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need y’all’s help tho cause I’m still pondering which formal outfit is right or if I should have several, same question with the spice tanks ( obviously can’t have 10 tho )
been working on this forever so my eyes lowk got used to the colours, hope I ain’t blinded y’all with the saturation cause I do feel like it looks a lil crazy + the colours don’t look like they did in procreate idk why
and a concept art post obviously wouldn’t be a concept art post without my inspiration collage so here 😛
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Sometimes called the Lord of the Rings of science fiction, Frank Herbert's magnum opus, Dune, offers a number of unique and excellent ideas for even the most adamantly anti-sci-fi D&D player. The universe presented shows a depth of detail rarely seen in contemporary fiction. Everything and everyone has a history, giving the reality in which the novel's events occur the same weight of minutiae experienced when exploring a world as detailed as the FORGOTTEN REALMS.
Dune traces the path of young Paul Atreides from 15-year-old ducal heir on the water-rich planet of Caladan to his rise as a young man who becomes messiah-emperor on the desert planet Arrakis—Dune itself. Along the way, the novel packs in political intrigue, betrayal, murder, and a little philosophy. Alongside his mother, the Lady Jessica, Paul escapes into the death-dealing desert wilderness, where they come under the protection of Stilgar of the Fremen. Under the tutelage of both Jessica and Stilgar, Paul embraces and reworks the Fremen way even as Fremen culture embraces and reworks him.
Like any great adventure fiction, Dune also packs in lots of cool and imaginative concepts. Many of these ideas easily translate to D&D, from Stillsuits to Defensive Shields. Of course, the most evocative aspect of Dune is the spice called Melange and its cycle of creation and use. The following presents a way for you to use a similar cycle in your D&D game.
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🟠 ORANGESPICE 🟠
Orangespice appears as a fine orange powder that smells heavily of cinnamon.
At low doses, orangespice becomes mildly addictive;
At high doses, orangespice becomes fatally so.
Consumed over a lifetime, orangespice adds years to your life and grants you insight into the future.
Orangespice acts much like a disease and in some ways like a drug from the Book of Vile Darkness. Some creatures actively seek exposure to orangespice for its beneficial qualities, oblivious to the dangers. Others, especially those who live near areas high in orangespice, cannot help but become exposed to it, for good or ill. As long as you ingest a steady amount of orangespice in your diet, you suffer no ill effects. The following table outlines the effects of orangespice.
Frequency: This lists how often you must either consume a dose of orangespice or else make a Fortitude save. You set this frequency by the length of time between your previous 2 doses of orangespice, although you can never move higher on the chart (you cannot wean yourself off orangespice over time).
Once you've established a frequency of use, you can only maintain that frequency, increase the frequency of use, or quit orangespice altogether. If your frequency of consumption falls between 2 of the levels on the chart, use the more frequent level. For example, if you consume 2 doses of orangespice 6 months apart, your frequency becomes 1 month, and you must thereafter either consume a dose of orangespice or make a Fortitude save every month.
Spell-Like Ability (CL): This indicates which spell-like ability you gain from the spice you consume, as well as the caster level of that ability. The spell-like abilities are cumulative, so you gain all of the spell-like abilities higher on the list. You may use a particular spell-like ability once per dose you consume, and you may not use any spell-like abilities if you don't consume spice (whether or not you make your Fortitude save).
Fort DC: This is the DC of the Fortitude save you must make if you miss consuming a dose at the appropriate frequency interval.
Number of Saves: This is how many Fortitude saves you must make in a row in order to break your reliance on orangespice. If you later take a dose of orangespice after making the appropriate number of saves in a row, your frequency reverts to its previous level and you must succeed at this number of consecutive Fortitude saves to quit again.
Damage: The amount of damage you take if you fail a Fortitude save. Certain spells (such as restoration) can cure this damage normally, but no spell short of wish or miracle can prevent it from occurring.
Lifespan Increase: Orangespice grants a longer life if you're exposed to it for your entire life. Your DM adds the indicated number of years onto your maximum age when he makes your maximum age roll.
ORANGESPICE EFFECTS
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Frequency | Spell-Like Ability (CL) | Fort DC | Number of Saves | Damage | Lifespan Increase
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Year | — | 8 | 2 | 1d2 Wis | —
Month | Guidance (1st) | 16 | 3 | 1d2 Wis + 1d4 Str | 10d2 years
Week | Augury (3rd) | 24 | 4 | 1d2 Wis* + 1d4 Str + 1d6 Con | 10d6 years
Day | Divination (7th) | 32 | 5 | 2d2 Wis* + 2d4 Str* + 2d6 Con | 10d10 years
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*Permanent drain, not temporary damage.
A dose of orangespice costs 500 GP and has no appreciable weight.
