Post by Deleted on Mar 10, 2011 10:18:10 GMT -6
Hi, it’s my first post here. I think about running an OD&D campaign lately. A campaign with a lovecraftian vibe to it (think Carcosa-style). But I don't want to use magic-user nor sorcerer classes as written. Thus I've decided to create something in between. Let’s call this class a mage in order to distinguish it from other spell slingers.
Mage writeup starts below:
The mage will use Carcosa's sorcerer experience requirements. There will be a mentalist (i.e. psionic) class using magic-user advancement table, but that's another topic ;D
There are two kinds of spells mages may learn – lawful and chaotic. Lawful spells cover those rites granted to the humanity by creatures and entities opposed to chaos and/or Great Old Ones (bear in mind that these entities need not to be inherently "good"). Chaotic spells are pretty much exclusive creations of mad sorcerers and gifts from demons and Great Old Ones.
Mages get amount of spell points equal to 2 + their level. They cast spells by expending one spell point per spell (no matter what level the spell is, got this idea from the Atlantean Trilogy). Spell points are restored as usual, after a night of sleep. But there’s a catch. Each mage has a corruption stat (rolled on 1d6 if the mage starts with some chaotic spells). After using a chaotic spell mage must make a successful saving throw or raise his corruption by the amount equal to the spell’s level.
Effects of corruption
0-6 in norm
7-12 mage's presence is mildly disturbing (-1 reaction vs lawful and neutral)
13-18 most creatures feel uneasy in the mage's presence (-2 reaction vs lawful and neutral)
19-24 mage begins to show mild physical signs of corruption (-3 reaction vs lawful and neutral)
25-30 gains a mutation (in vein of Warhammer’s Realms of Chaos supplements)
31-36 gains another mutation, etc.
There are ways to lower the corruption, but if the mage has acquired some mutations, then he is left with them even if his corruption falls below 25. If he falls below 25 and then returns to this value, he gains additional mutation, thus it is best to keep the corruption low ;D
Some spells I've come up with are presented below. Most of them are variations of existing OD&D spells. I want to preserve some of the D&D's flashy spells while keeping them in line with the lovecraftian feel of my campaign. Carcosan rituals would probably be third level chaotic spells if I decide to introduce them.
Lawful spells:
1st Level
Fifth Psalm of Hermes Trismegistus
This invocation will repulse or destroy 2d6 chaotic creatures (and corrupted mages). Determine effects of the spell by comparing the creature’s hit dice to the caster’s level and rolling 2d6 if needed.
Difference Effect
Creature 3 or more weaker Autmatically destroyed
Creature 1-2 weaker Automatically turned
Creature equal 9 or more to turn
Creature 1 stronger 11 or more to turn
Creature 2 stronger Unable to repulse
Rite of Blood Brotherhood
This spell may be only cast on those who have become blood brothers of the caster. To create such bond an ounce of blood of each brother is mixed together in a bowl and each participant takes a sip from the vessel. Target of this spell recovers 1d6 hit points for each two levels of the caster (minimum of one die).
2nd Level
Ritual of the Severed Tongue
A material component of this ritual is a tongue of an intelligent being. After ingesting it the caster permanently loses 1d3 points of wisdom and learns all languages which its owner knew.
3rd Level
Gift of Chronus
Subject of this spell becomes extremely fast for the period of one turn. His speed and attacks are doubled. Downside of this spell is that the subject ages one year.
Chaotic spells:
1st Level
Hymn of the Accursed Court
This rite puts 2d6 hit dice of living creatures into a magical slumber. Subjects of the spell hear faint sound of flutes right before falling asleep.
Red Sign of the Worm God
Target of this spell loses 1d6 hit points for each two levels of the caster (minimum of one die). Successful saving throw halves the damage.
2nd Level
Blasphemous Dust of Translucence
This spell makes one item or creature disappear. Invisibility will cease to work if the subject makes an attack or casts a spell. Material component of this spell is the powdered heart of a Bone Man which is sprinkled over the target.
3rd Level
Conjuration of the Eldritch Inferno
When this spell is cast a fiery inferno bursts within the place chosen by the caster. Everyone within 5'-30’ radius (1d6 x 5') from its center receives 1d6 damage per level of the caster. Successful saving throw halves the damage. Explosion will conform to the environment, changing shape and elongating in an appropriate manner.
