Showing posts with label Occult. Show all posts
Showing posts with label Occult. Show all posts

Sunday, November 9, 2025

There's No Trick To It - Magician (GLOG Class)

Just a classic wizard.
Class: Magician
You might be a High Magician in a star-spangled robe and pointed hat who studied in the storied halls of academia, or the son of a village witch who learned your mother's craft for she had no daughter to pass it on to, or a fur-clad shaman with a spirit's face painted on your own who drags mysteries out of the primal dark. However you came by it, you have knowledge of the secret ways that move the world that mortals were never meant to know.

Equipment: Robes & Hat, Satchel, Staff, Dagger, Lantern, 2 x Bonus pieces of equipment based on starting Magic Art (see below).

+1 to Saves per Template
A:
 2 Magical Arts, Magesight
B: Familiar or Implement, +1 Magical Art
C: Ritualist, +1 Magical Art
D: Secret of Secrets, 
+1 Magical Art

∆: Archmage
Know at least 5 Magical Arts, find one of the five Pillars of Creation, and etch your personal mark onto it.
Create a new Magical Art, negotiated with your DM. Further negotiations can take place after it's created if it proves too strong or too weak - new magic has a tendency to "settle" over time.

A: Magical Arts
You begin with knowledge of two of the known Magical Arts; others may exist - probably in strange and foreign parts - but you will have to find them first if you want to learn them. You gain a bonus item from each of your starting Magical Arts. At each subsequent Template, learn a new Magical Art and gain the Advanced form of one Art you already know.

A: Magesight
You can perceive the presence of the supernatural. Just ask the DM if something is magical, and they are obliged to tell you the truth of the matter. With a Turn of careful examination, you can also determine in general terms what a given magical effect's purpose is, e.g. "Stepping into this circle will teleport you elsewhere.". This manifests for you in symbolic terms; a sword enchanted such that it bursts into fire in combat might appear to have a large salamander sitting on its blade, while an enchanted shirt of mail being unfurled might sound like a distant army roaring in victory to your ears. Magesight explicitly cannot reveal the presence or nature of illusions and curses, which by their very nature conceal and deceive.

B: Familiar
You have summoned a minor tutelary spirit to aid you in your magical practice. This spirit can switch between two forms: one a mundane animal no larger than a fox, the other a knee-high, horned, winged, homunculus with luridly coloured skin. It has a flight speed equal to its Movement speed in its homunculus form and whatever abilities are common to its species in its animal form. They have 1HD, +1HP/Level of the magician, AC12, 6' Movement (plus flight in homunculus form). Familiars can fight, using whatever natural weapons their animal form has or wielding small (d4) weapons in their homunculus form. Familiars can speak any tongue their summoner can, and in animal form can speak in animal noises that only their summoner can understand. Familiars are absolutely loyal to their summoner, though they often affect argumentative or grating personalities to teach their mage humility. Besides this, they can perform several useful services in return for a bit of their summoner's life force;

  • For d6 Hit Points, they can answer 1 question as if consulting a Sage NPC for a short-term study.
  • For 2d6 Hit Points, they can perform any Magical Art the magician knows or has observed being used, without any component required.
  • For 3d6 Hit Points, they can transform into a monstrous guardian form, gaining additional HD, attack bonus, AC, and damage equal to their summoner's Templates, plus natural weapons that deal a base 2d6 damage. This is either a Dire version of their animal form or that of a fire-snorting cloven-hooved demon. The transformation lasts until the next Dawn or until dismissed by the magician's command, whichever comes first.
A familiar cannot be killed while its summoner lives, but can be dispersed. If reduced to 0HP they disappear and reform the next day at dusk.

B: Implement
You have a bound tool of your craft; a wand, blade, chalice, ring, or lantern is traditional, but others exist. It takes up one equipment slot or inventory space, depending on its form. As long as you have it on your person, you can perform Magical Arts without any reagent or other tool up to [Templates] times per day, just using the occult authority bound up in your implement. Your implement also has a significant magical ability based on its form. Negotiate this with your DM, some examples are;
  • A wand that allows you to telekinetically manipulate objects at a distance as if you were standing at the position you point it at.
  • A chalice that allows you to store a magical effect by drawing it into itself as an effervescent liquid. Save or the effect spills onto you if it is not your creation. The liquid magic can be poured or drunk to transfer the effect. 
  • A ring that can make one magical effect at a time permanent - the effect it is perpetuating can be changed, which ends the previous effect.
  • A blade that can damage incorporeal beings and counts as having a magical plus equal to the Magician's Templates for purposes of determining whether it can harm beings with supernatural resilience. In addition, you never fumble with an implement blade.
  • A lantern that can illuminate the presence of invisible beings within its brightly lit area (typically a 30" radius).

C: Ritualist
You can now formulate rituals that enact modified or exaggerated versions of the effect of your Magical Arts. 
A ritual casting can bend or break the rules of the Magical Arts or combine multiple Arts into one, but must still fall within the general purview of the Arts you know. A ritual enactment of Elementalism could summon a known element from nowhere, for example, or bind an elemental to an extended service. For each modification you add, the DM can specify one of the following requirements;

  • Ritual must be enacted in a place of innate magical power.
  • Ritual requires expenditure of a lot of money, often in the form of large quantities of Granulated Azoth (500gp x Total Requirements).
  • Ritual can only be performed once every week/month/year/decade, or only at a specific time or celestial confluence, such as a full moon, a planetary alignment or a seasonal equinox.
  • Ritual requires the assistance of a particular person or category of person, like an Alchemist or a bearer of royal blood.
  • Ritual has a X:6 chance of backlashing in some kind of Monkey's Paw fashion (each increase of X:6 counts as one Requirement).
This is also how you can create magical items. Single-use items typically add only a single requirement; items with daily uses add 1-3 per use, and permanent items at least 5.

