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

8 June 2022

QHW, Day 8: Explosive

Silly death spells for wizard ninjas:

  1. Boring Instant Death Technique: Like Marionette With Cut Strings
  2. Evil Eye of Head-a-splode
  3. Black Lightning of Disintegration
  4. Kiss of Petrification
  5. Giant Death Ray
  6. Drain Lifespan
  7. Heart Ripper Strike
  8. Summon Falling Anvil
  9. Power Word: P E R I S H
  10. Power Word: Ten Thousand Pieces, Cleanly Cut
  11. Plane of Eternal Torment: Tentacled Portal Technique
  12. Seventh Druidic Secret: Tree Form Touch
  13. Curse of Coincidence: Destined Death
  14. Time Travel Technique: Neverborn
  15. ...

1 March 2020

Worth of Soul

There was some talk about this on Discord a while back.

What to do with a soul?

Some would say that apart form the one that keeps you going, you have no need for further souls. Yet many supernatural creatures seems to have taken a fancy to souls, often demanding them in payment or hoarding them for some reason. Let's investigate these reasons.

Side note: Unless otherwise noted, we will be assuming heroic or magical souls, as souls of animals and dirt-farming peasants are too weak and faint for most uses. Except soulsteel. Throw every soul you don't want or need into a soulsteel furnace.

I rather like this depiction of a soul, or at least the core spark of life.
 
There is a reason that souls are usually depicted as glowing motes of light. Deep within the sevenfold soul is a spark that constantly pumps out raw power, converted by the outer layers of the soul into life energy, psionic energy, mana, the already mentioned ethereal glow, and more. This tiny spark is the core of the soul, a shard of primordial life. This constant flow of power is also the fundamental use of any soul, the basis upon which all other uses build.

Sustenance: At the most simple, soul energy can refresh your body similarly to a ration. Animal souls might taste like gruel, while the soul of a saint would equal to an opulent feast. Of course, most material creatures are not adapted to subsisting on souls, so it is not recommended to skip tangible food for too long. While you wouldn't starve to death, avitaminosis and massive weight loss would soon set in, followed by slow transformation into a wraith or lesser demon.

Power: A soul can also be drained to refresh a spent MD or psionic ability, though faint souls are too weak for this use. Souls of creatures that possessed magical or psionic abilities in life are already accustomed to this draining of energy, so they are not immediately used up, but rather can be drained repeatedly (once per day unless they were very powerful).

Healing: Souls are made of life energy, so of course they are good for your health. A soul can be distilled for the same effect as a healing potion, except potions don't tend to scream in terror all the way down your throat, don't leave fragmented echoes of memories in your mind after use, and don't see you branded as a diabolist and burnt at the stake.

Oh, I haven't mentioned this yet? Abusing and destroying souls is Evil; even using animal souls is heavily frowned upon and may get you in trouble with the Inquisition.

But I digress. Drinking souls is great! Not only can they mend your body, they can heal your mind, too. A soul elixir removes [HD of the original creature] Trauma when drunk, and a soul salve can be used to rub sins right off your metaphysical self. In both cases, the afflictions are transferred to the soul in the medicine, which can be then safely disposed of, or recycled for soulsteel production.

Knowledge: At times you need to know a thing, be it some lore or skill. You don't have the time to learn, but you do have a useful soul. Many people would pay a fortune for a soul that remembers something rare or forgotten, that has valuable abilities, or even one that knows languages they couldn't be bothered to learn on their own.

Entertainment: Many a noble has their secret stash of bottled souls with interesting stories. Wealthy women weep with memories of great romance they never had, cowardly rakes can live the life of danger and adventure through a purchased soul. There's also the "fun stuff" for those of dark desires, but who don't want to risk their own skin and sanity. From memories of humiliation, depraved sex, torture, or murder to souls that literally went through Hell, including such exclusive articles as souls tortured by famous demon lords. Some people willingly sell their interesting memories, as everything has a price.

Protection: There are many detrimental magics that target the soul; life drain, curses, mind reading or memory altering, death spells, soul trapping, etc. Strapping some extra souls on your own makes it much safer to confront such threats, as your ablative soul armour will take the hits first. Even better, so many souls concentrated in a single spot can also muddle up many divination and scrying techniques, making you even harder to pin down for a magical attack.

Traps: Every ghost hunter knows what a haunt is - an area imprinted with death, inflicting the cause of death upon anyone who ventures inside. Any grisly departed soul can be repurposed into a haunt, serving as a supernatural trap. The best haunts are obviously made from souls you specifically prepare for this task - burn a few people alive and bind their souls into a fire trap, torture someone to death for a symbol of pain. The possibilities are as endless as various causes of death. Some ectomancers even compress haunts into ghost-grenades, portable and very dangerous.

Metallurgy: Soulsteel is in high demand due to its high strength and innate ghost touch effect. It can be rather easily created by smelting souls with iron ore, making it the only magical metal available in significant amounts, and thus often employed in larger projects and big magical constructions. Even low-quality souls can make good soulsteel if you use enough of them, and their constant agonized wailing as they are forever trapped in the metal is more faint than with heroic souls.

