Showing posts with label GLOG. Show all posts
Showing posts with label GLOG. Show all posts

Saturday, October 5, 2024

Glogtober '24 - 2 : The Eclectic Wizard (A-Z)

 Glogtober '24 prompt: "GLOG-class formatted as an acrostic using the English alphabet." Maybe not quite a true acrostic, but close enough.

The Eclectic Mage

A: Hoarder, Interested in Arcane
B: Just in Case
C: Know Arcane
D: Legally a Wizard

Eclectic Mage

For skills, roll on the following: (1) Librarian (2) Dish Washer (3) Capital Investments (4) Botany
Gear: Notebook, pen, 16 various coins, pocket knife, unique bag or backpack

Hoarder:
You always know how to find valuables and stockpile them for another day. You can carry 50% more gear as long as it is stashed in great sacks and weird pouches.

Interested in Arcane: You’ve always wanted to learn magic, but never got beyond that self help start book. Because you love the topic so much, you always recognize magical items and energies. Once per day when you see a spell cast or read it from a book, you’re sure you can duplicate it. You get 1 MD to do so, yet a roll of a 1 triggers the Doom of that spell caster – but only for 24 hours. You’re not a full wizard – yet.

Just in Case: You can now save spells you would duplicate via Interested in Arcane, by placing the spell inside one of your unique knickknacks. Describe the object and how the spell affects it. You can have a number of such knickknacks equal to your level in this class – they are still cast with 1 MD, with the same rule for dooms.

Know Arcane: You’ve finally learned to cast a selection of minor spells, grafted together from your self study notes on magic. Randomly select 3 spells from the list below, you know them. When you gain another template in this class learn the other three. You get 2 MD for casting these spells, and have no mishaps or dooms. Due to your limited abilities you cannot learn spells from scrolls or books.

Legally a wizard: You’ve done it, you’ve gotten the paperwork filed and everything. You can call yourself a wizard now, and get +1 MD. Your knowledge is finally enough to learn other wizard spells, beyond the list below. Once you learn a real wizard spell you count as that type of wizard for mishaps and dooms.


Minor Laser:
No amount of sunscreen can protect from this death ray. The disco light laser, the rave ender, for [sum] rounds you cast bright random lights from your fingers. Each round you can point at a creature within 20’ and deal [dice] damage to them.

Open Sesame:
Proclaim your arcane might to the door before you! If it is in good spirits or feels like humoring you, it will open.

Question:
Request an answer from a tart in the form of a question, they must answer but are not compelled to answer truthfully.

Suck Force:
Tug on your tongue, then inhale to create a big vacuum force 10’ x [dice] long. Anything weighing less than [sum] x 5 lbs is pulled towards you, perhaps too quickly.

Under where?
Vapidly talk and make really bad jokes. As long as you (the player) can do so, creatures than can hear you of up to [dice] hit dice must save or listen, trapped by social convention.

Write Message:
Xerox up to the last [sum] minutes of speech onto a piece of parchment or paper you are touching. You can’t omit anything or edit the writing. Can even catch things you didn’t hear.

Yellow Caution Tape:
Zone a space with a perimeter of [sum] x 10’, with yellow caution tape appearing to surround the area. Surely everyone will have the common sense to avoid an area blocked off with caution tape.

Wednesday, May 15, 2024

The Dark Bearer

 

A rival class to the Lightbringer, the Dark Bearer brings shade and gloom wherever they go. While likely a more potent class, the Dark Bearer really needs darkness or shadow to work, which might not gel well with the rest of the party.

It is said that somewhere in the city is a house, The House as most people call it, though those with a long memory remember The Gloaming House of Wounds. It is within these halls those that seek to master the darkness come begging to be taken as an apprentice, though only the most determined are allowed through the door. No one comes out, though your friend says his cousin’s sister once saw through a window – apparently she saw two priests in black plucking out the eyes of a young man. They say for the right price they’ll snuff out anyone, often taking payments in rare texts and art. Take the first steps through the front door, into the dark...


THE DARK BEARER

Starting Items: Blind fold, Dark clothes, x2 dagger, Candler Douter

Skills: Disguises, Shadow Puppetry

A: Dark Watcher, Light Douser

B: Night Caller, Confounding Dark

C: Nocturn Loci, Shadow Invocations

D: One with The Abyss

+1 Stealth per template in this class. This is a [Dark] Class.


Dark Watcher: You have become familiar with the shadows in which you live, allowing you to see fully if there is any amount of light. With training learned from The House you have mastered the art of hiding in darkness. So long as you don’t move or bring attention to yourself you can become completely invisible while standing in shadows. Should these shadows be burned away by light you are thrust back into visibility.

Light Douser: Your masters at The House loath light and have taught you their ways of banishing such wretched illumination. By snapping your fingers you can extinguish [Dark template] lights you can see. By power of their enchantment magical lights get a save to avoid this fate, and may even return given time. As a beginner you can only extinguish candles and torches. With two [Dark templates] you can extinguish campfires, and with four [Dark templates] you extinguish burning buildings.

Night Caller: On your path into night you can learned to call forth the inky darkness. With a whisper pure shadow envelopes a space you can see, spreading to envelop a space up to [Dark templates] meters in radius. Calling this darkness can be done a number of times per day equal to your [Dark templates] or by allowing the shadow into your flesh, a process which deals 1d3 damage.

Confounding Dark: As you step into shadow you can learned that truth is a concept best left behind. So long as the blinding truth of illumination is not cast upon you, you can take the appearance of anyone roughly your shape. Your understanding of deception extends such that as long as you are in the shadowy depths you can change your voice to any other.

Nocturn Loci: Only those devoted to gloom are invited to the inner chambers of The House, where greater understanding is met. In doing so you have learned the Nocturn Loci, allowing for perfect senses of everything within 6 meters of you while in total darkness. Anything you could normally percieve is revealed to you, you have stepped beyond the limits of eyes. Masters of the Nocturn Loci can feel the sharpness of a blade without touching it, taste the bitterness of a tea without drinking it.

Shadow Invocations: The darkness is alive, and may answer you call. The abyss always demands a price, to unmake what was made. You gain the ability to use Shadow invocations, as described below. Each shadow invocation has a cost associated with it that must be paid. Shadow invocations cannot be cast while in total illumination. Whenever you cast a shadow invocation roll Xd6 and take damage equal to the largest d6 rolled this way, where X is the number of shadow invocations previously cast this day.

One with The Abyss: What lies for us in darkness cannot be known, it is a great concealing veil. You have incorporated this un-truth into your soul, knowing nothing is certain in gloom. While in darkness you enter a superposition where you are anywhere and everywhere connected to that darkness. Each turn you can pick a space to occupy, so long as you could reach that space without entering light. Anything that targets you while in this state has a +1 in 6 chance of missing.



SHADOW INVOCATIONS:

The Dark Plunge: Render at a page of writing unreadable per HD of the target. Touch the target, who can save to resist. Those who fail are embraced, having their mind untether from their body for [Dark Template] rounds. In this time they are simply a mind cast into the dark, unable to feel or control their body.

