Showing posts with label ogl. Show all posts
Showing posts with label ogl. Show all posts

Thursday, May 26, 2011

You can leave your hat on: Magic Hats in FRPGs

“We’re up to our pointy little hats in demonic problems here.” 

- Piper Halliwell, Charmed: A Knight to Remember


Few things stir up the image of a witch or wizard more than the conical hat.  Even some of the earliest art for the D&D game shows wizards and witches in the classical pointy hat.  The trouble is that for an item so tied to a magic using class, there is nearly nothing in any of the books about a magical hat.  Heck even the D&D cartoon had a magic hat.

Well let's change that.

Magical Hats come in a variety of sizes and colors, but all share some commonalities. First the hat needs to be conical.  The cone is symbolic of raising one's consciousness higher and wizards have discovered that other shaped hats do not hold the enchantments as well.  (Modern wizards though have discovered that the Top Hat works very well, this may have something to do with the popular impression of magicians and top hats).
Magical hats do have two basic varieties. A "wizard's hat" is a simple cone with no brim.  A "witch's hat" is also a cone, but has a wider brim.  There is a 50% chance of either and they are other-wise identical.  Wizards though tend to prefer their namesake hat and witches opt for the one most associated with them.
These hats provide no extra protection to the head, unless charmed to do so, and weigh less than 1 lbs.



Magical Hat (Holding)
This hat appears as a crumpled old wizards or witches hat.  The inside though is an extra-dimensional space similar to that of a Bag of Holding.  The user may store up to 10 lbs of mundane (non-magical) material inside.  Regardless of the contents, the hat will only weigh 10-12 ozs.  Typical uses are a place to store spell components and other minor items. The witch cannot pull the hat down over her head to protect it since the entire item must be enclosed.   Any animal placed in the hat will suffocate within 5 mins much as a bag of holding.  Magical Hats react the same to portable holes as do bags of holding.
This hat, despite it's name, can be used by any class.

Magical Hat (Holding, Greater)
This hat appears as anyother Magical Hat and represents 15% of their number.  This hat can hold 25 lbs of materials as well as magical ones.


Hat of Focus
This hat aids the wizard or witch when they are performing spell research, learning new spells or otherwise engaged in any work requiring their focus.
This hat when worn will treat the wearer as if they had an Intelligence* score as one greater than they currently have. This does not change the number of spells they can learn or memorize based on their ability scores, but it does aid them with learning or creating the new spell.

*This can be substituted for Wisdom or Charisma as needed.
d20: This hat will add to the appropriate Concentration, Knowledge (arcana) or Spellcraft roll.

Hat of Focus, Spellslinger
This hat is similar to the Hat of Focus save that it adds +1 or +5% (where appropriate) to any one spellcasting roll.  So this hat could add +1 per die in a Fireball's damage or -1 in a Saving Throw, but not both.

Hat of Focus, Dunce
This cursed hat looks exactly like the Hat of Focus and any detect magic will reveal that it is in fact a Hat of Focus.  This hat though has the opposite effect and lowers the appropriate spellcasting ability score by 3 points.

Hat of the Archmage
This artifact is quite rare and very powerfull.  Created by an ancient archmage that used to joke that he always had another idea under his hat, the hat allows the wizard (and only a wizard) to store a number of extra spells.  It is rumored that this hat can hold 100 levels of spells that can be cast when the hat is opened and the proper spell is commanded to come out.  The wizard can then cast spells into the hat to be used at a later time.
Another, similar item, is known as the Hat of the Queen of Witches and is only usable by a witch.

OGL Section
Section 15
"Magical Hats" Copyright 2011, Timothy S. Branann

Monday, May 23, 2011

Mongoose to end RQII

So Mongoose is planning on ending their run of RuneQuest II.
http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=47370

They are keeping the ruleset and publishing it under the name "Wayfarer".

Two things come to mind.
1. Don't we already have a FRPG call Wayfarers?, http://yeoldegamingcompanye.com/wayfarersmain.htm
2. Doesn't "Wayfarer" sound a bit like "Pathfinder"?

I have a love-hate relationship with Mongoose and no dogs in this race, so I am just an observers.

Wednesday, May 4, 2011

Hunting trolls should be like this...

Trolls are ubiquitous in FRPGs. Just go to Chapter 2 of The Hobbit and you will see why.
The trouble is they are so ubiquitous that they often get forgotten as a real threat.  Not surprising really.  When you live in a world of dragons, demons and other horrors, the simple troll can seem, well, quaint.

