Thursday, September 09, 2021

UPDATED: GLoG Wizard Chassis: the Soulcaster

Starting Gear: Ceremonial Garb (identifies you as a soulcaster), knife, birdcage.

[A]: Tethered Souls, Spells +1 MD

[B]: Soul Vision, +1 MD

[C]: Spiritual Shunting, Astral Travels +1 MD

[D]: Vomit Soul, +1 MD


Tethered Souls

You can tether additional souls to your body, allowing you to cast them as spells. You begin play with two spells from your school, determined randomly. And generate both their spirit score and personality.

Whenever you level up, if you visit a center dedicated to your tradition, you can roll for an additional spell from your starting spell list.


Spells

You cast spells with a number of dice called Magic Dice, or MD. A level one Soulcaster begins play with one MD. You can invest as many MD into a spell as you currently have. Each time a spent MD rolls a 3-6, it is depleted for the day and can no longer be used.

Whenever you roll doubles, roll on the disobediences table. Which table you roll on depends on whether that spell likes you.

When you roll triples, the spell you are currently casting wrests control over your body. If this ever happens with the same spell twice, this effect is permanent.


Soul Vision

You can see the souls inside living beings. This allows you to see whether or not a creature has a soul, as well as allowing you to see where an invisible being would be.
Additionally, you can pick up on small markings within wildlife areas that tell you when you're in a Guardian Spirit's territory.


Spiritual Shunting

You can shift unwanted curses or pacts onto the spirits who are tethered to you, make sure to keep track of these. If a spirit with curses or pacts placed on it has taken you over, you regain any of those attached afflictions. Additionally, if a spell-soul of yours breaks a pact you have made, they are affected by that pact. It should go without saying that using this effect on one of your spell-spirits will cause them to dislike you.

Astral Travels

You can choose to enter the astral realm in whatever way your practice allows you to, bringing you to a cosmic realm wherein the true forms of spirits reside. Your Spell-Souls guide you on this journey, with all that implies. In this realm, it can be far easier to seek out and speak with particular spirits, even from great distances.

Vomit Soul

You gain the ability to cast your own soul out of your body. This takes the form of one of this class' Pinnacle Spells, chosen at random. Each time you do this, there is a 1-in-6 chance one of the other souls you have tethered to yourself will take control over your body, this chance increases by one for each spell-soul you have that actively hates you. When this happens, you gain that spell's Spirit score and personality.

Pinnacle Spell List (1d6)

  1.  Deluge - An area of [dice] mile radius centered on yourself receives heavy rain for [dice] days. If cast with one [die], clouds gather over the course of [least] days, to steadily rain on the target area for the duration. If cast with two, clouds hurry to the area on sudden winds over [least] hours. If cast with three, the clouds are visibly dragged across the sky within [least] minutes. Casting with four [dice] will cause you to expel dark storm clouds which form immediately, and the duration is extended to [sum] days.
  2. Fireball - An explosion is called at a point [sum] feet from the caster that has a [dice]*5 foot radius. Any creatures caught within the explosion immediately incurs a Serious wound. Breakable structures are blasted away.
  3. Love and Death - If [sum] exceeds the caster's Spirit score, the target is killed, and their spirit is stolen by the caster. If [sum] does not exceed the caster's Spirit score, the target gains a Serious wound.
  4. Mighty Wind - You expel a powerful blast of wind. At one [die], it's powerful enough to knock a bird out of the sky. At two [die], it's powerful enough to knock a person off their feet. At three [die], it's powerful enough to knock an elephant off their feet or lift a person [sum] feet backwards in the air. At four [die], it's powerful enough to (temporarily) knock spirits out of their vessels.
  5. Untamed Soul - Your vessel cracks and your spirit spills out into a radius of [dice]*10 feet centered on your body. [sum] spirits in the radius must be devoured and erased permanently, this can include your own spell-spirits; you can remove one [dice] from your [sum] to instead devour a Guardian spirit in this way. If a living creature's spirit is devoured in this way, it becomes a mindless beast.
  6. Raise Earth - You lift an area of up to [dice] miles (surface area) out of the ground. At one [die], this will create a sandbar or hill. At two [die], it creates a rocky atoll or a large hill. At three-to-four [die], this will create an island or mountain.

Disobediences 

 Friendly

  1.  Double the effective range (if applicable), otherwise double the number of targets for the spells duration.
  2. The spell fizzles
  3. Expend one of your MD spent to cast the spell in addition to any that would expend naturally.
  4. Double the duration of the spell (if applicable), otherwise double its potency.
  5. You cannot cast for 1d6 rounds.
  6. The spell cannot be used for the remainder of the day.

Hostile 

  1. Expend all of the MD used to cast the spell.
  2. Roll any MD remaining in your pool and add them to the dice used to cast the spell.
  3. Change one of the targets of the spell to either yourself or someone you care about if applicable. If the spell isn't harmful, instead it targets something that makes it as inconvenient to use as possible.
  4. A different, random spell you know gets cast instead.
  5. You cannot cast for the rest of the day.
  6. The spell breaks its tether and flees. 

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