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Dangerous and Forbidden (NKOG: Spell Tomes)
TOC
Evocation: Destructive magic calling upon the 7 draconic elements.
Curse Magic: The dark side of the feyborn magic, learned from the hags
Trickster Magic: An eclectic collection of stolen spells used by those who prefer windows to doors.
Diabolism: Magic that breaks one of the 3 Laws of Magic, it risks the safety of the world by pulling Daemons from the Chthonic realms.Evocation
Written on paper-thin slices of dragonscale this book can withstand the harshest of conditions. However it has still been worn by the ages. The harsh lines of Draconic in this tome detail the magic of dragons.
Cantrip: Elemental Blast
Slow
You may throw one of the 7 destructive magics as a blast of energy, as if it were a regular ranged weapon with no tags, you may use your INT or CHA in place of DEX. The attack deals 1d8 damage of your choice of; Fire, Cold, Lightning, Acid, Plague, Thunder or Light.Destructive Spells
Destruction magic functions differently to the way most spells do, they are flexible in a way, their simple nature allows for casters to adapt the spell to the situation.
Instead of spells you have Forms and Elements. Each element has a unique effect on the spell, while each form changes how the spell is expressed.
When taking a single spell from this list chose a single Form, being able to cast it with any Element.Element
The elements effects can be negated or reduced by certain effects, eg. dousing yourself in water, drinking an antidote, redirecting the lightning with a metal cable.
Fire: Damaged targets take an additional [dice] damage and also become Burning.
Cold: Creates icy ground, in the area of the spell + a [dice]×5ft radius, characters who walk through the icy ground must save or fall prone and end their movement ℗ and take 1d6 damage (f).
Lightning: The attack chains, dealing half damage to [dice] additional targets in close range of a each other. Spreads in water and damages all characters standing in the water.
Acid: The attack also reduces the enemies armor by [dice].
Thunder: The attack knocks the target(s) back [dice]×5ft and deafens them.
Plague: The attack also reduces the targets maximum health by [sum] (after dealing damage) until they recover.
Light: The attack also blinds the target until the end of their next turn.
Forms
- Blast
Slow
Deals [sum] damage to all targets in a [dice]×5 ft. radius around a point you chose within Medium Range. Save PHYS for half damage.- Ray
Slow
Deals [sum] damage to [dice] targets within Far Range. Save PHYS for half damage- Wall
Slow
Create a wall 5 ft thick and up to [dice]×40 ft long. This wall can be in any shape you choose. This wall blocks line of sight and deals [sum] damage to any creature that passes through it or is within the area of the spell when it is cast. Any character within the effect when the spell is cast must move out of the effect, they may save PHYS to avoid taking damage.- Armor
Slow, Concentration
Conjure an elemental barrier about a close ally (including yourself), this grants a base armor of [dice] and any character who enters melee range of the character must take [sum] damage or save PHYS for half.- Breath
Slow
You grant a creature you touch the ability a breath weapon. They may, as a fast action, exhale a [dice]×10 ft cone of elemental force, dealing [sum] damage to all character within. The ability ends when it has been used or at the end of the scene.- Storm
Slow, Concentration
You conjure a massive storm over [dice]×40 ft radius centered on yourself, characters you choose take [dice]d4 damage each turn they remain within the radius.- Call
Ritual(1)
You call down an almighty elemental force centered on a single target you can see within far range. When the ritual completes, the target takes [dice]×[sum] damage.Secret Spell: Prismatic Beam
Slow
This powerful spell is as uncontrollable as it is powerful. For each character, including yourself, within medium range roll a d6 twice for a Form and Element, the rolled spell is cast targeting or centered on that character. Each spell is cast with the [sum] and [dice] you cast this spell with. Any concentration spells last [dice] rounds.Curse Magic1
Written with blood on bark and flesh, bound in hair, this tome whispers when left alone. Within the names and desires of 7 Maledictions are described, they can be called upon to curse your foes.
Cantrip: Paranoia A character you can see will become suspicious and convinced they are being watched for the rest of the day. This effect becomes more powerful the longer it effects them, by the end of a week of constant casting they will be unable to sleep.
- Confession
Ritual (2)
You complete a ritual while touching a character, they must answer [dice] questions you ask truthfully, or they take [sum] damage as they are mentally flayed. Trained characters can save MENT to avoid flinching.- Crown of Madness
Slow spell
A creature you can see that can hear your words will be struck by madness for [dice] rounds, attacking the nearest creature. They can save MENT each turn to do nothing instead.- Feast of Ashes
Fast
You curse a nearby creature, they experience unassuageable hunger for [dice] Days. They will not die, but feel as though they are starving; worse, eating food causes them horrible nausea.- Fester
Slow
Reduce a close creatures max HP by [sum] for [dice] minutes. If you cast this spell on a sample of the targets blood the spell lasts for a day, and you may cast the spell on the vial each day to maintain the effect. Each day you extend the spell in this manner, the targets max HP is reduced by a further [sum] as they become more sickly and feverish. Once they are reduced to zero HP they die when you wish it.- Lipstitch
Slow
A character in Mid Range has it's lips sewn together. Their HD can’t be greater than the [dice] invested. The victim can cut their lips open again, but they take [sum] damage in the process. The victim can unpick their lips over minutes to take no damage from this.- Numb
Quick
[dice] Wounds you put your hands on are numbed for [sum] hours, characters take no penalty from those wounds for the duration and are not incapacitated by a mortal wound. However the targets will gain a new wound when the duration ends as the damage is worsened by their actions.
Grants a [dice] bonus to surgery or similar procedures while numbed.- Bind Thrall
Ritual (2) You can bind a creature in medium range to be your thrall for [dice] days or save MENT, modified by the difference between HD and [dice], to be bound for [sum] hours instead. You must know their name and have a lock of their hair or drop of blood. The spell can only effect creatures of less than [dice]×3 HD.
A bound thrall must follow your commands and obey any actions given while bound. If the action would be harmful to it it may save to disobey. This doesn't change the creature's opinions or perspective of you, it just forces obedience onto it.Trickster Magic
Passed down from mage to mage this tome is a puzzle of it's own, ciphers, fake spells and countless annotations from past users. For those willing to take the time to decipher it however the secrets within can be teased out and used for some fun.
Cantrip: Sleight of Voice
When someone speaks into your cupped hands you can catch words and place them elsewhere. The words will be audibly spoken when you wish it from wherever you place them. These words can be used for the Verbal Component of spellcasting.- Forbidden Text
Instant
When you cast this spell you also cast another spell you know or have a scroll for with [dice] MD. You do not expend these additional dice. When somebody reads the text the spell will be activated, being cast centred on or targeting the reader. Surprised targets do not get a save against spells cast in this manner.- Rope Trick
Slow
You grab a rope and fling it into the air, at which point it catches on nothing. If you climb this rope you can enter into a hidden space, you can see outside of this space as if through frosted glass. The rope needs to remain touching the ground or another solid surface for the spell to remain active. The space can fit [dice] characters comfortably and lasts [sum] hours before it begins to droop and fall apart.- Baleful Exchange
Fast
You may select yourself or an object you are touching that is no larger than a person and [dice] additional characters or objects within [sum]×25 ft to instantly swap places. You decide where each character ends up but they must all change location. Each object or character must be connected to you by a solid object such as the ground to be exchanged.- Inversion
Instant
You can cast this as a free action, whenever someone else casts a spell. You invert the effects of their spell. Fire becomes ice, healing becomes hurting, raising the dead means casting down the living, etc.- Snatch Memory
Slow
You may select a character who can see you and with a clever flick of the hand steal a Memory from their mind. If you take the memory of a skill or ability, such as attacks, they will have a [dice] penalty when attempting to do something related to it until they take [sum] hours to retrain the missing knowledge. If you take the memory of a power or spell they must Save MENT to use it until they rest overnight. Other memories are less hardy and are lost until they are returned to them.
Memories appear in the form of small trinkets with a dream-like appearance, you can observe these memories by clutching them as you sleep. Spells can be cast once as if from a spell scroll however you must still invest MD.- Reduction
Slow, Concentration
You may select [dice] creatures or [sum] slots of gear within close range to reduce in size and weight by a factor of 5. When concentration is ended the object will return to full size instantly, you may end concentration on individual objects or characters as free action.
Shrunk Characters take up 1 slot if carried, deal one fifth damage and take a -3 penalty or bonus to any relevant checks.
If cast as a Ritual(10) the spell does not require concentration and instead lasts [sum] hours.- Shapechange
Slow
A creature within Close Range is turned into an animal of your choice with no greater HD than their level for [sum] hours. An unwilling creature can save PHYS to change this to [sum] rounds instead.
The creature gains no benefit from any of their special abilities unless they can be sensibly used by their new form, but does gain the abilities of their new form. All damage and injuries are reflected between the original form and polymorphed form.
The spell ends when you wish it to, the duration ends or the polymorphed creature is reduced to 0 hp, although the character will suffer 1 wound from this.
If you invest at least four dice, this spell lasts indefinitely.School Secret: The Manse of the Knotted Lord
You discover the elaborate buckle on the book is actually a puzzle. This puzzle will take at least a session to solve, or as long as the GM needs to prepare. Once solve the puzzle becomes a key, when this key is inserted into any door the door will instead open into the Manse.
The Manse is an expansive pocket dimension made of stolen buildings and objects. Your key will always open into the same initial building and your entryway will open to the last door your key was used on.
The buildings of the Manse are still inhabited by the creatures that were living in them when they were stolen. Each building is separated by a door with a unique puzzle that must be solved to pass. This prevents these creatures from traveling, however it does not stop the phase spider infestation.
Diabolism
An inconspicuous tome appearing to be a diary at first glance, the spidery writing within details the rituals needed to breech the planar barrier. The list of names once written in the tomes back end is stained in blood, only a few names legible in the mess.
Much like Evocation this Tome of magic functions differently to others, it has only 3 spells, each additional spell beyond those (4 if you take the entire Tome) is a Name you know of a daemon you can summon.
Cantrip: Line of Salt
When you lay down an unbroken line of salt you can bless it to slow any Daemon of less than [level] HD from crossing it. It will take them 1 additional round, or 1 hour if reinforcing a houses threshold.- Bind Daemon
Ritual([dice])
You attempt to bind a daemon of [dice] HD or less to your Will. The daemon, or it's summoner may save, adding the difference in their HD and [dice] to their save. Daemons you know the name of automatically fail their save, but their summoner can still save for them, with a [dice] penalty. If they fail the creature is bound to your Will, for [dice] hours, or rounds on a successful save, and must follow your commands. The GM will let you know their Will cost now, and you will suffer any consequences.- Banish
Ritual(1) You reach into the planes and attempt to pull a daemon of no more than [sum] HD within Mid range back to it's home plane. It, or it's summoner, must save or have the creature Banished to it's home plane. On a successful save the daemon is instead slowed for [dice] rounds as the fabric of the world pulls at it.
