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Showing posts with label tenkars terrible theurgy. Show all posts
Showing posts with label tenkars terrible theurgy. Show all posts

Monday, August 19, 2019

Tenkar's Terrible Theurgy - Wrath - for Swords & Wizardry

artwork copyright Daniel F. Walthall, used with permission


Wrath
Hit Dice: 2+2
Armor Class: 2 [17] / 6 [13] *see below
Attacks: Attacks 3 - (2) Claw (1d3) / (1) Bite 1d6
Saving Throw: 14
Special: If both claws hit, bite automatically hits / bite heals Wrath for the same amount as bite damage
Move: 15
Alignment: Chaotic
Challenge Level/XP: 4/120

Wraths are semi-corporal creatures. Not quite dead and not quite living, they are cursed to exist in a world between. Always in pain, always suffering, they attack the living on sight with no quarter given. They have a cunning intelligence but do not appear to be able to communicate. They are usually found alone, occasionally in pairs.

Extremely fast, Wraths appear to float over the ground. While not truly flying, they can cross calm waters (ponds, small lakes and the like) with ease.

The bite of a Wrath drains life essence from the victim. This will heal the Wrath for the same amount as the damage the bite inflicted. Additionally, the damage taken by the victim can only be effectively healed by rest. Magical healing does a mere 1 point of healing per spell or item used. Do not roll.

The life essence of the Wrath, such as it is, is held within a small gemstone hidden within its ribcage. These gemstones are each worth 30 to 180 coins of the realm. 1 in 6 such gemstones are permanently imbued with stolen life essence. These stones heal the bearer 1 hit point per day on top of other factors, such as rest and magical healing.

* use the lower (harder to hit) AC for non-magicsal weapons. use the higher (easier to hit) AC with magical weapons


OGL

Monday, April 15, 2019

Tenkar's Terrible Theurgy - Blood Pudding for Swords & Wizardry





Art by Gary Dupuis
Used under license


Blood Pudding
Hit Dice: 8
Armor Class: 5 [14]
Attacks: Attacks 1 to 6 attacks per round at (1d6) damage per attack
Saving Throw: 7
Special: Piercing attacks may cause blood spray. Heal damage by absorbing the recently killed
Move: 3
Alignment: Neutrality
Challenge Level/XP: 10/1,400

Blood Puddings are a disgusting magical construct created by draining the lifeblood of over a dozen sentient creatures. The detailed tome to create such a creature is held close by the Heretics of Dumas and is never willingly shared with outsiders.

Created with the blood and life energies of living creatures, Blood Pudding will reveal some of their histories when they attack. Humanoid heads, monstrous claws, spiked tails and more have been known to form and strike at opponents, before being absorbed back into the pudding, only to have a different number and appearance of appendages striking out on the following round.

Piercing weapons do normal damage but may do a "blood spray" (50% chance). Opponents within 20 feet must save or be blinded for 1d6 rounds as they wipe the blood from their face and eyes.

Blood Puddings can heal themselves by absorbing the blood of a recent kill. This takes 2 rounds and heals 2d6 Hit Points. The pudding may still attack during this period of time but may not move.

OGL

I meant to complete this over the weekend, but alas, life had its own ideas on that ;) Tenkar










Thursday, April 11, 2019

New Irregular Feature at The Tavern - Tenkar's Terrible Theurgy

This weekend I plan to kick off a series of Tenkar's Terrible Theurgy posts. New spells, magic items, weapons, armor, constructs, creatures, classes - if it is magical in nature, it fits the bill.

The posts will be written for use in Swords & Wizardry Complete, so compatibility with other OSR rulesets should be spot on. They will be released under the OGL.

For example, here is the Elementalist Class I wrote for SWCL back in 2017:

The Elementalist Class for Swords & Wizardry Light

Art by Brett Neufeld
"Some secrets aren't learned in books but are passed down by oral tradition. Such is the path you have chosen. The mysteries of the elements will be yours to control if you complete your trials. If you fail, mother earth will take you into her embrace. And so it begins..."

Elementalist Class for Swords & Wizardry Light

Elementalists get both spell like abilities and an elemental that can do their bidding.

Level   HD   Save   BhB  Adventures needed for Next Level
1           1        15       0       3
2           2        14       0       +4
3           2+1    13       0       +5
4           3        12      +1     +6
5           3+1    11      +1      +7
6           4        10      +2     +8
7           5          9      +2     xx

Elementalists have + 2 to Saves against fire and air bourn poisons. They can use daggers and staves, much like a magic-user.

They get the following abilities at each level:

Level 1: Summon Elemental (described below) Once per Day
Level 2: Gust of Wind - Can summon wind that can disperse papers, fan flames and knock over small (1/2 pound or less) objects Once per Day
Level 3: Breath Water as Air - Once per Day for 1 hr per level
Level 4: Dagger of Fire: Once per Day can summon a Magical Flaming Dagger. Only the Elementalist can wield it. It lasts for 1 round per level (throwing the dagger dispels it early). The Dagger is +1 to hit per level of the Elementalist and does 1d6+3 damage.
Level 5: Ball of Mud - Once per Day as the 2nd level Magic-User Web Spell, but this is made of mud.
Level 6: Fly - Once per Day as Magic-User Spell
Level 7: Fireball - Once per Day as Magic-User Spell

Summon Elemental

The greatest gift (and most dangerous, to the Elementalist as well as his adversaries) is the elemental they can summon.

The AC for a 1 HD elemental is 9[10] and improves by 1 point per HD to 3[16] at 7 HD.

Damage is 1d6, improving to 1d6+2 at level 4 and 2d6 at level 7.

The HD of the summoned elemental can be as many as the Elementalist has levels, but less HD then the max may be chosen. Only one elemental can be summoned each day and the death of an elemental causes damage to the Elementalist equal in HP to the HD of the elemental. Example: The destruction of a 4 HD Elemental causes 4 HP of damage to the Elementalist. Elementalists often dismiss injured elementals early to avoid this danger.

Elemental

AC 9 to 3

HD 1 to 7

Damage 1d6 to 2d6

OGL
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