Thursday, August 31, 2023

What is Above is What is Below (GLoG: Wizard)

 

Mage of Pacci (Single Template)

You've studied under the tutelage, or the tomes, of that eccentric wizard Pacci. Among wizards, he alone was simple: the man liked to flip things upside-down. The teachings of Pacci can be learned within a week, but can only be applied through leveling up personal growth.

This template counts as if you had advanced (or started) in a wizard class. However, when you would gain spells from your wizard class, you gain 1 less than normal, and gain the spell Pacci's Inversion instead.

Pacci's Inversion
R: Line of Sight T: Creature or Object D: Instant
Target is picked up and flipped upside-down by some golden sparkles. This spell can target a [dice] HD creature, or an object sized up to: human-sized, ogre-sized, house-sized, tavern-sized

If you take this as your first wizard template, you gain any other spells from the Orthodox Spell List.
You also gain the following cantrips:
1. Move a light object with a wave of your finger. You could cause a coin to roll along the ground or turn the pages of a book, but you couldn't open a door or lift a stone.
2. Flick something within 30'. Cannot deal damage, but can knock over a coin or make a faint noise.
3. Enchant a hole or divot to act as a springboard. Increases one jump by 5'. Can spend dice as a spell to increase the jump by [dice]*10'. This technically counts as a casting of Pacci's Inversion

You gain no perks or drawbacks as a Mage of Pacci, but you might gain some when you learn another wizard school. Each template of another school that you take can replace one Mage of Pacci cantrip.

Stolen shamelessly from Zelda.

Monday, August 14, 2023

Whoever You Be, Baffling our Efforts to Behold You (GloG: Deities for Adventurers)

 Some gods, somewhat arising from this. Probably I'll do more at some point.

Comus (the All-Great, The Heart-Kindler, The Night's Consolation)

Comus is the wildly popular living god of revelry, change, and adventurers. He lives in Ortom, where he was originally deified several centuries ago. He invented satyrs, and a considerable portion of his power was spent into creating the rite of Carousing. The Feste is held once a year in his honor, and thousands flock to Ortom to offer sacrifices and participate in the drinking and cross-dressing. It is said that he selects two people who attend and trades their faces (or, some say, their fates).

Comus is symbolized by torches, moons, flies, incense, and flint. And wine, obviously.

Comus is a greater god with several minor gods beneath him. He has the following spells: 

  1. Disguise
  2. Fear
  3. Water to Wine
  4. Flip Person
  5. Control Flame
  6. Moonlust
  7. Grease
  8. Charm Animal
  9. Become Delicious
  10. Forceful Boor
  11. Sway Crowd
  12. Polymorph

His minor gods have a selection from among these spells, and typically 3-4 MD. If you venerate him exclusively, you get these cantrips:

  1. You can crowdsurf on any crowd. This includes hostile ones.
  2. You can elect not to spill liquid from a cup in your hands, or to spill it selectively.
  3. Once per night, you can cause moonlight to become bright light within earshot.

Pysoloth (The Chained-Calamity, the Misshapen, the Lament of Laughter)

Pysoloth is the god of Charpysos. He is depicted as a kind of hairless dog, or swollen snake. He was a demon, and it is claimed he is kin to Virs. He was semi-successfully placated and mostly imprisoned below Charpysos, and now acts as a guardian deity of sorts. He is a spiteful god of disaster and deformity, and one of several gods who created goblins independently. Superstition holds that speaking his name will cause a petty misfortune to befall you or (usefully) a nearby goblin. He thinks its hilarious.

Pysoloth is symbolized by dogs, snakes, lightning, birthing huts, and beards

Pysoloth is not widely worshipped, but powerful in his own right. He has 6 MD (4 on his own) and the following spells:

  1. Sticks to Snakes
  2. Stormcaller
  3. Monsterize
  4. Violently Depilate
  5. Curse
  6. Mutate

He may also grant the cantrip:

  1. A misfortune befalls a goblin you can see. Works once per goblin.

Kerteras (The Fallen Sun, the Protector, the Weaver of Raiments)

Kerteras was once the god of an empire which stretched over much of the known world. His origin is highly disputed, but he took on the title of the god of the sun. When the capitol was eventually put under seige by the tactical genius Lyr, the flow of offerings was interrupted. Worshipers turned to their own local gods, previously subservient to Kerteras, and even those gods who were loyal had no way of communicating their power to Kerteras. This led to Kerteras losing most of his power, the capitol falling, and the empire collapsing.

