Showing posts sorted by date for query dark pacts. Sort by relevance Show all posts
Showing posts sorted by date for query dark pacts. Sort by relevance Show all posts

Monday, July 6, 2026

Mirror Mondays: The Witches of 1986. What I Learned from 40 Years of Larina

The Witch Queen and the Girl in Homeroom: What I Learned from Forty Years of One Character

Advanced Witches & Warlocks - Larina

I created Larina in July, 1986. 

That sentence feels simple enough, but it carries a lot of weight. It means she has been with me through six editions of D&D, most of high school, college games, new systems, abandoned campaigns, resurrected notebooks, lost files, new editions, new worlds, and more than a few versions of myself. She has been a magic-user, a witch, a sage, a horror heroine "last girl", a multiversal constant, and occasionally the person in the room who knows far more than she should.

I have known her longer than my kids have been alive, and I met her 15 months before I met the girl I would one day marry.

I wish I could remember the exact date, but failing that, and for reasons that make sense to me, I'll say it was 40 years ago today. July 6, 1986.

At some point, a character stops being just a character sheet. At some point, she becomes a mirror to what I am doing at the time. 

And Larina has always been a mirror.

Larina was not my first character. She was not even my first "witch" character. But over the years of playing her and using her in many games, she quickly became a favorite of mine.

If you like, you can read some more about her here on her own page and all the versions of her I have posted here over the years.

The Character You Start With Is Not the Character You Keep

That first version of Larina was nothing special at the time. Not really. She was a "witch" but only in the respect that she was a collection of ideas I had about witches. Some notes, some ideas, a rough draft. Her class at the time? Magic-user, 1st level. This was July 1986. I would use her a few times, but my main "wizard" was Phygora-Cronus. He was, and let's be honest here, my Doctor Who-ripoff character. A traveler who messed with the lives of others. Phygora did eventually become his own thing. But that very, very first version of Larina barely saw any adventures. Phygora even stopped traveling to be Larina's "advisor" at the magic school. 

Larina Character Sheets
Larina 1st Ed AD&D Character Sheets

Still, there was something that drew me back to her. She saw some play, but not a lot really. I am hard-pressed to remember any of her adventures between that summer and the Fall. 

Then came October 1986 and the release of Dragon Magazine #114 with its new take on the witch class. I really can't overstate how much that issue affected my ideas of how to play a witch. That put an end to her as a "fake-wizard". I made her into a 1st-level Magic-user/1st-level Witch right away with a brand-new sheet. I figured out that she had been to magic school, but the tuition was too much to keep up. Sound familiar? I was in the same boat with one school, so I took my second choice. Another mirror.

So I gave her a backstory to fit. She was working in the school library to make ends meet, and she picked up her witchcraft on the side. Libraries have always been where I study things on the edge of belief, so it was only natural. It was another mirror of my own situation.

That little bit of backstory did a lot more work than I realized at the time. It explained why she knew things she was not supposed to know. It explained why she had access to odd books, old languages, half-forgotten rituals, and dangerous scraps of lore. It made her something other than a spell list. She was not just a student of magic. She was a student of forbidden shelves, closing-time whispers, and books that should probably have been locked up better.

Looking back, that is where Larina really started to become Larina. Not by virtue of better hit points or power, but because she was the one who knew where to find the book. She was the one with the answers. 

This early Larina was hardly the best version of herself. Beginnings seldom are. But she had a spark. Her core was there.

Every Edition Reveals Something Different

I have done this with all of them. I currently have Vera Rook sitting on my desk, and I have six character sheets for her, maybe seven soon. I showed you all this as an experiment with Elowen Hale.  Vera began with a concept and then character options were used to support that concept. Elowen was built by looking at character options across the games and choosing the concept that fit them all. Every game and edition offers a chance to redefine a concept. With Elowen and Vera, it was a matter of deliberate design; with Larina, it has been a decades-long process.

Larina, 2nd Edition AD&D, the Witch Priestess
Larina, 2nd Edition AD&D, the Witch Priestess
I have some 75 versions of her in posts for various systems now, each one a test to see if I could make a proper witch. For example, in AD&D 2nd Edition, she took on more of a priestess role. I called it her Wiccan side (to put it in modern terms) as she found her faith. The mechanics were simply there to put it on paper. 

And in a way, it was another mirror: while she was getting deeper into the supernatural, I was embracing my atheism and skepticism. There is a contradiction in all this that I have always found amusing. The further I put distance between myself and belief, the more exacting I became with hers. She became the High Priestess of faith and belief, while I rejected such ideas for myself. 

Perhaps that was her utility. She let me get at faith, ritual, gods, spirits, and the like without having to put my own stock in them. Where I was skeptical she could be sincere, she could stand in the circle and invoke the Goddess in earnest while I was on the periphery with a notebook to put in a word: "Yes, but what are the game terms for that?"

If you want an honest appraisal of my witch writing, there it is. I don’t need to believe in a thing to see its power.

I will ask her different questions depending on the game. D&D wants to know what she can cast. A horror game will ask what she has endured to survive. Superhero games make you wonder how much power she truly has. Sci-fi asks what she knows of the universe. Modern horror asks what she does when the monsters are not locked in some dungeon but are down the street. And so on. Every answer tells me how to play her and how to bring her into whatever comes next.

Converting a character is never a mere numbers game for me. You can have your fun making sure a 7th-level spell translates to the equivalent power in another system, but that is not the work. The task is to determine what the game deems important. Some games are about combat or social standing, others about trauma or whether you can afford rent and still be at the ritual on time. When I convert Larina, I am not just changing her stats; I am letting the game have its say with her.

Forty years on, she still has something to say.

Long-Lived Characters Become Mythology

Larina has been with me long enough to take on a mythic quality in these worlds. My players and my kids’ players are familiar with her. I have minis and 3D prints of her in the game room, art on the wall, even a Monster High doll someone went to the trouble of modifying for me (people love this post). Here, you will hear her name in the same breath as "The Simbul," "Circe," or "Tasha/Iggwilv."

I won’t pretend she is on their level in the annals of game history or literature, but at my table, she occupies that space. She is one of the names the young witches talk about in hushed tones. She is the woman who has already had her bout with the thing you have just come across, the one whose notes you find in the margin. She may be of assistance, or she may decide you are not ready for the truth.

Tea with the Witch Queens by Brian Brinlee
Tea with the Witch Queens by Brian Brinlee

That is what mythology is. Not official canon or a publication record. It is what a name means when enough people at the table understand it.

It also means the little details start to matter more. Her red hair, the purple clothes, the dragon tooth necklace, the Triple Moon Goddess tattoo, and the scar below her left collarbone. Or the way she will tell you her birthday is Halloween when in fact it is the 25th of October. Things that were once just bits of color are now like relics. 

After a while, the details are no longer decoration; they are signs.

And because Larina has so many versions, those signs are what tell me she is still Larina. The stats can change. The edition can change. The cosmology can change. She can be in Mystoerth, Jackson, West Haven, WitchCraft, NIGHT SHIFT, Wasted Lands, or some far future starship-adjacent nonsense that probably started with me watching too much Doctor Who and WAY too much Star Trek. But if she is still the woman with the books, the questions, the occult knowledge, the stubborn compassion, the terrible habit of putting herself between people and the dark, and biting her nails, then she is still Larina.

