#eldritch wizardry
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Gary Gygax & Brian Blume - Dungeons & Dragons, Supplement III: Eldritch Wizardry - TSR Rules - 1979
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albumarchives · 1 year ago
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Various Artists | The Reliquary of Terror Vol. 3 (2023)
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cast-a-shadow-on-the-wall · 1 month ago
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1976 Dungeons & Dragons Supplement 3 Eldritch Wizardry
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oldschoolfrp · 2 years ago
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The monster being introduced in this column was the roper, which was not pictured in this issue:
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Tracy Lesch's illustrations of a roper and a mind flayer appeared in D&D Supplement II: Blackmoor that same year, though neither was listed in the text or stat tables of that book:
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The mind flayer stats were in The Strategic Review Vol 1, No 1, spring 1975. If you didn't have a subscription from the very first issues, you could find the mind flayer reprinted a year later in Supplement III: Eldritch Wizardry, and eventually both were included in the 1977 AD&D Monster Manual.
This chaotic publishing history is one reason everyone seemed to play a different game using the same rules, and why third-party products like Dave Arneson's Dungeonmaster's Index and Judges Guild's Ready Ref Sheets were necessary to help make sense of it all.
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Another very early OD&D purple worm and its dragon friend, from The Strategic Review Vol 1, No 2, Tactical Studies Rules, summer 1975
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purpledamnstn · 19 days ago
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HazWarts Chapter 1, Part 4
More pages, illustrations, and proocess on our boosty!
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wizardsomethingsomething · 1 month ago
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Who wants to smoke weed that I summoned from the eldritch hell dimension
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vixensdungeon · 1 month ago
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Alright, kids, time to explore our first topic on how stuff in D&D has changed and how that affects a setting's history, also known as the Qwerth series because that's the silly name I've decided to give the world. And what is that first topic, decided by you the reader (assuming you answered my polls)? None other than
The Druid
So here's how things are going to work, and will probably work for future topics as well. I'm going to make posts on a reblog chain about each suitably distinct edition of the game (Chainmail will count as part of the original game for this purpose), and then end with a rough setting historical rundown. Sound good? Good. So let's get kicking!
Chainmail
The druid makes no appearence in Chainmail.
Dungeons & Dragons
We first see the druid as a monster in the Greyhawk supplement, and finally as a full class in Eldritch Wizardry. In its first appearence the druid uses both clerical and magical spells (the latter at a lower level), but we won't interpret them as any sort of prototypical mystic theurge. Instead we'll regard it as simply a mechanical contrivance because there's no point making a special spell list for a monster you might encounter in some dungeons. And yeah, they're part of the dungeon encounter tables now. So they don't just stay up in the wilderness!
In their later appearence as a subclass of cleric, they have their own spell list with a bunch of nature-type spells, and several that indeed would be more at home in a magic-user's spellbook than a cleric's (clerics used to have spellbooks in the very beginning). While they seem to lag behind clerics in the area of healing (and in that regard they are indeed weaker), a druid gains the use of magical spells earlier than clerics, and actually get access to cure light wounds at the same level as a result.
Here is introduced also their peculiar system of ranks. A druid starts as an aspirant, before going through several circles of initiation before finally beocming a druid. At this point they become limited in number, with a mere four Druids in existence, two Archdruids, and a singular Great Druid. Those wishing to advance when there are no vacancies must challenge a current holder of a title.
Druids are of a Neutral persuasion, and remain so when the five alignment system is introduced later. They serve not a deity but Nature itself. They cannot possess psionic potential, implying that there is something unnatural about such abilities.
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mothiidae · 1 year ago
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I love how were so attached to this hellsite that the thought of it not being here in 50 years is not even crossing our minds
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Apparently there's yet another new generation of wizards on this website. We at the Archives are starting to feel practically geriatric, so we can only imagine how those who were here when we arrived are feeling! Nevertheless, there are certain traditions and rites that must be maintained, and so this is your regular reminder that:
Real wizards reject She Who Must Not Be Named, and love, cherish and defend transgender people - for genderfuckery is amongst the highest orders of wizardry
There are many councils, but there is only one The Council.
