Saturday, July 30, 2022

TTRPG creations: Pointy wizard hats and why you should wear a cone.

 Do I have a bias towards wizards? Yes, yes I do. I love wizards, from the long white beards, flowing silk robes, curled pointed end slippers, star light glittering orbs in hand and power staff held aloft wizards are an iconic image. 

We missed something though, something that really brings the image together. The iconic pointy wizard hat. From the broad brim to the simple cone these hats believe it or not have a long history steeped in wizardry and magic.

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One of the earliest recorded examples of the hat was found with the mummified remains of  the "Witches of Subeshi". These mummified remains located within the western Chinese desert dated almost 4000 years ago and had tall conical hats adorning the skulls. 

Priests in the bronze age often wore tall conical hats adorned with stars, moon and crescents. These priests were said to be able to read the stars and predict the future, often acting as a village weather man.

400BC saw the conical hat worn by Mongolian warrior queens. Giving an air of authority and power these hats were also usually adorned with gold and script. This hat was adapted by early European noble women into the hennin, in time becoming the iconic princess hat. 

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I encourage all judges to create unique magical items, really dig into what your characters wear don't stop at the basics. Magical socks, underwear, earrings, hats, shirts and shoes. Even simple enchantments on items will give your world a little more fantasy, a little pepper on top. 

Monday, July 25, 2022

Creating a TTRPG: ACC - First playtest session.

 Today I finally got to play test ACC with my group! It took a bit to knock the rust of the gears but I was able to get back into the swing of things. I'll be writing down my session notes, areas of improvement and the general story of Port Mullen and the adventuring group.

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Gulls circling and sea salt in the air our adventure takes place in Port Mullen. A newer port town on the coast of southern Australis. An adventuring duo made of Peter a gong farmer turned convict and a Oliver a farmer turned Bush ranger make a beeline towards the Blue Crown a rather well off tavern within the port town.

Scraping the door and stepping inside the criminal couple are met with mostly skeptical looks from the upper working classes enjoying morning meals. With a spring in his step, Peter made his way up to the barkeep asking for an ale and general directions around the town. After complementing a passing bar maid and inquiring about the hemming on her leather apron the two headed off again in search of some well needed adventuring gear. No one noticed Peter pocketing the copper he had somehow acquired.

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Basking in the morning sun the two headed south towards "The Inventory" owned by Stock man "stock" Connor. After brief bartering back and forth the pair exchanged plundered coin for wares. A slight disagreement found Stock man Connor with night soil smeared across his forehead and the pair hightailing it before the port authorities came.

With the possibility of the guard coming down on them the rogue ruffians made haste to "Finn's Blacksmith" owned by Finn O'Donnell. Peter once again taking the lead was able to barter his trusty trowel for a sharper dagger. Oliver purchased shot and powder for his trusty flintlock rifle, not having a leather carry bag and not wanting to bring the wrath of Stock man Conner arranged for one of the apprentices to run over to the inventory to retrieve one. 

Peter ever the silver tongue and knowing a good opportunity waited outside for the young lad, after seeing him returning offered a gold coin for information on how two gentleman could make discreet coin within the town. The lad, Tommen made mention of the seedier side of town which could offer brothels, gambling dens and fighting pits. 

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With adventuring gear packed and new weapons at the ready the dastardly duo explored the rats nest like maze of cobblestone streets. Dodging dodgy denizens with daggers drawn and fleet footed fiends the pair arrived at the Ruby Lady, a whore house of repute.

The squashed nose, eye patched guard and his gang of street goons eyed the pair over. As events looked to take a sinister turn Peter once again stepped up and used his quick wit to put everyone at ease. Showing his manacle scarred wrists he assured that the two had nothing to do with the current guard.

Making a friend of the fellow who went by "Toby Nose" the adventurers had arrived at the nastier side of town, a place that suited them perfectly. After arranging for two rooms within "The screaming Gull" and enlisting the help of a group of port scum led by the bandit "Two Toes Tobias" both Peter and Oliver settled down for the day. 

Sitting down on salt stained benches that crookedly creaked, the two drank watered down ale and ate hardtack with gravy drippings. Both minds drifted off towards the treasures whispered about that could be found within the Lost Bush.


