14 October 2025

Class: Biotinker Wizard

Bio-manipulation is my favourite type of power. Its aptitude for body horror and absolutely deranged alteration surpasses even that of necromancy. This wizarding tradition tries to lean into that, and while heavily based on biomancy, vivimancy, viscerology and flesh-crafting, it is even more geared towards tinkering with the bodies of your patients victims.
 
 
Does the thrill of discovery throb in your beating heart?
Do you want more beating hearts for things to throb within?
Velexiraptor the Vague
Academy of Biomantic and Biokinetic Arts, PR Department

You are either Chartered and on a retainer of some noble family, or an Outlaw and hunted with extreme prejudice.

Items: white coat, leather apron, scalpel, bonesaw, needle and thread

Skills: Surgery and (d6) Epidemiology, Parasitology, Pharmacology, Physiology, Toxicology, Xenobiology

Perks & Flaws:
You are immune to pain. In fact, you barely remember what it was like when pain inconvenienced you.

Whenever you receive magical healing, save. If you fail, gain a random mutation.

Cantrips:
  • Sarcography: Make a finger frame over a body to see through layers of skin and flesh (but not bone) as easily as layers of stained glass.
  • Haematopathy: Taste blood to tell what kind of creature it came from. Drink more blood to maybe learn additional info.
  • Dermatoplasty: Move or transfer cosmetic features with a touch. You could swap eye colours or pull warts off a toad and put them on a princess. You cannot transfer or remove significant features (poison glands, wings, eyeballs).
 
Bonesaw from Worm
by TreeSap0
  
Spell List:

1. Spit Acid
R: 50'
Target takes [sum] damage, then [dice] damage at the end of the next [dice] rounds unless washed.

2. Shape Flesh
R: touch, T: living creature
For ten minutes, target's flesh becomes as malleable as clay to your touch. You can alter their form to resemble another creature of a similar type. This doesn't work on hard tissues like bone or teeth, cannot grant any special abilities (you can make wings, but not wings capable of flight) and might require a skill check to copy somebody else's appearance.

The changes will gradually fade over the course of [sum] hours, but any use of healing magic will delay it by that magic's [sum]. If [sum] is 12+, you can choose to make the transformation permanent.

You can instead use this to deal [sum] damage, but that ends the spell immediately.

3. Fix Flesh
R: touch, T: living creature
As if in a time-lapse surgery, the target's wounds rapidly reknit. Choose one of the following:
  • Restore [sum] HP.
  • Restore [dice] points to a damaged attribute.
  • Remove Wound of up to [dice]×2 severity.
Note that this spell cannot regrow limbs (but might reattach a recently severed limb), nor cure diseases and other afflictions.

4. Fortify Flesh
R: touch; T: living creature
Suppress up to [dice] physical needs or afflictions in the target. For the duration of this spell, the target suffers no negative effects from the problem, but the problem is not cured and will reassert itself once the spell expires. Lesser problems (pain, hunger, thirst, exhaustion, sleep) are suppressed for [sum] hours, while greater problems (bleeding, dying, not breathing) are suppressed for [sum] rounds.

5. Extract Contaminant
R: touch, T: living creature
Pierce the target's skin with a sharp object, then draw out a foreign substance - venom, drug, etc. It must be a foreign substance, not blood or other vital fluid. The contaminant pools in a vial (if you have one) or your hand. The target may save to negate.

With 2 [dice], you can also draw out mundane diseases and parasites.
With 3 [dice], you can also draw out magical poisons, diseases and parasites.
With 4 [dice], you can also draw out heavy metal or radiation poisoning, or possessing spirits.

This is the reason why most biomancers always have a scalpel or a razor-sharp fingernail ready.

6. Sleep
R: 50'
Up to [sum] total HD of creatures that you can see, none of which has more than [dice]×2 HD, fall asleep. Save negates, but already drowsy targets are not allowed a save.

With 4 [dice], you can make the duration permanent. The target no longer needs to eat or drink while sleeping, doesn't age, and you must set an achievable condition that will cause it to wake up.
 
Meister der Regeneration
by Alexey Kruglov
 
7. Sensory Revelation
With some supplies and a day of work, you can craft a sthenicon - a face mask shaped like a wooden box, filled with symbiotic flesh. On its own, it grants the wearer an unbelievable sense of smell; gain +1 Awareness per hour of wearing it (up to +[dice]) and scent-tracking.

