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Chapter 2 by Ralek Ralek

Who are you?

Character Guide

This character creation is under the assumption you are playing as a Human. The purchase system for magic spells is based on what type of practitioner of magic you are. Spells have 3 set levels with the point value consigning to their level. First level is one point, second level is two and so on.

You are welcome to take Complication(s) for extra points; limited to one complication of each tier level.

Otherwise have fun!

If you wish to be something like an Apostle of Cassandra, Vampire, Werebeast guides to those will be linked at the bottom of this page.

Wizards, 18 points

You know the one, spend years dedicated to study. As a wizard you gain these features.

  • Gain the first level of Familiar, Arcane Item, Minor Power (self one), or Meta-Magic for free.
  • Can learn new spells but requires a large investment of time, energy and practice.

Sorcerer, 30 points

As a Sorcerer you have a larger number of spells than normal. However, you can’t learn new spells beyond character creation. Originally, you are meant to roll a six sided die to determine what spells you have at your disposal. Using this method comes with a risk of not getting what you want but it also includes the chance of getting spells for free if you are lucky enough. If you do not want to roll that is fine.

You Must Buy Schools as a Whole. So spend 5 points to unlock its full set of abilities.

You can’t learn new spells later.

  • When choosing spells, roll two 6 sided dice: the First roll is a section the second is your school.

1 - Red, 2 - Blue, 3 - Green, 4 - Pink, 5 - Pick your color from Red Blue Green or Pink, 6 - Bonus School! Whatever number the second dice rolled is your free school.

When you have less than 6 points remaining, spend any leftovers on minor powers or items which are listed at the end of this wall of text.

Parsons, 12 points

A Parsons is a magic practitioner who uses their faith. This could be the closest thing to a cleric from any tabletop games one can get.

  • Learning new spells requires faith in something and time dedicated to prayer.
  • If you worship a deity, they may command you to undertake a holy quest for them.
  • Each God has a set of Schools in their Domain. You get one School from their Domain free but you can only pick your spells from among your God’s domains.
  • If you have a Boon from your deity, it doesn’t require you to use your own ether like normal spellcraft, your god works miracles through you. However, channeling a god through you is taxing and can leave someone winded depending on the level of boon. With level I rating you are slightly tired and could use a coffee, II having just finished a serious workout and III just finished running a marathon without having trained beforehand.
  • Passive boons are not rated and thus aren’t controlled by you. They are active at all times unless your god says otherwise.
  • The Gods are protective/possessive over their Parsons and will impede any Parson from receiving a Boon from another deity that isn’t them.

Gods

Demiurge: God of Planets

The World scraper, casting planets like jewels in the darkness. Demiurge does not concern themselves with intelligent life, caring more for creating planets with ideal, perfectly balanced ecosystems.

Role: Focus on your work, build places and construct a perfect ideal ecosystem for a world.

Domains: Elemental, Nature, Planescaping, Light, Chronomancy

Relationship: The few allies Demiurge has can be listed as such Thuvitar. That’s it…

Boons:

  • Intellectus - instant knowledge of anything by merely thinking about it, for a place they’ve created.

Holy Symbol: A circular disc representing a newly made world.

Taboo: Allow, aid, or promote the destruction of worlds. Ignoring the ecosystem of a world becoming unbalanced.

Holy Quest: Demiurge’s planets sometimes become corrupted by abominations from the dark voids of space. They may send you to cleanse and restore creations. Perhaps Earth is one such world?

Magus: God of Magic

An unforgiving master, Magnus is dedicated to the study and advancement of magic in its purest form. Any means, good or evil, that advances this cause is approved by him.

Role: Seek out magical power and use it.

Domains: Abjuration, Divination, Illusion, Psionic, Mental, Meta-Magic

Boons:

  • Classical Education I. Magnus’ teaching emphasizes a systematic, memorable framework to teach all human knowledge. Adherents can learn skills that should take years in a matter of days.

Holy Symbol: Crystalized magic shaped into a worn or carried object.

Taboo: Pursue mundane paths over magical ones.

Relationship: Magnus leaves the majority of his fellow gods alone. Bar Luxim who he is at odds with with the former’s pension for stealing and hoarding all knowledge.

Holy Quest: Magnus greedily seeks obscure knowledge. He may command you to find a bit of arcane lore that is beyond his grasp.

Thuvitar: God of Making

More than just making things, Thuvitar believes in making things better. Their followers dedicate themselves to crafting greatness, putting everything they have and more into their work.

Role: Parsons of Thuvitar are to dedicate themselves to a craft of their choosing, putting everything they have into and once perfected are to move onto a new craft.

Domains: Creation, Enchanting, Arcane Item, Binding, Familiar, Alteration

Holy Symbol: a hammer with thick silver chains.

Taboo: Never be quick to destroy something, if it can’t be reworked and reshape only then may destruction be the answer.

Boons

  • Many Hands II-III - Clones with all your personality and knowledge, but not powers, appear and can assist in various tasks. You can give your clones your powers, but you lose them for the time you allotted them to have them. This is a difficult power to utilize safely and successfully for a Parsons making it a level 2 boon with only a single clone. Having more than that raises this boon to a level 3.

Holy Quest: Thuvitar may appear before you and commands you to craft a specific item. He then takes it and disappears. What he does with these items is unknown, but the items have been known to appear in the hands of heroes in times of need.

Oor: The Wheel

A god which holds its physical appearance to match its title sake. Sometimes difficult to comprehend and possibly the most terrifying to behold, Oor takes the form of a flying, armor-plated wheel of light with eyes across its surface.

Role: Parsons of Oor are expected to defend and advance civilization and law wherever they go. Oor asks that his followers defend the innocent, punish the guilty and work for a society in which people are protected from evil.

Relationships: Parsons of Oor work well with Parsons of The Shepherd. Both faiths have a strong bond of friendship and comradery. Both are strongly opposed to Lokt.

Domains: Light, Abjuration, Divination, Enchanting, Elemental (limit rank 1 fire),

Taboo: Parsons of Oor are expected to abstain from psychoactive ****, including caffeine and ****.

Holy Symbol: A spoke taken from a wheel.

