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

Tuesday, December 9, 2014

New Spells: Blessings of The Morrígan

Couple new spells I have been playing around with.  I was inspired by reading the overviews of the Artesia comic that Trey is doing over at From the Sorcerer's Skull.  I picked up the first couple of comics and they are good.  They certainly remind me a lot of Celtic myth, but there is more to it than that.   It got me thinking about this article saying that if there were a zombie apocalypse we would not have to worry because nature would wipe out all the zombies.  In particular birds would eat them.

So what is an a party to do then when a group of zombies, who are immune it seems from the fauna of your world, show up and ooops, they don't have a cleric to turn them?  Simple. They make sure their witches and druids have these spells.

Still playing with the damage.  I wanted them to be right around "fireball" strength, but given the higher level and the fact they only effect undead I was fine with the extra 1d12.  Let me know what you think.  Also I am releasing it as "open" under the OGL.  So take it and use it how and where you like including publishing your own stuff.

All material below this point is Open for terms of the OGL.
Section 15: "Blessings of The Morrígan" Copyright 2014 Timothy S. Brannan

Blessings of The Morrígan

Clerics are granted blessings from their deities in dealing with the undead.  Nearly all gods want the dead (whom they are caretakers of) to be at rest. A soul roaming free after death cannot be claimed by any god.  So clerics can turn or destroy undead creatures as their own gods wish.
Other followers of gods and of divine or arcane principles, such as druids and witches, lack this innate power.  Some have learned magic though to mimic it.

Blessings of The Morrígan
Level: Druid 4, Witch 4
Range: Corporeal Undead within sight
Duration: Instantaneous
By the means of this spell the druid or witch sends out a plea to The Morrígan, the great Battle Mother, Crow of War.  Instantly several murders of crows fly out from a spot just above the caster toward  any corporeal (ie Physical) undead the caster can see.  The crows bite and pick at the undead till 1d12 + 1d6 per caster's level is done in total damage.  Damage is divided up among all the undead creatures with weakest getting damaged first. Any creature reduced to 0 HP is dead and stripped clean of all flesh it had renaming.  In the case of skeletons they simply die. Creatures not damaged will be held for 1 extra round while the crows fly about.
This spell will effect skeletons, zombies, ghouls, ghasts, wights, mummies, vampires and liches.  The crows are considered magical.  It has no effect of ghostly or ghost like undead.
This spell has no damaging effects on living creatures, though for the round the spell is cast they are temporarily held (as per a Hold Person spell) and blinded (as per a Light or Darkness spell). Both of these conditions are removed at the end of the current combat round.
Material Components: A feather of a crow found feasting on a corpse after a battle. Only one feather may be used per crow.  The feather disappears after this spell is cast.

Blessings of The Morrígan, Greater
Level: Druid 6, Witch 6
Range: Incorporeal Undead within sight
Duration: Instantaneous
This spell is identical to the 4th level Blessings of The Morrígan spell, save this one will affect Incorporeal undead.  The crows will appears as ghostly crows and only partially in our own reality.
This spell will effect wraiths, spectres, banshees, ghosts, shadows and other ghost like undead.  It has no effect on corporeal or physical undead unless that undead creature also has become incopreal, such as a lich in the Ethereal plane or a vampire that has become incorporeal.

Monday, October 20, 2014

The OSR Scarecrow

Here is the only OSR Scarecrow you need.  This is the Scarecrow from The Witch.
(Yeah I am a little late on the snark here, term start and I have a conference to go to this week.)


Scarecrow
AC: 9 [10]
Hit Dice: 3d8* (14 hp)
No. of Attacks: 2 Limbs
Damage: 1d6/1d6
Special: Paralyzing Gaze, Triple Damage from Fire based attacks
Movement: 30’
No. Appearing: 1 (always in lair)
Saves As: Fighter 3
Morale: 12
Treasure: None
Alignment: Neutral
XP: 75

