Showing posts with label Magic Items. Show all posts
Showing posts with label Magic Items. Show all posts

Wednesday, July 14, 2010

Relics of the Ancients - Ecstasy In Slaughter

Ecstasy in Slaughter

20 This Relic is a Bastard Sword, featuring a cross-hilt, wrapped in red leather. The pommel is made of rose tinted glass-like steel, depicting the head of a beautiful, savage woman. The entire sword, is made from an alien, stone-like substance, dark-green in color and shot through with bright red, spidery lines.

Ecstasy in Slaughter is a forgotten minor Avatar of Daeena, an ancient goddess of War and Love. Having left any planes known to mortals, ages ago, her Sword Avatar is only a shadow of it’s former might. Yet that is still quite formidable. 

The sword remembers very little, of the time when she was still strongly connected to her greater self. She will, for now, make the best of her situation and set about to find a Fighter who will serve her purposes, if she has not already done so. If she does not like her wielder, she will contrive to escape or slay the offending warrior, utilizing her Limited Wish to do so. Otherwise, the sword is capable of assuming human form, for up to two hours per day and will be quite possessive of her newfound lover, enjoying sexual play, as much as wading into battle and shedding blood.

The Avatar has an encyclopedic knowledge of ancient history, though her memory of the past thousand years, or so, is rather spotty. She is able to recount the locations of lost cities, ancient dungeons and forgotten treasures. She is also, a military genius.

Finding a way to be free of her current state of existence and reclaiming the power of her greater self, is of paramount importance to the Sword. Still, she is very much a creature of the moment and is easily distracted by her appetites. The Sword is usually quite talkative, exuberant and charming, though occasionally, it is beset by dark moods and can be rather dangerous, at such times.

The Following is declared Open Game Content.

Bastard Sword +4

Int: 18. Ego: 20. Personality:  38*. Communication: Verbal (Several Languages,) Telepathic, Read Magic.  Alignment: Chaotic.

Powers: 1/day, the sword may cast a Limited Wish. The wielder is immune to any Charm type spell below 4th level, as the swords own personality will act as a bulwark against such magics. 1/day, the sword may cast Heal upon the wielder. 1/day, the Sword may summon 1d4 4th lvl Berserkers from Valhalla, who will follow her commands and remain for the duration of 1 Turn, or until slain.

*The stat format used here, was chosen to reflect rules, which assume Character Level will be taken into account in cases of Sword vs. Character. Even so, it would take a high level character to have a chance of withstanding the Sword.

The picture above, is from the graphic novel La Reina de la Costa Negra, a full English translation of which, may be accessed here. It is, of course, Belit.

Monday, May 3, 2010

The Magic-User’s Turn: Random Table of +1 Staves

Excalibur-wizard-Merlin_l Ah, the Magic Staff. I’m not sure where or when the Staff became the iconic weapon of the Fantasy Mage. Gandalf, maybe? In the European Grimoires, there are dozens of implements, tools, weapons, etc., which the Magus must make, consecrate and utilize. In the later Hermetic Traditions, the Wand, Cup, Dagger and Pentacle of the Tarot/Elemental scheme are traditional, with A Wand usually being the preeminent weapon and a few other tidbits thrown in. Like a Sword, often used in rites of Evocation (that’s Conjuration/Summoning in D&D terminology.)

I’m not nearly as conversant with Wicca and Neo-Paganism, but there may be some tie-ins there.

If I recall correctly, some staves are utilized in the Key of Solomon, along with a whole toolkits worth of consecrated toys. Maybe there’s something in Agrippa? Regardless, it seems to be an association made in recent times and to be largely confined to literature. Did any of the old Authurian stories, feature Merlin with a staff?

Ah, Moses had a Rod. Osiris had his crook (the whole shepherd thing ties in, I think.)That’s close. There may be some other Biblical, Qabalistic, Egyptian, etc., references which I’m not recalling, that are relevant as well.

Regardless, I like the Staff, as well as the imagery and symbolism associated with the Old School D&D Magic-User. Mr. Gygax did a fine job, weaving various strands of information and imagination, to create the Kick-ass, Vancian casting, Staff wielding Magic-User of Dungeons & Dragons.

So, here’s ten Magical Staves, for the low-level MU in your campaign. Once again, I’ll be using Labyrinth Lord/AEC as a basis for the rules. I rarely use the “Charge” model for Staves, so none of these will be powered in that fashion. I still have at least one more Swords post to go, but plan on stopping at +4. At the level where I would give out a +5 sword, that final little plus is totally superfluous and the +4’s are bad-ass enough. Now, for the Staves!

The following is declared Open Gaming Content.

1. Staves of the Abyssal Convocation

The Staff is made of a rich, cream colored wood, highly polished and burned into the wood are characters in an abyssal language, forming blasphemous words, which run in a spiral from the top of the Staff, to the bottom.

Created by an order of Magi, dedicated to working with certain Demonic Princes, these Staves were created for the use of their apprentices, as a means of both empowerment and to further bind them to their master’s schemes.

There are only 12 of these known to exist and each one is unique in both appearance and powers.

The Staff will add +1 to each die when a damage dealing spell is cast. It can cast the following spells, 1/day: Magic Missile, Darkness Globe, Scare.

2. The Old Wooden Staff

Just a simple, gnarly, wooden staff, created by an unknown mage.

The Staff is completely unheard of and might be found in the lair of an unintelligent beast, waiting to once again be brought into the world of men.

The Staff will store Three spell levels. In addition, the Staff will vibrate, when the head is pointing towards True North.

3. Blackoak Blaster

The staff is Made of lightening struck oak and features char markings, which have formed themselves into sigils of power.

The first magic item created by Azmenon, a mage who enjoyed a certain amount of local fame, the Staff was stolen by a henchman and has been making the rounds, as it were, for decades.

1/day, the Staff can cast a 6d6 Lightning Bolt. 3/day, on a successful To Hit, the Staff will deliver an Electrical Charge, doing 2d6 points of damage to the target. The Staff will also absorb and neutralize half the damage of any Electrical attacks, aimed at the wielder.

4. Mama’s Boomstick

An iron staff, featuring flecks of rust, which shift, form and reform themselves into various sigils.

Created by Mama Pearl, an ancient Mage and Chef, the Boomstick was taken in battle by the Lich Bezimir. Unable to unlock all of its secrets, he sent it out into the world, occasionally scrying on the current wielder, to see if the means of accessing the items deeper powers have been found.

1/day, the Staff can release a 6d6 Fire ball. It can cast Manipulate Fire, an unlimited number of times.

Any deeper secrets of the Staff are left up to the LL. I think that Mama Pearl fooled Bezimir somehow and there’s really nothing else to the item. Just a convenient excuse, for having a Lich keeping tabs on the party.

5. Hairy Henry

A gnarled, wooden staff, covered in green, hairy Algae.

The Staff was created by a Demi-God, for purposes unknown.

