Tuesday 17 July 2018

OSR Class: Mystic of the Lucre Uncounted

"Gold is no metal, it is life. Gold is food in people's bellies, the strength in a soldier's arm, the foundation of thrones and the slayer of kings. Gold, my flock, is power." - Theodric Kolemnos, High Usurer of the Gilded House

The Gilded House is an ancient cult in my Egradus campaign who provide banking services across the known world. Their order is small but it is tightly wound into the fabric of most societies. You can deposit money in one of their temples, travel to the other side of the world and withdraw it (minus their fee, of course) without issue. Cult priests are also known as reliable and dependable legal witnesses for outsiders, despite the cult's bribery-laden, Byzantine internal politics.

The majority of the initiated are kept into the dark as to the inner workings of the temples, but all of them are ancient structures often out of place with the newer buildings surrounding them. Several thieves claim to have pilfered from the Gilded Houses (which they say are filled with horrific traps, wards and arcane servants), but none have come close to even setting foot in the Vault - the monolithic seat of power of the High Usurer, who heads the cult.

The cult itself claims to have invented many things inspired by their divine patron. Among these are bribery, coins, luck, trade, locks, slavery, chains and numbers.

The Lucre Uncounted is often referred to as Auric, God of Coin, by those who are not initiated. To a Mystic it appears as a giant pair of balanced scales wrought from pure light - on one side is an infinite stack of skulls of both of known and unknown races, and on the other is an infinitely heavy gold coin. Wealth without measure falls from the sky around it.

Credit, Luke Valentine

Mystic: Lucre Uncounted

You are a disciple of Lucre Uncounted, your actions need no explanation.

Additional Starting Equipment: 1d6gp, light armour, shield.

Perk: You instantly know the market value of items you touch.

Drawback: You must Save when selling valuables or the Lucre Uncounted pilfers d100% of your share. You still gain the full amount of XP for selling treasure. This occurs even if party members or agents sell your share for you. All is held in account by the Lucre Uncounted.

Minor Miracles:
1. You can spend a full action to absorb one gold piece into your flesh and restore 1d6 HP.
2. You can fix the result of a coin toss with a glance.
3. You can read any language, so long as it is inscribed on a coin or statement of account.

Liturgies

The Liturgies of your faith are a contextual guide to the levels of power you can call upon. If you attempt to call upon a power of a higher level Liturgy then your Invocation roll is made with 2 Banes.

If you attempt to call upon the Liturgy of a power beyond your level then you must spend a number of Favour points equal to double the difference. These points cannot be used to reroll dice, you must spend additional points on top of this.

First Liturgy
In the order of controlling coins, detecting metals, secreting treasure, tarnishing lustre, collecting debts, affecting the perception of value.

Second Liturgy
In the order of placing minor wards, setting and breaking locks, comprehending languages, spiritual loans, taking and binding oaths.

Third Liturgy
In the order of shaping metal into new forms, manifesting an aspect of pure wealth, placing major wards, restraining thieves and debtors.

Fourth Liturgy
In the order of summoning an divine mantle of opulence, forming an impenetrable barrier.

Credit, watermother2004

Invocation

When you wish to Invoke a Miracle, declare the amount of Favour you are investing (if any) and roll 4d6. Each point of Favour allows you to reroll a die; you can reroll the same die multiple times and stop early, if you wish, but you must abide by the final result:


4d6Invocation
18-24Success.
15-17Minor Devotion - the Invocation requires something immediately obvious that would please the Lucre Uncounted, or roll on the Minor Devotion table.
13-14Major Pact - you must agree to undertake a quest for the Lucre Uncounted in order for the Invocation to succeed. If you have already agreed to one and it has not been fulfilled then the Invocation fails.
07-12Inopportune Favour - you are honoured with a manifestation of the Lucre Uncounted's blessing, though the timing is poor. Roll on the Duration table, reducing the roll by 1 for each point of Favour spent. You gain d4 points of Favour.
04-06Brilliant Manifestation of Divinity - your body twists into a terrible avatar of the Lucre Uncounted, under the GM's control. Roll on the Duration table. At the end, Save or be rendered irrevocably insane by the experience.

Favour

Gain Favour with the Lucre Uncounted by performing actions that please them. The following is a non-exhaustive guide:

1 Point
- Apprehend a debtor to the Gilded House.
- Sacrifice wealth to the Lucre Uncounted.
- Deliver fair judgement from a position of authority, or court bribes when adjudicating among the faithful.

5 Points
- Uncover a lost cache of great wealth.
- Gild a live sacrifice in sanctified gold and inscribe upon them runes of offering and benediction.
- Accrue wealth through a poorly worded contract or agreement.

15 Points
- Convince a treasure-hoarding creature to join the Gilded House as a willing convert.
- Uncover and restore a hidden or lost Gilded House.

Credit, Jonathan Carpenter

The Unknowable Mind of the Lucre Uncountable (d20)
The minds of the gods are unknowable to frail mortals. Roll here when instructed on the Benevolence table in the core Mystic class:

1. The ritual fails and the target's blood flares like molten metal, inflicting 1d4 damage.

2. The ritual succeeds, but the target's movements jingle loudly as if they were carrying sacks of treasure - roll on the Duration table.

3. The ritual fails, and the target's skin becomes silvery and reflective - roll on the Duration table. Any beneficial magic cast upon the target will be reflected upon a random target within 50'.

4. The ritual succeeds, but the Lucre Uncounted blesses the target and turns one of their arms into solid gold. It still functions as a normal arm but has all the advantages of being metal. It counts as an Encumbering item.

5. The ritual fails and the target's bones turn to lead – roll on Duration table. Their DEX is halved for the duration.

6. The ritual succeeds, but the target's irises are turned a deep copper. They can forever pick out currency as smouldering embers, even in complete darkness.

7. The ritual fails, and the target is struck by a torrential shower of assorted coinage, suffering d6 damage. The coinage disappears a few seconds after it has struck the target.

8. The ritual succeeds, but the target's feet are turned to lead. They are otherwise normal and the target suffers no ill effects from the material, but their Movement speed is halved and their feet count as Encumbering.

9. The ritual succeeds, but the Mystic suffers d6 damage as furious sparks of molten metal erupt from the target.

10. The ritual succeeds, but one of the target's fingers is transformed into an iron key. They may declare that it fits perfectly into a single lock - the key-finger will fit only that lock. They can attempt to file the key and make alterations, but must make a successful DEX check or suffer d6 damage.

11. The ritual fails, and the target continually utters random numerals – roll on the Duration table.

12. The ritual succeeds, but their limbs become weak and their strength is sapped - their STR is halved. Every night a burning figure holding a struggling, pale copy of the target appears before them, demanding payment of d100 x10gp. Once this is paid their STR is restored.

