Review for “The Book Of eight Restful Retreats”, my first product published through Christina Stiles Presents: http://www.rpgnow.com/product_reviews.php?products_id=131265
All I can say is, “Holy Frak.” I am going to be poring over this site. These are some of the earliest proto-D&D fragments, the Dead Sea Scrolls of gaming history. Just wow.
Four entries in one month! Continuing the Blog Carnival theme of Gunpowder, Treason, and Plot, I now look at Traits which might be useful to conniving backstabbers of various sorts. I like Traits. I introduced a concept I called “Lesser Feats” for a D20 book which sadly didn’t go to press due to the D20 implosion. Traits are pretty much the same thing. They address what I consider one of the worst aspects of feats, the one-size-fits-all mentality, when it’s patently obvious that feats vary considerably in utility. Many are nifty concepts that add unique flavor to characters, but they can’t “compete” with those that provide general benefits that affect play many times per session.
Anyway, with the focus on being sneaky, underhanded, and duplicitous, here’s an assortment of additional Traits. I am designing these with the idea that Traits need not be selected only at 1st level, as there’s a feat which allows you to pick 2 Traits later on. Thus, some of these Traits might be more useful to higher level characters, or reflect training/knowledge/etc. gained in adventuring life.
You did all you could, but you just couldn’t save him…
When you make a Heal check to stabilize someone, you may instead choose to take full-round action and perform a coup de grace, doing 1d3 damage, +1 per rank in Heal. Make a Bluff check, opposed by the Heal (not Perception) checks of any witnesses, to avoid being noticed. You must have at least 1 rank in Heal, or your actions will be too obvious.
Some GMs may feel this is simply a creative trick anyone with the right skills could try. If so, this Trait instead gives you a +4 Trait bonus on the Bluff check, and increases the base damage to 2d4.
When you take them down, they don’t get back up.
Whenever your melee attacks reduce someone to fewer than 0 hit points, but do not kill them outright, they have a -3 modifier to all checks to stabilize. This applies to any Heal checks made to help them stabilize, as well.
You have gained a resistance to certain poisons.
Pick a number of poisons equal to 1+your Constitution modifier. You have a +2 Trait bonus on all saving throws vs. those poisons, and if you fail your save, any ability damage is reduced by 1. You may take this Trait up to three times, picking additional poisons each time. If your Constitution modifier changes, adjust the number of poisons appropriately. (The GM may rule some poisons are not permitted, or that your character would not have had access to them.)
The rusty, dull, dagger you carry is a souvenir of an ancient battle, and useless as a weapon.
You gain a +4 Trait bonus to Bluff or Disguise checks (as appropriate to the situation) to make a weapon seem as if it has the broken condition, or is otherwise harmless — for example, appearing to be securely peacebound when it is not, or has a razor edge covered with a thin strip of metal to make it appear dull.
You leave behind little trace of any spells you may have cast.
Magic cast by you leaves a weaker aura behind. When checking for how long an effect lingers, reduce the die roll by half your Intelligence bonus (minimum 1). If this results in a value of 0, treat it as a roll of 1, but of the next lowest strength level (so moderate becomes faint).
Once you know something about someone, you can shape your magic to suit their nature.
If you have spent at least a few minutes talking to someone, your Enchantment (Charm) and Illusion (Phantasm) spells are more effective against them. They suffer a -1 penalty to saving throws against such spells. If you know them well (At least several days acquaintance, at the GM’s discretion), this increases to -2.
You always know when someone’s watching.
You may add your Intelligence bonus to any Perception checks to notice if someone is using magical divination against you. Any spells you cast which are intended to counter or fool divination spells (such as obscure object or nondetection) are cast at +1 caster level.
You have an instinctive grasp of the nature of creatures from other realms.
When dealing with Outsiders, you gain a +2 Trait bonus to Diplomacy or Sense Motive checks. This increases to +3 if they share your alignment.
Those who gamble with you might think you have the devil’s own luck, but you are leaving nothing to chance.
You have a +4 trait bonus to Sleight of Hand checks when cheating at games of chance. This applies to any game where you can physically manipulate the components — dice, cards, playing pieces (even chessmen). It doesn’t apply to situations where you can’t do this (such as betting on a horserace). The GM will judge if you’re able to apply this trait in a given set of circumstances.
It always helps to salt a lie with a little truth.