There are a few banned spells, including Ketamin Ape, Unbumble Bees, and some varieties of Penis Explosion. You can still cast banned spells, but it will upset the Council. @wizard-council-bureaucrat can tell you if a certain spell is banned.
Do not forget to get your hands on an orb to ponder, and remember to update your Wizard Insurance
Don't worry if you come across a terrifying eldritch being - we've got a few of those going around but they're mostly friendly.
And most important of all: have fun!
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rukafais · 9 months ago
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iron's spells and spellbooks is a really fun mod because progression involves finding wizards and beating them up to steal their shit, and also there's a school of wizardry you can only access by crawling around in ancient cities and piecing together scraps to decipher eldritch knowledge
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wicked-witch-for-hire · 1 year ago
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The Artifacts of Karsus and the Crown Of Horns
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This post was inspired by several things:
- u/lookitsnichole 's question: if Mystra is melding together with Midnight, why don't we say that Karsus is melding with Gale
- what are the tasks of archmages and Chosens, which made me think about eldritch artifacts thanks to u/Valetheera
- and I would lie if I would say that the situation with Anders & Justice or rather Vengeance was not also in my mind.
What I posit is this:
The idea of Ascension may have been planted in Gale by the Orb & the Crown when he was in close proximity to both of them.
The changes in GodGale are just partly due to ascension and shedding humanity - he is at the minimum greatly influenced by these artifacts. It is possible that they are slowly melding together, or that in time the "Karsus" part can take over completely.
First what are the orb and the crown, and what became of Karsus?
Karsus became a god for an infinitesimally short time, and is considered to be a demi-god. Mystryl sacrifised herself, thus cut all magic and stopped Karsus's spell in the process, and transformed Karsus into stone. Karsus died but he did not go to the Fugue Plane (where souls normally go), but stayed on the Material Plane. His vestige can be called upon by powerful magic users. (Neverwinter Nights: Shadows of Undrentide).
From the Annals of Karsus
My great spell of transcendence is mine alone, not to be committed to ink and parchment, but I have also forged three supreme enchanted items that are the physical embodiments of my wizardry, and of them I shall make record.
There is a Crown, an Orb, and a Sceptre, each night-alive and with its own power and purpose, and these I call the Regalia of Karsus.
The Crown of Karsus: to attract and absorb magical knowledge, and give the wearer dominion over himself so that he remains his own entity apart from the Weave.
The Orb of Karsus: a storage device or battery that condenses mystic power, ever-gathering so that it must be syphoned at intervals of its excess.
The Sceptre of Karsus: an instrument of projection, a focusing utensil for the precise wielding of unimaginably vast forces. (in Mystra's possession)
Know of these items you must, for if I fail to achieve immortality, they will persist, and I dare say, 'live' on beyond me.
The next question is do we have any other example of something created by a god for nefarious purposes, an evil & intelligent artifact which was capable of corrupting and even transforming the minds of its wearers? Even after the death of its forger?
Say hello to the Crown of Horns!
It was very likely forged by Myrkul (or reforged by him from an ancient Netherese artifact).
This artifact is possessed by Myrkul, sentient and it is capable to interfere with the minds of its wearers.
Following the god's destruction, the vestiges of Myrkul could strongly influence the actions of whomever wore the Crown of Horns, making suggestions within their consciousness, possessing them outright, and even altering their moral and ethical outlook to more closely resemble his own (this is fancy D&D talk for "this artifact will change your alignment to neutral evil"). No individual could remove their crown unless Myrkul's essence wished for his artifact to find a new host.
Laeral Silverhand was one of the Seven Sisters - one of the mortal daughters of Mystra (2.0), who was also a Chosen of Mystra. She was an incredibly powerful mage, and she was specifically gifted in creating artifacts, until she donned this Crown. In her own words:
"We found an artifact, the Crown of Horns, and I in my pride decided that my powers of will and magic were sufficient to counter the evil I sensed within it. I wore the Crown, and it claimed me as its own. Years went by, terrible years during which I lost Laeral and became the Wild Woman, the Witch of the North. I remember little of those years, which in many ways is a blessing."
