Friday, 31 December 2010

Elementalist summoning spells 1

As discussed previously, I've been thinking about creating some new spells to flesh out the spell list for a hypothesised elementalist magic-user sub-class. Firstly I want to focus on the ability of the elementalist to summon and control elemental creatures, which I think would make for a fantastic and pretty unique class. I've got plenty of ideas for a full range of summoning spells from 1st to 9th level, and some new creatures which can be summoned. Here are the first two spells in the series, starting at the high-end -- 9th level, to give a glimpse of the sort of deeds a master elementalist may be capable of.

The rest of this post is designated Open Gaming Content according to the Open Gaming License.

Demand
Level: 9
Duration: Instant
Range: 60'

Cast in the presence of a summoned djinni or efreeti, this spell forces the creature to grant the caster a single wish (as the 9th level magic-user spell). The creature cannot deny the caster's demand, but will always attempt to twist the intent of the wish by fulfilling it to the letter. Once the wish has been granted, the summoned creature is released and has a 50% chance of returning to its home plane and a 50% chance of immediately attacking the caster. The granted wish itself cannot be used to prevent the possibility of the summoned creature attacking the caster.

Pact of Brass
Level: 9
Duration: 101 days
Range: 0

This powerful spell allows a caster to bind a summoned efreeti into service for 101 days, as detailed in the creature's description. The efreeti must first be summoned with another spell or magic item. The binding of the pact also requires the caster to prepare two brass amulets - one which he must wear and one to be worn by the efreeti. These amulets must be inscribed with magical writing, and cost at least 4,000gp each. The power of the spell is such that the summoned efreeti cannot deny the pact and must accept the wizard's amulet. Once the pact is made, it can only be broken if either of the amulets leaves its owner's possession. The bound efreeti cannot discard its amulet of its own accord, however, they are intelligent, chaotic and wily creatures, and often contrive ways to trick the caster to command them to do so, thus breaking the pact. If the pact is broken before its proper end, the efreeti is 90% likely to attack the wizard who bound it.

A wizard may only bind one efreeti to service at any one time.

Wednesday, 29 December 2010

Expanded thief class for Labyrinth Lord

Finding myself with some time on my hands today, I managed to do a proper write-up of yesterday's musings on a class combining the LL thief and assassin with the 1st edition AD&D thief-acrobat. Thus, I present - the expanded thief class.

It's just a first draft, and of course as yet completely untested, so any comments or suggestions for improvement are most welcome!

Tuesday, 28 December 2010

Thief / assassin / acrobat mashup

I found myself, some days ago, browsing the AD&D 1st edition Unearthed Arcana, and re-read the description of the thief-acrobat split class for the first time in quite a while. It got me to wondering whether that class' abilities could be integrated into the standard thief class, without requiring a separate sub-class. In class-based games this is how my tastes go - I want a few very archetypal classes (fighter / thief / magic-user), perhaps with a sprinkling of options within each one to give a bit of variety. The number of classes in AD&D 1e/2e is too great for my sensibilities, let alone the madness of all the classes and 'prestige classes' (or whatever) in 3rd and 4th edition D&D.

The thief-acrobat abilities seem like the perfect example of the kind of 'options' I'm talking about for a class. You're still a thief, but you can choose (at character creation, ideally) if you want to specialise more in traditional thievery or in fancy acrobatic tricks. Likewise, I think the skills of the AD&D / Advanced Labyrinth Lord assassin class could easily and pleasantly be integrated as options for the standard thief. That's another class which, according to my criteria, isn't really necessary - it's just a thief with a couple of skills swapped out.

So I compiled a list of all these thief-like skills, including those from the acrobat and assassin:
  1. Pick locks
  2. Find & remove traps
  3. Pick pockets
  4. Move silently
  5. Climb walls
  6. Hide in shadows
  7. Hear noise
  8. Back stab
  9. Script: Read languages / Use scrolls
  10. Disguise (as assassin)
  11. Poisons (as assassin)
  12. Tumbling (as acrobat)
  13. Balance (as acrobat)
  14. Jumping (as acrobat)
So, just in theory, a newly created thief character could simply pick 9 out of those 14 skills.

(Note that I've not included the assassin's 'percentage chance to kill things automatically' ability - I've always regarded that as a bit over-powered and silly. Besides, it's sort of just a variant on back-stabbing for multiplied damage.)

The script skill, which includes read languages (usually gained at 4th level) and use scrolls (usually gained at 10th level), could probably do with a bit of expansion. Ideally all of these skills would provide some benefit at 1st level. So I'd extend the read languages ability (at a lower percentage of success) to 1st level, and possibly include some kind of code-breaking abilities too, which would be pretty useful for a thief.

Likewise, I'd consider giving back stab a progression of sorts (as it does in AD&D, but doesn't have in LL), so the damage multiplier increases at higher levels.

