I finally understand the hate.
James Edward Raggi IV, for the rejection of Amsterdam the Hamster, you're on notice!
And in order to make up for it you must immediately send me a copy of LotFP: Weird Fantasy Role-Playing.
Friday, July 30, 2010
The Witch of the Deep PDF
Thaumiel Nerub mentioned that he would be interested in my Witch of the Deep posts as a PDF.
Matthew W. Schmeer begged for it.
I am happy to oblige! Please turn your attention to the side bar on the right, the section labeled "Downloads" and click on "Witch of the Deep PDF" or click below:
The Witch of the Deep PDF
This PDF includes all three posts - The Witch, The Personal Charms, The Area Charms. I hope you enjoy!
Matthew W. Schmeer begged for it.
I am happy to oblige! Please turn your attention to the side bar on the right, the section labeled "Downloads" and click on "Witch of the Deep PDF" or click below:
The Witch of the Deep PDF
This PDF includes all three posts - The Witch, The Personal Charms, The Area Charms. I hope you enjoy!
Thursday, July 29, 2010
Witch Charms - Area
While most charms are designed for an individual, some are designed to ward an area. Often the enchantment on these is a stronger version than that of an individual's charm.
Area charms need to be displayed appropriately in order to evoke their magic. The charms are often hung on doors, or in doorways, though some are useful for outdoors utilization. Common area charms take the form of wreaths, horseshoes, animal horns or bones, straw forms, and even simple bundles of sticks.
Common enchantments include detecting certain creature types, warding against certain creature types, alarming an area, warding an area against general investigation or incursion, etc. Detect abilities will result in the detected individual(s) being wreathed in Faerie Fire.
Destroying the charm will end its magic, though any effect that that magic is had remains for as long as appropriate (i.e. Faerie Fire continues to glow, invisible campsites remain invisible, calmed individuals remain calm, etc.)
If found, roll on the following charts to determine it's function.
Charm Effect
1 Detect Evil
2 Detect Fay
3 Detect Lycanthrope
4 Detect Undead
5 Calming Presence (+1 bonus to all reaction rolls)
6 Under Gloomy Leaves
7 Protection from Evil 10'
8 Protection from Good 10'
9 Protection from Normal Missiles 10'
10 Invisibility 10'
11 Roll a d10 on this chart twice
12 Roll a d10 on this chart twice, add 2 to the duration roll
Charm Duration
1 1 hour
2 8 hours
3 24 hours
4 2 days
5 3 days
6 5 days
7 1 week
8 2 weeks
9 3 weeks
10 1 month
11 Roll a d10 on this chart, and double the resulting entry
12 Roll a d10 on this chart, and quadruple the resulting entry
Area charms need to be displayed appropriately in order to evoke their magic. The charms are often hung on doors, or in doorways, though some are useful for outdoors utilization. Common area charms take the form of wreaths, horseshoes, animal horns or bones, straw forms, and even simple bundles of sticks.
Common enchantments include detecting certain creature types, warding against certain creature types, alarming an area, warding an area against general investigation or incursion, etc. Detect abilities will result in the detected individual(s) being wreathed in Faerie Fire.
Destroying the charm will end its magic, though any effect that that magic is had remains for as long as appropriate (i.e. Faerie Fire continues to glow, invisible campsites remain invisible, calmed individuals remain calm, etc.)
If found, roll on the following charts to determine it's function.
