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Showing posts with label class. Show all posts
Showing posts with label class. Show all posts

Friday, March 13, 2026

Mothership Classes: Suit and Criminal

Mothership is a wonder of concise and evocative design, but I most appreciate its brevity when it leaves me holes to fill with homebrew. Here's two more classes that fit the milieu.

SUIT 

The Suit represents the Company. Demand results. Accept no excuses. Promotion or extinction. KPI your deliverables. Put the eye in team. Synthesize dynamic processes. Embrace gestalthacking. Act local, think Local Group.

+10 Intellect
+10 Fear Save; +10 Body Save
+1 Minimum Stress

TRAUMA RESPONSE

Whenever a Close friendly player makes a Panic test, lose 1 Stress.

CLASS SKILLS
Business, Linguistics. Bonus: 1 Trained OR 1 Expert skill.
All characters have access to two new skills: Business and Administration. Business is a Trained (+10) skill that leads to Administration and Psychology; Administration is an Expert (+15) skill that leads to Command.

LOADOUTS

  1. Corporate attire (AP 1), VIP corporate keycard, shielded briefcase
  2. Corporate attire (AP 1), HUD, satchel, small pet (synthetic)
  3. Corporate attire (AP 1), revolver (6 rounds), recreational stims (as stimpak but restores no health, 2 doses)
  4. Corporate attire (AP 1), combat shotgun (2 rounds), flag pin
  5. Lounge wear (AP 1), portable computer, satchel, personal locator implant
  6. Formal wear (AP 1), signature jewelry, corporate bank card
  7. Armored suit (AP 3), bodyguard (see Contractors pg. 41)
  8. Standard crew attire (AP 1), bioscanner, tranq pistol (6 shots)
  9. Tracksuit (AP 2), water filtration thermos, PDA, stimpak
  10. Club wear (AP 1), sunglasses, 2d10kcr

CRIMINAL
(inspired by the Criminal class from the excellent Rimward Classes)

The Criminal survives where other crewmembers won’t, often at their expense. When the Company lies, cheats, steals, and kills, that’s just Business. Why is it that when you do the same, it’s called crime?

+5 Combat; +5 to 1 stat
+10 Fear Save; +5 to 1 save

TRAUMA RESPONSE
Once per session, when you Panic, you may force a Close friendly player to Panic instead.

CLASS SKILLS
Rimwise. Bonus: 1 Trained and 1 Expert skill.

LOADOUTS

  1. Standard crew attire (AP 1), lockpick set, crowbar, rucksack
  2. Standard crew attire (AP 1), nail gun, explosives & detonator
  3. Standard crew attire (AP 1), playing cards, cigarettes
  4. Lab coat (AP 1), scalpel, recreational stims (6 doses)
  5. Vaccsuit (AP 3), hand welder, vaccsuit patch kit (x3)
  6. Lounge wear (AP 1), portable computer, radio jammer, electronic tool set 
  7. Corporate attire (AP 1), revolver (5 rounds), pet (synthetic)
  8. Heavy duty work clothes (AP 2), bioscanner, vibechete
  9. Prison jumpsuit (AP 1), personal locator implant
  10. Surplus battle dress (AP 5), submachine gun (2 mags), flashlight, stimpak

Thursday, August 14, 2025

Cloak-and-Sword Économiste

Économiste

A cloak-and-sword class. Any early modern French milieu needs its John Law, or its John Blunt, or perhaps an enterprising florist.

Begin with a single suit of fine clothes, a French rapier, a deck of cards, a pair of dice, and 2 Credit (see Credible).

Indebted: Through bad luck and worse impulse control, your family wealth has been spent ten times over. Roll 1d6 to find out why you aren’t in debtor’s prison.

  1. A daring escape! If you are ever put on trial again, you will be convicted.
  2. A scapegoat. A noble family is sworn to your destruction. They all hold Esprit for you, but you roll 1d6 rather than 2d6 on their Esprit Reactions.
  3. A self-imposed exile. If you ever return to your homeland, you will be executed. Your accent and manner of dress mark you indelibly as a foreigner.
  4. A convenient marriage. You begin play married to an suitable spouse. If you ever spend a penny of their family’s fortune, the Church will make a special exception to its prohibition on divorce, just so that they can cut you loose.
  5. A false confession. You are an enemy of all Angels, though not yet a priority for divine censure. 
  6. Conscription and desertion. If you ever go to sea, you will be press-ganged.

Numerate: You always win games of pure chance, though your profits will not exceed the game’s expected value unless you successfully rig it in your favour.

Lucrative: Burghers, merchants, artisans, indebted nobles, and shareholders in your Grand Speculative Enterprise (see Grand Speculative Enterprise) hold Esprit for you. Due to a dizzying multiplicity of ruinous wars, the Crown is always in debt, typically to the Church.

Credible: You understand the flows of money throughout the economy, and as such can access a special stat called Credit. You may use Credit in lieu of specie to purchase items from those whom hold Esprit for you. This does not reduce your Credit, but you incur a Debt to the seller equal to the total monetary value of the items.

Good For It: You may reduce your Credit by 1 to withdraw specie from a bank up to a maximum of 100 silver per point of Credit (before the reduction).

The Invisible Hand:
Your words ring with the honeyed promise of lucre. Once per Esprit reaction, you may reduce your Credit by 1 to re-roll either die or both dice. You may re-roll allies’ Esprit rolls this way.

Collections:
Whenever you have more Debts than you have Credit, your oldest Debt is immediately converted into a commensurately dangerous force hunting you down. They can only be bought off with a payment equal to that Debt, but they can be killed, or dealt with by more abstruse methods.

Hey, Big Spender: Whenever you Carouse, roll 1d6. On a 2+, gain 1 Credit. On a 1, lose 2 Credit.

Largesse: Whenever you pay off a Debt (not necessarily your own), your Credit may increase by 1. The chance is based on the size of the Debt.

  • Bar tabs of everyone in the tavern (1-in-6)
  • Gambling debts (2-in-6)
  • The fine for a dishonorable murder (3-in-6)
  • A season’s tithe to the church (4-in-6)
  • The expected profits of a fully-laden cargo ship, lost at sea (5-in-6)

You can pay off debts by using your own Credit, but note that this will incur debts of your own.

A Grand Speculative Enterprise:
Once, ever, you may declare a Grand Speculative Enterprise. In order to do this, you must have the following:

  1. The backing of either a noble family, many merchant venturers, the Crown, or the Church.
  2. A madcap plan that promises heretofore-unimaginable profit.
  3. A demonstration, true or falsified, of your venture’s feasibility.

Immediately double your Credit, or triple it if you are backed by the Crown. Your Credit now represents the public valuation of your Grand Speculative Enterprise, rather than merely your personal credibility.

Your Enterprise begins with 3 Shares distributed amongst its most prominent backers, who form the Board. If you would incur a Debt of any amount, you may instead issue the potential creditor a Share in your Grand Speculative Enterprise.

At the beginning of each session, roll 1d100. If the result is less than or equal to the number of Shares there are in your Grand Speculative Enterprise, you must do one of the following or reduce your Credit by 1d6.

  • Issue Shares. Double the number of Shares. You may choose who receives them (and therefore holds Esprit for you), but this may anger the Board if it contradicts their interests.
  • Go Public. From now on, due to the free trade in shares, whenever you encounter an NPC, there is a (Shares)% chance that they hold a Share of your Enterprise. Shares discovered this way are added to the total. You may only do this once, ever.
  • Expand the Board. If, by the end of the session, you do not have a new backer from amongst a noble family, many merchant venturers, the Crown, or the Church, your Credit is reduced as above. If you have gained a new backing interest, issue them 3 new shares and they join the Board.
  • Pave With Gold. Further Dividends must be paid with gold, rather than silver. If you have already chosen this, choose one of the following in addition to gold.
    • Land
    • Souls
    • Love
    • Years
    • Noble title
    • Divine grace
  • Pay Dividends. Pay every shareholder an amount of silver equal to the square of your Credit. The money must be deposited with the Board for disbursement. After you successfully pay a Dividend, increase your Credit by 1d6.

If your Credit is ever reduced to 0 or less while engaged in a Grand Speculative Enterprise, you are Bankrupt and your Enterprise falls to ruin. Every Share is immediately converted into a Debt valued at the share price at the peak of the speculative bubble, and as your Credit is 0, each Debt immediately becomes a collector (see Collections). 

Saturday, August 9, 2025

I'm In: Thieflike Hacking

Hacking rules inspired by B/X thief skills.

To hack, choose one of the following Hacker Skills and roll Xd6, where X is your cyberdeck’s Clock Speed. If the value of any die is within the skill’s success chance (1-in-6 by default, improved by programs), the attempt succeeds. On a failure, you alert the system and countermeasures may be dispatched to disconnect you.

You have direct access to any networks that your deck is plugged into, typically through a server or desktop tower. A wireless connection or remote access provides indirect access instead. Direct access provides a +1 bonus to the success chance of hacker skills.

  • Penetrate servers (PS): Safely gain access to a system. If the roll fails, the intrusion is detected and countermeasures are automatically deployed. If the hacker has a passcode, they may automatically succeed at this roll.
  • Search (SR): Locate a file within a system, or locate specific content within a file. This may also be used for search engine queries (only once per query) or to detect traps on a specific file (only once per file).
  • Identify devices (ID): Identify the location and type of all active devices within wireless range of the hacker’s deck, or all devices connected to a network to which the hacker has access.
  • Wipe data (WD): Destroy data on a device. A hacker may only destroy specific files or subsystems if they have first located them with Search; otherwise, they must wipe the entire device at once. A hacker may also use this to attack hostile programs and other hackers; a successful Wipe will disconnect their target.
  • Move unsurveilled (MU): Prevent oneself from being detected by active surveillance systems. To cloak a group or large object from detection, roll at -1.
  • Bypass locks (BL): Access a password-protected device or electronic lock without knowing the passkey. Biometric locks are accessed at -1 for each biometric required. A hacker can only try this skill once per lock.
  • Clone credentials (CC): Copy data from a nearby device such as a smartphone, a keyfob, a credit card, or a server. On a failure, the data is not copied, and on a failure by more than 1 the device’s owner will receive a notification that a cloning attempt has occurred.
  • Remote control (RC): A hacker may attempt to send a spoofed command to a device on a system to which they have access. More complex commands require multiple RC attempts.
  • Decrypt or recover data (DD): Roll this to remove encryption from a device or a file. Some especially secure files require multiple Decryption rolls. After a failure, further attempts require a more powerful deck or program. This skill may also be used to recover lost files (only once per device).
  • Cyber defense (CD): Roll this to remain connected to a network during a disconnection attempt. On a failure, you are kicked from the system and your access point is burned. If they had indirect access, they now require direct access to the system. If they had direct access, they need to find a new access point.

A cyberdeck’s Clock Speed determines the number of dice you roll to Hack, and it can host one program at a time for each mB of RAM it has. Program cassettes must be loaded into the cyberdeck before the mission begins. Programs increase the hacker’s success chance on specific hacker skills and may improve those skills’ effects.

Also, a single-level rework of the Hacker class for Deck-and-Blade games (c.f. Phlox's post re. the recent Cloak-and-Sword revival). 

Hacker

Start with an outdated cyberdeck (2 mB RAM, Clock Speed 1), two random program cassettes (+1 to a random Hacker Skill), a big pleather coat, a cortical datajack, a stack of blank CD-ROMs, Python for Dummies (18th Edition), and a pair of mirrorshades.

h4xx0r.sk111z: You can use Hacker Skills. The first time you would alert a system, you may Scoff and choose not to alert it instead.

Author's Note: I know a lot of the original Cloak-and-Sword fanbase scoffed at the complexity of Scoffing mechanics, but I think it was very flavorfully integrated into Deck-and-Blade. The real issue with Deck-and-Blade's original Decker class was, as always, the ludicrously-complex hacking rules. Cyberpunk RPGs really never change.

jack_in;zone_out: You may use your cortical datajack to connect your brain to your cyberdeck, allowing your deck to use your neural clock cycles as additional processing power. Increase your Clock Speed by 1 when connected this way, as you are digitally incarnated in the cyber-space of the network you’re hacking. During this process, your meat body falls insensate, and if you are forcibly disconnected you must save vs. unconsciousness.

Rumor on the Deep Net has it that some next-generation intrusion countermeasures can access, rewire, and wipe a jacked brain as if it was nothing more than a file system.

l33t5p34k3r: You can always cloak your words in gibberish that non-hackers find unintelligible. When you do this, older generations will either pity or fear you.

www.honoram.ong/thieves: Hackers see themselves as console cowboys and cyber-samurai, a round_table() of digital knights serving corporate lords, living and dying on the bleeding edge of a bloody age. Other hackers have e-Sprit for you. This functions as Esprit, but is only prioritized over reaction rolls online, in cyberspace, and at LAN cafes, comic conventions, or hacker bars.

scriptKiddy: You are a proficient programmer. As long as you have no criminal record, you can always abandon the hacker’s lifestyle and take a job as a chipped and burned-out corporate drone. If you do, retire your character.

