Sunday, August 11, 2019

8 Ridiculously Powerful Hirelings

You already have your own tables and funnels to create new characters and fresh hirelings. You've already seen NPCs to be placed as mid level hirelings and companions. Now have some extremely high level, high powered Hirelings for parties going on ridiculous high fantasy adventures. These Hirelings can also be used for replacement PCs for high level play or even as rivals.

The level of these characters are not listed. Instead, make them the maximum or name level of their appropriate class, or one beneath if they still have training to do.

8 Ridiculously Powerful Hirelings
[1] Ragas – Fighter
Stats- +4 Str, +1 Con, +2 Wis

Ragas is a hulking, beefy man from the far North-Eastern mountains. His armor is fur lined and he carries two copper cylinders which contain many flat stone discs. The discs are engraved with lead-filled carvings depicted scenes from the past and future. The cylinders are so heavy that trying to steal one will probably crush your foot or break your back; despite how easily he slings them over his shoulders. He can use the cylinders as a 1d8+2 improvised weapon, but would only do so on a last resort as damaging the discs would be a horrendous taboo in his culture.

Ragas has gained and mastered several magical items. First is his armor, which has red-pink scales of an unknown metal along his chest and upper arms. This armor grants +6 AC and can be activated with a whispered magic incantation meaning “Togetherness'. The activated armor creates a pink aura that sucks up magic shields, curses, and auras and gets bigger each time- after absorbing two or three it can now absorb magic at the range of a spear, then after four or five it can strike at the range of a whip or thrown weapon, etc. The aura lasts 4 combat rounds- and can absorb enemy auras to make them easier to strike with his magnetic sword.

Ragas's sword is magical too; a 1d10+2 falchion. It has four silver daggers stuck to it at all time, each dealing 1d4+1 damage, and can be flung off at the same time he makes a melee attack at a distant target, as the falchion has control over magnetism. For this reason, the sword can repel enemy arrows and weapons; making a -2 to hit but knocking all the knives off if this is activated.

Finally, his traveling supplies include a small bag of platinum coins worth a total of 12,000c and three potions of healing in emergencies.

[2] Also – Fighter
Stats- -1 Str, +3 Dex, -1 Con, +2 Cha

Also is a young daughter of a poor farmer who was beset by strange dreams up until she turned 15, and finally learned of her true nature. Also has lived before; reincarnated from a fierce and powerful warrior into the form now. She has two names; the name of the man she once was, and ALSO the name her peasant parents have given her, and as such she has taken the moniker of Also. While young and stuck in a small, underdeveloped, and weak body, she has an incredible amount of chi energy and massive untapped potential. She believes that her old self reincarnated to move into a newer, cosmically superior form, and is unsure if becoming a woman in this life was intentional or an accident; regardless she knows her untapped potential.

Also can fight well, despite being somewhat weak. She can use her feet and knees in devastating, back-breaking grapples and shin-splintering kicks; her feet deal 1d6+1 damage on successful hits or grapples, and she can run across water and other lightweight surfaces without breaking them if moving at a fast speed. She can also levitate for a few seconds if she takes a full combat round to breath in deeply; using this move to avoid attacks or spells on the ground or to jump up very high. Also has an incredible well of life energy inside of her; every exploration turn spent in meditation restores 1d6 hit points. There is no limit to this ability, as long as she is in good health.

Also's dreams and experiences from her past life are also making her more powerful. Every season, she has a 1 in 3 chance to remember a powerful combat trick or become physically tougher. Whenever this happens, roll on the following table. If you roll any category twice, roll again until she's learned everything she can from her first incarnation.

Also's Memory Table – 1d6
  1. Gain +2 To-Hit
  2. Gain +1 Damage with all weapons
  3. Gain +1 Max and Base AC
  4. Gain +3 Maximum Hit-Points
  5. Learn a Martial Arts Style; Gains advantage against opposing styles.
  6. Learn the location of her first life's secret stash; specifically prepared for his reincarnation. Contains thousands of gold and a powerful magic axe. The first time she rolls this, she learns that it exists, and the second time, she learns its exact location.

As Also was born in poverty and has little experience in this life, she has no magic items or wealth.

[3] Mauil Iz – Rogue/Fighter
Stats- +2 Dex, +2 Int, +3 Cha

This is the funniest guy you will ever met. Mauil, who also goes by Iz, has an incredible life story, which he enthusiastically tells whenever prompted. He was once a nobody, who pretended to be a knight and sneak into a princesses birthday party. All he wanted was to taste the Queen's dove pie recipe (still the best meal he ever had), and this single event catapulted his life in a crazy adventure. Whenever Iz speaks, your character must make a save or bust out laughing, which will make you lose spell concentration or reveal your position if you're sneaking. This ability is always on but he can reign it in if subtly is required for the situation.

Mauil has an AC of 40, but only wears leather armor. This is because of his mutational insect plates on his forearms and lower legs, hidden under his clothes with special holes just for them. These plates reveal long silver antennae in combat, and these metal antennae deflect and parry blows. Each time an attack would hit his normal AC, reduce it by the difference between the successful attack and his buffed mutational AC. These antennae get tired quickly, and after a few close calls his AC will be reduced to a more realistic and manageable level. Mauil's other physical oddity is his magic eye, a strange jewel dug up from some underground lost world. This eye is white, and glows in the dark, and lets him see in darkness. As long as he doesn't move; this eye can project an image on a wall similar to a shadow puppet show, with Iz able to control the shadows to trick people.

Finally, Mauil also carried around a few trinkets and magical pieces of gear. He carried a Red Switch Ring, which can be rotated mechanically to different runic settings allowing distant communication to other people with a Red Switch Ring. Currently, he has his code set to contact a wealthy merchant lord in a far away empire; who can send an entire ship full of mercenaries at a moment's notice and owes Iz a big favor. He also carries a flask of magic sword oil, which lets the sword “slip past” any armor and sliding through steel, automatically striking an enemy for one attack but causing the weapon to get stuck. Finally, his last weapon is a burning dagger, which deals 1d4 damage +1 fire damage. The dagger is always red hot to the touch and has to be put inside a special cooling sheathe.

[4] Seven Sam aka “Master of Medallions” - Rogue
Stats- +1 Str, +1 Dex, +1 Con, +1 Int

Sam was a nobody orphan. He only ever had a first name given to him, and as such his moniker is based off of his travels. He is a master of disguise and wears reversible clothing, occasional flashes of fake mud or a wig inside his hood is all you see of his second visage. Sam's main claim to fame was his infamous cons and scams in various cities, which eventually lead him to finding and stealing seven magical medallions. He has grown in power with these medallions over the years and has mastered them. Every medallion has a once a day power; but Sam can use any medallions a number of times equal to his level per day, meaning he can use one medallion multiple times and more total uses if his name level is higher then seven.

