Showing posts with label Fantasy. Show all posts
Showing posts with label Fantasy. Show all posts

Clerics

Clerics. Everyone's got their own version of the class and this one is mine. I've seen a bunch that use a d8 for casting, some using d6, and some using words. These are all fine, but they don't seem entirely correct to me. Chewing on the thought, I think it may be because being a cleric (or related modern nonsense) is to give up of yourself in the service of others, but the casting rules for the various versions are all caster centric. Maybe I'm off the mark, but at least a conviction based caster came out of it. 

Strangely it arose from the same line of research that led to the AI as angels idea. Also a Summoner class I haven't fully nailed down. But nevermind that. 


Cleric

Starting Skills: 1) Religion, 2) Herbalism, 3) Brewing
Starting Equipment: Holy Symbol, Holy Vestments, Holy Scripture

A. Tenets of Faith, Divine Casting
B. Ceremonies
C. Divine Guidance
D. Seek Audience 


Tenets of Faith
Replace your Convictions with the tenets of your God. You work for them now. Also, you may have as many Conviction points as you have Cleric templates. These'll be used for your Divine Casting. 

Break the Tenets, lose your casting and extended Conviction pool. These can probably be restored through a quest. These things always are. 

Divine Casting
As an ex-preacher, let me state plainly: Prayer is just second hand spells and religious ceremonies are just rebranded magic rituals. I ain't being edgy, that's just how it is. With that in mind you get a bit of spell casting ability through prayers to your god. However, you yourself are not casting the spells, but rather the god is casting them for you. Trouble is gods ain't like you or me, they're basically bound to their shtick. Where we can know a little about First Aid and Auto Mechanicing, a god of Healing ain't gonna know the first thing about an engine and a god of cars won't know how to repair that weird meat chassis of yours. 

What this means mechanically is that a god will have a Purview (which will be defined) and a Domain (which will be vaguely implied). Prayers casted in the Purview are automatically 6's. Prayers casted in a Domain are automatically 4's. Prayers not in either of this are automatically 1's. Luckily, you're immune to miscast. 

Prayers in the Purview are ones the god "definitely does" where as Domain prayers are the "yeah, sort of, I guess" type. A god of the Forest would definitely "Speak with Animal" or "Find Water" as those are definitely forest related things. A god of the Forest might, probably "Heal" because a forest is a place of growth, but also if your hurt and fall in the forest, it will consume you. Forests don't give a shit. What a god of the Forest won't do is produce a "Fireball" as fire is a forest destroyer. 

Any god with multiple accreditations (ex, god of love and thunder) has multiple Purviews, as each template in Godhood gets you a Purview

While you, yourself, don't have any Magic Die to put towards said prayers, you essentially buy them at 1 Conviction point/MD. They immediately become the relevant above result. So in the above example 1 Conviction point buys you the same result as rolling a 6 on the MD would for Speak with Animal, a 4 for Heal, or a puny 1 damage fireball of fizzled flames. 

Ceremonies
Stolen straight from Arnold K.  Because they are cool. 

Each one takes 2 hours. 

  • Union – People are bonded. If your partner would take physical damage while you are beside them, you can choose to take half of it. If one dies, the others loses 500XP.
  • Funeral – The dead are honored. Everyone gains XP equal to 50% of the deceased's total XP. (So if a PC with 3000 XP died, each of the three surviving PCs will get +500 XP at the end of the session.) This transfer only works from player characters, to player characters.
  • Sermon – You can implant a suggestion in all Neutral and Friendly attendees.  Make a single roll for each (roughly) homogenous group/demographic.  You still need to get people to sit through a 2 hour sermon, and most people are not well-disposed towards religions other than their own.

Divine Guidance
Wizards have to call their familiars and make a contract that will ultimately bring their down fall. Clerics, though, are preapproved and get assigned a companion that will actually try to help them in the form of a lesser angel. Careful through, while familiars vaguely look like animals, angels just outright look like weird shit. Does not count against follower limit. 

Seek Audience
Usually, whenever a cleric and their god have a palaver, it was the god who done the initiating. However, with this power, by getting the GM a beer, the cleric and present PCs, are granted an audience with the god in question. Whether they'll be pleased to see you is another story. Usable once per adventure and lasts for as long as the beer lasts, or until you anger the god. 


Example 

(directly stolen from Branson Reese, because I needed a quick example and I refuse to learn what a "Pelor" is)
Purview: Vacation

Tenets
  1. “It’s 5 o'clock everywhere.”
  2. “We’re here for a good time, not a long time.”
  3. “There is no rule number three.”
  4. “Changes in latitude, changes in attitude.”
  5. “Hell, could be my fault.”

