Another diversion... In order to help myself in creating new weird spells I came up with the following method and four d100 lists of keywords. The idea is to make a random spell name and riff off of it. You will get some (plenty of) nonsense, but that usually happens with three or four word combinations. Drop a word, move words around, switch parts of speech, hell rewrite the rules. Some examples: Minor Chromatic Teeth, Sap Serpent, Acidic Smoke, Sensual Protection Warrior(!), Ethereal Spider Elemental, One Thousand Bursts, and my favorite Inverse Alchemic Armor Petals. I post this in the odd chance that someone will find it useful, have fun if you do.
Showing posts with label character creation. Show all posts
Showing posts with label character creation. Show all posts
Saturday, September 22, 2018
Monday, September 10, 2018
GLOG Wizard - Jellimentalist
Another GLOG class I've been thinking about for quite a while. Apparently the most exciting classes for me are the ones with pun names. What can I say? I'm weak. This is probably another class that would make a better NPC than PC, since it takes a special kind of person to want to be a Slime Wizard.
As usual the GLOG is a Goblin Punch invention, and my spells are greatly informed by Coins and Scrolls' various spell lists. Spells marked with * are pre-existing GLOG spells, though Blubber! Ball and Gelatinous Form have been changed slightly. It is great fun to make specialist wizard classes.
Jellimentalist
The Jellimentalists, the Ooze Wizards, are another newer school from Booezor, the city of riches... or rather the Oldcity sewers below it. They are by nature recluses and outcasts, even among solitary wizardkind. Their magics make them masters of slime, ooze, mucous, jelly, and acid, and their powers are those of transformation, destruction, and defense. While powerful, their spells will not function unless they keep from drying out, like elementalists. This confines them to the dark, wet, underground spaces where they keep company with the ameboid life they celebrate and emulate.
Perk
Enzymatic Resistance – You have a +3 bonus to saves vs. acidic or enzymatic damage, or the effects of ooze, slime, and jelly creatures.
Drawbacks
Slimeball – You have a disturbing appearance and exhibit constant moistness. -2 to charisma rolls against anyone who isn't also slimy and disgusting.
Friend of Filth – You have great difficulty bringing yourself to destroy a slime, jelly, or ooze creature. Make a charisma save to do so.
Moisturize Me! – You are unable to cast spells if you are dehydrated. You can use the Grease spell on yourself to prevent this effect for [dice] hours.
Cantrips
1. Dirty – (at will) – You may leave staining marks wherever you touch on a non- magical object, or pollute water or food.
2. Etch – (at will) – You can scour a small surface with acidic secretions from your fingertip. You can control the width of the line you make, allowing for fine designwork or a scrawled arrow. With practice, you can use this to do detailed etching, but only as fast as well-trained professional could.
3. Luminous Blob – (at will) – You create a softly glowing lump of jelly in any color you like. It is adhesive enough to be attached to any surface, but can be easily unstuck. The lump dimly illuminates a 15' area, and you may only create one at a time.
Spells
*1. Grease – R: 50', T: object, D: [dice]x2 rounds
Can be cast directly on a creature or [sum]10' x 10' surfaces. Creatures moving across the area must Save vs Dexterity or drop held objects, or, if moving, drop prone.
*2. Gelatinous Form – R: touch, T: self, D: [sum] minutes
Your flesh and clothing become gelatinous. You can squeeze through gaps as small as keyhole with a great deal of effort. You take no damage from bludgeoning weapons for the duration of the spell. Any acid damage you take heals HP instead. Items you are not wearing will be uneffected.
3. Glue – R: touch, T: object, D: [dice] hours
You secrete a powerful adhesive from your hand onto a single object or creature, the next thing that touches the area is affixed for the duration. If you invest 4 or more [dice] the duration is permanent.
4. Gout of Acid – R: 100' jet, T: creature, D: 0
You spray a jet of acidic slime from your palm or mouth that deals 1d6 + [dice] damage each round for [dice] rounds. The acid eats through paper, cloth, and fur in 1 round unless scraped off, leather and wood objects in 2 rounds, metal in 3 rounds, and mineral matter in 4 rounds. It is inefficient for digging through materials. The gout is messy and splashes regularly at close range.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
5. Stone to Ooze – R: 50', T: stone, D: permanent
Stone transforms into ooze or mud in [dice] 10'x10'x10' areas. Creatures standing on newly formed ooze get a dexterity save to avoid sinking in. Sunken creatures save vs. constitution or suffocate.
*6. Blubber! Ball – R: touch, T: point, D: [sum] rounds
A small green sphere of goo appears in your hand and may be thrown at enormous speed, or immediately attached to an object/creature.
Any creatures struck must Save or be stunned for 1 round. If you cast this spell outside, or in a very large room with multiple exits, you strike 1 target before the spell vanishes into the distance. If you cast this spell indoors, in a room with a limited number of exits, the sphere is trapped and begins to bounce around at high speed. The effects depend on the room size. 400 square feet or less (20'x20'): all creatures must Save or be stunned each round for the spell's duration. All objects that could be shattered or broken have a 20% chance of breaking each round. This includes potions, flimsy furniture, windows, etc. 1600 square feet or less (40'x40'): creatures have a 20% chance per round to be hit. Objects have a 10% chance of breaking each round. Any larger rooms: creatures have a 5% chance per round to be hit. Objects have a 5% chance of breaking each round. These chances may be adjusted by the GM depending on the room size and contents. If you invest 3 [dice] or more in this spell, creatures that fail their Save also take 1 damage. If you invest 4 [dice] or more, creatures that fail their Save are also knocked prone.
