Twice per long rest, you may, as an action that does not provoke opportunity attacks, pour out a portion of the mote onto yourself or an adjacent creature. Immortal MoteĪ roughly fist-sized lump of self-contained and perpetually boiling quicksilver, an immortal mote is often kept in a glass flask where it softly roils and thrums. Many are the odd magic item found in alchemical muck. Successful melee attacks do an additional 1d6 slashing.Ī target cannot be affected by this ability more than once per long rest.Advantage on Strength- and Dexterity-based attack rolls.Bursts through doors/walls with a DC (10 + twice the barrier’s thickness in feet, minimum 1).Ignores difficult terrain for movement purposes.The target must make a DC 16 Wisdom saving throw (if unwilling) or gain the following traits for 5 minutes: As a bonus action, the living spell targets a creature within 100 feet, and that creature gains the benefit of a servant of doom spell (see Deep Magic), employing the spell’s envoy aspect. The living spell will often then target the same creature with its Arcane Gift and telepathically direct the creature to attack nearby foes.Īrcane Gift (Recharge 6). A humanoid within 100 feet must make a successful DC 14 Wisdom saving throw or be targeted by a dominate person spell, as if cast with a 5th-level slot. Melee Spell Attack: +8 to hit, reach 10 ft., one target. The living spell makes two Magical Strike attacks. The living spell has advantage on saving throws against spells and other magical effects. The living spell can move through a space as narrow as 1 inch wide without squeezing. Senses darkvision 60 ft., passive Perception 10Īmorphous. Strĭamage Resistances bludgeoning, piercing, and slashing from nonmagical attacksĬondition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone It slithers along the ground, reforming when engaging sentient beings. The ripples of wax continuously flow down its form, like a living, slowly bubbling fountain. Its face contorts as if the figure still felt every scorching flame that caused its deformation, writhing in pain. The vaguely humanoid form appears as if carved from dark wax and then melted in place. Disease runs rampant, and the awful stain befouls more of the countryside with every sunrise. If left untouched or even perpetuated, such places might become the lair for even more powerful and terrible creatures. Expect to find chimeric beasts, oversized and aggressive flora with a taste for travelers, living spells, and an increased frequency of hazards like green slime, brown mold, and various ravenous oozes. This inconsiderate, mystical trash warps the creatures and alters the plants and the very terrain of the region, tainting everything with aspects of the arcane experiments dumped here. The noxious potions, failed alchemical experiments, and magical malfunctions left to spill into the currents of local waterways leave greasy, iridescent slicks while bubbling vents emanate from slag piles consisting of accidental heaps of poorly combined reagents. We continue by looking at magical pollution, the contaminated waterways and wetlands. Explore the war-ravaged lands in a world filled with secrets and hidden treasures waiting to be discovered.This series looks at the corruption that the extended use of violent and uncontrolled magic might cause on the landscape, from pollution to neglect to the destructive aftermath of conflict.Select from a diverse range of weapons, armor, talents and customize them to best suit your playstyle.Immerse yourself in an engaging directional combat system that is accessible to newcomers but offers a high skill ceiling for more seasoned players. Will you choose to extract or take the risk and push forward?
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