Subcategories

  • Confirmed House Rules. Learn 'em.

    138 Topics
    948 Posts
    halfgiantH
    4/27/2025 8:49pm CT - Notes on refined manacite For every 10,000 years of refined manacite is equal to 1 spell point per pound, a 20,000 1lb of refined manacite is 2 spell points per pound a 10lb block of 20,000 year old manacite = 20 spell points, per round. The radius found in the floating city had a 5 lb block 20k refined manacite floating a platform 5 miles in diameter.
  • have a bit of lore or character history you want known?

    42 Topics
    101 Posts
    daermadmD
    For future reference, the spire was crystalline star metal. Exact properties are yet undefined. DM leanings are that it is manacite that is formed in a star and has properties that make it conducive to spelljamming. Mostly used in spelljamming helms.
  • 69 Topics
    143 Posts
    daermadmD
    February 03, 2021 added. DaermaAdventures_2021-02-03 0.8G
  • Obelisk

    obelisk
    3
    0 Votes
    3 Posts
    249 Views
    dwarfD
    side note : the Fallen Legion, whilst not TECHNICALLY a part of the city guard, did have a “virtual” rank in the guard (as do the battleogres) so beings such as themselves and the command structure were given special privileges when it came to requesting things from the V’ral Obelisk… also (my woken brain has reminded me) that whilst in the Mess, after the Great Resurrect wound up burning down the weave, the deities of magic respun it using the obelisk network - which made each of the crystalline entities basically Ley Line Nexuses. after that occurred, they didn’t mind so much blasting extra mana into manapools or batteries, as they had access to overflow from the main conduit of magic feeding the whole sphere (similar to the feed Daren gets from his microsphere). or were you thinking of the Mana Shower that Arg built in Argopolis ?
  • Ranged Weapon and Ammo

