Saturday, December 15, 2018

So what if Magical Girls were Power Rangers?


 So, what if Magical Girls were Power Rangers? They already kinda are but let's apply the latter's action tropes.

HD, To-Hit, Saves, and Proficiencies: as Cleric
Experience: As Magic-User
Prime Requisite: Charisma

SPELLCASTING: Henshin Heroes cast spells from the Magus list, with the same spells per day, though they cast using Charisma, and they can cast all spells they know without preparation, like a 3e Sorcerer. They have Spells Known, as a Pathfinder Bard. Well, in summary they cast as a Pathfinder Bard using the Magus spell list, I guess. And of course, if your game doesn't use 0-level spells, drop 'em.

TRANSFORMATION TRINKET: At 1st level the Henshin Hero has discovered, created, been given, or had forced upon her a transformation trinket. This item can be a brooch, wand, a bracelet or some other object that she can carry on her person. A Henshin Hero can add additional magic abilities to her transformation trinket as if she was a Magic-User of her level, with no need to know prerequisite spells for the abilities she's enchanting as long as they're not contrary to her Motif. The supernatural abilities of a transformation trinket, including any magic abilities added to the object, only function for the Henshin Hero who owns it. If she dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a transformation trinket is damaged, it is restored to full hit points the next time the Henshin Hero regains her spells for the day. If the transformation trinket is lost or destroyed, it can be replaced with a special ritual that costs 200 GP per level plus the cost of the item's enchantments if you wish to restore them. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous transformation trinket unless the additional cost is paid.

A Henshin Hero may use her transformation trinket in place of the spell’s normal components. Consumable enchantments can be enchanted as one-off enchantments, such as having a trinket function as a potion once ever, until you enchant it as such again.

TRANSFORMATION: A Henshin Hero can transform into a pretty, flashy, cool, stylish, form. This may or may not change their actual body, or hair, or what have you, but clothes definitely change. Despite not looking like it should function as such, this is highly protective. While transformed, your AC is literally equal to your Charisma score, or adds +1 to your normal AC, whichever is higher. Some of your abilities can only be used while you're transformed, and in addition, you get an extra spell slot per day for each spell level you can currently cast, while transformed. You can only maintain your transformation for rounds per day equal to 4 + your Charisma modifier, +2 for each level after the first. These rounds need not be consecutive.

FINISHING MOVE: A Henshin Hero can release a magical wave of energy into their attacks (melee or ranged), adding +1d6 damage per level to their attacks. This extra damage is not multiplied on a critical hit or otherwise modified by damage-buffing effects unless specifically noted. This can be done freely while a Henshin Hero is transformed, but see below.

TENSION: Henshion Heroes have a pool of Tension, which is empty by default, but she gains a point under the following conditions:

1) When she Transforms
2) At the start of each round she remains transformed
3) Each time she reduces a foe to 0 HP with her Finishing Move, she gains Tension points equal to 1/4 the creature's HD (min 1).

Tension can be used in the following ways:

1) A point of Tension can be used to reroll a Finishing Move damage die, with as many points being used as desired.
2) A point of Tension can be spent to add +2 to any roll desired of the Henshin Hero's. This can stack with multiple Tension points.

A Henshin Hero can never have more than 2 + 1/2 their level in Tension points at any one time, and whenever their Transformation ends, or they use their Finishing Move, all unused Tension is lost.

SPELL COMBAT: A Henshin Hero can cast a spell with the same action that they make a weapon attack (but not a Finishing Move). Treat this as dual-wielding, except the off-hand is a spell being cast. This should require a free hand to handle the Trinket for casting purposes, but a two-handed weapon can be used if the target of the spell is the same subject, by way of channeling the spell directly through the weapon.

MIRACLE: At 20th level, a Henshin Hero is capable of accomplishing anything. 1/day, they may cast Wish. The intent of their wish is always respected with no risk of being perverted. However, if it contradicts the theme of their Motif, they can no longer transform for a full week.

MOTIFS:
At first level, a Henshin Hero gains a motif to their aesthetic, which will give effects and abilities, as well as new spells, as defined below. In the case of new spells, just look them up on the Pathfinder SRD since I already linked it.

CHAOS: The henshin hero’s power carries the foul taint of chaos, allowing them to strike down the scions of order and laugh in the face of “certain” doom.

A Chaos Hero's Finishing Move counts as Chaotic for all purposes, and deals an additional point of damage per die against non-Chaotic foes, +2 extra damage against Lawful ones. In addition, they exude an Aura of Chaos like a chaotic cleric would, and they may spend a round of Transformation time when they strike an opponent. When they do so, the effected opponent rolls with disadvantage on their next roll.

At 10th level, a Chaos Hero can transform into Improbability Mode! This enhanced transformation consumes 2 rounds of Transformation time per round, but all their Finishing Move dice increase to d10s. In addition, all enemies within 20 feet roll with disadvantage on all rolls. The Chaos Hero also benefits from a constant Freedom of Movement spell while in this state.

At 20th level, when the Chaos Hero is transformed (in either state) she is immune ot critical hits and sneak attacks. Additionally, any enemies within 20 feet must save or be Confused for one round, and take a -1 penalty to their saving throw each round they remain within the aura.

Bonus Spells: 1st — Detect Law, 2nd — Shard of Chaos, 3rd — Magic Circle Against Law, 4th — Chaos Hammer, 5th — Dispel Law, 6th — Word of Chaos

DRAGON: The henshin hero draws their power from assuming the likeness of a dragon, and their new form is an image that invokes both terror and awe from those who witness them.

At 1st level, you must select one of the chromatic or metallic dragon types. Once chosen, this cannot be changed. A number of your motif powers deal damage and grant resistances based on your dragon type, as noted below. Additionally, the Dragon Hero counts as both her original species and as a dragon whenever it would be beneficial. She can now speak Draconic, and has Darkvision. She selects a color of dragon, and gains damage resistance to whatever that dragon breathes, or is elementally affiliated with.

At 10th level, the Dragon Hero can transform into Wyrm Mode! This enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. In addition, they sprout draconic wings, and have the flight and fearsome presence of a dragon! In addition, they have Spell Resistance equal to half their level, and has a breath weapon equivalent to their dragon type with dice equal to their Finishing Move.

At 20th level, the Dragon Hero can fly even in their regular Transformation, and they gain immunity to sleep, paralysis, and their damage resistance becomes an immunity. In addition, their breath weapon now uses d12 damage dice.

