Monthly Archives: July 2002

Spell Variations: Wizards’ Panache

The Color of Magic was an excellent article from Dragon Magazine issue no. 200 by Dan Joyce. I particularly liked it because it showed how the real game isn’t about rules and dice rolling–it’s about story and wonder. It explained how the mechanics of various spells (do damage, heal, improve AC, etc.) are really all the same, it’s how the spells are perceived that make the real difference. Additionally, I have found it a useful technique to tweak certain spells that seem “broken” for a particular campaign.

Here are some spell books that were put together based on that article. The first one is especially an attribute to the article: Maximus the Black’s Book of Darkness.

The Book of Darkness

First level

Shield (Phase blur). The spell causes the caster’s appearance becomes a shadowy and blurred with the appearance of no substance. Other creatures have a harder time seeing the caster as his shadow flickers, making him harder to hit.

Darkness. Standard spell.

Magic missile (Black disc). This spell fires a disc of darkness at one enemy within range with the standard effects. The disc(s) are nearly invisible in dungeon settings with little light.

Second level

Continual darkness. Standard spell.

Invisibility (Darkwalk). This spell cloaks the caster in darkness, allowing the caster to hide in shadows as long as he doesn’t attack or cast a spell.

Third level

Fly (Shadewing). This spell causes shadowy wings to sprout from the back, allowing the caster to fly. These wings have no substance.

Hold person (Darkhold). This spell causes thin, wispy hands made of darkness attempt to grab and hold targets at their location. Victims who fail their saving throw, may also not be moved by another. Another save may be made by the victim whenever someone tries to free them to see if they can break away from the spell.

Lightning bolt (Black ray). This spell fires a ray of darkness, starting from the caster and extending up to 60′ away. It does not bounce off of walls.

Fourth level

Dimension door (Shadowblink). This spell transports the caster, leaving an area of darkness in his shape behind that lasts for 2 rounds.

Wall of ice (Wall of darkness). Blocks sight, but does not cause damage. Any creatures crossing it must save vs. spells or be blinded instead.

Book of the Elements

This next book was an attempt to create elemental versions of some spells, and would be a good addition to the combined spell books of Illfrith and Imran from the article.

First level

Sleep (Chill). All targets within area of the spell will suddenly feel cold shiver and fall asleep within 1d4 rounds as the feeling overtakes them. Unaffected creatures feel the cold for 1d4 rounds as well, but suffer no effects.

Protection from evil (Whirlwind). This spell creates a small whirlwind of force that surrounds the caster that deflects some damage and blocks enchanted creatures.

Magic missile (Shocking grasp). This spell shocks one creature within range without any other visible sign of an attack.

Shield (Stoneskin). The caster’s skin becomes harder and changes to resemble stone.

Third level

Lightning bolt (Cone of cold). This spell creates a cone of cold that starts at the caster, extending up to 60′ away and is 30′ wide at the far end. It does not bounce off walls.

Fourth level

Wall of fire (Electromagnetic barrier). This spell calls forth a shimmering curtain of electrical force which blocks site. Creatures attempting to pass through take lightning damage.

Fifth level

Hold monster (Bands of ice). With this spell the caster attempts to trap the targets targets with bands of ice. If the save is made, the target breaks free.

Fighter Combat Skills

Let’s face it, playing a Fighter level after level can get a little boring. A good DM will include some pretty interesting magical items, but aside from that it’s likely that your strategy in battle tends to be “attack the nearest enemy.” A few things have been tried in the history of D&D to make the Fighter a little more interesting and give players something to look forward to.

The Cyclopedia’s Fighter Combat Options seem to have been a combined attempt at codifying the kinds of maneuvers that characters can make in a board game-like battle, and to give fighters a couple of extra moves so they can do something besides roll 1d20 in a fight.

Then there are the optional Weapon Mastery rules. This complicated rule set certainly does add a lot more for Fighters, but seems to unbalance the game too much in the favor of Fighters in general–giving them not only increased weapon damage, but a slew of other techniques for disarming, deflecting weapons, and stunning opponents–all at relatively low levels.

