Showing posts with label GLOG. Show all posts
Showing posts with label GLOG. Show all posts

1 January 2021

Class: Random Advancement Vampire

Vampirism - You don't need to eat, sleep, or breath, but you must drink blood. Allergic to sunlight. Powers and weaknesses develop as you drink more people.

 
A character of mine in a Finders Keepers game currently has this trait. The question remains, what kind of powers and weaknesses will a vampire develop? You can use the generator below - once you drink enough blood, press the button and you will gain one random power and one random weakness.

While the powers and weaknesses were created with Finders Keepers* in mind, they can easily be used for vampiric characters in any Into the Odd-style game. To make it work as a GLOG class, you could grant Vampirism and one roll on the generator at template A, then one extra roll each level. Or just use it to inspire powers for your NPC vampires.







 
Dead blood is any blood removed from a living body for over an hour, or taken from a dead body that already started to grow cold.

To feed someone your blood, take d4 damage unless otherwise specified.

*) Some of the abilities are frankly stolen from there.

24 June 2019

Thousand Gods Heresy Redux

Here are four more patrons for the cultists of the Thousand Gods Heresy. Woe shall be to those who stand against the tide.
 
 

Ahazu, the Seizer in the Dark

It is pitch black. You are likely to be eaten by a grue.
- Zork

Starting Items:
  • lavish clothes stained with old food and vomit,
  • as many empty bottles and chewed bones as you can carry.

Mark & Taboo
There is an endless starry void in the back of your throat. Your stomach is hideously distended and bloated.

You may never miss a meal. Should you break your Taboo, you must hold an opulent feast for three days and nights.

First Secret of the Hungry Darkness
You may eat any number of rations in a single action. For every ration eaten, you gain +1 on your next roll. You are always hungry and produce no body waste.

You may swallow inedible or dangerous substances with no ill effects, but gain no nutrition from them. You could snack on razors and drink acid without harm, or try the effects of monstrous meat and unknown potions by gulping them up.

Second Secret of Darkness Without
You may start vomiting endless torrents of darkness that fill a 30' radius around you. The darkness blocks sight and weakens other senses for everyone except for you.

You cannot stop vomiting until you pass a Save, but can act normally even as darkness pours from your mouth. This ability recharges whenever you eat.

Third Secret of Darkness Within
You may swallow creatures or items whole, up to one size category larger than you. Unwilling creatures must be grappled before being swallowed. All the swallowed objects are placed within an extradimensional space in your stomach that resembles a vast, lightless and timeless cavern with alien stars twinkling overhead.

You may safely store no more than [Cultist templates] things at a time, irrespective of their size, otherwise the superfluous objects may start to disappear into the darkness. You can regurgitate anything within your stomach at will.

Ritual of the Pregnant Darkness
There is a small pool of amniotic fluids and darkness in your stomach-cavern. By eating a raw chunk of a creature's flesh, you can begin to gestate a loyal clone of it in this pool. The clone takes a full day to gestate, and may be regurgitate at any later time, already adult. It dies a week after you release it from your stomach. You may only have one clone at a time.

The Broken God by SunnyClockwork

Astaroth, the Broken Clockmaker

He is very old. He is hurting very badly. He is underwater, in space, and everywhere else. He cannot get off his chair. He is stuck there forever because he is so badly hurt.
- SCP-1348, SCP Foundation

...not afraid of The Lord, for He is as we are, broken and scattered. As we restore the body of God, so we restore ourselves. To join with the Lord is good. As we give honor and worship to the Lord, so does He honor us. To serve the Lord is good. As we guard the Lord from harm, so does He...

- Church of the Broken God Bible Fragments, SCP Foundation

Starting Items:
  • toolbox (3 slots, but has nearly any tool you might need),
  • broken pocket watch.

Mark & Taboo
You constantly weep tears of black oil. Loud ticking is heard from your innards.

You may never harm a machine or mechanism, or allow them to be harmed. Should you break your Taboo, you must repair or build more mechanisms than were harmed.

First Secret of the Mechanisms and Machinery
You can speak with machines and mechanisms, and gain +2 to Reaction rolls with them. This includes mechanisms as simple as locks or traps, and machines as complex as alien supercomputers. You may negotiate with them and persuade them to do you various favours.

You can tell time perfectly.

Friendly locks will open for you, allied crossbow might get a bonus to hit.

Second Secret of the Cog and the Key
You do not eat, drink, breathe, sleep or age. Instead, you have a slot between your shoulder blades where a winding key can be inserted. You cannot reach there and need someone else to wind you up, or you will stop living until your are wound again. For every minute of winding, you gain one hour of functioning. Should someone wind you up for more than twenty four hours of life, you become overwound and take 1d6 damage for every additional wound up hour.

You take 1d6 damage per minute in water as your skin starts to get covered in rust and your movement grinds and screeches.

Third Secret of the Ticking Clock
You may increase your clock speed. This allows you to take up to [Cultist templates] extra actions per round, but at the cost of one hour of winding per extra action.

Ritual of Grafted Steel
Where flesh gave way, steel shall prevail.

With tools, materials and time, you can repair living beings as if they were machines. You need a forge and some clockwork components, then you can rivet the wounds and weld the bones. It takes a minute to heal 1 hp, or an hour to heal 1 point of attribute damage. Talk with your GM about implants and clockwork prosthetics.
 
Ain't he cute?

Buer, the CEO of Evil

FUCK OFF BUER!!!1!!!1!
- TheLawfulNeutral

Starting Items:
  • spiked black leather armour,
  • goatee (women get a fake one),
  • evil laughter.

Mark & Taboo
Your legs bifurcate into four cloven hoofed feet.

You must kill anyone who insults or makes fun of you. If you break your Taboo, kill another intelligent creature instead. Your minions are intelligent enough to serve you in this way.

You know how some villains keep killing their own minions when they get angry, just to show you how evil they are? You are one of those guys now.

First Secret of the Master
You are served by [Cultist templates] x 2 minions of Buer. They are HD 0 with only 1 hp, and deal 1d6 damage with their various limbs. They also look pretty ridiculous (roll here, automated generator on the sidebar) and act in generally silly, dumb way. They are absolutely loyal to you, though, and will do anything without question - walk into a known deadly trap, blow themselves up as suicide attackers, hold their breath until they pass out. They never roll Morale and cannot be turned against you.

Every night, you may summon new minions for any who died that day.

