Sunday, October 11, 2020

Hermit of the Blood-Knots (GLOG)

Fractal Meadows of Reality is a new blog, started last month. It's already excellent. Their second post, on the demiplane of the Glass Fields, has a few references to Blood-Knots - strange assemblages of blood and glass, that whisper secrets - and the hermits who live around them.

Immediately, those words leapt off the screen and beat me over the head, crying "make a GLOG class".

Hermit of the Blood-Knots

The blood whispers to you. It speaks of sacrifice and preservation. Remember its secrets.

Perk: You can survive indefinitely by eating glass.

Drawback: Your teeth have changed shape (because you keep eating glass). Your speech is slow and incredibly distinctive. Anyone who hears it will recognize you.

Cantrips
  1. Lose 1 HP worth of blood to give someone else 1 HP.
  2. You can step through your shadow. Normally, this lets you move an extra 5 feet. Being tricky with bright light and long drops will let you extend this.
  3. After you drink something, it suffuses your blood. You may take 1d4 damage to create another dose of the substance.
Spell List

1. Sent to Seek

R: 100' T: N/A D: [dice] Rounds

You can peel off one of your shadows and send it hunting for a specific object. It uses your Wisdom score + [dice] for search rolls, if those are required.

2. Draining Needle

R: 30' T: [dice] creatures D: [dice] rounds

You conjure the life-draining glass flora of the Fields, throwing them like knives. Targets take [most] damage each round of the duration. You regain [dice] health each round.

3. Listen to the Blood

R: N/A T: Self D: [dice] rounds

Your blood whispers to you. It can answer [dice] questions from this list, or others.

  • Where is the person you like most?
  • Who hates you the most?
  • What is the most threatening thing in this area?
  • How does this person feel?
The blood does not know facts - it cannot tell you what 2 + 2 is, for instance. It knows feelings - fear, hatred, love.

4. One is Preserved

R: Touch T: one creature D: Instant

A creature gains [sum] HP. Any dice used in this spell are automatically exhausted.

5. Another is Sacrificed

R: Touch T: Self/1 wizard D: Instant

Recharge [dice] MD. You may recharge another wizard's MD if you wish. In exchange, you or a willing participant lose [dice] max HP, permanently.

6. Raise the Pillars

R: 100' T: N/A D: Instant

[dice] pillars of glass, [sum] feet high, rise up from the ground. They move slowly, carrying people up rather than impaling them.

7. Heat Glass

R: Sight T: [dice] pounds of glass D: Instant

Glass shies away in fear of your gaze, and melts. On contact with a person, molten glass does [dice]d8 fire damage.

8. Silent Message

R: Sight T: [dice] creatures D: Instant

Send a message to [dice] creatures you can see. If you spend 2 or more MD, they can respond.

9. Silence

R: 40' T: 20' radius D: [dice] minutes

No sound can be emitted in the radius. This prevents most spellcasting.

10. Stallion's Path

R: 30' T: 30' line D: instant

A line in front of you is parted, shoving everything off to the sides.

1 [dice]: shoves people

2 [dice]: shifts trees

3 [dice]: splits buildings

4 [dice]: parts small lakes

11. Into/Out of the Fields

R: 500' radius T: N/A D: [sum] minutes

You and everyone else in a 500' radius are thrown into or out of the Glass Fields. NPCs who do not expect this transition must immediately make a Morale check.

12. Blood to Glass

R: Touch T: one creature D: Instant

The target's blood turns to glass. They must make a CON save - if they pass, they take [sum]*2 damage. If they fail, they take [sum]*[dice] damage and one part of their body is turned to glass permanently.


Mishaps

1. MD only return to your pool on a 1-2 for 24 hours

2. Take 1d6 damage

3. Random mutation for 1d6 rounds, then make a save. Permanent if you fail.

4. Lose 1 MD for 24 hours.

5. You must sacrifice 1 HP per MD you regain for 1d4 days.

6. Your blood solidifies and slows down. On a successful CON save to avoid an effect, you must succeed on another CON save on your next turn or be affected.


Dooms

  1. Your blood shifts, and begins to whisper. It wants whatever you want, but more. 
  2. One of your limbs turns to glass. It is completely under the control of your blood.
  3. The rest of you turns to glass, and you become an NPC.

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