Saturday, September 14, 2019

Undead stats and attributes

The most common undead are skeletons, as well as wights, zombies, ghouls, and liches. Undead need no food, rest, water, or even air, but cannot heal wounds or regain vigor, and gain no experience points or levels as they feel neither passion nor joy. Much like the cursed, undead are vulnerable to silver items and weapons.


HD: 1
Found: 1d6-1 with a necromancer or in long-neglected crypts and ruins

Appearance: human bones, marked as a product of necromancy by the ghostly blue flames burning from within the eye sockets.
Voice: clattering and crackling of bones against one another, muffled only by long-decayed garments
Wants: to obey the most recent command or protect the dead from desecration
Morality: pure obedience
Tactics: decently varied

Attack: +2
Defense: +2
Speed: +1

  1. Old, rusted weapon from life.
  2. Unarmed attack at +1 damage.
Collapses when it takes a wound.

Elven skeleton

HD: 4
Found: solitary with powerful, well-travelled necromancers

Appearance: unnaturally slender bones, glowing with a darkness that consumes nearby light. The fires in its eyes are the only light that exists around it.
Voice: echoing, empty, and faint
Wants: to obey last command or destroy beauty
Tactics: complex and considered

Attack: +4
Defense: +1
Speed: +5

  1. Umbral claw: heavy damage
  2. Gravelight: flare of darkness, dealing 2d6 damage to living enemies nearby. Paralyzes nearby undead for one round, including elven skeletons.
  3. Elven blade: roll for magic weapon

Giant skeleton

HD: 7
Found: solitary, at the tops of the oldest mountains and hiding within the most powerful clouds

Appearance: massive stone skeleton, broad and heavy of frame
Voice: clashing of stone, roaring of storms, oddly contemplative
Wants: to obey the last command or crush the works of humans, and learn
Morality: obedience and curiosity
Tactics: carefully considered

Attack: +6
Defense: +6
Speed: -4

  1. Crush: heavy damage
  2. Giant weaponry: 2d6 damage
Insanely heavy, will crush anything it stands on other than solid stone or similarly sturdy ground.


Known to anyone who recognizes necromancy as the servants of its practitioners, by the shriveled skin, burning blue eyes, and dry rasping voice. They have no personality of their own and barely remember their previous life, now fully devoted to the necromancer who raised them. Physical attributes and skills are identical to the person in life, including speech, languages, and class techniques, but has no magical abilities of any kind without a soul. Becomes incapable of meaningful action after three wounds.


HD: 2
Found: at the site of a horrible curse

Appearance: decayed and cursed, but not usually extremely old. Sometimes still wearing their clothes from life, and may carry tools or weapons that they no longer remember how to use.
Voice: dull groaning without intent
Wants: to bite or infect the living, dig up corpses
Morality: hunger
Tactics: dull

Attack: +1
Defense: 0
Speed: -2

  1. Bite: light damage, +1 for each additional zombie in melee
Anyone bitten by a zombie will turn into one, either quickly, gradually, or after natural death, depending on the curse.


HD: 2
Found: in old graveyards and on recent battlefields

Appearance: deformed as if starved, but beyond all natural capacity. Sunken eyes and distended teeth, cracked and sharpened against the bones of the dead.
Voice: shrill and cackling, frequent coughing
Wants: to eat the recently dead
Morality: selfish
Tactics: tricky

Attack: +2
Defense: +1
Speed: +2

  1. Claw: light damage + save vs stun
  2. Bite: light damage, targets vulnerable foes


When a master necromancer obtains a Soul Talisman, they can use their dark magics in a ritual suicide to trap their own soul within. They can also do this to another, but this is rare as the lich to be must be killed, and can later kill the necromancer to secure their own immortality. As long as the Soul Talisman remains intact, the lich cannot die, their slain body simply regenerating or being remade. If the Talisman is kept far from the lich, their body will become lifeless and immobile until reunited. While the lich is trapped within their Talisman in this way, they can reform a new body, causing the old to be engulfed in cursed green flames and creating a new form over the course of a week.

