Hierophant Specialty and Descent Into Pandemonium: Difference between pages

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''A ''Class Warfare''-like disciple specialty for ''[[system::Dungeon World]]'' games.''
The idea of the [https://seanmccoy.substack.com/p/dungeon23 #dungeon32] "contest" was to build a megadungeon by creating a brief outline of one room, each day, for the year of 2023, in a [https://www.jetpens.com/Hobonichi-Techo-Weeks-Planners/ct/4080 particular kind of notebook]. This is the result of mine, with an introduction written after it was all done.</div>


You walk the path of both divine and arcane magic, but can only hold so much in your head at once.
== Introduction ==


== Compendium Class ==
===


Once you have compared and contrasted the divine realities you know to be true with the esoteric formulæ of codified spellbooks, uncovering a deeper reality, you may consider the heirophant specialty an available compendium class. The next time you level up, you may add this specialty to your character instead of choosing a move from your class.
== January ==


== Stats ==
If you choose the hierophant specialty, you get +1 load, and lower your maximum HP by 2, but not lower than 4+Constitution.


== Starting Moves ==
== Appendices ==
You start with all three of these moves:


=== Hierophant Spellbook ===
=== Appendix A: The Arch Keys ===


You have mastered several spells and inscribed them in your spellbook. Choose a combination of three schools of magic or spheres of influence. You start with all the cantrips/rotes from each school/sphere and three first level spells chosen from those offered by your three choices. When you gain a level, add to your spellbook a new spell whose spell level is ''lower'' than yours, chosen from those offered by your three schools/spheres. Your spellbook is 1 weight.
The early Kiooliciti experiments with portals led to the five "polyhedral" portals. The location of these are summarized here, in addition to the location of the keys that allow their use:


=== Cast a Hierophant Spell ===
* Tetrahedral (yellow): 3.26, tesseract entrance. Keys: 2.2, 4.7, 4.8
* Cubic (orange): 1.28, smashed. Keys (shattered): 2.14, 4.26
* Octahedral (purple): 3.11, near geode. Keys: 1.13, 2.14, 4.7
* Dodecahedral (green): 4.16. Keys: 2.11, 4.4, 4.14
* Icosahedral (blue): 5.17. Keys: 5.3, 5.10, 5.27


When you release a spell you’ve memorized, it is cast successfully (as if you had rolled 12+, if it matters), but you forget it and cannot cast this spell again until your re-memorize it. If a spell would give you a -1 ongoing penalty to cast a spell, ignore it and take -1 forward instead.
=== Appendix B: Tesseract Connections ===


=== Prepare Hierophant Spells ===
When the Kiooliciti built their tesseract, they labelled the ''edges'' of its graph not the ''nodes''. (After all, it is the edges that are the hard things to create and monitor.) Each edge (a connection between rooms of the tesseract) has been given an alchemical symbol. Most are two way (↔), some are one way (→), and some are broken (—). The edges are:


When you spend an hour or so in quiet contemplation of the divine nature of the spells in your spellbook, you:
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* Forget any spells you already memorized.
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* Memorize all cantrips and rotes in your spell book.
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* Memorize new spells whose number does not exceed your level+2, and whose total levels does not exceed twice your level. You cannot memorize the same spell more than once.
* 🜁 air 3.26 → random destination.
 
* 🜂 fire 1.21 — 3.26
== Advanced Moves ==
* 🜃 earth 3.26 ↔ 4.15
 
* 🜄 water 3.26 ↔ 5.1
''When you gain a level from 2-5, you may choose from these moves:''
* 🜉 aqua vitæ 4.15 ↔ 6.2
 
* 🜌 vinegar 4.15 ↔ 5.1
=== Enlightened ===
* 🜍 sulphur 4.29 ↔ 5.11
(requires: Prepare Hierophant Spells)
* 🜎 philosophers sulfur
 
* 🜏 black sulfur 5.7 ↔ 5.17
Choose a spell. You learn and cast that spell as if it were one level lower.
* 🜑 mercury sublimate 5.10 ↔ 5.17
 
* 🜔 salt 5.6 ↔ 5.7
=== Expanded Spellbook ===
* 🜕 nitre 5.11 ↔ 5.21
(requires: Hierophant Spellbook)
* 🜖 vitriol 5.3 ↔ 5.7
 
