Monday, April 19, 2021

Eldritch Corruption (a Legallydistinctémon post)

 Yeah I’m hoping onto this train.

So, have a post of a mechanic inspired by Shadow Pokemon(one of my favorite gimmicks of Pokemon), and the corruption mechanic from Sundered, with my team of Legiamon being at the end.

(This image, like all Pokemon stuff, belongs to Nintendo, it’s just a good (if tame) example of a corrupted mon)

Within the world exist unholy artifacts called ‘Abyssal Mutagen’, shards of eldritch power borne of long dead gods. When used to perform a ritual with a Legiamon that has a type which matches that of the mutagen, the mon can be filled with that eldritch power, corrupting it into a stronger form.

Only a fool would use their power.. a fool like a desperate player character in need of a edge. The power they grant is great, but twists those who wield it.

Corrupted Legiamon resemble mutated forms of their original species, with a lovecraftion theme to said mutations. 

Mechanically, the Corruption grants the mon a Move determined by the Mutagen, and the ability to roll it’s HD as MD that do not leave the pool. However, when rolling it’s HD, it takes damage equal to the HD’s sum per move.

Each Corrupted Legiamon in your team increases the difficulty of saves that non-corrupted Legiamon in your team make by 1 per corrupted mon, as their unearthly presence inspires fear.

And here’s the template for Abyssal Mutagens:

Type: What type(s) the Mutagen is. The target must possess all of the Mutagen’s types.

Form: What it looks like.

Gift: What it’s mutations tend to look like. Note. Tend. Go nuts as long as it fits the theme of the Mutagen.

Ritual: What you do to use it. Performing the ritual consumes the Mutagen however:

Move: And what move it grants.

Example Mutagen:

Blasphemous Venom of Yig

Type: Poison

Form: This Mutagen resembles a purple liquid that hums with the hissing of death. You feel weak just looking at it.

Gift: Serpentine mutations, such as snakes for hair, limbs fusing into serpent tails or heads, gaining scales and fangs...

Ritual: Fill a empty serpent’s fang with the poison, then drive it into the heart of the mon. Their spasming flesh shall push it out without permanent harm.

Move: Yiggic Toxin: The mon bites their prey and injects them with lethal poison. One target with a level less then the user’s must Save or drop to 0 - [sum] HP.


My team:

Antipophiss, a unique Rock type. This Legiamon resembles a large serpentine statue, made of dark blue rocks. This Legiamon was a ancient weapon of mass destruction, unsealed by the tamer who discovered it. In combat, it buries it’s enemies under the sand it creates from the surrounding area. When it Levels Up, it’s powers go wild and create a perpetual sandstorm that shrouds it, anything that becomes lost within it breaking down into sand. 

L1R9 H5 PD5

Desertifcation: The target saves or they slowly turn to sand. If they fail the save, then at the end of their next [dice] turns, the target loses HP equal to 1/10th of their max HP as their body collapses into sand.


Centicide, a Bug Type. This huge and blind centipede like Legiamon changes through the color of the rainbow as it moves. It hunts by it’s incredibly strong vibration sense-slash-hearing, and can hear your heartbeat from a mile away. It is extremely possessive of it’s tranquil forest territory, and anything that disturbed the silence will be torn apart by it’s saw like teeth. When it Level Up, it’s antennae, and hence the range of it’s hearing, grows.

L1R5 H1 PD5

Hundred Rend: The target takes [sum] damage as they’re rent by the Legiamon’s teeth. At the end of the subsequent rounds, they take X damage, where X is equal to the damage they took from this move last round minus 1(minimum 0), as they bleed.


Golple, a Grass Type. This Legiamon resembles a apple, if apples had golden eyes pressing against it’s skin from the inside, and where dragged around by the hand of blackened roots that grows from it’s stem. They’re dangerously helpful, shoving their regeneratively petrifying flesh down the throats of any injured things. When they Level Up, their flesh turns to gold as the eyes bulge and break through the skin. They’re the other sexes form of the rare Goldemaw, a mouth-shaped Legiamon made of roots from a tiny little golden leaf, that injects it’s seeds into statues with it’s teeth.

L1 R8 H4 PD5

Midas Flesh: Tears off a chunk of it’s flesh and feeds it to a wounded target. The Golple loses [dice] HP, while the target gains [sum + dice] Gold HP. Gold HP functions just like normal HP, but if a creature has no non-Gold HP, it is turned into a golden statue until it’s healed.

