Category Archives: Legacy D&d

Minor Noble’s Entouage

Claytonian
on said: 


Members of the noble’s entourage. Interesting and dangerous characters that attend to the noble and protect him while doing in vogue things too.

This request is from the Mundane Request Thread.

Minor nobles will allow almost anyone into their entourage for the sake of having an entourage, which is of course a sign of great importance.

 

Firstly, there is the body man or handmaid—the servant who knows the noble most intimately as They also know what wig powder to use, which eau de toilette to use as the most recent bath fades further into memory and gernally deal with the soiled handkerchiefs, spurned milkmaids/stable boys and stained smallclothes of the minor noble.

 

The Cook. They are generally quite bad, as the good cooks are already taken, but he entire entourage is obliged to publically praise the food so as not to shame the noble for not being able to hire a good one.

 

The Syncophant: Usually a cousin or even lesser noble, this person desperately hangs on to the nobles ever word, laughs at the worst jokes and secretly hopes to have a torrid affair with the noble.

 

The Guard: This is by far the most well-paid member of the entourage, for without the guard, any number of people might kill the noble out of sheer loathing. The Guard, in fact, would be first in line were he not paid well.

 

The Secretary: The minor noble may have been tutored (see tutor below) but when it comes to actually writing an eloquent letter, the secretary puts quill to paper. He also keeps the schedule and acts as a social director (begs for invitations).

 

Driver/Groomsman: takes care of the horses, carriage and does the driving.

 

Protégé: Every noble must have a protégé artist in order to be called a patron. Poet, musician or painters only. Actors are gauche. Jesters are for kings.

 

Prostitute: some nobles have a bed-warmer. If so, this person is near the top of the hierarchy.

 

Beast: A noble will typically have a deformed person or beast (read: orc) hanger-on who serves as the bottom of the pecking order.

Banker: Entourages are expensive and many minor nobles are deep in debt in order to support them. The banker is a minor representative of the bank that keeps the noble afloat. Why? Influence.

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The Ratmen

Arr Mateys. I be answering your requests in a mundane way. Don’t be askin for no potion mishaps or magical codpieces in the request thread.

Trent B
on September 27, 2012 at 1:29 am said:

Well if you like you could create a small selection of ‘things some nonchalant 3ft ratmen pirates might be doing when they have stolen basically all of the ships/supplies and are now sitting pretty on an island off the coast which might have just been landed upon by some unscrupulous adventurers and their mysterious meatshroom tavern’? 
If you’re bored or whatever =P

Here’s your mundane answer, ya lubber:

The “3 foot ratmen” are a gang of nine brothers known for their longish faces and short stature. They are horrible sailors but excellent gunners, usually tasked with mending sails and swabbing decks when not in combat. Last August they were hired as crew on board Galadriel’s Garter, a privateering vessel backed by the Dutch. The garter’s officers were greener than their crew and at first encounter with the English frigate HMS Astonishment, the captain, first mate and both lieutenants were taken by chain shot. The Ratmen were the highest ranking left on the ship and they never, ever stop firing. They managed to cripple the English vessel so badly the remaining officers surrendered in exchange for a tow.

Which they did, after slitting the English throats. Alas, as I have mentioned, they are horrible sailors and managed to steer both vessels into the Fog of the Unknown and have landed on DedSkull Island.

Unaware of the dinosaurs, oversized animals, witches, fishmen, truant officers and weresharks surrounding them, the Three Foot Ratmen and their crew have declared a shore leave and have hauled the English rum and tinned beef to the beach. What are they up to when the party arrives?

 

  1. Drinking
  2. Burying “treasure”, mostly gold buttons and swords taken from the dead.
  3. Buggery
  4. Arguing over who is captain, first mate, “leftenant” and cook.
  5. Trying to figure out maps
  6. Making time with the native women
  7. Trying to open a hatch in the ground
  8. Target practice on oversized tree-living sloths
  9. Industriously harvesting lumber and straightening out nails to repair the ships
  10. Torturing a native to get the location of the lost city of gold from him
  11. Cooking a giant sloth over a spit
  12. Singing filthy sea chanties while (roll again)
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Finishing Up Santicore Post

I’m finishing up a mini campaign setting for a Santicore present. It’s taking some time because I’m basing it on a real, still existing culture and I could easily screw it up. I’ve been through many drafts and have decided to sneak past the dragon of perfect wordsmithing but I still face the owlbear of giving it the right amount of detail and the slaad of making sure it’s worth playing.

