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More Flails, Maces & MorningStars Questions - Descriptions
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<blockquote data-quote="ElectricDragon" data-source="post: 2993530" data-attributes="member: 10778"><p>FWIW: the spell Weeping Wounds as well as the Ripping ability came from EN Arsenal, Spiked Chain. I missed the reference to the spell or the spell would have been included, too.</p><p></p><p><strong>Weeping Wounds</strong></p><p><em>Necromancy</em></p><p><strong>Level:</strong> Sor/Wiz 1, Blk 1, Raveller 1</p><p><strong>Components:</strong> V, S, F/DF</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Close (25 ft. + 5 ft. / 2 levels)</p><p><strong>Effect:</strong> Ray</p><p><strong>Duration:</strong> 2 rounds/level</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> Yes</p><p>This spell accelerates injuries with small amounts of negative energy.</p><p>By infecting the target with a minute amount of negative energy, this spell accelerates injuries to living tissue and makes wounds more serious. Even a small scratch from a spike can be made to bleed more heavily, the flesh around it turning septic as the spell works its dark magic.</p><p>A ranged touch attack must be made against the subject. If successful, the subject will take an additional 1d6 damage every time it takes damage from any weapon or</p><p>non-energy damage source for the duration of the spell. </p><p>This spell has no effect on undead, constructs, animated objects, outsiders and oozes.</p><p><strong>Arcane Focus:</strong> A ragged and rough spike, knife or saw.</p><p></p><p>The Instant Grab spell does have its uses. Starting a grapple without provoking an AoO and gaining a +6 bonus the initial round is powerful for an immediate action spell. The option to also use this spell to negate having to have a ring of feather falling on your finger or to be able to catch your falling comrade is also useful. The 2nd and 3rd uses of the spell probably should have been combined into one use, as their effects and duration are the same; but one incorporates a virtual feat while the other does not. Only if you consider the Deflect Arrows/Snatch Arrows feats too weak should this option be considered useless.</p><p></p><p>Power Word Disarm can only affect up to 5 large size or smaller creatures (if the caster is at least 10th level and all the creatures are in a 15-ft-radius and all hold one-handed or smaller weapons). A 3rd level fighter with the Improved Disarm feat can easily disarm someone each round. Why is this spell overpowered? This is a defensive spell for the "Oops they ran past the fighter and are all charging me! What do I do with no armor and no hp" situation. Does it stop anyone? No, it only slows them down to give the caster time to get up a defense or to run away to a safer area. It does not affect two-handed weapons or double weapons so that minotaur with the greataxe is still coming even if his companions all dropped their morningstars. You are right that I should have addressed the gauntlet issue. How about this: "A gauntlet, a spiked gauntlet, or any weapon in a locked gauntlet cannot be affected by this spell."</p><p></p><p>The Darkness domain is in the SRD in the Divine section, as are the "Darkness" spells. Most people do not realize that there are other spells and domains in that section and so we reprinted it.</p><p></p><p>The painted witch doctor should have had this line also: "<strong>Race:</strong> Any giant, humanoid <u><strong>(except humans)</strong></u> or monstrous humanoid." It makes a big difference as to what level the PrC can be taken at.</p><p></p><p>I won't apologise for the painted face abilities. If the goblin can arrange it to use those abilities in combat; he will be a force to be reckoned with; if not, he can fall back on his Imbue Badge ability to make fear/paralyze/petrify/death touch attacks for up to 10 rounds at a time. If he has taken the time (and who wouldn't) that morning to bind a spirit into his badge, he has a magic weapon for free to help deal those attacks and provide self- or tribal-healing of various types. Yes his caster level for his spells is limited to 10th; I don't see that as a problem for a tribal caster. He will always have mook backup as well as more powerful warriors, maybe even an adept or two, and (in the case of goblins) possibly a blue. Add in traps, forced and limited trail possibilities, and ambushes; and perhaps he does have time to "put on his face" before battle after all.</p><p></p><p>The shadow lord: originally the flail stopped at +4 because it gained reach (an ability not available for the mace). After several rounds of edits, the flail also lost a point of enchantment to gain the reach; so it should have been reinstated to +5 max. Probably like this: 3rd:+1, 4th:+2, 6th:+3, 8th:+4, 10th:+5.</p><p></p><p>The handle of the flail-mace is a hollow metal tube in which the chain is stored while in mace form. A strong spring mechanism at the top of the tube helps push the balls and chain out when changing to flail, also allowing the weapon to be used as an impromptu ranged weapon. A collar at the tube top can be turned to either lock the mace heads together or to release them so the spring pushes them out. Threading the chains back into the tube and pushing the heads into place while turning the collar to the locking position takes more time and effort than releasing them. This should probably have been listed as a gnomish device; I don't know why I didn't think of that before now, except that would make most of the small sized.</p><p></p><p>I meant to get back to this yesterday to give you better descriptions for your review but real life has a habit of jumping in the way sometimes.</p><p></p><p>If there is anything else you would like to know or if this is not enough, let me know and I'll try to add more.</p><p></p><p>Ciao</p><p>Dave</p></blockquote><p></p>
