Whispers from the Edge of Shadows

Ramblings from author Steven Creech

Author: Ghostwind

Just a little bit of magic.

When you think about the magic system in D&D, one of the things that come out of it is a lack of pzazz, especially the Orisons (or zero level spells).  These spells create (at most) effects that might do as much as a single hit point but are mostly just an annoyance. At one time orisons was something a mage might use to distract a guard or light a fuse. Now they are mostly ignored, especially as spell levels increase. But what happens if you want a character to have a little bit of magic but doesn’t want to take a whole level in a casting class?  I’ve been toying around with this idea for a day or two and present to you this idea.


Little bit of magic (Feat)

Somewhere in your family lineage your ancestor has had “relations” with a fey-blooded or draconic individual. Usually a member of the family shows no sign of magical abilities, but once in a generation or three you can produce little magical effects by just thinking about them. These effects are mostly minor and often the source of great childish pranks such as moving a small object (no more than a pound) around a room, causing a tiny mouse to appear from thin air or able to produce a whisper of fire just by snapping your fingers. The character should be encouraged to develop his own ideas and put a spin on it that makes it unique (with the GM’s approval).

Requirements: Character must forfeit the skill points he would normally gain to move to the next level.

Restrictions: An individual who currently has one level or more as a spell caster cannot take this feat. If the individual take a spell casting class in the future, he immediately loses the use of this feat.

Yeah, it’s been a little while since I posted anything.

When you are busy or are laid up, time can go by rather quickly. Health matters coupled with some other things has completely monopolized my free time. So hopefully now I will start posting on a more frequent and consistent schedule.

So anyhow, I was watching TV the other day and a commercial for Raid, the insect killing spray, aired. Well, my mind got to thinking and came up with these babies that could make for some interesting times.



School: Conjuration (creation)           Level: 3

Casting Time: 1 standard action

Components: V, S, M (a leg of a mouse, spider or insect)

Range: Long (400 ft. + 40 ft./level)

Target: Any creature(s) with the Vermin type

Duration: One hour/level

Saving Throw: Will negates (DC 15 + 1/level)       Spell Resistance: No

Raid is a spell designed to kill a large amount of vermin in as little time as possible. The spell can be utilized in two ways, the caster can directly focus on a single individual or pick a spot in a swarm and unleashing the spell like a bomb. If a single target is chosen, the caster must make an attack roll to see if the target is directly hit (1d6 + 1/level damage). If the spell is used on a swarm, a white mist explodes in the center and engulfs 1d10 + 6 vermin. Creatures who fail a Will saving throw incur 1d8 + 1d6/level suffocation damage plus they are poisoned and must make a DC 12 Fortitude save every round or die. (GM’s can make a single roll for the entire swarm rather than for each individual vermin).


Chemical Camouflage           Level: 4

School: Conjuration (creation)

Casting Time: 1 standard action

Components: V, S

Range: Short (10ft. + 10/level)

Target: 1 person or self

Duration: 1 hour/level

Saving Throw: Will negates                 Spell Resistance: No

Chemical camouflage covers the scent of an individual and blocks it from detection on olfactory and chemical pheromone levels. The individual can literally walk a past a creature that relies upon its scent ability to “see” and find food. A creature is allowed to make a saving throw (DC 15 + 1/caster level). If the creature succeeds then it is able to detect the presence of the individual but not necessarily the exact location. To do this, it must make a Perception skill role (DC 15).


What do you think? All comments and feedback welcome.

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My daughter could use some specialized tuition help

My daughter Steph, who literally works her tail off every day, is in need of some financial help for some mandatory college classes that she has to take while still in high school. Unfortunately, we are not in a financial position to pay for them because we are still paying off medical bills. Any help you can provide will be a huge deal and move her further to her goal amount.


Carnifex for Pathfinder

I decided to convert an old favorite from Pale Designs: A Poisoners Handbook. I keep toying around with doing an update of this book, but I need to clear a lot off of my plate first.

