Thursday, January 15, 2015

Removing the Cleric from LotFP Wierd Fantasy

On a thread on Google+,  James Raggi was musing about the possibility of removing the cleric, elf, dwarf, and halfling from LotFP core rules and moving them to an appendix. This would require that the spell list be modified.

I personally like the idea of a friar with a walking stick being the lawful equivalent to the wizard in a starry robe with a magic staff, rather than a cleric being a templar with a mace.  This fits better into the LotFP timeline as well.

I would suggest that the spell lists be merged and limited based on the alignment of the caster.

The most clerical spells can only be cast by Lawful magic-users. (True Miracles)
Second line cleric spells can only be cast by magic-users who are not Chaotic. (Enochian)
Simple spells are free for anyone to cast. (Hedge Magic)
The less reality wrenching spells can only be cast by magic-users who are not Lawful (Psychospiritual)
The truly reality wrenching spells can only be cast by magic-users who are Chaotic. (Cosmic Forces)

I also labelled a few as "neutral only" on a lark (Faerie Magic), but you can replace that categorization with "free for anyone" (Hedge Magic).   Some spells (a small numbers) have two versions on either side of the "law vs chaos" line, like "Cosmic Forces" / "True Miracles".  Pick a side, no neutrals.

The idea that "only chaotic can cast" is also wrong. A better system is a simple corruption system. All magic users begin as Lawful.  Their alignment shifts to neutral and then chaotic as they cast spells that their alignment doesn't allow.  A lawful friar who casts a "can't cast while lawful" spell (Psychospiritual) would shift to neutral.  If he cast something requiring Cosmic forces, he would become chaotic.  You cannot shift to become more lawful.

The labels "True Miracles \ Enochian \ Hedge Magic \ Psychospiritual \ Cosmic Forces" are also a spur of the moment thing,  better terms are needed.   Here is a list based on the R&M spell listing.  There may need to be some tweaking based on play.

Hedge Magic Any
Enochian Not Chaotic
True Miracles Lawful
Psychospiritual Not Lawful
Cosmic Forces Chaotic
Faerie Magic Neutral Only



First Level

1. Bless
True Miracles
2. Command
Enochian
3. Cure Light Wounds*
True Miracles
4. Detect Evil*
Enochian
5. Invisibility to Undead*
Enochian
6. Protection from Evil*
Enochian
7. Purify Food & Drink*
Hedge Magic
8. Remove Fear*
True Miracles
9. Sanctuary
Enochian
10. Turn Undead
Enochian
Second Level

1. Augury
Enochian
2. Delay Poison
True Miracles
3. Enthrall
Enochian
4. Heat Metal
Enochian
5. Heroism
True Miralces
6. Resist Cold
Hedge Magic
7. Resist Fire
Hedge Magic
8. Silence 15' Radius
Hedge Magic
Third Level

1. Cure Disease*
True Miracles
2. Dispel Magic
Hedge Magic
3. Magic Vestment
Enochian
4. Remove Curse*
Enochian
5. Sacrifice*
True Miracles
6. Water Walk
Enochian
FourthLevel

1. Cure Serious Wounds*
True Miracles
2. Detect Lie
True Miracles
3. Divination
Enochian
4. Neutralize Poison*
True Miracles
5. Protection from Evil 10' Radius*
Enochian
6. Spell Immunity
Enochian
FifthLevel

1. Commune
True Miracles
2. Cure Critical Wounds*
True Miracles
3. Dispel Evil
True Miracles
4. Insect Plague
Enochian
5. Quest
Enochian
6. True Seeing*
Hedge Magic
SixthLevel

1. Anti-Magic Shell
True Miracles
2. Find the Path*
Enochian
3. Forbiddance
True Miracles
4. Heal*
True Miracles
5. Tongues*
Enochian
6. Word of Recall
True Miracles
SeventhLevel