Larina by Jeff Dee
Larina by Jeff Dee
She Taught Me What a Witch Is

Every Witch class I have ever written has Larina’s shadow somewhere in it. Sometimes obvious, sometimes hidden, but always there. Elowen is an "adopted daughter"; Vera is a dark shadow; Marrissia is the mother of hers that devours.  Even Sinéad, to a degree, is "what if Larina had been raised in the Forgotten Realms?" All these witches are part of what I call her extended coven. Which is more growth for her because from the start she was a solitary witch learning via books she borrowed from her library. 

My witch books don’t just appear out of a vacuum; they are born of a lived-in experience I have with her. One feeds the other. Another mirror.

Larina made it clear to me that a witch is more than a woman with magic, a druid who has taken to the indoors, a wizard with better jewelry, or a cleric with the wrong holy symbols.

A witch is a relationship.

That was a revelation when I first saw it. Which is odd since what I was looking at were my own notes and writings. But there it was. Was it my writing or hers? Sometimes it is hard to tell.

The witch is a relationship. With power and place and memory. With old gods, false ones, and things that were never gods. With a coven, be it made of ghosts, familiars, past lives, a very patient cat, and the odd book.

That informed my design. A witch needs magic, but she also requires the rituals, the pacts and taboos, the marks and the consequences. She needs to be able to heal, curse, bind, and banish. And most of all, to know. Intelligence is important. Wisdom informs. But it is Charisma that sets it all into motion. 

Larina was never at her finest when she was flinging the largest spell in the room. She was best when she could tell you what the monster was and where it came from, what book made a passing mention of it, and why you should have heeded the old woman at the start of the adventure. 

That is the witch I keep writing.

Larina Nichols of Jackson, IL and Larina Nix, Witch Queen of West Haven
The witch girl and the Witch Queen
A Good Character Can Outlive the Campaign

This is something of a big deal. Groups disband, people move on, editions are replaced, files go missing, and books get sold. Most campaigns have an end. Yet some characters endure.

Larina is my means of keeping old games from being set in amber. She is continuity, if sometimes of a confusing sort. I have four timelines for my main computer to make sense of what she has been up to since 1986, which is no small chore. In fact, trying to account for her "lost years" and sort out one of those timelines is what first put the notion of an updated Advanced Witches & Warlocks in my head. If you look at one of my playtest notebooks, you will find nothing but character sheets of her from various stages and reams of notes. What was she doing? What was she thinking? Why did she begin to embrace witchcraft as a practice and a religion more?

Will any of this make it to print? No, not all of it. Does it inform what does? You bet.

Those campaigns are history now. I am the only one left alive from some of them. But she has been here with me all along, my witness to the fact that it all happened. She was the chronicler of those long-lost campaigns. The people who were there are gone, but I have the notes I kept in her voice still tucked away in one of my 3-ring binders or stapled to a character sheet. It is strange when I read something like "Must talk to Killian" or "Find out what Morgan Highstar knows." Notes on Larina's sheet by her (by me for her) directed at characters who can no longer answer. Another mirror: Larina, when she is a GMPC or DMPC, often acts as the party's translator or chronicler. There is a certain sadness to it, and a comfort as well. Knowing that she is still bearing witness to deeds of glory.

Old campaigns are like ghosts. You hold on to the recollection of the character deaths and the lucky rolls, the big set pieces and the arguments over rules, not to mention the maps we were sure we would have for all time, only to mislay them. And the dumb jokes. But memory is no good at archiving; it will let go of what you once deemed important and hang on to the odd bits.

She reminds me that those games happened. Those people sat at those tables. That we cared very much about things written in pencil on loose-leaf paper. That we spent entire afternoons arguing over what a spell could do. For a little while, the world was bigger than the room we were sitting in, and the room we were sitting in was bigger than the world outside.

Larina is not the campaign itself, but you can smell it on her clothes.

The trick with an old character is not keeping her exactly the same. It is letting her change without letting her become someone else. Larina from 1986 is not the same character as Larina from 2026, because I am not the same either.

She has become something of a creative engine for me. What she needs is what my books need. It may sound mad, but then again, I once put in some time as a QMHP at an institution for schizophrenics, so perhaps it rubbed off. Or I just know this character well enough to tell the difference between what works and what I might want.

The WitchCraft RPG made clear to me the distinction between her magic and her psychic side, and I carried that over to Ghosts of Albion with its separate Magic and Faith abilities. From her I got the Wicca and the Witch Priestess for Advanced Witches & Warlocks, and the Witch Queen for Liber Mysterium and my 3rd Edition book. She was the six-year-old in my AD&D Complete Netbook of Witches & Warlocks. 

Which is the strangest thing of all: the adult Witch Queen and the girl in homeroom with glasses, wearing her watch on her right wrist, are one and the same. Not in any tidy, linear way, but in the manner of a dream or a myth, or an RPG you have been at for a while.

The child answers the call. The teenager comes across the book. The young witch puts up with the vampire. The adult who becomes the teacher. And the Witch Queen who becomes the warning. 

And somewhere in there is a guy (also with glasses) with a notebook, trying to figure out what all of that means in terms of saving throws, spell levels, and whether or not this really belongs in the next book.

Forty years on, and Larina is still around. 

I don’t hold on to her out of stubbornness (though there is a lot of that too); she has a way of showing me something new. Just when I think I have had my fill of her lessons, another one of her turns up. A stat block in a folder I have not opened in ages. A picture. Some class feature that is there only because, at some point, Larina did that at the table. A spell that is logical in a way only she could make it so.

Maybe that is the real lesson.

The best characters are not the ones who stay frozen on the page. They are the ones who follow us out of the dungeon, through the years, and into whatever strange country comes next.

For me, Larina has been a witch, a mirror, a witness, a test case, a mythology, and a creative engine.

Not bad for a little 1st-level magic-user girl from July of 1986.

Larina by Claudio Pozas
Larina by Claudio Pozas
The Mirror Shard: The Dark Anima

This one is a little bit different than other mirror shards. Those typically cover concepts I can use in both my Occult D&D campaign and my Jackson, IL campaign, even if they appear different in each. 

I have talked about this before, but it is worth bringing up again here because it is part of Larina’s genesis.

My first foray into psychology was in the mid-80s. I went the way of most people and began with Freud and then Jung. Freud had his Id, Ego, and Superego, all very serviceable concepts. Jung I found a bit more philosophical, or at any rate more to my liking as a writer and a gamer. From him I took the archetypes, the Shadow, synchronicity, the Animus, and the Anima. That was what resonated. 

The Anima, in Jungian terms, is the inner feminine image in a man’s psyche. The Animus is the inner masculine image in a woman’s psyche. Now, I am not going to pretend this is modern psychology, or even particularly good psychology by today’s standards. This is armchair Jung, filtered through a teenage gamer in the 1980s who was reading books he only partly understood and immediately turning the interesting bits into D&D characters.

In a way, that was all I really needed then.

