Lifeforms
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Comments: 4
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Rating: 4
Condition: Normal
ID: 9082

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October 13, 2018, 9:24 am

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Spellseeker

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Spellseekers are strange creatures from the Astral plane that are drawn to the material plane by shoddy spellcasting or uncontrolled magic. They are vermin

Appearance

A Spellseeker appears as a cluster of 1D4 large eyes held together with a cancerous looking constantly moist flesh. These large eyes can be six to eight inches across. The creature also has jellyfish like tendrils that hang from it, and it drifts on unseen currents, seemingly unbothered by the environment around them.

Abilities

The Spellseeker is drawn to magic, magic users, and magic items. This can make them useful as trackers. When they find something magical, they will batten onto it and start feeding from it. Areas of magic power can foster large populations of spellseekers. They will fight each other over magic swords, and will bind themselves to golems and other magical creatures.

Sense Magic - they can detect magic and will move towards it.

Drain Magic - A spellseeker can drain a small amount of magic with a physical attack. This can remove spell potential from magic users, lower the local power level, or even drain items, but this takes time.

Duplication - after draining enough magic power, a spellseeker grow a new large eye, or it can bud on existing eye off and create a new spellseeker.

Confrontation and Combat

Fighting a spellseeker is can be a difficult prospect. They are borderline intangible, and can only be harmed by magic weapons and magical attacks. They have almost no hit point, but have a very high evasion ability and will seemingly flow out of the way of attacks that can harm them. The most effective attacks deal area damage, or have a swarm component that the spellseeker can't evade all of. The difficult thing about fighting spellseekers is that they never really have to be fought, aside from their draining power, they cannot inflict damage, and can barely affect the material world around them.

Usage

Spellseekers can be used as magic scenting hounds, especially if searching for a weak magic item, or a concealed one.

In a dungeon scenario, the spellseekers can be used as a distraction. They resemble beholders, and the PCs could unload heavy firepower on them, depleting their abilities before the next encounter. Being trackers, a group of PCs could find themselves being followed by several of these harmless creatures, which consistently give their position away. This can allow for other dungeon monsters to spot wizards and magic item bearers.



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Comments ( 4 )
Commenters gain extra XP from Author votes.

Voted Cheka Man
October 14, 2018, 1:49
0xp
Interesting and fun.
Voted valadaar
October 15, 2018, 8:35
1xp
Oh, I like these. Maybe you could even 'tame' them if you are strong enough wizard to feed it without being overly weakened.

Voted Murometz
October 16, 2018, 9:47
1xp
Love them! Remoras of magical force. Love that they are generally harmless, yet appear dangerous. Just imagined a tragic scenario for PCs. They finally reach and enter the great treasure vault, chock-full of magical items, only to find that Spellseekers have managed find it as well, years ago, and have "drained" the hoard dry, duplicating themselves many times in the process.

Just to clarify, a magical sword would "damage" them with a "hit", even as they drain a bit of its magic?
Scrasamax
October 16, 2018, 9:58
1xp
A spellseeker couldn't drain enough magic from an item during a combat encounter to affect it any. They are like fleas on a dog


Random Idea Seed View All Idea Seeds

Hooper McFin's Two Shot Portal

       By: dudeington

Now, this ol' ramblin fellow tends to walk his talk a bit too far down the train sometimes.. So I'll be brief in my recantin' of how it was my Tavern "came to bein'" on the multiverse as a weave of it's own spell.. And how I'm even alive to tell the story!

You see it's simple really, trust me.. that's my specialty, keepin it elementary. And you can trust this old Bard.

Anyway, this one night these wizards get a ramblin' on about the temporal exististance of space and time and how it could be manifested in a weave of super dimensional space. whereupon the folded space would give rise to an infinite number of entrances and exits to one or many spaces. Now, seein' how my talkin' sometimes get's locked into the way us folks used to talk back in the ol' west. These wizards didn't know I was a master of the word. and I had heard everything they said. They were also a bit over the wagon, while I was steerin' the show.

So that's how it came to pass, I struck a bargain with the wizards. They come to me in the morning and conjure up their idea into reality and I'd pledge them my life, my existance.. in essence my soul. but in a much nicer sense of the word. So they came by in the morning a half remembering our talks the prior evenin'. And I recanted their words verbatum, and that's how it came to be. The spell was complete that afternoon. My tavern would be the super dimensional cube that would exist in this weave of space and time, folks could come and go as they please, knowin in mind some of the rules and limitations set forth.

A few of 'em as follows.

No feller can be causin a ruckus inside any of my fine establishments, as always rule number one god damnit.

n' second the portal works kinda tricky. When ya outside ya cast the spell and lend your will to luck a bit and regardless the doors to the bar will appear, the windows a luminescent amber.. you can hear the chattee but ya can't see in. And the catch is the door might be locked, in which case you chalk it up to lady luck and go walk off and try again in an hour. Now most times the door pops right open and from the outside you always come in the front door, immediately greeted by myself or one of our many fine patrons of Hooper McFin's Ale & Steakhouse.

Now when ya cast the spell from inside the Tavern, another catch comes up. The back door is mainly a secret for the non-initiated staff and the regulars but for sake of the prose let's assume we all know there's a secret door in the back with a portal there. Now when you go on through this one, you got two scenario's you oughta be aware of. One is ya pop outside relative to the same spot you came out. The other is, you walk back on into this one or another of our many Hooper McFin's Ale & Steakhouse.

so it's a clever quantum railroad I got my tavern and my people's caught on. But, Hey the show's sure as always goin. ohhh' rutin tootin skidoodle -

** And that's it.. that's the only notes I found on the spell, apparently out there somewhere is a Tavern caught on the mighty ebb and flow of the multiverse. Well. at least I can put to rest my torment as to the condition now referred to as "Hooper McFin's Teleportation Paranoia".

Dr. Clarke T. Mulligan - Professional researcher of Time & Space.

Hooper McFin's Ale & Steakhouse

Ideas  ( System ) | June 21, 2015 | View | UpVote 4xp


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