Showing posts with label magic user. Show all posts
Showing posts with label magic user. Show all posts

Saturday, 25 January 2020

Decor in Weird Manor




































d10 Decor Types
01 Furniture
02 Ornament
03 Floor covering
04 Paintings
05 Statues
06 Lighting features
07 Water features
08 Wall decoration
09 Mirrors
10 Bookshelves

d100 Decor objects in the Weird Manor
01 Footstool carved with occult sigil, contains a imprisoned lesser demon
02 Chair with ornate carvings of snakes, enfolds and traps anyone sits for one round
03 Ivory throne anyone sits in it save or possessed by a angry ancient ribal chief
04 Ornamental table if surface touched contents of a secret compartment opens onto centre or table. Snakes are a popular choice or scorpions
05 Ornate gilded chair gives seated telepathy and ESP once each per day
06 Sofa can fly for one turn a day seat 2-3
07 Table of feasting summons a large luxury meal for 12 once per week
08 Bed is heated and plays music and chamber puts in cupboards are magically emtied
09 Dressing table of dark elves with erotic carvings, mirror makes looker +3 CHA to reflection
10 Chair of dreams sitter after one turn has fantastic visions of adventures in dreamland that seem to last days but only last hours
11 Idol of the Frog, golden frog figurine that at night makes sound of chirping frogs
12 Vase with animated scenes of a hero battling dragons wrapped around vessel
13 Clock which if dial manipulated slows time inside so a round seems like ten minutes
14 Music box with animated figurines misx of harp and flute and chimes plays on command
15 Table with two chairs and a chess set that can play against one player
16 Cabinet with gate inside to a secret door in a kobold dungeon maze
17 Cabinet of shrunken heads, if held you can commune with heads spirit, save vs possession
18 Writing desk that can take dictation and write letters, produces sheet of paper every 2 hours
19 Huge urn with stopper, if oppened a ogre magi or rakasha comes out and is displeased
20 Plinth if anything is placed on ot then removed the plinth rings a alarm for ten minutes
21 Hypnosis rug, save or stare at it until vision blocked or dragged away
22 Kidnappers carpet, if anyone stands on for a round save or rolled up tight a prisoner
23 Wolf skin rug if walked over turns into a living were wolf, when killed it returns to wolf skin form and can be returned to guard. Lion, zebra and tiger ones exist too
24 Carpet with magical binding symbol, anyone crossing symbol releases a demon or elemental
25 Carpet covered in eyes follow intruders and send a vision to the carpet owner (if any alive)
26 Reed spirit mat from a far off land undead cannot cross it, often at a door
27 Magical straw stays fresh and any vomit or faeces or dropped food vanish overnight
28 Pile of scented huge cushions that stay clean and smell like roses
29 Carpet with scene of explorers arriving and starting a colony
30 Flayed skin of a planar unrecognisable beast, under moonlight dream or nightmare creatures enter and exit but only if someone sleeps in area
31 Portraits with staring eyes used as part of a surveillance network used by local wizard who has special stereoscopic goggles that control the view
32  Portrait of soldiers that summon 2d6 warrior spectral minions
33 Portrait of a wizard who attacks through small portal in his book in another reality, will demand bribes as he attacks, he can close gate if feels pressured
34 Portrait of a armoured knight that if looked at summons a death knight, it wont attack anyone presenting a holy symbol with sincerity and eventually goes back in, rarely leaving its room
35 Portrait of a evil warlord, if anyone murdered in front of it the murderer swaps place with the warlord. The warlord is also a might wizard and seeks to conquer all
36 Painting of a huge fat cow, summons a d4 minotaurs if crossed without saying "moo!"
37 Painting of a creepy house or castle, if studied you are trapped in the painting with other prisoners and some beast that haunts it and kills some guests
38 Painting of the beast, once seen it will appear through the dreams of any who fail to save vs magic
39 Painting of the weeping widow, if crossed without muttering a prayer the gate opens revealing she is a screaming banshee
40 Painting of a dinosaur in front of a black pyramid in a jungle, can open a gate to a prehistoric lost pocket world once used by a cult to contact primordial wizards
41 Statue of a satyr with pan pipes, will come to life if passed without nodding to it. It wants to charm some humans for a orgy
42 Statue of a naked nymph with a stag, if praise not given to hunting goddess they come to life and the nymphs nudity can kill men who see her, the stag just attacks. If enemies flee return to statue form
43 Statue of a owl, can talk and direct you towards best books in area
44 Talking bust of a farmhouse explorer or artist or bard can recant facts about their life
45 Suits of armour animated and will attack intruders
46 Gargoyles in ceiling watching doors
47 Row of living statues of clan founders
48 Golem standing against wall
49 Idol is actually a imp pretending to be a savage tribal fetish
50 Creepy doll golem with real brains inside, delights in stabbing people in a cabinet
51 Large ships lantern hanging from roof, magically lights area and exposes invisible things
