Nodian Grimoire II

Thought up a few new spells – probably more weird than useful, but who knows?

Belch Bile (Conjuration)
Level: Magic-User 3
Range: 20′ cone
Duration: Instantaneous

The magician conjures acid from their guts, belching it in a cone 20′ long and 10′ wide. All in the path of the acid suffer 1d4 points of damage per magic-user level (save for half damage). The magic-user loses their voice for one hour after casting the spell due to throat burn.

Body of Rubber (Transmutation)
Level: Magic-User 3
Range: Personal
Duration: 1 hour

The spell caster’s flesh becomes as rubber. They are immune to falling damage, and in fact bounce back half as high as they fell with no effort, or as high as they fell with some effort. Bludgeoning weapons do no damage to them, and their Armor Class against all other attacks is increased by +2.

Cocoon (Abjuration)
Level: Magic-User 2
Range: Touch
Duration: 1 hour

A piece of cloth large enough to cover the target becomes a metal cocoon, protecting them from harm. The cocoon holds enough air to allow the protected individual to breathe comfortably for the duration of the spell. The quality of the metal depends on the level of the spell caster: Steel for levels 3rd to 7th and adamantine for 8th and 9th level casters. The metal is one inch thick. The cocoon weighs approximately 1,400 lb.

Freeze Ray (Evocation)
Level: Magic-User 3
Range: 120′
Duration: Instantaneous

The target of this ray suffers 1d6 points of cold damage per level and must pass a saving throw or be paralyzed for 1d4 rounds.

Lifting Hand (Evocation)
Level: Magic-User 4
Range: See below
Duration: 1 minute

An invisible hand of force appears beneath the spell caster and comrades within 5 feet of him and lifts them up or down up to 20 feet per level. The hand can move laterally no more than 2 feet per level. If the magic-user and friends are still on the hand when the spell’s duration runs out, it simply disappears.

Mutation Ray (Transmutation)
Level: Magic-User 4
Range: 60′
Duration: 1 hour

A glowing green ray erupts from the palm of the magic-user’s left hand. A creature struck suffers a random mutation (see mutagen capsule in Blood & Treasure Rulebook). There is a percentage chance that the mutation is permanent equal to 20 minus the target’s constitution score, or 10 minus their Hit Dice for monsters. Constructs, oozes, outsiders and elementals are unaffected by the ray and fey creatures receive a +2 bonus to save against it.

Ricochet (School)
Level: Magic-User 2
Range: Touch
Duration: 1 minute

A sword blade touched by the magic-user gains the ability to block unerringly rays and magic missiles.

Spiraling Failure (Enchantment)
Level: Magic-User 3
Range: 30′
Duration: 24 hours

The magic-user curses one dice-rolling aspect of her target – attack rolls, saving throws against a general class of threat, a particular task check, etc. For 24 hours, every time the target fails one of those dice rolls, they suffer a cumulative -1 penalty one subsequent dice rolls of that type.

Transmute Flesh to Robot (Transmutation)
Level: Magic-User 6
Range: 30′
Duration: 10 minutes

The target of this spell has their flesh and innards changed to metal and mechanisms for 10 minutes. This gives them the abilities of a construct and a natural AC of 15, but removes their emotions (and alignment becomes true neutral).

Transmute Food to Ash (Necromancy)
Level: Anti-Cleric 2, Druid 2, Magic-User 2
Range: 10′
Duration: Instantaneous

Up to 1 lb of food per level within view and no more than 10 feet away is turned to ashes.

Transmute Water to Poison (Necromancy)
Level: Anti-Cleric 2, Druid 2, Magic-User 2
Range: Touch
Duration: Permanent

The magic-user transmutes up to one gallon of water per level into Poison I or one quart of water per level to Poison II, one pint of water per level to Poison III and fluid ounce of water per level to Poison IV. If the magic-user attempts to transmute a larger portion of water than allowed by their level, the spell fails. The reverse of this spell changes poisons (in like quantities to above) to pure water.

