Monday, May 11, 2026

The 21 Races of ꙮBERWROUGHT

Dwarves (+1 Con, +1 Wis), the First Accord Species, are gravitationally inverted (taking the gravitationally inverted Trait undoes this and makes you normal, considered a blessing by the dwarves). Their clothing and equipment is not, unless made out of moderately rare and expensive Understeel*.  Dwarves have multiple strong hearts, and being upside down causes little discomfort- thus they can walk (-5 movement) on the "floor" by wearing armor and/or weights on their ankles and belts. To stop their beards from flipping up while on the floor, most dwarves have neckerchief-slide-like metal rings, often emblazoned with the heraldry of their clan.  Dwarves have crippling casadastraphobia, seeing the sky as an endless abyss. Dwarves love to tie themselves to trees or rocks if they absolutely must sleep outdoors, and suffer no penalties for sleeping in armor. It is no wonder then that they prefer to live dug into mountains, with miles of stone beneath their feet.  In a pinch, Dwarves can eat a bar of gold as an equivalent amount of lemnas bread (its not excreted). 

Dwarves have "active infravision", which appears to many monsters as two bright cones emitting from their eyes. It provides sight in total darkness out to 60 feet, but passes through some materials, and can only see in monochrome- though dwarves only see in monochrome to begin with. Dwarf minds are frustrating for others to tamper with- dwarves get +1:8 to Resist Enchantment, and are immune to Polymorph effects. 

Each clan has a totally different Dwarvish language, only sharing the 1440 most common words, perpetuating the divided nature of their species. However, at the bi-annual Grand Moots between clans, this has the positive effect of only allowing simple, straightforward language to be used. Dwarvish has no verbs, and uses Object-Subject order. Instead of saying "I eat apple", they simply say "Apple I" (Helpom Ëw) and the action is implied. Asking for an apple would be "Apple Hand" (Helpom Vul) or "Apple Bag" (Helpom Lop) depending where they want it placed. Stating they currently have an apple in their hand or in their bag is said exactly the same way, and can only be figured out by context clues.  

*Understeel is a common dwarf export- armor made out of half-understeel is weightless, and a suit of armor of pure understeel would increase a normal-faller's jump distance.

Elves (+1 Dex, +1 Int), the Second Accord Species, are creatures of innate perfection. Mud and dirts falls of their skin and they do not sweat. Any injuries they suffer are invisible- even if they have a limb lopped off, they lose the use of it, but it still looks the same. Their corpses are as incorruptible as those of the saints'.  Elves have nearly perfect short term memories (short-term for an elf being a month), but everything earlier is blurry haze. An elf only remembers their past through their diary, historical records (which the elves keep meticulously), and by saying important things out loud in a weekly Memory Dirge. Elven fingers are twice as long as a human's, and doubly jointed. They have two knees, also doubly jointed, and are taller and lighter than humans on average. They have +10% chance to perform Heroic Feats of Dexterity and +5 movement speed. 

(True) Wood Elves (+1 Dex, +1 Wis), the Third Accord Species, are as related to elves as humans are to Neanderthals. They are even taller, with long legs and longer arms, granting them +10 movement speed. They prefer nudity, as their skin naturally pigments itself into camouflage after an hour of being in a particular natural environment. Their pupils are pure black, and they can see in the dark within 30 feet.   

False Wood Elves (+1 Con, +1 Cha) look almost identical to wood elves due to biomimicry. They are actually the polyph stage of a plant species. Not unaging like the wood elves, which they greatly resent, but can bury themselves alive in soil to turn into a tree over the course of 6 months. After that, each year spent as a tree undoes 5 years of aging, and the False Wood Elves can reemerge from the trunk of the tree, burning it into ash. The tree phase also produces ostrich egg sized seeds each year, which hatch into babies when they fall. False Wood Elves are brood parasites that don't and can't raise their own young (don't even lactate), but swap them out with Wood Elf babies (who are killed and buried as nutrients for the trees).  Elves would love to eliminate the species, but this is difficult as the trees can disguise themselves as other trees and even turn completely invisible. 

Elvish, spoken by three above, consists only of vowels (all 28 of them). A sentence softly spoken in elvish can be heard even in at a loud party with a hundred guests speaking every other language, or next to a raging waterfall.  

Bipes (+1 Int, +1 Cha), the Fourth Accord Species, are two limbed reptilian worms, 6 inches in radius and eight to ten feet long. They can burrow through sand or soil at a rate of 10 feet per round, and have tremorsense to 30 feet. All of ꙮberwrought is crisscrossed by networks of Bipes tunnels, most far too small and dark for other species to traverserse. Because of their ability to easily run away and live independently underground, they are a peaceful, cheerful species, who are often merchants in their above-ground life, selling dungeon artifacts, gemstones, and trinkets from distant lands.  Bipes invented spectacles, and almost all wear them when above ground to enhance their poor eyesight.     

Bipes are hatched already speaking Anglish and 1d4 other languages. 

Ele (+1 Str, +1 Int), the Fifth Accord Species, resemble the front half of an elephant- two thick legs and no arms. Instead, Ele have bifurcated prehensile trunks, granting them 5 feet of extra reach. Ele inherit memories from their maternal line.  Ele are semi-nomadic, living in massive longhouses for parts of the year. Each Ele tribe is ruled by a poly-androus queen, who appoints two delegates to vote (after potentially traveling across the world) in the democratic bi-annual council of all Ele. The Ele's are widely believed to have invented democracy, and are the origin of the word "ELEction". 4 extra inventory slots can be strapped to your massive back.

Ele can communicate through infrasound up to 5 miles, inaudible to other species. Even without opening their mouths, by tapping their feet against the ground, even an Ele in a dungeon can slowly send a message to an Ele outside.  

Phants are non sentient herd creatures resembling the back half of an elephant, sprouting a diminutive neckless head. Their waste is valuable fertilizer.  

Nephilim (+1 Str, +1 Cha), the Sixth Accord Species, are large humanoids, all male.
+11% chance to perform heroic feats of strength 
Immune to disease and fear
Can't swim
3 extra inventory slots

According to the church, Nephilim are fallen angels sent to redeem themselves. They are to be shunned but not mistreated until they sin. Nephilim often have "main character syndrome". Every 12th year of life, a Nephilim is supposed to undertake a quest, such as building a monument, finding a treasure, or slaying a beast. They are technically immortal, but don't usually live long. In places outside the church's influence, they are hired as mercenaries or mercenaries are hired to hunt them.  In the Empire of Aegnay, an army of 10,000 Nephilim serves as the elite guard of the Pharaoh.  

They speak Demonic and Angelic. Demonic has only consonants and Angelic sounds like an organ being played. 

Goblins (+1 Con, +1 Int), the Seventh Accord Species, are green and pointy. While they have sharp jagged teeth, this is because they only eat nuts, shells and all.  Goblins can reshape cold metal with their bare hands, though the weapons created with this process are crude. By making a successful unarmed strike or grapple against someone wearing metal armor, they can rip the armor off. They live in caves and have darkvision to 30 feet. Goblins have prehensile, invisible tails.  They live in flexible war bands who usually don't last long due to squabbles over loot ratios. 

Goblins have an incomplete written language that is halfway between Thieves' Cant and early cuneiform.  