Theorycrafting time & conclusion
When I look at GodGale I see remnants of Gale in him - he comes back for his love - but I mostly see the terrible, unsatisfiable hunger of the Orb personified as a God of Ambition. HumanGale had ambitions yes, but these ambitions had served a purpose, he wanted to achieve something, he had an endgoal in his mind. GodGale might help a follower to achieve something but that follower won't feel any satisfaction - they will endlessly run after the next thing like a little hampster in their wheel until exhaustion & death.
And I don't think this is truly Gale - this is a vestige of Karsus. The Crown was influencing and corrupting Gale from the moment Gale has got close enough. The Orb would act like a homing beacon to the Crown, and it could amplify its effects.
These artifacts are both capable of being sentient, containing the remnants of their forger - we have precedents for this in the lore, and the Annals of Karsus can be interpreted as proof (see the bolded part.)
And when he ascends? I see an amalgamation of them. I think the Gale part of GodGale is still mostly in charge, but this can change.
There is an interesting thought - we know that Raphael can have an ominous monologue about Mystra if she has the Crown. In that case Mystra had the Sceptre & Crown, and possibly the orb too (we don't know if she simply destroys it or pulls it out of Gale - it might still be intact.) I don't think this will bode well for her for the long run, but we'll see...
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your-local-evil-wizard · 9 months ago
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Wizard Walmart should sell familiars.
If someone can guess what I am thinking, then I will give the winner(s) one (1) problematic spell and an invitation to my cult.
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oldschoolfrp · 11 months ago
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In the beginning there was Dungeons and Dragons™ -- Original Dungeons and Dragons, later called the Collector's Edition. Then there were Greyhawk and Blackmoor and Eldritch Wizardry, which were essentially Expanded Original D&D. Then came Advanced D&D (which was advanced Original D&D), and Basic D&D (which was basic Original D&D). And ultimately, we have Expert D&D, which is expert Basic D&D, not expert Original D&D, or expert Advanced D&D; and Expert Basic D&D brings it all to the same approximate scope as Original D&D. One gets the impression that the TSR crew spends its off-hours designing mazes for rats to become lost in.
Aaron Allston summarizes the history of D&D editions through the first 8 years, from the opening paragraph of his review of Cook & Marsh's Expert D&D rules in The Space Gamer 38, April 1981. His review is generally positive, noting that it is much better edited while fixing some but not all problems with the original game:
I wish I had had the Basic D&D series when I began gaming. The rules sets are legible, indexed, punched for 3-hole notebooks, reorganizable, and, best of all, understandable. One actually can learn the game from the rules, something not possible with Original D&D. That is, however, perhaps the most annoying part about this set of rules. With sufficient playtesting, it could have been released seven or eight years ago, instead of the original set. This series is the product of hindsight.
The complete 1981 B/X D&D (Moldvay's Basic and Cook & Marsh's Expert) remains one of the best-loved early versions of D&D, directly inspiring many of the OSR clones like Labyrinth Lord and Old School Essentials.
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grailfinders · 11 months ago
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Grailfinders Viewers' Choice #24: Dark Sakura
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today on Grailfinders we’re making the big bad of Heaven’s Feel, Dark Sakura. she’s Sakura, but dark! I admit we haven’t played F/SN yet (heresy, I know), so if we get any lore wrong I profusely apologize. she’s got that grail gunk all up in her, so you know we had to give her the ol’ sorlock treatment. she’s a Great Old One Warlock for that GOO, and a Clockwork Sorcerer to get some of her own power. with those two in place, we have everything we need for omnipotence! maybe.
check out her build breakdown below the cut, or her character sheet over here!
