Showing posts with label wizards. Show all posts
Showing posts with label wizards. Show all posts

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.
You can remold your spirits into the hound form upon tethering them. Doing so causes them to be immediately hostile towards you, however.
You can negate a Disobedience from one of your casts by expending 1/3 of your smokewater. If the spirit has the houndform, this uses none.
 
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.

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. 

Thursday, September 17, 2020

Wizard School Name Generator

 In hearkening back to the Monastic origins of GLoG wizards, I have created a generator which will give to you a name for your wizardly institution. Some results won't make complete sense unless the parts in parenthesis are included.

Source


The intention of this generator is for it to be used to develop new GloG wizards around the name you end up with. To do so, I'd suggest coming up with one domain which is somehow tied to the name, and one domain which is loosely or not at all tied to the name to develop your school's traditions, weaknesses, and spells off of.

Also read This Post if you haven't already.

Thursday, February 06, 2020

Toto's Traveling Tavern! Also Gastropomancers

slightly blurry photo of a drawing.
A massive snail trudges across the horizon, a platform with rope ladders hanging from a platform on it's side. On the top of it's shell, a spiraling dome sits with a long staircase leading to the platform below. This is Toto's Traveling Tavern, and he's come to sell you drinks and perhaps a ride.

This is my entry for a tavern mapping contest in one of the discord servers I'm a part of, but I really wanted to write a background for it, so here's my attempt.

Kotilo

The massive snail on which Toto's tavern is built, fondly named Kotilo, travels about the northernmost parts of Maamilla. The Kihagai Tropics acts as a terminal for the it, as it likes to feed from the massive leaves found on the trees growing there. Kotilo isn't the only snail of its kind, they are found aplenty in the Kihagai Tropics, Toto was just the only one mad enough to attempt the feat of building a moving tavern, not to mention the task of taming such a creature. Kotilo has been alive for almost 11 years now, however, and Toto knows they don't have much time left, he is looking for someone to find a replacement for Kotilo, so he can grant it a pleasant retirement. He would do it himself, but he's not willing to leave his buddy alone.

Toto

Toto is a Gastropomancer, which is the reason he was able to make an agreement with and direct the movements of Kotilo.
Toto - HD 3 Gastropomancer
Attack 12 Defense 9 Move 11 Morale 13 Save 9 Stats 10, 9, 15, 10, 13, 13
Spells Speak with Gastropods, Snail Pace, Escargot Pearl.
From Here

Gastropomancer

Perks:

You have a snail shell that is stylistically strapped onto your back. It takes up one inventory slot, but can hold up to five.

Drawback:

Instead of Magic Dice, you have Mollusk Dice, which are d4s instead of d6s, and are removed from the dice pool on a 3-4 rather than a 4-6.

Cantrips:

1. Given 12 hrs. you can eat ~300 lbs. of plants or rotting materials. Only usable once per day.
2. You can float up to the top of an area of water as long as you aren't overencumbered.
3. Snails and slugs are naturally attracted to you and will come out from hiding if called to.

Spells:

You automatically get 'Speak with Gastropods' at first level, roll your other spell normally.

1. Speak with Gastropods | R: - | T: self | D: [dice] minutes
You can talk to gastropods and they can talk back. Gastropods are lethargic and slow, and tend to only know things pertaining to their immediate surroundings, such as which head of lettuce tastes best.

2. Spontaneous Generation | R: touch | T: object | D: -
You hand another creature a nonmagical object, They must willingly take it from you. The maximum size of the object depends on how many dice are invested: 1 [Dice]: pebble-sized, 2 [Dice]: grape sized, 3 [Dice]: Bucket sized, 4 [Dice]: person sized. Up to [Sum] rounds later, you can choose to have the object permanently turn into snails or slugs, perhaps 1 large one. They are slimy and gross.

3. Corrosive Slug | R: touch | T: - | D: [dice] minutes
creates an acidic slug that deals [Dice] damage each turn unless it is removed and the slime is washed off, can also corrode most organic surfaces it is placed on.