13. The ritual fails, and a pair of heavy black iron manacles seal themselves around the target's wrists. They suffer 2 Banes on all DEX rolls and any attempts to remove the manacles cause them to flare white hot and inflict 1d6 damage to anyone in contact.

14. The ritual succeeds, but countless tiny gems and metallic extrusions erupt through the subject's skin. Their Defence is improved by 2 due to the added durability, and whenever they are struck in combat there is a 2-in-6 chance of d20sp in valuable materials being chipped loose. Attempting to prise gems out willingly results in unimaginable pain.

15. The ritual fails, and the target is branded with a visible mark that all coins fear. The target must succeed on a DEX check whenever handling coins or any coins within 5' of them will begin to roll away, aiming for drains, small cracks and other nooks and crannies.

16. The ritual succeeds, but the target vomits up litres of molten slag. They must Save vs CON or suffer 1d4 damage - roll on the Duration table, with a new Save at each increment.

17. Everyone within 30' must Save or be bound by adamantine chains and dragged off through portals - roll on the Duration table. In their wake are slips of paper and parchment scratched in a harsh, infernal tongue confirming their status as indentured servants. No matter how long is rolled, those who failed their Save return feeling like they have spent several years away but cannot recall anything other than mere flashes.

18. The ritual succeeds, but the target notices a patch of golden skin on the back of their hand which ever so slowly spreads. The target must Save vs CON every day to prevent their skin from changing further, failure imposes a cumulative -2 DEX penalty as their skin and joints begin to harden. To completely recover they must Save 3 times in a row, with a failure returning them to their initial condition. If they fail 3 times in a row then they are immobilised as a solid gold statue, still living on the inside. Any healing from a Mystic of the Lucre Uncounted during this time will actually progress the condition.

19. The ritual fails, and the Mystic must Save or suffer 1d10 damage as a burning lash scourges them to the bone.

20. The ritual succeeds, but the target must Save the when sleeping for the next night. If they fail then the party awakens to find the target's belongings neatly organised with a concise statement of accounts concerning their soul resting on top.

Wednesday 11 July 2018

OSR Class: Mystic of the Eightfold Weaver

"Lay your web and cast it wide, leave them nowhere they can hide, lay them low with one swift bite, hold them close in endless night." - Sendarian children's rhyme.

One of my players made a pact with an atavistic spider deity. What better test case for a Mystic class? As you can probably guess, this one is going to be quite spider-y. See my previous post for Mystic base rules.

Credit, Max Duran

Mystic: Eightfold Weaver

You are a disciple of the Eightfold Weaver, your actions need no explanation.

Additional Starting Equipment: 50' of rope.

Perk: You Save vs poison with 2 Boons.

Drawback: You can only eat arthropods.

Minor Miracles:
1. You can speak to spiders. They'll remember mundane things, i.e. prey items, temperature changes, airflow and other things that a spider might generally notice. This doesn't mean they're friendly.
2. You can make 50' of held rope or chain as durable as spider-silk for a number of minutes equal to your level. You must hold the rope/chain and concentrate.
3. You can sense all but the lightest tremors and vibrations within 50'.

Liturgies

The Liturgies of your faith are a contextual guide to the levels of power you can call upon. If you attempt to call upon a power of a higher level Liturgy then your Invocation roll is made with 2 Banes.

If you attempt to call upon the Liturgy of a power beyond your level then you must spend a number of Favour points equal to double the difference. These points cannot be used to reroll dice, you must spend additional points on top of this.

First Liturgy
In the order of convincing nearby arachnids to your cause, moving with great speed, bestowing a minor arachnid aspect, trickery and deception.

Second Liturgy
In the order of envenoming, climbing and leaping great heights, hunting, the bestowal of a major arachnid aspect.

Third Liturgy
In the order of trapping and binding, possessing a fearful visage, true sight, complete arachnid transformation.

Fourth Liturgy
In the order of summoning a divine arachnid servant, accessing the hidden paths between places.

Credit, Diana Franco


Invocation

When you wish to Invoke a Miracle, declare the amount of Favour you are investing (if any) and roll 4d6. Each point of Favour allows you to reroll a die; you can reroll the same die multiple times and stop early, if you wish, but you must abide by the final result:


4d6Invocation
18-24Success.
15-17Minor Devotion - the Invocation requires something immediately obvious that would please the Eightfold Weaver, or roll on the Minor Devotion table.
13-14Major Pact - you must agree to undertake a quest for the Eightfold Weaver in order for the Invocation to succeed. If you have already agreed to one and it has not been fulfilled then the Invocation fails.
07-12Inopportune Favour - you are honoured with a manifestation of the Eightfold Weaver's blessing, though the timing is poor. Roll on the Duration table, reducing the roll by 1 for each point of Favour spent. You gain d4 points of Favour.
04-06Brilliant Manifestation of Divinity - your body twists into a terrible avatar of the Eightfold Weaver, under the GM's control. Roll on the Duration table. At the end, Save or be rendered irrevocably insane by the experience.

Favour

Gain Favour with the Eightfold Weaver by performing actions that please them. The following is a non-exhaustive guide:

1 Point
- Assist spiders in need.
- Induct an initiate into the cult.
- Secrete a piece of knowledge where no-one else will find it.

5 Points
- Weave a conspiracy of lies and deceit.
- Poison the servants of an Insect God.
- Restrain and ritually exsanguinate a sacrifice.

15 Points
- Found a new temple for the cult.
- Ritually cocoon oneself for a week in intoxicated delirium.


Credit, Ryan Van Dongen

The Unknowable Mind of the Eightfold Weaver (d20)
The minds of the gods are unknowable to frail mortals. Roll here when instructed on the Benevolence table in the core Mystic class:

1. The ritual fails and the target's blood burns with black venom, inflicting 1d4 damage.

2. The ritual succeeds, but the target moves as if they were trapped in a web (half Movement) - roll on the Duration table.

3. The ritual fails and a bloated huntsman spider emerges painlessly from the target's skin bearing an egg sac. The eggs hatch a short while after - roll on the Duration table - and d100 solid silver spiders worth 1sp each clatter motionlessly to the floor. Any healing magic will accelerate the hatching but not benefit the target. The spider has 1HD and if it is killed the eggs hatch into mobile spiders with hallucinogenic venom (Save or madness - roll on the Duration table).

4. The ritual succeeds, but the Eightfold Weaver blesses the target with a crown of black eyes on the forehead and brow which can see perfectly in low-light conditions.

5. The ritual fails and the target is crippled with pain as if every inch of their body was being bitten – roll on Duration table. They take 1 Bane on all rolls for the duration.

6. The ritual succeeds, but the target's knees crack and contort backwards. Their new form allows them to leap and jump twice as far.

