|1||Pepe’s Scary Clown||Scary clown frightens a creature.||A big, scary image of a clown appears. It is the stuff of children’s nightmares; it has sharp claws, long yellow teeth, and blood-red smeary make-up.|
If affected, the target creature is frightened for 1d4 rounds. If not affected they are shaken for 1 round.
Creatures with at least 6HD are not scared of clowns, and are unaffected.
|Has more or less the same affect as 1st level Cause Fear|
|2||Pepe’s Piano||Falling grand piano deals 1d6/level damage (max 10d6) to 5 ft radius.||A grand piano falls falls from a height of 10ft/caster level (max 100ft) and lands on the target area, dealing 1d6/level damage (max 10d6) to all creatures in a 5-ft radius.||If a ceiling is present the piano will materialise at highest possible point, dealing 1d6 points damage per 10 feet it falls.|
Does same damage as 3rd level Fireball, except it has smaller range and cannot be effectively used indoors.
|2||Pepe’s Imolation||1 creature/4 levels above 3rd take 1d6 fire damage/round for 4 rounds.||Target creature bursts into flame, taking 1d6 points of damage per round for 4 rounds. Target may spend one full round putting themselves out to extinguish the flames. One additional creature for every four levels beyond 3rd (to a maximum of three creatures at 11th level) are affected.||Does the same damage as 2nd level Scorching Ray. Creature can extinguish themselves, but deals continual damage (so good against mages).|
|2||Pepe’s Squeaky Hammer||Colourful squeaky hammer attacks opponents.||A large, colourful squeaky-hammer appears and attacks opponents at a distance, as you direct it, dealing 1d4 bludgeoning damage per hit +1 point per three caster levels (maximum +5 at 15th level), plus an additional 1d4 sonic damage from the loud ‘sqeak’.|
It always attacks the target you want it to attack, switching at will.
|Does same damage as 2nd level Spiritual Weapon.|
Average damage is slightly higher and deals multiple types of damage, but less effective as force damage (which also affects incorporeal creatures etc).
Switching opponents is a free action because there are no move actions in M20.
|3||Pepe’s Human Cannonball||Conjures a human-cannon.||A large, brightly painted cannon is conjured into existance.|
The cannon is large enough for 1 medium creature to fit inside.
A string at the back of the cannon fires the cannon, ejecting whatever/whoever is inside the cannon at high velocity to any 5-ft square within 100ft + 10ft/level, or to a height of half the distance. This string can be pulled either by the person in the cannon, or by a ‘helper’ who is aiming the cannon. A colourful safety helmet comes with the cannon, which protects the ‘human cannonball’ from physical harm during landing, although they are shaken for 1 round afterwards. (The helmet does not protect from additional damage, such as being fired from a cliff, or being shot into a haymaker).
If an helper is operating the cannon, the cannon may be aimed and fired at any creature within range, dealing 1d6 damage per caster level (max 10d6).
The cannon remains for 1 round/level, or until it is fired.
|Similar to 4th level Dimension Door, except only one person can be transported, range is limited, and line of sight is required. Extra damage-causing effect possible (requires someone to operate, aim and fire the cannon).|
|4||Pepe’s Tar & Feathers||Creature takes 2d8 fire damage +1/caster level (max 10), and receives -4 to attacks, skills, checks, and saves.||From one hand a jet of hot tar bursts from the caster’s pointed finger, covering one creature with hot, sticky, tar. The hot tar deals 2d8 heat damage + 1/caster level (max 10).|
Using the other hand, the caster throws a handful of feathers toward the creature. A huge gust of fluffy white feathers materialise and strike the target, covering him from head to toe. The target creature looks so rediculous he takes a -4 morale penalty to attacks, skills, checks, and saves.
Pepe’s Tar and Feathers are extremely sticky, requiring a hot bath and lots of scrubbing to clean all of the tar off. The demoralization affect lasts until it has been scrubbed off.
|Functions similar to 4th level Bestow Curse, however only one curse may be chosen and it is not permenant. This spell deals a small amount of additional damage.|
- Hot springs with an awesome view.
- Very, very long stairways that are part of a spiritual pilgrimage.
- Halls of mourning with a roof hundreds of feet high and light holes that send down shafts of light that stand like pillars for an hour and then fade away only to reappear from a different light hole.
- Galleries, ie. paths dug into the mountain side like small tunnels. For fights that encourage the use of cover and flying.
- A waterfall between two of the peaks with a pond and lots of huge crystals that gather and reflect the light. A spiritual place.
- An old underground fortress that was abandoned long ago. It stands in a huge cavern and looks like a real fortress built to the back of the wall. It features huge old cannons with a muzzle several feet across. Nobody knows what force could have held the cannons together, and what the old masters were firing at. Some underground race fighting another, or maybe the fortress was built on a mountain top. Either the current mountain top fell from the heavens or the old fortress started to sink into the depths of the mountain.
- A great round hole many dozen feet accross with a great stair running along its circumference. Always down into the darkness. At the bottom lies…
- Fortified bridges arching over deep valleys.
- Mining carts that you can use to rollercoaster into the Underdark.
- The three peaks are mirrored in the underworld by a fortified hanging city built into incredible stalagtites. As if many hundreds of years ago the three mountains had just rotated, the old peaks turning into the stalagtites and the old stalagtites turning into the new peaks.