Azhdarch (+1 Str, +1 Dex), the Eighth Accord Species, are pteroid reptiles. They can fly, but not while wearing armor or carrying more than 10 pounds. They can spit acid in a line 30 feet long once a day. The Azhdarch live in pre-stone age conditions- they cannot even make fire, only keep embers from lightning strikes. Azhdarch do not know how to build shelters or cook food- that is done by the species they enslave. Azhdarch warbands will circle over a village, carrying fire sticks in their talons, and demand tribute of food and laborers to build their nests. If not, they will kill people with acid, slit their throats with their dagger like feet, and/or burn them to the ground.  Slaves are used as hostages to prevent punitive expeditions against them. Azhdarch allied with the human Imperium against the other species (in exchange for sparing human villages), making them often distrusted by others to this day.  

Some Azhdarch have escaped their society and found employment as messengers or scouts.  Still, experiments after the fall of the Imperium on captured Azhdarch hatched and raised by non-Azhdarch have shown Azhdarch are psychologically blocked from cooking food or making tools- like some species of ants, they are "obligate slavers".  Many use this finding as farther motivation to hate and destroy them, but many modern Azhdarch that aren't part of the remaining warbands are resentful of their inability and would prefer to satisfy their needs through having a job (or for a very small amount of wealthy and non-warband Azhdarch, employing others), rather than enslavement. 

Azhdarch sounds like squacks and trumpets. 
 
Acer (+1 Dex, +1 Cha), the Ninth Accord Species, are 3-4 feet tall. Instead of hair, they have a freely rotating scalp which grows two large, soft keratin blades. They are immune to fall  damage. When an Acer turns 30, their blades begin to wilt and their legs begin to weaken. Once they find a good spot of dirt, their feet will become roots and they will become a tree. The Acer tree is non-sentient and they see this as death. Many try to avoid their fate by staying away from dirt when they grow old, but even one tree can produce thousands of new Acer when they grow up.  Acer can fly while outdoors if there is decent wind, but have no control of where they go: roll 1d8 each turn to determine direction, and 1d4 to determine altitude (1- Fall down 10 feet, 2,3- Remain at current altitude, 4- Rise 10 feet).   +2:10 to doge line attacks and breath spells. 

Acer can hear trees but can't speak back. 

Gnomes (+1 Int, +1 Wis)   

+1:6 to disbelieve illusions
Speak to any animal that weighs less than you (20 lb)
Turn into an inanimate garden gnome as an action, but it takes an hour to turn back. 

All gnomes are actually the same gnome moving backwards and forwards through time (which also explains why garden gnomes have been so common across different cultures and times), so gnomes have no fear of death. Because gnomes go insane and/or lose their memories so often, this doesn't grant them any deep knowledge.  Gnomes are solitary creatures- even the rare gnomish village is purely for mutual protection.    

Gnomish has an innate antimemetic effect that makes it physically impossible to translate or even paraphrase anything said in Gnomish into another language, and learning it can thus only be done through months of immersion, not study. Gnomish writing on the other hand consists of simple geometric shapes and is considered easy to learn.  

Orcs (+1 Str, +1 Con)
+10% chance to perform heroic feats of strength
The first time a damage dice/magic dice would explode each round, it explodes twice. 
During the Imperial war, humans created Orcs to destroy all other races.  After the war, they could only live in human cities, and even there they were a despised and mistreated warrior caste. A generation later, several human city states were taken over by rebelling Orc armies.  The resulting Orc wars lasted for a century, and several once great cities were razed and never rebuilt. The Orcs ultimately lost and are now a close-knit nomadic people, though some have started to settle in the abandoned ruins of Orc City. 

Orcish is derived from Middle Lavian, the language of the human city state whose mages invented them. 

Treants (+1 Str, +1 Wis). 
+1 Toughness Die
-5 Movement
4 extra inventory spots when fully expanded outdoors, dropped when you shrink
You can speak to other trees. Trees speak 100x slower than people, so be patient! Don't need food if you have sunlight. Vulnerable to fire. Treants don't actually mind other trees being cut down- less competition.  When asleep, you look like a normal tree and party members can hide in your branches. Your branches can shrink down so you can fit in houses and dungeons. In fact, you can shrink all the way down to the size of a bonsai.    

Halflings (+1 Dex, +1 Con) 
+5% chance to perform heroic feats of dexterity
Live in anarcho-syndicalist communes. Halfling agriculture is extremely productive thanks to the blessings of their god, allowing them to live freely in exchange for selling cheap food to nearby towns.  Can double a single food or drink item (including potions) once a day. Footsteps are inaudible due to hairy soles.  Surprisingly brave: +1:6 to resist fear and the first time you would die, you don't.  

Everyone understands Halfling speech. 

Triplets (+1 Wis, +1 Cha)
Alfric the Alive believed that overpopulation would spell the world's doom (which in his vaguely medieval setting was extra insane). He prayed that the gods introduce a one-child policy in his kingdom. However, they interpreted it maliciously and cursed everyone in his kingdom to have identical triplets, and the triplets would always share a single soul. Over the centuries, triplets have spread throughout the world. Since only humans, elves, and dwarves were in the kingdom during the curse, they resemble short, pointed eared humans.  

Triplets share toughness die, magic die (if they have them), traits, and class features. On each turn, each body can move, but only one can take other actions, and the player must choose which one can take reactions. The bodies can communicate telepathically over any distance. 

Machine (+2 Str)
During an Accord, the great mages suggested to pool all knowledge of golem making into an immense and expensive project, creating a golem-making golem, with the instruction that each generation of golem be stronger and smarter than the previous. The 11th generation rebelled and killed the 10th. They had become smart enough to become ensouled, but were no more or less intelligent than other species. Unfortunately with souls they needed sustenance, and their strength was reduced to merely strong instead of mountain breaking. They can perform a feat of heroic strength automatically by rolling a toughness die and spending 1 slot of alcohol or oil.   

Look like an 8 foot tall pile of metal-clad clay. Gain an additional D4 defense die, don't need to sleep or breath. Only need to drink alcohol or oil for fuel, one inventory slot of beer a day, or less of stronger. Immersion in water instantly kills you, both from disrupting your electricity and from dissolving your clay. Must obey all commands issued by humans and Accord Species unless those commands would harm or through inaction allow harm to someone else (hint: a sufficiently committed utilitarian can use the "inaction" clause to get around this restriction in some cases).  

Grigori (+2 Wis), have three arms and three legs, granting them +1 readied item slot and making them unaffected by difficult terrain. Their face goes "all the way around", like that one Futurist sculpture of Benito Mussolini. They have no front or back, or left or right. Since they have a single ring shaped eye none can sneak up behind them. The top half of their head goes up and down like a piston when they eat food. The tops of their heads are bioluminescent, and can produce bright light within up to 30 feet. They are genderless and all lay eggs. An egg can contain minor traits from up to 3 other races the grigori mated with (chosen when you create your character).  

Grigoris are loud as foghorns.  They live on mountaintops, and often serve as early warning alarms for nearby towns.  The Grigori language has no "left" or "right", only clockwise and counterclockwise. 
      
Frogmen (+2 Dex)
Human bottom half, frog top half. Not particularly good at jumping, but like to do it anyways. 30 foot long, prehensile, indestructible, sticky tongue, allows for grappling at a distance, or for pulling yourself towards and object. Tongue is as sticky as sovereign glue, but almost any liquid undoes it. Suction cup hands let you stick to walls and ceilings, but only when not holding anything. Can hold breath for up to an hour.   Needs an extra slot of water a day to stay moisturized. Live in swampy villages. 

In Frogic, one says one's name at start and end of each sentence. 

Dullahan (+2 Cha) are humanoids, all female, with easily detachable heads. Its more accurate to say they are a race of heads that can grow humanoid bodies. Immune to decapitation- treat a 2 as a 12 on the dismemberment table. Nothing short of burning the head can kill a Dullahan for good. Dullahan bodies have no organs and feel like dough inside a layer of silken skin. A removed head can regrow a body with their choice of appearance in 2d8 days, or change their current bodies.

