14 October 2018

Class: Shadow Wizard

May the War never return.
- Motto of the Order of the Shadow

There is a fragile balance between Light and Dark, ever since the War. Light technically lost, and the conditions of surrender dictate that Dark has the authority to oversee and control the actions of Light to prevent any future conflict. Shadow wizards are the secret police tasked with this responsibility.

Of course, the situation is not that simple. Light, naturally, despises the constant surveillance and infringement of autonomy. Dark is paranoid about terrorism or war training on the side of Light. Neither could afford another war. Thus, shadow wizards serve more as mediators, diplomats, and guardians of peace. But they are always ready for trouble and when the situation calls, they may easily be spies, jailers, or executioners.


From here.

You are an Outsider.

Perks & Flaws:

You can speak with shadows. Shadows are playful, a bit childish and generally friendly. They also love riddles and constantly talk over each other. When speaking with shadows, they will cling to you in wispy strands of darkness, which can look quite suspicious.

You cannot cast spells in total darkness or bright light (torchlight or indirect sunlight are fine).

Cantrips:
  1. Animate Shadow: With concentration, you can move your shadow independently of you. It still cannot leave you.
  2. Shadow Mask: You can shroud your face in shadows, making it unrecognisable.
  3. Extinguish: With a flick of your wrist, dim or extinguish all non-magical light sources within 10'.
 

Spell List:


1. Pick one of the following:
Light
R: touch; T: creature or object; D: [dice] x 2 hours

The target object shines as a torch, or stronger with more [dice].

Alternatively, you can make an Attack roll against a sighted creature. If you succeed, the creature is blinded for [sum] rounds. If [sum] is 12 or greater, the creature is permanently blinded.

You can chose the colour of the light. With 4 [dice], the light may have all the qualities of natural sunlight, or you can create pure octarine (though that will only last for 1 round). Octarine light is extremely dangerous.

Beware that if you conjure a light too bright, it may prevent you from casting unless you can shield yourself from it.

Darkness
R: 50'; T: area; D: [sum] minutes

Darkness descend upon a sphere of [dice] x 10' radius at a point you designate. It drowns most light sources but can be dissolved by very strong light.

You may also pick one of the following options for each [die] invested after the first:
  • You can see normally through the darkness.
  • Anything in the darkness moves at half speed.
  • Anything in the darkness takes a -4 penalty to Attack and Defense.
  • Anything in the darkness takes a -4 penalty to Save.
  • You can spend an action to move the darkness up to 10'.

2. Shadow Rend
R: 200'; T: creature; D: 0

You release a torrent of sharpened shadows and the target takes [sum] + [dice] damage, no Save.

3. Shadow Betrayal
R: 30'; T: [dice] creatures; D: [sum] rounds

The target takes damage as if unaware if their shadow is attacked.

4. Shadow Veil
R: 0; T: self; D: concentration, up to [sum] minutes

Shadows flock to you, shroud your movement, and muffle your steps. You gain +3 to Stealth for each [die] invested.

5. Darkvision
R: 30' per [die]; T: self; D: [sum] hours

You can see perfectly in shadows and even total darkness, but bright light may blind you.

6. Control Shadows and Darkness
R: 50' radius; T: area; D: concentration

Control the illumination within range.

With 1 [die], you can make shadows darker or lighter, bend, twist and shape them, dim light sources, or move areas of darkness. Each [dice] invested increases your power and precision.

7. Shadow Touch
R: touch; T: living creature; D: 0

The target takes [sum] Charisma damage as you infuse their soul with shadows. The target's shadow also becomes distorted, warped, monstrous, and eventually tentacled. It returns to normal as the Cha damage heals.

If this spell reduces the target to 0 Cha, they retain their mutated shadow permanently. They also become murderous psychopaths, preferably targeting their former allies. They will not harm any shadow wizard, though.

