Mare Magic Horse Supplement: The Natural Remedy for PMS in Mares

By admin

Mare Magic horse supplement is a natural product that helps to support and maintain a balanced hormonal system in mares. It is specifically designed to help alleviate the effects of hormonal imbalances, moodiness, and irritability in mares. This supplement is made from a blend of all-natural ingredients, including dried raspberry leaf, which is known for its soothing properties. The main idea of Mare Magic horse supplement is to provide relief for mares experiencing hormonal fluctuations. It works by helping to regulate and balance the mare's hormonal system, which can help to reduce the symptoms of moodiness, irritability, and discomfort. Mare Magic is easy to use and can be fed to mares on a daily basis.



Thread: Necromancer Items

This staff can be wielded as a magical quarterstaff, with a +1 bonus to hit rolls and damage rolls. While wielding it, you gain a +2 bonus to AC, saving throws, and spell attack rolls, and increase the DC of any Necromancy spells you cast by 1.

The staff has 20 charges. 2d8+4 charges return every midnight. If the last charge is expended, roll a d20. On a 1, the staff retains its +1 to hit and damage, but nothing else. On a 20, it regains 1d8+2 charges.

In addition, the staff has the following charge-based abilities:

Reaping Strike-On a successful melee hit with this staff, you may expend any number of charges. Deal Xd6 necrotic damage, where X is the number of charges spent, in addition to the regular damage, and gain the necrotic damage dealt as THP.

Spells-The staff can cast the following spells. It costs a number of charges equal to the spell level to cast any spell (cantrips may be cast at-will as long as the staff has at least 1 charge), and the spells may be upcast, up to the highest level you are capable of casting. If the staff contains a spell you do not have a high enough slot for, it may only be cast at its lowest level.

Cantrips-Chill Touch, Ray of Frost
1st level-False Life
3rd level-Animate Dead, Bestow Curse, Fear
6th level-Create Undead, Eyebite
7th level-Finger of Death

Soul Sucking Strike-You can use your action to break this staff over your knee or a solid surface. The staff is destroyed and releases its energies in a 30' radius around you.

Each person within 30' must make a DC 17 Constitution saving throw, taking 8*Charges left necrotic damage if they are within 10', 4*Charges left if they are within 20', and 2*Charges left if they are within 30'. (These do not stack-the most they can take is 8*Charges left, not 14*Charges left.) Half damage on a successful saving throw.

In addition, you take 16*Charges left necrotic damage from this (no save), but are also healed for the amount of damage dealt to all others simultaneously.

Lich's Cloak
Cloak, Very Rare, Must be attuned by someone capable of commanding undead in some way

This cloak, made from a skinned lich, exudes an aura of undeath around it. The wearer is treated as an undead while wearing it while it would be beneficial to them. In addition, it has the following other abilities, only one of which may be active at a time (switching between them is a bonus action):

Aura Of Power-All undead within 30' of the wearer of the cloak deal an extra 2d4 necrotic damage on all attacks. If they are further than 30' but within 60' add 1d4 damage. The wearer deals an extra 3d4 damage.

Aura Of Rejuvenation-All undead within 30' of the wearer come back to unlife one minute after being slain or destroyed, so long as they were not killed with a critical hit, radiant damage, or something that completely destroys the body (such as Disintegrate). Undead within 60' but further than 30' away instead come back after an hour. In addition, the wearer regains 1 HP every minute.

Aura Of Fell Fright-All undead within 30' of the wearer take on horrible, twisted, frightening forms. Anyone with less levels or hit dice than the CR of the undead must make a DC 8+the undead's proficiency modifier+their highest mental modifier Wisdom save upon first seeing the undead or become Frightened for one hour, with a new save at the end of each of their turns. This save is made with disadvantage if they can see the undead. Once a successful save is made against this ability from any undead, they are immune to its effects till they take a long rest, unless they would be subject to the same ability with a higher DC (for instance, they save against the 60' version, but are still vulnerable to the 30' version). Undead further than 30' away, but within 60' also force this save, but do not add their proficiency modifier to the DC. The wearer affects all who can see him with a CR or level equal to or less than their own.

[5E] Designing Legendary items & throwing the Necromancer a bone (1 Viewer)

So I'm running a conversion of Rise of the Runelords and the party has finally made it to the Runeforge, which according to the lore is suppose to be chock full of epic magic items based on the seven deadly sins. Since the conversion from Pathfinder to 5E my players have been griping a little bit about the lack of magic items so now they are going to get a bunch of potentially game breaking stuff. They are level 16 so they have less than a dozen session left in the campaign.

One particular item I'm contemplating handing out is a Tome of Raise Undead. My parties necromancer's has complained that after level 10 there isn't much point to Animate Dead or Create Undead as the creatures they create aren't any sort of threat it combat. Plus most of the creatures they fight; dragons, ogres, and giants aren't candidates for the spell.

So I'm think I'm going to give him a legendary item that gives a once per day casting of the following spell.