Abyssal Reach: Shatter a knife which you have killed at least one sentient creature with. At your call your shadow stretches along surfaces, sprouting [Dark template] great tendrils that can attempt to wrap around targets with a Strength of 14. Those constricted feel the frigid touch of darkness, taking 1d6+[Dark Templates] damage per round they remain constricted. Should these tendrils prove lethal, the corpse quickly withers and mummifies as if left in a cold desert for a century. These tendrils remain for 10 minutes.

Empty The Vessel: This ritual requires the practitioner to fill a vase with the ashes of the dead, mix in the blood of their target and shatter the vase. As the vase shatters the practitioner picks a period of up to [Dark template] hours for the target to forget, the memories stolen away by the burned dead. Aware targets can save against this effect, and may notice a gap in their memory. With guidance from the target, very specific memories can be erased. This ritual is a favorite among the priests of The House to erase that which would hold back initiates.

Dark Reflection: Burn the hair of your target, then cast the visage of the target upon a reflective surface and shatter the image. A copy of the target emerges, made of pure shadow, with 1 HP and x2 speed. This reflection is utterly loyal to you, but carries out your orders with a vengeance towards the living. Such a copy is unable to speak and makes no sound, lasting until brightly illuminated or until the ritual is used again. Those who dare strike against The House often have to face their own shades.

Ancient Constant: All creatures fear the dark, and with this invocation that realization can be given truth. This ability only requires the death of a creature at least the size of a rat, and the invoker must stand in darkness while seeing their target. The target saves, on a success they take a -2 penalty to morale for one hour. On a failure they see their darkest fear emerge from the gloom and they flee in an utter panic for 1d6 rounds.

Shadow Steps: Render a wheel, boat, foot or other means of transport useless. For the next hour so long as you are not in direct illumination you can fly, as can anyone grasping you. Often considered a wasted art by The House, this ability does function in broader cases such as under a full moon unlike One with The Abyss.




Δ Void Soul – Inscribe your true name in darkness. Should anyone learn your true name lose this template and a level.

You no longer truly exist, you are simply an echo left behind. Divination cannot find you as your name has been erased from the ledger, and other spells against you have a 2 in 6 chance to fail. In time you will fade into utter peace, but for now you must suffer the echoes of your actions.

 

Δ Umberstar Create a Dark Star

By taking the shards of a star and letting them betray their own nature you have a Dark Star, a void that gives of gloom instead of light. Within this light your Shadow Invocations can’t damage you. You now have the attention of The Light and The Dark.

 

Δ Dark Lord – Cast a civilization into darkness

All golden ages have their times, and you are their end. A lord of the dark, you are eternally cloaked in the gloom of the end and can never be illuminated. You are the endless depth that smothers all light, and you can use Light Douser on any light source regardless of size, but you take damage equal to the HD of the light.

The sun has 100 HD.


Δ Twilight Soul – Have at least one [Light] template and one [Dark] template. Receive the blessing of the heretical Cinder King.

You have come to understand that light and darkness are not that different, for while fire brings glaring light in time all it meets are rendered into dust and darkness. You are declared as a heretic by The Lantern Guild, a traitor by The House and have drawn the ire of The Light and The Dark.

You can use any Darkbearer abilities regardless of illumination, and need not give off illumination if you choose not too. Dark and Light abilities can’t track you, and you have a +4 to saves against their abilities.

Saturday, January 27, 2024

The Lightkeeper

 

About halfway through writing the Master of Ropes I wondered what else I could apply a similar class concept to and immediately thought of torches, so to continue the work of gearomancy I present the Lightkeeper:


Lightkeeper

Starting Gear: Lantern, 3 pints of oil, 3 torches, 10 candles.

Skills: Lantern, torch and candle making.

A: Enkindler, Guild Crafter

B: Lantern Lore

C: Torchbearer

D: Illuminator, Torch Soul


Enkindler: Light sources you carry burn for twice as long. By snapping you can create a small spark of flame. You can brighten and dim light sources you carry, making them up to twice as bright or dimmed to the point the light goes out.

Guild Crafts: By joining the Lantern Guild they have taught you unique ways to craft light sources. You can apply these any time you make torches, lanterns or other light sources. Using such techniques takes any listed requirements, access to alchemist ingredients and 1 gp per batch you make (1 lantern, 6 torches, 18 candles) on top of any normal material costs.

Lantern Lore: As a trained member of the Lantern Guild you have come to understand the secrets to creating lantern masterpieces, each with unique abilities and gifts.

Torchbearer: As long as you are holding a light source it cannot go out by mundane means, including running out of fuel or naturally sputtering out. Allies get +1 to morale checks while within your light.

Illuminator: As light brings illumination, your light brings truth. You can burn a whole torch or pint of oil worth of fuel in an instant, creating a blinding flash of light. All illusions, shapeshifters and other magical deceptions within 30 ft of you must save or have their nature revealed.

Torch Soul: Pulse with the inner heat of the flame, you always count as a lit torch. Only magic can extinguish you, dealing 1d6 damage. With a minute of rubbing your hands together you reignite.



Guild Crafts Modifiers:

  • Masterwork: When you craft light sources you can take the time to prepare them as the masters of old. These light sources will burn for twice as long thanks to your expert work.

  • Marine: Water is often an enemy to the flame, but to the Lantern Guild this means nothing. Using a pound of salt you can infuse a light to burn with a blue white flame, allowing it to burn in water as well as air.

  • Bloody: These light sources can burn using the life force rather than oil or another source. Each hour they burn the light source deals 1d3 damage to the bearer. If unattended they go out at the end of the hour.

  • Trick: Many of the guild’s light sources are sold for their unique properties. With your education you can change the color of the light, add sparking effects or other minor tricks. A popular modification is the candle clock, which sparks each hour. Trick candles and other knickknacks are also possible.

  • Smoking: The smoke essence contained within all things can be cultivated and brought forth. When such a light source burns it produces a thick smoke that can fill a room in half a minute. Such a smoke causes coughing and cannot be seen through. These sources of light and smoke burn particularly quickly and are consumed in a minute.

  • Miner’s: Tired of dealing with silly things like sconces, these light sources are coated with a special adhesive, allowing them to be stuck to surfaces by simple contact. A single strong tug is enough to remove them, and they fall off when extinguished. Despite the puzzling of many scholars no one is sure why this adhesive only works for light sources.


Lantern Lores:

  • Heartfire Torch: As fire illuminates it can show the secret fires of the heart. The wood must be infused by whispering a secret to it that has never been told, though it can be done by anyone. While this torch burns small strands are visible through the smoke to the bearer, giving them a general insight on how two creatures feel about each other. The strands that would connect the bearer to anyone else are never visible.

  • Wistful Lantern: This lantern always looks back, never focusing on the present. Craft it with components at least a century old, often requiring the melting down of historical artifacts. While burning this lantern spectral images of what happened 10 minutes ago in this location become visible. For each extra pint of oil sacrificed to the flame you can push this vision back 1 hour, 1 day, 1 month, 1 year, 1 decade, 1 century, etc.

  • Shadow’s Candle: The wick of this candle must contain a strand of hair stolen from someone sleeping. As long as you hold this candle and it burns you cannot be perceived by others, nor will they wake from slumber. This enchantment breaks if you cause major disturbances or harm.