- Summon Outsider
Ritual(2) You summon a creature according to the rules below, this creature may have [dice] traits beyond its tier. It lasts for [sum] hours before your binding will expire. At which point you may chose to Banish it without risk or retain it's services for an additional [sum] hours but it's Will cost doubles.
Summoning
You have a pool of Will equal to 2 + INT + CHA. If you summon more creatures than your Will can support you must Save MENT or have them escape your binding being free to do whatever they wish.
A summoned creature costs 1 Will for every 4 HD, a creature will have 1 trait for each Will it costs to summon. You may call upon a creature with a Will to have more traits. You may call upon a summon with a maximum of [level] HD.
When you Banish a summoned creature you regain the Will invested in it, however if a summon is destroyed, or banished against your will, you do not regain the Will until you Recover.
When you summon an unnamed creature you may choose 1 trait, this is guaranteed, then roll a d12 for each additional trait. You may reroll the resulting creature at a cost of 1 less trait.
Named summons are creatures whom you know of their name. These summons always have the same traits when summoned, as a skilled Diabolist you begin knowing 4 names (or 1 for each spell additional you would learn from this school).
Daemons2
Traits
d12 Ability 1 Evil Eye: Summon can, as an action, give a nearby enemy a -HD/2 penalty to checks and attack rolls. Only one curse can be active at a time. 2 Fidgeting Hands: Summon can, as an action grant an ally favor, granting a +1d bonus to a non-combat skill check 3 Skittering Legs: Summon can swim supernaturally fast, Climb walls like a spider, jump incredible heights or some other supernatural method of mobility, not including flight. 4 Blood for Blood: Summon can, as an action, heal a close ally by 1d8, losing the same amount of health. 5 Feral Pact: Summon can command animals of the same general type as the monster. Animals will follow these command provided it's not contrary to their nature. 6 Glistening Muscle: Summon has incredible strength, being able to lift wagons effortlessly. However this strength is too slow to use in combat. 7 Shadowy Physique: Summon can move through any barrier that isn't watertight without impeding its movement and is invisible. However it has limited effect on the world and cannot make attacks. 8 Deceptive Innocence: Summon appears to be a normal mortal to casual inspection. Careful inspection will reveal it's uncanny nature. 9 Born of the Hells: Choose a type of damage appropriate to it's nature, the spirit becomes immune to that damage. This cannot apply to normal weapons or attacks. 10 Stolen Talents: Choose simple skill, like smithing, history or hunting. The Summon gains it as a skill equal to it's teir. 11 Thirst for Blood: Summon gains a bonus to hit equal to your Int bonus, however it will resist commands to spare downed opponents or stop attacking. 12 Hunter of Mortals: Summon can see in complete darkness and identify scents. Greater Traits
The following Abilities can be granted to a summon of 4 HD or above by expending an additional 2 Will, a summoned creature may only have 1 greater trait.
Airy Steps. The Summon can fly at it's normal rate, at 4 HD summons can carry a character, if slowly. At 6 HD it may carry characters effortlessly or multiple slowly.
Aura of Destruction. Characters in engagement range with the summon will take HD+2 damage at the start of it's turn.
Hideous Talons. The summon has natural weapons that grant it additional power, you may select 2 weapon tags to add to it's attacks.
Iron Eidolon. With scales, armor or some other defense the summon gains 4 armor against non-magical attacks.
Myrmidons Sheild. The Summon may, as a reaction, take a hit an ally in melee range would have taken.
Example Summons:
Hit Dice: HD (HP)
Armor: 0, PHYS: 10-½HD , MENT: 10-½HD
Skill: +½HDAttack Range To-Hit Damage Rusted Blade Melee HD Weapon Mut, Lesser Imp (1 Will)
This small imp was tricked into giving it's name away long ago, now many summoners make use of it for housework and menial duties.
Hit Dice: 1 (4)
Armor: 0, PHYS: 10+ , MENT: 10+
Skill: +2 (Housekeeping)Attack Range To-Hit Damage Claws Melee 1d 1d4 Traits: Stolen Talents (Housekeeping)
Dhark, Brute of the bloodwar (1 Will, Level 2)
A brutal and cruel being it cares not that it's servitude is demanded, only that it gets to spill blood.
Hit Dice: 2 (8)
Armor: 0, PHYS: 9+ , MENT: 9+
Skill: +1Attack Range To-Hit Damage Rusted Blade Melee 2d+INT 1d6+2 Traits: Thirst for Blood
Cerbus, Hellhound (2 Will, Level 4)
A relative of the famous Cerberus, Cerbus is but a simple hellhound.
Hit Dice: 4 (16)
Armor: 0, PHYS: 9+ , MENT: 9+
Skill: +2Attack Range To-Hit Damage Glistening Teeth Melee 4d 1d6+2 Traits: Feral Pact (Dogs), Hunter of Mortals
Al'tahar, Shield of the Stygian Lord (4 Will, Level 6)
This stalwart defender is made of icy crystals so clear it is invisible, it's many limbs each hold a shield of ice. It can do nothing but defend it's owner from harm but can never strike out itself.
Hit Dice: 6 (24)
Armor: 0, PHYS: 7+ , MENT: 7+
Skill: +3Traits: Myrmidons Shield, Blood for Blood, Shadowy Physique
This list of spells was originally assembled by one of my players for their character from a few different GLOG sources, that version was significantly less functional than this one due to the fact they were still learning the ins and outs of the system. I've been fixing it up as we play but some (numb) aren't great. Also their character became addicted to Paranoia.↩
These rules are heavily inspired by the rules used in Cities Without Numbers by Sine Nominee Publishing↩
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Collegian Spells (NKOG: Spell Tomes)
A companion to my Wizards, here are 5 spell Tomes, one for each College.
TOC
Astromancy: The Arcane arts that guide magic and prophesy. Taught by the flying Omarim College .
Pyromancy: An ancient art given by the gods, it's surprising depth is practiced by Mage-Generals of Wuford.
Hedge Magic: Collected wisdom of honest tradesmen, the practical magic of Hedge Mages is simple, but effective.
Miracles: These prayers to the saints seem to defy magical theory, but in the hands of faithful Theurgists they work wonders.
Enchantment: The fey were some of the first to practice magic and some say the Witches were the first to steal it.Astromancy
A heavy tome often more interested in theory than practice, a battered telescope is mounted on the outside and a deck of Tarot Cards spread between the pages.
Cantrip: Measurement
You can instantly make calculations using a trivial magic spell; you can use this to tell the exact time, know the angle and distance to any point you can see, instantly count a pile of objects or other precise measurements.- Magic Comet
Slow
You may throw [dice] magical darts each dealing [sum] damage to a target you can see. This spell can be blocked by an Aegis spell.- Astrologer's Orrey
Ritual (3)
You call upon the stars and conjure an illusionary orrey showing the position of the stars about you. Using this you can find your location as long as you can see the stars. You can also examine the horoscopes, look up an actual horoscope, you may choose [dice] sentences as predictions. When each comes true you may add +1d to your, or an allies, next roll.- Magnetism
Slow, Concentration
You control a handful of iron within close range with mysterious forces of magnetism, theorized to hold the stars in the sky. At one [dice] you could steer a chain like a snake, fling a sword through the air or open an iron lock. Each dice you invest increases this effect. At 4 [dice] you could collapse a room or knock over a small army of knights.
Attacks made using Magnetism are rolled as normal attacks but deal [dice] bonus damage.- Track Ley Line
Ritual (3)
You trace the shape of the local ley, the rivers of magic that flow throughout the world. This reveals any sites of power, such as a mages tower, standing stones or portals. For [sum] hours, while you are within the 5 leagues of the location you cast the spell, you know the location of sites of power where resting will grant any casters +1 MD when they recover.- Teleport
Ritual (3)
You, and [dice]×2 allies within close range, may teleport to a point you have seen within [sum] miles. If the point has changed since you last saw it, does not exist or you are only slightly familiar with it you must save MENT to avoid being sent off course.
If you have a Track Ley Line spell active the area of the ley does not count against the range of the spell and you will never need to save to teleport into that area.- Scrying
Ritual (3), Concentration
Holding onto a mirror, crystal ball or other reflective surface you may speak the name of a creature you know. If they are within [dice]×100 Miles you will be able to see them in the reflection of your focus.
If you invest 3 or more dice, or have a body part (such as a fingernail or strand of hair), you can also hear through the spell.- Serendipity
Instant
When an ally makes a roll or save, you may, as a reaction, befriend a prophesy passing by to lend you a touch of it's fate. The ally may reroll the save or roll with [dice] bonus luck dice as they are assisted by a stroke of luck.Magical Secret: Place of Power
As a 10-clock long term project you can transform a location into a place of power. While in your place of power:- You always gain the benefits of Track Ley Lines
- Spells cast count as +1MD,
- Your range for dice returning increases by 1
- You can instantly detect any spells or magic within your area
- Other benefits deemed reasonable by the GM.
Pyromancy
This warm tome has been transcribed by endless hands. It is refined in many ways, the excess being trimmed away with a ruthless efficiency. It has seen battle but survive it all.
Cantrip: Conjure Flame
You can conjure or extinguish flames up to the size of a torch. Additionally you can control these flames and make them leap between your finger and close to your body.
- Ash Cloud
Slow, Concentration
You create a cloud of hot ash completely blocking sight in a [dice]×10ft. radius. Any creatures within the cloud must take [sum] damage as they inhale hot ash, save PHYS for half. Prone creatures, or those who cover their mouth with wet cloth, are unaffected by this.- Embers Embrace
Slow
You may select a nearby ally, who is surrounded by a cloud of [sum] embers. As an Action or Riposte, the ally can send up to [dice] embers flying at nearby opponents, each dealing [sum] fire damage, the targets may save PHYS to halve the damage.- Flashpoint
Slow
You may light all objects in a [dice]×5 ft radius of a point in Mid Range on fire. Creatures in the area take [sum]d4 damage or save PHYS for half.- Guardian Hearth
Ritual (3)
You beseech the spirit of a campfire or hearth to offer you protection. For [sum] hours the flame and any others within [dice]×20ft will not extinguish.
If a creature that wishes you harm enters the light of the flames, they will flare and pop loud enough to wake you. You may declare a specific threat the flames are to ward you from, any such being will be burned by the light, taking [sum] fire damage each round they are lit by the flames.- Heat Metal
Slow, Concentration \
- Command Flame
Slow
You may cast this spell at a maximum level of [dice]×10 ft2 of fire in Mid Range. You may command that flame with a single word, such as "Burn", "Wall" or "Fight". The flame will understand and follow your intention, although it will not willingly harm itself (such as by leaping into water). The flame may act as an Evocation Fire spell of the same level. Other effects may animate the flame for [sum] rounds, or hours if the spell is cast over 10 minutes.- Pyromancy
Slow
You may speak to a flame as if it were a living creature. The larger the flame the more intelligent it is and the more [dice] are required to understand it. Flames don't pay attention to much but they can peer into the likely future and distant past.
