Saturday, March 20, 2021

11 Fairies

Dan D. made a very good post about various fantastical beings, and I was inspired to write a post about the various spirits of Carolingia. Unfortunately, I ran out of steam after finishing the fairies, so here they are. I might get around to the others (devils, ghosts, nature spirits, perhaps starspawn) another time.
 
Fairies, the Fair Folk, the Fay: there are many euphemisms, for using the true name of their kindred attracts their attention to you. They have hidden palaces that are not truly of this world and bleed over into others. The more elevated among them value etiquette and rules above all, the lesser are mischievous tricksters. If you eat their food, you must remain among them forever. Iron burns them, salt repels them - they may not cross a line of salt, nor may they enter a house with a horseshoe nailed above the door.
  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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

I wrote a Witch class a while back, and while I think it's pretty decent, the brewing system was pretty much unusable. The ingredients were overspecific, they were sourced from all over the world instead of one reasonable environment, and worst of all, there was no foraging system or indeed any mechanized way of obtaining materials. Here's a replacement, which I think does a decent job of addressing those issues. There's still some specificity in ingredients for some brews, but much less, all of the herbs and many of the other ingredients can be found in Southern England, and there's both foraging and downtime acquisition. A note on currency: "p." stands for pence, and can be converted to sp in a silver standard system or gp in a gold standard system; "d." stands for shilling (the d is from denarius) and equals 12 pence; "s." stands for pound (the s is from solidus), and equals 20 shillings.

Ingredients:


Foraging:

 
For every 4 hours spent foraging for herbs, roll a DC 10 Medicine check. On a success, roll on the Various Herbs table three times. On a failure, roll only once. If you want to find a common plant that isn't on the table (for example, hornbeam wood is used in a potion, but is not on the table), you have a 50% chance of finding one immediately if in the appropriate environment, and will find one in an hour if you don't see one immediately. If you want to find a rarer plant or don't want to leave your herb foraging up to chance, you have a 1-in-6 chance of finding the specific plant you need in 4 hours with a successful DC 10 Medicine check, and no chance at all on a failure.
 
Various Herbs (d20):
  1. Bearberry (medicinal)
  2. Betony (magical, medicinal)
  3. Chamomile (infusion, medicinal)
  4. Comfrey (medicinal)
  5. Deadly nightshade (anesthetic, poison)
  6. Hellebore (contraceptive, medicinal, poison)
  7. Henbane (anesthetic, poison)
  8. Hyssop (medicinal)
  9. Lion's mane (stimulant)
  10. Mandrake (anesthetic, magical, poison)
  11. Mint (infusion)
  12. Monkshood (medicinal, poison) 
  13. Poison hemlock (poison)
  14. Pot marigold (medicinal)
  15. Rowan (magical)
  16. Sage (magical, medicinal) 
  17. Water hemlock (poison)
  18. Wild carrot (contraceptive)
  19. Willow (medicinal)
  20. Yarrow (medicinal)
 

Other Ingredients:

 
For non-plant ingredients, refer to the following table:
 
IngredientCost   
Availability
Cedar oil10 d.City
Fire salamander  
15 d.City
Glass lens5 s.City
Honing oil1 d.Town
Pitch3 p.Village
Rose oil1 s.City
Salt1 d.Village
Silk2 s.City
Tiger's eye gem5 s.City

Iron and silver dust are available anywhere and simply cost as much as the price listed in the brew. Particularly mundane items, such as charcoal, cooking oil, and broomsticks, do not have any cost.

Brews and Items:

 
Brews have three listed components: the ingredients, the brewing time, and the effects. If an ingredient requires heat (i.e boiling water or heated oil), a fire must be lit for the entire duration of the brewing process, and all the liquids involved require a cauldron or other container. The witch doesn't have to personally tend to the brew for the entire duration, only the beginning and end, but someone must be tending it at all times. This list of brews is fairly exhaustive but should certainly not limit you - witches should feel free to make up their own brews and agree with their DM on the effects and ingredients. Don't hesitate to use extremely specific ingredients, especially parts of monsters you've slain. I've simply avoided them for ease of general use.

A potion or other liquid takes up 1/3 of a slot and must be kept in a container to be transported (glass bottles cost 5 d., small waterskins cost 1 d.). Herbs are used according to their descriptions in the above table (lion's mane is a stimulant and sage is magical and medicinal, for example). If more than one herb of a type is required, it must be two different herbs, and one herb cannot fulfill two types. Therefore, an Affirming Brew might use sage, willow, and yarrow for its 1 magical and 2 medicinal herbs - sage is here acting as a magical herb, not a medicinal one, although it can also be medicinal under different conditions.
 
Affirming Brew
Ingredients: Wild carrot, 1 magical herb, 2 medicinal herbs, boiling water.
Brewing Time: 1 hour.
Effects: If consumed once a week for 7 weeks, the drinker's body transforms to have whatever combination of primary and secondary sexual characteristics they desire.

Antidote
Ingredients: 3 medicinal herbs, crushed charcoal, heated vegetable oil.
Brewing Time: 1 hour.
Effects: The drinker, if they are poisoned, must Save vs Poison. On a success, the poison affecting them is ended. On a failure, its effects are halved.
 
