Thursday, December 31, 2015

Buystarter Conclusion: The Price of Evil is complete

Happy New Years (eve) folks,  The Price of Evil is now fully complete with a suite of artwork from the talented Alex Mayo.

Monday, December 21, 2015

Renaming NGR attributes to avoid repeating the starting letters.

So this is a long dormant  (not that I am dormant in my tinkering) type of post where I discuss naming stats.

It all started in D&D with (in some order)  Strength,  Dexterity, Constitution, Intelligence, Wisdom, and Charisma.

NGR currently has its own attributes Strength, Agility, Health, Intelligence, Awareness, Social, Spirit, and Luck.

One thing neither has,  is a unique starting letter for each attribute.  IF there were unique starting letters I could simplify character sheets and adventure descriptions by just using a single letter.  My current thought for NGR stats goes as follows:

Strength,  Agility,  Health, Intelligence, Perception, Charisma, Will, Luck

the benefits are listed above,  the downsides are more nuanced.   I do like the mental distinction between charisma and social.  One implies charm, the other the ability to read.  With the presence modifier that isn't really key though.   Perception/Awareness is fine with me,  it would just take getting used to.   Will(power) and Spirit also have some differences in connotation.  Defining it as spirit (to me) gives it a slightly supernatural connotation that willpower does not.

Thoughts?

Saturday, November 14, 2015

Buystarter Progress - The Price of Evil is increasing

Hello Everyone,

I thought I would give everyone a few updates.   First,  the Buystarter for "The Price of Evil" is going well.  We've done well enough that Alex Mayo has completed the layout and it looks sharp.


We are nearing the filling it with art,  and a bit further still away from having cover art from Alex's hand.   The risk that you would just get a poorly laid out text filled with typos has passed and so in a few days time I'll be raising THE PRICE OF EVIL TO $6.66 , which seemed fitting.  It's still at a discount ,   but time is running out on the Buystarter, so if you were on the fence get it now while its still only $4.

Also,   I am part of "The Bundle of Holding +3",  which helps support the Electronic Frontier Foundation. Which you should support.  You'll get the Gnomes of Levnec, some other great options (in particular Weird Adventures) , and if you spring for the bonus collection you'll also get the Gem Prison of Zardax and some more stuff by other people (Red and Pleasant Land for example).

Click HERE

Thursday, October 29, 2015

Buystarter: The Price of Evil : A Haunted House generator

Surprise!  Just in time for Halloween is a Buystarter for a Haunted House generator, suitable for use with NGR and OSR roleplaying games.  Read about the previous Buystarter for an idea of what that means.


Available HERE

Friday, July 24, 2015

Disorganized Content - Going mad as an investigator

Furthering my theory on random gameable idea's...

In games like Call of Cthulhu and Delta Green you play investigators learning of the hidden reality and losing sanity as you do so.  Eventually characters go mad in a variety of ways.

But an idea that appeals to me,  having read many crazy things on the Internet and seen people commenting that crazy under news stories,  what if you don't just shriek in a corner or hear voices?

What if each "madness" you get is actually that you start believing a pants-on-head level of conspiracy?  Once you begin accepting there is a dreaming ancient monster in a non-euclidean city on the bottom of the ocean or that invisible aliens steal brains, or Troy McClure is part of an ancient people with many undersea cities... you might start to lose your grounding and believe other ridiculous things.  Things like...

01.) The government is planning to impose martial law in Texas with a military operation..
02.) A secret conspiracy is hiding evidence of a UFO crash in New Mexico..
03.) There was a second gunman..
04.) Jet fuel can't melt steel beams..
05.) The moon landing was a hoax..
06.) Chemtrails...
07.) David Icke's reptoid theories..
08.) FEMA is turning abandoned walmarts into concentration camps in waiting
09)  the Bilderberg group is trying to impose a new world order
10.) So is the UN!
11.) something something the Illuminati.
12.) The Masons are hiding secrets about the nature of the world
13.) So is the Vatican.
14.)  And somehow the Elder Scrolls of Zion make sense to you now (worst game in the series)
15.) Vaccines are a plot to cause autism
16.) Psychology is a scam to hide the existence of thetans.
17.) The Phantom Time Hypothesis is correct
18.)  HAARP is in full swing
19.) The simultaneous 4 day night cycle is correct, and being hidden by evil educators.
20.) The CIA is abducting vulnerable women such as single moms and dosing with with LSD to try and hypnotize them into super-assassins