2/day, on a successful To Hit, the victim must make a Save or some of the Algae will attach itself to his form, growing rapidly, as it begins to eat away at and replace his flesh. The victim will take 1d6 point of damage, per round. Armor will provide some protection and it will take 1d3 rounds for the Algae to work itself into the crevices and over the Armor, before it can get at the flesh, beneath. The Algae may be removed with fire, which will instantly kill it and cause another 1d4 points of damage to the victim, for each round the Algae was active. Also, a Cure Disease will do the trick. Healing spells and potions will also suffice, killing the algae and healing the victim, but unless all the damage is healed, some of the Algae will remain to continue its attack. The Magic-User must speak a Command Word to activate the power of the Staff.

6. Utility Staff

A highly polished, dark wood staff, with etched sigils, the cavities of which are filled with a fine ruby dust.

A common enough type of Staff, several variations of the design may be found.

The Staff can cast the following spells, 2/day: Detect Magic, Light, Unseen Servant, Knock. The following can be cast 1/day: Fly.

7. The Conjurer’s Trick

The staff is made of transparent, glass-like steel. It is hollow, with swirling colors, shifting and flowing, within. When the powers of the staff are invoked, the colors form themselves into sigils of power, which flash brilliantly.

The Archmage Auzur-Ghan created this Staff for his lover, Dyanita. Lost centuries ago, when the Lady delved too deeply into a dungeon, it’s current whereabouts are unknown.

2/day, the Magic-User may cast any Summon Monster spell, which he is capable of memorizing and has scribed into his spell book. 1/day, the Staff can Banish any Summoned Creature. The chance of success is the same as that of a Dispel Magic, based upon the Caster’s level or the minimum required to cast Dispel Magic, whichever is greater.

8. Staff of the Duelist

A Black Wooden Staff, topped by a Large diamond. The etched sigils, which run up and down its length, are filled with diamond dust.

This item was created by Hyumenos the Duelist, a Mage known for challenging and slaying others of his kind. The Staff is well known amongst lesser Mages and there are those who will hunt down its wielder and attempt to attain the item, though rarely in a direct fashion.

If a Magic-User Spell is cast directly at the Wielder, he may make a Save at +4 (even if a Save is not usually applicable) and if successful, the spell will rebound upon its caster, who must make a Save at his normal chance of success, or be effected by his own casting. If this latter Save is successful, the spell will then dissipate. The Staff will not so function, in the case of Spell-like abilities, or other non-Vancian forms of Magic.

1/day, the Staff may cast a Lesser Globe of Invulnerability. The Rebound effect detailed above, will not function when the Globe is utilized.

9. Yaerondin’s Support

A thick thigh bone from a Storm Giant, yellowed with age and Iron Shod on both ends.

Created by a Evil Mage from the remains of the Storm Giant Gathol the Red, the Staff has had several wielders over the centuries and rumor has it that there is a curse, which will eventually lay-low anyone who dares to carry the ghoulish trophy.

The Staff can cast Animate Dead, 1/day at 11th lvl. Each time the staff is so used, there is a 1% chance (non-cumulative) that the creatures animated will instead become Wights, who will then turn upon the wielder of the Staff.

10. Staff of Green Chaos

A lime green wooden staff, adorned with black pearls and tiny fragments of various precious stones. The headpiece is a small, circular bronze claw of metal, which grasps a glass sphere. Inside the sphere, the eye of an elf, floats inside a lime green liquid. Visually, an eyesore.

The last magic item created by the Magus of the Seven Masks, the item was last seen in the lair of a Green Dragon, some 60 years ago.

The Staff will store 5 Spell Levels. 1/day, the power of the staff may be invoked, shooting forth a green beam of force, which hits one creature automatically and necessitates a Save vs. Death at –2. If the Save is failed, the victim will suffer one of the following effects:

  1. All the water in his body will turn into Green Slime.
  2. His bones will turn into a green, pasty, mashed potato like substance.
  3. His eyes will burst into green flames, liquefy and run down his face.
  4. He will be Polymorphed into a Frog.
  5. He will be turned into a Green Fleshed Berserker, with –5 to Intelligence and +5 to Strength, for 2d10 turns. He will attack anything and everything, starting with the nearest creature.
  6. He will vomit forth Chlorine Gas, for 1d4 rounds. The reaction will be too violent for the victim to control and the LL should determine the direction, randomly. Afterwards, the victim will be permanently immune to Green Dragon Breath. 

Sunday, April 11, 2010

Magic Swords – Random Table of +3 Intelligent Weapons

weird Now, we’re cooking! Some DM’s prefer low-level campaigns. A friend of mine, would usually stop his games, when the characters hit 9th to 11th level. For him, the game was most fun to DM at lower levels. Me? I can hardly wait for 9th! I’m at my best, when running high level games. It’s where things start to really come together and the Fire of my Imagination, stokes ever hotter, as I start playing with all the possibilities opened up at that level of play.

Most of the swords which follow, have Motivations. As with my previous  postings in this series, even those which don’t have one, have some kind of goal or reason for being, whether general or specific, imposed upon creation or chosen by the sword itself. I don’t feel the need to give all magic swords a Motivation in the technical sense, but an argument could be made for that idea. Magic swords are special and made for a well planned purpose. Now I’m wondering if I shouldn’t make all weapons unique and intelligent. Maybe. Probably not. It helps make Fighters special.

These are based on the LL/AEC rules for Intelligent Weapons, but several liberties have been taken.

The Following is declared Open Game Content.

Table of +3 Intelligent, Magic Swords

1. Name: Light’s Argument

Int: 12. Psyche: 12. Willpower:  27. Communication: Verbal, Read Magic.    Alignment: Lawful. Motivation: To Slay Demons. Powers: Dispel Evil 1/day.  Protection From Evil 10’ 2/day. Motivation Power: The Sword can summon 1d2 Couatle, when engaged in battle against Demons.

A gold hilt, shaped in the form of a winged serpent, serves a  blade the color of gold. A line of sigils run the length of the blade on both sides. The etchings are filled with a black, stone-like substance, which feature tiny flecks of ruby and emerald dust.

Light’s Argument was created on a world, where Couatle served a Lawful God of Justice and Protection. Over the centuries, it has been taken to several different dimensions, in its fight against the hordes of the abyss.

The sword is very much an exemplary of Knightly Virtues and will only agree to serve a Fighter who is willing to at least try to live up to its ideals. It’s knowledge of demon-kind is impressive and it will seek out any information it can find, regarding the doings of its foes, upon whatever world it finds itself inhabiting. The Couatle summoned by its Motivation Power come from the Outer Planes. Couatle inhabiting the Prime Material location of the sword, will offer any aid they can to Light’s Argument and its wielder, out of respect for the pact, which others of its kind made with the deity, by whose power the sword was formed.

2. Name: Abyssal Assailment

Int: 12. Psyche: 12. Willpower:  27. Communication: Verbal, Read Magic.    Alignment: Chaotic. Motivation: To Slay Paladins. Powers: The blade is shrouded in green Abyssal Flame, doing an extra 1d6 points of damage to most foes, 1d8 to “good” enchanted creatures. Summon a Vrock 1/day. Motivation Power: Bestow Curse.

A scarlet blade, with sigils of the most depraved magic, running the length of its blade. The etchings are filled with the dust from a rare, dark green gemstone,  native to the abyss. The hilt is black and relatively simple, save for the pommel, which is shaped like the head of a vrock.