Second Secret of the Commander
You may sacrifice any number of your minions to gain +X to a Save, or to decrease the amount of damage you take by X, where X is the number of sacrificed minions. All the minions somehow protect you, but tragically and grisly die in the process, showering the surroundings in copious amounts of gore.

Third Secret of the Dark Lord
You are always dimly aware of all your minions. You can command them telepathically, and with concentration you may access all their senses. You can even speak through their (many) mouths.

Ritual of Demonic Possession
Mix ash, fat and blood, then draw the unholy symbol of Buer on the forehead of a helpless victim. One of your minions will possess the victim and you can then use them in the same way as any of your minions, but also gain access to their abilities.
 

Ikor, the Lamb of the Pyre

"For My flesh is true food, and My blood is true drink."
- John 6:55, NET Bible

Starting Items:
  • gnarly staff,
  • plain white robe,
  • devoted disciple.

Mark & Taboo
Smoke comes out of your mouth when you speak. Your blood smells sweet and delicious.

You may not allow your blood to be spilled in vain. Should you break you Taboo, you must take the blood of whoever bled you against your will, or a blood freely given if the offender escapes or doesn't bleed. As much blood as you bled must be taken.

Bludgeoning attacks are assumed not to draw blood, so the actual concern are enemies with sharp weapons.

First Secret of the Holy Blood
Your blood is sacred, nutritious and as flammable as oil. Every pint (2 hp worth) of your blood is equivalent to one ration, bottle of holy water and a flask of lamp oil.

Your spittle may ignite flammable substances.

Second Secret of the Stigmata
Your blood lives. When outside your body, you can command your blood to flow and climb in any direction.

You may also shape a pint of it into any simple item (a dagger, 10' of rope). Larger items may require more blood, and intricate items may require some skill or foreknowledge (for example, you can shape a key, but if you don't know what type of key will open a door, your key will likely not fit). All blood-shaped items last for 10 minutes.

Don't forget that your blood can now cover surfaces or drip on your enemies from above, and then you can spit on it...

Third Secret of the Burned Offering
When you die or when you will it, your body explodes as a fireball with number of MD equal to your HD, showering everyone nearby with burning gore. You can also will your limbs to explode independently as a fireball with 1 MD - this deals no damage to you, but leaves you with a smoking stump. If this attack kills any creature, you heal 1d6 hp per their HD. This healing may resurrect you if you exploded because of your death.

Ritual of the Sacred Salamander
Prepare a pyre or rare woods, sprinkled with incense and adorned with prayer strips. Anyone may sleep on the lit pyre as a part of their daily rest. They will take no damage from the flames and awaken in the morning with one of their lost limbs restored or a crippling injury healed.

 

29 May 2019

Class: Ninja Pirate Zombie Robot

It was bound to happen sooner of later.

 
A: Masutākirā no hijō ni chimei-tekina kōgeki, Shin'ya no shizukesa shijima gihō
B: Drinking Mates, P-Arrr-ot
C: Daisy Pusher
D: Metal Skin, X-Ray Eyes!!! or Laser Eyes!!!

Background & Equipment: Roll here, on the whole table.

Starting Skills: (roll d10 twice)
  1. Brooding
  2. Computers
  3. Dental Neurosurgery
  4. Espionage
  5. Gambling
  6. Heavy Drinking
  7. Mimicking Emotions
  8. Not Dying
  9. Shambling
  10. Whoring


Masutākirā no hijō ni chimei-tekina kōgeki*
For every non-trivial fact** you know about your target, you have +1 Attack and damage, to a maximum of +6. Usable once per encounter.

Shin'ya no shizukesa shijima gihō*
You make no noise when you move, and succeed automatically when sneaking in a situation where noise is the only method of detection.

Drinking Mates
You know a bar or tavern in every town where the patrons are friendly enough towards you that they would be willing to lie for you, given plausible deniability. For a smile and some sweet words to the owner, you can use a backroom unmolested.

You are also the first one to learn new gossips, and you have a 1-in-6 chance to have already heard something about any newly introduced NPC.

P-Arrr-ot
You now have a parrot familiar. It's intelligent enough to talk and even offer snarky remarks (in pirate speech). If you somehow get it killed, you can buy a new one.
 
Daisy Pusher
You are undead. You don't drink, breathe or sleep. You are immune to non-magical poisons and diseases, plus to bleeding and pain. You are also immune to healing magic and can only heal through resting. Even worse, only the raw flesh of your own race counts as a ration for you.
 
Metal Skin
Reduce all incoming damage except for electric by 2 points.

X-Ray Eyes!!!
Your implants allows you to switch between normal and x-ray vision.

Laser Eyes!!!
Your implants allows you to fire laser beams from your eyes. They deal 1d6 radiant damage with range of 50', but blind you for the same number of rounds. You can use this ability as much as you want, just not while blind.

Rock-paper-scissors is for noobs!

*) I'm so sorry to any native speaker!
**) Something you can't learn from a glance.

24 April 2019

miniGLOG

There were several posts about various GLOG hacks lately and it prompted me to finally do something with my personal GLOG, too. This is less of a hack and more of a compilation of GLOG rules into as compact form as possible. At two pages in length, miniGLOG can be read by the players in a minute and provides a quick reference for all the basic rules.



A table of races, backgrounds and classes is not provided for now, but you all have your own anyway. A table of bonus Perks is coming soonTM, but in the meantime you could use this.

From here.

There are, of course, places where I strayed from vanilla GLOG, but two differences are the most glaring:

Attributes
I always had a little bit of a problem with the mental attributes of D&D, or specifically with Intelligence and Wisdom. Charisma was saved by the grace of tying luck to it (the implications are just great, I like Charisma now), but Intelligence score on a character sheet just restricts the players too much as they try to conform their play to the supposed cleverness of their character, and Wisdom makes no sense at all, mashing together common sense, willpower and perception. Tradition does not justify them in my eyes.

Therefore, I replaced Intelligence with Acumen, which covers your quick wits and perception, working basically as mental Dexterity, and Wisdom with Will, which is mental Constitution, representing determination and sanity. Players will hopefully no longer feel the need to act stupid if they roll low mental stats, and I feel better.

Dexterity was nerfed a bit, too. It had way too many uses and bonuses.

Saves and Checks
I dislike separate Save score. Instead I stole scaled attribute checks from EMO, so Saves and checks are equal and you always roll under an appropriate attribute, with Charisma representing pure luck rolls. The conundrum of skills is thus also resolved, making them a binary bonus in the check scaling. Simple, flexible, easy, nice.