Wednesday, August 6, 2025

GLAUGUST: Full Life Consequences

GLÅUGUST is upon us. I saw that one of the the prompts was "Full Life Consequences". So, really, this is Walfalcon's fault.

Free Man

Aliens and monsters are attacking your brother’s place! It’s time for you to live up to your family name and face… FULL LIFE CONSEQUENCES

Qualifications
Normal +3 or -3

Saves
Weapons +3, Trauma -3, Explosions -3, Contaminants -3, Anomalies -3

Expertise
Wepons

Uniform
Motorcycle, normal people clothes

So you went there to where there was fighting!
You must show up at least an hour late to the session. When you (the player) arrive, you must loudly declare that you are experiencing FULL LIFE CONSEQUENCES. You (the character) arrives on the scene, even and especially if it would be improbable for you to be there.

It’s a good day to do what has to be done by you.
Attacks made in your presence always hit. In combat, you always go first.

“Because you are headcrab zombie!”
Once per session, you may declare that an NPC in your presence is under the influence of an artefact. They are, but the GM chooses which artefact.

Monday, July 21, 2025

Facility: Esoteric Assets

 Esoteric Asset

A useful inmate, designated Eτ.

In order for Inhuman Resources to approve deployment of a Eτ Special Project, the Asset must be willing and able to:

  1. Communicate productively with Facility staff.
  2. Assist with everyday Facility operations.
  3. Safely manage their Effects under stress conditions.

Mundane Facility employees have the right to report Eτ in violation of these tenets to either Human or Inhuman Resources. — A.O.

Qualifications
Normal -1 or less.

Saves
Weapons -2, Trauma -2, Explosions -2, Contaminants -2, Anomalies -2

Expertise
Effects (see Anomalous Abilities).

Uniform
L0 subdermal tag, white jumpsuit.

Like Attracts Like
You have 2 additional Artefact slots.

Anomalous Abilities
The Research Department refers to artefacts’ anomalous properties as Effects. Yours happen to be useful to the Facility — describe how. GM has final say. 

No roll is necessary to use minor and/or passive Effects (a pyrokinetic lighting candles, a telepath's mind-speech, bigfoot's blurriness, ooze moving through tight spaces, a cat's night vision, etc).

Whenever you make a stat roll, save, or attack to which your Effects are relevant, you may apply your Effects as an Expertise. When you Salvage an Effect roll, the result of the Salvage die (before modifiers) also triggers the corresponding entry on the Anomalous Activity table.

Inhuman Resources has ruled that anomalous auras with an effective radius of greater than 10 metres render an individual unsuitable for τ reclassification. — A.O.

In addition, choose at least two of the following benefits. You may choose the same one twice.

  1. Attacks you Effect inflict +1 damage on a hit and an additional 1d6 damage on a crit.
  2. +1 to a stat of your choice.
  3. +2 wound boxes for a stat of your choice.
  4. +3 to a save of your choice.
  5. Gain an additional Expertise.
  6. Start with a Bound companion entity. You cannot Unbind it.
  7. Start with a Bound Artefact. You cannot Unbind it.
  8. Once per session, you may reroll any die.
  9. Describe an anomalous ability of a cryptid you know about. You have that ability.
  10. Choose a GLOG class and gain its Template A benefits. This counts as both choices.

Anomalous Activity (1d20)

  1. Suffer 2 Wounds to your Normal.
  2. Suffer 2 Wounds to your Admin.
  3. Suffer 2 Wounds to your Insight.
  4. Suffer 2 Wounds to your Science.
  5. Suffer 2 Wounds to your Physique.
  6. Suffer 1 Wound to your Normal.
  7. Suffer 1 Wound to your Admin.
  8. Suffer 1 Wound to your Insight.
  9. Suffer 1 Wound to your Science.
  10. Suffer 1 Wound to your Physique.
  11. For the rest of the session, take an additional -2 to saves.
  12. For the rest of the session, take -2 to Effect rolls.
  13. If this roll would succeed, it fails instead. If this roll would fail, it succeeds instead.
  14. Everyone in the Sector learns your current location. For the rest of the session, your internal thoughts are externally audible and/or legible.
  15. For the rest of the session, electronics around you short-circuit (Anomalies save prevents; immunizes).
  16. For the rest of the session, the temperature around you drops 20 degrees Celsius.
  17. For the rest of the session, you and nearby small objects hover.
  18. For the rest of the session, immediately apply your Effects to everything within 10m, including yourself. Any Effects with a duration last 1 Shift and may be cleared early with a Break.
  19. For the rest of the session, subjects of your Effects other than you must make an Anomalies save or suffer 1 Normal damage.
  20. Double the impact of this roll. Its success manifests entirely through anomalous means.

Esoteric Assets also include:

  1. Individuals who, through training or accident, have been permanently bound to artefacts.
  2. Inmates who broke out in the Incident, according to Inhuman Resources’ triage protocols.
  3. Beings that are too large, small, dispersed, etc. to make effective player characters unless the GM is prepared to include them.
— A.O. 

 

Thursday, July 10, 2025

Facility: Jobs

Characters in the Facility start with one of several jobs. Most jobs require specific Qualifications. All jobs provide baseline Save bonuses, starting Uniform (including a badge with a Clearance level), Expertises, and abilities.

Facility jobs do not have standard advancement procedures. Instead, advancement occurs through acquisition of new artefacts, equipment, clearance levels, expertise, and titles. Some titles have Qualification prerequisites; some directly replace and upgrade starting jobs.

A “high-level” Facility character wears many hats. A character that started as a lowly Research Assistant may end up as a Team Lead, Entity Handler, Certified Professional Accountant, Third-Rank Adept of the Night, and Research Director.

Under special circumstances such as continuity of administration protocols or blatant nepotism, unqualified candidates may receive high-level positions. — A.O.

Field Agent

Delta Team operatives, External Affairs liaisons, and Public Relations triage teams all wear the traditional black suit and silver tie clip. In the aftermath of the Incident, Agents must adapt their training for a far more dangerous Field: the Facility.

Qualifications
+1 Physique, +1 Insight

Saves
Weapons +2, Trauma +2, Explosions +2, Contaminants +0, Anomalies +0

Expertise
Firearms (Phys), Running (Phys)

Uniform
Agent badge (Clearance 2), field agent suit, 9mm pistol, earpiece radio, tinted glasses (PPE, Rating 1 — Anomalies).

Research Assistant

The Facility runs on an endless succession of bright-eyed recent graduates who want to leave their mark on the world. That mark usually turns out red and sticky.

Qualifications
+2 Science

Saves
Weapons +0, Trauma +0, Explosions +1, Contaminants +2, Anomalies +2

Expertise
Choose one (Science)

Uniform
ID card (Clearance 1), lab coat, lab goggles, surgical mask, latex gloves.

Artefact Analysis
Start with an additional slot for a bound Artefact. You may Bind artefacts with Science rather than Insight.

Craft Device
You can attempt to combine items in your possession into a new device with novel capabilities based on the properties of its parts. Describe this new item to the GM, who sets a difficulty. Spend a Shift crafting the device, then make a Science roll. On a success, you create the desired item. If you fail, save or suffer 1d6 Wounds, and you may consume the items to Salvage the attempt. On a partial success, you create an item with unknown properties. If you fail to Salvage, save or suffer 1d6 Wounds again.
The nature of the save is up to the GM.

Crafting Guidelines

  • Base difficulty: 12
  • Includes power source: +2
  • Large: +2, takes additional Shifts to craft (only roll at the end)
  • Modifying a mundane item: -2
  • Bound artefact: +2
  • Unbound artefact: +4
  • +X, where X is the total number of artefacts in the final device
  • Weapon: +X, where X is its maximum Damage
  • PPE: +1 for each point of Rating and each point added to saves
  • Anything else the GM thinks is relevant.

Security Guard

You have a patrol route, a list of duties, a kevlar vest, and a gun. None of these have prepared you for what you’ve seen or what comes next.

Qualifications
+1 Physique

Saves
Weapons +1, Trauma +1, Explosions +1, Contaminants +1, Anomalies +1

Expertise
None.

Uniform
ID card (Clearance 1), security helmet, security vest, submachine gun, walkie-talkie.

Resilience
Add an additional box to each of your stats’ Wound Capacity.

Administrative Assistant

Grease the wheels of bureaucracy by providing real decision-makers with copious amounts of coffee and an outlet for their rage. Maybe learn a thing or two in the process.

Qualifications
+2 Admin

Saves
Weapons +0, Trauma +2, Explosions +0, Contaminants +0, Anomalies +0

Expertise
Choose one (Normal)

Uniform
ID card (Clearance 1), business casual (PPE Rating 1 — Trauma, Contaminants).

Declassify Document
When you encounter a new redacted document, you may roll with Insight. The target number is 12 plus the document’s Clearance. On a success, fill in all the blanks. On a partial success, fill in one blank of your choice. You cannot attempt to Declassify the same document more than once.

Turn Employees
To force Facility staff to follow protocols or browbeat them into compliance, make an Admin roll. On a success, roll 2d6 to determine the total Clearance level of staff that follow your orders until the end of the scene. On a partial success, roll 1d6 to determine the total Clearance level of staff that follow a single order you gave them during the Turning attempt.

You cannot attempt to Turn employees that you have previously failed to Turn until your Clearance increases or you gain a new Title.

Lab Rat

An unkind term for the expendable test subjects demanded by less reputable researchers and containment teams. Not usually a literal rat.

Qualifications
None.

Saves
Weapons +0, Trauma +0, Explosions +0, Contaminants +0, Anomalies +0

Expertise
Sneak (Phys), Climb (Phys), Hide (Phys)

Uniform
ID tag (Clearance 0), grey coveralls, high visibility vest.

Test Subject
Whenever you fail a Save, mark it. At the end of a session, you may erase all marks on one of your marked saves and choose one.

  • If you removed one or more marks, gain +1 to that save (to a maximum of +3).
  • If you removed three or more marks, gain an Expertise in that save.
  • If you removed five or more marks, gain an additional slot for a bound artefact.


Opportunist
When you hit a creature unaware of your presence with an attack, you inflict an additional 1d6 damage.

Binding Artefacts

Wielding artefacts is dangerous. In order to reliably control an artefact’s effects, one must understand both its properties and its interactions with the world around it. This becomes exponentially more difficult when artefacts interact with each other, as experimental conditions diverge further and further from established physical laws. The process of understanding an artefact well enough to use it in a personal capacity is called Binding.

To Bind an artefact, spend a Shift performing scientific analysis and/or occult rituals while making any requisite offerings. At the end of the Shift, make an Insight roll and suffer a Wound to your Normal. On a Success, you Bind it and gain a modicum of control over its anomalous capabilities. On a Failure, you may upgrade that Wound to a Scar to Salvage the roll.

  • Gain +2 to the roll if you have the artefact’s fully declassified containment file. Expertise will not help you here, only specific knowledge.
  • A Bond gives you more leeway to make creative use of an anomaly without needing to roll, and allows you to benefit from its passive effects at all times.
  • Binding yourself to a large, powerful, or intelligent artefact is dangerous. A Bond is a two-way street, and powers one believes they can wield often end up wielding them instead.


By default, a character has two slots for Bound artefacts. When a character is at capacity but wants to Bind a new artefact, they must Unbind an old one, which can be Bound again at a later date. Unbinding is instantaneous, but not without difficulty: make an Anomalies save to avoid Backlash.
The nature of the Backlash is up to the GM, but typically includes several Wounds.
Some Jobs and Titles provide additional artefact slots.

Oπ — “Jar of Wounds”: This glass mason jar is stoppered with a large stained cork and filled with damaged flesh. A damaged label reads “WHOOP-ASS // bottled 12-08-19[illegible]”.

The jar can store up to three points of Wounds and/or Scars. All injuries associated with the wounds disappear into the jar as if poured like a liquid; careful examination of the jar’s contents can identify the wounds contained within. If the jar is opened while full or broken at any time, the wounds and scars escape onto the nearest creature.

A character who has Bound the Jar of Wounds can immediately dump wounds that they would suffer into the Jar until it’s full. The character might direct emptied wounds to small animals crawling on the jar, dump them onto a corpse until the corpse disintegrates, or fire them at an enemy (treat as a Science attack vs. target’s Trauma save).

We don’t have reclassify an artefact to τ just because you Bound it. We have the Special Projects division for a reason — binding the Haunted Tape is impressive, but Legal is never going to sign off on using it to populate break room entertainment cabinets with media pirated from your subconscious. You’re going to watch re-runs of Heritage Minutes like everyone else in the Facility. — A.O.