Choose a Knowledge skill. If you have four or more ranks in that skill, you gain a +2 Trait bonus on any Bluff or Disguise check that relies at least in part on that area of learning. For example, four or more ranks in Knowledge (Nobility) can give you a +2 Trait bonus on lies involving local lords, or when disguised as a member of a royal household. You can take this trait multiple times. It applies to a new area of learning each time.
Flaws In The Tale
You quickly spot inconsistencies in someone’s story.
You may use your Intelligence bonus, rather than your Wisdom bonus, when making Sense Motive checks to counter a Bluff check. This does not apply to feint attempts, but only to conversations or other situations where a keen intellect might come into play.
The Ever Shifting Pouch
In what may be a record since I gave up on daily updates several years ago, three entries in one month — and it’s only the ninth! Continuing the Blog Carnival theme of Gunpowder, Treason, and Plot, I present yet another magic item of utility to those whose activities are more “daggers and duplicity” than “dungeons and dragons”. Hmm. I really like that. “Daggers & Duplicity”. Might even try to use it as a project title someday. Or something. Wait, where was I?
I had an idea… it was something about a bag… look, it’s 6:10 AM and I’ve only had four hours sleep, give me a frakkin’ break here… bag… bag… right!
Bags of holding, handy haversacks, and the like are really great. But as anyone who has had to enter any government building or airport since 9/11 knows, we have a great deal of useless security theater. Also, they’re going to check your bags. Absolute monarchies overseen by paranoid tyrants with unlimited authority and no respect for human rights might not be quite as bad as the DHS, but they’re still pretty nasty, and if your “bag” is large enough to hold a few dozen mercenaries, they’re going to be just a tad suspicious.
Thus, the ten-fold pouch.
EDIT: Weight notes added.
Aura moderate conjuration; CL 9th
Slot —; Price 3000 gp (possibly more; see below); Weight see below
Unlike many similar items, such as a bag of holding, the ever-shifting pouch holds exactly as much as one would expect — typically, either a belt pouch or a small sack. Taking items out and putting them back in evinces no unusual properties or behavior.
Speaking the correct command phrase, however, reveals the true nature of the ever-shifting pouch. It is actually ten pouches, dimensionally folded together. Thus, the command word has two parts: The first activates the magic, the second determines which of the ten becomes “active”. Each one is normal in every way. If one is damaged, ripped, or torn, the others are unaffected, though at least 90% of the “active” pouch must remain in a single clump in order to access the others. If it’s torn in half or otherwise dismembered, the magic is shattered, and the other nine are dumped into the Astral Plane, which can lead to serendipitous discoveries by travelers in that strange realm.
If placed into another extradimensional space, the pouch cannot be shifted or cycled; whichever one was active at the time remains active.
Speaking the command phrase is a free action. The pouch can only shift once per round, however, and removing items from it follows normal rules for such things.
Each of the ten pouches can be of a unique design or style. Generally, the capacity of each is about 1/2 a cubic foot and up to 15lbs of material can be stored. Variations of up to 20% larger or smaller per pouch are not unknown. This adds a secondary utility to the item: Aiding in disguise. Dress as a wealthy merchant, speak the appropriate command phrase, and the pouch shifts to one made of finely tooled leather, decorated with well-made fake gems. (For real gems, add their cost to the cost of the ten-fold pouch.) Dress as a mercenary, and the pouch may be worn and stained with interesting bodily fluids. The descriptions of each of the ten should be specified by the GM or by the maker of the pouch; they are fixed at the time of creation, as ten actual pouches must be used to form the item. For those with no concern for such niceties, simply assume they’re all equally nondescript.
The weight of the pouch is equal to that of the heaviest of the set, regardless of which is active. This is perceived by the wearer and calculated into their encumbrance, but a third party inspecting the bag will notice only the weight of the visual contents.
You know how it is. You’re skulking through dark passageways to commit an assassination, and some annoying guard walks by. You try to kill him, but it takes four rounds, and meanwhile, he’s screaming his fool head off (before you cut it off, that is). This dagger removes that problem. Removing the guard is up to you.
Only those who have studied both the art of magic and the art of shivving someone in the giblets can craft one of these blades. Priests of assassin gods, actual assassins, and bards of a particularly larcenous nature are the usual makers.
Addendum: This should be considered a +1 dagger; the cost assumes the enchantment is about equal to another +1.
