Showing posts with label Character Classes. Show all posts
Showing posts with label Character Classes. Show all posts

Saturday, January 27, 2024

Mad Mashup: Bard

 And back to my series of classes for my mad mashup of various sources, but based on a B/X core.  



Bard

Some artists can literally tap into the music the Primal Ones used to sing Creation into being.  They can express this through song or stories or music or dance.  In any case, it grants True Bards powers beyond the abilities of mere entertainers.


Requirements


  • Bards roll their hit points with a d6.  

  • They save as Thieves.

  • They can use any weapons but longbows and wear any armour except plate.  They may not use shields.

  • Bards can only cast spells if they are at most Heavily Encumbered.

  • A Bard must have Dexterity of at least 9 and a Charisma of at least 13.  If a Bard has Dexterity of at least 13 and a Charisma of 16, the Bard enjoys a 10% bonus to all earned EXP.

Abilities



  • Every even level, they add a spell of any level from the Bard list to their repertoire.  To successfully cast a spell, the Bard’s player rolls a d20.  They add their Level to the roll and subtract the level of the spell.  If the result is 11+, the spell goes off without a hitch.  If they roll from 6 to 10, the spell goes off, but there’s a backlash.  If they roll 5 or less, the spell doesn’t go off AND they suffer a backlash.

  • Every 5th level (5, 10, 15, etc.) the Bard adds another known Language.

  • When trolling for rumours, a bard will gain one more than usual.  

  • Bards enjoy a +1 bonus when rolling the reaction to an offer of employment to potential Retainers.  

  • During fights, a Bard can perform instead of fight.  While they do this, all their allies get +1 to all attack rolls, saving throws, and morale checks.

  • Bards can use the wands, staves, and wands that Wizards can use.

  • All who watch a Bard perform for at least one Turn (10 minutes) cannot help but be affected by their skills.  When the performance ends, the audience must make a save vs. Spells or have their mood and emotions shifted according to the desires of the Bard.  For every Turn past the first, the saving throws are lowered by -1 to a max of -4.  (See the Apsara for potential synergies.)



A fun class for players who want to risk “bad” magical fumbles.  The combat performance option is also an easy choice for players who don’t enjoy being on the spot or suffer from analysis paralysis.


Art by NC Wyeth and from the manuscript Rudolf von Ems, History of the World, created around 1300.


Saturday, January 06, 2024

Mad Mashup: Apsara

And back to my series of character classes for my mad mashup D&D game based on B/X but including rules from all over.  This time, a bit of Hindu myth that really, really harshes on what lots of folks consider a core element of the Old School vibe.



Apsara

Apsara are the handmaidens of the gods, divine nymphs who serve the powers of Order and Chaos equally.  Thus they must be Neutral in alignment.  They are also all female with skin in various shades of blue.  Each is an expert artist, and most favour dance, music, and the erotic arts.  

Requirements

  • Apsara use d6 for their hit points.

  • They cannot wear any armour or shields.  

  • They can use any weapon.

  • They can cast cleric spells, but only while at most Lightly Encumbered.

  • They save and fight as Clerics.

  • An Apsara must have a DEX and Charisma of at least 13.  If both are 16+, the Apsara gets a 10% bonus on all EXP earned.


Abilities

  • Apsara can understand all spoken languages, and be understood when they speak.  They are, however, limited as normal in written languages.

  • They are also immortal.  They do not age and they cannot die.  Only the most potent of foes or weapons can leave scars on the mind or psyche of an Apsara.  They can, however, be knocked unconscious, charmed, etc.  

  • All who watch an Apsara dance for at least one Turn (10 minutes) cannot help but be affected by her grace.  When the dance ends, the audience must make a save vs. Spells or have their mood and emotions shifted according to the desires of the Apsara.  For every Turn past the first, the saving throws are lowered by -1 to a max of -4.  If they are being aided by a Bard or another Apsara, that penalty can go as low as -6.  

  • Apsara can use all magical items designed for Clerics, as well as all magical musical instruments.

  • 3rd Level: the Apsara can cast Charm once per day.

  • 5th Level: Foes must successfully pass a save vs. Paralysis in order to target the Apsara with attacks or harmful magic.  This does not apply if the Apsara is inside a wider area-of-effect attack (like poison cloud or a fireball spell).  

  • 6th Level: the Apsara can manifest a second pair of arms, allowing them to take a second action in a Round.

  • 7th level: the Apsara can cast Confusion once per day.

  • 9th level: the Apsara can cast Charm Monster once per day.

  • 10th level: the Apsara can manifest a third pair of arms, allowing them to take up to three actions per Round.  


A fairly straight-forward support and social class.  Fun for people who really like to wield "soft power" and make others look cool.  


Monday, February 13, 2023

Mad Mashup: Elves

Elves represent the greatest deviation I’m making from the classic classes.  B/X elves are warrior-wizards.  My elves are much more Tolkienesque.  They’re an excellent alternative to Clerics for a party healer and have some nice synergies with the Ranger.

The Elf Spell-list isn't detailed here.  In a more Tolkienesque world, they would actually use the Druid list instead of the traditional Magic-user list.  Which I use depends on the flavor we're looking for.

Millenia ago, for mysterious reasons, the Elves migrated from Fairey to this world.  While they still maintain more than a touch of their Fey ancestry, they are now also very much creatures of this world.  Today they guard the wild and beautiful places, and try to maintain balance in the struggle between Order and Chaos by championing the side that’s weakest.  For this reason, most of the gods find Elves very annoying, and few will accept them as priests. 

Requirements

  • Elves roll d6 for their hit points.

  • They may use any armour, shields, and weapons.

  • You use the Elf’s Saving Throws.

  • They may only cast spells if they are at most Heavily Encumbered.

  • Elves must have a DEX of at least 13 and a WIS of at least 9.  An Elf with both scores 16 or above enjoys a 10% bonus to all EXP earned.

Abilities

  • At every level, an Elf may add a spell from the Elf spell list to their repertoire.  The levels of spells they can pick from depend on their class level.  They may cast each of these spells once per day.  

  • Elves have strong rapport with animals.  A group with at least one Elf in it enjoys a +1 on reaction rolls with normal animals.  If an Elf spends an entire Round (10 seconds) talking to an animal, they can radically shift its mood.

  • Elves are also known as excellent healers.  When an Elf casts a healing spell, roll twice to see how many hit points are restored and take the higher roll. Those convalescing under an Elf’s care regain double the hit points they normally would (before any other bonuses are applied).  

