Nu sculon heriġean heofonriċes WeardNow we must praise heaven-kingdom's guardian,Meotodes meahte and his modġeþancthe Measurer's might and his mind-plans,weorc Wuldor-Fæder swa he wundra ġehwæsthe work of the Glory-Father, when he of wonders every one,eċe Drihten or onstealdeeternal Lord, the beginning established.He ærest sceop ielda bearnumHe first created for men's sonsheofon to hrofe haliġ Scyppendheaven as a roof, holy Creator;ða middanġeard moncynnes Weardthen middle-earth mankind's guardian,eċe Drihten æfter teodeeternal Lord, afterwards made—firum foldan Frea ælmihtiġfor men earth, Master almighty.– "Cædmon's Hymn", by Cædmon c. 658-680 CE
Wednesday, March 1, 2023
Of Him the Harpers Sadly Sing (GLOG Class: Bard)
Thursday, July 29, 2021
One-Roll Mass Combat, and Some Other Warfare Rules
Tuesday, June 15, 2021
GLOG: The Berserker
Monday, June 14, 2021
GLOG: The Paladin
- You have a fairy godmother, who you can contact by speaking into an acorn. She will aid you if you ask, but will hesitate to perform particularly difficult favors or to perform too many favors within a short duration (absolutely not more than 1 per day). She will not put herself in danger.
- You can speak the tongue of the birds.
- You have a golden whistle, which you can use to command fire to ignite, move, and go out. The whistle can affect no more than a 1' x 1 'x 1' area of fire at once.
- Your parent's sword is actually an ancient relic that, unbeknownst to you, marks you as the true heir to a kingdom (either the one you currently inhabit or an adjacent one). Once you discover this fact, showing this sword and stating what it really is will oblige whoever observes to divulge their true loyalty to you.
Thursday, June 10, 2021
GLOG: The Druid
Location Types
Stone
- Detect Magic
- Illusion
- Mending
- Magic Stone
- Wall of Stone
- Doom of Cities
Casting Time: [dice] days
Duration: [sum] decades
Range: [dice] miles
The area within range is doomed. Plants will wither and die, drought or floods or plague will blight it, cities will burn and crumble. Nothing here shall prosper for the duration. Casting this spell requires a human sacrifice.
Wood
- Entangle
- Find the Path
- Pass Without Trace
- Commune
- Wildfire
Casting Time: 1 action
Duration: [sum] rounds
Range: 60 feet
[dice] creatures, plants, objects, or structures within range catch fire. Creatures may Save vs Magic to avoid catching fire, and take [dice] damage per round for the duration (or until they take a round to roll on the ground) on a failure. Plants, objects, and structures burn at their normal rate. This fire is incredibly virulent and will spread at the slightest touch and with the slightest breeze, easily destroying a whole forest or city if allowed to. Water puts it out as usual. - Grove
Casting Time: 1 action
Duration: 3 rounds
Range: 60 feet
The area within [dice] * 10 feet of a point within range sprouts trees of a species of your choice. You can choose for this to be an open, airy grove or a dense, tangled one (halved movement speed within). The trees grow to maturity over the duration. Any structures less solid than a 5 foot thick stone wall in the area will be shattered and rent to pieces, while any as sturdy or stronger than that will be weakened and twisted.
Earth
- Mold Earth
- Insect Swarm
- Charm Animal
- Gust of Wind
- Blight
- Earthquake
Casting Time: 1 hour
Duration: 10 minutes
Range: [dice] miles
An earthquake wracks the area around you. [dice] * 25% of the buildings within range are destroyed, mountainsides collapse in landslides, and [sum] earth elementals of various kinds, each with 1d4+1 HD, rise to cause havoc. Within the area, all creatures that walk other than elementals immediately fall prone and must Save vs Magic in order to walk without falling. Anyone inside a collapsing building must Save vs Magic or take [sum] damage, taking [dice] damage on a success. Casting this spell requires [dice] * 100 d. of gemstones and precious metals, as well as a sacrifice of at least a chicken (1 MD), a pig (2 MD), a cow (3 MD), or a human (4 MD).
Water
- Control Water
- Invigorate
- Hoarfrost Hauberk
- Control Rain
- Hurricane
- Nature's Mantle
Casting Time: 1 action
Duration: [dice] minutes
Range: Self
For the duration, your head sprouts antlers, your back sprouts a pair of eagles' wings, your fingers and toes claws, your mouth long fangs, and your skin thick hair. You gain a flying speed of 120', a charge attack that deals 4d6 damage if you've moved at least 30', a flurry of 4 claw attacks and 1 bite attack for 1d4 damage each, and +[dice] AC (you cannot charge and use your flurry of attacks in the same round). All enemies that see you transform must check Morale as well as Saving vs Fear, becoming frightened for the duration on a failure. Dogs flee at the sight of you. You automatically roll maximum on reaction rolls with wild animals, and can speak with them freely. They will obey your every command for the duration.