Arrow and Blade Poison
Ingredients: Monkshood and 1 other poison herb, heated honing oil.
Brewing Time: 8 hours.
Effects: This poison can be applied to a bladed weapon or 5 arrows (takes 10 minutes). The first enemy struck by the blade or an arrow must Save vs Poison or take 2d6 damage. 
 
Cloud-Pine Sprig
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.
 
Contraceptive
Ingredients: 1 contraceptive herb, cedar oil, boiling water.
Brewing Time: 10 minutes.
Effect: The drinker is unable to become pregnant for the next week, and if they are currently pregnant, the pregnancy is terminated. 
 
Curing Infusion
Ingredients: 2 medicinal herbs, boiling water.
Brewing Time: 1 hour.
Effect: The drinker receives +2 to their daily Con check if they are internally diseased.

Curing Poultice
Ingredients: 2 medicinal herbs, a bandage, boiling water.
Brewing Time: 1 hour.
Effect: The person it is applied to receives +2 to their daily Con check if they have an infected wound or skin disease, or it provides +2 to Medicine checks to avoid complications from wounds on the recipient.
 
Enduring Torch
Ingredients: 2 magical herbs, pitch, silk, conifer branch.
Brewing Time: 8 hours.
Effect: This torch burns for 4 hours and remains on fire for 1 minute when immersed in water. 1/3 slot.
 
Fast Poison
Ingredients: 3 poison herbs, boiling water.
Brewing Time: 8 hours.
Effect: The drinker must Save vs Poison or take 2d6 damage.
 
Flying Broomstick
Ingredients: Mandrake and 2 other magical herbs, a broomstick, 1 s. of silver dust, heated cedar oil. 
Brewing Time: 2 weeks.
Effect: The witch who created this broomstick may use it to fly by expending one MD and a paste of dried mandrake per hour aloft. They may carry at most 3 slots of gear and their familiar with them. This can also be made with a mortar and pestle instead of a broomstick. 1 slot.
 
Herbal Infusion
Ingredients: 1 infusion herb, boiling water.
Brewing Time: 10 minutes.
Effect: Restores 1d4 hitpoints. No one can gain hitpoints from it more than once per day. Must be drunk hot. Honey provides +1 healing.
 
Invigorating Brew
Ingredients: Lion's mane, 3 medicinal herbs, and boiling water.
Brewing Time: 24 hours.
Effect: Restores 1d8 hitpoints.
 
Magic Oil
Ingredients: Rowan and 1 other magical herb, salt, 10 d. of iron filings, heated honing oil.
Brewing Time: 8 hours.
Effect: The blade this oil is applied to (takes 10 minutes) deals magic damage for the next 24 hours. 
 
Painkiller
Ingredients: 2 anesthetic herbs, 3 medicinal herbs, and boiling water.
Brewing Time: 8 hours.
Effect: The drinker either regains 1d6 hitpoints or can ignore one injury or disease for an hour. If taken more than twice per hour, it instead functions as a potion of sleep. 

Philter of Charming
Ingredients: Deadly nightshade and 1 other anesthetic herb, 2 magical herbs, boiling water.
Brewing Time: 24 hours.
Effect: The drinker must Save vs Magic or suffer the effects of charm person as if cast by the first person they see.
 
Potion of Disenchantment
Ingredients: Rowan and 1 other magical herb, salt, 10 d. each of silver and iron dust, boiling water.
Brewing Time: 8 hours.
Effect: The drinker of this potion has all magical effects currently affecting them removed, except for curses which cannot be removed by remove curse.
 
Potion of Healing
Ingredients: 4 medicinal herbs, boiling water.
Brewing Time: 24 hours.
Effect: The remaining healing time of one injury is reduced by half. At the DM's discretion, brews containing herbs with specific associations may have improved effect on the appropriate injuries: comfrey for broken bones, for example. 

Potion of Invisibility
Ingredients: Henbane, 3 magical herbs, a glass lens worth at least 4 s. (not consumed), boiling water.
Brewing Time: 1 week.
Effect: The drinker becomes invisible for 1 hour.

Potion of Ironskin
Ingredients: 1 anesthetic herb, 1 magical herb, hornbeam wood, boiling water.
Brewing Time: 8 hours.
Effect: For the next 4 hours, the drinker's AC increases by +1 and they gain resistance to slashing and piercing damage. 
 
Potion of Protection from Fire
Ingredients: Rowan and 1 other magical herb, crushed charcoal, a fire salamander, boiling water. 
Brewing Time: 8 hours.
Effect: For the next 4 hours, the drinker gains resistance to fire damage. 
 
Potion of Sleep
Ingredients: Chamomile, 3 anesthetic herbs, boiling water.
Brewing Time: 8 hours.
Effect: The drinker must Save vs Magic or fall asleep for 1d6 + 4 hours. On a roll of 6, they never wake up. 
 
Potion of Transformation
Ingredients: 2 magical herbs, a limb of the desired animal, rose oil, 1 s. of silver dust, boiling water.
Brewing Time: 24 hours.
Effect: The drinker must Save vs Magic or transform into the desired animal permanently.
 
Potion of Truesight
Ingredients: Wild carrot, 2 magical herbs, tiger's eye gem, boiling water.
Brewing Time: 24 hours.
Effect: For the next 4 hours,  the drinker sees all things as they truly are.

