Wednesday, January 27, 2016

Spell: Mage Clock

Mage Clock
Divination (phantasm)
Level: Sorcerer 1, Wizard 1
BoXM: Wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: A phantasmal clock
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No
Source: The Mage’s Tower website

Upon casting this spell, a phantasmal timepiece appears. It can either mentally sound in the caster's mind at the times prescribed at the time of casting; or it can audibly chime. If the audible chime is selected it can sound so softly it can only be heard from 5 feet away or so loudly that it can be heard from 120 feet away.

At the time of casting, the caster can select the appearance of the mage clock as well as when it chimes. The mage clock can appear as something as small as a round disk one inch across or as large as a 10 foot tall grandfather clock. It can chime on the hour, the half hour or even quarter hour as the caster wishes.

Some casters use more than one mage clock, having each sound at differing times and with differing sounds.

​The mage clock is stationary and unmovable; however if it is cast inside a moveable object such as a box, carriage or ship, it remains stationary relative to wherever it is cast.​

Mage clock can be made permanent with a permanency spell.​

GM Note

The BoXM entry is for players playing in the Arcane Age of Greyhawk campaign. It is based on Monte Cook's Book of Experimental Magic. I cannot recommend it enough.

Sunday, January 24, 2016

Spell: Vampiric Lanthorn

Vampiric Lanthorn

Necromancy (shadow)
Level: Sorcerer 4, Wizard 4
BoXM: Wizard 7
Casting Time: 1 standard action
Components: V, S, F (an inscribed and carefully prepared silver lantern fueled with pure oil
   and shadowstuff; such a lantern always has hardness 4 and 30 hp, and it costs 400 gp)
Effect: One 30-ft.-radius circle
Duration: 1 round/level or until lantern destroyed
Saving Throw: Fortitude negates
Spell Resistance: No
Source: The Mage's Tower website

By lighting a ritually prepared lantern, you generate an area within which the life is drawn out of all creatures around you and channeled through the lantern into you. At the time of the spell’s casting, all creatures within the lantern’s light must make a Fortitude save each round that they remain in the area. Success means they are unaffected that round. Failure means they suffer 2d4 hit point loss, and you gain hit points equal to 1d4 per creature damaged in this way. You retain these points for 10 rounds after the spell ends.

If the lantern is destroyed, the spell ends immediately, and you lose all leeched hit points.
 ​
GM Note

The BoXM entry is for players playing in the Arcane Age of Greyhawk campaign. It is based on Monte Cook's Book of Experimental Magic. I cannot recommend it enough.

Thursday, January 21, 2016

Spell: Guide Craft, Greater

Guide Craft, Greater

​Transmutattion
Level: Sorcerer 5, Wizard 5
BoXM: Wizard 10
Components: V, S, M (an arrowhead)
CastingTime: 1 standard action
Range: Touch
Target: See text
Duration: One hour/level
Saving Throw: None
Spell Resistance: No
Source: The Mage’s Tower website

A cart, wagon, boat, or ship moves as you command. The vehicle can be no larger than 100 feet long + 20 feet per level (a 10th-level wizard can steer a 300-foot-long vessel). The craft must have its normal means of locomotion, or you may cast power craft. You do not need to concentrate to maintain this effect—so you could cast it on a horse-drawn wagon, command it to “go straight,” and take a nap. The horse will pull the wagon straight until you tell it otherwise or the duration ends.

Unlike guide craft, more complex instructions are possible. While the craft is affected by greater guide craft, it responds to situations and commands nearly as well as it would if you were actually at the controls (treat the craft as having half your Int and Wis scores and half your ranks in any relevant skills (Profession Navigator, Profession Sailor, etc.).
 ​
GM Note

The BoXM entry is for players playing in the Arcane Age of Greyhawk campaign. It is based on Monte Cook's Book of Experimental Magic. I cannot recommend it enough.

Spell: Embed Ioun Stone

​Embed Ioun Stone

Universal
Level: Sorcerer 5, Wizard 5
BoXM: Wizard 10
Components: S, M
Casting Time: 1 hour
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Source: The Mage’s Tower website

Upon completion of this spell, the caster is able to take a single ioun stone and implant it into his body in any one of the 14 mystical chakra points (crown, brow, throat, shoulder (right and left), arm (right and left forearm), hand (right and left palm or back of the hand), heart, waist, feet (right and left) and soul (typically chin or immediately above the chest chakra). Doing so immediately renders the embedded stone safe from external spells (spells cast by other than the wearer of the stone).

No more than one ioun stone per caster level may be embedded (in total) using this spell.
 ​
GM Note

The BoXM entry is for players playing in the Arcane Age of Greyhawk campaign. It is based on Monte Cook's Book of Experimental Magic. I cannot recommend it enough.

Tuesday, January 19, 2016

Location: The Ruins of Darkbridge Temple

The Ruins of Darkbridge Temple

The ruins are isolated in the desert and, like most sites of the vanished kingdom of Sulm, shunned by the nomads. This was once a place dedicated to the worship of Sulm's dark gods. Now in ruins, the site is said to be cursed, and the nomads claim that anyone who visits it will inevitably sicken and die. The above ground portion of the temple is known to harbor poisonous snakes and manscorpions. No one knows the extent of the underground portion of the temple, but ancient tales state that large numbers of sacrificial victims could be housed there, and that elaborate ceremonies were often performed. Recently, local nomads loyal to Rary have begun to experience unexplained disappearances and blame some malevolent force in the temple ruins. They beg their new king for aid.

