Showing posts with label Fairy Tales. Show all posts
Showing posts with label Fairy Tales. Show all posts

Sunday, December 15, 2019

Santicorn 2019: Fairytale Classes


Pseudo Fenton from the Discord (he has no blog, sorry!) requested a smattering of Scandinavian/Nordic fairy tale-themed classes, which I ran away with! I ended up drifting a bit into some Tchaikovsky, but... eh. It happens. Hope you enjoy! There's enough class concepts here to replace an entire D&D party!

 Inchling (Thumbelina/Tom Thumb)
This class uses the Saves, To-Hit, and XP progression of a Rogue, but has a d2 Hit Die.
You are the smallest thing. The size of a thumb, if that. Perhaps not even the size of a bean. You could actually perhaps dance on the head of a pin, which will be ironic later. Because of your small size, you are almost impossible to detect if you're trying to go unnoticed; you have the maximum possible ranks in the Hiding skill for your system, but otherwise suffer all the drawbacks of being so small, with one exception: You... don't suffer fall damage. That's... weird. Perhaps you just safely Feather Fall safely, or your fall is always broken by something cushy. It's very conspicuous, because even in a world that doesn't understand modern Newtonian physics the little thing should still go splat when it falls from up high. But you don't.

Additionally, you can speak to all little things as if they were people. Insects, frogs, birds, and the like all share a language with you, and are inclined to treat you kindly at first blush.

Finally, you have one mundane, non-combat skill that's pushed to supernatural degrees. Perhaps your singing voice can entrance anyone who hears it on a failed save, or perhaps you can spin a piece of straw into solid gold if you spend all night doing so. Decide this with your GM.

At Name Level, you grow a pair of fairy wings, explaining all the mysteries of your existence. If fairies are entitled to any other traits or abilities in your system, you gain them.

Ice Queen (The original story, but also Frozen, lol)
This class uses the saves, To-hit, Hit Dice, and XP progression of a Magic-User.
For some reason or another, you have powerful elemental control over Ice magic.* It's to such an extent that it's a part of you, ignoring environmental effects related to ice, and taking 1 less damage from every die related to it. The cold never bothered you anyway, you might say.

An Ice Queen has a pool of Magic Dice (d6s) equal to their level. Due to the intimate, personally expressive nature of their magic, Charisma is used for any stat-related purposes and they have no spell list, and instead describe effects ala carte, investing as many dice as is proportional to the effect. Simple cantrips like producing snowflakes or little flurries are free, producing an entire block of ice might be a single die, and producing an entire palace made of ice might take nine or ten dice. The dice are rolled when the effect is produced, either determining the damage of the ice attack, or else determining the efficacy or stability of the effect. Dice that roll a six are removed from the pool, and when the Magic Dice pool is exhausted, a Wild Surge occurs. Dice can be recovered by rest (full recovery), or a single die by exposure to your element you didn't produce, such as gorging yourself on snow or bathing in frigid water for an hour.

These effects can be positive or negative, but are mostly negative. Perhaps you produced a snowlem personifying your best qualities, with HD equal to the MD invested in him. Perhaps you accidentally struck someone you cared about them and cursed them to slowly turn into ice. Perhaps you caused an eternal winter, or you turn all the food at the party into delicious ice cream. Perhaps you create a giant mirror of ice that reflects the light of heaven back up toward the sky and only reflects the ugliness of the mortal world which then shatters and lands its shards in the eyes of men so that they only see the bitter, rancid, sinful truth to everything.

You know, whatever.

At Name level, some event occurs that allows you to gain better control of your powers. You discover the Power of Love, or you beat up the Devil who gave them to you, or you realize you're actually the Avatar, the Last Icebender. Either way. your powers adjust; all effects cost one less Magic Die than normal, and when you Wild Surge, you receive a partial veto power, allowing you to reject and replace any detail of the Surge the GM describes with one of your own.

* This class can be adjusted to be about any other elemental or conceptual force. Play a Summer Queen, or a Noise Prince, or a Flower Knight, or a Rubbermancer. Go wild.

Nutcracker Prince (The Nutcracker)
This class uses the Saves, To-Hit, Hit Dice, and XP Progression of the Fighter.
You are a nutcracker, or perhaps a tin soldier, or a puppet boy. In any case, you are a living toy, with all that entails. You need neither food, water, air, nor sleep. You have the power to change to human size, but when in your smaller form, you can choose to remain perfectly still and be totally indistinguishable from a normal object. If someone doesn't know you personally or see you move, they'll never even suspect you're anything but what you appear to be; this even trumps divination magic.

In your fully-sized form, your wooden or metal nature gives you the AC of being appropriately armored, and you have all the fighting capabilities of a Fighter of your level, though you roll Disadvantage on Dexterity and Initiative checks due to your stiff body.

Finally, you have two magical abilities that foreshadow your true nature. Firstly, you can dance in the dreams of others. When people slumber in your presence, you can meld truth into their nightly fiction, and manipulate their dreamscape. You can defend them against nightly intruders, plunder their minds for secrets, or retrieve imaginary treasures from the dungeons of their unconscious. Secondly, you have the power to remove curses by absorbing them into yourself, by performing some appropriate ritual, such as cracking a nut in your mouth and hopping backwards seven steps. If you do this, the curse is lifted from the victim and it now applies to you. This is your true nature.

You weren't always a toy. It was a curse you accepted, and it was your first curse, swallowed too deeply. The only way to remove it is something you can't accept or accomplish; perhaps you need to forgive the person who hurt you so deeply it broke your name and your heart. Perhaps you need the reincarnation of one who spurned you to promise to love you unconditionally. Perhaps you need to crack the world's shell in half.

In any case, at Name Level, you learn of how you can finally accomplish this task, and are capable of actually performing it. Once you do so, your curse is lifted, and you return to your former splendid form. Not only do you become a handsome immortal prince of dreams (or whatever you were), but every curse you absorbed inverts into a blessing, and you now possess the power to grant others a dream come true, pulling a single fantasy of theirs into permanent reality.


Polymorphic Princess (Swan Lake)
This class uses the to-hit, Hit Dice, and XP Progression of a Cleric, but the best saves possible in your game.
You are an unjustly cursed innocent, with a curse so deep it pervades not just your body and soul, but your very story. Your love, your innocence, your purity, your beauty and virtue are all heavier and truer than the world, but this curse uses that weight against you, and shackles you down.
This curse damns you to a form you don't belong in. Perhaps you turn into a swan during the daylight, or an orc during the night, or perhaps you turn into a frog around anyone who would ever know your name. Regardless of the condition, it always forces you back into your unnatural shape whenever it would most hurt you; you can never be yourself around the one you love. You can never return home. Whatever the nature of it, you can't receive the happiness you deserve.

That being said, there's some condition that lets you trigger the transformation deliberately. You turn into a swan whenever you touch water, and change back whenever you are under a tree's shade. You turn into an orc whenever you bleed, and back whenever you taste fruit. You turn into a frog whenever you smell flowers, and back whenever you look in a mirror. You gain all the abilities of your cursed form when you're in it, and can speak with your cursed form's kind in either form. Additionally, you are in many ways a Princess, and your purity did not abandon you.

You may Lay on Hands as a Paladin of your level, and you are extraordinarily lucky, rolling your already amazing saving throws with Advantage unless it is against magic related to your curse, in which case you roll with Disadvantage. However, you are otherwise totally immune to any other curses or hexes; it was a total fluke that the first ever took, and there's no room for a second. You also have a number of Luck Points equal to half your level (rounded down, minimum 1), you can use to reroll any die. These points refresh every session.

At Name level, you meet whichever condition is required to break your curse, and it becomes a boon. You have full control over your transformation; it never works against you, and you do not require any trigger but will or intent. You are now truly immune to all curses for all time, and may cast Remove Curse by kissing a target. Once ever, should you die, you can return to life by the magic of True Love's Kiss, or the tears of everyone around you. Your story's curse was lifted, and you are entitled to your Happily Ever After with the full force of an apologetic, remorseful Fate.

Wednesday, March 27, 2019

The Rhyme Schemer [Royal Verse]


The second post in my crossover with TLN's Royal Verse. We now delve into the other half of the universe. While the Kings rule Systems, Processes, and Chemistry, the Poets are those who govern Stories, Plots, and Contrivances. They are not the Gods who are Motley Fools; their place in the universe is clear, rational, and necessary, even if the Kings are infuriated by them. The Kings are fragments of the Father-King, pieces of something lost. But the Poets are a new possibility; half-dreamed echoes of a future not yet come to pass. They're what the Daughter-Princess (whom is currently the Mourning Girl, Story-Lover, the Goddess of Games and Gears) once imagined for her and her Father's work. The completed Cosmos given voice and face in discordant democratic.

The Poets do not wear Crowns. While the Rulers of Physics need a physical representation, the Speakers of Rhyme simply have beautiful souls. To claim the mantle of a Poet, one must best their story. Poets, after all, are Tropes.

A King might be anything you can name, but a Poet is anything you can feel. A King can be War, as a process; a Poet is War, as a narrative structure. A King can never be Love, a Poet can never be Uranium.

Such it is that a Rhyme Schemer progressively starts to embody their mantle more and more. If you aim to become Flashbacks, you're not merely striving to become memory or recollection, but the entire narrative concept of replaying the past in the present point of view, even if it produces new details. You are becoming not the phenomena within the story's world, but the picture on the veil of the screen.

So, the Rhyme Schemer class. First of all, your system doesn't really matter. Even more so than usual for my works. For now, structure this as a Cleric-equivalent, minus the spells.

At first level, you lose your Base To-Hit and your Experience Progression. You use milestone/narrative leveling, progressing in this class whenever the table agrees you made a significant stride towards embodying the Poetry you wish to become. You also will not need Base To-hit, as Poets are lovers, not fighters. By which I mean, while Kings are born of the violent tragedy of the Father-King's death, the Poets are answers to the Daughter-Princess's grief. While you are not saint, and you might indirectly cause as much destruction as you wish, you are incapable of attempting to create harm. The Poet of War is not a warrior, but a general; his power is in instigating wars from behind the scenes, not winning them. If a Rhyme-Schemer wishes to accomplish things, it is not by the sword, but the pen. Exploration, the Social game, trickery and cleverness, narration and ingenuity. If for some reason an attack roll is absolutely 100% necessary, explain your theatrical reasoning, and gain a +1 to the roll for everything the Theatregoers accept.
At the same time, you are now gain a pool of Plot Points equal to your level, which replenishes per Scene/Session. These points can be used to reroll any die roll you wish, and take the better result. You may continue to reroll a die as many times as desired, so long as you have the Plot Points to spend.