1. Control Weather
Enochian
2. Earthquake
Enochian
3. Holy Word*
True Miracles
4. Part Water
True Miracles




First Level

1. Bookspeak
Hedge Magic
2. Charm Person
Psychospiritual
3. Comprehend Languages*
Hedge Magic
4. Detect Magic
Hedge Magic
5. Enlarge*
Hedge Magic
6. Faerie Fire
Faerie Magic
7. Feather Fall
Psychospiritual
8. Floating Disc
Cosmic Forces
9. Hold Portal
Hedge Magic
10. Identify
Hedge Magic
11. Light*
Hedge Magic
12. Magic Aura*
Cosmic Forces
13. Magic Missile
Psychospiritual
14. Mending
Hedge Magic
15. Message
Hedge Magic
• Read Magic
Hedge Magic
16. Shield
Psychospiritual
17. Sleep
Psychospiritual
18. Spider Climb
Hedge Magic
19. Summon
Cosmic Forces
20. Unseen Servant
Psychospiritual
Second Level

1. Audible Glamour
Psychospiritual
2. Change Self
Psychospiritual
3. Detect Invisible
Hedge Magic
4. ESP
Hedge Magic
5. Force of Forbidment
Cosmic Forces
6. Forget
Psychospiritual
7. Invisibility
Psychospiritual
8. Knock
Cosmic Forces
9. Levitate
Psychospiritual
10. Light, Continual*
Cosmic Forces
11. Locate Object*
Psychospiritual
12. Magic Mouth
Psychospiritual
13. Mirror Image
Cosmic Forces
14. Phantasmal Force
Psychospiritual
15. Ray of Enfeeblement
Cosmic Forces
16. Speak with Animals
Hedge Magic
17. Stinking Cloud
Hedge Magic
18. Wall of Fog
Hedge Magic
19. Web
Hedge Magic
20. Wizard Lock
Hedge Magic
Third Level

1. Army of One
Psychospiritual
2. Clairvoyance
Psychospiritual
3. Detect Illusion
Hedge Magic
4. Dispel Magic
Hedge Magic
5. Explosive Runes
Cosmic Forces
6. False Alignment
Psychospiritual
7. Fly
Cosmic Forces
8. Gaseous Form
Cosmic Forces
9. Gust of Wind
Hedge Magic
10. Haste*
Cosmic Forces
11. Hold Person
Psychospiritual
12. Howl of the Moon
Faerie Magic
13. Invisibility 10' Radius
Psychospiritual
14. Phantasmal Psychedelia
Psychospiritual
15. Protection from Norm. Missiles
Cosmic Forces
16. Secret Page
Hedge Magic
17. Speak with Dead
Psychospiritual
18. Strange Waters II
Cosmic Forces
19. Suggestion
Psychospiritual
20. Water Breathing*
Cosmic Forces
FourthLevel

1. Charm Monster
Psychospiritual
2. Confusion
Psychospiritual
3. Creation, Minor
Cosmic Forces/ True Miracles
4. Dig
Hedge Magic
5. Dimension Door
Cosmic Forces
6. Extension
Hedge Magic
7. Globe of Invulner­ ability, Minor
Cosmic Forces
8. Hallucinatory Terrain
Psychospiritual
9. Invisibility, Improved
Psychospiritual
10. Pneumonic Enhancer
Hedge Magic
11. Plant Growth
Hedge Magic
12. Polymorph Others
Cosmic Forces
13. Polymorph Self
Cosmic Forces
14. Protection from Nor­ mal Weapons
Cosmic Forces
15. Seven Gates
Cosmic Forces
16. Shadow Monsters
Psychospiritual
17. Speak with Plants
Hedge Magic
18. Wall of Fire
Cosmic Forces / True Miracles
19. Wall of Ice
Hedge Magic
20. Wizard Eye87
Cosmic Forces
FifthLevel