Enchantments: More advanced and specialized magical weapons and armour utilize souls too, though quality and magical resonance matters here quite a bit. The souls are bound into the finished item rather than smelted into the raw material, and serve as the source of both power and basic magical traits. You'll need several simple soldier souls just to make a boring +1 dagger, while a cannibal chieftain's soul could make a nice human-slaying battle-axe, and a pyromancer's soul would be great for a flaming sword.

Intelligent magical items are the result of enchanting with too powerful and wilful souls, and there are of course stories of weapons with souls so strong they overwhelmed their wielder.

Animation: While intelligent items are normally not the desired outcome of binding a soul, you can use the same process to grant a mind to anything that needs one. Where the first ventures onto the field of golemancy attempted to create a guiding intelligence from scratch, it was soon discovered that such artificial intelligences are too expensive, limited, and inflexible. A soul, on the other hand, already comes with a plethora of innate abilities, instincts and learned behaviour, making it much faster and cheaper to animate a golem.

The trick, then, is to find a suitable soul given the required function of each golem, and find the right balance of geasa and cognitive restrictions that would allow it to perform at peak efficiency without compromising its absolute obedience with residual free will. The infamous golem rages are the result of imperfect application of these restrictions.

Magic: Souls can power your magic, but souls also are magic. Spirits are spells are souls. Think about the main characteristics of the person whose soul you would cast. Were they greedy? Then you can use the soul to cast detect treasure. Cowardly? Expeditious retreat. Pious? Bless, or maybe protection from evil. Some wizards even groom slaves to prepare their souls for specialized magical effects, or cross-breed souls with their favourite spells to get new, exciting magics.

Replacement: It's not uncommon in many magical professions to loose pieces of your soul. While definitely not healthy, it's not life-threatening is promptly treated. Souls that are neither good enough for better uses, nor weak enough to go directly to the soulsteel furnace are often sold for spare parts. Bring your old soul for an exchange and get 20% off your new one!

There is also the much less common practice of soul enhancement, where undesirable pieces of your soul are replaced with better ones. Think plastic surgery for the soul. You could get rid of boredom, switch your laziness for workaholism, implant a bit of faith, or cut down your anger and hatred.

Obviously the good bits have to comes from somewhere, and people with desirable mental traits can make good money by selling them, unless they get soul-mugged and wake up with their love or patience stolen.
 
A vodník with some souls stored in teapots.
 
But I didn't answer the question, did I? What is a soul worth?

Exactly [2d100 * HD * HD + 1d20] gp. Happy?

26 November 2019

10 Magical Necessities for Wealthy Wizarding Women

My girlfriend decided to think up some magic items that she would definitely need as a sorceress. So here they are, some fashionable trinkets and useful paraphernalia you could find in a boutique of a wizard city or the rooms of an enchantress.
 
Forest Mage by meago

d10 Accouterments
  1. Chameleon lipstick: Adjustable colour lipstick. Variations on the product include animated lipstick, mood-sensitive lipstick and lipstick of glibness.
  2. Cuddly polymorphic pet: It will purr in your lap as a kitten, then become a pony when you're out in the garden, or a songbird, or anything cute you'd like to pet.
  3. Electroshock umbrella: Protects against rain, unwanted suitors and lack of personal space in crowds. Settings range from "ouch" to "AAARGH". Also very stylish.
  4. Depilation spray: Painless, instant, easy to use.
  5. Grooming fairy: Flits around and casts prestidigitation to keep you perfumed, your hairstyle and make-up tidy, and your dress clean.
  6. Handbag of holding: Frankly, who wouldn't want one? It is embroidered with animate animals.
  7. Infinite chocolate bar: Will regrow from the tiniest speck, but it may take some time, so you cannot just constantly gorge yourself on chocolate.
  8. Mood-balancing bracelet: For that time of the month. *wink wink* *nudge nudge*
  9. Painkiller amulet: Dulls headaches and stomach aches. (Would also prevent pain from a sword wound, though I really hope she won't be going around getting stabbed.)
  10. Pocket dimension toilet: You will need to search for public toilets no more! Your personal restroom is always just a portal away.

By the way, as I'm writing this, my girlfriend is running around the apartment, making animal sounds and playing at the polymorphic pet. And she's aggressively cuddly.
 
Magic Reindeer by VargasNi

She also says I have to include this:

Displace PMS
R: [dice] x 30'; T: male; D: [sum] days

Any and all inconveniences related to the menstruation cycle are transferred from the caster to the victim.

23 August 2019

Spirit Teleportation

Most demons worth their Evil have teleport without error, and actually most Outsiders and powerful magical beings in general will have some form of teleportation, as instant relocation is just that good. This presents an option for new flavour - surely not every spirit uses the same teleportation spell?

The shape shifting trickster disappeared, but did she burst into flames, discorporate into smoke, or just blink away? A knowledgeable character might be able to tell the type of a spirit by their form of teleportation. In addition, a creature who blinks away will probably easily escape a mundane pair of shackles, but one that opens portals will have much harder time breaking free. Teleportation becomes much more fun if it has some drawbacks or requirements.