Crawmag, a Fighting type. This Legiamon resembles a brown praying mantis shrimp the size of a child. This Legiamon punch with such force it can’t be seen coming, and even if it misses completely it shatters bone, and wanders the dried out sea in search of a challenge. Despite it’s challenge seeking nature, it’s pride means it will not fight without being paid before every attack. When it Levels up, it clads itself in armor made from the bones of it’s foes, it’s club like raptorial limbs gain bone spikes fashioned from it’s armor, and of course, it gains two more such limbs.

L9 H1 PD9

Move: Soundbreaker Punch: The Legiamon punchs with such speed it breaks the sound barrier. Deals [sum] + [dice] damage to a single target.


Kniise, a Flying/Ghost Legiamon. This horrible bird resembles a translucent brown goose. They are born with the dead’s hatred of the world in their beady red eyes, and are always clutching a knife in their beak. When it Levels Up, it’s feathers turn into brown knives, and it gains the ability to glide silently despite the horrible racket the knife feathers make.

L1 R3 H2 PD2

Horrible Knife: The Kneese attacks the target with their knife in a honking frenzy. The target takes [dice] damage, then, if the target has [sum] or less HP, they promptly die horribly as a vital organ or artery is punctured or cut.

Traded for: 

KOMBAT KORAL, a Fighting Type. This one looks like a brown-and-black mass of brain coral, being shuffled about by anemone tentacles. When it levels up, the anemone becomes longer and bioluminescent. A JUDOCOPUS from a rival dojo keeps following it around and hassling it.


PARALYZING FLURRY OF CHOPS AND KICKS. Deal [sum] damage; the target is frozen for [dice] rounds or until they save.


Ovumnade, a Dragon type. A temperamental and wingless dragon with sticky yellow flesh, which uses it’s broken egg shell as armor to protect it’s vitals. When angered, it can detonate the chemicals responsible for it’s stickyness to create a massive blast that levels the surrounding area. When it levels up, it’s whip like tail is covered in sticky grenades it can fling at it’s prey.  

L1 R4 H3 PD2

Move: Detonation: The user explodes(but takes no damage). All other creatures within [sum * 5] take [dice] + X damage, where X is equal to how much HP Ovumnade has lost. 

Monday, March 15, 2021

Making Ghosts of Men(GLOG Class: Fighter)

 So, on the OSR discord. Discussion once turned to how to make the Fighter interesting. This is my attempt to do so.

                     [Picture from Kill 6 Billion Demons by Abaddon, I do not own it]

You are not a lesser warrior. You are a true Fighter, with a burning will. Your weapon is a brush, the blood of your enemies is your paint, and the world is your canvas. Go, and paint the world you want to see. 

For every template in Fighter you have, you gain +1 max HP and +1 to Hit. 

Starting Equipment: Leather Armor, two Weapons of your choice, and 20 ammunition for your weapon(s) (if it uses some sort of ammunition), 1d4 enemies of varying levels of renown, and one Memento.

Starting Skills: 1d3: Hunter, Soldier, Sailor

A: Murder Die(MuD), Parry, d6 MuD

B: Bloody Grit, d8 MuD

C: Cleave, Massacre, d10 MuD

D: Crimson Will, d12 MuD

Murder Die: You are exceptionally skilled in the art of making ghosts. Whenever you land a attack, you roll this dice. The fighter's Murder Die starts at d6 and increases by one step for each additional template.

If the Murder Die comes up as a 6 or greater, that attack is a Murderous Attack if it hits. Murderous Attacks deal 3x damage. Ie if you roll a 1 on damage, the attack deals 3 damage.

Parry: When you would take damage from a attack, you can roll your Murder Die  Subtract the result of that roll from the damage you would take. If the MuD comes up as six or more, or you take no damage from the attack, you can also choose to do one of the following:

  • Send the opponent’s attack back at them. They roll damage, and then take that damage. If the attack is a ranged attack, you launch it back at them.
  • Disarm the opponent of their weapon, causing them to drop it. If it’s a ranged attack, you knock it back at them and have it hit them but not deal damage. If it’s a natural attack, you cut off the part used to make said attack.

