Category Archives: Spells

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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Creepy Witch Spells

Zak S. from Los An-guh-leez writes:

At least 10 Unusual New Creepy Witch Spells on a random table

 

Hexenmaske, Berchtesgaden (Witch Mask) by Colin Smith

Creepy Witch Spells

1 Eternal Shame Victim must save or will perform humiliating acts on oneself or another in full view of the world. If he saves, he does these in private or with only a few witnesses.
2 Dreamwalk Caster may possess a sleeping victim, provided that victim has given her any object.
3 Indelible Mark An invisible mark that can be seen and sensed by other witches, fortune tellers, faerie and goblins.
4 Gluttony Caster may afflict victim with an addiction. Requires some amount of the substance if physical (eg. wine) or must be cast while the victim is doing the activity that is to be the addiction (eg. gambling).
5 Shower of Obstacles Victim will perceive imaginary obstacles preventing progress in one activity. While they may be overcome singly, something will always come up.
6 Chatterbox Victim will not be able to lie or disassemble in any way. He will tell secrets and say more than is necessary.
7 Just Resting The witch seizes on a short moment of denial that happens at death. The victim will seem not dead just often enough to convince all around that she isn’t dead. “I swear she twitched.” But she’s deal all right. Can be cast conversely as well (not dead but seems it).
8 Suspicious Voice Victim will begin to speak with a slight accent, casting doubt on his identity or origin.
9 Gold to Lead The victim’s best quality will utterly fail for one month. The brave will hide in bed. The honest will spin a web of deceit. The honest will steal.
10 Freakishly Endowed One random external body part will grow to at least ten times normal size without causing injury or pain. Saving throw allowed every 1d10 weeks.
11 Lycanthrope The witch can cast a curse of lycanthropic *behavior* (not form or abilities) during the full moon. Weretype is determined by the animal parts used in ritual.
12 Cassandra The victim is cursed with the gift of one major prophecy that will be correct and that she will passionately believe. No one will believe her under any circumstance.

I chose 12, since the d12 gets little love.

Without any context for witch, I chose it to mean a woman with malevolent intent. Of course I know about how this term can be pejorative and so forth. But to be fair, she did weigh the same as the duck.

These spells are ritual spells that take hours or days to prepare and cast. They are spells for the long game, not the combat round. In my mind, these are just the sort of psychotic but still human behaviors that someone (say a prince or princess) might immediately want to blame on someone else. Except in the case of our game, they are real curses from real witches.

I also realize that there are no casting times, durations or other common spell stats. We’re all playing by different rules, so going to that level of detail would be fruitless for my purposes (and Zak requested this and I think he uses 3.0, which I’ve not played much).

If you want to submit a request, just post a comment in the ‘Bring It’ post. Like everything in the blog, this is released under a creative commons license detailed in the footer.

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Belt of Fireball Skulls

First, an undamaged skull must be cleaned, inside and out. The jaws also need to be affixed to the skull with metal wire.

The skull is placed on a very hot fire. For three hours, the mage must chant to encourage the skull to take the fire in, then for another three she must convince it to shrink until it is the size of a pine cone. Both of these stages require a saving throw or intelligence attribute check to proceed. If they fail, the skull shatters.

At the conclusion of this chanting, the soul is pulled back to the skull, which then speaks with the mage, who has but a few minutes to strike a deal. In return for some favor, the soul will hold the fire in the skull. Common favors include acts of vengeance, contrition, the delivery of a message or just letting the skull see the sun set over its homeland one last time.

The favor must be accomplished within the year, but once it is, the skull becomes a fireball grenade.  When the mage says hold the skull and reminds it of the favor done, the fireball automatically hits and does maximum damage at one level higher than the mage’s casting level. These can be given to others to use, but they must know the favor and speak it aloud to throw (this is the ‘pin’).

If the mage screws up the favor, or does not complete it within the year, or dies, the skull goes mad, flying around breathing fire (as a young dragon) for one turn, targeting the mage and then any random bystanders.

These are often worn as part of a necklace, belt, bone bikini or other ridiculous fantasy getup.

Note: This is a first level spell with a casting time as mentioned above. One need not know the fireball spell to make one.

