Showing posts with label level 10. Show all posts
Showing posts with label level 10. Show all posts

Monday, November 2, 2020

[Class] Seed Samurai

Seed Samurai
HD- d10
Max AC- 15 / Minimum Hit-Points- 5

The Seed Samurais are protectors of nature. But not all nature, not of wild or chaotic places and especially not rare or primal beasts. No, they protect the lawful, correct, defanged and moral type of nature that humans have imposed. They protect the health of the crop and of the land, from both human and spiritual pollution. To them, grains of rice are like their serfs that serve to keep the land safe. They are known as being more humble then most Samurai, despite humility being a virtue they are all supposed to have.

You can wear any armor and are trained with several weapons; the sword, the spear, the spiked club, the bow as well as the hand-cannon. You can fight indoors and on horseback. You carry multiple swords, the shortest one of which is used for the exclusive ritual of severing stems or branches from plants, or slicing open fruit. If this sword ever draws blood, you are dishonored and are told to regain your honor by willingly being buried alive underneath an orchard.

As a warrior of the warrior caste, you are trained in martial combat. You get +1 To Hit and Damage at 2nd, 4th, 7th, and 9th level.

At 2nd level, you can the at-will ability to Purify Food & Drink as the Cleric/Druid spell. This only applies to the products of plants and animals, and pure spring or mineral water or plant-based beverages- you cannot purify meat this way.
Your magical powers grow with your level. At 3rd level, you gain access to a single 1st level Druid or Ranger spell, tied to nature. You can perform this spell through a ceremony, which requires a place of sereneness and a turn to complete. You can use this spell once per day. At 8th level, gain a second spell.

The Seed Samurai is a warrior and a sage at the same time. You have the arts of healing equal to a Sage of 1/3rd your level. You can substitute feeding someone a single grain of rice for any standard medical supply by the time you reach 6th level, but only once per day.

At 10th level, you become a Seed Shogun. The Seed Shogun gains more respect then the Samurai, but more responsibility. You will be granted a fortress towards the interior of the Kingdom in a peaceful farming village, no where near the dangerous and exciting borderlands. While not quite as glamorous as a Fighters fort, you have the incredibly important job of keeping the land fed and protecting the interior from more insidious threats, such as bandits, spies, corrupted animals, pestilence demons, and militant yokai born from farm equipment. This fortress has few men of fighting ability and would be ill-prepared to deal with a serious invasion or military force, but has a constant stream of high quality food and income.

Additionally, you gain the power to be reborn if you die on fertile soil. Your spirit becomes a seed buried in the ground. This power only works once, and will fail if your enemy anticipates this and salts the Earth after defeating you. It takes until the next spring where you will emerge from a cherry-blossom tree that grows to adulthood and blooms with incredible speed and vigor.

Sunday, June 30, 2019

10 Unbeatable Techniques

All techniques listed here are Difficulty 5 Special Moves, only accessible to max level Fighting classes and requiring the same training costs and time as listed in the rules for Special Moves. They are very powerful. In addition to the normal requirements, characters who wish to learn these moves will need to perform a difficult quest or seek to reincarnate into a new body which can generate the chi necessary for these moves.

[1] Flying Squirrel Furls Cape
As long as you are equipped with any sort of robe, billowing clothing, a strong cape, or a kite strapped to your back; you can fly. Your flight requires only the slightest movement of wind to accomplish- but fails if the air is totally still. You can generate enough air currents with a simple hand fan, or using another move like Broom in the Old Study.

Your flight is as fast as a running horse, and you have total control over acceleration, movement, and control. You can hover or make attacks while swooping, lift in the air high or low as needed, and freely battle other flying creatures- do not make saving throws or checks for flying skill. If a saving throw or check is needed to perform any
exceptionally difficult maneuver, roll with advantage anyway.

[2] White Whisker Killing Glance
You can perform any of your pressure points, debilitating strikes, and even unarmed attacks with any part of your body. You can step on someone's foot to perform a blinding strike, strike with a tail or tongue for damage, or even harm a foe who puts their hand on your shoulder. The move appears to invisibly strike foes, but its true nature is related to the spectral whisker-hairs that the user grows.

This move requires the same time to train as all other Difficulty 5 moves, but takes years to grow the whiskers requires to use it. This move makes the user grow a handful of very long, thin white hairs. Those without the ability to see the invisible or a supernatural level of Wisdom (+3 modifier minimum) cannot even see the hairs. The hairs are like spiderweb, coiling around your limbs and extremities and striking at the pressure points and fault lines of your foes. Additionally, enemies with longer weapons no longer hit first against you AND add a permanent +2 to hit with your unarmed attacks.

[3] Way of Twenty-Two Jewels
Your hands channel the magic and power of your soul. Your hands count as magic weapons permanently, if they didn't already. When you perform martial arts moves, your hands may glow with spiritual energy, burning with your aura so brightly it is visible to the naked eye. Additionally, add +2 to damage rolls with unarmed attacks.

Your hands gain face. You treat both your hands as Heads for the purpose of magic spells or special attacks- For example, a vorpal weapon that automatically cuts off your head on a roll of 20 has only a 1 in 3 chance to target your head, instead it may cut off a hand- turning a death condition into losing a limb as an improvement. Additionally, spells that target, mutate, or mutilate hands simply don't work anymore unless you want them to. Any effect too powerful to be resisted instead just deals 1 damage as your hands cramp. You are hands are too spiritually superior to be destroyed by mere magic, ensuring you are never helpless.

[4] Way of the Left Hand
This infamous move counts as a regular martial arts combat style. Unlike animal, gemstone, weather, or other named styles, this one doesn't have a counter. It counters every other style, and cannot be countered by any style except itself. Due to both its shadowy origins and use by power-hungry adepts, it has an extremely dishonorable reputation and all hirelings who know kung-fu must make a loyalty check to stay employed to anyone who uses this. Old masters shake their heads at the upstarts who only lust for power, and nothing else. It is said using this technique even once permanently stops the warrior from every achieving enlightenment- their soul stained too deeply from a lust for victory over all else.

[5] Dragon Fist
This is the advanced form of the technique Clawing Tiger, and you must know that move first before you can learn this one. Clawing Tiger lets you automatically hit any foe with an AC of 10 or less, no roll needed. Dragon Fist lets you hit any foe with AC of 13 or less, no roll needed. A clumsy man in chainmail, or an agile man in leather have no defense against your technique. This move works with both weapons and unarmed strikes.

[6] Soul Bursting Pinch
This move requires a successful unarmed attack, which deals no damage. The target is pinched on a specific spot in their body, which renders their spiritual energy asunder. Target loses 1 level or -1 HD, with all possible negatives therein and must reroll their Charisma score, taking the lower of the two results. If it's a monster, reroll their morale score instead and remove any leadership skills or abilities. After the first time you are hit with the pinch, you become immune to its powers, but are forever altered by it. If they are 1 HD or less, they simply die.

[7] Infinite Star-Chakra Technique
The learner of this technique studies it underneath a night sky. They let the power of stars flow into their body, permanently gaining a pale silver glow of starlight. They no longer get tired and no longer need to eat, sleep, or rest if they do not wish to. Their stamina comes from within and without, their body becoming an infinite loop of recurring energy. This power is permanently lost if the user is hit by a level draining undead, spell, or technique, but instead of draining their levels it just ruins this chakra balance in such a way it cannot be restored again. Additionally, while under this technique, gain advantage on saving throws versus death.

[6] Special Ninjitsu- Gleam in the Eye of a Warrior
The user of this technique must not have attacked the victim for at least 3 days. If the victim of the attack attacks the user, and the user does not fight back, then the victim must roll a saving throw from the cold gleam in the user's eye. On a success, they miss their first attack and give time for the user of the technique to ready themselves for combat. On a failure, their body slumps down, barely standing, and becomes devoid of personality. It can eat and sleep, but cannot speak or have any relationships- this is because this technique traps the aggressive victim's mind within the warrior's mind. The body remains alive but essentially in stasis, unable to fight or train.

While within their mind; the victim of this technique can be subject to multiple hallucinations and real fantasies. They may face hundreds of powerful foes in an endless combat struggle, be subject to their worst fears, or the user of this technique may simply mock and scold them for their arrogance at attacking them. The enemy is trapped for an indefinite period of time with two exceptions; the user may only hold one spirit within their eye's gleam and the trapped spirit can break free if exceptional pain or loss of concentration happens to the user. Additionally, the trapped spirit gets a hard saving throw to escape once per year if they are equal or higher level to the user of the technique.

As this power straddles the line between special move and spell, it is said high level Wizards can learn a variant of this move. As they lack the powerful aura to trap enemy spirits within themselves, they must rely on a crystal orb or other powerful magic item, but the rules remain the same.

[7] Breaking Strike
This move strikes at the weakness in the target. It can be performed with any weapon or while unarmed, even at range if using a specialty “hardpoint” arrowhead. Upon a hit, it deals all the damage of the creature's current difference between max and current hit points. The move splits open all wounds, inflames burns, splits cracked bones, and breaking the creature apart. If you attacked with this move against a creature with 20 missing hit points, then this move would deal 20 damage. It has no effect on creatures without injuries. Once a creature has been struck by this move and survived it, their body becomes tough enough to withstand it and it no longer works on them as their old scars disappear and reassemble into something far stronger.

[8] Gift of Absolute Power
The ripple of life can be given, the final gift before death. This move can be learned as normal, or may be learned as part of training to manipulate chi, and can only be used once. If a Fighter is dying, they may transfer their remaining life energy into someone else as a gift, causing the user to die. The target swells, recovering all of their lost hit points, advantage on their next to hit roll, and a glowing aura of pure life energy that deflects all save vs death attacks or spells, especially from the undead. If the affected character is also a Fighter, they also grow an entire level, permanently.

[9] Flawless Granite Body
Through advanced training techniques; the user becomes physically tough. Their body becomes supernaturally hard. Their skin simply cannot be harmed by weapons below a certain level in quality. Improvised wooden weapons, rusted iron, flimsy decayed teeth and claws simply cannot break the warrior's skin; count all attacks with these weapons as automatic misses. Regular high quality weapons and magic weapons can still penetrate your skin, in which case you get +2 AC passively.

[10] Lacerate the Sky
This move uses swords and daggers. The master of the move becomes so adept with bladed weapons that the space between the blade and their foe is reduced to nothing. This move allows the user to slash the air and create waves of energetic force the cut anything they strike as though the sword had slashed them. Unlike normal slashes, these ones don't damage the blade and strike at a short range, meaning you can slash at beings encased in stone or acidic things without harming your weapon or your own body from the shrapnel. The range of this attack is similar to that within throwing distance, the waves of force glow bright enough that someone can attempt to dodge them if at the edge of its useful range, granting a saving throw to avoid as well as requiring a successful attack by the user.

