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

Friday, August 8, 2014

#RPGaDAY Day 8, Favourite character

#RPGaDAY Day 8, Favourite character 

I have a number of favorite characters but currently it is my iconic witch Larina that occupies my time.

Larina by Jabob Blackmon



Larina Witch by Rick Hershey

Larina was my first witch character ever.  I have played her in every version of D&D I have ever played. Often times I start her over at level 1 and play her through various versions of the witch rules.  She is my "playtest" character in many cases.  I keep her stats the same and see how she plays through the different rules.  As I played her I would write notes on her sheets and ideas I had.  Spells that worked well were noted and spells that didn't work so well were also detailed. 

I am not exactly sure where the name came from to be honest.  I have her very first sheet where she was a dual classed Wizard/Witch in AD&D 1.  Her background was she started out as a Wizard and wasn't very good at it because her "natural" magic was witchcraft.  I used the Dragon #114 version of the witch then, but had supplemented more and more of my own house rules.   On the back of her sheet I scribbled the following:  "Larina Nix was only six when she heard the Call of the Goddess".  The idea was she was witch from the start.

Since I have been playing in the same game world for ever each version of the rules represents another generation.  So Larina in 2nd Ed used my Netbook of Witches and Warlocks book and was the alternate version of the 1st ed Larina who got stuck Ravenloft.  I got very, very loose with the rules and had multi-class as one of my witches and as one of the Witches from the Complete Wizards Handbook.  She was quite powerful.

Right now Larina is a major NPC in my kids D&D 3.x game.  She is a 20th level Witch / 1st level cleric / 2nd level Witch Priestess.  Yeah, we are into the Epic levels now.  She is the reincarnation of the 1st ed Larina who was killed by a vampire.

Currently I have no plans (yet) to move her to D&D5.  Though I do have Pathfinder, C&C, Basic and D&D4 versions of her.

Friday, August 7, 2020

#RPGaDAY 2020: Day 7 Couple

I could go a number of places with this one, but I think I know what, or more to point, who I want to talk about.

Back when I was working The Craft of the Wise: The Pagan Witch Tradition I wanted to go back through my years of notes, not just on witches and witchcraft or even my notes on playing a B/X-style game, but on who were the Pagans I was trying to represent.  So I took a two-pronged approach.

Lars and Siân from HeroForge

First. I looked to the rules I was going to be using.  In this case, it was the Old School Essentials from Necrotic Gnome, in particular, the Advanced Fantasy: Genre Rules. That was the feel I was going with.  

I wanted to create some characters to mimic the feel of a "pagan world."  At the same time I was organizing my other RPG books and was thumbing through the game Keltia and it's companion game Yggdrasill.  Both really captured the feel I wanted in a "Pagan World" game.   So I took two character concepts from here, one from each game, and looked to translate them into OSE, Rules As Written.

What character types fit this notion of both Celtic and Norse/Scandinavian Paganism?

Simple. The Druid and the Bard.  Both classes have their roots in Pagan Europe and might even be two of the most "pagan" classes out there save for the Barbarian. 

Since my iconic witch Larina is often used to test my new witch classes once they are written, I wanted these two other characters to be my tests for the materials I was still writing.  I like to keep my variables to a minimum when playtesting, so starting with established classes is always my first choice.  If Larina is my witch, then these are the parents of the witch.  Who they were now was easy.

Introducing Lars & Siân

Since I was playtesting a Pagan game I used our world circa 350-500AD.  Lars is a Bard from Denmark. He was a member of a raiding party heading towards the British Isles.  I choose to ignore the Romans there for this since it worked out better for me.  The ship that Lars was on was beset by terrible storms (same sort that would bedevil King James over a 1000 years later) and his ship, and all the raiders were lost.  
He washed ashore in Wales (they had gone through the English Channel.  I never said they were good or even smart raiders) and was encountered by the locals where they nursed him back to health.  They recognized that he was a bard (or a skald in his own language) and thought it would be ill-advised to harm him.  He was given over to the protection of Siân, a druidess.  If this sounds familiar then I essentially ripped off the story of Amergin Glúingel and his journey to Ireland. Though Lars was not a Milesian.
There was some initial mistrust, but soon they fell in love and consummated their relationship on Beltane night.  Some 38 weeks later, Larina was born.

It amused me to use these characters, ones really brand new to me, to be the parents of a character I know so well. 

Lars
Lars, son of Nichols 
Lawful Male Human Bard, 12th level

Str: 13
Int: 17
Wis: 16
Dex: 14
Con: 13
Cha: 18

HP: 42
AC: 5 (leather armor, ring of protection)

Spells
First: Detect Danger, Predict Weather, Speak with Animals
Second: Cure Light Wounds, Obscuring Mists, Produce Flame
Third: Hold Animal, Protection from Poison, Water Breathing
Fourth: Cure Serious Wounds, Summon Animals

Lars, despite his name, is not based on Lars Ulrich. If anything he based on a combination of Donovan and Van Morrison. 


Siân
Siân nic Stefon 
Neutral Female Human Druid, 12th level

Str: 10
Int: 16
Wis: 18
Dex: 12
Con: 12
Cha: 17

HP: 38
AC: 5 (leather armor, ring of protection)

Spells
First: Animal Friendship, Entangle, Faerie Fire, Predict Weather, Speak to Animals
Second: Barkskin, Create Water, Cure Light Wounds, Obscuring Mists, Slow Poison
Third: Call Lightning, Hold Animal, Protection from Poison, Tree Shape, Water Breathing
Fourth: Cure Serious Wounds, Dispel Magic, Protection from Fire & Lightning, Temperature Control
Fifth: Commune with Nature, Control Weather, Transmute Rock to Mud, Wall of Thorns


I once said "I don't explore dungeons, I explore characters" and I had a great time exploring these two.