Boons

  • Inspiration - People naturally look to this Parson as a leader. People feel compelled to follow orders from the Parsons, even your enemies respect you. This is not a magically compulsion, this effect merely adds to the Parsons' charisma and charm allowing you and your requests/orders to be taken seriously.
  • Judgment II- Summon an angel of righteous fire to cast judgment upon those around the Parsons. Composed of intense fire that can burn through nearly any object, the effects of the fire depend on the people and their level of guilt. Innocents are unburned, those of petty guilt are singed, and the heinous criminals among them will turn to ash.
  • Beacon I - You generate light at will, softly enough to illuminate or brightly to blind. You can make light take physical form as protective barriers or chains to bind people.
  • Paladin - You are granted the title of paladin among Oor’s faithful and your magic is now sanctified, making it holy. As long as you don’t invoke a taboo of Oor’s any Light based magic you wield will be that much more devastating to undead and demons.

The Shepherd

A messenger of peace and tranquility. Typically depicted with a womanly figure garbed in a simple robe and shepard staff. She guides the sick and wary towards a healthy recovery.

Role: Parsons of the Shepherd are expected to help and heal people wherever they go. The Shepherd asks that their followers go wherever people need them, and do whatever is needed of them, to prevent harm and alleviate suffering.

Relationship: Parsons of The Shepherd work well with Parsons of Oor. Both faiths have a strong bond of friendship and comradery. Both are strongly opposed to Lokt.

Holy Quest: Cure Cancer…No seriously. Okay fine, go to the nearest sight of a tragedy or natural disaster and heal the wounded and dying.

Domain: Healing, Abjuration, Fleshcrafting, Nature, Familiar

Taboo: Parsons of the Shepherd are disallowed from harming people unless they or others are in mortal danger.

Boons

  • Healing I-II - With but a touch, the Parsons is able to perform a miracle removing any wound or illness, though severe damage may take time. With this boon you may also put a person into a calm state of mind, removing anger or aggression temporarily.
  • Sanctuary III - With a touch, the Parsons are capable of transporting themselves, others and any carriable object to a small corner of the Shepard’s divine realm. The dimension will always take the form of something pleasant to those entering it. When leaving the sanctuary those leaving return to a place near where they left, and everything they brought with them is likewise expelled.

Ersu, Hope’s Spirit

As free and transparent as the wind itself, Ersu is represented as a wind elemental garbed in shredded robes . Instead the deity is depicted as two items commonly found among the faithful. A scimitar and a set of blue and gold robes.

Role: Parsons of Ersu are expected to fight tyranny and slavery in all its forms. Ersu asks that his followers go wherever people are being oppressed and bring them hope of a better tomorrow.

Relationship: Ersu despises Lokt and its tyrannical dogma and power mad pursuits. Despite having a number of things in common with Oor and the Shepherd, Ersu is too chaotic to ally with them.

Domain: Healing, Enhancement, Psionic, Illusion, Alteration

Holy Symbol: A blue ribbon with white trim.

Taboo: Parsons of Ersu cannot be held down by material possessions. They are expected not to own more than they can take with them on their travels.

Boons

  • Form of the Wind II - Parsonss can turn themselves into a vapor form at will. In this form, the Parsons is capable of entering any location through the smallest cracks, observing people invisibly, or traveling quickly upon the wind. Carriable objects will enter this form with the Parsons.
  • Adventurer’s Luck - The Parsons is always lucky on his travels. They are more likely to find friendly and hospitable people or paths to wherever they want to go. If they are thirsty in the desert they will find an oasis, if they are hungry they will catch food.
  • Reincarnation - As long as the Parson are in good standing with Ersu, they will be brought back to life (as an adult) upon dying, with a new name, appearance and identity.

Opsus, the Drowning Horde

Opsus was once a literal cautionary tale, warning folk of the dangers of excessive greed. However, through unknown means the tale was made real and achieved wealth and ultimately godhood. Having accumulated such a level of wealth it is theorized the dragon’s horde could drown a world, killing everyone. Opsus is depicted as a Copper Dragon that is slightly larger than a bus.

Role: His Parsons are encouraged to make money, amassing great fortunes and accumulate material possessions. Some of the greatest members of the faith were responsible for the faction Gold Works.

Symbol: the holy symbol of Opsus’ faith is a bronze, copper or gold dragon.

Divine Quest: An item of great prestige or wealth has piqued Opsus’ interest. Obtain it so that it may be added to the Horde.

Relationship: The great Drowning Horde is envious of his fellow deities especially the creator gods and frequently tasks his faithful to steal from them which often leads for the opposing faiths to come to blows

Domain: Alteration, Binding, Shapeshifting, Greed Magic, Arcane Item

Taboo: Opsus fears the written word so no Parsons of his may ever read or write, this doesn’t stop them from having someone else read and write for them. Never give away money or possessions, unless you are receiving a greater level of wealth or item than what you traded and never act out of charity or altruism.

Magic School: Greed Magic I-II-III-III - Greed magic is a specialized form of Sin Magic devoted entirely to metal. Once thought up by the dwarves, Opsus has perverted it into glorifying the Sin of Greed. Delving deep into this school will grant one mastery over metal at a cost.

  • Greed Magic I: You are able to sense metal around you and instinctively know what type of metal it is. As a side effect of practicing this magic, you will feel uncomfortable and anxious if you are not in physical contact with a piece of metal at all times.
  • Greed Magic II: You have delved deeper into greed magic developing Magnetokinesis and the ability to feel the magnetic spectrum and can use it to fly. With these new powers comes the price, food no longer sustains you, you must eat metal to survive and gain sustenance thankfully your teeth are now strong enough to tear through metal.
  • Greed Magic III: Reaching a new level of control over metal and magnetism, you are able to create magnetic ****-fields around yourself.Your skin hardens and transmutes into a metal you’ve ingested most since learning this magic. Priests of Opsus who practice Green Magic rank themselves by the value of metal your skin adopts. Once you reach this level you are considered a master of greed magic.
  • Greed Magic IIII: You are able to have metal fuse with other substances upon contact. This level of mastery over greed has left you obsessed with your wealth, to the point you have no safer place than within your own guts to store it.