The Tenets take place of your Conviction, so when you get in trouble for following "Hell, could be my fault" you gain a point of Conviction. Which can then be used to power prayers. 

Purview prayers would be along the lines of Comprehend Languages (for understanding locals), Endure Elements (in case you forget the sunscreen), Unseen Bellhop, and Summon Alcohol. Domains would be along the lines of Summon Mount (gotta get there some how), Heal (for the bad sunburn), and Cure Poison (for the bad tummy). Prayers outside of these would be any of the fairly aggressive sort: Fireball, Magic Missile, Acid, etc. When in doubt, talk with your GM. 

Eventually, Danny will send a weird ass, biblically correct flamingo with far too many eyes and wings to assist you in your day to day adventuring and vacationing. Get on good enough graces with him, and that "drop by anytime to use the pool" becomes more than just a pleasantry (once you get the GM a beer, of course). 




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Hydra Knight


Perhaps they were a knight who slew a hydra, only to be infected with the blood in the process. Perhaps they made a poorly worded deal with a fairies to regrow limbs lost. Or maybe some dumb bastard just pissed off the wrong god. Maybe all of them, and they're bound to protect a place, which your PCs just so happen to be robbing. Who knows. 


The Hydra Knight appears as an average height human clad in plate armor, horribly rended. Where their right arm should be two arms grow from the socket. Two hands hang from their left wrist. A tiny, confused head sprouts from an old scar on their neck. 

Removing their helm is not advised. Not for any mechanical reason, but just because they're ugly as hell: a mouth full of too many teeth plus extras, two eyes sharing the same socket (and a third normal eye in it's own socket). Their ears can't be looking too great either.

They smell strongly of copper. 

The Knight's curse is simple: Should they lose a part of themselves, two more will grow back. Lose an arm? Two grow from the socket. Finger bitten off? Worry not, for now there are six on that hand. Cut your leg shaving? Welcome to your new, tiny, vestigial leg.  

Photoshopping on a trackpad is awful. 


The Hydra Knight 


GLoG 

Level 5 (d8)
Defense Plate-1  Attack 5 + (1/extra Arm)  Long Sword (d10) 
Movement 12 + (1/extra leg)   Save 10  Int 6 (Suffering Madness)   Moral 17 
§ Poisoned Blood: Anyone within 5' of a Hydra Knight when it takes damage Save vs Poison
§ Fragile Limbs: Should an Attack against the Hydra Knight succeed by 5 or more, the Hydra Knight loses a limb
§ Regrow Limbs: Should the Hydra Knight lose a limb, two more grow in it's place - almost instantly.


OSE 

AC 3 [16] 
HD 5 (20hp) 
Att 5 (+1/arm) x Longsword (1d10) 
THACO 14 [+5] (-1/[+1] per extra arm) 
MV 30' (10')  (+5 per extra leg)
SV By HD 
ML
AL Chaos 
XP 400  
NA 1 (1) 
TT S
>Poisoned Blood: Anyone within 5' of a Hydra Knight when it takes damage makes a Death save or is poisoned
>Fragile Limbs: Should an Attack against the Hydra Knight succeed by 5 or more, the Hydra Knight loses a limb
>Regrow Limbs: Should the Hydra Knight lose a limb, two more grow in it's place - almost instantly. 

Troika!

Skill 7
Stamina 7
Initiative 2
Armor 3 (Heavy Armor)
Damage as Weapon

Special
>Poisoned Blood: Anyone within 5' of a Hydra Knight when it takes 4 damage and 1 damage per turn until they successfully Test their Luck. 
>Fragile Limbs: If an Attack against the Hydra Knight does the full damage, the Hydra Knight loses a limb. It just pops right off. 
>Regrow Limbs: Should the Hydra Knight lose a limb, two more grow in it's place - almost instantly. 

Mien
1. Curious
2. Wary
3. Hateful
4. More Hateful 
5. Aggressive
6. Aggressive 
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Secret Jackalope 2022

 
I signed up for the Secret Jackalope over on the OSR discord server this year, and was paired up with Azaz from RPG Toolbox, who wanted "A village secrets table -- who hates whom, who's sleeping with someone's wife etc". So, below is just that, a table of secrets. And, because they've been (I assume) very good this financial quarter, I've also thrown in rumors. Ho Ho Ha. 

