Consider the Cyclops

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A contribution to the RPG Blog Carnival for June 2026, on the theme of Cyclopes, Ettins, Hill Giants, and Ogres from Advantage on Arcana.

Because I assume that you all, just like me, spotted that and immediately plucked your copies of The Odyssey (Homer) and The First Fossil Hunters (Adrienne Mayor) off the shelf. I will also assume that each of you also has a good friend and table regular who, growing up a poor boy in the hollers of eastern Kentucky, idolized Mary Anning as a kid. So fossil talk and weird biology excursions pop up at the game table all the time. At yours just like mine, right?


In case it ain’t obvious, I like my monsters high-concept. Let’s communicate 90% of the situation to the players in a sentence or two, because anything else is going to slow everything down. That last 10% holds potential for a twist or something else to make the situation interesting. A rose is a rose is a rose, and all, except that there’s a lot of variety even among roses. Even among red roses. Even among red rugosa roses.

I appreciate Homer’s Polyphemos, that classic archetype of the cyclops. A giant (even if how giant remains unspecified) with a single eye. Herdsman of sheep, but no farmer – and consequently without grapes and wine. A loner, living far from human civilization, with the sort of hospitality that manifests as devouring his visitors. When Odysseus tricks and blinds him, his howls of agony draw the other cyclopes near, but they – being as social and empathetic as Polyphemos – laugh off the “Nohbdy” line and leave him with his blind rage. We get that, and in the Odyssey, his part is a memorable one. Were he more complex, we’d probably forget half of it among all the rest of the poem’s adventures and excitement.

Polyphemos is a brute, and while no brilliant tactician – for that’s Odysseus, always clever and one step ahead – he’s not dumb. Unwise, lazily confident in his size and strength, sure, but his failure stems from the faulty assumption that strength means everything. He never bothers to make a fair assessment of the situation because he’s too comfortable being the biggest and scariest. No use being smart if you don’t make use of those smarts.


I’ve already explored an alternative to the big, smashy brute in my campaign’s take on the ogre, and I’m not about to let the cyclops become a fat sack of hit points and not much else. If I need something that’s monstrous, dishing out damage and taking it, too, I have better options. Animated statues. Giant skeletons. Dinosaurs, if I gotta. (I mean, it’s a jungle-centric campaign. Dinosaurs might lurk in any random valley.) If it can talk, open the door a crack for proper parley.

Hell, my giants aren’t even all that giant. Those ogres might end up roughly twelve feet tall, which is still terrifying in the context of a world where one doesn’t regularly find creatures as big a house. Even Andre the Giant was “only” 7′-4″, and that dude was huge by any reasonable standard. (For reference, the hand-comparison shot from The Princess Bride.) If I were to tell my players they were up against Fezzik, they wouldn’t bat an eye if I said each hit of his did d10 damage. Did 2d6 damage. Just crushed skulls outright.

Okay, maybe they’d cry foul at that last one. But if we’re talking about a house-sized monster, anything short of insta-death seems, I dunno, silly. Polyphemos literally eats two entire humans like potato chips with every meal. Like it’s not even effort.


Let’s also take a moment here to flip through Mayor’s The First Fossil Hunters, in which she works to reconcile the persistent descriptions and depictions of ancient monsters with the fossils which emerge in known locations of the classical world, against the assertions of 19th-century archaeologists and others who believed that the ancients didn’t notice the fossils around them or understand them in any way. (Spoiler: humans from thousands of years ago are hardly any different than we are today. Curious, insightful, and prone to seeking sensible explanations within the structure of the natural world as they understand it.)

It’s the griffin that piques her curiosity, and she makes a compelling case for the origin of stories of creatures half bird, half lion guarding gold in the windswept deserts of western Asia. Further exploration explains the hero worship of antiquity, of how massive bones eroding from Mediterranean cliffs could be construed as evidence of heroes from a prior era – for in more ancient times, the legendary heroes such as Achilles and Orestes were far larger than today’s humans, the common wisdom went – in part because mammal bones reassembled in humanoid form look a hell of a lot like a giant human skeleton. Especially if you’re primed for it.

Turns out those ancient heroes and giants might have had animal-like features. (Convenient!) Or multiple heads! (Why not?) Particularly human-ish and large fossil bones often ended up in shrines to the founding heroes of a city; in the event of an “entire” skeleton weathering from the earth, the locals might celebrate and provide a new and proper burial.


Did the cyclops come about because of the misinterpretation of an ancient proboscidian skull, from an age before the elephant was known in Greece? Mayor doesn’t deny the possibility, only disprove a longstanding historical myth of how the elephant error came about. She also points out that fossil elephant-and-adjacent skulls don’t survive as fossils nearly as well as teeth and femurs. The relative fragility of skulls, once stone replaces bone, means that in the Mediterranean fossil beds, you’re likely to come across visible fragments of giants, but with few cyclopes among them.


Look, too, at art depicting the cyclops. Hit up the Wikipedia page and check out the Roman versions from the first century CE. I’m particularly fond of this sort, where we see a clearly human face, only with a little unusual about the eyes. Two eyes closed, and quite possibly empty sockets instead, but with very human eyebrows. Then, a third of ordinary size in the middle of the forehead, open and alert. It calls to mind the blind seer trope, and it’s the hook that I think makes for an interesting cyclops to explore.

Where else do we have the one-eyed man with wisdom and foresight in commonly-known mythology? Odin, of course. Many versions of Odin/Wodin/Wotan exist across northern European cultures and time periods, so I’ll focus on my favorite: the version where his sacrifice is a curdled blessing. See, Odin plucked out his own eye, a sacrifice to the Mimisbrunnr that he might drink from its waters and divine the future. In exchange, he foresaw Ragnarok and his own death, rent apart by Fenrir the wolf. How’s that for a classically bundled win-lose proposition?

Recall also that Polyphemos knew his future, that one named Odysseus would blind and defeat him. His hubris and violent actions pressured Odysseus into his “Nohbdy” ruse, enabling it all to happen as foretold.

(Note here that Polyphemos, in great regret, offers to intercede with his father, Poseidon, on Odysseus’ behalf. That hubris which meant he could not see a mere human – “small, pitiful and twiggy” – as the danger of which Telemos had warned recedes in the face of a divine prophecy fulfilled. Then Odysseus, as expected, is a total dick about it and suffers the wrath of Poseidon for years to come.)

(PS – My favorite version of Odysseus is George Clooney as Ulysses Everett McGill from O Brother, Where Art Thou?, for what I assume are obvious reasons. Such a glorious asshole.)


So: a curse, self-inflicted. Invited in.

The cyclops seeks foreknowledge, a miraculous and Faustian bargain which transforms them into a monstrous form. By my reckoning, any such magical exchange involves demons and Chaos and all of the unexpected outcomes that entails. The wish-granting djinni, whose interpretation of any request is always true to the letter and orthogonal to the spirit, is merely a demon by another name.

No shortcut to enlightenment exists, and those who would seek a higher consciousness and sight beyond sight can expect to spend a lifetime – perhaps many thousands of them – in meditation to achieve it. Impatient for an awareness which transcends the limitations of linear time and past as memory, some would beseech the Chaos for a favor of impossibility. For magic is expressly the impossible manifested in this world.

Touched by this miracle, a cyclops finds themself blinded in the eyes they have known since birth, the orbs turned milky opaque and painfully sensitive to the light of the Sun. A third eye tears its way open in their forehead, returning ordinary vision in addition to an awareness of spacetime as four dimensions, to possibility as an ever-expanding fractal yet to collapse into certainty. All futures are possible, a hazy halo of chromatic aberration about all beings.

And yet, and yet. Futures fade into indistinct auras about the tragedies the cyclops cannot unsee. The world bends about its shadows, and in particular the terrible fates which await the cyclops. Death, dismemberment, agony, loss. With all of existence arrayed against them, they retreat to the remote lands, drawing strength from their mystical misery, seeking true enlightenment in the thin rainbows of color which outline the cruel darkness which beats as the heart of all things. Such a cyclops grows huge, and strong, and fearsome. Thrice the height of an ordinary human, capable of breaking trees and hurling boulders. A giant who need fear no one, and yet, in quiet sadness, fears everyone.

Those who would seek out a cyclops do so, aware of their second sight, in pursuit of an oracle capable seeing the contours of the future. As with their own existence, a cyclops’ sight finds in the presence of others a dominating darkness of future doom. Of a thousand possibilities of their demise and ruin. Of only the slightest potentials of anything beyond endless horror.

