At long, long last, I think I can say that the spells in The Complete Vivimancer are, well, complete!
As a small celebratory gesture, here's the list in its fullness. For details of what all these spells actually do, you will of course have to hold out until the book is published. Such is life.
(No idea how to make a nice column layout for this in a blog post, so you'll just have to make do with an inconveniently long list.)
1st level
1. Bind familiar
2. Blood rupture
3. Bonewarp
4. Creeping homunculus
5. Detect poison
6. Echo location
7. Edibility (reversible)
8. Elasticity
9. Entangle
10. Flesh pocket
11. Flesh shape
12. Hormone control
13. Hyperolfaction
14. Jump
15. Meld flesh
16. Muscle control
17. Mutate breed
18. Natural weaponry
19. Ooze
20. Pheromone surge
21. Read magic
22. Reptilian metabolism
23. Scentlessness
24. Skein
25. Skin transformation
26. Sleep
27. Speak with animals
28. Spider climb
29. Spore cloud
30. Vitality surge
2nd level
1. Accelerated healing
2. Accelerated immune system
3. Accelerated metabolism
4. Adapt appendage
5. Arcane sight
6. Clone plant or animal
7. Decay (reversible)
8. Drone
9. Enlarge breed (reversible)
10. Face absorption
11. Fungal growth
12. Infravision
13. Insect messenger
14. Instinct
15. Leeching touch
16. Life energy protection
17. Nauseating stench
18. Neural surge (reversible)
19. Pair bonding
20. Polyvorousness
21. Psionic surge
22. Spider skein
23. Staunch blood flow
24. Symbiotic familiar
25. Transparency
26. Venom
27. Water breathing
28. Warp wood
29. Web
30. Web walk
3rd level
1. Absorb equipment
2. Accelerated reproduction
3. Anthropomorphism (reversible)
4. Appendage growth
5. Cannibalize
6. Cannibal rage
7. Carapace
8. Divide body
9. Feign death
10. Fly
11. Gelatinous transformation
12. Genetic location
13. Hibernate
14. Insect swarm
15. Leech blast
16. Mutagen
17. Natural weaponry, improved
18. Neural encoding
19. Neutralize poison
20. Overgrow (reversible)
21. Paralysis
22. Repel vermin
23. Revert biology
24. Spying homunculus
25. Synaptic trigger
26. Vats of creation
4th level
1. Animate vegetation or fungus
2. Chimera I
3. Clone monster
4. Detach (reversible)
5. Fungal zombie
6. Hive mind
7. Hive sight
8. Immunity to disease
9. Insanity
10. Mind slave
11. Plant metabolism
12. Plant symbiosis
13. Polymorph others
14. Polymorph self
15. Slime blast
16. Speak with plants and fungus
17. Spore blast
18. Swarm transformation
19. Wall of ooze
20. Weltmark
5th level
1. Animal growth
2. Anti-plant shell
3. Devolution
4. Divide mind
5. Immunity to poison
6. Nature's secrets
7. Psionic awakening
8. Regeneration
9. Transfer pregnancy
10. Vats of regeneration
11. Venomous blood
12. Wall of thorns
6th level
1. Anti-animal shell
2. Charm plants and fungus
3. Chimera II
4. Flesh blast
5. Impregnate
6. Life cycle
7. Organ transference
8. Repel wood
9. Synaptic reprogramming
10. Transformative pupation
11. Vats of reincarnation
12. Virus
7th level
1. Genetic memory
2. Genetic spell encoding
3. Infestation
4. Instant adaptation
5. Mind mask
6. Parasitic implantation
7. Regeneration, greater
8. Replicate life-form
9. Spark of life
10. Vats of creation, greater
11. Wall of claws
12. Xenogamy
8th level
1. Chimera III
2. Clone
3. Explosive growth
4. Genetic conduit
5. Genetic resequencing
6. Mass devolution
7. Neural absorption
8. Organ transference, greater
9. Regenerative pupation
10. Shape change
11. Stabilize mutation
12. Survival of the fittest
9th level
1. Artificial intelligence
2. Cannibal holocaust
3. Clone self
4. Creeping doom
5. Dispersed mind
6. Extraordinary regeneration
7. Extinction
8. Genesis
9. Immortality
10. Mutagenic zone
11. Progeny
12. Temporal stasis
I do actually have a few more spells which I'd like to fit in there to fill out the third level list to a round 30 as well, but I'm getting excruciatingly close to the 88 page limit which I have set myself (which also happens to be the maximum number of pages in a lulu A5 saddle-stitched book), so thought it better to hold off for now until the magic items section is finished and I know if I've got any space to play with!
