Thursday, August 24, 2017

This Old Dragon: Issue #82

Ok. So I know I just did issue #83. And in truth this could have been the next one in, some of them are in order, most are not and I pick randomly.  But I did choose this one on purpose for the Spell Research article.  More on that in a bit though.  In truth this was the one right next to #83.
So let's get to it. Put your VHS of Cronenberg's "Videodrome" on and curl up with This Old Dragon Issue #82.

Ever wonder what a "Dancing Sword"  looks like? Well this issue's cover might give you a good idea.  Or it is a magic spell being used by the wizard in back.

So let me think. February of 1984. I would have been a freshman in high school.  I had already moved over to AD&D proper by this point but was still using the "Known World". I knew of Greyhawk, of course, but didn't have anything for it yet.  In truth I was not doing much at this point since I had just come off of a 16-week sickness due to pneumonia. I had in this time read all of the Tolkien books that were out of the time and watched an obscene amount of Doctor Who and Space: 1999.

Moving on...Letters covers mistakes or typos from issues.

Big ad for the Dr. No supplement for the James Bond game.

The Forum covers some details about Ed Greenwood's Nine Hells Revisited articles (cant' wait to do those!) namely what to do about Lawful Evil gods.  Still a good question really.

Nigel Findley is up for our first proper article, The Ecology of the Peryton. My memory is fuzzy, but I do remember that this is one of the first Ecology articles I ever read and it was also one I really liked. It really made this creature into something more than a collection of stats and a weird picture in the Monster Manual.  Note that this Ecology article is not by Ed Greenwood.  Still, it is a fine read.  I challenge anyone to reread this and NOT want to use a Peryton in your game.

Wounds and weeds, Plants that can help keep characters alive is an AD&D game herbal from Kevin J. Anderson.  As expected it has a warning not to try these at home, these are AD&D game stats only.   What follows are six pages of various herbs, with some pictures, that have some uses in the game. These are various healing herbs that work when magical healing is no where around.  I think this is a good addition to any Druid or Witch class since healing magic is not their prime focus.  While long, even at six pages it feels short. Maybe because I have seen other articles and books like this that were much longer.



Enhancing the Enchanter by Craig Barrett is for the DRAGONQUEST game.  DQ was always "one of those games".  I saw it all the time at the bookstores and in Dragon, but I knew very little about it.  I picked up many times and flipped through it.  It looked complicated (to me, at the time) but more to the point I didn't know of anyone playing it.  Did you play this game? The article is largely rule changes. At five pages it is also a longer article.

We get another ad for "Riddle of the Ring" card game.  I share this because I KNOW no one ever thought the Balrog looked like this.


Speaking of rings.  Up next is an article about a baker's dozen of magical rings. Rings that do weird things:  Thirteen pieces of jewelry not from the DMG.  All these rings are by various authors (two by Ed Greenwood).   The Ring of Bladeturning eventually had to be banned in my games.

New Avenues for Agents is a preview of the Top Secret Companion. I never was really into spy games. Again, I'll admit a certain curiosity to play the James Bond game and I tried the Spycraft d20 game back when it was new.  But overall they never really grabbed me like fantasy or horror games do.

Our centerfold is a full game, The Baton Races of Yaz.   It looks like a kid's game.  Certainly that is true, but I have watched people bid on that old boxed set of the "Dragon Magazine Games" and people really seem to love it. I should point out that my copy does not have this. I only know about it because of my Dragon CD-ROM.

Curing the Monty Haul Malady by Roger E. Moore deals with a common problem of most D&D games. The article is an edited version of some letters that have come in.  Some of the examples given I just can't really take seriously;  "He decided his character would kill Orcus, and after that his character became the new prince of the undead, with an unlimited amount of any undead to control, even an unlimited number of liches. The character also has some star destroyers he uses to fly around in space or to destroy planets."  Yeah.  This was the 80s. Sad to say...but yes I knew a guy that claimed his character had a Star Destroyer.  Not a Star Wars character, a D&D character.
This though has been an issue in some games since the very beginning.  Star Destroyers? No, the Monty Haul problems and the ridiculously over-powered game (not the same thing mind you, but they usually go hand in hand.)
While we were encouraged to not go to crazy high levels, there was nothing in the rules to stop you.  Tim Kask's warnings in "Gods, Demi-gods and Heroes" read more like a challenge I think to many.  future editions of *D&D tried to make these limits more ingrained in the rules; usually stopping at 20th level (or ~30th for BECMI and D&D4).  But gamers will be gamers I guess.