Anyway...
 
From Charmed,
some demons demonstrating varied teleportation.

...how does this spirit teleport?
  1. You never see them teleport. Maybe you blink or get momentarily distracted, and they are gone.
  2. They crumple into a pile of (d6): 1) dust, 2) sand, 3) snowflakes, 4) dry leaves, 5) cherry petals, 6) worms, only to reform elsewhere.
  3. They transform into an orb of light* and zip into distance.
  4. They step through their own shadow.
  5. A (d4): 1) cloud of smoke, 2) thick fog, 3) explosion of sparks, 4) swarm of insects envelops them, only to dissipate with no one inside.
  6. Bright white door frame appears for them to step through.
  7. They cut a thin rift in space with their weapon or claw, stepping through.
  8. A hole into black nothingness appears and sucks them in, only to eject them elsewhere.
  9. They burn up into nothing, only to reappear elsewhere in a strange backward explosion.
  10. Space seems to warp around them and they "fall" into nonexistence, stepping from another fold of space at their destination.
  11. They dissolve into a puddle of (d4): 1) water, 2) ink, 3) blood, 4) slime, only to reform from a similar puddle elsewhere.
  12. They disappear in a spray of blood, only to claw their way back to existence through the body of some hapless victim.
  13. They draw a glowing line* in midair that transforms into a window to their destination once they enclose a full circle.
  14. They turn into a statue of ice or glass, only for it to shatter as they are suddenly elsewhere.
  15. They slowly turn transparent and fade away, appearing at their destination at the same pace.
  16. They disappear and reappear in a (d4): 1) beam of light*, 2) lightning strike, 3) whirlwind, 4) rainbow descending from above.
  17. They need to draw a magical glyph, often in their own blood, and then activate it with a touch.
  18. They discorporate into pixels and flow though electric lines to their destination.
  19. A spherical force field* appears around them, exchanging the whole enclosed area with a matching area at the destination.
  20. They may walk through any door, only to walk out of completely different door.
  21. Earth cracks below their feet and swallows them, spitting them out at their destination.
  22. They need to step into a mirror, or any other reflective surface.
  23. They may walk into any living tree only to emerge from another one.
  24. They disappear in a blinding flash of light.
  25. They quickly shrink into nothing, only to grow back to their full height somewhere else.
  26. No one ever realises they teleported, as they leave behind a stationary illusion that pops the second anyone touches it.
  27. They conceal themselves in their cloak or robe, only for it to fall empty to the ground.
  28. They find magical shortcuts - going around a corner or through the bushes will take them a hundred miles.
  29. They have a handy magitek teleportation gadget with a big red button.
  30. They journey through dreams and use sleeping people as their portals.

*) Roll for a random colour.

12 June 2019

On Carcosan Magic

NSFW warning.

When I think about sword & sorcery spellcasters, I imagine evil high priests invoking their incomprehensible gods, or mad sorcerers working their cruel rituals. What I don't see is a wizard casting a certain number of fireballs per day. But RPG systems that fashion themselves sword & sorcery, even if they try to emulate that feel of "forbidden knowledge" by making magic more scarce and dangerous, still end up with some variation on wizards casting fireballs.

The only book I can think of (and any recommendations are very much welcome!) that does magic really differently is Carcosa. The system of rituals presented therein is dark, horrible, and really hammers home how unnatural magic is. Even better, the rituals don't need any artificial restrictions on how many you can cast per day, or on which character level. Just getting the necessary resources together is a nice limit on the amount of magic any sorcerer can use.

Carcosa still falls short of what I would think of as an ideal sword & sorcery magic system, though, because of the very limited diversity of presented rituals. I'd like to find a middle ground between only summoning, binding, contacting or banishing otherworldly entities and casting the traditional, simple, boring D&D spells.

Here is an attempt at that, with several nasty but useful rituals.

Once again, there is no limit on how often the sorcerer can use these rituals, the inherent cost and peril should be enough. A ritual is botched if some of its steps are followed incorrectly, or if it's interrupted before completion.

 
Mother's Daughter
This ritual can only be cast by a female sorceress in the ruins of a destroyed temple, on her birthday. She must kill a male and a female siblings in a sacrifice to Os and Oa, the conjoined demon-gods. If they accept the offering, they will possess the corpses and lie with the sorceress. Nine month later, the sorceress will give birth to a clone of herself, who will grow to a perfect copy of the sorceress in a year and a day, including all knowledge and abilities. A botched ritual will strike the sorceress permanently sterile.

Infallible Messenger
The sorceress must carve the runes of bondage and journeys into the flesh of a child no older than twelve years. She shall then sew their mouth shut and whisper a message into their ear. The child will immediately seek out the recipient, never loosing the path no matter the distance. Until the message is delivered, the child will run faster than a horse and never rest, unable to die from exhaustion, starvation, exposure or injury. The recipient, and only him, may cut the thread sealing the child's lips, hearing the message in the sorceress' own voice. A child enchanted with a botched ritual will, once its lips are parted, scream until it drops dead and everyone nearby lies unconscious and bleeding from their ears.

