Wednesday, September 16, 2020

SOS: Varieties of Humans in the Future

This post is long overdue, but I kept rewriting it as I was never sure of what exactly I wanted.  As of this moment though, I'm satisfied.  This is part of my character generation system for my Sci-Fi setting, Sea of Stars.  These are the available races that players can pick from.  

                                                 from The Magicians


Also called Tubers, Overmen, Richies.

The elites of the 42nd century do not wish to be the victims of fate when it comes to their most precious commodity, their offspring.  As such, all families that can afford it have their children genetically perfected, scrubbed of genetic diseases and undesirable traits, as well as improved in other ways. 

The result is usually that of incredibly tall, well-formed youths with handsome features and improved natural characteristics.  Among these are usually included things such as an abundance of brown fat, the inability to gain too much extra weight, highly improved organs, etc, it all only truly depends on the buyer and the limits of biology.  

Stat Adjustment:  You get no ability score rerolls, but you may order your five ability rolls in any order you choose.

Power: As an Executive, people assume (often correctly) that you have access to great amounts of wealth and power.  As such, people are generally more likely to take you seriously and tolerate your bad behavior.  You can also use your status to gain access to similarly high-status people such as CEOs, Generals, politicians or the like. 

Weakness: People will assume you are rich and try to extort, kidnap, scam or do other unsavory things to you, either because they want something for you or they hate people like you.  

                                                from Deux EX


The technology to regrow lost limbs or appendages, as well as to create entire organs grown from a person's own stem cells totally exists in the 42nd century.  Unfortunately, it is also fiendishly expensive and largely the domain of the upper classes.  The poor are not given access to such technology, mostly for no reason.  However, the impoverished or humble classes can usually afford cybernetic prosthetics, as long as they choose a minimalist one.

And while not as ideal as having a new limb regrown, an artificial limb that works basically as good as the original is still a major step up from being permanently crippled.  As such, these prosthetics are a massive boon to anyone who gets one.  Depending on the culture the cyborg comes from will definitely determine how and what their prosthetic can do.  If they are dirt poor, the most basic of model will likely be their choice, which can lift and hold and grab, but is not nearly as precise and usually lacks all but the most basic of tactile sense.  For the user with more cash on hand though, the sky is essentially the limit.  You could get a cybernetic arm that almost perfectly resembles your old arm, with the most extravagent even getting live skin grown over it, though this will make any maintenance or repairs more painful.  Synthetic skin works almost as well though.  These advanced models have advanced tactile senses and require no additional interfaces, so it is almost like you never lost the limb.

However, some sub-cultures reject these solutions, instead keeping their prosthetics uncovered, showing bare metal and shiny, duraplas shells.  The corporate culture of Strexcorp Synergist Inc. values scars in its employees, particularly in the armed divisions, so Executives there show off their scars and cybernetics.  Another group that admires this is called the Knights of the Crucible, mostly formed of maimed ex-soldiers who received cybernetic implants to replace the natural limbs they lost in various wars, most notably in the Lyzorran War, which is still ongoing.  This group figured they could spend the rest of their lives mourning what they lost, or they could upgrade themselves into savage killing machines and go back to war.  For a lot of them it was an easy choice.

But enough about other people, let's talk about you!

I lost my...


1- Arm.  1d2 of my arms were crushed, mangled or taken clean off. 
2- Leg.  1d2 of my legs were smashed, torn or sliced off.
3- Eye or other sensory organ.  My [1= Left or Right Eye; 2= Both Eyes; 3= Tongue; 4= Eardrums; 5= 1d10+20% of my nerves suffered permanent damage, cutting off that much of my tactile senses; 6= Nose and nasal glands.] was damaged beyond repair.
4- [Organ].  1d6 of my organs have been replaced with an artificial substitute.  I look basically normal, but if it ever stops working, I will die.  The organs that stopped working are 1) Heart, 2)1d2 Lungs, 3) Stomach, 4)1d2 Kidneys, 5) Small Intestine, 6) Large Intestine.

Stat Adjustment: You may replace one of your Attribute rolls with a 13(+1), as long as the Attribute matches your cybernetic attachment.

Power: Depends on your upgrade. 

Your prosthetic might be good, it might be terrible.  Either way, it's not the same as the replacement.  Additionally, having it might limit what you can do.  Even if your cybernetic arm is really, really good, going into water with it is probably a terrible idea.  If everything below your waist is robotic, there goes your sex life or ever having children by normal means.  Referee's discretion applies, of course.    

                                                             source unknown

Unaltered Human:

You're the original model that everyone else mimicks.  You need no introduction. 

Stat Adjustment: If you are unsatisfied with your CON attribute, you may reroll it.

Power: You start with one extra skill point that you may put toward any skill that is related to how you grew up/were raised.  For example, lock-picking if you grew up on the rough side of the tracks, or stealth if your police man father taught you how to tail suspects without being seen.   

Humans have poor senses.  They cannot hear or smell very well, and get a -2 penalty  to any checks or saving throw made to perceive something with those senses.  The same goes for sight, if the area they're in is dark.

                                                  from The Expanse


You are a Voidborn, one of those folk who was born in space or have spent the majority of your life there.  You were nursed on starlight and cradled by micro-gravity every since you were born.  You're taller than most, and high-gravity worlds are especially uncomfortable for you.  You likely don't feel safe unless you're surrounded by metal on all sides.  The idea of an endless, open sky is quite an unpleasant one, even if you can understand the appeal. 

Stat Adjustment: If you are unsatisfied with your COG attribute, you may reroll it.

You know the basics of most technology, receiving a +1 bonus to repair or operate it, unless you have a skill that grants a larger bonus.  You also know the basics of how to fly and maintain a vessel of the kind you were born on. 

Weakness: Micro-gravity has made you weaker than others, so on worlds with Earth gravity or greater, you must make a CON save each day.  If you fail a save, you start taking 1d4 CON damage a day.  If this damage reduces your CON to 0, you die.  Additionally, if you pass three CON saves in a row (one per day) you no longer have to make them.  

                                                           from Doc Savage


You're a man from a low-technology world.  You might be a caveman or from somewhere like 21st century Earth.  Either way, you're still a Feral.  Ferals are rare, and generally do not look unlike other humans.  But they are stronger than most of their kin, with a strength and vigour that sets them apart from others.

Stat Adjustment: If you are unsatisfied with your STR attribute, you may reroll it.

Power: 1/Day, you can recover 1d6+CON modifier FS as an action.  

Weakness: Most humans know how to work basic stuff like a laser pistol or a holo-emitter, but not you.  You must make a successful COG check to use any technology more advanced then a steam engine.