I’ll post it here and at the Santicore blog. After that, there will be many requests to fulfill here on this blog. Luckily, none of them are mini campaign settings.

 

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Bring on the Ordinary: Post Your Mundane Requests Here

It’s been quiet around here, thanks to some gainful employment that fries my brain on a daily business. On the good side, I’ve been playing 1e fairly regularly and am helping wrangle submissions to this year’s Secret Santicore. I gotta hand it to Jez, Secret Santicore is a real crown jewel in the DIY/OSR community.

I did write one encounter for someone’s personal use (and thus didn’t blog it) and it was an unusual one for me in that there was no magic. Just the woods, an archer and a road. I purposely avoided anything fantastic as a key element of the encounter and I was quite pleased with the results.

Being one of Santicore’s helper elves also showed me where people’s minds are in terms of what they want from their D&D and I have to say this year will be pretty gonzo. With DCC and Carcosa coming out, I’m not surprised people are in a gonzo state of mind. I’m not immune–I read and want to play in DCC and appreciated Carcosa and I damn sure expect some top-notch stuff from the 2012 Santicore.

But then I’ve been playing 1e AD&D as a fighter with the New York Red Box crew. A dumb one–a pregen in a rules-as-written campaign using a Judges Guild module. And our magic user is reluctant to cast his spells, so in a lot of ways, there’s hardly any magic in this game. And I kind of like being a simple fighter.

And then I saw 13 Assassins. There has GOT to be some sort of kick-ass adventure there. And if this doesn’t make you want to break out Oriental Adventures or Legend of the Five Rings or Ruins and Ronin, you are a fool.

And then today I get my package from Sir Raggi, which had The God That Crawls and The Magnificent Joop Van Ooms, both of which are set on EARTH (thank you) and one in my favorite foreign city, Amsterdam. The God that Crawls scratches that shambling doom sort of itch, as its name should tell you. I expect I’ll give it a try. Joop does me a real solid with a wharf encounter table with only the tiniest bit of magic or the weird and more than 40 encounters that could really have happened in 1615 Amsterdam.

To make this short story long, I’m in the mood for the non-magical.  I don’t mind that most of the OSR is running solidly toward the gonzo, but I think I’m going to spend some time working out a table of brigand encounters and a dictionary of con games to run on your players. Low, low magic stuff that can be used every day and which should make your gonzo stuff stand out.

Keeping what I said above in mind, I’m going to take requests again. If you want some sort of material that is low or non-magic for your campaign, post something in the comments below. As I did last year with “Bring It”, I’ll get to it when I can, which might mean you’ll get it this year.

How is everyone doing, by the way?

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Micro-Review (spoiler-free): The Monolith from Beyond Space and Time

I am not often moved to review modules because I think there are far more well-read bloggers out there who do review things and a lot of what is published is not to my personal taste and therefore better addressed by someone else.

But every once in awhile something comes along that makes me say “Damn, I really wish I’d made that.”  The Monolith from Beyond Space and Time, an adventure by James Raggi IV and published by his company Lamentations of the Flame Princess, is one of those things. I backed this in its indie-gogo campaign earlier this year and was both nervous and excited to see the payoff. It became available as a pdf this morning.

To start, you have to get the party to explore a mysterious valley. Caravans have disappeared, adventurers are missing, locals say there’s something fishy… whatever reason. And the players willingly step into the quicksand, perhaps expecting the usual wilderness hex crawl. What they get combines the weirdness of LOST with the ominous tone of 2001.

This adventure reminds me most of the painting in the cabin in Death Frost Doom. That was a set piece that defied player’s expectations of what could happen in a game. When I ran it a few summers back, the players spent a good half hour trying to figure out if it was safe to touch, was magic, an illusion or sellable. It was, for me, the highlight of the afternoon because the grizzled vets of the New York Red Box looked stumped. But that was on a small scale.