Who could possibly want to know such things? What benefit would any sensible person find in the prophecies of their own destruction?

Probably none, but your typical adventurer is rarely a sensible person. Forewarnings of disaster have a tendency to correlate with potential for great wealth. Risk and reward, like peanut butter and sandwiches.

Go, track down the cyclops, hidden far from the shining cities on their remote island. Bring gifts of thanks, and inquire about the myriad ways in which the dungeon will grind you into sausage. Take notes, that you might find the delicate rainbow outlining the shadow of death, silver lining to the stormcloud of the dungeon.


Cyclops HD 6 – 9 + 5 | AC 3 | MV 45 | giant, keen senses, hurl boulder, visions of doom

Let’s not oversell our cyclops here: when it’s time to draw steel, they’re not brilliant adversaries. A lack of clarity in their attempts to critically evaluate their life situation resulted in the current, monstrous predicament, and a whipsaw shift in perception to pessimistic depression isn’t helping matters. They’re massive brutes and that’s their strategy.

Which, when you’ve got up to 9 Hit Dice and a pile of sorta-unearned confidence, sure can result in pulping a number of adversaries before the dust settles. Hell, if the cyclops has foreseen this moment as their undoing – which, given their propensity to seeing everything as the potential for such, assume so – they’ll fight as if they have nothing else to lose.

At a distance, a cyclops will readily hurl heavy stones at threats (see Polyphemos: “The blind thing in his doubled fury broke / a hilltop in his hands and heaved it after us”), be they approaching or fleeing. In melee, fists and tools will do to crush the nearest foes; at giant size, clubs and rocks reduce humans to messy stains. Being a giant, consider using a d10 for damage instead of the typical d6.

Recall that our cyclops lives immersed in visions of dark doom, for themselves and others. In moments of distress, they may take advantage of that curse and act upon their visions of doom. For a cost of 1 HP, grant them combat advantage (+2 AV, +2 damage) on one attack, as they will their visions to reality. Telegraph this to the PCs if at all possible; d10 + 2 damage is a serious threat in Whitehack.

Before it comes to stabbing, though, let them be the NPC they deserve to be. Tortured and difficult, imprisoned by regret for decisions they cannot undo. Perhaps, with enough solitude and meditation, even capable of the true enlightenment they had once imagined so easily acquired.

Monster: Roh

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The penultimate, number nine of the undead! Yet another odd monster to fill a necessary void in my campaign, a different tack when considering how love and attachment can cause the soul to linger beyond the body’s death. In a sense. We presume to know what a soul is, how to define its contours, to know it when we see it.

But what if the reality is much messier? The driftsmoke is no monolith, but rather an assemblage of fragments, capable of change. What if we take that notion and go one step further?


Fragments of Self

Where the driftsmoke’s existence is a shifting and inconstant mess, the roh is an accretion of individuals. Fragments of them, that is, very specific memories and emotions which cling to the world of the living even as the spirit of them passes to the Land of the Dead. As with the Ship of Theseus, are we still ourselves when a piece is lost or replaced?

And what of that fragment?

Any place which forms an emotional connection can draw those memories as a spirit breaches the veil. The more meaningful, the greater the force. The longer it holds. In time, the energy fades, and a lone fragment makes the final journey.

The roh comes into being when a critical mass of these fragments, lingering, grows such that it tips the balance from a jumble of memories to a self-perpetuating consciousness. The gravity of dead memories collapsing in upon themselves, the pressure building as their interaction sparks the heat of forgotten emotions, the ignition of a new self, emergent from its constituent parts. Someone new, with a driving compulsion from the uniting element of all those fragmented memories.


Enduring Love

Memories cling firmest where we find meaning. Few of those survive long past our own deaths, and few inspire a collective meaning capable of gathering the fragments of many into one. Emotions are potent but fleeting. The people who matter most to us rarely, if ever, command the true love of thousands, and even then, their mortality makes for stark limits.

Places, though? While nothing lasts forever, certain ideas of place seem like they might. Grand architecture; a landscape of rare beauty; a seemingly unremarkable field where the red poppies grow in great profusion every spring, a reminder of the war and the dead.

Take the example of a great cathedral, an edifice of stone ascending impossibly high, with ornate windows inviting in sunlight such that its elegance rivals that of the sunrise. Crowds flock in daily, seeking community, understanding, absolution. Communities thrive about this place for generations, centuries.

Each life which connects to this place, and all of the meaning they construct around it, leaves the potential for a fragment to linger. That love, enduring even beyond death, creates the potential for a roh to form. That laser focus on a single common source and implies a fiery intensity, as the overlap and reinforcement build to a fever pitch. Everything, literally everything else becomes secondary.

It’s a recipe for a devoted guardian, if you’re feeling generous about it. This may be their eternal tomb, but it’s a sacred one, and every thread of their essence reveres it.


A Spirit Takes Form

A roh rarely appears while the place of its power thrives, for it is unneeded. Maintained by the living, the fragments of the dead can bask in its radiant glory. They emerge as the living begin to abandon the place, standing up as the final guardian against the decay of time and forgetting. Or when an existential threat appears, too much for the living caretakers, and their aid might turn the tide.

Or, rarely, when those tasked with protection learn of their invisible guardian, and call out to them. This assumes an organization without serious qualms about the undead, so, y’know, use with caution.

Under typical circumstances, a roh resembles a lost spirit rendered invisible. Incorporeal and capable of passing through solid matter. Bound to their location. Sometimes deeply out of touch with the modern world. They can observe and speak with the living.

Except that when a roh speaks, the walls themselves vibrate with the sound of their thousand voices. And when they wish to interact with the material world, they form a body from the very place itself: earth, architecture, furniture, etc. Anything inanimate works, and the goal is to impress as much as it is to provide an impervious form.

If you have an enormous basalt statue in the entry, carved like a fearsome, winged lion, you’re gonna lead with that, right?

And if not, expect a massive Ben-Grimm-like amalgam of stone and earth, ready to pummel intruders into a sticky paste. Maybe they’ll assume it’s an earth elemental? Not that it matters greatly. The roh will make demands, threaten as needed, and follow through without compunction. Being misunderstood is of minor concern.

For the average tomb robber, the presence of a roh threatens harm and death. Everything in this forsaken ruin (sun-dappled glade, crumbling library, technical school of the thieving arts, whatever) matters, and is worth protecting. Once an item leaves, the roh cannot retrieve it unaided, and even a roh with serious tunnel vision can watch as the place they love changes over years, over centuries. Every object lost, even the grains of sand stuck to the boots of wandering explorers, hastens the demise of their precious home.

That said, a roh is not simply violent retribution. Canny adventurers may gain favor by offering aid, by trading their efforts for the treasures which may be of lesser worth. Remove an infestation of goblins who leave graffiti and trash. Recover a stolen artifact of great sentimental value. Gather craftsmen and artisans to restore faded glory, in exchange for valuables which may be given. (No, you can’t take the golden idol.)

Information carries value, of course. A monster made of a thousand memories has information like few others.

Plus, every intruder who’s tried to steal that golden idol – and gotten pounded into meat paste – leaves behind an accumulation of stuff. Even magic swords and spell books mean bupkes to a roh, except as currency.


Destroying a Roh

Okay, so maybe you can’t get everything you want or need by playing nice with the big monster. I mean, that golden idol is worth a fortune, and it’s time to pick a fight. How do you kill this thing?

Option one: Destroy the place of its power. Nontrivial but effective. For as long as traces remain, so does the roh, so be thorough.

Option two: Destroy its physical form, then its true and incorporeal self. The former is an ambulatory statue; the latter is a wraith with invisibility instead of drain life. Magic is more or less essential to the task.

Option three: Persuade the roh’s constituent fragments of spirit to cross over to the Land of the Dead. Of all the suggestions outlined here, this is far and away the most challenging. If you think it’s difficult to talk one person out of the deep-seated beliefs that feel like the foundation of their being, try doing that for a thousand for whom that belief is literally the basis of their existence.

Option four: Technically not a means to destroy the roh, but it can be silenced by returning the place to its former glory and restoring the community that once sustained it. No one’s going to put in the effort, of course, but it would work.

We know you’re going with option two. It’s okay.


Roh HD 5 – 7 | AC 2 – 5 | MV 30 | undead, bound to place, animate objects, incorporeal, magic resistance

For an AC value, select based on materials used in forming the physical body. Loam and grass will be less than wood, which proves less durable than granite or steel. A roh will use what’s available – sometimes dependent on the current space – but always what’s most advantageous.

