update timeline to latest info

add mimic and minotaur
This commit is contained in:
Eric Woodward 2024-01-01 13:53:47 -05:00
parent 9950216d30
commit 37779ddba3
27 changed files with 362 additions and 98 deletions

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@ -1,6 +1,6 @@
{
"name": "planar-vagabond",
"version": "0.11.16",
"version": "0.11.17",
"description": "",
"main": "index.js",
"scripts": {

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@ -23,8 +23,8 @@
<li>10</li>
<li>11</li>
<li>12</li>
<li class="currDay">13</li>
<li>14</li>
<li>13</li>
<li class="currDay">14</li>
<li>15</li>
<li>16</li>
<li>17</li>

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@ -1,5 +1,5 @@
<div class="todayWrapper">
As of last session, it is **near the middle of the 2nd shift of the 2nd phase of the 13th day of Urtson-Nu, in year 5023 of the Common Astral Calendar**.
As of last session, it is **near the middle of the 2nd shift of the 1st phase of 14th day <!--3rd Aerday --> Urtson-Nu, in year 5023 of the Common Astral Calendar**.
</div>

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@ -8,49 +8,91 @@
* https://www.itsericwoodward.com/licenses/mit
****************************************************************************/
const // Scripts for the Die Roller
addRollerForm = () => {
const rollerForm = document.getElementById('js-rollerForm'),
rollerInput = document.getElementById('js-rollerInput'),
rollerOutput = document.getElementById('js-rollerOutput');
// Die Roller script
const addRollerForm = () => {
const rollerForm = document.getElementById('js-rollerForm'),
rollerInput = document.getElementById('js-rollerInput'),
rollerOutput = document.getElementById('js-rollerOutput');
// double-click [x] to clear list
rollerForm.addEventListener('reset', (e) => {
if (rollerInput.value === '') rollerOutput.replaceChildren();
});
// double-click [x] to clear list
rollerForm.addEventListener('reset', (e) => {
if (rollerInput.value === '') rollerOutput.replaceChildren();
});
// do the roll(s) and show the (cleaned-up) result(s)
rollerForm.addEventListener('submit', (e) => {
// do the roll(s) and show the (cleaned-up) result(s)
rollerForm.addEventListener('submit', (e) => {
e.preventDefault();
if (!window.dice) return;
const newEl = document.createElement('li'),
// support multiple sets of dice
rolls = rollerInput.value.split(/,\s+/);
newEl.innerText = rolls
.map((roll) => {
const result = dice.roll(roll),
stringifiedResult = dice.stringify(result);
return `${stringifiedResult.replaceAll(
'!!!mods listing not yet complete!!!',
''
)}${
// only show total if there's multiple dice thrown in a set
stringifiedResult.includes(',') ? ` = ${+result}` : ''
}`;
})
.join(', ');
rollerOutput.prepend(newEl);
});
// clear on escape key
rollerForm.addEventListener('keydown', (event) => {
if (event.key === 'Escape') rollerForm.reset();
});
};
// Dungeon room populator
const RoomTypes = {
EMPTY: 2,
MONSTER: 4,
SPECIAL: 5,
TRAP: 6,
},
getRoomType = (room = 1) => {
if (room <= RoomTypes.EMPTY) return 'Empty';
if (room <= RoomTypes.MONSTER) return 'Monster';
if (room <= RoomTypes.SPECIAL) return 'Special';
return 'Trap';
},
checkForTreasure = (room = 1, treasure = 1) => {
if (room <= RoomTypes.EMPTY) return treasure <= 1;
if (room <= RoomTypes.MONSTER) return treasure <= 3;
if (room <= RoomTypes.SPECIAL) return false;
return treasure <= 2;
},
getRandomValue = (max = 1, min = 1) =>
Math.round(Math.random() * (max - min)) + min,
addRoomForm = () => {
const roomForm = document.getElementById('js-roomForm'),
roomOutput = document.getElementById('js-roomOutput');
roomForm.addEventListener('submit', (e) => {
e.preventDefault();
if (!window.dice) return;
const newEl = document.createElement('li'),
// support multiple sets of dice
rolls = rollerInput.value.split(/,\s+/);
roomVal = getRandomValue(6),
treasureVal = getRandomValue(6),
roomType = getRoomType(roomVal),
hasTreasure = checkForTreasure(roomVal, treasureVal);
newEl.innerText = rolls
.map((roll) => {
const result = dice.roll(roll),
stringifiedResult = dice.stringify(result);
return `${stringifiedResult.replaceAll(
'!!!mods listing not yet complete!!!',
''
)}${
// only show total if there's multiple dice thrown in a set
stringifiedResult.includes(',') ? ` = ${+result}` : ''
}`;
})
.join(', ');
rollerOutput.prepend(newEl);
newEl.innerText = `${roomType}${
hasTreasure ? ' (Treasure)' : ''
} {${roomVal},${treasureVal}}`;
roomOutput.prepend(newEl);
});
};
// clear on escape key
rollerForm.addEventListener('keydown', (event) => {
if (event.key === 'Escape') rollerForm.reset();
});
},
// Scripts for the Complication Randomizers
shuffleContainer = (parent) => {
// Complication Randomizer scripts
const shuffleContainer = (parent) => {
const container = document.getElementById(parent),
children = container.children,
length = children.length,
@ -79,6 +121,7 @@ const // Scripts for the Die Roller
export default (() => {
addRollerForm();
addRoomForm();
addComplicationForm();
addAstralComplicationForm();
})();

