Showing posts with label The Black Hack. Show all posts
Showing posts with label The Black Hack. Show all posts

Thursday, 9 November 2017

Elde Spellcasting for Guild Dogs and Others

A school of sorcery nigh outlawed since the coming of the Curse of the Law. The uncontrolled and corrosive practice of Elde was infamously destructive during the apocalyptic height of the Guild Wars. Any bound by the Curse of the Law, the pact of the guilds, is forbidden from using this school (by pain of instant quenchment of existence). The Guild Dogs that corrupt the streets of The City are, alas, not bound by such accords. 

An elde wizard

Elde spell casting is a random potential skill of the Guild Dog character class. A pure "Elde Spellcaster" could be run in The Black Hack by simply changing "Acane Spells" of the conjurer to the spells below. Keep everything else the same as per the Conjurer class.

An elde wizard 
Notes: 

Getting these spells written has been eating away at me for a while, so I've pushed them out in a slight rush to at least semi nail them down. As such, they may be a little rough at times and are completely NOT in the neat, tidy and logical format of the original The Black Hack spellbooks. They may be tidied up over time, or alternately all Guild Dogs stuff may just keep getting wilder and unwieldy over time.

A few spells refer to "as determined by the gm", "random bless", "random summon", etc. These additionally tables are on their way. Use the "Aspect" table at the bottom of the post for now.


Elde Spellcasting:

Elde spellcasters receive 1 random mutation each level.


1
Minor Summon from the depths: Summon random monster from lower plane, 5% chance per caster level it is under caster’s control. If not under caster’s control, roll random reaction roll. Random creature’s HD =  d4. Monster lasts till killed, test 5% per caster level chance of caster control each day.   

Evoke Minor substance from the depths: Summon caster level x sack fulls of random substance from lower planes (determined by GM).

Alkalize metaphysics: Make a distinct and inert item more normal and lawful.

Acidify metaphysics: Make a distinct and inert items more weird and chaotic.
2
Slow warp: Randomly acidify/alkalize metaphysics of an entire room over time. Transformation takes d20 days minus caster level days to complete.

Minor compact: Caster only randomly determined bless. Lasts d6 hours. See “The Gods of the City” table.

Otherworldly insight : Requires entrails as  reagent to cast, the specific entrails used determine the type of insight given.  Caster can consult the otherworld about a specific topic through the lense of the entrails provided. The caster will receive their level in number of points of detail in the insight.

Cause dread: Put 4d8 HD worth of  beings on the cusp of terror for caster level hours. Test their  WIS every round they have to do something vaguely or conceivably scary. If failed they flee for d6 rounds.  

Lesser sacrificing ritual: randomly determined bless on caster level x targets.  Must sacrifice 1 hd sentient being in a ceremony that takes 1 hour. Lasts 1 day. See “The Gods of the City” table.
3
Growth from the depths: Summon weird architecture or plant growth (determined randomly by GM). Covers d6 x level square meters/feet.

Homunculus: Random, permanent and man like summoned servant, -1 caster HP permanently (from total) each time cast. Homunculus has 1d6 for each attribute and 1d6 HP. Levels up with caster, receiving d4 extra HP and +1 to attribute of caster’s choice.  

Blast from the depths: Random elemental breath attack. Does caster level x caster damage die damage to all targets Close to area visually targeted by caster plus the following follow random effect:
d12
1: Air, targets test DEX to avoid being blown to the ground.
2: Water, targets all drenched with elemental water, wet for d4 days (test for appropriate illnesses if appropriate).
3: Fire, targets set alight for d4 rounds, taking d6 damage a round.
4: Earth, targets encased in stone for d6 rounds.
5: Bile, CON test all equipment on targets to avoid rotting away.
6: Disease, CON test all targets to avoid getting a random disease.
7: Sludge, CON test all targets to avoid losing 1d6 CHA permanently.
8: Mineral, increase damage by 1 die.
9: Animal, d6 x targets 1HD biteling vermin accompany blast and set to devouring any nearby targets
10: Vegetation: Targets encased in vines for 1 day, all tests Rolled with Disadvantage)  
Cause horror: Test 4d8 HD worth of beings WIS, if fail they are terrified of the caster and flee from their sight for caster level hours.  
S
uggestion worm: Caster summons a 1HD mind control worm. If able to penetrate the skin of a target they will follow all commons of the caster for caste level x hours.
4
Travel the lower depths: Travel through a random section of “The lower depths” to traverse an area in the physical world. Distance depends on level, random encounter check - Caster level number of sentient beings can accompany the caster. See “The Gods of the City” table.