D: Secret of Secrets
You can now perform the single greatest act of magic a mortal can enact, the legendary Wish. A Wish can do almost anything, but it is neither totally omnipotent or wholly convenient. A Wish for wealth or a specific magic item is usually answered with a vision revealing where such a treasure can be found and legally claimed, rather than instantly dropping it into the magician's hands. Likewise, a Wish for an enemy to die will usually reveal the location of a weapon or ally capable of slaying them. Wishes for deliverance from peril are usually answered more immediately; deathtraps break down, avalanches part to leave the magician unharmed, and deadly poisons mysteriously burn themselves through the victim's system without any lasting harm. Wishes are very quick and can be used as interrupts outside of initiative order, even as part of another action - Wishing for a powerful enemy to fail their save against your magic is entirely valid. 
You can only perform one Wish per level safely, so once you reach this level you have four Wishes. For each Wish you cast above this number, reroll your HD until you roll lower than your current HP and take that as your new HP total. Certain beings of demigodlike stature may be able to bestow additional free Wishes as a reward for services rendered.


Grimoire of the Known Magical Arts
Unless otherwise specified, using a magical art must be declared at the beginning of the round and is enacted at the end. A magician who is injured before then has their magic interrupted, wasting any uses of material components.

  • Elementalism
    Bonus Item: Tin of Granulated Azoth (10 pinches)
    Pick one of the four classical elements; others exist, like gravity and light, but for now, you only know the secret name of one. Sprinkle a pinch of Granulated Azoth on your tongue and whisper that name, and it will respond. Issue a command up to [Templates] words long and it will obey automatically. A target of the command can be specified by gesture. For every additional word you want to add, take another pinch of Azoth and make a Save vs. Poison with a penalty equal to the number of extra pinches. On a failure, the command still takes effect, but you are incapacitated for 1 Turn per additional word. On a critical failure, the element goes haywire in some way that is detrimental to everyone around. The element has to actually be present for you to command it; this Art doesn't summon it up. Creatures affected by elemental manifestations you command are entitled to a Save, and any manifestation that would deal damage is limited to d6 per [Template] of the magician, Save for half damage. It takes a week of downtime and 100gp of ritual tools (mostly lots of different examples of the element in question) to learn a new element; each research roll has a progressive 1:6 chance of success (so 2:6 on the second attempt, 3:6 on the third, etc).
    • Advanced Elementalism: You can now call up elementals, sentient manifestations of the element you speak to. The summoned elementals have HD equal to your [Templates] and can be increased by consuming extra Azoth as above. A summoned elemental will obey you for 1 Turn before dispersing back into a mundane manifestation of its element.
  • Conjuration
    Bonus Item: Stick of Wizard Chalk (10 uses)
    Visualise a mundane item of up to [Templates] equipment slots large and draw a circle big enough to fit it with Wizard Chalk, using up chalk equal to its size. It appears within the circle and can be used as normal, but vanishes after 1 Turn if you stop holding it. The item conjured is generally a generic version of whatever is visualised, but you can also place a rune on a specific item (costing 1 use of Wizard Chalk) and later conjure it into the circle.
    • Advanced Conjuration: You can now create teleport circles by marking a target location with a special magical circle, expending one use of Wizard Chalk. At a later time, you can scribe a new circle, either expending as many uses of Wizard Chalk as the time in rounds you want it to stay open or else keeping it open with your own body by standing within the circle, and anyone stepping into the circle is transported to a previously created magical circle of your choice.
  • Divination
    Bonus Item: Ephemeris
    By means of consulting your Ephemeris, or if not available, the entrails of a domestic animal at least as large as a goat, you can determine if a specified course of action to be undertaken in the next hour will yield weal, woe, both, or neither. Woe indicates the action of monsters, traps, or hazards, and Weal indicates that the action will lead to a treasure, boon, or useful information. You can divine the future no more than d3+[Templates] times per day.
    • Advanced Divination: In place of an entreaty to reveal weal or woe, you can now present up to [Templates] possible actions and divine which of them would be the best. It is possible that none of them yield any positive or negative result, in which case the auguries will reveal this.
  • Transmutation
    Bonus Item: Tin of Granulated Azoth (10 pinches)
    Sprinkle a pinch of Granulated  Azoth on a target non-living object no larger than [Templates]x5' cubes and focus your will upon it. For every [Template] you possess, you may alter one of its physical properties, such as opacity, hardness, elasticity, insulation, permeability, colour, taste, or combustibility, to match that of a sample of another material that you have a sample of to hand. Magical materials such as mithril, adamant, and enchanted objects cannot be transmuted, but their physical properties can be bestowed upon transmuted targets if the magician has them to hand. The transmutation lasts 1 Turn per [Template] you possess. It is possible to increase the number of properties altered by adding additional Azoth, but this has the risk of making the reaction unstable: make a Save vs. Blasts with a penalty equal to the number of additional pinches of Powdered Azoth added; on a failure, the magician and everyone in a 10' area suffers (d6xPinches of Azoth) damage as it blows up in their face. 
    • Advanced Transmutation: You can now transmute form as well as substance. The transmuted object can be reshaped into anything of approximately the same mass and holds its shape for up to the magician's [Templates] in Turns if the material it is made from is not normally capable. For example, a mass of water could be formed into a statue or the like, and would collapse into a puddle when the time elapsed, while the same statue formed of stone would remain in the same shape.
  • Enchantment
    Bonus Item: Flask of Lotus Wine (10 sips)
    Take a sip of lotus wine, let it coat your vocal chords, and make eye contact with another thinking being - they will find themselves thinking your thoughts. You can issue a command up to [Templates] words long, and the target will obey it if they fail their Save. The target of the command can be specified with a gesture. The commands are obeyed for as long as it takes to execute them or one Turn, whichever is shorter. Suicidal commands permit the Save to be made twice, picking the best result, but if it still fails, they are executed. You can increase the number of Words by taking an additional sip of lotus wine, each of which adds an additional word to the command. After doing so, make a Save with a penalty equal to the additional sips or experience a loss of identity, having to obey your own command as if your victim issued it to you! Enchantment transcends the language barrier and may even affect creatures without a language - but not creatures without eyes.
    • Advanced Enchantment: You can now keep up to [Templates] creatures bound in semi-permanent thrall to you, rather than issuing a specific command. Additional lotus wine can be drunk to penalise the target's Save by -1 per additional sip, but you too must also make the Save with an equal penalty and on a roll lower than your victim's are bound to serve them until freed, such is the magical Law of Dichotomy - there can be only masters and slaves! Thralls obey your commands without question, but receive a Save if they are forced up against blatantly suicidal odds.
  • Illusionism
    Bonus Item:
     Flask of Lotus Wine (10 sips)
    Drink a sip of lotus wine and allow your vision to fuzz and unfocus, imagine a change in the world, and the magic will make it appear. You can make the image of almost anything you can imagine, but illusions can only be additive - you can change something's appearance or create the image of something new, but you cannot remove anything from the world. Others do not normally get a Save to see through illusions unless they directly interact with them. Illusions can deal psychosomatic damage, but cannot reduce a victim to below 0hp and stable unconsciousness. The maximum damage an illusion can inflict is d6 per [Template] of the magician and permits a Save to negate. It is possible to make an illusion more compelling by increasing the dose of lotus wine, which allows the magician to visualise their illusion more clearly at a risk of becoming lost in it; for each additional sip of lotus wine taken penalises all Saves by -1, but the magician must Save vs. Illusion with an equal penalty or become confused for 1 Turn per sip, acting randomly each round; d6: 1-2. Stand and stare into the middle distance. 3-4. Attack the nearest moving thing. 5. Use a random Magical Art. 6. Covered in spiders! Attack self.
    • Advanced Illusionism: Your illusions can now be subtractive, such as making people or objects invisible or creating zones of silence.
  • Transformation
    Bonus Item: Pouch containing three sparrows' feathers, a mouse's skull, a tuft of horse's mane, and a bear's claw.
    Place a piece of an animal in your mouth, breathe deeply three times, and on the third inhalation, it vanishes as you become the creature it came from. The transformation lasts up to your [Templates] in Turns if the creature you are becoming has HD equal to or below your own; otherwise, it lasts [Templates] rounds. You can attempt to extend this duration by making a Save vs. Illusions each Turn or round after the duration has expired. On a failure, you become lost in the beast-mind and cannot return to your own form until you next sleep. You can transform into monsters and magical creatures, but in this case, its heart or heart-analogue must be consumed. Note that some creatures may have hearts so large that shapeshifting into other, larger forms may be required first just to consume them! A monster form's supernatural powers may be employed a maximum number of times in total across all abilities equal to your [Templates] in a single transformation.
    • Advanced Transformation: Place the reagent in your mouth as usual and exhale three times forcefully in the direction of another, and they shall take on the animal's form instead of you. This can be a blessing or a curse, depending on the circumstance - an unwilling victim is entitled to a Save to avoid your transmogrifying breath. 
  • Abjuration
    Bonus Item:
    Stick of Wizard Chalk (10 uses)
    By drawing a line or circle with Wizard Chalk you can define an area that hedges out a single specified phenomenon, such as sound, light, heat, radiation, or a specific type of magic. It can also contain a specified type of creature, which must make a Save to move through the barrier or else be axiomatically incapable of passing the chalk line, or able to use any of its powers beyond it. The area covered is either 10" wide for a line or 5" radius for a circle per use of Wizard Chalk expended. These wards can technically last forever, but can be easily removed by anyone they don't specifically ward against.
    • Advanced Abjuration: You can now expend additional Wizard Chalk to increase the number of phenomena that a ward hedges out, at a rate of 1:1. 
Other Magical Arts that might be found in foreign parts may include Necromancy and Diabolism, which are said to employ black candles made of human tallow, Body Control, which turns the power of the black lotus inwards, and Maleficia, which uses inscribed tablets of stygian lead to inflict terrible curses.

The Magic Shop

Unless otherwise stated, each item takes up 1 equipment slot.

Ephemeris - 250gp
A book of tables and charts showing calculations of the position of various astronomical bodies over time. Needs to be replaced with an updated version every quarter at the seasonal Equinoxes. 

Dried Monster Hearts - 10gp x HD of Monster
Salted and preserved in clay-sealed jars under anaerobic conditions. Availability of any given species is not guaranteed, and is based on a cottage industry of processing the kills adventurers bring back.

Goat - 1gp
A common example of Capra Hircus, the silver standard in sacrificial animals. Takes up no equipment slots, but must be herded or led around by a string.

Granulated Azoth, 10 pinches - 100gp
Resembles table salt but with a faint silvery metallic tint. Acts as a bridge between consciousness and the world of matter that is normally deaf to mortal concerns
. Tastes salty, metallic, and oddly limey, with an electric spark. 

Lotus Wine, 10 sips - 100gp
Slightly viscous, inky-purple fluid created by fermenting the macerated roots of the Black Lotus. Allows the drinker's mind to escape the cage of its skull and project itself upon the outside world. Mildly dissociative in small doses, highly hallucinogenic in larger.

Wizard Chalk, 10 uses - 100gp
Sulphur-yellow and similar to a tailor's wax chalk, which leaves long-lasting and waterproof marks. Acts as a medium to define boundaries between the physical and magical worlds.

Tuesday, September 9, 2025

Four Grimoires - GLOG


The Secret Diary of Archbishop Oda of N
êmes
Probably not actually written by the titular archbishop, who was mostly known for a poorly recieved tractate on the sacramental role of poultry, and certainly not secret given its wide distribution. Its spells are no less efficacious for their dubious origins.

The Expedient Banishment
The caster forcefully presents their hand with fingers splayed in the sign of the horns and imperiously declares "Apo Pantos Kakodaimonos!", which causes all beings of lower spiritual vibration - typically Chaotic spirits and disembodied undead - in a 12" cone to flee his presence unless they pass a Save with a -[best] penalty, returning to their own home plane if possible. Cacodemons specifically Save against this spell with Disadvantage.

Talisman of the Dorian Mysteries
By means of this spell, two ounces of bronze, a pinch of frankincense, a dram of olive oil and a piece of clay from a holy river the caster is able to craft and sanctify a protective talisman. The whole mess of ingredients costs about 50gp in any reasonably cosmopolitan town. The spell takes an hour to cast, including the time spent forming the clay into a mould, melting the bronze and anointing the talisman. Once created it will grant the wearer one of the following protections;
  • [best]+[dice] bonus HP, restoring at dawn each day.
  • Immunity to possession or mind-controlling spells cast with fewer [dice].
  • The first [dice] levels of energy drain are ignored, the talisman being destroyed when this reaches 0.
  • Seeing in darkness out to a distance of [dice]*20'  (the dark also being a manifestation of primal evil).
No more than one talisman can be worn at once. The caster can have up to their max MD talismans in existance at any one time, and must destroy one before they can create another once they reach their maximum. The caster has a general sense of where all their created talismans are, but cannot destroy or depower them remotely without some other magic.

The Pyramid of Power
The caster must acquire a piece of stone from the wall of a temple more than a century old and carve it into a tetrahedron mathematically equilateral to within an accuracy of one fifth of a milimeter that is large enough to take up 2 equipment slots. This spell may be intoned over the resultant pyramid to perform one of several feats; if a blade is placed beneath it it acquires a [dice] magical plus until the next dawn and will not grow dull or break by any natural force during this time, if a person rests while the pyramid is placed above them (usually by means of a tripod stand) they will heal at x [dice] speed with a [best] bonus to Saves vs disease, and up to [best]+[dice] phials of water poured over it are transformed into magic water which is as efficacious as holy water for all purposes besides performing sacraments.

Bane Against A Basilisk
The magus must first acquire a weasel, either wild or domesticated matters not, and feed it the meat of a chicken or snake that has been soused in vinegar while casting this spell. Between the time of casting and the next dawn the weasel acquires a compulsion to attack any basilisk it sees or smells. A basilisk bitten by the enchanted weasel must Save vs Death with a [dice] penalty or be instantly slain. 


The Rakshasa Yoga
Bound in pale blue silk and smelling of spice and exotic flowers, this slim manual describes the discoveries of the limitations and potential of the mortal body and mind by generations of bodyworkers and hypnotists. Studying its spells requires a regimen of calisthenics and a strict diet of pickled vegetables and fish which brings on strange dreams where beast-headed tutelary spirits initiate the magus.

Asura's Grasp
As much an esoteric martial arts maneuver as it is a spell, the caster is able to increase their grip strength and the torque generated by their wrists and shoulders to extraordinary levels. This requires a whole Turn spent flexing, stretching and swinging your arms around. Until the next dawn, the caster makes all brawl/grapple attack with a [dice] bonus, on a success they dislocate one of the subject's limbs of their choice - on a critical success they can snap the subject's neck, requiring a Save vs Death unless the subject is blessed with multiple heads or doesn't have a neck to snap.

Light  As A Feather, Stiff As A Board
The target of this spell must Save or immediately stretch their body to its full extension - arms above their head, standing on tip toes for humanoids, other body plans are affected as one would imagine, it's especially funny on serpents. The target becomes as rigid as a solid oak plank for [sum] minutes, while simultaneously weighing so little that they can be lifted easily with one hand. Subjects of this spell can be used as sturdy bridges across pit traps, 10' poles, short ladders or similar such handling without snapping them out of the effect, but directly causing them harm will permit another Save with a bonus equal to the previous number of Saves.

Brew Shakti Oil
This spell requires an hour, a flask of mustard oil and a measure each of dried jasmine, oleander, cinnamon and hibiscus, all costing about 10gp x MD together. This produces a fragrant oil which when rubbed onto the body increases the muscles explosive strength and toughens skin to extraordinary levels. A dose of Shakti Oil grants a [dice] bonus to damage and grants an unarmoured AC of 10+2 x [dice]. A man using Shakti Oil of 2MD or more can kick down an ordinary wooden door without slowing down. A magus can keep no more than phials of Shakti Oil fresh than they have max MD.

Roar, Lightning Mind
The yogin closes their eyes and takes a deep breath then releases a silent roar of pure Self that blasts outwards in a 10' x [dice] radius in an electric crackle that is felt rather than heard. This restores anything that has been magically transformed back to its original form for [sum] rounds, or permanently if the spell's [dice] exceed that of the magic that caused the inital transformation (in the case of monster abilities that cause transformations, such as a basilisk's gaze, use the monster's HD). 

Distant Aethyrs
Transcribed from the inner surface of a large oblong meteorite that fell to earth. It describes a number of phenomena and physical laws that are outside of the known paradigm of physics. Included are a number of beautiful hand-etched astronomical plates detailing the author's attempts to determine the meteor's star of origin. 

Zeta Ray
The caster projects beams of searing yellow-green-purple weirdlight from their eyes that zip through the air at right angles around obstacles to strike any target within 60' unfailingly. A target of the Zeta Ray with HD lower than [best]+[dice] is instantly teleported to another place the caster can see within 60'.

Adamantize
The caster touches a single contiguous piece of metal and hums a low tune that rapidly descends into the deep dark reaches of the ULF range. This induces a phase-shift rendering it as indestructible as adamant for [dice] Turns.

Nexus Tuning
This spell targets borders and portals between planes and alternate universes. The caster strikes a strange posture, waving their arms and standing on one leg as they form their body into a multiversal "antenna" and adjust the information flow through the targeted dimensional valence. Pull up whatever version of the Great Wheel of Planes you use, the caster can rotate the plane the target links to up to [best] steps, at a cost of 2 steps they can shift one step toward or away from the centre. This one works fine, if you find others then you can use those too;


For every step that the nexus is retuned, a whole day must pass before it can be subject to any further retuning.

Time Crystal
The right kind of math can do more than analyze, but enact change through the plane of platonic numbers. Perform this alogrithm to collapse your local light cone into a crystaline structure that you can percieve all at once. Gain a number of Portents (d20's that are immediately rolled and kept) equal to the [dice] of the spell, swap out the result of these Portents with any rolls made by you or anyone who interacts with you (such as an enemy swinging a sword at your neck) before the end of your next round. Any unused Portents at the end of your round become extra attacks you must make immediately. When you use a Portent to interfere with the course of causality everyone present remembers both the original event and the new one simultaneously (i.e. the aformentioned foe remembers hacking his sword into your neck and you deftly parrying it at the same time), in a kind of weird déjà vu like feeling. 


The Copper Crowne
This book contains the written rites of the ancient Draoidhe priest-kings that ruled in the era between the end of the Elven Imperium and the rise of the One Church, and consists mostly of fragmented but still invaluable parts of the elves' occult science which was inherited by the very former human servants who deposed them.

Glamour-Awe
The caster must either wear a circlet of three twisted copper wires or else bathe in rain or river water and draw a star upon their brow with oil of mint or lavender - this satisfies the conditions of the spell until they become dirtied or the next dawn, whichever comes first. Upon casting this  spell the caster radiates an aura of supernal awe that overwhelms the senses of all who behold them. Everyone with fewer than [dice] HD who lays eyes upon the caster must Save or be unable to do the caster harm or otherwise act against them, even their speech must be respectful and reverant. Anyone who fails by more than 5 points becomes Charmed, obeying any non-suicidal or abhorrent command given by the caster. Both effects of the spell lasts [sum] rounds.

Craft Blasting Rod
The caster must take a stanged (forked) branch of lightning oak and bind a piece of rock crystal between its forks with copper wire which is wrapped around the rod in a specific knotwork pattern. The result is a magical weapon that deals d10 nonlethal damage to anyone touched by it, adding the caster's Intelligence bonus to attack rolls. Only magic provides protection from the blasting rod (treat nonmagical armour as having AC 10). The 1MD version does only that, more advanced versions of the blasting rod have greater powers;
  1. A 2MD blasting rod gains a range of 30'.
  2. A 3MD blasting rod can blast away clouds, clearing precipitous and overcast weather, or alternatively cause a cloud to rain - it's all in the wrist.
  3. A 4MD blasting rod deals d12 damage and increases its range to 60'.
A caster can only have one blasting rod in existence at any one time as it draws upon his personal thaumaturgic field for power. Elfin battlemages and draoidhe alike wielded them as their badge of office.

Barrowhide
The ancient elves used this spell to ward the entrances to their keeps benath the mounds from their human slaves, such that even if they meant to storm their masters' homes they could not even find them to begin with. The caster crafts a wreath of local plant life and hangs it above a door. The door will thereafter be impercievable to anyone other than the caster and those carrying their personal rune (which every magus has). Attempts to find it without magic suffer a -[dice] penalty and may not be retried by the same person twice. The spell lasts until the next solstice but can be refreshed at any time during the day.

Bake Starbread
The caster must bake farls from wild grains, herbs and berries gathered under starlight while chanting this spell, a process that takes about an hour assuming the materials are already gathered. A campfire will not suffice, a true oven is needed. The result are [sum] farls of enchanted starbread - a thin crisp crust hiding down-soft and fragrant butter-yellow crumb. Starbread never rots and repels vermin as long as the crust is unbroken, and banishes a single unit of Fatigue when eaten in addition to its nutritional effect. Abandoned elfin barrow-keeps are still sometimes found with stores of uneaten starbread, as fresh as the day they were baked. Legends say that a man who eats naught but starbread for a year and a day will become an elf, for this reason the draoidhe rationed it out in small quantities to travelling warriors.

Saturday, July 3, 2021

Harder, better, faster, stronger - Gene Soldier (GLOG Class)

The Occult Secret Agent was originally intended to be a one-off, but Spwack suggested making it the "caster" of a traditional adventuring trio in an occult technothriller setting. Here's the fighter, based off the prompt "biological weapon";

Helix Warrior by Joel Thomas, from d20 Future

Lurking within the human genome is an ancient secret, traces of a nonhuman bloodline that has been preserved since antiquity. Annunaki, Nommo, Atlanteans, Nephilim, every conspiracy has a different name for the gods that myth and scripture say once took human spouses. With gene therapy these ancestral variances can be exaggerated, made more pronounced. The results speak for themselves, producing operatives that are simply more than human..

Class: Gene Soldier

Every template you have in this class gives you +1 To Hit and every odd level also gives you +1 Defence. You can wear any kind of armour and cannot fumble with natural weapons and your choice of five other weapons.

Starting Skill: 1. Athletics 2. Medicine 3. Philosophy 4. Survival 5. Literature 6. Tactics

Starting Equipment: Cool black-pleather ninja suit (no armour, but +1 to Sneaking), tactical webbing, wraparound sunglasses, suppressed submachinegun or pair of mini-uzis and 5 magazines, carbon-black ninja-to, wrist-mounted computer, well-thumbed copy of Thus Spake Zarathustra, 1 item from equipment table below.

A: Hardened, Augment
B: Determinator, +1 Augment
C: Tyger Tyger, +1 Augment
D: Apex, +1 Augment

A: Hardened
You count as wearing light armour even when bare naked and your fists count as light weapons. Your not-entirely-human nature is detectable to an X-ray scan, blood test, or by someone trained in Medicine.

A: Augment
You start with 1 level in a biological Augment of your choice. Each time you gain another template you gain another Augment at level 1 and increase the level of all your previous Augments by 1.

B: Determinator 
You do not go the way of all flesh. Once per round, you can choose to take 1d6 damage from a source of harm instead of its normal damage.

C: Tyger Tyger
When you kill or neutralise an enemy, you may immediately make another attack against another target as long as they are in range.

D: Apex
Your genetic inheritance is realised (see Augments below). Your natural aging effectively ceases, and you become immune to all natural diseases. You can heal back from any injury without scars as long as you survive, even loss of limbs or horrific systemic injuries like having acid injected into your bloodstream, suffering 3rd degree burns or having your spine crushed.

Haven Troopers from Metal Gear Solid 4

AUGMENTS
Flesh
You have a Flesh-out-of-6 chance to be able to perform absurd feats of strength - stuff like wrenching open bulkhead doors, bending tank cannon barrels or throwing full oil drums, +1 if it is a feat within the normal limits of human ability. If you fail you can choose to lose 1d6 hp to reroll.

If you have level 4 in Flesh your bloodline is revealed to originate with the Nephilim giants that built the first human civilisations. You gain a full foot in height and can now wield heavy weapons one handed and emplaced weapons two-handed without bipod or brace.

Bone
No environmental condition natural to Earth's surface has any chance of killing or impairing you, and you have Bone-out-of-6 chance to survive even conditions as extreme as prolonged exposure to hard vacuum, the radiation of a reactor core, or being trapped in a burning building, though not necessarily without consequences you will take a long time to recover from.

If you have level 4 in Bone, your bloodline is revealed to originate with the Atlanteans, first great conquerors and empire-builders of Earth. You grow gills between your ribs and your skin takes on a bronze hue. You gain the ability to breathe water and propel yourself through bodies of liquid at your full running speed using your body's electrostatic field, your immunity to harm from common conditions on Earth's surface extends to below the surface of the ocean.

Blood 
For each level of Blood you possess, you gain one of the following physical mutations;
  • You gain a venomous spur at the base of your thumb, it is invisible when not deployed. Your unarmed attacks now count as Medium weapons and if you catch someone when they are unaware or can't fight back you can render them unconscious unless they save against your venom.
  • You can quadruple your jump height and distance.
  • You can see as well as an eagle, including having telescopic vision.
  • You have a supercharged adrenal gland. You can take 1d6 damage to perform an additional action on your turn.
If you have level 4 in Blood, your bloodline is revealed to originate with the Nommo, amphibian gods from Sirius. Your eyes become disconcertingly large. You can change your appearance to mimic anyone you have met as long as they possess generally humanoid biology, within 10 minutes. You also have a Blood-out-of-6 chance to avoid detection of your genetic augmentation by anything other than a DNA test.

Nerve
For each level of Nerve you possess, you gain one of the following mental mutations;
  • You gain access to the memories of your genetic ancestors, allowing you to become proficient with any skill that was invented before your birth with a minute of meditation until the next time you sleep. You can only have 1 skill per level of Nerve active at a time.
  • You can read the emotions and surface thoughts of others. This isn't a psychic effect, you are listening to their subvocalisations and heartrate, watching microcues, and Sherlocking their personality. If someone knows you can do this they can save to try to hide their true feelings.
  • You can decode any cypher with d6-Nerve hours of study (min. 0) and have Nerve-out-of-6 chance of successfully intuiting any password.
  • You can read as fast as you can flip pages and retain everything you see. Given the necessary implements you can recreate anything you have ever seen or read from memory in photorealistic detail.
If you have level 4 in Nerve, your bloodline is revealed to originate with the Annunaki, travelers from a distant star who uplifted humanity from the apes. Your skin turns a golden hue. You possess true free will, decoupling your actions from circumstance, making you immune to emotional and mind-influencing effects. (You can see the Fnords).

Breath
(Stolen from Spwack's psion, because the Discipline mechanics are too cool to get memory holed)
You have unlocked the secret bioenergetic properties of your bloodline, which you might call vril, orgone, pneuma or chi depending on the common nomenclature of your conspiracy. 

As an action, roll under your Wisdom to enter a state of Focus. If you suffer a critical hit, are knocked prone or go below half or 0 HP, you must reroll to retain Focus. Being knocked unconscious automatically causes you to lose Focus. 

You learn how to do one the following things while Focused;

1. Use Wisdom in place of a stat chosen when you enter Focus.
2. Force a minor unnamed NPC to save or believe the next thing you tell them as long as it's reasonably plausible.
3. Bend, break or decay a small unmoving object by staring at it for 2 rounds.

For each level of Breath after the first, you learn one Discipline. You can acquire more by seeking out enlightened masters and learning from them, they will always require a significant service for their tuition.

If you have level 4 in Breath your bloodline is revealed to be the Denisovan coneheads who taught humans spirituality, science and hierarchy. Your skull elongates noticeably and your hair turns red if it wasn't already. You can now use the Surges from any Disciplines you know.

Equipment
1. Tactical mask with built-in radio.
2. Abseiling harness and 50 meters fiber cord line.
3. Grappling hook gun.
4. Pocket Furnace, destroys documents and other small items of potential evidence.
5. Geckotech boots & gloves, lets you climb as fast as you can walk even on surfaces with no handholds, must maintain contact with at least 3 limbs.
6. Ex-Soviet PSS silent pistol (requires special hard-to-find ammo, actually quieter than a Hollywood silenced pistol).
7. Bug detector, finds hidden electronics 5:6 times if 10 minutes spent sweeping a room.
8. D8 Flashbangs, blinds and deafens for d3 rounds on a failed save.
9. Black leather trench coat.
10. Nice suit (+1 to reaction rolls), cut and elasticated for freedom of movement.
11. Night vision goggles, allows grainy black-and-green vision in darkness.
12. Set of multi-theater camouflage paints.
13. .50-cal sniper rifle.
14. Canister of actual honest-to-G_d knockout gas, contains enough to fill a theater hall, save-or-sleep, only 2% chance of persistent coma.
15. Shoes with concealed poisoned toe-blade. Click heels to reveal.
16. High-end multitool with 12 features.
17. D4+1 limpet mines, can be timed or remotely detonated.
18. Black SUV.
19. Thermite charge, will reduce even most really hard stuff to slag within about a minute.
20. An unusual or esoteric item of inexplicable origin;
  1. A bright red card that has a 4:6 chance to hack any card reader.
  2. A bright blue card that will extend unlimited credit, has a 3:6 chance of attracting unwanted attention.
  3. A bright green card that can scrape ice off windshields and instantly open poor-quality locks.
  4. Experimental vibroknife, deals damage as a medium weapon and counts armour as 1 grade poorer (heavy to medium, medium to light, light to nothing). Jams up on a fumble and becomes a regular knife until repaired.
  5. Atlantean healing sarcophagus, reverses progression of illnesses and quadruples natural healing. If used on a normal person, 10% chance they must save or acquire a permanent mutation every 24hrs of use.
  6. Soliton radar. Detects position of living beings of dog-size or larger in a 10-meter radius. Ordinary comms chatter will make it fritz out.

Thursday, June 17, 2021

They wander in darkness seeking light - Occult Secret Agent (GLOG Class)

9.THE HERMIT.--Prudence, circumspection; also and especially treason, dissimulation, roguery, corruption. Reversed: Concealment, disguise, policy fear, unreasoned caution.

Class: Occult Secret Agent
Every template you have in this class gives you +1 to Sneaking, the first and third also give you +1 To Hit and the second and fourth give you +1 Defence. You can wear light armour and cannot fumble with pistols, daggers, tasers, sniper rifles and occult implements.

Starting Skill: 1. Sleight of hand 2. Occultism 3. Cryptography 4. Security 5. Psychology 6. Athletics

Starting Equipment: A consecrated dagger (can deal damage to things that can't normally be hurt, until it is used to hurt something which normally can, after which it is a normal dagger), a light handgun and three magazines of ammunition, an outlandish costume that nobody comments on, set of lockpicks, pack of cards.

A: Transparency, Practice
B: Projection, +1 Practice
C: Ars Memoriae, +1 Practice
D: Invisible Master, +1 Practice

A: Transparency
As long as you are standing still or in a crowd of people nobody will notice you unless you want them to. People who know you are there and are actively looking for you can still see you but have a Templates-out-of-6 chance to fail to see you even then. Once they have noticed you, this ceases to apply until you are next out of their line of sight. In addition, nobody thinks you look out of place or finds your appearance unusual, no matter what you're wearing, though others who they describe you to might.

A: Practice
You start with 1 level in a magical Practice of your choice. Each time you gain another template you gain another Practice at level 1 and increase the level of all your previous Practices by 1.

B: Projection
You can astrally project your subtle body, leaving your physical body behind in a comatose state. Your subtle body can go anywhere you have seen before instantly, move through walls at your normal walking speed as long as they're not consecrated or magnetic, and see things in the spiritual and material worlds at once. Because only your left hemisphere is engaged while astrally projecting it can't tell people apart by their faces, read or remember written text or symbols, or understand spoken proper nouns, though it could tell people apart by, for example, distinctive elements of their dress.