DM's Notes: The underground complex harbors numerous undead, the remains of prisoners and temple priests, as well as a tribe of jermlaine and the usual array of dungeon scavengers. The disappearances do indeed originate at the ruins and are the work of the shadow dragon Smoke, who recently moved to the temple from the Abbor Alz. Smoke emerges at night to prey on surrounding lands and has so far managed to keep his existence a secret, but he may eventually come into conflict with Rary and Volte, the blue dragon of Dagger Rock.

Excerpted from Rary the Traitor, pg. 22

Monday, January 18, 2016

Race: Avariel

AVARIEL

Rarest of the elven races, the avariel, the winged elves, live a reclusive existence, seldom seen by outsiders. Such is their scarcity and seclusion, that their status is almost that of legend, and many believe tales of these winged elves to be little more than myth and wild fancy.

Personality:
Avariel are a proud people, aloof to the affairs of the world, save when such concerns impact upon their own lives. Of all the elven races, the avariel are the most serious-minded, and can even be ruthless when necessity dictates, but are just as appreciative of beauty, creativity, and the natural world, but their greatest joy by far, is that of flight. Even when not soaring through the heavens, they can be seen with a far-off look in their eyes. Their love of the unbounded sky is matched only by their discomfort of enclosed spaces, and the avariel suffer from crippling claustrophobia.

Physical Description: 
Avariel are graceful and striking, standing as tall as most humans, though they appear even more fine-boned than their landborn elven kin. Their features are more chiseled, more angular, their eyes larger, and golden, azure, emerald, or rich hazel. The hollow bones that enable them to fly make them frail, though their chests and shoulders are strong, powering their magnificent eagles' wings. Their plumage is usually the purest of whites, though blacks and greys are known, and their hair is white, black, or more rarely, gold or silver. Like other elves, they have no facial or body hair. They prefer simple, loose clothing that does not impede their wings, usually in pale white, grey, or silver. Avariel have shorter lifespans than those of other elves, reaching majority at 50, and seldom living beyond the age of 300. Like other elves, the avariel do not sleep, instead entering meditative trance for 4 hours per day.

Relations:
Despite an aloofness that can astound even other elves, avariel rarely exhibit the haughtiness and arrogance many have come to associate with elvenkind, though they pity all races lacking the ability to fly. They have little to do with other races, only maintaining cordial, but brief, contact with other elven settlements within range of their homes. They reserve their greatest pity for those avariel who are incapable of flight, whether due to accident, injury, illness, or misfortunate birth. Unaccepting of pity themselves, such wingless or flightless avariel seek lives elsewhere, or end their own lives in despair.

Alignment:
Like other elves, the avariel value freedom, and lean towards the gentler aspects of chaos, and although not quite as deeply respectful of all life as their ground-dwelling kin, are still good more often than not.

Avariel Lands: 
Avariel settlements are rare, located in secluded and inaccessible mountains, their many towers carved into the rock faces and plateaus, resplendent with many windows, perches, and balconies. Their societies are commonly composed entirely of avariel dedicated to one of two paths of life: the path of the warrior, or the path of the aesthete, though a rare few settlements compose members of both paths. The warriors are not all combatants, as might be inferred, though many are, but all follow the philosophy of action, of doing. Aesthetes are the thinkers, those inclined to study, magic, art, music, and philosophy. There is no animosity between followers of the different paths, both of whom have long lineages, and they each support and respect the other to the best of their abilities. Avariel seldom trade with outsiders other than other elves, obtaining from them the rare metal implements that they themselves do not use. Avariel craftsmanship utilizes glass, crystal, obsidian, and stone almost exclusively, even in the construction of weapons, and gems and semiprecious stones are used for currency. Those rare avariel encountered beyond their mountain dwellings are usually those seeking escape from pity due to their inability to fly, or the rare avariel gripped by an overpowering wanderlust.

Religion:
The avariel are a deeply religious people, but they owe their greatest loyalty, not to Corellon Larethian, but Aerdrie Faenya, the winged elven goddess of the air, the weather, and avians. Although their true origins are a mystery, the avariel hold that it is her intervention that enables them to survive, and that they are her favored children. Some avariel even belief that they were the original elven race, though many more of their sages speculate that Aerdrie Faenya's hand melded them with their beloved giant eagles.

Language:
The avariel speak the same lilting and fluid language as other elves, and some have even devised an intricate sign language based upon this tongue. Some avariel consider it a source of pride to learn and speak Auran, the language of all avian creatures, and a rare few learn a scattering of the languages utilized by those races dwelling in proximity to them.

Names: 
Avariel pick their own names upon reaching the age of majority, though close friends may continue to use the avariel's "child name". Family names are of vital import to the avariel, whose lineages stretch back untold centuries, devoted to the path which they have chosen.

Male Names: Aerontar, Daedamai, Peregrane, Raptiir, Sperenshay, and Talasphir.

Female Names: Aerie, Cassae, Esthaenie, Icaria, Lethri, and Nahlrie.

Family Names: Adongala ("Peacewhisper"), Driiquar ("Airdance"), Elandinai ("Arrowbreeze"), Kiirquarlani ("Gemsoul"), Silathdiir ("Mountainstone"), and Xilokerym ("Petalsword").

Adventurers: 
Avariel take up adventuring only if gripped by uncontrollable wanderlust, or seeking a life elsewhere as a result of exile, self-imposed or otherwise. Followers of the warrior path make up by far the majority of those avariel gripped by wanderlust.



AVARIEL RACIAL TRAITS

· +4 Dexterity, -4 Constitution: Avariel are extremely light and graceful but their hollow bones make them painfully frail.

· Medium-size: As Medium-size creatures, avariel have no special bonuses or penalties due to their size.

· Avariel base speed is 25 feet. They can fly at a speed of 45 feet (average). Avariel cannot fly when wearing Medium or Heavy armor. Custom fitting for armor purchased outside of avariel settlements has a cost equal to half the value of the armor itself.