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Clerics are Lawful Part 2

Yesterday I decided that it makes all the sense in the world to make all clerics’ alignment lawful, provided you are playing in an old school sword and sorcery campaign where Law and Chaos are the important axis of conflict. I think this makes even more sense if you are playing LotFP Weird Fantasy, where all magic users and elves are aligned with chaos.

Mages and elves tap into chaos to get power and further their own ends, but clerics are ‘given’ power and must stay within certain boundaries in order to get that power. The gods are order manifest in various forms. They might be considered agents of a common source, inhabitants of a Plane of Law or anthropomorphic templates of competing laws. Even a god of luck or a god that seems fickle or destructive is lawful.

Law is mind. Chaos is mindless.

Kosh

"Yes"

Where does that leave druids? Good question! They are on the side of nature, which is neutral because it is made up of the two and is caught up in the struggle. A druid gets her power from hugging trees and cutting holly branches.

In the setting I am creating, the world is in a time period where the power has tilted away from chaos and is moving back toward the middle. The gods will be getting their power back and renewing ancient feuds, requiring artifacts found in old ruins and secret places. Great orders of knights and clerics will begin rooting out the agents of chaos, dispelling their miracles. Sorcerers and madmen will look for portals through which to summon chaos, the stuff of power. Druids will hope to protect the world and maintain the balance. The elves will fight for survival, questing for long lost elven magic, which was far superior to the human spells they’ve had to learn. Halflings will try to take control of the land from tall men and dwarves will hide below, hoping to avoid the whole damn showdown.

But that’s all big picture malarky. Adventurers? They’re hoping there’s some coin in it.

Everyone is excused from the rest of the post, but if you are interested in using some of the gods I’ve posted before, I listed them below as I checked for a chaotic god.

Adu and Adu-Nunna: Struggling to take over or free the world of suffering. Lawful (evil/good)

Owrox: Soul ransomer, devil. Lawful (evil)

No-God: Doesn’t exist, but the only follower believes in order without gods, so lawful (neutral).

The Six Gods of Slorrs: Ok, rolling randomly to see which deity you serve today might seem chaotic. But they each have their own rule and punishment for wayward clerics so they are each lawful (varies). Wow, I reread this one and pity any PC cleric who picks the Six!

Pallas is her own high priestess, so that sort of bootstrapping go-getter would be lawful (neutral).

The Church of the Aesir and the orthodox Odinites are lawful (varies).

Yuchen-Domma is lawful evil in the extreme. She works to bring the world under the spell of her dirge.

Poor, tortured Vantus grants spells under duress, but the clerics who have him captive are definitely lawful evil.

The Order of the Holy Rest (Crom) are lawful quiet.

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Best of the Creeping Doom Part 1

The last two posts of 2010 will be my favorite posts and your favorite posts. This isn’t a popular blog by most any standard, and most of you have started reading or subscribed in the last few months. I’ll point to my favorites and hopefully you’ll enjoy those as well.

Rethinking the Ettin and its companion post with some examples was fun to write. I think the possibilities for this sort of creature are endless and if I could use one in every adventure, I would.  Zak S. even used the basic idea for a session.

Junkie Medusa is something I wrote when I was reading through my boxed set of the Lamentations of the Flame Princess Weird Fantasy RPG. This is the third part of the Rethinking Medusa series. Looking back at it now, I am even more determined to work her into an adventure.

My first series of posts on monsters, the Hydrae posts, remains a favorite. I will definitely make the Lernean Hydra and some of its former heads a powerful agent in a campaign world.

My first attempt at creating a setting involved mashing up the Norse Mythos with the Medieval Church. It’s still clumsy and needs detail, but I’m short on time to research and update it until late spring. Still, I used it as part of my background for running Death Frost Doom and it seemed to work pretty well. That setting is also a favorite.

How could you not pick this as your favorite?

My all-time favorite post to date remains the Create Familiar spell. With a face like that, it’s a shoo-in.

So, navel gazing halfway done.

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Grow Retainer – A New B/X Spell

Sometimes you just can’t find good help. That’s why this 4th level spell allows a magic user to grow any small animal into a human-sized retainer/manservant.

This idea was inspired by a random art piece in the Metropolitan Museum’s Heilbrunn Timeline of Art History.

Grow Retainer

Level 4, M-U

Duration: Up to 1 day/level of caster

The mage may transform a small-to-medium sized animal into a humanoid/animal hybrid and demand service for a period of 1 day per caster’s level. The creature’s level or HD are determined by the DM, but most tend to range in the 2-5 HD range.