A roh’s reaction will be tuned to the apparent threat of the PCs, with an awareness of other complications it might consider more pressing. Goals are clear and direct, focused on preserving (or, ideally, restoring) their place of power. Those who can offer aid will be negotiated with. Those who steal or damage the location will be threatened and quite possibly attacked.

As an angry, ambulatory statue, the roh never shies from danger. The most threatening adversary will be the first target, be it the front-line tank with a magic sword or the squishy spellcaster trying to keep at a distance. It pummels its foes one by one until victorious or defeated. At any point, if its foes offer to surrender, the roh will entertain offers to cease hostilities and make things right. Priority is always to preserve the sanctity of the place.

If the PCs overcome its constructed form, the roh continues the fight in its incorporeal form, using the stats of a wraith. Replace drain life with invisibility, which is a nasty challenge in its own way. Should combat get this far, the roh will never retreat, seeking only to destroy you before it succumbs.

Magic Items: Growth

Ink sketch of brightly-colored beans.

Magic items! Mysterious solutions to a problem not yet encountered. Who wouldn’t want to stuff their pockets with possibility?

Today’s theme: Growth. With the northern hemisphere barreling on toward summer, it feels like we’re exploding into life once more.


Crumpets of the Colossus

Rich, buttery crumpets in a crumpled, stained paper bag; always still warm. Ud6 in a bag, with a deliciousness that makes proper rationing difficult. 1/2 slot.

After devouring, the eater grows to double size over 10 minutes, their mass increasing eightfold. Gear worn or carried grows, as well; growth ceases if the space constrains Consuming two crumpets quadruples the eater’s size, with mass up 64-fold. Effect lasts 1 hour.

Some bags (1-in-6) contain shrinking crumpets, which reduce size by half, instead. The surest means of discernment is offering one to the party member with the least self-control.


Acorn of Protection

Carved and polished marble in the shape of an acorn. Specific species and coloration may vary with the creator’s whims. Single-use. No-size item.

Planted in soil warmed by sunlight and watered, the acorn remains dormant until the next sunrise. Undisturbed, it rapidly grows into a mature oak over the course of the Sun’s path over the day. Once grown, the land within 300′ of the oak grants mystical protection.

  • All miracles intended to raise the undead, summon creatures from afar, or resurrect the dead fail.
  • Undead suffer combat disadvantage and make all saving throws with a -2 penalty.
  • Miracles of healing, curing disease, neutralizing poison, and the like may be cast as one level cheaper, but not at a cost less than 1 HP.

These effects last until the completion of d6 lunar cycles, ending with the new Moon. At this moment, the leaves wither and fall, and the oak dies. While indistinguishable from an ordinary tree, the dead oak is highly susceptible to plaguerot, and has a 1-in-6 chance of manifesting without exposure. Any direct exposure infects immediately. (Plaguerot to be detailed in a separate post.)


Accelerated Stalactite Generator

Chartreuse amoeboid mass roughly the size of a pomelo, sticky to the touch and smelling faintly of sulfur and buttered toast. Typically contained in a terracotta vessel, but not strictly necessary. When stored with other gear outside of a ceramic container, has a 1-in-6 chance each day of consuming a random object. Single-use. 1 slot; 2 slots with container.

When affixed to the underside of a damp rock surface, the amoeboid accelerates the development of stalactite growths, extending points downward over the course of hours. Over a 15’x15′ area, stalactites grow at a rate of 1′ per hour, for up to 4d6 hours. If their growth reaches the floor, they widen until no aperture remains passable for a creature larger than a mouse. Stalactites will not pierce or harm creatures or objects, but may constrain and bind if allowed to grow undisturbed.


Sohwenso’s Magic Beans

A small number of brightly-colored lima beans in a folded cloth stitched from fragments of old and mismatched clothing. Typically 2d6 in a bundle. Each bean single-use. 1/2 slot.

Cover a bean with 1/2″ of soil and splash with a swig of fresh water, and it will grow to a wrist-thick vine in 10 minutes, sturdy and suitable for climbing. Maximum vine height reaches 10′ per bean planted. Vines wither away after 24 hours.

Planting multiple beans may bring unintended effects; roll d6 and, if equal to or less than the number planted, consult the table below for the outcome. If planting 7 or more, roll two dice and use both outcomes.

d6 Roll Outcome
1No additional effect.
2A cloud forms at the top of the vine, 30′ in diameter, and pours down an inch of rain per hour for d6 hours.
3The growing vine emits a pungent, sulfurous odor, catching the attention of wandering monsters. A random encounter arrives as the vines finish their growth.
4The vines are covered in tiny hairs coated in an oil which irritates bare skin. Touching causes a painful rash, with -2 to attack rolls and fine-motor skills using the affected area for 24 hours. Trained medical efforts may reduce the severity.
5Vine withers prematurely, losing 10′ of height after each hour.
6The vine sprouts large, flat pods studded with beans. When the vine withers, they mature into 2d6 magic beans.

Supersoldier Serum (Drug)

Fluorescent green liquid in a glass syringe, tipped with a sharp needle. Ud6 doses per syringe. 1/2 slot. Addictive.

When injected, the serum causes both temporary and permanent changes in the subject. Withdrawal brings drawbacks which last until the subject takes another dose or gets clean. Addiction is inevitable.

Permanent: The subject gains +1 Strength and +1 Constitution, and suffers -1 Intelligence and -2 Wisdom.

Temporary: These effects last for one lunar cycle. The subject improves attack and damage rolls by +1, and all Constitution task rolls related to HP gain/loss and poison effects are made double-positive. (HP examples: natural daily healing, shrugging off attacks.)

Withdrawal: These effects begin when temporary effects wear off. The subject always goes last in initiative, and any fumbled attacks roll on the fumbles table with no save to avoid. Natural healing rate is zero, regaining 1 HP only on a successful Constitution task roll (or 2 HP for the Wise). To get clean, the subject may make a saving throw after each week that passes. Three successes in a row break the addiction.


Amulet of Miraculous Amplification

Silver disc, etched around the perimeter with sigils of power, encircling a polished lens of amethyst. Ud6. 1/2 slot.

When a Wise character dons the amulet, their next miracle casting comes at one level less costly than usual. From then until the next dawn, all uses of that wording are done at reduced cost, while all others are one level costlier. One which would be powerful (2d6 HP) increases to 3d6, with all of the risk that implies.

At dawn, the bearer may save to remove the amulet and end the effect; check usage. On a failure, the effect continues for another day, and they may not make another wording active in that slot.

Magic Spells XIV

241112 Orion rising

Part fourteen, adapting the B/X spell list to Whitehack. Magic-User/Elf, 3rd level.

Here we examine three spells beloved by my players, at least as long as they’re the ones casting them. Enthusiasm for enemies launching explosive artillery is somewhat more muted.


Fire Ball

Possible wording: Eruption of Flame

Typical use: Hurl a ball of flame at a location within 60′, where it explodes in a 15′ x 15′ area and deals d6* damage from fire. Save for half damage. Unprotected, flammable objects ignite. (d6 – 2 HP) Given the risk inherent in offensive spellcasting in combat, the HP cost stays low. Referee may consider tying the damage done to the miracle’s cost, using the same d6 result, at player request.

Alternate use: Cause an existing flame within 60′ to erupt outward sixfold. A candle becomes a torch; a torch like a campfire; a campfire rages like a great bonfire. For an erupting torch or greater, anyone caught in the burst takes d6 damage, with a save for half. Lasts up to an hour, with concentration. Cost scales with initial flame size. (Candle, 1 HP; torch, 2 HP; campfire, d6 – 1 HP) Larger fire costs at referee discretion.

Cost reductions: Pyromancer vocation. Caster must make an attack roll to throw ball of flame on target. Miracle consumes copious quantities of aromatic bat guano, which is definitely going to leave messy hands.

Possible wording: Immolate

Typical use: Enwreathe a target within 60′ in flame. Deals d6 – 3 damage per combat round unless extinguished. Save to avoid. Lasts up to 1 minute, with concentration. (d6 HP) Ordinary means of extinguishing flame are effective, such as plunging into water or stop, drop, and roll. Effective use contingent upon a target in an appropriately difficult environment.

Off-label use: Surround oneself with a bubble of flame, reducing the potential harm of cold effects. Make saves against cold with a double-positive roll, and reduce any damage taken by 1. Glow as a torch. Related effects up to negotiation with the referee. Lasts 2 Turns. (2 HP) Use extreme caution when handling flammable items. Also effective against paper airplanes.

