Seasonal Spells

Been fighting creative blocks for a while now — I mean, a lot of folks are, I daresay — and it’s been frustrating getting stuck in cycle after cycle of have idea -> ponder idea -> get stuck -> stew in own juices -> get another idea to add to pile -> infinitum.

But this one, I got through the block! Yay!


So here are 48 rules-light-style spells; twelve spells for each season.
(these are the seasons as I think of them; I’m not claiming some season-primacy here yo)
They’re formatted for pocketrpg but it should be pretty easy to suss them out and adapt them to other level-less rules light systems — and if you don’t want to take the seasonal route, just mix em’ up anyway —

Options: Someone who learns from a season cannot learn its “opposite”; someone who learns from a season can learn no other season’s magic, but may acquire non-seasonal magics freely


Winter

01. Coldsleep: The chill of the season falls. Living beings Nearby fall asleep until warmed.
02. Be Still: Sorcerous cold stiffens flesh and unliving matter both, forcing target into frozen stasis for 1d4 hrs. (spend Essence to extend duration; 1/day – week – month)
03. Hoarfrost: Coats an area up to Far Away in glittering frost; reveals illusions, spirits and invisible creatures, and places tests against Winter magic at Disadvantage for 1d6 actions.
04. Icedrop Clarity: Target must still for at least one action; then an actionable answer to one question, decision or puzzle unfolds in mind’s eye. Advantage on next related action.
05. Night Unending: Cloaks area no larger than one farm in cold darkness, as if the sun never rises. 2d4 days. 1 Essence.
06. Shivering Cloak: Wraps subject in silvery white aura, halving all harm from heat, fire, or mental addling for 2 hrs.
07. The Calm Of Snowfall: Beings Nearby are overcome by the still silence of winter and must make Psyche checks at Disadvantage to act. 2d6 actions.
08. Diamond Dust: Flurry of glittering icy particles, sharp as razors, inflict 1d4 damage on 2d4 targets that are Nearby.
09. Icereaver: Conjures a sword or other bladed weapon of steel-strong ice, which deals an extra 1d2 damage from cold in addition to normal damage or stuns a struck target, costing them their next action. 2d6 actions.
10. Frozen Poise: As cool and precise as an ice sculpture, the subject gains +2 for all attributes when testing in social interactions where poise and calm clarity are of value. 2 hrs.
11. Long Cold Winter: Extinguish all sources of heat and light within visual range. They remain extinguished for 24 hrs. 1 Essence.
12. Whiteout: Cloak all in visual range in a blizzard that makes travel impossible and limits vision to 1d6x10′ at any given time. 4d4 hrs. 1 Essence.


Spring

01. Refreshing Flutter: In a rippling breeze, the subject is like new: cleaned, groomed, small blemishes or hurts healed, and energized to boot, with +1 to their next action.
02. Hope Brings Rain: Calls the rains down within visual range for 1d8 hrs; choose the rainfall amount wisely! — with a 1-in6 chance of a destuctive downpour regardless of intent.
03. Awakening: Pale rose-green energies invigorate up to 2d3 allies, granting them an extra action.
04. Verdant Renewal: Cause plants (even seeds) which are Here to gain a month’s growth, or a tree to burst into foliage and blossoms.
05. Brightbolt: Sudden lightning strike deals 1d8 damage to chosen target, even Far Away.
06. Mists Of Springtide: Cloaks an area up to Far Away in gentle mists that grant Advantage on cover and sneaking to all within them. 1d4 hrs.
07. The Sweetest Draught: Draw from a blossom or cluster of blossoms at least the size of one’s fist enough nectar to fill a small waterskin. Becomes alcoholic by the next day.
08. Threads Of Beginnings: Glance at a living creature and divine its place of origin and either two facts about its ancestry or what action it is currently likely to take in the future.
09. Whims Of Life: Cure, or cause, disease in one living being.
10. Cleansing: Immediately discern (by caster’s standards) the subjective and objective value, usage and proper placement of all objects within one room or equivalent area — and have them sorted, if needed.
11. Sprightly Returns: Energize self and up to 2d3 allies to travel twice as far before needing rest. Yes, this cerulean-green enchantment will also affect vehicles. 1 Essence.
12. Flowering Whispers: Whirls of creamy petals and golden dust leave 2d6 targets Nearby coughing and sneezing for 2d4 actions, able only to defend (and they still feel miserable for 2d6 hrs afterward).