You cannot parry spells or area of effect attacks.

Bloody Grit: You are so stubborn that you can do what normal people think is impossible. 

Whenever you roll the MuD, you can pay any amount of HP, and increase the result of the MuD’s roll by that amount, up to the MuD’s max roll. In addition when you fail a roll or Save, you can pay HP equal to the difference between your roll and the target number to succeed on the roll instead.

In addition, your Attacks always count as magical when it comes to hurting or killing something that can only be hurt/slain with magic.

Cleave: You have learned that victory is a continuous cutting motion. When you kill a enemy with a attack, you can make another attack against a enemy in range. You can also move before making this attack.

Massacre: Your will is like fire. All who stand too close will burn. At the end of your turn, you can designate up to [your level] enemies within attack range. Roll your MuD, once for each enemy, and allocate the results to each enemy, who takes their allocated result as damage.

Crimson Will: Your will just *will not break.* You are immune to any mind altering effect, and can now parry spells and area of effect attacks. In addition, [template] times per day, as a action during combat, you can roll your MuD, and heal the result’s worth of damage through refusing to die.

Author’s Note: I’m not too sure on if you should get both Cleave and Massacre, as both are meant to help you deal with groups.

1d6 Mementos of the Fighter

1. Old Mask: A old white mask. The only feature on it is a a large hole cut into the middle. When worn, you can see how many lives a creature has taken, with the number hovering over their head. 

2. Prayer Beads: A necklace of prayer beads, held together with a human hair. If you spend a entire round praying with it, all unholy (to you) creatures who hear it must Save, or be filled with a desire for death for [your level] turns.

3. Ashen Glove: A black glove, seemingly made of ashes. When you snap your fingers with the hand wearing it, it summons a small flame, just enough to set fire to something flammable, above your thumb.

4. Frost Boots: These heavy leather boots are always cold to the touch. Any liquid the boots touch when worn, freezes. This includes blood.

5. Skull Marbles: Six marbles. When rolled, they release a howling sound that drives knives into the listener’s brain, making them take [number of marbles being rolled] bonus damage from all sources. Only those who have taken a innocent life can hear them.

6. Skeleton Key: A key made of human bone, painted blue. When you put it in a skull’s eye socket and ‘unlock’ it, you gain the corpse’s memories of their last day alive.

Sunday, March 7, 2021

35 Techniques for the Avatar GLOG

As the title says. I’ll be making five techniques for each of Xenophon’s Avatar Glog(’s classes(including each kind of bender).

Note. I own none of the gifs, and each of the martial classes’ example four template technique is meant to let them stand toe to toe against a Bender.


Combustion Bending:

Prerequisite: Firebender A

You can make points you see explode through firing a beam of fire at them. The explosion has a radius of [dice * 10]’, dealing [sum] damage to all inside. You must be still to use Compustion Bending, and solid objects that you can see through(like glass) stop the beam and make it explode, in-fact anything that stops the beam makes it explode.

However, you cannot firebend the same hour as you Combustion Bend, not without exploding due to your Chi not being wired the right way to do so.

Body Heat Control

Perquisite: Fire Bending A

You can now use your fire bending to raise or lower your own body heat by breathing.


Perquisite: Body Heat Control

You can use your bending to increase the temperature of a object you can see by [sum] through pushing your own heat into it.

Azure Fire

Perquisite: Firebender D

You can now create and bend blue colored fire, which is hotter then normal fire. Bending attacks made with it deal twice as much damage, but anything within [dice * 5]’ of the target, including you, take [sum] damage as well from the heat.

Energy Reading

Firebender A, 13+ Spirit

If you touch a living creature, you can diagnose any condition they may be suffering through reading their body heat and guiding along the body’s pathways.

You may also use this technique to try and heal a spiritual wound done to someone on a [dice] in 6. All BD used in this fashion are automatically expended.



Perquisites: Waterbender A

You can control plants with your waterbending through controlling the water inside of them.

Water Drain

Perquisites: Waterbender A

You can desiccate plants to draw water out of them - 1 ounce for a flower, one cup for a shrub, one gallon for a tree. 

Water Vampirism:

Perquisites: Water Drain

You can drain water from animals. When you make a bending attack, you choose for it to be a drain attack. The target must Save vs your bending or take [Sum] damage as [Sum] ounces of water are removed from their body. 