Sunday, July 24, 2022

TTRPG Judge advice: Creating memorable NPC's

 Something that will always play a part within your campaign is the humble NPC, they form the backbone of your games. Forming varying roles within societies from humble beginnings to noble ends, shopkeepers to kings, NPC's will always be found within your games.

When I first started creating NPC's I would quickly tire out my excitement and drift towards a sense of tediousness, drudging through one merchant to another quickly copy and pasting the same character to get it out of the way. 

I found myself trying to reinvent the way I created NPC's. I switched from the boring and tedious to the extreme, NPC's with bizarre mutations and unrealistic reactions. While this was fun at first, when every character is a snowflake it becomes boring fast.

I slowly started to cultivate my NPC's, creating a system in which I could quickly produce them but still have them stand out. Carefully pruning off unlikable traits and unneeded features gave me more time to focus on the character itself.

I came up with the PACPSW system or Profession, Age, Characteristic, Personality, Secret and Want, by answering these six quick questions I had a solid shell of an NPC that would be filled as the characters interacted with them. As an example: 

Gurt Bolgan - 

  1. Profession - innkeeper.
  2. Age - mid 40's.
  3. Characteristic - Missing right eye, crooked nose.
  4. Personality - Bit rough around the edges, good sense of humour.
  5. Secret - Runs an illegal underground fighting ring to bring in money, most of the proceeds go towards his illegitimate son.
  6. Want - To retire and settle down.

Gurt didn't take me long at all to whip up. He's fleshed out enough that the characters will create a visual image of him within their heads, with further interactions we can add onto Gurt slowly changing him as the PC's come in contact with him. Your goal should be to create an empty vessel in which you can fill as time goes by.

Good luck, go create some NPC's!

Wednesday, July 20, 2022

TTRPG Judge advice: Why you should restock dungeons!

 

Dungeons are fun! The cold unknown. The scrape of boots upon tiled or stone floors. The creaking cracks of supports giving way. The glint of lost gold and ruby red blood stained steel. Long forgotten tombs and ancient walkways long forgotten. 

The creatures that inhabit them can be even better though! Triple armed troglodytes, sun spinning spiders, black atom bumble bees, things that click, purr, whistle, shriek, snap crackle and pop. Awful things dredged up from the depths that shamble forth, mad eyes rolling.

Treasure is also needed to bring it all together. Sunset red rubies the size of fists, clouded jade flakes, heavy ingots of gold, daggers made of devil spines, ancient god touched artifacts. All things that glitter and glimmer.

All of these elements combine themselves to make the dungeon, they must be present. So what happens when your party of stalwart scallywags kicks the doors down and barrels through the dungeon? Leave it empty? Forget it? Pshaw! How dare you!

Restock the dungeon. With the triple armed troglodytes gone who takes over the free space? With the black atom bumble bees obliterated do the pollen men rise up? Did the adventures forget to check every nook and cranny? 

Here is a quick little table for you to restock your cleared dungeon rooms.

RollContent of dungeon room
1 to 2Treasure
3 to 4Monster
5 to 9Empty
10 to 12Monster with treasure

Tuesday, July 19, 2022

Creating a TTRPG: ACC - Bushmagic 1st level: Spirit Summon

 

Spirit Summon

Level: 1 Range: varies Duration: Varies Casting Time: 1 hour Save: none
 

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General:
Summons an ancient spirit that comes to your aid.

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Manifestation: Roll 1d3: (1) The casters body takes on the aspect of the spirit; (2) The spirit arrives before the caster ready to serve; (3) A spiritual ancestor of the caster is born into being aiding the caster; 

Corruption: Roll 1d8: (1) A random limb is caught in flux between the spiritual and normal world, appearing as a ghost or phantom limb; (2) The spirit takes up residence within the caster; (3-5) minor corruption; (6 - 7) major corruption; (8) greater corruption.

Misfire: Roll 1d3: (1) The spirit angered at being summoned from rest attempts to take the body of the caster (Caster drops to lowest initiative roll); (2) A horde of spirits are summoned raising an unholy cacophony; (3) The summoned spirit never passed peacefully into the afterlife and attacks all mortals present;

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1: Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint, (1-2) corruption, (3) patron taint (or corruption if no patron), (4+) misfire.

