Monday, April 22, 2019

20 False Gods

[1] Stone statue in the center of a octagonal room, with hallways extending out every direction to the rest of the dungeon. The statue is an ancient wizard's trap, and zaps whoever passes by it dealing 2d6 lightning damage if you do not say the secret code phrase “Kalawoon”. The local kobolds worship it as a God, praising its name as Kalawoon and thanking it for its mercy in letting them pass in rhythmic chants, and occasionally sacrifice a gagged virgin or prisoner with their tongue cut out to it, so they cannot speak the code phrase. The kobolds pass by it at least once every hour, so you have a 1 in 6 chance to learn the code phrase each exploration turn.

[2] Troll, worshiped by tribe of sadistic goblins. The goblins think he is a god because they keep shoving metal pins into and under his skin, but his wounds keep closing. His flesh pushes the metal out, raining nails onto the floor each night. The goblins even praise him as he tries to kill them, claiming that this living God is destroying the weak and slow wicked goblins from their tribe with his holy wrath. The troll is chained up most of the time and babbles out in Common, Elvish, and Dwarven every exploration turn; “Get me the hell out of here!”

[3] Isolated tribe of orcs obey a sagging, obese demon, permanently nailed to a throne. It has a terrible smell of death around it, and the demon demands much of the orc's food. It can speak incantations in a booming voice; dark magic cast to empower the faithful and to punish the orcs who doesn't obey. However, it mostly speaks through its emissary who is a shrunken old human with a chain around his neck, tied to the base of the demon's throne. The Orcs worship it somewhat begrudgingly, but have no other option.

The demon is a fake; animated and cast with several illusion spells. The head and belly are huge sacs with carved, painted pieces of wood to appear as limbs. Food tossed into the stomach rots away, feeding a massive swarm of black maggots. The old man is not a slave, but a Sorcerer who has tricked the orcs to keep feeding the “demon”; he harvests some of the maggots for their magical essences. The chain around his neck is also fake and he can easily free himself with a simple spell, but must be careful so the orcs never see him freed.

[4] Tall white tree at the edge of a big and dusty valley. It is planted atop a small hill with no others nearby and has become a sacred thing for the marauding gnolls in the area. They once put bone charms and stained blood on the tree to mark their territory, but the tree kept shaking them off at night when they weren't watching. As such it has become a holy site and the tree a minor deity among the Gnolls bloodthirsty pantheon. They feed the trees parts of the corpses of beings they slay and slit the throats of their slaves above its roots for a sacrifice.

The tree is home to an agitated dryad. She is not a goddess, obviously, but the Gnolls treat her as one now and she is too afraid to confront them; they may kill her. The incantations whispered by her worshippers and the sacrifices have actually been having an effect and nourishing her roots and spirit with magic and power- she has become more powerful despite having a long way to go before reaching some kind of divine status; treat as a Dryad with +2 HD, +1 AC, and can cast an extra spell once per day. Her morality is also slipping and she is slightly more aggressive then other Dryads, and may be more pragmatic or threaten to call the Gnolls if threatened.

[5] The Arch above and below the city docks. Beyond seeing the foot-travel of people from around the whole world. There are many stained stones where people's hands have rubbed the stones for luck- the cult in the city's underbelly believes the stone itself has absorbed enough fallen magic and power from the above and gathered enough support from below that its stones could be used to build a door into another world where the unwashed will be rich and happy. The Godly and divine stone-thing representing the heavenly embodiment of the gateway between here and there.

[6] Deadly pufferfish just offshore of a tribal tropical island. The tribe believes it has powers over life and death, as its sting killed a hunter. After burying the tribesman who was killed, they find their tomb disturbed, scratches on the walls- the tribesman buried alive. They fear this thing for its power to revive the dead- in reality it is just its venom that causes the false death.

[7] Colorful and clearly supernatural looking regular animal- Bright green pig, rainbow furred sloth, glowing orbs around the pitch black parrot, etc. The villagers worship it, as anyone who tries to get close or kill the beast is annihilated by powerful magic. The beast is being protected by an invisible Wizard, trying to maneuver the animal's simple mind into understanding philosophy and reach stunning insights into the human condition. It is not working.

[8] Active, bubbling Volcanic pit. The cult nearby sacrifices virgin to the volcano god, offering their bodies to him in the next life as heavenly concubines. In return, sometimes chunks of magical obsidian float to the top of the lava pool; which can be fished out by skilled hands along with flame-retardant iron-sticks stuck in glacial tubs of water just before use.

In truth, each person thrown is just disturbing the lava pool and cooling it off by fractions of a degree, and as such the lava has a few chunks that condense beneath and float to the surface. The obsidian is actually magical though, as the volcano has innate magic, and the chunks can be made into all sorts of useful tools, weapons, and broken into small flint fire-starters that start flames with animal minds.

[9] The Ship called Brewing Storm. It has never lost a battle. Its hull is known as being almost impenetrable, and its cannons are unerring. All of its captains have been giants among men; the most infamous pirates and navies have used it to great effect, only being captured by subterfuge or great magic, never in battle. Currently moored in the docks of a famous city and well watched, a small cult of worshippers swim to the ship to touch it, braving the coral reefs and the dangerous fish just to do so. The ship is merely a famous and well designed vessel, with a double hull that keeps out water and attacks, and all of its crew and captains have simply been extraordinary, no special qualities of its own make it so powerful.

[10] Grossly exaggerated stories of both the abilities and philanthropy of a wealthy noble folk hero who lived about a hundred years ago in the area. Shrines to her are starting to pop up everywhere, despite no supernatural powers or anointed Clerics proving any divinity.

[11] The last Lord of the Arena. The gladiator reached the status of legend after defeating every single foe that came his way, including a chained dragon and several powerful free men who fought because they believed themselves to be best. The Lord of the Arena fought them all and one, and finally retired from his position.

All around the bloodchannels underneath the arena, the animal cages, the slave wards where thralls are forced to fight and in the streets around the arena he is praised as a mythical demigod. Some even say his symbol, a curved sword and short iron bar- (for parries and blocks, as per arena rules he wasn't allowed a shield with his magic sword); has even given protection to the fighters who fight for their lives in the arena today.

Truthfully, the Arena champion was just a man, and while extremely skilled and powerful, he's also become frail and slow in his old age. He lives in an old folks' home in the city, long since squandered all his winnings and fame, and is now content to just stare out the window at the street.

[12] The Dragon. It's being worshiped by kobolds, which is normal. It has a big ego, that's normal too. What's not normal is that Cleric spells have started to stop working in a 20 ft radius around the spiky calloused end of its tail, and the dragon believes this to be a sure sign of its divine aura becoming real in the world. He will soon anoint the oldest and best groveler among the kobolds to be his high priest, who will be a level 1 Cleric.

