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<blockquote data-quote="JiCi" data-source="post: 3824080" data-attributes="member: 40121"><p><strong>Alinys and Gracediana, ashes of magic</strong></p><p><strong>Vestige Level</strong>: 5</p><p><strong>Binding DC</strong>: 18</p><p></p><p><strong>Legend</strong>: Alinys and Gracediana were both best friends who lived together in a human settlement, and they always were amazed by magic. They could dicuss for hour about spells, the origins of these powers, components and formulas. Unfortunately, their village strictly forbid magic, as the villagers were actually survivors of a mad wizard attack years ego; their souls were hardened by such a hatred.</p><p>One day, a group of adventurers passed by their village for a halt. Two of them were spellcasters, a wizard and a cleric, but as soon as they showed their spells, they were expelled at pitchfork points and thrown rocks. Yet in their escape, both of them dropped a book, a wizard’s spellbook and a prayer book. Alinys and Gracediana witnessed the entire scene, and they stole the books before the rest of the village noticed the items.</p><p>Back at their home, they cracked the books open and perused through them, with both amazement and fear. They knew they had broken the rule.</p><p>Alinys and Gracediana made a pact: to learn the books’ magic under everyone’s noses. During 5 years they read, practiced and mastered these forbidden arts. Alinys learned to be a necromancer, as the book actually belonged to a master of the dark arts; Gracediana took the path of the healer, as her chosen tome was a filled with healing and conjuration divine spells.</p><p>They left their home village for 5 long years in order to pursuit their work. Regardless of their chosen paths, both girls remained close to each others, and many had notice this forged friendship of theirs. Their return was quite acclaimed and celebrated by the villagers, as they missed their company, yet one villager remained sceptical: the settlement mayor’s son.</p><p>On one night, the boy went to the girls’ home and peeked through the basement’s windows. To his surprise, he found the girls drawing signs and reciting arcane formulas, along with some foreign spell components, such as skulls and crosses. The next night, the mayor’s son brought his friends to witness the truth. They blocked every door with debris and threw through the windows blazing torches and barrels. The girls’ house burned up in smoke in minutes, and the criminals fled the scenes before the rest of the villagers came to investigate to put out the brazier.</p><p>Alinys and Gracediana were trapped inside the inferno and unfortunately, none of their powers could help them. In their last moments, they locked themselves in each other’s arms and recited a special incantation before losing consciousness and falling on the floor, lifeless.</p><p>What remained of the house were ashes and charred wood beams, with no sign of Alinys and Gracediana. The villagers found also bits of scrolls and books. As he discovered the truth with its comrades, the mayor was shocked by the infraction the girls made, but shed tears as he didn’t want this to happen. A proper funeral was made in their memories, and the magic restriction was lifted and the mayor even encouraged the villagers to follow the path of the spellcaster, in their honor. Since that day, Alinys and Gracediana were reborn as a single vestige, as their friendship continued to shine.</p><p><strong>Manifestation</strong>: As you finish to draw the sign, fire erupts from the markings. Suddenly, a large black and white flame bursts and flickers from the center. Slowly, the flame wears down and reveals two comely human women, embraced in each other arms, eyes closed and facing each other. Alinys appears as a maiden with long dark brown hairs and dark azure eyes. She wears a tight black shirt, a knee-high skirt, a flowing clock and half-calf leather boots. Gracediana appears as a lady with shoulder-length blond hairs and deep emerald-colored eyes. She’s dressed with a white robe, a surcoat tied with a silk rope belt and white leather boots. They turn their heads toward you and gently ask your commands. They speak with a soft voice, and they take turn telling you what you need.</p><p><strong>Sign</strong>: Your eyes change colors. The sclera of one of your eye turns clear white and the pupil becomes pitch black, while the sclera of your other eye turns jet black and the pupil becomes pure white. Your vision, as well as darkvision and low-light vision, is unaltered.</p><p><strong>Influence</strong>: Under the girls’ influence, you share a strong curiosity for magic. You peek into spellbooks, scrolls, alchemy labs, as well as magic items. You also feel a kinship for spellcasters; you do everything to protect them, and you retain yourself from hurting one. In combat, you must always attack a non-spellcasting opponent before attacking a spellcasting one.</p><p><strong>Granted Powers</strong>:</p><p><em>Ray of healing</em>: The binder can shoot a black or white ray at any target within 60 feet as a ranged touch attack. The black ray deals negative energy damage and the white ray deals positive energy damage, and both rays deal 1d8 points of damage per 2 binder levels. Negative energy heals undead creatures and hurts living creatures, while positive energy heals living creatures and hurts undead creatures. The binder chooses which ray to use, and must wait 5 rounds until he can shoot again.</p><p><em>Knowledge of witchcraft</em>: You gain a special bonus to Heal, Knowledge (arcana), Knowledge (religion) and Spellcraft checks equal to half your binder level.</p><p><em>Hurt to heal</em>: The binder can be healed by negative energy in response of a spell or similar effect, like a undead creature. He may activate this ability as an immediate action, but must wait 5 rounds until he can do so again.</p><p><em>Share the pain</em>: The binder may physically or spiritually interpose himself between an ally and a source of danger. As an immediate action, he may choose to take half the damage received for an allied creature. Once per day, he may choose to take full damage, thus negating an ally’s damage.</p></blockquote><p></p>
