Alchemical GloG–Advancements

Alchemical Lich

This is a compendium of advancements meant for the Alchemical GLoG. The abilities are largely based on Scott Wegener’s RELIC and Skerples’ Many Rats on Sticks.

Changes:

  • Tweaked Class Templates
  • Added new Class Templates
  • Tore Class Templates apart to make individual advancements

CC-BY-NC-SA 4.0

ADVENTURING CLASSES

ASSASSIN

Starting equipment: 3 throwing knives, disguise kit, vial of poison, contract for assassination

Weapon and armor proficiencies: Light armor, daggers, shortswords, rapiers, bows, crossbows, slings, clubs, whips.

A: Cold Read, Assassinate

B: Poison, Opportunist

C: Bet My Life, Paralyzing Poison

D: Fadeaway, Pierce

A: Cold read. The first time you get a good look at someone, you can examine them to determine one of their secrets or weaknesses at random (in combat, this takes an action). Can alternatively be used before combat to determine what the opponent’s first action will be.

A: Assassinate. For every secret or weakness of the target’s that you know, gain +1 damage for the remainder of the combat, up to +5.

B: Poison. Using common kitchen ingredients, you can create a single-use vial of poison that deals 1d6 damage applied to a weapon (main attack needs to penetrate AV) or in a spiked food or drink. 3 vials/slot, can’t stack damage.

B: Opportunist. Any time you attack from behind, while hidden, or from above, you gain Advantage on your attack.

C: Paralyzing Poison. Using 20 gp of ingredients purchased from criminal contacts, you can create paralyzing poison, which paralyzes targets for 1d6 minutes on a failed Save vs STR. Strong creatures might get new saves every minute or round.

C: Bet my life. Non-magical poisons that you have added to food or drink, or your weapon, will not affect you unless you wish.

D: Pierce. Attacks on unaware or immobilized opponents bypass normal armor.

D: Fadeaway. If unengaged during combat, you may roll a stealth check to disappear, and perform an Opportunist attack on your next turn.

ALCHEMIST

Starting equipment: Thick leather gloves, dagger, portable mini lab (1 slot), ingredients (see below), lots of vials.

Weapon and armor proficiencies: Light armor, daggers, slings, clubs, staffs, crossbows.

A: Alchemy, Stabilize, Alchemical tricks. +2 AD

B: Scrounge, Reclamation, +1 AD

C: Potion Maker, Precise Measurements, +1 AD

D: Discovery, Immunity, +1 AD

For each template (i.e. level) of Alchemist, you can use 1 AD per concoction (max 4). You learn two formulas per template (see below).

A: Alchemy. An alchemist’s wondrous abilities are powered by “special ingredients”. They could be gems, special herbs, dragon scales, rare metals or spices… the exact nature of these can be defined with your GM, or stay vague. A single dose of “special ingredient” is represented by an Alchemical Dice, or AD. These work similarly to Magic Dice (MD) or spell dice, common to many other GLoG magic using classes.

An alchemist does not cast spells. They create concoctions - potions, bombs, ointments - short term, one-use quasi-magical objects that the alchemist uses to create magic-like effects, based on formulas they know. The more AD the alchemist invests into a concoction, the more powerful it will be. An alchemist therefore needs time to prepare their concoctions in advance. An alchemist without concoctions prepared will have to rely on their wit, dagger or feet to get out of trouble.

Using Concoctions: Most require 1 action to activate - light a fuse and throw, drink, etc. When a concoction is used, one 1d6 is rolled per AD invested during the concoction’s reaction, and the effect (for example, damage, or duration) is based on this result. On a roll of 1-3, the AD is “returned” to the alchemist - he was stingy with the ingredients, and still has some left. On a 4-6 the AD is lost - more ingredients were used for a bigger bang.

Other people can use your concoctions, but it is risky - they roll 2 extra d6 that add no power to the effect but can trigger a mishap or doom (see below).

When rolling ADs, [sum] means the sum of the AD(s) rolled and [dice] the number of ADs rolled. If two of the dice have the same number, it triggers a mishaps. If three have the same number, it triggers a doom.

Making concoctions: A concoction takes 1 hour per AD invested to prepare (some take longer). This is careful work that needs quiet, some shelter and light to do. Most alchemists carry a portable lab (2 slots) that is sufficient for most alchemical work. If the process is interrupted the ADs are lost.
There is no limit to the number of concoctions an alchemist can prepare - but it would not be wise for her to use all her AD in advance, as concoctions are not stable - each morning, the concoction has a 1 in 6 chance of losing one AD of power. A concoction with no AD left has fully degraded and is essentially useless. Some alchemists deal with this problem with stabilization (see below).

Regaining ADs: An alchemist starts at level 1 with 2d6 ADs, and she gains 1d6 more ADs each time she levels up. Furthermore, when returning to town to re-supply, a level 1 alchemist can regain 1d4 ADs, at a cost of 1 gp per AD. At level 2 and 3 resupplying will yield 1d6 ADs, and a master alchemist will be able to gather 1d8 ADs. An alchemist does not gain ADs by sleeping or some special ceremony.

A skilled alchemist has also ways of obtaining more ADs by careful use of their ingredients.

Formulas: An alchemist begins the game with two known formulas, each determined randomly by rolling 1d6 and consulting the list (reroll any duplicates). At template B they gain two more formulas (roll 1d8 twice), at Template C they gain two more (roll 1d10 twice) and at template D they get another two (roll 1d12 once and select another). An alchemist can also gain further formulas by consulting alchemical tomes and learning their formulas. Doing so is difficult, taking a day (or more!) per new formula.

A: Stabilize. To avoid the rapid degradation of a prepared concoction, an alchemist can spend one hour carefully neutralizing it. The concoction - if kept dry and away from extreme temperatures - will remain inert and stable for several years. Another hour of work is required to re-activate it. Once this is done, the concoction cannot be neutralized a second time, and must be used soon or it will degrade (as per standard rules).

A: Alchemical tricks. You know one of the following minor alchemical feats (and learn one per template). These do not require ADs:

  • Matches. You have created small fire sticks, that are useful to start fires. You can use them to light a fire most circumstances, or provide candle-level illumination for 1d3 rounds. If the precise number of matches becomes important, you have 2d6*5 matches, and creating a new batch takes 1 hour.

  • Small firework display. A sparkler or 3, a whistler, a half dozen firecrackers, a couple of bottle rockets, a cone fountain… it will entertain the children or make a heck of a distraction. An alchemist investing large sums and sufficient time could make a display suitable for larger audiences, of course.

  • Planetary Charm: A small plate of lead with protective symbols. They provide you with a +2 save bonus vs a specific thing (fire, fear, brigand attacks, poison, illness….). Re-aligning the save takes 1 hour but must be done on the proper day of the week (roll 1d7 to determine which day).

B: Scrounge. An alchemist with no remaining ADs can spend an hour searching an area (a cavern with strange mushrooms, a wooded area, an abandoned lich lab, even a small village) and gain 1 AD. At template C this increased to 1d2 AD, and at template D this increases to 1d3 AD. This can only be performed once a day. This search may trigger random encounters. Scrounging is free, unless in a village or the lich is still around…

B: Reclamation: An alchemist can take apart an already prepared concoction and extract remaining ADs from them. Roll 1d6 per AD, you regain it on a 1-4. If the concoction is not stabilized, this roll may trigger mishaps/dooms in case of doubles or triples. This process takes an hour.

C: Potion Maker. You learn the craft of making magical potions (potions of healing, giant strength etc). The exact costs, special ingredients, special recipes etc if any, are left to your GM to determine. You can do it twice as fast as a wizard, and probably safer too.

C: Precise Measurement. Instead of rolling, you can decide that a AD will be 2 (you conserved on ingredients) or 5 (you didn’t skimp). Not all dice can be determined at least one AD must be random (precise measurement can only be used on 2D or stronger concoctions). Having multiple 2s or 5s can trigger a mishap or doom.

D: Discovery. You rediscover an ancient secret of the past. You (THE PLAYER) do some research in old grimoires etc, find a formula or spell you like, and transcribe it into the GLOG format. You can do it - I mean you’re playing this class right? Your character will thank you.

D: Immunity. Years of exposure to strange substances and dangerous experiments have granted you Advantage to saves vs poison, gas, fire or acid.

Formulas

  1. Fire Projector

This concoction is a tube that projects one or more fiery projectiles, each doing 1d6 points of damage to target and cast light as a torch (it can be use to set fires). It shoots [dice] number of projectiles. Hits are automatic within 30 feet, after that an attack roll is required (treat as a ranged weapon with range increment of 30 feet). The alchemist can set a fast fuse (shooting all projectiles in 1 round) or slow (shoot one per round). Also known as the Roman Candle. You can choose the color of each projectile.

This concoction is easier to make than most, ADs are regained on 1-4, not 1-3.

  1. Stone Bread

The alchemist uses sawdust, grass, dried leaves or similar materials (even dirt will do) and bakes them into a “delicious” breadish substance that is not particularly nutritious but will keep you going in times of scarcity. Lunches does with this substance will heal half of normal. “Bread” made this way keeps twice as long as normal bread (do not use the degradation check). This process generates [sum] portions of “bread.

  1. Celestial Perfume of the Seven Planets

This perfume is most auspicious and pleasant, making the wearer seems interesting, charismatic and worthy of assistance - if a roll is required, it provides a +4 bonus to a charisma check (or equivalent bonus). It also keeps miasmas and plagues at bay, providing a +2 bonus to saves vs diseases. Gnomes are particularly fond of the perfume - they know what it is, but its usage is seen as a mark of good character and style. Once applied, the perfume lasts for [sum] hours.

  1. Smoke Pot

Upon ignition, this clay pot emits copious amounts of smoke, generating a cloud of [dice] X5 feet radius, lasting [sum]/2 round (only 1 round in a stiff wind). By varying the fillers in the pot, the alchemist can choose to generate one of two types of smoke. The smoke can be opaque, blocking vision - the smoke is unpleasant but mostly harmless. Or the smoke can be thinner but noxious. Those inside the infernal stink must make a constitution save or be sickened, suffering a -4 penalty to attack rolls and ability/skill checks while they remain in the smoke and for [dice] thereafter.

An alchemist can choose to have the bomb go off almost immediately after thrown or add a fuse that will delay its activation by up to [dice] rounds.

  1. Vitriol

The alchemist generates [dice] vials of strong acid. This acid can be thrown at an enemy (10 foot range increment, attack roll required, [sum] damage on round 1 and [dice] damage for the following [dice] rounds). It can also be used to destroy metals (gold is immune) - a single vial is sufficient to wreck a lock, melt an iron bar etc, in about a minute.

This concoction is particularly stable, and only requires a check vs degradation every month.

  1. Theriac

The alchemist takes a large onion, cuts off the top and carefully opens it up. Spices, poisons and other exotic ingredients are inserted between the layers, and the whole thing is slowly and gently cooked in boiling honey. Some alchemists believe that keeping a stabilized Theriac for very long periods of time (years or even decades) enhances the effect - the flavor certainly is something.

This powerful concoction can stop illness or poison dead in their tracks. Upon eating this panacea, the patient may remake a save vs illness or poison with a +4 bonus. Furthermore, they regain 1d3 hp per AD used.

The Theriac takes two hours per AD to prepare, not one.

  1. The Great Petard

A metal sphere or tube (or a very thick glass bottle) is filled with fiery ingredients, a fuse is lit, and KABOOM. Does [sum] damage in a 20 feet radius. If well placed against a structure (gate etc) does double damage to the structure (DM should be generous in its breaching power. Something like 1 D will blow up a solid door, 2D a postern, 3D a stout postern or a small gate 4D all but the greatest gates). The bomb can be thrown up to 50 feet with a running start. The fuse can be almost immediate, or burn for up to [dice]X2 rounds.

This was used by Kerbouchar in The Walking Drum - that guy was pirate and a scholar.

  1. Sword of St Germain

This concoction is a bit different from most. A 7 pointed star made of a thin sheet of pure tin is inscribed with potent symbols under the light of the full moon. This star must then be wrapped around the tang of a single handed sword (preferably a backsword). The grip is then re-installed over the star.

The star will be inert (and stable) for several years until its power is invoked. The user will then be victorious in battle. The sword becomes a +2 weapon for [sum] hours, but only for the alchemist.

  1. Mercury invisibility ring

This ring is made with solidified quicksilver and mounted with a small stone found in the nest of a hoopoe (a type of bird). To be used, the ring must be worn with the stone facing outwards - by wearing it with the stone hidden, its power is suppressed. The invisibility granted by the ring lasts [sum]+[dice] minutes, but it can be split up into up to [dice] uses. A violent action by the alchemist, the use of magic, rapid motion (running vs walking) or even loud speech by the alchemist will disrupt the invisibility for 1d6 rounds. Despite these limitations, the power of such a ring cannot be overstated, and could even be used to win a kingdom.

This concoction does not expire (i.e. is stable) until it time/number of uses runs out, when the ring melts. This concoction must be prepared on a Wednesday.

  1. Killing Miasma

In a glass bottle, the alchemist mixes water, salt, distilled vinegar, old urine, styrax and other things, and exposes it to the light of the sun, then seals with with a good cork and bee’s wax. Upon breaking, the vial releases a cloud of noxious fumes, [dice]X5 feet radius, lasting [sum]/2 round. While a strong wind will disperse the cloud in a single round, a gentle breeze will push it along, moving it 1d3X10 feet per round. Anyone inside the cloud take [dice] damage. Furthermore, anyone in the fumes for longer than their hit dice (or level) rounds must make a save vs death (or constitution check) or die. Woe upon the alchemist who breaks his bottle by accident. It can be thrown up to 40 feet, 60 with a running start.

  1. Homunculus

The alchemist has gained mastery over life itself! Using clay, bile and a drop of her blood; and with a full day of sculpting and gentle baking, she has created a new living organism, the homunculus.

The homunculus can speak the creator’s native tongue. It is not particularly intelligent but is cunning and is able to improvise. It is fairly loyal as long as it’s treated reasonably well. Its life span and potency depends on how many CDs were invested:

1D Defense zero (AC 10), 3 HP, +0 to hit, 1d4 dmg All stats 8. Lives [sum] hours 2D Defense 2 (leather), HP 5, +1 to hit, 1d6 dmg, +4 to stealth check, All stats 10. Lives [sum] days 3D Defense 3, HP 8, +2 to hit, 1d6 dmg, stealth as above + can use a bow. All stats 11, Lives, [sum] weeks 4D Defense 3, HP 12, +3 to hit, 1d6 dmg, stealth and magic as above, can fly mediocrely on batwings, all stats 12, lives [dice] years + [sum] weeks. Can use your concoctions.

Alchemists hotly contest claims that they are merely hiring small ugly(er) goblins.

  1. Philosopher’s stone.

The Grand Work. Takes a full month and must invest 4 AD for it to work, along with a pound of lead, a pound of silver and one thousand ants, as well as access to a full alchemical lab - a portable one simply won’t do. Through a series of sublimations, condensations, combustions, fermentations, precipitations and paying close attention to planetary alignments, the alchemist prepares the philosopher’s stone, the culmination of his art, a golden brown stone the size of a baby’s fist. This stone is stable until used.

But what does it do?!?

Some say that when crushed and mixed with a pound of lead, it will generate a pound of gold.

Some say that if put in the mouth of a creature that recently died (no more than a week ago), the creature will be resurrected.

Some say that if shallowed by a dragon, the stone will allow it to assume human form for [sum] days, and that dragons will grant anyone bringing them such a stone a wish.

Some say that that if dissolved in a perfect alcohol then drunk, it will instantly grant a wizard template to the drinker.

ALCHEMIST MISHAPS

1D6 Alchemist Mishaps
1 The concoction doesn’t quite work right and there is a minor explosion or acid splash. Take 1d6 damage.
2 The concoction worked normally, but regain no CDs on a 1-3 for this one.
3 Coughing fit for 1d6 round.
4 A hideous smell is released. People shout in panic, zombies gag. How embarrassing!
5 The fumes give you a vicious headache. You can use concoctions but are in no shape to prepare new ones for the rest of the day.
6 You drop the concoction and it goes off, to potentially disastrous results.

ALCHEMIST DOOMS

  1. Countless mishaps have permanently singed your eyebrows. You smell peculiar.

  2. Exposure to noxious chemicals have affected your health. Lose 1 HP permanently.

  3. You have contracted a long wasting illness from years of exposure to toxic metals. Lose 1 HP permanently each month. There are no know cure… but perhaps the Elixir of Life could save you! But the formula has been long lost…

BARBARIAN

Starting Equipment: heavy weapon, light armor, beast mount.

Weapon and armor proficiencies: Light armor and shields, all weapons.

A: Rage, Weird Herbs, +2 HP

B: Danger Sense, Feat of Strength , +2 HP

C: Will of Steel, Die Hard, +2 HP

D: Tough, Extra Attack, +2 HP

A: Rage. You can choose to enter a rage at the start of your turn, or in response to taking damage. While in a rage, you have +2 to attack and you are immune to pain and fear. You might froth, or stare in battle-focus, or merely let a facade drop and give in to your ancient urges, brutal warrior training, or religious fanaticism.

While raging, you cannot do anything defensive, curative, or tactical with your allies. All you can do is attempt to kill things. Spellcasting is not impossible, but all your spells must be damaging spells, which deal +2 damage (if single target) or +1 damage (if multiple targets). Mishaps and Dooms may be more severe.

While raging, you cannot stop fighting until you kill, subdue, or drive off all enemies. If one of your allies has injured you this fight, they count as an enemy.

While raging, you ignore any effects of Fatigue.

You can make a PER save at the start of your turn as a free action to end the Rage.

Once your Rage ends, you gain 1 level of Fatigue.

A: Weird Herbs. You can consume a special ration to regain 25% of your total HP. This takes 1 round. One use costs 5gp and can be purchased in any trading city. 3 “doses” fit in a single inventory slot. You don’t share, and your companions are in no hurry to sample your weird herbs.

You cannot do this while raging, but you can immediately enter a rage after eating the herbs. If reduced to 0 HP and an ally waves the herbs under you nose, you can make a CON Save to wake up with 1HP and do not gain a Scar. You may play a theme tune (or a leitmotif, if you’re classy).

B: Danger Sense. If you are surprised, you have a 3-in-6 chance to act on the surprise round anyway. If you encounter a creature no one in the group has seen before, you can make an WIT save to remember a weakness or detail about them, provided the creature is not unique.

B: Feat of Strength. Once per day as a free action, you have advantage on STR saves. Can also be used in combat (advantage to-hit).

C: Will of Steel. You gain Advantage on any test to resist fear or mind affecting magic.

C: Die Hard. Once per day when you are reduced to 0 HP or below, you automatically pass your STR save to stay conscious and do not receive a Wound.

D: Tough. Increase your AV by 1 (stacks with light armor. You gain a +2 to Save vs mind-altering spells and fear effects.

BARD

Starting Equipment: gaudy clothing, musical instrument, d6 gold, an empty book

Weapon and armor proficiencies: Light armor, dagger, shortsword, rapier, longsword, staff, club, crossbow, bow, sling.

A: Gossip, A Bard Knows Things

B: Inspire, Storyteller

C: Bardic Immunity, Relax

D: Tale of Monsters

A: Gossip When you sing a song (or tell a tale) about something in a public place, everyone in the area knows about it within one week. When you talk to someone, save vs PER to see if they believe it. If your song was extra good, or if the person is especially gullible/savvy, you may have advantage/disadvantage or skip the roll entirely.

A: A Bard Knows Things. When you encounter a new location, npc, monster, or treasure that could possibly have been written about somewhere, you know three fun facts about it.

B: Inspire. Before another player rolls, use a reaction to play a song for them (or give them some words of encouragement), which gives them advantage (roll twice, use best) on their roll. Uses per day equal to your number of Bard templates.

B: Storyteller. Once per session you can tell a convincing lie. This can’t be about something impossible, but it should be believable within reason. You can also detect lies with ease (Advantage on WIS saves to detect lies).

C: Bardic Immunity. Once per session, if you would be killed, you can weasel your way out of it somehow.

C: Relax. Once per day, you can play especially relaxing music (or an engaging story). Allies who can hear you regain 1d4 HP. This is non-magical healing. If you use this ability out of combat, allies instead gain 2d4 + your Charisma bonus HP.

D: Tale of Monsters Sing about a type of monster, including one fact (weakness) you make up about it, which is now true. Takes at least 10 minutes. Uses per session equal to your number of Bard templates. The GM may deny this ability if your claims are ridiculous, irrelevant, or conflict with known information. After your song, if it’s plausible, there’s a 3-in-6 chance that you encounter the monster immediately.

BEASTMASTER

Starting Equipment: Razor Boomerang, light armor, spice pouch

Weapon and armor proficiencies: Light armor and shields, all weapons.

A: Beast Companion, Beast-Fang Boomerang, +1 BD, +1 HP

B: Feline Reflexes, +1 BD, +1 HP

C: Nine Lives Gauntlet, Sight Beyond Sight, +1 BD, +1 HP

D: Beastly Cuisine, Boomerang Mastery, +1 BD, +1 HP

You gain +1 HP and +1 BD (Beast Dice) for each Beastmaster template you possess.

A: Beast Companion. You begin play with a big fucking beast companion (BFB). Its exact species is hard to identify. Add a few visual quirks of your own (ex. Strange color and/or markings, weird ears, extra set of limbs). If it dies or leaves, it is possible to befriend a new one. The process requires petting a large number of very dangerous animals. Beast companions cannot fly.

A: Beast-Fang Boomerang. This boomerang has a range of 50ft and does 1d6+STR damage before returning to your hand. People without this ability can still throw boomerangs, but the boomerang does not return.

The Beast-Fang can be wielded in melee combat like a hand axe and has the same maneuver and critical effect traits.

If a boomerang doesn’t suit your style, you can reflavor the weapon.

B: Feline Reflexes. You have advantage on DEX saves vs attacks/damage, as long as you can see the attack coming. If a success would 1⁄2 the damage, you instead take no damage.

Treat fall distance as half for determining damage.

C: Nine Lives Gauntlet. Your Beast Companion can morph into a bracer/gauntlet. This bracer protects as a +1 magic shield. Requires a free hand (as a mundane shield). It takes up no item slot. It can morph back into its Beast form only after you get a Good Night’s Rest.

When wearing your claw shield and a physical ranged attack would hit you, make a DEX save. On a success you block the attack. If the die result (before Ability Bonus is applied) is 18 or higher you deflect the shot back on your attacker. No attack roll is required. You can do this once per encounter.

C: Sight Beyond Sight. You can sense (but not see) invisible creatures within 15ft. This lets you pinpoint their location. You also get a sense of their movements, so if they are moving their limbs, you can attack them without penalty.

D: Beastly Cuisine. In their youth, Beastmasters are not allowed to pick up a weapon until they have mastered the culinary skills of their ancestors.

Beastmasters are adept at turning slain beasts into tasty meals. Monster rations prepared by a Beastmaster restore an additional 1d4HP at Lunch.

D: Boomerang Mastery. When you throw a boomerang, it can hit any number of unique targets before returning to your hand. All targets must be within 50ft of you and have clear lines between them. Make an attack roll against each target in order. If the attack misses, all subsequent attacks also miss and the boomerang returns to your hand.

BIG FUCKIN’ BEAST–BFB The exact nature of what a BFB is remains unknown. Scholars that ask too many questions have been known to lose their heads to razor boomerangs.

BFB have the same 5+ [5HP X number of Beastmaster templates], +1 attack bonus per Beastmaster template, and AV equal to the number of Beastmaster templates -1 with a minimum of 1. For purposes of saves, assume that their physical Abilities are 2 higher than their Beastmaster’s, and their mental Abilities are 2 lower.

For every Beastmaster template you possess you gain +1 Beast Die (BD, also known as Meowgic Dice). They function in the same way as Magic Dice.

The BFB is a companion and ally, but definitely has a mind of its own. It takes your action to give BFB an order. Thereafter it will act autonomously until you give it a new order.

Roll your Beast Dice to give it orders, with BFB gaining +[dice] bonus to the task and doing [sum] damage or affecting [sum] targets depending on the nature of the command.

For each Beastmaster template that you possess there is a 1-in-6 chance the BFB will do something that benefits you between received orders. (4-in-6 maximum.)

BFB is neither stupid nor suicidal. If you ask it to do something because you clearly want to avoid the risk yourself, you automatically suffer a BFB Doom.

BD that roll 1-3 return to your casting pool and can be used again that day. Dice that roll 4-6 are removed from your casting pool for the day. You can use your abilities any number of times per day provided you have BD to invest. Your BD return if you get a Good Night’s Rest. If you didn’t sleep well, make a WIS save for each BD to have them return to your pool anyway.

BFB grows from lynx to liger sized with each template that you possess. Once you obtain Template D, BFB is large enough to be ridden as a mount. Assuming they want you to ride them. Sometimes they definitely won’t be in the mood.