Sacrifice to the old ones: More powerful random bless. Day long random bless on level x targets.  Must sacrifice 4HD being, ceremony takes 1 hour. See “The Gods of the City” table.

Bind entity from the depths: Summon random permanent monster, minus 1 from random attribute. HD = level of caster, see Random Summoned Monster for abilities and form.

Curse: Random affliction on target, lasts caster level hours. See “The Gods of the City” table.

Swarm from the depths: Caster level x  d6 horde of random 1hd creatures, lasts d4 x caster level rounds. Only has form as per Random Summoned Monster table, no abilities.

Madness: Random temporary insanity on target, lasts caster level days.
5
Contact old one: Random elde god takes an interest in casters life for caster level days. HP, CON STR and DEX of caster halved during this time . See “The Gods of the City” table.

Voodoo: requires materials and organic material from target, cause damage from afar. 5% cumulative chance of haunting by random lower depth beasts per day when cast.

Scrying: Consciousness disconnects from the body for caster level hours. Caster may not be able to return to body, caster level x 10% is the possibility of returning to corporeal form. If returning to body fails caster must wait d6 hours to attempt to rejoin with body.

Warp area: Randomly acidify/alkalize metaphysics of an entire city block over time. transformation takes d20 days minus level days to complete. Each time this is cast the caster losts 1 STR permanently.  

Dissipate to lower depths: Take on random incorporeal visage in random section of the lower depths. Appears as unconsciousness in the physical realm. Caster gains the full ability to communicate with the denizens here. Lasts up to caster level hours.
6
Unholy breeding: Gain the homunculus offspring of two things within the caster’s sight. Caster becomes pregnant with the offspring and the gestation period = d20 days hours minus caster level which the caster rolls all tests at Disadvantage. Caster loses 1 from random attribute at birth. Birthed homunculus is an independent being that views the caster as a godlike figure, but can rebel if mistreated. Birthed homunculus can level up as a player character.

Awaken old one: Sacrifice d10 hd4 beings to manifest a random elde god in the physical realm. Roll a reaction roll to see how they feel about that. See “The Gods of the City” table.

Cause insanity: Random permanent insanity on target, caster loses 1 hp.  

Tear reality:open a random portal to the lower depths (what pours forth determined by GM), lasts caster level hours.

Winged swarm from the depths: Caster level x  d6 horde of random 1hd creatures with wings. Lasts d4 x caster level rounds. Only has form as per Random Summoned Monster table, no abilities.

Reveal truth: Reveal the utter truth about something in caster level x points of detail.
7
Alkaline paradigm shift : Randomly alkalize metaphysics of an an entire suburb over time. transformation takes d20 days minus level days to complete. Caster permanently loses 1 point of charisma and gains mutation.  

Acidifying paradigm shift: Randomly acidify metaphysics of an an entire suburb over time. transformation takes d20 days minus level days to complete. Caster permanently loses 1 point of wisdom

Greater sacrificing ritual: Sacrifice d10 hd6 beings, gain permanent random bless. See “The Gods of the City” table.  

Change truth: A truth is changed in a random way (GM determined). Caster targets truth. Lose 1 wisdom and gain a mutation.

