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- Sense-Share Salve
- Alchemical, Consumable, Elixir
- Usage held in 1 hand; Bulk L
- Activate [two-action] Interact
- Level 1
- Price 4 gp
- This thin, oil-based alchemical elixir comes in a phial, with a single pill in the cork. The two parts must be used at the same time, on two separate individuals (one of whom may be yourself).
- Whoever consumed the pill will feel the sensations of whoever had the salve rubbed on their skin. These sensations are identical and exact, and can even mimic sensations from body parts that the recipient does not possess. Although the pill’s recipient feels both physical pain and physical pleasure as the salve-coated recipient feels, this is simply an illusion: you do not become wounded when they are, nor do you become healed when they are healed.
- This illusion breaks if the two users are ever more than 300 feet apart.
- A person may only be under the effect of one half of one dose of this potion (the broadcasting salve or the recipient pill) at a time.
- This item lasts for one hour.
- Level 5
- Price 35 gp
- As above, but the item’s effects lasts for one day, and can extend out to 3 miles.
- Level 10
- Price 200 gp
- As above, but the item’s effects last for one week, and can extend out to 500 miles.
- In addition, a person may be under the effects of three of these potions at a time (in any combination of pills or salves), if all of them are of this level or higher. However, salves will not transmit sensations received via pills.
- Level 15
- Price 1,500 gp
- As above, but the item’s effects last for one month, and can extend out to planetary range.
- Level 20
- Price 9,000 gp
- As above, but the item’s effect lasts for a year and a day, and there is no range limit whatsoever. In addition, a person may be under the effects of any number of these potions at a time (in any combination of pills or salves).
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- Talent Tonic
- As Silvertongue Mutagen.
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- Beauty Powder
- Alchemical, Consumable, Elixir
- Usage held in 1 hand; Bulk L
- Activate [two-action] Interact
- Level 5
- Price 30 gp
- You open the wax paper and blow on the powder, scattering it into the air. The powder hangs about your person for a few seconds, working its magic on your visage.
- Until the end of your next turn, you are Concealed, although you cannot use this Concealment to hide or otherwise obscure your location.
- After the end of your next turn, the powder dissipates, revealing your now-perfected visage. Any blemishes, scars, discolorations, and the like are removed for the duration of this elixir’s effect. You are instantly cleaned from head to toe, as if someone had cast Prestidigitation on every inch of your body all at once (this includes cleaning your clothes and equipment). Any negative odors are removed, and positive odors are tastefully accented.
- For the duration of this elixir, you gain a +2 item bonus to Make an Impression, and you have a +4 item bonus to the DC to track you. However, this bonus doesn’t stack with the status bonus from pass without trace.
- This elixir lasts until your next daily preparations, or until something occurs to you that might be considered messy, gross, or repugnant.
- Level 11
- Price 225 gp
- As above, but the item grants a +3 bonus to Make an Impression, and a +6 bonus to the DC to track you. In addition, you can end the item’s effect to use the following action:
- Two actions: You cast Aromatic Lure at 6th level, but the targets of that spell are drawn towards the square(s) adjacent towards you, rather than you being able to select the squares for them to be drawn towards.
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- Pherophume
- Alchemical, Consumable, Elixir
- Usage held in 1 hand; Bulk L
- Activate [two-action] Interact
- Level 7
- Price 60 gp
- 2 actions to use.
- The user is covered in perfume, enhancing and strengthening their scent. They gain a -4 to the DC to track them and to otherwise hide from creatures with any scent sense. They also gain an aura in their immediate vicinity that makes their movements and requests stick in the minds of those who smell the Pherophume.
- (aura, charm, emotion, mental) 10 feet. Any creature in the aura that could be sexually attracted to the user takes a –2 circumstance penalty to checks and DCs to oppose the user’s mental spells, Deception, and Diplomacy. This penalty does not apply to creatures who lack any capacity to smell things.
- This item lasts for 6 hours.
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- Phantophilic Potion
- Alchemical, Consumable, Elixir
- Usage held in 1 hand; Bulk L
- Activate [three-action] Interact
- Level 10
- Price 150 gp
- You open the potion, and slowly pour it out. As you do so, you speak what form you want the illusory lover to take, and the liquid fills that shape in as if it were being poured into a perfect invisible vessel shaped like that creature. The creature in question must be Large or smaller.
- When complete, the creature is clearly visible to all. It generates the appropriate sounds, smells, and feels believable to the touch. The image can speak, but is not able to think on its own or carry out long-term plans. It is substantial enough to flank foes.
