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

[GLOG] Chronomancy

I feel like expanding on the Seclusium of Time the Wizard. Here is what you get for being a Chronomancer, and the spells they use.

You probably can't start as a Chronomancer, but you could perform a ritual to edit your time-line to make it so that you have always been a Chronomancer, and thus replace your Wizard School with Chronomancy.

Time magic is dangerous. Even apart from the normal repercussions abusing time. If you aren't careful, the time police will track you down and throw you in Infinite Jail, which is infinite in every dimension, including and especially, time.

Perk

You are always vaguely aware of the time of day and year it is, wherever you are, both locally and wherever you might call home if abroad.
Randomly determined spell durations always affect you for the maximum time.

Drawback


If you ever see a clock that tells the wrong time, you must fix it.
Randomly determined spell durations always affect you for the maximum time.

Cantrips

1 - You can retroactively consume things you own in the future to gain their benefits in the past. You can set up a time-debt by gaining the benefits of something you consume (such as food, a potion, a damn good book, etc.) whenever you like in the present, but you cannot use this again until you have resolved the time-debt in the future, when you can actually consume the stuff you've already benefited from. Needless to say, you don't get the benefit in the future.
2 - You can pause time for a split-second of real time. Perceptually for you, time continues for 6 seconds during that split second, during which you cannot act or move at all (not even your eyes) but you can still see, smell, touch and taste things (you can't hear because external sound can't move). 
3 - You can write your future self notes, which will appear to you, wherever you are, at a specified time. You can't have more messages waiting to be delivered than you have Wizard templates.

Regular Spells

1 - Haste
R: 50' - T: Object - D: [sum] Rounds
If the target is a creature, they get an extra action on their turns, if they pass a save. Either way, their movement is doubled. Objects move twice as fast.
2 - Slow
R: 50' - T: Object - D: [sum] Rounds
If the target is a creature, they must save each turn or lose their action. Either way, their movement is halved. Objects move half as fast.
3 - Helping Hand
R: 10' - T: Self - D: [sum] Minutes
Reaching into the time-stream, you pull a version of yourself from the future to help you now. Roll all their HD and MD to determine how many of each they have, otherwise for all intents and purposes, they are another you.
However, if the future version of yourself dies before the end of the spell, you have put a time-limit on your own life. Each time you level up, there is a cumulative 1 in 6 chance that you are pulled back in time, and die.
4 - Revert
R: Touch - T: Object - D: Instant
Reset an object to a point in its past, up to a certain amount of time ago based on the dice used:
1 die - 1 hour
2 dice - 1 day
3 dice - 1 year
4 dice -  100 years
The object touched reverts to the state its atoms were arranged in, but life is elusive, and hp (or indeed, life at all) cannot be regain from this spell; though things such as debilitating wounds and bleeding can be removed by this spell.
5 - Provert
R: Touch - T: Object - D: Instant
Proset an object to a point in its future, up to a certain amount of time ahead based on the dice used:
1 die - 1 hour
2 dice - 1 day
3 dice - 1 year
4 dice - 100 years
The object proverts to a state that it would naturally reach without outside interference. Natural processes do not take effect during this advancement, so you won't feel a year' worth of hunger if you are proverted.
6 - Bottled Time
R: Touch - T: A Bottle - D: [dice] Hours
You bottle up some time from your now, and can use it later.
7 - Foresight
R: 0' - T: Self - D: [sum] Minutes
For each die invested in the spell, roll a die of your choice and keep it in front of you. For the duration of the spell, whenever you are called on to a roll a die of the type you have in front of you, instead of rolling, you can use on of the dice generated by the spell.
8 - Hindsight
R: 0' - T: Self - D: [sum] Minutes
You make a closed time-loop that you can test a theory out in. When the time-loop ends, you and everything you interacted with reset back to how you were when you cast the spell. Time rewinds with you too, none of what you did had any lasting consequences. You remember all of the time-loop however, and MD that you spent on the spell are still gone.
If you die whilst in the time-loop, you suffer a Miscast when you reset.
9 - Contingency
R: 0' - T: Self - D: [sum] Minutes
Set a trigger, and a reaction. When the trigger is triggered, the reaction occurs.
10 - Pre-preparations
R: 0' - T: Self - D: [sum] [special]
You send resources of yours into the future, which you can call in later whenever you want, such as a Magic Dice, a number of hit points, or some knowledge. You do not get back resources that you don't call back before the spell ends. If sending dice or objects, you cannot send more than [dice] of those. If sending knowledge or points of a class feature, you cannot send more than [sum] words or points.
Other examples are up to DM interpretation.
The duration of the spell depends on the number of MD used to cast it;
1 die - Hours
2 dice - Days
3 dice - Weeks
4 dice - Years