Saturday, March 20, 2021
11 Fairies
- Elves. Eerily tall, pastel skin and long metallic hair, glowing faintly in the dark, long fine silks. Their palaces are hidden in the deep woods, where strange old things lurk, and, it is rumored, in the high mountains of the mainland. They are proud and haughty, but unfailingly polite, and are the rulers of all the Fair Folk. The noble courts of the elves are filled with great warriors, learned loremasters, and elegant courtesans, all following strict and arcane rules so old as to be unspoken. Do not incur their wrath - their magics are powerful and subtle, their horses swift and silent, their lances keen and cold. The princes and princesses of the elves arrayed for war is a sight terrifying and beautiful beyond imagination.
- Dark Elves. Short, glimmering jewel-eyes, burgeoning facial and body hair, skin so pale as to be translucent. Their halls are far underground, and protected by monsters of stone. The Dwerrow are the greatest smiths the world has ever known, and will happily make arms, armor, and far stranger things for any who can pay. Their prices are strange and high, and the materials they require are exotic and rare. In demeanor they are precisely opposed to the light elves, boisterous and rowdy and crude, yet no less proud. Their clans are tight-knit and quick to feud.
- Halflings. Short, rotund, rosy-cheeked, hairy-footed, well-dressed. They live in mounds slightly too round to be natural that dot the rolling green hills. If you think you have found one, be careful that it is not an unwholesome barrow instead. The Little Folk are secretive and can move with great stealth. Their footsteps make no sound at all. If they are found, they are kind and friendly, and seemingly unaware that their homely food, like that of all the fay, will bind you to them inexorably. Their keen eyes and powerful throwing arms are without equal.
- Sprites. As large as a man's forearm, mosaic dragonfly wings, wildly styled chromatic hair and tattooed skin. The sprites are the diminutive scouts and assassins of the elves, wardens of the forests. They are even prouder than their masters, taking any slight as a mortal insult. Do not mistake their size for weakness, as their stinging blades bear deadly poisons and their mail can resist a blow from even the strongest of warriors.
- Pixies. As large a sphinx moth, bright butterfly wings that reflect their owner's emotions, bushy antennae, shining gold and silver skin. They are frivolous things, mischievous and friendly and none too bright. Their moods flit and flutter, angry at a moment's offense and cheerfully forgetful the next. They may help a lost traveler or console a crying child but may as easily decide to lead the traveler to a bear's cave or laugh at the child's tears simply because they can. Their magic is small and tawdry, although they can disappear with a giggle and a wink.
- Goblins. No taller than a man's knee, hairy pointed ears, long sharp teeth in a wide red mouth, mossy skin. They are cruel, vindictive sadists, delighting in pain and woe. Goblins can ooze through any crack wide enough to admit air, meld into shadows, and generally get into all sorts of inconvenient places. They love to strangle dogs, poison wells, burn fields, launch ambushes with a volley of stone-tipped spears and then retreat behind their traps, carefully hidden and deadly. Despite their usual caution and secrecy, their drunken revels are loud and obvious, with bright roaring bonfires and no guards, but do beware the pit traps.
- Gremlins. About the size of a badger, long and spindly, dark-furred and winged as a bat, delicate clawed fingers. They delight in havoc and confusion, breaking tools and machinery with a mere touch, driving animals to madness, leading armies astray: the vicious flip side to the whimsy of the pixies. Gremlins are only happy when mayhem reigns. They are terrified of cats, and will run at the mere smell of one. Like pixies, they can become invisible at will.
- Kobolds. Hunched low, great burly arms, coal-black skin, bright indigo eyes, vicious maw, sometimes a blue cap. They find and claim deep mines, haunting the darkness. Collapsing supports, sabotaging waterworks and flooding tunnels, filling vents, snatching an unwary miner who wanders too far, all are second nature to a kobold. If they can force a mine to be abandoned, they are satisfied, and will make it their lair, expanding it into a veritable labyrinth. They will occasionally take pity upon miners and warn them of unstable rock ahead by knocking on the walls of the advancing tunnel.
- Brownies. Fist-sized blobs of mud-brown goop, occasionally showing wide-set beady eyes or a single tooth. Also known as hobgoblins, they live in human houses and halls, doing chores at night while the inhabitants are asleep so long as a bowl of milk is left by the hearth each night for them to drink. They also often pull pranks on lazy servants. They can shapeshift into small animals, such as mice or lizards, and will do so to avoid being seen. If mistreated or offended, they will hide small objects and cause minor inconveniences, and if the ill treatment continues, they will become boggarts, who are larger and far more malicious but otherwise similar.
- Changelings. Occasionally, fairies will sneak into a house and abduct a particularly beautiful human newborn, taking them to an unknown fate. In their place, they will leave a changeling, taking the form of a sickly baby. These children typically die very young, having huge appetites and being prone to illness, but are precocious beyond their years and often talented at magic. If successfully raised to adulthood, many become sorcerers of great skill and wisdom. On even rarer occasions, the fairies will abduct a newly wedded adult, leaving in their place a log enchanted to look and act like the one it replaces, but soon to sicken and die, leaving no trace of the deception.
