Wednesday, April 25, 2018

GLOG: Rules: Spellcasting

What are spells?
Spells are spirits. They are sentient and can be consulted. Spirits can invade and possess living creatures in order to mutate them. When a person dies, they become a spirit, and by extension a spell.

Spellcasters throw spirits at their targets like ammunition. Different spellcasters utilize the spirits of different creatures.

Wizards use the spirits of their ancestors.

Necromancers torture and curse spirits, caging them in the bodies they left behind.

Druids use the spirits of fae creatures, such as dryads and fairies.

Warlocks use the spirits of demons and devils.

Sorcerers call upon the power of their own spirit.


What are Emblem Spells?
Most spellcasters have 0-3 emblem spells. Emblem spells are the capstone of a spellcaster's magic. In other words they are the strongest spells available to a spellcaster

Despite being listed, they are unobtainable through advancement. The spellcaster must go out into the world and discover their emblem spells.


What are casting dice?
Casting dice represent a spellcaster's mileage. The more casting dice a spellcaster has in their pool, the more magic they can use.

A spellcaster gets 1 casting die (CD) per template up to a maximum of 4.

Some magic items and effects provide bonus casting die.


What are spell slots?
Spellcasters train their mind to house multiple spirits. This is represented by spell slots.

1 spell slot can hold a single spell.

A spellcaster gets 1 spell slot per template up to a maximum of 4.

A spell inhabiting a spellcaster's skull is considered to be memorized.


Can I move spells anywhere else besides my skull?
Yes.

All spellcasters possess the ability to move 1 spell from their skull to another creature's skull and vice versa. This process is 1 hour long.

Assume any non-spellcasting creature can fit 1 spell inside their skull; any further spell will cause their head to explode. The creature need not be alive.

Skulls used in this fashion are known as Cerebra.



Skull of Orm, from Magic: The Gathering

Why Skulls?
The brain cavity is where the soul resides. As a result spirits are drawn to it naturally.

Other spellcasters, such as Wizards, can store spells in other vessels besides skulls.

Can I cast spells from a Cerebra?
Yes you can. It's called Skullcasting.

Anyone can skullcast with a cerebra. The residual magic provides the cerebra with 1 bonus casting die. However spellcasters can invest their own casting die while skullcasting if they so desire.

Non-spellcasters must roll Save when they skullcast. Failure means the spell fizzles and the caster suffers a mishap, then the spell hibernates until the next dawn. 

If the Save is successful, or a spellcaster uses it, the spell takes effect then hibernates until the next dawn.

How do I cast a spell?
Step 1: Pick a spell you have memorized

Step 2: Chose how many casting dice you want to invest in the spell.

Step 3: Roll your casting dice and sit back as the spell takes effect.

Step 4: Casting die with results of 1—3 are returned to your pool.

The more casting dice you roll the more powerful the spell. Spell effects are based of the number of [dice] rolled and/or the [sum] of those dice.


What are mishaps?
If you roll doubles while casing a spell, you suffer a mishap, and roll on this awesome mishap chart.

You can avoid mishaps by investing only 1 casting die per spell (but that's boring.)


What are dooms?
If you roll triples while casting a spell, you suffer a Doom.

Each spellcasting school has three unique dooms. The first and second doom tend to be survivable. The third doom usually kills you.

You can avoid dooms by investing 2 casting dice or less per spell.


What are Magic Items?
Some spellcasting schools are capable of creating distinct magic items.

The specifics of each magic item is outlined in each spellcasting class's specific write-up.

Tchotchkes are in the Druid write-up.

Friday, April 20, 2018

The Eleven Epochs of Elsai

Arnold K is whipping the horses. Skerple is riding shotgun. Dunkey Halton is still trying to make room in the backseat. And now it's my turn to jump on this bandwagon.

Hemisaurgnath Epoch, aka the Foundation
A race of space-faring lizardmen known as the Skarazi discover the budding core of a world and construct Skarazi Gamma 8, or SG8, a space station the size and shape of a planetary ring system. They begin to collect kindling metals such as Iron and Zinc until the core is lit.