8. Shadow Nail

R: special; T: [dice] shadows; D: permanent (see below)

You drive a "shadow nail" (which may be anything sharp enough to stab into the ground) into the shadow of a creature or object, trapping them in place. You can use the shadow nail from any appropriate range; for example a sword would probably need to be used up close, but an arrow may be shot into the shadow with an Attack roll. The trapped creature or object can only move in such a way that their shadow never leaves the shadow nail, and they will be thrown around if sudden lighting change causes their shadow to jerk.

The spell is permanent until the shadow nail is removed from the ground. If [sum] is 12 or greater, the trapped creature cannot remove the shadow nail by themselves.

9. Shadow Gorge
R: 30' radius; T: area; D: [dice] minutes

All shadows in the target area become [sum]' deep pools of shadow-stuff. The shadow-stuff behaves a bit like quicksand, but can be breathed normally.

I'd say anyone trapped within the shadows when the spell expires will disappear and later wander back from a random shadow.

10. Shadow Cache
R: touch; T: objects; D: [sum] minutes

You may access [dice] extra inventory slots by inserting the items you wish to store into any shadow. The stored items are undetectable and none of their harmful effects affect you. As the spell expires, any items still stored will be found in a nearby shadow.

11. Shadow Walk
R: [sum] x 10'; T: two shadows; D: [dice] rounds

You link two shadows you can see into a portal.

12. Shadow Form
R: 100' radius; T: self; D: concentration, up to [sum] turns

You close your eyes in concentration and let your consciousness flow into your shadow. As your helpless body remains standing behind, you grow your shadow into a massive monster of darkness and unstoppable rage.

Your shadow-body is invulnerable and can attack for 1d6+[dice] damage by slashing with its monstrous claws. Remember though that you are leaving your real body behind, completely helpless. Attacks against your real body may break your concentration and end the spell prematurely, while attacks against your shadow-body will do nothing at all.

You can move anywhere within range centred around your real body. You are an avatar of death and dread, and cannot do anything defensive, curative, or tactical with your allies. You cannot dismiss the spell until you kill, subdue, or drive off all enemies. If one of your allies has injured you this fight, they count as an enemy.


This is how I imagine shadow form.
by Xanditz

Mishaps:
  1. Your MD only return on a 1-2 for 24 hours.
  2. You take 1d6 damage as shadows rake into you.
  3. Random mutation for 1d6 rounds, then Save. Permanent if you fail. Mutations related to shadows and darkness are preferable.
  4. Random insanity for 1d6 rounds, then Save. Permanent if you fail.
  5. All light sources within 30' are extinguished.
  6. You fall into a nearby shadow and disappear, stumbling back from a random shadow in 2d12 hours.
Dooms:
  1. You have angered one side of the conflict. Maybe you failed in negotiations, maybe you were biased in your arbitration, or maybe you neglected your duties. Maybe it was not your fault at all, but they will now seek revenge.
  2. You have now angered the other side, too. Better start trying to patch it up.
  3. You have been given your powers as a part of a peace treaty between Light and Dark, your shadow being your badge, a symbol of peace and coexistence. But you have strayed and are no longer trusted with such responsibility. Thus, your shadow comes to life, taking your magic with it. You are relieved of your duties (and no longer have a shadow).

If you angered Light, it will burn your eyes. You have to protect your sight from light, or suffer disadvantage on all rolls. If you angered Dark, it will whisper terrible threats to you. You have to Save vs Fear when in darkness (though darkvision helps). Creatures of Light and Dark will likewise be hostile to you.

You may avoid you final Doom by having your shadow secured in place (preferably with shadow nail) when you trigger the Doom. Alternately, should you defeat your shadow, it will return meekly to you.

As your shadow escapes, it will take your magic, so you will loose your spellcasting until you can reclaim your shadow. Your shadow has the same HD as you, and all your spells at its disposal. However, your shadow is impotent in total darkness, and even though you will still feel its touch and hear its whispers, it cannot harm you. Additionally, bright light will send it on a scrambling retreat.

You may also steal the shadow of someone else to regain your spellcasting without defeating your shadow.