Created in the Abyss, itself, by the dark priests of an Abyssal Lord, the sword was let loose on the Material Plane to serve champions of Chaos and Evil.

Abyssal Assailment will insist that it’s wielder actively hunt down and slay Paladins! Originally, the sentience inhabiting the sword was a Higher Order demon. It believes, rightly or wrongly, that when it has slain 1,000 Paladins, it will be set free. So far, it’s on number 120. It has an extensive knowledge of Paladins and their abilities, has intimate knowledge of the Abyss and a respectable amount of information on other “evil” outer planes. It loves philosophy and can discourse at length on this subject. Parties of various alignments and loyalties, will try to obtain this sword, once they learn of its existence or, in the case of prior knowledge, of its presence.

3. Name: Prime Obviation

Int: 12. Psyche: 12. Willpower:  27. Communication: Verbal, Read Magic.    Alignment: Neutral. Motivation: To Slay Clerics, who derive spells from Outer Planar Divinities. Powers: Heat Metal 2/day. Dispel Magic 1/day. Motivational Power: Insect Swarm.

A Mithril Sword, finely made, but otherwise unadorned.

Created by a circle of Druids, who wished to check the actions of Outer Planar beings, upon their world, the sword has made more than a few enemies amongst clerical organizations.

Prime Obviation is quite dispassionate about its task, but it will seek to carry it out, unflinchingly. It’s its job, so to speak. It will not under any circumstances, agree to adventure with a party if a cleric of a deity, which resides in the Outer Planes, is present.

4. Name: Nothing

Int: 12. Psyche: 4* (12). Willpower:  18* (27). Communication: Verbal, Read Magic. Alignment: Special. Motivation: Special. Powers: The wielder's strength is increased by 2, when the blade is in use. The sword provides a +1 bonus to all saves. Motivation Power: Special.

The blade is multi-colored, the various hues, shifting and flowing, as if it were made of a solidified rainbow. The hilt is of an unknown, inky black metal, wrapped in red leather.

Nothing of the history of this sword is know. Sometime, in the past, it lost its memories and much of its personality and abilities.

If asked its name, the sword will answer “Nothing,” in a a voice tinged with a touch of despair. It will function adequately, with seemingly no will or desire of its own. It will, in conversation, be rather dreary and depressed. Once per day, there is a cumulative 5% chance, that the sword will suddenly choose a Motivation, which will be based upon something it has experienced or witnessed on that day. For instance, if undead were previously fought, then Slaying Undead, may become its new cause. If it saw a woman being abused in a city, Protecting that specific person, or women In general, or defeating the type/class of being the abuser was, may be chosen. Or, slaying women may become its new Motivation. Its Alignment and personality will change to one appropriate for its new-found cause and its stats will increase, to match the number given in parenthesis, above. It will act fiery, maniacal and filled with a burning desire for its cause and believe that it has always been, thus Motivated. It will also remember its name as being something appropriate to its newfound passion. It’s Motivation Power at these times, is Phantasmal Monsters, but there is a 5%, each time it calls upon its Motivation Power, that it will be cast a Prismatic Spray, instead. The period of Motivation will last 1d6 days and one week after it ends, the chance for a new Motivation will start again at 5%.

5. Name: Mother of the Lost

Int: 12. Psyche: 12. Willpower:  27. Communication: Verbal, Read Magic.    Alignment: Lawful. Motivation: Protect the Helpless. Powers: Flamestrike 2/day. Protection From Evil 10’ Radius 3/day. Motivational Power: Blade Barrier.

The sword is rather plain though obviously of high quality. Brown leather, wraps the simple cross-hilt and only the small holy symbol, etched into the spherical pommel, gives any indication of its allegiance or powers.

Created by a Lawful order of Clerics, the sword has been involved in many battles and times of strife. Few, if any, know of its existence, as its wielders have always avoided any sort of fame or notoriety, for themselves or the sword.

Mother of the Lost has served Paladins, Knights and simple warriors, over the centuries and will demand the same high degree of commitment to its cause from its wielder, as it feels, itself.

6. Name: Ruin of the Magi

Int: 12. Psyche: 12. Willpower:  27. Communication: Verbal, Read Magic.    Alignment: Neutral. Motivation: Slay Magic-Users. Powers:  Dispel Magic 1/Day. Lesser Globe of Invulnerability 1/day. Motivation Power: Feeblemind.

A sky-blue blade, etched with sigils, which glow a brilliant white. The hilt is of a like color, wrapped in white leather.

The sword was created by a order of Magic-Users, who were at war with a rival sect. Though the war is now long forgotten, the sword continues to carry out its purpose.

Ruin of the Magi approaches its task in a business-like fashion. Due to the circumstances of its creation, it does understand that its wielder might have wizardly allies and will leave these unmolested. Usually. If the MU in question is foolish enough to make an enemy of the sword, it would have no qualms about scheming to do away with the offending magus.

7. Name: Abomination

Int: 10. Psyche: 8. Willpower:  21. Communication: Verbal. Alignment: Chaotic. Powers: The sword emanates Abyssal Radiation, doing an additional 1d6 points of damage, per hit.  1/day, the sword may release a cone of Flames, which contain concentrated Abyssal Radiation, extending 50’ and doing 10d4+10 points of damage, save for half. Abyssal Radiation is mutagenic and any survivors must make a Saving Throw vs. Poison, or contract a fatal disease, from the exposure. There is a 10% chance of a non-fatal mutation, instead. The wielder of the sword will suffer a non-fatal mutation, within a year of exposure to Abomination. Whether this mutation is useful, annoying, or merely disgusting, is left to the GM to determine. 1/day, the sword may Cause Mutation in another, with effects similar to the spell Cause Disease. Again, a Saving Throw is allowed and the same 10% chance of a non-fatal mutation, applies.

The sword is made of a strange, black metal. Green sigils run the length of the blade, glowing and visibly emanating a sickly energy.

Another product of Priests of the Abyss, Abomination is directly linked to its plane of origin, drawing energy from the Abyss and radiating it, onto the Prime Material.

The Sword is quite happy, going about its Evil and Chaotic business. It is cheerful, Funny and even kind of charming. Murderous, but charming.

8. Name: The Ace

Int: 10. Psyche: 12. Willpower:  25. Communication: Verbal.  Alignment: Neutral. Powers: Feather Fall 1/day. 10d6 Lightning Bolt 1/day. Dimension Door 1/day. One time only, per wielder, the sword may grant a Limited Wish.

A shiny black blade, the etched sigils of which are filled with gold dust and flecks of mithril. The hilt is of the same metal, with a hilt wrapped in gold leather.

Created by a deity of Good Fortune, then cast onto the Prime Material, The Ace, in the hole, that is, has travelled to several different worlds and seen much adventure, over the years.

The care-free joviality of the lucky, is expressed by The Ace. It is fearless, never worries and always believes that things will work out. It prefers adventuresome wielders, the more rogue-like, the better.