Monday, March 18, 2019

8 More All-Powerful Astras

While the Nine Astras were the first and most well known, many Gods may have created more of the powerful weapons- each Astra never misses its attack rolls and can only be used by the most powerful of characters. Even if found, they refuse to serve a lesser being.

[1] Ribbon of the Summer Day – One Handed Heavenly Ribbon
Damage- 2d4+2

Created by the God of the sun, grass, cool rains, light, and celebrations. It appears as a thin silver rod with a long red and gold ribbon attached to the end. The ribbon is decorated from start to tip in an abstract but accurate map of the celestial realm. The ribbon leaves behind a spectral tail of bright gold and orange light, which burns into your retina if you look at it briefly as though you looked at the sun. This weapon deals either physical cutting damage or fire damage, whichever is more dangerous to the target, slashing or searing as it brushes gently past.

The ribbon is as prehensile as the user needs and can flex and slide into anything a very flat piece of fabric could slide through. It can also act as an average human limb in terms of strength, wrapping around objects and using tools or fighting with weapons if needed, or catching something from falling at a distance. The strength is similar to an average human but the dexterity of the magical limb is arbitrated as +3 to Dexterity for times when it matters. Enemies get -2 to saves when this ribbon is used to grapple or disarm them, moving with divine grace.

By spinning the ribbon it can create waves of heat, light, or flame. Light created by the ribbon can be channeled; long upwards twirls create a cascade of soft light that bathes an area where as fast twirls in a direction creates a light beam that can blind creates or could burn them if they are weak to sunlight, such as a pureblooded orc or vampire. Once per adventure, the ribbon can be spun around to create an orb of burning fire that looks like a miniature sun. It can be hovered in place to create light, attached to the end of the ribbon to turn it into a terrifying flail (dealing 2d10+2 fire damage on hit), or thrown as per a Fireball spell. The orb can last up to a day free floating, an hour as a weapon, but is expended if thrown. If an ice or water spell of at least 3rd level is used on the burning orb, then it is quenched early.

[2] Sickle of the Harvest – One Handed Heavenly Sickle
Damage- 2d6+2

Created by the God of woodlands, harvests, farms, brewing, and the simple life. The sickle appears as though made of bronze, to show humility, with a golden edge and decorations showing wheat and flowers trailing down to its handle. The handle is carved from wood, though the wood is clearly divine in origin as it does not burn or is not susceptible to wood-warping spells. This weapon slashes perfectly in an arc, and its damage spreads to nearby identical targets to the first; meaning that if used to kill a swarm it deals FULL damage to the swarm, chopping in great swathes. However this power also carries over to mirror images, clones, or men dressed in identical dress or uniform, the damage from each attack spilling over to each if they have no uniqueness between them, as though they are but wheat to be harvested.

This Astra is tied closely to the powers of nature- especially plants and even moreso domesticated plants. Grass and stalks of grain will bend towards the holder of the sickle to touch them, but may also help them in danger; the weilder takes no fall damage if they fall into a field of grass or grain, or through any area with enough vegetation to intentionally catch their fall. They can also sink down into the grass or cornrows and disappear, appearing anywhere else in that same field they wish. Wild plants show less respect for this Astra, and as such these powers only have a 50% chance to function. By sticking the sickle into the ground and cutting it, the channel dug will create entangling roots which will stop or strangle the users enemies if they dare pursue him further.

If used to cut bread, crush barely, or otherwise used as a tool in daily tasks the sickle purifies all food created and creates bags of flour from a few grains, or creates a powerful and delicious ale from a weak mixture; camp life is greatly enhanced with the sickle. Using the sickle as a power source, it is also possible for the holder to “bake” simple folk from flour, water, and specially prepared oven, and a few rare and special reagents. The folk are taken from the oven fully formed into the bloom of young adulthood, and while are a bit simple mentally are hardworking, diligent, and good people at heart. Any race can be created using this method, but it may require different materials. Elves require a bit of lavender extract in their bread, and orcs need a little mold.

[3] Trident of Yesterday's Future – One handed Heavenly Trident
Damage- 3d4+2

Created by the God of time, fate, regret, gladiators, and determinism. The trident has a thick, darkly painted shaft with three points. Each point is painted a different color- the paint glows and moves as one observes it. The first point is the spring of youth, which appears as blooming flowers and swaying grass, the second is the autumn of age, which shows orange falling leaves and swaying branches, and the third is the winter of death, which shows falling snow against creaking ice. It is said the trident strikes all three moments of a person's life- and this is not retroactive. It has already occurred. If you strike someone with the trident, a nasty injury they had in their youth was caused by it. If they survive the trident's sting, then another accident in the future will also be caused by the trident, potentially leading to their death. Those killed by the trident's attack are further cursed to one last “hit” in the afterlife, either a great misfortune to their family as they watch on, or to a curse or other problem in the next life they must also face. If a person struck by the trident later on every has just 1 hit point left, they must make a saving throw or else the final point of the trident appears from thin air and kills them, the final blow is finally struck.

The Trident's three points are also not static as they may appear. By striking the bottom of the pole against the ground, the wielder can make the three points stretch out like vipers which seek out their targets, each individual hit dealing 1d4+2 damage, and these points cannot be blocked or dodged except by powerful magic or extremely skilled warriors. Using this ability, the wielder can also wrap up their foes in the long extended metal trident-limbs as a grapple, or to imprison them. Anyone so imprisoned this way can be magically banished to another realm where they are forced to live out a life experience in the past of the weilder's choosing over and over, are stuck in a void in contemplation of their present situation (viewing the world from their eyes and ears as though it was frozen), or they can be imprisoned in the future, dreading an event to come and for time to catch up to them. The most a person can be imprisoned in this way for is a year, but they receive a saving throw each season of time to snap out of the imprisonment.

This Astra has a final power; disjoinment. At the caster's command, the center spike of the trident can be made to vanish to perform some task somewhere else. The trident of the present which is painted as the autumn of age becomes a 1d4+2 magical dagger, which can be ferried into the hands of anyone in the world who needs it at that moment and who the weilder of the trident may send to as a mental command. The weapon remaining is the Bident of Tomorrow and Yesterday, which deals no damage on a direct hit but instead curses the target's past and future as per the normal rules of the trident. The wounds of the trident's points simply don't open up; they remain as scars or in awful suspension for when they open up finally in the future.

[4] Amulet of the Nosight – One Handed Heavenly Amulet
Damage- 2d4+2

This Astra was created by the God of cults, mystic secrets, holy and unholy orders, the hangman, forbidden words, and that which cannot be seen or spoken. The amulet is made of a dark black metal which is very heavy. It has a relief of a hooded figure, with an open hole where the face should be. The figure is balancing several symbols on plates; each one representing one of the true names of the prime elements. The chain that goes around the neck is made of gold, and a jet gem holds the clasp together. The first bit of magic is in this clasp; only someone that is at least level 10 can open it, and even then they must succeed a save if they try. On failed save, they can never again open or shut the amulet themselves- and it must be worn closed around the neck for it to work. Due to its nature, this amulet is said to also be able to be used by Level 10 Sorcerers or Otherworldly beings, not just Fighters can make use of its powers.

When the amulet is held, the user can invoke its powers for several effects. First, it can fire forth a glowing orange and purple projectile akin to a magic missile attack. This projectile cannot be blocked or dodged like a magic missile, but it also sizzles through magical barriers under 4th spell level in power as well. This causes the weapon to do its normal damage roll, as above. This power can be used any amount of times, but takes up a full round to use as if you were casting a spell. Secondly, the amulet can be used to move objects around as though under a powerful telekinesis spell or ability- anything a human could feasibly lift can be moved by this spell at roughly the speed it would take to move the object. You can also blast an object with this invisible force to make it perform an action over a period of time; such as brooms to sweep the floors or spoons to stir the soup, akin to enchanting your housework to perform itself. You can also perform attacks with this, slam shut doors and break fragile objects with invisible rays of force, etc.

The amulet's final power is the sight; if you look through the hole in the center of the amulet you can see all invisible things and beings. This is true sight, letting you see through all illusions, glamors, supernatural forces, creatures from other worlds and their auras of insanity and so on. You can see everything as it is, even things that humans cannot normally comprehend or stand seeing, but you are not harmed by using this amulet's power, your brain simply refuses to process it and you must reconcile that on your own time. If you plug this hole with something and wear the amulet, instead it turns you absolutely invisible and unknowable. Despite being physical present, nobody can acknowledge your existence. If you touch them they may fight back, thinking it is a spirit or spell, but nobody can see or hear you as you become truly alone.

[5] Quarterstaff of the Task-At-Hand – Two Handed Heavenly Quarterstave
Damage- 2d4+2

This Astra was created by the God of slavers, contracts fulfilled, duties, and authority. The staff is made from a piece of cosmic wood, that glows softly and contains faint spectral colors in all of its many grain-lines. In darkness, it can glow as a light source. The ends of the staff are capped in a dark heavy metal, with faint burned spots in the shape of chains, as though chains were once wrapped around them and heated to an ungodly temperature. Whenever this weapon hits, it releases a wave of aura energy showing a suppression and weakening of the struck target's natural numen- their inner spirit as a force of authority in the world. As such, any spells that rely on the caster being in command or control cease to function if cast by someone hit by this staff for the next 1d4 days, as they have an aura of a slave or servant, not a master. The staff can also extend and be used as a 10 foot pole, or attack at a fair distance such as within throwing range at normal damage; the wood of the staff magically stretching to strike or chastise specific targets.

Secondly, instead of attacking with this staff the user may wave it and issue a command. This command must issue a specific task or quest which cannot be an impossible feat or (inherently) suicidal to the questee. The staff binds the person to that quest as per a Geas or similar spell, and no saving throw is allowed to resist this effect. Once the geas is in effect, the user may follow the command only to the letter, and can make a saving throw to make a minor detour or change to the original command- though they are still bound to this task until it is completed. Anyone who finishes this task is rendered totally immune to the power's of the staff, as well as its damage, for a year and a day. As such, most quests given by the staff wielder are incredibly tedious or send the target far enough away they cannot return in time for them to be immune to it.

Finally; the staff conveys an aura of leadership and control. When using the staff to command any force, if it be a military unit, a group of slaves, hirelings, minions summoned by other magic and so forth the staff grants a constant +2 to morale or loyalty checks made by these creatures following the staff user. The staff user can also grant another +2 bonus to specific rolls made if they spend a combat round giving a command. For example, if the staff holder commanded his men to shoot the dragon out of the sky, then they would all receive +2 to hit with ranged weapons. If the staff holder told a group of mining slaves to be careful around the explosive gemstone ore, then they would all gain a +2 to saving throws versus hazards or appropriate saving throw category.

