On the Effects of Magic, 3rd level Wizard


This series was originally published in April of 2014.  This is part of an effort to update and archive these posts on the "Links to Wisdom" wiki. It is also available for a free download at DTRPG.

The magical energies contained in the brain could cause side effects. When the wizard acts as a conduit there are risks. As these are third level side-effects, the results should be noticeable.

This makes wizards somewhat more unique based on the spells they know and can prepare. It also can make them more useful or somewhat of a liability.

Here is a listing of those side effects:


  • Blink: Bits of the caster phase out of reality. He must make a saving throw versus Wands every six turns or a small item he is carrying drops to the ground unnoticed.
  • Clairaudience: Casters hearing is slightly better, +1 on hear noise checks, but -4 on any saves versus sonic effects
  • Clairvoyance: Caster's vision is better, can detect secret doors with a +1, but -4 on any saves versus illusionary figments or other gaze or visual attacks
  • Dispel Magic: While memorized, any magic item used by the caster has a 25% failure chance
  • Explosive runes: Caster has flaming rune appear beneath the skin on his palm.
  • Feign Death: Caster is narcoleptic while this spell is memorized. During any non-active activity (sitting, reading) there is a 2 in 6 chance the caster will fall asleep.
  • Fireball: Caster can shoot a bolt of flame out to 15'. It requires a normal to hit roll and does 1d6 damage. This can be done once a round.
  • Flame Arrow: Temperature is raised 15 degrees around the caster
  • Fly: The casters feet no longer touch the ground. Any falls are affected as if the first 10' are covered by feather fall. The caster gets a -4 save versus any attacks or saves that move or push around the caster and gets knocked back a foot for every point of damage they take
  • Gust of wind: Caster is followed by gusting winds that blow hats off, knock papers around and generally make a mess of things
  • Haste: Casters speech becomes pressured and he begins exhibiting signs of mania
  • Hold Person: Parts of the casters body grow numb at inconvenient times. -2 on all Dexterity related checks.
  • Infravision: While memorized, casters eyes glow red and they have low-light vision, doubling the range they can see of light.
  • Invisibility 10' Radius: The casters skin is now transparent, and objects held or worn by the caster are translucent.
  • Leomund's Tiny Hut: The caster feels comfortable in any temperature range between 0 and 105 degrees. His clothing and items are impervious to rain and water, repelling it for several millimeters.
  • Lightning Bolt: The caster can shock any adjacent creature without a to-hit roll and do 1-3 damage.
  • Monster Summoning I: Pentagrams float on the surface of the wizards clothing.
  • Phantasmal Force: The wizard's clothing becomes more fancy in appearance, and his voice and footsteps echo slightly, and subtle sparkles appear in the light around the caster. If this spell is frequently memorized, the caster will begin to gain a halo, light shining from behind his head.
  • Protection from Evil 10' Radius: Silver filings, chalk dust and miniscule blue flames swirl around the caster, forming shapes of protective circles and pentagrams.
  • Protection from Normal Missiles: Anyone who approaches the caster feels a slight resistance. +1 to armor class.
  • Slow: The caster always acts last in the round. His speech is also slightly slow and uneducated observers might believe he was depressed.
  • Suggestion: The casters voice is hypnotic. +1 on reaction rolls.
  • Tongues: The casters accent becomes flawless on any language he actually speaks
  • Water Breathing: The caster drools uncontrollably.]

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On the Effects of Magic, 2nd level Wizard


This series was originally published in April of 2014.  This is part of an effort to update and archive these posts on the "Links to Wisdom" wiki. It is also available for a free download at DTRPG.

The magical energies contained in the brain could cause side effects. When the wizard acts as a conduit there are risks. As these are second level side-effects, the results should be minor. But higher levels of spells could certainly have more powerful or more far reaching side effects.

This makes wizards somewhat more unique based on the spells they know and can prepare. It also can make them more useful or somewhat of a liability.