52 Candelabra inhabited by tiny fairies, they are mostly rude pranksters but can be befriended 
53 Magical candles burn forever and release scent of violets, rosemary or lavender 
54 Candle holder if anyone touches after dark shoots a burning hands, looks gold with gems 
55 Grinning goblin face lantern, if not addressed anyone passes it floods area with fog
56 Gloomy magic lamp which calls illusions to delay and occupy anyone entering room 
57 Painted glass lamp if lit it rotates and and projects a horse race that always ends differently 
58 Strange green glass lamp with octopus design, if lit it projects the face of elder octopoid sea demon which can telepathically communicate with you
59 A glowing chunk of red yellow or blue crystal held from roof by a chain lights area
60 Bottle of green glowing pulsing slime sealed in a bottle suspended by a chain from ceiling
61 Stone basin with a water weird inside
62 Fountain with a urinating cherub but wine instead of water
63 Fountain with leaping fish with actual fish and slime inside, eating a fish grants you knowledge of a 1st level spell to use once. 3d4 fish
64 Fountain with live goddess spraying water from her nipples, heal a d4 damage once per day per person
65 Dragon fighting a knight fountain which distils spirits while spraying water if organic matter put in hopper, water in fountain is warm and bubbly for bathing in
66 Fountain featuring death with a scythe, if you drink you get a vision of your afterlife based on your current alignment
67 Grinning gargoyle fountain with a stone trough, water cures disease if drunk from here
68 Fountain of a minotaur with a club standing in a large pool, anyone drinking here and gets in a fight in the next turn goes berserk for a turn
69 A stone pond with attractive magical frogs 2d4 living inside, pond feeds them and runs the fountain and keeps plants thriving, anyone dropping in a copper coin gets a bless spell for one hour
70 Stone pool decorated with d6 lotus flowers and a d6 lotus seeds in rotting pots in bottom  
71 Tapestries of knight galloping, one will leap from the artwork on horse ready for battle
82 Huge cave bear fur comes off the wall and turns into a angry bear but honey will placate it
73 Several dozen macrame owls with beads and wool and sticks, if called on the owls with give you personal advice
74 Bones of monks worked into a artwork hanging on wall, if prayer not given to them 2d6 skeletons jump out for battle
75 A magical food platter that lets you snack with illusionary treats
76 Basilisks head mounted, if walked under without name of the wizard who made it it comes to life, growls and gazes at them with petrifying rays
77 Rack of cursed weapons, lots of them
78 Mural scene of nobles having a feast, if you look at it you can join in for a few hours if you fail a save
79 Mosaic of some colossal beast destroying a city and words of a prophecy
80 Display cabinet of stuffed bugs or birds or other museum collectables
81 Face mirror with demon frame, once a week commune with a demon noble for 3 questions
82 Full body mirror, reflection doppelganger steps out to fight intruders
83 Wide wall mirror with phantoms on other side in the void hoping to break through, if broken 2d4 shadows come out
84 Scrying mirror shows scenes of your loved ones or kin far away a round a day per person
85 Mirror is a gateway to a mirror maze in a pocket dimension with invisible stalkers hunting visitors to guard a treasure
86 Mirror is gateway to the nightmare dimension one way if frame touched
87 Mirror conjures a undead version from another universe through whoever looks and reads text on frame "the mirror that flatters not"
88 Mirror can contact a fire giant imprisoned in underworld who will talk a bit especially if you help him get free
89 Mirror can turn into a map of the world showing the current location when frame touched
90 Mirror if gazed at shows a medusa face turning all to stone who don't save
91 Book case with general knowledge collection of history and geography, if a encyclopedia type subject is mentioned a book partly slides out
92 Book case of evil books, one is a imp offers a soul contract, several have necromancy spells others describe great artefacts and their locations
93 Book rack has each book wizard locked in place. You can read one at a time. Has a wizards spells and research and some recipes whole thing weighs a ton
94 Shelves of books illustration and describing the clan history back to implausible ancient times. Extra text appears as it happens
95 Book case with a door that gates to the infernal black school of wizards connected to hell with devil and changeling teachers
96 Book case if certain books pulled out partly opens a secret door with a stash of potions, drugs, a hookah and wine bottles
97 Book case that can read aloud any books kept in the shelf and can translate it to modern common
98 Book case with many popular books of knowledge that are illustrated with programmed illusions made by an illusionist with a good imagination who read lots
99 Collection of books about wizard crime and punishment of which clan who built house feature in lots. Lots of good tips for witch hunting and smashing cults
100 Research shelves used by a powerful wizard for research with several almost complete high level spells

