Showing posts with label spells i want to cast. Show all posts
Showing posts with label spells i want to cast. Show all posts

Wednesday, September 23, 2020

Two New Templates for GLOG Spells

I think one of the major appeals of the GLOG is the rules for spellcasting. Spellcasters know a certain number of spells and possess a certain number of Magic Dice, or MD. Whenever you cast a spell, you choose how many MD to invest in it. The spells all have variable effects. If you roll 1-3 you get the MD back to use again, 4-6 it's used up for the day. If you use two or more MD and roll doubles, something bad happens. If you use three or more MD and roll triples, something really bad happens.

Goblin Punch laid out the original rules for spellcasting. Coins and Scrolls rewrote them. Since then others have made tweaks here and there, but the basics haven't changed much.

(The relative popularity of the magic rules from the GLOG, DCC, and Wonder & Wickedness suggests something like a general theory of what some players want from magic in their roleplaying games - spells that can be cast more than once each day, unpredictable magical outcomes, the ability to invest extra resources in a spell to hopefully make it stronger, and a small risk of catastrophic failure that makes the decision to use magic inherently dangerous.)

Most GLOG spells have variable spell effects that depend on the number of Magic Dice spent to cast the spell, which is noted as [dice] in the spell description, or on the number you get by adding up the result of all the MD used in the casting, which is noted as [sum].

Notably, almost all GLOG rulesets allow casters a maximum of 4 Magic Dice, so the [dice] variable will range from 1-4, and the [sum] variable from 1-24.

A few have effects that simply get stronger the more dice you used to cast them, but not in a strictly numerical fashion. The most common examples are spells where the duration of the effect increases (such as from 1 round, to 1 turn, to 1 day, to 1 week) or where the size of the possible target increases (such as from human-sized, to horse-sized, to house-sized, to castle-sized).

It's also pretty easy to imagine spells that either create objects or manipulate them, where the number of MD determines either the material the objects are made of or the technological complexity of their construction.
 
 
from Little Witch Academia
 
I had a couple ideas for other ways to produce variable spell effects. Let's call them Dice Placement Spells and Random Effect Spells. Both would likely use a new variable we could call [number], which indicates the result showing on a specific MD. (Remember that fun mnemonic they taught you in Wizard School? "When dice equals one, number is sum!")

Dice Placement Spells are the more cerebral and gamey of the two. They have 4 possible spell effects, and you choose which effects will take place by assigning an MD to each one. If you use 1 MD to cast the spell, you get one effect; use 4 MD, get all four.

That's not that many decisions to make, but the thing that would turn this from a simple spell to a puzzle is if the different effects care about the [number] on their MD, particularly if different effects "care" in different ways. You'll probably want to be a little careful here to avoid inducing analysis paralysis on your players.

You could have effects that grant a +[number] bonus, effects that impose a -[number] penalty, effects that only work if [number] is equal to the target's HD, effects that always work but work better if [number] is equal to the target's HD, effects that expand the spell out to [number] additional targets or lengthen the spell to [number] additional rounds or turns. You could create an ongoing effect, where each round, something small happens based on [number], and then you subtract 1 from it until it reaches 0. You could create a countdown where each round, you subtract 1 from [number] and when it reaches 0 something big happens.
 
Random Effect Spells are more unpredictable and swingy. They have 6 possible spell effects, and you don't get to choose which ones will take place - instead, the [number] on each MD will tell you which effects you get. There are no choices to be made, just beautiful chaos.

Since the [number] of each MD determines which effect it activates, you can't use [number] as a variable in the spell's effect. You can set up interesting combos where one effect makes another more powerful. In a "dice placement spell" that would likely just result in the player choosing the combo every time, defeating the purpose of offering a choice - but in a "random effect spell" the combo can only happen by chance, making it more like a pleasant surprise when it turns up. Also, remember that doubles and triples cause spell failure, so for any successful spellcasting, each [number] will be different. It doesn't really matter what order you put the effects in, but the spirit of GLOG spellcasting suggests that the weaker effects should correspond to lower [numbers].

One final consideration with both these new templates is that because they produce spells with multiple effects, it would be easy to accidentally make them much more powerful than other GLOG spells. Individually, each effect should probably be weaker than a typical spell, so that when multiple effects happen at the same time, they add up to about normal.

Monday, February 17, 2020

Robbing Pathfinder - Combat Styles - Bear Crane Dragon

For awhile now, I've had this daydream that a lot of Pathfinder material could be converted to slightly simpler rules-systems where I would feel more able to use it at my table. I like the idea of Pathfinder. It's one of my favorite D&D 3.75 editions (although Monte Cook's Arcana Unearthed might be my favorite). It's full of fun ideas, and it has lots of bold flashy art. Yes, it seems to largely be a game of fantasy superheroics, but so does most D&D, and in PF that means there are lots of interesting options for customizing your character.

My only problem with Pathfinder, really, is that its complexity means that neither I nor anyone I play with feels comfortable trying to run the thing. Which I don't mind, really, but I wish I had a way to use some of the cool character ideas that it includes. Hence my daydream of conversion.

So this is something of a thought experiment or proof-of-concept, to see if I can take something from Pathfinder and rewrite it so that I can use it. I want to start with the "combat style" feats that were introduced in Ultimate Combat. Each of these is a series of three feats that define a specific fighting style. One really obvious use for these is additional Mighty Deeds of Arms that DCC warriors could learn. Another possibility is as GLOG spells for characters like the adept class from A Blasted Cratered Land, or one of the muscle wizards from Goblin Punch or Ten Foot Polemic or Remixes and Revelations. In both cases, combining the feats into a single Deed or spell should hopefully provide some nicely variable results.

Sajan the Monk by Wayne Reynolds

Pathfinder Combat Style Feats as DCC Might Deeds

Boar Style - The warrior bites and scratches her opponent, tearing skin from flesh and flesh from bone, emerging red in tooth and claw. Although the style rewards a brawler who abandons herself to bestial fury, its moves were once carefully refined to inflict maximum horror and break the enemy's morale. Boar style is typically unarmed, but it can be enhanced with flensing knives, or by wearing cat-claws or metal teeth (as daggers). Its techniques are sometimes known to Orc bosses, Beastmen champions, and Hobgoblin sergeants.

A warrior can learn boar style by expending at least half her Intelligence or Personality score while in the throes of battle rage, by stealing a blood-soaked idol from the sacrificial altar of a tribe of humanoid berserkers, or by slaying a Giant Boar (combat statistics as Ogre) and eating its heart.

3 You bite and tear at your opponent. They must make a DC 10 morale check or flee in terror from your ferocity.

4 You bite and tear at your opponent. The wound bleeds freely, and your opponent suffers 1d3 damage each round until they use an action to staunch the wound.

5 You bite and tear at your opponent, dealing an additional 1d6 damage. They must make a DC 10 morale check or flee in terror from your ferocity.

6 You bite and tear at your opponent, dealing an additional 1d6 damage. The wound bleeds freely, and your opponent suffers 1d3 damage each round until they use an action to staunch the wound.

7+ You rip and tear, bite and gouge your opponent, dealing an additional 2d6 damage. Your opponent must make a DC 14 morale check or flee in terror from your ferocity. The wound bleeds uncontrollably, and they suffer 1d6 damage each round until they use a full combat round to staunch the wound.



Crane Style - The warrior stands on one leg, finding her center and balance like a reed that sways in the wind. Allowing her enemy to approach, she batters away her opponent's blows as a bird buffets the air with its wings. This is a measured and cerebral style that turns an opponent's strength against them. Crane style might be unarmed, or might utilize a quarterstaff or shield (shield bash deals 1d3).

A warrior can learn crane style by surviving a fight because her opponent fumbled what would have been the killing blow, by discovering a long-forgotten monastery among the mountain peaks, or by defeating an Air Elemental or an enemy wizard's Invisible Companion.

3 You sway to turn the force of your enemy's blow back upon them. The next attack that hits you, you automatically deal your current weapon's damage to the enemy who hit you.

4 You bend to redirect your enemy's strike against their own allies. The next attack that hits you also deals its normal damage to another opponent.

5 You bend and sway to absorb your enemy's might and turn the force of their blow back upon them. The next attack that hits you deals only half damage. You automatically deal your current weapon's damage to the enemy who hit you.

