The Next Spell: Wavelength Confusion

Our Dwarves and the Wizard stood upon the peek looking down towards the fleeing foes of the Necromantic order. Their position meant that for evil there was no way of escaping and no way of fighting back for they were surrounded by all signs. As they ran down hills towards their garrison, the fallen warriors that served them lied upon the now bloody cobblestone while the Cleric and Fighter pursued on foot after dismounting their horses at the side of the nearby tavern.

Suddenly, the Cleric decided to pray to God to help smite the unholy from this world, sending them to hence they same in agony and suffering. His hammer raised, he yelled “BAHAMUT! I ASK FOR HELP! SMITE THE UNHOLY IN A DRAGONIC BLAZE OF THE HOLY LIGHT!”. Something was off however, as the god he found was not a god for all good dragons to worship, instead it’s evil form Tiamat became visible in the Cleric’s mind. Tiamat grinned while saying “You look for my… weaker self. How pitiful of you cleric, to believe that all my men were worthless and that not one could learn the ways of corruption. Then again, to you the only magic is the one type you preach daily… sickening isn’t it?”

Like that the Cleric grew worried and rushed for the Garrison, inside they found nothing humanoid except for corpses, and no signs of escape. Nevertheless, they ran away and as such, the hunt continued. – Record from the Diary of Killan, during his time as a member/prisoner/forced fighter of Luminos.

Wavelength Confusion:

1st Level- Wizard School of Transmutation
Range: 100ft

Duration: Special
This can only be cast if a Wizard senses that someone within 100ft of them are talking telepathically to someone or something. The caster must make a Intelligence check to see whether the caster can corrupt the message. Upon success, the caster can either change the nature of the telepathic message, what is said or who it is said to. Creatures affected must do a Intelligence Saving Throw to see whether they can revert the message back to how it originally was before the corruption. If he fails, the corrupted message will be sent regardless.

You can use a 2nd Level Spell slot to imbed a magical damage effect of either Poison, Fire or Ice into the telepathic message instead. This deal 1d8 Fatal damage if the message is sent correctly. The Creature who is trying to communicate telepathically must do a Intelligence Saving Throw to either revert the message back to what it originally was or to remove the damaging effect of it. If the saving throw results in a natural 20 or any score above 20, the message is both reverted and has no damaging effect when sent.


Homebrew Feats 1

Pet Handler

You have learnt that a Pet makes for good company. You gain the following benefits:

  • Any Animal Companions/Pets that follow you cannot be charmed while they are within 50ft of you.
  • Any Animal Companions/Pets that follow you cannot be deceived by people disguised as yourself (no matter how good a deception check they make).
  • Any Animal Companions/Pets that follow you may try scavenge food for you. They can only bring creatures smaller than they are.


Prerequisite: Charisma of 13 of higher

You understand the mentality of humanoid creatures to a tee and have been able to convince them effectivly, gaining the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • Persuasion and Deception checks gain double your proficiency bonus if you are proficient with those skills.
  • You gain proficiency in a Charisma based skill of your choosing.


You can take the items from around you and make deadly objects that you use in combat, gaining the following benefits:

  • You can make arrows for your quiver from Bone and Sticks that you have on you.
  • You can repair your own weapons if you have access to means of repairing it. (More for roleplaying)

Toxic Poisoner

You make highly advanced Poison and know the inner workings of the substance itself, gaining the following benefits;

  • If you attack a monster that is resistant to poison, it still takes Poison damage from any Poison Damage dealt by you or any poison made by you.
  • Poison damage is doubled when dealt to humanoid creatures.
  • You are resistant to Poison Damage.

Custom Background: Slave

Humanity is going through the worst time of its cycle. People fighting one another is nowadays considered a sport, a competition for the rich and mighty who buy everyone to work as their own. You were just one of the unfortunates, one of the ones who didn’t run from the Bounty Hunters, the Rich and the Law of the land. You worked so much that 5 generations of your family combined could not perform an equal amount, yet you receive the least in society. You are brushed off, someone who shouldn’t share the same streets as others. You know what the lowest points are, afterall, you’ve seen them all firsthand. Skill Proficiencies: Survival and Sleight of Hand Tool Proficiencies: 1 Type of Artisan Tools Languages: If not known, you know the language of your slave master.


