Showing posts with label spells. Show all posts
Showing posts with label spells. Show all posts

Thursday, October 21, 2021

100 Songs as Spells

 Resemblance to TLN's Stand Generator is happy coincidence.

Effects have been left open-ended, because half the fun in getting an evocative spell name is interpreting what it does.

I tried to keep myself to the rule of "no double dipping from a single album" and I think it worked out okay.

The Song Spell List

  1. Mouth of Kala
  2. The Moon Will Sing
  3. Submerged
  4. Willow Tree March
  5. Don't Stop Killing
  6. Possessed by Disease
  7. Kickstart My Heart
  8. Gods Bound By Rules
  9. 666 Kill Chop Deluxe
  10. Journey of the Sorcerer
  11. Knife to the Eye
  12. Black Smoke Rising
  13. Inner Universe
  14. Meathook
  15. House of Bliss
  16. Friends in Low Places
  17. Coalescence
  18. Path of the Wind
  19. Conquer or Suffer
  20. Across the Drift
  21. Deference for Darkness
  22. Blood and Thunder
  23. All Gone
  24. Fingers to the Bone
  25. Run Through the Jungle
  26. Fury Oh Fury
  27. Moon Dance
  28. No Backbone
  29. Spiky Seeds
  30. Modify
  31. Radioactive Tomb
  32. Pillars of the Underworld
  33. Underground
  34. Little Aliens
  35. Exploding Hearts
  36. Room of Angel
  37. Sealed Vessel
  38. Rope on Fire
  39. Man of the Year / Heavy Sleep
  40. Sacrificial
  41. So Long & Thanks For All the Fish
  42. Propane Nightmares
  43. Birds With Broken Wings
  44. Vitality
  45. Dragons in the Mud
  46. Fuck This Shit I'm Out
  47. White Rabbit
  48. Ladies of the Woods
  49. Whistle Snake
  50. Awaken
  51. Dagger Dance
  52. Mushroom Picker Dance
  53. If We Were Vampires
  54. Magic Fountain
  55. Run For Cover
  56. Ultralife
  57. Stealing People's Mail
  58. Rise Up Dead Man
  59. Horse of Colors
  60. To Know, Water
  61. Interior Zombified Alligator
  62. Gotta Knock A Little Harder
  63. The Senescense
  64. Noosphere
  65. The Sun Rises
  66. This is True Love (We're) Makin'
  67. Surface Tension
  68. Steel Flowing Like Water
  69. Making of Cyborg
  70. The Calling
  71. The Owl
  72. Look At This
  73. Party Party Party
  74. Snake Soul
  75. Water Wall
  76. Twisted Streets
  77. No Escape
  78. Can't Keep Johnny Down
  79. Come on Fhqwhgads
  80. Hopeless Bleak Despair
  81. Night Surfing
  82. Bad Apple
  83. Hit the Floor
  84. Knives and Shadows
  85. Out of Time Man
  86. Dusk to Dawn
  87. Whiteout Conditions
  88. Come Out and Play
  89.  Sea of Cloud
  90. Ain't No Devil
  91. Step Out
  92. Panacea
  93. The Uncertainty Principle
  94. Chasing it Down
  95. Become a Monk
  96. God Shattering Star
  97. [Static and Indistinct Distant Screams]
  98. Apotheosis
  99. The Greatest Jubilee
  100. The Wrath of God in All its Fury

Wednesday, December 12, 2018

Soul Magic and the Soul Cycle

All magic comes from the soul. From burning it, specifically. In severing its ties to material reality and releasing it back to the Sea of Souls from whence it came. This makes it somewhat difficult to use magic with your own soul without great personal danger, so the Cunning Arts have been built upon using the souls of other being.

Universal: The strength of a soul is equivalent to the number of HD the creature has. Spells are a limited resource with usage die.

Method 1: Knave
Each HD of the soul increases the usage die of the spell by 1 step (ex. 1 HD = d4, 2 HD = d6, etc). Use Maze Rats spell generation of Beloch's magic words for more fun.

Method 2: Typical OSR
As above, but in reverse: the die size decreases with the level of the spell. Spell level is determined by target HD (Level 1 = d20, Level 2 = d12, etc)

Method 3: GLOG
Each soul has spell dice equal to its HD. These dice burn out on a 6 as normal, and are not replenished.

A soultrap is a sort of lantern built of celestial bronze and finely-shaped lenses. It costs 1000 sp to purchase and is only available in urban areas.To capture a spell, simply open up the trap as the target dies. When a soul is fully burned, a new one may be trapped in its place.

I just learned about draw.io and it is well overdue.

Stages of the Soul Cycle


The Sea of Souls

The source of all souls, and thus of all magic. Numinous and unimpeachable in its existence without form or place. Saints and scholars have yet to come up with anything but illustrative metaphors to define its relationship with the material world.

Embodiment

A soul that has been integrated into a material form. All living organisms have some sort of embodiment, though not all are suitable for usage as a spell (it would be difficult to do anything with the soul of a bacteria, after all). The soul-bearing properties of non-living matter are a still a matter of debate and study - do all stones have a soul, or only those worked by human hands? Do cities have souls? Do rivers? What if you move water from one river to another? So on and so forth.

Working magic from non-living souls is difficult, so most thaumatologists will focus on the living.

Undead

The end result when a soul is removed from an organism before its death. Biological functions continue apace, but without the soul's guidance its behavior may become errant, spiraling out into bizarre and inexplicable repetitive actions.

Ensouled

An experimental form of undeath where a soul is removed from an organism and then returned to it. Most are returned to their original bodies, but transference of a soul to a different body. The souls used in liches do not integrate as in normal embodiment, but are more akin to inhabiting a shell.

Weak Embodiment

An embodied soul that has been tapped for power without death. The targets of tapping are made pale and listless by the process, and recovery may take months or years if it occurs at all.

Strong Embodiment

A soul that has absorbed other souls, generally through consumption of a freshly-removed heart. There is something innately corruptive about this process, and those who practice it are monstrous indeed. No material form, it seems, is meant to hold more than one soul.

Ghost

Most ghosts contain nothing of the original being: the ba often evaporates instantaneously upon death. Those of potent charisma in life are able to maintain continuity into death, however, and even act independently of the typical repetitions of their actions in life.

Weak Ghost

The ghost of a weak embodiment. At this stage ghosts cease to have any individual traits at all, appearing only as misty, vague forms incapable of all but the most basic manifestations. 

Demon

The ghost of a strong embodiment, a roiling gestalt of misshapen and corrupt souls. The means of its creation has made it monstrous, and it will not submit to a soultrap without a fight.

Shade

An ashy smear of a soul - a ghost that has been burnt away to near-nothing, the last vestiges of a spell. The natural decay of a shade leaves it unstable and dangerous - the nuclear waste of the soul.

Thursday, November 1, 2018

Class: Book Club Witches


Lin Jin

Monsieur came up with a template for GLOG witches, thought I'd give it a spin.

The Book Club

The story of Book Club goes something like this:

In the late 18th or early 19th Dynasties of Egypt's Middle Kingdom (That is, in the time between Akhenaten and Ramses the Great), there emerged a certain mystery religion devoted to Thoth and his consort Ma'at. The women of that order devoted themselves to unveiling the secret mystic and scientific knowledge of the universe. They sought to use it as a tool against isfet, the crawling chaos at work beneath and behind the world.

It was too late to turn back when the priests finally realized the scope of that undertaking. Isfet nibbled away at the pillars of the earth, it seeped through the foundation walls of the universe, it wore a thousand thousand masks and brought ruin in its wake wherever it was made manifest. It couldn't be stopped, only turned away for a time. They pressed on regardless.

The order endured up until Julius Caesar got his book-burning on and the cult was scattered to the winds and shadows. Practitioners would gather in twos and threes all the way from Londinium to Samarkand, keeping the art alive.

Cut to today: the ancient priesthood has transformed into a loose confederacy of paranormal investigators, fronted primarily by the academic sorority Theta Omega Theta. The religious practices and secrecy are mostly gone now, but the magic is still there.

The modern Book Club serves as a point of contact and intermediary with the preternatural world - government's not much help, and there's only so much the neighbors can do. They'll deal with most things, crawling chaos or no.

When there's something that can't be explained and discretion is advised, call a friend in Book Club. Paperback trades go without saying.

Bookworm

The boots on the ground, called together and sent out when and where they're needed. A lone Bookworm means a pretty unexciting investigation is afoot, or it's just typical inter-species disputes that need settled, or some other known-unknown. For anything dangerous or truly uncertain, they will move in covens.

