Posts

Showing posts from July 7, 2019

Alkire's Might (curse idea)

Here's one for you DM's who want a curse that rearranges stats. How To Get Cursed: For someone to be cursed by Alkire's might all they simply have to do is break one of the many ancient vases that Alkire's ashes were made into. Why his ashes were made into vases was part of his will, & the reason why for this Affliction From Curse: Once a person get's afflicted by this curse will have the following effects -Will lose one stat from one of the following groups. Charisma, Wisdom, & Intelligence -Will gain one stat from one of the following groups. Strength, dexterity, constitution. This effect will keep happening once a day, each day, till either one of the stats reaches 0 (in which the stats will no longer be re-arranged). All stats will return to their natural state after the person afflicted by this curse gets it lifted.

Presnesce (spell idea)

Here's one for you Dm's that want a AOE spell tha affects people with a charisma save Lvl: 1 Casting time: instant Range: 10ft around the user Components: V Duration: 1 Spell Description: This spell allows a person's presence to be amplified to the maximum degree in a 10ft radius around them. This allows for the caster to do all charisma check done against other people with advantage, around them (ie making it so that they can terrify/charm/ect cha effect local enemies). Casting it at a higher lvl times the range by 2 per lvl above (ie lvl 1 = 10ft, lvl 2 = 20ft, lvl 3 = 40f, ect) Backstory: This spell was made by a professional lady of the night, in order to attract more of the right customers & to scare away more of the wrong customers. This lead to her becoming very successful in her field of work till her death which lead to the spell getting lost for...

Magical-Tats (Campaign Aspect)

Here's one for you DM's that want non-magic people to use 'the magic' during the campaign. In this word, the people who aren't born with magical abilities or have learned them though many years of practice, can still use magical spells at a higher price. For them to be able to use magic, they must turn their body into a 'rune & engrave a symbol that symbolizes the spell on their body. Of course doing this comes at a cost. First off it is unable to go above a lvl three spell slot. Each rune has a negative effect on the owner's health. The higher the spell slot rune is on a person, the more of a negative effect it will have on a person's health. Lastly a person cannot have more than 5 runes on their body at once. If a person get's a rune on there skin they will take lose -5hp x lvl above cantrip (cantrip = -5hp, lvl 1 = -10hp, lvl 2 = -15, ect), for at least the first two weeks after acquire one. After that the effect is reduced by half, [rou...