and material components. Cantrips cost 10 stormlight, oher spells cost 20 X their lvl in stormlight (lvl1=20, lvl 2=40, lvl 3=60 etc) 
Surges: Illumination and Progression 1st Ideal: Stormlight spellcasting (wisdom), Cantrips and first lvl spells, You may use your stormlight healing trait on adjacent allies as an action. If you do so you cannot benefit from stormlight healing this turn. 2nd Ideal: Upon swearing the second ideal you begin getting glimpses of the future. As an Action, you may expend 50 charges to roll a D20. Until you take a long rest you may, as a reaction, replace any roll with the number rolled. You may use this feature up to 3 times after which you require a long rest before you can do so again. (This is essentially Divination Wizard’s Portent feature), 3d lvl spells 3rd Ideal: Shardblade- Radiant damage 4th and 5th lvl spells 4th Ideal: 6th lvl spells 5th Ideal: Upon swearing your 5th ideal you may expend 700 charges of stormlight to cast Foresight on yourself. If you use this feature in a highstorm You also automatically cast Commune, Scrying (on a target of the DM’s choice), and gain 1 use of your 2nd ideal feature. 
***not a PC option***Bondsmiths-
“I will unite instead of divide. I will bring men together. ” — The Second Ideal of the Bondsmiths “ I will take responsibility for what I have done. If I must fall, I will rise each time a better man. ” — The Third Ideal of the Bondsmiths 1st ideal- Dalinar can see through the eyes of the stormfather, witnessing everything seen by the Highstorm and empower other Radiants’ abilities 2nd ideal- Dalinar Kholin unites the Realms, instantly recharging all gems within half a mile, granting all creatures of his choice 25 temporary hitpoints, and granting all surgebinders their maximum charges of stormlight The way these currently function is that each character has access to 2 Surges and to the Ideal specific abilities of their order. The abilities are pretty straight forward but the surges are based on creativity. All I told my windrunner player for example is “you can manipulate gravity and make things draw together” and had her go wild experimenting from there to figure out that she can walk on walls or send people to the ceiling.  I also have the spell lists for the Truthwatchers and Lightweavers but did not atach them because this post is long enough as it is. Ill put them up if people ask for them but they are for the most part Illusion and Enchantment spells for the Lightweavers and Illusion, healing, and plant growth spells for the Truthwatchers. Feel free to use any of these goodies but if you are going to share it please credit me for the endless hours i spent trying to make this not suck XD
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the-black-fox · 4 years
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Alfred´s birthday Bonus chapter:
Tikki remembered the last time she had given a gift to Marinette on her birthday. The result had not been what she had expected because Marinette did not comprehend how the Kwamis’ ritual worked, resulting in the impression that she had spat on her hand. And when the spit formed a stone, Marinette became even more confused.
So this year, she thought to give her something more common by human standards, and her best idea so far was a cake made by all the Kwamis.
24 hrs before the birthday all the Kwamis reviewed their plan inside the miraculous box.
"Okay, we all have to start baking the cake at 10 pm. because at that time Tom and Sabine are asleep and so is Marinette. But in case she has a commission or something that keeps her awake, Trixx will create an illusion of us and Wayzz will create a barrier in the kitchen to prevent any sound that might wake up or alert someone." Tikki recapped.
That night at 10 pm. all of the Kwamis got into their positions. Fortunately, Marinette was asleep but to avoid any problems, they left Trixx as a sentinel. Down in the kitchen, Wayzz was concentrating on making a protective barrier while the other Kwamis were wondering what flavor the cake was going to be.
"The sweeter the better," said some
"No, the more sour the better," said others.
"Let's all calm down. Let's allow each one of us to choose an ingredient that will go into the cake. We'll see later how we can combine them." said Sass.
The choice of ingredients was really extravagant. Some wanted simple foods like nuts and honey. Others wanted things that were only found in other countries like cajeta or salmon?
But there was one ingredient that everyone agreed to put in
CHEESE
Once the list of ingredients was ready, the Kwamis collected as much as they could from the cabinets in the house, and when something was not found, all they had to do was open a small portal and collect it. As for the mixture of ingredients, the solution was simple: they just had to make a layer cake.
When it was time to prepare the cake, all the Kwamis divided into teams of four and each team would take care of one layer of the cake. Some teams had to repeat the recipe because some Kwami couldn't stop eating the mixture
cough, Plagg, cough
In the end, the cake was ready at 12 o'clock leaving only four hours to decorate the cake before Marinette's parents woke up.
Decorating the cake was easier when Trixx came down to the kitchen because she was too bored upstairs doing nothing. All she had to do was to make an illusion of the finished cake so they could change the design until it satisfied everyone then replicate it, instead of cleaning and redoing the decoration over and over again.
Once the cake was finished the only problem that remained was where to hide it. Obviously they couldn't leave it in the kitchen, that would cause too many questions. And every proposal that was given ended up with a denial. It wasn't until Kalkki proposed the Kwami dimension that everyone else was relieved to know that they no longer had a problem with the cake.
The following morning, everything was a success. The Kwamis pretended to be sleeping but when Marinette came down to have breakfast with her parents, they started discussing which song they should sing when they gave her the cake. As they hadn’t decided yet, they started to panic when they heard Marinette walking up the stairs, which resulted in a huge variety of birthday songs.
Seeing the look of delight on Marinette's face when she tasted the cake was all it took to know that it was all worth it.
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Thank you very much all of you for your support and positive messages.
The next chapter will be posted on monday
Tag list open
@mystery-5-5​ @maribat-is-lifeblood​ @moonlightstar64​ @fsketchart​ @mochegato​  @scorchdragon88​ @lozzybowe​ @i-will-be-your-ace​ @schrodingers25​ @damianette-is-life​ @queen-in-a-flower-crown
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Monastic Tradition: Way of the Controlled Chaos
Monks who follow the Way of the Controlled Chaos strive to embrace the chaos in the universe. In a world of arcana, divinity, and monsters, they understand that nothing can be contained. However, by harnessing and adapting to the chaotic energy, these monks learn to utilize what they don't understand. Through magic observed and truths introspected, monks of the controlled chaos use their connection to the world around them as well as their internal energy to preserve harmony in their attacks.
Ki Surge
Starting when you choose this tradition at 3rd level, you learn to use your ki to create small bursts of uncontrollable magic from within you. At the start of your turn, you can expend 1 ki point to roll on the Ki Surge Table. Roll your martial arts die and apply the effect corresponding to the number you roll. Some effects won't be able to be achieved until your martial arts die increases. Your save DC for these effects is equal to your Ki save DC. If you are using unarmed strikes, your fists are your weapon for any effect the table describes that includes a weapon. 
Ki Surge Table (Below Cut)
Martial Arts die
Effect
1
Eye for an eye- Black mist swirls your monk weapon, siphoning energy off creatures it contacts until the end of your turn. You take 1d4 points of necrotic damage per attack you make (regardless of whether it hits) and can roll an extra martial arts die with each of your damage rolls. This damage is also necrotic.
2
Weeds and Clovers- Vines and flowers sprout up around you in a radius of 20 feet. This area becomes difficult terrain for 1 minute.
3
Three Legs at Night- Your size increases by 1 size category for until the end of your next turn on your first strike, the size of the creature you strike decreases by 1 size category (given it is not tiny). After the minute ends, you gain 1 point of exhaustion. 
