Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
5e Homebrewed magic manuals
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Clockwerk66" data-source="post: 6707245" data-attributes="member: 6801596"><p><span style="font-size: 15px"><strong><em><u><span style="font-size: 18px">Manual of Helmed Horrors</span></u></em></strong></span></p><p><span style="font-size: 15px"><strong><em><u></u></em></strong></span></p><p><span style="font-size: 15px"><strong>Prerequisites</strong></span></p><p>To decipher and use this manual, you must be a spellcaster with at least <strong>TWO</strong> 4th-level spell slots, otherwise take 4d6 psychic damage.</p><p> </p><p><span style="font-size: 15px"><strong>Create Helmed Horror</strong></span></p><p><u>Casting Time:</u> 4 hours</p><p></p><p><u>Focuses:</u> The manual itself</p><p></p><p><u>Sacrifices:</u></p><ul> <li data-xf-list-type="ul">One (1) full suit of heavy armor (Type can be ring mail, chain mail, splint or plate; mundane or magic (any rarity))<ul> <li data-xf-list-type="ul">Cost depending entirely on the quality/rarity of the armor in question.</li> <li data-xf-list-type="ul">Artifacts and sentient magic items are not compatible with this ritual.</li> </ul></li> <li data-xf-list-type="ul">Three (3) spell scrolls, each one containing the verbal components of a spell you wish your creation to be immune to.</li> <li data-xf-list-type="ul">Biological ritual components, which must be either: A) taken from the fresh corpse of a sentient humanoid creature, or B) well-preserved specimens.<ul> <li data-xf-list-type="ul">One (1) fully-intact brain, to understand and comprehend commands, with greater intelligence.</li> <li data-xf-list-type="ul">A pristine pair of eyes, to grant blindsight.</li> <li data-xf-list-type="ul">A pristine pair of ears, to grant perception.</li> <li data-xf-list-type="ul">A pair of unbroken hands, for touch.</li> <li data-xf-list-type="ul">A pristine pair of eagle’s wings, to grant the power of flight.<ul> <li data-xf-list-type="ul">Small pouch of pixie dust an acceptable substitute.</li> </ul></li> </ul></li> <li data-xf-list-type="ul">Optional components:<ul> <li data-xf-list-type="ul">One (1) fully-intact tongue, for the spoken word.</li> </ul></li> <li data-xf-list-type="ul">Powdered silver and iron worth at least 200 gp, for the creation of a pentagram ritual circle.</li> <li data-xf-list-type="ul">One (1) unused elemental gem. The gem in question MUST be a yellow diamond, containing a mote of elemental earth.</li> <li data-xf-list-type="ul">The manual itself, upon completion of the ritual</li> </ul><p></p><p><u>Recipe:</u></p><ol> <li data-xf-list-type="ol">Begin chanting the incantation, pouring half of the powdered silver and iron to create a circle large enough to completely surround and encircle the armor of your choice. Use the rest to draw a five point star inside the ritual circle, making sure that each point touches the circumference of the circle.</li> <li data-xf-list-type="ol">Fully assemble the suit of armor, and carefully set it down, face-up, in a “T-Pose”, so that it lies directly in the pentagram circle’s center.</li> <li data-xf-list-type="ol">Take each of the three spell scrolls you have chosen, and wrap them around the armor’s breastplate, face-down.</li> <li data-xf-list-type="ol">Begin placing the biological ritual components along the ritual circle. Each of the five mandatory components MUST be placed at each of the five points of the star, so that they are in contact with both the pentagram, and the boundary of the circle.<ol> <li data-xf-list-type="ol">If adding the optional component, the tongue may be carefully placed inside the helmet of the armor, to ensure that it will also be consumed in the ritual.</li> </ol></li> <li data-xf-list-type="ol">Sit or stand directly in front of the ritual site, and continue the incantations, while also gently clutching the elemental gem in your most dominant hand. From this point onward, it is IMPERATIVE that the ritual caster maintains absolute awareness and concentration, without dropping the gem at any point, throughout the entire duration, lest the ritual end prematurely.<ol> <li data-xf-list-type="ol">The total cast time for this ritual is 4 hours for a single caster. If time is of the essence however, other ritual casters of equal or greater power may carry out the verbal and somatic phase alongside you, reducing the total cast time by half for each additional caster.</li> <li data-xf-list-type="ol">Incorporating the optional ritual component will add 1 extra hour to the cast time, regardless of how many casters partake in the ritual.