6 You bend and sway to absorb your enemy's might and redirect their strike against their own allies. The next attack that hits you deals only half damage to you, and also deals its normal damage to another opponent.

7+ You bend and sway, absorbing your enemy's might, turning the force of their blow back upon them, and redirecting their strike against their own allies. The next attack that hits you deals its minimum possible damage to you, and also deals its maximum damage to another opponent. You automatically deal your current weapon's maximum damage to the enemy who hit you.



Dragon Style - The warrior invokes the spirit of the dragon - her mind filled with the dragon's philosophy, her body emulating the dragon's movements, her heart aspiring to imitate the perfect being. Empowered by her own belief and ambition, the warrior is imbued with the nobility and sovereignty, the savagery and ferocity of the living dragon. Although rare, dragon style is sometimes practiced by entire tribes of Lizardmen and Kobolds, whose community life is devoted to reverence and awe for their sacred ancestor.

A warrior can learn dragon style by failing her saving throw against a dragon's breath and surviving, by establishing a hoard of unspent coins worth at least CL x 1000 gp to sleep within between adventures, or by intercepting a rival adventuring party of would-be dragonslayers and taking the dragon's revenge upon them.

3 The spirit of the dragon surrounds you like an aura. Your attack deals +1d damage, and you roll +1d on your next saving throw against magic (usually d24).

4 You strike like the slap of a dragon's tail. Your enemy must make a DC 10 Fortitude save or drop everything they're holding and roll -1d Action Dice until the end of combat (usually d16).

5 The spirit of the dragon surrounds you like an aura. Your attack deals +1d damage, and you roll +1d on your next saving throw against magic (usually d24). Then you unleash the dragon's roar. All your enemies roll -1d saving throws (usually d16) and their ACs drop by half until the end of combat.

6 You unleash the dragon's roar. All your enemies roll -1d saving throws (usually d16) and their ACs drop by half until the end of combat. Then, you strike like the slap of a dragon's tail. The enemy hit by your attack must make a DC 10 Fortitude save or drop everything they're holding and roll -1d Action Dice until the end of combat (usually d16).

7+ The spirit of the dragon surrounds you like an aura. Your attack deals +2d damage, and you roll +2d on your next saving throw against magic (usually d30). Then you unleash the dragon's roar. All your enemies roll -2d saving throws (usually d14) and their ACs drop by half until the end of combat. Finally, you strike like the slap of a dragon's tail. The enemy hit by your attack must make a DC 10 Fortitude save or they drop everything they're holding and roll -2d Action Dice until the end of combat (usually d14).

Crane Style by Dmitry Burmak

Pathfinder Combat Style Feats as GLOG Spells

Boar Style
R: touch, T: creature, D: 1 attack

Your biting, clawing attack deals [sum] damage to your target. The target must Save or become frightened and try to run away. An additional [dice] opponents also test their morale. The bleeding wound you inflict deals an additional [dice] damage to your target every 10 minutes until they receive medical treatment, typically in their own lair.

Some monsters' bodies have magical (or toxic!) properties when eaten. When you attack a creature with Boar Style, you may choose to consume 1 serving of its flesh. If you rolled doubles or triples, you automatically eat a serving.



Crane Style
R: self, T: self, D: [dice] enemy attacks

Your bending, swaying defense protects you from the next [dice] attacks that hit you. Set aside the Magic Dice used to cast Crane Style; none of them will return to your MD pool until after they are expended. The [dice] and [sum] devoted to this spell will diminish as its MD are expended.

When an attack hits you, the damage of that attack is reduced by [dice]. Then select one of the Magic Dice used to cast Crane Style. If the original damage of the attack is more than the amount showing on the chosen MD, you push the blow partially aside, and the attacker also deals [dice] damage with their current weapon to another opponent. If the original damage of the attack is less than the amount showing on the chosen MD, you reflect the blow back on the attacker, dealing [sum] damage with your current weapon to them. Finally, expend the chosen MD normally.



Dragon Style
R: self / 30' cone / touch, T: self / [dice] creatures / 1 creature, D: 10 min / 10 min / 0

The spirit of the dragon surrounds you like an aura. You unleash the dragon's roar and strike like a tail slap. This spell has three distinct effects: the first affects only you, the second targets multiple opponents at missile range, and the third affects a single opponent you strike in melee.

Until the end of combat, you have advantage on Saves, and all your attacks deal [dice] additional damage.

[Dice] enemy creatures are shaken with fear by the roar. They suffer [dice] damage immediately and have disadvantage on Saves until the end of combat.

Your stunning attack deals [sum] damage and causes your target to drop everything they're holding, to be too confused to cast spells, and to suffer disadvantage on all rolls until the end of combat.

Dragon Disciple Prestige Class by Jason Engle

Director's Commentary

Boar Style, Boar Ferocity, Boar ShredWhen I opened the first summary description, I almost immediately regretted my decision to take this on. "Unarmed strikes deal bludgeoning or piercing damage." Oh, come on! Work with me, Paizo! Give me something, give me anything, that I can actually carry over into a system that doesn't care quite so much about damage types!

Fortunately, I kept reading, and there is more there, both in the overall description of the style, and in the complete rules text for the feat. My initial fears may have been a little bit of an overreaction. There are some additional effects to draw on, but what helps at least as much are the descriptions of what you look like, how you learn this, and how you can improve.

For the DCC Deed, I decided to use combine the three effects to produce an A, B, AC, BC, ABC pattern. Obviously, the A effect is the weakest and the C effect the strongest, so I had to think about which should be which. I suppose the platonic ideal combat style Deed would have five different effects, but this seems fine for now. Also DCC spells typically have a top effect that's quite a bit more powerful than the ones that came before it, and I wanted to include that feel here to emphasize the specialness of these moves.

It might be interesting if a Warrior had to "spellburn" Personality or Intelligence to use a style Deed, or if they risked some kind of "disapproval" if they roll low. The point of putting a cost on using one of these moves would again be to help it feel a little more special, and to justify them being a bit stronger than other Deeds.

I also decided to include a bit about how a Warrior could learn each Deed, which is something I first tried when I wrote for David Coppeletti's Class Alphabet, (expected publication date TBA). For these, I thought there should be a way to learn each style by having a particular experience during a fight, a way to "quest for it" on an adventure, and a way to learn it by fighting a specific monster.

For the GLOG spell version, I decided to just pile on all three effects to create a single spell. In terms of the damage dealt, this is like a variation on Magic Missile, and I'm okay with that. Magic Missile also hits automatically, and this one you have to land a punch first, so I think it's alright to add a little more power as a reward for making the hit. Also, since food-based campaigns seem to be relatively common among GLOG players, and since this is a bite attack, I added a culinary effect at the end.

Crane Style, Crane Wing, Crane Riposte - The original version is about reducing the attack roll penalty and increasing the AC bonus for "defensive fighting," and getting bonus counterattacks against an enemy who attacks you but misses. Neither DCC nor GLOG has a defensive fighting option, and reducing penalties isn't super interesting. What DCC does have already is a Mighty Deed that increases Armor Class, so I thought it might be more interesting to turn this into Damage Reduction instead. Having decided that, it's obvious that the counterattacks should happen if your opponent hits you, rather than if they miss you.

For the GLOG version, I realized I could make the spell feel a bit more cerebral by making the caster choose whether to deflect the attack onto another monster or reflect it back at their main opponent, so now you have to think about how to use up each Magic Dice you assigned to the spell, by picking whether to spend one that's higher or lower than the incoming damage. Since doubles are always bad in GLOG spellcasting, discarding a dice that has the exact same number as the damage roll does nothing. As you spend the dice, the power of the spell gets reduced too, so it's not like you're repeatedly Magic Missile-ing your opponent at full strength.

Dragon Style, Dragon Ferocity, Dragon Roar - Of these three, this was the hardest style to work with, because the mechanics are so gamey, and it's not necessarily that easy to visualize what's supposed to be going on. It kind of reminds me of a combo attack from a fighting video game. For the DCC version, I tried to avoid having to keep track of modifiers by using dice-size increases and decreases, which is a fairly standard mechanic for that game. For the GLOG version, I just awarded advantage and disadvantage on the rolls. That's also helpful because a lot of GLOG mechanics are roll-under, and this way you don't have to worry about subtracting a bonus or adding a penalty or whatever.



