Tuesday, September 8, 2020

The Spiritcaller: The GLOG Class

 Long have I seen the GLOG and thought “Hey, that looks pretty cool! I should try that sometime.” Well today is the day, and may it continue for a long enough time. This article presents The Spiritcaller, the flagship member of the Occult Classes for my WIP GLOG Hack, Godkillers (more on that soon enough, calm down). I wanted to capture less the relationship between Faust and The Devil and more Arioch and Elric here, creating a kind of weird warlock-cleric that functions around taking damage. I have also included five Patron Spirits, most of which are Elementals, with their own specific abilities.


I will say, this has not been playtested yet, so go in knowing that there will definitely be issues, inconsistencies and insufferabilities, especially after I had to hurriedly convert it to work better with more mainstream GLOG terminology. Steal liberally and unapologetically, my friends, and maybe you’ll be able to do my own class better than I.

Spiritcaller

A: Patron Spirit, +2 Evocations

B: Between Worlds, +1 Evocations

C: Investiture of Power, Spiritroads, +1 Evocations

D: Cry For Help, +1 Evocations

A: Patron Spirit

As a Spiritcaller, you have made a pact with an otherworldly being of the transitive realm known as the Interstice. This spirit can be any one of the Patron Spirits detailed later. Between you and the Lord of a Thousand Worlds you must decide the exact identity and name of the spirit, and what sort of pact you have. To represent this, you have an Effigy, an object that marks the bond between you and your Patron Spirit, and access to your Patron Spirit’s Evocations. In addition, your Patron Spirit brands you with a Mark of Loyalty. You begin play with two Evocations of your choice, and gain one more for every Spiritcaller template you take.


Evocations function as such: you have a number of Evocation Dice equal to your number of Evocations. Your Evocation Dice are d6s. Every time you wish to use an Evocation, you must invest a number of Evocation Dice and then roll them. Any time it says [dice] in the description of an Evocation, that is equal to the number of dice invested. Any time it says [sum], that is equal to the number you get when you add up the results of the dice. Using an Evocation requires a standard action.


If you roll a 1-3 on your Evocation Dice, the dice returns to your pool and may be used again. If you roll a 4-6, your dice is used up and you take damage equal to the number rolled on the dice-3. You may use 3HP in place of Evocation Dice, however you take damage equal to the number rolled regardless of rolling a 1-3.


You may regain one Evocation Die on a successful short rest once per day. You regain all Evocation Dice on a long rest.


Every time you gain an Evocation, you must roll on The Fading table.

B: Between Worlds

You may interact with incorporeal creatures as if they were entirely corporeal. Once per week, in a ritual that takes an hour, you may speak to a spirit, calling them back from beyond the grave. They may remain upon the Material Plane for ten minutes for every Spiritcaller template you have. You must have the spirit’s corpse or most valued item in your possession to perform the ritual. If the spirit has been dead for more than a year, you must succeed a Wisdom test + the number of years above 1 they have been dead. This ritual can only be performed if the spirit is still intact.

C: Investiture of Power

At any point, you can call upon your Patron Spirit to inhabit your body as a bonus action, imparting massive power at the cost of your body being slowly torn apart by the power. Upon calling your Patron Spirit, you gain the ability listed under Investiture. At the start of your turn each round, you must make a save vs. being torn apart, adding the number of previously successful saves to your roll. On a failure, you take 1d4 damage for every round spent using your Investiture. At any point while using your Investiture, you may cancel it and take no damage. After using this ability, you cannot use it again for another 1d6x10 minutes.

C: Spiritroads

At any point, you and as many allies as can hold your hand. may enter the Interstice, the transitory world of spirits that exists between worlds. While in the Interstice, every ten minutes of travel allows you to travel a day’s distance outside. However, every ten minutes you and every being travelling with you must save vs. insanity, adding the number of previously successful saves to the roll or have their Wisdom reduced by 1d6. Spiritcallers have advantage on this test. If your Wisdom reaches 0 while in the Interstice, you lose all sense of self and become a wandering spirit. If you leave the Interstice, all beings that you bring in leave with you. You regain Wisdom at a rate of 1d8 per good night’s sleep.