4. Snail's Pace | R: 10' | T: creature/object | D: [sum] rounds
Target must save or be reduced to Move as Snail for the spell's duration.

5. Sticky Skin | R: - | T: self | D: [dice] minutes
Your skin excretes a sticky mucus which can be used to climb walls or grab objects, your skin must be in direct contact with the object to stick to it.

6. Wall of Cabbage | R: 60' | T: point | D: [dice] rounds
creates a wall of thickly packed leaves 10 ft. across per [dice], 10ft. high and 5ft. thick. Anything inside of the wall is trapped for the duration.

7. Slug Form | R: - | T: self | D: [sum] minutes
Your biology becomes as that of a slugs for the duration, you can stretch out your body to squeeze through gaps as narrow as a keyhole during this time, and are immune to bludgeoning damage.

8. Blight Life | R: touch | T: [sum] ft.2 organic matter| D: [dice] hours
You suppress growth in an object, causing it to rapidly decay for the duration, at the end of the duration, it rapidly springs back to life.

9. Escargot Pearl | R: - | T: self | D: instant
you lay [Dice] rations worth of white caviar.

10. Slime Line | R: touch | T: point | D: [sum] hours
You create [Dice]x50ft. of a length of slime that can support your weight as you do rigorous activity.

Emblem Spells:

11. Love Dart | R: 100' | T: Creature | D: [Dice] minutes
Fires a Calcareous dart out of the caster's arm, dealing [Sum] damage, and causing an effect as Charm Person for the duration

12. Stasis | R: - | T: Self | D: [Dice] days
You form a calcium shell over your body in a rapid process, you remain sealed in this shell for the duration. During this time, you are sealed off from the outside, and do not require food. The shell cannot be broken by standard weapons.
So someone else had this idea before.
Artist


Mishaps:

1. MD only return to your pool on a 1 for 24 hours.
2. Take 1d6 damage.
3. Random mutation for 1d6 rounds, then save, permanent if you fail.
4. Deafness for 1d6 rounds.
5. Blindness for 1d6 rounds.
6. Roll a d6 for each item in your inventory, on a 1-3, it immediately erodes/rusts/rots.

Dooms:

1. You turn into a slug for 1 day, you can see poorly and can smell, but can't hear.
2. You turn into a slug for 3 days, you can see poorly and can smell, but can't hear.
3. You turn into a level 1 Pile of Snails (see below).
From Here

Class: Pile of Snails

For each Pile of Snails template you possess, you get +1 Defense and -1 Move.
Starting Gear Parasites, Shell, a lot of Teeth.
Starting Skill (1d3) Land Snail, Freshwater Snail, Sea Snail
[A]: Gastropod, Hivemind
[B]: Slime Trail
[C]: Mucus, Stasis
[D]: Regeneration

Snails

Though you were once part of a human, you are now a mere snail. While you do have a mental concept outside of your immediate surroundings, you can not understand complex thoughts like mathematics. You are unable to hear, but can see poorly and smell normally.

Hive-mind

The snails you are made up of share a telepathic connection, and can communicate with each-other no matter where they are at any given time. Every point of damage causes a snail to die in a tragic way. Single Target Save or Die effects instead deal 1 damage to them. Other single target effects affect all of them. Whenever you would take lethal damage, instead of rolling death and dismemberment, instead a number of snails equal to the damage taken die.

Slime Trail

By going ahead and moving across a surface, you create a trail of slime that can act as either a lubricant (grease spell), or as a slime which other creatures or objects can stick to as a glue.

Mucus

Your mucus has minor healing properties, by crawling about on an injured creature, you can remove 1 fatal wound.

Stasis

By entering your shell and sealing off the opening, you can enter a state of stasis, during this time you do not have to eat. You can still be killed if your shell is broken.

Regeneration

When you are brought below 0 HP, roll 1d4. The result is how many snails die, the rest regenerate over a period of 12 hours.