If the sphere is attached to an object it creates a super-bouncy surface. Weapons fly out of hands, feet bounce wildly off of floors, if you spend 2 [dice] or more you may create two attachable spheres.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
7. Pudding Polymorph Potion Prison – R: touch, T: creature, D: permanent
You make a touch attack against any ooze, slime, or jelly creature which then gets a save vs. spell at – [dice]x2. If the creature fails, it flows into an empty flask (required by the spell) and is transformed into a random potion.
*8. Thicken Air – R: 50', T: [sum]x5 squares 50' high, D: [sum] rounds
Air in an area you select becomes as dense as water. You can still breathe it, but you can also swim in it. Projectiles passing through the area count as moving twice as far for range penalties. Flying creatures entering the area must Save or be stunned for one round. If you invest 3 or more [dice] the spell's duration becomes a year and a day.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
9. Cone of Goo – R: [dice]x10' cone, T: area, D: 0
A huge cone of green-blue goo sprays from your hand. It's as dense as porridge, but tastes like play doh. Creatures inside must save vs. constitution or begin to drown unless they struggle free. Any creatures covered in the thick slime have -2 to attack until they can wash.
10. Acid Rain – R: 200', T: 20' diameter, D: [dice]
All objects in area take [sum]-[dice] acid damage per round for [dice] rounds.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
11. Jelly Baby – R: touch, T: area, D: [dice] hours
You create a 6” tall humanoid shape of living gelatin with proportional strength. Physical attacks do no damage, but force the homunculus to reform in the next round, all other types of damage will destroy it. The baby can read and write and has an effective intelligence of 8.
12. Create Ooze – R: 50', T: area, D: permanent
You permanently create an ooze, slime or jelly creature that obeys one initial command. It will leave you be unless you attack it, but only you. The creature created is determined by the number of dice used: 1 die = grey ooze, 2 dice = gelatinous cube, 3 dice = ocher jelly, 4 dice = black pudding.
Mishaps
1. Magic Dice only return to your pool on a 1-2 for 24 hours.
2. Take 1d6 damage.
3. Random mutation for 1d6 rounds, then make a save. Permanent if you fail.
4. You are slimed! You must struggle out from the goo or drown, your attacks are at -2 until you wash.
5. You continuously secrete a fluid that greases your entire body, the effect lasts one whole day. It is difficult to hold anything, walk across very smooth or very uneven surfaces, etc.
6. Everywhere you go the ground below sucks at your feet like mud for three days, your movement is halved, you are always considered flat-footed.
Dooms
1. All secretions from your body become uncontrollably acidic. All of your possessions save vs. acid each round of contact or are destroyed.
2. Your bones become the consistency of soft cartilage or rubber. You can move ¼ of your movement rate but only for your constitution score in rounds. You will probably need assistance for many actions. You are still able to cast spells, but certainly can't attack.
3. You are permanently transformed into an unintelligent slime creature.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
That's it for now, but keep posted, I am quite close to done with another post. Next time, back to Random Encounters by Terrain... Mountains!
As usual the GLOG is a Goblin Punch invention, and my spells are greatly informed by Coins and Scrolls' various spell lists. Spells marked with * are pre-existing GLOG spells, though Blubber! Ball and Gelatinous Form have been changed slightly. It is great fun to make specialist wizard classes.
Jellimentalist
The Jellimentalists, the Ooze Wizards, are another newer school from Booezor, the city of riches... or rather the Oldcity sewers below it. They are by nature recluses and outcasts, even among solitary wizardkind. Their magics make them masters of slime, ooze, mucous, jelly, and acid, and their powers are those of transformation, destruction, and defense. While powerful, their spells will not function unless they keep from drying out, like elementalists. This confines them to the dark, wet, underground spaces where they keep company with the ameboid life they celebrate and emulate.
Perk
Enzymatic Resistance – You have a +3 bonus to saves vs. acidic or enzymatic damage, or the effects of ooze, slime, and jelly creatures.
Drawbacks
Slimeball – You have a disturbing appearance and exhibit constant moistness. -2 to charisma rolls against anyone who isn't also slimy and disgusting.
Friend of Filth – You have great difficulty bringing yourself to destroy a slime, jelly, or ooze creature. Make a charisma save to do so.
Moisturize Me! – You are unable to cast spells if you are dehydrated. You can use the Grease spell on yourself to prevent this effect for [dice] hours.
![]() |
"HUG IT" |
Cantrips
1. Dirty – (at will) – You may leave staining marks wherever you touch on a non- magical object, or pollute water or food.
2. Etch – (at will) – You can scour a small surface with acidic secretions from your fingertip. You can control the width of the line you make, allowing for fine designwork or a scrawled arrow. With practice, you can use this to do detailed etching, but only as fast as well-trained professional could.
3. Luminous Blob – (at will) – You create a softly glowing lump of jelly in any color you like. It is adhesive enough to be attached to any surface, but can be easily unstuck. The lump dimly illuminates a 15' area, and you may only create one at a time.
Spells
*1. Grease – R: 50', T: object, D: [dice]x2 rounds
Can be cast directly on a creature or [sum]10' x 10' surfaces. Creatures moving across the area must Save vs Dexterity or drop held objects, or, if moving, drop prone.