</li> <li data-xf-list-type="ol">At any point during this phase of the ritual, you must also include the entire verbal components of the three spells you wish your creation to be immune to.</li> </ol></li> <li data-xf-list-type="ol">At the end of the final hour, the ritual’s magic will begin consuming the ritual circle, along with every component used thus far. As this happens, the ritual caster currently holding the elemental gem must IMMEDIATELY crush it in his/her hands, and scatter the pieces over the suit of armor.<ol> <li data-xf-list-type="ol">If done correctly, the magic of the ritual will prevent the elemental energy from escaping, and instead will draw and seal the elemental spirit into the armor, imbuing it with magical protection, and resulting in the final creation of your helmed horror.</li> </ol></li> </ol><p></p><p><u>Effect:</u></p><p>Upon completion of the ritual, this manual will be consumed by eldritch flame, leaving a pile of ash behind. Only the final pages, detailed below, will remain for your personal reference. Whoever used the gem must then awaken the helmed horror by sprinkling these ashes over its body.</p><p></p><ol> <li data-xf-list-type="ol"></li> </ol><p></p><p><u>Final Pages – Post-Awakening Notes:</u></p><p>Upon its awakening, your helmed horror will serve the manual’s owner without ambition or emotion. It will possess intelligence, the ability to reason and adjust its tactics, and an unswerving devotion to you that will persist even after your death.</p><ul> <li data-xf-list-type="ul">Unlike lesser constructs, your helmed horror will require less direction and maintenance as it carries out its appointed tasks. Your construct will follow and obey any and all commands and orders with complete loyalty. It will also be intelligent enough to understand the difference between an order’s intent and its exact wording, and as such it will seek to fulfill the former rather than slavishly follow the latter.</li> <li data-xf-list-type="ul">If the optional component was added to the creation ritual, the helmed horror will also possess the ability to speak fluently in every language known to the manual’s owner, as well as use any magic items that require command words or phrases.</li> <li data-xf-list-type="ul">Your helmed horror will fight enemies with all the cunning of a skilled warrior, taking to the air as it attacks spellcasters and weaker foes first.</li> <li data-xf-list-type="ul">Your helmed horror will awaken with proficiency in all weapon types, and is also intelligent enough to make use of the magical properties of whatever items, and weapons you provide for it to use:<ul> <li data-xf-list-type="ul">If the armor used for the helmed horror’s creation possesses magical properties, it can only make use of them if they are NOT already provided by the construct’s base magical properties and traits.</li> <li data-xf-list-type="ul">The properties and functions of any magic item must be explained to the helmed horror in sufficient detail before use.</li> <li data-xf-list-type="ul">Items that require attunement can ONLY be used by the helmed horror if they fall under the category of weapons, armor or shields. Upon the orders of its master, a helmed horror can spend a minimum of one hour engaging in weapon practice to attune itself to the item in question.<ul> <li data-xf-list-type="ul">The helmed horror cannot attune to any items that are restricted by class or alignment, nor can they make use of sentient items.</li> <li data-xf-list-type="ul">The helmed horror can only attune to two items any given time. Any attempts to attune to a third will always fail.</li> </ul></li> <li data-xf-list-type="ul">The helmed horror cannot make use of magic items that would require the user to be able to breathe, contract disease, eat, drink or sleep, nor can it benefit from any magic items that would require the user have emotions, imagination, skin, a physical mouth, spell slots, or physical eyes to see with.<ul> <li data-xf-list-type="ul">As a construct, it also cannot gain benefit from manuals of bodily health, gainful exercise, or quickness of action. Nor can it benefit from any other magic books, or items capable of providing temporary hit points.</li> <li data-xf-list-type="ul">It also does not possess the insight required to use items that summon other creatures, nor is it capable of any form of wishing.</li> </ul></li> </ul></li> <li data-xf-list-type="ul">In spite of the helmed horror’s several resistances and immunities, like all constructs it is not infallible. The weaknesses possessed by your helmed horror are as follows:<ul> <li data-xf-list-type="ul">The helmed horror is still susceptible to common forms of elemental damage, such as fire, lightning, cold, and acid.