Add Bard class

Move some stuff around.
This commit is contained in:
Eric Woodward 2023-09-18 17:00:15 -04:00
parent e108a35fb6
commit c6c9376273
29 changed files with 1009 additions and 48 deletions

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### Urtson-Nu 5023 CAC
<div class="calendarWrapper">
<ol class="calendar">
<li class="dayName">Urtday</li>
<li class="dayName">Aerday</li>
<li class="dayName">Fyday</li>
<li class="dayName">Warday</li>
<li class="dayName">Kayday</li>
<li class="dayName">Lawday</li>
<li class="firstDay">1</li>
<li>2</li>
<li>3</li>
<li>4</li>
<li>5</li>
<li>6</li>
<li>7</li>
<li>8</li>
<li>9</li>
<li class="currDay">10</li>
<li>11</li>
<li>12</li>
<li>13</li>
<li>14</li>
<li>15</li>
<li>16</li>
<li>17</li>
<li>18</li>
<li>19</li>
<li>20</li>
<li>21</li>
<li>22</li>
<li>23</li>
<li>24</li>
<li>25</li>
<li>26</li>
<li>27</li>
<li>28</li>
<li>29</li>
<li>30</li>
</ol>
</div>

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@ -1 +1,3 @@
As of last session, it is **near the end of the 1st shift of the 1st phase of 2nd Warday of Urtson-Nu, in year 5023 of the Common Astral Calendar**.
As of last session, it is **about a phase-hour into the 2nd shift of the 1st phase of the 10th day of Urtson-Nu, in year 5023 of the Common Astral Calendar**.
!!!include(calendar.md)!!!

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@ -292,6 +292,49 @@ table th {
/* Classes */
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justify-self: center;
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margin: 0;
padding: 0;
text-align: center;
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display: grid;
grid-template-columns: repeat(6, 1fr);
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.calendarWrapper .currDay {
border: 1px solid #fadbb0;
border-radius: 50%;
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.calendarWrapper .firstDay {
grid-column-start: 1;
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display: none;
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@ -801,10 +844,18 @@ a.pageTitle-sublink {
padding-right: 1.5rem;
}
.rollerLink {
margin: .5rem 0 .75rem;
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.rollerOutput {
margin: .5rem 0;
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overflow-y: auto;
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/* border: 1px solid #fadbb0; */
align-items: center;
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display: flex;
flex-direction: column;
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@ -988,7 +1039,7 @@ a.pageTitle-sublink {
display: none;
margin-bottom: 4%;
overflow-y: auto;
padding: .5rem 2rem;
padding: 0 2rem;
width: 100%;
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@ -996,6 +1047,10 @@ a.pageTitle-sublink {
max-height: 25rem;
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.toolDetails li {
margin-bottom: .3rem;
}
.toolDetails p {
margin-left: -1rem;
}

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@ -7,7 +7,7 @@ content_type: feature
short_code: bbu
---
Large, hairy goblin-like creatures.
Large, hairy goblin-like creatures capable of sneaking up on prey.
<div class='headlessTableWrapper'>

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---
title: Mimic
description: The mimic creature for OSR gaming.
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).
- May range in size and power from 3-9 HD when mature.
<div class='headlessTableWrapper'>
| | |
| ----------------- | ------------------------------- |
| **Hit Dice** | 6 (26hp) |
| **Armor Class** | 14 (natural) |
| **Movement** | 30' |
| **Attacks** | 1 (+5) @ 3d4 (bite / pseudopod) |
| **Alignment** | Any |
| **Saving Throws** | D10 W11 P12 B13 S14 (6) |
| **Morale** | 8 |
</div>
**Glue**
- Affects any creature or item that touches the mimic.
- Affected creatures may use a [Combat Action](/rules/combat.html#combat-procedure) to attempt to break free with by making a successful STR check at -2.
- May be neutralized (releasing the stuck creature or item) at will by the mimic.
- Solvents (ex: alcohol) weaken glue, allowing automatic escape after 3 rounds.
- Naturally dissolves 5 rounds after mimic dies.
**Immunities**
- Immune to acid attacks
- Not affected by molds, slimes, or puddings.
**Intelligence**: 10% chance per HD to be intelligent
**Light Sensitivity**: -2 to attack rolls and -1 to AC in bright light (ex: magic light or `daylight).
**Mimicry**: Can shift form to take on appearance of any wooden or stone object.
#### Other Sizes / Power Options
<div class="dividedTableWrapper">
| HD | HP | AC | Atk Mod | Damage | Morale |
| :---: | :-: | :-: | :-----: | :----: | :----: |
| 1[^1] | 4 | 12 | 0 | 3d4 | 7 |
| 3 | 13 | 13 | +2 | 3d4 | 8 |
| 5 | 22 | 13 | +3 | 3d4 | 8 |
| 7 | 31 | 14 | +6 | 3d4 | 9 |
| 9 | 40 | 15 | +7 | 3d4 | 9 |
[Other Size Mimics]
[^1]: Juvenile
</div>
#### Short Stat Blocks
```
> HD 1 (4 hp), AC 12; MV 30'; Atk 1 (0) @ 3d4 (bite / pseudopod); AL Any; ML 7
> HD 3 (13 hp), AC 13; MV 30'; Atk 1 (+1) @ 3d4 (bite / pseudopod); AL Any; ML 7
> HD 5 (22 hp), AC 13; MV 30'; Atk 1 (+3) @ 3d4 (bite / pseudopod); AL Any; ML 8
> HD 7 (31 hp), AC 14; MV 30'; Atk 1 (+5) @ 3d4 (bite / pseudopod); AL Any; ML 8
> HD 9 (40 hp), AC 15; MV 30'; Atk 1 (+6) @ 3d4 (bite / pseudopod); AL Any; ML 9
```

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@ -13,4 +13,5 @@ This is the starting page for info specific to our gaming group's campaign (the
- [The Ravager](./ravager.html) - The oft spoken-of (but seldom seen) creature at the center of the party's journey into Eye Tyrant .
- [Shazzograx's Journals](./shazz-journals.html) - Information about the villain who kickstarted the current phase of the campaign, helpfully translated with the assistance of the [Crystal Skull of Jund](/magic-items/crystal-skull-of-jund.html)
- [Sapphire Cove](./sapphire-cove.html) - Notes and info about the townsfolk who live in the characters' home port.
- [The Skyrunner](./skyrunner.html) - Some notes on the party's ship and her crew.
- [Timeline](./timeline.html) - A timeline of major events since the campaign started. Combine with the [Astral Timeline](/astral/timeline/index.html) for an overall view of astral history.