    4
    0 Votes
    4 Posts
    174 Views
    halfgiantH
    [mod edit: changed format from codeblock to numbered list] Arrows, Arrows, and More Arrows Ice Arrow – A shard of razor sharp ever-frozen ice is fastened to the end of an arrow. A hit from an Ice Arrow causes the area surrounding the wound to freeze for 1d4 hours. Net Arrow – The head of this arrow is actually a small clay pot containing a spring-loaded silk net, on a hit, the target makes a DEX save (DC 13) against being restrained. on it’s turn, the target can make a STR check to break free (DC 16). Acid Arrow – The glass head of this arrow shatters upon impact spraying the target in corrosive acid. On a hit the target takes an additional 1d4 acid damage. Non-lethal Arrow (blunt head) – does blunt instead of piercing damage. Rose Thorn Arrow – on hit extra 1d4 piercing from thorns and target must make a DC 15 STR or DEX save or be ensared for 1d4 rounds (can attempt to Str / dex to get free each round), 1d4 piercing damage each round the ensnared creature moves. Grappling Arrow – Arrow with a strong head that will hold up to 300 lbs of weight on an attached 100ft length of rope. Small Game Broadhead – Broadhead with extending fins that will decapitate small game (CR 1/8 or lower), due to the precision needed, the target gets +5 to AC. Shock Arrow – A thundergem is sharpened into a point as this arrow’s head. Upon a hit the brittle gem shatters, releasing an additional 1d8 lightning damage in a 10′ radius. Water Arrow – When this arrow makes contact, it releases a burst of water that extinguishes any source of fire no greater than a five foot cube. Elementals attuned to fire are weak against it’s damage. Moss Arrow – When this arrow is fired at a surface, creeping moss rapidly spreads to a circle with radius ten feet around the point of contact. Walking or climbing on the moss grants advantage on stealth checks to remain silent. Rope Arrow – When fired, this arrow releases 25 feet of hempen rope behind it. Choke Arrow – When the arrow makes contact with an object, it explodes into a cloud of noxious fumes in a sphere with a radius of 5 feet. Those inside choke as if you had casted the Stinking Cloud spell with DC 12. Alchemists Fire Arrow – contains a small vial of alchemists fire, dealing an additional 1d4 fire damage. Thundersteel Arrow – made from meteoric iron which has been imbued with the essence of the sky domain, deals 1d4 lightning damage in addition. Boxing Glove Arrow – Stuns an enemy or knocks them prone on hit. Arrow of Healing – Deals 1d4 damage, heals 1d8 hp. Barbed Arrow – This cruelly barbed arrow does normal damage going in, and 1D6+2 damage coming out. If carefully removed (takes 1D6+1 rounds, DEX check at DC 15), no damage; half damage if you fail the roll. If left in, 1 damage per round spent doing anything but remaining carefully still. Arrow of Returning – After firing and striking something, the arrow will vanish in a puff of smoke and return to your quiver. Arched Arrow – curved slightly, with air channels engraved onto the tip. When fired, flies in a circle of diameter 60ft in the direction the arrow is curved toward when aiming. Crescent Moon Arrow – causes slashing damage with it’s broad cutting head. Once hit the target it hooks itself in the flesh as the wound closes behind it. Causes bleeding. Not effective against armor. Not effective at long range. Can be used to cut objects further away, like ropes for traps and such. Superior Smoke Arrow – Creates a Fog Cloud after 2 turns. Scorpion Arrow – Does an additional 1d4 poison damage. Arrows of the Wraith – Ethereal arrow tips don’t hurt most creatures but is devastating to ghosts and other spirits. Arrow of Whooshing – makes a sound like someone making the sound of an arrow flying through the air as it flies through the air. Arrow of Blinding – as it impacts the target, it explodes in a flash of light rendering everyone who was not averting their eyes blinded for 1d4 rounds. Arrow of Delay – when fired the arrow freezes in place mid-air, thawing one round later and targeting the original targeted location. In addition to normal damage, on a hit the target is frozen in time for one round, unable to take any actions. Pointy Twig – sold by a goblin travelling merchant, he swears it’s an arrow of never-missing. It’s actually just a pointy twig. Buzzing Arrow – An arrow with a head coated in honey. When it hits a target, a swarm of bees is summoned, centered on the target. The bees are not friendly to the user, but likely won’t attack unless provoked. Splitting Arrow – An arrow that splits into 3 separate arrows mid-flight. There are rarer versions that split into 5 and even 7. Suckerpunch Arrow – Arrows that have a light metal ball instead of a pointed head. Better for knocking out targets with a shot to the head or knocking