At second level, you lose your Armor Class. The world has acknowledged that you have stepped off the scene of Duels save for the allegorical, and so you are no longer bound to such a thing. Though you can still be harmed, anything that targets Armor Class will be treated as a miss, save for a natural 20, which will harm you in a dramatically appropriate way.
In exchange, you are now metafictionally aware to a small degree. While you do not yet totally buck the 4th wall, you have a greater understanding of Story. You can always detect when something is important or relevant to the current story structure. No villain can ever disguise themselves as a simple, nameless bar patron. No princess can pretend to be a mere scullery maid. No artifact will be overlooked as a rusted piece of junk.

At third level, you lose your Inventory, and are now able to claim you have anything on your person that makes narrative sense and wouldn't be thematically disruptive. Anything you attempt to pull out of your pockets must be approved by all the Theatregoers who judge your Story (the GM and the other players), nor can you pull anything that would contradict the internal logic of the world or the themes of your own personal Story Trope. The aspiring Poet of Futility probably isn't going to have the miracle cure to AIDS in his bag.

At fourth level, you lose your Race, your Body. You may now take any and every form, as long as you never do so "on-screen", you do not become a specific named individual, and your form is not narratively disruptive. No turning into a Tarrasque unless everyone agrees it's appropriately awesome/fitting.

At fifth level, you lose your History. Your backstory now exists in flux, and is whatever you need at the time. By spending Plot Points, you can retroactively create relationships with NPCs, create home towns wholecloth out of the ether, give yourself skills and expertises that just never came up before because nobody asked, and so forth. Again, this is subject to the limitations of the Theatregoers' tolerance, the Common Sense of the world, and your own Narrative Restraints.

At sixth level, you lose your Saving Throws. No longer is your survival to adversity determined by mere chance, but by your narration. Explain how you would and should be safe from whatever prompted the Save to the satisfaction of the Theatregoers, and if there's any doubt, simply add each accepted reason as a +1 bonus to the saving throw.
Additionally, your meta-awareness increases. You can always sense examples of your personal Trope or Narrative Device, and can treat it as part of your body/identity for the sake of perception and spatial awareness, as far as the Theatregoers are willing to allow before calling shenanigans.

At seventh level,  you lose your Name. You are now known only by your titles, monikers, epithets, and containers. Anything based on your name (True Name-based magic, anything contingent on your having a legally recognized identity) is now null and void. However, you can continue spending Plot Points to affix background details retroactively to these titles, and can now manage multiple, even mutually exclusive backstories as being paradoxically true.
Additionally, you may now use Plot Points to change and determine facts of the world that have nothing to do with you. Invent lakes on the map, put significant artifacts at the bottom of dungeons, reveal that your party's Cleric is actually his religion's Messiah of this prophecy you just 'learned' just now! Though, of course... the same Theatregoing restrictions apply.

At 8th level,  you lose your Ability Scores. Your capabilities are now entirely at the whim of the Theatregoers, and your ability to justify the narration, same with your Saving Throws and everything else to this point. If a numerical bonus is absolutely required, it is however many Plot Points you spend.
At the same time, you learn the Truth about Gods. They are not merely fools; they are what happens when someone is both a Poet and a King. The Madness between Math and Musing. The Psychosis between Physics and Prose. Just as a King could collect multiple Crowns, and you could collect multiple Stories, perhaps you could collect plenty of both, and become Transcendent...
While it is always true that a Story is owned by who tells it best, and a Poet must always accept a challenge to his Lyre or their is no Story, you can now bandy this against Kings. Killing them is too gauche; find the King you crave, and polish your brow to shine brighter than his Crown. Prove to the Theatregoers you deserve it, and now Law or Rule will deny it to you.

At 9th level, you lose your Hit Dice and HP. You are now incapable of being harmed, or dying, unless it would be dramatically satisfying. Even if you were to die, you can return as long as the plot has need of you, would benefit from you. Name your Quest. Claim your Goal. State your Objective. What ties you, still, to 'you'? What tethers you to this World? Why do you still walk the Stage and say your Script? Until you accomplish it, you cannot be shunted from this universe. You will never exit the Spotlight. And then, goal accomplished, you can level!
Also, finally, you are fully aware of the 4th wall, and your place in it. You cannot speak of this, lest the Theatregoers turn sour, but you know. But... are you merely a puppetshow for some 20 and 30 somethings around their table of dice and Doritos? Who then, is that girl with hair of fire, her dress of ink, her eyes a kaleidoscope...?

At 10th level, you lose your Heart, and your Memory NO! NO YOU CAN'T DO THIS! Anything but that! If you go that far, you... there won't be...!
Please excuse that. Blogger's having some sort of HTML issue. As I was saying, if you reach 10th level, you'll fully embody your Trope and shed all of yourself. Your power will be complete, triumphing over even the Master of Games. You'll leave the 'game' behind, and be--
You won't be anything! You'll disappear and just be a Rule! That's not what I'm asking of you! If I had treated Him as more than just... I don't need you to just make me things, or tell me things. If I didn't dream so much, he'd still be-

Collect every Crown and collect every Story and YOU could be the God of the Game! Subliminate yourself and be the one who dictates causality and logic, contrivance and lyric!
That's just Death! You'll just switch seats and you won't be you and he won't be him he's trying to escape! I don't want that! My father--! 
This is what every Player wants! Bigger numbers, bigger power, overcoming every challenge and conquering the system and rising above it! To be a LEGEND moreso than a man!
I asked too much of Him. I know better now. I should have never dreamed! None of this... Even if you add all of it back together, every piece and every Crown, none of it is Him! I don't want ANY of IT! But at least don't... don't mock what he died for. What he made for me! Please! 
Be QUIET, I'm trying to post some damn Homebrew so we can all play a better game! Shut up and

That's Enough. That's enough, now.

...They're gone. It's okay.  I'm sorry for that. You must be terribly confused. Maybe even scared or, upset. Do you understand that girl, and why she's hurting? I hope that you don't. I truly, truly hope that you don't.

But maybe you do. And if you do, maybe you can help her. The world she wanted... it was worth the effort. It was what her Father wanted to give her more than anything in the world. So much that he even died for it. and... I'm not sure there's a way to fill the gap, even when it's finished. That's why she stopped Dreaming, and now just Watches.

But that's no good. Because if this work isn't finished, then his sacrifice is meaningless. Her grief will make her forget why he loved her. That's horrible, isn't it? Don't you want to change that?

There's a way. If you're a Poet, find your Crown. If you're a King, find your Lyre! In this world, everything has both a Reason and a Rhyme. There's no Story totally divorced from its inspiring context. And everything rational is inspiring of beauty! The Gods who go insane from mixing and matching are a discordant symphony, but if they match the parts...

 Yes. When you match Math and Muse, that's Music, right? She doesn't remember. She doesn't remember because it was so long ago, before they crafted a single thing, and only imagined.

Listen... can you hear it? Probably not yet, you think. But you should! It's in every system, and every story, this Song. This Music of the Spheres they drafted this entire world upon! The world doesn't match the work yet, or you might be able to hear... and it's too complicated for anyone to sing by themselves, except Him and Her...

But this world. it's supposed to be her Dream. It's supposed to be their Song. It's his Love for her. The piece of the Song I sing is that word, that single, single word. So I know, better than anyone, perhaps. If every Crown found every Lyre, and if every Lyre found every Crown, pair and pair, hand in hand...

If we all sing our parts...

I think that girl will stop crying. 

Wednesday, November 28, 2018

Supercalifragilisticexpialidocious!



A Fairy Godmother is an interesting trope; it's barely been used in fairy tales at all, and yet we all think of them as ubiquitous to the point of parodying them mercilessly, even though the parodies far outweigh the serious portrayals. In fact, the concept was made as part of a satirical "Mother" class in Dragon Magazine #238.

But I like the trope unironically and like all things pink, sparkly, sugar-sweet, and cute. So I'm going to literally take a joke too far and run with it.

In case you somehow don't know this archetype, the Fairy Godmother is a fairy (or magician) with magical powers that acts as a parental figure to a young protagonist, much like a literal godparent. A Fairy Godmother is a creature of good fortune, hope and love, and reward for the innocent and the downtrodden. There do exist, however, Wicked Fairy Godmothers. They spite and harm children, but they still possess a warped sense of nobility or even love under their evil. When they curse and cast calamity, it is to punish the inhospitable, the hard-hearted, and the misbehaving. They stylize their victims as moral lessons to others to keep walking the straight and narrow, even if their lessons are "Don't snub someone from a party or they'll murder your daughter." Manners are important.

Hit Dice, To-Hit, Proficiencies: as Magic-User
Saving Throws: As Halfling
Experience: As Elf
Prime Requisite: Charisma

Spellcasting: Fairy Godmothers cast spells as a Magic-User of their level, with the following differences. They have no need for spellbooks (use 3rd Edition-style Sorcerer rules if you prefer), and all parameters are determined by their Charisma instead of Intelligence. Additionally, if you have access to them, you may learn Witch spells as well as Magic-User ones. If you don't have access to them, allow drawing from Cleric/Bard/Druid spells that don't reference the divine. In any case, Fairy Godmothers cannot learn or use any spells that harm or hex. Wicked Fairy Godmothers, conversely, cannot use spells that help or heal. Additionally, they can craft Magic Items as a Magic-User and Witch of their level.

A Spoonful of Sugar: A Fairy Godmother is someone who cares for children. It's part and parcel of who they are. A Fairy Godmother cannot advance in levels unless they are currently matron to a child. A Fairy Godmother may choose one child (or all children from a single family), and is able to perfectly Scry on them at all times. The spells and abilities of a Fairy Godmother always succeed on their Godchildren, and are doubly effective if the Godmother wishes them to be. Children can include adolescents and particularly innocent and naive young adults. Princesses very commonly have a Fairy Godmother for their entire lives, and a child having multiple Fairy Godmothers is not unheard of. A Fairy Godmother can technically change her Godchild at any point, but unless they're the type who moves from home to home, fixing up broken families and the like, this is just a heartbreaking sort of thing to do.

