Monday, October 26, 2020

GLOG: Hemonymph

 

Ok, this is going to be a weird one. You are a hemonymph, a blood nymph. Nymphs are usually associated with a natural location, and typically, hemonymphs are no different: they are the manifestation of some sort of natural bloody pool or spring, maybe in a strange sanguine wood, maybe inside a gigantic monster, who knows. Of course, this doesn't lend itself to adventuring, so you're different somehow. Maybe you still have a bound location that you can still leave safely, or maybe something happened to your location that destroyed it while leaving you alive.
 
Equipment: 2 waterskins full of blood. 

Skill (1d3): 1. Singing 2. Basket-Weaving 3. Embroidery

A: Sanguine Nature, Unnatural Charm
B: Control Blood
C: Crimson Spring, Hijacking
D: Hemorrhage

Sanguine Nature: You are made of blood. You can shapeshift, although you will always be a dark crimson. You can eat normally, but you can also drink blood. The blood of a 1 HD creature is equivalent to a ration and takes up a waterskin. You cannot bleed.
 
Unnatural Charm: If you spend 10 minutes interacting sociably and in a friendly manner with a creature while in a form physically attractive to them (other than being made of blood, that is), they must Save vs Charm. On a failure, they are charmed by you for 1d4 years. They will do as you will them to, although they will not risk themselves physically. You can only have [template] HD of creatures charmed at a time.
 
Control Blood: You can shape and telekinetically control any blood or a related fluid (blood plasma, hemolymph) not inside another creature's body. You can also use blood from your own body in this manner: 1 hitpoint = 1 liter, for you, and 1 hitpoint = 10 cc for most other creatures which have blood. This ability can be used to shape blood into "solid" objects such as weapons, which will persist indefinitely as long as they are in your presence, or for [template] hours outside your body.
 
Crimson Spring: If you spend 24 hours in a spring or pond of water, you can turn it into a spring of blood. Any creature bathing in this spring heals 1d4 hitpoints per minute, and you heal 1d4 hitpoints per round. You can, with a touch, transform plants into strange magical plants that live on blood rather than water.
 
Hijacking: Once per day, you can attempt to seize control of a creature's body with their blood (this, of course, only works if the target has blood or a related fluid, like hemolymph). They must Save vs Magic, coming under your control for 1d4 rounds. While under your control, you can force them to make weapon attacks with disadvantage and to move at half speed, but cannot utilize any of their special abilities unless common sense dictates otherwise.
 
Hemorrhage: If you touch a creature with blood or a related fluid, you can force them to make a Save vs Magic. On a failure, they take 4d6 damage. Regardless of whether they failed the save or not, you cannot use this ability on the same target for 24 hours. Each time you use this ability within 24 hours, the damage is reduced by 1d6.

Wednesday, October 7, 2020

GLOG: Servant of the Raven Queen

Diregrizzlybear wrote an excellent adaptation of the 5e Raven Queen Warlock for B/X. I felt inspired, because I think the Raven Queen is by far the best warlock patron in 5e and it's a real shame they never made it official. So here's a GLOG adaptation of the B/X adaptation of the 5e adaptation.
 
Equipment: Any weapon (3 javelins counts as 1 weapon, ranged weapons come with 20 ammunition), a small silver bowl, 4 sticks of rare incense, a ritual dagger, and dark, concealing robes.

Skills: Occult Lore and 1d3: 1. Stealth 2. Haruspicy 3. Weaving
 
Servants of the Raven Queen gain +1 HP, +1 Stealth, and +1 Save vs Death every second template.

A: Raven Companion
B: Spellcasting, +1 MD
C: Mark of Death, +1 Spell
D: Psychopomp, +1 MD, +1 Spell

Raven Companion: The Raven Queen has graced you with one of her ineffable companions, which takes the form of a spectral raven. This raven can understand you and will obey your commands. You can see through the eyes of the raven and experience all its sensations at will, although you are insensate of your own surroundings while doing so. You can also merge your form with that of the raven at will by joining yourself to its shadow. The raven never sleeps, and while it is perched on your shoulder you have supernatural perception and cannot be surprised.
 
Spellcasting: You do not have to prepare spells; instead you can cast any spell you know at any time so long as you have MD available. You know two random spells from the first eight on the list, and gain one more at each further template of Servant of the Raven Queen (from the first 10 at C and all 12 at D). You can only get the requisite 3 MD for Dooms by multiclassing, so just use those Dooms if you do so.
 