[13] Magic Mushroom. Within a deep chamber; fungus eating goblins have begun to worship this massive fungal colony. They glow blue in the dark and the mycelium is so thick it's like a carpet and tapestry on the floors and walls. They worship the mushroom as it has begun to respond to wishes; conjuring items from its flowering heads upon many chants and praises from its goblin followers; so far it has created swords without rust, which might as well be magic weapons to goblins, spiked collars for their war-spiders, the skull of a dwarf, and even a bag of holding. The mushroom is magic and is actually conjuring these items, but only because the goblins have been feeding the mushrooms their dead for decades; it takes a long time for enough energy to build up for the mushrooms to conjure an item, most of it is spent slowly growing new fungal colonies and spores. The mushrooms only understand 'gob and won't grant more then a minor wish a week. Anyone who severs and eats one of the fruiting sporecaps would get a first level spell slot recharged from the magic energies, or a daily power in equivalence.

[14] Lord Agreen. He is a necromancer of incredible power, and has long since become a lich and mastered his own mortality. His delusions of Godhood are not as far fetched as they may seem. He has three close servants that he revives in different bodies whenever they die; each one of them is a skilled killer. Lord Agreen seems to be assassinating several prominent local figures, disturbing the lands of the dead with their deaths in just the right way to garner more power to himself, and potentially lining himself up for an ascension into some sort of death God.

[15] Lady Morthin. She is a dark figure, consorting with the powers of the fairie. Beyond her ridiculous taxes, which include the fallen teeth of all children in her realm, she also forces her subjects to further the powers of the wild forest; letting the realms of the fae encroaches closer to their villages and disallowing them from posting horseshoes and other iron wards. She wishes to gain the favor of the fairy courts and join them as an immortal queen, before age comes to takes her waning beauty away from her.

[16] The Fallen Stars. Appeared after a meteor shower. Group of 1d6+1 Fallen Star people. They appear as humans with translucent skin and have 17 AC and 3 HD each from their innate power. The females glow, and can focus their light to stun their foes if they fail a save, and the males can touch things to imbue them with a light of madness or a light of calming. This light makes animals who gaze at the glow act crazed or calm and docile respectively. This also works on humans, and other races, for members who have a -2 Int modifier or less.

The Fallen Star people claim to be Gods from another world, and are asking for the greatest sages and tinkerers in the land to build a ship so they can return to their world. Truthfully, they are merely stars that have fallen out of the sky in human form, not true divines, and they know there is no way they can return to the sky. Instead, they wish to build a weapon to destroy the stars that exiled their group and then repopulate on Earth, ruling over the lesser beings as Gods among men.

[17] Black skinned ebony elf from a far away land. He smells of volcanic ash and of freshly spilled blood, and claims to be a God of war from a foreign culture. He is demanding noble warriors and those seeking a free pass to the afterlife join him on a religious crusade to reclaim the holy land.

He is actually a “God” culturally from his people, who believe their rulers to be living Gods, though he is not an actual God in power. He is quite a powerful warrior though, and knows several hidden blade arts granting control over terrain and of fire. Any character who joins on the crusade will not be returning home; the land is too far and the civil war too perilous for any one of you to return from it. There is a 1 in 6 chance the next character the player players gets a letter from the old one, along with an volcanic gemstone packaged within worth 10,000 coins.

[18] Great green snake of the forest. It has swallowed several great spirit-beasts like the massive boars and elk-spirits. Local hunters say prayers to the beast to keep it sated and away from them before they enter the forest, despite it not caring for or answering any human prayers. The snake has stats as a normal snake, but on a missed attack a spirit-beast charges out of its open mouth and harries any magic user or character with high Wisdom. The spirits serve the snake even as their remains digest inside the snake's body.

[19] Great standing stone, surrounded by a flock of followers and guards. It is said to heal the sick, and anyone who touches it finds their wounds miraculously healed. The guards keep away those looking to profit from the stone, and only allow those who are truly faithful or who donate generously to the growing faith are allowed to touch it, and only once. The stone's power are real but all of its magic is from an ancient healer who gave the last of his healing magic to the stone before his death. The standing stone can only heal 2d20 more people before it runs out of power permanently, at which point the faith will disband.

[20] The Last Hero of Mozz. This prophet is a green-feathered flightless avian person from an ancient, thought to be dead race. He claims to serve the highest God of the Mozz and is both a holy man as well as powerful warrior. He rides a speckled horse with a hundred hand prints naturally showing on its coarse fur; anyone can tell the horse is clearly supernatural. The prophet proves his abilities by making objects under sheets disappear or having his horse count numbers by tapping its foot. It isn't much smarter then a normal horse but has a magic hide, granting it +3 AC, and seems to know many things from its long memory and many experiences. The horse is also still youthful, despite carrying its rider with elegance for many ages. Anyone fighting on the horse fights as a Fighter of one level higher, as the horse jostles them into advantageous positions over their foes while mounted or fighting from its back.

The truth is that the Mozz died out because their Gods died, and none are left. The prophet's powers are all illusions with powdered smoke and mirrors. The last hero of Mozz is wandering the Earth to find both a nice place to die and a good person to grant his immortal magic horse to.

Saturday, April 20, 2019

[Class] GLOG: The Many-Faced Man

GLOG Class- The Many-Faced Man
For every Many-Faced Man Template you possess, you have an X+1 in 6 chance of avoiding surprise or being snuck up on. If you don't like this rule, just give +1 to save versus spells per template.

Starting Equipment- Alms bowl, spear, and a box filled with white-lotus petals.
Starting Skills- Roll 1d3- Ascetic, Merchant, or Lesser-Official

A: New Face, +1 hit points
B: New Face, Spellcasting, +2 spells known, +1 MD
C: New Face, Crowded-Chorus, +2 spells known, +1 MD
D: The Peaceful Face, +3 spells known, +1 MD

Many Faces
You have many faces. Despite this, you still have one body and head. You also have one mind but it is capable of stretching in many directions, and you can have many voices. You can still wear helmets; but prefer those specially crafted to be open in many directions for your many faces.

Your original face must pick a “resting expression”. This expression can be anything you chose, but cannot ever change it once chosen- it's the face that best fits the character. All of your faces “rest” on single expression, which they keep as you would expect whenever neutral. But your faces can speak, laugh, sing and so on- changing expressions together- each has a personality that matches their expression but you are one being.

Faces Table - 1d8
[1] The Sneering Face
The Sneering Face is a sign of arrogance and superiority over others; enemies make their saves versus your magic at -1. Additionally, if you roll a spellcasting Misshap and get a 6, you can chose to put this face on a wall or inanimate object big enough for your face to stick on the surface. You can see, speak, and hear through this face but any attacks given to it still deal normal damage and the face has no body to defend itself with on its own. You can also expend a magic dice to use this effect whenever you want, lasting for 1d6 turns.

[2] The Grimacing Face
You get an extra save against all mortal diseases that you have every single day until they are cured.

[3] The Fearful Face
Whenever you are attacked in combat by something (before the attack or damage dice are rolled), you may choose instead to flee. You avoid this attack, but run off in the darkness in a random direction and will be on your own for a turn; triggering traps and potentially running into more monsters. Additionally, increase your MV or speed or whatever stat you use by +1/5ft when you are running away from something.

[4] The Roaring Face
Gain +1 to attack rolls. Whenever you cause enemies to roll a morale check, they get -1 to their roll from the terrifying, fearsome expression held by this face.

