No gaming this past weekend. Thought about some of the entry requirements for my B/X|BECMI Magic School campaign.
Entry Requirements
Age: 13 (0-level, 2 hp+con bonus, see below)
Minimum Intelligence: 16 (15 in conditional admit)
Demonstrate the ability to cast one spell (cantrip).
Interview with the School. (Role=play/first adventure)
Ability Scores
Ability Scores are rolled per normal; 3d6 in order*. (Considering 2d6+3 for Strength, Dexterity, and Constitution).
I will allow the highest ability to be placed in Intelligence without penalty.
Each year the student will get 1 point to place in an ability of their choice. Max is 18.
According to the D&D Rules Cyclopedia, humans with an Intelligence ability of 16 or more knows at least 4 languages. Common, Alignment and two others. These two (or more) additional languages will be learned in the school. Typically students learn Elven and Draconic. Other, more exotic languages can be learned by 3rd and 4th-year students.
Cantrips
I will have a universal system for learning cantrips. If so, then the first spell the students know might be a Cantrip.
Students can take seven courses per year and one over the summer.
First Year Classes
Physical Conditioning I: Each morning will begin with exercise and other physical conditioning training. Often a wizard will be required to stand in a magic circle for hours on end chanting. Weak in the body is as dangerous as weak in the will here. Students enrolled (mandatory for First Years) will have the full amount of hp for their Hit Die per Level (typically 4 + con bonus).
Herbs and their Properties: Necessary for material component understanding and a prerequisite for Alchemy and Magical Theory and Thought II.
Magical Theory and Thought I: Double course. Topics cover why and how magic works.
Ecclesiastic Studies I: The nature of gods and the planes. Required for First years, optional after that.
Elvish I: Learning to speak, read and understand the major dialects of Elvish.
Mathematics: Necessary for advanced Magic Theory and Alchemy.
End of the first year they are 1st level and know 1 1st level spell.
Summer Apprenticeships
Here students can get practical application knowledge. Internships are on a first come, first served basis though faculty can also make placements.
Second Year Classes
PCII: Students continue their physical conditioning classes.
Intermediate Herbology: Plants helpful and harmful.
Ecclesiastics II: Advanced topics including the nature of Immortality, transmigration of the soul and the nature of undead. Required for Ecclesiastic and Necromancy students.
Magical Theory and Thought II: The nature of arcane magic, the use of material components. Discussion and case studies of the works of famous, but esoteric wizards.
Creatures I: The three textbooks affectionately called Monster Manual, Fiend Folio and Creature Catalog.
Draconic I: Learning to speak, write and understand the major dialects of Draconic.
Elvish II: Elvish and it's relationship to magic are covered.
Survey and Seminar: (half term) Covers the Colleges of the school and their disciplines.
Elective: (half term) First Elective choice.
End of the second year they are 2nd level and know 2 1st level spells.
Third Year Classes
Third Year is the year they take their specialization. These will depend on which "Colleges" I create.
Ecclesiastics III & Magical Theory and Thought III: This combine double class covers the natures of gods, deities, and spell granting powers including demon lords, Dukes of Hell and the Fey Lords.
PCIII: Advanced finger conditioning. Known by fourth years as "the days of pain".
Draconic II: Learning to recognize and speak the "vulgar" dialects of Draconic.
Elvish III: Conversational High Elvish and Sylvan Elvish are covered in depth.
Creatures II: Exploration of the major works including the Ecologies.
End of the third year they are 3rd level and know 2 1st level spells and 1 2nd level spell.
Fourth, Fifth and Sixth Year Classes
These will be in the student's major area of study.
Courses that continue but are not required at this point are Ecclesiastics, Magical Theory & Thought, Draconic, and Elvish.
End of the fourth year they are 4th level and know 2 1st level spells and 2 2nd level spells.
End of the fifth year they are 5th level and know 2 1st level spells, 2 2nd level spells, and 1 3rd level spell.
