Showing posts with label magic. Show all posts
Showing posts with label magic. Show all posts

Friday, April 6, 2012

F is for Faery's Tale


Fairy tales do not tell children the dragons exist. 
Children already know that dragons exist. 
Fairy tales tell children the dragons can be killed. 
-G. K. Chesterton (attributed)

One upon a time… is how most faerie tales begin.  It is also how many RPGs can start as well.  Both are flights of fancy, imagination, wonder, danger and magic.
The biggest Fantasy RPG of history, Dungeons and Dragons, shares many of the same elements of faerie tales, but D&D can be hard to learn, difficult to master and sometimes even scary.  Not the game you might want to introduce a 6-year old to.

Well thankfully there has been a trend in the last few years in gaming; the trend to write games for a younger audience.  Faery’s Tale represents one of the best of this trend.

Published originally by Firefly Games, http://www.firefly-games.com/, and presently by Green Ronin, Faery’s Tale is an enchanting game great for kids, and sophisticated enough for adults.

For starters you play a faery, a denizen of the Bright Wood.  You can play a Friendly Faery like a pixie, sprite, brownie or a pooka. Or you can play a Dark Faery like a fallen faery or a goblin.   You can encounter intelligent animals, other faery types, hags, witches, trolls, even humans and dragons.

Characters are defines, stat wise by their Attributes (Mind, Body and Spirit) and Gifts (magical abilities).  There are also boons, titles and charms.  Archetypes are called “Patterns” and think it gives it a nice mystical feel.  Some faeries have natural gifts, others can be “bought”.  Titles can likewise be bought.

The rules themselves are very easy.  It is a simple dice-pool system based on the number you have for your necessary Attribute and Gift.  So sneaking past a sleeping dragon might need Body and Acrobat. So if your faery has a Body of 2 and Acrobat 3 you roll 5 dice.  Odd numbers are not counted and evens are a “Success”.  The Narrator or Game Master decides how man Success are needed to complete the task.  So she decides 3 Success are need to sneak past the dragon then they need at least 3 dice to come up to even numbers.  A 6 “explodes”, allowing you to roll it again for maybe another success.  That simple. All sorts of contests can be resolved this way.

The book gives all sorts of examples of play and suggestions, all the while never forgetting that the target audience for this is children and their adults.

Frankly. I love this little game.  Like many I think I bought it to see what I could mine for other games, but finding not only a good little game but an extremely well written and though out one that works for both children and adults.

If you have young children that you want to introduce to gaming, then this is the game for you.

I also have to add.  The art in this book is fantastic.  It captures the feel of the game perfectly.

I can see using this in conjunction with or even as a part of another game.  Something like Witch Girls Adventures, Ghosts of Albion or even D&D 4.

Thursday, April 5, 2012

E is for Eldritch

Eldritch

I love that word.  So much cooler than "magic" or even "arcane".  Eldritch implies something old, even occult.  If you put the word Eldritch in your book's title, chances are not just good I'll look at it, it is nearly a guarantee.

Eldritch Wizardry
This is one of the first books I ever got for OD&D.  It took me a bit to realize that OD&D was essentially the same as Holmes Basic D&D (I had not gotten my 3 LBBs yet).  But I loved this book all the same.  It introduced Druids (which I played like a witch), psionics and demons to D&D.  I had of course already seen all of these in AD&D, but to have this little book was like finding some lost, eldritch even, treasure.
Of course I could never buy this one near me.  The cover prevented that, heck even the game store I ordered it from (which would late go on to become my Favorite Local Game Store) even kept it behind their counter.  Thankfully I had parents that didn't mind me spending my hard earned money on this stuff and I think I paid 18.00 for my old copy.  Which at the time seems insane for such a small book! (1985).
Today, good copies are much more expensive and even fair quality ones go for more than twice what I paid.
Despite the fact that the "D&D" I play now is fairly far removed from this book, and other books have super-ceded and surpassed it, I still like to pull it out every so often and remind myself of the wonder it used to bring me and how can I capture that same feeling for others. Plus I am convinced that this cover inspired this newer picture of Demogorgon (who was introduced in this book) from Hordes of the Abyss.

Eldritch Secrets Vol 1.
This extremely attractive book is full of all sorts of new spells, feats and magic items for all the spell-casting classes in Pathfinder (or the 3.x product of your choice).
The vast majority of this book is devoted to spells and there a spells here for every need and situation.  There a few new feats and some magic items, but the spells here are the main course.
There are several useful Appendices including Spells by Descriptor, School and use.

At 12 bucks this product is not exactly a steal, but really, really close.  The art and layout is fantastic and you get a printer friendly version as well.

Eldritch Witchery
This is the only book in my list here I have not bought.  That is because I wrote it!
It is due out from Elf Lair Games sometime (it's still in editing and layout).

With this book I wanted to capture everything eldritch about the witch class.  So unlike some of my other books, this book also has a Warlock class.  It is also different from my Basic D&D book "The Witch".  Though all three classes together would make a nice full picture of the witch as she has appeared through out the history of RPGs.
Plus this book is designed to be used with the Spellcraft & Swordplay game.  It *can* be used with OD&D/S&W, but you would need to modify somethings a touch.
Obviously this is my homage to Eldritch Wizardry, though there is plenty more to my EW. No psionics.

Other "Eldritch" Games 
I also bought these games based on the title alone.

Monte Cook's Book of Eldritch Might and The Complete Book of Eldritch Might.
The definitive sources for magic in the 3.x game.  I have these, but never really used them very much.  They were great reads though.

Eldritch Role-Playing System
I agree with what some others have said, cool concept, cool game, bad layout.  Still though.  There is some very cool ideas here. I enjoyed it and can mine it for ideas for other games.

