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[Let's Read] Seas of Vodari
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<blockquote data-quote="Libertad" data-source="post: 8282052" data-attributes="member: 6750502"><p style="text-align: center"><img src="https://i.imgur.com/a4nIlrz.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"><strong>Chapter VII: Magic Items & Spells</strong></p><p></p><p>The bulk of magical understanding and development was lost during the Godwar, so legendary items from that era are highly prized and the contents of more than a few sunken treasure hoards.</p><p></p><p>We have 27 new ‘standard’ magic items and 8 Relics of the Ancients, legendary items and artifacts made by said civilization and only ever found in lost treasuries or in the possession of Vodari’s power players. I won’t list them all for the sake of brevity, but some of the more interesting ones include: Aurirn Armor and Weapons which are made by said dwarven clan and can function normally underwater regardless of type; a Bag of the Four Winds whose various winds each have their own special abilities that trigger when they move 3 creatures of the user’s choice and have specific names tied in to the setting: Rage wind blows anywhere from Vesi’s Rage and causes confusion, White wind blows from the north and deals cold damage, etc; Cloak of the Cichild grants the ability to breath underwater and a swim speed as well as the ability to fool targets into making the user appear weak, forcing disadvantage on their attacks; Goggles of Daywalking cancel out Sunlight Sensitivity; Necklace of the Shimmering Sea blinds attackers who deal radiant damage to the wearer, making it very situational; Ring of Water Breathing casts the spell on the wearer at will; Sash of Graceful Steps grants +2 to Dexterity saves, Acrobatics, and allows any solid object the wearer can stand on to bear their weight; Second-light Lantern emits a light viewable only in darkvision but can allow the viewing of a full spectrum of colors; Ship in a Bottle is exactly what it sounds like, but when uncorked can summon a full-sized ship of the model’s likeness nearby; Smiling Goddess Coins depict the goddess of luck smiling on one side, scowling on another. The item expends a charge when flipped, adding or subtracting 1d4 to the next attack, save, or ability check depending on whether it lands on the smiling or scowling side. A drop of blood on the scowling side causes that side to smile as well and casts the Bless spell on 2 creatures the next time combat is entered, but the coin’s owner ends up mysteriously losing the item afterwards; the Staff of Tides grants a swim speed and breathing underwater, and can transform into an oar, paddle, or rudder and can expend charges to cast various water-related spells; and the Underwater Firearm, which deals force damage instead of piercing, doesn’t require ammunition or reloading, and can work underwater.</p><p></p><p>The Trinkets of Dohaki are placed under Relics of the Ancients, but as they’re merely “very rare” and connected to the goddess proper I feel they’re misplaced so I’m including them as their own entry. Basically they are small handheld pieces of iron shaped into the form of a tentacle or tentacled sea-creature. A random 1d10 table has a list of beneficial effects granted to the wielder, invariably related to darkness and deep sea creatures (pseudopod attack, bonus poison damage, see in all forms of darkness, etc). But every time they’re used, the user’s soul is at risk of ending up indebted to Dokahi. This is represented as an increasing score: at the lower levels the influence is subtle, preventing benefits of a long rest when not within 60 feet of the ocean, and at worst the goddess can target the user with a Geas or Dominate Monster at any time they’re anywhere on the Material Plane or Elemental Plane of Water.</p><p></p><p>For Relics of the Ancients, all but one of them are magical orbs. The Crown of Mental Might grants a massive Intelligence boost (becomes 18 INT or 22 if 18 or higher), along with various ‘know things’ boons: proficiency in all Intelligence skills, can speak/read all languages, cast various psychic-style spells 1/day each. The other Relics are orbs that either can hold up to 7 charges which can be used to cast themed spells (Orb of the Scorching Flame for fire, Orb of the Storm’s Eye for Lightning, etc), or grant the wielder limited control over a particular element for an hour which they can telekinetically move and manipulate (Orb of the Howling Wind for air, Orb of the Swirling Current for Water, etc)</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/hiCaUlW.