the wind out of them with a shot to the gut. Incredibly nonlethal. Light Arrow – These arrows deal radiant damage instead of piercing. They appear to be made out of pure light while emitting none at the same time. They leave a streak in the air, marking their path for up to an hour. Vampire Teeth Arrow – While not actual vampire teeth, they look pretty close. These arrows deal necrotic damage instead of piercing. The teeth may be recovered after battle to gain the damage dealt with them as healing or temporary HP. Glass Tipped Arrow – Either solid or hollow to fill with alchemy items. Sleep Arrow – using sleep powder, it bursts on impacts causing one creature hit to make a con save or fall asleep. No additional damage. Flare Arrow – creates a flare like projectile. If shot skyward can be seen up to one mile away. Only does 1d4 additional fire damage. Grapple Hook Arrow – does not do standard damage. Can be used as a standard grapple hook as well as an attempt to attach it to a target. Flash Bang Arrow – this arrow is tipped with a small grey canister that explodes in a 10 foot radius on impact. Creatures in the blast must make a DC 14 constitution save or be blinded and deafened for 1d4 rounds. The creature may repeat the saving throw at the end of each of his turns. Stalker Arrow – upon impact, this arrow lodges a small magical tracker in its target. The archer now knows the location of the target for 24 hours. Taser Bolt – upon impact, the target must make a DC 14 constitution saving throw. On a fail, the target is now paralyzed, as if affected by the hold person spell. The saving throw may be repeated at the end of each of the targets turns. Scrying Arrow – It takes a moment to prep the scrying arrow. You look into the foggy glass and your non dominant eye loses sight for a second before reforming inside the glassy bulb. This effect lasts for a minute. This arrow can then be shot. Deadweight Arrow – Once its stabbed into a surface, the target’s weight increases to 50 pounds. Curved Arrow – An arrow with a slight curve in it, used to hit targets behind cover. Injection Arrow – An arrow with a needle on the tip used to inject enemies with poisons and other alchemical brews. Armor Piercing Arrows – Tipped with special metals that ignore AC, +2 to hit. Hollow Tipped Arrows – It breaks off inside the victim causing more damage, but are harder to penetrate armor with. -1 to hit, +1d4 damage. Shadow Arrows – Arrows exposed to alchemy that allows it to go through an object or person and pierce something else. Smokescreen Arrow – Tipped with a smokebomb. Causes a cloud of smoke that obstructs vision for 1d4-1 rounds, moves 10ft in the direction of the wind every turn. Binding Arrow – Designed to explode on contact with a sticky goo that hardens almost instantly, DC 15 strength check to break. Can be used to stop or hinder movement. Gossip Arrow – on a hit, the archer discovers one mundane secret about the target. (The bandit loves knitting kinda secret) this secret is broadcasted in a 30ft radius by an ethereal voice. Edible Arrow – this can be shot and break like a normal arrow but is unrecoverable. Otherwise provides the effect of one goodberry with no time spoilage. Navigators Shot – upon firing upwards, the arrow travels 80ft upwards before going 50ft towards a goal (find a target or location) the archer is currently seeking. The magic loses effect if it impacts anything before the ascent. Cupid’s Lust – these pair of arrows switch the minds of the targets for 24 hours when struck with the tip. Evertrue Arrow – when this arrow is fired, a target will be hit. Maybe not the one you’re aiming at, but the arrow will continue to travel across the surface of the plane it was shot on in a random direction that changes every minute until it hits a target. Moist Arrow – upon impact, any surface in a 10ft cube will immediately be drenched in a thin layer of water. Arrow of Missile Attraction – on a hit, the target becomes missile attractive. Any missile / projectile that passes within 20ft of the victim has a 2 in 6 chance of being redirected towards the victim. Arrow of Monster Attraction – Any target hit by this arrow will attract any monster within 200ft. Monsters (with below human int) will treat the person or creature hit by this arrow as hostile. If arrow hits an inanimate object or the ground, any monster (with below human int) drawn to it will treat everyone in the area as hostile. Arrow of Illusion – arrow creates an illusion of the archer at the impact site. Arrow of Teleportation – user is teleported to the impact site of the arrow. Arrow of Anti-Magic – Arrow dispels all magic spells and effects within 10ft of it’s impact. Vampire Arrow – An arrow made from bone that appears to be covered in dozens of tiny holes near its tip. On a hit, a vampire arrow begins rapidly