Friday, September 13, 2019

Stats for some common animals

Writing out stats for twenty basic animals is something I was expecting to be supremely tedious, but was actually decently fun because of how many I wasn't actually all that familiar with. Roll on this table whenever a character uses a polymorph power, potion, or wand. In combat, animals can either make a fast attack or latch on (treat as parry riposte). Only trained animals, or animals with sentient minds, can feint.

  1. Antelope
  2. Bear
  3. Cat
  4. Cobra
  5. Crocodile
  6. Electric eel
  7. Elephant
  8. Flying fox
  9. Fox
  10. Goat
  11. Gorilla
  12. Owl
  13. Pangolin
  14. Raven
  15. Rhinoceros
  16. Shark
  17. Tiger
  18. Water buffalo
  19. Wold
  20. Vulture


HD: 1
Found: 1d20 on plains

Appearance: elegant cervine, with winding horns and striped fur.
Voice: high-pitched bleating
Wants: clear plains and tasty grass
Tactics: run away, stags fight predators if necessary

Attack: +1
Defense: +1
Speed: +5

  1. Horns or hooves: light damage


HD: 3
Found: 1d6 (first two adults, all others cubs) in forests

Appearance: brutish black-furred shaggy creature with stocky limbs and broad paws. Large head with small eyes and white snout.
Voice: warbling roar
Wants: fish, insects, fruit, caves
Tactics: aggressive, charging and roaring loudly

Attack: +4
Defense: +2
Speed: +1

  1. Claws and bite: heavy damage


HD: 0 (1 vigor)
Found: 1d4 in town

Appearance: small lithe creature with a long body and round head, short tapered ears and long narrow tail pointing upward as it languidly strides along.
Voice: piercing mewl
Wants: small, weak prey and affection with inscrutable timing
Tactics: escape by any means available, attack only if cornered

Attack: +1
Defense: +2
Speed: +7

  1. Claws: 1 damage


HD: 1
Found: solitary in deserts and jungles

Appearance: long winding form tipped with large-eyed, narrow head, often licking the air with a long threadlike tongue. Flares hood if disturbed.
Voice: hissing
Wants: to be left alone as it hunts
Tactics: hisses to warn off larger predators, sneaks up on small prey

Attack: +2
Defense: 0
Speed: +4

  1. Bite: 1 damage +1d6 poison


HD: 3
Found: 1d6 in rivers

Appearance: long and plump reptile with especially short limbs and scale ridges along its length. A quarter of its body length is a massive mouth, with tiny eyes resting behind. They like to rest on shores with mouths open, brandishing their numerous teeth.
Voice: low pitched, soft hissing roar
Wants: meat
Tactics: on land, wait until a creature comes close. In water, bite and drag prey down.

Attack: +5
Defense: +1
Speed: -1


  1. Bite: heavy damage, can attack while closing distance.

Electric eel

HD: 1
Found: 1d4 in rivers

Appearance: long and sturdy, with small eyes, mouth, and fins. Divots cover its dull black body and orange belly.
Voice: crackling with energy
Wants: to be left in the mud and eat shrimp
Tactics: electrocute then bite

Attack: +2
Defense: +1
Speed: +3

  1. Shock pulse: can be used 1d6 times per hour, dealing 1d6 shock damage plus save vs stun to all nearby.
  2. Bite: light damage


HD: 5
Found: 1d6 adults with 1d6 young on plains and in jungles

Appearance: massive grey beast with fan-like ears and a tentacular nose flanked by tusks. Large forehead and downcast eyes give it a thoughtful, sober look.
Voice: trumpeting
Wants: to be clean and eat plants
Tactics: circle the young and charge predators

Attack: +5
Defense: +4
Speed: +2

  1. Tusks: medium damage
  2. Stomp: heavy damage, -2 defense for the round

Flying fox

HD: 1
Found: 1d6 in jungles at night

Appearance: large eyes and big nose, with eerily long fingers that turn into wings when spread. Bright orange portions of otherwise dull black fur.
Voice: shrill birdlike chirping
Wants: bugs and fruit, high perches
Tactics: fly away from danger

Attack: -1
Defense: -1
Speed: +7

  1. Wing bash: 1 damage


HD: 2
Found: 1d6 in forests at twilight

Appearance: narrow beast with a slender snout and curious eyes.
Voice: brief, strained, piercing wail
Wants: small animals, play
Tactics: very tricky