9. Name: Rose of the Lady

Int: 9. Psyche: 8. Willpower:  20. Communication: Verbal.  Alignment: Lawful. Powers: 1/day, the sword may cast Ray of Death (Reverse of Raise Dead.) The sword will do double damage against undead, similar to a Mace of Disruption, but without the Turning effects. The wielder is immune to the Level Drain effects of Undead. 

A white blade, etched with black roses. Tiny sigils, may be seen worked into the etches of the flowers; these are flecked with the dust of rubies. The hilt is black, wrapped in white leather.

The sword was created by the priests of a Lawful Goddess of Death, for the purpose of serving her champions. The cult viewed undead as being blasphemous. Like all of these swords, Rose of the Lady’s current planar location, may not be synonymous with its plane of origin.

Rose of the Lady sees itself as a tool of Death and so long as it slays on a regular basis, it will be quite content with its existence. The one thing it will not abide is Undead and will insist upon their destruction, though it will not be irrational about this. It will, for instance, take steps to gather more forces, if necessary.

10. Name: Delight in Darkness

Int: 12. Psyche: 12. Willpower:  28. Communication: Verbal, Read Magic.    Alignment: Chaotic. Powers: +2 to all saves. Charm Person 2/day. Suggestion 1/day. 1/week, the wielder can summon a Succubus, who will be well disposed toward the wielder, but not under any compulsion to obey his orders. The wielder must negotiate for any desired services.

The sword has a  blade of deep purple, with abyssal sigils, which glow a dark green and a hilt made of a dark, green mineral, the origin of which is in the abyss.

Created by a Queen of Succubi, to lure mortal champions into her service, the sword is highly sought after, by both servants and foes of the Queen.

Delight in Darkness will occasionally commune with the Succubi Queen and will carry out her will, in all things. It is charming, manipulative, loquacious and thoroughly evil.

Monday, April 5, 2010

Magic Swords – Random Table of +2 Intelligent Weapons, A Bit More Detailed, This Time

More Intelligent Swords for Labyrinth Lord/AEC. I forgot to add the extra Willpower points for Spell-like abilities, on the last post. Languages are left unstated.

The Following is declared Open Game Content.

Table of +2 Intelligent, Magic Swords.

 

aec2c6da8da083ce82e11110.L 1. Name: Azorn’s Lament

Int: 12. Psyche: 8. Willpower:  22. Communication: Verbal, Read Magic.    Alignment: Neutral. Powers: Adds +2 to the morale of the wielder’s henchman, followers, etc., and +2 to his max. # of retainers. Allure 2/day. Suggestion 1/day.                                                 

The sword is ornate, in a dignified kind of way. The pommel depicts the visage of a noble king, crowned, with emeralds for eyes and tiny gemstones of various kinds, worked into the crown. Etched sigils, filled with emerald dust, run up and down the length of the blade.

Created by the Magus Azorn, the sword was intended to make up for some of the deficiencies of his brother, Brose, who was the commander of Azorn’s troops.

Azorn’s Lament will advise it’s wielder to gather as many followers, henchman and troops as possible, hoping to again, one day be wielded by a mighty commander of men. The sword is manipulative, cunning and heartless. Everything and everyone, is just a tool for it to feed its ego and accomplish its desire of being wielded by a victorious commander. It has a respectable knowledge of military history and has been involved in many battles, over the centuries. This has enabled it to both hone its comprehension of military tactics and to pick up some interesting, behind the scenes knowledge of some important historical events.

2. Name: Love’s Mercy

Int: 9.  Psyche: 8. Willpower: 19.                                                        Communication: Communion. Alignment: Lawful.                                                  Powers:  3/day the sword may release a volley of 3 Positive Energy Missiles, which always hit and do 1d6+1 points of damage each to Undead, creatures drawing energy from the Negative Material Plane and Evil Outer Planar creatures. 2/day the sword may cast Protection from Evil. The wielder is immune to energy drain.

Love’s Folly has a blade and hilt, which are both made of glassteel. Simple white leather is wrapped round the hilt. Roses are etched into the blade, filled in with diamond dust.

The Sword was originally created to slay the Lady Orimar, an intelligent, self-willed Undead Warrior, cursed to that existance, as retribution for her blasphemies. The knight who wielded the blade was her former husband, who commissioned a friend to create a weapon, which would aid him to end the mockery of life, which his former lover had become.

Full of sorrow and hatred for all undead, the sword will do all within its power, to insure its wielder destroys any undead it knows to exist.

3. Name: Crimson Hate

Int: 10.  Psyche: 7. Willpower: 19.                                                      Communication: Verbal. Alignment: Chaotic.  Powers: 1/day, the sword can Implant Emotion: Hate, into the wielder, as the spell, granting +2 to saves, hits, damage and morale. The character is at a minus 1d4, in regards to any Influence checks, while this power is in effect.

Forged from a curious, dull red ore, etched sigils filled with a dark green mineral adorn the blade. The hilt is made of the same, green substance, wrapped in red leather.

Crimson Hate despises everything, including itself and its wielder. It will always, eventually, contrive to have its wielder slain, usually by forcing him to remain engaged in a losing battle. There is a 3% cumulative chance per week, that it will make the decision to do so. 1/week, when in a city, town, or other civilized settlement, the sword, of its own accord, will cast a Phantasmal Monsters spell, which it will use to attempt to murder whomever it has decided to focus its ire upon. The sword will never reveal this power to its wielder and due to a psychological quirk, it is incapable of manifesting this power in battle. It will only think of this capability, when the psychological conditions are right for it to manifest. Originally, this last ability was within the control of the wielder. Crimson Hate may have began its existence as a somewhat different kind of sword, thus providing an example of an intelligent sword changing, significantly, over time. Its origins are unknown and the sword itself, claims to no longer remember its creation, stating only that it has existed for over a thousand years.

4. Name: Buermenor’s Vengeance

Int: 9.  Psyche: 6. Willpower: 16.                                                     Communication: Communion, Reads Magic. Alignment: Neutral.                              Powers: Detects Orc’s, within a 100 yard radius. 1/day, the sword can unleash a 5d6 Fireball.

A black iron blade, the pommel of which is wrought of silver, worked to depict the head of a lion, roaring.

The sword was created by the Wizard Buermenor for the use of an Elven Adventurer, who accepted a Geas to slay 1,000 orcs, in exchange for the sword. The reason for Buermenor’s intense hatred of orcs is unknown.

Though the sword doesn’t have a Motivation in the technical sense, it is most intent upon slaying orcs and delights in this task. It will pressure its wielder to do so, but not to the point of foolishness and will not attempt to prevent its wielder from fleeing such a battle. It will, however, contrive to get itself a new wielder, if its current master is too reticent to slay the humanoids.

5. Name: Orison of War

Int: 12. Psyche: 11. Willpower: 25.                                                        Communication: Verbal, Read Magic. Alignment: Lawful                                    Powers: Casts Prayer 2/day. Cure Light Wounds 2/day.

A steel blade, the sigils etched in its blade glow a brilliant red. The leather which wraps the hilt, is inscribed with red ink, offering a prayer to a God of War.

Created by priests of a War God, the blade originally served the commander of a religious military encampment. Lost when that outpost fell, the blade will now serve any warrior not of chaotic alignment.