Illustration by Jon Kaufman






Teleporting With Style

star-trek-transporterTeleport and teleport without error are old spells, and in the old school they leave the look and feel up to the imagination. Here are a few ideas on what teleportation might look like …

1. You appear line by line, like being printed by a dot matrix printer in the 1980s

2. Appear as free-floating fetus and age into current form

3. Appear as skeleton and grow muscle, tendons etc until fully formed

4. Coughed out of the 4th dimension like a hairball

5. Appear in blink of eye, but all people in area have to pause briefly and then move slightly when you appear, as though on an old TV show

6. Trapdoor opens in sky and you fall out

7. Beam in like Star Trek – lots of noise and sparkles

8. Appear in puff of smoke with a musical fanfare

Level 9-12 – a fanfare of kazoos
Level 13-16 – a fanfare from a Casio keyboard
Level 17+ – a fanfare of trumpets

9. Hole appears and you crawl through it

10. Door of light (or shadow) slides open (like automatic door) and you step through

11. Miniature volcano grows from ground and you erupt out of it

12. Swirling cloud forms in your shape and then gradually becomes solidified until it’s you

13. Lightning strikes ground and leaves you when the dust clears

14. Your form is poured like silvery, bubbly liquid that falls from the sky – you emit a small burp when you finish forming due to the ethereal carbonation in your system

15. Space shatters like a mirror, revealing you

16. Velvet curtains held aloft by cherubs parts to reveal you in all your glory

17. A giant hand descends from the sky with a paint brush and paints you into existence

18. You appear as a wavering hologram that slowly becomes real to the peal of invisible gongs

19. Your hand appears holding a wand, and slowly rises from the ground revealing you (and of course ending on your arm extended above your head

20. Purple smoke seeps up from the ground and you appear, genie-like (or Jeanie-like, if I’m being honest)

Magic from the Masters

When I was about 10 years old, Mattel introduced its He-Man toy line. I remember going over to a friend’s house to see the entire original line, which his grandparents had bought him for Hanukah. If I’m honest, they didn’t do much for me. I was a freak for G.I. Joe and military stuff at the time, and really had no interest in swords and sorcery. As a result, I never had an interest in He-Man. I mostly saw it as a cheap Filmation cartoon. It would still be two or three years before a chance meeting with Tolkien’s The Two Towers and Dungeons & Dragons would get me interested in the fantasy genre.

Fast forward to adulthood. What did not interest me as a G.I. Joe-loving kid now does interest me as a weird retro-loving adult. I can now appreciate just how bizarrely creative Mattel’s toy makers were with the MOTU line, and I can even appreciate the cartoon, though more by way of laughing at it (gently and with love) than of thrilling to the adventures of He-Man (who I just now discovered shared his voice with Morris the cat – even weirder).

Over the last couple weeks, I’ve been watching a He-Man cartoon at night before bed to unwind, and in addition to the entertainment value I’ve been inspired to write a few spells that will find their way into Esoterica Exhumed. Here’s a sample:

Battle Beast (Evocation)
Level: Druid 5, Magic-User 6
Range: 30′
Duration: 10 rounds

One animal targeted by this spell becomes a battle beast, doubling its size and Hit Dice, and increasing its damage rolls by +2 points for the duration of the spell. While under the effects of the spell, the animal is treated as a monster rather than animal, and its coloration changes to something weird and unearthly. The animal gains limited sentience and low intelligence in battle beast form.

Blinding Light I (Evocation/Illusion)
Level: Cleric 1, Druid 1, Magic-User 1
Range: 5′
Duration: 1d6+1 rounds

One creature immediate in front of you is dazzled by a sudden intense light that flashes from your eyes. The victim is blinded for 1 rounds, and then dazzled for 1d6 rounds. A dazzled creature suffers a -1 penalty to attack rolls and to all task checks involving sight.

Blinding Light II (Evocation/Illusion)
Level: Cleric 2, Druid 2, Magic-User 2
Range: 20′ cone
Duration: 1d6 rounds

This spell causes those caught in the area of effect who fail a saving throw to be dazzled, suffering a -1 penalty to attack rolls and all task checks involving sight.

Chasm (Conjuration)
Level: Druid 4, Magic-User 5
Range: 60 feet
Duration: 10 minutes

You can cause the ground to suddenly disappear, shifting it briefly into the elemental plane of earth. The resulting chasm has the following dimensions: Width is equal to 5 feet plus 2 feet per level; length is equal to 1 foot per level and depth is equal to 2 feet per level. After 10 minutes, the earth shifts back into position from the elemental plane, burying anything that was in the chasm or displacing gases and liquids (such as water or an obscuring mist spell) that might have been in the chasm to the surface.

Cosmic Comets (Conjuration)
Level: Magic-User 3
Range: Personal
Duration: 1 hour

You conjure three miniature comets which orbit you at a radius of up to 10′. While orbiting, they provide a +1 bonus to Armor Class. Melee attackers that miss their attack roll against you by only 1 point are struck by a comet for 1d6 damage + 1d6 fire damage. You can also send these comets streaking out at a single target, who can avoid it with a saving throw. Targets that are hit suffer 2d6 damage + 1d6 fire damage.

