Saturday, September 20, 2025

The 22 pathways of the divine: GLOG Lord of the Mysteries

So I made a system, you can find it by clicking here

Its an adaptation of Lord of the Mysteries, a chinese webnovel based on Bloodborne and Call of Cthulhu. Its good, you can find the novel for free online extremely easily, and it also has a anime adaptation which is good once you get past the first couple episodes. 

I did not post the system in full here because blogger formatting was killing my tables. 

Here are the classes alone, if using in another game, use [templates] wherever it says [level]. 

A: Seer: Divination, Danger sense, speak with dead, +3 wisdom. 

B: Clown: Perfect control, paper weapons, +3 charisma.

C: Magician: Cantrips

D: Faceless: Faceless. 


Divination: You may perform divination in accordance with divination rules.


Danger sense: You are sometimes alerted when under danger. 


Speak with dead: If you can contact a corpse within an hour of their death, you may ask them 1 question (if they hate) or 3, (if they want to help you). This takes a minute and you must be able to touch it. The usual method is writing it down. 


Perfect control: You can count any dexterity roll (including attacks) as a 12 after you roll it. In addition, you may control your voice, body language and facial expressions perfectly. You are immune to methods of lie detection (but not to evidence of your lies). 


Paper weapons: You may turn pieces of paper into knives. Once per turn, you may make a free attack with an air bullet or paper knife. 


Cantrips: 

You may use substitution and bone softening as reactions, the rest are actions. 

-Air bullet: As revolver. Requires a sound such as a finger snap to activate. Very loud. 

-Create flame: One point within sight takes [level] fire damage

-Snorkel: Creates an invisible 30m tube that starts near your head. It can bend into any shape. 

-Minor illusion: Add or subtract a small element, can be any sense, these are transient and only affect one person. 

-Wound transfer: Touch a target who suffered an attack that did max damage or was critical, and undo half the damage. 

-Substitution: [level]/day, place down a paper figurine representing yourself. At any time, you may teleport to it or a flame within 30m. You may activate this when you are targeted by an attack. 

-Bone softening: You may turn any or all of your bones to the consistency of rubber and back. 


Faceless: 

-You have photographic memory. You can also easily remember any name you have ever heard, and any fact about someone. 

-You can manipulate your body to be any shape and size a human (or whatever species you are) can be. -You can make yourself slightly smaller or larger (up to 10%), but will remain the same mass. These transformations are as real as the original you, so you won’t revert automatically. You need to manually remember and reconstruct your old body. 



A: Sleepless: Darkvision, strength from darkness. 

B: Midnight poet: Midnight Poet +2MD

C: Nightmare: Oneirokinesis, shadow arms. +1MD

D: Soul assurer: Stop, stoke. Speak with dead, +1MD


Darkvision: You see even better in darkness than you do in normal vision. You see it full colour and octarine. Magical darkness and Veins darkness let you see better still. 


Strength from darkness: You only need to sleep 6-[level] hours a night. You are immune to exhaustion while outside sunlight. While in darkness, the minimum you can roll on any dice is [level], and you get +[level] to hit. 


Midnight poet: You can cast the following spells. 

-Sleep

-Silence

-Calm emotions

-Darkness

-Wall of thorns 


Oneirokinesis: Allows you to invade the dreams of others through dream divination. You can maintain your regular stats when dreamwalking, cannot be *directly* altered by a lucid dreamer, and can leave at any time given 12 seconds. 


Shadow arms: You can conjure [level]x2 shadow arms from your body or shadow for [level] minutes. Costs [level] hp or [sum] to use, and the arms can stretch up to [level] meters. 


Stoke: Heightens emotions by a factor of [dice] for [sum] HD of creatures. If used on a beyonder, activates their insight.  


Stop: Commands a [dice]HD creature to stop for [excess dice spent] rounds. 


Speak with the dead: If you can contact a corpse within an hour of their death, you may ask them 1 question (if they hate) or 3, (if they want to help you). This takes a minute and you must be able to touch it.



A Prisoner: Criminality. +3 strength and dexterity. 

B Lunatic: Rage

C Werewolf: Curse, regeneration

D Ghoul: Chill touch, Iron flesh, animate dead.


Criminality: You the following skills: 

-Plotting murder, 

-Escape

-Thievery

-Arson and Explosive manufacturing. 


Rage: Works the way a barbarian of the same level would. Only for that ability of course. 


Curse: Every full moon, you must eat the flesh of [level] humans, or you lose control and become a neutral npc for that duration. Your unarmed attacks count as swords. 


Regeneration: Regain 1 HP/round. 


Chill touch: Once per turn, as a free action when you touch someone or someone touches you. You may deal [level] ice damage. You may repeat this as an action. 