2 - 11: Lost. Failure.

12 - 13: Summon a spirit of 1HD or less to do the bidding of the caster for an hour. The caster must use the bones of the monster, creature or humanoid to cast the spell.

14 - 17: Summon a spirit of 2HD or less or two spirits of 1HD to do the bidding of the caster for an hour. The caster must use the bones of the monster, creature or humanoid to cast the spell.

18 - 19: Summon a spirit of 3HD or less to do the bidding of the caster for two hours. The caster must use the bones of the monster, creature or humanoid to cast the spell.

20 - 23: Summon a spirit of 3HD or less or three spirits of 1HD to do the bidding of the caster for two hours. The caster must use the bones of the monster, creature or humanoid to cast the spell.

24 - 27: Summon a spirit of 4HD or less to do the bidding of the caster for 4 hours. The caster must use the bones of the monster, creature or humanoid to cast the spell.

28 - 29: Summon a spirit of 4HD or less or two spirits of 2HD to do the bidding of the caster for 4 hours. The caster must use the bones of the monster, creature or humanoid to cast the spell.

30 - 31: Summon a spirit of 6HD or less the bidding of the caster for 8 hours. The caster must use the bones of the monster, creature or humanoid to cast the spell.

32+: Summon a spirit of 12HD or less or four spirits of 3HD to do the bidding of the caster for 16 hours. The caster must use the bones of the monster, creature or humanoid to cast the spell.

Creating a TTRPG: ACC - Bushmagic 1st level: Smoke Out


Smoke Out - 

Level: 1 Range: Varies Duration: Varies Casting Time: 1 Round Save: none

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General:
The caster creates a mass of billowing smoke.

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Manifestation:
Roll 1d4: (1) The smoke appears to erupt from the casters mouth washing over the area; (2) A mass of fire appears on the ground quickly burning out and leaving behind a black cloud; (3) A massive smoke cloud descends from the sky, the sound of crackling fire can be heard; (4) An enormous crow made of smoke erupts from the casters fingers and hurtles towards the targets;

Corruption:
Roll 1d8: (1) The casters hair emits wisps of smoke periodically; (2) The casters body cracks and breaks with ember red veins running up emitting black smoke ; (3-5) minor corruption; (6 - 7) major corruption; (8) greater corruption.

Misfire:
Roll 1d3:(1) The spell rolls 1D higher and it targeted at the casters feet; (2); (3);

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1:
Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint, (1-2) corruption, (3) patron taint (or corruption if no patron), (4+) misfire.

2 - 11:
Lost. Failure.

12 - 13: covers a 30' radius centered on the caster lasting 1d3 rounds. Reduces attack rolls by 2.

14 - 17: covers a 30' radius centred on the caster lasting 1d3 rounds. Reduces attack rolls by 2. Caster creates a smoke copy which absorbs the first attack.

18 - 19: covers a 40' radius centred on the caster lasting 1d4 rounds. Reduces attack rolls by -2. Caster creates two smoke copy which absorb the first attack.

20 - 23: covers a 40' radius centred on the caster lasting 1d4 rounds. Reduces attack rolls by -2. Caster creates two smoke copy which absorb the first attack. Characters within the cloud apart from the caster take 1d4 damage per turn.

24 - 27: covers a 40' radius centred on the caster lasting 1d4 rounds. Reduces attack rolls by -2. Caster creates two smoke copy which absorb the first attack. Characters within the cloud apart from the caster take 1d4 damage per turn.

28 - 29: covers a 40' radius centred on the caster lasting 1d5 rounds. Reduces attack rolls by -3. Caster creates two smoke copy which absorb the first attack. Characters within the cloud apart from the caster take 1d6 damage per turn.

30 - 31: covers a 50' radius centred on the caster lasting 1d5 rounds. Reduces attack rolls by -3. Caster creates three smoke copy which absorb the first attack. Characters within the cloud apart from the caster take 1d8 damage per turn.