The worship of Kerteras was forbidden by the occupying (now ruling) force, but the existence of remnant cults is an open secret. Most ruins of the old empire contain a shrine to Kerteras, and he is now revered as a god of ruins and hidden gold. 

Kerteras is symbolized by Suns, Gold, Robes, Eight-Petaled Flowers, and Eight-Legged Creatures

Kerteras is now a minor god with only 3-4 MD at a given time, though he has a Lot of MD inaccessible in shrines. However, being once-great, he possesses many spells:

  1. Cure Wounds
  2. Hold person
  3. Summon Candles
  4. Speak with the Eight-Fold
  5. Entangling Web
  6. Detect Gold
  7. Force Field
  8. Circle of Frost
  9. Spiderclimb
  10. Summon Vestements
  11. Wall of Earth
  12. Plague of Sunstroke

Kerteras also established cantrips for his followers, which still work for those who worship him exclusively:

  1. Once per day, produce 10' of rope (from your fingers) or a bottle-worth of ink (from your tear-ducts). Both are flecked with gold (and illegal in the once-capitol). The rope rots within a few weeks, and the ink coagulates if unused.
  2. Speak a one-word command. Any number of people you can see follow it for one round. Works once per person.
  3. Create a tiny light as bright as a match on your fingertip.

Sunday, August 6, 2023

Stolen by Bats: Correspondent

 

Sunless Seas

No permission from Loch. If he wants to make his own (undoubtedly better), use his.

Correspondent

They say...
You've begun to study the Baroque and Primeval writings of Xanadu. Unwise, if you value your eyebrows.

+1 Mirrors and +1 Sigil per Template
Starting Equipment: Pot of Violant Ink, Faded Morning Suit, Burning Smell, Semiotic Monocle, 3 Blank Lead Plaques.
Skills:1) Academia 2) Archaeology 3) Engineering 4) Law 5) Poetry 6) Astronomy
A - Inflammatory Language, Adamic, +3 Sigils
B - Mixed Media
C - Gramarye, Eyes of Icarus
D - Red Science

Inflammatory Language
You've learned a few symbols of the language they call the Correspondence. As far as you can tell, each symbol is a highly specific, yet incredibly vague ideogram. You know how to write and use 3 such sigils, and you can get a vague idea of the contents of a message written in any common Correspondence sigils.

That is, if you can survive reading the message. Writing Correspondence on anything has the effect of setting it on fire, and reading correspondence written on anything has the effect of setting you on fire. Paper is set alight by 1 unique sigil, Stone by 3, Lead by 6. Reading a message in correspondence deals 1d6 fire damage per unique sigil. This is not based on comprehension, but rather on concentration. Looking at a Correspondence message through your Semiotic Monocle reduces the damage by one sigil.

Adamic
Next to Correspondence, every language is trivial. You can begin to understand any language in about an hour, given reference materials.

Mixed Media
You can depict correspondence in other forms than simple writing. If you have a skill in an artform, you can use that to communicate Correspondence Messages, with the same effect on the medium and audience as regular Correspondence Messages.

Gramarye
You can create Correspondence Messages that communicate something definite, so long as what you communicate is a synthesis of the Sigils used. For instance, if you use the Sigils "To Become Fire Rather Than Be Burned" and "The Conquest of an All-Too-Familiar Rival", you could communicate "My rival has surrendered and we're friends now", or "I'm blowing you up with a Hydrogen Bomb", or many other things. Rarely, this can produce esoteric effects.

Eyes of Icarus
You have developed some ability to withstand Correspondence. You reduce the damage of all Correspondence Messages you read by 2 sigils.

Red Science
You can now reliably produce esoteric, world-bending effects using combinations of Correspondence sigils. When you do this, roll d6s equal to the Sigils that you are using. If any show a 1, a 6, or Doubles, your Red Science fails, and deals damage equal to [sum] to you. You might just want to use the Sorcerer to adjudicate this.

Wednesday, August 2, 2023

Hypogeum Classes, Revised

I was looking over my Hypogeum Classes recently and, wow, they are bad. There's a whole class for heists. Heists! Completely irrelevant to the game. So I'm making them better.

Percichen on Tumblr, I think

Sword-Artist

Sword-Artists are those who kindle and unleash their Life, transmuting it into Magic. Unlike sorcerers, they don't need to supplement their Magic with potions. However, their chaotic and fiery Magic is pretty much completely useless for spells. Instead, they just punch people clean in half. Sword-Artists are commonly found among Humans and Darklings. Greyfolk are less common, and Folk are rare to say the least. Skeletons cannot become Sword Artists.

