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Blood Charms

 

Absorb Blow

An absorb blow charm causes 4 points of permanent damage to the wearer. These charms are usually quartz, veined red from the wearer’s blood. Using the charm destroys it, leaving only a cracked, blackened piece of stone. The absorb blow charm gives the character a one time damage reduction bonus of 12 points vs. one blow or attack, if the character already has damage reduction it stacks. The character is not subject to critical damage for the blow or attack. The character activates the charm after the to hit roll but before damage is rolled; it does not take an action to use.  A character cannot use the charm, however, if an attack takes him enough by surprise to prevent him activating the charm (i.e. flat-footed or surprised).

Prerequisites: Craft Blood Charm, Spellcaster level 5th+, Market Price: 500

Death Cheat

A death cheat charm costs its wearer 6 Damage Points. Usually made of turquoise or tourmaline, the charms have a single red spot drawn from the wearer’s blood. Upon the wearer’s death, he is allowed a toughness save at a DC of  10 + 1 per point of damage done beyond -10, the character receives a +5 bonus to this roll. If the save is made the character lives; stabilizing at 0 hit points. If not, the character stays dead. Once the wearer has used the charm, it becomes inert, appearing as a translucent stone drained of most of its color. Though the charm has no intrinsic value, nobles or would-be heroes often offer up to 250 silver pieces for a used death cheat charm, wearing them as an unearned badge of honor.

Prerequisites: Craft Blood Charm, Spellcaster level 9th+, Market Price: 2500

Desperate Blow

A desperate blow charm costs its wearer 6 Damage Points. Charm makers usually fashion desperate blow charms from steel and quartz. The wearer’s blood infuses the quartz with red, and one drop of blood is perpetually suspended from the steel. When this charm is activated the wearer receives a +5 magical bonus to hit for one blow or attack only. If the blow or attack hits the target it is automatically considered both a threat and a critical hit. A desperate blow charm may be used more than once, but in order to reattach it, the character must have recovered all blood magic damage done by the charm for 24 hours.

Prerequisites: Craft Blood Charm, Spellcaster level 5th+, Market Price: 1500

Desperate Spell

A desperate spell charm costs its wearer 6 Damage Points. Made of silver and a small pearl, the wearer’s blood leaves brilliant red speckles on the pearl. A desperate spell charm adds the effects of Spell Penetration, Spell Focus and Maximize Spell to one spell. A desperate spell charm may be reused, but in order to reattach it, the character must have recovered all blood magic damage done by the charm for 24 hours.

Prerequisites: Craft Blood Charm, Spellcaster level 5th+, Market Price: 1500

Horror Fend

A Horror fend charm costs the wearer 4 Damage Points. Charm makers construct Horror fend charms from gold and silver designed around a piece of elemental earth. Two drops of the wearer’s blood travel along the gold, soak into the earth, emerge in the silver, then soak into the earth to start the pattern again. Horror fend charms offer protection against the Horrors or their constructs. Your character chooses when to use the Horror fend charm. Using the charm grants a 3 point bonus to the wearer’s Saving throws (will, reflex and fortitude) Armor Class, base attack bonus (this could grant extra attacks) and Damage rolls Vs horrors and horror constructs for two combat rounds.  The character chooses when to use the charm, and after using it once may either recharge the charm or let it fall from his body, destroyed. Recharging the charm costs the wearer an additional two Damage Points. Unlike the initial 4 Damage Points, a character may heal any Damage Points lost by recharging without disposing of the charm. To heal the original 4 points of damage, the wearer must first destroy the charm.

Prerequisites: Craft Blood Charm, Spellcaster level 7th+, Market Price: 1000

Rumors abound about Fend charms Vs other types of creatures, some even say they have fought horror tainted namegivers using Elf Fend or Troll Fend charms.

Astral Sensitive Eye

An astral sensitive eye is a magically treated lump of amber, hollowed out and filled with a gel worm and nourishing fluid, then attached to an eye patch. When worn, the worm burrows into the wearer’s eye, destroying it. Though the fluid in the gem makes this process relatively painless, the wearer takes 2 points of permanent damage as the price for his ability to see through the gem. A astral sensitive eye cannot be removed, and the Damage Points can never be healed. Though the character’s vision through the gem is slightly cloudy, that eye has astral sight. To use the astral sight (detect magic caster level = to the level of the wearer) the wearer takes one point of damage or strain. Strain damage may be healed normally unlike the original damage.

Prerequisites: Craft Blood Charm, Spellcaster level 9th+, Market Price: 4000

Targeting Eye

A targeting eye is magically treated piece of quartz hollowed out, filled with a gel worm and nourishing fluid, then attached to an eye patch. When worn, the worm burrows into the wearer’s eye, destroying it. Though the fluid in the gem makes this process relatively painless, the wearer takes 2 point of permanent damage. A targeting eye cannot be removed, and the Damage Points can never be healed. The wearer sees through the quartz, though his vision through that eye remains a little cloudy. At the cost of 1 point of damage or strain the eye allows its wearer to add a 2 point magic bonus to missile weapon or throwing weapon attacks, one point of strain is needed for each attack to be modified.

Prerequisites: Craft Blood Charm, Spellcaster level 9th+, Market Price: 5000