For Andy Solberg's upcoming Tomb of the Feathered Mage module for OwlCon. The hoot horror! Recoil in terror...
Saturday, November 28, 2015
Sunday, November 22, 2015
Binoculons
Found the finished binoculons sheet lying among some rubbish. Forgot to scan it! Almost lost forever.
Labels:
B/X,
D&D,
doomslakers,
Labyrinth Lord,
monster,
OSR
OSR Sheet Added to BFRPG Page
Chris Gonnerman, creator of the excellent Basic Fantasy RPG, did a small edit to my hand-drawn OSR character sheet and slapped it up on the BFRPG site. Check it out.
Some Thoughts on BX House Rules
Every once in a while I get on a kick thinking about how to house rule BX properly. And by "properly" I mean to suit my tastes.
So now I'm working on a new edit of house rules. It includes all of the ones I already use extensively. The arcane spell roll is there. It has served me well. I'm keeping the elven faery magic rule (random spells)...which I'm pretty sure I picked up from Gavin Norman's fantastic Theorems & Thaumaturgy. I'm making Dwarfs hard to knock down and making Halflings lucky little bastards. Fighters are getting some serious love with what I think is a pretty awesome multiple-attacks system that relies on the actual d20 face value to trigger it.
(In fact, in a recent play-test the Fighter flat busted a handful of skeletons in a single round thanks to this rule.)
The Thief is getting the crunchiest love. I'm not a big fan of crunch, personally. I like clear, concise rules but not a lot of them. Which is probably why BX has always been my true darling and I keep coming to it over-and-over again.
But the Thief is, by nature, the class that is going to be fiddly. Thieves, to me, are idiosyncratic and prone to individualism. Each Thief should be distinct, a function of the special mix of skills and talents picked up through a life of crime.
So Thieves basically get to pick specialties at every even level. Things like better damage with daggers and knives, better backstab damage, forgery skills, and so on. I also included climbing upside-down and ventriloquism...y'know. Because.
(Though the esteemed Frank Mentzer told me at Gary Con he thought those ideas, mentioned in BX, were "kinda silly"...hah.)
My thing about BX is purity. I don't like adding tables, I don't like changing tables, I don't like ignoring rules, and a I don't like adding rules. I like the IDEA that BX is perfect. But, of course, no game is perfect. And we all have our preferences.
My house rules for BX are intended to be a layer on top of the game where the pieces fit right in and no existing element is jettisoned.
What I would like to do is, eventually, publish some BX-style adventures and settings and include these house rules as a single page in each publication. You can use 'em or not.
Just some random 2 AM thoughts.
So now I'm working on a new edit of house rules. It includes all of the ones I already use extensively. The arcane spell roll is there. It has served me well. I'm keeping the elven faery magic rule (random spells)...which I'm pretty sure I picked up from Gavin Norman's fantastic Theorems & Thaumaturgy. I'm making Dwarfs hard to knock down and making Halflings lucky little bastards. Fighters are getting some serious love with what I think is a pretty awesome multiple-attacks system that relies on the actual d20 face value to trigger it.
(In fact, in a recent play-test the Fighter flat busted a handful of skeletons in a single round thanks to this rule.)
The Thief is getting the crunchiest love. I'm not a big fan of crunch, personally. I like clear, concise rules but not a lot of them. Which is probably why BX has always been my true darling and I keep coming to it over-and-over again.
But the Thief is, by nature, the class that is going to be fiddly. Thieves, to me, are idiosyncratic and prone to individualism. Each Thief should be distinct, a function of the special mix of skills and talents picked up through a life of crime.
So Thieves basically get to pick specialties at every even level. Things like better damage with daggers and knives, better backstab damage, forgery skills, and so on. I also included climbing upside-down and ventriloquism...y'know. Because.
(Though the esteemed Frank Mentzer told me at Gary Con he thought those ideas, mentioned in BX, were "kinda silly"...hah.)
My thing about BX is purity. I don't like adding tables, I don't like changing tables, I don't like ignoring rules, and a I don't like adding rules. I like the IDEA that BX is perfect. But, of course, no game is perfect. And we all have our preferences.