Summer

01. Endless Day: Cloaks area no larger than one farm in warm daylight like high noon in summer. 2d4 days. 1 Essence.
02. Wildfire: Choose — either 2d6 Nearby targets take 1d8 damage from fire, or terrain up to house-size ignites. You cannot control the latter once unleashed. 1 Essence.
03. Heatwave: Addle 1d4 targets with warmth, leaving them confused and disoriented for 2d10 minutes or until cooled.
04. Tending Bounty: Designate one discrete location or subject. For the next 24 hrs, be aware of the condition of your chosen subject, and what it might need, whenever you wish.
05. Venomscourge: Burn out a poison or toxin.
06. Castles In The Sky: Create a detailed illusion that covers as much as 50′ cubed, or convince up to 8 subjects of a vague mirage off on the horizon. 1d6 hrs.
07. To Your Health: Subject heals 2d3 Essence.
08. Zenith: Subject impresses all who see them, appearing as in the prime of life; grants +2 to relevant attributes on tests involving raucousness, joyful gatherings, and jocularity in general. 2 hrs.
09. Sunstroke: Inflict fever on a subject, leaving them at Disadvantage for all tests for 2d4 hrs or until sucessfull treated.
10. Raise The Roof: Breath of tawny-green energies infuses up to 8 individuals; work produced is completed in 1/3 of normal rate, if it involves constructing or creating physical objects or the net result could be considered ‘bounty’ in any form. 24 hrs. 1 Essence.
11. Sky-Devouring Swarm: Calls swarm of terrible tiny bitey bugs (blackflies, skeeters, noseeums, midges) which promptly descend, like they do. Designated Nearby targets lose an action and 1d2 Essence, and itch like the blazes afterwards.
12. Sunshiny Day: Create a brightly coloured token reflective of a pleasant memory, which may be shared with or gifted to another to share that memory. Being so reminded eases any mental or emotional malisons for a day.


Autumn

01. Witherblast: Bolt of orange-red energy deals 1d4 Essence to chosen target and halves effective Body until target consumes a day’s worth of sustenance (not necessarily all at once).
02. Hunter’s Thread: Choose a general subject, bunnies to boletes, with token in hand (or make one); for the next 8 hrs, sense the direction of the closest example of that subject.
03. Concealing Brilliance: Clashing enchanted colours paradoxically make the subject effectively invisible. Or, simply change the colour of an inanimate object. (2d10 minutes/permanent)
04. Galeforce: Summon tempest-strong winds to batter and scour up to 10 miles for 1d6 hrs. 1 Essence.
05. Scarlet Wisdom Prudence: Envelop up to 2′ cubed of material in conjured, dull-scarlet stoneware-like material. The contents will remain fresh as the moment they were stored until the seal is broken and the lid lifted, then time proceeds as expected.
06. Knackery: Convert any carcass into 3d6 meals’ worth of portable, completely edible, nondescript “iron rations”. Carcass choice may cause some commentary, depending.
07. Cull The Weak: Determine the most vulnerable of all Nearby being, ranking all present. Learn the exact vulnerability of the weakest.
08. Stitch-In-Time: Divine answer to one question, so long as it involved preparation against the future or future events.
09. Scarecrow: Conjures a phantasm of shadow and broken straw, painted bones and tattered rags; 3d4 Nearby subjects flee or cower in fear.
10. Golden Sacrifice: Blood a willing subject; another subject heals the amount of Essence the subject loses. Willing subject may be the caster.
11. Flicker: Choose up to three general subjects, spirits included; subject becomes a beacon or lure for them for 4 hrs.
12. Harvest Token: Infuse a small object with crimson-gold sorcery, producing one of the following when token is used: sustenance (a full meal); comfort (protection from environment, 12 hrs); blessing (reroll once, or otherwise escape one dire circumstance). 1 Essence. You cannot possess more than one enchanted token at a time.

d66 Wondrous Drafts

Looking for a potion? A strange and curious fluid to pour on your skin or down your throat?

