Tuesday, February 19, 2019

OSR: Morningstar

The Morningstar Wizarding Order is one of the most famous in all the world.  They are official partners of the Orzanian Empire and the Chancellor of their Order is said to frequent the Imperial Court as a close, personal friend of the Emperor.  This makes them among the most powerful and respected Wizarding Orders in the world, as the Orzanian Empire rules the vast majority of the civilized world, excluding the territory not ruled by the other Noble Races (The Quarrians, Handsome Men, and Dwarves).

The Morningstars are a small, but effective order of Wizards that joined the Empire's cause right before the second wave of Expansions and the Fifth Beautiful War.  They are treated as a semi-official extension of the Empire's military and civil bureaucracy, with Morningstar Wizards usually allowed to come and go as they please, as long as they obey the laws.  Other then that though, they are usually untroubled by the civil government of the Empire, who are usually prone to give them the benefit of the doubt.  This also extends to local polities under the Empire's control, who know that causing problems for a Morningstar is likely to be disastrous for one's political career.

Unfortunately, this status can also work against the Morningstar Wizard, as while officials and those in high positions are usually favorable toward them, most commoners and peasants keep them at arms-length, assuming that the Morningstars are all tools of the Empire, which most do not hold in high regard.


"What you assumed was the Sun of your Deliverance was only me, the Morningstar, who has come to bring you death."

- Lucane Morningstar, Founder and First Light

The Morningstar Order is Chartered in the lands of the Orzanian Empire, which is the dominant power and your likely Overlord, Around Here.  If you wish to play a Morningstar Wizard, determine who you Superior is, and what your current mission is. 

My Superior is...

1d4

1- The Morningstar Wizard who trained me.
2- The local Chapter Master.
3- A Prince of our Order.
4- Someone very high up, from Central.

My current mission is...

1d6

1- To aid a local Civil Magistrate.
2- To spy on someone of note and gather information.
3- To capture or kill an enemy of the State who is currently on the lam.
4- To protect a certain person from our enemies.
5- To recover a certain object, spell or formulae for the Order.
6- To position myself near a certain person and await further instructions.

Finally, the Morningstar Order is a hierarchial organization.  This means there is always a chance for promotion, if you like.  Here's a quick look at the chain of command.

Central- Central is the main branch of the Morningstar Order, and is run by a Council of Princes.  The Princes work together to lead and govern the whole Order.  You're unlikely to be noticed by Central, but if you are, you must obey any order they give you.  To fail to do so means you will lose your status among them, at the absolute minimum.  Most likely, it will also lead to other punishment, and may even mean you forfeit your life.

The Princes- These are the Wizards who rule over a series of Chapters, and determine the policy for a local region.  Some Princes are subtle and down-to-earth, but many live lavish lives, indistinguishable from conventional nobility.  Some Princes even exercise temporal authority, having been given cities or towns to govern.

The Chapter Masters- These are the Wizards who govern individual Chapters of Morningstar Wizards.  Each Chapter has a headquarters and a certain area, with variable amounts of funding and personnel.  Important Chapters have many members and byzantine internal politics, and are usually located along important trade routes or in major cities.  Less important Chapters have fewer members and less funding, and are usually located in the midst of large expanses of mostly barren lands, with nothing more than a few small town-ships nearby.

Finally, there are the Morningstars themselves.  These are the rank-and-file of the Order, though their are not so many of them that they are common.  The Morningstars have a very organized internal system, even though they are a small, elite order that could probably get by with less centralization.  The Morningstars are the ones who carry out the orders of their Chapter Master.  There is also some hierarchy within the Morningstars themselves, but this is usually informal, based not on internal regulations but on tradition and debt.  All Morningstars pay their debts, no matter what.


"You'll try to fight, but I'll break your arms.  You'll try to yell, but I'll crush your throat.  You'll try to pray, but I'll eat your Gods."

- Unknown Morningstar Wizard

The Morningstar is a sub-class for my basic OSR Wizard class.  For any other details, see the base class here.

Power: The Morningstar Order is world-famous.  If you spend a little time looking, there is a 75% chance you will be able to find someone who can help you with a problem, provide a little back-up, or do a small favor for you.  If you're in a major city, this could be an official who trusts in the Morningstar's Imperial Certification, or if you're in a small hovel, it could be an ancient man who owes a debt to the Morningstar Order, and seeks to repay it by helping you.

Drawback: The Morningstar Order is world-famous.  People will always know who and what you are if you wear the uniform of your order.  And since they know who and what you are, they will want something from you.  Everyday you spend in a civilized location, there is a 1d10% chance equal to your level that someone will come up to you and make a request.

For example, ambitious criminals will seek to lure you into ambushes to slay you to prove their mettle, other Wizards will challenge you to duels to prove the superiority of their undoubtedly less famous order, officials will want you to help them with Wizard related problems, and peasants will distrust you, as you are clearly a member and tool of the Aristocracy, and thus likely to report any illegal or semi-legal activities back to a Magistrate.  Still, even they might request your help, as while the Morningstar Order has no officially differentiated legal status, all commoners know that their Overlords have officially certified the Morningstars, and thus treat them as if they were civil magistrates.   

Morningstar starting spells
1d12

1- Baleful Charm
2- Blinding Halo
3- Confusion
4- Funeral Fog
5- Hot-Blooded
6- Illusion
7- Invisibility
8- Morbid Metal
9- Quagmire
10- Release Me
11- Scary Mary
12- Time to Die

13- Command Slave
14- Transform Slave

Legendary Spell: The Wages of Sin

Baleful Charm
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R: 50'        T: [dice] creatures        D: [dice] minutes

You reach out and touch the minds of [dice] creatures.  These creatures must save.  On a failed save, they become terrified of you, and will begin moving away from you as soon as possible.  If they are in combat, they will flee, but if you are in a more relaxed setting, they may suddenly remember some important engagement they had, and excuse themselves.

If you cast this spell with 4 or more [dice], those who fail their save will instead be afraid to run away from you.

Blinding Halo
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R: touch    T: creature        D: [dice] rounds

Creature is surrounded by dazzling light for [dice] rounds.
Attacks against them get -[sum] to their roll.

Confusion
--------------------------------------------------------------
R: 30'        T: creature        D: [dice] rounds

One creature must save.  If the creature has more HD than [dice], it may add the difference to its save.  If it has 3x or more HD than [dice], it is immune to the spell.  On a failed save, the creature should roll on the table below.  If the spell was cast with more than 1 [dice], the creature should add +[dice] to its roll.

So you Failed your Save vs Confusion:

You should...
1d6
1: Stand around doing nothing.
2: Say something that the spellcaster wants you to say and do nothing else.
3: Start ripping off your armor/clothes.
4: Run screaming in a direction that the caster chooses.
5: Make an attack against a target the caster selects.
6+: Immediately attempt to kill self in the most violent way possible.

Funeral Fog
--------------------------------------------------------------
R: 10*[dice]'    T: all within range        D: [dice] minutes

You create a clammy, clinging fog that permeates an area 10*[dice] cubic feet.  The fog has all the normal features of a fogbank, with one additional one.  This fog is of the grave, and desires all within it to bleed.  As such, any damage done within this cloud of fog is multiplied by [dice].  If this spell was cast with 1 [dice], have everyone rolling for damage roll twice and choose the better result.  The effect applies to all damage, and the spell does not discriminate between friend or foe.  Even the caster is not immune to this effect.

Note, this spell is actually not my invention, but is stolen from Vaginas are Magic, a book that needs no introduction.

Hot-Blooded
---------------------------------------------------------------
R: touch    T: creature             D: special

One person within range must save.  You can also get your target to agree to this.  If they consent to the spell, they automatically fail their save.   On a failed save, the creature's body temperature rises.

If the spell was cast with 1 [dice], the creature will be uncomfortable in thick clothing, and will not be affected by cold temperatures or winter weather.  The spell lasts for 1 day.  If the spell was cast with 2 [dice], the creature will reduce all fire damage taken by half.  The spell will last for [dice] weeks. If the spell was cast with 3 [dice], the creature becomes immune to fire damage, and seems to "radiate" beauty, making them immensely, supernaturally attractive.  The spell lasts for 1 month.  If the spell was cast with 4 or more [dice], the creature is constantly surrounded by a glowing aura, is hot to the touch, and will be extremely uncomfortable in all but the thinnest and most porous of clothing.  The spell lasts for [dice] years.

Anyone, besides the creature this spell is cast on, if they come into contact with the creature's bodily fluids, saliva, blood, etc, takes [dice]d6 fire damage, as the creature's fluids blaze with incredible heat.

Illusion
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R: 30'        T: one object            D: [sum] minutes

Create an illusion around an object, or a free standing one.  It can be any image.  This image will move, cannot touch anything, and has no smell or taste.  Additionally, illusions can only add, not remove.