A review of battle mats, dice towers and the "Dragonbone" computerized dice roller.  I always kinda wanted one of those, but every DM I ever had said they would not allow it.  Also rolling dice is still the best.   I still have and use a battle mat though.

Spells between the Covers is the big reason I grabbed this issue. +Bruce Heard does a great job of filling some of the gaps in our knowledge on how to do spell research.  While I think many players know now many of the points made here, this article did not have the benefit of years of the community playing Call of Cthulhu.  In that game a good occult library is worth more than gold and more dangerous than plutonium.

Speaking of dangerous.  This magazine's mildew is getting so bad I am switching over to a print out from my CD-ROM.


The costs associated with building a library really should hold up edition to edition.  There is a lot of great stuff here about purchasing books.  BUT the REAL treasure is the list of books and the sages that wrote them.  Here is a brief sampling that NO real wizard, mage, sage or occult scholar should be without.

  • Idioms & Rare Cryptographs by Elminster 
  • Legendry of Phantoms and Ghosts by Evard
  • Lore of Subtle Communication by Tasha
  • The Forgotten Arts of Oratory Magnetism by Leomund
  • Theory of the Invisible Forces by Tenser
  • Gazette of the Norse Climates by Otiluke
  • Epic Saga of the Great Conjurers by Mordenkainen
  • Repertoire of Illustrious Conjurations by Drawmij
  • Treatise of Universal Astronomy by Melf

And many more. Really worth the price of the magazine alone if you ask me.  Tips on appraising the books, special books and cursed books are also discussed.   
Looking over the list it is dominated, naturally, by Greyhawk wizards, though Elminster is there too.  Even then Elminster had a better publishing deal! 

This is also tucked away in a small corned of the article.


The fiction section is Windowolf by Earl S. Wajenberg.

We get some ads. Namely these two.


Yes. I will admit to own both that game and that dragon claw amulet.  Once again...it was the 80s.

We end with the comics.  Once again one of those rare issues with Wormy, Snarf Quest and What's New all in one issue.

This was another big issue and maybe one of the reasons we look back at this time with such nostalgia, or at least with the rose-colored bifocals of the 40+ something gamer.

Want to know what I was saying about White Dwarf at the same time?  Check out White Dwarf Wednesday #50.

Wednesday, August 23, 2017

Spell Research

It's August and the theme of this month's RPG Blog Carnival hosted by Kobold Press is all about Magic!

Today I want to talk about something I am very much involved in right now. Spell Research.

One of the more nebulous rulings in *D&D covers research new spells.  Across all versions of the game there are spells named after various wizards and magic-users.  Some have real world significance such as Otiluke, Rary, Mordenkainen, and Melf.   Others represent historical or mythical figures.  But all have the implication that this spell was created by or named for these spell-casters.  So someone had to write them.

There are thousands of D&D spells. I think my 2nd Ed database (in Microsoft Access 97) has 3000+ spells.  I know the 3rd edition has to be more; there are about 2000 attributed to Pathfinder alone.  A project I am working on now tells me that my own OSR witch books have 700+ unique spells.

Someone had to write all of these.
Someone that is other the authors of these games and books.  Someone in the game itself. (But both are true).

So what are the hows and whys of Spell Research?

Why Should a PC Spell Caster Research a Spell?
This one is the easier of our two questions.  Why? Lots of reasons. The PC might want some new effect or magic not listed in PHB.  Say they want to cast "Frost Ball" instead of "Fire Ball" because they are more fond of cold based attacks and not fire ones.  Maybe the new spell comes about as part of other magical research. Maybe it was a total accident while casting a spell and not having the material components on hand or even a poorly memorized spell.
There are a number of in-game reasons.  In Ghosts of Albion, spells are cast based on Success Levels.  If a character casts a spell and gets really high successes on it then sometimes something new can happen.  I would give the same sort of ruling to D&D sorcerers and bards, they do something strange and a crazy new spell effect happens.  But that is an accident, what about doing that on purpose.

The most compelling reason, of course, is need.

