submitted for your review, a new patron

Discussion of all things magical for DCC RPG -- "Let the Phlogiston take you where it will..."

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modus666
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submitted for your review, a new patron

Post by modus666 »

Gruuhm - Elemental Lord of Earth
* Direct Rival to Ithha, Prince of Wind
* Slow, ponderous, powerful, and uncaring
* Neutrally aligned
*Cold and distant in dealings with mortals

Invoke Patron Results
* 12-14: Minor Tremor - The earth rumbles as Gruuhm is disturbed in his slumber. 1d4 randomly selected foes within 50 ft of the caster are knocked to the ground by the tremor. Prone creatures must spend one action to stand up from prone on their turn. If this ability is triggered underground, small rocks fall upon those enemies knocked prone. Those enemies suffer 2d4 damage from falling rocks (Reflex Save for 1/2 damage). Flying creatures are immune to being knocked prone, unless this effect is triggered underground, in which case they are brought to the ground by the falling rocks.

* 15-17: Armor of Clay - Gruuhm bestows a shell of hardened clay to protect his minion from harm. The caster gains a +2 bonus to AC. They also take 1/2 damage from fire and any bladed/piercing weapons while thus armored. The protections lasts 1d4 turns before the clay shell crumbles away.

* 18-20: Major Tremor - Gruuhm is displeased at being disturbed, and vents his rage on the caster's foes. 3d4 randomly selected foes within 100' of the caster are knocked prone (as 12-14 above). If this ability is triggered underground, large rocks fall for 4d4 damage (as 12-14 above). Flying creatures are immune to being knocked prone, unless this effect is triggered underground, in which case they are brought to the ground by the falling rocks.

* 21-23: Armor of Stone: Gruuhm grants his favored minion a protective shell of stone. The caster gains a +4 bonus to AC. The caster also takes 1/2 damage from fire, cold, and any bladed/piercing weapons. The casters melee attacks inflict +1d6 damage from his increased strength. The protection granted lasts 1d6 turns before the stone shell crumbles away.

* 24-26: The Fist of Gruuhm: Angered that any would dare to stand against his minion, Gruuhm causes the very earth and stone to rise up against the caster’s foes. A large, stony arm tipped with a massive hand erupts from the ground and attacks as directed by the caster. The arm can travel no more than 50ft from the caster, but can appear near any of the caster’s foes almost instantly, attacking once per round. The hand attacks with a 1d20+8 slam attack and inflicts 1d6+6 damage. The arm is immune to most damage, and even if utterly destroyed or disintegrated it reforms instantly to attack next round. The summoned fist lasts for 1d6+CL rounds before crumbling into rubble. Creatures flying more than fifteen feet above the ground are out of reach of the arm, BUT the arm can reach out from any stone or earthen surface including ceilings and walls.

* 27-29: Hungry Earth - Gruuhm hungers for blood and bone, and today the caster’s foes are his chosen prey. A great gaping maw, fifteen feet in diameter, opens up in the ground beneath the caster’s foes (max range 100ft). Foes is the area have one chance to dive to safety, Reflex save avoids). Enemies unable to avoid the maw fall in and vanish from sight as the stony mouth closes and begins to chew. Chewing lasts 2d4 rounds, and victims within suffer 2d4 damage per round. Creatures being chewed are able to act but attacks against the interior of the maw are futile, though magic or other unusual means MAY allow for escape. Creatures still alive after the effect ends are spat out near their original position. Creatures slain while being chewed are claimed by the Earth Lord, their bodies gone forever.
* 30-31: Avatar of Stone – Gruuhm sends one of his lieutenants to assist the caster. The earth rumbles softly for 1d4 rounds before the avatar arrives in the form of a huge earth elemental, standing around twenty feet tall. The elemental obeys the commands of the caster to the best of its ability. The elemental remains for 1d8+CL rounds before the spirit departs and its shell crumbles into rubble.
Earth Elemental Stats: Slam Attack +10 (2d4+6 dmg) ; AC: 18 ; HD: 7d8 ; MV: 20ft (can move through unworked earth and stone without hindrance); act: 1d20+1d20; Fort +8 Ref +1 Will+8; AL: N

* 32+: Earthquake- The earth trembles and quakes at Gruuhm’s fury! All enemies within 100ft of the caster are affected by a major tremor (as per 18-20 above, except falling rock damage is 6d4). Next round an earth elemental appears to fight for the caster (as 30-31 above).