Eldritch Ass Kicking
This is a rather cool game of magical battles.  I got it when it first came out, but forgot about it.  I looks like a very fun game or maybe even ideas for a sub-game in a larger magical based one.  I do like how the skills were used and how it is expected that wizards do everything with magic.  So this not a magic-lite game!
I also love the art work, but I have been a fan of Thomas Denmark's art for a long time.
There are even some add-ons for the game.

Saturday, March 31, 2012

Zatannurday: Marvel Heroic Roleplaying

Continuing my exploration of the new Marvel Heroic Roleplaying game. So here is everyone's favorite Sorceress Supreme, it's Saturday it must be Zatanna!

We worked this the same night as Justice.  Again, I am happy with this build and see it as a nice compliment to the DCA/M&M3 stats.   Both have a place in my world.

Name: Zatanna
ID: Zatanna Zatara (public)

Affiliations: Solo d10, Buddy d8, Team d6 (Zee is not a team player, but she has teamed up with John Constantine, Hawkman and Batman)

Distinctions:
Most Power Magician in the World (she is. And all the supernatural baddies know it too)
Celebrity in the Spotlight (Everyone knows who she is and she likes that)
Shades of Grey (Zee sees more grey than most Supers, even ones in the Marvel-verse)

Power Sets
Magic/Sorcery d12
Magical Spells d12, Blast d10, Senses (magical) d10, Teleport d10
Limit: Must be spoken backwards
SFX: Tantric Healing (can reduce stress)
SFX: Area Attack

Specialties 
Mystic d10 (pretty much knows it all)
Cosmic d10
Menace d8
Psych d8

Milestones
"Every Little Thing She Does Is Magic"
1xp You uncover some plot that is magical in nature.
3xp You discover some new magical tome or artifact.
10xp You defeat the main villain without magic.

Daddy Issues
1xp You meet someone from your father's past.
3xp You take trauma from one of your father's old enemies or friends.
10 xp You must send your father's soul back to the afterlife to defeat the bad guy.

Friday, January 6, 2012

La Befana The Christmas Witch

La Befana at Disney World
Every year I try to remember to say something about La Befana, the Italian Christmas witch.
This year I remembered, but had set the date wrong.  Oh well.

You can read more about her here, http://en.wikipedia.org/wiki/Befana

The most common tale is she directed the Three Wise Men to the new baby Jesus, but declined to go with them till her housework was done.

Like St. Nick/Santa, she gives out gifts to Children on Epiphany Eve.  Befana, like many other Christianized myths has her origin in an older story of the Goddess Strenua.  So she is seen a protector figure in myth.

Given that she is such a complex character it would be difficult to do her justice in a write-up.

But I can talk about her broom.
Her Broom seems to be perfect as a powerful witch artifact that you can drop into your games.

The following is released as Open per the OGL.

La Befana’s Broom
La Befana was a great and powerful witch. Legend says that she once helped three great and powerful Magic-Users find their way when they were lost, search for a young king. They had asked La Befana to go with them, but she declined telling them she had cleaning to do. In reality she did not want to go because she had lost her own baby and seeing this new one would have made her sad.
 The Magic-Users on their return brought La Befana a gift, a magical broom that would clean her home for her if she uttered the proper word. It would also render her invisible and allow her to enter the home of anyone unnoticed as long as her intentions were good and pure. La Befana used this magic to go into people’s homes on the eve of the Magic-Users' return to her each year to clean the homes of the good people in her village and leave a small present, usually a bit of candy for the good children or a bit coal for the bad ones.
She has let the broom go now so it may continue to do good in the world where she can’t go.
In the hands of a Good witch this broom will manifest the following powers:

  • Act as a Broom of Flying 
  • Act as a Broom of Protection, Threshold 
  • When held it will render the witch Invisible 
  • When used to knock on a door the door will open as if a Knock spell was cast on it. Inhabitants will not be able to hear the knock.

Neutral witches can also use these powers, but only if their intent is pure and good. If they attempt to do anything that is considered harmful or against those pure intentions then the Broom treats them as if they were Evil.
Evil witches cannot use the Broom at all. Once they touch it it becomes a Broom of Animated Attack. The broom will attack for 1 round (it gets the initiative due to surprise) then it disappears.
Typically the Broom will remain with any given witch only for one year then it will disappear to find another worthy witch.

Tuesday, January 3, 2012

Magical Near Talents in Ghosts of Albion

The child looked at me in obvious fear and trepidation. I tried to win the young lad over with my most winninest smile. "Its ok dear. I am not going to hurt you." I said, but he shook his head.
"Beggin' your pardons Mum, its not you I'm worried about, but that ghost lady behind you."


-From The Journal of Tamara Swift

Not everyone in the Ghosts of Albion game is a ghost, powerful Protector or vampire.  In fact the vast, vast majority of people in the world are not only ignorant of the supernatural, but so far removed from it that it has no impact on their lives whatsoever.  Generally speaking this line is easily demarcated with the possession of either the Magic quality (in humans) or the Innate Magic quality (in supernaturals).  If you have one or the other then the world of the supernatural is open to you and you to it.
There are some that have no magical talent to speak of, yet the world of the supernatural is open to them, in a limited state.  They see ghosts, hear strange creaking where others hear nothing and sometimes even are able to cast a spell.

These folk are known as Near Talents and they are have a zero (0) level of Magic.

Magic 0
3 points or Special
Prerequisite: Must be human
Characters with 0 levels of Magic have a small bit of magical talent.  They can cast a spell (typically they know only one) of PL 1 (and no higher).  They cannot quick cast any spells and will always cast their spell at the end of their round.
Characters with Magic 0 are treated as if they have Lesser Sensing, but they typically need a Perception + Notice roll in order to see any magic or magical creature.  The Director can make exceptions to this, typically making it easier to see some things like a familiar ghost.
Characters can "upgrade" to a full level of Magic with the Director's approval only.  Directors are encouraged to find an "in story" reason for this manifestation of the character's full potential and either grant them Magic 1 or allow them to buy it for 1 or 2 points (never more than 2).
Spellcasting is treated the same, except the Magic modifier is 0.  Characters with Magic 0 have no magical defenses, they need to be Magic 1 at least for that.