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🟠 ORANGESEER 🟠
Large Monstrous Humanoid
Hit Dice: 8d8+16 (52 hp)
Initiative: +11
Speed: 20 ft (4 squares), fly 10 ft. (clumsy)
Armor Class: 20 (–1 size, –1 Dex, +4 natural, +8 dodge), touch 16, flat-footed 20
Base Attack/Grapple: +8/+12
Attack: Claw +7 melee (1d6)
Full Attack: 2 claws +5 melee (1d6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Psionics
Special Qualities: Damage reduction 5/magic, future sight, immunities, orangespice dependence, spell resistance 19, tongues, uncanny dodge
Saves: Fort +4, Ref +5, Will +8
Abilities:
STR 11 | DEX 8 | CON 15 | INT 26 | WIS 15 | CHA 14
Skills:
Concentration +13, Diplomacy +15, Gather Information +13, Intimidate +13, Knowledge (arcana) +19, Knowledge (geography) +19, Knowledge (psionics) +19, Knowledge (the planes) +19, Sense Motive +13, Spellcraft +21
Feats: Combat Casting, Improved Initiative, Spell Penetration
Environment: Any land
Organization: Solitary, band (1 Orangeseer + 4–6 1st-level warrior attendants), or guild ( 2–6 Orangeseers + 3–7 3rd-level warrior sergeants and 12–36 1st-level warrior attendants)
Challenge Rating: 7
Treasure: None
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment: —
This bloated creature appears somewhat humanoid, but its arms and legs seem vestigial compared to the immense bulk of its orange-skinned body. The strong scent of cinnamon assaults your nostrils.
Their minds open to the possibilities of the future and the vast existences of the present, Orangeseers make dangerous assassins and spies. Only the wealthiest organizations can hope to maintain even one Orangeseer for long periods of time. An Orangeseer was once a humanoid who has since surrendered himself/herself to Orangespice's effects, making him/her wholly dependent on Orangespice but giving him vast powers beyond those of even daily dosage users.
An Orangeseer looks like an impossibly bloated human whose atrophied legs can no longer support it but yet somehow do. An Orangeseer weighs about 1,000 pounds.
COMBAT
In combat, an Orangeseer tries to stay out of melee, using his/her psionics to blast his/her foes. If the fight begins to go against him/her, the Orangeseer grabs what Orangespice it can and uses Dimension Door or Plane Shift to escape.
Psionics (Sp):
At will — Augury, Divination, Guidance;
3/day — Commune, Dimension Door, Touch of Idiocy;
1/day — Charm Person (DC 13), Daze Monster (DC 14), Greater Scrying (DC 19), Hold Person (DC 15), Plane Shift (DC 19), Suggestion (DC 15). Caster level 13th. The save DCs are Charisma-based.
Future Sight (Su):
An Orangeseer constantly sees several possible futures simultaneous with its view of the present. This Ability grants the Orangeseer a dodge bonus to Armor Class and an Insight bonus on Initiative rolls equal to its Intelligence Modifier (usually +8).
Immunities:
The Orangeseers are immune to mind-affecting effects, disease, and poison.
Orangespice Dependence (Ex):
An Orangeseer must use Orangespice hourly. Because of its extreme reliance on Orangespice, it automatically fails all Fortitude saves related to Orangespice.
Uncanny Dodge (Ex):
An Orangeseer retains its Dexterity bonus to AC (if any) and any dodge bonuses to AC even if caught flat-footed or attacked by an invisible creature.
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🟠 SANDWORMS 🟠
You can easily introduce Sandworms into your campaign by changing a few of the abilities of a Purple Worm. Sandworms create orangespice as a natural part of their life cycle, making their preservation imperative to those who harvest or use orangespice.
Creating a Sandworm from a Purple Worm takes a few easy steps that mostly don't affect combat. First, take away the Purple Worm's poisonous sting attack. Give the worm the following Orangespice creation special quality, and increase its tremorsense range to 1 mile. Change its environment to warm desert. A Sandworm can run even when burrowing, but it can only burrow through sand and other loose material. Reduce its CR by 1. Finally, change the worm's advancement line to 16-32 HD (Gargantuan); 33+ (Colossal).
Don't fear making your Sandworm bigger. The statistics given on page 211 of the Monster Manual represent the average Purple Worm but only an immature Sandworm. Sandworms average about 300 feet long, 20 feet in diameter, and about 80 tons. Some deep desert dwellers claim to have spotted Sandworms of around 1,000 feet long, and their legends tell of Sandworms approaching a 3rd of a mile in length.
Orangespice Creation (Ex):
A Sandworm produces 1 pound per HD of Orangespice once per week. It leaves Orangespice in its wake wherever it travels. Patches of Orangespice occasionally work their way to the surface where they are easily harvested.