Saturday, August 29, 2020

CotS: One Minute Martial Arts

I'm currently working on a new setting that I'm tentatively calling Children of the Sun.  Unlike my other games, where the focus is on keeping power levels low and manageable, especially when it comes to player-characters, this new setting is intended to be more like a shounen anime or a wire-fu martial arts movie.  Sort of like a mash-up between Crouching Tiger, Hidden Dragon and Fist of the North Star.  

As such, I really wanted to sell the idea that the players were badasses who were well-trained in combat.  As such, I cooked up a new combat system that seems to work pretty well.  It might not fit all games, but I think it conveys that idea well enough.

                                          both images are from Weak Hero

Martial Arts and Combat Reflexes:

When making an attack, the attacker should roll 1d20+Atk and his damage di(c)e+Atk and declare the result of both rolls. 

Then the defender should choose whether they want to Dodge or Block.

Dodge means the defender rolls 1d20+Atk and pits it against the attacker's 1d20+atk.  If the defender rolls higher, he wins and takes no damage.  If he rolls lower, he takes full damage.  If there is a tie, the defender wins.

Block means that the defender rolls his damage dice and pits it against the attackers's damage dice.  In this situation, whoever rolls higher wins and the loser takes damage equal to the difference in damage between winner and loser.  If both sides roll damage equal to their number, neither take damage.

Twin Examples:


Bob is attacking Alice.

Bob rolls 1d20(19)+Atk(1)= 20 and 1d6(6)+Atk(1)= 7

Alice decides to Dodge.

Alice rolls 1d20(8)+Atk(4)= 12

Since Bob rolled higher, he wins the contest and hits Alice, dealing 7 damage.


Alice counter-attacks Bob.

Alice rolls 1d20(2)+Atk(4)= 6 and 1d6(5)+Atk(4)= 11

Bob decides to Block. 

Bob rolls 1d6(3)+Atk(1)= 4

Since Alice rolled higher, she wins the contest and Bob takes 7 damage.

Thursday, August 27, 2020

OSR: There is no spell named "Resurrection".

Note: This article contains a small amount of tasteful nudity, for obvious reasons.

All living creatures have souls.  However, for most creatures, these souls are not strong enough to survive outside of the body for more than a few moments.  This applies to all animals and many of the Magical Beasts, who have strong bodies but weak souls.  Humans, and other intelligent beings (Orcs, Elves, Dwarves, etc), on the other hand have souls that can survive indefinitely outside the body, barring outside interference.  Their souls are eternal. 

However, while a soul is immortal, a body is not.  So once the body ceases to be able to function properly, it ejects the soul, producing the condition known as Death.  Now, a free-floating mortal soul is prey to many things, namely Outsiders and Spirits of the Land, but also for corrupt Elementals and other mortals, all who see such a soul as food, a source of power, or an object to barter with. 

Luckily, this rarely occurs as shortly after death, a creature known as a Psychopomp will be alerted and will come to ferry the soul to the Netherworld.  What awaits beyond that is unknown.  There are many theories depending on creed, for example there may be some kind of final justice, punishments for the guilty and rewards for the justice, a new life, oblivion as you are devoured by a cruel dead God, or maybe something else, no one really knows.

However, there are those who aspire to cheat death and live forever.

                                        by ShadowTuga

 The first two paths to eternal life are undertaken while the user is still alive- Daemonhood and Lichdom.  Lichdom involves wiring up all your bodies natural, autonomous processes to manual control.  This enables many things, including accelerated healing, immunity to pain and the ability to stop the division of the telemores and prevent aging.  However, if the Lich makes a mistake, and on a long enough time scale they will eventually, they can kill themselves, usually by accident.  However, the process of Lichdom has anticipated this, and will raise the Lich as an intelligent Undead.  

An Undead Lich will have no need to do most of what before busied their minds, but they will have lost most of the things that make life fulfilling.  You will never know how fun eating is until you never have to do it ever again.  The same goes for sleeping, dreaming, having sex or even feeling the sun on your skin.  As such, perhaps it is no wonder that most Liches go mad.

The path to Daemonhood is similar, but different.  It is recorded here, but it is not for the faint of heart. 

However, there is a third way.     

                                             by cobaltplasma

Once you die, you can resist your Psychopomp and flee from, or fight them off.  If you do so, you are basically ringing the dinner bell for any nearby spirits.  So hopefully you left instructions to your servants.

If your body was damaged beyond repair but not destroyed, then all your servants need do is use magic that can heal the body while alive to repair the damage done to your corpse.  Repairing a corpse is much easier than healing a living creature.  From there, simply possess your empty body and you will be restored to life!

However, if you do this, note that you are acting in opposition to the Laws of Life and Death.  The next time you die, the Psychopomp sent to retrieve you will be stronger.  Additionally, if the fact that you escaped death is discovered, there are holy orders and special organizations which will seek to destroy you as an abomination. 

Additionally, there is one more danger.  When your body is repaired, if any other Spirit or Outsider possesses it, the effect will be the same as if you possessed it.  So make sure you act quickly, once your body has been repaired.

If your body has been totally destroyed, this is a more difficult situation, but it is not impossible.  All you need to do is have your servants collect some of your body and bring it to a Sage who knows how to create a Homunculus. 

All a Homunculus is an artificial body, which can be filled with any Spirit or Outsider, but is usually reserved either for an Outsider or Spirit a Sage has pressed into service.  But if you possess such a body, you can live again.  And if the Sage has a piece of your body, it can even resemble your own body perfectly.  Or you could use this as an opportunity to finally lose those last ten pounds, if you want.  Your choice. 

And presto-changeo!  You live again.   The only downside is that you now have to live with what you've done.

                           by Virus69

Before I forget, here are the rules for being a Ghost/Free-floating spirit.  

1.  You cannot touch or interact with purely physical objects.  You can touch magical objects and ensouled creatures, as they have a spiritual nature. 

2.  You are invisible and inaudible to living creatures, unless they pass a saving throw when you touch them or possess Sight Beyond Sight.  If the former, they can detect your presence, but they cannot see or hear you.  If the latter, they can see and hear you as normal.  

3.  If you possessed any sort of magic, you can use it while as a Ghost, even if that magic allows you to manipulate the world.  However, any expended Mana Dice cannot be recovered, as those were replenished by your body, which converts food into mana.  The only way for you to gain more is if someone alive makes an offering to you in the form of food or the blood of a sacrificial animal/creature. 

OSR: When they come for the Orcs, give them Bird People

 D&D is a game rapidly becoming unmoored from the myths that once breathed life into it.  This shift towards removing or rewriting Orcs because racialists think they are a caricature of black people is just one example.  This, along with Dan's recent post has made me want to add my two cents.  

I like the idea of Orcs.  I think the idea of a Black Mirror so to speak, of a Human with (almost) everything good about them is a useful thing to have, especially in a fantasy story.  I also just think they're neat.  There's something almost refreshing about a race so morally repugnant that almost everything they do is evil.  Even when Orcs aren't Orcs, but something similar like the Trollocs in the Wheel of Time, they're cool.  

Though I do prefer Tolkien's Orcs, as while Trollocs are definitely cooler looking, they seemed more like automatons made of meat.  The Orcs, even though they were evil, degenerated and completely unsympathetic still felt like they had thoughts and feelings.  They were a race of brutish, amoral people who didn't care about anyone but themselves and just wanted to destroy things.  

The scene with the famous line, "Looks like meat's back on the menu, boys!" from the Two Towers really sums up the culture of Tolkien's Orcs in a nutshell.  

As such, I would have definitely included Orcs like this in Nukaria.  However, I already did as magical Predators-types who live for the hunt and go after The Most Dangerous Game.  So, it's time for a bit of innovation.

                                 by Lintu Friikki

Note that none of the pictures in this post really look like what the Gralei do, except for some near the bottom.  But they capture the essence of what I was trying to convey.  

The Gralei, (pronounced "Gra-Lee") are foremost of the savage races, a race of murderous freaks and degenerate desperados that have ravaged entire nations, cast down Empires and ground whole cultures beneath their taloned feet.  They are the perpetual enemies of civilization, order and peace. 

