Sunday, November 30, 2014

Beseech the Dwarf Ancients















1st-level divination

Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (burnt incense)
Duration: Instantaneous

This spell lets you communicate with a statue, sculpture, painting, or other representation of a dwarf that was crafted by dwarf craftsmen.  At 1st-level, you can ask the object a single question relating to the current dungeon level.  This usage of the spell will not work if the object has been removed from the dungeon level it was found in.  The statue, painting, etc. animates and answers the question in a simple and straightforward manner.

At Higher Levels.  Dwarven casters can automatically cast the spell at 2 levels higher than the slot they consume.  When you cast this using a 3rd-level spell slot, you can ask a question relating to the entire dungeon.  This usage will not work if the object was removed from the dungeon.  With a 5th-level slot, the actual spirit of the dwarf represented manifests, and will answer any question that it knew in life.  At 7th-level, you can ask up to three questions.  At 9th-level, you can carry on a conversation lasting up to 10 minutes.

Tuesday, November 4, 2014

Vrackni's Finger

The creation of a sadistic and charismatic arch-mage, this divination device consists of a desiccated severed finger set in a case made of brass and glass.  Vrackni produced several of these devices and expanded her wealth substantially through their sales, and no - she did not use her own fingers in their construction.

To operate the device, you inscribe a magical circle in the floor, and place the device in the center.  Then, recite the required incantations for one hour.  Learning how to do this requires a day of downtime study or instruction with a successful DC 15 INT(Arcana) Check (you can keep using your downtime to study until you succeed).

The device pinpoints the future location of a single creature.  You must place one of the creature's previous physical possessions in the circle, such as a scrap of clothing or weapon.  After the ritual is completed, the finger will point in the direction of the exact spot that the creature will be in 12 hours time.  As you travel, the finger rotates to always point to that single destination.  If you are within 50' of that point, the finger points straight upward, indicating you have arrived.  You have one hour to reach the destination.  After that time, the magic fades and the finger falls limp.

Each time you use the device roll 1d20.  On a 20, the physical possession that you placed in the circle is consumed by the magical forces.

After activating the device, you cannot use it again for another 12 hours.