ps. The eagle-eyed vivimancer fanatic may notice that some spells have been renamed, moved, even removed when compared to the spell list in Theorems & Thaumaturgy. You are correct. I've taken this as an opportunity, with hindsight, to tweak a few bits and pieces in the spells.
Saturday, 28 September 2013
The Complete Vivimancer: Sneak Peek Spell List
Labels:
vivimancer
Saturday, 21 September 2013
Looking for Conceptual Proofreaders!
As I mentioned in my previous post, my new book The Complete Vivimancer is nearing completion. Before launching into the layout / publishing stage though, I'd like to get some other eyes over it, to check its integrity. Now, at this point I'm mainly talking about D&D stuff:
If anyone's interested in helping out in this way, I can offer the following:
- Spells too high / low level?
- Under / over powered?
- Mechanical oversights?
- "What about if someone tried this?"
If anyone's interested in helping out in this way, I can offer the following:
- Your name in the credits.
- A free copy of the final PDF.
Labels:
vivimancer
Sunday, 8 September 2013
Announcement: The Complete Vivimancer
As observant readers of this blog may have noticed, I've had something vivimantic brewing. The process of genetic resequencing is far enough along now that I'm ready to announce what I've been up to.
The Complete Vivimancer
Coming late 2013! (PDF & print-on-demand)
* perhaps more accurately, my ultimate guide ;)
The Complete Vivimancer
- The ultimate guide* to magic of mutation, flesh warping, neural manipulation and genetic meddling.
- Includes all vivimancer spells from Theorems & Thaumaturgy, plus about 70 entirely new vivimancer spells, including laboratory procedures for breeding, mutating and cloning life-forms.
- All vivimancer spells from the Labyrinth Lord Advanced Edition Companion reproduced, for convenient all-in-one reference.
- Guidelines for setting up a laboratory and running experiments.
- A multitude of new vivimantic magic items.
- A5/digest size, for use at the table.
- Fully illustrated.
- 100% Open Gaming Content.
Coming late 2013! (PDF & print-on-demand)
* perhaps more accurately, my ultimate guide ;)
Labels:
vivimancer
Sunday, 18 August 2013
Impressions: LotFP Rules & Magic Hardcover
I recently received a copy of the Rules & Magic hardcover of James Raggi's Weird Fantasy RPG. I'd skimmed through the free (art-free) PDF version in the past, but, obviously, now owning it as a physical book, I wanted to give it a proper read through. I'm sure almost everyone reading this is already familiar with this rule book, so this won't be an in-depth review. I did however want to write a little something about it, and point out a few things which stood out to me, and my overall impressions. I've only completely read the rules section of the book so far (the magic section still awaits), but I did read it in its completeness, "cover to cover", without skipping over any bits like "oh yeah, whatever, I know how to roll ability scores".
Bullet list ahoy:
Bullet list ahoy:
- I really like this rules set. It strikes a delicious balance between cleaving to tradition and adding its own little twists. A lot of the twists added are in line with my own philosophy and taste. I could definitely envisage running a campaign using these rules.
- It was fun to actually sit down and read an RPG rule book straight through. I seldom buy new rule books. I'm a massive proponent of Labyrinth Lord / Basic D&D, which I know like the back of my hand, so only ever skip around in the books to look things up.
- The prose is written in a style which is at once very clear and very atmospheric. A job well done. I would guess this is at least in part due to the fact that this text has gone through several (2? 3?) editions by this stage.
- Having said that, I did notice a couple of editing / proof-reading errors. (One unfortunately in the first couple of pages, which set me on edge a bit.)
- The firearms appendix at the back is super useful. A lot of research has obviously gone into it, but it presents game rules which seem easy to use, without getting too bogged down in historical realism. I would definitely allow firearms if I were to run a game with these rules.