Rune of Protection
Ingredients: Rowan, sage, either betony or pot marigold, 10 d. each of silver dust and iron filings.
Brewing Time: 3 days.
Effect: The wearer is constantly under the effect of the sanctuary spell and has +1 Save. The first time a creature succeeds on their Save vs Magic for the spell or the first time the wearer fails a Save, the rune crumbles into dust. Fairies and elves automatically fail their Save against sanctuary so long as the wearer has not harmed or offended them. 0 slots.

Slow Poison
Ingredients: 2 anesthetic herbs, 3 poison herbs, boiling water.
Brewing Time: 24 hours.
Effect: Every hour for the next 6 hours, the drinker must Save vs Poison or take 1d6 damage.
 

Other Notes:

 
If you're using this in a game without a specific class that brews things, or if you want your non-witch PCs to be able to brew things as well, consider limiting the brews each character knows. The whole list has a lot of options, and this is both very powerful by virtue of versatility and extremely daunting. PCs should definitely be able to collect herbs and brew potions during downtime with less granularity than in regular play, but my rules for that are going to be tied into my as-yet unfinished domain rules, so I'm not including anything here, except for the suggestion that a small garden might grow 5 portions of 5 different herbs during a season and a large garden might grow 10 portions of 5 herbs or 5 of 10.

Saturday, February 13, 2021

GLOG: Three Fighters

I'm working on a new project with Jojiro of Dungeonantology called Gunboats and Gargoyles. It's going to be weird. This is the first draft of three possible fighter classes for it - none of it at all confirmed or set in stone, not even the names.
 

The Brawler 


Equipment: Any melee weapon of your choice, brass knuckles, a thick leather apron, wooden clogs, and a flask of vodka.

Skill (1d3): 1. Bar Bouncing, 2. Pro Wrestling, 3. Mob Enforcing

For each template you have in this class, gain +1 HP.

A: Drinks on Me, Improvisation
B: Suplex, +1 to-hit
C: Knuckles to Head
D: Creative Destruction, +1 AC

Drinks on Me: If you buy a round of drinks in a sketchy establishment, you'll make 2d4 friends, 1d4 enemies, and learn 1d3-1 rumors.
 
Improvisation: Your armed melee attacks deal a minimum of 1d6 damage regardless of weapon, and your unarmed attacks deal 1d4 damage.

Suplex: You have +2 to grapple rolls and foes you grapple must Save or be stunned for 1 round.
 
Knuckles to Head: If you hit a melee attack from surprise, your foe must Save vs unconsciousness.
 
Creative Destruction: If you use your environment or an improvised weapon in a melee attack, you deal an additional 1d6 damage.
 

The Duelist

 
Equipment: A smallsword, a parrying dagger or a revolver and 12 rounds, a fancy cloak, and white gloves.
 
Skill (1d3): 1. Swashbuckling, 2. High Society Etiquette, 3. Inciting Riots.
 
For each template you have in this class, gain +1 AC and +1 to-hit while armed and unarmored.
 
A: Challenge, Parry
B: Riposte, +1 HP
C: Allez, En Garde
D: Fleche, +1 HP

Challenge: If you yell out a challenge at no more than [template] foes, they must Save or only be able to attack you for a minute (or until you're incapacitated). If you slap someone across the face with a glove, they must duel you at a reasonable time and place of your appointing.

Parry: Once per fight, you can choose to reduce the damage taken from any source by 1d12.

Riposte: If your Parry reduces the damage of a melee attack to 0, you may make an attack against the triggering foe. If your return attack is with a pistol, it takes no penalty from being in melee.

Allez: On the first round of combat, you gain +2 to-hit and +1d4 damage with all attacks, and may move twice your normal speed.

En Garde: You may forgo all attacks and move at half speed to gain +4 AC vs melee attacks.

Fleche: When facing no more than one foe in melee combat, you may attack twice per round.

The Gunslinger

 
Equipment: 2 revolvers and 24 rounds, a rifled musket and 12 rounds, a bandana, and a tin of dip.

Skill (1d3): 1. Running from the Law, 2. Hiding from the Law, 3. Being the Law.

For each template you have in this class, gain +1 to-hit with firearms.

A: Silent Menace, Quickdraw
B: Deadeye, +1 HP
C: In A Pinch
D: Fanfire, +1 HP
 
Silent Menace: If you hover your hand over the handle of a holstered pistol, you gain +2 to reaction rolls, but the best possible result is fearful rather than cooperative.

Quickdraw: You can never be surprised, and always act first in combat.

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.
 
In a Pinch: You suffer no penalties for firing a gun in melee range. You always and unconditionally, even if searched, have a single-shot derringer loaded with one bullet hidden on your person. If used or lost, the gun and bullet replenish whenever remotely plausible.

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.

Wednesday, January 20, 2021

GLOG: The Brightness

A disease-as-class, of sorts, and also one extended reference. You were too curious, or just unlucky, and you breathed in some spores in the tower spiraling deep into the ground. Or perhaps a beast scratched you with a claw, or you drank of the forbidden waters, or you ventured into the lighthouse on the coast where the cypress trees grow. It matters not. The brightness is in you now.
 
Starting Equipment: An antique Colt 1911 and 9 rounds of .45 ACP, a gas mask, and a piece of black plastic with an embedded red LED.