Further artefacts:

https://archonsmarchon.blogspot.com/2025/07/some-artefacts-first-dossier.html

https://rosepulp.wordpress.com/2025/07/14/36-artefacts-for-facility-core/ 

Saturday, October 5, 2024

The Witch (GLOG Class)

It's GLOGtober! Happy GLOGtober, everyone.

Witch

You treat with otherworldly powers as an equal, or at least as a petitioner worth their attentions. Conventionally, witches intercede between mortals and their local supernatural powers for good harvests, safe childbirths, and clemency from transgressions. As empires metastasize across the Continent and wizards yoke the mystical to their will, the place of the Witch has become increasingly one of protecting the supernatural from mortals, rather than the other way around. Courts of entities great and small seek advocates, providing power to those who keep the old ways alive in these troubled times.

by Bogdan Rezunenko

Hit Die: 1d6.
Starting Skills: 2 of: Medicine, Headology, Nature, Local Lore, the Occult, Cooking
Starting Equipment: A large hat, a thick cloak with many hidden pockets, an athame (a ritual knife that inflicts 1d6 slashing or piercing damage), smelling salts, the skeleton of a small animal, sheaves of dried herbs and spices, a vial of something else’s blood, and your patron’s augury tools (if any).

Starting Abilities: The Craft, Patronage, a Gift
Advancement: Whenever you level up in the Witch class, gain an additional Gift.

The Craft
When a Witch performs a Working, they make a Craft Roll by rolling 1d20 and try to roll less than or equal to their Charisma. On a failure, they may attempt to Renegotiate by paying [witch] HP or appealing to their Patron with a compelling argument that this Working is in their interest. If the GM feels that their appeal would be granted (a blood payment is always accepted), the Witch rolls again and must accept the new result.

Success on the first roll is called an Assent, and is the most powerful. Success on the second roll is called a Concord, and is less powerful or requires further sacrifice from the Witch. Failure is called a Dismissal, and may impair the Witch going forwards.

Every Witch has learned the following three Workings from their Patron.

Augury
Assent: The Witch may ask their patron any question and receive an answer that their Patron believes would aid them. If the question interests the Patron, they may permit a series of clarification questions until they are no longer interested.
Concord: The Witch may ask their Patron one of their listed Augury questions. If the question interests the Patron, they may permit a single clarification question.
Dismissal: The Patron provides the Witch with a question regarding the current situation that they believe the Witch should ask or seek the answer to. The Witch cannot use Augury again until they have found a satisfactory answer and informed their Patron.

Hex
Assent: The Witch inflicts [witch]d6 damage to a target they can see, as well as a status effect associated with the manifestation of this particular hex.
Concord: The Witch inflicts 1d6 damage to a target they can see, and the target saves vs. the hex’s status effect.
Dismissal: Both the target and the Witch must save vs. the hex’s status effect.

Hexes also allow the witch to manipulate their environment in supernatural ways. If a hex targets an inanimate object, you do not need to make a Craft roll — it always counts as Concord.

Some hexes have save ends, others have action ends or damage ends. These are conditions under which the status effect is resolved. Saves are rolled after damage is applied, but at the start of the turn.

Summoning
Assent: Conjure a major or minor summon. These creatures are willing to perform services until the Witch dismisses them or they are in danger of death.
Concord: Conjure a minor summon with a single hit die. It’s willing to perform services until the Witch dismisses it or it’s hurt.
Dismissal: All your extant summons are recalled into the service of the Patron.

Minor Summon
1 HD, AC 8, +[witch] to hit. The size of a songbird, a kitten, or a loaf of bread. Choose three that represent the form and function of your summon.
    1. Melee attack: 1d6 damage of an appropriate type.
    2. Ranged attack: 1d3 damage of an appropriate type.
    3. Exceptional movement ability.
    4. Exceptional senses.
    5. Tiny and +4 AC.
    6. Something else.

Major Summon
[witch]+1 HD, AC 12, +[witch] to hit and damage. Human-sized, though not necessarily humanoid. Choose three that represent the form and function of your summon.
    1. Melee attack: 1d10 damage of an appropriate type.
    2. Ranged attack: 1d6 damage of an appropriate type to a target within range.
    3. Exceptional movement ability.
    4. Exceptional senses.
    5. Large and +4 AC.
    6. Something else.

Patronage
Witches gain their power through an ongoing relationship with great and inhuman powers that exist within and without the world.

Select a court of Patron powers. You can contact them to ask them questions, provide portions of their power, and to send emissaries that intercede on your behalf.

The Old Gods of the Wilds, the Storm, and Faerie

Names: The Verdant Maiden, the Crimson Mother, the Gloaming Crone, the King in Summer, the Prince of Spring, the Thunderous Duke, Diregreen, the Winterjack, Old Man Oak, the Skyblind Queen, the Mycelial Hells.

Augury: Take a handful of fresh soil, rainwater, or plant matter and chew until your mouth tastes of nothing else. Spit the remains into your hand and feel it drip through your fingers to commune with the basest truths of the world.
Augury Questions
- How did this place come to be?
- What is being overlooked here?
- What will happen if this place, creature, or situation is left undisturbed?

Hexes
- A hail of thorns tear at skin and lodge there. Bleed for [witch] damage per round (save ends).
- Vines constrict the target’s limbs, holding them in position (save or damage ends).
- A flash of lightning and peal of thunder. Target is blinded and deafened (save ends).
- Hallucinatory visions that swarm and multiply. Target cannot discern the location of allies, enemies, or objects (save ends).

Summoning: A pixie, a will-o-wisp, a dryad, a minor zephyr, living lightning.

The New Gods of Flesh, Steel, and Coin

Names: The Fleshtender, the Sunsmith, the Watcher-in-the-Walls, Lady Quickfingers, the Bloody Legion, Old King Coal, the Iron Maiden, the Crimson Mother, the Gleaming Crone, the Judge of Hearts, the Geometer, the Marque of Masques, Duke Tomorrow, Baron Count.

Augury: Set a small fire and stare unblinking into its depths. With the light of the fire scorched into your eyes, stare at a naked blade. The afterimage of the light will answer your questions in a series of blazing, demanding images.
Augury Questions
- Who controls this place or situation?
- What is being concealed here?
- What happened here in the recent past?

Hexes
- A burning brand scorches the target’s skin. The target is set aflame for [witch] damage per round (save or full-round action ends).
- You swing a knife through the air and the target’s skin splits open in harmony. Bleed for [witch] damage per round (save ends).
- You twist your fingers and the target’s flesh knots into horrid forms. Target is disarmed and weakened, dealing -4 damage on all its attacks (save ends).
- You deliver a cutting remark that perfectly undermines the target’s status. Target cannot be taken seriously or be obeyed (save ends).

Summons: A homunculus, a clockwork servant, a living fire, a mimic, a faceless soldier, a chimaera.

The Near Gods of the Harvest, Revelry, and Beasts

Names: Rrrgororr, the Friend to Friends, the Dire Pack, the Virgin Huntress, Father Fall and Mother Autumn, the Gloaming Crone, the Marque of Masques, Hissbuzz, the Jolly Baron, the Turning Wheel, the Fateweaver, the Lanternjack, Lord Almanac.

Augury: Throw the bones and read their facings, positions, and relations. Relay the tale the bones tell as faithfully as you desire, for only in the telling is meaning made. Carve a new bone if you must, but only from a creature you have killed and eaten.
Augury Questions
- What is hiding here?
- Who does this situation, creature, or place serve?
- What is weak or vulnerable here?

Hexes
- Your target is infected with a fast-acting disease that produces boils, lesions, and other horrid symptoms. They must spend an action each round clawing at their skin and vomiting (save ends).
- You intoxicate your target with the carelessness of revelry. They have -4 AC (save or action ends).
- A bite mark tears into your target’s flesh. They bleed for [witch] damage per round (save ends).
- Your target is overcome with atavistic terror. They cannot approach you or a target of your choice (save or damage ends).

Summons: A faithful beast, a scarecrow, a swarm, a flock, a fae reveler, animated farm equipment, a jack o’ lantern.

The Far Gods of the Heavens, the Moon, and the Night

Names: The Starguide, the Moon-Maiden, the Night-Mother, the Gleaming Crone, the Sunsmith, the Geometer, the Skyblind Queen, Qolendra-Qa, the Starlit Path, the Traveling Moon, the Loom of Fate, the Baleful Star.

Augury: Ask your question, then draw a spread from your tarot deck. Interpret the cards with the gravitas they deserve, but know that there are always deeper meanings hidden in their fractal geometries.
Augury Questions
- Who set these events in motion?
- What is hidden from my perspective here?
- How could everything go wrong here?

Hexes
- A beam of starlight scorches your target with the utter cold of deepest night. They’re frostbitten and move at half speed (save ends).
- You snip lines of the target’s fate and sew them into a less fortunate tapestry. They have disadvantage on attack rolls and skill checks (save ends).
- With a baleful stare, you shroud the target’s senses in the lightless and soundless depths of the void. They’re blinded and deafened (save or damage ends).
- You drag the target down with the gravity of far-off worlds or liberate them from the world’s pull to float them helplessly in midair. They are immobilized and either immune to forced movement or move twice as far when pushed (save ends).

Summons: A moonmite, a ghost that never was, living frost, a faceless reflection, a wisp of a star, a being from the darkest skies.

Gifts
Your patrons provide Gifts as a reward for your dedication, or less charitably, so that you can better carry out their work. Whenever you gain this ability, take an additional Gift you have not yet chosen.

Mark of Favour
You have a visible mutation that marks you as a witch. It provides you with an exceptional sense, an exceptional movement ability, a natural weapon, or another ability of a similar kind. This mutation cannot be hidden by magic and requires impractical clothing to fully conceal. You may choose this gift more than once.

Place of Power
You have worked with your patrons to create a personal place of great power such as a cottage, a henge, or a garden. You have an additional reroll for Workings in your place of power, though successes on any reroll still count as Concord rather than Assent. You may change your Place of Power during downtime, but you cannot take it with you on adventures.

Familiar
You have a permanent Minor Summon that cannot be dismissed. Choose its traits, name, and form when you receive this Gift. The familiar is at least as intelligent as you and knows it. Whenever it would die, it instead vanishes to lick its wounds and will return when you next Summon (in addition to anything else you summon, even on a result of Dismissal). Furthermore, you can speak with creatures of a similar kind to your familiar, though they may not want to talk to you.

Cauldron of Making
You have a large cauldron that lets you mix potions, poultices, poisons, and stews with useful properties. When you set up your Cauldron over a fire, fill it with clean water, bring it to a rolling boil, and fill it with relevant reagents and ingredients, you may make a Craft roll.
    Assent: You brew [witch] potions with two effects of your choice.
    Concord: Brew [witch] potions with one effect of your choice and one of the GM’s choice.
    Dismissal: The reagents and ingredients denature into a tasty but mundane stew that counts as one ration per member of your party.

Potion Effects
1. Heal 1d6 HP or inflict 1d6 damage.
2. Automatically succeed on a saving throw vs. an ongoing condition or cause the next [witch] saves against an ongoing condition to automatically fail.
3. Inflict one of your patrons’ Hex effects.
4. Provide an exceptional sense or movement ability for one hour.
5. Increase or decrease an ability score by [witch] points for one hour. This does not apply to your Craft rolls.
6. Brew an additional 1d6 potions, but they only have a single effect.
7. Something else; negotiated with your GM.

Wyrd Transport
You have a powerful mount, enchanted item, or an animate conveyance that allows you to move yourself and your allies at great speed and with great safety. It can hold the entire party and their equipment, as well as a wagon-load of other cargo. It travels overland at the speed of a horse-drawn carriage, but is better at traversing difficult terrain. Your transport refuses to engage in combat, though if it is attacked it has 8HD, deals 2d6 damage on a melee attack, and always acts after all other combatants.

Book of Wyrds
Add the following modifiers to the Assent criteria for your Workings.

Augury
If you sleep on your question, you can converse with one of your patrons regarding your question in your dreams. If you have a large mirror in addition to your scrying tools, your patron can answer your questions with specific images.

Hex
You can hex up to [witch] additional targets. If you do, each target only takes 1d6 damage.
After rolling damage, you can forgo dealing damage to impose a -damage penalty to saves vs. the hex’s effects.

Summon
You may call [witch]+1 minor summons instead of a major summon.

When you Summon, you may dismiss three or more extant major summons to call a greater summon. The greater summon will perform a single service and will see it done to its own satisfaction, which is quite thorough but indiscriminate.

A greater summon is large, has 4+[witch]HD, inflicts 1d12+[witch] damage with its attacks, and has many other powerful abilities. Each greater summon is unique, intelligent, and has many names. Once you have called a greater summon and it has completed its task, it is likely to return of its own accord and is by no means an ally.