Bonus Spells: 1st — Shield, 2nd — Resist Energy, 3rd — Fly, 4th — Fear, 5th — Spell Resistance, 6th — Form of the Dragon I

EARTH: The henshin hero’s power stems from the earth itself, making the henshin hero an unshakable mountain.

The Henshin Hero can spend a Tension point to have their Finishing Move slam the target into the nearest wall, or 50 feet away, whichever is closer. In addition, they gain 4 times their level in temporary hit points which last the entire Transformation, and are refreshed if they transform again.

At 10th level, the Earth Hero can transform into Landslide Mode! This enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. In addition, they only take half damage from all attacks, gain tremorsense out to 20 feet, and can pass through any form of stone or earth (except metal) like a fish in water, though they must hold their breath. If protected against fire, they can even pass through lava. This movement leaves no hole, tunnel, or any other sign of the Earth Hero's presence. Finally, the Earth Hero may walk along any wall or ceiling as if it were a flat surface, and may ignore magically altered gravity.

At 20th level, the Earth Hero has a 20-ft aura of Heavy Gravity. Enemies within it must make a Saving throw or fall prone to the ground, unable to stand. Even if they succeed, all enemies in the area take a -20 foot penalty to movement, is unable to fly (unless they're doing so magically), and has a -4 penalty to all physical checks and attacks. If the Earth Hero is in Landslide Mode, the Save to stand has a -4 penalty, and the existing -4 penalty to checks increases by 2.

Bonus Spells: 1st — Stone Fist, 2nd — Stone Call, 3rd — Soften Earth and Stone, 4th — Calcific Touch, 5th — Spike Stones, 6th — Reverse Gravity

ENDURANCE: The henshin hero’s powers fortify their physical endurance, turning them into an unstoppable juggernaut.

An Endurance Hero may spend a Tension point to gain Damage Resistance equal to the number of dice she rolls for her Finishing Move for one round. Additionally, when she transforms, she gains a +4 to Constitution, and any condition or status that would restrict their actions or negatively impact their ability scores can be delayed. However, when the transformation ends, these conditions hit with full effect, their durations effectively paused.

At 10th level, an Endurance Hero may transform into Adamantite Mode! This enhanced  transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. In addition, in this mode she can spend her Tension points to gain an equivalent bonus on all Saving Throws, and if she does fail a saving throw, can delay its effects to the end of her  Transformation. Finally, her Constitution bonus increases to +6.

At 20th level, an Endurance Hero may spend two rounds of her Transformation time to become as an Immovable Rod, becoming a literally unbending, unmoving obstacle. This even allows her to freeze herself in the air and refuse to fall to the ground. At this point, if she is not already, an Endurance Hero becomes immune to disease, poison, critical hits, and sneak attacks. Finally, her Constitution bonus increases to +8.

Bonus Spells: 1st — Endure Elements, 2nd — Bear’s Endurance, 3rd — Protection from Energy, 4th — Spell Immunity, 5th — Spell Resistance, 6th — Bear’s Endurance, Mass

FIEND: The henshin hero’s power is cursed by the forces of evil. While this makes it ideal for slaying the forces of good, not all wield this power in the name of evil - some abscond with it and turn this power against their foul progenitors.

The Fiend Hero's Finishing Move counts as Evil for all purposes, and deals +1 extra damage to non-evil opponents, and +2 to good ones. Additionally, the Fiend Hero has an Aura of Evil like an equivalent cleric, and she gains an extra point of Tension every time she deals lethal damage to a creature.

At 10th Level, the Fiend Hero can transform into Devil Mode! This enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. They also sprout leathery wings and can gain 60 feet of flight speed, and they can turn a subject into an Unwilling Shield. If a Fiend Hero in Devil Mode gets a critical hit against a creature, they may designate one of the creature's allies to be an Unwilling Shield (provided they fail a saving throw). Until the Transformation ends, any damage the Fiend Hero takes is transferred to the Unwilling Shield (provided they're not dead or dispelled). Good-aligned creatures have disadvantage on the save.

At 20th level, the Fiend Hero gains immunity to fire and poison, can see in all darkness, and adds their Charisma modifier to all saving throws. In addition, they gain a 20-ft Aura of Despair. All enemies in this aura are incapable of feeling hope or any other positive emotions, and cannot benefit from any morale bonuses. Princesses and Magical Girls however, are immune to this power.

Bonus Spells: 1st — Detect Good, 2nd — Dread Bolt, 3rd — Magic Circle Against Good, 4th — Unholy Blight, 5th — Dispel Good, 6th — Blasphemy

FIRE: The henshin hero’s power burns with the ferocity of fire, allowing them to reduce their foes to cinders.

A Fire Hero may spend a Tension point to convert his Finishing Move dice into dealing fire damage, in which case they deal +1 damage per die. In addition, the Fire Hero deals +1d4 fire damage with all their weapon attacks, literally channeling flame through them. The Fire Hero herself has Damage Resistance to fire equal to her level.

At 10th level, a Fire Hero can transform into Wildfire Mode! This enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. Additionally, a Fire Hero is immune to fire in this form, and gains 1 Tension point or 1 temporary hit point (their choice) for every 3 points of fire damage they would have taken, ignoring their resistance or immunity. These points last until the end of the Transformation. In addition, any enemy within non-reach melee range of the Fire Hero in Wildfire Mode takes 1d6+Her Level in fire damage.

At 20th level, the Fire Hero deals 1d10+her level to all enemies that end their turn within 20 feet of her, and if she's in Wildfire mode, anyone attacking her in melee takes an addtional 1d10+level fire damage. Finally, her fire damage bypasses all fire immunities, unless they are literally a fire elemental.

Bonus Spells: 1st — Burning Hands, 2nd — Scorching Ray, 3rd — Fireball, 4th — Wall of Fire, 5th — Fire Snake, 6th — Contagious Flame

ICE: The henshin hero’s power draws from the infinite glacial wellsprings of the elemental plane of water, allowing them to chill his foes in their tracks.

An Ice Hero may spend a Tension point to convert his Finishing Move dice into dealing ice damage, in which case they deal +1 damage per die. In addition, the Ice Hero deals +1d4 ice damage with all their weapon attacks, literally channeling frost through them. The Ice Hero herself has Damage Resistance to cold equal to her level.

At 10th level, an Ice Hero can transform into Glacier Mode! This enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. Additionally, an Ice Hero is immune to cold in this form, and gains 1 Tension point or 1 temporary hit point (their choice) for every 3 points of cold damage they would have taken, ignoring their resistance or immunity. These points last until the end of the Transformation. In addition, any enemy within non-reach melee range of the Ice Hero in Glacier Mode takes 1d6+Her Level in cold damage.