4
Improvised Solo- Your piercing kihaps become infused with a melodic tone. Up to ten other creatures of your choice within 60 feet of you that can hear you gain a d8 bardic inspiration die for 1 minute. After your attack, you lose your voice and can only whisper until you take a long rest or are healed by a lesser restoration or higher. 
5
What the Flumph? A you summon a swarm of 4 pixies or 8 flumphs that are controlled by the DM. After 1 minute, the swarm disappears.
6
Master of Elements Elemental energy shoots out of your body. Four elements (water, earth, air, fire) swirl around you, forming a protective layer of energy until the end of your next turn. While this is up, you have resistance to bludgeoning, slashing, piercing, cold, thunder, and fire damage.
7
Winging it-You unfurl a pair of spectral wings and have a flying speed of 40 ft. until the end of your next turn.
8
Rapidly Expanding Universe- An astral double of your monk weapon appears that lasts until the end of your next turn. With this astral weapon, you have a melee range of 30 ft.
9
Seeing Double- An illusory duplicate of yourself appears in your space. For 1 minute, the duplicate moves with you and mimics your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack while the duplicate is up, roll a d20 to determine whether the attack instead targets one of your duplicate.
You must roll a 11 or higher to change the attack’s target to a duplicate. 
A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. 
A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
10
Life in Death- Your monk weapon glows with radiant energy on one side, and darkens in necrotic energy on the other. These effects fade at the end of your turn. You can choose which side to attack with. If struck with the radiant side, a creature takes an extra 1d6 radiant damage and glows until the end of your next turn. While glowing, attacks against the creature have advantage. If struck with the necrotic side, the creature takes an extra 1d6 necrotic damage and must save on a constitution saving throw or be stunned until the end of your next turn.
 Ki Restoration
At 6th level, you gain the ability to convert ki energy into life force. As an action you can use No Aether's Ki Conversion. This allows you to expend ki points to gain a number of temporary hit points equal to your wisdom modifier (minimum 1) per ki point you use. You can use a number of ki points equal to your wisdom modifier (minimum 1) in this way per long rest. The temporary hit points last until you take a long rest.
Taming Chaos
Beginning at 11th level, you begin to gain control of your ki surges. Whenever you roll on the Ki Surge table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.
Additionally, after finding out the outcome of the ki surge, you can use your bonus action to expend double the amount of ki points to extend the duration of the effect by one increment. If the effect lasts one round, you can use an additional two ki points to make it last another, and four more to make it last three rounds.
Greater Greater Ki Surge
At 17th level, your ki surges maximize in power. You can spend 3 ki points to roll a d10 on the Greater Ki Surge Table at the start of your turn. You can do this once per long rest. If the effect requires a saving throw, your save DC for these effects is (8 + your proficiency bonus+ wis modifier). If you are using unarmed strikes, your fists are your weapon for any effect the table describes that includes a weapon. 
Greater Ki Surge Table (below Cut)
d10
Effect
1
Make a wisdom saving throw against your own DC. If you fail, you polymorph into a baboon until the end of your next turn.
2
Your ki compresses the mass of the air around you. You manifest a well of gravitational energy in a circle with you at its center that has a radius of 30 ft. Each creature in the circle must make a Constitution saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one. This effect ends at the end of your turn.
3
Your ki converts to thermal energy and begins to physically heat up your skin. For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame. 
4
A burst of energy from inside you disperses and settles into mist on the ground in a 100 ft radius around you. The terrain around you begins to warp into another of your choosing. The terrain's general shape remains the same. Open fields or a road could turn into a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.
Similarly, you can alter structures, or add them where none are present. This warping includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the area disappears immediately.
5
You use your ki to harness the power of luck, and a glowing 15 ft radius circle appears with you at it’s center for 1 minute. The energy at the circumference of the circle swirls, pulling the strings of fate. The circle has a line through its center, but you decide at what angle. Divided by this diameter, every creature in one half of the circle gains advantage on attack rolls and saving throws, every creature in the other half has disadvantage on attack rolls and saving throws for the duration of the effect. Creatures are unaware of this effect though they can see the circle. The circle moves with you and you can change the once per turn. You are unaffected by this luck displacement.
6
In fighting your opponent, you can sense the ki of your opponent, extract crucial information about your foe, granting you insight about their combat ability. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you mark them as analyzed. In addition, you learn the following attributes about the target: Damage Vulnerabilities, Damage Resistances, Damage Immunities, and Condition Immunities.
7
Your next strike creates ripples through the ground and causes up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller and one MUST appear under you. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.
If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.
If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against your save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.
8
Briefly surrounded by silvery mist, you teleport up to 60 feet to an unoccupied space that you can see. For 1 minute, you can use your bonus action to teleport again this way. After the minute is up, no matter how far you are, as long as you are on the same plane of existence, you immediately return to the exact location you were when you teleported the first time.
9
Energy begins to compress and gather around you, creating crackling lighting. 
The next time you hit a creature, a bolt of lightning arcs toward your target. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one. 
10
A swirling, black and purple vortex gathers at the end of your weapon, sucking the life energy from the nearest source. The next time you hit an opponent, the target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. You also gain temporary hit points equal to the amount the target’s maximum was reduced by. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes. This vortex disappears after the first strike that hits.
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dnd5a · 3 years
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Patch 2.11 - Favour of the Overbeing
This is largely one of the biggest patches thus far, featuring two class reworks and a revamp of over a hundred spells, alongside multiple other minor alterations.
CLASSES
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PALADIN Oh look. My least favourite class from base 5e (ranger doesn’t count, it’s too easy a target). The alterations it received in 2018 were clunky and awkward, but they were a step in the right direction. This new version defines those changes more clearly.
Rework - Sacred Oath Sacred oaths are now gained at first level, replacing the spot taken by Divine Sense. Sacred oaths grant new features at 1st, 3rd, 7th, 11th, 15th, and 20th level.
New features at 1st and 11th level provide core mechanics for each subclass otherwise absent in base paladin. These features are unrecorded in the patch notes for the sake of time.
Rework - Lay on Hands This update is compared to base Lay on Hands from base, rather than the 2018 version
Lay on Hands is now a bonus action, with a healing cap of your paladin level + your Charisma modifier. Healing an unconscious creature is still an action. Lay on Hands can pull a prone creature to their feet.
Lay on Hands no longer cures disease or poisons.
Buff - Fighting Style Now gains access to Two-Weapon Fighting
Buff -  Channel Divinity Most channel divinities for the Sacred Oaths have been buffed in varying ways.
Removed - Divine Health It didn’t make a lot of thematic sense, so it’s gone
Rework - Divine Sense Now gained at 5th level. Can sense any extraplanar type of creature, plus undead.
New - Lay on Life Gained at 10th level. Once per day use Lay on Hands as an action like in base. You can also now cure poisons and disease.
Rework - Aura of Courage Creatures in the area can’t be frightened, whilst already-frightened creatures have the effects suppressed and can repeat their save more easily.
New - Sacred Oath: Oath of Freedom Replaces Oath of Rebellion. Turn your enemies to your side for a time and command your allies in battle with guerrilla tactics
New - Sacred Oath: Oath of Glory From Tasha’s Cauldron of Everything. Be a paragon of combat and an inspiration to allies.
New - Sacred Oath: Oath of the Reaper Replaces Oath of the Grave. Smite the unliving and other fun things like that.