Scarecrows are basic guardians similar to golems, but not nearly as powerful. Like typical scarecrows, their bodies are made of straw and cloth. The stumble about their assigned area poorly and attack most anything that wanders through it. Some Scarecrow Guardians are bound to a post. A Scarecrow can use their paralyzing gaze to imprison any trespassers (save vs. Paralysis, fail means victim remains rooted to the spot).
Scarecrows are assigned to protect a particular area. They never leave the area, even when chasing an intruder. They will attack anything, humanoid or animal like in appearance that walks into its territory unless otherwise instructed by their creator.
A scarecrow is immune to mind-influencing effects, poison, disease and similar effects. They are not subject to critical hits, subdual damage, ability damage, energy drain or death from massive damage.
Fire Vulnerability: Because of their straw bodies, Scarecrows are extremely vulnerable to attacks from fire. They take triple damage from all fire attacks.
In addition, a scarecrow guardian will catch fire easily after any attack that would normally ignite mundane items. A scarecrow on fire receives 2d6 damage each round (do not double this damage)


All content is designated as Open for the Open Gaming License.
Art is from the Public Domain
Section 15 OGL Copyright Notice

The Witch, Copyright ©2012, Timothy S. Brannan
"Scarecrow" Copyright ©2014, Timothy S. Brannan

Monday, June 30, 2014

New Monster: Web Witch

Today is my mom's birthday.

Why should you care?  Well it was my mom that introduced me to the weird world of sci-fi, horror and the macabre.   Her idea of a bedtime story was telling about a haunted schoolhouse where the floors still were stained with the blood of two boys that killed each other in a knife fight.  Or of a man who was so sick of his nagging wife that he chopped her up and buried her in the garden, only to have the flowers grow with her face on them.  She introduced me to Dark Shadows and "documentaries" on Bigfoot and Atlantis.  Though to be fair I think my dad introduced me to the Twilight Zone and I know my love of bad horror movies comes from him.

So here is a creature she had to share with me last week.  It works well for D&D but I think she had more of a pulp feel for this.

http://mooki003.deviantart.com/art/Albino-Spider-333011766
Albino Spider by Mooki003

Web Witch


Human Form Spider Form
Armor Class: 8 [11] 5 [14]
Hit Dice: 3*+2 (15 hp) 3*+12 (25 hp)
No. of Attacks: 1 poison dagger 1 bite
Damage: 1d6 + Poison 2d6 + Poison
Special: Magic, see below Invisibility
Movement: 30' 20' Web 40'
No. Appearing: 1 1
Save As: Witch 3 Fighter 3
Morale: 8 10
Treasure Type: Special Special
Alignment: Chaotic Chaotic
XP: 160 185

The web witch is a female humanoid that can also take the form of a huge spider.  Not a lycanthrope, the web witch can shift between forms once per round as often as she likes.  In her human form she appears as a smallish woman (possibly of elf decent) with very pale skin, long white hair and eyes with a reddish tinge.  She will typically wear a long black dress or gown that appears to be made of silk. It is, but her own spider silk.  When in human form she can be mistaken for a vampire.  Despite the ability to use witch magic a web witch cannot form a coven with other web witches. Though it is speculated that she may be able to do so with other witches and/or hags.
In her human form she use magic as a 2nd level witch including the use of magic items usable by a witch.  GMs should pick out which spells the web witch has access to.
In her spider form she appears as a huge white spider with red eyes.  When sitting in her web she can make herself and the web invisible until touched.  The web itself is made up of stick long black strands of spider silk.  The web witch can move about in spider form invisible as per the invisibility spell. She can speak in this form, but not use magic.
A favored tactic of the web witch is to pretend to be a damsel in distress and lead a party of adventures into her maze of webs where she can shift form and feed on them.  She will keep any treasures she can find including magic items, but items such as swords, armor or other weapons she will discard, magical or not.
Once per year a web witch will capture a humanoid male for breeding. Three months later she will lay a clutch of eggs. She injects a different poison into the male to paralyze him and place the clutch in his mouth.  After one month the clutch will hatch and 10-100 (10d10) baby web witches will devour the male from the inside out.  The hungry web witches will then turn on each other til only about dozen survive (2d6). They will reach maturity in one year and transform to their human shape for the first time.

The silk of a web witch is much prized by wizards as a superior ingredient for their web spells. Creatures need to have a Strength of 15 or higher or be 6 HD or higher to break free.
The venom of the web witch is also valued.

There is no known relationship between the web witch and the fabled Queen of Spiders or the Dark Elves.

There are rumors of more powerful web witches that can use even greater witch magic.

"Web Witch" is copyright 2014 Timothy S. Brannan.
All monsters stats and text below is considered OPEN under the guidelines of the OGL.