Ancestry & Background
Sakura’s a Human, or at least she was before the goopening, and she grew up with a special pattern on her that’s teaching her magic. that’s a Mark of the Sentinel if I ever heard it, giving her +2 Charisma and +1 Dexterity (thank you Tasha), as well as the Sentinel’s Intuition for a d4 bonus on all Insight and Perception checks. the most important part of hiding yourself from people is making sure they don’t know if you know that they know what you know, y’know? you can also use the Guardian’s Shield once a day for a free casting of the shield spell, and you’re a Vigilant Guardian, letting you throw yourself between an ally and an attack once a day. we’re not really using that last one here, but maybe you’ll use it during Today’s Menu for the Emiya Family, who knows. bacon grease really hurts, so maybe that counts as an attack?
you also get an extended spell list, but we’ll just go over the ones we want as we get them.
you’re also a Haunted One, because dear christ is the Matou family fucked up. on the plus side, you’re proficient in Arcana and Religion. that totally makes up for the trauma, right?
Ability Scores
your highest stat is Charisma. if you want people to think you’re doing alright, you need to lie to them constantly, and that’s a lot of charisma checks. also, your magic comes from within, and also from a cup, and also from a cup within, and all of those are charisma based. second up is Constitution. you can keep fighting with like, 80% of your body gone, so yeah. you’re pretty tough. third is Intelligence, as magic in Fate is a mix of sorcery and wizardry- it would feel weird to have this low, even if we don’t need it. this means your Dexterity is just okay. as implied by that bit about your body getting torn apart, you clearly don’t get out of the way of attacks easily. which kind of makes sense, you’re still just a teenager with magic powers. speaking of, your Wisdom’s low. I don’t want to assume as to how you got a grail stuffed inside you, but I will say it probably makes it hard for you to focus on stuff. that means we’re dumping Strength. you are a teenage girl. plus you’re going to have plenty of minions to do all the heavy lifting for you. I hear one of them is the strongest in the world.
Class Levels
1. Warlock 1: starting off as a warlock gets you proficiency with Wisdom and Charisma saves, as well as Deception and History. you also get an Awakened Mind from your GOO! (that’s Great Old One btw, but both work to describe grail mud) that gives you an Awakened Mind, letting you speak telepathically with anyone nearby as long as they know at least one language. I know the grail let Medusa speak Japanese but wouldn’t it be funny if it didn’t? now you’re prepared.
The grail will also give you Pact Magic like all warlocks, allowing you to cast spells using your Charisma for the spell modifier and save DC. You only have one first-level spell slot at the moment, but it recharges each short rest, and you’ll receive more and stronger spell slots over time. Eldritch Blast gives you a basic ranged attack that any caster should know, while Infestation allows you to call upon the grail mud to poison a nearby creature while also forcing them to move one space in a random direction. If your DM is fond of pits and hazards, you will be fond of this spell.
For your leveled spell, you can bring the mud to bear against anyone near you with Arms of Hadar, attacking friend and foe alike around you, while also preventing them from making reaction. For your second spell, go on the defensive with Shield of Faith giving you or an ally +2 AC for up to ten minutes. Any damage avoided is effectively damage healed, if you think about it.
2. Warlock 2: Second level warlocks get Eldritch Invocations to shape the grail mud to your liking. with these you can don an Armor of Shadows for free castings of Mage Armor on yourself, instantly adding an extra 3 points of AC while not wearing armor. you can also use Agonizing Blasts, adding your Charisma modifier to all damage done by your Eldritch Blast.
Speaking of dealing damage via Eldritch Blast, your new spell this level is Hex. With this spell, you deal an extra 1d6 necrotic damage to your target every time you hit them, and they also get disadvantage on all checks made with an ability of your choosing. If your target falls to 0 HP before your hour is up, you can even move it to another target! Given how many attacks Eldritch Blast can fire off in a single turn, this is a great boon to any killer of humanity.
3. Warlock 3: At third level, warlocks receive their Pact Boon, an extra special gift from your patron to shift the tides of battle! When you enter the Pact of the Talisman, anyone can wear it and add a d4 to a failed check up to your proficiency times a day. If you know what’s coming, you can be better prepared for it. Failing that, you can at least pretend you were prepared for it and make your rolls better anyway.
