Showing posts with label Magic Users. Show all posts
Showing posts with label Magic Users. Show all posts

Monday, December 20, 2021

Conjure up an Army!

Here are some new spells for conjuring up a quick (but not cheap or even necessarily good) army...


Conjure Goblinoid
Level: Magic-user 1
Duration: Instant
Range: 60’
 
This spell transforms one or more normal animals of animal intelligence into kobolds, goblins, orcs, hobgoblins, gnolls, or bugbears. The magic-user can conjure one “point” worth of goblinoids per caster level; a kobold (1/2 HD) or goblin (1-1 HD) costs 1/2 point; an orc (1 HD) costs 1 point; a hobgoblin (1+1 HD) costs 1 1/2 points; a gnoll (2 HD) costs 2 points; and a bugbear (3+1 HD) costs 3 points; “leader types” can also be conjured for the base cost of the goblinoid type plus 1 point per additional hit die, though goblinoids with class levels cannot be conjured in this way.
 
Multiple kobolds may be conjured from a single canine, including coyotes, dogs, foxes, or jackals; a single canine may be used to conjure as many kobolds as it has hit points. Goblins must be individually conjured from tiny or small lesser creatures, such as badgers, birds, cats, dogs, foxes, frogs, lizards, monkeys, piglets, rats, toads, weasels, etc. Orcs are conjured exclusively from adult swine – wild swine, domesticated pigs, or warthogs. Hobgoblins must be conjured from small to medium-sized carnivores or omnivores, such as black bears, large birds, baboons, chimpanzees, crocodiles, large dogs, goats, panthers, and so forth. Gnolls must be conjured from hyenas. Bugbears must be conjured from medium to large carnivores or omnivores, such as brown bears, polar bears, lions, tigers, wolverines, wolves, and so on.
 
Conjured goblinoids have goblin-level intelligence, fully understand goblin “culture,” can speak their dialect of Goblinish and Common, and are obedient to their creator (+2 Morale). They can reproduce among themselves by type (provided there are males and females), often mixing the characteristics of their founding animals into strange and unusual combinations. They do not have armor or weapons when conjured. Once conjured, the goblinoids are permanent, and cannot be dispelled.

Each individual target gets a saving throw versus Spells; if an animal’s saving throw succeeds, that animal is not transformed, and flees thereafter at maximum speed for one round per caster level.

The material component is gem dust, sprinkled on or toward the target animal(s), requiring 10 gpv per point used, which is expended in the casting of the spell.
 
Conjure Light Panoply
Level: Magic-user 1
Duration: Instant
Range: 60’
 
With this spell the caster creates a suit of armor and weapons out of thin air, up to one additional panoply per level. The spell conjures a suit of studded leather armor, plus one one-handed melee weapon and a shield or a short bow with a quiver of 20 arrows or a light crossbow with a case of 10 quarrels, plus a dagger or hand axe. The panoply appears on a willing target within range. Once conjured, the armor and weapons are permanent, and cannot be dispelled. The material component is 
gem dust, sprinkled on or toward the target, worth no less than 50 gp per panoply conjured, which is expended in the casting of the spell.
 
Conjure Medium Panoply
Level: Magic-user 2
Duration: Instant
Range: 60’
 
With this spell the caster creates a suit of armor and weapons out of thin air, one panoply at 3rd level and up to one additional per level thereafter. The spell conjures a suit of chain mail armor, plus one one-handed melee weapon and a shield or a two-handed melee weapon or a short or long bow with a quiver of 20 arrows, or a light or heavy crossbow with a case of 10 quarrels, plus a dagger or hand axe. The panoply appears on a willing target within range. Once conjured, the armor and weapons are permanent, and cannot be dispelled
The material component is gem dust, sprinkled on or toward the target, worth no less than 100 gp per panoply conjured, which is expended in the casting of the spell.
 