Overall, I think this went pretty well, although it took slightly longer to write than I'd hoped. Still, it's the kind of thing that makes a nice mental palette-cleanser in between other kinds of writing. There's no shortage of interesting Pathfinder content that could be converted, so I'll probably do more posts like this in the future.

Thursday, March 21, 2019

GFA18 - North American Familiars

My very last entry in the 2018 Gongfarmer's Almanac was a reprint and update of something I wrote earlier that's fallen out of print now. One nice thing about putting this up on my blog is that I can add in the hyperlinks to the other settings I mention in the introductory essay.

My writing on this piece was edited by Cory Gahsman. That fantastic art piece is by Carmin Vance, and I just love the detail he put into it, especially the behavior of the cat familiars, the wanted poster, and the way the possum familiar's potion looks like a little jug of moonshine.

Because I waited so long to post this, the call for submissions for the 2019 GFA has gone out! It won't be organized on Google Plus as it was in years past, but it's found a new home (actually several new homes) on MeWe, on the Goodman Games discussion boards, and on its very own website! (Click that Participate tab at the top to volunteer!) Writing submission are due by May 1st, art submission by June 1st, and they could always use volunteers to help with editing, layout, publishing and coordination. 
 
Image by Carmin Vance
 
When a wizard in a North American setting casts find familiar, they don't summon one of the entities from the DCC core rules. Instead, they summon a familiar spirit from the local territories. Lawful familiars in North America mostly take the guise of domesticated animals and animals that form civilized communities. Neutral familiars mostly appear as wild animals whose very existence symbolizes the frontier in the minds of city-dwellers. Chaotic familiars dress themselves in the guise of pests, vermin, and decay.

These familiars are usable in any DCC campaign that takes place in a North American setting, whether it's the Dark Territories and town of Brimstone from Carl Bussler and Eric Hoffman's Black Powder Black Magic, the Shudder Mountains from Michael Curtis' The Chained Coffin, the Trails of David Baity's Dark Trails, Our World from Diogo Nogueira's Lost World setting, the Crawling Revolution led by James Walls' Revolutionary Crawl Classics occupations, the Esoteric America watched over by Michael Curtis' Secret Antiquities patrons, or any similar locale.

As in the DCC core rules, if the familiar has an ability and no modifier is listed, the wizard gains a +4 bonus to use that ability. I imagine fey familiars as being child-sized or waist-height, but looking so elfin and otherworldly that they'd never be mistaken for a human child.

North American familiars are an itinerant sort. At the judge's discretion, either at the beginning of each session, or each time the wizard gains a level, their previous familiar departs and a new one comes to take its place. This could be the original spirit taking on a new physical configuration, wanderlust causing one spirit to move on and another to replace it, or a regular shift-change between punch-clock geists. The wizard enjoys a different master's benefit each time their familiar changes (besides, what fun is a table with 72 entries if you only get to see one of them?)


LAWFUL FAMILIARS
Familiar Physical Configuration (and Master's Benefit)

1     White cat (move very silently)

2     Hound dog (all followers, retainers, etc. receive +2 to morale checks)

3     Miniature horse ('spooked' feeling warns caster of surprises and ambushes)

4     Miniature long-horned steer (+2 hit points)

5     Miniature blue ox (+1 Stamina)

6     Prairie dog (excellent hearing)

7     Groundhog (caster knows upcoming weather each morning)

8     Beaver (swim speed 20')

9     Yellow miner's canary (supernatural ability to detect traps and hazards)

10    Pigeon (caster can 'home in' on route out of dungeon or back to town)

11    Cock rooster (loud, commanding voice)

12    Barn owl (ability to see at night as well as during day)

13    Red-tailed hawk (excellent vision)

14    Bald eagle (excellent vision)

15    Giant ant (+1 to all attempts at ESP, scrying, etc)

16    Giant honey bee (melee attack deals poison: DC 12 Fort save or temporary loss of 1 Strength)

17    Child-sized scarecrow (opponents are -2 to morale checks)

18    Miniature covered wagon (once per day, the caster can ‘find’ a single low-cost mundane item in their pack)

19    Miniature train engine (movement 40')

20    Fey school-teacher wearing glasses and elbow-patched tweed jacket, never speaks, communicates using writing slate (caster can attempt to read any unknown language as lawful thief of the same level)

21    Fey Catholic priest, dressed in black robe with white collar (one of caster's known spells is replaced by a random cleric spell)

22    Fey soldier in blue-coat US Army uniform (caster is proficient with all weapons)

23    Mysterious fey figure dressed in gunfighter's outfit, mouth covered by bandana, never speaks (+1 to initiative and to all missile attacks)

24    Tiny feather-winged angel wearing white robe, face identical to caster's, speaks up whenever caster is tempted to disobey interests of patron (+1 to saving throws versus chaotic magic and supernatural effects)


NEUTRAL FAMILIARS
Familiar Physical Configuration (and Master's Benefit)

1     Gray cat (move very silently)

2     Possum (+1 to recovering the body checks for caster and familiar)

3     Badger (+1 melee damage)

4     Miniature stag deer (+1 Personality)

5     Miniature bison (+1 AC)

6     Gray Wolf (extraordinary sense of smell)

7     Miniature mountain lion (+1 Strength)

8     Miniature grizzly bear (+1 to melee attacks and melee damage)

9     Toad (ability to hold breath underwater for 20 minutes)

10    Gecko lizard (climb speed 10')

11    Desert tortoise (+2 AC, movement 20')

12    Armadillo (caster is proficient with shields, suffers no spellcheck penalty from carrying a shield, can shield-bash as a dwarf)

13    Mockingbird (caster is able to speak 1 additional random language)

14    Whip-poor-will (beautiful, haunting singing voice)

15    Crow (uncanny ability to detect gemstones and shiny objects)

16    Wild turkey (excellent at hiding in forest)

17    Giant grasshopper (once per day, caster can leap 10' vertically or 20' horizontally)

18    Will-o-the-wisp (familiar acts as candle-light in darkness)

19    Tumbleweed (caster can withdraw from melee combat without opening themselves to a free attack)

20    Fey wilderness scout, dressed in leather suit and racoon cap (uncanny ability to find paths and know direction)

21    Fey woodcutter wearing plaid shirt, carrying axe (+1 to attack and damage against plants and fungi)

22    Fey card-sharp, dressed in gambler's finery, carries tarot deck (+2 Luck that restores each night if used, similar to a thief's recovery of Luck)

23    Dust-devil cyclone (once per day, after hitting their first opponent in combat, the caster can continue making attacks against new opponents using the same weapon and action die, until missing an attack or running out of opponents)

24    Tiny elemental (+1 to all saves and checks related to that element. Roll 1d10 to determine element: (1) earth; (2) air; (3) fire; (4) water; (5) dust; (6) fog; (7) ice; (8) lightning; (9) mud; (10) exotic element such as gold, silver, gemstones, demon ore, etc.)


CHAOTIC FAMILIARS
Familiar Physical Configuration (and Master's Benefit)

1     Black cat (twice per session, impose -1 penalty on opponent's roll)

2     Raccoon (ability to pick pockets as a chaotic thief of same level)

3     Weasel (supernatural ability to squeeze into tight places)

4     Porcupine (anyone grappling or dealing melee damage to caster takes 1 damage from quills)

5     Polecat skunk (immune to nausea and stench)

6     Coyote (+1 Agility)

7     Tiny python (extraordinary sense of smell)

8     Tiny rattlesnake (melee bite attack deals poison: DC 16 Fort save or temporary loss of 1d6 Stamina)

9     Miniature alligator (successful melee attack grapples opponent, automatically deals 1d6 damage per subsequent round)

10    Bat (excellent hearing)

11    Miniature buzzard vulture (caster is able to safely eat rotten or spoiled food)

12    Black swan (once per day, caster can reroll any natural 7, and once per day, caster can reroll any natural 13)

13    Giant millipede (climb speed 10')

14    Giant maggot, transforms into giant black housefly during combat (‘skin crawling’ feeling alerts caster to presence of disguises and shapeshifters)

15    Tarantula spider (melee attack deals poison: DC Fort save or temporary loss of 1 Agility)

16    Giant mosquito (bite attack deals 1d4 damage and heals wizard of 1 hit point)

17    Tiny black scorpion (+2 to Fort saves versus poison)

18    Miniature skeletal horse (+1 to all attempts at planar communication or travel)

19    Miniature black stagecoach with large glass windows revealing casket inside (+1 AC and +1 saving throws versus undead)

20    Beautiful fey saloon dancer with skin flayed from her back, dressed in can-can outfit (+2 Personality)

21    Fey tattooed lady, dressed in bathing suit, covered in ink showing Patron's motif (+1 to spellcheck of random spell)

22    Fey hanged man (grants an extra life - the first time caster dies, the familiar dies instead, and caster is restored to full hit points, less the consequence of familiar dying)

23    Child-sized human skeleton (+1 damage to undead and +1 damage from necromancy)

24    Tiny bat-winged red devil, face identical to caster's, speaks up whenever opportunity arises to tempt caster to advance Patron's interests (+1 to all saving throws versus Lawful magic and supernatural effects)


Note: Most of the entries above originally appeared in the article "Familiars of the Dark Territories" in Black Powder, Black Magic, volume 4. Lawful entries 7, 10, 17, and 20, Neutral entres 12, 13, 19, and 21, and Chaotic entries 12, 14, 16, and 19 originally appeared in the post "Pseudo-Preview of BPBM4" on the DIY & Dragons blog.