Wednesday, September 25, 2024

The Bravo (GLOG Class)

Decades ago, the Inheritors of the Steppe Lord traded their lineage of violence for the seductive prosperity of unjust peace. The docks and markets of their mighty coastal cities swell with trade in all manner of well- and ill-gotten gains. As the memory of war fade into mythic tales of heroes past, a new generation takes up the sword to fight for honour and fame rather than safety or conquest.

These bravos trade insults and rallying cries across the daemon-forged bridges of the City at the Crossroads, hold rooftop duels on the mining shantytowns of Khanra, and delve deep into the Venyan catacombs to prove their mettle. Bored scions, social climbers, and would-be pirates rub shoulders in taverns across the Salt Road, all seeking danger seemingly denied by their age of relative peace.

No wonder they choose the adventuring life — they know not the dangers beyond the Demon Road nor the cold touch of the Witch-King’s geas, and they have never lived in the Ashen East from whence the Steppe-Lord rode. They play at lordship in their fathers’ clothes, gambling away false heritage and ill-gotten fortunes on foolhardy schemes and enormous plumed hats.

That said, I still wouldn’t rate my chances against their blades.

The Bravo

 


Backgrounds (d6): 1. Sellsword, 2. Fop, 3. Highwayman, 4. Artist, 5. Vigilante, 6. Pirate
Starting Equipment: Long one-handed blade of your choice, parrying dagger, large fancy hat, cape.

Bravo 1: Flourish, First Impressions
Bravo 2: Swashbuckle, Duelist's Dance
Bravo 3: Bravado
Bravo 4: Dance of Death 

This class refers to Maneuvers, which are any action besides an attack or casting a spell in combat. Some of the Bravo’s abilities also provide a +Bravo bonus, which is equal to the number of levels that the character has taken in the Bravo class.

Flourish: Whenever you fail an attack roll, a Dexterity test, or a Charisma test in combat, you may make a distracting and flamboyant Flourish to succeed anyway. If you do, take a -4 penalty to your Armor Class until the start of your next turn. Your Flourish also draws attention to you, and enemies will prioritize you over your allies if you're within range of their attacks.
You can always choose to Flourish as an action on your turn if you want to draw attention on purpose.
You may Flourish multiple times in a round, but the AC penalty from Flourishing stacks.
You must narrate what your Flourish is.

First Impressions: You gain +Bravo to Initiative rolls. You also gain +Bravo to attack rolls, Dexterity tests, and Charisma tests against people you haven't acted against yet in this scene or combat.

Swashbuckle: Once per turn, on your turn, you may make a Charisma test. On a success, take an additional maneuver that turn. The maneuver cannot deal damage.
Here's some ideas: trip, disarm, kick sand in their eyes, run away, chug a potion, sing a battle-cry, climb a rope, swap your off-hand or main weapon, reload, etc.

Duelist's Dance: If you're wielding a one-handed weapon in your dominant hand, gain a benefit associated with whatever you're wielding in your off-hand.
- Empty: Your flourishes give you -2 AC rather than -4.
- Parrying item: Once per round, when an enemy hits you with a melee attack, you may make a Dexterity test. If you meet or beat their to-hit roll, you Parry and negate the hit. If you also meet or beat their Armor Class, you Riposte and immediately hit them with your main weapon. You cannot Riposte if you did not successfully Parry.
- Weapon: If you hit with your first attack, you may immediately make a second attack with your off-hand weapon for free. The attack does not need to target the same enemy.
- Magical focus: Whenever you cast a spell, you may channel it into a melee attack with your main weapon. The attack inflicts the spell effect on a hit, in addition to dealing its usual damage.

This is not an exhaustive list. Work with your GM to figure out what items such as a light source, a musical instrument, or a battle standard would do, if anything.
If your character is ambidextrous, they may choose which hand is their main immediately after they roll initiative. If your character has many arms, choose one to be dominant and one item in an off-hand to benefit them this combat. They only count as empty-handed if all their off-hands are empty.

Bravado: Whenever you Flourish, gain +Bravo temporary hit points.

Dance of Death: Whenever you're hit by an attack, if your Armor Class has been lowered by Flourishing, you may make a free Maneuver or a melee attack against the target if they're within range.

Offhand Items

Buckler. +1 AC, parrying (see Duelist’s Dance).

Torch (lit). Once per turn, when you Flourish, you may attempt to set something around you alight. Make an attack roll. On a hit, that thing is set on fire (Bravo damage per round, save ends) and your torch is put out.

Parrying dagger. 1H, 1d2 slashing damage, parrying. When you successfully Parry a melee weapon, if your Riposte succeeds, you may choose to disarm your opponent instead of inflicting damage.

Grappling hook. 1H, 1d4 piercing damage within 15'. When you hit, you hook the target. While you're holding the grappling hook, your hooked target cannot leave your grappling hook's range without an opposed Strength test to dislodge it. You can pull your target closer with an opposed Strength test; this deals an additional 1d4p damage and moves them 5' on a success.

Dueling pistol. 1H, 1d4 untyped damage within 30'. Single-shot, parrying. Deals 1d3 damage to the target on a successful parry, even if you failed to Riposte. Requires a maneuver to reload; cannot parry while empty.

Enchanting cloth. Acts as a magical focus. As a Maneuver, you can wipe the cloth along your weapon to imbue it with a magical damage type associated with the cloth's enchantment until the start of your next turn.
1. Oilcloth. A specially-treated cloth that leaves oily residue across the weapon’s edge and ignites it with a flint tied to the rag’s end. The weapon deals fire damage instead of its normal damage type.
2. Venom-soaked cloth. A simple silk handkerchief doused in a potent contact poison distilled in the Grand Menagerie of Khanra. The weapon deals poison damage instead of its normal damage type.
3. Sparkcloth. The wool of sheep that graze on the grasslands around the Copperwood possesses a unique charged property when woven into fabric. The weapon deals lightning damage instead of its normal damage type.
4. Sharpening cloth. A clever improvement on a grindstone. While its benefits last but for a moment, a moment is all a duelist needs to strike a killing blow. If the weapon deals slashing or piercing damage, it gets +2 damage.
5. Silvercloth. These kerchiefs were originally woven as glittering accessories for the vain duchesses of Eyra. While it’s fallen out of fashion in the ballrooms, it’s a potent and eye-catching tool for those Bravos who expect to encounter the strange and infernal. Treat the affected weapon as silvered.
6. Plasmic cloth. Renegade witches from the Volat mountains have brought their necromantic arts into contact with the martial traditions that conquered the Twice-Forsaken North. By spinning ectoplasm into wraithcord on modern looms, these witches have created a fabric that pierces the boundary between life and death itself (for very affordable prices). The treated weapon inflicts damage to spirits as if they were corporeal.

Monday, May 15, 2023

The Sapper

A well-supplied sapper corps will make or break a siege. In nominal peacetime, their particular set of skills lends themselves well to the mines, but mining pays even worse than spoils of war. Fortunately for the enterprising mercenary, there's no shortage of ruins to delve - compared to the battlefield, how dangerous can they really be?

Master the dungeon. Undermine the opposition.

 

from Adrian Smith

For each template in Sapper, you gain +1 HP and +1 inventory slot.

A: Miner, Improvised Explosives
B: Stonesense, Earthworker
C: Crew Boss
D: There's Gold In Them There Hills

Starting Equipment: Pickaxe (d6+STR damage, +2 to-hit vs. armor), shovel (d6 damage, can fling debris up to 60' for d4 damage), helmet w/ lamp mount, 100' rope, pitons

Miner
Once per day, with an hour's hard labor, you can create a tunnel 30' long and 5' in diameter through any material softer than your tools. The excavated spoil is placed outside the tunnel. Each additional template of Sapper lets you use this ability an additional time per day.

Your movement speed is not reduced by difficult terrain or tight passages.

Improvised Explosives
With ten minutes of prepwork and 3 inventory slots of adventuring gear, you create a bomb with properties similar to the items used. Items spent are consumed. The bomb takes up 1 inventory slot and deals 2d6 damage in a 10' radius; double damage to inanimate objects and terrain. It can be detonated manually (not recommended), and automatically detonates when damaged.

Some item effects:
- Rope: Create a fuse up to one hour in duration, or a tripwire.
- Alcohol or oil: Fire damage; leaves burning puddle.
- Projectiles (arrows, bolts, ball bearings, etc): Shrapnel. +5' radius for each slot.
- Black powder: +1d6 damage.
- Magnesium: Bright flash. Everyone in radius must save vs. blindness.
- Magic item: Discuss with your GM.

Stonesense
By knocking on a wall, you know how far it is to the next open space (if it's less than 30' away), and if there are any hazards behind it (e.g. water, creatures, mechanisms built into the wall).

Earthworker
You may use Miner to construct crude earthworks with the spoil from other uses of Miner. The total volume of the spoil in the construction must remain the same.

Crew Boss
Once per day, you may spend four hours directing a team of up to 12 people. During this period, they each have one use of your Miner ability, provided they are all properly equipped. You cannot mine while using this ability.

Gold In Them There Hills
You may expend a use of Miner to search through a pile of spoil you have created. Roll a d66 to see what turns up. You may only search through each pile once.

11. Ancient tablet with a fragment of text.
12. Ancient jewellery, set with gems worth d10 gp.
13. Ancient pottery; contents rancid.
14. Partial ancient tapestry, depicting controverisal mythic scene.
15. Ancient holy text, currently deemed heretical by a major religion.
16. d100 ancient coins marked with the face of an infamous king.
21. Set of scrimshawed knucklebones.
22. A human skull.
23. Internal organ, perfectly preserved in fat. Still throbbing?
24. Skeleton hand. 2-in-6 chance it's animate. Rings?
25. Fossilized bone. Odd shape. Maybe more nearby?
26. d4 wizard's teeth. One powdered tooth can be consumed for one temporary magic die.
31. Dense patch of mycelium. Psychedelic? Toxic?
32. Larval mimic.
33. Clutch of rust monster eggs. Good eating!
34. Extremely minor earth elemental.
35. Dire pillbug.
36. d6 slots of purple worm leavings. Potent fertilizer, or as black powder for a bomb.
41. Small lockbox.
42. Ragged banner of a fallen army.
43. Piece of leather armor, covered in bite marks.
44. Adventurer's pack, all items heavily used.
45. Small, well-carved stone figurine.
46. Torn fragment of a paper map.
51. Iron sword, chipped, rusted, and spattered with dried blood.
52. Shield painted with the crest of a long-dead noble.
53. Helm, rusted. 2-in-6 chance there's still a head inside.
54. Worn pickaxe from previous mining effort.
55. Cannonball, undetonated.
56. Bronze trap mechanisms, disconnected.
61. Lost key, opens something important.
62. Metal flask, full of strong liquor.
63. Thick glass vial, hermetically stopped with wax. Full of something?
64. Large egg, sturdy shell. Inside sloshes.
65. 1-inch-cube, indestructible. Ceaselessly humming.
66. A fist-sized gemstone, finely cut and polished. Something glitters within.

Thursday, September 2, 2021

The Baker

I wrote a Butcher class for the GLOG, now I'm writing a Baker. Maybe someday I'll get around to writing a Candlestick Maker...

Inspiration credit goes to my lovely girlfriend, who has the magical power of bending yeast to her will. She makes the best cinnamon buns I've ever eaten; I'm so spoiled.

by oione

Baker (or, Yeast Witch)

Level 1: Doughsmith, Leaven
Level 2: Breadwitch, Doughbender
Level 3: Proofing
Level 4: Yeastmother

Hit Die: d6
Starting Equipment: 3 sacks of flour, 1 dozen eggs, sack of sugar, bags of assorted spices (including but not limited to salt, pepper, chili, cinnamon, rosemary, etc.), apron, large serrated knife OR sickle, jarred sourdough starter with a rudimentary hive mind (stats as the worlds smallest ooze).
Skills: Baking (duh).

Doughsmith
You can twist and bake dough into mundane equipment. It goes stale and moldy over the course of a week, and breaks on natural 20 or natural 1. A sack of flour makes 1 inventory slot of equipment - a sword, a helmet, 50' of bready rope.

Leaven
With an hour's work, you can turn a sack of flour into a day's delicious rations (13 loaves or buns, if you need a number). You can warm your hands to bake bread as you touch it.

Doughbender
You can shape and manipulate yeasted dough and baked loaves with your mind. Telekinyeastis, if you will.