Then look no further ~

d66NameTraitsProperties
11.Calcific Warding ElixirThin; chalky, milky white, definitely not meant to be drunkPoured on the thresholds of a chamber or — if pressed — scattered across the ground (up to 20′ square), will mark any of evil- or ill-intent with terrible stony growths like serpentine coils
12.Potion Of Piercing The VeilColourless; tastes faintly of limes and mintFor the next four hours after consumption, one may see through all illusions and mirages — false visions are known as false, invisible creatures are not, and so forth
13.Serpent-Handler’s BoonTasteless, scentless, watery; often tinted greenish or goldenAny venomous creature that consumes the fluid has its venom nullified for the next 24 hours; watering a plant or fungus with it has the same toxin-nullifying effect
14.Black Terrors ElixirSometimes a failed creation resembling another potion; sometimes deliberately made, like faintly salt waterAny who consume this see the next living creature they encounter as their greatest terror for a week, until the hex is broken, or they consume six pinches of salt, flame-pepper and red wine lees
15.Balm Of One Thousand HuesShimmers in a spectrum of colours; a slightly waxy emulsionUsually found in tiny measures but occasionally enough to slather over a person or even a horse, the balm will permanently change the colour of any object it coats completely — any possible colour or hue imaginable
16.Potion Of Finding The CentreTawny or sandy; syrupy, coolAny who drink this potion find themselves clear-headed and preternaturally calm for the next sun’s cycle (rise or set, as appropriate), unable to be angered or terrified or sorrowful, but neither will they feel joy or triumph; temperance above all
21.Spirit-Chaining OilBlue-white, translucent; faintly luminous, faint scent of myrrhAnointing a corpse with this oil within a day of death will preserve the flesh and call the departed back to animate it; the newly-unliving retain their faculties and free will, and visible wounds are not restored
22.Prime EssenceFizzing, agitated; strongly sweet or bitter, varying in colour by elementDrinking down prime essence infuses one — for six days, with 25% chance of permanency — with an elemental force, granting immunity to that element and ability to move freely through it (as applicable), but also lethal vulnerability to its opposite element and susceptibility to elemental binding and warding
23.Essence Of The BeastThick, opaque; faintly earthy or muskyConsuming this essence grants the ability to manifest physical attributes of the specific creature the essence is tuned to — coat, senses, swift hard hooves, etc — for four hours, one trait at a time. (most are labeled, but not all of them)
24.Pearlscale PotionPearly, opaque; salty-sweetThis potion re-shapes the ingester for eight hours (25% are permanent), opening delicate gill-slits and often growing fins or webbed digits or both; the newly changed can breathe water and maneuver freely in liquids, but tires more quickly on dry land and the gills must be moistened regularly
25.Pain-Softening ElixirViolet-black, cloudy; tastes of apples and almondsNot named for physical pain at all, this elixir, once swallowed, will permanently ease or excise (as desired) the inner turmoil associated with one selected memory; the memory itself is not erased or altered
26.False Darkness ElixirWatery, inky; smells of copperAnything or anyone splashed by this elixir is unaffected by the touch of the sun for a full day-cycle — skin does not burn, snow does not melt, metal does not heat, as if the subject has its own personal sunshade or nighttime
31.Itty-Bitty-BalmOily, reflective, evaporates quicklyAn object doused in this balm shrinks to one-sixth of its size, reversible by a second dousing; living beings may use the balm, but reversal is not guaranteed —
32.All-Things-End ElixirYellow-rust, mottled; smells and tastes sourAnything doused with this elixir rots, fades, corrodes, withers, or otherwise goes to pieces, as rust-riddled metal, dry-rotting wood, and so on; needless to say, drinking or otherwise applying it to the living is not recommended
33.Potion Of Alabaster AegisCreamy white, translucent; thick, tastes of almondsDrinking this transmutes the skin to a dense, supple substance resembling alabaster as strong as steel, offering protection as plate armour and an immunity to surface toxins and acids; the aegis lasts an hour, but deliberately taking blows for another adds 10 minutes of time
34.Flame-Devouring TinctureOrange-gold, swirling; tastes of plums, smells like ashDrinking this grants immunity to flame for an hour and the ability to volley back a dagger-tongue of flame for every incoming injury — but the stored flames will turn against one if not already expelled when the immunity fades
35.Iron Body PotionGreen-grey, syrupy, bitterFor an hour, this potion grants the strength of an ox — lift ridiculous weights, haul a filled wagon, brace immense objects, strike twice as hard — but delicate, precise motions become a disaster half the time during that hour
36.Golden Panacea Of DawnPink-tinged amber, transparent, tastelessA tonic of sacrifice, this draft allows the drinker to touch as many individuals as can be reached and touched within the chanting of an average hymn; at the end of that time all those touched are cursed of illness and wasting, and the drinker takes on their maladies
41.Bridge-Building BalmRosy, translucent; tastes of lemon and butterThis balm must be shared and applied by at least two creatures; once all has been shared, all become aware of what each holds as a dear, driving goal, and how to aid with that. They all may communicate despite any language or other barriers from now on — a gift for opening up
42. Cats’ Night ElixirBlue-black flecked with gold; twinklingWhether swallowed or dropped into the eyes, for the next six hours one may see as if in broad daylight — so long as there is the merest hint of a whisper of light in the dark — and sense the presence of unseen spirits or fae as a prickle along the nerves
43.Blood-Flows-Vicious PotionPurple-tinged crimson; opaque, burningFor two hours after consumption, blood spilled from the quaffer will leave agonizing, flesh-eating lacy patterns of wounds, like a dagger-stab, on any who come into contact with it — by attacking and being splashed, say, or touching a bloodied weapon
44.Labourer’s PossetToasted-cream, opaque, thickFor the six hours following consumption of this draft, one may complete tasks — from reaping grain to copying a manuscript — in a third of the time, but finish a full meal immediately after the effects end or one will collapse for twelve hours
45.Joyous Instant CordialRose-violet, thick, syrupy; overpoweringly sweet scentNot meant to be directly consumed! — poured into any potable liquid, up to a hogshead in volume, will turn that liquid into sweetly floral wine (sometimes even prevents hangovers from it)
46.Seven Devils TinctureBlack, red and gold in layers; effervescent; tastes of roses and bloodThough outwardly there are no changes to be seen (… usually), consuming this allows, for seven days, both passage through hell gates and for one to be accepted and recognized as belonging to the labyrinths of devilish society
51.Elixir Of The FleshRuddy, watery, soil-tastingConsuming this elixir causes the body to cannibalize itself — resulting in lassitude and physical half-effectiveness — as it sprouts meaty brackets of edible fungus through the skin, enough to feed three per day for three days (repeated doses not recommended)
52.Million Forms PotionQuicksilver, heavy, smokyDrinking this potion changes one’s shape permanently, gaining one new trait that one wishes, and one trait that is unpredictable — these may be anything from a change of hair colour to gaining height, to a new limb or patches of iridescent scales, but no change of form will add impediment.
53.Kaleidotropic OilWhirling, prismatic, stickyPoured out on the ground, splashed across a wall, or — poor sod — doused onto a hapless target, the mindbending effect radiating from this oil both fascinates and nauseates, leaving those who can’t tear their eyes away standing stock-still, dizzy and disoriented. The oil dissipates quickly, lasting no more than ten minutes
54.Wind-Wandering DraughtTransparent, mottled grey and colourless; dusty tasteDrinking this makes the body float as if weightless for an hour, a sensation one quickly learns to control after a few moments into smooth hovering — it grants no speed, or maneuverability for that matter, but fans, pinwheels, or even energetic flapping may all provide interesting results
55.Crimson Lily Exhalation ElixirRich red, tingling, floralThree times, within eight hours of drinking this elixir, one may breathe forth a roiling gout of coiling, effervescent crimson energy that burns flesh and dizzies the senses for ten minutes (like being struck by a greatsword laced with hallucinogens)
56.Golden Pearl PotionShimmering, golden, pearly; slightly creamyA blessing and a curse, this potion will add half again to one’s allotted lifespan — but half-way through that span one must find another dose at all costs or face withering and ruin, though live on one will certainly do
61.Greyspirit PotionSparkling, transparent; spicy scentGrants the drinker the ability to send out a translucent (or, if preferred, invisible) avatar of wispy spirit stuff, capable of passing through solid objects, lifting small objects no heavier than a key, and with senses linked to the creator; the spirit-form cannot speak, and may be utilized for any combination of time that adds up to two hours
62.Cordial Of Rose Eternalsilky, opaque; white with a blush, faintly sweetAny who drink this cordial remain in the blush of youth or the prime of their life until the day they die, regardless of attained age (combining this cordial with the Golden Pearl Potion is, alas, instantly lethal)
63.Balm Of Sea’s Touchdark teal, foaming, bitterOne can drink this, but it will bring days of wild marine dreams; applied to brow, throat, heart, pulses, it cools the temper and, while cleansing any curse or corruption, leaves the recipient unable to act as an aggressor
64.Pain-In-Green OilGreen with a purple tint; thin, sour scentAbsolutely intended only to be applied to unliving things — preferably the ground or similar — and capable of covering up to 40′ square, splashing or throwing this oil cause large, dense, bloodthirsty thistles to spring up in a carpet of impenetrable, flesh-puncturing pain high as one’s knees or even waist
65.Rise-From-Ashes BalmSooty, grainy, speckled with red; mustyPouring this fluid over any object destroyed by flame will restore it to wholeness provided its ashes and cinders have not been scattered — it may be used on the dead, but reconstitutes a corpse, not a living soul
66.Elixir Of EververdureWhirling, deep green and pure white, translucent; scent like wineA potion for plant-kind (fungi are also allowed), poured onto a green-growing thing’s roots or into its soil, it bestows immunity to the elements — in the driest desert, in frigid winter, on the barest mountaintop, this plant will endure it all, and beautifully
you have to wonder about some potion-brewers sometimes, don’t you think