[5] The Winking Face
This face is sly, and constantly winks to those who see it before you use its abilities. You get +1 to stealth or sneaking rolls, and can do sneak attacks like a thief- adding your Many-Faced Man templates to your stealth attack and damage roll. Additionally, you can pick normal locks if you couldn't already.

[6] The Weathered Face
This face looks like you, but older and more weathered. It has a weariness to its eyes. You get +2 to saves vs death. Additionally, you can subsist on grime, old crusts, powders and dusts from within cups and bags and cannot starve; but you don't exactly thrive either.

[7] The Grinning Face
You have an aura of supernatural luck. You can reroll one magic die once per day. You can use this to try and downgrade a doom to a mishap, or get a higher result on a low spell roll and so on.

[8] The Stoic Face
You are immune to supernatural fear effects. Additionally, those belonging to monastic orders will always roll a reaction check of at least a Neutral result unless you are wanted by their order.

Your many voices are raised at once in a chorus. Using this ability has an X+1 out of 6 chance to disrupt a spell in progress based on a voice or music. Enchanted voices are drowned out by your sea of babbling, magic instruments lose their tune. You can only use this power by expending one of your magic dice for the day.

The Peaceful Face
Your final face is Enlightened. This face shows peace- showing anyone could make this face once they know the truth. As long as you carry no weapons, you cannot be attacked first by any mortal creature. Angels, demons, and the undead can still strike you, but must make a saving throw to deal damage on a hit. Otherwise the attack or spell is engulfed by a heavenly light, and is nullified. You can only absorb the first attack from these creatures, then you must roll initiative.

The Many-Faced Man is a spellcaster, but knows no spellcraft. You gain spells each day by meditating for an hour in a tranquil place- you do not learn new spells from spell books. You instead get random spells from a Cleric, Sage, or Wizard of the White Hand spell list. These powers emanate from within you in a golden holy light.

Cantrips- Like all spell casting classes, you get Cantrips. You can use your cantrips at 1st level, even before you reach the B Template that gives you magic dice.
1- Change which of your faces is the foremost, which is the one that speaks to people. Usually.
2- Create the sound of a far-off windchime.
3- Pick up the wind to a light breeze. Only useful for making petals dance around you majestically.

Mishaps- Rolled when you get doubles, as per normal GLOG spellcasting rules.
1- MD only return to your pool on a 1-2 for 24 hours
2- Take 1d6 damage
3- Random mutation for 1d6 rounds, then Save. Permanent if you fail.
4- One of your faces gets stuck making a silly expression. Get -1 to reaction checks for 1d4 hours.
5- One face is (1d3) Struck Mute, Blinded, or made Deaf permanently. Unless all your faces share the same condition, your character can still see speak, see, and hear.
6- 1d3 Faces shift to your (1d4) Underarm, Chest, Groin, Foot; roll once for each. You cannot use its ability unless it is exposed, and obviously cannot see through it if under an article of clothing. They are stuck there for 1d6 turns.

Doom of the Many-Faced Man
1- All of your faces make their resting expression and are stuck in them for 1d4 turns; they become unable to use spells, speak, or use abilities for that time. You can still fight but make all attacks and defenses at -2 from the lack of emotion and willpower.

2- The effect of the first Doom, but over 1d6 days. One of your faces is permanently paralyzed in their resting expression. You cannot use this face's ability every again. If it is your first face, you lose the ability to have children and can no longer use titles for your name. This is a magical effect that applies to everyone. You are no longer Sir Jack Kasmian of Argor. You're just “Jack”.

3- You find the nearest quiet, peaceful place, sit down, raise one hand, and turn to stone forever. Your faces are stuck making their resting expression. If a Stone to Flesh spell is cast on you, the statue just becomes a golden light that disappears after 1d6 minutes.

There are two ways to avoid your doom. The first is to have one or more of your faces removed through magic and turned into magic items. You cannot use that face once it is gone; it is merely a separation of your spirit. Your soul will live on within the faces; a magic shield with your face on it that feels the pain of each blow but protects its wielder from harm, or a cursed magic mask that possess a person to live out the emotion of that face until removed and so on.

The second method to avert your doom is to trap yourself in a dimension or place where there is no peace or beauty; an eternal pilgrimage in hell.

Notes on the Many-Faced Man
This is my first GLOG class. It's meant to be a bit of a gonzo Cleric sort of thing, and it's also pretty powerful and multifaceted. I've never designed a GLOG class before either, but I am pleased with how it turned out and the unique dooms. Also, I intentionally made spellcasting only begin at second level, so even people who attempted to multiclass into the Many-Faced Man would be unable to get all 4 MD; any Many-Faced Man you meet will always be a weaker spellcaster then a full spellcaster.

In order to make the class less random, you could allow the players to pick a face instead of rolling on the table.

If you want to convert this class to your own game, you'll have to use your own GLOG conversion methods. I've also thought on how to convert it into my own rule set.

The Many-Faced Man
HD- d6
Max AC- 14 / Minimum Hit-Points- 3

At 1st, 3rd, 6th, and 10th level, get a new face. Get +1 to hit at 4th level and Crowded-Chorus at 7th level. Spellcasting starts at 3rd level. At 10th level, you are a Many-Faced Guru and gain the power of the Peaceful face. Additionally, you can retire by turning into a statue.

Monday, April 15, 2019

Pantheon Generator

This generated is used to create a fictional world's pantheon. Here is an example generation. Replace all usage of the term “mortal” with member of a mortal race. So if you are using this Pantheon Generator to create a Pantheon for the orcs, then interpret a roll like “appears as a mature mortal” as "appears as a mature orc".

The first God of the Pantheon will always be a figure that is the “Prime” deity. They're usually the first deity, and match the gender of the society or race's main inheritors or higher class. As in, Matriarchal Socities will have a female prime Goddess, and Patriarchal societies will have a male Prime God. This God or Goddess is not only the most important member in the Pantheon, and has a godly domain that is most important for the society as a whole. For the Prime God, roll only a 1d6 on the domains table. (For an “evil” or dark side race, you can roll 1d6+14 instead). The Prime Gods will usually be mature in appearance, so no roll on the appearance table is needed unless you're trying to be different.

The Prime God or Goddess will also be joined by a second one of the opposite gender, and will be the first couple from which all the other Gods and Goddesses are born, who have children amongst themselves- God relationships are usually pretty incestual, and the family tree is very insular. For the partner of the Prime God(ess), roll a standard roll on the d20 domain table, but they will usually favor the domains of motherhood/fatherhood, family, homecraft, etc. Some Domains can support multiple Gods, where as others work best for a single important God.

Prime God(s) Creation – 1d8
[1] Born by a primordial being, usurped them to take power.
[2] Born from the dead body of a primordial being.
[3] Crawled forth from Primordial nothingness.
[4] Prime always existed, created perfect companion; later the pair birthed the world.
[5] The pair always existed, took turns building the world as day and night/spring and winter, etc.
[6] The pair sprung forth from a primordial energy that infuses all creation (ying/yang, etc.)
[7] The last remaining being from a previous universe. May have had very humble beginnings.
[8] Not made at the creation of the world; awakened far later. May be a personified origin story of a city state or great natural disaster like a flood that created this God. Still the head God.