The Gralei are the Umman Manda, those who dwell beyond the edge of the civilized world.  They are queer and primitive, harassing and bullying whoever around them who is weaker than they.  They are a largely nomadic people, scorning the customs of civilization.  They do not build cities or have complex social structures, and tend to live together in Flocks of several hundred to a thousand.  As such, they are rarely a threat to large population centers, usually the only ones endangered are the frontier people, the small towns and occasionally a poorly defended city.

Occasionally though, they gather together in a massive horde and sweep down into the lands of the civilized races to burn and pillage and destroy everything in their path.  They are the Barbarians, the Raiders, the Savages. 


The Gralei are tall and thin, made of sharpened bones wrapped in thin, yet powerful muscles causing them to move with a rolling, swaying gait. Their feet are three-toed claws like that of a bird and their hands are similar, multi-jointed and tipped in razor sharp nails.  Gralei are dangerous, even without any weapons.  Their limbs are long and seemingly delicate, and they are extraordinarily flexible.  Gralei dancers and acrobats are said to be the best in the world, effortlessly matching the efforts of any other race. 

Gralei possess wings and despite their large size, they are capable fliers, able to soar through the air.  They use this ability as their primary means of long-distance travel.  Most of them do not do anything else besides flying or walking.  They tend to be distrusted by horses and have great difficulty riding them, as they never participated in the Covenant of Hoof-Foot. 

Gralei have little in the way of fur, hair or feathers, their skin largely covered in small, fine scales that come in a variety of colors, usually light brown, grey, black or muted red or blue.  There wings, heads and tails are, by contrast all  covered in dense manes of feathers.  The males tend to have strikingly bright feathers, usually in colors of bright yellow, russet gold, or snow-white.  They are also known to have patterns, such as white feathers speckled with black, stripes of gold or red across brown or dark blue framed by black and white.  They tend to have scales that accentuate their colors as well.  Most females of their race are more drably colored, favoring modest browns, or swirls of black, white and brown.  Additionally, the females are smaller and lighter, though not by much.  While most males range from 5' 10" to just under seven feet, females usually range from 5' 6" to 6' 4".  

Gralei's faces are more reptilian than avian, with long muzzles like a wolf.  However, instead of opening into a traditional mouth, Gralei's muzzles split open like petals on a flower, or tentacles on a squid surrounding the beak.  The inside of each of the muzzle's sections has a row of teeth and in the center is a powerful tongue that can extend outward and be used to grab things. 

In ancient and hard times, Gralei have been known to use their tongues to catch insects and small creatures that stray too close, covering them in adhesive saliva and slurping them up while still alive.  Among Gralei women, one of the most prized features is a long and flexible tongue.  Their tongues also have other purposes as well- certain Gralei Sages are known to be able to predict the weather with shocking regularity, just by tasting the air with their tongues.  Gralei also have a reputation for being the best at kissing, due to these tongues.  Of course, the number of lewd jokes and dark rumors about what Gralei use their tongues for is too large to be recorded, but I'm certain you can find someone who will tell you them all.

                                             by Yazsh

Gralei Raider
HD 2 + [6 Armor]
Armor Thick Furs
Atk Atlatl (1d6) or Spear (1d6+1)
Mor 10
Saves 9 or less

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

Dive Attack: A Gralei can fly up into the air and dive down towards someone.  If they wish, they can attempt to crash into someone and make an attack roll.  If they successfully hit someone with this attack, they do an additional +2d6 bonus damage.

Sonic Screech: Gralei can unleash a horrific shriek that forces morale checks against weak-willed enemies if they hear it.  NPCs have disadvantage on this save if they have seen the Gralei kill one of their allies.  PCs who hear this shriek and have seen an ally die or been seriously injured by a Gralei must make a save or become frightened, taking 1d6 COG damage each time they hear it.  If this COG damage reduces their COG to 0, they must immediately retreat if possible.   

- If possible, fight honorably
- Pair off with opponents
- Support those who are fighting the strongest
- Only use ranged weapons if the situation calls for it

Gralei Raiders are the rank and file of a Flock's warbands.  They swoop in, descending like like a storm of steel and feathers.  They sometimes attempt to crash into their enemies and drive a spear through them, but just as often they land to engage in pitch combat. 

Gralei Raiders are armed with Atlatls, or Spear-throwers, which hurl long darts and spears.  They use the former for ranged combat and the latter for close range engagements.  The Gralei are an honorable and proud people, so they will prefer to use their spears and fight one-on-one in a ritualized sort of way, but they know that most outsiders do not fight like that.

If you are honorable and respect their ways, they will fight you one on one, and if you lose, they will grant you a quick death.  They will also try to only injure you on the front of your body, so that others can see you died a warrior's death. 

They will use their Atlatls to throw long darts at an enemy if the enemy is attacking from range or running away.  Cowards deserve a coward's death.  They will also use them to even the odds- if a weaker Gralei is fighting a stronger looking opponent.  They won't rain down projectiles on you if it looks like a fair fight.  For this reason, sometimes highly skilled warriors will wear poor armor and carry shoddy weapons to go battle the Gralei, so they will be underestimated.

The Gralei also possess a terrible shriek that chills the blood of those who have heard them.  You can hear it from miles off, especially if the entire flock is crying out together.  Gralei warriors know the intimidation factor they have, and use it when possible to weaken an opponent's resolve.  A courageous individual stands out to them all the more as someone worthy of killing or dying at the hands of. 

The Gralei are still people and don't want to die, but their culture is one where to die in battle is a great honor.  Their religion is similar, a fusion of ancestor worship, adoring their horrific monster Gods and the cult of heroic death.

                                               by Gomalemo

Gralei Shriekdiver
HD 2
Armor none
Atk Atlatl (1d6) or Bomb (see below)
Mor 15
Saves 8 or less

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

Bombing Run: A Gralei can fly up into the air and dive down towards someone.  While diving, the Shriekdiver doubles his usual armor bonus from flying.

Sonic Screech: Gralei can unleash a horrific shriek that forces morale checks against weak-willed enemies if they hear it.  NPCs have disadvantage on this save if they have seen the Gralei kill one of their allies.  PCs who hear this shriek and have seen an ally die or been seriously injured by a Gralei must make a save or become frightened, taking 1d6 COG damage each time they hear it.  If this COG damage reduces their COG to 0, they must immediately retreat if possible.  

Bomb: Shriekdivers carry 1d3 Bombs.  To see what this bomb does, roll on the table below. 

- Go in for a bombing run
- Dump your payload
- Then fly away

The Gralei prefer to fight in an honorable way, where skill is measured against skill and the mettle of each warrior is determined.  They are social darwinists to the extreme- to them the weak deserve only what the strong permit them, and the strong deserve whatever they can take.  If someone dies, they were weak and it's good that they died.  Even if they weep bitter tears in the privacy of their own tent, they must maintain their stoicism outside.  To shed tears for someone weak would be a sign of weakness.

However, life is not so simple, and often fighting like the Gralei would prefer is impossible.  When fighting a small group they use only the honorable tactics they prefer (see above) but when it comes to war or raids against harder targets, such niceties must be discarded. 

As such, the Shriekdivers are unleashed.  Shriekdivers are the best fliers of their flocks.  Their job is to fly over settlements or armies and dive down to just above their targets and use their feet to hurl their bombs at it, then scramble to get out of their before they crash.  These bombing runs are usually accompanied by the Gralei's signature shriek, thus causing all the survivors to associate that horrible cry with death from above. 

The bombs they drop are made by the Sages and Wizards among the Gralei, and can have a variety of effects.  To see what this bomb does, roll on the table below.

What does the Bomb do?

