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Adam Taylor
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Adam Taylor

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I think we can all find ourselves here: http://chocolate-ocelot.blogspot.co.uk/2013/09/module-g4-mock-tudor-coaching-inn-of.html

Except me, of course. I am nothing like any of the described.
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I tend to substitute specific focus objects for material components, e.g. the classic wand, staff, cauldron, pointy hat, etc. Although any appropriate object can be chosen - if you want to make sure it's difficult to steal, you can pick a massive throne or cauldron.

I'm also experimenting with tiny bonuses; a wand applies a -1 save to foes when it's used to cast evocation magics, and so on.

Further: usually a wizard has to select their chosen item type, and from then on it's permanent - without their staff they cannot cast any spell that needs a Material Component. This allows for some extra personalisation, as well as having (for example) The People Of The Black Circle all use the jawbone of a foe as a focus, by tradition.
Before I begin, I must once again stress that I never or rarely play a spellcasting class. When I do, it is typically a Bard or a Cleric. As such there exist aspects of the typical arcane spellcaster that I do not understand ...
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Honestly I think spell components served 2 purposes. 1) they were a check and balance. Sometimes you need to take away the wizard's arsenal to keep them in prison, put them at a disadvantage for "story reasons", etc. 2) They're a legacy from the "kitchen sink" days of equipment when you wanted a huge inventory of stuff because it was fun.

Substituting an implement (like a wand, book, staff, or something) keeps #1 in place. But most people don't care about #2 anymore. 

I also like the idea of "magical implements" that give bonuses to casting. So you can use any old wand to cast spells, but a wand of fire gives you +1d6 fire damage when you cast a fire spell. 
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Adam Taylor

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The audience stands; there is rapturous applause and hats are thrown in the air.
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+Paul Irish Sorry for the direct approach (wrote he, sounding like a spammer) - but I don't suppose you have any inside line on when Chrome is going to unprefix the batch of CSS properties that are now prefix-free on IE10 and FF?

I'm talking about animation, transitions and gradients, primarily. It would be nice to be able to plan to cut out all those extra lines of code...
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Aaaaand another (sinister) spell (rules and references from my own campaign, but should be easily adjusted):

Devil's Jawbone

6th lvl Enchantment, Necromancy
Casting Time:See below
Range:150 ft.
AOE:One target creature
Duration:Permanent
Save:Negates; see below

Description:
This spell is a powerful and specific curse, laid upon an individual by means of a temporary necromantic talisman. It is said to have originated with The People of The Black Circle, a sinister group of wizards who do not hesitate to use it to this day.

The spell requires three nights of preparation over the talisman, which is formed from the jaw of a wolf slain by magic. The Jawbone must be joined with some object intimately linked with the intended victim; spittle, a lock of hair, nail clipping, beloved possession or similar. While preparing the talisman, the caster must not be disturbed, or the magic is ruined and the linked object loses its efficacy.

Once ready, the Jawbone must be pointed at the intended victim to take effect, and the caster must chant a brief gutteral phrase, which requires 5 Initiative Counts. The victim can Save to avoid the curse, at a penalty of -3.

If the Save is failed, the victim takes the effects: all of their attributes are reduced by 3, they become wizened and aged in appearance, and suffer from horrible and persistent nightmares. They also become impossible to affect with any of the following spells, if cast by a wizard: Cat's Eyes, Mantle Of Influence, Haste, Agency Of Far Despatch, Spider Climb and The Spell Of Splendid Vitality. If any of this list of spells are in effect when the Devil's Jawbone is cast, they end immediately.

The effects of the Jawbone are permanent. They cannot be affected by Dispel Arcane Magic . A Remove Curse cast at equal level to the caster of Devil's Jawbone will remove it.

Whether or not the victim Saves, the enchanted Jawbone loses all power immediately afterwards.

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It certainly is. They're a bunch of straight-up evil wizards, members of whom came up with several of the nastiest spells on the lists.

A la Conan, their version of Finger Of Death causes the victim's heart to burst out of their chest.
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For +Mathew Wakefield, by request - a spell from the list of Ydali, crone-goddess of the Northmen. For Ydali, the Watching Beast is always a blackbird:

Watching Beast
2nd lvl Conjuration
Casting Time:3 minutes
Range:1 mile
AOE:One animal
Duration:1 hour / caster level
Save:None
Description:
Using this spell, the caster can call upon a local mundane animal and ask it to guard a particular area or person.

The caster must choose an animal species when the spell is being cast. If the desired animal type exists within range, a typical member of the species will then arrive nearby, and the caster can begin to converse with the animal, offering a bargain of some sort. The DM will adjudicate the bargain, considering the spell duration.

For the spell duration, the animal will protect the defended creature or area, by attacking if necessary, although if it is badly injured it will flee to find the caster.

Once the spell ends, the animal will attempt to find the priest and report. It will not travel more than 1 mile per caster level to find him, and may well be confounded by barriers or magical concealment. If so, it returns to its original business.
  