Well they shouldn't be.  Trolls were once the "demons" of the world.  They were the monsters.
To help us remember that there is a new film out of Norway (where Trolls still sleep) called "Troll Hunter"
http://www.trollhunterfilm.com/
http://monsterbrains.blogspot.com/2011/05/troll-hunter-directed-by-andre-vredal.html

And here is one of the trolls,


That's a troll worthy of your characters.

I have always preferred the the more Scandinavian Troll over the green rubbery one from the Monster Manual.  I like trolls that look like they are made out of rock and earth.  So for that, here is the Troll I have used in Basic Era format.

Earth Troll

Armor Class: -1 [20]
Hit Dice: 10d8* (50 hp)
No. of Attacks: 2 claws / 1 bite
Damage: 1d6 / 1d6 / 1d8+3
Special: Darkvision 90 ft., regeneration, vulnerability to sunlight
Movement: 30 ft., burrow 40 ft.
No. Appearing: 1 (1-3 in lair)
Saves: Fighter 10
Morale: 8
Treasure: None
Alignment: Chaotic
XP:

Earth Trolls are relatives of the normal troll and make their lairs deep within the subterranean realms of the earth or in dense forests where the sunlight is easily avoided. Most creatures avoid Earth Trolls, as they are completely malign and evil, attacking any living creature, especially when hungry. They are quite fond of humanoid flesh and usually stage raids upon surface dwellers every month. Because of this, they are often encountered in large surface caves in the sections well outside the reach of sunlight.
Earth Trolls are 10 feet tall and weigh about 1,200 pounds with females being slightly larger. They resemble their smaller relatives in most respects, but some accounts have them appearing as rather large and misshapen gnomes. The Earth Troll’s hide is stone gray or brown, its hair is black or brown, and its eyes are dull brown. Like its counterpart, the Earth Troll’s arms and legs are long and thin. Its arms end in sharpened talons, and its legs sport great three-toed feet. Earth trolls will attempt to dress or adorn themselves in whatever rags, hides and bits of clothing they can find.
Earth trolls are a little smarter that their more common cousins. While they still do not have concept of strategy, they are smart enough to speak and to use some simple weapons.
Earth trolls speak the language of all trolls, some have been known to speak orc or goblin as well.
Earth Trolls attack any living thing that enters their territory, usually doing so for food. They will band together for very simple ambush tactics but that is about the extent of their strategy and planning. Most of the time an earth troll will flail relentlessly at its foes with its powerful claws until either it or its opponent is dead, but some have been known to use a large club and others even a spear or sword.

Regeneration: An earth troll heals only if it is underground and touching dirt or earth. If in contact with the earth it heals  3 hit-points per round.  If contact is lost, say the troll is levitated or flying, then the healing stops.  Trolls turned to stone heal hit points (but not lost limbs).

Vulnerability to Sunlight: An earth troll exposed to natural sunlight (not merely a spell or magical item that replicates sunlight) is instantly turned to stone (as if by the flesh to stone spell) if it fails a Petrify save. This effect is permanent, but can be dispelled if the earth troll is removed from the sunlight and stone to flesh is cast on it.

--
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.

"Earth Troll" Copyright ©2011, Timothy S. Brannan

Thursday, April 7, 2011

F is for Familiars

Familiars

Familiars are as ubiquitous to witches as are cauldrons, pointy hats and brooms.

Despite their outward appearances, familiars are not animals, but rather spirits in the shape of animals. They can talk and understand human speech but only their witch can understand them. This connection is a mental one, but it is often described as speech. This connection also allows the witch to communicate with animals of the same kind. With their familiar present they can talk to any animal and understand what is being said. Some familiars also have a chance to know another language, which the witch then will know.

A witch starts at 1st level with a familiar. This familiar will show up when she first becomes a witch. The nature and form of the familiar will often be dictated by the circumstances of her becoming a witch. She may add other familiars as she progresses in level. The maximum number of familiars a witch may have is equal to her number of Retainers based on CHA. She may also only call a new familiar once per year and a day (alternately this can be once per level). This is for an additional familiar or to replace one that had been killed (familiars do not die of old age like natural animals). So a witch with a CHA of 18 can have a max of 7 familiars at a time, but will take her a minimum of 7 years (or levels) and 7 days to obtain them all.