Carnifex (CR 4)

XP 1,200

CE Medium-Size Outsider (Chaos, Evil)

Init +7


AC: 16 (+3 Dex, +3 natural)

Hp 22 (4d8 +4)

Fort +5, Ref +7, Will +5

DR 20/magic, low-light vision, regeneration 5, SR 10


Speed: 30 ft.

Melee 2 claws +6 melee (1d4+1), bite +1 melee (1d6+1), or by weapon (+5 base melee)

Special Attacks Poison, spell-like abilities

Spell-like Abilities (Sp) At will—delay poison, detect magic, hold person and shocking grasp. These abilities are as the spells cast by an 8th-level sorcerer.


Abilities Str 12, Dex 16, Con 12, Int 16, Wis 12, Cha 10

Base Atk +5; CMB  +6; CMD 20

Feats Improved Initiative, Weapon Focus (claw)

Skills Balance +9, Bluff +6, Concentration +7, Escape Artist +15,* Gather Information +6, Move Silently +9

Language Abyssal


Poison (Ex) Carnifex have developed a protective network of spines of various lengths that exist throughout their entire body just below the dermal layer. By will or if threatened, they can cause these spines to pop out and inject a neurotoxin that causes terrible pain in anyone struck by them (Fortitude save DC 18; initial damage 1d6 Con + 1d4 Str; secondary damage 1d6 Con + 1d6 Dex). Because of the terrible pain inflicted by the poison as it courses through the subject’s veins, all actions (attacks, saving throws, skill checks, etc.) are at –2 penalty for four rounds.

Skills: Carnifex receive a +4 racial bonus to all Escape Artist checks.


Environment Any land or underground

Organization Solitary, gang (2-4), or conclave (6-8)

Treasure Standard

 Advancement By character class

Combat In most cases, a carnifex will fight with a weapon, but if none is available, it is more than capable of self-defense.

Carnifex (singular and plural) are of average height and weight with the typical male being 6 feet tall and weighing 170 lbs., while females are slightly smaller. Their skin is textured and striated much like muscle tissue, but it is very pale in color. Jet black eyes with pupils that glow red are often the source for confusion as they have been mistaken for undead. They often cloak themselves in the darkest of robes when interacting with non-carnifex races.

The carnifex are a race of outsiders that have refined pain and torture to the point where it is considered to be an art among them. They excel at the administration of pain and take great satisfaction from both administering and receiving it. These humanoid creatures are often summoned by evil spellcasters to act as inquisitors in the extraction of information from an unwilling subject. They have also been summoned to gain sadistic pleasure from watching captives writhe in agony. Due to their resilient skins and high rate of healing, carnifex are quick to throw themselves into a situation where they can not only inflict great amounts of pain, but also relish taking wounds and the pain associated with them.

Carnifex Characters
A carnifex’s favored classes are rogue and fighter. It is not uncommon for a carnifex to multiclass so he may gain key benefits from those classes. Carnifex tend to worship deities that favor domination and pain. Clerics usually have access to the Murder, Pain (Torture), or Poison domains. For those who wish to play a carnifex as a player character, modifications in the creature’s poison capabilities are advised dependent upon the class level to prevent game balance issues from arising (see Table 13).

Carnifex Level Adjustments

Character Class Level
Poison DC
Initial Damage
Secondary Damage
10 + Con modifier
1d2 Con + 1 Str
1d2 Con + 1d2 Dex
12 + Con modifier
1d3 Con + 1d2 Str
1d3 Con + 1d3 Dex
14 + Con modifier
1d4 Con + 1d3 Str
1d4 Con + 1d4 Dex
16 + Con modifier
1d6 Con + 1d4 Str
1d6 Con + 1d6 Dex


My new website is active!

It’s taken forever, but I finally have a functional website where you can keep abreast of new projects and goings on.