*2. Gelatinous Form – R: touch, T: self, D: [sum] minutes
Your flesh and clothing become gelatinous. You can squeeze through gaps as small as keyhole with a great deal of effort. You take no damage from bludgeoning weapons for the duration of the spell. Any acid damage you take heals HP instead. Items you are not wearing will be uneffected.
3. Glue – R: touch, T: object, D: [dice] hours
You secrete a powerful adhesive from your hand onto a single object or creature, the next thing that touches the area is affixed for the duration. If you invest 4 or more [dice] the duration is permanent.
4. Gout of Acid – R: 100' jet, T: creature, D: 0
You spray a jet of acidic slime from your palm or mouth that deals 1d6 + [dice] damage each round for [dice] rounds. The acid eats through paper, cloth, and fur in 1 round unless scraped off, leather and wood objects in 2 rounds, metal in 3 rounds, and mineral matter in 4 rounds. It is inefficient for digging through materials. The gout is messy and splashes regularly at close range.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
5. Stone to Ooze – R: 50', T: stone, D: permanent
Stone transforms into ooze or mud in [dice] 10'x10'x10' areas. Creatures standing on newly formed ooze get a dexterity save to avoid sinking in. Sunken creatures save vs. constitution or suffocate.
*6. Blubber! Ball – R: touch, T: point, D: [sum] rounds
A small green sphere of goo appears in your hand and may be thrown at enormous speed, or immediately attached to an object/creature.
Any creatures struck must Save or be stunned for 1 round. If you cast this spell outside, or in a very large room with multiple exits, you strike 1 target before the spell vanishes into the distance. If you cast this spell indoors, in a room with a limited number of exits, the sphere is trapped and begins to bounce around at high speed. The effects depend on the room size. 400 square feet or less (20'x20'): all creatures must Save or be stunned each round for the spell's duration. All objects that could be shattered or broken have a 20% chance of breaking each round. This includes potions, flimsy furniture, windows, etc. 1600 square feet or less (40'x40'): creatures have a 20% chance per round to be hit. Objects have a 10% chance of breaking each round. Any larger rooms: creatures have a 5% chance per round to be hit. Objects have a 5% chance of breaking each round. These chances may be adjusted by the GM depending on the room size and contents. If you invest 3 [dice] or more in this spell, creatures that fail their Save also take 1 damage. If you invest 4 [dice] or more, creatures that fail their Save are also knocked prone.
If the sphere is attached to an object it creates a super-bouncy surface. Weapons fly out of hands, feet bounce wildly off of floors, if you spend 2 [dice] or more you may create two attachable spheres.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
7. Pudding Polymorph Potion Prison – R: touch, T: creature, D: permanent
You make a touch attack against any ooze, slime, or jelly creature which then gets a save vs. spell at – [dice]x2. If the creature fails, it flows into an empty flask (required by the spell) and is transformed into a random potion.
*8. Thicken Air – R: 50', T: [sum]x5 squares 50' high, D: [sum] rounds
Air in an area you select becomes as dense as water. You can still breathe it, but you can also swim in it. Projectiles passing through the area count as moving twice as far for range penalties. Flying creatures entering the area must Save or be stunned for one round. If you invest 3 or more [dice] the spell's duration becomes a year and a day.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
9. Cone of Goo – R: [dice]x10' cone, T: area, D: 0
A huge cone of green-blue goo sprays from your hand. It's as dense as porridge, but tastes like play doh. Creatures inside must save vs. constitution or begin to drown unless they struggle free. Any creatures covered in the thick slime have -2 to attack until they can wash.
10. Acid Rain – R: 200', T: 20' diameter, D: [dice]
All objects in area take [sum]-[dice] acid damage per round for [dice] rounds.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
11. Jelly Baby – R: touch, T: area, D: [dice] hours
You create a 6” tall humanoid shape of living gelatin with proportional strength. Physical attacks do no damage, but force the homunculus to reform in the next round, all other types of damage will destroy it. The baby can read and write and has an effective intelligence of 8.
12. Create Ooze – R: 50', T: area, D: permanent
You permanently create an ooze, slime or jelly creature that obeys one initial command. It will leave you be unless you attack it, but only you. The creature created is determined by the number of dice used: 1 die = grey ooze, 2 dice = gelatinous cube, 3 dice = ocher jelly, 4 dice = black pudding.
Mishaps
1. Magic Dice only return to your pool on a 1-2 for 24 hours.
2. Take 1d6 damage.
3. Random mutation for 1d6 rounds, then make a save. Permanent if you fail.
4. You are slimed! You must struggle out from the goo or drown, your attacks are at -2 until you wash.
5. You continuously secrete a fluid that greases your entire body, the effect lasts one whole day. It is difficult to hold anything, walk across very smooth or very uneven surfaces, etc.
6. Everywhere you go the ground below sucks at your feet like mud for three days, your movement is halved, you are always considered flat-footed.
Dooms
1. All secretions from your body become uncontrollably acidic. All of your possessions save vs. acid each round of contact or are destroyed.
2. Your bones become the consistency of soft cartilage or rubber. You can move ¼ of your movement rate but only for your constitution score in rounds. You will probably need assistance for many actions. You are still able to cast spells, but certainly can't attack.
3. You are permanently transformed into an unintelligent slime creature.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
That's it for now, but keep posted, I am quite close to done with another post. Next time, back to Random Encounters by Terrain... Mountains!
