Showing posts with label summoning. Show all posts
Showing posts with label summoning. Show all posts
Jan 6, 2017
Oct 20, 2013
Tiny helpers
A wizard may summon tiny helpers (imps) by sacrificing some of his life. Each conjured imp requires 1 hp of the wizard.
The base characteristics of a tiny helper are:
The summoned imps have other traits as well, but those depend on when the wizard summons the helpers (effects stack):
Unfortunately, he can't control the exact amount of helpers summoned - he may only vaguely state "a few" (d4), "a bunch" (d6) or "plenty" (d8) beforehand. Roll the die in parenthesis, summon that many imps - and hope your hit points are sufficient.
When the wizard regains his health (through sleep, potions, etc.), an equal amount of imps disappears in a puff of smoke (although some have witnessed tiny explosions as well).
The base characteristics of a tiny helper are:
- Size of a very large apple
- Life: 1 hp
- Weakest armour class
- Can carry 0.5 kg
- Speaks balderdash fluently, but understands the wizard perfectly
- Leather trousers
The summoned imps have other traits as well, but those depend on when the wizard summons the helpers (effects stack):
- At full moon: gain wings and the ability to fly. No eyes though; they use click-sounds with their tongue to navigate
- During sunrise: only one eye, but it is twice as big, and it shines as strong as the sun
- After a big feast (when the wizard's full): can carry 5 kg, but they are fat and doesn't like taking orders
- During rainfall: can breathe underwater, but will suffocate on land (keep them in a bag of water). Excellent swimmers.
- On a beach: the helpers are constantly burning, so watch where they put their tiny feet
- In complete darkness: for some reason, they just can't keep quiet. These imps are known to be able to speak two sentences in the common tongue: "HELLO?" and "WHERE ARE YOU?"
Sep 8, 2013
Peddler of imps
Imp peddlers can be found everywhere, from the filthiest, most crowded street corner, to the loneliest road beyond the mountains. But you'll only find them when you're not looking for one.
They sell imps, more precisely the short-lived, chaotic devilkins most folk don't want nothing to do with. The peddlers don't have a stock of imps, but will conjure a fresh one for each buyer (after payment, of course).
The conjured imp will obey its new master most of the time. That is all that is known to the player.
Creating the imp
The imp will live for 2d4 days.
After this, it will:
They sell imps, more precisely the short-lived, chaotic devilkins most folk don't want nothing to do with. The peddlers don't have a stock of imps, but will conjure a fresh one for each buyer (after payment, of course).
The conjured imp will obey its new master most of the time. That is all that is known to the player.
Creating the imp
The imp will live for 2d4 days.
After this, it will:
- Start to bloat, until it drifts off like a balloon in the sky
- Start to bloat, until it explodes (damages anyone nearby)
- Dissipate like water
- Turn into 2002 beetles that flies away
- Split into two smaller copies, which will split again into smaller copies, and again, and again - until no copy is visible
- Turn to marble
- Living its life in reverse (backtracking its steps, etc.), down to the very summoning (which will banish it instead)
- Become mummified over the course of 10 seconds
- Start burning intensively
- Head falls off - then the arms - legs - tail
But during its lifetime, it will Crave and Fear an item from the following list (roll for both):
- The sight of blood
- The smell of flowers
- Heights
- Hats
- Repeating patterns
- Water
- Paths and trails
- Lit torches
- Its own reflection
- Its own death
Imps are actually capable of scheming, despite common belief, but they're pretty limited. Roll on the table below to get the imp's hidden agenda:
- When master no see me, must hide his stuff in ground
- When moon is high, must sneak away and find wolves
- When master and us is sneaking, must bark loud
- When master not watch his plate, must sit on food
- When walking, must trip master
- When in town, sneak away, spread rumors about master
- When see wizard, pretend to be better familiar for he
- When sleeping, take stuff from friends and put on master
- When sleeping, eat on master's clothes
- When meet other imp, learn another scheme
Jan 6, 2013
The Compleat Spell Book of The Great Escape
STEREOTYPES
Increases the prominent attribute of the target (Strength for the strong, Intelligence for the smart, etc.).
Unfortunately, will also decrease another attribute which isn't viewed as characteristic of the target (Intelligence for the strong, etc.).
COUNTRY HOUSE
Grants the target a bonus when fighting in the country side, although he still got a fog in his chest so he needs a lot of rest.
BEST DAYS
Target finds everything pleasant and nice, when in fact s/he (along the rest of the adventuring party) has been teleported to the bizarre, vertical 31-story Labyrinth of the Misaligned Trellick, an old knocked over tower.
CHARMLESS MAN
Target is immune to all types of charms, and radiates an aura that makes everyone in the direct vicinity immune as well.
FADE AWAY
A curse that will haunt the target for some time. He or she will constantly meet people from the same background, and while enjoyable, will eventually wither away unless the curse is broken.
TOP MAN
Conjures an annoying golem in fashionable clothes. Given a rug, the golem takes flight.
THE UNIVERSAL
Target dissolves and becomes part of everything in the current room for a few minutes, allowing him or her to for example eavesdrop without the need to hide.
Beware: doing this outside will make the target insane, since s/he will be part of of every single part of the Universe.
MR. ROBINSONS' QUANGO
Pros: Target is granted access to one larger organisation, with all its benefits and enemies
Cons: It's most likely a very boring organisation.
HE THOUGHT OF CARS
Target will have nightmares the following two nights. Both involves travelling with unknown, strange vessels of which the second can travel through the air.
