Items and Spells of the Waste

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The Great Hippo's picture
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Items and Spells of the Waste

Author's Note: Again, rough draft. Will improve later. Just slapping this crap down as it comes to me.

The Codex of Lore

Crafted by a particularly nasty Grey Hag who had a propensity for deceit and a love for inspiring hubris. Anyone who makes a pertinent Planar Knowledge check (DC: 25) or casts an Identify spell will recognize the massive 3 foot wide (and 1 foot deep) flesh-bound tome with its grinning hordling face (and bronze supports) as the fiendish Codex of Lore, within which all written knowledge is contained. One needs only to ask the book for what they wish to read, then open it to find it reproduced. Basically, free castings of Legend Lore along with any spell the reader wishes to scribe or memorize.

Except it doesn't do this at all; if the roller manages to roll a 40 or higher, they're aware that this is actually an immensely clever, self-perpetuating lie promoted by the book itself. All information supplied by the book does nothing but tell the reader precisely what it is they want to hear--all legends are made up by the book, designed to convince the reader of their own personal infallibility. In addition, any spell that the reader uses this book to scribe or memorize is purely illusionary--a fireball spell memorized by the reader will produce an illusionary 'fireball' that only the caster can see.

Every use of this book for any one task requires a Will save versus a DC of 20. Failure causes an ability drain of a single Wisdom point; the victim is usually unaware of this. The reader becomes more and more obsessed with the book, until all their Wisdom is drained--at which point they fall into a coma and usually die of starvation (often, when found, the book is surrounded by ancient corpses; sometimes, one corpse may be bent over the book, still trying to read it).

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I like the idea but have a single criticism: Right now its just a "trap" - one of those cursed items that has no practical use and lots of drawbacks, rather than the nicer (in my opinion) cursed objects that have enough useful properties to make them tempting to use. A spellbook fuelled by your own self-deception and pride is such a nice idea that I think it deserves to be more 'playable' - I think the example I'm looking for here is Stormbringer from Moorcocks Elric stories: a cursed artefact that's more of a bane than a help in the long run but just too useful to discard (although ideally something a little less apocolytically powerful!)

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Can't think of anything beneficial the book could do that would simultaneously maintain the simplicity of the concept.

Except--maybe the Legend Lore actually works, but all the information you receive is tainted with things you'd expect (changing a detail here or there). The book consistently melds truth with fiction, slowly-but-surely feeding you a worldview that consists of your own (A Dustman reading the book's legends would receive legends consistent with their Dustman beliefs, Bleakers would receive legends consistent with their Bleaker beliefs, so on). This makes the book somewhat useful, but also incredibly dangerous (anyone who reads it will eventually become absurdly fanatical towards their own personal belief).

And maybe all the spells work, too, but any spell scribed from the spellbook is somehow twisted and profane. Very simple things wrong with the spell but make them still useful; fireballs that are modified to do negative energy damage, so on. Minor 'wtfs?' that eventually acrue until the point where the caster is a walking hodge-podge of fiendishly-tainted spell-spewing self-absorbed arrogance.

Possibly also the book feeds you Spell-Tricks. I had come up with this weird idea long ago--I'd need to flesh it out more--the idea was something along the lines of spells you memorize that take up spell-slots but aren't actually the spells you thought you memorized. A fireball that doesn't do what it's supposed to do (but may present you with the illusion of it working just fine), or a spell that's actually a living entity that refuses to be cast or forgotten and starts whispering to you in your brain (maybe even offering you power in exchange for doing terrible, profane things to your friends--being able to 'cast' spells itself).

That might sap the idea of its elegance, though.

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Well, I like both your ideas - but I also see your point about simplicity.

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The Codex of Lore/The Codex of Ignorance (Artifact)

Bound in the gray wart-infested skin of a night-hag and emblazoned with the bronze face of a cackling Hordling, the Codex of Lore (often known merely as the Codex) is shrouded--literally--in a cloud of ignorance and misconception. All attempts to identify this manual--by magic or otherwise--gives only half the story.