Invisibility
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R: 30'        T: [dice] creatures        D: [sum] minutes

[dice] creatures turn invisible for [sum] minutes.  If they attack or do something strenuous, such as sprinting, lifting something heavy, etc, before the time limit is up, they turn visible. 

Morbid Metal
------------------------------------------------------------
R: 30'        T: [dice] weapons        D: [dice] rounds

You immediately take control of [dice] weapons, seizing control of them through arcane power.  You may use each weapon you controlled to make an attack against any person or object within range.  The weapons deal damage as they normally would.  You may make up to [dice] attacks with these controlled weapons.  Additionally, any weapons you have taken control of cannot be used to harm you.

Quagmire
--------------------------------------------------------------
R: 10*[dice]'     T: 10*[dice]' of space    D: [dice] minutes

You cause 10*[dice]' square feet of floor to become a morass.  Anything heavier than a common house-cat that steps onto the affected area begins to sink as if it stepped into quicksand.  The heavier the object, or the more it struggles, the faster it sinks.  This sinking continues until the spell ends, after which the affected material returns to normal.  After that, the things buried will stay buried, with displaced material shifting around them.  

Release Me
-----------------------------------------------------------
R: self        T: all creature touching you    D: one action

You may cast this spell as a reaction to being grappled or touched or as a normal action on your turn.  All creatures currently in contact with you take [sum] damage, divided equally among all creatures touching you.  If this is enough to reduce a creature to 0 HP, they explode into a shower of giblets and some red mist.  None of the blood or viscera ever gets on you.

Scary Mary
--------------------------------------------------------------
R: touch        T: creature               D: one action

One Creature you touch falls into a hypnotic trance.  Unwilling targets get a save.  Creatures with more HD than [dice] add the difference to their save.  Creatures with HD 3x greater than [dice] are immune to this spell.  On a failed save or with a willing participant, this creature can be given an order up to [sum] words long, tied to a trigger word.  When that trigger word is said to them by the original caster, or anyone the caster specifies at the time of implantation, then the target will immediately move to carry out the order, no matter how crazy or impractical.

Eg: After the Wizard and I broke into the Orc Warlord's chambers, the Wizard commanded the Orc Warlord to "Turn on your masters and side with us" when he heard the word "Noodles".

Time to Die
---------------------------------------------------------------
R: 30'        T: creature    D: special

This spell calls up the cold silence of the grave, placing someone's soul in the cold fingers of Death, then closing his hands around it.  When you cast this spell, as a free action, you stare at someone, focusing all your attention on them.  This causes them to lose 1d6 HP per round you stare at them.  You must use your action to keep staring at the person for them to continue taking damage.  If the person dies or you stop taking an action to stare, the spell immediately ends.


Command Slave
----------------------------------------------------------------
R: 30'        T: slave    D: one action

All people in the thrall of evil desires are your slaves, through your Father.  As an action, you may give one of your slaves one order up to [sum] words long.  That slave must follow it.  However, if you order the slave to do something obviously suicidal or completely abhorrent, they get a save to refuse.  You can get around this by speaking euphemistically, or by lying.  Finally, note that slaves only have to obey the letter of your order, and not the spirit.    

Transform Slave
----------------------------------------------------------------
R: 30'        T: slave    D: [dice] days

All people in the thrall of evil desires are your slaves, through your Father.  Upon casting this spell, target one of your slaves.  That slave transforms into a new, hideous form for the duration.  The slave will transform into one of the forms listed below, or something totally different (Referee's Discretion).  While transformed, the slave will not listen to you or anyone, and will only seek to fulfill its desires. 

This effect lasts for [dice] days, or until someone can convince the slave to stop and turn away from their evil desires, at least temporarily.

Genuinely virtuous and/or holy people have nothing to fear from this spell, and it has no effect against them.

If the slave was in the thrall of Lust, its form depends on its sex.  If it was female, it becomes a large-breasted creature with perfumed hair that hides its face and tentacles bursting from between its legs.  This a Daemonette.  The Daemonette will seek to ensnare men and lay with them.  If it was male, it will become a hideous Goat-man with a goat's head and horns, a massive erection, and queer eyes.  This Goat-man seeks to seduce women, fight challengers, and pee on things.  Both Lust Beasts have pheremones that the opposite sex must save against or be seduced.

If the slave was in the thrall of Greed, he or she will become a Flesh Dragon.  Flesh Dragons are like Dragons, except frustratingly mortal.  Flesh Dragons seek to accumulate treasures (flesh Dragons have strange ideas of what constitutes treasure), rob people, and kill those who insinuate they aren't "real" Dragons.

If the slave was in the thrall of Envy, he or she will become a Pale Man, a starved, wretched thing with needle teeth, glittering eyes, and long, clawed fingers.  Pale Men seek to kill and mutilate those better off then themselves, mar pretty things, and stalk those who might be better off than them.
 
If the slave was in the thrall of Wrath, he or she will become a Fire Banshee, a shrieking pillar of fire, meat and misfortune.  Fire Banshees seek to destroy everything in their path.  They are totally uncontrollable.

If the slave was in the thrall of Sloth, he or she will become a Nogard, which are the opposite of Dragons.  Nogards attract wealth, but they have no interest in it.  They wander from place to place, attracting people who want to give them coin.  The Nogard usually takes the treasure, just to get these people to stop bothering it.  Other times, they violently attack the person trying to donate to them.  They are always in bad moods, unless people are trying to rob them.  Nogards seek to take naps, avoid people, and trouble those who trouble them.

If the slave was in the thrall of Gluttony, he or she will become a Big Eater, immensely fat, cannibal giants that see all the world as food. 

If the slave was in the thrall of Pride, he or she will become the most perfect version of themselves.  They will also be totally given over to self love.  They will want to do nothing but stare at themselves and idolize themselves until they die, either of starvation, dehydration, or because of some ridiculous thing they attempted.

If the slave was in the thrall of multiple evil desires, combine two or more of the results here or have the Referee use their imagination.


Chaos and Corruption of the Morningstar:
When you roll doubles, roll on the Chaos table.  The spell still goes through.  You receive 1d3 Doom Points.
When you roll triples, roll on the Corruption table.  The spell automatically fails.  You also receive 1d4 Doom Points.
At 10 Doom Points, you invoke the Doom of Fools.
At 20 Doom Points, you invoke the Doom of Kings.
At 30 Doom Points, you invoke the Ultimate Doom.

Chaos of the Morningstar:
1d6

1- For the next 1d10 minutes, you radiate an aura of Fear.  Anyone who can see you must save vs fear.  Those who fail their save will be unwilling to approach you, and if you approach them, they will use any excuse to leave.
2- One random person within 100' of you takes 1d6 damage and feels the cold shadow of death fall over them.
3- One random person within 100' of you must save.  On a failure, they fall into a hypnotic trance and interpret the next statement said to them as an order to be immediately carried out.  They wake up afterwards, with no memory of what occurred.
4- For the next 1d10 minutes, you begin emitting an aura of blinding light that illuminates the area for 1d10*10' around you.
5- For the next 1d10 minutes, one object you own (Referee's choice) turns invisible.
6- One random person within 100' must save.  On a failed save, they are afflicted by Confusion, as if it had been cast on them as spell of the same level as the spell the Morningstar just cast.

Corruption of the Morningstar:
1d6

1- One random person within 100' must save or die.
2- One random person other than the Morningstar must save.  On a failure, they slowly begin transforming into a Sin Beast over the next 1d10 hours.  This transformation lasts until they are snapped out of it, or decide to reject their humanity and remain a monster forever.
3- One random weapon within 100' suddenly becomes animated and starts attacking the closest person to it.  The weapon remains animated for 1d10 minutes.
4- The next person the Morningstar touches must save.  On a failure, they begin suffering from the effect of Hot-Blooded, as if it had been cast on them as a level 1d4 spell.  The Morningstar does not know this.
5- The next person the Morningstar touches takes [sum] damage, using the numbers from the dice the Morningstar just rolled. The Morningstar does not know this.
6- A bank of fog sweeps in, covering the area for 100' around.  This fog has all the same effects as Funeral Fog cast as a level 1d4 spell.

Dooms:
Doom of Fools- You receive an order to find and escort another Morningstar to a location.  This is an order you must carry out, and failure is not an option.  If you manage to get them there, the other Morningstar is assassinated by some other members of your Order.  You are thanked for your assistance and cooperation.  You are also warned to never tell anyone about this, under penalty of death.

Doom of Kings- You receive an order to find and assassinate another Morningstar.  This is an order you must carry out, and failure is not an option.  If you succeed, you will be thanked and promoted, likely to the position the Morningstar you assassinated previously filled.  You are also warned to never tell anyone about this, under penalty of death.   

Ultimate Doom- A group of assassins from the Morningstar Order attack you, seeking to kill you.  They received an order that you could no longer be trusted.  They were worried you might talk.  

This Doom can be avoided by cutting ties with your Father and leaving the Morningstar Order.  But no one leaves the Morningstar Order.