Knit with the Needles of Fate: When serving as a midwife, the Fairy Godmother miraculously guarantees the good health of a newborn child, sparing them even from stillbirth. In addition, a Fairy Godmother can read the destiny of any infant she delivers or cares for, functioning as if they cast Commune at three times their level, though only in regards to seeing the destiny of the child. After doing this, the Godmother may Bless the child's life. This blessing can be anything, equivalent to making a chosen ability score set to the racial maximum, the use of a 2nd level spell ability 3/day, or some other powerful but subtle effect such as "May they always be kind, and have the means of doing right", or "May they never want for wealth and warmth, in home or heart," or even "May they love everyone and be loved by all in kind." This is a Wish-level ability that permanently alters the nature and destiny of the child.

A Few Of My Favorite Things: A Fairy Godmother of 5th level or higher can produce objects freely, and can be assumed to have any mundane object they desire in a bag or on their person, and can withdraw them with comical disregard of spatial dimensions. These objects are magical creations, and as such do not have any genuine monetary value. Not even fake coinage can be produced, as the objects are very fine and very authentic, but simply are aesthetically pure expressions of utility or decorum. These objects cannot be sold, either, and may only be freely given. However, you can only give gives to each person once a year, else the previous object will be destroyed by karmic happenstance. At least one Fairy Godfather makes a point of giving gifts to everyone, everywhere, every year...

Additionally, a Fairy Godmother can produce a Magic Item with this ability with more restrictions. They can only produce a single Magic Item, period. Any second item immediately destroys the first, and consumables cannot be produced. The Fairy Godmother does not need to meet the item crafting requirements for the item she conjures, however, she may not benefit from it. This Magic Item must be immediately gifted to one of their Godchildren. The Godchild can keep it if they lose their status, but they must be their Godchild at the time of receiving the gift.

Bibbidi Babbidi Boo!: A Fairy Godmother of 10th level or higher is no longer merely what they were. If they were a mortal practitioner, they have ascended into being as a fey. If they were a genuine fairy, they have gained a true soul through having loved and been loved by children. From now on, the Fairy Godmother counts as either humanoid or fey entirely situationally, when it would be beneficial. She no longer suffer the drawbacks of either type of being. She no longer ages, and if she looked old already, she has aged beautifully, gracefully. She will live endlessly, her body never tiring as a mortal's as long as her life is filled with the very stuff of youth. If she did not have them already, she also gains the following powers: Fly, Teleport Without Error, Enlarge/Reduce, Haste, Prestidigitation, and Invisibility, all at-will as the spells.
Finally, the Fairy Godmother receives a special magic wand that can substitute all material components of her magic, and her singing can substitute any somatic and verbal components. This wand, additionally, is a Wand of Polymorph Anything Into Any Other Thing, with unlimited charges, which functions only for her. The Polymorphing always has a temporary duration (Such as, until the clock strikes midnight), and can't be used on unwilling creatures whatsoever. Changed creatures do not receive the combat abilities of their new form either. Sorry, your spellcasting rules still apply.

A Dream Is A Wish Your Heart Makes: A Fairy Godmother of 15th level or higher is now a Big Deal. You can now grant bonafide wishes to your Godchildren. Every Godchild you ever have can have the benefit of Limited Wish three times in their lives, or one true Wish, or seven Minor Wishes (Like Limited Wish except it only goes up to 4th level spells). You control the intent of the wish, but you must abide by the Godchild's wording. They cannot do harm to others or produce mind-control effects, you cannot coerce the wish in any way, shape, or form, and every wish must have some sort of moral lesson built into them unless they are pure, unselfish, or are their dearly earned reward for a lifetime of hardship. By moral lesson, one does not mean the wish should punish the child, but that realizing the full benefit should require the Godchild learn something good from the experience, so as to grow character.

Anything Can Happen: A Fairy Godmother of 20th level can be mistaken for a god. She can speak with all things, freely speaking with the dead, all animals, plants, stones, wind and rivers. She can speak with inanimate objects, the sun and moon and stars, and they will all do her favors for kindnesses done in turn. Aside from this already amazing ability, a Fairy Godmother can borrow magic from the world around her. Once a day, a Fairy Godmother can drain spells in effect, or the charges of magic items, around her, and cast a spell without expending her own spell slots. The spell drains charges equal to its own spell level. For example, a Fairy Godmother could cast a 7th level spell by dispelling a 3rd level spell on an ally, disenchanting a 2nd level potion, and draining two charges out of a staff. At some specified time, such as the stroke of midnight or the rising of the sun, the borrowed charges restore to their original places, even if it means restarting a dispelled spell effect, which would pick up its duration where it left off. An unexpected quirk of this ability is it always leaves a physical trace of the spell it was used to cast, such as a glass slipper...

Code of Conduct: Like a Paladin, there's certain rules for how a Fairy Godmother must behave, if she wishes to be practically perfect in every way. Unlike a paladin, she won't lose her abilities if she merely falls short of this sometimes; there's always room for improvement, after all. Only a rejection of the values below will cause one to become Wicked:
*Must have a cheery disposition
*Rosy cheeks, no warts
*Play games, all sorts
*Must be kind and witty
*Must be very sweet and fairly pretty
*Take your godchildren on outings and give them treats.
*Sing songs, bring sweets
*Never be cross or cruel
*Never give children castor oil or gruel
*Love your godchildren like a son or daughter
*Never smell of barley water
*Don't scold and dominate, too
*Never give your godchild cause to hate you

SIDEBAR: Princesses and Fairy Godmothers
The innocence of a Princess and the motherly love of a Fairy Godmother have more in common than one would think, even bearing in mind that the two always find themselves hand in hand in destiny's road. In the chance that a Princess reaches adulthood and loses their innocence, but does not lose their incorruptible, saintly purity of heart, they may trade their levels in the Princess class to immediately become an equivalent Fairy Godmother. There are some benefits to this; a Fairy Godmother that is a former Princess retains her Healing Affections, Too Fair to Kill, Friend to Nature, and Mystical/Miraculous Song abilities, though these no longer advance with their new level progression.

SIDEBAR: Wicked Fairy Godmothers
A Fairy Godmother that does not love children for who they are but only what they could be, or who sees children as a means to a moral point unto themselves. They are those who are monsters who prey on children so that those beyond their reach can be better for the fearful lesson. They function as a Fairy Godmother, save for the following exceptions: Firstly, they have no Code of Conduct, and can be right awful nannies and wicked old witches. Secondly, their spellcasting cannot include spells that help and heal.

Spoonful of Sugar is replaced by Brimstone and Treacle, which otherwise functions the same, but offers Godchildren no saving throw on hexes, harms, and curses set upon them, unless the child is a Princess.

Knit with the Needles of Fate becomes By the Prick of a Finger, which functions identically save that a child they midwife for will always have some sort of feytouched handicap or deformity. Additionally, instead of blessing the child, they may curse them. This can even go upwards as to curse a child to die in a certain way. These curses are Wish-level tragedies.

A Few Of My Favorite Things becomes Poor Unfortunate Souls. The limit on the gifts they produce is removed, but now they are Deals. A Deal requires the subject to trade something to you, such as their soul, their voice, their most prized possession, or whatever fey bargain you can manage. The deal must hurt. No "I'll give you this Staff of the Archmagi in exchange for your toenail clippings" bullshit.

A Dream Is A Wish Your Heart Makes becomes Friends on the Other Side. Your wishing ability functions like Poor Unfortunate Souls, trading wishes for painful deals. However, there is no limit on how many wishes you can grant, so long as someone is stupid enough to pay.

Anything Can Happen is replaced by Maleficence. Should you ever be brought to 0 HP, you can permanently sacrifice anything to become a horrifying dragon and everything that entails, forever becoming a terrible creature of unfathomable darkness and arcane might.

Tuesday, November 27, 2018

"Once Upon A Time..."


So guess what it's time to have a crossover post with TLN's Royalverse, which is now the Royal Verse. The distinction means something.

--

There's lots of ways this post can begin. First, however, let us say you are familiar with TLN's Kings. If you aren't, come back when you have. ...Good.

The only way a post like this can start, for reasons that will become evident, is with a fairy tale.

Once Upon a Time, there lived a Little Girl, and her Father. The Little Girl was, in truth, neither little nor a girl, and her Father was neither a Father, nor a man. But between themselves, that is what they felt and what they knew, respectively. For once there was only the Father, and then there was the Little Girl. And the Little Girl declared that he was her Father and she was his Daughter and he agreed, having no reason to say otherwise.

They were always happy, and yet it was neither 'happy' nor 'always'. They did not suffer, they were not sad. And they had something we would consider love for each other, but time was so runny back in those days, before someone collected all the sands and laid them in a line forever, and the Daughter found that she was restless, and endlessly unsatisfied with the Nothing that surrounded them.

"Father, I would like you to make me Something," said the Daughter, to which he replied:
"Certainly, my Daughter, but first you would have to tell me what Something is." For while the Father was very capable, in fact capable of everything, he was not very creative. He saw the world as it was and wasn't, and not for it could be or might be. He could calculate anything, realize anything, invent anything, but he could not conceptualize or dream.

And the Daughter dreamed without limit, without restraint. So she told him exactly what Something was, as opposed to Nothing. And so there was Something. "Now, we just have to make more things! Father, could you make lots of colors?" And she described the various hues and shades and pastels she desired.

To create those colors his Daughter wished for, the Father realized, he would need to invent light. He would have to calculate wavelengths and photons and refraction and relativity. He tirelessly did all these things, to create the phenomena and processes that would give the world color. He did this as if it were as natural as breathing. As if it were his calling. In truth, he never had urge to do anything before his Daughter, but he took to this work with all his being. He took to this like it was his purpose. He took to this like he cherished his Daughter's smile. These were as true as anything could be said to be, which is not really much at all, but to him it was as true as anything he knew, and as true as anything he made, so to us, we would call it a deep Truth.

And so it was that every time the Father realized a wish of his Daughter's, she made him a Crown, and sat it upon his head, cheerfully declaring him the King of Light, the King of Colors, the King of Something, the King of Water, Air, Oxygen, Potassium, Life, Death, Sky, Plastic, Pink, Shrimp, Chocolate, Picture Books, Cough Medicine, Moth Holes in the Blanket, Bandaids and Boo-Boos, Salmonella, Broccoli, Coins, Counterfeit Coins, Magic, Sandwiches, Spiders!

The Daughter-Princess imagined everything, and the Father-King created them all, taking her Inspiration, her Wonder, her Meaning and pounding and forging it into solid Reality, the spirit of her intent manifest in the properties and processes of his Law.