You can also graft up to [highest] other sensory organs into the sthenicon, if you have those. Depending on what creature you had harvested them from, you might be able to incorporate for example: infrared vision, night vision, 360° vision, sight of invisible things as faint outlines, magic aura sight, poison or disease detection via smell, heightened hearing, etc.

Feed your sthenicon with broth and do not wear it for too long.

8. Choose one of:
Become Delicious
R: 60'; T: [dice] creatures or objects; D: [sum] minutes
Target smells and tastes absolutely delicious. The smell can spread via wind or leave a trail. Insects and hungry creatures will be attracted to the target and attack them as their first choice. Sentient creatures can usually resist the urge to eat the target, but they will be tempted.

With 4 [dice], you can make the duration permanent.

Adapted from here.

Become Disgusting
R: 60'; T: [dice] creatures or objects; D: [sum] minutes
Target smells and tastes outright revolting. Most creatures will try to avoid them, or try to fight them last in a battle. This does not affect creatures with no sense of smell, and some scavengers might be attracted by the smell. This also has a profound effect in social interactions.

With 4 [dice], you can make the duration permanent.

Adapted from here.

9. Flying Syringe
R: 120'
You must hold a vial of fluid while you cast this spell. The vial is transmuted into a glass dart that flies at a target creature. The target must save or be pricked and immediately suffer the effects of the fluid.

For every [die] after the first, pick one of the options below. Most can be picked multiple times.
  • You can redirect a missed syringe to a different target.
  • You can affect an extra vial, either mixing the contents together or creating another syringe.
  • The target saves with a disadvantage.
  • The syringe can clear corners and bypass cover, as long as you know the target's location.

Adapted from here.

10. Malmutate
R: touch; T: living creature; D: permanent
Target saves [dice] times and gains a random mutation per failed save. If the target chooses to fail its save, roll double the number of mutations and the caster chooses which half are gained.
 
Saint of Parasites
by Keith Thompson
 
Emblem Spells:

11. Chimeric Exchange
R: ritual circle; T: two creatures
This spell must target two creatures that negotiated the effects of the ritual beforehand and are willing to undergo it. While the spell requires willingness, it does not forbid coercion or non-magical influence. Subsequently, the two creatures can trade body parts as per their agreement, with the same ease as two items being exchanged. The caster doesn't need to be one of the two parties, but they surely can be.

The exchange can be one-sided. For example, the spell allows you to give someone an extra eye without taking something from them, if both of you agree. This way, you can gain new limbs and organs. You can demand some other form of compensation, though this is in no way enforced by the spell. Gaining new limbs may require that the recipient learns to use them.

The ritual takes 10 minutes. Should the ritual be interrupted, the targets must save or loose the body part that was being exchanged. The creatures are magically sustained while the ritual lasts, but can die afterwards if they traded away a vital organ. The spell also prevents transplant rejection and leaves no scars.

With 1 [die], you can exchange roughly compatible body parts (human eye for cat eye, hand for a paw).
With 2 [dice], you can exchange body parts from incompatible physiologies (living arm for an undead arm, head for an animated helmet).
With 3 [dice], you can mix material and immaterial body parts (hand for a piece of fire elemental's flame, switching souls).
With 4 [dice], you can exchange metaphysical qualities (bravery, damage resistances, skills, abilities).

I stole this spell from here, where more information on it can be found.

12. Tame Cancer
Mix at least 1 HD's worth of fresh meat with a droplet of up to [dice] creatures' blood to animate it into a macabre mass of cancerous growths. It will obey anyone who contributed blood to its creation.

The cancer will react the same way the meat's original owner would to any substances or effects. It makes a great guinea pig.

The cancer begins with 1 Mass and loses 1 Mass per day as it consumes itself. It has 1 HD per Mass, 2×[dice] in all stats* and no offensive capabilities (at first). It loses HD as it takes damage and cannot heal naturally. It may consume 1 HD of a corpse over 10 minutes to gain 1 Mass. At 4 Mass, it is about the size of an average human adult, and cannot grow larger than [sum] Mass.