End of the sixth year they are 6th level and know 2 1st level spells, 2 2nd level spells, and 2 3rd level spells.
Fields of Study (so far)
Alchemy
Bardic Magic
Dragonolgy/Dragonmancy
Necromancy
High Witchcraft
I might add more. I think I am going to need a good "Basic Era" Alchemist class and a better Bard. So far I am not 100% on any of the Bards I have seen so far.
Part of the plan is to use any and all the magic books I have in my collection, I have a lot of fun stuff and this would be a good chance to use them.
With all the games I worked on over the years I figure I have written somewhere near 800 new spells. Might be fun to use all of that in one game.
Tuesday, March 6, 2018
Thursday, March 1, 2018
This Old Dragon: Issue #61
Going WAY back for this one today. Let's see May of 1982 I was in 7th Grade. I know I had seen this issue back then because I remember way too much of it now. I believe my then DM had a copy. This is another of my favorite covers. I don't know much about it really, save it is by Susan Collins.
The biggest news in this issue is the acquisition of SPI by TSR, and Amazing Stories by Dragon magazine. The future can decide if these are good choices, I personally liked the Amazing Stories content that Dragon brought to me in the next few years.
Out on a Limb has some luminaries as Rick Loomis and Len Lakofka sharing their opinions on small press and clerics respectively.
Gary Gygax is up first in the Sorcerer's Scroll with something I was looking forward to the most in this issue. Illusionist Cantrips. Of course, this is all old news to us now, but looking at it again now this was some great stuff. I always liked the idea of cantrips, both as a game item and as in an in-world item. Also if any class needs cantrips it's the illusionist.
Giants in the Earth is next and another favorite of mine. Roger E. Moore covers three heroes that I really don't know anything about, but that is fine. Correction. In my second pass, I see that the last character is Tarl Cabot from the Gor novels of John Norman. I know of this character, but I can't say I know him. Reading the character description he seems like an asshole.
One of the features of this article is to introduce readers to new books via the lens of AD&D. I know for a fact there are books I read because of GitE. If that was the purpose then it worked for me.
Phil Meyers and Rory Bowman are up with a tag team articles on Weaponless Combat and Weird Weapons. The Exotic weapons article is an interesting one with some really cool weapons. Some we will see again in the upcoming Oriental Adventures, but that is still years off.
The Gnomish Point of View is up from Roger E. Moore. Again, we will see this later in UA. I like gnomes. They are underrated really and a lot of fun. Too bad absolutely NONE of my previous DMs ever liked gnomes. The article is great, too bad the art is not up to it. The Gods of the Gnomes follows this and continues the thread.
Our Centerpiece is Quest of the Midas Orb by Jennie Good. This adventure was the Third place winner of the Dungeon Design Contest II they had back then. It's a fun little adventure revolving around the return of the said orb.
One of my favorite features is up next, Dragon's Bestiary. Here we get four new monsters. The only one I remember is the Firetail from Ed Greenwood. Still, they would be fun to use in a game sometime, just to shake things up some.
New AD&D aid: Monster Cards features the newest product from TSR. I have to admit I LOVED these cards. Really. I spent so much time picking them up at Waldenbooks and Belobrajdic's bookstore. I never got them. My income was a paper route so I had to make the dollars count. By the time I could get them, they were gone. Oh, don't worry, I bought them. Bought them at an auction from a collection of a TSR employee. I spent...well a lot, but it was totally worth it.
The magazine has pictures of all the monsters, but none of that stats. But that is fine. Maybe if I had read this issue then I would have bought the cards sooner and saved a ... well a lot.
An ad for something I did buy is next, the Best of Dragon II. Now that was a great buy back then. I read and re-read that I don't know how many times.
Next up is something we really just don't see anymore that is a huge shame.
Conrad Froehlich gives Jo-Ga-Oh, the Little People of the Iroquois. I love stuff like this. It is often way too easy to keep going back to the well travelled well of Dark Age Europe, or to shake it up a bit "head out East". Here we get something that is new, exciting and much, much closer to home. Great background and three new "monsters" to use.