Terraphysis Epoch, aka One Small Step for Lizard-kind
The Skarazi take the first steps on their new planet. They name is Elsai, which mean "hatchery mother" in their tongue. The landscape is arid, rocky, and barren, just the way the Skarazi like it.

Archihylo Epoch, aka the Fae Invasion
Skarazi detect an infection of Fae on Elsai. Measures are taken to quarantine the infection. Glassl domes encircle spreading forests to stop ensuing oxygenation. Quarantine is successful, but ecological changes make the planet unsuitable for Skarazi life. A majority leave Elsai behind and abandon SG8 to disappear behind the stars. A small majority dig in in more arid regions of Elsai, or on SG8 itself. 

Xenoteuthis Epoch, aka Elder Things Cometh
Elder Things arrive on Elsai, bringing with them primitive man in the form of homo erectus as slaves, and construct eight cyclopean settlements from obsidian steel. They hide their secrets there, but none know why.

Hylobellum Epoch, aka Two Epochs Later
Elder Things accidentally break the quarantine established by the Skarazi. A war ensues between fae and elder forces. Elder Things are victorious and the Fae are never the same afterwards.

Exoteuthis Epoch, aka the Exodus
The Elder Things abandon Elsai for unknown reasons, and like their forebears, disappear behind the stars. At this point SG8 has deteriorated; massive chunks of metal begin to bombard Elsai. Homo erectus is left behind for unknown reasons.

Homoascensus Era, aka Rise of Man
Homo Erectus grows in intelligence thanks to constant contact with the Elder Things' settlements and takes up the mantle of Man. Man re-organize into eight great city-states.

Modernis Urbanis Epoch, aka Tensions Rising
Man continues to prosper and evolve. Man obtains a level of advancement similar with mid-80s level of technology. The Eight Great City States begin to butt heads

Explocalypso Epoch, aka Everything Explodes
Everything explodes. Man somehow survives. Those men that remember die off and fail to fling the lessons of the past into the future. It is at this time that the Godling Gathox arrives on Elsai. It is not known if its arrival was a cause or result of the Explocalypse.

Tenebrae Epoch, aka Crawling out of the Woodworks
Forces native and foreign to Elsai begin to invade. Their target is the Eight Great Cities for unknown reasons. Giants harry Wundegauss to the north. Time travelers pester Sublagauss in the Skouring Sands of Skourenthe.

Astravis Epoch, aka Birds from the Sky
Certain city states make establish relationships with space faring civilizations, which they call Birds. Birds begin to use El-sai as a cosmic dump for their radioactive waste and garbage, mainly in the Skourenthe region. Elsai and its denizens are considered primitive on the cosmic scale by their neighbors.

Ringo Vinda, from Star Wars


Why eleven? Because the Astravis Era is the present era, and if my players find a weird artifact I can roll a d10 to determine which era is comes from. 

Could also come in handy for time travel, or an epochal campaign in which one party's action in an earlier epoch reverberate into another party's experience in a later epoch.

Wednesday, April 18, 2018

GLOG: Druid Circle: Woodland Protector

A long time ago the Squirrel Princess was singing on her branch-balcony when a terrible hawk snatched her away for lunch. Her father, the Earl of Squirrels, was outraged.

The Earl sent word to all the lords of the Woodland Realm and they convened at his court. It is there that they decided they were done living their lives in constant fear from their predators.

The Woodland lords and their constituents drafted a declaration of war and presented it to the Unseelie Court. Unfortunately the declaration was declined by the court, cited as "petty" and "selfish."

Then the Woodland lords presented their declaration to the Seelie Court, and again it was denied. But the gentle adjudicators of that court offered the Woodland lords a trial.

The prosecution was of course the Woodland lords. The defendants their predators. Acting as judge was illustrious Prince Obristo of the Faerie Clan of Yarnborough.