A familiar adds 1 spell level of a spell the witch can learn. So a witch with a familiar can learn an extra 1st level spell, a witch with three familiars can learn any combination of three spell levels, so 1 3rd level spell, 1 2nd and 1 1st level spell, or 3 1st level spells. If the familiar is killed then the witch looses those spells the familiar knows. If she has cast those spells already this day then she loses an equal numbers of levels.

As the witch gains level the familiar also grows in power by gaining 1 hit point per level the witch gains and their armor class improves by -1 per level.

Anytime a familiar is killed or if the witch releases it she much make a saving throw vs. death or lose a number of hit points equal to that of the familiar.
Summoning A Familiar
At 1st level the witch gains her first familiar automatically. Once she gains a level she can attempt to summon a new one.

Summoning a new familiar is not something that can be done lightly. The witch needs to spend a day in deep meditation and purification. The day must begin for sunrise with the witch participating in a ritual bath and cleansing that must be complete before the sun has clear the horizon. She will spend the morning preparing the area for a familiar to come; laying out small treats for the type of animal she wishes; cheese for a rat, cream for cat, meats for a dog or wolf, and so on. She then will spend time preparing items for each sense, something for touch, taste, smelling, hearing and seeing. Then she will also appeal to the four elements, plus the fifth element of magic, and for the mind, body and spirit. So in total the witch must procure 13 items that are outside of the treat for the familiar to appeal to magic. These items must have significance to the witch and will be unique for each casting and each witch. In total these materials will cost the witch up to 100 gp.

The witch has a base chance of obtaining a familiar equal to 65% + 3% per level up to 10th level. So even at 10th level the witch has 1% chance of there not being a familiar within the area.
Any roll of 100% (00) will result in a Special familiar.

Regardless of the result of the summoning, the witch will have spent the day in the ritual and will not have prepared any spells for that day. Any materials spent cannot be reused.

Special familiars are not in the shape of animals but are often creatures of the Faerie or even the other planes. Special familiars cans speak to anyone capable of understanding their language.

List of Familiars
(roll d%, this is not the same roll as discovering a familiar)
Rolls of 00 result in a Special Familiar.
Roll Familiar* Additional Powers to the Witch
1-3 Badger +2 to Constitution checks
4-6 Bat +2 to Dexterity checks
7-9 Beaver Double normal speed when swimming
10-12 Cat Night vision (night is treated like a light spell)
13-15 Coyote Surprised only on a roll of 1 on a d6
16-18 Crow +2 bonus to Magic Wand saves
19-21 Dog Surprised only on a roll of 1 on a d6
22-24 Eagle Improved vision
25-27 Ferret +1 to Dexterity checks, -1 to AC
28-30 Fox +1 to Intelligence and +1 to Wisdom checks
31-33 Frog +2 to Constitution checks,
34-36 Goat +2 to Constitution checks
37-39 Hawk Improved vision
40-42 Hyena +2 to Dexterity checks
43-45 Jackal +1 to Intelligence and +1 to Constitution checks
46-48 Lizard +1 to Intelligence and +1 to Dexterity checks
49-51 Lynx +2 to Dexterity checks
52-54 Mouse +2 to Dexterity checks
55-57 Owl +2 to Wisdom checks
58-60 Porcupine Improved AC, -2 bonus
61-63 Rabbit Surprised only on a roll of 1 on a d6
64-66 Raccoon Surprised only on a roll of 1 on a d6
67-69 Rat +2 bonus to Paralysis saves
70-72 Raven +2 bonus to Death saves, can speak to others
73-75 Scorpion +2 bonus to Poison saves
76-78 Snake +1 to Intelligence checks, +2 to Heal
79-81 Spider +2 bonus to Poison saves
82-84 Squirrel +2 to Dexterity checks
85-87 Swan +2 to Charisma checks
88-90 Toad Wide-angle vision, surprised only on a 1 on a d6
91-93 Turtle Improved AC -2 bonus
94-96 Weasel +2 bonus to Rods and Staff saves
97-99 Wolf +2 bonus to Spell saves