Gary is back with a rare outing for Top Secret. Special Knowledge and a bureau for Infiltrators. It's a pretty long article, to be honest, it adds a lot of new material to Top Secret. I wish I knew more about the game!
Ah now here is a game I know a lot about! David Cook reviews Call of Cthulhu. The review is largely positive but I don't think he "gets" the game. Now granted, I have the benefit of years, no decades, of playing and reading Lovecraft and his imitators. So his perceived shortcomings in the game I see as features. Like how light the rules are on combat. CoC is not a combat game. It's more than that.
Off the Shelf has some book reviews. One of them is the NEW "Resturant at the End of Universe" by Douglas Adams. Oh my, the number of times I read that book.
What's New with Phil and Dixie covers "new" games, with a special guest appearance by Wormy.
Wormy has his own spread right after and that is all for the comics in this issue; no Dragonsmirth.
The last page is an ad for the Basic and Exper line. Not sure what it was about the Basic/Expert ads but I always liked them more than some of the ads for the AD&D line.
I am pretty sure the girl in the red shirt is Jami Gertz, who would go on to bigger fame as "Star" in The Lost Boys among other roles. This ad was part of the same marketing that featured this television spot.
It also features a pre-Ferris Bueller Allan Ruck.
I think the most interesting thing about this issue is how much of it would later find it's way into official books. If not this material exactly then something very close.
Want to see what I was saying about White Dwarf from this time? Check out White Dwarf Wednesday #30.
The biggest news in this issue is the acquisition of SPI by TSR, and Amazing Stories by Dragon magazine. The future can decide if these are good choices, I personally liked the Amazing Stories content that Dragon brought to me in the next few years.
Out on a Limb has some luminaries as Rick Loomis and Len Lakofka sharing their opinions on small press and clerics respectively.
Gary Gygax is up first in the Sorcerer's Scroll with something I was looking forward to the most in this issue. Illusionist Cantrips. Of course, this is all old news to us now, but looking at it again now this was some great stuff. I always liked the idea of cantrips, both as a game item and as in an in-world item. Also if any class needs cantrips it's the illusionist.
Giants in the Earth is next and another favorite of mine. Roger E. Moore covers three heroes that I really don't know anything about, but that is fine. Correction. In my second pass, I see that the last character is Tarl Cabot from the Gor novels of John Norman. I know of this character, but I can't say I know him. Reading the character description he seems like an asshole.
One of the features of this article is to introduce readers to new books via the lens of AD&D. I know for a fact there are books I read because of GitE. If that was the purpose then it worked for me.
Phil Meyers and Rory Bowman are up with a tag team articles on Weaponless Combat and Weird Weapons. The Exotic weapons article is an interesting one with some really cool weapons. Some we will see again in the upcoming Oriental Adventures, but that is still years off.
The Gnomish Point of View is up from Roger E. Moore. Again, we will see this later in UA. I like gnomes. They are underrated really and a lot of fun. Too bad absolutely NONE of my previous DMs ever liked gnomes. The article is great, too bad the art is not up to it. The Gods of the Gnomes follows this and continues the thread.
Our Centerpiece is Quest of the Midas Orb by Jennie Good. This adventure was the Third place winner of the Dungeon Design Contest II they had back then. It's a fun little adventure revolving around the return of the said orb.
One of my favorite features is up next, Dragon's Bestiary. Here we get four new monsters. The only one I remember is the Firetail from Ed Greenwood. Still, they would be fun to use in a game sometime, just to shake things up some.
New AD&D aid: Monster Cards features the newest product from TSR. I have to admit I LOVED these cards. Really. I spent so much time picking them up at Waldenbooks and Belobrajdic's bookstore. I never got them. My income was a paper route so I had to make the dollars count. By the time I could get them, they were gone. Oh, don't worry, I bought them. Bought them at an auction from a collection of a TSR employee. I spent...well a lot, but it was totally worth it.