Village Secrets and Rumors 
  1. Mrs Thelch once described Mme Aelfwear's honeycomb biscuits as "Fine. Maybe a little dry?" while at a harvest festival, in front of everyone. Madam Aelfwear has sworn a blood oath of revenge. 
  2. There's much speculation behind the arcane symbols that appear in the wheat fields from time to time: from their meaning to their sources. Truth be told, it's just the Gerrenth brothers, youths of 15, sneaking out at night and pressing shapes into the fields. 
  3. Reverend Father Rickbranch, in the light of day, is a devote subject of the local, well loved good aligned deity. By the light of the moon, however, he willingly serves Katheres, the Black Goat with One Thousand Eyes, the Chewer of the Cud That Will Flood the World, Bleater of the Final Song. 
  4. Ichabod Slatewater served in the King's War in his youth. He doesn't speak about his service, or the strange spider idol he brought back and has kept hidden all these years. He doesn't speak about it, but he does speak to it. 
  5. Magrit Saurglem, the elderly midwife who has served the village for decades, remembers each and every one of the townsfolk who were born with tails. 
  6. The Duskhorn family were once a proud witch hunters, who retired after a large and successful local campaign. There were, of course, no witches and the family was just blaming innocent people to buy up the confiscated farmland for cheap. 
  7. Mr and Mrs Coldforge have been the ones leaving baskets of food and supplies on the doorsteps of their less fortunate neighbors at night. 
  8. Mr and Mrs Coldforge have been the ones murdering vagrants on nights of the full moon.
  9. The Gerrenth brothers were seen stumbling the roads drunk, near the Duskhorn farms, the night Reverend Father Rickbranch is said to have reported terrible nightmares. 
  10. The mines just outside of town are said to be haunted by the ghosts of the miners who's lives were lost deep within the earth after a cave in. This is a lie. One that was started by a local social group, so they could set up a place to hide from their spouses for a bit. 
  11. Douglas Fir, the tavern keeper, has been watering down his ale's for years. The bastard. 
  12. Most of the stray cats in the town disappeared right around the time when the "strange" family moved in. Nothing happened to them, all the cats are fine and safe, and they all finally carried out their long planned relocation to the Dream City of Ur. The timing was just really coincidental. 
  13. Mr. Mathers is sleeping with Mrs. Weathers. And Mr. Weathers. Mrs. Mathers is also sleeping with both of the Weatherses. None of the spouses knows of their own spouses "rendezvous." 
  14. Rumor has it that there's a trove of silver buried in a fake grave within the village cemetery. This is nonsense. It's electrum. 
  15. Some will tell you "the owls are not what they seem." This is false, they are exactly what they seem: haughty assholes with nocturnal divination abilities. 
  16. The crops only grow because the Coldforges remember what Vazell, Goddess of the Bloody Fields demands. 
  17. The town's water supply tastes rather funny, and not for the high sulfur content of the ground as an "expert" suggest. Rather, the BIG STOMPa and his goblins have moved into the town well. The expert knows this, but he's just 3 goblins in a jerkin. 
  18. If you give a special knock on the back door of the Apothecary shop, they'll sell you a recreational tincture. It's brewed from the Cud of Katheres. 
  19. The Duskhorn family, famous witch hunters, have all been witches for several years now. Who have they been hunting? Not witches. 
  20. Most of the recent vagrants lately, have been werewolves, summoned there by Madam Aelfwear. 
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1d78 Imp Names

 Sometimes, imps have names. Other times, imps need naming. That's where this here list comes in. 

The generator is a tarot deck...if that ain't obvious at first glance. 

Mine Imps Are Named Thus

Cups
1. Ilemauzer
2. Pyewackett
3. Jarmara
4. Vinegar Tom
5. Griezzell Greedyguts
6. Pecke in the Crowne
7. Sacke & Sugar
8. Howes
9. Holt
10. Without the Light of Mythras You Are Lost
Pg. Tequila Greene
Kn. Ignoble
Qn. Flytwynne
Kg. King of Fleas

Pentangles
1. Marqueenal
2. Muddy Boot
3. Vaajazzle
4. Creedence
5. La Puerta
6. Abatu
7. Mandragoras
8. Flereous
9. Cheddar
10. Succorbenoth
Pg. Zeernebooch
Kn. Forelorne
Qn. Sprockette
Kg. Iambic Pentameter

