31 July 2018

Class: Sword Mage

To train with the sword, first master sweeping. When you have mastered sweeping, you must master the way of drawing water. Once you have learned how to draw water, you must split wood. Once you have split wood, you must learn the arts of finding the fine herbs in the forest, the arts of writing, the arts of paper making, and poetry writing. You must become familiar with the awl and the pen in equal measure. When you have mastered all these things you must master building a house. Once your house is built, you have no further need for a sword, since it is an ugly piece of metal and its adherents idiots.


One way to interpret the Perfect Parry cantrip.

There are no sword magi Around Here, they all come from Foreign Parts, strange swordmasters capable of inhuman feats of swordplay. Some come from well-known schools of the sword while others are taught by hermit masters, but they are all honourable, loyal, ruthless and efficient warriors.

Foreign emperors employ sword magi as personal guards, or generals of vast armies, or elite agents tasked with delicate operations. It is a sign of great prestige among the noble houses to have a sword mage at your command.

A precious few sword magi are wanderers. Masterless, they travel from town to town, ready to protect people from any evil-doer or monster, living off of alms and gifts of gratitude. While sneered at by those of higher stature, they are the most likely to become heroes of legends. Without anyone directing their steps, without any obligations requiring their constant attention and without social bonds binding their hands, they uncover ancient conspiracies, evil cults and dark sorcerers. They fight monsters and demons and corrupt officials. They are beloved by the common people.

Three swords, really? You're such a munchkin, Zoro.

You are an Outsider Around Here, but Chartered in Foreign Parts.

Starting Items: You start with a strange, foreign sword (roll below) that is etched with magical symbols and serves as your spellbook; with a swordsman's robes, and with a mask.

In Foreign Parts, it's very impolite to kill someone face to face, so noble warrior tend to wear masks.

Roll d8 for a cool sword:
  1. ancient katana,
  2. two hook swords,
  3. two butterfly swords,
  4. double-bladed sword-staff,
  5. balisword,
  6. sword-chucks,
  7. khopesh,
  8. claymore longer than you are tall.
Starting Skill: (d4) 1. Tactics, 2. Law, 3. Etiquette, 4. Foreign Parts.


Perks & Flaws:

As long as you are wielding a sword, you gain +1 Defense per odd Sword Mage template and +1 Attack per even Sword Mage template.

To cast your spells and cantrips, you must wield a sword (touching a sword in a scabbard is enough) and may not be encumbered.

Cantrips:
  1. Polish: Remove stains, dirt or rust from metal and polish it to mirror brightness.
  2. Magic Weapon: As a part of your attack, you may burn a MD to gain +1 to hit and damage.
  3. Perfect Parry: As a reaction to an incoming attack, you may burn a MD to reduce the damage by 1d6 points.
Ehm... NSFW?

Spell List:

1. Thousand Cuts
R: melee; T: creatures; D: 0

Split [sum] damage among creatures in range in any way you want, no Save or Attack roll.

2. Wind Slash
R: [dice] x 50'; T: line; D: 0

Roll a single Attack roll and compare it against Defense of all creatures and objects in a line. They take damage as if they were hit by your weapon.

3. Void Scabbard
R: touch; T: [dice] weapons; D: permanent until discharged

You stash [dice] weapons Elsewhere, where they remain in stasis until you will (one of) them to appear in your hand.

4. Blade of Grass
R: touch; T: object; D: [sum] minutes

Use any object as if it could cut, from grass to your own fingers. The enchanted item counts as a sword and deals damage based on [dice] invested (plus Str mod).
1 [die]   1d6
2 [dice] 1d8
3 [dice] 1d10
4 [dice] 1d12
5. Soul-Splitting Strike
R: touch; T: wielded sword; D: [sum] rounds

You may cut immaterial spirits (ghosts, demons, etc).

At 2 [dice], you can attack a possessing spirit without harming the host. At 4 [dice] and at GM's discretion, you may cut souls or abstract concepts. You might for example cut away a memory to make someone forget, cut a prepared spell right from the caster's brain, cut away people's shadows, or cut down their emotions.

6. Glory of Perfected Aggression
R: touch; T: wielded sword; D: [sum] rounds

Your sword lashes with graceful bloodlust, bending in impossible directions to strike at your target. Even if you miss a melee attack, the target still takes [dice] damage.

7. Principle of Cutting
R: touch; T: wielded sword; D: [sum] rounds

You can cut materials harder than your sword. Ignore any hardness, damage reduction, or resistances of materials you cut.

At 1 [die], you can cut steel as easily as flesh. At 2 [dice], you may cut through magical materials or enchanted items with ease. Adamantine splits like wood. At 3 [dice], you may attempt to sunder force effects (magical barriers such as wall of force). At 4 [dice], you may attempt to destroy artifacts.

8. Lightning Strikes Twice
R: 0; T: self; D: your next turn

You can perform [dice] bonus attacks on your next turn. If you forgo one of those attacks, you may unsheathe your weapon, attack and sheathe it again so fast all creatures will have to roll against [sum] to notice you even moved.

This spell can also be used to do clothing damage or cut letters on the enemy's skin before they can react.

9. Flash Step
R: special; T: self; D: 0

Move up to [dice] x your movement speed as a free action. Your movement is so fast it appears instantaneous.

At 1 [die], you ignore pressure plates (or similar mechanisms) and dangerous or difficult terrain. At 2 [dice], you may move up a wall or over the ceiling, as long as you end your movement in a place where you can normally stand. At 3 [dice], you may move over surfaces that couldn't normally support your weight (surface of water, twigs and leaves, weapons held by your enemies). At 4 [dice], you may move through impossibly tight squeezes without being slowed (between prison bars, through a keyhole).

You may also cast this spell as a reaction to any melee attack against you, even outside your turn.

10. Falling Raindrop Cut
R: 0; T: self; D: concentration

You cut through a ranged attack, splitting it without being harmed.

At 1 [die], you can split arrows or stones flying at you, or stay dry in a rainstorm by deflecting the raindrops with your sword. At 2 [dice], you can cut through a boulder, a ballista bolt or a cannonball. At 3 [dice], you can cut through a splash of liquid, a gust of wind or dragonfire. At 4 [dice], you can split apart spells before they hit you.

You may also cast this spell as a reaction to any ranged attack against you, even outside your turn.

11. Daiklave
R: touch; T: wielded sword; D: [sum] rounds

Your sword grows large and menacing, but strangely easy to use. If it has any writing, engraving or etching, it will glow dimly. Its every strike is accompanied by singing or moaning or quiet screams.

Damage of the enchanted sword increases by [dice] steps as denoted below. If it wasn't magical before, it now counts as a magic weapon.
1d4 -> 1d6 -> 1d8 -> 1d10 -> 2d6 -> 2d8 -> 2d10 -> 3d8 -> 3d10 -> 4d10

12. Perfect Cut
R: 0; T: self; D: [sum] rounds

You can use your mind alone to cut.

This spell can be cast without wielding a sword. For the duration of the spell and as long as you are conscious, you wield your mind as a sword (treat as mundane sword dealing 1d6 + Str mod damage). You can use melee attacks even if you otherwise can't attack or move. Shackles and webs, missing limbs, or even complete paralysis will no longer stop your from cutting.

At 2 [dice], this spell can be cast without any verbal or somatic component. At 3 [dice], you can cast all of your Sword Mage spells as if you were wielding a sword (including enchanting your mind-sword). At 4 [dice], your mind can replicate enchantment of any magic weapon in your possession.

I'm not sure if she was actually using her mind, but Perfect Cut could look something like this.