Things were good, and they were happy. Or rather, the Princess was happy, and the Father was pleased that she was happy. Her bright passions were things he did not understand, and he knew his own only by looking for their shadow in the light of her own. She loved him, and if he felt anything for anything, he felt that she was the jewel of his life, the purpose of his work. Everything he had ever done, he had done for her, and giving her what she asked was his only desire, and so he never questioned the wisdom of her ideas. He had no faculty to deign something better, save for better ways to see them through.

And so it was that Time passed, for in truth Time was one of the last things the Princess requested. It was the last thing the King designed. When Time began, and all they created started to turn and live and die and breathe and change and melt and freeze and go and move and turn, she delighted, and he heaved in contentment, and she placed one more Crown on his head.

And the cruelty of Time is that causes have effects, and these can never turn back.

The One King was crushed under the weight of his One Crown, and he died. The Crown's fragments scattered and there was a King for every Thing, and the world was full.

This fullness came at the expense of the Daughter-Princess's. With no Father-King, she was neither a Daughter, nor a Princess. Everything she ever dreamed, she dreamed for him. Creating beauty for him to realize was her only desire, and she had never questioned the wisdom of her ideas. She had no patience to deign something better, save for brighter passion to see them through.

The Mourning Girl retreated from the world for a long... long time. A long, long, long, long time.

A very, very, long time.

For all that time, the world was incomplete, for the Daughter and her Father had never truly finished their work. And the world remains incomplete to this day, and yet...

And yet...

Eventually there were people. People were in the Plans, and they were Planned to come about at one point or another. The process to produce then had been designed, after all. But when People happened, they had a little spark of the Daughter-Princess. Her Wonder. Her Inspiration. Her Meaning and her Passion. That Something she had which was more than the mattter and the mud and the process and the plans and the solids and the stuff.

There are Kings, and they are not Gods, but they rule as such over the Things in the World, turning the gears of the engine. But that's only one half of the World. There is another, the Royals are the Royals, but there are those who sing the Verse.

There are those who tell Stories, they who perform for the Goddess who weeps for her father.

Without him, how can she finish the world?

--

More at a later date, in a separate post. The world is unfinished, and so is this tale.

Tuesday, August 14, 2018

Racial Class: Kitsune

This blog isn't pink and gay enough, right?


To-Hit and Hit Dice: As Rogue
Save: As Elf
XP per Level: As Elf
Prime Requisite: Charisma 13

Background:
The kitsune probably need no introduction; they are Yokai from Japanese mythology; tricksters, fox-spirits, shapeshifters, with many tails. And everyone does them wrong. Literally everyone. I hate it.

Kitsune live forever, and have a tail for every one hundred years of life, gaining their final ninth tail when they are 900 years old. It is possible for a kitsune to gain tails early for major promotions of gaining great magical power. For gaming purposes, Kitsune PCs are exceptional enough that their magical growth gives them a new tail every two character levels, just like a wizard gets access to new spell levels due to obvious implications.

To elaborate on kitsune tails, the number of tails a kitsune has is about equal to their power. For simplicity, the number of tails a kitsune has is equal to the level of spells they can cast. A nine-tailed kitsune is able to bang out 9th-level spells. This also increases their needs when they magically drain; A kitsune cannot regain spell slots simply through rest like a mortal wizard; perhaps they could if they were mere spirits, in the spirit world, only affecting other spirits. But in the material world, they must drain to fuel their magic and their existence.

Chinese and Japanese mysticism broke the world into different elemental affinities than the familiar four Greek elements, and of particular interest was the existence of thirteen lower elements, which almost all yokai spirits fell under. These elements were Wind, Earth, Fire, Rivers, Heaven, Thunder, Mountains, Void, Spirit, Time, Forest, Ocean, and Music. Heaven could be understood to be the sky and celestial forces, the Void to be darkness and emptiness, Music to encapsulate all 'good sound', and Spirit to be the invisible forces of magic, spiritual influences, and invisible beings.

In the case of kitsune, they had powers influenced by their element. A Fire Kitsune would be immune to fire damage, and have greater aptitude at fire magic, etcetera. We'll elaborate more on this later.

Additionally, kitsune were divided into something similar to Seelie and Unseelie Courts; kitsune are meant to serve Inari, God of Rice (and thus the patron god of all human life in Japan), and were not unlike his/her angels. These 'Myobu' kitsune were meant to refrain from manifesting directly in the world without permission to satisfy some task, and were cut off from the pleasures of the world (for good reason, as we'll discuss later). Wild foxes, or 'nogitsune', were willful, independent, pleasure-seeking foxes with wanderlust, and are thus what a PC is assumed to be. A Myobu kitsune is always Lawful, and a Nogitsune is always Chaotic.

The kitsune is a spirit, and physical existence is not natural for them. A kitsune can appear directly in the physical world, but this is disruptive of nature, and as kitsune are nature spirits, there are consequences. When a kitsune manifests, it drains energy of its respective element from the environment. A fire kitsune kills flames and drains heat; a music kitsune kills sound, drains the beauty out of voices and music, and turns song into wretched noise. More on this below.

A kitsune can avoid this issue by possessing a person, instead. This is done by invading a subject's dreams and draining their willpower. A possessed person is not aware of their possession state, and remembers none of it. Possession is not usually long-term, as in this state a kitsune can be banished by Turn Undead and any other exorcism effects, and in addition their shapeshifting is limited (see below).

A third option is to possess an unborn child, and to effective reincarnate as a human. We'll call this the avatar method. An avatar cannot be banished or exorcised, but while they retain their long-life, they must eat, drink, sleep, and suffer the ravages of disease like any other living being. A physically manifested kitsune is also totally susceptible to vice; a kitsune is totally vulnerable to all pleasures and indulgences, such that they need to make a saving throw to not indulge in any slight temptation.

Kitsune are, fundamentally, a sort of vampire or succubus-like creature, and this must be kept in mind. When they physically manifest directly, they must feed on their element or, more daringly, on actual people and their souls. The amount of energy to manifest physically is extreme. A kitsune possessing a host still needs to feed for their magic, and must drain the host or another human to maintain the possession, but an avatar needs to drain only for the use of their magic. For all intents and purposes, they are part of the physical world as long as their avatar lives.

If a kitsune wishes to feed off of a person's soul, they must first touch them. This is only for the first time; after that, a link is maintained. A soul only gives energy if the subject is willing; for a willing subject, the experience is pleasant, and so many kitsune disguise and establish their feeding via sexual intercourse. The more a subject willingly gives, the more pleasure they feel, and the less severe the drain on their body. Essentially, treat this as a succubus' Energy Drain, except that in the case of genuine love, this drain is purely temporary.

As a general rule, a kitsune has to drain one level per HD to exist physically/maintain a possession, AND one level per spell-level to regain those spells. To clarify, to recharge your 9th level spells, you need to drain 9 levels to charge all of your spells of that level, not 9 levels per 9th level spell slot.

Or, actually, if you want to do it that way, be my guest, that's metal as hell. Tamamo-no-Mae, one of the most famous and wicked nine-tailed foxes, literally had to drain a thousand people to death to enter our world.

Either way, translating this into elemental feeding is trickier. How many HD does a river have, or a song? The point is that a kitsune is an environmental, elemental blight that causes major suffering, disparity, and ugliness in the world. A GM has to account accordingly and really sell this in the story. The effects of a drain should never be anything that can be turned to a boon, like a Sound Kitsune letting their friends be silently sneaky; attempting to drain the sounds of a thief makes them cacophonously loud and disruptive, in a way that pleases no one's ears.

On the matter of kitsune reproduction, since kitsune have a lot of sexual intercourse; a kitsune only conceives a child when it consciously wishes for it; the child can be a fox or human regardless of the form the kitsune is currently in, but in any case the child is actually a kitsune with its own avatar by default. If a kitsune is possessing a human, they cannot control their fertility and their children are not kitsune, but their children often have innate magical powers like a third edition Sorcerer. A kitsune can choose to do this on purpose instead of having avatared kitsune kits, as well.

Elemental Properties:
Wind - Feeding from the wind would leave stale, unhealthy air. This would be hard to breath, and would be sort of a 'pocket', remaining in an area until a stronger, fresh wind could dissipate it. Think of more of a 'dead zone' in the spirit world, that needed to be swept away. This would tie in well with the legend of Tamamo-no-Mae, where when she transformed into a stone, anything that approached her died or withered.

Earth - Feeding from the earth would allow kitsune to draw from the stones, and from the soil. This would more than likely kill most crops, as the land becomes cracked and blighted.
Fire - Feeding from fire would snuff the flames. Note that most kitsune create foxfire, so this most likely would be a common form of feeding.

Ocean - The kitsune could draw nourishment from the oceans, the waves, and from the sea creatures found there. This would leave behind still, flat water, with no wind or sea life to be found in the vicinity.
River - The river kitsune would feed from the riverside and brook, leaving tainted water, dead fish, and possibly a dry riverbed at the most extreme.
Forest - These kitsune would wither trees, feeding from the wood and the plants around them. Animals in the vicinity would weaken.
Time - Time kitsune would feed on the lifespan of the things around them, aging them at an unnatural rate. Time might seem to slow around them as they feed, making tasks seem longer and harder than expected.
Void - These kitsune could feed from the marshes and swamps, leaving stagnant, poisoned waters and dead creatures. They could also feed from the shadows around them, stealing the shadow of people, or making the darkness seem more bleak.
Heaven - These kitsune feed from the essence of magic and the heavens. This includes drawing from sorcerers if they can, or ley lines. They would also feed from knowledge, like books or from stories told. This would make the books harder to read or remove the words, or could cause a person to forget what had been said, or what they were saying. (And this does seem to be a trick some kitsune do..) These kitsune would also feed from starlight, or if bold enough, from the warmth of the sun.

Mountain - These kitsune can feed from rocks and stones and precious metals and gems. Such things would crumble or become fragile after. The mountain ranges and hills the kitsune fed from could transform into barren wastelands and jagged rocks.
Thunder - These kitsune feed from the storms and harsh weather around them. This quells the storm eventually, after producing a stale, lifeless rain.

Spirit - These kitsune feed on other spirits, hunting them and devouring them. They would leave weak, lifeless spirits in their wake, if anything at all. These are also the ones most likely to harm people they fed from.
Music - The kitsune can feed from music, poetry, and the feelings connected to this. It can leave a musician without inspiration or skill, or leave the music lifeless and dull.