Mark of Death: As an action, you can lay a Mark of Death on a creature you can see. The target takes +1 damage from all sources, you have +2 to-hit against the target, and the target has a -2 penalty to Saves you cause them to make. You know the location of the target at all times. This Mark can only affect one creature at once, and if you lay it on a new target, the old target is no longer affected.
 
Psychopomp: When you touch an undead creature with HD less than or equal to your level, they must Save vs Death or instantly die. If a creature succeeds on their Save, they are immune to this ability for 24 hours. Any corpse you touch can never be raised from the dead.

Spells:
  1. Augury
  2. Bane
  3. Bestow Curse
  4. Darkness
  5. Hex
  6. Starlight Lance
  7. Turn Undead
  8. Darkvision
  9. Cloak of Darkness
  10. Consuming Shadows
  11. Crown of Stars
  12. Word of Death
Mishaps:
  1. Take 1d6 damage
  2. Take +1 damage from all sources for the next hour
  3. Spectral hands seize and immobilize you for 1d6 rounds.
  4. You're besieged with a barrage of bad omens and dark predictions. Save vs Fear or panic for 1d6 rounds.
  5. All sentient creatures are invisible to you for 24 hours.
  6. All undead within 10 miles know your location unerringly and are driven to attack you for 24 hours. If there are no undead within the area, 2d6 random bodies rise as 1 HD zombies.

 

Monday, October 5, 2020

GLOG: Crow Cowboy

 
 
Equipment: A single-action revolver and a lever-action rifle (both with 20 rounds), a ten gallon hat, a lasso, spurs, a tin of chewing tobacco, a jar of whiskey-soaked birdseed, and a horse.

Skills (1d3): 1. Fast Talkin', 2. Quick-Drawin', 3. Runnin' from Sheriffs

A: Human-Sized Crow, Cowboy
B: Gunslinger, +1 to-hit
C: Deadeye
D: Fanfire, +1 to-hit

Human-Sized Crow: You are a human sized crow with both arms and wings. You can speak both human languages and Crow, and are an adept mimic. You can fly as quickly and for as long as you can run.

Cowboy: You can ride a horse for days, herd cattle, compete in a rodeo, and use a lasso with the best of them.

Gunslinger: You can never be surprised while you have a firearm on your person. Any firearm you have hidden on your person will never be found unless you want it to be.

Deadeye: The range of firearms you wield is doubled. Your accuracy with firearms is such that you will never miss any unmoving target within your gun's range.

Fanfire: You can fire every shot in a revolver in one combat round, at a -4 to hit with each shot. There is a 1-in-6 chance that your gun instead blows up. You can fire repeating rifles twice per round. 
 

Guns

Some extremely simple rules for guns for circa 1870, I suppose, since this is a Western-themed class sorta. Reloading after all shots have been fired takes 1 minute unless otherwise mentioned.
  • Single-action revolver: 1d8 damage, range 70/200, misfires on a 1, 6 shots, 1 slot
  • Double-action revolver: 1d8 damage, range 60/180, misfires on a 1-3, can fire twice per round at a -2 to hit, 6 shots, 1 slot
  • Rifled musket: 2d8 damage, range 250/1500, misfires on a 1, 3 round reload, single shot, 3 slots
  • Lever-action rifle: 1d10 damage, range 180/1000, misfires on a 1, 12 shots, 2 slots
  • Falling-block rifle: 2d6 damage, range 300/2000, misfires on a 1-2, 1 round reload, single shot, 3 slots
  • Bolt-action rifle: 1d10 damage, range 250/1500, misfires on a 1, 0 round reload, single shot, 2 slots
  • Break-action shotgun: 2d8 damage, range 25/100, misfires on a 1, 1 round reload, 2 shots, 3 slots

Thursday, October 1, 2020

Everyone Can Do Magic: A Classless Magic System

 This magic system uses the typical GLOG spellcasting using Magic Dice (MD), but in a rather unconventional way. Rather than gaining MD and spells as part of your class progression, gaining either is entirely diegetic. You gain MD from close interactions with the supernatural, and learn spells similarly, often in ways involving lost or forbidden knowledge. The spells are written with D&D-type games in mind (ability scores, actions, HD, hitpoints, rounds, Saves) but it should be fairly easy to adapt and bolt on to pretty much any system.
 