                                                             from Elephantmen


You are a half(?) human animal hybrid, created in a lab through having your genetic code fiddled with.  You were created for a purpose, to be a soldier or a sex slave or anything in between.  You are likely stronger, faster and tougher than the normal humans that surround you.  But despite your clear superiority, you will likely never rise far, as humans will either not take you seriously or be scared of you. 

Another note: All Humanimals who are created legally are sterile.  There are rumors of ways to make them able to produce viable offspring, either with each other or with humans, but all these methods are mostly thereotical and entirely illegal.   


Brutes: Elephantmen, Rhinomen, Hippamatoid, Bearman.  Anything tough and dense and hard to stop.

Stat Adjustment:
If you are unsatisfied with your CON attribute, you may reroll it.

Power: Whenever you roll for melee damage, use dice 1 size bigger than normal.  For example, if a sword does 1d6+STR damage, in your hands it does 1d8+STR.

People will assume you're the biggest badass in the room, unless something even more dangerous is nearby, such as a giant dragon or a bigger Elephantmen with a gun.  First priority is to kill you.  

                                                         by crazyMic

Clashers: Crocodile, Tiger/Lion/Leopard, Komodoman:

Stat Adjustment:
If you are unsatisfied with your STR attribute, you may reroll it.

Power: You have a powerful bite attack that does 1d10+STR damage.  You can also choose to grapple anyone you bite.
You are vulnerable to attacks while grappling someone with your mouth, rolling only 1d20+Atk for your defense rolls against their attacks, instead of 1d20+damage dice+Atk.

                                                     source unknown

Hunters: Dog, Wolf, Fox, Lynx.  Anything small and agile, but still strong enough to pack a punch.

Stat Adjustment:
If you are unsatisfied with your CHA attribute, you may reroll it.

Power: You have an amazing sense of smell.  +4 to detect things with it. 

Weakness: You get -4 to save vs pheromones and chemical weapons.


                                                          by darknebulablader

Striders: Horse, Zebra, Gazelle.

Stat Adjustment: If you are unsatisfied with your DEX attribute, you may reroll it.

You are very, very fast and can outrun almost anyone on foot.  1/Day, you can put on a burst of speed and for X minutes (1+CON modifier), you can run at 30+DEX modifier, miles per hour. 
Weakness: You cannot recover Stamina easily.  After sprinting or doing anything particularly strenuous, you make all DEX, STR and CON checks and saving throws at -4 until you have taken at least a ten minute break to rest.       

                                                by vckyvldz


You are a special type of Humanimal.  Physically, you look perfectly human, with one exception.  You have a pair of wings that grow from your shoulders.  These wings enable you to fly, as well as looking really cool. 

These weren't the end of the changes you received, however.  You also have air sacs attached to your lungs, lighter bones and are generally more diminutive than a normal human would, though you are still surprisingly strong. 

Stat Adjustment:
If you are unsatisfied with your DEX attribute, you may reroll it.

You can fly.  As an action, you may take off.  However, you need to keep flying in order to stay aloft. 

Weakness: Your body is fragile.  Whenever you take blunt damage, you take +1 damage per die.  This damage does not include bullets.

                                                     from Beastars

Monday, September 14, 2020

OSR: Sirens, Harpies and the Merciful Ones


                                                              author unknown

A Story from the Court of Heaven:

Lord Anuman, God of Law, Kings, Art, Music and Magic abd current ruler of the Law Gods, is getting old and slowly losing his mind.  This is a secret known widely among the Law Gods and by a few others.  Otherwise it is highly uncommon.  This is the real reason why mortals are told not to pray to him directly, but to direct their prayers through one of the other Law Gods.

However, one of the creatures who is aware of this fact is Unta, the God of Lies, Traitors, Desserts, Slaves, Prostitutes and Sailors.  Unta is also Anuman's slave, but he loathes his master.  So Unta came up with a plan to humiliate his master.  He waited until their was a party in the Palace and got his master to drink more sun's blood than usual.  Then he disguised himself as a beautiful spirit and seduced Lord Anuman, who was too intoxicated to notice that the spirit had very similar mana to his slave.  Then, once they finished coupling, he stole some of Anuman's seed and spirited it away to the planet's surface.

From there, Unta used his power to seduce a mortal woman and then impregnated her with Anuman's seed.  The next morning, when Anuman woke, Unta came and told him that when his master was unaware of his action, he took a mortal woman and impregnated her.  Anuman, who was married, was deeply ashamed of this.  So he told Unta to do whatever it took to take care of the problem.  Unta went and did as he was told, spiriting the woman away where she could give birth safely.  He concealed her, but not so well that she could not be discovered.  Then, he spread rumors that a new demigod was going to be born.  He was overjoyed when the woman gave birth to triplets, three beautiful half-divine baby girls. 

However, Unta's gossiping had done its work, and soon the news of the birth of a demigod reached the ears of Lord Anuman's Wife, the Goddess Iel, Mistress of Pregnancy, Merchants, Shepherds, Motherhood and Dogs.  Iel was absolutely furious that her husband had been unfaithful to her.  However, she could not take revenge on her husband, so she took revenge upon the three demi-goddesses. 

The first she cursed with children that would be a plague on Mothers, devouring their sons and leading men astray into folly and death.  This demi-goddess gave birth to the first Sirens.

The second she cursed with children that would be a plague on merchants and all decent folk, making them thieves motivated by vanity and hubris.  This demi-goddess gave birth to the first Harpies, 

Then, for the last demigoddess, she cursed her with children that would torment the guilty.  This demi-goddess gave birth to the Yagras.

However, the Yagras did not torment their mother nor their grandmother, proving that they were not guilty of the crime Lady Iel thought.  Lady Iel was perplexed by this and investigated the matter.  When she found out the source of the rumors she had heard and discovered it originally came from Unta, she seized him and forced him to confess.  Unta gave up the truth then, telling her how Anuman had not been unfaithful to her and she had punished the innocent.

Lady Iel then went to her Lord Husband and told him what she had done.  Lord Anuman was enraged that she had cursed his children, but he was even more angry with Unta.  For the latter, he sentenced him to be devoured by a Dragon every day for a year, each day being torn to shreds, digested, then emerging from the Dragon's dung to do it all over again the next day. 

Then, as a further method of restitution, Lord Anuman surveyed his new grandchildren.  The Sirens and Harpies were too wretched for him to even look upon, but some of the Yagras still possessed a spark of virtue and nobility.  So he elevated them and charged them with punishing those who are burdened with guilt while they are still alive, to ensure that those who commit sins and crimes but are not seen by the law will still be punished.  And because they were not Gods and thus incapable of the lengths of vengeance such immortals were capable of, he named them "The Merciful Ones" for they would always be more generous than he and the Gods would be. 