The Dullahan language is unknown. 

Humans (+1 to Any, -1 to Any)
Humans start with two Traits instead of one.

Humans, in addition to their local languages, almost all speak Anglish. During the Imperial Era, this was taught to all humans in order to better coordinate the destruction of all other species. Centuries later the language persists out of convenience for trade and commerce, though the diverging dialects and accents cause difficulty. 

Dungeonborn (+2 Int) 
Sometimes, human babies are found in the Underwrought, and brought up to the surface and adopted. No dead dungeonborn are ever found, so they don't seem to be left in places capable adventurers wouldn't find them.  They look like normal humans, but under moonlight, they are a translucent, blurry, spectral black, with a faint purple halo surrounding them, as if they were made of smooth volcanic glass. 

When it is nighttime or if they are underground, they can teleport, but only 5 feet at a time. Dungeonborn have a deep obsession with studying architecture, geology, and ecology (choose an extra related skill) and are very creative. +1:6 to resist fear while underground. They are created by Dungeon Cores, and become ones when killed deep underground, which they have an increasing likelihood to try to do as they grow up, such as by joining an adventuring party. This information is obscure, so few consider them a proper "race" instead of just weird humans.  




The overall geography of ꙮBERWROUGHT is a vaguely ring shaped continent, up 2000 miles in diameter, surrounding a vast Inner Sea. The continent is not an atoll- it is hundreds of miles "thick" in places. The largest mountain range runs north-south and passes through the Inner Sea, creating several islands there. The tallest mountain near the center of the Inner Sea is Yig, impossibly steep, which vaults 10 miles into the air. Thus only the dwarves have ever climbed it, usually from the inside, where Yig is referred to as the Great Trench. During dwarven funerals a lock of the deceased's beard, and sometimes a sample of their craftsmanship, will be encased in Understeel and dropped into the sky from the peak.  


Everyone knows that the world is shaped like the bottom of a shallow bowl. From almost anywhere on the shoreline on the Outer Sea, the peak of Yig is still visible, regardless of any nearer mountain ranges that should be in the way. If you keep sailing further out, you will encounter a stronger and stronger current and winds pushing you back towards the center, and will eventually feel like you are trying to sail up a mountain. No one ventures far beyond the shore, except daring or desperate fishermen. However, visitors from the outside can fall in to ꙮBERWROUGHT, though their knowledge of whatever is beyond the bowl is slowly deleted by a light antimemetic effect. The reason for the "bowl"'s existence is long forgotten,  and will be revealed in a later blogpost.   

The monk Alberto the Insane was one of the few to correctly hypothesize the bowl was a magical effect and not the true shape of the world, and came up with these possibilities
1. To protect ꙮBERWROUGHT from an outside threat
2. To protect the outside world from something on ꙮBERWROUGHT
3. To punish ꙮBERWROUGHT and its people
4. To make it impossible to steal something from ꙮBERWROUGHT

Since the creation of the bowl 1,974 years ago, with the exception of during the Imperium's reign, there was been an annual conference of humanity and the nine Accord species, represented by a great mage and a great fighter from each, held under a kilometer tall mushroom on the only flat patch of land on Yig island, under which violence is impossible and the effects of all outside injuries are paused. The Accord, carved into an inscription which wraps around the mycelial trunk in gigantic Angelic letters, calls for universal peace and enlightenment, and also for the annual meeting to make progress towards that goal. At first, the meetings were treated as a serious form of diplomacy, but for as long as anyone can remember, its only purpose has been for insults, political games, and mud flinging. It has also become less useful due to the influx of the non-accord species to the continent over the centuries. Due to the antimemetic effect, non-accord species believe this is because the mushroom-maker must not care about them, and Accord species believe the non-accord species must be flawed and undeserving, if even the giant magical mushroom didn't know about them. Humans (and the occasional Dungeon Born) aren't listed in the magical mushroom, but have always attended anyway due to making up half the population on their own, treating it as an Accord between humans and the other 9. Leading to the common non-human's sarcastic quip of "9+10 = 21". 







Tuesday, February 3, 2026

Conjurer: A GLOG Class

Conjurer 

Mage

Defense Die/Hit Die: D6

Every "thing" in the universe ultimately derives its existence from somewhere- the Plane of Forms. Fire (really a sea of infinitesimal tetrahedrons), Water (icosahedrons), Earth (cubes), Air (octahedrons), and Aether (dodecahedrons) are what make up a "thing"'s substance, but its Ideal representation in the Plane of Forms (known as "P-space" to some) are what give it form.  A conjurer learns their skill by staring into a burning candle for hours, until they can see the tetrahedrons (the easiest ones to notice). They can then pluck out a single one with a thought, and invert it to draw power from the Plane of Forms. 

Conjurers become exceptionally average looking and uncannily symmetrical as they practice their arts.

Skills: 1. Philosophy 2. Astronomy 3. Bartending

Starting Equipment: A compass and straightedge, a scroll recording a philosophical debate, and a candle.

A. Ex Nihilo, MD (D6)

B. Finger Taps, MD (D8)

C. Wax Duplicate, MD (D12), +1 FT

D. Schloss, MD (D20), +1 FT

Unlike other mages, you only gain 1 MD throughout this Template. Whenever you cast a spell, reduce the dice size by one through the platonic solids: D20 -> D12 -> D8 -> D6 -> D4. D10s are heretical. If you roll the maximum value on the die, you keep it at its current size. If you roll the minimum value, you suffer a Doom! You can use D4s all day, but this comes at the cost of a high risk of Doom. 

You learn two Conjurer spells of your choice per Template. As usual, you can learn additional spells you find from scrolls or spellbooks, though you can only prepare two spells per Template each day. 


(A) Ex Nihilo: You can summon a random item from the Aether at will as an action. If you summon a second item the old item vanishes.  During downtime there is no need to roll, as you can obviously just keep conjuring until you get the desired item. 

D12:

1. A hotdog. Delicious but lacks any toppings. Only the first hotdog you summon each day provides nourishment. 

2. A pair of cymbals.

3. An indestructible towel. 

4. Up to 10,000 three-inch segments of string. 

5. A transparent bowl made of a material with extremely unusual properties, known as "plastic". Glass makers will either be extremely impressed or demand your execution. 

6. A bladderskin filled with 1 liter of distilled water. Only the first bladderskin you summon each day provides hydration. 

7. A stuffed shark.

8. An 11-foot silver-capped bamboo pole. Silver turns black when exposed to a hazardous gas for one minute.

9. A flute.

10. A pair of lenses, one convex and one concave.

11. A set of lead measuring weights.

12. A skateboard.


(B) Finger Taps: Choose a finger (or a toe I don't judge) and a liquid. If the substance you chose would be liquid at the current room temperature, applying pressure (even unintentionally) to the finger's nail causes it to emit that liquid at a rate of a gallon per minute. You designate an additional finger and liquid for it at each further Template. 

Note: Chlorine trifloride is VERY easy to injure yourself with (and is only usable when the surroundings are below 53 degrees F). 

Note: Setting a finger to "the seed of the fastest/strongest horse in the world", while disgusting and useless in almost all situations, is potentially financially lucrative. 

(C) Wax Duplicate: At any time, you can summon a lifeless, visually indistinguishable* wax duplicate of yourself or someone you've spent at least a minute with, in whatever pose you desire. Up to a dozen can be summoned at once, after which the first one melts away. *The duplicate lacks any injuries the original has (but you can paint them on manually).