Cost reductions: Arsonist vocation. Shatter the red ruby eye of the ever-hungry fire god. Caster becomes highly flammable for an extended period following the spell’s duration.


Fly

Possible wording: Soar upon the Winds

Typical use: The target becomes as a gliding bird, capable of flight on the winds. Lasts up to 1 hour, with a save to avoid a sudden plummet upon taking harm. (d6 HP) Contingency “what about falling?” plans recommended.

Off-label use: Cause one’s sailing vessel to lift above the waters and race through the air with far less drag and a substantial increase in velocity. Speed and direction of travel constrained by current winds. Lasts up to 2 hours, with concentration. (d6 + 1 HP) Challenge of steering such a vessel up to negotiation.

Cost reductions: Kite-flyer or yachtsman vocation. A roc’s tail feather burnt during the ritual. Flyer must flap their arms as if wings to keep aloft, limiting the use of hands for other tasks.

Possible wording: Swimmable Air

Typical use: Modify the air within a large volume – up to about 125,000 cubic feet; such as a 50′ cube or a cylinder 40′ in diameter and 100′ high – such that any creature can swim in it as easily as if it were water. Does not negatively impact breathability, but voices pitch down several octaves and winds slow to half speed. Lasts 1 hour and ends gradually, such that creatures caught above solid ground descent gently. (d6 HP) Encumbered individuals or those wearing heavy mail may find themselves unable to swim effectively, but capable of making use of a newfound buoyancy with a little creativity.

Off-label use: Create a large bubble of air – 20′ diameter – which remains centered on the caster, even as they descend into a body of water. Lasts up to 2 hours, with sufficient breathable air for the duration. (d6 HP) Volume conforms to the limits of solid structure around it, which will inevitably get odd.

Cost reductions: Pearl diver or synchronized swimmer vocation. Breathing in denser air causes splitting headaches. Release the bottled last breath of a dying prince.


Haste

Possible wording: Burst of Speed

Typical use: Touch an ally and grant them superhuman speed for a brief time. While affected, they double their movement speed and may make two attacks as part of their major action. When the magic wears off, they gain 1 slot of fatigue and must save or suffer -2 on all task rolls for the next hour. Lasts 1 Turn. (d6 – 1 HP) Repeated uses have accumulating effects.

Alternate use: Enable an individual to travel at great speed, capable of completing a day’s march in half the time. They may continue on as long as the magic lasts, at the same costs for excess travel. After 4 hours, gain 1 slot of fatigue. Lasts 6 hours. (2 HP) Scale cost up to d6 when applying to a small group.

Cost reductions: Ultramarathoner or velocimancer vocation. Caster accrues fatigue and penalties as well. Rub the subject down with warm, fresh cheetah blood.

Possible wording: Attack with Fury

Typical use: Touch an ally, granting them a mystical rage which increases their ability to attack in combat. While affected, they may exchange movement and minor actions for extra attacks, and may only take an aggressive stance (+2 AV, damage, or split; -2 AC). Must save to retreat. When the magic wears off, they gain 1 slot of fatigue and must save or suffer -2 on all task rolls for the next hour. Lasts 1 Turn. (d6 – 1 HP) Repeated uses have accumulating effects.

Off-label use: Touch an ally and infuse them with the divine fury of the Erinyes. While affected, each hit in melee forces their foe to save or die instantly; each death drains them of 1 HP. When the magic wears off, they must save or drop to 0 HP. On a fumble, they drop to -2 HP. Lasts 2 Turns. (2d6 HP) Nuclear option!

Cost reductions: Berserker or serial killer vocation. Caster saves or drops to 0 HP. Foes killed rise as vengeful undead the next Turn.


Next set: Infravision, Lightning Bolt, and Protection from Normal Missiles.

Magic Spells I: Charm Person, Detect Magic, Floating Disc

Magic Spells II: Hold Portal, Light, and Magic Missile

Magic Spells III: Protection From Evil, Read Languages, and Read Magic

Magic Spells IV: Shield, Sleep, and Ventriloquism

Magic Spells V: Cure Light Wounds, Detect Evil, and Darkness

Magic Spells VI: Purify Food and Water, Remove Fear, and Resist Cold

Magic Spells VII: Continual Light, Detect Invisible, and ESP

Magic Spells VIII: Invisibility, Knock, and Levitate

Magic Spells IX: Locate Object, Mirror Image, and Phantasmal Force

Magic Spells X: Web, Wizard Lock, and Bless

Magic Spells XI: Find Traps, Know Alignment, and Hold Person

Magic Spells XII: Resist Fire, Silence 15′ Radius, Snake Charm

Magic Spells XIII: Speak with Animals, Clairvoyance, and Dispel Magic

Monster: The Enlightened

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Number eight of the undead! We’re in niche territory now. This is a creature distinct to my campaign, but probably adaptable elsewhere with the proper polishing. What we have here is a point somewhere on the Venn diagram where “righteous faith” and “abuse of power” and “death is a spectrum” overlap.

Not a monster you can simply drop into any old random encounter table, no. Some monsters exist to fill an essential void.


Righteous Faith

Few can become the Enlightened, and among those, few desire it. Whitehack rules don’t include a cleric-type class, so there isn’t a straightforward “magic priest zombie” path. This is all just fine, as we’re just as happy to have a crusading paladin, an ascetic witch-hunter, or a feral Joan of Arc playing the game. The most important factor in the transformation from living faithful to holy undead is an intensity of religious faith, a burning fire of righteous belief which can resist the pull of the Land of the Dead. Wights start out a little like this, too, only a wight is subservient to no one. (And typically dies violently.)

Note that the faithful doesn’t need to be right, only righteous. It’s the degree of intensity that matters. Being a little misguided probably helps. Being impervious to reason definitely does.

Magic also matters, because none can make the transition without a trace of the miraculous.


Abuse of Power

The Enlightened are those whose usefulness to the cause is so great that they may not be permitted to die. Their superiors cultivate their innate magical abilities, constrain their access to the outside world, and bend them from their humanity into a living tool. Tools rarely complain. They work until they break.

For most reasonable people, this is an unacceptable dehumanization of an individual. If your campaign has evil, this likely slots right in. But the superiors don’t see it that way, of course. Miraculous abilities are gifts from the fickle and inscrutable gods; if they are not harnessed in the defense and furtherment if the faith, that is only ceding ground to the greater evils that threaten entire societies. (Or one’s iron grip on power; individual mileage and self-delusion and willingness to lie with a straight face may vary.) It’s a very lopsided trolley problem.

Still: none become the Enlightened alone. None of their own wishes. Such is a Faustian bargain, built upon deception, with the powerful shoring up their own strength at the expense of another. For what it’s worth, I’ll quote here from Martin Luther King, Jr.’s Letter from Birmingham Jail:

“Lamentably, it is an historical fact that privileged groups seldom give up their privileges voluntarily. Individuals may see the moral light and voluntarily give up their unjust posture; but, as Reinhold Niebuhr has reminded us, groups tend to be more immoral than individuals.”

Don’t know about you, but I prefer my antagonists with well-intentioned efforts in a complex world, granting themselves more and more leeway to let the ends justify the means. And when we shift from individual actions to the emergent behavior of groups? So, so much easier to sell that miraculous savant into an undead eternity of service.


Death is a Spectrum

Death in a fantasy game can be a complicated thing. Even in real life, we struggle to define its contours with precise, bright lines. With real individuals, it’s agonizing. In a game? We get to have fun with it.

Include points on your own spectrum graph as you see fit, as your ruleset and campaign world and personal preferences dictate. At the very least, there’s an axis stretching from “alive” to “dead,” with “undead” in between there somewhere. Being undead isn’t really either, and feels defined more by what it lacks than anything else. Make that y-axis something that feels intuitive to the way you run your monsters. I went with a rough metric of mental coherence.

Crude grid outline of undead and PC states, with x axis from alive to dead, y axis from unconscious to alert and self-aware

Undead in red; PCs in blue. A handful of possible states scattered about. The zombie is barely distinct from the deceased PC, and it’ll be back there soon enough. The lich is the epitome of bringing their intellectual A-game in an undead body. The rest, well, you pick a set of coordinates and justify after the fact.

Let’s say you’re considering your preferred position in the post-life existence. Where on this would you like to be? Where would you wish to place an eternal servant? How would you sell it to that poor sap?

For an extra exercise, consider the delta between where your undead monster is located versus where they think they are.