Most Precious Beauty

Twinkling and glimmering, shimmering and shining; atop a massy pile of golden coin, perhaps, or the brilliant crowning glory of the head that wears that heavy burden.

Or perhaps that gleaming gem came prized from between a dragonlord’s lyre-curved horns; or drawn from the throat of a frozen phoenix; or

… Whether gathered from a bloodied altar, gifted from a a dying spirit’s grasp, conjured from strange wombs by witchcraft or willpower, some jewels are unique in their oft-strange beauty.


This 4d20 table offers a quick route to generating unusual gemstones. Roll more than once and combine, if desired, for chaotic results.

ColourFormDescriptiveOrigin
01. Lemondrop01. Orb01. Pearlescent 01. Angel’s tears
02. Oxblood02. Pyramid02. Adamantine02. Petrified organ
03. Sooty03. Cabochon – round03. Vitreous03. Unicorn’s brow
04. Ultramarine04. Cabochon – oval04. Oily04. Daemonheart
05. Orange-Violet05. Teardrop05. Iridescent05. Rose’s heart
06. Moonsilver06. Cushion06. Opaque06. Coagulated ichor
07. Bile07. Brilliant-facet07. Twinkling07. Divine breath
08. Osseous08. Lenticular08. Glowing08. Solidified dream
09. Smaragdine09. Eyeball09. Pulsing09. Marrow of the earth
10. Golden10. Spiral10. Waxy10. Last emperor’s soul
11. Heliotrope11. Uncut crystal mass11. Twinned11. Worldfire flashpoint
12. Carmine12. Egg12. Bearing inclusions12. Six overlapping magics
13. Smoky13. Figure – humanoid13. Frosted13. End of the rainbow
14. Starlight14. Figure – bestial14. Chatoyant14. Death’s gift
15. Ember15. Scale15. Starred15. Seven-generation curse
16. Chartreuse16. Amorphous16. Murmuring16. Dragon brain
17. Verdigris17. Cylindrical17. Shivering17. Cobra’s wisdom
18. Bronze18. Shard18. Warm18. Imperial honey
19. Tyrian19. Plume19. Cold19. Witchbond
20. Cerulean20. Cross20. Snowflake-scattered20. Martyr’s fallen blood
of course, since gems can show different colours at different angles (pleochroism), like water sapphire, or sport multiple colours, like rainbow tourmaline or banded agate, the more colours the merrier — and what about some of those other things, aha