Each template of Sword-Artist gives +1 To-Hit

A: Sword Art, Soul of Flame
B: LIKE LIGHTNING
C: War Aspect
D: Life-Drinker

Sword Art
By focusing for one round, you may unleash an attack that always hits and deals an extra d4 damage for each sword artist template you have. If this doesn’t kill them, you’ve misaligned your meridians and can’t use this until you rest.

Soul of Flame
When you attack with a Sword Art, white flames kindle around you. You do not control these fires, but they do not hurt you. Your next turn, if there is anything flammable nearby (besides your own clothes), your fires will start normal fires.

LIKE LIGHTNING
You can choose to sunder your weapon when you use your sword art. When you do, the d4’s become the weapon’s die. For the rest of the fight, your pure killing intent functions as that weapon (though melee if it was ranged).

War Aspect
When you fight with your pure killing intent, it instead functions as any weapon you have held before. Fights don’t end until everyone you can reach in one turn is dead. You must keep fighting until the fight ends.

Life-Drinker
When you kill a being that did not die instantly to your sword art, your meridians are re-aligned, and you count as having an extra sword artist template.

Satoshi Matsuura

Strife's Child

A Strife's Child is an Adventurer, a Dancer, and a Coward. They can feel the rhythm of Battle, and move in time. Anyone can become a Strife's Child.

Each template of Strife's Child gives +1 AC

A: Motif, Abscond
B: Clever Thing
C: Battle Tech
D: Finisher

Motif
While in Combat, you may focus for a round to begin a kind of war-dance, or battle-trance, which increases the tension of all creatures in combat. When you begin a Motif, place a d6 on the table showing a one. This is the Motif Value. Increase it by one each round. All creatures get a bonus to To-Hit and Damage equal to the Motif Value. If a creature attacks with advantage, double this bonus.

You may end this effect at any time on your turn.

(Motifs stack with multiple Strife's Children)

Abscond
You may always flee combat.

Clever Thing
You have a feel for the mechanisms found in the Hypogeum, their connections and their ebb-and-flow. If you have seen a lock or key, you know its match by sight. If you find a mechanism, like a lever, by examining the floors and walls around it closely, you can tell roughly the direction its corresponding mechanism would be in (e.g. if it opens a door, you could tell what direction the door is in). You have advantage on strength checks to push large blocks, stuck doors, rusty levers, precarious statuary, etc.

Battle Tech
You may increase your To-Hit, Damage, or AC by the Motif Value (in addition to the normal Motif bonus). You must decrease another of these values by the same (e.g. if the Motif Value is 3, you could increase your To-Hit by 3 and decrease your Damage by 3)

Finisher
You may end your Motif with an attack or spell, which gains advantage. Your DM may allow you to customize your finisher with elemental damage or a special effect.

Lily Seika Jones, I think

Charm-seeker

Charm-seekers seek after charms, obviously. Charms are natural or artificial objects which store Magic and Spells. A Charm will absorb ambient magic from the atmosphere to recharge its spell. A Charm-seeker will naturally have an affinity for a certain type of charm based on their own inherent magic.

While Charm-seekers can be found in every race, each race has a different approach. Charm-seekers are most common among Darklings, who tend toward scholarly obsession. Folk Charm-seekers are very cautious and wary, while Humans tend to be experimental and flippant with charms. Skeleton and Greyfolk Charm-seekers tend to be very ostentatious.

(Digression: Charms are items that contain a spell and at least 1 MD. Anyone can use them, but if the MD are used up it normally takes like a week for it to recharge. Also, if a scroll has its MD used up it just crumbles. A used up charm can't be used to cast as a Charm-seeker)

A: Relic
B: Affinity
C: Ritual, +1 MD
D: Aspect

Relic
You possess a charm which resonates with your heart, called your Relic. It gives you two spells and +1 MD which recharges over 24 hours (in addition to the MD contained within that takes a week). Your Relic determines the type of Charms you seek (e.g. a Fire Wand means you seek Fire or Wand charms). You can cast spells contained in charms with the MD your Relic gives you (not the one it contains).

If you lose your Relic or you find a Charm which better resonates with your heart, you can spend a week attuning to it. The new charm must be one that could have been used by your old Relic (e.g. you couldn't start with a fire wand then change to a water orb, at least without changing to a fire orb first).

Affinity
You've grown in your connection with your Relic, and you come to understand some of the Forces of this world through it. You can identify when something is aligned with the same Force as your relic. When you encounter a creature aligned with that force, you can reroll the lower die of the reaction roll.