Candles are about as smart as dogs [1 Dice], Campfires are about as smart as slow-witted men [2 Dice] and forest fires are highly articulate [3 Dice], Volcanoes are dangerous to talk to unprepared [4 Dice]. Some flames can be trained to carry messages or spy on others.School Secret: Truth of the Phoenix
When you die you may burst into flames, dealing up to your level d6 damage to every creature of your choice within eyesight. When the flames die down a warm egg can be found in the ashes, after 1d4 days you will spill out of the egg, without any of your equipment and reduced to level 0. You do keep your skills and feats but do not gain new feats until you have leveled past your original level (when you level up you may replace a feat with another). When you gain your first XP you may choose a class to begin leveling in.
Hedge Magic
A sturdy leather folio warded with herbs. The tomes pages contains the advice of those who have seen it all. The magic almost secondary to the wisdom of a long life lived.
Cantrip: Mending With 10 minutes of time any minor damage, like tears or cracks, no larger than your hand can be seamlessly repaired. Skilled users can weld objects of identical material together.
- Light
Fast
When cast creates a bright light that can be controlled within reach of the caster for [dice] hours (6 dungeon rounds each). As an action can be sent to point within Mid range and expended to to blind all creatures within 30ft for [dice] minutes, save to reduce this to [dice] turns.- Heat Metal
Slow, Concentration
You cause [dice] pieces of metal you can touch to glow cherry red, this heat will never harm you or your allies but will deal [sum] additional damage to any other creature who touches it.
As you increase the dice the temperature the metal glows at will increase. When cast with 1 [dice] the metal becomes as hot as an oven, at 2 as hot as a forge, 3 as hot as a blast furnace, at 4 it reaches the temperature of a volcano or other magical heat sources.- Green Thumb
Slow
You gently nurture plants within Mid range, sustaining them with magical energy, you can grow plants up to [dice] times their initial volume over 10 minutes, shaping them however you want. You can also cast the spell instantly to, Grappling up to [dice] opponents standing among plant life. These plants have [sum] HP and take double damage from fire.- Condensation
Slow, Concentration
By pulling the air together you can condense the air around into fog and then into liquid. You can fill [dice] waterskins with water over 10 minutes. You can instead conjure this fog about a person, they are blinded by the thick fog and will lose their turn as they choke on the fog, Save to lose an action, being Slowed, instead.- Longsight
Slow
You bend the air around a ring, such as one made by your circled fingers, that ring now acts as a telescope letting anyone who peers through it to see incredible distances or observe the stars. This removes penalties from ranged attacks past your weapons range and grants a +[dice] bonus on checks to see distant details.- Birdcall
Fast
You can create [dice] illusionary sounds of any animal or voice you have heard at points within Medium Range. The sounds lack resonance however and intelligent beings will not be fooled unless the sound is disguised somehow (such as being muffled). Beasts however can be easily startled and scared by the sounds of their predators.
If cast directly into a characters ears they will be deafened for [sum] rounds, save PHYS for half.- Unseen Servant
Ritual (2)
You summon an invisible, intangible servant for [sum] hours. It will do your bidding and can perform any and all unskilled mundane tasks at the speed a human could perform them. It cannot go further than the medium range from the caster and can only take a single harmful action, dealing [sum] damage maximum and being dispelled.Magical Secret: Tea Reading
A secret borrowed from the witches, you can brew a magical cup of tea and roll a random spell from a thematic tome of magic (eg. A fiery ginger tea might produce a pyromancy spell), you may treat that spell as known until your next recovery. You may know [½level] spells in this way.Miracles1
It's binding new, the gilt pages freshly shining, each page tells the tale, and folly, of a saint. The prayers within are penned in an elaborate and passionate hand.
Cantrip: Blessings
You may spend 10 minutes to purify wine into holy oil, bless weapons to harm ghosts and devils, or detect the presence of extra-planar beings within eyesight. You may only have a single one of these effects active at once.- Blessings of St. Zois
Ritual (3)
You speak a prayer of the Gatekeeper in the presence of [sum] dead bodies or undead of under [dice] HD. The bodies cannot rise again as undead until they have been unearthed for [sum] weeks. Undead within earshot are turned, their bodies becoming lifeless or forced into the ethereal realm for [dice] rounds, half on MENT save.- Travels' of St. Cuthbert
Ritual (2) You commune with a symbolic journal of the saint, you may ask [dice] questions about the area and get an answer from the well travelled deity. The answers can only tell you about the area within [dice]×10 Miles.
Example Questions:- What is the names of important landmarks?
- What is the strongest creature in the land? (highest HD creature)
- Who commands the magic here? (strongest spellcaster)
- Who leads the hearts of the people? (leader of the area)
- Where is the home of civilization? (largest settlement)
- Feast of St. Dama
Slow
You may bless [dice] pieces of bread, or other small piece of food. Until the next dawn, it becomes supernaturally nourishing and can either be used as an days rations or consumed as an action to recover [sum] stamina.- Revealing Breath of St Bahamut
Slow
A 10' radius circle around a point within close range is filled with moonlight for [sum] rounds, at the end of your turn you may move this beam [dice]×5 ft. Any creature beginning their turn in this area take [sum] damage (save for half). Shapechangers do not get a save against this spell, take maximum damage from it, and are forced to revert to their original shape while within the area.- Ballad of St. Oghma
Slow, Concentration
The tragic tale of a lost lover surrounds you and you may shape stone as you wish while you sing his song.
At 1 dice you may move a few kilograms of earth, at 2 dice you can tunnel a dozen yards, at 3 dice you can travel at walking pace beneath the earth, at 4 dice you can tunnel to the chthonic planes.- Wrath of St. Talos
Fast, Concentration
You bless [dice] weapons within close range, they crackle with ominous lightning. Attacks with these weapons deal [sum] additional damage and ignore metal armour.- Wings of St. Charon
Fast
You conjure a small set of golden wings, these can instantly carry a message or small object ([dice] slots) to another creature in any location, even on another plane.
Alternatively, they can be attached to your heels to allow you to instantly travel up to [dice]×30ft when you take the move action, the wings vanishing in the process.School Secret: Wish
With a desperate prayer to the gods lasting days you can call upon them to grant you one wish. This wish can be anything they have the power to do such as raising the dead, destroying a village or granting you incredible wealth. However this act breaches the celestial barrier and allows a greater Fiend into the world, this being will cause untold chaos and it can smell the divines touch on you.
Enchantment
At first glance this locket is nothing more than a simple piece of jewellery, but each secret found guides the reader on a journey of wonder and magic.
Cantrip: Minor Illusion
Create a small illusion of an object that could fit in your hand. This illusion must be a single solid object and does not hold up to physical or detailed inspection.
- Sleep
Slow
[dice] hit dice of nearby creatures fall into light slumber for [sum] rounds, or [sum] hit dice for [dice] rounds. Alert characters may save to be stunned instead. Slumbering characters can’t be awoken by anything less vigorous than a slap. Creatures are affected in ascending order of their HD.- Bind Thrall
Ritual (2)
You can bind a creature in close range to be your thrall for [dice] days or save MENT to be bound for [sum] hours instead (the save is modified by the difference between the creatures HD and [dice]). You must know their name and have a lock of their hair or drop of blood. The spell can only effect creatures of less than [dice]×3 HD.
A bound thrall must follow your commands and obey any actions given while bound. If the action would be harmful to it it may save to disobey. This doesn't change the creature's opinions or perspective of you, it just forces obedience onto it.- Call Being
Quick
Speak the full name of any creature, and it will hear your voice, and learn your exact location. As long as you remain in the place you cast the spell, then they will be able to determine the direction you are. If you leave this place, then this no longer applies. Finally, you can also send a message equal to [sum] words to the recipient.- Illusion
Quick
Create an illusion, the size of a person, around an object, or a free standing one that lasts for the scene. It can be any image. Illusions can only add, not remove. For each [dice] added the illusion can also: Smell/Taste, Move, Alter/Make Sounds, Alter Touch or Be as large as a wagon.- Invisibility
Slow, Concentration
[dice] creatures turn invisible. If they attack or do something strenuous before the time limit is up, they turn visible.- Threshold
Slow
You makes a closed shape of runes over an object or onto a surface of up to 10*[dice] ft. While these Wards are active, no supernatural creature can pass through the threshold without permission, powerful creatures may be able to save to ignore this. The spell ends if the ward is physically broken or after [sum] hours.
If four or more dice are used on these wards, they are permanent until broken.- Inversion
Instant
You can cast this as a free action, whenever someone else casts a spell. You invert the effects of their spell. Fire becomes ice, healing becomes hurting, raising the dead means casting down the living, etc.School Secret: Names of Power
When you know a creature's true name (the name they think of themselves by) you may cast spells on them as if you could see them even when they are hidden. This also allows spells to be cast one range further (far becoming on the same plane)
The school of miracles can only be cast by Theurgists and other divine spellcasters.↩
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HEX Debt (GLOG Class: Collegian)
The Collegian class is the Wizard equivalent in NKOG. To start off a brief explanation of how mages works in Neria:
A mage must be created by a special ritual, the secrets of which are hidden to a select few groups, which binds the Mage to a spirit. The connection between caster and spirit acts like a net, it gathers magical power (Magic Dice) and can be used to catch spells1 by calling their names.
Once a spell has been cast it leaves an imprint on the bond, this allows the spell to be more easily cast but also prevents other spells from being cast in that same "space". As a mage grows in experience they deepen and broaden their bond, allowing more spells to be cast and a wider array of imprinted spells.Collegian Class
Starting Equipment: Robes from your college, A staff or other weapon (weapon), A tome filled with your notes and research
Background Question: Who was your mentor?
XP Trigger: Apply the lessons learned in your college
Class Type: Mage
Starting Stamina: 4
Ability: Spellcasting
MD: 2+INT+Level, Max MD: [½level]
Return: 1-2, Imprinted Spells: 2+INT
Spells Known: You begin knowing 1 tome of magic of your choice.
Gained Spells: Gain either +1 tome or +1 slot per template. These are included in the level table.A: Mages College A Tome of Magic2 B: College Ability +1 Tome or Slot C: College Ability +1 Tome or Slot D: Magical Secret +1 Tome or Slot A: College
Nobody can learn magic alone, and since the purge of many mages by the Regent Uther d'Salies mages have become concentrated into a few large schools each with their own secrets and quirks.
Choose one of the Colleges bellow and gain the abilities at the listed levels.