But the notion of the Anima held me. Jung would have you believe it is the inner feminine in a man’s mind (the Animus being the woman’s inner masculine). I wanted to know what mine looked like, and not in the pedestrian sense of an ideal type of woman. I was after something darker and more symbolic. If the feminine side of my imagination were to step into a dungeon with a spellbook and some secret she wasn’t in a hurry to share, who would she be?

Larina was the answer. Or perhaps she was there first, and I put the question to her later. In college, I worked on my undergraduate, graduate, and doctoral degrees in Psychology. All the while, I had Larina by my side. Informing me, informed by me. I read Jung in highschool, I read it again in college and discussed him in History of Psychology classes I was in. Her first "publication" may have been a paper I wrote about the Anima with the Witch as archetype. That would have been at least 1989 or 1990. 

She is not simply “the girl character.” Sure, I like witches, and I have played a lot of women over the years, but that is not why she is here. She was curious and intuitive. She was compassion made into a weapon. She was the part of me still open to magic while the rest of me was being weaned off it. A useful tension.

As my Anima, Larina, is not merely soft and healing. She is dark. Not evil; there is a distinction. She is the witch standing at the periphery of the firelight; the one standing in the liminal space. The one who tells you there is more to it than you see. The librarian who will hand you a cursed tome because you need the lesson. The red-haired woman in purple who smiles when the monster misnames her.

Forget the seductress or the evil queen; they are too convenient and too cliché. The Dark Anima is your guide to the underworld. Think of Beatrice with a black cat, or Persephone once she has memorized the map of Hell. She won’t rescue you from the dark; she will show you how to navigate it. She is Innana and Ereshkigal. 

That is why she has a habit of appearing in my work as a sage, a mirror, or a teacher. She is the voice in my head that says the monster is a symbol, a wound, an old story in new clothes.

It also makes for good company with Nigel. He is my Id, all impulse and violence, the one who will put a blade to the problem and leave the philosophy for another day. Larina is his interpreter. She understands his danger and his necessity. Between them, I have Phygora as Animus, Johan as Super-ego, Retsam as Ego… a full psychological adventuring party in my head. It may not be entirely healthy, but it has given me my share of characters.

But Larina is the one who has stuck.

The Anima is no ordinary character. She is a mirror. She shows you desire and fear, and the things you put aside for being inconvenient. And as the person looking in the mirror changes, so does she. In a very literal sense, she has been my mirror, reflecting my turn away from religion, my skepticism, my fondness for libraries, my urge to codify the occult for a game, and my fascination with women who know more than they ought not to.

She is not me. But she is mine in a way my other characters are not. 

I suspect that is the reason for her forty-year run.

Thursday, February 26, 2026

Barking Alien's RPG CAMPAIGN TOUR CHALLENGE! Day 26

Larina's scar in BG3
Day 26 - Dramatic Events

Day 26-Are there any dramatic events from the campaign you can share?
Tell us about a moment of exciting action or tense thrills that has happened during your game. When and where did it take place?

Elowen's Journal

"Some stories are told softly, even when they involve blood and thunder.

When I first came to West Haven, I noticed Larina’s left eye. It is a different, paler blue than her right, and she has a scar that runs over and through it. I asked about it once, carefully. She does not like to talk about it.

She only said, 'That was the night Aisling came home.'

I could not believe the story when I first heard it. Not really. So I asked people who had been there. I listened to the ghosts. I believe it now.

Céline told me about the night the wards screamed and fell. Émilie told me about potions brewed so fast they cracked their bottles. The witch knight Rowan told me about fighting creatures out of nightmares, holding the line with sword and will alone. Rebecca swore she saw Strix witches tear enormous Olitiau bats out of the sky, fur, feathers, and blood raining down like black snow. The ghosts told me that Mara witches used them as soldiers to fight demons and devils against their will. 

Cassandra and Celeste spoke quietly about the healing of a broken and near-dead Aisling. About how close they came to failing. About how Katrina took risks, channeling magics so powerful no one else would ever have dared.

But everyone told the same part the same way.

They say that Larina ran out of a Gate and into the night, carrying a broken girl in her arms, and called every witch in West Haven to her side.

They say the devil, who had claimed Aisling, came to take her back. They say he brought monsters with him. They say the sky burned and screamed.

And they also say Larina stood in the center of it all. Beautiful. Powerful. Terrible. Levistus struck her, tearing her flesh and eye with a claw. She fell back, and everyone thought she was down for good. 

Then, the kind witch who sang in her kitchen and laughed too loudly was gone. In her place stood the ascendant Witch Queen, unbound. She rose up several feet off the ground to tower over Levistus. 

They say she fought like a sovereign defending her own blood. Even the demons ran in fear of her wrath unleashed. She screamed, and demons died on the spot. She cast sheets of fire and caused lightning to fall from the sky like it was rain. Her hair exploded, crowning her in a halo of flame. She summoned the Old Magic, the magic that binds all witches together. The devil's claim on Aisling became the noose around his own neck.  When he finally knew what was happening, it was too late. 

When I asked what happened to the devil, Larina only said, 'He won’t hurt anyone ever again.'

Esmé and Amaranth told me the truth later on.

They said Larina had Unmade him.

Not killed. Not banished.

Gone. Forever.

I asked Esmé why the Hells have not risen up against us, and she said it was because 'Levistus was incompetent, and Hell does not reward failure.' 

Aisling doesn't talk much about that night either. She just says, 'Witches bled for me. My own family never did that, so this is my family now.'

That night happened before I came to West Haven. But sometimes, when storms roll in hard from the mountains and the air feels tight, the ghosts remember it again.

So do the witches."

Larina inspects her new eye
Designer’s Notes

This was the defining mythic event of modern West Haven. I wanted something to firmly establish Larina as a new Witch Queen. Prior to this event, she had been largely the same, a very high-level witch in my world.  I needed something to push her out of that role into something new. So I came up with the idea of having her rescue a new witch trapped in Hell. And I needed a big bad. My son and I jokingly said it should be Vecna. He is a fan of Critical Role's Vox Machina, and I am a fan of Stranger Things. Both featured a "Vecna." We laughed at that idea and decided that, no, as powerful as Larina is, Vecna is still way too much for her to deal with. I also like to think Vecna is the one thing that can still frighten her. 

So I used Levistus. I never liked the guy, so I came up with the idea that he had been capturing young witches, feeding on their magic, and draining their patrons through their link to break free. Mespitopheles noticed it most, since in my worlds, he is the Archdevil with the most pacts with witches and warlocks. 

Aisling was his last victim; she was "mostly dead." But Larina got there first and rescued her. 

It establishes Larina not merely as powerful, but as fiercely protective. Her authority comes from action, not title. The coven did not follow her because she commanded them. They followed her because she ran first into the dark. Utterly destroying an Archduke of Hell also didn't harm her position any. 

This event also anchors Aisling’s place in the world. She is not just a survivor. She is claimed, defended, and reborn through witchcraft and community. It also highlights the difference between my two "returned from the dead" characters. Aisling was born of blood and violence. Though she never lets that violence define her now. Why is this important? I typically don't have my characters come back from the dead. Dead is dead for my witches. These two are an exception, and even then, they came back before they were characters, really.

Larina also lost her left eye.