Swords
1. Flight of Fancy
2. Azzetha
3. Fynnegaine
4. Fillup Quinn
5. Pickles
6. Thrice Damned
7. Deare & Darling
8. Waegmund
9. Wiglaf
10. David
Pg. Zarynth
Kn. Divine Authority of the Church
Qn. Callath
Kg. Tobacco Red

Wands
1. Verdelet
2. Xaphan
3. Cry of the Crows
4. Banjo
5. Fennel 
6. Dozzle Boggyeye
7. Zaebos
8. Abdelmauze
9. Prince to Porcupines
10. Petracore 
Pg. Chorizo
Kn. Prithywinke
Qn. Pokett Shrymp
Kg. Tepid

Major Arcana
1. Rothka
2. Z
3. Glasseyed Dongle
4. Forgotten Abode
5. Kyzenth
6. Tlyne
7. Wordless Cries in the Night
8. Bacon & Eggies
9. Caskmyre
10. Friend of Want
11. Kyporth
12. Oyster
13. Abmoral
14. Thezal
15. Numb in the Hands
16. David 2
17. Reflections of a Wasted Youth
18. Terrorbyte
19. Farthmel
20. Fooshoole
21. Opossum in the Hen House
22. WE'VE BEEN TRYING TO REACH YOU ABOUT YOUR CAR'S EXTENDED WARRANTY
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d66 Books to Find in a Dungeon

Why?

Why not?

Titles and subtitles are in bold, descriptions (if applicable) are not. 

1
1. Delver's Delights: 101 delicious recipes for the desperate or devilish pallet, ranging from cannibalism to veganism.
2. Smells of the Underground: Methods for detecting poisonous gases by smell alone.
3. Gem Collector's Field Guide
4. The Handmaid's Ankles and Other Lusty Imprints: A collection of imprints made from erotic wood engravings
5. A Beginner's Guide to Trap Finding: Found on a skeleton still caught within a trap
6. From Slave to Pirate Caliph: The Unlikely Life of Captain Tuberous Flynn

2
1. Tuberous Flynn and the Phantasmal Kraken: a fanatic's fiction
2. The Twelve Holy Geometries and the Singular Forbidden Shape
3. Orphans: the Under-Used Byproduct of Industrialization
4. Of Mimics and How to Find Them: The book is definitely a mimic
5. Fire Safety for Dummies: The book is partially singed
6. The Words of St Farious Unto the Emancipated Collectivists of Gren: A Mediation

3
1. Songs for the Underworld: A collection of spirit bolstering hymns to sing in the gloom of the underworld
2. Snakes, the True Messiahs
3. "S" or "F": a self guided practice for improving handwriting
4. Down Where the Stars Can't Find You: A Treatise
5. You Don't NEED That Part: A beginner's guide to emergency field chiurgeonry; 2nd printing, now with helpful diagrams
6. Barthwyn's Guide to Illeism

4
1. They're Not Your Party Member Anymore: Tips for handling the undead
2. Bugonia and Other Rituals: A collection of spontaneous generation recipes
3. The Cruelties of Eidos and Pneuma
4. The Heresies of Tannhauser
5. Physics and Other Superstitions
6. The Six Holy Sounds and How to Find Them in the Underworld

5
1. auream formidinem: Unsure what this is, but the images on the gold leaf pages sure are pretty in their movements
2. Katabasis: A Rule Book: Never been opened
3. Lichen Constellations: Navigation on an Underworld Sea
4. A Heretical History of Empires Past and Future
5. Flamingos: Fact or Fiction
6. Collected Works of the Poet-Kings: It's not great. 

6
1. A Pamphlet for an Anarch Werewolf commune
2. Number Witches: A Growing Concern
3. Cataphatic Theology and other Heresies
4. Ten Things Zegrem Hates: It only goes up to six
5. A Sinful Bible that escaped the burnings
6. Parchment covered in pictograms detailing the next few rooms
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Shadowrun, but GLoG

It's that time of year, again, where I reread Neuromancer. Which means I'm back on my shit. 

I started this months ago and originally intended it to be a Shadowrun mod for CyberGLoG, however, in delaying, I have missed goblinization day. Would've been perfect. But it's gone now, so forget it. Instead I'm switching to an even more popular setting: Bright. (Hell, I think I've now missed THAT date. I refuse to look.) 

Only thing is, I remember very little about the world (there's a walrus-man, maybe?) and I refuse to rewatch it. Also, most people bring some sort of baggage to any IP, no matter how close to the source material. So, as with most things in life, I'm making shit up. 

