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<blockquote data-quote="BOZ" data-source="post: 2077346" data-attributes="member: 1241"><p>OK, well while you're doing that, here are the sections i most need to have looked at from those four:</p><p></p><p>#43</p><p>Special Qualities: Damage reduction 10/+1</p><p>Drain Magic (Su): An MAGIC-EATER who makes two successful claw attacks in the same round on an opponent can drain magic as a free action. If the victim is a spellcaster, then he is drained of 1d3 of his memorized spells (if a wizard) or 1d3 of his unused spell slots (if a sorcerer), beginning with the highest level spells and moving down. Determine randomly which spells of a given level are drained. The spellcaster is unable to prepare or cast replacement spells for 1d4 days.</p><p>If the spellcaster has no memorized spells, or the victim is not a spellcaster, then all spells or magical effects upon the victim (e.g. stonesldn or commanding presence) are drained instead as if the MAGIC-EATER had succeeded at casting dispel magic on them.</p><p>If the victim has no spells to drain, nor spell effects to drain, then any magic items worn or held by the victim are affected next. See core rulebook I page 150 for the order in which magic items are affected by the drain attack. Such items are affected as though the MAGIC-EATER had cast Morel's disjunction on them (Will save DC 13).</p><p>Anytime a MAGIC-EATER drains arcane energies, the web-like veins on the surface of the MAGIC-EATER's skin glow and the crystalline cyst on its back flashes with light. Treat the effects of this light as the spell flash.</p><p>Immunities (Ex): MAGIC-EATERs are immune to poison, cold, sleep and effects dealing with exhaustion, hunger, asphyxiation or drowning.</p><p> Plane Shift (Su): This ability affects only the MAGIC-EATER. It is otherwise similar to the spell of the same name.</p><p></p><p></p><p>#44</p><p>Attacks: 2 touch attacks +2 melee</p><p>Damage: Touch 1d4+1</p><p></p><p>Steal Blood (Su): THINGs's touch attacks ignore armor, shield and natural armor bonuses. A successful strike inflicts 1d4+1 points of bleeding damage that the blood man instantly absorbs. Stolen hit points first restore any of the THING's lost hit points and then accumulate as extra temporary hit points.</p><p>Duplicate (Su): A THING colony that collectively possesses 22 extra temporary hit points from stolen blood may sacrifice those hit points to create a new 5-HD THING, who rises from the colony's pool in 1d4 rounds.</p><p>Liquid Form (Su): In liquid state, THINGs cannot attack, but they move at double movement rate and retain their normal AC and immunities. A colony's hit points are equal to the sum of all its members, and if attacked, damage is divided equally among all of the colony's individuals. If attacked in liquid state, the THINGs immediately take on humanoid form to defend themselves.</p><p>Weapon Immunities and Vulnerability (Su): A THING's liquid body is immune to non-magical slashing and piercing attacks, but it takes normal damage from bludgeoning weapons. THINGs take damage from magical slashing and piercing weapons equal to the weapon's magical bonus. A longsword +3, for example, would inflict only three points of damage on a THING.</p><p>THINGs suffer twice the normal damage each round from bleeding from any weapon or attack that has a wounding effect.</p><p></p><p></p><p>#45</p><p>Acid (Ex): The acidic sap exuded into the trap chamber does an additional 2d4 hit points of damage to a creature every round, in addition to the crushing damage. After four rounds, the chamber is full (trapped victims who have not been crushed and/or digested at this point may drown/ suffocate — see core rulebookll, p.85), Non-magical possessions may also be destroyed at the Game Master's discretion; paper, cloth and leather dissolve within a round. Metal corrodes and melts away within six. Anything that breaches the trunk (inflicts 10 points of damage in a single spot) releases a spray of acid that does 2d4 points of damage to anyone outside of the tree who's standing within 10 feet.</p><p>Crushing (Ex): Once a TREE traps a creature within its trunk, it does 3d4 hit points every round, automatically. Trapped victims do not have the room to stage their own attacks to escape. Spells with semantic components cannot be cast. Nor can most that require material components or foci that cannot be reached. Even spells with only verbal components require successful Concentration checks, as if the caster were entangled (see core rulebook II, p. 84), to be cast.</p><p></p><p></p><p>#46</p><p>Wounding Touch (Su): The claw attack of a FEY is particularly vicious. Such wounds bleed longer than normal, inflicting an extra point of damage on the following round before clotting. Damage taken from a FEY's claws is also resistant to magical healing, so cure spells are only half as effective as usual, and such damage is always healed last if a subject of the spell has suffered other wounds as well. The same properties apply to damaged suffered from a FEY's inflict minor wounds ability.</p><p>For example, a character has taken 10 points of damage from an ogre's club and eight points of damage from a FEY's claws and spells. The first cure light wounds spell cast on him heals six points, which goes toward the damage done by the ogre. The second spell heals eight points: four of these heal the rest of the damage from the ogre, and the remaining four points heal only two points of the damage inflicted by the FEY. The character has six points of damage remaining, and requires 12 points of magical healing or six points of natural healing to recover fully.</p><p>Monster Empathy (Ex): FEY have access to this unusual variation of the Animal Empathy skill. Normal animals have a pronounced aversion to their presence, so the estranged fey find comfort with twisted creatures like themselves. This skill operates just as the Animal Empathy skill, but works best on aberrations. The skill can also be used on beasts or magical beasts of a chaotic or evil alignment with a -4 penalty to the roll.</p><p>Spell-Like Abilities: Like dryads, FEY can communicate with plants at will (as speak with plants) and use charm person three times per day as if cast by a 6th-level sorcerer. FEY also have access to the following spell-like abilities: change self (3/day), inflict minor wounds (3/day), shatter (3/day), invisibility (2/day) and poison (I/day).</p></blockquote><p></p>