Once your Prime Gods have been determined; roll 1d6+2 to determine their number of offspring. Each offpsring rolls on the domain table and appearance table. This is the second generation of Gods. If two offspring of the Prime Gods are of opposite genders and they aren't kids, then they can have their own offspring, rolling 1d3-1 for their number of children- roll on God Relationship table. Any unpaired children or if all children are of incompatible genders; they can still make children in divine asexual reproduction. As many divine couples can be made as possible. Typically, Gods of each lower generation are weaker or have more specific and minor domains; a War God of the 3rd or even 4th generation of Gods may just be the God of Spears, etc. Offspring of the 3rd generation of Gods only ever have one child or give one of the couple a random quirk instead; or roll on the Demigod generation table at the end as their divine bloodline degenerates. If unwed opposite sex Gods remain among different generations, you can include uncles & aunts to the lower generation as partners and roll on the relationship table for them.

After rolling the first unusual God appearance, you can have all following Gods that roll unusual have that same result. This way, all unusual Gods in the Pantheon have the same “theme”. Or you can keep rolling each time to have a truly wild Pantheon.

Finally; to finish up your Pantheon, roll 1d4 quirks for Gods who aren't interesting or don't have abstract forms, roll 1d6 Demigods and divy them up among unwed Gods (or wed Gods) as divine bastards, and tweak things to be your own as I did in the example generation. Enjoy!

God Domain Table – 1d20
[1] Sky & Storms
[2] The Sun (If rolled a second time, make it God of the Moon)
[3] War
[4] Harvest
[5] The Sea & Sailing
[6] Fire OR Magic & Law (Pick which fits the Mortal Race best)
[7] Love & Children
[8] The Forge & Craftsmen
[9] Beasts & The Hunt
[10] Music & Plays & The Arts
[11] Revelry & Ale OR Wine (Pick which fits the Mortal Race best)
[12] The Hearth & Spinning
[13] Wealth & Commerce
[14] Wisdom & Healing
[15] Pests & Plagues (and secretly Dark Magic/Witchcraft)
[16] Assassins & Poisons & Spiders or Snakes (Pick one)
[17] Death & The Underworld
[18] Winter & Ice
[19] The Mad God (Roll a quirk for this God)
[20] The Trickster God

God Appearance Table – 1d6
[1] Young-Adult Male Mortal
[2] Young-Adult Female Mortal
[3] Mature/Aged Male
[4] Mature/Aged Female
[5] Androgynous Youth/Young-Adult Mortal
[6] Unusual

Unusual Appearances Table – 1d6
[1] Monsterous. Roll a few random monsters, then roughly combine in shape of large ogre or beast.
[2] Abstract symbol or Eldritch abomination.
[3] Roll a random Animal. Animal should be based somewhat on their Domain.
[4] Roll two random Animals, combine, then roll 1d4 on God Appearance Table. Has a regular mortal face of that type, irregardless of actual gender of the God.
[5] Roll 1d6 on God Appearance Table to determine body. Head of body is tied to their element, such as a flaming candle for a head for the God of Wisdom or Magic.
[6] God is actually two Gods for this domain, pair of identical but opposite gendered twins. Roll again on Appearance table and have one as swapped gender.

God Relationship Table – 1d8
[1] Unwed, children out of wedlock. Not very scandalous for Gods anyway. Normal kids roll.
[2] Unwed, passionate lovers. +1 Kids.
[3] Hated, bitter rivals. They hatefucked. -1 Kids.
[4] Accidentally had kids, one mistook the other for a different God(ess) they fancied, divine love triangle. -2 Kids roll, if a Kid does appear it's from their one night stand.
[5] They came together to have one perfect kid- combining their best aspects. Give their offspring a quirk and domain and decide if it was a success or humiliating failure.
[6] Married, approved by Prime God. 50% chance for Prime God's partner to be totally against it and still plotting to ruin the relationship even now.
[7] Mentor/Student Relationship, with the older appearance, older in generation, or more powerful taking the younger under their wing. Eventually became a secret romance. Normal kids roll.
[8] Arranged marriage. One of the two was not happy with it, constantly mingles and mates with mortals, making their lover angry. -1 Kids, but 1d4 Demigods.

God Quirk Table – 1d12
[1] God has a common magical pet, like a dog, cat, bird, or rodent. It's intelligent and spies for them.
[2] God had a drunken tryst with a mortal champion of this pantheon's race; roll a Demigod.
[3] God has two forms, roll again on appearance. Shifts between forms every few thousand years.
[4] This God has a minor domain. Roll again on Domain list, they are a secondary deity of that.
[5] Appointed to Judge souls of mortals for the afterlife, favors giving out harsh punishments. If the God of Death is present, then they are the Judge while this God is the executioner.
[6] God is bound to a specific place in the divine realm, such as being chained to their anvil or locked in a dungeon as punishment by the Prime deity. They can only answer to followers in secret.
[7] God has a cutesy softie hobby, like tending a small garden or giant bunny rabbit pet that they groom every night. If anyone messes with it they go ballistic.
[8] God has an Astra- a powerful divine weapon. 1 in 4 chance they didn't make it, but stole it from someone else instead, keeping it because it's so powerful. Hesitant to lend to mortals.
[9] God has a powerful magical item, such as magic cloth to make invisibility cloaks or a magic hat that lets them teleport to under any friendly sky. Very powerful if dropped into mortal realm.
[10] God plays a musical instrument very well. If they're the God of music, then they practice with a weapon instead, keeping this art hidden for self defense.
[11] God is racist towards a specific group of mortals other then their own. Known as a symbol for smiting down members of that mortal race.
[12] This God forged a magical island in the world, which they retreat to sometimes. Mortals can sometimes see them here out the corner of their eye or as a breeze, which could be seen as a sign of good luck or incredible misfortune depending on the God.

Demigod Table – 1d6
[1] Generate a random monster. This Demigod is merely a huge, powerful monster.
[2] Roll on God appearance table, rerolling on a 6. This Demigod just wanders the Earth in secret.
[3] Roll on God appearance table. Demigod is a loyal servant of the heavenly hierarchy despite minor status; enthusiastically guards the divine vaults or beats up demons who wander from hell.
[4] Instead of a single child, a single species of animal was born into this world in the resulting explosive birth; roll a Random Animal. All animals of this type are slightly sacred to these people.
[5] Prime God did not approve of this child's creation, and believed it to be a degeneration of the divine bloodline. This Demigod was forcibly turned into a major magic item instead.
[6] Roll once on God appearance table, rerolling on 6. Then roll on the Unusual God appearance table. This Demigod has these as two separate forms they can turn into; but lose control during an astrological event and turn into their more monstrous form and go on a rampage.

Sunday, April 14, 2019

Random Pantheon Generation Example - Elf Pantheon

Here is a randomly generated Pantheon for Elves I made using my Pantheon generator. Follow the instructions here if the instructions in that were too complex for you.

First, I decided Elves would be pretty gender-equal, so I just rolled on the Appearance table to determine the Prime God. Then, I rolled a 1d8 for the Prime God creation story.

