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Showing posts with label spells. Show all posts
Showing posts with label spells. Show all posts

Thursday, September 30, 2021

Kickstarter - Arcane Scrollworks: Ascension

There are few Kickstarters that catch my attention for doing something different and interesting. The Arcane Scrollworks: Ascension Kickstarter falls into that category. I'm not sure what I'd actually use these scrolls for, but that doesn't matter.

This Kickstarter is simply FUCKING cool! What will I use it for, I'm not sure, but damn, it will certainly bring a different level of gameplay to my table. I'll let the pictures talk.

Greeting aficionados of the arcane, welcome to the next level in SkeletonKey Games’ series of bespoke scrolls. Arcane Scrollworks: Ascension brings some of the most iconic spells from fantasy gaming into reality as hand-finished props. This campaign focuses on both 5th and 6th level spells and brings in a series of scrolls inspired by Mörk Borg thanks to their third-party license. Use these scrolls to bring depth and detail to your RPG or LARP by adding them to your character or next treasure haul, gifting them to spell casting players, or decorating your game room with them.

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Sunday, January 19, 2014

How Strict Are You With "Fireball Volume"?

A "fireball blast" not only has a burst radius of 20', but also fills 33k cubic feet (33 10' x 10' x10' cubes - paraphrasing S&W Complete, but it follows AD&D if I recall correctly)

Outside, a fireball is fairly easy to account for, but in a dungeon, the opportunity for substantial blowback is considerable.

I remember an article in the Dragon (issue in the late 60's or early 70's of numbering I think) that dealt with the issue, but damned if I can find it.

How do you handle the area of effect of a fireball? BTB, handwave, guestimate or something else entirely?

(The magic-user in the party is now 4th level - I expect fireball will be one of the spells he will be looking to learn ASAP after hitting 5th ;)

Saturday, November 16, 2013

Do You Encourage Players to Research / Write Their Own Spells for Their Character?

I was going to initially phrase the title "do you allow?", but I suspect most old school DM would allow such an attempt, even if they weren't actively encouraging it.

I remember working with my players back in my college days when they wanted to create a signature spell for their character. My experience was that players instinctively lowballed the spell level of their creations - a spell comparable to spells in the AD&D Player's Handbook for third level were often suggested as second. I don't think that was intentional, more of a subconscious decision on their part.

Now, as a DM / content creator, I've written new spells, but I've tended to steer away from spells that have obvious uses in combat - which is where the vast majority of spells written for D&D-like RPG fall into. "Brew Beer" or "Bless Homestead" are more practical for the peasants, but less useful in the depths of a dungeon.

I fully expect as my current S&W Complete campaign picks up speed that one or more of the players will look to customize a current spell and create a new one, and I expect to be ready for the challenge of keeping the new creation balanced yet still within the player's vision of it's scope.

So, where do you stand on players creating new spells in an "Old School" campaign? Encourage it? Hope to avoid it? It's never happened before, so why should it happen now? ;)

Tuesday, May 21, 2013

Rathman's Immediate Intoxication Remediation (Swords & Wizardry Spell)

Rathman's Immediate Intoxication Remediation 

Spell Level: Magic User, 1st Level
Range: 30'
Duration: Permanent (Reversal lasts 1 Turn / Level)

This spell sobers up 1 target per level of the caster, removing all effects of alcohol from their system. Drinking alcohol after the spell has been cast on the target has it's usual effects.

The reverse of this spell affects one target. When cast in reverse, if the target fails their save they suffer a -1 to their to hit rolls and saves due to mild intoxication for the duration of the spell.

(Rathman learned early in his adventuring career that his companions enjoyed their beer and wine just a tad too much to be healthy in a dungeon environment. He researched a spell that would sober them up literally at a moments notice. Although they appreciated their newfound clarity, they have found the occasional soiling of their garments (1 in 6 chance) as the alcohol is purged from their systems to be an undesirable side effect. Rathman has steadfastly claimed that he has been unable to tweak the spell to remove said side effect).



Tuesday, May 7, 2013

Tenkar's Transformation III - A Tasty Brew but Don't Drink Two! (Swords & Wizardry Spell)


Tenkar's Transformation III

Spell Level: Magic User, 3rd Level
Range: Immediate vicinity
Duration: 1D6 Turns plus 1 turn per level

This spell turns one pint per level of caster (to a maximum of 10 pints) of any quality water (brackish, murky, salty, etc) into a tasty celtic red beer. The water needs to be in proper receptacles prior to casting (pitchers, mugs, cups, etc) for this spell to work.

A pint of Tenkar's Transformation III Beer has the following effects if drunk within 5 rounds of the spell's casting (after 5 rounds, it is still a tasty brew but it has no further effects):

     1 - Heals 1D4 hit points of damage and bestows 1D4 temporary hit points. Damage taken is counted against temporary hit points first. Temporary hit points can exceed the PC's usual max HP for the duration of the spell.

     2 - It bestows a +1 bonus to all saving throws and a -10% penalty to all thieving skills and -1 penalty to the party's chance to surprise creatures. One has more bravado but less stealthiness.

     3 - If drunk by an NPC, their morale is vastly improved. They will not flee unless the party    flees.

Drinking more than one pint will double the save modifier to + 2 but will also cause the imbiber to lose his or her action on the first round of every encounter while under the influence. Hit points and temporary hit points are as per drinking a single pint. It is not advised to drink more than one pint at a time. Do not operate two handed weapons, bows or crossbows while partaking in more than one pint.