32+: covers a 60' radius centred on the caster lasting 1d6 rounds. Reduces attack rolls by -4. Caster creates three smoke copy which absorb the first attack. Characters within the cloud apart from the caster take 1d8 damage per turn.






Monday, July 18, 2022

Creating a TTRPG: ACC - Bushmagic 1st level: Primal boomerang

Primal Boomerang -

Level: 1 Range: varies Duration: Varies Casting Time: 1 Round Save: none

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General:
The caster creates a boomerang of the elements to hurl at enemies.

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Manifestation: Roll 1d4:(1) A boomerang pulls itself from the earth hurtling towards a foe; (2) A wild fire boomerang hurtles from the casters hand; (3) A lightning boomerang is drawn from the sky striking down; (4) A watery boomerang is dredged from the plants slipping and sliding through the air;

Corruption: Roll 1d8: (1) The casters limbs snap into irregular right angles; (2) The ends of the casters fingers become the last elemental used permanently; (3-5) minor corruption; (6 - 7) major corruption; (8) greater corruption.

Misfire: Roll 1d3: (1) The boomerang hurtles back towards the caster striking them in the face for 1d4 damage; (2) A new boomerang roll is cast and the results are centered at the feet of the caster; (3) The caster themselves are instead hurtled through the air;

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1: Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint, (1-2) corruption, (3) patron taint (or corruption if no patron), (4+) misfire.

2 - 11: Lost. Failure.

12 - 13: The caster hurls a created wooden boomerang for 1d4 damage

14 - 17:
The caster hurls a fiery molten slag boomerang for 1d4 damage. The fire deals an additional 1D6 fire damage

18 - 19:
The caster hurls a vicious white lightning boomerang that breaks into three forks. The boomerang is capable of striking multiple foes for 1d6 damage or a single foe for 3d6 damage.

20 - 23: The caster hurls a solid stone boomerang for 1d10 damage and forcing the target to the bottom of the initiative order.

24 - 27: The caster hurls a foaming watery boomerang that causes 1d10 damage and silences the target for 1d4 rounds.

28 - 29: The caster hurls a mass of star kissed boomerangs for 6D6 damage. The damage can be split amongst multiple target.

30 - 31: The caster hurls a behemoth boomerang of primal sludge for 2d10 damage. The target must succeed on a reflex save or be grappled.

32+: The caster hurls a combination of different primal boomerang for 8d6 damage. The boomerangs add three of the above effects in addition to the damage.

Creating a TTRPG: ACC - Bushmagic 1st level: Green Gum

 Green Gum -

Level: 1 Range: 30' Duration: Varies Casting Time: 1 Round Save: none

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General:
The caster creates a sticky green gum goop that slows enemies and creates a fire vulnerability.

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Manifestation: Roll 1d4: (1) The casters hands become gum bark as sap starts to drip from them; (2) Gum trees burst from the ground and rain down sap; (3) The sap takes on the form of an animal and attacks the target; (4) The target starts to sweat gum sap from their pores;

Corruption: Roll 1d8: (1) The caster continuously sweats gum sap leaving a sticky residue behind; (2) The caster slowly starts becomes a gum tree with limbs growing bark:  (3-5) minor corruption; (6 - 7) major corruption; (8) greater corruption.

Misfire: Roll 1d3: (1) The caster vomits up a large amount of green sap causing (1d6) damage; (2) The caster becomes entrapped within their own sap slowing movement and initiative rolls; (3) ;

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1: Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint, (1-2) corruption, (3) patron taint (or corruption if no patron), (4+) misfire.

2 - 11: Lost. Failure.

12 - 13: Target is covered in a sap suffering -1 on initiative rolls.

14 - 17: Target is covered in a sap suffering -1 on initiative rolls. Target is also vulnerable to fire damage taking an additional d3 for 1 turn.

18 - 19: Target is covered in a sap suffering -2 on initiative rolls. Target is also vulnerable to fire damage taking an additional d4 for 1 turn.

20 - 23: Target is covered in a sap suffering -2 on initiative rolls. Target is also vulnerable to fire damage taking an additional d4 for 2 turn.

24 - 27: Target is covered in a sap suffering -3 on initiative rolls. Target is also vulnerable to fire damage taking an additional d4 for 2 turn. Target is at -5' movement.