D: Cry For Help

At any point, you may call for the help of your Patron Spirit to assist them in your current situation. You and the Lord of a Thousand Worlds roll a d12 each. If you both roll the same number, or either of you roll a natural 1, your Patron Spirit heeds your call and assists in any way they can. On any other result, you receive nothing. In either case, you cannot attempt this again for 1d4 days.

The Fading

As a Spiritcaller uses the strange powers given to them, they become more and more like the spirits they serve. This process is known as the Fading, and all Spiritcallers will eventually fall prey to it. Such is the nature of the Interstice.

1d12 + Number of Evocations

The Fading

3

An easily coverable part of the body becomes transparent.

4

A limb becomes entirely transparent.

5

The character’s normal tone becomes a whisper, requiring them to shout to talk normally.

6

The character begins to constantly see spirits watching them from the corner of their eye.

7

Anyone who stands near the character can faintly hear their thoughts.

8

The character has disadvantage on all tests while their Effigy is not near them.

9

Spirits begin to talk through the character in their sleep. Every night, the Referee makes a 1d6 roll. On a 1 or 2, a spirit begins to talk through the character, reducing any healing gained from a long rest by half.

10

The character’s face becomes entirely devoid of recognisable features, requiring an Intelligence test from anyone that isn’t a close friend of the character to remember who they are by looks.

11

The character’s memories are mixed with another spirit’s, making it hard to know which memories are their’s and which aren’t.

12

The character’s body becomes increasingly incorporeal, causing them to lose 1 point of Strength.

13

The Interstice constantly tries to pull the character in, causing them to lose 1d3 points of Dexterity.

14

The character becomes addicted to the freedom of the Interstice, requiring them to spend at least 1 turn there every day, doubling for each day they spend without going in. (Does not apply until you have the Spiritroads ability).

15

A spirit latches onto the character’s mind, requiring the character to save vs. insanity every morning to remain in control or regain control over their body. The nature and goals of the spirit are up to the Referee.

16

The character is beset by the voices of every human that has died in their presence, requiring a save vs. insanity every time they wish to rest. On a failure, they are unable to do so.

17

The character begins to lose their memories, requiring an Intelligence test to remember any events that happened more than a month ago.

18

The character becomes entirely incorporeal, requiring a Charisma test every morning with difficulty equal to the number of previous successful tests to see if they can interact with the physical world.

19

The character is brought before the Unnamed King for execution, to become one of his Silent Sentinels.


Patron Spirits

Air Elemental

Effigy: Flute, Feather, Fan, Chimes

Mark of Loyalty: Feathers Around The Eyes, Constant Static Electricity Aura

Investiture: All attacks have disadvantage to hit you, and you gain an extra standard action per turn.


Evocations


Aeromancer: You may manipulate the winds in many different ways including, but not limited to: changing the direction of the wind, moving small objects within far range, opening unlocked doors and windows and creating whistling sounds.


Call of the Skies: You and [dice] allies may fly for [sum] minutes.


Chain Lightning: You may strike [dice] enemies within 100ft for [sum]x2 damage. A successful save vs. damage halves the damage.


Drive The Air From Their Lungs: You may cause an enemy within 80ft to suffocate and be immobilised for [dice] rounds. With a successful save vs. drowing, this can be resisted entirely.


Air Bubble: You create a bubble of rapidly spinning air for [sum]x10 minutes, providing everyone within 10ft of you with air in airless environments and [dice] armour bonus on one attack each round.


Eyes In The Sky: You can project your consciousness into a bird within [dice] miles of you for [sum]x10 minutes, controlling it and taking on its senses. While this is in effect, your body is immobile, and you cannot feel anything from it. 