What do you think? I'll appreciate all comments and suggestions. Thanks in advance!
Mage writeup starts below:
The mage will use Carcosa's sorcerer experience requirements. There will be a mentalist (i.e. psionic) class using magic-user advancement table, but that's another topic ;D
There are two kinds of spells mages may learn – lawful and chaotic. Lawful spells cover those rites granted to the humanity by creatures and entities opposed to chaos and/or Great Old Ones (bear in mind that these entities need not to be inherently "good"). Chaotic spells are pretty much exclusive creations of mad sorcerers and gifts from demons and Great Old Ones.
Mages get amount of spell points equal to 2 + their level. They cast spells by expending one spell point per spell (no matter what level the spell is, got this idea from the Atlantean Trilogy). Spell points are restored as usual, after a night of sleep. But there’s a catch. Each mage has a corruption stat (rolled on 1d6 if the mage starts with some chaotic spells). After using a chaotic spell mage must make a successful saving throw or raise his corruption by the amount equal to the spell’s level.
Effects of corruption
0-6 in norm
7-12 mage's presence is mildly disturbing (-1 reaction vs lawful and neutral)
13-18 most creatures feel uneasy in the mage's presence (-2 reaction vs lawful and neutral)
19-24 mage begins to show mild physical signs of corruption (-3 reaction vs lawful and neutral)
25-30 gains a mutation (in vein of Warhammer’s Realms of Chaos supplements)
31-36 gains another mutation, etc.
There are ways to lower the corruption, but if the mage has acquired some mutations, then he is left with them even if his corruption falls below 25. If he falls below 25 and then returns to this value, he gains additional mutation, thus it is best to keep the corruption low ;D
Some spells I've come up with are presented below. Most of them are variations of existing OD&D spells. I want to preserve some of the D&D's flashy spells while keeping them in line with the lovecraftian feel of my campaign. Carcosan rituals would probably be third level chaotic spells if I decide to introduce them.
Lawful spells:
1st Level
Fifth Psalm of Hermes Trismegistus
This invocation will repulse or destroy 2d6 chaotic creatures (and corrupted mages). Determine effects of the spell by comparing the creature’s hit dice to the caster’s level and rolling 2d6 if needed.
Difference Effect
Creature 3 or more weaker Autmatically destroyed
Creature 1-2 weaker Automatically turned
Creature equal 9 or more to turn
Creature 1 stronger 11 or more to turn
Creature 2 stronger Unable to repulse
Rite of Blood Brotherhood
This spell may be only cast on those who have become blood brothers of the caster. To create such bond an ounce of blood of each brother is mixed together in a bowl and each participant takes a sip from the vessel. Target of this spell recovers 1d6 hit points for each two levels of the caster (minimum of one die).
2nd Level
Ritual of the Severed Tongue
A material component of this ritual is a tongue of an intelligent being. After ingesting it the caster permanently loses 1d3 points of wisdom and learns all languages which its owner knew.
3rd Level
Gift of Chronus
Subject of this spell becomes extremely fast for the period of one turn. His speed and attacks are doubled. Downside of this spell is that the subject ages one year.
Chaotic spells:
1st Level
Hymn of the Accursed Court
This rite puts 2d6 hit dice of living creatures into a magical slumber. Subjects of the spell hear faint sound of flutes right before falling asleep.
Red Sign of the Worm God
Target of this spell loses 1d6 hit points for each two levels of the caster (minimum of one die). Successful saving throw halves the damage.
2nd Level
Blasphemous Dust of Translucence
This spell makes one item or creature disappear. Invisibility will cease to work if the subject makes an attack or casts a spell. Material component of this spell is the powdered heart of a Bone Man which is sprinkled over the target.
3rd Level
Conjuration of the Eldritch Inferno
When this spell is cast a fiery inferno bursts within the place chosen by the caster. Everyone within 5'-30’ radius (1d6 x 5') from its center receives 1d6 damage per level of the caster. Successful saving throw halves the damage. Explosion will conform to the environment, changing shape and elongating in an appropriate manner.
What do you think? I'll appreciate all comments and suggestions. Thanks in advance!