It's like reading the Superman stories that take place on Krypton before the planet explodes. Here I explored the Pagan world before Christianity took over (appealing) AND two characters that shaped one of my most important characters. 

I loved using HeroForge to make these as well.  Lars has Larina's face and hair color. Siân has the same body and staff as my first version print of Larina so many years ago.  This pleases me to no end.  Siân's face is that of a half-elf with human ears since I consider her to have a bit of sidhe blood in her, but that is true of all the Welsh I think. 

I might have to get these. They are two of my new favorite characters. Plus I am so pleased with how the different versions of Larina turned out I am going to have to get her mom and dad!

For those that are curious, yes, I am working on a Digest sized version of Craft of the Wise. Out very soon I hope!

Tuesday, November 28, 2017

Mighty Protectors: We Can Be Heroes

There are two central features of Villains & Vigilantes and Mighty Protectors that I have always enjoyed.  First, the conceit that you play yourself with superpowers in the game. And secondly, that characters of all sorts of power level can play next to each other in the same adventure.


Back in the day though that is not exactly what we did.

In the early 80s I went over to my buddy Jon Cook's house to play some Basic-era D&D.  We stopped by one of other friends, Dave, who was younger but had been playing longer than I had.  He had, at the advanced age of 10-11, already moved on from D&D and was playing V&V.  It had only been out for a while but he loved it.  I really wanted to play some D&D though, so we compromised.  I used my D&D character.  Dave did all the behind the scenes rolls and math, or he just made stuff up I don't really know or cared at the time.  But back then this was something you could do with D&D and V&V pretty easy.  I took a healing power and the ability to turn undead; one of the reasons I was playing a cleric in the first place. And we had a great time.  I know while I was doing it I was struggling with the rules, but I had fun.

So when I got my nice new copy of Mighty Protectors one of the first things I did was try to convert some "D&D" style characters.   I wanted to do this for nostalgia reasons but also to try out some different levels of play that correspond to Standard (150 CP), High (200 CP), and Low (100 CP).

For my choices, I went with my iconic witch Larina ("Witch Queen"), an amalgam of many of the clerics, paladins and cavaliers I have played ("Paladin"), and a new character that has seen play in Pathfinder, D&D 5, M&M, Superbabes and Marvel Super Heroes ("Teen Witch").

For these, and most of the characters I'll be posting, I did all the character generation by hand and checked that against the Excel Character sheet pack.  Click on images for full res PDFs.

Paladin
Standard 150 CP Build

Paladin is based on a number of paladins, clerics, and cavaliers I have played over the years. He is also based on the first character I played in D&D and then took over to V&V.  I used the standard array of BCs and picked powers as they worked with an eye to keep my number right around 150 CPs.


I like it. I gave him the ability to turn undead with the repulsion blast.  My thought is that he goes out to hunt undead and demons with the magical sword Demonbane.  Given the tenor of most of my supers games he will have a lot of work to do!

Teen Witch
Low 100 CP Build

Teen Witch, aka Taryn Nichols is the daughter of my iconic witch Larina.  In D&D she is half-elf but I say she is more half faerie since her birth was during a time my witch was in the D&D 3.5 Feywild.  She was a Pathfinder witch and a D&D 4 Warlock.  I played a game of Marvel Super Heroes with her powers were manifested while she was in school. Here first power was flight.


The goal here was to keep her under 100 CPs and I did...with some weaknesses.  But that is fine really, they are also part of her backstory.  Basically, Larina was pregnant and trapped in the world of the Faerie.  In order to leave she had to give up her daughter.  Long story short, she found a way to keep Taryn and leave, but Taryn is indebted to her Elven father.  I did not put that on yet since this is starting Taryn. That drama comes up later! ;)


Witch Queen
High 200 CP

Witch Queen is, of course, my iconic witch Larina. I have played this character in nearly every game I have ever played. So I know her well.  Which was the point of all of this really, to take characters I know well and convert them easily.  Larina is also always my experimental character.  Here I am experimenting with the Arsenal Ability (think Batman's utility belt or Green Arrow's arrows) to build a spell book.  I REALLY like it worked out.   I also used the Inventing Ability to simulate Ritual Spells. Ones that take longer but have a bigger effect.  I will explore this concept some more in other builds.


There she is. My girl.  Now there are hundreds of ways I could do magic powers and spells, but this is an experiment.  So I can move numbers around later.

I like how all of these worked out to be honest.

Sunday, October 25, 2020

Larina Nix for NIGHT SHIFT

Let's start off Witch Week with my iconic witch Larina for NIGHT SHIFT on what I consider to be her birthday.

This is the version I used for playtesting. It is the same version I use to playtest a lot of my games. The great thing is I know her stats and how they play in all sorts of games, so this works great for me.