My house rules for BX are intended to be a layer on top of the game where the pieces fit right in and no existing element is jettisoned.
What I would like to do is, eventually, publish some BX-style adventures and settings and include these house rules as a single page in each publication. You can use 'em or not.
Just some random 2 AM thoughts.
Thursday, November 19, 2015
OSR Character Sheet (form fillable)
Matt Hildebrand converted my hand-drawn sheet into a form-fillable PDF. Thanks Matt!
Download and enjoy.
Download and enjoy.
Sunday, November 15, 2015
Saturday, November 14, 2015
Doomslakers House Rules 1
The first page of my BX/LL house rules for the Doomslakers Adventure Journal project. And by the way, the Doomslakers Adventure Journal will be the collection of various hand-written and drawn pages of rules, monsters, classes, and so forth that will eventually emerge from a fevered and disorganized brain.
Enjoy. Your comments and criticisms are welcomed.
Enjoy. Your comments and criticisms are welcomed.
Spell Failure Table
In this post about my magic house rules I mention more expansive, "cooler" spell failure tables. Here is one I cooked up for my own Labyrinth Lord games. I haven't checked this for errors in a couple of years so you might find some typos.
SPELL
WEIRDNESS Table I
On
a spell roll of natural 1 roll on this table to determine what, if
any, weird effect takes place.
1
|
There
is a poof and some sparkles that do not impress anyone.
|
2
|
A
random party member randomly sneezes, coughs, or yawns loudly.
|
3
|
A
loud popping or thunderous noise emanates from the caster. Any
creature within 50' can hear it.
|
4
|
Bright
lights dance around the caster for 1 round.
|
5
|
The
caster and anything that was targeted by his magic begins to smoke
as if burned. The charcoal smell persists for 1d6 turns.
|
6
|
The
walls or other surroundings within 20’ of the caster pulsate
with rainbow colors for 1d4 rounds. Anyone trying to concentrate
in the area (as in spellcasting) must save vs. spells or be unable
to do so while this spectacle continues.
|
7
|
The
caster turns green for 1d6 hours. If already green, she becomes
some other random color that is inappropriate for her kind.
|
8
|
The
caster finds it impossible to speak or understand languages for
1d10 rounds. Any attempts to speak comes out as wild gibberish
accompanied by drooling.
|
9
|
The
next hostile creature that sees the caster will fall in love with
him. This effect is identical to the spell charm monster or
charm person (as applicable) but includes the fact that the
creature will be blindly jealous of anyone it thinks is stealing
the attention of the caster. Merely speaking to the caster will be
enough to elicit a violent attack.
|
10
|
The
caster begins to float above the ground 1d4 feet. He is unable to
negate this effect and cannot easily move (walk, run, etc.) until
the effect wears off in 1d6 turns. His movement rate becomes 30'
(10') but could be affected by walls, trees, and other things he
can grab.
|
11
|
1d4
random party members suffer the effects of a confusion
spell for 1d6 rounds.
|
12
|
A
random party member is flipped upside-down and begins walking on
an invisible “floor” floating 1' above the head of the tallest
party member. For this character gravity is inverted. The effect
lasts 1d6 turns.
|
13
|
The
caster issues terrible odors from various parts of her body for
1d6 hours. This stench is identical to that of a troglodyte,
resulting in a -2 attack roll penalty to anyone coming near her
(including allies).
|
14
|
A
small swarm of angry bees appears from nowhere. All party members
and enemies within 20’ must save vs. breath attacks or be stung
for 1 point of damage. The bees go away after a single attack.
|
15
|
A
group of 1d4 random creatures (allies or enemies) suffer the
effects of a sleep spell.
|
16
|
In
1d6 rounds a random 1 HD monster will show up and serve the caster
faithfully until it is killed or until 1 day has passed.
|
17
|
The
caster and 1d4 random party members are instantly transported 2d4
feet in a random direction. If this would put them inside a solid
object they will instead be moved as close to it as possible.
