Tuesday, December 29, 2020

"So who gets to be a wizard?!" - a Generator for Societal views on Magic



          It is time for yet another entry in my overall series in generating a setting's elements with tables, today we're going to go over how a society reacts to the presence of magic.

    Most fantasy settings are fantastical because of a simple reason: magic is real. Though there is tinkering around the edges—low magic settings, magical undergrounds, urban fantasy—the core premise is that humans can affect the world in wonderous and impossible ways. This seems like a banal statement, but one that often is not always questioned by most world-building. Most societies in commonly held fantasy settings are ordered in ways that do not necessarily reflect the impact that being able to wield magic would have on them. Not including magic from the get-go can lead to a strange disconnection between magicians and the rest of the setting. Though this certainly could be played up for effect, most settings are probably aiming for a more seamless inclusion.

This set of tables aims to give you a starting point for how a society might regard magic and how it is used within it. To use this generator simply roll 4d8 and consult the relevant results below:

d8

Who is allowed to practice magic in this society?

1-2

Anyone with the aptitude, provided that they can afford the training or find an apprenticeship.

3-4

Anyone with the aptitude may learn, but only at a state-sponsored place such as a specific academy or tutor.

5

Only those of a certain gender expression may practice magic here.

6

Members of a certain family or set of families are allowed to wield magic.

7

Magic is completely or supposedly forbidden. The only practicioners are in secret.

8

Magical training is held by a group such as a church, cult or other mystically inclined organization. Only members of this organization are allowed to practice the art.


d8

How is magic seen here?

1-2

Fearfully. The use of magic and those who wield it are seen as ill-omened or even accursed.

3-4

With awe. Magic-users of any stripe are figures of respect and wonder.

5

A hedonistic pursuit, turning users soft against the hazards and boring iterations of daily life.

6

It is considered a diversion or hobby, no different from whittling or whistling.

7

Pragmatically. Practicioners may be expected to serve their community.

8

A repugnant pursuit, something to keep behind closed doors.


d8

What kind of eldritch power predominates here?

1-2

Arcane magic, the kind that sorcerers or wizards use.

3-4

Divine practices, those of druids or priests.

5-6

Cultivation of the Way, the power of psionics.

7-8

Magic here is generally gained through bargaining or intimidating beings such as outsiders or fae into giving up boons.


d8

What sort of practices are considered taboo?

1

Disturbing the dead or their souls.

2

The binding or enslavement of nature spirits.

3

Occlusion of the truth—the use of illusion or deceit.

4

Any kind of spell or effect that causes direct violence, up to and including death spells.

5

The beguiling or tampering with the mind or emotions of others.

6

Summoning creatures from other planes—Celesitals, Fiends or Elementals.

7

Any effect or spell is fine, but magic is only supposed to be practiced in particular circumstances, such as while being observed by another spellcaster, or while completely alone.

8

Any effect or spell is fine, but magic is only supposed to be practiced at a certain time, such as in the day or at night.


All art is the property of its respective owners, and will be taken down at their discretion.


Thanks for reading!





Monday, December 21, 2020

The Jovial - A Christmas themed Class for OSE & LotFP

They're making a list. They're checking it twice.

They're going to find out who's naughty or nice.

They know when you are sleeping.

They know when you're awake.

They know if you've been bad or good, so be good for goodness sake!

Level

Experience

HP

Paralyze

Poison

Breath

Device

Magic

Detect Law or Chaos

Detect Life

The List

1

0

1d6

12

10

13

12

14

1-in-6

-

1/day

2

2,250

1d6

12

10

13

12

14

1-in-6

-

1/day

3

4,500

1d6

12

10

13

12

14

2-in-6

-

1/day

4

9,000

1d6

10

8

11

10

12

2-in-6

1-in-6

1/day

5

18,000

1d6

10

8

11

10

12

3-in-6

1-in-6

2/day

6

36,000

1d6

10

8

11

10

12

3-in-6

1-in-6

2/day

7

72,000

1d6

8

6

8

8

10

4-in-6

2-in-6

2/day

8

144,000

1d6

8

6

8

8

10

4-in-6

2-in-6

2/day

9

288,000

1d6

8

6

8

8

10

5-in-6

2-in-6

3/day

10

432,000

+2*

6

4

6

6

8

5-in-6

3-in-6

3/day

11

576,000

+2*

6

4

6

6

8

6-in-6

3-in-6

3/day

12

720,000

+2*

6

4

6

6

8

6-in-6

3-in-6

3/day

13

864,000

+2*

4

2

3

4

6

6-in-6

4-in-6

4/day

14+

+144,000/lvl

+2*

4

2

3

4

6

6-in-6

4-in-6

4/day

B/X & OSE Rules

Requirements

Minimum WIS 9

Prime Requisite

WIS and CHA

Hit Dice

1d6

Thac0 Table

As Rogue

Maximum Level

14

Armor

Any

Weapons

Any

Languages

Alignment, Common, Elvish


     Befitting their roles as judges of moral rectitude, the Jovials have several abilities relating to this role. Detect Law/Chaos & Detect Life both function similar to Specialist/Rogue skills, and can be used as many times per day as the PC wishes, though they each consume a certain amount of time as detailed within the skill.


