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Category Archives: Rules

Spell: Freamon’s Well Trade

May 29, 2015 8:22 pm / 1 Comment / Chris
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Because the last three modules I read have a well in them, I offer you a level 2 Magic user spell for OSR Games. In DCC format. Notes for other systems below.

Wizard Spell, Level 3. Range: Special, Duration: 1 minute per caster level, Casting time, 1 minute. Save: N/A


General: There are wells everywhere. This spell requires the kind of well with a rope and a bucket or a similar mechanism for lowering things in and bringing things up. The well can be dry and still work. When the caster performs this ritual, she connects randomly with another spell caster who is performing a similar spell or using a technology with similar effect on a well in some other country, time, planet or dimension.

While repeating the spell’s words, the caster or an ally places something of any size up to an elephant in the bucket and lowers it into the well until it is out of sight. After 1d20 seconds there is a slight tug on the rope. When the bucket is brought up, it contains something else, determined by the table below. In DCC, the nature of the item will be determined by a spell check and Judge discretion. The exchange happens simultaneously on both sides of the connection and items received cannot be sent back. The item can be much larger and heavier than the bucket; if it is larger, it will expand once removed from the bucket. The value of the item sent will largely determine what is sent back. Unless the caster rolls a very high spell check, a copper piece will not bring forth magic sword!

This can be repeated until the spell’s duration is extinguished, so careful tracking of the time is required. Assume the bucket can be raised and lowered in about 20 seconds on average if the players act quickly. Repeated trades are at -1 spell check cumulative. Unless otherwise stated in the table, the same two wells are connected for the duration of the spell.

Those who have used the spell several times have learned that it can help to include a note with the first traded item. Often a drawing of the desired item or the situation at hand is sent down with an offering of gold, medicine or food. If a written note is sent, the caster makes a luck check at -3 in the hopes that whoever is on the other end can understand the writing.

Any success of 30+ will prevent the caster from using this spell again for 1d6 months of game time.


Manifestation. Roll 1d3: 1) Loud splash as bucket reaches water, a few drops of which splashes up over top of well (or dust if well is dry);  2) A geyser of iridescent liquid of unknown and undrinkable composition rises from the well, pushing the bucket up mere seconds after the objects are swapped; 3) The bucket is hard to hoist (twice as long to bring up) no matter the weight of the item coming up.

Corruption. Roll 1d8: 1) Caster vomits far more liquid than she could possible have in her body; 2) Caster will feel severely dehydrated for 1d14 days; 3) for 1d4 days, caster’s hair will stand up completely as if touching a static electricity ball; 4) Caster will be convinced she is being cheated in all exchanges and divisions of treasure for 2d7 days; 5) caster will not be able to see what is exchanged, ever; 6 minor; 7) major; 8) greater.

Misfire. Roll 1d3:  1) Caster realizes she has accidentally exchanges her most valuable possession instead of what was intended; 2) The rope breaks, sending the item into the well to be lost forever; 3) The well explodes as a geyser of hot, geothermally  heated water, causing 1d8 of damage to all within 25 feet each round. It will then erupt every hour on the hour for five seconds. The item is obviously lost. Roll 1d6 modified by luck: on 6+ the item is found in the bucket 50 feet away.


 

Spell check results:

1) Lost, failure and worse! Roll 1d6 modified by Luck: (0 or less) corruption + patron taint + misfire; 1-2 corruption; 3) patron taint (or corruption if no patron); 4+ misfire.

2-6) Lost. Item sent is dangerous or makes the situation worse. Examples: a vial of oil in a forest fire; a poisonous snake; evidence the caster is the killer (even if she’s innocent).

6-11) Lost. Item returned is a total zoink and not useful at all except for the most clever of players. Examples: a knuckle bone; a cup with a hole in the bottom; a dirty limerick in the language of the pegusi.

12-13) Failure, but spell is not lost (nor is sent item). Spell can be attempted again in 4 hours.

14-15) An item of roughly equal value is returned. While it might be useful in the situation, it will be of the same world and within the same bounds of reality as the caster’s. Examples:  key to locked chest; the letter of marque from a farway land; a wand of1d4  magic missiles.