This spell destroys any parasites that might be present in the water but does not neutralize or remove any poison therein.

Note: Duration of this spell should be rolled by the GM and not shared with the players until the spell expires. Relying on temporary hit points that one may not have later is a dangerous gamble.

(The Wizard Rathman researched various levels and versions of the above spell to reward and assist his adventuring companion, Tenkar Calishun. TTIII was often shared between Tenkar, Rathman and the rest of their adventuring party before entering a dangerous location. Some of these spells will be described in later blog posts.)

Saturday, May 4, 2013

Tenkar's Transformation II - A Tasty Brew and Temporary HP Too! (Swords & Wizardry Spell)


Tenkar's Transformation II

Spell Level: Magic User, 2nd Level
Range: Immediate vicinity
Duration: 2d6 Turns (20 minutes to 2 hours)

This spell turns two pints of any quality water (brackish, murky, salty, etc) into a tasty pilsner beer. The water needs to be in proper receptacles prior to casting (pitchers, mugs, cups, etc) for this spell to work.

A pint of Tenkar's Transformation II Beer has the following effects if drunk within 5 rounds of the spell's casting (after 5 rounds, it is still a tasty brew but it has no further effects):

     1 - 1D4 temporary hit points. Damage taken is counted against temporary hit points first. Temporary hit points can exceed the PC's usual max HP for the duration of the spell.

     2 - If drunk by an NPC, their morale is vastly improved. They will not flee unless the party    flees.

Drinking more than one pint has no additional effects.

This spell destroys any parasites that might be present in the water but does not neutralize or remove any poison therein.

Note: Duration of this spell should be rolled by the GM and not shared with the players until the spell expires. Relying on temporary hit points that one may not have later is a dangerous gamble.

(The Wizard Rathman researched various levels and versions of the above spell to reward and assist his adventuring companion, Tenkar Calishun. TTII was often shared between Tenkar and Rathman before entering a dangerous location, or between Rathman and a henchman if Tenkar was elsewhere. Some of these spells will be described in later blog posts.)

Friday, May 3, 2013

Tenkar's Transformation I - A Spell for Swords & Wizardry (and other OSR games)

Tenkar's Transformation I


Spell Level: Magic User, 1st Level
Range: Immediate vicinity
Duration: Permanent

This spell turns one pint of water per caster level of any quality (brackish, murky, salty, etc) into a barely palatable beer. The water needs to be in proper receptacles prior to casting (pitchers, mugs, cups, etc) for this spell to work.

This spell destroys any parasites that might be present in the water but does not neutralize or remove any poison therein.

(The Wizard Rathman researched various levels and versions of the above spell to reward and assist his adventuring companion, Tenkar Calishun. Some of these spells will be described in later blog posts.)

Thursday, February 7, 2013

Do You Write Up Campaign Specific Spells?

One of the hardest things to tweak in an OSR ruleset (original or close) is the spell lists. Sure, you can remove spels from the available selection, but do you ever add new spells?

I ask, because in general, when I see new spells in an OSR adventure, they are rarely there to be added into the PCs hands, and accurate spell level / power is largely irrelevant. It's when you write up a spell for the players to actually use, that you realize how hard they are to correctly balance.

I wrote up a couple of cleric / druid spells last year and posted them on the blog. They were well received, but they weren't really adventuring spells (which is what occupies actual spel lists - non-adventuring spells could be a whole 'nother post).

Do you write up spells as a DM for your players? Do you allow or even encourage your players to write their own?

Tuesday, September 18, 2012

New Spell: Watcher's Ward (OSR)

Continuing with the theme of practical, community centered magic spells:



Watcher's Ward

Spell Level - Cleric 2

Range - Touch

Duration - 1 Week Per Level

This spell is used to place a protective ward on a town watchman's symbol of authority (this may be a small metal badge, pendant, ring or anything that is appropriate and symbolic in the community). While worn by a duly sworn (by civil authority or by the church authority) town watchman, the watchman gains the following benefits: +1 AC, +1 to all saves, +3 to save vs magical sleep and +1 to hit when fighting unarmed or doing subdual damage.

The material component is a drop of holy water, which is dripped onto the watchman's symbol of authority during the casting.

Tuesday, September 11, 2012

New Spell - Homestead Blessing (OSR)

I've got a few of these bouncing around my head. May as well post 'em and get feedback




Homestead Blessing

Spell Level - Cleric 2 / Druid 1 

Range - 100' radius per level of caster

Duration - 1 Year 

This spell is used to bless a home or farm. Blessed homes gain a +2 save vs fire and severe weather (winds, floods, etc). Occupants of the blessed homes receive a +1 to all saves while in the blessed home.

Lands surrounding the home and within the radius of the spell are more fertile and are able to withstand drought and pests a bit better than unblessed lands. Blessed farmland will yield 10% greater crops than unblessed farmland.

The material component is a pinch of dirt from consecrated ground, usually from a local church affiliated with the caster.

Monday, September 10, 2012

New Spell - Brewer's Best (OSR)

Sometimes you need the silly. Sometimes the silly needs you. And at all times, you need beer.

Brewer's Best

Spell Level - Cleric 1 / Druid 1 / Magic-User 1

Range - Touch

Duration - Immediate

This spell turns 2 pints (1 quart) of water per caster level, drinkable or not, into a decent beer or ale of the caster's choice. A pinch of hops and a pinch of yeast for a pale ale or lager type, and optional pinches for other types of brew (casters may experiment or research other types). This is an effective way to turn stale water into sanitary beer.

(edited to add caster level into the spell description)
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