Boons

  • Lord of Change - Each week, you will find money equal to 10% of what your annual income is in your wallet, pocket or savings account.
  • Midas Touch I-II - You are able to transmute elements on touch into other elements. You must learn how to transmute each specific element. Elements with a lower atomic number are easiest and fastest, while higher atomic numbers are harder and take more time.
  • Vault III - The Parsons has an inaccessible, other-dimensional vault. Objects including people can be shunted into the vault on touch, and pulled from the vault whenever you wish simply by thinking of them. There is no limit to its capacity. People shunted in will be kept in status keeping them in whatever state they entered in, preferably mint condition.

Luxim the Watchmaker

Luxim is thought, sound and logic. Believed to be the perfect blend of flesh and clockwork and the father of machinery. Luxim is depicted as built in humanoid shape with a face that is made up of mathematical formulas, light and stars with a single copper sphere no larger than one’s palm at the center of his ‘face’. Many believe the sphere is what Luxim really is.

Role: Luxim encourages his Parsons to acquire knowledge in all its forms and to not only learn existing things but to research, discover and invent. Most followers of Luxim choose to devote themselves to a single aspect of his faith and organize themselves among like minded individuals into groups called shards.

  • Shards of Memory - street thugs, extortionists, politicians and spies worship Luxim as the Mindflayer; a thief aspect for Luxim’s ability to steal knowledge.
  • Shards of Names- archaeologists, researchers, explorers and investigators worship Luxim as the Father of Discovery.
  • Shards of Creation- inventors; both magical and mechanical worship Luxim as the Watchmaker and consider him a creation deity.

Symbol: a clockwork gear

Divine Quest: Travel to the past and steal long lost knowledge directly from the source and then **** the source.

Domain: Chronomancy, Creation, Enchanting, Meta-Magic, Alteration, Enhancement

Relationship: Luxim is neutral to his fellow gods, save for Magnus the two share conflicting interests in knowledge.

Taboo: The faithful are forbidden from sexual activity which is regarded as frivolous and distracting. Masturbation is also discouraged.

Boons

  • Clockwork Mind - your brain is replaced with divine clockwork. Allowing your new brain to operate ten times faster, and possesses near photographic memory. This boon also grants you a savant-level grasp of mathematics. Upon granting of the boon you are racked with tremendous pain as you feel your brain being scooped out and replaced. Some Parsons report a constant rhythmic ticking sound only they can hear.
  • Theft of Knowledge II - by thrusting your fingers into a person’s skull, you can absorb their knowledge. This takes a few minutes to complete (the person will drop **** almost immediately unless the Parson wishes them to remain conscious) The knowledge is stolen, not copied, the person in question will forget whatever you have taken from them. No wounds are left behind.
  • Deus Ex Machina II - by touching a machine, you instantly understand its design and inner workings. Once touched, a machine can be controlled remotely and made to perform any action within its functionality.

The Long Man

The Long Man is a shadowy creature with a barreled chest, gangly legs and arms and stands roughly nine feet tall with small feathery wings for ears and sunken luminous eyes. Hunter and hunted, plant and animal, the Long Man is an incarnation of the planet that possesses the divine spark.

Role: Value yourself and the hunt, further the growth of a wild and unbound nature, if necessary to the detriment of civilization. Similar to druids in the worship of nature, the Long Man’s faith takes it to the **** in which only ones associated with his faith are eco terrorists, radical militant hermits and soldiers of fortune who feel abandoned by their nations.

Symbol: A toothy maw made up of leaves, vines, bones and blood

Divine Quest: Travel to urban civilization and hunt difficult prey. Destroy an obstruction of nature created by civilization like a Dam for instance.

Domain: Nature, Elemental, Illusion, Shapeshifting, Shadows

Relationship: The Long Man detests the gods, respecting only Demiurge for their continued acts of creation.

Taboo: Live in urban areas in any permanent sense

Boons

  • Ears - you can hear the cries of mother earth and the spirits that dwell within every river, stream, mountain and tree. You can converse with these spirits who will treat you friendly.
  • Teeth I-II - you gain part of an individual person’s or creature’s memory by consuming its flesh. The more flesh you consume the clearer the memories become.
  • Pelt II - your ability to shapeshift has evolved. Whenever you shapeshift any minor wounds you have suffered will be healed, major wounds prevent you from changing.
  • Scent I - you exude pheromones that people will find pleasant and the opposite gender will find stimulating.
  • Predator - your sense of sight, hearing and smell increases greatly. This power will become weaker the closer you get to urban civilization.
  • Lycanthropy I - you have been exalted in the eyes of the Long Man and are anointed a true guardian of nature. You are transformed into a werewolf. Your speed, agility and dexterity have reached the pinnacle of your species. Wolves treat you as either a member of their pack or as its Alpha. As a consequence of this boon, you may only assume a human form once a month or twice if there is a full moon. You can shift between a wolf form to a wolf-man shape without trouble. If you are a Werebeast upon getting this boon, you do not become a lycanthrope. Your animal form does undergo a metamorphosis and become a dire version of your animal form. Such as a Dire Lion, Bear, or Panther for example.

Lokt, the Shadow King

Bestial in appearance and possessed of an alien mind Lokt is the ruler of shadows and power and will made manifest. Depicted with pale white skin, no eyes, two small slits for a nose, a smooth forehead and a skull that is similar to an unfolding hand fan. Its lips are always peeled back in a snarl and its shark-like maw is always on display.

Role: Only mortals may join the priesthood. Unless granted vampirism by Lokt himself, no vampire may be a priest. The tenets of Lokt encourage the amassing of power in all its forms, to subjugate others, and enforce their will over all things.

Symbol: A bite mark or a body drained of blood

Divine Quest: Subjugate a village, town or city to your will. Achieve a lofty position within an organization, own a ****.

Domain: Necromancy, Shadows, Binding, Mental, Divination, Familiar, Blood Magic

Magic School: Blood Magic I-II-III-IIII - You are different from the fools who use blood magic as a meta-magic. You have been given the secrets of the school itself! You start off at level I of Blood Magic, as you increase in power you can access further levels. If you use your own blood, each application of blood magic uses a full pint of your blood no matter how brief the spell. Note, you will not have to spill the blood to use it, invoking the magic will sacrifice the needed blood from your body.