- Redcaps. Short old men, long-bearded, stooped, large crimson caps, huge fiery eyes, long teeth. Unlike other fairies, they are not harmed by iron, and indeed often wear heavy iron boots or carry iron spears. They haunt old battlefields and ruined fortresses, stalking passers-by. If any rest or sleep in their domain, they tear huge stones from the ground and throw them at the unfortunate victims. If this proves insufficiently fatal, the redcaps will rush in to kick the victims to death with their iron boots or skewer them with spears. Once the slaughter is done, they will soak their caps in the gore of the dead, dyeing them deeper red. They cannot be harmed by any mortal weapon.
Saturday, March 13, 2021
GLOG: Brewing Up a Storm
Ingredients:
Foraging:
- Bearberry (medicinal)
- Betony (magical, medicinal)
- Chamomile (infusion, medicinal)
- Comfrey (medicinal)
- Deadly nightshade (anesthetic, poison)
- Hellebore (contraceptive, medicinal, poison)
- Henbane (anesthetic, poison)
- Hyssop (medicinal)
- Lion's mane (stimulant)
- Mandrake (anesthetic, magical, poison)
- Mint (infusion)
- Monkshood (medicinal, poison)
- Poison hemlock (poison)
- Pot marigold (medicinal)
- Rowan (magical)
- Sage (magical, medicinal)
- Water hemlock (poison)
- Wild carrot (contraceptive)
- Willow (medicinal)
- Yarrow (medicinal)
Other Ingredients:
| Ingredient | Cost | Availability |
|---|---|---|
| Cedar oil | 10 d. | City |
| Fire salamander | 15 d. | City |
| Glass lens | 5 s. | City |
| Honing oil | 1 d. | Town |
| Pitch | 3 p. | Village |
| Rose oil | 1 s. | City |
| Salt | 1 d. | Village |
| Silk | 2 s. | City |
| Tiger's eye gem | 5 s. | City |
Brews and Items:
Ingredients: Mandrake and 2 other magical herbs, a cloud-pine branch (only found in the most remote forests of the distant northeast), 30 d. of silver dust, heated cedar oil, heated rose oil.
Brewing Time: 3 weeks.
Effect: In addition to functioning as a flying broomstick, the witch who possesses this branch may travel as far from their familiar as they wish. Their familiar can speak all the languages they can. 1/3 slot when carried.
Other Notes:
Tuesday, September 8, 2020
Religions of Carolingia
Aeternean Polytheism
There are two main religions in Carolingia. The first, we'll call it Aeternean polytheism, after the fallen empire it came to approach its present form in. It has many hundreds of gods worshiped in many hundreds of places, as it is the main religion of the majority of Carolingia, but there are several listed here who are extremely popular. Aeternean polytheism has a very strong monastic tradition. Nothing presented here is an absolute truth but is generally a common belief in the time the game is set in. Players should certainly feel welcome to create their own minor gods or their own traditions about worship of other gods, although veneration is owed to all gods by all.
Medeis-Arvum
- Sacred Objects and Symbols: Staffs, wands, jays, jewels, and rowans for Medeis; axes, lions, elephants, wheat, and laurels for Arvum.
- Preferred Sacrifices: Honey, passerines, magical items and bronze for Medeis; wine, sheep, farming equipment, and platinum for Arvum.
Proellia
- Sacred Objects and Symbols: Spears, slings, falcons, gulls, ships, and cedars.
- Preferred Sacrifices: Mustelids, arms and armor, ships, and steel.
Amare
- Sacred Objects and Symbols: Ropes, knives, carts, cats, and willows.
- Preferred Sacrifices: Spirits (alcohol, not ghosts), cows, fine cloths, high fashion, and gold.
Venatus
- Sacred Objects and Symbols: Bows, lances, horses, hawks, the moon, and all trees (but especially beeches and spruces).
- Preferred Sacrifices: Cider, wheat, hunted game, and silver.
Caelos
- Sacred Objects and Symbols: Javelins, eagles, crows, amethysts, looms, and firs.
- Preferred Sacrifices: Perfume, incense, goats, tapestries, and arsenical bronze.
Fidea
- Sacred Objects and Symbols: Swords, arm-rings, dogs, horns, and cypresses.
- Preferred Sacrifices: Mead, boar, pigs, dogs, statuary, swords, and gold.
Shamolis
- Sacred Objects and Symbols: Clubs, chariots, cheetahs, stringed instruments, and sunflowers.
- Preferred Sacrifices: Deer, antelopes, chariots, instruments, and electrum.
Luitgarda
- Sacred Objects and Symbols: Lily flowers, ravens, aquamarines, swords, and heather.
- Preferred Sacrifices: Flowers, antelopes (especially chamois), aquamarines, and weaponry.