Rolling doubles on your BD creates a BFB Mishap.

Rolling triples on your BD summons a BFB Doom.

If BFB drops below 0HP it dies and you suffer the stunned condition for 1d6 rounds.

BFB MISHAPS

  1. BD return to your pool on a 1-2 for 24hrs

  2. BFBt swats you for 1d6 damage.

  3. Hack up a hair ball each round. You are capable of no other actions. CON Save to end.

  4. BFB Judged you. Lose 1 BD for 24 hours.

  5. Suffer the Fatigue condition for 1d6 rounds.

  6. BFB ignores you for 1d6 rounds.

DOOM OF THE BFB

  1. BFB vanishes on Beast Business for 1 day.

  2. BFB vanishes on Beast Business for 3 days.

  3. BFB is called away permanently by the King of Beasts.

You cannot bond with a new beast until BFB dies or you both ritually end your relationship. This doom can be undone by entering the Feywild and petitioning the King of Beasts to release BFB from service. This is extremely dangerous as the King of Beasts is both fickle and cruel. You will likely be quested to aid BFB in whatever impossible task they have been commanded to accomplish.

CAPTAIN

Starting Equipment: Medium armor, longsword, officer’s helmet.

Weapon and armor proficiencies: All armor and shields, all weapons.

A: Notches, Command, +2 HP

B: Parrying Expert, Rallying Cry, +1 HP

C: Riposte, Mark Foe, +1 HP

D: Leader of Men, Call to Arms, +1 HP

A: Notches. You unlock a new ability for your weapon after ten kills each (up to a total of three abilities), chosen from the list below. Keep track of your kills and special abilities on the back of your character sheet. The GM decides what counts as a kill.

  • +1 Damage

  • Minimum 1 damage after AV reduction

  • Add another maneuver option or critical hit effect to your weapon (you only get to trigger one effect at a time).

  • Special ability (negotiated with GM, one per weapon).

Examples: ability to draw the weapon from any slot, wield a two-handed weapon in one hand, gain a bonus to use the weapon as a tool, etc.

A: Command. You can use your action to give one of your allies the opportunity to strike an enemy during your turn.

B: Parrying Expert. You can use the Parry maneuver with any weapon and gain Advantage on the roll.

B: Rallying Cry. Once per day, you can use an action to rally one of your allies (they need to be able to hear you). They regain 1d8+level HP.

C: Riposte. Once per round when you are struck by an enemy, make an immediate attack in return. Costs 1 Fatigue.

C: Mark Foe. You can mark an enemy as a target for your allies. Until your next turn, all attacks on the marked foe have Advantage.

D: Leader of Men. You gain two hirelings for free. They are particularly loyal to you and make morale checks with Advantage. Your hirelings may also reroll a failed save vs fear. If they die, you can recruit a new hireling in a town within 1 day.

D: Call to Arms. You and your allies (within 30 ft) roll Initiative with Advantage.

FIGHTER

Starting Equipment: light armor, bow, 20 arrows, and a melee weapon of choice.

Weapon and armor proficiencies: All armor and shields, all weapons.

A: Grit, Notches, +3 HP

B: Campaigner, Savvy Fighter, +1 HP

C: Riposte, Parrying Expert, +1 HP

D: Brutal Strikes, Girded Loins, Extra Attack, +1 HP

A: Grit. When pushing yourself in combat, you can ignore the first instance of Fatigue in that fight.

B: Notches. You unlock a new ability for your weapon after ten kills each (up to a total of three abilities), chosen from the list below. Keep track of your kills and special abilities on the back of your character sheet. The GM decides what counts as a kill.

  • +1 Damage

  • +1 to minimum damage after after AV reduction

  • Add another maneuver option or critical hit effect to your weapon (you only get to trigger one effect at a time).

  • Special ability (negotiated with GM, one per weapon).

Examples: ability to draw the weapon from any slot, wield a two-handed weapon in one hand, gain a bonus to use the weapon as a tool, etc.

B: Campaigner. Armor occupies 2 fewer item slots in your inventory.

B: Savvy Fighter. You gain advantage on Saves involved in any Combat Maneuver.

C: Parrying Expert. You can use the Parry maneuver with any weapon and gain Advantage on the roll.

C: Riposte. Once per round when you are struck by an enemy, make an immediate attack in return. Costs 1 Fatigue.

D: Brutal Strikes. Your strikes always hurt. Gain +1 to damage and your attack causes minimum damage equal to your STR mod after AV reduction. Targets with HD/Levels two levels above the PC are unaffected by this ability.

D: Girded Loins. Once per combat, reduce the damage from an attack made against you by half. You have advantage to save vs fear. Hirelings get a +2 to morale and may re-roll a failed save vs fear.

HUNTER

Starting Equipment: bow, 40 arrows, dagger, light armor.

Weapon and armor proficiencies: Light and medium armor and shields, daggers, shortsword, club/hammer, spear, longsword, handle, battle axe, whip, staff, sling, bow, crossbow.

A: Rangefinder, Wilderness Sense, +1 HP

B: Monster Chef, Quick Shot, +1 HP

C: Traps, Monster Slayer, +1 HP

D: Impossible Shot, Vanish, +1 HP

A: Rangefinder. If your ranged attack causes no damage, your next shot is made with advantage.

A: Wilderness Sense. Advantage on WIT saves to forage, stalk, and navigate in wilderness areas. After the Referee gives you the omen for an encounter, you can choose to follow the trail/clues.

You have a 50% chance of encountering the monster or its lair. There is a 50% chance the lair is empty. Lairs usually contain treasure.

B: Monster Chef. You’ve learned to prepare and preserve monsters that you’ve hunted before (you must keep track of this). Rations created this way provide an additional 1d4 HP.

Make a WIT Save to tell if a new monster will be outright poisonous to eat. You can also make an educated guess about the extra effects of consuming magical creatures.

B: Quick Shot. If you do not move on your turn you can Exert yourself for a second ranged attack without incurring Fatigue.

If using a crossbow or other weapon requiring 1 or more rounds to reload, take only one shot, but ignore the reload time.

C: Traps. You can craft and set traps. It takes one Turn to craft a trap. Traps can be set immediately or carried with you, (taking up 1 Inventory Slot). Enemies that walk into your trap must make a DEX save with disadvantage or suffer its effects.

C: Monster Slayer. Once per day, you can cause one of your physical attacks to deal +X damage, where X is equal to the HD of the highest level monster your party has ever slain (you must keep track of this). If you miss, this ability is not expended.

D: Impossible Shot. Once per combat, you can make an impossible shot with a ranged weapon. The attack can target any creature, provided the target is within 2x the weapon’s listed range and there is a path from your to the target. The attack can bounce around corners, cut a coin in half, or part a single hair on a target’s head. Roll the damage with Advantage.

D: Vanish. If you are in dense forest, hills, caves, or other terrain with abundant line-of- sight blocking features, you can choose to vanish. While vanished you cannot affect the world or be affected by it. This ability is limited by plausibility. You can reappear at any time by climbing down a tree, walking over a hill, emerging from a shrub, etc.

KNIGHT

Starting Equipment: chainmail, shield, sword, horse, 10 sp

Weapon and armor proficiencies: All armor and shields, all weapons.

A: Challenge, Parrying Expert +2HP

B: Bodyguard, Chivalry +1HP

C: Cleaver, Squire, +1HP

D: Aura of Courage, Dragon Slayer, Extra Attack, +1HP

You gain +1 to Save vs Fear for each Knight template you possess.

A: Challenge. This ability only works on creatures that can understand you and are capable of being offended. If you challenge a creature outside of combat, they must make Save to resist accepting. In civilized areas, this is basically a duel, and this means that you and the other party must agree upon the time, the place, the weapons, the victory condition, and the stakes. Leaders will usually send out a champion to fight in their stead (if applicable). In combat, you can challenge one creature each turn by yelling at it as a free action. The creature must Save vs PER. If they fail, they will attack you. This ability cannot force an opponent to make major tactical errors or leap off cliffs.

A: Parrying Expert. You can use the Parry maneuver with any weapon and gain Advantage on the roll.

B: Bodyguard If an adjacent ally would take damage from a physical attack, you can choose to take the damage for them. This ability has a 4-in-6 chance of succeeding.

B: Chivalry. You can call on the code of chivalry. This can be used to invoke guest rights, the favorable treatment by nobles and their attendants, or the calling of duels. In turn, you also have to live by the Code of Chivalry. You cannot turn down requests to help the helpless.

C: Cleaver. When you reduce a creature to 0HP with an attack, make another attack with the same weapon against a target within range of you. You can cleave a number of targets equal to your level in a single round.

C: Squire. You gain a loyal squire. Use simple hireling statistics but they are willing to fight and receive the PC’s PER mod to their morale saves. The PC has to pay for their gear and rations.

D: Aura of Courage. Adjacent allies can use your Save vs Fear in place of their own. This ability has no effect if you are currently afraid.

D: Dragon Slayer. Once per day, you can cause one of your physical attacks to deal +X damage, where X is equal to the HD of the highest level monster your party has ever killed. You must keep track of this. If you miss, this ability is not expended.

LANDSKNECHT

Adapted from the Zouve.

You are the backbone of the army or your mercenary company. You have been in the shit and lived to see another day. Nothing phases you. A warm meal, a good nap, and a comfortable pair of shoes is all you need—if it weren’t for these damned officers…

Starting Equipment: Slightly ridiculous old-fashioned uniform (as leather), an iron ringsword (medium), good pair of boots, excellent backpack, one other piece of kit of your choice.

Weapon and armor proficiencies: All armor and shields, all weapons.

A: Tall Tales, Nonplussed, +1 HP

B: Respect, Notches, +1 HP

C: Old Friends, Savvy Fighter, +1 HP

D: Nose for Trouble, Riposte, Extra Attack, +1 HP

For every template you have in this class you gain +1 inventory slot and +1 HP.

A: Tall Tales. You’ve been everywhere, man. Roll 3d12 on the following table of mostly-true things you did before becoming an adventurer and record the results. If you roll the same result twice, take your choice of the one above or below.

1D12 TALE
1 Crossed the Deserts Bare. Your long campaign took you as far as the frozen mud-puddle of Arel, where trees never grow and people wear stupid coats all year round. A six-month guerilla campaign against a vastly superior force of manhunters taught you the value of good boots and warm wool socks.You and your party travel at full speed over rough terrain.
2 Breathed the Mountain Air. Your long campaign wound through the mountains and over steep peaks. You developed an instinct for avalanches and rockslides, and learned the ways of the goat and the warg. You and your party travel over normally impassable terrain as if it were rough.
3 Travelled Every Road in This Here Land. Your long campaign took you… everywhere, really. You can read roadsigns in any language, and you and your party move 1.5x as fast when on actual roads.
4 Hunted the Dead in the Hills. During one part of your campaign, your unit was tasked with cleaning out Unburied-infested ghost towns which threatened your supply lines. This was treacherous work, and you still have nightmares about an encounter with a kobold in the cellar of a church. You can smell a human corpse from two hundred feet. If you stay perfectly still for a full minute, you can hear the difference between a dark room which is silent and a dark room in which someone is not making a sound.
5 Forded Eden White in Flood. You took part in a famous pre-dawn raid over a broad, deep river. Half of your force was swept away and drowned, but the enemy was taken entirely by surprise, and their leaders were slain before the watchmen were roused. Educated officers will have learned about this raid in the academy. You have a +4 bonus to any roll against being moved against your will.
6 Killed an Evil Wizard With My Bare Hands. This one is a straight-up lie: you actually bashed the wizard to death with the occult manacles he had placed on you in preparation for a goetic sacrifice. You can tell the difference between magical and non-magical items by tasting them, and you get an extra save against any Command spell.
7 Waded Ankle-Deep in Blood. You took part in an infamous blockade of a fortified city. The six-month siege resulted in the destruction of the walls and the slaughter of the inhabitants, which caused a mass-rising of the Unburied. The city is abandoned to this day and the survivors curse your name. You can identify the value of a mundane item in a real damn hurry, about as accurately as a first-level thief.
8 Rode Beside A Hero. You once rode vanguard for a young man with a strange birthmark and a bad habit of rescuing people. Later, he distinguished himself as the Chosen One in some prophecy or other. This fact might be worth a free drink or two, but unless you can find the boy again, you probably won’t get the full benefit of this tall tale.
9 Strolled Through a Blockade. You were once besieged in a fortified city, cut off from supplies of food and water. When all hope seemed lost, you slipped out a side door one evening and walked through the enemy line. No one challenged you. You were as surprised by this as anyone. Outside of combat, people just assume you are where you belong unless given a compelling reason not to.
10 Killed Three Men With One Shot. This one is also not true. You shot one man who was at the top of a tall ladder, and he knocked two others off as he fell. If you roll a critical hit with a firearm you make a ballistically improbable shot. The target you hit moves up to 10’ in any direction you choose, including straight up. It’s the Dungeon Master’s problem to explain how this is possible.
11 Won a Game of Riddles With A Giant. Self-explanatory, really. They were good riddles. Non-player characters take your riddles very seriously, although this usually isn’t enough to dissuade them from killing you.
12 Narrowly Escaped an Angry Husband. One escapade in a post-battle debauch led to a deadly choice: face an angry and armed city headsman while totally nude, or leap headfirst out a third-story window. You chose the leap, survived the fall, and haven’t been afraid of heights since. You treat every fall as if it were 10 feet lower.

A: Nonplussed. You’ve seen it before. Twice. You have Advantage on saves vs. Fear. If you succeed, allies and hirelings who can see you have a +2 bonus to their save. Even if you fail the save, if you were carrying a loaded pistol you can take a shot before running away.

B: Respect. You aren’t some bumbling conscript, you’re a Landsknecht, and people around here are starting to remember what that means. Peasant militias, wandering thief-catchers and other assorted low-caste warriors will look to you for guidance. Even the nobility will stop to listen if you make a fuss, although they might have you horsewhipped if you say something they don’t like. In addition, you can issue a challenge to an NPC you aren’t currently fighting. Roll a d6 to determine their response, which depends on their social class: Peasant:

1: Disbelief and derision,

2-6: Intimidation and apology.

Soldier:

1: Loud mockery. Expect his friends to try and beat you up.

2-5: They accept. Expect a fistfight or, at best, a choice of two sturdy clubs

6: Intimidation and awkward verbal submission.

Noble (shitty):

1-2: A horsewhipping

3-6: They accept. Name your terms.

Noble (not shitty):

1: Guards! Guards!

2-5: A horsewhipping, followed by a second and more thorough horsewhipping

6: Pistols at dawn.

B: Notches. You unlock a new ability for your weapon after ten kills each (up to a total of three abilities), chosen from the list below. Keep track of your kills and special abilities on the back of your character sheet. The GM decides what counts as a kill.

  • +1 Damage

  • Minimum 1 damage after AV reduction

  • Add another maneuver option or critical hit effect to your weapon (you only get to trigger one effect at a time).

  • Special ability (negotiated with GM, one per weapon).

Examples: ability to draw the weapon from any slot, wield a two-handed weapon in one hand, gain a bonus to use the weapon as a tool, etc.

C: Savvy Fighter. You gain Advantage on Saves involved in any Combat Maneuver.

C: Old Friends. They found you at last; the ones you’ve been trying to avoid for years. They might owe you a debt, but they are probably here to collect instead. This is someone who featured in one of your tall tales; maybe a survivor of a siege, or a hero, or an angry husband. Or a giant. Or a goat. Or a dead wizard.

D: Riposte. Once per round when you are struck by an enemy, make an immediate attack in return. Costs 1 Fatigue.

D: Nose for Trouble. Your paranoia has saved your life many times, and if you attend to it closely it will save you many times more. You always go first in combat. If you are surprised, you aren’t. If you take someone else by surprise you deal maximum damage with all attacks on your first turn. You sleep with a loaded gun under your pillow, and unless you’ve been strip-searched you always have 1d4 knives on your person. If someone demands you hand over your weapons you can pull the old unloading-an-armory gag and hand over all four — but you will still be carrying the 1d4.

MOUNTEBANK

Starting Equipment: Three flasks of alcohol, two fashion items, 1d6-3 gp, 1d4 Random Items, a family heirloom worth 10 gp.

Weapon and armor proficiencies: Light armor, dagger, shortsword, club, rapier, longsword, crossbow, whip, staff.

A: Pick 1 Talent, Roll 1 Talent

B: Pick 1 Talent, Roll 1 Talent, +5 ft Movement

C: Pick 1 Talent, Roll 1 Talent

D Pick 1 Talent, Roll 1 Talent

1D12 TALENTS
1 Actor: You have a talent for performance and impersonation. If you can present yourself in a plausible disguise - a priest in a temple, a servant in a large house - people will always assume that you are who you appear to be unless you give them a strong reason not to. If you take an injury which reduces you to less than half maximum hit points, you can attempt to ‘play dead’ by making a Save vs PER.
2 Con Artist: So long as no one can verify what you’re saying is wrong, you can lie through your teeth and they’ll believe you for at least d6 minutes. Becomes hours, then days if this talent is taken again.
3 Connected: You know a guy who knows a guy. If you want something (items, information, invites to parties, etc) which could possibly be obtained in your location for the right price, then you know who can obtain it for you. Even if you find yourself in a completely alien environment, you will somehow manage to establish a network of guys who know other guys within 1d6 days of your arrival.
4 Disguise Artist: With the aid of a box of makeup and a bag of props, you can quickly and effectively disguise yourself as belonging to a gender, ethnicity, or medium-sized humanoid species other than your own. Your disguise won’t pass close inspection, but it will pass muster in any casual encounter unless the people you meet already have reason to be very suspicious of you. Can be used in conjunction with ‘Actor’ to get into places you really shouldn’t be.
5 Drunkard: You have a phenomenal ability to consume alcohol and do so constantly. You can heal yourself 1d6+2x[level] HP with ‘a drink for medicinal purposes’. You are also a wonderful drinking companion. Anyone who spends a few hours drinking with will regard you as a friend unless and until you give them a strong reason not to.
6 Duelist: All those fencing lessons paid off! You get +1 Attack in one on one battle with a single opponent. This bonus ends as soon as either of you attacks or is attacked by anyone else. Anyone who sees you fight a formal duel (whether to first blood or to the death) will regard you as a person of courage and honor unless and until you give them a strong reason not to.
7 Expensive Education: By dropping a few learned remarks, you can give the impression of being an expert on any given subject, which will last until you do something to make it obvious that you are not. (A real expert, however, will see through your charade as soon as they put it to the test.) You may also happen to know a fact or weakness about an enemy you are facing Save vs. INT.
8 Fop: You have such beautiful clothes and you wear them so very, very well. If you are wearing something awe-inspiringly fashionable (takes 1 item slot) and impractical (except armor), you will automatically be the centre of attention wherever you go, and cannot be upstaged by anything short of actual disaster or attack. In combat, you can sacrifice your fashionable item to avert 1d8 points of damage. The item is destroyed in the process
9 Hauteur: You behave with such natural authority that everyone always assumes you’re in charge unless it’s really obvious that you’re not. In an emergency, people will naturally look to you to tell them what to do, and will usually go along with your plans unless they’re obviously terrible. Your followers gain +1 morale.
10 Libertine: You pride yourself on your mastery of sex and seduction. You can seduce an NPC who might plausibly be interested in a casual sexual encounter with you in 1d6 hours. (They get a saving throw if they know they really shouldn’t.) Spend another 1d6 hours showing them a good time, and they will be very positively disposed towards you as long as they remain the sole focus of your attention, affection, and sex. They will grant any reasonable requests or favours you ask.
11 Mohock: In your misspent youth you were an aristocratic street thug and hellraiser, terrorising the city by night. You gain +1 Attack with clubs and knives, and take no penalties fighting in poor light (not full darkness). Once, ever, you may ask a single favour from the Emperor of the Mohocks, a shadowy and near-mythical figure of great influence in aristocratic and criminal circles.
12 Name drop: Once per session, you can request a favor from authority or use your family’s name (or name of a powerful ally) to get out of trouble. Only works on people that might have heard of your family. Has a 3-in-6 chance of working.
13 Raconteur: You are a master storyteller, capable of holding an audience spellbound (and thus distracted) for up to 1d6 hours. Any vaguely plausible stories you tell about your own exploits will always be believed unless and until evidence is presented to the contrary.
14 Rover: You’ve been everywhere, and you are very good at fitting in. Even without a common language, you can always establish basic communication with intelligent creatures through gestures and pidgin speech. If a group is negatively disposed towards your ethnicity, religion, species, etc, then after 1d6 hours of non-violent interaction with them you’ll have picked up so many of their mannerisms that they’ll regard you like one of their own. On creature reaction rolls you receive a +1.
15 Carouser: You know how to have a good time. You gain double XP when carousing.
16 Flashy: If you are wearing no armor, you can add half your PER bonus (rounded down) to your AV.
17 Crafty: If you are fighting with a light, one-handed weapon (e.g., daggers, rapiers) and your other hand is free, gain +1 to your attack.
17 Light Step: Gain advantage on Save vs DEX when trying to be stealthy.
18 Fleet Footed: After attacking with a light, one-handed weapon, you can move an additional 5 ft. away from the target.
19 Luck of the Scoundrel: Once per day, you can re-reroll a Save.
20 Live to Fight Another Day: You can do a fighting withdrawal at full speed.

MERCHANT

Starting Equipment: Iron dagger, traveling robes, 10gp.

Weapon and armor proficiencies: Light armor and shields, dagger, shortsword, club/hammer, rapier, longsword, mace, crossbow, whip, staff.

A: Evaluate, Boss

B: Flighty, Prominence

C: Bargain, Winning Smile

D: Forge, Guildmaster

You gain +1 Inventory Slot for each Merchant template you possess.

A: Evaluate You know the market value of any mundane item. Unique items may require an save vs WIT to evaluate.

A: Boss. You have special command over hirelings. All morale/loyalty checks for your hirelings receive a bonus equal to your PER mod.

B: Flighty. If you choose not to attack in a round your armor counts as AV4. This only applies if you can see your enemies.

Prominence. Once per round, you can choose to be the most prominent person in a group or the least prominent person in a group. This affects how much enemies will target you. This does not give you any bonuses to stealth.

C: Bargain. Anything you purchase gets a 20% discount.

C: Winning Smile. As long as no bloodshed has taken place, you get a +1 bonus to all reaction rolls as long as you are the one doing the talking.

D: Forge. You can spend 10gp to create a replica of any item smaller than a horse. If the item is mundane, it will pass inspection for 1d6 hours. If the item is supernatural, your forgery will only pass inspection for 1d6 minutes.

D: Guildmaster. You can have 3+PER mod hirelings at any given time in your employ.

PIRATE

You’re a cut-throat, a thief, and a dog: you take what you can from who you can, and you live for the moment. You operate on the open seas or crewing an airship. It’s a grand life. A survivable, versatile rogue.

Starting Gear: Light armor, cutlass, flask of rum.

Weapon and armor proficiencies: Light armor, dagger, shortsword, club, rapier, longsword, crossbow, bow, whip, staff, spear, hand axe, battle axe, flail.

A: Dirty Pirate, A Pirate’s Life, +1 HP

B: Lucky, Duel, +1HP

C: Almost Got Me, Choice Weapon +1HP

D: Very Lucky, Charmed, +1HP

A: Dirty Pirate. When striking from ambush, you may roll damage with Advantage.

A: A Pirate’s Life. You live an extraordinarily reckless life. When spending gold to carouse, roll the die twice to see how much you spend (and also how much XP you get)

B: Lucky. Every day, you have at least 1 Luck available.

B: Duel. Once per battle, you may lock eyes with an opponent and Save vs CH to goad them into a duel. Other hostile foes will not engage you until either you or your opponent are killed or otherwise incapacitated. The effect ends the moment another PC strikes your target.

C: Almost Got Me. Once per game session, you can automatically escape from a situation that is restraining you that you could plausibly escape from. This includes manacles, pit traps, grapples and awkward social conversations.

C: Choice Weapon. Choose a weapon type (e.g.,dagger, sword). You gain +1 to damage with that weapon type.

D: Very Lucky. You have at least 2 Luck available per day. An adjacent ally can use this ability, if you could have plausibly assisted them.

D: Charmed. You may ignore a single source of damage once per game session.

PUGILIST

Starting Equipment: handwraps, simple clothing, a jug of liquor.

Weapon and armor proficiencies: Light armor, club/hammer, staff.

A: Jab, Corner Man, +1 HP

B: Hand Wraps, Ground and Pound, +1 HP

C: Tough as Nails, Fundamentals, +1 HP

D: Cut Up, What Doesn’t Kill You…, +1 HP

A: Jab. Your unarmed strikes deal 1d6 +STR damage & count as melee weapons.

A: Corner Man You have learned how to quickly fix up cuts and bruises and provide an inspiring pep talk. Each Pugilist template gives you one use of this ability per day. You can take an action to help a creature recover 1d6+PER HP (requires healer’s tools), give a creature a new attempt to shake off the Frightened condition, or to remove 1 Fatigue.