Charm Effect
1 Detect Evil
2 Detect Fay
3 Detect Lycanthrope
4 Detect Undead
5 Calming Presence (+1 bonus to all reaction rolls)
6 Under Gloomy Leaves
7 Protection from Evil 10'
8 Protection from Good 10'
9 Protection from Normal Missiles 10'
10 Invisibility 10'
11 Roll a d10 on this chart twice
12 Roll a d10 on this chart twice, add 2 to the duration roll
Charm Duration
1 1 hour
2 8 hours
3 24 hours
4 2 days
5 3 days
6 5 days
7 1 week
8 2 weeks
9 3 weeks
10 1 month
11 Roll a d10 on this chart, and double the resulting entry
12 Roll a d10 on this chart, and quadruple the resulting entry
Tuesday, July 27, 2010
Witch Charms - Personal
Charms are minor magical items akin to potions and scrolls. They are single use items, usually intended for individual use, though some are designed as wards for areas. Charms can appear in a wide variety of forms, though they are most commonly found as necklaces, bracelets, medallions, and dolls, but nearly any small form can be used. Often these charms are crafted in rough or primitive materials that fall apart when the magic is expended. Rarely they are crafted of fine materials and are enduring works of artistry even after the magic has been used.
The most common use of a charm is as a protective device, usually providing a bonus to saving throws. The most minor of these charms will provide a bonus to a single type of saving throw (i.e. only dragons breath, or only rod/staff/wand) and only a single time. Others may cover a variety of saves or all of them for variable amounts of time/uses.
Roll Bonus amount
1 +1 bonus 1 use
2 +1 bonus 3 uses
3 +1 bonus 5 uses
4 +1 bonus 24 hours
5 +2 bonus 1 use
6 +2 bonus 3 uses
Bonus type
1 1 saving throw
2 3 saving throws
3 5 saving throws
4 To hit
5 To wound
6 To hit and wound
Save Type
1 Death Ray/Poison
2 Magic Wands
3 Paralysis/Turn to Stone
4 Dragon Breath
5 Rod/Staff/Wand
6 Reroll twice +1 save
The most common use of a charm is as a protective device, usually providing a bonus to saving throws. The most minor of these charms will provide a bonus to a single type of saving throw (i.e. only dragons breath, or only rod/staff/wand) and only a single time. Others may cover a variety of saves or all of them for variable amounts of time/uses.
Roll Bonus amount
1 +1 bonus 1 use
2 +1 bonus 3 uses
3 +1 bonus 5 uses
4 +1 bonus 24 hours
5 +2 bonus 1 use
6 +2 bonus 3 uses
Bonus type
1 1 saving throw
2 3 saving throws
3 5 saving throws
4 To hit
5 To wound
6 To hit and wound
Save Type
1 Death Ray/Poison
2 Magic Wands
3 Paralysis/Turn to Stone
4 Dragon Breath
5 Rod/Staff/Wand
6 Reroll twice +1 save
Monday, July 26, 2010
The Witch of the Deep
"The Witch of the Deep is an enigmatic figure found in a dark corner of the dungeon, with powers not well understood. But she is powerful, make no mistake. That's why those who lair near her fear her. How she makes use of that power is why they respect and call upon her. She's something of a fortune teller, and whenever the locals are about to do anything they feel may be dangerous, they check with her first." The bearded man paused to wet his lips with the ale before him. "If you're going to go see her, you'll want to be prepared. She'll appear in one of three guises: A fair maiden in the blush of her youth, a pleasant matron, and an old crone. You'll need to treat her differently depending on how you find her. As a maid she is selfish and a little cruel. Bring her gifts and flatter her. As a matron she'll be more inclined to be helpful, especially to those who appear younger than her. As a crone she'll be crotchety but lonely. Don't let her attitude put you off." He paused, a look of anguish washed over his face.
"Anything else you can tell us?" Feris asked.
"Yeah, if you're looking for something, talk to her. Little goes on without her notice, but don't expect the answers to be clear. She occasionally makes potions and charms, if she's kindly disposed. And sometimes she wants things, and is willing to trade. Don't cross her though... her curses are most potent."
"We thank you for your help" Allianora said, sliding the pouch of coins across the table. She and her companions stood, and left the man to his drink.
"Poor bastard" Nimble said as they walked away.
