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Zeteticism (zeh-TET-uh-siz-uhm)

Manifestation

The principles that allows zetetics to manipulate their surrounding within Manidweepa, with the surety of ones own mind.
It's all about confidence.
Fausta, Host of the Jaunt
Climbing this proverbial ladder has have adverse effects on ones mental state; leading persons to emphasize the centrality of their sole 'subjective' experience.   They might be skeptical about the external world, considering it uncertain or even rejecting its existence altogether. These powers rise in accordance with a certain depreciation of their mental facilities.

Localization

If a person shall reach this state, they become a solipsistic. For whatever reason, such individuals fall into a type of fantasy, and become a danger to others around them.
The level availability matches the PCs' CHA modifier / 2, approximating up
Proficiency 0 Description
Light An item you touch glows with any-colour light in a 20-ft radius and dim light for an additional 20 ft. It gives off no heat or sound and requires no fuel. It lasts as long as it is in your presence.
Unseen Servant Conjure a simple invisible construct that can do nothing but carry items. They appear to float in the air up to 15ft away from you. Once it takes damage or leaves your presence, it is immediately dispelled, dropping any items. Otherwise, it lasts until dispelled.

Such items can be launched 30ft in a straight line against a target that must succeed on a DEX saving throw or take 3d8 bludgeoning damage.
Prestidigitation Touch an item to make cosmetic changes to it: cleaning, dirtying, cooling, warming, flavouring or changing its colour.