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@ -40,7 +40,7 @@ _**The Ravager** is an Eye Tyrant creation responsible for the destruction of 32
### The Eyes
According to the Crystal Skull:
According to the [Crystal Skull of Jund](/magic-items/crystal-skull-of-jund.html):
- _There are 10 lesser eyes, each of which is empowered by sympathetic magic, and each of which has developed into a sentient being called an "incarnation"._
- _The Queen's Eye can control the Ravager itself, and is housed in the great crystal in the central chamber._

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@ -0,0 +1,47 @@
---
title: The Skyrunner
description: Information about the ship that our intrepid heroes have been flying.
date_pub: 2023-02-15T00:26:00-05:00
section: campaign
content_type: feature
short_code: css
---
<div class='headlessTableWrapper'>
| | |
| ------------------ | -------------- |
| **Minimum Crew** | 6 |
| **Length** | 125' |
| **Width** | 30' |
| **Cargo Capacity** | 150k coins |
| **Engine Type** | Astral Console |
| **Crew Morale** | 8 |
</div>
### The Crew
Below are the 15 crew members serving aboard the Skyrunner. All appear to be 25-35 years old, except as noted.
- **Baragor**: Big, imposing man with a massive girth, and rough, bristly patches of short, dark hair. A temperamental and slow-witted brute.
- **Chu'tu**: Tall woman with a medium build, short cropped hair, large eyes, and long legs. Elegant, but flighty.
- **Gulug**: Short, squat, heavy man with no facial or body hair, who waddles around in bare feet. Acts as a Pilot when needed, with the trust of Captain Mezric.
- **Kresh**: Tall and thin man, with smooth, tan skin and a disturbingly wide smile. Fairly intelligent smooth talker who slinks as he walks. Appears quite friendly.
- **Kyl'yk**: Full-figured woman with short, dark, curly hair. Extraordinarily good climber, she likes to work on the sails and swing from the rigging.
- **Linny Marrys**: Halfling female rescued from the lair of the Raknitaur. Friendly and knowledgeable about astral sailing, she feels she owes her life to the party.
- **Melnok**: Short, hairy man with a wide grin and oversize hands and feet who toddles slowly about the ship.
- **Nuzil**: Slender woman with short hair and a pronounced nose, who moves with a surprising grace.
- **Oakal**: Tall, wide shouldered, with tough, grayish skin and a wide mouth. Seems to be perpetually grumpy.
- **Olquee**: Tall, thin, and extremely light on her feet, with a long, pointed face. Graceful, but easily distracted.
- **Ralgir**: Strongly built and roughly handsome, with a wild-eyed intensity. Longs for some action. Prone to howling during off shifts. Serves as the Weapons Master of the ship.
- **Rocky**: Former living statue turned human by Segu. A hulking, handsome male who appears to still be coming to terms with being "real". Also appears to be mute.
- **Ryn'ton**: Short, wide, and bald, with tough, dark skin, and no facial or body hair. A cool, logical man who scurries when he moves. Had a habit of collecting a pile of junk in his quarters.
- **Skraal**: Slight, wiry, sickly-looking man with beady eyes and a narrow face adorned with a long, straggly mustache. Kinda shady, but tolerated by the rest of the crew.
- **Tug**: The oldest member of the crew, with a wide, round body and a short pointed face that ends in a large mouth. Slow moving, and occasionally ornery.
#### Former Crew (Deceased)
- **Smii** : Short, small, and extremely agile. Simple minded, but enjoyed his job, and could usually be found in the crow's nest, even when not on duty. Vaporized while en route to the Ravager by a ray from an Eye Tyrant ship.
- **Jon Tobart**: A gruff-but-handsome human in a red coat and black hat with a beard that looked as though it had been trimmed with a sword. Had a crzaed look in his eyes, which would occasionally be different colors. Was actually the polymorphed Eye Tyrant, [Shazzograx](/campaign/shazz-journals.html).
- **Stonecrop**: Appeared to be a huge soldier in dark gray armor with single eyehole in center, but was actually some type of flesh golem. Was killed (again) in combat with Rocky and the crew, and his corpse was thrown over the back of the ship.