Perk: You're familiar with the language and culture of one of the mythos peoples. You gain a +1 to reaction rolls with them, and have a 3-in-6 chance to answer difficult questions about them.
  1. Deep Ones
  2. Ghouls
  3. Tcho-Tcho
  4. K'n-Yani 
  5. Sand Dwellers
  6. Cats
Signs:
  • You can ping the presence (general distance and direction) of your coven-mates.
  • Can memorize a single page of text; new input overwrites old.


Librarian

The heart of Book Club. They call together meetings, gather covens of Bookworms, train new members, wrangle the Ibises, and maintain the network of connections and contacts. Most Librarians have settled down after colorful careers as Bookworms, though they'll go back out into the field if things get heated.

Perk: You have a network of contacts to pull on for aid and information. Roll 2d6: on a 10+ they're able to help you out no problem. On 7-9, there is some sort of cost involved (information is spotty, you owe them a favor in return, etc). On 1-6, no one can help you. You may use this ability [Template] times per session.
Drawback: 25% of income goes towards maintaining the Club.

Signs:
  • You can send a secret message to the home of anyone you have shared a meal with. Messages must be less than 20 words and will vanish after being read, of if read by the wrong person.
  • You have a familiar (cat, dog, crow, rat-thing) and can assign it simple tasks.


Ibis

You've been in the Club for far too long. It's all you've got left. You've torched your outside relationships and most of your social standing. People rightfully call you crazy, but crazy has kept you alive. You spite the crawling chaos just by existing.

Drawback: You've gone batshit. You have developed an obsessive phobia or a mania from your interactions with the Mythos. It has served you well and kept you alive, but its hold on your life has become absolute.

Signs:
  • You can create a hideous droning piping noise at will.
  • You can remove an eye and roll it around like a marble. It still works.

Works  

Dream-Key
R: Touch T: Person D: [dice] hours.
Sends a willing target (caster can target self) into a deep sleep. This lasts for [dice] hours in the waking world, and [sum] x2 hours of dream-time.If cast as a coven, the casters may pool or split their WD among as many targets as desired.
Craft: "Silver Key" potion.

Contact
R: 100 miles / Varies T: Magical being D: Until dispelled.
Caster makes contact with a magical / extraterrestrial / extrauniversal being. If used in the Dreamlands, there is no range limit. If [sum] > 10, non-magically-sensitive individuals may be contacted. For entities existent outside normal space, the spell must be cast at a location of some power or significant to that entity.
Craft: A small engraved or painted icon of the target.

Sign of Thoth
R: N/A T: Entryway D: Until dispelled.
By inscribing the sign of Thoth (Θώθ), the caster may invest [dice] to bar the way of any supernatural being of [sum] HD or less.  Invested dice do not return until the spell is dispelled.
Craft: Drawn upon the doorframe in chalk.


Reveal Invisible
R: 20' T: Area D: 1 hour
Any entities, pigments, or objects that are normally invisible to the human eye are revealed. If 4+ [dice] are invested, the effect is permanent.
Craft: A bag of fine, silvery dust.

Warp Spasm
R: 15' T: Being D: Instant
Target must make a save vs magic or be wracked with powerful seizures for [dice] turns. If [sum] > 12, they will gain a permanent mutation.
Craft: Wishbone charms, ready to be snapped.


Memory Fog
R: Touch T: Being D: Permanent
Target's memories of the last [dice] hours are muddled. They will not be able to recall faces, names, exact conversations, and all but the most obvious details. If [sum] > 25, this spell can effectively blank-slate an individual.
Craft: Tattoo of an eye with an X pupil on the palm.


Burning Cloud
R: 20' T: Area D: [sum] turns
Does [dice] damage / turn to all beings within the cloud.
Craft: A rough red-gold powder, warm to the touch.


Hypergeometry
R: Touch T: Self  D: Instant
Caster jumps into hyperspace and can move through walls, doors, objects, individuals etc, without detection, for [sum] x 5'.
Craft: Effigy of the caster, twisted out of shape.

Bookworm Emblem Work - Friends in Low Places

R: N/A T: Being D: Session
The Bookworm may summon aid from the mythos people she has familiarity with. Barring any usual circumstances (finding oneself in another plane, for example), help will arrive in d6 hours and will remain until the end of the job, the session, or it becomes too dangerous. Caster gets only one free use of this spell: a further favor must be fulfilled before it can be cast again

Librarian Emblem Work - Shielded from their Eyes

R: Touch T: Object D: [sum] hours
The target object (and anything inside it) is shielded from preternatural detection and the attentions of the Old Ones or Crawling Chaos for as long as the spell is active. If this spell is cast with 10+ [dice] during the Witching Hour, the effect will last for a full year and can be extended to the size of a house.

Ibis Emblem Work - Artifact Destruction

R: 5' T: Magical Object or Being D: Instant
This spell will only work if all Work Dice are burnt. The targeted item or possessed individual is immediately and completely consumed in fire and will be destroyed instantly with no save. This spell only affects material targets; the enchantment has a blowback chance as it dissipates (save vs. magic).

Wyrd Transports 

  1. Shantak - Horse-headed, bat-winged, elephant sized. Smells of salt and slime.
  2. Possessed Bicycle - Will never conspire to throw you off.
  3. Bookmobile - Shelves full of well-thumbed paperbacks and extra ammo.
  4. Nightgaunt - The tickling isn't that bad, you get used to it after a while.
  5. Solar Barge - More of a canoe, really. Shiny and gold.
  6. Gigantic Cat - A tabby the size of a tiger.

You Have Captured the Attention Of...

  1. The Haunter in the Dark
  2. The Bloody Tongue
  3. The Faceless Pharaoh 
  4. The Bloated Woman
  5. The Crooked Man
  6. The Thousand Eyes

To Shake the Attention of Chaos...

  1. Pound of flesh - sacrifice 1d6 HP.
  2. Lay low, lay low - You may not cast at above 1 WD for the rest of the day.
  3. Fast and meditate - regain no HP or spells tonight.
  4. Snuff the candle - burn off all WD used for this spell.
  5. Show of Strength - all spells require an additional WD to cast.
  6. Keep your cool - WD spent today are rolled with disadvantage.

Losing Your Grip

  1. The magnitude of what you're attempting to do hits you like a lead brick. The spell fizzles out, and the strain of blooming existential crisis prevents you from casting again for d7 days.
  2. Isfet strikes back at you. Roll d6 to select a horrible wound table, then roll d6 for the wound.
  3. A horrible wound as above, but this time it heals wrong; you bear a cursed branding mark of isfet. Dogs and cats hate you. Humans know something is very wrong with you at a moment.
  4. There's nothing left to be done, and there's nowhere else to go. You've reached fail-state. You have two options: taking your life, or throwing yourself into the embrace of isfet as its servant.
Tyler Crook

Callsigns and Operations



CallsignOperation
1) Tanith Lee"Dark Dance"
2) Margaret St. Clair"Sign of the Labrys"
3) Shirley Jackson"Haunting of Hill House"
4) Gertrude Barrows Bennet"The Heads of Cerberus"
5) Mary Shelley"The Last Man"
6) Charlotte Perkins Gilman"Yellow Wallpaper"
7) K.J. Bishop"The Etched City"
8) V.H. Leslie"Bodies of Water"
9) Anne VanderMeer"The Big Book of Science Fiction"
10) Priya Sharma"All the Fabulous Beasts"
11) Farah Rose Smith"Eviscerator"
12) Autumn Christian"A Gentle Hell"
13) Betty Rocksteady"Like Jagged Teeth"
14) Tiffany Scandal"Shit Luck"
15) Leza Cantoral"Cartoons in the Suicide Forest"
16) Gwendolyn Kiste"Hardened Hearts"
17) Elizabeth Hand"Prince of Flowers"
18) Margret Cavendish"The Blazing World"
19) Molly Tanzer"Creatures of Will and Temperament"
20) Silvia Moreno-Garcia"Love and Other Poisons"

Monday, May 21, 2018

Methods of Detection

This is a follow up to my earlier post on material replacements for Protection from Evil. This time around, it's replacements for Detect, a spells that falls into the same category of being applicable to a great deal of things, but never differentiating between the things it's looking for.

Dowsing Rod (Detects materials or individuals)


A split length of wood with an internal chamber of half a thumb's size. When a substance is placed within the chamber, the rod will point towards the nearest source of that substance. This property can be used to find specific individuals, so long as the user is in possession of the target's name and some part of their body.

Dowsing rods may be found in the possession of witches, hedge wizards, and other magic users.