16-19) An item of slightly greater value is returned. It will definitely be useful and might even be something the caster hoped for. It could be slightly unusual for the existing campaign. Examples: a bag holding a swarm of hornets; a scroll of time travel -1 hour; a glass horn that summons giant rabbits.

20-21) An item definitely more valuable than the item sent, both from a situational and market value standpoint. It could have come from another world with different technology. Examples: the crown jewels of the king of frogs; contact lenses that reveal class/level; a lighter requiring no fuel.

22-25)The player can as the caster choose any item of similar value that the Judge will allow. It is not from another world (so it must be something the character can contemplate) but might be exotic for the existing campaign. Examples: a scroll of banish evil; a pound of purple mushroom powder; the piece of evidence that shows the baron was indeed a traitor (Which does not need to be true. The player must explain how it fits the crime, even if it is a frame up).

26-29) The player can choose an item (that the Judge will allow). This can be something of similar value in the player’s world or a world from another fiction that the DM will allow. It will be expended upon use. Examples: a machine gun with 80 rounds of ammunition; a pickup truck with a full tank of gas; a raven that delivers messages to far away places then dies; a triceratops.

30-31) The caster cannot believe the other side sent this item through, it is such an uneven! This is definitely from another place or time that will not only greatly help our immediate situation but could also fetch a fortune at market. Examples: a laster pistol with 1d20 charges; a ring of charm giant; a bottle of 40 penicillin; a talking triceratops warrior.

32-33) The Judge can decide an item that will disrupt the current situation or serve as an adventure hook for a side quest. Examples: a medical tricorder, an electric guitar that spits fire, Baba Yaga’s phone number (and a phone).

34+) The Judge will choose a ridiculous item that will either sole the crisis or transport the party from the current reality to another. Examples: an medical droid that can raise the dead once. A clone ray that creates 10 independent exact copies of a PC. A portal to another dimension/campaign setting.


Wow. DCC spells require lot of time to write!

If you use LotFP, Swords and Wizardry, Labyrinth Lord, B/X, Basic Fantasy, 0e -5e and so forth, use the table above but roll d100 and divide by 3, rounding down. Add the any of the caster’s spell casting ability score or bonus as a raw number (INT bonus is +3, add 30 to the d100 before dividing by 3). You should probably make this a level 5 or six spell while you are at it.

If reader feedback warrants revision, I will post it here. I hope this is not too powerful!

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Posted in: Dungeon Crawl Classics, spells / Tagged: dcc, magic-users, spells

Mages and the Hats that Cover Them

August 11, 2012 1:22 am / 4 Comments / Chris
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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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Posted in: character class, legacy D&D / Tagged: hats, magic-users, rethinking

The Big Magic User Post

August 10, 2012 1:42 pm / 6 Comments / Chris
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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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Posted in: character class, legacy D&D / Tagged: magic-users, rethinking

New Spell – Divine / Infernal Pact

July 21, 2012 11:42 pm / 1 Comment / Chris
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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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Posted in: house rules, legacy D&D, rules, spells / Tagged: cleric, demons, gods, magic user, spells

Initiate Paladin Spell Revised

July 14, 2012 10:42 am / Leave a Comment / Chris
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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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Posted in: character class, legacy D&D, Uncategorized / Tagged: clerics, lotfp wf rpg, paladins, rethinking, spells

New Cleric Spell: Initiate Paladin

July 12, 2012 11:01 am / 1 Comment / Chris
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After reading an excellent post on prestige classes on Will B.’s blog A Wizard’s Kiss, I was inspired to create a paladin non-class by creating a clerical spell that bestows paladin benefits on PC who already have a class. Paladinhood is granted to any non-chaotic, and comes with restrictions as well as benefits. Obviously you want to tailor this to your own campaign, but as a starting point, this feels good. In LotFP, elves and magic users are excluded from paladinhood because they are required to be chaotic. Adjust as you need to for your game.

This is designed for LotFP Grindhouse Edition (free rules here), but can easily be used for Labyrinth Lord, B/X D&D and other OSR fantasy games.

