|
Welcome to the web resource for D20 gaming in the world of Barsaive |
|
Home
Horrors- in work |
Blood CharmsAbsorb
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
|