Here is a listing of those side effects:


  • Audible Glamer: When the wizard walks, his footsteps echo, when he talks, his voice reverberates. This is somewhat intimidating
  • Continual Light: The caster radiates light enough to illuminate his space
  • Darkness 15' Radius: The caster's eyes turn solid pitch black, and he can see twice as far in low light conditions
  • Detect Evil: An orange flame appears above your head. Anyone who's aura you check shows you and any other magically aware observers a blue flame (if evil) or orange (if good). This is in addition to the effects of the spell
  • Detect Invisibility: Once prepared the talc and silver swirl around the caster through the air.
  • ESP: The caster's skull increases in size
  • Fool's Gold: The casters nails and hair turn a rich golden hue. She can also identify real gold on sight
  • Forget: The caster will repeat himself occasionally when he speaks
  • Invisibility: The casters skin turns translucent
  • Knock: The casters arm is inscribed with images and runic symbols that represent keys
  • Leomund's Trap: The caster gains the ability to determine if an object is locked or not via sight. The iron pyrite is absorbed into the skin when prepared and is visible on the caster's palm
  • Levitate: The caster floats an inch off the ground
  • Locate Object: An eight pointed star appears on the top of the skin on the caster's crown. If the caster has hair, only the point of the star is visible on the forehead
  • Magic Mouth: The casters lips either increase in size or turn an odd color
  • Mirror Image: A short tracer of the caster follows all his movements within about an inch
  • Pyrotechnics: Smoke comes from the casters nostrils and ears when he is agitated

  • Ray of Enfeeblement: The caster shrinks one inch in high and takes a mild stooped posture
  • Rope trick: Any rope held by the caster becomes agitated, moving about in unnatural ways
  • Scare: When the caster talks or smiles his face appears lit from below
  • Shatter: The casters voice becomes more high-pitched and increases slightly in volume while this spell is prepared
  • Stinking Cloud: The caster smells like a skunk
  • Strength: The caster grows one inch in height and appears to stand up more straight
  • Web: Cobwebs cover the casters form
  • Wizard Lock: The caster's nails sharpen and look like a substance resembling iron

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On the Effects of Magic, 1st level Wizard

This series was originally published in April of 2014.  This is part of an effort to update and archive these posts on the "Links to Wisdom" wiki. It is also available for a free download at DTRPG.

The magical energies contained in the brain could cause side effects. When the wizard acts as a conduit there are risks. As these are first level side-effects, the results should be minor. But higher levels of spells could certainly have more powerful or more far reaching side effects.

This makes wizards somewhat more unique based on the spells they know and can prepare. It also can make them more useful or somewhat of a liability.

Here is a listing of those side effects:


  • Affect Normal Fires: Light wisps of smoke rise from wizards collar
  • Burning Hands: The wizards hands are warm and sweat oil
  • Charm Person: The wizards voice become mildly hypnotic.
  • Comprehend Languages: The wizard experiences a slight delay in hearing all auditory phenomena
  • Dancing lights: When in motion, the wizard appears to shimmer momentarily in multi-colored light
  • Detect Magic: The wizard's sight becomes slightly blurry
  • Enlarge: The wizard becomes slightly larger, and when hit his skin bulges strangely
  • Erase: The wizard's clothes become slightly washed out in appearance
  • Feather Fall: The wizard has the same mass, but weighs ten pounds less
  • Find Familiar: A strange forest scent exudes from the wizard
  • Friends: The wizard's teeth become whiter and straighter, his hair appears luxurious and rich, and he smells good.
  • Hold Portal: The wizard's hair knots at the tips
  • Identify: While memorized his eyes become slightly larger
  • Jump: The wizard's skin becomes slightly elastic
  • Light: The character's skin becomes mildly luminescent. Not enough to illuminate his current space, but in a pitch black room, you could eventually make out his features. 
    • Alternately, his eyes may cast a dim light
  • Magic Missile: The wizard gains a slight echo to his voice.
    • Alternately, flickers of force may appear across his hands and arms
  • Mending: The wizard's clothing shrinks a size
  • Message: The wizard speaks with a mild rasp while this spell is prepared
  • Nystul's Magic Aura: The wizard radiates magic if detected
  • Protection from Evil: The wizard's skin takes on a dimensional sheen
  • Push: The wizard's skin actually repulses nearby object. His hands no longer grasp things directly, there is a very small (~1mm) invisible force surrounding the wizards skin. This does not protect the wizard from spells, weapons, or hazardous materials
  • Read Magic: When the wizard speaks, runes appear in the air for just a split second
  • Shield: The wizard's testicles shrink to the size of peas
  • Shocking Grasp: The wizard is charged with static electricity, zapping anything he touches
  • Sleep: The wizard become tired and his voice is somewhat monotone
  • Spider Climb: The wizard's hands are sticky as if he had just recently eaten an apple or some ice cream
  • Tenser's Floating Disc: The objects carried by the wizard are weirdly supported, seeming to be held up by invisible wires. This does not directly affect the encumbrance of the wizard (although it may reduce the effective encumbrance of items with bulk)
  • Unseen Servant: Objects will fall of tables and jump up out of sheathes without warning
  • Write: The wizard's hands appear inkstained.