Homing Spell (Divination)
Level: Magic-User 1
Range: Touch
Duration: Permanent

Once a magic-user has placed this spell on a nonliving item, she can, with mild concentration and while rubbing the temples, discern its location relative to her in terms of direction and approximate distance. This homing beacon is permanent, but can be removed with dispel magic or suppressed while in possession of a creature with magic resistance (dice to determine).

Raise Pillar (Evocation)
Level: Druid 3, Magic-User 4
Range: 30 feet
Duration: 1 hour

With the lifting of your arms, a pillar of solid rock rises from the ground. The ground in question must be solid – i.e. there must be rock to form into a pillar. The pillar rises 5 feet plus 1 foot per level, and is roughly 4 feet in diameter. The pillar can be raised under a creature’s feet, in which case they must pass a saving throw to avoid being lifted. If they fail this saving throw, they are carried upwards and could potentially be crushed if the pillar’s height plus their own would force them to violently contact the ceiling of a chamber or cavern. If they are crushed, they suffer 3d6 points of damage. After one hour, the pillar slides back into the ground. This spell can conceivably be used to raise buried treasure to the surface, but the soil in which the treasure was buried forms into solid rock and therefore may make the treasure difficult to access.

Sleeve of Holding (Conjuration)
Level: Magic-User 3
Range: Personal
Duration: 8 hours

The magic-user can stuff 100 pounds per level worth of non-magical, non-living goods up his left sleeve. After 8 hours, the magic-user must dump the goods out of his sleeve or they disappear into dimensions unknown.

Scads of Magic


I’ve long been a fan of Seventh Sanctum, and tonight I decided to play around with the magic item generator. You get names for items that don’t always make sense, but often have in them something you can use … with a little imagination!

So, here’s a scad of magic items in thumbnail sketch form, plus a couple with names I loved that even I wasn’t sure how to flesh out with actual gamable abilities.

+1 Banded Mail of Heat Resistance: Stay comfortable in hot weather (summons cold air from elemental air plane), -1 damage per dice of fire damage

Amazon’s Pill: As heroism spell, females only

Barrel of Monkeys: Can summon 3d4 monkeys, once per week
Beggar’s Sandals: Feel no hunger or thirst if one eats/drinks once per week

Celestial Cube: When subjected to magic light, produces a prismatic/rainbow spell of the same or lower level

Coat of Sludge Repulsion: Cannot be engulfed by oozes

Coat of Slyness: Better pick pocketing, hides stolen goods

Earrings of Dancer’s Grace: +1 to AC, +1 to saves involving movement, gain ability to dance (fascinate as bard) once per day

Elemental Gauntlet: Gauntlet can on command turn into one of the following – an elemental earth gauntlet that smashes stone and +1 save vs. acid; a white hot gauntlet of metal that deals +1d6 fire damage and +1 save vs. fire; a gauntlet of ice that deals +1d6 cold damage and +1 save vs. cold; a sphere of swirling air that grants +2 AC vs. missile attacks and +1 save vs. electricity

Elixir of Blood Control: One can cause their own wounds or others to stop bleeding with a glance

Ethereal Brew: When poured out, it causes a whirlwind on the ethereal plane

Evil Drum: Bonus to hit for goblinoids

Flute of Ooze Alteration: Forces oozes to save vs. dancing; bards can cause them to move as they wish within sound

Fork of Time: When banged against metal, it forces all time displaced creatures within 100 ft. to shift into the present; against adamantine or mithral, it shifts the adventurers ahead 1 hour (do not move in space)

Hand Axe of Wind Shield: Can be swung around to create a wall of wind, when thrown, accompanied by a gust of wind

Hauberk of Revealing: Light reflected from this mail dispels illusions and reveals hidden and secret things

Haunted Tower Shield: Once per day can become a portal into the negative zone, releasing a single incorporeal spirit (HD no higher than users) to attack a foe

Helm of Ritual Fish Seduction: Hmmm … next!