1- Incendiary.  The Bomb does 2d6 fire damage, save for half, to everything within 30' and sets anything flammable in that area on fire.  This fire is caused by a primitive version of napalm/Greek fire and cannot be extinguished by water.
2- Blizzard.  The Bomb does 2d6 ice damage, save for half, to everything within 30' and traps any creatures in the blast radius in a thick coating of ice.  The ice has 2 HD and takes half damage from sharp damage.
3- Green Slime.  The Bomb splatters a sample of Green Slime everywhere, which does 1d6 acid damage to anything in the blast radius and starts to convert any organic matter into more of itself.  It can also dissolve metal.  It cannot dissolve stone, glass or plastic.  It can only be destroyed with salt, large amounts of water or a strong base.  Sunlight, fire or cold can contain it temporarily.  They will only use this one if they really, really hate you. 
4- Explosion!  The Bomb does 3d6 damage, save for half, to anything within range.
5- Blackheart.  The Bomb unleashes a blast of necrotic damage, doing 2d6 damage to anyone within 30', save for half.  It also unleashes 1d10 bound Souls of the dead.  These Souls will attempt to possess the dead or if none of those are possible, the living.  Any dead are automatically possessed and raised as unbound undead with 2 HD.  The Gralei will only use this Bomb at night.
6- Plague.  Anyone within 30' of this Bomb must save or catch some horrible disease.  This is most likely to only be used in a siege situation.   
7- Mutagenic.  Anyone within 30' of this Bomb must save or be mutated.  This is most likely a warning shot.
8- Gas.  Anyone within 30' is exposed to a concentration of the gas.  The gas can have varying effects.  This gas 1d4 [1= Puts people to asleep, save to avoid; 2= Makes them hallucinate, no save; 3= Causes 2d6 acid damage, save to escape blindness; 4= Does 3d6 poison damage to anyone inside it.]    

                                             by thebeewolf

 Gralei Pikers
HD 3 + [15 Armor]
Armor Breastplate [11 Armor] + Shield [2 Armor] + Helm [2 Armor]
Atk Pike 1d10
Mor 12
Saves 10 or less 

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

Sonic Screech: Gralei can unleash a horrific shriek that forces morale checks against weak-willed enemies if they hear it.  NPCs have disadvantage on this save if they have seen the Gralei kill one of their allies.  PCs who hear this shriek and have seen an ally die or been seriously injured by a Gralei must make a save or become frightened, taking 1d6 COG damage each time they hear it.  If this COG damage reduces their COG to 0, they must immediately retreat if possible.   

Link Up: If two Gralei Pikers are next to each other, they get +1 Armor for each one of them is in the same line, up to a maximum of +3.

- Stick with others, form a line of pikes
- Focus on the strongest enemy
- Hold the line, let them tire themselves out

All Gralei can fly, and they use this fact to its full advantage.  Their enemies have immense difficulty reaching their mountain lairs or traveling the great distances they easily navigate with their wings.  Additionally, many Gralei flocks are nomadic, making them that much harder to find.

However, there is one little problem.  Not everything the Gralei have can be carried on their backs, or can fly itself.  For example, their livestock usually cannot.  So for larger Flocks, or ones laden down with the spoils of a successfully completed raid, they are left with a hard choice: abandon their gains or stay on the ground and protect them. 

Most Gralei Flocks choose the latter option, and thus, the Pikers.  Gralei Pikers cover their frailer bodies in hard plates and carry large shields to protect themselves.  They train in forming shield walls and other tactics more common among the races with greater mass or higher amounts of muscle when compared to the tall, but lithe Gralei.     

                                       by Jens Kuczwara

Gralei Sage
HD 2
Armor none
Atk Varies, see below
Mor 11
Saves 9 or less

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

Sonic Screech: Gralei can unleash a horrific shriek that forces morale checks against weak-willed enemies if they hear it.  NPCs have disadvantage on this save if they have seen the Gralei kill one of their allies.  PCs who hear this shriek and have seen an ally die or been seriously injured by a Gralei must make a save or become frightened, taking 1d6 COG damage each time they hear it.  If this COG damage reduces their COG to 0, they must immediately retreat if possible.

- Depend on abilities

To customize a Gralei Sage, roll on the Tables below. 

This Gralei Sage is protected by...


1- Nothing.  He didn't expect to be fighting. 
2- Cowardice.  He runs as soon as fighting breaks out around him.  If fleeing is impossible, he will hide.
3- A Ring of Armor.  This Ring grants him 10 Armor points per day.  Armor points that are expended return by the next sunrise.
4- A spirit pact.  As long as he sacrifices one creature a day to his patron, he cannot be harmed by any direct attack.  Indirect harm can still kill him.  Ex: An arrow fired randomly that struck him by chance can hurt him, but one fired at his face will miss.  Assume he has sacrificed one creature at the start of today.

This Gralei Sage fights with...


1- An Atlatl.  As Gralei Raider.
2- Bombs.  Roll on the "What does the Bomb do?" Table.
3- A Dagger.  He is unprepared for combat.
4- A spear.  See Gralei Raider.  He also has the "Dive Attack" ability, see Gralei Raider.
5- A Wand.
6- This Sage has unlocked the power of Sorcery, and can cast spells as a level 1d4 Wizard.  He has an equal number of Mana Dice and spells prepared as he does Wizard levels. 

This Gralei Sage is knowledgable in...


1- Necromancy.  The Gralei have Undead fighting alongside their living soldiers and Ghouls following them.
2- Bomb-Making.  The Sage knows how to make Bombs and carries a few with him.  The Shriekdivers in this Flock carry 2 types of Bombs.
3- Poison Brewing.  The Gralei in this Flock have poisoned weapons and each group has a 2-in-6 chance of having a poison gas Bomb.
4- Alchemy.  Each group of Gralei from this Flock have a 2-in-6 chance of carrying a random potion pertinent to the current situation.  
5- Healing and Medicine.  The Gralei in this Flock have +2 HP because of the treatments and advice the Sage has provided.
6- Artifice.  Each group of Gralei from this Flock have a 2-in-6 chance of carrying a work of cheap artifice, such as a device that helps them fly better or an enhanced weapon that one of them is carrying.  Additionally, there are 1d10 Constructs fighting alongside the Gralei.

The Gralei are one of the so-called Savage Races, those who scorn many of the trappings of civilization.  However, they are not stupid.  They have an incredible oral tradition and pass down knowledge in amounts that would embarrass the written cultures of the more fertile lands, which have grown lazy thanks to their archives and alphabets.

This fact is no more emphasized in the Gralei's learned classes and their Sages.  These experts work with the leadership to enhance a Flock's lethal capabilities, granting them sorcery, alchemy or simple medicine to aid them.  Usually you won't encounter these Gralei on the battlefield, only in the tents of the Gerents.  But you will likely encounter their work long before then.  And when you do, you will learn that the so-called Savage might not be unable to develop a civilization like yours, but instead doesn't want one.    

                                          by Sixth Leaf Clover

Gralei Demoniac
Damage Threshold 1d3+3
Armor none
Atk Varies, see below
Mor Varies, see below
Saves (Damage Threshold) or less

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

Sonic Screech: Gralei can unleash a horrific shriek that forces morale checks against weak-willed enemies if they hear it.  NPCs have disadvantage on this save if they have seen the Gralei kill one of their allies.  PCs who hear this shriek and have seen an ally die or been seriously injured by a Gralei must make a save or become frightened, taking 1d6 COG damage each time they hear it.  If this COG damage reduces their COG to 0, they must immediately retreat if possible.

Damage Threshold X: Gralei Demoniacs have a Damage Threshold.  They only take damage from sources if the amount of damage equals or exceeds their Damage Threshold.  If a source of damage cannot equal or exceed the Threshold, instead ignore it, as if it did no damage. 

SHP: Stands for "Super Hit Points".  All Gralei Demoniacs have a number of Super Hit Points equal to their Damage Threshold.  Each time the Damage Threshold is equaled or exceeded, they lose 1 SHP.  When they lose them all, they die.

Shape-changer: The Gralei Demonic can change its host body at will.  This does not change its stats, but it can change the host's shape, appearance, scent and everything else about them. 

- Charge in, be overconfident
- Use your powers

To customize a Gralei Demoniac, roll on the Tables below.

This Gralei is possessed by...