Monolith is packed with situations that defy players’ expectations but with far greater consequences. I can’t give any for-instances without spoiling, but I can tell you some of this stuff is just brutal and mind-bending and the sort of thing that, as a GM, you would WANT to see happen because it would be so damn cool to see  the looks on the players faces when they happen. I don’t mean insta-death stuff. This isn’t a death trap, necessarily. And luckily, there’s enough of these crazy things where at least some of them have to happen.

This is one of those adventures that, as a GM, you want to run right away, but you have to already have a campaign going. I don’t think it makes sense as a one-shot. I think it really needs to be run in an established campaign. If you run it in the beginning of a campaign, it would be hard to top later on. If you run it as a one-shot, the life and game-altering effects of the adventure would be lost if your characters have no future.

It’s one of those adventures your players will talk about for years.

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Mages and the Hats that Cover Them

Magic users have a fetish for hats. With all that chaos gas in your head, you’d wear one too, lest the sun cause your head to explode!

Mages

As I posted previously, magic users (I will use the shorter “mages” from this point on) are outcasts, victims of a memetic disease that has caused chaotic energy to build up in their brain. Their only relief is casting spells, which release that energy, and they all crave new formulae to recite to get that release. Since spell research is a lost art, they search the world for rare spells or resort to cannibalism to gain their rival’s knowledge. All this while avoiding the wrath of organized churches, zealous clerics and superstitious villagers.

What are mages like, then?

Masters of Disguise

Any mage who has lasted longer than a few years has learned how to pass for normal when required. They pick up on local customs, details, clothing trends and accents. In LotFP terms, they would all have at least a 2 in 6 skill at disguise and mimic.

Social Animals

A lone mage is a rare mage, but they do exist. Most mages seek out their own kind for mutual protection. A dozen first level mages will stand stronger against a mob of villagers much better than one. Some mage communities also have real-world occupations such as caravans, acting troupes or mercenaries. There are many that do not try to pass for anything but what they are. They live in borderlands, travel at night and generally try not to bring the wrath of the local lord upon them. Many of these are extended families or clans, who pass on the curse to their children.

Frenemies

Mage communities are both rivals and codependents. They might war against one another for years yet observe a truce during large gatherings. They identify their clan or lineage by their dress, which is usually expressed as a choice of hat or decoration thereof.

Customs

In western Europe-themed games, mages share a common set of customs that have been passed down ‘because’.

A fleeing mage is entitled to sanctuary from pursuing non-mages if he asks for it. He must leave once the danger has passed and his safety is guaranteed for two days. If he stays past the day the danger has passed, he does so of his own will and his safety is not assured. If the leader of a community offers hospitality, however, a visiting mage may not be harmed under any circumstances while that leader is still in charge.

A mage is not obligated to go out of his way to rescue another mage or to block pursuers. If a mage saves another’s life, the rescued mage owes him a brain-debt, which means the rescuer is entitled to his brains should he die before they part company. Some interpret this as a right to rescue then eat another mage’s brains right away.

Magic communities have their own courts and codes of behavior. It is important for a visiting mage to learn the local rules, especially when it comes to casting and duel etiquette. In some communities, teaching someone a spell is the equivalent of marrying them. So watch out how you interact with the locals.

Introductions

Mages often introduce themselves to one another by repeating the phrase of the read magic spell they first learned. Often this becomes a special name used among other mages and which regular folk cannot pronouce or understand. If a mage wants to impress, she might list certain spells she knows (which reveals ‘level’ and therefore status). Mages also like to point out identifying characteristics of their hats.

An example of a mage introducing himself to a band of strange mages:

I am Sakura, also known by the seed syllables ‘marak-tah-lem’. I am a master of the ball of fire that reduces my enemies and their kin to ashes! You will notice my red turban, which is the customary hat of my people, who hail from across the Kraken’s sea. It has a blue jewel in the center, which represents my having attained the sixth level of mental calm and focus. The observant will also know me by how tightly it is wrapped, which is necessary to contain the power within my skull. Should you ever try to unwrap it and cut your way to my brains, you would find scorpions and many other surprises between its folds!

Men with Hats

Which brings us to hats. Most people in the world wear hats, but mages wear HATS. The more outlandish, the better. The more foreign, the better. Hats are used to signify attainment, identify clan or community membership, hold spell components, small items and even traps for the unwary. A hatless mage is a vulnerable mage. Two mages removing their hats to one another is an act of intimacy, either friendly or romantic. It signifies deep trust. Tipping the hat is a way of showing deep respect. Touching a single finger to the hat is a common way to greet another mage for the first time. It is a symbolic tipping of the hat and denotes polite respect.