draining blood from the target’s body, causing them to take 1d6 necrotic damage at the start of the target’s turn until the head of arrow is removed from the body. These additional effects do not occur if the target has no blood or similar essential body fluid. Anti-Ballistic Arrow – A thick arrow that has a rounded tip, with fletching that constantly adjusts and readjusts itself. Upon being fired, the arrow seeks out the closest moving projectile that is within 30 feet of any point of the arrow’s flight path. The arrow changes its direction to intercept the moving projectile, and a successful attack roll against an AC of 15 results in the intercepted projectile being knocked out of the air and/or destroyed. Blight Arrow – A sinister looking arrow made from a dark wood that seems to pulse with life. On a hit, the wooden shaft of the arrow wiggles and writhes its way into the body of the target dealing an additional 1d4 damage on the hit and at the start of each of the target’s turns thereafter until the wood is removed with magical restoration or a successful DC 16 Medicine check. If the shaft still remains inside the target’s body when the target dies, 1d3 twig blights burst forth from the target’s body 2d4 rounds after the creature’s death. The twig blights are hostile to all creatures other than each other, and attack nearby creatures until they die or there are no creatures left to attack, at which point they go off in search of more victims. Screamer Arrow – A transparent, fragile arrowhead filled with volatile sonic energy causes this arrow to mildly vibrate at all times. On a hit, the arrowhead shatters and releases a ear shattering scream. Instead of dealing traditional damage, all creatures within a 30 foot radius of the arrows point of impact must make a Constitution saving throw. A creature takes take 2d8 thunder damage on a failed save, and half as much damage on a successful one. A creature made of inorganic material such as stone or metal has disadvantage on this saving throw. Any nonmagical objects that aren’t being worn or carried also take the damage if they are in the radius. Cannon Arrow – An arrow seemingly made entirely out of metal that is still light enough to be used, faintly glowing runic symbols cover every surface. Upon being fired, the arrow transforms into a cannonball that magically continues following the arrows flight path. A creature that is hit with the cannonball takes 8d10 bludgeoning damage and must succeed on a DC 22 Strength saving throw or be knocked prone. Foecrusher Arrow – An arrow with a very large head that is disproportionate to the rest of the arrow’s body, that somehow weighs the same as a normal arrowhead. Upon being fired, the arrow begins to rapidly grow in size over the course of its flight. For every 10 feet the arrow moves, the arrow’s damage increases by 1d6 piercing damage. If the arrow travels at least 100 feet, every creature within a 5 foot radius of the arrows point of impact must make a DC 18 Dexterity saving throw. A creature takes the arrows full damage as bludgeoning damage on a failed save, and half as much damage on a successful save. The damage is done instead of the arrows single target damage, not in addition to it. The radius of the arrows point of impact increases by 5 feet for every additional 100 feet the arrow travels after the initial 100 feet. Whistling arrow – A non-magical arrow with a wiffle ball-like attachment affixed to the shaft behind the point. It makes a shill whistling sound as it travels through the air. Inexpensive. Silence Arrow – An arrow with a fog-filled glass pearl instead of an arrowhead. It casts the silence spell in a 20 ft spherical radius lasting for 5 minutes where it strikes. Glass-Break Arrow – The arrowhead is high quality ceramic and very lightly touched with enchantment so that it thoroughly shatters glass. Despite being enchanted, detect magic will overlook it most of the time. Inexpensive, but only shops catering to thieves and mischief sell them. Possession may be a crime in some areas. Tracer Arrow – Glows when fired so you can see the arc of the arrow and where it lands. Inexpensive. Grease Arrow – An alchemist’s vial of grease replaces the arrowhead and spreads grease on whatever surface it strikes. Flightstopper Arrow – A creature that is flying or attempting to fly must make a constitution save before using its movement. On failure, it cannot gain altitude and instead drops 60 feet. A flying creature does not take fall damage if it is forced from the sky by the flightstopper arrow. The throw is repeated every time the flying creature tries to use its movement. The effect lasts one minute or until the arrow is removed, whichever comes sooner. Wyrmslayer Arrow – Deals double damage to dragons and like kin. Compass Arrow – Ordinary when fired but swivels to