Worst part is: no one will want to travel along.
IT COULD BE YOU
Makes target more vulnerable to charm spells, through empty promises about easy money.
Somatic component: caster repeatable draws the target's lucky number in the air.
ERNOLD SAME
Target will repeat everything he or she did yesterday, like if it was that day again. Will do this without any complaints or afterthoughts.
GLOBE ALONE
Target can no longer see people below his own presumed social class.
DAN ABNORMAL
Like mirror image, but the clone is sillier.
ENTERTAIN ME
Curses the target to long for something else, several days away. All actions are at a penalty, unless some sort of alcohol is consumed, which takes away some of the blues.
YUKO & HIRO
Summons two small spirits that will obey the caster for six minutes. When the seventh minute comes, they will cease with whatever they are doing, kiss each other and then disappear.
Increases the prominent attribute of the target (Strength for the strong, Intelligence for the smart, etc.).
Unfortunately, will also decrease another attribute which isn't viewed as characteristic of the target (Intelligence for the strong, etc.).
COUNTRY HOUSE
Grants the target a bonus when fighting in the country side, although he still got a fog in his chest so he needs a lot of rest.
BEST DAYS
Target finds everything pleasant and nice, when in fact s/he (along the rest of the adventuring party) has been teleported to the bizarre, vertical 31-story Labyrinth of the Misaligned Trellick, an old knocked over tower.
CHARMLESS MAN
Target is immune to all types of charms, and radiates an aura that makes everyone in the direct vicinity immune as well.
FADE AWAY
A curse that will haunt the target for some time. He or she will constantly meet people from the same background, and while enjoyable, will eventually wither away unless the curse is broken.
TOP MAN
Conjures an annoying golem in fashionable clothes. Given a rug, the golem takes flight.
THE UNIVERSAL
Target dissolves and becomes part of everything in the current room for a few minutes, allowing him or her to for example eavesdrop without the need to hide.
Beware: doing this outside will make the target insane, since s/he will be part of of every single part of the Universe.
MR. ROBINSONS' QUANGO
Pros: Target is granted access to one larger organisation, with all its benefits and enemies
Cons: It's most likely a very boring organisation.
HE THOUGHT OF CARS
Target will have nightmares the following two nights. Both involves travelling with unknown, strange vessels of which the second can travel through the air.
Worst part is: no one will want to travel along.
IT COULD BE YOU
Makes target more vulnerable to charm spells, through empty promises about easy money.
Somatic component: caster repeatable draws the target's lucky number in the air.
ERNOLD SAME
Target will repeat everything he or she did yesterday, like if it was that day again. Will do this without any complaints or afterthoughts.
GLOBE ALONE
Target can no longer see people below his own presumed social class.
DAN ABNORMAL
Like mirror image, but the clone is sillier.
ENTERTAIN ME
Curses the target to long for something else, several days away. All actions are at a penalty, unless some sort of alcohol is consumed, which takes away some of the blues.
YUKO & HIRO
Summons two small spirits that will obey the caster for six minutes. When the seventh minute comes, they will cease with whatever they are doing, kiss each other and then disappear.
Jan 2, 2013
7 devils
A spell of summoning tiny devils from below (or above, if you're already down there).
Roll 7d6, one for each devil.
Die results:
1. Either this die failed a summoning (nothing happens), or you've summoned fourth their master as well (see more further down)
2-3. Wicked devil (red)
4. Chaotic devil (slowly changes skin hue in pulses, going through the colours of the rainbow)
5-6. Nice devil (purple)
Effects:
Chaotic devils are further divided into:
Alternative for when a summoning die shows a one:
Instead of indicating a failed summoning, you've actually brought fourth a big, horned devil. It will take control of the other small devils, and attack immediately.
Roll 7d6, one for each devil.
Die results:
1. Either this die failed a summoning (nothing happens), or you've summoned fourth their master as well (see more further down)
2-3. Wicked devil (red)
4. Chaotic devil (slowly changes skin hue in pulses, going through the colours of the rainbow)
5-6. Nice devil (purple)
Effects:
- Wicked and nice devils will begin wrestling immediately, trying to push each other through the ground.
- Nice devils will perform one simple task before disappearing, as long as there are no wicked ones in sight
- Wicked ones will only taunt and bother anyone in their vicinity
- All devils will disappear after a few minutes
Chaotic devils are further divided into:
- Greedy: flies around, trying to eat anything shiny until they're too heavy to lift from the ground.
- Sleepy: flies up in the air, yawns, and falls to the ground sleeping. Wakes up, and repeats the procedure.
- Paranoid: hides behind each other. Hates to be seen.
- Crazy about clothing: wants to wear any piece of garment it lays its eyes on, even if it's already being worn
- Imitating: repeats what others are saying, even if it doesn't understand the language. May also occasionally mimic gestures.
- Identity crisis: believes it's a...
- Cat
- Bird
- Furniture
- Sunbeam
- Someone's shadow
- Close relative to one of the players
Alternative for when a summoning die shows a one:
Instead of indicating a failed summoning, you've actually brought fourth a big, horned devil. It will take control of the other small devils, and attack immediately.
Oct 7, 2012
String demons
Witches, hags and other foul mouthed creatures such as school children, have the inborn ability to summon string demons by chewing on strings and then spitting them out on a hot stove.
The string demon manifests itself by taking control of the wet string, and forms a shape that most resembles the demons true form.
They will obey their master (chewer) for a brief period of time, before drying up and finally falling to the ground lifeless.
Once chewed, a string is useless for further summonings.
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