Wednesday, February 25, 2015

BXWoD Magic: Talismans Pt. 1- Potions (Draft)

So I was kind of on a BXWoD roll, but then grad school got in the way, along with a two week Endless Cold from Hell.

However, my homework is done and my immune system is victorious. Thus, Talismans.

Most Talismans are objects that have a spell infused into them. (See my writeup of the BXWoD Witch class)

Although most of the archaic forms of Talisman have fallen into disuse, potions remain surprisingly popular in the modern era. Although they are often of exotic color and temperament, so are many commercial sports drinks. The truly bizarre looking potions can also be poured into opaque containers like hip flasks.

Potions can be "tested" by sipping them. A Witch has a 10% chance per level of correctly identifying a potion. If they fail, they cannot discern what it is. If they roll 91+ on the percentile dice, they identify it incorrectly. (The GM should choose a potion of a similar color) Vampires and Fringers who have access to magic spells have a 5% chance per level of being able to identify, and misidentify on the roll of 80+. 

Potions detect as magical to Detect Magic. While the general type of magic can be determined, the exact spell cannot. Detect Evil will reveal if the potion would have a detrimental effect on the imbiber. Dispel Magic will render a potion forever inert. Remove Curse will utterly destroy a Cursed Potion, but has no effect otherwise.

Unless otherwise noted, the imbiber must drink the entire potion for it to work, and potions last 1d6+4 turns. There is no way for the subject to know how long the potion will last.

A person can only benefit from one potion at a time. If a second is rolled, the subject must make a Physical Save or vomit forth potion potions, ending the effect of the first and wasting both. If the subject succeeds, roll 1d6. 1-2= first potion remains in effect, second potion is wasted. 3-4= both potions rendered inert, first potion's effects immediately end. 5-6= first potion's effects end immediately, second potion's effects begin normally.

Undead cannot benefit from potions, and will vomit them up moments after consuming them. (Rendering them inert) Vampires who know magic can still test potions, as described above.

To brew a potion, a Witch must have the ingredients (determined by the GM), access to a particular spell, and a laboratory or cauldron. The Witch spends 1d4 hours, expends the spell slot, and rolls 1d20+experience level. On the result of a 20 or higher, the potion is successfully created. The spell slot remains expended until the potion is consumed. If the roll fails, the witch can use her own life force, adding hit points to make up the difference. These hit points can only be recovered through natural rest. On the roll of a 1, the spell slot is wasted (though can be recovered normally) and roll on the Potion Calamity table below.
Potions have a shelf life of 1d6 weeks before they spoil and become inert. (The Witch may then regain their spell slot normally)
If a Witch pours the last of their hit points into a potion to complete it, they die and the potion becomes Cursed. Cursed potions never spoil.

Potion Calamity (Roll d20)

1-The potion is an Abomination potion (see Cursed Potions) The imbiber must make a Physical Save or be turned into an Abomination. The potion will detect as normal to all tests.
2-Abomination Potion- As above, but the potion has a 50% chance of turning solid black in color, like oil. It also detects as malevolent to the appropriate spells and "off" to the appropriate tests.
3-4- Poison. Anyone who drinks this potion must roll a Physical Save or die. The potion detects as a normal potion to all tests.
5-6 Poison- As above, but the potion has a 50% chance of turning a lurid green and the potion detects as malevolent or off to tests/spells.
7-8 Lab Explodes- The lab or cauldron explodes, being utterly destroyed. Everyone within 20 feet suffers 3d6 damage. (Agility Save for half) If anyone is killed in this explosion, there is a 50% chance that it will leave behind Blood Unguent. (See Cursed Potions)
9-10- The potion looks and tests normal, but has the opposite effect intended.
11-12 As above, but the potion has a 50% chance of turning a different color. It won't detect as evil, but it will test as "off."
13-15 The potion detects as magical and tests normally, but it has absolutely no effect.
16-18 As above, but the potion has a 50% chance of turning a sludgy brown color and does not detect as magical.
19-The potion looks and tests normally, but has the effect of a randomly determined other potion. If the random roll is the same type of potion intended, the caster lucks out.
20-As above, but the potion has a 50% chance of turning a charcoal gray color. If the randomly rolled result is the same as the intended potion, the caster lucks out.