Dagger Of Silent Slaying
Aura faint abjuration CL 5th; Weight 1 lb.; Price 8,302 gp
This +1 dagger typically has a slim, slightly curved blade, and a hilt of ebony and jade. (However, many variations exist, and this is sometimes found as a different weapon type, though it is always a one-handed, light, melee weapon.) It makes no noise when drawn from its sheathe, when dropped, or even when struck against an object. On one occasion, this odd feature caused a target to believe the dagger was a silent image, and to laugh at how he’d seen through the wielder’s bluff, right up until the dagger slit his throat.
Anyone carrying the dagger on their person (but not in any kind of extradimensional space) gains a +2 circumstance bonus to Steath checks vs. hearing. However, the real utility of the dagger comes when it is used to inflict precision damage (such as sneak attack) on a target. The target cannot speak above a gargling whisper for 1d4 rounds, +1 round per die of precision damage. Each additional attack that deals precision damage while the target is silenced increases this by 1 round. “The more you stab, the more they shut up”, as the saying goes.
Anyone afflicted by this effect who casts a spell with a verbal component must make a caster level check at a DC of 15+Spell Level to do so. Language-dependent spells, and any spells with the [Sonic] descriptor, are ineffective: While they can be cast, they will simply not function, and the spell is lost. (Before deciding to attempt such a spell, the caster should get an automatic Knowledge (Arcana) or Spellcraft check (DC 13) as a free action if they are trained in either skill. If they succeed, they know not to waste their time. If they’re not trained in either, too bad. No free check. Any caster who doesn’t pump their relevant skills deserves to die.)
Construction Requirements: Craft Magic Arms and Armor; silence; must be able to do at least 1d6 precision damage. Cost 4,302
The RPG Blog Carnival for November has a theme of “Gunpowder, Treason, and Plots”. I will be attempting to post content appropriate to this theme as I come up with it. For starters, here’s a nice little magic item of great use to anyone plotting treason, whether or not it involves gunpowder. The problem with “Undetectable Alignment” spells is that they’re a lot like pleading the Fifth… you look guilty. Can’t find the Chaotic Evil ranger in the room, but there’s one guy holding up a lead sheet? Gee, that’s not suspicious at all! This mask neatly solves that problem.
Mask Of Infinite Alignment
Aura moderate illusion and transformation; CL 5th
Slot head; Price 16,000 gp; Weight 3 lbs.
When first found, this mask shows an ever-changing pattern of images and symbols of the nine alignments, along with changes in its composition and tone to reflect this — a perfectly symmetrical mask of mithral when lawful good symbols are dominant, or a malformed mask of cracked iron for chaotic evil. When worn, it takes on a shape consistent with the alignment of the wearer, but at a thought, it fades from view.
So long as the mask is worn, the wearer may appear, to detection magic, to be of any alignment desired. Changing the seeming alignment is a standard action that does not provoke an attack of opportunity. The mask grants a +10 competence bonus to any Bluff checks to evade non-magical detection. When magical detection is used, the caster must make a Sense Motive check against the wearer’s unmodified Bluff check; if this check fails, the alignment of the mask is detected. If the check succeeds, the caster of the detection spell senses the mask’s supposed alignment, but knows it to be false.
Three times per day, the wearer of the mask may cast align weapon, as a fifth level caster, on any weapon they are holding, using the mask’s alignment instead of their own.
5% of these masks are known to be cursed, so that each time they are used, there is a 10% chance of the alignment change becoming permanent. If this happens, the curse will not affect the same wearer a second time. For that person, the mask becomes a normal, uncursed mask. The curse will still affect other wearers of the mask.
True Seeing will allow any alignment-detecting spell to instantly penetrate the mask.
Craft Wondrous Item, Undetectable Alignment, Align Weapon Cost 8,000 gp.
Shield Of Fearsome Mien
Ah, thank you, Mr. Gygax, for the massive expansion to my vocabulary.
It is not entirely known who first crafted the shield of fearsome mien. There are references to items of this nature dating back a few hundred years, at least, but all of them tend to reference it in such a way as to imply the intended audience would be at least familiar with them, indicating the origin was much earlier. In any event, many of them have been made, as they find favor with those warriors who enjoy discomfiting their foes, which is most of them.
Aura faint necromancy; CL 5th; Weight —; Price 8,000 gp
A shield of fearsome mien is always a +2 shield, though it may be a buckler, a kite shield, or any other form. Generally, the surface is smooth and featureless, with a tracing of runes and symbols along the outer edge. It is always cool to the touch, regardless of the local weather, though this provides no particular bonus against fire or heat.