Immersion in water or being dropped off a cliff are possible
results of this effect. If this effect would surely cause death a
saving throw vs. spells should be granted to the unlucky
characters to allow them a chance to avoid being moved.
|
18
|
A
random weapon carried by someone in the party gains a +1 to hit
and damage for the next 2d4 hours.
|
19
|
The
caster suddenly knows an extra spell. This will be a spell of a
level they already have access to but it will be a spell they have
never learned before. They can cast this spell normally for the
day but will be unable to re-learn it without allotting a spell
slot for it in the future. The spell will appear in the caster’s
spellbook.
|
20
|
The
next enemy hit by any member of the caster's party will suffer an
additional 2d6 points of damage as a bolt of lightning strikes
them from the attacker's weapon, fist, wand, or appropriate tool.
|
21
|
A
random object such as a wall, door, or table near the PCs starts
to talk. It will possess an Intelligence of 6+2d6 and speak all
the languages spoken within the party. It will be quite friendly
and has a 25% chance of knowing the answer to any question about
the local area within 1d4x100' of itself. But it will be curious
and ask more questions than it answers. The object will revert to
its natural state in 10 minutes.
|
22
|
The
caster becomes frozen in place exactly as if under the effects of
hold person. This effect will last 1d6 rounds or until she
can pass a save vs. spells. Dispel magic will also remove
the effect.
|
23
|
A
robust illusion appears before the PCs. It will be appropriate to
the context of their situation and will not be beneficial to them.
Each party member may save vs. spells to see through it. It will
vanish in 2d4 rounds.
|
24
|
The
last enemy killed by the party appears before them in undead form
within 1d6 rounds. The undead enemy retains half its HD and hit
points from life but has no special powers other than the standard
undead immunity to charm, hold, and sleep
spells. It will attack until destroyed.
|
25
|
A
rabbit pops into existence near the caster. It is followed by
1d100 more rabbits. Shrews, mice, hamsters, and chipmunks may also
appear. If this is just too cute rats or snakes may be
substituted.
|
26
|
The
caster's eyes grow to twice their size for 1d10 turns. This gives
the caster a bizarre, unsettling look and will have a negative
impact on reaction rolls.
|
27
|
The
party member with the highest Strength score loses 2d4 points of
Strength. This PC will regain its Strength at a rate of 1 per
turn, climbing to 1d4 points higher than its original
score. It will then lose the extra points at the same rate until
it reaches its normal level.
|
28
|
Roll
1d6. On 1-3 all party members gain +1 to hit and damage on all
melee and ranged attacks for the next 1d6 rounds. On 4-6 they
suffer -1 instead.
|
29
|
The
PC in the party who is most acclimated to forest or wilderness
life gains the ability to speak with plants, per the spell,
for 24 hours.
|
30
|
The
shortest member of the party grows 1d4 feet in height and gains 1
point of Strength and 1 point of Constitution. Simultaneously they
lose 2 from Dexterity. This effect persists until the PC
successfully saves vs. spells (they must attempt to save once per
hour).
|
31
|
A
sudden strong wind blows past the party carrying strange aromas
that cannot have originated in the local area.
|
32
|
The
ground beneath a random party member or enemy cracks open wide
enough to swallow them. A save vs. breath attacks (with Dexterity
adjustment added to the roll) allows them to leap out of the way.
Otherwise they fall 1d20 feet into the crevice, taking normal
falling damage.
|
33
|
Roll
1d6. On 1-3 a single, naked goblin appears and attacks the caster.
On 4-5 it is 1d6 naked goblins. On a roll of 6 it is a man-eating
ape.
|
34
|
The
caster's hands twitch randomly for 1d4 rounds. In order to perform
any actions or cast spells during this time he must pass a
dexterity check.
|
35
|
A
random party member becomes giddy, filled with an indescribable
glee. The PC's Wisdom score is effectively 4 and if asked to
remain quiet or subtle they will have to save vs. spells minus
the Wisdom modifier or be unable to comply. This lasts 1d4 turns.
|
36
|
Roll
1d6. On 1-3 the caster suddenly loses 50% of his weight and 1d4
points each of Constitution and Strength. On 4-6 the caster bulks
up, gaining 50% of his weight and 1 point each of Constitution and
Strength. This lasts 1d10 rounds.
