Showing posts with label necromancy. Show all posts
Showing posts with label necromancy. Show all posts

Wednesday, July 8, 2020

Miscast tables: now in a single PDF!

I compiled my miscast effects into a PDF! It's an 8-page booklet, and I think I did an okay job with the layout, too, so if you print it out, each table occupies a single page or a single spread.

or

Get it from my itch.io page (free/PWYW)


6x6 miscast effects for
- Metamagic
- Teleportation/dislocation/polymorph type spells
- Illusion and invisibility spells
- Mind altering spells, charms, telepathy
- Elemental-, energy- and nature-based spells
- Necromancy and life-force altering spells

I turned mine into a little saddle-stitched thing. Feels good.


Friday, October 18, 2019

All hail Lord Mark!


What can I say? After many sleepless nights of deleting comments, I gave in to temptation and contacted Lord Mark.

I was not disappointed!

Lord Mark is a charming, polite gentleman, a vampire lord of the highest standing. In exchange for granting me immortality, prosperity, and mental alertness, he asked me only to spread the word about his greatness and good posture.

Lord Mark

No. Appearing: 1, but under all available channels, posts, forum threads at the same time. Lord Mark is omnipresent
Hit Dice: 1
Armor Class: as Leather
No. of attacks: 1 per opponent
Damage: 1-6
Movement: as Unencumbered
Morale: 12

Lord Mark is one and a legion at the same time. When He appears, he seems to be singular, but in fact everybody present has to face Lord Mark on their own, separately, and only then move on to help others. This is mostly annoying, but if left unchecked, whole towns can be overrun by Lord Mark's avatars.
If somebody willingly accepts Lord Mark's offer, that person becomes infected by the human vampire virus and will be forced to spread Lord Mark's message at every opportunity.

Tuesday, August 27, 2019

Miscast table: Necromancy!

The necromancy chart might seem tame in comparison to some of my other miscast tables... but the stakes are still high. After all, we are talking about the manipulation of life and death!

Necromancy and life-force altering spells


  1. “They are coming to get you, Barbara!” All undead within a [caster level] mile radius learn the whereabouts of the caster and the taste of their bone marrow or blood. They will relentlessly pursue the caster for 2d12 hours.
  2. From now on, the caster, although living, can be Turned or commanded as undead by Clerics. When a Turning attempt is made in the character’s presence, they are automatically included in the effect, even if they are not specifically targeted. While Turned, the caster is only able to speak in grunts and beastly growls. This lasts until Remove Curse or Cure Disease is employed.
  3. The caster’s life force is drained. Their body desiccates and becomes wrinkled. Hair turns gray or falls out. Character level is unchanged, but 1d2 hit dice are lost. Re-roll hit points with the remaining.
  4. The caster’s body becomes dead meat. It starts to decay, cannot heal naturally. Only a Cleric of higher level than the caster can heal them magically. After [caster level] days the caster’s body is revitalized, can heal again, but the effects of putrefaction can only be undone by high-level Clerical magic.
  5. The Mark of Undeath! The caster and every living creature in [caster level times 5’] are marked to rise as zombies 24 hours after their death (every living creature, so be prepared for zombie gnats, rainworms and moles as well). The victims are unaware of this fate. The mark is revealed by Detect Evil and erased by Dispel Evil.
  6. The flow of necromantic energy corrupts the caster’s natural healing abilities. The next [caster level] times the character rests, subtract the amount they would heal from their maximum hit points.