A Fantasy Core Adventure
© Jerry Harris 2016
(This link will take you to the
Fantasy Core Playtest Rules.)
Satha
Satha’s appearance here
should not be a combat encounter.
However, got to stat this guy for possible future adventures. You know, he does have a Teleport spell. Maybe he shows up at the end during the . . .
Oops. No spoilers. You’ll have to wait for it.
Satha (Gigantic
Snake and 10th level spellcaster)
HD 15 (d10), Hp 150, AC 20 (Natural)
Fort +16, Ref +13, Will +7
Melee: Bite +15
to hit 4d8+10 or Tail Slap +10 to hit 3d6+10
Swallow Whole: Against man-sized opponents, they are
swallowed on Natural Bite hits. Those
inside take 1d10 damage each rd. It is
AC 17 and Hp 18 to cut one’s way out of the snake’s digestive tract.
Spellcheck +9, Save Against 17, up to 3 failed Spellchecks/encounter
1ST-LEVEL
WIZARD SPELLS (DC 13 to cast)
Cause
Fear: One creature
of 5 HD or less flees for 1d4 rounds. (Will Sv)
Charm
Person: Makes one
person your friend. 10 turns. (Will Sv)
Disguise
Self: Changes your
appearance. 10 turns. Disrupted if
injured, Will Sv to see through it, but only if suspicious.
Expeditious
Retreat: Your
speed increases by 30 ft. 10 turns. (In
Satha’s case, that’s still not going to be very fast.)
Identify: Determines properties of magic
item.
Magic
Missile: 13
impact damage + Knocked down. (Ref Sv all damage) Short range.
Sleep: Puts 4 HD of creatures into
magical slumber, 1 turn. (Fort
Sv )
2ND-LEVEL
WIZARD SPELLS (DC 14 to cast)
Acid
Arrow: 13 acid
damage + -1 to non-Dex bonus/magic AC. (Ref Sv all damage) Short range.
Glitterdust: Blinds creatures (1 rd), outlines
invisible creatures. Fills confined area or 20' sq. Encounter. (Ref Sv)
Scare: Panics targeted creatures of less
than 6 HD. All non-allies in immediate
area. 10 turns. (Will Sv)
See
Invisibility:
Reveals invisible creatures or objects. Encounter.
3RD-LEVEL
WIZARD SPELLS (DC 15 to cast)
Clairaudience/Clairvoyance: Hear or see at a distance for 10
rds. Line of sight, through 1 wall.
Lightning
Bolt: 15
electrical damage + Stun 1 rd + Knocked Down. (Ref Sv ½ damage) Medium range.
Suggestion: Compels non-hostile subject to
follow stated course of action. 10 turns. (Will Sv)
Wind
Wall: Deflects
arrows, smaller creatures, and gases. Encounter.
4TH-LEVEL
WIZARD SPELLS (DC 16 to cast)
Arcane
Eye: Invisible
floating eye moves 30 ft./round. 10 turns
Charm
Monster: Makes
monster believe it is your ally.
Encounter/turn. (Will Sv)
Fear: Non-allied subjects within 50’
flee for 10 turns. (Will Sv)
Hallucinatory
Terrain: Makes one
type of terrain appear like another (field into forest, plain into lake, or the
like). 10 turns. Area is 10 miles. (Will
Sv to disbelieve if suspicious.)
Ice
Blast: Hail
deals 17 freezing damage + Stun 1 rd + dropped to last in Initiative. (Ref Sv ½
damage) Medium range.
Illusory
Wall: Wall, floor,
or ceiling looks real, but anything can pass through. 10 turns. Area is 100’
squared (Will Sv to disbelieve if suspicious.)
Locate
Creature:
Indicates direction of creature (specific or type within 1 mile. Requires a Sympathy.
5TH-LEVEL
WIZARD SPELLS (DC 17 to cast)
Baleful
Polymorph:
Transforms subject into harmless animal.
Permanent. Requires physical
presence of target and a Sympathy, Forbidden spell. (Will Sv, Caster Check to break.)
Break
Enchantment: Frees
subjects from enchantments, alterations, curses, and petrifaction. (Caster
Check)
Cloudkill: Kills 3 HD or less individuals
(No Save); 4-6 HD (Fort
Sv or die), 6+ HD stunned
1 rd and flee 1 turn. Immediate area or
30' sq. Lasts 1 turn.
Contact
Other Plane: Lets
you ask 1 question of extraplanar entity.
Dismissal: Forces a creature to return to
native plane. Must be of less HD than Caster. (Will Sv)
Dominate
Person: Controls
humanoid telepathically. 10 turns. (Will Sv)
Hold
Monster: Paralyzes
one creature for 10 rds (Will Sv)
Mage's
Private Sanctum:
Prevents anyone from viewing or scrying an area for 24 hours.
Teleport: Instantly
transports you as far as 1000 miles.
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