 

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.

—–

One thing I wanted to avoid by default is “Oh, crap, a Paladin is in the party, no killing things, no stealing…”  So the restrictions on alignment/morality are that you must live by the code of the god in whose name you are deputized. So if there’s already a militant vegan lawful good cleric in the party who initiates a paladin, everyone is in theory either OK with that sort of character or they’ve figured out how to live with it. Also notice there is no alignment restriction except no chaotic characters.* So a thief who is made a paladin by Hera’s cleric is a paladin who must do as honors Hera and doesn’t necessarily need to turn in thieves or rebuke someone for killing an elderly orc. Although one could argue that this problem is half the fun of having a paladin in the party, in which case feel free to have a paladin of a very strict moralistic god!

 

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Posted in: character class, legacy D&D, Uncategorized / Tagged: lotfp wf rpg, paladin, spells

The Prophet: An Option for LotFP and B/X Clerics

July 11, 2012 9:51 am / Leave a Comment / Chris
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When a cleric is the first of his faith, what would his relationship with his deity be like? This option gives the cleric charm-like powers of conversion and awards XP for building shrines and temples. This is a revision of an earlier post on optional clerical abilities. You can add these two abilities to specific clerics in your campaign or to all of them (if you wanted to have a campaign with strong competition amongst faiths).

Mithras and the Bull: This fresco from the mithraeum at Marino, Italy (third century) shows the tauroctony and the celestial lining of Mithras’ cape.

The Prophet

You were the first to dine with the Sun on midsummer’s day. As you feasted together on the sacrificial bull, the Sun Father gave you the mysteries of communing with the planets though sacred feasting. He initiated you as the first Friend of the Sun and commanded you to spread the mysteries to foreign lands, forsaking your home for now, but to return someday as a conqueror. Father Sun granted you the Voice that lets you perform miracles. 

As a prophet, you are the lone cleric of your faith. You must spread the word as quickly as possible ensure your deity is worshipped in the event you die while adventuring. You can convert others with your powerful oratory, which works similarly to a mage’s charm spell. These converts will become the basis of your congregation when you are ready to establish your own stronghold or abbey. Until you reach name level, you are rewarded with experience points for building smaller shrines and places of worship. Gamewise, this should function similarly to the magical research a mage performs between adventures.

Converting the Unenlightened

You are gifted with the ability to convert others to your fledgling faith through powerful oratory. Although strictly non-magical, your power of persuasion functions exactly as the charm spells magic users employ. Wisdom and Charisma bonuses both apply to your attempts to convert others.

Converting a single person is possible at level 1, converting a monster comes at level 4. Mass Conversion of people is possible at level 6 and mass converting monsters begins at level 9. Converts’ spiritual allegiance is to the god or philosophy you represent and you are the focus of this new faith. This is mechanically simialr to a magic user’s charm spell, so read about your edition’s version of that spell to understand how it works. If a saving throw is successful, you will no longer hold the convert in a charm-like influence. You will still be respected and revered, unless the convert make a 20+ on his saving throw, in which case your faith has lost the convert completely.

Building Shrines

You also get XP from building shrines and small chapels, exactly as magical research works for magic users. Discuss your planned shrine with your GM. Describe the shrine, its purpose, miraculous properties, the artwork and craftsmanship you want, etc. The GM will then assign the cost and time necessary to create this shrine, as well as the reward you will receive. Be aware that if your shrine is desecrated within one year of dedication, you will lose the XP gained immediately and might even fall in level. So it is important to factor in the costs of upkeep and protection, or to hide the shrine well from unbelievers.

If you and the GM can establish an equivalent magical item (if your game has standardized magic items) then it would be easy to establish the XP reward as that which you would get for obtaining it via combat or its coin value if you were to buy it locally.