Attack: +2
Defense: +1
Speed: +4

  1. Bite: light damage


HD: 2
Found: 1d6 along mountainsides

Appearance: stocky creature with short curved horns and long floppy ears. Its beard is almost as unusual as its eyes
Voice: insistent baaah-ing
Wants: grass and space
Tactics: stubborn

Attack: +3
Defense: +2
Speed: +3

  1. Headbutt: light damage


HD: 3
Found: 1d6 deep in forests

Appearance: a hunched, dark figure covered in fur, with long arms, short legs, and a small face.
Voice: prolonged snorting, inhuman laughter, and angry roars
Wants: food, mates, and peace
Tactics: aggressive

Attack: +4
Defense: +3
Speed: +3

  1. Slam: heavy damage


HD: 1
Found: solitary at night

Appearance: surprisingly stout bird with tiny ears and large eyes.
Voice: eerie hooting
Wants: mice
Tactics: fly away

Attack: +1
Defense: +1
Speed: +5

  1. Wing bash: 1 damage


HD: 2
Found: solitary in deserts and forests

Appearance: tapering face and long tail, round body covered in large angular scales. Remarkably long tongue.
Voice: quiet
Wants: ants
Tactics: curl up into a ball

Attack: 0
Defense: +5
Speed: -1


HD: 0 (1 vigor)
Found: 1d20 anywhere

Appearance: large shiny black bird with narrow, sharp beak and protruding feathers.
Voice: unsettling caw
Wants: savory food, whatever it can get its talons on
Tactics: very tricky

Attack: -1
Defense: -1
Speed: +4

  1. Claws or peck: light damage


HD: 5
Found: 1d6 adults with 1d4-1 young on plains

Appearance: bulky grey beast with overlapping, bumpy armor and a horn atop its nose. Small, dismissive eyes and expressive ears.
Voice: low, growling moo
Wants: to graze in peace
Tactics: aggressive but careful

Attack: +4
Defense: +4
Speed: +3

  1. Horn: heavy damage


HD: 3
Found: 2d6 in the ocean

Appearance: long and broad with a tapered face and tiny eyes. The mouth opens impossibly wide, revealing countless razor sharp teeth.
Voice: quiet
Wants: flesh
Tactics: thoughtlessly aggressive

Attack: +6
Defense: +2
Speed: +4

  1. Bite: heavy damage


HD: 4
Found: solitary, 50% chance of 1d4 young in jungles

Appearance: long-bodied creature with a large head and unmistakable striped fur of orange and black.
Voice: powerful roar
Wants: to swim and eat large animals
Tactics: sneak attacks, clever

Attack: +4
Defense: +2
Speed: +5

  1. Bite and claws: heavy damage

Water buffalo

HD: 2
Found: 1d20 in a herd near rivers

Appearance: bulky animal with short fur and broad horns
Voice: whining moo
Wants: to graze and roll in mud
Tactics: careful

Attack: +2
Defense: +3
Speed: +3

  1. Horns: medium damage


HD: 1
Found: 2d6 in forests

Appearance: larger than a dog, with a narrow snout and piercing eyes, tufts of grey or black fur sprout from its face and legs.
Voice: barking, growling, and howls
Wants: to bring food back to their pack
Tactics: careful, tricky, coordinated

Attack: +2
Defense: +1
Speed: +4

  1. Bite: light damage


HD: 2
Found: 1d6 on plains

Appearance: scraggly bird with large beak and round head on a long, bare neck. Dark feathers cover its hunched body.
Voice: angry squawks and chittering
Wants: dead meat
Tactics: careful, cowardly

Attack: +1
Defense: -1
Speed: +3

  1. Peck and wing bash: light damage

Magic plants

All plants can be purchased as seeds for 3 gold, or transplanted for 5 gold. Remember, plants grown with druid magic don't grow seeds.


