Scarlet-Horizons

for all things related to my Scarlet Horizons setting for roleplaying.

Heroic Deed: Enhance Ability

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Available to Bard 2+. Expend a Risk Die by rolling it. As long as it doesn't come up '1':

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect for the next full minute.

Bear's Endurance: The target has advantage on Constitution checks. It also gains 4d6 temporary hit points, which are lost when this effect ends. Bull's Strength: The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated. Eagle's Splendor: The target has advantage on Charisma checks. Fox's Cunning: The target has advantage on Intelligence checks. Owl's Wisdom: The target has advantage on Wisdom checks.

Heroic Deed: Eldritch Wrath

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Available to MAG 7+, mage subclass 4+. Expend a Risk Die by rolling it. If it comes up '1', you suffer X points of arcane backlash; otherwise, apply 5X damage split any way you desire among up to three targets within sixty feet of your position. If a target has more hit dice or levels than you, it gets a saving throw versus spells to suffer only half this damage, rounded up. If a living creature is slain by this effect, you gain a hit point. 'X' is equal to your total caster levels. You must have Intelligence of 16+ to use this heroic deed. You may choose to apply all the damage to a single target. There is a flat five-percent chance, each time you successfully slay a foe with damage dealt solely from this deed, to inflict damage on another, of gaining +5 percentile points to an ability score of your choice. You may not benefit in this way more than five times while at any given overall character level. If any ability score is greater than 18 and you choose to increase it, you only gain a single percentile point.

Heroic Deed: Eldritch Swap

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Available to Magic-User 1+, Bard 3+. Sacrifice a Risk Die by rolling it. If you roll a 1, nothing happens; otherwise, you disappear from your current location and reappear ten milliseconds later behind one bipedal creature or construct that is within sixty feet of your original position. You may attack that humanoid from behind with a +4 bonus to-hit — even if you've already made a melee attack this round. You may attempt this Deed before or after using your Fray Die for the round. There is a five percent chance of a random ability score gaining 10 percentile points when you use this deed. If you don't gain percentile points, then you do regain 1 HP.

Spell: Legend Lore

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Legend Lore (5th level mage)

Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.

The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips."

Spell: Identify

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Identify (1st level mage)

Casting Time: 1 minute
Range: Touch
Target: One object that you must touch throughout the casting of the spell
Components: V S M (A pearl worth at least 100 gp and an owl feather)
Duration: Instantaneous
Classes: Bard, Wizard

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Heroic Deed: Dweomer Determination

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Bard 3+, MAG 1+, CLE 4+ or subclass 1+. When you sacrifice a Risk Die and successfully activate this ability, then for the next eight hours you may detect magical auras on beings and items, identify an item as per the Identify spell, or use up the deed's duration in order to mimic the Legend Lore spell as you study a particular item. Mages who are running this when targeted by spells gain a +3 circumstance bonus to saving throw versus those spells, due to the insight their dweomer determination yields regarding the spells' functioning. This bonus is also added if Dissonant Vocalization is used during a round in which Dweomer Determination was running and the hero was targeted by a spell the hero attempted to counter with Dissonant Vocalization.

Heroic Deed: Dual Heroic Deeds Activation

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Available to PC with overall level 8+. Sacrifice a Risk Die by rolling it. If it doesn't come up '1', then choose any two other Heroic Deeds and activate them without expending a Risk Die. Each of those two deeds activates successfully. When you succeed in the use of this Dual Heroic Deeds, you — and any allies within 30 feet of you — regain 3 hit points. Optionally, also remove one condition or spell-effect from your person. Choose an ability score that is currently below 17 and role d100. On a result in the range 01-05, add +10 percentile points to that ability score. If none of your Ability scores are below 17, choose an ability score and there is a 5% chance it gains 5 percentile points. You may not use Dual Heroic Deeds more than once in a given combat round.

Heroic Deed: Drunken Master

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Available to Monk 3+. Sacrifice a Risk Die by rolling it. If successful: the next time you use Flurry of Blows in the current combat encounter, if it is successful then you make five attacks rather than the usual three.

Heroic Deed: Double Thrust

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Bard 1+, THF 3+, FGT 5+ or subs 3+. When you attack with a finesse weapon that permits optional use of your Dexterity modifier instead of your Strength modifier in determining to-hit, sacrifice a Risk Die. If successful, you may make an immediate (same round) 2nd attack with the weapon, adding {Risk Die Result} to the other to-hit modifiers, and {8 - Risk Die Result) to the rolled damage sum — before conversion, if using Scarlet Heroes damage. This doesn't count as a second attack. You may not benefit from Double Thrust more than once in a single combat round. If your Double-Thrust enabled attack slays or incapacitates its target, gain one percentile point to a random Ability Score.

Heroic Deed: Dissonant Vocalization

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Available to Bard 1+, Magic-User 3+, Cleric 5+ or its sub-classes 3+. Your voice carries power. When a foe attacks a comerade within twenty feet of your position, or a foe that can hear or has tremorsense attempts spellcasting within twenty feet of you and within your line of sight, you may sacrifice a Risk Die by rolling it. Assign to variable Penalty the result of the Risk Die roll. If Penalty is greater than 4, instead assign {8 - Risk Die result} to Penalty. The foe must make a Moldvay saving throw versus Rods (adjusted for the level/HD difference) at a penalty of Penalty. Failure indicates the foe's spellcasting is foiled, or the foe's melee attack suffers disadvantage. This deed is a swift action that does not preclude movement or making an attack or Fray Die roll. If you successfully foil a spell or attack with this deed, add one percentile point to either CHA, INT, or WIS. Regardless of whether or not the target makes its saving throw, activation of this heroic deed is a sonic attack that deals 2d6 damage to the target if it is within twenty feet of the activating hero.

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