Most derived stats are gone, actually. I see no need for Stealth stat when I can call for an easy or hard Dexterity check, based on circumstances. The same goes for Movement and Initiative. Bonuses to a specific Save or check still work normally, becoming an ability on your sheet.

Oh, and my memory slot rule is incorporated, so skills will take up some space.

24 March 2019

Class: Paladin of the Void

He's not human; he's an empty space disguised as a human.
- John Fowles

The world is a dark, diminished place ruled by cruel gods. The only constant in this and every other universe is violence. Life is an accident, born from muck, filled with suffering and hatred, and ending in rot and grief. Even worse, death is not the end, for existence is cyclic - there will be another beginning leading to ever more pain.

Unlike the monks of the Void, who strive for selfish self-annihilation, leaving the rest of the world behind in their path to non-existence, paladins of the Void are the selfless few who stood at the very brink of nothingness and turned back - not out of fear or doubt, but because they believe that everyone deserves the chance to find true unbeing. They are teachers and saviours, bringers of enlightenment. They work towards the End of Everything, so that all may find the serenity of the true Void.

The End is nigh, finally.


If you should meet a god on the road... kill him.

A: +1 MD, Autolobotomy, Void Space
B: +1 MD
C: +1 MD
D: +1 MD, Telefrag

You gain +2 to Save vs mind-affecting effects (charm, pain, all emotions) for each Paladin template you possess.

Starting Items:
  • khakkhara (as staff),
  • mendicant bowl,
  • simple robes.
  

Autolobotomy
You scoop out a chunk of your own brain and replace it with a shard of Void.

You lose half of your Charisma. Nothing can lower your Charisma further. Your mind cannot be read and you cannot be scryed upon. Should you be possessed, the spirit will be helplessly imprisoned in the Void in your head and cannot escape without your consent.

Void Space
You can cast teleport (see below), but your spell is unlike wizardly spells. You do not prepare spells, you cannot read scrolls or spellbooks, and you cannot write down any of the "spells" you know. Otherwise, you use Magic Dice (MD) as a wizard. You do not generate Mishaps or Dooms.

You may channel your spell through your khakkhara.

Telefrag
You may attempt to teleport an object or creature into another object or creature. Both targets take [sum] + [dice] damage. If either of the targets is a creature and survives the telefragging, they are shunted to the nearest empty space. Otherwise, the targets are fused together.

Alternately, you may teleport only a part of a creature or object, effectively severing that part.

Both options count as teleporting to a dangerous location.
 
from Once Upon a Time

Teleport
R: touch; T: object or creature; D: 0

You teleport the target up to 10 x [sum]', to an empty space you have previously seen*. Unwilling creatures and magic items can Save to resist the effects, while attended objects are immune to this spell (but see below).

You can teleport the target to a dangerous location (such as to mid-air, into flames, etc.), but this causes all MD used in the casting to be burnt instead of spent.

For each [die] after the first one, you can also select one of the following options:
  • The spell affects one more target. This option can be picked multiple times.
  • Range of the spell increases to 30'. This option can be picked multiple times, each time adding 30' of range.
  • You can target creatures or objects larger than a human. Extremely large creatures or objects may require multiple [dice] invested into this option to be affected.
  • You can target items wielded, equipped, or binding a creature. Alternately, you can omit such items from the effects of the spell, leaving them behind.
  • You can suspend teleportation. Instead of re-appearing instantly, the target will be left in non-existence for a minute/hour/day at 2/3/4 [dice] before appearing.

*) This could also be through scrying or supernatural senses, but not based on a map or description.

from Charmed

18 February 2019

Store That Thought

Similarly to how inventory works, you have a number of memory slots equal to your Intelligence score. Spells, skills and languages take 1 memory slot each. Martial arts also require memory slots to learn. In addition, you can store various memories you wish to retain in your slots. For example, you could store a map you've seen so that you can perfectly recall it, or the details of a room you've just run through, or a password you overheard and need to know. Even whole books could be stored in you memory, but they will take multiple slots.

Additionally, Trauma is stored in your memory, too, 1 Trauma per slot. And just like physically exhausting activities give you Fatigue that clogs up your inventory, emotionally or mentally exhausting activities may give you Baggage, each taking up 1 memory slot. Baggage can be removed by crying a lot, eating chocolate or getting drunk, though only once per day.

Your memory cannot be encumbered in the same way as you inventory. Instead, when you have excess stuff stored in your memory, roll d20 once per day. Your weary mind lets go of whatever is stored in the slot you just rolled. This way you may get rid of Trauma easily - or you will release a spell, or forget a skill.
 

Spell slots are gone, so this boosts memorization of spells a bit, but then all your spells will now compete for the space in your brain with other useful things.

There are also rules for the players taking a glance at a treasure map as they are being dragged out of a room by thugs now. :)

14 February 2019

Class: Pornomancer

It's Valentine's day and here is a wizard tradition you both need and deserve! Pornomancers go bump in the night, and in fact at any time, place or occasion. Anyone who uses this in an actual game will be my hero, but please make it only tolerably awkward and embarrassing to your fellow players. And if you want to be offended, go do it somewhere else.

I blame Konsumterra and some Discord posts from a while back for giving me the idea. ;)























Thugboy from Empowered

You are an Outlaw. Maybe the prudish medieval society just doesn't get you, or maybe you really are a dangerous sexual maniac.

Starting Items:
  • random spellbook,
  • robe,
  • sexy underwear to wear under your robe,
  • one sex toy of your choice.

Starting Skills: I'm sure you can thing of many. Pick any two.

Perks & Flaws:

You can tell the sexual orientation of any creature at a glance. You are also immune to STDs.

You need sex before sleep to regain your MD.

Cantrips:
  1. Control Fertility: You can make your sperm sterile or prevent fertilization of your eggs.
  2. Defoliate: You can remove any hair with a touch.
  3. Lubrication: You can cover any surface with a pleasant-smelling lubricant by running your hands over it.

 

Spell List:


1. Glamour
R: touch; T: creature; D: [dice] x 2 hours

Weave an illusion that makes the target appear attractive and physically in their prime. You could modify age, waist or breast size, musculature or skin tone and tan. Grime, pimples or lice could be hidden, teeth whitened, voice and scent made more pleasant. But it is all just an illusion.

If [sum] is 12 or higher, the duration becomes permanent until dismissed.

