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Official Blood and Bewitchment Character Creation Thread

Started by Steerpike, June 11, 2010, 12:41:10 AM

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Superfluous Crow

To all my friendly neighborhood witches, here are some spell ideas:

Tormhage's Deadly Obfuscation - Augments skin growth, causing the victim's own body to seal all orifices shut.

Moldev's Earthern Sentence - A fissure opens and claws of rock and earth drag the target down into the hole before it closes again

Solden's Devious Expulsion - A pulsing ball of energy rapidly attracts anything made of metal in the vicinity and when the witch releases the energy the metal is violently expelled

Korrodar's Stygian Metamorphosis - The person turns into a hulking brute. combined enlarge person/rage.

Solden's Tempting End - If used on persons of opposite sex, they are pulled towards each other by magical force for a certain duration. If contact is made between the two, they will slowly fuse together.

Egven's Sad Collapse - Each limb of the target bends at impossible angles as the body is slowly forced into a ball-like posture at which point the flesh is fused together, rendering the creature helpless.

Kesellar's Flensing Wind - This wind flies from the witch's outstretched hands and slowly tears off the skin of anyone caught  
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development

Ghostman

Quote from: SteerpikeLooking at the spells, the second one seems a tad underpowered.  What if it got changed so that it actively frightened foes rather than having them be shaken?
I think that might make it too powerful for a 3rd level spell, especially compared to Fear, which is 4th level. Maybe increasing the duration would be a better way of balancing?

Quote from: SteerpikeThe first one does seem tricky to balance... I'd be tempted to either change it to 1 round/level or to boost the spell level to 2, but what do others think??
Could also limit the compelling effect to within a radius, perhaps dependent on level.
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

Steerpike

Those sorts of changes sound good to me... good call on Fear.

One question I was pondering: do some of you want homes in Macellaria itself?  Rent would be anywhere from 5-20 obeloi a month, depending on the quality and location of the housing; of course there's always squatting - there are lots of abandoned buildings, and very poor individuals often have nooks or niches in the catacombs.  The big residential districts are Pulsetown, Wormhive, and Resurrection Row, though Witches might have apartments above or below workshops in Hexwarren, likewise for merchants in the Bazaars.

Steerpike

While on the subject of spells, what level do you think an "Incorporeal Jaunt" style spell would be?  That is, a spell that makes you temporarily Incorporeal (NOT Ethereal) for a few rounds, similar to Ethereal Jaunt but with Incorporeality?

I'm wondering because I'd written that members of the relatively elitist Robber Guild, the Crimson Shadows, all have a tattoo that allows them to do something like this every now and again (basically, a permanent 1/day Glyph Tattoo of this hypothetical spell), and I wanted to know how much it would cost - ideally I'd like to keep the cost as low as possible, even if the guild is difficult to get into.

Steerpike

[blockquote=Llum]Hmmm, makes the Deflect Missle feat a lot less good, since I'm guessing firearms are fairly common in CE.[/blockquote]Eh, they'll be quasi-common.  If you're a two-bit thug, are you really going to burn a Feat (i.e. training time and effort) and the hundreds of obeloi needed on some crappy one-shot pistol that takes a long time to reload and whose ammunition is costly, or are you going to grab a shortbow or a sling, or just stick with a trusty blade?

Nomadic

Quote from: SteerpikeThose sorts of changes sound good to me... good call on Fear.

One question I was pondering: do some of you want homes in Macellaria itself?  Rent would be anywhere from 5-20 obeloi a month, depending on the quality and location of the housing; of course there's always squatting - there are lots of abandoned buildings, and very poor individuals often have nooks or niches in the catacombs.  The big residential districts are Pulsetown, Wormhive, and Resurrection Row, though Witches might have apartments above or below workshops in Hexwarren, likewise for merchants in the Bazaars.

I was actually thinking, due to Eareg's profession of choice and his preference to stay out of city politics that he had renovated a small cave outside the city. Hidden the entrance with bushes, given it a solid locking door, bought a few comforts of home that he quietly snuck out there (chairs, small table, sleeping cot, lamps, a little cooking stove perhaps). I'd be willing to pay the cost to represent the money spent on renovation (it would be nothing grand so I don't expect it would be more than a hundred or so obeloi. The key point being that he has been very careful not to let anyone know where he lives, instead letting people believe that he spends all his time out on the wastes themselves.

Quote from: SteerpikeWhile on the subject of spells, what level do you think an "Incorporeal Jaunt" style spell would be?  That is, a spell that makes you temporarily Incorporeal (NOT Ethereal) for a few rounds, similar to Ethereal Jaunt but with Incorporeality?

I'm wondering because I'd written that members of the relatively elitist Robber Guild, the Crimson Shadows, all have a tattoo that allows them to do something like this every now and again (basically, a permanent 1/day Glyph Tattoo of this hypothetical spell), and I wanted to know how much it would cost - ideally I'd like to keep the cost as low as possible, even if the guild is difficult to get into.

Would be cool, does that mean I'd need to replace one of my tattoos with this one?