1, 1. Young-Adult male God who was born by a powerful primordial entity and usurped it take power. I decided to skip a step and just determine the God of these Elves would be the God of Beasts & the Hunt, perhaps being born by a cosmic entity of a powerful beast, and then killing it to overpower the monster with skill and archery. Works for me. Then, I generated a Young-Adult female companion for this God by rolling a 1d20 on the Domain table. She rolled a 7, so Love & Children. Pretty basic.

So, these two Gods will have 1d6+2 children. I rolled a 4+2 for a total of 6 Second Generation Gods. We've got a decent amount of rolling ahead of us.

For the secondary Gods, we roll appearance first;
  1. Roll 5, Roll 1. Androgynous Youth, God of the Skies & Storms. I've rolled a lot of 1s.
  2. Roll 1, Rolled 7. We'll reroll that since it's taken, got 4. Young male God of Harvest.
  3. Roll 5, Rolled 15. Androgynous Youth God of Assassins and Poisons. I'll pick snakes- we'll leave the Spiders for the Dark Elves.
  4. Roll 6- Unusual! It was a 6, roll again on appearance. It was a 6. So we'll roll again on Unusual. We got a 1, so a pair of opposite gender twins who are beasts. I decided on something appropriately elf-y for them and for their domain roll, which was a 16 again! We'll say they have poison fangs then; their real domain was 8, for the Forge and Craftsmen.
  5. Roll 1 again, Rolled 19. Young Male God of Madness. Our quirk roll was 5, so he's in charge of giving out judgment in the afterlife and he is insane. Maybe this is why Elves live so long. Maybe it's a religious metaphor for death being uncertain- so live a long time!
  6. Rolled 5 again- Good lord. At least this Pantheon is appropriately androgynous for the Elves. Rolled the domain of 11 for Ale and Revelry. Weird for a kid God but ok. In order to balance out the scales a bit, we'll say this last God is truly a female, just looks like a kid and is androgynous. She gave up her growth so she could make the first wine “grow” instead. Makes sense for her to shack up with the God of Harvest, since he'll tend to her Grove. If you know what I mean.
Now for the second generation of Gods. We only have one proper couple, the others being androgynous kids, and a pair of twins. We'll say the twins had a kid of their own, or “crafted” one using their powers, since they are ugly compared to the beauty of elves and wished they were more like their father. Perhaps the reason elves don't find poison dishonorable is because of these two; the young god of poison is more like poison in nature, but gave that knowledge to the crafter gods, so they could teach the hunter elf prime god to put poison on his arrows. Makes sense.

Now the God of Harvest and Goddess of Wine are the only normal gendered pair in the secondary generation. However both due to the age difference and the fact this Pantheon is getting a little large for my sample generation, we're just going to say they have a more platonic relationship instead of rolling on the relationship table. He harvests the grapes that she makes into wine, and she makes the wine which lets him relax after a hard days work (hard work for an elf, anyway.) We'll just make a 3rd generation God from the twins instead.

They rolled a 4, so an adult female elf. Nobody has been old/mature on this table yet except her, which works well for elves. I should probably mention that “mature” means a totally adult, where as young adult means in early twenties, since it fits better for Gods then being old. Her domain roll was 12, which is the Hearth and Spinning, so that works basically perfectly, at least for old Elves. We'll say she's the inventor of Glint, an old and very homespun type of elf magic. Maybe she's not actually old, but just wise, since Elves don't really get old. Depends on your setting, I guess.

So anyway, looks like we're done! This is the basic Pantheon. We could easily add a few more elements; let the God of the Harvest have a asexual reproduction event or match him with our Goddess of Spinning, or creating a demigod that could end up as a monster. We could also let the twin monster God/Goddess of the elves create more offspring or their own demigods, or maybe their own powerful Astras to represent their race. But hopefully this taught you how to use the Pantheon Generator, which is the post following this one. Hope you enjoy.

Wednesday, April 10, 2019

The Curious Elf-Craft of Glint + 20 Glint Items

Glint is a special material. It has a dark gray color with a silvery sheen, and is both very strong and also almost totally insubstantial. Things made with glint have the same properties; very good for their intended purpose but also very fragile.

Only elves make Glint, though a few very queer sorcerers of other races may dabble in the practice. In order to craft Glint, the elf requires at least 4 of the 7 listed materials below. In order to craft a large item, it takes 5 of the 7 instead.
  • Wings of a Dragonfly
  • Silver Scales of a Still-Living Fish
  • Maiden's Kiss
  • Pinch of Powdery Snow
  • Moonlight of a Full Moon
  • Gossamer Spiderweb
  • Baby Laughter
The ingredients have many peculiarities that Elf-Smiths know well to work their craft. Some are only available in certain biomes, and others only during certain parts of the year. There are also some substitutions that can be made using the ingredients. The Winds of a Dragonfly can be replaced with the beat of a hummingbird's wings, which requires a hummingbird be captured live and used during the glint making process; only professional glint makers bother capturing and raising pet hummingbirds for this purpose.

The Maiden's Kiss, blown with true intentions, must be “caught” invisibly in the air and held in the hand to be transferred to a bag, or if kissed in ink or makeup on a letter for example, could both be used in the glint making process. Mixing the kiss with a hair of a unicorn is said to greatly enhance the glint, making virgins who interact with the glint only have a 1 in 12 chance to break it.

The Pinch of Powdery Snow is a pretty easy one to collect, only requiring it to be the right time of year and very cold. However it can be hard to preserve snow out of season without magical or special storage techniques. The snow can also be replaced with a pinch of pixie dust- and while no elf would dream waste such a precious commodity on a simple Glint charm; any Glint item made with pixie dust has a golden sheen instead of silver and does not count towards encumbrance.

Moonlight is usually caught fresh during the crafting process; but in overcast places or in forests too dangerous to trek to a clearing on a full moon elves use bottled moonlight instead.

Finally; Baby laughter is easy enough to come by, either bottled or taken fresh (which is a tale as to why elves kidnap babies, besides replacing them with changelings), but items made with pure baby laughs are very childish and roll with a chance to break if they are insulted, if someone swears nearby, or not constantly given praise. As such, most glint makers add a bit of dust from the home of an elder (has to be stolen, elves don't get old) and some salt from the ocean (lets them tolerate swearing). Matured Glint is therefore much more prized and has a much better chance to actually be sold to humans and dwarves, who are very wary of poorly made Glint's temperament. Items gifted from elves are known to break or disappear just when needed most, further reducing other races trust in elf goods.

Glint Mechanics
Glint breaks easily. While for its primary purpose Glint is very strong, if not almost unbreakable, but using it in other ways or treating it poorly causes it to have a chance to break. For instance, a climbing cord made of glint will be long, ultrathin and almost invisible cord that can hold almost any amount of weight you could think, and grants a +2 to climbing checks. However, if you used the cord to tie up a prisoner it would have a chance to break when the prisoner struggles. Glint items like clothes also have a chance to break if washed incorrectly; most will only accept being washed in a natural stream where no human hands have touched, meaning washbuckets and soap will very likely destroy it.