|
37
|
A
cloud of slightly foul brown gas poofs up around the caster in a
10’ radius. Other than stinking, it is not harmful and goes away
within 2 rounds.
|
38
|
A
sharp crack of sparks sends the caster flying backwards 1d10’,
dealing 1 point of damage.
|
39
|
The
caster’s face migrates to the back of his head. Other than being
quite strange to behold this does not impede his ability to
communicate, though it makes even the simplest actions nearly
impossible (treat as blindness). This condition rights itself with
a successful save vs. spells, which the caster can attempt at the
start of each round.
|
40
|
All
party members begin to cry. This lasts 1d4 rounds and causes a -2
penalty on attack rolls and -15% on skills for Thieves.
|
41
|
The
creature nearest the caster must save vs. breath attacks as flames
suddenly burst out upon its body. Success means the creature puts
the flames out immediately and takes no damage. Failure results in
1d6 damage.
|
42
|
The
next enemy that attempts to attack the caster is hit with a
strange dweomer. Roll 1d6. On 1-3 the creature has amazing speed
and battle prowess, gaining +3 to hit and damage for 1 round. On
4-6 the creature feels slow and clumsy and suffers -3 to hit and
damage for 1 round.
|
43
|
From
thin air 5d100 gp rains upon the caster. This gold appears 100%
legitimate but will disappear in 1d10 turns.
|
44
|
For
2d6 rounds the ground beneath the caster’s feet lights up when
he walks, as if his footsteps were triggering little lamps. The
light fades when he moves from one spot to the next. This effect
lights up a 10’ radius.
|
45
|
For
1d6 rounds every creature the caster sees, including allies,
appear to be random monsters.
|
46
|
The
caster gets an image in his mind of a clear, detailed map. The map
may or may not be related to the current adventure and it will
only be a partial document. He will clearly remember all details
for 1d6 hours then utterly forget them.
|
47
|
Whenever
someone in the party speaks, his voice sounds like that of a
different party member. This effect lasts 1d6 rounds.
|
48
|
The
caster manifests a third arm from her dominant side. She can use
this arm effectively, though it will not aid her in combat. The
arm only goes away with a healing spell or after 1d6 hours.
|
49
|
Roll
1d6. On 1-2 the caster is blind. On 3-4 the entire party is blind.
On 5-6 the entire party gains ultraviolet vision. The effect wears
off in 2d6 rounds.
|
50
|
The
last chair sat in by the caster rushes to the caster’s current
location at a speed of 240’ (80’). It will fly about 2’ off
the ground and move with as much agility as a bird, avoiding
obstacles and attempting to travel in as direct a path as
possible. Unless it is destroyed or a remove curse is cast
upon it, the chair will not stop until it comes to rest at the
caster’s side. At that point it will remain inert…a simple
chair.
|
51
|
A
large toad hops out of the caster’s sleeve, pants, robe, cloak,
bag, or whatever seems appropriate.
|
52
|
The
next weapon touched by the caster becomes magical or cursed. Roll
1d6. On 1-4 the item gains +1. On 5 the item gains +1 and casts
light on command. On 6 the item becomes -1 and cannot be rid of by
its owner short of a remove curse or similar spell.
|
53
|
All
rope within 100’ turns to ash.
|
54
|
3d10
random coins in the party’s possession (or belonging to a
particular member) turn to hard candy.
|
55
|
The
party’s supply of food is doubled, but becomes flavorless.
|
56
|
A
magical darkness 20’ in radius appears with its center on the
caster. It is identical to the spell darkness and will
dissipate in 1d10 rounds.
|
57
|
A
magical light 20’ in radius appears with its center on the
caster. It is identical to the spell light and will
dissipate in 1d10 rounds.
|
58
|
A
whirlwind appears in front of the caster. It persists for 1d20
rounds and moves 120’ per round in a random direction. By 5
rounds it can knock human-sized creatures prone on a failed save
vs. breath attacks (+2 to save). At 10 rounds the save is at -2
and creatures as big as a hill giant are affected as well as
furniture and similar objects. If the whirlwind persists for 15
rounds or longer it will knock down any giant or smaller creature
automatically when they enter its path. If it hits a wall of
anything less than stone the wall will be destroyed. Stone walls
have a 25% chance of falling down. The whirlwind begins at 1’
tall and grows 1’ per round. It can be dispelled.
|
59
|
The
caster’s eyes change into snake-like eyes with vertical slits.