(Edit, Sept 28: Grimlucis has dubbed the setting "GoblinBright." This will be stolen in future usage.) 

Metatypes

In Shadowrun Bright, if you wanna play a metahuman (them's your demihumans), you gotta spend character creation points to pick up the metatype. Well, there ain't no points here. In the GLoG you're human unless you take another species template at level 1. Here's no different. Below is the Bane and Bonus gained from the racial Template A.

You may notice the flavoring is different here. That's 'cause the only difference between Human and Metatype in Shadowrun Bright is some stat bonuses and the occasional ability to see in the dark. Not exactly thrilling stuff. Yes, yes, in the grand scheme of the corporate machines we're all the same; human, elf, dwarf - all just drones to turn a profit for the CEOs. But there's also blood magic, and Chicago has been nuked, so you might as well spruce things up a bit.

Though, if you want to use the ability bonuses and boring sight modifiers, I can't stop you. Only judge.

Elves

You're a member of a lesser Physical offshoot of the race that constantly sings reality into existence. You were born and have lived your entire life in the Physical, and are probably doomed to become a corporate cog. Some of you have set up shop in British Columbia, screaming about Tir Na nOg and full ascension into the True world - but those are just fever dreams, hardly different from Smith and his Eden. ...or is it?

Bonus
     Farstep: You're able to slip briefly into the True World, in all of it's Dimethyltryptamine soaked, fractal-hell glory. Once per session you can slip through the cracks in reality and find a "short cut." Teleport 5*(level) feet in any single direction.

<Sidebar>
If you're looking to actually make this closer to Bright, for some reason, replace Farstep with Smell Magic. It's like detect magic, but scent based. I recall them elves in the moving picture doing a lot of sniffing around potentially magical things.
</Sidebar> 

Bane
     Radbane: You're Physical, but are still affected by incorrect lyrics in the True World. As such, you suffer twice the damage done by radiation attacks. You also have a 1-in-6 chance of suffering an immediate mutation from the radiation.

Dwarf

The elves refer to your people as "maggots." Rightfully, you're offended, but, also, in the previous age your people spontaneously generated from the body of a dead giant. But not just any giant, The Giant: Ymir. So, there's that. While your people were, and are again, accused of inflicting mental diseases on people, this isn't exactly true. The best you can do is drunkenness, really.

Bonus
     Blood of Brimir: Once per day you can force a target to make a Save vs Mind Effect. Failure means they assume your level of Drunkenness, until healed normally.

Bane
     Bone of Blainn: You're heavier than you look, as your bones are laced with iron, to the point of your Movement speed is reduced by 4.
     Also, no matter what language you speak, and no matter where you were born, you speak in a thick German accent. Scientists don't know why. I don't either.

Orc

Your folk were once humans - specifically French/Spanish Cagots from the Pyrenees - but at some point in the timeline of things, a BBEG needed an army, useful pawns, and/or general servants. A series of empty promises, cruel magics, and hogsheads of strange alchemical cocktails later the orc was born. Born? Crafted. Designed for war and war byproducts, Orcs tend to be harder than average to kill, fighting long after mortal wounds should have claimed them. After the BBEG's plans fell to ruin, Orcs faced a difficult reintegration into human society and - who am I kidding? Humans are shit, they still face a difficult reintegration, centuries later. 

Bonus
     Hard to Kill: When at 0 HP or below, you may spend a Conviction point to ignore Lethal damage for 1d6 rounds. 

Bane
     Won't Back Down: A successful Wisdom check is required in order to retreat from a fight you've been injured in. 

Troll

While Elves, Dwarves, and Ork can potentially blend in to a crowd of humans, you, yourself, are a big hulking form of a man. Well, not a man, exactly, no. Man-like, rather. With green fur and a large nose, you look like something that crawled out of a John Bauer picture.

Bonus
     Troll Skin: Restore 1 HP per round. Fire damage stops this effect, until a long rest, where it's heavily implied you've cut away the burnt sections and allowed your body to regrow.

Bane
     Troll Metabolism: You require double the dosage of consumables to have ANY effect when applied to your person. Also, because your body repairs so quickly, it will reject any Augment without a steady dose of immunosuppressant. The medicine also stops your Troll Skin from working while it is in your system.

Archetypes

In Shadowrun Bright there's not really set classes, just a lump of skills and abilities for point buy, with examples of archetypes to give you an idea of what you're building. Obviously, that's not gonna work for this situation. Given CyberGLoG is built on the GLoG chassis, jamming fantasy templates into the cyberpunk system is easy enough. I've got some more specific ideas ticking around, but here's my suggestions for fixing the already made templates to what's missing in the setting. 