The power of a shield of fearsome mien is activated when the wielder either confirms a critical or strikes a lethal blow with a melee weapon. The image of this grisly scene is then captured by the shield and continuously plays across it, from a variety of angles and distances, over and over. This continues for the next 24 hours (the ‘clock’ resets each time a critical or killing blow is struck). When the shield is ‘active’, any enemy who enters a square that the shieldbearer threatens must make a DC 15 Will save or become shaken for 1d4 rounds. (This is a mind-effecting, emotion, fear, effect.) Anyone making the save is immune to the shield’s effects for one day, unless another critical or deadly blow is struck; then such immunity is lost.Likewise, once the shaken effect expires on an individual, they cannot be affected a second time that day.
Only the person who struck the blow which empowered the shield can benefit from the shield’s magic; if it is wielded in battle by another, the ‘charge’ is lost until that wielder also makes an appropriate attack.
Craft Magic Arms And Armor, cause fear; Cost 4,000 gp
Aura moderate necromancy CL 8th; Weight 1 lb.; Price 12,000 gp
Igilvar’s Fang (many imitations of the original have been made, but they are called “Igilvar’s Fang” in honor of the originator), is usually a thin, long-bladed, dagger, with a hilt of ebony banded with golden wire, and a wide guard. At the pommel is a white pearl. Igilvar was an infamous cleric of dark powers, who first made this blade for an unknown comrade who accompanied him on many quests in service to his bleak master.
It is a +2 dagger, which makes it useful in and of itself, but it has another power. When used to do precision damage, if it does at least 10 points, against any creature which has a poison attack (including poison breath or gaze weapons), it will magically replicate the poison and store this enchanted venom within itself. This changes the white pearl at the pommel to blood-red, indicating that the dagger is “charged”. It will hold this charge until the user drains the dagger (a free action). This is most often done just after a successful attack with the blade, but it can be done at any time to “empty” the weapon and prepare it to absorb a different kind of poison.
The poison stored in the dagger is exactly identical to the poison extracted, including Save DCs, effects, etc. The target is affected exactly as if it had been successfully poisoned by the original poison source.
The discharged poison vaporizes instantly on contact with air; to be effective, the blade must be plunged into something. Obviously, this is usually an enemy creature, but it could be a tankard of ale or a haunch of meat. At least half the blade’s length must be submerged for the poison to work. Poisoned food or drink will remain so for 1d4+1 rounds; after that, the poison will dissolve. As creature venoms rarely evolve to be used in assassinations, detecting such a poison in food is easy, a DC 10 Perception check. Making such a check means only a trivial amount of the poison was imbibed, granting a +4 on any saves.
Igilvar’s Fang can only charge itself when used in actual combat against a non-helpless enemy. The blade will not absorb poison from a container, a dead foe, or a willing target. How does it know? A wizard did it! (OK, a cleric, technically. Bite me, pedant.)
Some 10% of Igilvar’s Fangs will not match the description above, but they will always be daggers, and always contain some gem or decoration that changes color dramatically when the weapon is “charged”.
Craft Magic Arms and Armor, Poison. Cost 6,000 gp
The price is an approximation; I didn’t think the ability was quite worth kicking it up to the cost of a +3 weapon, but it’s better than a +2 weapon, so I split the difference.
There’s some great plot potential here. Igilvar’s Fang will hold a “charge” indefinitely. If there is some creature with unique venom around, usually paired, thematically, with a creature that can only be killed by said unique venom, then, the owner of the Fang might go on a hunt for the first creature. Alternatively, if the first creature is extinct, a rumor might exist of a rogue or assassin or the like who owned a Fang, or even the fang, and was entombed with it… and wouldn’t you know, in that rogue’s last battle, he fought the now-extinct creature and maybe, just maybe, got the venom from it before he croaked. Road trip! (With grave robbing. Actually, come to think of it, aren’t most D&D adventures basically road trips with grave robbing?)
So… going to make an attempt to post small things regularly, instead of long articles I never quite finish. Just bits of what I call game lego — items, spells, monsters, feats, traps, etc, all the building blocks. (Plot, character, and memorable events, you have to provide yourself — I give you the toys, you play with them. That’s how it works.)
This is a Breakfast Crunch article — something I wrote while eating breakfast and getting ready for work, with all the editing, playtesting, and keen attention to detail that implies!
Mallifor’s Mug Of Magnification
Mallifor was a wizard who was slightly bonkers, a statement akin to “Rongnar Blackbraids was a dwarf who had a beard.” The son of a potter, he never quite forgot his upbringing, and is known for creating a series of magical mugs, brilliantly carved, that impart all manner of effects.