Sjóhaf-Lofthimn
Saturday, August 22, 2020
GLOG: Mage Spells
Why did I decide to do this to myself? Who knows. But here it is! All of the Mage spells except for those which are already set out in the Witch Spells or Chanter Spells. As usual, there was a good deal of crowdsourcing from the GLOGblins of the OSR Discord.
Acid Splash
Casting Time: 1 action
Duration: [dice] * 2 rounds
Range: 60'
All creatures within 5' of a point within range must Save vs Magic or take [sum] damage, and take [dice] damage on each subsequent round for the duration unless they wash the acid off.
Catapult Element
Casting Time: 1 action
Duration: 0
Range: 120'
You fling a significant amount of any element other than air or lightning towards a target within range. The target must Save vs Magic or take [sum] damage and suffer an additional effect based on the element you flung. Water: Target is stunned for [dice] rounds. Earth: Target is winded and has disadvantage on all rolls for [sum] rounds. Fire: Target is burned and takes +1 damage from all sources for [sum] days. Wood: Splinters strike all adjacent creatures for [dice] damage. Metal: Target takes [sum] additional damage. Acid: Target is covered in acid and takes [dice] damage at the start of each subsequent round for [dice] rounds unless they wash the acid off. On a successful Save, the target takes only half of [sum] damage and the secondary effect is not inflicted.
Chain Lightning
Casting Time: 1 action
Duration: [dice] minutes
Range: 60'
[dice] + 1 creatures are struck by a bolt of lightning hopping from one to the next, the first of whom must be within range, 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 [sum] damage.
Circle of Death
Casting Time: 10 minutes
Duration: Indefinite
Range: 0
You inscribe a large rune (at least 1' across) on a surface. Any creature, except for any you designate to be immune (who must be present when you cast the spell), that comes within 5' of the rune must Save vs Magic. On a failure, if they have less than [dice] HD, they die, and if they have more than [dice] HD, they take [sum] * 2 damage. Once the spell has killed or dealt damage [dice] times, the rune disappears and the spell ends. In order to cast this spell, you must have [dice] * 50 d. worth of silver dust, 10 d. worth of chalk, a cypress twig, and an animal sacrifice of at least a chicken.
Cloak of Darkness
Casting Time: 1 minute
Duration: [dice] hours
Range: 5'
The area within 5' of you becomes shrouded in magical shadows. You can see out of this darkness, but only to a distance of 30'. Any creatures outside the darkness when it was cast must Save vs Magic to even notice its presence. If they do succeed the save, they still only perceive a sphere of darkness. If a creature comes within the area of the darkness after it was cast, if they failed their Save they only notice a chill and unsettling sensation. All creatures who were within the darkness when it was cast can perceive the darkness and move at double normal speed while still within the darkness. Non-magical light cannot penetrate this darkness, and magical light can
only penetrate it if it is from an effect with more MD than this spell
was cast with (DM's discretion for non-spell magic).
Cone of Cold
Casting Time: 1 action
Duration: [dice] minutes
Range: 30' cone
All creatures in range must Save vs Magic or take [sum] damage and be slowed by [dice] * 5' for the duration. All water in the area is frozen over.
Consuming Shadows
Casting Time: 1 action
Duration: [sum] rounds
Range: 60'
You
create a sphere of complete magical darkness within range, with a
radius of [dice] * 5'. Every round a creature starts in the darkness, they must Save vs Magic or take [dice] damage and gain a -1 cumulative penalty to all rolls for 1d4 days. Non-magical light cannot penetrate this darkness, but any magical light can.
Control Water
Casting Time: 1 action
Duration: 0
Range: 30'
You can waterbend control any water within range that is not inside a creature. You can freeze, melt, or move up to [dice] ^ 3 cubic feet of water or ice (hitting somebody with this water is Save vs Magic or [sum] damage, freezing them in place is a Save vs Magic to avoid getting trapped and a Save vs Magic each round to escape), or turn [dice] ^ 3 cubic feet of water into ([dice] ^ 3) * 5 cubic feet of fog.
Crown of Madness
Casting Time: 1 action
Duration: [sum] rounds
Range: 60'
A creature in range goes mad as a crown of iron wraps itself around their head. For the duration, they must Save vs Magic at the start of each round. On a success, they can act normally. On a failure, they move to the nearest creature and melee attack it.
Crown of Stars
Casting Time: 1 action
Duration: [dice] hours
Range: 120'
[dice] * 2 small stars appear circling your head. You can, as an action, fire a star at a creature within range, which must Save vs Magic or take [sum] / 2 damage. You cast light in a radius of 10' times the number of stars remaining.
Dancing Lights
Casting Time: 1 action
Duration: [sum] minutes
Range: 60'
You summon [dice] * 4 balls of light, each of which can be any color of your choice, each at a point of your choice within range. For the duration, these balls cast light within 10', and you can move them 30' per round so long as they remain within range.