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He's not a berserker, he just gets these headaches and bad judgement.
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I'm not at GenCon, but I'd hate you to miss out.

So could everyone pretend I posted a load of blurry photos of fat beardy people in t-shirts sitting at tables?
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Beady??? That should have been beardy but auto-correct jumped into action!
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Verrry useful!
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Just to say that if you're not following the twisted, filth-ridden and boil-bestrewed genius writings of Middenmurk, you're missing out:
http://middenmurk.blogspot.co.uk/2013/03/some-entities.html
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Open your mind and let it into your veins. The loss of heartbeat is an expected symptom:

http://windows95tips.tumblr.com/
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Some poisons. Here I've (obviously) nicked some names from good old Jack Vance, and very probably some descriptions from elsewhere on the web. Apologies if some of these are your creations:

Bloodymouth
Yellow powder; extract of Cattail creeper root of Torgai. Ingested. Causes internal bleeding, bloody froth at mouth. 3d6 mins onset.

Caveblight or Dancing Oil
Whitish, cream-like and slick. A cave ooze combined with the fruiting bodies of albino underground lichens, and used to coat weapons. Injected, onset 1d6 mins. Muscles ache and legs spasm.

Cluthe
Mixture of Vipertree bark and Corpse-flower fungus (from the necropoli of Old Thyle); exquisitely painful but not fatal; invented by the Venefices of Sarkovy and tested on their apprentice.

Fire-in-the-Blood
Orange gum; extract of gland of tiny rock lizard from Tugersbir. Injected. Stings on skin, agonising burning throughout body. 1d2 mins onset.

Hillack's Woe
An unlikely and unpleasant combination of the venom of a tiny rock scorpion (found in areas of The Reach, near Praxis) and distillate of cinnabar crystals, Hillack's Woe is thick, grainy, and virulently red. Used by a number of notorious pirate denizens of Cutlass Cove to coat weapons. Injected, 1d4 mins onset.

Jade Mushroom Powder
Found (rarely) in the South; harvested by certain Uleki shamen and wise folk. Deeply verdant man-sized puffballs; can be used for effective healing, but the spores are crippling, whether served in food (30 mins onset) or mixed with oil as a binder for needle or blade (2d6 mins onset). Save or die in screaming agony as the spores burst in the bloodstream or gut. A successful save still results in 2d6 HP damage.

Nex
Thick, syrupy and brownish-black, made from zombie dust and consecrated oils corrupted on an altar to Azmobaana, Howler In Darkness. Ingested (vile-tasting), with 2d10 mins onset. Brown lesions; flesh-rotting necrosis.

Nighteye
Oily black liquid, very bitter, extract of Yellowbeard lily (from the Dolchstoss Gloomfens) alchemically treated. Injected or ingested; few drops used in sweetest foods. Eyes dilate, shakes. 2d6 hours onset.

*Poiture *
Invented in Sarkovy; legendarily lethal; also called Seven Steps and King's Rebuke. Rumoured to have been used to slay 'Emperor' Lorivade upon his throne. Causes blissful euphoria, followed by sudden agonised spasms in very quick succession; victims often arch their backs until their spines break. 1d2 minutes onset.

Ravensburg Bonechill
Thin greenish liquid, evaporates quickly. Mixture of powdered moss and snapper beetle husks in alcohol first concocted by a boot-boy of Castle Ravensburg to use upon his hated superior, the Master Cobbler. Contact; few drops suffice; freezing numbness spreads. 1d4 mins onset.

Ruckish pitch
Mixture of mountain plant extracts boiled down; a thick sticky black paste the Ruck-Men use on their blades which rubs off easily. Injected; terrible burning sensations; instant onset.

Sable Mare
Named for the black and gold variety of rose from whose sap the poison is distilled, Sable Mare is a dark amber-coloured and stickily resinous substance. Ingested; strongly salty. Puts the victim into a deep sleep for 2d4 hours, during which the victim suffers wild and often horrific dreams.

Tomb Centipede Essence
Wrung from six-inch centipedes found only in the necropolis of Rigenos; reddish and thin, it dries quickly. Contact; onset 1d4 x 10 mins. Shortness of breath and then paralysis for 1 hour.

Widow's Honey
Thick honey-like liquid; metallic flavour; Mooncap fungus (from the Tanglevenom swamps, near Shards the Wicked) dissolved in vinegar. Ingested; mixed with thick sauces; good mouthful required; 30 mins onset, then severe cramps, nausea and sweating.
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Cheers!
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Adam Taylor

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New magic item!

Life's Charm:

This enchanted ring bears both a boon and a curse. It allows the wearer to sustain wounds that would slay any normal man. (They can survive and act while HP are negative, down to -20 HP, when they will be slain.)

However, as the owner continues to sustain injury, they become a mangled lurching thing, losing many faculties and much of their Dex. They will not heal normally or naturally by the application of herbalism and the like - only magical Healing can restore lost HP.

The ring, once worn, cannot be removed without a Remove Curse.
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