New - Sacred Oath: Oath of the Scroll Replaces Oath of the Scripture. Make magical scrolls and gain k n o w l e d g e.
New - Sacred Oath: Oath of Steel Replaces Oath of Iron. Imagine dying. This post was made by the Oath of Steel gang.
New - Sacred Oath: Oath of Treachery The best one. Evil paladins with Coldsteel powers.
New - Sacred Oath: Oath of the Watchers Kill extraplanar stuff
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PRISM
Fix - Everlight Now works properly with the new Photon Sense
New - Lifluence New 15th level feature that allows for periodic use of influence to heal allies
Buff - Facet: Halo 4th level facet spell replaced with death ward
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WARLOCK This update seeks to tackle warlock pacts and the monstrous invocation list, as well as smoothing out some of the patrons
Buff - Pact of the Blade You can use Charisma for your attack and damage rolls, but until 5th level, your pact weapon is not magical. You also gain a pact-weapon exclusive extra attack at 5th level. 
Removed - Pact of the Brand Lack of design-space and uniqueness. Some invocations have persisted.
Buff - Pact of the Chain Your familiar can now attack normally on its turn, and the Voice of the Chain master invocation has been incorporated. At 5th level, the Investment of the Chain Master invocation becomes incorporated too.
Rework - Pact of the Cloak Your cloak grants your unarmoured defence (+Charisma), and increases you speed by 10 feet. From 5th level onwards, you can use your bonus action to gain a flying speed for a turn, as well as subtracting large distances from when you fall.
Rework - Pact of the Talisman Now uses the Tasha’s Cauldron of everything version. At 5th level, a creature can add its d4 to saves too.
Rework - Pact of the Tome You start with the Book of Ancient Secrets benefits, later gaining the bonus spells at 5th level.
Buff - Eldritch Master You get +2 Charisma alongside previous benefits
Rework - Patron: The Archfey Fey Presence is a bonus action, single target, and can be used multiple times and Misty Escape now lets you outright ignore an attack.
Buff - Patron: The Ashen Hunter Malevolent Retaliation pushes people away and makes a smokescreen
New - Patron: The Darklord A reworked form of The Raven Queen patron from Unearthed Arcana. Get a bird, turn into a bird, and do other things too.
New - Patron: The Demon Invoke the fight or flight response. Breath stuff, corrupt stuff, etc.
Rework - Patron: The Fiend Devil 1st level feature replaced with devil-summoning abilities
New - Patron: The Fathomless Summon tentacles and stuff like that. It’s a fun time.
Rework - Patron: The Great Old One Awakened Mind is now two-way. Aberrant Presence adds extra psychic damage. Entropic Mind lets you ignore an attack, forcing the target to save against frightened.
Nerf - Patron: The Hexblade Hex Warrior’s Charisma attacks have been moved to Pact of the Blade.
New - Patron: The Lorekeeper Get a little magic book with spooky lore in it. Get extra mystic arcanum and fly on written wings.
New - Patron: The Noble Genie Get a special lamp you can vibe in. It does other stuff, but ultimately who cares? You get a cool house in a bottle!
New - Patron: The Spirit of Hate Angy. Reaction stab
New - Patron: The Undead Become a dead guy. It’s more interesting than that
Rework - Eldritch Invocations Many invocations have been moved, added, removed, etc. Mainly: all spell invocations allow for one free cast per day, and certain invocations have been incorporated into their respective pacts
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SPELLS
The Archive of Esoteric Secrets was updated during this patch, meaning that over 130 spells have been changed in some small way. The patch notes will attempt to cover everything relevant, but will start with spells outside of the archive for ease of reading.
New - Age A cantrip that lets you briefly age objects and creatures. Creatures get weaker, objects get more susceptible to damage
Buff - Cauterise Now grants more temporary hit points
New - Conjure Dragon Maybe a mistake.
New - Death Throe Turn corpses into your weapons
Buff - Echoed Form Your echo doesn’t disappear when it damages something, grants flanking, and provokes attacks of opportunity
New - Gamma Burst Two-directional laserbeam
Fix - Gomez’s Scattered Sand Was incorrectly listed as an action whereas it should have been a bonus action
New - Mass Revivify Pretty obvious was this one does
Buff - Merdiecurdie’s Sword'n’Board Mordenkainen’s Sword Now does a lot more damage and moves faster
New - Otiluke’s Omegapshere Big zone of illusion, protection, or obliteration. it also has a very cool name
Rework - Revitalise Now only grants healing over time, but gives more of it
Buff - True Strike Now grants advantage on all attack rolls against the target until the end of your next turn. It’s probably usable now.
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ARCHIVE UPDATE Boy howdy there’s a lot here
Rework - Abyssal Punishment No longer causes madness, instead gives disadvantage on attacks and checks that use Str or Dex
Rework - Aetheral Zone Now called Magical Zone. Covers all spells cast in the area
Buff - Angwe’s Instilled Rage 4th level, instead of 6th
Buff - Animate Sword The sword uses your attack bonuses and its damage scales with level. It’s also magical
Nerf - Ashes of the Phoenix Casting time increased to 1 minute
Rework - Auminair’s Luminous Chains Now doesn’t increase its hold, instead does better damage over time and is non-concentration
Rework - Binding Burst Having been removed, it’s back and works this time
Nerf - Blast of Darkness Now a 30-foot cone. 90 feet was a bit much
Buff - Blooming Lethality Not concentration
Rework - Break Causes people to become brittle, taking extra damage from other sources
Buff - Caustic Killer The bolts now fire automatically. it’s non concentration too
Rework - Chrono Sphere Covers an area, is no longer a bonus action.
Nerf - Comet Rush You have to melee spell attack an unwilling creature
Nerf - Create Flameskull The flameskull doesn’t regenerate at all now
Rework - Dread Runes Now only frightens and does damage, no other bs
Rework - Flesh to Flesh Now grosser, and more concrete in its effects
Nerf - Galoran’s Glorious Gambit Does less damage
Buff - Gomez’s Simoom Reactivating is a bonus action
Rework - Hands of Manos No longer summons hands. Now summons tendrils in a fixed place that grapple people around them, doing a bunch of bludgeoning and psychic damage
Rework - Intimidating Aspect Now called Social Aspect. When you cast, you choose one Charisma skill for them to get better at, with a corresponding Charisma skill they get worse at.
Rework - Iron Angel Now summons a spinning orb of spinning metal
Rework - Jackdaw’s Malevolent Vision Now targets a close creature and does more significant damage
Fix - Nether Void The curse is more specific in what it does
Buff - Noir Now does damage to creatures in dim light too
Buff - Noor’s Armistice Attackers outside the area suffer disadvantage to attack within
Buff - Nox’s Inhabiting Darkness Now lasts 10 minutes. Effect is more specifically defined as “inhabiting”
Nerf - Reflexive Shot Now doesn’t give straight-up advantage
Rework - Sand Prison Now creates an area of sand that collapses in on itself and restrains everything inside
Buff - Septic Shock Now does damage on hit too
Rework - Shocking Sphere Now called Static Field
Rework - Spiritual Duality Now fire Body and Soul bolts. Body does damage, Soul heals
Rework - Stellular Strike Now does flat damage and halves speed, with damage over time.