Uses of Near Talents
Near Talents can be used to provide a nice middle ground.  Ordinary humans with one toe in the supernatural world. The obvious choices are NPC and Guest Stars, but Cast Members can also benefit from this quality.  In particular Magic 0 also acts like a low level magic sensitivity that can be given to otherwise normal humans so they can be part of the adventuring world.  If this is the case then the director is encouraged to give these Cast Members Magic 0 for free, but not give them a spell to use.  If they later find one that can be up to the Director.

Saturday, October 15, 2011

Zatannurday: Zatanna as an RPG Character

Magic using characters are interesting, but in comics their powers tend to be all over the place.   Zee is no different, but at least she is not as bad as Scarlet Witch.



I have been thinking about magic using characters a lot of late.  Partially as I wrap up my new Witch books and as I look forward to maybe working on my own system/modern system.

So here are some of the links I have been using of late to help research her character for various games I might want to add her to.

Wikipedia, http://en.wikipedia.org/wiki/Zatanna
Comic Vine, http://www.comicvine.com/zatanna/29-5691/
DC Wikia, http://dc.wikia.com/wiki/Zatanna_Zatara_(New_Earth). This has a good list of her powers
DCAU Wikia, http://dcanimated.wikia.com/wiki/Zatanna
Smallville Wikia, http://smallville.wikia.com/wiki/Zatanna_Zatara. I'll need to talk about Smallville soon.
Her IMDB page, http://www.imdb.com/character/ch0035273/

Interestingly enough, while in some comics Zee is seen to need to use her voice to cast spells (or be rendered helpless if she can't talk) sometimes, like the above screen shot, she can do magic without needing to vocalize at all. Or, as in the past Paul Dini run, she can write the word backwards.

The DC Adventures game has all her spells as "vocal" ones. But even recent comics has shown her writing a spell backwards to get the desired effect.

I'll spend some time looking over her RPG stats for DC Adventures and Mayfair's old DC Heroes.

Wednesday, July 13, 2011

New Witch Magic items, Protection items

In most games witches and wizards seriously lack anything like melee skills and protection.  This actually does not make much sense.  I see the logic in not allowing them to wear armor; there is the training needed to wear it properly and the interference with movements, but if you are going into a situation where arrows, claws and swords are all around you and often pointing at you then I think you would come up with some ways to better protect yourself.

Well the witches in my books typically do.  They create a variety of magic items that look like regular bits of clothing that can provide protection of one form or another. I have taken a lot of these from fairytales, legends and other places.

I am releasing these under the OGL, but they should be fine for any version of the "world's oldest fantasy role-playing game".  All content is open and is copyright 2011 Timothy S. Brannan.  Art copyrights are retained by their owners and are used here by permission (the broom) or public domain (hand of glory).

Broom of Protection: This broom appears to be an ordinary witch’s besom or other mundane broom. It’s magic is revealed when the witch uses it to sweep.
This broom provided protection as a Sanctuary spell when the witch sweeps a clockwise circle around herself and others. The effects last five rounds and may be repeated 3d6 times.

Broom of Protection, Threshold: This broom also appears as a normal broom. It’s magic is evident when placed across a door as a bar or propped up against a door to hold it closed. Once so placed the door cannot be opened save via magic. If placed across a threshold where there is no door then no one can pass through also save via magic or by making a save vs. Rods, Staves and Wands (or a Will save).


Charm Bracelet: This silver chain is worn on the wrist and has a number of metal charms attached. The number of charms, 1 to 4, indicates the level of protection the bracelet will provide. So 1 charm is +1 to AC and Saves, 2 charms are +2 to AC and Saves and so on.

Charm Bracelet, Luck: This silver chain appears to be a charm bracelet, but instead of providing protection directly it provides a +1 to any one roll. The number of times it can be used in a day is indicated by the number of charms, 1d6. The luck bonus must be announced before the roll is made. It may only provide a single +1 bonus per use.

Cingulum: This nine-foot long cord in often wrapped many times around the waist as a belt. Magical varieties confer +1 to +5 bonuses to AC. The material to make this cord maybe anything the witch has on hand (leather, hemp rope, cotton, silk) but the manufacture must be of high quality. The cingulum typically has a number of knots equal to its bonuses. The magic does not become active till it is wrapped around the waist and knotted.

Garters
Garters are bits of clothing, usually cloth or leather, but can be made of more exotic materials such as snake skin, used to hold up a pair of stockings or socks. Some garters are also worn without supporting any other item of clothing or on the arm. Only one garter may be worn per appendage.

Garter of Protection, Red: This garter is almost always red. It confers a natural armor protection of +1 to +5. Normally worn on the upper arm this garter is made of the finest leather available.

Garter, Snakeskin: This garter is made of the recently shed skin of a large snake (less than 24 hours old). The skin is treated and infused with the witch’s magic. The end product is a bright snakeskin garter that allows the wear to escape any bonds as if they had escape of the snake cast on them.