Principle of Cutting

Mishaps:
  1. Your MD only return on a 1-2 for 24 hours.
  2. You take 1d6 damage as cuts appear on your body.
  3. Random mutation for 1d6 rounds, then Save. Permanent if you fail.
  4. Random insanity for 1d6 rounds, then Save. Permanent if you fail.
  5. Weapons shun you. For 24 hours, you have disadvantage on Attack rolls.
  6. You cannot regain burnt MD until you kill an intelligent creature.
Dooms:
  1. You cannot draw a sword without drawing blood. If you don't deal any damage in a combat, Save or attack the nearest creature until you deal damage. You get a new Save each round to get hold of yourself.
  2. You are one with your sword. You cannot voluntarily put away your sword and should anyone try to take it from you, Save or try to kill them. You get a new Save each round to get hold of yourself.
  3. Death follows in your steps. No creature in your vicinity (you included) can clear away Fatal Wounds.
Your dooms can be avoided by training a pupil in the way of the sword and bequeathing them your blade (you can then buy a new, untainted one, but simply buying a new sword is not enough), or by defeating your former master without drawing a weapon.

Sword-chucks, yo!

Edit: Changed the Dooms a bit. Thanks, Matteo Siano.

21 July 2018

Suicide Demon and Angel of Mercy

The Church calls them demons, subtle killers or suicide whisperers. The Heralds venerate them as angels, bringers of mercy and peace, the compassionate whisperers.

They can help a person find relief from their ills, but they leave sorrow behind. They would never harm a soul and only seek to ease all pain, yet they kill with mere words. They never appear materialized and no happy person will ever see them, but those wounded, depressed, sick, old or with no purpose in their lives will be visited. They are always compassionate, soft-spoken, clothed white and bearing a slightly sad smile.


Where whisperers come, all suffering flees. Even those who cannot see them will be rid of their pain (PCs don't know their hp left, GM will track hp for them). Once you can see them*, they will talk to you. Their voice is beautiful and soothing. You will calm down and relax even if combat is still raging on around you, even if you are bleeding or holding your entrails as they fall out of your body. There will be no pain, stress, fear or madness (all mind-affecting effects are suppressed when actively talking to a whisperer, even permanent insanity).

The whisperer will tell you that no one should suffer as much as you do. That the world is wrong, broken by the Adversary and filled with pain the humanity should never have known. That the Heaven is waiting for you, full of serenity and happiness. That you can end it now, painlessly, and they will lead you to the gate. That they will have to leave and all the pain and madness will return. That this is your chance for salvation.

They don't lie. You can detect falsehood or deception as much as you'd like, but you'll find none. If they are demons as the Church claims, they themselves were deceived as they sincerely believe what they preach. They feel true compassion with the plight of mortals and only want to help you realize that this life is a trap of the Adversary and the Heaven awaits beyond death.

If you consent, they will advise you how to kill yourself quickly and beyond recovery. You may coup-de-grace yourself. If your friends are dying, they will beg you not to deny them the Paradise they have at arm's reach. You may try to take an action that would remove lethal wounds, but have to Save or fail to do so.

They will smile, delighted, and show you the jewelled stairs to the Heaven.

When a child dies, they will lead them to the Heaven's gate and weep tears of black tar. They love children. One of the ways to destroy a whisperer is to slowly torture an innocent child to death where the whisperer cannot reach it to ease the pain. The whisperer will scream, then beg you to stop, offering anything in return, then die of grief.


Suicide Demon / Angel of Mercy
HD 3
Def leather Atk none
Save 12 Morale 6
Special invisible, intangible, aura of mercy (30'), soothing speech
Motivation to relieve all pain, to make children happy

by Bo Klinge

*) This requires that you have some lethal wounds, injures or insanities, suffer from a poison or a disease, are under mental distress (especially grief, depression or resignation), or are of venerable age.

18 July 2018

Random Cantrips

Cantrips are the least spells, like ticks or bedbugs who parasitize on wizards. They feed on the wizards' sanity, but so little that the wizards will sooner fall to their Dooms than feel the effects of hosting cantrips. In exchange, the wizards can cast cantrips at will.

Every school of magic has different set of meditations and conditioning that allows the wizards to host their spells, and the specific mental "smell" attracts different cantrips. However, some wizards may wish to mix their cantrips a bit. Or maybe a mutation allows a non-caster to use a cantrip. Or any other reason, really.