Conjure Heavy Panoply
Level: Magic-user 3
Duration: Instant
Range: 60’
 
With this spell the caster creates a suit of armor and weapons out of thin air, one panoply at 5th level and up to one additional per level thereafter. The spell conjures a suit of plate mail armor, plus one one-handed melee weapon and a shield or a two-handed melee weapon or a short or long bow with a quiver of 20 arrows, or a light or heavy crossbow with a case of 10 quarrels, plus a dagger or hand axe. The panoply appears on a willing target within range. Once conjured, the armor and weapons are permanent, and cannot be dispelled
The material component is gem dust, sprinkled on or toward the target, worth no less than 250 gp per panoply conjured, which is expended in the casting of the spell.
 
Conjure Knight’s Panoply
Level: Magic-user 4
Duration: Instant
Range: 60’
 
With this spell the caster creates a suit of armor, weapons, and a steed out of thin air, one panoply at 7th level and up to one additional per level thereafter. The spell conjures a suit of shining plate mail armor, shield, lance, long sword, and dagger, plus a mace, flail, or pick, and a warhorse complete with barding. The tabard, shield, and great helm have coat of arms, badge, and/or crest as appropriate. The panoply appears on a willing target within range, who is also instantly seated upon the warhorse. Once conjured, the armor and weapons are permanent, and cannot be dispelled
The material component is gem dust, sprinkled on or toward the target, worth no less than 500 gp per panoply conjured, which is expended in the casting of the spell.

Sunday, May 3, 2020

[Now Available] The Book of Manos: A Grimoire of Handy Spells

The Book of Manos: A Grimoire of Handy Spells
By James Mishler and Jodi Moran-Mishler
Published by James Mishler Games
16-page PDF; $3.00 MSRP, currently on sale for $1.50 -- CHEAP!

The Book of Manos: A Grimoire of Handy Spells is a 16-page PDF that expands upon the classic “hand” and “fist” magic-user spells, providing a legendary historical context in which to fit them; guidelines on their use; 21 new magic-user spells; six new Manos-based magic items (including the infamous relic, the “Hand of Manos”); and not one but three Manos entities that a magic-user can evoke to gain power when casting Manos spells – though often at the peril of one’s soul!


Designed for use with Labyrinth Lord and Advanced Labyrinth Lord, the spells and magic items can be easily used with any Old School RPG.

MANOS SPELLS BY LEVEL
1st: Manos’ Iron Gauntlet (NEW)
1st: Manos’ Jarring Hand
1st: Manos’ Useful Hand (NEW)
2nd: Manos’ Burning Hand (NEW)
2nd: Manos’ Helpful Hand (NEW)
2nd: Manos’ Under Hand (NEW)
3rd: Manos’ Defiant Digit (NEW)
3rd: Manos’ Flaming Fist (NEW)
3rd: Manos’ Crooked Finger (NEW)
4th: Manos’ Malevolent Hand (NEW)
4th: Manos’ Harrying Hand (NEW)
4th: Manos’ Guarding Gauntlet (NEW)
5th: Manos’ Tyrannous Thumb (NEW)
5th: Manos’ Interposing Hand
5th: Manos’ Fists of Fury (NEW)
6th: Manos’ Hurling Hand (NEW)
6th: Manos’ Forceful Hand
6th: Manos’ Upper Hand (NEW)
7th: Manos’ Black Hand (NEW)
7th: Manos’ Grasping Hand
7th: Manos’ Haunting Hand (NEW)
8th: Manos’ Heart-Seeking Hand (NEW)
8th: Manos’ Clenched Fist
8th: Manos’ Mighty Fist (NEW)
9th: Manos’ Crushing Hand
9th: Manos’ Hand of Fate (NEW)
9th: Manos’ Maxima Manus (NEW)

IT’S SHOCKING! THE MASTER DEMANDS YOU BUY THIS PDF!


Saturday, April 25, 2020

Now Available -- Expanded 20-Level Core Four Classes -- Cleric, Fighter, Magic-user, Thief!

Expanded 20-Level Core Four Classes
Cleric, Fighter, Magic-user, Thief
Designed for use with Labyrinth Lord and Advanced Labyrinth Lord
25-pages, $4.00, now on sale for $2.00 -- CHEAP!