Animals that lack arms, legs and fingers will grow them. Creatures that normally do not breathe air will grow lungs. They will have average ability scores across the board unless the DM rules otherwise (i.e. an ant-man porter could carry many times a man’s weight, provided its properly stacked).

These creatures will remain loyal to the caster in the same way as any human retainer until the spell’s duration ends. If the creature is defined as a man-at-arms, it will fight as a fighter at its HD level -1. If it is any other retainer, such as a blacksmith, porter, manservant, tailor, etc. it fights as a 0 level human.

There is a base 20 percent chance the creature will not revert to its original form, in which case it has a 60 percent chance of turning on its former master, although this might not be apparent immediately and the creature will plot its revenge slowly. Otherwise, it reverts to its animal shape and size and runs away quickly.

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Create Familiar – A B/X Spell

What if familiars weren’t joined to mages but came from them instead? With this spell, the caster coughs up a familiar that is far more loyal than a rabbit, but at a much greater risk than the familiar spell I posted before. This is the “weirdness turned to 11″ version for WFRP, but you can of course use it in any retroclone.

Spawn Familiar

Level 2, M-U

Duration: Up to 1 day/level of caster

The chaotic forces a mage channels when casting spells make his body more pliable to his whims. When he casts this spell, various parts of his insides are sculpted by chaos into a small creature that separates from the body by budding or exiting it (your campaign’s tone can decide where). The caster may choose to donate a spell slot and spell that will “go” with the familiar and can be cast by it at his level.

The familiar will have the general shape and texture of one of the animal/organ pairs on the table below. This does not mean the mage is without any of the organ used–some of it has just been borrowed. The familiar has eyes, ears, mouth and so forth.

The creature has 1d3+1 hit points, which are subtracted from the caster’s total. Its saving throws are at the caster’s level. It can understand any orders given and knows the locations, people and things the caster has knowledge of. It can speak any language the caster knows and can read. It cannot communicate with the caster from afar, as more standard familiars can.

As mentioned above, the familiar can cast one spell if a slot if given it at the time of creation. Once it has cast its spell, it can put another spell of equal or lower level in that spot, provided the caster (or another mage) reads to it from a spell book or scroll. It can manipulate small objects and “carry” up to five pounds. It can write and imbibe potions. While it is away, the DM is in control of its actions and fate, although it will under no circumstances betray or abandon its master. When its mission is accomplished, or when the spell duration is almost up, it will rejoin the caster, who will get his hit points and spell slot back, and remember everything the familiar experienced as if it happened to him.

If the familiar is killed, the hit points the mage invested in it are lost. The spell slot can be recovered by the caster if he can find and eat the familiar’s corpse. If the familiar is unable to make it back to the caster in time, or is abandoned, it will stalk the caster and attempt to kill him. If it succeeds, or the caster dies for other reasons before it returns, the familiar will then eat the corpse and grow a full body (with its own twisted mind).

Mages 6th level and higher can control which creature results from the spell. If the spell is cast again before the first spell ends, or the familiar is lost, then the same familiar cannot be made.

Creature/Source Organs (roll 1d6)

  1. Frog-like – kidney
  2. Snake-like – intestine
  3. Spider-like – arteries, veins and part of the heart
  4. Bat-like – fatty tissue wings and muscle body
  5. Lungfish-like – lung
  6. Crab-like – bone
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Bind Familiar Spell for B/X and Retroclones

A familiar spell for LLS&WLotFP:WFRP / Basic & Expert D&D…

California Condor U.S. Fish and Wildlife Service

Bind Familiar

Level 1 M-U

Duration: Permanent

This is used to bind a creature to the caster. No creature will be bound willingly by this spell, for even the most domesticated animals will be afraid.

The kinds of creatures allowed will vary by campaign. What is important is to remember that the higher the HD of the creature, the more difficult it will be to keep bound.

Once a type of animal is agreed upon by both player and GM, a gift to the targeted creature must be made. The more exotic, wild or magical the creature is, the more costly and rare the tribute. Once the creature has been lured into the caster’s proximity, the spell is cast.