                                                           by Xel-Lotath

                  (This is what a Siren could look like while using her "Alluring Appearance" ability)


Sirens are horrible creatures with the power to seduce with their voices.  Unlike in many of the songs, a Siren's seduction is not primarily sexual, but instead appeals to the listener's deepest desires.  It feeds the strongest of their passions, whether that be their pride, lust, rage or something else.  If you must desire revenge, a Siren's song may sound like an enemy taunting you. 

A Siren's song also conjures hallucinations that alter your perception of reality.  By blocking off your ability to hear, you will not be affected by the Siren's song.

But while the most famous of a Siren's abilities, they also possess other magical powers.  Sirens can also create clouds of poisonous gas around them.  The gas varies depending on the strength of the Siren- the older or more powerful ones produce clouds of gas that slay without a sound, while the lesser ones produce gases that only blind or induce other effects.

Additionally, all Sirens have the ability to transform the waters around them into bubbling acid.  No matter the Siren, this acid is always dangerous- able to dissolve everything but stone, plastic, superhard materials or magical items. 

HD 1d4+1 + [1d6+2 Armor]
Armor Scales
Atk Claws (1d4) or Acid Splash (see below)
Mor 11
Saves (7+HD) or less
Immune to Acid and Poison

Charming Song: Anyone who can hear a Siren's song must save.  On a failure, the creatures takes 1d6 COG damage and feels the urge to move towards the Siren or the source of the Siren's voice.  If this COG damage reduces the creature's COG to 0, the creature will pursue the source of the Siren's voice or the Siren itself until he dies or falls unconscious.  He will not be able to stop even if he can no longer hear the sound.  If he is unable to hear the song for 1 hour or more, he will regain 1 COG and no longer be compelled to pursue it.  Lost COG then regenerates at 1 point per hour.

Alluring Appearance: Sirens are actually quite ugly and dreadful in their true forms, but can cover themselves in an illusion that makes themselves look beautiful as a free action. 

Aquatic Mobility: Sirens are actually very slow when not on land, but when in water, they can levitate above the surface of the water.  While doing so, they gain a fly speed of 30' per round.  They are also powerful swimmers, able to swim as fast as a dolphin.  Sirens can breath underwater as well.

Gas Cloud: If a Siren is above water, she can create a cloud of gas that fills the air for X*10 around her, where X is her power.  To see what her Gas Cloud does, roll on the table labeled "What Gas does this Siren produce?"

Acid Transmutation: If she is in the water or has touched it within the last round, a Siren can transform the water around her for X*10' into dangerous acid.  Her acid does 2d6 damage on contact if you touch it.  If immersed in it, it does 2d6 damage a round.  Sirens will also try to splash it on people who get too close to them, if they are near water.

- Charm people with your song, lure them into the range of your cloud of poison gas
- Then eat them
- If your Charm and Gas doesn't work, ambush them by hiding under the water and transforming the water around them into acid
- Pull them into your acid if they won't be charmed              

                                               by davesrightmind            

                                         (This is what Sirens look like normally)

How strong is this Siren?

1- X = 3
2- X = 4
3- X = 5
4- X = 6

What Gas does this Siren produce?

1- Gas that kills almost immediately.  Any creature who enters the radius of the Siren's Gas Cloud must save or die each round he breathes it in*.  Resistance to poison grants advantage on the save.
2- Gas that kills slowly.  Any creature who enters the radius of the Siren's Gas Cloud takes 1d6 CON damage each round he breathes it in.  If this CON damage reduces a creature's CON to 0, it dies. 
3- Gas that paralyzes.  Any creature who enters the radius of the Siren's Gas Cloud takes 1d6 DEX damage each round he breathes it in.  If this DEX damage reduces a creature's DEX to 0, that creature cannot move.
4- Gas that erodes sanity.  Any creature who enters the radius of the Siren's Gas Cloud takes 1d6 COG damage each round he breathes it in.  If this COG damage reduces a creature's COG to 0, that creature goes temporarily insane and acts as per the Confusion spell.
5- Gas that petrifies.  Any creature who enters the radius of the Siren's Gas Cloud takes 1d6 STR damage each round he breathes it in.  If this STR damage reduces a creature's STR to 0, that creature's skin is turned to stone**. 
6- Gas that causes sleepiness.  Any creature who enters the radius of the Siren's Gas Cloud takes 1d6 CHA damage each round he breathes it in.  If this CHA damage reduces a creature's CHA to 0, he falls asleep as soon as their is no immediately obvious danger.  If the Siren is slithering toward him, that counts, but if there is no one around, he will not be able to resist the urge to nod off.

Any ability score damage done by the Siren's Gas is restored at a rate of 1 point per minute after you leave the Gas Cloud.

*Make sure you warn your players about this.  

**Underneath they are still fleshy, but cracking the stone to get to the creamy center would be also flaying the person, so without powerful healing magic they would soon die.  The Siren exploits this fact by trapping someone in stone, then cracking open his shell and eating him while he is still alive.

                                                     source unknown


Harpies are cruel creatures, the plagues of merchants and cities alike.  They are known to attack anyone in their territory who looks vulnerable, feeding on such individuals or capturing them to torture and mock.  They like to play with their food. 
However, Harpies are not sadistic like other monsters.  They are egotistical, believing themselves to be beautiful, charming and talented.  What they most desire from their guests is validation- if you flatter a Harpy enough she may let you go.  May, of course, being the operative word.  She might just kill and eat you when you have massaged her ego.  

Harpies also possess the same magical songs as the Sirens.  However, due to their narcissism, they never bother to practice.  As such, they love to sing but they are terrible at it.  This makes their songs not magically charming, but hideous and painful.  All Harpies know a song that causes those who hear it to have wounds open on their bodies, as if they are being attacked by phantom opponents. 

Harpies, being proud, do not acknowledge the danger and destruction their songs cause/present, unless they wish to.  They are also usually tone-deaf, so their off-key singing is not something they acknowledge or recognize.  Anyone who criticizes their music is punished severely, usually with more singing.

HD 1d4 + [1d6 Armor]
Armor (Whatever they could scavenge, roll on the table below)
Atk Claws (1d6/1d6) or Javelin (1d8)
Mor 13
Saves 9 or less

Flyer: Flyer: Harpies can fly. They add +4 to their Initiative rolls and Armor if they are flying.  Harpies cannot fly if they are wearing Medium or Heavy armor.

Painful Songs: All Harpies know the Song of Violence and one other.  To see what other song the Harpy knows, roll on the "Harpy Songs" Table below.  While she is singing any of her Songs, she can still move but cannot take any other action as long as she keeps singing, the singing consuming each of her actions a round. 

Song of Violence: As an action, a Harpy can begin singing the Song of Violence.  All who hear the Song of Violence besides the Harpy and X creatures, where X is the Harpy's HD, take 1d6 damage each round they can hear the Song.  The damage from the Song of Violence appears as wounds from invisible weapons, cuts from knives, puncture wounds from arrows, impalement by spears, etc.

