moar updates

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2025-04-05 19:47:36 -04:00
parent c89bc36fd7
commit 15d51f4e1e
195 changed files with 4943 additions and 2578 deletions

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- Usually found in frozen regions.
- Immune to damage from cold and non-magical, non-silver weapons.

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### Life Drain
Damage inflicted by this attack reduces the target's maximum HP.
- A humanoid killed by this ability becomes a draugr in 1 day, under the control of the one that killed them.
- The victim gains back 1 hit die worth of hit points to their maximum after each long rest they take, until they return to their original total.

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- Typically found haunting ruins and tombs.
- Immune to all damage except fire or magic.
- Any damage taken is reduced by 50%.

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### Disease
Anyone touched by this creature must **Save** or contract a rotting disease.
- Must save after each touch (unless infected).
- While infected:
- Can't regain hit points,
- Loses 1 HD every day.
- If HD drops to 0, victim dies and turns to dust.
- Healing occurs at 10% normal rate.
- Disease can only be removed by magic (ex: Cure Disease spell)

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### Paralyzing Fear
Anyone seeing this creature must **Save** or be [paralyzed](/rules/adventuring.html#paralyzed) with terror.
- Paralysis is broken if mummy lord attacks them or goes out of sight.

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### Frenzy
Frenzy triggered by blood in water within 300'.
During frenzy:
- Attacks each round, and
- Skips morale checks.

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### 1st Level
1. [Calm / Scare](/spells/calm.html)
2. [Cure Light Wounds / Cause Light Wounds](/spells/cure-light-wounds.html)
3. Detect Evil / Detect Good
4. [Detect Magic](/spells/detct-magic.html)
5. [Light / Darkness](/spells/light.html)
6. Protection from Evil / Protection from Good
7. Purify Food and Water / Spoil Food and Water
8. Resist Cold / Remove Cold Resistance
### 2nd Level
1. Bless / Blight
2. [Continual Light (Continual Darkness)](/spells/continual-light.html)
3. Find Traps
4. Know Alignment / Hide Alignment
5. Resist Fire / Remove Fire Resistance
6. Silence 15 Radius / Startling Noise
7. Snake Charm
8. Speak with Animals
### 3rd Level
1. Cure Blindness / Blind
2. Cure Disease / Cause Disease
3. Grow Animal / Shrink Animal
4. Hold Person
5. Locate Object / Hide Object
6. Remove Curse / Curse
7. [Speak with Dead / Silence Dead](/spells/speak-with-dead.html)
8. Striking
### 4th Level
1. Peaceful Respite / Animate Dead
2. Create Water
3. Cure Serious Wounds / Cause Serious Wounds
4. Dispel Magic
5. Neutralize Poison
6. Protection from Evil 10 Radius / Protection from Good 10 Radius
7. Speak with Plants
8. Sticks to Snakes / Snakes to Sticks
### 5th Level
1. Commune
2. Create Food
3. Cure Critical Wounds
4. [Dispel Evil](/spells/dispel-evil.html)
5. Banish Insects / Insect Plague
6. Quest / Remove Quest
7. Raise Dead / Finger of Death
8. Truesight
### 6th Level
1. Aerial Servant
2. Animate Objects
3. Barrier / Remove Barrier
4. Create Normal Animals
5. Cureall / Killall
6. Find the Path
7. Speak with Monsters / Babble
8. Word of Recall
### 7th Level
1. Earthquake
2. Holy Word
3. Raise Dead Fully / Obliterate
4. Restore / Life Drain
5. Survival
6. Travel
7. Wish
8. Wizardry

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### Decapitation
On a successful attack, the target may be decapitated.
- Against a target of stone or metal, a decapitation only occurs on a critical hit (regardless of size).
- Against a target of size large or bigger, a decapitation only occurs on a natural 19 or 20.
- Against a medium-sized or smaller target, a decapitation occurs on a natural 18, 19, or 20
- Some creatures may either be immune to or unaffected by decapitation (ex: creatures without a head, elementals).

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### Battle Axe Properties
- **Versatile**: At start of combat round, if offhand is free, may choose to have sword deal 1d10 base damage for that round while gaining the following properties:
- **Slow**: Always attacks last in a round.
- **Two-handed**: Requires two hands to use.

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### Mace Properties
- **Blunt**: No cutting edge, may be wielded by a cleric.

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### Polearm Properties
- **Reach**: Grants extra 5' reach for determining melee range.
- **Slow**: Always attacks last in a round.
- **Two-handed**: Requires two hands to use.

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### Whip Properties
- **Entangle**: On successful hit, target must **Save** or become [Entangled](/rules/adventuring.html#entangled).
- **Reach**: Grants extra 5' reach for determining melee range.