Darkness
Casting Time: 1 action
Duration: [dice] minutes
Range: 60'
You create a sphere of complete magical darkness within range, with a radius of [dice] * 10'. Non-magical light cannot penetrate this darkness, and magical light can only penetrate it if it is from an effect with more MD than this spell was cast with (DM's discretion for non-spell magic).
Darkvision
Casting Time: 1 action
Duration: [sum] minutes
Range: 0
For the duration, you can see through both non-magical and magical darkness.
Elemental Familiar
Casting Time: 8 hours
Duration: 0
Range: 0
You
summon an elemental spirit with [dice] HD.
This spirit is intelligent, speaks the languages you do, and will do
your bidding, but it may have its own agenda as well. This spirit can be of one of the base 4 elements (air, water, earth, fire) at 1 MD, of those, wood, or metal at 2 MD, or of those, acid, or lightning at 3 MD. At 4 MD, you can pick 2 elements. Casting this spell requires [dice] * 10 d. of silver dust, an animal sacrifice of at least a chicken, and an environment containing a significant amount of the chosen element.
Enthrall
Casting Time: 1 action
Duration: [dice] minutes
Range: 60'
[dice] creatures of your choice within range who can see you must Save vs Magic or become enthralled for the duration. While they are enthralled, the only creature they can perceive is you, and they must successfully Save vs Magic in order to attack you every time they wish to do so. If they are harmed or affected by another creature, they are no longer enthralled.
Fear
Casting Time: 1 action
Duration: [sum] rounds
Range: 60'
[sum] creatures of your choice within range who can see you must Save vs Magic or flee from you in fear. While afraid, they have disadvantage on all rolls and must use all of their movement to get away from you. Once they are no longer in your line of sight, they may Save vs Magic at the end of each round, ending the effect on a success.
Feign Death
Casting Time: 1 action
Duration: [sum] hours
Range: 0
[dice] willing or unconscious creatures you touch fall unconscious if they were not already and appear completely and entirely dead, even to magical detection, for the duration.
Find Familiar
Casting Time: 8 hours
Duration: 0
Range: 0
You
summon a spirit in the form of an animal with no more than [dice] HD.
This spirit is intelligent, speaks the languages you do, and will do
your bidding, but it may have its own agenda as well. You can also bind a
creature of no more than [dice] HD you already have a close bond with
to you with this spell. This creature does not become intelligent, but
it becomes able to understand you in the languages you speak and will do
your bidding. Casting this spell requires [dice] * 10 d. of silver dust
and an animal sacrifice of at least a chicken.
Fireball
Casting Time: 1 action
Duration: 0
Range: 90'
All creatures within 20' of a point in range must Save vs Magic or take [sum] damage. All flammable objects within the area are set on fire.
Floating Disk
Casting Time: 1 minute
Duration: [sum] hours
Range: 0
You create a floating disk of magical energy, which follows 10' behind you. It can carry [dice] * 10 slots worth of items.
Forcecage
Casting Time: 1 action
Duration: [sum] hours
Range: 60'
You can create a cage of almost invisible, impenetrable magical energy enclosing [sum] creatures. These creatures can Save vs Magic to escape the cage when it first appears. Creatures attempting to teleport into or out of the cage must first Save vs Magic. The cage cannot be damaged by non-magical means, and has [dice] * 4 HD.
Gust of Wind
Casting Time: 1 action
Duration: 0
Range: 30'
You create a strong wind 5' wide and [dice] * 30' long at a point in range. All loose objects weighing less than [sum] * 50 lbs are thrown to the end of the wind, and all creatures in the area must Save vs Magic or be thrown to the end of the wind as well. If the thrown objects and creatures hit a solid object as they are thrown, they take 1d6 damage per 10' they are moved before hitting. You can also use this spell when you are hit by a ranged attack to negate [sum] damage. If you negate all of the damage, the attack is redirected to its source.
Hoarfrost Hauberk
Casting Time: 1 action
Duration: [dice] hours
Range: 0
You sheathe yourself in a spiked cuirass of ice. This cuirass has [sum] hitpoints, which take damage that would otherwise have damaged you. If an enemy hits you with a melee attack while any of these hitpoints still remain, they take [dice] damage.
Hurricane
Casting Time: 1 hour
Duration: [dice] hours
Range: [dice] miles
You summon an enormous swirling storm around yourself. [dice] * 20% of the buildings, developed land, and vegetated areas within range are devastated or destroyed by flooding and high winds over the course of the spell. There is a calm area within 100' of where you cast the spell. While in the area of the storm, no ranged attacks can be made and movement speed is halved due to winds, there may be dangerous flooding or landslides, and the strength of all magical wind and lightning effects is doubled. Casting this spell requires [dice] * 100 d. of fine wine and a sacrifice of at least a chicken (1 MD), a pig (2 MD), a cow (3
MD), or a human (4 MD).