The War will never return. The price is irrelevant.
- Common saying among the shadow wizards

10 October 2018

Class: Herald of the Immaculate Morning

  1. The God is dead; the Evil already won.
  2. Existence is cyclic; what dies shall be reborn.
  3. Rejoice at the End, for a New Dawn shall rise from the ashes of a broken world.
- Dogma of the Immaculate Morning

Heralds of the Immaculate Morning are understood by few. They are compassionate. They are merciful. They are a beacon of hope and peace. They know that life brings suffering, but death brings deliverance. They are working towards a better world - specifically the world after this one.

They will kill you with a kind smile and words of solace: "Don't worry, I shall find your family to let them join you in the Heaven."

Dawn by Noah Bradley

You are an Outlaw.

Starting Equipment:
  • a white robe with a golden sunburst,
  • a small jug of poisoned honey (Save or die).

Perks & Flaws:

You faith is strong and true. Once per day, you may ignore an effect that would cause you to act against your beliefs, or force you into something you consider blasphemous.

Your faith is considered heretical and is persecuted by the Church. Your MD only return on 1-2 during the night.

Cantrips:
  1. Touch of Mercy: By kissing a creature's forehead, you can instantly kill them (no Save). The target must be willing, or at 0 (or less) hp. This also removes all pain and suffering, granting them a second of serenity before death. The victim may even speak a word or two, any they often wear a peaceful expression after death.
  2. Touch of Pity: You may transfer any negative effect or affliction from a victim to yourself by touching their forehead with two fingers. This includes for example poisons, diseases, curses, insanities, Fatal Wounds and attribute damage.
  3. Touch of Purity: You may clean creatures or objects by running your hands over them.

Sun Priest by Dimitar Bochukov


Spell List:

1. Light
R: touch; T: creature or object; D: [dice] x 2 hours

The target object shines as a torch, or stronger with more [dice].

Alternately, you can make an Attack roll against a sighted creature. If you succeed, the creature is blinded for [sum] rounds. If [sum] is 12 or greater, the creature is permanently blind.

You can chose the colour of the light. With 4 [dice], the light may have all the qualities of natural sunlight, or you can create pure octarine (though that will only last for 1 round). Octarine light is extremely dangerous.

2. Heal
R: touch; T: creature(s); D: concentration

Heal up to [sum] hp. You may distribute healing among as many creatures as you would like, as long as the total hp healed does not exceed [sum] and you maintain concentration.

With 2 [dice], you may also cause permanent sterility in the target. With 3 [dice], you may kill all parasites within the target (including unborn children, who are immediately taken to the Heaven). With 4 [dice], you may instead heal a single target of all ills.

Alternately, you can chose to inflict [sum] damage, distributed among creatures you touch as long as you maintain concentration. With 4 [dice], you may deal [sum] damage to a single creature and force it to Save or lose a limb.

Blessed be those who never bring an innocent child into this world of suffering.

Heralds are not omnicidal maniacs running around killing as many people as possible. They would die to save a friend who is not yet ready to go - death is a gift that should not be taken with fear. They also loathe to use this spell to do harm. There is enough pain in the world to cause more.

3. Delay Death
R: 0; T: self; D: [sum] minutes

For each [die] invested, pick one type of effects that will be suspended for the duration:
  • Fatal Wounds,
  • bleeding,
  • poisons,
  • diseases,
  • curses,
  • mind-affecting or madness effects,
  • other effects, at the GM's discretion.

There is always more work to do before you will finally embrace death. While you cannot directly cure all ills, you can save your dying allies with a touch of pity and then prolong your own life with this spell.

4. Sleep
R: 50'; T: creature; D: 10 minutes

The target falls into a magical slumber and can't be woken by anything less vigorous than a slap (a standard action). Non-alert, unaware targets are not allowed a Save. While asleep, the target will bear a subtle smile.

You can affect a creature of up to [sum] HD, and if [sum] is at least 4 times the target's HD, the duration becomes permanent (until woken), and the creature no longer needs to eat or drink while sleeping. With 3 [dice], the duration also becomes permanent and you can set the only condition that will cause the target to awake (the sunrise before the Apocalypse, true love's kiss, etc).