7. The ritual fails, and the target contorts in on themselves, suffering d6 damage as their muscles knot and skin tears.

8. The ritual succeeds, but wriggling egg sacs emerge from their back and disgorge spiders on a monthly basis. They cannot wear medium or heavy armour or fit into tight spaces.

9. The ritual succeeds, but the Mystic suffers d6 damage as burning bristles launch from the target and pepper their skin with bloody welts.

10. The ritual succeeds, but an extra limb emerges from the target. Roll 1d4: 1-2 - arm, 3-4 - leg. If the target has 8 limbs then treat as if a 20 was rolled.

11. The ritual fails, and the target finds themselves on their hands and knees coughing up spools of silken thread – roll on the Duration table.

12. The ritual succeeds, but the mere thought of eating anything other than live insects causes the target to vomit copiously. Each time they eat live insects they feel a bit better, but it will take d20 meals to get them back to normal.

13. The ritual fails, and a bloated redback spider can be seen splayed out under the target's chest. It sinks its fangs into the target's sternum and exudes a weak but constant flow of venom, reducing their CON by 2.

14. The ritual succeeds, but d6 hooked arachnid limbs burst from the target's body and their abdomen swells until rounded and dark. They don't have the dexterity of human hands, but they can stick to surfaces like a spider's limbs. The target cannot wear medium and heavy armour.

15. The ritual fails, but chelicerae explode from the target's mouthparts. They can still speak but must eat liquid food. Their bite deals 1d6 damage and can inject poison once per day.

16. The ritual succeeds, but the target writhes as their blood burns in their veins. They must Save vs CON or suffer 1d4 damage - roll on Duration table, with a new Save at each increment.

17. Everyone within 30' must Save or vomit up a torrent of venomous spiders. Unless they take special precautions and meticulously clean out their gear they will suffer a poisonous bite the next time they reach for a stowed item.

18. The ritual succeeds, but the target's feels something growing within them. Occasionally they vomit up a silken ball. The target must Save vs CON every day to prevent the thing from growing within them, taking 1 Bane for each progression of their condition. To completely recover they must Save 3 times in a row, with a failure returning them to their initial condition. If they fail 3 times in a row, a grotesque spider-hybrid bursts their skin like wet paper and streaks off to the nearest shadowy location, hissing and chittering. It will stalk the party from then on. Any healing from a Mystic of the Eightfold Weaver during this time will actually progress the condition.

19. The ritual fails, and the Mystic must Save or suffer 1d10 damage as silver silk extrudes from their fingertips and toes and pulls taut against the nearest surfaces, stretching their muscles and bones to breaking point.

20. The ritual succeeds, but the target must Save the when sleeping for the next night. If they fail then the party awakens to find a partially opened silken cocoon and the dried husk of their former comrade.


OSR Class: Mystic

"I hear the song of the celestial heavens, and the music is cacophonous. It is strange but I find comfort in its dissonance..." - Farseer Taldeer, Dawn of War: Dark Crusade.

Clerics annoy me. The GLOG has essentially solved same-y wizards given how easy it is to build a host of different magic schools each with their own cantrips, perks and drawbacks, but clerics remain annoyingly bland. Skerples has posted on how stock D&D clerics are Sunday School miracle workers and this sums up my dislike of clerics - there's no variety between the devotees of different gods and they all play pretty much identically. In addition, Vancian magic being what it is, a cleric simply gets an allotted amount of spells per day and that's that. The rules don't feature anything about clerics being penalised or rewarded for following or going against the tenets of their faith. This leads to PCs for whom religion should feature heavily just playing as a slightly less tank-y fighter with healing powers. In addition, I dislike the stock D&D concept of multiple temples/churches having holy warriors, literally imbued with divine power, scattered about like confetti - they should be similar to wizards, by which I mean comparatively rare total weirdos risking terrible dangers while potentially not even understanding exactly how their powers work.

Logan Knight, of the Last Gasp Grimoire, has some excellent rules for running clerics (or Mystics) in his games and it is this that has spurred me into making a GLOG-based cleric/Mystic class. This class will be similar to a GLOG wizard in that it will have a base class featuring the central class components and then a number of traditions/schools that are then added to the base class in order to represent different holy traditions or cults. The gods worshipped here are barely comprehensible by human standards (and vice versa) - holy traditions are cargo-cult dogma designed to rationalise the actions of beings beyond mortal understanding - and mortal minds are imperfect at channelling their power or communicating the nature of our reality. Thus a Mystic's powers can be extremely dangerous to use.

This isn't a Pike & Shotte class (I want to keep pseudo-17th century Europe free of direct godly influence outside of a hedonistic and divided church) but I've included elements of a nascent setting I've had swirling around in my head. I'll also be using this in my Egradus campaign to replace clerics.

Loose Setting Details
The Divine created the world, because a god needs something to do. Things were good and people were happy, building loads of nice stuff and generally being cool. Over time, the Divine allotted some of His power to chosen followers for embodying His ideals. They inevitably became leaders. Eventually at least one of them became jealous and devised a plan to invade Heaven and seize the Divine's secrets of creation for themselves. This went poorly. The Divine was killed and Heaven ruined. The backlash tainted the world and twisted pristine life into beastly, foul forms. Madness and chaos reigned as magical energy poured from the broken firmament. Sorcerer-kings, magical beasts and the first daemons ran amok. Eventually the Long Night passed and some semblance of normality resumed, but the broken Heavens have cursed the land and those living upon it. The Divine no longer answers prayers but fragments of the dead god still dream, and the astral carrion-eaters that feast upon its corpse gains power all of their own.

Credit, Gonzo Apestegui

NOTE: This is a template class and will not be complete without an associated Sacred Tradition. In addition, there are some tangential tables mentioned below that I have compiled at the bottom of this post.

Class: Mystic

Starting Equipment: Small weapon, holy symbol, book of scripture/philosophical texts/insane ramblings.

A: Favour, Miracles, Sacred Tradition, First Liturgy
B: Benevolence, Second Liturgy
C: Third Liturgy
D: Fourth Liturgy

You gain +1 HP and +1 to Saves vs Mind-Altering Effects for each Mystic template you possess.

Favour
Your entreaties to your god are nothing if they do not value you. Favour is a currency, of sorts, exchanged between you and your deity. You may spend Favour before invoking Miracles, or as otherwise detailed in your abilities. Spending Favour prior to invocation allows you to reroll a number of dice on the Invocation roll equivalent to the Favour spent. You can stop at any time but must keep the final result. You can gain and lose Favour by performing actions according to your Sacred Tradition.