* 🜨 verdigris 5.21 ↔ 5.30
Add a new spell from any sphere or school to your spellbook. You are able to cast this spell as if it were from a chosen sphere/school.
* 🜶 alkali 5.17 ↔ 5.31
 
* 🜳 regulus 5.4 ↔ 5.5
=== Quick Study ===
* 🜬 sublimate of antimony 5.4 ↔ 5.8
 
* 🜢 sublimate of copper 5.5 ↔ 5.8
When you see the effects of a spell, ask the GM the name of the spell and its effects. You take +1 when acting on the answers.
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* 🝁 quicklime 5.15 ↔ 6.3
''When you gain a level from 6-10, you may choose from these moves as well as the level 2-5 moves:''
* 🝅 alum 5.15 ↔ 6.3
 
* 🜩 tin 5.2 ↔ 5.8
=== Doyen ===
* 🜚 gold 5.16 ↔ 5.19
(requires: Enlightened)
* 🜛 silver 5.20 ↔ 6.1
 
* 🜠 copper 5.29 ↔ 6.2
Choose one spell in addition to the one you picked for Enlightened. You prepare that spell as if it were one level lower.
* 🜪 lead 5.2 ↔ 5.14
 
* 🜜 iron 5.8 ↔ 5.31
=== Expanded Sphere of Influence ===
* 🜫 antimony 5.20 ↔ 6.1
(requires: Expanded Spellbook)
* 🜾 bismuth 5.16 ↔ 6.4
Select an additional sphere of influence. Add rotes from this sphere to your spellbook. When you gain a level, you may include this sphere in those from which you may choose spells.
* 🜺 arsenic 5.8 ↔ 5.13
 
* 🜼 realgar 5.30 ↔ 6.4
=== Spell Augmentation ===
* 🜸 marcasite 5.20 ↔ 6.4
 
* 🜿 tartar 5.10 ↔ 5.16
When you deal damage to a creature, you can shunt a spell’s energy into them—end one of your ongoing spells and add the spell’s level to the damage dealt.
* 🝃 borax 5.31 ↔ 6.1
 
* 🜘 rock salt 5.2 ↔ 5.11
== Hierophant Alignments ==
* 🝉 gum 5.9 ↔ 5.13
 
* 🝊 wax 5.2 ↔ 5.20
You may choose one of these instead of a disciple alignment:
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=== Neutral ===
* 🝕 urine 5.2 ↔ 5.29
 
* 🝖 horse dung
Reconcile your divine and arcane nature.
* 🝞 sublimation 5.2 ↔ 5.22
 
* 🝟 precipitate 5.10 ↔ 5.24
== Hierophant Bonds ==
* 🝠 distill 5.15 ↔ 5.23
 
* 🝢 dissolve 5.8 ↔ 5.25
* __________'s faith blinds them to a greater reality.
* 🝣 purify 5.2 ↔ 5.27
* __________ denies the divine. I do not trust them.
* 🝤 putrefaction 5.17 ↔ 5.26
 
* 🝩 crucible 5.9 ↔ 5.28
== Hierophant Gear ==
* 🝪 alembic 5.25 ↔ 7.3
 
* 🝭 retort 5.23 ↔ 7.31
You get your spellbook (1 weight), some writing implements, and whatever your other specialties give you.
* 🝑 trident 5.24 ↔ 6.5
 
* 🝎 caput mortuum 5.20 ↔ 5.27
== Hierophant Races ==
* ⍚ “evaporate” 5.26 ↔ 6.1
 
* ⍝ “encase” 5.27 ↔ 5.31
You may choose from the magician race options instead of the disciple race choices. Or, you may select one of these instead:
* ⍢ “grind” 5.27 ↔ 6.2
 
* ⌱ “extract” 5.28 ↔ 6.3
=== Elf ===
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Magic is as natural as breath to you. You know Detect Magic in addition to your other spells, and you cast it as if it were a cantrip.
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===Human===
 
Choose one spell from a sphere of influence you have not studied. You can cast it as if it were one of your own spells.

Revision as of 05:48, 24 December 2023

The idea of the #dungeon32 "contest" was to build a megadungeon by creating a brief outline of one room, each day, for the year of 2023, in a particular kind of notebook. This is the result of mine, with an introduction written after it was all done.