No, can't use that anymore, how about

The NSA is secretly recording all mail, phone, and internet communication for use in a giant domestic spy database

Nope, ok,  how about

20.) The Shaver mysteries are real


The idea being, that as you are forced to abandon so much of what you held to be true about reality, its very easy to pick up and run with other things you once just brushed aside as feverish dreams.  The more of these false beliefs you pick up, the less effective you are as an investigator.  You will keep trying new information back to more and more red herrings.  People who come to talk to you will hear you rant about more and more obvious bullshit before you get into any real supernatural knowledge and they will probably have tuned out by then and labelled you a crank.

And that is how your investigator is retired,  not hearing voices,  but rather typing in all caps in the deep bowels of a brietbart comment thread with another conspiracy theorist. Occasionally an active investigator will come by to your one room apartment that smells of cat pee and looks like an episode of hoarders.  There they will try to tease out what you actually know about Shoggoths from what is your conjecture about Chemtrails and Mason protective symbols.  Of course, your character has spent years doing mental gymnastics so there is a strong risk not only that they won't get anything useful,  but worse that you might convince them of a false link (represented by SAN damage as you put a thought in the back of their brain).


Thursday, July 23, 2015

Disorganized Content - The Stars are Alive

So I have lots of concepts floating about, waiting for me to consolidate them into an adventure or setting book. These disorganized content posts will all contain similar tidbits.

The Stars are Alive

Concept:

The Sun god is always the good guy who turns undead and is lawful,   demons are far-away stars (based on LotFP's contact outer planes bit).

Which means...

Since each star is a sun in its own right consider the following:

Stars are lawful to those evolving on their planets, nurturing them to pick up science and civilization and shun magic and disruptive sorcery.  Other stars meddle by granting power and sowing chaos, trying to get the local populace to abandon civilization and devolve to magic use.


Adventure Seeds/Gameable bits?..

Option A.) Each star hinders or helps civilization through religion to try and guide its populace towards advanced robotics prior to interstellar travel so the star can just shed off these corruptible biological entities and build itself a mobile Dyson sphere and eat the fuel of other stars.

Option B.)  Each star is looking to turn its people into a star faring civilization to act as conduits to begin psychically enslaving other stars.

Not sure which option I like more.   Leaving one as the story being told to the clerics and one as the story told by other stars is a good option as well, create doubt.

Other notable contributions:

"As technology advances, light pollution is nurtured by Sun Gods because it keeps other stars' light from human perception, reducing their ability to influence local humans."


"Planets are opaque prisons locking subdued radiances in a solid core, the end result of capturing another god in a contracting dyson sphere and crushing it down to a tame, manageable size. Best way to jumpstart a new cult to eventually drag you off to the next victim.

Planetary cults (the Old Gods of the Earth) hearken back to this older divinity, but don't really have a future worth mentioning."

From Antion




"So undead, because they rely on nonsolar sources of energy for their biological processes, are inimical to everybody?"

From Huth

My Response "I just pictured undead as abominations that other stars showed each others populations to summon to help meddle and overthrow civilizations.   Every star knows how to make undead (and thus turn them),  but they only show the populations of their neighbours stars how to make them in a bit of sowed chaos."




Friday, July 10, 2015

New Release! See what all the hype was about!

As I promised here,


A new adventure by yours truly is available!   The Gem Prison of Zardax!

This is a pretty sweet looking full colour adventure if I do say so myself:

Art by Scrap Princess
Maps by Simon Forster
Layout by Chris Huth
Editing by Michael Moscrip
Cover by Harry Clarke


Get your copy today!


Tuesday, June 30, 2015

Update on City of Tears

So I've been running online again for a few sessions,  testing out the light rules mainly.

It appears to still be a perfunctory dungeon,  and I am debating trying to write it up as an example NGR dungeon (though it seems like a fair bit of effort for just that).  Anyone have any real interest in an NGR only dungeon?

