Given that the two most obvious abusers of non-attack, non-spell hostile actions are Beholders and Spellcasting Dragons, it doesn’t seem like a major issue. If it offends your sense of justice, don’t allow it. If the designers intended Invisibility not to have that loophole, they could have updated it at the same time they updated Sanctuary. Do you change how those two magic items work in your campaign? Is allowing them to work differently RAW obsession? Maybe the game designers like Harry Potter better than Lord of the Rings. There is no logical reason why a Cloak of Invisibility functions as a permanent Greater Invisibility while a Ring of Invisibility only provides permanent regular Invisibility, but that’s the way the game works. RAW-obsession is stupidity, and you shouldn't write it into the adventure.Ĭhanging how something works just because you think it’s unbalanced isn’t a great solution. In the mid-to-late 14 th century DR, several evil spellcasters-including the phaerimm, the beholder mages of Ooltul, and a number of evil wizards-devised similar methods at the same time for creating mutated gazers.These authors deserve to have cheesy served right back at them: PCs vanish into Darkness, are therefore immune to the beholder's eye rays, and kill it with impunity. This was easier to do if the spellcaster was a bully, who made constant use of his powers in an oppressive matter. They could also bond with spellcasters of other races but were very hard to magically control or tame. ![]() They might also create small holes within their lairs to make it easier for the gazers to move around. Society īeholders found the antics of gazers amusing and would often keep them as pets. Wild gazers made use of their ray of frost to hunt. Vestiges of the gazer's psyche had some influence on the receiver of this surgery. This was done to turn said creature into an ocular adept, the only divine casters of the Great Mother who weren't beholders themselves. The process killed the gazer, in a sense. A gazer's eye could be transplanted into a humanoid by a beholder surgeon. They could also be created via a magical process by beholder mages (although the process could be mimicked by others). Ecology Ī gazer was "born" out of a beholder's feverish dreams, in which its perception of scale and perspective was warped by its delirium. Gazers also had the ability to mimic any speech they heard, repeating it in a high pitched tone. Eyeballs working as familiars could have one of their rays converted into a spell ray, capable of delivering touch spells as rays. Beholders were capable of seeing out of the creatures' eyes and would sometimes give them to spellcasters for their own nefarious purposes. When working in a pack, some would keep enemies distracted with daze rays, while others shot at targets with frost rays. They lacked a central eye ability and could only fire two beams at once. The four eyestalks of gazers could cause effects similar to the spells cause fear, daze, mage hand, and ray of frost. On the rare occasion gazers worked together in a pack, they would team up against larger creatures, and become much more dangerous. Larger creatures who entered their territory were pestered and bothered until they left, although they would flee if challenged. Wild gazers, after losing or being driven off by their creators, were territorial nuisances who hunted for small game in their area. They preyed on and bullied any creature weaker than them. They could not be tamed by other people and would violently fling people away who tried to touch them. They were not violent towards each other and were capable of cooperation. Gazers would follow their creators around like aggressive puppies, stalking their lairs looking for vermin to kill. ![]() They possessed only four eyestalks rather than ten, and were only 8 inches (20 centimeters) across. Gazers resembled the beholder who had dreamed them into being with only minor differences.
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