  • Blood Magic I - you create a blood pearl using your own or nearby spilt blood. Shattering the pearl will allow you to mentally control the fragments to scout areas. Multiple blood pearls can be fashioned & left in areas to act as listening devices. Lastly blood can be absorbed into fabrics to magically track key targets.
  • Blood Magic II - your control over blood becomes more precise. You gain blood meta-magic if you didn't have it already. You can now solidify the blood you wield making swords, whips and can fire a barrage of blood bullets with enough power to crack concrete. You can lift blood off the environment around you, cleaning the area while simultaneously using it to fuel your next spell.
  • Blood Magic III - Create barriers and magic circles, perfect for summoning magic from the Binding school. Your blood is now blessed by Lokt and can disrupt a summoned creature’s connection to this plane effectively banishing them. Be warned, vampires will find your blood especially intoxicating.
  • Blood Magic IIII - you have mastered blood magic, with but a gesture you can pull all the blood from a victim. Seize control of them and manipulate them like a puppet on a string. Even animate the blood, gifting it with the smallest semblance of sentients and watch as it tears itself free from the flesh that houses it. You are also able to teleport using people of your own bloodline as gateways. They will die, but you can teleport across countries or realms in an instant.

Relationship: Lokt allies itself with demons and necromancers while the gods oppose his tyrannical rule and oppressive dogma.

Taboo: It is forbidden for the priesthood to have sentimental relationships. Those useless to you are to be discarded.

Boons: Lokt’s boons are passive or rituals to be performed at a person's leisure.

  • Stronghold - by performing a human sacrifice, the parsons can ‘seed’ the land and grow a fortress at that location. The fortress is solid metal and warded from magic, near-invulnerable even to modern weaponry. It contains all manner of weapons and devices of war. The size and shape of the fortress suits the environment and can be modified in growth (for instance, it can be grown at sea, or made to grow into the ground rather than upward).
  • Wraithborn - you are taught one of the rarest of necromantic techniques which will allow you to enslave human souls and by imprisoning them inside their own bodies create an undead that is virtually unkillable. Fast, strong, magically talented and unable to die, the only way to stop the Wraithborn is to target what powers them. Your faith in Lokt is what keeps them going. Falter in your faith and they will be destroyed. You can only raise and control nine Wraithborn at a time. Modern weaponry is foreign to the wraithborn, so stick to swords and daggers. Also cloak them in black. Some of their abilities include the ability to mimic wraiths and become intangible, making them only susceptible to magical attacks. Fire damages & disrupts their form, but only for ten to fifteen minutes.
  • Leech - your canine teeth lengthen, the urge to drink blood grows by the day. You aren’t a true vampire yet, but should you slake your thirst you will find any wounds you have are healed and any affliction you were experiencing is lifted. You aren’t immune to disease, but whatever you had is cured. The thirst will return next night. This ‘boon’ does not disappear upon becoming a vampire. In truth it gets worse. The healing factor of the boon and vampirism does work in tandem and synergize wonderfully.
  • Vampirism - you have been blessed and made into a True Undead and a Progenitor of your new bloodline. Unlike the other Verum Immortui, you are still welcome in the priesthood. In truth many will be jealous of this new prestige you now wield, expect a lot of angry letters and car bombs in your future.

Druid, 16 points

Asceticism and Meditation in Nature. Do you hate people? Don't like socializing with screaming sacks of meat and just prefer the company of plants and animals? Then druid is for you!

Learn new spells by studying nature and meditating on the mysteries of the universe. Pass the mushrooms…

You must be self-sufficient, you can’t use technology or other benefits of civilization and only use magic to fend for yourself.

  • Gain Nature and Shapeshifting powers for 1 point cheaper each. Can’t take Necromancy.
  • Meditate enough to become an ageless spirit tied to nature.

Ritualist, 10 points

Simple but time-consuming.

All spells take 1 hour per spell level, but you can cut time by 50% with a helper.

You can try to cast spells you don’t know that are one level above a spell you do know. Attempting such a spell has a 1/6 odds of success. Helpers, foci or tomes increase the odds by 1/6 each, up to 4/6 cap. Failure causes magic backlash.

Witch, 15 points

I know witches who whistle at different pitches, calling things that don’t have names.

Trade with otherworldly beings for spells.

Beyond your starting points, you “learn” spells by trade for them.

  • Entities can ask for many things: pieces of yourself, memories, or even bits of your humanity. Trading too much of yourself can warp you in a strange way…
  • Barter - You can purchase any power, without needing the lower levels.

Warlock, point depend on Patron

Serve a patron in exchange for power and glory.

Also called Contractors, a Warlock's spells are granted by your patron, in exchange, they expect you to occasionally perform certain tasks or take restrictions.

Patrons don’t care what you do with their power, so long you fulfill your tasks.

Once you’ve shown your loyalty, you may receive your patron’s Final gift.

Taking power from an eldritch source warps your body to resemble that of your patron.

Warlock Patrons

Titania & Oberon, Rulers of Faerie (19 points)

Titania, Queen of Fairies, and her consort, Oberon jointly rule the summer court of Seelie Fey. They love having new toys to show off in court, so as long as you remain interesting you’ll be favored.

You develop greenish skin, pointed ears, and a thinner frame.

Duties/Restrictions

  • Attend court and pay homage to the Rulers.
  • Oppose the Unseelie Court.
  • Bound to never lie or break your word.
  • Become weak to Cold Iron. You’ll be slightly uncomfortable around regular iron and steel.
  • Final Gift: Favored servants of the Archfey can petition to become full-fledged members of the Seelie court. You lose your humanity and become a true fey. You are bound to the forest and realm of Faerie. You gain delicate butterfly wings to fly. If you die, you’ll be reborn in Faerie.

Sariel: Angel of Guidance (18 points)

Although Sariel may appear stern and unyielding, they prefer to guide individuals to their own moral decisions rather than ordering them to conform to a specific ideal of good, knowing that the goodness found on one’s own is stronger than mere obedience.

Your eyes glow white, and a faint halo glows around your head in the dark.

Duties/Restrictions

  • Helping others will gain you Sariel’s blessings
  • Spend a couple months of the year studying at a monastery, learning the teachings of Sariel.
  • A troubled soul has been taken under Sariel’s wing. Mentor them and guide them down the path.
  • Swear to never use magic for “evil” purposes. You can use necromancy to raise skeletons for manual labor, but not to attack people.
  • Final Gift: Gain the ability to detect lies, Holy Magic, a halo and angelic glow. Holy magic is effective against Devils/Demons

Mephistopheles: Prince of Hell (17 points)

Mephistopheles, the inventor of Hellfire, General of the Infernal legions & Demon Lord. He barters out power via contract with the hope of one day wresting control of hell itself.