- Fly around the enemies, stay out of melee unless they are very weak
- Sing your Songs to annoy and harass
- If threatened, sing the Song of Violence

                                                          by Mark Bulahao

What Armor is the Harpy wearing?

1- She has a moss-covered shield.
2- She is wearing strips of a metal cuirass.
3- She has half a shattered breastplate on.
4- She has coated her body in thick mud.  This also grants her [12 Armor] exclusively against fire damage. 

Harpy Songs

1- Song of Discord.  Anyone who can hear this song must save.  On a failed save, he will begin quarreling with whoever is near him.  These quarrels are likely to escalate into fights, but not necessarily.  The Harpy will never be the source of these quarrels.  Additionally, those under the effects of this Song will not be able to hear this song and will pretend not to hear it.
2- Song of Ruin.  Any buildings or structures exposed to this song take damage as per the Song of Violence.  If reduced to 0 HP, they collapse.
3- Song of Misfortune.  Anyone who can hear this song takes 1d6 CHA damage and receives a -1 penalty to attacks.  This repeats each round a creature hears this song.  Additionally, anyone who rolls a 1 or below on a 1d20 while he can hear this song suffers a critical failure. 
4- Song of Sleeplessness.  Anyone who can hear this song cannot sleep, no matter how hard he tries.  Additionally, any corpses in range of this song rise as unbound undead (2 HD) and begin raging at the living for their sleep being disturbed.
5- Song of Mutation.  Anyone who can hear this song must save or be mutated.
6- Song of Nightmares.  Anyone who can hear this song who is awake must save.  On a failed save, they fall asleep.  If they are asleep, they instead suffer horrible nightmares and gain no benefit from the long rest they took.  If everyone in the party falls asleep or is already asleep, just have them start fighting monsters with no explanation and later have them wake up to find out they were only dreaming.     

                                                         by FunSoo


Not all the third demi-goddess' children were deemed saveable.  Many of them were corrupted by Unta's allies and became the Yagra, vicious bird spirits that preyed upon the weak and vulnerable for their own sick amusement.  The Yagra are despoilers and destroyers.  They have no ability to sense evil, but they know that the wounds they leave with their claws only heal on the righteous.  And since such people are rare, they use this as a pretext to justify tormenting random people. 

HD 4
Armor none
Atk Claws (1d6/1d6)
Mor 13
Saves 11 or less

Flyer: Yagra can fly.  They add +4 to their Initiative rolls and Armor if they are flying.

Cursed Claws: To all but the truly heroic, Yagra claws cause terrible pain and leave wounds that do not heal unless the wounded creature is looked upon favorably by the Gods or is righteous.  If you are not looked upon favorably, making a sacrifice to the Gods that is accepted will enable these wounds to heal. 

- Fly down and scratch someone
- Pick them up and carry them up, then drop them
- Prey on the weak
- Retreat if faced with significant resistance               

                                                        by GENZOMAN

The Merciful Ones

The Merciful Ones are the few Yagra that Anuman thought righteous and good enough to redeem.  He saved them and made them his enforcers of divine judgement.  Whenever he needs to punish a mortal but does not wish to intervene directly, as their are rules for that sort of thing, he simply sicks the Merciful Ones on the target. 

Mortals can also petition to the Merciful Ones directly through prayer and ritual, but they rarely choose to respond to such requests. 

The Merciful Ones hunt the wicked like dogs, lashing them with whips and carving them with claws and talons.  They do not always kill their targets, that is a fate only for the most depraved.  For the less wretched they simply torture and scar, as a permanent reminder of their "mercy".

Merciful One
HD 5
Armor none
Atk Agonizing Whips (1d8 + Agony/1d8 + Agony) or Claw (1d6/1d6)
Mor 15

Flyer: Merciful Ones can fly. They add +4 to their Initiative rolls and Armor if they are flying. 

Sin Sense: Merciful Ones can sense the guilt of their targets.  They will always target the person must deserving of suffering, unless they are being attacked. 

Protection against the Wicked: Merciful Ones cannot be harmed by the truly vile.  The most wicked of individuals find their flesh to be iron-hard and their spells ricochet off the Merciful Ones like water off a greased fur.  Individuals still full of vice can harm them, but they take -4 damage from such individuals.  Morally lukewarm individuals do -2 damage to them.  Good men do -1 damage to them, for even they possess some evil in their hearts.  The truly heroic take no penalty to their damage against the Merciful Ones.  Referee's Discretion applies on what a creature is, morally speaking.

Agony: The Whips of the Merciful Ones cause more pain the more corrupt an individual is.  The truly depraved, upon being hit, take 1d6 COG damage.  The less corrupt take 1d4, the lukewarm 1d2, the good 1 and the heroic none at all.  Those who have their COG reduced to 0 will be seized by animal fear and must spend every action running or hiding from the Merciful Ones.  Referee's Discretion applies on what a creature is, morally speaking.   

- Pursue your target
- Whip them within an inch of their life then kill them
- Ignore all others unless they interfere  


                                                       by yuchenghong          

The Throneguard 

The Throneguard are the elite of the Merciful Ones, those who serve the Gods directly in the Court of Heaven.  They are blessed with eternal lives and charged with the sacred duty of defending the Throne of Law and the one who sits upon it, as well as restraining Unta, the Imp of Suffering.  They guard him and keep him from escaping, and if he does escape, they pursue and capture him again.

They are well suited to this task as, like the other Merciful Ones, they are protected by the power of Anuman against evil creatures.  As such, Unta cannot use his powers to harm them, nor does his divine strength avail him against them.  And since they can sense his noxious evil, the only option he has is to run. 

They always catch him eventually, it's just a matter of time.   

Throneguard Yagra
HD 7
Armor none
Atk Weapon from Heaven's forges (see below) or Hooked Polearm (1d8+2 sharp + grapple)
Mor 16
Saves 14 or less

Flyer: Throneguard Yagra can fly. They add +4 to their Initiative rolls and Armor if they are flying. 

Sin Sense: Throneguard Yagra can sense the guilt of their targets.  They can track an evil creature using this ability and sense it, even if it is hiding. 

Protection against the Wicked: Throneguard Yagra cannot be harmed by the truly vile.  The most wicked of individuals find their flesh to be iron-hard and their spells ricochet off them like water off a greased fur.  Individuals still full of vice can harm them, but they take -4 damage from such individuals.  Morally lukewarm individuals do -2 damage to them.  Good men do -1 damage to them, for even they possess some evil in their hearts.  The truly heroic take no penalty to their damage against the Throneguard Yagra.  Referee's Discretion applies on what a creature is, morally speaking.

Specific Death Condition: Throneguard Yagra Can only be killed if slain by a righteous individual.  Otherwise, they cannot be killed, and will regenerate at a rate of 1 HP per hour until restored to full.