Omarim College of Magic (Wizard)
Generals College of Wuford (Battlemage)
Apprenticeship of Magic (Hedge Mage)
The Temple of True Magic (Cleric)
Student of the Hidden Coven (Witch)D: Magical Secret
You gain a powerful Secret from one of your Tomes of magic or come up with your own secret, such as deigning a unique spell.
Omarim College of Magic (Wizard)
The largest college, this floating island hosts an entire city lifted into the air to escape a siege by the witchunters. Now they have become the most prestigious college for skilled casters and artificers, although their battlemages are known to be unprepared for the reality of battle.
Recommended Starting Tome: Astromancy
A: Spellbook Casting
You may cast spells directly from a spellbook you have made, not needing to imprint them. This either takes 10 minutes to set up a ritual or can be done by tearing out the page, destroying it in the process. You can rewrite your known spells into the book as a downtime action.
If you obtain another wizards spellbook or a scroll you may copy over any spells but may only cast them from your spellbook. If your spellbook is destroyed you can make a new one with 1 coins worth of supplies but it will only have the spells you have learned from your class in it.
B: Thesis
As a graduate of Omarim you completed a thesis project in the form of a Grand Ritual or Magical Item. You may gain a magical item with your DM's approval or choose a spell as your thesis focus. When you create a grand ritual using that
C: Advanced Learning
Choose one of your spell Tomes as a specialization, when casting spells from that Tome you regain any MD that roll a 1-3. Additionally, you may either take an additional tome of magic or gain +1 slot, in addition to the other benefits from this level.
Generals College of Wuford (Battlemage)
The bastion of humanity Wuford has defended Pedrith from countless invasions. They stowed their teachings during the magekillers reign and he dared not challenge them. After his fall the teachers and tomes were dusted off and teaching battlemagic resumed.
Recommended Starting Tome: Pyromancy
A: Battle Casting
You are trained to cast spell even in the heat of battle. You can cast spells while wearing up to medium armor. Additionally you can push yourself to cast a slow spell without provoking an attack of opportunity.
B: Tactical Spell Choices
Each time you gain a template, including this one, you may choose 3 additional spells to learn by rote. You may spend a downtime Training new spells in this manner, exchanging one of the spells gained by this feature with another you have a scroll or spellbook for.
C: Magical Artillery
You have mastered the art of arcing your magic as a projectile. You may cast spells without direct line of sight or up to 1 band beyond their range. However there must be some path for the magic to follow. For spells with a single target must succeed on an attack roll to hit.
Partial successes on this attack roll halve the [dice] and [sum] of the spell, or another effect as determined by the GM.
Apprenticeship of Magic (Hedge Mage)
While most mages sheltered in the city that become Omarim or fled to the north a few mages hid among the smaller villages and hamlets, practicing herbology and common medicine they hid until the danger had passed. Without the secret rituals used to create new mages they instead figured out a method of passing along their familiars to their apprentices, creating a lineage of magic.
Recommended Starting Tome: Hedge Magic
A: Familiar
You have a magical Familiar bonded to you that has been passed down by generations, you gain the Shared Soul Tag for free and may pick 2 additional tags.
Your familiar is old and surprisingly wise, you can once per session ask any question of magic or history to your familiar and they will know something useful on the matter.
B: Lesser Magic
While lesser magics are often scorned by highly skilled mages you know the value of these spells. You can choose to gain a cantrip from a Tome you do not know every second level and when casting spells with 1 MD you regain the MD if you roll a 1-3.
C: Apprentice Caster
You gain or appoint an apprentice, a trusted mage who can share your magic.\ They have a single imprinted slot and a number of MD equal to half your level. They can cast spells you have prepared if you instruct them how. Your apprentice will not betray you without extreme cause and if they die your magic will return to you and you may appoint a new apprentice.
If you die you may continue playing as your apprentice, beginning at half your previous characters level and gaining 1 additional skill from them.
The Temple of True Magic (Cleric)
The church of the three is a religions movement only a few centuries old, they worship 3 gods (The Shining One, Zin the Law bringer, and Hestia the Hearthkeeper) above all others. The church decries most magic as imitations of the magic given to mortals by the gods. They teach their own magic which would be the ridicule of the other colleges if it wasn't capable of doing seemingly impossible things.
Recommended Starting Tome: Miracles and Pyromancy
A: Miracles of Magic
You can perform miracle, acts of magic that are known to be impossible to conventional spellcasters or otherwise acts of magic that come from the deities and saints of the three. You gain the spell tome of Miracles.
B: Greater Miracles
You gain the following 3 spells:
The Copper Hearth
Ritual (3)
You pray over a touched creatures wounds, the goddess of the hearth lays her healing hands upon them, [dice] wounds close over on the creature and are removed, however the goddess takes their energy for this they will lose 6×Wounds Removed - [sum] maximum stamina until they recover.The Silver Law
Ritual (1)
You bless a holy text with the Lawbringers favour and swear on it, any character who willingly swears over the text, including yourself, cannot lie and can be forced to answer [dice] questions. If they lie they are cursed by the gods for all to see.The Golden Light
Ritual ([sum]), Concentration
By praying to the highest god you may emit a magical light while you maintain the prayer, this light pierces all illusions and darkness even magical darkness. Undead or unholy beings must save when they enter the light or [dice]d8 damage as their sins are burned away.C: Divine Intervention
You can call upon the gods to grant you favor, you may as a ritual (10) cast a spell you do not know or have the slots for with [Level] MD, however you must accept a penance for your god, such as slaying an unholy being or telling only truths, before you can call upon them again.
Student of the Hidden Coven (Witch)
Originally taught by the Hags of Darso the covens are secretive and often hunted. Their deals are often considered foul and they are mistrusted by most. However the people are often willing to overlook this when a Witch offers something they desire.
Recommended Starting Tome: Enchantment or Curse
A: Witches Doom
When you cast a spell you have no limit on the number of dice you can invest and MD return on a 1-3. However, if you roll doubles you invoke a Mishap, a temporary unwanted magical effect, if you roll triples you gain a Doom, a permeant change to your being. When you gain your second Doom you may choose to retire, either making a new character or resetting to level 1 in a new class (while keeping your feats and skills).
Mishaps (1d6)
- Take 1d6 damage from magical backlash.
- The stench of rot hangs around you, anyone who smells it will know you for what you are.
- Grass dies, flowers wilt, milk spoils in a 50' radius.
- Animals react with fear upon seeing you, except dogs, ravens and cats who bow to you unnaturally.
- You are unable to willingly cross flowing water, enter homes without permission or step foot on hallowed ground.
- Transformed into a cat for 1d6 hours. You can still cast spells.
Mishaps last for [dice] days, unless otherwise stated.
Dooms
- Maiden: You must choose a weakness, such as flowing water, mirrors or fire. When effected by this weakness you must roll an additional d6 when casting spells purely for the purpose of Mishaps and Dooms
- Mother: When you are exposed to your source of weakness such as flowing water, mirrors or fire you are revealed to be a Witch with warts and other hag like features appearing. You can undo this doom by being willingly given a firstborn child by their parent and offering it to a hag.
- Crone: You becomes a Hag, wicked and cruel you are driven to find a coven and create new hags. You are no longer an adventurer, and hags hate those who know their names.
B: Deal Maker
You can make magical deals, fulfilling peoples desires in exchange for abstract prices. When you spend more than a few days in a location you will be able to find d12+CHA people willing to make deals. Beyond this number the authorities will begin to notice your activities.
Roll d8 twice on the table below to find the terms and price of the deal, you do not have to accept a deal. When you complete a deal by granting them their goal you may either gain 1 temporary MD that is expended on use or bind the price into a trinket which can be destroyed to gain the benefit listed.
With your GM's approval you may alter or expand this table. You may also design your own deals and prices to be made with known characters.
1d8 Deal Price 1 Punish someone who hurt them A Possession that represents a Memory. Gain +2 to a skill for a single skill check, this does not count against your normal maximum. 2 Grant them Knowledge A letter containing a Secret. A Favor that also functions like a Secret (see downtime). 3 Free them of a debt. A gift with their Name is engraved upon it. A seamless disguise that will never be uncovered. 4 Give them Strength to defeat someone. A symbol of their Faith in the gods. You may cast 1 Miracle . 5 Find someone lost A lock of hair which gives Will. A cast spell cannot rolls triples 6 Heal a milady or disease inflicting them A diary of their Dreams. You gain an additional XP Goal that can only be triggered once. C: Poppet
When you Recover you may bind spells you know into trinkets on your person. You may expend the trinket to cast the spells as if from a scroll, not rolling dooms or mishaps when you do. You may not have more than [½Level] MD of spells bound into poppets at any given time.
When you make a deal with a mage you may take their spells as the price. Spells taken in this way are counted as Known for the purpose of creating poppets. If you obtain another witch or hags poppet you may similarly treat the spell within as known.
Spells are magical creatures that archmages create by binding together fragments of magic from natural magic (such as the innate magic of Dragons and the Fey), powerful beings (such as Deities or Genies) or Grand Rituals (which are themselves based of a spell). Casting a spell requires knowing the name it was bound with and understanding the complexities of how the magic interacts with the world and can be guided, lest you cast fireball in your own face.↩
Some Tomes are detailed in the post Collegian Spells and Dangerous and Forbidden.↩
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Familiars
Familiars are animals that are bound to you by magic or training. They are loyal and trained to never falter unless you do.
Choose a form for your familiar and discuss a basic ability it might have such as Flying, Swimming, Darkvision, a skill or minor magic (i.e. cantrips).
A Basic Familiar:
- Is as small or smaller than a cat, has 2hp and 10/10 saves.
- Is unable to directly assist in combat.
- Will follow your commands to a the degree of a trained dog.
- Cannot die casually, it will return next recovery.
- Has [½level] bonus for skill checks it would be good at.
Familiars can be improved by the use of Tags, under most circumstances you may select 2 tags for your familiar.
A Cruel and Casual Death
A familiar can only die by the choice of the player. If a familiar is killed in combat they will either miraculously survive or be re-summoned from the Ether.
If a familiar is truly killed, such as by dramatic sacrifice or a cruel enemy, the character may either gain a new familiar (choosing new tags) or gain a feat from their drive to avenge them.Familiar Tags:
- Battle Familiar: Can now be as large as a dog, can fight in combat.
Battle Familiar
HD: [½level] (4×HD hp)
SV(PHYS/MENT): 8/10
Attack: [HD] to hit, 2d4 damage- Steed: Requires Battle Familiar. Can now be as big as a horse and can be ridden as a mount.
Steed Familiar
HD: [level] (4×HD hp)
SV(PHYS/MENT): 6/10
Attack: [HD] to hit, 2d4+[HD] damage\- Intelligent Familiar: Your familiar can now speak the same languages as you and communicate with your and your allies. Also gains -[½level] to its MENT save score.