Larina by ePic Character Generator
Larina "Nix" Nichols

13th level Witch, Human

Strength: 9 (0)
Dexterity: 11 (0) 
Constitution: 11 (0)
Intelligence: 18 (+3) s
Wisdom: 18 (+3) s
Charisma: 18 (+3) P

HP: 33 (7d6)
AC: 8
Fate Points: 1d10

Check Bonus (P/S/T): +6/+4/+2
Melee bonus: +2  Ranged bonus: +2
Saves: +6 to spells and magical effects

Special Abilities: Arcana, Casting 115%, Enhanced Senses, Telekinesis, Innate Magic, Shadow Walking, Empathy

Skills: Sleight of Hand (Dex), History (Int), Literature (Int), Theology/Myth x2 (Int), Insight (Wis)

Languages: English, Latin, Greek, Welsh, Danish

Spells
1: Cure Light Wounds, Detect Magic, Disrupt Undead, Magic Missle, Read Languages  
2: Continual Flame, ESP, Invisibility, Locate Object
3: Clairvoyance, Fly, Protection from Fire, Pyrotechtechics
4: Arcane Eye, Cure Serious Wounds, Daylight, Produce Fire
5: Commune, Dismissal, Teleport
6: Enchant Item, Feeblemind
7: Ball of Sunshine

I am rather pleased with this write-up, to be honest. 

Equally, I am very happy with NIGHT SHIFT. I have really been able to create any sort of modern supernatural character I want and play them the way I want.  It has really worked out well. 

Thursday, October 25, 2018

Happy Birthday Larina!

Sort of.  I actually rolled the character up in July of 86 but I put her birthday down as October 25. It was one of those character quirks I gave her. She was born on the 25th but told everyone that her birthday was the 31st.  Yeah, a weird thing. We used real-world dates since we could never really liked the World of Greyhawk ones.

So for 32 years, she has been one of my favorite characters and my iconic witch for my books. She is also one of my favorite characters to get art of.   The most recent one comes from artist Hassly.

I discovered Hassly from his Patreon site with his Alice Kyteler, the "First" Irish Witch post.
My post was here and his is here.  I loved it.  She looked like, to me, that she could have been one of Larina's ancestors. I had to get a commission from him for my witch.

He posted his version of my witch today.
https://www.patreon.com/posts/larina-22225140


I love it. I wanted something that showed off her back tattoo and I am not disappointed.

So check out his Patreon, he has a bunch of other great pin-up style art.

I absolutely love getting art of my characters and love how every artist gives me something new. I have something REALLY special coming up next month.  Can't wait to share it with you all.

Thursday, March 15, 2018

This Old Dragon: Issue #65

Dragon Magazine #65 from September 1982 might, in fact, be the very first Dragon I had ever laid eyes on.  It is, without a doubt in my mind, one of the more pivotable issues in my gaming career.  Given that it is a perfect "first issue" of a NEW collection of Dragons sent to me by Eric Harshbarger. Eric contacted me a few weeks back to ask about some extras and gaps in my collection.  I mentioned that most of the Dragons I have are collected from larger lots of game materials I buy and most times they are in pretty sad shape. So he offered to send me some.  There are some duplicates with my collection, but these are in much better shape.  So if you can pop on over to his website.  Thanks, Eric! Now it is time for your contribution to This Old Dragon!

Ok. Where to start with this one? First, of course, is that cover.  It is great to see it here next to me instead of having to go to my CD-ROM to get the PDF (which is good since the PDF scan is not as good).  It is a wonderful, and surprisingly thigh-less, effort by Clyde Caldwell.   I always loved Caldwell's work and this cover is no exception. I love that Dragon sneaking down on the cross-eyed fighter.  Ok, he isn't cross-eyed, but it always looks like he is when I first look at it!  At least the dwarf sees it.  But my attention is focused on the witch in the background.  Is she a witch?  Well to me she is and she was one of the subconscious elements I would later use for my own witch character Larina.

Witch by Clyde Caldwell, Larina by Jacob Blackmon
So the red hair, purple dress with cloak and hood, the necklace (though different), the bangles on the wrists. Pretty archetypical image items really. But that image stuck with me.  I'd say it was Larina's mother, but I always pictured her as a blonde!  Maybe my little witch is having adventures I don't know about!  So this is what I can say when I have a cover to actually look at!

We are not quite at that "golden age" of Dragon that I think everyone is nostalgic about.  OR maybe we are.  When I say "Golden Age" maybe you all have a different picture in mind. Anyway.  This is the time before I started buying Dragon.  I have no doubt however that this is the first one I ever saw.

Out on a Limb covers some letters on Ed Greenwood's article on Firearms a few issues back. Everytime I pick up an older Dragon my mental timeline of Ed's involvement gets pushed back a little bit more.  I REALLY did not give this guy enough credit.

Gary is up next with his Guest Editorial. Ok...what to say about this.  It is basically a 3-page rant against GAMA and Origins.   I am happy to say that things are better between GenCon and Origins, and in about a decade from this original publication Gen Con and Origins will host a co-Con, but for now Gary is really irritated.  I don't know what is going on behind the scenes at this point. Back then I would have read this and been firmly on Gary's side, but today it seems like an old man yelling at clouds (and to be 100% fair here, Gary at this point is younger than I am right now!)  Ok. Moving on.

Blastoff! gives us all the information we need to know about the brand new Star Frontiers game.  We get to see that iconic Larry Elmore cover for what I think is the first time. We learn the about the new races (Vrusk, Yazirians, and Dralasites), a bit on the new character creation system and some of the in-universe background.  We also get some background on the game itself.  Design work began in 1979 by Dave Cook and  Lawerence Schick and spent the next two years in design, development and playtesting.  I guess there was a more "hard core" version of the game at one point.

Gary is back and this time with a classic.  From the Sorceror's Scroll covers Character Classes to Consider.  We learn that there will be an expansion volume to AD&D.  This book will eventually become Unearthered Arcana but until then he gives us a sneak peak.  We know now that all of these classes did not make it to that book.  Some would later go on to be rumored for the 2nd Edition of the AD&D game; or rather the 2nd Edition as penned by Gygax himself.  This is one of the main articles that +Joseph Bloch would later use to build his "what-if" version of a Gygax 2nd Edition in Adventures Dark and Deep.

