Posts Tagged ‘ spells ’

A New Cleric Spell & A Magical Lake

At that time Jesus exclaimed, “I bless you, Father, Lord of heaven and of earth, for hiding these things from the learned and the clever and revealing them to little children.” (The Gospel According to St. Matthew 11-25)

Apophatic Facade
Spell Level: Cleric, 1st Level
Range: 120 feet
Duration: Until dispelled or an attack is made

The object of this spell, whether a person or a thing, becomes invisible to both the normal sight and darkvision of Chaotic creatures. A non-Chaotic creature can see the target if that creature fails its saving throw against the spell. An invisible creature cannot be attacked unless its approximate location is known, and all attacks are made at -4 to hit. If the invisible creature makes an attack, the spell is broken. Otherwise, it lasts until dispelled or removed by the caster.


The Great Northern Forest’s full extent remains a mystery. It is an inhospitable land of rugged, wooden terrain subject to heavy precipitation, especially during the latter spring and fall months. A few days west by northwest of Mirror Rock is a shallow, wide valley into which flows several small streams. These streams feed into Pilkullinen, an alkali lake with remarkable properties. Pilkullinen is shallow for most of its length and breadth, perhaps no more than several yards deep except during the heaviest of rainy seasons. The lake drains into marshes along its southern and eastern shores. During the shorter dry seasons, much of Pilkullinen evaporates or drains away, revealing dozens of large, natural pools. The strange minerals in the lake concentrate in these pools, and impart upon the waters healing powers. Unfortunately, the savage and xenophobic barbarians native to the region believe their fierce gods gave Pilkullinen to them alone, and they zealously guard it against trespassers.

Anyone who soaks in one of the large, natural pools for 1d4 hours may benefit from the lake’s special qualities. Roll on the following table and apply the results.

Pilkullinen’s Powers

1: Cures all diseases and heals 2d6+2 hit points.
2: Cures all diseases and heals 1d6+1 hit points.
3: Heals 2d6+2 hit points.
4: Heals 1d6+1 hit points.
5: Boosts health. +1 saves versus disease and poison for a day.
6: Strengthens will. +1 saves versus charm and fear for a day.

July 10th, 2017  in RPG No Comments »

Magical Enervation & Invigoration

Recently, Matt Jackson had a thought about magic in Old School games. “If magic is to be powerful, magic should be dangerous, have consequences, and not always just be perfect,” Jackson wrote. Seems reasonable to me. Then, for some reason, I thought of Fate Dice. If you’re not familiar with Fate Dice, they’re like normal dice, but instead of numbers, their sides are either blank (equal to zero) or else are marked by a plus sign (equal to +1) or a minus sign (equal to -1).

When playing Fate (which you should do at least a few times because it’s a hoot), you roll four Fate Dice (4DF) and total the sides. About 23% of the time, you’ll end up with a zero. About 20% of the time, you end up with a +1, and another 20% of the time you get a -1. You end up with a +2 or -2 about 12% of the time, respectively; +3 or -3 about 5% of time, respectively; and +4 or -4 about 1% of the time.

Enough explanation. Back to Matt Jackson’s observation about magic. Imagine, if you will, a spellcaster, Zot the Wondrous, a 4th-level magic-user.

Confronted by charging lizardmen in a dark, humid cavern, Zot casts web. Zot’s web normally has a range of 2″ and lasts for 8 turns. Zot’s player picks a center point for the spell, hoping it ends up in the middle of the lizardmen. He then rolls 4DF, and gets a -1 total. The web goes into effect as if Zot was a 3rd-level magic-user. The caster’s desired center point for the spell ends up 1/2″ closer than expected, and the web lasts for 6 turns instead of 8. Later, Zot casts magic missile at a gelatinous cube. The player rolls 4DF, and gets a +2. Zot’s magic missile goes into effect as he were a 6th-level magic-user, which means he fires three missiles instead of two.

These increases or decreases to effective casting level can change the odds of the caster overcoming magic resistance. Normally, Zot’s caster level boosts a magically resistant monster’s magic resistance by 35%. If he had cast magic missile at a creature with magic resistance instead of a gelatinous cube, the monster’s magic resistance would have been boosted by only 25% instead of 35% because of the +2 increase to Zot’s caster level. What’s more, increases or decreases to caster level also change the spell’s effective level. In other words, Zot’s web against the gnolls would be treated as 1st-level spell and his magic missile against the cube would have been equal to a 3rd-level spell (a level of spell Zot would not normally be able to cast as a 4th-level magic-user).

Magical Enervation

When Zot’s spells take effect at a lower casting level, it is because of magical enervation. The ebb and flow of magical energies is somewhat unpredictable, and spells often end up at least slightly weaker. If a spell’s adjusted spell level ever equals zero or lower, then the caster does not lose memorization of the spell. For example, if Zot’s web had gone into effect as a 0-level spell, Zot would have not lost memorization of web after casting.