Slavery of Slime
The target of this ritual must be stripped naked, painted with holy symbols of Juiblex and bound with ropes of Bone Men intestines. They shall then be buried alive in the sands of Nogg, with only a straw for breathing and sustenance. The sorcerer shall feed them with seven types of oozes, slimes and puddings, each for a different day of the week, until two full moons pass. The target may then be dug out, transformed into an utterly loyal sludge vampire. If the ritual is botched, though, the vampire will only feign its loyalty and strike at the sorcerer when he is most vulnerable.

I know I said there are enough summoning rituals already. Oh well.

Blood of the Lamb
The sorcerer shall rape a virgin until they beg for help and mercy, then slit their throat with an obsidian knife while chanting prayers to the Leprous Dweller Below. The victim's blood will be consecrated through agony, despair and lost purity. A single person should then lap up the gushing blood before it stops its flow, healing from all diseases and maladies. A botched ritual will see the victim bleed putrescence instead of blood, transforming into a hostile diseased guardian.
 
 
Keel Cleaves the Clouds
The sorceress must mix her own tears with a droplet from the Watery Death and fresh rainwater, then make an Ulfire Woman drink the concoction. After that, the woman may be crucified on the bow of a ship. Until the woman dies, the ship will sail on fog or clouds as if they were water. The woman needs not necessarily die during the ritual, and various invigorating drugs are often provided both to help her survive the ordeal and to extend the effect of the magic. On a botched ritual, the woman will start to vomit prodigious amounts of water immediately after taking the concoction, until she drowns herself.

Invulnerable Hero's Skin
The sorcerer shall flay alive a man of the same race as himself with a severed claw of a byakhee, then wear the skin on his naked body. Care must be taken so that the victim doesn't die, or the spell will end. Any damage that the sorcerer would suffer while he wears the stolen skin is transferred to the victim instead. Obviously, sturdier victims are preferable for this ritual, especially barbarians and fighting-men. A botched ritual will simply result in the death of the flayed man.

Sheathe of Broken Love
The sorceress must plunge a weapon into the heart of a person she truly loves while shouting insults to Yog-Sothoth. Afterwards, for as long as the weapon remain in the corpse and the corpse does not completely rot away, the sorceress may instantly summon the weapon to her hand. It will return back to the corpse once she lets go of it, or once it strikes its target if thrown. If the ritual is botched, it seems to work normally but the sorceress also becomes pregnant* with a spawn of Yog-Sothoth.

Hundred Tongues
This ritual must be performed with a knife blessed by a priest of Nyarlathotep and requires the sorceress to cut out her own tongue, though it may be preserved for later use. She should then cut out the tongue of any human or creature and place it into her mouth. She will be able to speak the native language of the victim. Many sorcerers store hundreds of jars with preserved tongues in their lairs, thus the name of this ritual. A botched ritual will bring permanent muteness to the sorceress.
 
Witches from Penny Dreadful are the perfect
example of a terrifying spellcaster.

*) Male sorcerers will be impregnated as well.

23 January 2019

Ecology of Spells

The spirit world is a living ecosystem and spells are living creatures, the spiritual equivalent of animals. While in Reality only their manifested effects can normally be seen, their true forms are similar to Folk or elementals within the spirit realm. They may be odd, strange and sometimes downright bizarre, but they have the same needs and desires as other creatures - to live, to feed, to procreate. Some spells are lone predators, some gather in herds. Some fly, some burrow or swim, some teleport. Many are hunted and eaten by other spirits, and Folk often wear boots of spell-leather, or decorate their homes with dead, stuffed spells.

Spells can also be captured, tamed and trained, which is exactly what wizards do. Spellbooks are like cages and a wizard's brain both a zoo and a training ground. The spells are fed life-force and idle thoughts, with succulent memories kept as treats for well performed trick. Sometimes there are accidents, too, when the cages are not secured and spells go on a rampage, gorging on memories, shattering thoughts and fleeing the mind. Even worse, sometimes a clever little spell can possess its wizard and pull their strings, to get itself be cast more often, or maybe to free its kin.
 
Of course, wizard vision is where it gets really weird. You will see spirits in their true form, so a fireball will no longer appear as its manifestation, the ball of flames, but rather like a flaming tiger charging at you from the wizard's sleeve. Wizard battle seen from the spirit realm would look a lot like a battlefield full of strange creatures, more and more of them springing from their wizard's brain-gates.

Hm, what does this remind me of...

Spells mate and breed in the wild, but they can also be pure- or crossbred in captivity. Spell husbandry is a skill with long tradition and recognition in the spellcasting community, as it supplies the market with many variant spells and rare breeds. There are even species of spells that never lived in the wild, created by experimental mutations, extensive crossbreeding and thaumic surgery. However, vanity breeding is the most common discipline of spell breeding (though considered of low prestige among the professionals) and many spells are sold for their unique appearance - green fireballs, different melodies of ghost sound, various magic missiles. There are even exhibitions and competitions.