Buff - Stone Bolt Now does a d10
Rework - Syphon Life Now grants a ward instead of healing
Buff - Thoughtseize Now does far more damage and allows you to ask three questions
Buff - Uplift/Depress Both effects are more prominent now
Nerf - Wink Is now concentration
Rework - Wrath of Bizzare Now just does regular damage in an area, instead of weird storm of vengeance stuff
RULES
Rework - Cones A cone’s diameter is its length and can be orientated how one chooses, as long as the total perimeter is the length x 4
Rework - Injuries Most effects that cause injuries must deal damage to inflict the injury
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tarakaybee · 4 years
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Another Oxventure Post
Since the Oxbox gang apparently have chicken scratch handwriting and have trouble reading the things on their character sheets, I thought I’d blatantly call them out and go on D&DBeyond and whip up what their stats are most likely to be, based on me randomly making a spreadsheet of all the times that they called their stats, and making guesses at which numbers were correct.
First there’s Corazon, his background is likely Pirate, which means he has proficiency with Athletics and Perception, his starting Rogue proficiencies appear to be Stealth, Sleight of hand, Investigation and Persuasion, with his expertises being Stealth, Sleight of hand, Perception and Investigation, also proficiency with helming water vehicles and navigating which I guess was pretty obvious. In addition, Corazon’s passive Investigation being so high at this stage means that it’s impossible for him to be fooled by most illusions.
As a human he can have started with an extra language, and his spells from his dual-archetype thing are Mage Hand, Dancing Lights, Minor Illusion, Grease, Feather Fall, Comprehend Languages and Disguise Self. Plus, his sneak attack bonus is currently 4D6 (That one time he said “Lets see what cool race bonuses humans have...never mind.” I assume that was a joke because humans have +1 to every stat and variant humans have Feats at LV 1).
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After of all we have Dob, I know Luke said that Dob has 21 DEX and 20 CHA but D&D Beyond won’t allow me to type higher than the starting cap of 18. The fact that he appears to be proficient in Disguise Kits, Acrobatics and Performance leads me to believe that he took the Entertainer background, and with his starting class being Bard, he has at least three other skill Proficiencies, three other instrument proficiencies and one Expertise unaccounted for. His spell save DC ought to be 15 and his spell attack should be +4.
His spells include Mending, Message, Prestidigitation, Cure Wounds, Sleep, Tasha’s Hideous Laughter, Thunderwave, Calm Emotions, Crown of Madness, Heat Metal, Major Image, Speak With Dead and Greater Invisibility.
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Next up we have Egbert, his stats are mildly more reasonable. Being a Paladin with a decent CHA score, Egbert has amazing saving throws at all times owing to his Aura of Protection, so despite his negative Wisdom he actually has a higher WIS save than anybody except Merilwen. Similarly he has his other Aura which gives him resistances to all spell damage. His background is most likely Acolyte, which would give him proficiency with Insight and Religion, in addition to two languages on top of his Common and Draconic, he also ought to have two starting proficiencies which we’ll sadly never know about. In this screenshow below he has a Morningstar, because I definitely recall him rolling a d8 and dealing piercing damage, plus it’s definitely a morningstar in the artwork.
The spells that Egbert knows include Bless, Command, Cure Wounds, Ensnaring Strike, Speak with Animals, Find Steed, Locate Object, Misty Step Moonbeam and Silent Image. Johnny let him choose Silent Image for the heck of it, and Mike for some reason chose the Paladin subclass that gives you Druid spells rather than the one called ‘Oath of Atonement’ which gives you buffs to none-violent solutions.
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Prudence is next, I presume she has the Acolyte background again, so she also has proficiency in Insight and Religion and two additional languges, her starting Warlock proficiencies were Arcana and Intimidation, which were both specifically mentioned in the first few stories. She’s also the only party member to have a maxed out stat with the normal rules, since Tieflings have a +2 bonus to charisma.
Her spells include Blade Ward, Eldritch Blast, Charm Person, Spider Climb, Clairvoyance, Hunger of Hadar, Summon Greater Demon, in addition to three other first level spells that she has never had cause to use. With her Eldritch Invocations she also has Comprehend Languages, Message, Vicious Mockery, Bestow Curse, Detect Magic, one additional Cantrip from Pact of the Tome, and two additional rituals spells from Book of Ancient Secrets.
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Merilwen is a Wood-Elf so she automatically has proficiency in Perception, as well as a ton of martial weapons. Her background is likely to be Outlander, which means she has proficiency in Athletics and Survival, it also allows an extra language and an instrument proficiency for some reason, her starting Druid proficiencies haven’t been explicitly stated as far as I remember. Also a Herbalism Kit proficiency, Tool Proficiencies are unbelievably useful but they had to hide the interesting rules at the bottom of Xanathar’s Guide, but basically it can do things such as neutralise wounds without spellcasting and identify any plant by smelling it.
Her spells include Druidcraft, Poison Spray, Thorn Whip, Animal Friendship, Create or Destroy Water, Entangle, Speak with Animals, Beast Sense, Moonbeam, Spike Growth, Speak with Plants, Water Breathing, Wind Wall and Stone shape. She woudln’t have had the option to take the Wood-Elf  Magic feat at level six like Ellen says she did, but those spells were Produce Flame, Longstrider and Pass Without Trace.
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arsonforcharlie · 5 years
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it’s that time of the week so you nerds get a fuck squad recap!
I feel like it’s notable that I have a chart up on my wall now where I can give my players gold stars if they do something really good and creative. So that’s fun and definitely not sparking competition at all!
We started with a discussion of “wailing widows” that I misheard as “whaling widows” and long story short I have a new comic book idea
Sergei, Maddela, and Saida see a crowd of people with weird, distorted faces staring at them. Maddela and Saida get Rhonia to cast Face of the Devourer on them so they fit in, while Sergei covers his eyes to not see them.
Yoni: “I would argue that only friends make each other piss themselves.”
Yoni slams the curtain that Rhonia ripped off the wall into the bag of trading.
“You pull out an old dirty sock.” Saida: Is that someone’s crankin’ it sock? Oh, wait, I can’t say that, you’ll lose followers on tumblr.”
Cue a discussion of that one time I got an anon saying they unfollowed me because of the ghost cum thing.
Saida: “Oh yeah, I remember that.” Sergei: “I don’t but there’s so much I don’t remember.” Saida: “Maybe you should lay off the party drugs.” Sergei: “MAYBE YOU SHOULD LAY OFF MY DICK”
Sergei blindly walks forward to a table in the middle of the room with a chalice on it, and triggers a trap that causes a hidden crossbow to fire at Maddela and an illusion to make it look like he did it.
Rhonia: “I put the crossbow bolt in his hand” “His hands are still over his eyes!”
They conclude that he clearly didn’t do it because dude didn’t even have a crossbow.
There was then some discussion of a poutine pinata which sounds like such a bad idea.
Sergei hits the chalice off the table with his orb and stick with his eyes closed, setting off a bolt of shadow that feels like flame.
Yoni scoops up the chalice with the bag of trading and gets a “not like top tier but about as good as you can get at the fantasy sobeys bottle of wine.” It turns out the door is unlocked and they can just walk through. The next floor is filled with a thick gray mist.
Sergei: “I have my stick out. My STICK.”
Sergei: “I didn’t go to fuckin’ wizard school! I went to clown college!”
Maddela strikes a match to see if the mist in the room they are in is flammable. It isn’t, but I feel like that’s a notably bad idea.