The book is a compilation of all known legends and lore, including nearly every spell ever written. One needs only to know the spell or subject of the legend to access the book's power. By carefully studying the book's contents for an hour, the reader may cast Legend Lore for free or find a complete copy of one level 1 spell (to find copies of higher level spells, another hour of study must be spent for each level of the spell above the 1st). This copy cannot be used as a scroll, and if the page is removed from the book, it immediately becomes blank. Mages may scribe the copy of the spell onto a scroll as normal. Once the page is turned or the book is closed, the reader must re-study the book to gain a copy of the spell once again.

However, everything is not as it seems. The legends the book relates to its reader are generally true--but invariably contain some small inconsistency or lie. These deceits are aimed to convince the reader of their own world-view, and often are designed to both reassure the reader that their beliefs were right all along and that their cause is righteous. For instance, a Dustman reading the book will find the legends are reflections of the idea that the world is dead, while Bleakers will find the legends reflective of a multiverse without meaning. Someone self-centered will see their self-centeredness reflected in the text--with even the legendary paladins sometimes acting petty. Eventually, anyone who reads the book for too long becomes self-absorbed and obsessed with their own beliefs, sacrificing their wisdom and open-mindedness for knowledge.

In addition, any spell scribed from the book is a twisted copy of its original. These flaws may seem minor at first, but become much more dangerous as the level of the spells increase. Magic Missiles may do nothing more than produce a harrowing scream when cast, but a Fireball may instead do negative energy damage instead of fire damage--and a Flesh to Stone spell may be replaced with a Disintegrate. These changes should be determined by the DM and remain unknown to the caster until they actually attempt to cast the spell. Whatever the change is, it is always aimed to increase a caster's propensity for destruction and evil.

Whenever a reader uses the book to cast Legend Lore or uncover a copy of the spell, they must make a Will save versus a 25 DC or lose a single Wisdom point (as per the normal rules of ability drain). The reader remains unaware of this loss. This book cannot be used to find copies of spells over level 9.

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IMHO: Absolutely perfect

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Gloomweed Poultice

Harvested by the gray sisters from a type of weed that feeds off the corpses of men who died in vain, this rare-but-powerful poultice has the ability to make any target so despairingly banal that normal sentient creatures will often forget (or even refuse to acknowledge) that they're there. Some say that this is in part the secret to the Night Hag's lack of notoriety; many smear themselves with this poultice daily, making themselves so absolutely unremarkable that only the most clever and wise of creatures can perceive them.

When the poultice is smeared upon a creature or object (this is treated as a standard action that provokes attacks of opportunity), any intelligent creature who is not looking for something or someone out of place automatically fails to perceive them, and anyone who is looking must first make a Will save versus a DC of 15 before they may make any Spot or Listen checks. The effect of the poultice lasts for an entire day or until the user takes a violent action--treat this as an Invisibility spell for determining what the user can and can't do.

More powerful versions of this poultice are said to exist--some even claim that the Night Hags have obscured an entire race using a more pure form of this poultice, which is so potent that no one is capable of even remembering that the poultice exists, or how it is made (except the Night Hags, of course).

All Night Hags are immune to the effects of Gloomweed Poultice. However, immunity to illusion offers no protection from its effects.

Armoury99's picture
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At the risk of turning into your personal fanclub - I love this too.

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I'm using that one too. Keep thinking of stuff.

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The Wasting

The Wasting is a type of parasitic fungi which the gray sisters use extensively in their work. When ingested (often added to a town's water supply), the fungi latches into a victim's brain and proceeds to harvest their strongest, most powerful desires--passion, love, hate, and fury--eventually reducing them to a contentedly apathetic zombie. Victims often die because they cease to have any motivation at all--motivation to drink, eat, or even breathe.

Incubation requires 1d6 days, after which the victim must make a Will save (DC: 20) or take one point of Charisma damage for each day after the last day of incubation. This save is made for every day afterwards. Success does not cure the victim--only magical healing can destroy the fungi--although it does prevent damage after one day. As a victim's charisma score drops, they become more detached and less interested in the going-ons of life. They accept everything calmly and without argument, becoming more complacent towards the world around them. Once their charisma score is reduced to 0, they pass effortlessly into a coma and wither to death.