Take a look at my witch (not important that it is a witch just yet) spell "Moonstone".  This spell stores moonlight.
Moonstone
Level: Witch 1
Range: Touch
Duration: 1 day per witch level
The witch can store moonlight in a small stone. The stones must be enchanted and then exposed to moonlight. Each stone will last 1 day per caster level unless discharged. Once invoked, the moonstone will shed soft light, equal to torchlight, and give off no heat. The moonstone does not affect low-light vision and does not cause damage to creatures that would normally be affected by light.
Note: Despite the wich's level, no Moonstone can last past the full cycleof the moon. So if moonlight is stored during a full moon then it will only last till the first night of the next full moon. If the witch's level is less than the number of days to the next full phase then the spell ends then.
Material Components: A bit of moonstone and the light of the moon.
(Special thanks to +Paolo Greco for pointing out some errors on this spell.)
Why do I need this spell?  I mean it's only first level, but a torch is cheaper.  Also, it is actually LESS effective than the first level spell Light.  You can't cast it into someone's eyes to blind them.
The reason here is need.  Moonstone is a fine spell all on it's own. But it's true value comes when paired with other spells.
Spells like Moon’s Heart (finding the time and direction, 1st level), Witch Writing (writing that can only be read by moonlight, 3rd level) Moonlit Way (finding the safe path, 4th level), and Moonbow (create a weapon out of moonlight, 6th level) all need moonlight to work.  Not something that can happen easily underground OR during the daylight hours.  Unless, of course, you have a fully charged Moonstone.

Another need is maybe less defined.  Back in the 3e days, I created a Prestige Class that had as a part of their requirements the applicant had to submit a new spell for the use of the other members of the Class.

Plus there is always the challenge and joy of discovery. Spells like Wave of Mutilation and Brigit's Flame Sheet were created just for the sheer joy of it.

I think this holds true for any sort of Arcane spellcaster.  What about clerics? druids? Heck, even witches!

Clerics & Druids
In the 3.5 SRD is says that Divine Casters can research a spell much like Arcane Spellcasters can.   But that section only says "A wizard also can research a spell independently, duplicating an existing spell or creating an entirely new one."
That's not really a lot to go on.
More to the point why would they do it?  I mean aren't clerics supposed to be given their spells by their gods?  Does it make sense that a cleric would tell his god "hey, look I know you are busy, but instead of light can you give me a spell that casts moonlight instead?"

It does if you think of clerical spells like a liturgy or even a sermon.  Think of modern day priests, preachers and other people of the cloth.  They have their holy books. They have some sermons and prayers they have always done (common book of prayer for example), some hymns that have been used since the middle ages and so on.  But they also write a sermon, sometimes a new one, each week.  The purpose is to take divine inspiration, common language, and new ideas to make something new.
Now. Truth be told Clerics (and Druids) should get a set amount of "spell levels" of power to work with an then they can perform their miracles as needed.  That might be a little too much like Mage for most D&D players' taste (but it would be fun to try it!).  From this perspective, even a tradition bound "old" class like the druid could invent new spells.   In theory, an all knowing god should know which spells to give when.  For this reason, I do allow clerics and druids to swap out spells on the fly.  Much like how D&D 3 introduced the idea of spontaneous healing magic.

But what about witches?

Witches
This is an 8th level Ritual Spell for witches.
Depending on my mood and the book in question witches can either be Divine or Arcane spellcasters. Typically I think of them as Witches.  The magic they use is Witchcraft. It has both Divine and Arcane aspects.  They learn their magic from their Patron, via a familiar, but record the spell formula in a spell book.   The underlined terms can have various meanings.  Take the girls from Charmed (why, you will see later).  Their Patrons are the past witches in their family line.  Each one learning more and more than and from the witches that came before. Their familiar in this case is their Book of Shadows.  Their spellbook is also their book of shadows.   In my Pathfinder Warlock book I have rules for a Book of Shadows that is spellbook AND familiar.

At one point in the show Charmed, the witches learn that they can also create new spells rather than just relie on the ones in their Book of Shadows.  It actually becomes a feature of the show where Phoebe (Alyssa Milano) is the sister with the best ability to come up with new spells. It is this ability they have that allows them to tap into greater and greater sources of their power.  One such spell summons the power of all their family witches to destroy what is essentially the Devil (Source of All Evil. But not without cost.)