At 20th level, the Ice Hero deals 1d10+her level to all enemies that end their turn within 20 feet of her, and if she's in Glacier mode, anyone attacking her in melee takes an addtional 1d10+level ice damage. Finally, her ice damage bypasses all cold immunities, unless they are literally a ice elemental.

Bonus Spells: 1st — Frostbite, 2nd — Frigid Touch, 3rd — Sleet Storm, 4th — Ice Storm, 5th — Cone of Cold, 6th — Cold Ice Strike

LIGHTNING: The henshin hero channels the hammer of the storms, discharging massive power onto their foes.

A Lightning Hero may spend a Tension point to convert his Finishing Move dice into dealing electric damage, in which case they deal +1 damage per die. In addition, the Lightning Hero deals +1d4 electric damage with all their weapon attacks, literally channeling lightning through them. The Lightning Hero herself has Damage Resistance to electricity equal to her level.

At 10th level, a Lightning Hero can transform into Superbolt Mode! This enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. Additionally, a Lightning Hero is immune to electricity in this form, and gains 1 Tension point or 1 temporary hit point (their choice) for every 3 points of electric damage they would have taken, ignoring their resistance or immunity. These points last until the end of the Transformation. In addition, any enemy within non-reach melee range of the Lightning Hero in Superbolt Mode takes 1d6+Her Level in electric damage.

At 20th level, the Lightning Hero deals 1d10+her level to all enemies that end their turn within 20 feet of her, and if she's in Superbolt mode, anyone attacking her in melee takes an additional 1d10+level electric damage. Finally, her electric damage bypasses all lightning immunities, unless they are literally a lightning elemental.

Bonus Spells: 1st — Shocking Grasp, 2nd — Elemental Touch (electricity only), 3rd — Lightning Bolt, 4th — Ball Lightning, 5th — Lightning Arc, 6th — Chain Lightning

LUCK: The henshin hero’s power affects probability itself, allowing them to nudge the dice of fate in their favor.

A Luck Hero can choose to reroll two dice of its Finishing Move instead of one for every Tension point she spends. Additionally, she may spend one round of her Transformation time to make an opponent roll a d4 and subtract it from any check, save, or attack roll the Luck Hero chooses, and at every five levels, it increases a die step, maxing at d12 at 20th level. If the result of the modified check is a 0 or less, the foe must save or become Confused for 1 round or the entire negative integer, whichever is longer.

At 10th level, a Luck Hero can transform into Black Swan Mode! This enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. Additionally, in this form the Luck Hero automatically rerolls all 1s, and may spend her Tension Points to reroll any die she wishes, rolled by anyone.

At 20th level, a Luck Hero may spend 2 Tension points to make her Finishing Move attacks automatically hit. In addition, she produces a 20-ft Luck Aura that makes her allies and enemies roll all dice with Advantage and Disadvantage, respectively, while she's transformed.

Bonus Spells: 1st — True Strike, 2nd — Aid, 3rd — Borrow Fortune, 4th — Freedom of Movement, 5th — Break Enchantment, 6th — Spell Turning

MUSIC: The henshin hero wields the power of song against her foes, her sick beats empowering her allies or hindering her foes.

The Music Hero can spend a Tension point to convert her Finishing Move dice into dealing sonic damage, in which case they deal +1 damage per die. In addition, the Music Hero can perform magical music as a Bard or Princess of their level, chosen at 1st level. Finally, a Music Hero has resistance to Sonic damage equal to their level.

At 10th level, a Music Hero can transform into Crescendo Mode! This enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. Additionally, while in this form, a Music Hero can perform even in magical silence, and is capable of being their own back-up singer, maintaing two different songs at once. Finally, a Crescendo Mode hero is immune to Sonic damage, and every 3 points of sonic damage they would take (if they weren't resistant) are converted into 1 Tension point or 1 temporary hit point (their choice). These points last until the end of the Transformation.

At 20th level, a Music Hero may spend 3 Tension points to do a powerful sound burst, dealing her Finishing Move dice in Sonic damage to every enemy within 90 feet. This bypasses all resistance (but not immunity) to Sonic damage, and pushes all enemies to the edge of the blast radius (or against a wall). However, as a result of this much musical power, everyone (including your allies) are deaf and thus immune to your musical abilities for an entire minute.

Bonus Spells: 1st — Moment of Greatness, 2nd — Shatter, 3rd — Thundering Drums, 4th — Dance of a Hundred Cuts, 5th — Resonating Word, 6th — Dance of a Thousand Cuts

ORDER: The henshin hero draws strength from the power of law, allowing them to deliver doom to chaos as surely as an apple falls from a tree.

The Order Hero's Finishing Move counts as Lawful for all purposes, and deals +1 damage per die to non-lawful foes, and +2 to chaotic ones. Additionally, an Order Hero has an Aura of Law as an equivalent cleric and may spend a round of his Transformation time to take the average on any damage roll, and can cancel out Disadvantage with this same ability.

At 10th level, the Order Hero can transform into Arbiter Mode! This enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. Additionally, in this form the Order Hero produces a 20-foot Aura of Averages that averages all effects; all dice she and her allies roll are averaged if they are below it, and all enemy dice are averaged if they roll above it.

At 20th level, the Order Hero produces an Axiomatic Aura that causes all chaotic creatures to be sickened, and additionally, the Order Hero becomes immune to Chaotic magic in Arbiter mode, and she and her allies in her aura gain Advantage on saves against it in all forms. Finally, all attacks she makes against Chaotic enemies function as Dispel Magic against any beneficial magics benefiting them, to the point of banishing them to their home plane if they're extraplanar summons.

Bonus Spells: 1st — Detect Chaos, 2nd — Arrow of Law, 3rd — Magic Circle Against Chaos, 4th — Order’s Wrath, 5th — Dispel Chaos, 6th — Dictum

POWER: The henshin hero’s power increases their raw physical might, allowing them to overwhelm their foes.

A Power Hero can spend a Tension point to increase her Finishing Move dice by one step, to a max of d12. Additionally, when she transforms, she gains a +4 to Strength, and her encumbrance capacity quadruples. She is also incapable of being exhausted.

At 10th level, a Power Hero's Strength bonus increases to +6, and she can transforms into Muscle Mode! This enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. Additionally, her carrying capacity multiplies tenfold, and her attacks ignore all damage reduction, resistance, or shielding. Armor and shields will sunder on a critical hit. Finally, in all forms, the Power Hero now increases the damage die of all weapons she uses by one step.