Special Familiars
Familiar Alignment Additional Powers to the Witch
Batling Lawful Improved hearing and +2 polymorph save bonus
Bear Neutral +2 to Strength to checks
Bendith ý mamau Neutral Improved hearing and a +2 wands save bonus
Blink dog Lawful Witch may dimension door once per day as the blink dog’s power.
Brownie Lawful +3 bonus to all Dexterity based rolls and effects
Butterfae Neutral +2 Wands saves and +2 to Spell saves
Cait Sidhe Neutral +4 to Wands saves
Celestial Animal Lawful Same as normal animal, +2 to Spell saves
Dire Animal Neutral Twice the bonus as a normal animal of it’s kind
Elemental, small Neutral Gain +5 to saves to the Elemental element
Fiendish Animal Chaos Same as normal animal, +2 to Poison saves
Imp Chaos Regenerate 1 hp per day
Mephit Chaos Gain +5 to saves to the Mephit’s element
Pseudodragon Lawful +3 to saves vs. Dragon Breath
Skitterwing Chaos Gain +5 to saves to charm and mind affecting magic
Sprite Lawful +2 bonus to all Dexterity based rolls (Reflex, AC)


Perform ritual. Roll d% to see if you summon a familiar, if yes roll a d% to see what you get.  A roll of 00 on either roll is an automatic special familiar.

More soon.
--
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.

"Witch's Familiars" Copyright ©2011, Timothy S. Brannan

Monday, January 31, 2011

Druthers for Basic era FRPGs

Trying out some more Basic monsters. These are conversions of some d20 ones I have done in the past. Depending on which Basic game/retro-clone you use I have listed Armor Class as both descending (start at 9 and go down) and ascending (start at 10 and go up).

Here is one of my faves, the Druther.
You can also find this guy in my book, The Witch.

Druther
AC: 2 [17]
Hit Dice: 9d8* (40 hp)
No. of Attacks: 2 Limbs (fists or constructed weapons)
Damage: 2d6 / 2d6
Special: Immune to piercing, water and cold-based attacks. Double damage from fire based attacks.
Movement:: 20 ft.
No. Appearing: 1 (1-3 in lair)
Saves: Fighter 9
Morale: 12
Treasure: None
Alignment:: Neutral
XP: 1,200

A Druther is a type of wood golem that can only be created by a witch. The name comes from an old piece of doggerel often muttered by witches,

“If I really had my druthers,
I’d have my wooden druthers too.”

A “Wooden Druther” is a corrupt form of “wouldn’t I’d rathers”, or something the witch doesn’t want. So the Wooden Druther performs tasks that the witch would rather not do herself.

The druther can understand simple command phrases of about 15 words each. Typically druthers are used for menial labor or to perform a task that the witch can not do or won’t do herself, like killing or scaring an enemy. Often a witch will have a few druthers protecting her home while disguised as trees (Wisdom check at -2 to notice).

A druther cannot communicate at all. Some witches have used woody reeds in the construction of their druthers. When the wind blows across the druther it sounds like a deep bassoon.
Druthers can appear in any form. Usually they are biped and always made of wood. The wood can be carved or a collection of sticks tied together. The appendages need to be attached separately if the druther is to move at all. They can be precisely carved to appear as anything the witch wants, but they typically look like walking bunches of sticks. Legend has it that there was a witch that had such beautifully carved druthers that they were often mistaken for wood nymphs.

Treants, dryads, and wood nymphs view a druther in the same manner a human views the undead or a flesh golem. Most will attempt to destroy them when they can. Some witches and wizards value the wood from an inanimate druther to use to make magical fires.

A druther is mindless in combat. It strikes with its wood fists with almost no regard to what else is going on.
As a construct a Druther is immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Arrows or other piercing items, such as spears or thrust daggers, only do 1 point of damage per hit. Water based attacks have no effect on the druther whatsoever. Fire based attacks always do double damage. Cold based attacks do no 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.

"Druthers for Basic era FRPGs" Copyright ©2011, Timothy S. Brannan

Art is Copyright ©2001 Daniel Brannan and used here by permission.  Art is not open content.

Thursday, December 9, 2010

Level Titles, Part 2

Thanks for all the comments on yesterday's post on level titles.
The opinion seems to be that many like them and even use them, but only when they have utility and don't conflict with the character concept; the Necromancer title for Magic-Users the oft cited example.

Most of the level titles seem to work well enough.  The thief ones are generic enough, the fighter seems fine (with maybe the Swashbuckler being the odd one out).  Te cleric ones follow a general logical progression, maybe move bishop up one to replace "Lama" and make the old Bishop into "Abbot".