Saturday, February 16, 2019

OSR: Paladin

I love Paladins.  Paladins are probably one of the coolest things in D&D, aside from Monks.  I've always loved the idea of a crusader for justice, though I've never actually played one, or attempted to write one for OSR D&D. 

But then, when I read Arnold K's latest post on religion, it got me quite worried.  So I decided to get in on the ground floor, and publish my own Paladin, as I love the class, but had never been inspired to actually write one.

Serving God by Fighting Man

Before we continue, let's differentiate what a Paladin is, in comparison to their nearest contemporary, the Prophet.

Firstly, Prophets are normal people who were called to do extraordinary things.  They can be anyone, in any walk of life.  Paladins are not normal people, though.  They are the enlightened, the gifted among mortal kind, born with an abundance of spirit.  They could have directly harnessed their gifts, had their circumstances been difference, and became great Wizards or Priests.  They could have also used their gifts less directly, channeling their raw charisma and talent into becoming wealthy merchants, diplomats or governors.  But instead, do to events beyond their control, they became Paladins.

Secondly, Paladins are not entirely reliant on their God.  Prophets were granted knowledge of one or more of the Secret Names of God, to prove their status as divine messengers and to protect them on their quests.  Paladins are not like this- they were born with innate abilities, which through training and a connection with their God has bloomed, making them incredibly strong.

This is also why a Paladin can "fall", while a Prophet cannot.  If a Prophet acts against their God, the God can immediately revoke their status as Prophet, reducing them to just another mortal.  But if a Paladin turns against their God, they will lose their powers, but they can usually find a new Master.  This is why Paladins usually die shortly after breaking their Vows for the last time, because unlike a Prophet, which are reliant on their Masters for power, Paladins are dangerous no matter who holds their leash.

To play a Paladin, you must choose three things.  First, what is your Cause?  Secondly, what is your Vow?  Thirdly, who is your Master?

The Cause is the most important thing in a Paladin's life, the sacred mission they are constantly endeavoring to fulfill.  To be a Cause worthy of you, a Cause must be moral, difficult, and something you'd be willing to kill or be killed over.  You may decide your own, or you can roll on the table below.  Make sure the Referee knows what your Cause is.

My Cause is...

1d6

1- To protect my Tribe/People and advance their interests.
2- To protect, enforce, and uphold an institution (a government, body of laws, etc).
3- To defend the interests of my God.
4- To destroy an Evil Force.
5- To advance Good in the world.
6- To bring about reform or change in an institution, nation or people.

Your Vow specifically relates to your Cause.  It should be one sentence long, a statement of intent.  It could be a positive thing that describes what you will do in the future.  For example, how exactly will you work to advance your Cause?  Your Vow may have something to do with that.  Alternatively, your Vow could be a negative thing, that you place as a limitation upon yourself.  Regardless of what your Vow is, the most important thing to remember is that you must never, ever break your Vow. A Paladin breaking their Vow should feel like the universe itself has stopped making sense, as if reality itself is crumbling.

This is not a permanent error, as redemption is almost always possible, but it will require actions to earn back the good favor of your God.

My Vow is...

1d6

1- To never allow [member of specific group] to come to harm if I can prevent it.
2- To destroy [Target] wherever I find it. 
3- To uphold [Ideal] wherever I go.
4- To always take/do [specific action] whenever the opportunity arises.
5- To never do [specific action].
6- To never act against [member of specific group].

Finally, a Paladins have a Master.  Prophets also have Masters, but for a Prophet, their Master is always their God.  Paladins are more flexible, as they are not wholy reliant on divine power.  A Paladin's Master could easily be a Deity, but it could also be a Priest, or a King, or anyone else.  The only requirements for someone to be a Paladin's Master is that they have access to the same Divine Power that the Paladin has, a connection to the same Cause, and the authority to punish the Paladin.

Masters are often also a Paladin's teacher as well, being the one who initially molded the Paladin and introduced them to their cause.  They are someone a Paladin has a strong relationship with, and someone who the Paladin still respects and fears, even now, when they are older and wiser.

My Master is...

1d6

1- An older Paladin
2- A Prophet
3- A Priest
4- A King or Governor of my Polity
5- An Angel (good Outsider)
6- A God

                                                                 by Director-16
Beginning the Jihad

Paladin
Starting HP: 1/3 HP
Fighting Spirit: You get +1 FS per Paladin level
Starting Equipment: Breastplate, Helmet, Shield, Shield or Spear, Prayer Beads or Holy Symbol, Sacred Vow

Abilities:

1:

Grace Dice.  You have a pool of d6s that you can burn to fuel your abilities.  These dice burn out on a "5" or "6" and come back after you make an accepted sacrifice to your God.  Note that your God might not accept your sacrifice, if you have done something that displeased them, or are sacrificing something that is unacceptable to your Deity.  Note that if you have broken your vow, they are unlikely to accept or offer anything from you, until you perform some act of penance.  See 'Vow' below.

Healing Hands: As an action, you may touch someone, and burn as many d6s as you like.  That person you touched then regains [sum] HP.  You may not heal yourself.

Blessed Hands: As an action, if you touch someone, they receive an effect as dependent upon your Paladin Archetype.

Vow: You have sworn a Holy Vow.  If you break this Vow, you can expect, at the minimum, to have to repent and seek forgiveness, and possibly go on a quest.  More serious violations will result in you losing your Paladin powers until you have demonstrated true repentance.  Finally, if you repeatedly and consistently violate the terms of the Vow you made, you can expect to lose your powers permanently and/or to be killed in a hideous fashion.

2:

Smite: If you attack someone, you may burn as many d6s as you like.  On a hit, that person takes the normal damage + [sum] holy damage.

Dreams and Omens: God will tell you where to go and what to say in signs and visions.  He may also grant you visions of the future and hints about where you should go and what you should do in dreams.

3:

Blessed Tongue: As an action, your speech, gains special properties as dependent on your Paladin Archetype.

4:

Holy Aura: You may release an aura of power that affects every living creature within 10*[dice]' around you.  This aura can either heal or harm.

If the aura heals, everyone (except you) within it recovers 1d6 HP a round for [dice] rounds.

If the aura harms, everyone (except you) within the aura takes 1d6 holy damage a round for [dice] rounds.

5:

Blessed Form: As an action, your body gains special properties as specified by your Paladin Archetype.

6:

Angel Strike: You can fire a projectile of grace, targeting anyone you can see.  Spend as many Grace Dice as you like.  If you succeed on your attack roll, then that person is hurt or healed as if you touched them, as per Smite or Healing Hands.  If someone wishes to be struck by Angel Strike, they may choose to be hit.

7:

Blessed Feet: As an action, your steps gain special properties as specified by your Paladin Archetype.

8:

Angelic Bombardment: If you use your Angel Strike ability, you may fire off as many projectiles as you wish, but you must pay for them as normal.

9:

Cry out to God: Once per day, if you need help, you may cry out to God for aid.  If you do so, and the Gods seem your situation worthy of their aid, then you immediately gain 1d20 Grace Dice, to be used at your discretion.  Unused Grace Dice are lost at the end of the day.


                                                            by soft-h
Paladin Archetypes

These are the Archetypes mentioned above in the class write-up.  You may make your your own, if you like, but I have included six to serve as examples and provide a template for writing your own.  I also included these six examples to provide a broad spectrum of the "common" Paladin types. 

Archetype- Holy Marshal

Cause- To enforce the Law, to punish criminals, to stop Crime

Vow- "I will obey the Law, no matter what it says."

Blessed Hands- As an action, you may roll a Grace Die and touch up to [dice] people.  You can tell from touching someone like this whether or not they are guilty of any crimes that they have not received judgement for yet.  This does not tell you what crimes they have commited, only if they have or have not.  Those who are guilty of crimes such as thing feel pain at your touch, your holy hands burning their flesh.  The law-abiding feel nothing special at your touch.

Blessed Tongue- As an action, you can try to force someone to confess.  Roll as many Grace Dice as you wish.  One person that can hear you must then save.  If they roll higher on a 1d20 than [sum], they manage to resist your holy powers.  If they fail to exceed [sum], they must confess to any crimes they have committed.  If they have commited no crimes, no effect.

Blessed Form- As an action, roll as many Grace Dice as you like.  For [dice] rounds rounds, no law-breaker or Servant of Chaos may harm you.  Instead, for 1 round, all their attacks and damaging abilities instead do no damage to you.  You must continue taking this action each round to keep yourself invulnerable.  Note that your invulnerability only makes you impossible for a Servant of chaos or law-breaker to harm you.  They can still man-handle or otherwise interfere with you, but they can't harm you.

Blessed Feet- As a free action, you may roll as many Grace Dice as you like.  You may then teleport up to [sum]', taking everything on your person with you.  You may take nothing else.


Archetype- Celestial Sword

Cause- To order the World, to serve the Heavenly Bureaucracy, to do your duty to the High King of Heaven

Vow- "I will always leave a place more orderly than when I first found it."

