Greetings, goblins and ghouls. I added a small handful of spells to my Planar Grimoire document. It’s a heaping helping of darker spells throughout the multiverse, as detailed below. Enjoy.
- Jutting Bones – Conjure bones from the ground to pierce foes
- Sylvan Soul – Sample an aspect of the fair folk for a brief moment
- Psychic Projectile – Reach into the Far Realm and pull out some power to hurl at a foe!
- Rolling Skull Army – An entourage of skulls come from seemingly nowhere and slam into all in their way
- Abyssal Kiss – You blow a deadly kiss to a foe, possibly destroying their very soul
- Visions from the Stars – Everyone around you sees a horrific vision from the cosmic depths
- Shadow King’s Drain – A draining magical effect, crafted by a dreadful lich
Also, I tied up some loose ends. I dunno why this one stumped me!
- Detect Portals – Does what it says on the tin! Admittedly, I had a similar idea to the Horizon Walker Ranger. The only difference was involving size and distance.
One might wonder, what is the power of a spiritualist? It’s very much laid out in their name, someone who works with the spirits of the deceased. Such sorcerers are fabled for calming angry spirits who lacked desire to move on to the after life. In some instances, they have found ways to harness the spirits, whether out of mutual pact or magical extortion.
For most of your life, you have felt a connection with spirits. Over time, you tried to develop talents to reach out to the realms beyond. While not a bloodline in its own right, you have been touched by the nether realms, planar domains where souls travel upon death. Harnessing your talent, you are more than capable of communing with spirits either through seance or through a known spell.
However, conjuring and working with spirits is often taboo, and is such practiced in secret. While some may hear of you and seek you out for counsel when dealing with the dead, others might see you as a second rate necromancer. Some orders have even formed within various religious organizations as exorcists, while others revel in individual freedom when dealing with the shadows beyond our world.
Author’s Notes: I’m back with Blog Carnival content once more! This time, I thought I’d dabble into the Occult theme by making a Spiritualist based circle for the Sorcerer. While other classes also felt like good picks, this felt like the quickest match for me. So, let’s speak with the dearly departed as we explore the Nether World with the Spiritualist. And as a bonus, have a background on exorcism.
You may find more on the May 2017 Blog Carnival here! Alternatively, you may be interested in the Sage Variant: Occultist background that I made last year. This would better fit a medium who contacts spirits through seances and the like, should you favor a more gothic flavor over a high fantasy one!
Also, this is the first pass for this sub-class, it will be due for revision in subsequent weeks. This first draft is experimental and possibly volatile.
Many incredible mages exist throughout the multiverse. They have unlocked the secrets to incredible power, twisting magic into spells rarely seen by fellow spellcasters… if at all. Those of great power tend to be reclusive, for a powerful mage makes many enemies. Some even take their magic to new and epic levels. Whether they become archmages, demigods or just powerful spirits locked in some dimension; some yearn for a student to pass their work onto in some capacity. After all, while some magical secrets should die with their creator, other gifts should be passed on.
The Ancient Magi Patron provides one such method. Those in service to the ancient magi are typically scholars of the arcane, seeking ways to expand their knowledge and craft. Many are devotees to the very arcanist they serve, while some are just greedy and desire to steal forgotten magic for their own benefit. More often than not, their arcane superior is aware of their intentions and will use them accordingly. Many ancient magi aren’t even on this plane anymore. Many of them have long since passed away or are locked in other realities. Some have been stranded in the Astral Plane, effectively frozen in time; while others are permanently sealed in unknown demiplanes. Some lucky ones dwell on material planes, but try to make their presence as nuanced as possible. Great mages like Mornenkainen and Elminster are examples of such magic-users.
AUTHOR’S NOTE: Looking back, I wasn’t really too happy with my original draft. The general idea was solid, but I tried to make it feel too much like a binder vestige instead of a patron. Plus, some of the mechanics were made when I didn’t fully understand the warlock class. Now, some of the ideas here are heavily experimental. Giving a class ability to cast a certain spell 1 – 2 per day… and at the strength of the warlock’s level? That might be a bit strong, but I wanna see where I can develop this. None the less, I wanted to make a warlock patron that carries both a bit of sorcerer and wizard flavor to it. Plus, I created a quick-n-easy class variant for those of us who are nostalgic for the Archivist from the 3.5 Book, “Heroes of Horror”.