Shamble (Detects worked magic)


A makeshift device of twigs, string, and whatever's on hand that can detect nearby human-worked magic. A trade secret of witches.

Shambles are temporary things, and cannot be bought. One might, however, be able to persuade a witch to teach them the craft of it.

White Leech (Detects disease)


Turns a foul brown-red color when feeding upon those with a severe bacterial or viral infection.

A dose at the local barber's costs 5s.

Bezoar Powder (Detects poison)


Low-quality bezoars are ground up into a powder that can detect, but not cure, poison. If sprinkled upon or mixed into a poisonous substance, it will let off a pinkish smoke.

A bag of bezoar powder, enough for 3 uses, costs 50 silver.

Canary in a Cage (Detects poison gas)


Dies when exposed to toxic gas. Depending on the toxicity of the gas, players will have to resist effects immediately, or in 1d6 turns.

The wicker cage costs 5 silver, the canary 10.

Dog or cat (Detects ghosts, Folk, and other spirits)


The easiest and most reliable method, though it is likewise the broadest and least specific. Prone to false alarms triggered by the mailman or the feline desire to fuck with people.

Common pets cost 1-10 silver.

Soulwood Bough (Detects angels and demons)


A length of fragrant, silvery wood. Blooms white in the presence of angels, and black in that of demons.

Can be found in the possession of some magic-users and priests.

Angeldown (Detects evil spirits)

Delicate white feathers that will catch with brilliant gold-orange-blue-white fire when in the presence of a demon. Evil spirits trapped in its light will take an additional 1 damage per turn, per feather.

A single feather costs 50 silver in regions angels frequent, and 500+ silver where they do not.





Friday, May 18, 2018

Class: Allomancer

I've got a friend who's a big Sanderson fan, who asks every so often about running the Mistborn Adventure Game. The odds of that are low, so I did this instead.

Evan Montiero

Class: Allomancer


HP, XP, to-hit: as cleric.
Saves: as specialist.
Restrictions: Cannot wear heavier than leather.
Starting Equipment: Obsidian dagger (1d6, shatters on a 1 causing bleed effect), mistcloak ( +1 AC)

A: Allomancy, 2 metals
B: Into the Mists, +2 metals 
C: Emergency Shot, +2 metals 
D: Burner Pellets, +2 metals

Allomancy
Allomancy works like standard GLOG magic. Spell dice are burned on a 6. An allomancer can hold charges up to their number of templates (maximum 4).

Allomancers do not regain charges daily. Instead, they need to put more metal into their system: a shot of whiskey with a smattering of metal flakes provides 1 spell die. It costs 100 silver and can only be acquired in cities.

Into the Mists
The allomancer can disengage without penalty on a successful DEX roll in low visibility situations (darkness, fog, heavy rain, heavy snow, etc.)

Emergency Shot 
The allomancer can create a charge on their own, using whatever metal and alcohol is on hand. This charge will burn out on a 3-6 (a different colored die is recommended). This takes one hour to prepare.

Burner Pellets
Experienced allomancers can use pellets of aluminum alloy to augment their magic.

A burner pellet will cause an allomancer to burn all of their stored charges at maximum [sum] on their next cast. No Doom is invoked. A burner pellet costs 500 silver, and may only be acquired from specialist sources.

Spell List:


Tin (Senses)
R: Self T: Self D: [sum] x 5 minutes
Gain +[dice] to all checks involving sight, smell, or hearing. You cannot be surprised while this is in effect.

Pewter (Body)
R: Self T: Self D: [sum] x 5 minutes
Gain +[dice] to all checks involving physical strength, max inventory, and damage.

Iron (Pull)
R: 5' x [sum] T: Metal object D: Instant
Pull a metal object towards you. If the object is heavier than you, you are pulled towards it.

Steel (Push)
R: 5' x [sum] T: Metal object D: Instant
Push a metal object away from you. If object is larger, you are pushed away. A coin thrown with this spell does [sum]+[dice] damage.

Copper (Hide)
R: 15' T: Area D: [sum] x 5 minutes
Creates a field centered on the caster. Those within cannot be detected by magical means, and gain + [dice] to saves against mental manipulation.

Bronze (Detect)
R: 100' T: Area D: [sum] x 5 minutes
When active, you detect any magic users within range.

Zinc (Riot)
R:100' T: Individual or crowd D: [sum] x 5 minutes
Enflames a specific emotion of the target's. Attempts to reason contrary to this emotion are made at -[dice].

Brass (Soothe)
R:100' T: Individual or crowd D: [sum] x 5 minutes
Dims a specific emotion of the target's. Attempts to reason with the target are made at +[dice].

Mishaps


  1. Take 1d6 damage; it feels like a hole is being burned through your stomach.
  2. Splitting headache robs you of the ability to focus for 1d6 minutes.
  3. Whatever was being cast backfires upon you.
  4. Your tongue becomes heavy and useless with a coating of verdegris. Cannot speak for 1d6 hours.
  5. Spew out molten vomit. Lose turn, do 1d8 damage self and adjacent being.
  6. Exhale a cloud of sooty smoke, obscuring your form and smelling awful.

Dooms


  1. Signs of heavy metal poisoning take hold. All mental attributes reduced by 1.
  2. Poisoning progresses. Mental attributes further reduced by 2, physical activities taken at -2 penalty.
  3. Mental attributes reduced by a further 3 points. Physical activities taken at -3.
These dooms may be avoided by performing the Rite of Temperance in the Temple of the Smelter King, or by turning oneself over to the Inquisition for purification.

Friday, May 11, 2018

"Forth, and Fear No Darkness!"

Scrap Princess had a good post about the standard spell list and what makes a good or bad spell, and that got me to thinking, and thinking led me to this.

Instead of re-imagining the spell, I'll turn it into the item(s) that it might as well be.

Marko Djurdjevic


Material Methods of Protection Against Evil


I'll have more to say on the subject of evil at a later time (Emmy Allen's essay on the topic was quite inspiring), but for now treat "evil" as related to demons and evil spirits. These are, at least in my default setting, generated by human action and belief just as gods are. None of these methods will stop an orc from burying an axe in your head, nor stop any spirits that are not demons. (With the exception of salt, which works on all spirits.)

Salt


A circle drawn in salt will create a barrier which spirits may not pass. One unit of salt per HD of the entity is required to maintain the barrier. If the circle is disturbed, the spirit will be able to escape. Material beings are able to pass over the circle, though most animals will instinctively avoid it.

A bag of salt costs 10 silver.

Holy Water


Burns evil spirits with 1d8 damage. Particularly zealous water burns for 1d10, socially religious water burns for 1d6, and mildly devout water burns for 1d4.

Holy water costs 25 silver.

Anointing with Oil


A mark is made upon the forehead, preventing possession and defending against mental effects for one hour. Length of effect is doubled if it is applied by ordained clergy or otherwise holy individual.

A vial of oil costs 100 silver and has enough for 6 uses. A permanent tattoo may be made by a specialist, for a cost equal to the character's first level-up.

Incense 


When burnt, produces a strong, pleasing smell that makes evil spirits sluggish and slothsome. Those effected (within 10 feet of the group) always act last in initiative and have a 2-in-6 chance per turn of not making an attack. The smell clings to clothing and is impossible to mask - sensitive noses can detect it from adjacent rooms.

A cake of incense costs 15 silver and burns for 2 hours. A thurible costs 50 silver.

Talismans


Provides wearer with a certain amount of psychological support, granting a minor bonus against fear. Substantial additional effects are unlikely, but possible.

Talismans range from 1-100 silver.

Laying on of Hands


A minor sign. Acts as Bless when made by a ordained cleric or holy individual as part of an appropriate ceremony.

No cost, but you'll probably have to sit through a sermon.

Tuesday, February 27, 2018

Class: Bard




Bruno Cesar

University wizards love going on about the music of the spheres. Endless papers written about the eternal harmony of celestial bodies, vibrations of the astral plane, the choir invisible, blah blah blah.

Needless to say, that's not really how it all works.

School: Bard


Perk: You can earn [reaction roll] silver pieces through busking per day while in town.

Drawback: You make a lot of noise and your hands are generally occupied with an instrument.

Cantrips

1: You may make a piercing whistle, and may choose to make it inaudible to humans.

2: You may infect someone with an ear-worm of up to 30 seconds in length, lasting for 1d8 hours and recurring 1d6 hours later on a failed save.

3: You may transmit basic messages and commands through your instrument.

Spell List:

Bardic uses a few unique mechanics:
  • All spells have the same range, being that of hearing distance.
  • Spell dice, while rolled and burnt as normal, do no directly empower spells: instead, each spell die invoked represents an active effect for the current song.
  • Active effects cannot be doubled.
  • Spells will cease to have effect when the caster is interrupted (damaged, pushed over, silenced, etc)
Song of Healing
Allies gain 1d6 HP.