point north when balanced on a finger. Trickstrike Arrow – The arrow teleports midfiring so that it appears to have been fired from a direction of the attacker’s choosing instead. The accuracy is the same as a normal arrow. Bluff Arrow – A regular arrow with an extremely persausive letter tied to it. Black Arrow – Dwarven-made it is ancient and capable of piercing dragon hide. Huntress Arrow – The Goddess of the Hunt blessed this arrow. Hits with the force of a falling Oak tree. Arrow of the Feywar – Upon a successful hit transports the victim to another point nearby or another point on the nearest continent (flip a coin to decide). Arrow of Ricochet – Considers full cover to be half cover. Arrow of Desperation – Gains a +4 bonus when the archer or one of their companions has less than a quarter HP remaining. Mind Spike Arrow – Deals only psychic damage. Target has disadvantage on wisdom saves until next turn. It is pink in colour. Skeletal Grasp Arrow – An arrow of bone with a grasping hand on the front. If target is struck, grasping skeletal hands raise up from the ground dealing bludgeoning damage and restraining the target and those caught in the AOE. 5 foot radius. Meteor Shower Arrow – A Pure black arrow that marks a target for a meteor shower. Meteors are summoned and take 1 turn to arrive. After 1 turn a shower of massive flaming meteors rain down on the target dealing LOTS of fire and bludgeoning damage. 15 foot radius. Sentient Arrow – The arrow is actually a living organism shaped like an arrow. Its head is the arrow head. When drawing blood it sprouts its thin limbs and begins trying to inject itself inside its target host. The initial strike does damage and the target must succeed a constitution saving throw or else the creature will successfully dive into the host. While, it will deal 1d4 damage per turn and the host can feel the creature moving around inside. Dryad’s Kiss Arrow – Upon a successful hit by this legendary arrow the target is wrapped in vines and dragged into the earth. On a miss the arrow sprouts vines and roots that creates an oasis of permanent plant life and sprouts another arrow every century. Quiver Mother Arrow – As long as this arrow is in your quiver it makes 15 arrows per day. Drow Ascension Arrow – Touching these arrows bathes the shooter or anything it hits in shadow for 1 hour. Jagged Arrow – When it hit’s a target, it does 1d4 piercing damage every 12 seconds (2 turns) until removed by a medicine check of 15+. Zipper Arrow – Does regular damage, but the when the arrow is ripped out by a PC, it does 4d4 damage. To rip the Arrow out, a PC needs a prerequisite strength of 15. The actual arrow has many small spikes and sharp edges on it, and near the base of the arrow is a large pull handle. Haunted Skull-Dread Arrow – Does regular damage. If arrow isn’t pulled out by before 3 turns are over, the creature gains either a minor curse from a d100 table, or a disease from a d100 table. If it is a critical hit, then on the first turn the effect activates. Arrow of Agitation – on a successful hit, the target experiences varying nervous agitation, which affects to hit rolls and any bonuses to AC for Dex. Roll a d4, and subtract that number on to hit rolls and Dex-based AC. The effect lasts for 6-8 rounds. Ethereal Arrow – Upon using a command word, this arrow shifts between the material and ethereal plane. Can be used to shoot through allies without harming them or to shoot through covers. Tipsy Arrow – on successful hit target is impaired as if drunk for 1d4 minutes. (disadvantage on attacks) Babel Arrow – on hit, this arrow makes you forget the languages you speak and speak languages you didn’t beforehand for 1d4 hours. Spoil Arrow – on hit you have a horrible taste in your mouth that distracts you from whatever else you were doing to go seek water. Blurry Arrow – blurs vision for 1d20 minutes. Short Jump Arrow – Arrow range is only 30 ft but allows you to teleport to anywhere within the range that it lands. Pulling Arrow – can pull 300lbs of weight that is tied to the arrow for 1d100 feet. Invisibility Arrow – on hit, target vanishes for a whole 1d12 minutes. Blessed Arrow – does extra 1d4 damage to undead. Banshee Wail Arrow – releases a mournful wail. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to takes 3d6 psychic damage. In a succefull save takes no damage Snake Arrow – this arrow release 1d4+2 snakes when hitting a enemy (could be a small clay vase). Sanctuary Arrow – cast sanctuary in the area where it hits Bull Arrow – Designed to puncture heavy armor and animal skins, the Bull Arrow has a small cache of gunpowder on the end that only detonates on contact with a hard enough surface. Deals 1d4 piercing damage, and an extra 1d8 bludgeoning damage if the target has an AC over 16.
  • inside a time-stopped fireball...

