Thursday, February 13, 2020

On Maamilla's Hierarchy of Spirits

Angels/Demons

Angels and Demons are the same thing; the only real difference between them is their philosophies, but because they disagree, they fight constantly.
There are exactly 490 angels and 666 demons at any given time, the death of one marks the birth of another. Each one looks unique, with its own name and appearance.
Angels and Demons are also the most alien looking spirits, the least familiar and the most distant. They are the guardians of celestial bodies, and are considered the main "gods" of the majority of Maamilla. This doesn't mean they never do things to influence world events.


Patrons/Local Spirits

Patrons often encompass broader concepts, but with more limited spheres of influence, which they must earn from their followers.
They can be anything from warlock patrons to local gods to spirits guarding local streams.
Competition among patrons is often fierce, and they rarely ever team up. Spirits with larger ranges of influence are able to subjugate local spirits as well.
MTG Yarok, the Desecrated

taken from here

Spells/Minor Spirits

Spells are the small bois of the spirit world. They are quick to follow orders because they are used to it, this is why they are so easy to use or lure into your brain.
There are more spells than current numeric systems are able to count to, and they are constantly breeding and mutating.
Spells are never quite exactly the same, but they belong to families in which they are more or less the same, just with minor details, such as personality quirks or variations in manifestation when cast.
the little guy.
Artist



Any spirit can become a magic item, the higher class ones are just much more narcissistic or incessant about the situation, which they have every right to be.

More Images

Artist
Artist

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, January 22, 2020

[OSR] 20 Magic Items


20 Magic Items (OSR Edition)

Most of the items done in the first two of these were not very OSR, the idea is more to have a tool than to have a weapon or static bonus, so I’ll try to keep these descriptions vague to make them more osr. I know I said I was gonna write them based on spells, but Ive kind of moved towards just personalities. Looking through obscure spell lists is still a good way to come up with them though.

Looks a little more expensive than tin...

1. A sword with a steel tentacle instead of a blade, it can be used as a bludgeoning weapon. The tentacle end of the weapon can become malleable, and while it can be told what to do, it does have a mind of its own.

2. A cheap, tin ring that everyone really wants to wear, the greater the ego of the ring, the more powerful this effect is. The effect on it is fairly powerful at the moment, as two tribes are currently in a war over it.

3. A dagger that thirsts for blood, though it will behave while sheathed or otherwise covered, as soon as it feels the freedom of a naked blade, it will lunge toward the nearest warm-blooded creature (Str. to resist or sheathe), if you do not resist, you can follow along with it and soar through the air in a spectacular arc toward the victim chosen.

4. A small silver key you can stab into your body (take one damage) to open a small pocket of space large enough to hold one item. The key believes it is the key to the heart, and will try to convince you to stab it into your heart, this is a bad idea.

5. A pair of shoes that walk really fast, but only where they want to go. They are cowardly and will get you out of the dungeon as fast as possible. A good method of taking them off involves intentionally tripping yourself, then reaching over to remove the boots.

6. A pen that draws stuff for you! It is also has a 10% chance to know a random piece of information it can write down for you, this includes drawing maps or monster anatomies. They really like to seem knowledgeable, and may give you a piece of bad information if they don’t know an answer.

7. A hooded lantern that creates cones of darkness, it likes to tell visceral and depressing stories, it also tells really good, original horror stories that make the average person save vs. vomiting uncontrollably.

8. A hammer that’s really good at carpentry, structures or barriers made with it are built 25% faster and are twice as effective at what they do, as it dispenses knowledgeable advice, he does this in an overbearing manner.

9. An extinct elephant species’ tusk, with blood still on the end. The spirit inside acts as a translator between you and the dead. He's basically E-oar

10. A small wooden statue of a hawk with outspread wings that allows you to see through its eyes. It can only do this when it is mounted atop a helmet.

10. A door that never opens to the same place twice, it's very indecisive, and is not sure whether or not it wants to be used. It is the door that does this, not the frame.

11. A box that contains a random tool, the tool inside the box changes every day. If it is not replaced in the box, it will be unable to generate a new one the following day. It can be replaced meaning you can put any other random tool you happen to have in the box if the item taken out goes missing.

12. Two pieces of slate, they contain two halves of a spell. When one piece is written on, it appears on the other. If the two parts are ever matched together, they fuse and can be used to ask a random higher power 1 question.