· Low-light Vision: Avariel can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

· Proficient with either longsword or rapier; proficient with bolas and lasso. Avariel find that the muscles they use to fly, oppose those used to fire ordinary bows.

· +4 racial bonus to Spot checks; +2 racial bonus to Listen and Search checks. An avariel's vision is akin to that of a giant eagle, able to discern details on objects up to a mile away.

· Avariel may take the Flyby Attack feat (see page 11 of the Monster Manual) as a General feat; this is not a free bonus feat.

· Claustrophobia: whenever an avariel finds herself enclosed in a small area for any significant length of time, she must make a Will save (DC 13) or become panicked (-2 morale penalty on all actions; can become aggressive). Saves are made every day. The panic subsides when the character is brought out into the open air.

· Avariel find their wings an impediment to motion when on the ground, suffering a -2 attack penalty and -2 AC penalty as a result. These penalties can be negated if the avariel takes the Ground Combat feat (see below).

· Automatic Languages: Common and elven. Bonus Languages: Auran, Avariel Sign, Draconic, Dwarven, Giant, Goblin, Orc. Avariel commonly know the languages of their enemies and allies, as well as Draconic, the language commonly found in ancient tomes of secret knowledge. They have developed a form of silent communication somewhat similar to the drow sign language.

· Favored Class: Avariel of the warriors' way have Fighter as their favored class. Avariel of the aesthetes' way have Wizard as their favored class. A multiclass avariel's fighter/wizard class does not count when determining whether she suffers an XP penalty for multiclassing.

· Level Adjustment: +1. Although no more powerful or weak than most other elven subraces, the avariel's ability to fly is an extremely useful ability.

RANDOM STARTING AGE

Race: Avariel
Adulthood: 50 years
Barbarian/Rogue/Sorcerer: +4d6
Bard/Fighter/Paladin/Ranger: +6d6
Cleric/Druid/Monk/Wizard: +10d6

AGING EFFECTS
Race: Avariel
Middle Age: 140 years
Old: 195 years
Venerable: 250 years
Maximum Age: +4d20 years

RANDOM HEIGHT AND WEIGHT
Avariel, man Base Height: 4'10", Height Modifier +2d10, Base Weight 70 lb., Weight Modifier x (1d6) lb.
Avariel, woman Base Height: 4'5", Height Modifier +2d10, Base Weight 65 lb., Weight Modifier x (1d6) lb.

NEW FEATS
GROUND COMBAT [GENERAL, AVARIEL ONLY]
The avariel trains to fight effectively of the ground.
Prerequisites: Base Attack Bonus +2
Benefit: Due to specialized training, the avariel is able to compensate for theencumbering effects of her wings when engaging in ground-based combat, negating the usual avariel penalties for doing so.
Normal: Avariel suffer a -2 penalty to attacks and AC when fighting on the ground.

IN THE REALMS
The avariel are known to have retreated from Faerun long before the other elven races,and although a few small communities may remain, hidden with the clouded peaks of the continent's mountains, the only known settlement can be found on Mount Sundabar, located in the range just north of the city of the same name, deep within the Silver Marches.

AVARIEL CHARACTER REGION
Region: Elf, avariel
Automatic Languages: Elven
Bonus Languages: Auran, Avariel Sign, Chondathan, Dwarven, Giant, Illuskan, Orc
Regional Feats: Education, Flyby Attack, Mind Over Body, Strong Soul
Equipment: (A) Longsword* or rapier*, (B) Studded leather*, 3 potions of cure light wounds, (C) Scrolls of resist elements and shatter

AVARIEL GLASS WEAPONS
Avariel are the undisputed masters of glasswork, using glass, crystal and obsidian to produce weapons, utensils, and even the studs on their leather armor. Even the most basic of avariel glass items is stronger than comparable glass items found anywhere else (Hardness 7, 10 HP/inch of thickness), and their masterwork items are every bit as strong as steel. Powerful avariel magicians make extensive use of the glassteel spell in fortifying their communities, and providing exemplary weapons for the defenders of their settlements.

ELF, AVARIEL
Medium-Size Humanoid (Elf)
Hit Dice: 1d8-2 (2 hp)
Initiative: +2 (Dex)
Speed: 25 ft.. 45 ft. (average)
AC: 15 (+2 Dex, +2 studded leather)
Attacks: Longsword +1 melee; or bolas +3 ranged
Damage: Longsword 1d8; or bolas 1d4 plus grapple
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Avariel traits
Saves: Fort +0, Ref +2, Will +0
Abilities: Str 10, Dex 15, Con 6, Int 11, Wis 11, Cha 11
Skills: Listen +3, Search +3, Spot +3
Feats: Flyby Attack
Climate/Terrain: Temperate mountains
Organization: Company (2-4), or squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually chaotic good
Advancement: By character class
Most avariel encountered outside their homes are warriors; the information in the statistics block is for one of 1st level (see page 39 in the Dungeon Master's Guide for more about the warrior class).

Sunday, January 17, 2016

Spell: Dimensional Wormhole

Dimensional Wormhole

​Transmutation
Level: Sorcerer 7, Wizard 7
BoXM: Wizard 14
Components: V, S,M
Casting Time: 1 hour
Range: See text
Effect: One way dimensional conduit between two fixed points
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Source: The Mage's Tower website

You trace out an intricate mandala with the powdered obdurium dust while chanting the first half of the mantra-like verbal component of the spell; upon completing the second half of the mantra at another point, you link them together in such a way that no magic or material can block travel between them.

This spell creates a permanent one-way dimensional conduit between two fixed points which allows teleportation between those points even when teleportation might be blocked by magical or other means (such as a forbiddance spell for example).