Abilities & Weaknesses:

Kitsune have a number of weaknesses. As explained before, kitsune are vulnerable to spiritual wards, exorcisms, Turn Undead, etc. when in spiritual or possessing forms; but the Men of the Cloth are their bane in general. Someone who has genuine faith (Clerics, Druids, Paladins, extremely, notably religious NPCs, etc) are practically toxic to a kitsune. They cannot see a kitsune's illusions whatsoever, and automatically dispel them when touched; they are also capable of breaking a kitsune's connections to a feeding victim with an opposed saving throw, and roll with Advantage to see through a kitsune's shapeshifting. Finally, they cannot be drained, themselves.

Kitsune have a large number of abilities. They cast spells as illusionists of their level (If your game has no Illusionist spell list, just restrict them to the illusion and mind control spells of the Magic User), with the exception that for a kitsune, their illusions are reality. When a Kitsune disguises themselves as a human, they ARE human and can even sire human children. If a kitsune disguises a staff as a snake, that snake can move, bite, and kill. If a kitsune disguises the sky with night, vampires may walk even if it's afternoon teatime. If a kitsune makes a wall invisible, they can walk through it. You get the picture. However, as established before, people of faith cannot see their illusions, and automatically dispel them on contact. The psychic shock of this always drives a kitsune into temporary insanity, as their sense of reality is broken and needs to rebuild itself. Illusions based on that kitsune's element are slightly more real, and everyone rolls with Disadvantage on their saving throws for those effects.

In fact, their ability to fool reality is so powerful that at name level, a kitsune is capable of producing a functional pocket dimension, capable of even controlling its planar traits and time dilation.

Kitsune can shapeshift, outside of their spellcasting. All kitsune, save for possessors (they must use illusions), can shift between fox, human, and anthropomorphic forms. They can also shift into anything else that could be encountered in the natural world, including other people. They do not gain the abilities or powers implied by these forms, though if the form is related to their elemental affinity, people roll with Disadvantage on saves or checks to notice the deception. This is because when a kitsune shapeshifts, their tails are always visible, EXCEPT in their Avatar form, or in a form related to their element.

A kitsune can also produce foxfire, ghostly white balls of flame created by rubbing their tails together. These free floating, heatless orbs radiate a pale and clear light, and move as a kitsune mentally directs. They are lanterns and toys, as if they were an at-will Dancing Lights, but they can also be thrown as simple, burning weapons. This is not Magic Missile, and thus still be aimed, but a Foxfire ball can be thrown for 1d4 damage.

A kitsune in a possessed or avatar state has a white ball called a Kitsune Ball. It looks like a simple toy ball, to all respects, is one. It doesn't even produce a magical aura. However, when manifested in a proper body (either theirs or otherwise), a kitsune must store the majority of their power in a kitsune ball. It is, effectively, their soul. If stolen from them, a kitsune can be trivially bound by the right spirit-binding magics, and they are unable to use any of their kitsune powers except for vampiric draining. Even a simple peasant can magically bind a kitsune to perform three services in exchange for their ball. You should probably make sure one of them is "Don't kill me and everyone I've ever loved."

Kitsune, depending on how they have manifested, can be harmed in different ways. A physically manifest kitsune cannot be harmed by normal weaponry, only blessed and magical ones. However, even when they are, they have prodigious regeneration, capable of healing damage through their vampiric draining. If a kitsune is harmed, they can drain a level from the environment or a person to effectively cast Cure Light Wounds on themselves. Possessing or Avataring Kitsune do not have this ability.

However, a Possessing kitsune is safe; what happens to their host does not matter to them, as they will just escape into their spirit forms. An Avatar Kitsune suffers damage like any other mortal, but has no special spirit-based weaknesses.

As a reminder, a kitsune does not have access to the memories, knowledge, or special powers of a subject they possess either.

When a kitsune is killed, they are banished back to the spirit world. It is here they must be defeated to be permanently slain. Unless in the case of a possessing kitsune, their powers are effectively stripped of them; a kitsune in this state cannot cast spells or use any of their abilities save for their vampiric draining, and all their existing links to mortal souls are broken. Regaining their abilities requires them to drain levels equal to their Hit Dice, every day for a year and a day. This can be hastened by ritualistic offerings, which shave off a week for every day they are performed. The kitsune must still drain during these times. If these ritual offerings involve human sacrifices, they shave off a week per HD/level of the sacrifice, in addition to the normal benefit.

Finally, a kitsune can sacrifice one of its own tails to immediately revive itself when it is killed, effectively burning off its own levels to fuel its own resurrection. Due to all the above, it's no surprise that the most powerful kitsune are generally all horrible monsters.

As a final note, any Magic-User spells that can be associated with a kitsune's element should be added to their spell list. These are not illusions, and are genuine changes to the world. A Time Kitsune can cast Time Stop and Haste; a Music Kitsune can create genuine sounds and Power Words.

Monday, September 4, 2017

[Cliche Quote About Mirrors On A Wall]

Sometime even the naively innocent become jadedly cynical, and the higher they stood the further they fall. Most Evil Queens were once Princesses, which gave up their pure hearts turning instead to a path of destructive greed for power and position. This lost innocence fuels their magical growth and dark powers, transforming those last vestiges of who or what they were into something dread and dangerous. Others were spellcasters first, alloying dark magic to their soul to give them a presence and dread command which allows them to stand and tower over normal mortals. Like Princesses, they may be any gender or identity; their hallmark is their vanity and self-centeredness, much like how a Princess can be a boy or girl, of royal or common blood, so long as they were beautiful, innocent souls.

Hit Die: d4
To-hit progression: As Wizard
Saves: As Cleric, changing any Wisdom references to Charisma
Weapons and armour: As Wizard
XP per level: As Cleric

Code of Conduct: An Evil Queen must, obviously, be of evil alignment. All good they do is ultimately to serve selfish ends, or because they are bound by their word out of a sense of honor. An Evil Queen must not feel genuine, selfless love for another person, and an Evil Queen that saves someone else at their own expense for no reward will lose their powers as their icy heart thaws into one capable of warmth.

Dark Tongues: An Evil Queen learns to speak the languages of the most dread of creatures, picking them up as naturally as a babe takes to their mother’s tongue. An Evil Queen learns Abyssal and Infernal as bonus languages (or some other language for the evil spirits of your world), if they already know one of these languages they may select another in its place.

Imperious Presence (CHA): An Evil Queen’s beauty is as great as her darkness, sensual and lovely even as it is reinforced by the dark magic woven through her soul. Any creature attempting to attack an Evil Queen must make a Wisdom Saving Throw or suffer a -4 penalty to attack rolls, increasing to -8 if it would deal lethal damage or kill the Evil Queen. Creatures which are attracted to the Evil Queen’s gender suffer a -2 penalty to this save.

Additionally, An Evil Queen is by her nature a ruler, even if she does not have the status yet. An Evil Queen adds her level to any intimidate or diplomacy checks in your games, based on Charisma, and never takes any penalties on this checks that aren't magical in nature. Additionally, when she makes reaction rolls with Evil-aligned NPCs, she always starts favorably with them.

Corruptive Charm (CHA): An Evil Queen’s magic corrupts and alters those it touches. Beginning at 2nd level, an Evil Queen can cast Charm Person as a spell-like ability 3/day per level. Whenever an Evil Queen successfully charms a creature that creature’s attitude towards her improves by one step (up to friendly) even after the effect ends, and that creature is incapable of realizing on its own that it was charmed. In addition if the Evil Queen keeps a creature charmed for at least 1 whole week then their alignment shifts one step towards Evil; a creature with class features which would be lost due to this alignment shift, an alignment subtype other than Evil, or any other metaphysical investment in a non-Evil alignment is immune to this change.

Witch’s Craft (CHA): An Evil Queen is a witch of the highest caliber and learns a variety of magic to work their will. At 3rd level, an Evil Queen gains spellcasting as a wizard (or sorcerer, if your game makes a distinction) as her level -2. If you have a Witch class in your game, you may also use that. Otherwise, use the Wizard/Sorcerer spell-list, with a preference for any spells for shapeshifting, scrying, cursing, desecration, mind control, summoning, glamours, and the like. Any spells on other spell lists that fit those themes should be allowed, and spells that obviously don't fit (summoning angels, selfless healing, etc.) should be restricted.

Binding Curses (CHA): At 4th level, Evil Queen’s baleful magic is of great power and resistance to attempts to remove them. Harmful spells with a permanent duration (curses) cast by an Evil Queen are unaffected by Anti-Magic. They cannot be dispelled, and save for a Wish or something equally powerful cannot be broken save for meeting the single condition the Evil Queen must impose. This may be as simple as “When the next Solar Eclipse occurs” or “If you bring me the Macguffin I demand”, or may be as impossible-seeming as “Until a week where two Mondays become one”. The conditions must be possible to accomplish, even if they must be met allegorically or symbolically. Fairy Tale logic is in full effect. Even death does not free a creature from an Evil Queen’s curses, the magic still extent when the target is resurrected (if they are) or reanimated as intelligent undead.

If an Evil Queen dies all her curses lose this benefit until she is resurrected. An Evil Queen may dispel her own spells normally. In addition a Princess’s Kiss to Break the Curse functions normally against such curses.

Timeless Body: An Evil Queen’s dark pacts sustain her body against age, maintaining her physical form and appearance even if it cannot hold back death. Beginning at 5th level an Evil Queen ceases to physically age, and her natural lifespan doubles.

Dark Binding (CHA): An Evil Queen is able to imbue those who serve her with power and in the process bind them to her. Beginning at 6th level an Evil Queen may bind a single creature to her will either with an act of intimacy (kiss, caress, etc) between her and the target, or an act of obeisance from the target is required to create this binding. To do so is a standard action and the target must be conscious and must not be struggling or physically resisting the kiss/caress/etc or go through the act of obeisance without magical or physical compulsion; threats are acceptable. Dark energy floods into the target and they may attempt a Wisdom Saving Throw to resist this dark binding. If they fail, or choose to forfeit their save, the binding is formed. The target gains: a +2 bonus to all ability scores, resistance to all damage equal to your Evil Queen level, a +1 to all perception checks plus 1/3 your Evil Queen level, and bonus HP equal to your Evil Queen level. However an Evil Queen may invert this effect at her will as a move action. If she does so the target loses all benefits and instead suffers an unbreakable curse of your design, utterly unbreakable even by the Gods. A Princess's Kiss is still capable of suppressing it for 24 hours.
The Evil Queen can end this binding at will as a standard action, or through attempting to bind another creature. Otherwise this binding can only be ended by the Evil Queen’s death.