Trinkets, Trifles and Treasures

You can pick up all sorts of oddments as you wind your way around, across and through the worlds, really ~


d100
01psychopomp’s lantern, a staff of black heartwood hung with lantern-cage and
soul-pyxes
02double handful of solaurum and lilyglass clockworks, eternally moving and
softly chiming
03shard of ivory-like substance shot through with silvery paeans to infinity
in delicate script
04six bluestone tablets inscribed with invokations to a comet-crowned exarch
saint
05slender sword of ruby-rust wood, sharp as the wind and hard as steel
06mantle of soft cloud that shifts in subtle hues of grey
07packet of waxed parchment tied with string, inscribed on the inner surface
with a ring-pattern
08three bangles of blue-silver, eternal ice, slender and gleaming
09choker and pendant of red gold and sapphire in the most baroque of
Cerulean Hell styling
10a rune, viridian, luminescent and undecipherable, that floats idly around
the flesh
11fractal censer of a dozen metals, smoking with honey myrrh kneaded with
souldust
12the black iron Blade That Sunders Oaths, with two strikes remaining before
shattering
13a sprig of radiantly luminous eternal asphodel
14a memory pearl large as one’s palm, translucent like a feather-engraved egg
15hundred hell-jade coins, waxily golden and ruby, sealed in a sculpted,
fang-jawed coffer
16tattered fragments of an ancient cerulean scroll naming seven Cores and
their imperial desires
17ledger of translucent silk paper recording the exchange of souls between
several afterlives
18violet-and-rose torc shaped from fragments of Wilusan sky-shards
19scaly saddlebag filled with thirst-quench-stones, smooth and inviting
20brace of corpse shadows knotted together for transport
21porcelain and bronze swanbolt caster with a dozen charges of cygnine
22flower-embossed crystalline box containing nine cubes of delicate
dream-marrow
23diary of a long-lost ringwalker, bound in copperscale and sealed with Iron
Judge’s solder
24petrified reptilian skull, long of jaw and of a deep tyrian hue, and still
quite chatty
25a string of minuscule suns in the colours of the visible spectrum
26a robe of stardust, glimmering softly
27a skin-tight full-covering suit of bony chitin, with a spore-body filter
in its snarling mask
28delicate crystal globe filled with pale rainbow flames
29a perfectly matched pair of void sapphires the size of a thumbnail
30personal cutlery set carved in delicate lacework from a death’s black bones
31three arrows formed of fire-omen shards
32cake of crumbling ambrosia, soft, sweet and sticky, wrapped in godskin
33nearly complete collection (7/10!) of pearl-bound volumes of Deific
Battle-Lands Reclaimed
34half-melted sheet of crumpled copper with the lion’s share of a
“bounteous” ring-pattern scratched on it
35two cobalt blue stoneware bottles, sealed, of finest crimson garden sweetwine
36drinking bowl carved, with delicate fluting, from a hollowed out firepearl
37delicate woolen blouse embroidered with shadow prayer in faithglass seed
beads and gold thread
38matched bronze daggers inlaid with calligraphy praising the largesse of
the cerulean host
39folding starshell writing tablet and stylus, its wax impressed with
angel’s sigils
40paired flutes, transparent and cool to the touch, carved from a
songwraith’s core
41five glass-smooth sparkling orbs, palm-sized, that orbit one slowly and
randomly
42a single massive, peach-like pit, head-sized and silvery, wrapped in heavy
waxed cloth
43a roughly bound folio, bloodily fingerprinted, supposedly copied from an
Iron Court archive
44a fluttering, singing nightingale of animate, rosy crystal
45twelve skyjade death masks belonging to a lineage of sphinx-kings
46a halo, a thin semi-tangible ring of brilliant ruby-gold light
47full set of long voidstone nails, black and glittering, to cover or
replace one’s own
48a leather satchel containing a loaf of sweetbread, a horn of nectar, and four
sable peaches
49two bundles of porcelain and steel limbs shorn from Eternal Forge workers
50a titan-brass blightcaster, slim and spiraled, needing only to be recharged in balefire
51painstakingly dyed cloth scroll detailing half a dozen incursions into one
single realm
52a slender necklace forged of tiny herringbone links of bleak carbuncle
53four thick, plush furs, deeply violet-bronze in colour and trimmed to be
blankets
54three bolts of gossamer woven from midnight whispers
55Pakrathi’s Joy, a luminous blood emerald, pendaloque-cut and the size of
one’s eye
56an elaborately engraved adamantine flask containing a great lord’s
soulstuff
57paired finger rings of an impossibly hard, matte black substance,
strangely cool
58a gelatinous, faintly lavender voidmask for nose and mouth, good for
twelve hours
59six palm-sized tablets of pink glass whose cinnabar etchings describe the
Caul-Render’s Seventh Cycle
60a gnarled teardrop ingot of of orange-violet metal, tears forged from a
wailing sun
61rough crystal prism, a blunted shaft of greenish gold, imprinted with
scenes of flame-winged glory
62a net large enough to catch an ox knotted from coarse, green and white hair
63a water-heart, fist-sized, teal and aqua and azure, translucent and cool
and soothing
64string of a dozen smoked angel-faced trout, tied up neatly for storage
65bluelight sword blade, with finished frosting, ready for mounting
66the tangled silvery maze drawn with difficulty from an elder monolith’s
mind
67a well-worn folio sporting battered brown leather covers, scores of
unknown flowers pressed between its pages
68a single deep indigo horn, recurved, etched with a trail of scarlet
glyphs, hollowed for drinking
69a chaplet of briar canes insubstantial as milky shadow
70set of snakestone aegis jewels meant for implanting into the skin at the
pulse points
71a palm-sized aloes box containing a rosy-orange sliver of bone that
murmurs prophecy
72multi-stranded necklace of pressed-petal beads, green-black with age and
still headily aromatic
73creamy brow-stone, rippled with patterns of flame-and-waves, filled with
lost dreams
74a riding cat of smoky spun glass, harnessed with bright bronze lace
75six bales of mistgrass basketry, wrapped up in speckled olivine oxhides
76a collection of teeth of many and varied shapes, all of glittering
ruby-red metal
77arm-length ribbonsnake of blue-gold flame that coils slowly along the body
to warm one
78an apple green lens, palm-sized, that reveals ringwalkers and other such
travellers
79plans for a ten-crew umbraship, metallic bone-ink on battered starfilm
80six silverglass amphorae of plasmic wine from a Corerealm afterlife
81mummified arm sporting two forearms with taloned paws, studded with
flesh-pearls
82seven turquoise foam-leather scrolls, a portion of the Ooailaen Theurgy
83a delicate finger ring woven of a dozen different hair-fine jewel filaments
84fist-sized, shivering black jewel drawn from the brow of a nightmaster
85a fragment of the abyss, quivering, suspended in a tiny solaurum cage
86a changestone, lenticular and rippling chromatically, wrapped in rough wool
87a warrior’s panoply fashioned by a master’s hand from black scaled leather and
pale cherry-pink, milky metal
88a cutting from a golden sugar plum tree, heavy with roughly glistening fruit and carefully
trimmed
89pair of heavy torc-like armbands of lunargent, finials filled with stars
90four cloak-lengths of finest cloth-of-moonrise
91twisted staff of gnarled wood, its ashy bark cracking to reveal black wood
veined with still-wet blood
92dice set carved of nightmare amber, warm and concerningly inviting to the touch
93wanderer’s astrolabe of smoky adamantine, set with delicate needles ready
to inscribe the patterns it finds
94a spare shadow folded in a limewood box
95an IOU on silver tissue for two units of soulstuff from a sage of the
graven heavens
96a frozen note, its ancient sound lost to the planes for now
97diviner’s stones in a dragonsaint’s crop, sundrops and glassy shards and
ovals of strange greenish metal
98tucked in a worn linen pouch, ten silver coins, a wooden toy frog, and a
folding knife of bloodiron
99a glassy ampoule filled with the breath of the elder sun
100a radiant lacquer case of hundreds of pigments, a dazzling array of
impossible colours all tied up in squares of voidskin
where did all these come from?
who can say for some of them?
why not try to find out?