Most of the magic medallions Sam has are randomly determined, but each has a once a day ability. He wears all of them at the same time, all the medallions are fitted to one silver glint chain which prevents them from clinking in stealth. Sam is also extremely stealthy to boot, granting him a total of +4 stealth. Additionally, one of his medallions will be a Medallion of Greater Shadow-Dancing. This powerful magic item grants +2 to spell saves vs any spell or wand with “Shadow” or “Darkness” in its name, and additionally can be used to control shadows. Holding it aloft and concentrating, the user can make shadows rip from the walls and earth, dance, and obey their commands. All summoned shadows have 1 hit point, becoming 1 HD if the creature or object they are from is especially large or infused with darkness OR if the shadow is a player character's copy. The shadows can also attack with bites and punches, but only deal 1d2 damage on a successful hit. Shadows from inanimate objects only barely move; long shadows at dusk swoop to stab like spears, human shadows dance and sign and point, etc. Shadows are quite weak but any given casting can create 2d8 of them from inanimate objects in a room, plus one for each individual party member or person in the area. Shadows can mimic the moves of their original objects and beings. This item cannot be used in places of absolute brightness or total darkness, as no shadows will form. In places with weak shadows and at noon, the shadows will be weaker and the shadows will be stronger in dim but not extinguished light.

Finally, Sam has connections in cities and has set up several orphanages with urchins who spy and report back to him. He has created at least two false personas that the PCs may learn were actually him; these personas were once noticeable but background NPCs.

[5] Elarois of Moonglade – Rogue/Elf
Stats- +3 Dex, +2 Wis

She's an elf, barely in her adulthood at 120 years of age. Beyond being beautiful and skilled, she is in tune with nature and her natural origins. As with most Elves, she has trained with the bow since birth and is an incredible marksmen. Normal targets don't even phase her any more; she does not need to roll to hit with a bow against any terrestrial creature she can see within a short distance; except for those in cover, totally enclosed in armor, or with several powerful enchantments or shields. For targets she cannot automatically hit, or if attempting a complex trick shot, she still gets a +6 to hit. Along with this, Elarois has learned a second arrow-art. She can shoot arrows backwards, feathers first. Doing this means the arrows deal no damage on a hit, but cause a save or the target will fall asleep as per the Sleep spell. If she rolled a n 18 or better on her attack dice roll for her attack, target gets no save as the elf has become so good at her craft; she strikes them right in the eyes filling them with sleep.

Elarois's connection to nature manifests more clearly whenever she gets hurt. Whenever she is injured, her body begins to regenerate more quickly then normal. This is especially noticeable for lost limbs or torn out chunks of flesh; the growth is plant. Her wounds close up with supple bark and thin grass fibers. Lost limbs have gnarled branches in their place, which can begin to hold weapons or use items in only a single hour of regrowth. These wooden limbs and parts slowly shed and become normal flesh. If Elarois is killed in any way that doesn't involve fire, her body will root into the ground at the spot she is buried and begin to grow into a tree. After 2d6 decades, she will reemerge from this tree with a new, fully formed body.

Finally, the Elf wears a pair of elf shoes that give her silent footsteps, along with a glint quiver that prevents her from hitting her allies by shooting into melee. She also has a magic apple which can act as a week's rations and heals 2d10 hit points from eating it alone. It never rots and is kept in her satchel in case of emergencies.

[6] Priunt the Beast-Tamer – Rogue/Magician
Stats- +2 Str, +2 Con, +2 Cha

This human outdoorsman is well skilled both with his bow, whip, spell, and animals alike.

Every day, Priunt can grow a tail. This is an old mutation, and set in stone for him, thus meaning it is not cured by friendly spells that restore mutations. The type of tail he grows is random, and provides a specific effect. All he has to do to grow the tail is perform some morning meditations and breathing exercises. Each morning, he can repeat these exercises to get a new one, or just wake up as normal to keep his current tail. If he fails a roll vs mutation, he just grows a bonus tail that falls off at the end of the day. If his tails are chopped off take 1 damage and he can grow new ones tomorrow.

Priunt's Random Tail Table – 1d6
  1. Whip-like Tail. Long, flesh colored tail. Creepy, but increases Dex modifier by +1
  2. Fluffy cat Tail. Luxurious, gains a +1 to reaction checks to any race with tails.
  3. Armored Tail. Similar to a lobster tail, but long with an insectoid sheen. +1 AC
  4. Lump Tail. Fleshy bulb stores fat. Can go an extra day without food, +1 Con modifier.
  5. Horse Tail. Increases run speed by +5ft or increases carry capacity by +1 units.
  6. Lamprey Tail. Gray tail with a mouth on the end, grants a 1d2 damage attack.

Additionally, Priunt is a skilled beast-tamer. He has trained and commands several animals, from whelp wyverns, griffins for flying mounts, great lions, swortosies and other turtle beasts, dinosaurs, and many more. He either has a useful, unqiue monster with him at all times OR 1d6 very well trained hunting dogs. The dogs use stats as dogs or wolves but have +2 to hit and AC from combat training.

Finally, Priunt possesses a magic whip. The whip has the power to deal no damage to a target, if the victim of the strike is afraid and is cowed by the crack of the whip. This black leather magic item was used by evil dark elves and slavers, but has been turned against animals. The whip deals 1d6 damage normally, and counts as magic. He also has a single earring he wears on his left ear, which had a small hanging blue crystalline gemstone. In dark places, it lights up, and specifically wards against supernatural and hungry darkness- whoever wears the earring cannot disappear into shadow.

[7] Gress of Hollowland – Magician
Stats- +1 Con, +2 Wis, +1 Cha

Gress is a highborn magic-user. Beyond being given a noble title and keeping with him two camp follower servants, he also has to his name several rare and expensive magic books and arcane implements. His first servant is named Writ and his only job is to polish Gress's magic staff. It is silver with a red topper, and crackles with red and purple lightning bolts. Griss can invoke this staff at any time to deal 1d6+1 shock damage at range, but using this power requires him to make a save vs spells or else he loses the lowest level spell slot/prepared spell he has for that day. Any other magic user can use this staff too, but doing so will always make them lose the lowest level spell slot/prepared spell they have as they don't have the same experience in avoiding the draining effects of the magic staff.

Gress is also well spoken, well connected, and his second follower is well suited to that task. Her name is Naidene and she is a first level Rogue. She has been well trained by a secret court of shadows, and has an additional die in damage whenever she backstabs. She is instructed to protect Gress with her life and kill his enemies- either with her own hand or through assassin guild contacts. Gress is only vaguely aware of her secret, and doesn't ask her to assassinate people, but doesn't much mind when his mage-guild rivals end up dying or disappearing.

Along with the above social advantages, Gress gains +1 morale to any retainers he is put in control of and any camp followers will be very well behaved and useful, even willing to fight in small battles against weak opponents (only goblins or kobolds; they will still flee to orcs) due to his noble grace.

Finally; Gress is above all else an accomplished magician. He has an extra three first level spell slots for a MU of his level, and a single extra second level spell slot per day for his casting. As long as he carries at least two spellbooks and at least four scrolls there is a 1 in 6 chance he has a counterspell he can use against any enemy magic that isn't god-level in strength.

[8] Right Hand of June – Magician
Stats- +4 Str, +4 Con, +3 Int, -2 Wis

The Righ Hand of June is an enchanted being. They look like an androgynous, artifical human with honey-colored skin and stone-like fists. They have a sloped forehead etched with an arcane symbol, which matches the personal sigil of a famous archmage from a hundred years prior. This being is neither man nor woman, and rarely speaks. They have an incredible arcane might, along with skill in both spellcraft and combat, and their enchanted stone fists make them stronger then any normal humanoid being. The strength in their body is tied to their magic, however, and if hit with a counterspell or magic-draining effect they will also lost a number of their strength modifier equal to the spell levels lost. This can go into the negatives; and if the negative Strength reaches -3 or lower then the Right Hand of June cannot lift their stone arms at all. Add the being's Strength modifier to its melee attack damage if you haven't already.

The Right Hand can also crush potions. By crushing a potion in one of their stone hands, they gain a magical energy aura that flows along the cracks in their stone palm. This empowers their next spell with the rough effects of that potion or poison. For example, if they crush a healing potion and then cast a shielding spell on someone, then whenever that shield was struck the person would heal a single hit point per attack deflected. Or June could crush a poison vial of paralysis and cast magic missile, which has a secondary save to avoid being paralyzed and so on. On an unarmed melee kill, the Right Hand can also do the same thing to the naturally occurring monster juices or spell-like effects the monster has, absorbing into their arm and cast with their next spell. Using both arms means that June could have two effects stored or manipulated at the same time.

This being also carries with it a sack of golden coins, many years out of mint but worth far more to collectors, as well as an amulet that creates the sound of a windchime whenever ambient or naturally occurring magic is near. This makes it trivially easy for the Right Hand to find naturally occurring mana nodes or crystsals; and in fact it claims that it was separated from its creator and master by taking a stroll in the woods to find mana crystals, before getting lost and returning many centuries later in what felt like a single afternoon. Now, the being simply wishes for a purpose and a use for its great power and strength.

Friday, August 9, 2019

20 Unusual Fighting Styles

20 Unusual Fighting Styles
[1] Three-Blade Style. Places swords in both hands, with another blade in the mouth. Novices fit knives between their teeth, masters place yet another sword.

[2] Cube Style. Uses a single hard metal cube, about a cubic feet of solid iron. Smacks with the sides, stabs with the corners, blocks incoming attacks with its edges and so on. Some cubes are tricked out with acid sprays on a hidden button press or are hollow and can release a deadly snake or trap an opponent's hand within and so on.

[3] Animal Style. Using animals as your weapons; terriers attached to your arms for punching bites, birds as ranged eye-peckers, tortoises as living shields. Well trained or magically enchanted to serve as powerful weapons. Obvious weakness? The animals. Stupid.

[4] Deathly Ribbons. Using long, graceful ribbons as slashing weapons. Due to not being a mighty godly magic weapon, not as reliable as a knife or sword, but has range and flexibility. Ranged grapple checks allow for trips and disarms of enemies along with slashes.

[5] Martial Arts and Kung Fu. Not really that unusual for fantasy worlds, but you'd have to be fucking insane to fight people with swords with your bare hands.

[6] Engineer's Weapons. Fighting up close with spring loaded blades, rotating sawblades, punching hammers and industrial oils and choking fumes.

[7] Water-Bending Style. Requires the use of a domesticated water elemental, or a friendly martial artist transmogrified into water. Uses hand and arm motions to direct water as a whip, stunning blasts, temporarily blind or drown some targets.

[8] Death-from-Above style. Requires powerful and high jumps to use- jump and then attack downwards with divekicks or weapons.

[9] Spike-Suit Style. Fight while encased in a spiky armored suit- mostly punches, grapples, and just running into people. Get swallowed by giant monsters- deals optimal damage!

[10] Spring Style. Wrap metallic springs around your arms and/or legs, adds force to all straight punches and kicks; powerful shockwaves emit from clanking steel. Any amount of water on it rusts it in seconds, causing limbs to be locked in place.

[11] Other Style. Using your own body was a weapon; fingers transform into mouths, sockets pop open to spray freezing or burning liquid, mouth snaps 180 degrees to bit through steel. Needless to say, you can't be a normal person to do this.

[12] Deadly Sand Style. Fighting with sand in a pouch or pockets, blinding powders or poison dust. Shove handfuls into the open mouths of foes, or just throw out large clouds while leaning back to avoid breathing your own toxic spores.

[13] Charging Bull Style. Throw your head around, charge into foes, gore like the raging bull. You'll need a powerful helmet, a thick skull, or horns of your own.

[14] Special-Move Style. Pretty similar to a Disciple, they just use a different special move every round. From weak to strong, every round they loudly shout the name of their chosen technique, using each move only once each combat. While having more options and being more powerful then a basic fighter, if they run out of moves they'll be helpless. Sometimes a basic attack is best.

[15] Iron Yo-yo Technique. Throwing out heavily modified and armor plated Yo-yos to strike their foes. Can hit at a decent range and can wrap up and strike multiple foes at once, but you can render it useless by simply severing the cord.

[16] Elf Style. Outlive your opponent. Each time the fight ends, stalk them for a few years until they get older and weaker. Repeat until they die, or until you can finally achieve victory while they are a senile old man. Not a real fighting style.

[17] Stake Style. Attack foes with hundreds, thousands of wooden stakes and splints. Thrown, inserted, roughly snapped off with a palm-thrust to keep half the strike embedded. Impale a joint and twist to cause paralysis. Person will be carrying so many wooden stakes they are essentially a bonfire waiting to happen; weak to fire.

[18] Spell-Fist Style. Instead of fighting with weapons, fight with spells. Shocking Grasp, Burning Hands, Necromantic Fingertips and so on. Main weaknesses are running out of spell slots and anyone with good magic saves.

[19] Shield Style. Fight only using shields. Could be a heavy tower shield or some small bucklers; parry attacks and slam into foes. Absorb spells into the shield's face and blast them back out.

[20] Hook Style. Fight with two iron hooks, may be connected to chains for ranged grabs. Stab into flesh and rip through shields, pull and twist foes into position. Especially brutal and gory, expect a notorious reputation for using these.

Sunday, August 4, 2019

K6BD Broken World- Character Story Seeds

Roll 1d6 for any character playsheet in the game to generate a story hook. This table is designed specifically for the K6BD official "Broken World" Powered-by-the-Apocalypse game, but you could use it for any K6BD inspired game.

The Fated
[1] There is a young child who is tied to your Fate. You know that they live within an orphanage, a young urchin with few if any family or friends. You don't know how they will help, but one day they will save your life or give you the tiniest bit of help you need to overcome a challenge that you have no way of overcoming without them.

[2] For a brief moment, your destiny is broken. You can feel the bonds of Fate and time slip away from you in the presence of something innocuous- a stuffed animal, a sheet of a single color, the ringing sound of a cup's rim. This is your one weakness it seems, even though your Fate returns once this ends. Whenever exposed to this weakness, you cannot use any of your advanced moves. You hope to keep this a secret from your adversaries.

[3] Someone you were sure would be instrumental to your destiny is dead. Just gone- their effects no longer felt on your weave of fate. But your destiny still abounds without them. Did they really mean nothing, or was their death a part of your story?

[4] Three sisters, who act as one, warn you of your destiny's dangers and brew you a potion. It is a foul thing that seems to have no direct benefits; but you are told to drink it when no other option seems viable. The potion may even be poisonous, you have no way of knowing until the time comes.

[5] For the past two years, you have dreamed one single moment. That moment finally comes and, you don't follow it. You don't speak to that woman in a red shawl in the market, you don't pluck that last glowing flower in the field decimated by war. You move on and the moment in your dream means nothing. Did you ruin your destiny, or did you act in accordance?

[6] Your Fated Style; The unique, special martial arts or weapon skill that was passed down to you, has no equal or equivalent. That is until you meet another, with a claim to fame surprisingly similar to you. They use something very similar to your Fated Style- are they an impostor? Or a fellow lost student?

The Fury
[1] There is one thing that calms your rage. It is your child brother or sister, the babbling of a stream, or a freshly cut bouquet of flowers. Someone who you despise is threatening to take it away, and if they do, there is no telling as to how you will control your anger.

[2] Rage boils up inside of you when you see a person. They may be a soup-slinger, street peddler, or low ranking guild official. Regardless of what they do, they are harmless, polite, and helpful to your goals. You have no idea why you are so angry at them, but you feel the urge to rip them limb from limb. Why?

[3] You feel as though possessed by a spirit, and whenever you channel your fury your “alter ego” starts to manifest more often. It is an entity inside you that is empowering your blows and defenses while you are enraged. However, it has started to want to “control” you outside of combat encounters too, slowly taking control over your life. if you find a way to defeat them you may lose the power, but you will also regain control of yourself.

[4] You break things, sometimes. You broke something innocuous- a decorative urn or a little puzzle box made of wood. Inside the object was a hidden scroll, with instructions to a hidden treasure.

[5] There is a magical weapon that you acquire. It has great power, but when wielded in anger it slows to a crawl, the blade becomes dull, and the grip loosens and sags. You could use this weapon if you control your rage, or would your focused state lack the wild power your berserk stance brings?

[6] There is a hesitation in your muscle fiber, a pause in your killing glint. You can no longer use Mantra of Meti, the Bloody to slay foes, something inside you stops you. It's as though the edge of your rage is dulled. You need to rekindle your anger by witnessing a great injustice, or imbibing the drink that you swore off years ago to restore the fire within.

The Master
[1] You find a young talent. They seem naturally skilled in your discipline, but lack training and guidance. They may be able to surpass you in your own field if allowed to blossom.

[2] Much of your own skill and wisdom comes from your own Master's training, all those years ago. Through some miracle of fate, you find his old manuscript filled with both details of his life as well as new training regimes and observations of universal truths.

[3] Another upstart school has copied some of your own traditions and skills; they are mocking you and your students. However, they are unassailable. Their martial discipline is as good as yours, and can be done even by their youngest and most arrogant students- you find out that their power is coming from the necklaces they wear, weaved with enchantment. If the creator is humbled, then the false power granted to all the others will be lost.

[4] When you were young and reckless, you ate at a lord's table. Now, that lord's descendant comes to you with a special power- he can activate the long dormant poison still inside your gut, slowly killing you from the inside out, unless if you teach him your most powerful of blade arts.

[5] The next time you use Mantra of Hansa, the Wise, one of your students finds a flaw in your technique. In the same way that wisdom pours forth from the mouth of babes, you are told a simple method or procedure of improvement to your skill, and it works. Is there some critical failure in the shortcut, or is it truly an overlooked piece of wisdom?

[6] The next time you use Dragon Gazes in Mirror, you cannot see the answer you seek. The future and past are clouded with dark energies. For some reason, you get the feeling that someone you know is responsible. The figure seeks to profit from you, and is hiding something from your spirit.

The Refined
[1] You have been gifted a portrait of yourself. He is well known for the realism in his paints; and as such has highlighted a flaw of yours in your portrait. All other noble portraits you have seen done by this artist do not have the flaw of their subjects illustrated so plainly. Is he mocking you? Or is your flaw imperceptible to others; the other nobility secretly as ashamed as you? Shall you end this insult or learn some sort of lesson?

[2] You find a prodigy. This young urchin, with just the perfect scuff of dirt or a scar on their face, has the absolute best combination of features, natural grace, and charming disposition to be refined and turned into something respectable. Despite their rough start, you can make them into an elegant artiste. You simply can't let this talent go to waste.

[3] The Refined know of some magic. You find a magic book in an old antique shop with a silver clasp that can teach you a new secret. However, learning this new grotesque magic may upset your social standing if anyone were to know you're learning new and unannounced forms of Sorcery. If you are a Demon, the book teaches a healing spell or fanciful childish display instead, which would tarnish your reputation among your own kind and make people less likely to take you seriously.

[4] As part of your normal patronage of small businesses and expeditions- one archaeologist has made a minor find in Throne. They have found a rare or magical item with some amount of power within it, but are now asking for triple the price to dig deeper. There is no guarantee that they will find another, but this site is precarious and it is highly likely that anyone else you hire will either try to steal anything else they find or destroy the site through incompetence; only this person you trust with this mission, despite their obsession and inability to leverage the costs of the operation with your own coffers. They may very well believe your coffers are inexhaustible, and are impatient in your response.

[5] You have a rival noble. Both your superior in terms of appearance and charm, as well as noble status and wealth, you may already scheme against them. But in secret concordance they reveal to you their doubts and personal shames, speaking to you as though you are a friend. Are they really revealing this to you and giving you the tools to unmake them? Or is it a trick? Does your personal honor go above your desire to harm them, or will the pursuit of ruining them lower your status even more?

[6] There is a new drug going around the noble palaces. It is a rare herbal spice mixed with the salt from a unremarkable world- its effects are legendarily pleasurable as is the drug's cost to purchase and consume regularly. You indulge in the drug at least once, perhaps multiple times if your character is interested in it. However, you learn that somehow, a high ranking member of a Guild is collecting secrets from the users of these drugs, even without any obvious methods of coercion. Is the special libation enchanted, whispering your secrets to him even now? Can you recover them before he gains the leverage against you and your noble house?

The Law
[1] Common criminals are using a tiny loophole in law to commit ridiculously obvious abuses. The law is clear that they are not breaking it directly, but are greatly overstaying their welcome in the gray area between what is legal and illegal, despite them clearly being over the line when it comes from right and wrong. The Law is at fault here, these criminals must be brought to justice.

[2] There is a part of Throne that is growing a forest. The forest is swallowing the islands, the old gods and their monuments. This wouldn't normally be a problem, but the city itself is becoming a jungle there with lawlessness and people fusing with trees and plants, becoming one together. It is becoming a lawless place where bandits rule the streets. You must cut out the heart of this place. If you do not care for Throne or are not running a game in Throne, use a nearby safe neutral city for this instead.

[3] Your body is failing you. You have some sort of problem that is making you fail, either a disease or a problem. If you are an Angel, then it is your current iteration and you would need to die to rekindle your stone body correctly. If you are something else then you will need to find a special doctor to cure your disease. But you want to push yourself to uphold your law, and keep any rumors about your condition from spending, else the criminal gets confident from your moment of weakness.

[4] Animals are not subject to the same laws as people are. But a small cadre of wildlife of throne have formed a “gang”. They steal, they wear uniforms in their fur, they've started to harass local businesses who don't give them “payments” for protection. Can you put a animal on trial, or should you call an exterminator?

[5] You can find or make some armor. It's intensely powerful, improving your rolls and appearance as a righteous figure of justice. However, you notice as you wear it is degrades your morality- you become less caring of innocents and the Old Gods Law. The moment you abandon the armor, it becomes alive and decides it doesn't need you anymore.

[6] The next time you use Mantra of Het, the Watchful, you must add a new law to the Old Gods law. The enemy is exploiting a loophole; unless you put a stop to it with righteous spirit.

The Hunter
[1] Your target has seemingly vanished. You know exactly where they are, but they live in a sort of mathematical reality or abstract realm beyond the directly physical. How can you get in? Or how can you get them out?

[2] Your target has seemingly vanished. This time; they are lost within a highly secretive and insular ward in the city of Throne. The locals clam up and even your most trusted sources and tactics aren't working- it's like trying to find a needle in a haystack. The only rumor you have to go on suggests that the target will be sneaking out in a hidden tunnel, covered wagon, or through a more arcane method in the next three days, at which point you may never find them.

[3] Poison is a tool in your kit. You get it from a reputable seller; but you've found evidence of one of your old marks up and alive again, and your poison seller up and gone. You've been had with a draught of false death.

[4] You were given a contract to kill someone. You find them, and they're paralyzed, locked in a dream on a bed where they cannot wake up. You have no idea who offered you this job, until you realize it's the target themselves.

[5] You were given a contract to kill someone. It's a child. Regardless of your own feelings, carrying out this contract will cause great social backlash and a serious negative reputation; but the employer has an undeniable prophecy and the unshakable belief that this child will grow to become a great evil, and this is the only way to end them before they become the great tyrant they will one day be.

[6] The next time you use Mantra of Ovis, the Empty One, you are intercepted by a guard or enemy of the target you were stalking. They put a knife to your throat and force you to leave; your Shadow art has been bested. Your Shadow Art school is also threatened; you cannot effectively use your Shadow art until you regain your confidence by ending this foe.

The Boss
[1] One of your boys is harder working and even more devoted then normal. When you press him about it, he admits that his younger sister is deathly ill, and he can't afford the rare and expensive medicine. It seems to you that when she dies, it will ruin him and make him unable to work for you anymore. Is this just a ticking time bomb of grief? Or could you somehow manage to get the cure?

[2] Your gang is being strong-armed by another gang of a similar size and strength. While you may have your own plans at dealing with them, you know that the rival gang is friends with a powerful high ranking guild noble- they are well financed and equipped and could spontaneously gain a large financial edge needed to destroy or put you out of the picture one way or another if needed. The only way you could defeat them is to cut off their money supply. Can you ruin the relationship?

[3] Your gang is being strong-armed by another gang of a similar size and strength. While you may have your own plans at dealing with them, you know that the rival gang is friends with a corrupt Lawman with few scruples. Their criminal acts are written off and not seriously punished, where as several of your boys have already gotten hard time or even the death penalty from this corrupt official. Could you depose them or bring their corruption to light?

[4] The “Boss” is getting blamed for a lot of problems and failures going on. One of your crew has started to act more proudly and in command- are they going for a mutiny? Or are they just trying to pick up your slack?

[5] Luck strikes. You've found a crate of some great crafted goods; suits of identical armors, pikes suited to dance in formation, finely spun robes for social functions, and so on. This great collection will greatly aide your entire gang; until you find out who it belongs to. An incredibly powerful and influential being had the items commissioned to give to their elite army themselves. Now, you've taken it. Should you leave it where you found it, or damn the consequences?

[6] The next time you are separate from your gang, or use a Dirty Work move, a handful of members of your gang disappear. You could replace them with enough time, but the whispers of terrible things done to them and needing to prove your loyalty and get them back will haunt you if you refuse to investigate. Besides, where did they go? And who, or what, took them?

The Hunger
[1] There is a powerful demon, angel, or something far stranger in a far off land. It seeks adherents to follow it, and teaches them secrets of magic. You know you could follow it, or even usurp it, the only challenge would be to find it and gain its trust.

[2] There is a young detective who has confided in you. He or she is following the trail of a mysterious, deranged magic using being that is causing chaos. They cast dark rituals, confide in an evil being for power, and have left ruin in their wake. It is extremely obvious they are talking about you, but can't seem to put the pieces together. They seem to respect you and will even do favors for you, but you are the object of their pursuit. They may be too much of a liability to keep around, but could you possibly turn them to your way of thinking?

[3] Man was not meant to know some secrets. You have learned something that you'd rather forget now; only with the help of a powerful patron can help teach you how to excise this tumor from your own memory.

[4] An old hag approaches you. She gives you a gift, a magical amulet, that she no longer wishes to burden her. It is almost certainly cursed, but it will grant you additional power. Whenever you use your Dread Sorcery ability of Red Word, it deals +1 damage. However, the amulet will cause a major catastrophe for you later on, which will require you to split it open, enter the trinket, and destroy the cause of this issue within that hidden realm.

[5] Your dreams whisper of prophecy. There is a seed that will grow into a tree that will be used to make a crib that will cradle the baby that will one day kill you. From this you can tell your destiny will be long and you will grow to great infamy, but you are also doomed. There is a chance that trying to find the seed will only result in it getting planted- your destiny may not be able to be changed.

[6] If you learn the move A House Removed; you begin to notice strange things in your extra dimensional “house”. The place seems haunted, with objects moving while nobody is watching, and eventually strange beings appear there, frozen in crystal, creaking and groaning. These beings are Angels and Demons, frozen in time since the great war before the union of the worlds by the God Kings. Freeing them now could unleash a great evil, but the beings may be indebted to you for their freedom, and grant you the power you seek.

Saturday, August 3, 2019

12 Hair Mutations

Humanoid characters roll once on the table to see what hair is mutated. Beings with fur have their fur changed, but in the same location. Some locations may be swapped; lion men would treat facial hair as a mane instead.

Hair Location Table – 1d8
[1-3] Head Hair/Regular Hair
[4-5] Facial Hair
[6-7] Back or Chest
[8] Pubic Hair

12 Hair Mutations – 1d12
[1] Lime green connective “discs” start to grow between “segments” in your hair. The segments are a universal length of about 3 inches each, and each strand of hair has the little discs. Makes it look like you have very small beads in your hair. Whenever an enemy grapples you, there is a 1 in 4 chance that they grab your hair and it tears away to the closest section, those letting you wriggle out.

[2] Muscles in your body rearrange; your hair in this area is becoming partially prehensile. You lose -1d4 points of Strength, but your hair at this area can wrap around things. The strands can intentionally tangle around small objects or untangle, can grip things like a very weak grasping limb, and wave or wiggle on command. This hair cannot make attacks but can be used to hold up your body weight for up to 1 turn if the hair here is thick enough. If this hair is cut, it bleeds but doesn't deal any damage- it's a minor, regrowable limb now.

[3] Parasitic Hair. The hair in this area becomes partially prehensile as in [2], but only for the purposes of sucking blood. It can make an attack roll each round it is close enough to strike a target, and on a hit deals 1 damage and heals its owner by 1 hit point from the drained blood. This only works on living targets. Obviously, you will have to grow this hair out very long to make any use of this as a weapon, and if it gets cut you will have to wait for it to regrow to use it again. You also begin to have a taste for the blood of living creatures, and must feed every few days through this hair. You are partially vampiric and your skin will sizzle if you touch a holy symbol. You lose the power to turn undead if you could.

[4] Hair here turns into snakes. Snakes bite and on a failed save deal 1d4 poison damage per round until cured. Owner is not immune to poison, but snakes aren't aggressive towards their host.

[5] Stonehair. The hair here turns partially into stone. It can still fall and be brushed naturally, but is rocky gray and “plinks” together when you move. Gain +1 AC, but -1 to Stealth. If you let this hair grow out longer, you gain more AC and lose more Stealth the bigger it gets. It's also extremely hard to cut, you'll need to hammer and chisel your hair with a mason instead of a barber.

[6] Peaceful hair. Your hair in this part of your body starts to always flow gently, as though under water, even when you're on land. You must make a save or else it turns blond. Also, this hair gives you +1 to saves vs fear and if you could be 'turned' before, you now treat yourself as +1 level or HD higher to defend against the turning roll. However, every time you commit a sin these hairs turn inwards and spear your flesh, dealing 1 damage per each of the seven deadly sins involved in your sinful life.

[7] Your hair puffs up and turns white, becoming like sheep wool. It's cool to the touch, and insulates against the cold. You gain 1 resistance to cold damage unless this hair is on your back or chest, in which case you get 2 if you let it grow out large enough. Any time you are harmed by a fire attack or spell you must make a save or the wool burns off. Additionally; if your wool is cute it turns into puffy white fog, and if enough is clipped you can fill a room with the fog to give enough time to escape or cover from missiles. If you already had wool, then this mutation instead just gives you the cloudy fog wool ability all over.

[8] The hair on this place of your body falls out, and your skin here turns a bit dry and chalky brown. This patch of skin grows a small field of terrible little gray barnacles on your skin, which open to filter feed in water whenever you swim or take a bath. You get +1 AC while having the barnacles and can hold your breath for three times as long; the barnacles are delivering oxygen to your blood stream while using you as an anchor. The barnacles can starve to death over a few days without being allowed to eat (not going into water), and once they die they simply fall out and the area goes back to how it was.

[9] Elemental energies diffuse through your hair. This part of your body gains an unnatural, colorful magical glow. The light glows from the base of the follicle to the tip in short, steady pulses. Beyond giving you a strange look, when your hair is cut it can release an elemental energy, directed only by the motion of the cut and position of your head or body. With some practice, you can snip a small clump of hair to fire off a tiny flame-blast, or shave an entire section to create a chilling vortex. Deals between 1d2 to 1d8 damage based on the amount of hair removed at one moment. The element of your hair is random, but always the same once decided; roll 1d4- Fire, Cold, Lightning, Acid. You are not immune to your own discharges; if your hair is cut by an attack or ripped out it has a 1 in 3 chance to splash 1d4 of its damage onto you.

[10] Your hair grows incredibly thick here. It grows much faster then normal, and is much harder to manage and keep clean. Every season, you can find up to 1d3-1 eggs hidden in your tangled hair, tied up by the strands. The eggs are from a strange type of creature called a Hairling, which looks like a walking mustache. These creatures view you as their mother, but aren't very useful or bright. At least in their juvenile form.

[11] This hair on your body doesn't change at first. Instead, it happens slowly as new hair grows in to these follicles. Your hair here grows into semi-metallic strands, and grows much slower then normal hair. Smart characters will harvest this metal hair for use in armor and weapon smithing, as such small and flexible alloys can be used for many applications. The metal doesn't come from nothing however; it's the accumulated waste metal and trace elements found in their body. Their hair grows much faster and with a hint of the type of metal they consume if the mutant eats or drinks a specific type of metal or alloy. This does not grant any kind of immunity or protection to actaully ingesting metals and uncommon materials; save vs death modified by constution. On a failed save, eating metals like this causes death, or 1d20 damage and permanent hit point loss, whichever you like more.

[12] Astral Hair. Your hair turns invisible, and intangible in the physical realm. It can only be seen on certain moon-lit nights, but otherwise doesn't exist. In the astral realm, your hair is long and flowing like a chain, and can be used to grapple beings or objects. It continually grows regardless of your physical body, thus eventually becoming a massive scarf or rope of otherworldly astral material which can make attacks or act as a soul tether to prevent becoming lost there.