B: Hand Wraps. You have developed your own secret technique of wrapping your fists for protection. While you are unarmored and not wielding a shield, but wearing your hand wraps, you have an AV equal to (STR+DEX)/2 (rounded down) up to a maximum of 4.

B: Ground and Pound. Whenever you attack a grappled or prone enemy, roll damage with Advantage and ignore 2 points of AV.

C: Fundamentals. You gain Advantage on all unarmed Combat Maneuver rolls.

C: Tough as Nails. Once per day, when you are reduced to 0 or less HP, you automatically pass your save to stay conscious.

D: Cut Up. You know how to celebrate. You have advantage on saves for Debauchery during Carousing. After you caroused in a settlement, you have advantage on all social saves with people who live there.

D: What Doesn’t Kill You… For every Scar you have earned, you gain a pool of extra attacks that can be used in the course of a day. All your extra attacks can be used within the same round.

QUARTERMASTER

Starting Equipment: chef’s tools (knives, ladle, sieve, etc., 1 slot bundle), spices (0 slots, 5 uses), pots & pans (2 slots).

Weapon and armor proficiencies: Light and medium armor and shields, daggers, shortsword, hand axe, club/hammer, staff, spear, sword, mace, battle axe, flail, crossbow, bow, sling.

A: Fillet, Foraging, Monster Chef

B: Seasoned Wok, Spices

C: Magical Harvest, Make Delicious

D: Feast, Stewpot Familiar

You gain +1 save vs poison for every Quartermaster template that you possess.

A: Fillet. You know how to carve up a piece of meat. When attacking with a chef’s knife (1d6 damage, 1/2 slots, 1 hand, 15 gp, 15ft(thrown), not concealable, otherwise like a dagger).

A: Foraging. It’s not all owlbear stew and giant centipede tar-tar. Spend 1 Turn to find enough edible plants, mushrooms, lichens, fruit, and roots to feed 1d4+4 people a single meal. Save vs Personality if attempting to locate a specific ingredient.

A: Monster Chef. You’ve learned to prepare and preserve all kinds of strange flora and fauna. Create an additional 1d6 rations from any monsters that you butcher. Rations last an additional day.

Make a WIT Save to determine the medicinal and culinary qualities of unfamiliar ingredients, potions, and similar concoctions.

The WIT Save also allows you to tell if an ingredient will be outright poisonous to eat. Keeping a recipe book of these discoveries negates the need for an WIT Save in the future, but only if the player keeps notes.

B: Seasoned Wok. Your assortment of pots, pans, and platters, function as armor (as Chain Mail). Increase this bonus by +1 for every additional Chef template that you possess. Does not stack with actual armor.

B: Spices: You know which spices pair best with which ingredients. Any rations or meals that you prepare with spices provide an additional 1d6 HP.

C: Magical Harvest. If a creature possesses valuable parts (poison glands, spore sacks, etc.) you may harvest them for use or sale without a roll. All others must make a DEX Save or destroy the valuable component.

C: Make Delicious.

R: Touch, T: creature, D: 1 Turn

Target creature becomes delicious and irresistible to those around them. The smell radiates 20’ in calm air, but can spread via wind or leave a trail. Pass a PER Save or be compelled to attack the target.

Intelligent creatures make the save with advantage. Unintelligent creatures make the save with disadvantage.

D: Feast. By combining exotic ingredients you can create a meal that has magical effects. Requires a Lunch or Good Night’s Sleep to prepare. Feeds up to 8 people.

It takes an entire day of searching to locate an exotic ingredient. You have a 2-in-6 chance of locating a specific ingredient and a 5-in-6 chance of finding a random exotic ingredient. Magical creatures count as exotic ingredients.

You may combine a number of exotic ingredients equal to your level in a single feast. Leftovers spoil after 24hrs.

D: Stewpot Familiar. Enough magical material has been rendered, reduced, and simmered in your favorite pot that it is alive now. It’s only about as smart as the average spell, but it will grow sly and cunning as it ages. If it has hands (3-in-6 chance) it will hold a torch or lantern for you.

The pot had an outrageous face worked into its surface and it ambulates on stubby iron legs. If it squats over flammable material they bursts into flame, bringing the pot and its contents to cooking temperature in one minute. The pot will keep contents warm indefinitely.

Though normally small enough to be carried on your belt, the stewpot familiar can expand to cook creatures of HD equal to your level. It returns to its portable size when its greater capacity is no longer needed. In battle a pot familiar can spill its contents on your enemies, inflicting 1d8 damage in a 5’ wide, 15’ long scalding yet delicious wave. DEX Save to dodge out of the way. If full, it can do this a number of times equal to your level.

It can also ram a target, inflicting 1d6 damage. Apply your WIT bonus to attack rolls. Medium sized or small creatures must save vs Strength or be tipped into the pot. If empty this I merely inconvenient. If full, the victim takes 1d8 damage until dead or it can make a successful STR Save. Victims so boiled are rendered down into a delicious broth.

It takes your action to give such a command and you roll to-hit using your WIT bonus.

Stewpot familiars have armor AV3 and twice as many HP as their Chef. If a stewpot familiar is reduced to 0HP it explodes for 3d6 damage in a 10’ radius, DEX Save for half. If the gourmand survives, they must retire in shame for allowing such harm to befall a priceless cooking aid. They take the worst job in a tavern scullery where they are barked at constantly by a loud but talentless sous-chef for the rest of their lives.

EXOTIC INGREDIENTS TABLE

Roll a D12 five times on the chart below to create a random exotic ingredient. Making a note of it in your recipe book means that you have a 3-in-6 chance of finding when you wish to add it to a feast.

Example roll: 3, 7, 2, 5, 12= Blue Skinned Bitter Leaf that grants Visions.

5D12 EXOTIC FEAST INGREDIENTS EXOTIC INGREDIENT EFFECT
1 Ashy Charred Angel’s Cap Antidote: free save vs poison
2 Black Feathered Bitter Ear Balm: rations work like healing potions, restoring 50% HP
3 Blue Fringed Blight Funnel Cheer: raise PER & STR by 1d6, lasts 1d6 Turns
4 Greater Mottled Choke Knuckle Cure: free save vs disease
5 Green Ridged Devil’s Leaf Enhances other effect*
6 Lesser Rippled Rot Moss Extends other effect**
7 Red Skinned Spice Root Focus: gain 3-in-6 chance to immediately recover a spell when you cast it
8 Rough Slimed Stench Seed Poison: STR save for victim, 1d6 rounds
9 Slippery Spotted Toad Stem Resilience: gain +1d6 to all physical Saves (STR, DEX), 1d6 Turns
10 Sweet Striped Weeper’s Tooth Sensory Boost: lowlight vision, +4 Perception, 1d6 Turns
11 Yellow Tipped Witch Tongue Vigor: advantage on STR saves, +4 damage, 1d6 Turns
12 White Topped Wolf Wart

* Enhanced Effects -no saves needed, an effect automatically happens. ** Extended -effect lasts for hours rather than Turns.

RIDER

Starting Equipment: bow, 20 arrows, horse.

Weapon and armor proficiencies: All armor and shields, daggers, shortswords, longswords, spear/lance, battle axe, mace, bow.

A: Mounted Charge, Nomadic Lifestyle, +1 HP

B: Milk of the Mare, Quick-Shot, +1 HP

C: Barding, Raider, +1 HP

D: Caracole, Padded Hoofs, +1 HP

A: Mounted Charge. You can perform the Charge maneuver on your mount without incurring Fatigue, but you need to move 25ft.

A: Nomadic Lifestyle. You carry your life with you. Your mount gains 4 additional inventory slots compared to regular mounts. You also gain 1 extra quick-draw inventory slot while being mounted.

B: Milk of the Mare. You can use your horse’s milk and blood to produce 2 rations per day. Unless the horse is fed or grazed, this can only be sustained for one week. Your mount gains +5 HP relative to the regular version of the creature.

B: Rider Quick-Shot. You may Exert yourself for a second ranged attack without incurring Fatigue, but your second shot has disadvantage.

C: Barding. You can direct any damage targeted at your mount on to yourself (except area-of-effect damage). You can also equip your mount with appropriate barding (AV2, 2 inventory slots)

C: Raider. You are used to traveling large distances at night and camping without fire. You only need 1 Watch for a Good Night’s Rest and no campfire is required.

D: Caracole. When you make a Mounted Charge, you also gain advantage on ranged attacks and can immediately retreat 25ft after your attack. If you combine this with Quick-Shot, your first shot has Advantage and your second shot is a normal.

D: Padded Hoofs. You can attempt to Move silently while being mounted.

SKIRMISHER

Starting Equipment: bow, 20 arrows, spear, shield, 50’ of rope.

Weapon and armor proficiencies: Light and medium armor and shields, all melee weapons.

A: Move Like Water, Tricky, +1 HP

B: Evasion, Opportunist, +1 HP

C: Acrobatics, Lucky, +1 HP

D: Great Escape, Reflect, Extra Attack, +1 HP

Gain +1 to Move Silently & Unseen for each Skirmisher template that you possess.

A: Move Like Water. While unarmored, your AV us equal to PER + DEX, divided by 2 (rounded down), up to a maximum of 4.

A: Tricky. You gain Advantage on all Combat Maneuver rolls (including Dodge).

B: Evasion. You have advantage on DEX saves vs attacks/area damaging effects and for the purposes of Dodge, as long as you can see the attack coming. If a success would halve the damage, you instead take no damage. For the purposes of Dodge, you can also ignore the first instance of Fatigue in a combat.

Treat fall distance as half for determining damage.

B: Opportunist. Whenever you have a situational bonus (surprise, elevation, benefit from a combat maneuver, etc.) your attacks have advantage.

C: Acrobatics. You can jump twice as far as normal (STR+10 x2). If there is a stable wall, you can instead wall-run four times as far (STR+10 x4).

C: Lucky. You always have at least 1 Luck available per day.

D: Great Escape. Once per day you can escape from something that is restraining you and that can plausibly be escaped from.

This includes grapples, lynchings, and awkward situations, but not sealed coffins.

D: Reflect. Once per encounter you can reduce the damage of a physical ranged attack by 1d6, +1 for each Skirmisher template that you possess.

If this reduces the damage to 0, a target of your choosing is hit by the attack instead.

THIEF

Starting Equipment: light armor, files, lock- picks, dagger.

Weapon and armor proficiencies: Light armor, dagger, club, shortsword, rapiers, longsword, whip, staff, crossbow, sling.

A: Always Prepared, Rumors, Wall Crawler

B: Pick 1 Thief Ability, Roll 1 Thief Ability

C: Pick 1 Thief Ability, Roll 1 Thief Ability

D: Pick 1 Thief Ability Roll 1 Thief Ability

You have advantage on DEX saves made to move silently and unseen, but only when you are alone or working with other Thieves.

A: Always Prepared. In town, you may spend 20 gold pieces (or items of equivalent value) to buy an Unlabelled Package. When the package is unwrapped in play, you declare what it contains, as long as the contents comprise the appropriate number of Item Slots and are available in town. Small items that can be bundled together (ex. 3 oil flasks) will be of a quantity sufficient to fill the Item Slot. You can have up to two Unlabelled Packages at a time.

A: Rumors. When entering a steading for the first time, or returning from an adventure, you may learn one rumor automatically without making a Save vs PER.

A: Wall Crawler. Wall Crawler is a permission slip to get almost anywhere you like. You climb just as well without climbing gear as with it. If a climb is possible using gear, you don’t need to roll, even if you’re free-climbing. If a climb would be impossible you can make a skill check to attempt it anyway.

1D20 Thief Ability Effect
1 Acrobat You can move an extra 15’ per round (45’ total). You can jump 20’ instead of 10’. Treat your falls as 20’ shorter. You can easily maintain your balance on a taut rope.
2 Always Armed Even when you have been disarmed, you still have a dagger hidden on you.
3 Backstab Whenever you have a situational bonus to an Attack roll (surprise, elevation, etc.) attacks are rolled with Advantage.
4 Cat’s Eyes With a small amount of light (moonlight, candle) you can see 30’ in darkness.
5 Camouflage Cover grants you an extra +1 AV against ranged attacks.
6 Dog Whisperer You start with a dog. Dogs you train can DEX save for stealth with advantage, communicate to you if an area is obviously dangerous, and track a week-old trail by scent without fail (barring magical concealment).
7 Delicate Tasks Gain Advantage on DEX saves to disable traps and pick locks.
8 Great Escape 1/day, you can automatically escape from something that is restraining you and that you could plausibly escape from. This includes grapples, lynchings, pit traps, and awkward social situations, but not sealed coffins.
9 Lucky You have at least 1 Luck available per day.
10 Pack Rat Gain an additional 3 Item Slots.
11 Quick Draw Gain an additional 3 Quick Draw Slots.
12 Quick Fingers You have advantage on DEX saves to pickpocket people. You can steal things directly out of someone’s hands with a regular (no advantage) DEX save.
13 Recorder Crow You start with a crow. It can make and play auditory recordings. It responds to Record, Stop Recording, Play, Pause, Rewind, and Fast Forward. Max storage: 1 hour. It’s very smart.
14 Second Chance When you trigger a trap you hear a “click”. Save vs WIT. Success means you did not trigger the trap and you know exactly what would have happened if you did.
15 Square Meal Lunch heals you to full HP provided you pair it with alcohol.
16 Salvage When disarming traps, picking locks, or other simple mechanism you can recover the parts for later use.
17 Urchin A street rat demands to learn. They’re a very sneaky hireling that doesn’t ask for pay. If you lose your urchin, you can recruit another wherever urchins are plentiful, but it will be difficult if you have a reputation for getting them killed.
18 Evasive You have advantage on DEX saves vs attacks/area damaging effects and for the purposes of Dodge, as long as you can see the attack coming. If a success would halve the damage, you instead take no damage. For the purposes of Dodge, you can also ignore the first instance of Fatigue in a combat.
19 Watchful Gain Advantage on rolls to Find Hidden Things. You can’t be snuck past.
20 Wizardly Initiate By tasting an object you can determine if it is magical or not. You gain the ability to use scrolls.

Duplicate rolls: select the next highest result. Take the next lowest if you already have that skill as well. If you have both -work it out with your Referee.

VAGABOND

Starting Equipment: light armor, dagger. You cannot wear heavy armor.

Weapon and armor proficiencies: Light armor, dagger, club, staff, sling.

A: Hobo Signs, Roughin’ It

B: Roll 1 Thief Ability, Seasoned Traveler, +1HP

C: Roll 1 Thief Ability, Hobo Song, +1HP

D: Roll 1 Thief Ability, King of Beggars, +1HP

You have advantage on DEX saves made to move silently and unseen, but only when you are alone or working with other Thieves.

A: Hobo Signs. When entering a steading for the first time, or returning from an adventure, you may learn one rumor automatically without making a Save vs Charisma or learn another useful piece of information about the location.

A: Roughin’ It. Vagabonds can easily find places to rest. They recover 2 Fatigue with a Good Night’s Rest, even under bad weather conditions.

B: Seasoned Traveler. During Exploration, you decrease the party’s chances of getting lost by 1-6 and you increase the party’s chances of finding interesting places by 1-6.

C: Hobo Song. You can know inspiring Hobo songs and tall tales. During a lunch, you can can entertain the party. Each member recovers 1 level of Fatigue. This benefit can only be received once per day.

D: King of Beggars. You can call on the help of local beggars and street urchins. Gain 1d12 temporary hirelings that help you for the day for free.

SPELLCASTING CLASSES

ORTHODOX WIZARD

Starting Equipment: Spellbook, ink, quill. You can wear light armor but would probably prefer magic robes?

Weapon and armor proficiencies: Light armor, dagger, club, staff, sling.

A: +1 MD, +1 Signature Spell (1d6), Spellcasting, Cantrips

B: +1 MD, +1 Signature Spell (1d8), Book Casting, Arcane Recovery

C: +1 MD, +1 Signature Spell (1d10), Friendly Spell, Flame Proof, Iron Will

D: +1 MD, Master of Magic, Spell Creation

You gain +1 Magic Die (MD) and +1 Signature Spell for each Wizard template you possess, to a maximum of 4 each (templates & MD).

When you first gain a Wizard template, you cannot multiclass into other spellcasting classes, though you may gain templates from other Adventurer or otherwise magical classes.

When you select Template A, roll 1d6 gain the spell listed as a Signature Spell. You can repeat this process for each WIT ability bonus you have (but you can also reserve this for spells you find while adventuring). When you receive Template B, roll 1d8. Template C, roll 1d10. If a duplicate spell is rolled, select the spell above or below it on the list.

As you level, you will gain spells from your class’s spell list. You still can learn and cast spells from outside your school.

All of your MD return if you get a Good Night’s Rest. If you didn’t sleep well or your rest was disrupted by a hazard or combat, make a PER save for each MD to have them return to your pool anyway.

A: Spellcasting. You gain the ability to cast spells. See Magic and Spells for details on how spellcasting works. The wizard’s spellcasting ability is WIT.

A: Cantrips You have mastered minor magics:

  1. Change the color or texture of an object smaller than a horse for 10 minutes.

  2. Create a tiny light as bright as a match on a fingertip.

  3. Move a light object with a wave of your finger. You could cause a coin to roll along the ground or turn the pages of a book.

B: Book Casting. You can cast spells from a spellbook or scroll without making them a Signature Spell. See Magic and Spells for details on how book casting works.

B: Arcane Recovery. During Lunch you can attempt to recover one lost MD. Save vs WIS to return a lost MD to your pool.

C: Friendly Spell. Apply a random effect from the Friendly Spell Mutation to one of your Signature Spells.

Mutating other spells you already know is possible with 4 templates from the wizard class and access to a wizard’s sanctum. Use spell research on the Magic Crafting table to determine the time and cost of additional mutations.

The time and cost of spell research doubles, triples, etc. for each additional mutation beyond the first that a wizard attempts to apply to a spell.

C: Flame Proof. You can cast spells from a scroll without destroying the scroll. See Magic and Spells for more details.

C: Iron Will. You can control the results of your spellcasting through your iron will. You can change the result of one of your rolled MD if you pass a Save vs PER.This can be used to increase the effect of your spell or avoid a Mishap or Doom.

D: Master of Magic. Learn any 5 spells from your spell list.

With the proper materials, time, and a wizard’s sanctum you can now create magic items.

D: Spell Creation. Invent a new spell, or adapt one from the D100 Spells table (see MAGIC AND SPELLS). Consider this spell an ongoing project between you and the Referee. You may tweak and control it’s effects through play.

The process takes 1 month of uninterrupted work. When completed, make a Save vs WIT with a -5 modifier or suffer 1d3 simultaneous Mishaps.

Gain a +1 bonus to your save for:

a) every 150 gp spent on reagents, inks, magical artifacts, incense, etc.

b) each ritual preparation described to the Referee (max bonus of +2).

c) each 100 sq. ft. of Wizard’s Sanctum you have to work with.[^*] [^]* Make your save with disadvantage if attempting to create a new spell without access to a proper sanctum.

WIZARD’S SANCTUM

A Wizard’s Sanctum is part laboratory, part library, and vital in the conduct of wizardly business -creating magic scrolls, weaving magic robes, conducting arcane research, studying the heavens, and scrying on their rivals.

The sanctums of wizard-artificers, where they create small arcanum, are more pragmatic, resembling a hybrid watchmaker/blacksmith’s workshop.

In order to create the most modest magic item (ex: a scroll with 1 spell and 1MD) a sanctum of 100 sq. ft. worth 750 gp is required. To create a new spellbook (10 spells) requires 1,000 sq. ft. worth 7,500 gp.

A scribe must be hired full-time to maintain the sanctum. Without a scribe the sanctum loses 1d6 x100 gp per month in value due to lost or destroyed resources.

A scribe costs 50 gp per month and requires an additional 100 sq. ft. of living space.

To conduct research or create a magic item the wizard makes an WIT Save. If successful the sanctum loses 1d6x100 gp due to supplies used. If failed, wasted supplies and accidents reduce the value of the sanctum by 2d6 x100 gp.

With a critical success the sanctum loses no resources. On a critical failure a terrible mishap consumes 4d6 x100 gp of the sanctum’s value, the project being worked on is destroyed, and the wizard suffers 1d3 simultaneous Mishaps from their class table.

These costs are in addition to those listed on the Magic Crafting Table. Attempting any of the above without a proper sanctum is not impossible, but a wizard triples their costs, the time required, and make all WIT Saves with disadvantage.

The time and cost reflect the fickle nature of working with sentient spells, and the special materials needed to create the binding wards necessary to contain them. A wizard can reduce the time (and thus cost) by one day/ week for every +2 Bonus in Intelligence they possess. Crafting takes a minimum of 1 day or week to complete.

Sanctums discovered in dungeon ruins or taken by force, and somehow transported, add 1d100% of their value to that of the looter’s sanctum due to duplication, difference in methods between wizards, etc.

MAGIC CRAFTING
Item Time Cost
Arcanum 1d6 days 50gp/day + 25gp per MD
Robes 1d6 days 100gp/day
Scroll (blank) 1 day 100gp
Scroll 1d6 days 50gp/day
Spellbook (blank) 2d6 days 1,000gp
Spellbook (copy existing) 1d6 weeks/spell 150gp/spell
Spell Research 1d6 weeks 150gp/week
FRIENDLY SPELL MUTATION
1D10 Mutation Description
1 Area of Effect Increase AoE or number of creatures affected by 50%
2 Duration Increase duration by 50%
3 Effect The spell does +1d6 damage or is harder to resist, -2 to saves.
4 Elongate If successful, a weaker copy of the spell bounces to a new target. Apply a cumulative -1d6 dam./+2 to target’s save, per bounce. Continued to bounce with diminishing effect until resisted or the spell fizzles.
5 Facile You can cast the spell as a free action.
6 Graceful You have more control over your spell. Ex.; you can create gaps in your fireball.
7 Hard Targets get -4 to their save.
8 New Flavor The spell changes elements or orientations. Fireball becomes lightning-ball, charm person becomes provoke, etc.
9 Range Increase range by 50%
10 Recyclable MD used for the spell return on a 1–4

CLASSIC WIZARD SPELL LIST Typical Spell Format:

Name.

R: (range), T: (# of targets), D: (duration)

1. Lock.

R: 50ft, T: [dice] creatures or objects, D: 1 Turn

Non-living object closes and becomes locked. If the object is a door, chest, or similar object, it will slam shut, dealing [sum] damage to any creature passing through it and then trapping them.

This spell works on things that aren’t technically portals (lock a sword in its scabbard, etc.). Requires Str 10+[dice]x4 to open. Alternatively, this spell can be cast on a creature’s orifice. The creature gets a Save to resist, and another Save at the end of each of its turns.

2. Knock.

R: 50ft, T: [dice] objects, D: 0

Object is opened. Doors are flung wide, locks are broken, shackles are bent open, belts come undone. Treat this as a Strength check made with Str 10 + [dice]x4. If target is an armored creature, Save or armor falls off. If target is an unarmored creature, Save or vomit for 1d4 rounds.

3. Grease.

R: 50ft, T: object, surface, D: [dice]x2 rounds

Can be cast directly on a creature or a 10’ x 10’ x [dice] surface. All creatures affected must Save vs Dex or drop held objects, or, if moving, drop prone.

4. Force Field.

R: 10ft, T: plane or sphere, D: concentration up to [dice] Turns

Creates a shimmering force field, 10‘x10’, centered up to 10’ away. Alternatively, create a sphere centered on the caster 5’ in diameter (large enough for the caster and +1 person). The force field has [sum] HP. All attacks against it hit.

5. Levitate.

R: 50ft, T: creature object, D: concentration

You will an object to raise, lower, or hover. You cannot move the object horizontally, and you cannot move it more than 10’ per turn. Maximum weight is [dice]x500 lbs. Lasts as long as you concentrate, but you take 1d6 psychic damage per round after [dice]x3 rounds.

6. Magic Missile.

R: 200ft, T: up to [dice]creatures, D: 0

Target takes [sum] + [dice] damage, no Save. As an Orthodox Wizard, your spell is unique to you and can be any shape, color, and pattern your describe.

7. Feather Fall.

R: 10ft, T: [dice] creatures or objects, D: 0

If you would take fall damage, you can cast this spell as a reaction to negate it. You float gently to the ground (possibly alarmingly late).

8. Sleep.

R: 50ft, T: [sum] HD of creatures D: 1 Turn / permanent

Target falls into a magical slumber, and can’t be awoken by anything less vigorous than a slap. Save negates. Non-alert, unaware targets do not get a Save. If [sum] is at least 4 times the creature’s HD, the duration becomes permanent (until slapped) and creature no longer needs to eat or drink while sleeping.

If you also invested 3 [dice] or more into this spell, the duration becomes permanent, and you can set the only condition that will cause the creature to awake (the sunrise before the apocalypse, true love’s kiss, etc.)