You have been working as whatever your master wanted for you. You have learned it well, though you wished not to. Nevertheless, you have grown to love it. The Following will help determine what you were forced to do during your time being someone’s pawn. Otherwise, choose whichever you perform.


1: Blacksmith

2: Cook

3: Leatherworker

4: Mason

5: Stable-Worker

6: Babysitter

7: Potter

8: Painter

9: Jester

10: Woodcarver

Feature: Desperation

You have been through the lowest points, therefore you have learned to use the lowest to your advantage or to at least get used to it. You are able to do things others consider taboo or undesirable. Whether it be looting corpses or doing work that no moral man would ever consider. No one will question you, no-one ever has after all, only you do.

Suggested Characteristics

The majority of Slaves tend to be for getting their hands on what the better societies have. They do not steal at least the majority of them don’t wish to, instead they prefer hard working to achieve whatever their hearts desire. Some have a mutual respect for other slaves and especially for those who want to achieve the most, especially for others given how they have been treated. Others, who want to leave their past behind them hide their slave past by hating other slaves. Though these aren’t the slaves true feelings, he has been able to lie since he has felt that he was thought so.

d8 Personality Traits

1: I am driven to succeed or at least to become better.

2: I respect anyone that goes through hardship.

3: I will do what is needed, no matter how society sees it.

4: Humanity has a limit, I am something else.

5: I care not for materials, simply for good health and such.

6: No matter what I do, I do it for me.

7: Teams got me through, teams are what I love.

8: The past is a wound, the future is a bandage.

d6 Ideal

1: Humanity. People have lost what it means to be themselves, I simply wish to help them remember. (Any)

2: Selfishness. I suffered through others. They should suffer as I did. (Evil)

3: Kindness. Hate will simply hurt us all more. (Good)

4: Uprising. Shall no man ever be held under the flag of another. (Chaotic)

5: Portrayal. How can I change laws when I refuse to follow them? (Lawful)

6: Society. Balance is something that should always be maintained. (Neutral)

d6 Bond

1: Even though he was rude, my master gave me the mentality I needed.

2: Other slaves have been through worse than me. I respect that in them.

3: Those who respect me have earned the right to be with me.

4: When I faced disaster, my strongest ally gave me willpower.

5: The one who wanted me has given me the reason to fight.

6: It is my duty to respect all, no matter their vile nature.

d6 Flaw

1: When I can afford intoxicants, I simply cannot refuse.

2: I care not for the repercussions, where’s the fun in that?

3: There is honour among slaves, I live by that philosophy.

4: I am curious, investigating even the slightest crack or misplaced cobble.

5: Violence is something that is only for when necessary.

6: I would rather be in rotten streets, than where the corrupt or rich dwell or have dwelled.

Hope you like this Background. Comment if you did, if you think I could improve it comment anyhow with the reasons I could improve. -Cryptweaver

A Spell of Sorts: Earth’s Speech

From the Molten soil that he stood above, the man waved his hands weaving it into the form of a man. The lava that made the soil became solid, representing the man’s hair while the dead roots of trees that stood once proud became it’s limbs. With it’s rise came a inaudible noise before life began to renew inside of it. The man of soil claimed his wishes “Why hath you summon me from my quiet existence, have I done wrong or is there more to it?”. It’s caster had a kind smile upon his face “I simply wish to find an old friend. He was a Dwarf of old age, wielding a axe from his homeland and a bow from the Elven nation down south. If you have any clues, please lend me your knowledge.”