Breadwitch
You may apply magical effects to your breads from Leaven. At level 3, you may experiment with new recipes, rolling twice on the list instead of choosing one. If you find ingredients in the wild that seem edible, you can bake them into your breads to provide effects that aren't on this list - negotiate with your GM.
1. Hafling Spice-Buns. Restores templates health when eaten.
2. Elven Lembas. Eater will not tire for 24 hours of travel.
3. Dwarven Battlebread. Can be used as a bludgeoning weapon, shield, armor, etc. depending on its shape and size.
4. Faerie Sweetroll. Eater saves vs. charm.
5. Changeling Loaf-Cake. Eater saves vs. sleep.
6. Devil's Pumpernickel. Is magically warm, emits a gentle glow until it goes stale.
7. Orcish Flatbread. If eaten, provides resistance to cold, poison, and mental effects until metabolized.
8. Fungusfolk Rye. Contains ergot; causes hallucinations and religious ecstasy.
9. Earthvein Eggbread. Shelf-stable; won't go stale or moldy.
10. Dragonsbreath Garlic Bread. Makes your breath awful. Provides one use of a breath weapon; deals no damage but enemies save vs. fleeing. Even if they succeed, they cannot approach you until the scent dissipates.
11. Quickling Quickbread. No yeast involved! Immune to yeast-magic.
12. Bagels of Holding. You can nest these bagels inside their holes, allowing you to fit 13 bagels into the space of 1 bagel. It's efficient! And so dense they make effective throwing weapons (d6 damage).
13. Goblin Biscuits. They smell rancid but taste delicious. Can distract wild animals - and might even buy you their favor. Will make you a dog's absolute best friend until you run out of biscuits.

Proofing
Can spontaneously proof yeasted dough, growing it up to 13 times its volume. Dough proofed this way can't be used for magical bread, and can't be proofed again. While proofing, the dough will ooze through openings and split open containers until it reaches the target volume, no matter what's in its path.

Yeastmother
You can bestow a kind of sentience on unbaked yeasted dough, and it will obey you like a swarm of ants crossed with a large, excitable dog. This does work on dough you've magically proofed, but you can only have one blob of pet yeast at a time.

Yeast Witch Adventure Seeds
1. The townsfolk say there's a witch in the woods, living in a house made of gingerbread. Get her recipe so the village can rebuild after a recent storm - but be warned; it's said she only respects visitors who can show her true baking prowess. The rest, she bakes into her (admittedly scrumptious) pies.

2. A plague of cookie-men menaces the streets, knocking pies off of windowsills and agitating for the rights of yeast! You'll be paid handsomely if you deal with whatever's causing these disturbances (it's probably a witch lurking in the sewers, angry that her bakery got gentrified into a newfangled magic vape shop).

3. The wealthy and pompous Earl of Montrevis is demanding a brand-new delicacy for his next soiree, and will pay handsomely for whichever baker can produce the most fantastic concoction. The prize money, however, will only go to one of the entrants - are you ready for the bake-off of the century? The competition is (literally) cutthroat.

4. In the heart of the Rhuan desert, beneath the ruins of the Kingdom of Greatest Rhu, some say there once lived a baker who had the secret to perfect, delicious, nutritious, never-spoiling trail rations. This would revolutionize sea travel and adventuring forever, so a number of nobles and guild leaders are recruiting adventurers to delve into these ruins and return with the spoils. Are you brave enough to join the Club of the Sand-Witch?

5. A famine has struck the city of Trest! There is no bread for the workers, no treats for the children, and the royal family has the gall to hoard their overflowing larders and tell the starving masses to eat cake. Bakers are in high demand by both the nobles (to keep their vittles flowing) and the nascent  revolutionaries (for an army marches on its stomach).

6. Someone keeps multiplying loaves and fishes and is founding a cult of personality around good works, feeding the hungry, and trashing moneylenders' shops. What's their deal? Are they a yeast witch? Could you get in on the ground floor of this?

Wednesday, June 23, 2021

Wizard Colleges Imply Wizard Undergraduates

Universities of magic are a mainstay of fantasy worlds, but with few exceptions (Discworld's Unseen University premier among them), they don't feel much like real universities. This is a shame, as the myriad horrors contained within our own institutions of higher education are worthy of occultification. Secret centuries-old student societies, subterranean tunnel-networks, restricted libraries of ancient tomes, the mysterious and ominous contents of the Governing Council's investment portfolio, what exactly that never-ending construction is building, the byzantine labyrinths of the Registrar's office...

As truth is stranger than fiction, and I am trapped in the bowels of an unending, uncaring, undergraduate hell, I submit unto you for peer review: a new GLOG wizard.

Schools for this wizard are quicker to write. To adapt extant schools, just grab the first or most interesting 6 spells, then invent or steal a flavorful second sight and augury method. Mishaps and dooms are generic for this post, but feel free to substitute other sets as you see fit.

Wizard

Start with Template A. Gain Template B by going on adventures to gain practical experience, or by completing a degree at an accredited institution of magical learning. Advance beyond template B by acquiring Delta Templates, found at the bottom of this post. Some Delta templates can be gained before acquiring Template B. Wizards have a d6 Hit Die and do not gain more.

Templates
A: Spellcasting, Program of Studies, Augury, Second Sight
B: Independent Studies, Lingua Occulta

Delta Templates
Δ: Familiar
Δ: Rituals
Δ: Alchemy
Δ: Artifice
Δ: Spell Mastery
Δ: Apprentice
Δ: Tower
Δ: The Primary Doom of Wizards - Scarred
Δ: The Secondary Doom of Wizards - Blighted
Δ: The Terminal Doom of Wizards - Damned

Wizards begin with a robe and pointy hat in the colors and style of their Program of Study, a few half-used sticks of mage's chalk, a thick notebook, and three heavy textbooks. Each textbook takes up an inventory slot, losing them will indebt you 10 gold each to the campus bookstore, they have no practical use.

Spellcasting
To cast a spell, roll any number of d6s, up to your total number of Wizard templates (including Δs
). Each day, after each time you cast a particular spell, your risk of a Mishap grows by 1-in-6 (starting at 0-in-6). If any dice show values equal to or less than the casting's Mishap risk, resolve those entries on the Mishap table. Mishaps scale with sum and dice. Each spell tracks Mishap chance separately, and all risks reset after a daily rest.

Mishaps

  1. Mutate. Apply the result of highest on the Experiment table.
  2. Spellburn. Take sum damage.
  3. Fizzle. highest doesn't count towards sum.
  4. Ricochet. Bounces to an additional dice targets within range.
  5. Amnesia. Can't cast this spell again today.
  6. Detonation. sum+dice damage to you and everyone around you.

If you roll 3 or more Mishaps at once, you experience a Doom (see Delta Templates). There are three Dooms of wizards, experienced sequentially from Primary to Terminal.

Dooms are more common and less punishing than is traditional. Because Dooms are also delta templates, as you become more Doomed, you even become more powerful - but commensurately isolated from society, and dangerous to yourself and others. Damned wizards are the BBEGs of campaigns.

Many spells require you to concentrate. You can only concentrate on one spell at once. Everything you try to do while maintaining concentration is made at disadvantage, and if you fail, you break concentration.

You can learn spells, cantrips, methods of Augury, and college-specific Second Sights from a variety of sources, though your Independent Study will only grant you access to more spells from your college of choice. Memorizing a new spell (etc.) takes a week of vigorous study and research materials that contain the spell, akin to cramming for a final exam for a class in which you skipped all the lectures. Casting a spell that you haven't studied, directly from the source material, has a baseline dice-in-6 mishap risk and rolls dice at disadvantage.

Program of Studies
Choose a college of magic. Gain all three of its cantrips and two of its spells; apply its methods of Augury and its Second Sight. You may instead choose to double major in two separate schools; gain one of each of their cantrips and one spell from each school, pick one of their methods of Augury and gain the other's Second Sight.

Seven colleges are included within this post, all under the umbrella of Glogxford University for Lichcraft and Lizardry (motto Fucke Notte Around Lest Ye Findeth Out). Each is listed under its parent department, with a helpful list of common terms for its graduates and the most similar programs of study from our mortal plane (in attitude, if not content).

Archmage Georg X. Zolomortis Institute for Occult Interventionism (Zolomortis Institute)
1. Applied Thaumaturgy. Olive and brown robes, starched, military cut. Hats are perfectly conical and flat-brimmed. Battlemages, Thaumaturges, Elementalists. (sports scholarships, military history, Reserve Officers' Training Corps)
2. Extraplanar Affairs. Gold and navy robes, embellished, flattering cuts. Hat fashion changes with the seasons, but always far more expensive and flamboyant than anyone else's. Covered in stars. Summoners, Binders, Planeswalkers, Legates. (political science, economy, business, law)

Faculty of Arcane Artes & Fell Magicks (Artes & Magicks)
3. Darke Artes. Black and violet robes, flowy and concealing, often ornamented with spikes and bones. Hats are big, floppy, and ominous (perhaps with skulls on). Necromancers, Occultists, Witches, Warlocks. (liberal arts, the (in)humanities)
4. Surreality Studies. Cyan and orange robes, covered in personalized shifting illusory patterns. Hats are covered in elaborate 3D dioramas of flowers, theatrical scenes, taxidermied creatures. Illusionists, Mentalists, Artomancers, Dreamwalkers. (visual arts, theatre, cinema, psychology)
5. Viscerology. Crimson and bone robes, either red to conceal blood or white to flaunt precision. Hats are short, floppy, and very wide. Fleshcrafters, Biomancers, Barber-Surgeon-Wizards. (biology, medicine, kinesiology)

Department of Magical Engineering (MagE)
6. Industrial Alchemy. Steel and flame robes, thick and covered in pockets like coveralls. Hats are short and thin-brimmed for practicality, almost like a deerstalker cap or a chaperon. Allomancers, Magewrights, Pyromancers, Alchemists. (mechanical engineering, chemistry, the trades)
7. Paraspatial Engineering. White and lime robes, mathematically perfectly fitted, grid designs. Hats are pointy, thin-brimmed, and tall to the point of flopping in half. Conjurers, Transporters, Gatekeepers, Surveyors. (math, physics, computer science)

Augury (stolen from Locheil)
Your college taught you a method to divine truth from the chaos of the world. Roll up to wizard templates d6s while you perform your college's method of Augury. You may ask highest questions, and receive answers of "Yes," "No," or "Unclear."

If the questions fall within the purview of your school (ex. an Applied Thaumaturge asking about a battle's fate, a Darke Artiste inquiring into the lives of the dead, a Surreality Student seeking the source of someone's inner turmoil) the Augury may elaborate upon its initial answers with "Yes, and...," "No, but...," or "Unclear - to know more, you must..."

Second Sight
When you dislocate your vision (like crossing your eyes but more painful), the occult spectrum of paracolors opens up before you, from octarine to turquoi to groon. Magical effects, creatures, and items register as such by sight. You can identify particular spells by taste, though if you've never encountered the spell before you won't learn much about it. When you lock eyes with another wizard, you each instinctively learn the other's name and level of magical prowess compared to your own.

Independent Studies
You may alter a spell to suit your needs while casting it, such as expanding or contracting its range, changing its appearance, increasing its power, or selectively applying its effects. Consult with your GM, and be creative. When you alter a spell in this way, resolve the Experiment table entry equal to the spell's sum. You still resolve any rolled mishaps.

Experiment

  1. Bust. Roll d6 on the mishap table and resolve the result.
  2. Off-Kilter. +1 to mishap risk for further castings of this spell today.
  3. Piercing. The spell affects its target, but also passes through to hit whatever's behind them.
  4. Twinned. Double the effects of the spell, as if you had cast it twice with the same die rolls. If you rolled any mishaps, double them as well.
  5. Vocal. The spell gives you its frank opinions on your technique, choice of target, and fashion sense. Everyone's a critic.
  6. Exploding. Roll an additional d6; adding 1 to dice and its result to sum. This can cause Mishaps.
  7. Flashy. The spell is much too bright, ear-splittingly loud, and otherwise flagrantly obnoxious. If someone didn't know you were there, they know now.
  8. Demystified. -1 to mishap risk for further castings of this spell today.
  9. Rider. In addition, cast another random spell you know at the same target with 1 die and sum equal to lowest in this casting. This doesn't cause mishaps.
  10. Sapped. This spell is so powerful it drains ambient magic from the area. Each extant magical effect nearby has a dice-in-6 chance of being dispelled.
  11. Engorged. The spell blossoms like a flower or a rock dropped into a pond. It affects everyone and everything nearby, including you.
  12. Eureka! A sudden insight hits. Learn a new spell from your School's list.

Lingua Occulta (stolen from Locheil)
You become fluent in the secret languages of the occult, allowing you to converse with monsters, demons, elves, spirits, and gods on their own terms. You may now also read ancient texts and inscriptions, and can decode any cipher with a few days of work.