Given this would I allow "10th level" spells?  That's a good question.  Most spells of significantly high level do a lot. A spell that powerful would need to be limited in other ways.

So that's the why, what about the how?

That depends on the edition.

1st Edition starts with some advice on page 115 of the DMG.  The hardest part of this is determining the level of the spell in question.  This is done only by comparing the spell to be created to others in the Player's Handbook.  +Bruce Heard expands on this in Dragon magazine #82 (more on that tomorrow!), but it does cover somethings not in the DMG that are important. Namely to properly stock your occult/arcane library.

An occult library.
For the moment let's assume that your character has the tools and books needed.  The time needed for research and materials is 200 gp per level per week.

2nd Edition covers much of the same ground, but with less information to be honest.  Even the amount spent is now only given as a range of gp.

3rd Edition and 5th Edition have similar advice on pages 95 and 283 (respectively). So similar in fact that it felt like I was reading the same text. Though they both give good advice on setting levels based on the amount of damage caused.  The numbers differ, but the logic is the same.

I could not find any Spell Creation or Spell Research rules in BECMI or 4th Edition.

So really. The level of the spell is largely a matter of guesswork and tradition.  I spend a lot of time, maybe too much time, trying to figure these things out.

Yeah. A lot.

Creating a Spell

I wonder if we can use what we know already to create a new spell.  This is one I am actually working on right now.  As I type these words the spell is not written, but it will be by the end of this post.

The spell is one I have thought about for a while. It allows a caster to make a perfect copy of another spell into a specially prepared spellbook.  I have decided that the spell needs the following.
A specially prepared but blank spell book. This will be 200 gp per the level of the spell copied. Following the rules above.  The quill used to scribe the spell has to come from the rare Giant Mimid Bird (or Dire Mockingbird if you prefer) and the ink is a rarer distillation of the ink of an octopus (not a squid).

The spell makes a duplicate so it is beyond Mirror Image or even Minor Creation since the creation is magical (in a sense).  It is less than Wish.  It is permanent, but more so than Permanent Image.
It can reduce the time needed to copy a spell down to hours from weeks, that is pretty powerful.
8th Level feels right, but I could go as low as 6th and maybe, just maybe up to 9th.

It's a new spell, so let's give it a name. My iconic witch is named Larina. I always imagined this was her spell.  Since it deals with the copying of spellbooks some form of Liber should be used. After all, aren't all spell books written in Latin?   Liberum works and that is a call back to my d20 Witch book.  Since the words are being set free then Libre is also good.  Alliterations are always fun.
So let's go with Larina's Liberum Libre.

Larina Nix
Larina is a witch, but this would be good for wizards too.
Let's try it in Basic-Era/S&W/OSR format.

Larina's Liberum Libre
Level: Witch 8, Wizard 8
Range: 1 Spellbook
Duration: Permanent; see below
This spell was named for the first witch to successfully use it to make a copy of another spellbook.  The spell requires a book of the same size, shape and page numbers of the spell book to be copied. The base cost for this book is 200gp per spell level copied.  Also needed are a special quill of a Giant Mimid Bird and distilled ink of an octopus. Both may be purchased, base cost of 100 gp, or prepared by the caster ahead of time.  The ink is used up in the spell casting, the quill can be used for 1d6+6 uses.
The blank book, quill, ink and the spell book to be copied are placed on a specially prepared cloth (not rare, just clean and white). The spell is cast and the cloth covers both books.  The spell will take 1 hour per spell level to copy.  Once complete the spell will create a perfect copy of the book in question.  If the spell is interrupted during this time; the cloth removed or either book opened, then the spell is canceled and the new book, ink, and quill are destroyed.
Note: Normal non-magical books may be copied as well, but only require normal ink and a regular book with the same number of pages.

Ok. So I like the spell, might tweak it a bit before publication. Still not happy with the guesswork involved with the levels.
I would love to develop a system like I did for Ghosts of Albion but that would take a time and the return might not really be worth it.

How do you go about researching spells? Both in game and in real life?



Monday, August 21, 2017

D&D Beyond

I signed up for D&D Beyond this morning.



I pretty much knew I was going to sign up anyway, but gaming over the weekend convinced me.