- Pursue the source of evil
- Seize it
- Ignore anything unless it gets in your way

Weapons from Heaven's Forges:


1- Brimstone Trident.  Does 1d8 sharp + 1d6 fire.  Can also transform into a burning chain and back.
2- Lightning Javelin.  Does 1d8 sharp damage.  1/Day it can also be thrown, where upon it transforms into a 4d6 lightning bolt and strikes one target for that much lightning damage, save for half
3- Wrath Jar.  Throw it down and every poor sap within 50' must save or be possessed by a spirit of rage, which if they fail their save will take their body on a joyride of destruction until the person dies, passes out or is exorcised.  A consumable.
4- Fury Jar.  Throw it down and everyone within 30' takes 3d6 fire damage as it explodes, save for half.  A consumable.
5- Net of Light.  Sears the skin of evil creatures, doing 1d6 radiant damage a round.  Undead take 2d6.  Also, anyone hit by this is automatically restrained.    
6- Wraith Bow.  A bow that fires arrows made of the prayers of the just.  Does 1d8+COG psychic damage and ignores non-magical armor.  If an arrow from this bow is fired into someone's shadow, that person cannot move until the arrow is pulled out.

                                                         by Scott Purdy

Thursday, September 10, 2020

TwK: Toxic


                                                                  by Z-GrimV

There is a contagion known as the Amirani virus.  It only infects humans but it is very lethal, kill 100% of those who contract it.  Fortunately, it is only spread through infected fluids, so it is relatively difficult to contract. 

Anyone who is infected with the Amirani virus slowly degenerates over 20-24 hours, depending on their strength.  Eventually, the penultimate effect of the virus is brain-death.  The infected slips into a coma like state, with no brain activity available.  Then, shortly after, they reanimate.

Most who come back are husks of what they once were, driven only by the urge to feed.  They aren't physically dead, but they are in every other way that matters.  This is, in their parlance, a Skag.  You probably know it by another name though: Zombie.

But not everyone infected with the Amirani virus becomes a mindless Zombie/Skag.  The virus is actually intelligent in some sort of way, a liquid superconsciousness that lives between and inside all of its hosts.  And for its own purposs, it sometimes chooses to preserve the mind of the infected, so that their souls linger in their virus-infected corpse.  As such, when the virus runs its course, they are still alive, at least in some ways. 

They have become a carrion-fueled superorganism, otherwise known as a Virulent by the Company's official lingo.  They reject such a label, however, referring to themselves as Toxic.  

The Toxic are an idea ripped straight from I am Zombie, a game that is worth buying if only for the fabulous field guide.  For more on my version of the Toxic, consult here and here.  

                                                                by ScottPurdy

Starting HP: 1/3 Con Score
FS: +2 per Toxic level
Starting Equipment: Perfume or deodorant, nylon stockings, fake ID, melee weapon of your choice


Regeneration: You regenerate at a rate of 1d6 HP a round automatically.  Every time you regenerate, you lose 1d4 Humanity Points.  Your regeneration cannot regrow limbs, but can reattach a severed limb to your body if they are held close to each other for at least 1 round (as an action).  Note that it doesn't have to be your limb, but any creature's who has a limb mostly compatible to your body.   

Humanity Points: You have 30 of them.  Triggering Chaos, Corruption or Regeneration causes you to lose some.  When you lose enough, you start suffering bad effects.

When you are down to 20, you get -4 to any rolls requiring focus, intelligence, thinking, or doing something boring.  You become more sensual and emotional.

When you are down to 10, you are acting through a fog.  Any rolls requiring intelligence, patience or cleverness are made at a -6 penalty.  You can barely speak coherently and think only in terms of instincts, behaving like a beast.

When you hit 5, you become a Skag, an unintelligent Virulent, the textbook definition of a "Zombie"- Romero-style.  While a Skag you only seek to spread the infection.

When you hit 0, you become a Skag permanently and lose the ability to regenerate. There is no coming back from this.

The only way to recover Humanity Points is to attend Purgis, a monthly celebration/communal gathering of all the local Toxic that takes place in one of their strongholds. 

Infection: Your bodily fluids can infect people.  Anyone who hits you with a melee attack with a non-reach weapon or you hit with an unarmed attack must save or be infected.  The more Humanity Points you have, or in Toxic lingo, the Warmer you are, the less infectious you are.


BERZERK: In a stressful situation, when you are in danger, when you are high on Odium (low on Humanity Points), there is a chance you lose control and fly into a homicidal rage.  During this rage you will attempt to kill every non-Toxic you can get your hands on.  You must attack each round while BERZERK.  You can attempt to resist it by succeeding on a save.  To stop going BERZERK, you must also roll a save.

Penalties or modifiers to the Save:
- You are high on Odium/low on Humanity Points +X [Use Infection Table (see above)]
- You were really angry, emotional or stressed before going BERZERK +2
- You chose to go BERZERK +1
- There are no non-Toxic left alive within your reach +4
- Whatever danger or stressor that triggered you going BERZERK is past +2
- Your friends or people you like are trying to calm you down +2

While going BERZERK, you cannot command your Skags nor use Vectors. 

Scourge Visions: The Amirani superconsciousness, called the Scourge by those who bear its curse, will sometimes speak to the Toxic.  It can send them visions or cause them to hallucinate.  It does this to tell the target about something important, occasionally to warn them of danger or to prompt them to take some action to advance its own agenda, whatever that may be. 
Some Toxic believe these visions are religious in nature and venerate the spirits of past Toxic, while others regard them as nothing more than the sleep-talk of a blind, idiot God.  

Skag Trainer: You gain the ability to adopt and train "wild" Skags to do what you wish.  You cannot train a Skag to do everything, they are about as smart as a grasshopper naturally, most of what Skags do is muscle memory.  As such, they cannot do something that requires active cognition or intelligent decision making.  A Skag could type in the password it put in every day before work, but it couldn't solve the equation "2+2=X".

A Skag that has already been trained by a Toxic cannot be trained and will generally ignore orders, unless it was told to obey orders from others that weren't it's master.  A Wild Skag will follow around and try to please any Toxic of sufficient strength- deferring to the strongest in the group.   


Mana Dice: The Scourge feeds you strength and power.  You gain access to a pool of Mana Dice, which you can use to cast Vectors.  Mana Dice can also be used to power other implements that require mana.  MD burn out on a 5 or 6, otherwise they return to your pool after use.  All MD are recovered after a long rest.  Rolling doubles or triples on MD triggers Chaos or Corruption.  Toxic do not have DOOMs. 

You start with a number of MD equal to your CON modifier, and gain +1 per level past that point.