The Witch of the Deep
Armor Class: 6
Hit Dice: 8* (M)
Move: 90' (30')
Fly: 240' (80')
Attacks: 1 weapon or 1 spell + Special
Damage: 1d6 or by spell + Special
No. Appearing: 1 (1)
Save As: MU8
Morale: 9
Treasure Type: F, N
Intelligence: 18
Alignment: Neutral
XP Value: 1,750
Type: Humanoid (Unique)
The Witch of the Deep will appear in one of 3 guises. Depending on which guise appears her spell list and special abilities will vary. Every time she is encountered roll 1d6, on a 1-2 the maid will appear, on a 3-4 the matron, and on a 5-6 the crone. No matter the guise, she will always be garbed in black robes and equipped with a variety of items, including a broom of flying, which she can attack with for 1d6 points of damage. Her cauldron will always be lit and full, and she wont hesitate to add anyone who attacker her to it's contents. The Witch can curse 1 opponent per round (as per the remove curse* spell), in addition to attacking, but not spell casting. Her lair is also protected by a green Amber Golem.
The Witch also has the ability to read fortunes - see note below.
At the DM's discretion the Witch may have a variety of potions, scrolls, charms, minor miscellaneous magic items available for trade. She will never accept cash for these items.
The Maiden is a young looking (early teens) creature seemingly sweet but with a cruel and selfish streak a mile wide. She knows she is better than you are, and isn't afraid to share that information. Really, that's the only thing she shares well. Her reactions will be improved with the offering of a sufficiently pretty gift, but only for that encounter. She quickly "forgets" earlier gifts. She can cast spells as an 8th level magic user and has access to the following spells: 1st Charm Person, Detect Magic, Read Magic, Sleep, 2nd Detect Invisible, ESP, Invisibility, Locate Object, Phantasmal Force, 3rd Clairvoyance, Dispel Magic, Hold Person, Protection from Evil 10', 4th Charm Monster, Confusion, Polymorph Other, and Remove Curse.
The Matron will always be smiling, but it can be a dangerous smile. She will offer anyone not openly hostile a cup of tea. While she is far more willing to assist those who come to her than the Maid, she expects that her price for any assistance is paid in full. She casts spells as an 8th level cleric.
The Crone is old, tired, and crotchety. Above all that however she is lonely, and if visitors can get past her attitude, they'll find her the kindest of the 3, but if they upset her, her curses are also the worst. She is more likely to give more than she gets in return for those who have not upset her. The crone casts spells as an 8th level druid.
Reading Fortunes
The witch will tell the fortune of those who ask and are willing to pay for it. The price can vary from some cash to hens teeth. Each of the aspects uses a different method for fortune telling. The Maid uses cards, the Matron reads tea leaves, and the Crone has a bag of bones. For everyone who has their fortunes told, roll a 1d6. The witch's current reactions toward the players will provide a -1 (for poor reactions) to +1 (for positive reactions) adjustment to the roll! On a 1or 2 roll use the Negative chart for the appropriate aspect. 3or 4 the Neutral chart, and on a 5 or 6 roll on the Positive chart. Any curse like effects can only be removed by a caster of 12th level or greater due to the Witch's power.