Magic
Just take your favorite Wizard class and jam it in. Simple. Some additional spells at the bottom. Magic learning is done in the usual mechanical fashion, but now includes resources like YouTube and "...For Dummies" books. 

Adepts
Sounds like a Monk to me. Shoot, the original fluff even says "A monk did it." I think. I could be making shit up again. I refuse to check. 

Mystic Adepts
Multiclass between Wizard and Adepts.

Technomancers
Go away kid, you bother me.

...Actually, SquigBoss' Sorcerer (or Skerples' Sorcerer, I guess) using the listed Programs.


Spells

Originally, I was looking to convert the core book spells to GLoG versions, but god damn they're not great. And I enjoy the game. There's 18 versions of the same spell. Eighteen. Then there's spells for boosting a resist before you ingest a toxin and boosting a resist after you ingest the toxin. Why? They're the same spell, just casted at a different time. I mean, I've half assed writing assignments and used meaningless filler text in order to reach a certain word number length, but that wasn't for something getting published. I don't know. 

Some of these spells may seem over powered. That's fine. I want you to be tempted to use them; invest all your casting dice. Triples aren't THAT likely. (heh heh heh)

New Mechanic: Mixed Success
Pilfered from here. Casting dice are invested normally, however only the highest result is considered. More dice invested, higher chance of a better result. Doubles and triples still apply.
  • 1-3: Mixed Success
  • 4-5: Full Success
  • 6:    Critical Success

New Mechanic: Burnt Dice

By voluntarily sacrificing a Casting dice, you can occasionally augment a spell in a way detailed.  Burnt dice do not return to your hand (nor are they rolled) until you normally replenish them. 

Combat Spells

(Element) Ball
R: 200'  T: 20' area  D: Instant
You hurl a magical bolt of a chosen element at an area, doing [sum] damage to all objects. Elements to choose from: Acid, Electrical, Fire, Force, Ice, Radiation, Stun. Each element is a different spell and must be learned separately.
[Burn] a dice to allow for 1 ricochet per burnt dice.
[Burn] a dice to allow for a delay in explosion equal to the rolled value of the burnt dice in rounds. 

Yep, that's it. That's the entire original Combat Spells section summed up into one spell. Saved ya two pages. Even spiced it up a bit. 

Detection Spells

Analyze
R: 50'  T: Individual/Object  D: Concentration
The spell allows you to analyze the target of the spell, gaining some insight about it. Some appropriate targets are (but not limited to) devices, magical objects, people, or the words they're currently speaking.
   
     Mixed Success - Vague details only
     Full Success - Vague details with minor specific details
     Critical Success -  Exact, specific details of everything detected

Clairsavoir
R: [dice] * 10'  T: Point in Space  D: Concentration
You conjure an invisible sensor to a point in space, whether you can see it or not. As long as you can maintain concentration you're able to see through this sensor as if it was part of your normal sensory range. Unless you're blind, then you gain normal vision. Using an item as focus for the scrying (mirror, fire, bowl of water, etc) increases the range to [dice] miles. 
[Burn] a dice to allow for an additional sense to the sensor: hearing, speaking, smelling

Combat Sense
R: Self  T: Individual  D: Scene
Target has a [dice]-in-6 chance of still acting when surprised. 

Detect
R: 500'  T: Self  D: Concentration 
Six different spells, learned individually. Detects the presence of a type (see below) and provides some details of the detected. Casting dice are invested normally, however only the highest result counts for result. 
     Types
  • Enemies - Those that currently seek to do you harm. 
  • Individual - A specific person, chosen during casting. 
  • Life - Living things. Not spirits, nor robots. 
  • Life Form - All of a specific type of life form (human, elf, dog, etc); target named while casting. 
  • Magic - Detects all spells, artifacts, casters, spirits, etc. 
  • Object - Detects a specific type of object (guns, explosives, spoons, etc); target named while casting. 
     Mixed Success - Vague details only
     Full Success - Vague details with minor specific details
     Critical Success -  Exact, specific details of everything detected

Mindlink
R: 100'  T: Individual  D: [sum] minutes
Allows mental communication between the caster and the target, allowing for exchange of conversation, emotions, and mental images.
[Burn] a dice to add an additional target to the conversation. 

Mind Probe
R: 20'  T: Individual  D: Concentration
Sometimes talking is too slow, and you need to pry the answers out of the target and move on. Target is very much aware of the probe, but not  necessarily the source.