[6] Axe of the Deepest Might – Two Handed Heavenly Battleaxe
Damage- 2d10+2

This Astra was created by the God of far away wild places, the deep oceans, crashing waves, earthquakes, natural disasters and the wildest things beneath the Earth. The Axe has a long golden handle with a huge and heavy two-headed axehead. One side of the axe appears as a crashing wave with “foam” engraved along the edge, and the other is made of a pitch blade metal that has many teeth along its edge as a saw would. Despite their unsual edges, both sides of the axe cut as cleanly as any other razor sharp axe, and are very powerful in combat. The 'wave' blade of the axe has the magically power to carry its killer wedge all the way through the subject it strikes. For instance, striking the base of a massive tree and willing the crack to split the tree from here to the top, or spreading the crack formed by the blow of the axe along the surface of the object. With enough strength this axe could crack open an entire castle tower or wall, the crack carrying itself through the stone like an unstoppable wave. The dark side of the axe head instead creates horrible rends- any wound a living being takes from this side never stops bleeding. The wound cannot be healed except with very powerful healing magic or divine intervention; health from this side of the axe cannot be healed.

Secondly, the Axe channels strength to the wielder. Beyond it's already impressive power, the Axe can be held in both hands, with one end to the ground, to sap the energy from it and transfer it into its holder. Each round this is done, the user gains +1 to his or her Strength modifier and heals 1d6 hit points. All hit points gained this way can exceed the maximum hit point limit of this person and are treated as temporary hit points. The added strength lasts for the rest of the combat; out of combat it lasts about an exploration turn. Using this axe out of combat and the user can essentially gain unlimited temporary strength; enough to pull open a solid gate, crush stones, hold down a huge creature with just a two-finger grip, and so on.

Finally; the Axe can be used in combination with its strength growing ability to allow for impressive leaps. If the user has at least a +4 in Strength total, they can shove the axe under themselves and use it as a lever to fling themselves up; using this they can easily leap tall buildings or across canyons. As long as they hold the axe, a whirlwind forms under them to prevent fall damage unless they drop or lose the axe mid flight.

[7] Crossbow of Chaos – One Handed Heavenly Crossbow
Damage- 2d6+2

This Astra was created by the God of chaos, carrion-eaters, battle rage, seizures, the desert storm, and mutations from a being's ideal form. The crossbow is made of a very lightweight golden metal, and can fold up to be used with one or two hands. The crossbar is gorgeously spun into a pattern, which ends with a small knob that holds the unbreakable metal line, which glows bright yellow when pulled back. The weapon may only fire crossbow bolts, but if enough sand, salt, dirt, sugar, ash, etc. is poured onto the device while cocked, the particles will form into a one use shot. Shots from this weapon do not miss, as with all Astras.

Whenever this weapon strikes a target, the user of the crossbow decides if they take the normal damage from the attack OR if the target must polymorph. If the target polymorphs, they get a saving throw to transform into something useful or adaptive to the environment. If they fail the saving throw, the crossbow user may turn them into anything of HD equal to or less then the target's level+1 or current HD+1. This can be fired at allies to turn them into more dangerous forms, or fired at enemies and turn them into something useless like a flopping fish in the middle of a desert. The saving throw allowed for unwilling targets lets them avoid this, such as turning into a camel and hopefully being able to run away. Targets changed by the crossbow are changed for a year and a day, and their animal lifespan is artificially lengthened to allow them to survive that long, though they will be very very old if their species can't normally live that long until they change back.

The user may also turn inanimate objects into normal animals, but these animals must be 2 HD or less, according to the polymorph rules. For instance, you can shoot at a rock and turn it into any animal you wish, but it favors slower and more heavily armored animals like turtles, according to the rock's nature. These artificially created beings also live for a year and a day, and are loosely bound underneath the user's command when created, and slowly meander away from control over time.

Finally, the crossbow can be invoked to create wild magic. If the crossbow's cord is plucked like a musical instrument, it creates a dissonant ring and a wild magic effect is created. The effect is roughly correlated to the strength of which the string was plucked and/or the user's HD or level. The lightest of notes may cast a 1st level spell or whip up the winds as a minor magic phenomena, where as a deep low note may create a vortex of magic, mutate everyone nearby, or conjure a powerful being from the outer realms. The user of the crossbow has no control over this ability, but has advantage on all saving throws from hazards and beings created by this ability and is never targeted first by beings brought forth by the magic bowstring.

[8] Knife of Gods above Gods – One Handed Heavenly Dagger
Damage- 3d4+3

Nobody knows who made this knife. It's powers are divine, but somehow moreso. Many theorize it was made by the Gods above Gods. The blade's face is beige white, similar to bone, with a unsettling green edge. The handle is carved from this same white material, with thin curves carved in to make it perfect to hold in the hand. It is slightly larger and too heavy then a perfectly balanced dagger would be in the hands of most people; though its size seems to change for whoever is holding it, with the handle extending or thickening to allow anyone to wield. Even for very large beings who hold the knife, it seems like its true “owner” would have a hand bigger then them still, and be just heavy enough for them, as though reminding whoever holds the knife that they are not its master. And scholars fear, truly, that if this knife is merely a sidearm for the Gods above Gods, then their real weapons must be even more devastating and all-powerful.

In the hands of a mortal however, the knife is simply truly feared and very powerful; but not all powerful. It draws power from its wielder, and has more “pull” on its user then most Astras. This Astra is tied to some powers of death and unmaking, as well as corpses and grim, twisted faces. Anyone killed by it has a twisted mocking smile upon their corpse. The first power of this Astra is that it can make any number of attacks against a single target the wielder wants. Each attack must be rolled and has the same chance to hit and damage as all the others, but all the attacks are compressed into a single moment in time; upon being satisfied, the knife lands once and all the other wounds break out upon the target's body at once- based on the number of attacks it could be a few slashes, to cutting them to ribbons, to total destruction of their physical form. The user's mortal frame cannot easily handle this explosion of power, and so there are consequences.

One attack- No consequence.
2 to 12 attacks- User takes 2d6 damage and 1d4 level drain
13 to 50 attacks- User loses -1 HD permanently, along with the above consequences.
51+attacks- User dies

The death caused by this weapon could potentially be averted by a more powerful being, like a God or greater demonic force, but they still suffer greatly from the strain of unleashing such a powerful weapon. Nobody quite knows what would happen, or how it would effect them. While this weapon can only strike a single target when its power is evoked, it can also strike things like inanimate objects or walls, meaning it could be used to destroy them too, it's simply slashes unmaking solid matter.

This weapon has yet another power. By holding the blade up to one's mouth and speaking into it, a warble of power can be heard through the voice, and a decree can be made. The decree must always be a negative, like “none can” or “nothing will”, and cannot be a double negative, like “nothing will not”. The decree comes true for 3d4+3 exploration turns. Depending on how wide spread and powerful the decree is, it may also cause damage or level drain to the user due to the strain. Decrees can be used only once per day, as the blade must recharge its own energy stores as well.

Saturday, March 16, 2019

[Class] Seventh Son

7th Son of a 7th Son
HD- d8
Max AC- 16

Most 7th Sons of a 7th Son are born with strange omens of their birth. Falling stars, murders of crows outside the home when they are born, an icy cold placenta, and so on. For humans, a 7th Son of a 7th Son is considered lucky and specially destined for greatness. Other races may have different numbers or even genders depending on the warriors; Elves find the 3rd Son of a 3rd Son special, where as the Goblins may find the 21st Son of a 21st Son. Matriarchal societies like the Gnolls will instead favor the 4th Daughter of a 4th Daughter and so on. This power may be even more strict in some culture, requiring an unbroken lineage with no daughters/sons of the opposite gender.

7th Sons are said to be special. Guided by destiny and empowered against magical creatures and spirits alike. While not necessarily always good or honorable, Seventh Sons are said to have special powers against the undead and demons, and are said to have skills with magic, at least in regards to the healing arts. You are a little bit like a paladin.

One of the main powers of a Seventh Son is their special eyes- to see through glamours. You are immune to the mind effecting abilities of creatures and spells cast by creatures equal to your level as HD or less. You get advantage on saving throws versus illusions if the source of the illusion had HD equal to your level or less. For spells or abilities with multiple effects, you are only immune to the mind affecting portion and are normally harmed or hexed by the rest.

You gain +1 to hit at level 3, 6, 9, and 10.

You gain +1 damage to attacks at levels 5 and 9. You also deal +1 damage with magic rods or wands at level 7. You can use wands and scrolls at this level if you couldn't already.

You have healing hands. You can attempt to heal someone without using any first aid supplies once per day per level- equivalent to a magic spell, just takes an exploration turn. You also heal +1 more health when you do heal someone this way every even level.

Your presence inspires others to holdfast against darkness. Hirelings under your command get +1 to their saves and morale checks versus supernatural fear and panic if your level matches or exceeds the HD of the offending force. Treat your level as one higher for Turning Undead. At level 4th level, you may draw a poison into yourself by sucking on the wound; the character harmed by the poison transfers it to you, and all the remaining damage or negative effects of the poison harm you instead.

At 10th level, you become a Son-Of-Omen and fully unlock your mystical abilities. Your powers include the sight-beyond-sight, granting you a once per adventure view into the future or past, as long as you have time to meditate on the event in question. The timeline you can see is expansive, but the mythic past and far future are beyond your sight. Secondly, your ability to heal also improves; you never need healing supplies to heal someone, and you can also draw level drain from another character into yourself, and the same goes with curses and other mystic maladies.

As a secondary effect; you become totally invisible and silent to demons and the undead. You could walk through hell unmolested. These beings refuse to notice your presence, even if told by other beings that can sense you. This effect lasts until the next time you attack a creature of darkness, in which case this power ends permanently.

Wednesday, January 2, 2019

The 9 Almighty Astras

The Astra are legendary weapons, created by the Gods. In the ancient past, they were forged to fight off the demons and banish them to the underworld after their cruel reign and enslavement of the mortal races. The Gods created the weapons and imbued them with immaculate powers; the Astras are extremely powerful and are all assumed to have an Ego score of 10, meaning only a 10th level Fighter or similar can control their power fully. The only way to get your hand on an Astra is to either steal it from the Gods domain or be granted it in a moment of greatest need, usually against an otherwise invincible or truly evil threat. Anyone who tries to abuse an Astra's power will find it betraying them, or unless they're totally corrupted and evil, becoming a dark version of the weapon if they can somehow corrupt the powers of highest divinity.