Skill (1d4): 1. Biology 2. Surveying 3. Anthropology 4. Psychology
 
For each template in this class you possess, gain +1 HP.

A: Hyperattention, Mental Fortitude
B: Resilience
C: Situational Awareness
D: Annihilation

Hyperattention: The world is sharper for you, and brighter. You always notice illusions and other such deceiving effects, even if you cannot see through them or discern the truth. Lose 1d3 Con.
 
Mental Fortitude: You are immune to all mind-affecting effects, such as charm spells, fear spells, and hypnotic compulsion. Lose 1d3 Cha.
 
Resilience: You can sacrifice XP to heal yourself: 5 XP per 1 HP, which you regain at the rate of 1 HP per minute, 50 XP for a wound, or 100 XP for a permanent wound.Healing a wound takes 1 hour, during which time your are insensate and immobile with pain. If your Death and Dismemberment table has instant deaths, you can spend 100 XP to reroll the instant death. If it uses Lethal Wounds, you can spend 50 XP per Lethal Wound, and you will not die from said wounds while healing them. Lose 1d3 Wis and 1d3 Str.

Situational Awareness: You are one with your environment. You can see magic and other unnatural effects regardless of how it usually appears. You always act first in combat and can never be surprised. Natural concealment has no effect on you - you can always see anyone and anything within 300 feet while in the wilderness. Lose 1d3 Int and 1d3 Dex.
 
Annihilation: Lose 1d3 Int, 1d3 Wis, and 1d3 Cha. Each day, make a Save. When you have failed three of these Saves, you venture off into the wilderness to lose yourself and become one with the world.

Friday, November 20, 2020

Fulminate of the Heavens (Class: Wizard)

This is a class for deus ex parabola's G20 hack and Unfinished World campaign setting, not for Carolingia. It's a member of a secret cult of practitioners of the Art of Galvanism, one of the Five Arts.

Lightning Priest by JDDuncan on DeviantArt

Class: Galvanist

You are a cleric of the Fulminate Church, a totally legitimate and not at all heretical sect of the Aeshean religion. The Church is secretive and hidden, not because you are evil or heretical but because the Black Masks are cruel and oppressive. The initiates of the Fulminate Church wear masks of rose-gold in the shape of a cat and cannot see angels, although they will do anything to conceal this fact. You wield the cold fire, the holy adamant-silver lightning, rather than the vile red lightning of Chaos. This is totally miracles like the other clerics do, not one of the Five Arts. You have a pool of Magnetism Dice, which are very similar to (but not quite the same thing as) Magic Dice. These MD will let you create miracles as the greatest of the other clerics.
 
You can wear light armor, but may not use shields unless another class gives you that ability. If you have at least one template in this class you never fumble while using daggers, pistols, or any weapon that is excessively decorated with precious metals.
 
You know one miracle from your list, determined by rolling 1d8. You may learn additional miracles from other Fulminate Clerics, and perhaps from the Builders. Miracles are used by rolling your MD, in a manner very similar to casting a spell. In general, treat them as you would treat a spell, except they are called miracles.
 
Skills: 1. Lying to Authorities, 2. Cult Indoctrination, 3. Upper-Class Etiquette 

Starting Equipment: A rose-gold mask (can be remade for 50 gp if lost), long gray robes, a ritual dagger (light), and one other devotional relic.

Perks: You can cause electricity to crackle and arc between your fingers. This casts light in a radius of 5 feet and can be used to light fires or deliver minor but painful shocks. You will never be struck by natural lightning.

Drawbacks: If you ever enter a body of water, any creatures in it (yourself included) take 1d4 damage as your electricity shocks them through the water. The authorities disapprove of your heresy. If you are discovered, White Masks will denounce you, Black Masks may attempt to murder you, and no properly religious folk will give you the time of day.
  • A: Magnetism, +1 MD
  • B: Resistance, +1 MD
  • C: Capacitance, +1 MD
  • D: Conduction, +1 MD 
Magnetism: Your magnetic personality allows you to convince the common folk that you are a cleric, so long as you are wearing your mask. If a real cleric denounces you to them, they have a [template]-in-6 chance of instead turning on the real cleric or at least defying them in this matter. You can induce minor and temporary magnetism in highly conductive or ferromagnetic materials that you touch with a slight current.
 
Resistance: You take 1 less damage from electricity so long as it is not caused by yourself per template you have in this class.
 
Capacitance: When you cast a miracle, you can store it in a conductive object rather than immediately invoke its effect. MD used to cast the spell and not depleted cannot be used again until the miracle has been used, while MD which have been expended cannot be regained until the miracle has been used. Anyone holding the object can use the miracle by saying its command word, at which point it takes effect immediately. If someone other than you uses the miracle, they must roll HRTS or take [dice] damage from electrical backlash.
 
Conduction: Your Resistance now reduces electrical damage by 4d4. If you reduce the damage to below 0, the source of the electricity takes the excess in damage instead.