Each of the two points covers a 10 foot x 10 foot square area and the primary (anchored) end of the dimensional wormhole is marked with an unique, intricate invisible mandala-like pattern (see invisibility and any form of arcane sight will reveal the mandala and Spellcraft or Knowledge (arcana) check (DC 35) will reveal what it is but not where it is linked to. The second point must be visited within 12 hours of completing the mandala on the anchored end and the final verbal component uttered there.

The two points so linked do not in themselves provide any form of teleportation. The two points so linked do not need to be on the same plane.

Casters often cast this spell once at each point to provide two way teleportation between desired locations.

To teleport to the linked point at the other end of the dimensional wormhole, the caster must not only visual the desired location but also its unique mandala. Committing the mandala to memory requires careful study (which takes an hour) as well as a Spellcraft check (DC 35). The caster of the dimensional wormhold is not required to make this check.

In order to link a point that is already in a blocked area, the caster must begin casting dimensional wormhole (completing the first mandala) at the desired location within the blocked area and then, within 12 hours, complete the second half at other, nonblocked location. Failure to complete the spell within 12 hours causes the spell to fail. During this 12 hour time frame the spell slot used is unavailable and even resting will not make it availabe until either the second point is linked or the 12 hours have passed.

Some wizards use this spell as a trap by linking to a blocked area. Since the wormhole is one way, someone teleporting through it might be sent to a blocked area where teleporting out is not an option.
 ​
Once a dimensional wormhole is cast only the casting of a mage's disjunction at the anchored end of the wormhole cast sever the connection.

Spell: Dweomerstrike, Greater

Dweomerstrike, Greater

Evocation
Level: Sorcerer 8, Wizard  8
BoXM: Wizard 16
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Source: The Mage’s Tower website

The caster lashes with her weapon (or punches with her fist), sending forth a bright, sparkling sphere of purple energy. It is not electricity, it is not negative energy; it is pure magical energy.

The caster must succeed at a ranged touch attack to hit with this spell. The blast deals 1d12 points of damage per two caster levels (maximum 10d12). This is raw magical damage, so all forms of energy resistance are ineffective against it.

Anything (with the exception that nothing living, undead, a magical construct or in the possession of another) may be used as the material component, which must be in one of the caster's hands at the time of casting).


Spell: Dweomerstrike

Dweomerstrike

​Evocation
Level: Sorcerer 4, Wizard  4
BoXM: Wizard 8
Components: V, S, M (see below)
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Source: The Mage’s Tower website

The caster lashes with her weapon (or punches with her fist), sending forth a bright, sparkling sphere of purple energy. It is not electricity, it is not negative energy; it is pure magical energy.

The caster must succeed at a ranged touch attack to hit with this spell. The blast deals 1d10 points of damage per two caster levels (maximum 10d10). This is raw magical damage, so all forms of energy resistance are ineffective against it.

Anything (with the exception that nothing living, undead, a magical construct or in the possession of another) may be used as the material component, which must be in one of the caster's hands at the time of casting).

 ​

Friday, January 15, 2016

Demi-Plane: Isle of the Ape

Demi-plane: Isle of the Ape

The Isle of the Ape is a demiplane created by the mad archmage Zagig Yragerne.

Geography and inhabitants

The Isle of the Ape consists of several tropical islands filled with dinosaurs, giant apes, and savage humans. The largest of the apes, Oonga, is king of the Isle of the Ape. The main island is 73 miles long in its longest dimension and features several smoking volcanoes that light the sky with a hellish glow.

An Olman tribe, originally from the Isle of Dread, also inhabits the Isle.

History

The Isle of the Ape was discovered in the 560s CY by Murlynd, Robilar, Tenser, and Terik, who found a portal to it beneath Castle Greyhawk. A decade later, Tenser lent a magical boat to an adventuring party including Agath of Thrunch, Reynard Yargrove, Franz, Lord Torkeep, Rowena of the Silverbrow, Warnes Starcoat, and Rakehell Chert. The magic boat transported them to the demiplane, where they recovered the Crook of Rao.

Bibliography

Bulmahn, Jason, James Jacobs, and Erik Mona. Expedition to the Ruins of Greyhawk. Renton, WA: Wizards of the Coast, 2007.
Greer, Stephen S., and Gary Holian. "Tides of Dread." Dungeon #143. Bellevue, WA: Paizo Publishing, 2007.
Gygax, Gary. Isle of the Ape. Lake Geneva, WI: TSR, 1985.

Thursday, January 14, 2016

B is for Bucknard

Bucknard

Bucknard is a powerful human wizard, and former member of the Circle of Eight. In Dungeon's Age of Worms adventure path, Bucknard is referred to as "Balakarde". He is described as affable, esteemed, talented and powerful, yet stubborn and headstrong. He has one known sister, Maralee, and is also a former member of the Circle of Eight.

In 556 CY, Bucknard's sister and adventuring companion, Maralee, was slain by sons of Kyuss. Bucknard took her death (and seeing her devoured by ghoulish worms) hard. Depressed for years, he emerged from his depression to become one of the most potent wizards of his generation. He had dedicated himself to one overriding task: the destruction of Kyuss. In 571, Bucknard became one of the founding members of the Circle of Eight, as Mordenkainen invited some of the most prominent mages in the Flanaess to join him in a successor organization to the Citadel of Eight.

At the height of his powers, Bucknard began deeply obsessing over occult manuscripts relating to the Worm God and his cult. He grew increasingly secluded and paranoid, no longer confiding even with close friends like Tenser. Abruptly resigning from the Circle of Eight in 579 CY, he traveled to Alhaster to research his theory that the Ebon Triad cult had been created there as a front for the cult of Kyuss. Lashonna, the town's most knowledgeable expert in the occult, agreed to meet with him and directed him to the Wormcrawl Fissure, where he was captured by Dragotha. The following year, after months of torture, Bucknard finally died at the hands of his own undead sister, upon Dragotha's orders. Bucknard's soul shattered into three separate ghosts, representing his artistic, scholarly, and vengeful sides, which haunted the Fissure for decades afterwards. In 581, Bucknard's position in the Circle was filled by Jallarzi Sallavarian.