Without touching an item, instead create minor illusions no bigger than yourself. These illusions are crude and clearly illusions that don’t fool anyone, but may entertain.
Level 1
Contact Spirits Name the local you wish to contact (or leave to the GM). That individual is pull through the Omniversal Mind to speak to you. It is bound to answer any one question to the best of its ability.
Detect Waves One of your senses is briefly attuned to oncoming reality waves. The GM describes the metaphysical properties you see, sound, smell, tastes or feel.
Telepathy Form a telepathic bond with a single person you touch to converse with through your thoughts. You can only have one telepathic bond at a time.
Charm Person A sentient being (not beast or monster) counts you as a friend until they take damage or you prove otherwise.
Invisibility An ally you touch cannot be seen and persists until they attacks or the effect is dismissed. While this is ongoing you can’t cast anything else.
Protoplasmic Missile Projectiles of energized protoplasm spring from your fingers to deal 2d4 damage to one target.
Alarm Move in a wide circle, and until you choose something else, you cannot be surprised if a creature crosses that circle, even if unconscious. Gain +5 initiative bonus.
Level 3
Dispel Effect Choose an effect in your presence that this spell rips apart. Lesser ones are ended, while higher effects are reduced or dampened so long as you are nearby.
Visions Through Time The GM reveals the details of a grim portent: a bleak event coming to pass without your intervention. They will tell you something useful about how you can interfere with the dark outcomes.
Fireball Evoke a mighty ball of flame that envelops your target and everyone nearby, inflicting 2d6 damage which ignores armour.
Mimic Take the form of someone you touch. Your physical characteristics match theirs exactly, but your behavior may not. This change persists until you take damage or choose to return to your own form. While this spell is ongoing, you lose access to all other effects.
Mirror Image Create an illusory image of yourself. When you are attacked, roll a d6 . On a 4, 5, or 6 the attack hits the illusion instead, and the image then dissipates.
Sleep GM chooses 1d4 enemies, capable of sleep, that you can see to fall asleep. They awake as normal: loud noises, jolts, pain.
Level 4
Cage The target is held in a cage of dignitatic force. Nothing can get in or out. It remains until you cast another choice or dismiss it. While the spell is ongoing, the caged target can hear your thoughts and you cannot leave the cage's sight.
Contact Other Plane You send a request to another realm. Specify who or what you’d like to contact by location, type of creature, name or title. Open a two-way communication with them that can be cut off at any time by you or the contactee.
Polymorph Your touch reshapes a creature entirely and they stay in that form until you cast another effect. Describe the new shape, including any stat changes, significant adaptations, or major weaknesses. The GM then chooses one or more of these d3 :
  1. The form is unstable and temporary equal to [3 + CON modifier] rounds. Suggestions :
    1. Grow a cat tail: Gain advantage on DEX checks that rely on balance
    2. Sprout wings: Gain a flying speed of +10ft.
    3. Sprout spider legs from your back: Gain a climbing speed of +10ft.
    4. Gills grow on your neck: Can breath underwater twice as long
    5. Acidic blood: On receiving slashing damage, the target that caused the attack receives 1d4 acid damage if within 5ft.
    6. Regeneration: At 0 hp, you do not make death saving throws. Instead, remain unconscious and regain 1 hit point after 1 hour. You cannot die except by disintegration or similar effect.
  2. The mind is altered as well. Suggestions :
    1. The flow of consciousness appears as thick colourful fog tinting its surroundings where strongest.
    2. Choose one of your ability scores to permanently decrease by 2. This can stack.
    3. Must succeed on a (DC 10 WIS save + half your level + CHA modifier) save or be shaken for 2d6 rounds.
    4. -2 penalty on WIS saves.
    5. Must a succeed on a (DC 10 WIS save + half your level + CHA modifier) save or be dazed for 1 round. This can be used an additional two times, at any moment, at the GM's discretion.
  3. The form has an unintended benefit or weakness. Suggestions :
    Skin
    1. Luminescent skin: Emits a dim light in a 5ft radius
    2. Skin turns scaley: Gain a swimming speed of +5ft
    3. Small hard carapace plates: Unarmored AC increased by 1
    4. Thin skin is easily cut: Take 1d4 additional damage when receiving slashing damage
    5. Fur grows everywhere: -2 to CHA (Intimidation) checks with targets that can see you
    6. Skin is constantly melting: Critical fail on a 2 and 1
    Arms
    1. Grow sharp blades: d6 piercing damage like shortswords
    2. Grow a small additional arm: +2 to grapple rolls
    3. Quills sprout from your arms: d6 piercing damage, once a day, at range
    4. Claws grow from nails: Causes 2d4 damage and can no longer use damage modifiers
    5. An arm transforms into a tentacle: Critical fumble on a 2 or 1
    6. An arm unusably withers: STR bonuses are negated and -8 penalty on checks requiring two hands
    Legs
    1. Hind legs: Jump +5ft further
    2. Grow an additional leg: +2 to STR (Athletics) checks that rely on legs
    3. Frog legs: Jump +5ft higher
    4. Claws grow from your feet: d4 damage during grapples and unable to wear boots
    5. Feet become slug like: -5ft movement
    6. A leg unusably withers: Speed is halved. STR, DEX, initiatives, attack rolls, and DEX saves at disadvantage. Attacks against them have advantage. If moved against their will, make a DEX save or fall prone.
    Head
    1. Beak replaces your mouth: To peck d4 piercing damage
    2. Neck grows longer: +2 to WIS (Perception) rolls
    3. Antenna sprouts from your forehead: Gain blindsense for 10ft
