Saturday, May 6, 2023

The Wizard of Light House

So theisticGilthoniel (the author of Homestuck) impressed me (in the British sense) into making a Wizard School. He then handed me the wizard school I was to make, completely finished. I am thus bound by a will not my own to deliver unto you, dear reader, my completely original work. It's based, but it's also based off some movie about a "light house", whatever that is.
"What do you get when you cross an electrically charged loner with a bear from the darkest jungles of Peru"
"You get what you heckin' deserve"
Coming 2019

The fact that the world doesn't care where cities or shipping paths are when placing reefs and rocks and islands means that the lighthouse keeper is a job frequently synonymous with isolation. Some keepers take to that isolation poorly. Some keepers take to that isolation far too well. After many nights spent hiding from the winds that churn like Charybdis and the rain that pierces down like Scylla, you have found solace from Neptune's fury. You found solace... and understanding. The light you guard is more than a light. It is direction cutting through chaos. Sanity cutting through the depths of madness. Harsh, unyielding life cutting through everything it meets.

Your time as a keeper has come and passed. You have left the house behind, but secretly you took a piece of the light with you. Those who haven't learned the truth about the light, they don't understand what you have. They hardly understand what you do. But that light, that tiny piece of control over the chaos, is what makes you a

You start with a light. You carry it somewhere inside you, but sometimes you have to take it out to reignite it. Without this light, you cannot cast spells.

Perk: You can stare into bright lights indefinitely with no damage. You cannot die from exposure while you are lost: The Sea will spit you onto the land rather than drowning you, the Snow will leave you frostbitten but alive until found, etc.

Drawback: You regain your MD through a gross, socially unacceptable, and even horrifying trance while looking at a bright light. You are terribly abrasive to everyone.

Cantrips:
1. You can convince another creature of suitable stress that time has passed without their noticing, or that they have fabricated a long period of time in place of a short one.
2. You can remove stains and colors from an object by running your hands over it, or add stains of a horrible black substance
3. You may compel a creature to drink with you to the point of drunkenness. They may save (MIND check DC 14) if unwilling

Spell List:

1. Mesmerize
R: 5' T: a Creature D: [sum] minutes
You and the target become enraptured in conversation for the duration. It drunkenly vacillates between friendly and nearly violently argumentative. You both discuss minor observations with intense emotion, as if a stick on the ground were your best source of entertainment in weeks. If something shakes or harms either person, that person may save (MIND check DC 13+[dice]) to break from the effect. Both you and the target must break from the effect separately.

2. Summon Pest of Fortunes
R: Sight T: point D: [dice] days
You summon [sum] pests of a type normally seen in the area. They do not attack, but do minor mischief, nothing beyond the reach of animal intelligence or stupidity. If anyone besides you kills one of these animals, you will be refunded the MD expended to cast this spell. People who see them know killing them as bad luck. They do not obey you.

3. Protean Providence
R: 30' T: [dice] creatures D: [sum] days
Targets do not suffer the physical effects of dehydration, starvation, etc. Instead, they suffer conviction or sanity damage (or whatever system you might use) in proportion to the physical strain they ought to be facing.

4. Spoil
R: Touch T: [sum] days rations or equivalent perishable goods D: instantaneous
Targets spoil and become unusable. This spoiling may affect other goods if left in proximity.

5. Light
R: touch T: object or creature D: [dice]x2 hours
Object illuminates as a torch, with a radius of 20’+[dice]x10’. Alternatively, you can make an Attack roll against a sighted creature. If you succeed, the creature is blinded for [sum] rounds. If [sum] is greater than 12, the creature is permanently blinded. You can chose the colour of the light. If you invest 4 [dice] or more this light has all the qualities of natural sunlight. (from coins and scrolls)

6. Charm Person
R: 50' T: person D: [dice] hours
The person regards you as a good friend and ignores the obvious spell you just cast on them. If you invest 4 [dice] or more into this spell, the duration becomes permanent. (from coins and scrolls)

7. Alluring Totem
R: Touch T: Specially Made Totem D: Permanent
The next person who touches the totem is filled with profound attachment to it, and its motif becomes enmeshed in the subject's psyche and personal mythology. Another person taking possession of the totem transfers this effect slowly to the new possessor. [Dice]: 1. Sentimental attachment, benign effects 2. Possessive attachment, Considerable effects 3. Obsessive attachment, Pathological effects 4. More than Life, Permanent even when it has changed hands

8. Horror Form
R: 10' T: Creature D: [Highest] Rounds
The target perceives you to be an impossible monster. With 2 or more dice, you affect not only fear, but horrible attraction. With 3, you affect also guilt. With 4, you affect also religious awe.

9. Nightmare
R: Sight T: Creature D: Until broken
You summon forth the being which plagues the mind of the target. Not always hostile, always distressing. Every time the target survives an encounter with the being, it may make a save (MIND check DC 13+[dice]) to end the effect. The nature of the conjuration is determined by the number of dice spent: 1. only in a dream and coincidences 2. Hallucinations in the waking world 3. Can affect physically, but only when not seen by others 4. True manifestation

10. Thunder Crash
R: Sight T: Creature, object, or structure D: Instantaneous
Deals target 2*[Sum] damage through wind, lightning, or the effects of either on other phenomena. Can only be cast in a storm, everyone checks morale.

11. Storm
R: [dice] miles T: Self D: [Sum] Days
Summons a terrible storm which will not permit travel and hinders all work and all other such consequences

12. Doom
R: Hearing T: Creature D: Special
Target you truly hate, who acts against you, dies within the week unless they relent of their actions against you. Your pronouncement of this doom must be roleplayed, and must be suitably dramatic. You must spend 3 Dice to cast this spell.

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 Save. Permanent if you fail.
4. Blind for 1d6 rounds
5. Deafened for 1d6 rounds
6. Slowly strobe a bright white light for 1d6 hours

Dooms:
Every time you roll a Doom, your light nearly goes out. You cannot cast spells until you place it in a greater light, such as a large bonfire. Additionally, someone who has seen you - even merely passing on the street - has learned the truth of the light, and is obsessively coming for yours. They gain a level in Lighthouse Wizard (if they don't already have it) but have no light.

Each time you cast a spell, roll an additional number of dice equal to the number of Lighthouse Wizards that are trying to steal your light. These dice are only used to determine Mishaps and Dooms, and don't add to the effect of the spell.

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