Tag Archives: dice

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.

Half-orc

  • Prime Requisite: Strength. Other Requirements: Constitution 9, or better.
  • Experience Bonus: 5% for Strength 13-15; 10% for Strength 16-18.
  • Hit Dice: 1d8 per level up to 9th level. Starting with 10th level, +2 hp per level and Constitution adjustments no longer apply.
  • Maximum Level: 12 (36, if optional rules are used.)
  • Armor: Any; shields permitted.
  • Weapons: Any.
  • Special Abilities: Fighter Maneuvers (Lance Attack and Set Spear vs. Charge maneuvers at 1st level; at 660,000 XP, Fighter Combat Options); extra languages (Orc and player’s choice of: Ogre or Goblin); infravision; Hear Noise; Detect by Smell

Half-orcs stand between 5 1/2 and 6 feet tall, weighing in around 200 pounds. They are stocky, with course black or brown hair, dark skin and dark eyes. Some half-orcs have reddish hair, and lighter color eyes are not unknown, just very rare.

  • Combat Chart: Dwarf, if optional rules are used, half-orcs attack as fighters.
  • Saving Throws: Fighter. Half-orcs receive a +3 bonus on saves vs. Poison.
  • Hear Noise: This ability works exactly the same as the Thief ability with the same name.
  • Detect by Smell: This ability allows the half-orc to detect, and possibly follow, various scents that are beyond the smell of humans. The half-orc may be able to detect someone who is following the party (provided they have a scent,) or poisons in food, etc.
Level	XP	Attack Rank	Hear Noise	Detect Smell
1	0			25		5
2	2,200			30		10
3	4,400			35		15
4	8,800			40		20
5	17,000			45		25
6	35,000			50		30
7	70,000			54		34
8	140,000			58		38
9	270,000			62		42
10	400,000			66		46
11	530,000			70		50
12	660,000*	C	74		53
	800,000		D		
	1,000,000	E		
	1,200,000	F		
	1,400,000	G		
	1,600,000	H		
	1,800,000	I		
	2,000,000	J		
	2,200,000**	K		
	2,400,000	L		
	2,600,000	M

* Gain Fighter Combat Options: Two attacks are possible at this level.
** Three attacks per round are possible at this level.

If optional rules are used for level advancement, half-orcs advance exactly as do dwarves (page 266, Rules Cyclopedia.)

Modified Mystic or Monk

Modified Mystic and Monk from Dragon Magazine 09/1981

  • Prime Requisite: Strength and Dexterity. Other Requirements: Wisdom 9, or better.
  • Experience Bonus: 5% for Strength or Dexterity 16-18; 10% for Strength and Dexterity 16-18.
  • Hit Dice: 1d6 per level up to 9th level. Starting with 10th level, +2/level after 9 with no CON adjustments.
  • Maximum Level: 21.
  • Armor: None; shield not permitted.
  • Weapons: Any.
  • Special Abilities: At 1st level — Armor Class bonuses, increased Movement, Find Traps, Climb Walls, Move Silently, Hear Noise, Martial Arts and Mystical Abilities.

All abilities and changes not noted here are no longer possessed by monks/mystics. In all other situations, use common sense and the Rules Cyclopedia.

  • Combat Chart: Thief.
  • Saving Throws: Fighter.
  • Find Traps, Climb Walls, Move Silently, and Hear Noise: These work exactly as the Thief abilities with the same name.
  • Armor Class Bonuses: The Armor Class of monks improve with experience.
  • Movement: Monks move faster than normal humans, this rate improves with experience.
  • Martial Arts: Monks are the masters of unarmed combat. They receive multiple attacks when unarmed and bonuses to damage done with their hands and feet.
  • Mystical Abilities: These work exactly the same as those listed in the Rules Cyclopedia.

[easytable]
Level,XP,”Attack Rank”,”Find Traps”,”Climb Walls”,”Move Silently”,”Hear Noise”,Move,AC,”Unarmed Attacks”,Damage,Ability
1,0,,10,60,20,30,120,6,1,1d6,
2,”2,000″,,10,61,25,30,125,5,1,1d6,Awareness
3,”4,000″,,15,62,30,35,130,4,1,1d6,
4,”8,000″,,15,63,35,35,135,3,1,1d6,
5,”16,000″,,20,64,40,40,140,3,1,2d6,Heal Self
6,”32,000″,,20,65,44,40,145,2,2,2d6,
7,”64,000″,,25,66,48,45,150,2,2,2d6,
8,”120,000″,,25,67,52,45,155,1,2,2d6,Speak Animal
9,”240,000″,,30,68,55,50,160,1,2,3d6,
10,”360,000″,,30,69,58,50,165,0,2,3d6,
11,”480,000″,,35,70,61,54,170,0,3,3d6,Resistance
12,”600,000″,,35,71,64,54,175,-1,3,3d6,
13,”720,000″,,40,72,66,58,180,-1,3,4d6,
14,”840,000″,,40,73,68,58,185,-2,3,4d6,Speak Anyone
15,”960,000″,,45,74,70,62,190,-2,3,4d6,
16,”1,080,000″,,45,75,72,62,195,-3,4,4d6,
17,”1,200,000″,,50,76,73,66,200,-3,4,5d6,Mind Block
18,”1,320,000″,,50,77,74,66,205,-4,4,5d6,
19,”1,440,000″,,55,78,75,70,210,-4,4,5d6,
20,”1,560,000″,,55,79,76,70,215,-5,4,5d6,Gentle Touch
21,”1,680,00″,,60,80,77,74,220,-5,5,6d6,
,”1,920,000″,H,,,,,,,,,
,”2,160,000″,I,,,,,,,,,
,”2,400,000″,J,,,,,,,,,
,”2,640,000″,K,,,,,,,,,
,”2,880,000″,L,,,,,,,,,
,”3,120,000″,M,,,,,,,,,
[/easytable]

New Mystic Class

This is a combination of the Mystic/Monk classes I have posted before.