Oddly enough it seem Magic-Users are the ones that have the most problems.
Most likely it is due to the fact that many of the level title names don't seem to have ranks implied like the Cleric and Fighters do.  It is also due to that the names represent different types of magic-using types in other games and in later versions of D&D itself.  A Necromancer is a particular type of Magic-User, as is an Enchanter, Sorcerer and Witch.

This is also something that is easily fixed.

Have a quick look at my Gnomes for Basic D&D. For this I wanted something different than Gnomes as Illusionists and especially Gnomes as "Tinker Gnomes".  I went back to the research on gnomes when they were earth spirits used by alchemists and other arcane types.  So for me Gnomes did magic via alchemy.  I used a variation of the Degree Titles for Rosicrucians and the Hermetic Order of the Golden Dawn for them.

Using this as a guide this can give us new level titles for Magic-Users that would work regardless the type of magic they are doing.

Level Title
1 Initiate
2 Apprentice
3 Neophyte
4 Adeptus Minor
5 Adeptus Major
6 Adeptus Exemptus
7 Magician
8 Magister
9 Magus
10 Mage 10th level

I opted for "Mage" instead of "Wizard" since these are "Magic Users" and the Mage is the highest level of a magic-user.  A Wizard would be a specific type of Mage then.  To alter this for say AD&D/OSRIC then add "Adeptus Superior" to level 7 and shift the rest up (Wizards were "name" level at 10th, not 9th).

I am releasing this under the OGL and it is 100% Open Content.  Please use in your publications as you see fit.  For your Section 15 you can identify this as "Level Titles for Magic Using Classes" Copyright 2010 Timothy S. Brannan.

It is based on one of my previous publications, "Liber Mysterium: The Netbook of Witches and Warlocks" Copyright 2003 Timothy S. Brannan and the Netbook of Witches Team.

I am going to put up a full OGL deceleration on my blog later.
ETA: Here it is.  OGL

Friday, December 3, 2010

Gypsy Elves for Basic Era Games

Another in my series of posts for Basic era (late 70's to early 80's) games.
This one expands on my sub-race of elves known as Gypsy Elves.

The Gypsy Elf

"Thousands of years ago the elves were a unified race.  The elven people stood strong and diverse.
Then the War came and the Elves were Sundered. The elves were divided by the war.
But some chose not to fight, some took in their brothers and sisters from all sides.
These elves were cursed by the Great God of the Elves to wander the lands till the day when all elves stood as one people again.  The other elves took pity on them, calling them, in their own tongues The Wanderers.  But not the Wanderers themselves.  They knew a powerful secret.

They knew they were Free."

- From the Songs of the Ranagwithe

The Witches Beck by Nichole Marie Grubb
by Nichole Grubb
The Gypsy Elf, or as the call themselves "The Free Elves" (Ranagwithe in their own language) , wander the world, in and out of the land of faerie, searching for their lost home.  They will find it only on the day when all the elves are reunited as a race.  Until then they wander.

Like their human counterparts, Gypsy Elves travel all over the known world. However, unlike the Human Gypsies, Gypsy Elves are much more gregarious and less xenophobic. The origins of the Gypsy Elves date back to what has become to be known as the Sundering of the Elves. When the Dark elves broke free from the light elves they split into several races.

There were elves that remained outside of the conflict. One group was a band of light elves that protected both the dark and light elves from each other. When the gods split the elves apart, the gypsy elves were left without a home to call their own. Since they never harmed another elf before they were not forced into the dark underground. Ever since then the Gypsy Elves have wandered from place to place looking for a home. While Gypsy elves tend to be neutral to all other races, they are always treated as “good” to other elves. There are several universal elven customs that apply only to Gypsy Elves.

  1. No Gypsy Elf may harm another Elf. Even Dark and Light elves.
  2. No other elf, Dark or Light, may harm a Gypsy Elf.
  3. No Elven community may refuse lodging to a band of Gypsy Elves. The Gypsy then must agree to be on their way soon after.
At any point in time other elven species may be found in a group of Gypsy Elves, as they may freely travel as long as they abide by the Gypsy Elves rules and lifestyle. These “Free Wanderers” can make up to 10% of the tribe’s population.

As long as the other elves do not fight amongst themselves or the other Gypsy Elves they may remain with the tribe as long as they like. Also any Gypsy Elf is invited to remain in any Elf community, but few rarely do.

Gypsy Elves are on friendly terms with humans. They find Human Gypsies to be too xenophobic for their tastes, but they will travel with them for mutual benefit.

