contrarian alignment and extra spell schools

New schools for Brendan’s spells without levels. (Spell duration is caster’s level by default.) It’s more Dark Souls-inspired stuff.

I’ve been wanting to play around a little bit with subclasses and Spells Without Levels (or Wonders and Wickedness, the quite good book complication). Gating certain spell schools behind alignment seems like a good and simple start, but requiring a sorcerer to learn from an NPC is another good option.

This post largely assumes you’re using Original Dungeons and Dragons or Delving Deeper, but it shouldn’t be too hard to adapt to another ruleset.

Contrarian Alignment
Lawful is primordial darkness, an awful and immaculate stillness, the deceased Titan-esque old order of gods, the undead. It is the nature of Dark and Law to be changeless, unending, antithetical to mortals.

Chaos is light and day, the fire of the Sun but also Hell. The new order of gods, as well as demons, are Chaotic; It is the nature of Chaos and Light to be vital, changing, but also temporal. Chaotic creatures might be extremely long lived, but none of them are immortal.

Hexes
A strange and profane school of magic draw from the primordial dark that covered the Earth before time began. Only Lawful sorcerers can learn and cast hexes.

by inoue takehiko
  1. Anaesthesia: one creature must save or lose the use of one of its senses (touch, taste, sight, smell, hearing), chosen by the sorcerer, for the duration of the spell.
  2. Darkness: the sorcerer screams, and all ordinary sources of light (torches, bonfires, lamps, lightbulbs) in earshot immediately extinguish and cannot be relit for the duration of the spell.
  3. Become Hexbeast: a sorcerer twists into a vaguely anthropomorphic and ivory-masked version of one of the following creatures, their face concealed behind an ivory mask. A sorcerer rolls randomly the first time they cast this spell, but afterwards turn into the same hexbeast every time. There is a way to make this spell permanent, at terrible cost. Sorcerers can still cast spells while a hexbeast, and retain their HP and HD.
    1. Ape
    2. Crocodile
    3. Giant Bat
    4. Giant Spider
    5. Wolf
    6. Young Roc
  4. Howl: the sorcerer howls, and all living creatures in earshot must make a Morale check
  5. Summon Phantom: the sorcerer calls forth the ghost of a dead humanoid. This hex requires that the sorcerer know the phantom’s name or have one of their dear possessions. The phantom has the same abilities and attributes as they did in life. If the sorcerer has more HD than the phantom, it will serve them loyally for the hex’s duration; otherwise, it must be convinced to take a particular course of action.
  6. Elegy: causes an immortal or inhuman being (such as an elf, djinni, vampire, or demon) to save or become mortal for the duration of the hex. They lose all intrinsic supernatural abilities and weaknesses (including damage immunity) and gain all of the advantages and disadvantages of being human.
  7. Excruciate: this hex takes a full round to cast; if the sorcerer takes damage while casting, the spell fails. Upon completion of this hex, all creatures within the sorcerer’s line of sight take damage equal to the sorcerer’s level in dice.
  8. Ruin: breaks a non-magical and inanimate object that can fit inside a number of cubic feet equal to the sorcerer’s level, such as door, sword, statue, piece of armor, or chain link. The nature of the break is up to the sorcerer; the object can fracture, break cleanly as if sliced, or collapse into dust.

Hieromancy
A school of magic taught in temples and churches that calls upon the refulgent power of Heaven.. Only Chaotic sorcerers can learn and cast hieromantic spells.

  1. Command: a number of HD of creatures obey a one word command shouted by the sorcerer. Can be cast upon a single creature with more HD than the sorcerer, but it is entitled to a save.
  2. Taboo: a number of HD of creatures are incapable of performing a one word ban shouted by the sorcerer. Can be cast upon a single creature with more HD than the sorcerer, but it is entitled to a save.
  3. Light: the sorcerer conjures a golden light that illuminates as a torch. It can be directed to float above the palm, head, or weapon of a willing creature. 
  4. Second Chance: rerolls the HD of a single creature. Unwilling targets may make a saving throw to resist.
  5. Creation: conjures an item with a value equal to or less than 100×caster’s level, which lasts for the duration of this spell.
  6. Panacea: cures a creature of a poison or disease afflicting them. If the poison or disease is magical, they must succeed a saving throw to recover.
  7.  Prophecy: determines if a particular course of action will lead to Weal, Woe, or Neither within a number of turns equal to the sorcerer’s level.
  8. Banish: all creatures of sorcererous, demonic, dark, or generally unholy nature must make a Morale check. If they do not have a Morale check generally, it is equal to 6+half their level.

Pyromancy
Only pyromancers can use pyromancy. Pyromancers have a number of Fire dice equal to half their level, rounded up. This represents the size of their internal Fire.