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Wednesday, August 8, 2018
Ordinary Starting Item / “I Search the Body” Table (d00)
A table of one hundred starting items for character creation or searching bodies. Each item is worth 1d6 x 10gp to an appropriately interested person, and invaluable to clever problem solvers. Heavily influenced by Against the Wicked City's "When All You Have is a Hammer", but designed for a more primal campaign with less technological sophistication.
This post sent me down a lot of rabbit holes where I tried to justify thoughts like "Wait, where do plums grow? What's in a tinderbox really? What is the oldest recorded music notation?" Now that I've purged myself of this latest dalliance I can return to the megadungeon and encounter table work from earlier. Till then, enjoy.
01 Telescopic Pole – a three foot bamboo rod that telescopes to ten feet.
04 Heavy Tinted
Glasses – goggles made from darkened glass, excellent eye
protection from bright lights.
17 Plush Peeper
Doll – a child's wool-stuffed toy made to (poorly) resemble one
of fluffy mountain prosimians called Peak Peepers.
28 Shard of
Cursed Glass – radioactive material from the Glass Waste, only
dangerous if held over the course of years.
82 Cipher Key
– simple code based on the iele common language.
This post sent me down a lot of rabbit holes where I tried to justify thoughts like "Wait, where do plums grow? What's in a tinderbox really? What is the oldest recorded music notation?" Now that I've purged myself of this latest dalliance I can return to the megadungeon and encounter table work from earlier. Till then, enjoy.
Ordinary
Starting Item / “I Search the Body” Table (d00)
01 Telescopic Pole – a three foot bamboo rod that telescopes to ten feet.
02 Umash Teeth
– the upper sixteen teeth of one of the baboon-like Umash in a
leather bag, a divinatory aid.
03 Red Fireflies
– glass bottle of the red light-casting waste fireflies, their
light is capable of revealing certain invisible creatures.

05 Prizing Knife
– short curved blade designed to open shellfish and hook out their
meat.
06 Tuning Tines
– twelve inch amask steel acoustic resonator.
07 Hrassacock
Feather – the uniquely beautiful red, blue, green, and yellow
tail plume of the hrassacock, a much desired hat decoration and
magical component.
08 Small
Accurate Map – very detailed map of a random nearby location.
09 Umash Kakuluk
– medium sized bongo instrument.
10 Fasinaa Reed
Flute – nimble instrument that produces flute and kazoo type
sounds.
11 Goboda
Bwamanna – three-stringed gourd instrument.
12 Spidersilk
Rope – fifty foot length of excellent quality weave.
13 Flask of Jen
Jandy – plain flask full of highly alcoholic spirits, has a
flavor similar to spicy root beer.
14 Bottle of Lo
Plum Wine – sweet soporific wine made from the fruit of the Lo
plum trees that grow in the southeastern delta land.
15 Bag of Blue
Herbs – one eighth of an ounce of smokeable herbage, analgesic,
promotes feelings of well-being.
16 Fasinaa
Machete – finely built steel machete, perfectly suited to
hacking through the sticky eastern jungles.

18 Agate Marbles
– fifteen blue, brown, and orange marbles, one slightly larger than
the rest.
19 Vuus Hair
Thread – spool of incredibly fine thread made from the hair of
the Vuus tribe of iele, strong enough to fish with.
20 Violet Lady
Mushroom – single fast-acting psychotropic mushroom, maintains
potency if carefully dried.
21 Dried Spirit
Pepper – a pungent chili spicy enough to burn in the ethereal
plane.
22 Animal
Pheromone – the concentrated musk of a random animal from a
nearby environment.
23 Sea Salt –
leather bag of crystallized sea salt, about two cups worth.
24 Umash Crackle
Sticks – three somewhat dangerous “sparklers”.
25 Female
Hensnake – two foot long tubby-bodied domesticated snake, lays
one delicious unfertilized egg once each morning.
26 Cuttle Ink
– blue-black writing ink harvested from a coastal cuttlefish.
27 Finely Carved
Walking Cane – cane made from rare wood and carved with tiny
scenes of decadent city life.

29 Lodestone
– fist-sized rock with a powerful magnetic force.
30 Merchant's
Scale – portable bronze scale with a selection of weights, all
contained in a ten inch wooden box.
31 Large
Inaccurate Map – poorly detailed or scaled map of a random
nearby location.
32 Ceramic Pot
of Lolsanthi Honey – quality honey harvested from the bees
pollen-maddened by Lolsanthi nectar.
33 Crystallized
Sugar – small packet of sugar crystals, attracts insects.
34 Fetish Doll
– crude humanoid figure with a set of pins, currently unattached to
a victim.
35 Barbed
Fishing Net – thrown fishing net with barbed iron hooks.
36 Ara Leaf Oil
– insect repellent made from the Ara bush.
37 Set of Gaming
Dice – three six sided bone dice.
38 Seeing Tube
– primitive telescope, one end makes things look smaller, one end
makes things look bigger.
39 Solidified
Amber – an insect trapped within hardened resin.
40 Resin Incense
– a small wooden box of rich-scented incense with a heavy languorous
smoke.
41 Colored Chalk
– set of five different colors.
42 Fur Blanket
– heavy blanket made from woolly rhinoceros hide.
43 Oyeb Seeds
– pouch of the incredibly fast growing oyeb vine, a strangling
gourd.
44 Nuncia Bird
– tiny message carrying bird.