Blessed Hands- As an action, roll as many Grace Dice as you like.  You may then touch a creature.  Evaluate how many Hit Points that creature has.  If it has more HP than [sum], it is restored to full health.  If it has less HP than [sum], it dies.

Blessed Tongue- As an action, roll as many Grace Dice as you like.  For the next [dice] minutes, you may speak to any creature or section of a creature with a soul as if you shared a language. You may speak to any plant, animal or fungi; but you can also speak to sections of those creatures, such as to a person's liver or a tree's buds.  

Blessed Form- As an action, roll as many Grace Dice as you like.  You may revert your body to the state it was in 5*[dice] seconds ago, acting as if the intervening time and the events within after that point did not happen for you.
 
Blessed Feet- As a free action, roll as many Grace Dice as you like.  You then avoid the next [dice] any attacks, abilities or other effects that requires moving through space to reach you.  For example, you could avoid a Dragon's fire breath or a sword swing or a flung custard pie, but not a spell that only permits those affected by it a saving throw.  You avoid the aforementioned abilities by simply not being where that effect or ability was going to be.


Archetype- Red Servant

Cause- To advance Freedom, to sow Chaos, to set the captives free, to smash civil government, to destroy society

Vow- "I will do as I will."

Blessed Hands- As an action, roll as many Grace Dice as you like.  Then, touch any creature.  That creature must save.  On a failed save, the creature develops [dice] mutations.

Blessed Tongue- As an action, roll as many Grace Dice as you like.  You may then embed a secret message up to [sum] words long in otherwise normal speech.  Only those you choose will hear the secret message, everyone else will only hear the normal speech.  For example, you could say to the King and the uninitiated, "Your Excellency, I have brought glad tidings," while saying to the conspirators in the Court, "We are betrayed, flee," and both groups would only hear the message intended for them.

Blessed Form- As an action, roll as many Grace Dice as you like.  You may then transform your body and all your possessions into a gust of wind, a column of fire, or a pool of water for [dice] minutes.  You can still move in this form and retain your mental attributes.  However, you gain any physical weaknesses of this form.  You remain in this form for [dice] minutes, or until you decide to revert back. 

Blessed Feet- As an action, roll as many Grace Dice as you like.  For then next [dice] minutes, [dice] creatures have the direction of gravity altered for them.  You may use this ability on yourself.  Unwilling targets get a save to resist this ability.

For example, if you wish, you can "fall" upwards, toward the sky.  This does not affect anyone else.


Archetype- Green Knight


Cause- To destroy Symbolic Thought, to revert all to a pre-civilizational paradigm, to crush The City

Vow- "I will wear no metal armor, own only what I can take and hold, never sleep under a roof* and never use money for any purpose."

Blessed Hands- As an action, roll as many Grace Dice as you like.  [dice] pieces of technology immediately break and will need to be repaired before it can be used again.

Blessed Tongue- As an action, roll as many Grace Dice as you like.  You then roar like a great beast.  All who hear this must save vs [sum] or be frightened.

Blessed Form- As a free action, roll as many Grace Dice as you like.  Your body then transforms to gain the qualities of one of the great beasts.  This boosts your STR and CON by +[dice] for the duration, as well as giving you dense natural armor equal to AC 12+[dice].  This transformation lasts for 1d6+[dice] rounds in combat or [dice] minutes outside it.

Blessed Feet- As a free action, roll as many Grace Dice as you like.  You then gain the speed of a diving falcon.  For 1d6+[dice] rounds, you always act first on initiative rolls, and you add double your attack bonus against any enemy with an AC reliant on non-full body covering or natural defenses (such as scales or a Damage Threshold). 

*dungeons are okay, so are caves 


Archetype- Blackguard

Cause- To exact revenge on this world, to serve the Dark Powers, to bring those who harmed you down, death, destruction

Vow- "If I am granted the chance to take revenge on one of the targets of my rage, I will."

Blessed Hands- As an action, roll as many Grace Dice as you like.  Your hands then begin secreting slime that is acidic or poisonous (your choice).  Any creature you with these hands takes 1d6 damage of that type.  Your acid is strong enough to eat through metal and stone, and your poison strong enough to poison all but those with the strongest constitutions, or a magical immunity to poisons.

Blessed Tongue- As an action, roll as many Grace Dice as you like.  You may then command up to [dice] unsouled corpses to rise up and obey.  It shall, becoming your Undead Servant until destroyed or released by you.  These Undead will obey you for [sum] days, and then will be free, and be under no obligation to serve you.
 
Blessed Form- As an action, roll as many Grace Dice as you like.  You then expel a cloud of white fog that fills the air for 10*[dice]' around you.  This cloud of fog is cold and clammy, and has all the properties of a normal cloud of fog.  However, it also has an additional effect.  Any damage taken by anyone within this cloud of fog is multipled by [dice].  This fog lasts for [dice] minutes, or until you dismiss it.  After that, it disappears.     

Blessed Feet- As an action, roll as many Grace Dice as you like.  You may then assume the likeness of any creature you have killed.  For example, you could become the specific man who you just pounced on and stabbed to death, or you could become a rat.  You remain in this form for up to [sum] minutes, or until you decide to transform back.


Archetype- Folk Hero

Cause- To protect the interests of your tribe, to defend your people, to serve your God

Vow- "I will not stand idly by and allow my people or my kinsmen to be harmed."

Blessed Hands- As an action, roll as many Grace Dice as you like. The next creature you touch then gains a bonus to AC equal to +[dice] for the next hour.

Blessed Tongue- As an action, roll as many Grace Dice as you like.  You may then scream a battle-cry.  All who are allied with you that hear this get a new save against any spiritual effect (charm, fear, etc) and deal +[dice] damage for the next hour. 

Blessed Form- As an action, roll as many Grace Dice as you like.  You then call upon the strength of the great heroes of your past to aid you in battle.  For 1d6+[dice] rounds, add a bonus of +[dice] to your Attack and Damage rolls.

Blessed Feet- As an action, roll as many Grace Dice as you like.  You then call upon the cleverness of those nameless ancestors who built the society you live in.  For 1d6+[dice] rounds, whenever an opponent makes an attack against you and misses, you may deal 1d6+[dice] damage to them.

                                                                      by Ariel Perez

Tuesday, February 12, 2019

GLOG-ifying Fifth Edition Spells: A-D

So, I'm running a 5E campaign now.  It was a disappointment, as while I'm always happy to play D&D, going back to Fifth Edition after officially defecting to the OSR was like leaving the Promised Land to wander a desert of unnecessary complexity and pointless bloat.  Still, for my players, I will persist.

But while I was suffering along, I started looking at the 5E spells, and after reading for twenty minutes and still being unable to get out of the A's, I decided, mostly out of spite, that I would rewrite all of the 5E spells into the GLOG-style.

This post is the first part of that massive project, with a few exceptions.  Firstly, I didn't include the Cantrips, as they aren't proper spells, and so I'm not writing them up like they are.  Secondly, I cut some spells that were boring or uninteresting.  I also made some effort to combine spells with similar functions, as I've always believed that brevity is the soul of wit, at least in game design.

So behold Part 1.  Gaze upon my works, ye mighty, and despair! 

Alpha

Alarm
--------------------------------------------------
R: 10*[dice]'    T: a space    D: [sum] hours

An area of 10*[dice]' square feet is surrounded by an invisible barrier.  If anyone crosses this barrier, the caster receives either a mental alert or hears a specific sound (caster's choice).  The caster may choose the sound produced. 

Alternatively, the caster may set this barrier over up to [dice] doors, and if anyone passes through them, this will trip the alarm.

Aid
----------------------------------------------------
R: touch    T: [dice] creatures    D: [dice] hours

[dice] creatures gain +1 FS per [dice] used to cast this spell.  These points last for the duration, then disappear.

Alter Self
-----------------------------------------------------
R: self        T: self            D: [sum] minutes

You alter your shape, color or appearance.  Your stats remain the same, no matter what you change into.  Additionally, for every die used past the first, select [dice] of the options below:

- You grow gills and gain the ability to breath water for the duration
- You grow natural weapons in the form of claws, fangs or horns that do 1d6 damage
- You may alter your size by [dice] size categories.  Your other stats do not change.

Animal Friendship: As Befriend Beast under Biomancer

Animal Messenger
--------------------------------------------------------
R: touch    T: creature        D: [dice] days

One creature you touch becomes charmed to you for the duration.  Intelligent creatures may save to resist, but normal animals and vermin automatically fail their saves.  This creature will travel as quickly as it can to a location you specify and will deliver a message up to [sum] words long to someone you specify.  If the creature cannot reach the destination before the destination is reached, the spell ends and the creature returns to normal. 

