put a spell on you

What if you didn’t prepare or expend spells and magic was just a bunch of weird tricks that just worked all the time. 

Witch, a class for old school D&D

source unknown. would really like to know who made this.

HP, attack bonus, saving throws, and XP progression as cleric. Equipment restrictions as magic-user.

Witches don’t cast spells. They know minor acts of magic known as arcana. A witch can use any arcanum as much as she wants, though some arcana have situational requirements or material components.

To learn an arcanum, a witch must belong to its School. A witch starts out in a single School of her choice; to be inducted into others, she must find a member and induce them to let her join. A witch can only belong to a number of Schools equal to 1/3 her level, rounded up. Witches do not learn arcana as they level up; they must learn them from books, research, or tutors.

A level 1 witch is a member of a single School and knows 1d3 arcana from it.

School of Knot Making
 It takes 1 exploration turn to tie a knot. I say “string”, but it can be a rope, cord, cable, whatever, as long as it is flexible– a big chain isn’t going to work.

  1. the Hundredweight Knot: once completed, this knot weighs 10×(1d6+level) pounds. 
  2. the Knot of Knowledge: the knot-tier knows when this knot is undone or the string it is tied from breaks.  
  3. the Ineluctable Knot: anyone restrained by this knot cannot slip free from their bonds. If they are strong enough, they can still break their bindings.
  4. the Adamant Knot: any string that bears this knot can only be severed or destroyed through magic. This does not affect the string’s tensile strength–it can still snap if overburdened. 
  5. the Knot of Fascination: anyone attempting to untie this knot must Save vs Magic. If they succeed, they untie at as normal. If they fail, they will continue to attempt to untie it, unaware to their surroundings, until it is physically taken away from them or something particularly compelling or dangerous seizes their attention.
  6. The League Long Knot: this knot takes an hour. Untying it results in a string twice as long as before.

School of Hexwork

  1. If you form a circle with your forefinger and thumb and blow through it into somebody’s face, they must Save vs Poison or catch a wasting disease. It reduces their maximum HP by 1 point each day and prevents all natural healing.
  2. If you extend your index and middle fingers, they function as a strong and sharp dagger
  3. If you form a circle with your middle finger and thumb, any object dropped inside will vanish until you pull it back out. You can store as many items as you want (that fit through this circle, obviously), but retrieving an item takes a number of exploration turns equal to the number of objects stored.
  4. By shaving your head and burying your hair, you can sterilize all soil and spoil all wells in a quarter mile radius around the burial site until the hair is removed or the curse lifted by magic.
  5. If you burn somebody’s teeth in a fire, they take d12 damage for every tooth burned. Save vs magic for half damage. 
  6. You can swallow fire and keep it in your belly. You can only keep one flame at a time. You can either vomit up the fire to ignite something or spit it at an enemy (10 ft ranged attack) to deal damage. A lantern flame deals d4 damage, a torch flame deals d6, a bonfire deals d12.

School of Maskmaking

from dorohedoro

You can make magic masks from the corpses of creatures you’ve killed personally. Wearing these masks allows you to polymorph into the creature for a number of turns equal to your level, at which point the mask breaks and you resume your natural form. A mask takes up a number of significant items equal to 1+half HD, rounded down, and requires an hour to make.

School of Summoning

    1. You can make spirit traps from the corpses of creatures you’ve killed personally. Once you’ve made the spirit trap, you can summon the creature’s ghost whenever you like. It is immaterial and vanishes back into the afterlife if it leaves your line of sight. Spirits must answer any question you ask them, but only have a 4-in-6 chance of answering honestly (5-on-6 if you have exceptional Charisma).Summoning a spirit takes 1 turn.
    2. You can summon a minor demon in the form of a nine-eyed crow. If you feed it a drop of someone’s blood, it will tell you what they most desire. It will not perform any other service for you, but will do its best to convince you to perform evil acts as long as it stays in this world.
    3. You can summon a minor demon in the form of a black, furred serpent. If you feed it a lock of somebody’s hair, it will tell you their most shameful secret. It will not perform any other service for you, but will do its best to convince you to perform evil acts as long as it stays in this world
    4. You can summon a demon of middling power to guard you. It adores you, utterly and stupidly, and will attack anyone who threatens you (or seems to threaten you) with suicidal ferocity. It has a number of HD equal to half your level, rounded down (minimum 1), and if it dies it cannot be summoned again for a number of days equal to its HD. Summoning and dismissing it takes 1 exploration turn.

    School of Dancing
    Magic dances are exhausting. For every turn you spend dancing, make a Constitution check. If you fail, take 1 point of Constitution damage. This damage heals at a rate of 1 point per week.