13. A key that can be used to locate small lost objects. He has a 50% chance of getting lost on the way. They track the items in a bad Croc Dundy impersonation.

14.  A glass eye that the user can see out of as long as they are in contact with it. It can move about on its own but never in sinc with your other eye. It attempts to interpret everything as art.

15. A bag that can hold five items in one inve tory slot, but it's very picky about what it'll carry. It will only allow items with a value of 20g or higher, if anything does not meet that requirement, it will petulantly spill out all of its contents at the next inopportune moment.

16. A violin that plays itself. It can be held in a way that makes it look as if you're playing it, which it will allow, but doesn't appreciate very much. It is very good at playing and a little snobbish about it. You will probably stumple upon it by hearing its haunting melodies faintly in another room.

17. A bust of a man with an open mouth. Feeding him rations causes him to dispense delicious food. He laments on how he doesnt truly get to taste the food, and will whine incessantly at the sight of you eating it.

18. One of those childrens toys where you put the shapes in the holes, except it doesn't come with the shapes. It can turn small rocks into geometric shapes designed to fit in the holes. At least one hole is non-euclidean. Has the personality of a bored child.

19. An executioner's sword with a handle shaped like a headless man, and twisting fonts of blood emerging from it forming a cross guard. It can be used like a normal sword, but will target the head of any 'headed' enemy, Save vs. Str to resist. Whenever a 'headed' enemy is prone, attacks made with it automatically decapitate. It sings as he is used in battle, in your head, or to priests or devout followers of X religion, this manifests as an actual singing voice, to others, this manifests as a constant resonating of the blade, causing enemies to Save vs. Con or fall prone, clutching their ears. He is devout to X religion and will not let himself be swung at other members of his faith.

20. A compass that always points toward a specific location, this location cannot be changed. It can be anything from a major plot point or location, to a small decrepit, yet homely inn. It values adventurous tales and will thus will good-naturedly point you the way using the most challenging path reasonable. It talks with the voice of a GPS.

Tuesday, January 14, 2020

Another GLOG hack!

I wrote a GLOG hack, who cares!

Here's a list of what I changed/added, might be more but meh:

- Modifiers for Attack Rolls
- Weapons and Armour
- Condensed Core Classes
- Added Lighting rules
- Section on Magic Items
- Changed Magic Item Identification
- Hex-Crawling Rules

Mostly just quality of life changes, the core of the game is still the same. I have a smaller number of classes in the actual rulebook, but the intention of that is keeping players from playing things jarring to the setting, so they're basically only the generic ones.

Most of the rule adds are seen elsewhere on this blog, but they have been condensed/altered to fit in the book well.

Anyways, here's the link:
the GLOG: Deadly Dungeons Edition
Character Sheet

In other news, still trying to get work on my setting, just getting back into it after life kept me away from it, also realizing it was much more ambitious a project than I thought. Expect multiple books on it some time in the distant future.

Thursday, May 23, 2019

Some Lighting Rules

Huh, some of my newer posts are actually starting to hit the level of views my crappy Pathfinder homebrew got, does this mean I'm accumulating a small amount of popularity in the OSR community? I'll try not to let it go to my head.

Anyways, I've been lacking in my use of lighting so far in my time running games, and it's put me in the mind to start brainstorming my own (Though I am horrendously bad at actually putting my homebrew into my games). So, here's my quick and dirty brainstorm for lighting rules:


Torches:

You have two types of torches: torches you buy, and torches you make. Torches you buy are going to last longer than torches you quickly make by grabbing some grass or a tree branch.

I should probably get some form of time passage for dungeon exploration typed out before I go any further.

A dungeon room takes either five or ten minutes to explore, depending on how easily the players come up with a solution, or how reckless they are being. For example, if they bumble about down the hall it's not going to take them long (Unless they need to unimpale themselves 😉), whereas them carefully searching every nook and cranny for the trigger to a trap is going to take quite a bit longer.


Now let's get back to torches. A shitty torch will probably last 30 minutes, while a good torch lasts an hour. Lanterns last days, I have a kerosene lantern that I've ran multiple days and have never had to refill, those things last a while.