bonus:
Goat legged chair can carry a rider at walking pace for 8 hours

Wednesday, 8 January 2020

Lazy Sorcerer Origins for My Game


Spicy Soiree of the Saucy Sorceress.....ok so i really use a sorcerer class in my bx type games and I like it as a alt magic system. So as I'm using sorcerers as a more common magic to cover lots of roles. Almost any village might have one sorcerer possibly only a few levels and many keep it a secret or join up for a while with other sorcery groups for a while before going own way. Many 1st lv sorcerers keep it a secret and possibly family helped hide it. Especially where witches are feared or used as scapegoats.

Witches I mostly use as a legal term for unlawful user of magic not a class.
especially on your neighbours or kin. But most often they will be like one of these....
Cults are often referred too as witch cults because they have secret beliefs and goals and they cast spells on people. They have no official sanction or education and are not forsworn to possibly enemy powers.

Wizards
Wizards go to school and study hard often close with a master
Wizards need literacy or symbols or other symbolic marks making language
Wizards build towers and several of them make a school and lots make a university
Wizards work hard to study and use occult knowledge to learn more powers
Wizards use spell components while casting spells
Wizard familiars guide and encourage masters to follow extremes of alignment
Wizards establish guilds, magical orders and schools dedicated to occult science
Wizards think sorcerers are wasted talent and lazy idots

Sorcerers

Sorcerers innate magical spell powers are from bloodlines or making otherworldly pacts
Sorcerers need to learn to control and understand powers when young and awkward
Sorcerers are worldly preferring lives of indolence and vice cults in a pleasure dome
Sorcerers grow in power gaining new abilities after a fever and dreams
Sorcerers burn incense, use perfumes, drink and take drugs when resting to recover magic
Sorcerers familiars know their master body and soul belongs to the outer powers
Sorcerers start cults but after a while they burn out and split up and many go own way
Sorcerers think wizards are try hards and bossy bores

I'm still a bit vague here on power source in reality...
Are blood borne sorcerers ancestral patrons basically born with a patron
I do like letting wizards study sorcerers for new spells...
Sorcerers often talk crap about magic and make stuff up like con men as them mostly did not have a legit university schooling like a wizard has.

Instead of meditating quietly for 8 hours learning spells sorcerers might
-abuse of drugs of all kinds in a expensive binge
-ritual sex or orgies but this gets expensive
-chanting while drinking self unconscious
-meditating with mandalas and lots of trinkets
-
entering dream trances for otherworldly contact
-study an artwork or make a mandala in a trance
-dancing in a trance possibly with a simple instrument and chanting. Other art forms are possible
-eating and fasting are two extremes, depends if you want to be large or scrawny
-burn expensive oils, herbs, candles and incense and other offerings
-consult star charts and pour over occult books and wildly speculate or make up stuff
-starvation and physical ordeals like sitting on spikes or walking over coals
-dancing preferably to music possibly with chanting

Sorcerers might gain minor mutations based on patron with new spells like horsns, pointy nails, sharp teeth, skin colour....Also though gain tatoos or witches marks as you gain spells

d12 Backgrounds For Sorcerers. 

1 Born with a exotic supernatural being in your bloodline often related to the types of spells and alignment. You began to have dreams and found clues of your heritage and sought others like yourself. Many who taught you were charlatans and mystery cults before learning the basics of self control for yourself. Elemental, Diabolic, Demonic, Draconoic, Faerie are common lines. Your family of others with the bloodline are your clan allies
2 You joined a witch cult and you showed talent and got to make a pact with a planar patron being often a minor divinity, demon or spirit that guides you. These have strong alignments but it is possible to change patrons. Joining the inner circle you were driven out by rivals in the cult and have struck out on your own finding other outcasts to hone your craft
3 Powerful beings have inscribed to with symbols and magical tattoos. Others of your breed know of these tattoos and can add new ones or even change them. The loose organisations of tattoo sorcerers have various speculations on how it works, The process is very painful but not as bad as the first times something made marks on you.
4 You stumbled across books and whispers of strange rituals possibly from a cult but you went out on your own to make a pact with some being away from the controlling eyes of organised cults. More a loner but you did pick up some technique from  other loners you met. Your other world patron is not too demanding 

5 You joined a organised cult promising powers and love and euphoric states of ecstasy. But the master saw you had real talent and took you to the inner circle. Keeping you close with other talented youths for training you aided the master obtain sex, drugs and influence before the whole thing collapsed and you all had to scatter
6 You were given free schooling tests and more tests and a sect sent you to school recognising some ability in you. The school has trained and educated you to serve the nobility of the region but put the schools schemes first. Well versed in temple rites and titles and robes your sect eventually are out to see the world on your own
7 You were found among orphans and tested and taken to a mercenary sorcerers guild who trained you as a battlefield sorcerer. Assisting veterans you have seen war, looting and the harsh life of the military and privilege it earns. You have gone freelance to make your own fortune and see if their is more to profit
8 You contacted some being in your dreams and bargained your own pact with it. An obscure and secretive being it is only making small efforts in the mortal world and is happy for you to dwell in secrecy 
9 Children born under certain auspicious stars are taken or watched by a secret order and monitored to see if they have the arcane power within. The chosen ones are taken to the secret lodge and raised as agents in the orders cause. Sent out into the world to study it you may receive bidding from the order to do some strange bidding.
10 You were taken by an old sorcerer as a child and raised as their student. The teacher was mean but made your powers mighty enough to walk out of that secret hidden hall
11 You were selected to inherit a terrible power handed down from a old a dying sorcerer into you and other chosen through a ritual. The old sorcerer dies and power flowed into your peers and your body in a painful ritual. The sect that does this did expect you would be obedient and grateful for giving you powers
12 You were feared by others for your occasional odd abilities when a older sorcerer met you and took you away into a life of adventure that lasted years. They introduced you to elder powers within your blood. Eventually you realised they were abusive and patronising and you want your own path. They are displeased by your decision you are ambivalent and wary of their intentions. Its gotten awkward

Sunday, 23 June 2019

d100 Wizard School Missions
















Series i have planned for a while. Next week need to hunt a new house, possible some deceased estate money coming through, can legally sell house, school ok getting extension and offered a job if i can complete enough units shortly. So promising upturn on adulting stuff.