Monday, June 23, 2014

Maleficent for Basic Games

Last weekend was my birthday and I got a chance to go out and see Maleficent.
I liked it.  I thought Angelina Jolie did a great job (if maybe a little hammy) and there were some great moments with some good lines.   I thought the denouement was both welcome and interesting.

I know people had some issues with the changes to story and character, but honestly if you want to see "Sleeping Beauty" then go watch Sleeping Beauty.

What I have here is a cross between both her portrayals. The idea that reality lies somewhere in between.  I think she is rather obviously a Faerie Tradition witch.

Maleficent, either version, is still one of my favorite characters.

Maleficent
The Witch stats for Basic Era Games
14th level Witch, Faerie Tradition

Strength: 10
Dexterity: 12
Constitution: 12
Intelligence: 17
Wisdom: 12
Charisma: 18

Saves
Death Ray or Poison:  9/7
Magic wand or devices: 10
Paralysis, Polymorph or Turn to Stone: 9
Dragon Breath: 12
Rods, Staffs and Spells: 11


To hit AC 0: 16

Hit Points: 70
Alignment: Chaotic (in Advanced games she varies between Chaotic Good, Chaotic Evil and Chaotic Neutral)
AC: 5 (Ring protection)

Occult Powers
Familiar:  Raven (+2 to Death related saves) "Diaval"
7th level:  Speak to Plants and Animals
13th level: Fey Shape (She can grow wings)
Like all Faerie Witches Maleficent takes extra damage from items made of cold iron.

Spells 
Cantrips: Chill, Daze, Detect Curse, Object Reading, Open, Sound
First: Bad Luck, Cause Fear, Silver Tongue, Sleep, Speak with Animals
Second: Bewitch II, Burning Gaze, Evil Eye, Rose Garden
Third: Bestow Curse, Fly, Improved Faerie Fire, Scry
Fourth: Arcane Eye, Intangible Cloak of Shadows, Polymorph
Fifth: Death Curse, Endless Sleep, False Vision
Sixth: Geas, Wall of Roses
Seventh:  Maze, Hell Hath No Fury*

New Ritual Spell

Hell Hath No Fury
Level: Witch Ritual 7
Witches Required: 1
Range: One Creature
Duration: Permanent
The ritual, Hell Hath No Fury, is a rare ritual in that only one witch is required to cast it, but the situations in which it can be cast are also rare.  The witch lay a devastating curse on an individual who has someone personally harmed the witch in some way.  The harm isn't as simple as an attack, the offense must be a great one such as murdering the witch's family or lover, breaking the witch's heart with the promise of true love or spurning the affections of the witch for another.  Typically only one such person in the witch's lifetime would fit the requirements.  The witch then takes all her anger, rage and sorrow and pours it into this curse.  The witch may affect the person responsible or a member of that person's family.  The choice of victim and the curse is directly tied to insult done to the witch herself.
Once the curse is laid then it can only be broken under very specific circumstances either dictated by the witch or somehow related to original hurt to the witch.  This curse can not be broken via a remove curse, wish, dispel magic or similar enchantments.  The witch herself can not break the curse either.

Examples would be Maleficent's curse on Aurora or Maria Owens curse on her own family in Practical Magic.

Section 15 OGL Statement
The new witch ritual "Hell Hath No Fury" is considered Open for the terms of the OGL.
"Hell Hath No Fury" Witch Ritual, Copyright 2014 Timothy S. Brannan.

Tuesday, December 18, 2012

Xothia: The Dwarven Witch

Dwarven Witches
The dwarves of yore made mighty spells, 
While hammers fell like ringing bells 
 In places deep, where dark things sleep, 
 In hollow halls beneath the fells.

I saw the Hobbit and it renewed the feeling I get every so often when playing D&D.  Dwarves and bad-asses and you should not mess with them.  This notion inspired me to post this. Enjoy!

The Xothia appear in my latest book, The Witch, but can be used in any Retro clone that has dwarves.

OGL declaration. All text below is designated as Open under OGL. All art is retained by the copyright holder and is not open under the OGL.