Well, here are d100 random cantrips for those occasions:
  1. Manaburn: You can burn any number of MD at will, to no additional effect.
  2. Finger of Ink: Write with you finger, conjuring ink.
  3. Rainbow of Ink: Change the colour of any ink you touch.
  4. Appearing Ink: Enchant ink to be invisible, appearing once a condition is met. Roll d4 when you gain this cantrip: 1) You can select the time it takes to appear; 2) it appears when heated; 3) it appears when splashed with alcohol; 4) it appears when touched by moonlight.
  5. Disappearing Ink: Enchant ink to disappear once a condition is met. Roll d4 when you gain this cantrip: 1) You can select the time it takes to disappear; 2) it disappears when touched by a living creature; 3) it disappears when touched by non-caster; 4) it disappears when touched by sunlight.
  6. Erase: You may remove any non-magical writing by running your hand over it.
  7. Fire Finger: Conjure a match-sized flame above your finger.
  8. Fire Trick: Change the colour of any flames within 30' of you.
  9. Fire Eyes: You can make your eyes glow as brightly as a torch. You are blinded while you do so, though.
  10. Extinguish: With a flick of your wrist, dim or extinguish all non-magical light sources within 10'.
  11. Thaumaturgy: Make your eyes dimly glow, your voice sound with an echo, your hair float in non-existent wind, or something similarly cool and wizardly.
  12. Prestidigitation: Change the colour or texture of an object no larger than a horse for 10 minutes.
  13. Ledgermain: Move a light object with a wave of your finger. You could cause a coin to roll along the ground or turn the pages of a book, but you couldn't open a door or lift a stone.
  14. Wizard Hand: Teleport an object you can hold in a closed fist from one of your hands to the other.
  15. Wizard Touch: Feel an object at range (up to 30') as though you were touching it.
  16. Conjure Gremlin: Call a tiny goblinoid creature with HD 0 (1 hp) into existence. It is not controlled by you and will try to cause general mischief, as far as its small size and strength allow it. It disappears after 10 minutes.
  17. Conjure Rubbish: You always have a piece of string, a stub of chalk, a smooth pebble and a worthless coin in your pocket. You don't actually create or summon these items, only absent-mindedly collect them and somehow always have just enough for your needs.
  18. Conjure Boils: Touch a creature to leave behind hideous rash.
  19. Palm Illusion: Create a tiny illusion in your palm.
  20. Cause Itch: Cause a creature to become itchy for 1d6 hours where you touch it.
  21. Cause Sneeze: Cause sneezing with an evil glare.
  22. Vermin Puppet: As long as you concentrate, you can move dead vermin up to 10' away as a puppet.
  23. Smoke Rings: Shape the smoke from a pipe as you wish.
  24. Ghost Sound: Anywhere within 30', create the sound of (d6): 1) music, 2) giggle, 3) scream, 4) sobbing, 5) footsteps, 6) combat.
  25. Ghost Fragrance: Anywhere within 30', conjure the scent of (d6): 1) food, 2) sandalwood, 3) rotting corpse, 4) arousal, 5) fear, 6) animal of your choosing.
  26. Ghost Heat: You can create a human-shaped heat signature with concentration. To a watcher using only infravision this will appear to be a real person.
  27. Wizard Drink: You appear drunk, but can stop doing so immediately.
  28. Polish: Metal is polished to mirror brightness.
  29. Clean: Clean surfaces by running your hands over them.
  30. Wizard Whistle: You may make a piercing whistle that can be heard from miles away, and may choose to make it inaudible to humans.
  31. Empower Voice: Empower your voice to boom loud enough to be heard over a noisy town square or a quiet mountain valley.
  32. Change Voice: Change your voice in pitch, tone, weight, range, or even accent.
  33. Sparks: Create a shower of illusory sparks or a puff of illusory smoke from your fingers.
  34. Discern Magic: Close your eyes and know whether any magic was used nearby recently.
  35. Discern North: Always know where north is.
  36. Discern Time: Always know the time of the day.
  37. Discern Sun: Always know the position of the Sun in the sky.
  38. Dowsing: Always know the direction towards the nearest body of water bigger than a bucket.
  39. Historic Sense: Touch any man-made item to learn how long ago it was created. You may also receive impressions of its creator.
  40. Death Sense: You can determine the exact time of death of any dead creature you see.
  41. Sixth Sense: Sense a specific thing within 10', though only its presence, not amount or direction. Roll d4 when you gain this cantrip: 1) thoughts, 2) gold, 3) worked stone, 4) spellcasters.
  42. Blood Sense: Taste blood to tell what kind of creature it came from.
  43. Blood Magic: You can permanently lose 1 hp to add 1 MD to a spell you are casting. You can only lose 1 hp per spell.
  44. Heat Water: Heat up a cup of water to pleasant warmth with a touch, or to boiling with a minute of concentration.
  45. Chill Water: Freeze a cup of water with a touch.
  46. Change Water: Change a cup of salt water into fresh water with a touch, or vice versa.
  47. Slumber: You can sleep anywhere, in any position, with a few moments notice. You can set environmental conditions that will wake you, such as "sunrise" or "rain".
  48. Remove Sleep: You can burn a MD to remove your drowsiness. You won't feel fatigued or any need to sleep for that night, but you also won't get the benefits of rest.
  49. Wizard Feast: Burn a MD instead of eating a ration.
  50. Plastic Wizardry: Transfer a blemish or cosmetic feature from one creature to another. You could swap eye colours, or pull warts off a toad and put them on a princess. You cannot make changes with mechanical effects (take away eye, give poison glands or wings, etc).
  51. Staunch: Touch a wound to prevent it from bleeding. You do not negate any damage, but you stop blood loss. Faint white scars will still form.
  52. Green Thumb: Make flowers bloom and leaves grow, or permanently change the colour or form of a small plant.
  53. Deep Throat: You can swallow anything that is smaller than the circumference of your neck without difficulty.
  54. Breeze: Conjure gentle breeze.
  55. Guilty Memories: Gaze at a person to bring up the memory they are most ashamed of in their minds. You don't learn the memory, but they cannot let it go as long as you stare.
  56. Shocking Truth: You can surprise or scare a person to make them blurt out a secret.
  57. Animate Broom: A broom will sweep the floor on its own for 10 minutes.
  58. Animate Paper: Fold any paper into tiny origami animals. These animals will animate for 10 minutes and behave as the animal in question would. They cannot deal any damage and are as durable as would be expected from origami.
  59. Animate Shadow: With concentration, you can move your shadow independently of you. It still cannot leave you.
  60. Control Feather: Move a feather within 30' in any way you like with concentration. It will levitate or write for you, but you first have to detach it from the bird.
  61. Control Coin: You can command a single metal coin within 30' with concentration. It will stand on its edge or roll as you wish, and always fall on the face you choose when you flip it.
  62. Frog Tattoo: You have a magical tattoo of a frog and may channel its power. You can perform a leap up to 20' horizontally or 10' vertically.
  63. Snake Tattoo: You have a magical tattoo of a snake and may channel its power. When prone, slither and squirm at full speed provided you don't use your hands.
  64. Fish Tattoo: You have a magical tattoo of a fish and may channel its power. Gain advantage on swim checks. You like swimming and diving.
  65. Monkey Tattoo: You have a magical tattoo of a monkey and may channel its power. Climb at your full speed and feel no fear of heights. (You don't become better at climbing, just faster.)
  66. Stag Tattoo: You have a magical tattoo of a stag and may channel its power. Root your feet into the ground to gain an advantage on any checks made to retain footing or resist movement.
  67. Cat Tattoo: You have a magical tattoo of a cat and may channel its power. Gain advantage on all check related to balance, tumbling and surviving falls.
  68. Wolf Tattoo: You have a magical tattoo of a wolf and may channel its power. Growl deeply to gain advantage on rolls to run in pursuit.
  69. White Fox Tattoo: You have a magical tattoo of a winter fox and may channel its power. You can move on the surface of snow without sinking or on ice without slipping.
  70. Bear Tattoo: You have a magical tattoo of a bear and may channel its power. Gain advantage on all grapple checks.
  71. Octopus Tattoo: You have a magical tattoo of an octopus and may channel its power. You may bend your joints at unnatural angles, as if there was no bone at all.
  72. Meditation of Stillness: You can enter a deep meditation where you remain perfectly motionless. You still need air, but do not appear to breathe. You cannot take any actions while meditating and can remain in meditation for a number of hours equal to your Constitution.
  73. Meditation of Serenity: You can enter a deep meditation where you ignore all pain. You cannot take any actions while meditating and can remain in meditation for a number of hours equal to your Constitution.
  74. Meditation of Lost Breath: You can enter a deep meditation where you don't need to breathe. You cannot take any actions while meditating and can remain in meditation for a number of hours equal to your Constitution.
  75. Meditation of Lost Mind: You can enter a deep meditation where you ignore all mind-affecting conditions and effects, including compulsions, insanities, domination and possession. You cannot take any actions while meditating and can remain in meditation for a number of hours equal to your Constitution.
  76. Meditation of Inevitable Death: You can enter a deep meditation where you appear dead to all forms of detection magical or mundane. You seem to have no pulse or breath, have no reaction to any stimuli, and smell as a carrion. You however only appear dead and still require air, plus retain your full senses. You cannot take any actions while meditating and can remain in meditation for a number of hours equal to your Constitution.
  77. Quick Step: Once per round as a free action, you may burn a MD to gain a bonus move action.
  78. Quick Strike: Once per round as a free action, you may burn a MD to gain a bonus attack action.
  79. Imperial Mountain Stance: Press your hands together and count your Strength as 20 against being pushed, shoved, or moved.
  80. Reed in the Wind Stance: Stand on one leg and count your Dexterity as 20 against various hazards that can be dodged or avoided.
  81. Ox Body Technique: Cross your arms over your chest and count your Constitution as 20 against poisons and diseases.
  82. Matchstick Golem: Create a tiny, burning golem from wooden splinters. The golem will follow your commands, but usually burns up in a few rounds.
  83. Resuscitate: If an attack would reduce you from full hp to 0 hp or less, you may spend all your remaining MD to survive it with 1 hp. You must spend at least 1 MD.
  84. Other Eyes: You can see through the eyes of any creature you touch.
  85. Smite: As a part of your attack, you may burn a MD to add 1d6 damage if the attack hits.
  86. Magic Weapon: As a part of your attack, you may burn a MD to gain +1 to hit and damage. The weapon also counts as magical if it was not.
  87. Perfect Parry: As a reaction to an incoming attack, you may burn a MD to reduce the damage by 1d6 points.
  88. Call Staff: You may recall your staff (if you have any) to your hand with a gesture. It curves around objects that it couldn't feasibly move, and cannot deal any damage while it flies to you.
  89. Track: You can pluck an eyelash and enchant it so that you will always know its location.
  90. Conviction: Convince a creature about something you truly believe.
  91. Predict Fortune: You can foretell the results in minor games of chance, such as coin flipping or dice rolls.
  92. Predict Weather: You can foretell the weather a day in advance.
  93. Predict Quantity: Discover the amount of items in a pile with a glance.
  94. Predict Distance: You can accurately tell the distance between any two points you can see.
  95. Soul Gaze: You can tell if a creature is possessed or influenced by magic just by looking in its eyes.
  96. False Facade: You may conceal your true age, injuries and mutations, appearing young and immaculate. The facade may fail in times of dire stress.
  97. Triple Facade: Change your appearance to that of a child, an adult, or an old person.
  98. Comprehension: You can grasp the general intent of any sapient being's speech.
  99. Phase Step: Teleport yourself up to 1'.
  100. Magic Circle: Mark a circle on any suitable surface. Supernatural creatures with HD less than [your wizard templates] cannot cross it.