Whenever a Glint item is stressed in this way; it has a 1 in 6 chance of breaking. Glint items that break turn into dust, dew on your fingers, and fall apart like a glimmer into shadow. Glint items made with all seven materials instead roll with a die one size larger. Glint items kept in a silver lined box at all times except when being used have a one size larger; Proper storage of Glint is very important for maintenance. Finally, a Glint item made by a true master elf-smith may have yet another die larger chance to break- but such craftsmen are only found in the greatest and most well protected elf cities. So a Glint item stored in a box and made by a master would have a 1 in 10 chance of breaking, where as a simple, neglected Glint item but made with all seven ingredients would have a 1 in 8 chance of breaking, and so on.

Glint Items Table – 1d20
Roll on this table to determine an item to craft or when you raid an elf's house, 1 in 3 chance they have an item made of Glint. Rich elves may have many more.

[1] Climbing Cord. Thin and silvery. +2 to climbing rolls and +2 to saves versus falls if you fall while climbing with it.

[2] Cape. This is a large project. Translucent, sparkling, barely weighs on the shoulders. Grants a point of magic resistance, or can block one 1st level spell per day. Some Glint-Capes are made for outdoorsmen and are more sporty- these furred cloaks grant a +2 bonus to stealth and hiding in shadows in nature instead, and let the wearer blend into natural scenes.

[3] Bowstring. Invisible until an arrow is nocked. Add ½ your level to your damage rolls on sneak attacks. If you're a Rogue, double your stealth damage bonus instead.

[4] Chain. Has a thin, locking clasp that cannot be picked or forced open by any means. The chain is delicate and can be easily cut, except for the prisoner that it is tied up for which it is unbreakable.

[5] Shoes. This is a large project. Also called magical elf shoes. They are gray normally but are often pained green, and make the wearer have silent footsteps. As such, it adds +4 to stealth to move silently. This ability is only to those who wish it, so normal elves put bells on their shoes to prove they are not thieves.

[6] Charm. Small twisted poppet, an immortal leaf wrapped in glint-cloth, a decorative twisted knot of an elf clan, etc. Grants +2 to saving throws.

[7] Ring. Thin, and well polished to give it a better shine. Never adorned with a a gemstone, as the insertion process would break the ring for sure. Grants +1 to reaction checks. Has a chance to break if the user performs any (useful) manual labor. Elf girls may wear these in their hair instead.

[8] Scabbard. This is a large project. Your sword or blade is silent when drawn, and add ½ your level to damage rolls on sneak attacks. If you're a Rogue, double your stealth damage bonus instead.

[9] Coinpurse. This is a large project. It can hold coins and gems; putting anything else in it will give it a chance to break. The first time a thief steals the purse- they wind up with an empty threadbare sac filled with wooden coins. Only a thief who you tricked once has a chance to steal the real bag.

[10] Instruments. These are large projects. Specifically, this creates the multiple cords or strings of different stringed instruments; like harps, lutes, etc. The music made by these is especially haunting and clear, but bawdy songs give it a chance to break unless the Glint is properly “matured”. The first Bard spell or power used with this instrument per day treats the Bard as one level higher. Musical Clerics can also use this to turn undead and treat their level as one higher as well, once per day.

[11] Saddle. This is a large project. Every time you ride a “regular” horse with this saddle, the saddle has a chance to break, because regular horses are much too bumpy and irregular a ride for an elf- elves ride deer or giant white tigers, everyone knows that. You get advantage to control the animal you're riding on, and +2 to saves to avoid being knocked off your ride. Also, using this with Glint Reigns (which is another large project) lets the rider and animal move in tandem, letting you add your attack bonus to your animals attacks or charges while riding and grants even better control and speed.

[12] Thimble. While Glint is usually spun or pressed into a soft form, it can be smelted into a more hard form in small quantities; the thimble is an example. Glint Thimbles grant a portion of elf craftiness in things like sewing. It's main magical use is for stitching shut wounds however; heals an additional +2 on healing for sharp wounds like from bladed weapons or beast teeth.

[13] Needle. Glint needles are hard to make, requiring a solid product sharp and heavy enough to deal damage on a hit- the Glint-Needle is a weapon and not a tool. This needle can be used to deal 1 point of damage to an enemy unaware until they touch the spot and feel the blood, or someone notices the tiny pricks- or if the weapon is coated in poison. If the weapon is coated in poison it is left in the body and breaks when removed (too quick and smooth of a wound to deliver the venom). This needle is yet another reason other races don't trust elves; more then once a forester has dropped dead after returning from an elf-wood with hundreds of tiny holes in their back they didn't notice until after they got home with a handful of wood, laid down to rest, and died.

[14] Waterskin. Glint waterskins can seemingly store more water then they should, or are just more efficient. And you read the correctly, water. They have a chance to break if filled with anything other then fresh spring water. Naturally, dwarves hate these especially among elf-crafts. Waterskins made with Glint store twice as much water, letting you survive longer in a desert.

[15] War-Banner. This is a large project. This war banner is a gray-green color and can only be painted with stylish runes or light silvery symbols and animals; brute symbols or “heavy” mascots like lions or dragons drawn on it will threaten to break it as they are spun. The war banner grants +1 to morale checks by troops fighting under the banner, but any warshout or reckless charge done by the group of soldiers have a chance to force the banner to fall and shrivel to nothing- as such, only elves and their focused silence use them in warfare. Naturally, retreating with this banner has no additional chance of breaking it, as fitting for the typical elf.

[16] Handkerchief. Thin and delicate, befitting a well born gentleman. Has no special qualities on its own despite being good at mopping up blood and messes, being easily washed out of the cloth when properly cleaned, but if the handkerchief is given to a fae of any rank they are instantly indebted to the giver and cannot harm them. Elves who travel near the realms of the fairie may carry these just in case they are met with an elf queen- who would much rather part with this Handkerchief then face whatever fate they would fall from her terrible whim. Elvish ladies and nobility also greatly respect anyone who gifts this handkerchief to them, but this is purely cultural and a sign of great respect. To grant it to someone's servant, or throwing it on the ground in front of them is a grave insult.

[17] Quiver. This is a large project. When reaching for a specific arrow in their quiver, the archer can automatically grab the right one every time. Additionally, the archer using it gains no disadvantage for firing into melee and won't hit allies even fighting just next to their target.

[18] Veil. The magic veil covers the bottom of the wearer's face, and is a well known accessory for Sorcerers. Charm spells have a permanent duration while wearing the veil, as long as the target of the spell does not see your face, and additionally all spells cast by the magic user have a -1 to opposing rolls who try to dispel or counter them.

[19] Athame. The athame is a Wizard's knife, and this one has a blade made of Glint. This is a large project. The handle must be made of a black wood, and the whole thing specially enchanted to work with magical woods and as a tool, not a weapon. Spilling any blood on this blade causes the blood to burn through the blade as though it was made of butter and the blood was boiling hot. The blade is very lightweight and sharp, and is supposed to be used to cutting wands from wood and for ritual spells; anyone using this athame gains +1 to magic rolls made with it, or spell-wands made with it gain an additional charge.