    1. Dance of Change: When you complete this dance, you may polymorph into a mundane animal with an HD of one or less. The transformation lasts for as long as you danced or until you choose to revert to your true form.
    2. Shatter Dance: Completing this dance breaks every mundane piece of glass within a number of feet equal to 10 times the number of Turns spent dancing.
    3. Dark Dance: Completing this dance extinguishes every torch, lamp, or other light source within a number of feet equal to 10 times the number of Turns spent dancing.
    4. Vorpal Dance: This dance ends by tracing a finger or toe across a flat surface. This creates a cut with a depth in inches equal to twice the number of turns you danced, regardless of material. 
    5. Arson Dance: When you perform this dance indoors, no fire within that structure can be extinguished until you leave or stop dancing. This may work in a limited area (such as a single story or wing) in very large buildings.   
    6. Wind Dance: As per Stormspeech. Lasts until you stop dancing.

      Lucifer

      Lucifer is at the bottom of every encounter table in Albion. He is in the streets and in the dungeons, in parlors and tombs and dreams. He is unfathomably evil and incalculably powerful, but not all that difficult to deal with. Lucifer is the architect of human sin and warden of every wicked soul to ever die; the idea of wanton destruction for its own pleasure lost its luster several epochs ago. Ultimately, Lucifer is bored; he is possibly the most bored being in existence. He responds well to the amusing and poorly to the tedious, and will grant a Wish to either if he thinks the results will be interesting enough. When encountered in the field, he will converse and observe, but not intervene; however, he will often agree to officiate or judge contests and wagers.

      Lucifer has stats as a Baalroch/Balrog/Balor and can cast Wish at another’s behest. In normal circumstances, he wears fine white clothes and possesses the wings of a bat. In a fight, he is as large as is convenient, though never bigger than a storm giant, and appears as an armored man bathed in excruciating actinic radiance.

      His incarnation can be destroyed for a time, but killing him in truth, if it is even possible, requires a great deal more than a simple fight. A player whose character makes a deal with Lucifer can henceforth choose Cleric of Lucifer as the class of new characters, even if the original deal-making character died.

      Clerics of Lucifer cannot cast reversed Cleric spells. They can Turn Undead as normal, allowing their patron to reclaim the fugitive souls of  the damned. Their only commandment is Don’t Be Boring.

      Personages Seen in the Miserous Hills

      Prose is a little extra purple today, but this was fun to write. Adapting my half-assed God of the Earth dungeon for Albion.
       
      Countess of Secrets-kept, true Lady of Faerie
      Wolves proclaim her arrival and foxes bear her train: the Countess of Secrets-kept, her dress the purple of beaten flesh, her high crown fashioned from black horn. A single red scar mars the pallor of her face, and all who knew or asked whence it came are now ashes.

      HD 10 Speed human
      Armor none Attack none
      Morale 9 Alignment Chaotic

      Abilities

      • Command Canine:  All foxes, hounds, and wolves in Albion must obey the Countess, for they sold their service to her long ago. 
      • Fairy-power: As a greater fairy, the Countess can cast Totem/Polymorph Other, Geas/Covenant, Revisitation/Teleport, and Bewitch/Charm Person. She cannot cast more than 10 spells in a day.
      • Lich-craft/Animate Dead:  The Countess’ closest and dearest ally is Lucifer, with whom she plays chess every Sunday. As a birthday present some centuries ago, he gave her the ability to raise the dead, though she only has power over the remains of the damned.

      Her servants are three brothers named Mercy-me, Noose-tight, and Lackaday. They are perfectly identical in their hideousness and eloquently rude to all but their mistress. Each has a different, baroque scheme to depose the Countess, claim her title, and curse her house unto thirteen generation as revenge for these long millennia of servitude. They bicker amongst themselves endlessly.

      The Countess of Secrets-kept is currently pursuing the God of the Earth for its heart, so that she can make it into a chess pawn–she misplaced her last one, carved from Helen of Troy’s rib.

      Too Little Too Late, Demon of the 4th Circle
      It changes shape like humans change clothes, but no matter how it looks, it always feels wrong, like a nail pounded into the flesh of the world. Without its magic, Too Little Too Late is as red and slick and slender as a man without skin, its mouth crowded with crocodile teeth than can punch through steel.

      HD 9 Speed human
      Armor as plate Attack as longsword (claws)
      Morale 8 Alignment Chaotic

      Abilities

      • Temptation of the Miser: Victim must save vs Magic or have a large, beautifully cut gem worth £100×d10 grow painlessly and harmlessly in their forehead. Removing this gem is excruciatingly painful, horrifically bloody, and invariably fatal.
      • Deception: Too Little Too Late can assume any human appearance it pleases
      • Hell-power:  As a demon, Too Litle Too Late can 9 spells a day from the Diabolism school. It can also assume bodily control over humans by crawling into their mouths, though they are allowed a single Save vs Magic to expel it.

      Too Little Too Late hunts the God of the Earth to possess it and build an infernal kingdom from the safety of its monstrous new body.