Animal Shapes
-----------------------------------------------------------
R: 30'        T: [dice] creatures        D: [sum] minutes

[dice] creatures within range must save.  Creatures with more HD than [dice] add the difference to their save.  Creatures with HD 3x greater than [dice] are immune.  On a failure, they transform into an animal form that the caster desires.  The people transformed maintain their personalities, motivations and habits, but suffer from a much reduced intellect.  They gain the physical stats of a normal version of the beast they were transformed into and cannot do anything that beast could not do.  All transform back after [sum] minutes, unless the spell was cast with four or more spellcasting dice, in which case it can be as long as the spellcaster wishes, or permanent.  If it is permanent, those who failed their save are permitted a second save.  If they succeed this new save, they retain their intellect and their ability to speak, but they will be trapped as a beast for the rest of their days.

Animate Undead: As Create Servant under Necromancer

Animate Objects: As Soul of Things under Jazz Wizard

Anti-Life shell was changed to:

Anti-Life Aura
-------------------------------------------------------------
R: 10*[dice]'    T: all around the caster    D: [dice] rounds

The caster produces an invisible field around themselves that extends for 10*[dice]' around them.  Any living creature within this field takes [sum] damage a round.  Living creatures cannot see this field but can sense it, it prickles at their very souls, irritating them.  Undead and Constructs are immune to this field.   

Anti-Magic Aura
-------------------------------------------------------------
R: 10*[dice]'    T: creature or object        D: [dice] minutes

One creature or object within range begins producing an anti-magic field.  Within this field, all magical objects lose their magical properties for as long as the field remains, spells cannot be cast, and any other magic is suppressed for the duration (Referee's discretion).

Antipathy or Sympathy
---------------------------------------------------------------
R: varies    T: creatures of a specific type    D: special

When casting this spell, choose Antipathy or Sympathy, then select a creature type.  The creature type can be anything, as long as it is a physical trait.  For example, you could select Undead or Humans or creature with light fur, but not Monarchists, people who prefer pineapple on their pizza, or sinners.

If you choose Antipathy, all creatures of the selected type within the affected area will begin to feel uncomfortable, as well as the urge to leave.  If they do not begin leaving immediately, they must save. On a failure, they will begin taking 1 morale damage each round.  When this morale damage equals or exceeds their morale, the creature will leave.  Unintelligent creatures will merely go, but intelligent creatures will take precautions, bringing their valuables and loved ones with them, locking their homes, etc.

If you choose Sympathy, all creatures of the selected type will instead be attracted to the affected area.  All other rules apply.

The affected area is determined by the number of spellcasting dice used to cast the spell.  If you cast the spell with 1 [dice], you can select a 30' square area or one room.  If you cast the spell with 2 [dice], you can select a 100' square area or one building.  If you cast the spell with 3 [dice], you can select a 1,000' square area or up to three whole buildings, or one massive structure such as a palace complex or a skyscraper.  If you cast the spell with 4 or more [dice], you may select up to a square mile.

This spell lasts for [dice] hours, with the timer officially starting once the last creature of the selected type has left the area.

Arcane Eye: As Eye in the Sky under Toxic- Leprox Vector

Arcane Gate: As Portal under Cosmomancer   

Arcane Lock: As Lock under Metamancer

Armor of Agathys
------------------------------------------------------
R: touch    T: creature        D: [dice] minutes

One creature you touch gains 5 FS per [dice].  If anyone touches the creature while that creature has those 5 FS, then they take 1d6+[dice] psychic damage. 

Arms of Hadar
------------------------------------------------------
R: 50'        T: [dice] surfaces    D: [dice] rounds

[dice] limbs of Hadar, the Hungry Maw appear.  Each limb has a STR of 11+[dice] and [sum] HP.  The limbs will begin making random attacks against anyone who comes near them, each doing 1d6+STR damage on a hit.

If the [sum] of this spell exceeds 6, then a massive eye will appear as well, giving all of Hadar's attacks a +[dice] bonus to attack.  If the [sum] of this spell exceeds 11, a massive mouth appears as well.  The arms will grapple people and attempt to hurl them into this mouth, where they will take [sum] damage.  If the [sum] of this spell exceeds 24, Hadar, the Hungry Maw will tear his way into our reality and begin rampaging freely.  

Astral Projection
------------------------------------------------------
R: 30'        T: [dice] creatures    D: one action

[dice] creatures within range gain the ability to leave their bodies.  Once they do this, they will be on the Astral Plane.  While this spell is cast, their bodies will remain in stasis, until a soul enters them.

Note that this spell can only be cast on willing targets.  Creatures who do not wish to leave their bodies may ignore this spell.

Also note that while your bodies will not need food, water or air while they are in stasis, they will still be vulnerable to destruction and possession, so it is advised that you take precautions.   

Aura of Life
-----------------------------------------------------
R: 10*[dice]'     T: all within range    D: [dice] rounds

The caster emits a glowing area that fills the entire range.  All within this aura regain 1d6+[dice] HP a turn.  The caster can end this spell at anytime, as a full action.

Awaken

Beta

Bane: As Baleful Moon under Cosmomancer

Banishing Smite
--------------------------------------------------
R: 30'        T: creature    D: special

The next time the target creature successfully hits an opponent, their attack does an additional +[dice]d10 force damage.  The creature struck must also save.  On a failure, if this creature is native to some other universe or plane of existence, it is forced out of our universe.  If it is native to this universe, no additional effect.

Banishment
--------------------------------------------------
R: 30'        T: creature    D: one action

One creature within range must save.  If the creature has more HD than [dice], it may add the difference to its save.  If it has 3x more HD than [dice], it automatically passes its' save.  On a failed save, that creature is banished to another universe or plane of existence.

Barkskin: As Temple of Iron under Muscle Wizard

Beast Sense: As Hijack Vision under Psychomancer

Bestow Curse: As Curse under Cosmomancer

Bigby's Hand: As Empty Palm Vanquishes the Wicked under Monk

Blade Barrier
----------------------------------------------------------------------------
R: 10*[dice]'    T: a line up to 10*[dice]' long        D: [dice] minutes

You create a wall of whirling blades of magical force up to 10*[dice]' long and 10*[dice]' high.  Anyone who crosses this field takes [dice]d10 slashing damage, save for half.   

Bless
--------------------------------------------------
R: touch    T: creature    D: [dice] minutes

One creature adds +[dice] to all its rolls for the duration.

Blight renamed to

Harvest of Rot
---------------------------------------------------
R: 30'        T: creature    D: one action

One creature within range takes [dice]d8 necrotic damage, save for half.  This spell has no effect on Constructs or Undead. Plant creatures get disadvantage on their saving throw, and the caster may roll for damage twice and choose the better outcome.  Non-magical plants which have this cast on them simply wither and die. 

Blinding Smite
---------------------------------------------------
R: 30'        T: creature    D: special

The next time the targeted creature hits someone else with a melee attack, the struck creature takes an additional +[dice]d8 radiant damage and must save.  On a failure, they are blinded.  On a success, no other effect.

Blindness or Deafness
----------------------------------------------------
R: 50'        T: [dice] creatures    D: [dice] minutes

[dice] creatures must save.  Creatures with more HD than [dice] add the difference to their saves.  Creatures with 3x more HD than [dice] are immune.   Those creatures that fail their save are blinded or deafened.  On a success, no other effect.

Blur
-----------------------------------------------------
R: self        T: self            D: [dice] rounds

Your form begins shifting and moving, seeming to vibrate and move very fast, your body flowing liquid-ly from one pose to another.  You gain +[dice] to your AC and attack rolls for the duration.

Branding Smite
-----------------------------------------------------
R: 30'        T: creature    D: special

The next time the target creature strikes someone else with a melee attack, the struck creature takes an addition +[dice]d6 radiant damage and is surrounded by a glowing aura for [dice] rounds.

Burning Hands
------------------------------------------------------
R: 30'        T: 10*[dice]' cone    D: one action

You fire a blast of fire from your hands in a 10*[dice]' cone.  This blast of fire does [dice]d6 damage and sets flammable objects on fire.

Charlie

Call Lightning: As Divine Retribution under Electromancer

Calm Emotions: As Emotional Manipulation under Toxic- Toxo Vector

Chain Lightning
-------------------------------------------------------------
R: 50'        T: up to [sum] creatures    D: one action

One creature within range takes [sum] electrical damage, save for half.  Then, one creature within range of the first creature takes [sum]-[dice] damage, save for half.  Then, one creature within range of the second creature takes [sum]-(2[dice]) damage, save for half.  This continues, the electrical damage decreasing by [dice] each time until the next person in the chain would take no damage.   

Charm Person: As Charm Person under Psychomancer

Chromatic Orb
--------------------------------------------------------------
R: 30'        T: creature or object        D: one action

You conjure a ball of magical energy and select a damage type (fire, cold, electrical, sonic, radiant, necrotic, force) and then make an attack roll.  On a hit, your target takes [dice]d6 damage of the type you selected.