You are required to accept a brand somewhere on your body. Hellfire infuses your spells with destructive ****. Hellfire is destructive and the only known equal in power to Dragon Fire. It burns the flesh and damages the soul.

Duties/Restrictions

  • **** a member of a holy order.
  • Corrupt a soul by aiding them in their fall into temptation.
  • Sacrifice an innocent to Hell, turning the innocent soul into a soldier in Hell’s army.
  • Final Gift: Make a contract. When your life ends, you are reborn in Hell as a full demon. If you die on the mortal plane you are banished to Hell. You can only die if you are killed in Hell. You must obey orders from your superiors in Hell, especially Mephistopheles, and serve in his army for a period of three hundred years.

Dis, Merchant of Ruin (16 points)

A powerful creature that travels the planes of existence relieving mortals of their coin and souls.

You must always wear a badge, emblem or mark proclaiming your affiliation with Dis.

Duties/Restrictions

  • Acquire rare merchandise for Dis to sell.
  • Raid a tomb for magical treasure
  • Collect unique and powerful souls to be sold.
  • Spend one month out of the year working alongside Dis as it travels the planes. You will need to make at least three sales during this time.
  • Final Gift: In honor of your hard work, Dis will let you open a store in a location of your choosing. As a manager, you can rent items from this store as long as you return them later.

Grimoire, The Clavicule of Solomon (16 points)

This book is in fact, a sentient arcane artifact. It has its own goals and will reward it’s warlock with insight of magic.

Magic runes, sigils and lines appear on your skin. The more your power grows, the more they cover.

Duties/Restrictions

  • Care for the book and advance its enigmatic goals.
  • The book’s spells are written in ink made from blood. Ink that needs to be refreshed. Pour some of your own blood into the book to renew its pages.
  • Track another spellcaster and pour their blood into the book. Killing them is optional.
  • Make a copy of a major ritual. Follow the book’s directions, travel to the designated place and leave the copy of the ritual for someone to find.
  • Final Gift: Putting so much of your own essence into the book has given you insight into the nature of the book’s magic. You can invent a new spell.

Shub-Niggurath, the Black Goat of the Woods with a Thousand Young (19 points)

A perverse fertility deity. Small creatures are continually spat forth from the monstrosity, which are either consumed into the miasmatic form or escape to form some monstrous life elsewhere.

Black things wriggle beneath your skin. The greater your power the more they move.

Duties/Restrictions

  • Spread the corruption of the Old Ones.
  • Fuck a Shoggoth - participate in an obscene fertility ritual.
  • Attend to your Patron by caring for one of her Dark Youngs for 1 month and survive. Horrifying, pitch-black monstrosities seemingly made of ropy tentacles.
  • Final Gift: Become gof’nn hupadgh Shub-Niggurath. When deemed worthy, the Black Goat swallows an initiate and then regurgitates the cultist as a transformed saytr-like being. You are endowed with an immortal life and an urge to seduce humans to bear your unholy offspring. Gain immortality and hypnotic charm to seduce and impregnate humans.

Shaman, 6 points

I believe in spirits, not ghosts.

  • You have 1 spirit that you can spend points on. This main spirit is permanent.
  • Seek out and channel other spirits to use their power. Typically 1 full school of magic.
  • There are spirits of the dead, nature, magic, inspiration, and more.
  • There is no limit to the number of spirits you can hold, but each one is like a voice in your head. Be careful of your sanity.
  • Their attitudes vary widely, some are helpful, indifferent, or refuse to help unless you help them first.

Complications

Complications are set into three tiers. Tier 1 provides you with only one extra point. Tier 2 gives two extra points and Tier 3 gives you three. You can only have one complication per Tier.

Tier 1

Amnesia - All your memories prior to obtaining your magic are now lost, you awaken somewhere without any knowledge of who or where you are.

Partnership -You must share your powers with another, who will draw from the same powers as you. You both can’t use the same magic at the same time.

Benevolent - Sustaining your life **** requires the granting of boons to others, at your discretion. However they must be fulfilled to the spirit of the request, not the wording.

Notorious - You are regarded as one of the worst villains in history or mythology, even by mundane folk…and it won’t be easy to change their minds.

Artifact - All of your powers and abilities are tied to an item, it is resident to damage but it can be stolen or destroyed.

Oathbound - Your word is your law. You may never knowingly break your word, or allow it to be broken.

Tier 2

**** - You are dead, a skeleton specifically. You can walk around and dress yourself up in flesh, but you can’t resurrect yourself with your own powers. They must be done by a deity level spirit or a member of the Big 13.

Inert - Magic doesn’t affect you, for good or ill. You can still cast spells, but none of them can affect you.

Cursed - You are burdened with a great and terrible curse upon your life. Misfortune, annoyance and infuriation are commonplace for you.

Attraction - Your presence attracts dark spirits. They attack and sap your will and stamina, weakening you and preventing you from ever resting. Difficult to dispel.

Imprisoned - You begin your magical career imprisoned, somewhere in the world. Once you escape you are free, but your jailers will seek you out to throw you back in. You can decide whether your jailers are Mundane law enforcement or Exotic beings potentially associated with one of the Big 13.

Nightmare - Your powers have attracted something…else, something unspeakably horrifying to your world. It haunts your world, always in the shadows…

Tier 3

Rival - A person with powers from this CYOA is out to get you. They won’t kill you, but they undermine you, talk shit behind your back, sabotage your plans and steal your credit while giving you their failings.

Assassin - You’ve angered someone, could be a criminal syndicate like the mafia or cartel. Or worse one of the Big 13. But whoever you angered they have sent their greatest assassin to kill you. They are a master at poisons, disguises, and espionage, but rather poor in direct combat.

Exile - Being in the presence of others drains your life **** & powers. The more people around the worse it is. A great deal of effort and time may be able to fix this.

Chaos - Every time you cast a spell, there are unintended side effects. They range from mere cosmetic changes to devastating ironic monkey’s paw consequences.