The creation smiled back “Child of the natural cycle, I believe that I know of what you speak. Simply put, he looked like a man of no fear and from his axe it was simple to conclude this. The beauty of the bow to, with the strong from which arrows rest in patience and silence, it was astonishingly fine, like spider silk. Indeed, the man was seen heading North into the cave my brothers, ones of rock and ore and coal. Perhaps, you will have luck finding him in between the rocks?” Like that, the druid thanked him and put him back to rest. He grew new life for the soil below him, just far enough away so the grass was not to be scorched but so near that the air was at it’s purest. A sapling grew restless, the man continued on.

Earth’s Speech:


Range: Touch
Duration: Special

When cast upon the ground itself, the Druid who uses it may breath life into that ground, forcing it to sprout out of itself and turn itself into a humanoid form of the casters choosing, but is stuck into the ground itself. Upon summon, the caster may inquire as to certain details such as the direction of a moving person, the natural elements (Sources of Water and Food as well as the Climate and weather found in the casters area) or what monsters are typically seen there (to which the most commonly found is given, no further monsters get named nor described).
The Caster can however use a spell slot to have the summoned creature give them the following information:
1: The Creature can tell you about Human or other Settlements in the area as tell you about a key event that happened with 30 minutes of being summoned. Alternatively, the creature may clarify a riddle it has given, or the caster has heard.

2: The Creature can tell you about the land in great detail, explaining about how it was formed, when it was formed, by who it was formed and who has set foot on it. If asked to further elaborate, the Creature may give details about what it knows about the person in question (The DM gets to decide what he knows, he always knows something no matter how small the knowledge on that person is).

3: The Creature can tell about anything (within reason) that the caster wants to know. It cannot lie, but if needed or if asked to by someone previous, it can withheld information. If matter is about something natural from the region the creature is in, he will automatically know everything about it but will only explain what is vital to know (ie. If a plant is poisonous).

At Level 7; The Caster can ask the creature to watch the area for 1 hour and will report all it saw to you as well as what it heard. A Spell Slot 2 must be used for this feature of the spell

At Level 14; As long as the thing touched when the spell is cast has foundations found to be connected to a natural item (Soil, Water etc), the caster can turn it into a creature. The caster can also make Artificial Dryads if he/she wished, as long as the area has enough resources to sustain it’s life. It will wither and die after 4 months but can be used for anything for as long as it is alive. A Spell Slot 3 must be used for this feature of the spell. It can be used to trick passerby, hide or store items, be a trap or other things that are within reason and only if the creature agrees with it.

This is my first spell and I think it would be fun for Druids. Being able to balance nature is something that makes sense for the class. I don’t play Druid so my apologies if this spell has been utilized in one form or another. Anyway, have fun using it.

-The Cryptweaver

The Young Magician

Time for another character, the Young Magician.

Backstory: The Young Magician hasn’t got a lot recorded on him that would tell us anything significant about him. Sadly, no formal records are found in even the libraries of the mystics that chronicle ever part of the world’s history. Though rumours spread like wildfire upon the plains about the young person. So, that’s what we go by. Rumours talk of a little child aged 7 trained in the art of Necromancy for the youngest of days. The teacher was his father, one of the Nekroias who lead the Necromantic order in these lands and he was high ranking, a formal minister who was still thought of as the best.The Child grew proficient in spells that arose the dead, targeting a sparrow that had crashed into the boy’s window after it’s wing broke mid-flight. At this point, the child like all children grew bored of the art of necromancy and explored some of the darker secrets. Before long, he found a book entitled ‘Blood Arts’ and studied it and used the Dark Mana of the world to make Blood Magic, that only he knows. The child is thought to have killed his father though this is all speculation.

The Child aged 14 at the time has his first public sighting before the battle of Rentaxian Ridge, aiding troops for the trapped souls of Were-kin, Why he needs them is unknown, though it is believed he will use them to strength himself and to gain the secrets of transformation in order to alter what is around him.

It has currently been 4 years since that last sighting, where he has gone is unknown.