9. Light.

R: touch, T: object or creature, D: [dice]x2 hours.

Object illuminates as a torch, with a radius of 20’+[dice]x10’. You can choose the color of the light.

Alternatively, you can make an Attack roll against a sighted creature. If you succeed, the creature is blinded for [sum] rounds. If [sum] is greater than 12, the creature is permanently blinded.

If you invest 4 [dice] or more this light has all the qualities of natural sunlight. Alternatively, if you invest 4 [dice] or more the light can be purest octarine, although it will only last for 1 round. Octarine light is extremely dangerous.

10. Wizard Vision.

R: touch, T: sighted creature, D: 1 Turn / permanent

If you invest one [die]: Target can see invisible things. Target can see through illusions. Non- magical disguises are not penetrated.

If you invest two or more [dice]: This can only be cast on yourself. As above, except you can also see through magical darkness, and see the true forms of shapeshifters.

There are also some permanent effects: (a) You can forever see invisible things as a slight warping or lensing of light. You know “there’s something over there” and what size it roughly is, but nothing else. (b) You can tell if someone else is a spellcaster by looking them in the eyes.

The price for this gift is your mind. You suffer a permanent loss of 1d3 Wisdom (as you reject the true nature of Creation and go slightly mad) or 1d3 Charisma (as you accept the true nature of Creation and alienate yourself from your peers).

EMBLEM SPELLS

11. Prismatic Ray.

R: 200ft, T: [dice] creatures or objects, D: 0

Target suffers a different effect depending on which color strikes the target. Roll 1d10:

1D10 Effect
1. Red. Target takes [sum] fire damage, Save for half.
2. Orange. Target takes [sum] bludgeoning damage and is knocked prone. Save negates.
3. Yellow. Target takes [sum] lightning damage, Save for half.
4. Green. Target takes [sum] acid damage, Save for half.
5. Blue. Target takes [sum] ice damage, Save for half.
6. Purple. Target takes [sum] necrotic damage and is blinded for [sum] rounds. Save negates.
7, 8, 9. Struck twice. Roll a d6 twice. Add effects; make one save.
10. Struck thrice. Roll a d6 three times.

12. Fireball.

R: 100’, T: 20’ radius, D:0

Does [sum] + [dice] fire damage to all creatures and objects in a 20ft radius. Creatures keep burning for 1d6 fire damage each round until extinguished.

ORTHODOX WIZARD MISHAPS

  1. MD return to your pool on a 1-2 for 24hrs

  2. Take 1d6 damage

  3. Random mutation (see Random Mutation Table) for 1d6 rounds, then Save vs CON or it’s permanent.

  4. Lose 1 MD for 24 hours.

  5. Stunned for 1d3 rounds.

  6. Cannot cast spells for 1d6 rounds.

ORTHODOX WIZARD DOOMS

  1. Lose the ability to cast spells for 1 day.

  2. Lose the ability to cast spells for 3 days.

  3. Lose the ability to cast spells permanently.

This last doom can be undone by eating the heart of a powerful magical creature or by marrying one. You can also fill your brain with 4 entirely new spells that have never been cast by anyone else. Good luck finding or inventing those!

ELEMENTALIST

Elementalist Wizards speak to and rely on elemental spirits. They are a wild bunch, disreputable and windblown. In rural areas, they are beloved as rain-bringers and flood- calmers, but they are also run out of town or hung following forest fires and earthquakes. This is not always ignorant superstition. Attracting the attention of powerful spirits is very dangerous.

Starting Equipment: Spellbook, ink, quill. You can wear light armor but would probably prefer magic robes?

Weapon and armor proficiencies: Light armor, dagger, club, staff, sling.

A: +1 MD, +1 Signature Spell (1d6), Spellcasting, Cantrips

B: +1 MD, +1 Signature Spell (1d8), Book Casting, Elemental Recovery, Elemental Resistance

C: +1 MD, +1 Signature Spell (1d10), Elemental Vision, Iron Will

D: +1 MD, Master of Magic, Spell Creation

You gain +1 Magic Die (MD) and +1 Signature Spell for each Elementalist template you possess, to a maximum of 4 each (templates & MD).

When you first gain a Elementalist template, you cannot multiclass into other spellcasting classes, though you may gain templates from other Adventurer or otherwise magical classes.

When you select Template A, roll 1d6 gain the spell listed as a Signature Spell. You can repeat this process for each Int ability bonus you have (but you can also reserve this for spells you find while adventuring). When you receive Template B, roll 1d8. Template C, roll 1d10. If a duplicate spell is rolled, select the spell above or below it on the list.

As you level, you will gain spells from your class’s spell list. You still can learn and cast spells from outside your school.

All of your MD return if you get a Good Night’s Rest. If you didn’t sleep well or your rest was disrupted by a hazard or combat, make a PER save for each MD to have them return to your pool anyway.

A: Spellcasting. You gain the ability to cast spells. See Magic and Spells for details on how spellcasting works. The Elementalist’s spellcasting ability is INT.

Drawback: Cannot cast fire spells if wet. Cannot cast water or ice spells if dehydrated. Cannot cast earth or acid spells if you are not touching the ground. Cannot cast air or lightning spells if you do not have line of sight to the sky..

A: Cantrips You have mastered minor magics:

  1. You can sense the potency and disposition of any nearby elemental spirits.

  2. Summon a flame the size of a candle’s by snapping your fingers. Cannot be used to deal damage. Will light a lantern, torch, etc.

  3. Meditate for 1 hour to gain a new Save against any poison or damaging effect.

B: Elemental Resistance. +3 to Save or AC vs Elemental damage. No bonus against non-damaging effects.

B: Elemental Recovery. During Lunch you can attempt to recover one lost MD. Save vs PER to return a lost MD to your pool.

B: Book Casting. You can cast spells from a spellbook or scroll without making them a Signature Spell. See Magic and Spells for details on how book casting works.

C: Elemental Vision. Your training allows you to anthropomorphize elemental spirits. The ground appears to be made of interlinked stone bodies. A campfire is a jolly spirit devouring logs. Clouds appear as fat naked people rolling through the sky. You can speak to the spirits - you always could, anyone can - but when you are attuned like this, they are more inclined to listen. They won’t obey you, and they may be hostile, but they may also offer advice, tell tales, demand offerings, or simply ignore you.

C: Iron Will. You can control the results of your spellcasting through your iron will. You can change the result of one of your rolled MD if you pass a Save vs PER.This can be used to increase the effect of your spell or avoid a Mishap or Doom.

D: Master of Magic. Learn any 5 spells from your spell list.

With the proper materials, time, and a wizard’s sanctum you can now create magic items.

D: Spell Creation. See Wizard class description for details.

ELEMENTALIST SPELL LIST For spells with [element] listed, you can choose the element. If you’d generate a duplicate of a spell with the [element] tag as you gain Wizard templates, you may either reroll the spell, or choose a different element. There’s no rule that says you have to be consistent in your element choices, but it will probably happen naturally.

Typical Spell Format:

Name.

R: (range), T: (# of targets), D: (duration)

1. Circle of Frost.

R: self T: [dice]x10’ radius D: 3 rounds

All creatures in area take 1d4 damage, Save vs DEX for half. Everything that fails its Save is frozen to whatever surface they were touching. Boots are frozen to the ground, keys are frozen in their locks. Creatures are usually immobilized from the boots down unless they were playing in a fountain or something. Attempting to break loose is a free action that can be attempted once per round, and requires a successful opposed Strength test. The ice has a Strength of 10 + [dice]x2.

2. Control [Element]

Control Air.

R: 50’ T: a gust of wind D: concentration

Control a gust of wind within 50’. At one [die], use wind to (a) clear away fog or gas, (b) extinguish a fire no larger than a torch, (c) blow all the papers off a desk, (d) with concentration, provide enough of a breeze to power a tiny sailboat. Each [dice] you invest increases the effects.

**Control Earth.*8

R: 50’ T: a bucket’s worth of earth D: concentration

Control a small amount of earth within 50’. At one [die]: (a) excavate a bucket’s worth of dirt, (b) smooth and fill the same amount, (c) causing the earth to quickly swallow a small item, or quickly swallow a non-resisting person, chest, or signpost, (d) exhume something at the same rate, (e) knock over some hobo’s shack with a tiny tremor. Each [dice] you invest increases the effects.

Control Fire.

R: 50’ T: a torch’s worth of fire D: concentration

Control a small fire within 50’ At one [die]: (a) cause a fire to double in size, power, and brightness, (b) create a huge amount of smoke, (c) extinguish a fire no larger than a torch, (d) have a small ember (0 damage) jump 1’ off the fire, (e) ignite something that is meant to be burnt, such as a match, cigarette, or fuse, (f) heat up a cup of tea to a pleasant temperature. Each [dice] you invest increases the effects.

Control Rain. R: 1000’ T: self D: [dice] hours

If it’s raining, you can make it not rain for 1000’ around you. If there’s not a cloud in the sky, this spell has no effect. If it’s cloudy, you can make it rain for 1000’ around you. Most days have a 40% chance of being cloudy. Cannot be cast indoors.

Control Water. R: 50’ T: a bucket’s worth of water D: concentration

Control a small amount of water within 50’. At one [die]: (a) propel a small boat, (b) carry a small item through the water, (c) allow someone to swim at 2x speed, (d) force someone to swim at half speed, (e) splash something no more than 5’ away, (f) dry something that is wet, (g) freeze a small amount of water, (h) cool a hot cup of tea. Each [dice] you invest increases the effects. Good luck adjudicating these, but you get the idea. With 4 [dice] you should be able to sink a ship or turn back a river. Something equivalent to a full-blast fireball. Water spirits carry means of purifying corruption, and Elementalists know their secret ways.

3. Dissolve. R: 50’ T: object or creature D: concentration

Target you stare at takes 1d4 acid damage per round and begins to dissolve. Save vs Con for half damage. Can bore holes in walls, but it only makes a hole 1’ and creates a lot of acidic sludge on the floor. [dice]”/10 minutes through stone, [dice]”/minute through wood, cannot affect metal. Heals slimes and oozes for 1d4/round.

This is a strange little spell. 1d4 damage per round with a chance to save for half isn’t much, but it’s the duration that makes it really dangerous. It’s a little tickle of damage but it’s continuous, and at low levels, that’s nothing to sneeze at. You can also melt locks, hinges, tripwires, or illusions with it.

4. [Element] Breath.

R: [dice]x20‘ cone T: area D: 0

Does [sum] damage to anything in the cone. Save vs CON for half damage. Wind or Water breath extinguishes all fires smaller than a big bonfire. Fire breath sets very flammable things on fire. Acid breath bleaches the color from objects and irritates the eyes.

5. Stoneskin.

R: touch T: creature D: [dice] Turns

Reduce all physical damage the target takes by 5 per[dice] invested. The target cannot swim, jump, or run. Dispel at will.

6. Anklecrusher.

R: 50’ T: [dice]x2 objects or creatures D: 0

Target creature or object is grabbed by the ground itself. Target takes 1d6 damage and is immobilized. Save vs DEX to negate, prone creatures automatically fail. Target is immobilized. STR Save to break free. The difficulty of the Save depends on what the ground is made of: Dirt 8, Clay 12, Limestone 16, Basalt 18. This spell has no effect on things that aren’t touching the ground.

7. Protection from [Element]

R: touch T: [dice]x[dice] targets D: 10 minutes / 8 hours

Reduce all damage of the chosen type by 4 for the next 10 minutes.

Alternatively, the spell protects its targets from the negative effects of the element (desert heat, arctic chill) for the next 8 hours.

8. Ignite.

R: 50’ T: object or creature D: 0

Target object or object takes [sum] damage and catches on fire. WIS Save negates.

9. Breathe [Element]

R: touch T: [dice] creatures D: 2 hr

Target can breath in the chosen element, in addition to their normal modes of respiration. Clearing your lungs before the spell expires is mandatory. Does not grant you protection from that element, just from drowning in it.

10. Wind Scythe.

R: 50’ T: object or creature D: 0

Apply a melee attack from a slashing weapon in your hand to a target within 50’. If you are unarmed, counts as a dagger (1d6). Gain +2 to Attack and deal +[sum] damage.

EMBLEM SPELLS

11. Wall of [Element]

(I’m not sure what a “Wall of Acid” or “Wall of Ice” would look like, precisely, but I’m pretty sure that I could use 3 walls listed below to figure them out in a hurry.)

Wall of Earth.

R: 20’ T: wall D: permanent

You rearrange dirt to form a 10’ by 10’ panel per [dice]. You can mold the wall, similar to cutting holes and notches in a sheet of paper. The wall has AC10 and [dice]x5 HD. If it is horizontal, the wall must be anchored on at least 2 sides.

Wall of Fire.

R: 20’ T: wall D: 1 minute

You summon fire to form a 10’ by 10’ panel per [dice]. You can mold the wall, similar to cutting holes and notches in a sheet of paper. The wall does not block line of sight. It deals 1d6 fire damage to anything that passes through it. Any creature passing through the wall must Save vs DEX or be set on fire (1d8 damage for 1d6 rounds).

Wall of Wind.

R: 20’ T: wall D: 1 minute

You summon wind to form a 10’ by 10’ panel per [dice]. You can mold the wall, similar to cutting holes and notches in a sheet of paper. The wall does not block line of sight. Powerful winds will knock small projectiles out of the air and prevent vermin (anything smaller than a rat) from crossing. Ranged attacks that pass through the wall are [dice]x(-3) to-hit.

The walls are… walls. Area control, damage, problem solving, river diverting, ship- tormenting walls.

12. Shocking Grasp.

R: 0 T: self D: 10 min

You enchant your hand so that it discharges [sum]+[dice]x2 damage worth of lightning into the next thing you touch. Touching an unwilling opponent requires an Attack roll against their unarmored armor class (AC10+DEX). You cannot wear any metal on the hand you enchant. If you deal more than 12 damage, you and your target must both Save vs STR or be flung apart, knocked prone, and deafened for 1d6 rounds.

ELEMENTALIST MISHAPS

  1. MD only return to your pool on a 1-2 for 24 hours

  2. Take 1d6 damage

  3. Random mutation (page 86) for 1d6 rounds, then Save vs Constitution or it’s permanent.

  4. By element:

  • soaked, or dehydrated

  • flung upwards 1d3x10’, 1d6 fall damage per 10’

  • Buried and immobilized. STR Save to free yourself

  • burned for 1d8 damage

  1. Deafened for 1d6 rounds

  2. Wild elemental spirits flee your body for 1d6 rounds. Everyone within line of sight must Save vs WIS each round or be stunned.

DOOM OF THE ELEMENTALIST

  1. Take sufficient elemental damage to reduce you to zero HP. Receive a Scar.

  2. Each time you cast an Elemental spell, Save vs WIS or the spell flies out of control. If it likes you, the effects might not be too bad.

  3. The elements turn against you. Expect 1d4+4 powerful spirits to arrive shortly. In the meantime, fire chases you, stones seek to crush you, the earth trembles, and lightning bolts plunge from the sky.

This doom can be avoided by journeying to a powerful elemental shrine and pledging yourself to the spirit within, or by visiting pure vacuum or the deepest shadow.

If you want to avoid the wrath of a powerful elemental, find a more powerful elemental to protect you (and, by extension, your friends). Alternatively, visit a place beyond the elements. Shadow and vacuum can cut the ties that let elementals identify you.

ILLUSIONIST

Starting Equipment: Spellbook, ink, quill,rainbow-colored gloves or ridiculously large rainbow-colored scarf. You can wear light armor but would probably prefer magic robes?

Weapon and armor proficiencies: Light armor, dagger, club, staff, sling.

A: +1 MD, +1 Signature Spell (1d6), Spellcasting, Cantrips

B: +1 MD, +1 Signature Spell (1d8), Book Casting, Illusory Recovery, Lasting Illusions

C: +1 MD, +1 Signature Spell (1d10), Malleable Illusions, Iron Will

D: +1 MD, Master of Magic, Spell Creation

You gain +1 Magic Die (MD) and +1 Signature Spell for each Illusionist template you possess, to a maximum of 4 each (templates & MD).

When you first gain an Illusionist template, you cannot multiclass into other spellcasting classes, though you may gain templates from other Adventurer or otherwise magical classes.

When you select Template A, roll 1d6 gain the spell listed as a Signature Spell. You can repeat this process for each Int ability bonus you have (but you can also reserve this for spells you find while adventuring). When you receive Template B, roll 1d8. Template C, roll 1d10. If a duplicate spell is rolled, select the spell above or below it on the list.

As you level, you will gain spells from your class’s spell list. You still can learn and cast spells from outside your school.

All of your MD return if you get a Good Night’s Rest. If you didn’t sleep well or your rest was disrupted by a hazard or combat, make a WIS save for each MD to have them return to your pool anyway.

A: Spellcasting. You gain the ability to cast spells. See Magic and Spells for details on how spellcasting works. The Illusionist’s spellcasting ability is WIT.

Drawback: You cannot cast spells unless you can see all 7 primary colors (via your gloves or scarf if nothing else is available). Your magic supplies the 8th: octarine.

Ah. Right. Pitch darkness is out. Being blind is out. A thick fog is going to make things interesting. Losing your gloves or getting blood all over them is going to be a disaster. Octarine, the Color of Magic, is stolen from the Discworld series.

A: Cantrips You have mastered minor magics:

  1. Create a shower of illusory sparks or a puff of illusory smoke from your hands.

  2. Touch another caster’s illusion and make and Opposed Intelligence check. If you succeed, you gain control of the illusion.

  3. You always know the position of the sun in the sky.

B: Lasting Illusions. Your illusion spells have a duration of “Concentration + 1 minute”. The duration increase is very, very nice. Other people can cast illusions, but you are an Illusionist.

B: Book Casting. You can cast spells from a spellbook or scroll without making them a Signature Spell. See Magic and Spells for details on how book casting works.

B: Illusory Recovery. During Lunch you can attempt to recover one lost MD. Save vs WIS to return a lost MD to your pool.

C: Lasting Illusions. If you control an illusion and it is within line of sight, you can change its nature or form once per round. You could use illusion to create a goblin and then, when pursued, transform it into a tiger. Illusions will still work outside of your line of sight, and will exhibit reasonably correct behaviors. A guard-illusion will march if told to march. A fire-illusion will burn (but not spread). The spells that create illusions are about as intelligent as a dog.

C: Iron Will. You can control the results of your spellcasting through your iron will. You can change the result of one of your rolled MD if you pass a Save vs PER.This can be used to increase the effect of your spell or avoid a Mishap or Doom.

D: Master of Magic. Learn any 5 spells from your spell list.

With the proper materials, time, and a wizard’s sanctum you can now create magic items.

D: Spell Creation. See Wizard class description for details.

ILLUSIONIST SPELL LIST

Typical Spell Format:

Name.

R: (range), T: (# of targets), D: (duration)

1. Illusion

R: 50’ T: [dice]x5’ diameter D: concentration / concentration+1 minute

You create an illusion of whatever object or creature you want. It can move at your will, but cannot make any sound or smell. Illusions can only add, not subtract. They can cover up a hole, but not create the illusion of a hole. This spell is the default “make an illusory object” spell. Note the area restriction. At 1 dice you can’t create a 6’ tall illusory human. The spell is deliberately vague.

2. Disguise

R: touch T: object D: [dice] hours / concentration+1 minute

You cloak the object in illusion, making it appear as another object of the same type. An apple could be disguised as any other type of fruit; a table could be disguised as any other type of furniture. A humanoid can be disguised as any other humanoid of comparable size. This only extends to the visual properties of the object. The maximum size of the object depends on how many dice are invested in the spell: 1 [dice]: human- sized, 2 [dice]: ogre- or wagon-sized, 3 [dice]: dragon- or tavern-sized, [dice]: ship- or bridge-sized.

These disguises are perfect, visually. You can’t “see through them”, but you can go “Hey, wait a minute, that hill is making a lot of smoke.” “Hey, hold on, I’m pretty sure the King had a limp and didn’t speak with an accent.”

3. Prismatic Ray

R: 200’ T: [dice] creatures or objects D: 0

Target suffers a different effect depending on which color strikes the target. Roll a d10: 1. Red. Target takes [sum] fire damage, Save for half. 2. Orange. Target takes [sum] bludgeoning damage and is knocked prone. Save negates. 3. Yellow. Target takes [sum] lightning damage, Save for half. 4. Green. Target takes [sum] acid damage, Save for half. 5. Blue. Target takes [sum] ice damage, Save for half. 6. Purple. Target takes [sum] necrotic damage and is blinded for [sum] rounds. Save negates. 7, 8, 9. Struck twice. Roll a d6 twice. Add effects; make one save. 10. Struck thrice. Roll a d6 three times.

4. Mirror Image

R: 0 T: self D: 10 minutes / concentration+1 minute

You create 1d4+[dice] illusory images of yourself, which move as you move and always stay within 5’ of you. They are constantly stepping through each other, so that it is impossible to tell which is which. When an enemy attacks you, roll to see if they hit you or an image. An image vanishes as soon as it suffers a solid impact. Area effects such as a dragon’s breath will cause all images to vanish.

Also useful for intimidating the credulous. Become a multi-wizard.

5. Mirror Object

R: touch T: mirror D: [dice] hours / concentration+1 minute

You reach into a mirror-like surface and pull out a copy of an object adjacent to the mirror. The object that you pull out must be within reach of the mirror (as if it were a window), small enough to fit through the mirror (as if it were a window) and light enough for you to pull through with one hand.

The mirror object looks and feels exactly like the object it copied. It doesn’t copy any magical properties of the object. You cannot duplicate living things in this way.

The mirror object pops like a bubble if it suffers a solid blow . If you invest at least 4 [dice] into this spell, it can copy the magical properties of an item, but those magical properties will only function once. For items with continuous properties, such as a flying carpet, the magic properties will last no longer than 10 minutes.

6. Light

R: touch T: object or creature D: [dice]x2 hours

Object illuminates as a torch, with a radius of 20’+[dice]x10’. You can chose the color of the light.

Alternatively, you can make an attack roll against a sighted creature. If you succeed, the creature is blinded for [sum] rounds. If [sum] is greater than 12, the creature is permanently blinded.

If you invest 4 [dice] or more this light has all the qualities of natural sunlight. Alternatively, if you invest 4 [dice] or more the light can be purest octarine, although it will only last for 1 round. Octarine light is extremely dangerous.

Light sources in the dungeon are very valuable. At one [dice], this spell is a slightly worse emergency torch, but at two [dice] it is already significantly better. And what does pure octarine light do anyway? At a minimum, I’d say [sum] damage to all sighted creatures in the area, plus whatever mutations, mishaps, summonings, and explosions the GM cares to inflict.

Mad Illusionists build special mirror-cages and wear visors tinted with the bones of extremely dull bureaucrats.

7. Hypnotic Orb

R: touch T: object D: [sum] minutes / concentration+1 minute

You enchant a mostly-spherical object so that it’s surface is covered with a captivating, shimmering pattern. Any creature who sees the enchanted object must pass a WIS Save or be compelled to sit still and observe it for the spell’s duration. Flying creatures will land or circle it.

The caster is not immune to this effect. The effect is broken if line of sight is broken, if something startles a target (a loud adjacent shout), or if the target see signs of obvious danger (such as someone killing their friends). Groups of statistically identical NPCs should make their save as a group.

8. Colour Spray

R: [dice]x10’ cone T: sighted creatures D: 0 / varies

If [sum] is equal or greater to the creature’s HD, it is incapacitated for 1d6 rounds. If [sum] is three times the creature’s HD or more, it is stunned for a round, then incapacitated for 1d6 rounds. If [sum] is five times the creature’s HD, it is stunned for 1d6 rounds, then incapacitated for 1d6 rounds.

9. Wizard Vision

R: touch T: sighted creature D: [sum] min x2 / permanent

If you invest one [die]: Target can see invisible things. Target can see through illusions. Non- magical disguises are not penetrated.

If you invest two or more [dice]: This can only be cast on yourself. As above, except you can also see through magical darkness, and see the true forms of shapeshifters. There are also some permanent effects: (a) You can forever see invisible things as a slight warping or lensing of light. You know “there’s something over there” and what size it roughly is, but nothing else. (b) You can tell if someone else is a spellcaster by looking them in the eyes.

The price for this gift is your mind. You suffer a permanent loss of 1d6 Wisdom (as you reject the true nature of Creation and go slightly mad) or 1d6 Charisma (as you accept the true nature of Creation and alienate yourself from your peers).

10. Wall of Light

R: 50’ T: wall or sphere D: 10 min / concentration+1 minute

You conjure either (a) a hemisphere [dice]x5’ in diameter, or (b) a 10’ by 10’ panel per [dice], which can be arranged in any contiguous formation joined by their edges. The wall is intangible, but you can control what each side shows. It can be either (a) inky darkness, (b) light out to 30’, (c) mirror, (d) transparency, or (e) a simple texture, such as stone, brick, or carpet. Both sides do not have to show the same thing. You can change these surfaces with a thought.