Tuesday, November 20, 2018

GFA18 - Scribing Runes in MCC

This is the last of my Gongfarmer's Almanac 2018 articles that deal with Mutant Crawl Classics. (Don't worry, it's not the last one overall, coming next are some materials for DCC Westerns.) This time, I was thinking about ways to bring a little more DCC magic into MCC. In my image of the Terra AD setting, technology takes the form of discrete technological artifacts, but it also takes the form of sites and locations. Some of these are deadly, acting like traps, but others represent powers that characters can use (and re-use) if they can get to the right place. Ideally, there should be multiple "right places" for any given effect, but you can't just activate any effect from any where.
 
I really want to give a shout out to Karim for the great art accompanying this piece. Because he was volunteering his time and talent to GFA18, he would have been totally within his rights to simply look at my draft and then draw whatever he wanted inspired by it. Karim when above and beyond though; he essentially volunteered to give me the true commission experience. He drew preliminary sketches, revised them based on my comments, check the revisions with me, then made the final versions. All the pieces went through some revision, but this one went through the most. I had described something a little like David Langford's "blit" where a parrot-like image drives people insane, except ... what I described didn't really work visually. Karim came up with the idea of the parrot as a mechanical pop-up, and the effect as a beam, and it's fantastically weird, and it just ... works. (Plus check out the gross detail on the disintegrating guy! It's off the hook!)
 
Keith Garrett edited this piece, as he did the others in this series. You might have recognized the narrative example from my previous article as being lifted from Star Trek First Contact. The example here is probably harder to recognize. It comes from Jasper Fford's novel Shades of Grey. The whole community structure and set-up of that novel would, I think, make for a pretty good entry-level scenario for MCC.
   
Art by Karim
 
In a world without literacy, all writing seems like magic. Some writing is much more magical than others, however. Some writing issues commands that its viewers have to obey, even if they can't actually "read" it. The DCC spells runic alphabet (mortal) and runic alphabet (fey) represent a set of procedures that characters can memorize by rote in order to enact wetware-like effects without direct intervention by the patron AIs. The DCC spell make potion even provides a list of procedures characters can follow to issue wetware-like commands to themselves.
   
Characters can only learn runes one at a time, they can never memorize an entire runic alphabet at once. Characters learn a rune by making a technology roll, including their usual artifact check bonus. A character must make a technology roll equal to the rune's original minimum spellcheck in order to memorize it. Once a character has memorized a rune, they can inscribe it any time by making a technology roll equal to the rune's spell check. The rune's complexity is equal to twice its spell level (so mortal runes are complexity 2 and fey runes and potions are both complexity 6). If the alternative technology roll described earlier is used, then characters' technology die is also their spell check die, and can continue to improve even after they memorize the rune. If the bard class described earlier is used, bards roll +1d on technology rolls to learn and scribe runes. Most characters can memorize a number of runes equal to half their character level, while bards can memorize a number of runes equal to their level.
  
A rune might represent ancient machine code. Writing the code might issue a command-line instruction to a patron AI's satellite mainframe, and activating the rune might represent the satellite compiling and executing the code via the AI's operatives and resources planetside. Or, a rune might represent ancient logins, passwords, and database entries. Writing the rune might fill in a webform maintained by the nanites ambient in the atmosphere all over Terra A.D., and activating the rune might represent the nanites submitting the entry as a new row in a cloud database. Or, a rune might consist of images that exploit flaws in the image-processing centers of the human brain to produce almost unavoidable effects, as described by David Langford in his "blit" and "basilisk" stories. Learning the rune might represent learning to accurately reproduce the image without suffering its effects. Inscribing might consist of drawing this image, and activating it might represent fully revealing the image to its victim's visual cortex. Depending on the judge's interpretation, inscribing a rune might require access to a functioning ancient computer terminal, special paints or stencils to craft a nanite-readable barcode or QR code, or protective eyewear to shield the scribe's own optic nerve from the rune's effects.
  
Example: Jane has been press-ganged into leading Tommo and Violet into an abandoned ancient city to collect spoons and other artifacts. Near the edge of town, she spots an Ancient screen and keyboard, attached to a machine that accepts rectangular leaves and returns metal pebbles. First she types in the command to make the monitor display a particular shade of green that relieves the injuries she suffered on the road (make potion "healing", technology DC 18, Complexity 6). When Tommo and Violet demand that Jane repeat the procedure, she enacts the second part of her plan, typing in a command to display a coruscating pattern of red-and-green static that causes Tommo and Violet to hemorrhage to death on the spot (runic alphabet (fey) "pain", technology DC 16, Complexity 6). Jane returns home telling a story about how Tommo and Violet "were eaten by a carnivorous plant."

Friday, September 29, 2017

Spells I Want to Cast - The Horned King's "Name of the Quarry"

In Dungeon Crawl Classics #72: Beyond the Black Gate, author Harley Stroh introduces a patron called The Horned King, the king of the Wild Hunt. Stroh writes "The Horned King rules from the Thrice-Tenth Kingdom, venturing across the multiverse on his Wild Hunts. A solemn and grim lord, he delights only in the hunt, testing his martial prowess against the deadliest foes. A patron of the old ways, the Horned King bestows his blessing on heathen witches, barbarian shamans, and warriors that exalt the wild savage hidden within."

Beyond the Black Gate includes the Horned King's Invoke patron results, his patron taint, and his 1st level spell, Slaying strike. Stroh also gives the name of the Horned King's next two spells, Name of the quarry and Call of the wild hunt.

Below, I've written a possible version of Name of the quarry. I wrote it awhile ago after reading about the legend of Actaeon, and after reading about the victims of a certain roving internet auto-de-fé, about how they all reported that every time they tried to speak online after being targeted, someone showed up to harass them back into silence, about how they all came to feel that remaining silent was their only defense from having themselves and their family members attacked both online and in person. I have no intention of making light of their experience by writing this; instead it made me think what Actaeon would have felt if his legend had been true.

I think this is a truly evil spell. It's not a spell that kills the target; it's a spell that ruins their life. Refereeing the results of this spell requires the judge to develop an outline of the target's plan for the duration of the spell. Once per day within the game, the judge should make a saving throw on the target's behalf, and if the save fails, report a vision of the target's plight to the caster.



NAME OF THE QUARRY

Level: 2 (Horned King)
Range: Varies
Duration: Varies
Casting time: 1 turn
Save: Will vs. spell check

General: The caster invokes the Wild Hunt to blaspheme the name of a specific creature, her quarry. The caster speaks a litany of complaint against her quarry, destroying its reputation and turning everyone it meets against it. Rumors begin to spread about the quarry and its location, and the caster's words find their way onto the gossipers' lips when they speak of it. At higher levels of success, the spell begins to transform the quarry into a deer-like creature, brands it with a new true name created by the caster's indictment, and turns even the quarry's closest friends and allies into accomplices of the caster and her hunt. This spell's curse becomes especially acute each time the quarry speaks; its only defenses are to remain silent or to flee beyond the range of the spell.

This powerful spell requires at least 1 point of spellburn to cast. Additionally, the caster must select a worthy target as her quarry; the Horned King has no tolerance for cowards who waste his wrath on small game. The caster must select a target with HD at least equal to her current level, or the spellcheck is automatically treated as a result of 1, and this result cannot be altered by spending spellburn or luck.