All Astras have unique properties compared to most weapons. Astras do not make to hit rolls; as they bypass all normal defenses. Only a 10th level Fighter or equivalent can get a chance to deflect an Astra- making a very difficult combat save (DC 25) to simply deflect the weapons. Only very powerful spells, a similarly powerful champion, or divine-level armor can block these weapons.

9 Almighty Astras - Roll 1d10
[1] Unmaking Mace – One-Handed Heavenly Mace
Damage- 2d8+2

Created by the god of craftsmen, physical wealth, tools, and destruction. Appears as an ornate Fabergé egg on the end of a black and gold stick, tied with leather of some beast that only exists in the divine realms. The weapon is divinely made and hums with supernatural power when swung. Tapping the weapon against any hard surface lets a vibration of sound tear up all mundane and magical shields below 4th level in power that the caster so chooses. This power can also destroy hard brittle objects, like shattering class or an entire dry brick wall.

Even if this Astra is blocked or deflected, it releases vibrations of force that seek the target like an arrow, traveling through any nearby medium with holy purpose. The wave will reach the target and deal 1d6 damage, penetrating all defenses with internal force. Even if a highly powerful Fighter does manage to deflect or block this weapon as above; the tool used to block it is also destroyed and turned into its more base components; only similarly powerful divine weapons, shields, or +3 magic weapons and items can resist. This weapon can also shatter brittle objects by making an attack against the inanimate object; using up your attack for this round but sending the shards flying at whatever foe or group of foes like a rain of arrows. This power does require a to hit roll, in which the user's Dexterity modifier + 2 for the divine weapon's aim will be used on all targets, dealing 1d6+1 damage per hit as the shrapnel finds its mark.

[2] Serpent's Javelin – One Handed Heavenly Spear
Damage- 2d6+2

Created by the god of murderers, executions, betrayal, thieves, venom, and painful deaths. It is a short javelin, with a fine green painted material along the handle that feels lighter then wood, and with a sharp two-prong speartip that appears silver. This Astra is much less ornamental and flashy as the others, which fits with the theme of its god. It is also said that the weapon is the only Astra that may also be wielded by a very powerful and legendary thief or assassin; 10th level Rogues or equivalent may also use this weapon. Since it is tied with stealth, the weapon can also shrink to the size of a toothpick and be used as a stealth weapon; brought out only when least expected.

Like with all Astras, the Javelin cannot miss. This includes when it is thrown, and has the power to travel as far and as fast as an arrow when it is thrown by a worthy fighter. The Javelin will seek its target automatically, but will require a round to fling itself back to its user to return to their hand. The Javelin is tied to snakes and poisons, and tapping a snake or venemous creature with the javelin is enough to drain them of their venom for one day. This also includes poisonous creatures, like frogs and sea-urchins. The creature will retreat to its burrow as it senses its killing power was taken and as those creatures are tied to the God of this Astra, it is not necessary to use it to slay them for this reason. Intelligent snakes or other poisonous creatures will very well feel honored to 'feed' the Astra and will always offer to give up some or all of their venom on a positive reaction check if they know you carry the Javelin.

Once it has absorbed any poison, the Astra can inject that poison on any hit you choose, causing the target to get a -2 to their save against it and to take the normal damage and effect of the poison. The Astra can also be pointed in such a way to spray out a caustic blast of the venom while in the hand like a surprise ranged attack, dealing 1d4 damage even if it misses the targets mouth, eyes, or open wounds to enter the poison into their blood.

[3] Majesty Greatsword – Two Handed Heavenly Greatsword
Damage- 2d12+2

Created by the god of princes, battle, honor, and warfare. This weapon is huge, and has a large blade heavily decorated with spiraling lines, geometrical and angular, branching from a mighty symmetrical tree down the center of the blade near the hilt. The cross guard of the blade is curved like a ram's horn and is similarly decorated with hundreds of tiny divots embedded with rubies, looking much like it is “sweating” blood. The handle is long to allow a two handed grip, and the pommel is a great polished jewel with golden points shaped as a spear, sword, arrow, and dagger respectively. It is an absolute work of art and there is not doubt of its divine origin from even a cursory inspection.

This sword grants an aura of majesty. While holding it or carrying it, treat your base Charisma modifier as +2 regardless of what it was before. If it was already a +2, consider it a +3 instead. You can apply this modifier both for the morale of your hirelings and retainers in combat, and also to ALL soldiers under your command in an army as long as you personally are there to lead them- the sword is made for glorious generals in warfare.

If the weapon only needed one dice to kill someone (roll 7 and 9 against an enemy with <7 hit points), then the other dice worth of damage can be immediately brought down on an adjacent target. Since all Astras never miss and ignore earthly methods of defense, just roll the damage straight against the target. The +2 bonus damage can be applied to either, not both.

Finally; the weapon is also considered supremely anointed above other fighting styles, and the Majesty Greatsword can freely copy the blade arts of those fighting against it, sending back your foes flashy moves tenfold.

[4] Loyal Axe – One Handed Heavenly Axe
Damage- 2d6+2

Created by the goddess of outdoor living, toughness, and teaching. The weapon is based on a fable; the three times in a daughters life when she has to pick up an axe. Once to chop wood for the fire, once to build a cradle for their child, and once to build their father's coffin. The weapon appears as a beautifully carved piece of wood, the handle bleeding into the face of the axe, the smooth grain flowing like a waterfall all the way to the bottom of the grip. The axe itself is golden, with a shining red edge made of some yet unidentified created metal from the lands of the gods. This weapon is especially good at chopping wood; and fells even large trees in one swing. Using the axe to craft wooden objects results in higher quality goods; count as +1d6 hit points for wooden doors or hulls of ships.

The Loyal Axe always returns when called, flying through the air to its master's hand. You can throw this weapon like a boomerang and it will magically returned, letting you use it like a ranged weapon. It also throws in arcs, meaning you can hit multiple foes past the first that are standing abreast of each other, or those in a circle by following the trajectory. Due to its divine nature, it doesn't miss on these attempts, but every target past the first gets a saving throw to duck down or jump behind a solid object to avoid the axe's return path.

The Axe is also loyal; and allows you to call upon loyal spirits to you. The spirits must be people you knew in life, and who would still answer your call and aid you even after your death, as they remember their dying moments as their awakening in the next realm. These spirits are not undead, but simply 'called' from another realm where they belong. The spirits are non-corporeal and can only interact with the world as poltergeists, but can answer questions or perform some minor ghostly task for you before returning to their realm. Keeping a spirit in this realm longer then intended is possible, but forcing it upon them will bring resentment. Each time you dismiss a spirit, there is a 1 in 4 chance the spirit releases all earthly bonds and goes beyond to a place where you will never reach them.

[5] Supernal Hoop – Two Handed Heavenly Blade-Hoop
Damage- 2d4+2

Created by the goddess of wisdom, magic, plots, secrets, and the cosmic order. Appears as a large metallic hoop made of gold with silver bands, each band curled around with edges equaling one month of the year, and each one with a ridge representing the days of that month, which fall under holy festivals and ways to keep time between the years. It is unknown if the hoop is constantly changed or if the holy days simply don't change since the times of creation; as it is never wrong when inspected. It is said that this weapon could be used by a high level Cleric, along with powerful Fighters.

By squeezing the hoop; the user can shrink it down to the size of a chakram or large enough to cover their whole body standing up vertically. Any spell or magical beam, bolt, blast, or ray that passed through the hoop can be absorbed or reflected like a mirror. This only works on spells of 3rd level or less, so very powerful magics may be not be totally stopped by the hoop, but the hoop can be used to greatly reduce the power of any arcane spellcraft regardless of level. The inside of the hoop can be filled with magical energy to create a portal, in which arcane beasts from other realms can be drawn through; angelic servitors to fix problems within creation. These creatures do not fight on their conjurer's behalf but will defend themselves and attack any demons on site. Mostly these summoned beings go out to fix the mistakes and corruption of the world, using hammers to flatten out folded spatial anomalies or untrapping people “frozen” in time by warming them up with heavenly blankets. Consider these beings as 6 HD outsiders who cannot be turned.

The final and most powerful ability of the hoop is to stop and interfere with the cosmic orreries. By holding the hoop in the air and giving it a very soft spin, it floats on its own power and can be used to stop the clock of cosmic motion; suspend time for up to one hour. This only works on time of the cosmic bodies; extended the daylight for another hour, or stop a volcano mid eruption so you have time to save the people on it. This does not effect living beings of intelligent minds, as that would interfere with the free will, but animals and simple beings may be stunned in place, frozen in time as the natural world is. The hoop cannot move while suspending the cosmic scales of the universe, and cannot be used again until it is over or it is knocked from its place. It could also be used on abstract concepts too, like fate, if the user can identify and specifically suspend that motion. This power can only be used once per generation- the owner will not live to see it used again until it passes back into the hands of the gods for future purposes.

[6] Grand Divider – One Handed Heavenly Sword
Damage- 2d8+2

Created by the god of science, mathematics, logic, debate, banking, and abstract wealth. It is a short blade with a crooked handle, with a fat edge midway up the blade, making it more similar to a kukri. It has spider-web like gold ornamentation along the back of the blade; ending before the stunningly well crafted acid-wash pattern to the tip and along the edge. Beyond being a powerful weapon, this sword is also specially infused with the powers of separation and division. Attack an object to split it into constituent parts; splitting an electrum coin into two halves, one with its silver content and one with the gold. By using the flat of the blade and slapping someone fully armed and armored, you can split them apart from their armor harmlessly making them naked, and flinging their weapon farther away as well.

By swiping this weapon against a limb, the target limb is severed, the wound being cut so cleanly as not bleeding the target to death, but still dealing regular attack damage. The blade is so sharp as this is possible without magical means and with no saving throw. This weapon can also cut things at a distance by swiping the blade at them, the air itself slicing through ropes, curtains, blades of grass in a wide area getting cut invisibly along the angle of attack, etc.

Finally; once per adventure the blade can be used in a special motion to exactly sever a person or monster in two; but this doesn't kill them or deal damage. Instead it divides them into two halves or wholes. Their level or HD is exactly divided in half, with odd numbers being rounded down and each being “close” to leveling up or becoming more powerful in some way. The user may dictate exactly under what line this split is made; separate a person between their good and evil side, split a chimera back into its multiple parts (with three or more part chimeras becoming two separate animals with the third or more types being added to the whole parts again), or divide a person into two halves to lessen their threat. Even do this on a friend to let them be in two places at once; but the process cannot be reversed and the two half-beings will feel either a strange brotherly kinship or a deep, hateful rivalry.