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@ -9,14 +9,14 @@ short_code: ct1
!!!include(today.md)!!!
The following is a list of significant dates on the [astral calendar](/astral/adventuring#calendar) for the campaign. For historical context, see the [astral timeline](/astral/timeline.html).
The following is a list of significant dates on the [astral calendar](/astral/adventuring.html#calendar) for the campaign. For historical context, see the [astral timeline](/astral/timeline.html).
- **First Arrived on Astral Plane**: 2nd phase of the 3rd Lawday of Urtson-Law, in year 5023 CAC.
- **Arrived at Island of Terror**: 2nd phase of 4th Kayday of Urtson-Law.
- **Stayed in port (Sapphire Cove)**: 2nd phase of 5th Warday of Urtson-Law.
- **Left with Tobart to find Ravager**: 3rd phase of 5th Warday of Urtson-Law.
- **Arrived at the Ravager, killed Horan, met Princess Lofkin**: 3rd phase of the 1st Aerday of Urtson-Nu.
- **Destroyed the Ravager, met Zenopus and the Bronze Robes**: 1st phase of the 1st Fyday of Urtson-Nu.
- **Found the wreck of Hadley's Hippogriff**: 2nd phase of the 1st Warday of Urtson-Nu.
- **Saved Whurll from Pirates, Captured the _Queen Ayn's Wrath_**: 2nd phase of the 2nd Aerday of Urtson-Nu
- **Arrived Back in Sapphire Cove, Acquired First Eye of Jund**: 1st phase of 2nd Warday of Urtson-Nu
- **First Arrived on Astral Plane**: 2nd phase of the 18th day <!--3rd Lawday--> of Urtson-Law, in year 5023 CAC.
- **Arrived at Island of Terror**: 2nd phase of the 23rd day <!--4th Kayday--> of Urtson-Law.
- **Stayed in port (Sapphire Cove)**: 2nd phase of the 28th day <!--5th Warday--> of Urtson-Law.
- **Left with Tobart to find Ravager**: 3rd phase of the 28th day <!--5th Warday--> of Urtson-Law.
- **Arrived at the Ravager, killed Horan, met Princess Lofkin**: 3rd phase of the 2nd day <!--1st Aerday--> of Urtson-Nu.
- **Destroyed the Ravager, met Zenopus 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.
- **Arrived Back in Sapphire Cove, Acquired First Eye of Jund**: 1st phase of the 10th day <!--2nd Warday--> of Urtson-Nu.

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@ -0,0 +1,103 @@
---
title: Known Arcane Spells
description: A list of known arcane spells in the multiverse.
date_pub: 2023-09-16T14:24:00-04:00
section: classes
content_type: feature
short_code: cas
status: hidden
---
[[toc]]
This list documents all known arcane spells in the multiverse.
### 1st Level
1. Charm Person
2. Detect Magic
3. Floating Disc
4. Hold Portal
5. Light (Darkness)
6. Magic Missile
7. Protection from Evil
8. Read Languages
9. Read Magic
10. Shield
11. Sleep
12. Ventriloquism
### 2nd Level
1. Continual Light (Continual Darkness)
2. Detect Evil
3. Detect Invisible
4. ESP
5. Invisibility
6. Knock
7. Levitate
8. Locate Object
9. Mirror Image
10. Phantasmal Force
11. Web
12. Wizard Lock
### 3rd Level
1. Clairvoyance
2. Dispel Magic
3. Fire Ball
4. Fly
5. Haste
6. Hold Person
7. Infravision
8. Invisibility 10 Radius
9. Lightning Bolt
10. Protection from Evil 10 Radius
11. Protection from Normal Missiles
12. Water Breathing
### 4th Level
1. Charm Monster
2. Confusion
3. Dimension Door
4. Growth of Plants
5. Hallucinatory Terrain
6. Massmorph
7. Polymorph Others
8. Polymorph Self
9. Remove Curse (Curse)
10. Wall of Fire
11. Wall of Ice
12. Wizard Eye
### 5th Level
1. Animate Dead
2. Cloudkill
3. Conjure Elemental
4. Contact Higher Plane
5. Feeblemind
6. Hold Monster
7. Magic Jar
8. Pass-Wall
9. Telekinesis
10. Teleport
11. Transmute Rock to Mud (Mud to Rock)
12. Wall of Stone
### 6th Level
1. Anti-Magic Shell
2. Control Weather
3. Death Spell
4. Disintegrate
5. Geas (Remove Geas)
6. Invisible Stalker
7. Lower Water
8. Move Earth
9. Part Water
10. Projected Image
11. Reincarnation
12. Stone to Flesh (Flesh to Stone)

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@ -0,0 +1,105 @@
---
title: Bard (Class)
description: The Bard class for OSR gaming.
date_pub: 2023-09-15T11:54:00-04:00
section: classes
content_type: feature
short_code: cbd
---
A warrior-performer with a deep knowledge of lore and limited spellcasting ability.
[[toc]]
<div class='headlessTableWrapper'>
| | |
| ----------------- | ----------------------------------------- |
| **Hit Dice** | 1d8 |
| **Maximum Level** | 14 |
| **Armor** | Leather, chainmail, no shields |
| **Weapons** | Missile weapons, one-handed melee weapons |
| **Languages** | Alignment, Common |
</div>
### Captivating Performance
By singing, playing music, or otherwise performing, can captivate subjects in a 30' radius.
- Doesn't work in combat.
- Up to 2 HD per bard level may be targeted (performer's choice).
- Types of subjects affected is determined by bard level:
- 1st level: humanoids only
- 4th level: animals or humanoids only
- 7th level: any creatures
- Targeted subjects must **Save vs Spells** or be captivated.
- The attention of affected subjects is fully focused on the performer.
- Affected subjects will follow the performer.
- Continues until performance ends or is interrupted (ex: by violence or a loud noise).
#### Charming Captivated Subject
If the performance lasts for at least one turn and ends without interruption:
- Each subject must **Save vs Spells** or be charmed for one turn per bard level.
- Charmed subjects treat performer as trusted friend and ally (including defending performer).
- Charmed subjects will obey performer's commands (if they can understand the language).
- Commands that contradict the subject's nature or alignment (or that will lead to self-harm) are ignored.
### Divine Magic
- Can pray to nature to receive spells every day.
- Must remain faithful to alignment and bardic faith.
- Number of spells per day shown on [Level Advancement table](#advancement).
- [Bard Spell List](./spell-list.html)
### Languages
- With each even-numbered level beyond 3rd, may learn to speak an additional language.
- May learn "Druidic", the secret language of Druids, this way.
### Lore
- INT or WIS check to recall lore pertaining to magic items, heroes, legends, and myths.
- Starting at 2nd level, base 2-in-6 chance of knowing the powers of recalled magic items.
- Increases to 30in-6 at 4th level, 4-in-6 at 5th level, and 5-in-6 at 12th level.
### Musical Defense
While singing, playing music, or otherwise performing:
- Allies within 30' are immune to music-based magical effects and the charms of Fae creatures.
- Allies already charm or music-based magical effect may make a saving throw at +4 to end the charm or effect.
### Scene
After 12th level, can establish a scene (ex: a venue, club, theater, manor, or traveling roadshow) with 2d6 apprentices of level 1.
### Advancement
<div class="dividedTableWrapper levelTable">
| Level | XP | HD | Atk Mod | Saving Throws ||||| Spells Per Day ||||||
| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | 1 | 2 | 3 | 4 |
| :-: | :-----: | :----: | :-: | :---: | :---: | :---: | :---: | :---: | :-: | :-: | :-: | :-: |
| 1 | 0 | 1d8 | 0 | 13 | 14 | 13 | 16 | 15 | - | - | - | - |
| 2 | 2,000 | 2d8 | 0 | 13 | 14 | 13 | 16 | 15 | 1 | - | - | - |
| 3 | 4,000 | 3d8 | 0 | 13 | 14 | 13 | 16 | 15 | 2 | - | - | - |
| 4 | 8,000 | 4d8 | 0 | 13 | 14 | 13 | 16 | 15 | 3 | - | - | - |
| 5 | 16,000 | 5d8 | +2 | 12 | 13 | 11 | 14 | 13 | 3 | 1 | - | - |
| 6 | 32,000 | 6d8 | +2 | 12 | 13 | 11 | 14 | 13 | 3 | 2 | - | - |
| 7 | 64,000 | 7d8 | +2 | 12 | 13 | 11 | 14 | 13 | 3 | 3 | - | - |
| 8 | 120,000 | 8d8 | +2 | 12 | 13 | 11 | 14 | 13 | 3 | 3 | 1 | - |
| 9 | 240,000 | 9d8 | +5 | 10 | 11 | 9 | 12 | 10 | 3 | 3 | 2 | - |
| 10 | 360,000 | 9d8+2 | +5 | 10 | 11 | 9 | 12 | 10 | 3 | 3 | 3 | - |
| 11 | 480,000 | 9d8+4 | +5 | 10 | 11 | 9 | 12 | 10 | 3 | 3 | 3 | 1 |
| 12 | 600,000 | 9d8+6 | +5 | 10 | 11 | 9 | 12 | 10 | 3 | 3 | 3 | 2 |
| 13 | 720,000 | 9d8+8 | +7 | 8 | 9 | 7 | 10 | 8 | 3 | 3 | 3 | 3 |
| 14 | 840,000 | 9d8+10 | +7 | 8 | 9 | 7 | 10 | 8 | 4 | 4 | 3 | 3 |
[Level Advancement]
[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells
</div>

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@ -0,0 +1,55 @@
---
title: Bard Spell List
description: The list of spells that can be cast by a Bard.
date_pub: 2023-09-16T00:37:00-04:00
section: classes
subsection: Bard (Class)
content_type: feature
short_code: cbs
---
[[toc]]
The following list of spells may be cast by Bard characters.
### 1st Level
1. [Befriend Animal](/spells/befriend-animal.html)
2. [Cure Light Wounds / Cause Light Wounds](/spells/cure-light-wounds.html)
3. Detect Danger
4. Entangle
5. Faerie Fire
6. Invisibility to Animals
7. Locate Plant or Animal
8. Predict Weather
9. Speak with Animals
### 2nd Level
1. Barkskin
2. Create Water
3. Heat Metal
4. [Hidden Step](/spells/hidden-step.html)
5. [Invisibility](/spells/invisibility.html)
6. Obscuring Mist
7. Produce Flame
8. Slow Poison
9. Warp Wood
### 3rd Level
1. Call Lightning
2. Growth of Nature
3. Hold Animal
4. Protection from Poison
5. Tree Shape
6. Water Breathing (Air Breathing)
### 4th Level
1. Cure Serious Wounds (Cause Sr. Wounds)
2. Dispel Magic
3. Protection from Fire and Lightning
4. Speak with Plants
5. Summon Animals
6. Temperature Control

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@ -26,9 +26,9 @@ Bloodmages are arcane spellcasters that use their own life force, rather than th
### Arcane Magic
- Can cast any spell by shedding blood (1 HP / spell level).
- Can cast any known spell by shedding blood (1 HP / spell level).
- Carries a spell book (or equivalent) with known spells in it.
- Start with one spell, gain one each time they level up.
- Starts with one spell, learns an additional one each time they level up.
- Maximum spell level that can be learned or cast is shown in [Level Advancement](#advancement) table.
- Can conduct magical research.

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@ -2,7 +2,6 @@
title: Cleric
description:
date_pub: 2023-03-26T23:18:00-04:00
date_upd: 2023-04-27T22:42:00-04:00
section: classes
content_type: feature
short_code: ccc
@ -28,6 +27,7 @@ Holy (or unholy) warrior-priests who serve one or more deities.
- Must remain faithful to alignment, clergy, and religion.
- Gains spell casting at level 2, can pray to receive spells every day.
- Can conduct magical research starting at level 2.
- [Cleric Spell List](./spell-list.html)
### Stronghold

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@ -0,0 +1,68 @@
---
title: Cleric Spell List
description: The list of spells that can be cast by a Cleric.
date_pub: 2023-09-16T01:03:00-04:00
section: classes
subsection: Cleric (Class)
content_type: feature
short_code: ccs
---
[[toc]]
The following list of spells may be cast by Cleric characters.
### 1st Level
1. [Calm / Scare](/spells/calm.html)
2. [Cure Light Wounds / Cause Light Wounds](/spells/cure-light-wounds.html)
3. Detect Evil (Detect Good)
4. Detect Magic (Hide Magic)
5. Light (Darkness)
6. Protection from Evil (Protection from Good)
7. Purify Food and Water (Putrify Food and Water)
8. Resist Cold (Remove Cold Resistance)
### 2nd Level
1. Bless (Blight)
2. Find Traps
3. Hold Person
4. Know Alignment (Hide Alignment)
5. Resist Fire (Remove Fire Resistance)
6. Silence 15 Radius (Startling Noise)
7. Snake Charm
8. Speak with Animals
### 3rd Level
1. Continual Light (Continual Darkness)
2. Cure Blindness (Blind)
3. Cure Disease (Cause Disease)
4. Growth of Animal (Shrink Animal)
5. Locate Object (Hide Object)
6. Remove Curse (Curse)
7. Speak with Dead (Silence Dead)
8. Striking
### 4th Level
1. Peaceful Respite (Animate Dead)
2. Create Water
3. Cure Serious Wounds (Cause Sr. Wounds)
4. Dispel Magic
5. Neutralize Poison
6. Protection from Evil 10 Radius
7. Speak with Plants
8. Sticks to Snakes
### 5th Level
1. Commune
2. Create Food
3. Cure Critical Wounds
4. Dispel Evil
5. Insect Plague
6. Quest (Remove Quest)
7. Raise Dead (Finger of Death)
8. Truesight

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@ -9,16 +9,17 @@ short_code: c1
---
- [Barbarian](./barbarian.html): An adventurer know for their primitive warrior nature.
- [Bard](./bard/index.html): A warrior-performer with a deep knowledge of lore and limited spellcasting ability.
- [Bloodmage](./bloodmage.html): Arcane spellcasters that use their own life force to cast spells.
- [Cleric](./cleric.html): Holy (or unholy) warrior-priests who serve one or more deities.
- [Cleric](./cleric/index.html): Holy (or unholy) warrior-priests who serve one or more deities.
- [Corsair](./corsair.html): A sailor living a life of adventure on the high seas.
- [Astral Variety](./astral-corsair.html): A sailor living a life of adventure on the [astral plane](/astral/index.html).
- [Astral Corsair](./astral-corsair.html): A sailor living a life of adventure on the [astral plane](/astral/index.html).
- [Druid](./druid/index.html): A nature-focused magic user and guardian of the forest.
- [Fighter](./fighter.html): An adventurer that specializes in combat.
- [Knight](./knight.html): Honor-bound warrior that excels at mounted combat.
- [Mystic](./mystic/index.html): Warriors that spend their lives rigorously training both their minds and bodies, allowing them to channel their life force into special [mystic powers](./mystic/powers.html).
- [Paladin](./paladin.html): Holy (or unholy) knights on a quest for their deity.
- [Priest](./priest.html): Holy (or unholy) spellcasters who serve one or more deities.
- [Paladin](./paladin/index.html): Holy (or unholy) knights on a quest for their deity.
- [Priest](./priest/index.html): Holy (or unholy) spellcasters who serve one or more deities.
- [Thief](./thief.html): Someone skilled at stealth-based retrieval.
- [Warlock](./warlock.html): Spellcasters that gain access to magic by making pacts with powerful, otherworldly beings.
- [Warlock](./warlock/index.html): Spellcasters that gain access to magic by making pacts with powerful, otherworldly beings.
- [Wizard](./wizard.html): A magic user, often in robes, who memorizes spells from their spellbooks.

View File

@ -35,9 +35,10 @@ Holy (or unholy) knights on a quest for their deity.
### Divine Magic
- Gains spell casting at level 9, can pray to receive spells every day.
- Must have a holy symbol
- Must remain faithful to alignment, clergy, and religion.
- Gains spell casting at level 9, can pray to receive spells every day.
- [Paladin Spell List](./spell-list.html)
### Blessed Health

View File

@ -0,0 +1,46 @@
---
title: Paladin Spell List
description: The list of spells that can be cast by a Paladin.
date_pub: 2023-09-16T01:28:00-04:00
section: classes
subsection: Paladin (Class)
content_type: feature
short_code: ccs
---
[[toc]]
The following list of spells may be cast by Paladin characters.
### 1st Level
1. [Calm / Scare](/spells/calm.html)
2. [Cure Light Wounds / Cause Light Wounds](/spells/cure-light-wounds.html)
3. Detect Evil (Detect Good)
4. Detect Magic (Hide Magic)
5. Light (Darkness)
6. Protection from Evil (Protection from Good)
7. Purify Food and Water (Putrify Food and Water)
8. Resist Cold (Remove Cold Resistance)
### 2nd Level
1. Bless (Blight)
2. Find Traps
3. Hold Person
4. Know Alignment (Hide Alignment)
5. Resist Fire (Remove Fire Resistance)
6. Silence 15 Radius (Startling Noise)
7. Snake Charm
8. Speak with Animals
### 3rd Level
1. Continual Light (Continual Darkness)
2. Cure Blindness (Blind)
3. Cure Disease (Cause Disease)
4. Growth of Animal (Shrink Animal)
5. Locate Object (Hide Object)
6. Remove Curse (Curse)
7. Speak with Dead (Silence Dead)
8. Striking

View File

@ -30,6 +30,7 @@ Holy (or unholy) spellcasters who serve one or more deities.
- Can conduct magical research.
- Must have a holy symbol
- Must remain faithful to alignment, clergy, and religion.
- [Priest Spell List](./spell-list.html)
### Stronghold

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@ -0,0 +1,79 @@
---
title: Priest Spell List
description: The list of spells that can be cast by a Priest.
date_pub: 2023-09-16T01:03:00-04:00
section: classes
subsection: Priest (Class)
content_type: feature
short_code: ccs
---
[[toc]]
The following list of spells may be cast by Priest characters.
### 1st Level
1. [Cure Light Wounds / Cause Light Wounds](/spells/cure-light-wounds.html)
2. Detect Evil (Detect Good)
3. Detect Magic (Hide Magic)
4. Light (Darkness)
5. Protection from Evil (Protection from Good)
6. Purify Food and Water (Putrify Food and Water)
7. Remove Fear (Cause Fear)
8. Resist Cold (Remove Cold Resistance)
### 2nd Level
1. Bless (Blight)
2. Find Traps
3. Hold Person
4. Know Alignment (Hide Alignment)
5. Resist Fire (Remove Fire Resistance)
6. Silence 15 Radius (Startling Noise)
7. Snake Charm
8. Speak with Animals
### 3rd Level
1. Continual Light (Continual Darkness)
2. Cure Blindness (Blind)
3. Cure Disease (Cause Disease)
4. Growth of Animal (Shrink Animal)
5. Locate Object (Hide Object)
6. Remove Curse (Curse)
7. Speak with Dead (Silence Dead)
8. Striking
### 4th Level
1. Peaceful Respite (Animate Dead)
2. Create Water
3. Cure Serious Wounds (Cause Sr. Wounds)
4. Dispel Magic
5. Neutralize Poison
6. Protection from Evil 10 Radius
7. Speak with Plants
8. Sticks to Snakes
### 5th Level
1. Commune
2. Create Food
3. Cure Critical Wounds
4. Dispel Evil
5. Insect Plague
6. Quest (Remove Quest)
7. Raise Dead (Finger of Death)
8. Truesight
### 6th Level
1. Aerial Servant
2. Animate Objects
3. Barrier (Remove Barrier)
4. Create Normal Animals
5. Cureall (Finger of Draining)
6. Find Path
7. Speak with Monsters (Babble)
8. Word of Recall

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@ -0,0 +1,71 @@
---
title: Sorcerer (Class)
description: The Sorcerer class for OSR gaming.
date_pub: 2023-09-16T14:30:00-04:00
section: classes
content_type: feature
short_code: csr
status: hidden
---
An arcane magic user with an innate knowledge of certain spells and wild magical tendencies.
[[toc]]
<div class='headlessTableWrapper'>
| | |
| ----------------- | ------------------------------------- |
| **Hit Dice** | 1d6 |
| **Maximum Level** | 14 |
| **Armor** | None |
| **Weapons** | Dagger, staff, 1-handed magic weapons |
| **Languages** | Alignment, Common |
</div>
### Arcane Magic
- Can cast spells from memory.
- Starts with one spell in memory, gains an additional one each time they level up.
- Each memorized spell may be cast up to once per day.
- Maximum spell level that can be memorized or cast is shown in [Level Advancement](#advancement) table.
- Can conduct magical research.
- [Arcane Spell List](./arcane-spellcasters/known-arcane-spells.html)
### Chaos
- May invoke chaos before casting a spell to roll on table below:
### Stronghold
- After 9th level, may construct a stronghold (usually a tower).
- 1d6 apprentices of levels 13 will then arrive to study under them.
### Advancement
<div class="dividedTableWrapper levelTable">
| Level | XP | HD | Atk Mod | Saving Throws ||||| Spells Per Day ||||||||
| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | 1 | 2 | 3 | 4 | 5 | 6 |
|:-------:|:-----------:|:-------:|:---------:|:----:|:----:|:----:|:----:|:----:|:---:|:---:|:---:|:---:|:---:|:---:|
| 1 | 0 | 1d6 | 0 | 13 | 14 | 13 | 16 | 15 | 1 | - | - | - | - | - |
| 2 | 2,500 | 2d6 | 0 | 13 | 14 | 13 | 16 | 15 | 2 | - | - | - | - | - |
| 3 | 5,000 | 3d6 | 0 | 13 | 14 | 13 | 16 | 15 | 2 | 1 | - | - | - | - |
| 4 | 10,000 | 4d6 | 0 | 13 | 14 | 13 | 16 | 15 | 2 | 2 | - | - | - | - |
| 5 | 20,000 | 5d6 | 0 | 13 | 14 | 13 | 16 | 15 | 2 | 2 | 1 | - | - | - |
| 6 | 40,000 | 6d6 | +2 | 11 | 12 | 11 | 14 | 12 | 2 | 2 | 2 | - | - | - |
| 7 | 80,000 | 7d6 | +2 | 11 | 12 | 11 | 14 | 12 | 3 | 2 | 2 | 1 | - | - |
| 8 | 150,000 | 8d6 | +2 | 11 | 12 | 11 | 14 | 12 | 3 | 3 | 2 | 2 | - | - |
| 9 | 300,000 | 9d6 | +2 | 11 | 12 | 11 | 14 | 12 | 3 | 3 | 3 | 2 | 1 | - |
| 10 | 450,000 | 9d6+1 | +2 | 11 | 12 | 11 | 14 | 12 | 3 | 3 | 3 | 3 | 2 | - |
| 11 | 600,000 | 9d6+2 | +5 | 8 | 9 | 8 | 11 | 8 | 4 | 3 | 3 | 3 | 2 | 1 |
| 12 | 750,000 | 9d6+3 | +5 | 8 | 9 | 8 | 11 | 8 | 4 | 4 | 3 | 3 | 3 | 2 |
| 13 | 900,000 | 9d6+4 | +5 | 8 | 9 | 8 | 11 | 8 | 4 | 4 | 4 | 3 | 3 | 3 |
| 14 | 1,050,000 | 9d6+5 | +5 | 8 | 9 | 8 | 11 | 8 | 4 | 4 | 4 | 4 | 3 | 3 |
[Level Advancement]
[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells
</div>

