Sunday, July 26, 2015

Wild magic sorcerer variant: astro-mage

As much as the idea of the wild magic sorcerer really got me excited when I read the 5E PHB, I found the D100 list of Random effects to be not quite what I was looking for. I'm not sure if it was just not quite thematic enough for me or if some of the effects were just too off-the-wall. So when one of my players chose the class I made up a d100 list of my own themed around a fantasy zodiac. The idea was that the caster is born under a particular astrological sign which allows them access at random times to bursts of cosmic energy. There are ten signs each with ten effects which are as follows:
The Ram
1,2, glowing horns appear on your head for d6 rounds doing d10+2 bludgeoning damage, attack with proficiency 
3,4, you can see invisible creatures for 10 minutes 
5,6, a bright light shines out from your mouth in a 20' cone doing 3d6 radiant damage, save for half 
7,8,9, you hear a deafening rumble of hooves, everyone save versus thunder or take d10+caster level damage 
10, A star appears in your hand throw it at an enemy to blind them, range 80'
The Fence
11,12, for the next minute at a wall of smoke pops up around you to block any magical attack
13,14, you find yourself able to speak and understand any language for one hour
15,16, healing surge, 5 hp regain for 5 rounds
17,18,19, advantage on saving throws against spells, manifested through a twinkle in the eye
20, you are able to imbue an Ally with advantage on saving throws for three rounds
The Boat
21,22, Time seems to slow down, double your move speed
23,24, all your spells with a casting time of one action become bonus actions
25,26, teleport up to 60 feet provided you can see the destination
27,28,29, you become a fluid like water, interpret this as you will
30,  you become immune to poison, fire, cold and lightning for 10 minutes
The Beast
31,32, you appear to grow fangs, your next hit is a crit 
33,34, take advantage on strength-based ability checks for 10 minutes
35,36, your voice takes on a demonic Growl [advantage on intimidation]
37,38,39, you grow a barbed tail which does 2d6 piercing damage , Save versus poison
40, A shaggy Fox with unaturally long legs and glowing eyes does your bidding [speed 40, bite +5, D8 damage, eight HP]
The Sage
The Crown
The Tree
The Jug
The Mountain
The Serpent 

Thursday, July 23, 2015

The library of Yushek the breeder




Treatises on the square root of two and dynamic wickednesses 
-This Tome uses mathematical proofs to bolster chaotic evil philosophies. Every day the book is read from the reader must make an opposed intelligence check versus the book (the book has a +2  int modifier). On a failed save the reader is sucked further into the arguments extolling willful wickedness. this may manifest in a change in the character's personality or it may be treated as a intelligence drain reducing a point of int per failed check. 

Missives from a salt merchant
-The missives are a series of letters written during the high River dynasty detailing a salt merchant's passage through the District. It includes tidbits of information about the fish eaters' culture as well as hints to secret smugglers' routes and perhaps clues to the location of a buried treasure.

Bestiary of the high river dynasty 
-this work contains information about a number of beasts and monsters native to the area including, myconids, cockatrice, nothics among others.

Imprecatory melodies 
-This series of short songs serve as curses which may be sung out at any time, but if the spell level exceeds that of the caster a cr of 10+spell level save must be passed or the caster must take on a level of exhaustion.

Poems by an anonymous slave
-The forward explains the erotic nature of the poems within to be an astrological allegory. Throughout the work there are marginal notes scrawled in gnomish if translated they turn out to be mostly rude. If some actual text is needed use this: http://www.sacred-texts.com/bib/kjv/sol005.htm

Tractate Oamn: Primitive religion among the Oamnoi
-the first chapter outlines the basic structure of the Tritheistic faith of yore. The next three chapters detail the cultus of each god, Pern the thunderer, Ulla the river source, and Melmag the sea-king. The rest of the work explores the priestly task of balancing the three forces.


Magnetism of the hidden moon
-"like a ghost, the dark moon passes through the five houses. She dances in the manner of a buckwheat queen at harvest with her suitors both drawn to and afraid of her majesty."
This ancient tome suggests that whosoever might divine the position of the hidden moon might tap into its supernal current.

Spores of truculence: the roots of fungal aggression 
-Everything you ever wanted to know about sentient mushrooms, sinister slimes and evil oozes including identification resistance and use thereof.