[20] Sails. Glint Sails are a very large project (requiring two consecutive large projects; failure to complete the second will waste the first). Glint sails are dull gray-blue and are very tempermental- they only like being used on calm lakes and very gentle rivers, and only at night. Elf skiffs using these are nearly silent and very fast, and the boat ride is the smoothest you will every experience. Passnagers blindfolded will assume they are still on solid ground while on the boat. Every hour they are used on open sea or are strained they have a chance to break. Despite the risks, some priates may risk using Glint sails for a short amount of time to get an advantage or escape from a foe.

Tuesday, April 9, 2019

Two Rewrites

Hey all, just thought I would share some behind the scenes work and link them.

It seems like all my posts about alternate dimensions, weird beings from other realms, and weird timelines always seem pretty popular. As such, I've rewritten The Other class. I've always loved the class for its flavor, but the mechanics of the class itself was really bland. It was just an alternate Fighter with some tinkering skills, now it better reflects the strange mutant being its supposed to be.

Second; the Deep Time Generator. I ran out of ideas when I first wrote it, and stopped writing at 12 entries. However, for a "generator" that's pretty lacking. I've since expanded it and added two new subtables- a bunch of ponderously lengthy prisons/prisoners and some eternal creatures. Use any combination of these tables to give your setting the eons of lore it deserves.

Sunday, April 7, 2019

10 Dryad Spells

Some Dryads cast spells, and some of them may know some of these spells. If you do a favor for a Dryad, they might teach you one. You can cast a Dryad spell like any normal spell, but any spell that mentions “the Dryads tree” or “while touching the Dryad's tree” requires the magic user who isn't a Dryad to spiritually bond to a tree- rituals like marrying the tree or growing it from a seed in magic soil are common. Clever wizards select small saplings they can take with them, but pretty soon they'll grow larger even if its a small species and will have to be settled down somewhere. From then on, the Wizard can only cast the specific Dryad spell from that magical tree.

If the Dryad's tree is ever cut down or killed, the Wizard cannot ever get a new one and loses 1 level in level drain. Dryads die if their tree is killed, so Wizards are quite lucky in that respect, only feeling a fraction of the pain the Dryad does for her sacred home.

10 Dryad Spells – Roll 1d10 for a random spell
[1] Razor Whispers- 1st level
This spell can be cast on anything sharp or bladed. Usually it's cast on special leaves thrown as projectiles by elves or dryads, but can be cast on anything sharp enough to cut. The object whispers in the ear of the caster and tells them the last thing they cut in broad detail. Blades cannot see, but remember much about the target, like hot and cold and texture, and especially about blood spilled on them. So if a blade slashed a zombie last, it may describe the target as “cold flesh, with congealed blood, worms and maggots spilled onto me from the wound”, and so on. You can cast this spell on a body part like a claw or tooth of an animal or even person, but the object only whispers in the language of that animal or person's most native language.

[2] Dryad's Music - 1st level
This spell creates a magical tune that surrounds the Dryad's tree. This spell is passive, and if cast on a tree belonging to someone who isn't a Dryad, they can freely leave and the spell will remain active for its duration. The magic spell creates a low, haunting, and beautiful tune that will calm dangerous animals (as long as nothing is running around to activate their prey instincts) and will alert intelligent beings to this being a Dryad's grove. Most good entities wouldn't want to cut down a Dryad's tree, and potentially dangerous animals can be calmed by this spell so they do not damage the Dryad's tree in a rage or for whatever other reason.

The spell lasts for an entire day and cannot be turned off selectively, so any cruel beings who would want to ransom the Dryad and threaten to cut her tree down would be led by this music straight towards her. However, anyone who introduces themselves with this music playing gets a +1 to reaction check to the superstitious or nature-loving; those who may find the natural magic and majesty of the Dryad or person wielding their magic as something to respect will be kinder to the caster.

[3] Green Gale - 1st level
Conjures a magical wind. The wind is slightly green in color, and appears magical as it flies, which is where it gets its name. As people can see the wind coming, concerned creatures may raise their shields to block the wind or roll a saving throw to get behind cover. The wind travels for an exploration turn as fast as a man can run in a single general direction, before petering out at the end. It takes an entire exploration turn to cast this spell as the effect is ongoing; the caster may experience magical backlash for ending the spell early. Additionally; anyone can see the spell in motion in a well lit area, and can follow it back to the source.

Everything the magical wind touches the caster “feels” in real time. As it travels, the caster will be aware of everything the wind touches and get a sense of what it is. Living beings are solid and warm, metal is cold, wooden things let them feel the textured grains, etc. However this sense is vague at best, so if a wooden shield is used to block the wind the caster will be unable to tell it apart from a standard tree. Using this spell may let you sense a large being or group of beings on the approach towards your location, or traveling along with the wind if they were retreating from you. While quite broad and powerful in its usage, the spell can only at best be used to tell if a group of enemies are approaching or moving in some way and will only give you a single exploration turn or a few combat rounds to prepare at best.

[4] Dew - 1st level
This spell requires the caster to lie down and stay totally still for one exploration turn. During that time, they will become very wet all over in morning dew, which will soak through their clothes and all over their skin. The amount of dew produced is dependent on the amount of moisture in the air, so in the desert or deep underground the spell will produce very little moisture. By shaking and scraping off this water, some can be collected and used for drinking or other purposes. Dew is also a minor magical reagent in some spells or magical potions. The caster can also leave the dew on them, and by doing so will gain advantage on all saving throws against fire spells and also will reduce the first source of fire damage to 1 when it strikes them while wet. This spell may also allow the dew-covered person to survive a flaming cone of dragon fire if it normally would have killed them, or make the person easily struck by lightning spells, and so on.

If the Dryad casts this spell while hugging their spirit tree- they can make the dew coalesce on the leaves and branches of the spell instead. Beyond giving the tree a protective sheet of water from forest fires, this produces much more water. The tree can be shook or dew gathered from the leaves for harvesting instead of from the caster's body.

[5] Fend-Flame - 2nd level
This spell creates a 30 ft radius around the Dryads tree that pushes back all fire- magical or otherwise. While it is mostly used on wildfires to keep the Dryad's tree safe, this spell will work surely on man made fires and will blow out any torches brought near, make tinder refuse to spark, and fire arrows are wetted the moment they cross the invisible line. This spell is very powerful and blocks all fire spells of 2nd level or less. Any spell that conjures or throws fire above 2nd level is still greatly reduced, dealing a maximum of 1 damage per die rolled and being two times less likely to ignite objects on fire. If this spell is combined with water or rain on the tree, there is essentially no way short of divine intervention for it to go up in flames.

[6] Branch Pantomime - 2nd level
Once this spell is cast, the caster's movements are copied by the Dryad's tree to the best of its abilities. If the caster throws a punch, the tree will move a branch in a roughly fist-like way and punch at the same angle. If the caster breathes and exhales, the wind will rustle the trees leaves hard. If the caster jumps, the tree groans with effort, but cannot uproot itself. Even if the caster walks, the tree cannot move unnaturally and only tangles its roots in the attempt. Using this spell, the caster can make the tree sweep its branches to attack nearby foes, dealing 1d12 damage on a clumsy -2 to hit due to both the delay of the copied action and slow speed of the tree's wide branches as well, but the branches are still quite strong. It is also possible to use this spell to gingerly pick something out of the tree's branches or remove an object stuck in it, but requires careful movements by the caster and roughly pantomiming a grab with their own hand on their body where the object is in rough relation to the tree, and is quite difficult to perform without practice.

