
Sunday, August 08, 2010
Zombies Of Phoo

Tuesday, August 03, 2010
Ancient Words Of Power
A typical mishap table would look something like this, either varying for the % of failure possibly:
1) Floor is mud now. Waist deep so plan accordingly
2) Voice becomes God-like, deafens all in 60' radius 2-12.
3) anti-magic shell around caster 3d6 rounds. (shhhh it's a secret)
4) drains 1 item of all magic randomly
5) any shadow in a 30' radius is now a strength draining shadow. Best of luck.
6) Hey Tom Thumb, you are 6 inches tall, maybe permanently.
7) Weakness 30' radius
8) Reverse gravity every third round. Take damage accordingly.
9) Anyone say minor earthquake.
10) Spiders. It's raining spiders. Assorted types.
11) Darkness on caster 30' radius
12) Sex change. D'oh.
13) Random person/creature becomes a Dire Bear
14) Dont harp on harpies. 3D6 appear.
15) Animates all weapons 60'radius. Rounds 2-12.
16) Congradulations you have a GAZE attack. Take a care where you look. Lingers for 1d6.
17) Missles thrown or shot become Giant Wasps. 2-12 rounds
18)Speaker head becomes 3x actual size.
19)Flying Monkeys. A whole slew. 6 + 6d6. Nasty creatures.
20) Fog of Whack. No sound penetrates, and regardless of vision, cant see crap. Good luck. 60'.
Saturday, July 31, 2010
Homebrew: The World of Phoo

Each one word known can produce a variety of spell -like results if the speaker can harness the power. Each Speaker has a pool of mana he may drain for each effect. Mana is intelligence modifier + 1 per level. So a first level Speaker who has high intelligence can cast any effect that he has enough mana to perform. With a +3 modifier and 1 at first level, gives a rookie Speaker 4 Mana which could be turned into 4 first level effects, 2 second level effects , or 1 fourth level result. For every level past the Speaker the effect derives, a percentage is added to the chance of magical mishap, either 10 or 15 %. So a rookie can cast fireball to save his party, but his chances of causing the unknown are vast ( either 20% or 30%).
The number of words known is based on Charisma modifier, and the levels to which these words are a combination of Wisdom modifier +1d4. (If only one is known the level is 9 of course).
Magickers are viewed with suspicion in some areas, and are viewed with great awe in others. They also have a great HAT that they are capable of using like a miscellaneous magic item Bag O Tricks at one critter every other level.
The Speaker also constructs a conduit of magical WHIMSY, either a rod, staff, or wand that allows for storage of some mana, and reduces spell failure and or magical mishap. Sample list to follow.