From Here

Wednesday, March 13, 2019

GLOG: Garbage Wizard



                Garbage wizards are trained young in all the ways of garbage, these wizards hone their magic from a very young age in order to perform a very simple task: taking out the trash, that's right, they put their sanity on the line to keep your town clean. Every town has a small group of Garbage Wizards set aside for this purpose, and since openings very rarely open up, many are forced to take up other means of making money, such as adventuring.

This is the life.

Perks

Among a pile of items, you can immediately distinguish whether or not an item is garbage at a glance. You carry a bag of garbage around with you, once per day, you can pull one mostly useless item out, there is a 50% chance it doesn’t work properly.

Drawbacks

You must be wearing dirty and smelly clothes in order to cast spells, for most Garbage Wizards, this is their garbage uniform.
You are affected by cleanliness and tidiness the same way demons are affected by holy water and symbols. Janitors and maids can turn you.

Cantrips

   1.       Summon Manure: More useful than you’d think.
   2.       Contaminate Water: Make small bodies of water dirty and infectious.
   3.       Speak With Flies: You have the permanent ability to speak with flies, flies are difficult to  
          understand, due to their notoriously short attention spans.

Spells

1 1.       Animate Garbage
30 ft.     [Dice] Objects    [Sum] Rounds or Minutes
        Target garbage will be able to move of it's own volition, [sum] rounds for strenuous actions, and 
        [sum] minutes otherwise. Objects have a [dice]-in-8 chance of being particularly loyal, this is  
        only rolled the first time you cast the spell on a particular target.

   2.       Amalgapparatus
Touch    [Sum](Broken) tools
       Fuse broken or intact items into one functional unit. Roll a d6: if it is 1 the resulting device loses 
       all functionality, becomes a weird pointless machine. If it is 2 or 3 it gains the function of 
       (randomly selected) half of the tools. If it is 4 or 5 this one device becomes a multi-tool that 
       performs the functions of all the tools invested. If it is 6 the tool hybridizes the function of the 
       tools invested into an apparatus with one oddly specific function: for instance, hybridizing a 
       corkscrew and a sword yields a spiraling sword with a powerful enchantment against enemies 
       made of cork, whereas simply having all their functions yields a sword with a corkscrew as the
       pommel.

   3.       Compaction
30 ft.     [Dice] Meters cubed                [Sum] Hours
      The targeted area is compressed by a cube of force into a small cube that fits into your hand for the duration. The contents of the cube suffer no physical damage from this compression. The cube still weighs as much as it's contents, but takes up half the slots due to it's lack of bulk.

   4.       Become Disgusting
Touch    Creature of [Dice]x2 HD or Less  [Sum] Varies
        Target creature smells and tastes like garbage for the spell's duration. The smell radiates 20ft in  
        calm air, but can spread via wind or leave a trail. Sentient creatures can save to resist the bad 
        scent, but animals will avoid the scent. Insects will be attracted to the target for the spell's 
        duration. The target may Save at the end of each duration interval to negate the effects. 1 [dice]: 
        minutes, 2 [dice]: hours, 3 [dice]: months, 4 [dice] years. This spell cannot affect dead creatures,
        or creatures who either have no sense of smell, or are used to bad smells (e.g. goblins).

   5.       Command Garbage
30 ft.     [Sum]x10 lbs.     [Dice] Hours
         All garbage within the range will leap up and obey your commands. They will listen to [Dice]
        words, the garbage is able to do anything garbage would conceivably be able to do.

   6.       Fly Swarm
50 ft.     -              [Sum] Rounds
         Create a 30 ft. cloud of flies at a point you designate, all creatures who are not at max HP must 
         Save Vs. Disease, and take a +/-4 penalty to all attack rolls while in the cloud.