SUPER SPELLS

11 - Permanency
R: 50' - T: A Spell Effect - D: Instant
You make a magical effect permanent, the exact effects of which are up to the DM; some guidance;
- If the spell has a duration, that duration merely becomes permanent.
- Objects and creatures summoned or created by a spell last permanently, though they could still be broken or killed.
- If an object's state is changed (such as being unlocked by a Knock spell) then they can never be changed back to how they were.
- Instantaneous spells (such as fireball) will require a bit more adjudication (e.g. fireball might cause an endless splurge of flame at the point it was cast).
You must use at least the same number of dice to cast this spell, as were used to cast the spell you wish to make permanent. Dice used to cast this spell cannot be retained, and must be regained at dawn, as if they had all rolled a 4 or more.
In addition, roll on the following table to determine the additional costs of the spell:
1 - You lose d6 hp as long as the spell effect lasts.
2 - You lose 1 MD as long as the spell effect lasts.
3 - You can memorise 1 less spell while the spell effect lasts.
4 - You must roll an additional miscast when you do, and suffer all results, as long as the spell effect lasts.
5 - No one in the whole world can cast the spell you made permanent as long as the spell effect lasts.
6 - You cannot postpone or dismiss your Dooms.
12 -  Time Walk
R: 0' - T: Self and up to [dice] other creatures - D: Instant
You fuckin' time travel. Look, it does what you think. If you've let your players become a Chronomancer, and they get their hands on time-walk, let them.

Miscasts

1. Magic Die only return to your pool on a roll of 1 or 2 for 24 hours
2. Take 1d6 damage
3. Random mutation for 1d6 rounds, then make a save. It is permanent if you fail.
4. You cannot cast spells for d6 rounds as they freeze in time.
5. You become unstuck in time; for 1 minute each turn you must a dice of your choice. If it rolls even, you act twice. If it rolls odd, you skip your turn.
6. You freeze in time for d6 turns, in which you cannot do anything, nor can anyone do anything to you or anything you are wearing/carrying.

Dooms

Chronomancer Dooms are funny, they may not happen in order. When you suffer a Doom, use the first doom if the triple was a 1 or a 2, use the second Doom if the triple was a 3 or a 4, and use the third doom if the triple was a 5 or a 6. If you encounter a Doom earlier than you should, or one you have already encountered, it is possible to convince it to piss off and come back later. It will come back the next time you suffer a Doom along with whatever Doom you roll for that one; duplicating results this way is absolutely a thing. You can still tell them to come back if they are still early, but eventually you must deal with the consequences of all Dooms you have accumulated.

1 - A Causality Angel arrives and demands that you cease your meddling with the time-stream. They slap you with Chrono-Shackles that cannot be removed by anything short of a 5 dice magic spell, and while you wear them, you cannot cast any Chronomancy Spells (though they don't hinder you at all in any other way, and you can still use your cantrips). The Causality Angel will take them off when you have "learned your lesson" and burned a spellbook with a Chronomancy Spell in it.
2 - A future version of you arrive to warn you of the results of meddling with the time stream and drag you out of yours to see the results of it. Whatever strange sights you have to see, you are out of action for d6 days, and will re-appear where you were in the exact same state as you were, despite the apparent passage of time.
3 - The Universe finally gets sick of all your meddling and sends an Inevitable to hunt you down, forever, through time and space, until you are dead. It will not stop and indeed, cannot be stopped.
Unless it has arrived early, in which case it is very gracious and apologetic.