Once a victim has been slain in this fashion, the fungi--now engorged with all the passion of a once-living mortal's life--is harvested by the grey hags for their potions. Some believe that it is through the mass harvesting of villagers that the grey sisters maintain their ability to shrug off the Gray Waste's effects--by distilling emotions and creating potions that allow them to restore their own passions. Others believe that the purpose of the Wasting is far more maligned, and has something to do with the creation of Hordlings and their twisted, rampant rage.

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Wow. These are. . . really well thought out and insightful. I'd add something of my own, but it'd be like a rock in a jewelry store display unless I put a lot of time into it. Keep it up

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The gloomweed poultice would be best handled as a 'psionic' item that duplicates the cloud mind, mass power with an unlimited number of targets, and a 24 hour duration. The save DC should probably be adjusted for that of a 6th level power (at least DC 18 if not more). Just ideas from a mechanics-happy person.

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Quote:
The gloomweed poultice would be best handled as a 'psionic' item that duplicates the cloud mind, mass power with an unlimited number of targets, and a 24 hour duration. The save DC should probably be adjusted for that of a 6th level power (at least DC 18 if not more). Just ideas from a mechanics-happy person.

My reservation about turning it into a psionic object was that it seemed to detract something from the mythical perspective; the idea wasn't that this actually clouds a target's mind, but literally makes something more forgettable, in a very broad sense--in that if you had enough of the poultice, with a pure enough sample, you could make the entire Multiverse forget you existed. Hell--maybe there's an entire fourth layer to the Gray Wastes we don't know about, because so many Gloomweeds grow there.

It might be wiser to make it into a psionic ability, though. Merely for the benefit of compatibility it provides (if it's a psionic power, we instantly know who it will and who it won't work on). However, the reason its save DC is so low (15) is because the idea was that it works on anything with an intelligence score (even undead and sentient constructs).

That being said:

The Chi'kaa'kee

Psionic bugs.

These fist-sized flying beetles have the ability to control lesser, non-intelligent insects at will--and use it. Feasting upon the brains of the dead (or wounded) soldiers in the battlefields of Oinos, they hunker down in the hollowed-out skull cavity, call their lesser brethren to them, and proceed to re-animate the corpse through a psionically-coordinated effort of thousands upon thousands of centipedes, millipedes, flies, maggots, carrion beetles, and every other insect imaginable--combined with a little helpful telekinesis. The result is that every corpse the Chi'kaa'kee infect becomes a living colony of scavengers.

Similar to Cranium Rats, the Chi'kaa'kee possess a collective consciousness reinforced by their telepathic connection to one another. To speak with one Chi'kaa'kee is to speak with them all. Their main concern is the discovery of more brains (especially psionically ripe ones) and compiling secrets (which they manage to acquire from the brains of those they eat). They have extensive dealings with the gray sisters.

Chi'kaa'kee prefer to live in tunnels and passageways underneath the Glooms, where their hosts will ripen to a particularly pungent smell. Once they've stripped a host down to the bones, they'll immediately abandon it and seek a new one.

Speaking to the Chi'kaa'kee is often a horrifying experience--they can only communicate with telepathic shrieks, their thoughts garbled and alien. Anyone on the receiving end of these telepathic messages must make a Will save (DC: 15) at first contact to prevent themselves from becoming shaken for the duration of the encounter. If they fail the save, they must make one every time the Chi'kaa'kee contact them after this encounter; once they make the save, they are immune to the effect.

The Rage

Pure rage can be extracted from the frothing wrath of Hordlings and distilled within the gray sisters' twisted cauldrons of alchemically-brewed emotion to create samples of the Rage--a type of magically-born drug that acts as insulation against the Gray Waste's emotion-sapping nature, yet simultaneously risks catapulting the victim into a state of murderous rage.

