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The Witch Orb

Orb

The character must make a skill check with either Disable Device or anther applicable skill approved by the Storyteller with a 6 penalty added to it (i.e. Craft clockmaking, knowledge Arcane, Use Magic Device) The owner may attune themselves to the Orb by soaking it in the blood of a recently slain innocent person and performing a small ritual. This ritual can be deciphered from the symbols themselves with a knowledge skill check DC 19. Upon the completion of the ritual, they summon a CR 20+ Demonic outsider with which they must bargain with for their soul/life. If the outsider isnt happy with the bargain or negotiations fail, the outsider kills that character, dragging their soul back to the Abyss. On the other hand, if they succeed in this bargain, they become attuned to the Orb and gain a +6 insight bonus to further skill checks to operate the device. Also once attuned, the character has an innate sense of what the Orb is capable of and doesnt run the risk of accidentally triggering an effect. As a drawback the attuned character is plagued by nightmares involving the Orb. These nightmares last until the bargain is met or until the character dies. If the character dies before the deal is met, their soul is claimed as collateral. This makes resurrecting them difficult, if not impossible. Upon the death of the attuned owner, the Witch Orb disappears and teleports away to find a new owner.

Disable Device / Use Magic Device DC: DC 12: Transforms into a gauntlet encasing the owners hand with 3 buttons Must make the Disable Device DC 12 to return it to an Orb. DC 15: Spikes +1d4 damage (button one) DC 16: Scry DC 16: Summon tiny Hellfire Elemental 1HD (uncontrolled or controlled if attuned) DC 17: Detect Thoughts (evil thoughts/creatures only) DC 17: Contact Other Plane (evil creatures only) DC 18: A jet of Hellfire, range of 20 ft., 2d6 damage (button two) DC 21: Opens a portal to the an Evil Realm, lasts for 5 minutes. DC 22: Summon Fiendish Aberration (determined randomly by Story Teller) DC 23: Nightmare (on owner only, but helpful information) DC 25: Corporal Instability Fort DC 28 (button 3) DC 26: Otilukes Freezing Sphere or Greater Elemental Orb (users choice) DC 26: Minor Sinibite mutation (owner or willing subject touching the Orb) [Natural armor, perception bonus, natural weapon, grafted gadget, ect.] DC 26: Teleports all touching it to a recently slain person DC 30: Delay Death (as long as owner remains in physical contact with Orb, if attuned they will botch on the dice roll of 1-6) DC 31: Dismissal (summoned creatures & sinibite creatures only)

Key:

= Spells, equal to your characters caster level in HD = these Spells are Listed below

DELAY DEATH
Necromancy Level: Cleric 4 Components: V, S, DF Casting Time: 1 immediate action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You gesture toward your ally and call upon the power of your beliefs. A soft, golden glow appears on your companions chest, around his heart. The subject of this powerful spell is unable to die from hit point damage. While under the protection of this spell, the normal limit of 9 hit points before a character dies is extended without limit. A condition or spell that destroys enough of the subjects body so as to not allow raise dead to work, such as a disintegrate effect, still kills the creature, as does death brought about by ability score damage, level drain, or a death effect. The spell does not prevent the subject from entering the dying state by dropping to 1 hit points. It merely prevents death as a result of hit point loss. If the subject has fewer than 9 hit points when the spells duration expires, it dies instantly.

CORPOREAL INSTABILITY
Transmutation Level: Sorcerer/wizard 4 Components: V, S Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 1 round/level (D) Saving Throw: Fortitude negates Spell Resistance: Yes You brush your fingers against the enemy, and immediately his bones begin to soften until he flows down into a flesh-colored puddle. Your touch transforms a living creature into a spongy, amorphous mass, its shape melting and writhing uncontrollably. An affected creature is unable to hold or use any item. Soft or misshapen feet and legs reduce speed to 10 feet, or one-quarter normal, whichever is less (minimum 5 feet). The victim becomes blinded and cannot cast spells or use magic items, and searing pain renders it incapable of attacking. While in this form, the creature has immunity to extra damage from critical hits and sneak attacks due to its amorphous nature. A conscious victim can regain its own shape by taking a standard action to attempt a new save in any later round. Success ends the spell effect. Each round the victim spends in an amorphous state, it takes 1d4 points of Wisdom drain from mental shock. If the victims Wisdom is reduced to 0, it becomes a Fiendish Chaos Beast under the control of the one attuned to the Witch Orb.

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