  • Hand of Glory: The grim work of this candle requires the left hand of a person who died by hanging. By using the fat of this deceased evildoer to make a candle and place it in the hand the hand of glory is complete. When lit anyone present save the wielder must save or be paralyzed until the candle departs, save ends.

  • Soul Lantern: Requiring rare Stygian iron this lantern is infused with the magic of the lands beyond the river. While this lantern burns its ghostly light renders the dead visible. If a creature dies and soul is not claimed you can transfer their soul into the lantern for as long as the fire within burns. Such a soul can faintly be seen within the pale flickering flames and you can hold conversation with them.

  • The Kindling: Many Lightkeepers consider this torch an overstep beyond their role as warden of illumination, yet this lore is still passed down generation after generation. Crafting this torch requires burning something of value to you. While this torch burns all burning objects visible burn down twice as fast, but also twice as bright.




In addition to these lores, there is the magnum opus of being named a Sunbringer, a crown all Lightkeepers seek. There is also the lesser known role of Starsinger, nearly forgotten in this age.


Sunbringer

 Capture a shard of the sun and house it in a lantern.

Ascended to the role of Sunbringer, you have risen beyond your peers. This lantern will never dim, another battle won in the war against darkness. All darkness, magical or otherwise, is banished within this light. Your sun lantern can flare to a blinding light for as long as you wish and for your glory you can never be blinded. You have taken the first step on the path to Sunforger, the attention of both the Light and Dark will is now upon you.


Starsinger

Sing the light of a star into a glass phial.

You know a song to capture the eternal light of the evenstar in a crystal phial. While the light may dim it will never truly be gone, just as the hope of mortals. Anyone who can see the silver light gains +1 to morale and saves against fear. Many immortals crave to bask in the light of the evenstar so closely and treat you with respect beyond your mortal peers. Finally you may hold the phial aloft and in a cry of glory expend the light in a silvery burst – all allies within the light are rallied as the darkness is banished from their heart and unholy creatures are filled with dread for your power.

Tuesday, January 16, 2024

The Master of Ropes

This little class came about randomly from a side world building project I’m working on, based around the idea of using knots for magic. As a player who often loves gearomancy making a whole class around a single piece of equipment sounded like a fun challenge. Thus I present to you the master of ropes:


The Master of Ropes

Starting Gear: Two knives, Rope reel, As many inventory slots of rope, cord, and/or fiber as you want.

Skills: Rope making. (1) Sailing, (2) Knitting, (3) Weaving, (4) Mountaineering

A: Rope Friend, Knot Whisperer

B: Rope Lores, Iron Serpent

C: Eye of The Knot

D: Silver Cord


Rope Friend: By concentrating you can control a number of ropes equal to the number of templates in this class you have. These ropes can move as fast a walking person and can maneuver and coil like a serpent, allowing for actions that don’t require dexterity (pull a lever, hold a torch, but not write a letter or dice onions). You can also talk to ropes, threads, string, etc as long as they aren’t made into something like cloth.

Knot Whisperer: The knowledge of knots has soaked deeply into your hands and soul. Nothing is more steadfast than your knots, which can only come undone by other creatures. Ropes you grasp dance to this knot song, and with seven heartbeats will tie or untie themselves in any configuration.

Rope Lores: As an initiate of the Cord Schools, you have been taught to fashion sacred cords. By fashioning each rope as detailed below you gain access to their magics.

Iron Serpent: Ropes have such faith in your command that as long as they are anchored or grasped they can perform impossible feats, such as rising straight into the air like a pole or hovering parallel above the floor. While grasping a rope you can imbue it with your strength, making it as hard and rigid as iron.

Eye of The Knot: Within the knot space and time are twisted, pulled tighter between the coils. When you pull a knot closed around a creature or object you can begin the sacred knot chant for thirty seconds. Upon completion they are sealed into this interdimensional knot space until the knot is undone. You can have a number of such sealing knots active at any time equal to twice the number of templates in this class. Creatures get a save to avoid being pulled into the seal.

Silver Cord: You now understand that the sacred connection between the body and soul is held together by a brilliant silver cord. By loosening this cord your soul can journey beyond while you sleep or meditate, allowing you to explore the great astral dimensions. With instruction you can teach others this ability, allowing them to come along with you on such adventure. Should the silver cord be cut (a very difficult task) your souls are cast adrift across the universe, likely forever lost.



Rope Lore:

  1. The Loop of Truth: Over the course of a week you can speak truths into a rope, imbuing it with the virtue of honesty. One fiber of the rope must be a lions hair or saints hair. Anyone looped by this rope can only speak truths, and must save to avoid answering questions.

  2. The Endless Coil: By folding at least a kilometer of rope into a single coil or spool you can push the rope density beyond what space-time can handle, collapsing your creation into a rope singularity. This coil of rope is endless, more rope can always be fed out.

  3. The Golden Thread: By spinning thread with passion and love in your heart you can create a ball of golden thread in a week. By thinking of something you love you can toss the ball, which will roll and unwind to show you the path there. It’s also a ball of golden thread. Excessive creation of golden thread will often draw the attention of the fair folk, golden thread is kinda their thing.

  4. The Trick Rope: Your ropes can find a space between, in the cracks and left over spaces beyond reach. Such a rope must be stolen without being noticed, then unwound and rewound again. By holding onto your rope or climbing it you and others can enter this liminal space. The between spaces are usually abandoned and safe, a place to catch your breath. The trick rope must be kept dangling out into the real world, a tether between dimensions. Should it be cut or pulled away you and your companions will be cast adrift in the spaces between forever.

  5. The Noose: This rope is fashioned from a noose used to hang another. By placing the noose around your neck you are both living and dead, with one foot in the world of the living and other in the world of the dead. Phantoms and spirits are often intrigued by your curious state.

  6. The Innocent Rope: Taking a rope that children have played with for at least a week you can draw out the innocent and playful nature infused within the cords. As long as you are jumping rope with this particular length of rope other creatures cannot bring themselves to harm you, save for the mindless and most vile of creature.


The above rope lores are only the most common such tricks, it is like there are forgotten or hidden rope lores to discover. The following are two examples of such lores, presented in Delta Template formats:


The Linked Chain:

A heretical lore, you can forge a chain into a loop and invite the traitorous links into your heart.

 As long as this chain hangs around your neck all your rope magics apply to chains as well as metal ropes. The chains always seek bloodshed and can be commanded to whip around in a frenzy, dealing damage as a mace.

 

The Circle of Thread:

Splintering from the Rope Schools three decades ago, followers of The Thread can forge a golden needle, then embroidering the sacred runes into the back of your hand.

For as long as this rune remains intact all rope magic applies to cloth as well. As long as you are wearing clothes you handmade yourself your defense counts as Chain armor.

Friday, December 15, 2023

The Elemental Disciple

 

Elemental Priests have always been a favorite of mine in Dark Sun and while placing them onto the wizard chassis would be the simplest approach it didn’t quite sit right with me. With all the unique abilities they posses I decided instead to make their own class, with their own spells and magic dice. For now I simply present the base four elements, but have plans to move onto the para-elements as well.