At 20th level, a Power Hero's Strength bonus increases to +8, and she deals double damage dice with everything but her Finishing Move, which now deals +2 damage per dice. Finally, in her Muscle Mode, she rolls d30 for her attack rolls, and critically hits on anything above a 20.

Bonus Spells: 1st — Thunderstomp, 2nd — Bull’s Strength, 3rd - Thunderstomp, Greater, 4th — Interposing Hand, 5th — Forceful Hand, 6th — Bull’s Strength, Mass

RADIANCE:
The henshin hero channels the power of the sun, blinding foes with their radiance!

The Radiance Hero can spend a Tension point to release a blast of light with her Finishing Move, causing all enemies within five feet to save VS Blindness. They can re-attempt the save every round to recover their sight. Additionally, while transformed, the Radiance Hero emits bright light out to 60 feet. Any enemy within this area become dazzled, taking -2 on their attack rolls against the Radiance Hero.

At 10th level, the Radiance Hero can transform into Sunshine Mode! his enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. Additionally, the Sunshine Mode Hero can suppress his light for 1d4 rounds, and make a finishing attack against a target for double the Finishing Move dice. If this reduces a foe to 0 HP, their body explodes into pure sunshine, causing all enemies to save against permanent blindness. Finally, in its normal transformation, a Radiance Hero gains a gaze attack that makes targets save or be blinded for 1d4+1 rounds.

At 20th level, the Radiance Hero may spend 6 Tension points to use his Sunshine Mode's 10th level attack in her normal transformation, but in Sunshine Mode, she may now spend a full round dealing double her Finishing Move dice against all enemies within the 60-ft. range of her light, a saving throw allowing for half damage. However, anyone killed by this ability erupts in that same blinding light...and also explodes as if another burst of Finishing Move (at normal dice). This can cascade, with each new link in the chain dealing half the Finishing Move damage of its preceding explosion.

Bonus Spells: 1st — Color Spray, 2nd — Hypnotic Pattern, 3rd — Wrathful Mantle, 4th — Rainbow Pattern, 5th — Prismatic Beam, 6th — Prismatic Spray

SAINT: The henshin hero’s power stems from the forces of good, imparting them with a raw beatific grace that only the holiest of saints can match.

The Saint Hero's Finishing Move counts as Good for all purposes, and deals +1 damage per die to non-good foes, and +2 to evil ones. Additionally, they have an Aura of Good as an equivalent cleric and may use Lay on Hands as a paladin of their level.

At 10th level, a Saint Hero can transform into Seraphim Mode! This enhanced transformation costs 2 rounds of transformation time per round, but all of their Finishing Move dice increase to d10s. Additionally, she may spend 4 rounds of her transformation time to cast Shield Other. When she takes damage from this ability, she gains a point of Tension. The Seraphim Mode Hero also gains 60 ft flight speed due to angelic wings.

At 20th level, a Saint Hero can spout wings even in her normal transformation, adds her Charisma bonus to all saving throws, becomes immune to acid, cold, petrification, electricity, and fire, and can Turn Undead as as a Cleric of half her level.

Bonus Spells: 1st — Detect Evil, 2nd — Spear of Purity, 3rd — Magic Circle Against Evil, 4th — Holy Smite, 5th — Dispel Evil, 6th — Holy Word

SHADOW: Wielding the power of the shadows, the henshin hero may strike down their foes with all of the inscrutability of the dark side of the moon.

The Shadow Hero may spend a point of Tension when in dim light or darker to deal an extra point of damage per die. Additionally, they possess darkvision, and if they already had darkvision can see twice as far and can see even in magical darkness. They can spend a round of transformation to cast Darkness.

At 10th level, a Shadow Hero can transform into Umbral Mode! This enhanced transformation costs 2 rounds of transformation time per round, but all of their Finishing Move Dice increase to d10s. Additionally, she can see even in magical darkness, and her Darkness spell-like ability can snuff out even magical lights. The Umbral Mode Hero may expend an extra round of transformation time to freely teleport within areas of darkness as if by dimension door, as long as he can see them.

At 20th level, a Shadow Hero becomes immune to sneak attacks and critical hits, and their darkness even blinds the darkvision and special senses of other creatures. Additionally, they can spend a round of transformation time to become incorporeal on a 1:1 basis of rounds.

Bonus Spells: 1st — Ray of Enfeeblement, 2nd — Shadow Anchor, 3rd — Deeper Darkness, 4th — Shadow Conjuration, 5th — Shadow Evocation, 6th — Shadow Conjuration, Greater

SPACE: The henshin hero’s power grants them authority over the fabric of space itself, allowing them to harry foes from impossible angles.

The Space Hero may spend a point of tension when making a Finishing Move to teleport herself or the target of the attack 10 feet in any direction per character level, though the target can make a Save VS Breath Weapon against this teleportation. Additionally, the Space Hero can spend two rounds of transformation time to cast Dimension Door on themselves only, with the range of movement limited to 20 feet per level.

At 10th level, a Space Hero can transform into Astral Mode! This enhanced transformation costs 2 rounds of transformation time per round, but all of their Finishing Move dice increase to d10s. Additionally, in any form, she may 'mark' any target she can perceive, and can keep one mark per four levels active at any one time. She can always determine the relative location and direction of a Marked target to her own position, and can use a single round of transformation time to freely teleport to or away from a Marked subject. if warping away, she can move 30 feet per character level. These Marks evaporate after 1 minute of being cast on a target. Additionally, while in Astral Mode, the Space Hero's attacks ignore all distance between herself and the Marked subject, and she is able to ignore gravity restrictions and dimensional boundaries, able to interact with the ethereal/incorporeal as if they existed in the same dimensional space as herself. She can punch ghosts.

At 20th level, a Space Hero can freely swap places with any Marked subjects, or can swap any Marked subjects freely, though they are entitled to saving throws. In the case of swapping two Marked, if either one makes their save, the entire effect is cancelled. Additionally, in Astral Mode, she can spend 2 points of Tension and attack all her Marked subjects, regardless of distance, or what plane of existence they're on, with a single attack. This attack is checked against the subject's AC, saves, etc. individually, but the Space Hero is only taking a single action. Finally, a Mark can last for 24 hours.

Bonus Spells: 1st — Mirror Strike, 2nd — Twisted Space, 3rd — Jester’s Jaunt, 4th — Dimension Door, 5th — Plane Shift, 6th — Greater Teleport

SPEED: The henshin hero’s power supplements their reflexes, allowing them to blur across the battlefield and strike down foes in a flash.

