Showing posts with label OSR. Show all posts
Showing posts with label OSR. Show all posts

Wednesday, June 24, 2026

Dungeon Stuffers - No more empty rooms!

I hate reading a dungeon and finding it full of empty rooms. It's a pet peeve; adventures should be full of adventure! Can you imagine the horror of finding an empty chest? Repugnant. So here's some ideas for things to stick in them.


1. The Bishop's Hidden Bath Chamber
The room contains an altar with a threadbare embroidered covering, two braziers and a small statue of Hygeia (or whoever the god of health or purity is in your setting) - all remarkably still standing upright despite being clearly long abandoned.

If inspected closely it will be revealed that both the braziers and the statue are built into the altar stone, not separate objects, and that the statue rotates on its base 180°.

If both braziers are lit and the statue is fully rotated so that it is facing against the wall, then a hydraulic pressure system that exploits the expanding air from the brazier's heat will cause the altar and the wall behind it to slowly rotate to reveal the room beyond (see below). If the statue is returned to its original position then it will rotate closed again (this is powered by a spring, and doesn't require the braziers to still be lit).

The room beyond contains a miraculously located natural hot spring with restorative powers. Anyone bathing in it for an hour will heal 1hp per Hit Die they possess, be cleansed of any natural diseases or parasites of the skin or muscles and restore 1 point of lost Strength, Constitution or Dexterity. 

Two curtains hide the sides of the room, behind each of which is a chest for storing clothes and personal belongings. The chest on the right has a ceremonial amulet of gold and garnets worth 1200gp. The chest on the left contains a bottle of liquid soap and perfumes (worth about 200gp) and a animated statue of a lithe young woman as a bathroom attendant (stats as Caryatid Column), which will attack anyone not wearing the amulet from the chest on the right, seeking to expel them from the room rather than cause serious injury.


2. The Window Office
The room contains a simple office, with a large and ornately carved mahogany desk and high-backed chair (worth 3,400gp as a set, 1000gp and 200gp individually. Both items of furniture are extremely heavy and easily damaged without considerations being made, a Tenser's Floating Disc at the minimum would be needed to easily extract them) in front of a large arched window.

Examination of the desk drawers will reveal a bottle of rough whiskey and a hand crossbow loaded with a poisoned quarrel (Type B, Insinuative) in the bottom right drawer. A full turn spent examining it will reveal a concealed button in the carvings that if pushed will release a hidden drawer containing a map of this whole dungeon level, including secret doors.

The window behind the desk shows a pastoral vista that changes with the day and night outside but on examination does not correlate to the actual scenery outside the dungeon (indeed, this room is probably subterranean or internal). The display is an illusion, behind which lurks a Homunculus named Gaxplat who hid there when it heard the door open (if the party is quiet enough, he will instead be sitting behind the desk with his feet up, drinking from the whiskey bottle). Gaxplat will bite the hand of anyone who reaches past the illusionary image, causing d3 damage and provoking a save vs. magic or falling into a comatose slumber for 5d4 minutes, after which it will attempt to flee out the door holding its master's spellbook (containing 22 random spells of levels 1-6).

3. The Snoring Djinn
This room isn't just empty, it's been swept clean by a powerful wind blowing from a whirling vortex on the far wall. All dust in the room has been rammed into the near wall so hard it has formed a permanent crust. The wind that emerges from the vortex isn't constant, but acts as a Gust of Wind spell but strong enough to affect man-sized creatures as if they were small flying beings and trigger a Save vs. Breath Weapons or cause the affected to fall prone. This gust triggers at a random initiative count in every round. The side walls are relatively unaffected but anyone standing in the doorway when the wind triggers will be pushed back as well. Floating either side of the vortex are a air elemental, with their gaseous form still able to support crested ceremonial helmets upon their cloudlike heads and holding ornate halberds (stats as normal elemental, but with AC1). These will attack anyone attempting to pass through the vortex, and will pursue them past it.

On the other side of the vortex, the wind continues to blow and flaps a aquamarine silk curtain beyond which can be seen a well appointed bedroom. Upon the bed lies a hugely fat Djinn in sleep, whose snores cause the gusts. Waking him will immediately end the wind gusts and provoke a reaction roll, but if not awakened gently this roll will be made at -6. The Djinn, named Bompa al-Rih, if not hostile with his awakener will realize that he has overslept and is now 3,000 years late for an appointment with the Ambassador of the Marids and will be in a hurry to dress and leave through the door to the northwest, which opens out into a vista of endless sky - the Elemental Plane of Air. He will thank the party and promise to grant them a Wish when he returns from his appointment - on each subsequent roll of a 6 on the encounter roll, roll again; on a second 6 he is finished and teleports before the party, mopping his brow with a silk handkerchief and a harrowed expression, to bestow them their Wish.

Monday, December 1, 2025

Purity Is The Power To Contemplate Defilement - Ritual Purity for OSR Clerics

This came from a casual discussion on the glogosphere, but struck me as such a good idea that I had to write it down. 

Many Cleric spells in several OSR rulesets have reversed forms, but it's often unclear how legal they are for PC's to employ. Sometimes they are interpreted as being limited to Evil Priest NPCs, other times that they might be permitted for use by PC's in extremis, or just that a nebulous warning that using them too much might result in alignment change. This is how I'm going to start handling the matter.


At any given time, a Cleric can be in one of two ritual states: Purity or Defilement.

While in a state of Ritual Purity, their spells heal, illuminate, restore, and preserve, returning the fallen world to its proper state. All spells produce their normal effect.

While in a state of Ritual Defilement, their spells harm, deceive, break, and corrupt, reflecting human sin back upon the world. All spells produce their reversed effect.

At any time, a cleric in a state of ritual purity may choose to break the state, converting any memorised spells to their reversed forms. However, returning to ritual purity is harder than breaking it, typically requiring a return to a temple and spending a day in ablution and annointment - this explicitly does not require an Atonement spell to be cast nor is it accompanied with any sort of Geas or Quest; ritual purity is not the same thing as moral purity, and defilement is not punished, just rectified.

This presents an interesting logistical decision, particularly on a deep dungeon crawl - the party may encounter enemies potent enough to make a Slay Living or Harm very welcome, but once that bridge is crossed, then that Cleric is no longer able to provide healing, traditionally one of their most valuable party roles. At the bottom of a multi-level dungeon, with potentially dozens of encounter rolls between you and safety, this is no small thing. Bringing multiple clerics might be the meta strat, which is probably not too difficult - clerics are a pretty solid class, with few great weaknesses. I rarely ever actually see the stereotype of tables where nobody wants to play the healer; clerics are great at every level, and party composition tends to reflect that.


Settings where clerics of opposing alignments can be part of the same religion, or at least acknowledge the same cosmology - like Skerples' contextless OD&D, Deus Ex Parabola's Unfinished World, or WotC's Eberron - might be best suited to this idea. Some sects may even voluntarily choose to exist in a state of defilement for reasons both practical and theological.

Besides voluntary defilement, certain creatures or situations might induce it - getting energy drained by an undead, dealing peaceably with a demon, or getting extremely dirty, especially from something ritually unclean like gore, excrement or corpse-ash, would probably break your ritual purity. Maybe I'd allow a save for those sort of involuntary situations, but maybe also not - it might be amusing to figure out how the party gets their healbot through the sewer level.

It might possibly be prudent to introduce a magical item or even a mundane equipment item that allows Ritual Purity to be restored in the field, but make it either rare, expensive or awkward.

Sunday, November 9, 2025

There's No Trick To It - Magician (GLOG Class)

Just a classic wizard.
Class: Magician
You might be a High Magician in a star-spangled robe and pointed hat who studied in the storied halls of academia, or the son of a village witch who learned your mother's craft for she had no daughter to pass it on to, or a fur-clad shaman with a spirit's face painted on your own who drags mysteries out of the primal dark. However you came by it, you have knowledge of the secret ways that move the world that mortals were never meant to know.

Equipment: Robes & Hat, Satchel, Staff, Dagger, Lantern, 2 x Bonus pieces of equipment based on starting Magic Art (see below).