The trial was long and arduous but eventually a settlement was met. A law was put into place forbidding the hunting of the Woodland lords and their constituents. To enforce this law, the Seelie Court conscripted a special unit of Druids that would work closely with the Woodland Lords to ensure their protection.

This special unit was dubbed the Woodland Protectors.

by Diego Rodriguez

Woodland Protector

Keeping with the police metaphor, Woodland Protectors are more like boy/girl scouts than full fledged officers.

They are given special privileges by the Woodland Lords in the form of conscripted soldiers. Squirrel Knights, Raccoon Spies, and Siege Platypuses are all on standby to assist the Protector at a moment's notice.

However they are enchanted to be easily swayed by authority figures. Most druids are not critter sized and the lords realize this. They want to keep their protectors gullible and trusting.

Banes

  • If a critter is in danger, you must answer the call to protect them. Refusal to due so results in a revocation of your spellcasting ability. Said revocation may be disputed in Fae Court. A critter is defined as a non-predatory mammal no bigger than a capybara, a non-raptorial bird, or a frog.
  • You're terrible when it comes to dealing with mayors, kings, lords, and authority figures. -4 to your Charisma checks when trying to convince them.

Boons

  • When you level, instead of learning a random spell you may choose to learn wildshape if you don't already know it.
  • Whenever you deal damage with one of your spells, you call that many critters to arms. The critters obey your commands and fight for you. They act on their own initiative and function as a horde.*
  • Whenever you cast the Bigify spell on yourself and you know wildshape, you can choose to shapeshift into a giant animal. A giant animal is defined as any animal bigger than a wagon.

Spells

  1. Befriend
  2. Smolize
  3. Bigify
  4. Wildshape
  5. Aura of Innocence
  6. Goodberry
  7. Raucous Joy
  8. Flamestart
  9. Cloud of Faeries
  10. Fireseed

Befriend
R: 50' T: creature D [dice] hours
You charm a creature. A charmed creature will place themselves into danger for you, up to and including combat, but will not take on extreme risk.
If you invested 4 [dice] or more, the duration becomes permanent.

Smolize
R: touch T: creature D: [sum] minutes
You shrink a creature to a fourth of its original size, causing them to lose [dice] HD and deal -[dice] damage (minimum 1HD and 1 damage). The creature gets a Save to negate the effect.

Bigify
R: touch T: creature D: [sum] minutes
You grow a creature to four times its original size, granting them [dice] HD and +[dice] damage. Unwilling creatures get a Save to negate the effect.

Wildshape
R: 0' T: self D: [dice]*10 minutes
You shapeshift into an animal of your choice. The animal can be no bigger than a horse. The animal's stats are overlaid onto your own, but you maintain your own mental aptitude. Your DM has their stats.

Aura of Innocence
R: 0 T: self D: [dice] rounds
You emit pure innocence, causing creatures to want to avoid harming you. Before a creature attacks you, they roll a d6. On a roll of [dice] or less, they have to redirect their attack or give it up.

Goodberry
R: 50' T: ground D: instant
You grow a goodberry bush that bares [sum] berries. Each berry restores 1 HP when eaten. If two or more dice are invested, the berries restore d4 hit points each. The berries shrivel away at dawn the next day.

Cloud of Faeries
R: 200 T: [dice]x20' area D: [dice] rounds
You summon a kaleidoscope of faeries equipped with toothpick-swords. They fly around hostile creatures and sting them like angry hornets. The combined efforts of the faeries deals d6+[dice] damage per round.

Raucous Joy
R: 50' T: [dice] creatures D: [dice] rounds
You infect a creature with overwhelming joy, which causes them to fall to the floor laughing uncontrollably for [dice] rounds. They get a Save at -2 to negate the effects.

Flamestart
R: 0 T: 1 creature D: [dice] turns
You summon a small flame at your fingertips that emits light up to [dice]x10'. If 2 or more dice was invested, you can throw the flame for [dice]xd6 damage. The flame ignites clothes and flammable objects.

