GLOG Class: Crystalomancer
Special Magic
I like magic in my games to be restricted. Because of that, in the setting in which Archipelago takes place, most types of magic are restricted by species. While minor magical tricks, or gifts of Gods may be passed down, the "main paths" of magic (those learned by leveling) are species specific. Here's a link to the species.
NOTE: This image has been generated using StarryAI.
Crystalomancer:
- Requirement: Must be a Dwarf
- Starting equipment: A set of jeweller's tools, a chisel (as dagger), a random crystal inside your body, and another one in your pocket.
- Starting Skill: Geology
- A: Crystalomancy, +2 max HP
- B: Overclock, +2 max HP
- C: Crystalsong, +2 max HP
- D: Crystalise, +2 max HP
Crystalomancy: You know how to hack parts of your body out, and replace them with crystals. Using your chisel and a whole day of work, you may create a Crystal Spot, at the price of 1 max HP. You may also do this to other dwarves, but they may hold up to their CON modifier crystal spots.
You also know how to cut the crystals in ways, that let the dwarven life energy(that flows through their golden veins) release their magical properties. Example crystals and their properties (as well as the prices for a crystal large enough to provide its magical properties) are listed at the end of this document. Cutting a crystal in this way takes you a week with your tools. Taking a crystal out of your body, or putting one in takes a turn.
Overclock: You may Overclock a crystal inside your body to release a special effect (as listed), at a cost of 1 non-lethal damage and a 1/10 chance of destroying it.
Crystalsong: You learn a hidden song of the hadean depths, sang in a voice so low that humans may not hear it, but crystals can, and they reply. You may push your body against a natural stone wall and sing for an hour, if you do so, roll 1d8 on the following table for what emerges out of the wall (this ability may be used once per long rest):
- An incredibly angry Earth Elemental (8! HD, AC as Plate+3, damage as mace), whose nap you have just ended. Unless you placate it with an offering of rare minerals, it will likely end up badly for you.
- An earthquake, felt in the whole level of the dungeon (or wherever else you are) - everyone must save or take 1d6 damage and fall prone. Buildings may collapse, but most caves are quite resistant to cave-ins.
- A water-vein! You and everyone nearby are drenched in clear water. Any opened, empty containers are filled.
- An Earth Elemental (as entry no. 1), who has been interested by your song. It is willing to trade, accepting (roll 2d6: 1. Living Creatures, 2. Crafted Items, 3. Information about the surrounding area, 4. Magic Items, 5. , 6.) in return for (roll 2d6: 1. Previous Metals, 2. Minerals, 3. Information about the surrounding area, 4. Work, 5. Causing a natural catastrophe in a place of your choice, 6. An enchantment for one of your items).
- A passage into another level of the dungeon, or into a new dungeon if you are outside of one!
- Previous metals worth [your level][dungeon level (1 if not in a dungeon]d10 GP!
- A stone slab, containing useful (either magical, theological or technological) information!
- 1 random crystal from the list at the end of this document!
Crystalise: While the bodies of most dwarves are made out of stone, your body begins to fill with veins of quartz. They give you +3 to AC, and allow you to overclock your crystals twice (or to overclock two different crystals) in one round.
Example Crystals (the costs are written with the assumption of 200 GP = getting to second level)
- Agate (5 GP) - while inside your body, it provides you with calm and stability, granting you a +2 bonus on saves against mind-affecting effects. If Overclocked, you (or a person you point at) may reroll a save against a mind-affecting effect.
- Bloodstone (5 GP) - while inside your body, it throbs when an undead creature is nearby (~30 m). The range is four times stronger in case of hemophages. If Overclocked, it reveals any hidden undead creatures in the same range, covering them with a red glow.
- Jade (5 GP) - when inside your body, it sucks poisons from others and neutralises them(since dwarves are made out of stone, you don't need it). All allies in 10 ft range have a +2 bonus on saves against poisons. If Overclocked, a person you point at may reroll a save against poison.