You also gain second level spells this level, and Hold Person is a doozy! One creature of your choice needs to make a Wisdom save, and if they fail, they’re paralyzed for up to a minute, or until they make another Wisdom save at the end of their turn.
A paralyzed creature is Incapacitated, and fails all strength and dexterity saves. In addition, all attacks against them gain advantage, and attackers within 5’ of the creature always deal critical damage whenever they hit. If you want to kill a humanoid as quickly as possible, this is how you do it.
4. Warlock 4: At fourth level, warlocks gain their first Ability Score Improvement, allowing us to round out your Dexterity and Charisma at the same time! We still can’t summon Saber Alter just yet, but you can use a Sword Burst for more or less the same effect. You also gain your first pseudo-summon this level thanks to Phantasmal Force. This illusion can be of anything you wish, but if you make an illusion that would deal damage to the creature, they will take a little psychic damage each turn.
5. Warlock 5: Fifth level warlocks learn third level spells. Counterspell will allow you to no-sell just about anything in the game, when it works. Countering the right attack or escape attempt can instantly make you the MVP of any encounter, which feels appropriate for a holy grail.
You can also don a Cloak of Flies thanks to your new invocation. With this, you deal poison damage to every creature within 5’ of you while also gaining advantage on Intimidation checks, at the cost of disadvantage on all other forms of charisma. You can use this once a short rest, and it has no time limit! it’s literally free damage.
6. Warlock 6: In contrast, your new Entropic Ward is free anti-damage. Whenever a creature attacks you, you can react to give it disadvantage. If this causes the attack to miss, your next attack against the attacker is made at advantage. You can only use this once per short rest, but I’m sure most people would prefer to have as few stab wounds as they can manage.
You can also further spread the mud’s influence thanks to the Hunger of Hadar, making a 20’ radius sphere of darkness that slows movement within it and deals damage to anything that starts and ends its turn within it.
7. Sorcerer 1: now we’re going to jump back to Sorcerer real quick and pick up some regular Sakura spells. you can argue we should’ve done this class first then, but I wanted the extra HP. so yes, you have Spells, you cast them with Charisma too. these refresh on long rests, but you can use warlock spell slots for sorcery spells and vice versa. this also doubles your cantrip count with the addition of Fire Bolt, Frostbite, Lightning Lure, and Chill Touch so this level isn’t 100% regular Sakura. you can also use Magic Missile if you like multiattacking but hate missing, and Silvery Barbs for another way to make the infinite power of the grail work for you. react and force someone to re-roll an attack, save, or check. if they fail, you can give an ally advantage on their next attack, save, or check. it’s great.
speaking of roll fuckery, you’re a Clockwork Soul, which lets you Restore Balance. 90% of the time grails are doing the exact opposite, but whatever, it lets you remove advantage or disadvantage from a d20 roll you can see Proficiency times per day. you can make the grail do literally anything, so everything we do here is 100% canon. people will believe that, right?
8. Sorcerer 2: second level sorcerers get a Font of Magic, so you can burn spell slots to make sorcery points and burn points to make sorcerer spell slots. if you’re not aware of the “coffeelock” gimmick, this lets you turn warlock slots into sorcerer slots, then short rest to regain the warlock slots for infinite magical power. as long as you can stay awake and not die in the process, at least.
to help you not die, here’s False Life! it gives you temporary HP! that’s almost as good as healing!
9. Sorcerer 3: third level sorcerers get Metamagic! it lets you customize spells almost as much as your invocations let you customize you. Heightened spells give one creature in their effect disadvantage on their save for 3 points, while Quickened spells let you cast an action spell as a bonus action. you blast hard, and you blast fast. it makes sense, given the magical reactor you’re stealing power from.
also you can cast Alter Self now! I don’t know what your cool red and black dress thing is supposed to be made out of, but if it’s made out of you, now you can make it by using the Change Appearance option. you can also choose an Aquatic Adaptation or Natural Weapons if you want.