Raise Undead - Level 9 Necromancy
Requires Focus - Tome of Raise Undead.
Ritual - Casting Time: 10 Minutes
Duration: Concentration or up to 24 hours.

Cast upon a corpse within an hour of its death this ritual raises it as an undead version of its former self. This spell may raise a creature whose total CR rating is less than or equal to the level of the caster. The caster may decide to either raise it mindless zombie or as an intelligent ghast. The undead created by this ritual are controlled in the same manner as "Control Undead." While in control of the creature the caster may choose to destroy the creature by speaking a word of power and ending concentration. After 24 hours the undead persist of their own power and concentration is not required to maintain them. Continued control of these creatures after 24 hours requires casting "Control Undead."

If raised as a zombie it retains all its previous statistics however its intelligence, wisdom, and charisma all become 4. It loses any ability that targets INT, WIS, or CHA unless it is a fear effect and any ability to cast spells. It gains the undead keyword and the zombie resilience trait. The zombie cannot regain hitpoints via any means. If concentration is lost during the first 24 hours the caster loses control and the zombie either falls dead as the animating magic is lost or it goes on a rampage attacking anyone nearby at the discretion of the DM.

If raised as a ghast it retains all its previous statistics as well as its mental facilities and a semblance of its prior personality. It's hitpoint max is only half what it had in life. If it has the spellcasting trait it cannot regain spell slots via rest, instead it can only regain spells by having the caster donate one of equal spell level. It can also not regain hitpoints unless it consumes at least a 1/10th of its body weight in the flesh of its own kind, which gives it regeneration 5 for 1 minute. Every day the ghast does not feed its cannibalistic nature it must make a DC15 Charisma saving throw. After three failures it becomes feral, losing all higher levels of thought, and breaks free of the control of the caster. If it gives into its cannibalistic nature it removes all failures in addition to any hit points it regains. If concentration is lost during the first 24 hours the caster loses control and the ghast either falls dead as the spirit flees, the ghast attempts to escape, or it tries to kill the caster at the discretion of the DM.

This is pretty powerful but I'm hoping the fact that it requires concentration will put a big crimp in the casters day.

Thoughts? Is this way too much? Just right?

Thread: Necromantic Magical Items? & Item creation in general

Mare Magic is easy to use and can be fed to mares on a daily basis. It is available in both a powdered form and in easy-to-administer pellets, making it convenient for horse owners. Many horse owners have reported positive results after using Mare Magic for their mares.

Necromantic Magical Items? & Item creation in general

Ok more of my silly questions. As I'm sure a few of you already know from a different tread of mine I am going to be playing an eccentric gnomish necromancer mortician in my next campaign. Apart form having an army of undead I would like to do some item creation as well. I have never actually done item creation before and I don't really know how it really works so I will also need some advice there.

Now my real question, What sort of necromantic items can I make or would make sense for my character to make? My prohibited schools are illusion and enchantment but items with that kind of a feel wouldn't really be something this character would make anyway.

Spoilers
Firbolg in the Playground Join Date Jul 2007 Location Central Kentucky Gender
Mare magic horse supplement

They have noticed a significant improvement in their mare's behavior, with reduced mood swings and irritability. Mares that were previously difficult to handle or ride have become more manageable and focused. It is important to note that Mare Magic is not a hormone replacement therapy and does not contain any artificial hormones. Instead, it works with the mare's natural hormonal system to promote balance and harmony. This natural approach is a safe and effective way to support and maintain the overall well-being of mares. In conclusion, Mare Magic horse supplement is a natural product designed to support and maintain a balanced hormonal system in mares. It helps to alleviate the effects of hormonal imbalances and promote a more calm and focused demeanor. Horse owners have reported positive results after using this supplement, noting improved behavior and overall well-being in their mares..

Reviews for "Unlock the Potential: Mare Magic Horse Supplement for Competitive Horses"

1. Sandra - 2/5
Although the Mare Magic horse supplement had promising claims, I found it to be quite ineffective for my mare. I followed the recommended dosage for several months, but didn't notice any significant changes in her behavior or temperament during her heat cycles. It was disappointing to spend money on a product that didn't deliver the promised results.
2. John - 1/5
After reading positive reviews about the Mare Magic horse supplement, I had high hopes for my mare's mood swings during her heat cycles. Unfortunately, this product did nothing to alleviate her irritable behavior or anxiety. I tried increasing the dosage as suggested by some users, but still saw no improvement. I wouldn't recommend wasting your money on this ineffective supplement.
3. Emma - 2/5
I decided to try the Mare Magic horse supplement to help my mare with her hormonal issues. However, after giving it to her for several weeks, I saw no noticeable changes in her attitude or behavior. It was frustrating to put so much hope in a product that didn't deliver any results. I won't be purchasing this supplement again.
4. Mark - 1/5
I was really disappointed with the Mare Magic horse supplement. I had hoped it would help calm my mare during her heat cycles, but it had absolutely no effect. I followed the instructions and administered it consistently, but didn't see any changes in her behavior. It was a waste of money, and I won't be purchasing it again in the future.

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