Patron Taint
Whenever patron taint is indicated for Gruuhm, roll a d6 on the table below. Once the caster has acquired all 6 taints at all available levels of affect, there is not need to roll anymore.

1) The earth rumbles like thunder whenever the character casts a spell. The first time this taint is acquired the sound can be heard/felt by any creature within 100ft of the caster. The second time this taint is rolled the sound can be heard and felt up to 500ft away. The third time this taint is rolled the sound can be heard and felt up to 1 mile away. The tremor is not enough to cause any structural damage to buildings or tunnels, but may alert creatures to the casters presence. Creatures especially sensitive to ground vibration may be able to detect the tremor even further away, at the Judge’s discretion.

2) The wizard’s joints begin to calcify and turn to stone. The wizard loses 5ft from his speed score each time this taint is acquired (up to a maximum of three times). The wizard’s joints also creak and grind noisily, incurring a -1 penalty to any attempts to move quietly each time this taint is acquired. The effect is uncomfortable, but not damaging to the character.

3) One of the wizard’s eyes (determined randomly) permanently transforms into a precious gemstone of some kind. Roll 1d4 to determine the gemstone and it’s apparent value: 1) Sapphire, 100gp 2) Ruby, 300gb 3) Emerald, 500gp 4) Diamond, 1000gp. The character’s vision is unaffected, although it may be slightly tinted by the color of the gemstone. If this taint is acquired a second time, the other eye is similarly transformed, and may be of a different gemstone type. The gemstone eyes may be removed from their sockets painlessly, but if this is done the magic which lets the wizard see through them immediately fades. To restore vision a new gemstone of equivalent or greater value and type must be expertly cut to fit the casters socket. Only then can a cleric successfully heal the character’s blindness.

4) The wizard’s body becomes increasingly dense and heavy. The character’s appearance does not change but their weight doubles each time this taint is acquired (up to a maximum of three times). Thus, an average character weighing 150 lbs will progress to weighing 300, 600, 1,200 pounds respectively. This effect doesn’t hinder the characters movement directly, but can make life difficult on many levels. Chairs break. Floors buckle. Horses flee in terror. The increase in weight offers the character no inherent protection from damage, but can have unintended advantages. Creatures trying to pick up or otherwise move the wizard may find the task monumentally harder than anticipated, depending on the degree of taint. The character suffers a -1 penalty to any attempt to climb, and any attempt at moving quietly for each time this taint is acquired.

5) The caster’s skin begins to become course and hard, taking on the consistency of stone. The first time this taint is acquired the casters skin become gray and somewhat coarse, and they lose all hair on their body, making the caster somewhat resemble a finely wrought stone statue. The second time this taint is acquired the casters skin stiffens further and appears less finely chiseled, granting no defensive benefits, but imposing -2 penalty to initiative. The third time this taint is acquired, the casters skin has come to resemble rough, unworked stone, the initiative penalty increases to -4, and the caster suffers a -2 penalty to reflex saves.

6) The Touch of Gruuhm: Non-magical inanimate objects that the wizard touches with his/her bare skin begin to slowly turn to stone. The first time this taint is acquired, the effect manifests only as a light coating of grey stone dust begins to coat everything the caster comes into contact with for more than a few minutes, such as clothing, bedding, and other worn equipment. Thus the character leaves a fine trail of stone dust almost everywhere they go. The second time this taint is acquired, any items that come into prolonged contact with the caster become stiff and slightly brittle over the course of a few hours. Clothing may become uncomfortable or break away at embarrassing moments. Bedding becomes almost useless after one night. Etc. The character must frequently replace such items. The third time this taint is acquired the effect is much more rapid and complete. Affected items turn to stone over the course of a few minutes and tend to be very stiff and sturdy. If the character is not careful he may wake up to find himself immobilized by his own clothing. It is up to the Judge’s discretion how this may affect very large objects. This taint does NOT affect items make of metal, stone, crystal, or gemstone. Likewise, enchanted items resist the effect.

Spellburn: Gruuhm
Gruuhm demands strength, endurance, and stoicism from his minions. When a wizard bound to Gruuhm attempts spellburn, roll 1d4 on the table below. These results can also serve as inspiration for other spellburn affects in your campaign.