The magazine has pictures of all the monsters, but none of that stats. But that is fine. Maybe if I had read this issue then I would have bought the cards sooner and saved a ... well a lot.
An ad for something I did buy is next, the Best of Dragon II. Now that was a great buy back then. I read and re-read that I don't know how many times.
Next up is something we really just don't see anymore that is a huge shame.
Conrad Froehlich gives Jo-Ga-Oh, the Little People of the Iroquois. I love stuff like this. It is often way too easy to keep going back to the well travelled well of Dark Age Europe, or to shake it up a bit "head out East". Here we get something that is new, exciting and much, much closer to home. Great background and three new "monsters" to use.
Gary is back with a rare outing for Top Secret. Special Knowledge and a bureau for Infiltrators. It's a pretty long article, to be honest, it adds a lot of new material to Top Secret. I wish I knew more about the game!
Ah now here is a game I know a lot about! David Cook reviews Call of Cthulhu. The review is largely positive but I don't think he "gets" the game. Now granted, I have the benefit of years, no decades, of playing and reading Lovecraft and his imitators. So his perceived shortcomings in the game I see as features. Like how light the rules are on combat. CoC is not a combat game. It's more than that.
Off the Shelf has some book reviews. One of them is the NEW "Resturant at the End of Universe" by Douglas Adams. Oh my, the number of times I read that book.
What's New with Phil and Dixie covers "new" games, with a special guest appearance by Wormy.
Wormy has his own spread right after and that is all for the comics in this issue; no Dragonsmirth.
The last page is an ad for the Basic and Exper line. Not sure what it was about the Basic/Expert ads but I always liked them more than some of the ads for the AD&D line.
I am pretty sure the girl in the red shirt is Jami Gertz, who would go on to bigger fame as "Star" in The Lost Boys among other roles. This ad was part of the same marketing that featured this television spot.
It also features a pre-Ferris Bueller Allan Ruck.
I think the most interesting thing about this issue is how much of it would later find it's way into official books. If not this material exactly then something very close.
Want to see what I was saying about White Dwarf from this time? Check out White Dwarf Wednesday #30.
Tuesday, February 27, 2018
Skylla: The Arcanum
The Arcanum was always one of "those books". You know what I mean. The ones where you tried to convince your non-D&D playing friends that D&D was not evil and then they point to the black book with the red pentagram on it. Ah well.
The Arcanum is the follow up to one of my favorite series of books, The Compleat Spellcaster, Compleat Alchemist and Compleat Adventurer. I have discussed my love of the Compleat Spellcaster many times in the past.
Of course the class I enjoyed the most was the Witch.
All the spellcasting classes were interesting since they could choose from different lists of spells. So there was Elementalism, Black Magic, Mysticism, and Sorcery for example. Witches could choose Elemental and Enchantment is they are good or Elemental and Black Magic if evil.
I liked that it made for some really unique spellcasters.
Great to try on Skylla.
Since the Arcanum was a supplement, what better core rules than some D&D Rules Cyclopedia.
Skylla, 7th Level Witch
Chaotic Evil
Strength: 9
Dexterity: 11
Constitution: 10
Intelligence: 14
Wisdom: 13
Charisma: 12
Breath Weapon: 14
Poison & Deathray 11
Paralysis & Turn to Stone: 11
Magic Wands: 12
Rod, Staff, Spells: 12
Hit Points: 25
AC: 4 (Ring of Protection AC 4)
Skills
1st level: Weapon (Dagger), Herb Lore, Herbal Remedies
3rd level: Herbal Elixers
5th level: Venoms and Poisons, Philtres
7th level: Potions
Spells
1st level: Arcane Bolt, Curse, Detect Magic,
2nd level: Control, Pain
3rd level: Malediction, Summon Lesser Semon
4th level: Ring of Fire
So a very different selection of spells. A bit different than the ones from the Compleat Spellcaster.
