Showing posts with label Spells. Show all posts
Showing posts with label Spells. Show all posts

Friday, 13 February 2015

Cross Road Blues



The song has become part of the Robert Johnson mythology as referring to the place where he supposedly sold his soul to the Devil in exchange for his musical talents, although the lyrics do not contain any specific references.

After digging a hole in the dead center of a set of crossroads and burying a box containing a picture of the mortal wishing to make the deal, some graveyard dirt, and a bone from a black cat a demon can be summoned [source].

This demon takes a form most acceptable by the summoner.

Then the deal is made. For the summoner's soul the demon will fulfill one wish. The soul will be harvested in the end of 10 years.

Or that is what the demon says. Demons are liars. They want souls. They don't value pacts and agreements they do with lesser beings. They say they'll get your soul after 10 years, but hours, days, years, who cares. They will collect your soul in 10

1. Hours
2. Days
3-4. Weeks
5. Months
6. Years

When it is time to pay the dept demon sends a creature called The Collector to kill and devour the soul. The soul is now demon's snack to feed. No resurrection of any kind possible. Ever.

The Collector
Hit Dice: Character's level +5
Armor Class: 4 [15]
Attacks: 1 (Gore 2d8 or special)
Saving Throw: F18
Special: If Gore attack deals 10+ damage it's saliva affects the AC of its victim reducing it with 2 points.
Move: 240'
Alignment: Lawful Evil

The collector is invisible. Only it's hellish drooling might reveal it's position. One easier to hit than normally invisible monsters. It's vision is reversed. It sees in pitch dark and gloomy as in broad daylight, but broad daylight it cannot see at all.
If it's Health Points are reduced to 1/4 of original it will flee. Next time, in 1d4 weeks, it is recovered and returns with another Collector. This happens as long as the soul is collected.

The Collector prefers to hunt those who are currently alone. If you want to save your butt, or more likely prolong the inevitable never stay alone. Always be in a company. But eventually, it will catch you.
Dirt Cross Roads Alex j coyne
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Inspired by: Robert Johnson, Supernatural

Friday, 28 February 2014

New spell: Curious Wound (G+ community project)

Curious Wound

Spell level: Magic-User 2nd level
Range: 150 ft
Duration: Immediate

Causes 1d6+1 HP of damage on target. Roll 1d12 for curious effect:


  1. Bleeding wound, take additional 1d4 HP of damage each round. The blood turns into a number of gold pieces equal to bleeding damage.
  2. The wound turns into a mouth that yells loudly, may attract attention from enemies.
  3. The wound turns into writing that spells out the character's inmost secrets.
  4. Psychic scarring. The wound makes no physical HP damage but causes the character to develop a phobia.
  5. Contagious wound. All within 10 ft of the target must save or take the same amount of damage.
  6. The wound never fully heals. Loose one HP permanently.
  7. The wound is permanent, as is all HP loss from the spell. The wound forms an extra-dimensional pocket, capable of holding 100 coins.
  8. The wound leaves a permanent hole through the target's body. There is no HP loss, but subtract 1d4 points from Charisma.
  9. The wound permanently glows with a greenish light equivalent to a torch.
  10. The wound festers, and will kill the target in 1d4 days if not treated with Cure Disease.
  11. Wound grows into an eye that the caster can see through.
  12. The wound turns into a portal to darkness. 1 in 6 chance every day that a shadow comes through.
Shadow
3HD, AC 5 (15), immune to physical attacks

The shadow tangles itself on the nearest target and sucks lifeforce from it until destroyed or banished. Loose 1d3 CON per turn. If the CON reaches 0 the target turns into a shadow and the two tangle on two individual nearest targets (and so on).

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Original idea, spell description, first entry: +Terje Nordin 

I wrote number 12.