Vector: Vectors are magical abilities that the Scourge gifts you with.  A Toxic can cast any Vector he knows at any time, provided he has at least 1 MD.  When you reach this level, a Toxic should roll on the random Vector table (found here).  Whatever they roll is their Prime Vector.  Each time they level up, they can either automatically receive a random Vector from their Prime Vector, or roll 1d10 with a chance equal to their level.  If they roll under or equal to their level, they learn a random Vector from another Vector of their choice.

For example, if your Prime Vector is Biofix, then each time you level up you gain another random Biofix Vector, rerolling duplicates.  But if you roll 1d10 and succeed, you can learn a new Vector from a random Vector Strain.


Unnatural Life: Unless burned to ashes or slain with a magic weapon, attack or ability, you cannot die from violence and will recover from all injuries given enough time. 

For example, even if crushed into a cube in a car compactor, you would still be alive, though your existence would be hideous and painful and you would likely long for death.  


Dirt Nap: If sufficiently injured, or if you wish, you can bury yourself alive and go to sleep.  The Scourge will preserve your body and soul and you can stay in the ground for years, decades or even longer.  When you wake up you will be what the Toxic call a By-Goner, and are likely to be bewildered and confused by what the world has become in your absence. 


Emblem Vector: You gain access either to the Emblem Vector of your Prime Vector or 1 random Vector from one of the Vector Strains you command. 


Profane: You have become so powerful that you now possess a Kingly Aura that makes lesser Toxic tremble at your presence.  You can identify Toxic on sight and when they make reaction rolls to you, they reroll poor reactions.  They might not love you, in fact, they probably despise you.  But you are now someone to be feared and respected. 

Additionally, if you are in a situation with other Toxic who are of lower level than you and not themselves Profane, you can make a CHA check.  On a successful check of appropriate difficulty (Referee's Discretion) they will obey your orders.  This is not compulsion.  The Check's DC will vary, for something sensible it will be low, and the riskier or less reasonable it seems, the less likely they are to follow it. 


Chosen by the Dark Gods: You are chosen by the Venerate Utuuku and the Spirits, who you know recognize are greater than even the Scourge.  If you are ever reduced to 0 Humanity Points, if you aren't killed and are taken to Purgis, you will make a full recovery and return with 30 Humanity Points.     

                                                            by Chris Burns

Sunday, September 6, 2020

OSR: Ranger


                                                                  source unknown

The Ranger is a class that has always kind of, not worked.  At least in my opinion.  The name of the game with classes is that you have to distinguish yourself, but Rangers never really did that.  They can cast spells and have animal or monster companions but they're also good at fighting and tracking and sneaking and etc, etc, etc.  So I decided to make my own version of the Ranger class.  I stripped out the magic and the animal companions- the former because all the caster classes in my game are just different flavors of Wizard, except when they're not, and the latter because all players should be able to gain a cool monster or animal companion. 

Instead I borrowed some ideas from Arnold K, plus an anon on 4chan whose post was immortalized in one of SkyDieRay's videos, and focused the Ranger on tracking, sneaking and gathering information.      

                                                    source unknown

Starting HP: 1/3 Con Score
FS: +1 per Ranger level
Starting Equipment: Camoflague cloak, Light Armor (6 Armor points), Bow and Arrows, Dagger, Tinderbox, Bedroll 


Survival Training: You are experienced and/or highly knowledgable in matters relating to surviving in the wilderness.  If you have to make any check related to traveling through the wilderness, tracking a creature or animal through the same, foraging, hunting or otherwise finding food as well as any check or save related to Wilderness Survival, add a bonus to your roll equal to your level.

Wilderness Scholar: You can detect the minute traces creatures leave behind.  When you enter a new area, you can make a COG check.  On a success, you can determine one of the creatures on the random encounter table.  If this is a general type of creature (ex: Folk, Construct, Undead, Dragon, Outsider), you will be able to tell at once.  If the creature is unique in some way, then you won't be able to know exactly what it is, but you will be able to learn something about it.  For example, you might not be able to tell that the cold spots and baying of the nearby hounds is because of the Splatter Man, but you can guess it was some kind of spirit.


Padfoot: You add a bonus equal to half your level, minimum 1, to any attempt you make to sneak.


Tracker: When you successfully use your "Wilderness Scholar" ability, you can also also attempt to make another COG check.  On a successful check, you can pick up the creature's trail and follow it.  This has a 50% of leading you toward the Creature (if you started following it) or leading you back to its lair/residence (if you were following the trail it left).  If you go to a creature's lair or residence the creature has a 50% of being there, unless the Referee knows it has an important reason to be elsewhere. 

You can also attempt to track a creature not on the Random Encounter Table using the same mechanics. 


Sneak Attack: When attacking an enemy that cannot see or detect you or from concealment, on a hit you may roll your damage dice twice and select the better result.


Wilderness Expert: When you use your 'Wilderness Scholar' ability, you now learn about two of the creatures on the Random Encounter table.


Stealth Assist: As long as your allies are following you and listening to your orders, they may add your 'Padfoot' bonus to their stealth rolls.


Manhunter: Your tracking abilities are so great now when you use your 'Tracker' ability you can determine whether or not a trail you have found leads toward a creature or that creature's lair, and you can choose which way you wish to go.   


Traceless: You are now so skilled at sneaking that as long as you are alone, you leave behind no trace of your presence, unless you wish to.  Additionally, 1/Day you may reroll any failed Stealth Roll.   


Living Bestiary: Upon entering a new area, you automatically learn the type of one of the creatures on the Random Encounter Table.  Additionally, if the creature is unique, there is a 50% chance you will have heard of the creature and will be able to provide some information on it.  

                                                                     source unknown

Saturday, September 5, 2020

GLOGifying Fifth Edition Spells: T-Z


 Part 1, A-D

Part 2, E-H

Part 3, I-N

Part 4, O-S 

                                                           by rumminov

Tasha's Hideous Laughter
R: 30'        T: [dice] creatures        D: [dice] rounds

[dice] creatures must save or be seized by fits of mad laughter.  These creatures lose their actions for the duration, they may move, but take no other actions other than to laugh hysterically.  If the [sum] is 12 or greater, the affected creatures must save or begin suffocating. 

Telekinesis: As Levitate in part 3 of this series

Telepathy: As Telepathy under Psychomancer

Teleport: As Teleport under Cosmomancer

Teleportation Circle: As Teleport under Cosmomancer

Tenser's Floating Disc
R: 10'            T: An empty space    D: [dice] minutes

You create a floating disc of force in an empty space within range.  This disc can carry up to 10*[sum] pounds of cargo.  The disc moves in whatever direction you wish, but must remain within 10' of you.  The disc has 1d6+[dice] HP and remains for the duration or until destroyed. 

If cast at 1 [dice], the disc moves as fast as a stumbling toddler.  At 2 [dice], as fast as a man.  At 3 [dice], as fast as a horse.  At 4 [dice], as fast as a bird in flight.