Edit: Extended the table up to d100.

15 July 2018

Class: Diviner Wizard

Diviners are in high demand, as every monarch, noble, guild master or merchant can make good use of their skills. They can be advisers, spies, investigators and inquisitors, or the means of long-distance communication. Many future employers even pay up the Wizard Apprenticeship Loans of their diviners, because a man with crippling debt is much more easily swayed by bribes than one deeply indebted to you.

Many employers confide in their diviners and would loath to see them leave with all those secrets in their heads.

There are several schools of diviners Around Here, of those the main three:
  • Cult of the Great Eye in the Sky members wear colourful clothes and always carry a book, a quill and a pipe. They smoke wide variety of dried herbs and weeds, dreaming in drug trance and writing down their visions, then translating them with the help of ancient dream books.
  • All-Seeing Academy students wear white robes and gold girdles. They learn history and accounting and diplomacy and astrology. They often have a jewelled eye of gold and pearl grafted in their foreheads.
  • Circle of Sightless Seers sends journeymen to travel the world and see other countries, different people and foreign traditions. They all speak several languages and many have picked up various tricks and skills from their travels. They carry a beautifully embroidered blindfold. It helps them concentrate and think, they claim.
Cult of the Great Eye in the Sky

All-Seeing Academy

Circle of Sightless Seers

You are Chartered.

Starting Items: In addition to normal wizard starting items, roll d4 for your school:
  1. Cult of the Great Eye in the Sky: a pipe and some dried herbs,
  2. All-seeing Academy: a fake gold girdle and an abacus,
  3. Circle of Sightless Seers: an embroidered blindfold and d6 ludicrous lies about your travels,
  4. you come from one of the smaller schools or from an independent master.

Perks & Flaws:

You have permanent Wizard Vision and thus can see spirits. This has multiple uses: invisible creatures are visible to you as faintly glowing outlines; angels, demons and ghosts are translucent but visible even when immaterial; enchanted items and possessed or cursed creatures have a faint aura around them; spellcasters, undead and magical beasts radiate magic. Don't forget to decrease your Wisdom or Charisma by 1d6.

You cannot tell an intentional lie. You may remain silent, tell technical truths or use evasive answers, so abuse your eloquence.

Cantrips:
  1. You can foretell the results in minor games of chance, such as coin flipping or dice rolls.
  2. You can foretell the weather a day in advance.
  3. You can perfectly memorize large amounts of information. If you stare at a room for a second, you will recall it with photographic clarity. Reading through a book will allow you to memorize it word by word.


Spell List:

1. Arcane Mark
R: touch; T: creature or object; D: [sum] hours

Place a unique, personal mark on the target.

For every [die] after the first, pick one of the following options:
  • The mark will dimly glow.
  • The mark will be invisible to those without wizard sight.
  • The duration becomes permanent.
  • You may target your spells through the mark as if you were touching the target (and even some non-touch spells), no matter the actual distance.

2. Emotion Reading
R: varies; T: one creature; D: concentration

You can discern the emotions of the target creature, including their strength. This also allows you to tell when the target is lying. At 3+ [dice], you can use this spell on spirits and undead.

Range of this spell increases with [dice]: touch at 1 [die], 10' at 2 [dice], 50' at 3 [dice] and 100' at 4 [dice].

3. Object Reading
R: varies; T: one object; D: concentration

You can read the psychic impressions left upon an object by emotionally or magically charged events in the item’s history. Longer concentration is required for older or less powerful events.

Range of this spell increases with [dice]: touch at 1 [die], 10' at 2 [dice], 50' at 3 [dice] and 100' at 4 [dice].

4. Alarm
R: [dice] x 20' radius; T: area; D: [sum] hours

You set an alarm against unwanted intrusion.

Until the spell ends, an alarm alerts you whenever a creature enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You can also choose whether the alarm is mental or audible. The alarm awakens you (and others if audible) if you are sleeping.

5. Corpse Sight
R: touch; T: dead creature; D: 0

You touch the corpse of a dead creature and experience a short vision of its last moments.
With 1 [die], you see the creature's last minute of life. With 2 [dice], you see a relevant vision from its last hour. With 3 [dice], it's a vision from its last day. With 4 [dice], it can be any information you require and the creature possessed.

6. Discern Direction
R: [sum] miles; T: creature or object; D: concentration

You can discern the direction from you to the target, if it is within range. This spell requires a token of the target to function. A used piece of clothes, a favourite item, a drop of blood, or a lock of hair for creature; a linked object for other object (a small, chipped-off piece, a sword and its scabbard, a coin and the chest it was stored in, a similarly looking object). No token is required for targets with your arcane mark.

At 2+ [dice], you also learn the rough distance to the target. At 4 [dice], the spell may be cast as an enchantment on the token, making it permanent and no longer requiring concentration.

You may also use this spell with no target to learn where north is.

7. Foresight
R: 0; T: self; D: [sum] rounds

You swiftly read the immediate future and adjust your moves.

Pick [dice] of the following options:
  • Gain +1 Defense. Can be chosen multiple times.
  • Gain +1 Attack. Can be chosen multiple times.
  • Automatically dodge every small missile fired at you (arrows, slingshots).
  • Walk blind unimpeded, foretelling your every step.
  • Learn about every trigger you were just about to set off (but you don't know what it will trigger).

8. Scry
R: [dice] x 100'; T: floating eyeball; D: concentration

You conjure an invisible, intangible, floating eyeball to any place that you designate. Unlike most spells, you do not have to have line of sight to cast it. As long as you maintain concentration, you can see through this eyeball with your normal sight.

This spell requires something to scry on, usually a mirror, quiet pool, clouds, or bonfire. At 2+ [dice], you can also hear through the eyeball. At 3+ [dice], you can also speak through the eyeball.

If you use an actual crystal ball when casting this spell, the range is instead [dice] miles. Crystal balls are rare enough that they are never offered for sale and most are ancestral relics.

This spell can be used through an arcane mark to conjure the eyeball near the target no matter the distance.


9. Dream
R: special; T: creature; D: concentration

This spell can be cast at any creature you have a token of (a used piece of clothes, a favourite item, a drop of blood, a lock of hair), or whom you have marked with arcane mark. You fall into a trance that lasts until you break concentration. Once your target falls asleep, you enter their dream. You can converse freely and exchange information in the dream, but upon waking up, the target must Save or forget the whole conversation. You will remember automatically.

You can also attack the target in the dream, causing them a terrible nightmare. The first of you or your target who is reduced to 0 hp during the dream fight wakes up abruptly, gaining no benefit from the rest and sleep.

10. Control Memories
R: touch; T: creature; D: concentration

You can browse the target's memories, share a memory with them, steal a memory from their mind, erase their memories, change them or fabricate new memories. You may affect up to [sum] minutes of memories at 1 [die], hours at 2 [dice], days at 3 [dice], or years at 4 [dice]. This spell requires time and concentration, so it can only be performed on a willing or helpless (bound, unconscious, ...) target and the spell fails if you are disturbed.

11. Commune
R: 0; T: self; D: 0

You contact the collective unconsciousness of humanity, the sleeping gods below the world, or some alien, omniscient entity.

You may ask the GM a question regarding a person, creature, object or a location. The question must be posed in in-game terms, no metagaming. The GM will narrate a vision that answers your question, which may require interpretation. More [dice] allow you to ask follow up questions on the same topic.

Once you have cast this spell regarding a particular thing, you must interact with that thing before you are able to glean further information by use of this spell. You can still cast the spell to ask questions on other topics.