She has a replacement now, but the scar remains. This happened when painting a mini of her: my hand slipped, and I ended up with a streak of white through her left eye. It looked rather badass to be honest, so I kept it. It's also a nice, subtle tribute to one of my favorite R&B groups, TLC (I had a huge crush on Lisa "Left Eye" Lopes). We worked it into the game. That same mini fell off my shelf the weekend after the game and broke off her base. So I also said that she ended up with two broken legs. Don't worry, she had the best healers nearby, and I had plenty of super glue. 

Mechanically, this event explains:

  • Why certain extraplanar forces avoid West Haven entirely
  • Why Katrina’s influence rose sharply afterward
  • Why Larina bears lasting scars that cannot be healed (other than it makes her look badass)
  • Why the coven reacts instantly to threats against their own
  • Raises Larina from powerfu, but local, witch to cosmic-level Witch Queen

It is the moment West Haven stopped being merely a refuge and became a sanctuary that fights back. I picked this one because things in West Haven have been remarkably quiet since then. 

In D&D terms, it also did a couple of things for me. It got rid of Levistus, which I have been wanting to do since forever.  Glasya then used this to take over Levistus' layer of Hell.  Mesphitopheles knows that Larina did this, thus protecting his own witches and warlocks, so he is actually rather pleased with this. Dispater, who in my mind despises impropriety of any sort, is pleased that Levistus was caught up in his own scheme and outmatched by a "mere human witch." 

Glasya felt she owed Larina a favor. Yes. Larina has called in that particular debt. But that is a tale for another day.

I focus a lot on Larina in this particular tale, but all my witches had something to do. Larina may have rescued Aisling, but it was Katrina who really gave her new life. The Larina-Katrina-Aisling dynamic is a bit like divorced parents and their adult child. 

Because nothing in West Haven should ever be clean cut. 

Elowen Hale and Aisling Rinceoir
Elowen and Aisling at Renee's Tea Shop


Join Adam Dickstein of Barking Alien, and his RPG CAMPAIGN TOUR CHALLENGE 2026!

RPG CAMPAIGN TOUR CHALLENGE!


Wednesday, November 19, 2025

Old-School Essentials DEMON Month May!

 Gavin Norman of Necrotic Gnome and Old-School Essentials is releasing his long-awaited Demonic Grimoire for Old-School Essentials. And he is not alone.

OSE Demon Month

https://www.backerkit.com/call_to_action/909d4351-ca9d-4206-834b-24d2b64a1249/landing?ref=home-page

From the promotional page:

What is the Demonic Grimoire?

A hotly anticipated major rules supplement for Old-School Essentials, expanding the game with demons, cults, and dark magic. Contained within this 176-page tome:

  • 8 demon lords, detailed with their cults, minions, spells, and hellish domains.
  • 60 new monsters, from lowly tormented souls to mighty lords of hell.
  • 4 new classes: chaos knight, cultist, demon hunter, tiefling.
  • 70+ new magic items of fiendish power.
  • Demonology: magic circles, summoning, demonic pacts, familiars.
  • Referee advice for building demonic campaigns.
  • 120+ black & white illustrations, including a fully illustrated bestiary. Art by Lucas Korte, Kennon James, Tony Hough, Matt Stikker, and other leading old-school artists.
  • Pristine control-panel layout to maximise ease of reference and minimise page flipping.

I mean that is cool enough right?

Well, like the man on the TV says, "but wait, there is more!"

Gavin is being joined by six more (at present) projects to expand on his demons book.

OSE Month


Sign up for them all!

If you like that last one, then I have some good news for you. That is my own contribution to OSE Demons Month.

The Codex Qliphothica will cover an entire new race of demons for OSE, the Qliphoth.

What Are the Qliphoth?

The Qliphoth are not merely demons; they are the discarded refuse of the first gods. When the Luminous Ones sought to transcend their flaws and ascend to perfection, they shed their wrath, envy, lust, and despair like snakes sloughing off dead skin. These husks did not dissolve into nothingness. They congealed in the dark cracks beneath creation, howling with the memory of rejection, and slowly grew into self-willed horrors. Where demons embody chaos and appetite, the Qliphoth are anti-creation, seeking to unmake what is whole, defile what is pure, and drag all things back to the Other Side from which they emerged.

The Qliphoth are encountered rarely, for they dwell far below even the demon lords' dominions, in a bleak plane called The Other Side. A nightmare realm of dead forests, cracked moons, and oceans of ash. When they do appear, reality itself seems to warp: sound dulls, color drains, and dreams turn to fevered visions.

My plan (and I am on track for this) is to have everything done to be delivered soon after the crowdfunding ends. Both the PDFs and physical print copies will be handled by DriveThruRPG. 


Codex Qliphothica

Cover subject to change, but I rather like this one. And Dean Spencer is really fantastic.

Most of the writing is done, and I am paying for the art upfront. I even have my writing play list ready!

See you on the Other Side!


Wednesday, November 12, 2025

Plays Well With Others: Witchcraft Wednesday Edition, Part 1 Old-School

So when I was working on The Left Hand Path - The Diabolic & Demonic Witchcraft Traditions there were some other OSR books I thought would be fun to suggest. Not for compatibility, or even "must buys" but for their general coolness and because I often used their material alongside my own when playing my Old-School games. 

In the end, I decided not to put them in the book in Appendix N style because I didn't want customers to think they need to buy these other books (though many should buy them and most of you likely already have). Also, I didn't want a book excluded because of time, space, or my forgetfulness.

So instead, I am going to post them here. The reviews are below, but like I said, I think you all know these. 

Some Old-School Books

This is not an exhaustive list. Nor is it just a list of favorites. I have plenty of favorites. These are a subset of products that work great with my various witch books or ones I like to use with them. The key here is that they work well with my various witch books. None are needed to play with my witches, but all have something about them I really enjoy. Often compatible classes, spells or something else I enjoyed. 

I am not including complete rule sets or adventures in this post. Just extra material I use alongside my witch material in my Old School games. 

These are in no particular order, save how I remembered to add them. 

The Basic Illusionist
The Basic Illusionist

The one thing you can say about the entire OSR Gestalt that despite it all there is still a sense of community and of giving back. Case in point, The Basic Illusionist.

The Basic Illusionist is the brain-child of Nathan Irving and was first seen during the S&W Appreciation Day Blog Hop.

Before I delve into the book itself. Let's take a moment to look at this cover. Seriously. That is a cool cover. I am not sure what made Nathan Irving choose this piece ("Beauty and the Beast" by Edmund Dulac), but I love it. The title works seamlessly, like they were meant for each other. The woman in the foreground is no longer the "beauty" but she is now an Illusionist.

Ok. So the book is overtly for Swords & Wizardry, but there isn't anything here that keeps you from using any Original or Basic-inspired system. I know it works out well in Labyrinth Lord and Basic D&D and it really should work well in ACKS, Spellcraft & Swordplay or any other system. Astonishing Swordsmen & Sorcerers of Hyperborea might be a trick, but they have an Illusionist class already.

