Difference between revisions of "Zodiac"

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Revision as of 22:35, 11 December 2018

Greensward has hundreds of constellations belonging to seven Houses. As the significant planetary bodies move through these houses, the arcane power of these houses ebb and flow. The greatest sages of antiquity could not predict the dominant Zodiac out to a week, and modern scholars can only reliably predict the Zodiac one day in advance.

Sorcerers who describe themselves as Wild Magic acolytes draw on this fluctuation to empower their magical strength. Others of this devotion prefer to call themselves Star Sorcerers. The name is superfluous, the effect is the same.

Each day at dusk, with the setting of the sun and the first twinkling of the North Star, the Zodiac shifts into one of the following Houses:


Proficient Arcanists may make a check to determine the house in effect if they are outside under a clear sky. Failure by 5 or more reveals no result, a failed check by 4 or less will predict the wrong house.

Beyond the natural houses, certain consecrated areas or the presence of powerful outsiders may cause results from the Celestial or Demonic table instead of the natural result.

House of the Ifrit DC12

3 A crater forms at a random location. 1d10 Balls of Fire erupt from the crater each round for the next minute. Each ball will manifest as a 3d10 chromatic orb targeting a random person or object with +7 SAB. 14 The caster is wreathed in flames for 1d6 rounds. They are unharmed but may burn others by grappling them.
4 A massive Fireball flashes out from the caster. Everyone within 30' takes 8d6 fire damage. save for half. Caster gets no save. Every combustible item in the area is burning 15 The caster sprouts wings of fire, can Fly for one hour.
5 An 8HD Fire Elemental appears 60' from the caster. It is uncontrolled and tries to attack the caster or anyone in the way. The Elemental lasts for 1d6 turns before disappearing 16 The Caster sprouts a pair of horns which fall off after 1d6 days.
6 Caster becomes vulnerable to Fire until the Zodiac changes 17 The caster vomits forth a stream of small red toads which hop away. If molested they explode for 4d6 fire damage.
7 The Caster's hair catches fire. 2d6 fire damage and hats destroyed. 18 A shooting star streaks across the sky. Caster is affected by Bless
8 Smoke pours from the caster's eyes for the next minute. Caster is Blinded. 19 One of the caster's used or unused spell slots is replaced with Chromatic Orb (Fire)
9 Caster glows as if the target of Light for one hour. 20 All fire effects do double damage in the area for the next minute
10 Caster's hair turns red permanently 21 Caster becomes resistant to Fire until the Zodiac changes
11 A random object is affected as if by Heat Metal 22 An 8HD Fire Elemental appears 60' from the caster. It is uncontrolled but friendly to the caster. The Elemental lasts for 1d6 turns before disappearing
12 Smoke pours from the ground obscuring all vision for a 60' radius from caster 23 Initially nothing happens, but the following round the caster's target is struck by a meteor. 10d12 bludgeoning damage, no save. Meteor composition is based on damage, Iron (12-60 damage) Silver(61-90 damage) Gold (91-110) or Mithril (111-120)
13 Caster gains heat vision for 1 hour. 24 All water within 1 mile is destroyed. Any clouds are cleared from the horizon and any rain or snow stops.

House of the Djin DC18

3 A tornado strikes the area. Its a bad thing. 14 A swarm of finches flocks to the caster's presence. They will not leave willingly for 1d10 minutes and obscure vision but do not attack.
4 Reverse Gravity centered on caster. Lasts until dispelled. 15 Caster Polymorphed into a Coatl for one hour.
5 An 8HD Air Elemental appears 60' from the caster. It is uncontrolled and tries to attack the caster or anyone in the way. The Elemental lasts for 1d6 turns before disappearing 16 Caster's eyes turn permanently blue. Gains Truesight for 1d6 days.
6 Caster becomes vulnerable to Lightning until the Zodiac changes 17
7 18
8 19
9 20
10 21 Caster becomes resistant to Lightning until the Zodiac changes
11 22
12 23
13 24

House of the Marid DC16

3 The ground shakes for 1d6 rounds. All move actions require DC12 Acrobatics, all attacks are at disadvantage. One hour later the area is struck by a tsunami. 14
4 An 8HD Water Elemental appears 60' from the caster. It is uncontrolled and tries to attack the caster or anyone in the way. The Elemental lasts for 1d6 turns before disappearing 15
5 16
6 Caster becomes vulnerable to Poison until the Zodiac changes 17
7 18
8 19
9 20
10 21 Caster becomes resistant to Poison until the Zodiac changes
11 22
12 23
13 24