- The art is of a very high quality, and does a lot to convey the kind of atmosphere James is trying to promote. There are a lot of black & white pieces scattered around, which have a nice slightly sketchy quality to them, with some pleasant use of thick black lines. In the middle there are a bunch of gorgeous colour plates, most of which I'd seen before -- I guess from following James on G+. I must say though, I was very surprised to find them all clumped together in the middle of the book. This struck me as odd, but I can only assume it was due to some technical reason as part of the printing process. I'd been expecting them to be distributed through the text, like the colour plates in the AD&D 2nd edition books were.
- The one picture I didn't like is the one of the elf -- too silly.
- The book itself, it goes almost without saying, is also of very high quality. I'm really glad I waited for a hardcover version of this to come out.
Open Content: All text not specified as Product Identity.
Product Identity: All images, graphics, layout design and the LotFP and Lamentations of the Flame Princess names.So that means that the entire text, apart from the use of the words "LotFP" and "Lamentations of the Flame Princess" is Open Game Content, and can thus be used in other OGL products (or used as a basis for house-ruled versions of the game). Kudos to James!
Labels:
lotfp
Wednesday, 14 August 2013
Link: The Book of Miscellaneous Spells
Via a google+ post by Peter Fröhlich, I just came across the marvellous looking Book of Miscellaneous Spells.
I've only had a quick skim through it, but it looks like there's some really nice stuff in there. Apart from the different approach of not presenting new classes, it reminds me a lot of my own Theorems & Thaumaturgy. Especially in the way the book's development is described in the introduction:
I've only had a quick skim through it, but it looks like there's some really nice stuff in there. Apart from the different approach of not presenting new classes, it reminds me a lot of my own Theorems & Thaumaturgy. Especially in the way the book's development is described in the introduction:
"This supplement started life on June 19, 2011 as a spell posted in the Workshop Thread on the Dragonsfoot Forums. The first spell posted was Lighten Load (not my best work, but I've included it from a sense of sentimentality). I would probably never have taken the next step, pulling together a compilation, if winemaker81 (Bryan) hadn't put the concept in front of me. In many ways, he deserves a lot, if not most, of the credit for this. I had no idea at that time that a single spell was going to lead to the crafting of over 150 spells."Compare that to what I wrote in my introduction:
"...the seeds of this project were planted several years ago, when I'd just started playing old-school D&D again, in the form of AD&D 2nd edition. I began writing some spells to fill out two of my favourite schools of magic: necromancy and dimensionalism. Shortly afterwards I discovered the unstoppable explosion of creativity that is the Old School Revival / Renaissance and began to share some of my creations. The positive feedback I received from the community inspired me to write more, and more, and more spells... and now here you are with this book."Definitely worth checking out!
Sunday, 11 August 2013
New Vivimancer Spell: Nature's Secrets
A little taster of what I've been working on recently.
This spell is basically a mixture of the druidic commune with nature and the magic-user's contact other plane, with some vivimantic flavour and twists.
Nature's Secrets
Level: 5th
Duration: See below
Range: ½ mile radius per level
This spell grants the vivimancer the ability to interpret information from the subtle whisperings of plants, fungi and creeping creatures of the undergrowth. The spell may be used in two ways, as follows.
Firstly, the caster may gain mundane knowledge of the area within range. One fact per caster level may be gained, from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of powerful unnatural creatures, or even the general state of the natural setting. It takes 1 turn to cast this version of the spell.
Alternatively, the caster may delve deeply into the alien intelligence of the natural world in order to receive advice and information on any subject. The vivimancer may ask as many questions as he wishes, and will receive answers in the form of riddles or cryptic statements with a 75% chance of containing hints at the truth – the vast and subtle intelligence of the natural world is so radically different to human intelligence that straightforward answers can never be obtained. Each question asked in this way carries with it a risk of insanity, as the caster opens himself to the inhuman mind of nature. A saving throw versus spells is required, with failure causing the caster to be afflicted with a form of insanity lasting for 1d4 weeks. The saving throw is penalized by -1 per question asked beyond the first. This process takes one hour per question asked.
It is known that some vivimancers drive themselves into a state of permanent insanity through seeking deep knowledge of the universe in this manner.
This spell is basically a mixture of the druidic commune with nature and the magic-user's contact other plane, with some vivimantic flavour and twists.