The Xothia of the Rock

   “Where are we headed Jornek?” asked Tuir, a young hill dwarf of only 80 summers.  They were walking in the rain up a mountain path, and Tuir hated the rain.
   “We are going to get answers.” repeated the older dwarf for what seemed like the thousandth time this morning.  Jornek did not care for the rain either, but it was not as annoying as his young nephew’s constant complaining.  Were he not his sisters son…
   “I thought we were going to go to the human city and seek out one of their sages?” replied Tuir.
   “That is what I wanted the clan to think.” came Jornek’s short reply. “We are going to see Royrn, the Xothia of the Rock.”
   Tuir stopped dead in his tracks.  “A Xothia!” he cried out. “what could *she* possibly do?  Except maybe to bewitch us and make us her slaves!”
   Jornek grabbed his young charge and pulled him back on to the path. “Put your lips together you fool.  You have the tongue of a gnome but none of their sense!  This is why I did not tell you or anyone.  The Xothia of the Rock has been known to our clan for centuries.  Our problem is magical, no human sage could understand!”
   Tuir was so quiet the rest the trip that Jornek almost regretted not telling him sooner.  But soon enough they approached a small cave opening.  Outside was small, but ornate gold gong.  Jornek took the striker and hit the gong three times. Tuir looked at the gong quizzingly and then to Jornek.  The older dwarf guessing his question only replied, “who would *dare* steal it?”  Jornek then walked into the cave with a nervous Tuir close behind.
   The sight that met Tuir’s eyes was almost overwhelming.  He had expected the cave to be dark, damp and gloomy, like a goblin’s hole, but instead it seemed, well more “elf” like.  There were brightly colored lamps hanging from outcroppings in the walls that sent an array of colors everywhere.  The floor was amazingly flat and clean.  To the back of this chamber were several doors.  But Tuir was not prepared for what, or rather who, he saw next.
   She was young, maybe no older than himself. She wore brightly colored clothes that were still dwarven style, but some how seemed more elfish.  Her most striking feature to Tuir was her face.  While she was obviously beautiful, she had no beard.  Among his clan a woman without a beard had no prospects of finding a husband.  This woman seemed not to care.
   “Merry Greetings, Jornek, Gornek’s son.” she said with a voice that sounded musical to Tuir’s ears.    “Please do us the honor of your presence.” And with that she bowed slightly.
   “Greetings to you and may I return some of the hospitality that you show today.” Jornek said as he bowed even lower.
   “You’re the…the Xothia of the Rock?” Tuir stammered out.  This got him a angry glare from Jornek, but a small musical laugh from the woman.
   “Not yet young Tuir, that honor belongs to my mistress and teacher.  Come, she is waiting.”
   The followed the woman to another, even larger chamber filled with lights.  Tuir was surprised to see a few other women, even a gnome woman. Most were writing in long scrolls, some were to busy starring at the new guests.  Then an unbelievably old woman entered the room.  The rest of the women snapped to attention, she made a motion with her hand and they all left.  Like the first and the current old woman, none of the women had beards.
   She repeated the greeting to Jornek as the younger woman had, only she added his grandfather, great-grandfather and great-great grandfather as well.  Jornek had bowed even lower than he had before, his great beard sweeping the floor.  She then addressed Tuir. Jornek, as custom dictated, answered for his young charge. Tuir was too dazed to say anything or even move.  It was not till he got a withering glance from the elder dwarf that he too bowed low.
   Finally the Xothia looked at Tuir, starring at him, or through him, as if to divine his need.  She seemed to be unbelievably ancient to the young dwarf, and yet he still saw something in her eyes that spoke of youth. She addressed him in voice that reminded him of the echo of a subterranean pool.
   “Got yourself into a bit of trouble have we Tuir? Magic trouble no less.”  She asked, but not waiting for an answer. “My, my quite a bit of trouble for one so young.”
   “He is a fool Xothia, were he not my sister’s son.” Jornek started but was cut short by the woman. To Tuir’s surprise, and he admitted delight, Jornek seemed quite taken aback at this.
   “It is the privilege of youth to be foolish, but the responsibility of the aged to be wise.  If we wish not our young ones to be fools then we must teach them.” She said without even looking at Jornek.  In their clan no one would have silenced Jornek as if he were child. But no one in their clan was the Xothia either.
   “Now young Tuir” she continued “will you allow a old woman the chance to help and maybe even teach you a thing or two about this world?”

