I want to be covered in so many spells that when I get hurt its a NUKE!
Trigger Spell Spell 1
Enchantment Traditions arcane, divine Cast somatic, verbal Range touch; Targets one willing target Duration 1 hour or until used
You channel magical energy from a second spell into this spell. This means you will cast this spell and a second spell using two spell slots at once. the second spell can be cast at any level, and that will determine the effects of the second spell. If one spell has a longer casting time, then the total spell casting length is the longer one. When you cast this spell, choose a condition for the second chosen spell to be cast such as damage to the target or hitting with a melee weapon. When the chosen spell goes off, any attacks or saves are made using your attack or save value. You can also choose if the spell affects the target this is cast onto.
Heightened (level 3) The duration increases to 1 day.
Heightened (level 5) The duration increases to 1 week.
Heightened (level 7) The duration increases to 1 month.
Heightened (level 8) The duration increases to 1 year.
This normal looking jewelry looks like any other basic store piece but it’s also built continuing a custom magic matrix that holds a single spell. As a swift action, you can cast the spell using any attacks, feats, and saves of the caster. The jewelry does not come with a spell in it but any spell may be cast into the jewelry. Once the spell is cast the jewelry degrades and falls apart
Trigger Spell Classes Mystic 1-6 School Divination Casting Time 1 standard action or varies Range touch Targets one living creature or item creature is holding Duration varies Saving Throw Will half (harmless); Spell Resistance yes (harmless) Description With the authority of all magic behind you, you proclaim to be cast in the future specifying a trigger. Choose a spell that is cast as this spell is cast and a trigger for the spell. If the other spell is longer than one action, the casting time of this spell changes to that spell’s plus one action. The other spell is cast or must be cast at the time of casting trigger spell. That other cast spell will be case whenever the trigger occurs. If that spell would occur and prevent an event from occurring like a mystic cure preventing a target from reaching zero hit points, that the creature never hit zero hit points. If cast on a weapon and that weapon strikes a target then any spell with a target of creature touched would count as touched. If a spell requires an attack roll or a save and the trigger was not striking a target, then the spell would use your current ranged attack roll or save DC values. You can only have one trigger spell active on you or your carried gear at a time. The duration of the spell depends on the level you it as. 1st: 1 hour 2nd: 1 day 3rd: 1 week 4th: 1 month 5th: 1 year 6th: until triggered
TL; DR-Solid adventure with a bit of crazy ending. 97%
Basics– Who wants a drink? Drawn to a small town where a particularly special liquor is made, you find a massive idol barking orders. Can you find the liquor before the idol counts down to… something?
Mechanics or Crunch– Ah first level Goodman Game scenarios! These guys know their mechanics, so everything is solidly done with the right amount of random and fun monsters to fight. My players and I all had a blast killing monsters, searching, and finding the secrets of the idol. 5/5
Theme or Fluff– Overall this is fun, but I feel the ending gets a bit off. There are a ton of fun in this adventure and has some crazy turns that are just perfect for the Dying Earth. There is one problem with the adventure. I won’t spoil anything, but I feel like one enemy would not attack the players at the end. That said, if you run it how you want, it won’t be a problem!. 4.5/5
Execution– PDF? Yep. Hyperlinked? Yep. Solid Art? Yep. Good layout? Yep! This is what I expect from a Goodman Games adventure. Solid work Goodman games! 5/5
Summary– Ah crazy Dying Earth fun. This with all the other adventures makes me want to read more Vance. I love the crunch and the design, but I have a few issues with the ending. That said, you write your own story as the Judge, so fix it on the fly! This is a solid adventure that I loved, and I think you will too! 97%
Cryo ammo is used with projectile weapons and is available for most projectile weapons and other weapons that fire arrows and darts, as noted on Table 1–8. A weapon firing cryo ammo deals its normal amount of damage, but half of this damage is cold damage and grants the weapon the bleed critical hit effect depending on the weapon. If the weapon already has a critical hit effect, the bleed critical hit effect is added and considered part of the weapon’s normal critical hit effect. If the weapon normally already has the bleed critical hit effect, it instead gains the bind critical hit effect in addition to bleed, and this considered part of the weapon’s normal critical hit effect.
Transmutation Magical Price 3000 gp Usage etched onto a melee weapon
When etched, this rune creates an extradimensional space that links to the weapon that wields it. The space can hold up to 1 Bulk but can contain any alchemical item. Stowing or retrieving an item in the space requires an Interact action, except when using the rune’s activation.
Activate reaction, command; Trigger You hit a foe with the rune etched weapon. Effect You choose to have the alchemical item to spray onto you or your foe. If you choose you, you are subject to the alchemical items effect and it does not affect any other targets. If you choose to affect the enemy, the alchemical item affects the target as if it was hit by the object including any critical effects if weapon attack was a critical as well. Any splash effects do not effect you and instead become a cone of equal length to the space radius instead with all effects and saves as before.
Level: 1 Range: Touch Duration: 1 turn or more Casting time: 1 action Sava: Will
General The cleric asks their god to bestow a horrible curse upon the enemy causing the enemy to fail actions or other misfortunes.
Manifestation Roll 1d4: (1) foul purple light surround the target; (2)the area around the target dims; (3)demonic crows smash into the target; (4) discordant music fill the area round the target.
Result
Outcome
1-11
Failure
12-13
The target has a -1 penalty to all attack rolls for 1 round
14-17
The target gains a -1 penalty to all attack rolls for 1 turn
18-19
The target gains a -1 penalty to all rolls and last for 1 turn.
20-23
The target gains a -2 penalty to all rolls for 1 turn.
24-27
The target gains a penalty to all rolls equal to 1d3+CL and last for 1 turn. In addition all targets friendly to the target with in 5′ gain the same curse while in the area.
30-31
The target gains a penalty to all rolls equal to 1d3+CL and last for 1 turn. In addition all targets friendly to the target with in 10′ gain the same curse while in the area.
32+
The target is unmade and removed from the stream of time as it is punished for its sins. Only the favor of another god can restore the target to existence. This may upset other gods and powers and the caster may choose a lower result instead.
EvocationMagical Usage etched onto a weapon that throws projectiles
When you etch this rune onto a weapon that shoots a projectile, the projectile is surrounded in energy that explodes on contact. This does additional 1d8 damage of the same type as the weapon.
Explosive Item 7
Price 360 gp Craft Requirements You are an expert in Crafting.
Explosive Item 14
Price 4300 gp The projectile does an additional 2d8 damage of the same type as the weapon. Craft Requirements You are a master in Crafting.
Explosive Item 20
Price 70,000 gp The projectile does an additional 3d8 damage of the same type as the weapon. Craft Requirements You are legendary in Crafting.