- Shared Mind: You can share your senses with your familiar and communicate with them mentally as long as you remain within 10 miles of them.
- Shared Soul: When you cast spells you can now cast them as if you were your familiar, sight restrictions still apply (unless you use shared mind)
- Shape Changer: Your familiar can change between shapes and sizes (Battle/Steed) at will, also gaining the abilities (eg. flight) from whatever form it possesses.
- Specialised form: Your familiar gains +2 bonus to an attribute (Str,Dex,Cha,Int), adding it to skill checks, contested rolls and lowering the relevant saves. You may only take this once for each attribute
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Kingsfall (Adventure Location)
When the pirates first rose to prominence in the shallow sea they gathered beneath a King. The first pirate king seemed to be a master at whatever he tried, from fighting to diplomacy to theatre. In his arrogance he eventually found his limits when he stole from the Isle of Du'ul, the denizens of the dark tower did not take kindly to this. As he celebrated his feat a mist fell upon his home, there were no survivors and the isle is now known as Kingsfall.
Areas:
0. Craven Bay
1. Thief's Hill
2. Village
3. Glade
4. Temple
5. Beggar's Feast
6. Antechamber
7. Feast Hall
8. Emir's Bedroom
9. The King's BayOther Headings
Wandering Monsters
Encounter Clock: 8 Clock.
1d6 Monster 1 3d4 Zombies 2 2d4 Zombies led by a Wight 3 2 Wights escorting restrained zombies 4 d6+3 stray Death Hounds 5 A Wight gamemaster with 4 Death Hounds 6 A smaller (1/2 HD) Minor Avatar of Vultha waiting in ambush 0. Craven Bay
- No Reefs
- Small Beach, Sheer Cliffs
- Rotting Longboat surrounded with 5 dead bodies, will rise as Zombie Crewmen.
Narrow Staircase to Thief's Hill
Zombie
Hit Dice: 1 (4)
Armor: 0, PHYS: +2 , MENT: -1
Attacks R: 3d, M: 2d- Cutlass: R:Melee, 1d6+2
- Thrown Dagger: R:Mid, 1d4
Death Zone: Whenever an undead dies within a death zone, after 1d6 minutes they will rise again at full HP. Killing them with a blessed weapon will extend this to 1 day.
1. Thief's Hill
- Overlooks area (gain basic map w/ 1 turn drawing)
- Small watch-shack w/ first Wight waiting in ambush. The Wight has a bright yellow glass eye.
- Downhill lies the Market, swarming with zombies.
- A small grove of pale pomegranate trees lie to the east
Downhill to Village; Cliffside Path to Glade
Wight
Hit Dice: 3 (12)
Armor: 0, PHYS: +3 , MENT: +1
Attacks R: 4d, M: 3d- Cutlass: R:Melee, 1d6+2
Rancid Breath. Characters in melee must save against Fear.
Death Zone. Whenever an undead dies within a death zone, after 1d6 minutes they will rise again at full HP. Killing them with a blessed weapon will kill them permanently.2. Village
- 4d4 coin in loot can be gathered from the town. Double if able to get a team to strip the buildings.
- In the Village Encounter clock becomes 4.
Main Pomade to Beggar's Feast; Uphill to Temple
3. Glade
- Encounter clock does not progress in the glade
- The trees have pale leaves but juicy fruit. Consuming them causes hallucinations.
- Careful examination reveals these are actually willow trees with the fruit growing on them.
- Keiran, a peaceful zombie, lies at the foot of one of the trees.
Walking Trail to Beggar's Feast passing by Temple.
Keiran:
- Was a pirate, liked to read in the glade, was in the glade when the isle was cursed.
- These trees changed and eating the fruit allowed him to regain his thoughts.
- He'd like to travel but cannot leave the isle. If the curse is broken he can, he does not know this.
- Wants food from the King's Feast, which turned other zombies into Wights.
4. Temple
- A temple full of shrines and symbols of various gods, two Draconic gods are prominent, A Copper and Black Dragon. (Laarach & Vultha1)
- Statue of black dragon has been awakened as a minor avatar, it will ambush the party but award them with a vial of dragonsblood if they survive.
- Black Dragons Blood (Potion): If drunk willingly deals 1d4 acid damage but allows their user to see in the dark, breathe under water and be immune to Burning from acid.
- Black Dragons Blood (Poison): Deals additional 2d4 acid damage on hit and inflicts Burning.
Walking Trail up to Glade; Paved Path to Beggar's Feast
Minor Avatar of Vultha
Hit Dice: 4 (16)
Armor: 3, PHYS: +5 , MENT: +5
Attacks M: 5d- Sudden Bite: M, 1d12+3 damage, grapple on hit (STR[+3] vs STR)
Acid Breath. (6)2 A burning scent fills the air the dragon's gorge begins to rise. Next turn it can exhale a 20ft. radius cloud of freezing acid, 2d8 acid/cold damage, that lingers for 2 rounds.
5. Beggar's Feast
- In front of the mansion tables of food have been set out.
- A small hoard (5) zombies and 3 ghouls gorge themselves on the rot covering the banquet.
- 2 wights watch from the head of the table, they guard the door and do not attack unless provoked or someone tries to get past.
- Careful examination reveals once the food was rich and noble foods, although prepared with little skill.
- In the middle of the tables a Hearth burns still, it's light holds back the fog. Torches lit in it last twice as long and clear the fog in their light.
Main road leads to Village; Paved Path leads uphill to Temple; Main doors lead to Antechamber
6. Antechamber
- Many coats are hung up on the racks, 4 zombie servants and 3 Death Hounds blatantly search through them looking for food.
- A mural painted on the ceiling shows a pirate crew sailing atop the clouds. Careful examination will reveal a pirate with one bright yellow eye.
Open doors lead to Feast Hall; Servants stairs lead up to Emir's Bedroom
7. Feast Hall
- A long feast hall once seated dozens.
- The butchered bodies of a dozen wights lay on the table
- Throne coated in melted together jewellery.
- Emer Dareloth perches on a throne consuming a wight which weakly moves.
Stairs lead to Emir's Bedroom
Emer Dareloth, Cursed King
Hit Dice: 6 (24)
Armor: 2 (6 vs Acid or Cold), PHYS: +5 , MENT: +3
Attacks R: 5d, M: 3d- Paired Cutlass: R:Melee, 2d6+2
- Thrown Dagger: R:Mid, 1d4, save against Stun
Powers:
Part of the Crew. (6) Emir calls 1d4 zombified crewmembers from the earth , they arrive at the beginning of the next turn.
Darkness. Emer points to a source of light and it inverts, becoming darkness instead, of equal intensity to what the light was. Emer suffers no penalty or difficulty fighting in the darkness.Second Phase: When killed Emir seems to sink into the pelt, it fuses with him enwrapping him into a horrific half-dragon. This form attacks cleverly but without wit, it screams instead of speaking.
Emir, Vultha's Charge
Hit Dice: 8 (32)
Morale: 0, Leadership: , Skill: 6d
Armor: 4 (6 vs Acid or Cold), PHYS: +7 , MENT: +3
Attacks R: 3d, M: 6d- Caustic Claws: M, 2d8+4 damage, save or become Burning (cold)
- 1xBladed Tail: M:10ft, 1d12+4 damage
Powers:
Gifted Wings: Emir can fly at will, his wings half-developed wings requiring he end his turn on the ground.
One with Dark: All sources of light within 60ft of Emer invert, becoming darkness. Emer suffers no penalty or difficulty fighting in the darkness.
Acid Breath. (5-6) A burning scent fills the air and the pelt begins to glisten. Next turn he can exhale a 20ft. radius cloud of freezing acid, 2d8 acid/cold damage, that lingers for 2 rounds.
Cursed Undead. Emir cannot die, and will return to life at the next dawn unless a weapon blessed by a death god is used to kill him.Treasure
- The Pelt of Vultha can be torn from the corpse of Emir alongside his fine Cutlass' (+1, +1d to steal).
- If the Pelt is taken and Emir is not dead he will gather his Wight crew and chase down whoever has the pelt relentlessly.
- Pelt of Vultha:3 The wearer of this pelt gains Armor as if wearing Heavy Armor without the downsides. They gain an additional 5 Armor against cold, plague and acid damage.
- Once the pelt is taken (Emir dead or alive) the mists over the island will fade and the force keeping the undead on the island will cease.
- The undead can only die permanently if Emir is permanently killed.
Stairs lead to Emir's Bedroom
8. Emir's Bedroom
- Richly adorned in ill matching styles, 8 coin in loot can be found.
- A Map of the island shows the safe path past the reefs in hidden ink (revealed by heating)
- A research journal can be found on the gods of the dead. It details the costs to have Du'ul4 form an artefact.
- Journal of Grave Deities: Grants +2d to checks to research deities of death.
- The back half of the journal details plans to double-cross and steal the pelt from Du'ul.
Folding doors overlook the stairs to The King's Bay; Stairs lead to Emir's Bedroom
9. The King's Bay
- The Regal Clouds, Emir's ship is rotting except for a decorative silver rope traveling down the hulls Keel.
- Cloud Keel. Allows a ship to, once per day, fly for 3 hours. The ship merely floats, making control a problem.
- A mindless undead Shipwright still maintains the ship, coating the outside with tar. He will not attack but cannot speak either (can be awakened with the pomegranates)
Monster Appendix
Zombie
Appears: Craven Bay, Village, Beggar's Feast, Antechamber
Hit Dice: 1 (4), Armor: 0
PHYS: +2 , MENT: -1
Morale: 11
Attacks R: 3d, M: 2d- Cutlass: R:Melee, 1d6+2
- Thrown Dagger: R:Mid, 1d4
Death Zone: Whenever an undead dies within a death zone, after 1d6 minutes they will rise again at full HP. Killing them with a blessed weapon will extend this to 1 day.
Ghoul
Appears: Beggar's Feast
Hit Dice: 2 (9 hp), Armor: 0
PHYS: 2d , MENT: 1d
Morale: 9
Attacks M: 2d- Claws: R:Melee, 2x 1d4 dmg, Save PHSY or become Grave Touched.
Grave Touch: When inflicted with Grave Touch, a character must choose to be Paralysed for a turn or lose 1 maximum stamina, this is cumulative. Stamina can be recovered by spending 1 hour in sunlight with cheerful company.
Death Zone: Whenever an undead dies within a death zone, after 1d6 minutes they will rise again at full HP. Killing them with a blessed weapon will extend this to 1 day.Death Hound
Appears: Antechamber
Hit Dice: 2 (8 hp) Armor: 0
PHYS: 3d , MENT: 2d
Morale: 8
Attacks M: 3d- Bite: R:Melee, 1d8 dmg, contested roll to avoid being Grappled.
Bloodhound: Death Hounds can smell living beings giving them a 3-in-6 chance to detect invisible creatures or illusions.