12. Astral Projection
R: 0; T: self; D: [sum] hours

You step out of your body, leaving it comatose, and enter the spirit world. For the duration of the spell, you are for all intents and purposes considered a spirit and can move freely around the spirit world. As the duration expires, your spirit will instantly return to your body and you will wake up, but you cannot end the spell prematurely.

Should your body be killed while your spirit is away, Save or die. If you saved, you remain as a ghost and cannot return to the real world without some body to possess.

Should your spirit be killed in the spirit world, your body will remain soulless. Save or have some evil spirit possess your now empty body. Spirits are technically immortal, but someone would have to tend to your comatose body for 2d6 months (explodes on 6) before your spirit is reborn and can return to your body.

Not that guy with the crown.

Mishaps:
  1. Your MD only return on a 1-2 for 24 hours.
  2. You take 1d6 damage from psychic exhaustion.
  3. Random mutation for 1d6 rounds, then Save. Permanent if you fail. Eyes or mumbling mouths are preferable.
  4. Random insanity for 1d6 rounds, then Save. Permanent if you fail.
  5. You are blind for 1d6 rounds.
  6. Everyone you touch exchanges a random memory with you. Lasts 1d6 hours.
Dooms:
  1. You suffer from strange dreams and insomnia. For 1d6 days, Save each night or gain no benefit from the rest and sleep. Some of the dreams you receive might be prophetic, though.
  2. As above, but permanent. You often have dreams that hint at the future.
  3. In a single moment of terrifying enlightenment, you glance at the deeper truths and secrets of the Universe. You go completely, irrevocable mad. You sob, blabber and shout out mad prophecies.
The last doom can be avoided by cutting out your eyes.

Edit:
  • Reworked the emblems spells a bit, because they were way too similar. Removed the one below and Diviners now instead get Astral Projection.
Legend Lore
R: unlimited; T: creature, location or object; D: 0

You contact the collective unconsciousness of humanity, the sleeping gods below the world, or some alien, omniscient entity. You receive a brief summary of the significant lore about the target of your spell. The lore consists of myths, stories and legends. With more [dice], the lore will be more detailed and useful, even including secrets that were never widely known.

12 July 2018

Class: Queensman Wizard

The spell list for this class was mostly stolen from here, reworked for Skerples' standards and flavoured with Goblin Punch.

Nameless queen Yama is long dead, but her legacy, her machinations, and most importantly her cult remain. The so called Queensmen were once her secret police, highly trained and unquestioningly loyal. They were trusted with delicate operations and willing to do any dirty work. They were the Queen's eyes and ears, her daggers in the dark. They were ready to die for their Queen.

After each of the Queen's deaths, they were hunted and executed by her enemies. Yet they survived, as did the Queenscult. They waited for her return and welcomed her back, ready to serve. And when she was shattered, they put forth plans to find the Queensisters and help them and prepare them for when the Queen will rise again.

They are everywhere, gathering influence and resources, infiltrating royal courts, hunting for secrets and artifacts. They are invisible, always one step ahead, contingency plans within contingency plans. They are ready and the Thrice-Killed Queen is coming soon.

Secret Society by beckis52

You are an Outlaw.

Starting Skill: (d4) 1. Investigation, 2. Torture, 3. Espionage, 4. Sabotage.

Starting Items: disguise kit, Queensmen signet ring.

Perks & Flaws:

You have connections to the Queenscult, which is both a blessing and a curse.

In every town and some villages, there will be someone who knows the secrets signs and passwords of the cult. You have friends and can ask for favours. But you will occasionally be tasked with a mission and expected to comply. The more favours you request, the more frequent, more difficult and more dangerous your missions will be. Should you refuse or botch your mission, the cult will find and kill you. Should you be exposed, everyone else will hunt, torture and execute you.

Cantrips:
  1. You can fold any paper into tiny origami animals. These animals will animate for 10 minutes and behave as the animal in question would. They cannot deal any damage and are as durable as would be expected from origami.
  2. You can empower your voice to boom loud enough to be heard over a noisy town square or a whole mountain valley.
  3. You can root your feet into ground to gain an advantage on any checks made to retain balance, resist forced movement, or remain standing.
All hail the Queen!

Spell List:

1. Keep Still
R: touch; T: creature or object; D: varies

The target is unable to leave its place - it can perform any action except for moving. Creatures may attempt a Save vs Str to move at half speed for one turn.

The spell duration is [sum] rounds at 1 [die], minutes at 2 [dice], hours at 3 [dice], or permanent at 4 [dice].

2. Candlemass
R: 0; T: your hand; D: [sum] minutes

You conjure [dice] lit candles in your hand. Each behaves as any regular candle, except they cannot be put out and will burn even underwater. They may also be easily attached to any solid surface. The candles disappear as the spell expires.

3. Spit to Sword
R: special; T: your spittle; D: varies

You transform your spit into blades. By spitting into your hand, you can create a light weapon for [dice] minutes. Alternately, you may spit inside the mouth of a creature within 50', dealing [sum] damage as the spittle turns into razors.

4. Horrible Glyph
R: touch; T: surface; D: [sum] rounds

The solid surface touched is marked with a glyph so horrible that anyone who can see it must Save vs Fear or be overcome with disgust and retreat until it can no longer see the glyph. If a creature is marked and can see the glyph, it may even harm itself to remove the glyph.

5. Loyal Steel
R: touch; T: one weapon; D: [sum] rounds

You enchant a weapon to float in the air at your side and protect you. As a free action whenever you are attacked, the weapon counterattacks. It strikes as if wielded by you. The spell ends as its duration expires or after [dice] successful hits.

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

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

7. Empty Socket
R: touch; T: [dice] eyes; D: [sum] hours

The eye you touch is encased in magic and falls out of the head of its owner. It still provides sight and as the spell expires, it will teleport back to its original cavity. With a successful Attack, you may use this spell to pop out eyes of unwilling targets. If a removed eye is intentionally damaged, it is destroyed.

8. Magic Mouth
R: 0; T: self; D: [sum] hours

You gain [dice] extra inventory slots that can be accessed by swallowing or regurgitating the item you wish to store. The stored items are undetectable and none of their harmful effects affect you. As the spell expires, you vomit any items still stored.

9. Capture in Bottle
R: 30'; T: one creature; D: varies
This spell requires an empty bottle to cast. A creature of up to [dice] x 2 HD must Save or be pulled into the bottle and trapped. Anyone opening the bottle may release the creature, and if the bottle is broken, the creature is freed as well.

The spell duration is [sum] rounds at 1 [die], minutes at 2 [dice], hours at 3 [dice], or permanent at 4 [dice].

10. Death Mask
R: touch; T: humanoid corpse; D: [sum] days

You touch a corpse and the face peels off like a mask. The rest of the corpse shrivels up and flakes into dust. When you (and only you) wear the mask, you will look and sound like the person whose face you're wearing. The mask will rot into uselessness after [sum] days, but with 4 [dice], it can be made permanent.

11. Spiteful Queen's Gift
R: touch; T: object; D: [dice] hours

The target object is imbued with incendiary potency and may explode. Pick one of the triggers below:
  • codeword,
  • time elapsed,
  • impact,
  • touch of anyone else but you.
Any creature within 5' of the exploding object takes [sum] damage. If the object is not triggered before the duration of the spell expires, the magics harmlessly dissipate. The target object may be destroyed by the explosion; wooden items have 5-in-6 chance of breaking, iron items 3-in-6 and magic items 1-in-6.

12. Jealous Queen's Kiss
R: kiss; T: creature; D: permanent

You force [dice] interdictions upon the target ("You shall never refuse to help the Queenscult." "You will not lie." "You can never again attack me or my allies.") with a kiss.

Because it's required that you kiss the target, you may only cast this spell on a willing or helpless (bound, unconscious, ...) creature. Impossible or contradictory interdictions are ignored. Multiple castings of this spell overwrite the older ones, they don't stack.

Any time the target breaks one of the interdictions, they must Save or die.