Miraculous Vessel

Magic is a source of great power, and in the game’s fiction we tend to spill vast quantities of blood in the effort to obtain it. New spells, grimoires and scrolls, wands and amulets and strange potions. If your setting permits it, trade that hard-earned coin for the magical services of the local temple or a wizard in need of extra revenue. Even more convenient is your subordinate who can call forth the impossible on command, because that’s their job.

An Enlightened is a former person, one with the mystical ability to bend Chaos to their will, reduced to a tool. They are a miracle wording in animate flesh. That purest expression of their faith becomes a fancy set of pliers in the archpriest’s toolbox. I have this habit of seeking monsters who have strayed from their humanity, who have brought horrible curses upon themselves, because I find them interesting. Messy. Relatable, in some ways. Who’s this special person who embraces undeath, and what must that be like?

Being undead sucks.

Mechanically, the Enlightened has a single wording, with all of the constraints and flexibility that such has under Whitehack rules. The key difference between their life and now is that they have mastery of it, reducing all HP costs by one level, and ensuring that even the most potent interpretation cannot get out of control and double the cost. They perform their miracles for the faith – and for the authority of the organization – with no remaining concern for their own wishes or well-being.

They’re not merely miraculous vending machines, of course. Devoted to a fault, the Enlightened fulfill all manner of mundane roles in their religious organization, without the old limits of human frailty. Without need of food or sleep, they can maintain the fullest of tasks for days on end, never complaining. You can tell a great deal about the quality of a religious organization’s upper management by how they elect to keep their magical zombies occupied. Endless meditation to commune with the divine? Or should those temple floors keep polished to a mirror shine?


Eternal Defender of the Faith

Should the situation arise, the Enlightened will always come to the immediate defense of their faith and organization, fighting with the ferocity and lack of self-preservation of the true zealot. When the faith and its associated group are, quite literally, all you have, you will guard them like nothing in the realms of existence matters more.

For the most part, it’s going to take the form of physical attacks. Pounding fists unless they have good reason to carry weapons. If the Enlightened’s miracle happens to have combat applications, great! Justifying the creation of a magical servitor zombie because of their knack for summoning lightning seems like a niche thing, but whatever.

Being undead, and inherently magical to boot, the Enlightened bears a few protections. Immunity to poisons, asphyxiation, and sleep magic, for starters. A resistance to mundane weapons (half damage), as well as to mind-altering magic (+4 to saves against charm-type effects). A fanatical drive which implies immunity to fear and a monster which will never fail a morale check. If the associated faith implies a specific trait – an Enlightened in eternal service to the fire god could, reasonably, be granted fire-retardant status – then include that.

When attempting to loot the great treasures of the fire god’s temple, any reasonable adventurer knows fire is the least effective part of their toolkit. With any luck, it won’t come up in play.


Also of note, I suppose: many faiths will consider the transition to the Enlightened as an abomination, that no form of undeath can fail to be an affront to the gods and the natural order. Those particularly disposed to the destruction of undead may revel in hunting them, considering the destruction of the Enlightened as a great trophy. If you’ve got a pantheon to work with, might as well lean into the drama.


The Enlightened of Caenak

In my setting, the Monks of Caenak are ascetics who worship and divine the intents of Caenak, the Black Cinder, the Dark Moon, who they see as the guardian of the veil between life and death. When a useful recruit enters their order – often under duress, the alternative typically being death – they are groomed to hone their talents for the good of the group. When the elders deem them in full bloom, they are offered the blessing of serving Caenak through immortality.

Those who accept, for one can only become Enlightened by their own choice, undergo a dark ritual beneath the full Moon. They offer their spirit to a living guide, an elder monk whose wisdom will carry them through the transition, before committing suicide by a method of their choosing. The guide carries the corpse to the Necropolis, to be bathed and wrapped in linen until the Moon of Caenak rises full once more. If all has gone as ordained, the Enlightened rises, a fragment of their former self, driven by a deep need to serve and protect the order.

Appearing much as they did in life, with skin parched and taut and pale, their eyes sunken and cloudy, they spend much if their days in what appears to be meditation. Few leave the depths of the Necropolis, where the many levels contain the bones of centuries’ worth of the dead, and when their services are desired, the still-living monks approach with offerings of dried flowers, which remain about their simple mats in a carefully stacked arc. One can tell at a glance the utility of each Enlightened’s gift. Kneeling still and gazing into the distance, the Enlightened speak only as necessary, their black robes gathering dust across the decades.

The spiders and mice always give them a wide berth. No Enlightened is ever draped with cobwebs.

In keeping with the needs of the monks, the Enlightened tend toward the magics of necromancy, of divination, of piercing the veil between this world and the Spirit Realm. The monks and their order are, by and large, pragmatic.

Sister Kalsha can Speak with the Dead. If she can hold the bones of the deceased, many of which rest in the niches of the mausoleum, she can inquire more deeply of their knowledge, pressing for the truth. The dead have no compulsion to be more helpful than they were in life.

Brother Tamo can see that The Future Sings of Possibility. Clutching a visitor tightly, he can sense the likeliest outcomes of their intended actions, though the experience can be terrifying, and some who have undergone it find themselves bedridden for weeks afterward.

Brother Dan can Recall Lore Forgotten in This World. When information has been lost to time, he can glimpse fragments of it, but his responses are always koans, open to interpretation and always demanding study.

Sister Eyanni can Part the Spirit Veil. Those who beckon her for aid can reveal a portal to the dark, parallel realm of the spirits. Few request such a miracle in the depths of the Necropolis, where the Spirit Realm is often overwhelming, instead bearing rare and costly gifts that she might enchant them to use her miracles elsewhere in times of need.

Sister Lilia can Resurrect. Burdened with this rarest of gifts, she has never, in undeath, been asked to use it. Even in life, only once, to reverse a child’s tragedy, and the result brought complex disaster. She meditates, endlessly, for the elders could not give up the potential should they, one terrible day, miss its absence.

Brother Kahsu can Command the Unliving. He does not rest with the others, hidden away, only known among a handful. When needed, he travels in a sealed palanquin, his duties kept secret. His memory is all but erased from the world.


The Enlightened HD 3 + 3 | AC 1 | MV 30 | mundane weapon resistance, mind magic resistance (+4), fanatic, miracle mastery, undead

When the time comes to engage the Enlightened in combat, much has already happened. Protections and safeguards have fallen, sacred spaces have been breached, and alarms will sound. The Enlightened will almost certainly not be alone.

Combat is unlikely to be sophisticated, unless a superior with tactical skill commands the Enlightened. If so, they follow orders dutifully. Otherwise, they fear nothing, attack with ferocity, and will pursue magic-users preferentially. Assume that they will return violence upon their order in kind: invaders who kill will be killed, while thieves may be beaten unconscious for proper justice later. (Specific religious orders may imply a different response, of course.)

The Enlightened never surrenders, never retreats.

Magic Spells XIII

Amaranth, depth of field

Part thirteen, adapting the B/X spell list to Whitehack. Cleric, 2nd level and Magic-User/Elf, 3rd level.

In which I attempt to think of two alternate versions of Dispel Magic that aren’t virtually the same, following on the heels of “how do you get creative with Snake Charm?” Let’s shrug and get on with it.


Speak with Animals

Possible wording: Tongue of Beasts

Typical use: Caster understands and can communicate with ordinary animals, limited by their natural intelligence and the challenges of interspecies friction of Umwelt. Lasts 1 hour. (2 HP) Monstrous creatures composed of other, mundane beasts – e.g., the owlbear – may also qualify if the caster can make a compelling case before being eaten. Lack of response does not imply lack of understanding.

Off-label use: Grant a creature you can touch with an extensible and sticky frog’s tongue, capable of snaring small objects up to several feet away. Ordinary speech becomes a challenge for the duration. Lasts 1 hour. (2 HP) Typical frog tongues extend about one-third of their body length; the referee may be generous and grant more if they wish. (What’s the point if it’s less than an arm’s length?)

Cost reductions: Druid or animal behaviorist vocation. The still-warm tongue of a freshly-killed animal. Caster loses the ability to speak, except to beasts.

Possible wording: Command Animals

Typical use: Caster grants a companion animal, one familiar and receptive, the ability to understand a set of complicated instructions, as an ordinary human. Animal follows any commands within the limitations of its own abilities and self-preservation instincts. Lasts 1 hour. (2 HP) Suitable for friendly animals, with lesser likelihood of their willingness to take action.

Alternate use: Bark a brief command at a hostile animal, bringing it to a brief pause. Resumption of hostilities depends greatly on subsequent actions. (2 HP) Stop a bull from charging, for example.

