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friendlyschroom · 5 days
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occasional posts from users
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friendlyschroom · 6 days
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Battle Rhythm
1st-level Transmutation Casting Time: 1 bonus action Range: Self Components: S, M (A musical instrument to be played) Duration: Concentration, up to 1 minute
You start to play music that enhances your magical abilities in combat. When you cast this spell, you choose a target within 60 feet and they must make a Wisdom saving throw or take 1d6 thunder damage. You may use your bonus action while concentrating on this spell to repeat this ability.
Additionally, all of the caster’s spells and cantrips that deal thunder damage as well as the Vicious Mockery cantrip gain an extra d4 to their damage
      At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage from the bonus action ability of this spell increases by 1d6 for each spell slot above 1.
Classes: Bard
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friendlyschroom · 11 days
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La Persecucion de la Luz.
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La.Per.Luz is the name of my worldbuilding project, starting off as just a collection of characters in a little world, it became a TTRPG with the goal of further developing it, said TTRPG has been going for now 11 years and while it did develop in a lot of it ways, it was of course skewed towards the experience of my players, so there is a lot I want to show to the world, there is also a lot more I want to create from now on, things that I haven't developed due to not being inmediatly pertinent to the sessions but that regardless have always been on the notes of my worldbuilding project.
I guesss that's enough of a preview, next post is… map time.
-- Igazi
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friendlyschroom · 11 days
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Tanque Swamp
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Geography:             The swamp is a sub region within the Alhay Plains. Much of the swamp is shallow water that connects from the lake. The swamp typically doesn’t get much deeper than 4ft. The abundance of shallow water allows unique plant life to grow with in the region.
Climate:             The water’s temperature varies between 65F and 85F. The surrounding region temperature ranges between 90F and 50F with seasonal variance averaging around 10F by the season. The region gets an average precipitation of 950mm annually.
Culture:             While this region is part of the Alhay Plains and home to the Acrician people it is also the home to another culture that lives within the swamp region, the Emat People.             The Emat People are a culture of people who originate from living in the shallows of the Tanque Swamp and Harkaya Lake with in the Alhay Plains. Building floating homes and gardens made from the reeds that grow in the swamp and Lake shallows. The Emat are also known as great improvisors, often finding solutions to problems using a minimal number of tools. This has given a rise to the phrase “an Emat Spear” meaning someone who can accomplish many different tasks also referring to their spears which hold cultural value as weapons for hunting but also tools for poling skiffs and pole vaunting, and salmon laddering up trees and buildings.             Acrician are the people from the Alhay Floodplains. Alhay roughly meaning ‘the beating heart.’ The Acrician people find themselves coming from highly urbanized and fertile region allowing for rapidly growing population that found itself at the seat of 2 draconic empires. The Acrician people find dragons sacred and put high value into the structured systems they create.             Cuisine within this region is heavily dependent on meat and rice. Most meats consist of fish, poultry, and the occasional crocodile. Kabobs are a popular food from this region.
Economy:             This region is focused on boat building, agriculture and fishing. Trade is also big in the area due to easily accessible waterways.
Population:             1,600,000 approx. 46% Emat 45% Acrician 9% Other.
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friendlyschroom · 13 days
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trying to prove a point to the boys at school
reblog this if you believe trans men are real men like this if you dont
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friendlyschroom · 13 days
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Arcane Deflection
2nd-level Abjuration Casting Time: 1 reaction Range: self Components: V, S Duration: Instantaneous (Concentration, 1 reaction)
You create a shield of magical energy against certain effects. Before rolling a saving throw roll you can use your reaction to cast this spell, doing so you roll your spellcasting modifier plus your proficiency bonus for the saving throw instead of the given saving throw for the spell.
After casting this spell there is a chance to exhaust yourself, make a DC 12 Constitution Saving Throw or gain one level of exhaustion. Casting this spell makes you lose any concentration. You CANNOT cast this after you roll for the saving throw, it must be before.
