Posts Tagged ‘ Catholic ’

Days 13 & 14: Light & Hearth

As I continue to chug along getting caught up with the OSR Christmas Calendar, here’re two days in one post. First for 5E, a new cleric spell drawing inspiration from the colors associated with different liturgies. After that, a new helpful monster for 1E.

Guardian Light
2nd-level evocation

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit of blessed wax)
Duration: Concentration, up to 10 minutes

You create a torch-sized light within range, making it appear as a torch, lantern, or glowing orb that hovers in the air for the duration. Regardless of appearance, the light sheds bright light in a 10-foot radius and dim light for an additional 10 feet. As a bonus action, you can move the light up to 60 feet to a new spot within range. When you cast spell, choose what color the lights shed. Each color has a different protective effect.

* White: Creatures within the radius of bright light have resistance to poison damage and make saving throws against poison with advantage. Creatures within the radius of dim light make saving throws against poison with advantage.

* Red: Creatures within the radius of bright light have resistance to fire damage and make saving throws against fire-based effects with advantage. Creatures within the radius of dim light make saving throws against fire-based effects with advantage.

* Green: Creatures within the radius of bright light are immune to being frightened. Creatures within the radius of dim light make saving throws against being frightened with advantage.

* Violet: Creatures within the radius of bright light are immune to being charmed. Creatures within the radius of dim light make saving throws against being charmed with advantage.

* Black: Creatures within the radius of bright light have resistance to necrotic damage and make saving throws against necrotic damage with advantage. Creatures within the radius of dim light make saving throws against necrotic damage with advantage.

* Rose: Creatures within the radius of bright light are immune to being paralyzed. Creatures within the radius of dim light make saving throws against being paralyzed with advantage.

* Gold: Creatures within the radius of bright light are immune to being exhausted. Creatures within the radius of dim light make saving throws against being exhausted with advantage.

At Higher Levels: When this spell is cast using a spell slot of a higher level, you create one additional light for each slot level above 2nd. The lights can be of different colors. A light must be within 40 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.

Hearth Elemental

Hearth elementals are minor elementals from the Plane of Fire. Benevolent and territorial in nature, a single hearth elemental might be summoned by means of a special monster summoning I or similar form of magic. Regardless, a hearth elemental must be summoned and bound to a small fire, such as a campfire or a cooking fire in a home. The hearth elemental remains bound to the fire so long as the fire is maintained, for the hearth elemental consumes the fire’s fuel. In most cases, however, a hearth elemental returns to the Plane of Fire after several hours, although it is rumored that some temples of Yondalla are continually protected by hearth elementals.

Frequency: Rare
No. Appearing: 1
Armor Class: 5
Move: 9″
Hit Dice: 3+3
% in Lair: Nil
Treasure Type: Nil
No. of Attacks: 1
Damage/Attack: 1-8
Special Attacks: See below
Special Defenses: +1 or better weapon to hit
Magic Resistance: Standard
Intelligence: Low
Alignment: Neutral good
Size: S
Psionic Ability: Nil
Attack/Defens Modes: Nil
Level/XP Value: III/110 XP + 4 XP/hp

Hearth elementals appear as crackling fires that constantly shift in outline, appearing humanoid one moment, serpentine the next, or maybe resembling some sort of quadreped for a time. They are normally gentle creatures, eschewing violence, but when summoned and bound to a fire, they become protective of their summoner and his or her allies. Heart elementals set fire to any inflammable material they touch. Against fire-using opponents, they score -1 point of damage. Hearth elementals are checked by water, being unable to pass over non-inflammable liquids.

December 18th, 2017  in RPG No Comments »

Day 8: Tannenbaum

St. Boniface again spoke to the people, “This little tree, a young child of the forest, shall be your holy tree tonight. It is the wood of peace, for your houses are built of the fir. It is the sign of an endless life, for its leaves are ever green. See how it points upward to heaven. Let this be called the tree of the Christ-child; gather about it, not in the wild wood, but in your own homes; there it will shelter no deeds of blood, but loving gifts and rites of kindness.”Father William Saunders

1E Effects

A good-aligned cleric of at least 9th level may perform a special ritual during hours of darkness. The ritual requires 10 minutes. During this time, the cleric prays and sings, casting both bless and continual light on a living tree. Once the ritual is complete, the tree glows with soft, multi-colored lights that bathe a 30-foot radius for 12 hours or until the cleric leaves the radius of effect. These lights soothe, protect, and heal those who camp within the radius of effect.