Nature's Secrets
Level: 5th
Duration: See below
Range: ½ mile radius per level
This spell grants the vivimancer the ability to interpret information from the subtle whisperings of plants, fungi and creeping creatures of the undergrowth. The spell may be used in two ways, as follows.
Firstly, the caster may gain mundane knowledge of the area within range. One fact per caster level may be gained, from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of powerful unnatural creatures, or even the general state of the natural setting. It takes 1 turn to cast this version of the spell.
Alternatively, the caster may delve deeply into the alien intelligence of the natural world in order to receive advice and information on any subject. The vivimancer may ask as many questions as he wishes, and will receive answers in the form of riddles or cryptic statements with a 75% chance of containing hints at the truth – the vast and subtle intelligence of the natural world is so radically different to human intelligence that straightforward answers can never be obtained. Each question asked in this way carries with it a risk of insanity, as the caster opens himself to the inhuman mind of nature. A saving throw versus spells is required, with failure causing the caster to be afflicted with a form of insanity lasting for 1d4 weeks. The saving throw is penalized by -1 per question asked beyond the first. This process takes one hour per question asked.
It is known that some vivimancers drive themselves into a state of permanent insanity through seeking deep knowledge of the universe in this manner.
Labels:
labyrinth lord,
magic,
vivimancer
Sunday, 4 August 2013
Ix -- The Metamorphs of Hul Nostra
Hul Nostra, city of metamorphs (see Ix campaign map).
This city's proximity to the mutoid wastes has caused a variety of unusual human-variants to arise. These make up approximately 30% of the population.
Pandrogynes: Sex changes on a periodic cycle, usually over the course of a year. Male -> hermaphrodite -> female -> sexless -> cycle restarts. If a pandrogyne becomes pregnant during its hermaphrodite or female phases, the sexual cycle pauses until the child is born.
Bimorphs: Have two distinct forms, usually both the same sex. Change between forms is voluntary but takes 1d4 days. Drugs exist which can accelerate this transformation.
Monoforms: Beings whose bodies adapts to match that of those around them, over a period of several weeks. Monoforms living in mixed company attain a kind of in-between or average state of those around them. Settlements consisting purely of monoforms are made up of identical individuals, and are sometimes mistaken for clones. When in the company of a single individual, a monoform can eventually achieve an exact mimicry.
Phagomorphs: Those who take on the appearance and characteristics of the beings they consume, by genetic absorption. Phagomorphs typically die young, as they develop non-human physiology which is unable to support their bodies. However rumours tell of specially trained (and carefully nourished) sects of phagomorphs engineered to exhibit powerful animalistic traits.
Changelings: An extremely rare form of metamorph -- one which can change its form at will. True changelings are valued for their talent as spies and assassins. Changelings are unable to reproduce, and thus cannot be deliberately bred.
This city's proximity to the mutoid wastes has caused a variety of unusual human-variants to arise. These make up approximately 30% of the population.
Pandrogynes: Sex changes on a periodic cycle, usually over the course of a year. Male -> hermaphrodite -> female -> sexless -> cycle restarts. If a pandrogyne becomes pregnant during its hermaphrodite or female phases, the sexual cycle pauses until the child is born.
Bimorphs: Have two distinct forms, usually both the same sex. Change between forms is voluntary but takes 1d4 days. Drugs exist which can accelerate this transformation.
Monoforms: Beings whose bodies adapts to match that of those around them, over a period of several weeks. Monoforms living in mixed company attain a kind of in-between or average state of those around them. Settlements consisting purely of monoforms are made up of identical individuals, and are sometimes mistaken for clones. When in the company of a single individual, a monoform can eventually achieve an exact mimicry.
Phagomorphs: Those who take on the appearance and characteristics of the beings they consume, by genetic absorption. Phagomorphs typically die young, as they develop non-human physiology which is unable to support their bodies. However rumours tell of specially trained (and carefully nourished) sects of phagomorphs engineered to exhibit powerful animalistic traits.
Changelings: An extremely rare form of metamorph -- one which can change its form at will. True changelings are valued for their talent as spies and assassins. Changelings are unable to reproduce, and thus cannot be deliberately bred.
Labels:
dying sun
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