Song of Resistance
Allies gain +1 to saves.

Song of Scaresome Might
Enemies take -1 to morale.

Song of Battle 
Allies gain +1 to hit.

Song of Inspiration
Enemies take -1 to hit.

Song of Courage
Allies gain resistance to fear.

Song of Spells
Enemies must pass save vs magic to cast a successful spell.

Song of Luck
Allies will make a successful critical strike on 19-20.

Song of the Fleetfoot
Allies may move an additional space on their turn.

Song of Discord
Enemies must save vs magic or be deafened.

Song of Softness
Enemies deal -1 damage

Song of Striking
Allies gain + 1 damage.

theCHAMBA

 

I Would Like a More Different, More Traditional Spell List:

Put your favorite playlist on shuffle and keep going until you get twelve song titles you like. Make those into spells. If you are lazy, supplement from the list below:
  1. Synchronicity II
  2. Blind Guardian
  3. Till My Head Falls Off
  4. Busted and Blue
  5. Leave My Body
  6. The Drugs
  7. Bloody Stream
  8. Garage Palace
  9. Last Living Souls
  10. If We Were Vampires
  11. The Opened Way
  12. The Invading Tyrant
  13. Champagne Supernova
  14. Reaper Man
  15. 666 Kill Chop Deluxe
  16. Dragons in the Mud
  17. Snake Soul
  18. First In Last Out
  19. Hymn to Nikkal No. 6
  20. Blood and Thunder

Instruments

  1. Guitar
  2. Banjo
  3. Fiddle
  4. Bouzouki 
  5. Sitar
  6. Drum
  7. Hurdy-gurdy
  8. Pan pipes
  9. Bagpipes
  10. Bamboo flute
  11. Harmonica
  12. Tin whistle
  13. Ocarina
  14. Lyre
  15. Polyphonic chant
  16. Accordion
  17. Bells
  18. Upright bass
  19. Brass horn
  20. Spoons

Mishaps

  1. The song is lost, spend 1d6 turns getting it going again.
  2. Song ends abruptly, all dice invoked burn out.
  3. All allies deafened for 1d6 turns.
  4. Current song is reduced to 1 random effect.
  5. Take 1d6 damage.
  6. Spell dice return only on 1-2 for 24 hours.

Dooms

  1. The muse has left, your music is mundane and mediocre for 24 hours.
  2. As above, for 3 days.
  3. Your music has left you forever.
This doom can be avoided by putting on your blue suede shoes and touching down in the land of the delta blues, in the middle of the pouring rain. Alternatively, bet your soul against a devil's golden fiddle and win.

Monday, February 26, 2018

Class: Magelander



krzyma
Magic bursts forth from the earth here, raw and vibrant. The grass is greener, the sky is bluer, the air is fresher. There are no wizards here - why would you need to study magic if there is mana in every breath, every meal, every cell, heavy and sweet as honey? You are free - from academic rigor, from social obligation, from human bindings. Free as the magic in and above the earth. The fools packed behind the grey walls of Mund, what do they know? Nothing of life, for certain.

School: Magelander


Perk: Impressive hat or hood that obscures the face. Bright red / blue / gold robes that cannot be dirtied.

Drawback: Start with 1 mutation.

Cantrips:

1: You may conceal your mutations beneath your robes, and make dramatic reveals of them.

2: Can throw voice within 20' or speak with a polyphonic voice.

3: Colors within 5' may be changed or brightened at will.

Spell List:

There is no set spell list for magelanders. Instead, whenever you learn a new spell or spells, roll for  magic words from the list or lists of your choice and choose two words for each spell. Assemble them as you wish. 

Secret Shark
R: Touch T: Door or container D: [sum] rounds
When the target is opened, the spell summons an adult great white shark of 3+[dice] HD, that will thrash around and attempt to bite (1d8 damage) all nearby beings until it dies in [sum] rounds.

Confuse Corpse
R: 20' T: Undead creature of [dice] HD x2 or less D: 10 minutes
The target becomes immensely confused, as if aware for the first time of its state. This is characterized by the creature starring at its hands, staring out into space, staring up into the heavens, and silently mouthing simple phrases of existential questioning. It will pay no attention to any creatures during the duration of this spell.

Heart Light
R: Touch T: Recently removed heart  D: [sum] hours
The heart gives off light equivalent to a standard oil lamp. It will float steadily within 5' of the caster, and gives off a calm, appropriate beat. Additional effects can occur depending on [sum].
  • If the heart is lit for more than 6 hours, it will begin to whisper secrets about the party. There is a 1/3 chance these are lies.
  • If the heart is lit for more than 10 hours, random encounters will be triggered on 1-2.
  • If the heart is lit for more than 14 hours, all corpses within its light have a 50% chance of re-animation
  • If the heart is lit for more than 18 hours, it will gain one charge of fire spray (15' cone, 3d6 damage)
Animating Laugh
R: 30' T: Creatures in range D: 1 minute
Caster lets out a hearty laugh that imbues those that hear it with vigor and energy. [sum] points are split among those who listen to add to their rolls: points that go unused by the end of the time limit are not saved. 

Hold Tongue
R: 30' T: Creature D: [sum] turns
The target is muted. If 4 [dice] are invoked, the caster may pull the target's tongue out and do with it what they will before it is returned to the target's mouth.

Detect Storm
R: 20 miles T: Area D: 0
Caster is capable of determining any inclement weather developing within the scanning area. If 2 or more [dice] are invoked, the severity and length will be accurately determined.

Fear Deer
R: 40' line T: Area D: 0
Summons a spectral deer of nightmarish appearance. All beings who gaze upon it must make a save vs. fear at -[dice]. The blind, and those who know to cover their eyes, will not be affected. 

Steel Wall
R: 5' T: Ground D: 0
Creates a steel wall [dice]x2 ft in length and up to 10' in height. The wall has 30 HP and can be broken through with bludgeoning or fire damage.

Machine Gate
R: Touch T: Surface D: 5 minutes
Opens up a doorway into the Inner Sanctum of Click-Cog

Reveal Thought
R: 20' T: Creature D: 0
Reveals the thoughts of the target, which float in the air as glowing glyphs. [dice] number of thoughts can be transcribed, with a total of [sum] words split among all of them.

Tiger Cabal
R: N/A T: N/A D: 0
Summons three representatives of the Hidden Council of Stripes, sitting at table and partaking of their conference meal. The caster may ask favors of them, including but not limited to:
  • Deal [sum]+[dice] damage, as magic missile
  • [dice] pieces of pertinent information.
  • Change the weather for [sum] hours.
  • Providing [dice] x2 rations worth of raw meat.
  • Revealing secret doors
Casting this spell requires the sacrifice of [sum] / 2 HP. It it is cast more than once per day, it will instead summon an angry tiger.

Morph Bones
R: Touch T: Bone D: 0
The caster may shape [dice] bones into any simple shape of equivalent mass.Weapons, armor, and tools can be crafted, given sufficient material.

Yonghui Jia

Mishaps

  1. Take 1d6 damage, roll for a mutation.
  2. Deafened for 1d6 turns, roll for a mutation
  3. Blinded for 1d6 turns, roll for a mutation
  4. Explodes, reforms in 1d6 hours, roll for a mutation
  5. Transforms into whirlwind of fire for 1d6 turns, roll for a mutation.
  6. Roll for two mutations

Dooms

  1. You become dull and grey for a full day. Your spell dice are cut in half and you can only cast random orthodox spells.
  2. You become dull and grey for three days. You are reduced to one spell die and may only cast random orthodox spells.
  3. You are permanently bleak and lifeless. You are reduced to one spell die, and may only know a total of three orthodox spells, at random.
These dooms can be avoided by eating fruit of the Hidden Tree, or by casting oneself into the Maelstrom of the Lobster-God.

Saturday, February 17, 2018

Class: Thaumonaut

Delta V equals effective exhaust velocity times the natural logarithm of the initial total mass including propellant divided by the initial total mass without propellant.

This is the rocket equation of Tsiolkovsky. It dictates entry and egress between the world and the spaces beyond. Its rule is law, save one exception.

That exception is the law of magic, and it reads as follows:

"Fuck you, I'm a wizard."

(These guys are very much a variant of Arnold K's orthodox wizards, (and Skerples' take on the same so a lot of the spells will be barely modified or copied wholesale from one of those guys.)