Hoping to make missions increasingly difficult so you could roll a d40 or d60 for a lower level perty. Will do similar ones for temple, guild and merc company possibly more.

Starting to work on Shadelport map again. A big one with buildings marked.


d100 Wizard School Missions
01 Some kobolds stole a scroll from their master and fled to the sewers, recover it
02 An apprentice went missing exploring a hole he found near a graveyard, bring them back
03 A overdue book is needed by the library, recover it and fine the borrower 100gp
04 A wizard needs a escort into the Weeping Woods to copy inscriptions from a monolith
05 A wizard dropped a wand down a drain and needs it recovered
06 Wizard wants someone to harvest seeds of his carnivorous garden
07 Alchemist has problem with mutant rats in his drains and needs them removed
08 Necromancer had a box of crawling hands get loose and wants them captured
09 Wizard has stirges in attic needs them driven out so he can rent it to students 
10 Wizard wants a goblin mushroom farmer kidnapped to work in his cellar
11 Thieves kidnapped wizards familiar, he wants them dead and familiar returned
12 Librarian wants pterodactyl wings to repair a book, has map to island to find them
13 Gatekeeper knows students sneaking out somehow after curfew and needs to know how
14 Alchemist has heard of a magic fountain in a cave wants samples
15 Wizard requires unicorn dung for study and needs someone to find in the sylvan woods
16 Student has been having affair against school celibacy rules, wants love affair stopped
17 Wizard made some orcs who stole his wand and ran away, kill them and get the wand
18 Student has been sharing spells with rival school, find who and report
19 Wizard wants a giant crab spider captured to make spell ingredients
20 Wizard stole magic honey and giant bees menacing his home need stopping
21 Rascally imp loose in a library causing mischief needs catching or killing
22 Wizard turned cat into tiger wants it caught and brought back, answers to Mr Tabby
23 Wizard offers water breathing potions to any who brings sceptre of fish folk underwater shrine
24 Wizard wants rubbings made of prehuman buried temple complex that seems safe 
25 Students of rival school stole the mascot a rust monster, bring Rusty home
26 Wizard was caught by rednecks and had beard shaved in a bar, wants everyone in pub beaten and joint trashed
27 Village has trapped an apprentice, planning to give them a trial and burn them, break them free 
28 A gang of fanatics has been attacking familiars and needs a lesson they will never forget
29 A wizard has heard magic fish are living in a cave pool and wants some caught
30 Wizard needs some non wizard seconds for a dual to make sure no cheating occurs
31 Wizard has summoned magical concubines needs guinea pigs to test them
32 Wizard needs a magical fruit picked from a mountain only available once a decade
33 Bandits stole a shipment of books intended for school, librarian wants them all dead and books back
34 Wizard needs a wyvern tail for some reason and knows where to find one
35 Wizard knows location of a necromancers tomb he wants the book brought to him
36 Wizard wants documents from a ruined tower, details on operating a horrible artefact
37 Wizard wants gem eyes of a non human temple idol, he finds them too horrible for trade
38 School secretary notes several apprentices did not return from holidays and wants them back from trip so parents not upset
39 Take out apprentices for field trip with master to a dungeon to see how adventurers work
40 Wizard wants a frozen block of ice with monster inside brought down from mountain
41 Wizard wants agent to trade with mushroom folk for certain magic fungi and find out what they want
42 Wizard needs lover protected from enemy assassins until he can destroy their master
43 A crypt of ancient wizards holds the last known copy of a spell and the librarian wants it
44 Alchemist needs six ingredients for a potion and knows a forest they are all found in
45 Wizard has several potions of rock to flesh, needs them taken to revive several victims of a medusa in her sculpture garden and return them
46 Wizard wants several monsters captured to stock training dungeon for apprentices
47 Wizard wants a pegasi for daughters birthday, gives direction for mountain valley
48 Professor being blackmailed by thieves guild, wants them dead and love letters  returned to him
49 School nurse concerned lycanthropy broken out in a dorm, round up the students quickly
50 Wizard needs a meteorite he saw crash in a swamp and wants it brought to them for making magic weapons
51 Wizard had brother eaten by dragon and wants family ring back, provides a map
52 Wizard wants to be rescued from a dryad in about three days no matter what he says then
53 Wizard knows of a golem guarding a wizards crypt, destroy it and bring employer the pieces
54 Wizard wants to fake being a goblin god to help him steal the relics the tribe guard, requires some helpers to assist and in case anything goes wrong
55 A wizard has defected to a rival school with a spell book and the school want them back