I would want to play with some different witch types in this to get a feel for all the black magic spells.
This Skylla, while she has some skills, is overall less powerful than others.
The Arcanum is the follow up to one of my favorite series of books, The Compleat Spellcaster, Compleat Alchemist and Compleat Adventurer. I have discussed my love of the Compleat Spellcaster many times in the past.
Of course the class I enjoyed the most was the Witch.
All the spellcasting classes were interesting since they could choose from different lists of spells. So there was Elementalism, Black Magic, Mysticism, and Sorcery for example. Witches could choose Elemental and Enchantment is they are good or Elemental and Black Magic if evil.
I liked that it made for some really unique spellcasters.
Great to try on Skylla.
Since the Arcanum was a supplement, what better core rules than some D&D Rules Cyclopedia.
Skylla, 7th Level Witch
Chaotic Evil
Skylla by Neothera |
Dexterity: 11
Constitution: 10
Intelligence: 14
Wisdom: 13
Charisma: 12
Breath Weapon: 14
Poison & Deathray 11
Paralysis & Turn to Stone: 11
Magic Wands: 12
Rod, Staff, Spells: 12
AC: 4 (Ring of Protection AC 4)
Skills
1st level: Weapon (Dagger), Herb Lore, Herbal Remedies
3rd level: Herbal Elixers
5th level: Venoms and Poisons, Philtres
7th level: Potions
Spells
1st level: Arcane Bolt, Curse, Detect Magic,
2nd level: Control, Pain
3rd level: Malediction, Summon Lesser Semon
4th level: Ring of Fire
So a very different selection of spells. A bit different than the ones from the Compleat Spellcaster.
I would want to play with some different witch types in this to get a feel for all the black magic spells.
This Skylla, while she has some skills, is overall less powerful than others.
Monday, February 26, 2018
Monster Monday: Eretica
Been a while since I have done one of these. Here is a rare type of vampire that was a witch in her former life. For Basic-Era games.
Eretica*
Armor Class: 3
Hit Dice: 7** (M)
Move: 120' (40')
Flying: 180' (60')
Attacks: 1 touch or special
Damage: ld10 + double Con drain or special
No. Appearing: 1d3 (1d6)
Save As: W7
Morale: 10
Treasure Type: F
Intelligence: 12
Alignment: Chaotic
XP Value: 1,750
Monster Type: Undead, Enchanted (Very Rare)
Vampires are among the most feared of the undead. Eretica are witches that have returned from the dead as a horrible vampire. Believed to be the followers of Hecate the eretica are also created when witches denounce the predominant religion of the area and are cursed by a local cleric.
The eretica can appear as attractive young women, but their true form is that of an ancient hag in rags.
Abilities: All eretica are unaffected by sleep, charm, and hold spells, and can only be hit with magical weapons. An eretica may take the form of a human, a dire wolf, a giant bat, or as a mote of moonlight at will. Each change takes 1 round.
Whatever its form, an eretica regenerates 3 hit points per round, starting as soon as it is damaged. Like the vampire, if the eretica is reduced to 0 hit points it does not regenerate, but becomes moonlight and flees to its coffin.
In dire wolf or giant bat form, the eretica's move, attacks, and damage are those of the animal.
The eretica's AC, Hit Dice, morale, and saving throws remain unchanged. In moonlight form, an eretica cannot attack but can fly at the speed given above and is immune to all weapon attacks.
In human form, an eretica can attack by gaze or touch or can summon other creatures. The touch of an eretica inflicts a double energy drain (removing 2 points of Constitution) in addition to damage. The creature's gaze can charm. Any victim who meets the gaze may make a saving throw vs. spells to avoid the charm, but with a - 2 penalty to the roll. To the charmed victim the eretica appears to be a beautiful young woman. To others she is still a monstrous hag.