Rob Kuntz is next with another installment of Greyhawk's World.  This covers Events of the Eastern and Southern Flanaess. I always enjoyed these articles. It made me feel like the World of Greyhawk was a living place, even though at this point I was still very much entrenched in the Known World of the D&D Basic and Expert sets.

Feel like I am dropping names left and right here, but after that we have Len Lakofka's Leomund's Tiny Hut.  This issue Len is focused on Keep(ing) Track of Quality.  Or how the quality of the goods affect the price, time to make and how that can play out for the player character.  This article covers mostly sheilds, armor, and some weapons.  A bit of converting for AC and you have a good article you can still use today.

Almost the counterpoint to weapon quality is character quality.  Christopher M. Townsend presents a new proficiency system for use in AD&D in Weapons Wear Out, Not Skills. This system is neither as complicated as the ones will later get nor as crunchy.  In fact, this system is light on the crunch and heavy on the role-playing aspects.  Or at least insofar as training in general in AD&D was a roleplaying aspect.  Now your training has some other purposes and can take longer.   Rereading it now I can see using this as a guideline in my D&D 3.x and D&D 5 games.

Gary is back again with some new creatures. These Featured Creatures are considered to be official AD&DTM monsters, so that takes care of that argument (but opens it up for the next batch!).  We get two good-aligned monsters, the Baku and the Phoenix.  Both of these monsters will appear in the Monster Manual II due out soon.  But that is not what grabbed me about them.  Flipping the page something burrowed deep, deep into my psyche.


To me, the Phoenix was a god-like creature.  They were the natural enemies of darkness and chaos.  The mere look of one could destroy a vampire.  They were not some giant bird to be hunted for their feathers and beaks, they were divine agents of rightous wrath.  In many ways they were the opposite of the Dragons.  Yes, we have good Dragons, but the Phoenix (capitalization is mine and for emphasis) opposed the evil Dragons more.  I remember reading this issue from friends (sometimes many, many times) and at one point I wrote down "It was a time of great chaos. It was the time of the Dragon and the Phoenix."  Yes, yes I know there is a Chinese dish of the same name, trust me, growing up in the deep mid-west in the 70s and 80s the only Chinese I ever saw was "Chop Suey".  I would only later the myths and stories behind it.  The Dragon and the Phoenix became something BIG in my games.  So big in fact that I would later take some of those ideas and adapt to my Buffy the Vampire Slayer game and run a campaign I called The Dragon and the Phoenix.  Those games would later be the basis of my Ghosts of Albion RPG.

Ok, speaking of those dragons.  Richard Alan Lloyd gives us The Missing Dragons. Based on the "color wheel theory" he decides that there must be more dragons, the Yellow, Orange, and Purple.  Now few articles were as controversial in my early days as this one!  There were people that hated the idea of more dragons. There were people that hated the idea of these colors for dragons (this group though usually let the Purples in) and there were those that liked them but would not include them since they were not "official" AD&D monsters.  And of courses there those that liked them and used them.  Myself, I liked the idea. I thought the logic was faulty. I mean are there Draconic Evolutionary theorists of the RGB sort versus the CMYK ones?  I did use the Purple dragons once or twice.  I used an orange one once and I said the yellow had all died out.  The biggest issue with this article is Tiamat.  She has five heads, not eight. If we limit it to five, then the green head needs to become yellow.  Now there are many, many (MANY) other dragons in D&D now and Tiamat is still just five-headed.  So maybe I need to bring these back to my games.

An ad for the RPGA.

Dropping more names Lew Pulsipher is next with a new NPC character class, Timelords. These are not your two-heart, regenerating Time Lords.  These are more like Time Protectors or Time Guardians.   They are fighters with some basic time manipulation magic that gets more powerful as they go up in level. When I first read it I hated it.  I also used to have a pretty hard core rule in my D&D games of "No Time Travel!"  I have loosened up a bit on that over the years.

Next is Monsters of the Midway, BUT I don't have it in my copy.  So the rules state I must move on.

Ah, here is something else that wormed it's way into my psyche.  Robin Emrys Atkinson presents the Tuatha De Danaan, A revised Celtic Mythos.  With amateur drunk day Saint Patrick's Day in a couple of days, this is another reason why this is a good choice. This is designed to replace and add to the section on Celtic myths in the Deities and Demigods book. And it is much better.  It was here that I went into a HUGE Celtic myths kick that I never really got out of.

And the hits keep comming!  Ed Greenwood (I feel like I am the MC of a Night of Thousand Stars) is next with Law of the Land. A six page article on the legal system and political systems of the AD&D world.  Or as I like to think of it, the PCs do not live in a vacuum. Also a great system-free article and something to help curb the influx of Murder-Hoboism in your games.

Lew Pulsipher is back again (!) and takes a D&D (not AD&D) perspective on War! and how it can give the characters reason to "live".  Again this is a very system free sort of article and covers the types of wars that PCs might find themselves in.  Very usuful stuff.

Some Top Secret information from James "Pong" Thompson. It covers recon and assassinations.

An editiorial of sorts from Lew Pulsipher in Up on a Soapbox. In this, he discusses the difference between the Classical Role-player and the Romantic.  Lew is coming from a solid Wargamer point of view here.  I don't get the feeling that either of these types are bad, just they have certain ways of playing.  More the point in a Wargame if you can identify their style you will know how to defeat them since you know what risks they are likely to take.