  • Elves can see by dim light like starlight out to 60’.  In total darkness, they can see dimly out to 15’.

  • Elves cannot be put to sleep by magic, and the touch of ghouls does not paralyse them.  

  • All Elves speak both High Elvish and Vulgar Elvish as well as Common.

Friday, September 30, 2022

Mad Mashup: Barbarians


I'll be honest, I have no idea what the idea is behind WotC-era barbarians.  Some sort of mystic nature warrior who isn't the ranger mystic-nature-warrior?  

My idea for a barbarian is based on Howard's Conan: physically and mentally tough, able to endure what would break a softer, more civilized man.  So here's my concept of the barbarian for my TSR-era, mostly B/X mashup:

Barbarian

The Barbarian hails from a distant and uncivilized land.  They are ignorant of the ways of magic and the manners of the glittering courts of civilized nations.  However, their rough and rude upbringing grants them exceptional hardiness and endurance.  

Requirements

  • Barbarians roll d8 for their hit points.  However, they start at 1st level with 16 hit points.

  • They may use any armor, shields, and weapons.

  • Barbarians save as Dwarves.

  • A Barbarian must have a STR of at least 9 and a CON of at least 13.  If a Barbarian has at least 15 in both, they enjoy a 5% bonus to all earned EXP.  If they also have a DEX of at least 13, that bonus goes up to 10%.

Abilities

  • A group that includes at least one Barbarian is surprised only on a roll of 1 on a 1d8.  

  • Barbarians enjoy Advantage on saving throws against illusions and only suffer a -1 when attacking foes who are invisible or otherwise can’t be seen.

  • When resting, a Barbarian adds half their level to the hit points they regain (minimum of 1).

  • When a Barbarian deals a foe a killing blow, they may immediately make another attack on a target that is within 5’.

  • When a Barbarian’s melee attack roll totals 20 or more, they may perform a Feat of Arms.  This can be things like moving an enemy 5’, disarming their foe, hurling their target into another foe, etc.  Be creative!

  • Barbarians are expert climbers and hunters.  For every 4 hours they spend foraging or hunting, they produce 1d4 rations.  Environment can heavily influence this, however.


Brian’s Notes

Conan was my model here.  You’re hard to take down, so if you want to be a living brick wall, this is the class for you.  You probably won’t be performing Feats of Arms quite as often as a Fighter, but you’ll still enjoy this class more if you enjoy coming up with cool things on the spur of the moment.


Illustration made with Stable Diffusion and GIMP.


Thursday, September 08, 2022

Mad Mashup: Rangers


Here's the Ranger class I'm using for my B/X-with-other-stuff-tossed in campaign. The idea here was something more Aragorn and Robin Hood than whatever the heck the WotC-era rangers are supposed to be. Right now I'm using the same advancement chart as Fighters, but that's because I've changed the Fighter as well. Good synergies with what I've done to Elves here.

Rangers do their work in the wild places of the world.  This often leads to them being outnumbered and needing to punch above their weight class.  They most often spend their time being stealthy, keeping an eye on monster populations and hunting down threats to crops and livestock.  

Requirements

  • Rangers roll their hit points with a d8.

  • They may use any weapons and shields, and wear any armour except plate.

  • They use the Fighter’s saving throws.

  • A Ranger must have a DEX of at least 13 and a WIS of at least 9.  If either of those is 15+, the Ranger enjoys a 5% bonus to earned EXP.  If both are 15+, the bonus is 10%.

Abilities

  • Any attack roll made by a Ranger that totals 18+ allows the Ranger to perform a Feat of Arms.  This includes ranged weapon attacks!

  • A Ranger may fight with a melee weapon in each hand.

    • At 1st level, this allows the Ranger to roll a second attack which does 1d4 damage, or add +1 to their AC.

    • At 5th level, this allows the ranger to roll a second attack that does 1d6 on a successful roll, or double their DEX bonus on their AC.

  • Rangers are experts at surviving in the wilderness.  In addition to being expert survivalists and trackers:

    • A Ranger can gather 1d4 + the Ranger’s level in rations for every 8 hours spent foraging or hunting.

    • Any character convalescing under a Ranger’s care adds 1d2 additional hit points to their natural healing.

  • If a group with a Ranger rolls a Friendly reaction with a monster of bestial intelligence whose Hit Dice are equal to or less than the Ranger’s level, the Ranger may befriend the creature and add it to the Ranger’s retainers.  This takes up a retainer slot as normal.  If the animal dies in the Ranger’s service, the Ranger permanently loses that retainer slot.  


Art made with Stable Diffusion.



Sunday, February 07, 2010

Would You Say I Have a Plethora of Classes?

There’s been some neat discussion around and about over new character classes for various versions of D&D. In spite of my numerous additions to the field (My LL game currently includes six new classes: rogues, gnomes, pixies, nixies, half-ogres, and witches) I remain rather loyal to the notion that what most folks want to play can be a variation on the primary themes of the original character classes. So while I enjoy adding classes, and it is pretty easy, I try not to go crazy about it. And while I admit there’s a heavy dose of Rientsian “if it’s fun, wallow in it” in my choices, I do try to make certain that my classes fit at least one, if not both of the following criteria.

FLUFF
If I’m going to create a new class, it has to fit my campaign setting. Sure, one of the joys of LL is how generic it is within the realms of fantasy, but I’m not making these for addition to the LL core book. These are for my game primarily, and I share them with you because I think they’re cool and some of you might get something good out of them. But my witch class, for instance, is built around concepts that are pretty specific to my campaign. Most folks don’t want to touch gender with a 10’ pole, and I can certainly understand that. It’s one of my favorite themes to play with, and so I have the witch class.

CRUNCH
Mostly, however, I’m trying to do things that the basic classes don’t touch. My gnomes exist to highlight the hireling rules. Witches bring in the 1e druid spells. Rogues let me do funky things with the to-hit tables and offer a magic-dabbler class. Half-ogres offer a powerful bruiser to the players and let me play with my weapon damage rules.

The odd ducks in the list are the pixie and nixie classes. The pixie was a request from a new player (who hasn’t been able to start yet, though the character is done, I think) while the need for a nixie class grew out of a transformation that happened in the game. Because both classes have interesting powers and challenges, I couldn’t simply use elves and say that was close enough, but the elf class was the model for both of them. That said, both fit my fluff and crunch criteria, the pixie being a tiny flier and the nixie having a handful of Aquaman’s abilities.

However, I don’t have a courtier class, or a raconteur calls because I don’t want the dice to do those sorts of things. That sort of thing is for playing out. Just like I don’t want any “social combat” rules, I really don’t want any classes predicated on that sort of thing, either.

