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 spell. Show all posts
Showing posts with label spell. 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!
Labels:
Booezor,
character creation,
city,
class,
d&d,
Furthest Lands,
GLOG,
osr,
specialist,
spell,
wizard,
world building
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.
Friday, April 27, 2018
d100 Familiars
When you cast the
Find Familiar spell, roll on
the table, you may add or subtract your level – 1 to your roll. If you dislike all available options you may cancel the spell, the material components (at least 100gp worth) are consumed and you are unable to cast the spell again for one month. If your familiar is killed you take permanent CON damage and must wait one year to cast the spell again.
O = offensive
familiars can be compelled to any action.
I = inoffensive
familiars, most grant powers when in physical contact with their
master, some are useful enough without any power beyond their empathic connection to their masters..
01-50 are natural
creatures suitable for anyone, 51-00 are the weirder ones.
Potentially, roll on the table then you may +/- = your level – 1,
to influence the roll.
01 Toad –
I – your skin secretes a nauseating ingested poison at
will.
02
Sloth – I – slows the progression of poisons and
diseases by half.
03
Fox – I – your lies become slightly more believable.
04 Squirrel – I - you may spider climb
once per day.
05
Gorgonopsid – O – plains pack predator.
06
Donkey – I – what more could one want than an obedient
donkey?
07
Fruit Bat – I - grants you darkvision and immunity to
ingested poison.
08
Nectivorous Bat – I – improves your dexterity saves and
perception checks.
09
Weasel – I - your lies become slightly more believable.
10
Badger – O – fierce fighter to the death.
11
Toucan – I - your sense of smell is heightened, knows one
language.
12
Iguana – I – your saves against heat and cold are
improved.
13
Raven – I -
speaks and teaches you another language.
14
Gecko – I – you may spider climb
once per day.
16
Parrot – I – can remember and reproduce sounds and
voices.
17
Tamarin – I - slightly increases your dexterity saves.
18
Possum – O – you soak one point per die of cold damage.
19
Wild Cat – O – various cat types.
20
Wild Dog – O – various dog types.
21
Wombat – I – you may consume half as much water as
normal for one month.
22
Tarantula – O - poison severity grows with your level.
23
Chameleon – I – you may camouflage yourself against any
natural background for as long as you do not move and hold your
breath.
24
Constrictor Snake – O – crushing serpent,
continuously grows as you level.
25
Hare – I – your running speed increases by five feet.
26
Wallaby – I – your running speed increases by five feet.
27
Venomous Snake – O – poison severity grows with your
level.
28
Giant Centipede – O – poison severity grows with your
level.
29
Owl – I – grants you darkvision, increases your
perception checks.
30
Giant Snail – I – you may close your eyes and stay
perfectly still to raise your armor class.
31
Peccary – I – your sense of smell is heightened, your
constitution saves improve slightly.
32
Luna Moth – I – you have a near perfect internal
compass.
33
Rat – I – slightly increases your dexterity saves.
34
Monitor Lizard – O – medium-sized water lizard.
35
Scarab (Dungbeetle) – I – you my feign death
once a day, and reincarnate
randomly when killed.
36
Hummingbird – I – increases your dexterity saves and
perception checks, you eat 50% more food.
37 Coelophysis – O – small clever therapod.
37 Coelophysis – O – small clever therapod.
38
Turtle – I – improves armor class and allows you to hold
your breath underwater the higher your level.
39
Mudskipper – I – you may begin to breath only water
after waiting one turn, you may breath air again by waiting another
turn.
40
Falcon – O – various raptor types.
41
Stirge – O – you gain one of every ten points drained as
hp, up to your level.
42
Desert Tortoise – I – improves armor class and you
require half as much water.
43
Anteater – I – you suffer half the effects of poisons,
and are immune to the stings of insects.
44
Stick Insect – I – you may camouflage yourself
against any natural background for as long as you do not move and
hold your breath.
45
Lemur – I – agile and dexterous prosimian.
46
Echidna – I - you suffer half the effects of poisons, and
are immune to the stings of insects.
47
Giant Tick – O – can transfer a small portion of
its stored hit points to you.
48
Porcupine – O – quills for all occasions.
49
Mantis – I – your unarmed attacks are improved.
50
Goat – O – what more could one want than an obedient
goat?
51
Armadillo – I – whenever you take cover your bonus is
doubled.
52
Bunipillar – I - you eat 50% more food, you have one
bonus hit point per level.
53
Vulture – I – you can eat spoiled food and resist
disease.
54
Pangolin – I – improves your armor class and saves
against insect venoms.
55
Skunk – O – black and
white musk-spraying polecat.
56
Peak Peeper – I – squat tail-less mountain
prosimian.
57
Archaeopteryx – O –
ancient protobird.
58
Eudimorphodon – I - speaks and teaches you another
language.
59
Hedgehog – I – any
physical attack against you deals one damage back to the attacker.