     Mixed Success - You can only read the target's surface thoughts
     Full Success - You can find out anything the target consciously knows and view recent memories.
     Critical Success - You can probe their subconscious, gaining information the target might not be aware they have

Health Spells

Antidote
R: 20'  T: Individual  D: One day or until used
Allows a second Save vs Poison for the target, should they fail the first, made at a +[dice] to their Save.

Decrease/Increase Attribute
No.

Detox
R: Touch  T:Individual  D: Instant
Purges the target of a named chemical (drug) in their system, doing [sum] stun damage in the process.

     Mixed Success - Ends the side effects, but addiction remains. 
     Full Success - Ends the side effects and removes any addiction. 
     Critical Success -  As above, but makes target immune to the drug for [sum] day. 

Heal
R: Touch  T: Individual  D: Instant
Heals a target of [sum] hit points. This spell can only affect the target once per sun across the horizon. 

Increase Reflexes
R: 50'  T: Individual  D: Concentration
Increases the target's Initiative check by [dice]

Oxygenate
R: Touch  T: Individual  D: [sum] minutes
Allows a target to hold their breath for the duration, before their natural breath holding duration takes over.

Resist Pain
R: 50'  T: Individual  D: Concentration
Reduces the damage a target takes by [dice] and makes them immune to Stun damage. 

Stabilize
R: Touch  T: Individual  D: Instant
Removes [burn] Fatal Wounds from the target.

Illusion Spells

Argh. Good lord. There's three spells in this section spread across...Jesus, nineteen. Gonna trim some fat here. 

Disguise
R: Touch  T: Object  D: [dice] hour
You wrap an object in a veil of illusion, allowing it to appear as another object of the same sort and size. You know, "disguise" it. 

Hallucinations
R: 50'  T: [dice] * 5' diameter  D: Concentration
You create a perfect representation of whatever object or creature you wish, in one of the traditional senses. This recreation is able to move or sound or smell however you determine, as long as you concentrate. This spell can only 'add', not 'subtract'. 
[Burn] a dice to add an additional sense to the hallucination. 

Obfuscation 
R: 50'  T: [dice] * 5' diameter  D: Concentration
Where the Hallucination spell adds, Obfuscation subtracts - removing an object/person from sight, muting a sound, destinking a stank. As long as you concentrate. 
[Burn] a dice to cloak an additional sense


Manipulation Spells

Animate
R: Touch  T: Object  D: [sum] minutes
Gives inanimate objects the horrific ability to move on their own. Target objects effectively become 1HD creatures with the intelligence of a trained dog. A dumb one. 
[Burn] a dice to animate an extra object. 

Armor
R: 50'  T: Individual  D: Concentration
You solidify a field of magic around the target, adding [dice] to the target's armor score and taking up the same amount of inventory slots. 

Barrier
R: 50'  T: Area  D: Concentration
Actually two spells which are learned separately: One for magic, one for physical. You generate a translucent, but shimmering, wall with 10 square feet of surface area per [dice], shapeable by you, that is one inch thick. A Physical Barrier stops physical things like bullets, cars, fleeing bystanders; while a Magic Barrier will stop anything with a magical aspect. If you think it has a magical aspect, it probably does.  

Command
R: Hearing  T: Individual  D: [dice] rounds
Target saves or obeys a [sum] word command. 
[Burn] a dice to extend the duration for rest of the scene. 
[Burn] a dice to effect an additional target. 

(Element) Wall
R: 50'  T: Area  D: [dice] rounds
See those elements listed in (Element) Ball? Now you can apply them in a [Sum] square foot wall. Apropos of nothing, a sheet is just a wall laying down. 

Yeet
R: 50'  T: Object  D: Instant
Flings an unattended target object at a secondary target. Weight of the object effected and damage done determined based on success: 

     Mixed Success - Up to 20 lbs (9kg). Damage as light melee weapon. 
     Full Success - Up to 200 lbs (90kg). Damage as medium melee weapon.  
     Critical Success -  Up to 2000 lbs (900kg). Damage as heavy melee weapon. 

[Bring] the GM a beer to effect animals/people. 
[Burn] a dice to change the Duration to "Concentration" to levitate the object instead. 

Counterspelling and Dispelling

They're basically the same thing. Counterspelling is done while the spell is being cast (automatically failing your next Initiative check), where as Dispelling is performed while the spell is being sustained. The process is simple, but horribly dangerous, as the counterspeller vomits out a bunch of random magic energy in the hopes of something else happening. 