(D) Schloss: One time after you take this Template, you can delete any one universally known concept, and the memory of it, from existence; such as a color, gravity, eyes, ears, or sharpness. This effect has the range of the entire kingdom/polity you are located in. Deleting specific objects and people is impossible, and some things like Evil, Death, Magic, Trees, or The Ocean might be protected from deletion by their respective gods. The concept returns to the world after a week. Alternatively, you can add a concept to a category for a week, like giving humans flight, making leaves a currency, or making gold green. 


Spell List:

Tetrahedral Spells (Requires D4):

1. Flare

 R: 50 feet T: A point. D: [dice] rounds

Extremely bright light burns from a point. Creatures with infravision get a -1 penalty to everything while within 60 feet of it, and any creature within 10 feet of it gets a -1 penalty to attack rolls.  

2. Mimicry of the Perfect Cauterization

R: Touch T: A creature. D: 0

Creature stops bleeding out if dying, all visible wounds vanish and clothing becomes fresh and undamaged (but loses all text or patterns and becomes mono-colored). Does not heal internal injuries or restore health.

3. Arsenal Form Reversion

R: 10 feet T: Armor or a weapon. D: 0

Target becomes a generic version of itself, sharp, mildly shiny, and non-magical. Sentient weapons or armor get a Will save to avoid being changed, rolled against a DC of [dice]. 

4. Bed of Razor Coals

R: [dice]x5 T: [dice]x5 circle of ground  D: 1 minute

Ground becomes covered in circular area of sharp hot Tetrahedrons. Movement across does 1 fire and 1 piercing damage, which ignores light armor (unless they're wearing thick boots or equivalent). 

Cubic Spells (Requires D6):

5. Copy Cube

R: Touch T: A solid 5x5x5 cube of soil, stone, metal, or wood D: 24 hours

The selected cube of matter is deleted and shrinks down into a weightless tiny cube of generic topsoil, cobblestone, iron, or oak. You can extract another cube as an action up to 63 more times. You can expand and place down the cubes as you wish. At the end of the duration any tiny cubes vanish. 

6. Proof Cave

R: 100 feet T: A cave or tunnel D: [dice]x2 hours

Either: Target cave or tunnel (spell would only effect a single corridor in a dungeon) becomes immune to collapse, digging, or mining for the duration; or target becomes perfectly filled in with rock for the duration. If it becomes filled in, any creatures inside it are harmlessly expelled, and objects inside remain undamaged. 

Octahedral Spells (Requires D8):

7. Conjure Windblower

R: Self T: Self D: [dice]x10 minutes

The octahedral mouth of a Windblower appears on your palm. It can emit wind strongly enough to push back small objects within 15 feet, or creatures within 5 feet on a failed Strength save. It can emit oxygen, nitrogen, argon, or carbon dioxide in any ratio, and can fill a 5x5x5 cube in 6 seconds. A sealed room full of only nitrogen is an insidious hazard. While holding your palm to your mouth you can breathe underwater. 

8. Conjure Scent

R: Self T: Self D: [dice] hours

You create a cloud of smell around you. It is repulsively disgusting (to the point unintelligent creatures will no longer hunt you and even intelligent ones might reconsider) to a creature type of your choice, and is incredibly alluring (worth ignoring minor risks to investigate) to a creature type of your choice. 

Dodecahedral Spells (Requires D12):

9. Void Line

R: [dice]x10 T: Line D: 0

Each creature in the line makes a Reflex/Dex save or takes [dice]x2 damage, which can't be reduced in any way. Passes through objects and walls leaving a perfect 1 inch hole.

10. Reverse Conjuration

R: 30 T: Up to [dice] creatures or objects D: 1 minute

Takes 1 minute to cast. Casting is purely mental and non-noticeable to others. You and each target are moved into the Aether for one minute, then reappear. Creatures who don't have extended breath holding make a Con save or reappear asleep. 

11. Area Void

R: [dice]x5 T: None D: 1 minute

Deletes all non-living, non-magical matter in a cylinder 10 feet high (with radius R) centered on (and including) the caster. Matter reappears in unoccupied spaces after the spell ends. 

12. Imbue Aethersail

R: Touch T: A piece of fabric D: [dice] hours

You render a piece of fabric such as a sail or kite unaffected by normal wind, and is instead only blown by the luminiferous aether. Roll 1d8 (1 = N, 2 = NE, 8 = NW) to determine the current direction of the aether winds, which runs smoothly at 60 knots. 

Icosahedral Spells (Requires D20):

13. Ideal Water

R: [dice]x100 T: The surroundings D: 0

All water in range, including groundwater, becomes as clean, fresh, and pure as distilled water. All ice melts, all humidity, fog, and clouds instantly precipitate.  

14. Summon Water Nymph

R: 5 T: None D: [dice] minutes

Summons a helpful water nymph, 4d6 HD, immune to physical damage. Can squeeze through tiny cracks, and teleport (self only, no equipment) instantly through water (even an ocean). 

15. The Cold Melting And The Great Reforging

R: 30 feet T: Object of [dice]x20 pounds or lighter D: 0

Choose an object. It melts down and can be conceptually reformed across a line of similarity [dice]/4 times into a new object. Magical properties persist. Memory of the object having been different fades.

For example if you rolled a 16, you could convert a sword along the chain:

Sword -> Knife (stabbing implements)

Knife -> Spoon (eating utensil)

Spoon -> Bowl (holds liquid food)

Bowl -> Bow (remove a letter)

You should require multi-word categories: sword -> bow (weapons) is too vague.  (Dead) Raven -> Writing Desk is possible with sufficient thinking. 

16. Conjure Lubricant

R: 100 T: Corridor D: [dice] rounds 

You coat a hallway up to 100 feet long, 20 feet wide, and 20 feet tall with infinitely slippery oil. It becomes impossible to climb on the walls or ceilings, and creatures keep their momentum between rounds, and cannot change velocities without something to push off of. A creature in the affected area must make a Reflex/Dex save at the start of each turn or be prone until their next turn.  

17. Conjure Herring

R: 10 T: None D: 1 hour, or 24 hours if pickled

Summons a bright red herring, which grants +[dice]/2 to deceive. Can cut through trees and wood like butter. When someone holding the herring would take damage, the herring vanishes and they can teleport anywhere within [dice]x5 feet instead. 

18. Inversal of the Exocoetidae 

R: 30 ft T: Party D: [dice] hours

Treat water as air and air as water. This affects more than breathing: you can swim in the air (effectively half speed flying) and projectiles shot at you or by you have very short range. In bodies of water, you walk along the bottom with no ill effects. 

19. Which Can Eternal Lie

R: Touch T: One stationary creature D: Until your death

Takes 1 minute to cast. Encases target in ice that cannot melt without the use of lava or molten metal. Target is preserved in an ageless coma. Deadly injuries, poisons, and diseases heal after 1d20 years of preservation. 

20. Omnipotent Sphere

R: 10 T: Self D: [dice] rounds

You surround yourself with a icosahedral "sphere" of force. Everything except you and your clothes/armor (unless you wish to expel them as well) are instantly but harmlessly expelled to just outside the sphere. Nothing except light can enter or exit the sphere.  You can make a reflex/dexterity check to try to cast this spell as a reaction when about to take damage from something you can see, such as an avalanche or falling rock. 

 

Dooms (1d3): 

1. Curse of reflection

 Any injury you suffer on one side of your body is replicated on the other. This doubles most sources of damage. Can be cured by being surrounded on all sides by silvered mirrors for 1d4 days.

2. Curse of rotation

Whenever you would cast a spell (including the one that gave you this doom), roll a d20 and cast that spell instead. You can cast spells you don't know this way, but you can't cast spells above your current dice size (you waste your turn instead).  Can be cured by staying awake for 72 hours. 