Planes In A Pinch

You’re spinning up a new idea (or trying to), and you’re stuck.
Your players just found a way to yeet themselves into a random plane.
You are a player and you want some way out there place to call home.

You can’t think of a new idea for a plane D: Curse that brain block! DX

For all the folks who’d just like a bit of inspiration once in a while — or need a few planar hooks fast — these tables are for you. A little bit of quick theming to hopefully get the ol’ creative juices flowing again.

d20Theme: CompositionTheme: NatureTheme: Modifier
01.fireutopiandivided
02.cosmicillusoryserene
03.cellularpunishingjaded
04.airlabyrinthinepleasure-seeking
05.earthstillmercenary
06.shadowentropicdying
07.aethergenerativeriotous
08.waterdeathlybureaucratic
09.lightcyclicalrepressive
10.celestialbountifulartistic
11.cththonicdystopicdreaming
12.pastoralwanderinglegalistic
13.hellishisolatedcourtly
14.wildernessreptilianbaroque
15.barrenfungalviolent
16.voidavianindustrial
17.urbanizedmammaliansleeping
18.icyspiritualanarchic
19.metallicseasonalfragmented
20.verdantmechanicalcontemplative
roll on each category as much as you like, really

Organizations in the planes beyond

Oh, there’s uncountable scores of guilds and sects, factions and orders and sworn-kinships and organizations, cults and councils and fate knows what else out across the planes, no doubt about it. Some of them are notably, almost painfully local; some span many of the realms; some make it their goal to spread …

Here and here are two d66 tables of such odd fellowships one might populate the planes with — and presented right here are another eight such, tuned a little more to the afterworlds in particular:

d8Faction NameFaction Details
01Ringwalkers“The worlds are uncountable. So are experiences. Find as many as both as you can,
and share them — with care! — whenever possible.”

Hands-on researchers of planar travel — to the point that no one’s really
sure if they named the process, or took their name from it — and founders of
countless waystops, wanderer’s caches, and guild centres dedicated to
cataloguing and spreading knowledge of the planes and how to travel to them.
– several varieties of particoloured or prismatic spectra; rainbow ring
– hooded cloak or longcoat with lots of pockets, collection of chapbooks or
scrolls, ring-pattern logbook, sturdy knife, pouch of small souvenir samples
from across the planes
02Last Breath“Get them to their final destination, one way or another.”
Self-appointed psychopomps, dedicated to gathering up wayward deceased souls
from the Corerealms (and even, at times, from elsewhere) and ferrying them back
to where they belong before the dead are carved up in a treasury somewhere.
– white, violet, and silver; paired wings (shape may vary)
– directory of common Core afterlives, lantern staff, soul-pyx, pouch of bone
coin, scrollcase of unsigned contracts
03The Eternal“We will unpick the knot of secrecy and claim a forever existence.”
A motley organization with one feature in common — these folk have seen the
existence of unchanging entities, and they have every intention of divining the
source of true immortality for themselves.
– gold and rose; five-petaled blossom
– personal research notes, grimoire of ancient beasts and daemons, flask of
dubious elixir, chirurgeon’s kit, ritual blade
04Squires Of Iron“The judgements of the Iron Court are absolutes — absolute in their
impartiality, absolute in their insight, absolute in banes and blessings both
— and it is well to carry their words and be their hands.”