60
Giant Cockroach – I – all your saves increase a small
amount.
61
Aerial Eel – O – toothy blue-gray eel that swims
gracefully through the air.
62
Adorable Flying Creature –
I – looks just like a cat/rabbit/puppy/fox/bear with feathery
wings but swears
it is a baby dragon, mostly useless, but speaks (to you) and maybe
one day...
63
Lantern Beetle – I – very large firefly, functions
as an at-will light spell, can deliver a blinding flash daily.
64
Shambling Lump – I – bonsai shambling mound.
65
Jinxer – I – furry wide-mouthed hopping scavenger, can
target an opponent with minor curses and bad luck.
66
Floral Felus – O – predatory and highly mobile
quadrupedal flora beast.
67
Brownie – I –
bound hearth spirit, only performs household-type duties,
essentially a personal magic butler.
68
Grilly Pig – I – plump & furry mammalian creature,
its flesh makes a nourishing meal for five people, it then grows
back from its leftover hard stump of a tail in a single night
without complaint.
69
Flying Squid – I – elegant aerial cephalopod, improves
your dexterity saves, can release a small ink cloud once a day.
70
Kuppa – I – furry, hollow-backed frog creature, if its
hollow can be kept full of water it will confer fire resistance and
the strength to bear heavier burdens.
71
Bound Spirit – I – someone's ancestor, knowledgeable in
certain historic events, languages, religions, etc.
72
Minyacorn – I – small furry and scaled single horned
creature, can lay on hands
once a day.
73
Cerebral Parasite – I – you become host to a
beneficial brain worm that connects you to the astral plane.
74
Living Cauldron – O – animate cookware, perfect
for magical concoctions, capable of changeing size and turning any
monster into magical food.
75
Miniature Spidercat – O – neither a spider nor a
cat, a spiny long-limbed mammal with too many joints.
76
Floating Skull – I – well-informed skull is able
to answer questions about various topics.
77
Hydromander – I – salamander with minor water control
and creation powers.
78
Low Tier Wide Vibrational Being – O – least among
celestial beings they take a variety of odd forms, their true
essence is spread over a wide area.
79
Antigrav Jelly – I – floating jelly that can absorb
certain kinds of energy as it drifts on the edge of the astral
plane.
80
Expandible Elephant – O – miniature pachyderm that can
be commanded to grow to the size of a dog, a horse, or an elephant,
but then must remain that size for a full day.
81
Zorbo – I – small koala-like animal that can absorb the
hardness and other properties of materials it touches and pass some
of those on to you.
82
Hotter – O – burning otter that swims through the air on
its own flames.
83
Wizard Hand – I – your own severed hand, free
from your body to fly about and able to cast certain spells.
84
Tulpa – (O) – imaginary servant of your own design, able
to physically manifest more forcefully as you level.
85
Jaculani – O – thin metallic serpent that can lock its
spine to be rigid as a spear, and even assist in throwing itself.
86
Coeurl – I – sickly kitten-like creature knows 1d4
spells & magic missile.
87
Geodeon – I – living ioun stone, each with a different
geomagical effect.
88
Mephit (1d8) – O – foot tall imp of elemental...
1.
Fire
2.
Air
3.
Earth
4.
Water
5.
Lightning
6.
Ice
7.
Smoke
8.
Crystal
89
Foo Dog (Tiny) – O – faithful celestial guardian,
happiest when its rigid nap regiment is kept.
90
Turban Worm – I – intelligence boosting hat mimic, needs
a bit of your blood.
91
Flame Snake – O – flying serpent of living fire with a
venom that burns the body from within.
92
Carbunkle – I –
weak and fearful creature with a magic crystal “horn”,
grants magics that aid in escape.
93
Flying Eye – I –
your own extracted eyeball becomes a bat-winged monstrosity through
your magic, able to deliver certain spells through its gaze.
94
Gumdrop Gel – O – teardrop shaped land jelly with a silly
face.
95
Dragon Nymph – I – tiny butterfly-winged dragon, has
many abilities but often misbehaves.
96
Ethyk – I –
one-eyed lemur, can influence the emotions of one or more people
nearby in animalistic ways.
97
Wisp – O – living incandescent gas, burns foes with cold
fire, and is very difficult to harm.
98
Sprite – I – magical nature being from the Counter
Continent of Fulcris Haelere.
99
Imp – O – tiny dangerous devil, a constant source of
diabolic plots, favorite of the most vengeful and hateful of the
evil wizards.
00 Homunculus
– I – wretched psuedo-life created from your own bodily &
spiritual essences, they are humanoid with at least some resemblance
to their creator, they can do nearly anything their masters desire
but are useless in combat.
Labels:
d100,
d50,
familiars,
Furthest Lands,
monster,
osr,
spell,
world building
Subscribe to:
Posts (Atom)