How much do torches light up? (For simplicity's sake, I'm going to make it so all forms of lighting cover the same radius, the duration is probably plenty reason to invest in better lighting). five feet from you is bright light, and thirty feet from you is dim light. This means that you need to move pretty close to something to see it as more than vague shadow.
Look at this helpful diagram I made!
The grey circle is 5'.
Of course anything past dim light is simply heard, which is a great way to make dungeons creepier.
Just this photo spooks me.
Anyways, this is just a brainstorm I wrote whilst typing this post, so any feedback in the comments is appreciated.

Wednesday, April 17, 2019

Magic Item Ecology


     Magic items really just spells trapped in mundane objects. They don’t want to be trapped there, but there’s nothing they can do about it. If it’s a young magic item, it’ll probably want you to free it, it will also probably refuse to be used. There are some magic items that are fine with being magic items, those belong to the church though, and they would never let a heathen use them.
     Older magic items are either resigned to the fact that they are trapped, or are completely insane. No, seriously, if you intend for a magic item to be a particular spell, roll to see whether or not it’s an insane one, it’s probably mutated.
     You can talk to a magic item, but you need to coax it out first. Only once you’ve been able to successfully reason with it can you use its magical abilities.
     Magic items are generally some of the oldest spells to exist, mostly because they’ve been left untouched for so long, and if they’re not insane, they might have quite a bit of insight into the past. Don’t listen to the insane ones though, they’ll corrupt your mind, make you question why you’re even here.

How This Works In Your Game

     This doesn’t mean magic items are literally just items that cast spells, they basically have effects that make sense based on what the spell is combined with what they are. But you can't just have them use their effect on command unless you have some kind of agreement. Usually, you have to convince them to use their powers.
     Insane magic items are mutated spells, but they probably still think they work like they’re supposed to, If they tell you this, they are lying.

A List of Magic Items

These spells were taken from Skerples' 100 Orthodox Wizard Spells, and I plan on making a magic item for all of them in a separate post, but for now here's five:

Format:
[Spell Name][Item Type]
[Sanity][Personality]
[Ability]

1. Wending Bolt Shield
    Insane Bloodthirsty, will bash itself against creatures it sees
    Can fly out of your hand and bash itself into the nearest creature within ten feet, it can take any  
    path to do this.

2. Roaring Flames A Golden Bonsai
    Insane (obviously) an arsonist, it will always be muttering and distracting you.
    It can cover itself with fire, this fire is as bright as a torch, but will deal 1d6 damage to anyone   
    holding it.

3. Heroic Leap Dagger
    Sane Has an over-inflated sense of justice, naive, wants to slay a dragon.
    The dagger can jump 20' in any direction at high velocities and stab into creatures, make a strength 
    check to hang on.

4. Embroider Deed Tapestry
    Sane Very knowledgeable of the church's past, but impartial toward them, eager to tell stories.
    It reweave's its threads to tell tales told to it in the past, any story told to it will be remembered, 
    and it can play it on command, you can also ask it to tell a story, and it will happily do so.

5. Embed Memory Bottle
    Insane Hungry, it's always hungry... And it only wants that hunger to be satisfied.
    The bottle stores and mixes memories, and then give them back (If you can convince him). He 
    currently has a memory of some blasphemy, along with whatever other weird things you can come 
    up with, meaning you will have to pass the bad memories off to some poor peasant before using it.

Wednesday, April 10, 2019

Hex Travel: Concept Ruleset for Exploring Hexes.




Hex Size: 6 miles side to side.
Travel Speed is based on movement. The party travels at the speed of the slowest party member. The distance the party can travel during one watch is 1/3 of their movement score.

Watches

One watch is a four hour period of time. There are six watches in a day. Players need two watches to rest. If next to each other it is a full rest. Players need one watch period to set up camp. This effectively means that players can move [move] hours per day, unless they decide to explore or forage, which also takes up one watch. Preparing food for your ‘lunch’ occurs when you set up camp. There are a series of actions you can choose to do during each watch:
Travel when you choose to travel, you move at 1/3 of the slowest party member’s move. If your total travel distance exceeds the slowest party member’s movement, you gain 1 exhaustion.
Rest Resting restores 1d6 +Level HP and one Exhaustion. If you take two rests in a row, instead all hit points and exhaustion are automatically removed. You need a total of two rests a turn to stay well rested, for each rest you miss in a day, you gain one exhaustion.
Set up Camp This is when you set up everything to sleep, or create a base camp to explore the surrounding area, perhaps over the next few days, just don’t get lost.
Forage Foraging takes up 1 watch, and scores you a neat 1d4 rations. You can also make a hunting skill check to turn this it into a d6.
Explore Exploring makes it easier to encounter cool things in the hex you are in, Since you are spreading about rather than making progress walking around, it only makes logical sense that this be a separate watch action rather than a half speed feature or whatever.