Darkspawn - Your magical awakening has birthed an evil creature into this world, which will go on a rampage of destruction. Your powers alone will be insufficient to stop it. Rally allies to slay the beast…

Turmoil! - An antagonistic rival personality emerges within you, occasionally seizing control over your body to fulfill its own whims and goals.

Spells

Each spell costs a number of points, as noted to their right (I = 1 point, II = 2 points, III = 3 points).

Lower levels of powers must be taken before higher ones can be taken. Witches ignore this restriction

After the name of the school it will have a listing like (red). This is to help Sorcerer’s roll for their schools using a 6 sided dice, if they are using that method. In any case, a Sorcerer must spend 5 points to unlock their chosen School. No halfsies!

Elemental School (red) - Channel raw elemental fury of water, earth, fire, air, plants, mental, lightning, and ice.

  • Elemental I - You may now create, manipulate and absorb the power of one element. Bend it, shoot blasts, turn your body into that element, etc.
  • Elemental II - You may control two more elements.
  • Elemental III - Control five more elements mastering all eight elements of the physical world.

Nature School (red) - Commune with the natural world to cast spells in harmony with the universe.

  • Nature I - Command plants to make them grow, move, or attack for you. Animals trust you. Wither plants to heal yourself.
  • Nature II - Your influence extends down to the very earth beneath your feet. Raise mountains and sculpt valleys. Animals are your friends and will do what you ask.
  • Nature III - You don’t control nature, you ARE nature. You feel every living thing in the forest and can move the plants in it like a part of your own body.

Planescaping (red) - Shape the world to suit your needs. If not in this world, then create your own.

  • Planes I - Create extradimensional spaces to store items or hide yourself. These spaces are small, temporary and plain.
  • Planes II - Create a demiplane, you control the general shape. The more energy you invest the larger it can be. Must actively maintain the demiplane.
  • Planes III - Create a full dimension, controlling everything down to the time and gravity. This world can be made permanent with enough energy.

Light School (red) - Light is the Sun’s raw power incarnate, which you can shape into hard-light luxin. Undead can not take this School.

  • Light I - Shoot blasts of light as lasers, a sunburst or light grenades. As strong as conventional weapons.
  • Light II - You can draft light by color into luxin, each color with its own properties. Build solid light castles, armor of light, or create wings of light and fly.
  • Light III - Transform your body into light, negating damage and can travel close to the speed of light. The faster you travel the more time slows down and you can’t see properly.

Shadows School (red) - Shadow is the power that lurks in the depths. Descending into the abyss and calling up that lurks within.

  • Shadow I - Manipulate shadows - turn them into clouds of darkness or solidify them into shapes. You can see perfectly through darkness.
  • Shadow II - Create living beasts of shadow that will do your bidding. You can shape their forms as you see fit, humanoids, shadow hounds or darker horrors.
  • Shadow III - Blend your very being with the darkness. You can teleport between shadows and heal yourself by replacing missing flesh and limbs with darkness.

Chronomancy (red) - I call myself Master of Time rather than God or Lord of Time because it implies time is MY BITCH

  • Time I - Slow down/Speed up time. You can also de-age ancient objects.
  • Time II - Split your personal time in order to be in two places at once. When the spell runs out, you will be merged into one timeline with two sets of memories, even if one of you has died. Error in the spell could result in shortening your lifespan.
  • Time III - Stop time for short periods. You can’t affect people or affect objects on their person in the stopped time, but you can cast spells and prepare the environment to your liking.

Abjuration School (blue) - Protect yourself against threats both magical and mundane.

  • Abjuration I - Create barriers and magic circles for protection. Excellent when combined with summoning. Spells can be put into magic circles as runes. Runes are useful for traps but don’t last long.
  • Abjuration II - Counter and negate spells from other spellcasters. An essential skill for a magic fight.
  • Abjuration III - Dispel enchantments, banish summoned creatures, break curses, cancel spells, or create null magic zones.

Divinations School (blue) - Look into the mists of time and space.

  • Scrying I - Through your divination tool, you can see any location or person you know of as if you are there. Cast an augury to answer questions.
  • Foresight II - You can see a few seconds into the future, scry into the past and augur more complicated questions.
  • Prophecy III - The more narrowly tailored the better the prediction. Propesizing world events shroud themselves in mysterious riddles and vague languages.

Illusion School (blue) - You mock my magic, remember that when you have the blood of your friends and family on your hands.

  • Illusion I - Illusionary sounds and smells. Play music, a dragon’s roar, or make areas of silence. Create foul stenches or beautiful scents.
  • Illusion II - Create visual illusions. Turn invisible, create fake walls, disguises, or phantom enemies.
  • Illusion III - Your illusions are so life-like that they are practically real. If creatures don’t recognize the illusion then the effects are real. Your illusions can fool even the most intelligent of creatures by tricking their extrasensory perceptions.

Psionic School (blue) - Your mind can extend beyond the confines of your skull.

  • Telepathy I - Communicate mind to mind. Share thoughts, feelings, and pictures between people.
  • Telekinesis II - Move objects with your mind. The stronger and more absolute your will, the more you can handle. The range of your telepathy increases.
  • Astral Projection III - Leave your body to become a being of pure thought. You can roam the astral planes and touch the minds of others. However, you are still bound to your body and must return to rest.

Mental School (blue) - The weak minded are but tools to be used.

  • Compulsion I - Hypnotize the weak minded, plant suggestions and subtly influence their mind.
  • Mind Control II - Dominate minds to serve your will. Those who fall under your spell cannot refuse your command. Your own mental resistance is increased.
  • Mental Clone III - Implant your core thought patterns into the mind of another being. This lesser version of you is sentient, but has no inherent power. It seeks to dominate the mind it is implanted in and assume control over the body.

Meta-Magic School (blue) - Magics that affect other magic. A highly technical school.

Bought individually.

  • Covens I - Combine your power with other spellcasters to share spells. You don’t learn spells, just lend power.
  • Blood Magic I - Use the lifeblood of a creature to power your magic.
  • Bardic Songs I - Deliver your spells through audio. Sing trees into shape, compose a song that ignites listeners, or play buff songs.
  • Alchemy I - Store your spells into potion bottles. They have a short shelf life, but make great bombs or potions.
  • Spellblade I - Temporary imbue your weapon with a spell. The spell activates as soon as your weapon strikes a target.
  • Gaze I - Deliver spells through your gaze. Hypno-eyes or eye lasers.