It may also be ordered to spend 1 Mass to:
  • Excrete a dose of substance it has previously consumed. This does not work well with special substances (especially those with permanent effects).
  • Excrete a ration of nutritious goop.
  • Grow a body part or organ it has previously consumed. It will be fully functional, but likely somewhat misshapen and twisted.
  • Gain a random mutation.

Adapted from here, here and here.

*) Assuming stats in range 1 to 10. If you use the more standard stats in range 1 to 20, this would be 4×[dice]. Yes, this means that at 4 MD, your pet shoggoth will be highly intelligent.
 
From Twig
  
Dooms:
  1. You develop certain... tics. Gain a random insanity.
  2. Your flesh crawls. Save at the start of each day or gain a mutation. Save at the end of each day or that mutation becomes permanent.
  3. Mutagenic degradation and cascading organ rejection. Permanently reduce your Constitution by 1 per day, no save.

You can stall your final Doom with daily transplants of healthy organs, or avoid it completely by transplanting your brain into a new body made of something less feeble and mutable than flesh.

25 September 2025

d66 Character Creation Questions

11. What's wrong with you?
12. What is your current priority?
13. What is your long-term desire?
14. What would it take to make you compromise your own goals and happiness?
15. What would it take to make you compromise your principles and morals?
16. What are your greatest hopes and worst fears?
21. What are you hiding? Why?
22. How far are you willing to go? What or whom are you willing to sacrifice?
23. Who would you kill?
24. What do you keep on you at all times?
25. What do you do in your free time?
26. If you had a sudden windfall of money, how would you spend it?
31. How do you respond to an insult, disrespect or criticism?
32. What offends or enrages you?
33. What do you regret?
34. What is your best and worst memory?
35. Where or who do you feel most at home with?
36. Who is your favourite person? Who is your worst enemy?
41. How would your friends describe you?
42. What do you sound like when you talk?
43. What would you never do or say?
44. What is the one thing you wanted but couldn't change?
45. How do you deal with grief?
46. Are you religious?
51. What do you love or hate the most about yourself?
52. What do you love or hate the most in others?
53. How do you feel about lying? Do you lie a lot?
54. Where did you get a scar or tattoo?
55. What is the nicest or meanest thing you have done?
56. What is your retirement plan? Ideal life after adventure?
61. Do you have a family? Spouse? Kids?
62. What is your relationship with your family like?
63. Where were you born? How was your childhood?
64. Who taught you? Do you like them? Respect them? Are they still alive?
65. Who inspired you? Do you idolise them?
66. Why do you keep trying?

Answer as many or few as you want.

25 July 2025

Class: Gnome

Gnomes are an artificial race created by Dark Lady Ta-tiki-tekh-uata, the Witch Mother, to serve as her attendants, spies and enforcers. Some sources suggest that she tried to replicate the long-lost Sidhe biomantic recipe for turning humans into elves, others claim that she did so successfully, but used her plentiful goblin slaves as the base stock instead of her much more sparse human subjects - in any case, gnomes were the result.

No one has a satisfactory answer for the colourful cap thing.
 
Old Gnome Wizard by Skywise00
 
This is a racial class, so its template A can only be gained during character creation. Inspired by Konsumterra.

I have no love for gnomes. They are surprisingly bland fey dwarves. There is no strong theme, no nice twist that would make me want them in my world. Yet for some reason, my players want to play as gnomes. Or rabbits. Making gnomes a regional offshoot of goblins gives them a place in the world, but at the same time, there don't need to be any gnomes save for the player characters, unless the party travels to Pflec. I can live with that.
  
High level grey cap gnome
From here.
  
Quest: Visit Pflec or the Witch Mother's lost demesne.

Language: Sylvan (Red, Green, Gold, Blue, Grey) or Pflecian (Svirfneblin)

Items: gnome cap, tool of your hereditary trade

Skills: (per sub-species) Parade, Recall Details, Music, Cooking, Tinkering, Ward-Breaking

Age: There was a mild imperfection in the biomantic formula used to create this race. Gnomes reach adulthood at age 20, but their appearance ages faster than that. A twenty years old, young adult gnome will look like a human in their sixties or seventies. They only get wrinklier and more stooped with age, though this does not affect their physical capabilities much. Gnomes live up to 200 years and in old age start to develop plant-like characteristics - wrinkles become bark, beard is more moss than hair. This is another flaw of the biomantic formula.