Exploration Rules

Each hex has a d12 encounter table (maybe this is too much?), the first six things are the interesting and cool hard to find stuff, so a town isn’t going to be on this list, but the secret shrine to the blasphemous blood god in the surrounding woodlands would be. When you choose to explore rather than just wander through the hex, remove the last six entries from this encounter table. This means that you are guaranteed to encounter at least one interesting thing.

Hex Maps

The world map is divided into regions, each of these regions will have a hex map made up for it. These hexes will be labeled from left to right with lines like A1, A4, B1, etc. and will have an encounter table and possibly location keyed up to it.
Numbered like this, but the rest is not what I'm thinking at all.

Exhaustion

Exhaustion basically takes up an inventory slot, and will eventually overencumber you. Overencumbrance reduces your movement speed and will therefore make you move slower, it’s a self-destructive cycle if you for whatever reason decide rest takes up too much danged time.





And there we have it, my completely un-polished, un-refined, un-playtested ruleset for hex traveling. I would start testing it out, but it’s not relevant to my current campaign, at least not yet. I’m just writing this down as a primer for when I get more involved in my new setting (I think it’s going to be called Mahkah right now). If anyone has any feedback let me know in the comments or however else you think is comvenient.

Thursday, April 04, 2019

Some Weapons.

This is a list of weapons based on my weapon system over here. The only thing these really affect is your character's flavor and the damage type. I'm also gonna put pictures up on some of the ones I think people generally get wrong in fantasy.

This is basically what you have your player roll on when they generate a random character and it just says they start with: Medium Weapon.

Light Weapons (d6)

1. Rondel
2. Stiletto
3. Bollock Dagger
4. Sap
6. Swordbreaker

Medium Weapons (d8)

1. Longsword - Two Hands
2. Bastard Sword - One/Two Hands
3. Arming Sword (Broad Sword) - One Hand

4. Maul


5. War Hammer
6. Battle Axe - Also small (see above), but I don't want to break the page with another picture.
7. Mace
8. Flail

Big Boi Weapons (d20)


Polearms and a few others.

  1. Ahlspeiss
  2. Bardiche
  3. Bec De Corbin
  5. Billhook
  6. Mancatcher
  7. Corseque
  8. Fauchard
  9. Glaive
10. Guisarme
11. Halberd
12. Lance
13. Lucerne Hammer (Polehammer)
14. Poleaxe
15. Scythe
16. Spear
17. Bohemian Ear Spoon
18. Voulge
19. Zweihander
20. Partisan

Thursday, March 14, 2019

A Quick Look at Medieval Fantasy City Generator, My Favorite Sites For City Maps!

Medieval Fantasy City Generator (If the link doesn't work, that means they updated the site, do a google search and you'll be fine).
This site is absolutely amazing. If you've ever had difficulty trying to sit down and draw a town map and spending a few hours on it, only to make a mistake or finding you just don't like it, this is your solution.

The site will randomly generate very realistic city layouts with minimal efforts on your part, you just need to decide what you want, then generate until you're happy with the look. Let's take a look at some of the features:

Let's start with everything either turned off or set to default.
It looks a bit strange, but that's to be expected.
DISCLAIMER:
The default when you open the site will not look like this, this is for demonstration.
Now we can head to options and start playing around.

Let's start in layout.
The first option is labeled more roads, let's see how that effects our default here:
It's already starting to look a bit better!
But this is a village, right? So we're gonna need some farmlands.
The Elevation setting doesn't notably effect anything I find, and the random just puts up random presets, so for now, lets just add some more layout options to make it look a bit better.
Look at that!
I don't personally like the look of using blocks though, so I'm gonna turn it into individual buildings. You can find these settings under OPTIONS - STYLE - BUILDINGS. I'll set it to complex.
There are all kinds of other options to further personalize it, for example, if you want to add ward colors, go to OPTIONS - PALETTE. Then hit Watercolors, and Colors (just make sure to turn off hatching or other options).
I encourage you to check it out and explore it yourself. Also, just for fun, I'll add examples of medium and large towns with the same settings as the above.


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.