Click here to buy it on DriveThruRPG

The Expanded 20-Level Core Four Classes provides a new, expanded version of each of the four core Labyrinth Lord classes, for use with Labyrinth Lord and Advanced Labyrinth Lord. In the vein of the original concept of the “companion rules” to the original BX series, this gives players something to look forward to at higher levels – indeed, at every level!


In addition to the core class abilities of Spellcasting and Turning Undead (which now goes all the way to 20!), the Cleric gains Ritual Magic, Holy Smite, Divine Intercession, Guardian Angel, Sphere Spells, and the awesome power of Deus Ex Machina!

Fighters regain their long-lost Battlefield Dominance, Multiple Attacks, and Weapon Specialization, plus the ability to Seize Initiative and perform Heroic and Super-Heroic Surges!

Magic-users are no longer fire-and-forget one-shot wonders, gaining Magic Bolt, Magic Duel, Read Magic, Sense Magic, Counterspell, Invoke Entity, Enchanted Wand, Evoke Spell, the mighty Retributive Strike, powerful Personal Enchantments, and the ultimate Archmage ability!

Finally, the Thief gains the respect and versatility they always deserved, with an entirely new and expanded thief ability system! The thief can choose which of the core seven abilities advance each level, and how quickly they advance – plus, each ability is useful at 1st level, while only a 20th-level thief can attain true grand mastery at all thieving skills! Additionally, thieves gain the following abilities – Backstab, Artful Dodger, Luck Not Skill, Skill Specialization, Read Languages, Special Skills, and Read Scrolls. Special Skills choices include Acrobatics, Art of Distraction, Art of the Ordinary, Beggar, Buffoonery, Cantrips, Climb Overhangs & Ceilings, Dual-Wielding, Find and Remove Magical Traps, Gamble, Grifting, Hide in Plain Sight, Locksmith, Mimic Voices, Pick Arcane Locks, Read Lips, Stunning Blow, Swift and Silent, Tailing, Trapsmith, Troubadour, and Ventriloquism.

If you like these expanded classes, you will love the Expanded 20-level Demi-Human Classes, also available, and Pay-What-You-Want!

Friday, April 10, 2020

[New Spell] Manipulate Landscape -- New 6th Level MU Spell List


I’ve never much liked a few of the 6th level spells included in the Expert rules – I always felt that lower water, move earth, and part water were kind of all the same spell in many ways, and so I have combined them into a single spell, manipulate landscape. I then added two higher-level spells to the 6th level spell list – polymorph any object and shape change.

This has become a serious consideration of late as I am likely, going forward, to limit class levels – and thus magical spells – to 14th, as per the Expert rules, and thus 5th and 6th level spells for clerics and magic-users, respectively.

1. Anti-Magic Shell
2. Control Weather
3. Death Spell
4. Disintegrate
5. Geas*
6. Invisible Stalker
7. Manipulate Landscape (NEW)
8. Polymorph Any Object**
9. Projected Image
10. Reincarnation
11. Shape Change**
12. Stone to Flesh*

* Reversible Spell
** Refer to Labyrinth Lord for these spells

Manipulate Landscape
Level: Magic-user 6
Duration: 12 turns
Range: Line of sight to one mile

This spell enables the caster to manipulate the nearby landscape as though she were playing with a sandbox or with modeling clay. The caster chooses one type of landscape and area to be manipulated, and during the duration she can play with and mold it as she wishes, even defying the laws of nature -- temporarily. The area that can be affected is as follows:

Water: An area 100’ by 100’ by 100’ or 1,000 10’ cubes
Soil/Sand/Gravel/Mud: An area 60’ x 60’ x 60’ or 216 10’ cubes
Stone: An area 30’ x 30’ x 30’ or 27 10’ cubes

Any form that works within the natural laws of the caster’s world remains permanent (when dealing with soil, sand, gravel, mud, or stone); otherwise when the spell ends the landscape quickly – and dangerously – re-conforms to the laws of gravity and nature. Note that the caster does not need to concentrate at all times during the spell, only when she is making changes; these remain until the end of the spell, or until the caster ends the spell. The caster may cast other spells while this spell is still in effect.