Bucknard crafted the magic item Bucknard's Everfull Purse, which is essentially a leather pouch or small bag that refills itself each morning. Each such coinpurse can replicate a different number of coins or gems, depending on which type of bag it is.

Bucknard authored Inexplicable Reflections.

Spell: Blood Fog

Blood Fog

​Necromancy
Level: Bard 5, Sorcerer 5, Wizard 5
BoXM: Wizard 9
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Fog spreads in 20‐ft. radius, 20 ft. high
Duration: 30 minutes and 2d6 rounds; see text
Saving Throw: Fortitude negates
Spell Resistance: Yes
Source: The Mage’s Tower website

Blood fog produces a bank of thin red mist that weakens the physical resistance of those caught in it. Creatures in the blood fog take a –10 competence penalty on Strength checks and Fortitude saves. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter. The fog is stationary and lasts for 30 minutes (or until dispersed by wind).

A moderate wind (11+ mph) disperses the fog in four rounds; a strong wind (21+ mph) disperses the fog in 1  round.

The fog is thin and does not significantly hamper vision.
 ​
GM Note

House Rule: Some spellcasters use the Spell Thematics feat to alter this spell so that it appears as a faint glowing radiance instead of a thin mist. This increases the DC of a Spellcraft check to identify the spell by +5.

Spell Secret: Using the ichor of a vampire as a material component and succeeding on a Spellcraft check (DC 25) causes the blood fog to become persistent, ie. a creature remaining in the blood fog must succeed each round they remain within it or be affected by it.
 ​
The BoXM entry is for players playing in the Arcane Age of Greyhawk campaign. It is based on Monte Cook's Book of Experimental Magic. I cannot recommend it enough.

Spell: Baneful Casting, Greater

Baneful Casting, Greater

​Enchantment
Level: Sorcerer 5, Wizard 5
BoXM: Wizard 9
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Target: 1 spellcaster
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Source: The Mage’s Tower website

The unfortunate recipient of this spell suffers from a magical backlash when he or she attempts to cast a spell. Unlike baneful casting this backlash can interfere with the casting of spells (roll backlash damage, to successfully cast the caster must make a Concentration check DC 10 + level of the spell being attempted + damage taken) with the caster suffering damage equal to 1d6/level of the spell cast.

GM Note

The BoXM entry is for players playing in the Arcane Age of Greyhawk campaign. It is based on Monte Cook's Book of Experimental Magic. I  cannot recommend it enough.

Monday, January 11, 2016

Weapon, Ranged: Bracerbow

Bracerbow

This masterwork hand crossbow is built within a metal (usually steel) bracer, which is treated as a buckler. Due to the gearing and the hand crossbow being built within, it only provides a +1 shield bonus to Armor Class. An intricate clockwork mechanism and springs are used to power the modified hand crossbow.

Five bolts (magical or mundane) are contained in a magazine. To load the bracerbow a simple cover is opend and the magazine is inserted. Once loaded, the user then presses a small detent and a small wheel pops up; turning this wheel charges the clockwork mechanism. It takes a full round action to load and charge it.

As a move action the user can fire one bolt by flexing his fist and the muscles of his forearm.

The masterwork nature of the bracerbow provides a +1 enhancement to hit.

A bracerbow has the following stats:

Item              Cost      Dmg (S)   Dmg (M)   Critical       Range   Weight   Type   Special
Bracerbow    750 gp        1d3          1d4         19–20/×2      20 ft.       7 lbs.       P       Provides +1 to AC
 ​

Sunday, January 10, 2016

Wondrous Item: Ioun Stone, Dark Gray Rhomboid

Ioun Stone, Dark Gray Rhomboid

Aura strong varied; CL 12th
Slot ---; Price 82,000 gp; Weight ---

This dark gray, crystalline rhomboid-shaped stone always floats in the air and must be within 3 feet of its owner to be of any use.

When a character first acquires this stone, he must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, the stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow the stone (to keep it safe while he is sleeping, for example), but he loses the benefits of the stone during that time. This ioun stone has AC 24, 10 hit points, and hardness 5.

Three times per day, the stone's owner may cast convert wand as if he were a 12th-level cleric.

Thursday, January 7, 2016

Define Your Ideal Greyhawk

Tonight's entry is probably a short one. Internet issues and just a bit tired.

However, a few days ago, a topic appeared over on Canonfire.com (what is Canonfire you might ask? Only one of the best Greyhawk sites around... peruse it at the earliest opportunity if you are unfamiliar with it... you will thank me!)...

Define your Ideal Greyhawk (http://www.canonfire.com/cf/modules.php?name=Forums&file=viewtopic&t=6238)

I have been considering this for a few days and checking out some of the commentary.

Basically for me, Greyhawk is the ideal when it comes to FRPGs. Probably because it is the one I grew up with (think 1975 and the Chainmail rules; then the Blue and Red boxsets, then GDQ (the first adventure path!!!).


Wednesday, January 6, 2016

A is for Acererak the Devourer

I was chatting with someone last night and we began to discuss some of the notable NPCs (canon and otherwise) of the Greyhawk setting. Several names came up and it sort of surprised me how few we had in common. (This person is a double-decade player in the World of Greyhawk.) Several of the ones I mentioned he had never heard of and while we were chatting, he slipped over to Canonfire and Wikipedia to check them out. I enjoy both sites very much and give all credit for the entries that follow to them (since they have already done the work and very nicely I must add).