10. Sorcerer 4: fourth level sorcerers get an ASI to max out your Charisma for the strongest spells, as well as the cantrip Mind Sliver to mess up human brains even more, and Maximillian’s Earthen Grasp for a sorta giant. why make a giant the size of a mountain when you can make a giant out of a mountain? think smarter, not harder. (it restrains a creature for up to a minute if it fails a strength save and you can make the hand crush people while grabbed.)
11. Warlock 7: Seventh level warlocks can use fourth level spells like Dominate Beast, turning any beast you can see into your loyal companion for up to a minute, forcing it to obey any command you give it. Most of our enslavement tactics only work on humanoids, so if you have to fight Hessian Lobo, this can help bring him into the fold.
If that’s not beastly enough, you become a Sculptor of Flesh this level, letting you cast Polymorph once a day with a warlock spell slot. This will transform you into a beast with a CR equal to or lower than your level for up to an hour. This is effectively summoning a giant to fight for you while also giving you a much larger HP pool to work with. You can’t cast spells while polymorphed, but I don’t think you need to if you’re a T. Rex.
12. warlock 8: at level 8 u get another asi, this time you’re getting lucky! congrats, some people have to stay up all night for that one. with this, yu can re-roll a creature’s attack, check, or save (as long as it directly affects u) up to 3 times a day! you can’t loop the whole war, but you can loop an attack or two. or three, if you were paying attention!
you can also summon a guardian of faith now, it’s only large so pretty small for a giant, but it blocks an area and stabs stuff for radiant damage! plus these are concentration free, so you can make as many as you want!
13. warlock 9: ninth level warlocks get fifth level spells, and if you really wanna make a shadow giant, then you need BIGBY’S HAND!!! it makes a big hand you can control. sure it’s not the whole thing, but all the cool giant boss fights only let you hit one body part anyway. also yer eldritch blast is a lance of lethargy now, so once a turn you can knock 10’ offa someone’s move speed for the next turn. that’s why this build’s so late!
14. warlock 10: tenth level warlocks can toll the dead and deal extra damage to anyone not at full health, but more importantly you get a thought shield! your mind cant be read by anybody you don’t wanna deal with, and you get resistance to psychic damage bc the amount you block gets launched back at the sender! you’re mostly mud by this point, i think. you ever try to make mud freak out? doesn’t go well.
15. warlock 11: leventh level warlocks get a mystic arcanum, a fancy way of saying you have normal spell slots now that only work for the one spell you get them for. no upcasting allowed past this point! now you can create undead! wit this you can turn up to three corpses into ghouls that’ll stay under your control for 24 hours. you can refresh this control with another casting, or you can just let them run free on the populace, your choice. boom, creepy skeletons, done!
16. Sorcerer 5: fifth level sorcerers got Magical Guidance, giving you another way to boost failed checks if you got the points for it. also, you can dispel magic now. if you couldn’t counter it, at least you can cut through it after the fact! (kinda ironic you died to rulebreaker, huh?)
17. Sorcerer 6: at sixth level clockwork sorcerers become a Bastion of Law, letting you spend sorcery points to give yourself a barrier to block up to 5d8 incoming damage.
18. warlock 12: at twelfth level you get your last asi, makin you tough! that’s 36 hp now, and another 2 every time you level up from here on out! if you want to heal a lot of hp, you need a lot of hp. or not, you can just turn into a huge giant crab if ya want. you also get the protection of the talisman this level, letting whoever is wearing it get an extra d4 on their save proficiency times a day! you’re just better than everyone, huh?
19. Warlock 13: a thirteenth level warlock gets a seventh level arcanum like Finger of Death. it kills people and can turn them into your zombie minions, just like the grail mud.
20. Warlock 14: all of this is nice of course, but it’s not warping a servant to serve you indefinitely. thankfully, that’s why you can now create thralls! you can use your action to touch any incapacitated humanoid and charm them indefinitely, or until they get hit with a remove curse spell. as long as you two are on the same plane, you can also talk to each other with your minds!! just. convince someone to play Saber. alter them. boom, salter.
