Showing posts with label Drugs. Show all posts
Showing posts with label Drugs. Show all posts

Tuesday, August 14, 2018

OSR: Root Doctor

OSR: Class:The Root Doctor

Dr. Buzzard as imagined by Monsieur le Battlier


Root Doctor, Conjure Doctor, Two Head Man, Hoodoo Doctor. These are the practical practitioners of the magical world. Through observation and tradition, they find what works and they use it. Generally speaking they don't particularly care why it works, they just know that it does. The Root Doctors of my home area pull from West African, Native American, Central European, and Levant traditions, but you can bring together a grab bag of any sort and it would work just fine.

Also, I won't lie, Skerples' Weather Witch does a very good job as a Root Worker

Class: Root Doctor
Starting Equipment: Purple tinged spectacles, fine linen clothing, dagger
Starting Skill: Herbalism

For every Root Doctor template, gain +1 on saves versus Fear and +1 on any reaction rolls when lying.

A: Root Casting, Mantle,+2 Spells, +1 RD
B: Chewing the Root,+1 Spell, +1 RD
C: Bury the Root,+1 Spell, +1 RD
D: Mojo Hand, Two-Headed Conjurer, +1 RD


Low John Root, looks like poop, tastes like ginger, and the best lawyer money can buy.

Root Casting: Unlike a Wizard, you do not cast magic by caging spells into books or shooting them out of your brain. Unlike a Sorcerer, you do not cast magic through the sheer force of your will, though you are likely a force of personality on your own. Your magic comes from the lingering magic that infuses every part of the world. You know how to combine seemingly innocuous objects in just the right way to cause them to express their magic. You gain +1 Root Die per Template representing materials on hand to cast your spells. Because Root spells are tied up in materials, RD used do not return to your pool but they also do not cause Mishaps or Dooms to occur. When exploring a hex or foraging, you have a 1-in-6 chance of gathering enough materials to replenish RD equal to 1d[# of Templates]. Base RD return after a long rest, in the form of incidental finds in pockets and packs.

Several Root Spells can be reversed, or Buried. Knowing the spell means you know the buried version as well.

Mantle: The Mantle of a Root Doctor is the ultimate source of their power, it the secret knowledge of the workings of the Root. It is either inherited from a parent or teacher or it is gifted to them by some spiritual source. For your player character, roll on the table below to see your new title and the power behind it.

Roll
Mantle
Effect
1
Bug
Roll twice for spells, choose.
2
Snake
Roll twice for reaction rolls, take better.
3
Hawk
Keen Vision, 2-in-6 Chance of noticing secret doors and traps.
4
Crow
Instantly appraise the worth of anything shiny.
5
Turtle
+2 Defense, -1 Movement
6
Alligator
+2 Attack on first attack
7
Raccoon
Immune to effects of rotten food, +4 save against Disease
8
Opossum
1/week when reduced below 0 HP, instead remain at 1 HP and, as long as you do not move, appear as dead.
9
Toad
Secrete 1 dose of Bufotoxin daily, grants either 1: Pleasant buzz +1 to saves for 1 hour, or 2: Heart Palpitations  -2 to Defense for 1 hour
10
Buzzard
+1 Root Die

Chewing the Root: By literally chewing on the material components for Root spells, the Root Doctor is able to affect all within their sight with their power. The Root Doctor may either add or subtract the number of Root Die invested, to all rolls within their sight. Furthermore while Chewing the Root, the Root Doctor may take no other action. If taking any other action but spitting the Root out (thereby ending the effect) the Root Doctor must save vs. Poison, failure ending the effect and causing them to swallow the components and be affected by a supernatural mutation.

Bury the Root: By burying the components of a Root spell, the caster may set something of a magical trap. The spell and RD invested will be set to activate under conditions laid out by the Root Doctor. These conditions must be under seven words long or it fails. As long as the Root is buried and inactivated, the Root Doctor will not naturally regain those invested RD and can only obtain RD via foraging. A Root Doctor can deactivate their own buried Root or invest RD to create a counter charm to deactivate or weaken another's buried root.