+1 to Saves per Template
A:
 2 Magical Arts, Magesight
B: Familiar or Implement, +1 Magical Art
C: Ritualist, +1 Magical Art
D: Secret of Secrets, 
+1 Magical Art

∆: Archmage
Know at least 5 Magical Arts, find one of the five Pillars of Creation, and etch your personal mark onto it.
Create a new Magical Art, negotiated with your DM. Further negotiations can take place after it's created if it proves too strong or too weak - new magic has a tendency to "settle" over time.

A: Magical Arts
You begin with knowledge of two of the known Magical Arts; others may exist - probably in strange and foreign parts - but you will have to find them first if you want to learn them. You gain a bonus item from each of your starting Magical Arts. At each subsequent Template, learn a new Magical Art and gain the Advanced form of one Art you already know.

A: Magesight
You can perceive the presence of the supernatural. Just ask the DM if something is magical, and they are obliged to tell you the truth of the matter. With a Turn of careful examination, you can also determine in general terms what a given magical effect's purpose is, e.g. "Stepping into this circle will teleport you elsewhere.". This manifests for you in symbolic terms; a sword enchanted such that it bursts into fire in combat might appear to have a large salamander sitting on its blade, while an enchanted shirt of mail being unfurled might sound like a distant army roaring in victory to your ears. Magesight explicitly cannot reveal the presence or nature of illusions and curses, which by their very nature conceal and deceive.

B: Familiar
You have summoned a minor tutelary spirit to aid you in your magical practice. This spirit can switch between two forms: one a mundane animal no larger than a fox, the other a knee-high, horned, winged, homunculus with luridly coloured skin. It has a flight speed equal to its Movement speed in its homunculus form and whatever abilities are common to its species in its animal form. They have 1HD, +1HP/Level of the magician, AC12, 6' Movement (plus flight in homunculus form). Familiars can fight, using whatever natural weapons their animal form has or wielding small (d4) weapons in their homunculus form. Familiars can speak any tongue their summoner can, and in animal form can speak in animal noises that only their summoner can understand. Familiars are absolutely loyal to their summoner, though they often affect argumentative or grating personalities to teach their mage humility. Besides this, they can perform several useful services in return for a bit of their summoner's life force;

  • For d6 Hit Points, they can answer 1 question as if consulting a Sage NPC for a short-term study.
  • For 2d6 Hit Points, they can perform any Magical Art the magician knows or has observed being used, without any component required.
  • For 3d6 Hit Points, they can transform into a monstrous guardian form, gaining additional HD, attack bonus, AC, and damage equal to their summoner's Templates, plus natural weapons that deal a base 2d6 damage. This is either a Dire version of their animal form or that of a fire-snorting cloven-hooved demon. The transformation lasts until the next Dawn or until dismissed by the magician's command, whichever comes first.
A familiar cannot be killed while its summoner lives, but can be dispersed. If reduced to 0HP they disappear and reform the next day at dusk.

B: Implement
You have a bound tool of your craft; a wand, blade, chalice, ring, or lantern is traditional, but others exist. It takes up one equipment slot or inventory space, depending on its form. As long as you have it on your person, you can perform Magical Arts without any reagent or other tool up to [Templates] times per day, just using the occult authority bound up in your implement. Your implement also has a significant magical ability based on its form. Negotiate this with your DM, some examples are;
  • A wand that allows you to telekinetically manipulate objects at a distance as if you were standing at the position you point it at.
  • A chalice that allows you to store a magical effect by drawing it into itself as an effervescent liquid. Save or the effect spills onto you if it is not your creation. The liquid magic can be poured or drunk to transfer the effect. 
  • A ring that can make one magical effect at a time permanent - the effect it is perpetuating can be changed, which ends the previous effect.
  • A blade that can damage incorporeal beings and counts as having a magical plus equal to the Magician's Templates for purposes of determining whether it can harm beings with supernatural resilience. In addition, you never fumble with an implement blade.
  • A lantern that can illuminate the presence of invisible beings within its brightly lit area (typically a 30" radius).

C: Ritualist
You can now formulate rituals that enact modified or exaggerated versions of the effect of your Magical Arts. 
A ritual casting can bend or break the rules of the Magical Arts or combine multiple Arts into one, but must still fall within the general purview of the Arts you know. A ritual enactment of Elementalism could summon a known element from nowhere, for example, or bind an elemental to an extended service. For each modification you add, the DM can specify one of the following requirements;

  • Ritual must be enacted in a place of innate magical power.
  • Ritual requires expenditure of a lot of money, often in the form of large quantities of Granulated Azoth (500gp x Total Requirements).
  • Ritual can only be performed once every week/month/year/decade, or only at a specific time or celestial confluence, such as a full moon, a planetary alignment or a seasonal equinox.
  • Ritual requires the assistance of a particular person or category of person, like an Alchemist or a bearer of royal blood.
  • Ritual has a X:6 chance of backlashing in some kind of Monkey's Paw fashion (each increase of X:6 counts as one Requirement).
This is also how you can create magical items. Single-use items typically add only a single requirement; items with daily uses add 1-3 per use, and permanent items at least 5.

D: Secret of Secrets
You can now perform the single greatest act of magic a mortal can enact, the legendary Wish. A Wish can do almost anything, but it is neither totally omnipotent or wholly convenient. A Wish for wealth or a specific magic item is usually answered with a vision revealing where such a treasure can be found and legally claimed, rather than instantly dropping it into the magician's hands. Likewise, a Wish for an enemy to die will usually reveal the location of a weapon or ally capable of slaying them. Wishes for deliverance from peril are usually answered more immediately; deathtraps break down, avalanches part to leave the magician unharmed, and deadly poisons mysteriously burn themselves through the victim's system without any lasting harm. Wishes are very quick and can be used as interrupts outside of initiative order, even as part of another action - Wishing for a powerful enemy to fail their save against your magic is entirely valid. 
You can only perform one Wish per level safely, so once you reach this level you have four Wishes. For each Wish you cast above this number, reroll your HD until you roll lower than your current HP and take that as your new HP total. Certain beings of demigodlike stature may be able to bestow additional free Wishes as a reward for services rendered.


Grimoire of the Known Magical Arts
Unless otherwise specified, using a magical art must be declared at the beginning of the round and is enacted at the end. A magician who is injured before then has their magic interrupted, wasting any uses of material components.