Class: Sorcerer, Wizard
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friendlyschroom · 16 days
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Reblog to open a rail line from your blog to the person you reblogged this from
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friendlyschroom · 16 days
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Arcane Conversion
1st-level Necromancy Casting Time: 1 action Range: Self Components: V, S, M (Fresh blood of the caster, consumed) Duration: Instantaneous
You tap into the latent magic within your body, sacrificing a portion of your life force to empower a spell beyond its normal limits. Upon casting this spell, you may immediately expend your reaction to cast another spell that you know or have prepared, as long as its casting time is one action or one bonus action. The spell you cast in this way can be of a level that you are already capable of casting.
Upon casting the additional spell, you suffer necrotic damage equal to the cumulative levels of both spells rolled on a d12. For instance, if you cast a 1st-level spell to empower a 4th-level spell, you add 1+2+3+4 (10) to find the number of dice to roll. This damage ignores resistance and immunity, and cannot be negated by any means, including the spell being cast.
If you use your reaction to cast a spell 6th level and above, your hit point maximum decreases by the amount of damage taken by this spell. This cannot be negated by any means, including the spell being cast.
If the damage dealt to you by this spell makes you go below your hit point maximum you die instantly. If the damage dealt to you by this spell makes you go below zero by an amount equal to or greater than your hit point maximum, the magic flowing through your body disintegrates your corpse.
If your DM uses Lingering Injuries, the DM may choose to give you a lingering injury related to the casting of this spell.
Example Damage Cast at -> Cast to = Damage 1st -> 2nd = 3d12 2nd -> 3rd = 5d12 1st -> 3rd = 6d12 1st -> 9th = 45d12
Classes: Wizard
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friendlyschroom · 18 days
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Alhay Plains
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Geography:             Making up the center of the empire with the Rayiea Jungle to the south, the Sawda Wood to the west, the Ezam Mountains to the north, the Sahmar Desert to the East and the Wasat Grasslands to the north east. The terrain is filled with marshes and flood plains. There are also two sub areas known as the Tanque Swamp and Harkaya Lake within this region.
Climate:             The region gets an average of 850mm of rain a year, and average temperatures range between daily highs of 95F and lows of 50F. The temperature varies around 15F from the average between seasons. Additionally, the area gets a flood season when the rain increases in the warmer months and the snow on the Ezam mountains begin to melt and flow down the rivers to flood the area creating fertile soil for farming.
Culture:             The Alhay Plains is the center of the empire filled with cities that each have a distinct culture within the city the abundance of political power manufacturing and food allowed an urbanization rate of around 25%. Additionally, you can find all types of people from across the empire within the cities.             Acrician are the people from the Alhay Floodplains. Alhay roughly meaning ‘the beating heart.’ The Acrician people find themselves coming from highly urbanized and fertile region allowing for rapidly growing population that found itself at the seat of 2 draconic empires. The Acrician people find dragons sacred and put high value into the structured systems they create.             Cuisine within the Alhay Plains is imported from all reaches domestic and foreign, however due to the soil that is good for growing grains such as wheat and rice any food wouldn’t be considered a meal without spiced naan or flavored rice along with an extravagant salad and fruit juices.
Economy:             The region thrives on being the manufacturing powerhouse in the whole empire. It is the seat of the head of politics, education, technology, and culture. It also hosts trade from across the empire.
Population:             9,100,000 approx. (without the lake and swamp) 85% Acrician 15% other. 14,000,000 approx. (with sub areas)
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friendlyschroom · 20 days
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Arcane Acceleration
1st-level Necromancy Casting Time: 1 action Range: Self Components: V, S, M (Fresh blood of the caster, which the spell consumes) Duration: Instantaneous
You convert the magic in your body into arcane energy that can be used to cast a spell at an accelerated pace. Immediately upon casting this spell, you can use your reaction to cast a spell at the same level or lower, regardless of casting time. The spell you cast as a reaction immediately takes effect. Immediately after you cast the reaction spell, you take 1d12 necrotic damage for each level of the spell. This damage ignores resistance and immunity, and cannot be negated by any means, including the spell being cast. This spell expends both spell slots.
If your DM uses Lingering Injuries, the DM may choose to give you a lingering injury related to the casting of this spell.