The Dragon's Augury has some reviews including one of the first Computer games I can recall being reviewed.  WIZARDRY costs a then princely sum of $49.95 and you will need an Apple II computer with 48k and DOS 3.3. 
Tom Watson reviews some books for Traveller while Gary Gygax himself reviews Empire Builder by Mayfair games (he loves it).

Comics are next.
Phil and Dixie talk about how much Fantasy and SciFi are alike.
Wormy is only one page.

An ad for Chaosium's Trollpak takes half of Dragon mirth's page.  I always wanted that. It looked cool. 

Back cover has an ad for Grenadier Models and flip over for Gang Busters.

Wow. What a packed issue.  Not just name after name of the whos who of the early RPG scenes, but great content as well.

Want to know what I thought of White Dwarf from the same time? Check out White Dwarf Wednesday #33.  It was also a good issue.

Sunday, October 9, 2016

Larina Nix by LadyDeddelit

One of the things I *LOVE* is getting art of my characters.  Art is one of those things I can't do. But I know lots of great artists.  One of my favorites is LadyDeddelit.  In fact, I stalked her for a long time till her commission slots opened up.  She specializes in character art, in particular, RPG style characters.

For a few Euros I was able to get another one of my iconic witch Larina.


Commission 75 Larina part 2 by LadyDeddelit on DeviantArt






I am so pleased with how this turned out.
She does great work.  I love these "character sheets".

Thursday, July 7, 2016

New Art

I love art. One of the skills I wish I had was the ability to draw or paint.
Sadly, I don't. But that is ok. I know lots of people that do.

Avionetca is one of those people. She does FANTASTIC character art.
So when she had a slot open in her commission schedule I had to jump.  So here is my iconic witch Larina, Avionetca-style.


Full character sheet.

http://avionetca.deviantart.com/art/WebWarlock-Larina-the-Witch-620193449
I am inordinately pleased with this.

When her commissions open up again I might get her to do Larina's daughter Taryn.
I love this character and I never get tired of seeing her brought to life.

Saturday, January 9, 2021

Character Creation Challenge: Dungeons & Dragons, 5th Edition

We now come to what be the most popular version of D&D ever published in terms of units sold and public discussion.  While the debate can be held on the relative popularity of 1st ed vs. 5th ed one thing is certain that 5e has outsold all other versions of D&D and has introduced a new generation to the game that has been unprecedented. 

The Game: Dungeons & Dragons 5th Edition

I have described D&D5 as being something akin to the "Greatest Hits" of D&D.  I see bits of 1st ed here, 2nd Ed there, lots of 3e, and even bits of 4e.

Released in August of 2014 we (my family and I) were not originally going to pick it up.  I still had a ton of 4e material and my sons were looking seriously at 1st Ed to give it a try, but we starting hearing more so I grabbed the "D&D Next" playtest materials and thought, ok, let's give it a try.  When August 8, 2014, rolled around the boys and I went out at midnight to get our copies (and tacos).

5e quickly became the home system here.  My oldest ran games for his friends from high school and then college, he even ran games with his gaming group that has been together since they all met in pre-school.  My oldest played and eventually started the Table Top Club at the local high school. Between the two of them, they must have gotten somewhere around 40-50 new players to the game.  Of course many had heard about it via Critical Role first but remained players to this day. 

The Characters: The Coven

right away I was asked if I was going to do a witch for D&D 5.  Certainly, there are a lot of good reasons for me to do one, but in truth I was pretty happy with a lot of the options that D&D 5 already gives me. Plus I wrote my Old-School witch only after years of playing, writing and playtesting. Even when I published my first OSR witch book in 2012 I had over 30 years' worth of playing under my belt and a few published books.  I didn't want to just knock together something and slap a 5e label on it.

Plus with the advent of the DMsGuild (and 5e adopting the OGL) there were and are plenty of witch options from others for 5e. I spent all of October detailing them

So instead of making a witch class, I worked on characters that were RAW but I could make witchier.

I worked out some ideas and called them "The Coven."  The idea here was to take a very basic old-school idea.  Take a class and play it how I like.  In each case, I took a by-the-book spellcasting class and took the options to make them feel more like a witch.  The idea behind this group of witches is they all met in The Library, each searching for a particular tome.  All six managed to end up at the same place at the same time and each one wanted the same book, the infamous Liber Mysterium.  As it turned out the author of the Liber Mysterium, my iconic witch Larina, was present. She took all six under her tutelage.  Each class is a magic-using, spell-casting class, and each one has some connection to learning or deeper mysteries.  They all adventure and make appearances in my games as information brokers. 

Since I am doing six characters today I am going to link out to their sheets on D&DBeyond.

Tayrn Nix
Half-elf Warlock (Fey Pact)

Taryn was the first "witch-like" character I tried.  She is Larina's half-elf daughter.  She is a warlock, fey pact, and is my "embrace the stereotype" witch character.

Celeste Holmes
Human Wizard (Sage)

Celeste was a character I was planning on creating when I was going to go back to 1st ed before 5th ed came out.  She would have been a Magic-user but playing as a witch.  She was the first character I imagined going to The Library.  Felica Day is my model for this character.

Cassandra Killian
Human Sorcerer (Divne Soul)

With a backdrop of The Library, Cassandra became a no-brainer.  She is very obviously modeled after Cassandra Cillian from the Librarians played by the lovely Lindy Booth. She is also a nod to another character in my shared world. When my High School DM went off to college he created more of his world and a character named Killian.  Killian was major figure in his world and he created many adventures to go with it; Killian's Tower, Killian's Maze, Killians Dungeon, and so on. True old-school Gonzo affairs. 