Currently, I am running two D&D 5 games, the Come Endless Darkness game and The Second Campaign.  Eventually, I am going to get my aborted 4e game converted over to 5e and I'll get that going too, tentatively called Into the Nentir Vale.

My son is also running games. A D&D 5 game with his friends,  the same adventures (with different characters) with my youngest son and his friends (average age 14) AND the occasional one we take turns running for his cousins (aged 13 to 22).



So six D&D 5 games with about 40 characters total.
To say we have lost some sheets here and there is an understatement.  To say we need to be able to access our materials in a bunch of different places is also pretty clear.

So I pulled the trigger this morning and got a DM's Subscription and picked up the three core books.

I know there has been a lot of complaining online about the price.
For me, the price compared to what I get was worth it. I was a fan of the 4e character builder and I used it quite a lot.   When Beyond was in Beta I also used it a lot.  So far I am pleased with my purchase so far.

Are there cheaper tools? Of course.
Are there better tools? Maybe.
Are there tools that do everything that Beyond does? None that I know of.

So I'll be sharing my thoughts on this tool over the next few days.  Need to load about 3 dozen characters into it now.

Anyone else using this?

Saturday, August 19, 2017

Zatannurday: Going Back to School with Zatanna

Tip O' the hat to JasperAK for this!

Zatanna Is Going To Magic School in Her New Comic Series
http://io9.gizmodo.com/zatanna-is-going-to-magic-school-in-her-new-comic-serie-1797945307

http://www.dccomics.com/blog/2017/08/17/exclusive-zatanna-faust-and-more-enroll-in-mystik-u?sf106880888=1

From DC: Zatanna Zatara is one of the most powerful magicians to walk the Earth, capable of altering the fabric of reality with one backwards word.

But what was she like in college?

If you’ve ever been a college student, you know it’s a highly unique time in a person’s life. You’re a newly minted adult, free to make your own choices, but those choices are complicated by the fact that you haven’t yet settled into the person you’ll ultimately become. It’s an unpredictable and wild time in most people’s lives. So imagine what it’s like when magic is thrown into the mix.

This is the background of MYSTIK U, an upcoming prestige-format limited series written by Alisa Kwitney (Destiny) and drawn by Mike Norton (Revival, Runaways) that will reimagine the lives of four of DC’s magic users in spectacular new ways. To give us the background on this unique new title, we spoke with both Alisa and Mike about what readers can expect when classes start this fall.

I LOVE, LOVE the art I have seen far.




Hell.  I am in for punk-Goth Teenage Enchantress alone!





Writer Alisa Kwitney and drawn by Mike Norton can be found online at @akwitney and @themikenorton respectively.

To say I am looking forward to this is an understatement.

Friday, August 18, 2017

Kickstart Your Weekend: My Last Sunrise

This one started out with a limited amount of time and we are already near the end!

My Last Sunrise - Gothic Horror 28mm Miniatures


https://www.kickstarter.com/projects/1512506318/my-last-sunrise-gothic-horror-28mm-miniatures

If it didn't have me at "Gothic Miniatures" or at a Dracula mini it had me at their witch mini.

Yeah, I am predictable.  But that also means that when these things hit the internet I will share them with you.

Thursday, August 17, 2017

This Old Dragon: Issue #83

Have a look at that cover.  1984 was a good year for Chess themed things.  In October we would get the #1 hit, "One Night In Bangkok" from the Album Chess and sung by Murry Head.  In March we got this famous cover of Dragon #83 by  Denis Beauvais.  It is part of the oft mentioned Chess series that stretch to the modern day.  On the radio "Jump" by Van Halen dominates the airwaves. In the theatres we get "Against All Odds", "Police Academy" and "Romancing the Stone" as the big box office hits.  On the shelves "Dragonlance" is starting to appear and we get Issue #83 of This Old Dragon!

Letters cover the usual questions about psionics and where someone can get an article reprint.  Hang tight, you will be able to buy everything on CD-ROM in about 15 years.   There is also a letter on the longest continuous game of D&D at 100 hours.  I think the longest game I ever played was a combo Ravenloft I6/I10 game at 48 hours.

Ads for James Bond and Cities of Hârn.