How MD Work

 
If you're uninitiated in the ways of the GLOG, here's how Magic Dice work: You have a pool of d6s. When you cast a spell, you can choose to roll up to as many MD as you have, with a minimum of 1. The number of dice you roll is [dice], and their total is [sum], which are often used for the power or effect of the spell. Dice that roll 3 or below are returned to your pool, and dice that roll 4 or above are expended until you get a full night's sleep, when they return to your pool. Your spellcasting is not always reliable. If you roll doubles, you roll a Mishap. If you roll triples, you gain a Doom. Below are the default Mishaps and Dooms, but you can always rule that players should roll on a Mishap table or gain Dooms that are more befitting the sort of spells that they cast. There are many, many Mishaps and Dooms out there from various wizard schools and such.

Mishaps (1d6)

  1.  Take 1d6 damage.
  2.  Take +1 damage from all sources for the next hour.
  3.  Cannot cast spells for the next 1d4 hours.
  4.  Deplete one MD.
  5.  Take 1d4 damage and gain a painful, permanent scar in a prominent location.
  6.  You summon a random supernatural being as per the summon spell. It's not happy.

Dooms

  1.  Lose the ability to cast spells for a day.
  2.  Lose the ability to cast spells for a week.
  3.  Permanently lose the ability to cast spells.

 

How to Get MD

 
You can only gain MD from any given method once, and ideally each method should only really be available once. At your DM's discretion, you may be able to start with an MD in exchange for a -5 to an ability score of your choice.
  • Dig up a witch's bones and eat them
  • Drink a ghost
  • Burn a blessed holy book
  • Make a deal with a (or The) devil
  • Fast for 21 days beneath a rowan tree
  • Eat a berry of a rare and poisonous bush - and survive
  • Get bitten by a vampire-elf
  • Spend time living with the fairies or nymphs

 

Spells 

 
Below are some example spells. They all have some sort of cost or risk involved, and include a possible method of learning or otherwise obtaining the spell.

Bestow Curse
Casting Time: 1 action
Duration: [dice] years
Cost: Roll 1d12. If it's under or equal to the number of times you've cast this spell previously, you turn into a toad. You maintain your sentience and magic, but no magic can ever change your shape again.
How to Get It: Curse your mortal foe, who you must hate with a burning passion, to the worst fate you can imagine. You must do this to their face. Alternatively, curse someone with your last breath (as you go to 0 hp, before you roll Death and Dismemberment.

A creature you can touch must Save vs Magic or become cursed for the duration. Choose one of the following options: 1. They can only speak in rhymes, 2. They can only walk backwards, 3. Animals will either run from them or attack them on sight while yowling loudly, 4. They become infertile, 5. They're always in shadow, even if they're standing outside on a sunny day, 6. Any product of their profession has a 3-in-6 chance of being non-functional or spoiled. If you cast the spell with at least 4 MD, it lasts indefinitely.
 
Chain Lightning
Casting Time: 1 action
Cost: Save vs Magic or lose 1 Cha permanently
How to Get It: Read the scribblings of a madman in blood on scraps of human skin. You forget this spell each time you cast it and must reread the scribblings to learn it again.

[dice] + 1 creatures are struck by a bolt of lightning hopping from one to the next, the first of whom must be within 60' of the caster, and all the others of whom must be within 30' of the creature prior to them, must Save vs Magic. On a failed Save, each creature takes [sum] damage.
 
Cure Disease
Casting Time: 1 hour
Cost: Rare herbs endemic to the area where you learned the spell, which must be burned
How to Get It: Study under a village witch for a month.

A creature who you can minister to and who is currently diseased makes a Save vs Disease with a [sum] bonus. On a success, the disease is cured.
 
Mantle of Awe
Casting Time: 1 action
Duration: [sum] rounds
Cost: Permanently lose 1 Wis
How to Get It: Defeat a supernatural being (this includes spellcasters) in a contest of will.
 
You cloak yourself in an aura of supernatural dignity and strength. All creatures of your choice within 30' must Save vs Fear or flee and not enter that range for the duration. At the start of each round, you may make a Proclamation, which lasts for the duration (i.e. "You cannot pass!" or "This door will open."). Creatures and objects who can hear you (they do not have to understand you) must Save vs Magic to disobey or counteract this Proclamation, and they may only Save against a certain Proclamation once. If you make a new Proclamation, the old one ceases to function.
 
Song of Slaying
Casting Time: 1 action
Duration: [dice] minutes
Cost: Unless heavily drugged, Save vs Magic or lose 1 Int permanently.
How to Get It: Destroy the crippled berserker's old foes, then study with him for a week.
 