1. Airy Water
Cosmic Forces
2. Animate Dead
Psychospiritual
3. Chaos
Cosmic Forces
4. Cloudkill
Cosmic Forces
5. Contact Outer Sphere
Cosmic Forces
6. Creation, Major
Cosmic Forces / True Miracles
7. Faithful Hound
Cosmic Forces
8. Feeblemind
Psychospiritual
9. Hold Monster
Psychospiritual
10. Interposing Hand
Cosmic Forces
11. Magic Jar
Cosmic Forces
12. Passwall
Cosmic Forces
13. Secret Chest
Cosmic Forces
14. Stone Shape
Hedge Magic
15. Telekinesis
Hedge Magic
16. Teleport
Cosmic Forces
17. Transmute Rock to Mud*
Hedge Magic
18. Wall of Force
Cosmic Forces
19. Wall of Iron
Cosmic Forces
20. Wall of Stone
Cosmic Forces
SixthLevel

1. Animate Dead Monsters
Psychospiritual
2. Barrier
Cosmic Forces
3. Contingency
Hedge Magic
4. Death Spell
Psychospiritual
5. Disintegrate
Cosmic Forces
6. Geas
Psychospiritual
7. Glass Eye

8. Globe of Invulner­ ability, Major
Cosmic Forces
9. Legend Lore
Cosmic Forces
10. Lucubration
Hedge Magic
11. Mind Switch
Psychospiritual
12. Move Earth
Hedge Magic
13. Phantasmal Supergoria
Psychospiritual
14. Projected Image
Psychospiritual
15. Shades
Psychospiritual
16. Speak with Monsters
Hedge Magic
17. Stone to Flesh*
Cosmic Forces
18. Suggestion, Mass
Psychospiritual
19. Veil
Psychospiritual
20. Weird Vortex
Cosmic Forces
SeventhLevel

1. Animated Artwork
Cosmic Forces
2. Bestow Spell Ability
Cosmic Forces
3. Duo-Dimension
Cosmic Forces
4. Grasping Hand
Cosmic Forces
5. Instant Summons
Cosmic Forces
6. Invisibility, Mass
Psychospiritual
7. Magic Sword
Hedge Magic
8. Phase Door
Cosmic Forces
9. Power Word Stun
Psychospiritual
10. Prismatic Sphere
Faerie Magic
11. Prismatic Spray
Faerie Magic
12. Prismatic Wall
Faerie Magic
13. Remote Surveillance
Psychospiritual
14. Reverse Gravity
Cosmic Forces
15. Simulacrum
Psychospiritual
16. Spell Turning
Cosmic Forces
17. Statue
Cosmic Forces
18. Vanish
Cosmic Forces
19. Vision
Psychospiritual
20. Witchlamp Aura
Psychospiritual
EighthLevel

1. Antipathy/Sympathy
Psychospiritual
2. Charm Person, Mass
Psychospiritual
3. Clone
Cosmic Forces
4. Demand
Psychospiritual
5. Maze
Cosmic Forces
6. Mind Blank
Psychospiritual
7. Permanency
Cosmic Forces
8. Polymorph Any Object
Cosmic Forces
9. Symbol
Each Symbol is different
10. Trap the Soul
Psychospiritual
NinthLevel

1. Imprisonment*
Cosmic Forces
2. Lost Dweomer
?
3. Power Word Kill
Psychospiritual
4. Shape Change
Cosmic Forces
5. Temporal Stasis
Cosmic Forces
6. Time Stop
Cosmic Forces

Monday, December 22, 2014

Merry Christmas! Have an adventure

Happy Holidays everyone.   Linked below is a PWYW mini-adventure for both Neoclassical Geek Revival as well as OSR games.




The Trail of Stone and Sorrow features art, cartography, and layout by the talented Alex Mayo.

Wednesday, November 26, 2014

Wendigo

Now that my home group has left the area in which they are liable to encounter a wendigo,  I figured I would post the monster here in case anyone is looking to use it for their own NGR game.

So the first thing to note is what I consider a wendigo.  In my case it is an air elemental that borders on being a wind demon.  It certainly practices black magic.

In its physical form it is a mass of blowing snow around a ragged corpse,  but its real power is the control over the winter winds.   It can hear anything that is spoken into the wind for several miles around its location, as well as anything around its "children"  (more on that later).   It also has the ability to inspire madness into those who hear the whistling of the wind between trees or through drafts in lonely cabins.   Anyone who is staring into the wilderness during such a wind suffers a social conflict appeal every few hours (for game purposes, once during each watch as that is the most likely time it will happen).   Staring into a fire renders one immune to the effect unless they are physically in the path of the wind (ie outside) in which case they are merely granted a re-roll on their resistance.    This appeal will fill the targets head with thoughts of despair and panic over the unending snow,  leading to flesh eating madness and possession by the Wendigo.  It will drive its puppet to kill and consume its fellows to transform them into husks.