Cost reductions: Dog whisperer or toreador vocation. A handful of special treats desired by the animal targeted. Caster drained by the effort and requires a nap afterward.


Clairvoyance

Possible wording: Sense through Another

Typical use: Allow one creature to see through the senses of another, provided they are within 120′ at the miracle’s instantiation. If a specific target is not within view, may randomly connect with a creature in range. Viewer is blind to their own senses for the duration. Lasts 2 Turns. (2 HP) Caster may specify a subset of senses (probably not the worst idea), and should steel themself for potential weirdness when opting for a random target. Dungeons are rife with bugs and rodents and all sorts of vermin.

Alternate use: Anaesthesia-free colonoscopy! Effective use if information gleaned seems highly dependent on caster vocation. (2 HP) Not really sure of the in-game utility of this, but odd situations do arise, and if the right tool’s in your bag, I guess…

Cost reductions: Clairvoyant medium or gastroenterologist vocation. A chunk of Iceland spar, cracked in the casting. Random creature granted the ability to see through the caster’s blinded senses.

Possible wording: Glimpse Beyond

Typical use: Gaze upon a barrier and see what lies beyond, as if no barrier existed. Lasts for 1 minute. (2 HP) Suitable for peering through a wall, door, gossamer sheet, or even the veil between this world and the Spirit Realm. Referee discretion if a thin layer of lead or tungsten provides an impenetrable barrier.

Off-label use: Peer into the potential near-future, inquiring about a particular course of action. The referee truthfully answers with probable success, probable failure, or uncertain outcome. The caster may request a single, specific detail, contingent on a successful save; referee rolls save in secret, and the caster believes the vision truthful. (2 HP) No vision of the future yet to come to pass is reliable.

Cost reductions: X-ray technician or long-lost future-man vocation. The still-warm entrails of a sacrificial animal, pristine and unblemished in the eyes of the gods. Caster’s other senses greatly diminished for an hour.


Dispel Magic

Possible wording: Break Enchantment

Typical use: The caster names a magical effect they can sense within 30′ – or believe they can – and attempts to end it. Those of a powerful (2d6+) nature require a caster save to succeed. Caster gains no special indication of success if effect or change is not obvious. (d6 HP) Especially strong magical effects may have additional resistances, at referee discretion. Permanent magical effects (such as magic items) are immune.

Off-label use: Remove the enchantment from an “ordinary” permanent magical item. Requires a caster save to succeed; on a fumble, the caster suffers d6* damage from the strain. (2d6 HP) Powerful artifacts and relics created by those greater than mere mortals are immune.

Cost reductions: Metamagician or runebreaker vocation. A bound lost soul (freed and angry upon casting). Caster loses all miraculous abilities for an extended time.

Possible wording: Suppress Magic

Typical use: The caster names a magical effect they can sense within 30′ – or believe they can – and suppresses its effect. Those of a powerful (2d6+) nature require a caster save to succeed. Caster gains no special indication of success if effect or change is not obvious. Lasts 1 hour, with concentration. (2 HP) Especially strong magical effects may have additional resistances, at referee discretion. Permanent magical effects (such as magic items) are immune.

Off-label use: Caster denies another creature within 60′ the ability to create magic. Affected creature saves to ignore effect with each attempt, suffering no HP loss on a failure. Lasts 1 hour, with concentration. (d6 HP) Any affected creature, unless otherwise tipped off, cannot pinpoint the reason for the sudden difficulty. So, y’know, use with extreme care.

Cost reductions: Witch hunter vocation. A lock of hair (or similar) of the caster affected. Caster loses their own magical ability for the duration, including created magical items.


Next set: Fire Ball, Fly, and Haste.

Magic Spells I: Charm Person, Detect Magic, Floating Disc

Magic Spells II: Hold Portal, Light, and Magic Missile

Magic Spells III: Protection From Evil, Read Languages, and Read Magic

Magic Spells IV: Shield, Sleep, and Ventriloquism

Magic Spells V: Cure Light Wounds, Detect Evil, and Darkness

Magic Spells VI: Purify Food and Water, Remove Fear, and Resist Cold

Magic Spells VII: Continual Light, Detect Invisible, and ESP

Magic Spells VIII: Invisibility, Knock, and Levitate

Magic Spells IX: Locate Object, Mirror Image, and Phantasmal Force

Magic Spells X: Web, Wizard Lock, and Bless

Magic Spells XI: Find Traps, Know Alignment, and Hold Person

Magic Spells XII: Resist Fire, Silence 15′ Radius, Snake Charm

Monster: Cosmic Wormling

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Maybe it’s time to expand a little on the nasty things that sometimes accompany a Portable Wormhole. Not every extradimensional monster has to be a full-on Yog-Sothoth or the Ogdru Jahad. Creepy little things can be just as unsettling while also being manageable in-game. Bonus for abilities which are a real pain in the ass outside of combat.


Because Snakes and Worms Disturb Us

Certain features tend to disturb humans, and you can tell you’re on to something good when disparate creatures all get lumped into one category. Long and wiggly and legless? Hoo boy, does that send neck hair bristling more often than not. Lots of legs works, too. Somehow, straying too far in any direction from the four-limbed base plan triggers some alarm signals.

So: worms. Long, cylindrical shape. Probably wet and squishy. Usually a lack of eyes, but we can always go the “too many legs” route and add far too many eyes, or eyes that perceive differently than ours. Instinctual, or mindless, or perhaps with a fully alien mind. Hungry, but not necessarily for that we would see as food.

Doesn’t look entirely appetizing, either.

If there are living beings on far-off worlds – and that seems likely, given the vastness of space and time – it’s probably best to assume the potential of Solaris-level unknowability, but that’s a hindrance to the game. I don’t need to spend great chunks of time describing weirdness. I want to hang things on an agreed-upon framework, where I describe similarity to an ordinary thing, but details A and B are different. “It’s a spider, except it’s the size of a donkey and its body is a churning mass of hundreds of lidless eyes.”

It’s a worm, except…


Space Worms

It’s a worm, except that looking at it seems to bring on the start of a piercing headache between the eyes, and every so often it flickers into nothingness before appearing elsewhere.

Three feet long, six-ish inches in diameter, and a sickly shade of mauve with dull olive flecks. Eyeless, until one or more open from random spots along its length, scanning the world with milky orbs. Formless, stretchy mouth which opens to consume anything nearby, be it plant, animal, or piles of shiny coins. Moves with a pulsing extension and contraction along its length, leaving signs of bitter cold in its wake: frost on a summer day; superficial frostbite on living things.

At random moments, a cosmic wormling blinks away, only to reappear in a location up to 60′ away. (Miraculous ability, 1 HP) If one is lucky, the wormling will blink out and stay out. 1-in-20 chance per blink, or if used with its last HP; sages suggest they are simply returning to their unfathomable home in the voidspace between worlds. Perhaps these sages are wishful optimists.

Being within 30′ of a cosmic wormling causes mental distress in thinking creatures, giving -2 to all task rolls. If a group of 6 or more wormlings, -4 to rolls; 12 or more wormlings, -6 to rolls.

Despite their glistening, mucus-slicked appearance, their skin is sturdy and resistant to harm. If slain and cut open, their innards are an undifferentiated goop of grayish-purple. Organic matter, once consumed, becomes goop within ten minutes. Most metals succumb in an hour or less. Gold can be recovered up to a day later. The innards do no direct harm once the wormling is dead, but are bitterly cold and numb any probing hands and fingers for an hour’s time afterward.


Does “Cosmic Wormling” Imply a Larger, Uglier “Cosmic Worm,” A Lovecraftian Horror From Beyond the Stars That Will Devour Those Foolish Enough to Disturb Its Slumber?

Yes, of course. Specific details of how it ends the campaign left as an exercise to the reader.


Cosmic wormling HD 2 + 1 | AC 4 | MV 20 / 10 (burrow) | ravenous, spacetime incoherence, cold of the void, psychic static

When pressed, these things will lunge out at anyone nearby and bite. Unsophisticated, lacking any understanding of this world, and churning with a hunger they cannot sate. Nearby (30′) opponents will suffer from buzzing headaches (-2 to d20 rolls; -4 if 6+ wormlings; -6 if 12+, at which point maybe set fire to everything and flee?) and of course you don’t want to enter into melee.

If harmed, they’ll teleport (1 HP) a short distance away, aiming for Venn diagram spot of a) furthest from opponents and b) nearest potential food (stuff that fits in a wormy mouth-orifice). In the lucky situation of having only 1 HP remaining, they’ll teleport and never return. Hope they didn’t eat anything you needed.

