Some things are so great that their names, their symbols, even their pots and pans become infused with power. You draw on those things.
Starting Equipment: Robes, a Dagger, a book of Lore, and your Relic
A/Δ: Relic, Lore and Speech
B: Prophecy, +1 MD
C: Power against Power, +1 MD
D: Aspect, +1 MD
Relic
Obtain a Relic. Recognize its power.
You possess some fragment or leaving of a Legendary Power. Determine that legendary power and the relic you possess when you take this class. Perhaps it is a rock cut by Excalibur, an idol of a god, a saint's teeth, a sea-worn stone, etc. While you possess your relic, you have +1 MD* and can cast 2 spells relating to it (negotiated with the DM). If you collect additional relics relating to either the Legendary Power or something of its kind, you get 1 spell from them
Lore and Speech
Study deeply your Relic with all available materials.
When you come across a thing of the same general class as your Legendary Power (a sword for Excalibur, a knight or king for Arthur, a god for Anu, etc.), you can ask one question about it and know the answer, and you know the proper etiquette, rituals, and language to converse with it properly.
Prophecy
You may take 1 damage commune with your relic and receive cryptic visions related to it. You might receive information about the whereabouts and doings of your Legendary Power, hints as to the locations of more relics, warnings about the past or future, or any other prophetic shit. May not be useful or comprehensible.
Power against Power
You may use MD to invoke your Legendary Power against an enemy. If the enemy fails a save, they are put into enchanted sleep/death/magically imprisoned/banished/etc. The number of MD spent determines the difficulty of the requirement to rescue them (negotiated with the DM). A creature encountering their body/prison (or you, if their body is not present) knows subconsciously their nature and the nature of their binding.
Aspect
You may spend all your MD to summon the merest shred of your Legendary Power, manifesting either as an item, creature, or change to your very being.
Example Power: the Holy Grail
Relic: vial of the Blood
Spells: Transubstantiation**, New Covenant**
Relic: shield of Lancelot
Spells: Protection from Fire
Relic: shard of the Cross
Spells: Crucify**
Example Power: the Moon
Relic: Moonstone Orb
Spells: Moonlight**, Capture Light**
Relic: Silvered Mirror
Spells: Truesight
Relic: Water of the Maria
Spells: Control Water
Relic: Lycanthrope tooth
Spells: Animal Form
*If you lose the main relic, but have gained other MD from this class,
you lose 1 MD (unspent preferentially) but don't lose your spells. If
you lose your additional relics, you lose their spells. You might be
able to switch which is your main, ask your DM.
**I don't really want to write these right now but you're clever and can probably get what I'm going for.
Notes: Its a generalized Orbseeker! Orb-purists will think I am lessening it, but I don't really care. Sometimes you wanna seek swords, not orbs, or you wanna be a relic-hunting cleric, or maybe you are a wizard collecting physicalized spells, or you are a spirit-hunter collecting trophies. Its a class with many nuances, I think. Do you collect shit? Does that shit have a vaguely unified theme? This is for you!
If players try some chicanery, like a moon invoker saying that any old thing touched by the moonlight is a relic, let them! But lock the good spells behind the actually cool relics, and enforce encumbrance strictly. That rock you found? It has a spell, and that spell is Be a Rock.
As always, my progress is done at 3 AM so this is probably bad and needs revising.
This is an excellent -seeker class, orbs or otherwise! Full marks. At some point I'm going to do a "how to make a GLOG spell out of just the name" because I think it is a very necessary skill to have for any GLOG DM, but not one that is self-taught very easily
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