Maid - Positive
1 Roll again on Maid Neutral
2 Earn double XP for next monster defeated
3 Gain +1 to next save
4 Gain +1 to damage for next 24 hours
5 Gain +1 to hit for next battle
6 Gain 2d6 Temporary Hit Points
7 Gain permanent +1 to Charisma
8 Roll again on Matron Positive
Maid Neutral
1 Roll again on Maid Negative
2 Suffer -1 to hit for next 24 hours
3 Reroll next save, keep 2nd
4 Next to hit roll that is a 1 weapon breaks
5 Next to hit roll that is a 20 inflicts double damage
6 Next gem found is 50/50 worthless or double value
7 Gain +1 to damage for next 24 hours
8 Roll again on Maid Positive
Maid Negative
1 Roll again on Crone Negative
2 Suffer an extra point of damage from all attacks for next 24 hours
3 Suffer -10% to next treasure found
4 Suffer -50% to next treasure found
5 Suffer -2 to hit next 24 hours
6 Suffer -2 to all saving throws next 24 hours
7 Lose 1 from Charisma permanently
8 Roll again on Maid Neutral
Matron Positive
1 Roll again on Matron Neutral
2 Learn the location of a minor magical treasure
3 Wandering monsters reduced 50% next 24 hours
4 Gain +2 to detecting secret doors next 24 hours
5 Gain +1 to AC next 24 hours
6 Restore previous/ignore next energy drain
7 Gain permanent +1 to Constitution
8 Roll again on Crone Positive
Matron Neutral
1 Roll again on Matron Negative
2 No healing for the next 24 hours
3 Suffer -1 to all healing next 24 hours
4 Perishables spoil over next 24 hours (potions included)
5 Gain +1 to hit +2 to damage next 24 hours
6 Gain +1 to all healing next 24 hours
7 Gain 6 temporary hit points
8 Roll again on Matron Positive
Matron Negative
1 Roll again on Maid Negative
2 Reroll all failed wandering monster checks, +1 wandering monsters encountered
3 Suffer -1 to detecting secret doors
4 50% of all party perishables spoil (potions included)
5 No healing next 7 days!
6 Lose 1 from Constitution permanently
7 Map to magic treasure, doesn't mention trap or guardians
8 Roll again on Matron Neutral
Crone Positive
1 Roll again on Crone Neutral
2 Earn double XP next 24 hours
3 Location of a magical treasure and info about traps/guardians
4 Gain +2 to AC for next 24 hours
5 Learn the weakness of an upcoming monster
6 Gain permanent +1 to Wisdom
7 Gain 1 potion of healing + 1 random potion "Hmm… here, you'll need these"
8 Roll again on Maid Positive
Crone Neutral
1 Roll again on Crone Negative
2 Gain +1 to AC & suffer -1 to all saving throws next 24 hours
3 Gain +2 to damage & suffer -1 to hit next 24 hours
4 Reroll next to hit of either a 1 or 20
5 Torches & lanterns illuminate an extra 10', but burn twice as fast
6 Character can see in total darkness, but strong lights cause -1 to hit +1 to AC
7 Suffer -1 to Dex & Gain +1 to Strength
8 Roll again on Crone Positive
Crone Negative
1 Roll a 1d6+1 twice on this chart!!
2 Prime requisite reduced by half for the next 24 hours
3 All wandering monster encounters are with max creatures for 1 week
4 Suffer -4 to all reaction rolls next 24 hours
5 Character will go blind & deaf over the next 4 days
6 Character will lose half their hit points permanently
7 Lose 1 from prime requisite permanently
8 Roll again on Crone Neutral
"Anything else you can tell us?" Feris asked.
"Yeah, if you're looking for something, talk to her. Little goes on without her notice, but don't expect the answers to be clear. She occasionally makes potions and charms, if she's kindly disposed. And sometimes she wants things, and is willing to trade. Don't cross her though... her curses are most potent."
"We thank you for your help" Allianora said, sliding the pouch of coins across the table. She and her companions stood, and left the man to his drink.
"Poor bastard" Nimble said as they walked away.
The Witch of the Deep
Armor Class: 6
Hit Dice: 8* (M)
Move: 90' (30')
Fly: 240' (80')
Attacks: 1 weapon or 1 spell + Special
Damage: 1d6 or by spell + Special
No. Appearing: 1 (1)
Save As: MU8
Morale: 9
Treasure Type: F, N
Intelligence: 18
Alignment: Neutral
XP Value: 1,750
Type: Humanoid (Unique)
The Witch of the Deep will appear in one of 3 guises. Depending on which guise appears her spell list and special abilities will vary. Every time she is encountered roll 1d6, on a 1-2 the maid will appear, on a 3-4 the matron, and on a 5-6 the crone. No matter the guise, she will always be garbed in black robes and equipped with a variety of items, including a broom of flying, which she can attack with for 1d6 points of damage. Her cauldron will always be lit and full, and she wont hesitate to add anyone who attacker her to it's contents. The Witch can curse 1 opponent per round (as per the remove curse* spell), in addition to attacking, but not spell casting. Her lair is also protected by a green Amber Golem.