  • Elementalism
    Bonus Item: Tin of Granulated Azoth (10 pinches)
    Pick one of the four classical elements; others exist, like gravity and light, but for now, you only know the secret name of one. Sprinkle a pinch of Granulated Azoth on your tongue and whisper that name, and it will respond. Issue a command up to [Templates] words long and it will obey automatically. A target of the command can be specified by gesture. For every additional word you want to add, take another pinch of Azoth and make a Save vs. Poison with a penalty equal to the number of extra pinches. On a failure, the command still takes effect, but you are incapacitated for 1 Turn per additional word. On a critical failure, the element goes haywire in some way that is detrimental to everyone around. The element has to actually be present for you to command it; this Art doesn't summon it up. Creatures affected by elemental manifestations you command are entitled to a Save, and any manifestation that would deal damage is limited to d6 per [Template] of the magician, Save for half damage. It takes a week of downtime and 100gp of ritual tools (mostly lots of different examples of the element in question) to learn a new element; each research roll has a progressive 1:6 chance of success (so 2:6 on the second attempt, 3:6 on the third, etc).
    • Advanced Elementalism: You can now call up elementals, sentient manifestations of the element you speak to. The summoned elementals have HD equal to your [Templates] and can be increased by consuming extra Azoth as above. A summoned elemental will obey you for 1 Turn before dispersing back into a mundane manifestation of its element.
  • Conjuration
    Bonus Item: Stick of Wizard Chalk (10 uses)
    Visualise a mundane item of up to [Templates] equipment slots large and draw a circle big enough to fit it with Wizard Chalk, using up chalk equal to its size. It appears within the circle and can be used as normal, but vanishes after 1 Turn if you stop holding it. The item conjured is generally a generic version of whatever is visualised, but you can also place a rune on a specific item (costing 1 use of Wizard Chalk) and later conjure it into the circle.
    • Advanced Conjuration: You can now create teleport circles by marking a target location with a special magical circle, expending one use of Wizard Chalk. At a later time, you can scribe a new circle, either expending as many uses of Wizard Chalk as the time in rounds you want it to stay open or else keeping it open with your own body by standing within the circle, and anyone stepping into the circle is transported to a previously created magical circle of your choice.
  • Divination
    Bonus Item: Ephemeris
    By means of consulting your Ephemeris, or if not available, the entrails of a domestic animal at least as large as a goat, you can determine if a specified course of action to be undertaken in the next hour will yield weal, woe, both, or neither. Woe indicates the action of monsters, traps, or hazards, and Weal indicates that the action will lead to a treasure, boon, or useful information. You can divine the future no more than d3+[Templates] times per day.
    • Advanced Divination: In place of an entreaty to reveal weal or woe, you can now present up to [Templates] possible actions and divine which of them would be the best. It is possible that none of them yield any positive or negative result, in which case the auguries will reveal this.
  • Transmutation
    Bonus Item: Tin of Granulated Azoth (10 pinches)
    Sprinkle a pinch of Granulated  Azoth on a target non-living object no larger than [Templates]x5' cubes and focus your will upon it. For every [Template] you possess, you may alter one of its physical properties, such as opacity, hardness, elasticity, insulation, permeability, colour, taste, or combustibility, to match that of a sample of another material that you have a sample of to hand. Magical materials such as mithril, adamant, and enchanted objects cannot be transmuted, but their physical properties can be bestowed upon transmuted targets if the magician has them to hand. The transmutation lasts 1 Turn per [Template] you possess. It is possible to increase the number of properties altered by adding additional Azoth, but this has the risk of making the reaction unstable: make a Save vs. Blasts with a penalty equal to the number of additional pinches of Powdered Azoth added; on a failure, the magician and everyone in a 10' area suffers (d6xPinches of Azoth) damage as it blows up in their face. 
    • Advanced Transmutation: You can now transmute form as well as substance. The transmuted object can be reshaped into anything of approximately the same mass and holds its shape for up to the magician's [Templates] in Turns if the material it is made from is not normally capable. For example, a mass of water could be formed into a statue or the like, and would collapse into a puddle when the time elapsed, while the same statue formed of stone would remain in the same shape.
  • Enchantment
    Bonus Item: Flask of Lotus Wine (10 sips)
    Take a sip of lotus wine, let it coat your vocal chords, and make eye contact with another thinking being - they will find themselves thinking your thoughts. You can issue a command up to [Templates] words long, and the target will obey it if they fail their Save. The target of the command can be specified with a gesture. The commands are obeyed for as long as it takes to execute them or one Turn, whichever is shorter. Suicidal commands permit the Save to be made twice, picking the best result, but if it still fails, they are executed. You can increase the number of Words by taking an additional sip of lotus wine, each of which adds an additional word to the command. After doing so, make a Save with a penalty equal to the additional sips or experience a loss of identity, having to obey your own command as if your victim issued it to you! Enchantment transcends the language barrier and may even affect creatures without a language - but not creatures without eyes.
    • Advanced Enchantment: You can now keep up to [Templates] creatures bound in semi-permanent thrall to you, rather than issuing a specific command. Additional lotus wine can be drunk to penalise the target's Save by -1 per additional sip, but you too must also make the Save with an equal penalty and on a roll lower than your victim's are bound to serve them until freed, such is the magical Law of Dichotomy - there can be only masters and slaves! Thralls obey your commands without question, but receive a Save if they are forced up against blatantly suicidal odds.
  • Illusionism
    Bonus Item:
     Flask of Lotus Wine (10 sips)
    Drink a sip of lotus wine and allow your vision to fuzz and unfocus, imagine a change in the world, and the magic will make it appear. You can make the image of almost anything you can imagine, but illusions can only be additive - you can change something's appearance or create the image of something new, but you cannot remove anything from the world. Others do not normally get a Save to see through illusions unless they directly interact with them. Illusions can deal psychosomatic damage, but cannot reduce a victim to below 0hp and stable unconsciousness. The maximum damage an illusion can inflict is d6 per [Template] of the magician and permits a Save to negate. It is possible to make an illusion more compelling by increasing the dose of lotus wine, which allows the magician to visualise their illusion more clearly at a risk of becoming lost in it; for each additional sip of lotus wine taken penalises all Saves by -1, but the magician must Save vs. Illusion with an equal penalty or become confused for 1 Turn per sip, acting randomly each round; d6: 1-2. Stand and stare into the middle distance. 3-4. Attack the nearest moving thing. 5. Use a random Magical Art. 6. Covered in spiders! Attack self.
    • Advanced Illusionism: Your illusions can now be subtractive, such as making people or objects invisible or creating zones of silence.
  • Transformation
    Bonus Item: Pouch containing three sparrows' feathers, a mouse's skull, a tuft of horse's mane, and a bear's claw.
    Place a piece of an animal in your mouth, breathe deeply three times, and on the third inhalation, it vanishes as you become the creature it came from. The transformation lasts up to your [Templates] in Turns if the creature you are becoming has HD equal to or below your own; otherwise, it lasts [Templates] rounds. You can attempt to extend this duration by making a Save vs. Illusions each Turn or round after the duration has expired. On a failure, you become lost in the beast-mind and cannot return to your own form until you next sleep. You can transform into monsters and magical creatures, but in this case, its heart or heart-analogue must be consumed. Note that some creatures may have hearts so large that shapeshifting into other, larger forms may be required first just to consume them! A monster form's supernatural powers may be employed a maximum number of times in total across all abilities equal to your [Templates] in a single transformation.
    • Advanced Transformation: Place the reagent in your mouth as usual and exhale three times forcefully in the direction of another, and they shall take on the animal's form instead of you. This can be a blessing or a curse, depending on the circumstance - an unwilling victim is entitled to a Save to avoid your transmogrifying breath. 
  • Abjuration
    Bonus Item:
    Stick of Wizard Chalk (10 uses)
    By drawing a line or circle with Wizard Chalk you can define an area that hedges out a single specified phenomenon, such as sound, light, heat, radiation, or a specific type of magic. It can also contain a specified type of creature, which must make a Save to move through the barrier or else be axiomatically incapable of passing the chalk line, or able to use any of its powers beyond it. The area covered is either 10" wide for a line or 5" radius for a circle per use of Wizard Chalk expended. These wards can technically last forever, but can be easily removed by anyone they don't specifically ward against.
    • Advanced Abjuration: You can now expend additional Wizard Chalk to increase the number of phenomena that a ward hedges out, at a rate of 1:1. 
Other Magical Arts that might be found in foreign parts may include Necromancy and Diabolism, which are said to employ black candles made of human tallow, Body Control, which turns the power of the black lotus inwards, and Maleficia, which uses inscribed tablets of stygian lead to inflict terrible curses.

The Magic Shop

Unless otherwise stated, each item takes up 1 equipment slot.

Ephemeris - 250gp
A book of tables and charts showing calculations of the position of various astronomical bodies over time. Needs to be replaced with an updated version every quarter at the seasonal Equinoxes. 

Dried Monster Hearts - 10gp x HD of Monster
Salted and preserved in clay-sealed jars under anaerobic conditions. Availability of any given species is not guaranteed, and is based on a cottage industry of processing the kills adventurers bring back.

Goat - 1gp
A common example of Capra Hircus, the silver standard in sacrificial animals. Takes up no equipment slots, but must be herded or led around by a string.

Granulated Azoth, 10 pinches - 100gp
Resembles table salt but with a faint silvery metallic tint. Acts as a bridge between consciousness and the world of matter that is normally deaf to mortal concerns
. Tastes salty, metallic, and oddly limey, with an electric spark. 

Lotus Wine, 10 sips - 100gp
Slightly viscous, inky-purple fluid created by fermenting the macerated roots of the Black Lotus. Allows the drinker's mind to escape the cage of its skull and project itself upon the outside world. Mildly dissociative in small doses, highly hallucinogenic in larger.