  1. Belligerent Kindler: a stiff fern that pushes back against force, igniting if necessary. The leaves are immune to burning, and can be useful in making flame-resistant materials. Those who live near these plants will sometimes compare a hot temper to a fern, much to the amusement of foreigners.
  2. Acrobat's Brush: bushes with springy branches that cause any impact to bounce off. A person can use it as a springboard to leap up to 5 meters.
  3. Blasting Cucumber: grows a crop of small round vegetables, more elongated and cylindrical than normal cukes. Whenever something jostles the bush too much, it blasts seeds in every direction, dealing heavy damage to anyone nearby.
  4. Green Phantom Bush: related to a similar magic shrub in distant Centerra, these bushes turn any living creature that touches them invisible.
  5. Cutpurse' Bramble: this underbrush is favored by bandits for the long, rigid leaves that can be used as makeshift daggers. Fully grown they usually have 1d4 usable leaf daggers, which dry out and become useless after a week.
  6. Hedge Mule: able to pull up its roots and move at pace with a leisurely walk, for up to a day if it's had a week to rest, or an hour if it's had a day to rest. Can carry up to 9 inventory slots worth of items or one passenger.


  1. Crushvine: looks like a benign ivy until a year of growth, when it blooms red flowers and suddenly pulls whatever it has grown on, crushing even stone walls into the ground. When someone is acting suspicious, people will sometimes say they are 'blooming red.'
  2. Sentinel's Grape: these vines keep surreptitious watch through their leaves, growing small grey berries. When a berry is eaten, it reveals everything the vine has seen in the past month, though the eater must save vs poison or fall into fitful slumber for 1d4+1 days.
  3. Jeweler's Ivy: so called as it seems to enrapture anyone who touches it. The truth is that its touch is paralyzing, and it will slowly consume anyone it traps unless they are pulled or knocked away.
  4. Creeping Lover: black vines with hand-shaped leaves. They fall away from a surface and wrap around anything that touches them, often capturing the careless. For each additional person trapped, each victim gets +1 to escape.
  5. Creeping Storm: famous in several tales for their ability to carry lightning along their stems. Less famous is the fact they carry flame just as well, flaring out at the leaves. Some extravagant nobles will have them grown at the top of a tower.
  6. Rock Ivy: thick-stemmed vines that harden like stone when they die, becoming nearly unbreakable. Many castles will encourage these plants to grow along walls, but if allowed to grow wild the hardening roots can push apart bricks,


  1. Bandit's Oak: grows broad but not very tall. Within it's mostly hollow, with inconspicuous entry points at nearly every side.
  2. Dreambirch: anyone going to sleep within one kilometer of this tree's pale blossoms will be trapped in a somber, eerie dream world. Each night roll 1d100, if the result is lower than the number of trapped people, one will awaken. Strong willed individuals make a will save to escape.
  3. Cloud Willow: sheds its leaves when endangered, causing any creature they touche to become weightless for an hour. If they fail an agility save to grab something, they will drift upward 2d20 feet before falling. The leaves last an hour if gathered carefully.
  4. Siege Spruce: this tree builds up explosive deposits in the trunk, and grows flammable nuts. When chopped down, it fires a natural cannonball from the trunk, dealing 3d6 damage. If burned, it will launch up into the air and come crashing down.
  5. Razorbark Sycamore: looks like a normal tree with low, climbable branches, but the bark is razor sharp. 1d6 of the branches can be broken off and stripped to use as axes which will break after 1 damage marker. The bark can be peeled off for other uses, but the task is risky.
  6. Sovereign Hickory: when this hearty tree takes damage, it becomes immutable like a giant immovable rod for one minute. Some alchemists insist that its wood is the key to creating immovable rods, but none have yet managed it.

Wednesday, September 11, 2019

Magic user classes

Magic users may select an object in their possession as a magic focus. With a focus in contact, all magical techniques take one round to perform unless otherwise noted. If the focus is lost or destroyed, a new one can be assigned through a week long, arduous but not challenging process. Without a focus, magical techniques can be performed outside of combat with a ritual that takes one minute to complete.


