Samurai sheepdog book of many things vol 163

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Samurai sheepdog book of many things vol 163

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Lore: History; arcana, nature, planes, or religion An expenditure of great power occured in this area that left it aglow with remnants of that event • (DC 15): The power that remains within the area can be drawn out and used by one who understands its nature • (DC 25): Creatures who are strong enough to tap into the lingering power open themselves up to the experience of what created it in the first place • (DC 30): Occasionally, one who gains the benefits of the lingering power can become temporarily possessed by an echo of its creator, who may or may not be a threat to allies Prerequisite: Must possess as many total hit dice as the creator of the lingering effect Activation: A creature who meets the prerequisite can stay within the area for at least round actively seeking its power It then rolls 1d20 + its total hit dice + its Charisma modifier against a DC of 10 + the Challenge Rating of the encounter that created the event Success indicates that the creature gains the benefit, but takes on aspects of the effect’s creator (change of personality, viewpoints, and so on), and may become possessed for the duration (Will negates at the same DC) A creature that fails its save against possession can attempt a new saving throw at the start of each morning Creatures with a or lower Intelligence instinctively attempt to activate the lingering power and may become possessed Recharge: None Once the lingering power is accessed or destroyed, its presence dissipates from the area Benefit: Once per day, the creature can use the power as if it were its own For example, the lingering breath of a red dragon grants the creature a breath weapon that deals 1d6 fire damage per character level (Reflex half) This lasts for a number of days equal to the CR of the event that created the lingering power Aura: Varies Destruction: Failure by or more when attempting to activate the lingering power causes the creature to suffer its effects, then destroys it An antimagic field cast by a creature with at least more hit dice than the creator also destroys the lingering power Value: Half the event’s CR squared x 500 gp Retrocognition 162 School divination Casting Time minute Components V, S Range personal Target you Duration concentration, up to minute/level This spell reveals psychic impressions from events that occurred over the course of the last hour throughout the first minute of the duration, followed by impressions from the next hour back the next minute you concentrate, and so on If a psychically traumatic or turbulent event happened during that time period, You must succeed at a concentration check (DC = 20, 30, or 40, depending on the severity of the psychic disturbance) or lose concentration on the spell At caster level 13th and higher, you can choose to collect impressions from over the course of a longer interval of time than an hour The amount of detail you receive diminishes, so this eventually makes it harder to distinguish impressions left by anything but the most major events Caster Level Time Period 13th–15th week per minute 16th–18th year per minute century per minute 19th+ Mystery House Description: A tall, once opulent home stands in disrepair Boarded up windows and creaking hinges on every door and gate give the impression that the building could collapse at any moment Lore: History, local, or nobility Despite its apparent age, the house is actually a recent addition to the area Nobody knows where it came from, or exactly when it appeared, but everybody believes its haunted • (DC 10): Although the original owners are unknown, many speculate that one killed the other in a fit of rage, cursing the house and the surrounding grounds On a moonlit night, one can almost see somebody watching out through a window on an upper floor • (DC 20): Local youth who know of the house challenge each other to see who can last longest inside So far, nobody has remained for even an hour, let alone a full night • (DC 25): There’s a presence around the house, like fleeting memories of a dangerous past A few brave souls who managed to stick around for a while say the visions grew stronger the longer they were there Prerequisites: Character level 3rd, must not be immune to fear effects Activation: Must survive at least haunts with a CR no less than the character’s level –3 and get hours of uninterrupted sleep inside the house Recharge: A creature can return to the house as long as there are still haunts it hasn’t personally experienced Benefit: The creature learns and can cast detect undead at will as a spell-like ability using its character level as its caster level Once per day, it can also cast hide from undead These effects last for one month or until the house is rebuilt (see below) A 7th-level or higher creature can also cast retrocognition once before leaving the house An 11th-level or higher creature can also cast prognostication once while the benefit lasts This functions as a divination spell, but provides even more cryptic advise out to one year and a day into the future A 15th-level or higher creature can also cast retrocognition once while the benefit lasts A 19th-level or higher creature can also cast foresight once per day while the benefit lasts Aura: Strong divination Destruction: Destroying all of the haunts within a mystery house destroys it permanently It crumbles and falls apart, potentially crushing creatures within Weapons and armor within 100 ft of the house gain the ghost touch magic property for month per CR of the most powerful haunt within the house If a mystery house is physically destroyed while any haunts remain, it rebuilds itself in weeks –1 day per CR of the most powerful haunt remaining in the house (minimum day) Value: 1,800 gp (3rd), 11,200 gp (7th), 26,400 gp (11th), 48,000 gp (15th), 68,400 gp (19th) Specific Magical Locations Specific magical locations are usually much harder to find because they are more closely tied into the lore of a region Most of the time, this makes each such location unique While not always more powerful that a general magical location, specific locations tend to have more complex activations and a larger number of direct benefits

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