Friday, August 2, 2019

Experimental Dirt Simple Light Levels

Full Illumination- This is the level of light as outside on a sunny day, or inside a fully stocked and attended Dwarf feasting hall, etc. Anything brighter then this is clearly supernatural, from another dimension, and so on. No penalties for actions; creatures of darkness like orcs or cavern beasts will instead get a penalty of -2 on their rolls instead from the intense, blinding light.

Torchlight- The level of light produced by a torch, huge jar filled with fireflies, a magic Light spell, cavern filled with luminous mushrooms, and so on. No penalties for actions.

Candlelight- The level of light produced by a single candle. As should be mentioned here; light levels are not cumulative. Two candles still counts as the candlelight, but additional sources of light will help prevent your lights from being snuffed out. As in no amount of candles equals a torch, unless you've literally covered an entire room with them or some other ridiculous situation. Creatures who rely on light to see get -2 to all attacks and saving throws.

Matchlight- The level of light created by sparse, inconsistent, or otherwise very poor light. Also called "Dim" levels of light. Might be created by a few scattered, loose torchbugs in a room, a single glowing mushroom, or striking several firestarters and going by the sparks and flashes. Character who rely on this light get disadvantage OR -4 to all attacks and saving throws.

Total Darkness- No light at all. In this scenario, characters cannot fight at all. Only using some kind of supernatural blindfighting, or in a lucky 1 in 20 chance can you actually hit an opponent with an attack. You also cannot cast spells, as you cannot see or visualize your target, depending on the spell being cast. Total Darkness may also nullify your saving throws against monster abilities; you cannot dodge the sucking, swallowing mouth of a giant monster unless you can see it coming, as such total darkness is the absolute most dangerous situation and should be avoided at all costs.

Monday, July 29, 2019

[Classes] Eight Mini-Animal Classes

These classes aren't really intended to be for full player character. Instead, they are more like minor classes for secondary characters like animal companions, or for quick replacement PCs with a relatively low power level. Each one has a maximum level of 4 with the same XP requirements as a normal class. Additionally, treat their maximum AC as their base AC, as they don't usually wear armor beyond their natural fur and other protection.

However, unlike normal classes these animals only get XP for treasure spent directly on them. Buying them a solid gold collar, feeding them decadent treats, paying the wages of a falconer for your Witch Owls and so on. These classes are also just animals, just very smart and loyal ones. As such they cannot speak unless otherwise noted, but can understand human speech and follow orders. Treat their loyalty as a normal hireling +1 for their owner, with another +2 if they were raised from birth by that person.

To pick a random animal class, roll a 1d8.

Art @Ovopack, as usual.
[1] Witch Owl
HD- d3
Max AC- 13 / Minimum Hit-Points- 2

You're a wise, magical owl. Witch Owls cannot speak, but can still 'hoo' in response to words and answer questions this way. They can also learn to cast spells, not requiring to speak magical incantations to do so. They gain spell slots according to the table below.

Additionally; Witch Owl's can fly. Being able to fly has some great advantages. Plus your talons act as instant death for any tiny 0 HD creatures like rats or tiny pixies that you catch, but only deal 1d2 damage to normal creatures if you try to scratch their eyes out.

Character Level
1st Level Spells
2nd Level Spells
1
1

2
2

3
2
1
4
2
2

[2] Raccoon Burglar
HD- d4
Max AC- 14 / Minimum Hit-Points- 3

You're a cute little raccoon. You're sneaky and are good enough with your little paws to pick locks. Treat your lockpicking skill as a 0 level Thief at 1st level. Once you are 2nd level, treat yourself as a 1st level thief, and then at 4th level, treat yourself as a 3rd level thief.

As a raccoon, you're also sneaky and can blend in in urban environments. Gain +1 to sneak and stealth rolls at 1st and 3rd levels. You can also scavenge enough food to survive in a city or town and don't get sick from eating it, obviously.

[3] Tiny Giant Spider
HD- d4
Max AC- 13 / Minimum Hit-Points- 2

You're a very small giant spider. Big enough to be held in both hands like a cat, but not so big as to be a monster. Spiders of this size and breed can actually be trained pretty well, but you freak people out with your huge unblinking creepy eyes and just from being a spider.

At 1st level you can shot web as the spell Web once per day. At 2nd and 3rd level you can an extra shot. Finally at 4th level your ability progresses and you can now perform large feats of construction like making a net to catch someone else who is falling down or create some simple cloth from spiderweb.

[4] Bat Guide
HD- d3
Max AC- 12 / Minimum Hit-Points- 2

You're a big old ugly bat. You can fly, but more importantly you can navigate and “see” in total darkness using echolocation. You're a bit weak with fragile bones and no fur or scales to protect you, especially in enclosed spaces where you'll be most useful.

You can't hurt people at all with your physical body, your teeth are too small and claws too weak. At 2nd level, you get +1 to your Max AC. At 3rd level, you can do a power screech that kills small creatures with 0 HD or breaks small glass objects. Finally at 4th level, you grow retractable vampire fangs and can bite things for 1d2 damage. Every point of damage you do with this bite is also healed, as long as you are drinking the blood from a healthy living creature.

[5] Python Assassin
HD- d6
Max AC- 12 / Minimum Hit-Points- 4

You're a large, fat snake that kills people. You don't have any venom, you do it by constriction. You can climb pretty well, starting at 2nd level, and can slither up walls and steep slopes better then a person. You sneak attack people by falling on them or hiding in baskets to leap out. Your bite is weak and only useful for swallowing helpless prey; you can only hurt things by squeezing them, either a full body constriction or around the throat. You can only squeeze things as big as a man or smaller with a Strength modifier of +2 or less, as anything stronger can just rip you off.

Whenever you constrict someone, they must make a saving throw minus your level. If they fail, they either cannot act this round or take 1d6 suffocating damage. If they succeed this saving throw, then they mark one check against you. If they get a number of checks equal to your level+1, they can slip out of your grasp. Once a person has been constricted, you can't constrict them again until you sneak up on them a second time.

[6] Octopus
HD- d4
Max AC- 12 / Minimum Hit-Points- 2

You are an octopus. You are unrealistically strong and capable on land, but still need to be kept moist or else you will slowly dry out and die. You also have 8 limbs, but not all of them are useful right away. You are surprisingly intelligent, can slip into small spaces, and can change color to camouflage, giving you advantage on sneak rolls made while stationary. You can still wear up to 8 magic rings, which makes you exactly as overpowered as you think it does. You can also swim really fast and breath underwater; but you need to use all your limbs to swim.

You have soft skin. Unlike the other animals, you treat your base AC as 8. You gain your AC by wielding shields and weapons. Add your level to your grapple rolls or saves. Finally, you get to use multiple arms. The number of arms you can use usefully is equal to your levelx2. “Useful” arms include using weapons or shields. You still need at least the same number of arms holding weapons or shields as arms dedicated to motion to crawl around on land, else you're stuck in place.