Orison of War has a vast knowledge of military tactics and history, as well as heraldry, games of strategy and related fields.  It has a quite thorough knowledge of the religion and organization, from whence it came. It’s sole motivations are to make war and teach its knowledge, to whomever is willing to listen. 

6. Name: Tongue of the Toad

Int: 12.  Psyche: 12. Willpower: 27.                                                       Communication: Verbal, Reads Magic.                                                      Alignment: Chaotic.  Motivation: Slay Lawful Clerics.  Powers: 1/day, the sword can summon 1d3 Giant, Poisonous Toads. Animate Dead 2/week. In pursuit of its motivation, the sword will excrete a powerful, save or die poison, when directly combating Lawful Clerics.

A gray-green blade, with a hilt of black iron, wrought into the shape of a toad headed human, the tongue of which wraps itself down the hilt.

The sword was created by sick cultists, to serve the God of Toads and Slimy Things. 

Created to slay Lawful Clerics, the sword is easily sidetracked, but will occasionally insist that its wielder get back to the business of slaying its dedicated enemies. Unholy and malicious, the sword delights in all manner of chaos.

7. Name: Ganna’s Wail

Int: 8. Psyche: 7. Willpower: 16. Communication:  Verbal, Reads Magic. Alignment: Chaotic. Powers: 1/day, the sword can emit a cone shaped Sonic Blast, 20’ in diameter at its maximum length of 60’, which will do 6d6 points of damage to all within its area of effect, save for 1/2 damage.  Detects Secret Doors on a 2 in 6 chance.          

A simple blade, attached to a silver hilt, which is wrought into the shape of a nude elven female, screaming in rage.

Ganna’s Wail was created by an elven mage named Vanthalas, who bound the spirit of an actual banshee into the sword. The act of binding brought the spirit back to itself, somewhat, altering its mad rage by focusing its hatred on Vanthalas. The sword is not the easiest to work with, but has accepted its fate and will assist its wielder, so long as he/she agrees to aid it in its quest to find and destroy the swords creator. If successful, the act of slaying Vanthalas may increase the swords power, free the spirit, alter its alignment and sanity for good or ill, or otherwise change the psyche of the blade.

8. Name: Bane of the Eumycetes

Int: 12.   Psyche: 12. Willpower: 27.                                                       Communication: Verbal, Reads Magic. Alignment: Lawful.   Motivation:  Slay intelligent True Fungi. Powers: +2 to Saves vs. Poison. 1/day, the sword may cast a 6d6 Fireball. In pursuit of its Motivation, the sword will grant its wielder +1 to all saves.

A purple blade, the sigils etched into the metal and running up and down its length, are filled with the dust from black diamonds. The hilt is a simple cross affair, of steel, wrapped in black leather.

This rather plain looking blade, was created to combat an assault upon the maker’s world, perpetrated by a Demonic Fungi Queen.

The Sword’s intent is bent upon its Motivation and if no known Fungi foes are available, it will insist that its wielder delve deep into dungeons, searching out and eradicating any such form of life.

9. Name: Herald of Light

Int: 7.  Psyche: 7. Willpower: 16.                                                           Communication: Communion. Alignment: Lawful.                                               Powers: Light 2/day. 1/day, the sword may unleash a burst of Positive Material Energy, doing 6d6 points of damage in a 30’ radius, to all Undead, Evil Outer Planar creatures and those drawing energy from the Negative Material Plane. All other creatures, except the wielder, must save or be stunned for 1d2 rounds.

The sword is a simple affair, with lightly etched sigils, glowing white in its steel blade. A simple, white leather hilt, completes the ensemble.

Made by the Clerics of a Lawful religion, to battle the undead of a nearby Megadungeon, the sword has been lost and found again, several times, over the centuries.

The sword will insist that its wielder delve deep into the Megadungeon for which it was originally intended. Its quite obsessive, on this issue

10. Name: The Ophidian Stone

Int: 12. Psyche: 11. Willpower: 25                                                          Communication: Verbal, Read Magic. Alignment: Lawful.                                     Powers: 1/day the sword can Haste the wielder. The sword acts as a Ring of Spell Storing and may hold 6 spell levels.

The blade and hilt are made of magically hardened and sharpened Lapis Lazuli. The Calcite veins shift and flow, up and down the length of the sword, forming and reforming sigils, which flash with white light. Occasionally, they will form the shape of a serpent, winding itself about the sword.

Created by the First Archmage, to help protect the peoples upon his leaving their world, the sword has had many, many owners and is well known, amongst historians and student of magical lore.

The Ophidian Stone has a sharp sense of humor and delights in meeting new beings and studying their ways. The sword’s knowledge is vast; treat as a sage in the fields of The History of Magic and Politics. While adventure is its chief concern, it also remembers its maker’s intent that it provide protection for common folk and will sometimes get attracted to and wrapped up in a “cause.”

Tuesday, March 30, 2010

Magic Swords – Random Table and Preliminary Thoughts

elric5 If there’s one thing every player of a Fighting-Man lusts for, it’s a Magic Sword.

It’s a given, that he/she will get one. I mean, you can’t very well be a bad-ass D&D fighter, without a Magic Sword. Preferably, a cool one!

I’ve always made sure the fighters got a sword of the type they favored, were proficient in, specialized with, whatever.

“Sorry joe, I rolled another Shortsword. Maybe a Bastard, will come up, someday.”

Nope, you’ll get your Bastard Sword. If, that is, you can win it. It’s not going to be a cake walk. You also, might get more than you bargained for.

I like rolling random treasure, but certain items I’m going to place quite deliberately. Not to mention, exercise control over.

Back to the Magic Sword. Here’s my rule of thumb. Sometime between 1st and 2nd level, you’ll get a +1 sword. About 5th or 6th, expect a +2. 9th to 10th is the territory for a +3. If you make it to 13th to 15th level, you’ll get a +4. Odds are, your previous Magic Sword, will get eaten, or something.

Now, a really cool idea I discovered, when I…

What? A +5? Well, I’ve only had one old school game make it that far. If it happens again, I’ll be so pleased that you’ll surely get one, eventually.

Three quick observations, about high level AD&D combat:

1. It’s still fairly fast (sometimes very), furious and oh, so deadly!

2. Player’s of high level fighters, start getting kind of annoyed, about the 10th time an NPC MU casts Imprisonment on them. 

3. Somewhere around 20th level, the party power gestalt takes a quantum leap. Unless you’re willing to crack open Deities & Demigods, you can forget staging a Party vs. One Bad-Ass Opponent scenario. R.I.P., Zith Danuz, the Quasi-Deity. I might as well, have sent them up against an orc.

Where was I? Oh.

Now, a really cool idea I discovered when I started delving into the OSR, was that in OD&D, all magic swords were intelligent. No shit! That’s cool! I had decided they should all have names, years ago. I really, really like the idea that they’re all special, have an ego, a history, etc.

So, how about a Random Table of +1 Intelligent Swords?