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@ -301,6 +301,10 @@ table th {
max-width: 28rem;
}
.calendarWrapper h4 {
text-align: center;
}
.calendarWrapper li {
padding: .5rem;
}

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@ -21,7 +21,7 @@ Below is a timeline of major events in (this section of) the astral plane:
| **???** | The gods arrive in and/or create the astral plane. |
| **circa 11,000 BAC**<br />_(ca. 16,000+ years ago)_ | The Stral arrive in the astral plane, establishing the [Empire of the Eternal Dynasty](/astral/factions/index.html#stral-empire). |
| **circa 5,000 BAC**<br />_(ca. 10,000 years ago)_ | The Damned Incursion takes place, ending with the fallen angel Shai'kel taking over the demon stronghold of [Infernus](/planes/transcendental.html#infernus). |
| **circa 3,000 BAC**<br />_(ca. 8,000 years ago)_ | The [Arcane Lords of Axion]() establish the first Mage Guilds (the groups which eventually evolve into the [Grand Consortium](/astral/factions/index.html#the-consortium)). |
| **circa 3,000 BAC**<br />_(ca. 8,000 years ago)_ | The [Arcane Lords of Axion](/astral/factions/index.html#arcane-lords-of-axion) establish the first Mage Guilds (the groups which eventually evolve into the [Grand Consortium](/astral/factions/index.html#the-consortium)). |
| **circa 2,000 BAC**<br />_(ca. 7,000 years ago)_ | The Eye Tyrants arrive in the astral plane, establish the Empire of Eyes. |
| **0 CAC**<br />_(5023 years ago)_ | The ATU is founded by a group of astral traders, the Purple Masters of Prasha.<br />The Arcane Lords of Axion and the Purple Masters establish the Common Astral Calendar, using this year to mark year 0. |
| **118 CAC**<br />_(4905 years ago)_ | The Axion Academy of Magicks is founded. |

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@ -30,12 +30,12 @@ Drahki are a race of Dracokin that hail from Drahkenos, the so-called plane of D
</div>
- **Breath weapon** - Can be used up to three times per day. Unless noted otherwise, all caught in the area suffer damage equal to the Drahkis current hit points (save versus breath for half).
- **Draconic Ancestry** - Dracokin are are distantly related to a particular kind of dragon, which determines the colour of their scales, as well as the damage and area of their breath weapon.
- **Ships and crew** - 1d2 large dragonships (each with 1d12+2 x 10 drahki) and/or 1d3 small dragonships (with 1d6 x 10 drahki each). (See [Astral Vessels](/astral/astral-vessels.html) for details on ships.)
- **Arms** - 60% of group have: leather armour, sword; 30% have: leather armour, sword, crossbow; 10% have: chainmail, sword, crossbow.
- **Leaders and captains** - For every 30 drahki, there is a 4th level fighter. Each ship has a captain (7th level fighter).
- **Fleet commander** - 9th level fighter. 30% chance of a magic-user (level 1d2 +9); 30% chance of a cleric (8th level).
- **Breath weapon**: Can be used up to three times per day. Unless noted otherwise, all caught in the area suffer damage equal to the Drahkis current hit points (save versus breath for half).
- **Draconic Ancestry**: Dracokin are are distantly related to a particular kind of dragon, which determines the colour of their scales, as well as the damage and area of their breath weapon.
- **Ships and crew**: 1d2 large dragonships (each with 1d12+2 x 10 drahki) and/or 1d3 small dragonships (with 1d6 x 10 drahki each). (See [Astral Vessels](/astral/astral-vessels.html) for details on ships.)
- **Arms**: 60% of group have leather armour, sword; 30% have leather armour, sword, crossbow; 10% have chainmail, sword, crossbow.
- **Leaders and captains**: For every 30 drahki, there is a 4th level fighter. Each ship has a captain (7th level fighter).
- **Fleet commander**: 9th level fighter. 30% chance of a magic-user (level 1d2 +9); 30% chance of a cleric (8th level).
<div class="dividedTableWrapper">

