I'm making a horn for one of my players who died (and will be reincarnated) in a temple dedicated to the Annam The All-Father - the mightiest of the giant gods.
I want the horn to thematically represent the giant races, and have an effect randomly chosen depending on what giant type you get
And example: Roll a d20: If its 1-3 Hill Giant effect, 4 -6 Stone giant effect, and so on.
One theme I could suggest is the horn having an ensnaring spell ability based of the environment type it is, I.e. hill giant gets ‘Entangle’, stone giant gets ‘flesh to stone’, frost giant gets ‘freeze’, cloud giant gets a version of ‘wind wall’ that traps the target in a 5ft by 5ft Box of wind, storm giant gets an electrical version of ‘hold person’.
Granted they’re not great ideas, but they’re ideas none the less, haha
Personally I think the horn should buff the party most of the time. I know you said godly, but a 6th level spell per giant type should be fine
Hill - move earth
Stone -investure of stone
Frost - investure of ice
Cloud - investure of wind
Fire - investure of flame
Storm - chain lightning
I really like this idea too. Not knowing the party level, 6th level spells are plenty powerful and their power fall out of the scope of "traditional spells" that a lot of lower level players are accustomed to. You can also always homebrew some spells that this one horn grants, perhaps special powers directly from Annam himself.
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I'm making a horn for one of my players who died (and will be reincarnated) in a temple dedicated to the Annam The All-Father - the mightiest of the giant gods.
I want the horn to thematically represent the giant races, and have an effect randomly chosen depending on what giant type you get
And example: Roll a d20: If its 1-3 Hill Giant effect, 4 -6 Stone giant effect, and so on.
What could these effects be?
One theme I could suggest is the horn having an ensnaring spell ability based of the environment type it is, I.e. hill giant gets ‘Entangle’, stone giant gets ‘flesh to stone’, frost giant gets ‘freeze’, cloud giant gets a version of ‘wind wall’ that traps the target in a 5ft by 5ft Box of wind, storm giant gets an electrical version of ‘hold person’.
Granted they’re not great ideas, but they’re ideas none the less, haha
The vorpal blade went snicker-snack! He left it dead, and with its head. He went galumphing back.
Personally I think the horn should buff the party most of the time. I know you said godly, but a 6th level spell per giant type should be fine
Hill - move earth
Stone -investure of stone
Frost - investure of ice
Cloud - investure of wind
Fire - investure of flame
Storm - chain lightning
I really like this idea too. Not knowing the party level, 6th level spells are plenty powerful and their power fall out of the scope of "traditional spells" that a lot of lower level players are accustomed to. You can also always homebrew some spells that this one horn grants, perhaps special powers directly from Annam himself.