[7] Conductor's Baton – One Handed Heavenly Ball & Rod
Damage- 2d4+2 (Elemental)

Created by the goddess of storms, the elements, the oceans, music, and travels. It is a short, hollow metal rod with a very pleasant chime whenever it hits anything. The rod is mostly silver, with slight golden accents around the ends, and decorated holes along its length. One end has a chrome ball that is strongly attached to the end for all unworthy beings. Anyone who can utilize the Astra's power can remove the ball easily, and roll it along their body to always return without it falling to the ground in an act of divine balance and control. Unlike other Astras; this weapon deals elemental damage when it attacks. The metal ball flings itself towards the enemies, spraying them with water condensed on its surface before a blast of cold from the wand freezes them in place, or the ball spins in a great cyclone to create a powerful blast of wind magic, or the ball gets red hot and the rod channels the heat into a gout of fire that burns your foes. They work in tandem. It is said this weapon could be used by a high level Magic-User, along with the high level Fighters.

By blowing into the rod, it can create the clap of thunder that whips up the weather, or enchanting music that calms it. Either way, the user can summon forth wind, rain, hail, or still the storm. When deep underground or in the underworld, this power can create a weaker and phantasmal version of the weather as it would be on the surface, the false rain only a slight shower from the thin wiry gray clouds coalescing around the roof of this chamber.

The orb attached to the rod seems to have a personality and a “mind” in some abstract sense. It can scout areas; going around corners, or holding a magical spell or elemental blast within itself to roll over a ledge to divert attention and release it when first picked up. It cannot leave the rod, and neither can the rod be separated by even the strongest magic. By spinning the rod over head and making a roll modified by your Dexterity modifier, the magic rod can be used to fly into the air, this power becoming easier the more it is storming and the harder the wind is.

[8] Bow of Parna – Two Handed Heavenly Bow
Damage- 2d10+2

Created by the god of justice, morality, balance, beggars, asceticism, and meditation. The bow itself is beautifully decorated, but does not need arrows to fire, and was this god's only possession. The bow is wrapped in silver linens and is a long gray-gold in color from the cured wood and leathers wrapping itself along the edge. The string of the bow is invisible, and only glimmers with a golden glow when pulled or touched. As with all Astras, this weapon cannot miss, and has advanced range. It can fire many times over what a bow normally could fire, letting it accurately hit moving targets in the sky or across a long valley at a very small target, infused with holy magic.

This bow can fire regular arrows, dealing its damage in their place, but allowing the elemental damage or the secondary effects of any magic arrows fired with it to color its power. For example, if the bow launches a fire arrow that deals 1d6+1 fire damage, instead it deals the bow's normal 2d10+2 damage as fire and can ignite targets as normal; turning even weak projectiles into powerful bolts of destruction. Secondly, the bow does not need arrows to fire and can fire by using the 'breath' of the user; pulling back the string with an exhaling breath creates a magical arrow that travels straight and true. The target will be hit by a gray-gold arrow of clearly supernatural nature; the arrow becoming nothing but mist when the one hit by it dies, turning into their last 'breath'.

Whenever this arrow kills a target; their last “breath” can be harvested by the bow's user and “caught” in their quiver. The breath of each individual is different, and have magical properties of the person who died from it- this is also somewhat determined by the bow's user. For example, if killing a volatile warchief, their final breath may turn into a misty pure red arrow that deals no damage, but makes the victim of it go into a berserk rage for 3 combat rounds. The arrow may also be broken to release their last words, or something they desperately wanted to say before dying. There is no limit to how many of these last breath arrows one can create or carry, but each has a special significance and are not made lightly; the final breath of lesser animals or beings simply dissipate instead of being able to be harvested as the fog needed to create the arrow.

[9] Golden Basket – Heavenly Basket
Damage- None

When the Gods created the 8 Astras; they looked to the final goddess who pledged to craft a weapon capable of destroying the demons forever. She was the goddess of the hearth, childbirth, wisdom, healing, and food. She presented to them a simple wicker basket made with golden twigs and sticks, along with it came a golden cloth bundled within it. While the gods and goddess balked at her creation, she was the wisest of the gods and knew that it was truly the most powerful of all the Astras, and was the most instrumental in defeating the demons.

Unlike the other Astras; this one cannot be used as a weapon directly. It can conjure small objects- like caltrops to fling onto the ground, or simple arrows or throwning knives for use in combat. All created objects are real and last indefinitely- but divine creations are not much for pointless use. Beyond this, it can create other supportive objects, like bandages, flasks of oil and candles, waterskins and food, or sowing needles and thread to repair clothing. It is of great usefulness along a journey, and all these supportive tools and items have slight divinity touched with them. Anyone carrying this Astra and no other weapons is also not targeted as a threat, and will not be attacked by hostile opponents. Offering a gift from the basket or giving an honest and real attempt to befriend a foe will always count as a successful reaction check of a Good result; but you cannot intend to betray the trust anyone gives to you as a result of this powerful Astra.

This Astra can also be used as a shield in a pinch, acting as a +4 AC shield; bladed weapons like spears, swords, and daggers that attack this shield and miss will have their tips stuck in the wicker and shattered when the user rips the basket away. Despite just being a shallow wicker basket, it is of course unbreakable with its divine magic.

Finally; this Astra can be used to harbor a helpless baby or infant when wrapped within its blanket and kept in a safe place. Even if the Astra's user or their allies are slain or driven away, the baby within the blanket is magically kept safe and is whisked away to a good home by a river, a great huge eagle, magic winds, falls off the back of a cart, etc. If it cannot be reunited with its true parents, foster parents are always found by this magical basket who will protect and care for the infant. Even in settings with always evil or chaotic mortal races; an infant sent away by this basket will be raised in a loving and supportive home and will always creates an honorable and good aligned individual who does the right thing- even if it may sometimes be a challenge.

[10] Demonic Mimic-Astra – Varies
Damage- As normal Astra

Roll a d8 on the list again. This demonic Astra appears as that Astra, with the same powers and abilities as the first weapon, but with a slight twist. All decoration and ornaments are slightly skewed; such as showing a god performing a very minor sin, like eating an apple from an orchard without paying for it, or showing an innocent person getting hit by a stray arrow, etc. Anyone besides a 10th level Fighter who uses this Astra even once is mentally corrupted by it and lusts for ultimate power; those who seek power so much that this doesn't upset them and they seek a demonic Astra may actually turn into a demon of one HD less then their character level in a shedding of their mortal form and restrictive morality- becoming one of the evil beings in the process. Those 10th level Fighters who do use this Astra accidentally are cursed to keep it, it whispering to them to use its power for their own game, but the Fighter has a chance to seek the power of the Gods to break the curse, or to find the real Astra which easily destroys the demonic deceiver.

The powers of these demon Astras copy the divine ones; but always with an evil or perverted twist. The shards from the Mace of Unmaking for example seek the eyes of their targets and try to scratch innocents, even if you aim it away from them. The Majesty Greatsword doesn't provide a moral boost to your soldiers, but instead creates an aura of total fear and terror to your enemies instead. Those who accept or succumb to the demon Astra not only turn into demons but the Astra slowly transforms as well; losing its golden and silver colors for demonic black and red steels, and their powers become more corrupt and cruel. The princes of the demons created these false Astras to corrupt heroes and turn them to their side; any Demonic Astra is a worthy weapon to adorn their belt as a demon champion when they ware against the mortal races once more.

Tuesday, December 4, 2018

Manse '18 - The 36 Magic Spells

1st level Spells – Roll 1d12
[1] Coal from thy Soul - 1st level
The magic user conjures a lump of coal that can fit in their hands. The lump of coal can be used like an enhanced source of fuel for fires; it can heat up food, make a strong campfire, power weapons or coal machines, and even be used for forging. The lump is hotter and cleaner then normal coal, and can act as a fuel source for a moderate flame or engine for 6 + Cha modifier of caster turns, or an hour average. While the lump of coal is burning, the magic user loses all their personality, treating their Cha modifier as +0, being unable to lead any hirelings, and becomes passive and unable to assert themselves, at least until the coal is burned away or crushed.

The magic user puts a bit of their soul into the lump upon its creation. The lump of coal has an appearance that somehow connects them to the magic user, such as specific color, pattern, or shape that just seems to match them. If the magic user is mostly lawful or good, then the lump of coal will be smooth or may even appear like a crystal. If the magic user is mostly chaotic or evil, then the lump of coal will appear extra dark and spiky.

[2] Theme of Thaumaturgy - 1st level
Gives the magic user a chosen magical aura that matches a flavor or 'theme' of magic. An element, an animal totem, holy/unholy, otherwordly, fae, etc. This aura grants them +1 to all saves vs magic of that type and make their spells of that type have +1 save difficulty. The spell lasts all day, and may give a minor supernatural hint of their aura, such as making candles dance in their presence if they empowered themselves with an aura of fire magic. If you are using magical equipment set bonuses or spell schools, consider this spell being active a +1 to that theme, but it cannot give a bonus of the same type more then one at a time.

[3] Surging Splash - 1st level
Fires forth a stream of ocean water, with a few tiny minnows, kelp bits, and starfish for effect. The stream can push back targets the size of a man, which both prevents them from closing to melee this round AND requires a save to not get washed backwards and knocked prone. Deals no damage on its own. Both the water and the creatures made from it evaporate in a few minutes, and have no staying power in the real world, as they are just conjured from magic. Creatures smaller then a man, like a goblin or wolves, will get slammed much harder by the surge and get pushed back farther.

[4] Flamingo's Flaunt - 1st level
The moment it is cast, the caster has all the color of both their body as well as their clothes and equipment increased in brightness and vividness. Along with this, everyone who sees them will find their eyes drawn to them and will have no choice but to notice them. The reaction of other people is unchanged in regards to the flaunter, meaning the flaunt could be seen as either a stride of a proud, beautiful person or an extremely annoying display by someone with low charisma.

Stealth is impossible while you flaunt the flamingo's flaunt, but others have advantage on rolls to act sneakily or undetected while people are distracted by the flaunt. Specifically for casting spells that use charisma modifier as a method to increase their power or effect, the Flamingo's Flaunt increases your Charisma modifier by +1 only for those spells, such as when magically dueling another magician using personified illusions. It has no effect on reaction checks or hireling loyalty.

[5] Magic Coating - 1st level
An object is covered in an invisible white magical “glaze”. Those with magical vision can see a white sheen on the objects covered by the coating, and anyone touching the object who either has magical spells or is suspicious of it can get a save vs spells to feel the coating on their fingers. The magical coating protects the object from the effects of magical spells; specifically granting the object either 1d6 health points or durability if applicable OR granting an automatic success on this first save vs a destructive effect. Spells such as magical flames or rending armor can be blocked somewhat by this spell, making it useful to protect equipment. Very powerful spells, such as anything that disintegrates weapons utterly or sends them to the astral plane to never be seen again are too powerful for this spell to automatically block; instead it just grants +2 to the item or carrier's saving throw to not lose the item. The glaze itself lasts for 1d6 weeks if not burnt off- it can also be lost by magical water to “wash off” the coating, and it provides no protection against normal methods of destroying items.