Magical Invigoration

When a spell takes effect at a higher level than normal, the caster experiences magical invigoration. Furthermore, if the spell’s effective level increases to a level the caster cannot normally access (as happened to Zot when he cast that magic missile), the caster must make a saving throw versus spell to avoid being stunned a number of rounds equal to the number of levels of increase applied to the spell. Thus, Zot would have to make that saving throw versus spell to avoid being stunned. If he makes the saving throw, Zot isn’t stunned, and he loses memorization of magic missile as normal. If Zot fails the save, he is stunned for two rounds, but the surge of magical energies burns the spell back into his memory; therefore, Zot does not lose memorization of magic missile.

July 9th, 2017  in RPG No Comments »

Holy Disguise

And behold, two of them went, the same day, to a town which was sixty furlongs from Jerusalem, named Emmaus. And they talked together of all these things which had happened. And it came to pass, that while they talked and reasoned with themselves, Jesus himself also drawing near, went with them. But their eyes were held, that they should not know him. (The Gospel According to St. Luke 24:13-16)

Holy Disguise
Spell Level: Cleric, 1st Level
Range: Touch
Duration: 12 hours

By means of this spell, the Cleric appears to be a normal sort of resident or traveler native to a particular region. Those who see the Cleric do not notice any special vestments, holy symbols, et cetera. Furthermore, abilities that detect alignment show the Cleric to be of the same alignment as the detector. Even those who personally know the Cleric do not recognize him unless he performs a certain action or says a certain phrase, the nature of which is determined when the spell is cast. This spell in now way disguises the Cleric’s actions or grants any knowledge of languages or customs.

April 30th, 2017  in RPG No Comments »

Daily Bread

And it came to pass, that as he was in a certain place praying, when he ceased, one of his disciples said to him: “Lord, teach us to pray, as John also taught his disciples.” And he said to them: “When you pray, say….” (The Gospel According to St. Luke 11:1-2)

Daily Bread
Spell Level: Cleric, 3rd Level
Range: Touch
Duration: 1 day

The Cleric casts Daily Bread on a common loaf of bread, breaking the bread during the invocation. The Cleric may then distribute the blessed bread to six people, plus one additional person for every two levels after 6th level the Cleric has earned. The effects of the bread depend on the recipient’s alignment:

Lawful: The bread cures 1d6 hit points of damage. For the remainder of the day, the recipient enjoys a special blessing. Up to three times, the recipient may call upon this blessing to receive a +1 to any attack roll or saving throw.

Neutral: The bread cures 1d4 hit points of damage. For the remainder of the day, the recipient enjoys a special blessing. Once, the recipient may call upon this blessing to receive a +1 to any attack or saving throw.

Referees who have a specific pantheon of deities for their campaign worlds are encouraged to tailor this spell’s object of blessing and effects using the above effects as a guideline. For example, a Chaotic Cleric devoted to a god of slaughter might bless a cup of blood that cures Chaotic recipients and grants a +2 bonus to damage three times per day.

July 25th, 2016  in RPG No Comments »

Some Love for Druids

Before we get to the new druid spells, an important announcement: From now until the end of May, all Spes Magna Games PDFs in the category of OGL OSR are on-sale for 50% off their normal prices. Huzzah! You can check out the affected titles by clicking here.

And, now, some love for druids!

Gnauskaia’s Arid Brotherhood

Spell Level: Druid, 3rd Level
Range: 30-foot radius around caster
Duration: 1 hour

By means of this spell, the druid summons a 1d4+1 small dust devils to perform simple tasks. These whirling masses of dust and hot air can fetch and carry things, open doors, blow small objects about, et cetera. Each continues its assigned task until it is given another command. A dust devil conjured by this spell cannot exert a force of more than 20 pounds, nor can it attack or move beyond the spell’s range.

Laununill’s Muddy Lexicon

Spell Level: Druid, 1st Level
Range: Normal reading distance
Duration: 10 minutes

The druid pours a quantity of water and mixes it with dirt while casting this spell. For the duration of the spell, words spoken within range appear in the mud scribed in the secret tongue of the druids. Written words may also appear in the mud if the source of the writing is touched to the puddle. Once the druid reads the words, they fade away.

The Spell of Centrifugal Aurora

Spell Level: Druid, 4th Level
Range: 20-foot cylinder
Duration: 1d6+1 turns

A cylinder of roaring wind and cracking electricity with a 20-foot diameter whirls about the druid. Each round, any creature within the cylinder other than the druid must make a saving throw. Failure means the creature is sucked through the vortex of wind and lightning, suffering 1d6 points of damage from being buffetted about and another 3d6 points of damage from lightning blasts before being thrown to the outside of the cylinder.

May 16th, 2016  in RPG No Comments »