Manifestation: Roll 1d4: (1) The entire text of the caster's indictment is burned into nearby stone, a permanent monument available for any visitor to read; (2) all the birds in the forest begin singing and tweeting the caster's complaint, her words echo in the local birdsong for the duration of the spell; (3) the air fills with the scent of blood and all the predators of the wood howl and cry, for the duration of the spell their eyes turn red and they gather in the open as proud and unafraid as if they were rabid; (4) a vision of a ghostly white deer appears before the caster and flees at top speed, for the duration of the spell, wherever the caster looks, she will see a vision of the ghostly hind fleeing from the corner of her eye.

Mifire: Roll 1d6: (1) The party immediately encounters a local wild animal which attacks the caster, and any tame animals in the party join for one attack against the caster each; (2) for the rest of the day, any strangers the party encounters will be automatically hostile, and will automatically attack if the caster speaks to them; (3) for the next week, whenever the party hears rumors, at least one will be about the caster, accusing her of cowardice and weakness; (4) for the next week, whenever the party hears rumors, at least one will be about the intended target, praising its virtues; (5) 1d6 men-at-arms (DCC434) and 1d6 wolves (DCC431) appear before the intended target and swear their fealty to help it track and slay the caster; (6) the intended target learns the caster's current location and a lesser secret name for the caster, granting it the benefits described in result 30-31 below.

1    Failure! Lost, misfire, and patron taint. Unlike normal spells, this spell may not be attempted against the same target for at least one month, or against a different target for at least a week.

2-11    Failure, lost. Unlike normal spells, this spell may not be attempted against the same target for at least one week, or against a different target for at least a day.

12-13    Failure, but spell is not lost. However, unlike normal spells, this spell may not be attempted against the same target for at least one day.

14-15    For the next day, every time the quarry speaks, it must save or strangers become hostile to it and nearby strange animals become restive and anxious in its presence. The caster receives a faint premonition each time the quarry fails a save. This effect is only active in the immediate geographic region around the casting location (a castle, a dungeon level, a village, a neighborhood within a city.)

16-19    For the next week, every time the quarry speaks, it must save or strangers become hostile to it, acquaintances become indifferent, nearby strange animals attack it, and nearby familiar animals become restive and anxious. The caster receives a faint premonition each time the quarry fails a save. During this week, every time the caster and her companions hear rumors, at least one will be about the quarry. This effect is active in the close geographic region around the casting location (a castle or village and the surrounding countryside, a dungeon level or city neighborhood as well as the adjacent levels and neighborhoods.)

20-21    For the next week, every time the quarry speaks, it must save or strangers and strange animals attack it, acquaintances and familiar animals become hostile to it, and even close friends become uncomfortable and indifferent toward it. The caster receives a definite impression of the result each time the quarry fails a save. During this week, every time the caster and her companions hear rumors, at least one will be about the quarry. This effect is active in the entire geographic region around the casting location (an entire countryside, on every level of a dungeon, throughout a city and its metropolitan area.)

22-25    The quarry permanently grows the stub antlers of a fawn deer. For the next month, every time the quarry speaks, strangers and strange animals attack it with no save allowed, and it must save or acquaintances and familiar animals attack it, and even close friends become hostile to it. The caster receives a definite impression of the result each time the quarry is attacked. During this month, every time the caster and her companions hear rumors, at least one will be about the quarry. This effect is active in the entire geographic region around the casting location, and along the borders of the neighboring regions.

26-29    The quarry permanently grows the antlers of an adult deer. For the next month, every time the quarry speaks, strangers, acquaintances, and any nearby animals attack it with no save allowed, and it must save or even close friends attack as well. The caster hears the sounds of combat each time the quarry is attacked. During this month, every time the caster and her companions hear rumors, at least one will be about the quarry. This effect remains active throughout the entire kingdom or country where the spell was cast, as well as along the borders of neighboring principalities.

30-31    The caster brands her quarry with a new lesser secret name. The quarry gains a -1 penalty to saving throws against all spells sent by the caster and anyone else who knows their new name, and all attempts to magically influence the quarry by using this new name gain a +1 to the spell check result. The quarry permanently grows the antlers of an adult deer, and its ears reshape to become deer-like. For the next year, every time the quarry speaks, everyone nearby attacks it with no save allowed. The caster hears the sounds of combat each time the quarry is attacked. During this year, every time the caster and her companions hear rumors, at least one will be about the quarry. This effect remains active in every land and kingdom of the empire where the spell was cast.

32-33    The caster brands her quarry with a new greater secret name. The quarry gains a -2 penalty to saving throws against all spells sent by the caster and anyone else who knows their new name, and all attempts to magically influence the quarry by using this new name gain a +2 to the spell check result. The quarry permanently grows the antlers of an adult deer, its ears reshape to become deer-like, its hind feet become cloven hooves, and it becomes an obligate vegetarian unable to consume meat. For the next year, every time the quarry speaks, everyone nearby attacks it with no save allowed. The caster receives a vision through the eyes of an attacker every time the quarry is attacked. During this year, every time the caster and her companions hear rumors, at least one will be about the quarry. This effect remains active throughout the empire where the spell was cast, as well as its imperial neighbors.

34+    The caster brands her quarry with a new true secret name. The quarry gains a -4 penalty to saving throws against all spells sent by the caster and anyone else who knows their new name, and all attempts to magically influence the quarry by using this new name gain a +4 to the spell check result. The quarry permanently grows the antlers and furry coat of an adult deer, its ears and entire face reshape to become deer-like, its hind legs become back-bending and its hind feet become cloven hooves, and it becomes an obligate vegetarian unable to consume meat. For the rest of the target's life, every time it speaks, everyone nearby attacks it with no save allowed. The caster receives a vision through the eyes of an attacker every time the quarry is attacked. For the next generation, every time the caster and her companions hear rumors, at least one will be about the quarry, whose infamy will be still spoken of by today's children until their old age. This effect remains active anywhere in the world; the quarry can only escape by fleeing to another planet or plane of existence.

Wednesday, June 14, 2017

DCC Patron: Mycetes-Thrax

MYCETES-THRAX

Mycetes-Thrax, the Great Sleeping Growth, lurks beneath the soil. This titanic entity is a single fungus that stretches for hundreds of leagues under the earth and has grown sentient and wise with the eons. It rewards its servants with utterly alien but useful and fearsome powers. Its wisdom is great and it knows much forgotten lore.

 

INVOKE PATRON SPELL CHECK RESULTS

12-13    Mycetes-Thrax exhales in its slumber, and the air within 10' of the caster fills with spores like winter snow, while the ground is a 10' circle erupts with cilia like frost-covered grass, surrounded by a fairy-ring of inch-tall mushrooms.
 
For the next combat round, the caster and her allies can withdraw from combat without opening themselves up to free attacks, and anyone who flees the area this round will not be chased.


14-17    Communication spores. The air within 20' of the caster fills with a cloud of twinkling spores like a vision of distant stars.

For the next 2 exploration turns, every creature with at least animal intelligence present within the cloud gains the ability to speak Basidiomata, the racial language of Shroomen and other creatures aligned with Mycetes-Thrax. This has two effects: first, everyone present is now capable of speaking to and understanding everyone else; and second, every creature present halts combat for at least one round in order to talk and listen. The result of this conversation may be an end to hostilities, or if combat resumes, it may continue under altered circumstances.
 
Additionally, the caster must make a Will save versus the spell check result. If the save is successful, the caster permanently speaks and understands the Basidiomata language.


18-19    Mycetes-Thrax blinks awake for a moment, and the air within 30' of the caster fills with spores like mottled green fog, while the ground in a 30' circle erupts with foot-long tentacles like hungry leeches.

The spores cloud the air and obscure vision, providing cover for the caster and her allies for the next 3 combat rounds. (Attack rolls against a character with cover get -2.)
 
In addition, the caster's enemies must make Ref saves versus the spell check result of become entangled for 3 rounds by the tentacles wrapping around their legs. (Entangled creatures move at half their normal speed, and attack rolls against entangled creatures are at +1d.)

 
 20-23    Sleeping spores. The air within 40' of the caster fills with blinking spores like a cloud of fireflies.
 