Sold by Night Hags freely (after all, those who end up killing all their friends often end up devolving into larvae), this potent drug comes in the form of a potion with a pinkish hue that seems to constantly be swirling and frothing with near-boiling anger. When imbibed, the imbiber must make a Will save (DC: 16) or immediately fly into a blind murderous rage. They take on the benefits of a level 1 barbarian's rage ability, choosing targets at random (starting with those who are closest within their range). While raging, the character may take no action except ranged melee attacks and movement--they automatically fail all skill-checks not directly associated with movement (climb, jump, swim, balance, and tumble). Every round after the first, the victim may make a Will save with a cumulative +2 penalty to try and break free of the rage--if they make 8 failures in a row (the DC reaches 30), they become completely lost to the rage. Nothing can restore the character beyond a Greater Restoration, Wish, Limited Wish, or Miracle. Over a period of 1d4 days, the gibbering and enraged character will rapidly begin to lose their human characteristics and become a Hordling. Once this process is complete, there is no way to restore the character--beyond the interference of a Deity, they are completely lost.

If the character makes the Will save to break the rage, they are fatigued and gain no more benefits from the potion. If they make the initial Will save, they gain both a +2 Morale bonus to Strength and Constitution and immunity to the Gray Waste's emotion-sapping effects for one day.

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I only meant that the gloomweed should be treated as such to determine it's cost, effective level, etc. I'd still call it magical. You could still use the power as a pricing guide modified appropriately for it's strengths.

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'weishan' wrote:
I only meant that the gloomweed should be treated as such to determine it's cost, effective level, etc. I'd still call it magical. You could still use the power as a pricing guide modified appropriately for it's strengths.

I think I see what you mean--yes, that would work very well for the sake of determining time and cost of production (although you still need to go to the Gray Wastes and find yourself some Gloomweeds growing on dead soldiers to make any of it).

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Quote:
(although you still need to go to the Gray Wastes and find yourself some Gloomweeds growing on dead soldiers to make any of it).

which is probably good considering how much more powerful this item is than cloud mind as is, that helps ofset it a bit.

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Quote:
which is probably good considering how much more powerful this item is than cloud mind as is, that helps ofset it a bit.

Another good way to limit it is to say that no one knows (or remembers) how to make the poultice, because the poultice's effect is so powerful it actually makes people forget how even the process is performed.

Being immune to this effect, Night Hags can remember it just fine.

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Is this roughly the right tone for this project?

Betraying Swords

Nobody knows where these swords come from, but since only Night Hags seem willing to sell them as what they are, Betraying Swords have come to be associated with the Hags. Their function as nasty tricks is well known; Betraying Swords do no damage whatsoever, unless used on a friend (thereby making them doubly useless; no good as a weapon, and too dangerous to be used for training), and grant a +5 bonus to any check that would either result in them being passed off as normal swords, and a +10 bonus to any check that would result in them being exchanged for a more legitimate sword.

Thanks
Luc "Mechanics probably need some tuning" French

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Yes, that's neat! Definitely something the Hags would sell Smiling

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Absolutely! I can see the results of a swapped shipment now- "These damn swords are useless, they wouldn't cut butter. Just look..... uh, sorry Bill"

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Elixer of Sin: A deadly concotion made of the very earth of the Gray Waste, the flesh of a larva and the blood of a night hag. When ingested the deadly elixer cause the victim to purge themselves of all the good, law and chaos from their very being quite excrutiatingly as well. This leaves the victim ripe for harvesting as larva. Night hags sell them in the guise of healing potions to addle brained fools and a deadly tool for devious and mercenary like assassins.

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(Assuming we go with the Lurkling idea)

Lurker Bottle

This corked beaker is filled with a viscuous black substance that twists and squirms right before your eyes. Every so often, a pair of smoldering eyeballs will pop out of the blob of darkness, staring at you with a mixture of hatred combined with sniveling cowardice.