Character Description: The Young Magician is younger than most wizards since he is only 18 in contrast to others who are hundreds of years old. He wears robes normally in a black colour, however, he has been shown to wear Navy Blue though the reasons for it are unknown. The child’s face has never been confirmed due to conflicting reports so there are no psychical details on him. He has a Wyrmwood staff in his left hand normally, though he sometimes puts it in his right for certain rituals. Often he wears a signet ring on his index finger on his right hand, this has on it holy symbols as if he is doing this for god himself. He has a dark aura surrounding him which is unusual for a man of his age.

Personality: Though he is younger than most, it has been noted that the people around the Young Magician have noticed him being more serious about magic than even serious scholars in the art of magic. Otherwise, he is calm and sometimes a trouble-maker on a wide scale. He often ignores conversation unless it is on his terms, whether he gets it every-time is up for debate,

Character Relations: He knows no-one well enough to have any. People that meet him often forget of him, making him the perfect threat to anyone who is wanted dead since he can go away from anything without worry due to his age, flexibility and talents. Though he has probably met with people in the world, he lacks the memory of their names or even why he helped them in the first place.

Like this character? Comment Down below. New Characters will be unearthed weekly. Until next time, stay creative and see you next week.

-The Cryptweaver

PS: Sorry for it being shorter than the last one, this is mainly due to a lack of characters who he knows well enough to have character relations. Anyhow, hope you did enjoy it.

The First Creature: The Plasmori

Time for a Creature/Monster this time, the Plasmori:
Brief Bio/Recording of them:

“As one can imagine, the blood cells of any humanoid are advanced. Infact, some magicians have been able to control blood flow and, with simple commands can simply alter it to their desire. As such, there have been repercussions, like these. It’s unknown how they do it, as they are never summoned while the caster is using the spell, but only after the victim dies. Some claim it’s a side-effect, though I refuse to believe that these things are, after all, it follows the victims movements and actions to a tee. They require more experiments.”

Dr Jirran Ullixius, Record of Plasma-based species #0003.2


The appearance of Plasmori is akin to the appearance of recently drawn blood in the sense that it’s flowing. This extend to it’s appearance which mirrors that of the victim but with a more streamlined, almost perfected form of the humanoid in question. As expected, height and weight vary and have different skills based on their victim with some alteration via blood. Plasmori also take on a primitive form, in which they appear as simple blobs that spread throughout the entire room. Finding one of these in the wild is something that will never happen, unless experiments went wrong and it became sentient. Often, weapons are formed form the creatures body, favouring lances, spears and lances making it a tough fighter at long ranges.


During a long war to the west, a young magician came to the front of the Telligar army and gave them a simple deal. They would pay him with 10 Gems filled with the sprits of Were-kin for the ability to make their forces gain a huge advantage in the upcoming battle. The idea was simple, the blood of the warriors would harden to the point that it would become as strong as Iron Armour, only being able to be pierced by Lances and Javelins which the enemy did not have. The army agreed and sent a warrior by the name of Artti. Artti was tested on by the young magician for a total of 8 days before Artti came back with spectacular results. Naturally, the rest of the army went ahead with it, gaining ‘Blood Armour’ for the next battle. It all went well up to Rentaxian Ridge before the soldiers bled out due to fatigue, dying and painting the walls of the Ridge red and crimson. The opposing army left for the next battle while the blood of the fallen formed into a substance. That substance was the Plasmori that know today. It’s believed that they are brought in by showing a lack of care for anyone or for one’s self and then dying due to these actions. Whether this is the case is unknown however.

Like this Creature? Comment Down below. New Creatures will be unearthed weekly. Until next time, stay creative and see you next week.


Our First Character- The Hunt Caller, Killan

Welcome to Crypt Tales from the Dungeon, here I provide character backstories and other fantasy-realm ideas that can be used to inspire you. If you wish too, use elements of this in your D & D or Pathfinder characters and utilise them to expand upon your in-game world.

Our First Character is one I have had in the works for a long time, it is the Caveman of legend, Killan.


