 |
| by sundae_jck |
You are
Chartered and likely from a good family.
Items:
- lavish clothes of your own design,
- another set of clothes of your own design,
- yet another set of clothes of your own design,
- needles and thread,
- a pre-approved business loan from a local bank, though at a truly draconian interest rate.
Skills: Fashionista and two topics of trivia that you can keep talking for hours about
Perks & Flaws:
While wearing a fancy and expensive clothes, cape or hat, you can destroy it to reduce an incoming attack's damage or spell's [sum] by 2d6.
Moaning and raging about the irreplaceability of the lost piece of apparel is optional, but highly encouraged.
You cannot use magic while dirty or badly clothed.
For example, falling into water will prevent spellcasting until you can dry off, unless you were already wearing a fancy swimming wear.
Cantrips:
- Interesting: With concentration, you can prevent others from leaving a conversation with you. There is no save, but remember that concentration can be broken by punching you in the face.
- Important: Make your clothes billow dramatically or a faint, pleasant music follow you.
- Inspired: Telekinetically control needles and thread within 30 feet, though your control is not forceful enough to cause damage.
Spells:
1. Flying Needles
R: touch; T: [dice] needles; D: concentration
Enchant [dice] needles, connecting them to your fingertips by invisible, ethereal thread. Enchanted needles can be used as throwing knives and they will attach the thread to anything they strike. Save negates, but only if the target could see the thread. You count as touching anything connected to you by a thread.
The thread can be stretched effectively infinitely and can only be severed by effects that can harm ghosts. At will, you can make the thread visible and tangible, but also only as strong and stretchy as a silken rope. It cannot be changed back and disappears when your concentration is broken.
2. Clean
Up to [highest] touched creatures or objects no larger than a child/man/horse/dragon are instantly cleaned, groomed and perfumed.
One may specify the grooming, e.g. shaving, shaping or trimming of the beard; type of perfume, etc. This does not destroy the filth, merely puts it into a neat pile on the side.
3. Mend
R: touch; T: object or construct
Fix a target with [dice] or less Cracks. This does not affect a target with more than [dice] Cracks at all (no "partial fixes") and cannot replace missing pieces. Alternately, instantly remove up to [dice] malfunctions. Complex objects (clockworks, magic contraptions) might require a skill test to be properly mended.
4. Beautify
Touched creature or object no larger than a child/man/horse/dragon is altered into a more beautiful form of the same type (e.g. humanoid, chair). The new form must be considered more beautiful by either the caster or the target.
This also restores [sum] points of damaged Charisma Presence, or grants +[dice] Presence bonus if it was undamaged. No other characteristics or abilities are affected.
The effect lasts for [sum] hours and can be made permanent at 4 [dice], but is always broken when the target is killed or shattered.
5. Feather Fall
R: 30'; T: [dice] creatures or objects; D: until each touches the ground
Rather than falling, the target slowly (possibly alarmingly so) descends, their clothes beauteously billowing around them. Can be cast as a reaction.
6. Choose one of:
Silk to Steel
D: [sum] minutes
Touched silk object becomes as steel. Silk clothes grant armour as leather/chain/plate/plate and shield, silk thread can serve as wire, silk rope works as a steel rod, etc.
Works on other fabrics as well, but only for [sum] rounds. With 4 [dice], you can make the effect permanent.
Steel to Silk
D: [sum] minutes
Touched steel object becomes as silk. This makes weapons fairly useless, steel bars as silk ropes, armour as clothing, etc.
Works on other metals as well, but only for [sum] rounds. With 4 [dice], you can make the effect permanent.
7. Speak with Fabrics
Talk to clothes and cloth for [sum] minutes, or ask [dice] questions they must answer, save negates. Textiles only know about things that touched them, but they can tell a lot from a simple touch.
8. Powerful Presence
T: self; D: [sum] hours
You project an aura of magnificence and poise. Gain +2×[dice] to saves against charm, domination and fear. Easily impressed creatures (peasants, lesser fairies and petty nobles) must test Morale or fawn and grovel.
9. Silken Servant
R: touch; D: [sum] hours
Enchant a set of clothes or a fabric doll no larger than a child/man/horse/dragon to serve you. It can follow complex instructions, but cannot fight and will collapse after a single blow.
10. Mirror Mirror
D: 10 minutes
Reach into a mirror-like surface and pull out [dice] illusory copies of a creature mirrored on the surface. The mirror must be large enough for them to pass through. The mirror clones behave as you wish. They can walk and talk, but cannot pick anything up and burst like a bubble if struck. You can alter their clothing, grooming and styling at will.
If you mirror yourself with 3+ [dice], you can see through your clones' eyes and hear through their ears, cast your spells through them, and switch places with your mirror twin as a half action.
 |
Shadows of Arezzo Giulia Ferraro by Bruce Luan |
Emblem Spells:
You have access to a powerful crowd control and a single-target save-or-die emblems, but both are tools of art and admiration, not crude and callow murder.
11. I Expect You To Dine
R: 30'; D: concentration
Up to [sum] total HD of creatures find themselves unable to move, no save. If sitting, they will be tied to the chair with ribbons; if standing, their shoes will be sewed to the carpet, etc. As an action, they can attempt to tear themselves free with -[dice] penalty, and any hostile action against a target also breaks the spell.
12. My Lovely Doll
Touched creature of 2×[dice] or less HD is turned into a tiny puppet of themselves, save negates. They are helpless but fully aware. Lasts for a minute/hour/day/eternity, but any damage suffered by the doll reverts the transformation.
 |
| by Chelsea Boy |
Dooms:
- Your eyes turn into buttons for 10 minutes, leaving you blind.
- Your skin turns into skin-coloured silk, permanently. Take double fire and slashing damage.
- You transform into a tiny, beauteous doll. You are helpless but fully aware, forever.
You can prevent (but not revert) all your Dooms by discarding and forswearing all your worldly possessions. Once you take this vow, you may only own and use simple, mundane clothes and tools; and may not own, use, or even carry money and valuables, properties and deeds, or magical and masterwork items of any kind. On the bright side, as a mendicant ascetic you are no longer bound by your Flaw and may keep your magic no matter your appearance and apparel. On the bleak side, this is considered a fate worse than death by many a fashion wizard.
Should you ever break this vow, you immediately suffer your final Doom. Maybe finding a way to animate your doll-body or transmigrate your soul into a more suitable vessel is the better solution.
 |
| Miniature Ranni from Elden Ring |