Each time a pyromancer casts a pyromantic spell, they roll a number of Fire dice corresponding with the size of the flame they are creating or manipulating (e.g. if you are conjuring a torchflame in your hand, roll 1d6. If you are hurling a bonfire-sized flame at a monster, roll 3d6). If any of the dice come up 6, the pyromancer removes them from their pool of Fire dice, and note that their internal Fire has shrunk by a corresponding amount. If their are using fire as a weapon, they also use this roll to determine damage. Enemies may Save vs Breath for half damage.

Level 1: (1d6) torchflame: can fit in the palm of their hand.
Level 3: (2d6) campfire: can fit in a bucket
Level 5: (3d6) bonfire: can fit in the bed of a pickup truck, requires two hands to hold
Level 7: (4d6) pyre: can fit in a bedroom, requires two hands to hold
Level 9: (5d6) conflagration: can fit in a barn, requires two hands to hold

Pyromancers recover all of their Fire dice by resting in a warm, safe place. They can never have more Fire dice than the limit indicated by their level.

Pyromancers can learn the following spells.

1. Bolt: hurl a flame equal to or less than the size of your internal Fire.
2. Extinguish: Put out a flame equal to or less than the size of your internal Fire.
3. Enkindle: make a flame grow up to the size of your internal Fire.
4. Remand: cause a flame up to the size of your internal Fire to unburn something it has consumed.
5. Conflagration: conjure a burst of flame equal to or less than the size of your internal Fire
6. Ancient Flame: cast upon ashes to determine what they were before they were burnt. The size of your internal Fire determines how old the ashes can be:

(1d6) torchflame: a week
(2d6) campfire: a year
(3d6) bonfire: a decade
(4d6) pyre: a century
(5d6) conflagration: an epoch or more

7. Transference: move a flame equal to or less than the size of your internal Fire
8. Black Flame: cause a flame equal to or smaller than your internal Fire to stop shedding heat or light. 

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.

Cult Class(ic)

I’ve had this idea rolling around in my head for a while, and when I saw this post by Arnold, i figured out how to fit it all together.

  GODLING

A  race-class for Old School D&D

HP and XP as Magic-user
Save and Attack Bonus as Cleric
Godlings are minor, furtive divinities unable to directly interfere with the Land of the Living and the mortals therein. Instead, they act through cults and miracles, in hopes of establishing a true religion and becoming a greater god. Godlings can look like pretty much anything (that isn’t stupid) and their size and appearance becomes progressively more impressive as they gain levels.
SHRINES

Godlings can perceive, speak with, and cast spells on anything near their shrines. If all of a godling’s shrines are destroyed, their connection with the Land of the Living is permanently severed (i.e. it’s time for a new character).

1st level godlings start with a single shabby shrine in the nearest settlement. Godlings gain 1 xp for every gold piece spent on improving any of their shrines. Improvements can be aesthetic, or they can make the shrine harder to find or destroy. Godlings can also build new shrines to make themselves harder to permanently banish–establishing one costs 1000 sp and doesn’t count towards experience.

FOLLOWERS 
from princess mononoke

To interact with the Land of the Living beyond their shrine, a godling needs followers to act as proxies. In any town they have a shrine, they can establish a cult. To do so, they need to formulate some sort of creed or promise for their followers. Funny clothes help, too. The total number of cultists cannot exceed the godling’s level. Cultists work like retainers, save for the following:

  • A godling can perceive through any of their cultists’ senses, communicate with them mentally, and cast spells through them 
  • Cultists will do any mundane, non-dangerous task their godling tells them to do without question, and can be trusted not to steal items or money. 
  • Cultists receive a permanent +1 to Morale for every spell their godlings casts in their presence
  • Cultists do not require payment

Godlings still might have other worshipers, but cultists are the ones fanatic enough to put themselves at risk. Godlings can hire regular retainers, too, though they require pay and won’t sing your weird songs or wear those stupid robes. Other player characters cannot become cultists.

MIRACLES

Godlings can cast a number of spells equal to their level each adventure. They can cast any spell they know and begin knowing all the spells in a single school. Godlings can gain access to additional spell schools by hunting down one of their fellows in the Land of Spirits and eating them. Any spell that targets the self can instead be cast on a godling’s cultists. A godling’s spell school is a reflection of their nature:

Devil: Diabolism
God of Nature: Elementalism
God of Death: Necromancy
God of Magic: Spiritualism
God of Travel: Translocation
God of Dreams: Psychomancy
God of Life: Vivimancy

LOCALITY

The Spirit World coincides perfectly, intangibly, and invisibly with the Land of the Living. Every location in the Spirit World has a Land of the Living analogue. Godlings can directly interact with creatures and objects in the Spirit World, so players should be explicit where their character is–a godling can function perfectly well hanging out in town, sending miracles at a distance, but they won’t be able to interfere with Spirit World obstacles for their co-adventurers if they do so.

In any situation where a godling actually enters combat (such as when they confront another spirit or if they are pulled into the Land of the Living by a spell), they fight as a Cleric of equal level.