Art by Howard Pyle.

Sunday, January 31, 2010

Nixie Class

Following on the heels of my pixie class, here's a writeup for nixies as PCs. This one was actually done a while ago, after one of the PCs in Doom & Tea Parties got transformed by a chaos critter. She's going to be stuck as nixie for a while, but so far she doesn't have any serious complaints.

NIXIES

Nixies (and nox, as the males are called) are aquatic fey who dwell underground. They rarely adventure, but as the guardians of the pathways between Water and the other realms, some are called to journey far from their subterranean communities. They resemble elves, being slight and short (both sexes tend not to grow taller than 5.5') with pointed ears, and almond shaped eyes. However, they also have blueish tint to their skin and green hair.

The prime requisites for nixies are are Intelligence and Charisma. If an nixie has a score of 13 or greater in both Intelligence and Charisma, the character will gain a 5% bonus on earned experience points. If the nixies Intelligence is 13 or greater and her Charisma is is 16 or greater, she will earn a 10% bonus on earned experience.

RESTRICTIONS: Nixies use six-sided dice (d6) to determine their hit points. They may advance to a maximum of 10th level of experience. They may use any shields or weapons, but suffer a -1 to saving throws when wearing ferrous (iron or steel) armour. They may wear armour of other metals (such as bronze, orichalcum, or adamantium) without suffering this penalty. They cast magic user spells as well. They roll saving throws and fight as elves. A character must have an intelligence of 9 or greater to be a nixie.

SPECIAL ABILITIES: Nixies are able to see in low-light conditions as if it were early evening illumination. Nixies can speak with all aquatic creatures and may summon fish to perform simple tasks. They may cast a water breathing spell that lasts for one full day. A group of 10 nixies can cast a powerful charm spell on humanoid creatures. They perform underwater as if under the influence of free movement magics, being completely unhindered by the water around them.



Art by John William Waterhouse, because when it comes to nixies, nymphs, sirens, and sorceresses, he is the man.

Tuesday, January 19, 2010

Pixie Class

Another class for my Labyrinth Lord game. We're getting a new player and she made the request to play a pixie. Should be interesting, as the fey have been largely on the sidelines so far, though looming large in the calculations of all sides in the current situation. The numbers were largely generated via Paul Montgomery Crabaugh's Customized Classes article from DRAGON magazine of May, 1986.

Pixies are tiny (1.5 feet tall on average) fey with sleek, elf-like bodies, almond-shaped eyes, pointed ears, and butterfly-like wings. They have no issues with nudity, though most tend to wear jewelry and clothing as decoration, so long as it doesn't interfere with their flying.

Most assume pixies are shy, but the truth is they are just cautious, especially around “clumsy big-folk.” In truth, pixies are socially and sexually promiscuous. They live in large communities based around a tree or trees in which they hang their woven-basket homes. While it's fairly common for young pixies to leave the Tree they grew up in to form a new Tree or join another existing one, it's not common for pixies to head out into the wild in search of adventure alone. Still, the rare restless spirit does strike out from time to time, driven by curiosity, thrills, or for more urgent reasons.

Dexterity and Intelligence are the primary attributes of pixies. A pixie who has a score of 15 or more in either attribute gets a 5% bonus to earned experience. A pixie who has a score of 12 or more in both stats gets a bonus of 10% to earned experience points.

RESTRICTIONS: Pixies use six-sided dice (d6) to determine their hit points. They may not wear armour or use shields, and pixie weapons are so tiny that single-handed arms do only 1d2 damage while two-handed weapons do 1d4 damage. So long as they are flying, however, their initiative is 8. A grounded pixie has an initiative of only 2. Because of their tiny size, any equipment tailored for them costs 50% of the normal price. They must have a score of at least 12 in Dexterity and may not have a score greater than 9 in Strength. They stop advancing at 9th level.

SPECIAL ABILITIES: Pixies save as Elves. Because of their tiny size, all foes suffer a -1 penalty to hit them. They can also turn invisible once per day, as per the third-level magic-user spell. Their wings allow them to fly in all but the fiercest of gales. They fight using the Rogue's to-hit tables and have access to magic-user spells. Like elves, they are able to see by mere starlight nearly as well as humans may at dusk.



Art by Luis Ricardo Falero.

Saturday, March 21, 2009

Artesia and Half-ogres

Can't sleep. So a little tea, a little fudge, and a little inspiration, and we have a blog post.

First, I should have been reading Mark Smylie's “Artesia” years ago. A healthy helping of Greek myth and John Keegan's The Face of Battle (a book I cannot recommend highly enough for anyone interested in military history) sprinkled liberally with Joseph Campbell and the gorgeous world building of Jacqueline Carey's Kushiel novels make for a mighty fine tale. Yeah, it's got a pinch of “Women = Good; Man = Bad” in it, but so far nothing quite as obnoxious as other stuff I've read.

And that prods me to make a hierodule class for my Labyrinth Lord game. But I'm not quite up to the creative challenge tonight, in my sleep-addled state. However, Mike D. recently posted his version of a half-ogre class for Swords & Wizardry. I could just adopt his and drop it in as-is, but I'd rather take my own whack at it, especially since I think some of my hacks to the Labyrinth Lord rules will work very well for something like this.

I've long had a fondness for half-ogres. I really can't say why. I ran one in a 2e game a few years back. The most important lesson I think we took away from that game was, never assist a half-ogre engaged in magical research.

HALF-OGRES
It is said that Tiamat favors the orcs and their kin the ogres more than almost all of her children, save the dragons. Whether or not this is true, they certainly rank among the most numerous of her offspring. Both races are so fecund it is said that they can successfully mate with nearly every mammalian humanoid species. Whatever the species of the mother, such children almost always favor their orcish or ogreish parent in looks and demeanor.

Half-ogres grow quickly to massive proportions. Adults range in height from 6 to 8 feet tall weigh in around 300 pounds. They tend to be temperamental, sadistic, and aggressive. Most assume they are slow-witted, but many possess a sly, bestial cunning that makes them dangerous foes.

The prime requisites for a half-ogre are Strength and Constitution. If a half-ogre has a scores of 13 or better in both Strength and Constitution, the character will gain a 5% bonus to earned experience. If the half-ogre's Strength is 13 or better and his or her Constitution is 16 or better, that character will earn a 10% bonus on earned experience.