So, without further ado, here is:

Acererak

Acererak /əˈsɛrəræk/ ə-serr-ə-rak[1] was a powerful wizard who became a lich, and later a demilich.

Publication history
Acererak first appears in the original Tomb of Horrors adventure (1978) by Gary Gygax as the main adversary. One of the areas in the Tomb is a "Chapel of Evil", described as "obviously some form of temple area - there are scenes of normal life painted on the walls, but the people have rotting flesh, skeletal hands, worms eating them, etc."[2]:5 The adventure described him as "a human magic-user/cleric of surpassing evil" who took the steps necessary to preserve his life force as the lich, Acererak. The boxed set adventure Return to the Tomb of Horrors (1998) by Bruce Cordell included a small booklet titled "The Journal of the Tomb", which notes that the character Desatysso discovered that Acererak "owed much of his power" to Tenebrous. Cordell's article "Return to the Tomb of Horrors" in Dragon #249 (July 1998) mentions that "While alive, Acererak built an unholy temple to a now deceased power. When the project neared completion, he slew every worker, excavator, and consecrating priest who had assisted in the temple's construction." The article notes that the result of Acererak's work was the dungeon crawl detailed in the Tomb of Horrors module. In the article "Open Grave" by Bart Carroll and Steve Winters for the "D&D Alumni" column in Dragon #371 (January 2009), the authors interviewed Bruce Cordell about the Return to the Tomb of Horrors adventure, where he revealed that he developed the origins of Acererak "as a persecuted tiefling child to his development as a wizard and priest of Orcus, to his creation of his tomb that was actually a test to winnow souls". The fourth edition adventure also titledTomb of Horrors (2010) by Ari Marmell and Scott Fitzgerald Gray mentions in the introduction that "Acererak resurfaced as a worshiper of Orcus, using the cult's resources to construct a number of lairs and tombs - the most infamous of which would become known as the Tomb of Horrors. Some sources claim that Acererak was using Orcus's worshipers to complete his own schemes, and that he felt no true loyatly to the demon prince." The introduction goes on to say that "Once he attained lichdom, Acererak ceased paying homage to Orcus, lending credence to the notion that his worship had never been more than a means to an end." Acererak is mentioned in the novel Ready Player One by Ernest Cline.

Relationships
Acererak is the son and ally of the balor Tarnhem, a worshipper of Orcus, and an apprentice of Vecna. In life, he was the enemy of a paladin of Pelor named Pentivel, and the wizard-architect who designs his tomb is called Morghadam. He is revered by a group of wizards known as the Covenenticle of Acererak. The necromancers of Skull City, former followers of Acererak, go on to form a group known as the Votaries of Vecna, making a new home in the Black Spire on the Plane of Shadow.

The githyanki necromancer Kastya Zurith-Movya seeks to return the true Acererak to existence as an ally against his people's lich-queen.

Home
The Tomb of Horrors is long Acererak's home in undeath. As a demilich, he moves to the demiplane of Moil to complete his grand plans.

There is a shrine of Acererak, in the form of a five-foot statue of a humanoid skull, on the second layer of Pandemonium.

History
Acererak the Devourer is described as a cambion, the result of an ancient conjurer summoning a demon, a balor named Tarnhem, far beyond his ability to control. Tarnhem devours the conjurer and takes his human mother by force.

Acererak's mother survives her son's birth, but she is killed by a torch-wielding mob ten years later. The boy is rescued by none other than Vecna, the Whispered One, who kills the advisors urging him to kill the child; instead, he takes on the half-demon as an apprentice. Even then, ten-year-old Acererak loathes life, looking forward to becoming undead like his master. During Vecna's siege of Fleeth, the lich is severely wounded and rescued by Acererak. Vecna subsequently promotes the cambion.

It is unknown if Acererak is present when Vecna is betrayed by Kas the Bloody-Handed in the fourth century before the Common Year, but at some point, he moves to the Vast Swamp where he constructs a lair for himself, colloquially known as the Tomb of Horrors (and described in an adventure module of the same name). While still alive, Acererak builds a subterranean temple complex in the name of Orcus, burying its architect and all of its workers within. Eventually, Acererak succumbs to the lure of lichcraft, and has himself buried in a labyrinthine tomb, where he commits himself to his studies and, eventually, demilichdom, abandoning his body for the planes beyond. Many adventurers over the years attempt to raid Acererak's tomb, but it is believed that none are able to destroy him, despite some claims.

The sequel module Return to the Tomb of Horrors retconned and expanded on the setting. At some point, a group of necromancers settle the area outside the tomb, creating a community of sorts known as Skull City. Acererak's tomb is revealed to be a mere antechamber to the demilich's true dwelling, the lost city of Moil on the border of the Negative Energy Plane, where he had spent thousands of years working on a process to fuse his essence with the plane and gain control over all undead throughout the multiverse.

According to the 3rd edition Tome of Magic, Acererak, following his destruction by adventurers completing the Tomb of Horrors, passes on to become a vestige - an ineffable, amoral entity which can be summoned and bound by characters known as Binders. Acererak grants his summoner lich-like powers, including immunity to cold and the ability to speak with the dead.

According to the adventure "Prisoner of the Castle Perilous," Acererak created a simulacrum in the Negative Energy Plane to torment Saint Pentivel, an old foe from his mortal life. This simulacrum eventually transforms itself into a complete being through the aid of an artifact known as the Soul Machine.

In 4th edition D&D, Acererak appears in the book Open Grave: Secrets of the Undead as a member of the Undead Hall of Infamy. He also features in a sidequest in the adventure Revenge of the Giants and in the 4th edition remake of Tomb of Horrors as central antagonist.