Michael Lowrey is up first with The many facets of gems. Since a lot of my D&D game play is 70s and 80s fueled I always wanted to use gems as a means of storing magical energy in my games.  I never quite got it the way I wanted it to be honest (still working on it) but this article was a huge help back in the day.  It is also a pretty long article.

Ed Greenwood is back with the Ecology of the Stirge. Is it a bug? Is it a bird?  Going back and rereading these now I admire how well Ed could take even the most banal monster and turn it into something interesting.  While I used to find his "in universe" writing a little twee now I am genuinely amused by it.  I can imagine some Academy in the Forgotten Realms where monster experts debate the finer points of monster biology and killing methods, all safe in their academic halls and ivory towers.

Sign of the times.  The fiction section is not only by Margaret Weis, it is the first Dragonlance story in the pages of Dragon magazine.  Test of the Twins features the twins Caramon and Raistlin.  A lot of ink and pixels have been spilled over the effect on D&D by Dragonlance.  Whatever your point of view on this the Dragonlance era starts here and now with this issue.   The story is a pivotable one in the Dragonlance saga. So much so that I have read it, or versions of it, in other books before I saw it here.

The centerfold is the massive adventure from Roger Moore, the Dancing Hut. This was such a great adventure then that I had to rerun for my kids.  Though I combined it with bits of the 2nd Edition version that came out much later.  This one is a keeper.
Baba Yaga is such a historic figure in D&D it is no surprise there are so many adventures built around her.

Roger Moore follows this up with a simplified unarmed fighting system in How to Finish Fights Faster.  Frankly, I never used it.

There is an ad for my FLGS here, +Games Plus.  This might have been the first time I discovered them to be honest.  I used to order the hard to find stuff from Games Plus because they were the only Illinois game store that knew of that did mail orders. They were about 210 miles away from me at the time, but now they are only 8 miles. So I am very, very pleased to still be going there.

There is a Top Secret article here, but mine was cut out.

There is another ad and a long review of the James Bond 007 game.
I am a HUGE Bond fan.  My first Bond movie was Live and Let Die. It gave me a life long obsession with Bond, Voodoo and Jane Seymour.
Despite this, I have never played a James Bond game.  My loss to be sure.  I'll need to fix that someday.
My first Bond may have been the late great Roger Moore (no relation of course to the above-mentioned RM), the BEST Bond is Daniel Craig.

Ads...an order form for the Mail Order Hobby Shop to get back issues of Dragons.

In the comics section we get a rare celestial conjunction; Wormy, What's New with Phili and Dixie AND Snarf Quest all in one issue.  There is even an entry of Talanalan here.

A great issue really, if for nothing else than for the Baba Yaga adventure.

March 1984 was also a good issue of White Dwarf. Check that out on my White Dwarf Wednesday Issue #51.

Using Baba Yaga in your games
This adventure features Baba Yaga and gives her stats ala Deities and Demigods.  She is a tough one to beat too.   She has 3 attacks, 135 hp, a -1 Charisma which gives her horror like effects.  She fights like a 16HD and has the spell casting ability of a 25th level Magic-User, a 15th level Illusionist and a 14th level Druid.  Crazy.  Oh, and she has some abilities of an assassin too.

There is no doubt that she is one of, if not THE, most powerful witch in the D&D multiverse.  When she is not working with her daughter Iggwilv on Oerth she is off on Golarion dealing with the Winter Witches of Irrisen.  I would not be surprised to discover she has also been to Aglarond and Rashemen. And if she hasn't been there then her Hut has.

No one is better suited for a Basic Witch write-up to be honest.
I will use Roger Moore's stats as a guideline and use the witch rule from my The Witch: A sourcebook for Basic Edition fantasy games.

Baba Yaga, Witch Queen
36th level Queen of Witches, Daughter of Baba Yaga Tradition (She is the Tradition founder.)
Female, Chaotic (Nuetral Evil)

Strength 20 (+3 / +8)
Intelligence 25
Wisdom 23
Dexterity 18 (+3)
Constitution 21 (+6_
Charisma -1* (Baba Yaga uses her negative CHA the way other witches use positive. So +5)

Saving Throws
Death Ray/Poison 3
Magic Wands 3
Paralysis, Polymorph 3
Dragon Breath 3
Rods, Staffs, Spells 3
+5 to all saves via Ring of Protection
+ for Wisdom