45 Puzzle Box
– small simple release wooden puzzle box.
46 Hollow
Bracelet – copper bracelet with a secret compartment.
47 Oiled Hooded
Cloak – nearly waterproof cloth outer covering.
49 Pallenseil
Poppy Seeds – from the eastern plains and hills, can be planted
or eaten as a pain reliever.
50 Minor Noble
Finery – association with a random noble wizard house.
51 Sachet of
Scouring Sand – razor sharp particulate, good for permanently
damaging eyes or lungs.
52 Cloud Lotus
Powder – when made into tea or a paste for the chest brings a
heavy, restful sleep impossible to resist.
53 Tapping Spile
– a steel tap that can be pounded or drilled into liquid storing
vegetation.
54 Heavy Heat
Resistant Gloves – insulated hand wear able to resist heat and
open flames.
55 Wooden Yoyo
– carved wooden toy, useful as a diversion or an improvised weapon.
56 Quartz Prism
– five inches of clear, faceted quartz crystal.
57 Low Quality
Rickshaw – foot powered conveyance for a single passenger.
58 Presis Conch
Shell – beautiful pastel colored sea snail shell, nearly as
large as a man's head.
59 Vial Necklace
– chain necklace with a metal vial that can be filled with a small
amount of powder or liquid.
60 Clay Funerary
Mask – placid and nearly featureless white clay funerary mask.
61 Deck of
Divining Cards – most decks contain only the prime arca, the
face cards.
63 Three Small
Colored Bean Bags – good for juggling or kicking about.
64 Raku Tea Set
– simple but beautiful teapot and cups for two.
65 Back Strap
Loom – personal and portable loom.
66 Idol of
Se'vensaera / Immacula – lapis or jade idol of one of the more
hopeful of the eight goddesses.
67 Dry Compass
– sensitive portable compass.
68 Pack of
Dominoes – twenty eight gaming bones.
69 Skywatch
Pamphlet – detailing the threat of the Shem and the city's complacency.
70
Stegotetrabelodon Ivory – six inch piece of
uncarved elephant kin ivory.
71 Shrunken Iele
Head – the dried and shrunken head of an iele man, created by a
remote tribe to trap the soul.
72 Bronze Oil
Lamp – oil burning decorative lamp in the Form of Naude,
goddess of mysteries.
73 Abacus –
stone beads in a wooden frame.
74 Bronze Hookah
– decorative bronze personal hookah with snake skin hose.
75 Stuffed Tree
Shrew – taxidermy of a fearsomely posed omnivorous tree shrew.
76 Tinderbox
– flint, pyrite, and amadou.
77 Wax Tablet
with Iron Stylus – re-writable surface and implement.
78 Iron Choke
Collar with Leash – good for medium and some large size animals
or people.
79 Sack of
Sponges – large cloth bag full of dried natural sea sponges.
80 Tin of
Bitumen – small container of viscous tar.
81 Song of Hours
– carved, words and music, into a wooden cylinder.

83 Barbed Iron
Arrowheads – five wickedly hooked arrowheads.
84 Bag of Snake
Vertebrae – nine of the bones in a felt bag, used for divining.
85 Performance
Cosmetics Kit – bold makeup including face white, rouge, and
kohl.
86 Leg Irons
– reinforced steel leg restraints, able to fit any medium sized
humanoid.
87 Mamun Coin
– a large gold coin from an ancient civilization, one side shows
the sun, the other a man's face.
88 Fief Farm
Bell – small but loud bronze bell commonly used to keep track
of domesticated animals like loppetts or crenchies.
89 Medicinal
Leeches – glass jar of “polite” leeches, applying one to a
fresh wound will drain venom.
91 Jeweler's
Loupe – low quality single eye magnification device.
92 Steel
Crampons – sharp and sturdy steel crampons.
93 Rolling Stone
– an insect larva encased in stone, rolls the stone around when hot
enough.
94 Bird Cage
– finely woven wicker animal cage, capable of holding up to three
tiny creatures.
95 Container of
Grease – oily animal fat grease.
96 Pamphlet of
Minor Sigils – protections for the common man.
97 Goboda Relic
– a tarsal bone of a minor saint, a blessed traveler who fell
while walking the great wheel.
98 Skeleton Key
– generic key that will unlock a family of simple locks.
99 roll
twice, re-rolling 99 - 00
00 roll
three times, re-rolling 99 - 00
Wednesday, June 6, 2018
GLOG Wizard - Numismagus
My first foray into creating a GLOG class, a new wizard school. Since Skerples made it so easy to do yourself in a recent post I had been thinking about my Numismagi (it's just too good of a word not to be a class). Tell me what you think, I'll be back to finish off those minor dungeon encounter tables soon.
The Numismagi, the Coin Wizards, are a newer school from Booezor, the city of riches. They are by nature nobles and social climbers, most comfortable in a world where money equals power. Their powers function best against other people rather than monsters, and their general level of magical strength is comparable to an Orthodox Wizard.
Perk(s)
Lucky
Coin – You
start with a lucky coin that is your magical focus, you may never
spend it or give it away.
Mo'
Money
- Containers you personally open contain 1d6x10% more coinage.
Drawback(s)
Insufferable
Skinflint –
Your love of money is so great that you must make a save to
purchase any non-essential item, if you fail you may still
purchase the item if you can negotiate at least a 50% discount in
price.
Penny
for Your Trouble – All your
spells consume a coin per MD used if no other cost is mentioned.