Mages who must pass in civilization have more modest hats, usually following the local style (although they will be as nice as the mage can afford and perhaps a bit ostentatious). These normal hats are scorned by the magic communities of the borderlands as ‘small hats’.  Bareheads have managed to grow gravity-defying hair that can also be used for storage. Wigheads wear white wigs in the local fashion and use their wigs as others use their hats.

 

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The Big Magic User Post

So here’s some stuff you can use to make magic users more interesting. Some of this stuff is an elaboration on others’ ideas (“Brains” for example). These can be applied to many first-edition games.

Magic Users

Its origin is lost to time. Its study crumbled with empires past. But the mantra that opens the door of chaos in the mind survives. Called the ‘first spell’, by those who repeat it, the mantra pulls chaotic vapors from space and fill the mind of someone who hears it. The pressure from these vapors must be released and the only safe way is through repeating the first spell or other spells that were preserved through oral tradition or discovered in ruined libraries.

You somehow heard this first spell and its song was stuck in your head. Now you spend your days mumbling to yourself as you search the world for new spells to clear the vapors from your skull.

Read Magic

Magic Users can all read magic at will. “Read Magic” is the first spell. It is long enough and complicated enough to function as a rudimentary language. Magic Users can communicate basic ideas in this “mage’s cant.”

Magic Users can detect magic in the immediate area by concentrating for 1 minute and sniffing, listening and looking. Magic can be detected on a specific item or person only by touch.

Brains

The brain of a magic user contains all the memorized spells that are ready to cast. If the magic user is killed by a blow to the head, there is a 50 percent chance for each spell that it will go off on the spot. If the spell requires a target, a random bystander is the target. If it requires touch, then consider any loose brain matter to be a touch.

If a magic user is killed but the head is undamaged, his or her brains can be eaten by another magic user, who permanently learns any spell of the levels he or she can cast. Any spells above allowed levels can be cast once, as per a scroll, but cannot be memorized for later use. A magic user’s brain can be dried out and used by anyone as a ‘spell grenade’ or ground into a powder and mixed with wine as a potion of that spell.

Spell Research, Spellbooks, Scrolls

The art of creating new spells was lost millenia ago. There are a few hundred known spells and variations on spells. All of them were found in libraries, caves, old books, etched in the skin of snakes and in the songs of rare birds.
Unearthing a new spell is, therefore, a major accomplishment for a magic user and something that will forment both admiration and jealousy in his peers. The newfound spell is usually named in honor of its discover, even if his peers futher honor him by hunting him for his brain.
Spells can be written into books and scrolls using any alphabet. A spellbook can be a normal book, a painting, a tattoo, etched on the skin of a familiar or written in tiny letters on an everyday object. A magic user never reveals to anyone what his book is unless absolutely necessary.
When a spell is written on a scroll, any magic user can copy it into her book or it can be cast, even if it is on a spell level higher than allowed for that character. Any other class can also cast a spell from a scroll, but there is a 20 percent chance of backfiring (roll on a mishaps table) and a 20 percent chance per level that the character will be infected with the magic meme and become a magic user permenantly. GMs can decide to switch the player’s class on the spot, secretly or give the option of declaring the character an insane NPC.
Magic Users re-memorize their spells on a daily basis. Some do so by studying their spell book in private. Others might hum a cycle of tunes strumming an instrument. In all cases, they need uninterrupted time.

Spell Components

Spell components are things such as berries, grasses, liquids, small items of various sorts that can be used to supplement the power of a spell. They are consumed in the casting. The magic user is entitled to an OPTIONAL second roll for damage, to hit, on a table and so forth if she doesn’t like how the first one turned out. There is no guarantee the second roll will be better, but it becomes the official roll if the first is not taken. Lists of components and the spells they compliment are almost as sought after as undiscovered spells.