Potion List

Animal Control- As per the spell. The character gains a slightly feral demeanor under the effects of this potion.
Ingredient Suggestions: The fresh heart or brain of an animal, a piece of leather from a whip or leash.
Spell Required: Animal Control or Charm Animals.

Clairaudience- As per the spell. The character may hear phantom noises or bits of nearby conversation for up to 1d6 turns after the effect of the potion ends. This includes noises made by ghosts.
Ingredient Suggestions: The ear from an animal with keen hearing, a seashell 
Spell Required: Clairaudience

Clairvoyance- As per the spel. The character may see glimpses of nearby events and perceive ghosts for 1d6 turns after the potion's effect ends.
Ingredient Suggestions: A fresh eye, a quartz crystal.
Spell Required: Clairaudience 

 Ethereality: The imbiber becomes translucent and is only visible to supernatural creatures. In addition, the character is insubstantial and can pass through solid objects. They are immune to physical attack, but cannot physically effect the world in any way. The character is still effected by magical attacks and can cast spells as normal. At the end of the potion's duration, the character must make a Physical save or the potion persists for an additional d6 turns, after which he must save again, etc.
Ingredient Suggestions:

Ferocity- The character receives +2 to all attack and damage rolls. The character is arrogant and ill-tempered under the potion's effects.

Fire Resistance: The subject is immune to normal fire, and receives a +2 to saves against magical/supernatural fire attacks. The character takes no damage on a save and half on a failed save. The character's body is cold to the touch while this potion is in effect.
Suggested Ingredients: coal dust

Flying- As per the spell. The character is at -2 to all rolls for 1d4 turns afterwards as he regains his ground legs.
Suggested Ingredients: Bird feathers, wing of bat

Fortune- The character receives +2 on all saving throws, and anyone attacking the character is at -2 to hit. The character gains a Karmic debt as per a Witch's curse.
Required Spells: Bless OR Curse 

Healing-  The character regains 1d8+1 hit points. These hit points do not vanish at the end of the potion's duration, they are permanent until lost normally. Potions of Extra Healing restores 3d8+3 hit points. Accelerated healing is painful and ruins concentration for 1d4 minutes.
Suggested Ingredients:  Aloe, dove feathers
Required Spells: Cure light wounds (Cure serious for Extra Healing)

Hideous Strength-  The character gains a +4 to hit in melee combat, inflicts +1d8 damage with hand to hand attacks, and automatically passes Strength checks.The character also has the chance to frenzy every time they down an opponent or cause significant property damage. (GM's discretion on the latter) A Mental Saving throw staves off the rage.
Suggested Ingredients: A few drops of werewolf blood, a sample of human adrenaline
Spell Required: Strength

Invisibility- As the spell. The character feels a sense of detachment from the world while under this potion.
Suggested Ingredients: Finely ground glass from a mirror, curry powder

Invulnerability- The character cannot be damaged. This potion lasts for only 1d6 rounds. The character loses all sensation of touch while it is in effect.
Suggested Ingredients: A small diamond, a piece of hard metal like iron or steel.
Required Spell: Protection from Normal Missiles, Shield, Armor 

Levitation- As per the spell. The character feels light-headed and dizzy for 1d4 rounds after the potion wears off.
Suggested Ingredients: The wings of an insect, a fallen leaf.
Required Spell: Levitation

Mediums- The character can perceive ghosts, both visually and aurally. The character receives +2 to save against any supernatural abilities a ghost uses against them. The character feels morose or paranoid for 1d6 turns after the potion ends.
Suggested Ingredients: A fragment of bone from a ghost's original corpse, 

Mist Form- The character can assume a mist form as per the Vampire ability. The character feels sick for 1d6 rounds after the potion ends.
Ingredient Suggestions: Bottled smoke, a few drops of blood from a vampire.
Required Spell: Stinking Cloud OR Gaseous Form 