RESTRICTIONS: Half-ogres role six-sided dice to determine their hit points. However, do note that a first level half-ogre rolls 2d6 for starting hit points. (And in my game, that means a half-ogre's hit points at first level are 12 plus any Constitution bonus.) Half-ogres my use any shield and any armour. However, this armour costs 150% of the normal prices due to the half-ogre's massive size. They may wield any weapon. Any normal-sized weapon that usually requires two hands can be wielded by a half-ogre in just one, and they still do 2d4 damage. In addition, massive weapons that require even a half-ogre to use both hands can be fashioned. These cost 150% the price of normal-sized weapons of the same type, may not be fashioned from bronze, and do 2d6 damage. Most normal mounts are not strong enough to carry a half-ogre character very far, if at all. A character must have a Strength of 11 or better to be a half-ogre.

SPECIAL ABILITIES: Half-ogres have infravision and can see 60 feet in the dark. The use the same saving throws as dwarves. They may eat almost anything that isn't outright poisonous without ill effect, no matter how spoiled, moldy, or rotten. If a half-ogre slays a foe, and there is another foe also actively attacking the half-ogre, the half-ogre player gets an immediate attack on this second foe. Rinse and repeat until the half-ogre fails to slay or runs out of foes.

Thursday, February 26, 2009

Playing with Witches

Here's a new character class for my Moldvay/Cook/Labyrinth Lord hack. It grew from some stuff that came out of a long-running one-on-one game that recently went on indefinite hiatus, work I've been doing on the campaign background for my Thursday game, and inspiration I've been picking up from various parts of the web.

Clerics have always felt like an odd fit in D&D. As proto-Christians, they work ok, but that opens up a whole nasty can of worms about how the Christian pantheon operates and where the powers come from and so on and so forth. I'm rarely comfortable tackling that sort of thing. Plus, Christianity fits poorly into my games, and would really throw my Iron Age Thursday game out of whack. 2e clerics kinda sorta got close. They, at least, acknowledged that clerics of Poseidon probably shouldn't wield the same powers as a cleric of Thor. But that threatened the cleric's role as healer in the party, and it was very easy for the inexperienced to create gimped clerics.

For my Thursday game, I embraced the D&D cleric because I really, really didn't want to try to create an entirely new class, nor did I want to fold the cleric spells under the magic-user's domain. I was tempted my Mr. Maliszewski's idea that clerical magic sprang from the same source as magic-user magic, only approached from a different angle. However, since I wanted my gods to be walking the world and rubbing elbows with mere mortals, I took another tack. I decided that clerical magic was a byproduct of the existence of the titans and the gods, and their relationship with mortals. It's the odd and complex magical nature of these relationships that dictate the no-edged-weapons rule and the nature of the powers that clerics get.

The Eldest, however, are different from the titans and gods. They really are separated from mortal existence. They are emanations of creation itself, and while they have physical manifestations in the the plane the campaign started in, their existence also manifests on every plane and reality (though not always in recognizable forms).

The source of all of this, and everything else for that matter, is the Mother. Among mortals, there are those who attempt to commune with Her, to make the most of being a part of Her, and to see creation from Her perspective. They attempt to see beyond the dichotomized world to a universal truth beyond, the central truth that unifies all of existence. There are many names for these folk, but most call them witches.

Central to learning the ways of the witch is a union with the Mother, the universal feminine. Because of this, nearly all witches are women. Any man who wishes to become a witch must abandon his masculinity. These males must either be magically transformed into women or castrated. Regardless of the process, they then adopt the clothing, behavior, and rituals of women in their culture.

Witches seek to recognize the Mother in all things and all people. They search for the interconnectedness in all things, and then seek to teach this knowledge to others. Most witches live within a community where they serve as natural philosophers, teachers, advisers, herbalists, healers, and midwives.

The prime requisites for a witch are Wisdom and Charisma. If a witch has a score of 13 or greater in both stats, the character will gain a 5% bonus on earned experience points. If a witch's Wisdom is 13 or greater and her Charisma at least 16, she gains a 10% bonus on earned experience.

RESTRICTIONS: Witches use six-sided dice (d6) to determine their hit points and use the cleric's saving throws. They must be Neutral in alignment. They may use any weapons or armour, but may not use any that are made of iron. Yes, bronze is fine and yes, this probably means I need to better define the drawbacks of bronze. Witches use the same attack tables as clerics. They have their own spell list which they draw spells from, and they may use any magic item normally reserved for magic-users and clerics, including scrolls.

HERBALISM & HEALING: In seeking the interconnectedness of all things, most witches begin by studying the natural world. A witch may use her skills as an herbalist and healer to aid others. Those under the care of a witch regain hit points through rest and other natural means at twice the normal rate. Those convalescing or suffering from a disease recover at twice the normal rate.

Any character inflicted with a poison or a disease who does not die outright can be aided by a witch. The witch will need at least one uninterrupted round to treat the inflicted character (which means both will have to be standing still without someone trying to hit them with weapons or malicious spells). The character then gets to make a second saving throw, adding the witch's Wisdom-based saving throw adjustment to the roll. If this roll also fails, the witch may try again, but only after she has an uninterrupted minute to work on the inflicted. (Keep in mind that rounds in my game last only 10 seconds.) A third saving throw is rolled, again adjusted by the witch's Wisdom. Success on any of these saving throws means the inflicted no longer suffers from the effects of the disease or poison, though any lost hit points or modified stats must be recovered in the normal ways.

If the witch knows exactly what sort of poison or disease might be threatening a character, she may attempt to inoculate them ahead of time. This requires the witch to work uninterrupted for at least one hour to prepare her potions, but allows the character to add the witch's Wisdom-based saving throw bonus to saving throws against this particular poison or disease over the next 24 hours. Only one such inoculation per character is allowed in any 24 hour period.

In order for a witch to do any of these things, she needs access to a supply of herbs and minerals, water, and some common cooking tools (fire, pot, knives, etc.). It can be assumed that a witch in the wilderness is constantly resupplying her stash of herbs and minerals. However, DMs may rule that this is impossible in especially barren or alien environments.

FAMILIAR: A witch may summon a familiar if she doesn't already have one. This requires a full 24 hours of preparation and ritual. Any non-sentient creature possessing fewer hit dice than the witch may be summoned. The type of creature who answers the summons should be determined randomly by the DM. The witch and her familiar share a powerful mental bond. The witch can experience the world through the familiar's senses if the familiar is within one mile per level of the witch. The familiar will obey any command it is mentally given by the witch, even self-destructive commands. However, should a witch's familiar die, the witch will lose one level or, if the witch is first level, she must save vs. Poison or die herself.