</li> <li data-xf-list-type="ul">Asides from the three spells chosen for spell immunity, the helmed horror can still theoretically be damaged by spellcasting strong enough to overwhelm its resistance.</li> <li data-xf-list-type="ul">Under normal circumstances, the helmed horror is also not immune to being slashed, stabbed and bludgeoned by magical weapons, and is especially vulnerable to weapons specifically designed to fight constructs.</li> <li data-xf-list-type="ul">In spite of its tactical cunning, the helmed horror lacks the insight to change its environment, fortify it, or otherwise take active measures to improve its defensive position.</li> </ul></li> </ul></blockquote><p></p>
[QUOTE="Clockwerk66, post: 6707245, member: 6801596"] [SIZE=4][B][I][U][SIZE=5]Manual of Helmed Horrors[/SIZE] [/U][/I][/B][/SIZE] [SIZE=4][B]Prerequisites[/B][/SIZE] To decipher and use this manual, you must be a spellcaster with at least [B]TWO[/B] 4th-level spell slots, otherwise take 4d6 psychic damage. [SIZE=4][B]Create Helmed Horror[/B][/SIZE] [U]Casting Time:[/U] 4 hours [U]Focuses:[/U] The manual itself [U]Sacrifices:[/U] [LIST] [*]One (1) full suit of heavy armor (Type can be ring mail, chain mail, splint or plate; mundane or magic (any rarity)) [LIST] [*]Cost depending entirely on the quality/rarity of the armor in question. [*]Artifacts and sentient magic items are not compatible with this ritual. [/LIST] [*]Three (3) spell scrolls, each one containing the verbal components of a spell you wish your creation to be immune to. [*]Biological ritual components, which must be either: A) taken from the fresh corpse of a sentient humanoid creature, or B) well-preserved specimens. [LIST] [*]One (1) fully-intact brain, to understand and comprehend commands, with greater intelligence. [*]A pristine pair of eyes, to grant blindsight. [*]A pristine pair of ears, to grant perception. [*]A pair of unbroken hands, for touch. [*]A pristine pair of eagle’s wings, to grant the power of flight. [LIST] [*]Small pouch of pixie dust an acceptable substitute. [/LIST] [/LIST] [*]Optional components: [LIST] [*]One (1) fully-intact tongue, for the spoken word. [/LIST] [*]Powdered silver and iron worth at least 200 gp, for the creation of a pentagram ritual circle. [*]One (1) unused elemental gem. The gem in question MUST be a yellow diamond, containing a mote of elemental earth. [*]The manual itself, upon completion of the ritual [/LIST] [U]Recipe:[/U] [LIST=1] [*]Begin chanting the incantation, pouring half of the powdered silver and iron to create a circle large enough to completely surround and encircle the armor of your choice. Use the rest to draw a five point star inside the ritual circle, making sure that each point touches the circumference of the circle. [*]Fully assemble the suit of armor, and carefully set it down, face-up, in a “T-Pose”, so that it lies directly in the pentagram circle’s center. [*]Take each of the three spell scrolls you have chosen, and wrap them around the armor’s breastplate, face-down. [*]Begin placing the biological ritual components along the ritual circle. Each of the five mandatory components MUST be placed at each of the five points of the star, so that they are in contact with both the pentagram, and the boundary of the circle. [LIST=1] [*]If adding the optional component, the tongue may be carefully placed inside the helmet of the armor, to ensure that it will also be consumed in the ritual. [/LIST] [*]Sit or stand directly in front of the ritual site, and continue the incantations, while also gently clutching the elemental gem in your most dominant hand. From this point onward, it is IMPERATIVE that the ritual caster maintains absolute awareness and concentration, without dropping the gem at any point, throughout the entire duration, lest the ritual end prematurely. [LIST=1] [*]The total cast time for this ritual is 4 hours for a single caster. If time is of the essence however, other ritual casters of equal or greater power may carry out the verbal and somatic phase alongside you, reducing the total cast time by half for each additional caster. [*]Incorporating the optional ritual component will add 1 extra hour to the cast time, regardless of how many casters partake in the ritual. [*]At any point during this phase of the ritual, you must also include the entire verbal components of the three spells you wish your creation to be immune to. [/LIST] [*]At the end of the final hour, the ritual’s magic will begin consuming the ritual