The targeted creature is allowed a saving throw, adjusted at +1 or -1 for each level/HD of difference between the HD of the creature and the caster. Thus, a 1HD Toothsome Bunny would be at a -3 save vs. spells against a level 4 mage. The HD of the creature is adjusted upward by one for each special attack or spell-like ability the creature has. If the creature saves, it immediately attacks the caster or runs.

If the creature fails its save, it is bound to the caster. The caster permanently sacrifices 2 HP for each HD of the familiar. These HP are permanently added to the new familiar’s total. Familiars take on some of their master’s personality and a bit of their intelligence, so they gain +2 to saving throws and will generally not be caught or harmed due to general animal ignorance.

A familiar can perform small tasks, such as carrying written messages, guarding spellbooks or “retrieving” items from other players. It can whisper information to its master and can be given simple commands, including commands to go places where its master has been or find people he knows.

It can telepathically send along what it sees, hears and smells and hears from up to 200 feet distant. Its master must concentrate to receive the message. It cannot receive telepathic commands or impressions.

Some familiars are willing to engage in combat, particularly wilder animals. When attacking much larger/powerful enemies, they must pass a loyalty check (see below).

No matter their intelligence, familiars can be trained to perform  tricks beyond what others of their species can learn.

Small familiars may be kept in the sleeves of a robe or under a hat. Others might require a cage or to be allowed to roam or fly freely.

If a familiar somehow ends up in combat against its master, it gets +4 to hit and does double damage.

Loyalty Check

Once per week, and in certain situations, familiars will make a loyalty check.  2d6 is rolled and modifiers are added or subtracted. The following table is then consulted.

Loyalty Check Result:

12+   The familiar is fanatically loyal (or powerfully bound) and would follow its master to the end of the world. Add +1 on next loyalty check.

10-11  Familiar is quite happy with (or resigned to) the relationship and will willingly do what it can, short of self-sacrifice.

7-9  Familiar is well-disposed toward (or afraid of) its master.

5-6   Familiar will do what it is told, although it may be stubborn or ornery about it.

3-4  Familiar is unwilling to do as told, but if threatened, will comply (although the job might not be thorough).

2  Familiar has disappeared for a week (at least). -1 to next loyalty Check

Below 2 Familiar will attempt to betray its master, get him killed or otherwise break free of magical bond (Choose one, make a saving throw vs. spells, no modifiers). Penalty of -2 on next loyalty check.

Familiars are best kept loyal through humane treatment and/or disciplined treatment. But because of the power of the binding spell, they are more easily swayed into loyalty by improved or more disciplined treatment.

A lap cat or a well-trained hellhound are equally loyal. Likewise, an animal kept in fear might remain loyal to a point. Level difference and other modifiers make the most difference.

The DM should of course determine which modifiers apply in each case and even which animals are effected by which sort of treatment. A cat, for example, might respond well to indulgence, whereas a horse might not.

Loyalty Roll modifiers

For Casters level – Familiar’s HD: + or – 1/2

Daily Training: +3

Stern but humane treatment: +3

Affectionate Treatment: +3

Inhumane or Cruel Treatment: -2

Well-fed by hand: +2

Given freedom to hunt and roam: +1

Per HP Damage taken in combat: -1/2

Per combat where familiar is attacked but not hit: -1

For each other familiar master has: -3

Per month left behind or with someone else: -1

Per day in extremely hostile climate or environment: -1

Per year with master: +1

This something I’m throwing out there for comment. I have no idea when I’ll be able to test it in a campaign. Probably 2011…

[Note: edited for typo and clarity.]

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Why Creeping Doom

From the Advanced Edition Companion to Labyrinth Lord:

Creeping Doom
Level: 7 Duration: 4 rounds per level Range: 0
When the caster utters the spell of creeping doom, a mass of centipedes, insects, and arachnids is called forth. The swarm occupies a volume of 20′ square, and can be commanded to swarm any target within 80′. The swarm moves at 10′ per round, and will consist of (1d6+4)x100 individual bugs, each of which deals 1 point of damage and then dies. If a swarm occupies the same area as a target, as many bugs attack as the creature has hit points. The remaining swarm may be commanded to attack a new target in range. If the swarm moves beyond 80′ from the caster, 50 of their number wander away. An additional 50 wander away per 10′, so that if they are 100′ away, 150 have been lost.
Now that, friends, is a spell.
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