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@ -32,12 +32,10 @@ An adventurer that specializes in combat.
<div class="dividedTableWrapper">
<!-- Designer's Note: trades 1 point of attack mod for a base d8 damage and d10 HD -->
| HD | HP | AC | Atk Mod | Damage | Morale |
| :---: | :-: | :-: | :-----: | :----: | :----: |
| 3d10 | 17 | 14 | +1 | 1d8 | 7 |
| 5d10 | 28 | 15 | +3 | 1d8+1 | 8 |
| 3d10 | 17 | 14 | +2 | 1d8 | 7 |
| 5d10 | 28 | 15 | +4 | 1d8+1 | 8 |
| 7d10 | 39 | 16 | +5 | 1d8+1 | 8 |
| 9d10 | 50 | 17 | +6 | 1d8+1 | 9 |
| 11d10 | 61 | 18 | +7 | 1d8+2 | 9 |
@ -51,10 +49,10 @@ An adventurer that specializes in combat.
```
> HD 1d10 (6 hp), AC 13; MV 40'; Atk 1 (0) @ 1d8 (weapon); AL Any; ML 7
> HD 3d10 (17 hp), AC 14; MV 40'; Atk 1 (+1) @ 1d8 (weapon); AL Any; ML 7
> HD 5d10 (28 hp), AC 15; MV 40'; Atk 1 (+3) @ 1d8+1 (weapon); AL Any; ML 8
> HD 7d10 (39 hp), AC 16; MV 40'; Atk 1 (+5) @ 1d8+1 (weapon); AL Any; ML 8
> HD 9d10 (50 hp), AC 17; MV 40'; Atk 1 (+6) @ 1d8+1 (weapon); AL Any; ML 9
> HD 11d10 (61 hp), AC 18; MV 40'; Atk 1 (+7) @ 1d8+2 (weapon); AL Any; ML 9
> HD 13d10 (72 hp), AC 19; MV 40'; Atk 1 (+8) @ 1d8+2 (weapon); AL Any; ML 10
> HD 3d10 (17 hp), AC 14; MV 40'; Atk 1 (+2) @ 1d8 (weapon); AL Any; ML 7
> HD 5d10 (28 hp), AC 15; MV 40'; Atk 1 (+4) @ 1d8+1 (weapon); AL Any; ML 8
> HD 7d10 (39 hp), AC 16; MV 40'; Atk 1 (+6) @ 1d8+1 (weapon); AL Any; ML 8
> HD 9d10 (50 hp), AC 17; MV 40'; Atk 1 (+7) @ 1d8+1 (weapon); AL Any; ML 9
> HD 11d10 (61 hp), AC 18; MV 40'; Atk 1 (+8) @ 1d8+2 (weapon); AL Any; ML 9
> HD 13d10 (72 hp), AC 19; MV 40'; Atk 1 (+9) @ 1d8+2 (weapon); AL Any; ML 10
```

