Tuesday, June 19, 2012
New Wizard Spell - Ethereal Snatch
Spell Level: M1
Range: 100 feet
Duration: Instant
By casting this spell a wizard can open a tiny rift in space allowing him to grab something at a distance within the spells range. The object grabbed must be small enough to be grabbed by 1 hand. This spell good for snatching items off tables, or from hard to reach areas in dungeons. However, the casters hand is exposed for a moment while snatching the item and can be struck by traps at the GM's discretion. If a wizard tries snatching an item in control of another, that person/creature gets a saving throw to retain the item. Any items grabbed must also be fully visible to the caster, not hidden in pockets, etc...
While this spell was developed with swords and wizardry whitebox in mind, it could be adapted to other editions.
Saturday, August 13, 2011
B/X Wizard and Elf Spell Lists

As JB from BX BlackRazor has pointed out before:
Magic-users and elves are limited to the number of spells they may know, and their books will contain spells equal to the number and level of spells the caster can use in a single day (thus, the books of a 4th level elf will contain two first and two second level spells).
I have not been playing this way in my B/X games so far. I've been playing that characters can learn spells from spellbooks and scrolls that they find and scribe them into their spell books. I haven't really put a limit on the spells that a wizard/elf can have in their books. Each day they have to memorize spells from their spellbooks. This is pretty close to the way I played 1e and 2e AD&D. I hardly ever worried about how many spells a PC would learn.
However, I've been thinking of loosely following the rule from the expert book listed above. But I would like to alter it in an interesting way:
Wizards/Elves would only be able to "learn" the number of spells equal to the number that they can use in a single day.
However, they can keep spell books with any number of spells in them and they can learn spells from the spellbook of an enemy, but if they already have learned the maximum number of spells of that level they must trade one spell for one spell (essentially learning the new spell causes them to "forget" a spell that was already in their head). It takes them ~1 week of uninterrupted study to change a learned spell slot. Wizards could change spells on the road but only if they don't engage in combat, take damage, or face harsh weather conditions, etc... anything that could take a large portion of their concentration off imprinting the spell into their mind.
Wizards/Elves would not need to consult their books to memorize their spells each day, instead they can cast any of their learned spells up to the # of spells per level that they may cast per day. This would remove the need for wizards and elves to bring spellbooks along for the adventuring trip (unless they think they might want to change a learned slot on the road). If a 2nd level magic user has the ability to learn and cast 2 spells per day and has Magic Missile and Sleep learned he could cast one of those each in a day or cast two sleep spells in a row.
Using this method would improve magic user and elf versatility, trading it for an increased limitation on the amount of spells they can have access to at any given time. Also, having access to another wizards spell books would allow you to "learn" more spells and transcribe them into your books - so there would still be a good reason to have wizard mentors and guilds. I'm not 100% convinced I'd like to adopt it, but I may give it a trial run this fall if I can get together a skype game with the Castle Amber crew. I talked to them about continuing more of a campaign following up on the Castle Amber adventure with a couple of others that I have.
I think I'm going to run them through the Master of the Desert Nomads followed by the Temple of Death adventure. I think those two adventures should easily take 4-5 decent sessions each and would likely bring all of the party members up to 9-10th level if they can defeat the modules.
Thursday, November 11, 2010
Aloof Gods and Vancian Clerics
Thursday, April 22, 2010
Dark Acolytes of Elder Gods
Tuesday, January 5, 2010
Ritual Magic Customization
I have been working more on this ritual magic idea for clerics (see older posts 1 and 2). I’ve been thinking about how by customizing the rituals you could adapt the cleric class to play the role of the druid, paladin, and others... instead of adding on brand new class kits for these roles.
If the cleric worships a nature god (or pantheon of nature spirits/gods) the DM could craft a series of rituals that would replicate traditional druidic abilities:
speak with animals
speak with plants
pass without trace
shapeshift
resist elements/energy (fire, water, cold, electricity)
control weather
accelerate growth
healing
For a cleric worship a good aligned martially bent god(s) the DM could provide abilities that replicate classic paladin abilities:
Healing Touch
cure disease
cure poisons
smite evil
holy shield (bonus to saves vs. evil magic)
holy blade (enchant weapon to smite evil - strike undead that need +1 to hit or better???)
detect ability (maybe come up with a cool name)
I think a neat idea about this ritual magic concept is that you could customize each cleric to match the ethos of the god he worships. And you could provide some variety of rituals so the cleric character can have some build options (or change daily if the rituals are short use or single use).
I’ve got ideas for a couple of additional builds - holy cleric of a good aligned diety, unholy cleric of a diety of madness and destruction, cleric of a demon prince of lies, cleric of a diety of love/lust/beaty
I’m thinking I might compile these clerical builds into a document and posting it up on the blog.
Friday, January 1, 2010
Ritual Magic Part 2

Here are some early ideas for the way the ritual system might be set up along with some example rituals... Obviously I would have to tinker with the exact numbers for all of this. It would be easiest to adapt to a specific world where the desires of the pantheons are known. If anybody has some input about how this might be done, or knows any other systems that have been created for another game that are like this - let me know. It seems like somebody has probably done something like this before.
# of Ritual Power Slots Active at a Time: 1/level
Rituals of higher power may take up 2 or more slots. Extremely powerful ritual spells may take up 5 or more slots.
Once a ritual power is expended or elapsed and is no longer active a cleric character may immediately arm himself with a new ability if the proper ritual casting demands can be met.
Example Rituals:
Healing Touch: Cost = 1 slot, Duration = 1 week, Ritual = cleric washes hands in a preparation of exotic oils (GM determination) for 1 hour in a copper pot over a candle prepared from bee wax while chanting prayers for healing power from diety (pick appropriate God). Component cost approximately 10 gp. Effect/Power = while active the character can heal 1d6/lvl HP (max of 3d6) three times per day
Healing Hands: as healing touch but Cost = 2, The oils must be suffused with vital herbal spices increasing the component cost to 200gp/use. The Effect is the same but the the caster can heal 1d6/lvl HP (max 6d6) three times per day. Caster must be 5th level to use this effect.
Wracking Curse (non lawful or good alignments): cost = 2 ,Duration = Permanent until fetish destroyed or spell countered, Ritual = the caster of this spell must acquire a piece of the intended victim’s body. A single hair, nail clipping, or eye lash would be enough. They create a doll made of sticks bound with rope and cloth with the piece of the victims body sown into the doll. Once the doll is finished, the arms and legs are broken one at a time. They can be broken quickly or spread out - one broken at a time over years. Effect = the victim feels stabbing ghostly pains emanating from the broken doll limb. For each limb broken temporarily subtract -1DEX, -1CON, -1INT (for humans -4 to each of these stats is the highest level of this curse). Saving throws made that involve these aspects of the character (GM determination depending on gaming system used) should have a -1 / broken limb. The effect can be stopped immediately if the doll is destroyed by tearing it apart or burning it over a fire. Other clerics should be able to develop a counter blessing that will prevent this spell from working (DM determines the required components and costs to work this magic).