Other
Acererak is referenced in a piece of Omega Tech in a Gamma World adventure, Factory of Misfit Omega Tech, specifically the Hunting Knife of Acererak. Its hilt is studded with green and red soul gems.

(Used without permission of Wikipedia)

Spell: Delay Teleportation, Greater

​Abjuration
Level: Sorcerer 6, Wizard 6
BoXM: Wizard 11
Components: V, S, F (a tiny hourglass of platinum and crystal filled with diamond dust,
     costing 1,000 gp. The hourglass must be carried or worn by the spell's recipient while
     the spell is in effect)
Casting Time: 10 minutes
Range: One willing creature touched
Area: 5-ft./level radius emanation from touched creature
Duration: 24 hours
Saving Throw: None (D)
Spell Resistance: No
Source: The Mage's Tower website

As delay teleportation, except that greater delay teleportation creates a delay of 3 rounds, providing the recipient with even more time to deal with someone attempting to flee via teleportation.
 ​
GM Note

The BoXM entry is for players playing in the Arcane Age of Greyhawk campaign. It is based on Monte Cook's Book of Experimental Magic. I cannot recommend it enough.

Tuesday, January 5, 2016

Spell: Delay Teleportation

​Delay Teleportation

Abjuration
Level: Sorcerer 4, Wizard 4
BoXM: Wizard 7
Components: V, S, F (a tiny hourglass of platinum and crystal costing 500 gp,
          which must be carried or worn by the spell's recipient while the spell is in effect)
Casting Time: 1 round
Range: One willing creature touched
Area: 5-ft./level radius emanation from touched creature
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
Source: The Mage's Tower website

The subject of the spell is surrounded with an invisible aura that delays the teleportation of any creature within the spellfs area seeking to leave it. Any teleportation spell or effect (including all spells with the teleportation descriptor) are delayed. The spell delays the departure of the teleporting creature by 1 round (so that it departs on its initiative count immediately before its next turn).
 ​
GM Note

The BoXM entry is for players playing in the Arcane Age of Greyhawk campaign. It is based on Monte Cook's Book of Experimental Magic. I cannot recommend it enough.

Monday, January 4, 2016

Spell: Delay Teleportation, Lesser

​Delay Teleportation, Lesser

Abjuration
Level: Inquisitor 3, Sorcerer 3, Wizard 3
BoXM: Wizard 5
Casting Time: 1 immediate action
Components: S
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object
Duration: 1 round/3 levels
Saving Throw: Will negates
Spell Resistance: Yes
Source: Eldritch Secrets (Headless Hydra Games), pg. 31

This spell delays a creature or object that tries to teleport any distance, even across the planes. The caster can only target one creature or object and must decide who, though it need not be the caster of the teleportation spell. The spell effect is suspended for 1 round per three caster levels, after which the spell will take effect as normal, unless the object or creature is otherwise hindered, perhaps by another spell.

GM Note

House Rule: Name changed from delay teleportation to lesser delay teleportation to avoid duplication.

Level changed to Inquisitor 3, Sorcerer 3, Wizard 3 for game balance.
 ​
 ​

Sunday, January 3, 2016

Spell: Delay Teleportation

Delay Teleportation

​Abjuration
Level: Sorcerer 4, Wizard 4
BoXM: Wizard 7
Components: V, S, F (a tiny hourglass of platinum and crystal costing 500 gp,
         which must be carried or worn by the spell's recipient while the spell is in effect)
Casting Time: 1 round
Range: One willing creature touched
Area: 5-ft./level radius emanation from touched creature
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
Source: The Mage's Tower website

The subject of the spell is surrounded with an invisible aura that delays the teleportation of any creature within the spellfs area seeking to leave it. Any teleportation spell or effect (including all spells with the teleportation descriptor) are delayed. The spell delays the departure of the teleporting creature by 1 round (so that it departs on its initiative count immediately before its next turn).
 ​

Saturday, January 2, 2016

Spell: Dancing Chains

Dancing Chains

Transmutation
Level: Demonologist 3, Sorcerer 4, Wizard 4
BoXM: Wizard 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One chain per level within range
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
Source: Book of Vile Darkness, pg. 90

The caster can control one chain per level as a standard action, making the chains dance or move as she wishes. In addition, the caster can increase the chains’ length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as spiked chains that use the caster’s normal ranged attack bonus on attack rolls or grapple checks (treat each chain as Medium-size when grappling).

The caster can climb a chain she controls at normal speed without making a Climb check.
 ​
GM Notes

House Rule: Dancing chains does not alter the material of a given chain, merely its size (minimum size of 6 inches). That said, note that even a small diameter steel, mithral or adamantine will be extremely strong and difficult to break.

Proficiency with spiked chain is not needed by the caster as the spell states "these chains attack as spiked chains."

As a tactical note, using this spell (even at the minimum level with 7 chains) and having one grapple while the other 6 assist the grapple can be VERY dangerous.
 ​


The BoXM entry is for players playing in the Arcane Age of Greyhawk campaign. It is based on Monte Cook's Book of Experimental Magic. I cannot recommend it enough.

(reprinted without the permission of Wizards of the Coast)

Spell: Glasteel

Glasteel

​Transmutation
Level: Sorcerer 6, Wizard 6
BoXM: Wizard 11
Components: V, S, M
Casting Time: 1 minute/lb. created
Range: Touch
Effect: A glasteel object weighing up to 5 lb. level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Source: Freeport, City of Adventure, pg. 128

Glasteel is a magical substance created from normal, nonmagical creystal and glass. Glasteel is as strong, heavy, and resistant to fire as steel, but retains the transparency of the original material. Spells that affect metal or glass (such as shatter and rusting grasp) do not function on glasteel. Using this spell with fabricate or a glass-related Craft check, the caster can fashion glass or crystal items that function as steel items. Thus, glass plate armor and glass swords can be created that are as durable as their normal, steel counterparts.
 ​
(reprinted without the permission of Green Ronin)

GM Note

The BoXM entry is for players playing in the Arcane Age of Greyhawk campaign. It is based on Monte Cook's Book of Experimental Magic. I cannot recommend it enough.