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@ -0,0 +1,59 @@
---
title: Flamehound
description:
date_pub: 2023-12-17T18:23:03.000-04:00
section: bestiary
content_type: feature
short_code: bfd
status: hidden
---
Monstrous, intelligent, devious, fire-breathing hounds, about as big as a small pony, who love heat and dwell near volcanoes.
<div class='headlessTableWrapper'>
| | |
| ----------------- | ---------------------------------- |
| **Hit Dice** | 3\* (13hp) |
| **Armor Class** | 15 |
| **Attacks** | 1 (+2) @ 1d6 (bite) or fire breath |
| **Movement** | 40' / 300' astral |
| **Saving Throws** | D12 W13 P14 B15 S16 (3) |
| **Morale** | 9 |
| **Alignment** | Chaotic |
| **XP** | 50 |
</div>
- Immune to non-magical fire.
- 75% chance to detect invisible within 60' each round.
- Can be found with other fire-themed creatures.
### Fire Breath
- 2-in-6 chance of using each round of combat.
- Can be used up to 3 times per day.
- Target creature takes 1d6 damage per HD, **Save vs Blasts** for half.
### At Higher Levels
<div class="dividedTableWrapper">
| HD | HP | AC | Atk Mod | Morale | XP |
| :-: | :-: | :-: | :-----: | :----: | :-: |
| 4\* | 18 | 15 | +3 | 9 | 125 |
| 5\* | 22 | 15 | +4 | 9 | 300 |
| 6\* | 27 | 15 | +5 | 9 | 500 |
| 7\* | 31 | 15 | +6 | 9 | 850 |
[Higher-Level Flamehounds]
### Short Stat Blocks
```
> HD 3 (13 hp), AC 15; MV 40'; Atk 1 (+2) @ 1d6 (bite) or fire breath; AL Chaotic; ML 9
> HD 4 (18 hp), AC 15; MV 40'; Atk 1 (+3) @ 1d6 (bite) or fire breath; AL Chaotic; ML 9
> HD 5 (22 hp), AC 15; MV 40'; Atk 1 (+4) @ 1d6 (bite) or fire breath; AL Chaotic; ML 9
> HD 6 (27 hp), AC 15; MV 40'; Atk 1 (+5) @ 1d6 (bite) or fire breath; AL Chaotic; ML 9
> HD 7 (31 hp), AC 15; MV 40'; Atk 1 (+6) @ 1d6 (bite) or fire breath; AL Chaotic; ML 9
```

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@ -18,6 +18,8 @@ Below you'll find a small sampling of the various humanoids and other creatures
- [Dragon](./dragons/index.html): A huge, proud, flying lizard with massive wings and the ability to spew one or more types of attack from their mouths.
- [Fighter](./fighter.html): Someone who earns their keep via combat.
- [Flicker Dog](./flicker-dog.html): An intelligent, aloof, and often friendly wolf-like hound native to the Feywolde that hunt in packs and appear to flicker in and out of existence.
- [Mimic](./mimic.html): A shape-shifter that can assume the form of inanimate objects (ex: chests, statues, or doors).
- [Minotaur](./minotaur.html): Large, aggressive humanoid with a bull head and a propensity for labyrinths.
- [Mylark](./mylark.html): A 2' long, lamprey-like, winged snake that feeds on psychic energy and travels in large flocks.
- [Owl Bear](./owl-bear.html): A massive (8' tall, 1500 pounds), aggressive, carnivorous bear-like creature with the features and face of an owl.
- [Paladin](./paladin.html): A holy (or unholy) knight on a quest for their deity.

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@ -5,7 +5,6 @@ date_pub: 2023-07-25T11:13:00-04:00
section: bestiary
content_type: feature
short_code: bm1m
status: hidden
---
A shape-shifter that can assume the form of inanimate objects (ex: chests, statues, or doors).

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@ -0,0 +1,34 @@
---
title: Minotaur
description: The minotaur creature for OSR gaming.
date_pub: 2023-12-17T21:52:13.000-04:00
section: bestiary
content_type: feature
short_code: bm1n
---
Large, aggressive humanoid with a bull head and a propensity for labyrinths.
<div class='headlessTableWrapper'>
| | |
| ----------------- | -------------------------------------------------------------------- |
| **Hit Dice** | 6 (27hp) |
| **Armor Class** | 13 (natural) |
| **Movement** | 40' |
| **Attacks** | [1 (+5) @ 1d6 (gore) + 1 (+5) @ 1d6 (bite)] or 1 (+5) @ 1d8 (weapon) |
| **Alignment** | Chaotic |
| **Saving Throws** | D10 W11 P12 B13 S14 (6) |
| **Morale** | 8 |
| **XP** | 275 |
</div>
- Prefer large, primitive weapons (ex: axes, clubs, spears).
- Attack creatures of same size or smaller on sight, pursuing them until they are out of sight.
### Short Stat Blocks
```
> HD 6 (27 hp), AC 13; MV 40'; Atk [1 (+5) @ 1d6 (gore) + 1 (+5) @ 1d6 (bite)] or 1 (+5) @ 1d8 (weapon); AL Any; ML 7
```