Creation School (green) - Conjure something from nothing. The best school for building a home.

  • Creation I - Create energy from nothing. Electricity, light, heat, or store the energy in complex compounds like gunpowder.
  • Creation II - Create simple objects. The simpler an object is, the larger it can be. Small objects can be as complex as a gun. Simple blocks of stone can be the size of a cottage.
  • Creation III - Create complex objects, such as automagic guns or machines. As complex as a computer. To create an object you must be able to picture it in your mind, understand how it works, or have blueprints to guide your magic.

Enchanting School (green) - Create many magic items to gear yourself up for any occasion.

  • Enchant I - Infuse items with useful spells to store them for later, create magic items, or create magical traps.
  • Enchant II - Mass enchant items like armor, magic weapons, or utility items. Enchant items with intelligence. They have their own personalities and goals and can activate themselves independently.
  • Enchant III - Infuse intelligence and ether into statues and items to create golems. Golems can be almost any size and shape, and can be imbued with magic powers.

Arcane Item School (green) - Bond a magic item to be a catalyst for your power.

  • Arcane I - Create a unique magic item to augment your power.
  • Arcane II - More powerful unique items are possible. With time and effort, you can create items that possess powers that you don’t have, or even powers that don’t exist on this list.
  • Arcane III - Your item is so powerful in its own right that it is considered an artifact. With it in hand, you can surpass your limits. It will exist even after you are gone, and legends will be told of its power.

Binding School (green) - Beings with powers beyond your own exist in this universe. They cannot be rivaled, but they can be bargained with and sometimes…bound.

  • Binding I - Create binding magical contracts. Signatories are bound to the exact terms specified in the contract.
  • Binding II - Summon extraplanar creatures to serve you. Fighting, cleaning, working, anything you can get them to agree to. Weaker creatures are happy just to be summoned and will obey for free. More powerful beings chafe at being ordered, and require offerings.
  • Bindings III - Open portals across planes or even dimensions. Can be used to summon extremely powerful beings to try and bind them.

Familiar School (green) - A familiar is an animal companion by the spellcaster to aid them in their study of magic. Familiars gain increased intelligence and some magical power, while the spellcasters gain an absolutely loyal companion/servant.

  • Familiar I - Gain 10 points to spend on your familiar.
  • Familiar II - Gain an additional 15 points to spend on your familiar.
  • Familiar III - Gain an additional 20 points for a total of 45 points to spend.

Alteration School (green) - Alter the world with clever tricks and knowledge of science.

  • Alteration I - Alter physical properties. Make water stiff for water walking, breathable water, turn your clothing hard as metal, turn air stiff for a shield or air walking, make heavy items light, etc.
  • Alteration II - Deconstruct and reconstruct items to change their form. Make a sword from a block of metal or a house from broken planks of wood. Law of equivalent exchange applies.
  • Alteration III - Your powers can affect the fundamental forces of the universe. Become ethereal to pass through walls, alter gravity, or become energy to travel through wires.

Necromancy School (pink) - Defy the natural order of the universe by creating the undead.

  • Raise Dead I - Raise armies of undead minions. Spooky scary skeletons and zany zombies.
  • Necromancy II - Intelligent or unique undead are now yours to command like Wraiths and other specters.
  • Necromancy III - Apply your Necromantic skills to your own body, becoming an intelligent undead such as a Nosfernus Vampire, a Mummy, or the mythical and coveted Lich; will require a phylactery, prep work and a lot of luck.

Fleshcrafting School (pink) - Sculpt flesh, and bend it to your will.

  • Biomancy I - You can reshape the flesh of creatures into new forms with basic bodily functions. You can mend non fatal bodily damage and create/control up to a score of small minions.
  • Biomancy II - Your creations have abilities beyond standard biology, verging on the supernatural. You can affect life on a cellular level and create/control up to a hundred medium minions.
  • Biomancy III - Create gargantuan beasts. With enough raw biomass you can create eldritch monsters and mutant Frankensteins to serve you.

Shapeshifting School (pink) - Reshape yourself to take advantage of a creature's natural abilities. Or just make yourself look pretty.

  • People I - Change your form to one that is within the human spectrum. Making yourself appear to be a specific person is possible, but time consuming.
  • Animals II - Change your form to any non-magical animal that you have seen. Your body physically shifts, so make sure there is enough space before you become a whale indoors.
  • Magical Animals III - Change your body or any part of it into any magical animal or any animal you can imagine.

Healing School (pink) - Healing magic is nothing less than the purest form of ether. As such, it is anathema to the undead. Undead can not take this School.

  • Healing I - Mend wounds and battle damage. Reattach severed limbs or regrow organs if treated promptly.
  • Healing II - Cure subtle maladies like diseases, madness, and poisons. You gain a modest healing factor, extending your lifespan and recovering from mortal wounds.
  • Healing III - You can cure anything and even raise the dead. Your healing factor is legendary, but you can still die if you are totally obliterated or killed by Hellfire or Dragon Fire.

Enhancement School (pink) - Surpass the limits of the human condition with the power of magic

  • Physical buffs I - Increase your physical strength, speed, agility, and constitution beyond human limits. Increase your night vision, the traction of your hands or toughness of your skin.
  • Skill buffs II - By studying a skill, you can craft a spell to make you a master of it. Your physical buffs reach superhuman levels.
  • Mental buffs III - Think faster than a supercomputer, memorize and retrieve information like a database.

Minor Powers (pink) - Small powers that are compatible with any type of magic.

Bought individually, you don’t require previous powers.

  • Swollen I - Perfect Physique
  • Insomnia I - Don’t require sleep
  • Aware I - Your 5 senses are perfect
  • Flight I - Slowly and steadily fly
  • Fashion I - Change clothes to trending fashions
  • Cleaning I - Clean things up at will
  • Cook I - Ingredients into food, Gordon Ramsey would love you.
  • Repair I - Fix minor damages to non-organic objects.
  • Stealthy I - Fade into the shadows
  • Warp I - Teleport short distances
  • Outdoorsy I - Cozy in bad weather
  • Linguist I - Pick Up languages easily
  • Recall I - Retrieve an item, the iconic mage hand
  • Ageless I - Always appear young, just die beautiful…
  • Zoolingual I - Speak with animals.