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On the Effects of Magic, Cantrips and Rules

This series was originally published in April of 2014.  This is part of an effort to update and archive these posts on the "Links to Wisdom" wiki. It is also available for a free download at DTRPG.

An interesting wizard is a themed wizard.

The original magic-user had a very limited spell list with spells that were very focused on utility in a dungeon.

The original magic-user only had 8 first level spells, 10 second level spells, and 14 third level spells. They have 12 fourth level spells, 14 fifth level spells and 12 sixth level spells.

This gives them a grand total of 70 spells

A magic user in a second edition game has access to over 2,174 spells.

So how do the effects of magic help solve this problem? They introduce costs into being a wizard. Yes, they also give the wizard "extra power" but they do so unilaterally, meaning, also while you are walking through town or the dungeon, not just in combat.

Do you have protection from evil memorized? Congratulations on leaving a trail of chalk dust through the dungeon. Memorize water breathing? drooling next to the fighter while he talks with hobgoblins is going to weird them out. Do you have Wall of Fire prepared? Enjoy your walk through small villages with exclusively wooden buildings.

It can be a lot to keep track of, so the suggestion is to only allow the effects from the highest two levels of spells the caster knows. Upon reaching fifth level, the caster only has the effects of magic from second and third level memorized spells. This keeps the effects to under a dozen, meaning they are track-able.

This can work well in a game with specialist wizards who have limited spell lists and generalist Magic-Users. Generalists can learn any spell, but specialists can only learn spells from very specific limited lists of 8-10 spells a level. Specialists however can use or exhibit only the side effects from preparing spells when they wish due to their mastery and control, whereas generalist mages always exhibit the side effects.

Cantrips

Do not meddle in the affairs of Wizards, for they are subtle and quick to anger.

Wizards of any sort may do any of the following at any time:

  • Touch someone to cause an involuntary bodily reaction at any time on a failed saving throw vs. paralyzation. (fart, bletch, blink, nod, yawn)
  • Produce a small lighter sized flame
  • Chill an object smaller than 1 cubic foot to 40 degrees. 
  • Clean one man-sized creature or smaller, or one 10' x 10' x 10' cube or smaller. Cleaning the cube takes the magic one turn.
  • Summon one diminutive vermin or insect
  • Kill one tiny vermin or insect
  • Control up to 1" of hair growth or removal.
  • Cause one object on his person to appear in his hand or an object in his hand to disappear off his person.
  • Travel while hovering 1" off a solid surface for up to 10'
  • Repair or mend small (minute) breaks or tears
  • Warm or cool an area by 10 degrees F.
  • Perform minor changes on small objects (change the color of parchment, turn a diminutive bat into a diminutive bird). These changes last from 1 day for very minor (color) changes, to 1 turn for subtle changes, to 1 round for drastic changes.
  • Open or close a regular door. Levitate objects weighing 1 pound or less within 10' of the caster
  • Cause a soft chime to ring
  • Animate diminutive objects for 1 turn

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On The Thursday Trick: The Kissing Maiden

This post was originally published in December of 2011. If you're interested in Tricks and Traps like these, be sure to check out Artifices, Deceptions, and Dilemmas, collecting all of these along with beautiful illustrations. 

In honor of the only trap in Skyrim to cause me to die. Twice.

Swinging Grate (Melee Attack)
Trigger: Pressure PlateEffects: None
Save: WandsDuration: Instant
Resets: AutomaticBypass: None (Avoid)
Disarm

Description: Often triggered by a pressure plate that releases tension, this trap swings forward impaling anyone standing in its way. This can be a single sharp post (al' la the original Conan movie), an entire wall, or even a statue of a beautiful woman. The trap often comes equipped with a counterweight for automatic rearming.