Wizard Chalk, 10 uses - 100gp
Sulphur-yellow and similar to a tailor's wax chalk, which leaves long-lasting and waterproof marks. Acts as a medium to define boundaries between the physical and magical worlds.

Sunday, August 10, 2025

Misplaced Samurai - Cloak-and-Sword Class

 Just getting on the semi-regular GLOG bandwagon for single-level Cloak-and-Sword classes, this one comes from the future.


Class: Sword Dancer
Start with all-encompasing swathes (Medium Armour), a ritual sword (d4: 1. Mandau 2. Kaskara 3. Daab 4. Chokuto) and a five-point code of honour that you cannot be compelled to break by any force.

+1 to Attack and Defence when you have an audience.

Vessel: You can replicate any act of swordsmanship you have ever witnessed, as long as your body is fully covered. This ability has a usage die of d6, and is refreshed by spending four hours performing a ceremonial play that tells the tales of heroic deeds. 

Speaker: You can see ghosts through your mask and can allow them to speak and act through you while in your swathes, if you permit this you are allowed to ask the ghost a favour in return which it must abide by. This favour can be "don't attack my friends" if you're feeling suspicious.

Empty: You can at any time choose to be invisible as long as you are surrounded by people, trees or long grass.

Actor: Your alignment is whatever you want it to be in the moment, this allows you to wield any intelligent swords without complaint.

Stage: While you wear your swathes you can detect all illusions (you can't see though them, you just know what is and isn't an illusion) and can selectively choose to treat them as real to you - walking over an illusionary bridge, cooking food on an illusionary fire, wresling an illusionary sword off a phantom soldier, etc. While you treat them as real, the illusionist who cast them cannot alter their parameters.  

Yojimbo: If someone pays you to defend them or kill another, you have a number of +1's to apply to Defence or Attack equal to the amount of GP paid divided by 10. Each +1 can only be used once, but can be stacked as many times as you like.

Wanderer: Any Esprit rolls of 2-5 that your group makes with anyone who might be described as a noble or warlord are made with promises of ample compensation in return for your service. 

Shed: If you choose to doff your swathes and stand naked beneath the sun with only a sword in your hand, you have only 1hp but cannot be harmed by anything but a sword.

Thursday, May 1, 2025

Reinventing The Beholder - The Ontocritic (GLOG Bandwagoning)

 Another day, another GLOG blogosphere bandwagon. This time it's a classic monster; the Beholder.

Also Spellweavers, a criminally underused monster.

Ontocritics are powerful and by human standards quite insane. They are tall many-limbed humanoids that dwell in remote cavern grottoes deep in the roots of mountains, These lairs are often entirely inaccessible without access to powerful magic (which the creatures have innately), but may sometimes contain some ventilation shafts or claustraphobic crawlways to allow its servants to come and go without needing to call upon their master's power. The creatures are fortunately quite rare and universally solitary for a simple but defining reason; every Ontocritic develops unique personal beliefs during adolescence that once hardened as they enter adulthood they will defend with megalomaniacal fervour beyond that of any human zealot. 

An Ontocritic literally cannot stand to have their opinions criticised in any way, reacting to even the slightest disagreement with merciless violence as if disagreement caused it physical pain. Given that every Ontocritic has a unique idiosyncratic worldview they by their nature cannot form communities among themselves, instead they use their powers to brainwash members of other races into sycophantic obedience and set themselves up as petty kings of their own delusional fiefdoms. Only a once-a-decade estrus cycle brings them to meet in groups, where they conduct their courtship rituals in careful silence and part wordlessly once consumated. Young Ontocritcs flee their mothers' lair once they realise their own identity has asserted itself, the only time in their lives where their instinctive rage at disagreement is replaced with fear.

However, once fully grown and established an Ontocritic has little to fear from anything. Within the palms of each of their six hands is an eye-like organ capable of projecting a reality interdiction field that negates or replaces some aspect of the world within its field of view. With these fields it can render reality into forms more agreeable to it, like a painter layering pigment upon a canvas. The noted diabolist Zhu Fengming in his opus 'Fire Meditations' numbered being subjected to all six of an Ontocritic's fields at once as one of the eight Corporeal Hells that can be experienced while still alive which he recommended all practitioners of the Path of Screams to seek out so that they might steel themselves for the afterlife.

Ontocritic
12HD (72hp) AC 15 (leathery keratinous skin), Morale 8, 12 if criticised (see below)
Alignment: Any
No. Appearing: 1, plus 4d4+4 sycophants of Normal Stature (1-3HD).
Movement: 12", employs its Field of Intangibility to walk through walls.
% In Lair: 80%
Attacks: An Ontocritic will not typically fight conventionally, instead relying on its fields to disorient and disable its foes. Each round the Ontocritic can choose which direction its fields are pointed, each being 9" cones. Eight potential options are presented below, others may exist. At any one time the Ontocritic can only have six fields active, one for each hand. It may change what kind of field each hand projects on its initiative, and may have more than once instance of the same field active. Unless otherwise specified, exposure to any Ontocritic field requires a seperate Save vs. Wands each.
  • Field of Blindness: Save or be rendered blind, as the spell Blindess.
  • Field of Deafness: Save or be rendered deaf, as the spell Deafness, ho hum.
  • Field of Anhedonia: Save or become unable to benefit from plusses outside of your base stats, including from class abilities, spells and magic items - whatever's on your character table is all you get Sonny-Jim.
  • Field of Agnosia: Save or all your attacks are directed against random targets, as per the Confusion spell, nobody is more familiar to you than anyone else. Ontocritcs' sycophants are not immune to this, which doesn't stop their master sending them in to the fight anyway.
  • Field of Achronia: Save or time's passage becomes incomprehensible, minutes seem to pass in centuries, hours in attoseconds. This is a gussied up stun effect, save or lose your action each round.
  • Field of Agony: Save or take 8d6 illusory damage (all restored if you succeed a save). This cannot actually kill, but those reduced to 0hp are rendered unconscious and if not saved will likely be taken back to the Ontocritic's Lair and be hypnotised into sycophancy.
  • Field of Intangibility: Renders matter within its area incapable of interaction with matter outside it. The Ontocritic uses this to walk through walls to its hidden cave Lair and disable foes with ranged weapons.
  • Field of Entropy: Save or become unable to heal or otherwise restore expended resources until you are outside the field.
Ontocritics prefer to fight in narrow corridors where they can direct all their fields on attackers at once, ideally on a corner where they can keep ranged attackers suppressed with their Field of Intangibility. If attacked from multiple sides, engaged in melee or subjected to ranged weapons they will attempt to flee back to their lair. Defeated enemies are usually left disabled by their Field of Agony rather than dead, and if not recovered by their companions will be hauled off to the Ontocritic's lair for brainwashing into a Charmed sycophant by means of a combination of torture, sensory deprivation and application of the Ontocritic's hypnotic gaze (a little known feature of the species). This process takes 1 hour per HD of the victim, and can only be removed by application of a combination of Remove Curse, Modify Memory and Dispel Magic cast in sequence. They are capable of wielding weapons, but largely distain doing so as it requires them to use a hand which could otherwise be employed to project a field, but some Ontocritics do employ Magic User tools such as Wands of Frost.

One of the best tactics for fighting an Ontocritic is to capture and interrogate one of its sycophants for the details of their master's worldview. Faced with criticism of their cherished beliefs an Ontocritics' morale becomes unbreakable and it will fight to the death without fleeing, seeking to destroy or utterly humble its detractor.

What does this Ontocritic believe? D12:
  1. Birds are homunculi created by wizards to spy on the surface world.
  2. Elven swords are folded 10,000 times and can cut through plate armour like paper.
  3. Elven swords are made of moldy pig iron and can be snapped over your knee.
  4. Fireballs aren't real, are you kidding me? You really expect me to believe that a 3rd level spell could do that much damage?
  5. Of COURSE the Derr0 control the world's banks.
  6. The human kingdoms' success is just a front for the return of the serpent people.
  7. STRICT TIME RECORDS MUST BE KEPT.
  8. Peasantry is just a stalling tactic by low-skill kings who can't manage a kingdom where citizens are capable of rising to power.
  9. Pick a religion, this Ontocritic is really into it.
  10. All religions are false! I am the only true god!
  11. The nobles don't want you to know this but the halflings in the Shire are free you can take them home I have 458 halflings.
  12. I am not subject to maritime law!

