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).
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