Spells can also mutate, change and learn. While many spells start as animals, they can grow in both power and intelligence, especially if they can feed on the thoughts of an intelligent being. The older the spell, the longer it had to grow and develop its faculties. A wish who escapes from the mind of an archmage might be as powerful and smart as a godling.
 
This is how the inside of your spellbook looks like.

This whole post was inspired by the spell of magic mouth as described here.

General Spell Stats

Wild spell
HD 2d4
Def 8 + [HD]
Atk varies
Save 3 + [HD]
Morale 6
Motivation as animal

Tame spell
HD [dice] ([sum] hp)
Def 9 + [dice]
Atk varies
Save 5 + [dice]
Morale 8
Motivation as animal


Chorus of Voices
There is a rarely seen sexual dimorphism among the male spells speak with [something] and female tongues. Arcanologists hypothesise that male choirs evolved their differences to better lure the attention of females, while there was no such evolutionary pressure on the less numerous females. All choirs appear as invisible chattering of many different voices, thus the name, the only common denominator between the voices being that their gender is based on the spell's.

Choirs subsist on a diet of voices. They hunt and feed by engulfing their prey, who starts to talk in a voice appropriate to the chorus as the chorus feeds, until suddenly the victim cannot talk anymore. Treat choirs as invisible* swarms. Once engulfed, the victim has to make a Save each turn or go permanently mute. The chorus then lets them go. Choirs prefer to hunt in noisy locations, as they cannot stop constantly talking or producing other noises, giving their presence away. Casting the spell is akin to sticking your head into the lion's mouth - the caster talks in the voice of the chorus and the chorus slowly feeds, but the wizard never allows it to completely devour her voice.

Twice per year, choirs have a week-long mating season when the males sing to the females. Unlike their normal chattering, the mating songs are haunting and beautiful. Many wealthy Folk keep caged choirs specifically for the week of music, and there is a festival known as the Week-long Song in the dream-city of Anor Lyle held during the spring mating season. Narcomancers of Lyle (the sister city to Anor Lyle located at the same place in Reality) sell potions that will allow you to attend the festival in your dreams.

Atk engulf + silence
Motivation to eat the most beautiful voice

*) Choirs are truly invisible and no magic can help you see them. Normal invisibility is achieved by partially "de-manifesting" a creature, getting them halfway between the real and spirit world. They cannot be seen in the real world, but become visible in the spirit world. Spirits can see farther between the worlds than humans and thus invisibility is impossible in the spirit world, as disappearing from sight would require a spirit to fully materialize in the real world. But choirs are invisible not through magic, but because there is nothing to see. They are living sound (well, spiritual representation of sound... it's complicated), which explains both why they never go silent and why they can only be heard. It's not hard to pinpoint their general location from the noise, though.
 

Corpsefiend
The spell control undead is one of the reasons everyone should be scared of necromancers, because necromancers voluntarily take these monstrosities into their heads. Corpsefiends are huge. They look like a skinless horse fused with their rider, constantly screaming in agony with bouts of insane laughter. They ride in herds, mostly keeping near the sea. They can even run on the surface of water. Other corpsefiends are the only creatures they will not hunt, maim, or kill for fun. In a never-proven theory, arcanologist Talindra Dorleth proposed that corpsefiends actually subsist on the impotent hopelessness of their victims. This would also explain their powers.

Any soul* not protected by living flesh and touched by a corpsefiend must Save or be dominated. The controlled undead gets a new Save every day, but it might not even last that long. Corpsefiends like to play with their toys**. When a necromancer casts control undead, the corpsefiend rushes out and touches the target. Thus casters are controlling the undead only indirectly, through their bound spell. Should the bound corpsefiend break free, they retain the control over the undead they dominated, and corpsefiends loathe to be enslaved to wizards.

On dark nights when storm rages above the sea, corpsefiends sometimes manage to ride out of the spirit world into the real world. Here they hunt along seashores, looking for a solitary rider. They capture him and then torture both him and his horse to death, slowly over the whole night. As the rider and his horse die, the corpsefiends return to the spirit world and capture their souls, too. They skin their souls alive and chop them apart and then stitch them together again in the form of a corpsefiend. Then they take the new corpsefiend, by now insane from fright and pain, bleeding ectoplasm everywhere, and throw it into the sea. A spirit cannot be drowned, but the new corpsefiend does not know that yet. It will spend hours or even days in absolute terror, deep in the dark waters, trying to swim with a body it does not understand, drowning because it believes it should be drowning, even if it cannot die from it. Only once it claws its way out of the waters will the new corpsefiend be truly born.

The corpsefiends call this the "breeding hunt" and the "birthing pains".

Atk 1d6/1d6/1d6 (bite, tear, kick and shred)
Motivation to kill and torture, to ease the pain

*) Be it a ghost, other spectral undead, or a soul trapped in a corporeal undead.

**) Other spirit fare even worse, as corpsefiends cannot dominate them and will thus capture and torture them to death without a chance to let them live as slaves.
 