Death Zone: Whenever an undead dies within a death zone, after 1d6 minutes they will rise again at full HP. Killing them with a blessed weapon will extend this to 1 day.Wight
Appears: Thief's Hill, Village, Beggar's Feast
Hit Dice: 3 (12), Armor: 0
PHYS: +3 , MENT: +1
Morale: 8
Attacks R: 4d, M: 3d- Cutlass: R:Melee, 1d6+2
Rancid Breath. Characters in melee must save against Fear.
Death Zone. Whenever an undead dies within a death zone, after 1d6 minutes they will rise again at full HP. Killing them with a blessed weapon will extend this to 1 day.Minor Avatar of Vultha
Hit Dice: 4 (16), Armor: 3
PHYS: +5 , MENT: +5
Attacks M: 5d- Sudden Bite: M, 1d12+3 damage, grapple on hit (STR[+3] vs STR)
Acid Breath. (5-6) A burning scent fills the air and the pelt begins to glisten. Next turn he can exhale a 20ft. radius cloud of freezing acid, 2d8 acid/cold damage, that lingers for 2 rounds.
Emer Dareloth, Cursed King
A lanky figure perches upon a gaudy throne made from melted together trinkets, a massive scaled pelt across his shoulders. He twitches as you enter, glowing eyes seeming to pierce into your soul.
Hit Dice: 6 (24), Armor: 2 (6 vs Acid or Cold)
PHYS: +5 , MENT: +3
Attacks R: 5d, M: 3d- Paired Cutlass: R:Melee, 2d6+2
- Thrown Dagger: R:Mid, 1d4, save against Stun
Powers:
Part of the Crew. (6) Emir calls 1d4 zombified crewmembers from the earth , they arrive at the beginning of the next turn.
Darkness. Emer points to a source of light and it inverts, becoming darkness instead, of equal intensity to what the light was. Emer suffers no penalty or difficulty fighting in the darkness.Emir, Vultha's Charge
Hit Dice: 8 (32), Armor: 4 (6 vs Acid or Cold)
PHYS: +7 , MENT: +3
Attacks R: 3d, M: 6d- 2xCaustic Claws: M, 2d8+4 damage, save or become Burning (cold)
- 1xBladed Tail: M:10ft, 1d12+4 damage
Powers:
Gifted Wings: Emir can fly at will, his wings half-developed wings requiring he end his turn on the ground.
One with Dark: All sources of light within 60ft of Emer invert, becoming darkness. Emer suffers no penalty or difficulty fighting in the darkness.
Acid Breath. (5-6) A burning scent fills the air and the pelt begins to glisten. Next turn he can exhale a 20ft. radius cloud of freezing acid, 2d8 acid/cold damage, that lingers for 2 rounds.
Cursed Undead. Emir cannot die, when he is reduced to 0 HP he will regain 1d6 hp unless a weapon blessed by a death god is used to kill him.The Draconic "Black Dragon of Death" who ambushes and drags souls to the underworld.↩
An ability with a number Eg. (5-6) means you roll 1d6 at the start the creatures turn, if it matches the numbers it can use the ability. These are normally foreshadowed somehow before it can be used to give players a chance to respond.↩
This is an Artefact of the Grave and so can be awakened to gain more powers via methods not detailed in this post.↩
The Isle of the Dark tower is a island where Warlocks gather to find safety in numbers. They are known for their dark deals and secret knowledge.↩
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1d8 Goblin Flavors
Here's 1d8 goblin flavors for you campaign. Goblins are one of my favorite creatures in all their varaities. Heres 8 goblin types, most of which can be killed without guilt, and one that can definately not.
1d8 Description When they are killed they... 1 Fey beings that are made up of cobwebs and dust, they reclaim forgoten and lost buildings for the wild. Must be cleared or they'll grow in numbers and reclaim entire villages ...are sent back to the feywild, and are immediately distracted. 2 Fey beings that act out fairytales, often kidnap the local "princess" and commit 'vile acts', but they're harmless and just annoying. ...are sent back to the feywild, and are immediately distracted. 3 Undead reflections of those murdered in atrocities, they appear as exaggerated caricatures and have a particular hate for those resembling the ones who killed them. ...are freed from their cursed existence. 4 A wizards creations, born from a cauldron they follow every order without question or thought. Often left behind when moving as they are easy to make more of. ...are freed from their cursed existence 5 People, hated by society for a past atrocity. They hide in ruins and the wilds, will beg for their lives. ... die. 6 Rodents, when enough rats gather together they form a goblin, when enough goblins combine they form a king. Barely intelligent enough to use basic tools, but not make them. They don't have a language and make nests. ...die. -
Additional Downtime Actions
Following on, and improving, my Networking downtime action. I outline a framework for Long Term Projects, with some examples and some alternative ways to use the networking rules.
Table of Contents:
Long Term Project
: Craft
: Train
Network
: Spy
: Crime
: Gather KnowledgeLong Term Project
- Describe your goal to the GM
- The GM will create a clock that represents the difficulty of that goal, and give you a required resource.
- Each downtime you may roll a Check to progress the clock:
Check
Critical: Progress 4 ticks.
Great: Progress 3 ticks.
Mixed: Progress 2 ticks.
Fail: Progress 2 ticks but you encounter a complication you must overcome before you can progress further.Craft
Requires: A forge, magic circle or other crafting tools.
When crafting you should first decide what you wish to make, such as: a weapon, magical item, scroll or piece of art, and what effect or benefits you wish it to apply. Your GM should give you a blueprint containing what clock the item will take to complete and what Materials you will have to gather.
- A Masterwork (+1 tag) weapon: 8 clock, 2 coin in materials.
- An Uncommon (+0) magical item: 8 clock, 3 coin in materials.
- A Rare (+1) magical item: 10 clock, 5 coin in materials and at least one Rare material you will have to find.
- A Legendary (+2) magical item: 12 clock, Expert Craftsmen, Legendary Material and 10 coin in equipment.
Complication example: Your equipment breaks and you must spend 1 coin to replace it.
Train
Requires: A trainer with the talent you wish to learn.
- Decide what you wish to train and gain your GM's approval and input into the requirements and effects.
- Create a clock as detailed below and each downtime progress the clock as according to the long term project rules.
- A skill will take a clock with 2 segments for each total skill bonus you already have beyond your starting skills.
- A Language or dialect will take a clock with 6 segments, -2 for each related language you know (min 4).
- An Ability, Feat or Spell will a clock with 8 segments, plus 4 for each level above 8th you would have to reach to gain it (eg. 1st feat would take to reach a theoretical 10th level, 2nd feat would take ticks).
Complication Example: Your trainer is ill, occupied or otherwise unable to help, you must find a way to regain their services or find a new one.
Network
You meet new people or deepen your relationships with those you know.
Skill Check
Describe how you network and roll a skill check, add +1d for each coin you spend to buy good drinks or food
Critical: Earn 2 Favor, and somebody kindly covers 1 coin of your costs.
Great: Earn 2 Favors.
Mixed: Earn 1 Favor.
Fail: Earn 1 Favor, however a complication arises that must be resolved before you can use it.You can expend a Favor at any point to Know a Guy that the party needs or Call in a Favor from a character you know.
Spy
Networking but you gain Secrets instead of Favors.
When you spy you sneak about, gossip with contacts or lure contacts into compromising situations.Skill Check
Describe how you gather your secrets and roll a skill check, add +1d for each coin you spend to grease the wheels
Critical: Learn 2 Secrets, and steal enough to cover 1 coin of your costs.
Great: Learn 2 Secret.
Mixed: Learn 1 Secret.
Fail: Learn 1 Secret, but you get caught and reduce a faction or characters relationship by 1You can expend a Secret at any point to Blackmail a character, forcing them to help you (but lose -1 relationship) or to Know a Secret relevant to your situation. Agents can also expend secrets to gain XP.
Crime
You gamble with thieves, contact the black market or burgle a home. You find a package of goods that may or may not be illicit.
Skill Check
Describe what crime you commit and roll a skill check, add +1d for each coin you exchange with the right people
Critical: You find 2 Unmarked Packages (1 slot each), and steal enough to cover 1 coin of your costs.
Great: You find 2 Unmarked Packages.
Mixed: You find 1 Unmarked Package.
Fail: You find 1 Unmarked Package, but are caught by the law, you must pay a 1 coin fine or lose 1 downtime action in jail.Unmarked Packages can be opened to reveal legal or illegal items needed by the party worth no more than 1 coin per package.
Gather Knowledge
You gather knowledge by searching libraries, talking to scholars or exploring ruins.
Skill Check
Describe where you begin your search and roll a skill check, add +1d for each coin spend on ink and books
Critical: You find 2 Lore and gain access to a rare tome on a subject of your choice.
Great: You discover 2 pieces of Lore.
Mixed: You discover 1 piece of Lore.
Fail: You discover the location of 1 piece of Lore, but it is hidden in an obscure location you do not have access to.Lore can be expended to Spout Lore that will be helpful at a given moment or to Reason Lies and prove another characters statement false (even if it was previously true).
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A thief by another name (GLOG: Thief Guilds)
The following Guilds are (roughly1) compatible with the Thieves' Guilds by Lexi or my own Agent class from NKoG (which may
or may notbe the same class adapted to my system)The Guilds are:
- Fateweavers: Bardic Storytellers and independent meddlers
- Beggars: Nobodies who trade secrets to the Beggar.
- Truthspeakers: Traveling lawyer/assassins who seek nobles violating commoners rights
- Stitched-Folk: Dead people stitched back together by a goddess(?) of death.
- Levithan Hunters: Hunters who infuse their prey's power into tattoos.
- Witchunters: Hunt Witches
Fateweavers
A colorful attire formed of ribbons is a sign for many of a good tale or an enjoyable night. The Fateweavers are known as a skilled and somewhat elite bardic organization. However those in power instead feel a headache coming on as the trained agents use their guise to mess with their plans in order to bring about a better world, or at least their vision of one.
Starting Equipment: Colorful cloak made of ribbons (the symbol of the fateweavers), a sturdy walking stick or hidden blade (weapon), A instrument or tome of stories.
XP Goal: Meddle in another's affairs
1. Fated Draw
✧: You have a hand of 2 playing cards, drawn fresh at the start of a session. You can play these cards while Pushing Yourself to change your roll to the value on the card. A number card is a Mixed Result, Face is a Great Success, Aces are Critical Success. Jokers are failures and must be played to leave your hand.
✧✧: You may now draw an additional 2 cards at the start of a session. Your cards can now inspire allies granting the effect to them.
✧✧✧: You may expend your cards to effect an opponent's roll, the cards having the inverse effects; face is a fail, number is partial, jokers are full success.