1- An Angel of War/Demon of Slaughter.  This Angel/Demon lives for slaughter and blood.  It has a number of Demonic Gifts as determined by this table.  Potential Demonic Gifts include: It has the power to conjure weapons from the ether, regenerates if it can hit the person who hurt it last, and can drive those it touches into a mad, killing frenzy. 
2- An Angel of Isfet/Demon of Chaos.  This Angel/Demon lives for Chaos.  It seeks to undo the bonds of order and bring freedom, color and random fluctuations to the world.  It has a number of Demonic Gifts as determined by above table.  Example Gifts include, but are not limited, the ability to mutate creatures on a touch, the ability to cause spells to go haywire or enhance their power, to trigger random magical events.
3- An Ancestral Spirit.  This is a Ghost jumping bail and attempting to continue living.  This Gralei has the abilities of someone with a number of levels in a random class equal to its Damage Threshold. 
4- A Green Angel/Druidic Demon.  This Spirit seeks to destroy civilization and symbolic thought.  It has a number of Demonic Gifts as determined by this table.  Potential Demonic Gifts include: Being able to transform into animals, cause localized earthquakes, set itself on fire without taking damage or cause technology to malfunction by touching it.

This Gralei Demoniac fights with...


1- Regular Weapons provided by its commanders. 
2- Demonic Weapons, summoned from the ether.  Does Damage as per the Tables in the Outsider Megapost.
3- Has new-found natural weapons in the form of horns, claws, fangs, tentacles or stingers. 
4- Can project blasts of energy that burn, freeze, melt or something similarly nasty.

All weapons or attacks do Damage as per the Tables in the Outsider Megapost.

This Gralei Demoniac is...


1- Completely untrustworthy and openly treacherous.  The Demoniac resents the bindings keeping it here and will tell you how to undo them.  It may be grateful if you free it, or it may not.  But it will say almost anything to get you to free it.  Mor 9.
2- Kept on a tight leash, but not openly disloyal.  The Demoniac would defintely like to be free and if you help it, it would surely give you something, but it is content to serve for now.  Mor 11.
3- Loyal.  The Demoniac is willing to help the Gralei, but it does not wish to die for them.  Mor 15.
4- Fanatic.  The Demoniac will fight and die for these Gralei.  Mor 17. 

Gralei Demoniacs are created when lesser Outsiders are summoned, placed within willing Hosts, then sealed inside with magical runes and bound in service to someone, usually the summoner or the Flock's leader.  These Spirits enhance the power of their host's bodies, making them into living weapons the Outsider wields. 

This is usually done in preparation for a large assault or if a Flock has no casters.  However, it is also a risky tactic as the Outsider or Spirit summoned might not be on board with being forced to follow the orders of someone else, and some try to rebel as a result.  


                          by Russell Dongjun Lu

Gralei Hero
HD 1d4+3 + [10+1d4 Armor]
Armor Masterwork Light Armor, see Below
Atk Varies, see below
Mor 15
Saves (7+HD) or less 

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

Sonic Screech: Gralei can unleash a horrific shriek that forces morale checks against weak-willed enemies if they hear it.  NPCs have disadvantage on this save if they have seen the Gralei kill one of their allies.  PCs who hear this shriek and have seen an ally die or been seriously injured by a Gralei must make a save or become frightened, taking 1d6 COG damage each time they hear it.  If this COG damage reduces their COG to 0, they must immediately retreat if possible.

- See below

To customize a Gralei Hero, roll on the tables below.

This Gralei Hero is...


1- The Gunslinger.  The Hero is armed with a pair of Guns that function as Wands.  He also has 2d6 bullets that he can fire.  These are special bullets, see here, here or here for potential effects.  If his guns get wet, he will need to dry them off before he can use them again.
2- The Bombadier.  The Hero is armed with a bandolier of fire bombs that he can throw with pin-point accuracy, such as through a window, into a sewer through an open manhole cover, or right into the King's lap while he is under cover.  Tends to attack from the air and do bombing runs.  If his bandolier is damaged, it could explode.
3- Ironwing.  Is an Expert of Pattram Sword Hand.  His feathers cut through flesh and bone with terrifying ease.  Tends to come in for "strafing" runs and could be tackled out of the air or attacked on his way in.
4- The Sky King.  This Hero can shape and mold clouds into solid shapes, and pull them down to earth.  He can also walk on clouds, fog or smoke as if it were solid.   
5- The Rain-Maker.  Has the power to control the weather in a localized area.  This may be because of his own sorcerous power, magic items he is carrying or something else (Referee's Discretion). 
6- Thunderhead.  This Hero has the ability to conjure and hurl lightning bolts at people.  This may be because of his own sorcerous power, magic items he is carrying or something else (Referee's Discretion).
7- The Feathered Phantom.  This Hero has the power to create illusory duplicates out of himself or turn invisible, though he cannot do both at once. 
8- The Wind-weaver.  This Hero can manipulate the winds, blowing clouds of dust up, summoning small tornadoes and flying faster and further than any other.
9- The Phoenix.  This Hero can light himself on fire without harming himself and breathe fire every 1d4 rounds.  If slain while on fire, the Hero reincarnates as a baby with all his memories, though he might pretend to be a normal baby for a while. 
10- The Rockheart.  This Hero is much more muscular than other Gralei.  He is too heavy to fly but is strong as a Giant and can throw heavy objects such as trees, horses and wagons with ease.  His favorite tactic is to throw people into the sky and watc them splatter hundreds of feet away.    
11- The Prophet.  This Hero is divinely chosen by one of their horrible Monster-Gods, empowered to give commands to one of the God's domains in his vicinity. 
12- The King of Swords.  This Hero is a Sword Mage who knows a number of spells from that list and has a number of Mana Dice equal to his HD.

This Hero wears...


1- A Dragonscale Vest.  Also grants resistance to damage from the type of Damage that Dragon's breath weapon would have produced.
2- Mithral shirt.  Light enough to be mistaken for a leather coat, but as strong as steel.
3- Silk Shirt.  Stops the first arrow and prevents all damage.
4- Fish leather.  Highly flexible and takes up one less inventory slot.
5- A Magical cloak that when wrapped tight around the creature wearing it becomes hard as chain armor.
6- A Magical Shield that levitates next to its user and moves to intercept attacks.  Provides Armor points and can intercept 1 projectile a round without reducing total Armor points.

This Hero is also accompanied by a...


1- Griffon.  Griffons are Proud Beasts who are not tamed, but befriended.  They do not serve, but give freely to those they trust.
2- Dragon Whelp.  As a Dragon Child.  Highly intelligent, but immature and likely to get into serious trouble.  Their parents are likely looking for them and very worried.
3- Wild-Shaped Druid in the form of a bird.  The Druid will shape-shift back if he needs to cast spells.   
4- A Giant Eagle.  An Eagle, but with a wingspan the size of a sedan and claws that could split a man like an overripe melon.
5- A Flying Construct.  Could be anything from the size of a human child to larger than the Gralei.
6- A Flying Undead.  Only accompanies the Hero at night.
7- A Small Humanoid of another race who rode on their back.  Examples include but are not limited to 1d3 [1= Kobold; 2= Goblin; 3= A Hoba.]
8- A Rogue* Elemental.  The Elemental is from the 1d4 [1= Court of Air; 2= Traitor** Court of Storms; 3= Traitor Court of Dust; 4= Court of Steam.]

*The Elementals are all Rogue, as they have deserted their duties.

**The Traitor Courts are composed of Elementals who are either traitors from one of the legal Courts or who are from mixed heritage and were "born" Traitors as the result of illegal Elemental production.

                           by BenWootten

Generate a Gralei Flock:

This Flock is...


1- Tiny.  It is composed of several clans of Gralei, enough to overrun a small city or a large town.
2- Small.  It is composed of many clans of Gralei, enough to overrun a large city or a small province.
3- Large.  It is composed of several sub-Flocks of Gralei, enough to overrun a small nation.
4- Huge.  It is composed of many Sub-Flocks of Gralei, enough to overrun a large nation, were they all gathered together.

Does it have a homeland or place of refuge?


1- No.  They are purely nomadic.
2- Yes.  This is just a raiding party, the majority of the Flock is elsewhere.
3- They think so, but right now it is being attacked by one of their enemies.  When they get home, they may find enemies or only ash and ruin.  There is also a 2-in-6 chance that they come home to find their home under siege instead of burned to the ground or full of enemy soldiers.