Imp Familiar
Casting Time: 8 hours
Duration: 0
Range: 0
You
summon an imp with [dice] HD.
This imp is intelligent, speaks the languages you do, and will follow your commands precisely
to the word, but it may have its own agenda as well. The imp has [dice]
/ 2 MD (round down), which are expended on any use and regenerate over a
week, not a day, and knows [dice] random Demonic Mage spells. Casting
this spell requires [dice] * 20 d. of silver dust
and a sacrifice of at least a chicken (1 MD), a pig (2 MD), a cow (3
MD), or a human (4 MD).
Mage Hand
Casting Time: 1 action
Duration: [dice] minutes
Range: 60'
You create a spectral floating hand at a point within range. The hand is under your direct control. It can move 30' in a round, and can lift at most [dice] * 5 lbs. If wielding a one-weapon, it deals 1d6 damage with a to-hit bonus of 1 + the weapon's to-hit bonus. The hand has 1 HD and an AC of 13.
Magic Missile
Casting Time: 1 action
Duration: 0
Range: 60'
You create [sum] arrows of magical energy, which each hit a target of your choice within range (you can hit a single target more than once if you wish), dealing [dice] damage.
Magic Stone
Casting Time: 1 action
Duration: [dice] hours
Range: 0
You touch [sum] small stones and turn them into +1 magic weapons. Rocks are base -2 grapple weapons with -1 thrown 20/60, and the stones can also be used as ammunition for a sling.
Magic Weapon
Casting Time: 1 action
Duration: [sum] rounds/minutes/hours/days
Range: 0
A weapon you touch is turned into a +1 magic weapon for the duration. If you cast this spell with 4 MD and also expend rowan ash, tea tree oil, salt, iron filings, and 100 s. of silver and gold dust, it is permanent.
Mold Earth
Casting Time: 1 action
Duration: [dice] minutes
Range: 0
For the duration, you can shape the earth with your bare hands. Each round, you can displace [dice]^3 * 125 cubic feet of earth, or [dice]^3 cubic feet of stone.
Ray of Frost
Casting Time: 1 action
Duration: [dice] rounds
Range: 90'
You shoot a ray of cold at a target within range. The target must Save vs Magic or take [sum] damage and suffer a debuff based on hit location for the duration. 1d4: 1. Head, -[dice] on Saves. 2. Torso, lose 1 HD permanently. 3. Arms, -[dice] on attack rolls. 4. Legs, -[dice] * 10' movement speed.
Ray of Sickness
Casting Time: 1 action
Duration: [dice] rounds
Range: 90'
You
shoot [dice] rays of sickening energy at [dice] targets in range. Each target must Save vs Magic or take [dice] damage and become sickened for the duration. The target receives a -1 to-hit and AC penalty each round they are sickened (the penalty lasts for [sum] days), and may Save vs Magic at the end of each round to end the effect.
Ritual of Lichdom
Casting Time: 24 hours
Duration: 0
Range: 0
You must cast this spell with at least 4 MD. You take [sum] damage and automatically trigger a Necromancer Doom. When you trigger the final Necromancer Doom, instead of dying as you normally would, you become a lich. Casting this spell requires a stone altar, a ritual circle of sycamore ash and at least 1000 d. of silver dust, a dagger worth at least 1000 d., and at least 100 human sacrifices. In addition, for the final casting of this spell to be successful, someone must let your blood with the dagger upon the altar as you cast the spell and you must have a phylactery worth at least 5000 d.
Scorching Ray
Casting Time: 1 action
Duration: 0
Range: 90'
You shoot [dice] rays of heat at [dice] targets within range. Each target must Save vs Magic or take [sum] damage. If you target a flammable object, it instantly bursts into flame.
Speak With Elements
Casting Time: 1 action
Duration: [dice] minutes
Range: 0
For the duration, you can speak to [dice] elements of your choice: air, water (including ice), earth (including stone or magma), fire, acid, lightning, wood, and metal. These elements may not be friendly or helpful, but they remember everything which has happened in their vicinity for as long as they have been in their current form and state of matter.
Starlight Lance
Casting Time: 1 action
Duration: [sum] rounds
Range: 120'
You launch a javelin of hard light at a target within range. 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.
Summon [creature type]
Casting Time: 10 minutes
Duration: 0
Range: 0
You summon a random [creature type]. The creature has HD determined by dice
invested: 1 die for 1d6 HD, 2 dice for 1d8 + 1 HD, 3 dice for 1d10 + 3
HD, and four or more dice for 1d12 + [dice] HD. If you know the true
name of a specific [creature type], you can instead summon it directly, as long
as the dice you invested allow a creature of that HD to be summoned.
The creature makes a reaction roll to determine its feeling about being
summoned, unless it would clearly feel a specific way about it already.
As part of casting this spell, you can expend 100 d. of silver dust or salt, 10 d. of chalk, 5 candles, and the blood of a freshly killed humanoid to
create a magical circle. If you do so, the summoned creature is trapped
within the circle until you release it. You may banish the summoned
creature at any time while you can see it, although if it is unwilling
to be banished you must first Save vs Magic. If you fail the save, you
cannot banish the creature.