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Posted in: character class, legacy D&D / Tagged: clerics, gods, rethinking

LotFP and B/X Cleric Option: Defender of the Faith

July 5, 2012 1:55 pm / Leave a Comment / Chris
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Last month I posted some ideas for conversions, shrine building, etc. as a way to give clerics more to do than heal and turn undead. Here I’ve done a bit of revising and present a cleric option that can be swapped in for regular clerics, offered as an option. Some of it is mechanical, some is flavor and all of it can be tinkered with. This cleric class is based on the LotFP Grindhouse rules (free rules pdf available here), but easily applies to any B/X or AD&D game.

Defender of the Faith

The Defender of the Faith is based on the cleric found in your system’s rulebook. You will find a high charisma score nearly as helpful as high wisdom.

You were once a pious monk or seminary student until your prayers started manifesting as minor miracles. You were immediately assigned to a new order where you trained in warfare, interrogation and oratory. You learned the signs and the heresies of the heathen faiths. Now, as initiated cleric of your order, you are sent into the world to maintain proper order and devotion in the Church, for as it is in the faith, so it is in the world.

Add one point to any of these skills on your character sheet to reflect your training: preaching, interrogation, cryptography, command.

Holy Warrior

You attack at +2 to hit when fighting clerics, soldiers or other enemies who represent any other faith, provided the conflict is about faith. There is no bonus for merely attacking those who are non-believers. Your GM will let you know when this applies.

Congregational Support

In addition to any abilities you have as a cleric in the system you play in, you can call on resources in any community where there is a congregation:

Sanctuary

When visiting a community with a church, abbey or cathedral you may request lodging on church grounds for up to one week for youself and a small party of companions (provided none of them are obviously prohibited by the rules of your faith).

Offering Plate

Provided the head clergy of the congregation is not a higher level Cleric (or PC-class Priest) OR if the head clergy grants permission, you may call on the local congregation for monetary support. To do this, you must deliver a sermon, perform a ceremony, give a teaching or other service in front of the congregation. You make a roll vs your preaching skill plus your Charisma modifier and your Wisdom modifier.*

If you pass the check, you get the full amount on the table below. If you fail the check, you get half.  If there is a critical fail, you get nothing and may not attempt this again in this or the four nearest communities for two months (and do so at a -2 penalty per critical failure in the region).

Community Economic Level Offering
Very Poor 1d6 x CHA/2**
Poor 1d6 x CHA**
Middle Class 1d10 x CHA
Rich d20 x CHA
Filthy Rich d100 x CHA

*If you are not using LOtFP, make an ability check (or similar roll depending on your game) vs. Charisma with your WISDOM modifier added. I say make a charisma check as this is the more important skill in this situation.

**at least half the offering will be in livestock, food or other non-monetary form.

Faithful Servants

You may recruit (your level + d4) hirelings of first level skill who will serve you for up to a week without pay and without a share of treasure. At the end of that week, roll vs. your command skill level to have them stay another week (up to two weeks). If they have been treated well, they may be kept on as regular hirelings provided this does not exceed your hireling limits.

Witch Hunt

If there is a clear emergency involving matters of faith, you can raise a mob. First, you must make a successful skill roll vs. preaching or command, adding your charisma modifiers. You will identify in your speech who the target of the mob is, what they must do (don’t expect them to not injure or kill the target) and what doctrinal reason you have for condemning them (it need to be that logical).

If you succeed, you may raise up a mob of (d10+CHA score) 0-level fighters armed with farm implements, tools and the ocassional longsword (10% of mob). If you fail, your mob will be half that size. If the local head clergy publicly endorses you in this, add 1d10 to the number in the mob. If the local clergy publicly disagrees, the size of the mob is reduced by half (so a failed skill check plus local clergy opposition means 1/4 size).

This mob will obey your commands even at the peril of their own lives. They are fanatically in your service until you die, the target of the mob dies, or the mob is somehow convinced you are tricking them (example: they see  you show mercy to the target, catch you behaving in a way antithetical to your faith, etc.). A mob will die out ofter three hours if the target is not encountered.

The Fine Print

You are married to the church and as such you must remain celibate. As far as the faithful are concerned, you are a pious and rightious holy man, who will be treated with the utmost respect by the faithful. When no one is looking, you are expected to do whatever is necessary to carry out your orders. You may be called on to kill, lead an army, extract confessions from the wicked and other less palatable duties.