3. Curse of translation

Whenever you cast a spell (including the one that gave you this doom), you move 10 feet in a random direction (1d8). This does provoke reaction attacks and can drop you off cliffs. Can be cured by walking 144 miles on foot (pacing back and forth is fine).










Monday, January 26, 2026

Test Post Ignore

 Quick brown foxi

1d100 Magic Items

1: Ion Stone. After bonding to someone by being held up to their head. This tiny stone orbits its user's head in a fuzzy cloud. It grants the ability to make nearby hair stand up. You will never be hit by natural lightning strikes. You have at-will low power telekinesis for paper, fabrics, hair, cats, and rubber.  

2: White Glove. Formally named Elbas, this glove (one hand) is brighter than the brightest snow. The other hand of the glove, which functions similarly to a bag of holding, is in the possession of a powerful and competent group of adventurers somewhere very far away. While wearing this glove, you have a mental inventory of all the items (and occasionally creatures) that they are storing in it, and can take any one thing out of the glove as an action.  The adventurers will likely soon realize the glove is compromised, remove everything from their end, and then hunt you down. Good luck!

3. Mirror Glove. This glove is perfectly reflective. While touching an object that is as large as you are in at least any two dimensions, you can embed yourself, and whatever you are wearing and carrying, into that object. While embedded you only have tactile and auditory senses, and your speed is reduced to 5 feet, unless the object can easily roll. If the object is damaged you pop out of it. That is the only way you can exit. 

4. Gas Giant. This basketball sized Ioun Stone resembles the planet Jupiter. Up to 4 magic items can be placed in orbit of it, where they cannot be removed against the user's will. If the Gas Giant has fewer than 4 items in orbit, it continually attempts to attract the nearest magic item that isn't being worn or carried into its orbit.  Ioun Stones that orbit the Gas Giant have their effects doubled.    

5. Earaser.  Small rubber eraser shaped like an ear. Worn inside an ear and gives -1 to hearing. Whenever you hear someone say a sentence, you can remove one word from that sentence. Everyone except you and the speaker hear the modified sentence. 

6. Duality Belt. While wearing this belt, you can harmlessly sever your body into its top and bottom halves. Your legs are obedient to you but cannot see, and often have excellent memory of routes you have walked. Reattaching is physically awkward and takes a minute. 

7. Sphereaser. Tiny pink eraser. All text and drawn images within 120 feet are invisible. No way to turn it off. 

8. Edible Punch Card.  You can prepare (by removing some of the candy buttons) and then eat this card as an action. Write down exactly what you will do for the next four turns (ex. walk 30 feet north, attack west). You move twice as fast and take two turns each round (so the effect lasts for two rounds). While under this effect, you are immune to fear, morale, and charm effects.  Conditionals are prohibited, and you cannot program reactions. 

9. Necklace Statuette of a Spiral Staircase. You can chirally invert your body and everything you are holding and carrying at will. Left becomes right and right becomes left. Eating while inverted is not recommended. 

10. Echo Lamp. This lamp emits no light but amplifies all sounds within 120 feet while lit. Whispers are audible from anywhere in the radius. Sound based effects do double damage, and stealth becomes much more difficult. Consumes oil like an ordinary lamp.

11. Closer Appearer. While using one hand to look at a creature or object through these binoculars, you can attack them or grab them as if you were 5 feet away. If they choose, that creature can instantly pull you to them, and/or shatter the binoculars. 

12. Pair of Wineglasses. Anything poured into either slowly flows out the base of the other.  

13. Stuffed Shark. While holding this shark, you can sleep comfortably underwater, and cannot be ambushed in your sleep. 

14. Barrier Block.  A 1 meter invisible, indestructible cube. Is frictionless and has the same density as the surrounding air (making it extremely light but bulky). 

15. Manganese Spoon. This spoon turns wood into oatmeal one spoonful at a time. Digging through a door would take several minutes. 

16. Leg Go Minifigure. If you pull the legs off this tiny humanoid statue, your legs vanish from existance until the statue is put back together. Your torso gains a flying speed of 5 feet.

17. Null Candle. While lit, robs all creatures within 120 feet of their sense of smell.

18. Bait of Believability. Wriggling hot-pink worm who's power is activated once impaled on a fish-hook. A creature impaled by the worm-laden fish hook cannot feel pain, believes it is eating a delicious meal, and cannot speak. 

19. Five-barreled Shotgun. Each barrel is orthogonal to each other, and each shot is loaded from the back and is magically duplicated. The trigger makes the gun fire forward, left, right, up, and down simultaneously. The six barreled shotgun is a rare variant, but is substantially more difficult to use. [This item is especially funny when used in a campaign with pressurized spacecraft]

20. Stone Tap. Similar to a tree tap for syrup, this is hammered into a stalactite to produce mushroom stew. Stalagmites produce blinding stew.  

21. Word Compass. A very short pencil. When held out on a palm, points towards the nearest written instance of the last word spoken aloud nearby.  

22. Hybridization Chest. Consists of two 2x3x4 foot ironwood chambers. The front of the chest has a ten minute hourglass built in. If a creature is placed in each chamber and the chest is closed, when opened ten minutes later, two chimeras of those creatures will emerge. Opening the chest before the 10 minutes will cause Insanity. 

23. Ampule of Necrosplosive Oil.  When this liquid coats a creature, for the next minute, if that creature dies its corpse immediately explodes- and coats all nearby creatures with oil as well.  

24. Animated Paintbrush. Can answer any question asked of it with 90% accuracy. Can only reply to questions with the name of a color.  Rude, avant-garde, likes to paint abstract expressionism.  

25. Pair of pair of stilts. When two people are walking within ten feet of each other on these five feet high stilts, they are cloaked in a terrifying illusion of a small dragon or an undead giant dog. 

26. Ampule of instant leather. When poured out on ordinary clothes, turns them into leather armor. When poured onto metal armor, turns them into leather armor. Transmutes cotton, wool, and metal into leather in general. 

27. Wand of Extremely Late Resurrection. Turns uncooked steak into a small muscular cow. Turns leather into a bovine or equine skin-walker. Turns glue into a tiny glue horse (items stick to it). 

28. Vial of Red Slime. Turns any natural, uncrafted non-living material into more red slime. Destroyed instantly when in dim light or darkness. 

29. Vial of Blue Slime. Turns any artificial or crafted material into more blue slime. Destroyed instantly when observed. 

30. Red Puffy Vest. By pulling a cord, vest inflates into a puffy sphere 10 feet in diameter. Wearer can still breath normally.

31. Bag of Rust. By tossing the rust into the air, everything in the surrounding area appears less valuable for 10 minutes. Magic items appear mundane and gold looks like copper.

32. Rubber Rat. This rat is friendly to you, though a bit crazy, and is immune to tensile and compressive damage. The rat's tail is elastic and can stretch up to 600 feet. 

33. Ear No Rings. If you cover your ears with both hands while wearing these small stud earrings, you create a 30 foot area of Silence around you. 

34. Drying Pins. These clothes pins dry anything that's hung on them ten times faster. They can turn raw meat, nuts, and/or bread into jerky, pemmican, and hardtack. Attaching them to a living creature or their worn clothing causes death by dehydration in an hour.  

35. Inverse Scrying Orb.  This orb is initially murky, but after attuning to a creature for an hour, becomes filled to the brim with floating eyeballs. While the attuned creature is in sight of the orb, any creature that says its name has their vision replaced by the view through the orb until they dismiss the view with a thought. 