When using her Finishing Move, a Speed Hero can spend a point of tension to make an extra attack at a -4 penalty. Additionally, when transformed, she gains +4 to her Dexterity score and her movement rate is doubled.

At 10th level, a Speed Hero can transform into Accel Mode, This enhanced transformation costs 2 rounds of transformation time per round, but all of their Finishing Move dice increase to d10s. Additionally, in such a state she benefits from the Haste spell constantly, at no negative side effects. In all forms, her Dexterity bonus increases to +6, her movement rate doubles again, and she may spend 4 rounds of transformation time to caste Haste on anyone she likes, including herself (This doesn't stack with Accel Mode).

At 20th level, a Speed Hero's Dexterity bonus increases to +8, her movement rate quadruples, and she rolls any Dexterity/Reflex-type saving throws with Advantage. Finally, she may spend as many rounds of transformation time as she likes to gain that many rounds of Time Stop.

Bonus Spells:  1st — Expeditious Retreat, 2nd — Cat’s Grace, 3rd — Burst of Speed, 4th — Freedom of Movement, 5th — Wind Walk, 6th — Cat’s Grace, Mass

WIND: The henshin hero draws their power from the skies themselves, allowing them to move with the speed of the wind and dance among the clouds.

When a Wind Hero uses her Finishing Move, she may spend a tension point to deal an extra point of damage per die, dealing wind-elemental and/or slashing damage, as she literally cuts with the wind. Additionally, she is immune to fall damage due to having a constant Featherfall effect.

At 10th level, a Wind Hero can transform into Hurricane Mode! This enhanced transformation costs 2 rounds of transformation time per round, but all of their Finishing Move dice increase to d10s, and she gains a fly speed equal to double her movement. Anyone ending their turn within 5 feet of her, or who makes a melee attack against her, takes 1d6+her level in slashing/wind damage, and in all transformations, all ranged attacks take a -4 penalty against her. Finally, in all forms, the Wind Hero can always breathe, in all environments.

At 20th level, a Wind Hero can fly in all her transformations, and her flight speed doubles (triples in Hurricane Mode). In her transformed states, she is utterly immune to ranged attacks, and may, as a free action once a round, force any creature of her size or smaller to make a Save VS Breath or take 5d8+level in wind/bludgeoning damage and be thrown back 2d6 x 10 feet in any direction she pleases. Finally, in Hurricane mode she can control the direction of any free-falling objects or beings within twice her movement range, but and can even suspend their descent, but any beings with flight can resist her on a saving throw.

Bonus Spells: 1st — Feather Fall, 2nd — Gust of Wind, 3rd — Cloak of Winds, 4th — Air Walk, 5th — Control Winds, 6th — Wind Walk

WOOD: The henshin hero channels the serenity and vitality of nature, allowing them to heal themself and their allies.

Whenever the Wood Hero uses her Finishing Move, she can spend a point of tension to heal herself an amount of damage equal to half the damage rolled for the Finishing Move. Additionally, while transformed, she gains a +2 to all Saving Throws, and gains their CON bonus to AC when transformed (minimum +1 extra point).

At 10th level, the Wood Hero can transform into Overgrowth Mode! This enhanced transformation costs 2 rounds of transformation time per round, but all of their Finishing Move dice increase to d10s, and she rolls all saving throws with Advantage, and she may Transport Via Plants at-will. Additionally, anyone ending their turn within five feet of the Overgrowth Mode Hero, or who attacks her in melee, takes 1d6+her level in damage, and she heals for half that amount. Finally, in all transformations, she may freely transfer her own hitpoints to anyone else on a 1:1 basis.

At 20th level, the Wood Hero can spend two rounds of her transformation time to explode into thorny brambles, dealing her Finishing Move dice to everything within 20 feet of her, and in Overgrowth Mode, the damage her piercing thorns deal increases t0 1d10+her level, and she now heals twice the damage they deal. Additionally, she is now immune to anything that prompts a Saving Throw as long as she is in Overgrowth Mode. Finally, in her normal transformation states, she can now sacrifice her health to heal others at a 1:2 rate, and in all forms, she heals all damage and non-magical injuries and conditions fully after a normal rest. If she would already be at full health normally, she instead gains a bonus Hit Die in temporary hit points.

Bonus Spells: 1st — Entangle, 2nd — Barkskin, 3rd — Neutralize Poison, 4th — Arboreal Hammer, 5th — Commune with Nature, 6th — Animate Plants

--

Ohhhh my god. Alright, so are you still with me? I know this class has a lot going on with it, already, and I understand if it tested your patience on shit baked into a class. So no worries if you totally ignore this part, because it's a bit close to being 3e-style feats. Consider this optional. At 1st, 4th, and every 4 levels afterward, a Henshin Hero gains a Kamen Kiseki, a miraculous outgrowth of their transformed alter ego! The list they can choose from is provided below.

ACCURATE FINISHER: A Henshin Hero may spend a point of tension to add her Charisma bonus to attack rolls for her Finishing Move. This cannot stack with itself or any other tension-based attack roll bonuses.

ARMOR PIERCING FINISHER: A Henshin Hero may spend three points of tension to have her Finishing Move ignore any armor the target is benefiting from. A Henshin Hero must be 12th level to select this Kiseki.

EXPLODING TRANSFORMATION: When the Henshin Hero transforms, she may deal 1d6 damage per level to all creatures within ten feet of her plus five feet every five levels, of any damage type her Finishing Move may deal. Targets may make a saving throw to halve the damage, and anyone lowered to 0 HP by this explosive aura grants the Henshin Hero a point of tension. A Henshin Hero may only take one Transformation Kiseki, ever.

EXTENDED TRANSFORMATION: The Henshin Hero can remain transformed for an additional 6 rounds per day. This is not considered a Transformation Kiseki, and can be taken multiple times, stacking with itself.

FLAMBOYANT TRANSFORMATION: The Henshin Hero's transformation sequence is so bedazzling, that observers must make a Saving Throw or be fascinated for one round. The Henshin Hero can spend rounds of Transformation Time to prolong the sequence to comedic lengths, which extends the fascination on a 1:1 basis. No one wants to take the oppurtunity to interrupt your lengthy transformation. Probably because it's sexy. A Henshin Hero may only take one Transformation Kiseki, ever.