Does it have any Sages?


1- Yes.
2- No.
3- No, but they have some of his knowledge.  This Flock receives half the advantages from a random result on the Sages' knowledge table.
4- No, and they need him back.  If you are friendly with them, they may want you to help them look. 

Does it have any Demoniacs?


1- No.
2- Yes, 1.
3- Yes, 1d3.
4- Yes, 1d3+1.
5- Yes, 1d6.
6- Yes, but some of them went rogue.

Does it have any Heroes?


1- No
2- Yes, but he is away at the moment
3- Yes, one.
4- Yes, they have 1d3-1

The Flock is lead by...


1- A Sage.
2- A Hero.
3- A clever Raider.
4- An experienced Shriekdiver.
5- A foreigner.  The Foreigner is a 1d4 [1= A brutal and effective Warrior; 2= A wise Sage with Sorcerous Powers; 3= Highly learned and intelligent man; 4= A quick-talking Conman who is in way over his head.]
6- Roll again, but one of the Demoniacs is secretly manipulating the ruler and the ruler is none the wiser of how much they rely on the Demoniac.

Gralei Plot Hooks:


1- A Flock of Gralei attack the city/town you're in!  You can help the disorganized defenders, or you can take advantage of the chaos.
2- A Flock of Gralei recently attacked a settlement and carried off a bunch of the people as war-booty.  You are hired to pursue the Flock and bring back one of the people they kidnapped.
3- A Flock of Gralei have been spotted and are headed toward a nearby settlement.  Everyone begins preparing for battle.  You will be rewarded if you stay and help.  Alternatively, you could use this as an opportunity to get out of there. 
4- You encounter a group of Gralei in the wilderness.  They want to fight you to see if you're strong.  They will fight honorably until you do.  If you're strong, they will ask you to come back to their Flock.  They will promise you glory in battle and war-booty if you do so.  They might also want you to take some of their women to strengthen the Flock.
5- A Gralei Flock's leader recently died.  As such, strong challengers are gathering at the Flock to try and take control.  Once they get their, the elders of the Flock declare that there will be a tournament to determine the strongest and most suited to rule.  The tournament will be fair until someone gets caught cheating, then it might descend into a blood-bath.
6- A Sage has discovered that the secret location of a source of an ancient Wizard's magical power is underneath or nearby a Gralei Flock's current home base.

                               from Caravan

Wednesday, August 26, 2020

OSR: The Sage to Wizard Pipeline

It is basically OSR Tradition at this point to make Wizards that are weird. I for one strongly approve of this. Magic should be weird and mystical. If we are dealing with the power to make the laws of physics into mere suggestions, even if only for a minute, that is something that should be treated with awe.

This is why I wrote my own version of the Sage, originally conceived by Cacklecharm. The idea of a Wizard without the ability to cast spells at level 1 was such a refreshing take I was consumed by it. But then I hit a new problem. How do Sages and Wizards co-exist? I can surely have NPCs of both types, but what player would choose the nerdy scholar over the guy who can melt faces by giving himself a seizure to channel extraplanar energies? 

Perhaps some would, but I wager such a player is few and far between. So the Sage class was, in my opinion, doomed to anonymity and my attempt to reinvigorate magic and make it something more unusual and mystical would have been wasted. 

And then an idea so simple, yet so clever, struck me like a lightning bolt. I wager you can already guess what it is. You read the title of this post, after all.

by AmareArts 

                                                      The Flame in all of Us 

All Mortals possess the ability to perform magic. They can cast two "spells", for lack of a better word, innately. The first of these abilities is the one that permits their immaterial spirit to control their physical body. The second is the ability to pray. It is the power of the spirit that carries a prayer to its intended destination- or at least, tries to. A mortal who is confused can send the prayer to the wrong person or the prayer could be distorted or lost through a shift of the Winds of Magic, or they could be eaten by any number of small spirits that feed on prayers. This is why religion and collective prayer is important, it ensures that at least one of the faithful's prayers will reach it's destination. 

However, for most mortals, this is all they will ever use their "magic" for. The Sage is someone who seeks to expand themselves, to stretch their limited capability, to gain power and knowledge, to become more than man, to conquer Reality. This is the primary reason why Sages adventure- why they read books better off burned, delve into monster-infested catacombs and consort with corrupting entities; they seek the power known as magic for themselves. Those Sages that succeed in their quest are lauded and honored upon their return, granted the title of Wizard. 

There are no Wizarding Colleges or even universities in general. Magic and magic items are hoarded by Sages who have learned it and have become Wizards.  If you are unwilling or unable to find your own magic, they might be willing to help you, for a price.

by u/ohnonicknames from here 

The Sources of Magic:

Finding magic is fairly easy, but finding a source that can be tapped and controlled, that is a whole different beast. Here are a few methods that you might find useful.  


1- Borrow power from some greater being. May or may not require selling your soul. Will give you quick and easy power, but expect terms and conditions and to be dangling on strings for quite some time, possibly forever. 

2- Steal power from a greater being. As above, but even riskier. However, there will be no strings on you. The only catch is to not get caught. 

3- Raid the tomb or abandoned laboratory of a (possibly) dead Wizard. Wizards who become powerful sometimes pass their power down to an apprentice, but just as often they refuse to part with it even in death, leaving orders that they be buried in maze-like tombs filled with booby traps and guardians so that no one will ever be able to obtain their mystic power. This is why so many Wizards try to become Liches; because the thought of anyone else controlling their power drives them to the point of obsession and madness, then beyond. Of course, you don't have to be a Wizard, or mad, to become a Lich, but it helps. 

4- Learn the methods of shaping and molding your soul into a device that can capture spells and use the power of magic naturally. This is the hardest route, but also the least risky. It requires the study of ancient writings, delving into the ruins of the older, more magical civilizations and months, if not years of diligence. However, it tends to come with the least draw-backs. A living Wizard can also help you with this. Studying from a living practitioner will certainly speed up the process of learning. 

If you successfully obtain magic, then you gain the ability to cast spells as per a normal Wizard and can start taking levels in Wizard. Also, certain alternate forms of magic, such as Rituals, Alchemy and Artifice can be used by anyone who has the required knowledge and training. Sages are assumed to have all necessary training, but they won't know how most rituals work or what the recipes of potions are, because that is knowledge that has been hidden from others.

5- Join a Wizarding Order, Sage's Collective or find yourself a Master.  There are organized groups that possess the power of Sorcery.  By joining one of these groups or by serving a Wizard, you can gain access to Sorcery, as long as you impress them.  This will most likely require performing a number of menial or dangerous tasks to earn the favor of your superior(s), anything from polishing boots, reorganizing the library or retrieving cursed books from the burned Library of Arzan the Ghost-King.  This method is similar to '4', only instead of trying to learn all on your own, you won't have to do all the leg-work by yourself.   

6- Find a well-spring of natural mana and inflict it upon yourself.  This is the path most likely to grant death or hideous deformity, but one could also receive immense power.  Examples for this option include bathing in the Womb of the World, diving into the sea of clouds, injecting Occultum into your veins, or bathing in Dragon's blood.

source unknown

Friday, August 14, 2020

GLOGifying Fifth Edition Spells: I-N

 Part 1, A-D

 Part 2, E-H

                                source unknown


Ice Storm: As Hail Storm under Calcomancer

Identify: Cut for being unnecessary.  I just tell players what a magic item does when they pick it up.  Though sometimes they have hidden abilities, but those can be discovered later. 

Illusory Script
R: touch    T: paper or writing surface    D: [sum] days

You write a message on a piece of paper or another surface that can be written on.  You and any creatures you designate can read the original message.  Then that text is layered in an illusion.  Any creatures you do not designate can only see the illusory text layered over the original message.  The illusory text can say anything you want it to and look like anything you want it to.  After the duration, the illusory text disappears.  The original text remains.