  • Prim Req: Wis and Dex; Other Requirements: Wis 13+, Dex 13+
  • Experience Bonus: 5% for Wis or Dex 16-18; 10% for Wis and Dex 16-18
  • Hit Dice: 1d6/level, +2/level after level 9 with no Con bonus
  • Maximum Level: 16
  • Armor: None; shield not permitted
  • Weapons: Any
  • Hit Rolls: as Fighter
  • Saving Throws: as Fighter

[easytable]
Level,Attacks,Damage,AC,Ability
1,1,1d4,9,
2,1,1d4,8,Awareness
3,1,1d4,8,
4,1,1d6,7,Acrobatics
5,2,1d6,7,
6,2,1d6,6,Heal Self
7,2,1d8,6,
8,2,1d8,5,Dodge
9,3,1d8,4,
10,3,1d10,3,Disarm
11,3,1d10,2,
12,3,1d10,1,Resistance
13,4,1d12,0,
14,4,1d12,-1,Mindblock
15,4,1d12,-2,
16,4,1d20,-3,Gentle Touch
[/easytable]
Notes:

  • No enchanted hand attacks
  • No increased movement
  • Can only Climb Walls, Move Silently, and Hide in Shadows as a thief
  • Multiple attacks are multiple actions: the mystic acts as if hasted, being able to perform more than one action
  • Gain XP normally, use Mystic XP chart from the Cyclopedia
  • No option to gain acrobatics at -20%
  • Acrobatics: same as the optional acrobatics of Mystics from the Cyclopedia
  • Dodge: similar to the Fighter Combat Option “parry”
  • Disarm: same as the Fighter Combat Option

Optional Rules for Classic Games

Written by Angelo and Jeff

Here are some optional rules that you may want to adopt in a more basic type campaign (which I find more fun). When deciding on a rule, go for whatever is more fun or will make a better story-line in the game.

Attributes

Even though it may not be fair to my old players, I think I might adopt this system also. Just roll 9d6 for each phsyical (STR, DEX, CON) and mental (INT, WIS, CHA) attributes and then let the players choose where they want to put them. Allow players to trade 2 for 1 between the 2 categories. If you want, you might consider just rolling 10d6 for each category to give a better chance of getting good scores. Also, don’t roll ability checks much, if at all. Too much rolling dice makes the game too random and not enough story. If you can’t base it on a saving throw, you probably shouldn’t roll it. How creatures react to players should be based on how the players have acted, not on a charisma check.

Alignments

Alignments don’t seem very important. Either just ignore them, or rule them out completely. Also, I would rule out alignment languages since they don’t make any sense. You can give a group of thieves a secret code but chances are the thieves in a city 1000 miles away won’t know it.

Classes

I don’t think every little sub-class should have it’s own class and an entire set of rules. I would say just add a little flavor to your campaign by giving guidelines for certain titles. Like a thief can be a ninja-type character, hiding in shadows, using assassin weapons, climbing walls, backstabbing, etc. So that could be his title if he dresses right. So you can make variations on any class. You can even offer/show these variations to players to see if they want to use it. However, I found that most players don’t want to go with something like that unless the rules change for their character and they’re getting extra bonuses. Class variations are a good way to add personality to your NPCs.

Equipment

Unlike just about any other game, D&D makes it easy to buy the best (normal) armor and weapons at the very beginning and makes no reason to buy the cheaper, crappy items (like a club). One way to get around this is to make your own treasure chart, plus don’t have every city and town sell everything on the equipment lists. Small towns and villages (perhaps where the characters come from) may have few items. Also, you might want to give players less gold to start with, maybe only 1d6 x 10 gp.

Food

I treat food very losely in my game and don’t count time spent very carefully. How much food you consume ends up being a DM discretion. However other people just throw the whole requirement out of the game.

Saving Throws

One thing that I like is making saving throw modifiers based on other abilities. This makes it a little more important to have good abilities, and makes certain classes generally more resistant to certain attacks.

  • STR – paralysis/stone
  • INT – mind attacks (charm, confusion, fear, sleep, etc.)
  • WIS – spells
  • DEX – wands and breath
  • CON – poison/death
  • CHA – none

Also, one optional rule is to make players request saving throws (say they are going to do something besides just stand there and take what’s coming). Ex: a dragon breathes on a fighter and a wizard. The wizard’s player says, “Jump out of the way.” The fighter’s player says, “Hold my shield up over my body.” The fighter makes his saving throw and lines his shield up. The wizard misses and jumps half-way out of the cone of fire and is blown back a few steps. This makes it a little more realistic… if you want a saving throw, you need to try and move out of the way or resist it somehow. Players get too used to automatically getting saving throws.

Monsters

Monsters can be really boring if all they do is attack and have nothing unique about them. One way I solved this problem was by creating monster variations. This is REALLY good if you have a basic game and not a lot of monsters to choose from in the book. One of the things I saw was how they had 10 types of giants when all they had to do was have 1 kind of giant and just make variations off of that. It makes the game a lot simpler. All you need to do is change the description a little bit.

A goblin attacks, an orc attacks, a gnoll attacks, only a few hit points seperates the monsters and all they are is a threat to the character’s life. An interesting way of changing that is to give each monster class a personality, such as making bugbears act like Klingons, having honor above life but still acting evil. Kobolds can usually have a lot of jewelry but never, ever fight, always running and finding a way to escape. Lizard men can be the rudest creatures in the campaign, flicking the characters off or waving their private parts in their general direction or something.