For my Cassandra, I wanted someone whose magic felt like second nature to her. She didn't learn it so much as live it. So the Sorcerer seemed like the best route. Know of the great wizard Killian she took his name as her own.  She was the second character to enter the Library.

Jasic Winterhaven 
Gnome Bard (College of Lore)

Jasic is a character I have used off and on since my 3e days. I will admit he was created as a response to so many people I have gamed with saying how much they hate gnomes.  Jasic is a great guy.  He is a bard but I play him like a Benandanti witch.  He is also best friends with Taryn.

Sasha
Cleric (Knowledge Domain)

Sasha is an interesting one. She is a tiefling and claims to be the daughter of Glasya and is Taryn's Half-sister (same father, different mothers). She is a cleric, but again I play her like a witch priestess. I would suppose that the closest analogy would be if Sabrina (from Chilling Adventures of Sabrina) was Rowena's (from Supernatural) daughter instead of Lucifer's.  She is wanted by all the key players in Hell's Hierarchy but she herself has no power or pull beyond what she gets from her Goddess Cardea/Hecate (clerical).  Cardea led her to the Library.

Áedán Aamadu
Human Druid (Circle of the Land)

Áedán is a druid pagan who is the son of my two druids from OSE, Asabalom and Maryah. They were great friends with Larina (that is they were all part of my OSE playtests and games in summer of 2019).  Áedán is a circle of the land druid that I play as a pagan. Yes his name is Irish, but he looks like Will Smith.  I am pretty sure that he and Taryn are going to have a thing. 


Each one brings something different to the table for me.  I can't wait to convert them back to Basic/OSE for my War of the Witch Queens!

Character Creation Challenge

Tardis Captain is the originator of this idea and he is keeping a list of places participating.  When posting to Social Media don't forget the #CharacterCreationChallenge hashtag. 

RPG Blog Carnival

This month's RPG Blog Carnival is being hosted by Plastic Polyhedra. They are doing Characters, Stories, and Worlds, so that fits right in with everything we are posting this month.

Check out all the posts going on this month at both of these sources.

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 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?



Friday, January 22, 2021

Character Creation Challenge: Yggdrasill

Yggdrasill
Today is part 2 of my two-part character creation.  Yesterday I re-introduced you all to Siân ferch Modron and the game Keltia.  Today is her soon-to-be husband, if they don't kill each other first, Lars son of Nicholas from the RPG Yggdrasill.

The Game: Yggdrasill

Like Keltia, Yggdrasill is from the French publisher Le 7ème Cercle (The 7th Circle) and was published in English first by Cubicle 7.  Now it is published in English exclusively by Le 7ème Cercle.  The games have a lot of similarities in rules and in tone, so using them together is expected really. The production values for Yggdrasill are higher, with full-color pages and a stylized character sheet, and it leads me to believe it was the newer game. However, the publication date of it is 2009 and Keltia is 2012.

Yggdrasill is, as you might imagine, a game of the Epic Sagas of the Vikings and Norsemen.  I do have to point out that "Viking" is not a group of people but rather describes what they do.  It is handy for describing the era though, 800 AD to 1100AD or so.  Already we are talking about a time period later than what we see in Keltia which is usually depicted in the 100AD to 500AD era.  This works out well for me since I would want to play in a time that is an overlap of the eras; the end of the Druids and the rise of the Saxons, Angles, Jutes, and, well yes, the Vikings. Maybe there was a time when Northmen raiders came ashore to Ireland or Wales and encountered Druids. Maybe not.  That is why we have games.  

Also like Keltia, there is a TON here that I could use with Troll Lords' Codex Nordica and visa versa. All four books combined? Now there is a campaign worth playing! 

I have to admit one of the reasons I was drawn to both of these games was that the art for the Volva (witch) archetype, reminded me so much of Larina.

Volva

The Character: Lars son of Nicholas

Lars got his start a little bit before Siân did.  Lars' name of course was easy, I knew my witch Larina was named after her father because of the red hair they both share. Nicholas, or sometimes Nichols, was named for a professor I had at the beginning of my Ph.D. studies.  I imagined him as a traveling scholar, from somewhere far away, maybe in the North.  His travels brought him to a new land where everything was the most verdant green as far as the eyes could see. He was born a Northman, but he was an Irishman in his heart.  The rest came easy.

In this version, Lars came to Cymru (Wales) while traveling on a ship. He was to sole survivor of a shipwreck.  He was to be sacrificed but his ability to play the harp showing he was a Bard (Skald in his world) saved him.

Lars Nicholasson
Lars son of Nichols
Lars Nicholason
Archetype: Sage
Profession: Skald
Kingdom: Denmark

Runes: Ansuz+, Perth+, Mathr-
Gifts: Initiate (Galdr), Scholar
Weakness: Curious

BODY
Strength: 2
Vigor: 2
Agility: 2

MIND
Intellect: 2
Perception: 2
Tenacity: 2

SOUL
Charisma: 2 
Instinct: 3
Communication: 2

Reaction: 6
Physical Defense: 6
Mental Defense: 7
Move: 4
Enc: 4

HP: 37

Furor Pool: 6

Skills
Art (Skaldic) 7, Eloquence 7, Languages (Norse, Brythonic) 2, Sagas 7
Galdr 7
Long Weapons 3

Incantations
Illusion: Hearing (3), Sight (6)
Charms: Sleep (3)

Like Keltia there is a LOT to go with here.