Aqua Constructs:

Perquisites: Waterbender A

You can invest BD to create semi-solid objects out of water. The invested BD can only be used to bend the constructs, and removing the BD from them causes the construct to collapse, and they only act fully solid when being bended.


Perquisites: Healing Hands, Spirit 13+

You can use Healing Hands on a spirit or such to rid it of impurities or add impurities to it. If it doesn’t want you to do it, you have to succeed on a Bending Attack to do so.



Perquisites:  Earthbender B

You can control sand with your earth bending, though the style to do so resembles air or water bending more then normal Earthbending.


Perquisites:  Sandbending

You can now control glass with your Earthbending, and use it to turn sand into glass. Bending attacks made with glass bending can cut things instead of just smashing them with a rock. 

Earth Armor

Perquisites: Earthbender A

You can invest BD to create armor of earth around yourself. The invested dice cannot be used to bend the armor and removing the BD from it causes it to collapse. The user of this technique takes -[dice invested] damage.


Perquisites: Earthbender D

If you are underground, you can bend the bones of living things you see. You can’t use it to take control of somebody’s body, as Earthbending is too stiff to do so, but you can force them to move [sum]’, their body sliding across the ground, as part of a successful bending attack.

Earth Sealing

Earthbender B, 13+ Spirit

You can use your Earthbending to seal immaterial things, such as spirits or ghosts, into objects that you can bend. Once you seal something into a object, you must lay down [dice] rules on how the bound thing acts, including a clause for the being to free itself. Binding a being that does not agree with the terms/rules requires a number of successful Bending Attacks from the sealer equal to it’s HD/Level.


Sound Bending:

Perquisite: Airbender A

You can roll BD to perfectly replicate sounds through directing vibrating jetstreams. The sound can emerge from any direction, but it is audible only by up to [sum] targets.

(This technique came from BaaL over on tbe OSR server, and was posted with his permission)

Shattering Song

Perquisite: Sound Bending

You can roll your BD to shatter solid objects by bending the air to create a frequency that resonates with it. Up to [sum * 10] of the material, originating from a point the user can see, breaks apart. When used on living things or something worn by a living thing, treat it as a bending attack, with the destruction of the target’s armor or such as additional effect.


Perquisite: Sound Bending

You can use your Sound Bending to cancel out up to [dice] sounds per use, through creating a frequency that cancels out the sound’s own frequency.

Wind Slam:

Perquisite: Airbender A

When you succeed on a bending attack, you can choose to instead of doing damage, move the target [sum]’ in any direction.

Astral Projection:

Perquisite: Airbender A, 13+ Spirit

You can remove your spirit from your body and travel outside of it. As a spirit, you cannot be seen or heard by the physical world, but cannot physically interact with anything. Your spirit automatically returns to your body within [dice] hours, and if your body dies, your trapped as a spirit for [dice] days, after which you die.



Perquisites: Warrior A.

When you reduce a enemy to 0 HP, you can make another attack on a enemy within range, through continuing on the momentum with your previous attack.

Iron Whirlwind

Perquisites: Warrior B, Cleave

You can make a extra attack per round. In addition, when Cleave triggers, you can move before attacking.

Armor Master 

Perquisites: Warrior B

The DR of Armor you wear is increased by one.

Juggernaut Smash

Perquisites: Warrior C

You add the DR of Armor you wear as bonus damage to your melee attacks you make, as you add the weight of your armor to the blow.

Heaven Cutting Blade:

Perquisites: Warrior D, Expert Swordsman, Spirit 13+

You come to a enlightenment about the nature of conflict. Write it down on your character sheet.

Expert Swordsman takes effect as long as you wield a edged weapon. In addition, you gain 4 Cut Die(CD). These work as bending die, but for cutting things, and their dice size is equal to the size of a bladed weapon your wielding’s damage dice. You cannot use CD if doing so contradicts your enlightenment on the nature of conflict. 


Graceful Dance:

Perquisites: Acrobat A

When you succeed on a Dodge check to dodge a attack, you can also move, even if you have already moved this turn.


Perquisite: Acrobat B

When you succeed on a Dodge check to dodge a attack, you can make a attack against the target that automatically hits.

Disarming Strike

Perquisite: Acrobat B

When you succeed on a attack, instead of doing damage, you can remove a weapon from the target’s hand, sending it flying up to [your level * 5’] in any direction.