Beyond its protective properties, the coating sticks to whatever it touches, leading to magical traps and ways for Wizards to protect their property. Many an apprentice has been caught with the glaze on their hand after thumbing through their master's spell book. Some Wizards that work for different guilds find the spell very useful in protecting guild charters, golden treasures, and artifacts and catching any thieves who would steal these precious items.

[6] The Two-Hour Wind - 1st level
This spell creates a wind in a specific location or around the caster, as directed by the caster. The wind brings fresh air, helps dry off wet things, scatters scents, kills dust wraiths, and all other things a regular windy breeze could do. The wind alternates between a more gentle breeze, and a stiff gust that ruffles hair and clothes, but no stronger. The wind lasts two hours, or 12 turns.

[7] Grounding - 1st level
This spell must be cast just before the caster or a target the caster is touching is hit by a lightning based spell, attack, trap, or bolt from a storm. The electrical energy is almost harmlessly grounded through the caster's body, counting all damage dice the attack or spell would do as though it dealt a 1 per dice rolled. So a lightning arrow that would deal 1d10 damage would deal 1 damage, where as a powerful lightning storm spell that deals 3d6 damage would deal 3 damage, etc.

This spell also ends any trapped currents or energy waves within the objects touched or targeted. If the object or being in question can recharge its own energy, it can do so in 1d6 exploration turns after this spell is used, temporarily blocking the energy from recollecting. This spell only applies to regular electrical energies, and will only have a minor effect on magical lightning such as Crimson Nova.

[8] Iron Fairy - 1st level
Give a small object that an average person could carry in one hand a pair of tiny gossamer wings. The wings can flap and let the object hover about 3 feet off the ground, making the object readily available for grabbing by anyone nearby without having to search through a pack, or useful for objects like lanterns that can shed their own light. The wings last 1d4 turns before coming undone, and any attack roll or AoE spell that hits the object will automatically destroy the delicate wings.

[9] Power Wave - 1st level
Starting in one hand and moving to your other arm; you feel a wave of great explosive force moving through your body. The caster can “pass” this on to someone else, letting them experience the wave, and only when the last arm hits an opponent does the spell activate. Makes whatever impact deal +1d6 damage and be more destructive, such as shattering a window with a finger tap. Unarmed attacks, such as a slap will just deal 1d6 damage or regular unarmed damage +1 and can cause impressive acts of grappling throws and heaves.

If the wave can't be released, such as by missing an attack roll or being unable to pass it on to anyone else or destructible object, the person holding the wave has 1d4 combat rounds to get rid of the energy somehow or else it will backfire and deal 1d6 damage to their own body.

[10] Object of Outrage - 1st level
The caster must touch or create a small minor object, usually a bit of paper with something written on it, a small idol, a basket of flowers, etc. This object is enchanted with a magic effect that only works on a specific target, that the spell caster must name when this spell is cast.

When this specific target sees this object again, they will feel an intense feeling of anger or outrage directed at the object, regardless of how benign it is. They will seek to destroy, deface, or utterly ignore the object as best they can, according to their personality, but will almost always speak poorly of the object in some way even if it is important or sacred. (“The God's ears are just carved wrong!”) Targets get an easy save to avoid criticizing the object if it would put them serious danger or social trouble. Targets must make a regular save however to actually want to take or possess the object, even if it is valuable, and would much rather pass it on to someone else to be rid of it.

[11] That Evil Leech - 1st level
Creates an evil leech. The leech is indestructible and cannot be killed, and constantly seeks to suck blood. It deals 1 damage per turn if it can get inside someone's clothes or armor and drink from them. The leech is insatiable and cruel; constantly swimming towards anyone nearby and hiding anywhere it can jump out to taste blood again.

It is unknown if these leeches are immortal or are bestowed by some further dark power- but leeches created by this spell don't dissipate as normal spells and over years end up trapped in jars, buried away, or let loose in black swamps to stalk forever. Wizards know a secret twist you can perform to make the leech spit back up most of the blood it sucked recently, and can be used to gather the blood of creatures too dangerous or elusive for you to draw from.

[12] Green Splash - 1st level
When cast, the caster flings an orb or small wave of bright green paint from their hands or staff and it coats whatever nearby area they were motioning towards. The paint is enough to coat a 10ft section of wall utterly and some of the floor and ceiling above, and can coat several objects and people with green sticky paint. The paint covers objects and makes them appear a bit like foliage or plant life. Dirt sprouts false grass made of paint, people look like trees if they freeze, furniture looks like bushes. The foliage helps anyone within hide, and looks like a good hiding or nesting place to animals. The paint fades after 1 turn, slowly crumbling into dried, brown fake leaves and lawn clippings. Elves, rangers, and animals home in the forest may get a +1 bonus to AC from the cover, and those who need to meditate in a natural place could use this as a fake stand in.

While the spell is usually green; alternate version exist. By wearing a robe of all blue and flicking a blue object consumed by the casting; you can make the splash make everything appear as a sticky mess of underwater scenery and foliage, minus the actual water instead of on land plants. The same applies to other colors and biomes; red robes and a bit of blood for lava-like landscapes or a fake hell, white robes and some flower petals make things look like a church, etc.


2nd level Spells – Roll 1d10
[1] Mantle the Mind - 2nd level
Must be cast on someone undergoing some sort of mental effect, either natural or otherwise. By casting this spell, you can essentially copy the mental state of this person as per the effect. You do not get a save when you do this, as you are willingly embracing some sort of madness or lunacy to experience it yourself; which can yield results. This could also be used to steal beneficial mental effects, such as from an enemy cast who has mentally boosted themselves with increased focus for a fight, or you can use it to copy the enhanced mental abilities of specific individuals for a single roll. For time based things, such as experiencing insanity firsthand, it lasts a maximum of one exploration turn.

This spell has practical uses in magical colleges and adventurers encountering psychic disturbances and creatures that communicate telepathically. By copying the mind state of someone under the effect of some kind of madness, you can experience it yourself for a short time, letting you help formulate a cure or counter. It DOES NOT cure the target of this spell's mental derangement, just lets you experience it for a short time. Using this on a person being possessed by a spirit will transfer the spirit from them to yourself, the spirit jumping into your open body. This could allow you to fight it off better if you have higher mental abilities then the first poor victim of the demon or ghost's possession.

[2] Touch of the Divine – 2nd level
This spell can be cast at anyone within the range of a spear's trust from the caster. The moment it is done, the target feels an incredible feeling of power, a rush of heightened emotion, and a feeling of invulnerability. The target glows in ambient magical power as they are unable to be harmed by mortal weapons for one combat round. Essentially, the target becomes as many magic creatures do, unable to be harmed by normal weapons. Also, while the spell is active, the target cannot be harmed by save vs death spells or similar.
The duration of this spell cannot be boosted by casting with an orb.

This spell can be cast on either the caster for a way to avoid getting killed until you can escape, but requires using up your turn to become immune until your next one, making you unable to use it. This spell's primary intention is to be cast on a martial champion, giving them an incredible upper hand against their foes in combat.

[3] Energy Transference - 2nd level
This spell allows the caster to transfer magical charges or energy from one magic item to another. The “flavor” of magic within the item may cause side effects; and transferring charges from diametrically opposed items, such as a fire wand to an ice wand, will cause the item to break or backfire as soon as it is used with the new charges. You can transfer a maximum of 1d6 uses or charges with this spell, but doesn't work on items with a single use.

Most charges are considered equal; but very powerful magic items may have charges that count as double, triple, or even more for regular magic items- Meaning transferring 1d6 charges grants 2d6 or more to the lesser item in question. If you transfer many charges from a lesser item to a greater item, you get a 1 in 6 chance for it to stick, otherwise the charges simply defuse from not being strong enough to power the item.

[4] The Devil's Crockpot - 2nd level
Requires a pot filled with boiling water, and to put something in the pot, such as old bones, chunks of random meat, stones, whatever. When the spell is cast, the caster must dictate a specific type of target which could include all people, animals, undead, constructs, intelligent monsters, etc. By making a saving throw versus spells, the caster can make this definition more narrow, such as making it “only soldiers” or “only bears”, etc. To whoever the spell's target is; the stew begins to smell absolutely delectable and irresistible. Anyone within a large area who smells the pot or sees the smoke will be drawn towards it, and have a strong urge to eat what's cooking.

This spell does not stop targets from being suspicious of the pot; intelligent creatures will examine the contents first, and will refuse to eat something not edible or disgusting, or if they detect any poison within. Animals will take a few bites first, and continue eating only if whatever it is isn't directly harmful to them. Undead will mindlessly swallow anything placed in the pot that they are targeted towards, and monsters have similar reaction to intelligent people.

As a side effect, everything NOT targeted by this spell will find the smell absolutely revolting instead. Animals will avoid the place, and undead will simply ignore it but it may mask the smell of mortals or something else they would be interested in. Intelligent creatures and monsters will smell rotting flesh or sewage, and have to make a save if not in danger to approach. Since this spell can be used to mask the flavor and smell of actual bad cooking, it is not always assumed to be a trap, but most who know of the spell are more then a little wary of random bubbling pots of delicious stew in the woods.

[5] Golemsnap - 2nd level
The caster snaps their fingers to cast this spell. Deals 2d6 damage to a construct type creature. No save, but fails on creatures who are reanimated flesh or entirely nonphysical.

[6] Bear Betwixt - 2nd level
This spell must be cast on a stretch of forested land between two civilized places; such as your hermit shack and the nearby village. Whenever anyone tries to cross between these two places, they will find a bear in the way. The bear is not necessarily aggressive, and could be avoided or scared off or fought depending on the actions of the traveling group. Everyone present at the time of the casting, including the caster, gets a save to avoid the bear when they travel through the area.

This spell lasts a few seasons until the bear has to hibernate or look after cubs. Treat the bear as a 3 HD beast with a claw attack and shaggy hide of 12 AC. In more desolate lands, the bear may be attracted from far away and may be a more pathetic and scrawny things, starved and hungry, and being unable to understand why it cannot leave this new territory. Far to the north, the bear may be replaced by a much more fearsome polar bear, which counts as 5 HD and has resistance to cold.