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@ -0,0 +1,73 @@
---
title: Warlock class
description: The Warlock class for OSR gaming.
date_pub: 2023-02-17T00:26:00-05:00
section: classes
content_type: feature
short_code: cwr
---
[[toc]]
<div class='headlessTableWrapper'>
| | |
| ----------------- | -------------------------------- |
| **Hit Dice** | 1d8 |
| **Maximum Level** | 14 |
| **Armor** | Leather or chainmail, no shields |
| **Weapons** | Any 1-handed weapons |
| **Languages** | Alignment, Common |
</div>
Warlocks are spellcasters that gain access to magic by making pacts with powerful, otherworldly beings.
### Eldritch Blast
- Use the power granted by their patron to fire a beam of magical energy.
- Must be declared at start of round, and can be interrupted as with a magic spell.
- 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
- Can cast memorized spells.
- Number of memorized spells per day shown on Level Advancement chart.
- Any spells of indicated level or lower may be memorized.
- Can conduct magical research after reaching level 2.
- [Warlock Spell List](./spell-list.html)
### Stronghold
- After 11th level, may construct a stronghold (usually a tower).
- 1d6 apprentices of levels 13 (who are also bound to the warlock's patron) will then arrive to study under them.
### Advancement
<div class="dividedTableWrapper levelTable">
| Level | XP | HD | Atk Mod | Saving Throws ||||| Spells Per Day[^spells] |||||||
| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | 1 | 2 | 3 | 4 | 5 |
|:-------:|:-----------:|:--------:|:---------:|:----:|:----:|:----:|:----:|:----:|:---:|:---:|:---:|:---:|
| 1 | 0 | 1d8 | 0 | 13 | 14 | 13 | 16 | 15 | - | - | - | - | - |
| 2 | 2,500 | 2d8 | 0 | 13 | 14 | 13 | 16 | 15 | 1 | - | - | - | - |
| 3 | 5,000 | 3d8 | 0 | 13 | 14 | 13 | 16 | 15 | 2 | - | - | - | - |
| 4 | 10,000 | 4d8 | 0 | 13 | 14 | 13 | 16 | 15 | 0 | 2 | - | - | - |
| 5 | 20,000 | 5d8 | 0 | 13 | 14 | 13 | 16 | 15 | 0 | 2 | - | - | - |
| 6 | 40,000 | 6d8 | +2 | 11 | 12 | 11 | 14 | 12 | 0 | 3 | - | - | - |
| 7 | 80,000 | 7d8 | +2 | 11 | 12 | 11 | 14 | 12 | 0 | 0 | 3 | - | - |
| 8 | 150,000 | 8d8 | +2 | 11 | 12 | 11 | 14 | 12 | 0 | 0 | 3 | - | - |
| 9 | 300,000 | 9d8 | +2 | 11 | 12 | 11 | 14 | 12 | 0 | 0 | 4 | - | - |
| 10 | 450,000 | 9d8+1 | +2 | 11 | 12 | 11 | 14 | 12 | 0 | 0 | 0 | 4 | - |
| 11 | 600,000 | 9d8+2 | +5 | 8 | 9 | 8 | 11 | 8 | 0 | 0 | 0 | 4 | - |
| 12 | 750,000 | 9d8+3 | +5 | 8 | 9 | 8 | 11 | 8 | 0 | 0 | 0 | 4 | - |
| 13 | 900,000 | 9d8+4 | +5 | 8 | 9 | 8 | 11 | 8 | 0 | 0 | 0 | 5 | - |
| 14 | 1,050,000 | 9d8+5 | +5 | 8 | 9 | 8 | 11 | 8 | 0 | 0 | 0 | 0 | 5 |
[Level Advancement]
</div>
[^spells]: Chosen spells can be of the indicated level or lower.
[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells

View File

@ -0,0 +1,64 @@
---
title: Warlock Spell List
description: The list of spells that can be cast by a Warlock.
date_pub: 2023-09-16T00:55:00-04:00
section: classes
subsection: Warlock (Class)
content_type: feature
short_code: cws
---
[[toc]]
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)
### 2nd Level
1. ESP
2. [Hidden Step](/spells/hidden-step.html)
3. [Invisibility](/spells/invisibility.html)
4. Levitate
5. [Lock / Knock](/spells/lock.html)
6. Mirror Image
7. Phantasmal Force
8. Resist Fire
### 3rd Level
1. Clairvoyance
2. [Fly](/spells/fly.html)
3. [Haste](/spells/haste.html)
4. Infravision
5. Lightning Bolt
6. [Moonlight](/spells/moonlight.html)
7. [Speak](/spells/speak.html)
8. Water Breathing
### 4th Level
1. Charm Monster
2. Confusion
3. Curse
4. Dimension Door
5. Polymorph Self
6. Wizard Eye
### 5th Level
1. Contact Higher Plane
2. Feeblemind
3. Magic Jar
4. Raise Dead (Finger of Death)
5. Telekinesis
6. Teleport

View File

@ -16,33 +16,33 @@ Previously wielded by Prince Lorwin of Dulara, the sword's name means "Flametong
Bursts into flame when the command word (_Aegyt_) is spoken, burning for up to 1 turn, and extinguishing automatically when sheathed.
- Can be ignited as a free action in combat.
- Can be ignited as a free action in combat.
While flaming:
- +1 to attack and damage rolls (1d8+1 / 1d10+1).
- Additional +1d4 damage vs cold ("frost" or "ice") or flammable (treefolk, zombies) creatures.
- Can set things alight as a torch.
- Casts light as a torch (30' radius).
- +1 to attack and damage rolls (1d8+1 / 1d10+1).
- Additional +1d4 damage vs cold ("frost" or "ice") or flammable (treefolk, zombies) creatures.
- Can set things alight as a torch.
- Casts light as a torch (30' radius).
### Flare
When the command word (_Vykul_) is spoken while aimed at target point up to 40' away, a burst of flame shoots from the blade and engulfs the target.
- May be used up to 4 times a day, but the 4th use kills the elemental.
- Counts as an action in combat.
- Deals 2d4 damage +1d4 additional damage vs cold ("frost" or "ice") or flammable (treefolk, zombies) creatures.
- **Save vs Wielded** for half damage.
- May be used up to 4 times a day, but the 4th use kills the elemental.
- Counts as an action in combat.
- Deals 2d4 damage +1d4 additional damage vs cold ("frost" or "ice") or flammable (treefolk, zombies) creatures.
- **Save vs Wielded** for half damage.
### Sense Enemy
The elemental bound to the sword has 60' infravision and may inform its owner of the location of enemies it can see.
- Can take a 10 seconds to try and find an enemy.
- Counts as an action in combat.
- 1-in-6 chance of success.
- On a success, wielder can "feel" the distance and direction to the nearest an enemy.
- Doesn't work through greater than 1' of stone or metal.
- If enemy is hidden or unknown, referee should roll check in secret.
- Can take a 10 seconds to try and find an enemy.
- Counts as an action in combat.
- 1-in-6 chance of success.
- On a success, wielder can "feel" the distance and direction to the nearest an enemy.
- Doesn't work through greater than 1' of stone or metal.
- If enemy is hidden or unknown, referee should roll check in secret.
!!!include(weapons/longsword-properties.md)!!!