Wednesday, February 12, 2025

There Is No Skill In What I do - Church Assassin (GLOG Class) (Bandwagoning)

The GLOG is going through a bit of a bandwagon again, this is mine.

The Erĝeshmál are a rumour, albeit a persistant one - a hidden cabal of fanatic-assassins whose origin stretches back to the very beginning of the Latterine Church, when the message of the Latter Prophet was scorned and its followers subjected to all manner of persecution and humiliation. The Erĝeshmál (from the Sassálid "fangs of prophecy") protected the faithful from organised pogroms and official censures through covert assassination, guided by a whisper network of hidden Latterines in the servants' chambers of a thousand palaces and, it is claimed, by inspired visions. This is history though, and the Latterine Church waxes strong across the surface of the World - there is no more reason for borderline heresies the likes of the Erĝeshmál to exist; with half the world's crowns bowing to the Deiarch on her throne in Súnelamar, what use would she have for a few silent knives in the dark?

"Beggar" by Vetrova on Deviantart

Class: Church Assassin
You are a member of a hidden cabal of killers whose hands are guided by prophecy. You have never studied the blade, no-one taught you how to scale castle walls or pick locks, how to hide in plain sight or the secret evil ways by which men can be seperated from their souls quickly and efficiently. You need know none of these dreadful, sinful things that uproot the rightful order of creation. You spent your time in prayer, supplication and denial so that when the time came that you were needed angels would guide your hands far more surely than any training.

Starting Skill: None.

Equipment: Beggar's rags (as normal clothing, +1 to Reaction Rolls to be ignored), bronze alms bowl, bronze kitchen knife (light weapon in your hands, d3 in another's (see "Needful Things" below)), rosary (strung on garotte wire, +1d4 to grappling damage), d6 silver pieces and d6x10 copper pieces.

Every Template gives +1 Portent Die

A: Needful Things, Portents
B: The Call, +1d6 Critical Damage
C: On Angel's Wings
D: The Appointed Time, 
+1d6 Critical Damage

A: Needful Things
You are not proficient in any weapons or armour. However, you can wield any object of appropriate size as a light or medium weapon, even if it isn't intended as one. You can also expend a Portent of Success to automatically find any mundane equipment item somewhere in your immediate surroundings, no matter how unlikely. Items acquired this way will somehow be lost or stolen by the end of the day.

A: Portents
Your movements are clumsy, artless and imprecise, yet somehow your knife finds its way past the thickest armour and the most practiced defences while your foe's most deft blows are somehow turned by sudden stumbles and distractions, as if some unseen puppeteer guided you.

At the start of the day roll a number of Portent Dice (d6s). Each die that rolls a 1-3 grants you a Portent of Failure, while each that rolls 4-6 grants a Portent of Success. Rolls of 1 and 6 explode, granting their Portent of Failure/Success as normal and being rerolled for another.

You may expend a Portent of Failure to cause someone within your line of sight to fail a roll of your choice, as an interrupt. You must have some way of influencing them, even if as little as a whistle or a thrown pebble at the right moment.

You may expend a Portent of Success to automatically succeed at some roll you or another within line of sight are required to make. As above, you must have some way of influencing the target if it is not yourself. When used for attack rolls this counts as a Critical Hit.

B: The Call
When setting out on a mission, dungeon delve, quest or what-have-you you may pray for guidance. Ask the DM "Is there someone here who the gods wish me to kill?", and he will answer with a vision of their face and rough location - enough to narrow it down to within one quadrant of a given dungeon floor. If you kill them you may regain all your expended Portents.

C: On Angel's Wings
When someone attacks you and misses, either naturally or because of a Portent of Failure, they suffer d6 coincidental damage as they sprain their ankles, stumble into your weapon, crack their head on nearby objects or some other such improbable bungle. If their failure was a result of a natural 1, they instead take your Critical Damage.

D: The Appointed Time
This is what you have been preparing for, the reason you were placed upon the World.

First of all, you apprehend the true name Dust, and may teach it to sorcerers if you wish, they will expect to have to do you a great service in return. Aiding and abetting sorcerers is a sinful act, but you may assume special dispensation in service of a greater good.

Secondly, you are immune to sorcerous commands directed at yourself - your actions are not your own, so the word of Man has no control over you.

Finally; once, ever, you may declare a single target within your line of sight your destined kill. If there is any possibility of you even being able to deal them damage, the next time you successfully attack them they die. The archvillain can be right in the middle of his big climactic speech before his assembled minions and you run out of the crowd and clock him in the temple with a rock and he falls down dead. No save, no nothing; dead dead DEAD. Furthermore, their soul becomes entangled with your own - they cannot be ressurected, reincarnated or the like without you being physically present at the ritual, and if you die before then their soul is carried off to final judgement with you, never to be reborn again. If, however, they are not able to be harmed by any weapon or resource you currently have access to - you've wasted your chance.

Sunday, January 26, 2025

Dolmenwood Firearms (OSR)

 Dolmenwood has a very nice expanded equipment list, with sub-pages for dogs, horses, pipeweed, food and drink, herbs and fungi and more besides. What it doesn't have is firearms. And while some may argue that they don't fit in a medieval folkloric game, I'd say that any setting featuring themes of civilisation encroaching on nature is ripe for gunsmoke, and a werewolf is always best disposed of with a silver bullet. Plus, as G. R. Michael has pointed out, guns are older than plate armour.

A Drune Cottager reminds you whose land you're on.

Firearms have a small but significant history in Dolmenwood, they were first carried to the region by crusaders of the Pluritine Church during the Triple Compact. These early matchlock handgonnes and cannons had a number of properties that made them exquisitely useful during the war to banish the Cold Prince - the blasting fire of gunpowder was anathema to the Prince and his court's cold magic, the noise and flash of their muzzles terrified the dangerous animals of the wood into staying clear of the battlefields and dispersed fae cavalry, and few things sting an elf quite like a slug of raw iron ore from the barrel of a handgonne. Though this time is all but myth, the practice of gunnery remained and was adapted by many of Dolmenwood's inhabitants ever since. Woldish firearms are inevitably artisanal, and frequently heirloom items. No large gun forges exist and only Castle Brackenwolde has the resources necessary to cast cannon, leaving the crafting of new guns exclusively as bespoke items by the wood's rare gunsmiths and the occasional hobbyist.

Weapon Cost Damage Weight Size Qualities
Pistol 50gp 2d6 20 Small Missile (50′ / 100′ / 150′), Reload, Armour Piercing
Musket 125gp 2d8 100 Medium Missile (80′ / 160′ / 240′), Reload, Armour Piercing
Prigwort Blunderbuss 160gp d10 100 Medium Cone 9', Reload
Drunic Jezzail 225gp 4d4 140 Large Elf-Shooter, Custom Grip, Reload, Armour Piercing
Mossling Woodlock 40gp d12 100 Medium Bursting, Cone 6', Reload
High-Rifle 300gp 2d8+2 140 Large Rifled (160′ / 240′), Reload, Armour Piercing
SPECIAL NOTE: Adventuring, Dungeoneering and Firearms
A door with a normal lock can be automatically opened by shooting the lock off with any firearm, allowing the attackers to roll for Surprise as normal when entering combat unless they have already alerted the inhabitants on the other side. 
Normal animals can be scared off by the report of a firearm, forcing them to immediately check morale with a penalty of -1 per firearm shot in the current round. Creatures of 4HD+ or of a monstrous nature (DM decides what qualifies as a monster or a natural creature) are unaffected.
Any round in which firearms are employed in a dungeon triggers an automatic wandering monster roll, as the noise and commotion attracts the dungeon's fearless and ferocious defenders.