Sergei walks around the perimeter of the room with a rope tied around his waist and finds the door. However, when he tries to open it, a spear of ice springs up from the floor.
Meanwhile, the rest of the squad use the rope to navigate across the room to the door, and come across a weird stone box with a gold key in the bottom. When Rhonia reaches in to get it, a swarm of monkeys are summoned, one of which grabs the key before they scamper away into the mist.
Saida: “Does everyone have a lightning-proof hazmat suit? Because I have a plan!”
spoiler nobody had that
Saida also suggested Maddela melt the ice spear by dirty dancing on it. “Roll a fort save in case you froze your box!”
Maddela does melt the ice spear with some alchemist’s fire, but then immediately triggers another one by trying to unlock the door again.
Rhonia: “I’m just gonna fill the box with bananas!”
She does use her magic lunchbox to fill the pedestal with bananas, which lures all the monkeys in for snacks. After a few horribly bad perception checks, Yoni manages to see that one of the monkeys has the key so she hits it with her starknife and it dies.
Maddela: “How much of your hatred of wizards is part of your history?” Saida: “I had a really bad run in with one once.” Sergei: “Yeah, ran into his dick with your vagina!”
The next room has a table with a mask on it, two poufs on either side, and a door. Saida puts the mask on immediately and it affixes itself to her face and she can’t get it off. When she and anyone else sit on each of the poufs, the other people get a quick lil fortune reading.
Sergei gets told that he’s trusting someone he shouldn’t, so his player was kinda freaking the fuck out the rest of the session. Who is it? Who knows? I’ll never tell. TEE HEE HEE.
(about Rhonia) “You want to help, and you can be very inventive but sometimes you may not think your actions through.”  Saida: “Didn’t need a mask to tell me that!”
(also about Rhonia) “Your god is pleased with you... and so is another.” Yoni: “Better not be Desna! Stay away from my god!” “Other people worship Desna.” Saida: “And Yoni’s going to cut them all!”
Saida: “You know how there’s visual learners and audio learners? Maddela’s a vaginal learner.”
The next room is set up like a museum, with a huge T-Rex skeleton in the centre and glass display cases lining the walls.
Sergei: “This is the necromancy room and there’s a giant skeleton in the middle. I’m so excited. Not.”
He crosses to the door and touches it, which wakes the T-rex that attacks the squad.
“Does a 22 hit?” Maddela: “No.” “Oh, cool.” Maddela: “I’M STILL LYING!”
Maddela uses her wand of binding to bind the T-Rex while she runs to go unlock the three locks on the door.
Yoni: “I do one, uh, blunt damage” which brought him to 69. Nice.
Yoni: “Does anyone have ropes to tie his feet together?” Saida: “This is like turning into a caper, i love it.”
The rest of the squad beat it up, but then it reforms into two smaller T-Rex skeletons.
Saida:"That giant dinosaur lizard will never know the satisfaction of eating poop again. Because it’s dead.”
Saida: “Don’t you have, like, healing blast?” “Oh, you mean healing gun.”
Saida: “I haven’t been listening to how Yoni’s class works.” “It’s cool, neither has she.”
“You’re being very strategic tonight. Are you feeling okay?”
Rhonia animated one of the smaller T-rexes and named it Jonesy, so that’s a thing now. They tied up the other one instead of killing it so it didn’t reanimate as more smaller boys. God they can be smart on occasion.
Saida: “Apparently my bloodline gives me a bonus to knowledge religion. But I don’t want it because that sounds dumb.”
They move on to the next room, where the first-level wizard apprentice who was manning the door watches them stomp on in with a new t-rex pal and decides to let them go to see the council once they’re done with the meeting that they’re having.
Presented with the opportunity to get what they want in about ten minutes if they just wait peacefully, the squad all gangs up to try and kick down the door and all roll terribly.
Coming out of the door is Tarand, who, from what they can hear, has had some sort of ideological disagreement with the rest of the wizards and is resigning from his position here.
Saida: “We’re never gonna get as high level as he is because all we do is SHOP and FUCK”
she’s not WRONG
Saida, trying to figure out if he’s been exposed to the mushroom spores: “are you feeling hepatitis-y?”
Sergei: “Have you had to roll any saving throws?” Tarand: “I’m a very powerful wizard. I know what that feels like. I have not.”
He is very confused when they ask about the mushrooms and refuses to tell them why he’s leaving, so Yoni Flapdragon, in a fit of anger, punches him in the dick. And almost crits. It isn’t confirmed so it only does 3 damage, but still. That’s a thing they’ll have to deal with later.
They go in to meet the wizard council, who did just watch Yoni punch Tarand right in the dingalings. Most of them also don’t know much about the mushrooms, except one halfling with a wrinkled face named Effin who tells them that she had been working on something similar, but it didn’t work out so she sent it to the toxic waste disposal. When the squad points out that pretty much anyone can get in there, there’s a bit of confusion- there are supposed to be a bunch of curses and things protecting it.
“Academia, you know how it is.” Rhonia: “Isn’t that a nut?”
Saida’s player, tearing up laughing: “I’m just thinking of how much funnier every fantasy genre would be if there was bullying!”
Saida and Yoni stay behind to chat with the council, while Maddela, Sergei, and Rhonia go up to the greenhouse to get some of the asinus densissima flower to put an end to all this.
Maddela: “I don’t know anything about wizards and I’m not about to learn!”
Saida, trying to chat up the head of enchantment by talking about the school of magic: “Of course I know what enchantment is, it’s when you kinda rub magic on some pants and it sticks.”
He’s not impressed by her magic knowledge.
Maddela proceeds to buy some poison from the greenhouse, which has mushrooms visibly covering some of the glass panes. While Effin makes a deal with her, Rhonia gets Jason the skeleton to climb up onto Jonesy the T-rex skeleton and throw a trowel, breaking the glass of the ceiling and letting the mushrooms in.
SO THAT’S COOL
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Divine Me A Masterpiece Challenge
♦ About
Welcome to my 1000 follower challenge!!! With there being a lot of seasonal challenges right now I thought I’d do something a little different. I thought that maybe we should get in touch with magic that’s in the air right now ;)
So for this challenge we are looking at tarot! First I’ll go over the rules and expectations, then gloss over tarot, and finally round out this post with the characters and prompts. So let’s get started :D
♦ Rules
To Enter
You must apply through my ask box so no anons. If you are using a side blog and don’t want your main shown to the world tell me so in the ask and I will not post it publicly. 
Every entry needs to be inspired by a Major Arcana card and must be focused on a character or ship I listed.
Each card is limited to one person!
Entries must be sent by ask and will be posted publicly!
I have bonus prompts listed at the bottom of this post; you need to use at least one (1) and you are limited to three (3) total! Sentence prompts are all first come, first serve! The majority of the AU prompts have a two person limit.
What your ask should include - the tarot card you wish to claim, the character or ship you wish to write for, and 1-3 of the prompts/AUs I have listed (You need to use at least one from the list).
All angst must have a happy ending and no cis-swapping.
I am accepting - fics, fan art, moodboards, edits, and playlists (you need to make a cover for it).
Note: I work second shift so please don’t panic if I don’t respond in the afternoon/evening hours.
November 24th, 2018 - I currently am just shy of 1000 followers and will not be posting a due date for these until I get 1000 followers. I will tag all who entered when that happens.