Infernal Sitar: Playing causes people’s shoes to heat up (as heat metal)

Jar of Thought Absorption: One can hold a thought in the jar by putting against the ear and thinking; the thought cannot be accessed by mind reading – mage’s can do this with spells; can put thought back into head in same way – others can try, but may take Int damage

Massive Helm: A large, spherical helm – silly looking, but +3 to AC

Mechanism of Amazon Slaying: I have no idea, but what a great weird name

Pendant of Magma: Allows one to walk across magma and lava with no damage or sinking

Rainstick of Calming: Berserkers and barbarians cannot go nuts in its presence

Ring of Knocking: As knock spell, 3/day

Ruby Draft of Abjuration: Drink liquid to gain abjuration spell – water (1st), wine (2nd), other potion (3rd, and gain abilities of that potion); usable 1/day, spell remains in memory for 1 hour

Salve of Gold: Like fool’s gold spell, enough for ten tiny items

Sapphire Net: Becomes a large web of blue energy that can entrap air elementals and gaseous creatures

Sphere of Ursus: Metal sphere with a copper, silver and gold bear; copper bear summons a black bear, silver brown and gold polar; 1 bear per week, from a ray that fires from the sphere up to 30 feet away; destroying the orb summons a cave bear

Staff of Slime Absorption: Can absorb up to 6 HD of oozes or slimes (1 HD = 5 square feet); when broken or released, they all appear adjacent to staff; can also be ejected as a 30’ cone of acid (damage dice equal to HD absorbed)

Titan’s Wand: Can cast one third level magic-user spell per day, but requires two magic-users to swoosh it

Traveler’s Stick: +5 ft. per round to walking speed, walk twice as long without being fatigued

White Javelin: When it strikes undead, it absorbs their negative energy, up to 6 HD, turning the javelin black – the black javelin then absorbs levels/HD of living creatures until it negates the negative energy, so don’t touch it without a mithral gauntlet

Okay – one more, inspired by watching MST3K’s take on Cave Dwellers …

Helm of the Black Swan: Once per day, a roll of “1” can be turned into a “20”, or a roll of “20” can be turned into a “1” within sight of the wearer.


Flights of Fancy


The fly spell is a good example of a spell that succinctly (at least in old editions) explains what the spell does, but does not describe what the effect looks like. It’s easy enough to assume the flyer looks something like Superman, but how about some other possibilities:

1. Magic-user rides a rainbow, with sparkles descending like a gentle rain on those below

2. Magic-user sprouts golden wings of energy

3. Magic-user sprouts bat wings and leaves a sulfurous smell as he passes by

4. Magic-user rides a small cloud

5. Magic-user sprouts two silver discs from the bottom of his feet and rides them through the sky

6. Bottom of the magic-user’s body becomes a whirlwind (no extra effect from the wind) and he flies like a tornado through the sky

7. A bubble of magic energy surrounds the magic-user, who sits in the lotus position within

8. A giant hand descends from the sky and picks the magic-user up, depositing him where he wishes

9. Dozens of magical balloons on strings sprout from the magic-user’s hand and lift him into the air

10. The magic-user becomes a flock of sparrows (she retains a general humanoid shape and keeps the same combat statistics as the magic-user if attacked)

That’s ten possibilities – anyone care to deposit a few more in the comments?

New Spells and a Way to Use Them

New magic-user spells – fun to create, but hard to get into a game. After all, a magic-user only has so many spells he can cram into a spellbook, and when it comes time to choose, the average magic-user is going to go for the most useful, and thus usually the most standard, spells in the game. Detect evil might be boring, but it sure is useful.

Since I was inventing a bunch of new spells yesterday, I also went to the trouble of inventing a way magic-users can actually use them. It’s a highly complex set of rules …


NOD magazine begins its fabulous eighth year with a full hex crawl covering the crumbling empire of Nomo, a Romanesque city that has lost its emperor. As the empire slowly falls, opportunity for adventures abound. The hex crawl includes three mini-dungeons and hundreds of places to visit.

Other features include:

Two old school classes, the Centurion and Dervish, as well as ideas for anti-classes designed to foil fighters, magic-users and thieves.

Rules for playing poker in GRIT & VIGOR, as well as a gambler sub-class

A host of new “eye monsters” for Blood & Treasure and other OSR games

Plus some ideas on votive orders and on introducing the most horrific concept into fantasy gaming ever conceived … Taxes!


… that are actually not complex at all, and very simple. I call it Quasi-Spell Research

With an hour’s meditation, a magic-user can prepare any magic-user spell permitted by the Referee. The magic-user must have an open “spell slot” for the spell to do this. Once a spell has been prepared in this way, it can never be prepared with quasi-spell research again. It can, at some point, be learned and added to the magic-user’s spell book in the normal way, but not using this method. The magic-user also cannot use quasi-spell research to acquire a spell for making a magic item – she cannot use it to scribe a scroll, brew a potion, etc.