Also the poisons skill would need some kind of progression - perhaps a percentage chance to analyse or even create poisons?

It'll need a bit of work, but I think it's a pretty promising idea...

Thursday, 23 December 2010

More spells of thread & rope

I've felt inspired to continue the series of thread & rope spells posted previously. I'm very keen on the idea of series of themed spells, ranging all the way from 1st through 9th level, so I'll see if I can achieve that with thread themed spells. Not there yet, but here are some more for the series.

The rest of this post is designated Open Gaming Content according to the Open Gaming License.

Conducting Skein
Level: 4
Duration: 1 turn
Range: 10' per level

During this spell's duration the caster gains the ability to deliver touch spells through ropes, threads and skeins. Both the caster and the target must be touching the conducting skein.

Conducting Web
Level: 7
Duration: 1 turn
Range: 10' per level

This spell allows the wizard to massively amplify the effects of a single touch spell through a normal or magical web. The caster must be touching the web as he casts the desired touch spell, which can be up to 3rd level. The touch spell's effects are then amplified and conducted to every creature in range which is in contact with the web. Each affected creature is allowed a saving throw, if the conducted spell allows one. Only one spell can be conducted per casting of conducting web.

Conjure Rope
Level: 1
Duration: 6 turns
Range: 0

This simple spell has been the saviour of many an adventuring party who were stuck deep underground lacking basic equipment. It produces a normal 50' hemp rope for the duration.

Rope Walk
Level: 1
Duration: 1 round, +1 round per level
Range: Touch

This spell enables the subject to walk along extended ropes at his normal rate of movement, and with no risk of falling. Only ropes which are on a horizontal and which could normally support the subject's weight can be traversed - the spell does not grant any gravity-defying powers. The subject is so at ease while rope walking that he may perform any normal actions, including attacking or spell casting. However if he takes any damage the subject must make a saving throw versus wands or fall.

Web of Arachne
Level: 9
Duration: Permanent
Range: 20' per level

This spell creates a huge volume of sticky threads which entrap any creatures caught within the affected area in the same way as the 2nd level web spell. In addition to the normal entanglement, all creatures entangled in or touching the web must make a saving throw versus spells or enter a state of suspended animation (as temporal stasis) for 2d6 days. The caster can move freely through a web he has created.

A wizard can only have one web of Arachne in existence at a time, and in order to create a web in a new location must personally destroy the old web by casting dispel magic. Apart from this one situation, the web is unaffected by dispel magic, and is not damaged by fire (normal or magical). Sections of the web can be disintegrated.

Web Walk
Level: 2
Duration: 2 rounds, +1 round per level
Range: Touch

The subject gains the ability to climb or walk along ropes, skeins and webbing as quickly and easily as he can move on the ground. The affected creature can traverse threads of any thickness, even those which could not normally support his weight - however the spell's magic only allows thin threads to support the subject's weight plus up to 150 pounds. This spell has the additional effect of preventing the subject from becoming stuck in webs created by giant spiders or magical web spells, though it does not help creatures who are actually bound up in webbing.

Sunday, 19 December 2010

Dwarf & Halfling variants

I mentioned previously that I had variant dwarf and halfling classes planned for my up and coming Labyrinth Lord game. I really like the standard classes' abilities, but didn't feel that the standard noble dwarf or jolly halfling fit in at all with what I had in mind for the setting, so I wanted to rework them somewhat. The variant classes I came up with ended up being mostly just a matter of flavour, as opposed to properly different classes, but I thought I'd post them here anyway, just out of interest.

(I also had in mind using the Mutant class from the 'mutants & mazes' section of Mutant Future for the mongrel-men who live in the vaults below the great city. I'll have a proper look at that when I receive my recently ordered Mutant Future hardback, but it sounds like it'd be a fun class!)

Halfling
Halflings in S'raka are not the cosy, furry creatures of modern myth. They are a race which has evolved from the genetic randomness of the mongrel-men who inhabit the vaults and catacombs of the city. Halflings are tiny, half the height of most humans, and usually have one or more animal-like features such as: small claws, long whiskers, pointed ears, fur, a small tail, etc. They typically have a slightly rodent-like appearance, and are quick, alert and agile. Most halflings spend their lives in the vaults of S'raka, where they live as scavengers. A few of the more gifted members of this race sometimes venture to the surface, and may find a way to make a living as adventurers or business-owners. They are generally regarded as vermin, in the same social class as beggars or mongrel-men.

S'rakan halflings have the following differences to the standard halfling class:
  • They have infravision to 60 feet.
  • Their hiding ability works on a roll of 1-3 on 1d6 in any environment, wilderness, urban or underground.
Dwarrow
The dwarrow are a race similar to the standard dwarves. They live underground in labyrinthine cavern complexes which they constantly expand and mine for minerals. Dwarrow differ somewhat in appearance from the standard dwarf – their skin is gnarled like old tree roots and is dark brown or grey in colour and their eyes are jet black. Although they are important trade partners, the dwarrow are seldom trusted by humans – they are usually exceptionally avaricious and scheming, regarding all forms of precious metal and gems as the sole property of their race.