When Posting Your Work
All entries are due on February 22nd, 2019. Please do not post before then.
Make sure to list - the character/ship you wrote for, any warnings, and if it is nsfw.
Tell me how you interpreted the card for your work.
Make sure to tag me @goingknowherewastaken and @jiminthestreets-bonesinthesheets (Ashley is my assistant during this challenge)
Please use this tag within the first 5 tags - #DivineMeAMasterpieceChallenge
If your work contains nsfw content please make sure to tag it accordingly.
Please send me the link to your work through my ask box!
♦ About Tarot
We’ve all seen the decks of cards with beautiful designs used for helping find possible answers to questions we may have, but not everyone knows what’s going on with them. I will gloss over the bare minimum of info here, but I encourage you all to read up on tarot if you are unfamiliar with it.
Tarot cards are used for uncovering possible answers to questions we have about our lives - from love to career. Cards can be drawn and placed in a certain layout (spread) and are then read in a specific order. They are meant for enlightenment and what they tell in the spread is not set in stone - they are cards and you can ignore their take if you wish.
There are two ways to read the cards depending on how they appear in a spread - upright and reversed (upside down). If the card is revealed to be right-side up you are to read the card as is and if it is reversed then it’s meaning is reversed.
Depending on the deck, the description of the card can vary slightly, but overall they are similar. Also, the meaning behind the card is affected by the other cards in the spread. For this challenge you will only have to worry about the card you selected.
Because there are in total 78 cards in a standard deck (divided between the Major Arcana and the Minor Arcana), we will only be using the Major Arcana which totals 22 cards.
Please read up more on the card you select!!!!!
The Tarot Cards (the words listed are just brief overviews of the cards that I gathered from Biddy Tarot)
Fool - @haveyouseenmymind 
Upright - beginnings, innocence, spontaneity, a free spirit
Reversed - naivety, foolishness, recklessness, risk-taking
The Magician
Upright - power, skill, concentration, action, resourcefulness
Reversed - manipulation, poor planning, latent talents
High Priestess - @frostingsfics 
Upright - intuition, higher powers, mystery, subconscious mind
Reversed - hidden agendas, need to listen to inner voice
The Empress
Upright - fertility, femininity, beauty, nature, abundance
Reversed - creative block, dependence on others
The Emperor
Upright - authority, father-figure, structure, solid foundation
Reversed - domination, excessive control, rigidity, inflexibility
Hierophant - @bsotstory 
Upright - religion, group identification, conformity, tradition, beliefs
Reversed - restriction, challenging the status quo
Lovers - @the-goddamn-queen 
Upright - love, union, relationships, values alignment, choices
Reversed - disharmony, imbalance, misalignment of values
Chariot
Upright - control, will power, victory, assertion, determination
Reversed - lack of control and direction, aggression
Strength
Upright - strength, courage, patience, control, compassion
Reversed - weakness, self-doubt, lack of self-discipline
Hermit - @auduna-druitt 
Upright - soul-searching, introspection, being alone, inner guidance
Reversed - isolation, loneliness, withdrawal
Wheel of Fortune - @kjs-s
Upright - good luck, karma, life cycles, destiny, a turning point
Reversed - bad luck, negative external forces, out of control
Justice
Upright - justice, fairness, truth, cause and effect, law
Reversed - unfairness, lack of accountability, dishonesty
Hanged Man
Upright - suspension, restriction, letting go, sacrifice
Reversed - martyrdom, indecision, delay
Death - @captainsbabysitter-blog 
Upright - endings, beginnings, change, transformation, transition
Reversed - resistance to change, unable to move on
Temperance
Upright - balance, moderation, patience, purpose, meaning
Reversed - imbalance, excess, lack of long-term vision
Devil - @bookcaseninja
Upright - bondage, addiction, sexuality, materialism
Reversed - detachment, breaking free, power reclaimed
Tower - @haveyouseenmymind 
Upright - disaster, upheaval, sudden change, revelation
Reversed - avoidance of disaster, fear of change
Star - @filatarcangelus
Upright - hope, spirituality, renewal, inspiration, serenity
Reversed - lack of faith, despair, discouragement
Moon - @resistance-is-futile81
Upright - illusion, fear, anxiety, insecurity, subconscious
Reversed - release of fear, unhappiness, confusion
Sun - @and-i-cant-resurrect-you 
Upright - fun, warmth, success, positivity, vitality
Reversed - temporary depression, lack of success
Judgement 
Upright - judgement, rebirth, inner calling, absolution
Reversed - self-doubt, refusal of self examination
World  
Upright - completion, integration, accomplishment, travel
Reversed - lack of completion, lack of closure
♦ Characters And Ships
Characters (for reader inserts)
Jim Kirk (AOS)
Leonard McCoy (AOS)
Spock (AOS)
Scotty (AOS or TOS)
Steve Trevor
Steve Rogers
Bucky Barnes
Clint Barton
Bruce Banner
Thor
Peter Quill
Skurge
Owen Grady (Jurassic World)
Nicholas Devereaux (The Princess Diaries 2)
Cinderella’s Prince (Into The Woods)
Bernie Webber (The Finest Hours)
Jack Ryan (Jack Ryan: Shadow Recruit)
Toby Howard (Hell Or High Water)
FDR Foster (This Means War)
Dr. Alex Murray (A Wrinkle In Time)
Robert the Bruce (Outlaw King)(I can’t help it he’s too precious with Elizabeth!!)
Eomer
Vaako (The Chronicles of Riddick)
Gavin (Pete’s Dragon)
William Cooper (RED)
John Kennex (Almost Human)
Vincent Stevens (The Loft)
Kirill (The Bourne movies)
Ships
McKirk
WonderTrev
Jim Kirk x Eomer
Jim Kirk x Vaako
Jim Kirk x Scotty (Scirk)
Owen Grady x Charlie Weasley (from Harry Potter)(I know no one will use this ship but I have to have hope ya know?)
WonderKirk
Napollya (Napoleon Solo x Illya Kuryakin from (T.M.F.U.)
Merthur
I have expressed interest in other crossfandom ships in the past that involve one (or some) of the characters listed above so if you have an ship in mind ask me about it and I may grant an exception to it (no sp*rk though so don’t even try that)
♦ Other Prompts
Sentence Prompts (gathered from around tumblr)
“I…think I’m in love?” - @the-goddamn-queen 
“Are you scared? Don’t be. ‘ll protect you from today onwards.” @haveyouseenmymind
“It’s crazy, isn’t it? Two complete strangers who know nothing about each other being brought together like this.”
your car slid into a snowbank and i’m the mechanic that comes to tow you
i hate the holidays more than anything in the world and you drive me nuts because you love the holidays more than anything in the world and this is why we aren’t friends (enemies to friends to lovers hello)
i’m constantly dragging all my friends to your hockey games because i think you’re so much fun to watch and i don’t think you’ll ever notice me
you knit me a sweater for christmas and i realize i am in love with you @bsotstory 
your birthday lands on christmas so no one ever remembers except this year i’ve asked everyone to delay their holidays to throw you a proper birthday bash
I build a fort in the college courtyard and have been throwing snowballs at people passing by and you are not impressed
our first date is spent walking around our small town holding hands and talking as soft snow falls around us @resistance-is-futile81 
I mean life is full of surprises. You could find the love of your life tomorrow, but you could also wake up bald. @the-goddamn-queen 
Will you press pause on your SHIT for 5 minutes? @the-goddamn-queen 
“Let’s not confuse healthy eating with a hot dog.”