[QUOTE="JiCi, post: 3824080, member: 40121"] [B]Alinys and Gracediana, ashes of magic[/B] [B]Vestige Level[/B]: 5 [B]Binding DC[/B]: 18 [B]Legend[/B]: Alinys and Gracediana were both best friends who lived together in a human settlement, and they always were amazed by magic. They could dicuss for hour about spells, the origins of these powers, components and formulas. Unfortunately, their village strictly forbid magic, as the villagers were actually survivors of a mad wizard attack years ego; their souls were hardened by such a hatred. One day, a group of adventurers passed by their village for a halt. Two of them were spellcasters, a wizard and a cleric, but as soon as they showed their spells, they were expelled at pitchfork points and thrown rocks. Yet in their escape, both of them dropped a book, a wizard’s spellbook and a prayer book. Alinys and Gracediana witnessed the entire scene, and they stole the books before the rest of the village noticed the items. Back at their home, they cracked the books open and perused through them, with both amazement and fear. They knew they had broken the rule. Alinys and Gracediana made a pact: to learn the books’ magic under everyone’s noses. During 5 years they read, practiced and mastered these forbidden arts. Alinys learned to be a necromancer, as the book actually belonged to a master of the dark arts; Gracediana took the path of the healer, as her chosen tome was a filled with healing and conjuration divine spells. They left their home village for 5 long years in order to pursuit their work. Regardless of their chosen paths, both girls remained close to each others, and many had notice this forged friendship of theirs. Their return was quite acclaimed and celebrated by the villagers, as they missed their company, yet one villager remained sceptical: the settlement mayor’s son. On one night, the boy went to the girls’ home and peeked through the basement’s windows. To his surprise, he found the girls drawing signs and reciting arcane formulas, along with some foreign spell components, such as skulls and crosses. The next night, the mayor’s son brought his friends to witness the truth. They blocked every door with debris and threw through the windows blazing torches and barrels. The girls’ house burned up in smoke in minutes, and the criminals fled the scenes before the rest of the villagers came to investigate to put out the brazier. Alinys and Gracediana were trapped inside the inferno and unfortunately, none of their powers could help them. In their last moments, they locked themselves in each other’s arms and recited a special incantation before losing consciousness and falling on the floor, lifeless. What remained of the house were ashes and charred wood beams, with no sign of Alinys and Gracediana. The villagers found also bits of scrolls and books. As he discovered the truth with its comrades, the mayor was shocked by the infraction the girls made, but shed tears as he didn’t want this to happen. A proper funeral was made in their memories, and the magic restriction was lifted and the mayor even encouraged the villagers to follow the path of the spellcaster, in their honor. Since that day, Alinys and Gracediana were reborn as a single vestige, as their friendship continued to shine. [B]Manifestation[/B]: As you finish to draw the sign, fire erupts from the markings. Suddenly, a large black and white flame bursts and flickers from the center. Slowly, the flame wears down and reveals two comely human women, embraced in each other arms, eyes closed and facing each other. Alinys appears as a maiden with long dark brown hairs and dark azure eyes. She wears a tight black shirt, a knee-high skirt, a flowing clock and half-calf leather boots. Gracediana appears as a lady with shoulder-length blond hairs and deep emerald-colored eyes. She’s dressed with a white robe, a surcoat tied with a silk rope belt and white leather boots. They turn their heads toward you and gently ask your commands. They speak with a soft voice, and they take turn telling you what you need. [B]Sign[/B]: Your eyes change colors. The sclera of one of your eye turns clear white and the pupil becomes pitch black, while the sclera of your other eye turns jet black and the pupil becomes pure white. Your vision, as well as darkvision and low-light vision, is unaltered. [B]Influence[/B]: Under the girls’ influence, you share a strong curiosity for magic. You peek into spellbooks, scrolls, alchemy labs, as well as magic items. You also feel a kinship for spellcasters; you do everything to protect them, and you retain yourself from hurting one. In combat, you must always attack a non-spellcasting opponent before attacking a spellcasting one. [B]Granted Powers[/B]: [I]Ray of healing[/I]: The binder can shoot a black or white ray at any target within 60 feet as a ranged touch attack. The black ray deals negative energy damage and the white ray deals positive energy damage, and both rays deal 1d8 points of damage per 2 binder levels. Negative energy heals undead creatures and hurts living creatures, while positive energy heals living creatures and hurts undead creatures. The binder chooses which ray to use, and must wait 5 rounds until he can shoot again. [I]Knowledge of witchcraft[/I]: You gain a special bonus to Heal, Knowledge (arcana), Knowledge (religion) and Spellcraft checks equal to half your binder level. [I]Hurt to heal[/I]: The binder can be healed by negative energy in response of a spell or similar effect, like a undead creature. He may activate this ability as an immediate action, but must wait 5 rounds until he can do so again. [I]Share the pain[/I]: The binder may physically or spiritually interpose himself between an ally and a source of danger. As an immediate action, he may choose to take half the damage received for an allied creature. Once per day, he may choose to take full damage, thus negating an ally’s damage. [/QUOTE]
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