Hand of Glory: This was a right hand of a murderer that was severed while the corpse was still hanging from the gallows. This mummified human hand hangs by a leather cord around a character’s neck (taking up space as a magic necklace would). When the hand was ready, candles were fitted on it between the fingers. These were called the “dead man’s candles” were made from another murderer’s fat, with the wick being made from his hair. Another method of curing the severed and dried hand was to dip it in wax. After this process the fingers themselves could be lit. If a magic ring is placed on one of the fingers of the hand, the wearer benefits from the ring as if wearing it him or herself, and it does not count against the wearer’s two-ring limit. The hand can wear only one ring at a time.
Even without a ring, lighting the hand itself allows its wearer to use daylight and see invisibility each once per day.
The following phrase is spoken to invoke the hand:

“Let those who rest, more deeply sleep;
Let those awake their vigils keep.
Oh, Hand of Glory, shed thy light
And guide us to our spoil tonight.”


Mantel of Protection: This leather mantle can be worn over cloaks, coats or armor. It provides +1 protection to AC and a -1 bonus to saving throws.

Oil of Death Armor: This oil is rubbed onto the user’s body. Anyone touching the user with bare skin must save vs. Death or take 2d4 points of damage (save negates). This spell lasts a number of rounds equal to 2d6. Many Patrons could consider use of this potion evil.

Sky Clad Oil: This oil is rubbed on the body to protect the user from the elements while sky-clad (nude). The oil is only effective on bare skin. The user can survive temperatures of -60 degrees to +200 degrees Fahrenheit, but only when uncovered. Any part of her body covered by clothes will not receive the magical protection.
Any other class can use this oil, but witches are very secretive about its nature (reflected in the price). This oil can also be safely used with any other type of body potion or oil, in particular Flying Ointment.
The oil’s effects last 6 hours, typically midnight till dawn.

Talismans
Talismans are small items that can have any spell of third level or lower. The talisman can be made of paper, wood, clay or even metal. Often they are worn and kept till evoked. To evoke a talisman takes only an instant and the effects are instant. The command word or gesture to evoke the talisman is often inscribed on the talisman itself.
Unless otherwise noted a talisman can only be used once.

Hand of Fatima: A small brass talisman in the shape of a hand. Provides protection against any evil spell or spell like effect directed at the wearer, in particular the evil eye. These talismans may only be used once per day.

Isis’ Talisman of Protection: This talisman confers a +1 protection bonus to saves and AC. Effects last as per level of creator. This talisman is usually in the form of a fine crafted gold ahnk. These talismans may only be used once per day.

Talisman of Good Luck: This talisman is one of the most often found. This minor magic item provides +1 to any single roll. The talisman must be invoked before the action is taken (before the roll is made).
Typically luck talismans are in the form of a four-leaf clover, a rabbit’s foot, a horseshoe or a copper coin. Any other small item maybe use. The item is not consumed in the invocation, but it useless after the first use.

Talisman of Protection Against Conception: Even in historical times there were means of birth control practiced, this is one of the magical ones. Worn by tantric witches during their worship practices, witches during the rites of Beltane or any woman that wishes to prevent an unwanted pregnancy.
The talisman provides protection for one full lunar month (one moon phase to the next) then it becomes inert. This is if the talisman is used or not.
Mundane (non magical) pregnancies are completely blocked and magical ones (via a fertility spell) give a +1 to any saves.
Since they only last one month regardless of if it is used or not the materials are often not the highest quality. Also an owner can return to the witch to have the talisman “recharged” at the same price.
Note: A lot of these talismans are sold that are completely useless. Only the witch’s reputation, or the ability to detect magic, can one be sure. In places where witchcraft. is outlawed possession of these talismans is also considered a crime.


"Witch Protection Items", Copyright 2011 Timothy S. Brannan

Friday, June 17, 2011

Harry Potter: The Deathly Hallows, Part 2

This is going to be great.
The scenes where knights come to defend the school is exactly how I imagined it would be.




And there is this,  http://www.youtube.com/JKRowlingAnnounces

Thursday, June 16, 2011

End of an Era

We are coming up on the end of an era.

The last Harry Potter movie will be hitting theaters next month and it has been a fun 10 year ride.
Regardless of your thoughts on the books, or the movies or any of the hype there are a few things I think are very true.

1. It has been a worldwide phenomena, not just in terms of the "World of Harry Potter" but something that got kids to READ!

2. It has been a wonder watching these young actors grow up.

The books have been fantastic. The movies wonderful. I am for one sad to see them go, but all good things right.

Here is a really cool video.


Tuesday, January 18, 2011

More thoughts on the Witch

I was thinking about the witch class/archetype over this last weekend.  In particular to D&D4 vs. Old School D&D.
One thing that D&D4 (and even Pathfinder) has is a simple basic magical attack for the witch/warlock.  In D&D4 it is Eldritch Blast, Pathfinder has their hexes and since you can cast 0 level spells at-will there is a great one called Daze.  Stun an opponent from far away so the fighter types can take care of them.

The one thing that magic using classes in old-school games lack is a basic magic attack.  Something that is magic, does a little bit of damage and can be used repeatedly.


The Magic-User/Wizard has the infamous "Magic Missile" spell, but at one use per day it isn't the kind of thing I was thinking of.  D&D4 splits MM into two basically two types, one that always hits and does a small amount of damage (like the older versions) and one that does more damage, but requires a to-hit roll.

In the Buffy RPG witches get a basic TK power, which can be used as a basic attack.  In WitchCraft there is a skill called Magic Bolt that is basically a magical attack.

The issue I am having is that a basic attack like this is not very "witchy". Sure it features in a lot of modern supernatural books like The Dresden Files, but I have been wracking my brain all weekend to think of a time when say a witch from fairy tale or myth used one.  Curses, hexes, evil eyes yes, some sort of blast? Not really.  Harry is also a Wizard, not a witch, a difference that I have quite been able to tell in the books, but it has been mentioned.  Compare that to Rachel Morgan of the Hollows Books.  Rachel has a lot of magical fire power, but if she wants an "attack" spell she mixes up a potion and puts it into the balls of a paint ball gun.