If you invest 4 [dice] or more into this spell, you may make the duration permanent.

EMBLEM SPELLS

11. Mirror Self

R: touch T: mirror D: concentration+1 minute

You reach into a mirror-like surface and pull out [dice] copies of yourself. The mirror must be large enough for you to pass through.

Your mirror clones behave as you wish. They can walk and talk, but it cannot pick anything up. You can see through their eyes and hear through their ears. You can cast spells through them. You can switch places with your mirror twin(s) as a free action.

A mirror twin pops like a bubble if it suffers a solid blow. If concentration is lost you have 2 rounds to regain it. Once you learn this spell, expect the Illusionist in the mirror to reach out and copy you from time to time.

12. Fade

R: 50’ T: creature or object D: [sum] rounds

Target phases out and becomes unable to affect the world in any way except visually. It stands or floats like an illusion until the spell concludes. Not even magic can affect the target.

If they would be inside a solid object when the spell expires, they are harmlessly shunted into the nearest open space. The maximum size of the object depends on how many dice are invested in the spell: 1 [dice]: human- sized, 2 [dice]: ogre- or wagon-sized, 3 [dice]: dragon- or tavern-sized, [dice]: ship- or bridge-sized.

Fade a bridge away. Fade your enemy away and then have the fighter line up for a two- handed baseball bat swing at their neck.

ILLUSIONIST MISHAPS

  1. MD only return to your pool on a 1-2 for 24 hours

  2. Take 1d6 damage

  3. Random mutation (page 86) for 1d6 rounds, then Save vs Constitution or it’s permanent.

  4. Blind for 1d6 rounds (you can’t cast spells)

  5. All sighted creatures are invisible to you for 24hrs.

  6. Eruption of random illusions from your hands. Everyone in LOS must make a WIS Save to do anything relying on sight for 1d6 rounds.

DOOM OF THE ILLUSIONIST

  1. A 10’ square mirror appears and you are compelled to enter. Your lose a random item, gain a random item of approximately equal value, and have 1 HP. You return the next morning, shivering.

  2. You turn into an illusion for a day.

  3. Turn into an illusion permanently.

As an illusion, you have no smell or taste. You cannot be felt. Solid impacts cause you to pop. Lose 1d6 Con that cannot be recovered while you are an illusion, and reform the next morning nearby. Illusions are real to you. (1) is a neat idea. Mirror realms are always fun. 0 HP isn’t the worst penalty either. You’ll get some of it back at lunch. (2) and (3) are… really bad. Illusions being real to you does mean you can walk across an illusory bridge or ride an illusory dragon into battle, but you’re going to pop a lot.

This doom can be avoided by journeying into the mirror-realm and eating one of the eyes of the beholders found there, or performing the Ritual of Prismax; a duel to the death against three of your mirror selves, fought in a neutral battlefield.

NECROMANCER

Necromancers are outlawed and outcast wizards. Their profession is a curse; their very name a byword for unholy acts and blasphemous deeds. Yet the necromancers persist on the fringes of society. They provide a relatively safe channel between the living and the dead, and someone will always pay – one way or another – for information only the dead can provide.

Starting Equipment: Spellbook, ink, quill, dark robes and a bone mask. You can wear light armor but would probably prefer magic robes?

Weapon and armor proficiencies: Light armor, dagger, club, staff, sling.

A: +1 MD, +1 Signature Spell (1d6), Spellcasting, Cantrips

B: +1 MD, +1 Signature Spell (1d8), Book Casting, Necrotic Recovery, Death’s Touch

C: +1 MD, +1 Signature Spell (1d10), Cold Flesh, Iron Will

D: +1 MD, Master of Magic, Spell Creation

You gain +1 Magic Die (MD) and +1 Signature Spell for each Necromancer template you possess, to a maximum of 4 each (templates & MD).

When you first gain an Necromancer template, you cannot multiclass into other spellcasting classes, though you may gain templates from other Adventurer or otherwise magical classes.

When you select Template A, roll 1d6 gain the spell listed as a Signature Spell. You can repeat this process for each WIT ability bonus you have (but you can also reserve this for spells you find while adventuring). When you receive Template B, roll 1d8. Template C, roll 1d10. If a duplicate spell is rolled, select the spell above or below it on the list.

As you level, you will gain spells from your class’s spell list. You still can learn and cast spells from outside your school.

All of your MD return if you get a Good Night’s Rest. If you didn’t sleep well or your rest was disrupted by a hazard or combat, make a WIS save for each MD to have them return to your pool anyway.

A: Spellcasting. You gain the ability to cast spells. See Magic and Spells for details on how spellcasting works.

Drawback: You require a ritual ingredient to cast your spells. The ingredient has a negligible cost (2cp) and is not consumed, but water, fire, or isolation could render you unable to cast spells. Roll on the Ritual Ingredient List below.

A: Cantrips You have mastered minor magics:

  1. You can call on the spirit of a recently dead creature by interrogating its body. Provided the creature died before dawn, and it wasn’t particularly pious or exceptionally blasphemous, it will answer 3 of your questions. At dawn, the spirit departs. The dead are rarely coherent or helpful.

Answers may be cryptic. If the creature had 3 or more HD, everyone present can see and hear the spirit. Otherwise, only you can see it.

  1. You can ritually protect a corpse against possession by unwelcome spirits. Alternatively, you can deliberately invite spirits to possess a corpse. The ritual takes 10 minutes. The most dangerous time is between death and dawn; after that, the corpse becomes less appealing to wandering spirits.

  2. You can permanently lose 1 HP to add 1 MD to a spell you are casting. You can only lose 1 HP per spell.

B: Book Casting. You can cast spells from a spellbook or scroll without making them a Signature Spell. See Magic and Spells for details on how book casting works.

B: Necrotic Recovery. During Lunch you can attempt to recover one lost MD. Save vs WIS to return a lost MD to your pool.

B: Death’s Touch. You can cause creatures you touch to reroll any Scars they accumulated during that Turn. You can allow them to reroll detrimental results or force them to reroll beneficial results. If a creature successfully removes a detrimental Scars result because of the reroll you provided, it permanently loses 1 HP.

C: Cold Flesh. You no longer require sleep and feel pain only in an abstract sense.

C: Iron Will. You can control the results of your spellcasting through your iron will. You can change the result of one of your rolled MD if you pass a Save vs PER.This can be used to increase the effect of your spell or avoid a Mishap or Doom.

D: Master of Magic. Learn any 5 spells from your spell list.

With the proper materials, time, and a wizard’s sanctum you can now create magic items.

D: Spell Creation. See Wizard class description for details.

NECROMANCER SPELL LIST

1. Raise Spirit.

You automatically gain this spell at first level. Roll for your other spell normally.

R: touch T: spirit D: [sum] minutes

After a ritual that takes 10 minutes, you call out to the spirit of a dead person. The spirit can be anyone, from long-dead kings to newly-murdered party members. You do not need the creature’s body. This spell can only be cast between sunset and dawn. Roll 1d6 on the table below, modified by the following:

Bonuses

+1 for each [die] invested in this spell +1 if the spirit died within a week

+1 if the spirit has unfinished business in Creation

+1 if you know the spirit’s true name

+4 if you personally knew the creature before it died

Penalties

-1 for each of the creature’s original HD

-1 if the spirit was a wizard

-1 if the spirit is angry or irritated with you

-2 if you have only a vague name or description

-4 if the spirit was a necromancer or had significant magical powers in life Other bonuses and penalties at the GM’s discretion. The stronger the soul, the more dangerous the summon.

Raise Spirit Result. 0 or negative: The spirit is raised, but lashes out in anger and annoyance. You take 2d6 damage. If this damage reduces you to 0 HP, you are dragged straight to the afterlife (no Save). Alternatively, the spirit casts Fatal Doom (see below) on you.

a. The spirit is raised, but it cannot be put down. If there is a corpse nearby the spirit will possess it. Otherwise, it will act as a disembodied undead of appropriate HD.

b. The wrong spirit is raised. It may be more or less useful than the intended spirit.

c. The spirit is raised, but its answers are mocking and cruel.

d. The spirit is raised and answers your questions truthfully.

e. The spirit is raised and also provides a useful answer to a question you did not ask.

f. The spirit is raised and remains for 1d6 additional minutes.

g. or higher. The spirit is raised, and can be given one command (as per the Command Undead spell below.)

2. Explode Corpse.

R: 50’ T: corpse D: 0

Target corpse explodes, dealing damage in a [dice]x5’ radius, Save vs DEX for half. The maximum damage dealt is dependent on the creature’s size:

Rat: 1

Dog: 1d6

Human: 2d6

Cow: 3d6

Elephant: 6d6

Whale: 8d6

This spell cannot target undead creatures unless you control them.

3. Death Mask.

R: touch T: humanoid corpse D: varies

You touch a corpse and the face peels off like a mask. The rest of the corpse shrivels up and flakes into dust. When you (and only you) wear the mask, you will look and sound like the person whose face you’re wearing, but only to sentient people (no effect on animals, spirits, or elementals). The mask will rot into uselessness after [sum] days. If [dice] is at least 4, the mask is permanent.

4. Fear.

R: 50’ T: creatures up to [sum] HD D: 0

Target creatures must Save vs Fear or take a morale check, modified by your CHA bonus, or flee from you. If you cast this spell with 4 [dice], creatures unused to supernatural occurrences (peasants, domesticated dogs, etc.) must also Save vs WIS or age 2d10 years.

5. Rot.

R: touch T: creature or object D: 0

Creatures take 2x[dice] damage, CON Save for half. Creatures also age 2d10 years (no mechanical effect), and may develop grey hair, shakes, and wrinkles. Objects are aged according to how many [dice] are invested. Books sprout into mold, wood becomes soggy, lamps run out of fuel and grow cold, and stone is entirely unaffected. 1 [die]: [sum] days. 2 [dice]: [sum] months. 3 [dice] or more: [sum] years. Undead are healed for [sum]+[dice] HP, or 1 permanent HP is restored (to the former maximum).

6. Raise Undead.

R: 20’ T: [dice]x2 HD corpse D: 2 hours

Target is raised as a specific type of undead that is obedient to the caster. The creature is animated by a specially developed spell or an obedient ghost. When the spell’s duration ends, the undead may collapse, and cannot be raised again or used for any further spells.

The type of undead raised depends on the target and the [dice] invested.

1 [die] : 1-2 HD creature : corpse snake, crawling claw, skeleton, zombie

2 [dice] : 1-4 HD creature : wight

3 [dice] : 1-6 HD creature : war spirit, mummy

4 [dice] : 1-8 HD creature : something impressively terrifying

Undead typically have reduced stats compared to their living form. Undead of 5 HD or less are nearly mindless. If you die while undead are under your control, the spell’s duration expires, or you try to end the spell, there is a [HD]-in-10 chance the undead remains active. Otherwise, it collapses.

Instead of letting the spell expire, you can keep the [dice] you spent on the spell invested. The spell’s duration becomes permanent as long as those [dice] remain invested. Alternatively, if you spend 4 [dice] to raise a 1 or 2 HD creature, the spell’s duration becomes permanent and no [dice] need to be invested. Creatures may retain some special abilities they had in life.

7. Innocent Revenant.

R: Touch T: corpse D: 0

A creature of [dice] HD or less that died in the last 3 turns immediately returns as an undead version of itself with full HP. The HD requirement is ignored if the target is well known to you (a fellow PC, for example). This revenant can never gain HP, and loses 1 HP, and 1 point of INT and WIS to a minimum of 5, every hour until it reaches 0 HP and disintegrates. This HP loss can be healed by the Rot spell or other effects that heal undead creatures. The revenant is unaware that it ever died, even ignoring obvious signs of death (no heartbeat, cold flesh, gaping wounds). However, if someone else insists on confronting them with evidence of their own death, they fly into a rage, becoming a mindless undead.

A necromancer can “accidentally” kill a friend using their class’ Perk, then raise them as an Innocent Revenant, then heal them with Rot or control them with Command Undead.

8. Command Undead.

R: 50’ T: person D: [dice] hours

Target: 1 undead creature that can hear and understand you. You shout a single-word command to your target, who must Save vs WIS or obey. If the command lasts more than a single round, intelligent undead, or undead under the control of another necromancer, get a new Save at the beginning of each of their rounds. You can spend additional [dice] to increase the effects.

+1 MD: Affect +2 targets.

+1 MD: You may increase then length of your command by +2 words.

+1 MD: You may increase the duration between checks by +2 rounds.

9. Fog.

R: 30’ T: self D: [dice] hours

You breath out a bunch of fog, filing an area [dice]x20’ in radius. No one can see beyond 10’ in the fog. Undead can see through the fog. If you invest 4 [dice], you can instead breath out a layer of thick grey-yellow clouds that block sunlight for the spell’s duration, for 3 miles in every direction.

10. Death Scythe.

R: touch T: corpse D: [dice]x10 min

The corpse disintegrates as you pluck a black scythe from its chest. The scythe deals 1d8+Strength Bonus damage. It deals double damage to creatures of the same type as the corpse used to create the scythe (so a scythe drawn from a troll’s body would deal double damage to trolls).

EMBLEM SPELLS

11. Finger of Death.

R: 50’ T: creature D: 0

Target living creature must make a CON Save or die. Creatures with a significant magical nature gain a bonus equal to their HD. Frail mortal creatures may not get a Save. This spell requires 2 [dice] to cast against a creature of 5 HD or less, 3 [dice] for a creature between 6 and 8 HD, and 4 [dice] for creatures with more HD.

12. Fatal Doom.

R: 10’ T: creature D: permanent

You must invest 4 [dice] to cast this spell, and you also drop to 0 HP. You pronounce a Fatal Doom upon a living creature. The creature must have asked you for advice, in a non- casual capacity. They must have asked you what to do, where to go, how to overcome an enemy, or a glimpse into the future.

Instead of calling on a spirit, you read the future directly. You may describe (in one or two sentences, clear or cryptic) what will happen to the target, and how they will die.

The Doom is inevitable and irreversible. The GM may alter details and circumstances, but if you say that the target will be hounded from his home by those he loves and devoured by wolves in the forest, that’s how he’s going to die - and soon. Nothing else will kill the target until the Fatal Doom has come to pass.

BECOMING A LICH

You need to breed and research 8 specific spells. The spells don’t do anything alone, but they modify your soul to withstand the terrors of undeath with your mind intact. You are essentially breeding and then grafting spells onto your soul. Since no active liches will teach you the spells they used, and records of spell development are fragmentary at best, each lich must forge their own path. Some succeed; many fail, and fade away into half-mad shadows or disappear screaming into Hell. Other liches become trapped in living worlds of madness and memory, unable to accept their new form or the changing times. History is full of Immortal Tyrants; they never quite manage to rule the empires they desire.

1D10 RITUAL INGREDIENTS
1 Ashes of a former lover-turned-rival
2 Carved & polished bone
3 Clay Bottle
4 Dried frog in a pouch
5 Front legs of a cat
6 Grey metal bell with no clapper
7 Powdered teeth, human
8 Round blue stone containing a soul
9 Salt made from the tears of dead priests
10 Twig w/three forks & one dead leaf

NECROMANCER MISHAPS

  1. MD only return to your pool on a 1-2 for 24 hours

  2. Take 1d6 damage

  3. Random mutation (page 86) for 1d6 rounds, then Save vs Constitution or it’s permanent.

  4. Save vs Fear against the target of your spell. 1d6 rounds. Target is fully healed if undead.

  5. 1d6 nearby corpses raise as zombies and attack you for 1d6 rounds.

  6. You die. Save vs INT every hour to find your way back to your body.

DOOM OF THE NECROMANCER

  1. You die and spend the next 1d6 days wandering Creation as a disembodied, feeble spirit. Your body will rot after 2 days unless it is preserved in some way: pickling, embalming, freezing, or desiccation. If you inhabit a rotting body, you become undead.

  2. You become undead, permanently. If you were already undead, you instead lose 6 HP permanently.

  3. By direct decree of the Caretaker, all corpses in 20 miles rise as zombies and skeletons and attempt to kill you. If you have been particularly notorious, they will be accompanied by 2 Bell Exorcists and a demon. Average: 3d20 skeletons, with 1d6 lieutenants, monsters, and commanders as appropriate. Anyone they kill joins them. They will pursue you to the ends of the earth.

This doom can be avoided by eating the heart of an immortal creature, or journeying into hell and make a bargain to serve the Lord of Death, or by becoming a Lich.

WITCH

More accurately called an Animist Wizard. These are the “bad” wizards. The ones who live in shacks on the edge of town or in castles on the edge of reality. They are the cursed ones, robed in black, who you seek when all other hopes fail. When family turns their back on you, when you scream curses into the night, when your very soul burns, then you are in need of an Animist Wizard… or ready to become one.

Starting Equipment: Spellbook, ink, quill, practical traveling robes. You can wear light armor but would probably prefer magic robes?

Weapon and armor proficiencies: Light armor, dagger, club, staff, sling.

A: +1 MD, +1 Signature Spell (1d6), Spellcasting, Cantrips

B: +1 MD, +1 Signature Spell (1d8), Book Casting, Hex Recovery, Bonded Words

C: +1 MD, +1 Signature Spell (1d10), Hex, Iron Will

D: +1 MD, Master of Magic, Spell Creation

You gain +1 Magic Die (MD) and +1 Signature Spell for each Witch template you possess, to a maximum of 4 each (templates & MD).

When you first gain an Witch template, you cannot multiclass into other spellcasting classes, though you may gain templates from other Adventurer or otherwise magical classes.

When you select Template A, roll 1d6 gain the spell listed as a Signature Spell. You can repeat this process for each Int ability bonus you have (but you can also reserve this for spells you find while adventuring). When you receive Template B, roll 1d8. Template C, roll 1d10. If a duplicate spell is rolled, select the spell above or below it on the list.

As you level, you will gain spells from your class’s spell list. You still can learn and cast spells from outside your school.

All of your MD return if you get a Good Night’s Rest. If you didn’t sleep well or your rest was disrupted by a hazard or combat, make a PER save for each MD to have them return to your pool anyway.

A: Spellcasting. You gain the ability to cast spells. See Magic and Spells for details on how spellcasting works. The Witch’ spellcasting ability is INT.

Drawback: You are feared and distrusted by most. You cannot bathe. You can never return another person’s love.

A: Cantrips You have mastered minor magics:

  1. Transform into a creature with your face that has either (a) a fly speed of twice 2x Movement, (b) 3x Movement (c) swim speed of 2x Movement, (d) burrow speed of Movement, (e) the ability to squeeze through gaps smaller than a human head. Choose one option at character creation. The transformation lasts for 1hr per Animist wizard template per day.

  2. Dim or extinguish all non-magical light sources within 10’.

  3. Touch someone to learn if they have killed another sentient creature in the last 24hrs.

B: Book Casting. You can cast spells from a spellbook or scroll without making them a Signature Spell. See Magic and Spells for details on how book casting works.

B: Hex Recovery. During Lunch you can attempt to recover one lost MD. Save vs PER to return a lost MD to your pool.

B: Bonded Words. If someone makes a bargain with you and breaks it, save vs PER. If you pass, you instantly know about it. Your spells can target parasites and unborn children without targeting their hosts. What counts as a “parasite” is up to the Referee.

C: Hex. You bring misfortune on a creature you see. Spend an Action to impose Disadvantage on the creature’s next roll. The creature gets to save vs PER to resist. On a success Disadvantage is reduced to a -2 modifier.

C: Iron Will. You can control the results of your spellcasting through your iron will. You can change the result of one of your rolled MD if you pass a Save vs PER.This can be used to increase the effect of your spell or avoid a Mishap or Doom.

D: Master of Magic. Learn any 5 spells from your spell list.

With the proper materials, time, and a wizard’s sanctum you can now create magic items.

D: Spell Creation. See Wizard class description for details.

** WITCH SPELL LIST**

1. Powerful Presence.

R: 0 T: self D: [dice] hours

The caster seems to grow in magnificence and poise, and gains +2x[dice] bonus to Save vs Domination, Charm, or Fear effects. Easily frightened creatures (horses, mice, guilt- ridden murderers) must test Morale or flee before the caster. A very minor fear-like effect combined with a long-duration buff. This is stage magic. You grow 2” taller and much more sinister.

2. Telekinetic Shove.

R: 50‘ T: creature or object D: 0

An object or creature within range is hurled through the air. Save to negate. A human- sized creature travels 10’ per [dice], and takes 1d6 damage for every 10’ traveled. A creature thrown at another creature requires an Attack roll to hit and inflicts 1d6 damage for every 10’ traveled. This spell will also blow open all the closed but unlocked doors in a room, shatter all the windows in a building, or knock the thatched roof off a peasant’s shack.

3. Shrivel.

R. 50’ T: [dice] creatures D: varies

STR Save negates. Target loses half of its current HP and loses [dice] Strength (affecting the damage it deals). When the spell ends, the lost HP and Strength returns. If you cast this spell with 3 or more [dice] against a single target, the lost HP does not return, and the Strength damage is permanent. The apparent age of the target increases considerably for the spell’s duration. Dramatic hand gestures are mandatory.

4. Control Water.

R: 50’ T: a bucket’s worth of water D: concentration

Control a small amount of water within 50’. At one [die]: (a) propel a small boat, (b) carry a small item through the water, (c) allow someone to swim at 2x speed, (d) force someone to swim at half speed, (e) splash something no more than 5’ away, (f) dry something that is wet, (g) freeze a small amount of water, (h) cool a hot cup of tea. Each [dice] you invest increases the effects.

Good luck adjudicating this one, but you get the idea. With 4 [dice] you should be able to sink a ship or turn back a river. Something equivalent to a full-blast fireball. Water spirits carry means of purifying corruption, and Animists know their secret ways.

5. Sleep

R: 50’ T: [sum] HD of creatures D: varies

Target falls into a magical slumber, and can’t be awoken by anything less vigorous than a slap (a standard action). If [sum] is at least 4 times the creature’s HD, the duration becomes permanent (until slapped) and the creature no longer needs to eat or drink while sleeping. If you also invested 3 [dice] or more into this spell, the duration becomes permanent, and you can set the only condition that will cause the creature to awake (the sunrise before the apocalypse, true love’s kiss, etc.) Undead, creatures immune to being charmed, and mindless creatures are not affected.

6. Charm Person.

R: 50’ T: person D: [dice] hours

The person regards you as a good friend and ignores the obvious spell you just cast on them. If you invest 4 [dice] or more into this spell, the duration becomes permanent.

So not dragons, dryads, owlbears, ants, elementals, or angels. People. If it’s worried about taxes, gossips, and wears pants, it’s a person. This effect overrides the drawback of being an Animist Wizard, but not for long.

7. Dream Eater.

R: 50‘ T: creature D: 0

A sleeping creature within 50’ takes [sum] damage. The caster heals for the same amount. No save. When you gain this spell, if you don’t know Sleep already, you learn it the next time you would roll to gain a spell. It replaces one of the spells you’d roll for. This spell doesn’t work on creatures that don’t dream (snails, worms, bureaucrats).

8. Scorching Ray.

R: 100’ T: creatures or objects D: 0

Fire a ray at a target, dealing 1d10 fire damage with a successful attack roll. Each dice you invest in this spell allow you to fire an additional ray at the same target or at a new target. Creatures are not set on fire, but very flammable objects such as candles, dry straw, or paper will catch fire 1 round after being struck. Instead of using this spell to deal damage, you can instead use it to light all the candles in a single room.

The fire conjured by an animist wizard is a dark and greasy sort, an outcast spirit.

9. Scry

R: [dice]x100’ T: point in space D: concentration

You conjure an invisible, intangible, floating eyeball to a point in space that you designate. Unlike most spells, you do not have to have line of sight to cast it. As long as you maintain concentration, you can see through this sensor with your normal senses. This spell requires something to scry on, usually a mirror, quiet pool, clouds, or bonfire. If you invest 2 or more [dice], you can also hear through the sensor (it grows an ear). If you invest at 3 or more [dice], you can also speak through the sensor (it grows a dribbly little mouth). If you use an actual crystal ball when casting this spell, the range is instead [dice] miles. Crystal balls are rare enough that they are never offered for sale, but are worth upwards of 3,000 gp. Most are ancestral relics.

10.Alter Self.

R: 0 T: self D: [dice]x10 minutes

Alter your form to resemble that of another creature of your type (usually humanoid). You do not gain any special abilities from this transformation.

You can’t alter your smell, and you can’t hide from Wizard Vision or an angry mob forever.

EMBLEM SPELLS

11. Doom.

R: 50’ T: creature D: concentration

Target feels cold. If you invest 3 [dice] or more, and you loudly pronounce doom on them for the next 2 turns (without being interrupted or breaking line of sight), target dies on the 3rd turn. You need to truly hate the target for this spell to work, or convince yourself that you hate the target. Even a sliver of pity cancels the spell.

You can kill anything with this spell. You might need to test Wisdom or Charisma to prove you really hate a target.