    1
    0 Votes
    1 Posts
    113 Views
    dwarfD
    pretty cool
  • Monks

    32
    0 Votes
    32 Posts
    2k Views
    halfgiantH
    @Immeral Ok, need a little bit more data - Do you own a monk belt, or monk robe? What level are you? Whats your modified Strength, and Strength Mod?
  • wanna sneak peek at something half-g is workin on ?

    6
    0 Votes
    6 Posts
    401 Views
    dwarfD
    AI for the marine corps - Sea Mob https://publicintegrity.org/national-security/future-of-warfare/scary-fast/ai-warfare/
  • Living Spells

    living spells
    1
    0 Votes
    1 Posts
    146 Views
    halfgiantH
    [Place Holder to Explore at a Later Date] Link References: realmshelps.net/monsters/templates/livingspell.shtml https://eberron.fandom.com/wiki/Living_Spell http://archive.wizards.com/default.asp?x=dnd/archeb/ls Living Spells_ Dust, Storm, and Confusion.pdf Living Spells_ Disintegrate, Dizzy and Dispel.pdf Living Spells_ Bind, Fall, and Spray.pdf Living Spells_ Acid, Slumber, and Stone.pdf Living Spell - Template “Living spell” is an unusual template, in that it is applied to an arcane or divine spell effect (or in some cases, a group of spell effects) and not to a creature. The characteristics of a living spell are determined by the nature of the spell(s), including the caster level of the spells. The template can be applied to any spells that create an area or effect (not targeted spells), but not a spell whose effect is already a creature (such as a summon monster spell). A living spell composed of more than one spell uses the same caster level for all its spell effects. Size and Type: A living spell’s size depends on its caster level: 1st–6th, Medium; 7th–12th, Large; 13th or higher, Huge. Its type is ooze. Hit Dice: A living spell has Hit Dice equal to its caster level. Its Hit Dice are d10s. Speed: A living spell’s speed depends on the spell’s range: a spell with a range of close has a speed of 20 feet, a spell with a range of medium has a speed of 40 feet, and a spell with a range of long has a speed of 60 feet. Armor Class: A living spell has a deflection bonus to its AC equal to its spell level. Attack: A living spell gains a slam attack it can use once per round. The slam attack deals damage based on the living spell’s size—Medium 1d4, Large 1d6, or Huge 1d8—plus 1-1/2 times its Strength bonus. A successful slam attack also affects the target as though it was within the spell effect, with normal saving throws applying. Special Attacks: A living spell has two special attacks. Spell Effect (Su): A creature hit by a living spell’s slam attack is subjected to the normal effect of the spell or spells making up the creature. Engulf (Ex): A living spell can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. The living spell merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the living spell, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 10 + living spell’s level + living spell’s Cha modifier) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the spell moves forward. Engulfed creatures are subject to the full normal effect of the spell(s) each round on the living spell’s turn, and are considered to be grappled and trapped within its body. Special Qualities: A living spell has ooze traits, damage reduction 10/magic, and spell resistance equal to 10 + its caster level. Saves: A living spell has normal saves for a creature of the ooze type (no good saves). It gains a resistance bonus on all saves equal to the spell level of the highest-level spell upon which it is based. Abilities: A living spell has Strength, Constitution, and Charisma scores equal to 10 + its spell level. Its Dexterity, Intelligence and Wisdom scores are 10 + its spell level. Skills and Feats: Living spells that are mindless, have no skills or feats. Intelligent Living Spells have skills and feats, per regular HD progression. Challenge Rating: A living spell’s Challenge Rating is equal to the level of the highest-level spell upon which it is based, plus one-half its caster level, rounded down (minimum CR 1). If the living spell is based on multiple spells, increase the CR by one-half the sum of the additional spells (minimum increase +1 CR). Alignment: A living spell retains the alignment descriptors of the base spell. Otherwise, a living spell is neutral. For example, a living unholy blight would be neutral evil, since the unholy blight spell has the evil descriptor.
  • Halfgiant's 3.5 Cleric Buff Guide to Optimization

    buff spells
    9
    1 Votes
    9 Posts
    2k Views
    halfgiantH
    Stacking Modifier Reference https://obelisk.daerma.com/topic/235/stacking-modifiers Cat…Bonus Name…Affects…How the Bonus happens Property …Alchemical…Material prop…Chemical/Magical process …Enhancement…Material prop…Craft or Magical Enhance …Size…Physical prop…Self Explan …Inherent…Ability Scores…Magical Enhance …Resistance…Usually Saves…Nat. or Mag. Enhance Protect …Natural Armor…AC (block)…Physical barrier …Armor…AC (block)…Physical barrier …Shield…Usually AC (block)…Physical barrier …Deflection…Usually AC (touch)…Change/Redirect Motion …Dodge…Usually AC (touch)…Speed/Agility/Skill Skill …Racial…Usually Actions…Natural Enhance …Morale…Actions…Emotional State …Competence…Actions…Knowledge …Insight…Almost anything…Knowledge …Epic…Almost anything…Knowledge/Skill Other …Luck…Almost anything…Self Explan …Divine…Almost anything…Divine Intervention …Perfection…Almost anything…Various …Circumstance…Almost anything…Various Align …Profane…Almost anything…Various Evil …Sacred…Almost anything…Various Good
  • Caster Level Increase [Notes from the Artificer]

    caster level increas
    3
    0 Votes
    3 Posts
    236 Views
    daermadmD
    Then you can click on tags and enter the one you want. [image: MEE4AYp.png] [image: wsk2Iia.png]
  • x2, x3, x4, x5 weapons - from long ago

    8
    0 Votes
    8 Posts
    285 Views
    orcO
    They went up to X8 Dinny the Mole had X6 Claws that he got the money from Yago then almost immediately was blown into a secondary vortex thing a majigger … Not nearly as bad as having your soul destroyed ( Looking at Yago again) but he at least it cost him nearly 90K
  • Innate Spell

    14
    0 Votes
    14 Posts
    515 Views
    daermadmD
    @halfgiant said in Innate Spell: spell-like ability. Per the original post here, it becomes a spell-like ability. Spell-like abilities are always a standard action.
  • Metamagic Grip and Lens Thread