Thunderous Smite
R: self            T: creature        D: one action

Make a melee attack.  On a hit, the creature takes an additional [sum] thunder damage.  Do not add this damage until the hit is confirmed, it does not count for the purposes of attacking.  This creature must also save, on a failure it is blasted backwards 10*[dice]'.

R: self        T: all around the caster    D: one action

The caster pounds his staff on the ground, stomps his feet, or strikes the ground.  A blast of energy emenates out from the point of impact, doing [sum] thunder damage, save for half, to those within 10*[dice]'.  Those damaged also must save or be blown 10*[dice]' backwards. 

Time Stop: As Time Stop under Time Wizard

Tongues: As Omnilingualism under Toxic- Scry Vector

Transport Via Plants
R: touch    T: [dice] creatures    D: one action

[dice] creatures who are touching the plant designated by the caster or the caster, who counts as one creature, teleport and emerge from another plant the caster has designated.

If cast at 1 [dice], the other plant must be within 100'.  At 2 [dice], the other plant must be within visual range.  At 3 [dice], the other plant must be within a mile.  At 4 [dice], the plant may be any that the caster knows about on this plane of existence/in this universe.  

Tree Stride
R: touch    T: [dice] creatures    D: [sum] minutes

[dice] creatures can pass through trees like they weren't there, or can travel inside a tree and travel up and down inside them like they are swimming.  They do not need to breathe while inside the trees.  After the duration ends, the affected creatures, if they are still inside a tree, are ejected to the nearest empty space.   

True Polymorph rewritten as...

R: 30'        T: creature        D: special

One creature within range must save.  If the creature has HD greater than [dice], it may add the difference to its save as a bonus.  If it has HD 3x or greater than [dice], it automatically passes.  On a failed save, that creature is transformed into an object of similar size and mass to its original body.  The creature's consciousness is suppressed while it is an object and if it returns to its normal form, it will not notice any time having passed.

The spell ends once dispelled or once the duration ends.  If cast at 1 [dice], the spell lasts for [dice] rounds.  At 2 [dice], [dice] hours.  At 3 [dice], [dice] days.  At 4 [dice], as long as the caster wishes or permanent. 

Object Alive
R: 30'        T: object        D: one action

One object within range is transformed into the body of a living creature.  This creature can take on any form or appearance the caster desires, but must be of equivalent mass to the object transformed.  The body created will be born dead, with no breath of life.  However, if the caster has a spirit that they wish to introduce to the body, they can. 

Alternatively, every 1d10 minutes the body is left unprotected a spiritual entity might try to possess it (see below).  The body created will gain the stats and abilities of whatever spiritual entity enters and takes control of it. 

What comes to possess the empty vessel?

1- The spirit of someone recently deceased.  They are a 1d6 [1= Commoner; 2= Noble; 3= Adventurer with 1d3 Random Class Levels; 4= A Thief; 5= A Criminal; 6= The spirit of an intelligent Monster such as a 1d3 (1= Dragon; 2= Hag; 3= Yugoloth.]
2- The spirit of someone who has escaped death multiple times.  The soul is 1d3 [1= A famous Arch-Villain; 2= A long-lost Hero; 3= A Messiah.]  For all of these souls, assume 1d4+1 Class levels in a random class.
3- An Angel.  Roll here to determine alignment and here to determine strength
4- A Demon.  See Angel, but roll on the Demonic table. 

True Resurrection: Cut because there is no spell named "Resurrection".

True Seeing
R: touch    T: creature            D: [dice] minutes

One creature you touch gains Sight Beyond Sight for the duration.  They can see the true forms of shapeshifters, invisible objects, through illusions and perceive reality as it truly is. 

However, if they look upon a creature that is especially evil, inhuman or sufficiently powerful the image can be so terrible you must save to avoid being frightened, blinded, stunned or etc (Referee's choice). 

The spell may be ended early as an action on behalf of the caster or the creature affected by it. 

Tsunami rewritten as...

Rogue Wave
R: 100'        T: A 10*[dice]' horizontal line        D: one action

You conjure a magical wall of water 10*[dice]' high and 10*[dice]' long.  The wall of water slams into everything in a horizontal line equal to its width and blows any people, loose objects and does damage equal to structures.  All structures and creatures struck directly by the wave take [sum] damage, with creatures getting a save to take half damage. 

Unseen Servant
R: 30'        T: an empty space        D: [dice] hours

You create an invisible construct made of magical force that can do anything a well-trained servant could do such as cooking, cleaning, mending clothes, assisting a master with getting dressed, in the bath, etc.  The construct will obey verbal and telepathic commands for the duration or until dismissed. 

Vampiric Touch
R: touch    T: creature                D: one action

One creature you touch takes 2[dice] damage and you regain that much FS.  This requires an attack roll if the creature is unwilling. 

Wall of Fire
R: 50'        T: A line up to 10*[dice]' long        D: [dice] rounds

The caster creates a wall of fire up to 10*[dice]' long and 10+[dice]' high.  The wall can be any shape, as long as it is one continuous path along the ground.  The wall of fire does [sum] fire damage per round to anyone inside it and does 2[dice] fire damage to anyone within 15'. 

The wall of fire has [sum] HP takes no damage from physical weapons or anything that could not extinguish a fire.  The wall persists until destroyed or the duration ends.

Wall of Force
R: 50'        T: A line up to 10*[dice]' long        D: [dice] rounds

The caster creates a wall of force up to 10*[dice]' long and 10+[dice]' high.  The wall can be any shape, as long as it is one continuous path along the ground or a vertical surface. 

The wall of force has [sum]+[dice] HP and takes half damage from all elemental sources, and no damage from non-magical sharp or blunt.  The wall persists until destroyed or until the duration ends.

Wall of Ice
R: 50'        T: A line up to 10*[dice]' long        D: one action

The caster creates a wall of ice up to 10*[dice]' long and 10+[dice]' high.  The wall can be any shape, as long as it is one continuous path along the ground.  Any creature within the area where the ice wall is created must save.  On a success, they take [sum] cold damage and are partially trapped by the wall.  They will then take [dice] cold damage a round until freed.  Creatures that fail their save take [sum] damage and are trapped inside the wall, where they will begin suffocating after 1 round.  Any creature that gets within 10' of the wall takes [dice] cold damage. 

The wall has [sum] HP takes half damage from bludgeoning damage and double damage from fire.  The wall persists until destroyed or until it melts, which is in [sum] days, unless it is in a tropical or excessively warm climate, in which case it will melt in [dice] days.

Wall of Stone
R: 50'        T: A line up to 10*[dice]' long        D: one action

The caster creates a wall of wind up to 10*[dice]' long and 10+[dice]' high.  The wall can be any shape, as long as it is one continuous path along the ground.  Any creatures in the path of the wall as it is created must save.  On a failed save, they are launched 10*(the height of the wall) into the air and take fall damage as normal.  On a success they take 1d6+[dice] damage as they are merely thrown horizontally. 