Left alone, they’ll scour a dungeon of everything valuable that’s small enough to carry, so watch out. They’ll clear out the monsters while removing everything worth braving the monsters for.

Magic Items: Geometry

Ink sketch of stones carved in the likenesses of fox, fowl, and frog

Magic items! Weird and arbitrary little things, ideally without being the obvious key to a nuisance lock. Always amusing when, if you think a little too long, you start to wonder: who put in the effort to make this thing?

Today’s theme: Geometry. The notions of shape and transformation and proximity, because sometimes that really, really matters.


Organic Origami Potion

Liquid of gold with pink flecks, contained within a wafer-thin glass vessel. Smells delicately floral, taste burns with the heat of raw white dog. 1/2 slot. Single-use.

When consumed, the drinker becomes thin as a sheet of paper, weight diminished to half a pound, unable to use anything worn or carried. Movement halved, but can slip through any narrow openings suitably wide enough. With a successful trained Intelligence roll, the drinker may fold themself as origami, taking d6 damage on a failure, with a save or drop to 0 HP on a fumble. Effect lasts 1 hour, with an unpleasant gassy swelling sensation indicating but five minutes left before the sudden return to three dimensions.

May be poured on an object up to human size for the same effect. Failed folding may damage or destroy objects.


Topological Equivalency Foam

Squishy, mostly round vessel resembling an inflated hog’s stomach, but with a shiny and iridescent finish. A small brass nozzle allows the bearer to squeeze the bag and aim the foamy spray. Fragrance is faintly fishy, lingering for a day after use. 1 slot. Ud6, each use effective for up to 1 cubic foot of material.

Foam needs 1 Turn to soak in and set, after which the affected material may be shaped as wet clay for 2 Turns. May be stretched, smoothed, twisted, and shaped as desired, except that no holes may be created or eliminated; a doughnut may become a coffee mug, for example. Works as effectively on living tissue as on inert matter, with potentially nightmarish aftereffects. Gloves recommended for safety.


Portable Wormhole

Two golden discs, six inches in diameter, with one side ornately detailed with etchings of the crystal spheres of the heavens, the other a rippling black void. Forever cold to the touch. 1/2 slot for each disc. Ud6 before recharge.

Prior to use, discs must be activated by the arcane phrases inscribed around their edges. When the discs are within 1 mile of each other, any object passed through one emerges from the other. Check usage every 12 hours until the discs deactivate. When spent, 1-in-6 chance for each disc to disgorge d6* cosmic wormlings (reaction 3d6-). Check each disc independently.

Recharging the discs requires a handful of regolith from another world, moon, or asteroid, consumed by a miraculous and powerful ritual (d6 + 1 HP) performed at midnight beneath the light of a full Moon, with a trained Intelligence task roll to succeed. Failure ruins the regolith and forces a month’s wait; a fumble summons cosmic wormlings, as above.

Cosmic wormling HD 2 + 1 | AC 4 | MV 20 / 10 (burrow) | ravenous, spacetime incoherence, cold of the void, psychic static

Horrid, wriggling things which devour anything nearby and cause splitting headaches in thinking creatures. Turn anything they consume into more of their viscous, bitterly cold, indistinct, mauve mass. Not edible.


Triangulation Stones

Set of three palm-sized stone carvings, each a different color of soapstone: orange-red fox, white fowl, gray frog. 1/2 slot each.

By focusing attention on one stone held close for 1 Turn, the bearer may briefly sense the direction to the other two stones (1 HP). Functions for as long as the stones are not separated by more than 6 miles; sensation offers no impression of distance.


Metachirality Inverter

Worn mahogany chest, banded and edged with tarnished silver fittings, the interior lined with starmetal polished to a mirror shine. Sufficiently large to accommodate 3 slots’ worth of objects. In lieu of a latch, cast silver heads of a chimera with mouths agape, each large enough for a finger, deep enough to reach the second knuckle. 7 slots. Ud6 per day.

Place something inside and close the chest, inserting a finger into one of the chimera’s mouths. Take a deep breath as your living energy powers the machine (d6 HP). In a few minutes’ time, the lid pops open, revealing a mirrored version of that which was placed inside. Roll on the table below to determine the mirroring effect. If the usage dice expire, roll a random effect for the user, as well.

d6Mirror ResultExample
1Flipped left-right, as a mirrorWritten message now written in reverse
2Turned inside-outMessage in a bottle becomes parchment wrapped around an inverted bottle
3Flipped left-right and turned inside-outMessage in a bottle becomes parchment wrapped around an inverted bottle, but message is written in reverse
4Material change; determine suitable opposite or roll d61) Earth/clay 2) Metal/iron/brass 3) Wood/paper 4) Butter/lard/tallow 5) Ceramic/glass 6) Wax/plastic
5Phase changeSolid (rigid) -> Liquid -> Spirit Realm -> Solid (malleable) -> Gas -> Solid (rigid)…
6Inanimate given life; living made undead; dead changes material (as result 4)Parchment scroll now shuffles and crawls like a flat inchworm; crawling parchment is now undead and seeks to destroy the living; undead parchment terror is now an undead butter sculpture

Use this thing, and it will get weird.


Velocity Rings

Three orthogonal bronze rings, six inches across, surrounding an ivory rod tipped with gold, held in the center with fine golden wire. Etched with arcane sigils and metamathematical equations. 1 slot. Ud6.

The user points the ivory rod in a desired direction, then flicks the rings to set them spinning. Fixed in its location, the rings cause all objects moving in the intended direction to double their speed along that axis; those moving opposite at half speed. Projectiles with doubled velocity strike with combat advantage; combat disadvantage when slowed. Lasts 2 Turns. Damaging the rings during operation ends the effect.

Monster: Kritch

Pen sketch of a kritch, impish and pudgy and cross-legged, holding a coin

It’s not always about big, scary things. Sometimes the little monsters are what you need. Tiny things, mostly harmless, or at least beneath the threat level of your adventurers. Nuisances, obstacles, minions to draw the attention of something worrisome. And helpful clues of what to expect deeper within, assuming some sort of sensible dungeon ecology.


Kritches

Kritches are wisps of Chaos, brought into being by the whims of demons. Small, impermanent creatures, formed in their creator’s likeness, which roam and explore the world with fresh eyes and greedy paws.

(It feels weird to go directly from “sensible dungeon ecology” to “brought into being by the whims of demons,” but if you want a fictional world to feel lived-in, it helps for the referee to have some internal structure to hang it all on.)

A kritch can take a variety of forms, though most resemble winged humanoids, about a foot tall. For reconnaissance, they flit easily from place to place, watching, their little hands grasping for small and shiny things. A demon’s eyes and ears, marginally reliable, cheap and low effort to churn out. Expendable.

Their personalities tend toward mischievous and easily distracted; after all, they are new to the world and everything in it. Curiosity is not inherently troublesome for a scout. There’s a tendency to collecting shiny and unusual things, to pulling levers and pressing buttons. Taking items from adventurers. Rummaging through anything left unlocked. Scrawling incoherent graffiti.

Kritches will follow orders from their demon, reporting back when their task is done. All fidgeting, no sitting still; a kritch waiting patiently is focused on its work.


A Trace of the Miraculous

Each kritch, being inherently magical, carries with it two miracles, characteristic of the demon who created them. Small effects for small creatures, and befitting their nature, more nuisance than harmful. One is an action they can take, the other an irreversible transformation or effect that undoes their existence.

For a demon of shadow, a kritch might snuff out a torch with a wink; perhaps, when it undoes itself, it leaves behind a black cloud which dissipates over time. Demon of corruption and decay? A touch which corrodes weapon or armor; in undoing, weakens a nearby structure, be it bridge, floor, or cavern ceiling.

More specific suggestions below.


Monstrous Purpose

What need does a monster fulfill? It’s an important consideration, whether you’re creating your own or selecting from the standards in the system bestiary. If it’s just a bag of hit points, if it could just be a bear, is that what you really want?

Maybe, sometimes. But don’t expect much of an impression. Chances are, just one interesting aspect will elevate an encounter.

A worthwhile monster makes sense in the context of the fictional setting. (Usually; dissonance can be entertaining with a light touch.) But it should also have some meta reason to be there, a game function or several. An obstacle, a source of information, a potential ally or enemy depending on player action. A guard, a scout. A resetter of traps. Whatever. It’s a tool so the referee can run the game.

Kritches serve a variety of potential functions.

Warning of worse. A kritch implies you are in the proximity of a demon or its plans. Indicates a threat, but also the potential of treasure or other worthwhile things.