To avoid the Dooms of the Chronomancer, you must either turn over your personal hourglass in the halls of time, where the lifetimes of all mortal things are counted down, or you can eat the heart of a truly immortal being, which is tough given that immortal things cannot be mortally wounded, even by having their hearts hacked out. Especially after you've eaten it.

[GLOG] Knight of Cydonia

Is this a class based on the music video of one of Muse's all-time best songs?

No.

You gain one random Martial Cowboy Hero Technique per Knight of Cydonia Template you have.
Starting Equipment: A Damn Fine Hat, A Whip, Leather Armour, A Sword, A Bottle of Questionable Liquor, A Sense of Deep Ennui.
Background(d3): 1 - Outlaw, 2 - Vigilante, 3 - Ex-Sheriff

A - Early Riser, Piercing Gaze of the Cosmic Meta-Hawk
B - A Righteous Cause, Secrets of the Immortal Emperor of the Desert
C - Mysteries of the Mystic Mariachi Man,
D - Hour of the White Rider

Martial Cowboy Hero Technique (d8)

1 - Snake Style
You have +2 to hit enemies with a lower speed than you.
2 - Tiger Style
You deal +d6 damage when you attack someone while leaping off elevated terrain as part of your attack.
3 - Flying Eagle Style
You have +2 to hit flying enemies.
4 - Flaming Energy Ball
By doing nothing on your turn, you can launch a ball of flaming energy as your action next turn, which deals 2d6 damage.
5 - Twin Headed Snake
You can attack two creatures who are adjacent to each other with one attack roll, but rolling damage separately. You step each damage die down one step when doing this.
6 - Circle of Death
Creatures you grapple take d4 damage at the start of each of their turns.
7 - Shaolin Bear Strike
Your unarmed attacks deal d4+STR damage.
8- Choose One Style of your choice.

Early Riser

You have a chance in 6 of ignoring any effects of surprise equal to the number of Knight of Cydonia templates you have.

Piercing Glare of the Cosmic Meta-Hawk

While you hold someone's gaze, you always know if they are being untruthful, though you do not know anything about the nature of the deception, only its presence.

A Righteous Cause

When you come across a Villain that opposes one of your convictions, you can declare a Righteous Cause against them. Each time you confront them, you automatically charge your conviction at the beginning and the end of the confrontation. You can only have one Righteous Cause for each conviction, which ends when the Villain is defeated.

Secrets of the Immortal Emperor of the Desert

You get +2 to (both) Combat Maneuver rolls. Additionally, whenever you attack and get exactly the number you needed, you may make a Dex check opposed by the target's Str or Dex (whichever is higher). If you win, you successfully execute a free Combat Maneuver.

Mysteries of the Mystic Mariachi Man

Your sense of timing is impeccable. If you are ever "off-screen" and someone you know is put in a dangerous situation, you can burst back "into scene" in a dramatic fashion, along with one new piece of equipment that you have used to enter the scene, such as a horse, a rope, or a motorcycle (whatever one of those is). This ability is limited by plausibility.

Hour of the White Rider

You gain a bonus on to hit and damage rolls against the Villain of your Righteous Cause and their lackeys equal to the number of times they have escaped your justice!

[GLOG] Numismancers

Numismancers: the wizards of worth

As everyone knows; magic can, will, and inevitably must be taken to every possible application. Money was one of the first, humans being humans.
Numismancers however, are not just money-wizards, though due to the nature of their magic, it is a big part of their domain, humans being humans. Numismancers are the wizards of a thing's worth; they can tell you your heart's desire, alter the odds in their favour, and enforce good-will in negotiation. 
The life-cycle of a Numismancer's stay in any given town is roughly the same;
First, they are greeted with joy at the prosperity they can bring.
Then, the suspicion sets in as people begin to wonder, just how much this wizard is doing that they don't now about.
Finally, they are run out of town when the townsfolk discover what it is that they didn't know. 

Exactly like this?