Since we have a rules lite way of accessing all sorts of new spells, how about a few new spells?

Black Sun (Necromancy)
Level: Anti-Cleric 3, Magic-User 3
Area of Effect: 120′ radius
Duration: 1 minute per level

Sunlight in the area of effect becomes gray and wan. It does not harm creatures normally harmed by sunlight, such as vampires.

Fantastic Transformation (Transmutation)
Level: Magic-User 9
Range: Touch
Duration: 10 minutes

This spell requires three subjects plus the caster. All four participants must be holding hands. Upon casting the spell, a bolt of cosmic energy erupts from the spell caster’s hands and travels through the subjects. When it ceases, all four participants in the spell are transformed. The subject with the highest strength score gains the benefit of the stoneskin spell. The subject with the highest dexterity score gains the benefit of the fire shield spell. The subject with the highest wisdom gains the benefits of the improved invisibility spell. The subject with the highest intelligence score takes in the properties of an ooze. If one subject qualifies for more than one of these transformations, they choose which one they want, and the runner-up then takes on one of the other transformations. All transformations last for 10 minutes and then cease.

Freak Out (Illusion)
Level: Magic-User 5
Range: 30′
Duration: See text

You may target all creatures within 30 feet of you with waves of psychedelic weirdness. Creature with 0 to 4 HD are confused for 1 minute. Creatures with 5 to 9 HD begin dancing around like crazy beatniks for 4 rounds and are fatigued for 10 minutes. Creatures with 10 or more HD are stunned for 1 round while they ponder the cosmos, man (and engines that run on water, man – water!), and then fatigued for 10 minutes from the heavy thinking.

Light Fantastic (Evocation)
Level: Magic-User 3
Range: See text
Duration: 1 hour

A beam of light departs the magic-user’s fingertip and proceeds in a direction chosen, bouncing off of solid objects as it goes generally in the direction determined by the caster. The light beam extends for a maximum of 90′ and lasts for one hour, suspended in the area cast. Any creature stepping through this beam of light must pass a saving throw or fall prone on the floor, having tripped (over) the light fantastic.

Melt (Transmutation)
Level: Magic-User 8
Range: 90′
Duration: 10 minutes

For ten minutes, the landscape and all inanimate objects around you seem to melt and bend. They become porous and strange. Walls can be walked through with a d20 roll under a character’s Wisdom score, and creatures can walk on walls and ceilings as though they were the floor. Weapons deal only 1 point of damage (plus strength modifier), and rigid objects become flexible. Everything in the landscape changes color into a brilliant, psychedelic pallet, including living creatures. After the spell ends, all sentient creatures must pass a saving throw or be sickened for 1d6 rounds. Creatures who are sickened must also pass a save or suffer 1d6 points of Wisdom damage.

Mystic Fire of Phango (Evocation)
Level: Magic-User 4
Range: 30′
Duration: Instantaneous

The mystic fire reaches out from the spell caster’s fingertips, like hands of liquid white flame, to caress the skull of the target. The spell attempts to erase from the mind of the target their three highest level spells that are also of a level the spell caster can cast. Thus, a 7th level magic-user could erase spells no higher than 4th from a target’s mind.

If the target’s highest vulnerable spells number more than three, then each spell is nominated by the target in turn and the spell caster decides if they wish to target that spell.

For each of the three to be erased, the target can choose to release the spell from their mind, or suffer 1d6 + spell level points of damage to their synapses and retain the spell. Thus, retaining an 8th level spell would inflict 1d6+8 points of damage to the target.

Recharge (Evocation)
Level: Magic-User 3
Range: Touch
Duration: Instantaneous

The magician uses their own body as a battery to recharge a wand or staff. For every point of Constitution damage or every 1d6 points of hit point damage they are willing to accept, they add 1 charge to a wand or staff.

Silky Smooth (Necromancy)
Level: Magic-User 1
Range: Touch
Duration: See below

At the magician’s touch, the victim loses all of their hair or fur, being left with silky smooth skin. Creatures without hair are unaffected.

Sinister Suspicion (Illusion)
Level: Magic-User 2
Range: 120′
Duration: 24 hours

The target of this spell scans as evil (Chaotic) to detect evil spells for 24 hours.