The Iron Judges may be famed across the worlds, but seldom does one such grim
luminary leave the black iron embrace of the Court; this they leave to lesser
lights who have, for reasons of their own, pledged themselves to Quietus and its decrees.
– black and grey; barbed chain
– courier’s satchel, collection of summons, decrees and judgements, iron token
of the Court, grey shawl or mantle, return-jewel for the Court
05Silver Talons“No greater hunger, no greater desire, no greater delight.”
There’s no beating around the bush with these folks; souleaters through and
through, they relish the shards and fragments — and, sometimes, souls entire
— that they acquire, considering themselves gourmets of the highest order and
always searching for new ‘flavours’. Most are Faded, but not all.
– silver and steel; clutching claw
– papers of admittance to a Soul Market (forged), deathsbone calipers and
scale, personal logbook, tiny pouch of souldust, silverglass dagger
06Fortuna“Each and every one of the myriad worlds resonates with its own rhythm, its
own melody. If you could weave those into one symphony, what wonders might be?”

Musicians, poets, and wanderers all, searching out the intangible jewels that
they call the music of the spheres and hoping to share those wondrous moments
of aural enlightenment with any who open themselves up to hear.
– royal blue and violet; single musical note (shape varies)
– satchel of musical notation and verse, crystal tube-chime, tuning fork,
musical instrument, flask of ambrosia-in-wine
07Incursicates“Show me where worlds collide.”
For some it’s not the realms that fascinate, it’s the times when one plane
reaches out to fuse with and overcome another, with all the chaos and the
clashing that that entails. Whether joining an incursion, throwing in with
defenders, or simply observing the results, it’s the act itself — and what springs from it — that counts.
– amber and brick; ten-armed star
– weapon of choice, warding charm, disruption compass, heavy cloak or
longcoat, baubles from incursion fusions past
08Weavers Of Mirrors“All things dream, though they may know it not. Let us show you what you’ve
lost.”

There is a world betwixt and between all worlds, the Weavers insist, a place
of dream and nightmare that unites all the Afterworlds as one but can only be
touched briefly by most. The Weavers insist, as well, that the patterns they
weave draw from that very mirrored whirlpool of all that was and is.
– chrome and pearl; unornamented disc
– portable loom, dream-spindle, satchel of strange cloth-bolts, sewing kit, dagger or other tool of unknown substance
and infinite others, of course, the worlds being what they are

Dicember 2021 – reverse

After you’ve gone and expanded your game’s toxic repertoire, what next is there to do?

Why not offer a broader palette of ways to avoid, lessen, or undo some of the various terrible things that adventurers manage to inflict on themselves and others?

In the name of balance, then (hee), here are a dozen treatments and tonics:

01. Crystal Cordial: Clears the mind of fuzziness and confusion.
02. Sunbalm: Protects against infection from undead-inflicted wounds. 4 hrs.
03. Winerose Elixir: Bolsters resistance against poisons (allows second save or equiv.)
04. Saintkiss: Maximizes next applied (or cast) healing ability. Expensive!
05. Silverfog Drops: Clears artificially-induced blindness or misdirection.
06. Heaven’s Hero Elixir: Boosts a single attribute by 1 for 1d3 hrs. Multiple doses not recommended.
07. White Wind Balm: Heals recent burn-related injury.
08. Golden Earth: Repels insects and similar small creatures. 8 hrs.
09. Rainmist Oil: Repels (most) jellies and fungi. 4 hrs.
10. Moon Tarnish: Protects against lycanthropic infection. 2 hrs.
11. Crimson Vision Elixir: Nerve tonic, allows test against paralysis.
12. Lightning Juice: Energy boost, wakes you right up; undoes sleep and sleeplike effects.

Dicember 2021 – ghost

Ghosts are fun. Whether it’s coming across a fettered and desperate — or raging — spirit, stumbling into the drama around a long-deceased soul who may not be all their stories say they are, or (this one has legs) getting sideswiped by an antagonist who found a whole new way to be a pain in our heroes’ collective arse after their presumed dispatching, ghosts are overlooked as sources of story and adventure.

And that’s without getting into the potential extra layers if your game features ancestor worship!