The caster's enemies must make Fort saves versus the spell check result or fall into a supernatural slumber for 4 hours. During this time, they cannot be woken by normal means (except by being attacked), and only a reversed sleep spell or other counterspell can end this effect early. The sleeping creatures are helpless until they awake. Even if attacked, the creatures can only wake early by making a successful Fort save. (Attack rolls against helpless creatures are made at +1d.)

Additionally, the caster has a dream vision of Mycetes-Thrax. The caster sees the Great Sleeping Growth at rest in its realm beneath the earth. The caster immediately suffers one random patron taint, and must make a Will save versus the spell check result or suffer one more.


24-27    Mycetes-Thrax wakes and briefly glances at the caster. For 50' around the caster, the air fills with a sleet of stinging, sticking spores, and the ground erupts with human-height tentalces that grasp and grope like children lost in the dark.
 
The caster's enemies must make Fort saves versus the spell check result or be blinded by these toxic spores. Any creature that rolls a natural 1 on this save is blinded permanently. (Attack rolls against a blinded creature get +2. Attacks made by a blinded creature have a 50% chance to miss.)
 
In addition, for the next 5 combat rounds, the caster's enemies must make Ref saves or grappled by a tentacle, hoisted aloft, and crushed for 1d8 damage per round. A grappled creature cannot attack anything except the tentacle holding it. A grappled creature can escape by making an attack with a cutting weapon against AC 10 that deals at least 5 damage in a single round, or by using its action to make a DC 15 Strength check. A creature that escapes can still become grappled again during the next round if it fails its Ref save. (Attack rolls against helpless creatures are at +1d.)


28-29    Hallucinatory spores. The air within 60' of the caster fills with a cloud of flashing spores like neon lights.
 
The caster's enemies must make Will saves versus the spell check result or spend one combat round making their most powerful or magical attack against another random enemy as they hallucinate the caster multiplying and becoming omnipresent.
 
In addition, the caster's enemies must also make a Fort save or take only one action every other round (until 6 rounds have passed), as they hallucinate the passage of time slowing and becoming dreamlike.
 
Additionally, the caster has a hallucinatory vision of Mycetes-Thrax. The caster may ask a single question, which Mycetes-Thrax answers truthfully. Although the answer comes slowly from the caster's perspective, only an instant of real time passes during the vision. The caster immediately suffers two random patron taints, and must make a Will save versus the spell check result or suffer two more.


30-31    Mycetes-Thrax comes fully awake and turns its full ire on the caster's foes before drifting back into its eternal slumber. A blizzard of purple spores like gale-blown confetti swirls in the air within 70' of the caster, while tiny white puff balls float up from the floor and pop like balloons, and 10' tentacles like limbless birch trees burst from the ground, whipping and dancing violently in a circle extending 70' from the caster in every direction.
 
The caster's enemies must make Fort saves versus the spell check result or begin to suffocate, losing 1d6 Stamina per round until they either die or make a successful save. Any creature that rolls a natural 1 on this save suffers permanent Stamina loss rather than temporary Stamina damage for that round.
 
In addition, 7 giant white puff balls drop from the ceiling and roll across the room, each crushing one random enemy for 2d8 damage and knocking it prone unless it makes a Ref save. Any creature that rolls a nature 1 on this save takes the maximum 16 damage. Each puff ball that strikes an enemy explodes when it reaches the far side of the room, creating a deafening boom, a violent wind, and another cloud of purple spores that cover and cling to the caster's enemies.
 
Every opponent who survives this experience must check Morale or run screaming for their lives, and the check is at -1 for each giant puff ball that exploded.


32+    Reproductive spores. Within 90' of the caster, spores rise from the ground billows of dust being kicked up from a forgotten floor.

All dead bodies within 90' of the caster arise as Shroomen and attack the caster's enemies. Everyone living creature that dies for the next 9 rounds arises as well. (Bodies arise as one Shrooman per HD of the original creature.)

In the next combat round after this spell is cast, the caster's enemies must make a Fort save versus the spell check result or transform into Shroomen themselves. (Again, those who transform become one Shrooman per original HD.)

Additionally, the caster immediately suffers three random patron taints, and must make a Will save versus the spell check result or suffer three more.
 
Once combat is over, the Shroomen remain in the area as an army under the caster's command. This army is ultimately loyal to Mycetes-Thrax, and is tasked with a specific quest to advance the Great Sleeping Growth's agenda. Like their patron, the Shroomen are patient and will tolerate delays and diversions as long as the caster appears to be pursuing the quest, but they will attack the caster and her allies if any of them act to subvert Mycetes-Thrax's interests.

  • Shrooman: Init -5; Atk slam +4 melee (4d4); AC 18; HD 2d8+6; MV 10'; Act 1/2d20; SP fungal cloud (starting in the second combat round: creatures within 20' are -2 to attack, damage, and saves; and creatures within 20' must make DC 14 Fort save or lose 1d4 Agility and 1d4 damage per round), half damage from bludgeoning weapons, infravision 100'; SV Fort +8, Ref -4, Will +4; AL N; Crit M/d6.



PATRON SPELLS: MYCETES-THRAX

Myctetes-Thrax grants three spells, as follows:

Level 1: Mouldering Touch
Level 2: Spores of the Basidirond
Level 3: Mycetes-Thrax's Fecund Fungi

Tuesday, February 21, 2017

Index: Snails

Below is an index of snail-related materials I might use in my own games.

At the time of creation, this Index has content from Dyson's Dodecahedron's "Snail Lords of the Salt Flats" mini-setting, (which may someday be published by Lost Pages,) and from Bernie the Flumph!'s "Blorgamorg, the Chthonic Snail" patron for DCC. More categories, as well as more entries within the existing categories, will be added as it becomes available.

from Dyson's Dodecahedron:
Snail Lord Character Class
Polearms of the Snail Lords
Dark Spire through Salted Lands
Twelve Bodies in the Firmaments of the Salt Flats

"Snail Lord" by Dyson Logos

from Bernie the Flumph!:
Patron: Blorgamorg, the Chthonic Snail
Invoke Patron, Patron Taint, and Spellburn (Blorgamorg)
Patron Spell 1: Snail Mail (Blorgamorg)
Patron Spell 2: Shell Shelter (Blorgamorg) (formerly planned as 3rd level spell "Shell House")
Patron Spell 3: Love Dart (Blorgamorg) (formerly planned as 2nd level spell "Slobber Globber Lobber")
Index of Blorgamorg entries on the Bernie the Flumph! blog
Crepuscular zine, issue 1, featuring Blorgamorg and "The Sanctum of the Snail" adventure (available for sale in print and pdf, note: I playtested this adventure)

As an aside, I keep wanting to call this patron "Blorg-ma-gorg" instead.

"Blorgamorg" by Josh Burnett

from Le Chaudron Chromatique:

"Snail Flailer" by Evelyn Moreau

Update Log:
22 Feb 2017: Index created 
31 Mar 2017: Snail Flailer Character Class added
2 Sept 2017: "Shell Shelter" and "Love Dart" spells added, Blorgamorg index added, artist information for "Snail Flailer" corrected
6 May 2018: "Sanctum of the Snail" adventure added

Tuesday, January 24, 2017

Pseudo-Preview of BPBM4

Stormlord Publishing has just released the fourth issue of their Black Powder Black Magic zine. I proofread the issue, and I also wrote up a list of familiars more suitable to a Weird West or other American setting. The familiars below aren’t on that list, but they do fit nicely on the end of it, and they give you some idea of what the other alternative familiars look like.

Lawful familiars
21 Pigeon (caster can "home in" on route out of dungeon or back to town)
22 Groundhog (caster knows coming day's weather each morning)
23 Child-sized scarecrow (opponents are -2 Morale)
24 Fey school-teacher wearing glasses and elbow-patched tweed jacket, never speaks, communicates using writing slate (caster can attempt to read any unknown language as a Lawful Thief of the same level)

Neutral familiars
21 Mockingbird (caster is able to speak 1 additional language)
22 Armadillo (caster is proficient with shields, suffers no spellcheck penalty from carrying a shield, and can shield-bash as a Dwarf)
23 Tumbleweed (caster can withdraw from melee combat without opening themselves up to a free attack)
24 Fey woodcutter wearing plaid shirt, carrying axe (+1 to attack and damage against plants and fungi)

Chaotic familiars
21 Black swan (once per day, caster may reroll any natural 7, and once per day, caster may also reroll any natural 13)
22 Giant maggot, transforms into giant black housefly during combat ("skin crawling" feeling alerts the caster to the presence of disguises and shapeshifters)
23 Giant mosquito (bite attack deals 1d4 damage and heals 1 hp)
24 Miniature black stagecoach with large glass windows revealing interior casket (+1 AC and +1 to saving throws vs. the undead)

Monday, December 26, 2016

DCC Spells I Want to Cast - Spores of the Basidirond

Below is my write-up for the 2nd level patron spell for Mycetes-Thrax. This spell is based on the effects of a famous second-tier monster from the world's most popular roleplaying game. Spores of the Basidirond is probably weaker than the 1st level spell Sleep, but in many ways, this isn't a spell you cast when you merely want to incapacitate your enemy - this is a spell you cast when you want to unleash total chaos.