HAND TO HAND TRAINING: The Henshin Hero may perform Unarmed Strikes as a Monk of their level, and when Transformed, gains a +1 magical bonus to their attacks and damage which increases every five levels.

HIDEAWAY: The Henshin Hero has access to an invisible extradimensional space in which she may store a number of items equal to her character level. These must be small enough to be worn or wielded, and can be retrieved and inserted into it freely. Her Transformation Trinket never counts against her limit.

LIFEBURN: A Henshin Hero may sacrifice her health for power, dealing damage to herself to gain rounds of Transformation Time equal to 1/4th the damage taken. These rounds disappear after one minute, and this power can only be taken at 4th level or higher.

MASKED RIDER: The Henshin Hero can summon a bitchin' magical motorcycle they telekinetically control, which functions as a Paladin's Mount of their level-3 (minimum 1), which also benefits from any constantly-active Motif Powers of the Henshin Hero.

POWER SHIELD: The Henshin Hero can conjure any type of shield she is proficient with, though it disappears if anyone else wields it or if her transformation ends. This shield gains a +1 bonus at every 5 levels.

PUSHING THE LIMIT: The Henshin Hero can hold more Tension points than their normal limits. While she is above her maximum tension points, she counts as 5 levels higher for the sake of her Motif Powers, and she gains a +1 to her attacks and damage for every point above her maximum up to her CHA bonus maximum, but every round she takes 5 damage for every tension point above her maximum. This can only be taken at 8th level or higher.

RESTORATION SURGE: Whenever the Henshin Hero dismisses her Transformation, she may spend two tension points to regain a round of transformation time. She can do this multiple times if she can afford it.

RISING TENSION: The Henshin Hero may expend two rounds of Transformation Time to gain a point of tension.

SIGNATURE WEAPON: The Henshin Hero selects one weapon she is proficient with, and she can conjure it freely as part of her transformation abilities. This weapon disappears if wielded by anyone other than her, or if her transformation ends. This weapon gains a +1 bonus at every 5 levels, and if it is a ranged weapon, it has infinite ammunition, but must still be reloaded manually.

SOULSHATTER FINISHER: The Henshin Hero may elect to have her Finishing Move deal negative energy damage with a point of tension. When a creature takes damage from this negative energy, they must save against Energy Drain. This Kiseki can only be chosen at 12th level.

SPELLSHATTER TENSION: The Henshin Hero may choose to siphone magical energy to fuel her Finishing Move. She may expend 3 rounds of her Transformation Time to dispel one active spell effect within 100 feet, and if successful gains Tension points equal to the spell's level. She may immediately choose to spend one of these tension points to attempt to dispel another spell effect, and can hypothetically chain this indefinitely. This can only be selected at 12th level.

VITALITY SURGE: When a Henshin Hero dismisses her transformation, she may spend a point of tension to regain half her character level (minimum 1) in hit points. She may stack multiple points of tension on this effect.

ARCANE TENSION: A Henshin Hero may expend a spell slot to gain a point of tension per two levels of the sacrificed spell slot, minimum 1.

FAMILIAR: A Henshin Hero knows Find Familiar, and possesses a familiar as a wizard does, except it can speak all languages the Henshin Hero knows.

FAST ENCHANTMENT: A Henshin Hero may expend three rounds of her transformation time to enhance a weapon she is using for one minute (or until she lets go of the weapon), imbuing a +1 bonus or equivalent ability into the weapon. At every five levels, she can invest a greater bonus or ability by the equivalent of a +1 increase, for an additional three rounds each time.

SELECTIVE RECALL: A Henshin Hero may expend 3 rounds of transformation time per spell level to cast a spell she knows without expending a spell slot. If she has the Signature Spell Kiseki, the related spell only costs one round per level.

SIGNATURE SPELL: The Henshin Hero selects a spell she knows that deals hit point damage and can treat it as her Finishing Move, using its damage dice and so forth, but she may modify it with her Motif Powers and Tension Points, and it may trigger effects activated upon use of her Finishing Move. This Kiseki may be chosen multiple times, selecting a different spell each time.

ARCANE SCENT: In exchange for 3 rounds of transformation time, a Henshin Hero can sense the presence of spellcasters as if by scent, and can even tell the types and level of magic they can cast, but not exact spell details. Once activated, this Kiseki remains active for a minute, and if the same scent is focused on for the entire duration, you can determine the class (if any), or the race (if it's the source of the magic) of the creature, as well as if the alignment of the creature is one diametrically opposed to the Henshin Hero's.

REFLECTION: A Henshin Hero can spend 3 tension points to reflect a spell back at its caster, as if by Spell Turning. This Kiseki can only be taken at 16th level or higher.

USE MAGIC DEVICE: A Henshin Hero can role morale to convince a Magic Item to function for them, even if it otherwise wouldn't. if this roll critically fails, the item curses them instead. This Kiseki can only be taken at 6th level or higher.

SPELL BLENDING: A Henshin Hero learns a Wizard Spell of a level he can cast. If the spells aren't of the highest level the Henshin Hero they can cast, they can select two of them. This can be taken multiple times.

AUGMENTATION: A Henshin Hero can spend 3 rounds of Transformation Time to boost a single
ability score by +2 for a number of rounds equal to her level.

DAMAGE SOAK: A Henshin Hero can spend 3 points of tension to reduce all damage she takes by her level for one full round.

METAMAGERY: A Henshin Hero can spend three points of tension to apply any sort of metamagic in your game to a spell she's casting (Look at 3e or something if you don't have any but otherwise allow this. Maximize Spell, Empower Spell, etc) without altering spell level. This requires 8th level or higher.

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.

Monday, October 22, 2018

Magical Girls, Transform! Now a Spell


So, Magical Girls. I've written several classes for them, but what if that's not what you want? You just want like, a taste? Well, one of my players unlocked it, you see.

There is a notable NPC in my setting that honestly deserves his own post at some point, probably; he's one of the Celestial Lords, presiding over the Neutral Plane of Elysium, Paimon is the name he wears, stolen from a devil prince. Paimon is the highest-level Princess in the planes, and possesses divinity. While he does not keep a religion or have a church in his name, it is inevitable that people will worship him whether or wants it or not. In his case, one must merely hold his spiritual and moral values, which are idealistic, innocent, and arguably naive and childish to an extreme. But... if you have the power to make that sort of world, why not reach for it?

Any Cleric, or Magic-User in a pact with Paimon, may cast the following spell: due to his greaser/rock n' roll tastes, its aesthetic is according, but just relabel shit to suit your campaign.