Aspect table:

1
2
3
4
1
Good, peaceful, kind
Holy, ordered, right
Light, illumination, enlightenment
Floating, peace, meditation
2
Air, empty, vacuum
Ethereal, wispy, ghostly
Wind, blowing, unseen mover
Storm,  rapid movement, speed
3
Tiny, shrinking, wasting away
Invisible, translucent, clear
Intangible, non corporeal, fading
Life, regrowth, rejuvenation
4
Value, gems, gold
Thought, philosophy, intellect
Internal organs, viscera, blood
Reflection, mirror, stillness
5
Water, cycles, karma
Equalization, law, justice
Cleansing, alkalizing, evaporation
Procrustean, rigidity, incarceration
6
Wildness, out of place, overgrown
Bestial, savageness, feeding
Nature, grove, peace
Chaos, disorder, mutation
7
Fire, explosions, heat
Destruction, rubble, ruin
Limbs, appendages, grasping locomotion
External action, destiny, prophecy
8
Monstrous, terrifying, abomination
Gargantuan, giant, enormous
Enveloping, enclosed, soft embrace
Straining, breaking, cracks
9
Deep, below, underground
Earth, soil, stone
Solid, mass, black holes
Time, dust, history
10
Evil, hate, pain
Profane, cruelty, desecration
Darkness, shadows, loss
Death, rot, decay





Thursday, 10 August 2017

City Druids and The Mossen Craft

Forests and other wild spaces are rare in the sprawling urban plane of The City. Practitioners of The Mossen Craft take refuge in forgotten and overgrown parks, untended and abandoned lots and buildings consumed by mould, fungi and weeds.



Starting HP: d8 + 4
HP Per level/Resting: 1d8
Weapons and Armor: All weapons, Small Shields, Armour up to Leather
Attack Damage: 1d6/ 1d4 Unarmed or Improvising

Special Features: 
Roll with Advantage when testing CON to avoid damage from poison.

Once per day a City Druid can summon a group of HD1 vermin/feral animals. The number of vermin/feral animals is equal to the City Druid's level.

The Mossen Craft Spellcasting:
City Druids cast spells as clerics but casting a spell requires the expenditure of reagents. See The Mossen Craft spell  list for details on spells and reagents.

Spellbook:
City druids know all spells for the levels that they can cast as long as they are able to meet once per week with other City Druids in a suitable overgrown location. Limitations will be placed on a City Druid that cannot meet this requirement at the GM's discretion.


The Mossen Craft:


Reagents required to cast spells, amount required equals half spell level rounded up. Each reagent must be different and determined at time of casting. For which reagent is needed, roll a d12:


1) Handful of bones
2) Handful of vine/weed/leaf or roots.
3) Handful of worms
4) Handful of Living mould
5) Handfull of Sodden soil
6) An insect  
7) A Rotten rag
8) A thimble of larva filled water
9) A mushroom
10) A thimble of blood
11) A feather
12) A handful of scales


1
Entangle: Wrap d6 x caster level HD ‘worth’ of beings in thin, rubbery black vines (Roll all tests  with Disadvantage) for d8 rounds.  
Fairy fire: Envelope target in writhing flames of blue-green light - 1hr.
Beetle mind swap: Trade minds with a scuttling bug, CHA test to control, caster’s body controlled by displaced insect for duration of spell - 1hr.
Summon vine rope: Black intertwined vines of “Nearby” (about 50’) length.
Moss Encrustation: Target covered in thick dried moss, +1 AC (or 2 Armour Points), all DEX related tests Rolled with Disadvantage - 1hr, CON test required to get rid of encrustation, d6 damage for each additional hour encrustation is present.  
Summon minor moss golem: A creeping ambulatory mass of moss, 1d4 Hit Points and 1d4 for all Stats (if tested).
Beastmask: Caster’s visage takes on form of beast of choice - 1hr x caster level.  
Whisper: Send minute x caster level long whispered message to the ear of a visible target up to a distance of Far Away.
2
Charm beast: Beast with HD equal to or below caster’s level is under caster’s control -1day.
Warp wood: Reshape caster level square foot of wood at a distance of Nearby.
Vine Growth: Cause an explosion of translucent, groping grey vines to a length of Nearby and a width of caster level x 6’.
Plant commune: Plant will truthfully answer d6 questions - 10mins.  
Vine craft: Reshape caster level x 6 square foot of vines at a distance of Nearby
Cause leak: Liquid drips into an interior the caster is within at a rate of 1 wineskin x caster level per hour - 1day.  
3
Fly mind swap: Trade minds with a flying insect, CHA test to control, caster’s body controlled by displaced insect for duration of spell - 1hr.  
Rot: Infect Nearby target with flesh eating bacteria for 1d8 rounds, does caster level + d6 damage each round, test caster WIS at end of initial 1d8 rounds to check if infection ongoing - ad infinitum till target death or infection fails.  
Lightning Strike: Nearby target takes d8 x  caster level damage, can only be cast outside.
Cure Rot: Cure any Nearby target of non magical disease/ailment.
Gas: Summon an acrid green cloud that damages all that enter it for d6 + caster level damage. Size equals caster level x 5’ square. Lasts d6 + caster level rounds and must be cast outside.  
Summon moss golem: A vaguely human shaped ambulatory mass of moss, 2d8 Hit Points and 2d6 for all Stats (if tested).
Arouse hunger: d4 x caster level HD beasts are incited into a ravenous feeding frenzy, upto distance of Far- away - 1hr.
4
Stone shapen: Reshape caster level square foot of stone at a distance of Nearby.  
Hold beast: Hold in stasis d6 x caster level HD beasts - 1hr.
Nature Hallucination: Cause mass hallucination of a natural scene of casters choice in d10 x caster level HD beings - caster level x 1hr.
Summon beast: Summon random caster level HD beast - 1day.   
Mud blast: 1d6 nearby beings take 1d4 x caster level damage and are covered in mud sticky mud (all tests Rolled with Disadvantage for d8 rounds).
Stone Hurl: Target takes 1d8 x caster level damage from summoned boulder, test caster WIS with Disadvantage to see if target is pinned beneath boulder.
5
Speak with plant, mushroom or mold: Allows rudimentary conversation with plants, mushrooms and molds for 5mins x caster level.
Acid Spray: Caster level x beings are covered in burning acid. Acid causes an initial d12 damage then drops in effectiveness each round (d10, d8, d6, d4).
Plague of insects: Summons a cloud of biting insects that covers an area up to Nearby. Any being in the cloud takes 1 damage a round. Lasts d4 x caster level rounds.
Wind summon/control: Summons wind (from a gentle breeze to a howling gale) blowing in the direction of the caster's choice - 1hr x caster level
Cause pox: Infect d6 x caster level Nearby beings with HD equal to or lower than caster level with the pox that lasts d6 days. All tests are Rolled with Disadvantage when infected and CON is tested each day with Advantage to check for death.  
6
Stone to wood: Transmute caster level square foot of stone to wood at a distance of Nearby.  
Summon major moss golem: An enormous, hill sized, ambulatory mass of moss, caster level x d8 Hit Points and 2d6 for all mental stats and 4d6 for all physical stats (if tested).  
Cloudscape: Create a semi solid landscape of clouds covering 5 square feet per caster level. The STR of the cloudscape for any relevant tests is equal to the casters level - 1hr x caster level.  
Summon weather: Summons weather of caster’s choice - 1hr x caster level  
7
Metal to wood: Transmute caster level square foot of metal to wood at a distance of Nearby.  
Animate wood: Animate a man sized chunk of wood into a HD creature equal to the caster's level.  
Tree hoarcrux: Caster imbues a specific tree with d20 of their hitpoints. The caster cannot die as long as the tree continues to live.
Summon forest: Caster permanently sacrifices d12 Hit Points and summons forth a forest (of their choice of vegetation), that covers 100 square feet.