* Soothe: The holy light of the blessed tree suspends baleful physical and mental effects so long as the affected creature remains within the radius of effect. These effects include, but are not limited to, disease, insanity, charm, et cetera.

* Protect: Any opponent must make a saving throw versus magic in order to strike or otherwise attack someone protected by the tree. If the saving throw is not made, the creature may attack another creature not protected by the tree and totally ignore those protected by the spell. If the saving throw is made, the target is subject to normal attack process including dicing for weapons to hit, saving throws, damage. Note that this protection effect does not prevent the operation of area attacks (fireball, ice storm, etc.). During the period of protection afforded by the tree, the cleric who performed the ritual cannot take offensive action without immediately ending this effect for the duration of the ritual. He or she may use non-attack spells or otherwise act in any way which does not violate the prohibition against offensive action, This allows the cleric to heal wounds, for example, or to bless, perform an augury, chant, cast a light in an area (not upon on opponent!), and so on.

* Heal: A creature that rests for at least eight hours in the tree’s radius of effect heals as if a week of continual rest had passed. The creature regains 7 hit points, modified by poor Constitution as applicable. A second consecutive night of rest within the radius of effect heals another 7 hit points, this time modified by poor or exceptional Constitution, as applicable. Regardless of the number of hit points a creature has, four consecutive nights resting within the radius of effect of a blessed tree restores any character to full hit points.

5E Effects

A good-aligned cleric of at least 9th level whose divine domain is Light may cast daylight on a living tree as a special ritual during hours of darkness. Once the ritual is complete, the tree glows with soft, multi-colored lights that bathe a 30-foot radius for 12 hours or until the cleric leaves the radius of effect. These lights soothe, protect, and heal those who camp within the radius of effect.

* Soothe: A creature that completes a short or a long rest within the blessed tree’s radius of effect is cured of the following conditions: charmed, frightened, and exhaustion (up to one level).

* Protect: A creature that is within the blessed tree’s radius of effect when the ritual is completed gains the protection of sanctuary that lasts until the creature leaves the radius of effect or makes an attack or casts a spell that affects an enemey creature.

* Heal: A creature that takes a short rest within the blessed tree’s area of effect can spend one or more Hit Dice at the end of the short rest to regain lost hit points as normal. Add the Wisdom modifier of the cleric who performed the ritual to each Hit Die spent in this way to determine how many hit points are recovered. A creature that completes a long rest within the blessed tree’s area of effect regains all lost hit points as normal. The creature also gains inspiration.

December 9th, 2017  in RPG No Comments »

Day 7: Archbishop

No less a personage than Leo Magnus bore the blessed mitre and valorous crosier into confrontation with the Seeping Horde, that vast army of gnolls that poured out of the east and ravaged the land for decades before their defeat.

1E Stats

The blessed mitre appears as a fine example of craftsmanship suitable for a high-ranking cleric of a good-aligned faith. It is adorned with nine amethysts and a single ruby, all flawless and set in platinum. Each amethyst can store a single cleric spell of up to 2nd level. The ruby can store a single cleric spell up to 4th level. The wearer decides which spells to store in the gems when preparing spells for the day. Stored spells count against the wearer’s spells per day, but a stored spell can be cast with a simple command word (activation time 1 segment). No other components are required, and releasing a spell from the mitre cannot be disrupted by damage or similar means.

The valorous crosier is made from enchanted silver and a marvelous wood native to the Upper Planes. It functions as a +1 footman’s mace. The wielder is immune to fear-based effects and receives a +1 bonus on saving throws against attacks or effects from evil creatures. Once per day, the wielder can grant heroic courage to up to four allies within 30 feet. Affected allies become immune to fear-based effects and enjoy a +1 on “to hit” and damage rolls for one turn.

Both the blessed mitre and the valorous crosier function only when used by a good-aligned cleric or a paladin. An evil creature that attempts to use either suffers 2-20 points of damage and must make a saving throw against magic or commit suicide.

5E Stats

Blessed Mitre
Wondrous item, very rare (requires attunement by a divine spellcaster of good alignment)

The nine gemstones affixed to the blessed mitre store divine spells cast into them, holding them until the attuned wearer uses them. Each of the nine amethysts can hold up to a 2nd-level spell. The ruby can store up to a 4th-level spell. The spells are cast into the blessed mitre by wearing it as the spells are cast. While wearing the blessed mitre, you can with a command word cast any spell that you have stored in it. The spell uses your slot level, spell save DC, spell attack bonus, and spellcasting ability.