R: 30'        T: creature            D: permanent until dispelled

A creature within range must save.  If the creature has more HD than the [dice] used to cast the spell, it may add the difference as a bonus to its save.  If it has HD 3x than [dice] it automatically passes its save.  A creature that fails its save is imprisoned in any way you choose.  Examples include but are not limited to being chained in place by unbreakable chains, trapped in a mirror, buried alive in a sphere of force, falling into an endless sleep, etc.   

When you cast this spell, select a condition.  This condition can be anything except a logical contradiction.  For example, the condition can be "When she receives a kiss from the seventh son of her seventh son" but NOT "When a married bachelor jumps through a square circle".

Incendiary Cloud
R: 50'        T: point in space within range    D: [dice] rounds

You select a point in space.  From that point, a cloud of burning smoke with a diameter of 10*[dice]' spreads out and fills the area.  The smoke is hot, doing [dice]d6 fire damage a round to anyone inside it.  Anyone inside the cloud must also save. On a failed save, their primal instincts take over and they can take no action but try to escape from the cloud.

Inflict Wounds
R: touch    T: creature            D: one action

Make an attack roll.  On a hit, the creature you touched takes [sum] necrotic damage.   

Insect Plague
R: 50'        T: point in space in range    D: [dice] rounds

You conjure a swarm of biting insects from the ether.  These insects form a swarm that covers an area of 10*[dice] square feet.  These insects count as a swarm creature with Armor equal to [dice] and HP equal to [sum].  They will follow your instructions for the duration or until they die.  Each round you can tell them to move up to 50' and to attack or not attack. If ordered to attack, they will attack any living creature in the area they cover, prioritizing creatures attacking them first, then other intelligent creatures, then animals, then plants.  After the duration ends, the conjured insects disappear.

Invisibility: As Invisibility under Metamancer


Jump: Cut for being stupid and boring.


Knock: as Knock under Metamancer


Legend Lore: Cut for being a waste of a spell.  Go ask a Sage or an Oracle, like a normal person.

Leomund's Secret Chest
R: touch    T: chest        D: special

One object that can store other objects inside of it such as a box, chest, etc, and all its contents are transformed into pure spirit and ascend into Deep Heaven.  At any point, you can recall the chest then send it back.  If the spell ends and the chest is still in Deep Heaven, the contents of it are lost forever, barring the intervention of a God or something similarly powerful. 

If cast with 1 [dice], the chest remains in deep heaven for [dice] days.  If 2 [dice], the chest remains in Deep Heaven for [dice] weeks.  If 3 [dice], [dice] years.  If 4+ [dice], until you decide to end the spell.   

Leomund's Tiny Hut
R: self        T: self            D: 2[dice] hours

A dome of immobile force springs up around you.  The dome has enough space to fit you + [dice] creatures inside.  The dome remains up for the duration, until dispelled or until it is destroyed.  The dome takes half damage from elemental sources and no damage from non-magical sources.  Spells cast outside the dome cannot enter the dome and vice versa. 

The caster can control the conditions inside the dome, altering temperature, light level and opacity of the dome.

Lesser Restoration: Cut because Greater Restoration exists and because we only need one of them.  Spells shouldn't be like iPhones, where you trade up every year to get the latest model.

R: 30'        T: creature or object    D: [dice] rounds

You target one object or creature.  You can then lift that object with your mind and move it up to 10*[dice]' in any direction.  Each round you can continue to move the first object or select a different object.  Alternatively, you can simply cause an object to float in the air. 

If this spell is cast with 1 [dice], you can lift an object as heavy as a broadsword.  With 2 [dice], as heavy as man.  With 3 [dice], as heavy as a horse.  With 4 [dice], as heavy as a cottage or one room in a large house.

Light: As Light under Calcomancer

Lightning Arrow
R: 30'        T: a projectile        D: one action

One projectile, once it is fired, transforms into a lightning bolt mid-flight.  This lightning bolt strikes at the target.  The creature fired upon instead takes [sum] electric damage, save for half.  The projectile is destroyed by this spell.

Lightning Bolt: As Divine Retribution under Electromancer

Locate Animals or Plants
R: 1000*[dice]'        T: plant or animal    D: [dice] hours

You name one type of plant or animal.  For example, deer, wild strawberries, etc.  If such a plant or animal is within 1000*[dice]' of you, the spell tells you which direction the nearest example of that type of plant or animal is.  If that example is moving, the spell will also reveal to you the location of movement.

Locate Creature
R: 1000*[dice]'        T: creature    D: [dice] hours

You name one specific creature or one type of creature, ex: Ogre or Human, and this spell will tell you if any of those creatures is within 1000*[dice]' and tell you the direction to go in order to find it.  If the creature is moving, the spell will tell you the direction they are moving.

Locate Object
R: 1000*[dice]'        T: object    D: [dice] hours

You name one specific object or type of object.  This spell will then inform you if there are any such objects within 1000*[dice]' and what direction to go in order to find it.  If the object is moving, the spell will tell you the direction the creature is moving.

Longstrider: Cut for being redundant, Haste already exists.


Mage Armor
R: touch    T: creature        D: [dice] hours

One creature you touch is covered in a glowing aura that gives a creature an Armor Rating equal to [dice].  The armor lasts for the duration, until the creature puts on another piece of armor or until destroyed.

Magic Circle: Will be rewritten as a ritual

Mage Hand: Cut because Levitate already exists

Magic Jar: As Possession under Mad Scientist

I could possibly make this a magic ritual for a villain to use, but for a player friendly version I will stick to possession.

Magic Missile
R: 200'     T: creature         D: one action

Target takes [sum] + [dice] damage, no Save.

This is Mr. Kangaroo's spell, from here.

Magic Mouth
R: 30'        T: object        D: [dice] hours

You select one object and a condition.  For example, a door and the condition, "When Zarzan the Black comes within 10' of this door."  Then encode a message of up to [sum] words into the object.  When the condition is fulfilled, the object will speak aloud your message. 

Magic Weapon: Cut because Elemental Weapon exists.

Major Image replaced with

Perfect Illusion
R: 30'        T: An open space within range    D: [dice] minutes

You can create an illusion that fills up to a cube with 10*[dice]' long sides.  The illusion can move and you can change it's position for the duration.  The illusion can produce sounds, smells and temperature comparable to what the object it would be would normally produce, but these effects cannot cause damage.  The illusion is still immaterial and if inspected, it will be revealed to be a hollow shell of light.

Mass Cure Wounds: Cut because Heal exists

Mass Heal: Cut because Heal has already been modified to do this

Mass Healing Word: Cut because Healing Word was cut

Mass Suggestion: Cut because Suggestion exists.

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 as a bonus to its save.  If it has HD 3x greater or more than [dice], it automatically passes.  On a failed save, the creature is banished to an endless maze on another plane of existence.  The maze is full of portals, including one that leads back to this location. Finding it will earn the creature a trip back.

Meld into Stone
R: touch    T: stone        D: [dice] hours

One creature you touch can move inside a solid stone structure or natural formation and remain inside for the duration.  While inside the creature does not need food, water or sleep and any conditions affecting their body such as poison, drugs or disease are suspended while they are inside the rock.  They may emerge from the rock as a full action.  If the duration ends while they are still in the rock, they are ejected into the nearest open space. 

Melf's Acid Arrow
R: 30'        T: creature        D: one action

One creature within range takes [sum] acid damage, save for half.  The creature then takes 1/2[sum] damage, save for half, each round after the first until it takes an action to neutralize or wash off the acid.  A strong base, salt or water will neutralize it. 

Meteor Swarm
R: 200'        T: Up to [dice] square miles    D: one action

You manipulate space and summon [dice] meteoroids from Deep Heaven and call them down to earth to strike up to [dice] targets you can see.  Each meteorite, upon impact, causes an explosion that does 2[sum] bludgeoning damage, save for half, and [sum] fire damage, save for half to any creature near where it strikes.  These fiery explosions also start fires that ignite anything flammable in the area. 

This is a legendary spell for the Cosmomancer, so make sure it's hard to find.  This is also why it's a fair bit stronger than most other spells.  

Mind Blank
R: touch    T: creature            D: [dice] hours

One creature you touch becomes immune to all attempts to read its mind or influence its emotions.  It cannot be found with scrying or other divination magic for the duration.  No one can even connect to its mind with telepathy. 