Necromancy-  The drinker can control undead within visual range, either 2d4 of undead with 4 hit dice or less, or 1d4+1 undead of more than 4 hit dice. Vampires and Revenants can make a Mental Save to resist the effects, but must make a new save every turn they are in the drinker's presence. Other forms of undead receive no saving throw. The effect works as the Control Animal spell.
Suggested Ingredients: A pinch of grave dirt, a handful of salt.
Required Spell: Protection from Evil OR Hold Monster OR Charm Monster

Spiders- The character can scale walls as per spider climb, and cannot drop any held object. The character has the desire to eat flies and insects for 1d6 turns after the spell ends, though this urge is easily resisted if the character has been eating regularly.
Suggested Ingredients: A live spider or strands from a recently spun spiderweb.
Required Spell: Spider Climb

Cursed Potions
Cursed potions are foul concoctions that are sometimes created when a Witch fails to brew a magic potion or dies in the process of brewing. It is possible to create one intentionally, but the character must learn the recipe. (Treat this as learning a new spell) The creation process is the same as above, but do not roll on the Calamity table above. Note that all cursed potions are considered Black magic and intentionally brewing one incurs Karmic debt for Witches.

Abomination Potion- The character must make a Physical save or become an Abomination. (See the forthcoming monster chapter)

Blood Unguent-This disgusting reddish paste, when consumed, inflicts 1d10 damage on the caster that can only be healed naturally. However, for the duration of the potion, the caster casts all Black magic spells as though he were 1d4 levels higher.

Death Brew- The character must make a Physical save or die in 1d4 turns, after which  they rise as a zombie. They are not automatically under the control of the brewer, but they can be controlled through magical means. 

Poison- The drinker must make a Physical save or die in 1d4 turns. As this is a magical poison, modern forensics cannot determine the cause of death. It appears as though the victim died of heart failure.

Tuesday, February 17, 2015

Rules Cyclopedia for FIVE BUCKS! has the Rules Compendium (BECM rules) for five bucks on PDF.

Stop reading this blog and go get it!

Heroics and Villainy!

We interrupt the constant posting of my BXWoD stuff to mention Icons.
My Sunday group has switched gears from our Ravenloft/Gothic Earth/Masque of the Red Death campaign to Icons, a rules-lite superhero RPG.

Icons encourages universe creation as a shared endeavor of the group. Everyone, including the GM, is responsible for creating a number of heroes, villains to match other players' heroes, setting elements and supporting characters. Normally this is the kind of hippy crap that I shake my fist at, but I decided to give it a try, given that my Sunday players are two of my dearest friends.

...I'm actually really liking the stuff we're coming up with. We've had two solid sessions of universe creation, and the level of enthusiasm is fantastic. It's also cool to see what details emerge about our universe from the different characters we make and how we link them together.

Most of the characters I've made are reboots/reimaginings of PCs and NPCs from the Champions campaigns James and I ran back in high school.

Anyway, I'm really digging on Icons. It's neat to have mostly randomized elements that we make come together through collaboration and creativity.

I know, I know. The OSR Police can come and take my hardcover Swords & Wizardry book.

BXWoD stuff shall resume, since I've had a time to catch my mental breath.

Friday, February 13, 2015

BXWoD Magic: Talismans

A talisman is any object that has been imbued with magic. Characters of the witch class have the ability to create talismans, though certain other entities in the supernatural world have the ability as well.

Talismans take many shapes: potions, scrolls, wands, staffs, amulets, etc. Modern devices can be made into talismans, but this is uncommon. The more complex an object, the harder it seems to be to enchant. Gun talismans are tough to create; computer talismans are damn near impossible. For this reason, many witches prefer to stick to the more traditional media for talismans.

Talismans that contain White or Black magic spells are themselves considered to be objects of White or Black magic. Using or benefiting from such a talisman counts as having used a spell of the same color. (So a witch who uses a Black magic wand cannot use any White magic until the next day. If she had already used a White magic spell that day, the wand will not function for her.)