I’ll use the LL rules as a base, but I’m handling the powers differently. I never did care for all the Detect Gold, Detect Sloping Passages, etc., stuff. Also, Alignment follows my own campaigns’ view of Law and Chaos, so may need to be tweaked to suit your needs. The type of sword, is left up to the GM.

The Following is declared Open Game Content.

While all are intended to be +1, obviously this may be tweaked by the GM.

1. Name: Sir Robin’s Discretion.

Int: 8.   Psyche: 4. Willpower: 12.                                                       Communication: Verbal. Alignment: Neutral.                                                    Powers: + 10’ to wielder's movement rate. Dimension Door 1/day.   Speaks 1 Language.                  

The sword is too cowardly, to try and control its wielder. Most of the time. But, if brought to within 20% of his original hits, there is a 50% chance that the sword will freak, and use it’s Dimension Door, if available. If the wielder is brought to less than 5 Hits, then the sword Will freak and try to assume control, so that it may flee.

2. Name: MindWorm

Int: 10.  Psyche: 10. Willpower: 20.                                                        Communication: Verbal. Alignment: Chaotic.                                                  Powers: Phantasmal Force 1/day. Hypnotism 1/day. Speaks 2 languages.   

The sword enjoys petty torments. It lies constantly and has a cruel sense of humor.

3. Name: Spellguard

Int: 7.  Psyche: 12. Willpower: 21.                                                      Communication: Communion. Alignment: Chaotic.                                         Powers: Grants the wielder 10% static MR, or +2 to saves vs. spells.

The sword is obsessed with the idea of proving that Fighting-Men are superior to spell-casters in combat.

4. Name: Guardian of the Faithful.

Int: 12.  Psyche: 1. Willpower: 13.                                                     Communication: Verbal, Reads Magic. Alignment: Lawful.                              Powers: +1 to all saves. Speaks 4 languages.

The sword has almost no personality and it’s sole desire is to guard its wielders life.

5. Name: Blessing of God.

Int: 11. Psyche: 4. Willpower: 15.                                                        Communication: Verbal, Reads Magic. Alignment: Lawful.                              Powers: Bless 1/day. Speaks 2 Languages.

Dedicated to a long forgotten deity, the sword will pontificate upon the proper way to live and deal with others. If it thinks its wielder suitable, it will try to persuade him into reformulating the religion of its divinity.

6. Sweet Oblivion.

Int: 12.  Psyche: 6. Willpower: 18.                                                       Communication: Verbal, Reads Magic. Alignment: Neutral.                              Powers: Wispy trails of cold, Negative Energy, emanate from the blade, causing an additional 1d6 damage to any living creature. Speaks 5 languages.

The sword is insane, megalomaniacal and murderous. It believes that in order to attain to perfection, the multi-verse must be purged of all living matter. There is a 10%, that if its wielder dies, he will rise as a special undead, under the control of the sword.

7. Minister Unto the Lord.

Int: 6.  . Psyche: 11. Willpower: 17.                                                     Communication: Communion. Alignment: Lawful.                                          Powers: Command 1/day.

The Lord in question is the wielder. The sword will be utterly convinced, that whoever wields it is of Noble Blood. If the Fighter behaves like a knave, the sword will bend over backwards to make excuses for it’s master, but there is a 1% cumulative chance, that it will see the light of day and realize, to its horror, that its wielder isn’t of Noble Birth at all!

8. Name: Righteous Hand.

Int: 8.   Psyche: 10. Willpower: 18.                                                       Communication: Verbal. Alignment: Lawful.                                                  Powers: Protection From Evil 2/day. Light 3/day. Once per day, it may manifest a Holy Strike, capable of doing double damage, upon a successful hit,  to any evil creature which would be effected by a Protection From Evil spell. Speaks 2 languages.

The Sword will insist that its wielder fight for a noble and just cause. It may attempt to prevent  him from retreating, if it feels that a victory is important enough.

9. Berezum’s Holocaust.

Int: 9.  Psyche: 6. Willpower: 15.                                                           Communication: Communion. Alignment: Chaotic.                                               Powers: The sword emanates flames, doing an additional 1d4 points of damage per hit.

The sword will urge its wielder to set any corpses aflame and manifest an occasional urging towards random fire-starting.

10. The Purge.

Int: 12. Psyche: 12. Willpower: 25.                                                                                                        Motivation: Slay Heretics.                                                                Communication: Verbal, Read Magic. Alignment: Lawful.                                     Powers: +1 to Saves.  In pursuit of its Motivation: Striking, per the spell. Speaks 6 languages.

The sword has a vast knowledge of religion and dogma. In its peculiar view, the religion in question, doesn’t matter. Any Heretic must Die!

Thursday, March 18, 2010

10 Magic-Users, Selling Their Services – More Resume Files, From the Adventurers Guild

10 Random Magic-User NPC’s for hire. Have Spellbook – Will Use You As A Meat-Shield!

tim2 1. Grugathar – Wizened Shaman, from some uncouth, barbarous tribe. Wears a loincloth, tattered cloak and decorative skulls. Wheezes, a lot. Has an other-worldly patron, that occasionally whisks him away at inopportune moments, but is good for one Commune Spell per week. Likes to cook. Cackles, quite a bit. 

2. Byzimar, of the Toad – Young, dashing, handsome and deeply in debt with the local underworld. Needs to get out of town, fast! Spendthrift. Womanizer. His familiar is a Purple Toad and Byzimar must partake of its intoxicating excretions on a nightly basis, learning his spells from the phantasmagoric visions he enjoys. Loves gossip. Knows dish about movers and shakers, from all over the region and beyond. Entertaining conversationalist. Snappy dresser. Expert forger.

3. Oscar, of the Seven Sins – A mercenary mage, who’ll do almost anything for gold. Oscar has a price on his head, in seven lands. Bald, snaggle toothed; wears a heavy beard. Bears a silver scroll, which will populate itself, with one random first level spell. A new random spell will appear, 24 hours after casting. Knows livestock. The man to take with you on a bartering trip.

4. Wellem – A brave, righteous, Mage of the Light, Wellem will offer his services to any party who battles the forces of darkness, asking only for the occasional MU related magical item.  Rich. Will spend his money for a good cause. Preachy, but not too obnoxious about it. Has a secret vice. Wears silver robes, which act as a Ring of Protection +1. Wields a Staff +1, which holds 5 spell levels. Well connected. He also has a LOT of enemies.

5. Beuragard the Mad – Will not advertise his sobriquet, which was given to him by his former master. Down on his luck, he’s desperately seeking the knowledge to enable him to make an infernal pact. Rash. Unstable.  Beautiful singing voice. Likes head games. Will pick one member of the party to befriend and work assiduously to turn him against everyone else.

dr strange 6. Hammon – Conjuration/Summoning specialist. Boisterous. Likes strong drink. Easily offended. Enjoys games. Has a familiar named Fitz, which looks like a miniature, Cookie-Crisp Wizard. Fitz cast spells as a 5th lvl MU, but there is a 10% chance per spell level, that its magic will backfire, disastrously. 

7. Laera – Nondescript. Shy. Capable of great bravery. Wanted to be a druid, but couldn’t cut it. Knows enough nature lore, to qualify as a minor sage. Has horrible flatulence. Her spellbook is kinda sparse, but what’s there, is choice.