56 Wizards plan to turn foundations of a castle to mud to punish noble who is against their cause. Need guards to protect them from the lords men
57 Wizard seeks a cloud giant castle in the clouds that holds a crystal helm they desire. Adventurers are needed to storm the castle
58 A wizard needs help in tower making a flesh golem, besides needing some corpses worried the golem could be dangerous
59 A wizard has a painting that acts as a gateway and wants some brave souls to explore and document it
60 A wizard knows of a imprisoned in rock demon tat can give advice and needs guards for the journey
61 A forbidden cult of wizards are teaching evil spells to commoners and need to be stopped 
62 A wizard believes that minions of hell are entering the city sewers and recruiting cultists. Nobody believes him but he wants adventurers to aid their search
63 A wizard has fallen in a mirror to the nightmare realm and the school want him back 
64 A wizard wants to trade magic items with dark elves and needs guards
65 A wizard wants to un-petrify some ancient monoliths in a hilltop circle to see what creatures they are
66 Wizard wants to test spell to resist energy drain touches, wants someone to watch him when he summons a succubi to question for a few hours, needs guards to make sure all goes well and she does not charm him or summon more demons
67 A senior wizards menagerie has broken loose and needs to be re caged
68 A party of school wizards are to be teleported to a conference in a distant land and the school want escorts to protect them
69 A magical teleporting beaver demon has been eating magic wands and staves and the school want it trapped
70 A wizard wants to trade spells weith a dragon as ancients did long ago but wants guards
71 Wizard wants milk from a gorgon cow and knows a swamp where a family live
72 Wizard has gnome engineers build a fantastic travel machine for an amazing voyage and needs brave helpers
73 Wizard's pet owlbear Blinky ran into a painting and needs to be brought back
74 Wizard wants help melting an evil artefact in a volcano guarded by giants
75 Wizard needs a shipwreck treasure recovered, provides water breathing potions
76 Wizards golem did not return on mission in dungeon complex, recover it
77 Wizard has gate to world where all  life has been killed, collect any writings from a ruined city of wizards found by viewing through the portal
78 Teacher and students on field trip captured and held hostage, bring them back and kill kidnappers
79 Apprentice stole wizards automaton lover and need it back, bonus for bringing apprentice back alive
80 Wizard made some displacer cats and they are loose on the campus, please bring back alive
81 Alchemist requires sap from ever burning trees in hell if you could just pop over and get some, has a magical gate taken from cult
82 Students have been dueling and knife fighting for sport off campus and head teacher wants guild organising it killed and any students or masters involved brought back
83 Wizard researching dinosaurs and lycanthropes on island lab has stopped replying to messenger pigeon, check up on them and help if possible
84 Wizard wants a djinn or efreeti in a bottle recovered from desert crypt
85 Wizard wants a t-rex for his zoo to cross one with a wyvern or dragon, knows a island where one lives
86 Wizard wants a deal made with a hidden giant kingdom to trade spells, needs escort to not be eaten
87 Wizards child wants to go on a dungeon crawl for birthday needs babysitters to give kid a murder hobo experience (but not to gory and only make it look deadly)
88 Wizard needs some dragon eggs for secret purpose go fetch some please
89 Wizard wants a crystal key recovered from a pit, surrounds have grown into a crystal mirror maze with strange properties
90 Wizard needs the magic murder maze of dead uncle probed to find uncles spellbook
91 The librarian has become suspicious of students learning forbidden spells. Suspects a minion of hell has a gate to the black library hidden somewhere, even inside the school
92 A wizard believes the avatar of the lord of evil ice elemental lives in a glacier cave and the wizard wants some of its fur for a winter hat to impress their peers
93 Wizard wants a item recover form a pit where a sad friend jumped in to end it all. Is in a ruined temple of daemons of the outer darkness, so might be a tentacled horror do deal with
94 Someone stole a wizards crystal balls, stolen by a stranger with a limp who walked funny. Get it back and find the thief
95 Wizard needs contracts taken to hell to file in the infernal bureaucracy, don't take any guff from low rank devils, absolutely must be filed overnight 
96 Wizard needs tax record he threw into a bottomless pit in a rage recovered
97 Wizard wants a angel feather quill, find a feather no questions asked 
98 Wizard neglected lab for a few years and golems have gone crazy and taken over, please destroy them
99 Wizard's lover stole a spell they worked on together for years to summon a elder horror and they want spell and lover  
100 Wizard's favourite hat stolen by failed student, travel to the kingdom the brat came from and read this magic scroll at their family estate then make a quick getaway