Perquisite: Acrobat C

You can treat liquids as solids for the purpose of moving across them, but if you stop, you will instantly sink from breaking the liquid’s tension.

Endless Road Walker

Perquisites: Acrobat D, Water-Running,

13+ Spirit

You come to a enlightenment on the nature of freedom. Write it on your sheet. This enlightenment allows you to walk on the fabric of the world itself.

Water-Running no longer fails when you come to halt on liquids.

You gain 4 Distortion Dice(DD). These work as Bending Dice, but for teleportation. These are d10, but are reduced by 1 step(d10->d8->d6->d4), per point of dodge penalty your under. You cannot use Freedom Dice if doing so contradicts your enlightenment on the nature of freedom. 


Toxic Surprise

Perquisites: Rogue A

You have learned how to use poison against your foes, and how to minimize how much you use without losing effectiveness. When you deal damage with a Sneak Attack, you can make the target Save or suffer the effects of one poison in your inventory.

Shadow Walk:

Perquisites: Rogue B

You can move in shadows easily and quietly. When you are in shaded areas or darkness, you can choose to become effectively invisible for as long as you want, unless you enter a area brighter then a shaded one. You still make noise however.

Terrifying Stalker

Perquisites: Rogue B

You’ve learned how to take advantage of your enemy’s fear. The effects of Sneak Attack now apply to any enemy who is scared of you. If a target is scared of you and unaware of your presence, Sneak Attacks deal 4x damage.

Life Thief 

Perquisites: Rogue C

You have learned how to, when you strike from ambush, how to steal life from your enemy. When you land a Sneak Attack, you heal HP equal to one half(rounded up) of the damage of that Sneak Attack. 

Gift Taking Shadow

Perquisites: Rogue D, Life Thief 13+ Spirit

You come to a enlightenment regarding the nature of power. Write it on your sheet. This enlightenment teaches you how to take power.

When you hit a creature with Sneak Attack, instead of damage, you can take one of the following from your target:

  • A Bending Dice, which you can use to bend their element. While you have it, they lose a Dice, but it’s always depleted when used. (This can also be used on Cutting or Distortion Dice)
  • A supernatural ability(like invisibility). Such taken abilities return to their owner after they are used. (Ie after you use the invisibility and it runs out)

A ability only becomes permanently yours if you kill the being you took it from. You cannot take a ability if doing so contradicts your enlightenment on the nature of power.

Wednesday, September 30, 2020

Adapting FOE to the tabletop.

 I, am a massive Etrian Odyssey fan. I would be lying if I didn’t say it was not a massive influence on how I run tabletop games.

And I’ve always wanted to adapt FOEs to the tabletop. 

Now, let’s explain what a FOE is. In Etrian Odyssey, a FOE(Formido Oppugnatura Exsequens or Field On Enemy depending on the translation), is essentially a on-field miniboss. In game, each has different rules for how it moves on the field. One patrols a specific territory, another charges if you get in front of it, etc.  You either learn how to avoid it in a very OSR fashion, or get attacked by a miniboss that will kick your ass.

Now for the system agnostic stuff to use in your games. Every FOE has 3xHD. Ie, when you roll the FOE’s HP, triple the result. Or after however you determine a monster’s HP, triple it.

Evey FOE also has a Chase Trigger. This is a event/action that when triggered, causes the FOE to start chasing the party. Every time there is a encounter in the dungeon when the FOE is chasing the party, roll a 1d8. On a 1 through 6, the FOE is closing in and will attack in 1d4 turns/minutes unless you move on.

To get a FOE to stop chasing you, you must either leave the floor of the dungeon/the area your in, hide where it cannot find you, kill it, or otherwise drive it off. Some FOE’s may have special ways to drive them off. If the party splits up, have the groups roll 1d20 Which group that gets the highest result is the one being chased(GM choses on a tie).

Chase Behavior sums up how a FOE acts when it’s chasing you, any special ways to make it stop, and what it’s opening move is when it catches you. For making and using FOEs, I recommend reading Skerple’s post on better boss fights, linked at the bottom of the post.

Both FOE stat blocks will have flavor text next to their attacks to help the GM describe them.

Example FOE 1:

Jungle Killer

HD: 2d8 x3

Chase Trigger: Moving too quickly past their perch.