Cantrips:

- You instinctively know if you are being mislead about the worth of an item you are attempting to buy, but you are not aware of the magnitude, or even the nature, of the deception.
- You can pull out a small handful of loose change from a pocket if you give it to someone. The coins are genuine, and they never quite equal one of the standard currency (e.g. a few copper pieces usually). You can do this once for any given person.
- You can instantly assess the value of a pile of coins.

Perk:

Creatures perceive your coins as being worth just that little bit more than others. They will almost always stop to pick up coins you drop.

Drawback:

Anyone who discovers you have lied or deceived them, has a -1 modifier to all reaction rolls when dealing with a group with you in it, or a -2 when dealing with you alone.

Spells:

1 - Asking Coins
R: Touch - T: Coins - D: [sum] Days
You weave a secret blessing over [dice] coins. Anyone you give one of these coins too is impelled to answer one question of yours truthfully, though they do get a save. Creatures who pass the save, and have HD equal to or less than [dice] are aware you magically compelled them; creatures who pass the save and have HD greater than [dice] need not answer at all, and are aware you compelled them too.
2 - Arcane Appraisal
R: 50' - T: Any object - D: [sum] Minutes
You create a glamour over an object such that any who behold it deem its value to be up 2[dice] its worth, either multiplied, or divided, which you decide when you cast the spell.
3 - Assess Desire
R: 6' - T: Person - D: Instantaneous
You read the thoughts of a person whose eyes you can meet, for at least an instant. You learn the most pressing thing that person wants. For each die you invest beyond the first, you can either learn a further desire, or discover a piece of information about a desire you are already aware of.
4 - Bend Luck
R: 0' - T: Self - D: [sum] Minutes
For each die invested in the spell, roll a die of your choice and keep it in front of you. For the duration of the spell, whenever you are called on to a roll a die of the type you have in front of you, instead of rolling, you can use on of the dice generated by the spell.
5 - Sacred Negotiations
R: 50' - T: Contract - D: [sum] Minutes
The spell is cast upon a contract of one kind or another, as long as it has not been signed by anyone. The contract can be in the process of being written. For the duration of the spell, no violence of any kind, lies, or deceptions can be perpetrated by any party who will potentially sign the contract, until it has been signed by all parties; or until the contract is torn apart.
6 - Animate Coins
R: Touch - T: A pile of coins - D: 1 minute per caster level
You animate a pile of coins into an ooze or swarm like creature.It can perform any actions an animate pile of coins could feasibly perform, and its statistics are dependent on its size.
It attacks as a monster with HD equal to the Dice invested in the spell.
It has 1 dice of damage for each place value in the number of coins that make up the pile.
It has Hit Points equal to [sum].
Its physical attributes are equal to [dice] + the number of place value positions in the number of coins that make up the pile.
7 - Speak With Coins
R: 50'  - T: A pile of Coins - D: [sum] Minutes
You enchant the targeted coins such that their coin-conscience can communicate with yours. The more coins there are, the more information they can coherently articulate, and the "memory" of the coins for the purposes of this spell is; 1 week [1 die], 1 month [2 dice], 1 year [3 dice], as long as the coins have existed as coins [4 dice].
The coins can usually answer questions about "coininess", such as how many other coins have been with them or taken from them, what environment they have been stored in, where were they minted, etc.
Taxing questions (i.e. anything not to do with being a coin) can only be asked once per minute; such as what they have been spent on, who has kept them, where they have been stored, etc.
8 - Compulsion
R: 50' - T: [dice] creatures - D: [sum] rounds/no. of targets
The enchanted creature is filled with a compulsion to sort a series of objects for the duration of the spell, which they will immediately move to. Non-alert, unaware creatures are not allowed a save. While sorting the objects, they pay no attention to any of their surroundings, unless it interferes with them, or the objects they are sorting.
If there are no objects to sort in the creature's sight, the spell has no effect.
Targeting particularly intelligent creatures, or having especially easy or few objects to sort, can affect the duration of the spell, down to half its normal duration. 
9 - Vault
R: 50' - T: A "room" you can see - D: concentration
As long as you maintain concentration on this spell, all entrances to the targeted room slam shut and lock, and cannot be physically opened, unless they are destroyed. The definition of "door" and "room" are somewhat loose, but any space that is open to the sky such that objects cannot plug the gap, cannot be targeted.
This spell can be used to create shelters, such as by affecting tables to close over a space completely.
If you maintain concentration on this spell for a whole day, the spell becomes permanent.
10 - Obssession
R: 50' - T: 1 creature - D: permanent
The enchanted creature develops an obsession that you specify, and will turn their greatest (feasible) efforts to the achievement of it. The target will never perform anything life-threatening to achieve their obsession (unless they are certain in their mind that they won't die), and each time they must perform a life-altering action (such as going on a long journey) or large expense, they get to make a new save against the spell.
The aim of the obsession must be known to exist by the target (though they do not need to be overly familiar with it), and can be of the following types depending on the number of dice used to cast the spell;
1 die or more - object or location
2 dice or more - person or occupation
3 dice or more - abstract (happiness, love, mastery, etc.)
4 dice - something that only might exist