Getting into the book now, we have 34 pages (with cover) on the Illusionist class. The book starts off with a helpful FAQ. Personally, I think Nathan should also put that FAQ on his blog as a page so everyone knows why they should get this. The Illusionist class itself is in S&W format, but the only thing keeping you from using this in any other Basic or Advanced Era game is a table of Saving Throws. Copy over whatever the Wizard or Magic-user is using in your game of choice, and give them -1 bonus to saves when it comes to illusions. The Illusionist gets a power or feature every odd level, but nothing that is game-breaking when compared to the wizard. The Illusionist trades flexibility for focus in their magical arsenal. There is even an Illusionist variant class called the Mountebank. Which is more of a con artist. How does it compare to other classes of the same name?

One of the best features of the book is a guideline on illusionist magic and how to play with illusions. Great, even if you never play the class.

What follows next is over 150 Illusionist spells. Many we have seen before and come from the SRD. That is not a bad thing. Having all these spells in one place and edited to work with the class is a major undertaking. I, for one, am glad to see them here. Spells are alphabetical instead of sorted by level. A list of conditions ported over from the SRD is also included. I like that personally. We all love how the older games and the clones play, but in our zeal, we tend to forget that 3.x and later games did, in fact, have some good innovations and ideas; this is one of them.

We end with a couple of monsters and a two-page OGL statement.

Really, this is a fantastic piece of work and really should be the "go to" document if you ever want to play an illusionist.

Since this book was released I have had a chance to try it with various systems. I can say it works great with S&W, Basic D&D, AS&SH (when used with their own illusionist class) and even AD&D.

B/X Companion
B/X Companion

The Game We Never Got.

One of the things I like most about the OSR are the products that don't give me things I already have, but things I have always wanted or never knew I needed. B/X Companion is one of those products.

The product I think I have been waiting for for close to 30 years. Sure, I have had books that have covered the same ground, and books that made this book obsolete, but somewhere, deep in my psyche, there is still that 12-year-old version of me wishing he could take his cleric to 15th level.

The B/X Companion does not disappoint. If this isn't exactly how it was going to be, then I'd be hard-pressed to know what it would have been. I am reading through it all now, and I am purposefully NOT comparing it to the BECMI version of the Companion rules.

The cover, of course, is very much part of the original scheme. The three principle characters, the fighter and the two wizards (or maybe she is a cleric, that could be a "light" spell, though she has a torch too) stand in front of their followers. They braved the dungeon, the wilderness, and now they are ready for the next adventure. So are we.

For those of us who grew up with the Moldvay/Cook Basic and Expert sets, the Companion book feels very familiar. The layout is similar, the flow is similar, and even the art has a familiar feel. If you own the Basic or Expert books, then finding something in the Companion book is trivial. I turned right to the character rules and took a glance at all the tables. Yes, sir, they run from 15 to 36, just like promised. Clerics still top out at 7th-level spells, but eventually they get 9 of them. Wizards still go to 9th level, and get 9 of those too. Fighters get more attacks per round (as they should), and thieves get more abilities.

There are plenty of new spells here. Many look like they take their inspiration from the products that came after, the Player's Handbook or the D&D Rules Cyclopedia, but nothing is an outright copy. It does have the feel like Becker sat around one day and thought, "What are some good spells, and what level should they be.

There are new monsters and advanced versions of some others. The Greater Vampire nearly made me laugh out loud as I had done the exact same thing after reading and playing the Expert book for so long. My Greater Vampire was a photocopy of Ptah from Deities and Demigods with some fangs drawn in. I never claimed to be an artist. The monsters all are appropriate for the levels, though a few more in the 30 HD range might have been nice, but not really needed.

The BIG additions here, though, are the ones that were most "advertised" back in the day. “Running a High Level Game” is great advice for ANY edition of the game. 

Related is running a domain and running large armies. Battlesystem would later give us these rules for AD&D, but here they are much simpler to use. Again, this is something to consider for porting to other versions of the game.

I loved the new magic items and can never get enough of them. I also liked the part on the planes and how it is totally left up to the design of the DM. How many people out there will re-invent the Gygaxian Great Wheel for their B/X/C games?

Companion to Basic/Expert Rules. Obviously, this is where it works the best. But there is something here that I don't think others have tapped into just yet. Companion makes the Moldvay/Cook rules a complete game. With these three books, you now have a complete D&D game. The only thing really missing is a "C1" module or maybe a BXC one.

Companion to Labyrinth Lord/Basic Fantasy. The new Becker Companion owes a lot to Labyrinth Lord (LL) and Basic Fantasy (BFRPG). While not directly, these two games showed that there is a market for "Basic" styles of play. Both LL and BFRPG take the modern 1-20 level limit for human classes. Companion is 15 to 36. So some adjustments need to be made. There are a few differences in how each of these books calculates XP per level, and how they do spells. But nothing so complicated that a good DM couldn't figure out.

If I were playing a LL/BFRPG game, I'd go to 15th level and then switch over to B/X Companion for the next levels to 36. OR even go to 20 and use B/X Companion as a guide to levels 30 or even 36.

Frankly, the homebrewiness of it all has me very excited for anyone who has decided to throw their lot in with "Basic" D&D.

Final Tally, I like this book. A lot. It makes me want to pull out my ratty Basic and Expert books and play Moldvay/Cook era Basic D&D again. In the mean time, I think I'll just have to satisfy myself with converting some D&D 3.0 or 4e characters over to Companion, just for the fun of it.

One of the best of the OSR ethos; to give us something we never got but really wanted. Likewise, The Complete B/X Adventurer is also great.

Theorems & Thaumaturgy
Theorems & Thaumaturgy Revised Edition

Theorems & Thaumaturgy is a Free product. The book itself is 66 pages (standard letter) with text and art that immediately remind you of the old Moldvay Basic books.  If you have The Complete Vivimancer, then you have an idea of how the text and art look.   To me, the art is like psychedelic art-nouveau meets Elric.  In other words, perfect for a magic book in my mind.

There are three large sections (Classes, Variant Classes, and Magical Tomes) and an Appendix with nine sub-sections. Like old-school Basic the new spells are all listed with the classes.  The book is designed for use with Labyrinth Lord Advanced Edition Characters, but really it can be used with any sort of "old-school" game.

The new Classes are the Elementalist, Necromancer, and Vivimancer.  The Vivimancer is, of course, detailed in a later book, but he gets his start here.  The classes do pretty much what you would suspect they would do.  The Elementalist uses elemental forces, the Necromancer deals with the dead and undead and the Vivimancer.  Each class has a good number of new spells (250 in all!) to make using them feel different than your normal "magic-user". Each has spells from 1st to 9th level.  All the classes use the Magic-User XP, to hit and saving throw tables, so whatever system you use, you can just use that to put them on the same footing as the Magic-User.  While I like the simplicity of this and it helps make the "subclasses" feel like a part of the same Magic-user family. I would have liked to have seen some powers or something for each class.  After-all they are sacrificing spell flexibility for what?  Power? More variety of spells in their chosen field?  I think I would have given them a couple of bonuses at least.  But that is fine, these rules are flexible enough to allow all sorts of edits.