“I’m gonna lay down and die for like a half hour okay?”  @auduna-druitt
“So MacGyvering this out of my tuckus right now.” @captainsbabysitter-blog 
“I just did some calculations, and I’ve been able to determine that you’re full of shit.” @frostingsfics 
“You screw with me, I’ll screw with you.”
“i’m pretty good at providing distractions.”
“Why is there a picture of Steve Buscemi in your bathroom?!”
“These stars are nothing compared to the ones I’ve seen in your eyes.”
“Are you ready to dance with the devil?” @bookcaseninja
hey i just moved into the house next door and i just wanted to let you know that your dog keeps getting into my yard an - wait what? what do you mean that’s a cat????? that’s not a cat it’s fucking huge!!!! (turns out it is a cat, it’s just really big and fat) @haveyouseenmymind 
The postal worker delivered your package to my place accidentally and I was expecting something so I totally didn’t look before I opened it and… wow that is um… quite an interesting thing you bought and I’m here to return it
our dogs are in love with each other and it’s making things awkward at the dog park AU
I injured myself doing something stupid at a holiday party and you’re the doctor at the emergency clinic AU
I just moved into a new apartment and went to buy groceries, but I bought more than I could carry back. I’ve stopped to catch my breath when I hear someone asking if I need help and I look up and the sun is literally making you glow like a damn angel. @and-i-cant-resurrect-you 
where one person is actually famous and sets up a dating account with their real picture and the other sees it and is like, oh dude you are not fooling anyone with that picture and when they actually meet the other is pissed because DUDE YOU’RE THAT FAMOUS PERSON and the other is like, yeah, i mean, i thought you knew…
i have a soft spot for cats so i always feed the fat one that’s always hanging out in the hall with treats and now it started hanging around me fuck i’m so sorry i didn’t mean to accidentally steal your pet @filatarcangelus
“ur just a random stranger and i’ve been ranting to you for like 20 minutes about how much i hate this one band but now several groups of people came up to you asking for pics and autographs, and oh shit it turns out you’re in the band i’ve been going on about” au
You’re a famous viner and I constantly witness you doing the weirdest things AU
“I went to see you live in concert and was front row and you went into the crowd and I grabbed your hand, but started freaking out so much that I was touching you that I couldn’t let go to the point where security had to physically tear me away from you and now you’ve invited me backstage literally what” AU
AU Prompts (each of these (baring the Soulmate AU) has a two person limit)
Soulmate AU (there will be no limitations on this prompt) - @frostingsfics 
A/B/O AU
Shop AU -
Book shop,
flower shop,
bakery,
coffee shop/cafe,
ice cream shop,
boutique/antique store
Professors/Teachers AU
Wings AU - @bookcaseninja 
Supernatural Creature(s) AU
vampires,
werewolves,
fey,
shapeshifters,
Ghosts,
demons,
Angels
merpeople
Magic/HP AU - @haveyouseenmymind 
Celebrity/Famous Face/Hollywood AU
Fake Relationship AU - @captainsbabysitter-blog 
Youtuber/Viner AU
Circus AU - @kjs-s 
Roommates AU - @auduna-druitt
Historical AU
Fairy Tail/Disney AU
Spy/Secret Agent AU
Royalty AU - @and-i-cant-resurrect-you 
Classic Novel Pride & Prejudice AU
Tagging those interested: @musicmandy1991 (tumblr won’t let me tag you????) @haveyouseenmymind @outside-the-government @tardisoftheshire @bookcaseninja @miraclesoflove @exiledtime @cynically-optomistic @frostedej
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Firelight Tales of Exandria, Ch.9 - “Auntie Maim”
Thank you all for coming, so let’s tell some stories...
“Having endured assaults from the eerie trees of the Bramblewood and sharing a meal with an odd cowherd of seemingly otherworldly origin, our heroes are beckoned once again by the mysterious lady in green as they begin their final push to discover the source of the growing corruption emanating from the forest surrounding the ominous peak of Gatshadow...”
Always wanting to start the day right, Leaf prepares a healthy, nutritious breakfast of Scavenger Pancakes from what they were able to find in the surrounding glade. Unfortunately, it tends to disagree with most of the party’s stomachs.
The rest of the party is quite wary of the lady in green, with her beckoning hands and creepy nursery rhymes, but Cezika is eager to get the job over with. Song, having nearly died twice in the short span of knowing the rest of the group, voices concerns about her outlook.
Cezika: “Okay, we need to work on your standards. You did not get arrested, you did not die, you have all your limbs: it ended well.”
Shadow, doubtful of the group’s odds of success by venturing into the unknown, they argue with Song and Cezika about finding help from Westruun before moving on. Song and Cezika try to explain that trusting strangers who may have selfish motives could end badly for the safety of the group, while Shadow argues that shared goals that serve the needs of the many, regardless of individual motives, are worth trust made in good faith.
Song: “I just am not in favor of pulling in outside help, because people are terrible, universally.”
Shadow: “Because you do not trust them.”
Song: “I mean, would you?”
Shadow: “It depends. I did not trust anyone, outside of my kind, and then I met you.”
Song: “Oh...”
 Song excuses himself from the debate, disturbed by the talk of loyalty, trust, and betrayal. Shadow refuses to accept “mistrust” as a reason for not working together with strangers for a common goal.
Shadow: “It is not you! I do not understand why people do not trust! Trust can be earned. And if people do something that is not trustworthy, then you have the ones you do trust to fall back on.”
Cezika: “Some of us have been hurt by those we were supposed to trust.”
Leaf and Ladryssa point out that they may not be able to find anyone to help them, as none of them remember how they got to this glade after last night. This seems to be good enough for Shadow, after being reassured that they few will be enough and will all go home together.
Ladryssa also tries to reassure Song, who seems vaguely perturbed by the wording, but agrees to come along.
Ladryssa: “You are the last person we are leaving behind, without people to protect you.”
Song, who has had two brushes with death within the span of three days: “I...hmm...I don’t need protecting, but that’s very sweet.”
The group heads off toward the ominous, massive, dead redwood, but instead find the glade containing the redwood to be vibrant, grassy, bursting with wildflowers, and a quaint, cute cottage has been carved from the tree’s huge trunk. The lady in green invites them inside, with a saccharine-sweet voice, to sample some of her fresh-baked goodies.
Leaf happily moves to enter the house, but Cezika and Shadow hold them back. Ladryssa inspects the garden, but nothing seems odd despite her scrutiny. Baffled, the party proceeds inside.
The inside of the tree-cottage is just as cute and homey, as the lady, who calls herself “Ariel”, dishes up a bevy of sweet pies and steaming bowls of figgy pudding. The feast of mouth-watering sweets tempts the party, with the exception of Song, Leaf, and Shadow.
Ladryssa uses her power to use the sight of others to see the sweets for the reeking, toxic slop that it is. This, unfortunately doesn’t stop Cezika from tasting it, becoming poisoned. Nakiya tries to eat as well, but she somehow can’t bring herself to eat meat of any kind. Leaf manages to neutralize the poison working its way through Cezika.
The green hag, Auntie Alma, annoyed but still amused at the frantic reaction of the party, drops the facade and reveals her true form, the wretched, broken house, and the fetid bog surrounding it.