For the duration, you have +[dice] to-hit, +1 damage, +1 AC, and become very skilled at wrestling. You cannot do anything other than slay your foes, but you may cooperate with your allies towards that goal. If one of your allies damages you or interferes with your slaying, they are now a foe. 

Speak With Animals
Casting Time: 0
Duration: [dice] hours
Cost: A deer pelt painted with runes, hung on a tree
How to Get It: Eat the heart of a Questing Beast.
 
For the duration, you choose [dice] classes of animals (in the taxonomic sense, i.e. mammals, birds, insects, arachnids, or cephalopods) to speak with. You can talk to these animals and they will understand you, and you will be able to understand their communications as if they were speaking. Their intelligence is not increased and they are not automatically friendly to you. 
 
Speak With Dead
Casting Time: 10 minutes
Duration: [dice] minutes
Cost: Incense, a small blood sacrifice, and cypress ash. The caster must Save vs Magic, allowing an evil shade to slip into the world on a failure.
How to Get It: Read a forbidden grimoire. You cannot ever forget this spell.
 
You can converse with a humanoid corpse. The corpse may or may not be particularly cooperative or helpful, and certainly won't be too inclined to help you if you killed it. You can, however, force the corpse to answer [dice] questions. 

Starlight Lance
Casting Time: 1 action
Duration: [sum] rounds
Cost: [dice] * 2 hitpoints
How to Get It: Become a warlock of the Lords of Shadow and Star
 
You launch a javelin of hard light at a target within 120'. The target must Save vs Magic or take [sum] damage and be launched backwards [dice] * 10' to the ground or until they hit a wall, where they are fixed in place for the duration. Each round they are fixed in place they may Save vs Magic, escaping once they have succeeded [dice] times. The javelin casts light in a 10' radius.

Vampiric Touch
Casting Time: 1 action
Cost: Roll 1d12. If it's under or equal to the number of times you've cast this spell previously, you lose all your morals.
How to Get It: You must be holding the skull of a spellcaster who has murdered someone in cold blood.
 
One creature you can touch must Save vs Magic or take [sum] damage. You regain hitpoints equal to the damage dealt.

Werelight
Casting Time: 1 action
Duration: [dice] hours
Cost: A pinch of iron filings mixed with ground corundum.
How to Get It: Hold a staff granted to you personally by an archmage.

You create a light which hovers over your shoulder. It casts light within range, although you may dim it to cast light within a smaller radius of your choice at will, as well as brightening it up to its maximum radius.

Wild Shape
Casting Time: 1 action
Cost: Each hour you remain in this form, you must Save vs Magic with a penalty of -2 per hour or remain in this form forever.
How to Get It: Decipher the runes on the crumbling, overgrown standing stones.

You turn into an animal of no more HD than [dice]. You keep your mind, but you can only use abilities that make sense for the animal form you assume. You can only speak languages that your original form and your wild shaped form share. All damage and injuries are reflected between your original and wild shaped forms at the beginning and end of the spell. You can end the spell at any time you wish. 
 
Word of Death
Casting Time: 1 action
Cost: Roll 1d6. On a roll of [dice] or below, you've attracted the attention of Death herself. She's not happy with your abuse of power.
How to Get It: Seek out the ancient lich-hierophant in his crypt. Crack his skull open. Fill it with blood, wine, bronze, and rowan berries. Boil it over an unholy flame for seven days and seven nights. Drink the concoction, and Save vs Death. On a failure, you die. On a success, you learn the spell.

A creature who can hear you and who has no more HD than [dice] must Save vs Magic or die. 
 

How to Be a Wizard 

 
So you've got some magical power, learned some spells, and now you want to be a real wizard. Well, first off, you should get a staff, or something like it. While you hold some sort of focus for your magic (a staff, rod, or wand; a ritual knife; a cauldron; a mortar and pestle; a crystal ball; that sort of thing) that is personally significant to you as a symbol of your power, you have a +1 to [sum], and people will be far more inclined to believe you're a mage. Secondly, start acting like a wizard (from Middle English wys, "wise"). Be careful with your words; never say anything you aren't sure is true, for words have power. Gather as much knowledge as you can, and only disburse it at need. Strive to never be incorrect. Some good tips as to the type of knowledge you might aspire to and the sort of persona you might attempt to emulate can be found in this excellent class.