Dryads who have cast this spell many times and know their tree inside and out have much more dexterity with it; their tree's attacks get +1 to hit as they shoot out their branches like missiles and can even perform feats of dexterity like grabbing a small dragon out of the air. By bending to the side, it is possible for the tree to even pick up the Dryad, to allow an instant way to merge with its bark or to get to the tree's highest point in a single instant for scouting or ranged arrow fire.

[7] Black Lozenges - 3rd level
This spell is how Dryads have come to be known as healers, and unfortunately the reason why many Dryads are also terrorized by opportunists looking to cure their own diseases or charge for a cure. This spell must be cast over an entire hour, in which the caster's sacred tree is drained of life energy and it condensates into several large, black sweets that taste a bit of maple. These medicines are quite potent; they can instantly heal common illnesses by an hour of sucking on the lozenge, can take an entire day off of an advanced illnesses remaining time per hour of sucking. They can also act as methods to halt poison, once again, per turn you suck on the lozenge the poison will not advance in your blood- swallowing the lozenge gives you an extra saving throw against any weak poison. Those with incurable illnesses or no diseases will be healed by 1d2 hit points per exploration turn they suck on a lozenge.

The tree that casts this spell is drained, and as is the Dryad. If the tree is not very big, such as a sapling being carried by the Wizard, then the Wizard will be drained of 1d6 maximum hit points, which only come back one per month, from the nutrients and energy needed to create the powerful medicine. Larger trees may also create larger amounts of lozenges- Use a d6 or d8 for bigger trees. Truly ancient trees will also produce extra large lozenges that have an additional hour of sucking before they are expended.

Upon casting, the tree creates and drops 1d4+1 Lozenges. Some Dryads will try to sneakily bury any they can grab, especially if forced to give up the medicine, as the recovery period for their ancient guardian will be faster if it can reabsorb the nutrients. Each lozenge can be sucked on for up to 3 exploration turns before being eroded away to nothing. Each time the spell is cast, the tree gets weaker, so daily casting of this spell will slowly kill the tree, as it takes months to fully recover the energy that was created by this magical spell.

[8] Grand Bow - 3rd level
This spell is one of the reasons why elves court the favor and hold close alliances with the Dryads in their forests. This spell can only be cast on the Dryad's spirit tree, and the tree must be at least 50 years old. This spell begins with a magical dance and incantation, and the tree will begin to grow a magical bow. The bow can be a short hunting bow or a long warbow which is decided at the time of casting. True Dryads can grow the bow within the heart of their magic tree, the same netherspace where they hide and sleep inside the tree, so it can be safely hidden and protected until pulled out by the Dryad when it is finished. Non-Dryad Wizards who cast this spell instead have the bow grow out of the branches of the tree, its curved form looking a bit sickly but otherwise develop as normal. Naturally if this branch is severed or damaged, the spell fails.

The magic bow takes an entire year to grow. Once finished, the bow is smooth and well made, but appears very natural and made of still-living tree bark; the ends of the bow may be marked with leaves or knots. The bow does not grow its own string, but elves traditionally use it with a Glint bowstring- the magical material that elf crafters are so fond of for its magical properties. The bow acts as a +1 magic bow, but bows which are grown within the magic tree for at least seven years count as +2 until the first shot is fired each night, recharging at sundown. These so called “Seven Year Bows” are quite valuable and are sometimes awarded for military success or as a prize for an archery competition.

When the sacred tree that birthed these bows dies, all of the bows roll a saving throw. On a failure, the magic bow wilts and is destroyed from the life force of the ancient tree leaking away from them. On a success, the bow remains, though still grays in remembrance.

[9] Dryad's Beauty - 4th level
This spell is similar to a charm spell, but much more powerful. It only works on the opposite sex, or somebody that is already attracted to the caster's gender or race. Dryads may already have this ability in your game, or this spell may just enhance it or be the origin for their supernatural beauty. This spell only works on characters who have never seen the caster before, or at least never seen them in the full light or without their face covered- this magic pulls on the magic of love at first sight; no repeat viewings or the dull familiar can hold the enchantment.

When cast, the caster appears as a flawless, attractive being. Every moment they make takes away the breath of the target, who only gets a saving throw to resist the effect if they are not alone and are being warned or jostled by their companions. This spell makes the target fall madly, and permanently, in love with the spellcaster from a single look. The effects of this spell are permanent, and targets affected by it are much more open to dangerous ideas and are much more likely to turn on their allies if suggested by their new love interest.

While they will refuse to do anything that harms their new lover, the spell does not stop possessive or jealous lovers from kidnapping or stealing away the caster; in some cases the effect backfires and causes the target to chop down the Dryad's tree to “save” her from it, resulting in her death. It is possible for the target of this spell to turn on and potentially slay the caster after falling in love with them, but they will be devastated and much make a saving throw or kill themselves right after.

[10] Lost to the Trees - 4th level
This spell must be cast on someone touching your sacred tree. This can be done through a vector, such as the very instant an axe strikes it to cut it down, or directly, if the target is tricked or accidentally touches the tree itself. The moment they do, this spell can be cast. The target disappears from the spot, lost within another realm. If this spell is cast through a vector like an axe or pole, that tool stays but the rest of what the target was holding goes with them. There is no saving throw for the effect, only to avoid touching the tree.

Within another realm, the target will always appear in a very thick wood. If they do not have an axe or knife, it is unlikely they will be cut from the cradle of trees around them. There is also a chance they will be within a serewood, which are flesh eating trees whose bark and leaves cut and splay skin, in which case the target takes 1d6 damage per exploration turn lost in that forest, or worse if they are laid against any serewood trees. Even after they escape, the character or monster will realize they are lost in the lands of Arcadia- the home of the fairies and true fae, and the chances to get back home will be almost impossible for any regular being without some great magic or destiny.

Back in the normal world; the caster of the spell will have just sent the target to a random location to the realm of the fairies, akin to a powerful randomized teleportation spell to another plane. While the creature is off having adventures in that mystical and untrustworthy land, everyone else will simply be stupefied by the disappearance of the other being. It will be at least (3d6 – target's Intelligence modifier) seasons before they can return, and that's only if they survive. You can roll a saving throw per season they are gone; one failure means they've been mutated, changed, or marked somehow. If they fail two or more saving throws, they can never return and were either captured, turned into something that can't come back, or dead. Any sufficiently powerful character may be able to return regardless; fighting their way back with sword and spell, stumbling back through the nearest line of trees to their home or place of residence. Anyone who is hit by this spell can have it used on them again, but will gain advantage on all saving spells to avoid it, and gain another hard save if the spell activates to crawl back anyway- falling out of the branches of the sacred tree instead as they refuse to be taken.