Ride The Winds: You can cause the wind to blow in a direction of your choosing. You may use Evocation Dice to cause [dice] targets to have to save vs. falling or be pushed back 10ft.


Dark Clouds: A point within 120ft becomes shrouded in thunderclouds in a 30ft for [dice] rounds, giving a 50% miss chance to anyone within the cloud. Everyone within must save vs. damage at the start of their turn or take [dice]d6 damage.

Fire Elemental

Effigy: Candle, Tinderbox. Smoking Pipe

Mark of Loyalty: Burning Scar, Eyes of Fire, Hot to the Touch

Investiture: You are immune to all fire damage, and your attacks deal an extra 1d6 fire damage on a hit. Anyone within 5ft of you takes 1d4 damage at the start of their turn, resisted on a successful save vs. fire. If you are hit, your attacker must save vs. fire or take 1 damage.


Evocations


Flaming Blade: You can imbue a weapon within 30ft with flames for [dice] rounds, dealing [sum] extra fire damage on a hit.


Fireball: You deal [dice]d6 damage to a point within 120ft, hitting everyone within nearby range of the point. Damage can be halved with a successful save vs. fire.


Wall of Flames: Create a wall of flames at a point within 40ft for [dice] rounds. Anyone trying to pass through it must use their entire round and take 1d8 damage. Any wooden projectiles that pass through the wall have a 2 in 6 chance of catching on fire and dealing an extra 1d4 damage on a hit. On any other roll, they are burnt up and destroyed.


Flame Guard: You render [dice] allies you can see immune to fire damage for [sum] minutes.


Pyromancer: You can manipulate small instances of flame, allowing you to do things such as create a small flame in their hand, light a campfire or snuff out a candle. The upper limits of this ability are left up to the Lord of a Thousand Worlds.


Spontaneous Combustion: You cause someone within 60ft to burst into flames for [dice] rounds, dealing 1d6 damage to the target at the start of each of their turns. The flames can be put out with a by spending their standard action to roll on the ground.


Brimstone Chains: A target within 60ft must save vs. restraining or be restrained for [dice] rounds, taking 1d6 damage per round.


Meteor Strike: You take [dice]d4 damage to deal [sum]d10 damage to everything within 30ft of a point within 120ft.

Earth Elemental

Effigy: Wooden Staff, Gemstone, Pouch of Soil

Mark of Loyalty: Small Rocks Stuck in Skin, Gemstone Eyes

Investiture: Your armour bonus is doubled and all damage towards you is halved (except damage from using Evocation Dice).


Evocations


Gemstone Skin: One ally within 30ft has their armour bonus increased to that of Heavy Armour for [dice] rounds. Once during the Evocation’s duration, they may ignore [sum] damage from a single attack.


Sinkhole: [dice] targets within 80ft are immobilised for [sum] rounds as they sink slowly into the ground.


Earthcrawl: You and [dice] allies can travel [sum]x10 metres through solid rock, dirt and non-magical metals.


Geomancer: You can manipulate dirt and stone within 60ft with your mind in chunks up to 10 pounds, shaping and moving them as you wish.


Wall of Stone: You create a [dice]x 10ft high, [dice]x 15ft wide wall at point within 40ft for [sum] minutes.


Earthquake: Everything within 10ft of you takes [dice]d6 damage and is knocked prone. With a successful save vs. falling, they take half damage and are not knocked prone.


Spear of Stone: Fire a spire of rock at a creature within 120ft. They take [sum] + [dice] damage.


Earth Platform: Create a cylindrical platform of stone, wide enough to fit one person, at a point within 60ft, up to [sum]x10 metres high, lasting for [dice]x10 minutes.

Water Elemental

Effigy: Fishing Rod, Shell, Sextant, Crab Claw

Mark of Loyalty: Nonfunctioning Gills, Webbed Feet and Hands

Investiture: You become made of water, able to engulf other people and cause them to suffocate. You cannot take damage from physical attacks, and you can breathe underwater.