Wendigo reside in regions that have certain characteristics of natural magic  .   In these regions,  eating a meal containing the flesh of your own kind has a chance of turning you into a cannibal husk under the control of the first wendigo to call upon you (automatically succeeding in any appeal).  If this occurs because you are already under the sway of wendigo, all the better.  This is how a wendigo "breeds".      Each time a husk eats human flesh it takes a d6 points of mutation as its body and soul loses heat and begins to freeze from the inside out. A husk can gain nourishment from nothing other than human flesh (or whatever species it is I guess)   When the mutation takes over the ice inside the husk takes over and a new wendigo is "born",  acting as an extension of the original wendigo's sensory powers.   If the husk is somehow not under the control of a wendigo at this point,  it simply dies.

In proper 80's movie format,  killing a wendigo will also kill all of its children, and free any husks from their control.  The now freed husk will convert all of its mutation points to both damage and poison (1 point of mutation becomes 1 point of poison and 1 point of damage) and so will probably still die.

Wendigo also have several forms of innate magic that an enterprising wizard could pry out of their corpses,  but that could still come up in my game so I'll leave that part a secret.

Friday, October 31, 2014

Halloween Creature Feature: Children of the Light

They are peaceful and innocent.  They are creatures from the plane of positive energy,  beings who replenish the life energy of those who hear their laughter.  

They aren't on the elemental plane of light any longer,  they were stolen by greedy wizards who feared the approach of death almost as much as the cold, eternal apathy of lichdom.   When the cabal of wizards were overthrown by the kings of men, they retreated into the goblin infested ruins of the dwarven golden age.  Despite their powers they succumbed the ravening hordes of goblins, and the children were trapped in the bowels of the earth.

Occasionally an adventurous sort will find one of these lost souls.  Pudgy cherubic figures who waddle lost and confused in the twisting corridors of the undercity.  They have radiant yellow skin and are ecstatic at the thought of being rescued.  Those in the immediate vicinity of the children age in reverse and heal ten times as fast.  Healing spells have double the normal effectiveness.  These powers are fueled by absorbing light and heat.  All light sources are expended at quadruple the normal rate (both magical and mundane),  only the sun has the power to quench them without drain.  The children will hover as near to a light source as possible.

Despite the decades underground, the children have been unable to escape to the surface.  When there is no light, they are thought to transform into unthinking flesh rending beasts.  No one has ever seen what they appear as in this form, the sound is that of a great writhing mass of worms,  but others say the tracks appear as a great clawed beast.   Perhaps each child is different.

The legend of the Grue is often thought to refer to the same creature by the monks of the celestial temples.  It is also said that to kill a child of the light is a great crime against the entire plane,  the culprit becoming immune to healing spells and any attempts to reverse life draining effects.

Friday, September 19, 2014

Neoclassical Geek Revival now available as P.O.D

For those of you looking for a physical copy but who weren't sure about one of the magnificent hard covers,  you can now sate your plebeian palette with a P.o.D offering from RPGNow of satisfactory quality.


Wednesday, September 10, 2014

2014 Printing of NGR

Just in case there are a few folks who read the blog but don't follow me on G+,   I have a limited run of hardcover printings for NGR available,  still 2 or 3 left so drop me a line if you are interested.

There will also be a softcover PoD available soon, so this isn't your only chance to get a hard copy, just a hard cover.

Monday, August 11, 2014

Under the Waterless Sea is complete



As a final conclusion to the Buystarter experiment I started back in May,  Under the Waterless Sea has been completed with professional art and layout by Alex Mayo and complex maps by Simon Forster.

Anyone who took part in the buystarter should have their copies updated on RPGNow,

Anyone else interested can get it HERE