SPELLS: A witch gains spells in the same manner as a cleric, automatically gaining access to all spells at each level. While she can cast spells if her hands are full, such as when holding weapons or a shield, she may not cast if her hands are bound or if she cannot speak. Witches draw their spells from the following list:

1st LEVEL
1.Detect Magic
2.Entangle
3.Pass Without Trace
4. Predict Weather
5. Purify Water
6. Speak with Animals

2nd LEVEL
1.Charm Person or Mammal
2.Create Water
3.Cure Light Wounds
4. Feign Death
5. Locate Animals and Plants
6. Obscurement

3rd Level
1.Cure Disease
2.Neutralize Poison
3.Plant Growth
4. Protection from Fire
5. Stone Shape
6. Water Breathing

4th Level
1.Animal Summoning I
2.Cure Serious Wounds
3.Dispel Magic
4. Protection from Lightning
5. Repel Insects
6. Speak with Plants

5th Level
1.Animal Growth
2.Animal Summoning II
3.Commune with Nature
4. Control Winds
5. Insect Plague
6. Transmute Rock to Mud

6th Level
1.Animal Summoning III
2.Confusion
3.Conjure Elemental
4. Control Weather
5. Cure Serious Wounds
6. Wall of Thorns

(Those of you with really good memories or active 1e campaigns may recognize the above spells as coming from the 1e druid's list. They seemed a good match for what I was going for, and most won't require any serious tweaking.)

WitchTable

I'm fairly happy with the way this turned out. It's not quite the druid, and it's certainly not the cleric. Level advancement is a bit slower than the cleric, but I think the ability to use magic wands and staves and magic-user scrolls more than makes up for that.

Monday, June 02, 2008

Playing with Magic

Finally!

This section took a lot longer to complete than I thought it would. It was fun, but it seriously taxed my imagination in some places. And I'm still not entirely satisfied with it.

I love playing magic-users and wizards and the like. They’ve always been my favorite classes. So I know how difficult the spell-slingers of Moldvay Basic have it. That said, I also prefer my magic to feel, well, magical. And dangerous. So I’m always looking for ways to tweak the mystery, power, and unease that should surround magic-users.

My solution for my Moldvay/Cook/LL hack was two-pronged. First, I stole a notion (and, in some cases, entire sentences) from James Maliszewski's ideas for minor magical effects. (You can find something similar in the first issue of Fight On!) But I didn't add just lesser powers to every spell your wizard might have prepped. I also added unpredictable side effects, inspired by the dangers of artifacts in 1st edition AD&D. This makes holding a prepped spell more useful, but also potentially dangerous. It makes magic-users dangerous people to have around. It adds to that sense that wizards command and channel the very forces of the universe, and that those powers do not always enjoy it, squirming in the wizard's spiritual grasp, ready to leap out and unleash themselves if the wizard's hold should ever weaken.

And yep, I did this for every spell. This is one of the areas where Moldvay/Cook really shines; there are only six levels of spells and a dozen spells at each level! That made this project manageable. If I'd tried to do this for 2nd edition, 72 spells wouldn't have gotten me through the first two levels of available magic-user spells.

Spells, Secondary Powers, and Residual Effects

The act of preparing a spell is basically the casting of all but the final part, which unleashes its power upon Creation and alters the physical world. Between the preparation and unleashing of a spell, it remains bound to the wizard’s being, flesh and bone and blood and mind, as well as soul. It throbs with latent energies, some of which will leak out if the if wizard is not careful.

A wizard with a spell prepared can channel some of this leakage to perform mild and useful effects. However, some of it eventually slips from the wizard’s control and manifests in ways unintended, but not necessarily unpredictable.

The lesser, secondary powers of a spell may be called upon at will by a wizard. As with normal spellcasting, the wizard must have one hand free, be able to speak without obstruction, and have a clear view of the target of the spell.

Residual effects are those unplanned manifestations of power that escape the will of the wizard. The DM should randomly roll which of a wizard’s spells of the highest level memorized is leaking. The wizard may or may not realize which is leaking, depending on the nature of its manifestations. Once the leaking spell is recognized, the wizard can then attempt to rein it in if the wizard first rolls a successful save vs. spells. This attempt can be made once per day. If the wizard is successful, another spell will begin to leak. If there is only one spell memorized of that level, then two spells of the next lower level will begin to leak.

If the spell that is leaking is cast, another spell of that level should be chosen as the new leaker. If all the spells of the highest level prepared are cast, then a single spell of the next lower level is chosen.

1st Level

Charm Person

Secondary: +1 to moral for all who stand within 5’ of the wizard

Residual: all animals of a random type will be attracted to the wizard. They will congregate around the wizard and a few might even crawl up onto the wizard. Those of human intelligence or greater, or of giant size, are immune to this effect. Roll a d6:

1-2 felines

3-4 rodents

5 birds

6 spiders

Detect Magic

Secondary: the wizard is aware of the presence of all magic owned or cast by the wizard that is within 5’.

Residual: all magic used by the wizard is accompanied by additional cosmetic effects which may be swirling auras of various colors, sounds, or even smells.

Floating Disk

Secondary: the wizard sleeps hovering a foot off the ground in complete comfort.

Residual: the wizard has difficulty with stairs, and must roll under the wizard’s Dexterity score on 2d10 or trip and fall whenever attempting to climb or descend stairs.

Hold Portal

Secondary: the wizard may cause any door or lid within a dozen feet to close. This doesn’t work if the door or lid is being propped or held open.

Residual: doors and lids stick in the wizard’s presence, necessitating a bit more effort to open.

Light

Secondary: a fanciful aura of various colors can be conjured to dance around the wizard’s fingers.

Residual: a pale light glows from the wizard’s eyes. While this can’t be seen in bright light, in the dark they seem to glow like the red eyes of a rat.

Magic Missile

Secondary: while it does not confer any bonuses to hit or damage, any weapon the wizard wields can be counted as +1 per iteration of this spell prepared for purposes of hitting creatures immune to normal weapons, such at lycanthropes or vampires.

Residual: living creatures find the wizard’s touch unpleasant, even mildly painful.

Protection From Evil

Secondary: the wizard’s presence makes those nearby mindful of their misdeeds and stirs up the conscience. Those of normally good disposition will feel an urge towards contriteness, while those who embrace their wickedness will feel annoyed.

Residual: the effect is constant and so strong that people cannot stand to linger in the wizard’s presence, and all reaction checks are taken with a -1 penalty.

Read Languages

Secondary: the wizard is able to identify the culture that produced any writing the wizard can touch, so long as that culture is known to the wizard. If the culture is not known, then the wizard will only be able to identify the race of writer.