Gypsy Elves, like their Elf cousins, produce fine art, in particular music and dance. Many have excelled in woodcarving and sell these pieces of art in communities they pass through. What these elves cannot make, they buy. In this respect they are very good terms with humans.

Gypsy Elves are careful never to take more from the land or their hosts then they absolutely need. It has been said that there will be no evidence of a gypsy elf camp 24 hours after they leave.

Gypsy Elf  (Ranagwithe)
Armor Class: 6
Hit dice: 1*
Move: 120' (40')
 - Caravan: 90' (30')
Attacks: 1 Weapon
Damage: By Weapon
No. Appearing: 2-8 (2d4) / 5-40 (5d8)
Save As: Elf 1
Morale: 12 or see below
Treasure: Same as Elf
Intelligence: 12
Alignment: Neutral
XP Value: 5

Monster Type:  Demihuman (race)
Gypsy Elves are typically found traveling in caravans across the world.  Any given caravan will have 5 to 40 members with an a advance scouting troop of 2 to 8 members.  Each caravan has a "Caravan Master" who will be a 5th level or greater elf and a "leader", typically an Elf Seeress (known as a "Kuruni") of 6th level or higher.  Most gypsy elves will be armed with a short sword (75%) or a cross-bow (25%).  All will have daggers as well.

There will also be a variety of random faerie creature travelling with the gypsy elves.  These creatures do not fight if the caravan is attacked, but will flee.

Each Gypsy Elf will know a 1st level elf spell, the Kuruni will know spells as a 6th level elf.  The Caravan Master and the Kuruni will typically have magic items appropriate for a fighter and a wizard respectively of their level.

Moral will be 12 unless their Caravan Master or Kuruni is dead, then it will be 9. If both are killed it will drop to 6.

Like elves, gypsy elves are immune to the touch of a ghoul.


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.

"Gypsy Elve for Basic era FRPGs" Copyright ©2010, Timothy S. Brannan

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, November 2, 2010

Gnomes for Basic D&D

I guess this one is for my brother who loves gnomes. First in a batch of various "Basic" D&D things I have been thinking about.

Gnomes for Basic era FRPGs

Gnomes have long been a staple of various fantasy role-playing games, but surprisingly there were never any core rules for gnomes in the Basic-era (1974-1991) of the Worlds First and Largest Fantasy Adventure RPG.

Gnome

Gnomes are small humanoids that live in the same general areas as do elves. While elves prefer the open spaces, Gnomes live underground in elaborate burrows and underground cave systems. They share many similarities with dwarves, which maybe something of a racial cousin, they are their own race with a long history.

The typical gnome stands 3' to 3½ ' tall, and weighs about 40-45 lbs; About the same size as a Halfling, but not as stocky. Their skin color ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue (from a light ice blue, to brilliant cerulean to a deep midnight violet-blue). Gnome males prefer short, carefully trimmed beards. Gnomes generally wear leather or earth tones, though they decorate their clothes with intricate stitching or fine jewelry. Gnomes reach adulthood at about age 40, and they live about 350 years, though some can live almost 500 years.

A gnome character must have a score of 9 or higher in both Intelligence and Dexterity. Gnomes are similar to Elves in terms of play, they can act as fighters (though not as good as true fighters or Dwarves) and can cast spells as do Magic-Users, though in the form of Alchemy.

Sages disagree on the origins of the gnome as a species and their name. Some point to the word "gnomic" meaning "to know" or "the wise". Other point to "gnomus" meaning "earth" or "from the earth". Both seem to be apt.

Some occult sages and scholars suggest that gnomes are off-shoots of dwarves, halflings, or even goblins. They do have some connection to the lands of Faerie, as do the elves. Other have suggested that gnomes are in fact some sort of earth spirit or even an elemental. Gnomes themselves say they simply are and leave it at that.


Gnomes are inherently magical, many excel in areas of alchemy and other magic, and most gnomes know at least a little magic. Adventuring gnomes can cast wizard spells as indicated below. Gnomes though use their magic via Alchemy. Gnome spell books are full of arcane recipes and formulae. To "cast" a spell then the Gnome either drinks, throws or otherwise invokes the potion as needed. For example a Clarivoyance "spell" might require the Gnome the spread an oily poultice over their eyes, a Fire Ball spell could be a potion that is thrown. In any case these would not require a roll to hit any more than any other magic-user or elf.

Gnomes tend to be Neutral in alignment, but quite a few are Lawful.
Gnomes hate kobolds and will try to attack them on site.