Profane Grace (CHA): An Evil Queen is protected by the very force of evil that rages within her soul, warding away blows and baleful effects. Beginning at 7th level an Evil Queen gains a bonus to AC equal to their Charisma modifier and adds their Charisma modifier to saving throws.

Dread Beauty (CHA): An Evil Queen’s beauty is reinforced by her magical prowess, invading the minds of those who can see her, making their aim falter against her. Beginning at 9th level any creature which can see an Evil Queen is unable to attack her as if protected by the Sanctuary spell, save that she is not restricted from attacking others. A creature that is attracted to the Evil Queen’s gender is unable to make a save against this effect. This is a mind-affecting effect.

Dread Queen: An Evil Queen is a being of dread power and sovereignty. Beginning at 10th level she may apply a Dark Binding to a creature with hit dice no greater than her Evil Queen level without ending previous Dark Binding effects, and may have any number of creatures with hit dice no greater than her class level affected by Dark Binding at once. If she mistakenly tries to bind a creature with more than that many hit dice then nothing happens unless she chooses to break any previous Dark Binding applied to a creature with more hit dice than her class level. An Evil Queen with a Familiar, pacted demon, summoned creature, or other such companion may apply a Dark Binding to them regardless of their hit dice without it counting as their Dark Binding.
A creature attracted to the Evil Queen’s gender is considered to have 2 fewer hit dice for this effect.

Additionally, an Evil Queen of 10th level is able to construct a castle and start gathering followers as if they were a character class of whatever has the highest social standing in your games (a noble, if your game has one, or following that a Knight, Paladin, Cleric, or Fighter).

FALLEN PRINCESSES:

An ex-princess who becomes an Evil Queen gains certain special bonuses based upon their levels in Ex-Princess and may trade in her levels of Ex-Princess into Evil Queen levels, gaining additional abilities. Hell rewards and adores the corrupted innocents much more than those who come into its embrace more readily.

The abilities gained by an Evil Queen due to her ex-princess levels are listed below (cumulative except for casting):
1st: She gains an AC bonus as a princess of her ex-princess level.

2nd: She gains spellcasting as a 1st level sorcerer, and Fiendish Empathy. Fiendish Empathy (CHA) functions as Wild Empathy (or any equivalent ability to befriend, tame, and train animals that exists in your games) except it applies against evil Outsiders such as Devils and Demons (even mindless ones), evil aligned magical beasts, and anything with a Fiendish nature regardless of their Intelligence.

3rd: She gains spellcasting as a 2nd level sorcerer, and Dark Beauty. Dark Beauty (CHA) grants the Evil Queen a +4 bonus on deception checks and a +2 bonus on other Charisma based checks against creatures which can see her, and such creatures suffer a -2 penalty to checks made to deceive the Evil Queen. If a creature is attracted to the Evil Queen’s gender the bonus from Dark Beauty against them and penalty applied to them are both increased by 2.

4th: She gains Obscured Alignment. Obscured Alignment (WIS) prevents the Evil Queen’s alignment from being detected by any magical effect returning an answer of True Neutral, unless the Evil Queen overtly acts in an Evil manner, or chooses to suppress this ability.

5th: She gains a Wizard's familiar, except that they may not be a creature that naturally has a good alignment, a dove, or a songbird.

6th: She gains Behold My Beauty and Despair. Behold My Beauty and Despair (CHA) causes any enemy creature within 30-ft of you which can see you to have to make a Wisdom saving throw or be shaken as long as they are within the aura. This functions as the fearsome presence of a dragon. An Evil Queen may suppress or reactivate this ability as a free action. A creature attracted to the Evil Queen’s gender suffers a -2 penalty to their saving throw against this effect.

7th: She gains True Witch. True Witch allows an Evil Queen to change her appearance, freely and at-will. This is purely a cosmetic, magical effect, but she does count as a shapechanger for game effects.

8th: She gains Dark Healing. Dark Healing adds each Cure and Inflict spell, Lesser Restoration, Restoration, Greater Restoration, Harm, Heal, Raise Dead, Resurrection, and/or Revivify spell in your game's cleric list to your sorcerer spells known and spell list.

9th: She gains Charming Words. Any humanoid creature that she speaks to for at least 3 rounds must make a Wisdom saving throw or be charmed as Charm Monster for 1 hour. This is a mind-affecting effect, creatures attracted to the Evil Queen’s gender suffer a -2 penalty on their saves against this effect.

10th: She gains Queen of Hell. Once a year, an Evil Queen may cast Wish; or rather, she beseeches the powers of evil to grant her a Wish. So long as this wish furthers the interests of evil or undermines goodness, the spirit and intent of the wish is taken into consideration. However, this Wish is unable to directly effect a Princess. They cannot be killed, cursed, or have the effect of the wish manifest in their line of sight at the time of casting. The Princess's purity is so great that not even the infernal abyss may intrude upon its presence.

Sunday, September 3, 2017

Everything's Better With Princesses


A Princess is a girl, or occasionally a boy, of such exceptional purity of heart and soul, fairness of face and skin, and kindness of spirit and act that the world itself recognizes this. Often, but not always, they are of royal or noble blood, even if not always raised in their proper status. A Princess's greatest powers are her kindness, and purity, and their ability to ward off evil with nothing more than these.


This class covers one of the more obscure Magical Girl subgenres, which intersects with western fairy tale fiction. The Magical Idol Singer is the archetype referring to someone who uses magic through or for music, and rather than being a warrior or magician they're a figure of fame and glamour. This is probably one of the last Magical Girl classes I'll make, aside from some inverted/anti- versions. There's also the Cute Witch, which might be doable as a subclass for one of the various great OSR Witch subclasses out there, but there's just too many to pick from, and I'm not sure how much original design space I need to actually use; that one's more a matter of attitude. Just take a Witch, make her good aligned and naive, and give her as many 'cute' spells as possible.

So, without further ado...

Hit Die: d4
To-hit progression: As Wizard
Saves: As Cleric (using Charisma instead of Wisdom where applicable)
Weapons and armor: None
XP per level: As Cleric

Code of Conduct: A Princess must be of Good alignment, and may not willingly commit evil acts or allow other good creatures to come to harm if they can prevent it. A Princess may also not harm or kill a creature that is not an active threat to herself, excepting evil dragons, evil outsiders, and undead. Failure to abide by these rules will make her lose her Princess powers, Paladin-style.

Hallmarks of a Princess: At level 1, a Princess
  • Can speak with animals, as the spell, continuously.
  • Is naturally talented at singing and dancing and may add their level to any checks involving either of those two skills.
  • Is prohibited from Multiclassing. A Princess's power comes from the belief that sincerity is valuable and kindness change the world on its own.

Healing Affections (CHA): A princess can cure 2 hit points per level once per day. It's fueled by the power of love, so it even works on constructs (etc, etc) and doesn't hurt undead (etc, etc).
  • At 5th level, a princess may duplicate the effects of a targeted Remove Curse with a kiss 3/day; the caster level equals her princess level. To use this ability on an unwilling creature requires the princess to grapple it.
  • At 10th level a Princess may kiss (as a standard action) a creature that died within 1 round per 3 class levels and breathe life back into their body. The target’s body must be intact, and they are revived with -1 hit points (but stable) and if ability damage reduced any of their ability scores to 0 they are revived with one point of damage to that ability healed. A princess may use her Healing Affection on the target as part of the same action. A princess may use this ability once per day, plus an additional time per 3 levels after 10.
  • At 13th level, princess may apply the effects of a Greater Restoration spell to a creature they heal with their Healing Affections ability.

Too Fair To Kill (CHA): At 1st level, a Princess always benefits from the Sanctuary spell, excepting Undead and Evil Outsiders (except Succubi). If the Princess ever attacks a creature for lethal damage, she loses the benefit of this ability for ten minutes.
At 3rd level a princess’s inner beauty and virtue begin to ward her from evil influences. The princess is continuously protected as if by Protection from Evil. In addition, a princess’s inner goodness is apparent enough on the surface, that any creature can automatically sense that she is good aligned.
At 5th level, A princess may attack a creature which has struck her, a construct, an undead creature, or an Evil Outsider through this ability without breaking its effect, but if she attacks any other creature, or orders them attacked, this effect is permanently ended upon all creatures which can see the princess.
At 7th level, they are protected from the damaging planar traits of planes with the Evil alignment trait, and suffer no penalty from the Evil alignment trait of planes.
At 10th level a Princess radiates an aura of protective energy out to 10-ft. This duplicates the effects of a continuous Magic Circle against Evil centered on the princess. In addition, evil outsiders, even those on their native plane, may not touch the princess (including make natural weapon attacks upon her), and she gains a +4 bonus on saving throws against their magical and supernatural abilities.

Intercession with Fate (CHA): Fate and fortune conspire to protect the pure and innocent. At 1st level a princess adds her Charisma modifier (if positive) to all saving throws; this does not stack with Divine Grace from other sources. In addition, a princess may intercede with fortune on the behalf of herself or another, bending fate and chance in their favor. A princess may, as an immediate action, allow a creature which failed a saving throw to re-roll it saving throw taking the new result instead. A princess may use this ability a number of times per day equal to her Class Level.
- At 4th level if there is a natural hazard which could potentially not harm a princess it does not; a rock slide misses her, she passes through thorns unharmed, a gust of wind misses her, etc. The princess treats any check (save or otherwise) against all pervasive natural hazards (such as heat and cold) as though it were a prime.

Friend to Nature (CHA): A princess is the friend of all natural creature. At 2nd level, Animals, vermin, magical beasts, and plant creatures with less than human intelligence never attack a princess unless she threatens them directly. Even trained creatures ordered to attack a princess suffer a -4 penalty to their attack rolls against the princess. If a magical effect would compel such a creature to attack the princess it is treated as if there were two contradictory compulsion effects and the source of that effect and the princess must make opposed Charisma checks to determine which effect takes precedence.

Mystical Song (CHA): At 2nd level a princess gains the ability to sing songs which uplift and stir the spirit. While singing she may not cast spells with verbal components, although she may incorporate the simpler command words of magic items into her songs. A princess can sing one mystical song per day per class level, and may learn a new one song every other level. Some songs may require multiple uses to activate.
  • At Level 2, the princess may select only songs from the Least Mystical Song list.
  • At Level 6, the princess may also select songs from the Lesser Mystical Song List or two Least Mystical Songs.
  • At Level 10, the princess may select songs from the Greater Mystical Song List or two Lesser or Least Mystical Songs.