Classes: Wizard
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friendlyschroom · 20 days
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Naturalists have got to be one of the groups of people most susceptible to being tricked by the fae. Travellers these days are much less likely to follow a mysterious light or the smell of roast beef into the forest. Meanwhile, find me a naturalist who would not completely lose themself in pursuit of:
An unidentifiable bird call
A butterfly that’s slightly off-color
An opossum with its head stuck in a yogurt tub
A really big woodpecker
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friendlyschroom · 21 days
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About (me) FriendlySchroom
Welcome to my blog, where I pour out my thoughts about my Dungeons and Dragons setting: Anith, predominantly focusing on Acricia. With my practically non-existent following I'm eager to engage with anyone who shows interest. With over 100 pages of lore and other content I have written that I will slowly drip-feed into this blog, you can be sure more content is to come. Occasionally, I might share artwork, maps, or musings on other topics that pique my interest, but a solid 90% of the content revolves around this captivating setting. If this sounds intriguing to you, consider giving me a follow, a like, or simply responding to anything I post here.
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friendlyschroom · 21 days
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Let’s Flesh-Out Barovia: Part 1
As an amalgamation of Polish, Romani, and Hungarian/Transylvanian ancestry, I feel it my duty to try and flesh out Barovia, because WotC does a shit job at it. This series is meant as somewhat of a love-letter to my slavic/Magyar background and to make Barovia feel real, instead of a Bram Stoker caricature. So without further ado, let’s kick things off with what should be a core part of Barovian culture: Clothing
The CoS module has a blurb about barovian clothing which- if memory serves- goes something like “they dress in shades of gloomy black and grey.” Ok WotC, I know you’re bad at portraying peoples based on irl cultures (*cough* Vistani *cough*) but what hottopic emo spirit possessed you here? Screw the “oh it’s vampire and Slavic so it’s emo” mentality. We’re going back to our roots kids, and taking a deep dive into Hungarian, Polish, and even Russian traditional clothing to make Barovia logical again.
Slavic and Magyar peoples are known for their brutally realistic and somewhat gloomy dispositions, but that doesn’t actually extend to their entire lives. Take one look at any Slavic or ESPECIALLY Hungarian clothing or folk art, and you’ll realize they are among the most creative and colourful peoples in Europe. When your people groups have struggled for centuries against horrible conditions, you tend to develop gorgeous art to combat the lingering depression and hopelessness. Barovia should be no different. Barovians may be gloomy, pessimistic, and suspicious- but they take pride in their clothing. While they might trend towards darker colors for practicality’s sake, heavily embroidered and embellished clothing should be the norm! It’s a jarring difference from the horrors of Ravenloft, and should give a sense of humanity to the people of Barovia. While they may not care for the elaborate silks and frilly fabrics of other nations, their pain stakingly hand embroidered clothing should show their industrious and creative nature- a nature which is still down to earth and practical.
So let’s do a summarized rundown of how Barovian fashion should be, in a more realistically grounded Barovia.
Hand embroidered everything. Women’s clothing will be far more extensive, but even men will have embroidery around their cuffs and collars and shirts. Formal and celebratory clothing will obviously be more heavily adorned, but even their daily clothes have some spark of personal creativity.
Now this is still an edgy gothic setting, so Barovians will trend towards darker base colors for their clothing. However this is also out of practicality, because light garments are harder to remove stains from… and dark clothing, especially blacks and reds, hides blood fat more easily.
Fabric wise, you’re looking at utilitarian cottons and linens for your base garments. They’re breathable but warm in a pinch. For vests, under garments, and insulating outer garments you’re looking at wool which might be of brighter accent colouring, depending on the person. You will RARELY see satin, velvet, or silk save for accent sashes/garments, highly formal outer garments, or styles bleeding over from domains like Richemulot. Any sort of extravagant accenting is carefully cared for, and partially influenced by the Vistani in the area. Silk headscarves and sashes are about as flamboyantly impractical as commoners will get for daily attire.
Of course, furs are a big part of Barovian clothing and fashion. Fur hats, boots, lined cloaks, etc. are ALL common to Barovia, as are lamb skin vests. Wolf fur is the most commonly used, because they’re endemic to the region. You will almost never find a barovian without at least two hearty, fur lines, winter cloaks and hats. No expense is spared when it comes to keeping warm, especially in the freezing northern regions or around the central mountain range.