Grow useful plants whenever needed, eschewing metal items.
  • Stat bonus: +1 ration per inventory slot per level
  • Starting items: cudgel, druidic passphrase, pouch of common seeds from your homeland
  • Skill: cook, survivalist, or builder
Level 1: bramble, naturalist
Level 2: vine, botanium
Level 3: heartfruit
Level 4: arbory, wither
  • Bramble: throw down a handful of bush seeds and cause them to grow immediately. They require a decent amount of dirt and form a sturdy but not fully rigid barrier. Fruit bushes can provide 1 ration, but plants created with these magics produce no seeds.
  • Naturalist: none of these powers can be used while you knowingly touch metal, or until the next new moon after. You and your companions (not including vehicles) are impossible to track through natural terrain by any normal means.
  • Vine: cast vine seeds which grow up to ten meters instantly, across any solid surface. Can be used to climb walls, destroy weak structures, or immobilize an enemy until they succeed a strength test or are freed.
  • Botanium: one per day, you can put any magical plant under your control with a touch. This lasts one hour, and they can remember what happened but may be understanding.
  • Heartfruit: call upon the providence of nature to grow a plant which can bear healing fruit. It grows after a month of care, from then on producing a new fruit one week after harvesting. The fruit has dark red juices and tastes salty, fully restoring vigor or healing one wound.
  • Arbory: once per day plant a tree seed, causing it to grow swiftly and irresistibly up to twenty meters. Requires plenty of soil, and fruit trees can provide 1d6 rations.
  • Wither: once per day, you can cause any normal plant to wither up and die with a touch. Deals a wound to plant creatures.


Gain the forms of animals and their natural talents, forgoing metal items.
  • Stat bonus: +1 stealth in wilderness per level
  • Starting items: broomstick, journal, stone axe
  • Skill: butcher, cook, or politician
Level 1: wild shape, blessing
Level 2: mode of the swift, natural aspect
Level 3: cast of sky
Level 4: dominant will, beastly form
  • Wild shape: become an animal at will, gaining its physical attributes but becoming unable to use normal items, techniques, or magic. You can take the form of any animal you have been turned into by magic, as well as an antelope or wolf. If you knowingly touch metal, these abilities are lost until the next full moon.
  • Blessing: perform a ritual to gain the forms of wild animals by putting your hand over their eyes for ten seconds. Only works on nonmagical animals, no larger than twice your size or smaller than half, and grants you their form whether by friendship or force.
  • Mode of the swift: gain the forms of a fox and cobra.
  • Natural aspect: partially transform, gaining one conspicuous attribute from the animal form while still being able to use your normal equipment and abilities.
  • Cast of sky: gain the form of an owl or similar sized bird (at GM discretion).
  • Dominant will: with a touch, impell your will upon a nonmagical beast once per day, forcing it to obey a single word command along with pointing. Cannot be used on a beast again if your command caused harm.
  • Beastly form: gain the forms of a shark and tiger.


Call upon alien entities and unleash them.
  • Stat bonus: +1 skill slot every two levels
  • Starting items: whip, ritual mask, chalk
  • Skill: navigator, linguist, or tailor
Level 1: summon entity
Level 2: alien contact
Level 3: alien mind, twin passages
Level 4: stable conduit
  • Summon entity: once per day you can conjure an alien presence into your realm, to act for six rounds plus your will bonus (or sixty seconds +10 per will bonus). Every level, the summoner can call upon an entity one additional time per day and gain access to a new entity, generated by the GM or rolled from a list the GM has prepared. If you find a summon scroll, you can discern the nature of the entities, and permanently learn to summon one.
  • Alien contact: once per summon, you may roll a magic check to give your entity a one-word command that it must obey, along with necessary gestures. For example, you command it to 'kill' and point at a creature.
  • Alien mind: once per day, make a magic check to give your entity a single complex order that it must try its best to carry out. For example: you command it to lift a portcullis and prevent non-allies from passing by.
  • Twin passages: up to two entities can be summoned simultaneously.
  • Stable conduit: once per day, summon an entity for one hour plus one minute per will bonus.


Conjure illusions which can be manipulated in many ways.
  • Stat bonus: +1 speed per level to maintain distance
  • Starting items: fine clothes, copper mirror, whip
  • Skill: writer, engineer, or painter
Level 1: minor illusion, duplicate
Level 2: shroud, quasitangible
Level 3: lifesize
Level 4: dualize, unreality
  • Minor illusion: create an illusion of a common handheld object that you are familiar with. When someone first sees an illusion and each time they see it do the impossible, they make a will save to see through it. By focusing, you can see through illusions you know of as if they were transparent. You can maintain one illusion at a time, and it disappears if your concentration breaks.
  • Duplicate: make an illusory copy of a particular object you have with you, or have had time to examine outside of combat.
  • Shroud: by touching a target, you may cover it with an illusion of similar size. For example, you could disguise a sword as a broom, or make a bag of gold appear as an apple.
  • Quasitangible: your illusions are solid and tangible to anyone who does not know their true nature. You always know that your illusions are false.
  • Lifesize: create illusions up to the size of a person.
  • Dualize: you can maintain two illusions at once, but only so long as you do nothing else.
  • Unreality: if you can imagine it, you can create it, up to the size of a house. Your illusions can break the laws of physics without allowing a new save from viewers, unless it fails to affect the environment in ways it should. For example, if you make a figure of lightning walk through dry grass without burning it, a new save would be allowed.