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>For spells proper we have 20 new ones, including the Spirit Slash cantrip which was detailed proper in the Character Options chapter. We also get a table of spells by class and level, too. The primary caster classes get a relatively even number of 7-8 or so, with the Druid a mere 5 and the Wizard gaining access to 12. Rangers get access to 3, and the poor Paladin can’t learn any of these new spells. 3 are cantrips, and 10 of the non-cantrip ones have increased effects when cast with higher-level slots.</p><p></p><p><em>Bone Lock</em> can damage and paralyze targets that have bones; <em>Cat o’ Nine Tails</em> creates an AoE cone of lashing red strands dealing force damage with a concentration duration; <em>Conch Call</em> can awaken targets from slumber and end various mental maladies (Charm, Frightened, Confusion, etc); <em>Coral Grasp</em> summons grasping poisonous coral that can restrain a target and deal poison damage; <em>Crushing Waves</em> summon ice-cold waves that can make targets vulnerable to damage from the spell and deal subsequent bludgeoning damage on further rounds; <em>Ghost Cloak</em> binds the soul of a recently-dead corpse to protect a creature of the caster’s choosing; <em>Grave Pistol</em> conjures a smoky pistol that has infinite ammo and deals necrotic damage bullets or poisonous miasma clouds when fired; <em>Heart’s Desire</em> reveals one of a target’s deeply held desires; <em>Major Mending</em> grants an object or construct touched the lesser of 20 hit points or half of its total hit points (more healed with higher-level slots); <em>Misty Warding</em> imposes disadvantage on the first weapon attack made against a creature benefitting from this spell, and said creature can teleport and melee attack as a reaction; <em>Morto’s Vengeful Eye</em> conjures a movable crystalline eye that deals cold damage on creatures it touches and can alternatively shoot out a blast of necrotic energy; <em>Protection from Water</em> prevents a solid object up to 3 cubic feet from being damaged/extinguished/etc from water for 1 day (becomes permanent if cast every day on the same object for 1 month); <em>Siren’s Lament</em> is a damaging cantrip that deals 1d4-5d4 (level-based) damage in a 15 foot cone on a failed Constitution save and imposes disadvantage on the next INT/WIS saving throw for said creatures; <em>Song of Battle</em> is a cantrip that deals 1d6-4d6 psychic damage and simultaneously grants +1d6 radiant damage on the next attack made by another creature; <em>Soul Shackle</em> binds the caster’s soul to a target, transferring damage and other negative effects to said target for a duration based on the expended spell slot level; <em>Spirit Wind</em> summons a deadly spirit that will attack one creature type, dealing 8d10 force damage and granting one out of a list of boons to the caster or an ally for every creature that dies from such damage; <em>Tero’s Lighthouse</em> causes the caster to emit an aura of bright light that grants allied creatures temporary hit points and imposes disadvantage on foe’s attacks; <em>Tides of Doom</em> allows the caster to emit 60 foot cones that deals 8d6 acid damage every round for up to a minute, with each subsequent cone dealing +1d6 bonus damage for each time it’s used; and <em>True North,</em> a cantrip that when cast on a metal knife or dagger points it in the direction of magnetic north and grants advantage on the next Survival check made for navigation purposes.</p><p></p><p><strong>Thoughts So Far:</strong> The new magical items are neat, and a lot of them have rather broad uses for common character types as opposed to being highly situational. The Relics of the Ancients have an implied psychic elementalist flavor, which give hints as to what kind of power said civilization possessed. The Trinkets of Dokahi are more likely to be treated as cursed items but provide for good adventure hooks for those cursed with power at the expense of self-autonomy under a cruel goddess. The new spells have a mixture of offense and utility, with some of the more utility ones having a more clear use in punishing hostile creatures in some manner. I’m quite fond of Ghost Cloak and Spirit Wind, being pseudo-summoning spells but with a more unique flavor.</p><p></p><p><strong>Join us next time as we get a bunch of new optional rules and inspirational material in Chapter VIII: Gamemaster Tools!</strong></p></blockquote><p></p>