The Elemental Disciple

Starting Gear: Basic weapon, leather armor, a wooden icon of your pact.

Skills: (1) Music, (2) Oral History, (3) Herbalism, (4) Medicine

+1 ED for each template you posses.


A: Elemental Invocations, Sense Element, Defy Defiler

B: Align to Element, +1 Invocation

C: Gate Element, +1 Invocation

D: Sanctify Shrine, Transcend Element +4 Invocation


Elemental Invocation: You use Elemental Dice (ED) to cast Elemental Invocations just like you can with Magic Dice (MD). When you gain Elemental dice you must swear yourself to one of the four elements (Air, Earth, Fire, Water).

You begin play with two elemental invocations from your elemental list by rolling a d6 twice. When you gain the second level in this template roll a d8 to choose your new invocation, and roll a d10 when you gain the third level in this template. Upon gaining the 4th template in this class choose 4 invocations and learn them.

Additional invocations can be learned from prayer scrolls by bringing them to an appropriate shrine and meditating upon them. This costs 25 cp in prayer materials and takes 1 hour, at which point you learn the invocation. You cannot learn invocations of other elements, but you can cast from their prayer scrolls. These scrolls come with one inherent ED and the scroll is consumed – you may add your own ED to the invocation but these ED only return to your pool on a 1-2.

After a night of good rest you can meditate to regain your Elemental Dice, but note Elemental Dice only recharge while you are in contact or adjacent to your chosen element. Earth disciples must be touching rock or soil (but not silt), Air disciples must be in at least a minor breeze, Fire disciples must bask in a fire at least the size of a torch, and Water disciples must be near a pool of water (at least 1 gallon of water poured out counts).

 

Sense Element: By closing your eyes and concentrating you can sense the presence of your element with 30 ft or so. This can sense your element through up to about a foot of solid non-living material.

  • Air Disciples detect air

  • Earth Disciples detect earth, soil and stone

  • Fire Disciples detect fire

  • Water Disciples detect water

If there is a mystical disturbance related to your element in the area you can sense that too.


Defy Defiler: When you are within the destructive life sapping radius of a defiler’s spell you hear the land shriek and groan in pain, and you can come to its aid. You volunteer your own life force in place of the land’s, taking [dice] damage and protecting the land from destruction.


Align to Element: Once per day you can ignore your element for one minute. For each ED rolled you may extend this ability to [sum] willing recipient.

  • Air Disciples ignore all winds, gales, storms and toxic gases

  • Earth Disciples may walk through earth and stone as if it were not there. If the duration ends while inside the stone, Save or die.

  • Fire Disciples are immune to fire and heat for this time, but not direct contact with magma.

  • Water Disciples can ignore water and breath underwater


Gate Element: Once per day you can summon forth your element directly from it’s elemental plane, calling about 1 cubic foot per Elemental Disciples template. By rolling an ED you can do this an additional time. A list of suggested effects are listed below, but more creative applications are obviously possible. Any foe that is not surprised may Save to halve the effects.

  • Air Disciples call forth a terrific wind that zips across the battlefield. This wind can be directed to strike a foe, potentially knocking them over. This can also negate toxic clouds, stop arrows, and more.

  • Earth Disciples can call stone in any basic shape near them, potentially dropping it on foes (1d8 damage), creating walls, or any other creative endeavor.

  • Fire Disciples can forth columns of flame that strike a foe for 2d6 fire damage. Nearby flammable material ignites.

  • Water Disciples can summon forth water, able to extinguish fires, relieve dehydration or douse individuals (but never doing damage)


Sanctify Shrine: An Elemental Disciples may now seek out a place of elemental importance and can sanctify it. Sanctifying a shrine requires clearing it of all mystical taint and 1000 cp in sacrifices.

While casting at a shrine add +1 ED to all invocations. While at your shrine by way of an hour long ritual you may transport yourself and up to 8 other creatures to the elemental plane of your element (or come back if on the other side)


Transcend Element: You can now use the Align Element ability for a number of hours equal to your level each day. If you would be struck by an attack that uses your element you can Save to instinctively activate this ability to ignore it.



Invocations

Note: Invocations with an (R) next to them denote that the invocation can be found in Skerple’s wonderful GLOG: Many Rats on a Stick edition.


Air Disciples Invocations:

  1. Feather Fall (R)

  2. Wind Blade

  3. Dust Devil

  4. Wind Whispers

  5. Levitate (R)

  6. Control Air (R)

  7. Sturdy Circle in The Air (R)

  8. Call Lightning

  9. Call Elemental

  10. Commune

  11. Wind walk

  12. Cloudkill (R)


Earth Disciples Invocations:

  1. Dust Devil

  2. Hold Person (R)

  3. Spider Climb (R)

  4. Control Earth (R)

  5. Stoneskin (R)

  6. Encase

  7. Control Stone (R)

  8. Obedient Stone (R)

  9. Call Elemental

  10. Commune

  11. Serpents of The Earth (R)

  12. Earthquake


Fire Disciples Invocations:

  1. Light (R)

  2. Protection from Fire (R)

  3. Control Fire (R)

  4. Crush Flames (R)

  5. Vision Ignited

  6. Scorching Ray (R)

  7. Flame Cloak

  8. Ignite (R)

  9. Call Elemental

  10. Commune

  11. Walk The Cinder Path

  12. Fireball (R)


Water Disciples Invocations:

  1. Cure Wounds (R)

  2. Fog (R)

  3. Moon Lust (R)

  4. Clarity (R)

  5. Control Water

  6. Animate Potion (R)

  7. Speak with Water

  8. Bless Water

  9. Call Elemental

  10. Commune

  11. Desiccate (R)

  12. Resurrection (R)





Acid Rain

Sphere: Rain, Water

R: 100’, T: Point, D: [Sum] rounds

A cloud bursts into existence, raining down acid on all caught beneath. This storm is 30’ in radius and deals 2d4 damage each round. Once a foe has taken damage from this spell their defense is treated as 2 lower until repairs or healing are performed. If you wish you may create an eye of the storm at the center, 5’ in radius.

 

Bless Water

Sphere: Water

R: Touch, T: Pool of water, D: 1 hour

Bless water, from one to [sum] gallons. This is treated as holy water against undead and fire (and sun, magma, and silt) elementals. Alternatively [dice] weapons may be blessed with this water, granting them a +1 magical bonus until sunrise.

 By spending 2+ ED you can permanently bless water this way.

 

Commune

Sphere: All

R: 0’, T: Self, D: [Sum] Minutes

By meditating you may speak with the cosmic elemental spirits themselves, asking [Dice] questions of them. These spirits know a great many things and usually will answer honestly, but aren’t compelled to. If you cast this spell in a place of notable power to your element you gain an additional question.


Call Elemental

Sphere: All

R: 15’, D: Concentration

Summon forth an elemental to do your bidding. The creature has 2x[dice] HD, Defense as Chain, and an attack that deals 1d6* damage. Each elemental can use the Elemental Priest ability Gate Elemental once per day. The elemental is loyal to you and its elemental masters. At the end of the duration the elemental vanishes.

  • Air elementals can fly rapidly, fit through cracks and are immune to non-magical ranged attacks.