- However, the phantasmal lover’s continued existence is fragile, and it must have constant attention: you can spend an action to interact with it (Sustaining it, as if it were a summoning spell) and command it to act as you like. Regardless of whether you give it attention or not, the phantasmal lover will persist for 1 day, or until destroyed.
- The phantasmal lover has a speed of 25 feet, an AC of 25. Its saving throw modifiers, skill modifiers, and perception are +15. It has 100 HP.
- The phantasmal lover has the following actions it can take:
- Stride
- Strike (Attack roll of 20, dealing 5d65 mental nonlethal damage on a hit)
- Fluster (The target must succeed at a Will save of 25, or become flat-footed (slowed 1 on a critical failure) until the end of your next turn.)
- Embrace (attempt to Grapple, or succeed automatically if the target is willing)
- If you choose not to spend an action commanding it, the phantasmal lover will gain two actions automatically. It will then (if able) spend at least one of those actions to move towards you. If it is within melee range of you, it will attempt to Embrace you. If it is not within Melee range of you, or is already grappling you, then it will attempt to Fluster you.
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- Pleasurewave Potion
- As Addlebrain poison; however, the effects are caused by pleasurable sensations throughout the body.
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- Ultra-Vigor
- As Juggernaut Mutagen . In addition, if the user participates as a Primary Parent in an Impossible Breed spell, they gain the mutagen’s item bonus as a bonus to their casting check; they also gain it as a bonus to any attempts to counteract any magic, disease, poison, ailment, or other effect. that might be preventing their fertility.
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- Contract with Mahlozaob
- Mahlozaob is a Devil of the upper circles of Hell, who runs a shop in a bustling city. Her shop specializes in incense and relaxation, and Mahlozaob consumes the bad dreams and bad vibes of her customers as payment (in addition to actual payment). However, she is otherwise available to friendship, relationship, and more.
- Mahlozaob can form a contract with any Player Character (of any gender or sex) who strikes her fancy and forms a genuine connection with her. As a devil focused on relaxation and being chill, she won't push a relationship forward, for good or for ill - that's always in the Player Character's hands.
- You get: +2 status bonus to saves vs. Emotion effects, scent-based effects, and effects that would paralyze, petrify, or otherwise cause your muscles to tense in awkward ways (but not things like Dominate). You also faintly smell of pleasant, calming incense all the time, just to put a bow on it.
- You can do: You can arrange to summon Mahlozaob. This process takes at least one minute, during which the GM determines (sometimes but not always randomly) Mahlozaob’s circumstances for that summoning. If the summoning is intended to occur later (be it hours, days, or weeks), the GM may apply a bonus to Mahlozaob’s circumstances and reroll them for that appointed time. Some circumstances may require a gold payment to enable the summoning, or other favor; some may be purely beneficial, resulting in gifts or boons; some may simply be flavorful and neutral. Some may even result in Mahlozaob being wholly unavailable for a time.
- Unlike most summons, you do not have to sustain the summon; however, Mahlozaob is not a combatant, and will not generally participate in fights should they occur near her unless there is truly dire need.
- Summoning Mahlozaob
- When summoning Mahlozaob, her schedule, her business, and her prior commitments might interfere. As such, it’s not always easy to schedule time with her!
- When you summon Mahlozaob, decide when you’re aiming to schedule her arrival to your summons.
- If you’re aiming to summon her immediately, subtract 2 from your roll.
- If you’re aiming to summon her today, but not immediately, keep the roll as-is.
- If you’re aiming to summon her for the next day, add 3 to your roll.
- If you’re aiming to summon her a week in advance, add 10 to your roll.
- Assuming you don’t roll a result where Mahlozaob is totally unavailable, she will appear next to you at the designated time.
- Roll Result
- 20 Mahlozaob Can Appear at the Designated Time without Issue, and has a gift of money, equal to (Player's Level) x d20 gold.
- 19 Mahlozaob Can Appear at the Designated Time without Issue, and has a gift of a mundane item, usually of Level 1 or lower.
- 18 Mahlozaob Can Appear at the Designated Time without Issue.
- 17 Mahlozaob Can Appear at the Designated Time without Issue.
- 16 Mahlozaob Can Appear at the Designated Time without Issue.
- 15 Mahlozaob Can Appear at the Designated Time without Issue.
- 14 Mahlozaob Can Appear at the Designated Time for 2 gold.
- 13 Mahlozaob Can Appear at the Designated Time for 5 gold.
- 12 Mahlozaob Can Appear at the Designated Time for 10 gold.