Crafted out of sand gathered from the River Styx by errant Night Hags, Lurker Bottles are large glass beakers capable of holding one entire small-sized Lurkling--most of whom are squishy and flexible enough to be stuffed into the container. Exactly how the hags manage to lure lurklings into the bottles remains a well-kept secret; regardless, the contents of the bottles are useful as reagents in their potions, emergency rations for the desperate (or merely the natives), currency in the Gray Wastes, or even last-second distractions.

When opened or forcefully broken, the lurkling inside immediately springs out and proceeds to furiously attack anything near it. After a single round has passed, the lurkling will revert to its normal behavior, and run away if it is clear that its current situation is hopeless.

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Hag Bag

This small, round purse is made of a dull gray hide that seems to drain a bit of color from anything within reach. Its two latches appear to be shiny black claws that grow directly from the flesh of the bag, and the strap is just a bit too reminiscent of hair for your comfort.

Hag bags are magical items made from the flesh of some unknown creature of the Waste, rumoured to be a particular type of hordeling with a penchant for avarice. Their names are derived from the creators and only beings known to willfully wear them, Night Hags. Once per hour, the owner of a bag can reach inside, experiencing a sensation much like reaching into a mucus filled bag of holding, and withdraw any type of coin that she can imagine. The currency withdrawn in this manner must fit into the owner's hand, and it never exceeds the equivalent of one hundred jink at a time. Less can be removed, if the user so wills, but that does not reduce the allotted time between uses. Anyone other than a Night Hag, however, pays a hefty price for such ill-gained wealth. For every handful of coin so received, a randomly chosen friend or family member that is not protected by the proper wards against evil becomes infected with the grays, a viral form of the Waste's draining influence. This occurs even if the loved one is not on the Waste, and there is no possibility of staving it off by force of will. It takes no longer than a day for the emotions to fade from even the most lively individual, making them so dull that everyone stops paying attention to them, even when trying to. At some point they simply disappear, becoming larvae in the possession of the bag's original creator - a fitting compensation for a few metal coins. A sod that uses the bag more than three times begins to become evil, even if he does not yet understand why. Once he runs out of relations whose souls he is not willing to intentionally sell, the bag takes his own soul as the final fee, returning to the creator along with his cursed larval form. Night Hags, who never know anybody that they are not willing to sell for some price, are not troubled by any form of recompence. Indeed, it is they who provide the coins in the first place. For them, the bag works simply as a bag of holding, albeit one that they are always happy to have pickpocketed by the next greedy berk that passes their way. No Night Hag has ever been known to use another's bag, as this would put her in a spiritual debt that no lie can evade.

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I love the Hag Bag, but I'm not entirely sure about the effects.

Imagine it from a player point of view.

A character becomes infected because some NPC uses a bag. The player character has no chance to withstand the curse. Others quickly can't focus on him anymore. The character, even if he was a perfect paladin before, quickly turns into an evil larva.

Why? Because *someone else* used a bag without knowing that bag does.

I see a problem with game balance there...

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'The Great Hippo' wrote:
Lurker Bottle

This one's cool, too, though to me, it's a bit TOO close on the bottled gehreleths idea. It would be great to have something that makes the Lurker Bottle distinct from a "bottled 'leth".

On a side note, I don't see as Lurklings "running away in hopeless situations". I mean, those critters are, in some way, incarnations of hopelessness. Facing a hopeless situation shouldn't freak them out too much...

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Bottled Lurker could be a term for some sort of potion the Hags manufacture from Lurklings. Or just a cool drink in a Pub in Glebe Pathosis.

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'joyblood' wrote:
This one's cool, too, though to me, it's a bit TOO close on the bottled gehreleths idea. It would be great to have something that makes the Lurker Bottle distinct from a "bottled 'leth".

They have bottled gehreleths?! D:

'joyblood' wrote:
On a side note, I don't see as Lurklings "running away in hopeless situations". I mean, those critters are, in some way, incarnations of hopelessness. Facing a hopeless situation shouldn't freak them out too much...

Fair note! I'm kind of enamored of the idea that Lurklings are sniveling cowards when cut off from the Will, but that is a bit chaotic.