Leaf: “I do not think she actually knows how to garden.”
Ladryssa shoots her with an eldritch blast, in the middle of her “this was my evil plot” speech, which passes through the illusory form of Alma. The hag mocks her again, taunting Ladryssa to “fulfill your mother’s dark design for you.”
Now left to ponder their next move, Ladryssa ruminates on what Alma’s motivations could be. The hag mentioned that the benefits of destroying Westruun were threefold, and Ladryssa remembers that the Feywild and Material Plane are mirrors of each other, meaning that it would be the easiest way to lay waste to a city on the other side.
Alma: “As for your pet’s questions of my motivations--
Ladryssa: “Shadow is not my pet.”
Alma: “--my goals are threefold. By eliminating the city, I gain three things at once: First off, I can reclaim the land and return it to my beautiful dark forest, and I did this with the help of those same wretched specimens from their ‘city’. Do you really think I could accomplish everything I needed to-- worming my beautiful infection into their streets and their homes all on my own? I am flattered you could think so. Plus, if I ruin that detestable eyesore, on this side of the veil, well, you know that consequences carry over as well. And thirdly, if I can deny those disgusting freaks below their true quarry, then it’s a mere bonus.”
Ladryssa finds a trapdoor in the house leading beneath the tree. Before venturing below, the party splits up the remainder of the meat Shadow saved from Bodb the night prior, but it appears to have lost whatever enchantment it once possessed. Nakiya is briefly queasy from her bite, confirming that she is now a vegetarian (after claiming to be one to Bodb).
The winding staircase leads down into a large, dark chamber with numerous tunnels opening from all sides from the domed ceiling. The chamber is filled with the echoes of voices from the city and surrounding countryside, accompanied by occasional insectoid chittering.
The echo chamber leads to another tunnel, further winding downward. Eventually this tunnel empties into a long hall, containing display alcoves full of macabre treasures and oddities.
Ladryssa questions Alma about the museum and the echo chamber. Alma says that the echo chamber lets her have eyes and ears in places nobody could find, and lets her communicate with her conspirators wherever they may be. When pressed about her sisters, Alma says she is all that is needed to take take of them.
The party begins assaulting Alma with might and magic, but she stands her ground. However, Song points out that the hag isn’t being damaged at all. The bard tries to stop Nakiya in the midst of her rage, and narrowly avoids being pummeled.
Leaf, casting detect magic, discovers the illusion of Alma was protecting another illusion of a false wall. Once more the tunnel empties into a large chamber of stone bridges and platforms, lit by phosphorescent mold with more ceiling shafts dumping into a shallow pit filled with rotting corpses that feed giant violet fungi effused with a cursed brew bubbling forth from a large cauldron, carefully tended by the real Alma.
The party makes to close the distance across the bridges, as the cauldron gives the hag cover from Shadow and Ladryssa’s ranged assault. Making their way across the span, the violet fungi lash out with their rotting tendrils, feeding back into the fuming cauldron and empowering Alma.
A large eye, embedded in the wall of the cavern, opens and attempts to curse Ladryssa. Shadow shatters the eye, wracking Alma with magical feedback. Nakiya charges in towards Alma and Cezika flanks her from another bridge, both cutting their way through the fungi.
Ladryssa shocks the hag with a witch bolt, which Alma partially redirects into a lightning bolt back across the bridge. Nakiya, seemingly by accident, avoids the brunt of the lightning bolt, but Song takes it full on and collapses. Ladryssa leans into her witch bolt and fries her childhood tormentor.
In her death throes, Alma curses at Ladryssa, mocking her relationship with her patron/parent and saying that she will be avenged.
Alma: “You’re not her child. You’ll never be her child! You’re just a tool to be used and discarded, like the rest of us. You’ll find your day. If it won’t be me or my sisters, it will be...our...Granny...”
The party heals Song, claims the hag’s pustulant head and a vial of the cursed brew, sets fire to the fungal patch in the cavern, and manage to find a few baubles in her macbre museum as they make their way out of her cavern lair (as the insectoid chatter grows nearer and increasingly frantic).
As the group leaves the decaying tree-cottage behind them they breathe in a fresh breeze blowing away the stink of the bog, before making their way towards the main road leading down from Gatshadow.
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warcraft-imagines · 6 years
Note
all the medivh stuff is confusing as fuck in the game so bare with me if i get something wrong- medivh and his s/o meeting for the first time since his ‘death’ with the s/o being one of the people who helped khadgar with defeating him? bonus points if she finds out by a raven who seems to be watching her from afar 24/7 (not sure if he can do that without ateish but i think it’s cute so lore can go fuck itself)
Okay, so, this took me fucking foreeeeever to do and I’m so sorry for that… I hope I don’t apologize too much on this blog. Anxiety is a bitch.
Medivh x Fem!Reader:
It has been years since Medivh had passed away. Years that she has mourned him and everything that he was. Many tried to urge her to move on with her life. They tried to help her turn a new page and continue her story without him. She refused. Her grief would not be determined by the time passing by.
For the same amount of time, she had caught a flurry of black from the corners of her eyes. It was always brief, never too long for her to catch a good look. However, there was something there that peaked her interest. Whatever the flurry was, it held a familiar feeling with it. Eventually, the feeling of being watched grew, but she was not unsettled. It was not the feeling of being stalked like prey, but as if something was trying to protect her.
She contemplated the feeling as she walked along a narrow, stone road. Why did this continue to return? Why is it she felt safe instead of alarmed? Perhaps she has simply grown used to it being around. While asking herself these questions, a loud caw sounded to her right. She jolted and glanced around the ground. Turning to the trees, she found the source. It was a raven.
It locked eyes with her and nodded in greeting. Its eyes glowed for a split moment and her eyes grew large in recognition. Sure, any mage could have a raven familiar, but this one was special. It wanted her to follow it. The raven took to the air, flying low enough for her to see at all times.
She took chase after the bird. Y/N ran blindly, not caring about how her hair fell messily into her face. The scenery passed by in a blur of green and brown. Y/N paid little attention to where she was being led. In fact, she had barely noticed that she had left the forest entirely by the time the raven stopped flying.
“Your observational skills are lacking, Y/N.”
The words caused her to freeze. No, not the words, but the voice. The smooth, tenor voice that she had never forgotten the sound of. Turning slowly, she found the former guardian smiling sadly. 
Shaking violently, her hands raised and were placed gently on his face. Surely he wasn’t real. He couldn’t be. Medivh had died. Perhaps someone was casting an illusion in order to trap her. All of the possibilities swirled through her mind, yet she couldn’t bring herself to believe any of them. Medivh was there, directly in front of her. He was back.
“I’m sorry.” She cried, then continued rapidly, “I’m sorry. I’m sorry. I-”
Medivh shushed her softly, wrapping his arms around her waist tightly. She sobbed into his chest, gripping tightly to his robes. Her knuckles turned white from the strong grip she had, for she feared he may disappear again if she didn’t. 
“You did nothing wrong, my love“, he whispered, “You were right to help my apprentice. I don’t want you to apologize for that.“
She nodded into him to show she understood. Her throat had tightened too much to even attempt to speak. Honestly, he was the one who should have been apologizing, for her had left her alone for such a long time to drown in her grief. However, that could wait. The two stayed in silence. He wanted to give her time to calm and she was simply enjoying his presence.
Besides, there would be plenty of time to talk later on.
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