1) Stolen breath: Gruuhm abhors elemental air, and demands that his minion give up their own breath in return for the power he requests. The caster is left winded and weak from the strain, but is rewarded well for his sacrifice. The statistics sacrificed for this spellburn MUST be either STR or STA. For each 2 points sacrificed, the character gains an additional +1 to their spell casting check.

2) The caster’s blood momentarily turns thick and partially crystallizes as they sacrifice their own vitality to Gruuhm. The spellburn and casting goes off normally, but afterwards the caster if left almost incapacitated as their own blood tears painfully through their body. The caster suffers a -4 penalty to any actions they take next round, and can move at only half speed that round.

3) The earth rumbles and shakes beneath the casters feet as they magically pour their essence into the earth. The ability points are sacrificed normally, and the caster gains a +2 bonus to this spell casting check. After the spell is cast, however, the character falls prone from the force of the tremor and must spend one action to stand on their next turn. If the caster is not touching the floor/ground when attempting this spellburn, the burn and spell automatically fail but are not lost.

4) Gruuhm demands a greater toll for his boon this day. The strain of sacrifice overcomes the caster, limiting the benefit gained from this spellburn. The caster is left feeling more drained than expected, and gains a +1 bonus to his spell casting roll for every two ability points sacrificed for this spell.



Patron spells: Gruuhm
Level 1: Earth Bind
Level 2: Gruuhm’s Pillar
Level 3: Black Blood of the Earth

Earth Bind
Level: 1
Range: 50ft or more
Duration: varies
Casting Time: 1 action
Save: Fortitude vs Spell Check

General: Gruuhm loathes creatures of air and wind, and in almost all cases those creatures are capable of flight. To combat his airborne foes Gruuhm teaches his minions to bring them down to the earth with crushing force, where they can be more easily dispatched.

Manifestations: Roll 1d4 to determine the spells manifestation. 1) The targets are pulled to the ground by an invisible, but palpable pulse of pure gravity 2) Iron chains erupt from the earth, latch onto the targets, and pull them to the ground. 3) Large clumps of heavy stone spontaneously appear around the arms, legs, or other limbs of the target, their weight hauls the victim to the ground. 4) A large, stone hand appears in mid air and slams the target(s) to the ground.

* 1: Spell fails + Spell lost + Patron taint

* 2-11: Spell fails + Spell lost

* 12-14: One flying target within 50ft must make a save or be brought crashing to the ground by the spell’s manifestation. The target suffers 1d4 damage from the fall, and cannot fly again for 1d4 rounds.

* 15-17: Up to two flying targets within 50ft must make a save or be brought crashing to the ground by the spell’s manifestation. The targets suffer 1d4+CL damage from the fall, and cannot fly again for 1d4 rounds.

* 18-20: Up to three flying targets within 50ft must save or be brought crashing to the ground by the spell’s manifestation. The targets suffer 2d4+CL damage from the fall, and cannot fly again for 2d4 rounds.

* 21-23: Up to four flying targets within 100ft must save or be brought crashing to the ground by the spell’s manifestation. The targets suffer 2d4+CL damage from the fall, cannot fly again for 2d4 rounds, and their ground speed is halved for the duration as well.

* 24-26: Up to five flying targets within 100 ft must save or be brought crashing to the ground by the spell’s manifestation. The targets suffer 3d4+CL damage from the fall, cannot fly again for 3d4 rounds, and have their ground speed halved for the duration. The targets are also stunned, losing one action on their next turn.

* 27-29: Up to six flying targets within 100 ft must save or be brought crashing to the ground by the spell’s manifestation. The targets suffer 3d6+CL damage from the fall, and cannot move from the spot they land on for 3d4 rounds. The targets are also stunned, losing one action on their next turn.

* 30-31: Up to seven flying targets within 200 ft must save or be brought crashing to the ground by the spell’s manifestation. The targets suffer 4d6+CL damage from the fall, and cannot move from the spot they land on for 4d4 rounds. The targets are also stunned, losing, one action on their next turn.

* 32+: All flying creatures within 200 ft must save or be brought crashing to the ground by the spell’s manifestation. The targets suffer 5d6+CL damage from the fall, and cannot move from the spot they land on for 4d4 rounds. The targets are also stunned, losing all actions on their next turn.