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@ -24,9 +24,14 @@ short_code: bmy
</div>
**Alpha**: Each group of 40 or more is lead by an alpha: HD 2 (9 hp); AC 13; Attacks: 1 (+1) @ 1d4 (bite); MV: 10' / 60' flying; ML: 8; XP: 20;
- **Swarm**: 8 mylarks can swarm around a targets head to either cause confusion (-2 to attack rolls and saves, and prevents spellcasting), or drain creature of 1d4 HP.
- Travel in large groups (1d6 x 10), usually arrange into flocks of 10.
- Know direction and general distance to nearest psychic sources (typically, sentient creatures, but especially active Pilots).
- Unless magically summoned or controlled, mylarks check morale every round, with the disengaged ones leaving on a fail.
**Flock**: Travel in large groups (1d6 x 10), usually arrange into flocks of 10.
**Psychic Sense**: Know direction and general distance to nearest psychic sources (typically, sentient creatures, but especially active Pilots).
**Swarm**: 8 mylarks can swarm around a targets head to either cause confusion (-2 to attack rolls and saves, and prevents spellcasting), or drain creature of 1d4 HP.
**Skittish**: Unless magically summoned or controlled, mylarks check morale every round, with the disengaged ones leaving on a fail. They automatically fail when an a alpha is killed.
### Alpha
Each group of 40 or more is lead by an alpha
- HD 2 (9 hp); AC 13; Atk: 1 (+1) @ 1d4 (bite); MV: 10' / 60' flying; ML: 8; XP: 20;
- Mylarks automatically fail morale when an alpha is killed.

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@ -4,7 +4,7 @@ description: Suggested modifiers and abilities for class-based, nonhuman NPCs.
date_pub: 2023-04-23T19:05:00-04:00
section: bestiary
content_type: feature
short_code: bpr
short_code: bnh
---
Most of the class-based NPCs listed in the [bestiary](/bestiary/index.html) are assumed to be human. If one or more NPCs are a different race, use the modifiers below to adjust their listed stats.

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@ -21,6 +21,7 @@ The following is a list of significant dates on the [astral calendar](/astral/ad
- **Destroyed the Ravager, met Xynohpus and the Bronze Robes**: 1st phase of the 3rd day <!--1st Fyday--> of Urtson-Nu.
- **Found the wreck of Hadley's Hippogriff**: 2nd phase of the 4th day <!--1st Warday--> of Urtson-Nu.
- **Saved Whurll from Pirates, Captured the _Queen Ayn's Wrath_**: 2nd phase of the 8th day <!--2nd Aerday--> of Urtson-Nu.
- **Sapphire Cove, Acquired First Eye of Jund, Stengar's Murder**: 1st phase of the 10th day <!--2nd Warday--> of Urtson-Nu.
- **Arrived in Sapphire Cove, Acquired Eye of Truesight, Stengar's Murder**: 1st phase of the 10th day <!--2nd Warday--> of Urtson-Nu.
- **Fought the Pirates in the Psychic Fog**: 2nd phase of the 10th day <!--2nd Warday--> of Urtson-Nu.
- **Found the ship of mimics**: 2nd phase of the 13th day <!-- 3rd Urtday--> of Urtson-Nu.
- **Arrived in Nexus Prime**: 1st phase of 14th day <!--3rd Aerday --> Urtson-Nu.

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@ -76,3 +76,32 @@ After 3rd level, can buy or build a castle or stronghold (and control surroundin
- Must have liege's permission.
- After 9th level, may be granted a title such as Baron or Baroness.
### Advancement
<div class="dividedTableWrapper levelTable">
| |||| Saving Throws ||||| Spells |||||
| Level | XP | HD | Atk Mod | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] |
| :---: | :-----: | :-----: | :-----: | :---: | :---: | :---: | :---: | :---: |
| 1 | 0 | 1d10 | 0 | 12 | 13 | 14 | 15 | 16 |
| 2 | 2,500 | 2d10 | 0 | 12 | 13 | 14 | 15 | 16 |
| 3 | 5,000 | 3d10 | 0 | 12 | 13 | 14 | 15 | 16 |
| 4 | 10,000 | 4d10 | +2 | 10 | 11 | 12 | 13 | 14 |
| 5 | 18,500 | 5d10 | +2 | 10 | 11 | 12 | 13 | 14 |
| 6 | 37,000 | 6d10 | +2 | 10 | 11 | 12 | 13 | 14 |
| 7 | 85,000 | 7d10 | +5 | 8 | 9 | 10 | 10 | 12 |
| 8 | 140,000 | 8d10 | +5 | 8 | 9 | 10 | 10 | 12 |
| 9 | 270,000 | 9d10 | +5 | 8 | 9 | 10 | 10 | 12 |
| 10 | 400,000 | 9d10+2 | +7 | 6 | 7 | 8 | 8 | 10 |
| 11 | 530,000 | 9d10+4 | +7 | 6 | 7 | 8 | 8 | 10 |
| 12 | 660,000 | 9d10+5 | +7 | 6 | 7 | 8 | 8 | 10 |
| 13 | 790,000 | 9d10+6 | +9 | 4 | 5 | 6 | 5 | 8 |
| 14 | 920,000 | 9d10+10 | +9 | 4 | 5 | 6 | 5 | 8 |
[Level Advancement]
[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells
</div>