While reading over this I just HAVE to make a Finnish Volva/Witch of Tasha/Iggwilv. That would be a lot of fun.

Monday, January 11, 2021

Character Creation Challenge: Pathfinder 1st Edition

Pathfinder Core Rulebook
Paizo's Pathfinder was a bit of a revolution in the RPG market.  Paizo had been a solid d20/3e publisher in the heyday of the d20/OGL boom, with the zenith of this time actually publishing Dragon and Dungeon Magazines for a time. When WotC opted to move on to 4e, Paizo began their work on an update to the 3.5 OGC ruleset for their own game.  In 2009 the Pathfinder RPG was released and soon there became two "Big names" in the RPG biz; Dungeons & Dragons and Pathfinder. 

The Game: Pathfinder, 1st Edition

Pathfinder quickly took on players that played D&D 3.x but who did not want to go on to D&D 4. Pathfinder was informally called "D&D 3.75" and moving between Pathfinder and D&D 3.x was fairly trivial compared to D&D 3.x and 4e.  Additionally, Paizo gave Pathfinder robust support both in terms of online presence and their Pathfinder Organized Play.  Releasing the rules as an open playtest was deemed so successful that many other companies, including WotC for D&D5, adopted it.

Paizo also released a number of high-quality sourcebooks, many of which are backward compatible with D&D 3.x. I am particularly fond of the Advanced Player's Guide, Book of the Damned, Bestiary 4 (for the mythos monsters), Occult Adventures, and Horror Adventures. I consider these part of my "core" for Pathfinder.  The witch-centric "Regin of Winter" Adventure Path is a must-have for me.

I have posted a lot about Pathfinder here. I enjoy the game but I don't play it all that much anymore. Still, I enjoy reading over the material.

My "Core" Pathfinder books

The Character: Labhraín

I played in a Pathfinder game that I treated as an alt-Universe version of my 3e/4e game universe. I held the idea that the two universes I was playing (4e vs. Pathfinder) had a similar start (3e) and then diverted.  The Pathfinder universe had devils as their "big bad" while 4e (running the Orcus-themed HPE series) had demons. Some characters were the same in each world.  Labhraín was the Pathfinder version of Larina. 

Here, because of the influence of various devil cults from the former Chelaxian Empire, Labhraín hid her status as a witch.  I took a page from "Prime World" Larina, who faked being a wizard to hide as a witch, to Labhraín faking being a priestess to hide being a witch.  I did not do much with the character but use her as a backstory to my cavalier character that I was playing at the time.  The belief was that Labhraín was dead.  I detail my other character tomorrow.

ePic Character Generator portrait of a witch
ePic Character Generator
Labhraín

Human (Ulfen) witch 1 (Pathfinder RPG Advanced Player's Guide 65)
LN Medium humanoid (human)
Init +0; Senses Perception +1

Defense

AC 10, touch 10, flat-footed 10
hp 7 (1d6+1)
Fort +0, Ref +0, Will +3; +1 trait bonus vs. divine spells

Offense

Speed 30 ft.
Special Attacks hex (charmAPG)
Witch Spells Prepared (CL 1st; concentration +4)
   1st—charm person (DC 14), cure light wounds
   0 (at will)—daze (DC 13), light, read magic
   Patron Fate

Statistics

Str 9, Dex 11, Con 11, Int 16, Wis 12, Cha 16
Base Atk +0; CMB -1; CMD 9
Feats ScholarISWG, Silent Spell
Traits classically schooled, history of heresy
Skills Bluff +4, Diplomacy +4, Disguise +4, Knowledge (arcana) +9, Knowledge (religion) +6, Spellcraft +8
Languages Common, Elven, Infernal, Jistka, Skald
SQ witch's familiar (cat named Scamall)

Special Abilities

Charm +1 (3 rounds, DC 13) (Su) Improve attitude of humanoid or animal in 30 ft. by 1 step(s).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Scholar (Knowledge [arcana], Knowledge [religion]) +2 bonus on two Knowledge skills.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Silent Spell Cast a spell with no verbal components. +1 Level.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

I like the way she turned out to be honest.  It's a shame that I think she might be dead! 

Character Creation Challenge

Tardis Captain is the originator of this idea and he is keeping a list of places participating.  When posting to Social Media don't forget the #CharacterCreationChallenge hashtag. 

RPG Blog Carnival

This month's RPG Blog Carnival is being hosted by Plastic Polyhedra. They are doing Characters, Stories, and Worlds, so that fits right in with everything we are posting this month.

Check out all the posts going on this month at both of these sources.

Saturday, January 2, 2021

Character Creation Challenge: Dark Places & Demogorgons

Next to NIGHT SHIFT, Dark Places & Demogorgons is one of my favorite Old-school inspired, modern horror games.  It is similar and yet very different from NIGHT SHIFT and I really enjoy it.

The Game: Dark Places & Demogorgons

I have talked a lot about this game on these pages. Basically, it is the "Stranger Things" the game using the very same 80s inspired D&D that the show used.

The Character: Taryn Nix

Taryn is the daughter of my iconic witch Larina. She is my "Teen Witch" archetype, so a perfect follow-up to my Sabrina post AND a great choice for the teen-centric Dark Places and Demogorgons.

If Larina is my go-to witch for fantasy games then Taryn is my go-to for teen games. 

I imagine her as a little rebellious and an expert flyer/broom-rider.

For this build, I am using the White Witch options from the DP&D Player Options & GM Guide.

While I always thought of Taryn as a Millenial/GenZ girl, she is named after "Taryn" from the Nightmare on Elm Street 3: Dream Warriors. Which I might admit is my favorite.