Detection: In the vast majority of cases this trap must be visible. It can be camouflaged or concealed, but the impaling mechanism can be seen. Common means of camouflaging the trap include vegetation growing on the mechanism, dim light, and angled walls and corners.

There are often blood spots on the floor and end point of the traps arc of execution. Even if successful, there will rarely be a body, due to its tendency to become impaled on the trap itself. If struck by a trap with a body already in it, damage might be mitigated. Bodies or skeletons hanging without supports on the wall might be another way to detect this trap.

More subtle means of detection include the hollow space where the counterweight resides. This will often be in either a wall or floor. The trap can be disarmed, but this almost universally results in the trap being triggered because it is under tension. Having a firm grip on the trap and releasing the tension slowly is one option, another is to not be where the trap is triggered.

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On the Ecology of the Devil Swine

 


"Ain't every day your food tries to eat you." -Ropherius militia butcher , 

Nomenclature: Devil Swine, Pig Demons, Orcs, Beastmen, Feral worts

Description: Pigs that walk as men, or perhaps men who are secretly pigs

Things that are known:

  • They are shapeshifters, appearing as either pigs, men, or pig-men
  • They cannot change their form under the light of the sun
  • They consider human flesh a delicacy
  • They are immune to normal weapons
  • They have the ability to bewitch, bewilder, and bind humans as servants and slaves

Rumors and other whispers in the dark:
  • All leaders of men, kings of nations, and priests of gods are secretly devil swine.
  • They lair in forests and marshes because they are grown as fungi on rot-pits built by existing devil swine.
  • Devil swine aren't devils at all. They are demons that represent human vice run amok. Each one is a personification of a cardinal sin: Greed, Gluttony, Envy, Pride, Sloth, Lust, Wrath. Humans that fall victim to these are transformed into Devil Swine.
  • Devil swine never fight fair. They are fond of ambushes.
  • Their brains reside in their stomach, and become increasingly agitated as they become more and more hungry.
  • They have the ability to summon and control Peccaries, small omnivorous wiry boars with short straight tusks
  •  They don't charm humans, they show them their true selves. Their minds are so pure of id, that it breaks down any civilization humans have convinced themselves they possess, gaining control of their minds as an extension of the devil swine's own needs
  • They have white skin, because the outer layer of their skin is a constantly shedding layer of decaying flesh
  • Devil swine don't charm men, they are infected with a luminous fungal growth that they spread. This infection is sentient and controls both the devil-swine and men
  • When you run from a suidae, they gain boldness and the character of a man. It is important to show no fear. The slightest hint will give them the power of men
  • Devil swine are invisible to anyone aiming a ranged weapon
  • Devil swine are the most filthy of any living creature
  • Though they speak and walk on two legs, there is no taming the wild and chaotic nature of the Devil swine
  • They carry a curse, because they have been the only animal to wound a god
  • Devil swine create new children by using their tusks to remove bark from trees, the resultant pulp grows into a devil swine by the next new moon
  • Any contact with a devil swine will curse you with a malign disease
  • The devil swine is actually the ancestor of man, the legendary pig-monkey
  • The body of a devil swine doesn't contain meat, only unwholesome moistures and humors
  • It's not moistures and humors that fill the body of the devil swine, once slain their bodies become formless lard
  • All devil swine suffer from constant copremesis
  • Devil swine do not talk through their snouts, but rather through long slits across their necks, from when they were slain as pigs
  • No more than one devil swine is allowed to die on any day, so killing just one will drive them all away
Variants Devil swine are shapeshifters, but are not 'true' lycanthropies. But there have been tales of them being able to share or extend their shapechanging magic to dogs, snakes, and rats also, allowing them to take the form of men, so long as they serve the devil swine
Combat Tricks Devil swine never engage in prolonged combat, preferring hit and run tactics. They ply their victims with food and worthless treasures
Food spray: The devil swine sprays out all the food that's in it's mouth along with bile, stomach acid, and a bit of wine. Everyone nearby is at -2 on all their rolls until they can take a turn to clean themselves off. Not cleaning yourself off within 2 hours will cause you to contract 2-5 diseases.
Leg Run: Instead of taking any other action, a devil swine in combat can drop to all fours and run through the legs of the target. The target must save versus paralyzation/Dexterity/Reflex or fall prone. The devil swine can move up to 40' behind the target
Valuable Resources A bezor extracted from a devil swine is said to be very powerful, and the rendered fat of their bodies can be a useful base for candles, slaves, and waxes.