Evocations


Water walk: You and [dice] allies can walk on the surface of water for [sum]x10 minutes as if it was solid ground.


Ice Slick: A point within 120ft becomes slippery for [dice] rounds in a 30ft radius around it, requiring anyone inside to save vs. falling when they enter or move around within it. On a failure, they are knocked prone and take 1d6 damage.


Hydromancer: You can move up to 10l of water within 60ft with your mind, or freeze and shape it. The upper limits of this ability are up to the Lord of a Thousand Worlds.


Ice Spike: A target within 120ft takes [sum]+[dice] ice damage.


Freeze Thaw: You may immobilize [dice] targets for [dice] rounds, freezing them inside out. At any point, you can thaw them out, causing them to take [sum] damage from the shock. Can be resisted with a successful save vs. freezing.


Song of the Elementals (Water): You may raise a boat made of ice out of the ocean for [sum] days, crewed by a group of spirits bound to serve your Patron Spirit. They follow your orders unquestioningly, but cannot leave the ship. Once you use this Evocation, you cannot use it again for [dice] weeks.


Gills: [dice] targets within 30ft can breathe in the water for [sum]x10 minutes.


Whirlpool: A whirlpool appears around you for [dice] rounds, drawing everyone within 30ft towards you by 10ft per round. They must succeed a save vs. falling or be immobilised as they are drawn into the storm, taking 1d6 damage at the start of their turn.

Eldritch Horror

Effigy: Blasphemous Statuette, Slimy and Furry Book of Rituals, Human Heart

Mark of Loyalty: One of Your Fingers is a Tentacle, Voids Instead of Eyes, Sweat Slime

Investiture: Anyone who looks at you must succeed a save vs. insanity or be stunned for a round and take 1d6 psychic damage. You gain 4 tentacles that sprout from your back, that may make combat maneuvers as a bonus action to anyone within 30ft. You hover a few inches above the ground.


Evocations


Thought Probe: You may attempt to forcefully break into the thoughts of a creature within 30ft. First, you must make an opposed Intelligence test. If you succeed, you begin to enter their mind, learning their current surface thoughts. You must then make another opposed Intelligence for each stage you go down into their mind. On a failure, you are moved back by one stage. You may only progress by one stage per round. Going down a stage takes a bonus action. Stage Two is recent memories, Stage Three is the rest of their memories, Stage 4 is their darkest secrets. Stage 5 is things about them that only their subconscious knows (repressed memories, subconscious desires, etc). 


Hideous Limb: You can transform any one of your limbs into a tentacle, doubling its reach and making it adhesive for as long as you want. You can have a number of limbs equal to your number of Spiritcaller templates as tentacles at once.


Mind Blast: A target within 100ft takes [sum]+[dice] damage, and must succeed an opposed Intelligence test or be stunned for a round,


Phantasmal Image: A creature within 120ft is afflicted with hallucinations for [dice] rounds. You determine what they see, and their brain will always succeed in rationalising it as real, no matter how much they try and fail to interact with it. Can be resisted with a successful save vs. insanity.


Nightmares: A creature within 40ft is faced with the embodiment of its greatest fears for [dice] rounds, taking [sum] psychic damage at the start of its turn. It must run away from the illusion as fast as it can, taking no actions other than running. This can be resisted by a successful save vs. insanity.


Dreamwalker: You can enter the dreams of a creature you can see for [dice] hours, modifying what they are seeing as you wish. Particularly horrifying sights deal [sum] psychic damage when they wake up. 


Grasp of the Deep: Tentacles burst out of the ground underneath a target within 120ft, immobilising them for [dice] rounds. With a successful save vs. restrained, this can be reduced to 1 round.


 The Emptiness of the Void: [dice] allies within 30ft (including you) can see in the dark up to 30ft for [dice]x10 minutes, and can see invisible creatures.

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