Cantrip(s)
1.
Conjure Useful Coin
– (1/hour) – creates a real copper coin in a local currency, if
this is your only coin, it becomes your lucky coin.
2.
Sense Cache
– (at will) – You can sense large accumulations (100+) of coins
within 100'.
3. Numismancy
– (at will) – You know the validity, origin, and value of any
coin. You are familiar with the face imagery of all known coins.
Spells
1.
Glittering
Glamour
– R:
0, T: self, D: [dice] hours
The caster's appearance grows in opulence, and gains +2x[dice] bonus to saves vs Domination, Charm, or Fear effects. The caster appears as a person of a higher social station, and inspires fear in those of a lower caste.
The caster's appearance grows in opulence, and gains +2x[dice] bonus to saves vs Domination, Charm, or Fear effects. The caster appears as a person of a higher social station, and inspires fear in those of a lower caste.
2.
Speaking Coin
– R: touch, T: one gold coin, D: [dice] hours
The
caster breaks a gold coin into the two face halves. Sounds within
10' of the tails side can be heard by the holder of the heads side
and vice versa. If
you invest 4 [dice] or more into this spell, the duration becomes
permanent.
3.
Light
– R: touch, T: object or creature, D: [dice]x2 hours
Object illuminates as a torch, with a radius of 20’+[dice]x10’. Alternatively, you can make an Attack roll against a sighted creature. If you succeed, the creature is blinded for [sum] rounds. If [sum] is greater than 12, the creature is permanently blinded. You can chose the color of the light. If you invest 4 [dice] or more this light has all the qualities of natural sunlight. Alternatively, if you invest 4 [dice] or more the light can be purest octarine, although it will only last for 1 round. Octarine light is extremely dangerous.
Object illuminates as a torch, with a radius of 20’+[dice]x10’. Alternatively, you can make an Attack roll against a sighted creature. If you succeed, the creature is blinded for [sum] rounds. If [sum] is greater than 12, the creature is permanently blinded. You can chose the color of the light. If you invest 4 [dice] or more this light has all the qualities of natural sunlight. Alternatively, if you invest 4 [dice] or more the light can be purest octarine, although it will only last for 1 round. Octarine light is extremely dangerous.
4.
Coin Toss
– R: 200', T: creature, D: 0
You
flip a coin and call the result, if your face comes up the target
takes [sum] damage and saves vs. dexterity or is stunned for one
round, if your face does not come up you and the target each take
one damage. You may flip the coin again and act as if the spell
is cast with one fewer MD until you have no MD left.
5.
Command Coins –
R:
30’, T: [sum]x100 coins, D: [dice] hours
Coins will leap up and obey your single-word commands. Affects all unattended coins in 30' of you and lasts 1 hour. Coins can be commanded to follow you, hide in crevices, or serve as rollers for heavy statues, but they are mindless and feeble.
Coins will leap up and obey your single-word commands. Affects all unattended coins in 30' of you and lasts 1 hour. Coins can be commanded to follow you, hide in crevices, or serve as rollers for heavy statues, but they are mindless and feeble.
6.
Scrying Coins
– R: touch, T: coins, D: 10 minutes
Ask [dice] number
of questions of a handful of strewn coins. Older and more valuable
coins have more amassed knowledge. Using more coins can also be
helpful
7.
Charm
Person – R:
50', T: person, D: [dice] hours
The person regards you as a good friend and ignores the obvious spell you just cast on them. If you invest 4 [dice] or more into this spell, the duration becomes permanent.
The person regards you as a good friend and ignores the obvious spell you just cast on them. If you invest 4 [dice] or more into this spell, the duration becomes permanent.
8.
Knock – R:
50', T: [dice] objects, D: 0
Object is opened. Doors are flung wide, locks are broken, shackles are bent open, belts come undone. Treat this as a Strength check made with Str 10 + [dice]x4. If target is an armored creature, Save or armor falls off. If target is an unarmored creature, Save or vomit for 1d4 rounds.
Object is opened. Doors are flung wide, locks are broken, shackles are bent open, belts come undone. Treat this as a Strength check made with Str 10 + [dice]x4. If target is an armored creature, Save or armor falls off. If target is an unarmored creature, Save or vomit for 1d4 rounds.
9. Coin Cloak
– R: touch, T: person, D: 10 minutes
Creates a scaled
cloak of glittering golden coins. Reduce all physical damage the
target takes by [dice]x2. The target cannot swim, jump, or run.
10. Coin of
Fortune – R: touch, T: coins, D: [dice] hours
You create [dice]
magic coins, each can be flipped once by the bearer for advantage on
any roll.
11.
Gold Piece Rain
– R: 200', T: 20’ diameter, D: 0
Does [sum] damage. As fireball except that the caster flips a coin into the air, which becomes a rain of giant glowing coins that disappear on impact, and the damage is all crushing damage. Doesn't work in places with low ceilings (less than 100').
Does [sum] damage. As fireball except that the caster flips a coin into the air, which becomes a rain of giant glowing coins that disappear on impact, and the damage is all crushing damage. Doesn't work in places with low ceilings (less than 100').
12.
Coin Collector
– R: touch, T: creature, D: [dice] hours
The
target is transformed into a gold coin whose face side bears their
likeness. Unwilling targets save vs. spells with a penalty of -2
for each MD invested after the first. If
you invest 4 [dice] or more into this spell, you may have the
duration become permanent.
