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[5e] Spell & Crossbones
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<blockquote data-quote="CanadienneBacon" data-source="post: 6542915" data-attributes="member: 11146"><p>I think I've hit a bit of wall with coming up with a Curse for Kid, so I'm going to post the rough draft of what I've come up with thus far and crowdsource ideas. </p><p></p><p>As things currently stand, I have two Curses. The first Curse is static, by which I mean that it imputes a constant penalty that doesn't vary or need to be recomputed. The first Curse would also eventually require Kid to, well, no longer be a kid. I'm not sure how I feel about that. I like Kid being a kid. </p><p></p><p>The second Curse is dynamic, meaning that the effect of the Curse is variable and would need to be rolled from time to time. One major flaw of the second Curse is that it could end up being a drain on party resources. Also, while the former curse is efficient, the latter might be more fun but requires labor-intensive die rolling.</p><p></p><p>[sblock=Static Curse]<strong>Curse of Aztec Gold: </strong> You don’t age. When the Curse lifts, you suddenly regain all the time you lost while under the effect of the Curse. This includes age-related bonuses and penalties. Additionally, the Curse weighs on your heart. Literally. You have asthma at the most inopportune times. You appear svelte but weigh three times your normal body weight, and are encumbered such that your speed is reduced by 5, acrobatics checks suffer a -2 penalty, and you immediately start to sink if you enter water. Strength checks to swim suffer a -2 penalty. The Curse becomes permanent if you fail to deliver the Aztec coin to La Gloriosa no later than attaining 8th level. Other than to cast the coin back into the watery depths of La Gloriosa, the coin may not be disposed of, traded away or given away. Additionally, the coin is indestructible--not even a <em>wish </em>can part you from the coin or destroy it.</p><p>[/sblock]</p><p></p><p>[sblock=Dynamic Curse]<strong>Curse of Aztec Gold:</strong> The gold coin you picked up imparts a magical curse whose effects varying like the tide. Other than to cast the coin back into the watery depths of La Gloriosa, the coin may not be disposed of, traded away or given away. Additionally, the coin is indestructible--not even a <em>wish </em>can part you from the coin or destroy it.</p><p></p><table style='width: 100%'><tr><th>Die Roll</th><th>Effect</th></tr><tr><td>1-04</td><td>Confusion: Per the spell description pp 224, except that the effect is focused solely on Kid </td></tr><tr><td>05-09</td><td>Contagion: Per the spell description pp 227, except that duration is one hour</td></tr><tr><td>10-14</td><td>Seizure: Overcome with shaking, and disadvantage on Dex-based checks, saves, and attacks</td></tr><tr><td>15-19</td><td>Detect Thoughts: Per the spell description pp 231</td></tr><tr><td>20-29</td><td>No effect</td></tr><tr><td>30-34</td><td>Hexed: Per the spell description pp 251, except that it deals 1d6 dmg one time</td></tr><tr><td>35-39</td><td>Hunger of Hada: Per the spell description pp 251</td></tr><tr><td>40-49</td><td>Phantasmal Force: Per the spell description pp 264, except does not deal 1d6 psychic dmg</td></tr><tr><td>50-54</td><td>Locust Swarm: 5' radius sphere of biting locusts center on Kid, Con DC 13 or 1d6 piercing dmg</td></tr><tr><td>55-64</td><td>No effect</td></tr><tr><td>65-69</td><td>Mute: Constitution saving throw DC 13 or become mute for 1 min</td></tr><tr><td>70-74</td><td>Deaf: Constitution saving throw DC 13 or become deaf for 1 min</td></tr><tr><td>75-79</td><td>Blind: Constitution saving throw DC 13 or become blind for 1 min</td></tr><tr><td>80-84</td><td>Paralyzed: Constitution saving throw DC 13 or become paralyzed for 1 min, or 3 rounds if on init </td></tr><tr><td>85-94</td><td>No effect</td></tr><tr><td>95-99</td><td>Psychic Slam: A bolt of psychic energy from another plan deals 1d4 psychic dmg</td></tr><tr><td>00</td><td>Plane Shift: Per the spell description pp 266</td></tr></table><p>[/sblock]</p></blockquote><p></p>