SPORES OF THE BASIDIROND

Level: 2 (Mycetes-Thrax)
Range: 10' per CL
Duration: Permanent until save (or 1 turn per required save)
Casting time: 1 action
Save: Will vs. spell check

General: The caster releases airborne fungal spores and an alluring fragrance. Everyone who inhales the spores experience powerful hallucinations, which show them an alternate and dangerous world, and which compel them to take action to protect themselves from the nightmarish scenarios the hallucinations place them in. Creatures who inhale the spores can make an immediate saving throw to resist the effects, and may repeat this save on their initiative each round, but are trapped in their hallucination until they succeed. In general, everyone who is affected by the spores at one time sees the same terrible visions (except in the case of a critical success or a result of 34+.)

Any target who rolls a natural 20 on their saving throw is immediately freed from any remaining effects of the spell. Any target who rolls a natural 1 on their saving throw is rendered permanently insane, and continues to perceive their current hallucination as their only reality for the rest of their life.

Truly mindless being and creatures who don't need to breathe are immune to this spell (this includes most plants, fungi, slimes, constructs, and un-dead.) Anyone who is protected by a gas mask or other breathing apparatus is also immune.

Outside of immediate combat, the judge should assume that afflicted creatures succeed 1 saving throw per turn, rather than continuously rolling to determine the exact timing. (However, the judge is encouraged to check once for each target to see if they go permanently insane.)

On a critical success, the range of the spell and the possible number of targets are both doubled. In addition, each target of the spell rolls individually to determine their specific hallucination.

Roll 1d16 to determine the nature of the hallucination (and the target's reaction to it:)

(1) The floor has becoming a shifting desert, swallowing everything like quicksand. (Drop prone and attempt to swim to stay above-ground.)
(2) Every light in the room grows to blinding brilliance. (Close your eyes tight and drop any light source.)
(3) The floor has become a gulping, viscous swamp. (Take off your boots and armor to escape from drowning in the mud.)
(4) Every light in room explodes in flames, everything is burning. (Drop prone and attempt to extinguish the fire, pour any liquids you have onto yourself.)
(5) Your body is melting into puddle. (Attempt to hold your skin in place, press your flesh back into its proper shape.)
(6) The floor is blazing hot, melting into lava. (Hop from foot to foot, jump onto any flat surface above ground level.)
(7) Your body has shrunk to size of an insect or mouse. (Stare up at everything towering overhead, attempt to hide underneath smallest object you can find.)
(8) Your friends are all dead, their corpses fall to floor. (Run away screaming.)
(9) The floor is covered in millions of swarming, biting insects. (Attack the floor with your melee weapons.)
(10) The room is filled to brim with ocean water. (Hold your breath, attempt to swim to the ceiling, climb up any available vertical surface.)
(11) Your friends are all dead, but their lifeless yet animate bodies turn to attack you. (Attack your friends with most powerful attack.)
(12) Your clothes are filled with biting fleas and bedbugs. (Strip off your armor and clothing.)
(13) The ceiling is covered in thousands of swarming, screaming bats. (Attack the ceiling with your missile weapons.)
(14) Your back is covered with blood-drinking leeches. (Tear off your pack and anything worn on your torso and attack them.)
(15) The objects you hold in your hands are turning into biting, constricting snakes. (Drop or throw away what you're holding, leap backward to get away.)
(16) The ceiling is collapsing in a cave-in, debris rains down from overhead. (Drop prone and attempt to take cover underneath any sheltering objects.)

Manifestation: Roll 1d8: (1) shafts of light pour out of the caster's mouth an eyes, illuminating dancing motes in Brownian motion, accompanied by the smell of old books; (2) what looks like snow or white ash falls from the ceiling, accompanied by the smell and crackle of burning wood; (3) fish-like gills open on the caster's neck, revealing mushroom gills in the openings, the smell of saltwater fills the air as the gills appear to breathe; (4) thousands of puffballs sprout from the floor, releasing a miasma of dust and the smell of chalk; (5) the caster breathes billows of smoke from her nose and mouth, the scent of incense mixes with tobacco; (6) a sad, simple melody plays, as on a child's music box, there is a patter of rain, the air fills with mist and petrichor; (7) spiraling clouds of gold flecks waft away from the caster with every movement, and every mind present remembers the scent of of perfume; (8) there's a loud pop and the air fills with brightly colored paper confetti, the sound of party horns, and the aroma of a baking oven.

Misfire: Roll 1d4: (1) The caster is afflicted by 1 random hallucination for 1 round; (2) the caster is afflicted by different hallucinations each round for 1d3+1 rounds; (3) the caster and 1d3+1 of her allies are afflicted 1 random hallucination for 1 round; (4) the caster and 1d3+1 of her allies are afflicted by different hallucinations each round for 1d3+1 rounds.

1    Failure! Lost, misfire, and patron taint.

2-11    Failure, lost.

12-13    Failure, but spell is not lost.

14-15    One target of the caster's choice is afflicted by a single hallucination until it succeeds a saving throw.

16-19    Up to 1d3 targets of the caster's choice are afflicted by a single hallucination until they succeed a saving throw.

20-21    Up to CL number of targets of the caster's choice are afflicted by a single hallucination until they succeed a saving throw.

22-25    Up to CL number of targets of the caster's choice are afflicted by hallucinations, which change each other round until they succeed a saving throw.

26-29    Up to CL number of targets of the caster's choice are afflicted by hallucinations, which change each round until they succeed 1d3 saving throws.

30-31    All possible targets within range are afflicted by hallucinations (unless explicitly excluded by the caster.) Targets experience a single hallucination until they succeed a saving throw. Additionally, up to CL number of targets are afflicted by hallucinations that change each round until they succeed 1d3 saving throws.

32-33    All possible targets within range are afflicted by hallucinations (unless explicitly excluded by the caster.) Hallucinations change each round until they succeed a saving throw. Additionally, up to CL number of targets are afflicted by hallucinations that change each round until they succeed CL number of saving throws.

34+    All possible targets within 30' per CL are afflicted by hallucinations (unless explicitly excluded by the caster.) Each target rolls individually to determine their specific hallucination. Hallucinations change each round until targets succeed CL number of saving throws.

Saturday, October 22, 2016

Rhythmic Gymnastic Vivimancy

A recent dispatch from the Gray Lady has given me the idea that a select group of bards from the College of Rhythmic Gymnastics might use their performances to alter the life-cycle and their own biology.

When such bards are inducted into the mystery of life magic, they replace the entire 5e spell-list with Vivimancer spell-list from The City of Iron's Complete Vivimancer (or from Theorems & Thaumaturgy.) I will leave it (for now) for interested players and judges to decide for themselves how to link these spells to the bard's apparatuses.

Seen below, a high-level bard uses the ball apparatus to cast impregnate (reversed.)

"How to stop your period" by Xaviera Lopez

Tuesday, September 20, 2016

DCC Spells I Want to Cast - Mouldering Touch

The spell Hepsoj’s Fecund Fungi (DCC 247) mentions the existence of a patron-level entity, Mycetes-Thrax (result 38+). Mycetes-Thrax is described as "the Great Sleeping Growth that lurks beneath the soil ... a single fungus that stretches for hundreds of leagues and has grown sentient and wise with the eons." Below is my write-up for the first of Mycetes-Thrax’s patron spells, Mouldering Touch. The effects of this spell mimic the effects of the most common oozes in the world's most famous role-playing game. A write-up of the second patron spell, Invoke Patron results, spellburn, and patron taint will follow.

Mycetes-Thrax’s third patron spell should obviously be Mycetes-Thrax’s Fecund Fungi, with results identical to Hepsoj’s version of the spell, except at 3rd level.