I think if I wanted to add witches to any old-school game an attack spell would need to be of a non-active kind, like a curse, hex or even TK.  Wizards would need something similar, but I think theirs would be more damage causing, sort of like an at-will magic missile.

I suppose this is one of the reason I do like newer games, it does give the lower level magic using types more to do.  Sure the idea is that fighters are your low-level fire power and wizards are the high powered ones and that is great; from a group dynamic perspective.  From an individual perspective it means a lot of time "doing nothing" (not really, but you know what I mean) during combats.

So thoughts everyone?
What do you think of an at-will style magical attack for magic-using types (not clerics though)?  Something like a magic missile, but say does less damage, maybe only 1 pt per level?

Not very Old-School I know, but want to see what people think.

Tuesday, January 11, 2011

True Spell Casting: True 20

True Spellcasting – an Alternate Spellcasting Rule for True20

I have been enjoying playing with True20 off and on and it has really met my needs in a game, but there are still some things about it that I miss from other games. In particular is magic.

The True20 powers system is a very good one and it can emulate almost any magical system I have wanted to try, but there is one area where it falls short and that is in terms of spells. By spells I mean magical effects that are typically written down and can be learned or taught. Yes, very similar to D&D, but also spells that could be found in Call of Cthulhu or the Buffy the Vampire Slayer RPGs.

Why Spells?
Part of it is one of storytelling, sometimes I need a one-time magical effect and I don’t really need a new power to describe it or I need a way of transmitting the knowledge of magical effects in a portable means; ie. in books.
The other the is one of necessity. I have dozens of D&D 3.x/d20 books, many are filled with spells, so all in all hundreds if not thousands of spells.
Wouldn’t powers-as-spells work just as well? Well yes, and in fact it would work for I guess 80% or more of all the spells. With a limited power selection the difference between Adepts are often mostly cosmetic.
Also there are spells that there are not True20 Power equivalents, wish is a good example, and most of the spells in d20 Call of Cthulhu.
And finally, I like to run a magic-rich game. True20 is perfect for this low-magic game I am working on now, but less so to emulate say D&D or my modern horror/supernatural game.

How to Do it?
I do not want to abandon the Power structure in True20, nor do I want to adopt the d20 Spell system wholesale either, but a simple compromise seems to work out well.

To do this I have created a new Supernatural Power called simply enough, Spellcasting. An adept can take Spellcasting up to nine (9) times.
To actually cast the spell the adept uses the Spellcasting power just like any other power.

Spellcasting 1
Concentration
You can cast spells of the First Level. Read the spell description for effects and it the spell needs to be Maintained and if it is Fatiguing.

Spellcasting 2
Concentration
Prerequisite: Spellcasting 1
As Spellcasting 1 except now the caster can cast spells of Second Level.

And so on…

Learning Spells
Taking the power at a new level is not enough to cast spells. The adept must first take the power then learn the spell. This allows the Gamemaster to control which spells can be entered into the game. It also allows which spells can or can’t be learned. For example the Gamemaster can restrict Wizard spells or even “Ranger” spells to a particular group of casters, or even by schools or descriptors (Necromancy or “Fire”).
Spells could be learned via enrollment in specialized “Wizard schools” (D&D or Harry Potter), from occult libraries (Buffy) or found in ancient tomes (Army of Darkness, Call of Cthulhu).

To learn a spell requires a difficulty check.

DC = 15 + Spell Level (in magic rich games) or 20 + Spell Level (in magic rare game)

The bonus for this check is like a skill check. A d20 + Bonus
Bonus = Power Level (Adept Level + 3) + Key Ability (Intelligence, Wisdom, Charisma)

Alternately you can make this a true skill check with Knowledge (Supernatural) or even bringing in the Spellcraft skill.

If the spells can be found the Adept can learn 3 + Key Ability number of spells per Spell level in total, though they can have as many spells in their library as they can.

For example, Taryn, a 1st level Charisma-based Adept takes Spellcasting 1 as a power. She has Charisma +2. She can cast 1st level spells and can learn up to 5 total 1st level spells (3 + 2). Even though she has a library full of 2nd level spells from her mother, they cannot be learned until she takes Spellcastng 2.

Casting Spells
To cast a spell the Adept needs to have appropriate level of the Spellcasting Power.

Casting a spell is not quite the same as using a Power. They often do require the movement of hands, saying special words and the use of material components. Because of this anytime a spell is cast, a spellcasting check needs to be made.

Spell Casting DC = 10 + Spell level
Bonus = Adept Level +3 + Key Ability.

So in our example Taryn our 1st level adept casts Color Spray, a 1st level spell.
The DC for her to cast this spell is 11 (10 + 1) this represents her getting her colored sand and saying the words.
Her bonus is +6 (Adept level 1, +3, +2 for Charisma). So she needs to roll a 5 or more on a d20.

To Save Against a Spell
DC = 10 + Key Ability + Spell’s Level

Converting Spells
D20 spells are not written like True20 powers, but there is enough similarity to allow conversion, for the most part the conversions are dealt with in the True20 book.

Healing or Damage that does 1d6 per caster level has a damage bonus of +1 per level of the Adept.
For the odd case where damage is 1d8 or more then use the follow conversions.
1d6 per caster level = +1 per adept level
1d8 per caster level = +1 per adept level then +1
1d10 per caster level = +1 per adept level then +2
1d12 per caster level = +1 per adept level then +3

Damage the effects abilities is dealt with the conversions below
1d3, 1d4 = 1
1d6 = 2
1d8 = 3
1d10 = 4
1d12 = 5

Converting Spells, Part 2: d20 Call of Cthulhu
The spells in the d20 Call of Cthulhu are mostly d20 compatible. What they lack are spell levels and most cause some sort of damage to the caster, usually damage to an ability, but often damage in terms of sanity loss.