Your GM will have you keep track of a faith influence number, which determines the likelihood of finding a temple or chapel in remote areas or foreign cities. Be sure to keep this on your character sheet.

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Posted in: character class, legacy D&D, rules / Tagged: cleric, lotfp wf rpg, rethinking

LotFP Illusionist Class: Please Help Me Kick the Tires

June 15, 2012 8:30 am / 6 Comments / Chris
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Illusionist as Specialist, not Magic User

My version of the Illusionist has more in common with the LotFP Specialist than the Magic User.

As you might know, LotFP uses the d6 for various skills incuding the usual thief skills. Every skill begins at 1 and can go up to 6. The player rolls under his skill level to succeed a skill check, and if he has a 6 in a skill, fails only if he rolls a six and then rolls a six on a second roll. One of the skills, backstab, works differently–as a damage multiplier for successful backstabs.

Specialists start with 4 points at first level to alot to the various adventuring skills on his list in any way he likes and gets two more points per level thereafter. I was thinking that an Illusionist should have a similar mechanic.

The Illusionist Class

As an Illusionist, you have access to magical, but not spell based, ‘phantasms’ that you create and maintain with your magically expanded mind. A phantasm can simulate anything you want at any time, but it effects only one sense on one target per the illusionist’s level. A phantasm is a part of an overall illusion, although when you have only one it is the whole illusion. A phantasm could be the roar of a dragon in one round and the smell of a medusa the next. At first, you’ll have to be creative, but as you gain levels and get additional phantasms, you can create a very convincing illusion.

You start at level one with only one phantasm with four skill points in it. As your first phantasm, it can effect any one of the five traditional senses (see, hear, taste, touch, smell) at a time. So as a rookie, you can effect one target at a time and you succeed on a roll of 1-4 on 1d6.

How you, a first level illusionist, creates an illusion with your one phantasm

You describe the phantasm–which sense it effects, how you are familiar with the subject of this phantasm and how the target might react. What you are going for. Describe it in a table-appropriate amount of detail (remember this isn’t about hogging the spotlight or slowing the game down). You character must concentrate all during this process, which means he cannot be walking a tightrope simultaneously or take an arrow to his knee. Those break the illusion just as it would do to any mage. Then roll, hopefully a 1-4 on 1d6.

A roll of a 5 is failure–the phantasm just fizzles. That target’s brain just didn’t like what you were telling it and from now on forever, that target gets a saving throw vs. magic against your illusions. These saving throws may get GM-determined bonuses when the illusionist tries to create something unrealistic, surreal or otherwise weird to the subject. A roll of 6 means the target will always get that saving throw AND the phantasm backfires in some way that works to the illusionist’s disadvantage. (Players: be sure to note failures and backfires and which target you were after so the GM doesn’t have to.)

If the phantasm is at skill level 6, then just like any LotFP skill it only fails on a rolled 6 followed by a second rolled 6. In this case the phantasm backfires in a big way.

Loss of concentration

When the illusionist takes damage from any attack or otherwise has his concentration broken it will take him one action to restablish concentration, during which no phantasm manifests and during which he must not be hit again. He cannot even parry, although he can hide behind something if he doesn’t need to move faster than walking speed to do so.

Who is this? What’s your operating number?

If the illusion is extremely out of place given the situation, or the illusionist fudges things he doesn’t know (like what a cockatrice looks like) the GM can give the target a saving throw with appropriate modifiers.

Phantasmal Farce?

So with these limitations, why wouldn’t you just be a magic user with the *phantasmal force* spell? First, because your illusions are skill checks, so they would work well against high HD monsters that would easily pass a saving throw against a puny magic user’s *phantasmal force* spell. Second, the illusionist can keep this up all day because there are no spell slots.

Play Example

Phlegm’s party is attacked by four wolves and a dire wolf. His companions are focused on the dire wolf, so he decides to create a phantasm that smells like a female wolf in heat. Since he knows what this smells like (having previously established with the GM that he spent his formative years making hunting parfums) he should create a convincing smell phantasm. Because he is not yet to the level where he can effect multiple targets, he has to choose one wolf to fool.