5. Emotion
R: 30'; T: [dice] creatures; D: varies

Instill an emotion of your choosing into the target, or suppress an emotion. The emotion must be within the limits of sanity, so no berserk rages or suicidal depressions.

Heralds mostly use this spell to dull the emotional pain that cannot be healed with their other spells, or to offer blissful joy and serenity.

6. Remove Fear
R: 100'; T: creatures that can see and hear you; D: concentration, up to [sum] rounds

You start chanting. Creatures that can see and hear you are immune to fear and automatically pass all Morale checks for the duration of this spell. If they were affected by natural or supernatural fear effect, it is removed. They also loose all fear of death or injury.

The caster cannot benefit from this spell. If the caster fails a Fear test or a Morale check in sight of a creature affected by this spell, the spell's effects end for that creature instantly.

7. Protection from Evil Intent
R: touch; T: [dice] x [dice] creatures; D: [sum] minutes

The targets cannot be seen or heard by anyone who harbours ill will towards them. The spell is broken for any target who attacks or otherwise harms another creature.

8. Sanctuary
R: [dice] x 10' radius; T: location; D: [sum] minutes

You bless a patch of ground against all violence. Anyone attempting to harm a creature within the sanctuary must Save or be unable to carry out the attack, loosing the action. Anyone within the sanctuary who attempts to harm any other creature looses the effects of sanctuary and in addition gets disadvantage on all rolls as long as they remain within the sanctuary.

9. Pick one of the following:
Banish
R: touch; T: spirit; D: 0

Make an opposed Cha check against a spirit (angel, demon, elemental, fairy, ghost, spell, disease, etc). If you succeed, you banish it from an area determined by [dice] you invested.

With 1 [die], you banish it from the immediate area (a room). With 2 [dice], from the building (or dungeon). With 3 [dice], from the location (a village, a forest). With 4 [dice], you force it to return to the spirit world. The target is banished for a year and a day.

If you fail your Charisma check, you take [sum] damage.

Holy water or icons, proper ritual, or the target's true name may add up to +4 to your Charisma for the purposes of this check.

Exorcism
R: touch; T: possessing spirit; D: 0

A spirit (angel, demon, elemental, fairy, ghost, spell, disease, etc.) of [dice] HD or lower is expelled from a possessed object or creature, no Save. This will not destroy the spirit, just remove it from its host. If [sum] is 12 or greater, it is also forced to return to the spirit world.

You can gain +1 effective [dice] from holy water or other objects and substances anathema to the spirit. You can also gain +2 effective [dice] if you know the spirit's true name.

See these rules or this post for notes on diseases.

10. Pick one of the following:
Prayer of Peace
R: 100'; T: creatures that can see and hear you; D: concentration, up to [sum] rounds

You kneel and chant fervently (which takes all your actions for the duration). Each turn, a random creature (including yourself) within range takes [sum] damage, no Save. The damage is painless and joyful (not breaking concentration for you).

Prayer of Respite
R: 100'; T: creatures that can see and hear you; D: concentration, up to [sum] rounds

You kneel and chant fervently (which takes all your actions for the duration). All creatures in range (including yourself) with HD equal or less then [your level] + [dice] fail all Saves.

11. Angelic Armour
R: 0; T: self; D: [dice] rounds

A halo appears above your head, framing you in holy radiance. You reflect half of the damage you would take back at the attacker. If [sum] is 12 or greater, you reflect the full damage.

12. Borrowed Time
R: touch; T: corpse; D: [dice] minutes

The target is temporarily returned to life, though it may not have been dead for longer than [sum] hours.

The spell does not mend any wounds, it simply makes the dead body function for a while. Thus, creatures with slit throat will have problems speaking, creatures with shattered heads will be unconscious, and dismembered creatures will only be able to flap their severed limbs slightly.