For the variant classes there is the new Fey Elf race.  This elf is closer to the faerie origins of the elf.  The class taken by these elves is the Sorcerer.  This class is similar in idea to the D&D 3.0 version; a spontaneous spell caster with magic in their blood.  The sorcerer has a couple of new spells and a modified list of spells they can cast.  There is an alternate version of the Illusionist as well. This version has a few more spells and has 8th and 9th level spells.

The final section is all about magical tomes.  It includes a bunch of unique magical tomes with new spells. The books' histories are also told and which classes are most likely to get use out of it.

The vivimancer gets expanded in its own book, too

Magical Theorems & Dark Pacts
Magical Theorems & Dark Pacts

Magical Theorems & Dark Pacts (MT&DP) is an Old-school reference for all things Magic-user. The book is designed with what I call "Basic Era" in mind, so the rules from right around 1979-1981, where "elf" is a class, not just a race. Overtly, it is designed for Labyrinth Lord. That being said, it is still compatible in spirit with 99% of all the OSR and books from that time.

The book itself is 6"x9", black and white interior, and 161 pages. So, for a "Class" book, there is a lot here. There are 5 Chapters covering Classes, Spells, Magic Items, Monsters, and a section on using this book with the "Advanced Era" books (and their clones), along with an Introduction and OGL page.

The introduction covers the basics. What this book is, what it is for, and its very, very open OGL declaration.

Chapter 1 is the heart of this book, really. It details 13 magic-using classes. The two core classes, Cleric and Magic-User (Wizard), and 11 new classes.

From the product page: Cleric (warrior-priests) Wizard (classic magic-users with 10 levels of spells) Elven Swordmage (elves from the core rules – arcane warriors) Elven Warder (wilderness elves, guardians of their kin) Enchanter (artists, con-men, and masters of… duh… enchantments) Fleshcrafter (twisted magic-users that work with flesh) Healer (compassionate and tough hearth-healers) Inquisitor (ecclesiastic investigators and master intimidators) Merchant Prince (elite merchants with spellcasting support) Necromancer (you know exactly what these guys do) Pact-Bound (magic-users who sell their souls for power) Theurge (divine casters who learn from liturgical texts) Unseen (thieves with an innate knack for magic)

Clerics are as you know them, but Magic-Users are now Wizards (since everyone here is a magic user) and they get 10 levels of spells. The "Elven" classes replace the "Elf" class in the book. The others are as they are described, but there is more (much more) to them than re-skinned Magic-Users (not that there is anything wrong with wrong that). The classes are re-cast with many new spells, some powers (but nothing out of whack with Basic Era) and often different hit-dice and altered saving throws.

Nearly a third of the book is made up in these new classes.

Chapter 2 covers all the spells. Spells are listed alphabetically with class and level for each spell noted (like newer 3.x Era products). There are a lot of spells here, too. Many have been seen in other products, but some are new. In any cas,e they are a welcome addition. This section makes up more than a third of the book.

The last three chapters take up the last third or so of the book. Chapter 3 covers Magic items. There are 28 new magic items with these spellcasters in mind. Chapter 4 covers some magical creatures. These are monsters listed in many of the new spells for summoning. There aren't many, but they are needed. Chapter 5 is the Advanced Edition conversion materials. It covers HD changes, racial limits, and multi-class options.

So what are my thoughts? Well, you get a lot of material in 160+ pages to be honest. At 10 bucks, it is a good price. For me, it is worth it for the classes. Sure, we have seen variations of these over the years, but it is all here in one place, and they all work well together. The spells are good. At first, I balked at 10th-level spells, but really, they are, for the most part, other people's 9th-level spells, so they work for me.

The magic items are nice, but for me the value is in the classes and the spells.

Who should buy this? If you play old-school games and enjoy playing different sorts of Magic-Users, then this is a must-have book. If you are looking to expand your class offerings or even add a few new spells then this is also a good choice. Personall,y I think it is a great book and I am glad I picked it up.

So many classes and spells here, including another necromancer and a healer. One of the main reasons I have never felt the need to complete my necromancer and healer.

PX1 Basic Psionics Handbook
PX1 Basic Psionics Handbook

I love Basic-era gaming. Basic/Expert D&D was the first D&D I ever played. Even when I had moved on to Advanced D&D, it still had a strong Basic feel to it. So I was very, very pleased to hear about +Richard LeBlanc's new psionics book, Basic Psionics Handbook. If you have been reading his blog, Save vs Dragon, a lot of what is in the book won't be a surprise, but it is all great stuff. Even then there are things in the book that are still a treat and a surprise.

The book itself is 58 pages (PDF), with a full-color cover and a black/white interior.

The book covers two basic (and Basic) classes, the Mystic and the Monk. Both use the new psionic system presented in the book. The system bears looking at and really is a treat.

Overview. This covers the basics, including how psionics is not magic and how attributes are used. It's a page of rules that slot in nicely with the normal Basic rules. The basics of psychic power, including Psionic Level and Psionic Strength Points (PSP), are introduced.

Mystics are next. Mystics in this case are more molded on the Eastern philosophy of mystics, not the clerical sub-class-like mystics I have detailed in the past. Though through the lens of Western thought. That's fine this is not a religious analysis, this is a game book. This class helps builds the psionic system used in this book based on the seven chakras. Chakras divide the psionic powers into broad groups; something like the schools of magic for spells. As the mystic progresses in level, they open up more and more chakras. Each chakra has seven Major Sciences and twelve Minor Devotions, similar to the old AD&D rules (but not exactly the same, so read carefully). This gives us 72 devotions and 42 sciences. That's quite a lot really. As the mystic progresses they also earn more PSPs and more attack and defense modes. They are the heavy hitters of the psionic game.

Monks are the next class. Monks really are more of psionic using class in my mind and to have them here next to the mystic is a nice treat for a change. Everything you expect from the monk is here. Unarmed attacks, no need for armor and lots of fun psionic based combat powers. The monk does not have the psionic power the mystic does, but that is fine it is not supposed to. It does have a some neat powers from the mystic's list. One can easily see a monastery where both mystics and monks train together, one more mental and the other more physical. The monk has plenty of customization options in terms of choice of powers. In truth it is a very elegant system that shows it's strength with the mystic and it's flexibility with the example of the monk.

This is very likely my favorite monk class.

Psionic Disciplines detail all the powers of the chakras. It is a good bulk of the book as to be expected. There are not as many psionic powers as you might see spells in other books, but this is a feature, not a bug. Powers can be used many times as long as the psychic still has PSP. Also many do more things as the character goes up in level.

Psionic Combat is next and deals with the five attack modes and five defense modes of psychic combat. The ten powers are detailed, and an attack vs. defense matrix is also provided. The combat is simple and much improved over it's ancestors.

The next large section details all the Psionic Monsters. Some of these are right out of the SRD but others are new. Personally, I am rather happy to see a Psychic Vampire. Though it is not listed, I assume that these creatures are also undead and are turned as if they were vampires.

Appendix A deals with something we abused the hell out of, Wild Psionics. At two pages it is the simplest set of rules I have seen for this sort of thing. Also it looks like something that could be ported into ANY version of D&D including and especially D&D 5.

Get out your crystals, Appendix B details Psionic Items. Again, short, sweet and to the point.

Appendix C: Psionics and Magic is a must read chapter for anyone wanting to use both in their games.