Gruuhm’s Pillar
Level: 2
Range: 50ft or more
Duration: varies
Casting Time: 1 action
Save: Reflex vs Spell Check

General: Gruuhm teaches his minions that the power of the earth can be used in many ways, both offensively and defensively. Gruuhm’s Pillar calls forth one or more pillars of earth and/or stone which the caster can use to elevate their selves, their allies, or their enemies, and/or to create blocking terrain on the battlefield. Underground or inside large stone structures, this spell can be used to crush enemies against the ceiling. This spell can potentially cause significant damage to buildings as well.

This spell will not function if the caster is not near or beneath ground level when cast. If the caster is more than 50ft away from the ground (in the air, on water, etc), any attempt to cast this spell automatically fails with no die roll.

Manifestation: (see below)

* 1: Spell fails + Spell lost + Patron taint

* 2-13: Spell fails + Spell lost

* 14-16: The caster conjures up a pillar of packed earth which bursts up from the ground within 50ft range. The pillar is 5ft in diameter. The pillar quickly climbs to a maximum height of 10 feet. The caster and his allies may safely ride the pillar as it climbs. Enemies underneath the pillar must save or fall from the pillar, falling prone adjacent to it, and suffering 1d6 damage from the fall. Enemies who make their save may either ride the pillar up safely, or simply avoid it. If used underground, and/or in a space 10ft tall or less, foes who fail their save have a 50% chance of being crushed against the ceiling instead of falling to the ground. Enemies so pinned suffer 1d6+CL damage and are pinned. Pinned creatures cannot move and suffer a -4 penalty to all attacks/actions. Each turn, pinned enemies may use an action to attempt a fort save to dislodge their selves. This pillar is powerful enough to damage only small, fragile structures. Once conjured the pillar remains in place for 1 turn before crumbling into a large pile rubble. As an action the caster may end the effect prematurely and cause the pillar to sink gracefully back into the earth, or immediately crumble.

* 17-19: As 14-16 above except – Pillar is 10ft in diameter. Pillar is made of packed earth and gravel. Maximum height is 20ft. Falling damage is 2d6. Pinning chance is 55%. Pinning Damage is 2d6+CL. This pillar is powerful enough to damage medium structures of wood construction.

* 20-22: As 14-16 above except – Pillar is 10ft in diameter. Pillar is made of hard packed gravel. Maximum height is 30ft. Falling damage is 3d6. Pinning chance is 60%. Pinning Damage is 3d6+CL. Pillar remains for 2 turns. This pillar is powerful enough to damage structures of heavy wood construction.

* 23-25: As 14-16 above except – Pillar is 15ft in diameter. Pillar is made of tightly packed stones. Maximum height is 40ft. Falling damage is 4d6. Pinning chance is 60%. Pinning Damage is 4d6+CL. Pillar remains for 2 turns. This pillar is powerful enough to damage structures of heavy wood and brick construction.

* 26-28: As 14-16 above except – Pillar is 15ft in diameter. Pillar is made of solid stone. Maximum height is 50ft. Falling damage is 5d6. Pinning chance is 65%. Pinning Damage is 5d6+CL. Pillar remains for 3 turns. This pillar is powerful enough to damage structures of solid brick construction.


* 29-31: As 14-16 above except – Summons two pillars within 100ft range. Pillar is 20ft in diameter. Pillar is made of solid stone. Maximum height is 50ft. Falling damage is 5d6. Pinning chance is 70%. Pinning Damage is 6d6+CL. Pillar remains for 3 turns. This pillar is powerful enough to damage stone and mortar construction.

* 32+: As 14-16 above except – Summons 1d4+1 pillars within 100ft range Pillar is 20ft in diameter. Pillar is made of solid, stone. Maximum height is 50ft. Falling damage is 5d6. Pinning chance is 75%. Pinning Damage is 7d6+CL. Pillar remains permanently until dismissed, dispelled, or destroyed. This pillar is powerful enough to damage structures of solid stone construction.

Black Blood of the Earth
Level: 3
Range: varies
Duration: varies
Casting Time: 1 action
Save: Reflex or Fort vs Spell Check

General: This incantation allows the caster to conjure forth hot, oily, acidic, flammable tar from the depths of the earth. The tar seeps up from cracks which open in the ground/floor, or can manifest in other ways. The scalding, viscous ooze can burn, slow or immobilize foes, and if set aflame can create a dangerous hazard on the battlefield. Unlike most spells, the caster can choose to select a result lower than that rolled on the casting chart, allowing them to select less powerful, but possibly more useful options.