8. Hizzar – Compulsive Liar. Very, very good at it, but will always eventually trip himself up, due to the sheer volume of his bullshit. Plans to become an Evil Overlord and Rule the World. Flat broke. He’s never committed anything close to what might be considered a Major Sin, but is trying to work up the nerve, to do so. A Virgin. Cowardly. Will probably do something very, very foolish, once he gets 3rd level spells.

9. Sharron – Young, cynical, mischievous. Witty. Wields a Combat Stone (adds +1 to all damage dice.) Takes shit from no one. Anarchist. Ambitious. Likes plays. A talented painter.

10. Graevis – Works very hard, to appear as the wise, mysterious Wizard. Sometimes pulls it off. A severe perfectionist. Will obsessively seek out new magic. Would give his life, if he had to do so, to live up to his ideal of what a Magus should be. Has a Green Serpent familiar, which grants him one extra 3rd level spell and 10% MR or +2 to saves vs. spells.

Sunday, March 14, 2010

Cursed Scroll of Spell Obstruction

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Upon the reading of this scroll by a MU, the spells in his mind will be assaulted by an inimical magical force. He will take 2d6 points of damage and must make a save vs. spells or be Feebleminded. If failed, all spells will be wiped from his memory and the magic of the scroll will be dissipated. If successful, the Spell Obstructor will attempt to attach itself to a random spell in the MU’s memory. The MU must make a second save vs. magic and if successful, he will instinctively know that he must cast that spell, immediately. If failed, the Spell Obstructor will bind with the spell, making it impossible to complete the circuit of casting. The spell will remain locked in memory, filling up the valuable spell-slot, until some extraordinary means of removing the spell is found. A Heal , Limited Wish, or Wish, would do the trick. Also, a Raise Dead, following the MU’s demise. Restoration and Feeblemind, are other possibilities. If the usual campaign rules dictate that unconsciousness caused by damage, normally wipes the spells from a MU’s memory, it will not do so in this case.

Saturday, December 26, 2009

Grimoires of the Pact Insidious - Revised

I was looking over my copy of this, last night and ended up doing a pretty extensive revision of the piece. I’ve added a downloads section, near the top of the column on the right, which features a 5 page pdf version. A link to the original post is included at the end.

 

clip_image002Upon discovery, these will appear to be a very handsome set of blank Spellbooks, of the sort Magic-Users use to permanently record spells and research. Also known as The Key to Darkest Destiny, the set will number from 9 to 12 identical volumes. Each will have a locking clasp on the side, and the set will come with a matching Key. If Detect Magic is utilized, the Grimoires and Key will evince Alteration, Divination, Conjuration, and Summoning.

If Identified, the caster may discover that the Grimoires are 90% resistant to Fire, Electricity, Cold, and Acid. Also, the Key, which is attached to a gold chain and intended to be worn as a necklace, will grant a +1 bonus to all saves and double the MU’s capacity to memorize 1st level spells. The Key’s effects will activate once the MU has inscribed a spell into the Grimoires. Nothing else may be discovered by means of Identify, as the Grimoires are a cursed item. The Key, which is where the true power of the item resides, is indestructible by anything short of a wish. By inscribing a spell into the Grimoires, all of the item’s properties, including the curse, are activated.

If the character opts to use the Grimoires, then the next time he gains a level, any unused slots in his Maximum Number of Spells bank will be filled and the new spells will be inscribed in the Grimoires, independent of the MU’s actions or wishes. This will be for the slots up to and including those gained by his level increase. It will not be necessary to check his Chance to Know these spells; it will be as if the character already made the check (he did.) This will happen any time the MU’s capacity for known spells, increases. Also, as long as he is using the Grimoires, he will always be able to know the maximum number of spells possible. The spells which appear in the Grimoires (to be chosen by the DM) will contain some of the usual, popular choices, as well as some utility spells and one or two of a dark or evil nature. Furthermore, entries will begin appearing, written in the Character’s hand, detailing and discussing various things related to magical research, including some of the darker aspects of the art.

The MU will also discover, that any spellbooks that were previously in his possession, as well as any obtained from this point onward, transform, so as to conform to the Grimoires in all respects. This will happen as long as the Key exists and the curse is still in operation.

clip_image004At this time, the MU may be rid of the Grimoires, by availing himself of Remove Curse. If he does so, the spells known slots which were filled will be emptied, save for in the case of those spells which the MU memorized at least once. All phenomenon associated with the Grimoires will cease. Otherwise…

When the MU again, gains a new level, in addition to the other phenomenon, he will experience the following:

1. A higher percentage of evil spells will begin appearing. Necromancy, conjuration/summoning spells, bindings, etc. The research and notes appearing will take an even darker turn.

2. A strange Augury like experience will assail him up to once a day, wherein the MU will know the result of an action he could take. This will only be in cases where such an action would be advantageous.

3. The MU will begin sensing the presence of another consciousness while he is studying his spells. Once per week the MU may Commune with this other consciousness. It will have the knowledge and experience of a 16th to 18th level MU. The Other Awareness will not answer any questions regarding its origin or identity, nor will it reveal anything about the Grimoires. It will promise a great destiny, wealth, power and give useful, though often morally offensive, advice to this end. There is a 1% cumulative chance that instead of the normal Commune, the MU will suddenly be assailed by a feeling of dread, and a desire to destroy the Grimoires; this feeling will seem to come from both himself and the Other Awareness, and the MU may make an Ego check vs. his own stats and level, with a 5% bonus added for each time the dreadful experience has previously occurred. If successful, he will instantly know the nature of both the Grimoires and the awareness he has been communicating with.

4. There is a 5% per day, that the MU will spontaneously recall a spell to memory that was cast within the past 24 hours. This will only happen once, but afterwards, one time per day, the MU may try to recall a spell of his choice, with a 10% chance of success.

5. If a Teacher is necessary for level advancement, then, information garnered from the Other Awareness will suffice. Much of this will begin occurring in the dream state, or as entries in the Grimoires. Also, any costs associated with level advancement will be halved.

After a third level has been gained, if the MU still has not rid himself of the item, he will find himself in situations where acting in an evil fashion will produce very rewarding results. These events will be orchestrated by the deeper levels of his psyche, as well as the Other Awareness. If the MU is still determined to comport himself in a decent manner, the situations will tend to be ones where the idea that “the ends justify the means,” could easily come into play. Images and Dreams of attaining great wealth and power will assail the MU constantly and specific ways of attaining power will be revealed, via the Commune and other avenues. In addition to the previously mentioned phenomenon, the following will occur:

1. The new spells appearing will be of the sort a truly evil magician would prefer and choose. Disturbing spells of the DM’s creation or taken from appropriately themed RPG supplements are encouraged. The notes appearing in the Grimoires, will feature such items as formulae for Lichdom and True Names of demons.

2. The Augury sensation will continue, but will do so in such a way, as to guide the character towards seizing power and dominance.

