Post by oakesspalding on Aug 19, 2017 8:38:06 GMT -6
Here are a few excerpts from Zylarthen Supplement I: Book of Spells. The Foreword summarizes the plan and contents of the booklet. Suggestions are of course welcome.
FOREWORD
Book of Spells, the first supplement for SEVEN VOYAGES of ZYLARTHEN, adds 90 additional Magic-User spells to the ZYLARTHEN catalog. Most will be familiar to players of the original fantasy adventure game, and so it continues the project of “re-imagining” through the end of the third year.
We should note that many of these additional spells were originally designed for a particular player-character class that is not available in ZYLARTHEN (although its more sinister non-player character relative survives—see Vol. 2 under “D”). Our own view is that the spells were wonderful, but the class itself was limiting. We think they work better if they simply expand the choices for all Magic-Users.
Note also that all spells (except starting spells) must be found or discovered in books or scrolls to be available. If the referee thinks a particular spell is inappropriate for whatever reason, he may limit its access to any degree desired.
In the process of conceiving Book of Spells, we’ve also slightly rewritten some of the first 120 spells in Vol. 3, and even changed the level of a few of them to better comport with the expanded list. The duration for many of the spells is now defined in terms of “rounds” (10 to a turn) or “turns” (6 to an hour), as opposed to the more elastic (and potentially more confusing) versions first presented.
The complete list of spells, including those only available to Evil High Priests, High Priests and Witches is presented alphabetically. But all are fully compatible with ZYLARTHEN as first presented, or as revised for the forthcoming E-version.
We recommend that Evil High Priests, High Priests and Witches be able to use any spell on their lists, up to the number of available slots, without any requirement of prior memorization.
Revised rules for movement and time, tables for age and aging for player-characters (especially useful when assessing the effects of attacks by Ghosts and the like), diseases (for hostile spells and the bite or touch of Giant Rats, Mummies, Giant Ticks, etc.) and item saving throws (for all sorts of unpleasant situations) have also been provided.
Finally, there is an optional rule for increasing the damage rolls for high-level player characters—if the players or referee feel that the original ZYLARTHEN scheme places them at a disadvantage against higher-level monsters with multiple dice of damage.
But back to the spells. We envision that most campaigns for SEVEN VOYAGES of ZYLARTHEN will not extend much past the player-characters reaching “name” level, or at least that named level characters will probably enter retirement or semi-retirement, and therefore be mostly “off-camera” in a continuing campaign. Thus, high-level Magic-User spells will primarily be the preserve of non-player charac-ters, though lower level player-characters may occasionally have access to these powerful spells via scrolls.
We think that’s okay. But if your ultimate goal in adventuring is to one day be able to use White Puff Ball Spell, that’s okay, too.
Happy casting!
FOREWORD
Book of Spells, the first supplement for SEVEN VOYAGES of ZYLARTHEN, adds 90 additional Magic-User spells to the ZYLARTHEN catalog. Most will be familiar to players of the original fantasy adventure game, and so it continues the project of “re-imagining” through the end of the third year.
We should note that many of these additional spells were originally designed for a particular player-character class that is not available in ZYLARTHEN (although its more sinister non-player character relative survives—see Vol. 2 under “D”). Our own view is that the spells were wonderful, but the class itself was limiting. We think they work better if they simply expand the choices for all Magic-Users.
Note also that all spells (except starting spells) must be found or discovered in books or scrolls to be available. If the referee thinks a particular spell is inappropriate for whatever reason, he may limit its access to any degree desired.
In the process of conceiving Book of Spells, we’ve also slightly rewritten some of the first 120 spells in Vol. 3, and even changed the level of a few of them to better comport with the expanded list. The duration for many of the spells is now defined in terms of “rounds” (10 to a turn) or “turns” (6 to an hour), as opposed to the more elastic (and potentially more confusing) versions first presented.
The complete list of spells, including those only available to Evil High Priests, High Priests and Witches is presented alphabetically. But all are fully compatible with ZYLARTHEN as first presented, or as revised for the forthcoming E-version.
We recommend that Evil High Priests, High Priests and Witches be able to use any spell on their lists, up to the number of available slots, without any requirement of prior memorization.
Revised rules for movement and time, tables for age and aging for player-characters (especially useful when assessing the effects of attacks by Ghosts and the like), diseases (for hostile spells and the bite or touch of Giant Rats, Mummies, Giant Ticks, etc.) and item saving throws (for all sorts of unpleasant situations) have also been provided.
Finally, there is an optional rule for increasing the damage rolls for high-level player characters—if the players or referee feel that the original ZYLARTHEN scheme places them at a disadvantage against higher-level monsters with multiple dice of damage.
But back to the spells. We envision that most campaigns for SEVEN VOYAGES of ZYLARTHEN will not extend much past the player-characters reaching “name” level, or at least that named level characters will probably enter retirement or semi-retirement, and therefore be mostly “off-camera” in a continuing campaign. Thus, high-level Magic-User spells will primarily be the preserve of non-player charac-ters, though lower level player-characters may occasionally have access to these powerful spells via scrolls.
We think that’s okay. But if your ultimate goal in adventuring is to one day be able to use White Puff Ball Spell, that’s okay, too.
Happy casting!