This spell will not function if the caster is not near or beneath ground level when cast. If the caster is more than 50ft away from the ground (in the air, on water, etc), any attempt to cast this spell automatically fails with no die roll.

Manifestation: Varies (see each result below)

* 1: Spell fails + Spell lost + Patron taint

*2-15: Spell fails + Spell lost

*16-18: The caster conjures 1d4+1 globs of tar which fly through the air towards their target and then burst on impact, covering the targets in sticky tar. Range is 50ft. Damage on impact is 1d6+CL acid damage, and targets are slowed, moving at half speed until the tar is removed. Creatures who save take half damage and are not slowed. If set aflame, the tar burns for 1d6+CL points of damage per round for 1d4 rounds before burning away (original save halves this damage also).

* 19-21: The caster conjures forth a large pool of hot tar within 50ft. The pool is 15ft in diameter, and 1 foot deep. Creatures in the area when cast may make a reflex save to dive away. Creatures who fail to save quickly sink into the tar and become stuck, unable to move. The tar inflicts 2d6 points of acid damage per round of contact. If set aflame the damage increases to 2d6+CL points of fire/acid damage per round. Stuck creatures may use an action to make a fortitude save once per round to free their selves. Acid/fire damage remains for 1 round after leaving the pool. The tar pool lasts 1 turn before seeping away (half that if set aflame).

* 22-25: The caster violently vomits forth a spray of hot tar. The spray fills a cone 30ft long and 20ft wide at its base. Creatures within the spray suffer 3d6+CL acid damage and are covered in sticky tar which reduces their movement speed by half until removed. Creatures that make a reflex save take half damage and are not slowed. If set aflame, the tar burns for 1d6+CL points of damage per round for 1d4 rounds before burning away. Creatures who made their initial reflex save take half burning damage also. Otherwise, the tar remains for 1d6+CL rounds before fading away.

*26-28: The caster summons a river of hot, caustic tar whose origin point must be within 100ft of the caster. The river is 5ft wide, 5ft deep, and can be up to 50ft long. The caster can shape the river as desired, within reason. Creatures in the area when the spell is cast can make a reflex save to dive away. Creatures who fail to save, or who later enter the river, sink into the tar and are stuck, unable to move, and suffer a -4 penalty to actions while in the tar. The tar inflicts 3d6 points of damage per round of contact. If set aflame the damage increases to 3d6+CL points of fire/acid damage per round. Stuck creatures may use an action to make a fortitude save once per round to free their selves. Acid/fire damage remains for 2 rounds after leaving the pool. The tar pool lasts 1 turn before seeping away (half that if set aflame).

* 29-31: Gruuhm sends forth a tar elemental to aid the caster in combat. The elemental resembles a semi-humanoid wave of glistening black fluid. The tar elemental takes 1d4 rounds to seep up from the earth. The tar elemental then remains for 1d10+CL rounds before sinking back into the earth. The elemental possesses the following statistics: Slam Attack +8 (1d6+6 dmg) ; AC: 18 ; HD: 7d8 ; MV: 20ft (can move through mud, tar, and sludge without hindrance); act: 1d20+1d20; Fort +8 Ref +5 Will+8; AL: N. Weapons and natural attacks stick to the elemental, requiring an action to make a fort save vs the spell check to pull free. Any creature stuck to the elemental suffers 2d6 points of acid damage each round. The elemental is immune to ‘tar effects’, acid, fire (except as noted below) and non magical small missile fire (bows, slings, etc). If ignited the elementals remaining duration is halved, but its attacks inflict +CL fire damage.