Appendix D: Phrenic Creatures turns normal creatures into psionic ones.

Appendix E covers Conversions for Monsters from LeBlanc's own CC1: Creature Compendium.

Appendix F details how to convert any monster into a psionic one.

We end with a a couple pages of collected tables and the OGL.

Bottom line here is this is a great book. Everything you need to play psionic characters and add psionics to your game. Personally I am going to use this to beef up The Secret Machines of the Star Spawn which I also picked up today.

I have played around a lot with various forms of Psionics. For now, this is the one I use most often.

Carcass Crawler: Issue Two

I am a fan of anything B/X and OSE in particular. This zine for Old-School Essentials gives me two elves and some new snake-cult monsters.

Carcass Crawler: Issue Three

I have lots of variations on Dragonborn and Tieflings, but these are good. 

Old School Magic

This is an update to The Alchemist also by Vigilance Press. For another buck, you get more classes, another 23 pages, and a better-looking layout. A good deal if you ask me. The alchemist is very much like the one from the previous product. Like the alchemist supplement, I might do a multi-class with this alchemist, either as an alchemist-artificer or an alchemist-sage.

The other classes include the artificer, conjurer, elementalist, hermit, holy man, naturalist, sage and seer. Plus, there are some new spells that I rather like.

Old-School Psionics

Designed to be a new psionics system for OSRIC this book introduces the Mentalist class. Powers are divided out among disciplines going to 7th level. Powers are treated mostly like spells, but that works well for adding into OSRIC. Also some psionic monsters are detailed including my favorite (and worth the price of the book) the Doppleganger as a proper psionic monster. 22 pages including cover and OGL. Very nicely done.

Another great set of psionic rules.

-

I have some other posts with adventures and monster books coming up for the future.

Monday, September 29, 2025

Monstrous Mondays: Archangels

Guido Reni - Michael Defeats Satan
 I was looking for an idea to post today and saw that it was Michaelmas. Now I am not Catholic (I am not even a Christian, or a believer) but I thought this was a good excuse to round out my hierarchies of angels both for my Occult D&D project and for my Basic Bestiary.

A Word About My Basic Bestiary

This one is taking a bit. I am climbing the dual mountains of editing close to 400 monsters AND finding good art for them. I am funding the art myself, as I don't want to rely on crowdfunding for this. 

Angels

I have talked about the various angels and related creatures in my games before. 

What I want to do is create groupings of various good-aligned outsiders (Celestials) and assign them hierarchies similar to those found in the lower planes. Angels, then, are the Lawful Good-aligned Celestials. 

The trick has been finding the right way to group them all, figure out the hierarchies as the Medieval scholars would have classified them, AND (and maybe the most important) find something that works well for the games I play.

The Archangels

The generals of Heaven's armies are the seven Archangels. While some scholars equate an archangel to a particular layer of the Seven Heavens, this is not really the case.  Of these seven, St. Michael is considered to be their leader and the most powerful. 

ARCHANGEL MICHAEL
General of the Heavenly Hosts

FREQUENCY: Unique
NO. APPEARING: 1
ARMOR CLASS: –6
MOVE: 24”/36” (flying)
HIT DICE: 22 (231 hp)
% IN LAIR: Nil
TREASURE TYPE: Special (holy relics only)
NO. OF ATTACKS: 3 (flaming Holy Avenger sword +6)
DAMAGE/ATTACK: 1d12 + 12 (STR and magic bonuses) + 1d8 fire per hit +6d6 damage to the "unholy."
SPECIAL ATTACKS: Holy Word at will; spell-like abilities as a 22nd-level cleric; Voice of Authority (as Command on all evil within 60’, no save vs. 6 HD or less); Haste 3/day; may summon 2–20 angels once per day.
SPECIAL DEFENSES: +2 or better weapon to hit; immune to fire, lightning, charm, petrification, poison, death magic; regenerates 3 hp/round; 90% magic resistance.
MAGIC RESISTANCE: 90%
INTELLIGENCE: Supra-genius (25)
ALIGNMENT: Lawful Good
SIZE: Huge (9’–10’ tall)
PSIONIC ABILITY: 350
— Attack/Defense Modes: All/All

“I have seen demons in their true forms, nightmare creatures born in dreams of madmen, and even sat in the galleries of a diabolic auction to bid back a mortal soul from the clutches of a Duke of Hell. I have faced things that should have unmade me, yet I walked away with laughter still on my lips.

But when Michael appeared, when the sky split as if dawn had come at midnight, my laughter died. I had thought devils horrific, but they are at least comprehensible: greedy, ambitious, vile. The Archangel is none of these things, and that is what made him terrifying. His presence was like a storm that judged the worth of every breath I had ever drawn. His eyes pierced every spell, every secret and lie I had cloaked myself in, and for a moment, I was naked in truth before the heavens. And he saw all. 

I confess, the most dreadful creature I have ever faced was not a demon or a devil or some abomination from beyond the veils of reality, but the Archangel himself. Not because he is cruel, but because he is absolute and just.”

- From the Journal of Larina Nix

Michael is one of the seven archangels and the greatest warrior among them. He appears as a towering, armored figure of radiant fire, bearing a great Holy Avenger that burns with divine light. His voice alone can turn entire legions of fiends.

When encountered, Michael is always on a mission of cosmic import, never idly wandering the planes. He may be summoned only by direct decree of the highest divine power. In battle, Michael is the equal and opposite of the greatest demon princes and arch-devils, such as Demogorgon or Asmodeus.

Michael is the war-leader of Heaven, the one who cast down Lucifer in the First Rebellion, and who wields the flaming sword at the threshold of Paradise. He is invoked in exorcisms, called upon as protector of the dying, and hailed as the angel of judgment. In many myths, Michael weighs the souls of the dead upon golden scales, determining whether they ascend or fall.

Unlike other celestials who guide, heal, or inspire, Michael exists to fight. His presence is a living reminder that the heavens themselves are not pacifistic, but hold a sword against the darkness. He embodies both the mercy of the divine and the implacable wrath of cosmic law.

The sword borne by Michael is no ordinary weapon, but a Holy Avenger of such potency that it channels his immense strength and divine fire together. Each strike inflicts 1d12 damage, to which both his +6 Strength bonus and +6 enchantment bonus are added, followed by an additional 1d8 points of searing flame. Against demons, devils, undead, and those faerie creatures which are inimical to Law and Good, the sword delivers an additional 6d6 points of radiant destruction. Few beings can withstand even a single blow.

Michael’s arsenal of powers extends beyond his martial prowess. He may utter a Holy Word at will, casting down evil beings as if by the decree of heaven itself. His Voice of Authority compels obedience in all creatures of non-good alignment within 60 feet, with no saving throw allowed for those of 6 hit dice or less. In battle, he moves with preternatural swiftness, able to Haste himself and his allies thrice per day, and once per day, he may summon an entire host of angels (2–20, of any order) to his side.

In defense, Michael is nearly unassailable. Only enchanted weapons of +2 or better may harm him. He is wholly immune to fire, lightning, charm, petrification, poison, and all death-dealing magics. His body regenerates 3 hit points per round even if dismembered or disintegrated, so long as a spark of his divine essence remains. In addition, he possesses a 90% magic resistance, rendering most spells against him useless.