Most Talismans are temporary items created by witches and imbued with a spell. Some Talismans are permanent or semi-permanent, and some are even cursed. Lists of specific Talismans will follow.

Monday, February 9, 2015

BXWoD: The Revenant

 Edit: Looks like I forgot to post this. So sorry!

The last class for BXWoD! (For now....)

Revenants begin their existence as undead thralls created by the Raise Dead spell. While most unfortunate souls dragged into such an existence remain so enslaved, a few are able to escape. (See the upcoming spell description for details) These free-willed restless dead are called revenants.

Driven by a vengeance that burns for what has become of them, revenants typically channel their rage into a personal crusade against supernaturals that prey, physically or mentally, on mortals.

The presence of revenants is somewhat controversial in supernatural society. Some see them as traitorous, others see them as unclaimed property, others believe that they should be properly laid to rest. Werewolves dislike revenants, but not nearly as much as they detest vampires.

Revenants at a glance:

-Revenants are undead. When reduced 0 hit points, revenants simply keep fighting. However, every time they are damaged, they must make a Physical save, with a cumulative -1 penalty for every additional time they are damaged. If they fail, they deanimate, awakening 1d6 days later with -1 Hit Die. A revenant reduced to 0 Hit Dice is truly destroyed. Revenants can't be healed by any medical skill or white magic.

-Revenants use d8s for Hit Dice.

-AC: A revenant's natural armor decreases as it grows in power. This represents the resilience of the undead body, which is often simply unimpressed by trauma.

-Enemy: The revenant chooses a class of supernatural monster. The choices are: undead, fae, shapeshifters, spellcasters, and demons. The revenant gains the listed bonus to attack and damage rolls against the chosen enemy type, and enjoys a saving throw bonus to resist any magic or special attack levied against them by such a creature.

-Stalk: A revenant who is actively pursuing their quarry may track it. The ability is similar to a Werewolf's, but operates on a mystical level rather than the result of enhances smell. They may also use Stalk to cloak their presence like a vampire's Stealth ability.

-Sneak Attack: A revenant who has Stalked prey may make a surprise attack if the target is unaware. This attack enjoys a +4 bonus to hit and inflicts the listed number of additional damage dice.

-Rend: A revenant has hysterical strength with regard to combat. They may inflict the listed damage with their bare hands. Note that this does not give them the ability to damage creatures with special immunities.

Sunday, February 8, 2015

BXWoD Magic: Maledictions

Maledictions are inherent magical abilities possessed by cambions, an inheritance from their demonic ancestors. Some legends suggest that True Demons really are fallen Angels, and that their true language can reshape reality and some of that ability is passed to their descendants. Others argue that since concrete evidence of the existence of Angels is lacking, that Maledictions are simply a weaker version of a reality warping magic that Demons are capable of using.

Maledictions are the willful exertion of the cambion's will upon reality, usually to assert dominance over others or to punish enemies or disloyal servants. Though the words listed below are in Latin, the cambion can really use any sort of word; the speaking of a word forcefully is simply a conduit for the cambion's power.
Cambions must speak loudly in order to use Maledictions.

Here are the Maledictions in my game. Note that the Latin is poorly translated and misconjugated I'm sure, because I did it with flippin' Google. It's just a game and they sound cool, so I don't particularly care. Most of them are drawn from or inspired by reversed cleric spells from AD&D or the Rules Compendium.

For whatever purposes might come up, Maledictions are considered Black magic. Mortals do not receive saving throws against Maledictions unless they are heroic mortals. Supernatural beings get saving throws unless otherwise specified.

Cambions can cast any Malediction from any list they are of sufficient level to cast, so long as they have spell slots remaining. Note that they do not gain the ability to use Maledictions until they reach the 2nd level of experience.