Wednesday, 20 March 2019

Owing a Spell Caster




























Waaaa! Some baby murder hobo got a level drain, or killed. Then just go pay to get it fixed. Can't afford it well churches have awesome deals for you. Wizards too. Sometimes church buys adventurer bodies and raises them and bills them or send them on quests. It is hard to argue with people who bring you back from the dead. Sweet deal for anyone who find bodies and finders get to keep body possessions.

d8-1 Services for a priest

Zero generally used for free to be friendly when preaching
1st must attend d4 church services or ceremony led by the priest
2nd must visit church for a month and perform a days labour
3rd perform a weeks labour for church
4th receive a oath to perform a task for church of up to a months labour
5th receive a quest spell or 3 month season of labour
6th years service to church
7th decade of service to church or join a crusade

Healing especially high level spells like restoration or raise dead popular
some churches offer discount on spells left by end of day or give them to worthy parishioners

d12 Typical Church Missions

1 Collect and deliver a item between two churches
2 Protect a band of pilgrims
3 Assist a travelling priest
4 Assist in the establishment on a new shrine
5 Assist preacher or missionary expedition
6 Swear to fight in a crusade
7 Find and arrest or destroy a enemy of the church
8 Swear to join a religious order
9 Recover a lost relic or scripture or ruin
10 Aid a community face a local problem or threat
11 Hold a religious feast or festival
12 Help work on building a church building or monument 


d10-1 Services for a wizard
Zero small animal like a duck or chicken or several pigeons
1st obtain something for wizard taking about a day, several medium animal 100gp
2nd horse or cow or large pig or three days work often to fetch something 200gp
3rd child or elderly person slave or a weeks service often something with danger 500gp
4th house or ox team or carriage and two coach horses or house, recover a book 800gp
5th house and family of serfs, land to feed one family, collect monster organs 1000gp
6th wealthy house with land for two families 2500gp
7th cost to build a wizard tower or manor house 10000gp
8th small village of 5 families and land or fortified manour 20000gp
9th a palace or large monument or island or mountain or forest 50000gp

Identify and history are common spells bargained from wizards
some wizards prefer gems, jewelry or metal ingots


d12 Typical Wizard Missions
1 Collect exotic item from market or merchant
2 Recover item from exotioc location
3 Gain body part of exotic creature
4 Obtain mineral from abandoned old mine or cave
5 Protect wizards apprentice on research mission
6 Protect wizard enter a dungeon seeking lore
7 Recover text from ruin
8 Steal rare item from private collection
9 Loot crypt of long dead wizard
10 Raid lair of outlaw wizard and get books
11 Recruit a talented apprentice to the wizards cause
12 Perform sabotage on a rival wizards project

My Moola System

30000gp gold talent ingot 30ENC
800gp silver talent ingot 30ENC
80gp copper talent ingot 30ENC
160gp bronze talent ingot 30ENC
400gp iron talent ingot 30ENC
600gp steel talent ingot 30ENC

1gp=36sp=360cp standard
so a gp can feed and house you for a year as a commoner

Monday, 3 December 2018

Wizard Spells 0-1-2


Working way through these
Spell
No
Lv
Range
Duration

Effect
Acid Drop
1
0
Touch
Instant
D3 damage acid can damage a lock or metal item by touch
Alarm Sound
2
0
Touch
Instant
Place on door or container, when opened musical note sounds hearable from 3” away
Animate Doll
3
0
Touch
1 Round
Doll moves on own for round up to 6" move
Animate Smoke
4
0
1
R/Lv
Cause smoke to move and make patterns
Animate String
5
0
1
R/Lv
Cause string to move on own
Animate Vermin
6
0
1
1 Round
Animate dead vermin briefly
Arouse
7
0
1
R/Lv
Improves sexual performance
Brimstone
8
0
1
Instant
Makes a horrible stench over 3
Bubble
9


1 Round
Round of air around head for swimming or vs gas
Candle Light
10
0
Touch
1 Turn
Make 1” area of light as if from candle on a point or object
Cauterise
11
0
1
Instant
Stops a wound bleeding painfully
Chill
12
0
Touch
1 Turn
Keeps person or meal frosty cold
Clean
13
0
1
Instant
Removes filth from a person or 1” square
Coin
14
0
Touch
1 Turn
Increase value of coin to higher one, touch from iron cancels effect
Conjure Cloth
15
0
Touch
Instant
Conjure one foot square cloth per level often as scarf or hanky
Conjure Glue
16
0
Touch
Instant
Palm size area of glue
Conjure Grease
17
0
Touch
1 Turn
Lubricate a door, device or foot square patch on floor
Conjure Ink
18
0
Touch
Instant
Create ink to write or cloud 1” area of water for d4 rounds
Conjure Stone
19
0
Touch
Instant
Conjure a good size stone to hurl or bash someone
Conjure String
20
0
Touch
Instant
Conjure foot of cord/Lv
Conjure Vermin
21
0
Touch
Instant
Conjure a bug, frog, finch, mouse or tiny critter into palm
Detect Magic
22
0
1
1 Round
See if any objects magical
Disrupt Dead
23
0
1”/Lv
Instant
D6 Damage on any undead
Exterminate Vermin
24
0
1
Instant
Kills a rat or all fleas or parasites on a person
Filth
25
0
1
Instant
Covers person or 1” square in dirt and grime
Flash
26
0
1
Instant
Under 4 HD save or blinded for a round
Flavour
27
0
Touch
1 Turn
Can make food item sweeter, saltier or spicier
Glow
28
0
Touch
1 Turn
Item glows in the dark dimly
Ignite
29
0
Touch
Instant
Ignite a torch, fireplace or lamp
Mend
30
0
Touch
Instant
Fix common non magic broken object like weapon, door, lock
Noise
31
0
1”/Lv
Instant
Make a distracting noise
Palm Illusion
32
0
Touch
1 Round
Make spectacle in palm of hand
Phantom Pen
33
0
1
1 Turn
Takes dictation for duration
Preserve