Quote from: Steerpike[blockquote=Llum]Hmmm, makes the Deflect Missle feat a lot less good, since I'm guessing firearms are fairly common in CE.[/blockquote]Eh, they'll be quasi-common.  If you're a two-bit thug, are you really going to burn a Feat (i.e. training time and effort) and the hundreds of obeloi needed on some crappy one-shot pistol that takes a long time to reload and whose ammunition is costly, or are you going to grab a shortbow or a sling, or just stick with a trusty blade?

You might, a one-shot pistol has a profound psychological effect on anyone who has heard of the kind of wounds they can cause. Guns are common enough in CE that most people probably have. A two-bit criminal could make alot of gold holding people up and never having to fire a shot. The downside I think that would push more criminals to other weapons is that...

A) A gun requires alot more maintenance then a sword, something difficult to give it in the dingy slums of a city.
B) A gun is loud. If they ever have to fire it they will attract the attention of everyone within many blocks of them.

So a thug or a highwayman probably would get a gun. But a pickpocket, burgler, assassin, or most other criminals would go for a bow or sword.

Steerpike

Good point.  Deflect Missiles would still be very useful against people like savage tribesman, who would stick solely to bows and the like.

A cave sounds fine, Nomadic.  How about 75 obeloi for a fully furnished little cave not far from the Butcher's Gate (the Slaughter-lands gate)?  Or would you prefer one of the other gates?

[blockquote=Nomadic]Would be cool, does that mean I'd need to replace one of my tattoos with this one[/blockquote] If you were an official member of the gang (which I think your background suggested you were), you would have the tattoo - this might be a tad expensive, since it'd be a permanent one of a mid level spell, though you might get a "guild discount" on it.

The alternative is a little gory, but also a possibility if you'd rather not swap out your tattoos or pay for the Crimson Shadows one: the militia who brought you in may have actually cut the tattoo from your flesh in order to prevent you from slipping away during the coming fight in the pits.  You can always go back and get tattooed again later, though the Guild may ask you for a favor in return for having to give you another tattoo.

LD

Quote from: SPOne question I was pondering: do some of you want homes in Macellaria itself? Rent would be anywhere from 5-20 obeloi a month, depending on the quality and location of the housing; of course there's always squatting - there are lots of abandoned buildings, and very poor individuals often have nooks or niches in the catacombs. The big residential districts are Pulsetown, Wormhive, and Resurrection Row, though Witches might have apartments above or below workshops in Hexwarren, likewise for merchants in the Bazaars.
Likely roosting in different places from time to time. I figure that Wispy was arrested fairly shortly after arriving in town, and seeing how Wispy is basically broke, I don't think he'd be able to afford anywhere nice to live, nor do I really think he'd be too inclined to live in enclosed quarters-- he always needs to be ready to run and to have an escape plan.

Nomadic

Quote from: SteerpikeGood point.  Deflect Missiles would still be very useful against people like savage tribesman, who would stick solely to bows and the like.

A cave sounds fine, Nomadic.  How about 75 obeloi for a fully furnished little cave not far from the Butcher's Gate (the Slaughter-lands gate)?  Or would you prefer one of the other gates?

[blockquote=Nomadic]Would be cool, does that mean I'd need to replace one of my tattoos with this one[/blockquote] If you were an official member of the gang (which I think your background suggested you were), you would have the tattoo - this might be a tad expensive, since it'd be a permanent one of a mid level spell, though you might get a "guild discount" on it.

The alternative is a little gory, but also a possibility if you'd rather not swap out your tattoos or pay for the Crimson Shadows one: the militia who brought you in may have actually cut the tattoo from your flesh in order to prevent you from slipping away during the coming fight in the pits.  You can always go back and get tattooed again later, though the Guild may ask you for a favor in return for having to give you another tattoo.

The Butcher's Gate sounds just fine. As for the tattoo that's a little tricky. It's going to be far too expensive for me to afford. At 500 * caster level * spell level / 2 if the spell is even just a 4th level spell that's 7000 Obeloi. I'd have to be a noble and have to use almost all my money up on it to afford it. Even with a guild discount I doubt I could unless the discount was like 96% off. I suppose I'll have it cut from his skin which means I have to remove one of my tattoos as it would have been taking up a slot. We'll say he had it on his left arm.


Nomadic

Quote from: SteerpikeI'll give you your hideout for free in exchange.  Deal?

Nah the cost of the tattoo I removed was only 25 Obeloi (level 1). If you want to compensate me then just take that off the cost of the hideout and we'll call it even (though I don't care... it's really not that much, I'll just re-tattoo it afterwards).

I did however realize something. You can graft your own tattoos and they are assumed to fill up most if not all of the surface area slot allotted to them (so an entire tattooed arm from shoulder to fingertip would be one glyph). Now my question is, how the hell would I tattoo my own back? I can't see it and I can barely reach it (I can probably only reach it at all because I'm very dexterous/agile).