Dustin Harbin

School: Thaumonaut


Perk: You have a space suit. It counts as leather armor and can hold an atmosphere until it takes damage.

Drawback: Your time in space has left you physically weakened. -4 to saves vs physical effects.


Cantrips:

1: You can determine the time, date, and your location by viewing the heavenly bodies.

2: You can create a small burst of air in order to orient and propel yourself in 0-G environments.

3: You are a pseudo-universal translator, and can understand the general intent of any sapient being's language.

Spell List:

Hamal's Holographic Image
R: 100'  T: Point  D: 10 seconds x [dice]
The caster creates a holographic doppelganger of themselves at the desired location. It may take a single pre-programmed action, but cannot make sound. Every additional [dice] invoked allows another action to be programmed into the hologram.

Aldebaran's Feather Fall
R: 10'  T: Object or creature  D: 0
The target drifts gently to the ground, taking no damage. In 0-gravity environments, the caster may determine which direction is down.

Pollux's Frozen Sleep
R: 50  T: Creature  D: 10 minutes
Target falls into cryogenic hibernation, and can't be awoken without spend a standard action. They are uncomfortably cold to the touch. Non-alert, unaware targets are not allowed a save. Well-insulated targets make their save with advantage. Can affect creatures up to [sum] HD. If [sum] is at least 4 times the creature's HD, the duration becomes permanent (until slapped) and the creature no longer needs to eat or drink while sleeping.

Al Tarf's Magic Missile
R: 200'  T: Creature  D: 0
Deals [sum] + [dice] damage, no save.  As appropriate to the school, this spell produces a black bolt speckled with starlight pinpricks in all colors of the main sequence.

Regulus' Face of the Stranger
R: Touch  T: Person  D:[sum] hours
Transforms the target's face to resemble that of a stranger from the stars: small mouth, flat nose, grey skin, massive black eyes, and no hair. The target's voice will become soft and nasal. If the spell is used on multiple targets, all will look and sound identical. If 4 [dice] are invested, this will become permanent. 

Spica's Light
R: Touch T: Object or creature D: [dice] x 2 hours
Object illuminates as a torch, with a radius of 20’+[dice]x10’. Alternatively, you can make an Attack roll against a sighted creature. If you succeed, the creature is blinded for [sum] rounds. If [sum] is greater than 12, the creature is permanently blinded. If you invest 4 [dice] or more this light has all the qualities of natural sunlight. You may select the color of the light.

M: Dim red
K: Cool orange
G: Bright yellow
F: Pale yellow-white
A: Sterile white
B: Luminous blue
O: Burning blue (acts as blacklight)

Zubeneschamali's Blue Marbles
R: Touch  T: n/a  D: 0
Creates [sum] blue marbles. When crushed, a marble will create 1 gallon of salt water filled with alien plant and animal life. When frozen, it may be used as a slingstone that deals freezing damage. When boiled, it will balloon to 1 foot in diameter and become light and bouncy. When planted in soil, it will bloom into a large, brightly-colored alien flower. When eaten, it will grant advantage against mental influence for [dice] hours.

Antares' Field of Force
R: 10' T: plane or sphere D: concentration
Creates a shimmering force field, 10‘x10’, centered up to 10' away. Alternatively, create a sphere centered on the caster 5' in diameter (large enough for the caster and +1 person). The force field has [sum] HP. All attacks against it hit.

Kaus Australis' Cerebral Satellite
R: Self  T: Self  D: [sum] hours
Creates a small metallic device that will orbit the caster's head. It is capable of making audio and visual recordings and playing them back to the user. It gives off a steady blinking light and soft beeping noise.

Deneb Algedi's Dyson Sphere
R: 10'  T: Light source  D: [sum] x 2 minutes OR [dice] x 2 hours
The target is shrouded by a dark cloud of particulate, giving off no light. Upon the spell's ending, the light will shine as normal, with no loss of burn time (ex: A torch with half an hour remaining will still provide a half hour of light after the spell is completed)

Sadalsuud's Supernova
R: 200'  T: 20' diameter  D: 0
Does [sum] damage to all objects and creatures within range. Additional traits are dependent upon the stellar classification of the attack.

M: Extinguishes all other light sources present.
K: Leaves personal possessions of the target(s) intact.
G: Plants within 100' of blast radius grow exponentially.
F: Superheats all metal within 100' of blast radius.
A: All within 100' must save vs being knocked prone by shockwave.
B: All within viewing distance must make save or be blind for 1d8 turns.
O: All within viewing distance must save vs. mutation.

Terraforming of Eta Piscum 
R: 10' hour  T: Surrounding environment  D: Concentration
The caster can replace the local environment with an alien one. If 3 or more [dice] are invested, the area will be safe from cross-contamination (otherwise, a cumulative 5% chance per day of catastrophic ecological failure). For quick examples, roll on this table.

Mobius-9

Mishaps

  1. Gain crippling fear of open spaces for 1d6 minutes.
  2. Gaze upon an empty void for 1d6 turns.
  3. Take 1d6 damage from a micrometeorite impact.
  4. Deafened by interstellar radio waves for 1d6 turns.
  5. Temporally misplaced, will re-appear at a random location within 100' in 2d6 turns.
  6. All speech replaced with incomprehensible alien sounds for 1d6 hours.

Dooms

  1. You are struck with an episode of space madness for 24 hours. This will entail crushing feelings of isolation, being watched by vast and terrible powers, and infinitesimal smallness.
  2. The space madness now lasts three days.
  3. You have gazed upon the Shape of Creation. The space madness is now permanent.

These dooms can be avoided by living underground for the rest of your natural life, or by reaching the center of the galaxy.

A Note on Actually Getting Into Space


You can buy or build a spaceship through normal means. Methods of interplanetary teleportation and the creation of star drives are incredibly powerful, carefully-guarded rituals, and so ought to be treated as rewards.

For purposes of use, rituals will always do the same thing. Every die invested past the first will cut down on casting time. Invested dice will not be returned until the spell is completed.

Those spells include, but are not limited to:

Aasimov's Orbital Insertion
(10 hours, -[dice]*2 hours)
Everything within the magic circle (max 150') will be transported into geostationary orbit. The process takes 6 seconds. 

LeGuin's Amazing Ansible
(1 hour, -[dice]*10 minutes)
Permits accurate communication between parties in different solar systems. Caster will always be able to make contact if they know the identity of the contactee.

Clarke's Awakened Engine
(30 days, - [dice]*4 days)
Creates a functioning spaceship drive. Requires 5000 sp worth of components.

Elon's  Madcap Scheme
(3 days, -[dice]*6 hours)
Everything within the magical circle (max 20') will be transported to another planet in-system, at a speed of 1 AU/hr.



Tuesday, February 13, 2018

Class: Witch


Katie Shanahan

People make their entrance on the world's stage screaming bloody murder and covered in fluids. It's a terrifying experience for all and sundry, which is why most folks are just fine with only being born once.

The important part is what comes right after. The first person you will meet, even before you're set to sucking at your mother's teat, is a witch. She might be a hundred and three years old and blind, deaf, and toothless, or she might be fourteen and pimple-faced with boots two sizes too big, but she'll be there.

Witches live on the outside and look in. They live in places between, with boots caked in muck and brains full of things other people can't or won't see. They intercede, between man and his neighbors, between man and the Folk, between man and the gods. They are a vital, central part of the community, but they are not part of it fully.

You don't go to a witch for comfort. Mother will ease your pain and tell you that everything will be all right, but a witch has no such obligation. They deal in truth, and truth is useful and painful in equal measure. It is something to both live and die for, and in the case of witch-hunters, something to kill people over.

Contrary to what wizards and noblewomen who like to call themselves witches might say, witches do not have anything to do with dancing around in the moonlight with no clothes on (at least, not sober witches).

School: Witch


Perk: You get +2 to reaction rolls when interacting with the rural poor and working class, and people with a bit of sense.

Drawback:  You get -2 to reaction rolls when interacting with wizards, politicians, academics religious leaders, fundamentalists of all stripes, and people with not nearly enough sense. You get no reaction bonus, not even from Charisma, when dealing with other witches.

Cantrips:

1: You can spend five minutes to create a shamble, which allows you to detect if magic has been worked nearby. It will only tell you yes / no and relative strength.

2: You always have a piece of string, a stub of chalk, a smooth pebble and a coin in your pocket.

3: You can silently summon your familiar. This may take a few minutes if they are far away.

A note on familiars: familiars are ordinary animals that can be sent out to do ordinary animal things. they cannot speak and you are not mind linked, but they are smarter than usual and will tell you what they might see or do in their own way.