0
Touch
Instant
Keeps food edible for week
Read Magic
35
0
Touch
1 Hour
Can read a single magic text
Resist
36
0
Touch
1 Turn
+1 on next saving throw
Scare
37
0
1
Instant
Under 4 HD save or flee for a round
Scent
38
0
1
1 Turn
Make someone or thing smell nice or terrible for turn
Smoke Puff
39
0
1
Round
Smoke enough to cover person
Snuff Light
40
0
1
Instant
Douses a candle, torch or lamp
Spark
41
0
1”/Lv
Instant
D3 damage electrical jolt
Stun
42
0
1`
Round
Under 4 HD save or stunned for a round
Trip
43
0
1
Instant
Under 4 HD save or fall over
Warm
44
0
Touch
1 Turn
Keeps person or meal toasty
Water Spray
45
0
1
Instant
Douse a fire, cool person down, annoy someone
Whisper
46
0
1”/Lv
Round
Carries a message to ear of  persons you can see
Wind Gust
47
0
1”/Lv
Instant
Will blow papers off table or door shut or candle out
Wizard Hand
48
0
1”/Lv
Round
Open or close a door or call object under 1lb for round
Wizard Mark
49
0
Touch
Instant
Leave magic symbol visible to anyone with detect or read magic
Wizard Slap
50
0
1”/Lv
Instant
d3 punch from invisible fist

Spell
No
Lv
Range
Duration
Effect
Alarm
1
1
Touch
Instant
Protects a item, if opened or touched will alert and awake caster on same plane
Animate Rope
2
1
Touch
Round/Lv
Can direct rope to move 6” can climb or entangle with a hit roll from caster
Arcane Armour
3
1
Touch
Turn/Lv
+2AC to person caster touches
Assist Leap
4
1
Touch
Round/Lv
Can leap +1”/Lv per leap once per round
Assist Run
5
1
Touch
Round/Lv
Can add Lv to Move for duration
Assist Swim
6
1
Touch
Round/Lv
Can add Lv to water speed for duration
Can effect a small boat under 10ft
Bless Weapon
7
1
Touch
Round/Lv
Can hit creatures requiring magic to hit
1-3 Lv +1 4-6 +2 7-10 +3 11-14 +4 15+ +5
Burning Hands
8
1
1”/Lv
Instant
D3 +1/Lv damage within cone effect 1
Cause Fear
9
1
3”/Lv
Round/Lv
Save or target flees for duration
Charm Dead
10
1
2”/Lv
Instant
Charm a single undead with lesser HD than caster until next dawn, intelligent undead get extra saves asked to risk selves vs light, holy powers, turning or vulnerabilities
Charm Person
11
1
3”/Lv
Instant
Save or target identifies caster as friend
Extra save each day or when friend requests unusual or unfair requests
Cloud Ladder
12
1
1”/Lv
Turn/Lv
1” high per level ladder forms from air
Colour Spray
13
1
1”/Lv
Instant
d4 damage in cone effect 1plus under 4HD victims save or stunned round
Comprehend Language
14
1
Touch
Turn/Lv
Can read and understand spoken words of unfamiliar language but not speak or write
Darkness
15
1
3”/Lv
Turn/Lv
3” sphere of darkness blinds victim, if they save globe fixes to location, or if caster chooses affixes to location or an object
Elemental Burst
16
1
3”/Lv
Instant
Elemental d8 damage to targets in a 1” circle, can choose sparks, ice, rock or fire
Enlarge
17
1
Touch
Round/Lv
+1 to be hit +2 Damage +50% bigger
Feather Fall
18
1
Touch
Turn/Lv
Can survive a fall unharmed per level for duration
Feign Death
19
1
Touch
Turn/Lv
Detect as unliving for duration by medical experts and undead while in a trance
Fiery Eyes
20
1
Self
Round/Lv
Eyes emitting 3” cone of light and ignite flammable objects stared at for round
Floating Disc
21
1
1
Turn/Lv
Carry 100lb/Lv of goods at waist hight
Fog Cloud
22
1
3”/Lv
Round/Lv
3” cloud of fog obscures an area
Ghost Light
23
1
3”/Lv
Round/Lv
Haunting glowing light shapes
Hold Portal
24
1
Touch
Turn/Lv
Hold shut a door or gate requiring caster or a higher level arcane caster to open
Identify
25
1
Touch
Instant
Identifies one magic property of an item per level of caster
Illusion
26
1
1”/Lv
Round/Lv
Visual illusion dispelled on touch, viewers save to detect possibly gaining more if very unlikely subject matter
Know History
27
1
Touch
Instant
Learn story of a object or person over a d10 rounds of montage visions
Light
28
1
3”/Lv
Turn/Lv
3” sphere of light blinds victim, if they save globe fixes to location, or if caster chooses affixes to location or an object
Magic Missile
29
1
2”/Lv
Instant
Fire a d4 magical missile per level
Mask
30
1
Touch
Turn/Lv
Disguises face and identity
Mount
31
1
1
Turn/Lv
Conjures obediant mount like riding horse
will flee combat or danger
Raise Skeleton
32
1
Touch
Instant
Raise a single skeleton, only one will obey per level, additional ones make all revolt
Reduce
33
1
Touch
Round/Lv
+1AC -2 damage half size
Shape Element
34
1
1”/Lv
Round/Lv
Separate spell per element. Shape 2lb or quart of element into entertaining forms or a d6 hand weapon, or can move 3
Sleep
35
1
2”/Lv
Instant
d8 HD of foes under 4HD or one being over 4th lv but they get a save or go to sleep for round per level
Spider Climb
36
1
Touch
Round/Lv
Can climb half move speed up any surface
Summoning 1
37
1
1
Round/Lv
Summons a 1HD creatures/Lv
Various versions of spell call different allies
Taunt
38
1
3”/Lv
Round/Lv
If victim fails will charge caster taking unreasonable risks while enraged
Unseen Servant
39
1
1”/Lv
Turn/Lv
Will clean, carry goods, open doors or other duties, can lift 10lb/lv
Walk on Water
40
1
Touch
Round/Lv
Can walk over fluid unharmed, repels normal water, wouldn't sink in lava but still take heat damage