Ritual
You can destroy a charm for even greater power. When you do this, you may add another MD (in addition to any you spent on the spell and the MD contained withing the charm) to the spell the charm contained. You may also attempt to create a different effect related to the Charm's spell.

(You can't do the first effect with a scroll, but you can do the second)

Aspect
You can perform a Ritual (see above) with all your MD that can manifest the unique synthesis of your inner magic and the Forces of the World. You are clothed in a raiment of power and can summon a unique and legendary weapon for [sum] rounds.

Charm-Seeker Mishaps
1. MD only return on 1-2 for 24 hours
2. Take 1d6 damage
3. Random mutation for 1d6 turns, then save. Permanent on Fail.
4. Obsession. For 1d6 hours, you pick up and refuse to let go of anything related to your Relic
5. You accidentally drained your charm. Add 1 to your [dice] total.
6. You accidentally broke your charm. Luckily, it's reparable. You can still try to cast with it, but it might break.

Varguy

Sorcerer

A Sorcerer is anyone who consumes distilled magic, though most people only use it to refer to someone who uses it regularly. While everyone has an inner magic, most people don't have enough to make use of their spells. Drinking distilled magic gives the Sorcerer the power to cast the spells of their inner being. It also gives them uncanny visions and otherworldly insight which can lead to madness.

As they use magic, it begins to take root in their being, and their minds become more and more attuned to capturing magic from the atmosphere.

Drinking distilled magic can be done by anyone, giving them the first template of Sorcerer. It also deals 1d6 damage to charisma or wisdom. It lasts 24 hours, or until you lose your MD, and all sorcerer templates are lost when it wears off. Gaining or losing sorcerer templates does not mean gaining or losing levels. A first level sorcerer who runs out of Magic loses his sorcerer templates, but is still first level.

Each sorcerer template gives +1 Maximum MD

A: Spells, Distill Magic, Odd Insight
B: The Twelve Branched Wand
C: Palimpsest
D: Wizard

Spells
You know two spells. One is Sorcerous Blast. The other is determined randomly or chosen by you or your DM. You know how to make a Charm so that you can cast these. You also know how to make an impromptu Charm called a Shamble. This takes a minute and some trash. It lasts an hour, or one use, and can't be used by others.

Distill Magic
You know how to get magic out of things. With a way to boil liquids and condense gases, you can produce a dose of Distilled Magic. This takes a magical ingredient, 3 rations, or a large amount of weeds and herbs. You can also distill magic and spells out of charms in a much riskier process.

Odd Insight
When you read a book, examine a mural, or question someone, you can take 1d4 charisma or wisdom damage to ask an additional question about it. This represents the arcane workings of your mind making a deductive/mystic leap, rather than literally reading another fact or asking another question.

The Twelve Branched Wand
You learn two more spells, and Distilled Magic doesn't wear off until you lose all your MD.

Palimpsest
You regain 1 MD per Long Rest, and can edit your spells by rolling your MD. You can make 1 change for each 6. Negotiate with the DM.

Wizardry
You can make an impromptu, one-use edit to a spell if [highest] is 6.

Sorcerer Mishaps
1. MD only return on a 1-2 for 24 hours
2. Take 1d6 Damage
3. Random mutation for 1d6 turns, then save. Permanent on Fail.
4. Blind 1d6 rounds
5. You smell like magic. Magic eating creatures will be drawn towards you until you bathe
6. All your magic comes out of you in an arcane sneeze, everyone saves vs. being dazzled


 

For Sorcerers and Charm-Seekers, when you first roll a doom, select Obsession, Rejection, or Transformation. You follow that doom track for each subsequent doom.

Obsession
1. You become obsessed with your source of power. You must immediately seclude yourself for 1d6 days to pursue your power (contemplating your relic's force or brewing way too much magic). If you do not, you take 1d6 permanent Wis or Cha damage.
2. Every day you don't pursue your power, you take 1d6 permanent Wis or Cha damage
3. You abandon all other goals and seek to become the WISEST WIZARD. Make a new PC.

Rejection
1. Your magic leaves you for 1d6 days.
2. Your magic leaves you for 1d6 days, and you cast your most harmful spell targeting yourself with max MD (does not trigger mishaps or dooms).
3. All the magic leaves your body permanently. Save or Die.

Transformation
1. Gain a beneficial mutation. Gain +1 MD.
2. Gain a malignant mutation. Gain +1 MD.
3. Become a Monster. Make a new PC.

They say Doom can be avoided by slaying the Dragon