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[5e] Witcher: Mother of Monsters
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<blockquote data-quote="Shayuri" data-source="post: 6645380" data-attributes="member: 4936"><p>Hooray! Thanks for taking my comments in the spirit that they're intended in. I have to say, I really like what you're trying to do here, which is why I've been thinking about it so much lately. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>So! Talashia!</p><p></p><p>Here's a few ideas I have for her surges, in no particular order of preference or severity:</p><p></p><p><strong>Chaos Storm</strong> - An obviously unnatural storm whips into being in the sky above Talashia. It extends to a radius of 100' per level, and consists of black clouds, high winds, and wildly variable weather events such as driving rain, pounding hail, intense thunder, and so on. The specific weather event can change at the GM's whim, up to once per round. The overall effect of the storm is that anyone caught within the radius suffers disadvantage on skill checks due to interference from water, wind, hail, noise, distraction, and so on. The storm can also do noticeable property damage to anything that could reasonably be damaged by weather of this kind (trees, wooden houses with thatch roofs, fragile goods left out, etc). There is a dark vortex at the center of the stormcloud overhead that follows the Source around until it dissipates (the Source must take a short or long rest).</p><p></p><p><strong>Detonation </strong>- The caster radiates an effect similar to a Thunderwave spell at his or her spellcasting DC up to a radius of 10' per caster level. This effect is immediately preceded by a bolt of lightning coming down from the sky and appearing to strike the Source. The Source is stunned for one turn after the effect takes place.</p><p></p><p><strong>Static Charge</strong> - All ferrous metal within 20' per level of the Source becomes outlined by ghostly St Elmo's Fire and begins arcing into anything grounded nearby. This can range from inconvenient and painful in the case of small implements and tools, to mildly damaging in the case of most weapons, to very dangerous for those wearing metal armor. Anything that fits entirely within one hand, or close to it, does 1 damage per round. A large item that can be be wielded in one or two hands will do 1d6 damage per round. Light or Medium armor does 2d6 damage per round, and heavy armor does 3d6 per round. The effect lasts 1 round per caster level of the originating Source. A handheld item can be dropped to avoid further damage. Worn items must be removed.</p><p></p><p><strong>Auntie Em's Lament</strong> - Clouds appear in the sky overhead, and a dark funnel cloud descends onto the Source. The Source is lifted into the cloud and held aloft, and can take no actions during the Surge. He is surrounded by a ring of wind that acts like a Gust of Wind spell blowing in a circle around him, as well as a Wind Wall. The radius of this effect is 5' per caster level. Vision is heavily obscured within this area as well due to dust and flying debris. At level 10 the area does 2d6 damage per round to anyone entering or starting their turn in the area due to flying debris. At level 15 treat the affected area as a Whirlwind spell. The funnel cloud cannot be controlled by the Source, though it could move at the GM's whim, carrying the Source along with it. The Surge lasts one round per caster level, and the Source is stunned until a Constitution save at his spellcasting DC is succeeded at when it ends. If the Surge is somehow ended prematurely, the Source is not stunned, but will fall from an altitude of 5' per caster level as the winds dissipate.</p><p></p><p><strong>Because of THIS, Ben Franklin! </strong>- Clouds appear overhead, and lightning begins to rain down from above! Each round for 1 minute per level, one lightning bolt (treat as a Call Lightning spell) affects a random target within 50' per Source's level that the Source can see. The target can be a creature, object or structure. It can set objects and structures ablaze if it is flammable. </p><p></p><p><strong>Double Trouble</strong> - Roll twice and apply both effects. Reroll duplicate results.</p></blockquote><p></p>
[QUOTE="Shayuri, post: 6645380, member: 4936"] Hooray! Thanks for taking my comments in the spirit that they're intended in. I have to say, I really like what you're trying to do here, which is why I've been thinking about it so much lately. :) So! Talashia! Here's a few ideas I have for her surges, in no particular order of preference or severity: [B]Chaos Storm[/B] - An obviously unnatural storm whips into being in the sky above Talashia. It extends to a radius of 100' per level, and consists of black clouds, high winds, and wildly variable weather events such as driving rain, pounding hail, intense thunder, and so on. The specific weather event can change at the GM's whim, up to once per round. The overall effect of the storm is that anyone caught within the radius suffers disadvantage on skill checks due to interference from water, wind, hail, noise, distraction, and so on. The storm can also do noticeable property damage to anything that could reasonably be damaged by weather of this kind (trees, wooden houses with thatch roofs, fragile goods left out, etc). There is a dark vortex at the center of the stormcloud overhead that follows the Source around until it dissipates (the Source must take a short or long rest). [B]Detonation [/B]- The caster radiates an effect similar to a Thunderwave spell at his or her spellcasting DC up to a radius of 10' per caster level. This effect is immediately preceded by a bolt of lightning coming down from the sky and appearing to strike the Source. The Source is stunned for one turn after the effect takes place. [B]Static Charge[/B] - All ferrous metal within 20' per level of the Source becomes outlined by ghostly St Elmo's Fire and begins arcing into anything grounded nearby. This can range from inconvenient and painful in the case of small implements and tools, to mildly damaging in the case of most weapons, to very dangerous for those wearing metal armor. Anything that fits entirely within one hand, or close to it, does 1 damage per round. A large item that can be be wielded in one or two hands will do 1d6 damage per round. Light or Medium armor does 2d6 damage per round, and heavy armor does 3d6 per round. The effect lasts 1 round per caster level of the originating Source. A handheld item can be dropped to avoid further damage. Worn items must be removed. [B]Auntie Em's Lament[/B] - Clouds appear in the sky overhead, and a dark funnel cloud descends onto the Source. The Source is lifted into the cloud and held aloft, and can take no actions during the Surge. He is surrounded by a ring of wind that acts like a Gust of Wind spell blowing in a circle around him, as well as a Wind Wall. The radius of this effect is 5' per caster level. Vision is heavily obscured within this area as well due to dust and flying debris. At level 10 the area does 2d6 damage per round to anyone entering or starting their turn in the area due to flying debris. At level 15 treat the affected area as a Whirlwind spell. The funnel cloud cannot be controlled by the Source, though it could move at the GM's whim, carrying the Source along with it. The Surge lasts one round per caster level, and the Source is stunned until a Constitution save at his spellcasting DC is succeeded at when it ends. If the Surge is somehow ended prematurely, the Source is not stunned, but will fall from an altitude of 5' per caster level as the winds dissipate. [B]Because of THIS, Ben Franklin! [/B]- Clouds appear overhead, and lightning begins to rain down from above! Each round for 1 minute per level, one lightning bolt (treat as a Call Lightning spell) affects a random target within 50' per Source's level that the Source can see. The target can be a creature, object or structure. It can set objects and structures ablaze if it is flammable. [B]Double Trouble[/B] - Roll twice and apply both effects. Reroll duplicate results. [/QUOTE]
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