Sun Shower (Evocation)
Level: Cleric 3
Range: 240′
Duration: 1 round

Particles of light shower down on an area 40′ x 40′ x 40′. Creatures harmed by sunlight suffer 3d10 points of damage (no saving throw) in the affected area.

Supercharge (Evocation)
Level: Magic-User 4
Range: Touch
Duration: Instantaneous

The magician supercharges a wand. On its next use (and only its next use), the wand can expend two charges to cast its spell at either double the range, double the duration or increased damage. Damage is increased by +1 point of damage per dice of damage it normally inflicts. Thus, a three dice lightning bolt would do 3d6+3 points of damage if cast from a supercharged wand.

Transmute Skin to Tongue (Necromancy)
Level: Magic-User 7
Range: 30′
Duration: 1 hour

This bizarre curse changes a creature’s skin to the texture and color of a tongue. Their skin now tastes whatever it touches, a highly disconcerting sensation that requires a saving throw each turn to avoid becoming sickened (for sentient creatures) or frightened (for non-sentient creatures). Creatures without a skin (oozes, energy creatures) are unaffected. The affected creature’s appearance is likewise disconcerting to others, who must pass a save to avoid reacting with revulsion.

Transmute Sound to Light (Illusion)
Level: Magic-User 4
Area of Effect: 30′ radius
Duration: 1 minute

This spell converts all sound in the area of effect into light. The form of the light depends on the sound; singing, for example, might produce a lovely light show, while arguing would cast a harsh reddish light on the area.

Battles, in particular, create a vivid, violent strobe effect, with each clash of arms producing a flash of light. The effect is disorienting, and each creature in the area must pass a saving throw to avoid becoming dizzy (-1 to AC, -1 to hit, each miss in combat by 4 or more points resulting in the attacker falling prone). The dizziness ends when one leaves the area, for outside the area one hears the sounds and does not see the lights.

Word Up

From “Popeye the Sailor Meets Ali Baba’s Forty Thieves” via Wikipedia

Here are a few ideas on incorporating magical (or at least powerful) words into the treasure tables in your game.

All of these words are potential replacements for the venerable treasure map (which itself is a great piece of treasure). If you’re playing a game without treasure maps on the treasure list, you might need to reexamine your life choices. Or, you could just add it to the list of magic scrolls.

“Fechtbuch” is a German word for a book that teaches warriors how to fight with word and illustrations. The fechtbuch concept can be used for all classes, of course, and it occurred to me last night that the value of one of these books could be to grant a character an XP bonus, maybe +5% or +10% at the most, while they are earning XP to gain their new level. When the new level is gained, the book is of no more use to them – they’ve learned everything they’re going to learn from it.

The cursed version would do the opposite – a book written by a fool that makes true learning harder than it should be. Imagine trying to deal with a real hippopotamus after reading some nonsense in an old medieval bestiary.

A password gained in one room might help one get past a trap or monster in another room, or even another dungeon. “Swordfish” is a classic from the Marx Brothers movie Horse Feathers, and who can forget “open sesame” (or “open sez me” if you’re a Popeye fan).


Passwords can be mundane – as in a word spoken to guards to permit passage past them – or they can be magical, as in a word spoken to disarm a magic trap or lock. Perhaps every lock and trap has a mystic password given to it by its creator during the act of creation, and high level thieves have a knowledge of such passwords. While they use their picks and tools, they also whisper these words to the lock, hoping to find the one that opens it.

The “cursed” version of this would be the word that causes bad things to happen, a’ la the infamous “bree-yark” in The Keep on the Borderlands.

Secret Words
Secret words are not all that different from passwords, I suppose, but with them the power of the word is definitely magical. Secret words work on living creatures, including non-sentient creatures. The words are tied to a particular type of creature and they have a single effect. The word can be used one or two or three times before it loses its power.

The effects of a secret word should be non-offensive, and could include making the creature friendly, stopping a charging or pursuing creature in its tracks, or undoing a special attack or defense of the monster (such as “turning off” a medusa’s petrifying gaze) for a short period of time.

The mystical word “Nee” comes immediately to mind.

True Names
True names are not terribly different from secret words, though they are potentially more powerful. The idea is that every creature from beyond the mortal realm, demons, devils, demodands, angels, elementals, etc., has a secret true name that permits the speaker control over them. The true name should probably be treated as a spell – thus once spoken, it is forgotten. Otherwise, you’re giving an adventurer a pet monster to sic on his enemies, and that’s a bit more than any adventurer should get. The word, when spoken to its owner, could act as a command, suggestion or geas spell – whatever makes the GM comfortable.

