you wield magic in a world of technology. your magic is stored in a spelldrive.
spelldrives look like floppy discs and embed themselves surgically into a port which your first one implanted on the back of your head.
Some people say Spelldrives contain ancient data rituals so complex that they would fill vast libraries if recorded in readable text. Others say that Spelldrives contain alien technology beyond any possible understanding. They also give you the memories of all of the Warlocks who have used the drive before you. as your magical skill increases you will uncover more and more of the encrypted secrets hidden within. when you gain spells, roll on your current spelldrive's spell list.
perk: Your spell drive allows you to communicate with any other wizard using the same spell drive, sort of like the internet but inside your head
drawback: Your spelldrive is permanently embedded into your mind slot. You can only fit as many spelldrives as you have Magic Dice in your head
A- +1 MD, +2 Spells (1-6)
B- +1 MD, +1 Spell (1-8)
C- +1 MD, +1 Spell (1-10)
D- +1 MD
1d10 SPELLDRIVES
1.
Biomancy
2.
Neuromancy (Alternate)
3.
Pyromancy (Alternate)
4.
Cryomancy
5.
Necromancy
6.
Illusion
7.
Astromancy (Alternate)
8.
Radiomancy
9.
Floramancy
10.
Somnamancy (Alternate)
BIOMANCER
Perk: When you drink a potion, you have a 50% chance to recycle it via whatever orifice you prefer. You have 10 minutes to excrete the potion. You start with two black thumb rings (the secret mark of your profession) and a random potion.
Drawback: Whenever you receive magical healing, Save or gain a mutation. The regeneration spell does not trigger this.
Cantrips
1. Transfer a blemish or cosmetic feature from one creature to another. You could swap eye colours with an elf or pull warts off a toad and put them on a princess. You cannot transfer significant effects (poison glands, wings, etc.).
2. Taste blood to tell what kind of creature it came from.
3. If you wish, your appearance will no longer age. Once you activate this, you will always look the same age. This may fail in times of dire stress.
Spells
1. Acid Arrow
2. Alter Self
3. Animate Potion
4. Extract Venom
5. Shrivel
6. Hand of the Hound
7. Infantilize
8. Monsterize
9. Regeneration
10. Blood Jelly
Emblem Spells
11. Wave of Mutilation
12. Mutate
NEUROMANCER
Power: Can cast spells without speaking or moving your hands, as long as they are Psychomancer spells.
Drawback: Can constantly hear the "loudest" thoughts of people within 100', "loudest" here being defined by the thought most prominent in their mind. For example, if your friend's feet hurt, his "loudest" thought might be "Gee, my feet hurt." This makes concentrating on anything difficult at best.
Psychomancer starting spells:
1d10
1- Army of One
2- Telerend
3- Detect Attention
4- Force of Personality
5- Hijack Vision
6- Hypnotic Laser
7- Lead Tongue
8- Rewrite Memories
9- See Invisibility
10-Stand Firm
11- Take Captive
12- Telepathy
13- Detect Psychic Footprints
14- Enthrall
15- Incept
16- Mental Dominion
PYROMANCER
Perks: can recover one magic die by starting a fire and tending it for an hour. This is your only way of recovering magic dice.
Drawbacks: smell slightly smoked, cannot eat uncooked food. Forbidden to put out fires and cannot cast fire magic if you are soaking wet. Use the Size of fire table below to determine how many magic dice you lose when hit with an equivalent amount of water. Four buckets of water should drench you, as will a barrel full.
Cantrips
1. You can always start a fire, even if the wood is soaked or a gale is blowing.
2. Snap your fingers to summon a flame the size of a candle's for a second. Cannot deal damage.
3. Sense the direction and rough distance to the nearest fire.
Size of fire: [dice]
An apprentice can't yet command a forest fire, and even a master will struggle to make a forest fire do their bidding.
1. torch - can fit in the palm of your hand, perhaps fill a bucket.
2. campfire - size of a barrel or a small child.
3. pyre - size of a cart -or a person- requires two hands to control.
4. bonfire - size of a cottage, requires two hands and half your movement to control
5. conflagration - size of a small keep or forest fire, requires two hands and your whole round to control
1. Control fire
2. Protection from fire
3. Ignite
4. Ancient Flame
5. Wall of Fire
6. Fire Sight
7. Fireball
8. Black Flame
9. Fiery retribution
10. Unburn
11. Heart fire
12. Body of Fire
13. Phoenix
CRYOMANCY
Perks: can recover one magic die by freezing yourself for an hour. This is your only way of recovering magic dice.
Drawbacks:
Cantrips
1. Can turn water into ice, up to 1 gallon.
2. Can create light snowfall in an area up to 10ft.
3.
Size of ice: [dice]
The size of water you may turn to ice/scale of your effects
1. torch - can fit in the palm of your hand, perhaps fill a bucket.
2. campfire - size of a barrel or a small child.
3. pyre - size of a cart -or a person- requires two hands to control.
4. bonfire - size of a cottage, requires two hands and half your movement to control
5. conflagration - size of a small keep or forest fire, requires two hands and your whole round to control
1. Control Ice
2. Circle of Frost
3. Protection from Cold
4. Ice Breath
5. Frostskin
6. Cryogenic Stasis
7. Cryogenic Sleep
8. Cryogenesis
9. Sealed Chamber
10. Cryo-Banishment
NECROMANCER
Perk: You can cause creatures you touch to reroll any Fatal Wounds they are trying to remove in a round. You can allow them to reroll failed tests or force them to reroll successful tests. If a creature successfully removes a Fatal Wound because of the reroll you provided, it permanently loses 1 HP.