  • Earth elementals have defense as Plate and deal an additional 1d6 damage on attacks.

  • Fire elementals ignite their target, dealing 1d6 damage until they extinguish themselves.

  • Water elementals can swim, fit through cracks, and heal 1d6 damage per turn.

By investing 4 ED you can charge the summoned elemental to a long term task such as delivering a message or guarding a shrine. In a year and a day the elemental returns to its home if it has not completed its task.


Call Lightning

Sphere: Air, Rain

R: 120’, T: Self, D: [Sum] Minutes

You call forth a miniature cloud above you, allowing you to fire lightning bolts at targets in range. Each lightning bolt does [Dice]d6 damage and the target may save for half. Once you have fired [Dice]+1 lightning bolts the spell ends.


Condensation

Sphere: Rain, Water

R: 60’ T: Water or Fog, D: 0

Instantly turn up to [sum] gallons of water into that many 30’ cubes of fog, or vice versa. When mist is turned into water you can choose where that water forms, such as in a vase. This process can turn all the water in a fresh corpse into a 30’ radius fog cloud, drying out and shriveling the corpse instantly.


Dew Touched

Sphere: Rain, Water

R: Touch, T: Up to [sum] creatures, D: [sum] hours

For the duration as long as the targets are in contact with fresh water (even a few drops on the skin) they are kept at a cool refreshing temperature. They take [dice] less damage from fire and lightning.


Dust Devil

Sphere: Air, Earth, Silt

R: 60’, T: Space of air, D: [dice]x10 minutes

A small patch of wind is animated to serve you. It has 1 HD but cannot attack directly. You can order it, directing it around or asking it to do things for you, but it has trouble interacting as it is a swirling dust devil (it can still move light objects around, perhaps even a shield with major concentration). It can swirl around foes, creating dust clouds to distract them.


Earthquake

Sphere: Earth

R: 1 mile, T: Earth, D: [dice] rounds

Shake the ground below, you level structures and ruin lives. This spell requires at least 3 [dice] invested to be cast. All creatures must test morale and take [dice] damage. Structures Save or crumble, with a modifier based on their sturdiness. Those within collapsing structures are usually buried, often dying while buried alive.


Encase

Sphere: Earth

R: Touch, T: Willing Creature or Object, D: [sum] hours

The touched creature or object must be standing on stone or earth when you cast this spell. The affected creature sinks into the earth into a tiny peaceful chamber for the duration, healing 1d4 HP per hour.


Feather Step

Sphere: Silt, Air

R: Touch, T: Creature or Object, D: [sum]x10 minutes

For the duration the creature or object becomes exceptionally light but can still walk. Doing so allows them to walk across pressure plates, flimsy bridges, even silt, without causing it to break. Due to their lack of weight their jump distance is doubled, but so is the distance they are pushed.


Flame Cloak

Sphere: Fire

R: Touch, T: Creature, D: [sum] Minutes

The creature is wreathed in flames, protecting them against the cold and reducing all incoming cold or fire damage by [dice]. Any creature that gets too close or tries to strike the creature with a melee attack takes 1d6+[dice] fire damage as the flaming cloak burns them.


Speak with Water

Sphere: Water

R: Touch, T: Water, D: [dice]x10 Minutes

You may speak with water and it can talk back, answering questions and holding conversation. Water is generally agreeable, but note the priorities of water are not that of humans, for great oasis might ponder slowly, while rushing rivers jump quickly from topic to topic. By using 3 or more [dice] you may ask the water to perform a minor favor for you.


Walk the Cinder Path

Sphere: Fire

R: [dice]x50 miles, T: Self and 1 + [dice] creatures, D: 0

You and any other creatures step into a fire at least the size of a camp fire, and emerge out of a similarly sized fire of your choosing within range. Alternatively you may specify a general area and come out of the nearest fire there, but there is usually a 2 in 6 chance that there is no available fire at the moment of casting if done this way.


Wind Blade:

Sphere: Air

R: 0, T: Self, D: [sum]x10 minutes

Summon a nearly invisible blade of pure wind in your hand, as a longsword. You are always proficient with this magical blade and for the duration you can always reform it in your hand. Dropping the wind blade causes it to evaporate. By slashing the air you can “throw” the blade, giving attacks the range of a sling.


Wind Walk

Sphere: Air

R: Touch, T: Self and 1 + [dice] creatures, D: [sum] hours

You and other creatures may race across the winds, moving quickly across the open earth. While doing so your movement is 4 times faster and you ignore effects of terrain, though great storms might slow you still. While safe, landing with any precision is difficult due to the speed, usually off by 1d6 meters.


Wind Whispers

Sphere: Air

R: 1 mile, T: Self, D: [dice]x10 minutes

Opening your ears you invite the wind to whisper to you what secrets it has heard. By focusing in a particular direction you can faintly hear conversations up to 1 mile away. Alternatively if looking for rumors this may grant you a [dice] in 6 chance to hear these rumors. These abilities don’t work through encased chambers.


Tuesday, October 3, 2023

GLOGtober '23 - 1: Lord of The Deep - The Kraken

Since it's October that means it's GLOGtober! You can find the prompts here.

 

 Lord of The Deep - The Kraken

To many surface dwellers, when they think of the frigid waves and dark depths they think only of The Kraken, the terrible Tyrant Sire, the Sun Drowner, the Lord of Rusted Chains. They know little of the mysteries that lie in those benthic depths, for even fewer can make the journey to report on such a remote and deadly locale.


The Kraken’s Brood

One cannot say that the depths are not home to the children of The Kraken, twisted creatures that swim in waters from the surfaces waves to the abyssal trenches. Here we will not concern ourselves with these monsters of the higher depths, but rather those that reside in the pitch darkness.

Most famous of all is The Imperator Trench, the legendary home of that great demon, The Kraken himself. An immense creature, this wound in the rock is the bed upon which he rests, from which his will is enacted.

Few mortals are invited to visit, making reports of the location vague and contradictory. Many refer to it as “The Garden”, with tales of great forests of tube worms, mosaics of mussels, forests of coral, all illuminated by great swirling bioluminescent spawn of their master. While the ocean basin is often a desert, The Imperator Trench is an oasis in this benthic wasteland.


The Wives

Perhaps the most famous of his brood as The Wives, those surface dwellers who swear themselves to his will. Scholars and storytellers are often know the first stages of this tale, of a man who swears himself to The Lord of Rusted Chains in exchange for revenge. Slowly he hears the call of the sea until he cannot separate from it, eventually disappearing into the crashing. What they know not of is the metamorphosis that occurs as they swim to join their master in the inky darkness below.

To survive in his garden they must adapt to swim in that yawning black abyss, as their eyes stretch and widen, growing into milky dishes to better see their prey. Teeth and nails sharpen as their diet must shift, a raw hunger to consume others fills them, joined by an equal desire to simply cause harm. Not only must they contend with a lack of air, but they must eventually learn to do so under the crushing pressure of the waves. While gills are quick to form out of necessity, as the long journey down begins the lungs themselves begin to atrophy, a vestigial reminder of what once was.