Pros & Cons
Pros:
Create Thrall is a huge boon, letting you turn just about anyone into your minion for practically free. there’s no save, even! while finding an incapacitated humanoid sounds daunting, it’s easier than you’d think with a liberal sprinkling of heightened Hold Persons. suck a servant into goop and make them your servants. or zombies, or just lie to them!
as a sorlock you get infinite magic as long as you’re willing to work without sleep, which lets you blast away with your strongest spells without issue. well, not your strongest spells since those are arcanum, but still, infinite upcast Magic Missiles and Hungers of Hadar. it’s nice!
of course if you want to talk defense, infinite spell slots means infinite sorcery points means infinite shields. your infinite magical power makes Bastion of Law just a silly power to have, with no limit to the number of times you can use it outside of how much mana you have to burn meaning you can block up to 5d8 damage every turn with no limit outside of your patience. this is on top of your decent (for a caster) hp, as well as an ungodly number of ways to block, disadvantage, and stymie attackers at every turn. if someone somehow manages to fight you directly, it’s going to be a while before they can even pretend to land a hit on you.
Cons:
it a good thing you have those shields, because your AC is terrible without them. 15 AC isn’t bad, of course, but it means you’ll have to use every trick in your book if you get cornered by someone with actual fighting experience.
also, that big pro I put up there with the Bastion of Law? it takes a bonus action to burn a slot into points, then an action to make the shield. that’s your entire turn gone every time your shield needs to be refreshed. if someone really gets you on your backfoot, you can last a while, but that’s about all you can do. this is why you need the minions.
but now that I brought up that “ungodly number of ways to block attacks”… you have an ungodly number of ways to block attacks. that means not only do you have to be really paying attention to the DM’s turns, you need to keep an eye on all those methods of defense so you A) can use them well, and B) you don’t burn through them too quickly. complexity isn’t a death sentence, but you should know it before going all-in on a build. some people just want to relax in D&D, after all.
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the-fluffy-folio · 2 years ago
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Scion of Magic - Tiny fiend, chaotic evil
The scion of magic – an otherworldly aficionado of wizardry and incantation; a visitor from a stranger plane unknown to even the most versed connoisseurs of peculiar beings. Pulled into the material plane alongside the likewise whimsical critter carnival, it immediately starts to absorb the eldritch energies of the feisty company it finds itself in. Eventually, the scion of magic feels sufficiently charged and wanders of – scheming and to put the evil thoughts that plague its eerie mind into action.
🔮 If you like my work, kindly consider to support me on Patreon to gain access to monster pages, tokens & artwork of 200+ of quirky creatures, items and potions. Plus, I released my first Foundry VTT modules – 70 creatures, 5 huge ones and 20 potions are done already, many more are in the making!
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growthgoddess · 2 years ago
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Welcome, my children. My name is Helena, and I am the Growth Goddess. I scour the world altering the fates of worthy women and grow them into unstoppable giantesses. 🏢🚺🏢
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I hope you enjoy my work! You can find written records of my displays of power listed below:
Most of these women's stories have open endings. Feel free to reblog and continue any one of their stories <3 in fact, I highly encourage it!
EVENT ONGOING (3/20-3/27): With the destruction wreaked back in the previous games, we were forced to move our games to the open ocean in the meantime! Catch Deific Dames II and start betting for your favorite multi-storey giantess!