The wall has 2[sum] HP and takes no damage from sharp damage, half damage from bludgeoning damage and no damage from anything that could not harm a large rock.  The wall is permanent until destroyed. 

Wall of Thorns
R: 50'        T: A line up to 10*[dice]' long        D: one action

The caster creates a wall of wind up to 10*[dice]' long and 10+[dice]' high.  The wall can be any shape, as long as it is one continuous path along the ground.  Any creatures in the path of the wall when it is created take [sum] sharp damage as thorns shred their bodies.  Any creatures that touch the wall after it has been created take 1d6+[dice] sharp damage.

The wall has [sum] HP takes half damage from bludgeoning and anyone who attacks it with a melee weapon must save or take 1d6+[dice] sharp damage.  The wall persists until destroyed.

Warding Bond
R: touch    T: [dice] creatures        D: [dice] hours

Touch up to [dice] creatures.  As long as they are within 10*[dice]' of each other, they each have 1d6+[dice] Armor.  This armor, if destroyed, repairs itself at a point of 1 point per minute.

For each [dice] beyond the first, select one of the options below:
- Affected creatures have advantage on all saving throws if they are within range of each other
- Affected creatures divide any damage taken by 1 of them among all of them evenly if they are within range of each other
- Affected creatures cannot be frightened or charmed if they are within range of each other

Water Breathing
R: touch    T: [dice] creatures        D: [dice] hours

[dice] creatures gain the ability to breath underwater. 

Water Walk
R: touch    T: [dice] creatures        D: [dice] hours

[dice] creatures you touch gain the ability to walk across any liquid surface such as water, acid, mud, quicksand, lava, etc, as if it was solid ground.  Creatures can still take damage from the other properties of the liquids, however, such as being burned by lava or having their feet melted by acid.  

R: 30'        T: An open space        D: one action

You fill a 10 x 10 cube with sticky webs.  Anyone who touches the web must save or be stuck to them.  The webs take double damage from fire and sharp damage and are extremely flammable. 

R: 100'        T: [sum] creatures        D: [dice] rounds

[sum] creatures must save.  Those creatures that fail their saves perceive the other creatures affected by the spell as their enemies, devils or monsters and attack them.  Those creatures that pass their save can see through the illusion, but may be forced to fight anyway, to defend themselves. 

If cast with 3 [dice] or more, you may cause those same creatures that failed their saves to see you as reinforcements coming to aid them. 

Wind Walk
R: touch    T: [dice] creatures            D: [dice] hours

[dice] creatures (and everything they are carrying) you touch transform into clouds.  This transformation takes [dice] rounds.  Once clouds, the transformed creatures cannot affect anything that could not be hurt by a cloud and cannot be damaged by something that would not hurt a cloud.  Transformed creatures may transform back as an action, or you may transform them back as an action.  In either case, transforming back also takes [dice] rounds and in the meantime creatures can take no action.  Creatures also begin transforming back once the duration ends.    

While in cloud-from, a creature gains a flying speed of 300' per round. 

Assuming 10 rounds in a combat, creatures under the influence of Wind Walk travel 3,000' a minute or 34.09 miles per hour.  An average horse can go anywhere from 25 to 35 miles a day, but it can't keep up that much of a pace for long.  Horses also require rest, water, etc.   

Wind Wall
R: 50'        T: A line up to 10*[dice]' long        D: [dice] rounds

The caster creates a wall of wind up to 10*[dice]' long and 10+[dice]' high.  The wall can be any shape, as long as it is one continuous path along the ground or another surface.  The wall disperses gases, fogs and airborne particulates near where it is.  Projectiles fired at those behind the wall either automatically miss as the wind knocks them wildly off course (arrows, crossbow bolts, etc) or receive a penalty equal to [dice] to hit (missiles, bullets, etc).  Larger projectiles such as flung boulders are unaffected by the wall. 

Additionally, those within 10' of the outside of the wall when it first appears must save.  On a failure, they are blown backwards and take [dice] damage if they are in an open space, or 1d8+[dice] if they could be blown backwards into something hard enough to damage them (rocks, a tree, a person with a spear, etc).  Those who attempt to get close to the wall from the outside must also save or be blown away and take [dice] damage.

R: self            T: special        D: one action

You speak aloud and Reality will rearrange itself to suit your whims.  You can wish for anything you can imagine, but here is a note of caution: Reality does not like to be changed and will always choose the route that causes it to change as little as possible.  So be careful with what you wish for. 

The Referee should feel free to describe the effects of the wish as they feel are most appropriate.  At times, it may be desirable to grant the player exactly what they ask for, and at others it may be appropriate to twist the wording of the wish to destroy a person.  Do as you see fit.  Also, it should be noted: DO NOT give this ability to a player if you are not prepared for it.   

Witch Bolt
R: 30'            T: creature        D: [dice] rounds

One creature within range takes 1d6+[dice] lightning damage.  Each round for the duration, as an action, you can cause that creature to taken another 2[dice] lightning damage.  While doing this as your action, you can take no additional actions nor move.

Word of Recall
R: touch        T: [dice] creatures    D: special

You may touch up to [dice] creatures, counting yourself as one if you choose.  Then designate a location, either one you know well or one you are at the moment.  Then designate an Activation Word.  At any point, you may say the Activation Word.  Upon saying the Word, all designated creatures are teleported back to the designated location in their present condition.

If cast with 3 [dice] or more, each creature besides you may also speak the Activation Word.  Upon doing so that creature, and only that creature, will be teleported back to the location.

If cast at 1 [dice], the spell's duration is [sum] minutes.  At 2 [dice], the spell's duration is [sum] hours.  At 3 [dice], [sum]+[dice] hours.  At 4 [dice], [dice] days.       

Wrathful Smite
R: self            T: creature        D: one action

Make a melee attack.  On a hit, the creature takes an additional [sum] psychic damage.  Do not add this damage until the hit is confirmed, it does not count for the purposes of attacking.  This creature must also save, on a failure it becomes frightened and will want to flee from you as quickly as possible.  On each of its turns, with the exception of the first after being hit, it may save.  On a success, it is no longer frightened. 

Zone of Truth
R: 30'            T: An empty point in space    D: [dice] minutes

You may select a cubic area with sides equal to 10*[dice]'.  Alternatively, you may select [dice] rooms if you are in an enclosed space.  No creature within the indicated space may tell a willful lie.  They can still deceive, omit information, phrase things carefully or refuse to answer questions, but they cannot lie.  Things that a creature believes to be true, but are factually false, do not count as lies as long as it is a sincere belief.    

                                                            by rumminov