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@ -43,8 +43,9 @@ Gains a +2 bonus to all saving throws against mental or mystical powers.
Know a number of Mystic Powers based on their level, shown on the Level Advancement table.
- May use powers up to twice per day per level total.
- Activate at the beginning of a character's initiative.
- At 1st level, may activate powers up to twice in total each day.
- At higher levels, activate powers up to twice the number of powers known in total each day.
- A power activates at the beginning of a character's initiative.
- Only one power may be activated each round.
[Mystic Power List](./powers.html)
@ -57,7 +58,7 @@ Know a number of Mystic Powers based on their level, shown on the Level Advancem
<div class="dividedTableWrapper levelTable">
| Level | XP | HD | Atk Mod | AC | Saving Throws ||||| Mystical<br />Power |
| Level | XP | HD | Atk Mod | AC | Saving Throws ||||| Mystic<br />Powers |
| ^^ | ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | ^^ |
| :---: | :-: | :-: | :-----: | :-: | :---: | :---: | :---: | :---: | :---: | :--: |
| 1 | 0 | 1d8 | 0 | 11 | 13 | 14 | 13 | 16 | 15 | 2 |

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@ -5,7 +5,7 @@ date_pub: 2023-09-16T01:03:00-04:00
section: classes
subsection: Priest (Class)
content_type: feature
short_code: cps
short_code: crs
---
[[toc]]

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@ -30,7 +30,7 @@ Warlocks are spellcasters that gain access to magic by making pacts with powerfu
- Target must **Save vs Spells** or take 1d6 damage.
- May be used a number of times per day equal to 1/2 level (rounded up).
### Pact Magic
### Eldritch Magic
- Can cast memorized spells.
- Number of memorized spells per day shown on Level Advancement chart.

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@ -14,14 +14,14 @@ The following list of spells may be cast by Warlock characters.
### 1st Level
1. [Calm / Scare](/spells/calm.html)
2. Charm Person
3. [Light / Darkness](/spells/light.html)
4. [Detect Magic](/spells/detect-magic.html)
5. [Read Languages](/spells/read-languages.html)
6. [Read Magic](/spells/read-magic.html)
7. [Read Thoughts](/spells/read-thoughts.html)
8. [Whisper](/spells/whisper.html)
1. [Calm / Scare](/spells/calm.html)
2. Charm Person
3. [Light / Darkness](/spells/light.html)
4. [Detect Magic](/spells/detect-magic.html)
5. [Read Languages](/spells/read-languages.html)
6. [Read Magic](/spells/read-magic.html)
7. [Read Thoughts](/spells/read-thoughts.html)
8. [Whisper](/spells/whisper.html)
### 2nd Level
@ -47,12 +47,13 @@ The following list of spells may be cast by Warlock characters.
### 4th Level
1. Charm Monster
2. Confusion
3. Curse
4. Dimension Door
5. Polymorph Self
6. Wizard Eye
1. [Black Tentacles](/spells/black-tentacles.html)
2. Charm Monster
3. Confusion
4. Curse
5. Dimension Door
6. Polymorph Self
7. Wizard Eye
### 5th Level

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@ -25,9 +25,9 @@ Sometimes, dice are rolled. These dice are described by how many sides they have
Simple tasks are assumed to succeed. If the task is dangerous or complicated, roll the dice for a _check_.
For most checks, roll a 20-sided die (d20) at-or-over the difference of (20 - the character's most relevant _ability_ score).
For most checks, roll a 20-sided die (d20) at-or-over the difference of (21 - the character's most relevant _ability_ score).
- For hard (or very hard) tasks, you can subtract 1 (or 2) from the roll before the die is thrown.
- For harder tasks, you can subtract 1-4 from the roll before the die is thrown.
Some results are special:
@ -48,7 +48,7 @@ Each player character (_PC_) has 6 abilities that help to define how they can in
- **Wisdom (WIS)**: Experience and insight, affects divine magic.
- **Charisma (CHA)**: Appearance and social capability, affects hirelings and pact magic.
- **Charisma (CHA)**: Appearance and social capability, affects hirelings and eldritch magic.
### Saving Throws
@ -70,9 +70,9 @@ To make one, roll 1d20 and consult the appropriate table (with higher results do
Cosmic principles that represent broad world views
- **Law**: Order, truth, and justice. Typically prosocial.
- **Law**: Order, truth, justice, and civilization. Typically prosocial.
- **Chaos**: Anarchy, power, and chance. Typically pro-individual.
- **Chaos**: Anarchy, power, chance, and destruction. Typically pro-individual.
- **Neutrality**: Balance, mediation, and detachment.