Custom Spell: Rock n' Roll REVOLUTION!
Cleric 1
Duration: Special
Range: Touch

This spell channels the spirit of Paimon, Sorcerer of Smiles, right into a willing vessel touched by the caster. If the subject wants power for the sake of spreading Hope, protecting Love, ending Suffering, and giving evil Salvation, then they can mantle the radiant soul of the Sorcerer of Smiles, becoming one of his angelic Gangsters of Love. This is literal; the transformation is coupled with a special determination or emotional impetus, so if you have a goal in mind, or a strong emotion, the transformation lasts until it is resolved. For instance, if you transform out of worry for someone's life, you change back as soon as you feel relieved for their safety. On the other hand, if you're transforming for the sake of hurrying to acquire a cure for a friend's disease from a horrid tomb, you can probably maintain it for a whole dungeon delve, even if a puzzle requires you wait for hours. In any case, you never un-transform when it'd be dangerously inconvenient to do so, such as if you're maintaining a power keeping you safe.

This spell has many effects, as the Gangster of Love transforms, becoming a prettier, sexier, cooler version of themselves; details are variable but a pompadour (often with streaks of their Kokoro color) and a higher level of glam is constant. This form allows the subject to add their Charisma modifer to AC, Saving Throws, and Attack Rolls. If they lack a positive Charisma modifier, they still gain a +1 benefit. In this form, the Gangster radiates a Goodliness that puts even the brightest Paladins to a pale, dim shame. They are simply the brightest this world has to offer.

Secondly, the Gangster of Love gains an indestructible focus tentatively called a Lucky Strike, though they usually have their own form and names. A Lucky Strike can be used as a melee weapon that deals 1d6-1 damage. However, while this damage is fully effective on fiends and undead and creatures of pure evil (ignoring resistances and immunities), it only deals non-lethal damage on anyone else, and any such people defeated by it instead rolls a Morale check against the Power of Friendship. The Lucky Strike is also a necessary focus for using Pomp Powers; without it, they cost twice as many Pomp Points.

A Gangster of Love has Pomp Points equal to their Level+1, and each Pomp Power costs 1 point to use. The spell and transformation typically ends when you run out of Pomp Points, though your Determination might manage to make it persist a bit longer. Every Gangster has the Shining Smile Beam, a magical laser that deals 1d6+Level damage and follows the same rules as melee with the Lucky Strike. At higher spell levels, add +1d6 to the damage die. Each Gangster also rolls 2d6 to determine a theme color and power, which is set for that person forever. See "Colored Kokoro."

Finally, if the Gangster has an animal companion or familiar they're emotionally connected to, they can elevate it into a Greaser Mascot. Their form is augmented to a specific form based on the Gangster's Level, and gains a power based on a d6 table (See "Mascot Mutations"). The Gangster cannot select a different companion as long as their current one is alive.

If this spell is cast at higher levels, the benefits are all magnified, changing the Pomp Points to Character Level+Spell Level, and allowing a Gangster to roll a new color to have simultaneously with their original, so that a 7th level casting makes you a literal Rainbow of seven-colored powers (though these are also set and consistent even on additional castings).

There is a danger to this spell, however. Every time it is cast, there's a 1-in-6 chance that 1d3 Heartaches are born from the Darkness to oppose the brightest of Lights.

Colored Kokoro (2d6)
2. Pink: Rose Healing Serenade!
3. Red: Crimson Magma Escalation!
4. Orange: Citrus Shielding Sphere!
5. Yellow: Luminous Valor Sunshine!
6. Green:Verdant Vine Binding!
7. Teal: Seafoam Pearl Tsunami!
8. Blue: Eternal Blue Ascent!
9: Purple: Royal Passion Illusion!
10. Black: Dark Matter Transmutation!
11. White:White Angel Honeymoon Kiss!
12. Prismatic: Roll a different color every time you transform!

Pink Healing Serenade: This Pomp Power wraps the subject touched in a rose-shaped bubble of pink light, and heals them 2d6+Gangster's Level in Hit Points. This Power also cures all diseases, normal or magical, though magical diseases gain a saving throw to resist.
At Higher spell levels, add another die of healing to this powers, and give an increasing penalty to the saving throws of magical plagues.

Crimson Magma Escalation: The Gangster creates an explosion of lava streams, ash clouds and debris made entirely of Love energy. This impressive display levels an area around the character (60 ft radius) and inflicts 1d6-1 damage (save for half damage) in the affected area for 1d3 rounds.
At Higher spell levels, add another dice of damage to this power, increase the range by ten feet, and the duration by another 1d3.

Citrus Shielding Sphere: This Power creates an orange bubble big enough to hold the Gangster and up to four friends; the bubble can be maintained for an hour, and protects against all conditions, including the vacuum of space, and also blocks all attacks. Roll a number of d3s equal to 1/2 the Gangster's HD, minimum 1; that's how much punishment a Sphere can take.
At Higher spell levels, add another level to the bubble's duration, another friend the bubble can hold, and increase the bubble's Hit Dice by a step, accordingly: 1d3>1d4>1d6>1d8>1d10>1d12>1d20

Luminous Valor Sunshine: The Gangster can surround a touched ally in a yellow aura, that gives them a quasi-Gangster state. Though they don't get any Pomp Points or Pomp Powers or even a transformation, they are able to add your Charisma modifier to their attack rolls, AC, and Saves. This automatically expires at the end of an encounter/scene, if the Gangster's transformation is cancelled, or if the subject takes enough damage to incapacitate them.
At Higher Spell Levels, increase the duration of this Power by an additional encounter/scene, and add a +1 bonus to all the above things modified.

Verdant Vine Binding: Glowing green energy vines grow from the ground and coil around existing terrain such as wires and bridges, and snag a target. A successful saving throw avoids the trap, otherwise the person bound by this Pomp Power is restrained for 2d6 turns.
At Higher Spell Levels, you may target an additional target and add a die to the turns restrained.

Eternal Blue Ascent: This Power allows the Gangster to grow glowing white energy wings, and fly at three times their normal movement speed. They can carry up to four people with this power with tactile telekinesis, and this power lasts three minutes per level.
At Higher Spell Levels, you may carry an additional person and last an additional minute per level.

Seafoam Pearl Tsunami: The Gangster transforms a landscape into rubble with a tsunami wave of teal-colored energy that tears down all structures in an area around the character (60 ft radius) and hits with a 1d6 + Level damage (save for half damage). This power also allows the Gangster and four people to breathe underwater for three minutes per level.
At Higher spell Levels, you may grant an additional person waterbreathing an add an extra die of damage.