Eventually they will reach their master, called to their new home by his cruel song. In his presence they will twist and change further, taking another step on the path of metamorphosis. For some their eyes will grow out on great stalks as their hands split down the middle as bone emerges, forming great pincers as chitin encases them. Many slowly let their bones slide out of their skin, allowing for a plethora of new possibilities. Some will slowly drift down to the ocean vents, planting themselves in the stone and on the silt, encasing themselves in a long tube of bone as their new tubular form filters nutrients from the water. Others follow in the footsteps of their master, taking his visage of his children as their limbs multiply and beaks form.

Yet in time they will all join with The Lord of Rusted Chains, fusing themselves to his hide as he takes their last offering to his glory. Drained of their soul they are finally freed of service, fulfilling his last commandment. For eons he has continued this horrid cycle, and those who know the dark secret reckon he must be greater than the mountains themselves for all he has taken.

 

Krakenfall

The abominations of The Tyrant Sire are many, in a multitude of twisting shapes of those horrors from beneath. While many are of his lineage, there are also those twisted to his cause. To eat the flesh of The Lord of Rusted Chains or his brood is to invite his wicked power into your heart and soul. Thus when one of his brood fall a seed of evil is planted in an event known as a Krakenfall.

When one of those creatures named after their father and their related ilk are slain their fresh corpse becomes a vile feast for the hungry creatures of the sea. It isn’t long before the sea life around a Krakenfall twist into vicious creatures, a final retribution against those hoping to clear their waters. Many a desperate village has slain a lesser kraken in their bay, only to be overrun by waves of monstrous sea life in the coming months. Professional kraken hunters know better and make sure to slay their quarry over the deep sea, where the body may sink into the quiet abyss below.


Sunday, October 1, 2023

The Psion

 

Welcome to Impulsive Necromancy, a place for me to post a smattering of RPG related writings usually.

This is the first post in a series of converting the AD&D rule set into a GLOG ruleset, based around the Many Rats on Sticks version of the rules.

To begin here’s my first write up of The Psion, a keystone of the Dark Sun setting. It’s by no means a 1:1 conversion of the class, instead taking my favorite parts of the original class and translating it over. As well note that while writing this class I had in mind Psionic Wild Talents, which everyone on Dark Sun has, so a character will likely have 1 or 2 more PSP.


The Psion

Starting Gear: Dagger, 3 candles, Glimmering Crystal (Break to regain 1 PSP)

Skill: Roll (1) Philosophy (2) Politics (3) Meditation (4) History (5) Back Alley Deals (6) Masonry

+2 PSP per template


A: Devotion, Psionics, Mental War, +2 Powers

B: +1 Power, Mental Rejuvenation

C: +1 Power, Second Devotion (+1 Power)

D: +3 Powers


Psionics: You gain the ability to use Psionic powers, which cost psionic strength points (PSP) points to use. It takes your action to activate a psionic power unless otherwise noted. Psychic powers take at least 1 PSP to activate, but often more can be spent if you wish to boost the power. The total number of PSPs spent on a power is denoted as [PSP] and will often effect how strong the power is – note that [PSP] is not split across the power or anything. There is however {PSP}, noted by squiggle brackets, which are used to augment a power. PSPs put into {PSP} do not add to [PSP].

Ex: You have a power that reads “Deal [PSP] damage to [PSP] targets. If you spend {1 PSP} they all turn into lizards.” If you spend 3 PSP to activate the power, and spend 1 additional PSP to turn them into lizards, then all 3 targets take 3 damage and turn into lizards.

While many Psionic powers can be used on yourself or others you touch, to affect others you must make a psychic link using the Psychic War power first. At the start of each morning you regain all PSP points if you got a good night’s sleep, otherwise Save per missing PSP to see if you regained it.

You can detect strong ambient psionic powers if you are not distracted. To learn details about a psionic emanation roll under Intelligence.


Psychic War: There are exactly three known Psychic Stances, which are used between psions fighting a mental battle. Each stance has one weakness and one strength, thus the battle of minds never ends. You have mastered all three stances, but now you must master their strategy.

You can attempt to establish one psychic link per scene for free, additional attempts cost 1 PSP. If they do not know any psychic stances you establish a psychic link. Otherwise, a psychic war begins.

The attacker and defender each secretly pick one of the three stances and reveal them at the same time, consulting the table below. A [+] indicates the attacker has advantage on their d20 roll, while a [-] means they have disadvantage on the roll. The attacker and defender both roll a d20, if the attacker rolls higher they break the defenses of their opponent and establish a psychic link.


Attack \ Defense

Ego Precipice

Sublime Crown

Apathetic Deluge

Ego Precipice


[+]

[-]

Sublime Crown

[-]


[+]

Apathetic Deluge

[+]

[-]


A defender who has a psychic link established to them may initiate another psychic war on their turn to push the attacker out of their mind, but does not establish a psychic link in doing so.

You can have as many psychic links are you want, and they last an hour as long as the target is within 200’.


Devotion: Pick a specific subtype of Psionics to influence your powers. At first level roll a d4 twice to see what powers you know. At second level and third level, roll a d6 to see what power you learn. At fourth level pick three powers between your devotion and second devotion to learn.

The devotions are Clairvoyance, Psychokinesis, Psychometabolism, Telepathy and Psychoportation. It’s also said there’s a devotion of Metapsionics, but that’s just a silly rumor.

You can learn additional devotions from psionic power gems as a wizard can learn spells from scrolls. You can only learn powers from your devotion (and second devotion when you get one).


Mental Rejuvenation: Once per day when you are very calm (meditation, etc) or very emotional (near death experience, betrayal, etc) you can regain half your total PSP.


Second Devotion: You have expanded your psychic capabilities to a second field of psionics. Roll a d6 to see what new power you learn from your second devotion.



PSIONIC POWERS


Clairvoyance

While you have a psychic link with the target you can choose one of their senses and perceive through it for one minute. You can do this a number of times equal to your Psion templates, then the link ends.


1. Sense Object
C: 1+ PSP, R: 100’, T: self, D: [PSP]x10 minutes

Choose a broad material or object such as wood, gold, food, water, but not like “my missing gold ring” or “a statue of The Dragon”. You can sense any examples of the chosen material in range, however at least one foot of solid material reduces the range to 10’.


2. Read Aura

C: 1+ PSP, R: 30’, T: Self, D: [PSP]x10 minutes

For the duration you can see the colorful soul auras of creatures. Vibrant emotional creatures appear as flickering rainbows, while undead appear as crackling black voids. By spending a moment examining an aura you can get a sense for the creature’s current emotional state.


3. Read The Threads

C: 1+ PSP, R: 0, T: Self, D: 0

You may ask [PSP] questions of the GM, usually about the outcome of possible action. The GM can answer “weal” or “woe” (or other cryptic one word answers), but has a 1 in 6 chance to lie to you. This ability has a limited time horizon of about 1-3 days. By spending {4 PSP} you can negate the chance the GM lies to you.


4. Swap Senses

C: 1+ PSP, R: Touch, T: One Creature, D: [PSP] Hours

Pick two of the five senses, the target creature swaps them for the duration. This may allow you to “see” via sound, allowing you to see even if blind folded. You could hear sounds via smell, or taste via touch, etc. If an attack would target one sense but you have swapped it, such as a petrifying gaze while you are seeing via scent, you are immune to that ability. By spending 8 PSP you can make this ability permanent.