circle, along with every component used thus far. As this happens, the ritual caster currently holding the elemental gem must IMMEDIATELY crush it in his/her hands, and scatter the pieces over the suit of armor. [LIST=1] [*]If done correctly, the magic of the ritual will prevent the elemental energy from escaping, and instead will draw and seal the elemental spirit into the armor, imbuing it with magical protection, and resulting in the final creation of your helmed horror. [/LIST] [/LIST] [U]Effect:[/U] Upon completion of the ritual, this manual will be consumed by eldritch flame, leaving a pile of ash behind. Only the final pages, detailed below, will remain for your personal reference. Whoever used the gem must then awaken the helmed horror by sprinkling these ashes over its body. [LIST=1] [/LIST] [U]Final Pages – Post-Awakening Notes:[/U] Upon its awakening, your helmed horror will serve the manual’s owner without ambition or emotion. It will possess intelligence, the ability to reason and adjust its tactics, and an unswerving devotion to you that will persist even after your death. [LIST] [*]Unlike lesser constructs, your helmed horror will require less direction and maintenance as it carries out its appointed tasks. Your construct will follow and obey any and all commands and orders with complete loyalty. It will also be intelligent enough to understand the difference between an order’s intent and its exact wording, and as such it will seek to fulfill the former rather than slavishly follow the latter. [*]If the optional component was added to the creation ritual, the helmed horror will also possess the ability to speak fluently in every language known to the manual’s owner, as well as use any magic items that require command words or phrases. [*]Your helmed horror will fight enemies with all the cunning of a skilled warrior, taking to the air as it attacks spellcasters and weaker foes first. [*]Your helmed horror will awaken with proficiency in all weapon types, and is also intelligent enough to make use of the magical properties of whatever items, and weapons you provide for it to use: [LIST] [*]If the armor used for the helmed horror’s creation possesses magical properties, it can only make use of them if they are NOT already provided by the construct’s base magical properties and traits. [*]The properties and functions of any magic item must be explained to the helmed horror in sufficient detail before use. [*]Items that require attunement can ONLY be used by the helmed horror if they fall under the category of weapons, armor or shields. Upon the orders of its master, a helmed horror can spend a minimum of one hour engaging in weapon practice to attune itself to the item in question. [LIST] [*]The helmed horror cannot attune to any items that are restricted by class or alignment, nor can they make use of sentient items. [*]The helmed horror can only attune to two items any given time. Any attempts to attune to a third will always fail. [/LIST] [*]The helmed horror cannot make use of magic items that would require the user to be able to breathe, contract disease, eat, drink or sleep, nor can it benefit from any magic items that would require the user have emotions, imagination, skin, a physical mouth, spell slots, or physical eyes to see with. [LIST] [*]As a construct, it also cannot gain benefit from manuals of bodily health, gainful exercise, or quickness of action. Nor can it benefit from any other magic books, or items capable of providing temporary hit points. [*]It also does not possess the insight required to use items that summon other creatures, nor is it capable of any form of wishing. [/LIST] [/LIST] [*]In spite of the helmed horror’s several resistances and immunities, like all constructs it is not infallible. The weaknesses possessed by your helmed horror are as follows: [LIST] [*]The helmed horror is still susceptible to common forms of elemental damage, such as fire, lightning, cold, and acid. [*]Asides from the three spells chosen for spell immunity, the helmed horror can still theoretically be damaged by spellcasting strong enough to overwhelm its resistance. [*]Under normal circumstances, the helmed horror is also not immune to being slashed, stabbed and bludgeoned by magical weapons, and is especially vulnerable to weapons specifically designed to fight constructs. [*]In spite of its tactical cunning, the helmed horror lacks the insight to change its environment, fortify it, or otherwise take active measures to improve its defensive position. [/LIST] [/LIST] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
5e Homebrewed magic manuals
Top