Except that the red one would be a Queensister.

Mishaps:
  1. Your MD only return on a 1-2 for 24 hours.
  2. You take 1d6 damage from internal bleeding.
  3. Random mutation for 1d6 rounds, then Save. Permanent if you fail.
  4. Random insanity for 1d6 rounds, then Save. Permanent if you fail.
  5. Any spell you cast (including cantrips) for 24 hours will be accompanied by very obvious supernatural signs, such as floating clothes, glowing eyes, distant thunder, or ominous sounds.
  6. For 1d6 rounds, you must obey any command shouted at you, as per command spell.
Dooms:
  1. You are paranoid. There are conspiracies everywhere. There is no one you can trust. You have trouble sleeping near other people. You won't eat food you didn't prepare and even then will be afraid of poison. There is always someone watching.
  2. You suffer minor hallucinations. The GM will start telling you secrets no one else can see. Some of them might even be true. You are constantly alert and on the edge.
  3. You fly into a murderous rage for 1d6 hours, attacking everyone present and then seeking more victims to kill. You constantly scream about the return of the Queen. But the real danger is the Queenscult, because they cannot have you spill all their secrets and will likely dispose of you even before your third doom.
Your dooms can be avoided by leaving the Queenscult and never coming back. But nobody leaves the Queenscult.

11 July 2018

Levels, Hit Points and Willpower

I dislike the way d20 systems tend to give you free hp bonus as you level up. While GLOG does away with the hp bloat the plagues other systems, you still gain hp with level ups. Yes, you are learning, getting more experienced and better. But that's why you gain new abilities with levels, so why would you also get harder and harder to put down in combat when your area of expertise is elsewhere? Fighting classes, who are most definitely justified in getting tougher with experience, already get class-based hp bonuses, so why retain the automatic increase for everyone?

Therefore, your hit points no longer increase from levelling. You have maximum hp equal to your Constitution, plus any class bonuses and such. That makes low Con character very fragile, but then that's to be expected and they can try playing in a way that does not put them in the harm's way.


In the same way as "don't get hit" points are a measure of how well you can take physical punishment without injury, I'd like to have an abstraction of mental health / stress resistance / sanity. This will be your willpower (wp) and will work in pretty much the same way as hp. You will have maximum wp equal to your Wisdom, plus any class bonuses and such.

In addition to psychic damage, I'm thinking about making fear, charm and similar mind-affecting effects deal damage to your wp, straining your psyche until you snap at 0 wp. Rules for stress from dungeon crawling, horror of meeting monsters, madness, insanity and nervous breakdowns will also be required. :)

8 July 2018

Class: Winter Witch

Most people don't understand winter. It's the time of calm, of sleep and dreams, of death and rebirth. Unfortunately, everyone seems to be focused on the "death" part. Everyone except for some wizards and witches, who found the beauty of winter and celebrate it with their craft.

There are also those winter witches and ice wizards who are misanthropic and psychopathic to live on forgotten mountains, call down blizzards on travellers and curse kingdoms with eternal winter. They give a bad name to their magic school, but the bad name sticks.

Everyone enjoys a nice cup of hot tea.
You are an Outlaw.

Perks & Flaws:

You are immune to cold weather, exposure and hypothermia; plus take half cold damage.

Every time you prepare your spells, Save. If you fail, your powers manifest in some not necessarily harmful, but definitely obvious way. Temperature will drop and small fires will be snuffed out, icicles will grow on nearby objects and everything will be coated in rime.

Cantrips:

  1. You can cover a square foot with rime or freeze a cup of water with a touch.
  2. You can snuff out small flames with a flick of your wrist.
  3. With concentration, you can move on the surface of snow without sinking or on ice without slipping.
When all you have is ice...

Spell List:

1. Ring of Frost
R: [dice] x 10' radius; T: area; D: 3 rounds

All creatures around you take 1d4 damage, Save for half. Calm water will be frozen into a brittle bridge.

Everything that fails its Save is frozen to whatever surface they were touching. Boots are frozen to the ground, keys are frozen in their locks. Creatures are usually immobilised from the feet down unless they were in deeper water. Attempting to break loose is an opposed Strength check. The ice has a Strength of 10 + ([dice] x 2).

2. Throw Icicle
R: 100'; T: creature; D: 0

You conjure an icicle and hurl it at the target. The target takes [sum] + [dice] damage (half piercing, half cold), no Save.

3. Conjure Ice
R: 50'; T: surface; D: [dice] x 2 rounds

You cover up to [sum] map squares or hexes with a thick layer of ice. Creatures attempting any action in the affected areas must Save vs Dex or fall prone.

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

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, target appears very pale, with bluish lips, cold skin and no visible breath.

Can affect creatures 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. Preserve
R: touch; T: [dice] objects; D: [sum] hours

You chill food or a corpse to preserve them, encasing them in a thin layer of ice. In high temperatures the duration of the spell is halved, while in cold environment it becomes permanent.

6. Obscuring Snow
R: [dice] x 10' radius; T: area; D: [sum] minutes

You freeze the water vapours in air, creating heavy snowfall in a radius around yourself. Everything in the snowfall is obscured and even after the spell ends, it leaves behind [dice]" of snow. Any creature moving through the snowfall has its movement speed cut in half.

7. Ice Spikes
R: 0; T: your hand; D: 1 minute

You conjure [dice] spikes of ice in your hand. Each can be used in normal melee or thrown Attack, dealing [sum] damage on hit and always shattering.

8. Frostbite
R: touch; T: creature; D: 0

Target takes [sum] Dex damage, Save for half and cold resistance negates. If this spell brings the target to 0 Dex, they are frozen solid.

9. Shape Ice
R: touch; T: ice or snow; D: concentration

You can shape ice as easily as clay.

At 1 [dice], you can only roughly bend and twist the ice, or easily plough through snow. At 2 [dice], you can craft elaborate objects out of ice, though they will be very brittle. At 3 [dice], you may enhance the properties of objects you shape. For example, a sword or a plate mail made of ice can be used as if they were iron, or a gown of snow will not fall apart. However, your creations are no more resistant to thawing than normal ice. At 4 [dice], your creations will be resistant to heat (prolonged exposure to fire will still melt them, though).

10. Wall of Ice
R: 20'; T: wall; D: permanent

You conjure a wall of ice, one 10' x 10' x 2' panel per [die]. It has [dice] x 2 HD and you can mold, shape and twist it to your liking. If it is horizontal, the wall must be anchored on at least two sides. With more [dice], you get more control over the shape of your walls.

This is a very appropriate use for your walls of ice.

11. Simulacrum
R: 0; T: self; D: [sum] hours

You fall unconscious and possess a clone of yours that forms from the nearby ice and snow. The simulacrum has [dice] HD and all other stats as you, but it has none of your equipment or magical abilities. Once the duration of the spell expires or the simulacrum reaches 0 hp, you return to your body. However, if the simulacrum was destroyed, Save or permanently loose 1 Wis from the shock of "dying". The simulacrum is vulnerable to thawing.

12. Blizzard
R: [dice] miles radius; T: area; D: [sum] hours

You summon a great blizzard. Temperature plummets, winds start to blow, snowfall smothers everything. With more [dice], the weather becomes even more extreme.

Who said that white is compulsory?
by SirTiefling

Mishaps:
  1. Your MD only return on a 1-2 for 24 hours.
  2. You freeze to the ground and cannot move for 1d6 rounds.
  3. Random mutation for 1d6 rounds, then Save. Permanent if you fail. Ice- or winter-related mutations are preferable.
  4. Save vs Fear any time you come near a fire larger than a candle for the next 24 hours.
  5. You fall into a death-like sleep (as Hibernation) for 24 hours.
  6. Cold and sleet erupt around you. All fires within 50' are extinguished and everything is covered with ice and snow.
Dooms:
  1. You turn pale, with bluish lips and misty breath. Your skin is very cold. You cannot get warm and feel very uncomfortable near fire.
  2. Temperature near you drops and bonfires or smaller flames are extinguished. Your touch coats everything with rime. When you stay at one place for a while, the weather slowly becomes more cold and cloudy.
  3. You transform into a frost wraith or a similar appropriate NPC.
The last doom can be avoided by marrying a fire elemental or drinking a potion brewed from the ashes of a phoenix.