For ability damage divide the listed damage by 2.
For HP damage use the conversions above.
For Sanity use the Mental Health track from the True20 Companion. Sanity damage effects the base Sanity Bonus (page 88, T20C).

To convert Sanity damage take the amount the of d6’s rolled as the loss. For example if sanity damage is 3d6 then the damage to the Sanity Bonus is -3. For any die other than a d6 then add +1. So Sanity Damage in d20 CoC that causes 2d8 would be 2+1 or -3.

Spells in d20 Call of Cthulhu are all considering to be 1st level in terms of learning and casting. But do not let that fool you. The CoC spells are all difficult to cast and often dangerous to both friends and enemies alike. The DCs to learn the spells are often given not with the spell itself, but the books in which they are written in (the Necronomicon, Nameless Cults, etc.)

Alternately you can consider CoC spells to be of level 10, thus requiring another level of Spellcasting in order to cast, but that removes the ability of the regular investigator to cast these spells.

Converting Spells, Part 3: BESM d20 Advanced Magic
Spells in BESM d20 Advanced Magic were another attempt to overhaul the magic system. Instead of levels the spells are given in terms of DCs.
To find the level of any spell take the DC divide by 10 and round up.

Tuesday, November 9, 2010

Cantrips for Original and Basic-Era Games

One of the things that bugged me the most about playing FRPGs of the 70s and 80s was that wizards, supposedly after having all this training in magic and magical philosophy and thought could only do one spell. Per day. While I understand why it was set up like that, it never really made much sense that they wouldn't know more. After all, look at the Harry Potter kids in the first book/movie, they knew all sorts of spells at age 11. We can hand wave it and say it takes years just to master the basics, but it still seems a bit light to me.

So following in the footsteps of the game's Advanced cousin and introduce the idea of cantrips, or 0-level spells.

These spells by their nature need to be simple things, plus they should also be useful to the magic-user in question. Little spells they learn to see the effects of spells in a teaching environment and something they can safely use while practicing. So given that cantrips must satisfy these requirements for me.
  1. They need to be simple effects.
  2. They should not cause damage.
  3. All the cantrips a magic-user knows will be learned in school before 1st level.
The effects should never be anything near the effects of a 1st level spell. They would be "utility" type spells that would work just like all other spells. They would have to be memorized, though the time to do so is minimal and once cast they are forgotten for that day's use. Note: Some Game Masters may allow wizards to use cantrips at will.

Also, given their nature, cantrips cannot be reversed. Unless otherwise stated a cantrip has no effect on a living creature. So a wizard cannot place an Arcane Mark on a person or animal nor can Warm be used to warm up a person. It can be used on a bed or blanket and then the person can use the now warmed bed or blanket.


Magic users know three (3) cantrips before 1st level + a bonus number equal to their Intelligence modifier. So a magic-user with Intelligence of 18 knows 3 + 3 cantrips, 6. This gives this 1st level magic use a total of 7 spells (6 cantrips and 1st level), a magically potent number.

Alarm Ward
Level: 0
Range: 50' radius
Duration: 1 hour
Effect: sets up an area of warning
With this spell the magic-user can set up a area of alarm 50' around his/her person. Any creature larger than a cat entering the radius will set off a mental alarm within the caster. They will not know what sort of creature had entered their area but they will know one has and the general direction.

Arcane Mark
Level: 0
Range: 1 object touched
Duration: Permanent
Effect: Leaves a permanent mark on an object
By means of this spell the magic-user can place a personal mark on any non-living item. This mark is usually a personal glyph or sigil that is recognizable to all other magic users. They may not know who the owner is, but they will know it is owned by another wizard. The mark itself is not magical.

Black Flame
Level: 0
Range: 1 normal fire
Duration: Instant
Effect: Colors one normal flame
This spell changes a normal fire into one with dark flames so it casts no light, but still provides heat. The fire loses some of it's heat. While the flames do provide heat they do not burn, though they are uncomfortable to the touch.

Chill
Level: 0
Range: 1 object touched
Duration: 1 hour
Effect: Lowers the temperature of one object to a few degrees
The magic-user can use this spell to lower the temperature of any non-living material up to 1 cubic foot. Typical uses are to cool food or drinks or even to cool the air in a room that is too warm. The temperature cannot be lowered to a degree where it would cause anything damage. The temperature can lowered to just above freezing.

Clean
Level: 0
Range: 1 object touched
Duration: 1 hour
Effect: cleans one object
This spell can be used to clean a single object. The object can be anything, clothing, armor, weapons or even a area of a home. Unlike other cantrips this one can be cast on a willing living participant. A magic-user casting clean on themselves will appear as they would if they had recently bathed and donned fresh clothing. This spell can clean 1 cubic foot of space or an area 10' x 10'.

Close
Level: 0
Range: Within 10' of caster
Duration: Instant
Effect: Closes an open, un-barred door or window.
This spell creates allows the caster to close one door or window that is not locked or otherwise barred. This cantrip will not lock the door or window unless by the action of closing it naturally becomes locked.

False Glamour
Level: 0
Range: One item
Duration: Instant
Effect: Makes one object appear to be an illusion
This simple illusion will cause a solid object or creature to flicker and blur faintly, as if it were a flawed image. Failed attempts to disbelieve the illusion will appear to succeed, giving the object or creature the false appearance of a translucent outline.

Flavor
Level: 0
Range: One item
Duration: Instant
Effect: Flavors one serving
This minor spell flavors one serving of food. The flavor can be changed but it does not change the nature of the food item nor does make poisoned food or spoiled food edible, similar to Freshen. The flavor can be chosen by the magic-user.