2. Spelltheif
✧: When you see a spell cast you can attempt a contested dexterity roll against the caster to attempt to snatch it from the air and dispel it as a reaction, however on a failure the spell goes off in your hands and you automatically fail any saves against it, additionally taking max damage.
✧✧: When you steal a spell you may keep it and cast it later, as if by a scroll. You may only hold 1 spell this way.
✧✧✧: You may hold a number of spell equal to half your level (rounded up) at once.
3. Safehouse
✧: Whenever you enter a town or city you can find a safehouse that will offer you food, a place to sleep and hide you from the law.
✧✧: Your safehouses now contain 4 coin worth of equipment that you can borrow, although you must return or pay for it before you leave.
✧✧✧: Your safehouses now are always connected to some kind of tunnels, magical network or rooftop paths that allow you to secretly and quickly travel across the city.
4. Bardic Talents
✧: You may play music or tell stories to enamor yourself with the locals, learning any interesting rumors in the area.
✧✧: Your talent is great enough to earn you +1 coin per settlement you play in.
✧✧✧: You're bardic arts are good enough to earn you a swarm of fans who will do whatever you ask, provided it is not more than mildly illegal or puts them in danger.
5. Silver Tongue
✧: You gain a bonus to reaction rolls equal to half your level. You can add this bonus to checks to persuade or convince someone of something.
✧✧: You will always have a chance to parlay before combat begins, your disarming personality allowing for a moment of calm to prepare.
✧✧✧: Once per session you can treat a character has having a relationship one level higher than they had before for a scene.
Beggar
The mysterious beggars guild controls the city of Grine deep in the vampire controlled lands of Dethen, however The Beggar King's reach touches everywhere with his agents, the beggars, being found in every city.
Starting Equipment: Stained clothes, A poisoned dagger (Weapon), a coin older than the kingdoms
XP Goal: Learn new gossip for the beggar king
1. False Names
✧: With a week of work, or a coin to the right people, you can establish a false identity with all the paperwork and disguises needed to justify it. This identity will not be questioned without major reasons.
✧✧: Observing a person for a time you can unerringly fake their voice, mannerisms and handwriting. You can make your disguise match them to an extent that casual acquaintances wouldn't question your disguise.
✧✧✧: Once per session by pushing yourself you may make a disguise of another character so cunning that even their own mother could not tell you from them.
2. Dirty Fighting
✧: Whenever you would gain bonus to hit from a underhanded tactics, you may also roll damage twice and take the highest result.
✧✧: Whenever you would gain a bonus on a roll, as above, you may reroll 1s.
✧✧✧: Whenever you would gain a bonus on a roll, as above, you may add the bonus to the attacks damage.
3. Part of the Plan
✧: You can push yourself to flashback to an element you had prepared beforehand like bribing a guard, planting traps or other minor elements.
✧✧: When your whereabouts have not been established in a scene you may push-yourself to reveal a disguise or hiding place you were hidden in.
✧✧✧: If you ever are fatally wounded you can reveal it was a body double the whole time and reveal yourself to be disguised as a background character, you may only do this once.
4. Fast Fingers
✧: Whenever you try to perform sleight of hand (lockpicking, pickpocketing, etc), failure won't alert anyone who isn't already paying attention to you.
✧✧: You leave no trace of tampering, or specific traces of your choice, when you perform sleight of hand (whether you succeed or fail).
✧✧✧: Whenever someone tries to retrieve or draw an item, you can push yourself to reveal that you actually burgled it from them at some point in the recent past (if you had access).
5. Forgotten
✧: You can hide among a crowd, characters will not notice you among other people unless you draw attention to yourself.
✧✧: You can fade into the background in any scene, even in open land only characters actively looking for you will be able to find you.
✧✧✧: Once per session you may call upon the shadows to become completely forgotten by a number of people equal to your level.
Truthspeakers
The acolytes of Zin the Lawbringer, the truthspeakers are the magistrates that keep the nobles beholden to the law. They often hide among regular people before surprising nobles with the consequences of their misdeeds.
Starting Equipment: A cloak that is grey on one side and silver on the other, Fine Mail undershirt (Light Armor), An elaborate but effective weapon (Weapon), A hidden blade (Melee Weapon)
XP Trigger: Uncover or punish a lawbreaker
1. False Names
✧: With a week of work, or a coin to the right people, you can establish a false identity with all the paperwork and disguises needed to justify it. This identity will not be questioned without major reasons.
✧✧: Observing a person for a time you can unerringly fake their voice, mannerisms and handwriting. You can make your disguise match them to an extent that casual acquaintances wouldn't question your disguise.
✧✧✧: Once per session by pushing yourself you may make a disguise of another character so cunning that even their own mother could not tell you from them.
2. Bargain
✧: You can make a magical deal that both parties are aware of the full consequences. If one breaks the deal the other parties know, including you.
✧✧: When you make a deal you may add a clause to breaking the deal either, d6 damage for each level you have, or a wound you describe such as a liars mark or bleeding mouth.
✧✧✧: When you make your deals you may take incorporeal concepts as collateral such as names, souls or talents and claim them if the deal is broken.
3. Forgotten
✧: You can hide among a crowd, characters will not notice you among other people unless you draw attention to yourself.
✧✧: You can fade into the background in any scene, even in open land only characters actively looking for you will be able to find you.
✧✧✧: Once per session you may call upon the shadows to become completely forgotten by a number of people equal to your level.
4. Legalese
✧: You always know the law and can find minor loopholes to justify whatever minorly illegal act you are doing.
✧✧: You may drown others is obscure legal language so that they will believe something only slightly absurd is illegal or legal for the scene.
✧✧✧: You may once per adventure, step outside the law, you are unable to be legally culpable for any action you make. This does not protect you from extra-legal attacks, but you could even execute a noble without legal consequence.
5. Stench of Evil
✧: You can smell violence and lies, well told lies may have a more subtle scent and old violence fades with time.
✧✧: You can trace the smell of a particular persons evil, when you meet a character you can mark their scent and follow them like a bloodhound. You may only mark 1 character per day in this way.
✧✧✧: You gain a +1d to all rolls against a marked target, this counts for dirty fighting. You can mark an opponent you have not met but have the possessions or blood from.
Stitched-Folk
You died, and the Queen of Twilight gathered together your broken parts. She stitched them together and made a whole person. You are forever indebted to the Queen of Ravens as one of her agents in the world.
Starting Equipment: A dead person's clothes, A weapon you held in life, The intact skull of a raven with a silver piece inside it.
XP Goal: Gather secrets for the Raven
1. Tricks of Magic
✧: May pick three spells from the Curse Magic or Enchantment schools of magic, you can cast these and the cantrip as per the spellcasting chapter. You may cast these spells with 1MD 3 times before you must recover to regain them.
✧✧: Your spells are now cast at 2 MD and you gain 2 uses per recovery.
✧✧✧: Your spells are now cast at 3 MD and you gain 2 uses per recovery.
Spellcasting:
[dice]: 1/2/3, Number of Casts: 3/5/7, Imprinted Spells: All
Spells Known: You begin knowing 3 spells from either the Curse or Enchantment School of magic.
Gained Spells: You may only learn more spells via the Extracurricular Magic Feat.2. Stolen Names
✧: If you get someone to willingly give you their name you can disguise yourself as them as if by the Illusion spell. This additionally changes your voice to match theirs.
✧✧: When you have a characters name you can, as a 2 turn Ritual, cast the spell Sleep on them.
✧✧✧: When you have a characters name you can cast Bind Thrall over 10 minutes with half your level in MD.
3. Negative Vision
✧: You can see in darkness as if it is light however light becomes darkness while you are seeing in this way. You can change this as a 1 hour ritual.
✧✧: While you are viewing the world in negative, magic appears as color.
✧✧✧: While you are viewing the world in negative, souls can be seen as scratched out holes in the world.
4. Bargain
✧: You can make a magical deal that both parties are aware of the full consequences. If one breaks the deal the other parties know, including you.
✧✧: When you make a deal you may add a clause to breaking the deal either, d6 damage for each level you have, or a wound you describe such as a liars mark or bleeding mouth.
✧✧✧: When you make your deals you may take incorporeal concepts as collateral such as names, souls or talents and claim them if the deal is broken.
5. Patron
✧: You have a small skull stuffed with ritual herbs, once per day you may ask a question of the skull and receive an answer from your patron or one of their servants2.
✧✧: You may also ask a favor of the skull, when it will cast a spell to assist you. Although this may not help in the way you intended
✧✧✧: You can shatter the skull to summon an avatar of your patron for a short time, once this has been done you must complete a quest for your patron to receive another totem.
Leviathan Hunter
The city of Grine, in the heart of the vampires mists, is the only place where those skilled, and insane, enough to hunt the creatures of the Void Sea live. They tattoo a sign of each creature they slay with it's blood and bone, gaining powerful abilities from each symbol. While other gangs bicker and fight over the cities streets the Leviathan Hunters need to hold no streets, they go where they please without contest.
Starting Equipment: Waxed Woolen Coat (Light armor), A Messer (Medium Melee Weapon; Piercing, Precise), A Harpoon Launcher (Hand Weapon; Loading, Nimble, Piercing), A carved bone rune.
XP Goal: Explore the secret and the occult
1. Blink
✧: As an Action, you can instantly move one range (30ft) without allowing any enemies to riposte or intercept you. You can move in this way in any direction and can end the movement in mid-air. You do physically move this distance and cannot pass through solid objects and are effected by any spells you pass through.
✧✧: You no longer physically pass the distance however you must be able to see the target location.
✧✧✧: You can now swap places with any ally when you blink, this includes summoned creatures from other void powers. You do not need to be able to see your creations to swap with them.
2. Bone Charms
✧: You can craft charms from magical creatures bone, making number equal to your templates. They may convey a minor, with some examples detailed at the end of this guild.
✧✧: You can now maintain twice as many charms, but still only use a number equal to your templates at once.
✧✧✧: You may carve one of your talents into a charm to gift to an ally as a Black Bonecharm, they only gain the first tier of the talent.
3. Pull
✧: As an aciton, you may reach out with a tendril of void power to snatch small objects (1 enc max) silently into your hands. This can pull tiny creatures, levers and other objects you can't pick up, but they will not be carried into your hands.
✧✧: You can now effect anything smaller than a warhorse, including other characters. Pulled characters will keep their footing under most circumstances. This can lift creatures into the air.
✧✧✧: You can now do the opposite and fling objects with the force of bow, creatures flung in this way will take d8 damage if they strike a solid object or other character.
4. Swarm
✧: As an action you can call upon a swam of vermin-like void creatures. They have 1 hit dice, act on your turn and can attack with dice equal to your templates and deal damage equal to their remaining HP. You cannot control this swarm and they will attack the nearest creature. This swarm only lasts for the scene before they return to the void.
✧✧: Your vermin now have a number of HD equal to your templates.