   7.       Summon Table Scraps
      Touch    -              - 
                Summons [Dice] rations worth of random table scraps from around the world, combined into 
                one disgusting stew. After eating (50%) Save Vs. Nausea, OR Save Vs. Poison.
   8.       Floating Disk
       5 ft.      Conjured Disk     [Dice] Hours
                A floating disk springs into existence beside you. It always floats 4” above the floor and never
                exerts any weight on the floor beneath it. It will automatically follow you, always staying 
                within 5' of you. It can go up stairs and across the surface of water. Maximum weight is [dice]
                * 500 lbs. If you stand atop it, you can direct it.

   9.       Garbage Armor
       Self      Self        [Sum] Rounds
                 You surround yourself with garbage, forming a protective layer. The level of protection you 
                 receive is based on the number of die you invest: 1[Die] = Light, 2[Die] = medium, 3[Die] = 
                 Heavy.

   10.   Incinerate
        30 ft.   [Dice] Creatures     Instant
                 A wave of heat shimmers in the air around all targeted creatures, it deals [Sum] Damage to
                 each creature targeted by this effect, Save for half.

Emblem Spells

   1.   Dredge
100 ft.   area       instant
            Buried or covered objects rise to the surface in area you designate, [dice]x10ft in radius. If 
            you cast this spell on the ground, coins, stones, and root will be pulled to the surface. If you 
            cast it on water, sunken objects will rise to the surface and remain there as long as you 
            maintain concentration. The total weight of dredged objects cannot exceed [dice]x100lbs. If 
            you cast this spell targeting creatures in the area instead, the creatures must Save or be 
            stunned for 1 round. If [sum] is greater than 12, they also take 1d6 damage and are knocked 
            prone. Instead of targeting area, you can instead target a single sentient creature. The creature 
            must Save (if unwilling) or recall a memory in perfect detail. You designate the memory ("the 
            first time you met your wife", "where you buried the treasure"). The creature will be lost in a 
            reverie for [sum] rounds. This reverie ends if the creature is attacked, threatened, or has to 
            perform any action. This memory may induce a Fear or Morale test. It must be specific. "The 
            scariest thing you have ever seen" would not work, but "the night your village burned" would.

   2.   One Man’s Trash is Another Man’s Treasure
Touch    [Sum] Pounds
            Turn a pile of garbage into an equivalent weight in coins. The type of coins are based on the 
            number of die invested. 1[die] = copper, 2[die] = silver, 3[die] = gold, 4[die] = platinum.

This is a really old Garbage Wizard.

Mishaps

   1.       Your MD only return on a 1-2 for 24 Hours
   2.       You take 1d6 damage as garbage juice runs around through your veins.
   3.       Random mutation for 1d6 rounds, then Save. Mutation is permanent if you fail.
   4.    You gain a random Insanity for 1d6 rounds, then save. Insanity is permanent if you fail.


   5.       Every empty inventory space on your character sheet is filled with useless garbage for 1d6 hours.
   6.       Roll d100 for each item in your inventory, each item has a 50% chance of breaking.

Dooms

   1.     (d4) A random limb crawls away in the middle of the next night, it's become too disgusted to
         handle anymore of your trash.   
   2.    Your body begins decomposing, at the start of each week, you take 1 Con. damage. This effect is
         permanent.
   3.  You forfeit your humanity, if it would benefit you to be a person in the case of something magical, legal, or otherwise, you don't count as one. You're still an entity, and can be targeted as such. If you are not moving people register you as a pile of garbage, if you move than you are seen as a terrifying trash monster.

              I can't take full credit for this class, I received a lot of help from a lot of helpful people, and without them this class would be actual garbage. Thank you all.

[EDIT]: I altered the Compaction spell because I decided I had a more interesting Idea, here's the old one if you want it.

   3.       Compaction
30 ft.     creature/object                [Dice] Rounds
       Create a cube of force surrounding a creature or object within range, the creature or object is
       then compresses by the cube, dealing [sum] bludgeoning damage to the creature, and pushing 
       objects into the shape of a cube.