Miracles:

  1. Galvanic Healing
    R: touch T: an injured person D: immediate.
    The target is healed for [sum] + [dice] HP as regenerating electricity courses through their flesh, and must also save. On a failure, they take [sum] damage as electricity courses through their flesh. If you invest more [dice] you can choose to forego the healing for a different benefit:
    If two [dice] are invested, this is a Galvanic Sealing, which can close a flesh wound or knit a broken bone.
    If three [dice] are invested, this is a Galvanic Curing, which can reform mangled body parts.
    Four [dice] invested result in a Galvanic Creation which can reattach a recently-severed limb or regrow fingers and toes.
  2. G_dspeed
    R: touch T: a person D: [sum] rounds.
    For the duration, the target can run as the current through a wire. They can run [dice] * 4 times more quickly than usual, jump [dice] * 4 times higher, and have a [sum] bonus to MOVE checks for shoving. If they deliberately slam into something, both they and that thing take [sum] damage (if the thing is capable of dodging, a save negates damage to both).
  3. Ancestral Call
    R: n/a T: self D: 1 hour.
    You call up one of your ancestors in the form of a floating sphere of ball lightning. They will lecture you for the duration about how things were better in the old days when everyone was even more horribly bigoted and generally be insensitive. At the end of the duration, they will answer [dice] of the following questions, usually in an archaic and cryptic manner:
    - What is the greatest threat within a mile?
    - What is the nearest artifact or relic?
    - How do I ally myself with a certain faction?
    - What does this ancient text say?   
    - What is the nearest ancient ruin?
    - Who was the nearest ancient ruin built by?
    - What does this magic item do?
  4. Static Shock
    R: touch T: a creature or object D: [dice] rounds.
    Make an attack against the target with +[dice] to-hit. On a hit, they take [sum] damage and must save or be stunned for the duration. They may save again each round to end the effect. Each round you spend rubbing a piece of velvet or shuffling your feet in a carpet adds +1 damage.
  5. Strength of Ten
    R: touch T: a person D: [sum] rounds.
    The target takes [dice] damage. For the duration, the target's Strength is doubled. The target can choose to continue the spell past the duration, but they gain 1d3 slots of exhaustion per round.
  6. Clear Mind, Clear Sight
    R: 30' T: [dice] people D: [dice] rounds.
    Targets which are afflicted by mind- or sight-affecting ailments save against the ill effect with a +[sum] bonus, ending it on a success. Additionally, all targets must save or experience violent hallucinations for the duration, confusing them and giving them disadvantage on all rolls.
  7. Banish Foul Air
    R: 30' T: [dice] diseased or poisoned people, or a cube of air with sides [sum] * 10' in length D: immediate.
    If the targets are diseased or poisoned people, they save against one disease or poison with a +[sum] bonus, ending the effect on a success. If the target is a volume of air, it is cleared of all ill scents, poisons, and disease vectors (although it now smells strongly of ozone).
  8. Arc of Life
    R: 30' T: a person D: [dice] hours
    The target is connected to you by an arc of electricity. Each of you may transfer any amount of HP from yourself to the other at will, and any damage either of you takes is split evenly between you. All magical effects on one of you apply to the other as well, and if either of you succeeds a save, you both succeed. If you pass out of range of each other and do not reenter range within [dice] rounds, the spell ends.
  9. Crackling Shield
    R: n/a T: self D: [dice] minutes
    You are sheathed in a sphere of crackling electricity, granting you +[dice] AC and +[dice] to rolls against tangible or magical effects. Anything that touches you or hits you with a melee attack takes 1d4 damage.
  10. Salvation
    R: touch T: a person D: [sum] rounds.
    The target gets a second chance. For the duration, when the target rolls a d20, they can take 1d4 damage in return for advantage on the roll. Additionally, each time they take this damage, they must roll HRTS or gain 1d3 slots of exhaustion.
  11. Chain Lightning
    R: 60' T: [dice] + 1 creatures or things, each within 30' of one other target D: immediate.
    The first of the Fulminate Great Miracles. Only the first target must be within range of you. Each target must save or take [sum] damage.
  12. Crown of Adamant
    R: [dice] * 10' T: self D: [dice] hours.
    The second of the Fulminate Great Miracles. Your head is graced with a regal crown of adamant-silver, crackling with power. You shed light within range and gain +[dice] to Reaction rolls. Your enemies have -[dice] morale. As an action, you can cause lightning to strike a creature or thing within range ([sum] damage, save for half). Once lightning strikes [dice] times, the spell ends.

Mishaps

  1. Your MD deplete on a roll of 1 or 2 as your Art miracles spark and whizz away.
  2. You take 1d6 damage as electricity surges through you.
  3. You're too well grounded. The miracle fails entirely, and all invested MD are expended.
  4. All metal within 30 feet sparks and fizzes. Anyone touching metal takes 1d4 damage.
  5. Any healing, curing, or buffing you've done within the last day is instantly undone.
  6. Lightning strikes you. Take 3d6 damage, save for half.
Dooms
  1. For an hour, your miracles are accompanied by 2d6 ancestors (as per Ancestral Call, except they're not your ancestors) spilling from the afterlife and messing with all your business. Additionally, a random angel (clerical spell) also shows up and starts messing about for that hour.
  2. 25 + 2d6 ancestors spill from the afterlife for 24 hours. A host of random angels shows up and wreaks havoc.
  3. Dozens of ancestors start flying about, lightning dances in the sky, a host of angels descends from the heavens to see what the hell is going on, and 2d4 devils show up and start inquiring about your soul and how they might acquire it, for it looks so very delicious. Some ancestors, angels, and devils will leave, but never fear! More will soon arrive. Always.