- Citrine (5 GP) - when inside your body, it grants you clarity of senses, allowing you to reroll suprise rolls (only for yourself). If overclocked, it lets you notice anything hidden inside the room.
- Quartz (10 GP) - when inside your body, it provides you mystical protection, granting you an extra 1/10 chance to resist any magical effect targetted at you. If overclocked, the chance increases to 1/2 for a turn.
- Onyx (10 GP) - the Black Stone provides you with strength while inside you, giving your strength stat a +1 bonus. When overclocked, it grants you advantage on one strength check that is not an attack.
- Opal (50 GP) - opals bring good luck to their bearers - once per session, the GM should reroll an encounter check and pick the result that is better for you. When overclocked, it allows you to force any creature nearby to reroll their roll (the chance of shattering is 1/6)
- Aquamarine (100 GP) - Aquamarines make you more captivating, granting you a +1 bonus on reaction rolls while inside you. When overclocked, they allow you to charm (as charm person) a person you point your finger at (they get a save).
- Cat's Eye (100 GP) - Cat's Eyes pierce through darkness, allowing you to see even with the faintest source of light. If overclocked, they allow you to see temperature and ultraviolet.
- Beryl (100 GP) - The Healer's Stone, as long as you hold it inside you may automatically stabilise a dying person in a single round. If Overclocked, it may heal you or another person for 1d6 HP.
- Heliodor (100 GP) - Heliodor holds a tiny piece of the sun within. Its bearer's hands faintly glow, illuminating the surrounding 5 meters. If overclocked, the whole body glows in blinding sunlight (anyone who is looking at it must save or be blinded for 2d6 hours, creatures hurt by the sun take 2d10 damage).
- Amethyst (100 GP) - The purple stone of darkness, the shadows are friends of its bearer. The bearer has a +1 bonus to their chance to surprise their enemies, and if you are using my lighting system, they are treated as a creature of darkness. If overclocked, it cloaks the whole surrounding room with Egyptian Darkness.
- Garnet (100 GP) - The stone of hope, which helps its bearer when all is lost. If you were to die while having it inside you, it instantly shatters and negates the murderous strike.
- Emerald (500 GP) - The stone of wealth, its bearers are said to find great wealths. As long as you hold it within, the GM should multiply the value of all found treasures by 1.1. If overclocked, it shows you the way to the nearest great treasure.
- Ruby (500 GP) - Rubies burn with fire when inside, protecting you from extreme temperatures. You are immune to hypo- and hyper- thermia while having one inside you. If overclocked, you may breathe fire (1d6 damage, sets ablaze on 6) at your enemies.
- Sapphire (500 GP) - Sapphires provide you with intuition, glimpses of the surrounding world. While you have one, the probability of an Omen of encounters is doubled (so if you normally roll 1d6 as an encounter check with 1 meaning an encounter and 2 meaning an omen, an omen now happens on 2-3). If you overclock it, the GM has to show you their encounter table for 10 seconds.
- Diamond (500 GP) - Diamonds protect your body from unwanted interference, granting you a +1 bonus to AC. When overclocked, they cause all attacks aimed at you to have disadvantage. This effect lasts a turn.
- Black Opal (500 GP) - The scintillating stone. When held inside, it gives its bearer protection from both mystical and mundane threats, giving them a +1 bonus on all saves. When overclocked, it gives the bearer advantage on a single save.
- Musgravite (500 GP) - The forbidden stone. When held inside, you can touch etheric creatures. They can also touch you. When overclocked, this effect spreads to your surroundings - all creatures with Supernatural HD are instead treated as having normal HP.
- Heart of the Mountain (Priceless) - this gem is said to bring incredible prosperity to its wielder and their domain, but no precise effects are known. When overclocked, it always burns up, granting the user a single Wish. Its form is unassuming, like a piece of volcanic glass, but a jeweller will know that it is but a disguise. Under their knives, the Heart will become a jewel that is worthy of an emperor's crown.