To mortals, the sight of Michael is awe beyond bearing. His radiance is said to blind the unworthy, and even those of good heart find their voices stolen in his presence. Against him, demon princes falter, and arch-devils bow in bitter hatred.

Michael as a Patron of Celestial Warlocks

Unlike the dark bargains made with demons and devils, pacts with Archangel Michael are covenants rather than contracts. The warlock does not “steal” or “bind” power from him; instead, Michael bestows divine might upon the worthy as part of their service to the Cause of Law and Good. Such warlocks are sometimes called Knights of the Flame or Champions of the Dawn.

The requirements and duties of the Warlock of St. Michael are so strict that few can adhere to them. 

Requirements

Alignment: Lawful Good. Any deviation severs the pact.

Vows: The warlock must swear oaths of courage, protection of the innocent, and resistance to evil in all its forms. They may never knowingly ally with demons, devils, or the unseelie fae.

Service: At least once per year, the warlock must undertake a holy quest of Michael’s choosing (via vision, angelic messenger, or dream).

Gifts of Michael

Warlocks in covenant with Michael receive invocations suited to battle and the banishment of evil:

(Minimum level in parentheses.)

Radiant Smite (1st): Once per day per level, the warlock’s weapon shines with holy fire, dealing +1d6 radiant damage to undead, demons, devils, or evil faerie creatures.

Shield of the Host (3rd): The warlock may call upon angelic warding, granting them protection from evil 10’ radius for 1 turn once per day.

Voice of Command (5th): Once per day, the warlock may issue a single-word command (as the spell Command), affecting all evil creatures of 6 HD or less within 30’.

Flame of Michael (7th): The warlock may invoke Michael’s light, striking a foe with 3d6 holy fire (save vs. spells for half). Usable once per week.

Summon the Dawn (9th+): Once per month, the warlock may summon a single Agathós (Aurora, Astral, or Lunar) to aid them for 1 turn per caster level.

Drawbacks

Michael is implacable in judgment. Warlocks who deviate from his vows may find their powers withdrawn instantly. Should they betray their covenant or consort with the unholy, Michael himself may appear, not as a teacher, but as an executioner.

Wednesday, January 4, 2023

Character Creation Challenge: Erika Lenard for NIGHT SHIFT

Today I want to discuss Warlocks in NIGHT SHIFT.

Warlocks in NIGHT SHIFT

Warlocks are a different class from witches in my Old-School games. Warlocks get more powers but far fewer spells to cast. Witches and warlocks cast spells from the same group, Occult Spells, and there are even a few power overlaps.  Both have patrons, but these patrons demand more of the warlock than the witch.

In NIGHT SHIFT, they are interchangeable in terms of mechanics. The differences largely lie in roleplaying.

I have two different warlock books, each covering a different OSR system (Swords & Wizardry and OSE) and different types of warlocks.  I have discussed the differences between the two books before, but for today I want to talk about what each offers NIGHT SHIFT.

The Warlock

In the case of both books, if you choose to play a warlock in NIGHT SHIFT use the Witch class from the Core. Could you use the S&W or OSE Warlocks as is? Sure, but I have to point out I have never play-tested the warlock under the NIGHT SHIFT rules. It *should* work, but I can't promise that there isn't some odd little system things that might come up.

With the warlock, it is much less about one-to-one conversions as it is a role-playing one.  

Start with the NIGHT SHIFT witch class and add invocations and spells as appropriate to whichever warlock pact and/or lodge you want to play.

Pacts

Warlocks have pacts. This is pretty much a given in FRPGs today, but it bears repeating. These pacts are almost like subclasses, in a sense.

The Warlock for Swords & Wizardry has: Cthonic, Demonic, Diabolic, and Fey pacts.

The Warlock for Old-School Essentials has: Chaos, Cosmic, Death, and Dragon pacts.

Each of these gives us a slightly different warlock. Sure to the outsider Chaos and Demon pact warlocks act the same and the differences between Demonic and Diabolic might be purely academic, but to the warlocks in question they are all the differences they need.

Lodges

Witches have covens, and warlocks have Lodges. These are groups of like-minded warlocks (and sometimes others) to achieve a specific Earthly goal. Often they have members of the same pacts, but not always so.  Characters will typically not deal with "Demon Pact Warlocks" but more often "The Lodge of a Particular Demon Lord."

Like the pacts, each book offers different lodges.

The Warlock for Swords & Wizardry has: Ascension Lodges, The Dark School of the Scholomance, Goetic Lodges, The Grand Coven, The Hermetic Lodge, the Lodge of Pure Thought, and the Masters of the Invisible College.

The Warlock for Old-School Essentials has: The Academy of Noble Stargazers, Chaos Cults, The Dragon Cult, and The Lords of the Undying.

All of these would be right at home in a NIGHT SHIFT game.  The Scholomance would be a great rival school in Generation HEX. Most, if not all, these lodges would find a home in Jason's "Veterans of the Supernatural Wars" Night World setting. Indeed many of the groups would work with my Hermetic Lodges. In his "Nocturumverse" his Esoteric Order of Gnostics would follow my lodge rules, as would his Rosicrucians.

My "Ordinary World" setting also has a lot of room for warlocks. Angels and demons battle each other and seek mortal aid in their wars. Fey lords and ladies plot and scheme, and who knows what else is out there hiding and waiting. 

Erika Lenard
Erika Lenard
3rd Level Witch (Warlock)

Strength: 10 (0)
Dexterity: 17 (+2) S
Constitution: 14 (+1)
Intelligence: 15 (+1) S
Wisdom: 12 (+0) 
Charisma: 16 (+2) P

HP: 13
Alignment: Light
AC: 9
Attack: +0

Fate Points: 1d6

Check Bonus (P/S/T): +3/+1/+0
Melee bonus: 0 Ranged bonus: +2
Saves: +3 against spells and magical effects

Witch Abilities

Arcana, Supernatural Senses, Spells, Arcane Powers

Arcane (Occult) Powers
Familiar, Talk to Animals

Skills
Knowledge (Egyptian History)

Gear
Cellphone, Cat-ear Bluetooth headphones.

Spells
First Level(2): Detect Magic, Sleep
Second Level(1): Animal Summoning

Erika Lenard always knew she was different. Very different. Even at a very young age, she could understand animals, particularly cats. It was a school field trip to the Field Museum of Natural History in Chicago that she heard the voice of Sekhmet. She passed out and the next thing she knew, she was surrounded by her classmates, and she could see the Goddess Sekhmet.

Sekhmet has given her the spells she knows and has instructed her via her cat-familiar Isis.  

She has so far, used her ability to summon cats as a means to help find a missing child and even attack a would-be burglar.  Though Sekhmet has mentioned that she has greater plans for Erika.

Erika is currently being watched by several groups, including the OTO, the Rosicrucians, and the One True Way. Each with their own plans for her.

SekhmetSekhmet

You can get NIGHT SHIFT in print and pdf.  You can get The Warlock for Old-School Essentials and The Warlock for Swords & Wizardry in print and pdf.

--

Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more! 

Character Creation Challenge