Mishaps
1.
Magic Dice only
return to your pool on a 1-2 for 24 hours.
2.
Take 1d6 damage.
3.
Random mutation for 1d6 rounds, then make a save. Permanent if you
fail.
4. Your money
spills from its various containers on your person, 1-30% is lost.
5. You have a
sudden compulsion for reckless gambling that lasts three sleepless
days.
6. All your
money-making endeavors fail for one week.
Dooms
1.
Lose all your current money, both stored and on hand.
2. You become the
target of a dedicated guild of expert thieves. Every time you make
money, they seem to find out immediately and rob you blind at the next opportunity.
3. Your lucky
coin tarnishes black, you cannot Conjure Useful Coin. Any
money you acquire crumbles to dust.
Tuesday, May 29, 2018
Currency Exchange and Equipment Tables
Nearly done with several more minor dungeon encounter tables (the Giant Termite Mound and the Labrynthyne), but in the meantime here's some information on money and equipment.
Currency
Exchange & Equipment Tables
Currency
|
CR
|
SB
|
GP
|
DC
|
Copper
Rings
|
1
|
1/10
|
1/100
|
1/1,000
|
Steel
Bars
|
10
|
1
|
1/10
|
1/100
|
Gold
Pieces
|
100
|
10
|
1
|
1/10
|
Diamond
Chips
|
1,000
|
100
|
10
|
1
|
† = available in
Secondmarket tier and above.
‡ = available in
Lighttown tier and above.
Weapon
|
Cost
|
Weapon
|
Cost
|
Item
|
Cost
|
Arrows |
1 gp |
Hammer, Light |
2 gp |
Sling |
1 sb |
Arrows, Fine |
10 gp |
Handaxe |
5 gp |
Sword, Bastard |
35 gp |
Ax, Throwing |
8 gp |
Javelin |
5 sb |
Sword, Short |
10 gp |
Battleaxe |
10 gp |
Kama |
2 gp |
Sword,
Two-Bladed † |
100 gp |
Blowgun |
10 gp |
Kukri |
8 gp |
Trident |
5 gp |
Bolts,
Crossbow † |
1 gp |
Lance, Heavy |
10 gp |
Warhammer |
15 gp |
Bolts,
Repeating Crossbow † |
1 gp |
Lance, Light |
6 gp |
Whip |
2 gp |
Bullets, Sling |
1 sb |
Longbow |
50 gp |
Armor
|
Cost
|
Chain, Spiked |
20 gp |
Longspear |
5 gp |
Banded Mail |
250 gp |
Club |
1 sb |
Longsword |
15 gp |
Breastplate |
400 gp |
Crossbow, Hand
‡ |
150 gp |
Mace, Heavy |
12 gp |
Buckler |
15 gp |
Crossbow,
Heavy † |
60 gp |
Mace, Light |
5 gp |
Chain Shirt |
100 gp |
Crossbow,
Light † |
35 gp |
Maul |
10 gp |
Chainmail |
150 gp |
Crossbow,
Repeating † |
300 gp |
Morningstar |
15 gp |
Full Plate † |
1500gp |
Dagger |
2 gp |
Net |
1 gp |
Half Plate † |
750 gp |
Dart |
5 cr |
Nunchaku † |
2 gp |
Hide Armor |
10 gp |
Falchion |
75 gp |
Pick, Heavy |
5 gp |
Leather Armor |
10 gp |
Flail, Heavy |
15 gp |
Pick, Light |
2 gp |
Padded Armor |
5 gp |
Flail, Light |
8 gp |
Quarterstaff |
2 sb |
Scale Mail |
50 gp |
Gauntlet |
2 gp |
Ranseur |
10 gp |
Shield, Large |
12 gp |
Gauntlet,
Spiked |
5 gp |
Rapier |
25 gp |
Shield, Small |
6 gp |
Glaive |
20 gp |
Sap |
1 gp |
Shield, Tower
† |
30 gp |
Greatax |
30 gp |
Scimitar |
25 gp |
Splint Mail |
200 gp |
Greatclub |
2 sb |
Scythe |
18 gp |
Studded
Leather |
30 gp |
Greatsword |
50 gp |
Shortbow |
25 gp |
|
|
Guisarme |
9 gp |
Shortspear |
1 gp |
|
|
Halberd |
20 gp |
Shuriken † |
1 gp |
|
|
Halfspear |
1 gp |
Siangham |
3 gp |
|
|
Hammer, Hooked |
20 gp |
Sickle |
2 gp |
|
|
Item
|
Cost
|
Item
|
Cost
|
Item
|
Cost
|
Abacus |
2 gp |
Fishing Tackle |
1 gp |
Pouch |
5 sb |
Acid † |
25 gp |
Flask /
Tankard |
2 cr |
Quiver |
1 gp |
Antitoxin |
50 gp |
Grapple |
2 gp |
Ram, Portable |
4 gp |
Arcane Focus |
20 gp |
Hammer |
1 gp |
Rations |
5 sb |
Backpack |
2 gp |
Hammer, Sledge |
2 gp |
Rations (fine) |
1 gp |
Ball Bearings
† |
1 gp |
Healer's Kit |
5 gp |
Robes |
1 gp |