Iron flesh: Your flesh is as hard as plate armour.


Animate dead: Anyone who dies with an intact body within 3m of you can become a zombie under your command. However, you lose control of them each full moon, for the full night. In addition they may get rowdy when in a group made from the living while you are away or asleep. 



A: Hunter: Enhanced senses, Hunter, Danger sense +3 strength and constitution. 

B: Instigator: Aggrovate, Extra attack. 

C: Arsonist: +2MD and [level] spells from the pyromancy school. Flame immunity

D: Conspiracist: Flame leap, Flaming weapon, Suggest, Misdirect. +1MD


Enhanced senses: All of your non mystical senses are [level] times better. You have advantage on saves. 


Hunter: Apply your dex or con bonus to your ac even when wearing armour, and gain the following skills: 

-Tracking

-Trap making

-Dissection and skinning

-Gathering and herbalism


Danger sense: You are sometimes alerted when under danger. 


Aggrovate: You can target one person, or all enemies within earshot. They all want to attack you. This is a desire, not mind control. 


Extra attack: You have an extra action you can only spend on attacking. 


Flaming weapon: Your attacks do [dice] additional fire damage for [level] minutes after you cast a pyromancy spell. 

 

Flame leap: When you throw a weapon imbued with flame, you may teleport to it [level]/day. 


Suggest: [level]/day you may implant an idea or want to a target you can see, that either does not know you have this power or does not know you are present. 


Misdirect: [level]/day, change the perceived meaning of an order, sentence or thought to everyone but you within hearing. Essentially everyone understands it as if it was one word off. 



A: Secret Supplicant: Divination, Divine Sense, Edge of Madness, +3 intelligence. 
B: Listener: Whispered, +1MD.
C: Shadow ascetic: Summon, Curse, Lurking, Spells, +2MD.

D: Rose bishop: Flesh crafter, Hunger, +1MD, +3 strength. 


Divination: You may perform divination in accordance with divination rules.


Divine sense: You can detect the presence and location of any beyonder or magical beast at least two levels higher than you. 


Edge of madness: You gain double insight from all sources aside from drinking potions, however, you may increase your maximum insight by [level] as many times as you want, gaining a new compulsion each time. 

In addition, monsters and fiends no longer feel a compulsion to devour you, and so may be very loosely controlled. They may still decide to kill you for conventional reasons. 

Compulsions are behaviors you must save or engage in whenever you have the opportunity to. Compulsions are decided on by the gm. 


Whispered: You may choose to open your mind to entities either when you encounter one or its influence, or whenever with a specialized ritual. You then gain +1d6 insight, and may gain both a power that can be completely outside the pathway system, and a compulsion related to the goals of the entity you ended up contacting. 


Summon: You may choose to summon [level]d6HD of shadow creatures once per day. You may not summon less than this amount, and have no inherent control over them. Shadow creatures are normal monsters, but have resistance to physical damage, are weak to radiant damage and take damage from sunlight. 


Curse: If you have the flesh or blood of a target, you may cast a spell or use fleshcrafting on them as if you were right next to them. The flesh is consumed in the process.

Lurking: While in shadow, you may become invisible, silent, semi tangible, and be able to sense the presence of any one target (though you need to lock onto them when they enter your line of sight to designate them as the target). While being watched this way, the target will grow uneasy and have a strong feeling of being watched. 

In addition, your senses are muffled when growing far away from you or a target.

You may choose to expand your shadow to cover a [level] meter radius, which will dampen lights and sounds to an extreme degree. 

 

Magic: You gain the following spells, note that you can gain more spells (or might already have some) through whispering. 

-Darkness

-Silence

-Inflict wounds. 


Flesh crafter: You gain resistance to piercing and bludgeoning damage, in addition you gain the following cantrips and spells. You may use one of these as a free once a turn. 

-Flesh bomb: You may detonate your flesh as if it was a grenade at any time, even if it is no longer attached to your body. Removing a flesh bomb from your body costs 4HP. 

-Devouring: You may store [level] corpses or homogenous chunks of flesh within your soul by touching them, this will slowly digest them. You may also store an additional [level] slots of non-flesh items. 

-Flesh creek: You may dissolve yourself into a pool of blood to slip through cracks or burrow through porous earth. While in this state you may inhabit unconscious or restrained people by replacing all the blood inside their body. They can be completely unaware this took place and you could spend years secretly hiding inside someone's body (so long as you took care to feed during the night).  

In addition you may leave behind pieces of your blood as flesh bombs without harming the target, if you do not do this the target will die of blood loss when you leave. 

-Regeneration: You may spend MD to heal yourself by [sum]. 


Hunger: You must devour the flesh of humans at least [level] times per month or lose all your powers, including your max insight from edge of madness.