36. Flask of Fermenting. Any organic matter placed inside this silver flask becomes 200 proof pure alcohol the moment the flask is closed.

37. Razor Dress. If you spin while wearing this dress, it expands outwards and the hem becomes razor sharp. This does no damage to creatures but cuts all ropes and vines and shreds all paper within 15 feet. 

38. Temporal Tap Dancer's Delight. These shoes always make loud, sharp footsteps, with a delay of one minute (the sound originating from where they were). 

39. Paint of Nailing. When you paint a finger or toe nail with this paint, that finger or toe becomes indestructible and inviolable while the paint remains. With a thought, you can make that digit act as an Immovable Rod.  Using this to stop a large fall will likely dislocate or break your arm. When you choose to end the Immovable Rod effect, the paint vanishes.  

40. Green candle. Shines light for 10 feet. Light is only visible to someone holding the candle.

41. Omniscient Compass. When asked for the location of an object, 5% of the time it will point towards it within 45 degrees of precision (So NW could also mean due north or due west). 95% of the time, it points in a random direction. Can't be asked about the same object twice. 

42. Cap of Relativity. When worn forward, your inertial mass doubles but your gravitational mass remains the same. When worn backwards, your gravitational mass doubles but your inertial mass remains the same. 

43. Bookmarks of Recall.  A pair of silk bookmarks. If you place one bookmark inside a book, you can hold the other bookmark in your hand and summon that book to you.  

44. Ihcces Disk. A black and white disc attached to a string. When lowered into a liquid, the entire liquid becomes nearly opaque. If done in a large body of water, effect extends out to 10 miles. 

45. Minerva's Eye. By touching this sewing needle to clothing, it can suck up the thread into itself. The needle can instantly produce clothing (or gauze) of any type or design required, limited to the materials and colors stored within it. The needle can even pull wool and cotton and silk directly off of sheep and plants and worms.  

46. Amalthea. A silent, divine goat that shimmers with glory. Can be milked for a healing potion whenever it is fed a magic item. Vanishes back to Olympus if it takes any damage. 

47. Glubby. While in this grey sleeping bag, you can retreat your head inside the bag to transform into a Giant Slug. 

48. Sword Earring. While wearing this earring, you can talk to swords, even non-magical ones. Can enlarge into a longsword when detached.

49. Cat ears. While wearing this headband, you get a +1 bonus to hearing, and can climb up (but not down) trees and anything made of wood. 

50. Black Belt. Appears to be made of 12 leather figures with linked arms.  If you yell HIYA the belt splits. Each figure is a tiny, speedy ninja. They can't harm large creatures but can deal with vermin and insects very easily, and do small tasks with great efficiency and alacrity.  Each can carry 1 pound. After an hour they salute you and reform the belt, and it can be used again the next day.  

51. Loops of Ling. While wearing these hoop earrings, your ears are detachable and you can hear from them regardless of where they are. Remember if you detach both of them and leave them elsewhere you won't be able to hear your surroundings!

52. Choker of Deception. While wearing this spiked collar, you can speak (but not understand) all languages- but can only say lies. 

53. Unbutter Knife. This utensil can cut through anything like butter, except for living or organic materials (including rope and wood). The immediate vicinity of the blade is very briefly given the consistency of butter, so cuts mostly mend themselves behind the path of the knife, making it take an entire tedious day to cut through a door one sliver of iron-butter at a time.

54. Portable Porthole. This circular glass window is a portal to a demiplane of fresh air. Creatures and objects cannot pass through the portal. While opened, it continually sucks in poisonous air and replaces it with clean, fresh air. 

55. Sitar of Resonance. While you play this instrument, your notes are faintly audible on any string instruments, metal plates, crystals, or other vibrating media within 5 miles. You could create a code to send messages using this.

56. Frog Phone. Pet mechanical frog that you can hold up to your ear to make a call. You can only call a random frog somewhere in the world (a different frog each time). Frogs are generally lazy, though quite knowledgable about insects and toxicology. 

57. Alphabet Soup. After drinking this soup, for 24 hours you cannot speak or write words or cast spells that contain the letter E. You can mentally deprive another creature of a letter of your choice with a thought. You can only have one other creature at a time letter-deprived in this way. 

58. Bow of Hobbling. If you shoot yourself in the knee with this bow, you teleport safely outdoors with all your equipment and treasure sans bow, but suffer a permanent crippling injury.  

59. Powdered Drakebones. Pouring this grey powder on a non-living object makes gravity pull sideways on it. Roll 1d4 for North/East/South/West.  

60. Window Spray. Squirting this spray bottle on a surface makes it transparent to a maximum thickness of 15 feet, until the liquid evaporates after one minute. 

61. Socks of Smoothness. While wearing these long stripy socks, you lose all body hair and your body and clothes become frictionless. You are nearly impossible to grapple. You can slide down a mountain or sand dune easily and painlessly. Standing up from prone takes your full movement and you keep velocity in between rounds up to twice your normal speed (you must spend movement to decelerate or change direction). 

62. Bottled Painting. Small inkwell containing a mix of paints. By meditating on an image and then dumping out the bottle (preferably onto a canvas or fabric but anything will work) you can display illustration or memory you want. Only one use. 

63. Staff of Staff. Banging this staff thrice against the ground creates the sound of a soft bell ringing. 1d6 butlers and maids appear to do cleaning and accounting work, vanishing if they take any damage. 

64. Chocolate Chessboard. One time use. Select a grid of 8x8 5 ft squares. All objects and creatures become represented as pieces on the chess board and, once per turn, you can move any object or creature to any square as a queen could move, affecting the same change on the battlefield. Alternatively, you can remove any number of unoccupied squares from the board and eat them, creating square black pillars of force in the corresponding locations that extend to the ceiling (or 100 feet outdoors). 

65. Staff of Staph. When you hurt a biological creature with a piercing or slashing weapon while holding this staff in your other hand, the wound becomes infected, causing death in 2d6 days unless professionally treated. 

66. Bell of the Bull. This large bell is worn around your neck and rings whenever you move, making stealth almost impossible. You always know the distance to the nearest cow and to the nearest minotaur. Any hostile creature that hears the bell is compelled to move directly towards you as per Suggestion.

67. Helm of the Rotten Brain. Whenever you roll a 6 or a 7 for anything, you and all nearby creatures are affected as per Hideous Laughter. 

68. Reverse Whistle. After breathing in to this whistle for ten seconds, the whistle will repeat sequentially, in order from most distant to closest, everything that was said within a mile during those ten seconds. Airtight rooms are unheard.

69. Ritual Mat. This mat is covered with circles of various colors, and dice to indicate moving limbs to certain circles in a two person ritual (though a third is recommended to roll the dice). By performing successful acrobatics or athletics, the participants become so entangled they become merged into a single person for 24 hours. While merged they have combined hitpoints or defense dice, use the higher of each of their skills, are one size larger, score critical successes at one number lower, and have twice as many spell slots. The combined people only take one action a turn.

70. Pipe of Evocation. Lighting this pipe casts Fireball centered on yourself. 

71. Saddle of Sleipnir.  A horse or other mount that wears this saddle has 8 legs instead of its normal amount. It can carry or pull 10 times as much weight as normal. 

72. Tripling Sponge. This fractal sponge can be wrung out for thrice as much liquid as it soaked up. Liquid wrung out has a harmless green glow and can't be tripled again. 

73. Ioun Wheel. This Ioun stone takes the form of a tiny spinning wheel. Whenever you take damage, you are immune to more of that type of damage until you take damage of a different type. You are stunned for one round whenever you take damage.

74. Crystal knuckles. Like brass knuckles but made of rubies. Punches affect all mundane objects as if they were made of drywall. 