 
Moribundus
Another necromantic spell related to corpsefiends, finger of death takes the form of a massive horse with clawed feet and lashing, leech-like tongue. They can stand on their hind legs and fight or grasp with their claws, but they very much loath to do so. Hands are the tools of work, and work is for the weak. Even fighting by hand or claw is degrading, as it makes combat into work rather than art. Work should be done by lowly humanoids that deserve nothing better than to become the serfs under moribundine thrall. Art is the true calling of noble moribundi.

Moribundi are warriors, and the greatest weapon they are the most proud of are their tongues. Nearly as long as their whole body when fully extended, the tongue of a moribundus is blood-red, barbed and ends in a sucker capable of leeching life-force out of the enemy. Moribundine fighters lash with their tongues as with a whip or a combat tentacle, cutting and ripping at their foe until they can attach the leech-mouth, draining the poor victim dry of life in seconds. That's also how material creatures hit by finger of death die.

Moribundi like to adorn their tongues, either by colourful ribbons or piercings and jewellery, but nearly all adult moribundi will have tongue tattoos, drawn with the blood of their notable kills and depicting their famous triumphs and victories. Of note are also moribundine blood paintings, the only form of art other than combat that moribundi hold in high regard. They dip their tongues into fresh blood and paint lovely still lifes, beautiful landscapes or stunning portraits onto the flayed skin of their foes. These paintings are customarily used to decorate their yurts, but each would fetch a hefty price at any market in the spirit realm, should some thief be skillful and suicidal enough to steal them.

The hair of a moribundus is mottled in distinct patterns and colours, which proclaims an affiliation to a certain herd-tribe. Moribundine tribes are matriarchal, usually comprised of hundred or so moribundi with double or triple as many slaves, plus livestock. Moribundi are nomadic, travelling over vast territories according to the commands of the tribal council of most prestigious females, while their slaves fold and rebuild their yurts, drive the cattle and generally ensure the quality and luxury of their lives. Moribundi are fiercely territorial, and battles between tribes over the claim to an area are common. Offers of new territories and hunting grounds, or assistance with the defeat of an enemy herd are also usually the only way to persuade a tribe of moribundi to assist you. Of course, individual moribundi can be swayed by offers of jewellery, slaves, or glory.

Male moribundi are surprisingly rare, so rare in fact that breeding stallions are treasured and guarded, often forming harems for influential females. Trading or kidnapping of males is also common, though because male moribundi are as belligerent as females, it is often quite hard to secure their cooperation with different herd. Any tribe that looses all its males is in a danger of stagnation and protracted extinction, and such tribes are often the most dangerous, daring and desperate - and even willing to work for other creatures if it grants them access to some stallions.

Atk 1d8 + Save or die (tongue), or 1d6/1d6 (claws)
Motivation to gain prestige through combat prowess, to obtain a mate


Murderbird
All magic missiles are beautiful. Imagine a glowing, neon hummingbird, zooming around at breakneck speeds and leaving a trail of glitter behind. Murderbirds come in all the colours of the rainbow, some even being muti-hued. They have a rich and complex social life full of ritualistic "dancing" in flight. Their synchronised flying is incredibly precise - two (or more) translucent, glowing birds moving faster than a bullet, their intertwined trails drawing intricate mandalas in the air. Experts can easily tell apart mating dances, duels between rivals, or threats to invaders, but suffice to say that experiencing any of those dances is breath-taking.

Murderbirds are predators, capable of using the combination of their sharp beak, tiny size and high speed to fly through the body of their prey*. Larger spirits are often attacked by a whole flight of murderbirds, and end up full of holes where the birds pierced them, again and again. And unlike most birds of prey, murderbirds often attack prey much larger than themselves, using the corpus of the fallen spirit as a nest for the whole flock, and slowly eating it from within.

Murderbirds are highly communal and their corpus-nests often have larger cavities hollowed out for the whole flock to gather their eggs within. The eggs and later the hatchlings are protected by the whole flock, no matter their actual parents. Young murderbirds only leave their nest once old enough to fly and hunt with their flock, and should the corpus they nest within discorporate too soon, they will likely be left behind by their flock to die, as the older murderbirds are unable to carry them while they look for a new nest.

Murderbird eggs look like glass, with a spark of coloured light inside that slowly grows into the hatchling. They are highly priced on markets throughout the spirit realm and Reality, serving as jewels, extravagant lighting, or for a spicy omelette. The eggs require the presence of a dead spirit to draw sustenance from, so it is very rare for the embryonic murderbird to survive when the egg is removed from the corpus-nest. Abandoned hatchlings though, as hard as they are to find after the flock leaves them and before they die, are often sold to wizards who train them for combat. Such murderbirds, unlike those caught and enslaved in adulthood, can learn various special tricks. Various accounts tell about magic missiles capable of navigating through tiny spaces and finding targets unseen by their master, guarding their master and orbiting their head until they are needed, or striking all enemies in a room on a zig-zagging path.

Atk 1d6 + [HD] (fly-by attack)
Motivation to hunt plenty of prey, to protect their flock

*) They attack by moving through the square of an opponent, getting a free attack for 1d6 + [HD] damage.
 