Devotional Relics

    1. Collapsing Copper Rod. A highly conductive rod, 1 foot long when collapsed and 3 feet long when fully extended. Very useful for channeling your miracles, among other things, giving your enemies -1 to save against them. 1 slot.
    2. Decorated Bow. A yew longbow, heavily decorated with amethysts and white gold. 1d8 damage, -1 to-hit every 10' past 50' of range. 3 slots, due to the excess weight.
    3. Censer. A bronze censer, inscribed with ciphered runes telling of the Fulminate Mysteries. Who knows what deciphering them will reveal? 2 slots.
    4. Jeweler's Tools. A set of tools including a fine, precise screwdriver, file, loupe, and hand-auger with several bits. Not suited for heavy or gross work.
    5. False Mask. Of a sect of your choosing. Extremely illegal. Very fun (although you can't fool real clerics).
    6. Orthodox Texts. Very much in line with the teachings of the White and Black Masks. A few little subversive "mistakes", here and there. 1 slot.
    7. Lesser Mysteries of the Fulminate Church. The very first and preliminary sphere of the Fulminate Teachings. Showing this book to an uninitiated one will get you censured. Letting them read it will get you excommunicated. You can initiate new acolytes, if you wish. 1 slot.
    8. Remarkable Glue. Very strong, sets in precisely one minute. Sniffing it gets you high. 1 slot, 10 charges.
    9. Universal Solvent. Can dissolve any binding agent or eat through a lock in an hour. Sniffing it gets you high. 1 slot, 5 charges.
    10. Myrrh. A very nice-smelling incense. When burned in a censer, provides +1 to the [sum] of a miracle. 1/3 of a slot.
    11. Jingling Rope. 100 feet of silk rope, with a little brass bell every 5 feet. 1 slot.
    12. Gold Wire. 100 feet of very fine gold wire. Useful for making jewelry, or for conducting electricity. Sells for 50 gp. 1/3 slot.
    13. Spear of St. Adriana. A short spear (medium) with an aspen shaft twined with white-gold and blue-gold wire, and an arsenical bronze head. 3 slots, due to the excess weight.
    14. Galvanic Pin. This rose-gold pin secretly identifies you as a member of the Fulminate Church, to sympathizers and perhaps to exceptionally canny inquisitors.
    15. Blade Venom. When applied to a blade (or, say, a pin), the next enemy you strike takes 2d6 damage and must save or be paralyzed for 1d6 minutes. 1/3 slot, 3 doses.
    16. Percussive Caps. 10 little mercury fulminate percussive caps. Create a spark and a pop when hit or thrown. 
    17. Large Amber. A large, polished piece of amber, containing a fossilized jumping spider. Good for making a static charge, when rubbed with fabric. Sells for 100 gp. 1/3 slot.
    18. Velvet Handkerchief. A very refined and well-embroidered velvet handkerchief. Good for building up a static charge. 
    19.  Blackmail. Documents concerning a personage of great local importance who knows of the Fulminate Church. It would be bad if word of what these papers contain were to get out, no?
    20. Something special, 1d6:
      1. Lightning Gun. This bizarre small pistol fires a bolt of lightning. 1d6 damage, +1d6 damage per metal object or surface the target is touching. -1 to-hit every 10' past 20' of range. For ammunition, it uses tiny diamonds worth 10 gp each.
      2. HAIL BRIGHTEST STAR. An elegant medium jian of ossgold and pale. They can ground an indefinite amount of electricity (+2 to rolls against electrical effects), although sufficient amounts of energy may begin to cause instability in the local fabric of time. 2 slots.
      3. Strange Pack of Cards. This pack of cards bears markings unlike any other in the world.
      4. Signet Ring. The onyx signet ring of a long dead Umbern king.
      5. Ebony Shaft. This arrow, carved of ebony wood fletching and all, will pierce any target unerringly so long as the target will feel no pain.
      6. Inexplicable Bottle. This bottle can hold 7 times as much water as it appears to be able to, and 7 times less of any other liquid. 1 slot.

Sunday, November 8, 2020

GLOG Week: Ritual Magic

GLOG WEEK is here and my subject is ritual magic, a subject which I've been interested in for a while. I'm fairly happy with this system, and hopefully it's to your liking too.
 

Who Can Do Rituals?

 
This depends on how you want to use ritual magic in your game. Maybe everyone can do them if they know how. Maybe you have to be a witch. Maybe it's a religious ceremony. After all, many though certainly not all Wiccans practice magic. You can also use this either with or without other forms of magic in your game. It might make sense to have it unrestricted in games with other magic and class-restricted otherwise, but you do you.
 

How Do Rituals Work?

 
Every ritual has five components: the materials consumed to cast it at 1 MD, the other requirements to cast it at 1 MD (ritual implements, participants, etc.), the casting time, the various ways to boost the MD of the spell (each of which provides +1 MD to the spell if fulfilled), and the effect. Even if you fulfill some of the boosts, you can cast the spell at less MD than the maximum possible in the situation. For Mishaps (doubles on MD), the players can choose between a random complication which must be fixed before the spell can successfully be cast or a random mishap along with the successful completion of the spell. For a Doom (triples on MD), you have an immediate mishap and a complication to resolve before continuing the spell. You could also Doom all the casters, as it is for normal GLOG magic, but that doesn't feel quite right. Complications can either be permanent, required every time the ritual is performed in the future, or temporary, only applying to the next time the spell is cast. Up to you, probably on a case-by-case basis. Some of the rituals mention trained casters, which may be someone who has general knowledge of magic, or may be a full witch, or may be something else you determine for your setting. Just knowing the ritual does not make you a trained caster. If a spell requires the caster to Save for any reason, only the most experienced caster rolls the Save if there are multiple participants.