Chaos Number

Magic Users have a chaos number. It starts at 0 when they begin as 1st level.
Whenever they cast a spell, their chaos number goes up by the level number of the spell.
A magic missile spell is a first level spell, so that would raise the number by 1.
This number continues to go up as he casts spells until there is a chaos effect.
Every time a Magic User rests to study and relearn his spells, he must roll a d100. If the result is under his chaos number, there is a chaos effect.
If there is a chaos effect, the player rolls 1d10 and adds that to his chaos number. He tells the GM the resulting number.
The GM will look at a table and determine what happens, if anything. There may or may not be anything to tell the player…
The mage’s chaos number is reset to 0.

(I will post some examples of chaos number tables soon).

Hunted

Magic users have been hunted for centuries in most parts of the world. They live as outcasts either alone or in travelling communities. They have their own customs and laws (or at least expectations). Most magic users travel incognito when in civilized lands. For the purposes of adventuring, clerics and mages are usually at odds but for the purposes of having an enjoyable night of gaming should not be directly at one another’s throats or extorting one another for healing or help.

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Last Minute LotFP Bonus from Creeping Doom

Anyone who sponsored grab bag or higher on any of the LotFP Summer adventures can contact me directly through twitter or this item and request one thing. A table (up to 20), a monster, a god/religion, encounter or monster. I’ll email something back to you directly and will not publish it unless you ask. It will be your secret thing to use in your game only.

This has NOTHING to do with James Raggi or LotFP. This is a side incentive. Don’t bug him about it.

Rules:

You must contact me before labor day, September 2, 2012. I need your email address, which campaign you funded and what name you used. If you were anonymous, I’d need to see your indiegogo recept (with privacy info removed).

You can request one thing only. Don’t give me a choice. If you want a specific monster, say “Please give me your idea of an owlbear” or whatever. It will be for LotFP, B/X, or Labyrinth Lord rules. Specify if applicable.

Don’t complain if you get it Christmas morning. My schedule is not my own.

There’s like 2 hours left.

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New Spell – Divine / Infernal Pact

New Spell – Divine / Infernal Pact

Cleric and/or Magic User

Level: 1
Casting Time: 1 Day
Duration: Special

Casting this spell contacts a being from another plane, planet or dimension. For clerics, this can be a saint, bodhisattva, demigod, angel, devil… For magic users, the otherworldly being can be a demon, elemental, efreet, primordial chaos god, alien, etc.

The caster then bargains with the being for more power. If the caster is willing to pay the price, then in addition to his normal spells, he gets extra spell slots which can are replinished daily with specific spells granted from this being. It is even possible for clerics to gain magic user spells and vice versa, provided the GM allows it. If this spell is found on a scroll, any character class can do this.

The duration of the pact and the price to be paid varies by player, campaign and GM. For a few extra healing spells, for example, Apollo might require a weekly sacrifice of 10GP’s worth of honey for every 10 HP healed that week. For a fireball spell, Baal might require the sacrifice of a third-level or higher cleric of Ishtar. Or the GM might plant an adventure hook in Mithra’s demand that the Minotaur of Lundimium be smuggled to Crete. St. Michael might want a hospital to be protected during a siege. Whatever the price, the GM should make sure it seems a bit more than the player would like.

Once a pact is over, it’s over and considered satisfied. If obligations are fulfilled to the exact letter if not spirit (that is, if there is trickery that technically works) a lawful supernatural being will consider the matter closed (but not forget). A chaotic or neutral being would likely seek vengeance. Failure is considered the same as breaking a deal and some sort of retribution will be sought.

In order to make this pact, the character must learn the true name of the supernatural being. As you adventure, you will encounter the temples, libraries, statues and churches. You should make notes.  The more information you have about the being, the better your chance of finding its true name. To attempt to learn the true name, you must make chant a daylong ceremony.

To determine your chance of success, roll d% under your score as as calculated below:

Base Percentage = 10%

If you know the being’s life story or important legends: +5%

If the being is related to or in the same pantheon as one you worship or apprentice to or are related to:  +10%

You have at least one holy text: +10%

You have a personal item or relic of the being: +20%

You have at least one graven image or realistic likeness: +10%

You have consulted a library or sage regarding this being and spent at least 1000gp in research: +10%

For your level: +1%

For your wisdom bonus: +1% over 12

If you succeed, you have the name of that god and have contacted it. Most gods will not be happy to be contacted, but here’s your chance. Make the best of it. If you fail, you can never learn the true name of that deity, even if they whispered it in your ear. Sorry.