[7] Gushing Gourds of Gore - 2nd level
This spell must be cast on edible gourds, like pumpkins or squash. It can be cast on up to 10 medium sized gourds, or 4 really big ones. The Gourds are magically filled with a massive amount of disgusting, still warm blood and gore, which explode outwards when the gore is punctured from the pressure. The gourds will also explode outwards when thrown, but don't deal damage, instead simply showering everything nearby in gore. The gore produced by this spell is real by all intents and purposes, and zombies and cannibals will find it as delicious and edible as normal gore, though this gore doesn't detect as necessarily human or any specific creature or mortal race. The gore can be used to attract or feed undead, chum to attract a massive feeding frenzy, or create a scene of horror. Those without strong stomachs must make a save or vomit and flee the area; noncombatants and sissy nobles are likely to balk at the sight and smell of the hot entrails.

[8] The Drowning Hand - 2nd level
This nightmarish spell requires a severed hand from a humaonid creature or suitable animal- such as the hand of an ape or dire raccoon. The hand is cast into a body of still water or other liquid; it cannot be as large as a lake but could be as small as a long-term storage wine barrel. The hand will sink and becomes animated with dark and necromantic energies. It will attack ANYONE who enters the liquid body, trying to drag them in to drown them. The hand is clever and cruel; if the caster is cruel or evil the hand will be even moreso, attempting to lure people in with gestures, throwing small stones to make noise, or putting treasure near the shore so it can pull them in. The hand will also drown any creature larger then a bug, so even rats or other animals will be pulled in. This spell is often used by Wizards to guard secret treasure, but even they cannot access it without ridding them of the hand first. Drowning Hands also retain some abilities of the hand used to make the spell; so the hand of a troll may regenerate damage over time, hands of a beast may retain claws to dig into victims, and hands of Wizards can create supernatural lights or songs to try and lure in victims.

The Drowning Hand counts as a 2 HD creature but with 16 AC and no attacks, just supernatural strength to pull people in. Underwater, those with good vision might see it connected to a black stalk, but if pulled out of the water at any time it will simply be the decayed hand by itself, now useless for this spell and the spell ended if removed. The hand can be resisted by rolling d20 + strength modifier vs its AC, and you break free if you roll over. The hand will also keep drowning victims until it has amassed 8 HD or levels worth of bodies in its pool, or until it is destroyed. If the pool is drained of water, the hand will also be defeated. Extremely large creatures, and anything who can breathe underwater is not targeted by the hand. If a creature cannot normally breathe water like a human is dragged in, but has a method or spell to stay alive, the hand will lose interest in 1d6 exploration turns and let them leave. By using the hand of a person that the caster has drowned themselves, the hand counts as 4 HD and never stops drowning new victims that enter its pool.

[9] Arcane Defusal - 2nd level
The caster must cast this spell when interacting with a spell of 2nd level or less, or when a spell is about to be cast on them. This spell is also commonly prepared and used in wizard duels. The caster collects the spell effect into their hands, and over the course of 3 combat rounds, slowly releases the energy as a deliberate, controlled release. Flame spells shoot out sparks between their fingers, but don't release an explosion as they normally would. Death spells drip necrotic slime onto the floor, etc.

If the caster is hit while defusing the spell this way; its effects activate on their intended targets but somehow reduced per each round it was held. Spells with permanence will restore their power over 1d4 turns or instantly if the spell is powerful enough. Spells that do things like summon creatures or control the environment are immune to this magic; this spell specifically just captures magic energies and releases them in a controlled way to avoid damage.

[10] Ascending Movement - 2nd level
This spell must be cast on an object or creature known by the caster or named by the caster that is within a medium; such as a glass key at the bottom of a vat of acid, or a specific bone at the bottom of a pile of refuse. When commanding to rise up; the object does so through the medium and rests on top for easy retrieval. It retains this buoyancy for up to 1 turn, and will resume normal sinking or resting action once this turn is over.

By using this spell, you can rescue sailors near the surface of the water by speaking their names, or retrieve needles in haystacks, or launch yourself out of water. The “medium” used for this spell cannot be air or open space. This spell can also be used on devices and set methods of motion; such as forcing a winged beast to fly, even if it was too injured to do so, and force it to keep flying for a turn, or making the drawbridge of a castle force itself up and closed. The ascending movement has a speed limit of a galloping horse or a rising bird, making it impossible to retrieve things from the bottom of the ocean or massive piles of junk if its too deep.

3rd level Spells – Roll 1d8
[1] Flames - 3rd level
Fires a white hot jet of flames out of the caster's hands or magical focus. The flames can travel about 30 feet in a beam or shallow arc. Everything that could be lit on fire by several direct seconds of contact with an open flame is lit on fire by this spell when hit, including people. The spells deals 3d6 damage on a direct hit with enemies. Save to reduce damage by one die. Those with a shield, parrying with a sword, fire proof cloak, or otherwise with some kind of block also reduce damage by one die. The spell can only hit one target at a time, but can switch targets each round and it lasts for 3 rounds. If the magic user is hit at any time while channeling, they have to make a save to keep concentration or lose the remainder of the spell's duration.

Flames is a powerful and commonly used war spell. Especially strong mages (level 10) may have their flames conjured as charging animals, flying birds, or with a variety of different colors. Monsters have a version of this spell called Dark Flames which is the same, but the fire doesn't give off much light and smolders instead of burning brightly. Because direct contact with anything also shoots off sparks and waves of heat, this spell often causes a lot of collateral damage, and burned down huts are common.

[2] Ruby Goop - 3rd level
To cast this spell; the caster must be nearby a large pile of “goop”. Usually this implies either a slime monster or gelatinous creature, a pile of compost or dung, pool of quicksand or mud, fine sand dune, fresh snow bank, or any similar substance. This spell can be cast on still living or animate things, in which case the creature is not effected beyond the changing of color and secondary properties of this spell. Once the spell is cast, the body or collection of slime becomes a bright ruby color. Anyone can fuse with this mass via full immersion to become a partially slime creature along with all their equipment in solid slime versions, able to move through the mass freely and manifest as “budding” on any point in the slime within seconds. Creatures that are one with the goop take no damage from bludgeoning damage and take half damage from sharp weapons; this resistance is nullified by magic weapons or spells. The spell lasts 4 combat rounds, in which case the creatures solidify and separate from the goop in their relative positions to it. This means gelatinous creatures will get a free attack on creatures halfway within the Ruby Goop will automatically fail their save vs the gelatinous creatures ability if they don't leave the goop before time is up.

Every creature fused with a slime essentially becomes part of a whole, and they share some wordless connection and communication. Even after the spell ends or the group separates from the slime, they feel like they know each other better. Very accurate sword swings that “cut” a mass of a specific creature fused with the slime that pulls them out will cause them to leave the slime prematurely. Warring creatures who enter the slime can fight within it and don't make initiative rolls, since they're all fighting at the exact same time within the collective mass. The magic user can roll a save to keep out unwanted creatures from entering the slime, or could allow them to enter as a trick to trap them within before stunning them and leaving them at the bottom of the pile of shit before it changes back so they may be crushed to death.

[3] Blue Cowl of Convalescence - 3rd level
Once this spell is cast over a person's head, they enter an extremely somber trance. All the death and suffering in their life comes back to them for a time, as their mind and body heals. The spells lasts 1d6 turns for physical injuries, of which it heals 1d6 hit points per turn. The spell can also be cast on emotional or mental injuries or disorders as well, which takes 1d6 days. Each day- the caster restores 1d6 damage to any damaged mental ability score OR reduces their madness or any other mental disturbances or disorders they may be suffering from, with each day equating to 1d6 days of normal “therapy” or time to decompress in mechanical terms. During this time, the wearer can still eat and walk, but refuses to do much else beyond lay down or meditate. If placed on your head by force, you can make a saving throw to rip it off, meaning it is most effective on willing targets. For targets who have caused much evil will be forced to confront it while they have the cowl on, damaging their Charisma by -1d6 per turn as their self assurance crumbles until they can restore their ego.

The Cowl itself has long fuzzy feelers down the spine and neck, and reaches down a little further then a normal cowl would. It's very soft, but has a feeling of sadness attached to it. The caster's hand glow blue when cast, usually cupped to slide the cowl onto their head or someone elses. You could slip this on someone's head when they are asleep or from behind as a sneaky way to put them into that trance.

[4] Great Effervescence of Power - 3rd level
Blown or thrown from the hand; this spell creates a magic bubble. The bubble quickly envelops one target the rough size of an ogre, horse, or anything smaller. The target is unable to leave the bubble, but the caster can end the bubble effect instantly if they choose. The bubble contains it's own air supply, and could be cast underwater or in the upper atmosphere to grant breathable air. The bubble floats about as fast as you'd think it would float, and can be used as a perilous method of flight.

Additionally, by concentrating for a combat round and waving a hand over the bubble; the caster can block the flow of air inside and outside of the bubble, changing its sheen from a light blue to a murderous red. Every round inside this choking bubble limits the air the creature can breathe. The creature can hold their breath for 4 rounds + their Con modifier before they must save or begin to suffocate. Suffocation deals 1d6 damage a round.

The bubble is also hard to pop; it's magical nature means it is harder to pop by the trapped creature then anyone outside of it. For the creature inside, treat the bubble as a 4 HD creature with immunity to all damage except piercing and with an AC of 14. For creatures outside the bubble, treat all attacks as automatic successes, dealing normal damage. The bubble also resists spells; blocking all spells of 2nd level or lesser from entering OR leaving the bubble, even blowing back the spell of the trapped creature. Offensive spells cast from in or out of the bubble of 3rd level or greater break it from the force. The caster can make a save to cast spells through their own bubble without destroying it, but on a failure the bubble breaks and they fall to the ground.

This spell's grandiose name is intentional; it's creator wishing to counteract the nonthreatening and silly nature of a “bubble spell” would normally have. Despite it's silly nature, it's one of the hallmarks and great works of thaumaturgy the world over, highly prized, and an object of much jealousy. The creator was also said to have created an even more powerful 4th level version and jealously guards it. It is also said the creator left with a cadre of other sorcerers to explore the outer reaches of the world and the sky, using the magic bubbles as vehicles on their grand quest.

[5] Vulgar Arcanaum - 3rd level
Disjoints and ends spell effects done by Clerics or other light or 'holy' forms of magic. This spell can also desanctify standard holy objects or locations, and blocks all form of magical healing on whoever heard the incantation; willing or otherwise. The effect of this spell lasts 2d6 turns, but magic items made by holy or unholy spells are permanently ended unless reblessed and reconsecrated.

This spell only works on Clerics using effects of 3rd level spells or lesser; more powerful types of magic easily overpower the vulgar magic of this spell. This spell also works on all forms of religious or clerical magic, including both good/lawful and evil/chaotic gods, including any gods the magic user may also worship. The severing of the divine gives a feeling of ominous tedium over everything.