Steerpike

[blockquote=Nomadic]I did however realize something. You can graft your own tattoos and they are assumed to fill up most if not all of the surface area slot allotted to them (so an entire tattooed arm from shoulder to fingertip would be one glyph). Now my question is, how the hell would I tattoo my own back? I can't see it and I can barely reach it (I can probably only reach it at all because I'm very dexterous/agile). [/blockquote]Perhaps your familiar helps you (bizarre image)?!?  Long arms and a mirror?  More seriously, I'd just assume that you'd need an assistant to help create those tattoos, but you'd provide the numina, the glyph itself, etc.  They'd just be a pair of hands.

Here are some new spells, either scratch-made, cobbled together out of other spells, or filched from other sources...

MORITH'S FIRST MORTIFACTION(Necromancy)
Level: Witch 1
 Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature
Duration: 1 min./level
Saving Throw: Fortitude negates
Spell Resistance: Yes

The target is numbed to sensation.  They must make a Fortitude save or drop anything they are carrying and take a penalty to Dexterity equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject's Dexterity score cannot drop below 1.  The subject's flesh becomes slightly grey and chalky where they were touched.

MORITH'S SECOND MORTIFACTION(Necromancy)
Level: Witch 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature
Duration: 1d10+2 rounds
Saving Throw: Fortitude partial
Spell Resistance: Yes

The target is enfeebled and stricken with agonizing pain.  They must make a Fortitude save or take a -4 penalty on attack rolls, skill checks, and ability checks for the spell's duration.  Even if they save they take 1d8 damage +1 per caster level.  They subject's flesh becomes red and raw where they were touched, inflamed as if infected.

MORITH'S THIRD MORTIFACTION(Necromancy)
Level: Witch 3
 Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature
Duration: 1d10+2 rounds
Saving Throw: Fortitude partial
Spell Resistance: Yes

The target is stricken with a ghastly paralysis similar to rigor mortis for the spell's duration unless they make a Fortitude save.  They also take 2d8 damage +1 per caster level, even if they save.  The subject's entire body takes on a corpse-like appearance while paralyzed, with pallid, puffy flesh and a whiff of the grave.

MORITH'S FOURTH MORTIFACTION(Necromancy)
Level: Witch 4
 Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

The target's vitality and essence are sapped, dealing 1d4 temporary ability damage to their physical ability scores (Strength, Dexterity, and Constitution) unless they make a successful Fortitude save.  They also take 3d8 damage +1 per caster level, even if they save.  Where the subject was touched their flesh becomes putrid, as if decomposing, and the victim's entire body becomes pallid and corpse-like in appearance

WITHER LIMB
Necromancy
Level: Witch 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Limbs of one humanoid
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes

The caster chooses to wither either the arms or the legs of a humanoid. Withered legs force a subject to fall prone while at the same time reducing the subject's land speed to 5 feet. Withered arms make it impossible for the subject to use objects or cast spells with somatic components. A withered limb can be restored by a successful dispel magic cast by a spellcaster of a level higher than the level of the wither limb caster.

CIRCLE OF NAUSEA
Evocation
Level: Witch 2
Components: V, S, F
Casting Time: 1 action
Range: Personal
Area: An emanation extending in a 20-ft.-radius around a 2-ft.-radius circle on the ground with the caster in the center
Duration: 1 minute/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

Eldritch energy bursts in all directions from the spell's origin, filling the area with pain. Everyone in the spell's area must succeed at a Fortitude saving throw or take a '"2 penalty on all attack rolls, saving throws, and skill checks. Those who succeed at the saving throw must make a new saving throw each round if they remain in the area. The pain lasts as long as the spell does. The caster stands in the circle, which must be prepared ahead of time by inscribing a circle on the ground and putting a stone on the circle at each of the four cardinal directions. Creating this circle takes 1 hour, but once created it may be reused any number of times. If anyone attempts to cross the circle during the spell's duration, she must succeed at a Fortitude saving throw or be nauseated until the spell ends, unable to take actions other than a single move or move-equivalent action. Nauseated characters cannot cross the circle. If someone breaches the circle without becoming nauseated, the spell ends.

BLOOD WIND
Evocation
Level: Witch 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft+5ft./level)
Target: A single creature with Intelligence 4 or higher
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes (harmless)

After you complete the spell, the subject's limbs ripple with power and grow slightly in length.  The subject can take a full attack action to use all of its natural weapons and unarmed strikes as if they were thrown weapons with a 20-foot range increment.  The subject gestures as if making a melee attack, but the result of the attack affects a target within range.  This spell does not actually grant reach, and so does not help provide a flanking bonus or allow the subject to make attacks of opportunity at any range greater than normal.  The subject uses its normal melee attack bonuses and deals damage normally if it hits, though the target of the attacks can benefit from cover or concealment.

Nomadic

That's it, I'm switching out one of my level 1's for Blood Wind. That thing fits Eareg's style so well. Can I cast it on myself and then fire off an attack? Oh also, what day are we starting?

Superfluous Crow

I have determined my internet-free vacationing periods: 25th of june to 4th of july and 13th of july to 20th of july. And I probably need a few of the days before the 25th of june to study for my exam. Beyond this, I should be able to schedule around things and participate.
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development