Xavier Colette

Spell List:

Woman's Work
R: N/A T: N/A D: N/A
With the proper equipment (material components, a cooking pot, water), you can make [sum] doses of contraceptive, proconceptive, or contramenstrual. These are universally-accepted trade goods, and can be redeemed for favors, mundane items, and information. This spell can also be invoked for the safe delivery of an infant.

Mending
R: Touch T: Object D: 0
An object made of stone, clay, metal, wood, or fiber can be repaired, restoring it to the state before it was damaged. The size of the object that can be mended is dependent on the [dice] invested.
  • 1D: Can be held in the hand.
  • 2D: Can be held in both hands.
  • 3D: Waist height.
  • 4D: As big as a person.
 Using this spell a second time on the same object carries a 1-in-6 chance of breaking the object completely, increasing by 1 each time it is mended. Complex items (clockwork, etc) begin with a 3-in-6 chance of breaking upon casting.

Produce Flame
R: 40' (when thrown) T: self D: as below
Creates a flame of [sum] damage. The size of the fire is determined by the dice invested:
  • 1D: candle (STR 10, lasts for one hour)
  • 2D: torch (STR 30, lasts for fifteen minutes)
  • 3D: fire (STR 40, two hands, lasts for five minutes)
  • 4D: inferno (STR 70, two hands, takes full turn to cast, movement speed halved, cannot be thrown, lasts for one minute)
Liberally inspired by Mateo's pyromancer.

Identify
R: 20' T: Object or creature D: 0
Effect depends on the [dice] invested.
  • 1D: Caster reveals the common name and mundane properties. If the target has been changed by magic, and the potency of the enchantment. Mundane properties and names are revealed (ex: "this is phosphorus, it can burn underwater."
  • 2D: Caster can determine the above, as well as what kind of magic was used. Advanced mundane properties are revealed 
  • 3D: Caster can determine the above, when it was enchanted, and the effect of the enchantment. 
  • 4D: Caster can determine the above, as well as who created the enchantment.
  • 4D + physical piece of target: As above. Learn the true name of the target or of the original caster. 
Locate 
R: 100' + [sum] x 5 T: Object or creature D: Concentration

The caster can determine the specific location of the target for as long as they can maintain their concentration.
  • 1D: general noun (ex: dog)
  • 2D: specific noun (ex: my dog, Old Yeller)
  • 3D: vague or immaterial (ex: love, help)
  • 4D: paradoxical or impossible (ex: solidified time, a devil's conscience)
If you have a piece of what you are trying to locate, you will be able to know its exact location at the time of casting, no matter what the range is

Hidden Language
R: Touch  T: Surface  D: 10 hours
The caster may inscribe a message in a language that has been forgotten by grown-ups. It may be read only by the very young, the incredibly old, the simple-minded, and other witches. If 2 [dice] are used, the writing will be permanent.

Piercing Look
R: Eyesight  T: Creature(s) whose attention you have D: 0
Target must make an immediate morale check at -4. Gods help them if it is accompanied by the Crossing of the Arms and the Tapping of the Foot.

Spare the Dying
R: Touch T: Creature D: [dice] hours
The target, upon hitting death's door, can cling to life for [dice] hours, so long as they are not injured again. The caster must save against poison each hour or take 1d6 damage from shouldering the target's pain.

Magic Circle
R: As drawn T: Spirit D: Until broken
A circle is marked out on the ground which may hold and bind a spirit of [dice] HD or less. Using this will negate any reaction bonus you might have with the Folk and impose a further -1 penalty.

Gain +1 [dice] if the circle is made with salt, iron flakes, or other substances anathema to the spirit.
Gain +2 [dice] if the circle is inscribed with the target's true name.

Call Upon the Folk
R: 100'  T: Folk  D: 0
The local Folk appear to you, and you gain + [dice] to your reaction roll when conversing with them. No bonus is granted when dealing with malicious spirits. Summoning a specific being requires one of the following:
  • The location is strongly associated with a particular entity 
  • [sum] > 15 and knowledge of the entity
  • The Folk's true name is known
    Augury
    R: Touch T: Creature D: 0
    In reading the entrails of sacrificed animals, you look for an omen of what is to come. You have a [dice] x 10% chance of successfully foreseeing a future event or gaining a piece of knowledge (ex: "there is a settlement in the next cave"), plus 1 [dice] per hit die of sacrificed creature or hour spent cloud-watching. Even if successful, omens will often have multiple potential meanings.

    Speak with Dead
    R: touch T: corpse or other remains D: 10 minutes
    You can communicate with ghosts and lingering spirits. The quality of spirit is determined by both its age and the [dice] invested in the spell.
    • 1D: the ghost is silent, and mimes out a repeating loop of a single moment
    • 2D: the ghost speaks a little and is no longer locked in action, but remains linked to its event
    • 3D: the ghost knows who it was in life, and can move about its home freely as a normal spirit
    • 4D: the ghost is at its most autonomous, bearing jumbled but significant memories of life
    Ghosts are imprints of an individual, and so do not possess all of that person's knowledge, nor are they able to provide incredibly specific information unless it was incredibly important to the target.

    Third Eye
    R: Eyesight T: Self D: 10 minutes
    The witch is able to see things as they are, not as how they are believed to be. With her third eye open, the witch is able to see things as they are, not as how they are believed to be. She may see through illusions, identify secret doors, see spirits that have hidden themselves, and detect lies.

    Mishaps

    1. Take 1d6 damage.
    2. Grass dies, flowers wilt, milk spoils in a 50' radius.
    3. Vomit cobwebs, hair, and tomato juice for 1d6 rounds.
    4. Familiar vanishes for 1d6 hours.
    5. Bleed from forehead for 1d10 hours, freaks everyone out.
    6. Transformed into a cat for 1d6 hours. You can still cast spells.

    Dooms 

    1. A bleak mood lingers on you like grease on fingers. Your reaction malus is doubled for 24 hours.
    2. A witchhunter demon has been drawn to your scent. It cannot harm you directly, but it will follow you for three days, dealing mental strain damage through its attacks. If damage > WIS, the witch must save vs fear - on success, fight/flight/freeze. On fail,you will be rendered too strained to make any normal action at all until the days have transpired.
    3. You've gone too far on the outside, cut your ties to people, lost the things that keep you grounded. You've gone bad, a hag of the worst kind.
    This doom can be avoided by pulling the millstone-in-the-pond trick in Clearsight Lake, or by delivering an accurate omen to a king and watching the fallout to the end.


    Friday, December 22, 2017

    Return to the Old School


    You hear it in the earth, the rumbling of the ancient herds...
    This is a revisit to this old post, now made useful with GLOG.

    The Humble Art


    Any human can use the Humble Art. You have spell dice equal to your WIS modifier, and these dice can only be used for casting spells of the Art. If you have at least 1 spell die, you know WIS - 10 spells. Learning new spells requires the tutelage of another individual. Spells of the Art cannot be written down or copied in spellbooks or scrolls.

    Wizards do not use the Humble Art. Years of academia have blackened their opinion of it to such a degree that they would not consider using it except in a most desperate situation, and even then only after the rest of their magic has been spent.

    Spells of the Humble Art can be improved if the correct sympathetic components are in place. Add +1 spell die when casting with the components listed below. Additional dice are burned out upon use and do not return.

    The Old School Spell List


    Augury
    R: touch  T: self  D: 0

    In reading the entrails of sacrificed animals, you look for an omen of what is to come. You have a [dice] x 10% chance of successfully foreseeing a future event, plus [1 die] per hit die of sacrificed creature or hour spent cloud-watching.

    Even if successful, omens will often have multiple potential meanings.

    Call Upon the Folk
    R: 100'  T: Folk  D: 0

    Roll under WIS. If successful, the local Folk will appear to you, and you gain [dice] to your reaction roll when conversing with them.

    Summoning a specific being requires one of the following:
    • The location is strongly associated with a particular entity 
    • [sum] > 15
    • The Folk's true name is known (automatic)
    Contact Other Plane
    R: 100' T: extraplanar creature  D: 0

    Roll under WIS. If successful, you successfully make contact with another world.
      • If [sum] < 10, the recipient plane and being is random. 
      • If [sum] > 10, you can contact a random being on a specified plane.
      • If [sum] > 15, you can contact a specified being on a specified plane.
      Gain +1 [dice] by consuming hallucinogenic mushrooms. Automatic success with the true name of an extraplanar being.