Magical make-up made easy, and great for disguises. Undead pornomancers will really want this spell, as their condition may otherwise make finding a lover rather difficult.

2. Teleport Clothes
R: 50'; T: [dice] creatures; D: 0

The target's clothes are teleported off their body and left haphazardly strewn nearby. If [sum] is 12 or higher, the spell affects even weapons and armour.

Failing your Save was never so hilarious! Also great for throwing your opponents off balance as they scramble to cover their sudden nudity, to create a distraction when you undress a few people in a crowd, or to annoy your fellow PCs and make other players really uncomfortable.

3. Biggus Dickus
R: 0; T: self; D: [sum] minutes

A female caster grows a penis, while male caster enlarges his in size.

For every [die] after the first, pick one of the options below:
  • Your penis grows even larger. This option can be picked multiple times.
  • You produce larger amount of semen. This option can be picked multiple times.
  • Your penis transforms into a magical wizard penis. Roll here.
  • You grow a second penis.
With 4 [dice], the spell becomes permanent until dismissed.

This is one of the few pornomancer's spells that have their use mostly limited to sexual encounters... unless you roll a good wizard penis. Thanks, Konsumterra.

4. Summon Sex Slave
R: summon; T: summoned slave; D: [sum] hours

You summon a sex slave of any gender, appearance, race or species you wish. The slave is a non-sentient construct of magical force, though it appears very lifelike. It has [dice] special sexual skills of your choice.

The slave will obey any and all of your commands irrespective of its own well-being, though it is very clumsy and uncreative in all but sexual activities.

Tell the slave to seduce and have sex with someone, and it will be more than competent. Tell it to cook you a diner, and it will prepare something that is most likely edible, but not very tasty. Give it a weapon and tell it to fight, and it won't even know to evade enemy attacks and will probably skewer itself. No HD and hp are given because the construct is not conjured to be hardy, and will shatter and dissolve upon taking damage. Still, phantasmal servitor has many uses.

5. Groping Tentacles
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, groped and penetrated. The tentacles have 10' reach and Str of 10 + ([dice] x 2).

Solid battlefield control spell, the sex is just an added bonus.

6. Pick spell according to your sex:
Sperm Spear (male)
R: 100'; T: creature; D: 0

You ejaculate a piercing torrent of semen. You deal [sum] + [dice] damage to the target, no Save.

Vagina Dentata (female)
R: 0; T: self; D: [sum] rounds

Your vagina expands and grows vicious teeth. You can make bite attacks for 1d6 + [dice] damage.

With 3+ [dice] on a successful attack, you can attempt a Str check to swallow your opponent whole. The opponent will take automatic 1d6 + [dice] damage per turn from being crushed in your womb until they escape with a Str or Dex check, die, or the spell ends, whereupon they will be shunted out of your body. You cannot be harmed from the inside by a swallowed creature and can continue making bite attacks even with a creature swallowed. You can swallow creatures no larger than your own size.

Skerples wrote that every wizard should have at least one damaging spell. I'm quite sure this is exactly what he had in mind. Also the body horror is priceless.

7. Arousal
R: 50'; T: [sum] creatures; D: [dice] minutes

The targets become intensely sexually attracted to each other, no matter their normal behaviour, preferences, or even species. They will immediately commence sexual activities, and will ignore all non-threatening creatures and events for the duration of the spell.

If only a single creature is affected, they will masturbate.

Note that while this spell makes people horny and without inhibitions, it does not prevent them to react to their situation, especially when threatened. You better cast this spell before combat and sneak past the resulting orgy.

8. Pick one of the following:
Delay Sensation
R: 0; T: self; D: [sum] minutes

For each [die] invested, pick one type of effect that will be suspended for the duration. This can be anything from orgasm to poison, madness or Fatal Wounds.

You can not die from poison and pleasure your partner for longer at the same time!

Enhance Sensation
R: touch; T: creature; D: [dice] rounds

The target becomes incredibly sensitive, receiving double effects from all sources.

Good pornomancers use this spell on their lovers, bad on their enemies.

9. Healing Hump
R: touch; T: creature(s); D: concentration

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

10. Impossible Fit
R: 0; T: self; D: [dice] hours

Your body becomes supple and flexible, capable of withstanding larger penetration without damage or pain. More [dice] increase the limits of your flexibility.

If [sum] is 12 or higher, you can be penetrated even in orifices that normally do not support such endeavour.

While this spell doesn't grant you any additional inventory slots, it allows you to hide items of considerable size where very few people would go looking.

11. Pick one of the following:
Sex Shape
R: 0; T: self; D: permanent until dismissed

You can polymorph into any creature you had sex with. You can only transform into creatures of HD up to twice yours. You gain all abilities and limitations of your new form, except that you retain your mind.

At 1 [die], you can only assume forms similar to your own. At 2 [dice], you can also transform into animals. At 3 [dice], you can shapeshift into magical creatures. At 4 [dice], you can polymorph into undead, spirits and aberrations.

Gender Bender
R: touch; T: creature; D: varies

The target is gender-flipped.

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

The GM is encouraged to apply any appropriate penalties due to the shock, confusion and physical differences. This spell is an actual polymorph effect, and the target is even fertile if they were in their original gender. I'm not going to even try to address stuff like periods and pregnancies.

12. Power Word: Orgasm
R: 30'; T: [dice] creatures; D: [sum] rounds

The target has a strong orgasm for the whole duration of the spell.

While I leave the exact effects of this spell up to the GM, I'd suggest something like being stunned on a successful Save and incapacitated on a failed one.


Here are some extra spells that can be chosen with your Master of Magics ability:

Speak with Genitals
R: touch; T: genitals; D: 10 minutes

The genitals of the touched creature are compelled to answer [dice] questions. They will answer honestly, but their knowledge is mostly limited to sex and other activities directly involving them rather than the whole body.

Induce Lactation
R: touch; T: creature; D: [sum] hours

The target starts lactating. The target must have nipples or teats, but their sex or natural ability to produce milk is irrelevant.

With 1 [die], they produce an amount of milk normal for their species. With more [dice], they produce larger quantities of milk and can be milked more frequently.

Combine this with the cat wizard's spell bless milk for best results.

Baleful Contraception
R: touch; T: [dice] creatures; D: varies

When used on a female, she must Save or miscarry if pregnant. With 3+ [dice], she also becomes permanently infertile.

When used on a male, he must Save or become impotent for [sum] days. With 3+ [dice], this effect is permanent.