Hit Points:
AC: -10
(Grandmother's Shawl +5, Bracers of Defense +3, Ring of Protection +5, Dex 18 -3)

THAC0: 4
(I know, THAC0 was not used in Basic D&D. You know what this means)

Occult Powers
Lesser: Familiar (crow)
Minor: Kitchen Witchery
Medial: Detect Bloodline
Greater: Curse
Major: Shape Change
Superior: Longevity

Spell Immunities
Baba Yaga is immune to the following spells:
Cause fear, charm person, command, friends, hypnotism, forget, hold person, ray of enfeeblement, scare, beguiling, bewitch, domination, fear, charm monster, confusion, emotion, fumble, suggestion, telempathic projection, chaos, feeblemind, hold monster, magic jar, mass domination, quest, geas, mass suggestion, rulership, antipathy/sympathy, finger of death, mass charm, Otto's irresistable dance and any spell created by one of her "Daughters" (for example Tasha's Hideous Uncontrollable Laughter).

Other Powers
Arcane Diversity: Baba Yaga may learn other arcane spells (Wizard, Necromancer, Illusionist). She can replace 1 Ritual spell per spell level with an arcane spell she has learned.  These spells must be learned like other magic-users and recorded in her Book of Shadows.

Spells
Cantrips (8): Alarm Ward, Arcane Mark, Chill, Daze, Ghost Sound, Inflict Minor Wounds, Object Reading, Summon Vermin
1st (9+4): Bad Luck, Black Fire, Cause Fear, Charm Person, Chill Touch, Darkness, Endure Elements, Fey Sight, Ghostly Slashing, Glamour, Minor Fighting Prowess, Protection from Spirits, Silver Tongue
2nd (9+3): Agony, Biting Blade, Discord, Enthrall, ESP, Evil Eye, Ghost Touch, Hold Person, Invisibility, Mind Obscure, Phantasmal Spirit, Spell Missile
3rd (9+3): Astral Sense, Bestow Curse, Circle of Respite, Dispel Magic, Feral Spirit, Ghost Ward, Lethe's Curse, Lifeblood, Magic Circle Against Undead, Toad Mind, Witch Wail, Witch Writing
4th (9+3): Abomination, Analyze Magic, Arcane Eye, Charm Monster, Divination, Ethereal Projection, Intangible Cloak of Shadows, Phantom Lacerations, Speak with Dead, Spiritual Dagger, Tears of the Banshee, Withering Touch
5th (9+2): Baleful Polymorph, Blade Dance, Death Curse, Dreadful Bloodletting, Endless Sleep, Greater Command, Hold Monster, Magic Jar, Nightmare, Teleport, Waves of Fatigue
6th (9+1): Anchoring Rite, Anti-magic Shell, Break the Spirit, Death Blade, Eye Bite, Ethereal Banishment, Mass Agony, Mislead, True Seeing, Dismissal (Ritual)
7th (9): Call the Restless Soul, Death Aura, Draw Forth the Soul, Greater Arcane Eye, Greater Blindness, Foresight, Insanity, Wave of Mutilation, Gate (Ritual)
8th (9): Antipathy/Sympathy, Astral Projection, Destroy Life, Greater Mislead, Mystic Barrier, Pit, Trap the Soul, Ensnarement (Ritual), Imprisonment (Ritual)

Magic Items
Grandmother's Shawl (Greatest), Broom of Animated Attack, Baba Yaga's Hut, Baba Yaga's mortar and pestle.

To make her closer to the version presented here in Dragon #83 I could give her the Mind Bar from +Richard LeBlanc's Basic Psionics Handbook.

Enjoy!

Wednesday, August 16, 2017

Death to the Reptile God!

The "Treasure Hunters" group of the Second Campaign defeated the vile reptile god (in reality a Naga). They also freed many of the villagers charmed by the naga.


We very nearly had three character deaths when the Naga charmed the gnome rogue ("Erky Timbers") and proceeded to attack the ranger and warlock.  The wizard (near the ring) was badly burned by the flaming sphere spell.

Everyone though managed to survive thanks to every healing potion they had on them.

Up next?
"Rumors of a magnificent city and foul, horrid rituals! Riches and wonders - or death!"
The Treasure Hunters follow some more leads to the fabled Forbidden City!