Programs of Study

1. Applied Thaumaturgy
A kinder name for war magic, practiced ever since the first mortals pulled magic from the aether. Regrettably, peace is currently in fashion, and so it's "unacceptable" to advertise a program of study as preparing your children to die honorably for king and country, against the hated foe. GALL's Applied Thaumaturgy program still makes bank by funding vast amounts of full-ride scholarships for wizard college sports (especially their Fireball team, the Screeching Possums), promoting celebrity adventuring parties, and actively seeking out foreign wars in which they can provide all sides with recent graduates.

Augury
Cartomancy. Draw a spread of tarot cards while meditating on the events you wish to divine. While convenient, the cards are fickle - they roll d4s rather than d6s, and will not answer the same question twice in a day.

Second Sight
You can see the combat statistics (hit points, armor, attack bonuses, etc.) of all combatants.

Elements
Thaumaturgy involves studies of a variety of elemental classification systems, and a focus on a specific element. When you join this program, pick an element. Once you have Independent Study, you may Experiment to change the element of a spell you're casting to a similar one (fire to magma, air to aether, wood to meat). On an 11+, you learn that element as well.

Some Elements
Classical: 1. Fire, 2. Water, 3. Earth, 4. Metal, 5. Wood, 6. Air, 7. Aether, 8. Void.
Alchemical: 1. Acid, 2. Heat, 3. Cold, 4. Salt, 5. Oil, 6. Gunpowder, 7. Magnesium, 8. Mercury, 9. Sulfur, 10. Phosphorus, 11. Chlorine, 12. Lead, 13. Copper, 14. Bronze, 15. Iron, 16. Steel, 17. Silver, 18. Gold, 19. Homunculi, 20. Quintessence.
Thaumaturgic: 1. Lightning, 2. Shadow, 3. Force, 4. Meat, 5. Blood, 6. Ooze, 7. Magma, 8. Smog, 9. Sound, 10. Thought, 11. Radiation, 12. Gravity, 13. Disease, 14. Soul, 15. Magic, 16. Decay, 18. Sand, 19. Space, 20. Time.

Cantrips

  1. Magic Missile. Fire a magical bolt that deals 1 damage of your chosen element to a target within line of sight, and automatically hits with no save.
  2. Mark. Choose a creature or object you can see. It becomes magically highlighted, with its outline visible through fog, darkness, and dense brush (though not walls). This effect breaks upon leaving line of sight. The highlight provides advantage to attack rolls against the marked target.
  3. Shield. May be cast in reaction to an attack. Give +2 Armor to a target you can see. Only one target can benefit from this shield at a time, and it lasts until the shield successfully protects from an attack.

Spells

  1. Elemental Blast. Wield raw elemental power to smite your enemies. The elemental attack manifests in different shapes depending on the number of dice used to cast it, and applies additional effects based on the chosen element. You may choose to use a shape from a lower number of dice.
    1. Ray or Mageblade.
      • A ray is a ranged attack against a target within line of sight. Roll to hit; deal sum+dice damage on a hit.
      • The mageblade is a melee weapon that deals dice d6 damage on a hit and occupies the hand you wield it with, preventing you from casting spells. The blade is dispelled if dropped or if you need to do something else with the wielding hand.
    2. Ball or Glyph.
      • A ball is a ranged attack against a targeted point within line of sight. Roll to hit; on a miss, scatters dice*10' in a random direction from the targeted point. Deals sum+dice damage to everyone within a sum' radius of the landing point, or half damage on a save.
      • A glyph is an occult symbol drawn on a surface. When the symbol is broken, read, or after up to sum hours (your choice), it explodes, dealing sum damage to everyone within a dice*10' radius, or half damage on a save.
    3. Blast or Bolt.
      • A blast is a cone attack that deals sum+dice damage to everyone within a room-sized cone, or half damage on a save.
      • A bolt is a ranged attack that deals sum*dice damage to a single target, or half damage on a save.
    4. Cloud.
      • A cloud is a sum*dice*10 cubic foot volume that lasts as long as you concentrate, and deals dice d6 damage to each creature that starts its turn within the cloud (or its precipitation). May take the form of either a fog that blocks vision, or a precipitating cloud high in the air.
  2. Control Weather. Conjure or dispel your choice of up to dice of the following weather effects. Lasts until you stop concentrating or the weather naturally changes, and spans a sum*dice*100' radius.
    • A high wind, enough to blow hats off of heads or get a sailing ship underway.
    • A dense cloud, which may precipitate if you so choose.
    • A frosty chill of down to sum°C below freezing.
    • A blistering heat of up to sum°C above body temperature.
  3. Dispel. May be cast on or in reaction to another spell, an extant spell effect, or at a magical ability. Decrease the targets's dice and sum by this spell's dice and sum (or otherwise scale it down proportionally).
  4. Field of Force. Create sum sheets of force within line of sight that can each be spread across an area the size of a large rug or wrapped and shaped around a volume the size of a person. They must be contiguous, cannot be passed through, moved, or distorted, and each resist sum damage before dissipating.
  5. Haste. Target up to dice creatures you can see. They each get dice extra actions per turn until sum actions have been taken this way. You can also hasten objects, they move at dice+1 times speed.
  6. Shatter. Deal sum damage divided between items of your choice within a room-sized cone. Glass has 1 Health, blades and wood have 2, stonework and metal bars have 3 unless they're particularly thick. Armor has Health equal to its Armor bonus. A 10' cube of masonry (if you want to, say, break through a wall) has 6 HP. Shrapnel from these objects deals the damage the object took to everyone adjacent to it.

2. Extraplanar Affairs
The practiced wizardly disdain for the divine can only be maintained so long as when the divine comes calling, you can tell it to shove off. Students of Extraplanar Affairs engross themselves in interplanar contract law, tomes of truenames, rooms thick with chalk-dust and tangy with blood sigils. They are exemplars of the wizard's most dangerous nature - to wield vast cosmic power with no proportionate sense of scale or consequences.

To mitigate this unfortunate trend, professors of Extraplanar Affairs (as wizards who've managed to live long enough to earn such a status) teach their students a variety of spells for escaping the consequences of their actions. Magic circles to ward against intruding entities, lock spells to hold doors against escaped imps or nosy professors, and dimensional gateways to hide from or outrun one's problems.

Augury
Astrology. Gaze into the stars and receive their icy, burning wisdom. Only works when you can see the night sky, and the sky changes slowly - you may only Augur this way once per night.

Second Sight
Deception tastes like an acrid tang on the wind. The more direct the lie is, the sharper the taste, but sincerely-held false beliefs have no flavor at all and the taste holds no clue to what the underlying truth may be.

Magic Circles
Many Extraplanar Affairs spells require magic circles. A magic circle takes 10 minutes per die to properly draw, and can be drawn with blood, silver inlay, gold leaf, or Mage's Chalk.

Cantrips

  1. Mage's Chalk. With your fingertips, you can draw glowing octarine lines that will not fade for 24 hours. They can only be erased with alcohol, countermagic spells, by applying Mage's Chalk to the line, or by destroying the underlying surface.
  2. Raise Voice. You can magically empower your speech so that it cannot be ignored. Anyone within earshot hears your voice as if they were standing in front of you. This has the added effect of concealing where you're speaking from.
  3. Skim. By touching a book, contract, or other written work, you can instantly read and comprehend its contents (if you can read the language it's written in). The understanding gleaned is precise but incredibly literal; you miss metaphors, implications, and symbolism, but get all the fine print. You still need to study the book to learn spells within it.

Spells

  1. Summon. Draw a magic circle and inscribe the name of an entity within it. Do not roll the dice for this spell until the entity departs. Pronounce its name loudly, followed by up to dice of its epithets (Light-Eater, Who Fruits Truth From Their Boughs, Death's Executioner, Ninth Circle Princess, etc.).
    • The named entity will appear within the circle, negotiate with you to perform one service for you within the purview of the chosen epithets (it will want to endanger itself as little as possible, and revenge itself upon you for this disruption to its day), then depart.
    • Any magical effects it provides have sum equal to the number of letters in its name (minimum 2), and dice equal to the number of epithets provided.
    • When the entity departs, roll the dice for this spell. If sum is less than the number of letters in its name, it is not safely banished - instead, it's loosed upon the world at large, and especially you.
  2. Bind. Draw a magic circle and inscribe the name of a being within it. Once that being is inside of it, roll the dice for this spell.
    • If sum is greater than or equal to the number of letters in its name, it will perform dice services for you (negotiated, within its power or epithets as Summon) until you choose to safely banish it.
    • If sum is fewer than the number of letters in its name, it will not serve you, but remains bound within the circle for sum hours.
    • If sum is fewer and you roll a mishap, the binding fails and the circle breaks.
  3. Gate. Draw a magic circle on a surface and specify another magic circle for it to be linked with. The other magic circle may be anywhere, on any plane of existence, but you must know its unique series of sigils in order to connect to it and it must not be connected at the time of use. The Gate may be used by sum beings before falling into disrepair. Permanent gates are often crafted through Artifice.
  4. Knock-Lock. Unlock a door locked and barred by fewer than dice mundane means, or magically lock an unlocked door. If locked, requires 10+sum Strength to force open or break down, or a Knock of equal or greater sum to unlock.
  5. Scry. See and hear through a point within sum miles that you've been to before as if you were there. Lasts as long as you concentrate This creates a slight distortion in the air, noticeable with a roll of 10+sum. If your scrying is noticed, the spell ends. You can cast through Scrying, but doing so ends the spell, and its dice and sum cannot be greater than the Scrying's. You cannot move the scrying point.
  6. Warding Circle. Draw a magic circle and specify dice qualities. The circle cannot be entered by things with those qualities unless they roll higher than 10+sum, or dispel the circle through magical means. The circle lasts until erased.

3. Darke Artes
Long ago, the Governing Council of Glogxford University decided that certain magics were too icky for them to teach, but too useful or too tempting to forbid from campus. Such were the Darke Artes (or, the Inhumanities) codified, and made into a proper College, taught by the professors that the Council at large wanted nothing to do with (but had tenure and so couldn't be fired). The program is chock full of the professors - and students - who would do anything to get ahead, but would be too dangerous to the status quo to allow anywhere near institutional power.

So a problem has arisen. This college has institutional inertia, but is definitionally, capital-E Evil. It produces alumns notable for their shockingly widespread infamy, but all press is good press. The Darke Artes program brings in a staggering amount of revenue from the tuitions of aspiring dark lords and scheming viziers. What ever is a university to do?

Augury
Necromancy. Throw a collection of scrimshawed knuckle-bones while calling upon the name of a nearby spirit to act as your bridge to the spirit world. Requires such a nearby spirit (though not necessarily a willing one), or a location that's reasonably haunted.

Second Sight
You can see spirits and determine corpses' causes of death at a glance, no matter how little remains or how old the corpse is.

Cantrips

  1. Corpse-speech. While touching a corpse's skull, you can make it speak. The corpse is not the spirit or mind of the body it was in life, but it knows much that the body once knew (like the myriad exertions, injuries, and tastes of the flesh), and everything that has happened around it since its spirit severed from this mortal coil.
  2. Hex. Name a living thing you can see and an action it might take. The next time it takes that action within 24 hours, it needs to roll even if it wouldn't normally, and it does so at disadvantage. Failure may be comedic and improbable, but the more improbable their failure is the more likely they'll know they were hexed.
  3. Terror. Distort your face into a horrific masque that inflames mortals' atavistic fears for as long as you concentrate. Everyone who looks upon your visage must save vs. fear or cower. If they succeed, they're immune to this effect for the rest of the day. If they fail, they'll become immune to it once they inflict damage to you, and they know this.

Spells

  1. Curse. Name a living thing. For each die, you must also burn a piece of their body (hair and blood are most common, each type of body part counts only once) or destroy an item that has sentimental value to them. Inflict upon them a specific and usually ironic misfortune that will last for or come to pass within sum*dice minutes, hours, or days (your choice), and seriously inconveniences them in dice different ways. Can't directly deal more than sum+dice damage with the curse.
  2. Darkness. Create a magical cloud of darkness that eclipses all mundane lights and all magical lights with dice equal to or less than this spell's within a sum*10' radius sphere within line of sight for as long as you concentrate. You can see through this darkness.
  3. Possess. Enter someone's mind at a touch. You may control their body instead of your own for as long as you concentrate, including casting spells. Takes a save of 10+sum to shake off; they may save against it when targeted and at the end of each of their turns. If they fail to or choose not to shake it off before you end the possession, your later castings of Possession may target them if they're within line of sight, rather than at a touch.
  4. Raise Dead. Animate up to dice Hit Dice of corpses for sum hours or sum Hit Dice for sum minutes. Corpses each retain dice abilities they had in life. You may split corpses into multiple undead, or merge corpse-parts together into one greater mass.
  5. Shadowform. Take on a form of shifting, intangible shadows for as long as you concentrate. In the shadowform, you take half damage from mundane sources, are invisible in shadows or darkness, and gain your choice of dice of the following abilities.
    • Teleport from one shadow to another within line of sight.
    • May cast spells without breaking concentration on this spell.
    • Fly at your walking speed, but only through darkness (ex. a moonless night)
    • Throw shadowbolts at will. These deal dice d6 damage to anyone they hit (requires a ranged attack roll), are the approximate shape and size of skipping stones, and can be skipped across solid ground.
    • You can walk through walls if both sides of the wall are in darkness.
  6. Withering. Fire a sickening beam that deals sum+dice damage to a target within line of sight (save for half). They go through an accelerated process of decay, aging and shrivelling if organic or eroding and crumbling if not. While this reverses itself if they heal, it takes twice as long to do so, and if it destroys the target they flake away and crumble to dust until naught but clean, dry bones remains.