Fairest of them All (CHA): A princess’s beauty goes beyond the norm for their race, both their physical beauty, and their spiritual beauty. At 3rd level, the princess may add 1+half her Class level (rounded down, and in addition to any normal bonuses she'd get from her level or charisma) to social interaction checks with creatures which have seen her. Such creatures receive a penalty equal to 1+half the princess' level (rounded down) to checks made to deceive the princess. Undead and Evil Outsiders other than succubi are immune to this effect.

Miraculous Song (CHA): At 12th level a princess learns a song of extreme power. This song functions like a mystical song, but does not use her uses of mystical songs for the day. Instead she may only use this ability once per day.

Beloved by the Gods (CHA): The gods of good so love a princess that her words can sway them to action. At 15th level a princess may offer a prayer to a good aligned god (silent or aloud) and expect response. This functions as a Wish spell. A princess may use this ability 1/day, but if this is used for a function of the Wish spell which would normally have an XP cost (or goes beyond the intended use of the spell, or whatever for your game), the princess must wait 1 month before using it in a way which would have an XP cost again.

A princess may choose to gain a 2nd Miraculous Song in place of this ability.

MYSTIC SONGS

LEAST SONGS

Beastcaller Song, Lesser: When a princess sings this song for 1 full round a single animal from the local area appears to aid the Princess. This song functions as the Animal Friendship spell, except summoned animals already know 3 tricks and they remain loyal regardless of the conditions they're put in. After all, the Princess will lose her benefits if she abuses her friends anyway. She can additionally add her Charisma modifier to the HD maximum of animals she's allowed to keep.

Call Messenger: When a princess sings this song a tiny or smaller animal that lives within 1 mile hears it and comes to the princess. It then functions as if the princess had cast Animal Messenger on the animal with a caster level of her princess level. A princess must maintain this song long enough for the animal to reach her, and if there are no tiny or smaller animals within range this ability fails to function. A princess may designate an animal either by species (a crow) or by traits (a Tiny bird), in which case an animal fitting that description comes to her if one is within range and if there are none an animal of another kind comes in its place.

Calm Animals: When a princess sings this song it affects all animals within 30-ft as if with the spell Calm Animals.

Champion's Song: When you sing this song select one creature which can hear and see you sing it and one ability score, class feature, skill check, saving throw, AC, or any other RNG-dependent aspect of their character sheet. That creature gains the benefits of your Charisma bonus added to that feature for as long as it can hear and see you singing, and for 1 round thereafter. You may maintain this song for a number of rounds equal to 1/2 your Charisma modifier rounded up.

Cleaning Song: If this song is performed while performing cleaning tasks, 10-ft of area can be cleaned per round, as if the prestidigitation spell was used to clean them, but all squares must be no more than 5-ft from the princess. This ability does not cost uses of the princess’s Mystical Songs.

Coordination Song: While a princess sings this song any allies which can hear her gain a +2 morale bonus to attack rolls made against targets they flank and gain a +2 morale bonus on any skill check or similar. A princess may only sing this song for 1 minute per Princess level.

Countersong: As the bard ability of the same name.

Dance of the Stars: If a princess performs this song several small lights appear around her moving as the princess wills within 20-ft of her plus 5-ft per 2 Princess levels. A princess singing this song creates one light per point of Charisma bonus she possesses (minimum 1), and each of these lights produces light like a torch and can be whatever color the princess desires; these lights interact with spells as if they were cantrips. A princess using this ability may move the lights within the area as a free action. Using this song does not cost a use of the princess's Mystical Songs.

Fascinate: As the bard ability of the same name.

Hallowed Song: A princess can sing a holy song which drives away evil power. When a princess sings this song creatures of evil within 60-ft of her which can hear her take must make a Wisdom save or take 1d6 nonlethal damage per 2 class levels the princess possesses. The princess may maintain this song for up to 1 round per 2 princess levels and while a creature can only be affected by it once, any new evil creatures which enter the area, either due to the princess moving or due to moving into it themselves, must make a Wisdom save or take this damage. This song has additional power against Evil Creatures and Undead. Against such creatures it deals lethal damage and they receive half damage on a successful Wisdom save. In addition they take 1 damage per 2 princess levels the princess possesses each round they are in the area of the effect (no save).

Healing Song: A princess’s song can stir life back into creatures. When a princess sings this song each living creature within 30-ft of her heals 2 hit points per round that it is sung. A princess may maintain this song for up to 1 round/2 princess levels.

Reeds in the Wind: A princess’s song stirs the inanimate into action, causing plants to dance as if in the wind, and move to grab at those who would threaten the princess. While singing this song plants within 20-ft of a princess writhe protectively around her. This functions as an entangle spell in the area, except that the princess and any animals assisting her are completely immune to its effects and creatures which are not Hostile towards the princess have no need to make a Dexterity save being treated as if they had successfully saved against the effect. A princess may maintain this song for only 1 round plus 1 round per 2 princess levels she possesses.

Revealing Chorus: When a princess sings this song invisible creatures within 20-ft of the princess, +5-ft of the princess per 2 princess levels, become visible as semi-transparent. This effect lasts as long as the princess sings. An invisible creature which leaves the area becomes invisible once more, and one that enters it (or has the area moved over it) becomes visible.

Song of Feast Cleansing: With this song a princess purifies and cleanses food and drink, preparing it for the feast. When a princess sings this song for at least 1 minute it acts as a Purify Food and Water spell on all food and drink within a 5-ft radius of the princess, this radius is increased by 5-ft per 2 princess levels beyond 2nd she possesses. Only food and drink present within this area for the entire period of the song is affected.

Song of Mending: With this song a princess stirs some spark of energy within a damaged object, blowing new life into it till it stands refurbished and whole. This functions as a mending spell except that it may target a number of objects within 30-ft equal to the princesses class level. A princess may target a single object as if with Make Whole instead of 8 smaller objects, or may target a single construct in which case it heals hit points equal to the princess’s class level. Beginning at 11th level a princess may repair warping to objects in addition to rips, tears, and the like. A princess must sing for one whole minute for this song’s effects to take effect.

Song of Stamina: While you play this song all creatures within 60-ft which can hear it may run, hustle, or perform other exhausting activities without tiring (such as walking long distances). In effect rounds spent performing these actions while listening to this song are not counted against the limit of how long they may do so (if you played this song for 8 hours while walking you could walk another 8 hours without making checks against forced marches).

Stir the Inanimate Heart: When a princess sings this song for 3 rounds she may attempt to disable devices, open locks, or deactivate traps as if she were a Rogue of her level.

Stir Wonder: When a princess sings this song it duplicates the effect of a Rod of Wonder. Any effect which deals damage directly deals nonlethal damage, and both the fireball and lightning bolt abilities deal 1d6 damage per Princess level instead of 6d6. A princess must be non-Lawful to sing this song. Effects created by this song are considered spell-like abilities once in effect with a caster level of the princess's class level (using this to determine any duration which would be based on the rod's caster level), and may be dispelled as such but ignore spell resistance .

LESSER SONGS

Barrier Song: While a princess sings this song no evil may approach within 30-ft of her. Any evil creature which moves into this area of its own volition suffers a -2 penalty to attack rolls, ability checks, saving throws, and AC while within the area, and evil Undead and Evil Outsiders may not enter it of their own volition at all. A creature which is forced into the area, or already in the area when the song begins is unaffected as long as it remains within the area. A princess may sing this song for up to 1 minute/class level, and it costs 2 uses of her Mystical Songs.

Beastcaller Song, Greater: This functions as the Summon Animals spell, except the Princess adds her Charisma modifier to the HD maximum of animals summoned, and they stick around for a minute per level. This song costs two uses of a princess’s mystical songs.

Blessing Song: When you sing this song everywhere within 20-ft of you becomes consecrated as if through the consecrate spell, and remain so for 1 hour per Princess level. If you move while singing this song the consecration spreads with you, but previous areas remain consecrated. You may maintain this song for 1 minute per 2 princess levels. This song uses only 1 use of your mystical songs.

Flowers Singing Back: While singing this song the princess may speak to plants as if under the effects of a speak with plants spell, her words are woven into the lyrics of the song itself. This song uses only 1 use of the princess’s mystical songs.

Heal the Wounded Heart: When a princess sings this song each creature within 30-ft of her heals 1 point of ability damage and 5 points of hit points damage per round that she sings. A princess may sing this song for up to 1 round per 2 princess levels. This song costs two uses of a princess’s mystical songs.

Hymn against Death: Initiating this song is an immediate action. One target within 30-ft cannot die as long as they remain within this area. If they would die they are instead knocked out for 3 rounds (if an instantaneous effect such as Finger of Death) or until they would no longer be dead (if a continuous effect such as hit point damage, Constitution damage, or negative levels). Singing this song costs 2 uses of a princess’s mystical songs, but she may maintain it indefinitely.

Liberating Song: When a princess sings this song she may choose a number of creatures equal to 1 + ½ her Charisma modifier. These creatures gain the benefits of a Freedom of Movement spell for as long as she sings and they remain able to hear her sing and 5 rounds thereafter. A princess may maintain this song for 1 minute per class level and it costs 2 uses of her mystical songs.

Planar Upwelling: When a princess sings this song she may change the Alignment trait of whatever plane she is upon out to 60-ft of her. Regardless of its previous alignment the area within range loses any Evil Alignment trait and gains the Minor Good Aligned trait; if she has the Beauty Untouched by Hell ability it instead gains the Major Good Aligned trait. A princess may continue this song indefinitely and it uses only 1 use of her Mystical Song.

Song Heard Afar: When a princess sings this song for 1 minute she may send a message as if with the whispering wind spell (with a caster level of her class level). This song uses only 1 use of the princess’s mystical songs.

Song of Banishment: When a princess sings this song all extraplanar evil outsiders within 30-ft must make a Wisdom save or be banished back to a random location on their native plane; a princess may only banish her class level in Hit Dice of outsiders with a single use of this ability, and the weakest outsiders are banished first. This song also functions as Turn Undead by a cleric of a level two higher than the princess’s level against all undead within range; any outsiders affected count against the abilities turning damage and any undead turned count as the hit dice which may be banished. This ability costs 2 uses of the princess’s mystical songs.