Mirage Arcane: Cut because Hallucinatory Terrain already exists. 

Mirror Image
R: touch    T: creature            D: [dice] rounds

One creature you touch, or yourself, has [dice] illusory copies of itself appear.  The copies move around and take actions, so it is difficult to tell which one is which.  You can command the copies to take specific actions as a free action, or you can leave them to freely distract your opponents.  When an attack is made against you that successfully hits, it has a 1-in-X chance of hitting you.  See the table below.

Did you hit me?
Number of Copies    Chance of hitting the real one
1            1-in-2
2            1-in-3
3            1-in-4
4            1-in-5

If the attacker does not roll the correct number, then he instead hit an illusory copy.  Copies disappear after taking at least 1 point of damage or once the duration ends.   

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

You cause a puff of smoke to appear, shrouding you from view.  Under the cover, you turn invisible and an illusory copy of you appears where you just were.  As a free action you can move the illusory copy around and have it perform actions, though it cannot harm anyone nor touch any solid objects.  Once the duration ends, you turn visible and the illusion disappears. 

Misty Step
R: self        T: self                D: one action

You teleport up to 10*[dice]' to an unoccupied space. 

Modify Memory: As Rewrite Memories spell under Psychomancer

R: 50'        T: creature            D: [dice] rounds

You may only cast this spell at night.  You summon a beam of ghostly white light that can illuminate one creature and everything in a 5' diameter circle around them.  Any creature you move this light over must make a saving throw.  On a failed save, they take [dice]d10 radiant damage as ethereal flames burn their flesh.  On a successful save they take no damage.  You may move the beam to a new creature each round or keep it on the target.  A creature being burned gets to repeat a failed saving throw on each of its turns as an action to try and escape the light. 

Mordenkainen's Faithful Hound
R: 30'        T: an empty space    D: [sum] minutes

A hound, taking on whatever form you desire, appears in a space within range.  The hound will keep an eye out for all enemies and anyone it regards suspicious.  If it sees someone it thinks is dangerous, it will bark, alerting you.  The dog has [sum] HP and armor equal to [dice].  It remains with you until the duration ends or it is destroyed.

For each additional [dice] spent past the first, select one of the options below:
- The hound gains a bite attack that does 1d6 damage.
- The hound has Sight Beyond Sight
- The hound is invisible to everyone but you
- No one but you can hear the hound bark

Mordenkainen's Magnificent Mansion
R: 10'        T: An empty space    D: [dice] days

An enormous mansion suddenly appears from the ether, landing on an empty space.  Any living creatures other than grass or moss are pushed out of the way of the house as it appears.  The mansion's condition depends on the number of [dice] used to cast the spell.  If this spell was cast with 1 [dice], the mansion is crumbling and decreipt.  If 2 [dice], the mansion is damaged but livable.  If 3 [dice], the mansion is in excellent condition.  If 4+ [dice], the house looks brand new.

Only those creatures you designate can enter the mansion without resistance.  The mansion remains for the duration, after which it vanishes, taking all the things that were summoned with it.

For each [dice] used beyond the first to cast this spell, select one of the options below:
- The mansion is fully furnished and has an ample supply of linens.
- The mansion is stocked with enough food to feed up to 100 people a lavish, 9-course banquet.
- The mansion is filled with 100 magical servants that can look like anything you want and will do anything you ask of them, though they are only skilled at things well-trained servants could do. 
- The mansion will defend itself from attack, such as windows cutting those who try to smash them and doors electrocuting those who try to enter without permission.    

Mordenkainen's Private Sanctum: Cut because Hallow exists.

Mordenkainen's Sword
R: 10'        T: an empty space    D: [dice] rounds

You conjure a floating sword that hovers behind you within 10'.  For the duration on your turn, you can use the sword to make an attack against one creature within 10'. 

The sword does 1d4 damage, increased by [dice] steps as denoted below. If it wasn't magical before, it now counts as a magic weapon.

    1d4 -> 1d6 -> 1d8 -> 1d10 -> 2d6 -> 2d8 -> 2d10 -> 3d8 -> 3d10 -> 4d10

The last two sentences and the chart are borrowed largely from Mr. Kangaroo, see here.

Move Earth
R: 100'        T: earth        D: [dice] minutes

You can move and shape earth around you into any shape you desire.  The dirt will still behave as dirt would, sliding down hills, filling in gaps, etc.  The dirt also moves slowly, at the approximate speed of a moderately fit man speed-walking.   

If this spell is cast with 1 [dice], you can move as much earth as a man with a shovel could move in an hour.  If 2 [dice], 10 men.  If 3 [dice], enough to dig a hole 50' deep or a trench 100' long and 5' deep.  If 4+ [dice], enough to fill one of these trucks.    


R: touch    T: creature or object    D: [sum] hours

For the duration, the affected creature or object cannot be detected by divination spells.   

Nystul's Magic Aura
R: touch    T: object        D: [dice] hours

You cover an object with an illusion.  This illusion either makes the object appear to be magical when it actually is not or not magical when it actually is.  

                   source unknown

Tuesday, August 11, 2020

OSR: Armor Rules Revision

Author's Note: After some play-testing, I have found these rules to be a bit too powerful.  As such, I have edited this post and reduced the amount of Armor points across the whole post by 2.  So for example, Light Armor used to protect from 8 to 12 now offers protection from 6 to 10.  Otherwise, all is unchanged. 

So there were some problems with my earlier armor rules.  Firstly, they were too complicated and the version I used in my actual games didn't match what I wrote in that post.  Additionally, armor was too effective.  Players who rolled well could skate by with basic armor and never take real damage.  And if the enemies had armor too it was totally boring, like watching two indestructible fighters pound away at each other, exchanging titanic blows that totally failed to scratch either one of them.

As such, I am rewriting them.

                              from here

Armor now provides a flat bonus to Fighting Spirit.  For example, if you are Scoundrel you receive only +1 FS per level.  So a level 3 Scoundrel only has 3 FS.  But if that same Scoundrel were to wear Armor, say Light Fish Leather, he would have 11 FS.

Thus, in the fiction, if a player's armor could protect him from an attack, I would describe the attack as damaging the armor.  For example, if he was wearing a bulletproof vest and was shot, I would describe the impact as being cushioned by his vest.  If however, the attack was some form of damage that a bulletproof vest could not protect against, I would just describe him as dodging out of the way.  This is, of course, assuming it only damaged his Fighting Spirit.   

Example Statblock:

HD 1 + [6 Armor]
Armor Quilted, Padded Jacket
Atk Sword (1d6+1)
Mor 8
Saves 7 or less

I will also be including the tag [Ignore Armor] that can be added to certain weapons and abilities that bypass armor entirely.  Certain types of damage such as Force and Psychic automatically bypass Armor, but for others it is more situational.


 For example, metal armor will not offer any real protection against Fire damage, so for it, Fire ignores armor.  But if someone is using cold damage that hurls icicles at you, that same metal armor will protect you. 

Refresher- Potential Types of Damage:
- Telekinetic/Force
- Fire
- Acid
- Electrical
- Psychic
- Ice
- Bludgeoning/Falling
- Sharp (Slashing/Piercing)
- Necrotic
- Radiant/Holy 

Armor Breakage Rules:  

Since players in my games are getting into conflicts on a semi-regular basis, I have decided that I will be imposing two rules on Armor.

Firstly, in a fight, if someone's armor is reduced to 0, then it can no longer protect them and damage from that point goes down to that creature's FS or HP, depending on how badly they are injured.

Secondly, unless damaged by some special form of damage, such as fire, acid or something else the Referee feels particularly appropriate, armor is not destroyed when reduced to 0.  Rather, it just needs to be repaired and it will function as normal.  Light Armor can be repaired with basic equipment in 1d6-X hours, where X is the skill of the tailor.  All Adventurers know how to do this, and subtract their COG modifier from the 1d6 roll.  Also note that repairing light armor takes a minimum of 1 hour.

Thirdly, Medium or Heavy armor cannot be repaired with rope, twine or a sewing needle and thread, but requires advanced knowledge and equipment.  This will usually mean returning to civilization or finding a smith in the area to repair it. 