4. Surreality Studies
The base matter we perceive is but the skin of a roiling ocean of truths. There are more dimensions in heaven and earth than are dreamt of in other departments' philosophies, and real power is locked not inside the vaults of gods or the deep places of the earth and sky, but within the minds of mortals. Such is the pitch for Surreality Studies - and recruiters have had to get good at it, because public perception is that they're all frog-licking hippies too blissed out to wield any real power.

It's ironic that the faculty that deals with perception and influence is so bad at managing its image, but consider the alternatives for a school that teaches enterprising young mages to step through the dreams and psyches of others, to slip invisibly through the dark corners of society, to see your deepest fears and make them real. A reputation of fools casting simple tricks, tripping balls, and throwing the best ragers on campus is a great way to dissuade prying eyes - and act as a smokescreen for its less scrupulous students.

Augury
Hallucinogens. Lick the back of a certain brightly-hued frog, inhale psychogenic gasses from an underground vent, or bliss yourself out on psychedelic mushrooms. This knocks you out for an hour no matter how many questions you ask, but it's a fantastic trip - at least for the first time. Each additional trip per day has an additional 1-in-6 chance of going bad, and dealing 1 damage to you per question you ask - roll after you've asked your questions.

Second Sight
People are surrounded by auras with colors influenced by their mood and general disposition. Auras don't provide much more information than just studying their facial expression and mannerisms for a few minutes, but you can't cover up your aura unless you have magic, and auras are visible at a simple glance or from a distance.

Cantrips

  1. Emote. Induce an emotion at a touch, of magnitude similar to a dramatic play or a moving speech, for as long as you concentrate.
  2. Light & Sound. Create up to templates magical light sources of up to a torch's brightness within one round's walking distance, or extinguish a mundane light source within same distance. The magical light may be of any color you wish on the visible spectrum, and lasts as long as you concentrate.
  3. Telepathy. You can telepathically communicate with people with whom you are making unbroken eye contact. This link is two-way. You may have templates permanent telepathic links that do not go away when eye contact is broken; these can go away if the recipient chooses to disconnect them, and you may connect and disconnect these telepathic links at will to have group telepathy, though you must be a part of all groups made this way.

Spells

  1. Animate. Animate up to dice Hit Dice of items for sum hours or sum Hit Dice for sum minutes. A collection of small items, like a tableful of silverware, counts as 1 Hit Die and acts as a swarm of creatures. You may amalgamate animated objects into larger creatures. Animated objects follow simple commands and take your words literally.
  2. Dreamwalk. Touch someone's head and project your consciousness into their mindscape. If the target is awake, they get a save vs. 10+sum to repel you. While dreamwalking, your body is insensate and defenseless. When you break physical contact, end the dreamwalk. In your target's mind, you can walk through and affect their memories and cognition as if it were a physical realm, though movement and interactions follow strange dream logic.
    • If the target notices your intrusion, they can try to push you out. The GM names a game (I recommend something short, like tic-tac-toe or best 3-of-5 rock-paper-scissors); play that game vs. the GM. Between each turn of the game, you can take dice actions in their mind, including meta-actions that affect the game being played. They can take 1 action as well. When you lose dice times, you are ejected from their mind. If they lose, they can challenge you again.
    • Once you have dreamwalked into someone's mind, you can return whenever they're asleep by casting this spell again. They get a save vs. 10+sum to detect your intrusion, and if they sleep with more than dice symbolic protective measures, you cannot enter their mind at all.
  3. Illusion. Within line of sight, create an illusion up to the size of a head. This illusion requires a 10+sum save to be detected, or for an interaction to be clearly nonsensical. Second Sight counts as a sense for the purposes of detecting illusions. The illusion lasts until you stop concentrating on it, and can move around within line of sight as you wish. Choose dice of the following.
    • Increase the size of the illusion by 1 step (head ➞ person ➞ adventuring party ➞ house ➞ castle).
    • The illusion perfectly fools 1 sense of your choice (no save).
    • The illusion lasts for 24 hours even if you stop concentrating.
  4. Invisibility. Target yourself, or a creature or object you can touch. The target becomes invisible. If an object, it stays invisible for sum hours. If yourself or a creature, it stays invisible for sum*10 minutes. Anything an invisible creature picks up remains visible, anything invisible that they drop becomes visible.
  5. Sleep. Sing an soporific lullaby. Up to sum Hit Dice of creatures that can hear it save or fall asleep. Alternatively, up to dice Hit Dice of creatures that can hear it fall asleep, no save. Sing the lullaby in reverse to waken sleepers; sleepers wake when interacted with if they get sum or higher on a save, or after sum hours.
  6. Suggestion. Implant an intrusive thought at a touch. The thought may have up to sum words, and cannot be forgotten for sum*10 minutes. If it's not dangerous to take action on the thought, it takes a 10+sum save to ignore it. If it is dangerous, it takes a sum save; if it's potentially lethal or damning, it takes a dice save. When it ends, they know you did it.


5. Viscerology
Viscerology is the most recent addition to the Glogxford curriculum, breaking off from the Darke Artes in an "Interdepartmental Civil Dispute & Police Action" a scant few decades ago. It pushes the boundaries of conventional wizardry, as for centuries healing magic has been the exclusive provence of the Church (which Church? the wizards don't care to differentiate between them). This puts it at odds with the rest of the faculties, who don't see them as wizard enough. Their coping mechanism? Creating and/or becoming abominations against nature. Moreso than wizards already are, at least.

There's a deeply unwizardly camaraderie among students and faculty of Viscerology; as the professors don't have the centuries of experience over their students that other field's luminaries boast. It's possible for students to make real contributions to the field, even as lowly undergraduates, with nothing but of a ready supply of meat (one's own body and/or the cafeteria's buffet) and a strong gag reflex. Does the thrill of discovery throb in your beating heart? Do you want more beating hearts for things to throb within? Become a Viscerologist. Then half-frog.

Augury
Haruspicy. Cut into the belly of a fresh corpse and lay out its entrails in revelatory patterns. Quick and dirty, requiring approximately one rabbit-corpse per question (a human corpse counts for three). Cannot substitute frozen or preserved for fresh.

Second Sight
You can see through layers of skin and flesh (but not bone) as easily as layers of stained glass.

Cantrips

  1. Bond Skin. Fuse two pieces of skin together at a touch. Typically used to suture surface wounds, or to attach together body parts that were never meant to be attached.
  2. Haemogen. Generate a litre of blood that flows from your hands. You cannot generate more blood in a day this way than you have in your body. The blood can be your blood type (including any magical effects), or type O (the universal donor), your choice.
  3. Preserve. Touch a piece of rotting organic matter. It will not decay for the next 24 hours.

Spells

  1. Boneturn. For dice*10 minutes, you can reach through skin, blood, and flesh without harming them and interact directly with sum bones within. The target takes 1 damage whenever a bone is inserted or removed this way, regardless of how much damage it would reasonably do to their physiology. You can alternatively restore dice health by repairing bones this way, or provide sum temporary hit points by inserting bones you've found as reinforcements or ablative armor. After a daily rest, their physiology integrates the new bones (temporary HP remains temporary, however).
  2. Grow Organ. An organ of your choice blossoms from a pool of blood. It requires a constant supply of fresh blood to function, and will shrivel away by the end of the day. The organ can be connected to blood vessels or other organs by means of Bond Skin or other relevant spells. Choose dice of the following characteristics for it to exhibit, beyond its expected mundane qualities:
    • The organ is unusually larger or unusually smaller than normal.
    • While supplied with fresh blood, the organ will not shrivel away.
    • The organ has an independent reservoir to store blood, and need only drink it occasionally rather than be constantly supplied.
    • The organ is animated, can follow simple commands. and move under its own power (classically by means of spindly limbs, but fleshcrafters are a crafty and daring cohort).
  3. Engorge. Touch an organic creature. Increase their volume by dice times. This increases its Hit Dice by dice. You can give it +sum points divided equally between Strength, Constitution, and Armor (you choose); if you do, similarly decrease its Intelligence, Wisdom, and Dexterity. This lasts until the creature next sleeps, or until they lose all their additional Hit Dice.
  4. Polymorph. Touch an organic creature and choose up to dice of the following.
    • Choose a mutation from a mutation table (find one yourself, or ask your GM) and apply it to the creature. They have a vision of the end result, and if unwilling, they can save vs 10+sum to resist. They messily shed the mutation when they next rest.
    • Multiply the duration of one of the creature's Polymorph-mutations by sum; the mutation expires after that many rests. Each time you want to stack this option, requires the spell to be cast with an additional die.
    • If the creature has 3 mutations from this spell you can shapeshift them into a creature with those features until one or more of those mutations expire. This cannot add Hit Dice or substantially increase their mass.
  5. Repair Wound. At your touch, choose dice of the following: fuse one broken bone, restore one organ to its normal function, staunch blood flow from an area the size of your hand.
  6. Work Flesh. For ten minutes, target's flesh becomes as malleable as clay to your touch. You can use this to deal sum damage, but that ends the spell immediately. Worked flesh will gradually set back into old shape over the course of sum days, but any use of healing magic will delay it by that magic's sum. Doesn't work on hard tissues like bone or teeth or nails.

6. Industrial Alchemy
Industrial alchemists are the modern, mechanized outgrowth of an ancient and storied tradition. While modern cities depend on their labor and magic for burgeoning industrial conveniences, they've fallen far in the public eye - from ingenious madmen seeking immortality at any cost, to grease-covered public servants squinting through telescopes at bridges and criticizing the labors of the common man. Other wizards, ever-hungry to look down on their fellows, agree wholeheartedly: the industrial alchemists are nerds.

The alchemists, naturally, see things differently. They're the only wizards willing to get their hands really dirty, to build things that'll last beyond even their lengthy lifespans. You need a tower? Go to the IA department and see what they're willing to budget. Want precisely calibrated arcane machinery? IA knows how to build it, and if they don't think you need it, you aren't getting it. All the ruins of ancient ages were constructed by their civilization's equivalents of industrial alchemists, and by the gods, the future will look upon this department's mighty works - and despair.

Augury
Pyromancy. Light a pyre, fuelled by something of value (1 gold piece or sentimental memory per augury), and stare at its heart until it burns out. The pattern of the flames, the crackle of the embers, and the ashes left behind hold the answers you seek. The fire burns for 10 minutes per question.

Second Sight
Areas of stress, tension, and weakness in structures and natural formations tint your vision from a healthy green to a ruddy orange and an alarming crimson. You can tell when they are likely to fail, and how much force one would require to speed up or reinforce against collapse.

Cantrips

  1. Mage Hand. Conjure a spectral hand that moves at your walking speed. It can manipulate items as if it was one of your hands, and is visible only to Second Sight. If you concentrate, you may conjure and manipulate up to templates of these hands, but they go away (dropping anything they're holding) when you stop. Hands dissipate when they leave your line of sight.
  2. Safety Rivet. Conjure and fire a finger-sized bolt of pig iron up to 10', strong enough to connect two metal plates. It stops if it would deal any damage to a living creature. If somehow it would harm someone (perhaps through reckless experimentation), it deals d4 damage.
  3. Spark-Weld. At a touch, conjure an intense plasma that rapidly melts and welds metal. You are immune to heat from this effect, others are not; this acts as an unarmed attack that deals fire damage if applied to a person. Only works through your physical hands, not Mage Hand.