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@ -15,7 +15,7 @@ Spells are patterns of energy that can be manipulated and used by some character
When reality is altered this way, it's called magic, and the characters who can do it are known as spellcasters.
Each spellcasting class has an associated type of magic: arcane or divine.
Each spellcasting class has an associated type of magic: arcane, divine, eldritch, or psychic.
There's an additional class of spells known as rituals, which have their own requirements, and (in many cases) need not be performed by a spellcaster.
@ -65,8 +65,9 @@ Alchemical formulas (for brewing potions and such) can be learned and used by an
### Arcane Magic
Arcane spell casters memorize spells from their spell books, which must be close at hand.
Arcane magic comes from written spells, formulae, and procedures known to alter reality.
- Arcane spellcasters memorize spells from their spell books, which must be close at hand.
- If a spell can be reversed, its form must be selected when the spell is memorized
- Both forms can be memorized if the character can memorize more than one spell of the given level.
- Spells may be learned from a higher-level mentor (1 week / spell), copied from a scroll or spellbook with the Read Magic spell, or from research.
@ -95,8 +96,10 @@ Arcane spell casters memorize spells from their spell books, which must be close
### Divine Magic
Divine spell casters memorize spells through prayer to their gods. When praying for spells, they may choose any spells in their class spell list that they are of high enough level to cast.
Divine magic comes from a spellcaster's connection to one or more gods.
- Divine spellcasters memorize spells through prayer to their gods.
- When praying for spells, they may choose any spells in their class spell list that they are of high enough level to cast.
- Divine casters must be faithful to the tenets of their alignment, clergy, and religion.
- If they ever fall out of favor with their deity, penalties may be imposed (ex: -1 to attack, a reduction in spells, or being sent on a perilous quest).
- To regain favor, they would need to perform a great deed for their deity (referee's choice - ex: donating relics or gold, building a temple, converting others to the religion, etc.).
@ -106,15 +109,64 @@ Divine spell casters memorize spells through prayer to their gods. When praying
- **Neutral characters**: Usually favor either normal or reversed spells, depending on the deity.
- Divine casters can use divine magic items and scrolls.
### Pact Magic
### Eldritch Magic
Pact spell casters memorize spells through the use of ritual invocations to their patrons. When memorizing spells, warlocks may choose any spells in their class spell list that they are of high enough level to cast.
Eldritch magic comes from special pacts made between the spellcaster and one or more ancient, powerful beings.
- Pact casters must be faithful to their patron.
- Eldritch spellcasters memorize spells through the use of ritual invocations to their patrons.
- When memorizing spells, eldritch magicians may choose any spells in their class spell list that they are of high enough level to cast.
- Eldritch casters must be faithful to their patron.
- If they ever fall out of favor with their patron, penalties may be imposed (ex: -1 to eldritch blast damage, a reduction in spells, or being sent on a perilous quest).
- To regain favor, they would need to perform a great deed for their patron (referee's choice - ex: collecting an artifact, constructing an altar, vanquishing a powerful enemy of the patron, etc.).
- Pact casters can cast reversed versions of spells.
- Pact casters can use arcane magic items and scrolls.
- Eldritch casters can cast reversed versions of spells.
- Eldritch casters can use arcane magic items and scrolls.
### Psychic Magic (WIP)
Psychic magic comes from a spellcaster's innate ability to alter reality, even if they can't fully control it.
- Psychic spellcasters begin each day with each of their spells memorized.
- To cast a spell, a psychic caster must roll 1d20 + the highest of INT or CHA.
- On a natural 1, the spell fizzles and is expended, [backlash](#backlash) occurs, and the next casting of a psychic spell gets -2.
- On a 2-6, the spell fizzles without being expended.
- On a 7-15, the spell succeeds as per normal.
- On a 16+, the spell succeeds in notable manner as determined by referee (ex: double duration, range, or targets).
- On a 20+ (or a natural 20), the spell succeeds as well as possible (player chooses up to two effects from above, possibly without expending spell), and the next casting of a psychic spell gets +2.
- Psychic casters can cast reversed versions of spells.
- Psychic casters can use arcane magic items and scrolls.
#### Backlash
Roll 1d20 on the Backlash Table to see what effect occurs.
<div class="dividedTableWrapper">
| 1dXX | Effect |
| :--: | :------------------------------------------------------------------------------------------: |
| 1 | Fall unconscious |
| 2 | Take 1d8 damage |
| 3 | All creatures within 30' take 1d6 damage |
| 4 | All creatures within 20' take 1d6 damage |
| 5 | All creatures within 10' take 1d6 damage |
| 6 | **Save vs Spells** or flee for 1d4 minutes`` |
| 7 | Migraine, can't attack, move, or cast next round |
| 8 | Lost focus, can't cast next round |
| 9 | Distracted, go last in initiative next round |
| 10 | Temporary loss of motor skills, fall down (prone) |
| 11 | Spell casts but target changes to a random target within range |
| 12 | Spell casts but effect rebounds onto caster instead[^1] |
| 13 | Next attempt to cast today gets additional -2 |
| 14 | See hallucinations (illusory monsters, horrifying visions, etc) |
| 15 | Lose ability to speak for 1d6-1 turns |
| 16 | ... |
| 17 | ... |
| 18 | ... |
| 19 | [Black Tentacles](/spells/black-tentacles.html) appear in 20' square area centered on caster |
| 20 | No additional effect |
</div>
[^1]: If the caster was the target, effect rebounds onto another random target within range or 10', whichever is greater.
### Ritual Magic