    13
    0 Votes
    13 Posts
    500 Views
    dwarfD
    as stated in the original 10e post, lens powers alter or modify the output of a Rod/Staff/Wand - adding things like Holy (energy substitution), boost it with Enlarge or Extend, Splitting ray efx, even adding Focus or Penetration to the energy released. these tend to operate on the lower-end of the metamagic + scale, so GENERALLY SPEAKING most of the +0, +1 and +2 level metamagic fcheats are lens effects. amplifiers tend to wind up being in the +3 or higher metamagic fcheats, and actually PUSH more juice thru the wand - so things like Twinning the output (and yes, you could Twin a Split Ray to get a pseudo double-twin effect, but it only works with rays (as far as i’ve seen)) or Widening the blast radius, Chaining it to hit others, Admixing in extra juice or Quickening it so you can cast a spell AND shoot a wand in the same round… (( and in your example, as Twin and Maximize are both amplifier effects, a typical wand only takes one amp - so you’d have to upsize to a rod or staff if you wanted BOTH to work and generate your twinned maximized fireball )) lenses and amplifiers are interchangeable between wands, staffs and rods - the core “tech” inside those items are effectively identical, being just large preprogrammed spell batteries.
  • Fakebook gems ;)

    8
    0 Votes
    8 Posts
    220 Views
    dwarfD
    since a very polluted cloud was arguing this point : from Jim Ward on FB : "Setting the Record Straight I never claim to be an expert in AD&D. While I have read through 5E and written some product for it, I don’t know it well. I was around when AD&D and 2E were made and I have studied them carefully and written a ton of product in those lines. I admit to being an expert in general role-playing. I wrote the first science fiction role-playing game in Metamorphosis Alpha. I wrote the first Apocalypse role-playing game in Gamma World. I’ve worked happily on lots of other game companies. Troll Lords let me write a third version of role-playing deities in OF GODS AND MONSTERS. I also wrote what I think is a fun horror campaign world for C&C in TAINTED LANDS. Fifty or sixty products later I met Stephen Lee. He has a brilliant concept in his LOST 77 WORLDS. I had the pleasure of writing the basic rules and the advance rules in a great apocalyptic campaign world. After writing a few things, I talked him into doing a fantasy set of rules in DRAGONSCALES. I love that line. In both of those systems we use the original concept of drawing playing cards instead of rolling dice and so far the many play-tests have worked great. We are contemplating doing a horror campaign using a novel called LONG CLAWS that I think could be wonderful. Stephen has a facebook page for both the Lost 77 Worlds and Dragonscales. If that wasn’t enough a pair of amazing writers called me wanting a fantasy campaign that they want to give away to help promote their novel line. Nick Cole and Jason Anspach created the FORGOTTEN RUINS and I had the pleasure of doing those rules and two tournament adventures for that line. It’s in editing right now and will release when the novels come out. They have a facebook page. Forty some years later Chris Clark and I just finished writing THE STARSHIP WARDEN. It’s a 600 page book filled with detailed maps of the 17 starship levels, the dome, and 16 between levels. It took two years to write and will be a product in the Troll Lord line with a kickstarter in October. That brings me up to date with Stephen Dinehart. He makes theme parks for a living. He asked me to make a fantasy/apocalypse campaign set of rules we are calling GiantLands. With the rules he plans on making a theme park using the role-playing concepts. He has a facebook page. Why in the world am I bothering to post all of this almost ancient history? I’m noting a lot of wrongful critique of Gary Gygax and it irritates the hell out of me. The man had his faults just like all of us, but he created an entirely new genre of gaming. When ignorant people spout off about what he did and didn’t do, I feel the need to act. I make it my mission to post when I read such ignorant comments trying to show people what really happened in those long ago days. So, I just thought I would put some of my efforts on the record to make them harder to ignore when I pass away. No brag, just facts." Rick Meyer: May I ask is this in reference to the Kotaku article that came out today? James M. Ward I read the article. Many events in it are factual. However, I saw the Arneson notes. They are not near what Gary created. If Arneson created a complete game, one would think he would have published it. I have lost all respect for Mr. Kuntz because of his comments in this article. Gary treated him like a son and this is how he repays the man. Shame on him.
  • nc.daerma.com

    18
    0 Votes
    18 Posts
    493 Views
    daermadmD
    @halfgiant said in nc.daerma.com: Ok… Not a biggie whenever the opportunity comes about, thetrove.net mirror is about 1TB. Yup, naggaroth taking second place… [image: myclsln.png] total space, 5.5 TB, 4.4TB available… [image: bR2hsi5.png] so @halfgiant what do you want me to set up?
  • the only reason G would brain-hack a pair of poofs...