Introduction

=

January

Appendices

Appendix A: The Arch Keys

The early Kiooliciti experiments with portals led to the five "polyhedral" portals. The location of these are summarized here, in addition to the location of the keys that allow their use:

  • Tetrahedral (yellow): 3.26, tesseract entrance. Keys: 2.2, 4.7, 4.8
  • Cubic (orange): 1.28, smashed. Keys (shattered): 2.14, 4.26
  • Octahedral (purple): 3.11, near geode. Keys: 1.13, 2.14, 4.7
  • Dodecahedral (green): 4.16. Keys: 2.11, 4.4, 4.14
  • Icosahedral (blue): 5.17. Keys: 5.3, 5.10, 5.27

Appendix B: Tesseract Connections

When the Kiooliciti built their tesseract, they labelled the edges of its graph not the nodes. (After all, it is the edges that are the hard things to create and monitor.) Each edge (a connection between rooms of the tesseract) has been given an alchemical symbol. Most are two way (↔), some are one way (→), and some are broken (—). The edges are:

  • 🜁 air 3.26 → random destination.
  • 🜂 fire 1.21 — 3.26
  • 🜃 earth 3.26 ↔ 4.15
  • 🜄 water 3.26 ↔ 5.1
  • 🜉 aqua vitæ 4.15 ↔ 6.2
  • 🜌 vinegar 4.15 ↔ 5.1
  • 🜍 sulphur 4.29 ↔ 5.11
  • 🜎 philosophers sulfur
  • 🜏 black sulfur 5.7 ↔ 5.17
  • 🜑 mercury sublimate 5.10 ↔ 5.17
  • 🜔 salt 5.6 ↔ 5.7
  • 🜕 nitre 5.11 ↔ 5.21
  • 🜖 vitriol 5.3 ↔ 5.7
  • 🜨 verdigris 5.21 ↔ 5.30
  • 🜶 alkali 5.17 ↔ 5.31
  • 🜳 regulus 5.4 ↔ 5.5
  • 🜬 sublimate of antimony 5.4 ↔ 5.8
  • 🜢 sublimate of copper 5.5 ↔ 5.8
  • 🝁 quicklime 5.15 ↔ 6.3
  • 🝅 alum 5.15 ↔ 6.3
  • 🜩 tin 5.2 ↔ 5.8
  • 🜚 gold 5.16 ↔ 5.19
  • 🜛 silver 5.20 ↔ 6.1
  • 🜠 copper 5.29 ↔ 6.2
  • 🜪 lead 5.2 ↔ 5.14
  • 🜜 iron 5.8 ↔ 5.31
  • 🜫 antimony 5.20 ↔ 6.1
  • 🜾 bismuth 5.16 ↔ 6.4
  • 🜺 arsenic 5.8 ↔ 5.13
  • 🜼 realgar 5.30 ↔ 6.4
  • 🜸 marcasite 5.20 ↔ 6.4
  • 🜿 tartar 5.10 ↔ 5.16
  • 🝃 borax 5.31 ↔ 6.1
  • 🜘 rock salt 5.2 ↔ 5.11
  • 🝉 gum 5.9 ↔ 5.13
  • 🝊 wax 5.2 ↔ 5.20
  • 🝕 urine 5.2 ↔ 5.29
  • 🝖 horse dung
  • 🝞 sublimation 5.2 ↔ 5.22
  • 🝟 precipitate 5.10 ↔ 5.24
  • 🝠 distill 5.15 ↔ 5.23
  • 🝢 dissolve 5.8 ↔ 5.25
  • 🝣 purify 5.2 ↔ 5.27
  • 🝤 putrefaction 5.17 ↔ 5.26
  • 🝩 crucible 5.9 ↔ 5.28
  • 🝪 alembic 5.25 ↔ 7.3
  • 🝭 retort 5.23 ↔ 7.31
  • 🝑 trident 5.24 ↔ 6.5
  • 🝎 caput mortuum 5.20 ↔ 5.27
  • ⍚ “evaporate” 5.26 ↔ 6.1
  • ⍝ “encase” 5.27 ↔ 5.31
  • ⍢ “grind” 5.27 ↔ 6.2
  • ⌱ “extract” 5.28 ↔ 6.3