Mojo Hand: By wrapping up the components of a Root spell in a specially prepared bag, the Root Doctor may pass on the spell to another person for later casting. The Root Doctor my either invest their base RD or the RD obtained via foraging, but cannot invest more than 2 RD in a single Mojo Hand. Base RD invested do not regenerate as long as the Mojo Hand is active and/or uncast. Mojo Hands naturally degrade and lose potency after [dice] weeks. Mojo Hand function as scrolls but their RD is always burned and additional RD cannot be invested after the fact.

Two-Headed Conjuror: A Root Doctor of this caliber has their head both in the spirit world and the mortal world. Choose: Learn 6 additional spells or become a Boo-Hag, gaining their Flight, Incorporeality, Steal Breath, and Claw abilities but also gaining their weaknesses to counting, boodaddies, salt, and the color blue.

Minerva, widow of Doctor Buzzard,
is known to some for her role in Midnight in the Garden of Good and Evil

Spells:

1. High John The Conqueror
R: Touch T: creature D: [dice] hours or until used
A literal root spell, this creates a temporary talisman from a type of jalap root called John the Conqueror Root. The bearer of this root is enchanted to "get lucky." This will allow the user to have a +2 bonus to any seduction relate rolls and will ensure conception after any sexual congress. The user can alternatively use up all the luck at once and add [Sum] to any roll where luck or gambling is the primary determining factor of the roll.

Buried: A Buried High John The Conqueror can have an inverse effect, causing sterilization and bad luck instead.

2. Hotfoot Powder
R: 5x[sum] feet radius T: Area D: [Dice] Hours
A temporary protection against those who would do you harm, Hotfoot Powder is spread in an approximate circle around an area and creates an impenetrable ward against disembodied undead. When cast, the caster can also identify a single unique being of 2x[dice] HD to be similarly warded against. If the caster, or whomever spreads the Hotfoot Powder, steps over the circle, the magic is nullified.

3. Honey Jar
R:[dice] Miles T: Creature Type D: [sum] Hours or until candle is extinguished, whichever is first
By adding honey (or anything else sticky and sweet) to a prepared candle, the Root Doctor creates a psychic lure for a type of creature chosen at the candle's creation. All creatures within the affected area that meet the Root Doctor's specifications must save vs. magic or feel a strong pull towards the candle. Creatures of [dice] HD or lower are helplessly drawn, dropping everything to move to the area around the candle. More powerful creatures will still feel the draw, but will not be compelled to answer it. If the Root Doctor knows the true name of a target, they may focus the Honey Jar only on that target  and affect [dice]*2 HD.

Buried: By using a vinegar or something else bitter and sour, the Root Doctor can cause this effect to create a sense of disgust instead of attraction. Although not warded like Hotfoot Powder, creatures instinctively avoid the area and can only be forced in. More powerful creatures similarly feel intense disgust but can overcome that feeling to approach.

4. Butting (or Flipping)
R: Touch T: 1 Creature D: [sum] turns  or until candle is extinguished, whichever is first
By taking a specially prepared candle, flipping it upside down, digging out the wick, and lighting it, a Root Doctor may inverse a curse or negative effect for as long as the candle remains lit and the target creature carries the candle. The candle must be invested with more RD than either the MD(SD, RD, whatever) invested into the curse effect or equal at least half the HD of the creature the curse effect originated from.

5. Live Things
R: 200' T: 1 Creature with flesh D: 0 to [sum] rounds
Target takes [sum]+[dice] damage either instantly or divided out over [sum] rounds as insects, small snakes, spiders, and other small crawling creatures force their way out through the target's skin. If the target does [dice]d4 damage to itself with a slashing weapon or is affected with a counter curse type ability, this spell will end prematurely.