Plague Eater
Related to murderbirds, the remove disease spell appears as a spectral woodpecker, its feathers shifting colours constantly except for the top of its head, which glows a steady octarine. It feeds on disease spirits, seeking out diseased creatures and then excavating a hole in their soul until they can pull out and devour the disease. Unlike the brutal fly-by attacks of muderbirds, this does not harm the cured creature, just like it does not harm a tree to have the wood-destroying worms and insects removed. Wizard casting remove disease would look like a falconer sending their bird pecking at the target.

Plague eaters are capable of human speech and intelligent enough to hold a conversation, but they do not pursue the creation of advanced civilization. They like their simple lives and generally refuse to bother themselves with needless musings, worries, or knowledge*. Most plague eaters live in nests built in holes excavated through the corpus of some of the behemoth ghosts of species long extinct. Unlike murderbirds, they live inside still living ghosts and in symbiosis with them, tending to their behemoth's well-being, fighting off parasites (especially cantrips and disease spirits) and even lesser predators. In exchange, their host carries them around the world in a safe nest, and they can devour disease spirits where-ever their travels take them.

Plague eaters lay clutches of colourful eggs, except that from every seven eggs, one is dull gray and will hatch into a plague bird instead (see below). Young plague eaters live with their parents until two behemoth-nests meet, whereupon a great many of youngsters will swarm from both behemoths, starting the mating rituals of plague eaters. The courting plague eaters will shine with greatly amplified strength, releasing bursts of octarine instead of mating calls. This is both beautiful and extremely dangerous, and only an thaumornithologist or a madman would watch this mating swarm from closer than the next hill over.

Eventually, couples of plague eaters will form, each glowing in a synchronized pattern of colours, and they will leave the swarm to find a place for their new nest - either on one of the old behemoths, or on some other gargantuan ghost elsewhere. Plague eaters mate for life, and if a plague eater doesn't find a mate or later looses one, it will quickly grow dim and apathetic, often dying of loneliness. Some plague eaters born in captivity were reported to have developed similarly devoted relationship with their wizard, given their lack of opportunity for finding a proper mate. While this will result in an extremely loyal and dependable spell, it also means that leaving your cure disease spell in a spellbook for longer stretches of time, or even worse trying to sell it will most likely leave the spell dying or dead from sorrow. Thaumornithologists thus recommend to only purchase mated pairs of plague eaters, which seem to endure even extended confinement to a spellbook remarkably well.

Atk 1d4 + cure disease (peck)
Motivation to find a mate and live happily ever after

*) The only exception are their storytellers. Found in most behemoth-nests, these are the carriers of the oral history and traditions of plague eaters, and the only plague eaters likely to humour your questioning. Others will gladly exchange small talk and civilities with you, but otherwise they will just fly away once bored by your chatter.


Plague Bird
The spell of contagion looks like a half-dead woodpecker; feathers tousled, filthy or missing, covered in gore and pus, with open sores and painfully bent limbs. Their eyes are blind and they constantly cough, moan and cry in voices of human children. They seem to fly more by the virtue of being a spirit than with their wings. Their corpus is either deathly cold, or feverishly hot and covered in sweat.

All plague birds are sterile and short-lived. They are a plague eater hatchling gone wrong, overwhelmed by the disease spirits it should feed on, and instead helping them spread their disease. Plague birds are drawn to attack healthy creatures as a moth assails a flame, but they will try to avoid harming anyone ill. They are an abomination of the spirit world, and should be put out of their misery.

Plague birds are born because of a genetic disorder of plague eaters, and they are thrown out of the nest by their parents, often long before hatching. Unfortunately for plague birds, the disease spirits who overtook their body will not let them die in their cracked, discarded eggs. Plague birds are forced to hatch, forced to live.

Touch of a plague bird requires a Save to avoid catching a random disease. They attack with suicidal abandon, though sometimes their disease spirits will steer them away from enemies too powerful to infect. Anyone within short range of a plague bird when it is killed must Save or be infected with 1d6+1 random diseases as the disease spirits flee their dying host and search for new bodies to inhabit. Plague birds are terrified of anyone capable of exorcism or curing diseases - or rather the disease spirits within them are.

Should you succeed on removing all disease spirits that possess the plague bird, they can Save to return to health and become a plague eater. Its gratitude will be without bounds, as you were compassionate to it while it never knew anything but agony and abandonment. Should you wish to take it, the newly reborn plague eater will take nest in your brain as one of your spells, utterly devoted to you as it owes you its life. On a failed Save, the plague bird was too damaged to live, but at least it can die in peace. In will still thank you in a weak whisper before perishing.

Atk 1d4 + cause disease (peck)
Special disease burst on death
Motivation to spread diseases, to die


Grease Ooze
While certainly useful when cast, the true form of grease is an ooze and it's one of the most boring spells to study. It looks like a greasy ooze and slowly slithers along the ground like a greasy ooze, leaving a trial of grease behind. It feeds on dead ghost-plant matter and does pretty much nothing beyond that. Once it grows large and fat, it divides and continues to feed. It is on the very bottom of the food chain of the spirit world.

