Showing posts with label spell. Show all posts
Showing posts with label spell. Show all posts

Saturday, September 22, 2018

Spells by Keyword

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.


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.
"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.

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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.

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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.

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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.

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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.



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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!

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.



 
GLOG Wizard - Numismagus

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 GlamourR: 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.
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.
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.
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.
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.
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').
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.
15 Finch – I – speaks and teaches you another language.
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.
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 – Iweak 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 – Ione-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.