Drawback: You require a ritual ingredient to cast your spells. The ingredient has a negligible cost (2cp) and is not consumed, but water, fire, or isolation could render you unable to cast spells. Roll on the Ritual Ingredient List below.
Cantrips
1. You can call on the spirit of a recently dead creature by interrogating its body. Provided the creature died before dawn, and it wasn't particularly pious or exceptionally blasphemous, it will answer 3 of your questions. At dawn, the spirit departs. The dead are rarely coherent or helpful. Answers may be cryptic. If the creature had 3 or more HD, everyone present can see and hear the spirit. Otherwise, only you can see it.
2. You can ritually protect a corpse against possession by unwelcome spirits. Alternatively, you can deliberately invite spirits to possess a corpse. The ritual takes 10 minutes. The most dangerous time is between death and dawn; after that, the corpse becomes less appealing to wandering spirits.
3. You can permanently lose 1 HP to add 1 MD to a spell you are casting. You can only lose 1 HP per spell.
1. Raise Spirit
2. Explode Corpse
3. Death Mask
4. Fear
5. Rot
6. Raise Undead
7. Innocent Revenant
8. Command Undead
9. Fog
10. Death Scythe
11. Finger of Death
12. Fatal Doom
ILLUSIONIST / LUMEMANCER / CRYSTAL WIZARD
Perk: Your illusion spells have a duration of “Concentration + 1 minute”. You start with rainbow-coloured gloves. (You also know that reality is a simulation but don’t tell the other characters, it will only freak them out. You can often determine via hunch if things are real or false.)
Drawback: You cannot cast spells unless you can see all 7 primary colours. Your magic supplies the 8th: octarine.
Cantrips:
1. Create a shower of illusory sparks or a puff of illusory smoke from your hands.
2. Touch another caster’s illusion and make and Opposed Intelligence check. If you succeed, you gain control of the illusion.
3. You always know the position of the sun in the sky.
1. Illusion
2. Disguise
3. Prismatic Ray
4. Mirror Image
5. Mirror Object
6. Light
7. Hypnotic Orb
8. Colour Spray
9. Wizard Eyes
10. Wall of Light
11. Mirror Self
12. Fade
CRYSTAL REALITY
ASTROMANCER
Power: Can make your light shine like a flashlight. The light can be any color you like.
Drawback: Cannot sleep without a roof over your head. You probably also have agoraphobia as well. The Stars are spying on you, you're sure of it.
Starting Spell(s)
1- All Things Adjacent
2- Baleful Moon
3- Blinding Halo
4- Contact Outer Sphere
5- Enlarge
6- Focus Light
7- Lucky
8- Meteor Guard
9- Portal
10- Reduce
11- Sun Shower
12- Transpose
13- Calculate Probability
14- Curse
15- Horoscope
16- Teleport
Legendary Spells: Call Meteor, Time Travel
RADIOMANCER
Perk: You have set of clothing which works as a Hazmat suit with built-in wizard hat, protecting you from external radiation. It does not give you armour value, and ceases to function when damaged, though you know how to repair it.
Drawback: Constantly working with radiation has left your genetic code more like a genetic guideline. -4 to saves against mutations.
Cantrips:
1. You can produce or make disappear a Geiger counter, allowing you to measure the ambient radiation level. You can pass this device to others but you cannot produce more than one at the same time. If it leaves your sight it automatically disappears.
2. You can force radiation onto crystal, glass, liquid or gas, making it scintillate and emit light as a candle as long as you touch it.
3. You can determine the exact time of death of any organic thing through carbon dating
1- Photon Multiplier
2- Isotope Tag
3- Excitation
4- Suppression Field
5- Ionise
6- Radioscan
7- Contamination
8- Reactor Exhaust
9- Alpha Insertion
10- Cascade Effect
11- Annihilation
12- Emblem Spells
13- Pripyat Sunrise
14- Mutagenesis
FLORAMANCER
Perk: You can imbue spells into plants that you grow yourself.
Drawback: You must meditate each morning within sight of natural beauty. Even some mold growing on a rock counts. You must describe this to other players. Druids hate you.
Cantrips:
1. Permanently change the colour or form of a small plant.
2. Plants grow just a little bit better in a [level] mile radius around you. It takes at least a season to be noticeable.
3. You can sleep anywhere, in any position, with a few moments notice. You can set environmental conditions that will wake you, such as “sunrise” or “rain.”
Garden Wizard Spell List
1. Clarity
2. Woodbend
3. Dendrigraphy
4. Whirling Staff
5. Locate Animal
6. Magic Missile
7. Obedient Stone
8. Control Earth
9. Light
10. Sleep
11. Wall of Earth
12. Uproot
SOMNAMBULIST / SOMNAMANCER
Perk: When you dream you enter a plane called The Dream for the duration of your sleep. You are incorporeal in the Dream. It is similar in many ways to the area surrounding your body, but with uncanny differences. (No one has any skin. Everyone is replaced by animals. Every object is alive. There’s dirt all over the floor and on your hands its growing flowers.) Everyone in the party can meet in their dreams if they sleep simultaneously. You can make yourself wake up at any moment with a Will Save, even to avoid death.
Drawback: If you die in the dream you die in real life. Lol not really. If you die in the dream whatever killed you starts to feed off of your sleep and you can’t sleep for 1d6 days.
1. Sleep
2. Dream
3. Summon Slime
4. Summon Ooze
5. Summon Memory Slime
6. Summon Dream Eater
7. Dream Projection (Dream while your body is awake/bodyjump/kill someone who you meet in the dream)
8. Summon Dream Monster
9. The Altar of Oobilex
10. Sleep Thief
DREAM HOUSE