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@erniebilko / erniebilko.tumblr.com

i'm ori ♌ ... jewish icon they/them insta: maeve_stier
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Powers of Dishonored in D&D: Emily Kaldwin

It should come as no surprise to folks that know me personally that my favourite video game series is Dishonored, and since the player characters of that series have access to a number of eldritch powers, I thought they’d be something interesting to translate as spells for D&D.

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Domino 3rd-level enchantment Casting Time: 1 action Range: 60 feet Components: S Duration: 1 minute Choose two target creatures. Each of them must make a Wisdom saving throw, which they have disadvantage on if they are unaware of your presence. If both creatures fail the save, the two become linked. If a linked creature suffers any damage, is pushed or gains any conditions, all other creatures linked to it suffer the same effect.    At higher levels. When you cast this spell using a spell slot of 4th level or higher, you may link an additional target for each spell slot level above 3rd.

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Doppelgänger 2nd-level illusion Casting Time: 1 action Range: 60 feet Components: S Duration: 5 rounds You summon an illusionary duplicate of yourself at any point where you would normally be able to stand within range. The doppelgänger has tangible form, using your armour class and saving throws, with five hit points. The doppelgänger acts immediately after you in initiative order; you may control it with a bonus action, otherwise it will flee combat. If your doppelgänger is killed, it leaves a body which disappears once it is out of sight. If you are hidden from sight when casting this spell, enemies consider you dead if they kill your doppelgänger .   At higher levels. When you cast this spell using a spell slot of 3rd level or higher, your doppelgänger may make any melee attack you are capable of during its turn as an action. When cast at this level, the doppelgänger actively attacks enemies instead of fleeing combat as it normally would.

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Far Reach 1st-level conjuration Casting Time: 1 bonus action Range: 30 feet Components: S Duration: Instantaneous A mass of tendrils stretch from your hand to any unoccupied space on a surface within range, then pull you directly to that location. If the location is not a flat surface, but one that you can climb onto, you immediately climb onto it. If you cannot climb onto the surface, you overshoot it and land 5 feet away from the chosen location, in the direction that you travelled.   At higher levels. When you cast this spell using a spell slot of 2nd level, you may use your far reach to instantaneously pull an object into your hands.   When you cast this spell at 3rd level or higher, you may target a creature within range. That creature must succeed on a Strength saving throw, or be pulled directly to you, landing prone in the nearest unoccupied space between you and the target’s original location. 

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Mesmerize 2nd-level enchantment Casting Time: 1 action Range: 60 feet Components: S Duration: 3 rounds You summon a spirit from the void to enthral your enemies. Summon the spirit at a point within range. Creatures within 20 feet of the spirit must succeed on a Wisdom saving throw or be charmed and incapacitated, and must spend their turn staring at the spirit. At the end of a Creature’s turn, it may attempt the save again.

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Shadow Walk 4th-level transmutation Casting Time: 1 action Range: 60 feet Components: S Duration: 3 rounds  For the duration, you, along with everything you are wearing and carrying, take on a smoky, shadow form. When you make an attack, or are reduced to 0 hit points in shadow form, the spell ends. While in the shadow form, you have the following benefits:

  • You have advantage on Stealth rolls when in dim light, and cannot be detected in complete darkness.
  • You may only make unarmed strikes, which deal 3d8 necrotic damage, instead of their normal damage, when in shadow form, plus your spellcasting ability modifier.
  • When attacking an unaware target, your unarmed strikes deal double damage.

At higher levels. When you cast this spell using a spell slot of 5th level or higher, you may make one additional melee attack before the spell ends for each spell slot level above 4th.

Far Reach and Shadow Walk were worked based on existing spells, namely Misty Step as the basis for Far Reach, with modifications for range, momentum and higher level abilities, and Gaseous Form for Shadow Walk, which I used as a guide on the caster’s form changing. Domino was developed with some inspiration from the Trickery Cleric’s Invoke Duplicity ability; Domino and Mesmerize were developed from scratch, with levels that I felt were most appropriate for them. All of the spells with a duration used as close to the durations of those spells in the game as is possible with the D&D system using turns instead of specifying by seconds.

This is going to be the first in a series of posts relating to Dishonored, and while more MTG homebrew will be back next week, expect other Dishonored posts in the near future, and not only spells! I have some interesting things planned that I’m very much looking forward to putting together.

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Powers of Dishonored in D&D: Corvo Attano

It’s been a while since my first Dishonored spells post, so here is the next part of the series, presenting rules for all of Corvo’s powers!

Bend Time 6th-level transmutation  Casting Time: 1 action Range: 30 feet Components: S, V Duration: * You slow time to a crawl for a brief period. Time slows to a rate of half its normal rate for you, for 1 round, which you experience as twice that much time, allowing you to take two turns after your current turn. During this time, you have advantage on Dexterity saving throws, and do not provoke opportunity attacks. At higher levels. When you cast this spell using a spell slot of 7th level or higher, the duration of your time stop is reduced to one round, but you stop time completely instead of slowing it. During this period of stopped time, other creatures cannot see you, and cannot take reactions or legendary actions during the turns you take during the period of stopped time. Attacks you make during this period deal damage when time resumes.

Blink 1st-level conjuration Casting Time: 1 bonus action Range: 30 feet Components: S, V Duration: Instantaneous     You are immediately moved directly to any unoccupied space on a surface within range. If the target location is not a flat surface, but one that you can climb onto, you immediately climb onto it. If you cannot climb onto the surface, you are moved directly to it and land in the nearest empty space. During this movement, you do not suffer disengaging strikes, but are still susceptible to damage from hazards in your way, such as spell effects or terrain.

Dark Vision 1st-level illusion Casting Time: 1 bonus action Range: Self Components: S, V Duration: One minute, concentration For the duration, you can see creatures through any obstacles blocking your view for a range of 30 feet. Creatures you can see while concentrating on this spell are seen as yellow silhouettes, while the rest of your field of view takes on an ochre brown coloration. At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you can also see the field of view of creatures within range, which appears as a yellow cone extending from a creature’s eyes in the direction in which it is looking. When you cast this spell using a spell slot of 3rd level or higher, you can also see the mechanisms of traps within range, which appear blue. At this level, the spell also reveals small objects of a value of 50gp or greater, which appear green.

Devouring Swarm 3rd-level conjuration Casting Time: 1 action Range: 30 feet Components: S, V Duration: One minute, concentration     You summon a 10-foot radius rat swarm within range, which remains for the duration, then scatters. When the area appears, each creature in it must make a Constitution saving throw. A creature takes 3d8 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or starts its turn there. At the start of your turn, the rat swarm moves up to 30 feet so that it encompasses as many creatures that it can see as can fit within its area.

Posession 4th-level enchantment Casting Time: 1 action Range: 80 feet Components: S, V Duration: A number of rounds equal to 5 minus the target’s Wisdom modifier.           You merge corporeally with a medium or smaller beast within range. The target must succeed on a Charisma saving throw or be possessed by you; you then disappear, and the target is incapacitated and loses control of its body. You now control the body. For the duration, you can’t be targeted by any attack, spell, or other effect, and retain your alignment, Intelligence, Wisdom, and Charisma. You otherwise use the possessed target’s statistics, but don’t gain access to the target’s knowledge, class features, or proficiencies. At the end of the duration, you reappear in an empty space directly behind the target. If the target was a tiny creature, it is reduced to zero hit points when the spell ends. If the target was a humanoid, or larger than tiny, it is stunned for one round when the spell ends. If the creature you are possessing is reduced to zero hit points, you are reduced to zero hit points, and if the creature you are possessing is killed, you also are killed, and do not end the possession.     At higher levels. When you cast this spell using a spell slot of 5th level or higher, you may also target humanoids.

Windblast 3rd-level evocation Casting Time: 1 action, or 1 reaction that you can take when a creature makes a ranged attack against you. Range: 15-foot cone Components: S, V Duration: Instantaneous     All creatures within range must make a Strength saving throw. On a failed save, a creature takes 2d6 force damage and is pushed 30 feet away from you, landing prone. On a successful save the creature takes half as much damage and isn’t pushed. This spell deals double damage to structures. If this spell is cast as a reaction to a ranged attack, the attack misses you. You may then make a spell attack roll against the creature that made the attack. On a hit, the  creature suffers the normal damage of the projectile that was reflected.     At higher levels. When you cast this spell using a spell slot of 4th level or higher, creatures are a further 10 feet and damage increases by 1d6 for each slot level above 2nd.

Bend time was based on Time Stop (particularly as the reason for such a high casting cost), with the changing effects of the spell based on how the power differentiates when upgraded in game. Much like the Far Reach rules on my Emily spells list, Blink was based on Misty Step, but has clauses that make it weaker, as it actually moves the caster through space as opposed to acting as a teleport. Possession’s specific wording was based on the rules for Ghosts, as they have a similar effect, which only required expanding for use in  designing the Dishonored power.

For more of my Dishonored content, click here!

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cowboyjen68

Three butch friends of mine finishing the basement of my first house around 1996.   They worked for beer, and not even anything fancy. 

One of tumblr’s finer posts.

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when you block me THIS IS WHO YOU ARE BLOCKING.

not so justifiable now is it?

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