    4. Additional head grows next to your current one: Alignment is opposite to your own with WIS (persuasion) rolls to decide bodily control during disagreements. They have independent stats that is either played by the DM or player. Advantage on CHA (perception) checks and saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
    5. Tendril beard sprouts from chin: -2 CHA (Persuasion) checks with who can see you
    6. Mouth splits open from chin to nose: Speech is all but moans or gurgles
    Eyes
    1. Cat eyes: Gain darkvision at 30ft
    2. Your eyes grow out on stalks: Advantage on DEX (stealth) checks when spying
    3. A third eye grows on the back of your head: Cannot be flanked if not wearing a helmet
    4. Misplaced eye swaps with your mouth: -2 to WIS (Perception) checks that rely on sight
    5. Pupils fill the whites of your eyes: -2 to hit while in bright light
    6. Eyes fuse into cyclops: -2 to hit with ranged weapons
    Ears
    1. Cat ears: +2 to WIS (perception) checks that rely on hearing
    2. Rabbit ears: +2 to CHA (persuasion) checks with who can see you
    3. One extra ear grows on your forehead: Hear sounds twice as (140ft) far away
    4. Misplaced ear swaps places with your nose: -2 to WIS (perception) checks that rely on hearing
    5. Ears become elephant like: -2 to CHA (intimidation) checks with who can see you
    6. One ear unusably withered: Disadvantage on WIS (perception) checks that rely on hearing
      These lists are options for quick consideration. GMs and players are free to describe features and their accompanying properties as component parts (as shown in the tables) or as whole species change.
Summon Monster A monster appears and aids you as best it can. Treat it as your character, but with access to only basic moves.
Size
d8 Size
1 Tiny
2 Small
3-4 Medium
5-6 Large
7 Huge
8 Gargantuan
Creature Type
d8 Creature Type
1-2 Mammalian
3-4 Bird-like
5 Fish-like
6 Reptilian
7 Amphibian
8 Arthropod
Locomotion
d8 Locomotion
1 Unipedal
2 Bipedal
3 Burrower
4 Quadrapedal
5 Swimmer
6-7 Flight
8 Uncountable
Facial Features
d8 Facial Features
1 1d8 horns pretrude from its head
2 A beak structure takes up its face
3 A mane surrounds its neck
4 1d8 antlers curl around its face
5 A tongue hangs from an open mouth
6 A trunk hangs from its face
7 Many eyes make up its face
8 Two tusks emerging from its mouth
Favour Skin
d8 Surface Flavour
1 Spines cover the body
2 Colour changing camouflage to match its surroundings
3 Sensory organs cover its body to ascertain the environment
4 1d8 tentacles help its movement along
5 Horrible stentch from ooze seeming to slide from it
6 A tail streches half the length of its body
7 Many swaying tendrils cover sections of its body
8 A hard carapace shell covers its back
  These tables act as a guide for the environments to be more varied with little effort. The player is free to decide on a max of 5 descriptors of their own (either from the tables or not). The GM then says the type of monster you get based on those traits.   These creations are not worth any experience. They have:
  • hp equal to (their size x2) +1
  • speed 30ft per round
  • +1 modifier for all stats
  • use your damage dice   The monster also gets your choice of 1d6 of these traits:
    1. +2 instead of +1 for one stat
    2. disadvantage against being attacked
    3. advantage on attacks
    4. does 1d8 damage
    5. +2 hp for each level you have
    6. add some other useful adaptation
      The creature(s) remains until they die or are dismissed. While ongoing, you take -1 to cast anything else.
  • Level 7
    Dominate Succeed a 8 + WIS modifier + Proficiency Bonus and gain 1d4 mental pushes to spend that force the target take one of these actions:
  • Speak a few words of your choice
  • Surrender one of their possessions
  • Make a concerted attack on another of your choice:
    • Dominated targets make a DC 17 INT saving throw every time they are damaged to free themselves
  • Truthfully answer one question
    This ends when you run out of pushes. If the target takes damage, you also lose 1 push. While it is ongoing, you cannot cast anything else.
  • True Seeing All things seen as they truly are. This effect persists until you tell a lie or dismiss it. While ongoing, you take -1 to cast anything else.
    Shadow Walk Shadows you target become a portal for you and your allies. Name a location and describe it with the same number of words as your level. Stepping through the portal deposits you and any allies present to the location described. The portal may only be used once by each ally capable of it.
    Contingency Choose a lower than 5th level effect. Describe a trigger condition using a number of words equal to your current level. The chosen effect is delayed until you choose to unleash it or the trigger condition is met. Only a single contingency can be held at a time. Any new contingency replaces any old unused one.
    Toxic Atmosphere Whenever a target in the immediate area takes damage, it takes a separate 1d6 damage that ignores armour. This persists so long as you can see the affected area, or until it is dismissed.
    Antipathy Choose a target and describe a type of creature. Creatures of that type cannot come within sight of the target. If they do, it immediately flees. This effect continues until you leave the target’s presence or dismiss the spell. While ongoing, you take -1 to cast anything else. Option to view "Summon Monster" to quick create said creature.
    Notification Describe an event. The GM notifies you when that event occurs, no matter where you are or how far away it is. If you choose, you can view the location of the event as though you were there in person. Only one notification can be active at a time.
    Soul Gem Trap the soul of a dying creature (0 hp) within a gem 20 times the target's value to gain a passive ability (resistance, immunity, debuffing aura, regeneration or niche damage). Both must make a DC 14 CON save + WIS modifier or take 3d6 damage on a failure. The trapped creature is aware of its imprisonment but can still be manipulated through parley and other effects. All moves against the trapped creature are given +1 bonus.