Spell
No
Lv
Range
Duration
Effect
Acid Arrow
1
2
3”Lv
Instant
2d4 damage + a round per level of a d4 damage per round as acid keeps burning
Alter Self
2
2
Touch
Hour/Lv
Can disguise form and increase or decrease height by 10% per level
Blur
3
2
Touch
Turn/Lv
+2AC on one person per level as form becomes indistinct
Burning Ray
4
2
3”/Lv
Instant
2d8 fiery ray one per 4 levels
Charisma
5
2
Touch
Turn/Lv
+4 to CHA stat
Cold Cloud
6
2
2”Lv
Round/Lv
2” cloud of chilling fog inflicts d3 damage cold to all inside area
Conjure Swarm
7
2
3”/Lv
Round/Lv
Cloud moves 3” covers 2” circle all in area take d3 damage per round
Constitution
8
2
Touch
Turn/Lv
+4 to CON stat
Dexterity
9
2
Touch
Turn/Lv
+4 to DEX stat
Displacement
10
2
Touch
Turn/Lv
+2 AC and first missile attack on them always misses, appears yard away from actual location
Dream Gaze
11
2
Touch
Turn
Can see into dreams of a sleeping person and can detect any magical or supernatural influence on them, takes turn to cast
Electric Arc
12
2
1”/Lv
Instant
2d8 damage, save or stunned for a round, one arc per 6 levels
ESP
13
2
1”/Lv
Round/Lv
Read surface thoughts of others who fail a save
False Life
14
2
Touch
Turn/Lv
2d4 temporary HP +1per level, can be higher than starting HP
Flaming Sphere
15
2
1”/Lv
Instant
Flaming sphere does 2d4 damage with a move of 6”, if it hits target or spell ends it explodes for 2d4 damage to all in 1” circle
Freezing Ray
16
2
3”/Lv
Instant
d3/Lv plus all in 1” area of target take d3 and if fail save lose 3” Move and -2 to hit for round per level
Gaseous Form
17
2
Touch
Round/Lv
Assume vapour form, can pass through cracks, cannot hold or drop anything in form, can move at speed of 3” in the air
Ghoul Touch
18
2
Touch
Round/Lv
Anyone touched save or paralysed ror round/Lv as if touched by ghoul
Infravision
19
2
Touch
Turn/Lv
See heat of living bodies including standard invisibility and can fight in the dark
Intelligence
20
2
Touch
Turn/Lv
+4 to INT stat
Invisibility
21
2
Touch
Turn/Lv
Invisible for as long as you don’t cast spell, attack or pick up or drop an item
Knock
22
2
Touch
Instant
Opens mechanical or magic locks
Laughter
23
2
3”/Lv
Round/Lv
Target/Lv save or burst int hideous laughter makes spell casting or giving orders difficult, save to resist
Levitate
24
2
Self
Turn/Lv
Can float 3” up or 1” across per round
Locate Object
25
2
6”/Lv
Turn/Lv
Locate a person or object known well to find direction it is in, within range distance is known, must concentrate or ends
Magic Mouth
26
2
Touch
Instant
Leave a pre recorded voice message activated by conditions set by caster
Mirror Image
27
2
Self
Turn/Lv
Creates a d4 illusionary images that vanish if hit, attackers have equal chance to hit a illusion or the caster
Missile Sheild
28
2
Touch
Turn/Lv
Cannot be harmed by non magical missile attacks directed at them
Phantasmal Force
29
2
3”/Lv
Round/Lv
Creates illusion with all senses, if fail save will take minimum damage as if from real thing rather than break like lesser illusions, will last while concentrated on or can be left programmed within duration
Raise Zombie
30
2
Touch

Raise a single zombie, only one will obey per level, additional ones make all revolt
Rope Trick
31
2
Touch
Turn/Lv
Throw rope into air, make a extra dimensional space for a person per level then pull rope inside to hide
Speak to Dead
32
2
Touch
Turn
As a corpse one question per level, hostile spirit gets a save to resist
Stinking Cloud
33
2
2”/Lv
Round/Lv
Victims in 2” cloud save or cannot do anything but move or vomit while inside gas and for one round after
Strength
34
2
Touch
Turn/Lv
+4 to STR stat
Summoning 2
35
2
1
Round/Lv
Summons a 2HD creature/Lv
Various versions of spell call different allies
Weakness Ray
36
2
3”/Lv
Round/Lv
Victim does half damage with muscle based attacks or weapons and loses 3”Mov
Web
37
2
2”/Lv
Turn/Lv
2” across web traps victims who fail a save. Large creatures get a save per Round. If ignited web burns and everyone trapped in it gets a d4/Lv save for half
Whispering Wind
38
2
Mile/Lv
Round/Lv
Carry a message many miles by the wind
Wisdom
39
2
Touch
Turn/Lv
+4 to WIS stat
Wizard Lock
40
2
Touch
Instant
Door or lock can only be opened by caster or knock spell