✧✧✧: Your swarm can now be commanded and led but their hunger for flesh grows with time.
5. Doppelganger
✧: As an Action, once per scene, you can conjure a duplicate of yourself, control both as if they were you and decide which is you when they are interact with the world, such as by attacking or being attacked. Duplicates are dispelled when hit, only last for the scene and can only be vaguely controlled, such as walking to a location or shouting taunts.
✧✧: You may now conjure a number of duplicates equal to your templates.
✧✧✧: Your duplicates may each make 1 attack as if they were you, being dispelled in the process.
Note: Abilities that could conceal which illusion is real, such as translocating or possessing a duplicate function like when ability is initially used.
6. Possession
✧: An an Action, you may leap into the body of an animal smaller than a dog. You can control this creature for 10 minutes before being forced out. When you emerge from the creatures body it is unharmed and you appear adjacent to it. If the creature is harmed you both take the damage and you are forced out of the body.
✧✧: You no longer have a time limit for possessing animals, additionally you may possess any animal smaller than a horse.
✧✧✧: You may posses mortal characters, however your control is poor, you may not speak and will appear inebriated to others. They will forget the time you possessed them and when you leave will come to feeling extremely sick as if hung over. Characters may save have to prevent this, nameless mooks may not.
7. Bend Time
✧: As an action, once per session, you slow time around you, you may add +2d to any attacks made while time is slowed. You may save to avoid ranged attacks, and catch the projectile, or spell effects you could see.
✧✧: You may now bring a number of allies equal to your templates into this effect.
✧✧✧: You now may chose to completely stop time, all effected creatures may take 2 turns that will take effect simultaneously. This attracts the attention of creatures in the void, make a 12 segment clock and fill a segment each time you use this ability.
Bone Charms:
Cremation: When the holder kills an enemy they may choose to instantly reduce the body to ashes.
Whispers: Vermin and creatures associated with the void can speak to the holder.
Yearning: Allows the holder to breathe underwater.
Silence: Absorbs sounds near the holder, they may reroll 1's on attempts to hide or sneak.
Bloodlust: When the holder slays a creature they gain +2d bonus to their next attack roll.
Agility: The holder may leap 10ft into the air from standing still, they always land on their feet safely from any height less than 20 ft.
Witchhunter
During the reign of King Uther mages were hunted, the Witchunters were his agents to find them. Now they've become a vital group. When a mage goes rogue they travel forth and use techniques honed over centuries to take them down quickly and safely.
Starting Equipment: A laminated undercoat (Light Armor), Serrated Knifes (Light Weapon, Thrown, Precise), Concealable Hand Crossbow (Hand Weapon, Loading, Nimble, Powerful), A royal commission, A bag of pepper.
XP Trigger: Defeat a mage with cunning skill
1. Mage Slayer
✧: When you riposte an enemy casting a spell they must save or lose control of the spell, failing to cast it.
✧✧: You may additionally riposte fast spells cast within melee range by sacrificing one action from your next turn.
✧✧✧: You may now riposte against any spell you can see being cast, and may make a ranged attack instead of a melee attack.
2. Witch Hunter
✧: You can smell magic that has been cast in the past hour, you can smell vague ideas of what school of magic it is from.
✧✧: You can now smell spellcasters and recognize their magic from the smell and vice versa.
✧✧✧: Magic leaves a recognizable trail, you can track a caster like a bloodhound for an hour after they cast magic.
3. Part of the Plan
✧: You can push yourself to flashback to an element you had prepared beforehand like bribing a guard, planting traps or other minor elements.
✧✧: When your whereabouts have not been established in a scene you may push-yourself to reveal a disguise or hiding place you were hidden in.
✧✧✧: If you ever are fatally wounded you can reveal it was a body double the whole time and reveal yourself to be disguised as a background character.
4. Dirty Fighing
✧: Whenever you would gain bonus to hit from a underhanded tactics, you may also roll damage twice and take the highest result.
✧✧: Whenever you would gain a bonus on a roll, as above, you may reroll 1s.
✧✧✧: Whenever you would gain a bonus on a roll, as above, you may add the bonus to the attacks damage.
5. Hellsing Artifice
✧: You can modify loading weapons to be rapidly reloaded, each time you take the attack action you may instantly reload each loading weapon you are holding.
✧✧: You can manufacture alchemical arrows that have the effects of potions or philters on hit.
✧✧✧: You may progress 1 additional tick on any downtime clock to craft a complex mechanical weapon or device.
The largest difference is that the Agent has 5 talents instead of 6, this is for the advanced balancing reason of... I couldn't fit 6 on 1 page.↩
This request will be directed to the lowest being who can assist, in other words the players will not have to worry about offending their patron by asking for minor favors and answers.↩
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Common Magical Items
Telegraph Scrolls. When a message is written into this scroll and the wax seal pressed the message is passed into a Telegraph Station within 4 leagues and transmitted to any scrolls with identical sigils upon their seal. The message will appear upon the receiving scroll in the same ink provided it is within range of a connected station.
The cheapest and most readily available method of magical communication. Sigils can be duplicated and signals intercepted by the stations. Rendering the messages relatively insecure. Most commonly they are seen in the Messenger guilds which will transmit messages on behalf of visitors for a small fee.
Birdsong Scroll. When a message is written into this scroll addressed to a persons true name, and a command spoken, a spectral bird will take the message and deliver it to them in the form of an illusionary copy that fades over a few hours.
Speaking Stones. Enchanted stones, or more commonly wooden tokens, made in pairs split from the same piece originally. While the stones remain within a league of each other, any sound "heard" by one stone can be heard coming from the other stone. They are commonly kept within a soundproof bag when not in use.
Mage Light. A must have for any scholar reading late into the night, these steady lanterns require no light but instead are fueled by magical energies. A lantern will commonly have 1d6+2 charges, each charge allowing the light to last 1 hour. These charges refill at dawn when lit by the sun.
Some mage lights are able to fly, change colors, provide heat or other special effects.
Bells of Silence. A common tool of merchants or those with secrets, a bell of silence commonly looks like a desk bell engraved with magical sigils. When pressed the bell creates a spherical area which sounds cannot pass through. Those outside cannot hear those inside and vice versa.
Heat Transfer Stones. Carved gemstones commonly made from a red and blue gemstone fused. One side of the stone creates heat and the other cold. Often used to cool drinks or rooms.
There is much debate as to why one cannot create a stone of cold, but all attempts only function for a few hours before breaking down and creating heat instead.
Flameheart Stones. These dark stones glow like embers and must be carefully handled. They create heat at all times, like a roaring flame. Most commonly used in blacksmiths kits, rarely used for cooking.
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Why you should make a newspaper (Factions System)
A newspaper, or broadsheet can act as a fantastic way to hand deliver news about the world and plot hooks directly to your players. Between news articles, advertisements and "help wanted" posts you can provide wealth of information to your player relaively easily.
One of the main tricks to get intresting news for your paper is a faction system. This system is based off of the games by Sine Nominee Publishing and Blades in the Dark. The use of dice rolls can give you unexpected results, which can pump up your creativity and make your world feel more alive to both you and the players.
Faction System
Each faction is made up of a few elements, you can include your faction in the Faction Sheet:
Name: The name of the faction
Teir: Ranging from I-V (or I-III for smaller groups) these are the sizes and powers of your factions. Generally start with your largest scale and smallest scale (eg. town, region, principality ect), and figure out the steps between them. When factions fight they will roll with these numbers as a bonus.
Strength: There are 3 strengths a group can have Might, Wit or Wealth. Mighty factions have martial superiority, Wit factions have secrets and politics, Wealth factions leverage resources and money.
Characters: Come up with 3 characters that will be relevant to a party meeting the faction, the first should be the leader generally. These are the characters the party will meet so they don't need to be the biggest or most powerful characters just approachable or iconic ones.
Relationships: The Enemies and Allies of the faction.
Base of Operations: The home turf of the faction, this could be a city, kingdom or building depending on the scale of your campaign.
Goal: Each faction should have a current short term goal they are working towards, this will likely be achieved during the course of the game. This should have a clock with 4, 6, 8, 10 or 12 segments depending how hard it will be to achieve.
Extra Components (can be ignored for a simpler game):
Bases: Factions can have additional bases, of a number equal to their Teir. This base makes a location their Turf, giving them a +1d for their turns. Building a base must be completed as a goal.
The Faction Turn
A faction turn occurs between sessions or adventures, it is a non-specific amount of time where the factions act in the background. The GM should select which factions are Active, meaning currently involved in the story or of intrest to the story, factions can become active or inactive as their role waxes and wanes. Each faction should then take a turn, from smallest teir to largest, they will try to achive their goal by rolling a check, first however:
- If the goal is on Enemy Turf the factions make contested rolls of 2d6+teir, if the defender wins the attacker does not get to take an action.
- If the goal is on an Allies or their own turf they can add half of the allies tier (rounded up) extra dice to the roll.
- If the goal is in line with the factions strength they may add +1d to the roll.
- If the players have influenced a goal or action, just change it in accordance with their effects, or grant bonus' if the outcome is unclear.
Check: to roll a check for the faction roll 2d6+tier+bonus dice, filling in their clock as below:
12+: Critial! 4 segements
11-9: 3 segments
8-6: 2 segments
5 or less: 1 segment
If factions goals bring them into direct conflict they may enter a War, factions at War have the goal "War with ", with segments equal to 2+2×[Teir of enemy], they will make a contested roll to fill their clock whomever fills their clock first wins. The losing faction must either lose 1 teir or change their base of operation/lose a base.
Finally a faction can increase their tier as a result of a large enough goal or set of goals. If the setting is constrained then a faction might have to win a war in order to increase in teir.
The Newspaper
With this we arrive at the newspaper, I have written a few of these for my games. They add flavor and hooks into the world. Each faction turn look for remarkable, fun or flavorful events that have occurred and write them an article, embellishing as much as you wish. You can then add fluff articles, additonal plot hooks or even retellings of the player characters deeds.
You can also include the writers of these articles, either having one writer for a broadsheet, or a handful of writers giving you a varity of tones.
1d6 Writing Styles:
1. Robotic. Writes like wikipedia and avoid biased language
2. Impassioned. Writes emotionally and with a clear objective or side
3. _Informal._ Writes in a casual and personal manner
4. Pretentious. Uses large words and dramatic metafore, usally incorrectly.
5. Neutral. Writes similar to Impassioned but tries to be neutral.
6. Dramatic. Wrties like an epic or story, embelleshing every detail.
Now at the next session you can hand your players a broadsheet, which they are able to look through, find hooks, local politics and fun flavor for the world. Here's an example of one I wrote, canon spelling mistakes included.
But remember the first rule of Prep: If you aren't enjoying it, and it's not vital for the next session: Don't do it. Hopefullly this tool can help add something to your game but if it isn't find a tool that will.
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