[QUOTE="ElectricDragon, post: 2993530, member: 10778"] FWIW: the spell Weeping Wounds as well as the Ripping ability came from EN Arsenal, Spiked Chain. I missed the reference to the spell or the spell would have been included, too. [b]Weeping Wounds[/b] [i]Necromancy[/i] [b]Level:[/b] Sor/Wiz 1, Blk 1, Raveller 1 [b]Components:[/b] V, S, F/DF [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Close (25 ft. + 5 ft. / 2 levels) [b]Effect:[/b] Ray [b]Duration:[/b] 2 rounds/level [b]Saving Throw:[/b] None [b]Spell Resistance:[/b] Yes This spell accelerates injuries with small amounts of negative energy. By infecting the target with a minute amount of negative energy, this spell accelerates injuries to living tissue and makes wounds more serious. Even a small scratch from a spike can be made to bleed more heavily, the flesh around it turning septic as the spell works its dark magic. A ranged touch attack must be made against the subject. If successful, the subject will take an additional 1d6 damage every time it takes damage from any weapon or non-energy damage source for the duration of the spell. This spell has no effect on undead, constructs, animated objects, outsiders and oozes. [b]Arcane Focus:[/b] A ragged and rough spike, knife or saw. The Instant Grab spell does have its uses. Starting a grapple without provoking an AoO and gaining a +6 bonus the initial round is powerful for an immediate action spell. The option to also use this spell to negate having to have a ring of feather falling on your finger or to be able to catch your falling comrade is also useful. The 2nd and 3rd uses of the spell probably should have been combined into one use, as their effects and duration are the same; but one incorporates a virtual feat while the other does not. Only if you consider the Deflect Arrows/Snatch Arrows feats too weak should this option be considered useless. Power Word Disarm can only affect up to 5 large size or smaller creatures (if the caster is at least 10th level and all the creatures are in a 15-ft-radius and all hold one-handed or smaller weapons). A 3rd level fighter with the Improved Disarm feat can easily disarm someone each round. Why is this spell overpowered? This is a defensive spell for the "Oops they ran past the fighter and are all charging me! What do I do with no armor and no hp" situation. Does it stop anyone? No, it only slows them down to give the caster time to get up a defense or to run away to a safer area. It does not affect two-handed weapons or double weapons so that minotaur with the greataxe is still coming even if his companions all dropped their morningstars. You are right that I should have addressed the gauntlet issue. How about this: "A gauntlet, a spiked gauntlet, or any weapon in a locked gauntlet cannot be affected by this spell." The Darkness domain is in the SRD in the Divine section, as are the "Darkness" spells. Most people do not realize that there are other spells and domains in that section and so we reprinted it. The painted witch doctor should have had this line also: "[b]Race:[/b] Any giant, humanoid [u][b](except humans)[/b][/u] or monstrous humanoid." It makes a big difference as to what level the PrC can be taken at. I won't apologise for the painted face abilities. If the goblin can arrange it to use those abilities in combat; he will be a force to be reckoned with; if not, he can fall back on his Imbue Badge ability to make fear/paralyze/petrify/death touch attacks for up to 10 rounds at a time. If he has taken the time (and who wouldn't) that morning to bind a spirit into his badge, he has a magic weapon for free to help deal those attacks and provide self- or tribal-healing of various types. Yes his caster level for his spells is limited to 10th; I don't see that as a problem for a tribal caster. He will always have mook backup as well as more powerful warriors, maybe even an adept or two, and (in the case of goblins) possibly a blue. Add in traps, forced and limited trail possibilities, and ambushes; and perhaps he does have time to "put on his face" before battle after all. The shadow lord: originally the flail stopped at +4 because it gained reach (an ability not available for the mace). After several rounds of edits, the flail also lost a point of enchantment to gain the reach; so it should have been reinstated to +5 max. Probably like this: 3rd:+1, 4th:+2, 6th:+3, 8th:+4, 10th:+5. The handle of the flail-mace is a hollow metal tube in which the chain is stored while in mace form. A strong spring mechanism at the top of the tube helps push the balls and chain out when changing to flail, also allowing the weapon to be used as an impromptu ranged weapon. A collar at the tube top can be turned to either lock the mace heads together or to release them so the spring pushes them out. Threading the chains back into the tube and pushing the heads into place while turning the collar to the locking position takes more time and effort than releasing them. This should probably have been listed as a gnomish device; I don't know why I didn't think of that before now, except that would make most of the small sized. I meant to get back to this yesterday to give you better descriptions for your review but real life has a habit of jumping in the way sometimes. If there is anything else you would like to know or if this is not enough, let me know and I'll try to add more. Ciao Dave [/QUOTE]
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