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On Locks and Keys: Redux

This post was originally published in 2014. This is part of an effort to update and archive these posts on the "Links to Wisdom" wiki.

So for the past year or so, we've been playing with the BURP lock system in Numenhalla.

After extensive playtesting, we've found it to be somewhat unsatisfactory.

BURP Lockpicking

In short, a lock has a number of pins. Each pin has an action that will set it, allowing you to go to the next pin. If you guess an adjacent option the pin gets stiff. If you guess an option farther distant, the pin jams.

The actions are, Bump, Undulate, Rake, and Probe.

Pro's:
If you have a Dragon Shadow Double Pin brand lock (BBUU), and the players record the sequence, then the next time they run into a Dragon Shadow Double Pin, then they already know how to get past it.
You can have related locks (Like a Dragon Shadow Triple Pin (BBBUUU)) allowing players to use their previous collected "Lockpick spellbook" to assist with future locks.

Con's:
The process of selecting which pin is completely random and uninfluenced by player skill.

Why? There is always a "Best Option" and when there is more than one choice, there's no information to use to decide which is best, making the choice random. Since all the player choices are random, you could essentially just calculate a percentage chance of success and roll the dice to save time!
You could calculate a percentage chance of success and roll the dice to save time!

I wonder where I've seen that before?

A new solution

What we're looking for is a minigame that involves player choice and considers character skill. Mastermind seems like an excellent option (for example), but it isn't a mini-game. It's really a whole game, and would occur far too frequently in a megadungeon environment with many locked doors.

So here's my new solution!

Yahtzee locks
Locks have a set number of pins. The number of these pins is unknown to the lockpicker.
Players receive a pool of D6's. They may roll these dice once and turn in the dice in to pick a certain number of pins.

For example, if you turn in a single pair, let's say two 4's on the dice, that will set a single pin. If you turn in a set of triples, you set two pins. A full house (a pair, and triples) will set four pins.

If you have a lockpicking skill, at certain thresholds/levels/whatever, you gain the ability to reroll any number of the dice you wish, once, twice, or more. If you have a reroll and your dice come up 1,2,2,3,4,4 you could choose to reroll the two's and three's to go for more fours, or reroll the 3 to get a full house. The 1 would be pulled from your die pool.

Again, the player decides when to turn in dice to set pins and they don't know how many pins the lock has.

Anytime you roll a 1, that dice is removed from your pool for this lock. You start each new lock with a fresh pool of dice. If you fail to set all the pins, you jam the lock and it will no longer open.

Viola! Meaningful player choice, a reason to track locks, and something that takes into account player skill.

Here is the table:
Dice Set Number of Pins set
Doubles 1
Triples 2
Four of a Kind 5
Five of a Kind 8
Small Straight (4 in a row) 5
Large Straight (5 in a row) 8
Full House 4


  • Characters get a number of dice (1d6) equal to 1/2 their level (minimum 1) in their lockpick die pool.
  • Thieves/Experts get a number of dice (1d6) equal to their level + 1 in their lockpick die pool.
  • Characters get a number of bonus dice equal to their AC bonus from Dexterity added to their pool.
  • You need lockpicks to pick a lock
  • Masterwork or excellent lockpicks allow a free reroll.
  • For percentile editions, every 20% you get in your lockpicking you get an additional 2 dice and an additional reroll.
  • For Skills, the middle road: Untrained devices just grants you your dice as listed above. For each level (Skilled/Expert/Master) you gain +2 dice and a free reroll. So a master in devices would have +6 dice and could reroll 3 times. (Note that experts still get their 1 free mulligan per level, which can apply to any single die rolled in this pool)


How many pins does a lock have? Generally a number of pins equal to 1d6 per dungeon level.

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