This does not change his ability to see but it has a negative
impact on how he is viewed. The caster will have a +2 on all
reaction rolls until his eyes return to normal in 1d10 days. The
spells cure disease or remove curse can remove the
condition.
|
60
|
A
random creature within 20’ radius of the caster begins to glow
with a low, pink aura that lasts 2d6 rounds.
|
61
|
The
caster emits a low, constant humming sound that can be detected up
to 30’ away. Any attempts to move silently within the caster’s
presence are 50% effective. The sound is not loud but it is very
noticeable. This lasts 2d6 rounds.
|
62
|
The
caster’s tongue and mouth become like that of a giant toad for
1d6 turns. While he can use his tongue to grab creatures or
objects and pull them to him, he cannot swallow them as a giant
toad would do. During this time the caster has a -3 penalty when
making spell rolls due to the awkwardness of speaking arcane words
from a toad’s mouth.
|
63
|
The
caster becomes obsessed with counting and cannot function without
doing so. She will count her steps, breaths, how many stones there
are on the walls, and so forth. During this time her spell rolls
and attacks suffer -4. This effect lasts 1d10 minutes.
|
64
|
The
member of the party with the most direct relationship with a deity
(such as a Cleric) will see an astonishing vision of her god. In
the vision she will be assured that her faith is strong and her
god is with her. None of this is real, but the resulting boost in
confidence will grant her +1 to attack rolls until the end of her
next battle.
|
65
|
A
random enemy of the party within the next 24 hours will be
compelled to abandon its former life and become a champion of
justice and good. If the creature has 3 or more HD it is entitled
to a save vs. spells to resist. A changed creature is permanently
changed and will pursue the life of a hero even if it kills them.
|
66
|
Roll
3d6. On 3-12 nothing happens but the caster has the strange
feeling that something bad almost happened. On a 13-17 the ground
turns black and smells of sulfur in a 10’ radius around the
caster. On an 18 the ground shakes and a small circle of fire
appears. Rising from the circle to its full 7’ height is a
barbed devil. The devil comes as if by summoning and fully expects
the caster to be a powerful, prepared master. If the creature
believes the summoning was not genuine it will attack immediately,
attempting to kill the caster and his allies. If the caster can
maintain an aura of authority there is a chance (per LL judgment)
that the devil will perform a task for the caster. In any case, it
will return to the lower realm from which it came in 1d4 turns.
|
67
|
The
caster becomes very clumsy for 1d3 turns. Her Dexterity is reduced
by 6 or down to 6, whichever is higher. When running, climbing, or
fighting she must pass a Dexterity check at the start of each
round or fall prone. When simply walking she must pass a Dex check
every 10 minutes or fall down.
|
68
|
A
random party member must save vs. poison or become drunk upon
taking even a sip of any beverage. The intoxication will last 1d6
turns and during this time the character’s Wisdom becomes
effectively 7. Any attacks made while drunk suffer a -4 penalty
and any skills, such as Thief skills, are used at a -30% capacity.
|
69
|
The
next hostile party to cross the caster’s path must save vs.
spells or become docile, indulgent, and uninterested in conflict.
This will affect up 2d6 individuals in a given group for 2d6
rounds.
|
70
|
1d6
random party members and the caster experience a strange slowing
of time. Everything around them seems to be moving at 1/3 its
normal speed. From the perspective of those not affected, the
affected characters appear to be moving at 3x their normal speed.