So there you have it. I’ve worked this over and over in drafts and this seems to be the most reasonable option. Other options had clerics using this method to demand spells of different gods, but gave them way too man spell slots. And I thought magic users contacting the divine and infernal as Stephen Strange might, would be cool.

Thoughts?

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Initiate Paladin Spell Revised

I’ve significantly altered the Initiate Paladin spell I posted earlier this week.  I’ve altered that version and also posted it below.

  • Any PC who is not chaotic can be initiated (this is, again the LotFP version which pits Law vs Chaos as Gods vs. Magic). They do have to belong to the deity’s faith, but they do not have to change their alignment if it’s neutral.
  • Paladins do not need to remain chaste or refrain from evil acts provided those restrictions are not placed on him by the god or the initiating cleric. Of course, there should be plenty of taboos just to add flavor tot he situation, but we can leave those up to each DM and player.
  • Unfortunately, I didn’t get to do my last round of revision before the post published. I hope this spell is interesting to you. I have reposted it below.

Initiate Paladin

Cleric Level 5

Duration: See below

Range: 0

Bestows paladinhood, and an attendant quest, on a follower of the cleric’s faith. This spell may be cast on any classed or non-classed character who is not aligned with chaos or arcane magic in any way (magic-users and elves are therefore excluded). The paladin retains all the skills and abilities of his current race and class, but has some additional benefits and restrictions placed on him.

Paladinhood comes with a difficult quest that must be followed tenaciously until completed. Any delay of more than a week reduces the paladin’s level by 1 per day until he or she corrects course and pursues the quest, although it is permissible to pursue the quest indirectly in some cases. Recouping from injuries does not count as sidetracking, nor does performing other duties for the cleric.

The cleric who casts this spell has vouched for the paladin’s worthiness in the eyes of the deity. Failure of the paladin, barring death in its pursuit, reflects on the cleric’s reputation and standing in the congregation and church hierarchy. The GM should consider a number of consequences for the paladin failing, disgracing the faith, etc. and only tell the player a few of them. Examples could include a quest of penance, loss of spells, etc.

The spell ends immediately on completion of the quest.

Requirements and Restrictions

The paladin must be or become a follower of the cleric’s faith and must faithfully follow the rules of that faith in order to retain the benefits of the spell. This includes such things as observing holy days, dietary restrictions, etc.

The paladin must follow the directions and instructions of the casting cleric or the god directly. If someone higher in church hierarchy gives a conflicting order, the paladin must refuse.

The paladin must conspicuously wear the symbol of his faith on his or her garb, unless sent on a quest requiring undercover work. In that case, some symbol (tattoo, jewelry) must be secretly worn.

The paladin cannot forsake or repudiate his deity while a paladin. Doing so means instant immolation and death.

The paladin must give away all treasure aside from armor, shield, weapons, holy books and survival gear. If a paladin needs material goods in order to accomplish the quest, this does not countermand that.

This last rule may be revoked on a case by case basis depending on the quest’s requirements. All money and other treasure earned by the paladin must go to the church or the truly needy.

A paladin may not use arcane magic items of any sort.

Alternate rules:

  • After a third stint as a paladin is completed, the character is a permanent paladin with no specific quest.
  • While a paladin, the character does not level in his/her original class but levels as a cleric starting at 0 XP, gaining hit points and additional cleric spells beginning at level 2. If the level in the character’s main class is equalled, the PC must choose whether to become a permanent paladin. At that point, they would need to change their alignment to lawful if necessary and never level in their original class, but as a cleric. They would keep all the skills and abilities of their previous class.

Benefits

+2 HP/level at the time the spell is cast.

Once per day, a paladin may cast the following cleric spells:

Detect Evil (Chaos)

Sanctuary (on self only)

Bless (on self only, 8 points to add to rolls as per the LoTFP version of this spell)

Cure Light Wounds

Turn Undead (in LotFP this is a spell. In other B/X type games, make this an ability as a cleric has but useable once per day)

Once per week, a paladin may cast Cure Disease and Dispel Magic.

The cleric may consult with the GM to determine alternative spells to add or substitute for these, depending on the nature and domain of the deity.

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