5. Clairvoyance

C: 1+ PSP, R: [PSP] miles, T: self, D: [PSP]x10 minutes

You project one of your senses to a designated location within range, ignoring any walls, etc. For the duration you can choose to perceive via that sense at the point. For each additional {PSP} spend you can do one of the following: (1) Add an extra sense to the location (2) Move the location of the power


6. Object Reading

C: 1+ PSP, R: Touch, T: One object, D: 0

By touching an object you get a vision of the last strong emotional impression left upon it. The stronger the emotional impression, the clearer the vision. Each additional {PSP} can show you a clearer vision, or go farther back to previous strong emotional impressions. For example a knife used to murder someone will have a strong impression of the killer’s rage and thus show a clear vision of the stabbing, or a bed will have a strong impression of the person who has been sleeping there all their life.


7. Divination

C: 2+ PSP, T: Creature or Object, D: [PSP]x10 minutes

When you use this power on a psychic creature you must first beat them in a psychic war. Choose a creature or object you know of. If it is on the same plane as you your senses are hurled across space to scry on them for the duration, as well as giving you a general direction towards them. Alternatively you may specify something such as “The nearest thri-kreen” or “The key ring of Kalak”. The power is not able to pick up hidden information such as “The nearest traitor to the uprising”.


8. Genius Loci

C: 1+ PSP, R: 10’+, T: Self, D: Concentration

This power takes 1 minute to activate, and can be maintained an additional round by concentrating and spending 1 additional {PSP} per round, and the range increases by 10’.

For the duration the psioncist perceives everything within range from the smallest grain of sand to the lurking assassin behind the wall. Even magic such as invisibility is pierced, but this power does not extend to other planes. Hidden magics are revealed and the true forms of creatures are laid bare to the caster.



Psychokinetic

While you have a psychic link with a target you can shove them 10’ in any direction. You can do this a number of times equal to your Psion templates, then the link ends.


1. Levitate

C: 1+ PSP, R: 50’, T: Creature Object, D: Concentration

You cause the target to raise, lower or hover. It can only move vertically under this power, 20’ round. The weight limit is [PSP]x250 lbs. If you concentrate on this power for more than 3 rounds, take 1d6 damage.


2. Energy Manipulation

C: 1+ PSP, R: 50’ T: Self, D: [PSP]x10 Minutes

For the duration you can control energy, dousing or kindling fires, heating or cooling objects. By focusing on an object you cause it to slowly heat up or cool down, moving the damage up or down the dice chain (0, 1d2, 1d3, 1d4, 1d6, etc) to a maximum of 4 steps per PSP spent.


3. Force Pane

C: 1+ PSP, R: Touch, T: Creature or Object, D: [PSP]x10 minutes

Create a nearly invisible plane of force, 10’ x 10’ in any orientation. It is twice as strong as steel. Each [PSP] allows you to draw an additional 10’ x 10’ pane, which must be within 10’ of another pane.


4. Control Light and Sound

C: 1+ PSP, R: 50’, T: Self, D: [PSP] minutes

For the duration you can manipulate light and sound. While the power is active you can do one of the following: brighten or dim light, move shadows, create generic noises, or amplify or deafen noises. For each additional PSP spent you can add another effect.


5. Molecular Manipulation

C: 1+ PSP, R: Touch, T: Object(s) D: 0+ minutes

By touching two objects you can bond or separate them at the molecular level, fusing them together. This connection isn’t unbreakable, just rather strong.

Alternatively the psionicist may temporarily transmute one type of matter into another similar type of matter for [PSP]x10 minutes.


6. Telekinesis

C: 1+ PSP, R: 60’, T: Self, D: [PSP] minutes

For the duration you can telekinetically effect the world around you. You can shove creatures [PSP]x10’ feet each turn, though they may save to half the distance. Slower and more precise movement is also possible, with a weight limit of [PSP] x 100’ lbs. Only one creature or object can be manipulated at a time, and without fine motor control. A lever could be pulled, but a small note could not be scrawled.


7. Puppet

C: 1+ PSP, R: 30’, T: Creature+, D: [PSP] rounds

You must have a psychic link to use this power. Via telekinesis you can control the actions of another like a puppet on a string. This is only physical control not mental control, thus you cannot have them cast spells, etc. If you would have the target do something suicidal or against their base instincts (kill their spouse, etc) they can save to prevent the action. For each additional {PSP} you can target an additional creature. Controlling your target(s) takes your action each turn.


8. Detonate

C: 1+ PSP, R: 30’ T: Non-living, D:0

Choose a non-living creature or object. It explodes, taking 1d10+{PSP} damage, Save half. If it deals 10 or more damage to an object, it is usually destroyed. When targeting a large piece of material, such as a wall, this ability only affects a 1 cubic meter at a time.



Psychometabolism

While you have a psychic link with the target you are always aware whenever the target’s body is hurt or impaired, such as via a wound or drinking poison. You can end the link to heal the target 1d8 HP or remove one Fatal Wound.


1. Alter Self

C: 1+ PSP, R: 0, T: Self, D: [PSP]x10 minutes

Alter yourself to look like another humanoid. You can also grow claws, fangs, horns, gills and other similar basic modifications. You have fine enough control to impersonate another if you spend [3 PSP]. This transformation can be made permanent by spending {5 PSP}.


2. Adaptation

C: 1+ PSP, R: 0, T: Self, D: [PSP]x8 hours

You modify your body to adjust to extreme circumstances. This allows you to survive without trouble in temperatures from -20° F to 140° F. You require half rations and water as long as you are within sunlight for the majority of the time since you adsorb some of your needed energy from the sun.


3. Energy Drain

C: 1 PSP, R: Touch or 50’, T: One Creature, D: 0

Deal 1d10 damage to a creature and regain that many hit points yourself. By spending {1 PSP} and using this power on a willing creature you can transfer hit points between the two of you as long as you are in physical contact. To use this power at range you must have Psychic Link.


4. Regeneration

C: 1+ PSP, R: Touch, T: Creature, D: [PSP] rounds

Touched creature heals [PSP] HP per round, for a total of [PSP]d6. If at least [4 PSP] is spend, limbs and other missing body parts slowly regenerate over the course of an hour.


5. Monstrous Form

C: 1+ PSP, R: Touch, T: Creature, D: [PSP]x10 minutes

You must have a psychic link to use this on another creature. The target grows in size, twisting into a monstrous version of itself, thirsty for blood. The creature grows a natural attack dealing 1d6, develops natural armor as Chain, and increases it’s size by 50%. In addition you may spend PSP in the following manner: Increase it’s maximum health by 2x{PSP}, {2 PSP} grants it wings to fly, Increase the damage of it’s attack by {PSP}. Other similar changes may be available but must be negotiated with your GM.


6. Shadow Form

C: 2 PSP, R: 0, T: Self, D: [PSP] minutes

For the duration you turn into a living two dimensional shadow, moving along surfaces. Moving through patches of bright light deals you 1d6 damage per round, but you are otherwise immune to non-psychic attacks. Neither can you attack, you can only use non physical psychic abilities.