A: Gnome Cap, Small Stature
B: Gnomish Magic, +1 MD

Gnome Cap
Gnomes possess an innate magical spark than can be imbued into a special cap, which must be made by the gnome's own hands and have the appropriate colour. Only gnomes can use a gnome cap, but they can use any gnome's cap. Each breed of gnomes has a different power that they can imbue into their cap.

Each gnome can only make one cap at a time. Should they wish to make a new one, the old one must be destroyed first for the gnome's spark of magic to return and be ready for imbuement again. Thus gnomes are highly protective of their cap. Stealing a cap is seen as a heinous crime in gnome communities, often resulting in harsh punishments. Similarly, confiscating one's cap is a harsh punishment reserved for the most vile criminals.

You cannot wear both a cap and a helmet.

Small Stature
You only need half as many rations as a grown man. You can fit into small spaces rather comfortably.

Many items will be bulky for you due to awkward size. You can only wield long weapons (long sword, spear) with both hands and cannot use heavy weapons (great sword, halberd) at all.

You cannot reach the top shelf.

Gnomish Magic
You have learned to use your magical gift similarly to a wizard, though you do not possess a spellbook. Gain 1 Magic Die. Each subspecies gains two spells:
  • Red: death scythe, speak with blood
  • Green: misty step, speak with animals
  • Gold: part crowd, unseen orchestra
  • Blue: clean up, speak with doors
  • Grey: make material, move earth
  • Death: non-detection, spell collapse
You have to be touching your cap to cast your spells - your spells are "memorised" in your cap.
 
Young blue cap gnome
From here.
  
Gnome, Red Cap
Red cap gnomes were soldiers and enforcers. Once the most plentiful of gnomes, their numbers were mercilessly culled when the Dark Ones fell, the remaining few fleeing to Pflec or abroad.

Red Cap
When you put on your cap after it has been drenched in fresh blood (enough to actually drench it, a few drops will not suffice), you can take any number of Fatigue points - that number will be X. You gain Xd6 temporary HP, deal +X damage in melee, roll Strength with +X bonus and count as X size categories larger for grappling purposes (without actually growing larger). This lasts until you lose all the temporary HP or take off the cap.

Gnome, Green Cap
Green cap gnomes were scouts and messengers. Most have found refuge among wood elves or druids.

Green Cap
When you put on your cap, you can transform into a natural animal - specifically the animal whose blood and viscera was used during the creation of your cap. This animal can be no larger than a dog and no smaller than a mouse. You can transform as often as you wish, but your equipment (except for the cap) doesn't transform with you, you cannot speak (unless the animal can) and you can only use the animal's abilities while transformed. Your HP carries over between forms.

Gnome, Gold Cap
Gold cap gnomes were entertainers and designers.

Gold Cap
You can manifest tangible illusions from your cap, no larger than what would fit into the cap. For lack of a better term, these illusions are like a hardlight hologram. They can be be pretty much any inanimate object, but they do not have any special effects (illusory potion does nothing), they pop when they would take damage, deal damage or get overexerted (illusory dagger or crowbar are pretty useless) and they last no longer than 10 minutes.

Gnome, Blue Cap
Blue cap gnomes were servants and spies.

Blue Cap
When you put on your cap and close your eyes, you become invisible.

When you put on your cap and hold your breath, you become as light as a feather. When damaged or otherwise distracted, roll Concentration to keep holding your breath.

Gnome, Grey Cap
Grey cap gnomes were custodians and sappers.

Grey Cap
You can manifest small tools and spare parts from your cap, which can be used to repair various mechanisms, from locks to clocks. If not handled by a gnome for more than a day, anything you manifested from your cap crumbles into fine sand - pretty disastrous for any mechanism.

With an hour of time, you can construct a small, fragile clockwork device that performs a simple function. For example, it could be a walking toy soldier, a lighter or a music box.