Fire Seed
R: 0 T: palm of the hand D: [sum] minutes
You grow a group of fire seeds in your palm or the palm of another creature. The fire seeds can be thrown up to 40' and deal 1d8+[dice] damage in a 10' area. If the fire seeds are not thrown, they will explode in [sum] minutes from being grown.

Monday, April 16, 2018

GLOG: Class: Druid / Sir do you Realize how Fae you were Going?

Druids are to the Animal Kingdom what Clerics are to humans.

Starting Equipment: Druid Badge, Tchotchke Bag, Druid Chalk

A Druid Badge signifies your authority in the Animal Kingdom. Most humans don't recognize its significance, but animals definitely do.  

Druid Chalk is an ordinary piece of chalk given to all Druids once they take up the cause. It's enchanted so whenever a door is drawn near nature, the door becomes real and the Druid can use it to enter Fae Court. Otherwise it's just ordinary chalk. If a Druid loses his Druid Chalk it will find its way back to them in d3+2 days.

A: +1 CD, +1 Spell Slot, +2 Spells(1-6), Wildspeak
B: +1 CD, +1 Spell Slot, +1 Spell (1-8), Tchotchkes
C: +1 CD,+1 Spell Slot, +1 Spell (1-10), Survivalist
D: +1 CD, +1 Spell Slot, Deputize

You gain+1 Casting Dice (CD) and +1 Spell Slot for each Druid template you possess, up to a maximum of 4 each.

When you first gain a Druid template, you must choose a Druidic Circle from the list below. Later you can submit a transfer to Fae Court to change your circle, pending its approval.

Wildspeak
You can talk to animals and plants.

Most animals will be willing to talk once they realize you're a druid, or flash your druid badge.

Plants are less sociable and don't have a lot to say. Getting one or two words out of a plant requires a successful Charisma check.

Tchotchkes
Druid spells come from fae spirits and they hate stuffy scrolls and books. As a result Druid spells can only be moved to a tchotchke.

A tchotchke is a small magic object decorated with paint and baubles. They're no bigger than your palm, and they function like a druid specific super charged scroll.

Making a tchotchke requires a Tchotcke bag, which contains enough supplies to create one tchotchke. You can buy more bags from Fae Court for 30 gold pieces each.

Once you've created the tchotchke, you can move a spell into it. Then roll 4d4. The result is the tchotchke's Integrity. Whenever you use the tchotchke roll a d20. If you roll over the tchotcke's integrity, it loses d6 integrity. When a fetish reaches zero integrity, it breaks, causing a mishap and unleashing the spell into the wild.

Tchotchkes aren't destroyed after being used and they can be used more than once a day. A druid or wizard can't move the spell inside the tchotchke once it's been moved to one. The spell will only exit the tchotchke when it's destroyed.

Survivalist
Choose one of the following:

Forager: You can gather d4+2 worth of rations by foraging in the wild. Foraging takes 6 hours. Additionally you can tell when food and water is safe to consume.

Scavenger: You can forge items from natural materials. 2 slots worth of materials is enough to make two light weapons, one medium weapon, a longbow and 20 arrows, or a wooden shield.

Sleeper: You can rest anywhere, under any conditions, and no longer require a campsite, fire etc.

Cataloger: You can identify any natural fauna or flora.

Deputize
You can enlist a member of the Animal Kingdom as a temporary deputy.

The conditions and compensation of the enlistment must be written down and submitted to Fae Court, pending approval of course.

Most animals will be willing to work for an extended period of time if their needs are met. Their compensation could vary from food to gold to a good scratching behind the ears.


By Inkognit
List of Druid Circles

Woodland Protector

Monday, April 2, 2018

Program Your Life Today!

If wizards are zookeepers. And sorcerers are locomotives. What does that make psions?

Imagine a World Computer. It's computations result in cause and effect, and time itself. It's not the source of space and matter, but it organizes it all according to its programming.