He picks one and the GM flips a coin for wolf gender–it’s male but he doesn’t tell Phlegm. Phlegm’s player tells his GM that the phantasmal scent will seem to be coming from the dire wolf and rolls his skill check vs 4. He rolls a 2–a success! The he-wolf now thinks its boss dire wolf is in heat (which is weird, it thinks, because he thought the boss was male). He is now trying to mate with the dire wolf, who the GM rules is distracted fights at -1 to hit. One of Phlegm’s companions takes out this turgid wolf later in the round.

In round 2, Phlegm tries the same phantasm on a second wolf and rolls a 5 on his skill check. A 5 means the phantasm doesn’t manifest and now the wolf gets a saving throw even when Phlegm passes his skill check. Phlegm notes this on his scratch paper.

In round three, Phlegm tries again to fool the second wolf and rolls a 6–a backfire! The wolf thinks the scent of a she-wolf in heat is coming from Phlegm! The wolf attacks our hero and hits! Phlegm will not be able to use any phantasms while he restablishes concentration next round.

In round four, the wolf misses and Phlegm spends the round getting his concentration back. Next round, Phlegm decides to make himself look like a large snake. He rolls a 1 for his skill check. Because the wolf wasn’t fooled by the heat scent before, Phlegm’s player dutifully reminds the GM that the wolf gets a saving throw. The GM decides that because the illusionist turning into a giant snake suddenly is not a natural part of the wolf’s experience, it gets a +1 bonus to its saving throw. It rolls a 3 which fails anyway and the wolf is fooled!

It has never seen such a large snake but knows that a snake is trouble, decides to attack someone else this round. It looks around. Everyone else on Team Wolf is dead, so the GM makes a morale check, which the wolf fails. He runs off, unsure of what just happened.

Advancement

When you reach a new level, you get two points and your phantasms effect 1 target per your level.
The points can be spent on:

  • Improving the level of an existing phantasm or on creating an additional one or both. When you improve a phantasm, you choose what of the remaining senses you want to add to its repetiore. If it’s already at 5 then there’s no choice: you already have the five senses, now you add thought.
  • Getting a new phantasm. When you spend a point on a new one, you have to choose one sense for its range. And its at level one. But you can spend more points on it if you have them now or when you level up again. Hey remember how your first phantasm got all five senses at level 4? Well that was a bonus for daring to be an illusionist. From now on, one point, one sense added to a phantasm’s range.

Leveling Example:

You have reached level two! Your phantasms can now effect two targets at once. You decide to alot one point to your first phantasm so that it will be at level 5. You spend your other point to create another phantasm at level 1. You get to choose ONE sense that it can fool and you choose sound. You can add sound to the orc illusion! *You just need to roll a 1 on 1d6 to add that sound to the picture.*

“Wait!” says a reader I just made up. “That kind of sucks.”

Ok, well then how about this: When combining phantasms into a complex illusion, when the first phantasm succeeds, you get to add one to the level of another for its roll. If you succeeded in creating the visual orc phantasm, you treat the orc sound phantasm as if it were skill level 2 for as long as you are combining them. A 1/3 chance is way better than 1/6!

If you have three phantasms and the first two succeed, you can treat the third phantasm as if it were two levels higher. Because if it looks like a duck AND quacks like a duck, the target will expect it to smell like a duck. But if you roll a 6 on that last one, it still fails and it still backfires and the target is gonna get a saving throw against the whole dang thing! Eff a duck!

If you use the phantasms as separate things, there’s no bonus.

Play Example 2

Phlegm reaches level 2 and puts his two points into a second phantasm, choosing sound and smell. So he has his initial phantasm at level 4 and it can effect any one of the five usual senses. His second one is at level 2 and it can back up the first with sound fx or smell.