Royal Passion Illusion: A purple haze is released in a hundred foot fog around the Gangster, who may choose to target as many targets as equals his level, or focus on one target who takes the Gangster's Charisma modifier as a penalty to the Saving throw; a target cannot have more HD than the level of the Gangster. On a failed Save, subjects are subjected to a mesmerized state where they are shown whatever false reality the Gangster desires. This lasts for 2d6 rounds, and they immediately snap out of it if they take any damage.
At Higher Spell Levels, add another die to the rounds duration,and add an extra target you can effect with this power (and can effect targets of +1 HD to the caster for each spell level).

Dark Matter Transmutation: The Gangster must declare how the power is being used:
1. The Gangster may take the shape of any object or creature and acquires abilities of the new creature (flight, bite, claws, etc.), but retains the character’s Hit Points, intelligence and combat skill. Powers or special abilities are lost while transformed, but not Gangster abilities. The Referee may allow a better armor class due to small size, or armored hide. Other details must be decided by the Referee as the character transforms. This form lasts one hour per level of the Gangster.
2. Alternately, the Gangster may transform another creature into a different creature. This creature gains the abilities of the new form, but keeps the intelligence and Hit Points of the original form. Powers or special abilities are lost while transformed. The spell’s range is 60 feet. The power lasts for 24 hours per level of the Gangster.
This power does not improve with Higher Spell Levels.

White Angel Honeymoon Kiss: The Gangster channels Paimon's celestial essence without any color-filter; while there is flashing lights and effects and messianic imagery, there is no beam to dodge or make contact with. A subject is merely selected; a friendly target is healed 2d6+Gangster's Level in HP and cured of diseases as with Pink Healing Serenade, or they may be healed of a drained level, a curse, or some other malady that normally requires a saving throw. A hostile target can be given an equivalent amount of damage, or purified of curses, possession, or whatever else, though on all cases they are entitled to a Save.
At Higher Spell Levels, this power adds another dice to related factors, and also allows for greater miracles. At 2nd level, hostilities take your Charisma modifier as a penalty to the saving throw. At 3rd level, you are able to to purify mutations and regenerate permanent injuries and disfigurements. At 4th level, you are not only able to drive out possessing forces but Banish them. At 5th level, you are able to purify magical effects as if you Dispelled them. At 6th level, you can revive the dead, and at 7th level, you can purify atoning evil creatures, turning fiends into celestial beings, undead into benevolent guardian forces, and aberrations into entirely unique otherworldly beings of Goodliness.

In Addition to all of the above, when cast as a 7th level spell (or whatever is your maximum for Clerics), a Gangster of Love is capable of a genuine miracle. A Gangster can cast Wish, and it will come true without fail, as long as the Wish is genuinely selfless, purehearted, and aimed toward making the world a better place in some way or done for someone's benefit. However, not only does this cancel the transformation, but it also makes the caster of this spell unable to cast it again, at any spell-level, for a full week.

 MASCOTS
An ordinary animal, augmented by the power of magic. Whatever the creature is, the Gangster must have a meaningful emotional attachment to it. While transformed, the animal gains some sort of obviously unnatural feature. Antennae or butterfly wings on a cat, a pastel fur pattern, whatever. Given the aesthetic of the Sorcerer of Smiles, it's also possible to give this bond (as well as temporary intelligence) to a favored vehicle, especially motorcycles and personal cars. Things like large ships are usually too big for the enchantment to take root. As a reminder, a bond with a Mascot is permanent even when the spell is over. When the spell is recast, the Gangster must share his power with the same Mascot unless it is dead or destroyed.

Mascots improve at a rate equal to the Gangster's level.
1-4: Kawaii
5-8: Evolved
9+: Mythic

Use these stats unless the creature innately has better:

KAWAII:
AC: 14
HD: 2
Attacks: 1d6
Saves: As Master's
Special: Roll once on the Mascot Mutation table.

EVOLVED:
AC: 15
HD: 5
Attacks: 2d6, x2 attacks
Saves: As Master's
Special: Roll twice on the Mascot Mutation table.

MYTHIC:
AC: 17
HD: 8
Attacks: 4d6, x3 Attacks
Saves: As Master's
Special: Roll thrice on the Mascot Mutations table.

MASCOT MUTATIONS
1. Flight
2. Tough Skin (+4 AC)
3. Ranged Attack (As Shining Smile Beam, but 1d6+2 damage, usable as many times as the creature's HD per transformation)
4. Three times as fast
5. +2d6 damage to attacks
6. Magical! (Roll a random spell it can use; Kawaiis get a 1st level spell they can use 1x a transformation; Evolved can use their 1st level spell 3x now, and gain a 3rd level spell they can use 1x. Mythics can use their 1st-level at-will, their 3rd-level 3x, and now gain a 5th level spell they can use 1x.)

And finally...Heartaches are shadowy monsters that come out of the Darkness to target these beacons of Light. 1d3 of them are summoned on every 1-in-6 chance of the Gangster of Love transformation as well as every hour the transformation is maintained and whenever the Gangster fails a Save VS Magic, with the number of Heartaches increasing at every spell level, as follows: 1d3>1d4>1d6>1d8>1d10>1d12>1d20

HEARTACHE
AC: 15
HD: 5
Attacks: Enervation

Heartaches are shadow beings that are immune to any mental effects such as Sleep, or Charm, or anything else. They don't even have intelligence for a Gangster of Love to redeem; they're just pure badness. They take half damage from anything except the attacks and powers of a Gangster of Love, but their own attacks don't do damage. Those hit by a Heartache must make a Save VS Death (or CON, or Doom, or whatever) or lose a level. This level always heals back after 24 hours of rest, and multiple levels will still all heal at once, but you lose all the benefits of the level until then. If a target is fully drained of all levels, they can be struck once more only, and then are drained into a husk, which dissipates like pillar of salt.

Heartaches take -2 to AC and all their rolls in full sunlight or in happy environments. Cheerful music, happy crowds of people, all of these things damper their essence.

If a Heartache drains a Gangster of Love's levels, there's a reality-warping paradox effect. Everyone in the area, friend and foe, is now subject to Wild Magic rolls for their supernatural abilities. This aura lasts for as long as the Heartache menace is present, and the range is as far as the Heartache and/or the Gangster can be observed. Wild Magic is rolled with Disadvantage during this event; meaning roll two results on the table and take whichever one is worse for the Gangster, in particular. The more likely it is to make their heart ache, the better.

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.