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@ -0,0 +1,26 @@
---
title: Black Tentacles
description: The Black Tentacles spell for OSR gaming.
date_pub: 2023-12-29T00:23:14.000-04:00
section: spells
content_type: feature
short_code: sbt
tags: arcane divine eldritch psychic
---
<div class='headlessTableWrapper'>
| | |
| ------------ | -------------- |
| **Level** | 4 |
| **Duration** | 2 + 1d6 rounds |
| **Range** | 90' |
</div>
Squirming, ebony tentacles fill a 20-foot square that you can see within range.
- Tentacles turn area into difficult terrain for duration.
- Whenever a creature enters affected area for the first time each round or begins the round there, the creature must **Save vs Paralyze** or take 2d4 damage and be restrained by the tentacles until the spell ends.
- A creature that begins the round in the area and is already restrained by the tentacles takes 2d4 bludgeoning damage.
- A creature restrained by the tentacles can use its action to make a **Save vs Paralyze** to free itself.

View File

@ -5,7 +5,7 @@ date_pub: 2023-07-02T18:57:00-04:00
section: spells
content_type: feature
short_code: sca
tags: arcane divine
tags: arcane divine eldritch psychic
---
<div class='headlessTableWrapper'>

View File

@ -10,6 +10,7 @@ short_code: s1
Below you'll find a growing list of magic spells from across the multiverse.
- [Befriend Animal (1 AD)](./befriend-animal.html)
- [Black Tentacles (4 AD)](./black-tentacles.html)
- [Calm / Scare (1 AD)](./calm.html)
- [Color Spray (1 A)](./color-spray.html)
- [Continual Light (2 AD)](./continual-light.html)

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@ -24,4 +24,4 @@ Caster gains ability to observe and comprehend the thoughts of other living crea
- If multiple creatures are within range, the thoughts are an incomprehensible jumble, and another 1d10 minutes must be spent to single out a creature.
- After this, the thoughts of each creature in read can be read at will.
- Caster understands thoughts regardless of language.
- Effect is obstructed by lead (any thickness) or at least 2' of solid rock.
- Effect is obstructed by lead of any thickness or 2'+ of solid rock.

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@ -32,6 +32,15 @@ short_code: t1
<ul class="rollerOutput" id="js-rollerOutput"></ul>
<p class="rollerLink">Powered by <a href="https://github.com/lordnull/dice.js" target="_blank">Dice.js</a></p>
</details>
<details class="toolDetails" open>
<summary>
<h3>Dungeon Room Populator</h3>
</summary>
<form id="js-roomForm">
<input type="submit" value="Roll Room" />
</form>
<ul class="roomOutput" id="js-roomOutput"></ul>
</details>
<details class="toolDetails" open>
<summary>
<h3>Exploration Complications</h3>