Gnome, Death Cap
Death cap gnomes are a splinter group of gnomes who rebelled against the Witch Mother and helped the Attnamese Empire in toppling the Dark Ones. They call themselves Svirfneblin and ignorant commoners sometimes know them as Bog Gnomes - a name whispered with disgust and fear. Once the designated infiltrators and saboteurs, they carried out a series of attacks that turned Pflec - a thin stretch of land between the river Amir and the Trollish Peaks - from the breadbasket of the Dark Ones to a haunted, miasmatic wasteland of spellborn horrors.

After the war, imperial magistrates granted the Pflecian Marshes to Svirfneblin along with Hin halflings and some of the few survivors of the dwarven genocide as their new sovereign territory. The so-called "gnomish dictatorship" is the direct result of the resulting anti-imperial sentiment. Hidden behind a nigh-impenetrable mix of mires, mutated war-beasts and curse-warped illusions, Svirfneblin have established tightly controlled enclaves run with relentless efficiency and ruthless surveillance. Paranoid, secretive and unapologetically authoritarian, the Svirfneblin are widely hated for their plundering raids, river blockades disguised as taxation and the occasional disappearing of useful individuals from the borderlands.

And yet, for all their cruelty, they have made their death-bogs thrive.

Black Cap
When you put on your cap, you are warded against all magic. Any magic used on you - baleful or benign - has a 50% chance of failing.

Note that you will have to drop your cap when you want to be for example healed. Also note that your cap doesn't help you against secondary effects of spells. For example, ground coated with a grease spell will still be slippery.

Other subspecies of gnomes exist, such as quicklings and darklings, but they are a) basically extinct and b) not a player race.
 
  
Spells:

Clean Up
Up to [highest] creatures or objects within 30' no larger than a human/horse/ogre/dragon are instantly cleaned, groomed and perfumed.

One may specify the grooming, e.g. shaving, shaping or trimming of the beard; type of perfume, etc. This does not destroy the filth, merely puts it into a neat pile on the side.

Adapted from the handsome wizard.

Death Scythe
Plunge your arm into a corpse and pull a black scythe from its chest as it crumbles into dust. The scythe deals 1d8+[dice] damage, or double damage to creatures of the same type as the corpse. It lasts for [sum] rounds/minutes/hours/until dismissed.

Adapted from the necromancer.

Make Material
R: 60'
Produce [dice] slots worth of basic items or equipment from thin air. They are very low-quality and have a 50% chance of breaking when used. You may produce [sum] slots of items instead, but they will be of such poor quality that they always break on first use. Broken items or items older than a day crumble into fine sand.

Adapted from the manufacturing wizard.

Misty Step
R: self and touch; T: creature; D: [sum] rounds
Transform into a fog cloud. You can fly at your normal movement speed, but lose all senses except for touch. For every [dice] after the first, you can take someone with you.

Move Earth
D: concentration
Control a small amount of earth within 30'.

At 1 [dice], you can (a) excavate a bucket's worth of dirt, (b) shape the same amount, (c) cause the earth to swallow a small item or a non-resisting person, (d) knock over a shoddy shack with a tiny tremor.
At 2 [dice], you can move a wheelbarrow's worth and even make the earth slowly levitate.
More [dice] increase the effects further.

Adapted from the garden wizard.

Non-Detection
R: touch; T: [dice] creatures, places or objects no larger than a wagon; D: [sum] hours
Target is warded against divination magic. The target and anything on or in the target cannot be detected or perceived through magical means.

Part Crowd
Raise your hands over your head, then swing them down. Along a 500' line, creatures move out of the way, opening a clear path. Hostile creatures get a Save. The path closes naturally in 2d6 rounds.

Stolen from the civic wizard.

Speak with [thing]
Talk to [thing] for [sum] (real-life) minutes, or ask [dice] questions it must answer. Each [thing] only knows what it cares about:
  • Animals care about food, shelter, safety, etc.
  • Blood knows about sex and violence, instinct and base wants.
  • Doors know what is behind them and who uses them.

Spell Collapse
R: direct line of sight; T: spellcaster; D: reaction
The target caster must make a Concentration check at -[dice], or their spell collapses. In that case, roll d6:
  1. Normal spell effect inflicted on target caster.
  2. Half spell effect inflicted on target caster.
  3. Half spell effect inflicted on you.
  4. Half spell effect inflicted on random target.
  5. Half spell effect inflicted on original target.
  6. Spell works in an unexpected way. GM tells you how.

