BACK to the Dungeon ZINE
This is a blog dedicated to the simplicity of the Old School Renaissance of Role Playing Games and the Fusion of Modern Role Playing Game Ideas.
Saturday, April 19, 2014
Back to the Dungeon Zine for LL/AEC Issue 5 released today!
Posted by Eldrad Wolfsbane at 6:51 PM 7 comments:
Labels: Back to the Dungeon Zine, Labyrinth Lord, Labyrinth Lord: Advanced Edition Companion, megadungeon, Rangers, Raven's Keep, sandbox, The Black Stairs, The Little Barony, Zine
Sunday, April 6, 2014
Back to the Dungeon RPG Wizard and Sorcerer (FLAILSNAILS)
Tired of the one spell wonders? Try these casters of magic with the mixture of old school simplicity with new school options.
The very ancient order of wizards has existed for tens of thousands of years though civilizations ups and downs. Some say it was Wizards that brought the world to its near end at least more than once but that their knowledge and lore is lost to the ancient times. Now they are a fading memory with only a few Wizard orders in existence putting out only a few suitable Wizards a year to assist mankind or at least that is what they claim. Unfortunately there are not enough of them to police all of the evil in the world and the Wizards that turn evil. There are smaller independent Wizards that do not belong to the guilds and they must guard themselves against the jealous and controlling guilds.
The Wizard may use his Constitution to keep his concentration if he is hit while casting a spell or distracted in any way. Normal difficulty is 10 + Damage done.
A Wizard may use his intelligence to see if he knows any lore about any certain occult subjects and can make a herbal based healing suave that restores 1 or 2 points but would slow disease and or slows poison. Wizards can cast Arcane Spells.
The Wizard must look for or buy any future spell he needs to cast. Can create scrolls and create magic items but this is very dangerous at low levels. Wizard have Spell Points equal to their Int score and start out with four zero level spells, two first level spells, and one second level spell plus their Int bonus to “buy” starting spells or a list of 6 + Int bonus if you want to buy them yourself.
Armor: Cannot cast in armor without great difficulty. Must make an intelligent roll with the armor added to DC 15 to cast a spell.
Weapons: Can poorly use any weapons
Hit Points: 6 + 1d6 per level.
To Hit: -1
Natural 20: The Mage does an Arcane Overload. This causes a magical energy to blast out at Intelligence Radius and do 1d6 to any chosen enemy in an area. In addition the Arcane Overload recharges 1d6 spell levels.
MAGIC in BttDRPG Magic is very connected to the attributes. Much of the power and ranges are connected to the attributes.
Difficulty: Most spells are connected to the attribute bonus + a DC of 10 + the level of the spell. Instead of a set DC 10 a D20 could be rolled making each spell random with a chance of critical success or failure. It is up to the Game Master to make the judgment call as either way works fine.
Ranges: Spells range for most spells are (Int/Wis/Cha) x 10 feet except for 0 level spells which are in (Int/Wis/Cha) feet.
Durations: Most spells last one round or (Int/Wis/Cha) in rounds IF it has set duration.
Spell Points: Wizard have Spell Points equal to their Int score (plus 1d6 Spell Points each additional level) and start out with four zero level spells, two first level spells, and one second level spell plus their Int bonus to “buy” starting spells or a list of 6 + Int bonus if you want to buy them yourself. You can cast spells equal to your level plus the attribute bonus.
For example Eldrad the Wizard has an Int of 16 (+2) so he starts out with four zero level spells, two first level spells, and one second level spell and with his (+2) Int bonus he decide on two more 0 level spells and one more first to add to his starting Spell Book. He chooses Detection, Light, Mage Hand, Minor Message, Pain, Prestidigitation, and all mages get Read Magic for free. He choose Bolt and Slumber for his level 1 spells and Illusion for his second level spells. If he is getting ready to adventure he must memorize his spells before going out. He decides to memorize Detection x4 (1/2 x 2), Light x2 (1/2 x 1), Bolt x8 (1 x 8), Slumber x3 (1 x 3), Illusion x1 (2 x 1) costing 16 Spell Points.
Spells cost 1/2 at 0 level and their cost from then on equals their level. For example a 3rd level spell cost 3 spell points.
A sorcerer is a caster of magic much like a wizard except that his magic is not learned it comes naturally. This cause great envy fear and sometimes disdain from the wizard community as well as everyone else and the rivalry is ancient as there was a terrible wizardry and sorcery war many hundreds of years ago. After one who is to be a sorcerer goes through puberty (some sooner) they begin to gain their powers making most Sorcerers very young and foolish yet full of power. Most Sorcerers are also slightly insane as eldritch symbols and secrets travel through their untrained in magic minds. Having a very high Charisma normally they are considered manipulators and disturbers of the natural order of things. A Sorcerer must have a fairly high Charisma. Sorcerers always look odd or exotic and tend to look in a certain way such as angelic, bestial, draconic, or (or whatever) demonic.
The Sorcerer may use his Constitution to keep his concentration if he is hit while casting a spell or distracted in any way.
He may use his Intelligence for lore but past that he knows very little.
He can use his Wisdom to perceive magic in an area and at higher levels even tell what the magic is.
The sorcerer can also use his Charisma for fashion sense, to fascinate or manipulate others, seduce, and hypnotize them. Unlike mages they do not have to memorize their spells and use their Charisma instead of Intelligence for obtaining spells points.
They only start out with two zero level spells and one first level spell plus their Cha bonus. They gain their Cha bonus in spells each level.
Armor: Cannot cast in armor.
Weapons: They can use any weapons.
Hit Points: 6 + 1d6 per level.
To Hit: +0
Natural 20: On a natural “20” the sorcerer does a Sorcerer Storm that does 1d6 damage to all foes plus blasted back 10 feet every two levels at Charisma Radius.
Sorcerers cast differently they get to spend their spell points as they will BUT they get a much smaller selection than mages. They do not have to memorize their spells and use their Charisma instead of Intelligence for obtaining spells points.
They only start out with two zero level spells and one first level spell plus their Cha bonus. You can cast spells equal to your level plus the attribute bonus.
For example Selene the Sexy has a Cha of 18 (+3) so she gets two zero level spells and one first level spell plus their Cha bonus of (+3). She decides to spend two points on Air Blast a send level spell and get one more 1st level spell. Her powers are as follows. Light and Pain for her 0 level spells Costing her 1/2 a point to cast), Bolt, Charm and Summon Monster I for her 1st level spells (Costing her 1 spell point to cast), and finally Air Blast (costing her 2 spell points to cast).
Selene gains 1d6 spell points a level and her Cha bonus each level to obtain more powers.
Posted by Eldrad Wolfsbane at 10:16 AM No comments:
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