MOULDERING TOUCH

Level: 1 (Mycetes-Thrax)
Range: Touch
Duration: Varies
Casting time: 1 action
Save: Varies

General: The palm of the caster's hand is coated in protoplasmic slime mold, allowing her to deliver lingering toxic effects to her enemies by touching them. On a critical success, both the caster's palms are coated, allowing her to deliver two touches, and she can choose any effect at or below the level of her spell check, including different effects for each hand.

If spell is used against a player character (or anyone else with a known Stamina score,) result 28-29 causes 1d6 points of temporary Stamina loss (instead of Fortitude and hit point loss,) and result 30-31 causes 3d6 points of temporary Stamina loss.

Manifestation: See below.

Misfire: Roll 1d4: (1) the caster's entire body is coated with a thin layer of phosphorescent white dust, and for the next hour, all attack rolls against the caster are +1d to hit; (2) the caster takes 1d3 cold damage and any light sources she's carrying are extinguished; (3) the caster is temporarily paralyzed for the next 1d3 combat rounds; (4) a cloud of toxic yellow dust puffs up into the caster's face causing 1d3 temporary Stamina damage.

1 Failure! Lost, misfire, and patron taint.

2-11 Failure, lost.

12-13 Phosphorescent fungus. For the next hour, the caster's palm is coated with a ghostly white dust. The dust glows too weakly to serve as a light source, but for the next day, it will serve as a highly visible marker on the next creature or object the caster touches. A marked creature loses any benefits of invisibility or cover.

14-17 Ochre jelly. For the next turn, the caster's palm is covered in a orangish-brown gel. The next creature the caster touches takes 2d4 damage and must make a Fortitude save vs. the spellcheck result or lose its next action.

18-19 Brown mold. For the next turn, the caster's hand is covered in a rich brown dust. The next creature the caster touches takes 2d6 cold damage, and any light sources that creature is carrying are extinguished.

20-23 Gelatinous cube. For the next turn, the caster's hand is covered in a translucent gel. The next creature the caster touches is paralyzed for the next 3d6 combat rounds. That creature may attempt a Fortitude save vs. the spellcheck result to reduce the duration by half.

24-27 Gray ooze. For the next turn, the caster's hand is covered in a wet gray scum. The next creature the caster touches takes 2d6 damage. One piece of armor worn by that creature is -1 AC and one weapon it wields deals -1d damage. Any armor reduced to +0 AC and any weapons reduced to 1d3 damage collapse and fall apart due to acidic corrosion. The defender may choose to make a Reflex save vs. the spellcheck result to take double damage in order to protect its armaments. Instead of attacking, the caster may use this touch to destroy one wooden door over the course of 1 turn.

28-29 Green slime. For the next turn, the caster's hand is covered in a wet green scum. The next creature the caster touches loses -1d3 from its Fortitude save and -1d3 hit points from each Hit Dice. One piece of armor worn by that creature is -2 AC and one weapon it wields deals -2d damage. Any armor reduced to +0 AC and any weapons reduced to 1d3 damage collapse and fall apart due to acidic corrosion. The defender may choose to make a Reflex save vs. the spellcheck result to take double damage in order to protect its armaments. Instead of attacking, the caster may use this touch to destroy a wooden or metal door or a row of metal bars over the course of 1 turn.

30-31 Yellow mold. For the next turn, the caster's hand is covered in a chalky yellow dust. The next creature the caster touches loses -3d3 from its Fortitude save and -3d3 hit points from each Hit Dice. That creature may attempt a Fortitude save vs. the spell check result to reduce the penalty by half.

32+ Black pudding. For the next turn, the caster's hand is covered in a thick black sludge. The next creature the caster touches takes 4d6 damage. One piece of armor worn by that creature is -4 AC and one weapon it wields deals -4d damage. Any armor reduced to +0 AC and any weapons reduced to 1d3 damage collapse and fall apart due to acidic corrosion. The defender may choose to make a Reflex save vs. the spell check result to take double damage in order to protect its armaments. Instead of attacking, the caster may use this touch to destroy a wooden or metal door, a row of metal bars, or a brick or stone wall over the course of 1 round.

Friday, May 13, 2016

Clerics and the God Worm

Below are my thoughts for clerics serving the God Worm, based on Tony Dowler's Purple Worm Graveyard. In the adventure, it's implied that there's a tradition of human cultists worshipping a powerful Worm God, and that it usually goes badly for them.

I liked the implication that there might be good reasons for humans to worship a giant worm, and that it might still be a terribly bad idea for them to do so. Worms are the eaters of the dead, so the God Worm bestows all the usual clerical powers, albeit with some variations in their appearance. Servants of the God Worm are also invariably destroyed by their connection to such a powerful inhumane entity. I've added the option for clerics to choose to become tainted, instead of accepting the usual consequences of deity disapproval, and I've added a very tempting offer, for clerics to burn away their minds instead of their luck, for a larger one-time benefit, but at a cost that's irrecoverable.

CLERICS AND THE GOD WORM

Alignment: The God Worm is neutral in (or perhaps prior to and separate from) the great Cosmic Struggle between Order and Chaos, but its worshippers may be of any alignment.

Holy Symbol: The cleric's holy symbol might be a wood staff carved to look like a worm, an ourouboros (a symbol of a worm making a circle and biting its own tail) or an auryn (a symbol of two worms making a knot and biting each other's tails), or a live worm that she keeps as a mascot.

Lay on Hands: Whenever the cleric calls on the God Worm's power to heal the injured and sick, her healing touch manifests as a swarm of maggots, leeches, and other medicinal vermin. These fall from the cuffs of her sleeves, sweat from the pores of her hands, and burrow up through the skin of the patient. They eat any infected or necrotized flesh, leaving a clean sterile wound, and disperse at the end of the healing.

Turn Unholy: Whenever the cleric calls on the God Worm's power to turn away the unholy, the primary manifestation is of worms and maggots rising halfway up from the soil to repulse the enemies of her faith. If the turning attempt includes a holy smite, this manifests as a stream or cone of devouring worms flowing out of the cleric's hand and drilling into her foes.

Deity Disapproval: Whenever the cleric rolls within her current disapproval range, she may choose to receive patron taint from the God Worm instead of accepting the result of the disapproval roll. She may choose to receive patron taint after seeing the disapproval result, but after this choice is made, it cannot be reversed based on the patron taint roll.

Burning luck: Clerics who serve the God Worm may choose to permanently burn their Personality or Intelligence ability scores instead of burning Luck to modify the effects of laying on hands, turning unholy, or spellcasting. The God Worm rewards this alignment of the cleric's mind with the annelid consciousness by granting a +CL bonus to the modified roll in exchange for this sacrifice. Clerics who serve the God Worm can never increase their mental ability scores; any effect that would ordinarily increase a cleric's Personality or Intelligence scores increases her Luck score instead.

Blessing, Holy sanctuary, Protection from evil, Divine symbol, Spiritual weapon, Sanctify: Spells that confer a blessing or protection manifest as an anointing of worms crawling over the affected person, object, or place.

Detect evil, Detect magic, Second sight, True name: When the cleric casts spells that allow her to commune with the mind of the God Worm to gain knowledge, she must accept patron taint if she rolls in her disapproval range, as described above.

Food of the gods: The God Worm sends edible meal worms for the cleric to eat.

Cure paralysis, Neutralize poison or disease, Restore vitality, Remove curse: Healing magic is affected as the laying on of hands, described above.

Snake charm: The affected snakes shed their skins to reveal snake-sized earthworms beneath. This change persists even after the spell's duration ends.

Stinging stone, Bolt from the blue, Affliction of the gods, Vermin blight, Whirling doom: Spells that afflict the cleric's enemies manifest as an attack by worms instead of other creatures or objects.

Wood wyrding, Cause earthquake, Desecrate: The God Worm sends burrowing worms to drill though the affected object or piece of land, and their movement creates the effect of the spell.

Animate dead, Speak with the dead: The God Worm does not allow its clerics to animate or speak with the dead. If the cleric's random determination of spells would result in her learning either of these spells, she re-rolls to learn a different spell instead. Attempting to cast these or similar spells results in automatic failure, deity disapproval, and patron taint.

Other magic: Clerics who serve the God Worm manifest their spells differently than other clerics. The player and the judge are encouraged to devise additional alternate manifestations for these and other clerical spells.