Learning Rituals:

 
The process for learning rituals will vary from game to game and ritual to ritual, but it could include studying for some days or weeks with someone who knows the ritual, simply learning it quickly from someone who already knows it, reading an ancient scroll or standing stone which details the ritual, or being initiated into the mysteries of a cult (in the classical or the modern sense). If you have a class who's purview is rituals, they might start knowing one or two at A template, and learn or invent one at each further template. Every character might even start with a ritual.

Complications and Mishaps:

 
Mishaps (1d6):
  1. All casters take 1d4 damage.
  2. All casters are weakened and take +1 damage from all damage sources for the next day.
  3. All casters are struck blind for the next day.
  4. All casters are unconscious for the next hour.
  5. All small animals within 100 feet die and all water within 1000 feet is poisoned.
  6. A [dice] * 3 HD shadow crawls into the world, seeking vengeance on the casters.
Complications (1d6):
  1. A rare animal part is required.
  2. A rare plant is required.
  3. The ritual will take an extra day, or an extra week if the duration is already longer than a day.
  4. A specific phase of the moon or a specific hour of the day is required.
  5. Specific weather is required.
  6. The ritual must be performed in a specific and magical location.

 

Rituals

 
Blight Crops
Casting Time: [dice] days
Consumed: 3 types of poisonous herbs (e.g. water hemlock, deadly nightshade, poison ivy), spindle tree wood, 10 locusts, [dice] * 10 sp of salt, [dice] * 10 sp of lead ingots, a spider.
Required: 3 casters, a night of strong wind, a rowan wand.
Boost: 7 trained casters, a poisonous snake sacrifice, an emerald worth at least 100 gp.
Effect: The area within [dice] miles grows waste and barren. Until the next season, harvests yield [dice] * 20% less food. Plants and animals in the wilderness die at a similar rate.
 
Circle of Protection
Casting Time: 10 minutes
Consumed: [dice] * 5 sp of salt
Required: 1 caster, a holly wand
Boost: The ash of ash or yew wood, [dice] * 5 sp of silver dust, 5 candles worth 1 gp each, a human sacrifice.
Effect: You create a circle of magic protection no more than [dice] * 5 feet in diameter. Supernatural beings of [sum] * 2 HD or lower cannot cross into or out of the circle without permission, and supernatural creatures of greater than that HD must Save vs Magic in order to cross without permission. This circle lasts indefinitely, and cannot be damaged by supernatural creatures.
 
Control Rain
Casting Time: [dice] days
Consumed: A chicken or animal of similar worth sacrificed, 3 water plants (e.g. waterlily, yellow flag, liverwort), 5 sp of salt, 5 * [dice] sp of incense.
Required: 1 caster, a rowan wand.
Boost: 3 trained casters, cast in a grove of willows, a copper rod that has been struck by lightning.
Effect: For [sum] days, you can make the weather within [dice] miles one of the following: 1. Clear, 2. Overcast, 3. Drizzling, 3. Gently Raining, 4. Raining, 5. Pouring, 6. Severe storm. If the area is in the grip of a particularly severe drought or period of inundation, you only have a [dice]-in-6 chance of successfully changing the weather. 

Curse of Swapping
Casting Time: [dice] hours
Consumed: Hawthorn ash, [dice] * 5 gp worth of quicksilver, 5 sp of salt, a piece of the first target's body.
Required: 3 trained casters, the first target (who's name you must know), and the second target (who's name you must know, and who you must have restrained and with you), a rowan wand. Neither target needs to be human.
Boost: 7 trained casters, a cloud-pine branch, a unicorn's horn
Effect: The two targets' minds swap bodies. The target with better saves gets a Save vs Magic to negate. The effect lasts for [sum] days/weeks/months/years (as [dice]) or until either body dies. If the spell is cast with 4 MD, it has a 3-in-6 chance of lasting indefinitely.
 
Darken
Casting Time: [dice] days
Consumed: A large amount of green wood, 5 sp of salt, lavender, rosemary, sage, 5 sp of iron filings, a goat or animal of similar worth.
Required: 3 trained casters, a carved electrum tablet worth 100 gp, a ritual dagger, a rowan wand.
Boost: 21 trained casters, a ruby worth at least 1000 gp, a dragon or similarly powerful supernatural creature as sacrifice.
Effect: The area within 1 mile/10 miles/100 miles/the whole earth (as per [dice]) is thrown into a starless, moonless night for [sum] days.
 
Heal
Casting Time: [dice] hours
Consumed: Boiling water, 3 healing herbs (e.g. willow bark, yarrow, ginseng, aloe, chamomile), [dice] bandages.
Required: 1 caster, up to [dice] injured targets.
Boost: An additional 2 healing herbs, a trained caster, 10 sp of copper dust.
Effect: [dice] wounds affecting the targets have their healing time reduced by [sum] days, and are instantly healed if their healing time is reduced to 0. No wounds can be affected by this spell more than once.