The Witch also has the ability to read fortunes - see note below.
At the DM's discretion the Witch may have a variety of potions, scrolls, charms, minor miscellaneous magic items available for trade. She will never accept cash for these items.
The Maiden is a young looking (early teens) creature seemingly sweet but with a cruel and selfish streak a mile wide. She knows she is better than you are, and isn't afraid to share that information. Really, that's the only thing she shares well. Her reactions will be improved with the offering of a sufficiently pretty gift, but only for that encounter. She quickly "forgets" earlier gifts. She can cast spells as an 8th level magic user and has access to the following spells: 1st Charm Person, Detect Magic, Read Magic, Sleep, 2nd Detect Invisible, ESP, Invisibility, Locate Object, Phantasmal Force, 3rd Clairvoyance, Dispel Magic, Hold Person, Protection from Evil 10', 4th Charm Monster, Confusion, Polymorph Other, and Remove Curse.
The Matron will always be smiling, but it can be a dangerous smile. She will offer anyone not openly hostile a cup of tea. While she is far more willing to assist those who come to her than the Maid, she expects that her price for any assistance is paid in full. She casts spells as an 8th level cleric.
The Crone is old, tired, and crotchety. Above all that however she is lonely, and if visitors can get past her attitude, they'll find her the kindest of the 3, but if they upset her, her curses are also the worst. She is more likely to give more than she gets in return for those who have not upset her. The crone casts spells as an 8th level druid.
Reading Fortunes
The witch will tell the fortune of those who ask and are willing to pay for it. The price can vary from some cash to hens teeth. Each of the aspects uses a different method for fortune telling. The Maid uses cards, the Matron reads tea leaves, and the Crone has a bag of bones. For everyone who has their fortunes told, roll a 1d6. The witch's current reactions toward the players will provide a -1 (for poor reactions) to +1 (for positive reactions) adjustment to the roll! On a 1or 2 roll use the Negative chart for the appropriate aspect. 3or 4 the Neutral chart, and on a 5 or 6 roll on the Positive chart. Any curse like effects can only be removed by a caster of 12th level or greater due to the Witch's power.
Maid - Positive
1 Roll again on Maid Neutral
2 Earn double XP for next monster defeated
3 Gain +1 to next save
4 Gain +1 to damage for next 24 hours
5 Gain +1 to hit for next battle
6 Gain 2d6 Temporary Hit Points
7 Gain permanent +1 to Charisma
8 Roll again on Matron Positive
Maid Neutral
1 Roll again on Maid Negative
2 Suffer -1 to hit for next 24 hours
3 Reroll next save, keep 2nd
4 Next to hit roll that is a 1 weapon breaks
5 Next to hit roll that is a 20 inflicts double damage
6 Next gem found is 50/50 worthless or double value
7 Gain +1 to damage for next 24 hours
8 Roll again on Maid Positive
Maid Negative
1 Roll again on Crone Negative
2 Suffer an extra point of damage from all attacks for next 24 hours
3 Suffer -10% to next treasure found
4 Suffer -50% to next treasure found
5 Suffer -2 to hit next 24 hours
6 Suffer -2 to all saving throws next 24 hours
7 Lose 1 from Charisma permanently
8 Roll again on Maid Neutral
Matron Positive
1 Roll again on Matron Neutral
2 Learn the location of a minor magical treasure
3 Wandering monsters reduced 50% next 24 hours
4 Gain +2 to detecting secret doors next 24 hours
5 Gain +1 to AC next 24 hours
6 Restore previous/ignore next energy drain
7 Gain permanent +1 to Constitution
8 Roll again on Crone Positive
Matron Neutral
1 Roll again on Matron Negative
2 No healing for the next 24 hours
3 Suffer -1 to all healing next 24 hours
4 Perishables spoil over next 24 hours (potions included)
5 Gain +1 to hit +2 to damage next 24 hours
6 Gain +1 to all healing next 24 hours
7 Gain 6 temporary hit points
8 Roll again on Matron Positive
Matron Negative
1 Roll again on Maid Negative
2 Reroll all failed wandering monster checks, +1 wandering monsters encountered
3 Suffer -1 to detecting secret doors
4 50% of all party perishables spoil (potions included)