C: Ars Memoriae
You gain perfect eidetic memory and build an astral Memory Palace in which you can store information securely, it contains as many vault spaces as you have templates in this class. When you store information in one of these vaults you lose conscious knowledge of it and specify a condition under which the vault is unlocked, at which point you regain the memory. While stored in your memory vault the knowledge is inaccessible even to the most powerful forms of mind reading and divination. Trying to unlock a memory vault before its unlocking condition is met destroys the information within.

You can store spells in your memory vaults, which are cast when the vault is unlocked. A spell cast in this way is cast with as many MD as the vault spaces you devote to it, you do not gain any MD back. Use the Mishaps and Dooms chart of whatever kind of wizard the spell came from, you can have Dooms from multiple sources.

D: Invisible Master
You perform your final initiation, becoming one of the hidden directors of your conspiracy. The first effect of which is that your identity is forgotten by everyone apart from the other Invisible Masters and the individuals you name at the time of the rite. You become a data ghost, anyone trying to connect you to any official records automatically fails. These records can still exist, so you can still keep a bank account and make a hotel reservation, but such information is only accessible to others as long as it is convenient to you.

You can issue one order per session which will be passed down the chain to a lower-ranking agent team and when astrally projecting can enter your conspiracy's Astral Fortress, a secure location where you can talk with other Invisible Masters with no chance of being eavesdropped on.

When you die, you are guaranteed to reincarnate and regain your full memories and powers at some point between your 14th and 21st birthday, though if you are killed before this point any subsequent incarnations will start from scratch.

Finally, you get told the inner secret of your conspiracy and told their true purpose;


PRACTICES


No Agent can be fully proficient in all Practices, it is recommended that different members of a cell specialise to cover the weaknesses of their co-conspirators.

Astrological Talismans
For each level you have in this Practice, you can empower one talisman (a disk of one of the astrological metals, inscribed with a complex sigil) per day to perform one of the following feats;

  • Make you truly invisible for as long as you hold it clenched in your hand. Once you use the hand for anything else the talisman loses its power.
  • See anything invisible as long as you keep it pressed to your forehead. Once you stop holding it to your forehead the talisman loses its power.
  • Breathe underwater for as long as you keep it in your mouth. Once you spit it out the talisman loses its power.
  • Bend metal - and only metal - like it was made of wet clay for as long as you keep it clenched in your teeth. Once you stop clenching the talisman loses its power.
  • Place it on a corpse to ask it up to three questions the person it was knew in life. They can lie. Once you've asked three questions the talisman loses its power.
  • Press its sigil into a door (must be a door of a relatively soft material, like wood or PVC), then press it into another and step through - you will arrive through the other door bearing the imprint. After one trip the talisman loses its power.
Talismans must be created beforehand or purchased, they can be re-empowered and used again later. You may create more than one of the same kind if you wish

Mesmerism
You can project mesmeric waves to influence lesser minds. Anyone with more HD than you have levels in Mesmerism gets a bonus to their Save equal to the difference, or they are placed into a suggestible state where you can do one of the following;
  • Make them forget up to [Mesmerism] events or specific pieces of data.
  • Make the remember up to [Mesmerism] events that did not occur.
  • Make them believe up to [Mesmerism] statements to be true, until presented with evidence to the contrary.
  • Implant one command of up to [Mesmerism] words long, to be triggered by an event you specify.
If the subject of your Mesmerism ever succeeds a Save, you may not make any further attempts against them. You can use any of the above on yourself as long as you have a mirrored surface large enough to see your whole face in.

Invocation
For each level of Invocation you possess, you can create a new identity to inhabit. These identities must be things you can give a short, iconic name to, like "The Doctor", "The Banker" or "The Soldier". To Invoke an identity you must be bearing a symbol that represents it. This can be a tool of the trade like a stethoscope for a doctor, or even a purely symbolic representation like a shield-shaped tie tac for a cop. While Invoking another identity, others will perceive you as being a member of that identity and you gain a new Skill and any proficiencies in anything that identity would possess. You can swap out one of your current identities for another with a week's work, involving meditation in a room filled with symbols of the desired identity.

If you possess Invocation 4, you can swap out templates in this class for any other by Invoking that class. You lose access to any abilities or Practices besides Invocation swapped out while wearing this identity.

Consecration
For each level of Consecration you possess, you can empower one of the following occult tools;

Pentacle - Lets you see as if you were standing at any point you have been before or is in your line-of-sight, allowing you to look around corners, check if your hotel room contains an ambush or eavesdrop on what someone is reading, for example.

Weapon - Traditionally a sword or dagger, but these days often a Walther PPK. Can harm things that normally can't be, like astrally projecting agents, ghosts and some kinds of magical being.

Cup - Can convert a spell into a potion that is discharged upon the next person to drink it.

Wand - Can contain up to 1 Magic Die per level of Consecration, recharged by sacrificing 1d6 HP per die, and one spell. Loading a spell into the wand requires a written source, like a spellbook or scroll.

In addition, you can Consecrate a room with a 10 minute of ritual to make it impervious to scrying, and impassable to astrally projecting beings. You an convert a vessel of water to holy water with a moment's incantation.

Banishment
You can automatically dispel any magical effect or summoned entity that you are aware of as long as its or its creator's HD or the MD used to create it (whichever's lower) doesn't exceed your level in Banishment. If it does, it gets a bonus on its Save equal to the difference (use the creator's Save for spells and effects).

GLAUGUST #3 - Futility of categorization (Microfiction)

"The first thing you must disabuse yourself of is that there is any such thing as magic." Spake the old wizard Kaitos. It was, hi...