Miracles
Your connection to your god allows you to channel their power in the form of Miracles. You do not cast spells like a wizard, instead you call upon your god to grant you power. State what you want to happen (the Liturgies of your Sacred Tradition will provide a rough guide to what actions and power level your deity would support), determine how much Favour you are spending, and roll 4d6. If you are attempting something that your deity wouldn't logically support, you make the invocation roll with 2 Banes. If your Miracle has an ongoing effect, roll on the Duration table to determine it's length.

4d6Invocation
18-24Success.
15-17Minor Devotion - the Invocation requires something immediately obvious that would please your god, or roll on the Minor Devotion table.
13-14Major Pact - you must agree to undertake a quest for your god in order for the Invocation to succeed. If you have already agreed to one and it has not been fulfilled then the Invocation fails.
07-12Inopportune Favour - you are honoured with a manifestation of your god's blessing, though the timing is poor. Roll on the Duration table, reducing the roll by 1 for each point of Favour spent. You gain d4 points of Favour.
04-06Brilliant Manifestation of Divinity - your body twists into a terrible avatar of your god, under the GM's control. Roll on the Duration table. At the end, Save or be rendered irrevocably insane by the experience.

Sacred Tradition
When you select your first Mystic template you must select the Sacred Tradition of your god, which grants you perks and drawbacks, as well as cantrips that are available to you. It also determines how you gain Favour and how it can all go horribly wrong. You cannot change to a new Sacred Tradition without an extremely good reason.

Liturgies
Liturgies are referred to in your Sacred Tradition and give a rough guide as to the measure of divine power that you can invoke in your Miracles. If you attempt to invoke a Miracle that is in line with a higher Liturgy than you have access to then you must spend Favour equal to double the level difference, e.g. if you possessed the Second Liturgy but attempted to channel a Miracle in line with the Fourth Liturgy you would need to spend 4 Favour to do so. This Favour does not allow you to reroll - you must spend additional Favour to do so.

Benevolence
You can invoke your powers to heal wounds (d6 + level HP), cure sicknesses and break curses. You can only attempt this once for a given condition, or once per person's wounds until they are fully healed.

You may use Favour for this in the same manner as Invocation.

4d6Benevolence
18-24Success.
15-17Success/Bestowed Mark - the influence of your Sacred Tradition manifests as a mutation or stigmata on the target's flesh. Roll on the Duration table unless you used Favour for the roll, in which case it is permanent.
13-14Bestowed Mark - as above, but the target does not gain the benefit of your Invocation.
07-12Unknowable Minds - the minds of gods are not those of mortals. Roll on the Unknowable Minds table (this will vary according to your Sacred Tradition).
04-06Brilliant Manifestation of Divinity - the target's body twists into a terrible avatar of your god, under the GM's control. Roll on the Duration table. At the end the target must Save or be rendered irrevocably insane by the experience.

Credit, Lena Richards

Assorted Tables

Minor Devotion (d6)
1. Promise of a pleasing offering.
2. Short-term abstinence or indulgence.
3. Manifest something holy from your flesh.
4. Perform a sacred ritual.
5. Recount your holy deeds (offer d4 Favour points or suffer a Mishap).
6. Religious fever (roll on Duration table).

Duration (d12)
01-09: d6 Rounds
10-11: d6 Turns
12: d6 Days

Unknowable Minds Template (d20)
The minds of the gods are unknowable to frail mortals:

1. Target takes light damage.
2. Ritual succeeds, but target is subject to an temporary debilitation - roll on Duration table.
3. Target is subject to an ongoing effect or alteration, no mystical healing or cures until it ends – roll on Duration table.
4. Ritual succeeds, but target is subject to a permanent effect or alteration.
5. Target is subject to an temporary debilitation – roll on Duration table.
6. Ritual succeeds, but target is subject to a permanent effect or alteration.
7. Target takes moderate damage.
8. Ritual succeeds, but target is subject to a permanent effect or alteration.
9. The ritual succeeds, but the Mystic takes moderate damage.
10. Ritual succeeds, but target is subject to a permanent effect or alteration.
11. Target is subject to an temporary effect or alteration – roll on Duration table.
12. Ritual succeeds, but target is subject to a permanent effect or alteration until they perform a task to remove it.
13. Major mishap involving detrimental alteration, loss of HP or stats, etc.
14. Target is subject to a major permanent effect or alteration.
15. Target is subject to a permanent effect or alteration.
16. Target is takes ongoing damage - roll on Duration table.
17. Area affect that everyone within 30' must make a save to avoid.
18. The ritual succeeds, but the target is subject to a progressing condition. The target must Save every day to prevent the condition progressing, taking a penalty to physical rolls for every stage it advances. To completely recover, the target must make 3 saves in a row, if they fail a save it regresses to its initial condition, and if they fail 3 times in a row the condition results in their spectacular death. Any healing from a Mystic of the same religion during this time will actually progress the condition.
19. Mystic must Save or suffer massive damage.
20. The ritual succeeds, but the target must Save the next night or die.

Wednesday 4 July 2018

OSR Class: Wizards

This is my take on the base for GLOG wizard classes. It's pretty similar to the baseline but with a few changes. My thoughts will be presented in italics.

I like the spells-as-elementals approach of the GLOG - spells are essentially semi-domesticated animals that take up residence in a wizard's brain and spell formulae are ways to entice spells to roost there. However, my own Egradus setting treats them a little differently, as will Pike & Shotte - due to a reality-warping calamity eons in the past (caused by some apocalyptic, biblical war or a creation of the Divine run amok) energy from the chaotic void that the world/universe was previously shielded against now infiltrates and moves through our reality. Those who are attuned to it can sense and mould this energy into spells, but the process is fraught with danger as the energies of chaos are anathema to an ordered, material universe. Magic Dice represent the amount of power that a wizard can safely use - their mind automatically dampens their powers when too much chaotic energy is channelled through their mind at once.

Credit, Gal Or

Class: Wizard

Starting Equipment: spellbook (this can be anything from an actual book a necklace of inscribed bones), writing tools (ink & quill or whatever is appropriate to write down spells). Your school may grant additional items. Take good care of your spellbook - they're expensive (10gp) to replace.

A: +1 MD, +1 Spell Slot, +2 Spells (1-6), Arcana, Book Casting, School of Magic
B: +1 MD, +1 Spell Slot, +1 Spell (1-8), Arcane Study
C: +1 MD, +1 Spell Slot, +1 Spell (1-10), Risky Casting
D: +1 MD, +1 Spell Slot, Master of Magics

Spell Slots
Spell slots represent the spells that you have locked into your mind through a combination of mnemonic tricks, meditation and self-delusion. You can cast them as a regular action on your turn. A spell prepared in a spell slot counts as if it was cast with 1 Magic Dice but you do not expend any dice that show 4-6. Spell slots are safe, but they limit your connection to the arcane as the mind cannot store chaotic energy without limiting it in some way.