This is as far as I'm willing to go with resurrections. You may temporarily persuade a soul that didn't yet fully leave its earthly shell to remain for a bit longer, but no magic can return the dead to true life.
from Battle for Wesnoth

Mishaps:
  1. Your MD only return on a 1-2 for 24 hours (or only on 1 at night).
  2. You take 1d6 damage as terrible pain ravages your body.
  3. Random mutation for 1d6 rounds, then Save. Permanent if you fail. Angelic mutations are preferable.
  4. Random insanity for 1d6 rounds, then Save. Permanent if you fail.
  5. You and everyone within 30' must Save or fall prone, as all the pain in the whole world briefly flashes through your mind and spills around.
  6. For a day, you have angelic appearance. Your skin glows dimly and your eyes are like stars. Your voice alone brings calm and peace. You look unnaturally beautiful and perfect. This is bound to attract some attention.

Blessings:
  1. All your scars and blemishes disappear and you permanently count as a holy creature. You need no food nor drink (actually, you cannot eat and drink). Your anus and genitals disappear.
  2. You feel joy instead of pain. For a day, you fail all Saves against damage or death.
  3. You work on this world is done. You will smile blissfully, bid farewell to your companions, and commit suicide to join the choir of angels.

Your first Blessing is relatively benign as far as threats to your life go, but you will no longer be able to use potions, or really anything that needs to be consumed. Your second Blessing has a high chance to kill you, but at least it will be painless.

Why would you avoid your Blessings? You are not Doomed to die like other wizards. Instead, you will eventually ascend to a higher plane of existence, awaiting the End and the New Dawn as an angel in the Heaven.

However, should you choose to try and avoid your Blessings, you must turn yourself over to the Church, renounce your faith and confess your sins. You actually have a chance that you won't be burnt at the stake, as the Church likes to show off their converts, preaching that everyone can find salvation when they embrace the only true faith. Of course, you will be brainwashed and indoctrinated first, as any convert is intrinsically untrustworthy and their loyalty must be ensured.

5 October 2018

d20 Magic Missiles

Sometimes you just want to shoot things.

And you are not alone. Many wizards use the spell of magic missile, and every one of them has a bit different, even unique appearance of the spell. This spell has more breeds than dogs. There are professional spell breeders that compete for the most extravagant magic missile, and there are exhibitions and competitions. Teenage sorceresses use pink, chihuahua-like missiles. War wizards prefer simple, professional-looking, combat-bred and -trained missiles. Breeds from Foreign Parts can be quite weird, unsettling, or even disgusting.

You can roll for your own magic missile below.


Magic Missile
R: 200'; T: creature; D: 0

Target takes [sum] + [dice] damage, no Save.

d20 Missiles
  1. You fire a beam of energy* from your (d4): 1) finger, 2) palms, 3) eyes, 4) mouth.
  2. You throw (d4): 1) a blade of light*, 2) an orb of energy*, 3) lightning*, 4) a fistful of flames*.
  3. You spit and your spittle turns into (d4): 1) razor blades, 2) crystal shards*, 3) sharp icicle, 4) acid.
  4. The target is swarmed by (d4): 1) ravenous locusts, 2) bees, 3) butterflies* with razor-sharp wings, 4) tiny birds.
  5. You enchant a handful of (d4): 1) needles, 2) sand, 3) petals and leaves, 4) your hair; then throw it at your enemy.
  6. You can fire any ranged weapon without a missile, shooting a spectral projectile* that cannot miss.
  7. You point a finger at the target and wounds suddenly appear on their body.
  8. You wave your hand and the air ripples, the wind slashing like a sword.
  9. You scream and the shock wave hits the target.
  10. You breathe out (d4): 1) a gout of flame*, 2) a gust of freezing air, 3) caustic stench, 4) a Word of Power.
  11. You whistle and (d4): 1) a bird of prey, 2) a tiny elemental, 3) an animate arrow, 4) a screaming skull swoops at the target, attacking and disappearing again.
  12. You clench your hand and the target starts choking.
  13. You raise your outstretched palm and (d4): 1) blood gushes from your victim's pores as they scream in agony, 2) your enemy desiccates before your eyes, 3) the heart of your foe attempts to break free of their chest, 4) blood starts to drip from the target's nose, eyes, or ears.
  14. Your (d4): 1) fingernails, 2) teeth, 3) shattered ribs, 4) high-pressure blood shoot(s) out of your body, regenerating immediately.
  15. You momentarily transform your hand into (d4): 1) a long tentacle, 2) thorny brambles, 3) spiked chain, 4) sharpened shadows, then lash at your enemy.
  16. You give the victim an evil eye and (d4): 1) jinx them to suffer an accident, 2) make them hurt themselves thanks to your mind tricks, 3) they suffer a splitting headache, 4) force them to cough up a mouthful of spiders.
  17. You draw a Glyph of Harming* into the thin air, then send it at your enemy.
  18. You blow bubbles that float towards your enemy, then explode with unexpected force.
  19. You call forth (d4): 1) stone spikes, 2) roots, 3) skeletal hands, 4) water jets that shoot from the ground, impaling your foe.
  20. Your hand opens like a bloody lotus and releases shards of Void.