If you think an evil witch needs to be even more reprehensible, give her this spell and make her use it.

Bless Breeding
R: touch; T: [dice] creatures; D: one copulation

Grants advantage on any check to impregnate or be impregnated. If both partners are blessed, impregnation is automatic unless one of them is magically infertile. With 3+ [dice], even interspecies impregnation becomes possible.

For every 6 points of [sum], roll another impregnation check to determine whether multiple pregnancy results.

Where did you think centaurs, owlbears or half-dragons come from?
  
Peniscry
R: 0; T: self; D: [sum] hours

Your penis falls off, grows wings and starts fluttering awkwardly. You can still feel through it and guide its movement. If you retrieve it before the spell ends, you can reattach it no problem.

Feminist Agenda
R: 100'; T: [dice] penises; D: [sum] minutes

The target must Save or loose his penis. With 4 [dice], the spell becomes permanent.

Both
peniscry and feminist agenda thought up by Type1Ninja.
 
 
Mishaps:
  1. Your MD only return on a 1-2 for 24 hours.
  2. You take 1d6 damage. Your genitals are grazed and painful.
  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. You catch a random STD (ignore your usual immunity).
  6. Spell targets you (if harmful) or enemy (if beneficial) or fizzles (if neutral).

Dooms:
  1. You become permanently infertile. No magic can cure you.
  2. You can no longer eat, drink or sleep, but can substitute sex for any of these necessities.
  3. A group of 2d8 horny devils and 1d4 tentacled monstrosities will try to drag you down to Hell, to serve in one of the pleasure houses for the rest of Eternity.

You may avoid your Dooms by restoring your virginity through rituals of cleansing and purification (and at least one casting of regeneration for women), or by pledging eternal servitude to the Queen of Succubi.

from Grrl Power

10 January 2019

Class: Cat Wizard

We already have snake wizards and spider wizards, so I guess the next logical step are bee wizards, honey badger wizards and maybe, just maybe narwhal wizards. Multiclassing with a really smug cat is encouraged.


You are an Outsider.

Perks & Flaws:

You move with preternatural grace and nobility. You have advantage on acrobatics checks and gain a bonus to Def equal to your current unspent MD, as long as you wear no armour.

You can also purr at will.

You must Save vs Fear in the presence of water and cucumbers, and vs Distraction when presented with a string or a similar toy.

Cantrips:
  1. Kitty Nap: 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".
  2. Exterminate: You may kill any 0 HD vermin (mice, insects, etc.) within 10' with a fingersnap.
  3. Nine Lives: If an attack would reduce you from full hp to 0 hp or less, you may burn all your remaining MD to survive it with 1 hp. You must spend at least 1 MD.

From here.

Spell List:

1. Cat's Grace
R: 30'; T: [dice] creatures; D: 0

If you would take falling damage, you can cast this spell as a reaction to reduce it. You fall at normal speed, but always land on your feet and retain balance. Treat all falling damage dice as if they rolled 1.

2. Cat's Paws
R: 0; T: self; D: [sum] minutes

You leave behind no traces of your passage. Snow and grass return to their previous shape. Twigs do not break under your weight. Mud and grime do not form footprints.

With 2 [dice], even pressure plates ignore your steps. With 4 [dice], magical warding cannot detect your movement.

3. Cat's Senses
R: 0; T: self; D: [sum] hours

Pick [dice] of the following options:
  • You can smell as well as you can see.
  • You have extremely acute hearing.
  • You can see perfectly in dim light and shadows.
  • You gain wizard vision.

4. Hateful Hiss
R: 30'; T: [sum] creatures; D: [dice] x 2 rounds

The target must Save vs Fear. With 4 [dice], the target must Save again or gain permanent phobia of cats.

5. Bless Milk
R: touch; T: milk; D: 1 day

You bless [dice] swigs of milk with curative powers. The milk must be drank within 24 hours or it will spoil, reversing its effects.

Drinking a swig of blessed milk counts as eating a ration. Spoilt milk will instead cause profound vomiting.

In addition, if [sum] is 6 or higher, the swig will also offer an extra Save against one poison or disease affecting the drinker. If [sum] is 12 or higher, the milk will also allow the drinker to speak with cats for the remainder of the day. Finally if [sum] is 20 or higher, the milk will heal the drinker to full hp, though any creature can only benefit from such healing once per day.

6. Pick one of the following:
Fortune
R: 30'; T: creature; D: [sum] rounds

Also known as blessing of the white cat, this spell causes the target to roll their next [dice] rolls with advantage.

Misfortune
R: 30'; T: creature; D: [sum] rounds

Also known as curse of the black cat, this spell causes the target to roll their next [dice] rolls with disadvantage.

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

Your teeth and fingernails grow into vicious fangs and claws. Your natural attacks deal 1d6 + [dice] damage.

8. Feline Reflexes
R: 0; T: self; D: [dice] x 2 rounds

You have incredibly swift reactions, moving faster than the eye. You can make a free Combat Manoeuvre whenever attacked.

With 4 [dice], the spell grants you an extra action on your turn.

9. Contortion
R: 0; T: self; D: concentration, up to [sum] minutes

You may hide in tiny spaces, or squeeze through tight spots with ease. More [dice] allows you to fit into more impossible locations.

10. Freedom of Movement
R: 30'; T: [dice] creatures; D: concentration, up to [sum] rounds

You ignore difficult and dangerous terrain, automatically escape bonds and cannot be restrained. You also resist any and all effects that would hinder or impede your movement.

11. Control Cats
R: hearing; T: feline creatures; D: [sum] minutes

You may command cats to do your bidding. Cats with [dice] HD or lower will always submit to your commands, but even felines with higher HD will be affected if they fail a Save. On a successful Save, though, they cannot be affected until the next day.

Note that cats hate being controlled and they hold a grudge for a long time.

12. Feline Form
R: touch; T: creature; D: [sum] hours

You may transform into any feline creature or monster of up to [dice] x 2 HD.

It's surprisingly hard to find a picture of a male cat wizard...
by Budgies

Mishaps:
  1. Your MD only return on a 1-2 for 24 hours.
  2. You take 1d6 damage while you have a coughing fit and spit out a ball of fur.
  3. Random mutation for 1d6 rounds, then Save. Permanent if you fail. Feline mutations are preferable.
  4. Random insanity for 1d6 rounds, then Save. Permanent if you fail.
  5. You can only speak in meows for 1d6 hours.
  6. Dogs hate you and will attack you, if given half a chance. Lasts 24 hours.