Quote:
Bottled Lurker could be a term for some sort of potion the Hags manufacture from Lurklings. Or just a cool drink in a Pub in Glebe Pathosis.

Now I really like that last idea >=D

"Drink this."

"What is it?"

"Puts hair on your bones."

*Drinks, must make Fortitude save or LURKLING BURSTS OUT OF CHEST, SCREAMING.*

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'The Great Hippo' wrote:
They have bottled gehreleths?! D:

Yes, one of the gehreleth races can turn into liquid, and the more powerful races take them with them as "instant artillery".

'The Great Hippo' wrote:
Fair note! I'm kind of enamored of the idea that Lurklings are sniveling cowards when cut off from the Will, but that is a bit chaotic.

I don't see chaos as the problem here, only the fact that hopelessness is part of their nature, and thus shouldn't trouble them.

'The Great Hippo' wrote:
Now I really like that last idea >=D

"Drink this."

"What is it?"

"Puts hair on your bones."

*Drinks, must make Fortitude save or LURKLING BURSTS OUT OF CHEST, SCREAMING.*

Anyone says "Night Hag bartender" ? Laughing out loud

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'The Great Hippo' wrote:
*Drinks, must make Fortitude save or LURKLING BURSTS OUT OF CHEST, SCREAMING.*

Check please!

'joyblood' wrote:
I love the Hag Bag, but I'm not entirely sure about the effects.

I see where you're coming from, but that really would be up to the DM. It can be used in that way, sure, if the DM is a cruel heartless bastard or needs a good way to get rid of a departing player's character and thereby start a new plot thread around getting vengence on the Night Hag who did this to him. However, it is meant to be more of an item used by PC's, particularly the rogues and scoundrels in the party, or indeed anyone that loves 'free' money a bit too much. It really shouldn't focus on party members, but rather various NPC's that the party has met and befriended. If it would make you feel better, though, it is always possible to change the 'no saving throw' part to 'really high will save'.

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'Iavas' wrote:
If it would make you feel better, though, it is always possible to change the 'no saving throw' part to 'really high will save'.

Yes, that would make me feel better Smiling

Spontaneous idea: What if the affected character KNOWS it's coming from the one who uses the bag?

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'joyblood' wrote:
'Iavas' wrote:
If it would make you feel better, though, it is always possible to change the 'no saving throw' part to 'really high will save'.

Yes, that would make me feel better Smiling

Spontaneous idea: What if the affected character KNOWS it's coming from the one who uses the bag?

... long enough to write a goodbye and screw you, you greedy bastard letter? I like it.

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Right Smiling

Also leads to interesting chain reactions.

What if an affected person writes a letter, the letter CAN be seen by other persons, but the person has already slipped from their memory?

"Hey, Joe, I found this weird letter in our kitchen... you ever heard of a brother of yours named Jim?"

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An item like this also strikes me as really best at the minor artifact level as well.

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Oh, I wasn't thinking of them slipping from people's memories, just their attentions. Although that is a possible way to write it.

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Oh, actually I like that version even better. Nastier. Better. Umm.. whatever. Eye-wink

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Gravedirt (Spell/Ritual?)

Known primarily among the Gray Sisters, this spell--coupled with a larva--allows the caster to animate a body made from fresh gravedirt, lurkling body-parts, and insects. The body is imbued with the larva's soul and often given an attractive human appearance. The result is an animated construct who is (usually) slavishly loyal to the gray sister. This construct is called the Gravedirt.

Exceptions can and do exist; sometimes, the gravedirt construct retains enough of its old individuality to begin making its own decisions. But for the most part, Gravedirts are loyal to their creators and useful as apprentices, servants, spies, and--most of all--tormentors.

A common hag practice is to create a Gravedirt copy of another mortal's long dead loved one. It's considered an extra bonus if the hag can construct this Gravedirt using the very soul of the loved one as the necessary larva--though rarely are hags so fortunate. This Gravedirt is then used to torment the mortal regularly, helping to augment the hag's abilities to invade the mortal's dreams and cripple them with despair.