Circle of Death
---------------------------------------------------------------
R: 50'        T: all within range        D: one action

A ripple of dread power passes out from the caster and strikes everything within range.  All living creatures within range take [dice]d8 necrotic damage, save for half.  Undead and Constructs are immune to this damage. 

Circle of Power
---------------------------------------------------------------
R: 10*[dice]'    T: all within range        D: [dice] rounds

For the duration, divine power spills from the caster, striking all within range.  All within range regain 1d6+[dice] FS a round and gain advantage on all saving throws.  Additionally, if a creature would save successfully to take half damage from an ability, instead that creature takes no damage instead.

Clairvoyance
----------------------------------------------------
R: 30'        T: an empty area of space    D: [dice] minutes

You create a small magic sensor within range.  This magical sensor can see if it was one of your eyes, and moves at walking pace.  It is visible as a floating glyph that resembles a stylized eye.  Additionally, when you cast this spell with more than 1 [dice], select [dice] options below.

- The sensor is invisible, and can only be seen by someone with Sight Beyond Sight, Wizard Vision, etc.
- The sensor can see incredibly well, if there is a single photon of light, the eye can see it.
- The sensor can see infrared light.
- The sensor has Wizard vision 

Clone: As Manufacture Homunculus under Biomancer

Cloud of Daggers: As Meteor Guard under Cosmomancer

Cloudkill
------------------------------------------------------
R: 10*[dice]'    T: all within the cloud        D: [dice] rounds

You create a cloud of poisonous gas in an area within range.  The cloud covers [sum]*[dice] cubic feet and does [sum] damage a round to anyone inside it.

Color Spray: As Sun Shower under Cosmomancer

Command was cut for being too close to the Prophet's Secret Names of God

All Commune spells cut, those are ritual only, not spells you can cast on a whim

Compelled Duel: As Gentlemanly Fisticuffs under Muscle Wizard

Comprehend Languages as Omnilingualism under Toxic- Scry Vector

Conjure Barrage: As Fear of Rain Clouds is advised under Monk

Compulsion was cut

Cone of Cold
-------------------------------------------------------------
R: 50'        T: 50' cone, 5 feet at the tip    D: one action

You blast a wave of freezing air from your hands.  All within a 50' cone take [sum] cold damage.  They may save for half damage only if they have something that could protect them from cold temperatures or frigid weather.

Confusion
--------------------------------------------------------------
R: 30'        T: creature        D: [dice] rounds

One creature must save.  If the creature has more HD than [dice], it may add the difference to its save.  If it has 3x or more HD than [dice], it is immune to the spell.  On a failed save, the creature should roll on the table below.  If the spell was cast with more than 1 [dice], the creature should add +[dice] to its roll.

So you Failed your Save vs Confusion:
1d6
1: Stand around doing nothing
2: Say something that the spellcaster wants you to say, do nothing else
3: Start ripping off your armor/clothes
4: Run screaming in a direction that the caster chooses
5: Make an attack against a target the caster selects
6+: Immediately attempt to kill self in the most violent way possible
  
Conjure Animals
--------------------------------------------------------------
R: 30'        T: an empty space    D: one action

You can summon up to [sum] HD of animals to your location.  These animals will not be innately loyal to you, and once they come to you, will return to acting as animals of that type usually do.  The type of animal summoned will be something found in the area, but you may specify it when you are casting the spell.  For example, if you are in a city, you could specify that you are trying to summon [sum] HD of pigeons, or if you are in a forest, you could specify that you are only summoning deer.  You may also summon only 1 large animals, as long as its HD are less than or equal to [sum]. 

Conjure Outsider
--------------------------------------------------------------
R: 30'        T: An empty space    D: one action

You attempt to rend a whole in the fabric of reality itself and draw a Higher Being into your universe.  The spell is powerful though, and it works well.  An Outsider with a Damage Threshold equal to [dice] (the Referee should rolls for this) will hear your call and come to greet you.  The Outsider may be willing to help you, if you have a Host that it deems worthy of it.  The qualifications for this will greatly vary depending on the Outsider.  If you have a Host for it, the Outsider will slither through the hole you've opened in our reality and take possession of that Host.

However, once the Outsider arrives here, the Outsider is under no compulsion to help you, and will act according to its own interests.

For the Referee:

What is this Outsider?
1d3
1- An Angel.  This Outsider is aligned with some nearby pantheon as an Agent of the Gods.
2- A Demon.  This Outsider is either aligned with a nearby "evil" pantheon as its Agent, or is merely an Agent of Chaos.
3- Free Agent.  This Outsider is a wild-card, with no known or recognizable affiliations.

How strong is it?

This Outsider has a Damage Threshold equal to...

1d3
1- Less than [dice].
2- Equal to [dice].
3- Greater than [dice].

Conjure Elemental
-------------------------------------------------------------
R: 30'        T: An empty space    D: one action

You file a specific form with one of the Elemental Courts, demanding to speak to a representative.  Your spell carries this query to the closest Elemental Court* or one of your Choice.  You may choose to contact one specific Elemental, or any that the Court will send you.  Then, make a saving throw against [sum].  If you roll under [sum], you have succeeded and an Elemental shows up.  You may summon up to [dice] Elementals, with up to [sum] HD divided among each one. 

The Elemental is likely very busy, but can spare up to [dice] minutes to answer a few questions, then they must be on their way to the next petitioner.  The Elemental, depending on what kind you summoned, will be able to answer many questions about the politics of their Court, what events relating to their element are occurring now and in the immediate future or past, and speak some rumors on what the other Elementals Courts are up to.

*There is only 1 Earth and Fire Court.  There are between 1d6+2 Water Courts at any given moment, and there are far too many Air Courts to count.

Conjure Fey and Conjure Woodland beings have been combined into...

Conjure Folk
-------------------------------------------------------------
R: 30'        T: an empty space    D: one action

You sing an ancient melody, one deeper than words, the song of wood and stem and stone.  This song echoes through the area around you, calling the local Folk to you.  You may choose to contact one specific local Folk, or just any that happen to be in the area.  Then, make a saving throw against [sum].  If you roll under [sum], you have succeeded and some Folk show up.  You may summon up to [dice] Folk, with up to [sum] HD divided among each one.

Your saving throw may also be modified by the following conditions:
- If you call out to a specific Folk, using their name, -1 to your saving throw
- If you are in a place where Folk are likely to be, -1 to your saving throw
- If you are carrying any cold iron, +1 per piece you are carrying
- If you are generally rude, unsympathetic, an Agent of the Law or a "civilized" urbanite, -[dice]

The Referee may also choose to forgo the saving throw if he or she feels it appropriate.  Sometimes the Folk cannot wait to talk to you, and other times, they wouldn't speak to you if you had the cure to the terminal disease killing them.

Also, remember that the type of Folk summoned depends on where you are.  If you are in a city, you will find very different Folk that in virgin wilderness.

Contagion: As Summon Plague under Necromancer

Control Water
---------------------------------------------------
R: 100'        T: [dice]*[sum]'    D: [dice] minutes

You can control up to [dice]*[sum]' cubic feet of water.  You can part pools of water, make rivers flood their banks, break dams as well as anything else the Referee will agree to.

Cure Wounds: As Healing Touch under Biomancer

Delta

Dominate Beast, Person and Monster combined into...

Mental Dominion
-----------------------------------------------
R: touch    T: creature    D: [sum] minutes

One living creature you touch must save.  If the creature has HD greater than or equal to [dice], it may add the difference to its save.  If it has a HD greater than or equal to 3x [dice], it is immune to the spell and automatically passes.

On a failed save, the creature falls under your control for the duration.  It will obey any order except obviously suicidal ones, and you can use an action to take direct control of the creature and control its movements, though this will require you to stand still.

Dominated creatures retain their mental ability scores, personalities, and desires.  However, their love for the caster is so great it obliterates all other concerns, except for basic self-preservation.

Darkness
----------------------------------------------------------------
R: 10*[dice]'    T: All the area within range    D: [sum] minutes

A cloud of thick darkness forms within range of the spell, emanating out from the caster.  This darkness is inky and impenetrable.  Dark-piercing sight cannot see through it.  All sources of light within the darkness are suppressed and masked until the darkness is dispelled or the source of light leaves it.  All light spells within this cloud automatically fail, unless they are cast with more [dice] than the caster of this spell used.

This spell cannot be used in natural sunlight.  If cast in a sunlit area, the darkness sizzles away like butter on a hot skillet. 

Darkvision is cut

Daylight: As Light under Calcomancer

Delayed Blast Fireball is cut for being redundant

Demiplane is cut for being stupid

Destructive Wave
--------------------------------------------------
R: 10*[dice]'    T: all within range    D: one action

You unleash a wave of power centered on you.  All around you, within range, take [dice]d6 sonic damage and [dice]d6 radiant or necrotic damage, your choice.

All Detect Spells cut

Dimension Door
-------------------------------------------------
R: touch    T: [dice] creatures    D: one action

Up to [dice] creatures you touch, counting yourself as one of the creatures, can teleport up to 10*[dice]'.