If the caster creates a bridge of sand and gravel spanning a canyon, it falls back into piles of sand and gravel at the bottom of the canyon (along with anyone still on it) at the end of the spell. A 20’ wide x 500’ deep by 1,000’ long canyon through a river would instantly collapse when the spell ends, as would a 20’ x 20’ x 510’ causeway made of mud and gravel, or a 50’ x 50’ x 400’ “statue” of water. Tunnels carved in solid stone, a new configuration of hills and valleys, a new bed for a river, or a ford created across a river from native stone -- these would remain in place provided they are not gravity-defying, and of course, are thereafter subject to natural erosion. Permanent effects cannot be undone by dispel magic or anti-magic effects, as the new landscape is “natural.”

Aliban's Tower by Jeff A. Menges
This spell is often used to create a permanent stone tower, complete with outer walls, inner walls, floors, stairways, doorways, and windows. One application can create a 30’ diameter round tower five stories tall (each 15’ tall counting stone floors, with 5’ thick outer walls). Multiple applications of the spell can be used to seamlessly build larger towers with thicker walls, dig dungeons through stone, or built permanent stone walls. A permanent stone wall 10’ thick by 20’ high by 100’ long (the missing area goes into merlons, crenellations, and machicolations) can be created with a single casting of the spell.

The spell can also be ended at any time by the caster before the duration is over.

Thursday, June 1, 2017

Simple Vancian Magic

Of late there has been a bit of chatter about Vancian style magic in D&D, as in, how much magic in D&D actually resembles the magic portrayed by Jack Vance in his Dying Earth series.
 
Short answer, "sorta-kinda." Longer answer, it is similar to Dying Earth magic in that it is "fire and forget," but in practice, there is a lot more granularity to the D&D system than there is to magic as portrayed in Dying Earth. That of course does not take into account the later appearance of Sandestins (effectively, re-skinned genies), which Vance introduced in his later Dying Earth stories. D&D magic-users can cast a LOT more spells at higher levels than any wizard of Dying Earth (or even of Lyonesse); however, D&D magic is a lot less "colorful" than that found in Dying Earth, but that is really more of a function of rules versus literature. If a judge wanted to, she could make D&D magic just as colorful as that found in the Dying Earth.
 
Also, in Dying Earth, wizards had to get by a lot more on their wits than most magic-users seem to do in games these days (or even back in the day). A truly Vancian magic-user would have Charisma as his second-highest stat, merely to take advantage of reactions, bargaining, intimidation, and simple bluster and bluff, and in combination with his Intelligence, wit and repartee. Most D&D magic-user players, at least, from being on the other side of the screen as I have, seem to just fade behind the meatshields after they have used their spells, or at best, fall back on flaming oil, caltrops, and other such more physical "bags of tricks."
 
That said, the brief and simple system to make D&D magic more "truly Vancian," is simple.
 
A magic-user can memorize a number of levels of spells equal to her level plus her Intelligence bonus. The magic-user cannot memorize the same spell twice. Memorization requires an hour of rest and then one round per spell level to impress the spell in the mind. Once the spell is cast (or miscast, or lost), the spell is gone from the mind. 
 
Note that no magic-user in their right mind would ever bring their spell books (plural, one to six spells per spell book, no more) with them into the dungeon, as they are far too rare and valuable. Any foolish magic-user who does this deserves everything she gets (or rather, loses) when Something Bad happens to her spell books.
 
The Cugel Corollary: Anyone who wishes to may attempt to cast a spell from a spell book, if they can read the language (this presumes that spells are written in a readable language rather than a magical cipher). Use the character's "Spell Learning Probability" based on Intelligence and subtract 10% per level of the spell to be cast. ANY failure indicates that Something Bad happens to the attempted spell-caster...
 
For a longer, more involved version of the system, read my Jack Vance Dying Earth-inspired Adventurer class.