Pouring anything into a mug is a swift action, provided both the mug and what you’re pouring (usually a potion) is in your hand.
Mallifor’s Mug Of Magnification
Aura faint transmutation; CL 7th
Slot none; Price 9,000 gp; Weight 1 lbs.
Description:This mug is of red clay, covered with blue and green glazing in swirling, wave-like patterns. When a potion is poured into the mug, if it is imbibed within one round, it is treated as an empowered spell. The mug may be used up to 1d4 times per day, rolled secretly by the GM when the mug is first used on a given day. Using it an additional time produces a loud and unpleasant noise, and the potion becomes foul and undrinkable (anyone who tries is sickened for 1d4 rounds, Fort save DC 15 to negate)
Once filled, the mug may be handed off to an ally to drink from, or drunk by the owner. All the normal rules for drinking a potion, including any applicable feats, work as written when drinking from the mug.
Any potion poured in the mug cannot be spilled, so long as the owner of the mug does not wish it to be. This is true even if the mug is tossed or thrown to someone else.
If the potion in the mug is not imbibed within one round of being poured, it vanishes.
Construction Requirements: craft wondrous item, empower spell, brew potion, craft (Potter) 5 ranks. Cost: 4,500 gold.
Some variants of this use pewter mugs, silver goblets, etc. They are mechanically identical, but require a different crafting skill.
A Spell For All Time: Acidic Mouth
Prior Articles In This Series
Inspired by some guy who was ranting on RPG.net about something. Look, I can’t be expected to remember trivial details like “who said it” and “what was the context”. Anyway…
This is the third in a series of articles showing how the same spell concept can iterate across generations. The first two were created by randomly rolling terms from a sourcebook. This one was, as noted above, inspired by RPG.net. I suppose I could do a whole bunch of those… “Induce Nerdrage”, “Unbias Moderator (Enchantment, Mind Affecting, Yeah Good Luck With That)”, “Greater Topic Drift”, “Celestial Banhammer”… uhm… wait, where was I again?
(Yes, it’s another iteration of Lizard going off an unrelated rant that has nothing to do with the subject at hand, and then pretending he’s talking out loud, not sitting at a keyboard using an editor, which means, he could just edit out stuff he knows is stupid and irrelevant, but he doesn’t, because he thinks it’s funny to pretend he is just writing this into a live feed and so can’t go back and correct things, which he self-evidently can, because he just fixed three typos. This is Overused Internet “Humor” Cliche #781.)
So. Acidic Magic Mouth.Don’t look for some kind of meta-reference in the name; the poster was talking about the limitations of the D&D magic system (basically, he wants Mage: The Ascension, and there’s nothing wrong with M:TA that 10,000 screaming White Wolf fanboys haven’t already written about at great length, but it’s not D&D), and he said something like “What if I want a magic mouth that spits acid?”, which struck me as pretty darn cool. So, here it is, dude whose name I’ve forgotten. In four versions.
Original D&D (“Brown/White Box” + Greyhawk, Blackmoor, Eldritch Wizardry)
(As published in The Dragon’s Review Of Dungeon Strategy, Issue 21, “The Magical Mouths Of Mourdlane The Magical”)
Mourdlane’s Acidic Mouth: This spell functions exactly as does magic mouth (Greyhawk, p. 22), and the magic-user must have that spell inscribed in their book to be able to learn this one. In addition to the normal functions of the mouth, this one can spit a gout of acid doing 4-24 points of damage to all creatures within 10′ of the mouth. It can do this either on a specific condition (“When a man in armor approaches”), or if a word is not spoken within 1 round of it delivering its message (often, this is a riddle or “What’s the password?”). It can be made permanent by using permanent spell, otherwise, it acts as a normal magic mouth.
Advanced Dungeons & Dragons, First Edition
(As published in “Unearthed Arcana II”)
Acidic Mouth (Alteration/Conjuration)
Components: V, S, M
Casting Time: 2 segments
Saving Throw: 1/2
Area of Effect: One object
In most ways, this spell is identical to magic mouth (Player’s Handbook), in regards to the limitations placed on the number of words spoken, how far the mouth can detect beings, what sort of information it can glean about those beings, and so forth. Indeed, this spell is presented in most magic-user’s books as supplemental to the aforementioned dweomer, and so that spell is required to be scribed in the same book as this in order for the caster to properly memorize it.