Lv. 1
Castigare-  Caster strikes target and inflicts 1d6+1 damage. No save.
Fateor- Works like witch's detect evil spell
Aperio- Works like witch's detect magic spell.
Tenebris- Extinguishes all light sources, natural or electric, in a 30 ft. radius.
Noli Me Tangere- Works as witch's Protection from Evil spell.
Putesco- All food within 15 ft rots, all water/fluids become corrupted

Lv. 2
Delinquo- Target within 30 ft suffers -1 to attacks, saves, and spells for 1/round per cambion level.
Admonitio- Works like witch's Detect Snares & Pits.
Claudeo- Works at witch's Hold Person
Tace- Works as witch's Silence 15 ft Radius
Loquere Ad Me: Acts as witch's Speak with Animals, but cambion can force the animals to speak truthfully

Lv. 3
Nox Eterna- Acts as wierdling's Continual Darkness
Aegrotus- Inflicts a disease on a touched target. Subject loses 1 Str and Con per day. When either reaches zero, subject dies. Modern medical care will allow a Saving Throw every day, even for mortals. Three successful saves fights off the disease.
Invenio- Works like witch's Locate Object
Interroga- Works like witch's Speak with Dead, but cambions can force the dead to speak truthfully.
Calumnia- Places a curse on the target. They suffer -4 to attack rolls, skill rolls, and save for an amount of time set by the cambion. The target gets a saving throw every month to break the curse if heroic mortal or supernatural. 

Lv. 4 
Vulnerare- Caster strikes target and inflicts 3d6+1.
Ad Venenum- Cambion's body weaponry becomes poisonous; living targets struck must save vs. poison or die.
Vade Retro- Works as Protection from Evil 10 ft. Radius
Parere Serpens- Works as witch's Sticks to Snakes.

Lv. 5
Rogo Autem Te- Works like Contact Other Plane. Contacts Demon Princes.
Extinctus- Works like witch's Finger of Death
Plaga- Works like witch's Plague of Insects
Mandatum- Works like witch's Quest.

Maledictions are inherent magical abilities, therefore they can't be transcribed or put into a talisman. Even when a Malediction functions as a spell or glamour, it isn't considered one. Witches and weirdlings cannot use Maledictions, nor can cambions use spells or glamours. Cambions can only gain new Maledictions by rising in level.

Saturday, February 7, 2015

BXWoD Magic: Glamours

Glamours are the inherent magical abilities of the Fae. These are all magics which deceive and manipulate, though some of the more potent glamours can also manipulate the ethereal stuff of shadow.

A 1st level Weirdling begins the game with 1d4 randomly determined glamours of 1st level. Every time a weirdling gains a level, he instinctively learns 1 randomly determined glamour of every level he is able to cast.

Being inherent abilities, weirdlings do not encode their glamours in scrolls or books. They can, however, teach each other glamours or learn glamours from the Fae. Such tutelage is never without a steep price, however. A weirdling can obviously only learn a glamour of the level he is capable of casting. Glamours count as neither Black nor White magic.

When casting glamours, wierdlings need to sing, hum, and gesture. They often have little rhyming songs or phrases that trigger their spells. Clever weirdlings will work this into some kind of catch phrase or conversation piece.

Note that weirdlings can only cast up to 4th level glamours; those of 6th level or higher are the realm of the True Fae. A True Fae can bestow the boon of a one-time use of a greater glamour, but of course there will be a price to pay. The boon is a one-and-done deal; a weirdling can never truly learn a glamour of 5th level or higher.

The actual glamour list is drawn largely from AD&D1 and from Nathan Irvings mighty supplement, The Basic Illusionist (which is PWYW, by the by) Here's my list of glamours allowed in the game:
(Roll 1d20 to determine the glamour learned. Reroll any glamour already known) 

Lv 1
1.Audible Glamer
2. Change Self
3. Color Spray
4. Dancing Lights
5. Detect Illusion (any illusion, created by glamour, spell, or otherwise)
6. Detect Invisibility (including stealth-using vampires)
7. Detect Magic (any spell, glamour, malediction, or talisman)
8. Faerie Fire
9. False Script
10.Gaze Reflection
11. Hypnotism
12. Light
13. Phantasmal Force
14. Prestidigitation
15. Read Languages
16. Spook
17. Ventriloquism
18. Wall of Fog
19. Wizard Mark 
20. Player's choice