Monday, June 29, 2015

Khemsa's girdle

A magic item drawn from Robert e Howard's "people of the black circle", Khemsa's girdle is braided out of thick hair that appears to be human interwoven with small bits of jewels. I haven't quite figured out attunement for it yet, perhaps it only attunes to chaotic characters รก la Conan. The girdle grants its wearer advantage on saves vs illusion magic but also has  the chance of deflecting damage onto nearby allies in combat situations. The damage deflection activates on a 5 or 6 of a d6 and will apply the damage otherwise inflicted upon the wearer to an adjacent combatant whether friend or foe. In the event that there are multiple combatants adjacent the target may choose the direction of the deflection but may not choose to forego the effect to avoid injury to allies.

Tuesday, June 16, 2015

Exhausting magic

I think one of the most intriguing mechanical elements of 5e is the "levels of exhaustion". I have yet to use it in game but I think it would make a very interesting story driver/consequence engine. It adds granularity to damage in a way that hit points don't. Something else I have been pondering is how one might add some grittiness to the magic system and I came up with a way to showcase levels of exhaustion while adding some risk to using magic. taking inspiration from the wild magic of the sorcerer class, what if whenever a magic user had a crit fail he or she gained a level of exhaustion? Now a lot of magic doesn't use a direct attack roll and is just save versus spell, in which case the exhausting magic might not apply. alternatively if the target of the spell Crits their save maybe the spell bounces back up on the caster? These house rules might go nicely in a higher danger setting with the permanent disability rule in effect. The key would be finding a balance where the added risks don't make the lethality unplayable. Perhaps it would be fun to try in a higher level one-shot where the power balance is purported to swing in the players favour. My literary proof text for this idea, btw, is in A Wizard of Earthsea when Ged over exerts his ability and is blinded for several weeks.

Saturday, June 6, 2015

Fortune cookie

Yesterday I challenged my partner to make a fortune cookie equivalent for my world. She knocked the ball out of the park I think, her idea is as follows: some sort of snobbish wizard decides that their work is too good for posterity and buries a number of books from their library. Perhaps they even shred the work before throwing it in the hole. By some strange magical accident a tree grows up from the Book hole and snippets of text are found in each of the nuts that grow upon it. Either this can be a bit of quirky flavor in the world or it can be used as a story hook. Perhaps years later, long after the wizard is gone people use the tree as a divination tool taking advice from the nuts. Maybe a whole religion grows up around it, a monastery is built around it and monks guard it's sacred nuts.

Tuesday, February 24, 2015

modes of dress in the dwarven city

Smiths: long felt robes in muted colours. Few ornaments but highly crafted, often bangles. For headgear they wear tallish fez-like caps colour coded to their clan.

Stone workers: leather aprons with miscellaneous straps and chains often accompanied by a zinc breastplate emblazoned with a lucky rune. Staffs with measuring notches are carried at all times.

Beaurocrats: cotton turbans and fur-trimmed caftans, often bespectacled with braided whiskers.

Academics: black and white striped hoods, close cropped beards with long mustaches, starched bonnets and golden earrings.

Priests: tall fur hats and linen robes the arms and neck of which are embroidered with interlaced snakes of blue and gold.

Civic Guards: Patchy beards, geometric tattoos and oilskin breeches, brass helms and often seen smoking long stemmed ivory tobacco pipes.

Sealed letter to Zalberth

Esteemed college and fellow scion of the All-Mother, salutations from the frontier. I hope this message finds you well and that you will assure the safeguarding of my messenger raven Hosszu-Uldon.
My post as field-councillor and sorcerous liaison has drawn to a close, and I write to you not knowing my immediate fate. Within days news will likely reach Vali of the proposed closure of the mine. It will surely be put to the guild archons and clan tongues whether continued operation is feasible. I have seen some odd things, tampering with records, unreported gains, somebody is making the mine look less profitable than it is. In fact, in the early watches of the night, I've seen good ore thrown in the slag pools and gems thrown in the aqueduct. Would that I had the wherewithal to bring my suspicion forth but alas my kinfolk have summoned me. And so, back to the hill-country I set my face. Only if you take an interest should you pursue my misgivings. You know as well as I, that the Delvers are not lovers of our matron but only buy us for our sagacity and the deftness of our tongues with words of  magery and goetia. Curse their avarice, truculence and mercurial humour!
Be well Uncle 
All hail ghosts of our pride!