Technological advances at some rate, as long as there are enough minds to push it. When thrust into a full blown revolution, new types of machines seemingly appear out of no where. Old tasks die as new tasks replace them, old technologies become obsolete as new ones replace them. Many praise the future of tomorrow where the fruits of innovation and creation are rewarded. Others fear a darker future where the machine takes over us, one way or another.
Whether or not the future is a bright one, there is one inevitability; we will share space with thinking machines that are capable of thinking independently. Some of these robots will only do certain tasks, while others are capable of more advanced tasks. From security robots to physical trainers, the machine will find its place without a society of tomorrow. Some become corrupted by a very human enjoyment of violence. These become bounty hunters or psychopaths, driven mad by the contradictory moralities and ideals of sentience. Those who don’t aspire to be paragons of righteousness or wretchedness are forced to deal with a world they don’t quite understand; they are inorganic beings in an organic world.
AUTHOR’S NOTE: ROBOTS! I’ve been wanting to make something with that for a while. I was hoping to make rules for using mechs, but I sadly never got around to that. I have a feeling I might do a follow up, using my vehicle rules from a ways back. Who knows? Also, I wanted to make a Sci-Fi race as well, so I made my own take on the Android (as seen in Pathfinder.) Now, this version will need some modification, as I don’t think it’s particularly interesting or balanced at the moment.
Also, want more robots? I’ve made some via conversions as well as some homebrew of my own recently.
“Haven’t had enough of the ol’ hunchback shopkeeper’s wares, huh? Well, there’s more where that came from!”
Here is a small helping of even more magical items for Halloween. Enjoy.
Author’s Note: I wanted to make a few more magical items in addition to what I made before. Also, more JoJo references? I figured why not, since Part 1 is airing on U.S. television. I had to hold myself from making anything Vento Aureo, Stone Ocean, Steel Ball Run or Jojolion because not enough people read the manga… and they should. Also, be on the look out for how many Eternal Darkness: Sanity’s Requiem references I can squeeze into one item.
Here’s the first of a new series I hope to tackle, quite simply an assortment of strange and wonderful items (both magical and mundane). For this first post, I thought I’d return to an extraplanar theme. Without further ado, Zam’dul the Plane Traveler will be your guide.
AH! I see you’ve come across my humble assortment of wares, scattered throughout countless realities. While many of my items are things an amateur can find, here is a handful of trinkets that are found by the more adventurous thrill seeker! Please, take a look at what I have to offer and don’t be afraid to ask me a question about anything specific. I love to help out a discerning shopper!
Author’s Note: This series of items was made in support of the RPG Blog Carnival. To be more exact, this was made as part of the December 2015 event, “Homebrew Holiday Gifts.” Enjoy and please check out the other posts from other users during the month.
Wizards are weird.
In darker settings, distant beings and magical powers are hard to trust… and for good reason. In older iterations of the game, as well as darker fantasy RPGs like “Dungeon Crawl Classics”, delving into the supernatural had a risk far beyond a price tag and losing a spell slot or gaining the ire of a church. Exploitation of eldritch powers could leave the victim becoming mad, diseased, or both. Turning the forces of chaotic energy into an orderly event is by all means a paradox in and of itself, taking its toll on those who craft too much. Likewise, making bargains with incomprehensible entities too takes its toll. Those who take either too far risk becoming mad or warped beyond recognition.
And worse than exposing yourself to the unknown in immersing yourself is realms tainted by absolute corruption. Desecrated lands, alters to dark gods, creatures that are the truest essence of evil and so on. These sources of the most vile powers in existence are just as likely to twist and decay the soul into something it is not… or was not. While some struggle with sanity, distortion at the hand of dark powers are far worse.
If you prefer, here are some alternative lists that can work as well. Mutations – Part 1 (Benefits), Mutations – Part 2 (Drawbacks), Wild Magic Surge (Alternate)
Author’s Note: This is inspired by corrupted magic from Dungeon Crawl Classics, Carcosa, Taint from D&D 3.5 Heroes of Horror and the Insanity option from the Dungeon Master’s Guide. At its core, this is a variant of the Sanity and Madness rules from the D&D 5E DMG. Also, this is merely a draft for my concept. Expect revision at some point!
Made by Doctor Necrotic, for Doctor Necrotic Media.
IMAGE SOURCE: Dungeon Crawl Classics