[6] The Silver Savior - 3rd level
Casting this spell requires ~50 coins worth of silver, or a silver object with enough silver to equal the amount or more. Metals that are a mix of silver, like electrum, will bud off any gold or other metals as little nuggets when the spell is cast. Once finished, this spell creatures a humanoid figure made of a silver, muscular, with no clothes or defined facial features except for two bright white eyes. The figure is a Silver Savior, which counts as a 7 HD creature or a fighting man of 7th level, whichever is more fitting, and have AC of 18 from their metal skin. Silver Saviors do not use weapons, but can punch with the strength of 1d12 damage if needed to fight constructs and demonic forces, but never attack or injure living beings. They will only grapple or momentarily stun living creatures if they are in the process of killing someone- but have a 50/50 chance on ripping a few limbs or breaking the teeth of abominations or especially cruel monsters. The silver men are especially gentle towards intelligent mortals, even ones who are evil or belonging to monstrous races. They always go first or second in combat; only going second if someone else has a supernatural effect or special fighting style that lets them always go first.

Silver Saviors use their incredible strength and speed to save people. Their eyes can see through most materials and they don't need to breathe, eat, and take 50% damage from elements, spells, and acid. They charge into burning buildings, dig through rock slides, karate chop off the tentacles of beasts trying to drag a person to their doom, etc. They cannot speak or communicate in any way beyond an intense stare which requires a save to continue doing violent actions or torture under their gaze, or a gaze of pity towards those who lose their friends and loved ones before they can rescue them.

Silver Saviors work tirelessly until all living beings nearby are in a mostly stable and safe state; then they freeze in place until the next full moon and become silver dust. It is said the Silver Saviors leave this realm to a much worse one in the cosmic order; the suffering here just isn't as bad and they are needed much more somewhere else.

[7] Opalescent Wave - 3rd level
When cast, this spell creates a wave of pale white energies that tumultuously change colors and hues and texture as they strike their targets. The wave is a cone that hits everything within 20 ft ahead of the caster branching outwards, or about as far as they could throw a stone. The wave crashes into things and changes color into the element that creature is weakest too; dealing 1d6 damage of that element. If a creature is weak to fire and fire deals double damage, then the wave deals double damage. If the creature is an undead, then the wave deals 1d6 holy damage and they must make a save to avoid being turned as though a cleric has turned them. If the creature has no specific weaknesses, the wave just deals 1d6 of a random element or force.

This spell can find the weaknesses of any normal, earthly creature, monster, or construct, but struggles against outsider beings. It has a 50% chance of working, or being totally ineffective against such creatures. On occasions when this spell is used on some abomination from beyond the stars, the spell may turn into a wave of strange alkaline liquid that burns the creature horribly, or it may just splash pointless colors and lights on them that do nothing. If an Opal is used as the channeling stone of this spell, it deals 2d6 damage instead and turns the Opal into a lump of smooth, featureless gray stone.

[8] Excerpt Magnificent - 3rd level
This spell conjures a small, soft pulpy magazine version of a real magic book called “The Manual Magnificent”. The version created by this spell is a small portion or excerpt of the main book, and covers only one broad topic which must be spoken aloud when the spell it cast. The conjured booklet is very cheaply made and will fall apart over the next day or two unless very well taken care of, but the ink within fades and pictures lose all definition over the course of the next few years regardless.

When created, the excerpt shows in great detail and clarity the topic asked when summoned. The book is laid out in an incredible fashion, great many illustrations that don't get in the way, complex concepts are explained in side bars that run along the perfectly spaced margins, and turning the book sideways or even upside down may have extra text added among the pictures to help explain the concepts. Fold-out sections of the book help create even larger and better detailed maps and charts, as well as anatomical illustrations or even comics to help explain concepts. Concepts the booklet can be conjured about include Lockpicking, Monster catching, Religious study on the local beliefs, magic itself, and so on. Following the directions in the book allow a novice to have a basic understanding enough to perform the skill or action needed, adding their intelligence modifier to absorb the information, and an expert (such as a Rogue player character) to get advantage on all rolls while using the book for reference.

4th level Spells – Roll 1d6
[1] Wall of Unraveling - 4th level
Creates a single continuous wall up to 40ft in blocking space; a mountain canyon 10 ft across and 30 ft high could be covered by this spell, for example. Everything that passes through this wall that is 2 HD or less, dies. No save. The moment they pass the barrier, they fall to the ground dead. This happens even on undead, animated objects, magic beings and even spirits are “killed” by this wall, their energies and form unraveled. The wall lasts for 12 hours, and cannot be moved once it is created.

The wall has a sick pale green color and is mostly transparent. There is a great feeling of dread when approaching the wall, and creatures must make a save if they are above 2 HD to pass through it, simply to know if they are strong enough to brave the wall. The magic user can attempt to make a save vs spells to create an opening large enough for a creature to pass through so it is not harmed, but failing this save means they cannot attempt to create another opening again, or that the opening remains permanent in the wall as long as it remains up.

[2] Geometric Caverns - 4th level
This spell hollows out an interior space within a hill, cliff, mountain, etc. The casting creates several glowing yellow triangles along the ground, which push inwards to create a “cavern” within the outer structure. This does not weaken the mountain the spell is cast in, and the glowing triangles along the floor, walls, and ceiling give off enough ambient light so that the whole space is dimly lit. After 1d4 days, the spell ends and the triangles push everything back out of the inner space to regain the structure's normal shape once again. The spell can create a maximum of 8 bedroom sized chambers, and they will be connected by haphazard corridors, stairwells, slants; However it can twist to fit the internal space. This spell lasts +1 day with an orb.

This spell is an unusual one, mostly used by Wizards to create temporary homes or hiding places in rough terrain. The spell doesn't have the power to make interior spaces larger then the exterior, but it does make fantastic use of internal space. The wizard has some control over how the rooms are created or laid out, and some will try to make many private rooms for their numerous companions or simply one large chamber for maximum usefulness. The spell grants no protection or doorways between chambers or the exit, so these will have to be provided as is. Casting this spell on the ground can also push back the earth to create the chambers, but they will be shallow. Veins of ore and gemstones will be visible in the walls of this spell, but will be protected by the magic triangles of light until it ends. Severing one of the triangles or ending the spell prematurely will cause the interior space to suddenly receive all of its strain at once, and almost certainly begin a devastating cave in.

[3] The Terrible Touch - 4th level
When cast, the caster's selected finger glows in a dark black energy. To touch an aware target, the caster must strike them with that finger with an attack roll. Casters with extra body parts, such as a tail, tentacles, or horns could cast this spell on that instead; but it can only be cast on one extra digit and still requires a successful attack roll to land. If the attack misses, the spell remains, still activating the finger's effects on whatever it hits. Casters could also hit themselves, or an unarmed combat expert could even redirect it into their touch attack back at them.

The moment the finger touches the target; they feel absolute dread as the black energy seeps into them. First, they lose 1d4 levels or HD and are stunned for that many rounds. There is no save for this effect. While they are stunned, time is greatly slowed down for that creature, who is lost within a realm of illusion within their mind. This world is based around breaking down their will, and could seem as to be days or even weeks to them until the spell wears off. If the creature is an animal or monster, they will make a morale check and flee in confusion and fear when the stun effect ends if they fail. If the creature is a person or intelligent; the may a save instead, modified by their willpower and what they experienced in that other world. On a failed save they take 1d6 damage to all of their stats. If they totally lost the will to live from what they encountered in the black dream, they will simply drop dead.

[4] The Return - 4th level
This spell must be prepared before the caster's death, and the method of death must be specified when prepared. You must either declare your lethal injury- such as decapitation or being stabbed in the heart, or an element of death, such as fire or poison, which could potentially come from any source. If you are killed in the manner specified, the spell is activated.

After the caster “dies”, they will slowly return. Signs will be in omens in the woods, the strange dances of maggots, unusual clouds in the shape of the caster's face or hat. They return in 1d4 seasons- the seasons before will be filled with unusual sightings, their personal objects moved around as by ghosts, putting the kettle on but nobody was home, etc. The return is slow and gradual. So too is their power; they return as a first level magic user, and gain back 1 level of their class every season until they regain full power. They keep their age they had before they died, and this spell doesn't work against dying of natural causes; If the caster selects natural causes as their cause of death with this spell- in which case the near-return hauntings can continue onwards forever, as the caster becomes a semi-real ghost.

[5] Crimson Nova - 4th level
The Magic User first has a terrible red energy charge around them; gathering around their feet and hands. This spell requires two rounds; the first round to charge, and then the second round to release. If you hit the caster between these rounds, they must make a saving throw to avoid losing concentration. Upon release, the spell rips a red wave in all directions that deals 3d10 damage to everyone around the caster in a 40 ft radius. If the caster loses concentration, they take 1d10 damage themselves from the feedback, and if they were struck by a metal weapon in melee, the attacker will also be shocked.

Since the magic user cannot stop this spell from hurting their allies, this is either used as a last resort against approaching monsters or in specific situations where the magic user's allies can get to safety before the spell goes off.

Additionally, large amounts of magical energy available to the caster can be drained by this spell- adding an additional dice of +1d10 damage to the nova when it is finally released, and taking another round to “charge up”. By willing himself or herself to die upon casting, the caster can boost the power of each die rolled with this spell as d20 instead of d10.

[6] Ride the Whirlwind - 4th level
Casting this spell requires the caster to either be outside or in a large enough area to contain a small dust devil. The wind will pick up as the caster invokes the spell, requiring three combat rounds to finish if you're in a hurry, or one turn if out of combat to prepare the area more properly with scattered dust in circular patterns. When the spell is complete, the caster and all beings within a 15 ft radius are swept up into the center of a powerful and short lived mini-tornado. Similar to a dust devil, it will move across the landscape according the caster's whim, and can pick up a few more creatures, though overloading the whirlwind with more beings will cause it to fatten, slow, and messily scatter all riding it around the area.

The whirlwind can continue for up to three exploration turns in normal conditions, adding an additional turn if the spell is cast with an orb, another addition turn for being cast during a windy day, yet another turn if cast in a desert or place with huge amounts of dust to fuel the storm, and one extra turn for casters who are fully immersed in the mysteries of the wind or who are very powerful in their own right. When the spell ends, either at the end of the duration or when the caster dictates, all riding the storm land safely at the destination with the storm dying out around them. The storm itself travels much faster then most land animals and can move many miles over its duration, making it a useful tool for overland travel, but can be slowed by terrain features and stopped by bodies of water and sheer cliffs. Treat the wind as travelling at the same rate a party travels in a whole day, but once each exploration turn the storm lasts. Any spirits of the wind or storm will be calmed once this spell is finished, but may seek vengeance for the hubris of the wizard.