So, here are some possibilities for ghosties and ghoulies and things that go bump in the night …


This ghost is …

01. bound to a specific object; destroy the object and free (or destroy) the ghost
02. bound to a specific object; restore the object and free (or destroy, or empower) the ghost
03. has a driving goal: protect a specific location (will be helpful if helped)
04. has a driving goal: protect a specific individual/family (will rest if natural lifespan is finished, in the case of an individual)
05. has a driving goal: take revenge for their death/ruination/dishonouring
06. has a driving goal: take revenge for the death/ruination/dishonouring of someone else
07. is an ancestral spirit acting in answer to a descendant’s petition
08. is an ancestral spirit meddling in the affairs of the living for their own purposes
09. woken by disturbance of their grave; restoring the burial will bring them rest/placate them
10. roaming because of the lack of burial; proper rites will bring them rest/placate them
11. seeking to found a ghost/ancestor cult, and may have even killed themselves for this purpose
12. actually not dead, but is an uncontrolled emotional projection from a living being


This ghost can …

01. grant flashes of memory from the ghost’s lifetime by touch
02. inflict a thematically appropriate surge of emotion by touch
03. “ride” inside their own corpse or that of another, moving it about
04. control 4d4 small (or not so small) animals, using their senses
05. manifest in 2d4 locations simultaneously
06. “mark” a target by touch, being capable of instantly manifesting in the presence of a “mark”
07. cloak individuals in their presence from the senses and/or powers of other unliving beings
08. “ride” inside a living being undetected; can whisper to them whenever they wish, though
09. grant small wishes made to them; can hear prayers directed to them
10. draw a living spirit out of their body as a “living ghost” for sunset-sunrise
11. manifest phantasmal, plasmic objects or weaponry
12. summon tongues and balls of pale, clinging grave-flame

Dicember 2021 – toxin

I don’t like 99% of poisons, venoms and similar dosings being save or die. Never have, never will — and it’s probably been fairly obvious from my own game stuff over the years. I’ve got better (and sometimes more deviltry-creating) things to do than wipe out a character with a single roll. On top of any other reasons I could reel off, it’s boring.

I’m sure it will aggravate any OSR Purists[tm] reading this the same way I’m sure it did when I cheerfully ignored save-or-die poisons posting on my old blog back in the vicinity of 2009. Didn’t care then, dont care now. Lol.

So in that vein, here are a dozen unpleasantnesses that do a variety of weakening, complicating things. They might lead to a (near-)death, but they don’t flat-out inflict one:

01. Pea-On-The-Skin: Skin hypersensitivity; silk feels like sandpaper. Concentration is virtually impossible, as is rest. 2d12 hrs.
02. Gravetaint: Cannot heal; curative magics instead wound horribly. 4d6 hrs.
03. Founder’s Curse: Inflicts a random elemental weakness, taking double damage. 4d6 days.
04. Greylily Tincture: Lowers physical abilities by one-third. 1d6 days.
05. Martyr’s Yearning: Mortifies the flesh; all injury is increased by one-half again. 2d4 hrs.
06. Moonsnail Venom: Sluggish, delayed reactions; always responds last. 2d8 hrs.
07. Wounded Angelcap: Paralyzes a limb. 2d6 days.
08. Skyjewel Essence: Confusion and hallucinations; cannot tell friend from foe. 3d4 hrs.
09. Crimson Kiss: Thins the blood; all injuries continue to lose minimum damage each action unless immediately treated. 1d4 hrs.
10. Palelily Tincture: Sprouts scaly growths, twisting visage into a demonic one. Diplomacy fails two-thirds of the time. 1d6 days.
11. False Flight: Appears dead; spirit is turned loose as a “living ghost”. 3d4 hrs.
12. Perfection Of Marble: Slowly petrifies flesh; one physical ability lowers by one/day. 4d4 days.

Dicember 2021 – gold

They say that Sussuranukuth is prideful even of the most prideful beasts.

They say that Sussuranukuth treads so daintily that the grass does not dare to bend beneath his talons; that his wings glitter in the light like the sun itself.
They say that his breath is that of sweet myrrh and sleep-bringing fog, or else ravenous flames all the colour of the rainbow, of all the jewels known to mortals.

They say, also, that Sussuranukuth, The Gleaming Glory Scholar, will suffer no part of his treasures failing to match his own dazzling, golden hide.


What else might be found, then, amongst the coin and the ingots and the glittering sun-coloured jewels?

01. golden pomegranate, cunningly hinged to open into quarters; inside, its pips are amber nuggets strung on hair-fine gold wire
02. topaz pendant the size and shape of an acorn, mounted in a “cap” of granulated gold and suspended from a heavy gold loop
03. long-tailed blouse of byssus sea-silk, darkly golden and lighter than air
04. necklace of amber spheres interspersed with rose petals of pale gold
05. heavy gold signet ring, stirrup-shaped and engraved with the seal of the Second Queen’s Fang
06. glass amphora sealed with glittering wax, containing luxuriously luminescent celestial honey from the gardens of paradise
07. knife honed from golden coral, stained with a martyr’s blood
08. waxed-leather-wrapped brick of tissue thin sheets of pounded gold for gilding food and sweets
09. heavy ritual mantle of cloth-of-gold on tawny silk, trimmed with silken tassels
10. golden rosebud locket containing a tiny braid of honey-blonde hair
11. six waxed paper screws of golden lotus dust
12. paired delicate cups of deep yellow jade carved in the shape of peonies
13. roughly-smithed goblet of heavy, unornamented gold, battered with long and careless usage
14. golden ceremonial dagger, its grip inlaid with a scale-pattern of amber and milky-gold glass
15. slender gold circlet inset with a crescent moon of six pale citrines
16. half a dozen bottles of the finest dandelion wine
17. death mask of stiff gold sheet, depicting a sleeping face with wild hair and slightest hint of horns
18. five phials of glittering golden ink tied up with a yellow ribbon
19. heavy multi-layered robe of thick silk velvet dyed with saffron
20. pair of golden haircombs, sculpted with stars and the sun-in-glory