12. Curse.

R: 50’ T: mortal creature D: permanent

You inflict a Minor or Major curse on the target. For a minor curse, you must invest 2 [dice]. For a major curse, you must invest 4 [dice]. Dice used to cast this spell are automatically exhausted. You cannot dispel your own curses. (Curse table)

WITCH’ CURSES

These are only examples. Roll randomly, pick a curse, or inflict something thematic.

Cursed people need to have their curse identified (by a priest, a hermit, a madman, a fairy, etc.). Identification also reveals the way to remove the curse. You can also try all sorts of risky exorcisms and rituals to get rid of the curse instead. Some of the effects seem severe, but remember, they could be “just die” instead. Curses should be appropriate to the target, their sins, and the caster’s whims.

1D20 MINOR CURSE EFFECT
1 Dog Hatred They will attack you, if given half a chance. Cured by living as a dog for 1 year, or doing 1 dungeon or equivalent challenge “as a dog”.
2 Loveless No one wants to sleep with you. Cured by helping 2 other people fall in love.
3 Absurd Speech Cannot be comprehended by anyone. Spells have a 60% chance of failure and a 10% chance of Mutation. Cured by learning a language you have never heard before.
4 Fragile Any damage dealt to you may be rerolled, and the higher result is kept. Cured by voluntarily breaking all of your fingers and toes.
5 Twitchy & Freakish -2 to all Reaction rolls when you are in a party. Can be cured by having a baby within wedlock and treating it well.
6 Foggy Eyes Cannot see more than 30’. Cured by serving a crone for 1 year.
7 Nightmares Only get restful sleep 60% of the time. Cured by sleeping alone in a dungeon or other very dangerous place.
8 Hiccups Always fail stealth checks. Never surprise anyone. Cured by suffering a genuine fear effect (doesn’t count if cast by friends).
9 Grim Hearted Can never benefit from positive morale or positive emotions. Cured by helping a bunch of children (big donation to an orphanage, saving child slaves, etc.)
10 Dreamless Reduce all XP gained by 5%. Immune to bad dreams. Cured by insanity.
11 Delicious Monsters that enjoy eating people will prioritize attacking you. Can be cured by eating an entire manticore.
12 Hollow Guts Consume three times the usual rations, and must eat something every three hours or suffer 1d6 damage. Cured by eating deadly poison.
13 Flashing Eyes Your eyes glow in different colors. They cast light like a match. Always fail stealth checks unless you move blindly. Cured by staring at the sun for 1d4 hours. CON save each hour or be permanently blinded.
14 Horrible Everyone who meets you knows your new horrible title, and they might Nickname believe it. Cured by convincing someone to adopt your full name, and taking theirs.
15 Sticky You attract insects. Each day the swarm grows. Insects eat half your allotted rations each day. Cured by scraping your entire body with a silver spoon.
16 Bad Luck -2 to saves. Can be cured by sacrificing a bull atop a mountain.
17 Beast Head Your head becomes that of a 1) Dog 2) Cat 3) Pig 4) Donkey 5) Crocodile 6) Lion 7) Jackal 8) Parrot 9) Snake 10) Owl. -1d6 to Charisma until cured. Cured by burying all but your head in the sand for a day and a night, unobserved by any friends.
18 Sum of Your Parts Head, torso, arms, and legs become detached and can move independently, at half speed. Cured by rubbing zombie dust into your joints.
19 Blighted Crops and animals do not thrive when sharing a property with you. No fruit, no milk, etc. Cured by planting 1000 trees by hand.
20 Sour Milk 50% chance that food turns rotten in your mouth (chance of wasting a ration). Cured by fasting for 2 weeks.
1D20 MAJOR CURSE EFFECT
1 Go With The Flow All bones are dissolved. You are now a sack of liquid that must be carried in a bucket. Reroll all physical bonuses become negative. 20% spell failure chance. Cured by eating the bones of an ogre.
2 Made of Glass Any noise louder than a conversation requires you to Save vs Fear. Cured by deafening yourself with hot iron needles in the ears.
3 Doomed Automatically fail the next CON save vs Death. Cured by touch of a wight.
4 Blinded Cured by cutting out your tongue.
5 Part Switch Two of the following parts switch places, but continue to function normally in their new location. 1) Eye 2) Toe Nail 3) Finger 4) Tongue 5) Liver 6) Anus 7) Rib 8) Ear Canal. Cured by eating a doppleganger’s heart.
6 Evil Twin An exact duplicate appears 1d6 miles away, with all the same gear, items, and knowledge, but of opposite alignment. They hate you. Ends only in the death of one or both.
7 Spirit Home A small creature takes up residence in your skull, carving a tiny hollow for its home. It crawls out from your ears at night to bring home food and small items. Cured by tempting the creature out with a more interesting head.
8 Beloved by the Dead Anything dead within 20’ of you has a 50% chance of coming to life every 2 hours. Radius grows by 5’ every day. They love you and seek to make you like them. Cured by immersing yourself in a vat of holy water for 1 full day.
9 Cursed Bloodline A minor curse is applied to all your blood relatives, or those you consider family.
10 Mute Cannot cast spells. Can be cured by plucking out an eye and sacrificing it to a god.
11 Ophelia WIS save or try to drown yourself in any body of water you encounter. Cured by poisoning someone you love, or someone who loves you.
12 Weightless Each day, you weigh half as much as you did the previous day. You also halve your melee damage each day. After 6 days, you begin to float. Cured by plucking the wings off one fairy for each day since you were cursed.
13 Bad With Money 20% chance to lose all money when entering a settlement (via thievery, taxes, etc). Cured by sacrificing your most valuable possession.
14 Crippled Movement is halved. Cured by spending 1 month in a desert without moving more than 5’.
15 Breakage Treat all your equipment as shoddy quality. 4-in-6 change break upon use. Cured by giving all of your possessions to the poor and doing a dungeon or equivalent challenge naked (except 1 item).
16 Screaming Teeth They stay quiet when your mouth is closed, and they wait for you to finish speaking before screaming.
17 Death by Fire Fire does double damage. Cured by killing a dragon, or serving one for a year and a day.
18 Moon Curse Turn into an (NPC) werewolf 1 random night during the week of the full moon. Cured by drinking hemlock (CON save vs Poison or die).
19 Endless Thirst Water and ale provide no hydration. You must drink magic potions. Failure to do so means death by dehydration in Con Bonus -2 days. Cured by the spinal fluid of an Aboleth.
20 Curse of Unreality 50% chance to disappear when not observed, and reappear 1d6 hours later. Cured by writing a popular ballad or book about your exploits.

WITCH MISHAPS

  1. MD only return to your pool on a 1-2 for 24 hours

  2. Take 1d6 damage

  3. Random mutation (see Random Mutation Table) for 1d6 rounds, then Save vs Constitution or it’s permanent. Resembles your transformation.

  4. Blind for 1d6 rounds

  5. Deafened for 1d6 rounds

  6. Spell targets you (if harmful) or enemy (if beneficial) or fizzles (if neutral).

DOOM OF THE WITCH

  1. An aspect of your transformation manifests for 1 day.

  2. An aspect of your transformation becomes permanent. You become crueler & greedier.

  3. Your transformation becomes permanent. You become bestial and monstrous. You become a dangerous NPC.

This doom can be avoided by true love, or by slaying the last of a powerful species (black dragons, elder trees, creation elementals, abandoned gods).

VIVIMANCER

To a vivimancer, their and everyone else’s flesh is clay to be shaped and moulded. To everyone else, they’re mad spellcasters who bring mutation, mutant vermin, and Cronenbergian horrors. Not welcome anywhere.

Starting Equipment: Thick robes and hood, carving knife, spellbook and quill.

Weapon and armor proficiencies: Light armor, dagger, club, staff, sling.

A: +1 MD, +1 Signature Spell (1d6), Spellcasting, Cantrips

B: +1 MD, +1 Signature Spell (1d8), Book Casting, Vital Recovery, Revivify

C: +1 MD, +1 Signature Spell (1d10), Body Control, Iron Will

D: +1 MD, Master of Magic, Spell Creation

You gain +1 Magic Die (MD) and +1 Signature Spell for each Vivimancerh template you possess, to a maximum of 4 each (templates & MD).

When you first gain a Vivimancer template, you cannot multiclass into other spellcasting classes, though you may gain templates from other Adventurer or otherwise magical classes.

When you select Template A, roll 1d6 gain the spell listed as a Signature Spell. You can repeat this process for each Int ability bonus you have (but you can also reserve this for spells you find while adventuring). When you receive Template B, roll 1d8. Template C, roll 1d10. If a duplicate spell is rolled, select the spell above or below it on the list.

As you level, you will gain spells from your class’s spell list. You still can learn and cast spells from outside your school.

All of your MD return if you get a Good Night’s Rest. If you didn’t sleep well or your rest was disrupted by a hazard or combat, make a PER save for each MD to have them return to your pool anyway.

Spellcasting You gain the ability to cast spells. See Magic and Spells for details on how spellcasting works. The Vivimancer’s spellcasting ability is INT.

Drawback Whenever you receive magical healing (except for Regeneration), Save vs CON or roll for a random permanent mutation. Start with 1 random mutation.

Cantrips

1 Taste blood to know what kind of creature it came from.

2 Transfer a blemish or cosmetic creature from one creature to another. (eg frog warts to a princess, swap hair colour) You cannot swap major features (eg limbs, wings, tails).

B: Book Casting. You can cast spells from a spellbook or scroll without making them a Signature Spell. See Magic and Spells for details on how book casting works.

B: Vital Recovery. During Lunch you can attempt to recover one lost MD. Save vs WIS to return a lost MD to your pool.

B: Revivify. Once per day, with a single action, your body can either: regain 2d6 HP; get a Save vs STR to shrug off the effects of a poison, get a Save vs STR to rid yourself of a disease, or Save vs CON to remove 1 Fatigue.

C: Body Control. Once per day, for a single Random Mutation you have, you can re-roll on the random mutation table once per day and change it.

C: Iron Will. You can control the results of your spellcasting through your iron will. You can change the result of one of your rolled MD if you pass a Save vs PER.This can be used to increase the effect of your spell or avoid a Mishap or Doom.

D: Master of Magic. Learn any 5 spells from your spell list.

With the proper materials, time, and a wizard’s sanctum you can now create magic items.

D: Spell Creation. See Wizard class description for details.

VIVIMANCER SPELL LIST

1 Acid Vomit

Vomit acid on [Dice] Nearby creatures for [Sum] damage. Creatures take Ongoing damage until it is neutralized.

2 Alter Self

You may alter your form to resemble a creature of your type (usually humanoid). You do not gain any special abilities. Lasts Rd[Dice] Minutes.

3 Wither [Requires Test]

Enfeebles a Nearby opponent. All physical Tests against them take Advantage, and they visibly age. Lasts Rd[Dice] Days, or Permanent if you spend 3 dice.

4 Extract Venom [Requires Test]

Touch a creature to draw all the venom out of its body. No Test for willing targets. At 3 dice, you may extract blood and deal [Sum] damage each round over 2 rounds.

5 Monstrous Hand

Your hand falls off and turns into a [Dice] LVL monstrous version of itself. Bites for [Dice]+1 damage, Test Str for its actions. Lasts Rd[Dice] rounds. If it reaches 0 HP it dies and your hand is lost.

6 Ramsey’s Delicious Meal

Nearby creature looks and smells delicious. Beasts and insects will attempt to eat them. At 3 dice, you can attempt an additional Test to also extend this to sentient creatures.

7 Monsterize

Touched vermin (rat, scorpion, frog, cockroach) grows to monstrous size and attacks nearest creature. Usually cast while flinging a vermin. [Dice]x2 LVL, bites for [Dicex2] damage. At 3 dice, this can affect goblins, dogs, small children. At 4 dice, the effect is permanent.

8 Regenerate

Nearby target regenerates 2 HP every round for Rd[Dice] Rounds. Can regrow lost limbs, eyes. 2 dice: If cast on a fragment of a magically regenerating creature (eg, troll’s eye) the whole creature grows back over a period of minutes.

9 Monstrous Form

Caster grows into a hulking, terrible creature. Str=12+[Dice], add [Dice]xd4 temporary HP, d10 damage. Lasts Rd[Size] Rounds. At the end of the spell, subtract your temporary HP. You can still die from this.

10 Infantilise [Requires Test]

Touched target becomes an adorable, if eerie, baby version of itself. For monsters, reduce their LVL by half and drop their damage die 2 sizes (min 1 damage).

EMBLEM SPELLS

11 Flesh Rebellion

Everyone Nearby takes [Sum] damage except the caster. Blood, fluid and bile pour out of every orifice as biological processes go awry. Ignores physical armour.

12 Mutate [Requires Test]

Touched target rolls [Dice] permanent mutations. For each mutation, roll twice and caster chooses. No Test if willing.

VIVIMANCER MISHAPS

1D6 MISHAP
1 MD only return to your pool on a 1-2 for a day.
2 Random mutation (Rd6 Minutes) Test Str or permanent
3 Hungry. Cannot cast spells until you take a break and Test Supplies.
4 Ravenous. Sneak into the party’s stores of food. Test Supplies twice.
5 Skin sloughs off. Agonising. Rd6 Rounds.
6 Your flesh rebels. Take 1d6 damage, ignores armour. If you die you mutate into a hostile Cronenberg version of your past self.

VIVIMANCER DOOMS

  1. Replace your starting mutation with a new one.

  2. Test Str at the beginning of each day. If you fail, gain a temporary mutation. Test Str at the end of each day. If you fail, that mutation is permanent.

  3. You mutate into a Cronenberg horror that consumes flesh to grow.

OTHER MAGICAL CLASSES

CLERIC

A cleric channels their faith into minor miracles.

Starting Equipment: light armor, weapon of choice, small collection of charms & talismans.

Weapon and armor proficiencies: Light and medium armor and shields, dagger, club, staff, sling, mace, Warhammer.

A: Relics Icons & Charms, +2 Canticles (1d4), +1 HP

B: Natural Philosophy, +1 Canticle (1d6), +1 HP

C: Signs & Portents, +1 Canticle (1d8), +1 HP

D: Witch Hunter, +3 Canticles (choose), +1 HP

A: Relics, Icons, & Charms. Clerics channel divine energy through the unique collection of holy trinkets, amulets, jewelry, talismans, masks and other reliquaries of their god they have collected. When you acquire Template A, you automatically receive 1 relic. Additional relics have to be acquired during adventuring.

RICs function as divine batteries. You have a number of faith dice (FD) equal to the number of item slots you dedicate to these objects. They otherwise function like magic dice. Armor does not interfere with Faith Dice beyond the competition for inventory slots.

You use your Faith Die to fuel Canticles. Roll a d4 twice to determine your starting canticles. With Template B roll 1d6 and randomly gain a new canticle. Roll a d8 with Template C. With Template D select any 3 new canticles.

You may invest a number of FD equal to your Level+1 (max of 6 FD) per casting.

B: Natural Philosophy. A cleric’s study extends beyond scripture, it involves the close study of body, mind, and soul.

This leads to a strong working knowledge of herblore, the four basic humors, and the needs of the soul.

With a healer’s kit, you may create a single poultice, paste, or tea that will restore an additional 1D6 HP to whomever it is administered during a break for Lunch. Instead of 1d6 HP, the Cleric can remove the Frightened, Fatigued or Poisoned condition.

C: Signs & Portents. In a mountain temple, roadside shrine, or village chapel you may spend 1 Turn in meditation to gain a divine insight or guidance. You might receive visions containing pertinent clues -though rarely clear direction.

D: Witch Hunter. You can smell the foul taint of necromancers, warlocks, cursed objects, and evil clerics. You are able to track them as a ranger tracks a dangerous animal.

When in their presence they emit a sooty smoke and reek of sulfur. Only you can detect these emanations. Once you have laid eyes on such persons or objects, Save vs Wisdom to track them when they are out of your sight (1 mile range).

CANTICLES

1. Banish.

R: 20’, T: [sum] undead, D: [dice] Turns

Banish [sum] undead of up to [dice] HD. Banished creatures flee the area and will not harm or make contact with the cleric.

If the cleric’s level exceeds the undead’s HD by 3+ the undead are destroyed outright.

When used against a mixed group of undead, those with the lowest HD are affected first.

2. Light

R: touch, T: object or creature, D: [dice]x2 hours.

Object illuminates as a torch -20’+[dice]x10’ radius. You can choose the color of the light. Make an attack against a sighted creature to blind them for [sum] rounds. A failed attack does not consume any MD or a RIC’s spell.

If you invest 4 [dice] or more this light has all the qualities of natural sunlight.

3. Ward

R: self, T: self +[dice]x5’, D: [dice] Turns

A stationary silvery ring appears beneath the cleric who names one thing that cannot cross it: orcs, undead, projectiles, metal, etc.

For each [dice] invested after the first, expand the affected area by +5’ in all directions or declare a second monster type/material that cannot cross your ward.

Creatures with less HD than the [dice] invested in the spell that attempt to pass your ward are destroyed. Creatures of equal or greater HD are banished.

4. Heal

R: touch T: creature or creatures D: concentration

Heal up to [sum] HP of creatures you touch. You may distribute healing among as many creatures as you would like, as long as the total HP healed does not exceed [sum] and you maintain concentration. If you invest 4 [dice] or more, you may instead heal a single target fully. Alternatively, you can chose to inflict [sum] damage, distributed among creatures you touch as long as you maintain concentration, or invest 4 [dice] to deal [sum] damage to a creature and force it to Save or lose a limb.

5. Remove or Cause Fear

R: 20’, T: [dice] creatures, D: Instant [Dice] creatures are purged of fear.

Save vs Wisdom to cause fear in [dice] HD worth of creatures. Save ends.

6. Weal or Woe

R: 60’, T: [dice] creatures, D: Instant

[Dice] allies gain advantage on their next action, attack, or save. Alternatively, impose disadvantage on the next actions, attacks, or saves of [dice] enemies.

7. Hold

R: 100’, T: creature, D: [sum] rounds

[Dice] HD worth of creatures are paralyzed for [sum] rounds. Save ends.

8. Silence

R: 50’, T: [dice]x5’ area or creature, D: [sum] rounds

Affected area is rendered utterly silent. Spellcasting is not possible within. Noise from outside the area cannot be heard.

Save vs Wisdom to cast on a creature.

9. Command

R: 50’, T: [dice] HD creature, D: [sum] rounds You shout a single-word command.

Save vs Wisdom.

The command cannot directly cause the target harm, or force them to commit a directly harmful action. For each [dice] invested, add an additional word to your command.

10. Striking

R: 20’, T: single weapons D: [dice]+1 rounds

A weapon becomes enchanted, dealing +1D6 damage and counts as a magic weapon.

11. Detect invisible

R: [sum]x10’, T: self, D: [dice] Turns

Invisible creatures or items in range are revealed to the cleric.

12. Spirit Gate

R: blast, T: 10’x15’ cone, D: Instant

Part the veil between worlds for a split-second. Targets take [sum] damage and are knocked prone. Save vs Constitution for 1⁄2 damage and remain standing. All in the cone are deafened for [sum] rounds. If [sum] is greater than 12, the effect is permanent.

DIVINE ATTENTION When a Cleric rolls doubles they draw the attention of a divine being. If they roll triples, add +2 to the roll. +4 for quadruples.

DOUBLES DOUBT
2 Your deeds attract the attention of a friendly local spirit with 1d4 HD. The spirit hangs around for 1 Turn. It has an attack/save modifier equal to the result of the d4 roll, as well as AC10+ the d4 result
3-4 Ghost lights dance around you for 1d3 rounds, obscuring you from your enemies. Gain +2AC while the effect lasts
5-6 Spirits claw their way out of the ground and fly around howling madly. All who witness must Save vs WIS or become frightened
7 Divine backlash: suffer 1d6 damage
8-9 Gain 2 levels of fatigue (4 slots)
10-11 Divine backlash. Suffer 3d6 damage and be knocked 15’ in a random direction. CON Save for 1⁄2
12 A portal to the trifold hells opens, disgorging a malevolent spirit with 2d6 HD. It attacks everyone with equal enthusiasm. Referee: use the stats of an equivalent monster

DRUID

Starting Equipment: obsidian spear or dagger, pelts (as light armor), wooden mask to conceal your human nature. You will not wear metal armor.

Weapon and armor proficiencies: Light armor and shields, dagger, club, staff, sling, spear.

A: Iron Guts, Skinchanger, +1 ND

B: The Blood, Animism, +1 ND

C: Old Tongue, Vine, +1 ND

D: Forest Walker, +1 ND

You gain 1 Nature Die (ND) per Druid template. They act like Magic Dice.

A: Iron Guts. You can eat almost anything and suffer no ill effects. Rotten fruit, bugs, stinking meat, tree bark, grass and lichens. As long as it’s not outright poisonous it will function as a ration for you.

A: Skinchanger. Learn a new animal form by subduing a live one with your bear hands, eating one raw that you’ve killed, or other forms. Start with a random one form (1d8): Bird, Wolf, Cat, Goat, Donkey, Monkey, Crab, Snake. Unnatural creatures require a Save vs. WIS and a minimum of 4 ND when you become them.

Cast each form as a spell. Equipment not included, size limited by [dice]. 1 ND - smaller than a person, 2 ND - smaller than a horse, 3 ND - smaller than a cart, 4 ND - smaller than a house. Gain bonus hit points = [sum], but lose 1 every hour. When the bonus HP are gone, you revert back to human form. When you take damage, you can choose which pool of HP takes it.

Each animal form usually comes with an attack, a buff, a passive and an ability costing 1HP. You won’t be able to speak.

B: Animism. You are attuned to the living spirits all around you in stoic rock, burbling stream, and wolf’s red ripping mouth. They whisper in your ear, a never quiet babble, always vying for your attention.

You are sly and wily. When you acquire template A you can make a WIS save to leave a false trail that pursuers will follow. You can see 30ft in the dark as long as there is starlight (or equivalent).

With template B you can mimic any sound, and recall any face.

With Template C you can do the spooky head thing like an owl. You effectively have 360 degree vision. You move in complete silence as long as you’re not touching the ground.

With template D you can slip free from any bonds or confinement you are placed in 1/day. Does not work in containers without an exit (sealed coffin, pocket dimension, etc.).

B: The Blood. You have advantage on PER saves to track a wounded creature. You can identify any creature that you have seen before by tasting it’s blood and estimate how old the blood is.

C: Vine. Cast vine seeds which grow up to ten feet instantly, across any solid surface. Can be used to climb walls, destroy weak structures, or immobilize an enemy (Save vs. STR to resist, lasts until they succeed on a save on their turn or until they are freed).

C: Old Tongue. You speak the secret language of rocks, trees, and animals. You have advantage on reaction rolls when speaking to an animal, copse of trees, mushroom colony, or mountain for the first time. These things can answer questions you may ask assuming they know what you are talking about, but any knowledge they share will be from an alien perspective that is hard for humanoids to make sense of.

D: Forest Walker. You gain the ability to leave mystical messages on trees, rocks, ponds, or any other natural unworked object. Only others with the Forest Walker ability can read these messages and you must communicate with mental images rather than written words or runes.

You also gain the ability to step inside a tree to avoid starvation/thirst/extreme weather or restore your health. It takes 1 day to regain 1 HP in this way as you draw water and nutrients from the soil.

When you enter a tree you may exit from another tree as long as you have line of sight to it from the ground.

Dryads have either the best or worst possible response to you [50/50 odds] when making a reaction roll.

Animal Forms

Bird - Peck (1d4), +2 Defense while flying, Twitter (-1 HP, recruit nearby birds or be roughly understood by target humanoid)

Wolf - Bite (1d6+STR), Defense as leather, +1 Attack to self and adjacent allies, Pounce (-1 HP, automatically succeed next grapple check)

Cat - Claw (1d4+DEX), +1 Defense, +4 Move, Lucidum (-1 HP, spot something hidden)

Goat - Horns (1d8+STR), +4 to shoving, horns count as a shield, Charge (-1 HP, target is knocked back/prone if it fails a Strength check)

Donkey - Kick (1d6+STR), +50% inventory, Mulish (-1 HP, can retry any save or Strength check)

Monkey - Paw (can use weapons), +2 Move, tail counts as a third hand, Sly (-1 HP, open your paw to reveal something you could have stolen in the last minute. Target can save to realise)

Crab - Pinch (1d4), half damage from piercing/slashing, Scuttle (-1 HP, remove self from scene, reappear somewhere plausible)

Snake - Fangs (1d6), can attack from grapples, Venom (-1 HP, next attack is poisoned)

DRUID MISHAPS

DOUBLES MISHAP
1 ND return to your pool on a 1-2 for 24hrs.
2 Trauma 1d6 damage (before transforming)
3 Mutation 1d6 rounds (roll random mutation table but take your animal form into consideration), Save vs. WIS or permanent.
4 Bestial Urges Save vs WIS to act against bestial urges, 2d6 rounds exploding on 6.
5 Random form
6 Take maximum damage from metal weapons for the rest of the day

DRUID DOOMS

  1. Shapeshift into the form you most commonly take, and you forget all former ties and languages. This state lasts for a day.