Freshen
Level: 0
Range: One Item
Duration: Instant
Effect: Removes wrinkles, flavors or brightens one object
This minor spell allows the magic user to "freshen" one object up to 1 cubic foot. Typical uses are to remove the wrinkles in a garment, brighten the color or some non-living object, or even make bland food more favorable, or polishing metal or glass. All these effects are considered to be a minor illusion. This spell cannot make poisoned or spoiled food edible.

Lift
Level: 0
Range:
Duration: 1 hour
Effect: Slowly lifts 1 pound or less of non-living material
The magic user may use this spell to lift an object via magic alone. The object needs to be non-living and weigh less than 1 pound. The object will remain floating in mid-air for up to one-hour as long as the magic-user is paying at least some attention to it. If the magic-user is distracted at all, say in combat or casting another spell (including a cantrip) then the object drops.

Mend
Level: 0
Range: 1 object touched
Duration: Instant
Effect: Fixes minor wear and tear in non-living and non-metal apparel
By means of this spell the magic-user can mend or repair non-living and non-metal material. Typically this spell is used on clothing to reattach a button, fix a tear or rip or other minor repairs. The amount of material mended cannot exceed 1 cubic foot. This spell can also be used on minor household wear and tear as well. It cannot fix a dented piece of armor or sharpen a sword, but it can reattach a leather strap to armor or fix a pane of glass if all the pieces are present.

Message
Level: 0
Range: 1 known person
Duration: Instant
Effect: Sends a quick message to a single person
By means of this spell the magic-user can end a brief message, no more than a dozen words, to a person they know. This person can be any distance away and be able to understand the magic-users language or at least the language of the message.

Mote of Light
Level: 0
Range: Within 10' of caster
Duration: 1 hour
Effect: Creates a small mote of light equal to candle light
This spell creates a small mote of light roughly equal to candle light that hovers near the magic-user's head. The spell is typically used for reading or lighting a small area (1 cubic foot). It is not a replacement for the Light or Continual Light spells. This spell cannot be cast into someone's eyes. The spell is not useful for lighting dark passages unless that passage is very well known (such as the magic-users' own home).

Open
Level: 0
Range: Within 10' of caster
Duration: Instant
Effect: Opens an unlocked, un-barred door or window.
This spell creates allows the caster to open one door, window, chest or other item that is not locked or otherwise barred.

Palm
Level: 0
Range: 1 small object
Duration: Instant / 1 hour
Effect: the caster can hide one small object
This spell allows the caster to take an object that would normally fit into a closed fist and make it disappear. The item is not invisible, it is simply gone. The item can be recalled up to one hour later. After one hour the item returns to the caster's hand.

Puff of Air
Level: 0
Range: Within 10' of caster
Duration: Instant
Effect: Creates a small puff of air. Enough to remove dust or put out one candle
This spell creates a small puff of air; enough to blow away dust from objects or to put out a candle, but not enough to put out a torch or lantern. The puff can move very light items as would a puff of air blown from natural means. This spell can be used to blow dirt from an item or area 10' by 10'.

Quick Sleeping
Level: 0
Range: 1 willing subject
Duration: 8 hours till woken up
Effect: Puts a willing target falls asleep
This spell allows the caster to make a willing creature fall asleep. The spell will not work if used against an unwilling subject. The caster can cast this spell on herself, but obviously, this will be the last spell that she casts in that day.

Sound
Level: 0
Range: Within 100' of caster
Duration: One Sound
Effect: Creates a ghostly moan 100' from the caster
By means of this spell the magic-user can create a ghostly moaning sound that appears to come from 100' from the caster. The moan is not loud nor can it quite cause fear, but any that hear it will know of it's "unnatural" nature.

Spark
Level: 0
Range: Within 100' of caster
Duration: Instant
Effect: Creates a small spark, enough to light a candle
The caster can light a single candle up to 100' feet away. This spell is not enough to start a torch, ignite oil or start a campfire unless there is something that burns very easy used; such as paper or old leaves. The effect is the same of a spark from a set of flint and steel. Some magic-users will use this spell to light a pipe.

Warm
Level: 0
Range: 1 object touched
Duration: 1 hour
Effect: Raises the temperature of an object a few degrees.
This spell will warm 1 cubic feet of material a few degrees. Typical uses are to warm food or drinks or even to warm the air in a room that is too cool. The temperature cannot be raised to a degree where it would cause anything damage.   

Section 15 Copyright Notice
      
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
      
System Reference Document Copyright 2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.
      
Liber Mysterium: The Netbook of Witches and Warlocks is Copyright© 2003, Timothy S. Brannan and the Netbook of Witches Team.
      
Basic Fantasy Role-Playing Game Copyright © 2006-2008. Chris Gonnerman.
      
Labyrinth LordTM. Copyright © 2007, Daniel Proctor. Author Daniel Proctor.
      
"Cantrips for Original and Basic era FRPGs" Copyright ©2010, Timothy S. Brannan

Tuesday, October 12, 2010

Moview Reviews

Hey.

I know I am late on the Movie Reviews.
Count Dracula (1977) is longer than I thought, and slow.
Plus there is something up with my Satanic Rites of Dracula disk, I have now tried to watch it three times on three different DVD players and it keeps crapping out on me.
Just watched Daughters of Satan, awful movie, but too beat to say anything more than that right now.

Tuesday, August 31, 2010

Superheroes

I am planning on doing a series of posts next on Superhero RPGs, focusing on some new ones I have picked up with some retrospective of some older ones.

I have spoken at length about Mutants & Masterminds, my "go to" Supers game, but I have also talked a bit out Silver Age Sentinels and Smallville.   Games I want to cover are the DC Adventures, Icons, BASH and Villains & Vigilantes 2.1.