Saturday, 18 December 2010

Preparing to play Labyrinth Lord!

So I'll be running Labyrinth Lord tomorrow, for the first time. Though, of course, it's not at all like running a game for the first time, as it's just like the D&D of my childhood! I spent yesterday evening drawing up a dungeon map and stocking it.

I drew the dungeon completely freestyle, on un-gridded paper, which I found had a remarkably freeing effect. In fact I was struck by what a pleasurable experience it is, to sketch out rooms and corridors with no preconceived idea of "what should go where", only a rough idea of how many rooms I wanted (about 25 in this case). I ended up, by mistake (due to low lighting), drawing the whole map in purple, but that only adds to its charm I think. And I even coloured in the "bits between the rooms" (for want of a more specific word!), which I never normally do with maps. A thoroughly enjoyable exercise, and one which revealed to me something of the creative / artistic nature of the process of dungeon design.

The stocking was equally fun. I had a few ideas for encounters or areas that I wanted to include, but the rest I trusted to the luck of the 1d6 room contents roll. One thing that particularly impressed me in the process of making an adventure for Labyrinth Lord was the ease of creating new monsters. I found it equally as easy to create a new creature as I did to look one up in the book, which led to several new beasts just in this small one-level (so far) dungeon. The time from imagining what the monster would look like and how it would behave to having its stats written down was not more than a minute or two, which I find very impressive - compare that to the same process in more modern RPGs (d20 system anyone?). Partly, of course, this was helped by a latent but intimate familiarity with the game from years of childhood play, but I found the combination of a simple basis for a monster (HD, AC, Save as, Attacks / damage) plus the freeform "and then make up whatever rules you like for its special abilities" works a whole lot better than in more rules-heavy games.

I just hope we have as much fun playing the dungeon as I did making it! I'm very much looking forward to playing the classic game again and seeing it with adult eyes.

Sunday, 12 December 2010

Spells of thread and rope

I was thinking this morning how one of the greatest pleasures I find in D&D is the magic system. I know that this is also for many people one of the most loathed aspects of the game, but I just love the complexity of it and the near infinite possibilities for new spells. Then I remembered having created a bunch of new spells back in my AD&D days, which I promptly dug up. I had a phase of inventing spells on a certain theme - dimensional magic being a big one, for instance. The spells below were a quartet based around threads and ropes, which I had in mind for an arachnomaniac wizard, perhaps. I've converted them into Labyrinth Lord format.

The rest of this post is designated Open Gaming Content according to the Open Gaming License.

Attach Rope
Level: 1
Duration: 1 turn per level
Range: 0

With this spell the caster can attach the end of a rope (normal or magical) firmly to any surface without the use of a knot. The caster touches the rope to the surface and an incredibly strong magical bond is formed. The bond is so strong that it cannot be broken - if great force is applied, the rope itself will snap first. At the end of the spell's duration, or at any time the caster wishes, the rope is released. This spell cannot be used to attach a rope to a mobile creature.

Grapple
Level: 2
Duration: 1 turn per level
Range: 0

The caster touches the end of a rope (normal or magical), and instructs it to attach itself to a surface which is within sight. The rope then snakes out and joins itself, as per the 1st level spell attach rope, to the surface indicated. The rope can only attach itself to surfaces that are within its reach (as determined by the length of the rope). As with attach rope, mobile creatures cannot be affected.

Skein
Level: 1
Duration: 1 hour per level
Range: 0

The caster reaches into his lightly clenched fist and pulls out a glossy, almost transparent thread. The thread can be unraveled for up to 200' per level of the caster, or until the caster wishes the spell to end. The skein created is as strong as thin copper wire - it can be deliberately cut or broken without much difficulty, but is unlikely to break without interference. At the end of the spell's duration, or at any time the caster wishes, the skein vanishes.

Spider Skein
Level: 2
Duration: 1 turn per level
Range: 0

The caster touches a surface and a sticky thread forms, connecting his hand to the surface touched. The caster can cause the thread to extend to a maximum length of 100' per caster level, and at a maximum rate of 60' per round. The skein is attached with incredible strength (as per the 1st level spell attach rope) to both the caster's hand, and to the surface touched. This spell is thus typically used to allow the caster to descend safely from great heights. The spell does not confer the ability either to retract the skein or to climb up it again quickly. The caster may climb up the skein, but only at the normal rate of climbing.

The thread itself breaks if more than 300 pounds of weight are suspended from it, or can be deliberately snapped by a creature with 18 or higher Strength. The caster can disconnect either end of the thread at will. When the spell's duration expires the thread vanishes.