All actions undertaken by the affected party members are carried
out as normal with no penalties...just much faster. If the party
is in combat treat this as the affected members having 3x as many
actions per round and 3x the movement rate. This quickened pace
will come to an abrupt halt in 1d10 rounds if the party is in
combat or 1 turn if they are not in combat. When the speed effect
ends all affected characters will be stunned for 1d4 rounds.
|
71
|
1d10
ghostly apparitions fade into view, pass through the party, and
fade away. They will not harm or interact with the party unless
someone casts a spell or uses a magical item that allows
communication with the dead.
|
72
|
The
caster gains the ability to see spirits, ghosts, and apparitions
of all kinds as clearly as if they were flesh and blood. The
likelihood of seeing spirits is 100% in a town or city, 75% in a
village, 25% in a labyrinth or ruin, and 10% in the wilderness.
The spirits have a 50% chance of knowing they can be seen and they
may or may not interact, per LL discretion. This ability remains
until a remove curse is cast upon the afflicted PC.
|
73
|
The
entire party sees the world in black and white. Color vision is
only restored when a save vs. spells is passed. Characters can
attempt a saving throw once per turn in a labyrinth or once per
hour when traveling.
|
74
|
The
caster becomes invisible, per the spell, for 1d10 turns. Only a
remove curse can end the invisibility sooner.
|
75
|
The
caster begins to chuckle to himself for no reason. The chuckling
becomes loud laughter in 1d4 rounds. A remove curse or save
vs. spells will end the laughing, otherwise he will continue to
laugh loudly until he passes out from exhaustion in a number of
turns equal to his Constitution score. A saving throw can be
attempted every round if in combat or every turn if not in combat.
The laughing is contagious. Any creature capable of laughing who
is within 20' must making a save vs. spells or begin to chuckle
and laugh in the same way.
|
76
|
Each
party member must save vs. spells or choke up a random creepy
critter determined by a d6 roll as follows: 1 = horse fly, 2 =
beetle, 3 = stink bug, 4 = spider, 5 = centipede, 6 = all of the
above. This causes no harm but occupies the PC for 1 round during
which he or she can only take defensive actions and move at half
their normal rate of speed.
|
77
|
The
caster becomes a fighting machine, gaining +3 to hit and damage in
melee, +4 to ranged attacks, and 10 extra hit points. This battle
prowess goes away after 1d6 rounds at which time all bonuses and
extra hp go away. If this leaves the PC at zero or fewer hit
points she can make a saving throw vs. death and, if successful,
will be at 1 hp. Otherwise she is dying per the normal damage and
death rules.
|
78
|
For
the next 1d4 attacks made by the caster he has a 50% chance of
missing even if he makes a successful hit roll. This manifests in
a sudden veering of his hand, as if some eerie force were
thwarting him.
|
79
|
All
water and wine carried by the party turns to warm blood. Within a
few minutes the blood will cool and turn into nasty cold blood.
|
80
|
A
random party member begins to walk in a straight line, randomly
determined. He will continue to walk at a deliberate, natural pace
until he passes a save vs. spells. He can attempt to save once per
round.
|
81
|
The
caster loses the ability to swallow for 1d4 hours. She will be
unable to eat or drink and may drool excessively and/or spit
frequently.
|
82
|
A
random member of the party gets a strong feeling that he is being
followed and watched. He never actually sees anything, but the
impression is so strong that he must pass a save vs. spells or be
compelled to search for the follower within 1d4 turns. He may make
a new saving throw once per turn. Once he passes the save he no
longer has the feeling. Nothing is actually following him.
|
83
|
The
ground surrounding the caster emits a sudden flair of magical
energy, leaving a charred arcane symbol relevant to the caster’s
particular brand of magic. If she casts again from the same spot
her spell roll should be treated as a natural 10. After that, the
symbol fades away. If she does not cast a second time the symbol
remains until she returns and casts.
|
84
|
Butterflies
fill the air then quickly dissipate like melting snow.
|
85
|
There
is a crackle of eldritch energy and the caster’s eyes glow for
1d10 rounds, granting him +1 on spell rolls during this time.
|
86
|
A
streaking, burning rock falls from the sky and lands within 200’
of the caster. Roll 1d20. On 1-10 the rock is very small and
barely noticeable. On 11-18 the rock is large enough to smash
through walls and roofs of wooden or less-than-sturdy stone
structures. It has a 10% chance of hitting near the PCs and/or
their enemies, dealing 2d6 damage to all within 10’ who fail to
save vs. breath attacks. On a roll of 20 the rock is very large
and will crash through most structures, leaving an impact crater
about 4’ wide. There is a 10% chance it will land near the PCs
and/or their enemies dealing 4d6 damage to all within 10’ who
fail to save vs. breath attacks.