He then creates a beautiful elf maiden to lure away a bank guard. He uses the first phantasm to create her appearance (rolls a 3 and succeeds). He then uses the second one to make her smell of rose parfum, which on its own has a 2 in 6 chance of succeeding, but since the image worked he gets a bonus of +1. He rolls a 4, which still fails, but doesn’t backfire. So the guard doesn’t smell anything but he is still drawn away by the beautiful elf maiden he sees. Phlegm tries something different the next round with phantasm 2: he makes her laugh at his dumb joke. He still gets the +1 bonus for having a working phantasm going, so he needs to roll under a 3. He rolls a 1. Because the rose smell thing didn’t work before, the guard will get a saving throw. The GM rules that the guard has a -1 penalty to his roll because the guard expects her to laugh and he thinks he’s funny. The GM rolls a 19 and the guard makes his save!

GM: “The guard tries to touch her hand but it passes through her. He knows something is wrong and runs back to his post!”

Phlegm’s Player: “Ah rats. Well, the not-real elf maiden laughs and tousels her hair at him just as…”
Another Player: “I, Bilbao, the party’s halfling prince drives a dagger into the guard’s spine.”
The illusion allowed Bilbao to get in position.

On Inception
You can put a simple thought into a target’s mind, which they will think is their own idea, but they will not necessarily believe it. Phlegm is level 4 and has been captured. He is tied up by the Warmaidens of Hel. He could try to make the leader and three of her aides think “Let him go.” One of them might say “We could let him go…” The leader might even say “Hey I was just thinking that we could see if he leads us back to his friends.” But if Phelgm tried to incept “Make sweet sweet love to Phlegm, serve him some stew and then let him go,” the GM would have to say, “Dude, first of all that’s three different thoughts. Secondly, you really need to find a girlfriend.”

Now I welcome everyone’s feedback on any of this, but I especially want some thoughts on:

  • Should a phantasm that works on a person continue to work on that person in subsequent rounds without checking again?
  • Is this too complicated? What would you take out to streamline it?
  • Is this too powerful? What limits would you impose on the size and power of illusions? Would illusory damage work the same as phantasmal force (target gets a save when hit and if successful is not fooled at all)?
  • I was thinking fake catching someone on fire (visual plus tactile phantasms plus the illusionist needs to know how that feels) would only create subdual damage but then again, once you’re subdued you are pretty much as good as dead.
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Posted in: character class, legacy D&D / Tagged: illusionist, lotfp wf rpg

Simple Astral Travel for the Everyday Mage

June 11, 2012 10:32 am / 6 Comments / Chris
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I’m thinking about mages this week, trying to add some new angles to them. I think they should be able to astrally project themselves once per day for a limited time and very limited range. It’s gives the low-spell-count mage a chance to peek around a corner to see if anyone is waiting without giving away any great secrets. I’d like it to be as exploit proof as possible without making too many conditions. You remember the Lord of the Rings Movies and how they portrayed the world when Frodo had the ring on? I think it should resemble that visually. Very powerful creatures, spirits and wizards will appear in great detail, but mundane things (like traps, treasure chests, etc.) are in shadow.

  • Once per day, a mage can astrally project himself up to 50 feet per level. This lasts for one minute/level.
  • He cannot pass through lead or iron. He cannot ‘fly’ upwards nor ‘sink’ downwards.
  • He cannot see non-living, non-magical objects in detail.
  • Living beings and magical things are visible to him in a vague, glowing form. The more powerful the being or magic, the mode detail can be seen.
  • He can hear and smell quite well. He has no sense of touch or temperature, as he is incorporeal. He cannot speak to any creature who cannot see him.
  • Spirits, demons, ghosts, vampires, liches and the like can see him but not in detail.
  • Other mages can make a perception check to see our astral mage. If the other mage is 4 or more levels higher, he can see our mage in detail and recognize him if they have met.
  • Any creature that cannot see the mage’s astral form will still sense the vague feeling of being watched.
  • There is that silver cord thing in between his spirit and body that could be snapped by another astral being.
  • If the body is killed or the cord is snapped, the spirit is cut loose. If it can find a creature with a weaker mind, the spirit an attempt to possess that creature as per magic jar. If the cord is cut but the body is alive, they spirit and body can be restored in some way determined by the DM.

Thoughts? Additions? Exploits?

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Posted in: character class, legacy D&D / Tagged: astral, mages, planes

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