So because of all these hyper specific and unique clothing traits, foreigners stand out like a sore thumb. Worse still, adventurers who poke fun at barovian fashion will quickly find themselves on the receiving end of a verbal roasting. Other domains are canonically extremely snooty and look down on Barovian culture as being “behind the times.” Barovia’s north western neighbours are general the culprits here (looking at you Dementleiu) and Barovians are fiercely defensive (because they’re right, north western Ravenloft fashion is impractical and sucks. That’s my biased slavic opinion). Needless to say, players who openly embrace Barovian attire will quickly find themselves in the good graces of the common folk (and Strahd, tbh) ESPECIALLY if they partake in trash talking other fashion trends, and adopt Barovian fashion when travelling to other domains.
When it comes to finding clothing claims/inspiration (if you’re *that* nerdy DM like me) you’re going to want to search up medieval Polish, Russian, and Ukrainian clothing, as well as Slavic folk clothing and ESPECIALLY Hungarian folk embroidery! Traditional Slavic/Magyar clothing isn’t just western clothing with some flowers on it. It has its own very unique cut and style. Please Google it! I’ll add some example pics at the end, but Pinterest is your BFF here.
To round this little article out, let’s finish up with how this effects Strahd (and the other big bad Barovian NPC’s) attire. While he is absolutely going to stick to blacks and reds where he can (it’s on brand and it hides blood) he’s going to adhere to the same hand embroidered and Slavic fashion senses as his subjects. This will make Strahd look somewhat odd to the players! He’s not going to be the gothic knockoff Dracula in a Victorian vest that they expect! He’s going to have embellishments and personal touches to his attire that could catch players somewhat off guard. It humanizes him in the weirdest way. After all, Barovians are the medieval goth kids of Ravenloft! Everything is somewhat handmade or hand modded, and Strahd is no different! Of course, this means that poking fun at his attire (or any barovian attire in his vicinity) could lead to some rather sadistic repercussions. He wouldn’t kill the players… but he might burn their clothing and put embargoes on selling clothing to the party until they learn to appreciate the local culture!
(Thank you if you’ve read this far! Welcome to my corner of Slavic/Magyar ramblings. I’m here for the long haul to help bring life to the pretty bland Barovia. I’ve got all this stuff in my DM notes, so might as well share with the world! Feel free to comment, steal, etc. y’all know the drill!)
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friendlyschroom · 21 days
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Antispell Zone
7th-level Abjuration Casting Time: 1 hour Range: 30 feet Components: V, S, M (silver dust worth at least 100 gp, which the spell consumes) Duration: 1 week
A 20-foot-radius, 15-foot-high, cylinder of floating blue sparkles fills a point within range. The flow of magic is cut off from the area.
Spells are prevented from being cast or resolving from within the area.
Magic items still retain their abilities unless it casts spells such as the Wand of Magic Missile, in which case it cannot cast spells.
All concentration spells are dispelled upon entering the field.
Summoned creatures cannot enter the area and magical creatures cannot use their innate abilities within the area. For example, the Displacer Beast will lose their Displacement ability, but not their Avoidance ability.
      At Higher Levels. When you cast this spell using a spell slot of 8th level, the duration increases to 1 year. When you cast this spell using a spell slot of 9th level, the effect becomes permanent.
Classes: Wizard
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friendlyschroom · 24 days
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Spectral Big Band
2nd-level Illusion (ritual) Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 hour
      You create a spectral band of up to 30 musically performing creatures that will play music of your choice. The band appears with a space that is a 20-foot cube, the illusion is not tangible making so creatures and objects can pass through the area.       During the duration the band's music gives the caster advantage on performance checks to influence anyone who can both hear the band and witness the caster’s performance.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 hour for each spell slot above 2nd.
Classes: Bard, Sorcerer, Wizard
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friendlyschroom · 24 days
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I hate tests, they make me feel like I'm about to cut the wrong red wire inside my own end trails and become a sudden red smear and the janitor's problem right before the test.
AAAAAAAAAAAAA
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friendlyschroom · 1 month
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I hate tests, they make me feel like I'm about to cut the wrong red wire inside my own end trails and become a sudden red smear and the janitor's problem right before the test.
AAAAAAAAAAAAA
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