Giantess Calculator
COG: Cause of Growth
Case Ω: Helena Turner the Goddess (Size: Galactic) - COG: A Mix of Brilliant Sciencse, Ancient Magic, and a bit of Desperation
Case #001: Ysolda the Witch (Size: 80ft.) - COG: Vengeful Enchanted Brew
Case #002: Maria the Liberator (Size: 120ft.) - COG: Botanical Growth Accelerator
Case #003: Lily the Gunslinger (Size: 175ft.) - COG: Ancient Native Growth Stimulant
Case #004: SooYeon the Executive (Size: 1500 ft) - COG: Experimental Super Soldier Serum
Case #005: Megan the Undergrad (Size: 140 ft.) - COG: Extraterrestrial Mineral Crash
Case #006: Lisa the Patient (Size: 225 ft.) - COG: Untested Surgical Procedure
Case #007: Jessica the Intern (Size: 100 ft.) - COG: Unknown Cocktail of Chemicals
Case #008: Rachel the Sleepy (Size: 80 ft.) - COG: Hormone Therapy
Case #009: Sophia the Lupara (Size: 150 ft.) - COG: Underwater Wishing Artifact
Case #010: Eleanor the Maid (Size: 30 ft.) - COG: Witch's Enchantment
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Case #011: Grace the Cowgirl (Size: 100 ft.) - COG: Radioactive Milk
Case #012: Nehru the Protector (Size: 25ft.) - COG: Sacred Jungle Fruit
Case #013: Gwen the Attendant (Size: 350ft.) - COG: Smuggled Growth Serum
Case #014: Anne the Drunk (Size: 180 ft.) - COG: Unknown Drug Reacted with Alcohol
Case #015: Leah the Bashful (Size: 85 ft.) - COG: Livestock Growth Inducer Overdose
Case #016: Amelia the Teacher (Size: 70 ft.) - COG: Just the right dose of lethal radiation
Case #017: Tamara the Mambo (Size: 7550 ft.) - COG:. Favor of the Lwa
Case #018: Lamia the Loyal (Size: 1800 ft.) - COG: Dr. Vander's Legacy
Case #019: Beatrice the Glutton (Size: 40 ft.) - COG: Curse of Gluttony and a Witch's Spell
Case #20: Amy the Biologist (Size: 394 ft.) - COG: Unknown Marine Animal's Venom
Case #21: Cassandra the Slytherin (Size: 230ft.) - COG: Swelling Solution overdose
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Case #21: Alice the Unhinged (Size: 80 ft.) - COG: A mix of several medications and a trigger drug
Case #22: Daisy the Clown (Size: 75 ft.) - COG: Enchanted Coin from a Mysterious Woman
Case #23: Celestine the Incarnation (Size: 130 ft.) - COG: Possession by an Unknown Entity
Case #24: Sunrise the Bodyguard (Size: 90 ft.) - COG: Experimental Growth Injection
Case #25: Elara the Queen (Size: 100 ft.) - COG: Eldritch Magic
Deific Dames GTS Game Show:
Ep 1 Polls: Maria, Grace, Jessica, Megan
Ep 1 Results Post
Ep 2 Polls: Rachel, Leah, Alice, Daisy
Side Giantesses:
Hobby Project #1: Cosplay Conundrum
Hobby Project #2: Dominance
Hobby Project #3: Teasing Titaness
Hobby Project #4: Totally Spies Spinoff Synopsis
Hobby Project #5: Delilah's Dilemma
Hobby Project #6: Dueling Damsels
Hobby Project #7: Kaiju Haiku
Hobby Project #8: Not Anymore
Hobby Project #9: Courtney Doesn't Swim
Hobby Project #10: Anything for You
Hobby Project #11: I Will Never Be Small Again
Hobby Project #12: Engorgio V2
Hobby Project #13: Anzu's Ascension
Hobby Project #14: Poem to the Sun
Hobby Project #15: Trampling Tiddies
Hobby Project #16: Wizardry in Work
Hobby Project #17: Jumbo Julia
Hobby Project #18: Wish You Well
Hobby Project #19: Helena's Random Lab Growth
Hobby Project #20: Overgrown Olivia
Custom MTG Cards:
Day 1: Kalemne and gals
Day 2: Aliessa's bearer of the heavens
Day 3: More giant gals
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I will try to diligently grow women every weekday, for this goddess rests on the 6th and 7th days of the week 😁😉💗
I use NovelAI to generate my images. Its not free for me, but I really want to make my stories come to life! If you are interested in supporting me, I will be posting a Patreon soon to help fund my interventions 🧚
Stay tuned for my next endeavors! 😊
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