Rincewind by Paul Kidby, found at Wikipedia

The true name can be used in a summoning spell to bring that specific creature to you (rather than pot luck) and put it under control. If you know the true name but don’t know the owner, a GM could give a flat 1% chance that the creature you’re speaking to is the owner of the true name you have learned. After all, fantasy stories and fairy tales are full of such odd coincidences. Speaking the true name to the wrong creature, however, might be disastrous – the creature will know what you were trying to do and may resent it.

A good example of a true name is Rumpelstiltskin.

Words of Power
Words of power take things up yet another level. These words are, in effect, the power word spells (and maybe a few others, such as control weather) in a form that anyone can use. Again, you are allowed one use to a customer, and perhaps that use comes with ramifications, as the keepers of cosmic order do not care to have things disordered by irresponsible adventurers.

Conceptually, I’m thinking of these being like the powerful spell that lodged itself in the head of Terry Pratchett’s magic-user Rincewind. Have the word of power displace a spell that a character can normally prepare (even clerics) or a skill or maneuver a non-spellcaster can normally use. A thief, for example, learns the power word kill spell, but while it’s in her head she cannot move silently, hide in shadows or pick pockets, making her a very effective murderer, but a lousy thief.

The Greek word “logos”, from Wikipedia


Blood & Treasure Going Hard (Cover)

Hey boys and girls, I finally have the Blood & Treasure 2nd Edition Rulebook up for sale as a hard cover book! The book runs $24.99, and as always if you buy the hard cover book and email me with your Lulu receipt and I’ll send you a link for the PDF.

My next steps are as follows:

* Get Blood & Treasure 2nd Edition Monster book up for sale as a PDF (this week)

* Get Blood & Treasure 2nd Edition Rulebook up for sale as a paperback (next week)

* Get NOD 30 up for sale as a PDF (next week)

* Get Blood & Treasure 2nd Edition Monster book up for sale as a hard cover and paperback (two to three weeks from now)

* Get NOD 30 up for sale as a paperback (two to three weeks from now)

Then I get the chance to work on some mini-games and figure out how to do a B&T TK Screen!

And now, since you’ve suffered through the commercial, here are a couple spells to play with:

Footfalls (Divination)
Level: Cleric 1, Magic-User 2
Range: 300 feet
Duration: 1 round per level

This spell permits the caster to hear all movement on the ground within 300 feet, even if that ground is separated from the caster by thick walls, etc. The caster knows the general direction of the footfalls, the size of what is moving and the general number (single creature, small group, large group, etc.)

Wildfire (Transmutation)
Level: Magic-user 5
Range: 30 feet
Duration: See below

This spell turns a fire or portion of fire (campfire size minimum) into a swarm of tiny fire elementals who run wild and cause as much havoc as they can before they’re destroyed. The swarm has the following statistics:

Wildfire Swarm (Tiny Elemental): HD 4; AC 14 [+1]; ATK Swarm (1d4 fire); MV 30 feet; SV 15; INT Low; AL N; NA 1; XP/CL 1,200/6; SP-Immunity (fire), vulnerable to cold.

The swarm moves and attacks as a single creature. It covers a 10′ x 10′ area, with all creatures in that area suffering an attack from the creature, and all inflammable items in the area forced to make an item saving throw or catch fire.

Scientific Items for Blood and Treasure

It’s been too long since my last post, but I’ve been pretty busy editing Blood & Treasure Second Edition. While the second edition is mostly about fixing errors and streamlining rules, I also decided to add a little extra to the game to make it more than just a revision. What I came up with was a few scientific items to spice up dungeon treasures. The items are, of course, optional for those TKs who do appreciate science fantasy.

Here’s a little sneak peek at the items.

Scientific Items

Some TK’s may wish to mingle some science (or science-fantasy, really) into their game. Perhaps their campaign is set long after a great war that left the world in a primitive state, and thus powerful scientific artifacts are hidden in ruins. On the other hand, it could be a “sword & planet” or planetary romance campaign, not unlike the world of Barsoom in Edgar Rice Burrough’s John Carter of Mars series of books, which mingles objects of super science alongside swords and armor.
Whatever the reason, the following tables can be used to roll random scientific treasures to include in your dungeon ruins.