Disguise Self: As Face Dancer under Toxic- Biofix Vector

Disintegrate: As Star Dust under Jazz Wizard

Dispel Evil or Good changed to..

Exorcise
--------------------------------------------------
R: 30'        T: creature    D: one action

You target one creature that is possessed by some other intelligent entity.  The possessing entity must save with a penalty equal to [sum] to its save.  On a failure, it is torn away from its' Host and forced out.

Dispel Magic
---------------------------------------------------
R: 30'        T: magical effect or spell    D: one action

You target one spell or magical effect within range.  The targeted effect stops if this spell was cast with more [dice] than the targeted spell.  If the targeted effect and this spell were cast using the same amount of [dice], the caster must succeed a Will save by rolling under [sum].  If they pass their save, the targeted effect ends.  If they fail their save, it remains. If the targeted effect was cast with more [dice], then this spell has no effect.

Dissonant Whispers
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R: touch    T: creature            D: one action

You whisper a spell into someone's ear which forcibly expands their perceptions of reality, doing 1d6+[dice] psychic damage. This damage cannot reduce someone below 1 HP.  Additionally, if this spell does damage to someone, they must save.  On a successful save, they are merely stunned for [dice] rounds, or until someone snaps them out of it.  Shaking them, slapping them, or speaking to them will do the trick.  So will doing damage to them as well.

On a failed save, they go insane, permanently. 

Divine Favor is cut

Divine Word is cut

Drawmij's Instant Summons
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R: touch    T: object            D: permanent until used

You mark one object with a magical seal.  This object can be any size permitted by the [dice] used to cast the spell.  If you wish, you may call to that object.  If you are within range, that object will come to you, and the spell will end.  The magical seal will disappear, and you will have to recast this spell on that object to use it again.  The range of this spell is determined by the [dice] used to originally cast it.  If the spell is not in range, then nothing happens, but the magical seal still remains. 

If the spell was originally cast with 1 [dice], the object has to be able to fit into one hand and can only be summoned from a 100' away or less.  If the spell was originally cast with 2 [dice], the object has to be small enough that one person could carry it and can only be summoned from a mile away or less.  If the spell was originally cast with 3 [dice], the object has to be small enough that it weighs less than a horse and can be summoned from up to 10*[dice]' miles away.  If the spell was originally cast with four or more [dice], then the object has to be smaller than a stagecoach and can be summoned from any place on the planet/plane the world is built on.  

Dream: As Dream a Little Dream of Mine under Jazz Wizard


Sunday, February 3, 2019

OSR: Handsome Wizards

The Handsome Men are my Elves, aloof, inscrutable, and capricious.  The Handsome Men are known for their magical power, artistic ability, and oddity.  However, there is a quirk in Handsome Man culture.  A Handsome Man may do anything they desire, as long as they don't oppress someone of a higher or equal rank, but if they do anything for money, they will be mocked and teased by their peers.

A Handsome Man can dig ditches, as long as they dig ditches for entertainment or exercise.  If they were to do it to earn money, then they would be an object of ridicule.  But if they did it for one of the former reasons, then people would applaud them.  The Handsome Men believe in labor, especially a labor of love, but they do not believe that they, as the world's most powerful, enlightened, and radiant people, should have to do menial labor to continue surviving.  Only low-class Handsome Men who do not have little brothers and sisters or Dependent Employees to handle such tasks work.  High-class Handsome Men are expected to care nothing for such things, as they are so wealthy and powerful all those things are already taken care of.

And if there is one thing the Handsome Men have in common with more normal cultures is that all want to appear as high-class as they can.

Thus, the Handsome Men delegate most tasks to their little brothers and sisters, or for the most menial, tedious or degrading work, to their Dependent Employees.

And anyone who knows anything will know that casting magic is one of those tasks.

The Handsome Wizard

All Handsome Men have some magical talent, but most cannot cast many spells beyond the few needed to get through the day.  They do not devote themselves to the full-time study of magic, as that is a task that is usually boring, often gross or unpleasant, and always dangerous.  So most full Wizards among the Handsome Men are actually Elf-Men, little brothers and sisters made from the prepubescent members of other races, modified to make them more like Handsome Men.  These modifications include things like clearing up the skin, straightening teeth, making the ears pointy, and a bunch of other things.  When finished, this makes Elf-Men devastating handsome and strange looking.  Most people who see them think that they are the Handsome Men.  This is a common mistake, but one only made by someone who has never seen a Handsome Man, as the Handsome Men are torches compared to the candles that are the Elf-Men.

Still, if any Elf-Men come closest to the Handsome Men, it is the Handsome Wizard.  They are beautiful, charming, and wanted everywhere.  On top of all that, they have the magical power to prove their grandeur.

Handsome Wizards are Outsiders Around Here, and Chartered in the lands of the Handsome Men, where they work for powerful Handsome Men, acting as valets, stylists, and body-guards.

If you are a Handsome Wizard, determine which Handsome Man taught you magic and what your relationship to them is, or roll on the tables below.

My Master was...

1d6

1- A Pauper who studied Magic for coin and honor, and needed an Apprentice.
2- A courtier to a greater Handsome Man who used me to consistently look their best.
3- A plantation-owner who needed someone to keep his grounds and home looking nice.
4- A Magical-Martyr who fought viciously along the frontier, and needed someone to hold their spell-books while they unleashed their terrible magicks on the opponents of the Handsome Men.
5- An Absolute Custodian who used me to pretty up the Dependent Employees, so they didn't look so sad.
6- A Party-Prince who used me for dramatic spectacles.

I still...

1d6

1- Hate them for how they treated me, I ran away for that
2- Feared them for what they might have done to me, I ran away for my own safety
3- I am grateful of them.  They taught me everything I know, even though they let me go, I own them a debt I can never repay
4- I worry about them, as I lost them in a foreign land, and haven't seen them since.  I hope to find them one day.
5- I love them, and would do anything for them, even after they let me go.
6- I love them, and still serve them.  I am currently on a mission, and will return to them the first chance I get.


"You don't me to tell you what you already know, you're the one with style, the whole darn show."

Note: In this clip, Phineas and Ferb treat Bobbi the same way most Handsome Wizards treat their Masters.

Handsome Wizard is a sub-class of my OSR Magic-User class, which can be found here.  For all base details, refer their.  For anything specific to this class, see below. 

Power: You can wear beautiful or stylish clothes as if they were armor.  If your clothes get ruined, however, then they provide no protection.  Getting soaked, covered in mud, taking any amount of sharp, fire or acid damage is enough to ruin most sets of clothes. 

Ex: For you, a tuxedo or whatever the local equivalent for formal wear is equivalent to plate mail.  Similarly, a vest and dress pants would be equivalent to leathers.

Drawback: You cannot cast spells while dirty.  If you get covered in mud, dirt or filth, no magic for you, until you can clean yourself off.

Handsome Wizard Starting Spells:
1d12

1- All Things Fabulous
2- Awaken
3- Bubblegum Fluff
4- Clean Up Nicely
5- Cut on the Dotted Line
6- Dr. Beau and Mr. Handsome
7- I expect you to dine
8- Orchestral Accompaniment
9- Replacement Clause
10- Sanitize
11- Spotlight
12- War Face

13- Entomb
14- Stage Directions
15- Seed

Legendary Spell: White Wash

All Things Fabulous
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R: 30'        T: sticks, mud, leaves or etc    D: [dice] hours

The caster may take sticks, leaves, mud, garbage or anything else containing organic matter and cellulose or other fibers in it and speak over it, causing it to transform into a high-fashion outfit perfectly tailored to a creature or creatures within range.  The caster may create up to [dice] outfits with each casting of this spell.

The outfits remain as the caster originally intended them for [dice] hours, after which they transform back into their original components, unless the caster used 4 or more [dice] to cast the spell, in which case the duration is as long as the caster wishes, up to permanent.

Awaken
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R: touch    T: creature    D: one action

One plant or animal creature the caster touches suddenly gains human level awareness and intelligence.  The creature retains all previous memories and personality, but now possesses the intelligence to exercise it.  The creature also gains a method of speech and the knowledge of one language the caster spoke.  If the creature did not possess a method of locomotion, it also gains one of those at well.

The creature is not charmed by the caster nor compelled to be loyal in any way, though it is likely to be grateful, at least for a while.

Bubblegum Fluff
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R: 50'        T: up to [sum] cubic feet    D: one action

The caster instantly creates up to [sum] cubic feet of soft, fluffy foam.  This foam can be used to cushion fall damage, reducing it by [sum], to block off areas, or anything else the caster can think to use it for.  The foam is strong enough to support a person standing on it, but otherwise has the consistency of memory foam.  The foam has [sum] HP and takes double damage from fire and slashing damage.