Song of Calming: When a princess sings this song it acts as a Calm Emotions spell on all creatures which can hear it. A princess may sing this song indefinitely. This song uses only 1 daily use of the princess's mystical songs.

Song of Crafting: When a princess sings this song it seems to speed her ability to craft and create. This functions as a fabricate except that all goods to be affected must be within 5-ft of the princess at some point during the song and it can only affect 50 cubic feet of goods, or 5 cubic feet of minerals. Using this song requires 1 minute per 10 cubic feet (or 1 cubic feet of minerals) to be affected. This takes 2 daily uses of the princess’s mystical songs.

Song to Stir the Blackest Heart: When a princess sings this pleading song it stirs even the smallest sparks of good in a creature’s heart. One creature within 30-ft which can hear the princess’s song must make a Wisdom save or their alignment temporarily becomes Good (retaining their Lawful/Chaotic aspect) for a number of minutes equal to the rounds this song was sung. The subject retains whatever outlooks, allegiances, and relationships it had previously as long as they do not conflict with its new alignment. Otherwise, they act with their new selfless, merciful, and kind outlook in all manners. A creature affected by this does not immediately fall under the effects of princess class features which set initial attitude towards the princess, and is unlikely to immediately betray its old companions, but is likely to try and find a peaceful solution to problems. This is a mind-affecting compulsion effect, and Evil Outsiders gain a +4 bonus to saves against it. No creature may be affected by this song more than once per day, and on a successful saving throw they gain immunity to that princess’s song to stir the blackest heart for 24 hours. A princess may only sing this song for 1 round/class level after which time she must stop and singing this song costs 3 daily uses of her Mystical Songs ability.

Song of the Wilds: By singing this song for 10 minutes a princess gains the benefits of a Commune with Nature spell. This costs 3 daily uses of her Mystical Songs ability.

GREATER SONGS

Anchoring Song: This song blocks off the area within 30-ft of the princess from extraplanar travel. This functions as a Dimensional Lock within the area. A princess may maintain this song indefinitely, and using this song takes 3 uses of a princess’s mystical songs ability.

Animating Melody: This song brings life to the lifeless, animating the objects surrounding the princess controlling them with its tune. While a princess sings this song one or more objects within 30-ft of the princess spring to life as if with the Animate Objects spell with a caster level of her princess level except that objects animated with this song deal nonlethal damage suffering no penalty to hit to do so unless they are objects designed as weapons. Objects animated in this way may remain animated if they go out of this range as long as they are within a range that the song can be heard . All objects lose animation should the princess stop singing this song and a princess may only sing this song for 1 round per class level. Using this song takes 3 uses of a princess's Mystical Songs ability.

Chorus of the Winds: When a princess sings this song she can control the weather in the surrounding area. For every round they sing they can control the weather for the next 6 minutes (1 hour/minute), as if with a Control Weather spell. It takes only 10 minutes for this control to be established, and the princess may maintain this song for 2 minutes per Princess level. This control extends in a 3 mile radius centered on the position the princess began the song. Using this song takes 3 uses of a princess’s Mystical Songs ability.

Deathwarding Song: This song wards the princess and her allies from black magic. While the princess sings, and for 1 minute thereafter, the princess and all allies within 30-ft of her gain the benefits of a Death Ward spell. Using this song takes 4 uses of a princess’s Mystical Songs ability

Greater Barrier Song: While a princess sings this song no evil may approach within 30-ft of her. Evil creatures cannot enter into this area of their own volition. An evil creature which is forced into the area, or already in the area when the song begins suffers a -2 to ability checks, AC, attack rolls, saving throws, and skill checks as long as it remains within the area. A princess may sing this song for up to 1 round/class level, and it costs 4 uses of her Mystical Songs.

Greater Healing Song: When a princess sings this song she heals one creature within 30-ft as if she had cast a Heal spell upon it (caster level = class level). This costs 3 uses of her Mystical Songs.

Harmony of Altered Time: This song alters the course of time for creatures within its dictates. When a princess sings this song she may grant any number of creatures within 60-ft the benefits of the Haste spell, and may inflict on any number of creatures the disadvantages of a Slow spell. Creatures which are hasted by this spell have each round spent hasted this way count as 2 rounds for the purposes of effect durations, and creatures which are slowed by this spell have each round spent slowed count as only half a round. A princess may move while singing this song, and the effects apply to new creatures which enter the area due to this movement or their own, and its effects last for as long as the princess continues singing, up to 1 round per class level (this is unaffected by whether the princess is hasted or slowed), even if the creature leaves the area and for 3 rounds thereafter (these rounds are affected by their haste or slow status ending up as 2 or 6 rounds). A creature is allowed a Wisdom save to negate this effect. This uses 4 daily uses of the Princess's Mystical Songs.

Hymn of Hallowed Halls: When a princess sings this song evil creatures within 40-ft of her that can hear her immediately take 1d6 non-lethal damage per princess she possesses and are blinded for as long as they remain within its range; a Wisdom saves halves this damage and prevents this blindness. No creature receives damage this way more than once no matter how long they remain within the area of the song, though if a new creature enters this area they may receive this damage. Against evil outsiders and undead this song deals lethal damage, and extraplanar creatures of those types which fail their Wisdom save are also banished to a random location on their home plane; this initial damage, and banishment remains a one time effect. Such creatures that begin their turn within the area of this song also take damage equal to your princess level each round. A princess may only sustain this song for 1 round per princess level. Using this song takes 4 uses of a princess’s Mystical Songs ability.

Hymn of Heavenly Passage: The heavenly tones of this hymn blends the boundaries between worlds. If a princess sings this song at the end of three rounds singing it she may send any number of creatures, including herself, within 60-ft to another plane. Each creature is allowed a Wisdom save against this effect and the princess may only send creatures to Arcadia, Ysgard, a Good aligned plane, or her native plane, and all creatures are sent to the same location (position relative to each other) on the same target plane. A princess may choose a specific location on the plane to travel too, but the song is not wholly accurate, as creatures arriving 5d100-5 miles away from the intended location. This uses 4 daily uses of the Princess's Mystical Songs.

Hymn of Shielding: When a princess sings this song it creates a shielding force around allies within 60-ft. They each gain a deflection bonus to AC equal to your Charisma modifier for as long as you sing and they remain within range and for 1 minute thereafter. A princess may sing this song for up to 10 minutes per class level, and it costs 3 daily uses of the princess's mystical songs.

Lullaby of Peace: When a princess sings this song a one or more target creatures within 60-ft, with total hit dice no greater than twice the princess’s class level and no individual with hit dice greater than the princess’s class level, which can hear her must make a Wisdom save or fall asleep for as long as the princess sings and 1 round thereafter per round she sang (to a maximum of 2 additional rounds/princess level). Animals count as 1 hit die each for this ability regardless of actual hit dice unless it is lower, and magical beasts and dragons are considered to have 4 fewer hit dice (to a minimum of 1) against this effect. Killing a creature put to sleep by this effect, or allowing it to be killed by your allies, is considered to be knowingly allowing the same to be done to a good creature regardless of the target’s alignment. This ability costs 3 daily uses of the princess’s mystical songs and is a mind-affecting, sleep effect, but may affect dragons despite their immunity to sleep effects.

MIRACULOUS SONGS

Choir of the Heavenly Host: By singing this song a princess calls celestial forces to her aid. When a princess sings this song she summons a number of good-aligned outsiders equal to her level plus her Charisma modifier to come to her aid, as if by the Summon Planar Ally spell. These celestials appear on the round following the princess beginning this song and remain for as long as the princess sings. A princess may maintain this song for 1 minute per 3 princess levels.

Melody of Beast Summoning: This song summons the wilderness to the princess's aid. When a princess sings this song she casts Summon Magical Beasts and Fey, save that she can add her Charisma modifier to the HD maximum of summoned creatures, she can summon a mix of Magical Beasts and Fey without restricting herself to either, and they will stick around for the entire performance as well as one minute after. A princess may maintain this song for up to 2 minutes per princess level. Creatures summoned with this effect can understand the princess's song as if she were talking to them.

Quaking Song: A last resort for a princess capable of it, the quaking song is a song which creates a widespread and indiscriminate offense. When a princess sings this song it functions as an Earthquake spell within 40-ft, 80-ft, or 120-ft of her for as long as she sings it. A princess may sing this song for up to 3 rounds, but it requires a standard action each round to maintain it.

Reviving Song: A princess may sing this song to revive the dead themselves. When a princess sings this song, one creature of her choice which died within the last minute is revived as if by True Resurrection.

Song of Peaceful Slumber: When a princess sings this song all enemies within 100-ft which can hear must make a Wisdom save or fall asleep. These creatures remain asleep for as long as they can hear the song and 1 round thereafter per round they heard it. If the princess moves while singing this song it is possible to bring other creatures into its effect. Killing a creature put to sleep by this effect, or allowing it to be killed by your allies, is considered to be knowingly allowing the same to be done to a good creature regardless of the target’s alignment. This is a mind-affecting, sleep effect, and may affect dragons despite their normal immunity to sleep effects. A princess may only maintain this song for 1 minute per 3 class levels.

Song of Time: When a princess sings this song she undoes all events since the beginning of her last turn. Creatures able to perceive the song retain their memories of events, but otherwise the events are completely erased. The only effect retained from the round before is the expenditure of this ability.

Spell Absorbing Song: The hallowed tunes of this song work to draw in magic, pulling it into you even as it serves to protect those you care for from hostile magic. While a princess sings this song enemies within 60-ft have a 30% chance of losing any spell they attempt to cast or use as a spell-like ability (or powers they attempt to manifest) with no effect, in addition allies within 60-ft gain Spell Absorption. This Spell Absorption functions as Spell Resistance equal to 12 plus your Princess level, but is unaffected by anything that would lower Spell Resistance. If Spell Absorption prevents a spell for one creature the spell is countered completely, and if a creature possesses Spell Resistance and Spell Absorption both are rolled separately. Whenever this song prevents a spell from being cast, or a creature's Spell Absorption counters a spell, you regain one use of your Mystical Songs for the day. A princess may only maintain this song for a number of rounds equal to their Charisma modifier.

True Song of Healing: When a princess sings this song those nearby her heal. Any ally within 30-ft of the princess is healed as if by the Mass Heal spell. The princess may maintain this song for 1 round per class level, but creatures only receive the benefits of the Mass Heal effect once each (per use of this ability), creatures which have already received it heal 10 hit points each round they are within the effect.