5 No healing next 7 days!
6 Lose 1 from Constitution permanently
7 Map to magic treasure, doesn't mention trap or guardians
8 Roll again on Matron Neutral
Crone Positive
1 Roll again on Crone Neutral
2 Earn double XP next 24 hours
3 Location of a magical treasure and info about traps/guardians
4 Gain +2 to AC for next 24 hours
5 Learn the weakness of an upcoming monster
6 Gain permanent +1 to Wisdom
7 Gain 1 potion of healing + 1 random potion "Hmm… here, you'll need these"
8 Roll again on Maid Positive
Crone Neutral
1 Roll again on Crone Negative
2 Gain +1 to AC & suffer -1 to all saving throws next 24 hours
3 Gain +2 to damage & suffer -1 to hit next 24 hours
4 Reroll next to hit of either a 1 or 20
5 Torches & lanterns illuminate an extra 10', but burn twice as fast
6 Character can see in total darkness, but strong lights cause -1 to hit +1 to AC
7 Suffer -1 to Dex & Gain +1 to Strength
8 Roll again on Crone Positive
Crone Negative
1 Roll a 1d6+1 twice on this chart!!
2 Prime requisite reduced by half for the next 24 hours
3 All wandering monster encounters are with max creatures for 1 week
4 Suffer -4 to all reaction rolls next 24 hours
5 Character will go blind & deaf over the next 4 days
6 Character will lose half their hit points permanently
7 Lose 1 from prime requisite permanently
8 Roll again on Crone Neutral
Saturday, July 24, 2010
Floating ball
The noise throbbed... it really wasn't a noise, more of a sensation that Allianora felt through her entire body. Judging by the looks on new friends faces, they felt it too.
"What is it?" She asked.
"I don't know..." Feris answered. The sphere flowed over itself as it floated above the stepped platform in the otherwise empty room.
"Maybe we should go check out that other thing..." Rathgar said
"What other thing" Feris asked.
"You know... down the hall, away from this thing."
"Oh, right, that thing" Nimble chimed in. "I agree, lets go look at that other thing" he continued, backing out the door.

The swirling ball is a magically suspended ball of protomatter. A left over from previous experiments that the forgotten mage placed here both to save it for future use, and also because it made for a beautiful work of art. The protomatter itself is harmless, and would serve as a fantastic fertilizer or nutritious food substitute. It could also be used in a variety of magical experiments. The stepped platform is magical, and will suspend anything placed upon it 1-2 feet above its surface. Only one object can occupy the platform at a time.
"What is it?" She asked.
"I don't know..." Feris answered. The sphere flowed over itself as it floated above the stepped platform in the otherwise empty room.
"Maybe we should go check out that other thing..." Rathgar said
"What other thing" Feris asked.
"You know... down the hall, away from this thing."
"Oh, right, that thing" Nimble chimed in. "I agree, lets go look at that other thing" he continued, backing out the door.

The swirling ball is a magically suspended ball of protomatter. A left over from previous experiments that the forgotten mage placed here both to save it for future use, and also because it made for a beautiful work of art. The protomatter itself is harmless, and would serve as a fantastic fertilizer or nutritious food substitute. It could also be used in a variety of magical experiments. The stepped platform is magical, and will suspend anything placed upon it 1-2 feet above its surface. Only one object can occupy the platform at a time.