                                by SharpWriter

Armor comes in Light, Medium and Heavy.

Light armor has 6 to 10 HP, depending on quality.
It takes up 3 inventory slots.

Medium Armor has 14 to 18 HP, depending on quality.
It takes up 6 inventory slots.

Heavy Armor has 22 to 26 HP, depending on quality.
It takes up 8 inventory slots.

Higher quality armor costs more but protects more, usually. 

Shields, depending on size, add +2 to +4.  They also provide advantages when confronted with certain types of saving throws.
A shield takes up 1 Inventory Slot.

Helms add +2 and give advantage on saves against being knocked unconscious.
A Helm takes up 1 Inventory Slot.

Depending on the type of armor, it may offer certain advantages or disadvantages.  For example, wearing chain means you will receive a penalty to stealth.  Plate or lots of metal might mean a penalty to initiative rolls as well. 

Armor Types:


Types of Armor:

"Leather": Light Armor.  Actually made of quilted fabric, fish leather, wood, hide.   

Chain Shirt: Light Armor.  Concealable under a coat or tunic. 

Chain Tabbard: Medium Armor.  Like the shirt, but protects much more. 

Breastplate: Paired with greaves and arm-guards and you can be heavy infantry.   

Plate: Since my setting is Iron Age, full plate is likely to be something found in pre-Deluvian ruins or in the realms of beings that are much more advanced in terms of technology, sorcery or both. 

All these armors protect against sharp and bludgeoning, but not much else.


Warded Armor: Armor can be warded.  This offers the wearer protection against certain effects, depending on the wards.  For instance, being possessed, charmed or frightened.  It can also render someone impervious to illusions as long as they wear the armor. 

Enchanted or Magic Armor: Armor imbued with magic can offer protection against one particular element or groups of elements. For example, the Armor of the Ice-Climber might give its wearer resistance to cold and falling damage as well as making it impossible for him to suffer from snow blindness or disorientation on a mountain or in snowy/blizard conditions.


Stab-proof Pads/Vest: Armor that's designed to protect against knives, glass, broken bottles and other sharp objects.

Bulletproof Vest: Protects against bullets.  Comes in a variety of thicknesses, with the higher numbers weighing more and providing more protection.

Vest with Ceramic Plate: Nothing short of a high-powered rifle at point-blank range is getting through this vest.


- Diffusion.  Light/Medium/ Heavy.  Designed to be used as body armor for soldiers primarily fighting enemies equipped with laser weapons.  Come in thin, flexible vests, overcoats that can be placed over ceremonial armor, or entire suits covered in diffusion tiles and grounding lines.  They work by absorbing heat and channeling energy away from the body.  Very effective, but if they get overloaded they crack or even melt.

- Ceramic.  Light/Medium/Heavy.  A layer of interlocking plates that crack and fracture under pressure to stop bullets.  Come in Vests with variable amounts of concealability or in full suits that can cover one from head to toe.

- Stabproof.  Light/Medium.  Vests or padding designed to stop knives and prevent sharp damage.  Primarily used by constables in places with disarmed populations or security guards defending against common scum without firearms or laser weapons.

- Cushioning.  Light.  Not actual armor, this is safety gear designed to protect contractors and laborers working in areas where falls and falling debris are common dangers. 

- Liquiplate or L-plate.  Light/Medium.  Armor made of pockets of smart liquid that compresses and becomes rigid when struck.  When the force is dissipated, the liquid returns to its usual state.  Very expensive but quite effective.

- Powered Armor.  Heavy.  Rare and expensive.  Take an exoskeleton and cover it in plates of ultra-hard, light metal.  Not only does it protect the wearer but it increases strength and speed, and can be covered in all sorts of dangerous bells and whistles.  If someone in powered armor is coming after you and you don't have your own suit, now is the time to start running.  The only problems with them is that they're loud, hard to transport or repair and that they consume energy at a furious pace.  Most can only go about 10 to 30 minutes before needing a recharge.

- Personal Energy Screens or "PEAs".  These are extremely rare and very expensive.  An energy screen is a device that creates a magnetic field around the person wearing one, channeling ionized radiation, lasers or plasma away from the target.  Cannot stop physical projectiles or objects.  Can also be overloaded by too much energy.

- Personal Shield Device.  These are the cream of the crop, the highest echelon of defense.  These babies distort space around the wearer to laugh in the face of most attacks.  Physical rounds miss, lasers burn up too much energy or never reach you and physical weapons bend like balloon animals before your eyes.  The only real dangers while wearing one of these are other powered weapons, which can penetrate a shield because of their own one and plasma weapons, which don't need to penetrate your shield to cook you alive by heating the air around you to the same temperature as the surface of the sun.  Also, try not to run out of power in the middle of a fire fight.  That would be extremely bad.

                                    from here

What kind of armor does this enemy wear?


1: None.  This enemy is desperately poor, primitive or is covered in some kind of natural armor.
2-3: Light.  This enemy relies on movement and stealth or is too poor to acquire anything better.
4-5: Medium.  This enemy has sufficient access to resources to decently protect itself. 
6: Heavy.  This enemy has access to plentiful resources.

If the answer is none, does the enemy have any form of natural armor?

1- No.
2- Yes, the enemy has natural armor that counts as 1d3 [1= Light; 2= Medium; 3= Heavy] Armor.  Reroll any roll of "3" unless the enemy is sufficiently powerful or majestic. 

A Dragon can have natural heavy armor, but an Ogre shouldn't, unless it is the Ogre King of Gorehollow.

If the creature has natural armor, what form does it take?


1- The enemy is covered in scales, thick fat or fur or something else that protects his body.
2- The enemy has used magic to harden its flesh till it is hard as wood, stone or steel, making them much harder to hurt.
3- The enemy is exceptionally fast or agile, making them difficult to hit.
4- The enemy is ensorcelled so that near hits are transformed into misses and direct strikes are blunted.  Neutralizing or circumventing this effect would make your attacks [Ignore Armor].

If the enemy wears Light armor, what quality is it?


1: Terrible.  This Armor is heavily used or shoddily crafted.  It provides 6 Armor points.
2-3: Well-Used.  This Armor has seen heavy use, but it still works.  It provides 7 Armor points.
4-5: Shoddy.  This Armor is of poor quality, but otherwise seems fine.  It provides 8 Armor points.
6: Well Crafted.  This Armor is sturdy and expensive looking.  It provides 9 Armor points.
7: Excellent.  This Armor has been fastidiously repaired or was freshly made by a competent craftsman.  It provides 10 Armor points.
8: Masterwork.  This Armor was made by an expert of his craft.  It provides 10+1d4 Armor points.

If the enemy wears Medium armor, what quality is it?


1: Awful.  This Armor looks like it didn't save the last wearer, or doesn't look like it would last two minutes.  It provides 14 Armor points.
2-3: It will do.  This Armor is barely touching the edge of competence, but it's better than nothing.  It provides 15 Armor points.
4-5: Sturdy.  This Armor provides some protection, though it still leaves a few weak-points.  It provides 16 Armor points.
6: Fine.  This Armor is something you would be eager to wear.   It provides 17 Armor points.
7: Excellent.  This Armor looks like it could keep you safe from most things.  It provides 18 Armor points.
8: Masterwork.  This Armor would be the envy of your companions, and an object of hatred for your enemies.  It provides 18+1d4 Armor points.

If the enemy wears Heavy armor, what quality is it?


1: Good.  This Armor is not the best you've ever seen, but it will keep you safe.  It provides 22 Armor points.
2-3: Excellent.  This Armor provides more protection than anything you've ever seen.  It provides 23 Armor points.
4-5: Wonderful.  This Armor makes you braver and shields you from most casual attacks.  It provides 24 Armor points.
6: Amazing.  This Armor is so safe, attacks practically glance off you.  It provides 25 Armor points.
7: Excellent.  This Armor makes you feel invincible.  It provides 26 Armor points.
8: Masterwork.  This Armor makes you all but invincible.  It provides 26+1d4 Armor points.

                               from here