  2. As above for three days

  3. As above, permanent. If anyone from your former life has done you a truly good turn, you may appear to help them once, in a time of need, before vanishing forever.

FEY STALKER

Starting Gear: Light Armor, Bow, Arrows (20, 1 slot), Fletchers Kit.

Weapon and armor proficiencies: Light armor, dagger, shortsword, club, staff, sling, bow, crossbow, spear, longsword, handaxe.

A: Fey Archery, +2 Enchantments, +1 MD

B: Inhuman Accuracy, +1 Enchantment +1 MD

C: Impossible Shot, +1 Enchantment, +1 MD

D: Meld With Shadow, +4 Enchantments, +1 MD

Gain +1 Magic Die (MD) for each Fey Stalker template you possess, to a maximum of 4. Medium and Heavy Armor affect the MD of Fey Stalkers like any other spellcaster.

A: Fey Archery. There is nothing inherently magical about your bow or the arrows. But you know how to whisper to the remnants of life still clinging to the wood, bone, and sinew of your tools, and this allows you to imbue them with powerful enchantments.

Enchantments always destroy the arrow -you need to track your ammunition. When you fire your bow without using an Enchantment you have the normal 3-in-6 chance of recovering it at the end of an encounter.

When you select Template A, roll 1d6 twice and gain the enchantments listed. Template B, roll 1d8. Template C, roll 1d10. Template D, choose 4 enchantments from the list.

Enchantments either require an attack roll, a save from the target, or just work. The enchantment description will note which.

B: Inhuman Accuracy. Your arrows appear to twist and turn in flight with uncanny precision. You ignore the penalty for shooting into melee combat.

C: Impossible Shot. Once per combat, you can make an impossible shot with a ranged weapon. The attack can target any creature, provided the target is within 2x the weapon’s listed range and there is a path from your to the target. The attack can bounce around corners, cut a coin in half, or part a single hair on a target’s head. Roll the damage with Advantage.

D: Meld With Shadow. Burn MD to meld with darkness for [dice]+[sum] rounds. MD invested in this ability are automatically lost for the day. While within dim light or darkness, you can walk on walls and ceilings. If you remain utterly motionless you automatically pass any stealth checks.

ENCHANTMENTS

Enchantment Format:

Name

R: (range), T: (# of targets), D: (duration)

1. Banshee Arrows

R: 50’, T: [dice]x2 creatures, D: 0

Screams like a demon in flight and shrieks on impact. Affected creatures must make a PER Save or be frightened.

2. Breath of The Dragon Arrow

R: 50’, T: area, D: [dice] rounds x3

The arrow trails brightly colored smoke that can, a) fill a [dice]x10’ square area or, b) a [sum]’ wide, 10’ tall, [dice]x20’ long wall of smoke.

With 1MD the smoke lightly obscures an area, imposing Disadvantage on ranged attacks. With 2 MD all attacks are made at Disadvantage and creatures have advantage to hide. With 3 or more MD everyone in the affected area is blinded, except the fey stalker or any creature with magic or wizard vision.

3. Chaos Arrow

R: 50’, T: [dice] creatures, D: 0

Affected creatures takes [dice]+[sum] damage and twitch-dances [sum]x5’ in a random direction. PER Save for 1⁄2 damage and to avoid being moved.

4. Sap Arrow

R: 50’, T: [dice] x5’ area, D: [sum] rounds

DEX Save to avoid. Affected creatures are splattered with clinging sap. They are considered to be encumbered. If multiple creatures are affected they must move as a group, and save as a single creature.

5. Acid Arrow

*R: 50”, T: creature or object, D: 08

Make a ranged attack roll. Target takes [dice]+[sum] damage, as well as [sum] ongoing damage for [dice] rounds. If fired as a wooden wall, door, or floor the arrow will create a hole in 1 Turn big enough for medium and smaller creatures to pass through. Does not work on stone or metal.

6. Fox-Eared Arrow

R: 50’, T: 20’ area, D: [sum] rounds

The Fey Stalker can hear all sounds within 20’ of the arrow as if they were being made directly next to them.

7. Magpie Arrow

R: 50’, T: object or person, D: 0

The arrow swaps places with the target, allowing the Fey Stalker to teleport objects into their hand.

1 MD: target an object no larger than a gold coin or iron key.

2MD: target an object that occupies no more than 1 Item Slot (a hat, a sword, etc.)

3 MD: target an object that is equivalent to a medium sized creature or smaller.

4 MD: target an object the size of a ogre or wagon.

8 Flesh-to-Stone Arrow

R: 50’, T: creature, D: [dice] rounds

PER save or target becomes paralyzed. Apply a -[dice] modifier to the save.

9. Ricochet Arrow

R: 50’, T: creature, D: [sum] rounds

Fill [dice] adjacent 10’ cubes with a blur of spectral arrows that hum like angry bees and inflict [sum] damage to anyone who passing through the area. DEX Save for 1⁄2.

The area is considered hazardous terrain.

10. Entangling Arrow

R: 50’, T: area, D: [dice]+[sum] rounds

Grasping bramble erupt in a [dice]x10’ square. These plants turn the ground in the area into hazardous terrain that inflicts [sum] damage on anyone restrained or passing through it.

Creatures in the area must Save vs STR or be restrained by the entangling vines. Save ends.

11. Displacer Arrow

R: 75’ T: varies, D: 0

Make a ranged attack roll. Target takes 1d6+STR damage.

Each MD invested in this spell allow you to fire an additional arrow at the same target with a stacking +2 to damage, or at a new target with no additional bonus.

12. Blink Arrow

R: 50’, T; area, D: 0

Fire an arrow at an area you can see. The arrow trails an arcane umbilical that is anchored to your bow. When the arrow arrives, you are whisked across the intervening space.

Watch out for pillars and plumes of fire.

FEY STALKER MISHAPS

  1. MD return to your pool on a 1-2 for 24hrs.

  2. Take 1d6 damage.

  3. String breaks. Spend a round doing nothing but restring your bow.

  4. Lose 1 MD for 24 hours.

  5. 1d12 arrows shatter in your quiver.

  6. Cannot use enchantments for 1d6 rounds.

DOOM OF THE FEY STALKER

  1. Bow explodes for 2d6 dam in a 10’ radius.

  2. Draw the ire of a Grue -a long-limbed, shaggy-pelted predator from the Sideways. It appears within 2d6x10’ of you and attacks the nearest target. It has the stats of a Cave Bear.

  3. You are stalked by the Wild Hunt.

GUN PRIEST

Requirement: You are a dwarf.

Starting Equipment: witchlock arquebux (2 slots), dagger (1/3 slot), leather armor, cartridge box & hayago (1 slot).

Weapon and armor proficiencies: Light armor, medium armor, shields, dagger, shortsword, club, handaxe, longsword, crossbow, bow, staff, spear, battle axe, flail, mace.

A: Gear Empathy, Word of Law, +1 MD, +2 HP, +2 Bullet Prayers (roll 1d6)

B: Read Stone, Roots of The Mountain, +1 MD, +1 Bullet Prayer (1d8)

C: Powder Sprite, Smoldering, +1 MD, +2HP, +1 Bullet Prayer (1d10)

D: Arcanum, Dead Eye, +1 MD, +4 Bullet Prayers

You gain +1 to Find Hidden Things (doors, pressure-plates, tripwires, etc.) with template B & D.

A: Gear Empathy. Attuned to arcane machinery and gearworks, Dwarvish Gun Priests understand machines better than they do people. You gain Advantage to repair, modify, or sabotage mundane machines.

A: Word of Law. The invisible laws that bind reality are as words on the page to the Gun Priest. You can speak with authority when trying to convince others. Gain Advantage on Saves for commanding others.

B: Read Stone. You know when all the traps & secret doors in a dungeon level have been found.

B: Roots of The Mountain. As long as one foot is planted firmly on the ground you have advantage on saves to resist being knocked prone, shoved, or otherwise moved.

You also gain Advantage on rolls to perform the following combat maneuvers: grapple, shove, knock-down.

C: Powder Sprite. Recruit a powder sprite–a familiar which can reload your arquebux (cancelling the reload time), be consumed for +1 MD (non-recoverable, like a scroll), or be sacrificed as a magical grenade (2d6 to all in 10’ area, DEX save for half).

You may summon a new powder sprite after a Good Night’s Rest.

C: Smoldering. If you make a charge attack with your arquebux and kill your target, enemies who can see the attack must make a Morale test. You don’t have to light your beard on fire and scream but it helps.

D: Arcanum. You can create arcanum; limited use magical devises using bits of ancient technology salvaged while adventuring. You require a wizard’s sanctum. It takes 2 Item Slots worth of salvaged tech to create 1 arcanum.

The time and cost involves are the same as creating a scroll, but they occupy 1 Item Slot, have 1d3 MD worth of charges, and their effect is determined randomly by rolling on the Random Spells table (see Magic and Spells). For an addition 150gp you can work out how to make the arcanum replicate a specific spell effect that you already know, rather than rolling for it randomly.

Arcanum are rendered inert after their MD has been used up and cannot be repurposed. Most tend to crumble into dust. MD are never recovered on a 4-6.

D: Dead Eye. Once per session, you can fire a single shot and declare it to have hit. Roll 1d6:

1–3: Regular damage and target is knocked prone.

4–6: Critical hit.

THE WITCHLOCK ARQUEBUX

The witchlock arquebux is a device unique to gun priests.

Dwarfs take the Principia Arcana explanation of spells being magic bullets that wizards load into their heads and fire from their mind-guns literally. Not possessing meat-brains the way that other mortal species do, dwarven craftsmen applied their not inconsiderable skill to the problem and developed the basic pattern of the occultum reactive accelerator and the witchlock firing mechanism.

Irredeemably pragmatic as a species, the first arquebuxes were purely functional devices for deploying spells. Over time however the gun priests who crafted them began to impart their own decorative flare -a practice that has caused much scowling and muttered disapproval from the Council of Forge Masters.

Intricately decorated and master-crafted, each arquebux is a unique work of art. Crafted as part of the final rituals to become a sanctioned Journeyman of the Crucible. As no two arquebux’s are the same, one might use a break-action witchlock design to load spell-cartridges, while others might be lever- action, breach-loading, or employ a locking bolt.

WITCHLOCK ARQUEBUX

Slots: 1, Hands: 2, Notes: 1 round to reload.

All arquebuxes share the same core components:

Witchlock. Consisting of a firing mechanism, the “dog”, a cold iron firing pin, and a witch-stone sparking pan.

Occultum Reactive Accelerator. Alternating rings of occultum and brass wrapped in copper wire, fitted with a protective sleeve.

Magic Accumulator. A passive devise that draws ambient magic radiation into a canister resembling a small hand-cranked coffee grinder.

Coronal Discharge Unit. When an arquebux is fired, dangerous sympathetic magical vibrations can accumulate within the accelerator. The CaD is designed to mitigate this danger.

Axehead. CaD technology is far from perfected so sometimes cold steel is your go-to problem solving tool. Treat as a greataxe in melee (1d12, knock target prone on a critical hit).

WITCHLOCK AMMUNITION Gun Priests carry a bulky cartridge box that holds 12 charges, called a hayago. Each hayago holds an amorphous blob of spell matter.

The cartridge box is also an enchantment engraver. The gun priest sets the selector nobs for the Bullet Prayer they desire, feeds in a punch-card, and work a small crank.

They can then retrieve, load, and fire the Bullet Prayerthey selected.

A powder sprite greatly speeds the process (allowing the Arquebux to be loaded and fired in the same round).

1. Battering Beam

R: 100’ T: creature or object D: concentration

A beam of force strikes a target you can see, pushing them backwards. Target must Save vs Strength or be pushed away from you 10’ per round. Very large creatures only move 5’ per round. The beam inflicts a -[dice] penalty to the save. Inflict [dice] x d6 damage each round to stationary objects. If you invest 3 [dice] or more, creatures that fail their save are knocked prone.

Each round you maintain concentration increases the -[dice] modifier to the STR saves by 1, making it more difficult. If the target cannot move backwards, it takes 1d6, +1/per round, bludgeoning damage.

2. Sleep Gas

R: 50ft, T: [sum] HD of creatures D: Varies

Target falls into a magical slumber, and can’t be awoken by anything less vigorous than a slap. WIS Save negates. Non-alert, unaware targets do not get a save. If [sum] is at least x4 the creature’s HD, the duration becomes permanent (until slapped). Creature no longer needs to eat or drink while sleeping.

Invest 3 [dice] or more into this spell, the duration becomes permanent, and you set the only condition that will cause the creature to awake (the sunrise before the apocalypse, true love’s kiss, etc.)

3. Grease Bomb

R: 50ft, T: object, surface, D: [dice]x2 rounds

Can be shot directly at a creature or a 10’ x 10’ x [dice] surface. Save vs Dexterity or drop held objects and fall prone.

4. Knock-Knock

R: 50ft, T: [dice] objects, D: 0

Object is opened. Doors explode, locks are broken, shackles are bent open, belts come undone. If target is an armored creature, CON save or armor falls off. If target is an unarmored creature, CON save or vomit for 1d4 rounds.

5. Negasonic Ray

R: [dice]x20‘ cone T: area D: concentration

Rippling rings of purple light pour from the barrel of your witchlock arquebux. All sounds are cancelled within the area of this spell. Creatures are deafened until the spell ends or they leave the spell’s area.

6. Immobilizing Gel

R: 50’, T: [dice] x10’ area, D: 0

The target area is filled with dense ooze. When fired in a confined space (doorway, narrow corridor, between two pillars) creatures in the area are immobilized. Save vs DEX to avoid, prone creatures automatically fail. STR Save to escape.

In open spaces the gel creates an area of difficult terrain. Movement rates are halved, creatures in the affected area attack with disadvantage, and attacks against them are made with advantage.

The gel inflicts 1d4 acid damage per round.

7. Ultra-lucent Paint

R: 50’ T: creature or object D: [sum] hours

Creatures get a DEX Save to avoid. You splatter the target in bright octarine paint, leaving a mark the size of an apple. The mark is visible through fog, smoke, or total darkness, up to [dice] miles away.

It is also visible through solid barriers, such as stone walls, up to 10’ thick. The paint drips off and marks the ground below the target. Unless bandaged or swabbed, the paint will leave a faint trail behind the target.

Attacks against the target are made with advantage.

8. Wending Bolt

R: 200’ T: creature D: 0

Target takes [dice]+[sum] damage. DEX Save for 1⁄2. You do not need to see the target, but you do need to know their approximate location (within 10’), and there must be a clear path a bolt could trace to reach them. The path can be as convoluted as required. The bolt can pass through gaps as small as a fist.

Makes shooting into melee less terrible.

9. Alter Local Gravity

*R: 50’ T: [sum]x5’ squares D: [sum] rounds8

Only works indoors, in an area with a solid roof no more than 50’ high. An area that you specify has its gravity altered to a) an angle that you specify (90 degrees left, 180 degrees up), or b) a lower strength that you specify (50%, 0%) for the duration of the spell.

The spell’s effect takes place gradually, giving creatures a chance to Save vs Dexterity to hang on to something. Creatures take fall damage as normal. In lower gravity, you can jump proportionately higher and farther, but virtually any action requires a DEX Save.

10. Displacer Beast Blast

R: 50’ T: creatures D: [dice] rounds

A spell-effect that exists in multiple places at once. A creature takes [sum] damage on their turn for [dice] rounds. If this kills them, they explode for [sum] damage to all in 10’. DEX Save for 1⁄2. If this would kill an adjacent creature, they explode as well.

EMBLEM BULLET PRAYERS

11. Prismatic Eruption

R: 200ft, T: [dice] creatures or objects, D: 0

An air-burst spell that showers an area with multi-colored beams of magic. Target suffers a different effect depending on which color strikes the target. Roll 1d10:

1D10 Effect
1. Red. Target takes [sum] fire damage, DEX save for half.
2. Orange. Target takes [sum] bludgeoning damage and is knocked prone. CON save for half and not knocked prone.
3. Yellow. Target takes [sum] lightning damage, DEX save for half.
4. Green. Target takes [sum] acid damage, DEX save for half.
5. Blue. Target takes [sum] ice damage, DEX save for half.
6. Purple. Target takes [sum] necrotic damage and is blinded for [sum] rounds. CON save for half and not blinded.
7, 8, 9. Struck twice. Roll a d6 twice. Add effects; make one save.
10. Struck thrice. Roll a d6 three times.

12. Devil’s Breath

R: 200ft, T: area, D: 0

Does [dice] +[sum] fire damage to all objects in a 20ft radius. DEX save for half.

GUN PRIEST NOTES

You cast spells slowly for the first 3 levels but you also never run out of MD. You might also explode as you accumulate instability dice.

Gun Priests bring a lot of dungeoneering skills to a party with gear empathy and read stone. With roots of the mountain you are an excellent support fighter, setting teammates up for devastating attacks.

The ability to create random, limited use, magical item with master artificer is fun. It’s also a way to bleed PCs of gold in return for magic items.

MISFIRES Gun Priests are not subtle. When a witchlock arquebux is fired it is always accompanied by a ring of smoke, an ear-shattering crack, and a discharge of purple light as the coronal discharge unit attempts to bleed off residual arcane energy.

Despite the best efforts of the Improbability Forge’s best craftsmen, a CaD capable of bleeding off 100% of residual sympathetic magical vibrations has not yet been achieved.

When an arquebux is fired, the MD automatically return to the gun priest’s pool. They also accumulate an Instability Die (ID). Each time a spell is fired the PC also rolls their ID. ID do not count towards the results of a spell, but do count towards misfires. Different colored dice are recommended.

A gun priest may bleed off 1d6 ID during Lunch, and all ID after a Good Night’s Rest. The process involves meditation, muttering sutras, and power-tools.

1D6 DOUBLES
1 Brightly colored sparks fly from your witchlock arquebux blinding you for one round.
2 One of your orifices makes a noise like a thunderclap.
3 Gasses vent from the coronal discharge unit, extinguishing all torches and candles within 20’.
4 Witchlock’s “dog” gets stuck. You act last in the next initiative round.
5 Arcane feedback from the magic accumulator causes you to inadvertently connect everyone in a 60’ radius to the dwarven hive mind. All must Save vs Charisma or be stunned for 1 round. You are stunned for 1d3 rounds.
6 Witchlock back-blast. Take 1d6 damage.
1D6 TRIPLES
1 Effect targets adjacent target instead (harms next nearest person, alters wrong thing, creates related but not identical item).
2 Teleport 1d6x10’ in a random direction.
3 Effect is maliciously altered (harm targets an ally, alter makes the target more dangerous, create something inconvenient).
4 A random spell from your cartridge box cooks off, targeting you.
5 Coronal Discharge Unit overheats. Will be ready to fire again after a Good Night’s Rest.
6 Take 2d6 damage. If reduced to 0 HP or below, your witchlock also explode. 3d6 damage, 20’ radius.
1D6 QUADRUPLES
1 Effect targets a random ally instead.
2 Witchlock mechanism fails. Witch-stone dematerializes for 1d6 days.
3 A random bullet prayer from your cartridge box cooks off, targeting you and an ally.
4 Lose 1d2 permanently from a random Ability bonus.
5 Add +1 ID to all rolls for the rest of the day.
6 Take 3d6 damage. If reduced to 0 HP or below, your witchlock explode. 5d6 damage, 50’ radius.

MONK

Starting Equipment: robes, big prayer beads.

Weapon and armor proficiencies: Light armor, dagger, shortsword, club, handaxe, longsword, bow, staff, spear, sling.

A: Martial Arts, Qi Training, +1QD, +1HP

B: The Path of Water, Qi Recovery, +1 HP, +1QD

C: Arrow Frog Hallucination Stance, +1QD, +1HP

D: Crane Steps Softly Through Spring Reeds, +1 HP, +1QD

A: Martial Arts. Your unarmed strikes deal 1d6 +STR damage & count as melee weapons.

A: Qi Training. Qi dice (QD) are d6s and work like magic dice. Qi Dice are spent to activate Qigong Techniques. For each Monk template, you learn a new Qi technique. Select one from the options presented below at the appropriate template level. Some Monks may discover additional techniques in remote temples or studying with hidden masters.

For every QD that you invest in a martial arts attack, you can inflict an additional +1 damage to your target. For every 2 QD that you invest, you can attack another foe that is in range or unleash a Qigong technique (on top of your regular damage). Investing too much is dangerous.

If you invest 3QD make a Save vs STR or suffer a level of fatigue.

At 4QD you automatically suffer 2 levels of fatigue

Qi dice are restored after a Good Night’s Rest. If you do not get a good night’s rest or your rest is disrupted by a hazard or combat, make a WIS save for each QD to recover it anyway.

B: The Path of the Water. While you are unarmored and not wielding a shield, your AV is equal to PER+DEX, divided by two (rounded down), up to a maximum of 4.

B: Qi Recovery. During Lunch, Save vs PER to remove one level of Fatigue (in addition to regular fatigue recovery) or save vs PER to recover a lost QD.

C: Arrow Frog Hallucination Stance. When an attack allows a save for 1⁄2 damage, you instead take no damage.

D: Crane Steps Softly Through Spring Reeds. Your movement speed is doubled. You gain the ability to move along vertical surfaces, water, and the spear-tips of your enemies. You ignore pressure plates. You must end your movement on solid ground.

QIGONG TECHNIQUES

Monks express fundamental truths of Creation through violence and the merciless reforging of their own inner spirit -called Qi. Monks call these truths “qigong.” New truths are revealed with each Monk template that you possess.

A: Open Hand Bell Strike

R: melee touch, T: creature, D: instant

Only effective against foes of equal or lower HD than you. Creature makes a STR Save, with a -[dice] penalty or be stunned until the end of your next turn.

At 2 [dice] the creature is incapacitated. At 3 [dice] they are paralyzed. At 4+ [dice] the creature dies.

A: Throw The Ox-Cart

R: melee touch, T: creature, D: instant

Target is knocked back [dice] x 15’ in a direction of your choice. If the target comes into contact with a solid surface, they smash through it and take [sum] damage.

B: Gentle Repose Of The Fallen Leaf

R: melee touch T: self D: instant

Reduce fall damage by [sum]. You float gently to the ground (possibly alarmingly late) or at least impact in a more survivable way.

B: Rain Parts For The Wise

R: self, T: attacker, D: instant

This technique can be used as a reaction. Reduce the damage of an attack by [dice]+[sum]. If this reduces the damage to 0, a target of your choosing is hit by the attack instead.

C: Quivering Palm Parts The Waters

R: 15’ cone, T: varies, D: instant

Fists made of blue Qi explode from your open palms. Creatures in a 15’ cone take [sum] damage. Save vs Dexterity for 1⁄2 damage.

C: Empty Palm Vanquishes The Wicked

R: 50’, T: object, D: [sum] rounds

Manifest a gigantic hand made of blue Qi energy. The hand can be used to strike anyone within range for [sum] damage, or it can do anything else a giant hand could do. Run around on its fingers, hold things, grapple, etc. It has a STR of +[dice]x2 and [sum] HP.

D: Clear Sky, White Lightning

R: melee touch, T: [dice] creature, D: instant

Charge your attack with lightning inflicting [sum] lightning damage. Strike an additional targets within 30’ with arcing lightning inflicting [sum]-5 damage for each additional Qi Die invested.

DOUBT

A monk’s path is one of constant training, meditation, and study.

When a Monk rolls doubles on their Qi Dice they suffer doubt and momentarily question if they walk the true path of Enlightenment.

The doubles you rolled (1’s, 2’s, 3’s, etc.) determine the consequences of your doubt.

DOUBLES DOUBT
1 Qi Dice return to your pool on a 1-2 until you get a Good Night’s Rest
2 Take 1d6 damage as you spirit is shaken and you bleed from the [1-2] nose, [3-4] ears, [5-6] eyes
3 Violent manifestation of your Qi. All creatures within 15’ must Save vs Constitution or be knocked prone. This includes you
4 Lose 1 Qi Dice until you get a Good Night’s Rest
5 Gain 2 levels of fatigue (4 slots)
6 Cannot use Qi Dice for 1d6 rounds

Enlightenment

A monk gains Enlightenment when they roll triples on their Qi Dice.

  1. You renounce material wealth. Carrying money or precious objects cause you to be encumbered.

  2. You retreat into hermitage. Play another PC for a while. If the other PCs go and find your monk, you can bring them out of retirement.

  3. You ascend. You recognize that to live inherently means that you suffer. Your life immediately snuffs out like a candle, never to be lit again. You cannot be reincarnated, resurrected, or receive any form of life-after- death magic. You move on to a higher plane of existence.