Unseen Servant
Casting Time: 1 minute
Duration: [sum] hours
Range: [dice] * 60'
You summon an invisible, intangible servant. It will do your bidding and can perform any and all unskilled mundane tasks at the speed a human could perform them. It cannot take harmful action and cannot go further than the range of the spell away from the location where the spell was cast.
Vampiric Touch
Casting Time: 1 action
Duration: 0
Range: 0
One creature you can touch must Save vs Magic or take [sum] damage. You regain hitpoints equal to the damage dealt.
Wall of Force
Casting Time: 1 action
Duration: [sum] minutes
Range: 60'
You create an almost invisible, impenetrable wall of magic within range. This wall can be in any shape with an area of [dice] * [dice] * 100 square feet. It cannot intersect any creature, but may intersect and go through inanimate objects. If you enclose a creature, they can Save vs Magic to escape. This wall cannot be damaged by non-magical means, and it has [dice] * 3 HD.
Wall of Ice
Casting Time: 1 action
Duration: Indefinite
Range: 60'
You create a thick wall of ice within range.
This wall can be in any shape with an area of [dice] * [dice] * 200
square feet, and it is [dice] * 5' thick. It cannot intersect any creature. If you enclose a creature, they can Save vs
Magic to escape. Each 5' by 5' pillar of ice has 5 HD. The wall lasts until it melts.
Wall of Light
Casting Time: 1 action
Duration: [sum] minutes
Range: 60'
You create a wall of blinding light in a color of your choice within range, which casts light 30'. This wall can be in any shape with an area of [dice] * [dice] * 100
square feet. It cannot intersect any creature, but may intersect and go
through inanimate objects. If you enclose a creature, they can Save vs Magic to escape. Physical objects and magical effects can pass through this wall. If a creature passes through the wall, they are blinded for [dice] rounds and must Save vs Magic or take [dice] damage.
Wall of Stone
Casting Time: 1 action
Duration: Indefinite
Range: 60'
You create a wall of stone within range.
This wall can be in any shape with an area of [dice] * [dice] * 50
square feet, and it is 2' thick. It cannot intersect any creature. If you enclose a creature, they can Save vs
Magic to escape. Each 5' section of wall has 7 HD and can't be damaged by martial weaponry. Pickaxes deal 1d6 damage.
Werelight
Casting Time: 1 action
Duration: [dice] hours
Range: [dice] * 10'
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.
Tuesday, July 21, 2020
GLOG: The Chanter
What is a Chanter?
Chanters are the collective memory of a society. They remember the tales of yore (with only a touch of embellishment) and recite them as both inspiration and entertainment. The most skilled chanters can weave magic into the very fabric of their poetry, changing the world with a word.Starting Equipment: A small harp or other portable instrument (bodhran, tambourine, pennywhistle, lyre), any weapon (3 javelins count as one weapon, ranged weapons come with 20 ammunition), and a small shield.
Skills: Poetry and 1d3: 1. History, 2. Religion, 3. Folklore
Poetry as a skill encompasses not just writing poetry but improvising it on the spot and performing it. Epic poems are typically performed with musical accompaniment, which you are also capable of providing.
Damage: 1d6
A: Spellcasting, Epics, +1 MD
B: +1 MD, +1 Spell, +1 Epic
C: +1 MD, +1 Spell, +1 Epic
D: +1 MD, +1 Spell, +1 Epic
Spellcasting: Your spells are you exerting your will directly on the world through the power of your voice. Most are Songs, which have effects over a duration, but you also have some Words, which take place instantaneously. You can only maintain one Song at a time, but you can weave a Word into a Song to cast it while still maintaining the Song. All your spells must be heard by the target to be effective. You know two spells from the first six on the list, and gain one more at each further template of Chanter (from the first 8 at B, first 10 at C, and all 12 at D). Your spells can cause Mishaps, but you are not Doomed as a Mage or Witch is.
Epics: You can perform epic poems laced with magic. You can perform these special Epics as many times in a day as you have templates in this class, and your party cannot benefit from any one Epic more than once a day. They take an hour to perform and do not cost any MD to perform at base strength, but you can use MD to enhance their effects. You know two Epics, and gain one more at each further template of Chanter. You are encouraged but not required to come up with the name and general story of the epic you're reciting.
Cantrip: If you perform a suitably cutting and insulting poem to the person it insults, they must Save vs Magic or break out in boils on their face. Creating a poem this insulting requires either a DC 16 Poetry roll or writing the poem yourself.