I'm not a huge fan of Vancian casting, but I don't mind giving players a few risk-free uses of relatively low-power magic. I think this strikes the right balance with giving wizards flexibility that scales with level while avoiding the 5-minute adventuring day.

School of Magic
When you select your first wizard template you must select a school of magic which governs the spells available to you and the perks and drawbacks of that school, as well as cantrips that are available to you. You cannot change to a new school without a very good reason (this will almost always involve events in play, not downtime).

Arcana
You can attempt to understand and identify magical items. One Round of close examination (touching, sniffing, tasting etc.) allows you to tell if an item is magical or not. One Turn of close examination allows you to make an INT check to learn more about it. For example, if the item in question is a scroll, you successfully identify the spell contained on it. If you are using a laboratory (worth 5,000sp) you will always successfully identify the item.

Potion effects must be determined experimentally: tiny sips of a potion usually give clues to their identity. Sometimes items have properties that can't be identified in the field. They require an arcane library or some scrap of lore. The most powerful artefacts usually require additional work to decipher their latent abilities, and cursed items usually hide their curses, but in both of these cases you will get a sense that there is more to learn after identifying it. If you fail to identify a magical item, you cannot try again until you have had a chance to visit a library containing arcane lore.

Arnold has this as part of the wider magic rules for the GLOG, but it made sense for me to add it as a wizard class ability.

Book Casting
You can cast spells directly from your spellbook. You must declare you are casting a spell from a book before initiatives are rolled for the turn. You automatically go last in the initiative round, and you must Save if you take damage or you fumble the spell. You can still move normally.

I wanted to give wizards lots of chances to use their powers and avoid the usual Vancian spells-are-one-use-for-some-reason dilemma where by actively being useful a wizard limits their future usefulness until things grind to a halt. Having this ability at first level allows them to contribute a reasonable amount of magic, at least until their Magic Dice run out.

Arcane Study
You can make magic inscriptions, brew potions and create magic vessels.

Any of the above activities takes one week of uninterrupted downtime in an appropriate environment (laboratory, library etc.) as well as costing 1d6gp in commonly available reagents.

You must use materials that are soaked in magical, spiritual or otherwise otherworldly energy when creating something magical. For example - regular parchment can't hold the magic needed to make a magic scroll but the ritually tattooed and tanned skin of a prince, or a spell etched into the scale of a dragon definitely could. Likewise a regular length of wood is entirely unsuited for use as a magic vessel, but the finger of a treant, or the petals of a lily that grows in a magic spring would be perfect for a vessel or potion base, respectively.

Inscriptions are one-use instances of a spell - when they are cast the inscription crumbles to ash and adds an extra Magic Die to the spell effects. A spellcaster can invest additional Magic Dice if they so choose. Thus, scrolls can be cast by anyone (even non-spellcasters) if they have been identified and are legible.

Potions distil the essence of a spell into liquid form. It takes an action to drink a potion and the effects take place immediately. Like inscriptions, potions provide one Magic Dice to the spell effects. However, this is a flat addition and cannot be increased (it's hard to cast spells while drinking). The nature of the spell will usually make the effect of the potion obvious, but if not then consult your GM.

Vessels are a physical containers for spells, i.e. a magic wands or staves. A vessel has an Integrity rating based on how long the base material was exposed to magic - roll 1d100, the result is the number of years exposed for an organic material, and decades for an inorganic one. Imbuing a spell into a vessel decreases its integrity by 2d10 years/decades. When creating the vessel you must confirm how many Magic Dice you are contributing to it - these dice are automatically expended until the next day. The vessel has this many Magic Dice that can be used to cast the spell contained within, and you can contribute extra Magic Dice to the casting. When you attempt to use the vessel you must roll under its Integrity on a d100, adding 10 to your roll for each of your own Magic Dice that you added. Success means that the spell casts as normal, failure means the vessel loses d100 integrity and you suffer a Mishap. If a vessel is reduced to 0 Integrity it is destroyed in an explosion of barely constrained chaos.

The above is adapted from Logan Knight's excellent Last Gasp Grimoire spellcaster rules. I wanted to avoid making magic scrolls and the like too easy to obtain. I think restricting the base materials to something inherently magical works well to ensure rarity, and acquiring magical materials could form a quest in and of itself. It also makes magical wares expensive if a party somehow finds a place that sells potions and the like.

Risky Casting
Once per day, you can re-use Magic Dice that have been exhausted for the day. You must Save or suffer a Mishap, if you didn't roll one. Resolve Doom results as normal.

Master of Magics
Learn up to 6 spells from your school’s spell list, or invent an entirely new spell (GM’s discretion).

Thanks for the last one, Skerples.

Credit, Sean Andrew Murray

I'll be thinking up some wizard backgrounds in the future, but I really wanted to get this down and set for now. I'll make a master post for these things at some point.

Tuesday 3 July 2018

OSR Class: Sin Wizard

"Sin is the measure of Divine punishment inflicted upon His wayward children. Those who repent their sins are saved in glorious life everlasting, those who do not are cast aside, and those who revel and wallow in sin will suffer eternal torment in the hereafter." - Saint Wheldon, 'On the Nature of Sin and Man'

I liked my Sin Eater class too much to not GLOG-ify it. I couldn't think of a good way to adapt Blight into this class so I have left it out and made it a purely wizard-based class, tweaked to be a bit more evil-witch-y.

While the Sin Eater is more of a tragic martyr type, Sin Wizards are outlaws who specialise in curses and hexes. While any renegade wizard will be referred to as a 'witch', Sin Wizards are most likely to be labelled with such a moniker by virtue of their powers.

They live on the outskirts of society, ever hunted by the Church and fearful nobles. Despite this they sometimes latch on to isolated communities as sages, healers and even protectors, though this is often backed with a healthy dose of fear for the powers they could unleash upon their host community.

Credit, Kseniia Tselousova

Wizard: Sin

Additional Starting Equipment: sickle (small weapon), salt box, chalk, 3 black candles.

Status: Outlaw.

Perk: You can immediately tell if someone or something is cursed. If you concentrate for one minute you can determine the nature of the curse and how it was inflicted.

Drawback: People find you uncomfortable to be around. Domesticated animals flee from your touch.

Good luck convincing people you're there to help or trying to ride anywhere.

Cantrips:
1. You may change the colour of flames within 20' with a snap of your fingers.
2. You can make dairy animals produce sour milk for 1d12 days.
3. If someone accepts your shelter and salt, you can whisper a message to them as if you were standing next to them. This works once and then you need to host them again.