Lv 2
1. Blindness
2. Blur
3. Charm Person
4. Darkness 15 ft Radius
5. Fog Cloud
6. Invisibility
7. Magic Mouth
8. Mirror Image
9. Misdirection
10. Phantasmal Force
11. Pyrotechnics
12. Scare
13. Silence 15 ft Radius
14. Suggestion
15. Wall of Shadow
16-18. GM's choice
19-20. Players' Choice

Lv 3
1. Blink
2. Continual Darkness
3. Continual Light
4. Dispel Illusion
5. Enthrall
6. Hallucinatory Terrain (urban counts as a valid terrain type)
7. Invisibility, 10 Ft. Radius
8. Non-Detection
9. Paralyzation
10. Wall of Light

Lv. 4
1. Confusion
2. Dispel Magic (spells, glamours, maledictions)
3. Emotion
4. Fear
5. Illusionary Wall
6. Improved Invisibility
7. Improved Phantasmal Force
8. Madness
9. Massmorph
10. Phantasmal Killer

Lv. 5
 1. Animate Shadow
2. Dream
3. Mass Suggestion
4. Mirage Arcana
5. Permanent Image
6. Project Image
7. Seeming
8. Shadow Door
9. Shadow Evocation
10. Summon Shadow

Although some glamours have the same name and effect as some spells, they are not considered spells. Being inherent abilities, they can't be written down or put into talismans. Weirdlings cannot learn spells, even if the spell is the same as one of their glamours. (Charm Person, etc) Likewise, witches and others cannot learn glamours.

Friday, February 6, 2015

BxWoD Magic: Rituals (WIP)

Rituals are spells so powerful they cannot be prepared. These magics are simply too much for a mind to contain, and only the most powerful witches can attempt them. Vampires can use only Black magic rituals; others fail automatically with all of the consequences. If they are foolish enough to attempt a White magic ritual, roll twice on the failure chart. Fringers fail automatically at rituals, though they may assist another who is performing one. (See below)

Rituals are encoded the same way that spells are. They match their descriptions in Swords & Wizardry complete, but their casting time is multiplied tenfold, as are duration and range. In addition, the GM is encouraged to add exotic components, contracts, obligations to unknown entities, and other difficulties that are requisite to cast the ritual.

Each ritual has a base chance of success of 50%. It must be lead by the highest level witch present. Vampires can lead on Black rituals if they are the highest level caster available.

The base chance of success is modified by the following variables: 

-Each level of the lead witch/vampire below 9th: -10%
-Each witch assistant (maximum 12): +X%, where X= levels of all witch assistants/2, rounded down.
-Each fringer assistant (counts toward max of 12): +X%, where X= level of fringer assistants/3, rounded down. Note that the fringer must have the ability to cast spells. Fringers who are bonded to one of the participants in the ritual add an extra 1%.
-Each vampire assistant (counts toward max) adds X%, where X=2/3 levels of all vampire assistants, rounded down. Note that vampires will automatically cause a White ritual to fail, and vampires cannot take the lead
-For White rituals, each hit die willingly sacrificed by a mortal: +1%
-For Black rituals, each hit die sacrificed from a mortal: +1%, double for heroic mortals.
-For every two hit dice of natural animals sacrificed: +1%
-Ritual is performed under a full moon (White) or New Moon (Black): +5%
-Ritual is performed on a solstice or equinox: +10%
-For each witch who has a familiar present +1%
-Doubling the casting time: +10%
-Halving the casting time: -25%
-Casters have cast a spell of the opposite color: -X%, where X is the total levels of opposite spell cast by ALL participants in the last week.
-Ritual is interrupted by combat, violence, major disruption: -50% 
-For every spell level of the ritual above 6: -5%

Note that success cannot be pushed above 95%, though it can be pushed below 1% and thus fail automatically.