Obviously one of the things I like to look in any system are the magic rules.  I like to think that Supers and Horror games are reflections of each other.  They share a lot of the same tropes and even plot designs.  Supers are obviously the "light" world and Horror is the darker reflection.  The core philosophies are are also very different.  I think two quotes sum this up perfectly by two of the "kings" of their respective genres.
"We believe in heroes because, ultimately. we believe in ourselves." -Jack "King" Kirby
"We make up horrors to help us cope with the real ones." - Stephen King
Horror helps us deal with how the world is.  Superheroes help us by showing us what the world could be.

Of course I see this link since I was re-introduced to horror from comics.  "The Tomb of Dracula" took me from Marvel (which took me from DC) into the world of Horror, Occult and all sorts of things that go bump in the night.  It should also be no surprise that my favorite parts of AD&D were the horror-themed elements; the gothic tradition and the weird horror of Lovecraft and Clark Ashton Smith.  Supers comics even got into the game, alot, and not just Dracula. Read a copy of Dr. Strange, or anything with John Constantine in it; monsters abound.  Twilight is less about vampires than it is about super-powered humans.  So yeah there is a lot crossover.

So as I review these games this is something I want to keep in mind.

Wednesday, August 25, 2010

Cortex: The Hex Girls

Given yesterday's post, this seemed like the logical choice really.

So I am working out some ideas for a Third Season of the Hex Girls.  No ideas yet, but I thought I would try them out in Cortex after already stating them up in Unisystem, Witch Girls Adventures and Cartoon Action Hour 2.

Still sticking with the same idea here; this is Scooby-Doo in reverse.  The Hex Girls tour all over performing gigs and fighting various supernatural threats.  The monsters are real, but most everyone thinks they are people in masks or special effects and the like.

For a change of pace I used the "Mystic Arts" magic system found in Demon Hunters.  Demon Hunters has a lot in common with Scooby-Doo and would make for a more Scooby-Doo like game than say Supernatural would.  For Willow and Tara I used the magic system out of the Core book.

Thorn
AKA Sally McKnight
Agility: d6
Strength: d6
Vitality: d6
Alertness: d8
Intelligence: d6
Willpower: d10

Life Points: 16
Initiative: d8 + d8
Endurance: d6 + d10
Resistance: d6 + d6
Move: 15
Innate Def: d6
Dodge: d6

Traits
Allure d4
Initiate of the Mystic Arts d2
Talented d6 (Guitar, Singing)

Complications
Idealist d4
Superstitious d2
Insatiable Curiosity d6

Skills
Artistry d6
- Poetry d8
- Writing d10
Craft d6
Discipline d4
Influence d4
Knowledge d6
- Folklore d8
- Occult d10
Performance d6
- Guitar d12 + d6 (Talent)
- Singing d10 + d6 (Talent)
- Stage Magic d8
Tech d2

Mystic Arts: Witchcraft d6
- Alteration d8
- Defensive d8
- Detection d8
- Offensive d8

Not completely different than previous stats, but a good reflection of her say Post Season 1.

Luna
AKA Kim Moss
Agility: d6
Strength: d6
Vitality: d6
Alertness: d8
Intelligence: d8
Willpower: d8

Life Points: 14
Initiative: d8 + d6
Endurance: d6 + d8
Resistance: d6 + d6
Move: 15
Innate Def: d6
Dodge: d6

Traits
Allure d4
Initiate of the Mystic Arts d2
Talented d6 (Keyboards, Bass)

Complications
Idealist d2
Glory Hound d2 (wants the Hex Girls to be a number 1 rock band)
Duty, to the Band d6  (Luna lives for the band)

Skills
Artistry d6
- Poetry d10
- Writing d12
Craft d4
Discipline d6
Influence d4
Knowledge d6
- Music Business d8
- Occult d8
Performance d6
- Bass d10 + d6 (Talent)
- Guitar d10
- Keyboards d10 + d6 (Talent)
Tech d2

Mystic Arts: Witchcraft d6
- Alteration d8
- Defensive d8
- Detection d8

This Luna is still more focused on the band and what they can do with it rather than the mystical powers they all have.  Why does her skin appear darker here than in previous posts?  Easy, she has stopped wearing the "vampire" make-up.  It also looks like they have all dropped the fake fangs her father made.

Dusk
AKA Muffy St. James
Agility: d8
Strength: d6
Vitality: d8
Alertness: d8
Intelligence: d6
Willpower: d6

Life Points: 14
Initiative: d8 + d8
Endurance: d6 + d8
Resistance: d8 + d8
Move: 15
Innate Def: d8
Dodge: d8 + d6

Traits
Allure d2
Initiate of the Mystic Arts d2
Talented d2 (Drums, Guitar)
Wealthy d2

Complications
Crude d4
Glory hound d2
Rebellious d6

Skills
Artistry d6
- Writing d8
Athletics d6
Covert d4
Influence d2
Knowledge d6
- Occult d8
Performance d6
- Drums d10 + d2 (Talent)
- Guitar d10 + d2 (Talent)
- Singing d8
- Survival d2
- Tech d4

Mystic Arts: Witchcraft d6
- Alteration d8
- Defensive d8
- Obscuring d8
- Offensive d10

This Dusk looks older.  I would say here she is more mature now, less of the party girl (although she still has it in her) and has finally come to terms with her rich, yuppie parents.  Her magic is more attack focused that Luna's.

"Crush"

Better known to you and I as Daphne Blake in a Goth Cheerleader outfit. (That phrase will increase my hits for this post by at least 20%!) In the episode "In Fear of the Phantom" she became a Hex Girl so she could draw out the Phantom, but in the process wrote a song about how she feels about Fred.

This magic system is more skill based, so in some respects it shares that with the WitchCraft RPG.  I think it would work fine for a Hex Girls like game, but not for say a Charmed RPG. Might need to look a bit deeper.