*) Roll for a random colour (d12):
  1. rainbow,
  2. black,
  3. red,
  4. orange,
  5. yellow,
  6. green,
  7. blue,
  8. indigo,
  9. violet,
  10. white,
  11. octarine,
  12. transparent and roll again.

2 October 2018

IVAN release 0.54

Finally, the testing is done and all the features are (reasonably) complete. Iter Vehemens ad Necem is now at release 0.54 and you can download it here.

That angel was my friend until a nymph seduced her.

Changes:
  • New OS X binary!
  • Nearly 400 new materials added.
  • More interesting TX final level.
  • Improved look mode by using showItemsUnder.
  • Limit golem spawns to GC and TX.
  • Fluid rework - you can now sip only a part of a bottle's contents rather than always drink it all.
  • New animations!
  • Mini-map notes through engravings.
  • Mouse support!
  • Mouse hover over silhouette equipment will show a detailed descriptive message on log.
  • Hotkey for quick weapon switching.
  • Improved lights!
  • Text font options added.
  • Optional xBRZScale now used to stretch the full dungeon, silhouette, inventory items and NPCs on lists.
  • FrameSkip optional functionality for slow machines (or heavy CPU load as in "play while you work").
  • You can now optionally review after death events/items/msgs using Ivan3D mode.
  • Optionally always centre on player after exiting LookZoom mode.
  • Optionally show full dungeon name with roman level numbers.
  • Grouped config options in categories.
  • Custom stack list length (items, drop, throw etc.).
  • Several new monsters added, including five new uniques.
  • Monster AI now knows how to zap wands at you!
  • Show items at player position, side by side.
Fixes:
  • Fix load game in wizard mode.
  • Fix some crashes on iOS.
  • Fix many crashes that may happen on death.
  • Fix memory leaks of message system and sound system.
  • Chests that spawn with broken locks are automatically unlocked.
  • Anvils and forges will no longer block your path.
  • Fix memory overflow in commandsystem::ShowMap().
  • Fix duplicated player after crash.
  • Lower resolution to better fit scaled window.
  • Warn about severe injury from mustard gas while resting.
  • Many minor fixes.
  • Mainly when toggling full screen mode on linux, it will now wait until you release the key to apply.
  • Imprisoned necromancer can cast spells.
  • Elianise will no longer steal from you.
  • All the ambassadors will stay in the Cathedral and not wander around.
  • Nerf mind worm damage a bit.
  • Fix unlocking hexagonal and octagonal locks on chests.
  • Fix unicorns neighs.
For developers:
  • Add define.dat validator for script files.
  • Use chrono for rng seed instead of random_device.
  • Commands console.

You can always join us on the forums with any questions you may have.

Enjoy!

Me and my clones, talking to the high priest Petrus
right after I tamed his female slaves.