Dooms:
  1. You turn into an ordinary cat for a day.
  2. Dogs hate you and will attack you, if given half a chance, forevermore.
  3. You turn into an ordinary cat, permanently.

You may avoid you final Doom by stealing the breath of an infant, who will turn into a cat instead of you.

13 December 2018

Class: Cultist of the Thousand Gods Heresy

One whisper, added to a thousand others, becomes a roar.


There once was a Multiverse. Countless realities, universes, planes and realms; billions of worlds with billions of races and billions upon billions of living souls. There were also gods, so many of them and so different. From omnipotent All-Fathers with galaxy-spanning churches to small gods barely worshipped in a single village. Some would never allow their faithful to recognise the divinity of another creature, while others joined in pantheons, safe in support of their peers. The Multiverse was immense, wondrous and diverse. Way too diverse.

The War in Heavens broke out and consumed the Multiverse. Nothing but scarce fragments of what transpired are remembered today, as the Laws of Magic were not yet set, and high magics warped and broke and rent the realities asunder. Armies were slaughtered, resurrected, and slaughtered again. Planets were thrown against each other, and stars transformed into supernovae. Time travel made all victories irrelevant, defeats transient and a ceasefire virtually impossible. However, there was an end to this endless struggle, as one god managed to weave a time-spell of unseen proportions, starting a chain reaction of temporal collapses that retconned the whole War and everything.

There never was a Multiverse. There is one world, with one timeline, with one god. The Authority and his Church are the only truth*. Anything else is a lie and a delusion and a heresy and an echo of the fire and madness that had never been. Because naturally there are echoes, remnants of all the souls that were never born, of the pasts and futures squandered, of gods and realities unmade into unbeing, of possibilities and impossibilities and choices and alternatives and roads not taken, all lost within the Void. Thus the Void beyond the world is filled with the voices of what never was, or could never be.


These remnants are called by many names: the Demon Ghost Horde, the Thousand Gods Heresy, the Lost Voices of the Void, or simply the Multitude. They are a legion, a vast congregation of innumerable spirits, from the shadows of ghosts of dead people to genii loci of destroyed planets and the shattered and scattered remains of vanished gods. Some are so tiny their murmur is as noticeable as a butterfly flapping its wings. But some linger on, still strong enough to whisper over the edge of reality.

Of the few people who hear the whispers of the Void, even fewer listen. They are branded as heretics and executed by the Church, but some go unnoticed and band together into cults. A coven of such cultists usually worships a single powerful remnant, or a group (a pantheon) of remnants. They learn from the mad whispers and receive strange gifts of unnatural abilities. In return, the remnant feeds on their existence, ever so slowly reclaiming its being and self.

To this day, no remnant managed to escape the Void back into reality. But should it happen one day, the world may come to great peril, for such an entity would be alien to the time and existence of this universe, not even bound by the Laws of Magic. Maybe their return would only punch a hole through reality, where the other countless remnants could gulp down the existence of our world. Maybe it would unravel the whole timeline. Or maybe, just maybe, the old gods could return and rise again to overthrow the Authority and rule the Creation.

*) Some would claim that even Authority is dead or as good as dead, exhausted by his great feat of magic into non-existence.

Interrupting the Cultists

A: First Secret, Mark & Taboo
B: Second Secret, Cult Contacts
C: Third Secret
D: Secret Ritual, Cult Conscription

Roll d10 for your patron:
  1. Acererak
  2. Berith
  3. Eve
  4. Kosmos
  5. Lilith
  6. Nudziarth
  7. Ahazu
  8. Astaroth
  9. Buer
  10. Ikor
Patrons 7-10 can be found here. There might be more patrons once/if I finish them, and anyone is more than welcome to create their own - tell me and I'll link them here.
 
Dead gods lost in the Void.
by Sephiroth Art

Mark & Taboo 
You are marked by your patron with a conspicuous sign of your affiliation. Given how heretical faiths are treated in many parts of the world, you may wish to find a way to conceal your Mark.

Your patron grants you powers in exchange for your faith. You must carry out the rites and follow the dogma, but most importantly you cannot break the taboos imposed by your patron. Should you break your Taboo, you will loose all the powers granted (including your Mark) until you can appease your patron.

Three Secrets 
The whispers of the Void teach you profound secrets that allow you to perform strange workings of magic.

Secret Ritual
As you are initiated into the inner circle of your cult, you learn a ritual once performed in the Multiverse that never was.

Cult Contacts
You are part of a cult, which is both a blessing and a curse.

In every town and some villages, there will be someone who knows the secrets signs, passwords and handshakes. 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 punish you. Should you be exposed, the Church will hunt, torture and execute you.

Cult Conscription
You are adept at gaining new followers for your faith. You attract 1d4 + [Cha mod] hirelings that will faithfully assist you for the promise of power.

You can also try to preach your beliefs to any non-hostile person or group of people. Reroll their Reaction roll with any bonuses or penalties the GM deems appropriate. For example, you should receive -1 to the roll if the person adheres to a different religion (-2 if they are an ardent worshipper), and +1 if you saved the person or if they are a long-term friend.

Result of "friendly" means that they are receptive to your words and can eventually be initiated into your cult. Result of "indifferent" means that they just don't care and would you stop bothering them, they are trying to sleep! Result of "hostile" means that you angered them and they may very well be truly hostile and thinking of you as a heretic.

People persuaded by your conscription won't automatically become your hirelings or companions, but don't forget that once they join your cult, you can use your Cult Contacts ability on them. Try to woo someone who can be useful in the future - a rich merchant, an member of the Thieves Guild, a king's personal guard, or even the king!

Your fellow cultists can help you with information gathering of rumours and quests, fencing of stolen goods, smuggling, free safekeeping, hiding you with no questions asked - and on top of these benefits, you can ask for special favours. If you manage to convert someone powerful, the favours you can use should also be quite big. Give the secret handshake to the baron and he will have the murders slide.

Do what cults do best - slowly build your power, acquire some favours, then pull the strings from the shadows.

from The Return of the Living Dead

Acererak, the Decaying Lover

Lichloved: By repeatedly committing perverted sex acts with the undead, you gain dread powers.
- Book of Vile Darkness

Starting Items:
  • lavish clothes,
  • greasepaint to hide the rot,
  • bottle of perfume to overcome the stench of death.

Mark & Taboo
You have gemstones for eyes.

You must have sex at least twice a week. Should you ever break your Taboo, you can atone for your transgression by having sex with seven different partners in seven days. (For the truly desperate, seven sheep are enough.)

First Secret of the Stolen Breath
You may kiss a creature reduced to 0 hp to steal their dying Breath, killing them. The Breath will remain in your lungs as long as you wish or until you spend it (see below). You can only hold one Breath.

You may kiss a corpse and expend your Breath to cast speak with dead.

While you have the Breath, you reek of death, and appear decrepit and slightly decayed (though you are still alive and require things like food and air). You are also considered undead for the purposes of various spells and abilities.

Second Secret of the Death's Companionship
You may kiss an undead and expend your Breath to cast command undead or rot.

While you have the Breath, mindless undead are not hostile to you unless you show aggression first, and you have +2 to Reaction rolls for intelligent undead.

Third Secret of the Given Breath
You may kiss a willing creature to take their Breath. The creature will die, but can be revived if you return their Breath to a suitable body. For example, you could take the Breath of a dying ally, patch up the body and return their Breath, or find some soulless body and put their Breath in there. You can still release or expend the Breath normally.

While you have the Breath, you can sense undead within 30'.

Ritual of the Lover's Body and Soul
You can expend your Breath and have sex with any creature to swap souls with it. You will retain your class, abilities and mental attributes, and gain your lover's body and physical attributes. Your lover will find themself in your old body. Creatures with HD higher than you get a Save.
 

Berith, the Blood-Red Merchant

berith (plural beriths, also brisses)
  • The covenant of circumstition in Jewish tradition.
  • The name of a god of contracts and pacts, worshipped in ancient Canaan, reviled as a demon by the early Israelites and later the Christians.
  • Alternate name for the philosopher's stone.

Starting Items:
  • a golden ring engraved with a prayer to Berith (worth 1 gp),
  • a wheelbarrow.

Mark & Taboo
You appear drenched in blood.

You may not kill an ally, a hireling or a pet, including former allies, hirelings and pets. Forcing allies into dangerous, hopeless situations counts as killing them. Should you break your Taboo, you must offer a [hireling HD] hp worth of your blood and 10 x [hireling HD] gp in sacrifice, and burn the sacrifice along with the hireling's body.

First Secret of the Golden Tongue
You can put a gold coin under your tongue to negotiate with anyone, even if you share no common language. You can swallow the coin to get +2 bonus to any roll depending on your speechcraft. The gold disappears when swallowed and cannot be retrieved.

Second Secret of the Blood Mercenary
You may pay [hireling HD] gp to any hireling to make them obey your commands without questions, no matter their Moral, loyalty or personality, even if you order them into dangerous situations. The effect lasts until sunrise, when they will react appropriately to what transpired. The hireling would even commit suicide on your command, but that counts as killing them for the purpose of your Taboo.

Third Secret of the Golden Apple of Discord
You may touch a (relatively) valuable object to make it incredibly desirable to all intelligent creatures. Anyone who sees the object must Save or crave to possess it above all else. You may use this as a distraction, when bribing or haggling, or in any other scheme you can come up with. You may only have one such enchanted object at a time, and the effect lasts until sunrise.

Ritual of Blood and Gold
Take a freshly slain corpse and place [corpse HD] gp into their mouth. They will swallow the gold and be raised as an undead under your command, retaining all their stats, memories and abilities, and remaining loyal as long as you feed them [corpse HD] gp each day. You can only have one such a servant at a time. The gold disappears when swallowed and cannot be retrieved.

Demon's Souls fanart

Eve, the Mother of Monsters

And Eve lived to be older than any woman; who, in the end, did not die, but who retreated to her cave.
Blamed for Sin.
For Misery.
For the Fall.
- The Parliament Of Rooks, Neil Gaiman

Starting Items:
  • ragged clothes,
  • bare feet.

Mark & Taboo
You bear bloody wounds on your feet and stomach. You are sterile.

You must not eat any fruit. Should you break your Taboo, you must let yourself be bitten by a venomous snake.

First Secret of the Maiden
You can speak with snakes. Additionally, you can drain magic with a kiss.

You can drain magic from spellcasters, who loose 1 MD per round of kissing, Save negates. This is similar to spending a MD, so they regain it with their next rest. Alternately, you can drain magic items, which loose all their magic instantly and permanently, and you gain 1 MD per +1 of the item. You can store any number of MD.

You can cast spells, but yours are unlike wizardly spells. You do not prepare spells, you cannot read scrolls or spellbooks, and you cannot write down any of the "spells" you know. When you use a MD, it is automatically spent and you don't regain MD through rest. Otherwise, you use MD as a wizard. You cannot spend more MD at one spell than you have Cultist templates.

Instead of generating Mishaps or Dooms, you get a permanent random biological mutation for every even multiple and a permanent random supernatural mutation for every odd multiple, no Save. You will quickly become quite monstrous, and the GM should play it up unless you take great care to hide your deformity.

If you are a virgin, you know charm person. If you are not, you know command.

Second Secret of the Mother
You ignore pain and take no damage from bleeding. You are immune to parasites and possession.

If you are a virgin, you know glibness (see below). If you are not, you know shed skin.

Third Secret of the Crone
You deal double damage to plants and plant creatures. You take half damage from plants, plant creatures and wooden weapons. You are immune to any plant-based poisons.

If you are a virgin, you know beautify. If you are not, you know shrivel.

Ritual of Chimeric Exchange
Draw two circles in chalk or salt, then let the participants step inside as you start chanting. Soon, deep murmur of unseen voices will join you.

This ritual must target two creatures that negotiated the effects of the ritual beforehand and are willing to undergo it. While the ritual requires willingness, it does not forbid coercion or magical influence. Subsequently, the two creatures can trade body parts as per their agreement, with the same ease as two items can be exchanged. You don't need to be one of the two parties, but you can.

The exchange can be one-sided. For example, the spell allows you to give someone one of your eyes 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 ritual.

The ritual takes an hour to complete. Should the ritual be interrupted, the target creatures 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 (even in case of incompatible physiologies) and leaves no scars.

With 1 [die], you can exchange roughly compatible body parts (human eye for cat eye, hand for 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 of 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. The ritual may come in handy to cultists of Eve who become too monstrous for their own taste.

Crystal Sage

Kosmos, the Crystalline Law

Indestructible crystal. Even in the sea of chaos, it never loses its shine. I will become an eternal epitaph. Your memory will survive for eternity within a crystal tomb. This shall be my legacy, and my atonement.

But most of all, my final hope.
- Final Fantasy XIII-2

Starting Items: an oath you swore to someone. Discuss it with the GM.

Mark & Taboo
A crystal ioun stone orbits your head. It is invulnerable and cannot be forced away from you.

You may never break any law or oath. Should you break your Taboo, you must turn yourself in to the appropriate law enforcement and suffer your punishment, or be forgiven by the person you swore your oath to.

First Secret of the Law
No power magical or mundane can force you to break a law or an oath. You can only do so of your own free will. Additionally, you always know when some of your actions could break the local law.

Once per day, your ioun stone can intercept an attack against you, negating it completely. Spells, gazes and other harmful actions count as attacks for the purposes of this ability.

Second Secret of the Truth
Your hirelings will never betray you. They may still fail Morale checks, but they come back when the situation calms down. They may leave, but not without a warning and a talk.

Your memories also cannot be erased, changed or otherwise tinkered with.

At a mental command, your ioun stone can freeze in place as immovable rod. Should you walk away and give it a command to move again, it will return to orbit around your head at a great speed, punching through any obstacles. Any creature in its path must Save vs Dex or take 2d6 damage.

Third Secret of Justice
You can look through your ioun stone, gaining the effects of detect alignment. Once per day, you may also grip your ioun stone in a raised hand, casting abominate with [Cultist templates] MD.

I don't use and don't like alignment systems, but this power need not necessarily detect some metaphysical quality of a person, but may instead show the general nature of one's character. Selfless people will glow white, with tiny black specks of their shameful secrets. Most people will have auras all over the grayscale, momentarily flashing black when lying or white when wiping tears off a child's face. A psychopath may very well seem pristine, thanks to their total lack of moral compass or emotional capabilities.

Ritual of the Unbreakable Oath
You may sanctify an oath sworn between two parties. Should one of them break the oath, they suffer a major curse, no Save. The only way how to remove the curse is to be forgiven by the offended party. Both of the parties must know the consequences of swearing an unbreakable oath beforehand.

from Once Upon a Time

Lilith, Who Beheld Beauty

"You're far too beautiful to be good."
- Lord Wilmot, Earl of Rochester, to Barbara, Countess Castlemaine; Whitehall

Starting Items:
  • once splendid, now ragged and torn robes,
  • a blindfold.

    Mark & Taboo
    You have eyes on your palms. These do not break your Taboo. You can still hold items normally, but that requires you to close the eye.

    You have to be blinded at all times. Blindfold is enough, but plucking out your eyes is better. Should you break your Taboo, just blind yourself again.

    First Secret of the Deep Eye
    You can catch spells and gaze attacks targeted at you in your eyes. This has a 1-in-6 chance of success, with each of the following raising the chance by 1:
    • You ready an action to catch the spell (or gaze attack).
    • You know which spell (or gaze attack) is going to hit you.
    • You have successfully caught such a spell (or gaze attack) before.
    • You have no spell (or gaze attack) currently captured.
    Each of your eyes can only hold one spell (or gaze attack). You may release a caught spell (or gaze attack) at any target you want, with as many MD as it was originally cast with.

    Second Secret of the Beholder
    When you close all of your eyes, you can see through the eyes of any creature within 100'. You must know about the creature's presence, but otherwise no Save is allowed.

    Third Secret of the Second Sight
    With both of your eyes open, you have wizard vision. With both of your eyes closed, you are invisible (and blind).

    Ritual of the Eye and the Soul
    Lock gazes with a spirit and start reciting an ancient psalm of bondage and servitude. The spirit will be unable to leave until you finish, and then must Save (with advantage if its HD is greater than yours) or be captured in one of your eyes. You may speak with the spirit or release it freely, but it is powerless while bound in your eye. Try negotiating for some information or favour.

    There is nothing preventing your from binding a soul of a living creature, stealing it right from their body. You could also use this power to exorcise disease spirits or possessing demons out of their victims.


    Nudziarth, the Mirrored Library

    In the centre of the great rilmani city Sum of All, a building of strange angles stands, obviously not of rilmani construction. Ancient even amongst their number, the Mirrored Library once known as Timaresh holds untold amounts of lore from across the Multiverse.

    Starting Items: a blank book, a quill and a vial of ink.

    Mark & Taboo
    A nimbus of tiny mirrored shards surrounds your head. You have no reflection.

    You must destroy every mirror you see. Should you break your Taboo, you must burn a book and cover you face with the ashes in penance. For your first transgression, any book will be enough (though note that in a medieval setting, even normal books are rather expensive), but should you continue to fault, your penance will quickly start to require spellbooks or ancient tomes.

    First Secret of the Shattered Glass
    You cannot be harmed by glass. You can wield the glass shards that orbit your head as daggers and you get +1 to hit and damage with them, but shatter them on natural 1. You can also throw them.

    The glass shards are actually reflections of reflections of reflections of broken mirrors, and there is effectively infinite number of them in the nimbus. They will disappear after a minute since being removed from the nimbus.

    Second Secret of the Mirror Mask
    When you look into a mirror at the same time as any creature, you may steal their facade. The mirror will shatter and you will have their appearance and voice, while no one will recognise the victim by appearance or voice. The effect lasts until the victim dies or you look into an unbroken mirror.

    Even if you steal the facade of a non-humanoid creature, you will only appear to be non-humanoid. Your body doesn't change and you gain no abilities of the victim. Your clothes also don't change.

    Third Secret of the Mirror Gate
    You can walk through a mirror. This shatters the mirror and thus does not break your Taboo. An hour later, you step out of any mirror within 1 mile, or the closest mirror if none are within 1 mile. The exit mirror also shatters. You were travelling through the Mirrored Library for the hour, but you will never remember anything but a few dream-like visions.

    Ritual of the Book in Glass
    Burn rare herbs and mix them with foreign oils, then anoint a mirror with the ashes. You summon forth a reflection of a book from the Mirrored Library. You can turn pages normally and anyone can read the book in the mirror, but you cannot leave the mirror for later reading without breaking your Taboo. Every book ever written and more can be found in the Mirrored Library, but you need to know what you're looking for and the stranger and stronger the book, the more expensive the herbs and oils must be.


    New spells:

    Glibness
    R: 30' radius; T: [sum] creatures; D: [dice] x 2 rounds

    All affected creatures will believe anything you say, no matter how ridiculous or impossible your statements are. The targets will recover immediately after leaving the affected area, or when the spell expires.