28 - 29: Target is covered in a sap suffering -3 on initiative rolls. Target is also vulnerable to fire damage taking an additional d4 for 2 turn. Target is at -10' movement.

30 - 31: Target is covered in a sap suffering -4 on initiative rolls. Target is also vulnerable to fire damage taking an additional d6 for 3 turn. Target is at -20' movement.

32+: Target is covered in a sap suffering -5 on initiative rolls. Target is also vulnerable to fire damage taking an additional d8 for 3 turn. Target is at -30' movement.

Creating a TTRPG: ACC - Bushmagic 1st level: Camouflage

Camouflage -

Level: 1 Range: Varies Duration: Varies Casting Time: 1 Round Save: none

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General:
The caster creates a camouflage for themselves and their allies.

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Manifestation: Roll 1d3:
(1) The casters skin and armour takes on a mottled appearance, shifting with the background colours; (2) The caster bends light around themselves to remove shadows; (3) A mirrored screen appears around the caster reflecting the surrounding environment;

Corruption: Roll 1d8:
(1) The casters skin becomes permanently mottled shifting randomly amongst colours; (2) Light will constantly refract the casters skin, making parts of them invisible at all times; (3-5) minor corruption; (6 - 7) major corruption; (8) greater corruption.

Misfire: Roll 1d3:
The camouflage's colours are complementary, red becomes green, yellow to purple and blue to orange; (2) The refracted light instead turns into a beacon pointing out the caster like a spotlight; (3) A mirrored image of the caster appears directly in front them.

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1:
Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint, (1-2) corruption, (3) patron taint (or corruption if no patron), (4+) misfire.

2 - 11:
Lost. Failure.

12 - 13:
Caster gains +1 to hide in shadows checks.

14 - 17:
Caster gains +1 to hide in shadows and sneak silently checks.

18 - 19:
Caster gains +2 to hide in shadows and +1 to sneak silently checks.

20 - 23:
Caster gains +2 to hide in shadows and sneak silently checks.

24 - 27:
Caster gains a +1 to initative rolls and a +3 to hide in shadows and +2 to sneak silently checks.

28 - 29:
Caster gains a +2 to initative rolls and a +3 to hide in shadows and sneak silently checks.

30 - 31:
Caster gains a +3 to initative rolls and a +4 to hide in shadows and +3 to sneak silently checks.

32+: Caster gains a +4 to initative rolls and a +4 to hide in shadows and sneak silently checks.

Saturday, July 16, 2022

Creating a TTRPG: ACC - Bushmagic 1st level: Aspect of Goanna

Aspect Of The Goanna - 

Level: 1 Range: self Duration: Varies Casting Time: 1 Round Save: none

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General:
Noxious, nauseating venom droplets in drip and drabs. A brutal killing maw opens unleashing torrents of toxin. A cold blooded blooded, armoured poison beserker.

The caster takes on the appearance and features of a Goanna. The caster must be familiar with the animal and have some material remnant to expend in casting the spell (e.g., hair, fur, paw, tooth, skull, ect.).

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Manifestation: Roll 1d4:
(1) The caster's arms become scaled and hands taloned; (2) The caster's face extends to take on a reptilian appearance with forked tongue, nostril slits and eyes; (3) The caster's neck swells as twin venom sacs grow; (4) The spell manifests as the caster's spectral reptilian twin.

Corruption: Roll 1d8:
(1) The caster's face permanently takes on reptilian features; (2) Venom constantly drools from the caster's mouth (3-5) minor corruption; (6 - 7) major corruption; (8) greater corruption.

Misfire: Roll 1d3:
(1) The caster's body erupts in massive heavy scales (-2 Agility can be cured by magical healing); (2) The caster's limbs become fully reptilian making standing near impossible for the duration; (3) The caster vomits massive gouts of poison from the mouth (fort save 13 or 1d6 poison damage)

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1:
Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint, (1-2) corruption, (3) patron taint (or corruption if no patron), (4+) misfire.

2 - 11:
Lost. Failure.

12 - 13:
Caster gains a +1 to AC for 1d3 turns.