* 32+: This powerful incantation summons forth a great geyser of tar from the depth of the earth. The earth rumbles loudly for 1 round as the pressure builds. Then, at a point within 100ft designated by the caster, a geyser of tar erupts. The geyser sprays hot oily tar up to a maximum height of 50ft. Any creature directly beneath the geyser suffers 4d6+cl acid damage, and is sent flying skyward (unless of very large size) , falling a short distance away and suffering an additional 5d6 damage from the fall (or from impacting the ceiling). A successful save halves the initial damage and avoids being sent flying. Sizzling tar rains down around the geyser in a 20 ft radius. Creatures within the rain suffer 4d6 acid damage each round and are coated in sticky tar, slowing their movement speed by half until the tar is removed. A save vs reflex halves the area damage each round and avoid the slow effect for that round. If set aflame, the entire are becomes a conflagration, inflicting + CL damage from fire each round. They geyser continues for 1d4+CL rounds before ceasing (halve the remaining duration if set aflame). Creatures coated with tar continue to suffer acid/burning damage for 4 rounds after leaving the area of effect (half that if set aflame)
bholmes4
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Re: submitted for your review, a new patron

Post by bholmes4 »

Love this.

Would make a great patron for a dwarf or gnome wizard or npc monster as well.
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Flexi
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Re: submitted for your review, a new patron

Post by Flexi »

Nice. Gives me an adventure idea of crazed subterranean cultists attacking a company of enterprising miners intruding upon their domain.
Outsiders68
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Re: submitted for your review, a new patron

Post by Outsiders68 »

Excellent submission would you be interested in getting involved in my patron's project.

My email is Sean.connors68@me.com

Would love to discuss further!
roarmalf
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Re: submitted for your review, a new patron

Post by roarmalf »

First of all I love the work you did, it's a great theme! The Patron Taints are particularly creative :-) I'm probably going to introduce this in my next game.

I had one question and one suggestion:
1) Stolen breath: Gruuhm abhors elemental air, and demands that his minion give up their own breath in return for the power he requests. The caster is left winded and weak from the strain, but is rewarded well for his sacrifice. The statistics sacrificed for this spellburn MUST be either STR or STA. For each 2 points sacrificed, the character gains an additional +1 to their spell casting check.
Is this intending to give a total +3 bonus for 2 points of burned attributes (i.e. the normal +2 plus an addition +1) or a total +1 (i.e. an additional +1 in lieu of the normal spellburn bonus)?

I'm assuming it's the former and would consider changing:
For each 2 points sacrificed, the character gains an additional +1 to their spell casting check.
to
"In addition to the normal spellburn bonus the caster gains +1 for every 2 attribute points that are sacrificed."

Also, you might add an additional penalty of the wizard being winded for the duration and unable to run long distances (as even the most minor wind spirits work against him).
modus666
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Re: submitted for your review, a new patron

Post by modus666 »

roarmalf wrote:First of all I love the work you did, it's a great theme! The Patron Taints are particularly creative :-) I'm probably going to introduce this in my next game.

I had one question and one suggestion:
1) Stolen breath: Gruuhm abhors elemental air, and demands that his minion give up their own breath in return for the power he requests. The caster is left winded and weak from the strain, but is rewarded well for his sacrifice. The statistics sacrificed for this spellburn MUST be either STR or STA. For each 2 points sacrificed, the character gains an additional +1 to their spell casting check.
Is this intending to give a total +3 bonus for 2 points of burned attributes (i.e. the normal +2 plus an addition +1) or a total +1 (i.e. an additional +1 in lieu of the normal spellburn bonus)?

I'm assuming it's the former and would consider changing:
For each 2 points sacrificed, the character gains an additional +1 to their spell casting check.
to
"In addition to the normal spellburn bonus the caster gains +1 for every 2 attribute points that are sacrificed."

Also, you might add an additional penalty of the wizard being winded for the duration and unable to run long distances (as even the most minor wind spirits work against him).
the intention is that for every 2 points sacrificed, the caster gains a +3 modifier.
sorry if i did not make it more clear.

i think the inherent stamina and strength penalties are probably enough though :)
modus666
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Re: submitted for your review, a new patron

Post by modus666 »

does anyone have any thoughts on the patron spells i created?

its kind of hard to tell how to fit them into the scheme.

i know balance is less of an issue in this genre, but i dont want the wizards who choose gruuhm to feel cheated, nor do i want them to be stupidly overpowered.
Exedor
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Re: submitted for your review, a new patron

Post by Exedor »

Thank you so much! I am going to bring Gruuhm into my campaign! Hopefully the party discovers the tunnel to the chamber of summoning Gruuhm, and has already found the ancient dwarven rosetta stone in the ghoul cave. We'll find out Sunday...
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