- 11 Mahlozaob Can Appear at the Designated Time for 20 gold.
- 10 Mahlozaob Can Appear at the Designated Time for 35 gold.
- 9 Mahlozaob Can Appear at the Designated Time for 50 gold.
- 8 Mahlozaob Can Appear at the Designated Time for 100 gold.
- 7 Mahlozaob Is totally unavailable.
- 6 Mahlozaob Is totally unavailable.
- 5 Mahlozaob Is totally unavailable.
- 4 Mahlozaob Is totally unavailable.
- 3 Mahlozaob Is totally unavailable.
- 2 Mahlozaob Is totally unavailable.
- 1 Mahlozaob Is totally unavailable.
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- Nymph's Favor
- Invested
- A Nymph’s Favor is a small item that a Nymph gives a lover, to show their affection and bond for that other person.
- The benefits of a Nymph’s Favor depend upon the type of Nymph that grants it, and the relationship the wearer has with the Nymph.
- As that relationship deepens, and the Nymph gains power, so too do the powers granted you by the Nymph’s Favor. If your relationship with the Nymph who bestowed the Favor sours, then the power of the Nymph’s Favor will weaken in turn.
- The Nymph must be Helpful to you for you to receive the full benefits of the item. For every tier under Helpful the Nymph’s relationship with you is, you lose access to the highest stage of power so far unlocked. (For instance, with only one stage unlocked, if the Nymph is ever Friendly or less towards you, the item has no power.)
- Stage I
- You gain a +1 item bonus to specific kinds of checks.
- Dryad Nature checks, Survival checks, and Reflex saves.
- Naiad Acrobatics checks, Stealth checks, and Fortitude saves.
- Hesperid Deception checks, Intimidation checks, and Will saves.
- Lampad Diplomacy checks, Performance checks, and Fortitude saves.
- In addition, they are always under the effect of the Know Direction spell, pointed towards the Nymph’s bonded location.
- Stage II
- You can communicate with the Nymph (or any offspring you’ve had with the Nymph) directly, as per the Sending spell.
- Once per day, you can activate the Nymph’s Favor (using 2 actions) to cast a Summon spell, to summon the Nymph (or any offspring you’ve had with the Nymph) to your location. The Nymph can refuse this summon if it so desires.
- The Nymph appears in a location of your choice within 30 feet of you. The summoned Nymph has the Summoned and Minion traits, and immediately takes two actions upon being summoned. It may only cast Spells up to half your level, rounded up; attempts to cast a higher-level spell fail and will end the summoning immediately. The summoning, per usual, has the Sustained property. For the duration of the summon, the Nymph treats you as the focal point of its bonded space (and thus, does not suffer for temporarily being away from its bonded location).
- Stage III
- The bonus to checks increases to +2.
- In addition, you gain an additional benefit based on the type of Nymph associated with the Favor.
- Dryad Nature Empathy, as per Dryad. You are now constantly under the effect of Speak with Plants.
- Naiad Wild Empathy, as per Naiad. You can now breathe underwater.
- Hesperid Create Golden Apple, as per Hesperid. You can also cast Dancing Lights and Light as innate Cantrips.
- Lampad You gain Darkvision. You may use Weep, as per Lampad.
- Stage IV
- The Nymph you are tied to increases in power, becoming a Queen of its type.
- Whether you summon the Nymph or one of your offspring with the Nymph, the summon can now last indefinitely, so long as you continue to Sustain the spell. (This can persist even as you sleep.)
- The creature you summon via the Nymph’s Favor may perform Touch-range spells and effects on you, and you on them, if they are within 30 feet of you. They can perform spells and effects with a range of Self on you, and you on them, with a range of Touch instead.
- Other Nymphs (and some other fey-related or particularly nature-related creatures) recognize you as a Nymph Queen’s Consort, typically granting you leeway and favor in deference. Your item bonus now applies to attempts to resist any negative effects caused by creatures with the Fey keyword, and to any social roll performed on creatures with the Fey keyword.
- Stage V
- The item bonus to checks increases to +3.
- You gain eternal beauty and a lengthened lifespan. Your natural life is extended fourfold, and while you will show signs of aging, you will always be beautiful and have a youthful vigor until your last day.
- You are as beautiful as your Nymph ally; you gain an aura of beauty, based on the type of Nymph, and can Focus your Beauty as your Nymph type can.
- You can now summon any offspring of yours or of the Nymph’s, not just the offspring you and the Nymph had together.
- Your item’s bonus to social rolls and all resistances now includes any creatures who are remotely Fey in origin, even if they do not have they Fey keyword, such as Gnomes.