Familiars

Familiars will be categorized by the amount of Familiar Points (FP) you need to spend to acquire them. You can only have one Familiar at a time. Additional abilities will be listed last for your familiar.

Small, 5 FP

  • Mammals - anything that includes cat sized or smaller including dogs. Fluffy and adorable.
  • Avian - hawks and owls are the most common.
  • Reptile - Geckos, snakes, frogs and toads, turtles and lizards.
  • Insects - Spiders, scorpions, ants or centipedes. The smallest familiar.

Large Animals, 10 FP

Any animal the size of a dog or larger. Bears, wolves, lions, horses, or even elephants can be your familiar. Small animals can be enlarged to the size of a horse, making them rideable. Animals with different forms of movement, like Hawks, Spiders, or Geckos, can be enlarged to make unique mounts.

Small Magical Familiars, 15 FP

  • Homunculus - a miniature servant made from clay and animated using your own blood. Basically a tiny golem. Appearance can be changed with effort.
  • Fey & Nature Spirits - Very illusive and shy. They like illusions and mind spells for ‘pranks’. Fey creatures don’t understand humans very well and their ‘practical jokes’ can seem very cruel at times.
  • Lesser Angel - Weaker angels are eager to become familiars to good mages, and will lay down their lives for the cause. Will leave if you act Evil.
  • Carbuncle - A magic creature with a red gemstone embedded in its head. Innate magic lets them jump, levitate and warp small distances.

Large Magic Animals, 20 FP

  • Bulette - A landshark, the fiercest predators of the hills that can burrow through land like its water. A few brave fools have taken to adding saddles to ride them on their subterranean journey.
  • Orca War Beast - An amphibious war beast. Bred for war, they seamlessly move between land and sea. Perfect for those who want to live on the border between water and earth.

High Magic Familiar, 25 FP

City backed Animals

  • Roc - The largest winged creature, surpassing even dragons in size. A Roc can hold a small village amidst its feathers and never notice. It can reach speeds of up to Mach 3 and since it can hunt on the wind, a Roc never has to land. Its only rival is the Flying Turtle, but only for its carrying capacity and tough shell.
  • Flying Turtle - Although smaller and slower than a Roc, the Flying Turtle is still a gargantuan beast, able to carry a small Castle on its back. In order to sleep, the turtle will pull itself into its shell and hover in place until rested.

Bound Familiars

Demons or other evil astral beings. These creatures are powerful, immune to fire, possess powerful spells fueled by Hellfire and souls and will give you some of that power. But will try to corrupt your soul.

Genies - Elemental spirits with abilities based on their element. Djinni are air spirits, Shaitan are earth, Marid are water, Efreeti are fire. While Jann are a mix of elements but are the weakest of the Genies. Each Genie possesses magical powers in line with their element and can grant a lesser wish once per year. Genies have the “another form” familiar power, but are limited to objects such as lamps, flutes, jars, etc.

Legendary, 30 FP

  • Arcane Golem - Can be any size from a personal robot to a moving house, to a moving city. They can be filled with enchantments and spells but each drains energy. Golems consume energy based on their size. They recharge by being near you. Smaller golems can be gone for months or years, but city carrying golems would collapse almost immediately if you ever left.
  • Sea Monsters - Kraken, Whales, Sea Serpents. This category includes all creatures of the deep. They are **** to leave their aquatic homes or may even refuse outright, so if you take this option best be prepared to live near or under the sea.
  • Dragons - Perhaps the mightiest of magical beasts, dragons make ideal familiars if one has the gumption to take them. For Chromatic dragons the sizes go like this from largest to smallest, Red, Blue, Green, White & Black. Metallic dragons use the same order and ranking of power. Gold, Silver, Bronze, Copper, Brass. Size for a dragon does equivalate to power. But its still a fuckin’ dragon so don’t worry about someone messing with you anytime soon…you know unless they to have a dragon.

Familiar Powers

10 FP

  • Other Form - Your familiar can disguise itself as a second form. Either as an object, animal or human.
  • Infused Spell - Infuse your familiar with one of your level 1 powers. They can use this power as they choose.
  • Elemental - Your familiar takes on an elemental aspect. They are immune to damage from that element and have an elemental blast.

5 FP

  • Detector - See magic auras
  • Telekinesis - 20 lbs or less
  • Telepathy - 50 ft
  • Danger Sense - Within 100 ft
  • Forcefield - Itself and You
  • Lifesense - 50 ft
  • Mine!- Familiar teleports you to its side
  • Elemental Attack - small blast
  • Disguise - Change appearance
  • Speedy - Faster
  • Sturdy - Tougher
  • Stealthy - Vanish from Sight
  • Enlarge - Temporary enlarge, not in combat
  • Null Object - Null magic on an Item
  • Item User - Can activate magic items you give it
  • Ghostwalk - Become ethereal for a short time
  • Luminous - Glow Brightly
  • Peek - See through your familiar’s eyes
  • Resistant - pick an element
  • Venomous - Gain a weak poison
  • Warper - Teleport short distances
  • Spook - Move shadows to sneak
  • Recall - Familiar teleports to you
  • Minor Heal - Stabilize wounds and minor healing

Items

Magical items I will leave open ended for people to create their own. An Apostle of Cassandra will have magic items and alchemical solutions listed during their character creation so you could use inspiration taken from that. I will list a few here as examples. For fun or balance, you can spend your character points on these items. One point per item.

  • Staff - Staves are excellent mediums for holding spells. Unless skilled in a particular school of magic, a stave can hold only one spell.
  • Foci - A focus is for ritual magic. Doubles the effect of magic. A Ritualist can cast spells from 1 School they know with normal cast times.
  • Helper - Personal assistant in your daily life. Although not skilled in magic or combat, they handle mundane tasks and ritual instructions flawlessly.
  • Astral Bestiary - A list of all manner of dimensional creatures that can be summoned with Binding magic. Contains some True Names which are required to bind a creature to your will.
  • Tome - An instruction manual for Ritual magic. Reduces time for ritual magic to 5 minutes per spell level.

What's next?

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