Sunday, May 31, 2015

Monday, April 27, 2015

Kiel Chenier creates a mindblowing trailer: You won't believe what happens next!


So that trailer is cool, it has the wonderful art of Jez Gordon, the voice work of Cole Long, and the production skills of Kiel Chenier.  Fantastic.

I also figure anyone who reads my blog is neither unaware of nor undecided about Scenic Dunnsmouth.  While I hope you enjoy the trailer (it is quite good),  this is meant for sharing and showcasing to those who are unaware of undecided.

So if you liked Dunnsmouth and you post or congregate anywhere you don't see me also posting,  please share this trailer.

Youtube link: https://www.youtube.com/watch?v=WTJqJyN-l_A

Wednesday, April 1, 2015

Upcoming Adventure: The Wrath of Zardax the Unbeatable

Coming soon!

The mighty wizard Zardax,  master of white magic, black magic, green magic, hell he's the master of all kinds of colour magic including but not limited to technicolor and smurple.  He's got a totally rad dungeon with smushing traps and weird riddles and ice warriors and things.  Also there is a totally sweet Ethereal Blade in there which is rad to the max.

Can your brave heroes best the wits of the mighty Zardax?  Can they escape his colour coded dungeon? Can you pay $7 for an adventure?  What if I got Scrap Princess to do art? What about then?  Coming soon as this is totally not just a lie that will somehow get to count as a prank because it's April first and everyone has gotten to lazy to distinguish between "prank" and "falsehood".

Coming Soon!

   The Wrath of Zardax the Unbeatable (title subject to change)

Sunday, March 1, 2015

Between Light and Darkness - Rules for light

One thing I've been tinkering with that I was never really thrilled with in NGR was light sources.  "Torches give you 30 feet of light",  which brings into question a lot of other things to me.  How dark is it before a torch is useful in that case? If its dark enough you can only see 40 feet, is a torch useless?  What if you have a lot of torches?  What is something is 25 or 35 feet away and you have a torch?  Is one magically visible and the other not?

The other is that NGR works on "areas"  (ie,  rooms - corridors) rather than getting into the specifics of feet and yards.  So mixing the two was jarring.

In 5th edition I just left it as having a light source gave you a bonus to spotting things hiding in the dark (and being in the dark gave a bonus to hiding).

But it really didn't capture the feeling I want in dungeons.  People often describe "vanilla" dungeons as boring and I can't really get into the mindset of how being a claustrophobic stone tunnel deep underground, cramped like sardines and unable to see clearly whats only a few seconds ahead of you could be boring.

So I started tweaking around and this is the system you'll see in the next print release tucked in a "finicky" rule for those times when simply adjudicating "its light" or "its dark" works well enough (and it usually does 90% of the time).

Areas have a darkness level  between 0 and 10.  0 is daylight,  2 is dusk/dawn/full moon, 5 is a night sky,  10 is a pitch black room (ie, a dungeon).

Every ten feet of light a light source provides lowers darkness in an area by 1 and halves again the next area (round down).  So if you are in a pitch dark corridor with two torches (+6) its 4 darkness, 7 darkness further down the hall,  and theoretically 9 the next area and back to 10 after that (if you had such a long corridor).

Darkness gives a straight numerical penalty to attack rolls, detection rolls, awareness checks for seeing things, and resistance rolls against the possession and insanity attempts.  Its hard to see and do things in the dark, but very easy to hide. One of the things I strive for in NGR is that numbers be intuitively comparative.

Of course there is the additional question of who is holding a light source.  The cons of holding the light source are that you can't hide, you lose a hand to holding something (unless you have say a +5 sword brandished that is bathing the area in light), and people attacking you don't suffer an attack roll penalty.  As for benefits,  you don't suffer attack roll penalties in melee, you don't suffer resistance roll penalties against the supernatural, or penalties to awareness checks for things you can inspect up close (such as finding a secret door).

This also makes it easier to deal with using suspicion in a dungeon to track random encounters.  When you enter into a hallway, courtyard, or other connection space light causes suspicion to those present.