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- Impossible Breed
- Ritual Spell
- Uncommon
- 1st Level Ritual
- Cast 1 hour
- Cost incense, bedding, and other comforts and accoutrements worth at least 20 gp × Spell Level
- Secondary Casters 2+ (see below)
- Primary Check Nature (trained)
- Secondary Checks None
- Range 20 feet
- You attempt to impregnate one sapient creature with the essence of another. The two creatures must each be willing or helpless, and must be physically mature. Select one or two of the two participating creatures; this is/they are the Primary Parent. A creature may only be the Primary Parent for one Impossible Breed ritual at a time, but may be a non-Primary Parent for multiple Impossible Breed rituals.
- Further, select a method of growth.
- Natural Pregnancy This requires the Primary Parent be capable of carrying a child to term naturally. The child is implanted within them, and the pregnancy continues naturally.
- Egg The ritual produces an egg, of sufficient size to carry the child to term. This egg does needs to be kept safe and warm, but otherwise requires little intervention. If the egg is sufficiently damaged, the child inside is lost. It takes as long for the egg to hatch as a normal pregnancy of the child’s ancestry would take. Following this time, the egg hatches, and the child is born.
- If the participants are also under the effects of a Heartbond Ritual, the caster gains a bonus to their check equal to the rank of the Heartbond between the two subjects.
- Children generated by this spell are typically of the Primary Parent’s Ancestry, but not always – they may be half, or even all, of the other creature’s Ancestry. Once successfully created, the child must then undergo full term gestation in the manner typical of the carrying creature’s Ancestry – in short, the remainder of the child-bearing biological process continues as it normally would.
- Success and Failure
- Critical Success The child is successfully created, even if the union would otherwise not be physically possible. Additional effects may occur.
- Success As above, but the additional effects may not occur.
- Failure No child is created.
- Critical Failure No child is created, and the targeted creatures are Drained 2 for one week.
- Regardless of outcome, the selected Primary Parent is immune to the effects of this spell for a year and a day.
- On a Critical Success, or at GM discretion, one or more additional effects may occur. Some options include:
- The child may be granted a Rare Background, such as Blessed, Cursed, Feral Child, or Feybound, as befits the situation.
- The resultant child may have a Versatile Heritage, such as Aasimar, Duskwalker, or Tiefling.
- The child may be of either parent’s Ancestry, instead of the Primary Parent’s. It may select Heritages from either parents’ Ancestry, as well; they need not match.
- The child may be born with a blessing from a deity, typically one invoked during the ritual or otherwise important to one or more of the parents. Alternatively, the deity in question may bless one or more of the parents (typically the primary parent), to help ensure their survival until the child’s birth.
- One or more additional children may be created. This might be in the form of twins or triplets, a clutch of eggs, or both parents becoming pregnant (if applicable). The children need not all share the same Ancestry, even if they share the same primary parent.
- Heightening the Spell
- Heightened (2nd) When using the Natural Pregnancy or Egg methods of growth, you may attempt to create more than one child. Select a number X, from 1 to (the spell’s Level. / 2); apply this as a penalty to the spell’s roll. If the ritual is still successful, you create X + 1 children, instead of just 1. These children need not have the same Primary Parent or the same method of growth, but you do need to pay the ritual’s cost for each child created this way.
- Heightened (4th) You gain access to the ‘Life Force’ method of growth, below.
- Life Force The Primary Parent shows no external signs of being pregnant (whether or not they can be so). However, their life-force is tied to the growing child, and they must still care for and nourish themselves to ensure the child’s growth. The child can be harmed by its Primary Parent being killed, but lesser physical harm will not touch it. This term lasts a year and a day exactly; at the end of that time, the Primary Parent is ensconced in light, and a minute later, is holding the now-born child.
- Heightened (6th) You may now include more than 2 secondary casters in the ritual (up to the spell’s Level / 2, rounded down). While there is still only one Primary Parent, multiple Secondary Parents may be included, and may contribute to the child’s Ancestry, Heritage, and other factors.
- Heightened (8th) You gain access to the ‘Instant’ method of growth, below.
- Instant As the Life Force method, above, but the Primary Parent is immediately ensconces in light, and their child is ‘born’ within minutes.
- Heightened (10th) You gain access to the ‘Fully Grown’ method of growth, below.
- Fully Grown As the Instant method, above, but the resultant child is not a baby – rather, they are a fully-grown young adult. They have sufficient education and life experience, taken from the collective memories of the parents, to survive on their own.
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