The eretica may summon any one of the following creatures, which will come to its aid if they are within 300 feet (300 yards outdoors):
Rats 6-60 Giant rats 4-16
Bats 8-80 Giant bats 3-18
Wolves 3-18 Dire wolves 2-8
Any character slain by an eretica will return from death in three days, as a wraith under the control of the eretica who slayed them. Only witches killed by an eretica can become eretica in death this way.
Since eretica were witches in life they still can cast witch spells. They are treated as 7th level witches, but they do not have any Occult Powers.
Weaknesses of the eretica: The eretica shares the same weaknesses and vulnerabilities of the vampire. A eretica cannot come within 10 feet of a strongly presented holy symbol, although it can move to attack from another direction. The odor of garlic repels an eretica; the creature must make a successful saving throw vs. poison or stay at least 10 feet away from the garlic during that round.
The eretica cannot cross running water, either on foot or flying, except at bridges or while in their coffins. During the day, an eretica usually rests in its coffin; failure to do so results in the loss of 2d6 hit points per day. These hit points are not regenerated until the eretica has rested in its coffin for a full day. An eretica casts no reflection and avoids mirrors.
The only way to truly destroy an eretica is burn the body at the stake or to stake her in the heart with a stake of aspen.
The eretica are Turned as Vampires.
Eretica*
Armor Class: 3
Hit Dice: 7** (M)
Move: 120' (40')
Flying: 180' (60')
Attacks: 1 touch or special
Damage: ld10 + double Con drain or special
No. Appearing: 1d3 (1d6)
Save As: W7
Morale: 10
Treasure Type: F
Intelligence: 12
Alignment: Chaotic
XP Value: 1,750
Monster Type: Undead, Enchanted (Very Rare)
Vampires are among the most feared of the undead. Eretica are witches that have returned from the dead as a horrible vampire. Believed to be the followers of Hecate the eretica are also created when witches denounce the predominant religion of the area and are cursed by a local cleric.
The eretica can appear as attractive young women, but their true form is that of an ancient hag in rags.
Abilities: All eretica are unaffected by sleep, charm, and hold spells, and can only be hit with magical weapons. An eretica may take the form of a human, a dire wolf, a giant bat, or as a mote of moonlight at will. Each change takes 1 round.
Whatever its form, an eretica regenerates 3 hit points per round, starting as soon as it is damaged. Like the vampire, if the eretica is reduced to 0 hit points it does not regenerate, but becomes moonlight and flees to its coffin.
In dire wolf or giant bat form, the eretica's move, attacks, and damage are those of the animal.
The eretica's AC, Hit Dice, morale, and saving throws remain unchanged. In moonlight form, an eretica cannot attack but can fly at the speed given above and is immune to all weapon attacks.
In human form, an eretica can attack by gaze or touch or can summon other creatures. The touch of an eretica inflicts a double energy drain (removing 2 points of Constitution) in addition to damage. The creature's gaze can charm. Any victim who meets the gaze may make a saving throw vs. spells to avoid the charm, but with a - 2 penalty to the roll. To the charmed victim the eretica appears to be a beautiful young woman. To others she is still a monstrous hag.
The eretica may summon any one of the following creatures, which will come to its aid if they are within 300 feet (300 yards outdoors):
Rats 6-60 Giant rats 4-16
Bats 8-80 Giant bats 3-18
Wolves 3-18 Dire wolves 2-8
Any character slain by an eretica will return from death in three days, as a wraith under the control of the eretica who slayed them. Only witches killed by an eretica can become eretica in death this way.
Since eretica were witches in life they still can cast witch spells. They are treated as 7th level witches, but they do not have any Occult Powers.
Weaknesses of the eretica: The eretica shares the same weaknesses and vulnerabilities of the vampire. A eretica cannot come within 10 feet of a strongly presented holy symbol, although it can move to attack from another direction. The odor of garlic repels an eretica; the creature must make a successful saving throw vs. poison or stay at least 10 feet away from the garlic during that round.