Barrel |
2 gp |
Holy Symbol |
5 gp |
Rope, Hemp |
1 gp |
Basket |
4 sb |
Holy Water /
Air / Dust / etc. † |
30 gp |
Rope, Silk |
10 gp |
Bedroll |
1 gp |
Hourglass † |
25 gp |
Sack |
1 sr |
Bell |
1 gp |
Hunting Trap |
5 gp |
Scale,
Merchant's |
5 gp |
Blanket |
5 sb |
Ink |
10 gp |
Sealing Wax |
5 sb |
Block &
Tackle |
1 gp |
Ink Pen |
2 cr |
Shovel |
2 gp |
Book (poor) |
10 gp |
Jug / Pitcher |
2 cr |
Signal
Whistle
|
5 cr |
Book † |
25 gp |
Ladder |
1 sb |
Signet Ring † |
5 gp |
Book (fine) † |
100 gp |
Lamp |
5 sb |
Soap † |
2 cr |
Bottle, Glass |
2 gp |
Lantern,
Bullseye |
12 gp |
Spellbook |
50 gp |
Bucket |
5 cr |
Lantern,
Hooded |
7 gp |
Spikes, Iron |
1 gp |
Caltrops |
1 gp |
Lock |
10 gp |
Spyglass † |
1000gp |
Candle |
1 cr |
Lock, Fine † |
50 gp |
Tent (single) |
1 gp |
Case, Bolt |
1 gp |
Magnifying
Glass † |
100 gp |
Tent (double) |
2 gp |
Case, Scroll |
1 gp |
Manacles |
2 gp |
Tent (party) |
10 gp |
Chain |
5 gp |
Mess Kit |
2 sb |
Tinderbox |
5 sb |
Chalk |
1 cr |
Mirror, Steel |
5 gp |
Torch |
1 cr |
Chest |
5 gp |
Mirror, Glass
† |
30 gp |
Vial
|
1 gp |
Chest (fine) † |
50 gp |
Oil |
1 sb |
Waterskin
|
2
sb
|
Climber's Kit |
25 gp |
Paper † |
2 sb |
Whetstone |
1 cr |
Clothing,
Common |
5 sb |
Parchment |
1 sp |
Marbles |
5 sb |
Clothing,
Costume † |
5 gp |
Perfume † |
5 gp |
Alchemic Lab † |
1000gp |
Clothing, Fine
† |
15 gp |
Pheremone |
50 gp |
Sewing Needle |
5 sb |
Clothing,
Lighttown ‡ |
75 gp |
Pick, Miner's |
2 gp |
Thieves' Tools |
75 gp |
Clothing,
Noble ‡ |
200 gp |
Piton |
5 cr |
Musical
Instrument, Simple |
20 gp |
Clothing,
Traveler's |
2 gp |
Poison, Common
|
100 gp |
Musical
Instrument, Complex † |
100 gp |
Component
Pouch |
25 gp |
Poison, Rare † |
400 gp |
|
|
Crowbar |
2 gp |
Pole, 10' |
5 cr |
|
|
Druidic Focus |
10 gp |
Pot, Iron |
2 gp |
|
|
Animal/Food
|
Cost
|
Animal/Food
|
Cost
|
Drug
|
Cost
|
Axebeak |
45 gp |
Salt |
1 sb |
Pafossfas
– smokeable lichen
|
6 sb |
Diprotodon |
20 gp |
Spice, Common |
1 gp |
Cosabasira
– standard herbage
|
4 sb |
Antelope |
10 gp |
Spice, Fine |
3 gp |
Gradt
– poor herbage.
|
2 sb |
Shardleeches,
Shelled |
1 sb |
Spice, Rare |
15 gp |
Fomic
Fuzz – excellent herbage
|
1 gp |
Fireflies,
Yellow |
2 sb |
Monitor Lizard |
7 sb |
Evers
Cubes – smokeable resin, time dialation
|
25 sb |
Fireflies, Red |
3 gp |
Gliding
Squirrel |
1 gp |
Black
Monkey Pluzst – syrup
|
12 sb |
Fireflies, UV |
25 gp |
Wallaby |
1 gp |
Reptilian/Mammalian/Avian
Steroids – liquid steroids, injected or ingested
|
5 gp |
Ghostflies |
50 gp |
Fruit Bat |
5 cp |
Hurts
– dark blue 2.5”+ splinters
|
15 sb |
Kereza
Antelope |
1o gp |
Emu |
7 gp |
Mondur
Succor – nasal goo, weak hallucinogen, pain killer
|
7 sb |
Chancas Elk |
20 gp |
Iguana |
2 sn |
Star
Straw – hollow reed with dried larva inside, smoked. strong
hallucinogen for 30 min
|
15 sb |
Biniki
Antelope |
12 gp |
Honeycomb |
5 gp |
Jibabba
– awful tasting stimulant gum
|
5 sb |
Moa |
35 gp |
Indricotherium |
400 gp |
Pline
– powder of inhaled moth wing scales, visual and auditory
distortions, pleasure
|
2 gp |
Crocodile |
20 gp |
Fish, Fresh |
2 gp |
Ig
Scab – hardened blood of the flesh city Ig, dissolves in saliva
|
1 gp |
Lobo Worm |
15 gp |
Fish, Rare |
10 gp |
Lower Tea –
foot bath |
9 sb |
Loppett |
2 gp |
Fish, Dried |
5 sb |
|
|
Crenchie
|
5 gp |
Hensnake |
5 cr |
|
|
Parrot |
12 gp |
Ash Elk |
40 gp |
|
|
Babirusa |
6 gp |
|
|
|
|
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