Artist Andy Tate as Doctor Buzzard


6. Jitter Heart Powder
R:30' T: Cone D: [dice] Rounds
A powder made of finely crushed reagents (arsenic being a major component), Jitter Heart causes severe heart palpitations in those affected by it. It can be tossed over an area and function as an inhalant. Targets with HD less than 1/2 [sum] must save vs. Poison or half their Movement and Defense for [dice] rounds and take 1d6+[dice] damage. If a single [sum] HD or less target should be affected by the whole spell (such as it being mixed into a drink or be blown directly up their nose) the target must save vs. Death or instantly perish, still taking [sum] damage and halving their Movement and Defense on a successful save.

Buried: A reversed Jitter Heart Powder can be used to shock a target unconscious due to injuries back into fighting form for a short time. When used on a creature with Fatal Wounds, it temporarily heals [sum]/2 Fatal Wounds and brings the creature back to [dice] HP. However after [sum] rounds, the target must Save vs. Con. A successful save brings them back to 0 HP and the amount of Fatal Injuries the target previous had. A failed save doubles their initial number of Fatal Injuries and calls for another roll on the Death and Dismemberment table.

7. Black Cat Vanishing Bone
R: 0 T: Self or 1 Creature D: [sum] rounds or until dispelled
As Invisibility, except you must keep the properly prepared bone of a black cat in your mouth the duration of the spell and are therefore unable to speak coherently.

Buried: If ground instead into a powder and thrown at an invisible target, the target is made visible for [sum] rounds.

8. Poison Drawing Coin
R: 0 T: Creature or Object D: 0
By taking a silver coin with a hole pierced through the middle, one may detect and draw out poison. Placing the coin against the foot of a target or onto a suspicious object (such as a liquid) will cause the coin to tarnish and go black if the target is poisoned. 1 [dice] allows the caster to detect poison, 2 or more [dice] allows them to attempt to draw it out. In roll over mechanics, use the invested to make the save the poison requires. In roll under mechanics start with 4d6 and subtract a d6 for every [dice] invested over 1 to a minimum of 1d6. The poison will pour through the hole in the coin and can possibly be collected for use.

Buried: If a whole coin is used instead of a pierced coin, the target instead has any check against poison penalized by [dice] for [sum] hours.

9. Jack-Ball
R: 0 or [dice]x[sum] feet T: [dice] Questions or 1 type of material D: 1 round per question or for [sum] rounds
The Jack-Ball is a small pendulum usually made out of yarn or cloth, with the ball end full of special herbs. The herbs attract a spirit (called a Jack) to inhabit the ball and it will give simple answers to questions or act as a dowsing pendulum.

As a device for divination, it will give "Yes, No, and Unsure" answers to [dice] questions, but the spirit is not omnipotent and is only knowledgeable about the general area that the Jack-Ball was created in. The ball will sway to the left for No, to the right for Yes, and turn in a circle for Unsure.

As a dowsing device, the Jack-Ball is presented with a sample of a material that the user wants to find. If there is more of that material within range, the Jack-Ball will point towards it for the duration of the spell. It will only point towards the largest amount of the material so, for example, if it is presented with iron it is going to point at the huge iron door in range, not the hidden scythe trap in the wall.


10. Two Headed (Wo)Man
R: 0 T: Self D: [dice] x 10 minutes/Permanent
As Wizard Vision, except it can only be cast on oneself via application of prepared eyedrops. The caster can also mitigate the Permanent aspects of the spell by wearing purple tinted spectacles.

Buried: Reversing this spell instead causes the caster to be completely blind to the supernatural and eldritch for [dice]x10 minutes, thereby making them immune to appearance related or gaze abilities from monsters but also rendering those creatures invisible to the caster.

A selection of Anointing Oils used to empower mojo hands and conjure candles.


Notes:
Chewing the Root is something that used to happen a lot in the South Carolina Lowcountry. Usually defendants in court cases would hire a Root Doctor to Chew the Root (specifically a root called Chewing John) and it would hex the judge and jury into being confused, flustered, and unable to make good decisions.

