Showing posts with label smoking. Show all posts
Showing posts with label smoking. Show all posts
Thursday, June 23, 2022
[Magic Substance] Selfsame Smoke
The withering leaves of the willows at the Swamp of Despair are gathered in the late autumn, dried, then smoked from a pipe. Over the duration of a full hour, the smoke gathers and attains a ghostly form resembling the smoker. The smoker then falls into a trance, and for another hour gains full control of the haze-double. The double floats and moves like smoke (like the spell Gaseous Form), can seep through narrow cracks, change form, etc., but whenever possible, regains the approximate image of the smoker. The smoker, while in trance, perceives the world through the smoke, and relays all or any information verbally. The haze-double dissipates when the hour is up. The user must save against Poison or remain in the trance for another 2d6 hours, fighting smoke monsters.
Labels:
ghost,
magic item,
OSR,
smoke,
smoking,
substance,
swamp,
weird fiction
Monday, December 2, 2019
1d8 things that happen when you smoke a magic scroll
From the dynamic duo that brought you spider mutations and that skeleton interrogator table...
1d8 things that happen when you smoke a magic scroll!!
- Save against Magic 1d3 times: for each failure, roll on the miscast table!
- You can see invisible creatures and objects for 1 hour. However, you also hallucinate, so you can never tell when something is real or not.
- REEFER MADNESS! Record the exact number of experience points you have. From now on, instead of gaining experience points, you lose double the amount you would get (and lose levels accordingly). When you hit 0 xp, you lose your original class and become a Magic-User. Now, whenever you gain experience points, you gain the double amount until you reach the amount you had originally.
A Magic-User getting this effect remains a Magic-User, just goes back and up again. - Sweet Leaf! Your coughs always have a weird echo. You get a +1 bonus on saves against Poison.
- For the next 4d2 days, you consume twice as many rations, but become immune to spells that affect emotions and cognition.
- You cough up an object usually conjured by a stage magician! Roll 1d6: 1 white rabbit, 2 ribbon, 50' in length, 3 the Ace of Spades, 4 dove, 5 burning candle, 6 coin (worth 1 sp)
- Chills, not thrills! You suffer the effect of the slow spell for 1 hour, but get +1 bonus on all saves.
- The next monster you encounter is actually an NPC from the campaign wearing a rubber mask. You must chase each other through a non-Euclidean hallway with the Beach Boys playing in the background.
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