Residual: all objects with writing on them are agitated whenever the wizard passes by. Books and papers rustle as if whispering, signs creak, and metal rings softly. Only stone fixed firmly in the ground is immune.

Shield

Secondary: rain, snow, dust, and such other falling debris, too small or mild to actually cause damage, are deflected from the wizard.

Residual: the wizard’s sense of touch is dulled, and the wizard handles objects as if wearing extremely thick gloves. This may cause penalties for any tasks the wizard attempts which require manual dexterity, but does not affect spellcasting.

Sleep

Secondary: those sleeping within 6’ of the wizard slumber soundly and peacefully.

Residual: the wizard is hard to rouse from sleep. For the first round after waking, the wizard is too groggy to act. If left alone, the wizard will sleep as many as a dozen hours before waking naturally.

Ventriloquism

Secondary: the wizard is able to whisper to anyone within a dozen feet without anyone else being able to hear what is said.

Residual: the wizard’s voice is distorted in a disturbing manner. This might merely make the wizard difficult to understand, but usually results in a -1 reaction penalty for anyone the wizard speaks to.

2nd Level

Continual Light

Secondary: the wizard is able to create a halo of auras that swirl around the wizard.

Residual: a part of the wizard’s body glows brightly enough to be seen in daylight, in a disturbing and eldritch manner. Roll a d6:

1-3 the eyes glow brightly

2-5 the fingers glow in such a way that leave swirls of after-images in the eye

6 the wizard’s heart glows brightly, so that if the wizard’s chest is bare, the workings of the heart and lungs can be seen through the skin.

Detect Evil

Secondary: when faced with blatant, unquestionable evil, the wizard can discern something of its source after a round of concentration.

Residual: the wizard is affected by a mild paranoia.

Detect Invisible

Secondary: the wizard is especially aware of air currents and changes in light.

Residual: the wizard is constantly seeing things in the peripheral vision.

ESP

Secondary: the wizard is immediately aware of the moods of normal animals the wizard can see.

Residual: the wizard is powerfully affected the strong emotions of people who talk to the wizard, causing the wizard to share or be sympathetic to these emotions, even if the cause or circumstances are unknown.

Invisibility

Secondary: the wizard can cause the view of a single object within 6’ to be blurry and indistinct. While the object is still visible, fine details on it, such as writing or intricate designs, will be muddied and indecipherable.

Residual: the wizard’s range of vision is cut in half.

Knock

Secondary: any lid or door within 12’ feet of the wizard that is not locked, jammed, or held shut can be opened with a gesture.

Residual: doors, windows, lids, and other things that can be opened will rattle gently as the wizard passes by.

Levitate

Secondary: any sand, snow, mud, or the like less than ankle deep will not impede the progress of the wizard.

Residual: objects have a tendency to leap from the wizard’s hands if the wizard isn’t careful. Whenever the wizard is distracted or in a hurry, apply a -1 Dexterity penalty to anything the wizard attempts.

Locate Object

Secondary: the wizard is exactingly aware of the location of every object the wizard can see.

Residual: the wizard is unable to shut out this information and it continually distracted by it. This may result in penalties against any mental activities the wizard attempts, at the discretion of the DM, but does not affect spellcasting or preparation.

Mirror Image

Secondary: the wizard is able to conjure a cloak of visual illusions. These are not good enough to prevent anyone from recognizing the wizard, but they can be used to cause the casual observer to overlook the wizard as uninteresting.

Residual: the wizard has multiple shadows, some of which lag noticeably behind the wizard.

Phantasmal Force

Secondary: the wizard is able to conjure simple shapes, symbols, or writing in the palm of the wizard’s hand.

Residual: the wizard is wreathed in disturbing shadows, auras, or wisps.

Web

Secondary: the wizard can cause simple, light objects to stick to the wizard’s hand, so that they will not fall out. This can also be an aid I climbing, granting a +1 bonus.

Residual: everything sticks to the wizard’s hand, making it very difficult to put anything down and impossible to throw things.

Wizard Lock

Secondary: the wizard can cause any mundane lock that can be seen, within 12’ of the wizard, to lock, even if the key is not available.

Residual: random locks within a dozen feet of the wizard will lock on a roll of 1 on a 1d6.

3rd Level

Clairvoyance

Secondary: the wizard is able to see him or herself from any angle.

Residual: multiple views impose themselves on the wizard’s eyes, imposing a -1 penalty on all to-hit rolls with ranged weapons.

Dispel Magic

Secondary: any spells cast on the wizard have their durations cut in half.

Residual: any spells cast by the wizard have their durations cut in half.

Fire Ball

Secondary: the wizard is able to ignite combustible materials within a 6’ of the wizard as if a small match has been held to them. Note that this only works on objects that will readily burn, like dry tinder, paper, or oil. Wet wood, large logs, most clothing, and all living creatures cannot be set on fire with this spell. However, lamp oil that’s been poured on any of these can be.

Residual: on a roll of 1 on a 1d20, any flammable object the wizard touches will burst into flames.

Fly

Secondary: the wizard may cause his or her hair and garments to float and ripple as if lifted by a strong breeze.

Residual: the wizard’s hair and clothing constantly float and ripple as if lifted by a strong breeze. Once per hour, a single object on the wizard’s person not strongly held or strapped down will fly into the air, being hurled 5d20 yards away.

Haste

Secondary: a common, simple task the wizard performs on very regular basis (at least once per day) can be performed at twice the normal speed. The wizard must be sitting still to perform this task, and must concentrate completely upon it, without interruption.

Residual: the wizard’s metabolism is sped up, and the wizard must consume 50% more food and drink than normal.

Hold Person

Secondary: the wizard is able to be perfectly, betraying no motion or sound, no matter how badly tickled or prodded, for up to one hour per level of the wizard.

Residual: the wizard moves 25% more slowly than normal.

Infravision

Secondary: the wizard is able to see writing the wizard can hold in the hand even under very dim light. There must be at least starlight, however.

Residual: the wizard is extremely sensitive to light, and finds undiluted sunlight to be painful. This incurs a -1 to hit penalty on all to-hit rolls made by the wizard.

Invisibility 10’ Radius

Secondary: the wizard can cause the view of all objects within 6’ to be blurry and indistinct. While the objects are still visible, fine details on them, such as writing or intricate designs, will be muddied and indecipherable.

Residual: the wizard is unable to see anything beyond 30’ away with any clarity.