Your second doom can be quite bothersome for your party, because camping with you means no fire and sleeping in cold no matter where you are.

As I said, immune to exposure.
by Porch3s

Edit:
  • Changed the third cantrip to something more appropriate.
  • Reworked Ice Spikes a bit.
  • Removed and replaced the following spell, because it wasn't very interesting:
Cone of Cold
R: [dice] x 5' cone; T: area; D: 0

Does [sum] cold damage to everything in the cone, Save for half. Also extinguishes all fires smaller than a bonfire.

7 July 2018

Beyond the World

There is a world beyond this world. It is just like this world, yet very different. A mirror to our world, if you will. The spirit world. It lies just beyond human perception. It's not hiding - it's everywhere, shading into our world, an inextricable part of natural order that humans cannot see. The cats can, though. Wizards, too. It is called the second sight - seeing the world beyond this one overlap with our reality.

Your mind wanders the spirit world when you sleep and dream, but you can also cross the border between worlds corporeally, if you find the right place. A fairy ring at midnight might be enough, or the right dolmen at the right day of the year. Spells can get you there, or the help of spirits. Deep forests and forgotten mountain caves can hold small crossings. And if you go underground and then further and further until you enter the Veins, the boundary between the worlds starts to crumble and fade. Go deep enough and you won't be able to tell where the real world ends and the spirit world begins. Ghosts walk freely deep underground.

The Three Veils

The first Veil is a close reflection of the real world. A strange doppelganger. Where there is a building in the real world, there will be one in the spirit world. It may be a bit different, adjusted, rebuilt or ruined, but it will be there. And when a new building is built in the real world, a new one will spring in the spirit world. It is also from here that the spirits can watch us, or manifest into the real world. It requires a bit of concentration and suddenly the surroundings change in the subtlest of ways and they are in the real world. With the second sight, you can see the first Veil.

There are pathways and passages in the first Veil that you won't find in the real world. They are usually inconspicuous - a trail lost in the underbush, a door that should not be there, an extra hallway or simply some unnatural way of walking around an old tree. And suddenly you'll find yourself in places that would not fit into the real world. Ball rooms in a tiny cottages. Lost kingdoms and endless forests and beautiful gardens and caves or dungeons or labyrinths. You are in the second Veil. Everything is bigger on the inside. Be careful about the Folk - they can be friendly, fickle, or very, very cruel. The second Veil is theirs.

The third Veil is where reality starts to break. The dreamlands, where imagination and chaos run amok and the resemblance between the real and spirit world is breaking apart. The first two Veils look like magical versions of the real world, but the third one is more of a nightmarish, drug-induced vision. The sky is orange, or it is the sea, or there is no sky, only another forest and then another on top of that. The Moon is a giant skull and a wheel of cheese and a god and a space rock at the same time. Everything is on fire and doesn't burn and there is no such thing as fire. You always take exactly five minutes, three seconds to cross a hallway. The forms of the spirits no longer resemble real world creatures. Gravity may no longer work. Time is strange. Thinking too hard is dangerous, because it may start to change things around you. This is where you go in your dreams, or if you dive from the second Veil.

The third Veil is fun.

The Ectoplasm

Everything in the spirit world is made of ectoplasm, except for you if you travelled there physically instead of only with your soul. Ectoplasm is incredible substance, easily shaped and transformed into nearly anything. The rocks, the air, the bodies of spirits or their belongings - all is just a different form of ectoplasm. It is also incredibly malleable with strong thoughts. Given the right conditioning and a strong will, you can ignore the way ectoplasm is and tell it how it should be - temporarily or even permanently changing it to fit your vision.

Your mind can suppress natural laws. Walking through walls requires only a bit of concentration. You will not fall through the ground unless you want to, and even then for only as long as you can concentrate on falling. Or you can stop thinking about gravity and fly in the air. Even the spirits can be moulded into new shapes if you know what you are doing. There is a guild of "plastic surgeon ghosts". Your own soul can be shaped. And while nothing can be created "from the thin air" in the real world, it can in the spirit world, because the air is the very same ectoplasm that will form the new object. All it takes is skill, willpower and imagination.

And while ectoplasm brought to the real world is only half-real, often becoming translucent or intangible, it is most definitely real in the spirit world. If you were to enter the spirit world, ghosts would be fully real and tangible for you. The spirits are normally immaterial, invisible and intangible to the real world when fully within the Veils. But they can cross the border, becoming visible or audible when manifested, which is a part-way between the worlds; or fully tangible once materialized. But that usually takes magic.

The Host of Spirits

The real world has animals and people; the spirit world has many, many types of spirits. A whole ecosystem of them. They live and procreate and devour others and die and some are reborn again, or changed into a new shape. Many resemble real world creatures, because the spirit world is a reflection of the real world and easily moulded by thoughts, memories and dreams. Many are intelligent. Many can cross into the real world if the circumstances are right.

Angels and demons are the same, really. Angels of one culture are demons of another. They are shaped by beliefs of people, or by a greater power who needs some servants. They are not black or white, but often have very strange worldview and motivations. But that could be said about nearly any spirit, or even real world people from foreign enough place. They live in various heavens, havens or hells constructed by gods or other powers, or sometimes roam free, trying to escape the regime and servitude.

Souls are the spirits that possess and bond with a living body of creatures, guiding it through life until death. Scholars debate on how many souls exactly you have, or what happens with your different souls after death. But every living creature has some soul, even plants, and some unliving too, through magic or chance. Ghosts are the free souls that once inhabited a body, roaming the spirit world until they reincarnate, change (usually into an angel or a demon, if they were religious and went on for an eternal reward or punishment), or fade away. There are entire empires of the dead in the spirit world. There are also the diseased, mad or maimed souls - various wraiths, spectres and shades.

Elementals are to unliving nature what souls are to the living creatures. The spiritual part of every rock, river or wind. Unlike souls, they tend not to spend most of their time in their worldly shells. It takes them quite some effort to don and move their real world bodies and only magical compulsion or great offense will usually make them. They may be solitary, or gathered in elemental courts in service to one of their more powerful kin, the lesser elemental dragons.

Spells are living creatures. Or spirits, rather. They are spirit animals, ubiquitous and strange and hunted by wizards, who bind them into their spellbooks and then throw them at other people. When you look with second sight at a wizard who casts a spell, you will see the spell sprout from their head - a little finger of death, enraged and running straight for you. Spells can breed, mutate, die, or learn. While many spells start as animals, they can grow in both power and intelligence, especially if they can feed on the thoughts of a wizard. A wish who escapes from the mind of an archmage might be as powerful and smart as a godling.

Folk are probably the closest the spirit world has to a cohesive population. If spells are animals and angels or demons are monsters, then the Folk are humans. They build cities and freeholds, they have complex societies, fey kingdoms and long, convoluted history. They are also weird and not really like humans except for the barest analogy. The Fair Folk are probably the most likely to be met by a human, but the Winter Folk and Mer Folk are plentiful, too. They often war with elves.

Petty gods are powerful spirits of indeterminable origin. Some sprung into existence when they were needed. Some are humans who ascended through concentrated worship. Some are extremely powerful spells or elementals. Archfey of the Folk or various archangels and demon lords could also count. They are all usually lumped together under the label of "god" because it's easier to talk about world-shaking powers when they at least have a common name. They have nothing else in common, though, as each is as unique as their origin stories.