New Weapon Qualities
Bursting: This firearm is not particularly well made, and if rolling either minimum or maximum damage it has burst its barrel and is rendered inoperable junk.
Cone #': These firearms fire a wide spray of projectiles. Attacks made with this firearm are not rolled, instead every target within a cone of the specified number of dungeon spaces may make a Save for half damage.
Custom Grip: This firearm has been specially made for its user, to fit their specific grip and proportions. It provides its creator with +1 to hit, in the hands of anyone else it has a 3:6 chance of reducing their to-hit by -1, 2:6 chance of no benefit, and 1:6 chance of fitting them perfectly, allowing them to benefit of the +1 to hit as if the original owner.
Elf-Shooter: This gun has a reinforced barrel that allows it to fire cold iron bullets without risk of damage. Firearms without this quality that are loaded with cold iron bullets (costing double that of lead, as per DPB, 119) are damaged on a natural 1 attack roll, suffering a cumulative -1 penalty to hit and damage until repaired by a capable gunsmith, normally costing 20% of the weapon's base value per -1 penalty removed.
Rifled: As Missile (DPB, 118) but it has no Long range category, only short (+1 Attack) and medium.

Weapon Descriptions
Prigwort Blunderbuss: Used by coachmen to protect carts carrying Prigwort's famous exports of ale and spirits on their journeys throughout the wood. Known for their comically wide flaring barrels designed to facilitate reloading while atop a rumbling cart fleeing pursuers at high speed. 
Drunic Jezzail: Sometimes called "elf-shooters" by their cottager creators. Drunes sometimes take the mechanisms from muskets produced elsewhere and marry them to a extra-long reinforced barrels to allow them to endure firing slugs of hard, cold iron. Drunes make these guns just for themselves and their rare allies, and covet them almost as greedily as magic. They are usually heavily decorated by their owners with runes of spite and striking and strung with all manner of charms and talismans.
Mossling Woodlock: Maybe Dolmenwood's most unusual firearm, the mosslings make them from bored-out logs of hard woods like oak or cherry, wrapped tightly with sheets of leather or lengths of tarred rope to help contain the detonation. Ammunition is usually an assortment of pebbles, pinecones, hard nuts and wood chips, and propellant provided by the mossling's dampfire mould (see below), and ignited by a simple touch-hole and flame. These weapons are fairly shoddy and not expected to last many battles but are very effective at allowing a small group of mosslings to fend off much larger numbers, and as they are able to produce cheap propellant fairly easily are quite common among mossling militas.
High-Rifle: This sophisticated and elegant weapon is a legacy of High-Hankle's refined culture. Extremely accurate due to its rifling, long barrel and variable sights, it is intended for both sports hunting and for sniping ground targets from griffonback. High-Hankle's griffonriders have developed a special method for firing between their mount's wingbeats, making long, swivelling, tracking shots during their gliding periods.

AmmunitionCostWeight
Gunpowder (20)25gp20
Bullets, cast lead (20)2gp20
Gunpowder, Dampfire (20)15gp20
Most firearms can be loaded with basically anything that will fit down the barrel - unless using special ammunition the only cost is for gunpowder.
Ammunition Descriptions
Gunpowder: Proper corned gunpowder, the end of the gongfarmer's trade that people don't laugh about. In case you were wondering, a loose pile of gunpowder will deal d6 damage in a 5' radius for every 10 shots worth of the stuff is present, with a Save permitted for half damage. For every 2d6 damage the radius of the explosion increases by 5'. 
Bullets, cast lead: These are properly made, military grade bullets that have been cast in a special mold and carefully shaved with a sharp blade of any flashing that would seriously impede the bullet's flight. These minor masterworks grant a +1 to Attack.
Gunpowder, Dampfire: This is not true gunpowder, but rather a rare species of mould that is cultivated by some mossling communities. Scraped off and allowed to dry in the sun, this greasy black powder makes quite an acceptable cheap replacement for standard gunpowder. It detonates with a squeaky pop rather than a thunderous boom but it is no less loud for it. Dampfire is rare outside of mulchgrove. For every two hexes away from the region the likelihood of it being available drops by -1:6.

Monday, April 8, 2024

Clerics as Prophets (Esoteric Lorebuilding)

 Clerics are odd ducks. Their classical image of the mailed crusader with a religious proscription against wielding bladed weapons deliberately evokes medieval warrior-priests of the Archbishop Turpin and Odo of Bayeux vein. But while those fellows were members of a powerful Church with clear heirarchy and vast political power, the adventuring cleric is free to roam the backroads and wildnerness, associating with thieves, bandits and witches, and if they run afoul of the authorities they can expect to be treated like any other homeless vagabond. The various incarnations of the Cleric from OD&D to 5E have expounded on their power to call down miracles and avaunt unquiet souls, but conspicuously absent has been any reference to the political power of the church or temple they represent. This is strange on the face of it, priests have always wielded a lot of social clout - but our adventuring cleric is unmoored.

There's plenty of ways I could develop subsystems and add class abilities, but I don't like changing something when I can just recontextualise it instead. And for the adventuring cleric, one little tweak to how clerics are conceptualised makes everything about its design make perfect sense;

Clerics aren't priests, they're prophets.

You have no political power or support from a wider Church as a cleric because there isn't one. Oh, there's religions out there, sure - whole heirarchies of temples, pontiffs and priests - and you're not part of it.

Bearer of the Word

As an adventuring cleric you're a revelation, a new Word coming out of the wilderness to shake the foundations of the earth. If the wider religious heirarchy hears about you they're probably not going to welcome you with open arms; they're probably going to either laugh at you or ignore you. Once you start getting more notoriety they're going to denounce you as a heretic, maybe try to get you burned at the stake if your message is a bit too radical. Once you hit Name level and start gathering real power, they're going to start sweating bullets and quietly packing the silverwear into easily-moved trunks. Either way, they're not going to help you.

Terrible Purpose

But adventurers? Freethinkers and desperadoes, living by their wits and determination. The kind of folk who decide to make a profession out of wresting handfuls of grave goods from nameless horrors deep beneath the earth aren't the sort to look askance at a fellow for worshipping strange gods and preaching radical heresies, not when he can heal with a touch and cast back the unquiet dead by force of will. Sinners one and all - the ones who need to hear your Word the most.

Shake the Foundations

When a player wants to be a cleric I now tell them to invent the name of their god and the tenets of their faith themselves and that nobody before them in the current mileu has ever heard of it. This might be because they're a foreigner, a missionary from a mysterious land far, far away (with accompanying odd customs), or they're the first to hear the voice of a nascent god in the wilderness. As they grow in notoriety and perform great deeds, so too does the power of their god over the land swell - this is why their god can't just grant them miracles on command; their power is finite and constrained - the cleric's god is at first little more than a whisper on the wind, but quickly grows to titanic proportions.

Inner Mysteries

The spell list of all clerics is broadly similar because the divine itself has a certain essential nature - that of bringing Order out of chaos. Curative spells like cure light wounds and restoration just return broken parts of creation back to their intact state, but really that's all any clerical spell does. All clerical spells are essentially just glimpses into the world as it should be, sinless and unfallen. In the world as it should be water would refuse to drown, bar the way or even moisten the robes of the righteous - that's how a cleric casts water walk, by reminding the waters of their duty. Command and Gease/Quest? People should obey a servant of the gods. Flame strike? That's just the sun and stars fulfilling their intended purpose as weapons against the forces of darkness.

Of course there are gods of Chaos and Darkness, too. Sometimes they're just the guys who cast the reversed versions of Cleric spells and command rather than turn undead by default, but in my home games clerics are exclusively the servants of Order. The gods of Chaos have their priests, of course - they're just represented by Magic-Users.

Again, this is not an excercise in changing the class - it's an excercise in not changing it, keeping it exactly as written without any need to make the game world change to fit the way clerics are actually played. That said, if players want to add one or two spells per level of their own devising to their clerical spell list to flesh out their ethos I'm more than happy - I'm ecstatic in fact.

Lightbringer

Thursday, January 11, 2024

The Folly of Alchemists is Believing Man is Perfectable - Fantastic Implants

Originally intended to be GLOGTOBER content, but that ship has long since sailed, ho-hum.

Inspired by this incredible post (and excellent blog overall).