Psions are its programmers. They discovered the World Computer a long time ago and figured out its code. They manipulate probability and causality by sending it mental code to get what they want. But they have to speak the computer's language

The World Computer only understands binary relationships. Love-Hate. Death-Life. Create-Destroy. Bitter-Sweet. Obviously psions are capable of understanding concepts more complex than this, but to the World Computer it's all 1s and 0s. Psions have to speak to the World Computer in its own language if they want to get any results.


by Dio Mahesa

Psion

A: Psionic Programming, +1PP, +1PD, +1RR
B: Living in the Database, +1PP, +1PD, +1 RR
C: The Third Integer, +1PP, +1PD, +1RR
D: Master of Minds, +1PP, +1PD,+1RR

Psionic Programming
You manipulate probability and causality by speaking to the World Computer.

You speak to the World Computer with Programming Dice (PD). You start with 1PD and gain +1 PD per Psion template up to a maximum of 4. 

When you want to invoke a Psionic Power (see below) you invest any number of PD. The number of [even] or [odd] dice rolled determines which power you invoke, which is affected by the [sum] rolled or the number of [dice] invested.

You start with 1 Re-Roll (RR) and gain +1 RR per Psion template up to a maximum of 4. You can spend 1 RR to re-roll up to 4PD. All RRs come back at dawn.

PD do not go away. Instead psions lose the ability to program the world computer in their favor over the course of the day by spending RR.

Living in the Database
Each morning roll 2d20 and record the results for each. Throughout the day you can replace the results of any d20 roll with one of the results from those d20. You can only use one result once.

The Third Integer
Chose a psionic power that you know. Once per day you can invoke both sides of that power simultaneously. 

Master of Minds
Learn 4 psionic powers or create your own (DM's discretion.)


by Cuba Lee


Psionic Powers
Psionic Powers (PP) are binary relationships. The number of [even] and [odd] dice determines which side of that binary relationship you invoke. If the number of [even] and [odd] dice is equal, you get to chose which side you invoke.

Create-Destroy
[even]: You create something nonmagical. It exists for [dice] rounds.
[odd]: You destroy something. If that something is a creature it gets a Save at -[dice] to avoid obliteration.

Heal-Harm
[even]: You restore [dice]+[sum] hit points to a creature.
[odd]: You deal [dice]+[sum] damage to a creature.

Charm-Repulse
[even]: You charm a creature for [dice] rounds, granting you +[dice] on reaction rolls.
[odd]: You repulse a creature. It will stay [dice]x10ft away from you for [dice] rounds, granting you -[dice] on reaction rolls.

Move-Immobilize
[even]: You move something to a location [dice]x10ft away.
[odd]: You immobilize something for [dice] rounds. It can't move but can still interact and attack.

Celebration-Silence
[even]: You create a loud ruckus that deafens all creatures in a [dice]x10ft area for [dice] rounds.
[odd]: All sound within a [dice]x10ft area is silenced for [dice] rounds.

Quicken-Slow
[even]: You grant a creature +[dice] to Move and Initiative rolls and they can make an extra attack for [dice] rounds.
[odd]: You give a creature -[dice] to Move and Initiative rolls and they can only Move or Attack on their turn for [dice] rounds.

Nourish-Starve
[even]: You manipulate a creature's metabolism so it can go without food or drink for [dice] days
[odd]: You manipulate a creature's metabolism so it requires twice the normal amount of food and drink for [dice] days.

Fire-Frost
[even]: You summon a small fire in your palm that radiates light up to 10 ft. If 2+ PD was invested you can throw the fire for [dice]*d6 damage.
[odd]: Your finger tips drip a cold mist. The next thing you touch is flash-frozen for [dice] rounds and takes d6 freezing damage a round.

Fly-Burrow
[even]: You gain a fly speed for [dice] rounds.
[odd]: You become ethereal for [dice] rounds and can pass through solid material.

Cure-Poison
[even]: You cure one disease, poison, or ailment afflicting a creature.
[odd]: You afflict a creature with an ailment. The ailment must be one you know of but not necessarily experienced.