Tuesday, February 24, 2015

New Release: The Pale Lady

Deep in the woods, every woods, there seems to be a monstrous child stealing witch.

Every spring more and more children go missing never to return.

Two years ago one returned from his absence and is telling tales of vast riches, monstrous servitors, and the way back to her accursed domain.

An adventure for characters of levels, for use with LotFP Weird Fantasy Role-Playing and other similar systems.






The Pale Lady features art, layout, and cartography by fellow Canadian Chris Huth

Wednesday, January 28, 2015

More on removing clerics from LotFP: Getting Spells

This post follows the previous post in regards to removing the cleric from LotFP without removing cleric magic. It has additional information to make it more useful for your game in question.  I did rename the schools of magic to fit with an early modern flair as well.

True Miracles:   Caster must be lawful
Kabbalah:  Caster must not be chaotic
Hedge Magic: No alignment restrictions
Faerie Magic:  Caster must be neutral
Necromancy: Caster must not be lawful
Demonology: Caster must be chaotic

So,  part of having cleric's be just magic users who stick to lawful spells would be to figure out where to get their spells.


True Miracles - The Bible.  Easily available and often memorized.  This means any lawful magic-user can stop by any church and memorize any miracles they want.  The bible is easily available and it is perfectly acceptable to have on you.  If anything it is a sign of your character.  This means a lawful magic-user can cast spells by reciting appropriate passages of scripture.
  Sample Grimoires:  The Bible

Kabbalah - These are the texts of religious mystics.  Kabbalah is a catch all term, but this would be later Kabbalic practices when it moved away from merely being a school of thought in Judaism and entered Christianity and occult circles.  The presence of Enochian languages would reside here.  These texts would be available in religious libraries (such as remote abbeys) and could be legally owned.  They may arouse some suspicion from the uneducated, but no inquisitor would hold these as any evidence of wrong doing against a PC by themselves.  There may be restrictions in accessing the books from a purely monetary standpoint (books are valuable and monks may not want PC's getting their grubby fingers all over them and leaving smudges).
  Sample Grimoires: The Hekhalot, The Book of Jubilees, The Eight Gates 

Hedge Magic - Folk remedies, alchemical treatises, and ancient philosophical texts.  These texts would be available in some prestigious libraries and universities, but most would be in the hands of private individuals and they would be unlikely to share and expensive to buy from.  Unless the individual possessing these texts is in high repute, their possession may cast doubts onto the owner's intentions with church authorities.
  Sample Grimoires:  Picatrix , The Corpus Hermeticum, Turba Philosophorum

Necromancy - Dubious texts,  often banned or tightly controlled. Often created by suspicious individuals who explored heathen cultures.  Many (sometimes all) of these texts are considered heretical. These texts are found in ancient crypts, the libraries of illicit individuals, and only in the most secure (and often secret) of church collections for use in formulating defenses against witchcraft. Only those with express written permissions from church or king would be allowed such texts.  Some court magicians would be granted access under the watchful eye of the church.
  Sample Grimoires: The Lesser Keys of Solomon, Book of Dzyan, Book of Thoth

Demonology - Prehuman relics or transcriptions of extradimensional beings.  These are all considered heretical by the church hierarchy,  but ironically many are just considered laughable gibberish and insane rantings by the lower echelons of the church.  Few works are well known enough to be recognized instantly as a danger.  The church keeps it this way because the sheer fact that some of these spells work calls into question the entire spiritual foundation of the church. These are found in ancient ruins, church bonfires, and in the hands of dangerous individuals.
  Sample Grimoires: The Necronomicon, The King in Yellow, Unaussprechlichen Kulten

Faerie Magic: These texts are often hidden.  They are rare and while opposed by the church they will often be left intact as historical relics.  The belief systems behind them having been long ago discredited as a serious threat to the church with the abandonment of the old gods.  These spells are found scattered in lonely places, and in small towns viewed as quaint by the powers that be.  Usually regarded as harmless folk superstition. Possession of these works is more likely to end up costing your reputation and labeling you as a quack than a witch unless there is an active witch hunt or other hysteria affecting a region.
  Sample Grimoires: The Book of Merlin,  Inscriptions on ancient stones, The Faerie Queene (unedited edition)


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