Hex of Withering
Casting Time: 1 hour
Consumed: An ugly small animal (i.e. a toad), 5 sp of salt, a piece of the target's body
Required: 1 caster, a target who's name you know, a rowan wand.
Boost: 7 casters, a rare and magical ugly creature, a secret the target doesn't want you to know.
Effect: A target is afflicted with cosmetic ill effects of old age (hair falling out, wrinkled skin, clouded eyes) for [sum] days/weeks/months/years (as [dice]). If the spell is cast with 4 MD, it has a 3-in-6 chance of lasting indefinitely.
 
Ritual of Lichdom
Casting Time: 1 lunar month
Consumed: Sycamore ash, cypress ash, 100 sp of salt, 100 gp of silver dust, 100 human sacrifices, 441 candles worth 10 sp each.
Required: 1 trained caster, 21 casters, a stone altar, a soul container worth at least 5000 gp, a ritual dagger worth at least 1000 gp, a new moon on the night the ritual is complete and the night it begins.
Effect: This spell is automatically cast with 4 MD. You (the trained caster) 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. 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.
 
Scrying
Casting Time: 10 minutes
Consumed: [dice] * 10 sp of silver dust if you lack moonlight, Queen Anne's Lace.
Required: 1 caster, a reflective surface, a yew wand. 
Boost: A sacred or otherwise magical body of water as your surface, a special moon (Harvest, blue, etc.), a unicorn's hair.
Effect: You pick a creature or location who's name you know within [dice] * 100 miles. You create an invisible sensor watching them for the duration. You must cast the spell with at least 3 dice in order to hear through the sensor as well. If you don't have a body part (at least a fingernail clipping or strand of hair) from the target, you only have a [dice]-in-6 chance of successfully scrying on them. You can end the spell at any time.

Summon
Casting Time: [dice] hours
Consumed: A chicken or an animal of similar worth sacrificed, 5 sp of wine, 5 sp of charcoal.
Required: 1 trained caster, a cup or chalice, a ritual dagger, a bronze rod.
Boost: 7 trained casters, a chalice worth 100 gp, a cow or animal of similar worth sacrificed, a human sacrifice, an ostentatious altar.
Effect: You summon a random supernatural creature: 1d3 for 1. Demon, 2. Fey, 3. Starspawn. The creature has HD determined by dice invested: 1 die for 1d4 HD, 2 dice for 1d6 + 1 HD, 3 dice for 1d8 + 3 HD, and four or more dice for 1d10 + [dice] HD. If you know the true name of a specific creature, 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. 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.

Teleport
Casting Time: [sum] hours
Consumed: A golden eagle sacrifice, [dice] * 10 gp of charcoal, a rowan sapling, maple seeds, 5 sp of salt.
Required: 3 trained casters, 7 bronze rods, a brazier, a rowan wand, a yew wand, and an oak wand.
Boost: A fairy's hair, a dragon's scale, 7 trained casters, a circle of protection at the destination.
Effect: [sum] + [dice] creatures at the location of casting are teleported to a destination within [sum] * 100 miles. Unless there is a circle of protection at the destination, the caster must Save vs Magic to arrive at the correct destination rather than some mistaken location. They have a +4 bonus to the Save if they have previously been to the destination personally.
 

Thursday, November 5, 2020

GLOG: Sun Soul (5e adaptation)

The Sun Soul is a 5e Monk subclass that, despite a cool idea - being able to throw bolts of sunlight from your hands - falls pretty flat mechanically. I figured I'd try to give it another lease on life with a GLOG adaptation for diregrizzlybear's 5e Conversion Project. I'm not sure how well I succeeded, but you be the judge.

Through careful and dedicated practice, meditation, internal discipline, hallucinogens, and devotion to the gods, you have cultivated your internal energies precisely. You can channel this energy in the form of powerful sunlight to burn and blind your foes. Not quite as fancy as enlightenment, but it's far more useful.
 
Equipment: A staff, a dagger, a yellow robe, a pipe, and a pouch of salvia. 
 
Skills (1d3): 1. Wrestling, 2. Poetry, 3. Religion 

You gain +1 AC per template of Sun Soul you possess.

A: Sun Bolt
B: Searing Arc
C: Sunburst
D: Radiant Shield

Sun Bolt: You can sheathe your hands in blindingly bright energy, casting light in a 5 foot radius. This energy can be used as a weapon with 1d6 damage, either in melee or ranged with a range of 30/90 feet, both with a bonus to hit equal to your number of templates in this class. On a critical hit, the target must Save or be blinded for 1d6 rounds.

Searing Arc: Once per encounter, after you've made an attack, you can launch a wave of light in a 15 foot cone in front of you. Every creature within this cone must Save or take 1d6 damage.
 
Sunburst: Once per day, you can hurl a burning orb at a point within 120 feet. All creatures within 20 feet of that point take 2d6 damage, Save for half, as the orb detonates.
 
Radiant Shield: You are shielded by an aura of light, which you can activate and deactivate at will. This aura can only be maintained for one hour in total per day. It casts light as a torch, and grants you a +2 bonus to AC. Additionally, when an enemy hits you with a melee attack, they must Save or take 1d4 damage.