There are Gnomes that also known as "Deep Gnomes" that have well defined infravision to 90'.

Prime Requisite: A gnome has two Prime Requisites: Intelligence and Dexterity. If either of these Ability scores is 13 or greater the character gains a 5% bonus to Experience Points earned every adventure. If both are 13 or greater, the XP bonus if 10%.

Weapons and Armor: Gnomes may use any weapon, but it needs to "sized" to fit them. Typically any weapon sized for a Halfling character. Gnomes may not use "two-handed" handed weapons such as two-handed swords, long bows, battle axes, and other larger weapons.

Gnomes may wear any type of armor, but most prefer "natural" armor such as leather or hide. Halfling armor must "taken in" in order to properly fit a Gnome.

Gnomes may use any magic item that is useable by Magic-Users and any magic weapon.

Special Abilities

A gnome has a number combat advantages, due to it's size and familiarity with various terrain.

Combat: Gnomes use a combination of melee weapons and magic in combat situations. All gnomes gain the following bonuses when in combat.

-2 bonus to Armor Class when attacked by creatures larger than man-size.
+ 1 bonus to initiative rolls.
+1 bonus to "to hit" rolls against Kobolds and Goblins.

Hiding: Gnomes are difficult to spot. In their natural habitat, dense wooded areas, low hill lands and natural (not man-made) underground formations a gnome can only be detected 15% of the time (GM rolls). In man-made dungeons this increases to 25%. The gnome must remain still and not be carrying any type of light.

Languages: In addition to the common and alignment languages Gnomes may also speak gnome, dwarf, kobold and goblin. Additionally a gnome may speak to animals 1/day as per the Spell of the same name. Animals are limited to burrowing animals (badgers, rabbits,

Vision: A gnome can see twice as well as a human in low-light conditions (starlight, moonlight, torchlight and a "light" spell, but not "Continual Light").

Spells: As mentioned, Gnomes can use Magic-User spells like an elf. These spells are usually in the form of an alchemical mixture that must either thrown, drank or applied as needed. There is no penalty for performing this action since it is considered to be part of the "casting time". The gnome can only prepare the number of alchemical agents ("spells") as per the chart below. The gnome then must prepare a new batch the next day. Gnomes use natural ingredients that are usually readily available and carry others with them. These materials are small and light and typically weigh no more than a ounce per level of spells. So a 3rd level spell would weigh about 3 ozs.

For example the Gnome may wish to cast a Light spell. This may require them to mix two reagents together that produce a glow.

Advancement
Gnomes may advance only to 9th level ("Gnome Adeptus"). This is balanced by the gnome's magical ability and their ability to also fight better than a same level magic-user. At 9th level a gnome may settle in area and attract other gnomes to form a clan, or gather their family together for a clan as it's Chieftain. All burrowing animals within the area (a radius of 5 miles) will be friendly to the gnomes of the clan and can speak to them. These animals will warn the clan of approaching intruders or strangers, carry brief messages back and forth to other clans.



GNOME EXPERIENCE TABLE
LevelTitle
XP
Hit Die
1
2
3
4
5
1Gnome Neophyte
0
1d6
1
2Gnome Apprentice
3,000
2d6
2
3Gnome Theoreticus
6,000
3d6
2
1
4Gnome Practicus
12,000
4d6
2
2
5Gnome Philosophus
25,000
5d6
2
2
1
6Gnome Major
50,000
6d6
3
2
2
7Gnome Magus
110,000
7d6
3
2
2
1
8Gnome Magister
220,000
8d6
3
3
2
2
9Gnome Adeptus
400,000
9d6
3
3
2
2
1



GNOME SAVING THROWS
Level
1-3
4-6
7-9
Death Ray or Poison
12
10
8
Magic Wands
13
11
9
Paralysis or Turn to Stone
13
11
9
Dragon Breath
15
12
9
Rods, Staffs and Spells
15
12
9

Gnomes use the same attack to hit rolls as do fighters, dwarves, elves and Halflings.


CHARACTER HIT ROLLS (on 1d20)
Level
Target's Armor Class
Gnomes9876543210-1-2-3-4-5-6-7-8-9
1-310111213141516171819202020202021222324
4-6891011121314151617181920202020202122
7-96789101112131415161718192020202020


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 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.

"Gnomes for Basic era FRPGs" Copyright ©2010, Timothy S. Brannan