Killan was born in the Southern Snowy areas of the continent where humanity is thinly spread between many camps and settlements. As a result, Killan was raised in a barbaric manner, training to hunt animals from a young age. His Father, Troman was the head of the Pojunga people, who have skills in hunting and animal handling. At the main Pojunga camp titled Aladon, Killan was taught how to weild a Bone Pike that his father once used in combat and took care of Wolf cubs while the others went hunting.
Growing up, Killan had a interest in one of the wolves he raised, a snow white wolf he called ‘Wildbark’ and trained it to help him in combat. From this point, Killan joined the raiding party of his tribe and, eventually, he became the main hunter. It was rumored that there were 20 different breeds of Mammoths when Killan started hunting, now, there are only 3. Killan became independent from his father’s group, much to his Father’s dismay at a hunting village north of Aladon. He set up shop in the hunting village, climbing the ranks of it’s military until it became one of the first highly militant forces around the continent. Killan’s wolf ‘Wildbark’ became one of his only friends, and eventually became the village’s banner.

Recently, Killan has led a hunting party to Weddon in the west looking for a legendary Mammoth creature who had his species become extinct at the hands of Killan. The Group has lost most of it’s original moral, they are hungry and somewhat aggravated by Killan’s demanding approach to warfare and hunting.

Character Description:

Killan stands at 6ft and is very pale to the point in which he is as pale as the snow underneath him. Killan often wears only leather armour, which most of the time appears damaged and covers very little of his actual body. Wolf and Mammoth fur is splashed around the seems and the rough edges (to which there are many). On his back is a shield made of Oak Wood that has naturally aged to what seems to be 500 years. The edge surrounding the outside of the shield is Iron in appearance, however considering how many things he has fought it is surprising to see that it has survived intact.

Killan’s weapon of choice are 2 Bone Daggers which he has concealed as Horns on his helmet. Both seem to come from a Tiger Species (which one is unconfirmed due to how damaged they have become). Where he would hold them is surrounding by a cloth grip and there is blood from some prize kill on the ends of both daggers. Killan also has his Bone Pike, engraved with his name down the side of the pike. It is 7ft long, coming from the wing of a now extinct and long forgotten species. It’s worn out, however still functional.


Wildbark normally stands on the left side of his master, Killan. It has a snow white tint to his fur and has multiple scars covering the facial area. The fur itself is also jagged in appearance, sometimes looking like it was cut by a fellow member of his species. His eyes are a misty blue, odd for one of it’s kind. It’s fangs are whiter than it’s fur (if it was even possible) and it’s claws are sharper than a dagger. Legend has it that the claws Wildbark possesses have cut through the skulls of other wolves, wheter it is true or not is unknown.

Character Relations:
Troman is Killan’s father and a rival tribe leader. They have a neutral relationship, however they are hardly friends and have fought on numerous locations.

Melcain: Melcain had a simple life before Killan took over his city. Even though he is skeptical, Melcain is a loyal retainer of Killan and is his right-hand man when it comes to military situations. His tactics may be primative, but they work and that’s all he needs.

Melankind: Melankind is a legend in the southern continent. It is the last of it’s kind of mammoth, the last of it’s kind that once proudly walked the earth. It’s tusks are as tough as Gold and as white are the Blizzards it survived. The Fur, a proud red like the raging flames of an Elder’s fire. Killan thought he had wiped them all out, though it proved that he had not. As such, he wishes to locate the beast. What he plans on doing with it’s remains afterwards is unknown.


KIllan is a proud man, it is what he believes is as important than a hunter’s strength. He has a natural respect to those who are strong as well as those with the passion to carry on, no matter what the harsh weather they have to face is. He often likes to use words that reflect his natural strength, favouring to use blunt terms than sophisticated terminology. Often, he prefers to mix things of the same variety and prefers diversity rather than consistency. This also reflects upon his battle style, always trying to kill things in different ways and trying to never get the same kill twice.

Like this character? Comment Down below. New Characters will be unearthed weekly. Until next time, stay creative and see you next week.

-The Cryptweaver