[QUOTE="Libertad, post: 8282052, member: 6750502"] [center][img]https://i.imgur.com/a4nIlrz.png[/img] [b]Chapter VII: Magic Items & Spells[/b][/center] The bulk of magical understanding and development was lost during the Godwar, so legendary items from that era are highly prized and the contents of more than a few sunken treasure hoards. We have 27 new ‘standard’ magic items and 8 Relics of the Ancients, legendary items and artifacts made by said civilization and only ever found in lost treasuries or in the possession of Vodari’s power players. I won’t list them all for the sake of brevity, but some of the more interesting ones include: Aurirn Armor and Weapons which are made by said dwarven clan and can function normally underwater regardless of type; a Bag of the Four Winds whose various winds each have their own special abilities that trigger when they move 3 creatures of the user’s choice and have specific names tied in to the setting: Rage wind blows anywhere from Vesi’s Rage and causes confusion, White wind blows from the north and deals cold damage, etc; Cloak of the Cichild grants the ability to breath underwater and a swim speed as well as the ability to fool targets into making the user appear weak, forcing disadvantage on their attacks; Goggles of Daywalking cancel out Sunlight Sensitivity; Necklace of the Shimmering Sea blinds attackers who deal radiant damage to the wearer, making it very situational; Ring of Water Breathing casts the spell on the wearer at will; Sash of Graceful Steps grants +2 to Dexterity saves, Acrobatics, and allows any solid object the wearer can stand on to bear their weight; Second-light Lantern emits a light viewable only in darkvision but can allow the viewing of a full spectrum of colors; Ship in a Bottle is exactly what it sounds like, but when uncorked can summon a full-sized ship of the model’s likeness nearby; Smiling Goddess Coins depict the goddess of luck smiling on one side, scowling on another. The item expends a charge when flipped, adding or subtracting 1d4 to the next attack, save, or ability check depending on whether it lands on the smiling or scowling side. A drop of blood on the scowling side causes that side to smile as well and casts the Bless spell on 2 creatures the next time combat is entered, but the coin’s owner ends up mysteriously losing the item afterwards; the Staff of Tides grants a swim speed and breathing underwater, and can transform into an oar, paddle, or rudder and can expend charges to cast various water-related spells; and the Underwater Firearm, which deals force damage instead of piercing, doesn’t require ammunition or reloading, and can work underwater. The Trinkets of Dohaki are placed under Relics of the Ancients, but as they’re merely “very rare” and connected to the goddess proper I feel they’re misplaced so I’m including them as their own entry. Basically they are small handheld pieces of iron shaped into the form of a tentacle or tentacled sea-creature. A random 1d10 table has a list of beneficial effects granted to the wielder, invariably related to darkness and deep sea creatures (pseudopod attack, bonus poison damage, see in all forms of darkness, etc). But every time they’re used, the user’s soul is at risk of ending up indebted to Dokahi. This is represented as an increasing score: at the lower levels the influence is subtle, preventing benefits of a long rest when not within 60 feet of the ocean, and at worst the goddess can target the user with a Geas or Dominate Monster at any time they’re anywhere on the Material Plane or Elemental Plane of Water. For Relics of the Ancients, all but one of them are magical orbs. The Crown of Mental Might grants a massive Intelligence boost (becomes 18 INT or 22 if 18 or higher), along with various ‘know things’ boons: proficiency in all Intelligence skills, can speak/read all languages, cast various psychic-style spells 1/day each. The other Relics are orbs that either can hold up to 7 charges which can be used to cast themed spells (Orb of the Scorching Flame for fire, Orb of the Storm’s Eye for Lightning, etc), or grant the wielder limited control over a particular element for an hour which they can telekinetically move and manipulate (Orb of the Howling Wind for air, Orb of the Swirling Current for Water, etc) [center][img]https://i.imgur.com/hiCaUlW.png[/img][/center] For spells proper we have 20 new ones, including the Spirit Slash cantrip which was detailed proper in the Character Options chapter. We also get a table of spells by class and level, too. The primary caster classes get a relatively even number of 7-8 or so, with the Druid a mere 5 and the Wizard gaining access to 12. Rangers get access to 3, and the poor Paladin can’t learn any of these new spells. 