Chase Behavior: Quickly follows the party. When it enters combat, enters behind the party and uses Numbing Sting on the nearest player character. Despite their size and power, they are ambush predators, so a loud enough sound or party may drive them off.

Movement: As a horse, but without making noise. Can climb on walls.

It can make one Attack from the following list per turn.

Claws: 1d8 Damage. “It’s scissor like claws snap towards their prey, ready to cleave them in half.”

Numbing Sting: 1d8 Damage +  Numbness. “The beast’s tail darts forwards, like a spear dripping with violet toxins.”

Pounce: Move up to it’s movement, target must save or be knocked over. Then the Jungle Killer makes a non-pounce attack. Cannot be used on adjacent enemies. Attacks made on knocked over targets automatically succeed. “The jungle killer hurls itself into the air, ready to come crashing down on it’s prey.”

Keen Hunter: Once per round, whenever a enemy fails a roll, the Jungle Killer can make a attack against them as a reaction.

Numbing Blood: If the Jungle Killer takes damage, all adjacent enemies must Save vs Poison or suffer from Numbness.

Numbness: Each turn the player can choose to be paralyzed or act normally. If they act normally, all rolls are made at a disadvantage(roll twice, take the worse result). If they act paralyzed, remove this status condition and skip their turn.


A massive green scorpion, the size of a large horse with a head shaped like a demonic skull. It’s large black tail whips through the air silently, a crimson stinger tracing death with every movement.

Example FOE 2:

The Golden Ghoul

HD: 3d6x3

Chase Trigger: Picking up the Golden Idol.

Chase Behavior: Relentlessly pursues the party as long as they have the Idol in their possession. When it catches up to the party, it inflicts The Golden Curse to whoever has the idol and then uses Hellish Scream.

Golden Touch: 1d6 Damage + The Golden Curse. “The massive corpse jerks at you, fingers of rotten gold reaching to you.” 

Hellish Scream: All who hear it must Save vs Magic or take 1d4 damage and be forced to flee. Anyone who suffers from The Golden Curse must instead Save vs Magic against the Curse. If the Golden Ghoul takes damage, it can perform this attack as a reaction. “A hellish scream rips through the air, driving needles into your brain.”

Phantom: The Golden Ghoul can pass through surfaces not made of Gold should it wish, and as a result takes no damage from all non-magic attacks, unless said attacks are made with gold weapons or catch it by surprise.

The Golden Curse: All who suffer from the curse must, every time they do something stressful(Ie every turn in combat and every time they roll out of combat) and at the start of every day, must Save vs Magic or have a part of their body(their choice) turn into immobile gold. Starts off as small bits, like fingers and eyes. If this would kill the target, they completely turn into gold. Any direct contact with the Ghoul inflicts the curse.

Description: A moving corpse, the size of a small elephant. White fabric that vaguely resemble a priest’s robes hang off it’s rotten flesh, which seems to be made of golden and rotten sludge. A thick and stiff mask of gold is bolted to it’s face, two burning red eyes glaring past the eye holes.


Link to Skerples’ Boss Fight Design post: 

I recommend reading this, as FOEs are basically bosses that hunt down the party.

Also this post has no pictures as I couldn’t find any I liked for this.


Wednesday, September 9, 2020

Grand Spellcasting: Animist Wizard

Adapted from here:

Continuation of:

So, last post I introduced the sub system and created the Grand Spells for Skerple’s Orthodox Wizard. So, I’ll now do the same for their Animist Wizards.

1. Grand Powerful Presence - Splendor of Oblivion 

R: 0 T: self D: [dice] days

The caster gains a aura of existential power and dread. While this spell is active, they are immune to mind affecting magic. Everytime a creature gazes upon the caster or hears them, the caster can make that creature become afflicted with existential dread, as it becomes terribly aware of it’s own mortality and inevitable death. Afflicted creatures automatically fail all saves vs anything that effects their mind, as the existential dread undermines their sense of self and reality for as long as they’re afflicted.

Cost: Doom of the Animist Wizard

Author’s Note: With this, you can turn a army into cowards with minds of putty, tear down a religion by shattering the faith of it’s highest leaders, and turn kings into fools who will beg for their lives in the face of your wrath. It’s effectively a Power Word Kill equivalent for social stuff, and you can do all kinds of things with it.