    The soul (at 1 hp) can be freed at any time but it can never be recaptured.
    Shelter Create a structure out of pure dignitatic power. It can be as large as a castle or as small as a hut, but is impervious to all non-dignitatic damage. The structure endures until you leave it or you end the spell.
    Summons Name or give a short description of a type of creature, that is teleported before you.
    Movement Options
    1d6 Movement Options
    1 1 Foot
    Speed: 15ft.
    2 100 Legs
    Speed: 25ft.
    Climb: 20ft.
    3 2 Legs
    Speed: 25ft.
    Jump: 15ft.
    4 2 Legs and Wings
    Speed: 30ft.
    Fly: 25ft.
    5 2 Legs
    Speed: 35ft.
    Climb: 30ft.
    6 4 Legs
    Speed: 40ft.
    Passive Traits
    1d6 Passive Traits
    1 Hard carapace shell
    Slashing Resistance: Slashing damage is halved.
    2 Scaled body
    Piercing Resistance: Piercing damage is halved.
    3 Spongey skin
    Bludgeoning Resistance: Bludgeoning damage is halved.
    4 Glowing/shimmering skin
    Magical Resistance: Magic damage is halved.
    5 Camouflage Skin
    Camouflage: Advantage on DEX (Stealth) checks.
    6 Stalked eyes
    Keen sight: Advantage on WIS (Perception) checks.
    Attack Preferences
    1d6 Attack Preferences
    1 4 Tentacles
    Slam. Melee: +2 to hit, reach 5ft., one target.
    Hit 13 ( 3d6+2 ) Bludgeoning damage
    2 2 Clawed arms
    Slash. Melee: +3 to hit, reach 5ft., one target.
    Hit 12 ( 2d8+3 ) Slashing damage
    3 Spiked torso
    Poke. Melee: +3 to hit, reach 5ft., one target.
    Hit 15 ( 5d4+3 ) Piercing damage
    4 No arms
    Spit. Ranged: +3 to hit, reach 30/60ft., one target.
    Hit 14 ( 3d6+3 ) Acid damage
    5 2 Pincered arms
    Pinch. Melee: +2 to hit, reach 5ft., one target.
    Hit 9 ( 2d6+2 ) Bludgeoning damage and the target is grappled.
    Advantage on attacks against those it has grappled.
    6 2 Arms
    Psychic Blast. Ranged: +3 to hit, reach 120ft., one target.
    Hit 9 ( 1d10+3 ) Psychic damage
    Special Qualities
    1d6 Special Qualities
    1 1 Large tail
    Sweep. Creatures within 5ft must make a DC 13 DEX save or take 11 ( 2d8+2 ) bludgeoning damage and be knocked prone by the tail.
    2 Branches and vines on body
    Tangle. A 15ft cone of brambles burst from the ground and must make a DC 13 DEX save or take 11 ( 2d8+2 ) piercing damage and their movement is halved.
    3 Tusks
    Charge. Melee: +2 to hit, reach 5ft., one target.
    Hit 15 ( 2d12+2 ) piercing damage and the target must make a DC 13 STR save or be knocked prone.
    4 Green visible breath
    Breath Weapon. Exhales poisonous gas in a 15ft cone. Must make a DC 13 CON save, taking 11 ( 3d6 ) poison damage or half as much on a success.
    5 Skin adjusts to background
    Invisibility. Turns invisible for 10 minutes. Ends if it attacks or casts a spell.
    6 Smoldering ashy body
    Fire Bolt. Fire spins out in two small balls of fire at a target within 60ft, dealing 11 ( 2d10 ) fire damage.
    A flammable object hit by this spell ignites if it isn't being worn or carried.
      Armour Class 14 or 15 (Natural)
    HP: d150min50 ( 14d8+25 )
    STR | DEX | CON| INT | WIS | CHA: 6d20min9 ( 6dF )

    Type
    Metaphysical, Supernatural
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