Counterspell
[Burn] dice in an attempt to cancel out the target's MD rolled. The caster's higher roll cancels out the target's lower roll. Should any MD from both sides match, both the caster and the target suffer the Mishap effects. 

Dispelling
[Burn] dice to attempt to unravel the delicate magics sustaining a spell. By vomiting on it. With magic.

     Mixed Success - The effect is reduced by [Burn] or [Sum] as appropriate, with Doom
     Full Success - The effect is reduced by [Burn] or [Sum] as appropriate, with Mishap
     Critical Success -  The effect is completely ended. 


In Closing

This is all derivative garbage, but it's outta my system now. Thank god. I'm finally free. 

(Edit, Sept 28) Additional resources from Darkworm Colt, of whom I have never interacted with: 
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Well of the BIG STOMPa

 

Are you in the need of a one page dungeon to fill a gap in a campaign? Something short and simple to take up a session? Got players dumb enough to climb down a well?

Then I got a little something for you:


Well of the BIG STOMPa




The situation is simple - whatever crummy little town you're nearest to has a well infested with a goblin gang led by the villainous BIG STOMPa. At night they crawl out and steal shit: chickens, farm tools, signs, latrines, you name it. Also there's a gelatinous cube for some reason.  The town would be mighty appreciative if you went down there and cleared it out, so their drinking water didn't taste like goblin pee anymore. 

Caution though, BIG STOMPa wields dangerous artifacts of cruel goblin magics: Goblin stilts that make the wearer TALLER. He is the boss because he is the tallest! Do you DARE confront him?


 

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Spell Wall

Wizards and magic. It was only a matter of time before some jerk weaponized them into War Mages. 

Then it was only time before someone countered the War Mages. That's where the Spell Wall comes in: shield fighters trained to redirect enemy caster's magics and use it to bolster their own abilities. 

Requires an equipment endurance system to keep on the level. 

What'll be made to counter these? Something terrible I bet. Arms races always are; you start off with a pointy stick and end up with cyborg-tarrasque. 


Spell Wall

 Every template you take gives you a +1 to Shield Endurance. 

Starting Equipment: Standard Shield, 3 blank scrolls or 1 active scroll, shield repair kit
Starting Skills: 1) Magic Lore; 2) Military History; 3) Blacksmithing

A. Field Repair, Magic Absorbing, Magic Channeling
B. Nemo's Ingenuity 
C. Hold the Line, Magic Eater
D. Vomito Magicae

Field Repair
Once per day, during a short rest or lunch, you're able to restore the condition of your shield, should you have a repair kit at hand. This is opposed to only during a long rest. 

Magic Absorbing
While you don't generate magical energies yourself, you've learned to absorb energies directed against you. When holding your shield in hand, you can absorb and store 1 MD per Shield Wall template, until used. To do this, Save vs Spell (even if the spell typically doesn't offer a Save) - on a failure you suffer the spell normally. On a success, the spell carries out as normal, however you get to choose the dice being absorbed. Dice showing 1-3 do 1 endurance damage to your shield; 4-6 do 2 endurance damage. MD absorbed in this way do not return to the caster's pool until it naturally refills.  

Magic Channeling
Now that you've contained the spell, what are you gonna do with it? You've got a couple of choices: 1) Use it to boost your Save Vs Magic 2) Channel it into a blank scroll when you have a safe moment to concentrate

Nemo's Ingenuity
"I jus' 'acked i' on 'here, didn' I?"
Your shield hand now counts as "free" for the purposes of using a scroll. Because you've tacked it on there. With a tack. Wizards cower at your arcane prowess. The scroll is still consumed upon casting. 

Also, you can now immediately channel a spell into a blank scroll on the back of your shield. 

Hold the Line
You've formed a unique bond with your shield and, let's be honest, it's gonna take a lot of punishment in your line of work. To counter that, you're now able to channel the magic in your head into your shield in order to repair endurance checks at a 1:1 MD cost.

Additionally, when you channel MD to boost your Save vs Magic, you do so for people in 10' radius around you. 

Magic Eater
When things are proving difficult, you can consume a scroll via your mouth, with your teeth, to gain a magic di. 

Vomito Magicae
Again, you're no wizard: your control over these spells in your head is tedious at best. Sometimes it's best to let them out. As an interrupt action, while a caster is casting, you may release any number of stored MD you have in your head. These are rolled in conjunction with the caster's and count in terms of double/triples/quads. 


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