2. Grand Telekinetic Shove - Fall as Stars From the Sky

R: Sight‘ T: See the description D: 0 

When you cast this spell, wave your hand infront of you. Any creature or object your hand covers 1/4th of it or more when you wave your hand, is a target if you wish it. Then, imagine a being or location within [sum] miles of you. That is the second target. Each target is banished from your sight, hurled through the sky as if they where a crimson star, landing within a mile radius of the second target. When they land, they take [dice]d6 damage, with a additional dice added for every mile traveled. If they hit someone, said someone also takes the damage.

Cost: Doom of the Animist Wizard

Author’s Note: This basically lets you use a enemy army as artillery, which is aways cool. And the mental image of waving your hand, banishing a army so they fall as crimson stars across your enemy’s domain is just beautiful.

3. Grand Shrivel - All that Lives, Withers and Dies

R. Sight' T: As many creatures as you can see D: Permanent

Every target Saves with a penalty equal to [dice]. If they succeed, their Max HP is reduced by [sum + half the target’s max HP], to a minimum of 1, and all six of their stats are halved as they violently aged, appearing as if they where in the twilight of their life. If they fail the save, their stats and Max HP all become 1, as they are aged to the brink of death. If you invest 3 or more Dice, for the next [dice] minutes, every creature within [dice x 5]’ of a afflicted creature must save or suffer the spells effect, including this effect, starting when they first enter the target’s presence, then every minute afterwords if they do not leave.

Cost: Doom of the Animist Wizard

Author’s Note: This basically renders whatever it hits a walking corpse. A single poke and they die. A army hit with this? Probably getting crushed to death under their own armor. The contagiousness let’s you cause all sorts of havoc depending on where you drop it.

4. Grand Control Water - Bend the Seas to Me

R: Sight’ T: All water you can see D: concentration 

Control the target as if it where a limb. At one [die]: you can capsize a boat, make a river flow backwards, flash freeze or boil a whole lake. Each [dice] you invest increases the scale of the target. 2 [dice]: A body of water the size of a large lake or smaller, even the water you can’t see. 3 [dice]: A body of water the size of lake superior, 4 [dice]: A entire ocean.

Cost: Doom of the Animist Wizard. The cost applies when concentration is broken.

Author’s Note: Remember how I said Grand Knock can part the seas? This can do that and more. On the coast, this is effectively a city killer if used well.

5. Grand Sleep: See the previous post on Grand Spellcasting, just change the cost.

6. Charm Person - Forever Shall The Masses Listen to Me

R: Sight T: Up to [sum * dice] living things you can see D: Permanent

The target instantly and completely trusts you as a authority figure, and as such will obey you. The first (10 - [dice]) times you break their trust, they get a save to be freed from the spell’s effects.

Cost: Doom of the Animist Wizard.

Author’s Note:  I was told this had a very fairy tale feeling to it what with the 6+ times a victim has to escape. I’m considering that a success then.

7. Grand Dream Eater - Feast Upon The Psyche Of The Wise

R: Special T: All sleeping creatures in range. D: 0 

At 1 [dice], this effects a small city. 2 [dice], a large city. 3 [dice], a small kingdom. At 4[l  [dice], a large kingdom.

All sleeping creatures in range take damage equal to [sum] plus the modifiers of their INT, WIS, and CHA as you feast upon their mind, like maggots on a corpse. For every ten creatures killed by this, you gain 1 Max HP and live another year, and you gain the knowledge of all you slay with this spell, for you devoured their very minds. If you don’t know Grand Sleep when you learn this spell, you have a level-in-10 chance to learn it. The ghosts of those slain by this remember absolutely nothing about anything.

Cost: Doom of the Animist Wizard. 

Author’s Note: This is a immortality spell let’s be honest. Also, it’s really effective on rival wizards and churches full of annoying clerics, as they tend to have higher mental stats.

8. Grand Scorching Ray - Let Loose The Fires of Hell!

R: [sum x 100’] T: See description D: 0 

The caster fires a massive beam of flame at the targets. The flames are a dark green and dance like oil. It deals no damage, instead everything hit must Save with a penalty equal to [dice + 2] or be sent straight to the fires of hell. It matters not what is in the beam’s path. Sinner or saint, king or peasant, the fires of hell hunger for the flesh of all.