Lightning Bolt

Secondary: the wizard can weakly magnetize any ferrous object touched. This magnetism is strong enough only to move small objects. (It’s about on par with your common kitchen magnet.)

Residual: electricity crackles in the wizard’s hair, making it stand on end, and between the wizard’s fingers, constantly snapping and shocking anything or anyone touched.

Protection From Evil 10’ Radius

Secondary: the wizard’s presence makes all who can see the wizard mindful of their misdeeds and stirs up the conscience. Those of normally good disposition will feel an urge towards contriteness, while those who embrace their wickedness will feel annoyed.

Residual: the effect is constant and so strong that people cannot stand to linger in the wizard’s presence. All affected have their reaction to the wizard and the wizard’s companions shifted one more level toward hostile.

Protection From Normal Missiles

Secondary: rain, snow, dust, and such other falling debris, too small or mild to actually cause damage, are deflected from the wizard.

Residual: all objects tossed to the wizard will swerve away, well before they come within reach.

Water Breathing

Secondary: the wizard gains a +1 to all saves vs. gasses or other inhaled dangers.

Residual: the wizard is extremely susceptible to alcoholic drink, and will become inebriated twice as quickly as normal.

4th Level

Charm Monster

Secondary: the wizard gets a +1 reaction bonus when interacting with non-hostile monsters.

Residual: -1 to all rolls for wandering monsters.

Confusion

Secondary: the wizard can cause one individual of less than average intelligence to lose their train of thought and forget what they were talking about.

Residual: the wizard suffers a -2 penalty to saves vs. charming spells, confusions, and illusions.

Dimension Door

Secondary: the wizard can cause any non-magical, non-living object that can be completely enclosed in a fist to switch from one hand to the other.

Residual: once per day, a small, non-magical, non-living object in the wizard’s possession vanishes. There is a 1 in 6 chance that it appears among the possessions of one of the wizard’s companions.

Growth of Plants

Secondary: plants personally tended by the wizard are especially healthy and fruitful.

Residual: grasses stepped on by the wizard suddenly become twice as lush as before, while flowering plants touched suddenly erupt with flowers.

Hallucinatory Terrain

Secondary: the wizard is able to create replica illusions of any terrain feature the wizard has seen before. These illusions may never be larger than 3 cubic feet in size.

Residual: the wizard’s vision is filled with mirages and the horizon shimmers and grows indistinct.

Massmorph

Secondary: the wizard gains a bonus to any attempts to hide in natural, outdoor settings.

Residual: the wizard’s hair sprouts illusionary leaves while the wizard’s words are accompanied by the singing of birds.

Polymorph Others

Secondary: the wizard is able to alter a single feature of any person touched (such as eye color or hair length, the shape of the nose, etc.) for up to one hour per level of the wizard. Only one such alteration per person is possible, though the wizard can alter as many people as the wizard has levels. These alterations are simple and purely cosmetic.

Residual: anyone the wizard touches with flesh-to-flesh contact must make a save vs. spells. If they fail, the person touched acquires an extra feature as generated by these two tables:


FEATURE

1: transformed eyes, roll on the species table for type

2: transformed ears, roll on the species table for type

3: transformed legs, roll on the species table for type

4: acquire tail, roll on the species table for type

5: acquire pair of small horns sprouting from the forehead

6: four tentacles sprout from the victim’s body. Each tentacle attacks one random person within a dozen feet of the victim, including possibly the victim. Each tentacle has 10% of the victim’s hit points. They can only be harmed by edged weapons, and are severed from the body when they’ve lost all their hit points. All damage done to the tentacles is also done to the victim.


SPECIES

1: canine

2: feline

3: bovine

4: equine

5: reptilian

6: avian

(DM’s are encouraged to adjust or extend these tables as best fits their campaign and sadistic whims.) These transformations can be undone with a remove curse spell.

Polymorph Self

Secondary: the wizard is able to make minor, cosmetic changes, such as changing the color or length of the wizard’s hair, length and color of the nails, etc. The wizard is not able to mimic any particular individual, and any alteration that would require the reshaping of bones is not possible.

Residual: whenever the wizard casts a prepared spell of the highest level available to the wizard, the wizard must roll a save vs. spells or then roll on the transformation tables from the polymorph other spell. This transformation my only be undone by a remove curse cast by anyone other than the wizard.

Remove Curse

Secondary: the wizard’s character may require any roll of the dice to be rerolled once per in-game day.

Residual: every time the wizard rolls a 20, some misfortune befalls the wizard, such as dropping their held weapon, their belt coming undone and falling to the ground, a bird poops on their head, etc.

Wall of Fire

Secondary: by intense concentration for a full round, the wizard is able to bring great heat to anything the wizard can hold in one hand. This heat is intense enough to cook food or cause water to boil.

Residual: the wizard’s flesh is feverish to the touch. The smell of burning follows the wizard while the wizard’s fingers leave smudges of ash on everything touched. The wizard takes double damage from fire attacks.

Wall of Ice

Secondary: by intense concentration for a full round, the wizard is able to chill anything that can be held in one hand. While it’s not cold enough to freeze water solid, it can put a thin layer of ice across the surface.

Residual: the wizards flesh is chill to the touch. Ice crystals from in the wizard’s eyelashes. The wizard takes double damage from cold attacks.

Wizard Eye

Secondary: the wizard has infravision up to a dozen feet (or out an additional 50% range for elves and others that already have infravision).

Residual: the wizard suffers -4 to all saves vs. gaze attacks.

Fifth Level

Animate Dead

Secondary: the wizard can identify the species of any corpse touched.

Residual: the wizard suffers a -1 on the amount of hit points healed from any healing spell cast on the wizard.

Cloudkill

Secondary: the wizard is able to kill small, non-magical, normal insects with tiny puffs of poisoned gas.

Residual: the wizard is surrounded by an odor so foul, the wizard suffers a -1 on all reaction rolls and nobody willingly stands closer than 6’.

Conjure Elemental

Secondary: once per day, the wizard can summon a handful of one of the four elements. The air will be pure enough to breath, the fire will die if not quickly given a fuel source, the water is pure enough to drink, and the earth will be a sphere of granite or soft clay, wizard’s choice.

Residual: the wizard attracts the elements. The wizard’s clothes get dirty faster, or any breezes seemed directed at the wizard. The smoke from fires heads right for the wizard’s face. If there’s water around, it ends up in the wizard’s shoes.

Contact Higher Plane

Secondary: every night the wizard sleeps with this spell prepped, the spirit of the wizard will roam the higher planes. During these wanderings, there is a 1 in 20 chance of the PC learning a random new spell.