Friday, July 23, 2010
Restless Spirits
Allianora knelt with her head bowed inside the glowing circle. She ignored the soft flares that periodically flashed along the edge of her vision as she continued her prayers. The shifting transparent forms were confused and angry, and at least a half dozen must have been drawn to the circle. They flitted about like moths around a candle, and their soft moans mutterings filled the air.
Her prayers were answered when the dungeon door slammed inward and a large man in scale mail took in the scene. The spirits reacted quickly moving toward the unprotected warrior.
"Crap. We've got spirits!" he said, dropping his sword for a small silver dagger. He raised his shield, slashed with the dagger and worked his way through the doorway. Behind him a smaller swarthy man dropped a silver coin into his slingshot, and a young sorcerer raised his wand, blasting one of the spirits from the depths of the earth.
Allianora raised herself, hefted her mace and holy symbol and joined the fight against the spirits that had kept her trapped.
Restless Spirit
Armor Class: 2
Hit Dice: 1+2** (M)
Move, Fly: 90' (30')
Attacks: 1 touch
Damage: 1d4+special
No. Appearing: 1d4 (2d4)
Save As: C2
Morale:12
Treasure Type: Nil
Intelligence: 7
Alignment: Chaotic
XP Value: 23
Type: Undead (Uncommon)
Restless Spirits are incorporeal undead formed by the spirits of those who died and yet can not move on, and have been driven mad stuck on the prime material plane. Their cold touch wounds the very life force of those it comes into contact with, causing both physical damage and also draining 1 point of wisdom with a failed saving throw vs. Paralysis. Drained wisdom will be recovered at a rate of 1 point per hour of rest. Anyone reduced to 0 wisdom is dead and will rise as a restless spirit.
Due to their incorporeal state normal weapons will deal only a single point of damage per hit to restless spirits. Silver and magical items will cause damage as normal. Like all undead they are immune to all sleep, hold, and charm spells.
The very sight of these creatures will cause a moral check for anyone with 1HD or less.
The inspiration for this is from the video game Jade Empire. I wanted a low level incorporeal creature that wouldn't necessarily just trash a 1st level group on sight, yet would still be a fear inducing.
Her prayers were answered when the dungeon door slammed inward and a large man in scale mail took in the scene. The spirits reacted quickly moving toward the unprotected warrior.
"Crap. We've got spirits!" he said, dropping his sword for a small silver dagger. He raised his shield, slashed with the dagger and worked his way through the doorway. Behind him a smaller swarthy man dropped a silver coin into his slingshot, and a young sorcerer raised his wand, blasting one of the spirits from the depths of the earth.
Allianora raised herself, hefted her mace and holy symbol and joined the fight against the spirits that had kept her trapped.
Restless Spirit
Armor Class: 2
Hit Dice: 1+2** (M)
Move, Fly: 90' (30')
Attacks: 1 touch
Damage: 1d4+special
No. Appearing: 1d4 (2d4)
Save As: C2
Morale:12
Treasure Type: Nil
Intelligence: 7
Alignment: Chaotic
XP Value: 23
Type: Undead (Uncommon)
Restless Spirits are incorporeal undead formed by the spirits of those who died and yet can not move on, and have been driven mad stuck on the prime material plane. Their cold touch wounds the very life force of those it comes into contact with, causing both physical damage and also draining 1 point of wisdom with a failed saving throw vs. Paralysis. Drained wisdom will be recovered at a rate of 1 point per hour of rest. Anyone reduced to 0 wisdom is dead and will rise as a restless spirit.
Due to their incorporeal state normal weapons will deal only a single point of damage per hit to restless spirits. Silver and magical items will cause damage as normal. Like all undead they are immune to all sleep, hold, and charm spells.
The very sight of these creatures will cause a moral check for anyone with 1HD or less.
The inspiration for this is from the video game Jade Empire. I wanted a low level incorporeal creature that wouldn't necessarily just trash a 1st level group on sight, yet would still be a fear inducing.
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