Cost: Doom of the Animist Wizard.

Author’s Note: Yes this is a Disney reference, because that scene is awesome.

9. Grand Scry - None Shall Escape My Sight

R: Anywhere on the planet' T: One location/event you can name D: concentration + [dice] minutes

When you cast this spell, name a location or event. By doing so, you conjure a terrible demonic eye that watches the location with all the malice of your blackened heart. You become aware of everything going on there, down to people’s thoughts. In addition you can cast any spell you know as if you where there. You can also manifest a illusionary avatar there, and communicate to anyone and everyone there, either verbally or telepathically. When the spell ends, the demonic eye vanishes by melting into sticky black blood that rains over the target.


Cost: Doom of the Animist Wizard. The cost applies when concentration is broken.

Author’s Note: And this references the Eye of Sauron! And yes. You can cast Grand Spells through this. 

10. Grand Alter Self - Ascend Beyond Your Earthly Shell

R: 0 T: self D: Permanent 

When you cast this spell, swallow the flesh of another creature. You permanently become a member of that creatures’ species, with a HD equal to your level + [dice - 1], with all the powers and instincts that entails, however you can also choose if you look like the ‘donor’ or not upon casting. Be cautious, many a wizard turned dragon or demon has completely lost themselves to the instincts of their new forms.

Cost: Doom of the Animist Wizard.

Author’s Note: If I ever play a Wizard who can cast this, I am using it to become a dragon. I never liked how DnD and such shy away from giving you the powers of stuff you shape-shift into, because that’s..  literally half the reason to do so in my opinion.

11. Grand Doom - The Cold Grasp Of Fate

R: Sight' T: One thing you know the true name of.  D: 30 - [Sum] Months(1 MD), Weeks(2 MD), Days(3 MD), Minutes(4 MD).

As you cast this spell, speak the true name of your target, and Doom them with all of your heart. For the spell’s duration they cannot die no matter what happens to them. Then, when the spell wares off.. they die completely and utterly. Every cell in their body turns off at once, a slow and painful moment that leads to silence. Their soul is shattered and flayed until nothing is left. All memory and record of them is purged from the world, and everything they have made, from children to nations, shall soon die alone, forgotten, and unloved. There will be no trace of them left in the world, for you have erased them.

Cost: Doom of the Animist Wizard. 


Author’s Note: This isn’t limited to creatures. If this is used on a kingdom.. well brief moment of prosperity before the kingdom is wiped from the face of the earth and the memory of everything.

12. Grand Curse - Damnation Comes to All.

R: Sight T: Up to [dice] creatures or group of creatures D: permanent

Your target becomes cursed. Name [dice] horrible fates for them when you cast this spell, and it shall occur. To lift the curse, they must get sincere and genuine forgiveness for every wrong they have ever done, from the victims. If any of the targets die without lifting the curse, they go straight to hell. Dice used to cast this spell are automatically exhausted. You cannot dispel your own curses.

Cost: Doom of the Animist Wizard.

Author’s Note: Again. You can hit a kingdom with this. Or kingdoms even. I can totally imagine a player doing something crazy like turning a kingdom into vampires.. then making it so it’s always day in the kingdom. Really this lets you just bust out Old Testament curses on people if you feel like it.

-On Grand Animist Wizards-

The response to these by civilized society is always the same. A crusade to kill them. To kill them and whoever or whatever let them get so powerful in the first place. Why? Simple.

The Doom of a Animist Wizard turns them into a monster. A thing of hunger and want, yet still capable of wielding magic. When a Grand Animist succumbs to their Final Doom.. They become more then that.

They become a Demon. A thing of pollution and creeping entropy, who’s very presence ruins the world, which can wield terrible magic. All that was good in them, all that was them, has melted away, consumed by endless greed and power. A hollow hole in the world that can only be filled with death.

Perhaps they take the form of a beast made of purple smoke that stains the sky. A living river of corruption, dotted with hateful eyes.  Living darkness that consumes all light. Whatever it is, their flesh becomes curses and if left unchecked the world will suffer and decay. For it is a living calamity with no traces of who they once where. And as such, it‘s birth cannot be allowed to occur..

[This is the kind of Demon I mean, a living disaster that brings forth ruin.
Image belongs to Nintendo]