      Detect / Locate
      R: 30' + [sum] x 5 / 100' + [sum]x5 / see below T: Object or creature D: concentration / 0

      Detect: The caster can tell if the target is passing within range
      Locate: The caster can determine the specific location of the target
      • 1D: general noun (ex: dog)
      • 2D: specific noun (ex: my dog, Old Yeller)
      • 3D: vague or immaterial (ex: love, help)
      If you have a piece of what you are trying to locate, you will be able to know its exact location at the time of casting.

      Exorcism
      R: 20' T: spirit possessing object or creature D: 0

      Cast out an evil spirit of [dice] HD or lower from an object or creature. This will not destroy the spirit, just remove it from its host.

      Gain +1[dice] from holy water or other objects / substances anathema to the spirit
      Gain +2[dice] if you know the spirit's true name

      Identify
      R: 20' T: Object or creature D: 0

      Effect depends on the [dice] invested.
      • 1D: Caster can determine if something has been changed by magic, and the potency of the enchantment. Mundane properties and names are revealed (ex: "this is phosphorus, it can burn underwater."
      • 2D: Caster can determine the above, as well as what kind of magic was used, when it was enchanted, and the effect of the enchantment. Advanced mundane properties are revealed (ex:
      • 3D: Caster can determine the above, as well as who created the enchantment
      • 3D + physical piece of target: Learn the true name of the target or of the original caster.

      Hunter's Mark
      R: sight T: creature D: permanent

      Marked target takes [dice] extra damage from all of your attacks, and you are aware of its general location within [sum] miles.

      Magic Circle
      R: [sum] T: spirit D: until broken

      A circle is marked out on the ground which may hold and bind a spirit of [dice] HD or less. The Folk will consider this a grave insult.

      Gain +1 [dice] if the circle is made with salt, iron flakes, or other substances the spirit does not like.
      Gain +2 [dice] if the circle is inscribed with the target's true name.

      Mending
      R: touch T: object D: 0

      An object weighing [sum] pounds or less, made of stone, clay, wood, or fiber, can be repaired. Mending metal in this manner requires 2 [dice]. Using this spell a second time on the same object carries a 1-in-6 chance of breaking the object completely, increasing by 1 each time it is mended.

      Purify Food and Water
      R: touch T: food or water D: 0

      You can clean and prepare [sum] tainted rations. Roll a second d6: on a 1, the removed toxins become a rotball sprite. (0 HD, 1 HP, AC as unarmored, 1 damage, save vs poison or 1d6 CON damage until cured)

      Produce Flame
      R: 40' (when thrown) T: self D: as below

      Liberally inspired by Mateo's pyromancer. Damage = [sum]. The size of the fire is determined by the dice invested:
      • 1D: candle (STR 10)
      • 2D: torch (STR 30)
      • 3D: fire (STR 40, two hands)
      • 4D: inferno (STR 70, two hands, takes full turn to cast, movement speed halved)
      • 5D: fire breath, 30' cone. (STR 50)
      +1 [dice] for possessing the heart or blood of a dragon. Bonuses stack from different dragons.

      Skywrite
      R: 1 mile T: clouds D: [sum] x 30 seconds

      You can shape or create [sum] cloud-glyphs, which last for [dice] hours. Each glyph will be a simple word or idea: one cannot make the statement "Help! We are under siege by orcs!" but "Help (needed) / orcs / danger" is a viable message.

      Spare the Dying
      R: Touch T: Creature D: [dice] hours

      The target, upon hitting death's door, can cling to life for [dice] hours, so long as they are not injured again. The caster must save against poison each hour or take 1d6 damage from shouldering the target's pain.

      Speak with Dead
      R: touch T: corpse or other remains D: 10 minutes

      You can communicate with lingering spirits that have died within the last:
      • 1D: day
      • 2D: month
      • 3D: year  
      To call up spirits older than a year, the caster must know the language of the dead and invoke 3 [dice].

      Ghosts are imprints of an individual, and so do not possess all of that person's knowledge, nor are they able to provide incredibly specific information unless it was incredibly important to the target.

      Woman's Work
      R: n/a T: n/a D: n/a

      With the proper equipment (material components, a cooking pot, water), you can make [sum] doses of contraceptive, proconceptive, or contramenstrual. These are universally-accepted trade goods, and can be redeemed for favors, mundane items, and information. This spell can also be invoked for the safe delivery of an infant.

      Weave Tale / Song
      R: n/a T: n/a D: n/a

      This spell requires another post all on its own, as it has no set form. Until I make that table, have a look at Jeff's post here, pick any of the fairy tales listed, and adapt it. You don't even have to read the story, just write up your own using that title.

      Aboriginal rock art, photo by Graeme Churchard


      Special Spells



      Control Weather
      R: local region T: environment D: 6 hours+

      The ritual has a base [sum]% chance of success, but there is no limit to the amount of people (and their dice) that can be added. Attempting to change the weather to something unseasonable or unnatural (ex: snow in summer, rain of frogs) halves the percentage of success.

      Roll +1 [dice] for every two hours beyond the six required.

      Coming of Age
      R: touch T: adolescent D: permanent

      The boy stands before his father and the elders of the community.  The girl, having bled to the first time, is taken by her mother to the local wise woman. They must go out and accomplish a task: hunt a beast, make a pilgrimage to a holy site, outwit their elders, prove their bravery, perform a rite before the community, solve a seemingly-impossible task, learn of a great secret, accomplish some act in the community's benefit, or so on.

      Upon completion, the target gains 1 level. They are now permitted to marry, and will be welcomed as an adult of the community with all responsibilities that entails. (Translation: You take 2 extra convictions and must pay 50% of your earnings back to the community). In some regions, couples engaged to be wed are assigned the same task, and must complete it together.

      Failure through cowardice or other personal weakness creates an evil spirit, which will haunt the individual and prevent them from gaining XP until they succeed at the task, or defeat the spirit.

      Passing the Torch
      R: touch T person: D: permanent

      A character of level 7 or higher bequeaths some or all of their [dice] to another individual.  This does not compound across generations (ex: A has a +2, and gives it to B, who has +1. B now has +3, but would only be able to pass on +1 to C).

      Thursday, December 14, 2017

      Class: Calimarimancer

      by frogbians

      Have you ever wished that your wizard was more squid-themed? Do you wish to join the ranks of the the calimarimancers of the Oa Atoll? Worry and fret no longer! Now, you too can become a dread servant of the Cephalogods!

      Calimarimancer Features

       

      • You will not be attacked by cephalopods without provocation.
      • You can safely drink salt water.

       Calimarimancer Spells


      Ink Splash
      R: [sum] x5' T: line or cone D: 0

      Covers [dice] x 10'^2 in slick, colorful ink. Those walking across the effected area must make a check to avoid slipping. Creatures directly hit by an ink splash must save vs blindness.

      Marker Tag
      R: 30' T: Creature D: 1 attack

      Target is hit with a bright splash of ink, granting the next attack against it +[dice] to hit.

      Inkscreen
      R: Touch T: Self D: [sum] rounds

      Creates a blinding, stinging haze of ink that spreads to [dice] x 10' in all directions of caster.

      Book Liquor
      R: Touch T: Book or scroll D: Permanent

      The contents of a book or scroll are reduced to a liquid that may be carried around in a vial and drunk as a potion. Drinking a mundane book will impart the contents of the work. Scrolls will be cast immediately upon conversion to liquid. For spellbooks, the spells inside will fight each other for dominance until 1d3, at random, are left.

      Jet Stream
      R: [dice] x 10' T: Self D: 0

      Propels caster in a straight line, leaving behind a trail of ink.

      Blob of Bioluminescence
      R: 40' T: Point D: 0

      Launches an orb of STR 45 glowing ink that will stick to surfaces and burst after [dice] minutes, turning a into [sum] x 10'^2 puddle of STR 5 glowing ink.

      Dazzling Display
      R: Touch T: Self D: 1 minute

      Your skin pulsates with chromatophoric patterns, depending on how many dice are invested.
      • 1D: Simple color and pattern changing, no light produced.
      • 2D: Complex colors and patterns, weak light produced.
      • 3D: Chaotic pulses of color, bright light produced.
      This spell can be used to gain an advantage on sneaking, but the caster must be nude to take full benefit.

      Tentacular Lash
      R: 15' T: Creature or object D: 0

      The caster's arm transforms into a tentacle which may grapple and drag enemies of [dice] HD or lower, pulling them towards the caster. If the object or creature cannot be pulled, the caster will be pulled towards it.

      Independent Arm
      R: 50' T: Self D: [sum] turns

      An arm is removed and imbued with its own life. it can crawl and wiggle about according to its owner's wishes.

      Squid Now
      R: Touch T: Self D: [dice] rounds

      Caster transforms into a squid. They cannot attack, but can cast spells and move at swimming speed (2x normal) over ink-covered areas.