The eretica cannot cross running water, either on foot or flying, except at bridges or while in their coffins. During the day, an eretica usually rests in its coffin; failure to do so results in the loss of 2d6 hit points per day. These hit points are not regenerated until the eretica has rested in its coffin for a full day. An eretica casts no reflection and avoids mirrors.
The only way to truly destroy an eretica is burn the body at the stake or to stake her in the heart with a stake of aspen.
The eretica are Turned as Vampires.
Friday, February 23, 2018
Kickstart Your Weekend: Pirate Campaign Compendium
Still a bit under the weather here, but not so bad I can't share this awesome kickstarter with you.
Pirate Campaign Compendium for 5E and Pathfinder RPG
https://www.kickstarter.com/projects/legendarygames/pirate-campaign-compendium-for-5e-and-pathfinder-r
Here is some information right from their own Press Release.
10 days are left for this and it looks like it will be a lot of fun!
Pirate Campaign Compendium for 5E and Pathfinder RPG
https://www.kickstarter.com/projects/legendarygames/pirate-campaign-compendium-for-5e-and-pathfinder-r
Here is some information right from their own Press Release.
Legendary Games launched the Pirate Campaign Compendium Kickstarter for 5th Edition and Pathfinder! This project is intended to create a spectacular seagoing supplement which includes five complete adventures plus ready-to-use nautical NPCs of every level, aquatic options for your characters, treasure troves of pirate plunder, ship combat, treasure maps, and so much more with stretch goals aplenty to create a glorious 300+ page compendium that'll shiver yer timbers!It looks like a bunch of fun and it appeals to my desire to dual (or triple) stat everything.
Publisher, Jason Nelson states, “Whether you come in as a Salty Sailor or join us for a glorious Pirate Feast, take the plunge and walk the plank with us today!” Rachel Ventura, Business Director of Legendary Games, said “Everyone loves a good pirate adventure, this book has FIVE! There’s also some fun swag like clear pirate minis, wooden engraved dice boxes, and new dice!”
10 days are left for this and it looks like it will be a lot of fun!
Thursday, February 22, 2018
Tuesday, February 20, 2018
Magic School: I have Hogwarts on my Miskatonic U!
My kids have both over the years expressed an interest in more Lovecraft and Cthulhu themed games but not really wanting to go full on Call of Cthulhu.
So a few things came to mind right away.
- San Scores and Sanity rules. As a former QMHP and someone with degrees in psychology, I have been largely critical of most of the "sanity" rules I see in games. In fact, most of them suck. My son is using an elegant option for sanity. Your wisdom modifier plus your constitution modifier plus 10. I will still use San points as Sanity x 5.
- The College of Dreamers is gone. If I am using the 2nd Ed Glantri school of magic as my base, then I am going to say that the School of Dream was destroyed last year. No one knows why and because of that attendance and new admits are way down. What happened of course is they connected to the Dream Lands and the Far Realm (mixing my CoC and D&D 3 terms) and it killed them all. This is the first phase of the return of the Old Ones. Totally stealing this idea from the Wizards 101 MMORPG. This is the big mystery of the 1st Years, what happened to the Dream College (not to be confused with the Dream Academy). They won't learn till later in the term or even next year.
- With the Dream College gone, the School lessens admit standards. What this means is Bards are now allowed. I am even considering a type of healer.
- All characters will have a Psionic wild power. This is another side effect of the return of the Old Ones. I just have not figured out if I am going to use the wild psionic powers of Basic Psionics Handbook or Realms of Crawling Chaos. I am going to use both books in other ways.
So this game will have much more horror influences even though I am planning on avoiding using demons and devils for the most part. Undead will be fine. It is Glantri afterall. I will add some of elements from Ravenloft, though "Gothic Horror" and "Cosmic Horror" are not always a good mix.
Not 100% sure how this will all fit into the "War of the Witch Queens", but I have lots of time to figure that one out.
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