Burying the Root is a common practice used as a deterrent or as a curse. By burying the Root on someone's property, they are constantly under the influence or the threat of that root's malintent. I've personally seen cases where individuals were unwilling to go home for fear that someone has buried a Root on their property.

High John the Conqueror is one of many similarly named roots that are often multipurpose.  High John is usually used luck, Low John is used for sex, and Chewing John or Little John is used for influencing decisions, mostly for influencing courts as said above.

Poison Drawing Coin is one of the many methods that a silver dime can be employed, usually as a protective charm. Silver dimes minted during a leap year work best, so Mercury Dimes tend to be the preferred coinage for rootworkers.

Jitter Heart Powder actually comes from an instance in my home county. There was an overwhelming number of people not passing the medical tests during the Korean War draft in the area and Sheriff McTeer, the White Root Doctor mentioned in the previous hoodoo post, went to investigate. It was found that one of the local root doctors had been proscribing a powder to folks as a means of making their heart have temporary palpitations and help them dodge the draft. It also caused several people to get seriously sick because a major component in the powder was arsenic.

Generally speaking with a lot of these spells, the root Doctor would "dress" the components of the spell by anointing them with oils and go through a series of magical incantations. The interesting thing about the incantations though is that all Root Workers recognize that it is less about what is said and more about how it is said. It is about cadence and letting it flow from you in an impromptu way. For a lot of Root Workers who are often also Baptists or Methodists, their incantations sound a lot like a a particularly energetic and fiery minister's sermon. Many of these Root Workers see the bible as a source of magic and Moses as the penultimate "Conjure Man." Other Root Workers, however, come from different traditions, but still use many related items. 

Wednesday, June 6, 2018

Huffing Stuff!

Literally Speed.

Whoo! Drug Tables! What is this quack apothecary selling? What is this vagrant snorting? What is in the Marquis' snuff box? What did Bob the Fighter just stupidly ingest from the dungeon floor?

Roll
Drug
1
Unicorn Glue
2
Pixie Poultice
3
Bottled Death Rattle
4
Chimera Seeds
5
Eldertree Sap
6
Catoblepas Cheese
7
Black Hole Spore
8
Mead of Poetry  Kumis of Koans
9
Wizard Teeth
10
Tasty Toads


Unicorn Glue: When properly prepared, Unicorn Glue (yes made out of Unicorn hooves) acts the same as Sovereign Glue. However its primary application is as an intoxicating inhalant. Users experience a euphoric high accompanied by colorful hallucinations and a firm belief that there is beauty in all things. While under its effects, any ability that affects the user due a gaze attack or appearances, such as Medusa’s stone gaze or the horrific appearance of an Elder Thing, instead is treated like the effects of a Nymph’s beauty. Abusers of Unicorn Glue can be identified by their pocked noses from which tiny twisted horns sprout like acne.   


Ready to get really high?

Pixie Poultice: A little bit of fairy dust can make you fly if you hold onto good thoughts. Grind a pixie into paste and smear it on your gums, and you'll be flying regardless. Users levitate three inches off the ground 1d6 (exploding) hours while experiencing and intensive DMT-like high. Everything feels slower and faster, numb and acutely sensitive, you lose all sense of time and can easily stare at a wall for two hours but only perceive about fifteen minutes of it. Users can move by pushing off of stuff, using their STR or DEX for speed instead of Movement and are unaffected by things like pressure plates and low hanging trip wires. They must, however, succeed a wisdom save any time they want to concentrate on something for more than a round, then save again to break that concentration to something else. Abusers have brilliant turquoise gums, regularly cough sparkles, and are prone to literal flights of fancy.

