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Showing posts from May 27, 2019

Portal of Ottermaina (iteam idea)

Here's one for Dm's that want infinite Otters. Appearance A Sphere that has a cylinder shaped object protruding out of it. If the cylinder is pushed in it will make a dark brown portal. Description: This sphere, if put together correctly, summons a portal which in itself will summon one otter every seven seconds, & will do so indefinitely. To stop otters from coming out of the portal, hit the sphere on the back to pop the cylinder out of it. Their is nothing odd about the otters, they are just regular otters. If more than 50 otters come out of the portal, they have a small chance of starting an otter society.They have a better chance of starting an otter society per 10 otter above 50 that they are at.

Friendly Fire (Spell idea)

Here's one for you dm's that wants some passive fire Lvl: cantrip Casting time: instant Range: 30ft Components: Tinder (or something that is commonly used to start fires), T Duration: concentration (can last up to 2 hours). Spell description: This spell creates a small fire which occupies a 5ft by 5ft square. It illuminates 15 feet around it. It glows with a purple glow despite the flame being the regular yellow/red color. This flame in unable to affect it's environment, other than it's glow. Backstory: This spell was orginaly made to help humans explore places which was deemed a fire hazard. Eventually it went to be incorporated in many trickery acts, & in the houses of magicians.

Flammable room (Trap idea)

Here's one for you DM's that want a trap that will make the player's panic. The players enter a room & they find that the room is covered in some weird inky black substance. If the players enter the & have any sort of item that can cause a flame passively (like a torch) it will have a 1d4 chance  starting a fire  (if it lands on a four the room starts on fire) per seven seconds (ie a turns length of time). If the room starts on fire,  it will travel 15 feet in ever direction per turn. If a player/monster are in a tile that is on fire they will have to make a dex save & on a fail will take 1d8 a turn.