Clean Up Nicely
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R: 30'        T: [dice] creatures or objects    D: one action

[dice] objects or creatures within range are instantly cleaned, groomed, and perfumed.  The caster may specify any specific changes he wishes, such as whether he wants someone's beard shaved off or merely groomed, or whether he wants someone perfumed or instead allow them to rely on their natural cologne.

Cut on the Dotted Line
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R: 30'        T: creature            D: [dice] minutes

One creature within range suddenly has [dice] lines appear on its body.  If the creature suffers any slashing damage on one of these lines, they take an additional +[sum] slashing damage.  Each line has an AC equal to the creature's original AC-[dice].

Dr. Beau and Mr. Handsome
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R: touch    T: creature             D: see below

One creature the caster touches becomes sharply, stunningly beautiful.  This is no glamour, but the real deal, a restructuring of facial features, realignment of bones, and other strange things.  It gives people beautiful faces, flowing locks, shapely lips and stunning eyes; it makes them plump in all the places they want and flat in the areas they don't.

The effect lasts for a variable amount of time, depending on the amount of [dice].  If 1 [dice] was used, it lasts for 12 hours.  If 2 [dice] were used, it lasts for [dice] days.  If 3 [dice] were used, it lasts for [dice] weeks.  If four or more dice were used, it lasts for [dice] months.  

I expect you to dine
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R: 50'        T: [dice] creatures        D: one action

[dice] creatures must save or be restrained.  All who the caster selects for this save receive a penalty to their save equal to [dice].  The type of restraints depend on the amount of dice used to cast the spell.

If 1 [dice] was used, handcuffs emerge from the nearest strong and ensnare the targeted creature's wrists, chaining them to that object.  If 2 [dice] were used, then chains emerge from a surface within range of the caster's choice and try to ensnare the affected, then dragging them toward that surface, till they are pinned against it.  If 3 [dice] were used, the affected creatures are trapped in a cage seemingly grown out of the same material as the walls around them or the floor they're standing on.  If 4 or more [dice] were used, then the affected creatures have chairs suddenly materialize behind them, before they are shoved into them, and ropes knot themselves around the creatures.

Orchestral Accompaniment
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R: touch    T: creature            D: [dice] hours

One creature the caster touches is constantly surrounded by music, as if they are the main character in a movie, but everyone within 50' can hear the sound-track.  This music also corresponds to what they are doing- if they are fighting, dramatic music plays, if they are giving an inspiring speech, inspirational music plays, etc.

This continues for the duration, unless the caster cast this spell with 4 or more [dice], in which case the duration can be as long as the caster wants, including permanent.

Replacement Clause
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R: touch    T: a creature and a body part    D: one action

The caster, upon casting this spell, may transplant any appendage or body part from one person to another.  Note that cutting will still be required and it will still be very painful, maybe even life-threatening.  This spell merely ensures the bonding of the new tissue to the original body.  The caster can use this to replace the damaged appendages or body parts of their allies with other ones.  They can also use this to attach extra body parts to someone who is perfectly healthy.  Remember, in the lands of the Handsome Men, not all mutated freaks were born that way.   

Also note that the caster can take body parts or appendages from the deceased, as long as they have been dead for less than 1 hour.

Sanitize
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R: 50'        T: A 10*[dice]' diameter circle within range    D: one action

This spell creates a small ball of white light at a point of the caster's choosing.  Then, after a moment, that small point of light expands into a blinding dome of burning light.  All creatures within range take [sum] damage, save for half.   Any creatures killed by this spell vanish, having been utterly erased, leaving behind a little dust and nothing else.  This spell also does damage to all organic matter in its range, destroying trees, grasses, and any dead leaves left on the ground.        

Spotlight
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R: 30'        T: [dice] creatures    D: [dice] minutes

[dice] creatures are instantly bathed in small pools of brilliant light, as if they were actors on a stage being illuminated by a phantom stage crew.  This dazzles any hit by it, utterly ruining night vision and making it very difficult to see outside the pool of light.

War Face
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R: self        T: self            D: [dice] minutes

The caster transforms themselves into a freakish, monstrous version of themselves to better aid themselves in combat.  These  effects continue for the duration as passive effects.  The effects themselves depend on the number of [dice] used.

If 1 [dice] is used to cast the spell, the caster gains 1d6+[dice] FS (Fighting Spirit) and gets a bonus to STR checks, saving throws and damage equal to +[dice].  If 2 [dice] are used, the caster also gains natural weapons (horns, claws, etc) that do 1d6+STR damage.  If 3 [dice] are used, the caster also gains natural armor equal to 10+[dice].  If 4 or more [dice] are used, the caster also only takes half damage from 1 damage type of their choosing.


Entomb
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R: 30'        T: creature or object    D: one action

One creature or object within range is swallowed by the earth and buried 5*[dice]' underground.  Creatures that wish to may make a save to leap out of the way, but they must make their saves with a penalty equal to [dice] applies to their save.

Stage Directions
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R: self        T: creature        D: [dice] minutes

The caster conjures [dice] needles connected to their fingers by glowing, ethereal thread.  Any body part that is stabbed by  one of these needles falls under the caster's direct manual control, and as an action, the caster can control any of the stabbed areas.  The needles can be thrown as throwing knives or shurikens, or used as melee weapons as daggers.

Note: It takes five needles totally control someone, 1 for each arm, 1 for each leg, and 1 for the head.  

Seed
---------------------------------------------------------------
R: touch    T: creature        D: one action

One creature the caster touches must save.  Creatures with more HD than [dice] add the difference to their save.  Creatures with HD 3x greater than [dice] are immune to this spell, and automatically pass their save, if they so choose.  On a failed save, the targeted creature is transformed into a seed.

If this seed is planted and cared for, after 1d10-[dice] years (min 1), it becomes a fruit tree that bears fruit.  These fruits are tiny half-clones of the original lifeform, their hybrid biology half-animal and half-tree.  They will bleed red sap and have wooden bones, but they will also have skin.  These half-clones will have a mixture of memories from the original creature they were cast on and from the tree that the original creature became.

For example, if the person transformed was a human racist against Dwarves, half-clones produced by his tree would dislike Dwarves and like rain and standing still in the sunlight for long periods of time.


Chaos and Corruption of the Handsome Wizard:
When you roll doubles, roll on the Chaos table.  The spell still goes through.  You receive 1d3 Doom Points.
When you roll triples, roll on the Corruption table.  The spell automatically fails.  You also receive 1d4 Doom Points.
At 10 Doom Points, you invoke the Doom of Fools.
At 20 Doom Points, you invoke the Doom of Kings.
At 30 Doom Points, you invoke the Ultimate Doom.

Chaos of the Handsome Wizard:
1d6

1- There is an explosion of glitter emanating from the Wizard, getting all over everything within 30'.
2- The Wizard loses the ability to speak anything but compliments for 1d10 minutes.
3- The Wizard starts glowing as bright as a torch for 1d10 minutes.
4- The Wizard is surrounded by music as Orchestral Accompaniment for 1d10 minutes.
5- The clothes and armor the Wizard is currently wearing disintegrate, vanishing in a shower of glowing sparks.
6- The Wizard suddenly has 3d6 adorable animals, ex: kittens, appear around them.  These animals start running around, causing trouble, and generally making a nuisance of themselves.

Corruption of the Handsome Wizard:
1d6

1- The Wizard is bathed in dazzling light that blinds them, temporarily.  This light lasts for 1d10 minutes.
2- One person within range becomes obsessed with the Handsome Wizard, as if they were affected by a permanent Charm Person spell.  They will be willing to help the Handsome Wizard, but they are also probably not to be trusted.
3- One beautiful thing nearby (Referee's choice), other than the Wizard, becomes gross and repulsive, permanently.  Hopefully you were in a field of flowers, not at a party full of the beautiful daughters of the aristocracy. 
4- 1d10 people within 100', roll randomly to determine who, have their clothing or armor disintegrate into showers of colorful sparks.
5- The Wizard starts leaving glowing footprints wherever they go for the next 1d10 minutes.  These glowing footprints last for 1d10 hours before vanishing.
6- One random person, other than the Handsome Wizard, roll to determine who, suddenly has flowers grow out of their skin all over their face and body, doing 1d6+[spell level] damage to them.

Dooms:
Doom of Fools- You transform into a hideous, freakish monster for 1d10 minutes.  You cannot bear to be seen like this, as it causes you great distress.  This transformation also ruins any clothing you might be wearing, along with other things, such as belts, backpacks, bags and the like.  While in this form you cannot cast spells.

Doom of Kings- As above, but the transformation lasts for 1d10 hours.  The Handsome Wizard also grows crueler, greedier, and hungrier.  He or she develop dark appetites that remain, even after he or she transform back.       

Ultimate Doom- As above, but the transformation is permanent.  Your character becomes a dangerous NPC under the control of the Referee.

This Doom can be avoided by defeating your old Master in a contest or duel, or making a pact with one of the Sovereigns of the Folk.