Bottled Death Rattle: The bottled last breath of a sapient creature, this is a intoxicant favored by necromancers, executioners, and barbers who all have reasonably easy access. While there are purists out there that say the Death Rattle is best consumed fresh and directly from the source, any true connoisseur will tell you that it must be fermented. The fermentation process is largely up to individual preferences, some preferring to let it sit in the sun until it has dried into its essential salts and others preferring to keep it in a deep dark place to condense into the purest thimbleful of liquid. The most important part is that the cork have a correctly chosen tuning fork in it to keep the rattle vibrating at the correct tone.  When properly made, a dose of injected Death Rattle will significantly numb the imbiber's physical senses and emotional capacity while increasing their focus significantly. For eight hours they will be immune to pain effects and all emotion effects (positive and negative) and furthermore have a +2 advantage on any check that requires their undivided attention. However during this time they will be unable to assess how hurt they might be (taking +1 damage anytime they are hurt, PCs won't be told where their HP is at) and be unable to use magic to heal. There has been a recent upsurge in desire of this product among university students and any habitation large enough to support an academic institution is likely to have a black market of Death Rattle. Abusers are often covered in scars, prone to varicose veins, have intensely dilated and bloodshot eyes, and severe tendinitis. 



Keep those eyes open!

Chimera Seeds: Take the heart of a true Chimera and boil it for seven days and seven nights. Then into the pot, toss every sort of animal and animal part that you could possibly think of. Continue boiling, using an alembic to capture the steam and condense it into a red fluid that smells like concentrated barnyard. This is then heated one last time until all that is left is pure red granules. These are the Chimera Seeds.  Eating these small crystals gives the imbibder a strong fizzy popping sensation as they crackle in the mouth. If used in exceptionally small amounts, Chimera Seeds are both a mild sedative and regenerative, putting the imbiber to sleep for 1d4 hours and healing them 1d4 HP per hour slept. However whomever is administering this drug must make a Dex save or administer too much. This results in the user sleeping for 1d12 hours, healing 1d6 per hour slept, and rolling on the Biological Mutation table for each hour slept. Lucky abusers develop a constant craving for meat, a proneness to skintags and moles, and a stale barnyard smell. Unlucky abusers end up looking like Tetsuo at the end of Akira.

Don't abuse pop rocks kids.


Eldertree Sap: Find the eldest tree in a virgin wood. Using a blessed silver sickle, make the slightest cut into this tree’s bark on the night of the new moon. Collect the sap using a sack made from the stomach of the first lamb of spring. Now toss it all out and eat some crystalized  Treant jizz. Users experience everything around them in mild slow motion (+2 attack and defense) for 1d6+1 rounds followed by violently sneezing out acorns (1d6 damage, stunned for 1 round.) Abusers of Eldertree Sap can be recognized by their sluggish movements and speech as well as their wooden teeth. Do not mix them up with a stroked out George Washington.

Sup?


Catoblepas Cheese: You are not supposed to eat Catoblepas cheese. You are supposed to rub it on petrified folks to turn them back to flesh. Or I guess you can rub it all over a big rock and get a load of undifferentiated meat. But some idiot decided that it would be a great idea to put it on a cracker and have a bite. Catoblepas cheese smells so rancid that not even magic can mask its odor and looks about as appetizing as raw sewage. When eaten one must Save vs. Poison to avoid immediately vomiting. If successful, Save Vs. Stone to avoid having your organs petrified and dying horribly. Surviving that, the consumer’s body will harden, though remain pliable, giving them all the benefits and drawbacks to wearing Plate Armor. Any effect (other than more Catoblepas Cheese) that removes petrification removes this effect. Abusers have a permanently rancid smell about them and are prone to an extreme form of ichthyosis.

Black Hole Spores: Left in the wake of teleportation and annihilation spells (because really they are the same thing), Black Hole Spores are tiny fragments of highly refined magic mixed with an interdimentional fungus that has consumed our closest sister reality. Because the amount of magical power needed to generate Black Hole Spores, it is a drug usually only found in the hands of the wealthy or insane. Letting one of these fuzzy void-black spores melt on your tongue allows the user to see 1d6 possible futures that will occur within the next minute, however they become locked into one of those 6 possible futures. A roll of 1 will result in something disastrous but feasible occurring (think slightly less fatal Final Destination), causing either 2d6 HP damage, 1d6 stat damage, or something otherwise appropriate. A roll of 6 results in the best possible future, treating one roll as a critical success or max damage. Taking more than one of these a day is invariably fatal. Abusers eventually disintegrate their tongues, their eyes become inky black pits full of stars, and they spout eldritch prophecy in a nigh-indecipherable Spore-Speak.