    3
    0 Votes
    3 Posts
    155 Views
    dwarfD
    *** hack complete *** https://bloody-disgusting.com/movie/3579661/official-lana-wachowski-directing-fourth-matrix-film-starring-keanu-reeves/
  • Socketed Gems

    19
    0 Votes
    19 Posts
    714 Views
    daermadmD
    @halfgiant said in Socketed Gems: Magical Gems and Gear Socketing references 5th edition, so probably takes some changes/tweeks, but not a bad approach. Magical Gems and Gear Socketing v1.1.pdf That is actually not a horrible system. So much of 5e is so close to something I would like to play more.
  • Mana Welder

    11
    0 Votes
    11 Posts
    435 Views
    halfgiantH
    Ok so it will be a bit then before I can roll with one, unless i go buy one. I’ll drop it on the to-do list.
  • Game Mechanic: Epic

    9
    0 Votes
    9 Posts
    327 Views
    halfgiantH
    We could do something similar to Darksun 2E with the Ancients and Powermasters as well, Dragons (defilers) and Avangions (preservers) go thru a 10 level transformation process (levels 21-30). We could follow something similar, on the precipice of entering Epic the Ancient or Powermaster undergo their respective trials assuming they pass they begin the 10 level process of transformation to fully realize their final potential leading up to 31+. Along the way they build up fragments of their classes power, until they become level 31 were they become Full Grown Ancient or Powermaster. Just something to ponder.
  • Plot & Poison: A Guidebook to Drow

    3
    0 Votes
    3 Posts
    174 Views
    dwarfD
    depending on how long ago you got a copy of the library, it MAY be listed under GRR - Plot and Poison.pdf or GRP - Plot and Poison.pdf or something similar. its ~140 mb, approximately if that helps (( don’t remember when i started using folders to separate out the wad of products ))
  • Rod of Absorption (Mechanic)

    8
    0 Votes
    8 Posts
    301 Views
    halfgiantH
    @daermadm Not sure i follow, if i’m a straight up level 30 wizard, and i cast a ninth level spell sphere of ultimate destruction, its going to do 60d6 (with no small penis damage caps), and assuming a failed save. Now i make a, Wand of Ultimate Destruction, CL30, 9th level spell Sphere of Ultimate Destruction, that does 60d6. Just as the same wizard cast it earlier, but now in wand form. The 30th level caster doesn’t want a CL29/Spell level 15 affect, they want a CL30/Spell level 9 affect, the ‘why’ this caster would do that is really irrelevant, if for any other reason than to be difficult. Which cube would i use from this table?
  • even bob would fall for this...

    5
    0 Votes
    5 Posts
    229 Views
    dwarfD
    ** Flashing eldritch firelight distracts Dregnoth from his tinkering. Casting his gaze about, it alights on a weird looking giant eyeball held aloft by purplish tentacles - which are now limned with said firelight** “Yes, oh Forsaken one ?” he asks cautiously. “Dregs, be a dear and tell your hostbrain to QUIT POKING MY HOSTBRAIN ! I’ve already finished implanting tendrils in Magnesti Lightningwire - and i’m nearly done subsuming the Abyssal SATAn connectors too. Nobody’s the wiser about our Illithid Elder Brain growing deep in the bowels of the AMAZON, nor the cluster of 'em in our main host facility on the moon and we want to KEEP it that way !!” The dwarven alchemist sticks out his bottom lip. “As you command, milady !” “Oh, before i go - have you seen Sorvani ? Only his mini-me is in V’ral and i need more… samples than it can provide.” Dregnoth grins. “Yeah, he’s been spending most of his time on the Manaethereal Plane - building a secret lab he thinks the rest of us don’t know about. Its somewhere along the boundary by the Para-elemental Plane of Ice, according to the living carpet i implanted in his tower here.” A telekinesis beam reaches out from the eyeball to caress the bald dome of the dwarf. “You’re a good little minion ! Oops, gotta run - there’s something called a Secretary of the Interior i need to take a peek inside of. Name like that, he oughta have some interesting organs - don’cha think ? TA !” Chuckling to himself, the mad dwarf goes back to working on his own demented projects…