[QUOTE="BOZ, post: 2077346, member: 1241"] OK, well while you're doing that, here are the sections i most need to have looked at from those four: #43 Special Qualities: Damage reduction 10/+1 Drain Magic (Su): An MAGIC-EATER who makes two successful claw attacks in the same round on an opponent can drain magic as a free action. If the victim is a spellcaster, then he is drained of 1d3 of his memorized spells (if a wizard) or 1d3 of his unused spell slots (if a sorcerer), beginning with the highest level spells and moving down. Determine randomly which spells of a given level are drained. The spellcaster is unable to prepare or cast replacement spells for 1d4 days. If the spellcaster has no memorized spells, or the victim is not a spellcaster, then all spells or magical effects upon the victim (e.g. stonesldn or commanding presence) are drained instead as if the MAGIC-EATER had succeeded at casting dispel magic on them. If the victim has no spells to drain, nor spell effects to drain, then any magic items worn or held by the victim are affected next. See core rulebook I page 150 for the order in which magic items are affected by the drain attack. Such items are affected as though the MAGIC-EATER had cast Morel's disjunction on them (Will save DC 13). Anytime a MAGIC-EATER drains arcane energies, the web-like veins on the surface of the MAGIC-EATER's skin glow and the crystalline cyst on its back flashes with light. Treat the effects of this light as the spell flash. Immunities (Ex): MAGIC-EATERs are immune to poison, cold, sleep and effects dealing with exhaustion, hunger, asphyxiation or drowning. Plane Shift (Su): This ability affects only the MAGIC-EATER. It is otherwise similar to the spell of the same name. #44 Attacks: 2 touch attacks +2 melee Damage: Touch 1d4+1 Steal Blood (Su): THINGs's touch attacks ignore armor, shield and natural armor bonuses. A successful strike inflicts 1d4+1 points of bleeding damage that the blood man instantly absorbs. Stolen hit points first restore any of the THING's lost hit points and then accumulate as extra temporary hit points. Duplicate (Su): A THING colony that collectively possesses 22 extra temporary hit points from stolen blood may sacrifice those hit points to create a new 5-HD THING, who rises from the colony's pool in 1d4 rounds. Liquid Form (Su): In liquid state, THINGs cannot attack, but they move at double movement rate and retain their normal AC and immunities. A colony's hit points are equal to the sum of all its members, and if attacked, damage is divided equally among all of the colony's individuals. If attacked in liquid state, the THINGs immediately take on humanoid form to defend themselves. Weapon Immunities and Vulnerability (Su): A THING's liquid body is immune to non-magical slashing and piercing attacks, but it takes normal damage from bludgeoning weapons. THINGs take damage from magical slashing and piercing weapons equal to the weapon's magical bonus. A longsword +3, for example, would inflict only three points of damage on a THING. THINGs suffer twice the normal damage each round from bleeding from any weapon or attack that has a wounding effect. #45 Acid (Ex): The acidic sap exuded into the trap chamber does an additional 2d4 hit points of damage to a creature every round, in addition to the crushing damage. After four rounds, the chamber is full (trapped victims who have not been crushed and/or digested at this point may drown/ suffocate — see core rulebookll, p.85), Non-magical possessions may also be destroyed at the Game Master's discretion; paper, cloth and leather dissolve within a round. Metal corrodes and melts away within six. Anything that breaches the trunk (inflicts 10 points of damage in a single spot) releases a spray of acid that does 2d4 points of damage to anyone outside of the tree who's standing within 10 feet. Crushing (Ex): Once a TREE traps a creature within its trunk, it does 3d4 hit points every round, automatically. Trapped victims do not have the room to stage their own attacks to escape. Spells with semantic components cannot be cast. Nor can most that require material components or foci that cannot be reached. Even spells with only verbal components require successful Concentration checks, as if the caster were entangled (see core rulebook II, p. 84), to be cast. #46 Wounding Touch (Su): The claw attack of a FEY is particularly vicious. Such wounds bleed longer than normal, inflicting an extra point of damage on the following round before clotting. Damage taken from a FEY's claws is also resistant to magical healing, so cure spells are only half as effective as usual, and such damage is always healed last if a subject of the spell has suffered other wounds as well. The same properties apply to damaged suffered from a FEY's inflict minor wounds ability. For example, a character has taken 10 points of damage from an ogre's club and eight points of damage from a FEY's claws and spells. The first cure light wounds spell cast on him heals six points, which goes toward the damage done by the ogre. The second spell heals eight points: four of these heal the rest of the damage from the ogre, and the remaining four points heal only two points of the damage inflicted by the FEY. The character has six points of damage remaining, and requires 12 points of magical healing or six points of natural healing to recover fully. Monster Empathy (Ex): FEY have access to this unusual variation of the Animal Empathy skill. Normal animals have a pronounced aversion to their presence, so the estranged fey find comfort with twisted creatures like themselves. This skill operates just as the Animal Empathy skill, but works best on aberrations. The skill can also be used on beasts or magical beasts of a chaotic or evil alignment with a -4 penalty to the roll. Spell-Like Abilities: Like dryads, FEY can communicate with plants at will (as speak with plants) and use charm person three times per day as if cast by a 6th-level sorcerer. FEY also have access to the following spell-like abilities: change self (3/day), inflict minor wounds (3/day), shatter (3/day), invisibility (2/day) and poison (I/day). [/QUOTE]
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