You are a SERVANT OF THE SEAS, a warlock of the ocean, bound by pacts to It That Lurks In The Depths. You are your patron's herald and agent in the dry world, even if it might not know you exist.
Warning: my first proper caster class. Pulls from WotC's Lurker in the Deep Unearthed Arcana, Skerples' Drowned Wizard and Orthodox Spell List, u/imminentchurchengine's d200 level-less spell list, and probably some other places I'm forgetting.
By Antonio J. Manzanedo |
Start with: tattered robes, an incomplete map, an arcane focus, a stave, accursed knowledge, a dagger
Skills (1d3): Religion, Sailing, History
A: Gifts of the Abyss, Pact Magic, +1 MD
B: Old Tongues, +1MD
C: Fathomless Form, +1MD
D: Depth Perception, +1MD
Gifts of the Abyss: You can communicate with creatures of the deep as though fluent and move through marshes and bogs at regular speed.
Pact Magic: You can cast spells using MADNESS DICE (MD), beginning with a single cantrip (listed below) and two spells from the first 6 on your list. You gain an additional spell each time you take another template as a Servant, and can learn spells from other magic-users by killing them and eating their brains.
Old Tongues: You can speak to stone, ancient plants, bodies of water, and the souls of the dead.
Fathomless Form: You can drink all water as though it were clean and your clothes will never get wet. You may pass through gaps as though you were made of water, but every time you do this beyond the first each day causes you to suffer a Mishap.
Depth Perception: You can sense when anything you can communicate with using your Gifts or the Old Tongues is within 100 yards of you, and are now able to swim at the same pace you walk.
Spells:
Distance is as the Black Hack or ICRPG.
Cantrip: Grasping Tentacle: 30ft. or so long, a spectral limb appears around your hand. You can use it to open lids, move objects in or out of containers, manipulate NEAR items, &c.; it can’t attack, channel magic, or carry anything heavier than a single slot.
1. Control Water
2. Coldsnap
3. Gust
4. Summon Rain
5. Sleep
6. Lifedrink
7. Fog
8. Light
9. Mist of Invisibility
10. Compel
11. Devouring Maw
12. Unleash Twisted Depths
Mishaps:
When MD result in a double, roll 1d6:
1. 1d6 damage
2. MD only return to your pool on 1-2 for 24 hours
3. Random depth-related mutation for 1d6 rounds. Permanent if fail a save with advantage.
4. Lungs temporarily fill with water for 1d6 rounds. Can't speak or cast spells.
5. Grow incredibly thirsty. Must consume a ration at next rest, and receive no healing from it.
6. Vomit 1d100 litres of seawater.
Dooms:
When MD result in a triple, advance down the Doom chart.
1. Body empties of moisture for 24 hours. Inventory filled with exhaustion, and can't cast spells.
2. As above, but for a week.
3. Tide rises where you stand. 1d20+5 assorted merfolk, water elementals, and bloated corpses appear to drag you out to sea. Fend them off or die.
Dooms can be reduced by discovering secrets unknown to anyone alive, eating the hearts of sea monsters, or by disguising your soul.
1. Control Water:
R: FAR T: a bucket's worth of liquid D: concentration
Command a small amount of water. At 1d, able to: (a) push a small boat, (b) move a small item along, (c) allow someone swim at twice speed, (d) halve someone's swimming speed, (e) splash something CLOSE to the water, (f) make something wet dry, (g) freeze the target throughout
Each extra [dice] increases the magnitude of effects.
2. Coldsnap R: FAR T: n/a D: 1 hour An area of diameter [dice] x 5’ (or NEAR, FAR at 3d+) experiences a sudden burst of frigid cold. Creatures in the area take [sum] cold damage, water freezes, & so on. Normal temperature will return over about an hour or so.
3. Gust R: DISTANT T: Up to [dice] objects or creatures D: n/a A strong winds picks up quickly. Target saves or is thrown back 10’ per [dice] (move one distance band away from you). All targets (if multiple) must be CLOSE to one another.
4. Summon Rain
R: FAR T: n/a D: [dice] rounds
Affects an area 5’x[dice] in diameter. A flurry of snow falls in the region for the duration, freezing everything within and making it impossible to see. Only works outside. At the end of the duration, the snow will be subject to the normal effects of temperature.
5. Sleep:
R: FAR T: [sum] HD of creatures D: 10 min / permanent
The target falls into a magical sleep, and won't be woken by anything less than a slap. Non-alert, unaware targets don't Save. If [sum] is at least 4 times the creature's HD, the duration becomes permanent (until slapped) and the creature no longer needs to eat or drink while sleeping. If you also invested 3 [dice] or more into this spell, the duration becomes permanent, and you can set the only condition that will cause the creature to awake.
6. Lifedrink:
R: FAR T: creature D: n/a
A dark blast emanates from your hand (or other extremity), winding its way towards your target. They suffer [sum] damage, and you regain [dice] HP.
7. Fog:
R: n/a T: Self D: [dice] minutes, or until dismissed
For the duration, your breath becomes dense with water. All air within 30' of you (or NEAR) becomes as thick as pea soup, and just as difficult to see through.
8. Light:
R: touch T: object or creature D: [dice]x2 hours
Object illuminates as a torch, bathing all NEAR objects in light. Alternatively, you can make an Attack roll against a creature with eyes. If you succeed, the creature is blinded for [sum] rounds and takes [dice] damage.
9. Compel
R: touch T: creature D: [dice] days
The target saves with a [dice] penalty. If they fail, they regard you as a trusted friend for as long as the spell lasts. They aren’t aware that they’ve been charmed until it wears off.
10. Mist of Invisibility:
R: touch T: object, creature, or self D: [dice]*10 minutes
A thin layer of mist comes over the target, making it invisible for the duration. Each round it moves reduces the duration by 10 minutes. Invisible creatures can see other invisible objects.
11. Devouring Maw:
R: FAR T: up to [dice] objects and/or creatures D: [dice] hours
A giant spectral mouth appears for a moment, swallowing the target(s) whole. When the duration ends or when dismissed, the mouth reappears to spit them back out, having taken [dice] damage unless you wish them unharmed.
12. Unleash Twisted Depths:
R: FAR T: up to [dice] objects and/or creatures D: [dice] rounds
You call forth a manifestation of your patron from a point in range. Great tentacles pour forth, grabbing all targets in their slimy grip. They take [sum] damage and must save or be restrained until the spell ends.
Cool concept! Are Madness Dice different from standard Magic Dice?
ReplyDeleteNah, they're functionally identical, just a different name. Can probably treat them as regular MD if multiclassing or get spells from scrolls/staves/etc. Thanks for taking a look!
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