    Detect Law/Chaos: By observing a creature for at least a round, a Jovial can determine whether they are naughty (Chaotic) or nice (Lawful). This knowledge is transmitted to the character visually, usually through an aura of some sort. Particularly powerful creatures such as fiends or celestials may blind a Jovial who attempts to use this skill on them, at the referee's discretion.

     Detect Life: Meditating and using their connection to the hopes and dreams of living beings, the Jovial can detect the presence of living, intelligent creatures within 30ft. This ability can be used on the surface or underground, but is blocked by effects such as anti-magic fields.

     The most powerful ability of the Jovial is known as The List. After determining whether or not a subject is naughty or nice using Detect Law/Chaos, the Jovial may then write the target's name down into a suitable object given over to that purpose such as a book, scroll or tablet. This has one of two effects, depending on the disposition of the target:

  • Nice: For a number of rounds, equal to the Jovial's level, the target gains advantage on all saves and skill rolls.

  • Naughty: For a number of rounds, equal to the Jovial's level, the target gains disadvantage on all saves and skill rolls.

     After reaching 9th level, the Jovial may establish a Workshop, attracting 2d6 level 1 Elves to serve them. These Elves will serve the Jovial loyally; however they must also be supported and housed year round.


Thursday, December 17, 2020

20 Magical Fish Species

 

"Fish cannot be caricatured. Nature has already imagined every funny-looking personality. The skate family, for example, anticipated Picasso by millions of years." - Chuck Jones


     Fish have an inherently exotic feel to them. They live in a completely different environment than us, one that is completely inimical to our own survival. Unlike other animals they cannot be held, cuddled or even really be interacted with much at all. This is to say that fish and other aquatic animals already have a touch of the surreal to them. The names for all of these creatures are sourced from my personal setting, Volmusia, but they can be changed easily enough. This is the fourth article of this series, previously we went over DogsCats and Rodents.


Thanks a ton for reading!


d20

Name

Description

1

Porthas' Inkgill

An ugly and relatively rare creature from the Bay of Doru. Inkgills are typically nearly a meter long, with a dark-colored cylindrical body. Though unpalatable, the fish is valued for the dark, viscous fluid that its gills produce while under stress. Ink from the fish is considered by the literate to be of stupendous quality.

2

Dolchean Steamfish

Endemic to the hot springs and calderas that dot the area around the Dolchean range, the Steamfish is most notable for the armored plates that cover their bodies and render them immune to the heat of their homes. Steamfish are hated as pests by dwarven city planners, who loathe how often they become stuck in the turbines that power many of their cities.

3

Cernunnokian Caveskipper

A menace to any underground denizens that live near sources of water, Caveskippers travel in massive schools. Squat and half-meter long creatures covered in poisonous spines, these blind grey fish are amphibious and can crawl for miles in search of fodder.

4

Jokorian Dire Catfish

Making their homes in the rivers and lakes of tropical Jokor, the Dire Catfish never stops growing throughout its lifetime. Effectively immortal, titanic individuals upwards of 20 meters have been observed by visiting sages. Some of the largest specimens are worshipped and given tribute to by local tribes, occasionally producing Clerics.

5

Saoghalian Plunder Crab

A common sight in the shipwrecks that cover the seafloor around the Saoghalian islands; plunder crabs are attracted to shiny objects, especially jewels and precious metals. The crabs will find these objects and then attach them to their shells with a resin that they can excrete. The dinner plate sized crustaceans will sometimes gather into a mob and attack passing vessels.

6

Ymirian Iceskate

Widely feared by northern sailors, the Iceskate feeds on warmth and are a dire threat to any ship trying to ford through winter ice floes. Only about the size of a man's palm, Iceskates are nearly transparent. The creatures swarm the stranded vessel, pressing their bodies against the hull and pulling the heat from whatever is inside. Stricken crews will be frozen solid unless they dislodge the skates or free the ship.