Enemy scout or messenger. Weak and little threat to most PCs, a kritch is not picking fights. Small and mobile, they can traverse a dungeon in ways that challenge humans.

Adaptable obstacle. A kritch can undo itself in a location of its choosing, hampering the PCs in a location that had previously been passable.

Nuisance minion. A small threat isn’t entirely ignorable, and if combat breaks out, even the weakest monster can do harm, draw attention, hinder PCs from reaching something more dangerous, etc.


Six Kinds of Kritches

Kritch HD 1 + 1 | AC 2 | MV 30/20 (fly) | minor miracle, transformational undoing, mischievous, curious

Shadow Smother light: Extinguish a torch, lantern, or similar within 30′. If held by a creature, save to avoid. (1 HP) Dark mist: Kritch evaporates into an opaque mist filling a volume equal to a 15′ cube. Dissipates after 1 hour or with a strong wind.

Decay Corroding touch: On a successful hit, degrades the effectiveness of a weapon or piece of armor by 1 – damage, attack value, armor class, as appropriate. (1 HP) Weakening rot: Kritch merges with an inanimate object or material, with a maximum volume equivalent to a 5′ cube, causing it to weaken. May make a structure fragile, a cavern wall prone to collapse, a bridge unable to support weight, etc.

Ice Frost growth: Within 30′, cover a surface 5′ square with slippery ice. Lasts until it melts. (1 HP) Crystalline lattice: Kritch expands outward into a delicate structure of thin, icy rods, large enough to cover a doorway. Fragile, breaking easily and noisily. Lasts until it melts.

Lies Misdirection: Answers a question, truly or falsely, and the questioner believes it to be true until explicitly shown otherwise. Lasts up to 1 day. Save to resist. (1 HP) Lingering doubt: Kritch dissolves into a field of gentle warmth, imprinted with a single, simple, false idea. The first thinking creature to enter the area inherits the idea, unable to shake it. Save once per day, upon waking, to shake the notion; save three days in a row to expunge all doubt.

Botany Spring vigor: Cause an immediate growth of plants or fungi within 30′, such that a 5′ square becomes difficult to pass through. (1 HP) Eruption of thorns: Kritch bursts outward into a mass of thorny vines, filling up to a 15′ cube, rooting at any suitable surface. Lasts 2 Turns before becoming dry and brittle, unless well-rooted in good earth.

Hordes Crawling mass: Infest a space within 30′ with a mass of crawling vermin. Creatures save to avoid, otherwise suffer double-negative penalties to all rolls, and attacks against have combat advantage. (1 HP) Biting cloud: Kritch dissociates into a cloud of buzzing, biting insects, up to a 15′ cube. Dissipates after 1 hour, or with reasonable bug-squishing efforts.

Magic Spells XII

Organization

Part twelve, adapting the B/X spell list to Whitehack. Cleric, 2nd level.

Sometimes I remind myself that while imagining alternatives within the spirit of these spells can be an interesting challenge at times, it’s nothing compared to the effort needed to pluck useful ideas from folklore, mythology, and/or thin air. Sorry – it’s a real challenge not to pick on snake charm.

Deity non-specific magic is hard!


Resist Fire

Possible wording: Immunity to Flame

Typical use: Ward oneself or an ally against fire and flame, granting immunity to harm from ordinary, mundane sources (candle, torch, campfire) and greater resilience against great conflagrations, magical fire, and the breath of dragons. Roll saves with double positive, or other similar bonus at referee discretion. Lasts 2 Turns. (2 HP) Effective in certain combat situations, while exploring volcano lairs, or as a parlor trick when showing off while dancing across hot coals.

Alternate use: Render a flammable or combustible material, within 30′, inert for the duration. Will not ignite. Sufficient for up to a 5′ cube of mundane solid or liquid, or a small room of vapor or airborne powder. Lasts 1 hour. (2 HP) Limited to a single substance. Useful to disarm traps, extinguish oil fires, etc.

Cost reductions: Pyromancer or abjurist vocation. A large quantity of asbestos consumed; beware of uranium contamination. Gain vulnerability to cold.

Possible wording: Dismiss Heat

Typical use: Extinguish a flame or cool a source of heat, no bigger than a torch, within 30′ as if blowing out a candle. The bearer, if there is one, may save to avoid. (1 HP) For known magical effects, raise to 2 HP and always give a save, double positive with a bearer.

Alternate use: Embrace up to five others, granting you all resilience against the effects of hot weather. Ignore the fatigue, additional water needs, and other typical physical ailments for the duration. Lasts 4 hours. (d6 – 1 HP) Applies as easily to horses as it does to humans.

Cost reductions: Firefighter or desert nomad vocation. Expensive silks knotted and torn to amplify the magic. Fatigue sets in once the duration elapses.


Silence 15′ Radius

Possible wording: Muffle Noise

Typical use: Subdue the intensity of sounds within a sphere of 10′ radius, cube of 15′ side length, or equivalent volume, to the barest whisper. Location must be within 60′ and visible to the caster. Lasts 1 Turn. (2 HP) Remains fixed at a point in space; plan to maximize utility based on architecture.

Alternate use: Touch an individual, and all sounds they produce diminish to little more than the ruffle of fingers through soft wool. Lasts 2 Turns. (2 HP) Helpful for sneaky reconnaissance, or as a party trick on the wedding’s best man shortly before his big toast.

Cost reductions: Thief or mime vocation. The bottled last breath of a dying person, released. Caster struck deaf for the duration and a period beyond.

Possible wording: Inaudibubble

Typical use: Envelop an undulating sphere of space, up to a 10′ radius, with a faintly iridescent bubble which absorbs all incident sound. Subject to movement via wind or similar, and caster must save to avoid forceful piercing – an arrow, say, or a sword thrust – from rupturing the entire bubble. Lasts 1 Turn. (2 HP)

Off-label use: Cause a target’s every utterance to emerge as a bubble from their mouth, floating away as they appear. Popping a bubble sets the word free. Save to resist. Lasts 1 Turn. (2 HP) Makes spellcasting virtually impossible for a victim, as their words and movements no longer align to channel the miraculous energies.

Cost reductions: Soapmaker vocation. The distilled essence of caustic oozes, whipped into a froth. (Be cautious. Use ceramic vessels and tools.) Caster’s words also entrapped in bubbles.


Snake Charm

Possible wording: Dance, Serpent!

Typical use: Cause a serpent to sway rhythmically in place, without attacking as long as it remains unthreatened. Lasts as long as the caster maintains concentration. (1 HP) Specific and cheap.

Off-label use: Create the illusion of a serpent in artwork – whether an illuminated manuscript to a carved granite statue – coming to life and moving about. Lasts 2 Turns, with concentration. (2 HP) Still limited to snakes and anything close enough to get referee buy-in.

Cost reductions: Snake charmer or animal behaviorist vocation. The intact, shed skin of a rare and deadly viper. Caster can’t resist the urge to dance, as well.

Possible wording: Puppet Snake

Typical use: Charm an ordinary snake, causing it to follow the caster’s instructions within the limited cognitive bandwidth of a snake. Save to resist. Lasts 1 hour, with concentration. (2 HP) Keep instructions to short, simple sentences for best results.

Off-label use: Charm a rapscallion, charlatan, or other individual currently attempting to swindle the caster or another person, causing them to follow the caster’s instructions as best they are able. Save to resist. Lasts 2 Turns, with concentration. (d6 HP) As with typical charm magics, harm or instructions directly leading to harm break the enchantment.

Cost reductions: Hypnotist or marionettist vocation. A few scales (or a lock of hair) from the intended victim. Caster unable to move or react while the effect lasts.


Next set: Speak with Animals, Clairvoyance, and Dispel Magic.

Magic Spells I: Charm Person, Detect Magic, Floating Disc

Magic Spells II: Hold Portal, Light, and Magic Missile

Magic Spells III: Protection From Evil, Read Languages, and Read Magic

Magic Spells IV: Shield, Sleep, and Ventriloquism

Magic Spells V: Cure Light Wounds, Detect Evil, and Darkness

Magic Spells VI: Purify Food and Water, Remove Fear, and Resist Cold

Magic Spells VII: Continual Light, Detect Invisible, and ESP

Magic Spells VIII: Invisibility, Knock, and Levitate

Magic Spells IX: Locate Object, Mirror Image, and Phantasmal Force

Magic Spells X: Web, Wizard Lock, and Bless

Magic Spells XI: Find Traps, Know Alignment, and Hold Person