      Inkdive
      R: Sight T: pool of ink D: [die] x 5 minutes

      A continuous patch of ink becomes [sum]' deep.

      Cephalopodic Communion 
      R: n/a T: Self D: see below.
      • [sum] < 5: Speak with Cephalopod
      • [sum] < 10: Hear the whispers of the Cephalogods - gain +2 to a roll of your choice, but all saves are made at -2 until it is spent.
      • [sum] < 20: Mouth of Madness - Enemies within the sound of your voice take -[dice] to their next roll.
      • [sum] > 20: The Bentantacled Ones manifest, all present check morale at -[dice], targeted enemies must save or take [sum] damage (splittable)
      • [sum] = 24: Transform permanently into a Herald of the Cephalogods, gaining the following:
        • 15' aura of fear, effecting both enemies and allies with disadvantage on morale and saves against fear.
        • Brain removal - Do 1d8 damage to a grappled humanoid opponent. On an 8 or a killing blow, their brain in removed and you gain 1d8 HP back.
        • Mouth of Madness - as above.
        • Permanent Speak with Cephalopod.
        • You cannot cast this spell again.

      Backfires


      1. Ink-blinded for 1d4 hours
      2. Speak only squidlish for 1d6 hours
      3. Stuck in squid form for 1d6 hours
      4. Fire a second random spell
      5. Moment of crippling existential fear: save against or be fearful for [sum] turns.
      6. All saves at -1 for 24 hours

      Dooms


      1. Cannot create ink or commune for 24 hours
      2. Cannot create ink or commune for 1d3 days
      3. Mind devoured by the Cephalogods. Cannot commune, INT, WIS, CHA reduced by 2d6.

      by Martin Kepler

      IA! IA!

      STAY FRESH!

      Tuesday, December 5, 2017

      Clerical Relics


      Fun fact: St. Anthony's chapel in Pittsburgh contains
      the second largest collection of Catholic relics in the world.

      The D&D cleric spell list is, as +Skerples  has pointed out, rooted in Sunday School miracles and Hammer horror movies. This is fine and good if you want to play as Peter Cushing (and let us be fair, that is hardly ever a bad thing), but it perhaps does not get you the most bang for your buck in the field of religious fun-times in your games.

      Now, there won't be any new mechanics here, just a method to provide some extra flavor. As such, it should be compatible with whatever cleric variant you are using. (For alternate clerics, see  +Lungfungus' hierophant, +Skerples  generic cleric, or Logan Knight's mystic.) 

      Sacraments


      First level spells are sacraments. These are the rites and outward signs sacred to your god and the basic building block of the religion. DMs, this is the easy way to change the ground-level flavor of your clerics. Swap out spells, give them some kind of spiritual / symbolic purpose, backronym till your heart is content.  (A single sentence will get you by. Dark Souls away!)

      Relics


      Mechanically, relics are just scrolls and wands. (But don't tell the wizards that, they'll have a fit. There are three categories of relics, courtesy of the Catholic Church (providing quality gameable material since AD 325.)

      First-Class Relics are the physical remains of a saint. Items of direct divine influence or origin would also fall under this category. 

      Second-Class Relics are possessions and other objects notable within the saint's life or work. If they belonged to a central figure of the religion, they may classify as first-class.


      Third-Class Relics are items touched to a first-class relic, and so have inherited some of the mojo through the commutative property of holiness. Game Usage: treat these as scrolls - a single cast, then it's all used. Note: the wording here might indicate that you could make thousands of third class relics with a single first-class. For game purposes I would say limit it to 1d4, unless you want the big mess.

      Based on this, what is to follow is geared towards a pretty standard not-Catholic fantasy church, for the sake of making a baseline example. It's also what I'm more familiar with, so don't be beholden to it on my account - relic classes can easily be swapped out for whatever hierarchy or lack thereof you wish, they all cast the same.

      Die-Drop Relic Generator


      d4: What Kind of Relic Is it? 
      1. First Class (see d12)
      2. Second Class (see d10)
      3. Third Class (see d8)
      4. Fake (roll 2d6)
      d6+1: What Level Spell Does it Hold?
      • Roll on whatever spell table you happen to use for the spell in question.
      • Optional: for second-class relics, only count 1-4. For first-class relics, only count 4-6.
      d12: First-Class Relics
      1. Blood
      2. Bone
      3. Skin
      4. Flesh
      5. Hair
      6. Head
      7. Limb
      8. Organ 
      9. Tongue
      10. Eye
      11. Other bodily fluids
      12. Entire body
      d10: Second-Class Relics
      1. Walking stick
      2. Book of psalms
      3. Prayer beads
      4. Sandals
      5. Item associated with their trade
      6. The means of their execution
      7. Original manuscript of a theological treatise
      8. Piece of artwork
      9. Holy symbol
      10. Mark of office
      d8: Third-Class Relics
      1. Piece of cloth
      2. Jar of oil
      3. Medallion
      4. Holy symbol
      5. Prayer card
      6. Icon
      7. Vial of holy water
      8. Incense
      d20: Who is This Relic From?
      1. Minor, obscure saint
      2. Companion to a martyr
      3. Popular local saint
      4. Warrior saint
      5. National patron
      6. Martyr
      7. Foreign convert
      8. Amalgamation of several historical individuals and local folklore
      9. Noted scientist or artist
      10. Developer of important doctrine
      11. Spearheaded reform movement
      12. Founder of notable religious order
      13. Origin and deeds hidden by time
      14. Famous debater of heterodox factions
      15. Doctor of the church
      16. Figure of legend
      17. World-traveling missionary
      18. Potent hierarch
      19. Prophet
      20. Angel or equivalent celestial being
      d20 alternate version: Who is This Relic From?
      1. Argrabahd, who would preach until he turned purple and passed out.
      2. Lox, who could read a man's heart like a book.
      3. Shejen, who was almost entirely unmartyable (not for lack of trying, mind).
      4. Brother Coal, who ministered to the Russet Country miners for forty years.
      5. Altook, who was cooked up in a stew and eaten by yetis.
      6. Quen-Liu the Pirate Queen, who bought her canonization alongside amnesty from the government.
      7. Elia, who decided that being a virgin martyr wasn't all it was cracked up to be and escaped her captors. Died at 104 after the birth of her fifth great-great-grandchild.
      8. Percival Tuckett, who survived thirteen nights of goblin pranks in a failed attempt to convert the warren on Puckawanakee Hill.
      9. Anne of Redrosen; gambler, cheat, patroness of the out-of luck. Had her fingers cut off for trying to con the House of Silver Dreaming.
      10. Henry Parson, the first priest to come to Tin Jacobstown; chartered the first agreement with the Black Amazons.
      11. [Redacted], who has been stripped from the record for posthumously-revealed crimes.
      12. The Sable Maid of Orlei, who led the campaign against the Dukes of Hell, and challenged Darvatius himself before the walls of Dis.
      13. Orichus Alm, tender of the Angelic Engine and wise teacher of technical theology.
      14. Stossisan, who oversaw the building of the  Obsidian Cathedral on the slopes of Mt. Kathualo.
      15. Hauteliwika, who lived on nothing but the morning mist and a single acorn a day.
      16. Bogab the Ogre, who held the gates of Dunson shut against the invaders with one hand and blessed the soldiers' weapons with the other.
      17. Iridalus, one of the rare wizard-converts and author of a masterful catalog of spirits.
      18. Grey, who forsook his name and tended to the ghoul-lepers of Janashkut.
      19. Kaeltophe, who is said to have fought off ten thousand demons with his enchanted spear, and ridden a gigantic bristleback boar.
      20. Navima, who crossed a sea a neophyte, and returned from unknown lands wise beyond all telling.
      I am an Idiot and Bought a Fake Relic, What Happens? (2d6)
      1. Your knowing and unrepentent blasphemy has called down doom upon you. 
      2. Horrific spell backfire! Gain 1d4 mutations.
      3. Normal spell backfire. Gain a mutation.
      4. You are blocked from intoning the gods for 24 hours
      5. You are blocked from intoning the gods for 1d6 days.
      6. Nothing happens. Save vs fear, as your faith has failed in time of need.
      7. Nothing happens. A spell die is burnt / a spell slot is lost until tomorrow.
      8. Nothing happens. There is a sense of relief.
      9. Take 1d4 damage from the relic melting in your hands.
      10. It works, but the spell's effects (duration, range, damage, etc) are halved.
      11. It works, but casts a different spell of 1d4 levels lower.
      12. Well what do you know? It was actually real.