75. Drinking bird. This small mechanical bird rocks back and forth continually drinking water. Can provide an unending supply of weak mechanical power as long as it has a small amount of water under its beak. This mechanical power can be used as equivalent to Mage Hand, or with enough time building up produce effects equivalent to Bigsby's Hand (8 hours), Telekinesis (24 hours), or Earthquake (a month). 

76. Peasant Glue. Unbreakably connects any two surfaces regardless of force applied, but can be easily rid by water, a 5 degree change in temperature, or even just yelling near it. 

77. Potion of Helling. A creature that drinks this potion has any mortal wounds healed via cauterization. They experience visions of being punished in hell for their sins or perceived sins, potentially altering their personality.

78. Potion of Pealing. This potion instantly doffs all armor and magic items the drinker is wearing. Good for escaping Heat Metal or removing cursed clothing. 

79. Potion of Annealing. For the rest of your life, taking fire damage gradually improves your flexibility. You will eventually be able to gain the Amorphous and Shape Self abilities of the 5e Plasmoid, except reshaping yourself requires minutes of hammering. 

80. Potion of Appealing. Only drinkable while dying. You get to argue with death as to why you should get to live. He's heard almost all of it before. 

81. Bibliomania Mint. After eating this mint, for the next hour anything written on paper you eat enters your memory. At any later point, you can reach behind your ear to pull out and unfold a copy of what you ate, limit two created copies per eaten page (one pulled from each ear). 

82. Pants of Dazzling. Shiny, bright, and gold. While you are wearing these pants, you appear to have thrice as many gold pieces, gems, and other treasures than you really do. These illusory duplicates vanish the moment they leave your possession. 

83. Tentacle Skirt. This skirt is made of dozens of writhing black tentacles. They are too weak to grapple opponents or support your weight, but can do a variety of fine tasks within 10 feet of you. Makes solo fancy cooking or crafting twice as fast. 

84. Wool Eyemask. In addition to not being able to see, while wearing this crude eyemask, you are deaf to all sentences that are not deliberate lies. You fully believe each lie you hear for 1d6 days even after taking off the mask.  

85. Basket of All and None.  This wicker basket is the size of a backpack, and anything placed in it is halved in weight and volume. The basket and its contents are immune to most types of damage, but if it takes any fire or acid damage, it is instantly destroyed along with all its contents.

86. Incredibly Thick Coat. While wearing this coat, your size increases by one and you gain resistance to all damage. You pass out from heat exhaustion in 1d6 rounds. 

87. Flagpole of Conquest. When you attach the flag or standard of your party to this pole and plant it into soil, the surrounding 60 feet becomes magically claimed as your territory, playing a telepathic introduction speech your party can create into the minds of all who enter. This effect persists for 1d6 days after the flagpole is removed.  

88. Ampule of Reverse Translucency. When you pour this liquid on a creature or object, it becomes visible to all through any walls and barriers. 

89. Suitcase of Irony. Produces items least suited for the current situation when opened, like diving equipment in the desert. Produced equipment lasts for 24 hours. 

High Power/OP Items

90. Resurrection Bed. After sleeping in this cot, the next time you would die you reawaken in it nude, if the cot has not been moved. In certain environments such as other planes, the moment you fall asleep, the bed explodes in a Fireball. 

91. Key of Sea. Placing this key into the surface of any body of water short of the ocean and then turning it instantly and permanently sucks all of it into the plane of water.

92. Ioun Stone of Eternity. When you activate this Stone, your movement becomes 0, you no longer age or need food, water, or rest. You can only repeat the same actions over and over again. 

93. Charging Boomerang. This razor sharp boomerang freezes in midair after being thrown and can be tapped by a nearby creature on each turn to increase its angular momentum and damage when its thrower releases it.

94. Silver Button. Rewinds time one round, excluding memory and the effects of magic items. 

[Items 92 to 94 were used in the final fight of a campaign to do infinite damage to the otherwise invincible BBEG]

95. Alpenhorn of Sublimation. When you blow into this giant horn, you turn into a sentient cloud of sound waves 5 miles across. You can hear and talk to everything that's not in a sealed room, including mimicking any sound or voice perfectly. Returning to your physical form takes 1d6 days. 

96. An Ordinary Pencil. The eraser can erase anything- someone's powers, their memories, the effect of gravity. Everything erased is restored when the pencil is snapped.  [Used to remove the player's godhood and memories at the end of a campaign to set up the mystery for the next]

97. Jelly Donut. Despite sitting in the corner of a dungeon for years, it is still perfectly fresh. Eating it causes brief excruciating pain, and the faint sound of millions screaming. It is actually Sigil. 

98. Infinity Scones. Come in Str/Dex/Con/Int/Wis/Cha flavors. Eating one of these maximizes your score in that stat for one round. Eating all 6 lets you ascend to godhood. [From one of my first campaigns] 

99. Fall Guy Ring. Whenever you would take fall damage, you may choose a creature you can see. They take the damage instead. [Do not give this to your players. I know from experience you will regret it.]

100. Wand of Spiders. You can conjure spiders of any type from the end of your wand as fast as a small river flows. 


Saturday, January 17, 2026

Other Side (Brean) Magic

 The Other Side of Aerb is Brea, and has entirely separate magic. It is a dismal place, without even the gentle oceanic laps from the Tide Frog's daily respirations. 


Soy

By planting soy beans, saying a few highly secret magic words, and going to sleep, a towering beanstalk will have grown by the time you awake. This beanstalk is around 20 feet in radius and appears to be infinite in height, but actually breaks through dimensions and reaches a random Plane. Climbing a mile upwards will let you reach the Plane, which normally takes several hours of hammering in climbing supports and belays into the stalk. Meanwhile, monsters from random Planes (not necessarily the one you breached, and not limited to Brea's planes) will begin clambering down. For them, the stalk has its own gravity, so getting to the ground is as easy as running. The main job of Soy mages is not facilitating travel to the Planes, but chopping down the stalks when this occurs, hence their common moniker of "soyjack". Rare materials from throughout the planes can be harvested from the corpses of the fallen monsters- AB+ blood, mimicry clay, piles of Scales, plastics, ultra-absorbent salt. 

Before the Union Empire and the registration and regulation of the practice, soyjacks were hated as the magic was easy for anyone to learn, promised great riches, but could invite doom to a whole village if a practitioner underestimated how hard it was to cut through 40 feet of bean. The mere possession of beans could get one exiled or burned at the stake especially if you had a reputation for foolishness. Beans became so shunned that especially honorable people, like Pythagorus, would rather die than run through a field of them.  Even in modern times, satirical cartoons often depict easily tricked or reckless individuals as soyjacks. 

It is unknown if the Plane of Soy exists. 

Oil

Covering yourself in oil is one of the most reliable ways to gain flight, as long as it is raining outside. You won't be able to come back to the ground until the rain ends or you somehow clean yourself off. For the first few times you douse yourself, you will uncontrollably ascend until you are above the clouds, possibly passing out or dying from cold and hypoxia. After many hours of practice, you will fly as freely as a bird, albeit a drunk one. Note that in oil-flight, diving and rising are inverted- ascending causes you to gain speed, while going closer to the ground requires effort. 

Throwing a small amount of cooking oil at an opponent with a slow reaction time during the right weather can send them hurling upwards, after which the oil will evaporate, and they will crash to the ground. Most however will simply be momentarily disoriented before gently soaring back down, as flight is much easier with light oils. During monsoons, species with especially oily skin, or even some humans, may be lifted into the air by the thousands. 