|
87
|
Horses
can be heard but not seen. They seem to gallop through the party
but are not otherwise detectable. Any actual horses within 50’
will be emboldened, gaining an additional 60’ (20’) movement
and +2 on any attacks and saves for 1d10 rounds. If a horse has a
rider the rider also gains +2 to attack and damage rolls during
this time.
|
88
|
The
caster starts to notice two small budding horns either from her
forehead or the sides of her head within 4d4 turns. Once noticed,
she must make a save vs. spells. On a failed roll the horns will
continue to grow 1d4 inches per hour. Each hour for 1d4 hours she
must save vs. spells. On failed saves the growing continues one
more hour. At the end of the hours rolled the growing stops if the
saving throws were failed and the horns remain. A successful save
reverses the growing and the horns go away. A remove curse or
more powerful, similar spell will remove them. A horned character
can gore for 1d4 damage, or 1d6 if her Strength is 17 or higher.
|
89
|
All
blunt weapons in the party become edged. Maces become longswords,
hammers become two-handed swords, flails become short swords, and
all other blunt weapons become daggers or short swords (50/50
chance). All weapons return to normal after 1d6 rounds.
|
90
|
A
tree sprouts from the ground directly in front of the caster,
growing 2d4 feet per round in an uneven, lurching fashion. If in a
labyrinth or other structure the tree has a 75% chance to break
through stone walls or ceilings and 100% for wooden structures. If
it cannot break through it will bend and twist to fill some of the
space. This growth will continue for 2d6 rounds.
|
91
|
Roll
1d6. On 1-3 all the party’s coins turn to copper. On 4-6 they
turn to gold.
|
92
|
The
caster gains the ability to smell treasure (gold, jewels, magic
items, etc.) from up to 100’ away. The ability goes away after
1d4 days.
|
93
|
Everything
in a 20’ radius takes on a wobbling, distorted appearance that
shifts rapidly for 1 round. All creatures within the radius are
unable to cast spells during this round and suffer -4 on all
attack rolls due to confusion.
|
94
|
Caster
gains the ability to speak with animals, per the spell, for
1d4 turns.
|
95
|
The
party loses the ability to speak for 1d20 rounds.
|
96
|
The
party sees shadows all around. Strange, flitting, monstrous
shadows appear and disappear in a threatening manner for 1d6
rounds.
|
97
|
Roll
1d6. On 1-3 all eggs within 1 mile turn red and filled with blood.
On 4-6 all the eggs grow to twice their size and produce robust
offspring or terrific breakfasts.
|
98
|
All
creatures within 20’ except the caster must save vs. spells or
suffer the effects of a cause fear spell. Any creatures
immune to the spell unaffected.
|
99
|
The
caster becomes identical to a zombie in every way to all parties
observing him. All magical detection will reveal he is a zombie.
The caster may pass for a zombie easily, even in the presence of
powerful undead creatures. But he will not feel like a zombie and
will not share any of the particular abilities or weaknesses of
zombies or undead. He retains all his normal abilities, and when
he looks into a mirror he will see his normal self. He is
unaffected by the Cleric’s turning ability. This condition
persists for 1d10 turns.
|
100
|
A
djinn appears before the caster as if summoned and graciously
offers food, water, and one boon of the caster’s choice (within
the djinn’s powers to grant). Once it has completed this task it
will be freed of service and immediately go away unless otherwise
coerced or interested in staying.
|
Labels:
D&D,
doomslakers,
GMing,
House Rules,
Labyrinth Lord,
magic-user,
OSR,
RPG,
spells,
witch,
wizard
Monday, November 9, 2015
Magic House Rules
Labels:
B/X,
D&D,
DCC RPG,
doomslakers,
House Rules,
Labyrinth Lord,
magic item,
magic-user,
OSR,
spells,
wizard
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