Acidic Mouth differs in that a second condition, pursuant to all the same limitations as the first, may be placed upon it, and if this second condition is met, the mouth disgorges a spew of caustic acid, striking all in a 20′ cone in front of it and doing 4d6 points of damage (save vs. magic for 1/2 damage). The second condition may be dependent upon a response or reaction to what the mouth says, or it may be triggered without the mouth speaking. Any conditional response must occur within one round of the speech.
The material component for this spell is a bit of honeycomb and a fresh lemon.
Note To Dungeon Masters: Be strict about the time limits of response. A stopwatch or egg timer can be a useful adjunct to this spell. The acid will burst within one round, so those asked a riddle must respond quickly, without undue chatter and consultation among the group. This can be a useful lesson for those sorts of players who dawdle and dilly-dally over the smallest thing. Also note that their screams of anguish as the caustic fluids eat into their skin may attract wandering monsters.
Advanced Dungeons & Dragons, Second Edition
There was no version of this spell in AD&D 2e, as Lorraine Williams felt it lent itself to vomit jokes, which might offend someone, somewhere, somehow.
Dungeons & Dragons, Third Edition, Revised
(As published in “Arcanum Obscurum”, 2007)
Magic Mouth, Mourdlane’s Acidic
School: Illusion (Glamer)/Conjuration
Level: Assassin 3, Bard 3, Wizard/Sorcerer 3
Casting Time: One standard action
Components: V, S, M (a comb of honey and a fresh lemon)
Range: Close (25 ft.+5 ft./2 levels)
Target: One creature or object
Duration: Permanent until discharged.
Saving Throw: Will negates (object), also Reflex half (see below)
Spell Resistance: Yes (object), No (acid, see below)
This spell is a variant that builds upon magic mouth (q.v.), and if this spell is prepared (or known to a spontaneous caster), they can choose to cast it as a simple magic mouth, as well. All of the normal rules for determining what may trigger the mouth, as described in the base spell, apply. However, there is a secondary trigger that can be added which, if tripped, will cause the mouth to shoot forth a burst of acid doing 6d6 damage, in a 30 foot cone, originating from the mouth’s square. This trigger may be “Fails to hear a specific word after delivering its message”, which is usually a riddle of some sort. However, it is often the case that the need to speak a word or take an action, such as making a particular sign with one’s hands, is not specified by the mouth; those who are “supposed” to be in the area will simply know what to do. The maximum delay between finishing the message and making a response is three rounds; at this point, the mouth will make the attack. Note that the trigger does not have to relate to the message at all; an acidic mouth can be set to speak its message if “any dwarf approaches within 20 feet” and to shoot acid if “any orc or goblin approaches within 10 feet”, for example.
A spellcraft check (DC 18) can determine if a given magic mouth is of the standard or acidic variety. A use magic device check (DC 25) can cause the mouth to perceive the trigger for spitting acid is either passed or failed, depending on the skill user’s choice.
This spell may be made permanent with a permanency spell.
Dungeons & Dragons Fourth Edition
As published in Arcane Heroes, 2014
The mouth set into the stone chuckles as the wrong password is given, then spews forth a great wave of acid at the unfortunate adventurers!
Component Cost: 50 gp
Market Price: 125 gp
Time: 5 minutes, see below.
Key Skill: Arcana
Duration: Until discharged
This ritual must be performed within one hour of performing a Magic Mouth ritual, and on the same object or surface. When completed, the caster can choose a second condition which will, if met, cause the mouth to make an attack (see below for the exact parameters). The second condition may be set to trigger after the mouth has spoken, up to a maximum of three rounds later — this is often done to cause the mouth to ask a riddle, and it will spit acid “if the riddle is not answered correctly”. However, any otherwise legal condition is permissible, including spitting acid without speaking the message, if the two conditions do not overlap.
|<=8||None. The ritual fails. All components are lost. Really, this should never happen. What kind of schmuck doesn’t have at least a +9 Arcana if they’re casting a ritual in the first place, huh? I mean, you get 5 for training, plus your Intelligence bonus, + 1/2 level, right?|
|9-12||Close Blast 2, +5 vs. Reflex, 2d6 Acid, Ongoing 2 acid (save ends)|
|13-20||Close Blast 3, +6 vs. Reflex, 3d6 Acid, Ongoing 3 acid (save ends)|
|21+||Close Blast 3, +7 vs. Reflex, 3d8 Acid, Ongoing 5 acid (save ends)|
On a miss, the acid does half damage and no ongoing. The DM should note the attack roll and damage of any such mouth placed as a trap.