The Xothia

Xothia of the Rock by Daniel Brannan
The dwarven witch feels isolation from her normal community due the distrust of arcane magic among dwarves.  This distrust seems to date back in time to the first recorded appearance of dwarven witches, a coincidence that seems too strong to ignore.

In dwarven society, men and women are regarded as equals.  The dwarven witch is seen as contrary to this established reality.  Most dwarven witches feel deep fear when they first hear the Call and either leave their communities or try to suppress what they now know and feel. Dwarven witches become Solitaries, learning their art and faith directly from the Mother of Dwarves herself.

The social stigma of being a magic-using dwarf is tough to bear; and due their nature, dwarven witches tend to be far more chaotic than the normal dwarf population. While some find content with this life, others are constantly reminded that they will never truly belong, either as a dwarf or as a witch.  Dwarven witches are the rarest form of witch one will encounter.

The Xothia (“Zoe-thee-Ah”) witch of dwarven communities has taken her nearly insurmountable odds and turned them into unique advantages.  Feared for her power, isolated because of her ideals, and respected for her knowledge, the Xothia has become a living repository of dwarven lore, knowledge and magic.  All Xothia are female -- no male has ever joined their ranks -- and all are beardless.  Whether the Xothia are born that way or have their beard removed is one of but hundreds of their closely guarded secrets.  The leader of a coven of Xothia is often known as the Xothia, and is usually centuries old.  She is regarded as an advisor and sage to dwarven leaders; many will travel days or weeks to seek her out.

The Xothia lives apart from the main community of dwarves, where she and her coven can use magic to scry and record all that needs to be known.  Often such answers cannot be gathered by magic and the Xothia witch must travel the world in search of them.  A full coven of Xothia is nine witches, eight members and the Xothia.  Their manner and style of clothing have often been described as “elf-like,” not in insult, but as a means for the common dwarf to label what she does not know.  The ritual tools of the Xothia are the “Labrys” or small double bladed axe, and the “Malleus” or hammer. The labrys may be wielded with one hand.  It has two semi-circular blades on either side.  The labrys has a small knob on top of the shaft located between the two blades.

The Xothia Tradition is most similar to the Craft of the Wise, Classical or Family Traditions of Witchcraft and they may take the same Occult powers of those traditions.

The highest level witch regardless of level or title is known as The Xothia.


XOTHIA (Dwarf) WITCH EXPERIENCE TABLE
Level
Title
XP
HD
1
2
3
4
5
1
Dwarf Initiate
0
1d6
1
2
DwarfNeophyte
3,000
2d6
2
3
Dwarf Apprentice
6,000
3d6
2
1
4
Dwarf Sybil
12,000
4d6
2
2
5
Dwarf Adept
25,000
5d6
3
2
1
6
Dwarf Mystic
50,000
6d6
3
2
2
7
Dwarf Enchantress
110,000
7d6
3
3
2
1
8
Dwarf Sorceress
220,000
8d6
4
3
2
2
9
Xothia
400,000
9d6
4
3
3
2
1
10
Xothia
600,000
9d6+1
4
4
3
2
2
11
Xothia
800,000
9d6+2
4
4
4
3
2
12
Xothia
1,000,000
9d6+3
4
4
4
4
3
13
Xothia ("The Xothia")
1,200,000
9d6+4
4
4
4
4
4


XOTHIA (Dwarf) SAVING THROWS


Level
1-3
4-6
7-9
10-12
13
Death Ray or Poison
12
10
8
6
4
Magic Wands*
12
10
8
6
3
Paralysis or Turn to Stone
13
11
9
7
5
Dragon Breath
15
12
10
8
6
Rods, Staffs and Spells*
*Includes the bonuses Dwarven Witches also gain.
14
11
9
7
4

CHARACTER HIT ROLLS (on 1d20)
Level
Target's Armor Class
Dwarf
9
8
7
6
5
4
3
2
1
0
-1
-2
-3
-4
-5
-6
-7
-8
-9
1-3
10
11
12
13
14
15
16
17
18
19
20
20
20
20
20
21
22
23
24
4-6
8
9
10
11
12
13
14
15
16
17
18
19
20
20
20
20
20
21
22
7-9
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
20
20
20
20
10-12
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
20
20
13
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20


Section 15.
The Witch Copyright 2012 Timothy S. Brannan
"Dwarf Xothia" Copyright 2012 Timothy S. Brannan