So here is another idea: a set of skills that Fighters get as they increase in level. These skills are mostly maneuvers like the Fighter Combat Options, and you can consider them to be a revised version. (You may want to allow Fighters to always Set Spear vs. Charge, etc.) Comments are appreciated, and I will update this post if I think I can fit the changes in. One particular question is whether or not some of these should be replaced with archery or other ranged skills (aimed attacks, etc.)

Level			Skill
-----			-----
8			Bash
10			Parry
12			Second Attack
14			Disarm
16			Grip
18			Third Attack
20			Dual Weild
22			Dodge
24			Fourth Attack
26			Smash
28			Berserk
30			Fifth Attack
32			Circle
34			Counter
36			Sixth Attack

Bash (level 8) – With this maneuver, the character attempts to bash his opponent with a shield in an attempt to stun the opponent briefly. A bash receives a -2 penalty to hit, and if successful, the opponent must make a Save vs. Paralysis or be unable to take action for one round. A bash maneuver counts as an attack.

Parry (level 10) – Allows a fighter to block a small or medium sized weapon, and thrown missiles, with their own weapon. The player must make a counter “hit roll” (including normal to-hit bonuses). If the player’s roll is higher than the attacker’s roll, the attack is deflected. Thrown missiles are parried with a -2 to the roll. This counts as an attack.

Second Attack (level 12) – Allows a fighter to make a second attack per round. These are attacks, and do not give the fighter two full “moves” including movement, etc. They may be used for other combat options. The DM may also allow some movement (up to 5′) between attacks.

Disarm (level 14) – Allows a fighter to disarm an opponent of an armed weapon, using their own weapon. The player must make a hit roll using bonuses from both Strength and Dexterity. If the hit roll is successful, the victim must make a counter roll using bonuses from both Strength and Dexterity to avoid being disarmed. This counts as an attack.

Grip (level 16) – This skill is not a maneuver, but gives the character a +4 bonus against being disarmed.

Third Attack (level 18) – Allows a fighter to make a third attack per round.

Dual Wield (level 20) – Allows a fighter to wield two weapons and make an extra attack with the second weapon. The extra attack makes hit rolls at a -4 penalty.

Dodge (level 22) – The fighter receives a -4 bonus to AC vs one attacking opponent using melee or thrown missile weapons. The fighter must sacrifice one attack to dodge.

Fourth Attack (level 24) – Allows a fighter to make a fourth attack per round.

Smash (level 26) – Allows a fighter to make a devastating blow, using both hands. This move suffers a -2 penalty to initiative, and a -2 penalty to hit. If successful, the fighter adds entire strength score to damage. This move is done in lieu of all attacks other attacks and maneuvers for that round.

Berserk (level 28) – When going into a berserker rage, the fighter must be focused on one opponent, and may not attack other opponents. The fighter must then fight the opponent to the death–the rage lasts until either the fighter or the opponent is killed. While enraged, the fighter receives a +2 bonus to hit rolls, a +2 bonus to damage rolls, and two extra attacks per round, but suffers a +4 penalty to AC. The fighter may not parry, disarm, circle, or counter. Furthermore, the fighter can continue fighting and does not fall dead until reaching -10 hit points. If the rage ends with the fighter at zero hit points or lower, the fighter will collapse dead.

Fifth Attack (level 30) – Allows a fighter to make a fifth attack per round.

Circle (level 32) – Similar to the theif’s backstab, the fighter attempts to circle around his opponent in battle and attack from behind. This cannot be achieved unless the opponent is distracted by other attackers, and only when there is room to move around. In such cases, the fighter may make his attacks with a -4 penalty to hit, but doing double normal weapon damage. Circling itself counts as one maneuver, while the attack also counts as one. (A successful circle and and backstab maneuver requires two attacks.)

Counter (level 34) – Allows a fighter to make a counter attack after any attack is made. This is allowed in addition to fighter’s own moves, and happens on the opponent’s turn.

Sixth Attack (level 36) – Allows a fighter to make a sixth attack per round.

* SMAUG MUD players may notice some similarities.


Seems like a bit much? Ok, here’s a lite version for the less ambitious:

Level			Skill
-----			-----
9			Bash
12			Second Attack
15			Parry
18			Disarm
21			Grip
24			Third Attack
27			Dual Weild
30			Smash
33			Berserk
36			Fourth Attack