Credit, Anna R

Sin Wizard Spell List

1. Eye of Terror
Range: 50'; Target: [dice] creatures with souls; Duration: [sum] Rounds
A black eye appears on the your outstretched palm and its baleful gaze strikes terror into the souls of those that it sees, for they see the stains their own sins have left and will leave upon their souls. The target flees for the duration and may Save to halve this (minimum of 1 Round). Creatures without souls are unaffected by this.

2. Darkness Within
Range: 0'; Target: Self; Duration: [dice] Turns
You tease and warp ethereal darkness around you, extruding it invisibly outward. You don't become invisible, but beings around you simply don't notice you through the veil of spiritual darkness.

3. Darkness Without
Range: 50' + [dice] x 10'; Target: Cloud; Duration: [sum] Rounds
You exhale a cloud of unnatural black smoke that carries whispers and faint screams. The smoke extinguishes flames, blocks all vision and all caught within it must Save vs CON or vomit a tarry black substance for 1d6 rounds. The cloud does not react to wind.

4. Hex Lance
Range: 60'; Target: One creature; Duration: Instant
You hurl a lance of bubbling black energy at a target, which deals [dice]d6 damage. If you cast this spell with 2 or more [dice] the target must Save or suffer a minor curse (1 Bane to all rolls) for [dice] Rounds.

5. Nithing
Range: 20'² + 10'² for each [dice]Target: N/A; Duration: [sum] days
You invest any number of [dice] in this spell - they do not return to you while the spell is active. You protect an area with a minor hex (discuss with the GM but something that inflicts a Bane on STR or DEX rolls is generally appropriate) . The spell erects a set of rune carved posts topped with animal skulls which face outwards and mark the border of the protected area. You know as soon as someone crosses the border or meddles with one of the nithings and this person, along with [dice] others within 100' is afflicted by the chosen curse for the duration.

6. Levitate
Range: 50'; Target: One creature or object; Duration: Concentration
You will an object to raise, lower, or hover. You cannot move the object horizontally, and you cannot move it more than 10' per turn. Maximum weight is [dice] x 500lbs. The spell lasts as long as you concentrate, but you suffer 1d6 Shock per round after [dice]x3 rounds.

7. Sickness Eater
Range: Touch; Target: One creature; Duration: Instant
You lay your hands on a target and gaze upon their soul. The soul, being a reflection of the body and mind, carries traces of any physical diseases and parasites which have their own astral essence. You can cure one disease from the target per use of this power, drawing it into your own being. You must Save vs CON with 1 Boon when using this spell - if you fail you suffer 1d6 damage. Either way, you do not require food for a week after using this power.

8. Insidious Whispers
Range: 100'; Target: One creature; Duration: [dice] hours
You whisper to the soul of a creature within 100'. You must be able to see the creature but it doesn't need to be capable of hearing you. Your whispers tempt them towards harmful and malicious actions, giving way to the darkness that exists within all things. The target must Save or fall under your control for the duration - while under your control they will enact neutral, immoral and violent actions without question, but ordering them to perform moral or peaceful actions will allow them another Save to shrug off your control. Once the effect wears off the target will indulge in base impulses for a number of days equal to your level.

9. Violent Ends
Range: 50'; Target: Dead creature (killed less than 1 Turn ago); Duration: Instant
You drain parts of a recently killed creature's departing soul and twist its energy into your own being. If you cast this spell with 1-2 [dice] you are able to reinvigorate your body with this energy and heal [dice]d6 HP. If you cast this spell with 3 or more [dice] you seize a sizeable fragment of the departing soul - along with the same healing effect as previously noted you also incorporate some of their memories, which may hold clues as to the local area.

10. Hold
Range; 50'; Target: [dice] creatures; Duration: [sum] Rounds
You lock your targets in place. They can still breath and grunt but cannot move their jaw to speak. They can still blink and move their eyes. Each target may attempt a Save, if successful they are instead Slowed for the duration.

11. Polymorph
Range: 100'; Target: One creature; Duration: Permanent
You twist and shape the target's form into that of another creature. The target may Save to limit the duration to [sum] weeks. You may choose the form based on the following:

  • [sum] ≤ 5: Tiny, like a songbird, rat, toad or a large spider.
  • [sum] 6-10: Small, like a cat, eagle, rabbit or a salmon.
  • [sum] 11-15: Medium, like a wolf, cougar, chimpanzee or a donkey.
  • [sum] 16-20: Large, like an ox, horse, bear or tiger.
  • [sum] ≥ 21: Huge, like an elephant, whale or giraffe. You can also choose a magical creature no larger than a juvenile dragon.

The target's mind is unaffected (though some distress is likely) and they are used to their new physical form straight away. The target's equipment clatters to the floor around them but may still be attached due to straps, belts etc.. You may end the spell effect at will.

12. Curse*
Range: 50'; Target: One creature; Duration: Permanent

You inflict a major curse on the target. Choose or roll on this table and adjust accordingly - all curses have some way to lift them, discuss this with the GM. You must invest 4 [dice], which are automatically exhausted. You cannot dispel this curse.

*Taken from Skerples' Animist Wizard.

Credit, Danielius Borisevičius

Mishaps
1. MD only return to your pool on a 1-2 for 24 hours.
2. Take 1d6 damage.
3. Random mutation for 1d6 Rounds, then Save with a -4 penalty. Permanent if you fail.
4. You vomit 1d20 litres of black, tarry liquid and are incapacitated for 1d6+2 Rounds.
5. You gain no beneficial effects from magic until the next day.
6. Darkness fogs your vision past 50' for 1d6 Turns.

Dooms
1. Your fingers are stained black. Your body begins to shrivel your CHA is halved.
2. You arms are stained black up to the elbows. Your body shrivels further, becoming gaunt and sunken. All around you distrust you and you take 2 Banes to all social interactions/reaction rolls.
3. Your body shrivels to a blackened husk. Your spirit becomes an NPC that lurks in dark places and seeks to trick and devour mortals with riddles and hexes.

Monday 2 July 2018

OSR: Character Races

Having chatted with my players, we've made the collective decision to GLOG-ify my Egradus setting. The Pike & Shotte classes I've been working on have been designed to work with the generally Early Modern-ish setting - firearms, blackpowder and other such things - but I've needed to get a set of races sorted to satisfy my players' demands for weird and wonderful things to choose from (before they inevitably choose humans anyway, the sods). Skerples has made an excellent table of d50 OSR Races and has nailed the format for presenting them. Mine will be done in much the same fashion - flavourful perks and drawbacks, and a choice of stat to reroll.

The existing choices in my Lamentations of the Flame Princess-based game are: human, elf, dwarf, halfling, orc, and beast-man. The majority of the races presented below will be beast-man types (similar to Skerples' -lings). Beast-man forms are generally humanoid with animal features, but this may vary depending on what my players feel like or what I think is appropriate to the setting.