Friday, January 1, 2016

Dark Oerth Backstory

​After the period known as the Greyhawk Wars (CY 582-584), many believed that the nations of the eastern Flanaess would spend their time collectively reestablishing trade and rebuilding their war ravaged lands; sadly this was not to be.

A series of near cataclysmic events collectively known as the Darkening Decade (CY 601-611) saw the near apotheosis of a dark god (Kyuss), destruction of the city of Cauldron, a war fought between demon princes, and the return of the Witch-Queen Iggwilv to the Flanaess. All of these events (and others) caused much consternation between the Powers (both good and evil). It was in the this of confusion and distrust that the Darkening occurred.

The Darkening

In CY 613, on the night of Needfest 4 when the moon Luna was dark and only Celene was full something terrible occurred. At the stroke of midnight, the moon Celene began to grow dimmer. After 13 minutes it was barely visible, shining with only a fraction of its former brightness. Immediately following this, a rain of falling stars began to shower down from the heavens striking across the length and breadth of the Flanaess, causing incredible devastation and terror. Villages and towns, in some cases, even entire cities were either destroyed outright or perished in the fires that sprang up where the meteorites struck.

At the same time, the Powers of Greyhawk, all of them, Good, Evil and Neutral changed. No Power of Greyhawk explained what happened, but from that time on their ability to restore life and health to their worshippers was diminished. Only on ground that was consecrated (hallowed or unhallowed), in their places of worship and power could the gods restore life to one of their worshippers that fell save but through the use of the most powerful of prayers (miracle or true resurrection). Countless divinations and even direct questioning of their patron Powers (via commune) resulted in no answers for the faithful of Oerth.

The gods and goddess of Oerth were either unwilling or perhaps even, unable to answer.

But the results of this lessening of their abilities as well as their silence led to a "dark age" on Oerth.

Nations collapsed, their leaders either perishing the Night the Stars Fell or in the plagues and chaos that followed. Individual cities also either collapsed or became small frightened city-states, distrustful of even their oldest neighbors and allies. As commerce and communication between the former nations lessened the borders of civilization either contracted or disappeared.

Monsters and monstrous humanoids became more and more common. First bands and then eventually even small armies of orcs, goblins, giants and worse caused terrible damage and furthered the loss of civilization. The highways and roads of the eastern Flanaess all but disappeared in but a few short years without the taxes, tolls and people to maintain them.

A series of plagues followed the dimming of Celene and "Night the Stars Fell"; in a matter of months, fully half the population of the Flanaess was dead or dying. Healers and priests could save only a few, including themselves as one of the most virulent of the plagues struck users of magic (both arcane and divine) as well as those that used the powers of the mind. As more and more died, cities and nations closed their gates and borders, fearful that travellers would spread the plagues even further. Starvation, loss of trade, suspicion and fear lead to outright war in a few cases, but it was only a few cases. Too many had died. Too much knowledge was lost.

The Wasting

Perhaps the most terrible of the plagues that struck was called the Wasting. This malady was focused strictly on those that used any form of magic, incarnum or psionics. It struck down its victims by laying waste to their minds, causing them to becoming ravening berserkers. The victims would mindlessly attack anyone near them (save for other victims of the Wasting). It was terrifying to behold; so terrifying that those that witnessed it either fled in panic or also became victims when they attempted to help those infected and ventured too near what was actually the carrier for the Wasting.

Because that was the worse part about the Wasting, if someone came within 10 feet of any magical or psionically charged items, they went insane; blindly attacking until they were either slain or died after collapsing from exhaustion, hunger and/or exposure to the elements. Even something as simple as potion or scroll spread the plague. Soon the bodies of those that fell to the Wasting were everywhere, which caused more mundance plagues to spring up and spread.

Strangely the Wasting did not slay all users of magic. Most monstrous creatures were unaffected. Also anyone who was either deep below the surface or on another plane or in a few rare cases behind powerful magical wards managed to survive. So long as they remained there.

The Wasting lasted for 13 months and then ended (CY 614). Those that remained, with a few exceptions, became terrified of magic in any form. This led to the Great Cleansing.

The Great Cleansing

Once the survivors realized that the Wasting was either gone or at least had temporarily stopped, a form of mass hysteria seemed to sweep over them. Most if not all, blamed either magic or the gods for the terrible calamities. And they took their anger and frustration out by destroying holy (and even unholy places) and anything that was magical. Vast pyres of bodies and priceless magical items were destroyed in a matter of weeks before the hysteria subsided. The priests and wizards that had survived became hunted outcasts. Even 400 years afterwards, in many places, magic (even divine magic) is viewed with suspicion and fear.

The Interregnum

The period known as the Interregnum lasted from CY 614 until the present (CY 1111). During this time, communication and trade between city states was intermitent at best due several factors. Bandits, monsters, degradation of roads and highways, fear of disease, as well as a growing isolationism. Most people travelled less than 20 miles distance from their place of birth during their entire lives. Those that earlier would have been called adventurers or heroes were often shunned or even attacked because of the fear they would bring a plague (or even worse) down upon any town that sheltered them. The largest of the city-states patrolled the farmlands immediately in their vicinity but no further. There were just too many dangers.

The Enlightenment

In CY 1111 on the first of Reaping an expedition set out from the city state of Sasserine with a grand mission: Boldly go into the unknown and reclaim that which has been lost.
 ​