3 are cantrips, and 10 of the non-cantrip ones have increased effects when cast with higher-level slots. [I]Bone Lock[/I] can damage and paralyze targets that have bones; [I]Cat o’ Nine Tails[/I] creates an AoE cone of lashing red strands dealing force damage with a concentration duration; [I]Conch Call[/I] can awaken targets from slumber and end various mental maladies (Charm, Frightened, Confusion, etc); [I]Coral Grasp[/I] summons grasping poisonous coral that can restrain a target and deal poison damage; [I]Crushing Waves[/I] summon ice-cold waves that can make targets vulnerable to damage from the spell and deal subsequent bludgeoning damage on further rounds; [I]Ghost Cloak[/I] binds the soul of a recently-dead corpse to protect a creature of the caster’s choosing; [I]Grave Pistol[/I] conjures a smoky pistol that has infinite ammo and deals necrotic damage bullets or poisonous miasma clouds when fired; [I]Heart’s Desire[/I] reveals one of a target’s deeply held desires; [I]Major Mending[/I] grants an object or construct touched the lesser of 20 hit points or half of its total hit points (more healed with higher-level slots); [I]Misty Warding[/I] imposes disadvantage on the first weapon attack made against a creature benefitting from this spell, and said creature can teleport and melee attack as a reaction; [I]Morto’s Vengeful Eye[/I] conjures a movable crystalline eye that deals cold damage on creatures it touches and can alternatively shoot out a blast of necrotic energy; [I]Protection from Water[/I] prevents a solid object up to 3 cubic feet from being damaged/extinguished/etc from water for 1 day (becomes permanent if cast every day on the same object for 1 month); [I]Siren’s Lament[/I] is a damaging cantrip that deals 1d4-5d4 (level-based) damage in a 15 foot cone on a failed Constitution save and imposes disadvantage on the next INT/WIS saving throw for said creatures; [I]Song of Battle[/I] is a cantrip that deals 1d6-4d6 psychic damage and simultaneously grants +1d6 radiant damage on the next attack made by another creature; [I]Soul Shackle[/I] binds the caster’s soul to a target, transferring damage and other negative effects to said target for a duration based on the expended spell slot level; [I]Spirit Wind[/I] summons a deadly spirit that will attack one creature type, dealing 8d10 force damage and granting one out of a list of boons to the caster or an ally for every creature that dies from such damage; [I]Tero’s Lighthouse[/I] causes the caster to emit an aura of bright light that grants allied creatures temporary hit points and imposes disadvantage on foe’s attacks; [I]Tides of Doom[/I] allows the caster to emit 60 foot cones that deals 8d6 acid damage every round for up to a minute, with each subsequent cone dealing +1d6 bonus damage for each time it’s used; and [I]True North,[/I] a cantrip that when cast on a metal knife or dagger points it in the direction of magnetic north and grants advantage on the next Survival check made for navigation purposes. [b]Thoughts So Far:[/b] The new magical items are neat, and a lot of them have rather broad uses for common character types as opposed to being highly situational. The Relics of the Ancients have an implied psychic elementalist flavor, which give hints as to what kind of power said civilization possessed. The Trinkets of Dokahi are more likely to be treated as cursed items but provide for good adventure hooks for those cursed with power at the expense of self-autonomy under a cruel goddess. The new spells have a mixture of offense and utility, with some of the more utility ones having a more clear use in punishing hostile creatures in some manner. I’m quite fond of Ghost Cloak and Spirit Wind, being pseudo-summoning spells but with a more unique flavor. [b]Join us next time as we get a bunch of new optional rules and inspirational material in Chapter VIII: Gamemaster Tools![/b] [/QUOTE]
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