7. Metamorphosis

C: 2 PSP, R: 0, T: Self, D: [PSP] minutes

You change yourself into any creature with approximately the same mass: A dog, a chair, etc. Your stats remain the same save for your armor and any attacks the new form might possess. You do not gain any magical abilities of the new form. For the duration you may change your form up [PSP] times, reverting to your standard form at the end.


8. Death Field

C: 2 PSP, R: 30’, T: Self, D: 0

When you activate this power spend any number of hit points. All other creatures in the area save or lose that many hit points as well. Those that succeed only lose half as many hit points (round up).

 

 

Telepathy

While you have a psychic link with the target you can choose to read their surface thoughts for one minute. You can do this a number of times equal to your Psion templates, then the link ends.


1. Charm

C: 1+ PSP, R: 60’, T: Creature, D: [PSP] minutes

Using this ability requires a psychic link to be established. Target creature must save or be charmed by you, treating you as a friend. They aren’t utterly loyal or controlled by you but don’t wish harm to you either. You or your friends betraying their trust (such as attacking their allies) allows them to Save.


2. Mental Mesh

C: 1 PSP, R: 60’, T: Creature, D: [PSP] hours

Using this ability against a hostile creature requires a psychic link to be established. You and any number of creatures you choose while activating this ability can communicate via telepathic speech for the duration as long as you are within [PSP] miles of each other.


3. Probe Mind

C: 1+ PSP, R: 30’, T: Creature, D: 1 min

Using this ability requires a psychic link to be established. You can probe into the mind of a creature, seeing [PSP] pieces of information / brief memories. If the creature is conscious or particularly strong willed they may Save to resist each query.


4. Psionic Blast

C: 1 PSP, R: 120’, T: Creature, D: 0

Using this ability requires a psychic link to be established. Deal 1d10+[PSP] damage to the creature. They save to end the psychic link, with a bonus on the save equal to [PSP].


5. Memory Shift

C: 1+ PSP, R: 10’, T: Creature, D: Forever

Using this ability requires a psychic link to be established. You can blank the recent memory of a creature, about the last 10 minutes. For each [PSP] you can erase another particular memory. If you spend {2 PSP} you can instead rewrite those memories. Rewriting memories requires you to be able to be understood by the target and takes 10 minutes per memory. Note that this power does not let you see memories, you can simply overwrite a period of time.

The creature gets a save to resist for each memory, unless they are unconscious. If shown overwhelming evidence against false memories they may save again to overcome this modification. A psion can also use this power to try to heal modified memories, allowing another save per memory.


6. Mind Swap

C: 4 PSP, R: Touch, T: Two Creatures

Using this ability requires a psychic link to both creatures to be established. You swap the consciousness of two creatures between their bodies. They bring their mental stats, skills, knowledge and class abilities but gain everything else from their new form. The GM adjudicates this process as needed.

This process takes 10 minutes. A creature who does not want to swap bodies can Save to resist this, if either creature passes the process fails.


7. Fate Link

C: 1+ PSP, R: 30’, T: Creature, D: [PSP] rounds

Using this ability requires a psychic link to be established. You and target creature are linked mentally by fate, meaning that whenever one loses hit points so does the other, though they can save to halve this damage. When one creature dies, the other must save or drop to 0 HP. The two creatures are always vaguely aware of the other and know their general direction.


8. Dominate

C: 3+ PSP, R: 30’, T: Creature, D: [PSP] minutes

Using this ability requires a psychic link to be established, though they may save to resist. You utterly control the target creature, making them bend their will to your commands. They are devout servants to you and do whatever you say. If you issue a command that would be fatal to them or go against their core convictions (killing their true love, etc) they can Save to end the effect.

By spending {4 PSP} you can increase the duration of this ability to 1 week. After the initial successful use of this power on a creature, further uses only cost 2 PSP.



Psychoportive

While you have a psychic link you can teleport yourself up to 60’ up to the target, even without line of sight. You can do this a number of times equal to your Psion templates, then the link ends.


1. Time Shift

C: 1+ PSP, R: Touch, T: Creature or Object, D: 1 Hour

Touched creature or object is flung ahead in the time stream, appearing at a designated time point within the duration of the power. They effectively cease to exist until then, at which point they reappear in the same spot. An unwilling creature can save to resist this effect. By spending [1 PSP] the duration can be extended to 1 day. Alternatively by spending {6 PSP} you can go back in time to the start of your turn last round.


2. Jaunt

C: 1+ PSP, R: Touch, T: Creature or Object, D: 0

You or an object you touch are teleported up to 120’ to a point you can see or a direction you choose, however you cannot teleport into solid material. You can bring [PSP] additional creatures with you.


3. Swap

C: 1 PSP, R: 60’, T: Creature or Object, D: 0

Pick two targets, they both teleport, swapping places. If either creature is unwilling, or the item(s) are in the possession of unwilling creatures, they may save to resist this effect.


4. Banishment

C: 1 PSP, R: 30’, T: Creature or Object, D: [PSP] hours

Using this on an unwilling creature requires a psychic link to be established. Target creature is banished into a harmless space between spaces about the size of a room for the duration, reappearing at the end of the power. If the targeted creature is not native to this plane they instead are banished back to their home plane forever.

Alternatively you can take yourself and {PSP} other willing creatures into this space between spaces, giving you a safe respite.


5. Summon Energies

C: 1+ PSP, R: [PSP]x20’, D: 0

Choose a point, and open a portal to call forth raw planar energy upon all in a 10’ radius. Each creature takes [PSP]d4 damage, and can save for half. The usual elements you can call are fire, cold, lightning and acid. This generally pisses off nearby elemental spirits.


6. Teleport

C: 2+ PSP, R: Athas T: Self and [PSP] other creatures or objects, D: 0

The psionicist and all designated creatures and objects teleport to a chosen location that the psionicist can visualize or knows well. They are swapped with an appropriate amount of mass there. There is 5 – {PSP}% chance of something going awry during this process.


7. Planar Travel

C: 3+ PSP, R: Creation, T: Self and [PSP] other creatures or objects, D: 0

Chose a plane of existence that you are familiar with or have a tuning rod for. You and all designated creatures and objects are transported to that plane. A destination can be chosen but you are usually off target by 1d6 x 10 miles. They are swapped with an appropriate amount of mass there.


8. Summon

C: 1+ PSP, R: 10’, T: Planar Creature, D: [PSP]x10 minutes

Call forth a planar entity by type or by name, and summon one of those creatures before you. Name a task for the creature to complete, it must do so to the letter. Once they have finished their task they are free to do what they will, returning to their home plane at the end of the duration of the power or if they reach 0 HP.

Alternatively you may spend {4 PSP} and offer to pay the creature for its service. In doing so you extend the duration of the power until an end clause is met – there must always be an end clause. Note that the payments of spirits and otherworldly creatures is not the same as those of mortals.

Glogtober '24 - 2 : The Eclectic Wizard (A-Z)

 Glogtober '24 prompt: "GLOG-class formatted as an acrostic using the English alphabet." Maybe not quite a true acrostic, but...