Minor spirits are countless and easily overlooked. They are like insects of the spirit world - found everywhere, but rarely of consequence and effortlessly squashed by any other spirit. Cantrips are the least spells, diminutive parasites latched on the souls of wizards. Disease spirits are barely sentient, let alone sapient spirits that possess living creatures, causing various diseases. Larvae are spirits that were broken, killed and destroyed so many times they lost everything but the primal spark of life that is immortal in all souls. They writhe in the earth of the spirit world like grub.

Fair Folk hunt by MelUran

The Other Planes

There are no other Planes; Outer, Elemental or otherwise.

6 July 2018

Class: Deep Mage

The sea is strange, deep and mysterious, and so are the wizards who draw upon its powers. Sea sorcerers are aloof, yet respected members of many coastal towns. They talk to the fish, true, but they also sometimes convince the fish to jump into the fishermen's nets. All the stories about them sleeping with fish men are surely just slander.

But there are other things in the sea than fish. Older, more alien, more dangerous things. Things with tentacles and great powers. And of course there are wizards who can't resist meddling with such powers.

At first, those wizards seem only a little bit mad, obsessed with tentacles and spurting bodily fluids everywhere. Pretty normal for a wizard. But everywhere a deep mage goes, squid lords and cults of the Deep are not far behind. And no one is willing to wait until the corpses with empty heads start showing up...

Inspired by this.

More tentacles, more ink.

You are an Outlaw.

Perks & Flaws:

You can drink salt water or murky water normally. You also suffer no negative consequences from being wet.

You must prepare spells while submerged in water. Your spells will fail if you are dehydrated.

Cantrips:
  1. You can write with your fingertip, producing ink as you write.
  2. You may bend your joints at unnatural angles, as if there was no bone at all.
  3. You may meditate, requiring no air while you do so.
Normally, you can hold your breath for Con turns underwater before you must start saving vs drowning. If you start meditating, those turns stop counting down until you take an action or otherwise break your meditation. A friendly water-breathing creature could easily carry you for hours while you meditate on the virtues of squids. Also useful when buried alive.

An accomplished deep witch.

Spell List:


1. Inkspray
R: 30'; T: cone; D: 1 hour

Everyone in cone is blinded for [sum] rounds (no Save), or until they spend a round wiping their eyes. Also coats the affected area in ink. The ink disappears as the duration expires.

With 2+ [dice], you may choose one of the following additional effects:
  • the ink dimly glows with bioluminescence,
  • the ink has any colour you wish,
  • the ink is slick, as a grease spell.

2. Inkscreen
R: 30'; T: area; D: [sum] minutes

You must be in water to cast this spell properly. You create a haze of ink [dice] x 10' in diameter. Everything in the ink is obscured. Everyone in the ink is blinded (no Save) and if breathing water, must Save each round or loose their turn choking. Water currents dissipate the ink in a minute.

Outside of water, this spell simply coats the area in harmless ink.

3. Liquefy Ink
R: touch; T: book or scroll; D: [sum] hours

The contents of a book or a 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. During the next long rest, Save or forget the drunk book. With 3+ [dice], you retain the knowledge automatically.

Drinking a magic scroll or a spell book will cast the spell contained in the liquid, as if the drinker cast it with [dice] MD. For spell books, the spells inside will try to flee when liquefied and only one, at random, will be left to drink.

The potions will dry into uselessness as the duration expires.

4. Dazzling Display
R: 0; T: self; D: [sum] minutes

Your skin pulsates with chromatophoric patterns, changing colours and shedding light depending on how many [dice] are invested:
  • 1 [die]: Simple patterns of slowly changing colours. No light produced,
  • 2 [dice]: Complex patterns. Candle light produced,
  • 3 [dice]: Quickly changing or pulsing colours. Torch light produced,
  • 4 [dice]: You can also produce sunlight or octarine light if so desired.
This spell can be used to gain an advantage on Stealth, but the caster must be nude to take full benefit.

5. Tentacle Slash
R: 50'; T: creature; D: 0

You transform one of your hands into a long tentacle and lash against your foes. You deal [sum] + [dice] damage to the target, no Save.

6. Tentacle Swipe
R: 50'; T: creature or object; D: 0

You transform one of your hands into a long tentacle and lash against your foes. You may pull the target [dice] x 10' closer. With 2+ [dice], you may instead slide them in any direction you wish. Target creatures get a save if you try to move them into dangerous terrain.

7. Tentacle Swarm
R: 50'; T: area; D: [sum] rounds

A swarm of tentacles bursts from a solid surface 10' in diameter. Any creature inside or moving through the area must Save vs Dex or be tripped/grappled, at your option. The tentacles have 10' reach and Str of 10 + ([dice] x 2).

8. Tentacle Hand
R: self; T: one or both hands; D: [sum] minutes

Your hand falls off and transforms into a monstrous tentacle:
HD: [dice]
Atk: 1d10 + [dice]
Def: chain
Str: 16
You continue to control it, but if it dies, you don't have a hand anymore, so don't forget to re-attach it. Alternatively, you can have this affect both hands, but you’ll look quite foolish.

9. Mimicry
R: 30'; T: self; D: [sum] minutes

You mimic an inanimate object in range, changing form until you are indistinguishable from your model. You do not gain any special abilities of the mimicked object. You may also mimic a section of a wall to hide.

You retain your full senses while disguised, but must drop the disguise to take any action. You may drop, renew or change your disguise any number of times until the duration of the spell expires.

At 1 [die], the mimicked object must be of a size roughly comparable to you. With more [dice], the range of sizes expands.

10. Inkdive
R: 50'; T: pool of ink; D: [die] x 5 minutes

A continuous patch of ink becomes [sum]' deep. After the duration expires, any creatures inside the pool of ink are trapped in the ground.

11. Cephalomorphosis
R: 0; T: self; D: varies

You transform into a squid lord.

You look like a mind flayer and gain their brain-eating attack, but no psychic powers. You retain your stats and spellcasting abilities, plus can speak with squids, breathe water and gain infravision. Additionally, for every brain of an intelligent creature you devour, you restore one burned MD.

The spell duration is [sum] rounds at 1 [die], minutes at 2 [dice], hours at 3 [dice], or permanent until dismissed at 4 [dice].

While you may restore your MD indefinitely with this spell and a steady supply of intelligent brains, GMs should play up the ramifications of brain-eating. It is one thing to kill an enemy, it is something very different to crack their skull and slurp up their brain between their dying screams. There is a reason deep mages are outlawed.

12. Call Kraken
R: unlimited; T: kraken; D: special

You call upon the legendary kraken and beckon it to you. The kraken arrives in 24 - [sum] hours and stays as long as it wishes. You may impose [dice] simple requests upon the kraken.

Note that the kraken is not automatically friendly towards you nor is it necessarily hostile to your intended target. Requests such as "please don't eat me or my associates" are recommended.

Ïa ïa! The squid god cometh!

Mishaps:
  1. Your MD only return on a 1-2 for 24 hours.
  2. Take 1d6 damage as you cough up ink.
  3. Random mutation for 1d6 rounds, then Save. Permanent if you fail. Squid-related mutations are preferable.
  4. You constantly sweat ink, staining everything you touch and leaving a trail. Lasts 1d6 hours.
  5. You are blinded for 1d6 rounds, weeping ink.
  6. Speak only squiddish for 1d6 hours. Squids, octopi and mind flayers understand you, but no one else.
Dooms:
  1. You transform into a harmless squid for 24 hours.
  2. You must be constantly wet. If you ever dry off, Save vs unconsciousness. Water will revive you.
  3. The word about your skill gets around. Your mind is a treasury of power, making your a great sacrifice for the squid god. Expect regular ambushes trying to abduct you and drag you to the nearest deep temple. First cultists or mercenaries, then squid lords (as mind flayers, but they get random spells from above instead of psychic powers).
The last doom can be avoided by becoming a high priest of a squid god cult.

They are already here!