Not to be confused with a Sphere of Annihilation


Mead of Poetry  Kumis of Koans: The Mead of Poetry was created when all the gods spit into a pot, turned it into a wiseman named Kvasir who then got killed and bled out by a pair of dwarves who mixed his blood with honey and made magic mead. The Kumis of Koans was made when the King of Wisdom and the King of Nonsense accidently blessed the same guy, who was dumb enough to try to philosophize at the Khan-i-Khanan. He was fed to the Khan’s carnivorous mares and their fermented milk would make any who drank it speak cryptic nonsense. Most people accept today that it is what happens when you drink Kumis from a mare that’s eaten too many psychedelic mushrooms. Consumers will be filled with a sense of overwhelming wisdom and oneness with the universe for 2d6 (exploding on 6) rounds. They are also unable to speak in anything but convoluted cryptic stories. Any who hear them must save vs. spell or be Confused for 1 round. Abusers often go bald, become obsessed with crystals and in 1% of cases, actually ascend to another spiritual realm (becoming NPCs).

Wizard Teeth: Yes, literal Wizard Teeth. You see, Wizards spend their whole lives thinking strange thoughts so that they may invite spell-ferrets into their skulls. Having this constant influx of arcane energies is liable to do some strange things to a person, but teeth are surprisingly good at rooting this power so Wizards only mutate horrifically some of the time. This is why many demiliches have to replace their teeth with rare gems. The teeth of a Wizard, living or dead, can be popped like pills to instantly gain 1 Magic Die and can cast 1 random spell from a random Wizard school (Spells 1-6). This, however, instantly invokes a Mishap. Every three taken within a day invokes an increasingly terrible Doom. Abusers’ own teeth rot out, their skull swells to accommodate the random magic, and are prone to Supernatural Mutations (check one per week).

Tasty Toads: A designer drug that started simply enough. Some toads make you high if you lick them, its them weird poison sacks behind their eyes. Someone thought, "Huh, I wonder if I breed these two together, I can get even higher." It was probably a wizard. Thus an arms race of frog breeding began, with folks licking every toad you can imagine and documenting the specific feelings they gained from them. By artificial selection a number of toads were bred that have bloated poison glands similarly to how farm bred chickens have horrifically bloated breasts. They usually come in a box of eight like specialty chocolates, each a color of the rainbow (plus octarine). As the name implies, you eat the toad, which bursts like a cream filled bonbon. The first six toads will produce a pleasant and mild high as well as enhancing one of the core stats (STR, DEX, etc.) by two for an hour. Consuming two toads gives you half the bonus on two stats and minus 1 on one of the random remaining stats. Consuming three of more at once, you must save vs. Death or be instantly brought to 0 HP from toxic shock. Making the save still drops you to 1 HP and you violently vomit everything up. The 7th toad makes your skin so sensitive that you can feel all movement within 60 feet but any time you take damage, you must save or be stunned one round from the extreme sensation and you cannot wear armor heavier than leather. The 8th toad gives you Wizard Vision as though you cast it with 2 MD, and all drawbacks associated. One cannot eat the 7th and 8th toad in combination with the previous six without experiencing potential toxic shock. Eating the 7th and 8th together will cause the imbiber to instantaneously explode dealing 6d6 raw magic damage to everything in a 60' radius. Don't try this on anything innately magical like Dragons.  Abusers tend to suffer from inflated lips, multicolored spit, warts, a craving for insects, and occasional lunatic delusions of grandeur.

Delicious

I suggest checking out James Young's Ten Foot Polemic post Dungeons and Druggies for addiction and withdraw effects. If you want me to price these for you, you are not asking the right questions.