Saturday, November 23, 2019

GLOG Urban Fantasy Class - Ynnbringer

Open the Gates

In my urban fantasy setting, (now called ♎︎) magic comes from Ynn, an alternate dimension where the laws of reality are more flexible and easier to persuade. With enough rituals, the veil between Ynn and the real world can be cut, allowing Ynn to override reality. In this area, and this area only, magic will work. Compared to psychics, Ynnbringers are more powerful, but require time to set up.

This is a modified version of Monsieur's Witch.


Template A: Cut the Veil, +2 MD
Template B: +2 MD, Coven
Template C: +2 MD
Template D: +2 MD, Pinnacle Spells


Cut the Veil

Over the course of 30 minutes, the Ynnbringer can perform the ritual to bring Ynn into reality. These rituals have three intensities, jokingly called Maiden, Mother, and Crone.

While inside of the ritual zone, the Ynnbringer can cast any Spell except for their Pinnacle Spells. They can also cast that ritual's Signs for free. They do not regenerate MD. While they are in the same ritual zone, their spell dice do not increase. They must prepare a new ritual to regain their MD. Rituals decay after 6 hours.

If the altar for the ritual is disturbed, the zone collapses. Real-world objects can be brought into the radius, but objects from Ynn cannot be brought out.

Maiden
The Maiden ritual has a radius of 100 feet. While inside this radius, the Ynnbringer has the following abilities:

Signs
1. Send a telepathic message to anyone inside the ritual radius.
2. Nothing inside the ritual radius makes any sound.

Perk: The Ynnbringer knows the exact location of everyone inside the ritual radius.

Work Die: 1d4

Mother
The Mother ritual has a radius of 100 feet. While inside this radius, the Ynnbringer has the following abilities:

Signs
1. You can make a plant or wooden object inside the ritual radius move. Bend the wooden stocks of rifles, grab people's ankles with vines, drop branches on people's heads.
2. You can move an object from Ynn you are directly holding out of the ritual radius without it vanishing.

Perk: The Mother ritual is powered by a simple incense burner, that can be carried on the Ynnbringer's person. While carried, the ritual's radius is centered on the Ynnbringer.

Drawback: If the Ynnbringer is damaged, they must make a Wisdom save or the ritual collapses.

Work Die: 1d6 

Crone
The Crone ritual takes a radius of 250 feet. While inside this radius, the Ynnbringer has the following abilities:

Signs
1. The Crone can speak to any denizen of Ynn.
2. Nothing can enter the ritual radius unless you allow it.

Drawback: The Crone ritual opens the gate far enough that the Idea of Thorns starts to enter it. When the Crone ritual ends, the Ynnbringer must make a Wisdom save or be afflicted by the Idea.

Work Die: 1d8


Coven

Under the eyes of OSIRIS, no lone Ynnbringer lasts long. Their covens are spread far and wide, keeping each other hidden and supported.

The coven is made up of 2d4 Ynnbringers. You can call on them for information and assistance, but they will call on you in return.

Pinnacle Spells

Each of the three Pinnacle Spells is keyed to a particular ritual - Deafen for the Maiden, Barrier for the Mother, and Expel for the Crone. They can be cast as a standard Spell, but only by the ritual they are keyed to.

Spells

1. Sleep
R: 50' T: 20' radius D: 10 min
Every creature within a 20' radius (up to a total of [sum] HD of creatures) falls asleep. They will reawaken in [sum] minutes, or if forced awake (physically).

2. Control Earth

R: 50’ T: a bucket’s worth of earth D: concentration
Control a bucket's worth of soil within 50' of you.
1 die - Slowly excavate, move, and shape 1 bucket worth of dirt.
2 dice - Move and shape a person-sized mass of soil, quickly enough to bury someone.
3 dice - Move and shape 2 person-sized masses. Trigger tremors. Range increases to 100'.
4 dice - Shape all the earth within 100' of you like water.

3. Animate Plants
R: Touch T: [sum] small plants or [dice] trees D: concentration
At your touch, [sum] small plants or [dice] large plants or trees spring to motion. They can be commanded verbally.

4. True Sight

R: self T: self D: [sum] minutes
For [sum] minutes, all is revealed to you. See through all illusions and into people’s auras (allowing you to tell if they are magical or psychic, and see them through walls).

5. Control Weather
R: 100’ radius D: [sum] minutes
For [sum] minutes, the weather is controlled around you.
1 die - sunlight, clouds, light rain
2 dice - bright light, dense darkening clouds, heavy rain
3 dice - blinding light, black out the sky, thunderstorms
4 dice - unnatural creations - plagues of locusts, rains of frogs, firestorms

6. Command
R: touch T: one person D: [dice] minutes
Give a single person you are touching a command up to [dice] words long. This command cannot lead them to their death unless 3 or more dice are used. The effect ends after [dice] minutes.

7. Create Illusion
R: 100’ T: n/a D: [dice] minutes
Manifest an illusion. Targets must make a WIS save or be tricked by the illusion. The illusion expires after [dice] minutes.

8. Dispel Magic
R: 100’ T: one magical object or effect D: n/a
An amount of dice equal to the dice of a spell cast must be expended to counter that spell. Magic items will be shut down for [dice] minutes.

9. Disguise Self
R: self T: self D: [sum] minutes
Disguise yourself. Targets must make a WIS save or be tricked by the illusion. The disguise expires after [sum] minutes.

Pinnacle Spells

Maiden: Deafen
R: 100' T: Everyone within the Ritual Radius D: [sum] minutes
Everyone within the Ritual Radius is deafened and takes [dice]d4 damage as a horrible, pulsing sound fills the Ritual Radius. This repeats every round for [sum] minutes, or until canceled by the Ynnbringer.

Mother: Barrier
R: 10' T: n/a D: Permanent
This spell can be cast on another character's turn. If activated when an attack is declared, it activated before the attack hits. This spell creates a 10' wide, 6 inch thick barrier of soil and grass in front of the Ynnbringer. The barrier lasts until destroyed.

Crone: Expel
R: 100' T: one creature D: n/a
A single target takes [sum] damage and is thrown violently from the Ritual Radius.

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