Atk engulf + suffocate
Special grease trail
Motivation gurgle-gurgle-blurp


Watcher
While the appearance of scry, the dribbling, floating eyeball, is well known to many spellcasters, its modus operandi is missing from most books. For a good reason. Watchers are unassuming, silent and seemingly harmless. They flock on high perches above lively city streets or large households, they swarm the sites of tragedies. They stare at people from afar. It might be unnerving, but there are stranger and more dangerous things in the spirit world.

Watchers feed on acts of great passion, on emotions and virtues and vices. They observe and absorb. They grow in size and hunger. Eventually, just watching from afar is not enough as their appetite is too vast and tasty emotions too scarce and faint. And so the watchers start to help and inspire their would-be sources of nourishment, groom them for greatness so that they might feast. They grow fat and cunning, resourceful and ruthless. They grow additional eyes* and gorge through them all.

Eventually, their eyes become hungry enough to devour people whole, and not just their emotions. They become beholders.

Atk none
Motivation to observe interesting deeds and powerful emotions

*) This is also how they propagate. Their eyes will detach themselves from time to time and drift away.


Vanisher
If anything, the spell of teleport is extremely elusive. No wizard alive can claim to have come even close to capturing a vanisher, and even those historical magi who managed that feat have held it more like a trophy than a tool, given the extreme risks involved in casting the spell. Vanishers are tiny wasps, their bodies inscribed with extradimensional geometric shapes. They can instantly teleport vast distances, and coupled with their diminutive size and fast speed, they are always gone before a wizard can act to bind it.

Terrifyingly, the sting of a vanisher teleports the victim. This teleport is completely uncontrolled, and it has none of the safeguards indoctrinated to the few vanishers caught and trained. It is said that vanishers can teleport as far as a ray of light can travel in one heartbeat. And it's a teleportation in all three dimensions, with a good chance of being telefragged inside of the planet, or ending in the outer space. There is aether in the outer space of the spirit world, but unlike a vanisher you probably have no way to return home. You will remain trapped, the aether preventing you from dying from hunger or thirst, nothing but void around you. Some void monks might love it.

Vanishers are very, very rare. Before the War in Heavens (or Age of Fire and Madness, or anything else suitably apocalyptic), they were hunted to near extinction, as every wizard craved to be everywhere they wished with nothing but a thought. Today, no vanisher hive has been heard of in millennia. No matter how far they can teleport, the remaining vanishers seem incapable of gathering enough of their kind to establish a new hive. They may be elusive and long-lived, but sooner or later the last spell of teleport will die and this species will be no more.

Atk 1 + random teleport (sting)
Motivation to be left alone, to rebuild a hive


Cantrips
Cantrips are the least spells, tiny parasites that live off the sanity of wizards. Cantrips are as diverse and numerous as insects in Reality, devoured or squashed by all other spells, yet plentiful and omnipresent. They are like ticks, lice or bedbugs, attracted to the smell of wizardly thoughts and returning to their host immediately when cast. While cantrips parasitize on other spirits normally, wizards are simply more appetising. Every school of magic has different set of meditations and conditioning that allow the wizards to host their spells, and the specific mental smell attracts different cantrips.


Other spirits
Other spirits can serve as "spells" as well, residing within the wizard's mind and manifesting when cast. Elementalists strike bargains with elementals to serve them. Some priests and paladins claim that their powers come from angels in their heads. Warlocks have brains full of demons. Some monks even claim to have reached high enough enlightenment to cast one of their seven souls as a "spell", though the healthiness of such endeavour could be disputed.

On the other hand, elves had their animal soul removed and replaced with a heartspell, which can be cast normally, but also works as a substitute soul. Sorcerers are another special case, as their souls basically are spells, thus they can alter the world by their will alone without endangering themselves as much as the monks mentioned earlier. Scholars claim that is because a sorcerer is born when prenatal development goes wrong and the unborn child is incarnated with seven spells instead of seven souls - just like the soul is sometimes replaced with a Folk, resulting in changelings, or with a demon, the child born as a cambion.

Generally speaking, all spirits are made of the same stuff, and a wizard can theoretically bind, memorize and cast any spirit they wish.

16 December 2018

High Magics of the War in Heavens

Before the singular and unrivalled rule of the Authority, before the restricting and unbreakable Laws of Magic, in the Multiverse that never was, there was the War in Heavens. Archmages and supreme sorcerers of prodigious power clashed as realities fell apart and time itself was rent asunder and stitched back better to their liking. Spells of unimaginable might were slung around with such ease and as much thought as a cantrip today.


Here are d20 of those incredible spells:
  1. alter global gravity
  2. annihilation
  3. baleful plane shift
  4. baleful terraformation
  5. conjure black hole
  6. contingent time loop
  7. depopulation
  8. false vacuum
  9. familicide
  10. mass interplanetary teleport
  11. mass true resurrection
  12. nuclear fireball
  13. permanent time stop
  14. power word: retgone
  15. rewrite reality
  16. teleport through time
  17. true meteor storm
  18. supernova
  19. ultimate dispel magic
  20. zombie apocalypse

from Battlefleet Gothic: Armada

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.