Valorous Crosier
Weapon (mace), very rare (requires attunement by a creature of good alignment)

You gain a +1 bonus to attack and damage rolls made with this magic weapon. While wielding it, you are immune to effects that cause the frightened condition. You make saving throws against attacks and effects from evil creatures with advantage. Once per long rest upon command, up to four allies who are within 30 feet of you are affected by heroism. This effect lasts for 1 minute with no need for concentration.

An evil-aligned creature that tries to use either the blessed mitre or valorous crosier takes 6d6 radiant damage for each attempt.

December 8th, 2017  in RPG No Comments »

Balaam’s Ass

And the Lord opened the mouth of the ass, and she said unto Balaam, “What have I done unto thee, that thou hast smitten me these three times?” And Balaam said unto the ass, “Because thou hast mocked me: I would there were a sword in mine hand, for now would I kill thee.” And the ass said unto Balaam, “Am not I thine ass, upon which thou hast ridden ever since I was thine unto this day? Was I ever wont to do so unto thee?” And he said, “Nay.” Then the Lord opened the eyes of Balaam, and he saw the angel of the Lord standing in the way, and his sword drawn in his hand: and he bowed down his head, and fell flat on his face. (Numbers 22:28-31)

Balaam’s Ass
CR 2; XP 600
NG Medium outsider (native)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +5

DEFENSE
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 30 (4d8+12)
Fort +7, Ref +6, Will +3; +4 racial bonus vs. poison
DR 5/magic; Resist acid 10, cold 10, electricity 10; SR 13

OFFENSE
Speed 40 ft., fly 80 ft. (good)
Melee 2 hooves +0 (1d3+1)
Special Attacks smite evil (2/day)
Spell Abilities (CL 4th; concentration +6)
3/day – protection from evil
1/day – aid, bless, detect evil

TACTICS
Balaam’s Ass prefers to avoid combat. It lacks the proper training, and its gentle disposition makes the idea of shedding blood unpleasant. As such, it prefer to rely on its skills, spell-like abilities, and common sense. If forced to fight, Balaam’s Ass seeks to flee. If it cannot flee, it will fight with its hooves as well as it can.

STATISTICS
Str 15, Dex 15, Con 16, Int 16, Wis 15, Cha 10
Base Atk +3; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Persuasive, Run (B)
Skills Acrobatics +4 (+12 for running jumps), Diplomacy +6, Fly +13, Knowledge (nature) +7, Intimidate +2, Knowledge (planes) +7, Knowledge (religion) +7, Perception +9, Sense Motive +6, Stealth +9, Survival +6; Racial Modifier +4 Acrobatics for jumping
Languages Abyssal, Common, Celestial, Infernal

SPECIAL ABILITIES
Docile (Ex): Balaam’s Ass has no specific training for combat. Its hooves are treated as secondary attacks.

Smite Evil (Su): As a swift action, Balaam’s Ass can smite evil twice per day as a 4th-level paladin. The smite persists until target is dead or Balaam’s Ass rests.

Nota Bene I used stats for the pony, applied adjustments as per the awaken spell, and then tacked on the half-celestial template. I tweaked things a bit here and there just because.

September 22nd, 2017  in RPG No Comments »

Hurricane Harvey Update

Well, it’s official. Hurricane Harvey has done his damage for the most part. Months to years of rebuilding await. Fortunately, I’ve been little affected. A tree in my backyard split near into thirds. It’ll have to come down, but it’s not an emergency. I’ve had electricity, Internet, food, clean water, and shelter throughout, so I’ve got nothing to complain about and a great deal to be thankful for. Not everyone in and around Houston can say that same thing.

If you’re looking to help, I recommend both Catholic Charities and the Society of St. Vincent de Paul. If you’re actually in the affected area, please check in with whatever local shelters or missions might be nearby. For example, not too far from my home is the Mission of Yahweh, which helps homeless women and children and needs food, water, diapers, et cetera.

Once I’m back to work, probably after Labor Day, I’ll get in touch directly with my students for the first time in a week. While the school has suffered no damage, I don’t know about my students’ homes. I hope and pray they’re all safe and dry. Once I have a better idea about their needs post-flood, I’ll look at putting together a special bundle or two of Spes Magna products to help pay for lost books, school supplies, uniforms, et cetera.

Finally, here’re some encounters for adventurers during a flood.

August 30th, 2017  in RPG No Comments »