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Ooh! Is the attractive appearance illusionary and falls upon physical contact with the undead construct?

"Ooh, honey! I thought you were dead! Kiss me... *smooch* What the...!? *bleerrghghh*"

*snicker* That would be evil.

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Oh, no. It's even better if it's actually a physical alteration.

"Yeah, you know that girl you've been kissing? And making out with? Yeah. Here, let me just, you know--change her back to her true form."

*Dead insects. Lots and lots of dead insects. And dirt.*

Plus, I don't imagine the Gravedirts are necessarily undead; they're just built out of dead things, but they're considered (for all intensive purposes) really weak constructs. It might be better to make them undead, though--I dunno.

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Items and Spells of the Waste

To me they seem like petitioner-constructs. Construct outsiders. I think that fits it.

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Items and Spells of the Waste

My stream of consciousness:

Theoretically, the exact nature of the construct will depend on the soil from which it was made. Waste soil will make it bland and emotionless, as if a shade-petitioner was made corporeal. Gehenna soil, on the other hand, will make it fiery (literally) and aggressive. The following picture then pops into my head - "A long dead lover returns, pushes past the mourners, and embraces his beloved. They kiss for a second before the beloved begins trying to get away and then starts to scream, as the construct's face burns away, revealing packed ash and charred bone. Still embracing his love, he immolates himself and her in front of all the shocked guests."

And with that disturbing picture, I am only left wondering - are these constructs made simply to make out with people and then freak the hell out of them afterwards? Laughing out loud

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'Iavas' wrote:
And with that disturbing picture, I am only left wondering - are these constructs made simply to make out with people and then freak the hell out of them afterwards? Laughing out loud

YES.

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Items and Spells of the Waste

'Iavas' wrote:
Oh, I wasn't thinking of them slipping from people's memories, just their attentions. Although that is a possible way to write it.

To get around the whole balance thing you could just change the object so that it removes the friend/loved on from the users memory. After repeated use the user would forget every-one they have ever loved/been loved by, every act of kindness, basically every good experience involving others until they come to a point where they see no goodness or hope in any of their life and either set out to kill everyone around them because of the cruelty of the world that they live in demands justice or kill themselves because who'd want to live in such a terrible world.

Maybe this would work better as a different item though.

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Items and Spells of the Waste

Gluttonous Spoon

This utensil is often intentionally crafted by Hags of the Waste to closely resemble the much more common Murylund's Spoon, and is sold for half the price. It functions in much the same way, producing enough gristly food each day to feed four Medium creatures. Unlike Murylund's Spoon, the food produced tastes wonderful. Every day that a creature eats even a single bite of the food produced by the spoon, it must make a Will save with a DC of 10 + the number of days it has ever fed from the Spoon. If the save is successful, nothing happens, but a new save is necessary the next time. If the save fails, then the creature must eat an additional creature's worth of food each day and can no longer stand the taste of any food not produced by the Spoon. Every additional failed save adds another creature's worth of food to the daily requirement. Eventually, when the creature has to eat 5 or more creature's worth of food a day, the spoon can no longer produce enough food to sate the creature's appetite and it will begin to starve to death even though it eats 12 meals a day. The process can be temporarily halted as long as the affected creature is under the effects of a Protection from Evil spell, and can be ended only by the death of the creature, or by a successful Remove Curse cast on hallowed ground by a caster of level of 12 or higher

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Gluttonous Spoon: I love this.

Kinda like Stephen King's "Thinner" turned upside down. Smiling

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Mnemento/Water of Past Days: This is rare, expencive, higly adictive and wery popular drug among planar elite. It enables imbiber to have perfect recall of any past event of his life: like 5th birthday or even memories from womb. But continual use of drug ends in delusons and halucinations and inability to recognise past prom present.
Other common efect is nightmare withdraval in wich adict expirience only the worst memories of his past.

It is rumored that night hags produce this drug for wealthy clients, ingredients for drug are unknown, aldough it is suspected that main ingredient is Styx Water.