Signature Spells:

11 - Midas Touch
R: 0 - T: self - D: [sum] rounds
For the duration of the spell, you enchant your hand such that anything you touch, turns to pure gold. Each round your touch can convert the following volume of stuff into gold;
1 die - 3" diameter
2 dice -  1' diameter
3 dice - 6' diameter
4 dice - 60' diameter
Unwilling creatures can save to resist the effects of the spell, and on a success the transformation only lasts for 1 round. Partially transformed creatures suffer a penalty of either -2 to die rolls from the shock and pain, or are incapacitated, according to GM interpretation. Any other penalties also depend on interpretation (you cannot see through gold eyes, as an example).

12 - Distill Worth
R: Touch - T: An object - D: 1 round
Upon casting this spell, you draw out a properties of the target, and render it through mighty magics into a single coin. You can take whatever proportion of the object's property you wish. Once this is done, the target loses whatever you took from it permanently, unless they eat the coin created.
The created coin is recognised by all who see it as carrying the worth of the instilled property instinctively, and any who eat it, or have it ground into them, take on the property.
Alternatively, the coin can be snapped, and rendered worthless.
Unwilling targets can save against the effect, creating a worthless coin on a success and not losing the affected property.
Distilled Properties
1 die - Superficial Physical
2 dice - Superficial Abstract
3 dice - Existential Physical
4 dice - Existential Abstract
Examples:
Superficial Physical; Colour, Reflectiveness, Tattoos, Shadow
Superficial Abstract; Reputation, Happiness, Dreams, Knowledge
Existential Physical; Weight, Body Parts, Physicality, Bones
Existential Abstract; Time left to live, Titles, Family Ties, Souls

Miscasts:

1 - Magic Die only return to your pool on a roll of 1 or 2 for 24 hours
2. Take 1d6 damage
3. Random mutation for 1d6 rounds, then make a save. It is permanent if you fail.
4 - You are compelled to donate 1d100sp to the next person-in-need you meet.
5 - d100 of your coins animate and attempt to escape you for 1 minute.
6 - You hands turn to solid gold for 1 minute. It is painful, but otherwise harmless.

Dooms:

1 - People begin to instinctively distrust you; and most NPCs will have at least a 1 in 6 chance to outright disbelieve anything important you say. All NPCs will double their prices when dealing with you.
2 - The Gods and Spirits of the World begin to instinctively distrust you. Most will simply refuse to deal with you at all, and the ones that will won't do it publicly.
3 - Finally, the Universe itself starts to think you're pulling a fast one on it. A Transcendental Arbiter descends from on high and demands you make an accounting of yourself, and to provide irrefutable proof that everything you have ever done, has been honest; existentially speaking. This is of course, almost impossible to prove.
The price of failure, is transmutation into a coin with your likeness, that you will forever inhabit.

The Numismancer can avoid their doom by betting their life in the game of the Marvellous; a card game played by angels, demons, and all comers for any and every kind of wager. Alternatively the Numismancer could infiltrate the archives of the Divine Bureaucracy and destroy their records, which would have absolutely no adverse side-effects I'm sure.

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