Residual: every night the wizard sleeps with this spell prepped, there is a 1 in 6 chance of the PC being struck insane. NOTE: this residual effect happens EVERY TIME the wizard tries to sleep with this spell prepared, no roll necessary. Contact higher plane is NOT the sort of spell you want banging around inside your head for long.

Feeblemind

Secondary: once per day, the wizard can attempt a simple suggestion on an individual with average or lower intelligence. The target must be able to understand the wizard’s words and gets to roll a save vs. spells to resist. The suggestion cannot be more than a dozen words in length.

Residual: the wizard’s intelligence is lowered to 9.

Hold Monster

Secondary: the wizard’s mount is able to be completely still and silent, so long as the wizard is in physical contact with the beast, for as many hours as the wizard has levels.

Residual: the wizard’s mount moves at half speed.

Magic Jar

Secondary: the wizard has the ability to harm non-corporeal monsters with physical attacks, and has a +1 to hit and damage against them.

Residual: the wizard’s life-force is a bit unstuck. The wizard suffers a -2 to all saves vs. death.

Pass-wall

Secondary: the wizard has a +1 to find secret doors (raising elves to 50% chance of discovering secret doors). The wizard can also more easily discover traps, tiny features, or cracks and weaknesses in a wall that is studied for at least one round.

Residual: every night the wizard sleeps in a place, the walls take a single point of structural damage.

Telekinesis

Secondary: the wizard can levitate objects under a pound in weight that are within a dozen feet of the wizard.

Residual: once per hour, there’s a 1 in 6 chance of a random object weighing no more than 6 lbs within 24’ of the wizard hurling itself in a random direction for 1d6 feet per level of the wizard. If the object hits someone, it does 1d4 points of damage, unless it’s a weapon, in which case it will do 1d6 points of damage.

Teleport

Secondary: the wizard is able to teleport a small object, one able to be hidden inside a fist, from a well-known location into the wizard’s hand. The well-known location should be someplace the wizard knows intimately. The wizard’s desk is such a place. The pouch of the frost giant sitting across the road isn’t. (Unless the wizard has actually spent a few days inside the giant’s pouch.)

Residual: once per day, there’s a 1 in 8 chance of a random, small, non-magical object being teleported from the wizard’s possession to a random destination.

Transmute Rock to Mud

Secondary: once per day, the wizard is able to draw a mouthful of water from bare stone.

Residual: where ever the wizard touches or steps on bare stone, a paper-thin amount of the stone is turned into mud.

Wall of Stone

Secondary: once per day, the wizard is able to conjure a fist-sized granite block in any basic shape the wizard chooses, so long as it doesn’t have more sides than the wizard has levels. (For purposes of this spell, round objects have a single side.)

Residual: a wake of stone dust trails the wizard.

Sixth Level

Anti-magic Shell

Secondary: the wizard enjoys a +1 save vs. all magical effects.

Residual: the targets of any of the wizard’s magic, whether by spell, scroll, or magic item, enjoy a +2 bonus to saves against it.

Control Weather

Secondary: the wizard is immune from the effects of natural heat or cold. Rain and snow also will not touch the wizard, while normal winds will not even muss the wizard’s hair. However, lightning, flood, tornadoes and similar dangerous weather is still dangerous.

Residual: there is a 1 in 6 chance per day of the normal weather where the wizard is turning extreme. A warm day will become swelteringly hot, rain will turn to downpour, while chill winds will turn bitter cold. The effect will be the extreme of what might normally be expected, but not to the point of raising hurricanes or obviously magical effects.

Death Spell

Secondary: the wizard is able to kill small vermin, such as insects or non-dangerous, tiny rodents at will, one per hour.

Residual: grass curls up and browns under the wizard’s feet, small plants touched whither and die, and the wizard’s mount takes 1 point of damage per hour while the wizard is riding it.

Disintegrate

Secondary: the wizard can banish non-magical, non-predatory dust, grime, mildew, or grease, over a 10’ x 10’ area, once per day.

Residual: once per day, there’s a 1 in 8 chance of one random non-magical object the wizard wears or carries falling apart as if from the effects of great age or wear-and-tear.

Geas

Secondary: the wizard gets a +1 bonus to any dice rolls for haggling or persuasion.

Residual: the wizard is afflicted with a compulsive behavior chosen by the DM. Such compulsive behaviors might be always speaking in rhyme, only turning left, carefully lining up all food and arranging it by color and type before eating, etc.

Invisible Stalker

Secondary: the wizard can sense the presence of invisible stalkers, though is unable to pinpoint their exact location.

Residual: once per day, there’s a 1 in 20 chance of an invisible stalker tracking the wizard down and attempting an assassination to prevent the use of magic to enslave its brethren.

Lower Water

Secondary: the wizard is able to dry anything that’s had water spilled on it, or has been soaked in rain or other non-magical liquid.

Residual: fluids retreat from the wizard’s approach. This makes it impossible for the wizard to wash or drink.

Move Earth

Secondary: the wizard is able to banish mundane dirt from clothing, the body, or other objects.

Residual: dirt (but not stone) ripples like water where ever the wizard steps. This has no effect on anyone’s ability to stand upright, nor is it able to harm large structures, though small objects might be tumbled or shaken.

Part Water

Secondary: the wizard is able to force a volume of water no larger than a single cup per level of the wizard into whatever shape is desired. The water will retain that shape only for as long as the wizard wills it. As it’s still water, it behaves like a liquid in all other respects, making it completely unsuitable for use as a ladder or lever, for instance, unless it is frozen while the wizard maintains concentration.

Residual: fluids retreat from the wizard’s approach. This makes it impossible for the wizard to wash or drink.

Projected Image

Secondary: the wizard is able to create a visual illusion up to a single cubic foot in volume of any person or thing the wizard has seen. It exists only so long as the wizard concentrates on it.

Residual: the wizard’s eyes turn glassy and emotionless. An air of aloofness and distance surrounds the wizard. The wizard suffers a -2 to reaction checks, while the wizards henchmen and followers suffer a -1 to moral.

Reincarnation

Secondary: the wizard can see one past life of any person touched.

Residual: the wizard’s dreams are plagued by images of past lives. Sleep provides no rest; while the wizard is able to memorize spells as normal, no hit point damage is healed and diseases linger up to twice their normal span.

Stone to Flesh

Secondary: the wizard is able to petrify one non-magical creature small enough to fit in the wizard’s hand per day.

Residual: any food meat the wizard touches turns to stone. The wizard must subsist on a vegetarian diet.