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I just noticed something interesting. Many of the items mentioned here fall pretty easily into the 7 deadly categories:

Lust: Gravedirt construct
Guttony: Gluttonous spoon
Greed: Hag Bag
Sloth: Gloomweed, The Wasting
Wrath: The Rage
Envy: Betraying Swords
Pride: Codex of Lore

Don't know if this is deliberate or not, just wanted to point it out as a curiosity

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Yes, that's very neat - and definitely fitting to something the Hags would initiate... Smiling

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'Hymneth' wrote:
I just noticed something interesting. Many of the items mentioned here fall pretty easily into the 7 deadly categories:

Lust: Gravedirt construct
Guttony: Gluttonous spoon
Greed: Hag Bag, Codex of Lore
Sloth: Gloomweed, The Wasting
Wrath: The Rage
Envy: Betraying Swords
Pride: ?

Don't know if this is deliberate or not, just wanted to point it out as a curiosity

I'd actually put the Codex of Lore underneath Pride. That's what it does--it eventually makes you intensely close-minded and self-righteous of your own world-view.

Though I'm sure an item that more clearly represents Pride could be made.

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Heh, yeah, you're right. I looked up a better definition of Pride to make up an item for it, and it pretty much restated what the Codex of Lore deals with. My bad. I've changed the list.

I still think it's interesting that we've unconsciously filled the enitre list of deadly sins.

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Seed of Malignant Rebirth

A small, insignificant little seed, greyish-green in color, but with the power to work miracles. If inserted into the chest cavity of a recently deceased, mostly intact corpse at night, then the following morning the body will rise as a fully healthy, living being once more. This wouldn't be all that special in the infinite Planes, except that it always works. Always. Even if the soul has supposedly been destroyed or imprisoned, or if the soul is unwilling. It truly is a marvel, and well worth the petty thousand gold the Hag is asking. . .

The dark of it is, while the body is living and seems to be the same person, it is quite the contrary. The soul of the dead is not brought back, it is replaced by that of a larva specially processed by the Hag into the seedlike form. The larva-thing has all the abilities and memories of the body intended to be reanimated and will act in a normal fashion for the deceased for at least d20 + 10 days. After that the natural tendencies of the larva begin to reassert themselves and the the creature gains a NE alignment and acts accordingly, although still with the memories and some of the personality of the original creature. If the creature is killed, a full sized larva burrows out of the torso and either attacks or escapes. Afterwards, the soul of the departed really is beyond reach, and nothing less than a God's personal action can bring it back

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'Hymneth' wrote:
Seed of Malignant Rebirth

A small, insignificant little seed, greyish-green in color, but with the power to work miracles. If inserted into the chest cavity of a recently deceased, mostly intact corpse at night, then the following morning the body will rise as a fully healthy, living being once more. This wouldn't be all that special in the infinite Planes, except that it always works. Always. Even if the soul has supposedly been destroyed or imprisoned, or if the soul is unwilling. It truly is a marvel, and well worth the petty thousand gold the Hag is asking. . .

The dark of it is, while the body is living and seems to be the same person, it is quite the contrary. The soul of the dead is not brought back, it is replaced by that of a larva specially processed by the Hag into the seedlike form. The larva-thing has all the abilities and memories of the body intended to be reanimated and will act in a normal fashion for the deceased for at least d20 + 10 days. After that the natural tendencies of the larva begin to reassert themselves and the the creature gains a NE alignment and acts accordingly, although still with the memories and some of the personality of the original creature. If the creature is killed, a full sized larva burrows out of the torso and either attacks or escapes. Afterwards, the soul of the departed really is beyond reach, and nothing less than a God's personal action can bring it back

I think either this should replace Gravedirt, Gravedirt replaces this, or the two should be condensed into one another. They're basically serving the same purpose--bringing back loved ones for malicious purposes.

I actually like the whole vines-in-a-corpse theme going on here, so I'd tend to favor this one over Gravedirt; although I also really love the idea of building bodies out of the dirt from graves.

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