Monday, January 27, 2014

Hex and Skylla's Magic School Reunion

I am still enjoying the release of the Glantri Gazeteer on  One of the really fun things for me was of course the Magic School.  Loved the idea of a huge magical university, esp since I had gone off to University at that point myself.

The Seven Secret Crafts of the magic school also grabbed my attention.  They were Alchemy, Dracology, Elementalism, Illusion, Necromancy, Cyrptomancy and Witchcraft.  No surprise it got my notice.

I always wanted to try these out in a game, but by the time I had purchased this book I was moving on 2nd ed and gaming and grad school didn't mix so well.

With this new release I thought I would come back to it!  And I have two perfect characters to try out, Skylla and Hex.  

So former BFFs and now Frenemies have come back to Glantri's Magic School on their 10th year reunion. Wacky hijinks ensue. Yes. You D&D game is not complete if you can't have at least one Wacky Hijinks adventure.  To get even crazier why not have Aleena and Morgan Ironwolf there as well. All four could have been living in the apartment when going to their various schools. Sure and Skylla dated Bargle. 
Honestly, the more I think about it the more I like the idea of a "Class Reunion" style adventure.  The PCs come back to celebrate 10 years since they graduated/left home and some local guy gets the idea of disrupting the scene.   That might become my next Gen Con adventure.

This isn't too far out of an idea. The Glantri book itself suggests a "Magic School" game where all the PCs are 12 year old 1st level magic users.

Anyway. I am thinking 10 year since I am keeping Skylla at level 7. I'll use Hex at 7 as well since that would give me a good bit of comparison.  These builds will use the BECMI rules (not my more familiar B/X or Witch rules).

Both characters are basically 7th level Magic-users as per the BECMI Expert Set.

Skylla, 7th Level Magic-User (Witchcraft)
Strength: 9
Dexterity: 11
Constitution: 10
Intelligence: 15*
Wisdom: 12
Charisma: 8 (down from 11)

Hit Points:  25
Alignment: Chaotic
AC: 3 (Ring of Protection +1)

Witchcraft Circle Powers
First Circle: Brews and Philters, Silver Tongue
Second Circle: Doll Curse, Witch's Charm

First: Charm Person, Light, Read Magic
Second: Knock, Levitate
Third: Hold Person,  Lightning Bolt
Fourth: Dimension Door

Magic Items
Ring of Protection +1, Dagger +1, Staff of Enchantment, demon helm (+1 saves vs. demons and charming magic, +1 AC)

Hex, 7th Level Magic-User (Necromancy)
Strength: 10
Dexterity: 9
Constitution: 10
Intelligence: 18
Wisdom: 13
Charisma: 15

Hit Points: 30
Alignment: Neutral (maybe a little Chaotic)
AC: 6 (talisman of protection)

Necromancy Circle Powers
1st Circle: Protection from Undead
2nd Circle:

First: Dark, Shield, Sleep
Second: Levitate, Phantasmal Force
Third: Fly, Hold Person
Fourth: Ice Wall

Magic Items
Talisman of Protection (AC 6)

Not bad builds. There must be something to this CHA reduction; I have seen it too many times now.  I am not a fan of it, especially in older D&D, but I guess people like how it works.


Pun Isaac said...

Did you know that you can read the Skylanders biographies when playing SwapForce? I liked Hex's, though Rollerbrawl's was my favorite.

Timothy S. Brannan said...

I haven't gotten that far yet. I'll have to look that up.

captainben said...

Out of curiosity, are these 7 schools of magic outlined in the book, was it just a flavor thing, or was that part of Known World D&D I didn't know about? Because alternate takes on D&D systems always intrigue me.

Timothy S. Brannan said...

It was mostly fluff. There were some mechanics but mostly it was to add flavor to the school of magic.