The sorcerers of old were ever searching of ways to transcend their feeble biology, to allow their bodies to match the transcendant powers their minds were able to encompass. Of these practices the rite of lichdom is by far the most enduring, but in the tombs of sorcerers who sought to expand their powers rather than prolong their lives can be found relics of another tradition - the replacement of mundane flesh with fantastical artifice.


d66 Eye Replacements
11. Adamant Orb: Completely indestructible, ignore any facial wounds that target this eye. You will never be permanently blinded while you have it.

12. Apatite Deciever: Brilliant blue faceted apatite. Allows you to cast an illusion over your face, letting your features appear however you wish.

13. Autochthonic Eye: Mummified eye of an elder race, like the serpentmen or gigantes, set in amber. Lets you read their language and understand the purpose and operation of their artifacts instantly by sight.

14. Balorian Marker: Emits an eye-wateringly bright but narrow red beam of light. Anyone you make eye contact with must save or be dazzled. If implanted on your dominant side, allows you to aim ranged weapons with startling accuracy (+2 to hit). Makes stealth impossible in the dark unless you wear a patch over it - the light is visible even through your eyelid.

15. Bibliographic Oculus: Marble orb, bound with brass rings, set with a quartz lens. Records up to five thousand pages worth of text that has been presented before it, allows you to recall it to your vision at will. Can function as a spellbook.

16. Cathexic Monitor: Polished welo opal, set with a ring of rosegold on one side to imitate a iris. Allows you to see how much emotional energy is invested in objects, by a roseate glow about them. Things nobody cares about are unlit, while something considered very important is limned with a rosy flame.

21. Clay Eye: Simple orb of fired river clay, with a stylus-marked sclera and pupil. Lets you identify the presence of motive force in animated objects, golems and the like without having to see them move.

22. Coalblack Sphere: Carved and resin-varnished coal, perfect in every detail right down to the veins on the surface of the eye. Staring at something intently and squinting causes it to catch fire as if a lit torch had been pressed up against it, thrice per day. 

23. Daguerrotypic Lens: A sphere of polished tin, set with a dark lens of smoky quartz. Lets you perfectly memorize up to 15 images and recall them to memory. If implanted on the same side as your dominant hand, you can sketch or paint the scene from memory in photorealistic detail in a tenth of the time it would normally take an artist to depict.

24. Diamond Gaze: Faceted and uncomfortable, the socket it is placed in weeps metalic gold resin that collects like candlewax around the lower eyelid. You may determine the market value of gems automatically, and identify magical gems and jewellery.

25. Excogigating Oculus: A perfect sphere of hardened glass, within which can be seen moving thousands of intricate clockwork mechanisms and miniscule diamond lenses. Roll a d20 at the start of the day, at any time thereafter you may swap the result of this die with any other made by yourself or anyone within your field of vision.

26. Fane Orbit: Brass, with a cinnabar lens, intricately inscribed with minute Adamic script. Can be possessed by a noncorporeal being, allowing them to see through it and communicate telepathically with the wearer. The wearer gains the possessing being's visual abilities, if any.

31. Gorgonized Sphere: Polished granite, with a jagged vein of malachite running through like a serpent's slit-eye. Closing your other eye (if present) and looking through it alone makes you immune to the petrifying gazes of basilisks and medusae. 

32. Hoarfrost Orb: Clear crystal sphere filled with a viscous liquid and flecks of silvery powder. The wearer's vision is not obscured by snow or fog, no matter how thick.

33. Habile Eye: Ivory inlaid with silver in geometric patterns radiating out from an aquamarine lens. Guides the bearer's hand-eye coordination, increasing their skill in delicate tasks such as trap-disarmament and similar tasks, as if they were a Thief of the 3rd level (or giving a Thief +3 levels worth of skill improvements in Climbing, Disarming and Lock Picking).

34. Isocratic Orb: A clear glass sphere, changes its surface to match exactly the wearer's original eye. Persons making eye contact with the wearer automatically assume them to be of equal social status to themselves, regardless of their current attire or familiarity, until given reason to suspect otherwise - at which point they may make a Save vs. Devices to shake off the enchantment.

35. Jacinth Apotropaic: Bright orange cabouchon with a cat's-eye reflectivity. Renders the bearer immune to disease-like curses such as mummy rot, lycanthropy and wasting sickness caused by a Bestow Curse spell and magically induced fear.

36. Karyote Stone: Looks like a bacterium the size of a grape, firm and slightly rubbery to the touch with organelles swimming within. When placed inisde the eye socket will slowly divide into smaller and smaller subdivisions over the course of a week, eventually forming a new biological eye of random colour and possibly belonging to another species, which divides once more to produce a copy of the stone. 

41. Lachrymose Spherule: Marble with a bloodstone cornea. Once per day on command it will weep a single tear of an oily crimson fluid which will act as a Cure Disease potion to anyone who imbibes it within an hour of it forming, and emits a subtle scent in the immediate area which drives vampires and other blood-drinkers into a berserk frenzy, throwing off their human guises and bearing their snarling fangs openly.

42. Malediction Optic: Obsidian inlaid with minute geometric patterns of silver. Allows the wearer to percieve curses on beings and objects as floating achromatic notation in the language of bygone Koth. If the wearer doesn't speak Kothic they can still see curses in this way, but if they also speak the language it will provide details on the nature on the curse and has a 2:6 chance of revealing a non-spell method for removing the curse.

43. Nacreous Spheroid: A beautiful pearlescent orb, optical distortions on its surface give the impression of a rainbow-coloured swirling iris when viewed from the right angle. Amplifies the bearer's charisma to superhuman levels, doubling their hireling limit and loyalty and allowing them to cast Suggestion a number of times per day equal to their Charisma bonus, if any.

44. Numiform Eyecap: An ancient electrum 1 Obol coin, such as those placed over the eyes of the dead. Placed in an empty eyesocket it will affix in place and allow the bearer to see through the ghost of their lost eye. This ghost-eye can see into the spirit world and allows the bearer to percieve invisible undead.

45. Oriform Orbit: Horribly organic, looks like a ball of human gum-tissue with a double row of tiny teeth on one side. Unlike other eyes on this list it provides no replacement vision in the lost eye, however once in place the bearer may open the 'mouth' and if the eye of a dead being is placed in it the bearer may see through it, gaining any special vision modes they once possessed, or allow the Oriform Orbit to chew it up and eat it, allowing the bearer to see the last 5 seconds of the dead's life.

46. Paynim Ocule: Basalt, iris is an incised triskele. The bearer is able to read Ogham and has their alignment move one step toward Chaotic.

51. Quern Gaze: A short cylindrical ring rather than a sphere, granite with a borehole in the centre. Can exert a tortional force on whatever it is directed at, crushing it to a fine powder. This acts as a Disintegrate spell that only functions on brittle, non-living substances, thrice per day.

52. Relucent Cusp: Mirror-shined and featureless. Gives a 50% chance of reflecting back any gaze attacks directed against the bearer.

53. Sable Stone: A light-drinking black stone with a bright star at its centre acting as a pupil. Thrice per day it may absorb all light in a given area, acting as a Darkness spell. However, before the Darkness effect may be cast again, the absorbed light must be first expelled, either diffusely as a Light spell or as a penetrating beam of laser light - dealing 3d6 damage in a 120ft line, save vs. wands for no damage.

54. Setiferous Sensor: Resembles a fossilised sea urchin. When inserted into the eye socket it exudes spines in all directions, painfully embedding itself in the cavity beyond the capacity to be removed without a Regeneration or Heal spell to save the patient from dying in the process. While unsightly, it does provide the bearer with subtle senses beyond the limits of human perception - the bearer gains the ability to detect vibrations in the air produced by moving objects, giving them a 5:6 chance of detecting ambush and negating the attack bonus to sneak attacks.

55. Telestic Witness: Appears to be a piece of midnight sky fashioned into a sphere, with a tiny swirling nebula as its iris and a black hole as its pupil. Once per day permits the bearer to identify the exact nature and function of any kind of weird dungeon shit they find - magic mirrors, sinister altars, bottomless wells of chaos, that kind of jazz. No mucking about, just tell them exactly what it does.

