Sunday, August 13, 2023

A Few Spells

 I'll be updating this as we discover and create more spells.

If you have learnt any of the spells below off a giant, black-violet toad, you also have access to all of the spells at the bottom of this blog post.

WIZARD SPELLS

SUM

You release the spell from your head, and it uses it's connection to parallel dimensions to influence the very probability of an event. You may add the [SUM] of the spell to any roll. If you are adding to another person's spell, you add the [SUM] + [DICE] to their roll.

You may cast this spell as a reaction.

(^This very well may be too powerful. We'll see how it feels in play)


CLERIC SPELLS

FUNGAL PLATE

Duration:1 hour or 10 minutes in extreme dryness

Shendormu has blessed you with a fungal suit of armour. Mushroom plates fruit from your skin, covering your body in a protective shell.

You have [SUM] Temporary Hitpoints. While you have these hitpoints, you:

  • add [DICE] to your attack and damage rolls
  • Have advantage on Strength checks
  • Are immune to any inhaled poisons


WEBWALK

Shendormu opens the mycelium network to you and your friends for travel. You may teleport yourself and [SUM] people anywhere you name, so long as it is connected from where you are to it by fungal colonies. This means pretty much anywhere on the same landmass is open to you. Shendormu is the god of Mindlessness as well, so he will send you exactly where you ask to go, without checking or clarifying any details with you.



GLOG CLASS: HERETIC

 OK Quicksilver, here's the class:

Maybe you're an escaped human sacrifice. Maybe you were a scholarly priest who kept asking questions and exploring forbidden ideas until you lost your faith. Maybe you have seen the one true path and are determined to show the world.


Each level in Heretic gives you +1 to your save vs magic

TEMPLATE A - Disbelieve, Skeptical soul

Skeptical soul - you have advantage on saving throws against cleric spells

Disbelieve - Once per day, you can declare that a magical phenomenon does not affect you. 100% success rate against divine magic. 60% success rate against all other magic.

TEMPLATE B - Blaspheme

Blaspheme - Once per day, you may utter such blasphemies as to call the wrath of a god down upon yourself. Curse a god (e.g Zulin) and you and everyone within 20 feet (god's don't care to aim that precisely) will suffer the god's magical divine wrath (in the case of Zulin, sky execution or a big old lightning bolt). Thus the greater knowledge a heretic has of religion, the more varied effects he can create by calling on different gods (There are a lot of Fire Cults in Centerra , and players are encouraged to make up gods.)

TEMPLATE C - Seeker of Forbidden Knowledge

Seeker of Forbidden Knowledge - Both your Blaspheme and Disbelieve abilities are no longer once per day. They instead draw on a shared pool which is determined by the number of Heresies you know. (If you know 5 Heresies, you would have 5 points to spend) This pool resets at midnight.

 TEMPLATE D - God Slayer OR Gnosis (choose one on gaining D)


God Slayer - Your contempt for the gods has been honed and sharpened to a killing point. Your weapons, whilst wielded by you, can slay immortal creatures. They do not instantly kill them - it just makes it possible to kill them at all.

Gnosis- You know the deepest truth of the gods - they depend on mortals for their power. A weak god is nothing more than a strong spirit, and the difference between a god and a spell is just different ends of a gradient. You can use this knowledge to change a god's behaviour, through a campaign of altering rituals and sacrifices of the mortal followers, based on the types of changes to the god that you wish to make. The DM will run a mini campaign, where you can attempt to complete this goal. The more followers a god has, the harder it is to succeed. If you can successfully sustain your rituals amongst 51% of followers, for a full cycle of the moon, the god will be altered in the manner you wanted.


DEADLIFT

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