Spells:
1. Song of Slaying
2. Song of Staying
3. Song of Charming
4. Song of Restoration
5. Song of Protection
6. Song of Slumber
7. Word of Beauty
8. Song of Freedom
9. Word of Pain
10. Song of Strength
11. Word of Death
12. Song of Whelming
Mishaps:
1. Take 1d6 damage.
2. Take +1 damage from all sources for the next hour.
3. Fall unconscious for 1d4 rounds.
4. Shatter all easily breakable objects within 30 feet.
5. Lose your voice for 1d4 days.
6. Every creature within 50 feet must Save or be deafened for 1d8 minutes, you included.
Epics:
1. Epic of Hope
2. Epic of Endurance
3. Epic of Glory
4. Epic of Noble Sacrifice
5. Epic of Trickery
6. Epic of Magic
Spells
Song of CharmingCasting Time: 1 action
Duration: [dice] minutes
Range: 30'
[sum] people in range must Save vs Magic or regard you with admiration and respect for the duration. They will not take hostile action against you while charmed.
Song of Freedom
Casting Time: 1 action
Duration: [dice] rounds
Range: Self
For the duration, physical bonds cannot hold you, magical bonds or mind-altering effects have a 4-in-6 chance of not affecting you, and previously locked objects have a 3-in-6 chance of opening to your touch.
Song of Protection
Casting Time: 1 action
Duration: [dice] minutes
Range: 30'
For the duration, [dice] creatures in range have +2 AC and +1 to all Saves against physical harm.
Song of Restoration
Casting Time: 1 action
Duration: [dice] minutes
Range: 30'
For the duration, [dice] creatures in range gain 1d4 hitpoints every minute and, if affected by a harmful condition, may make an additional Save against that effect every minute.
Song of Slaying
Casting Time: 1 action
Duration: [dice] minutes
Range: Self
For the duration, you have +1 to-hit, +1 damage, +1 AC, and proficiency in wrestling if you did not already have it. 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.
Song of Slumber
Casting Time: 1 action
Duration: [dice] minutes
Range: 30'
[dice] creatures in range must Save vs Magic or fall asleep for the duration. They will awake if any hostile action is taken against them, or if they are touched. If you simultaneously perform a dance, the targets have disadvantage on the Save.
Song of Staying
Casting Time: 1 action
Duration: [dice] minutes
Range: 30'
For the duration, [dice] creatures in range have +[sum] to all Saves and cannot fall unconscious or be incapacitated in any way.
Song of Strength
Casting Time: 1 action
Duration: [dice] minutes
Range: Self
For the duration, you have +[sum] to all Strength and Constitution checks you make, as well as +1d4 damage on melee attacks.
Song of Whelming
Casting Time: 1 action
Duration: [dice] minutes
Range: 30'
You attempt to subject a creature within range to your force of will. They are incapacitated for the duration, although they can still talk or sing. They Save vs Magic each round, and are able to act as normal that round on a success. If they succeed [sum] saves, they break free of the spell. If they fail 5 saves, they fall unconscious.
Word of Beauty
Casting Time: 1 action
Duration: [dice] minutes
Range: 60'
For the duration, a creature within range is supernaturally attractive and charming, no matter their condition (injured, unkempt, exhausted, ill-tempered, none of it matters). Creatures who wish to attack you must Save vs Magic. On a success, they have +2 to-hit because you're busy being beautiful, but on a failure they cannot harm you. You have a [dice] bonus to reaction rolls.
Word of Death
Casting Time: 1 action
Duration: 0
Range: 60'
A creature within range who has no more HD than [dice] must Save vs Magic or die.
Word of Pain
Casting Time: 1 action
Duration: [dice] * 3 rounds
Range: 60'
A creature within range who has no more HD than [dice] * 2 must Save vs Magic or become wracked with agony. For the duration, they have -2 on all rolls and must Save vs Pain each round or be unable to act.
Epics
Epic of EnduranceEveryone you perform to is reinvigorated and regains 1d8 hitpoints. If you invest MD, they also gain [sum] hitpoints.
Epic of Glory
Everyone you perform to is encouraged to glorious feats and gains +2 to improbable but heroic actions for the next 4 hours. Hirelings also gain +1 morale for the next 4 hours. Investing MD gives +[dice] to both bonuses.
Epic of Hope
Everyone you perform to is heartened and gains +1 Save for the next 4 hours. Hirelings also gain +1 morale for the next 4 hours. Investing MD gives +[sum] / 2 to Save.
Epic of Magic
Every caster you perform to feels a resurgence of magic and rolls one of their depleted MD, regaining it on a 5 or 6. If you invest MD, they can reroll an additional [dice] depleted MD.
Epic of Noble Sacrifice
Everyone you perform to is inspired to heroic sacrifices and gains +2 Save vs Fear for the next 4 hours, as well as gaining +1 to-hit, +1 damage, and +1 AC when below 5 hitpoints for the same duration. Hirelings also gain +1 morale for the next 4 hours. Investing MD gives +[dice] to the morale and Save bonuses.
Epic of Trickery
Everyone you perform to is stimulated to imagine feats of cleverness and imagination, gaining +3 to all rolls involving a clever and tricksy plan.