House of the Dao DC10

3 A greater earthquake strikes the area. 14
4 An 8HD Earth Elemental appears 60' from the caster. It is uncontrolled and tries to attack the caster or anyone in the way. The Elemental lasts for 1d6 turns before disappearing 15
5 16
6 Caster becomes vulnerable to Bludgeoning until the Zodiac changes 17
7 18
8 19
9 20
10 21 Caster becomes resistant to Bludgeoning until the Zodiac changes
11 22
12 23
13 24

House of Shadow DC17

3 14
4 15
5 16
6 Caster becomes vulnerable to Necrotic until the Zodiac changes 17
7 18
8 19
9 20
10 21 Caster becomes resistant to Necrotic until the Zodiac changes
11 22
12 23
13 24

House of the Feywild DC13

3 A Dullahan erupts from the ground in a column of fire. It speaks the name of a nearby creature and they must make a DC20 WIS save or take 20d10 Necrotic, save for half 14
4 15
5 16 A Dullahan erupts from the ground in a column of fire. He rides away into the night.
6 Caster becomes charmed by whatever they next see. DC18 to break next round 17
7 Caster and Target become Star-Crossed. Feelings and injuries are shared. Can only be broken when "stars are right". 18
8 19 The caster sees a vision of three crones working around a loom. The eldest crone notices their gaze, then quickly unravels a portion of the loom and reworks it. The success/failure of the last action is reversed. Only the caster remembers previous outcome.
9 20
10 21 Caster's target afflicted by 'Crown of Madness, save DC 20
11 22
12 Caster grows a new freckle. 23
13 24 An eyeball appears in the caster's hand. If eaten, it will grant Truesight 60' permanently. If dropped it will run away

House of the Far Realm DC20

3 A hole in reality forms. Everyone within 60' must make a DC15 STR check or be sucked into the Astral Plane in the middle of a Psychic Storm. 14
4 Caster grows a random limb or organ. 15
5 A Purple Worm bursts forth from the ground. 16
6 Caster shifts deep ethereal for 1 round. He sees a [Hound of Tindalos] before returning 17
7 18
8 19
9 20
10 21 Evard's Black Tentacles forms at the caster's target location. DC18 to break the grapple
11 22
12 Caster gains Starvision for one minute 23
13 24

Houses in Flux DC22

The Empty House indicates that the celestial bodies are in such a state of flux that they are cancelling each other out completely. Roll on a random table every time a surge is called to find the results of that moment. Make this roll with 1d10, on an 8 there is no surge, on a 9 or 10 use the Celestial or Demonic entry.

Celestial Blessing DC15

3 The area is blasted by radiant energy. Any undead in the vicinity are destroyed. As the light clears, a random celestial creature remains. If there is evil present it will contest it, After 1 minute it will leave to its own purposes. 14 Caster is affected by Sanctuary DC16 until they are damaged. May attack normally.
4 15
5 Target is affected by Sanctuary DC16 until they are damaged. May attack normally. 16
6 17
7 18
8 19
9 20 Target is affected by Sanctuary DC16 until they are damaged. May not attack until spell is broken.
10 21 Caster grows wings of silvery feathers. Can Fly 60MV for one hour, then wings disappear.
11 22
12 23 Caster is affected by Heal.
13 Caster develops a soft halo of light. CHA checks have advantage until LR 24 A Solar appears in a blinding flash of light. Everyone within 120' save vs WIS DC18 or be stunned. If the caster is evil, the Solar will attack. If the caster is good he will bless one item with Holy power permanently. If neutral he will disappear.

Demonic Taint DC17

3 A massive sinkhole forms, At the heart of the sinkhole is a glowing vortex with a planar gate to the Abyss. Each round a random creature comes through. After 1d10 rounds the gate closes. 14
4 15
5 16 Everyone within 10' r of spell target affected by Bane
6 17
7 Caster and everyone within 10' r of caster affected by Bane 18
8 19
9 20
10 21
11 22
12 23
13 24 A cambion appears in a column of fire. He attacks the caster. If he hits he leaves the weapon in the caster's body and disappears.