If the ritual is successful, the spell works as described. If it fails, roll on the following table:

01-05: A gate opens to the Void, pulling in all participants and assistants. They are lost forever.
06-10: The lead caster is devoured by otherworldly forces.
07-10: All familiars are torn away from their masters. Victims suffer the same penalties for losing a familiar as if they had died. No new familiars will respond to the caster's summons for 3d8 months.
11-15: As above, but none of the afflicted may ever summon a familiar again.
16-20: The ritual works, but the lead caster automatically falls under a geas of the GM's choice.
17-20: As above, but the caster may refuse the geas and the ritual simply does not work, nor may anyone involved attempt or assist this ritual again for a year and a day.
21-25: The lead caster loses an experience level. If reduced to 0 level, they become a normal mortal forever more. Vampires reduced to 0 level crumble to ash.
26-30: As above, but everyone loses a level.
31-35: 21-25, but the lead caster loses 1d4 levels.
36-40: As above, but the ritual still works, though the caster's reduced level is used to calculate any effects where applicable.
41-45: As above, but all assistants also lose an experience level.
46-50: Any sacrificed beings immediately animate as wights of the same original Hit Die and attack, fighting until they are destroyed or all participants are slain, at which time they become ordinary corpses.
51-60: All participants are reduced to 1 hit point. They cannot be magically healed until they have naturally healed back up to full hit points.
61-70: The lead caster is driven insane unless they pass a Mental Saving throw.
71-75: As above, but all participants are affected.
76-80: The ritual works, but nobody involved may attempt or assist the ritual again for a year and a day. (Doing so results in an automatic failure)
81-90: A random other ritual of the same level and color occurs instead.
91-95: No effect, other than a strangely unsettling feeling coming over the area.
96-100: The ritual works, but the caster incurs a Karmic Debt as if they had used a witch's curse.

The GM may select which 6th-9th level spells are available as rituals in his game. My personal list:

6th: Animal Summoning III, Animate Object, Anti-Animal Ward, Anti-Magic Shell [White], Conjuration of Animals, Control Weather, Death Spell [Black], Disintegrate [Black], Extension III, Find the Path, Geas, Invisible Stalker [Black], Legend Lore, Monster Summoning IV [Black], Move Earth, Reincarnation**, Stone to Flesh [White], Word of Recall

7th: Aerial Servant [Black], Astral Spell**, Conjuration of Demons [Black], Creeping Doom [Black] Earthquake, Fire Storm, Holy Word [White], Limited Wish, Mass Invisibility, Monster Summoning V [Black], Phase Door, Restoration** Reverse Gravity, Simulacrum, Symbol, Water Walk

8th: Clone, Mass Charm, Summoning Monster VI [Black], Permanency, Polymorph Object

9th: Gate, Meteor Swarm [Black], Monster Summoning VII [Black], Prismatic Sphere [Black], Shape Change, Time Stop, Wish

Thursday, February 5, 2015

BXWoD Magic Spells Pt II

More spells by level:

Lv 4
Animal Summoning I (natural animals only) 
Charm Monster (supernatural beings)
Control Temperature, 10 ft Radius
Cure Serious Wounds [White] (does not work on undead)
Dimension Door
Extension I
Fear [Black]
Hallucinatory Terrain (urban counts as terrain)
Ice Storm
Insect Plague [Black]
Monster Summoning II [Black]
Plant Door
Polymorph Other [Black]
Polymorph Self
Protection against Lightning [White]
Shadow Door**
Speak with Plants
Wall of Fire
Wall of Ice
Wizard Eye

Lv 5
Animal Growth
Animal Summoning II
Animate Dead [Black] (creates skeletons and zombies)
Cloudkill [Black]
Commune [Black] (this communes with Demon Princes) 
Commune with Nature (this communes with the spirit world) 
Conjuration of Elementals 
Contact Other Plane [Black] (this communes with Faerie/True Fae)
Control Winds
Create Food
Dispel Evil [White]
Extension II
Feeblemind [Black]
Finger of Death [Black]
Hold Monster (supernatural beings)
Magic Jar
Monster Summoning III [Black]
Quest [White or Black] 
Raise Dead** [Black]
Replace Dead** [White] 
Sticks to Snakes
Transmute Rock to Mud
Wall of Iron (can be cold iron at caster's option)
Wall of Stone 

Next up: Ritual Magic

Wednesday, February 4, 2015

BXWoD Magic Spells, Part 1 (Draft1)

Magic is an ancient and little understood force. The most common type of magic in BXWoD is spell magic. Spells are brief rituals that produce a specific effect. Most spells have been lost to time. Some say they are the remnants of ancient contracts between the first witches and the spirits, but who can say for sure? While witches are the masters of spell magic, some vampires and fringers can access that power in a lesser capacity.

