Friday, October 22, 2021

Textile Wizards (Worldbuilding & GLOG Class)

 History, Practically

In 1023, the first Wizard College opened up in Baryinnah. The previous 15 years were focused on cleaning up after nearly three centuries of constant plagues, leaving little time or money for loftier pursuits. Compounding this were the Sacellum's attitudes toward magic - non-divine sources of magic were already frowned upon before the Age of Eight Plagues, to say nothing of how they were treated after millions were lost to druidic magic.


But, as would increasingly become a theme for the Sacellum going forwards, economic interests began to outweigh religious prejudice. Enchanted textiles proved to be a unique commodity that could help the Sacellum pay off their enormous debt to their foreign sponsors, and the processes were already strongly established as a folk tradition in hinterland areas outside Baryinnah. 


Families living in the northern wilderness of Starfyk flocked to Baryinnah in exchange for a better life, especially after the Sacellum began seizing land for their former soldiers to farm. Most formed tight-knit communities that communally supported the small number of their own who did gain entrance to the College of Telamancy, though some wound up working within the black markets that formed around other forms of folk magic (necromancy and pyromancy, mainly).


The tradition waxed and waned for the next three and a half centuries, until Hazzem's emergence onto the global economic stage rapidly industrialized Starfyk. Telamancy tried to compete, but the College closed its doors in 1403 and largely reduced the practice to an artform. There was a resurgence of the practice among Starfyk's aristocracy in the latter half of the 1600s, resulting in the writing of Quasicotati's Codex on Telamancy, which was republished and analyzed by secondary sources for centuries to come. An original copy rests in the restricted collection of the Temple of the Elder Children during Loom's space age.


Alice Smeets and Atis Rezistans


Glog Class: Telamancer / Textile Wizard

Starting Skill [1d3] 1 = Weaving, 2 = Carpentry, 3 = Stonecarving

You begin play with a profession-appropriate weapon (sharpened knitting needles, a hammer, ect.) that deal 1d6, a burlap cloak that can also be zipped up into a durable bag, and an invoice for 25 lbs. of the raw material of clay, stone, wood, or another material that your GM approves.

MISHAPS

1. Gain 1 stress.
2. Take 1d6 damage.
3. Your Casting Dice are always expended after you roll them until the next time you take a full rest.
4. You lose your grip strength for the next 1d6 rounds, rendering you unable to hold onto objects, climb ropes, grapple creatures, ect.
5. Needles and thread materialize from a random nearby creature's hands (will always be an enemy if applicable) and hook into your skin. For the next 1d6 rounds, you cannot move and they can puppet you around on their turn as a free action. They can only move you as far as your usual movement allows. You may Save to resist moving into dangerous terrain.
6. You turn into a doll for 1d4 rounds, losing the ability to spellcast. The only weapons you can use are needles and scissors, which deal 1 damage. This lasts 1 turn longer for each Doom you've incurred from this class.

DOOMS

1. Your skin turns into cloth. You permanently take double damage from fire and slashing damage and, for the next 1d6 rounds, must choose between moving and taking an action on each of your turns.
2. Your eyes turn into buttons. You are fully blinded for the next 1d6 rounds, and after that take a permanent -4 to attack visible targets or defend yourself against visible attacks.
3. Your guts turn into stuffing. You are now fully a doll - still with a mind and soul, but no ability to use your body. This is less lethal than most Dooms, but infinitely more torturous. 

This Doom can be avoided by creating and animating your own doll-body before you fully turn. 

SPELL LIST (1D12)


1. Mending
R: 30 ft. T: Object D: Instant
Heal up to [sum] damage dealt to a single object that hasn't been completely destroyed, or reinforce an object to add [dice]x10 pounds to its weight.

2. Transpose
R: 60 ft. T: Variable D: Instant
Exchange the position of two game pieces. 1 MD can exchange objects, 2 MD people, 3 MD ogres, 4 MD houses. Unwilling targets (creatures or held objects) can Save to resist.

3. Grease
R: 60 ft. T: [dice]x10 ft. area D: [sum] rounds
Rapidly compress aetheric spirits into a puddle of flammable oil, causing creatures in the area to save or fall prone. The puddle is difficult terrain for the duration. 

4. Magician's Stitch
R: 30 ft. T: Rope, belt, ect. D: [sum] rounds
Gain control of any vaguely serpentine object for the duration. Each round of the duration, including the round of casting, can manipulate the target freely to entangle or constrict creatures (victims get a Save). Tensile strength of target remains unchanged. This spell is traditionally used to weave baskets quickly.

5. Butterfingers
R: 30 ft. T: Creature D: [sum] rounds
Each round, target must save [dice] times. For each failed save, choose one: target loses its grip on an object or creature of your choice, target trips and falls prone, or target uses a random magic item with random targets.

6. Nailgun
R: 30 ft. T: [sum] targets D: Instant
Unattended and blunt/sharp objects within the range volley towards up to [sum] target creatures, dealing [dice] damage each. Cannot target the same creature multiple times.

7. Impasse
R: Touch T: Object D: Permanent
Target object is permanently enchanted to restrict the access of certain materials. Choose up to [dice]: air, water, sand/soil, fire, projectiles. The chosen materials cannot penetrate the enchanted object, or pass through an aperture encircled by the chosen object (i.e. a basket could be enchanted to have holes but still prevent water from passing through it). Casting Impasse on an object already enchanted with Impasse overwrites the previous casting.

8. Improvised Armor
R: Touch T: Creature D: [sum] rounds
Unattended objects within range (plates, garbage can lids, ect.) encircle a creature, protecting it. It gains +[dice] AC for the duration. The creature may end this effect early to prevent [sum] damage from a single attack, throwing all of their protective objects in front of the attack.

9. Wall of Stone
R: 120 ft. D: [sum] rounds
Draw a wall on the current map that fills [sum] squares (5x[sum] cubic feet). Each section of the wall has 10x[dice] HP, and is 10 ft. high. You may use one of your squares to instead extend the height of one section of the wall by 10 ft. 

10. Flesh to Stone
R: Touch T: Creature made of flesh or object made of stone D: [sum] rounds
Target flesh becomes stone, or target stone becomes flesh, for the duration. Flesh turned to stone is petrified, unable to move and immune to everything less blunt than a sledgehammer. If the target's HD is less than or equal to [dice], the effect is permanent. Stone turned to flesh becomes useless and deeply unnerving. 1 MD affects stone tools, 2 MD affects metal, 3 MD can turn a stone wall into flesh, 4 MD will probably deeply mentally scar anyone who sees the result.

11. Animate Objects
R: 30 ft. T: Unattended objects D: [dice] hours
Up to [sum] unattended objects become non-sentient creatures for the duration. Out of combat, each object can perform labor as a very loyal toddler (willing to do whatever, but weak and generally inept). In combat, they have 1 HP, 10 AC, and deal 1 damage using your attack bonus. They all take their actions immediately following your turn.

12. God Particle
D: [dice]d20 hours
You disappear on a voyage Somewhere Else for the duration. When you return, you do so with [sum] pounds of Mysterium, a metal shaped from the god particle that can make Really Good Stuff, given a properly talented smith. [dice]x5% chance you do not return, or that something that seems very similar to you returns in your place. If cast in combat, an object is coated in Mysterium for the duration of combat, giving it +[sum] to hit and damage if it's a weapon, +[sum] to AC if it's armor, ect. [dice]x10% chance you open a portal to Somewhere Else on accident when doing this.

S.W.O.R.D. #1

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