Credit, Mirko Failoni

Character Races


d100RaceStat RerollPerkDrawback
1-20HumanAny1 Boon to benefits from beneficial magic1 Bane on Saves vs mutation
21-30ElfCHACan tell if an item is magical on sightSave when using magic items or drain 1d6 charges
31-40DwarfSTR1 Boon on Saves vs magicSave or be transfixed by the full moon
41-50HalflingDEXEat half as many rations-2 Inventory Slots
51-60OrcCONAdd character level to all healingSave or half effect from beneficial magic
61Boar-manCONCan smell food within 200'Eat twice as many rations
62Deer-manCHALeave no tracks in wildernessSave or flee (1d4 Rounds) if surprised
63Goat-manDEXMovement unaffected in rough terrain1 Bane on all Stealth rolls due to pervasive goat-odour
64Horse-manSTR+2 Inventory SlotsSave or suffer 1d4 damage when incurring Fatigue
65Badger-manWISCan excavate twice as much with your pawsPoor vision beyond 50'.
66Cat-manDEXNight visionSave or toy with wounded enemies (reduce to 1hp if damage is lethal)
67Hound-manCONCan track targets by scentSave vs commands from legitimate authority figures
68Ox-manSTRHorns - 1d6 damage natural weapon + Save or stunned for 1 RoundHungry enemies attack you first
69Crow-manINTCan sense spirits of the deadSave or devour carrion
70Otter-manINTCan hold breath for 8 minutesOily skin makes it easier to slip (1 Bane when climbing, balancing etc.)
71Fish-manWISCan swim at double MovementDrink twice as much liquid
72Bear-manSTRClaws - 1d6 natural weaponsCan't fit in tight spaces, armour is 50% more expensive
73Rat-manINT1 Boon to Saves vs Disease1 Bane on Saves vs Fear
74Owl-manWIS1 extra Boon to Stealth at nightCan only eat raw meat
75Snake-manINTPoisonous bite - 1d6 + poisonMovement halved and all rolls made with 1 Bane when cold
76Peacock-manCHACan dazzle enemies in combat as an action (Save or 1 Bane on attacks)Take 1 Bane on all rolls if soiled/dirty
77Gull-manINTCan eat anything organicIncapable of being quiet - 1 Bane on all Stealth rolls
78Songbird-man*CHA1 Boon on social interactions after singingSave or be distracted by food
79Mole-manWISCan burrow beneath the ground as a movement actionVision limited to 10'
80Spider-manDEX1 Boon on all climbing rollsCannot eat solid food
81Sheep-manCON1 Boon to resist poor weather and coldSave or flee (1d4 Rounds) if surprised
82Lizard-manCONEat half as many rationsMovement halved and all rolls made with 1 Bane when cold
83Hawk-manDEX20/5 visionIf an attack does max damage, Save or boast for 1 Round
84Slug-man**INTSticky foot can adhere to walls/ceilingSalt does 1d6 damage
85Crab-man**STRClaws - 2d8 natural weaponsMouthparts can't speak humanoid languages
86Mouse-manDEXCan detect incredibly quiet soundsSave or freeze (1d4 Rounds) if surprised
87Moth-manDEXCan shed a dust cloudSave or attracted to lights when in darkness
88Locust-manSTRCan leap 100'Eat twice as many rations
89Wasp-manINTSugary food counts as double rationsSave or go beserk when damaged
90Frog-manSTRSticky tongue can grab objects 20' awayDrink twice as much liquid
91Stoat-manSTR1 Boon on all combat manoeuvresCan only eat raw meat
92Rabbit-manCHACan jump twice as highSave or flee (1d4 Rounds) if surprised
93Heron-manWISBeak - extra attack with natural weapon as daggerCan only eat raw fish
94Beetle-manSTRCan lift objects twice heavier than the regular weight limit1 Bane to all Movement rolls
95Ant-manSTR+2 Inventory SlotsSave if attempting to go against tradition or fall catatonic for 1 Turn
96Pheasant-manCHA1 Boon on Movement when sprintingSave or dash for cover if surprised
97Monkey-manINTPrehensile tailSave or tinker with mechanical objects
98Fox-manCHA1 Boon to Stealth when thieving/deceivingSave or kill prisoners after battle
99Hare-manDEXGain 1 Boon on all Movement checksSolitary - gain no benefit from assistance
100Worm-manWISCan move through cracks a few inches wide (without equipment)-2 Inventory Slots

* This covers small-medium songbirds like sparrows, tits, starlings etc.
** Yoon-Suin is a visit-able location in my game so these have been made with that in mind. Crab-men in Yoon-Suin are slaves.

Sunday 1 July 2018

OSR Class: Oracle Wizard

"The arcane currents are dangerous and unpredictable, true, but a learned man may find insight and knowledge within such mysterious deeps." - Marius Helden, oneiromancer to King Ven II of Myrland.

More wizards! This one is a norn-ish, oracle, fortune teller type. Boons & Banes are of course borrowed from Shadow of the Demon Lord, others are credited where appropriate.

All wizards harness the power of the arcane that infests and permeates the veil between worlds. Wizards of the Orthodox schools are known for their flashy, though undeniably effective, spells and their knowledge of scholastic lore. The Moderati knit flesh and draw poison with a touch - haughty, pious, and secure in their mastery of the physical body. But it is the Oracles who delve deepest into the well of power.

There is no overarching school of Oracle wizards, though covens and choirs of them are formed here and there. They are singular individuals who came into their powers through a variety of ways, all of them traumatic. Despite this separation, all Oracles bear a white staff engraved with arcane symbols. Spellbooks are useless to them, for all Oracles are blind to the material world. Their sight is instead turned to the currents and threads of the arcane, where they sift and weave the truth from myriad reflections and echoes from the material world.

Their powers allow Oracles to discern events past, present and future, determine truth from falsehoods and divine the whims of fate, for they can see the movements behind the mirror of reality and peer into the chaotic abyss from which all magic originates. Some Oracles live on the outskirts of society as travelling fortune tellers, others take up position as sages in remote locations and offer advice to those who prove worthy, while some few are recruited by those who seek their knowledge in spite of their unrecognised status.

Credit, Tomáš Olekšák

Wizard: Oracle

Additional Starting Equipment: engraved white staff, 3 sachets of tea leaves, embossed tarot cards, steel mirror, 1d6sp.

Status: Outsider.

Perk: You are aware of the location of objects and creatures within a line of sight of 50', even in darkness (though magical darkness fogs this sense). You can perceive the focus of your fortune telling. You have a system of tactile writing and your engraved staff counts as your spellbook - it costs the same to replace if necessary and has the same spell capacity.