Resurrect and control undead as minions or tools.
  • Stat bonus: -1 vigor, +1 magic per level
  • Starting items: shovel, dagger, coffin
  • Skill: apothecary, surgeon, or historian
Level 1: corpus
Level 2: spiritus, vitae
Level 3: quietus
Level 4: animus
  • Corpus: resurrect a dead person as a wight, so long as they have been dead for less than one week. It will retain any class techniques and physical abilities from life, not including magic. If you raise a wight while you still have one, the old one will crumble into dust.
  • Spiritus: give life to the bones of a person who has been dead for less than a week, raising them as a skeleton with normal skeleton attributes, totally loyal to you. Command up to one skeleton at level 2, three at level 3, and five at level 4 without them going wild and attacking everything.
  • Vitae: touch an undead creature and drain vital essence from it, lowering its vigor and raising yours by 2d6. If you roll higher than its current total, you completely absorb it.
  • Quietus: touch any dead flesh and preserve it from all natural forms of decay. This does not require a thinking being or even a complete body, but only one continuous piece of animal flesh can be preserved at a time. This cannot be used again on the same flesh.
  • Animus: within any container crafted of bone, you can hold a dead person's soul. Only thinking creatures have a soul, and it must be captured within one hour of death. The soul contains all their memories, personality, and magical aptitude, but can do nothing aside from speaking when captured. You can place a soul within your wight, which will grant it all of the soul's traits and no longer count as your captured soul, but will also make it no longer obedient, and the soul cannot be re-captured when the wight dies.


Redirect elemental forces.
  • Stat bonus: +1 speed per level when retreating
  • Starting items: arming sword, robes, alchemical battery (one charge)
  • Skill: alchemist, brawler, or politician
Level 1: channel, elemental channels
Level 2: warp, infuse
Level 3: twin channel
Level 4: redirect, transmogrify
  • Channel: when in contact with a visible amount of water, oil, fire, or lightning, you can channel it into a 10 meter line. While channeling, you take no damage from ice, fire, or lightning for the round.
  • Elemental channels: each day, you have a number of channels equal to your sorcerer level. Channeling water or oil deals 1d6 damage and soaks everything along the line. Channeling ice, fire, or lightning deals 2d6 damage, fire can ignite the target, and lightning can paralyze them.
  • Warp: alter your elemental blasts to take different shapes. New forms can be created at GM discretion, and any number can be combined, but each additional warp consumes one additional channel.*
  • Infuse: absorb up to a person-sized amount of any element into your body, to be channeled at a later time. Requires at least a cup of water or oil, a torch worth of flame, or any electrical charge greater than a static shock. Only one infusion can be held at a time.
  • Twin channel: when touching enough of more than one element, both can be channeled at once and aimed at separate targets, consuming three channels.
  • Redirect: if struck by elemental attacks, you can negate one and channel it in the next round without spending any channels, but losing your infusion if you have one. If a sorcerer targets you and also has this ability, the one who rolls higher damage or spends the most channels wins.
  • Transmogrify: when touching two elements at once, you can expend two channels to convert them both into any other element and channel that. Infusions can be expended for this, but not gained.
*some possible warps: a bend in the line, allowing it to hit around corners. A single-target projectile that can hit up to 30 meters, but only one target. A wide burst that hits everyone in melee.

These are the core magic classes for my game. It's possible more will be added, but they'll more likely be put in my 'advanced magic' folder which may or may not ever see use.
Some magic plants to start you out:
General animal stats:
Summon entities:
Undead attributes and worldbuilding:
Elemental generator: