#RPGaDAY – August 18, 2025 (SIGN)

 

#RPGaDAY – August 18, 2025 (SIGN)

Sign– Sign is an interesting topic, as it can mean so many different things. For this blog, I am using the meaning “to sign something” and am including some homebrew stuff.

Sign - It immediately makes me think of Ghostbusters.

 

I find it interesting that D&D 5E (2014 or 2024) no longer has the Arcane Mark spell.  This is the spell from 3.5E:


 In my group’s Godlings campaign (which was 3.5E) the Lawful Evil Cleric, Velonia had an Imp familiar, Nox that he acquired and as part of their bond/contract signed to work together, he was given a unique feat – Devilish Arcane Magic Ability – Initiate.  This was similar to the other magic initiate feats, with some exceptions. One of the spells he had access to, was the Devil’s Mark.


Feat - Devilish Arcane Magic Ability – Initiate

These spells differ slightly from other arcane spells and require devilish instruction and inclinations.

Intelligence dictates number of spells usable daily – Cantrips equal to intelligence modifier +2 and level 1 spells equal to intelligence spell bonus +1 (in 3.5E, a caster’s primary attribute still gave additional spells)

Velonia Max number of spells known – 4 0 level and 2 1st level spells

 Devilish Spell lists:

0 Level

 Daze, Devil’s Mark*, Distort Shadows, Enumerate, Filch, Flare, Open/Close, Quick Sober, Spark, Steal Sleep, Touch of Fatigue

*Devil’s Mark – As Arcane Mark spell, except caster can mark a target or object with a visible or invisible “mark” of the devil.  If the mark is placed on someone with an alignment other than evil, they will regularly give others, including normal animals an uncomfortable feeling when they are around, potentially leading to -1 on reactions.  They also sleep more fitfully and are often not as well rested as normal due to disturbing dreams. Devils and other evil extra planer creatures can see the mark, even if invisible and may be influenced by it depending on target’s alignment.  If an object is marked, it will tarnish, chip, or otherwise dull or degrade in some way, if used by someone of non-evil alignment.

1st Level

Beelz’s Blessed Bolt*, Cause Fear, Cobwebs, Detect Gold, Detect Shape Changers, Devil’s Knock*, Disappear, Field of Razors, Flash, Glue, Grease, Jump, Obscuring Mist, Protection from Chaos, Protection from Good, Serpent’s Stare, Shade’s Sight, Silent Image, Stone Window, Ventriloquism

 *Beelz’s Blessed Bolt – VSM – This spell creates a small glowing ball of negative energy that can be used to harm or heal a target depending on their alignment.

 The material components of this spell are a small amount of unholy water, mixed with a drop or two of the caster’s own blood.  The caster mingles the two together in the palm of their hand, while voicing the enchantment and a small black glowing ball of energy appears in that hand.

 Hitting a target requires a ranged touch attack against any non evil opponent, with a +2 to hit and damage versus good aligned ones.  The ball must be thrown, as it expands in size as it flies toward its target.  It therefore cannot be used against anyone within 10’ from the caster and its maximum range is 10’ + 1 per strength point of the user, up to 30’ maximum.

 If a successful hit is made against the target, they must make a fortitude save DC 12 + intelligence modifier or take D6 + 1 point per caster level (up to +6 maximum), taking ½ on a successful save. They must also make willpower save, same DC or be at -1 to all attacks and saves until the end of their next initiative.  This increases to a -2 for all good aligned creatures.  If the willpower save is successful, they suffer no ill effects.

 If the caster is unsuccessful in striking the initial target, if there is another viable target in the line of fire and still within distance, the bolt will fly towards them also.  If it misses a second time, the energy dissipates and the spell ends.

 If used against an evil creature, Beelz’s Blessed Bolt automatically hits and they are healed D6 + 1 point per caster level (up to +6 maximum) and gain +1 to all attacks and saves until the end of their next initiative.

 *Devil’s Knock – VSM – This spell creates a small, but loud explosion centered on a metal door lock, latch, chain, hinges, or similar secured/locked object.

The material components of this spell are an unholy blessed flint striker (from a flint and tinder flame starter set) and a small pinch of gun powder.  The flint is not consumed, although the gun powder is.

The caster must choose a visible target within a range of 10’ + 1’ per level of caster (total caster, not just magic caster only.)  Once the spell is cast the explosion does D8 +1 per level of caster (as above) in damage to the hardness of the desired target.  This is generally sufficient to destroy the object or else render it useless.   Against an especially hard object, if the damage is not sufficient to destroy it, it is normally ruined, possibly securing it further. 

 Although this spell cannot be used against any sort of living creature or object, it can potentially injure anyone in very close proximity to the detonation (5’ or less.)  Anyone caught in the blast must make reflex save DC 14 or be hit by shrapnel for 2D4 damage or the hardness damage done, whichever is less.  They only take ½ damage on a successful save.  For example, a level two Diabolist caster rolls a 4 on his D8 to destroy the door lock the guard is standing in front of, so does 6 points of hardness damage exploding the door lock, the most damage he can do to the guard is 6 points on a failed save, even if an 8 were rolled on the 2D4 roll.  The guard would take 3 points of damage only if he successfully saves.

In certain circumstances, unsuspecting victims might have a minus to a save, or not be entitled to a save at all.  For example, blowing manacles off a prisoner.

 

 

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