Drawback: You are blind to the material world. Your Perk allows you to move and fight relatively unhindered, but you cannot read the words on a page, gauge someone's facial expression, tell what a specific object is without first touching it or tell whether you are in light or shadow etc.

I didn't want to cripple this class, but being blind has some serious drawbacks. Being able to sense things in total darkness could come in very handy, however.

Cantrips:
1. You may recall your staff to your hand with a gesture. It curves around objects that you couldn't feasibly move.
2. You always know the location of your staff, as long as it is intact.
3. You can make your eyes glow a bright white.

Keeping hold of your staff is pretty important as an Oracle, but you can also use it as a primitive tracking device or knock someone or something off balance. Also you can creep people out with your spooky eyes.

Credit, Yuu D

Oracle Spell List

1. Unseen Servant
Range: 0'; Target: N/A; Duration: [dice] Turns
You fashion a servant of magical energy from the aether. It is a mindless force and will obey your verbal commands - it can open doors, move light objects and so on. The servant is not capable of attacking enemies directly, but it could push something off a ledge onto them. The servant has no physical form and cannot be damaged. It counts as flying for movement purposes. There is no maximum distance that the servant can travel to, but it may end up out of earshot for the purposes of commanding it, in which case it will wait until the spell expires or a command is given that it can clearly hear.

2. Insight
Range: 50'; Target: [dice] creatures; Duration: [sum] Rounds
You tweak the ethereal currents surrounding the target, weighing fortune in their favour. The target makes all rolls with 1 Boon for the duration of the spell.

3. Magic Missile
Range: 50'; Target: Varies; Duration: Instant
You unleash [dice] darts of coruscating energy from your hands that streak unerringly towards your target like ethereal piscids. You produce [dice] missiles and may divide them between targets as you see fit. Each missile does 1d4+[dice] damage.

4. Polyglot
Range: 0'; Target: Self; Duration: [dice] Turns
You attune yourself to the astral currents surrounding your audience and divine the truth of spoken words. For the duration of this spell you can understand and speak a language that you do not already know. Idioms and figures of speech will not translate as easily - the spell just literally allows you to understand the words, not the meaning behind any expressions. It is obvious that you are not a fluent speaker of the language.

5. Message
Range: 50'; Target: One object or surface; Duration: Permanent (until triggered)
You enchant an object or surface to bear a message. This could be a verbal, pictographical or written message, or a message in tactile writing. You must state the message and the trigger that will reveal it. The message can be as long as a short letter, and written messages will fade after a minute or two.

6. Whirling Staff  
Range: Touch; Target: Staff; Duration: [sum] Rounds
You can cast this spell as a free action. You get +1 Defense while you whirl your staff around with both hands. The next attack you make with the staff does an additional 1d6+[dice] damage and counts as magical. This spell lasts for [sum] Rounds or until you attack. You can also throw a whirling staff 50' with a standard attack, dealing 1d6+[dice] damage.

Stolen from Skerples here.

7. Augury
Range: 0'; Target: Self; Duration: [dice] Turns
You focus upon an appropriate vessel - tea leaves, a tarot set, swallow entrails etc. - and slip into a meditative trance as you drift on the currents of the aether and gaze back through the porous veil that separates reality from utter chaos. You may ask the GM a question regarding a person, creature, object or location in the world. The question must be posed in in-game terms, no asking for HP totals or AC etc. The GM will narrate a vision that answers your question, which may require interpretation. Each [dice] you contribute allows you to ask a follow up question on the same topic. Once you have cast this spell regarding a particular thing, you must interact with that thing before you are able to glean further information by use of this spell. You can still ask questions of other things or places.

I wanted a spell that allowed for divination and information gathering, but without allowing the PCs to sit back and hoover up information. A bit of preparation is fine but I'm not about to hand over my bestiary and adventure notes.

8. Clairvoyance
Range: Unlimited (see below); Target: See below; Duration: [dice] Turns
You scry an intimately familiar or obvious location (i.e. the caster's home, behind a door, or the roof of a tower in the distance) in a mirror or bowl of water. You can see and hear as if you were standing in that location. You can perceive the image that emerges on the scrying surface, despite your blindness, and any noise from the scrying emanates from your location as well.

9. Recollection
Range: 0'; Target: N/A; Duration: [sum] Turns
The aether knows neither past nor future. All is now. You focus your power and extract an object (technically a copy that the universe creates to prevent itself from imploding) from the past and draw it into the present. This object must be something that you have handled or at least seen in the flesh. This copy will last until the material world snips the threads linking it to the past and ties them off, destroying the copy and preventing the source from being copied again.

Handy in a pinch to grab that rope that was dropped down a chasm a few hours ago, but hopefully you aren't climbing it when it vanishes.

10. True Sight
Range: 0'; Target: Self; Duration: [dice] Turns
Your blindsight is extended to 100' and you can see through mundane and magical darkness, see through illusions, and see the true form of invisible things and shapeshifters. If you cast this spell with three or more [dice] then you can also see through non-magical disguises, recognise a liar on sight and perceive a person's surface thoughts if you concentrate.

Emblem Spells
11. Threads of Fate
Range: 20'; Target: [dice] creatures; Duration: Current combat
You pluck and weave the strands of fate surrounding the target(s), diverting harmful and catastrophic futures. The targets may each ignore a total of [sum] damage from enemy attacks as the blows miraculously glance off armour and swing wide at the last second.

This is the big one - 4 PCs can ignore 4-24 (averaging 14) points of damage each.

12. Geas
Range: Touch; Target: One creature; Duration: Permanent
Can only be cast with 4MD. Your control over the astral strands of fate is absolute. You compel the target of this spell to perform a service to you, whether they like it or not. Once the spell takes effect the target must devote their absolute attention to furthering this goal and once it is complete they are freed of the spell. The target can Save to resist the effects of the spell, but failure allows you to inflict a curse upon them.

Credit, Nikolay Moskvin

Mishaps
1. MD only return to your pool on a 1-2 for 24 hours.
2. Take 1d6 damage.
3. Random mutation for 1d6 Rounds, then Save with a -4 penalty. Permanent if you fail.
4. Your blindsight flees you for 1d6 Turns.
5. You are stunned by horrific visions of desolate futures for 1d6 Rounds.
6. Take 1 Bane on all rolls for 1d6 Turns.

Dooms
1. The skein of fate winds itself around your soul. Make all rolls with 2 Banes.
2. The knots of destiny tighten around you. Your suffer critical failures on a roll of ≥15.
3. Your soul is dragged screaming into the maelstrom of doom. Everyone within 100' loses all money and treasure and magical items have a 2-in-6 chance of becoming inert. Your body remains catatonic and will slowly die of thirst and starvation.

Mothership: Further Thoughts

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