[QUOTE="CanadienneBacon, post: 6542915, member: 11146"] I think I've hit a bit of wall with coming up with a Curse for Kid, so I'm going to post the rough draft of what I've come up with thus far and crowdsource ideas. As things currently stand, I have two Curses. The first Curse is static, by which I mean that it imputes a constant penalty that doesn't vary or need to be recomputed. The first Curse would also eventually require Kid to, well, no longer be a kid. I'm not sure how I feel about that. I like Kid being a kid. The second Curse is dynamic, meaning that the effect of the Curse is variable and would need to be rolled from time to time. One major flaw of the second Curse is that it could end up being a drain on party resources. Also, while the former curse is efficient, the latter might be more fun but requires labor-intensive die rolling. [sblock=Static Curse][B]Curse of Aztec Gold: [/B] You don’t age. When the Curse lifts, you suddenly regain all the time you lost while under the effect of the Curse. This includes age-related bonuses and penalties. Additionally, the Curse weighs on your heart. Literally. You have asthma at the most inopportune times. You appear svelte but weigh three times your normal body weight, and are encumbered such that your speed is reduced by 5, acrobatics checks suffer a -2 penalty, and you immediately start to sink if you enter water. Strength checks to swim suffer a -2 penalty. The Curse becomes permanent if you fail to deliver the Aztec coin to La Gloriosa no later than attaining 8th level. Other than to cast the coin back into the watery depths of La Gloriosa, the coin may not be disposed of, traded away or given away. Additionally, the coin is indestructible--not even a [I]wish [/I]can part you from the coin or destroy it. [/sblock] [sblock=Dynamic Curse][B]Curse of Aztec Gold:[/B] The gold coin you picked up imparts a magical curse whose effects varying like the tide. Other than to cast the coin back into the watery depths of La Gloriosa, the coin may not be disposed of, traded away or given away. Additionally, the coin is indestructible--not even a [I]wish [/I]can part you from the coin or destroy it. [table] [tr] [th]Die Roll[/th] [th]Effect[/th] [/tr] [tr] [td]1-04[/td] [td]Confusion: Per the spell description pp 224, except that the effect is focused solely on Kid [/td] [/tr] [tr] [td]05-09[/td] [td]Contagion: Per the spell description pp 227, except that duration is one hour[/td] [/tr] [tr] [td]10-14[/td] [td]Seizure: Overcome with shaking, and disadvantage on Dex-based checks, saves, and attacks[/td] [/tr] [tr] [td]15-19[/td] [td]Detect Thoughts: Per the spell description pp 231[/td] [/tr] [tr] [td]20-29[/td] [td]No effect[/td] [/tr] [tr] [td]30-34[/td] [td]Hexed: Per the spell description pp 251, except that it deals 1d6 dmg one time[/td] [/tr] [tr] [td]35-39[/td] [td]Hunger of Hada: Per the spell description pp 251[/td] [/tr] [tr] [td]40-49[/td] [td]Phantasmal Force: Per the spell description pp 264, except does not deal 1d6 psychic dmg[/td] [/tr] [tr] [td]50-54[/td] [td]Locust Swarm: 5' radius sphere of biting locusts center on Kid, Con DC 13 or 1d6 piercing dmg[/td] [/tr] [tr] [td]55-64[/td] [td]No effect[/td] [/tr] [tr] [td]65-69[/td] [td]Mute: Constitution saving throw DC 13 or become mute for 1 min[/td] [/tr] [tr] [td]70-74[/td] [td]Deaf: Constitution saving throw DC 13 or become deaf for 1 min[/td] [/tr] [tr] [td]75-79[/td] [td]Blind: Constitution saving throw DC 13 or become blind for 1 min[/td] [/tr] [tr] [td]80-84[/td] [td]Paralyzed: Constitution saving throw DC 13 or become paralyzed for 1 min, or 3 rounds if on init [/td] [/tr] [tr] [td]85-94[/td] [td]No effect[/td] [/tr] [tr] [td]95-99[/td] [td]Psychic Slam: A bolt of psychic energy from another plan deals 1d4 psychic dmg[/td] [/tr] [tr] [td]00[/td] [td]Plane Shift: Per the spell description pp 266[/td] [/tr] [/table][/sblock] [/QUOTE]
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