7

Ingram's Floating Piranha

Presumed to be yet another example of magical research gone wrong, these small fish are sources of dread for the inhabitants of Ingram's tangle. A school of them will wait along the edge of the swamp, using some devilish intrinsic ability to launch themselves at blinding speed towards any who draw too close. Working in tandem, dozens of the fish can strip a cow down to bones within minutes.

8

Kaidan Widow Whale

Considered to be an ill-omen of the most dire sort, Ghost Whales are rarely glimpsed cetaceans that surface only at night. Named for their loud and mournful cries, the calls can drive sailors to leap overboard to let the sea claim them. Anyone foolish enough to catch and kill a widow whale is thought to be surely doomed by the Kaidanians.

9

Auyyuahian Acidfish

Common in the rivers of Auyyuah, acidfish are lazy and torpid creatures that trust in their natural abilities to catch their prey. Able to exude a highly caustic fluid, acid will slowly fill a body of water with patches of the stuff. Over time they are capable of turning it into a deadly morass for anything that lands or swims in it.

10

Selkirk Lighthouse Shark

Exclusively nocturnal, these unusual sharks lurk near busy shipping lanes in order to hunt their favored prey: mariners. Possessing a pair of massive eyes that produce an effect similar to the Continual Light spell, the lighthouse shark lives near reefs and lures unwary ships close to wreck upon them. Their eyes stay active for weeks after their deaths, making them useful as lanterns.

11

Tueh's Missile Shrimp

Smaller than a pair of fingers and with a wildly colorful rainbow shell, the Missile shrimp is as gorgeous as it is dangerous. Dwelling in reefs, this aggressive shrimp is able to draw latent magical energies from the area and use it to fire off Magic Missile as a 1st level Magic-user 3/day. The shrimp are completely fearless.

12

Southern Vanisher Squid

Named for the disconcerting ability that a graze from their tentacles brings, a touch from one of these cephalopods teleports the victim 30ft in a random direction. Given that they travel in packs, this can lead to entire schools of fish or crews of small vessels being thrown about wildly. The agile little squids then sweep in and devour their still bewildered prey.

13

Ceirwannian Dream Char

Descended from fish spawned near an oneiromancer's river lodge, these fish quickly spread throughout the elven highlands. Treasured by sages, spies and mystics alike, biting into one of these fish gives glimpses into the dreams of those who were living nearby where the fish dwelled. While often an abstract guide, the dreams of others can lead to important clues or revelations.

14

Yvonne's Eldritch Clams

More of a phenomenon than a distinct species, eldritch clams are the result of magical pollution. This sort of taint can come from numerous sources; improperly disposed spell components, a relic or artifact embedded in the region, or even multiple spells being cast repeatedly in the same area. Whatever the cause, this latent magical energy slowly concentrates within the clams, steadily forming into a Pearl of Power.

15

Annihilator Anemone

Reefs, empty of anything besides albino clownfish and coral. These eerie dead zones are the grim result of the creatures known as Annihilator Anemone. Able to murder with a touch, these polyps are able to cast Disintegrate 1/week.

16

Nessah's Grasping Minnows

While alone, grasping minnows are unremarkable. Tiny and defenseless, the creatures are easy prey on their own and are indistinguishable from their average cousins. In the dozens they are able to cause mild ripples within the water. In the hundreds they can unleash telekinetic slams capable of punching a hole through the side of a ship.

17

Adamantine Urchin

Virtually unbreakable and worth an admiral's ransom. Adamantine Urchins are highly sought after and highly poisonous creatures found only in tropical climates. Heavier than an anchor, the urchins are almost more trouble than they are worth to harvest.

18

Chardonian Ætherfish

Covered in pearlescent scales and the length of a human's forearm, the Ætherfish is beautiful, but widely regarded as uncatchable. They are only glance fleetingly on our plane, where they wink into existence only to feed. The rest of their time is spent swimming through the Æther.

19

Kaidan Splitting Eel

A common site in the reefs of Kaidan, the Splitting Eel is similar to a hydra: when cut apart or in twain, they regrow themselves into a whole. These eels do not spawn or breed, they merely tear into themselves when they desire companionship. It is unwise to eat splitting eels.

20

Zelazian Island Whale

Central to the lives of the local pirates, Island Whales are seen so named for the fact that entire ecologies can exist upon their backs—sandbars, grass, trees, birds and insects. The whales rarely dive, but when they do it allows the pirates the opportunity to occasionally move the location of their strongholds.

All art is the property of its respective owners, and will be taken down at their request.