Thursday, October 27, 2022

Practice of the Elusive Hound

    Casters who practice of the elusive hound come from a mono-theistic kingdom to the west of the archipelago, and act as the priestly sect of that kingdom. They journey out beyond their kingdom to proselytize to those they view as worshipping djinn, an "evil" long ago eradicated from their lands. Their efforts are, however earnest, fruitless as their river god's influence only reaches as far as the sea before it is swallowed.

    The spirits they control tend to take the form of dogs, they are called forth with a whistle or a wave of the hand before darting out from down low to their target. These spirits come from the souls of their dead across the sea, but are much easier to come by among the isles of the archipelago.
    Smokewater is considered sacred to them, it is a drug that is used to tame spirits, and they can quickly grow impudent if not sourced with it. In appearance, it looks like dark inky water, and holds most of the same properties as regular water, but does not wet that which it touches and leaves the throat dry and wanting.

Observances:
  1. Cannot cast without carrying smokewater on your person.
  2. Astral projection is performed by staring into water which obscures its bottom.
  3. Wear foreign clothes of rich blue, supplemented by gold jewelry.
  4. Must not eat of any creature of the water.

Starting Equipment: A gourd filled with smokewater, Incense, Censer.


Spells:
  1. Weakness - Pick [Dice] of the following effects: Target cannot stand, Target cannot raise arms to strike, target can not heal through any means, target must test under their Build to briefly open their eyes. Lasts until the caster ends it or loses sight of the target.
  2. Darkness -An area of a 5 meter radius centered on any target within sight of the caster is treated as [dice] steps darker than previously. Any fires in the radius are snuffed in a breath of air.
  3. Fetch - Retrieves an item that can be held in hand  from up to [sum]x5 feet in front of you, anybody already holding the item gets a save to resist letting it go.
  4. Animate Object: You imbue [dice] equipment slots worth of inanimate objects with a spirit of sentience, and can give them a command of up to [sum] words long. Lasts until the command is finished or the caster ends it. If you choose to, you can remove the spell from your character sheet and imbue the object with complete sentience.
  5. Relay Scent - Your spirit can pick up on any scents within [dice] miles or dungeon rooms of you. If at least two dice are invested, you can pick a particular direction.
  6. Forget Me, Not - Target will assume that all events from the last [dice] minutes, were simply part of a dream. As long as nothing shatters that belief, it stays that way.
  7. Necrography - Target corpse answers [dice] questions you ask it. These answers come from the flesh and  relate to experiences such as food, pain, or adrenaline responses.
  8. Black Hand - Pick [dice] of the following options, you can select an option twice: One arm becomes invisible, along with any small handheld object, one large handheld object becomes invisible.
    These invisible limbs and objects are replaced with a regular arm doing any action you choose for it to do.
Pinnacles:
Started thinking about how I want to do pinnacles and decided I'd rather have them be a list shared by the entire casting class.
Before this class gets posted, there'll be an updated version of the Soulcaster that includes them.

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