Spells

  1. Bombard. Touch a slug of metal the size of a cannonball and impel it at high velocity. It deals sum damage, or sum*dice damage to artificial structures, and immediately breaks structural weak points. If the sphere deals more damage to the target than it has health, the sphere continues on its path, dealing remaining damage to the next target, and so on until impacts something it can't destroy in one hit or otherwise slows to a stop.
  2. Extrude. Touch a base metal (iron, copper, tin, silver, etc. - nothing alloyed or processed) and extend one of its faces up to sum'. This extrusion dissipates after sum hours, but its duration may be extended with further castings of this spell.
  3. Hazard Ward. Inscribe sum blood wards on creatures or objects. Each ward protects from a mundane environmental condition (heat, cold, drowning, pressure, toxic gasses, radiation, etc), and ablates once it has prevented dice damage or protected from one failed save. If a ward is damaged or erased through other means, it loses its magic. You may inscribe multiple of the same ward on one target.
  4. Mill. Carve sum cubic feet of material into equipment or crude sculpture. This is a purely subtractive process. Equipment created this way will break after dice uses. This is primarly useful for creating ammunition, ablative armor, temporary tools, etc.
  5. Refine. Refine up to sum cubic feet of material you touch as if it was smelted, alloyed with another mundane material you can also touch, polished, etc. It retains its shape. This can make armor, supports, and barriers more durable, hone sharp edges, etc.
  6. Universal Solvent. Conjure up to sum millilitres (cubic centimetres) of a colorless, odorless solvent that will melt through an equivalent volume of anything. Can be applied at 1 mL/second; is conjured 1mm from your hands so it doesn't burn you. Resulting smoke is octarine and highly toxic to non-wizards.

7. Paraspatial Engineering (thanks, Vayra!)
Logistics are an oft-overlooked aspect of the wizarding lifestyle, for obvious reasons. It's boring, and time-consuming, and the fun part of raising a zombie army is the cackling and the lightning - not the finding of an appropriate graveyard, or the movement of the army from said graveyard to the field of battle. Powerful wizards and magically-adept governments can only overlook this, however, because paraspatial engineers exist. Specialists in spatial relationships, teleportation, and the shape of the world around them, paraspatial engineers chart the uncharted and reduce the vast wondrous scope of the world to tidy equations and ruled diagrams.

Many wizards think paraspatial engineers are killjoys, but saying such to one of their faces will get you a blank stare and subsequently an incredible view of the campus from the air before you frantically try to remember the first few syllables of Feather Fall.

Augury
Asterimancy. Interpreting portents from atmospheric omens. Requires a clear view of the sky during the day; can't Augur again until the weather changes. Also gives you the time until the weather next naturally changes, and what it will change to.

Second Sight
You can discern exact distances (and thus dimensions, volumes) and masses at a glance.

Cantrips

  1. Hammerspace. Open/close a 6.66" tear in space next to you, which acts much like the mouth of a bag. The inside is cool, dark, persistent, and has about a 40 litre capacity.
  2. Carry. Lift and carry up to your body weight within eyesight, by means of an invisible force. This doesn't provide any ability for fine manipulation or sudden impulse. Lasts as long as you concentrate.
  3. Jaunt. Step orthogonally to the world, allowing you to pass through objects over the course of that step. You can step about 5' this way.

Spells

  1. Immovability. Touch something, make it a fixed point with respect to a frame of reference. The frame of reference must be an object with equal or lesser mass. Gains additional durability; +dice Armor and +sum Health until the spell ends, but can't move from that relative point. Useful for floating platforms, transportation, defense, "attaching" things to arrows or thrown projectiles.
  2. Levitate. Target up to dice creatures or objects you can see. Each round, you can move them at up to dice times your walking speed, in any direction, until they've been moved sum*10' in total. Targets can break free with a successful save at the start of their turn. You may hurl a target at high speeds; this breaks the spell for them and throws them up to the full distance in one round. If they impact an obstacle while thrown, both they and whatever they hit take dice d6 damage.
  3. Pocket Dimension. Open a visible tear in space 6.66' tall next to you. It acts as a door into an extradimensional space made of sum 10' by 10' by 6.66' rooms of dark spongy stone that faintly sparkles like the night sky, and can be up to dice floors tall. By default, the dimension has air and gravity like the outside world, and is illuminated by the glimmering stonework within. There is no "outside" the rooms created, and digging through the stone causes it to flow back into shape like water. You may combine and shape the rooms as you wish; make all layout decisions when casting the spell. You may only nest a higher-dice Pocket Dimension inside another Pocket Dimension. Decor is spartan at best, with all furnishings made of the same dark, sparkling, stone as the walls. The dimension will last for sum hours; when the spell ends, anyone inside is ejected through the tear in space. In addition, choose up to dice of the following:
    • You may open further castings of Pocket Dimension with the same dice into this space. Its contents are persistent even after the duration expires, though all living beings inside are still ejected. You may only have one persistent dimension per dice amount.
    • Add a quality to the entrance. This can increase or decrease the size of the entrance, change the entrance's appearance, or make it impassable without a password or other sort of test.
    • Change an environmental quality within the pocket dimension, like the atmospheric composition, the gravity, the quality of light, etc.
    • Add decor and other items to the inside of the space, like beds, furniture, a kitchen, torches, tapestries, etc. Can be as elaborate as you want, but nothing borne of this effect can leave the room, and any effects it provides (nourishment, healing, damage, etc.) will not persist upon exiting the space.
  4. Teleport. Teleport a creature or object you can touch (including yourself) up to sum*10^dice'. An unwilling target may save to prevent this. The endpoint must be within line of sight. All items on teleported creatures get teleported as well. You may add up to dice of the following effects.
    • Teleport sum willing participants; all must be contiguous.
    • Create a semipermanent portal between the start and endpoints that's 6.66' in diameter. Lasts for as long as you concentrate.
    • Reverse teleport; teleport something you can see to you.
    • The endpoint of the teleport is not limited by line of sight; it can be a particular magic circle (requires you to inscribe the circle's unique identifying glyphs) or somewhere you've been in the past sum*dice days.
  5. Warp Space. Elongate, shrink, or otherwise warp space in a line of sum*100', an area of sum*10 feet squared, or a volume of dice*sum*10 feet cubed. You may contort space-time as you wish within that area while you concentrate, compressing or expanding the space within up to sum times. This does not inherently damage matter within.
  6. Warp World. Reshape natural materials (as opposed to artificial, worked materials) within a 10*sum' radius around you. The effect is slow, and creatures may save to avoid being trapped, crushed, et cetera. Simple structures can be constructed with ease, but fine details or moving parts such as weapons, hinges, specific likenesses, or traps require a relevant test (but gain a +dice bonus). All changes are confined to the area, and you control the area for only so long as you concentrate.


Delta Templates

These templates are obtained upon the completion of the listed task. Gaining the template is not optional, especially for the Dooms.

Δ Familiar
Speak to a wild animal in its own tongue and offer it a deal - in exchange for access to a portion of your magical power, you will provide it with a service it wants. If it accepts, perform the service, and gain this template upon completion of that service. If your familiar dies, you must find another familiar to gain the benefits of this template.
Become your familiar's Patron. It is sworn to your service, accompanies you everywhere, and you can see through its eyes when you close your own. You may cast spells from your Familiar's location, though Mishaps cast this way affect both of you. You can always communicate with your familiar as if it was next to you, though this still requires you to speak out loud. You may only have one familar at a time.

Δ Rituals
Join an order of wizards and help them cast a ritual spell. Wizarding orders are secretive, and their entrance requirements invariably involve hazing. If they expel you from the order, you must join a new order to benefit from this template.
You can empower spells by casting them ritually, with time, effort, pomp, and circumstance. Choose one of the following per hour of preparations; each hour also requires you to use up a valuable reagent that has some arcane significance to the spell. Each additional wizard helping you cast the ritual can cut the number of hours by 1, but the number of reagents remains the same.

  • Choose the result of a die rolled in casting.
  • Roll an additional die for the spell.
  • Increase the size of a die in the casting from d6 to d12. If a d12 rolls a mishap, subtract 6 to find the result on the mishap table.
  • Prevent a chosen die from causing a mishap.
  • Choose an Experimental result, if experimenting with the spell. Cannot choose Eureka!.

Δ Alchemy
Acquire and read a textbook on alchemy, available in most wizards' private collections or university libraries. Also acquire a set of precisely calibrated alchemical equipment, including flasks, distillation tubes, a mortar and pestle, filters, and bottles. This equipment takes up 3 inventory slots, is incredibly fragile, and can be acquired for about 30 gold at a reputable glassblower. If you cannot refer to the textbook while brewing, your mishap risk increases by 2.
With an hour's careful work and your alchemical equipment, you can brew a cantrip or 1-die spell into a liquid medium, to be cast upon consumption. Roll for mishaps (but not sum) when doing so; brewing counts as casting for the purposes of mishap risk. The spell affects the potion's taste, appearance, and consistency. Roll the dice again for sum and mishaps when the potion is drunk.

  • Mishaps rolled during brewing apply to you, mishaps rolled during drinking apply to the drinker. The drinker's mishap risk is equal to the number of potions they've drunk that day beyond the first
  • Make all choices for the spell during brewing (including any experimentation) besides the target. The spell targets the drinker.
  • If you have Ritual and a laboratory's worth of alchemical equipment, you can use ritual magic in that lab to infuse higher-die spells into potions.

Δ Artifice
Acquire and read a textbook on artifice, available in some wizards' private collections or Industrial Alchemy department libraries. Also acquire a set of artificer's equipment, including a hammer and anvil, a lathe, an engraving chisel, pliers, tongs, and a whetstone. This equipment requires a wagon to carry around, and can be acquired for about 100 gold at a reputable blacksmith. If you cannot refer to the textbook while enchanting, your mishap risk increases by 2.
Spend a day's hard labor and a valuable reagent (about 10 gold) to forge an item and enchant it with a cantrip or 1-die spell. Roll for sum while doing so; mishap risk is equal to the number of items you've enchanted this week. If you roll a mishap, the enchantment fails, and the reagents are consumed regardless.

  • Make all decisions for the spell while enchanting the item, including its target. Targets are usually the wielder, someone the wielder chooses during enchanting, or the item itself.
  • An enchanted item can act as a focus for spells with durations, maintaining the spell on its target indefinitely. For foci, sum is the number rolled during enchanting.
  • An enchanted item can, alternatively, allow its wielder to cast the spell. The wielder rolls for sum and mishaps on casting, and this increases their mishap risk as usual. If the item takes damage from a mishap, it breaks.
  • If you have Ritual and a workshop's worth of artificer's equipment, you can use ritual magic in that workshop to forge and enchant items with higher-die spells. Ritual artifice takes additional days, rather than hours like ritual casting. Additional dice require exponentially more valuable reagents and extend the enchanting time - 100 gold and weeks instead of days for a 2-die spell, 1000 gold and months for a 3-die spell, 10,000 gold and years for a 4 die spell. Each wizard helping you can take on an equal share of the time burden.
  • Ritual magic also allows you to forge an item enchanted with multiple spells so long as you spend the necessary time and reagents for each spell (and roll for mishaps each time).

Δ Spell Mastery
Experimentally cast a spell from your school and roll Eureka! while you already know all 6 of the school's listed spells.
You become a Master of that spell, and further castings of it at minimum dice cannot trigger mishaps (though they do increase your mishap risk).

Δ Apprentice
Take on a hapless fool with no other prospects in life and no innate magical aptitude as an apprentice, and induct them into the ways of wizardry. If they ever become your equal, strike out on their own, or strike at you in anger, you must obtain a new apprentice to benefit from this template.
You can teach others how to cast spells you know. It takes at least a week of diligent practice on both of your parts, and unless the student is a wizard (or has some other sort of formal magical training), they can only cast it at 1 die and always cause a mishap when casting it. Your apprentice begins as a 0th-level wizard for the purposes of this template, and you may teach them your school's cantrips, Augury, and Second Sight in the same way as spells.

Δ Tower
Construct or take over a tower at least 100' tall, taller than any other structure for miles around. If it's ever taken over, destroyed, or surpassed in height by another nearby tower, you must either start again with another tower or remedy the problem (by retaking the tower, rebuilding it, building it higher, or destroying the other tower).
There are no mundane towers. Towers are magical accumulators, as raw ambient magic flows to the highest point around. Treat the minimum value of each die for the purposes of sum rolled at its summit as the tower's height divided by 100 (round down). Possession of a tower also allows you to found an order of wizards, which other intrepid mages may seek to join. Use the tower as a gathering place for occasional meetings, rituals, and inductions into the order.

Δ The Primary Doom of Wizards - Scarred
Roll 3 Mishaps in the casting of a single spell.
The spell burns itself into your flesh and mind, jealously demanding your affections. Each time you want to cast a different spell, you must cast your Scarred spell at least once.

Δ The Secondary Doom of Wizards - Blighted
Roll 3 Mishaps in the casting of a single spell while Scarred.
All around you, flowers wilt, insects fall out of the air, small animals turn from you in fright lest they shrivel into husks. You are feared instinctively by all living things save for your familiar, if you have one. This path of sorrow can be easily followed, and many will hunt you down. You can no longer cast spells with fewer than 2 dice.

Δ The Terminal Doom of Wizards - Damned
Roll 3 Mishaps in the casting of a single spell while Blighted.
Your transformation into a monster among men is complete, if you were ever anything else. Stormclouds gather around you no matter the season or the climate, the blight spreads to all plant life around you, and you can no longer cast spells with fewer than 3 dice.

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