56. Thelemic Monocule: A plain white marble marked with a hexagrammatic ideogram on one side. Acts as proof against any visually-induced mind control effects, such as Hypnotic Pattern or the entrancing gaze of a vampire.

61. Ultion Glare: Initially appears to be a nondescript glass eye that changes to mimic the bearer's original, but when in sight of monstrous humanoids it becomes a baleful slitted and bloodshot red, twisting the bearer's face involuntarily into a snarl and filling their mind with images of slaughter. The bearer gains a bonus equal to their level to damage against orcs, goblins, ogres, giants and other such marauding humanoids, exactly as a Ranger does. They automatically reroll any friendly result on reaction rolls with such creatures.

62. Vaticidal Oculus: Smoky quartz with a flower-spray inclusion of iron oxide at its core. The bearer is immune to any effect that alters luck, fate or probabilities, such as Bless/Bane or portent dice, seeming to step through impossible parabolas of time and space to disregard such oracular chicanery.

63. Willemite Revealer: A brilliant yellow-green gem. Permits the bearer to percieve strange radiations - including magic but explicity excluding curses and illusions - as flourescences within their field of vision, and with practice and experimentation to tell them apart.

64. Xylotomous Eye: Tungsten steel with a spiral screw-head pattern as its iris. Permits the bearer to see through wooden surfaces. Even a coating of paint will obstruct this sight, so it's less useful in seeing through buildings than might be expected but it could allow someone to spy through floorboards with great ease, and is exceptionally useful in spotting things hidden in a forest, granting a +2 bonus to surprise rolls in forested environments.

65. Yantra Stone: A brilliantly coloured enamel sphere covered with a circular geometric diagram. A Cleric who bears this eye treats their effective Wisdom as 4 points higher for purposes of determining bonus spells per day.

66. Zendic Orb: Gold-bright brass, set with the ideogram for "Truth" in the ancient tongue of High Acheron. Divine magic washes off the bearer like water from a duck's back, granting them 80% magic resistance against Clerical or Druidic spells. 

d12 Tooth Replacements
1. Aeviternal Molar: A flawless recreation of an actual human molar (actually slightly larger than modern human, due to the creator having a greater concentration of neanderthal blood than is common in the present day), cast in indestructible black adamant. Grants the bearer immunity to the failure chance of potions of longevity - they can prolong their life indefinately though the use of such potions without the cumulative chance of the effect being reversed.

2. Aerobic Incisor: Coffee-brown and horribly pitted along the inner side. Produces enough oxygen to allow the bearer to survive without an external source of air as long as their airway is not obstructed (such as by being strangled).

3. Bacchanalian Cuspid: Carved from crimson Alexandrite. Allows the bearer to throw off the effects of drunkeness with a moment's thought and acts as a Neutralise Poison spell that only affects ingested toxins.

4. Canicidal Canine: Sharp, conical, formed of gray alien metal shot through with silvery streaks of unknown provenance. The bearer's bite injects a save-or-die poison on any dog or wolf-like creature, including werewolves, wolfweres, wargs and the like.

5. Demephitising Dental: A row of flanged and rugose alagdonite mandibular incisors. Purifies the bearer's breath, both inward - allowing them to ignore poisonous gasses and spores by simply breathing through the mouth - and out; eliminating halitosis.

6. Eclipsis Razor: A maxillary central incisor of titanium-capped cerulite. Allows the bearer to make their speech silent to specific individuals, as many as they choose - though they must be aware of them at the time this power is invoked.

7. Furibund Fang: Silver, longer and sharper than human and intricately cast with symbols of baying wolves, packed together tight as sardines. Allows the bearer to enter into a berserker rage, wherein they increase their To Hit and Melee Damage by +2, decrease their AC by -2, and gain 2d6 temporary hit points for 3 rounds. User must consume several handfuls of raw red meat before using this power again.

8. Grammarye Tusk: Ametrine lower canine, inset with a tiny silverwork shrine to Yig the serpent god. A magic-user with this tooth may once per day choose to increase one of the numerical variables of their spells (such as range or damage) by 50% before casting.

9. Hamartia Taster: An oddly sharp ammolite molar. By tasting the flesh of a creature you can determine any special vulnerabilities or resistances it has. 

10. Irroborating Molar: Lead-gray and metallic. Grows into and through the bones of the user's skull, converting the bone into living steel. The bearer has a 2:6 chance of ignoring critical hits, due to the added internal protection.

11. Tentiginous Mandibular:  Crystal-clear mellite incisor. Increases the bearer's Charisma by 2 points and allows them to cast Dominate by kiss once per day - only one target can be Dominated in this way at any given time, the prior victim being freed from influence if another is targetted.

12. Winterkill Fangs: Replaces both the user's maxillary canines with translucent white feldspar fangs. The bearer's breath mists in hot weather but doesn't in cold. Grants resistance to harm from cold weather, reduces damage from cold-based spells by half, and allows the bearer to breathe a Cone of Cold once per day per point of Constitution bonus.

d12 Fingernail Replacements
1. Batrachian Touch: Patterned like a poison arrow frog. The bearer's attacks inject lethal poison on a critical hit, requiring a save vs. death.

2. Drepanoid Talon: Squamous and reddish brown, like the back of a pangolin. On command extends into a curled sickle-blade. Acts as a dagger in melee combat, and gives the bearer advantage on grappling and climbing rolls.

3. Evirating Claw: Pointed and porcelain-like, shot through with pulsing crimson veins. With a touch the victim must save vs. death or suffer a great langour and muscular ache, reducing their melee damage by -4.

4. Foveate Plate: A plate of horribly pitted leaden metal, like the surface of the moon. Bestows 2d6 bonus hit points, rerolled each dawn, from a paramagnetic field encasing the bearer's skin.

5. Hastate Nail: Shaped like the head of an assegai, cast in dark bronze. The bearer's arm can extend 10ft with a whiplike speed, striking as a spear in melee combat.

6. Kinematic Claw: Mirror-shined and intricately inscribed with geometric diagrams. The bearer can perfectly replicate any hand motion they observe. Amongst other uses, this can allow them to copy a person's writing while observing them from a distance.

7. Nebulising Nail: Initially translucent and colourless, spotted along its surface with tiny pores. By touching it to a liquid substance the nail will absorb it, taking on the same colour. Thereafter it will emit the absorbed substance as a gaseous puff in a 90-degree 3' spray.

8. Obsidian Tecpatl: Razor-sharp and black as night, carved with a side-profile of a skeletal face, could easily cut through a binding rope with a minute's work. If dipped in the blood of a freshly-killed sapient humanoid, holds a charge that can be used to activate any other implant that has limited uses per day.

9. Puissant Finger: Silver-chrome and inset with the constellation Orion in tiny diamonds. The finger it is attached to can be slowly pressed through any solid surface like it was made of wet clay. Useless in combat as it must be pressed in the same place for a few seconds before it will take effect, but can make peep-holes or slowly cut through any surface less than a finger's thickness.

10. Quaffing Digit: Striated and porous like pumice. Allows the user to taste potions to determine their properties by placing their fingertip in the liquid. If tasting would ordinarily reduce the potency of the potion, it is not affected in this case, if the potion is poisoned, cursed or caustic the nail can be sacrificed instead of conferring its penalty to the victim - it turns black, shrivels up and drops off, allowing the victim's normal nail to eventually regrow.

11. Smiting Nail: Silvered, bearing the image of a warrior saint's deathmask. Once per day enwreathes a weapon held in the hand that bears the nail with a radiant silver flame, adding +2d4 damage to the next attack made with it and forcing the target to Save or be stunned with agony for 1 round.

12. Upheaving Claw: Black iron thumbnail, squared like a chisel. Endows the arm that bears it with tremendous strength for purposes of lifting only. The bearer could haul an oxcart off a trapped person one-handed but would not be able to carry it even a single step.

GLAUGUST #3 - Futility of categorization (Microfiction)

"The first thing you must disabuse yourself of is that there is any such thing as magic." Spake the old wizard Kaitos. It was, hi...