14 - 17: Caster gains a +1 to AC for 1d3 turns and a bite attack (1d6)

18 - 19:
Caster gains a +2 to AC for 1d4 turns and a bite attack (1d6)

20 - 23:
Caster gains a +2 to AC for 1d4 turns and a bite attack (1d7). The caster grow twin venom sacs adding a ranged poison attack rolled at 1d12 for 1d6 damage (10/20/30)

24 - 27:
Caster gains a +3 to AC for 1d5 turns and a bite attack (1d8). The caster grow twin venom sacs adding a ranged poison attack rolled at 1d14 for 1d6 damage. (10/20/30)

28 - 29:
Caster gains a +3 to AC for 1d5 turns and a bite attack (1d8). The caster grow twin venom sacs adding a ranged poison attack rolled at 1d16 for 1d8 damage. (10/20/30)

30 - 31:
Caster gains a +4 to AC for 1d6 turns and a bite attack (1d10). The caster grow twin venom sacs adding a ranged poison attack rolled at 1d20 for 1d8damage. (20/30/60)

32+:
Caster gains a +5 to AC for 1d6 turns and a bite attack (1d10). The caster grow twin venom sacs adding a ranged poison attack rolled at 1d20 for 1d12 damage. (20/30/60)

Creating a TTRPG: ACC - Bushmagic 1st level: Aspect Of The Frill Neck Lizard

 Aspect Of The Frill Neck Lizard -  

Level: 1 Range: self Duration: Varies Casting Time: 1 Round Save: none

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General: Scaled skin scales on skin. The body covered in sunburnt armour. A heroic hood sprouts from the neck, teeth sharpen, nails become claws.

The caster takes on the appearance and features of a Frill Neck Lizard. The caster must be familiar with the animal and have some material remnant to expend in casting the spell (e.g., hair, fur, paw, tooth, skull, ect.).

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Manifestation: Roll 1d4: (1) A coat of scales erupts over the casters body covering every inch; (2) A massive frill grows from the casters neck fanning out and framing the face; (3) A set of sharpened teeth grow over the casters mouth and the tounge forks itself; (4) the casters fingers sharpen to long claws.

Corruption: Roll 1d8: (1) The casters eyes take on a permanent reptilian appearance; (2) The caster finds themselves wanting to binge on insects; (3-5) minor corruption; (6 - 7) major corruption; (8) greater corruption.

Misfire: Roll 1d3: (1) The caster grows a hideous venom sac in their mouth (Fort save 12 or take 1d6 poison damage); (2) Random uneven reptilian appendages grow out of the caster (-10' movement for 1d3 turns); (3) Caster grows a horrendously long reptilian tongue making speech impossible for a turn.

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1:  Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint, (1-2) corruption, (3) patron taint (or corruption if no patron), (4+) misfire.

2 - 11: Lost. Failure.

12 - 13: Caster gains a +1 to AC for 1d3 turns.

14 - 17: Caster gains a +1 to AC for 1d3 turns and a bite attack (1d6).

18 - 19: Caster gains a +2 to AC for 1d4 turns and a bite attack (1d6).

20 - 23: Caster gains a +2 to AC for 1d4 turns and a bite attack (1d8).

24 - 27: Caster gains a +2 to AC for 1d4 turns and a bite attack (1d8). A hypnotic reptile frill grows out of the casters neck allowing a charm person spell to be cast at a D14.

28 - 29: Caster gains a +3 to AC for 1d5 turns and a bite attack (1d8). A hypnotic reptile frill grows out of the casters neck allowing a charm person spell to be cast at a D16.

30 - 31: Caster gains a +3 to AC for 1d6 turns and a bite attack (1d10). A hypnotic reptile frill grows out of the casters neck allowing a charm person spell to be cast at a D20.

32+: Caster gains a +4 to AC for 1d8 turns and a bite attack (1d10). A hypnotic reptile frill grows out of the casters neck allowing a charm person spell to be cast at a D20.

 

TTRPG creations: 366/730: Mok'Pok

Pink and purple skin pulsates in patterns. Large eyes leer in loops, full figure eights. Unblinking eye contact draws the victim in. A timid...