Saturday, 4 April 2015
Doorman Hex
Uttered beside a doorway, this hex has two possible uses:
1. It may cause a single doorman or guard to grant the wizard passage through the portal. A wizard of higher level may beguile multiple wardens: one additional guard per level beyond 5th. Magical or enchanted guardians may also be beguiled, but may save versus spells to resist. Afterwards, the guards have no memory of the wizard's passage.
2. It may summon into being one or more doormen to protect an unguarded portal. At low level, a single servant is summoned, but their number increases as follows: 5th level: 1d4, 8th level: 1d6, 11th level: 2d4, 13th level: 2d6. The doormen are normal men, dressed in smart livery (with advance planning, the wizard may choose the exact design), and armed with ornamental spears (usable in combat, but -1 to hit). The wardens will guard the door to the best of their ability, allowing or denying access according to the wizard's instructions. They are wholly loyal in this task but will, if asked, freely tell their master's name to any who enquire. It is impossible to command the doormen to perform any other task, and they cannot move more than 10' distant from the portal they protect. When the duration (1 hour) expires, the doormen vanish.
Friday, 3 April 2015
Candy Crush
Thursday, 2 April 2015
Bonnet Glamour
A Merry Band
4th level, Range: 15', Duration: 1 round or longer
Up to one person within range is affected per level of the wizard. Two things happen. Firstly, any items held in their hands are instantaneously transmuted into musical instruments (1. drum, 2. pipes, 3. bell, 4. lute, 5. fiddle, 6. trumpet). Secondly, they are enchanted with a wondrous musical virtuosity with the instrument which has manifested in their grasp and a compulsion to play a merry jig with great glee and vigour. Those without instruments will clap and sing. Thus may any situation be transformed into a merry ball. There is no saving throw.
The enchantment lasts for at least one round. At the start of each subsequent round, enchanted subjects may make a saving throw versus spells to break it. At this point, transformed items are returned to their normal state. Those of a musical predilection suffer a -3 penalty to the saving throw, as they are inclined to enjoy the effects.
Physical damage to an enchanted subject also ends the effect.
Wednesday, 1 April 2015
From the Vats: Last Few Illustrations Needed!
Just two remain. We be needing images depicting:
A 6" long, leech-like monstrosity being inserted into the throat of a horrified but willing human subject.TAKEN- A crown of fused heads and neural fibres.
Anyone up for it? Let me know and I'll send you a PDF of the page, showing the available space and the textual context.
Let's rock!
Sunday, 8 March 2015
Oceanic Magic: Anchor of Ethereality
Anchor of Ethereality
A huge anchor, 8’ in girth, of rune-engraved, oxidised bronze with a mother-of-pearl sheen. When cast from a ship to the sea bed, the anchor’s magic is activated. The anchor, attaching chain, and vessel (including everyone and everything aboard it) are transported to the ethereal plane for 3d6 hours. The ship will drift thence upon the waves of ether which permeate that plane. A correctly trained crew may navigate the ether, sailing the ship to strange shores. It is said that it is thus possible to reach distant locations in the material plane or even, via ether vortices, to travel deeper into the astral plane and the far realms beyond.
If the ship is still in the ethereal plane when the randomly determined duration of the ethereal jaunt expires, it is returned instantly to the location at which it was anchored in the real world.
Friday, 6 March 2015
Moss Dwarf Stat Cards by Nick Kuntz
In my inbox this morning, I was delighted to discover these wonderful images, products of the generator, drawn by Nick Kuntz:
Thanks Nick! It's always a joy to see something I've imagined being taken by someone else and spiced with their imagination to produce something new!