Witches keep their known spells in a Book of Shadows, which functions like a B/X magic-user's spell book. Witches can learn any spell they are of sufficient level to cast. (Read Magic doesn't exist in BXWoD) Witches do not part with their secrets easily; even a master witch typically does not teach most of his spells to an apprentice.

A witch can cast any spell she knows, provided she has sufficient spell slots remaining that day.

Note that some spells are marked as White magic, and some are Black. These spells focus spiritually positive or negative energy. Most spells lack these designations and are sometimes called Gray magic. (Or Grey if you're English or just an Anglophile) "Color" magic has the following effects:

*A witch cannot cast both White and Black magic spells on the same day. One a witch has cast a Black magic spell, White magic spells will not function for her until the next day. (Though they may have both types of spells in the same Book of Shadows)

*Vampires cannot prepare or cast White magic spells, in fact, they cannot benefit from White spells. (A shield spell will not protect a vampire, etc.)  Gray spells function as if the vampire were one level lower. (Minimum 1st) Black magic spells function normally for vampires.

*Fringers cannot prepare or cast White or Black magic spells; those who can use magic are rudimentary students at best and can't harness the nuances of these spells.

Note that witches often title their spells. One witch might call a cure light wounds spell "The Hand of Aesclepius"  while another might call it "Succor," but they are both cure light wounds.

Most of the spells are taken from Swords & Wizardry complete. I've imported a few other spells from other sources, marked with **. Original spells, or spells which have been altered heavily are marked **. (Those will be posted later)

Note that typically mortals do not receive saving throws to resist spells unless they are heroic mortals. (This includes fringers) All supernaturals are entitled to saving throws vs. spells unless the spell says otherwise.

Spell levels 1-3:

Lv. 1
Charm Person (Works on mortals. Heroic mortals get a save)
Cure Light Wounds [White]
Detect Evil (Detects supernatural beings, summoned beings, curses on people/objects/places)
Detect Magic (Detects spells, glamours, maledictions, talismans)
Detect Snares & Pits (Detects traps, ambushes, hazards)
Faerie Fire
Hold Portal
Locate Animals (natural animals only, not humans)
Magic Missile [Black]
Predict Weather
Protection from Evil (works against supernatural beings, summoned beings)
Purify Food and Drink
Read Languages (works even on electronic text)
Shield Other** [White]
Shield Self **
Sleep (Works on mortals/heroic mortals)

Lv 2
Bless [White]
Continual Light
Create Water
Darkness, 15 ft Radius [Black]
Detect Invisibility (includes vampires using stealth)
Heat Metal
Hold Person (applies to mortals, heroic mortals get a save)
Locate Plants 
Locate Object
Magic Mouth
Mirror Image
Obscuring Mist
Phantasmal Force
Produce Flame
 Silence, 15 ft Radius
Snake Charm
Speak With Animals
Stinking Cloud [Black] 
Warp Wood
Wizard Lock 

Lv 3
Call Lightning
Continual Light
Cure Disease [White]
Dispel Magic
Explosive Runes [Black]
Haste (the spell does not age undead or werewolves)
Hold Animal
Invisibility 10 ft Radius
Monster Summoning I  [Black]
Neutralize Poison [White]
Plant Growth
Prayer [White or Black]
Protection against Fire [White]
Protection from Evil, 10 ft Radius [White]
Protection from Normal Missiles (includes bullets) 
Remove Curse [White]
Speak with Dead [Black]
Water Breathing