[7] Brutal Stag
HD- d8
Max AC- 16 / Minimum Hit-Points- 6

You're a spirit of nature. But not the peaceful or nurturing kind, you represent the brutality of nature. You have a dark brown coat that becomes black at night, and your eyes can turn red or glow bright white as the moon. Your impressive antlers are both a target for overzealous hunters and also a symbol of your power; they are an ill omen. Roll on the table below every time you appear.
Brutal Stag Horn Table- Roll 1d8
  1. Dripping with blood, constantly.
  2. Several venomous snakes wrapped around your horns, trying to mate with them
  3. Human heart, suspended above both your antlers, floating in midair.
  4. Antlers have a clod of dirt stuck to them, grass growing on them.
  5. Supernaturally large, a cold wind chimes as it blows through them.
  6. Shrike has built its nest here. Several corpses of small rodents have been flung and impaled on your antlers, the shrike a spirit in your honor.
  7. Several skulls of smaller animals, placed atop the tips of your antlers with ritualistic intent. They can cackle and whisper spell incantations to friendly witches.
  8. Has a rival, lesser stag's head stuck on your antlers. You can fling it off and the severed head will scream at people.

You have a hoof attack at 1d4+1 and a gore attack at 1d8+1, impaling people on your horns. Each level past the 1st, gain +1 to hit with your attacks. Whenever you roll your hit points, reroll 1s.

[8] Donkey-Corn
HD- d8
Max AC- 15 / Minimum Hit-Points- 6

You look like a big dumb donkey with a blunt, gray horn on your head. You're the more pedestrian, less magical, and less cool kind of unicorn. For extra jokes, make your horn an actual carrot or a stick just tied to your head. You're bigger then the other animal classes and at the very least get a 1d4 hoof attack. You can also carry a smallish person on your back and carry a decent amount of gear strapped to you.

At 2nd level you can use your horn as a holy symbol, letting you turn undead once per day. At 4th level you can touch someone with your horn once per day and heal them 1d6 hit points.
Art @PerryBibleFellowship (occasional NSFW)

Saturday, July 27, 2019

8 Symbol Spells

Every spell in this list creates a magical, glowing glyph above the head or around the magician's body. This symbol can be physically struck with magical attacks or spells, which ends the effect prematurely. Each symbol has a number of HD equal to its spell level and AC of 8.

[1] Surgoi Rune - 2nd level
This rune gives off an unearthly yellow light. All within the light have -2 to all saves, and if any supernatural or racial bonuses allow for rerolls, this light also stops them. The symbol also curses the caster with its effect, unless an exceptionally large broad-brimmed hat is worn to create a shadow around them that stops the light.

Secondly; this glyph is the second part of the spell Symbol of Saligarra and the glyphs combine together. Together they give off an unearthly orange glow, and when the Symbol is swung to harm a foe it also causes a save or lose 1d6 maximum hit points until recovered.

[2] Crushing Glyph - 3rd level
This symbol is cast about above an enemy instead of a magician. Each round it is above their head, it deals 1d4 damage. Every round after the first, the target gets a saving throw to resist the secondary effect- even on a success they take 1d4 damage. On a failure, they take 1d4 damage + all the damage dealt in previous rounds. If this glyph is not removed quickly, it causes certain death for its wearer. Because the glyph is directly above the target of this spell, they can easily hit it with melee weapons.

The Crushing Glyph lasts for as long as the magician maintains concentration, which is ended when they are next hit. After breaking concentration or doing something else for their turn, the glyph lasts one more turn before dissipating.

[3] Shocking Glyph - 1st level
This glyph is created from static electricity above the user's head. The next time an enemy comes within melee range and is using a metallic weapon, the glyph will zap them for 1d6+1 damage, and if they fail a save they lose their attack from getting stunned by the shock.

Additionally, this spell can be avoided by clever warriors who wrap their sword handles with a special melted bark from a certain tree.

[4] Symbol of Usso - 2nd level
The glowing silver symbol dares any to approach the magician. Anyone who takes a step towards the magician must make a saving throw, or take 1 damage. It only deals 1 damage to move towards them for your entire round, so running at them still only deals 1 damage on a failed save.

By concentrating on the Symbol- the magic user can give up their action this round to channel its powers. This makes the silver light white, and slows movement of those moving towards them by ½ while this ability is channeled- this still only works on those who fail the saving throw.

[5] Blossoming Sigil - 3rd level
This symbol appears as a constantly billowing, blooming flower with gray petals, falling in on themselves and letting out a pale light. Beyond being useful as a light spell, nearby plants turn their heads towards the sigil as though it was the sun's light. All healing spells, powers, or first aid used under this symbol are increased by +3, and all saving throws against death are made at +3. The bearer of this symbol is also the first target of the undead and demons- who despise this light of the blossom. The symbol lasts for 4+1d4 exploration turns.

[6] Symbol of Pangolin - 4th level
This spell creates a hunched brown and red glyph above the target's head, curled into the shape of an orb. This symbol is special and has 18 AC, and grants whoever it is above a bonus armor. The protective field means that when the first attack is made, it must beat an AC of 18, and then if it succeeds make another successful attack roll against the target's normal AC. 
This symbol lasts for up to an hour.

[7] Symbol of Magnitude - 3rd level
You look bigger. The red-orange symbol above your head appears as a shape growing into a larger outline; which continues forever and makes it look like the symbol is constantly growing even when it is not. This doesn't change your actual size, just makes you look bigger and stronger; the lightning falls on your frame, nearby objects bend back to appear smaller, everyone's view shifts a few centimeters downwards, and so on.

While under the power of this symbol, you treat your Strength modifier as +3 for the purposes of attack rolls, contests of strength, or grapple rolls against other enemies. 
This symbol lasts for up to 3 hours.

[8] Sigil of Raining Death - 4th level
When this intimidating purple glowing sign appears above your head, those with knowledge of magic take cover. After this spell is cast, it takes 2 combat rounds to take effect, as illusory storm clouds gather overhead. After the 2 rounds, lightning cracks and glowing purple stones begin to fall from the heavens or ceiling of the chamber you are in. They strike at people through their armor and shields, dealing 1d4 damage per round, which cannot be saved against or evaded. Hiding underneath an object or alcove made of something stronger then wood will protect you- anything too thin or flimsy and the stone just punches through. If you are a quadrupedal creature, prone and flat on the ground, or just particularly large, you will be struck by more then one stone dealing 2d4 damage instead. This spell does not distinguish between friend or foe but the symbol bearer is protected. This spells lasts for two exploration turns.