Taryn "Nix" Nichols

Class: White Witch  Level: 1
Alignment: Good
Languages: English, Latin
Age: 13

Attributes
STR: 9 +0
INT: 14 +1
WIS: 15 +1
DEX: 13 +1
CON: 17 +2
CHA: 18 +3
SUR: 16 +2

AC: 10     HP:  10   Attack Bonus +0

Courage: 8
Critical: 5
Death: 5
Mental: 6
Poison: 3

Background
Mother is a Witch, her father is some sort of supernatural creature. 

Class Abilities
+1 to all saves against magic, +3 to Courage saves, Likable aura (+1 Charisma & +1 to Death saves), Healing Touch x5 a day (1 HP healing to living, 1 HP damage to undead, devils, or demons), heal at double rate, Toughness: Evil +2

Familiar
Black cat, "Mojo".

Skills
Art +4, Math +3, Science +3, Knowledge (Magic) +5, Paranormal +5, Botany +3

Possessions
Bike, Broom of Flying

Money: $45

Spells
Minor (1): Glammerd Appearance

Perfect really.


Friday, June 19, 2020

Character: Magnus Ulslime, the Chaotic. Death Pact Warlock (BECMI Special)

Last week I talked about the adventure Quagmire for the Expert set.  Earlier I talked about the adventure Death's Ride for the Companion set.  What do these both have in common?  They were the genesis points of a reoccurring bad guy in my games, Magnus Ulslime, the Chaotic.


Magnus, as he was most often known in my games, is not just an awesome reoccurring bad guy, he was my testbed for all sorts of evil, death-priest, warlock style characters.

Anytime a new version of D&D would come around I would roll up a new Johan Werper as the son of the previous one, either as a LG Cleric or Paladin.  I'd attempt to make a version of Larina.  And I would make a version of Magnus.  But unlike Johan, who is a different character each time but always a LG holy warrior, or Larina who was a reincarnation of her previous version and always a witch, Magnus was always something different.  I would always go with the class that would give me the best evil traits.  In Basic he was a evil Cleric. In AD&D1 a Death Master, in 2nd Ed he started out as a Druid and then became a Necromancer.  When I switch over to 100% Ravenloft in my college years the cover of Ship of Horror and the evil necromancer Meredoth also had a huge influence on me.  As it turns out Meredoth would be revealed as an expatriate of the Mystaran country of Alphatia.
In 3rd Ed...well there were some many choices that I eventually made 6 different versions.  You can see some of that in my Buffy adventures The Dark Druid and The Dead of Night.  In 4e I used him as a test of the Death Pact Warlock that never saw the light of day under 4e.  It did, however, affect the writing I did for my warlock books.

Magnus Ulslime became my poster boy for warlocks soon after I got a copy of 4e.
I tried him out in several different ways mixing in bits of cleric, wizard, and especially necromancer.
In my Strange Brew: Warlock book for Pathfinder I introduce both Cthonic and Death Pact warlocks.  I expand on those ideas from a different point of view in my more recent book, The Warlock for Old-School Essentials.  In both cases, I made Magnus a Death Pact warlock.  It was a much better representation of how I saw the character.  He made a trade to Death for more power in the mortal world.

Magnus for BECMI
If I rerun Death's Ride again for any version of the game I'd like to replace Ulslime the Cleric with Magnus Ulslime the Warlock.  For 3rd to 5th Edition of D&D this is not a big deal.  But BECMI does not have a warlock.

No. But Old-School Essentials and Swords & Wizardry do.

My warlock for Old-School Essentials is a B/X style warlock with Death Pacts.  But it only goes to 14th level.  My warlock for Swords & Wizardry goes to 20th level (the level I want Magnus at) but it doesn't have Death pacts.  No problem. I designed the books to work together like this.  By combining them I can get the exact warlock I want.  If I need more death or necromancy themed spells



Magnus Ulslime, the Chaotic
20th level Death Pact Warlock
Lodge: Sixth Circle, Masters of the Undying

Str: 10
Int: 18
Wis: 16
Dex: 10
Con: 15
Cha: 18

HP: 66
AC: 2 (mage armor, phantom shield, ring +2)

Invocations (10)
Arcane Blast, Agonizing Blast, Armor of Shadows, Aura of Fear, Claws of the Ghoul, Eldritch Sight, Form of the Undead Horror, Mask of Many Faces, The Wasting, Whispers of the Grave

Spells
Cantrips (6): Aura Reading, Daze, Detect Curse, Mend, Message, Object Reading
1st level (7): Arcane Dart, Corpse Servent, Häxen Talons, Feel My Pain, Mage Armor, Phantom Shield, Taint
2nd level (7): Augury, Aura of Chaos, Corpse Walking, Death Knell, Grasp of the Endless War, Speak with the Dead, Ward of Harm
3rd level (6): Bestow Curse, Black Lightning, Cackling Skull, Corpse Candle, Lifesteal, Rage
4th level (6): Animate Dead, Crystal Visions, Extend Spell (Lesser), Fear, Spell Storing, Undead Compulsion
5th level (6): Bad Luck (Run of Bad Luck), Death CandleDeath Curse, Dreadful Bloodletting, Song of the Night, Winds of Limbo

Magic items: Amulet of Chaos, Pentacle Rod, Ring of Protection +2, Staff of the Warlock,

Not too bad really.  I might have to go more "BECMI" and raise him to 25th or 36th level!

While I am playing around, here is a 5th Edition version to use in my 5e Converted Death's Ride.