MONK ORDER TABLES

1D10 I COME FROM…
1 The Brotherhood / Sisterhood
2 The Fraternity
3 The Order
4 The Society
5 The Union
6 The House
7 The Temple
8 The Army
9 The Family
10 The Followers
1D10 OF THE…
1 Flowing Waters
2 Five Seasons
3 Indomitable Soul
4 Steady hand
5 Empty Palm
6 Whispering Word
7 Winter’s Heart
8 Spring’s Fire
9 Sons / Daughters of Autumn
10 Way of Solar Righteousness
1D10 IN MY ORDER,WE…
1 Didn’t eat meat.
2 Swore Oaths of poverty
3 Were taught how to garden & write poetry
4 Allowed prostitutes to live with us, but were never allowed to touch them.
5 Acted as the local constabulary
6 Organized hunting expeditions for monsters terrorizing the area
7 Assassinated people for money
8 Had a Deity who loved and dwelt in the monastery with us
9 Didn’t drink or smoke
10 Only took lovers from within the Order

PALADIN

Starting equipment: Sword, chainmail, holy symbol

Weapon and armor proficiencies: All armor and shields, all weapons.

A: Smite, Detect Evil, +1FD, +1HP

B: Strength of Will, Protector, +1FD, +1HP

C: Lay on Hands, Stand Tall, +1FD, +1HP

D: Avatar, +1FD, +1HP

A Paladin receives Faith Die (FD) with each template. They operate like Magic Die (but are not affected by Medium or Heavy Armor).

A: Smite. +[dice] to Attack, ignores AV of undead foes. If you are using a melee weapon, you can cast this spell with your attack.

A: Detect Evil. You can smell it, “it” being demons, devils, cultists, heretics and the undead. Check your PER for specifics.

B: Strength of Will. You can pray instead of eating a ration for lunch. You still need to eat each night to be able to have lunch the next day. Take +3 to saves against disease, transformation and sinful behavior.

B: Protector If you are adjacent to an ally targeted by an attack, you can use your Reaction to take the damage instead.

C: Lay on Hands. Pray over the injured for [dice] minutes. Heal [sum] HP, or deal [sum] damage to a possessing spirit/disease/demon without harming the host.

Stand Tall While you stand in defense of the truly deserving, you have a chance to remain standing, even with 0 HP. When you hit 0 HP, save vs PER. On a success you remain conscious with 1 HP.

D: Avatar. You gain [dice] beneficial mutations that represents your calling for [sum] minutes. Wings, razor-halo, guardian spirits, sanctified liver, armored flesh, golden-flame-spitting eyes, name it, it’s yours. You’ve earned it. Some large mutations you will have to activate using MD, as you would a spell.

PALADIN MISHAPS

DOUBLES| MISHAP|

|1| FD return to your pool on a 1-2 until you get a Good Night’s Rest| |2| Take 1d6 damage as you faith is shaken and you bleed from the [1-2] nose, [3-4] ears, [5-6] eyes| |3| Violent manifestation of your Faith. All creatures within 15’ must Save vs Constitution or be knocked prone. This includes you.| |4| Lose 1 Faith Dice until you get a Good Night’s Rest| |5| Gain 2 levels of fatigue (4 slots)| |6| Cannot use Faith Dice for 1d6 rounds|

PALADIN DOOMS

A paladin has to serve penance when they roll triples on their Faith Dice.

  1. As soon as possible you have to perform flagellation as a form of penance. All physical saves have Disadvantage for Until you get a Good Night’s Rest.

  2. You take a vow of silence and retreat into hermitage. Play another PC for a while. If the other PCs go and find your Paladin, you can bring them out of retirement.

  3. You take a vow of peace. You renounce all violence and serve as a humble sweeper in a monastery for the rest of your life.

SORCERER

Wizards studied to gain power, Warlocks borrow power. A Sorcerer’s power is their own.

They have turned their souls inward and built a pyre in their hearts. They are more real than the rest of the world. Rare, because their arts cannot be taught, and because they frequently explode. Intolerable, because they cannot abide servitude or obedience. Powerful, because the world reshapes itself to their whims. Something within a sorcerer allows them to touch and alter the very fabric of Creation and they are all absolutely nuts.

Starting Equipment: Outlandish Costume

Weapon and armor proficiencies: Light armor, dagger, club, staff, sling.

A: Soul Casting, +1 SD

B: Billowing Robes, +1 SD

C: Soul Vision, +1 SD

D: Magic Ward, +1 SD

A: Soul Casting. You alter the world through sheer force of will. You need no charms, no runes, no spells, no incantations. Reality is yours to command.

You change the world using your Sorcerer Dice (SD). You gain +1 SD (1d6) per Sorcerer template to a maximum of 4 SD. Each time you use one of the abilities below, invest any number of your SD. The [sum] of the SD rolled, as well as the number of [dice] invested, may affect the result.

SD can be used any number of times per day. Unlike a wizard’s MD, they always return to your pool. However, each time your SD returns to your pool you accrue 1 Instability Die (ID, 1d6). You always roll all your ID when you use your sorcerous powers. These dice do not count towards the [sum] or [dice] of any given power, but they do count towards doubles, triples, and quadruples. Use different colored dice.

Ex.: Ziwilgo the Sorcerer, level 2, has 2 SD to invest. She wishes to Harm a target and invests both SD. She has used two other sorcerous effects today, so adds +2 ID. Only the 2 SD count towards the [dice] and [sum] of the spell, but all four dice are counted for the purposes of Calamities (doubles, triples, and quadruples).

Sorcerers don’t run out of steam. They have the opposite problem. Like an overcharged locomotive, they sometimes explode.

Medium and Heavy Armor reduce the number of available SD, like MD for spellcasters.

SORCEROUS POWERS

Harm. Deal [sum]+[dice] damage to one target creature or object you can see. Creatures can make a DEX save for 1⁄2 damage. Flavor however you’d like: lightning bolts, beams of light, grasping hands from the underworld.

+1 ID per additional target.

Alter. Make a declarative statement affecting one creature or object you can see. The statement is true for [dice] rounds. The statement cannot cause damage directly (use Harm), move a creature or object, or create new objects or effects (use Create). Creatures and magical objects can make a WIS save to avoid being altered.

E.g. “This door does not exist.” You can walk through the space the door formerly occupied.

“The dragon is now a mole.” The dragon still has all its original abilities and HP, but it might be easier to hit. “The dragon is made of paper.” The dragon is now made of paper for [dice] rounds. If you set it on fire with a torch, it will take extra damage.

+1 SD per additional target.

+1 SD to affect an area the size of a wagon.

+2 SD to affect an area the size of a cottage.

+3 SD to affect an area the size of a village.

+1 SD to make the effect last for [dice] minutes.

+2 SD to make the effect last for [dice] hours.

+3 SD to make the effect last for [dice] days.

Create. Create something, a creature or object. Creations exists for [dice] rounds, are person- sized or smaller, and have 2HD. They cannot deal damage.

You can create objects with magical effects (flying carpets, invisibility cloaks), but created objects cannot deal magical damage (you can make a regular sword but not a +10 vorpal sword of fire) or provide permanent effects (healing potions only heal for the duration listed, rings of permanent stat gain only work for the duration). You can make a sword that looks like a +10 vorpal sword of fire though.

+1 SD per additional object or creature created.

+1 SD to create a magical or sufficiently weird object.

+2 SD to create a creature of up to +4 HD.

+1 SD to create an object the size of a wagon.

+2 SD to create an object the size of a cottage.

+3 SD to create an object the size of a village.

+1 SD to make the creature or object last for [dice] minutes.

+2 SD to make the creature or object last for [dice] hours.

+3 SD to make the creature or object last for [dice] days.

B: Billowing Robes. If you are wearing an outlandish costume worth at least 10 gp, your armor counts as Leather.

If you are wearing an outlandish costume worth at least 100 gp, your armor counts as Chain.

If you are wearing an outlandish costume worth at least 1,000 gp, your armor counts as Plate.

C: Soul Vision. You can see the souls of living creatures. This allows you to guess the approximate location of invisible creatures. You can also immediately tell if a person is possessed, undead, protected by the Authority, or a spellcaster.

The price for this gift is your connection to others. You permanently lose 1d2 Wisdom (as the constant scrutiny of souls warps your mind) or 1d2 Charisma (as you become callous and jaded).

D: Magic Ward. Reduce all incoming magic damage by 2. Does not apply to self-inflicted damage. Once per day, negate the effects of a spell that targets you. Does not apply to spells generated by Calamities.

SORCEROUS CALAMITIES

1D6 DOUBLES
1 Brightly colored sparks fly from your ears.
2 You make a noise like a thunderclap.
3 A strong wind billows around you, extinguishing all torches and candles within 20’.
4 You act last in the next initiative round.
5 You broadcast your current emotional state. Everyone in a 60’ radius must Save vs Charisma or experience your emotional state.
6 Take 1d6 damage.
1D6 TRIPLES
1 Effect targets adjacent target instead (harms next nearest person, alters wrong thing, creates related but not identical item).
2 Teleport 1d6x10’ in a random direction.
3 Effect is maliciously altered (harm targets an ally, alter makes the target more dangerous, create something inconvenient).
4 A random spell is also cast, targeting you.
5 Doomed To Die as on the Scars Table (pg. 14). You do not gain the +1 to WIS.
6 Take 2d6 damage. If reduced to 0 HP or below, explode. 3d6 damage, 20’ radius. DEX Save for 1⁄2.
1D6 QUADRUPLES
1 Effect targets a random ally instead.
2 Effect is reversed (harm heals, alter in opposite manner, create the opposite of what is intended).
3 A random spell is also cast targeting you and an ally.
4 Lose 1d3 permanently from a random Ability bonus.
5 Add +1 SD to all rolls for the rest of the day.
6 Take 3d6 damage. If reduced to 0 HP or below, explode. 5d6 damage, 50’ radius. DEX Save for 1⁄2.

SUMMONER

Taken from: https://coinsandscrolls.blogspot.com/2018/05/osr-class-summoner-20.html

Starting Equipment: 2 sets of mundane robes, dagger

Weapon and armor proficiencies: Light armor, dagger, club, staff, sling.

A: +1 SD, +2 Entities, Summoning

B: +1 SD, +1 Entity, Powerful Hold

C: +1 SD, +1 Entity, Soul Vision, Iron Will

D: +1 SD, Master Summoner

You gain +1 Summoning Die for each Summoner template you possess, to a maximum of 4.

A: Summoning. There are 99, and only 99, Entities that can be summoned. Each has a name, a description, and a list of abilities. They are sentient, but their minds may work in strange ways. Summon an Entity by rolling your Summoning Dice. Dice return to your pool and can be used again on a 1-3, but are exhausted for the day on a 4-6. On doubles, a Mishap occurs. On triples, a Doom occurs.

You can only summon an Entity once per day. You can summon an entity for [sum] hours before it vanishes, possibly to serve another master. It takes one round to summon an Entity. You must be able to speak and you cannot be distracted.

You require its true name and a description of the mental acts required to call it to you. Seek ancient scrolls, temples, and cults to find entities to summon. Unlike Wizard spells, there are no limits on the number of Entities’ true names a summoner can find and commit to memory. You can use the same instructional scroll to create an entire cult. However, as only 99 entities exist in Creation, most Summoners guard their knowledge jealously to avoid sharing power.

Entities are not angels nor demons nor elementals, according to the Summoners. Any similarities are purely coincidental, just as both silver and steel can be polished to the same hue.

B: Powerful Hold. Chose one entity you know how to summon. Instead of [sum] hours, the entity is summoned for [sum]x2 hours. Whenever you gain a level, you may change which entity this ability applies to.

C: Soul Vision. You can see the souls of living creatures. This allows you to guess the approximate location of invisible creatures. You can also immediately tell if a person is possessed, undead, or a spellcaster. The price for this gift is your connection to others–when trying to socially interact with others, you have Disadvantage on any save.

C: Iron Will. You can control the results of your summoning through your iron will. You can change the result of one of your rolled SD if you pass a Save vs PER. This can be used to increase the effect of your summoning or avoid a Mishap or Doom.

D: Master Summoner. Roll for 2 additional Entities. Alternatively, name an Entity you already control. For as long as you live, the Entity that you name will always remain with you. If [sum] or [dice] are required, use 2d6. This does not deplete your SD or cause Mishaps. You do not need to roll to summon it.

SUMMONER MISHAPS 1. Summon Dice only return to your pool on a 1-2 for the next 24hrs 2. Take 1d6 damage 3. Mute and Blind 1d6 rounds 4. Agony 1d6 rounds 5. Summon has a 1-in-6 chance of vanishing each hour after being summoned 6. Summon is not under your control. Will pursue its own agenda for the duration of the summon. May take on a different form.

SUMMONER DOOMS 1. Vanish for 1d6 hours to a strange world of blinding light and geometric shapes made of clay. Perform strange acts under the light of a thousand stars. 2. Vanish for 3d6 hours, as above. Return with 0 HP. 3. Vanish permanently.

SWORDCASTER

Starting Equipment. A number of swords equal to the number of hands you have, jug of wine, a dramatically tattered cloak.

Weapon and armor proficiencies: Light armor, dagger, shortsword, rapier, longsword.

A: Blade Barrier, Hands Clasped

B: Steely Gaze, +1 SD

C: Size Matters, +1 SD

D: Swordspell, +2 SD

Beginning with template B you begin to accrue Sword Dice (SD). Initially they only buff blade barrier/strike but pay dividends with template D. SD may be combined with normal magic dice (MD).

Swordcaster abilities use the following notation:

[Sum] = sum of Sword Dice results.

[Dice] = number of Sword Dice rolled.

[Swords] = number of swords you control or invest in an ability. (Hands + available SD.)

A: Blade Barrier. For each hand that you possess and every Sword Die currently in your pool, a 1-handed sword orbits your body. They rise and fall as you move and will wobble if jostled, but always return to an upright, point-downward, position. For every two swords you have floating around your body (rounded down) you gain +1 AV.

Blade Strike. You may attack normally as if your swords were a ranged (DEX) weapon, firing suddenly from their place at your side to lash out and stab an enemy.

The range of this attack is 20 feet for each Swordcaster template that you possess. On a hit, the sword inflicts normal damage for its type and is embedded within the target until the end of your next turn when it vanishes and reappears in its normal orbit around your body.

For every additional sword that you invest in this type of attack your gain a stacking +1 bonus to attack.

Your AV is reduced by [swords] on the round that you attack and until the end of your next turn (2 rounds total). It is your responsibility to track this, not the Referee’s.

Swords that miss their target fly off into the distance or embed themselves in walls and furniture. They still magically reappear at your side at the end of your next turn.

A: Hands Clasped. Your hands are bound. Iron shackles, mummified in cloth, shoved into a jar; it matters not how, only that you cannot remove your hands from this state, or you will lose the ability to swordcast. Your feet work as well as hands for most tasks, and your bound hands may still be used to grapple, hug, or otherwise encircle someone.

When you stand in place you begin to float a foot off the ground but to move across the ground you must use your feet. For now.

You can slowly (1/4 Move) float straight up/ down 5ft for each swordcaster template that you possess. You only move horizontally in a stiff wind.

B: Steely Gaze. When you lock eyes with someone, they fall under the effect of a hold person spell. WIS Save to end. However, while they are under the effects of hold person (paralyzed). So are you. You can end the effect at any time. Undead and Creatures of 4HD or greater are unaffected.

C: Size Matters. You may float a 2-handed sword around you in place of two 1-handed swords (1d12 damage, Arms & Armor).

2-handed swords only grant you +1 AC each. The more 2-handed swords you deign to wield, the easier you will be to hit.

D: Swordspell. From on high, a sword god calls. Or maybe a god of swords. Or perhaps the sword of a god. It matters not! They offer patronage which you eagerly accept.

For each sword that you control, you may inscribe a Swordspell into it from the following list. While that sword is floating around you, you may use its Swordspell.

Swordspells cannot be swapped out. Meaning most people will only ever have 6 spells. An argument could be made for a Tiefling’s prehensile tail granting them 7.

Swords that you own in excess of the number you are able to float around your body are just mundane blades. They cannot be used to store additional swordspells.

SWORDCASTER SPELLS

1. Searing Swords

Make a normal blade strike attack. On a hit the blade glows with white hot intensity inflicting [sum] fire damage and causing the target to ignite. Target creature may attempt a CON Save to tamp out the flames. A failed save inflicts 1d6 fire damage/round but does not impede their ability to move or attack.

2. Petrifying Blades

Creatures with your swords embedded in them have their movement reduced to 0 until the blades return to their orbit around you.

3. Recall Swords

Up to [dice] swords embedded in creatures pull back to you, dealing [sum] damage to the creatures they were stuck in.

4. Wall of Swords

[swords] spin around you in melee range dealing [sum] + [dice] damage. DEX Save for half damage.

5. Bladed Wings

Gain a fly speed equal to [swords]10, and can float up to [sum]10 feet off the ground. [Dice] rounds duration.

6. Fracture Sword

A sword ascends vertically to a dramatic heigh then embeds itself with a peel of thunder into the floor/ground inflicting [sum] damage in a [dice] *5ft radius. Dex Save for half damage.

7.Counter Strike

Once per round as a free action, when you are hit in melee combat you may counter-attack dealing [sum] damage and the attacker is pushed up to [dice]*5ft away in any direction.

8. Swords of the Dead

[Dice] enemies that die on your blades reanimate and wield your swords as weapons. They last for [sum] Turns.

9. Fractal Bladebeam

Make a normal blade strike attack. A beam of coherent light blasts forth from [dice] swords dealing [sum] +2 damage to the target. If that enemy already has one of your swords embedded within it they take x2 damage.

The beam may bounce [dice] times until you miss, dealing [sum] +2 damage each bounce.

10. Avatar of Swords

You bond with your floating swords, and become a [dice]-handed sword that deals [sum] + [swords] damage for [dice] rounds.

SWORDCASTER MISHAPS

  1. The two MD that rolled doubles are expended.

  2. You take half of all damage from swords embedded in targets until your next turn.

  3. You are stunned for [swords] rounds.

  4. Gain [dice] levels of fatigue.

  5. A random swordspell casts at a random target in sight. [dice] applied are equal to [swords]. (Assuming you have them.)

  6. A random sword fractures. Take 1d8 slashing damage.

DOOM OF THE SWORDCASTER

  1. Your swords are frenzied and attack the nearest creature for [swords] rounds. This includes you.

  2. Your swords turn inward on you, you take [swords] *1d8 damage.

  3. Your swords all return to you, swirl around your body, and impale you for [swords] *2D8. IF you are reduced to 0HP or below, the swords shatter, inflicting 3D6 damage to all creatures in a 20’ radius. DEX Save for half.

NOTES ON THE SWORDCASTER

The balance between gaining protection from your swords and sacrificing that protection to inflict damage is interesting and in keeping with the push-your-luck nature of Adventure games.

You lose swords as you lose magic dice and though you will always have the equivalent of leather armor you can become quite squishy as the adventuring day wears on.

Some spells can invest more than one sword, implying that a sword with one spell inscribed on it can still be part of a different swords spell effect. Tracking which spells you lose as SD becomes depleted and you control fewer and fewer swords feels like an exercise in madness. Just assume you have access to all your spells until you run out of SD, at which point you still have blade barrier and blade strike to work with.

Where do swords go as you lose control of them? I have no idea. A half-dozen scabbards slung about your body? Pocket universe? Are they steel or made of solid light? These are questions for you to answer. Also, good luck climbing ropes with your feet.

WARLOCK

Starting Equipment: Dagger, ragged cloak, 1d6 doses of some very good drugs.

Weapon and armor proficiencies: Light armor, dagger, club, staff, sling.

A: Pact, +1ED B: Cloak of Stars, +1ED C: Liquid Sanity, Spelleater, +1ED D: Part The Veil, +1ED

You gain 1 Eldritch Die (ED) for every warlock template that you possess. Medium and Heavy Armor reduce your available ED.

A: Pact. In exchange for powers and the promise of forbidden knowledge you have entered into a pact with an inscrutable entity from beyond the stars. A Warlock who breaks their pact die screaming, lost to madness.

You have spell-like abilities, but they are not the same as a wizard’s spells. To use an ability, select the number of Eldritch Dice (ED) you wish to invest, roll them, and add the numbers together. Pick abilities from the list below at the appropriate template level. Some Warlocks attempt to bargain for even more abilities with their patrons…

Most abilities depend on the number of [dice] invested and the [sum] they show.

B: Cloak of Stars. Your clothes are imbued with the darkness of unreality. Unknown constellations drift across the inner surface of your cloak. You gain +1 AC for each Warlock template that you possess after A (Max +3). Does not work if you wear any inflexible material (all armor).

C: Liquid Sanity. Take 1 point of Wisdom damage and add +1 MD to a warlock ability. If any MD roll a 6, roll an additional d6. Continue rolling additional dice until you roll something other than a 6.

The extra dice count towards Mishaps and Dooms. Mishaps and Dooms cause an additional 1d6 damage.

Make a Wisdom save after your next Good Night’s Rest to regain each lost point of Wisdom.

C: Spelleater. When an enemy targets you with a spell or spell-like ability, make a WIS save as a free reaction to direct the spell back at the caster. Invest 2ED to double the effect (duration, damage, etc.) and 3ED to triple it.

D: Part The Veil. Pierce the membrane between worlds and expose the target(s) to the unblinking gaze of your master beyond the stars. This ability has three applications:

WARLOCK ABILITIES

A. Scuttle

R: self, T: self, D: [sum] rounds

Dozens of tiny mouths open in the calloused soles of your feet. You can move at full speed in any orientation and freely rotate as you move. Climb or walk up any solid surface as well as a spider could, even upside-down.

This ability is the reason why a Warlock’s hoary feet are always shoeless, filthy, and wrapped in dirty rags.

A. Piercing Insight

R: 25’, T: creature, D: 0

[Dice] gnashing maws appear around the target ripping thought and memory from their mind.

Use 1 ED to learn the current and max HP of the target. Use 2 ED to also learn of any resistances or vulnerabilities. At 3 ED you also know of any special abilities they might have. 4ED will further reveal any spells the target may know or templates they possess.

B. Hymn of The Stars

R: 100’, T: [dice] creatures, D: concentration

A rift in space-time opens and the Stellar Choir pours forth a cacophony of discordant sound. CON save or be Stunned for [sum] rounds. Creatures that fail their save may attempt another at the start of each of their turns with a -[dice] modifier to the roll.

B. Eldritch Blast

R: 200’, T: creature, D: 0

Target takes [sum] + [dice] damage, no Save. As a Warlock, your spell is an oscillating current of eldritch fluid, throwing off globs of energy that spit and sizzle on the ground like hot grease from a frying pan.

C. Cerebral Dredge

R: touch, T: Creature, D: concentration

Make a WIS save to rummage a creature’s mind like a midden heap. Target recalls the desired memory you designate in perfect detail (“the first time you met your wife”, “where you buried the treasure”). The creature will be lost in a reverie for [sum] rounds. This reverie ends if the creature is attacked, threatened, or has to perform any action.

This memory may induce a Fear or Morale test. It must be specific. “The scariest thing you have ever seen” would not work, but “the night your village burned” would.

C: Thrash. This ability triggers as a free action when struck by a melee attack. You must invest ED in this ability.

A writhing mass of tentacles erupt from your abdomen lashing out at enemies within 15’ of you. [Dice] targets are flung [dice]x5’ in a random direction and take [sum] damage. Targets make a DEX save with a -[dice] modifier for half damage and avoid being thrown.

D. Time is a Flat Circle

R: self, T: self, D: dice

Decouple yourself from linear time for [dice] rounds. To those around you you appear as several blurry versions of yourself, all moving out of sync with one another. Gain +4 AC.

Your movement speed doubles and your may perform an extra action each round. You cannot use other Warlock powers in this state but you can otherwise act normally.

There is a 1-in-6 chance +[dice] that as you reenter the normal flow of time something will follow you. Ex.: A space amoeba made of teeth and slime with [Dice] slashing pseudopods (1d6 damage). HP is is [sum]+10).

WARLOCK MISHAPS

  1. ED only return to your pool on a 1-2 until your next Good Night’s Rest.

  2. Receive a minor side-quest from the Old Ones. You have 1d6 days to complete it or suffer a Doom.

  3. Eldritch tentacles explode out of you causing [sum] damage in a 20’ radius. DEX Save for half damage. You are fine.

  4. Screaming for 1d6 rounds.

  5. Eaten by portal, reappear in 1d12 rounds from a surprising location.

  6. Summon a Star Baby; It is not friendly (Referees: Just Use Bears).

DOOM OF THE WARLOCK

  1. Lost to Madness for 1d4 days. Incapacitated.

  2. A rival Alien Intelligence has noticed you. You are hunted by it’s corporeal minions (the Henchmen from Miyazaki’s Howl’s Moving Castle would be great for this).

  3. You have failed to meet the terms of your Pact in a timely manner. Your consciousness is shunted out into the cold void between the stars, and your body becomes the vessel for a twisted alien intelligence.