3. Potential henchman, followers, associates, lovers, etc., will begin crossing the character’s path. These will, of course, be rather nasty people. Some will be fanatically loyal. Strange coincidences and synchronicities will insure that the MU comes into contact with these NPC’s. Weird priests of obscure sects might try to cast the character as a figure of prominence in their prophetic scriptures, seeking to aid or destroy the MU.

clip_image006If the MU still retains the Grimoires, when he reaches 12th level, he will be stuck with the spells known, regardless of what he does with the Key. If the MU hasn’t figured things out yet, the DM should offer enough clues to insure that he does. The Other Awareness is an evil, probable variant of the character, one possible version of the MU amongst many. This consciousness exists in the future, in parallel dimensions, in the realms of potentiality and within the timeless psyche of the MU. The character has slowly been transforming into this future version of himself. At this point, the character has no doubt started performing in a rather vile manner, considering that most of his spell options are rather unwholesome. The auguries will still be useful, the commune, less so, as he now has much of the knowledge and experience his future self was sharing. The process will continue until the MU reaches 16th level, at which point it will cease, along with most of the other weirdness, as he will have attained his destiny and become that evil manifestation which he was in communication with, all this time. The spellbooks will still retain their resistance and the Key will still provide the +1 bonus to saves and the doubling of 1st level spells, but all of the other granted powers will end. Henceforth, the MU will learn spells as normal.

More notes for the DM: Especially in cases where the Character is already leaning towards evil, even before the Grimoires are found, the DM may wish to add a touch of horror to some of the visions and suggestions given. Sacrifices, like the kind entailed in cutting off a body part to use a powerful magical item, or the betrayal of a friend, may be part of the path, which the MU’s mysterious benefactor is leading him towards.

Also, at all times, the player’s powers of choice are in play, save for in the case of the spells inscribed into the Grimoires. Even if the player decides to run down the slippery slope of evil, he still may not choose to do so in precisely the way his future self is advocating. At the end of the process, he will not become the Exact variant version of himself, with which he was in communication with at the beginning of the process. The characters’ actions and choices will ultimately determine the self he becomes. The magic of the Grimoires is such that it will create a link with the vilest, most powerful variant possible, but, a synergy is at work, here, which will begin to show itself. The MU may gravitate towards a different variant, or create changes in the future self, with which he is in contact. Since it is himself, both instances described in the last sentence, will be true from a certain perspective. As the process progresses and then nears its end, the DM should gradually bring the future self NPC into alignment with where the player seems to be taking the character. Instead of “Evil,” “evil” may be called for, or variations, such as Law, Chaos and Neutrality.

Link to the Original Post

Wednesday, October 28, 2009

Grimoires of the Pact Insidious

Upon discovery, these will appear to be a very handsome set of blank Spellbooks, of the sort Magic-Users use to permanently record spells and research. Also known as The Key to Darkest Destiny, the set will number from 9 to 19, and vary in size and appearance. Each will have a locking 1insidiousclasp on the side, and they will come with a matching key. If Detect Magic is utilized, the books and key will radiate Alteration, Divination, Conjuration, and Summoning. If Identified, the caster may discover that the books are 90% resistant to Fire, Electricity, Cold, and Acid. Also, the key, which is attached to a gold chain, will grant a +1 bonus to all saves when worn around the neck, provided at least one spell has been entered into the books. The DM may rule that as a Cursed item, nothing else may be discovered. If preferred, more of the item’s properties may be discovered by making a Saving Throw vs. Magic, or, an ego check vs. a lvl 16 MU with the same stats as the character, but, adjusted for age at the DM’s discretion.

If the character opts to use the spellbooks, the following will occur. If the character is evil, there will be no further effect, there being no way for the item’s other properties to activate. If the MU is good or neutral, then, when next the MU gains a level, any unused slots in his Maximum Number of Spells bank will be filled and recorded in the book, up to and including those gained by his level increase. It will not be necessary to check his Chance to Know these spells, it will be as if the character already made the check (he did.) Furthermore, as long as he is using the book, he will always be able to Know the maximum number of spells possible. The spells which appear in the book (to be chosen by the DM) will contain some of the usual, popular choices, as well as some utility spells and one or two (more if many slots are available) of a dark, or evil nature. This phenomenon will occur whenever the MU gains a level. Furthermore, entries will begin appearing in the books, written in the Character’s hand, detailing and discussing various things related to magical research, including some of the darker aspects of the art.

At any time, the MU may rid himself of the books, by availing himself of Remove Curse and similar methods. If he does so, the spells known slots which were filled will be emptied, save for in any cases where the MU memorized the spell. All other phenomenon associated with the books will cease. Otherwise…
The second time the MU gains a level with the books in his possession, in addition to the other phenomenon, he will experience the following:

1. A higher percentage of evil spells will begin appearing. Necromancy, faust3 conjuration/summoning spells, bindings, etc. The research and notes appearing will take an even darker turn.

2. A strange Augury like experience will assail him up to once a day, wherein the MU will know the result of an action he could take. This will only be in cases where such an action would be advantageous.

3. The MU will begin sensing the presence of another consciousness when using the book. Once per week the MU may Commune with this other consciousness, per the spell. It will have the knowledge and experience of a 16th to 18th lvl MU. The other awareness will not answer any questions regarding its origin, identity, or the books. It will promise a great destiny, wealth and power, and give useful advice to this end. There is a 1% cumulative chance that instead of the normal Commune, the MU will suddenly be assailed by a feeling of dread, and a desire to destroy the Spellbooks; this feeling will seem to come from both himself and the other awareness, and the MU may make an Ego check vs. his own stats and level, with a 5% bonus added for each time the dreadful experience has previously occurred. If successful, the MU will instantly know the nature of the books and the awareness he has been communicating with.

After a third level has been gained, if the MU still has not rid himself of the item and has not changed his alignment to evil, he will find himself assailed by situation after situation, where acting in an evil fashion will produce very personally beneficial results. (He is being influenced at other than conscious levels and that it what is leading him into such situations.) If he is still trying to hold onto a good alignment, the situations will tend to be ones where “the ends justify the means,” could easily come into play. Images and Dreams of attaining great wealth and power will assail him constantly. Furthermore, the following will occur:

1. The new spells appearing will be of the sort a truly evil magician would prefer and choose. The notes will begin giving formulae for Lichdom, true names of demons, and similar details.

2. The Augury sensation will continue, but it will only suggest and show forth results of decidedly evil actions, unless the MU has become evil, in which case, the augury will function as above.

If the MU still retains the books, this phenomenon will continue until he reaches 12th level. At this point, he is stuck with the spells known, regardless of what he does with the books. He will also gain enough experience with magic-use, and the other awareness, to realize what has happened. The other awareness is an evil inf_dore_34.028variant of himself, a consciousness whose origin lies in a parallel dimension, one possible version of the MU amongst many. He has slowly been becoming this version of himself (if he still has the books at this point, he’s going to be doing some nasty things with the spells in his head.) The auguries will still be useful, the commune less so, as he now has much of the knowledge and experience his future self was sharing. The process will continue until the MU reaches 16th level, at which point it will cease, as he has attained his destiny and become that evil manifestation of himself. He will learn spells as normal; the spellbooks will still retain their resistance and the key will still provide the +1 bonus to saves.