Adapted from the metamancer.

Unseen Orchestra
D: concentration
You are surrounded by instrumental music, as a single musician at 1 [die] and a full orchestra at 4 [dice]. It can play any song you have heard before, but cannot duplicate speech. The effect can either follow you, or stay anchored to the spot where it was cast.

Adapted from the elf wizard.
 
Svirfneblin butler by edubenavente
  
Gnomeblight is a poison developed by Svirfneblin and used profusely against their red-capped brethren during the war. It causes mild gastrointestinal inconvenience when ingested by most species, but rapid necrosis on touch to gnomes - they must Save vs Death; on success they "merely" take 2d6 Con damage. The formula is a tightly guarded state secret of the gnomish dictatorship.

22 July 2025

Class: Really Twitchy Hare

They call themselves Tu'er Ye, but are better known as Harelings, Harengon, Rabbitfolk, Tabbits or Al-mi'raj. They are few and rarely encountered. Their burrows are hidden in the deepest forests and never allow outsiders in. They love to gather knowledge and devote themselves to the search for truth - perhaps because they have lost their own truth.

There are multiple conflicting histories of the Tu'er Ye, each burrow usually subscribing to one version of their racial genesis:
  • They were created by Dark Lady Ta-tiki-tekh-uata as a more exciting prey for her wild hunts.
  • They are the chosen warriors of the Moon Rabbit, a god slain in an ancient war, and shall await his glorious return.
  • They were once simple rabbits who made an unwitting covenant with fey forest spirits, gaining sentience.
  • They are closely related to the mutated ratlings and their Horned Lords. This is a shameful secret and should never be revealed.
  • They have escaped from an alternate timeline where rabbitfolk are the norm, not humans.
  • They are just a boring evolved animal, like humans.
  • All of the above are true for at least one burrow. Tu'er Ye are subject to a strange phenomenon called "lapinisation", being coincidentally recreated again and again.
And there are probably many, many more.
 
From Armello.

 
This is a racial class, so its template A can only be gained during character creation.

Quest: Learn at least two secret histories of the Tu'er Ye.

Language: Usagi, a language whistled at high frequency. If a person who does not know this language hears it, they may mistake it for the sound of birds chirping. There is no written form of Usagi.

Skills: (d4) Decipher, Hide, Overhear, Storytelling

Age: Tu'er Ye are considered adults at the age of 10 and their lifespan is about 50 years. However, many adventurous Tu'er Ye run from home to travel the world as young "teenagers" - about 5 years old.

A: Leporine, Hare-Trigger
B: Lucky Footwork, Bunny Hop
C: Panic Attack

Leporine
You are a bipedal lagomorph, thankfully with opposable thumbs.

You are pretty small - about 3 feet. You have half carrying capacity and many items will be bulky for you due to awkward size. You can only wield long weapons (long sword, spear) with both hands and cannot use heavy weapons (great sword, halberd) at all. You can fit into small spaces rather comfortably. Despite your size, you can run and jump as fast as a human and still need the normal amount of rations due to fast metabolism.

You have long ears (+2 to hearing checks per template) and can hear slightly into ultrasound.

You have disadvantage on saves vs fear.

Hare-Trigger
You are as tense as a bowstring. If you interrupt the GM before they properly describe a new location or opposition, you can take an extra action. This does not work once you know what the target or danger is.

Lucky Footwork
Against effects that allow a Dexterity save for half, take no damage on success and half on failure.

Against other effects that could conceivably be dodged, you may as a reaction reduce their damage to half.

Bunny Hop
You can jump double the normal distance.

Panic Attack
When you fail a save vs fear, you can take an extra action to attack or run away, before any negatives are applied. You can choose to fail a save vs fear against anything, anytime, though you can only be afraid of one thing at a time. Stop being afraid before using this ability again.
 
The Long Patrol by Kekai Kotaki
 
Δ: Jackalope
Travel between burrows and learn their stories.

You grow antlers, a sign of divine favour according to your people's traditions. You gain trust and respect of all Tu'er Ye, but face an inescapable wrath if this trust is ever betrayed.

You can speak with all living things. This lets you comprehend and be comprehended by humans, animals, monsters, etc.; but does not work on for example undead, writing or recordings.