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@ -1,6 +1,6 @@
---
title: Tyrhung, Wolf Hunter
description: A magical sword that specializes in identifying and killing lycanthropes.
description: A magical sword that specializes in identifying and killing werewolves.
date_pub: 2023-02-20T22:43:00-05:00
section: magic items
content_type: feature
@ -13,10 +13,13 @@ short_code: mtwh
</div>
A finely-crafted silver longsword, acid-etched with moon iconography and the name _Tyrhung_ in an ancient elvish script, held by an ornately-carved grip.
A finely-crafted silver longsword, acid-etched with lunar iconography and the name _Tyrhung_ in an ancient elvish script, held by an ornately-carved grip.
- +1 to attack and damage rolls (1d8+1 / 1d10+1), +3 vs Lycanthropes (1d8+3 / 1d10+3).
- When unsheathed in darkness, or the command word ("Lu'ar") is spoken, illuminates a 15 foot radius with moonlight.
- Functions as per the [Moonlight spell](/spells/moonlight.html).
The sword, whose name means "wolf hunter" in an ancient elvish dialect, was said to have been used by the elven hunter Erlen Packslayer to kill Kinshra, Wolfmother of Slaughter, the last Werewolf Queen of Rittvore.
### Abilities
- +2 to attack and damage rolls (1d8+2 / 1d10+2), +3 vs werewolves (1d8+3 / 1d10+3).
- When unsheathed in darkness, or the command word (_Lu'ar_) is spoken, illuminates a 15 foot radius with moonlight (as with the [Moonlight spell](/spells/moonlight.html)).
!!!include(weapons/longsword-properties.md)!!!

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@ -28,4 +28,5 @@ Below you'll find a growing list of magic spells from across the multiverse.
- [Read Magic (1 AR)](./read-magic.html)
- [Read Thoughts (1 A)](./read-thoughts.html)
- [Speak (3 AD)](./speak.html)
- [Teleport (5 A)](./teleport.html)
- [Whisper (1 AD)](./whisper.html)

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@ -20,5 +20,5 @@ short_code: sm1
Conjures 15' radius of moonlight at object or creature, bright enough to read and see, but not as bright as daylight.
- Moonlight cannot be seen by creatures that only perceive infrared.
- Lycanthropes within the radius appear as their animal forms and feel a burning sensation where the moonlight touches them.
- Were-creatures within the radius appear as their animal forms and feel a burning sensation where the moonlight touches them.
- May also be used to dispel [Darkness](/spells/light.html#Darkness).

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@ -0,0 +1,66 @@
---
title: Teleport
description: The Teleport spell for OSR gaming.
date_pub: 2023-09-T15:35:00-04:00
section: spells
content_type: feature
short_code: stp
tags: arcane divine
status: hidden
---
<div class='headlessTableWrapper'>
| | |
| ------------ | ------- |
| **Level** | 5 |
| **Duration** | Instant |
| **Range** | 10' |
</div>
Caster or chosen creature within range disappears, reappearing at a location of the caster's choosing.
- The subject is teleported with all carried gear (up to their maximum load).
- Unwilling subjects may **Save vs Spells** to prevent being teleported.
- The location of reappearance can be any distance from the caster, as long as it's an open space at ground level, it's on the same plane of existence, and it's known to the caster.
- It's not possible to _intentionally_ teleport someone to a point mid-air or into solid matter.
- There is a risk of accidentally arriving either above or below ground level, based on the caster's knowledge of the destination.
- **Scant**: Somewhere that the caster has visited once or twice, has only seen via magic or visions, or knows only from descriptions.
- **Fair**: Somewhere that the caster has visited repeatedly, or has studied via magic or extensive research for several weeks.
- **Precise**: Somewhere that the caster has made a detailed, personal study of via many visits, or possibly by having lived there.
- **Teleportation Circle**: A [teleportation circle](#teleportation-circles) that the caster has in their spellbook.
<div class="dividedTableWrapper">
| Knowledge of Destination | Ground Level | Too High | Too Low |
| :----------------------: | :----------: | :------: | :-----: |
| Scant | 0150 | 5180 | 8100 |
| Moderate | 0180 | 8195 | 9600 |
| Exact | 0195 | 9699 | 00 |
| Teleportation Circle | 01-99 | 00 | - |
[Teleport Result (d%)]
</div>
- **Ground level**: The subject appears precisely at the intended location.
- **Too high**: The subject appears 1d100' above the intended destination.
- **Too low**: The subject appears 1d100' below the intended destination.
### Resolving Reappearance
- If the subject reappears inside of solid matter, they take 1 hp of damage per foot that they travel through as the they are "pushed out".
- If the subject reappears in (or is "pushed" into) open air, they fall from that height.
### Teleportation Circles
- Teleportation circles are identified by their unique sigils (magical signs).
- Sigils can only be understood by arcane spellcasters that know the Teleport spell.
- Sigils for teleportation circles can be stored in arcane spellbooks (like spells and potion recipes).
- It takes 1 turn to copy down the sigils for a teleportation circle into a spell book.
<!--
- https://www.dndbeyond.com/spells/teleportation-circle
- https://rpg.stackexchange.com/questions/181985/can-characters-travel-between-permanent-teleportation-circles
-->

View File

@ -29,8 +29,8 @@ short_code: dt1
<input type="reset" value="x" />
<input type="submit" value="Roll" />
</form>
<ul id="js-rollerOutput"></ul>
<p>Powered by <a href="https://github.com/lordnull/dice.js" target="_blank">Dice.js</a></p>
<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>