d%         Science Value01-12     Power crystals (1d6)
13-18     Bionics
19-21     Blaster
22-23     Brain implant
24-29     Chronometer
30-34     Cubitron
35-37     Electro-whip
38-41     Exoskeleton
42-44     Flying discs
45-47     Force belt
48-50     Holo-projector
51-58     Infrared goggles
60-61     Jet belt
62-63     Laser sword
64-68     Mutagen capsule
69          Preservation collar
70-75     Ray gun
76-78     Shock gloves
79-83     Sonic pick
84-89     Spacesuit
90-92     Throwing disc
93-97     Tri-scanner
98-00     Vibro-dagger

The items will require a flow chart to figure out.
Here are a couple descriptions:

Bionics: Bionics are scientific items that can be attached to living bodies, improving them in various ways. The table below determines what bionic part was found:

d6 Bionic
1. Arm—left
2. Arm—right
3. Eye
4. Leg—left
5. Leg—right
6. Pincer

A bionic part can either be held up to a freshly severed stump, in which case it attaches itself (and stops the bleeding), or it can be opened and then sealed over the body part. In this latter case, the bionic item soon destroys the part it was fastened over (a painful process) and ruins it for future use.

Bionic items are not powered by power crystals. Rather, they integrate themselves into one’s own body, and power themselves biologically. Each bionic implant a character has “drains” one point of constitution while it is still implanted. When removed, the drained point of constitution is restored (though the body part is not).

Arm: Increase strength by +1; if both arms are bionic, unarmed damage is 1d4

Eye: Darkvision to 60’, find secret doors on roll of 1 to 4 on 1d6

Leg: Increase speed by +10 feet per round; leap 15 feet forward and 5 feet backward or straight up

Pincer: Gain melee attack for 1d6+1 damage; opponents suffer -2 penalty to save vs. grapple attacks

Skullcap: Increase intelligence by +2

Blaster: A blaster is a large device that fits over one’s hand. It is powered by one’s life force rather than a power crystal. Each time it is used, the user must pass a saving throw or suffer 1 point of constitution drain. This drain cannot be healed until the device is removed, which requires a character to roll d% under her combined intelligence and wisdom scores.

While attached to a character, the blaster can send out a laser blast (120’ line, ignores half of armor’s armor bonus, deals 3d6 fire damage) or a sonic blast (60’ cone, 2d6 sonic damage, save vs. deafness for 1 hour, crystal and glass items must save or be shattered).

When a character’s constitution falls below 5, he becomes Chaotic. If constitution is reduced to 0, the user becomes a mindless zombie and the blaster falls from their hand.

Flying Discs: These 2-ft. diameter metal discs can be adhered to the feet and provide the ability to levitate up to 60 feet off the ground, or fly at a speed of 60 feet per round. They consume 1 charge from their power crystals per 10 minutes of use.

Laser Sword: These swords appear to be no more than a pommel until activated. They drain 1 charge from their power crystal per minute of use. Laser swords give off light as a torch and ignore half of non-magic armor’s armor bonus. Laser swords deal 1d10 damage.

Power Crystal: These small, luminous crystals provide power for scientific items. Each crystal holds 10 charges when it is found (unless it is found in an object that was being used, in which case it has 1d10 charges).

Sonic Pick: This 8” long metal wand can be used to find secret doors, open locks and find and remove traps. The user must roll 1d20 under their intelligence score to successfully use the device. Each use uses 1 charge.

And if Brutorz Bill is reading this – yeah, the mutagen capsules come with a little random mutation table.

A Duet of Spells

Since most of my time right now is devoted to editing, it’s been tough to produce new material for the blog. I guess I had the Bard of Avon buzzing in my ear this weekend, though, when I wrote these thought up these spells …

Star Crossed
Magic-User 3
30’ range
Permanent until removed

The magic-user causes two creatures within 30 feet to have their fates exchanged. The two creatures must be friends or allies of one another. The spell exchanges the ability score modifiers, attack bonus and saving throw values between the two creatures. The spell lasts until the two creatures make contact with one another while remove curse is cast on them.

Cleric (Lawful) 2
30’ range
Lasts a number of rounds equal to the cleric’s level

One target within 30 feet has terrible, bleeding wounds opened up on its hands and feet. The pain is terrible, leaving the creature crippled (see Conditions) and imposing a -3 penalty to attack and perform tasks involving holding tools or using their hands (pick pocket, open lock, etc.).

For Lawful clerics, though, it also brings on an apotheosis, increasing their caster level by +2 and granting them a +1 bonus to save vs. magic for 24 hours.

I’ve been wanting to do something Shakespearean – perhaps this points the way.