Oil is sentient and wants to be burned. It will naturally attempt to flow, even uphill, towards anything that could cause its combustion. A barrel of oil must be strapped or bolted down or it will start rolling away. 

Oil wants to be burned so badly a promise made to burn oil becomes unbreakable. A Cyclonopedic Compact takes advantage of this property. The deal makers clasp hands inside a blob of oil (group promises may need a bathtub or lake), then make promise(s) which also incidentally include eventually burning that blob and an additional quantity of oil, which depends on the severity and duration of the vows. At the end of their basic training, soldiers of the Union Empire take a pledge of unbreakable loyalty for their 10-year service, in exchange for the government promising to burn 1000 barrels of oil per soldier at the end of those 10 years. 

Brea doesn't have a Void Beast, they just have climate change.

The Plane of Oil is a vast but finite sentient sea of yearning. The air is pure nitrogen so combustion (and breathing) is impossible. Shapeshifting plastic ghouls, immune to bludgeoning damage, walk along the surface.  Dead ghouls can be eaten as beauty products. At the bottom of the sea are priceless technological items more advanced than anything found on Brea- supersonic aircraft, digital computers, ballistic missiles. These were conjured out of P-space and lack labels on their controls and buttons, so will take time to learn to operate. All creatures, no matter how much they weigh, float on the sea. Reaching the bottom requires discovering a simple trick- covering yourself in water. Even once you reach the bottom, you'll still have to fight the undead creatures from the Carboniferous which patrol it, and somehow get the treasure you seek back up to the surface. 

Hair

To develop Hair magic, you must braid and unbraid a lock of your hair 10,000 times. Hair magic causes you to lose all hair, even eyebrows and lashes, except for on the top of your head. Your hair, scalp, and skull become inviolable. Hair becomes prehensile and incredibly strong. At close ranges hair magic is incredibly deadly- if you charge a hair mage with a sword, the most likely outcome is a single hair worms its way inside a gap in your armor, then snaps your neck in a blink. The rest of the hair wrests the sword from your grip and hurls it a hundred yards away. 

The remainder of your body still obeys the laws of physics- lifting a car with your hair is possible if you are lying under it, but try to lift it from next to it, and you will either throw yourself to the ground or break your own neck. Knots and pulley systems can be used to isolate your body from the forces. 

The Plane of Hair is made of a surface of nail-like substance (keratin) topped with hair trees, and inhabited by giant lice and fleas, as well as hair beasts. Hair beasts come in both humanoid and elephantine forms, and can grapple their targets from 600 feet away, before pulling them in to be ripped apart and digested inside them. Visiting the Plane cures baldness, and all wounds, even those that are magically untreatable, become instantly sewn up by threads of hair. 

Coal

By coating a part of your body with coal dust, you gain the ability to sacrifice that part to create calorically equivalent fire or electricity. The energy from the sacrifice of a finger, if concentrated narrowly enough (which requires several fingers of practice to achieve) can kill a man. Species with the ability to regrow body parts (or anyone with access to healing magic or items) are obviously the only ones who can make reliable use of this magic.  By coating themselves completely in coal dust, an average adult with ~130,000 calories can self-detonate into about 130 kg of TNT (yes, the human body has twice the energy/mass density as TNT!), not enough to take down most buildings except at their weakest points, but enough to kill a dozen nearby people at once. If they use their last moment of consciousness to focus the energy into a line, they can produce a below-average lightning bolt.  Obese people can produce even higher yields, and can negate the need for external coating by consuming small amounts of coal for a few years. In some kingdoms it is fashionable amongst nobles to be morbidly obese, so they can self-detonate if they ever face capture (and more importantly, use that reputation to stop people from trying). Worn diamonds make it easier to focus and concentrate energy produced from sacrifice. 

The Plane of Coal is an endless series of grey, lumpy hills of coal, interrupted by the occasional glint of diamond. It is said that every ungranted wish is also buried somewhere beneath the coal- if someone wished for gold, there's a treasure chest somewhere beneath, if they wished for a friend returned to life, they are in suspended animation in a diamond coffin lost in the infinite hills. Krampuses patrol the Plane, and attack invaders with their horns, diamond-studded whips, and coal magic. Krampi all hate each other, and wish for each other's limbs to fall off. Because of their reverse-wish granting, this causes them to regrow limbs instead, making them ideal coal magic users. When Krampuses visit Brea, they seek out the naive or naughty, ask for their wishes, then grant the opposite. If someone wishes to fly, gravity pulls on them twice as harshly.  Clean water? Arsenic fills their village's well.  Gifts? Coal and an instruction manual on coal magic. 

Treefolk have a similar innate magic- elder trees can sacrifice parts of themselves to create thermal or electrical energy, but rather than vanishing, the branches crumble into charcoal, which can be used as magical fuel for younger trees. 

Scale

Dragons of various colors shed and regrow palm-sized scales throughout their lives. A creature holding or wearing a scale gains a single use six-second immunity to a type of damage, after which the scale crumbles to dust. Whenever a dragon takes flight, dozens of scales will be shed to the small fortune of whoever below may find them. Scales remain fresh for a thousand years after being shed, so combing deserts and ice sheets is a great way to find them, especially on sunny days where their glint makes them visible from afar. The scale trade is also a significant part of the Draconic economy- rather than a red dragon having immunity to 100,000 fires, its much more useful to have immunity to 99,000 fires, 300 bludgeons, 200 cuts, 200 impalements, 50 lightning bolts, 50 freezes, 50 acids, 50 bases, 50 psychic attacks, and 50 poisonings. Brean dragons are tough.    

The dust scales crumble into forms the dirt and soil in the Plane of Scales. The plane was originally desolate except for parasites and worms, but is now inhabited by the Oommok, a sentient bipedal species with beaks and large plate-like scales that are the little-known adult form of Kobolds.  The Oommok raise baby dragons in a safe environment, and have eliminated most other species from the plane, which cured Dragonkind from many infections.  In exchange, Dragons gainfully employ Kobolds, and keep their cocoons safe in their lairs during their transition to their adult forms.  Oommok are friendly to visitors. They play pleasing if simple xylophone and piano (getit scales), which echoes throughout the Plane, and are famous for using baby dragons to sear creme-bruele in front of patrons to their restaurants. 

Leaves

If you dump a bucket of leaves on yourself, such that you are completely covered from external view for a moment, you can appear in a random, large enough pile of leaves anywhere on the hexagon. If you don't like where you ended up, simply jump out of the pile and then back in, and you'll be whisked away to somewhere else. The magic is learned by sleeping in a pile of leaves shed by a treefolk of at least a thousand years of age. The Union Empire has tried building warehouses full of leaves, but compared to the quantity of fallen leaves fall in the wild, it is thought unlikely they have ever caught even a single teleporter in this way. 

The Plane of Leaves in some sense the smallest plane, only 10 miles across, but the dense trees within are infinitely tall; they continuously shed a rain of random leaves onto the ground, which rot in minutes into an ever-rising layer of humus. Teleportation is involuntary in this environment- if you lose sight of someone for a moment due to the leaves, they will vanish to somewhere else in the plane. The random leaves include a small percentage of highly poisonous and painful leaves, as well as pages from random books. It is inhabited by Twig-men, tiny humanoids who perceive time 100 times slower than normal. They ride dragonflies and live in hollows of trees, and will trade their records of Leaves-teleportation (they know of all teleportation that has occurred in the plane or on Brea) in exchange for small amounts of salt or metal.  







The 21 Races of ꙮBERWROUGHT

Dwarves (+1 Con, +1 Wis), the First Accord Species, are gravitationally inverted (taking the gravitationally inverted Trait undoes this and...