Daily Archives: April 22, 2012

Blade of Light (Mage Spell) (1e)

Blade of Light (Conjuration – Alteration)

  • 2nd Level Mage Spell
  • Range: Touch
  • Area of Effect: One Blade
  • Duration: 1 Attack per level of the caster, or one round per level of the caster (whichever comes first).
  • Components: VSM
  • Casting Time: 2 Segments

This spell is cast upon the caster’s sword or dagger (commonly the mage’s kris) and increases the base damage by 1d4, +1 per level of the caster, save for half the entire damage rolled. The weapon is treated as a +3 weapon for the purposes of striking creatures only struck by magical weapons  though it gets no actual bonuses to hit, and the caster must still roll to hit with the weapon. Undead and evil spirits take double damage. In the event that this spell is cast without the material component (the sword or dagger) the duration is halved. Casters who are not Initiates of the Society of Light must roll for Spell Failure as if they were missing a component.

It is commonly found in the Cherev Enoch.

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So what happens if I don’t have a component..? (1e)

Or I get hit during combat? Or something else funky happens?

How often does this question come up?

I have a very simple, abstracted way to handle this.

The character in question must make a save vs. spell, with a penalty to the save equal to the spell’s level. The only modifiers allowed to the roll are things like Luckstones, Talismans of Protection, spells that have similar effects, etc. Magic armor does not help you here… There might also be some extra penalties depending upon circumstance, but not very often. If you are missing both material and somatic components, double the penalty for the spell level.

As spell-casters go up in level they get better at it, and it is more and more difficult to do with higher level spells.

So, hit in combat? Roll to see if you lose the spell. The spell is disrupted no matter what, but you might not lose it.

Hands tied and trying to cast a spell with a somatic component? Roll for it.

A priest without a holy symbol? Roll to see if faith alone gets you through.

Trying to cast while drunk? Roll to see, with an additional penalty equal to Attack penalty for the level of drunkenness.

The one hard-and-fast rule I have is that both Arcane and Divine magic absolutely requires a verbal component, if you are gagged you are screwed. I also generally don’t let this happen for the sorts of big ritual spells that likeSpiritwrack, etc.

Nice and simple.


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Blaze (Mage Spell) (1e)

Blaze (Evocation)

  • 1st Level Mage Spell
  • Range: None
  • Area of Effect: 10′ Radius
  • Duration: Special
  • Components: VS
  • Casting Time: 1 Segment

With this spell the mage raises a hand and invokes the Lords of Light, bringing forth a blazing white light that blinds all creatures (including the caster) for 1d6 rounds (save for none, caster at +4). The spell also does 1d4 points of damage, +1 per level of the mage, to all undead and evil spirits within the area of effect, save for half damage. Creatures that are especially susceptible to light (vampires, etc) take double damage and get no save vs. the blindness. The light, not blinding or damaging, lingers for one round per three levels of the caster, slowly fading as it expires. Casters who are not Initiates of the Society of Light must roll for Spell Failure as if they were missing a component.

It is commonly found in the Cherev Enoch.

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Spiritual Blade (Mage Spell) (1e)

Spiritual Blade (Evocation)

  • 5th Level Mage Spell
  • Range: 30′
  • Area of Effect: Special
  • Duration: Special
  • Components: VSM
  • Casting Time: 5 Segments

This spell is similar in effect to the Priests Spiritual Weapon spell, but it is significantly more versatile and powerful. The mage may choose one of four effects when casting the spell:

  1. The caster selects a single target within range. The spell lasts for one round per level, and is able to strike once per round (as the caster), for 2d4 damage, striking as if from the Rear (no Dexterity, no Shield, and +2 To Hit), and furthermore gaining a +1 To Hit for every three levels of the caster.
  2. The caster selects multiple targets within range, up to a limit of the casters level. The spell is instantaneous, and each target is struck once, as above.
  3. The caster selects a single target within range. The spell is instantaneous, and strikes a single time, as above, save the damage is 2d4 per level of the caster.
  4. The caster casts the spell upon an actual sword that they then wield, this sword gains a +1 To Hit for every three levels of the caster, does an additional +2d4 damage per strike, and the spell lasts either one round per level of the caster or a number of strikes (successful or not) equal to the level of the caster, whichever comes first.

This spell is a favorite of mages who belong to the Society of Light, being found in the Cherev Enoch, though the Grey Elves have their own version as well that supplements their puussant combat magics. It should be noted that the spell is not unique to the Society or the Liandar.

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Jouneyman’s Hauberk (Mage Spell) (1e)

Journeyman’s Hauberk (Conjuration – Alteration)

  • 3rd Level Mage Spell
  • Range: None
  • Area of Effect: Self
  • Duration: One day per level.
  • Components: VSM
  • Casting Time: 3 Segments

Perhaps one of the most ubiquitous of spells for the adventuring mage, Journeyman’s Hauberk sits firmly between spells like Armour and Shield, and Mantle or Master’s Lorica as a standby of personal protection and utility. The spell has the following properties:

    • Grants an Armour Class of 6
    • Provides a phantom 8 Hit Points, +1 per level of the caster, that absorbs or ablates damage.
      • If these Phantom Hit Points run out, the spell is dispelled.
    • The bearer of the spell benefits from a Protection from Evil enchantment
    • Absorbs Magic Missiles and like eldritch energies
      • This damage “recharges” the phantom hit points granted by the armour at a 2:1 ratio.
    • Grants a +1 to all Saves per five levels of caster
    • Allows the bearer of the spell to Detect Magic by touch
    • Allows the bearer of the spell to Detect Illusion by touch

This spell is notable in that it requires a rather unique and unalterable material component that is perhaps its sole restriction on use by many mages, and that is 100sp worth of Diamond Dust is needed for each casting. This requirement cannot be omitted by the mage, its lack spells instant failure. The spell itself produces no visible effect (unlike, say, Phantom Armour) but it’s effects can clearly be seen or perceived by others when they come into play.  No other protective spells can be used while this spell is in effect. The spell cannot be Dispelled, nor is it removed by Globes of Invulnerability, and is generally only able to be removed by actual anti-magical effects.

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Session #21 – “You killed Hymie!”

So this session, for the first time, the party doesn’t wake up in the foyer – they wake up in what seems to be the center of some sort of indoor conservatory or utterly massive greenhouse. There is a large fountain with gargoyle statues and pool nearby, and paths leading to the south and to the north – and the party can see the lid of chest that is buried in the ground at the base of the fountain.

With something like fifteen feet of water (to all inspection and detection) separating them from it.

The party is also, yet again, containing a new (but old) character. This time it is someone who both Kyril and Katalyn know, a lusty and busty sh’dai female who is known called Karin – who seems to be both a duelist of some sort and a Tantric. Concerned about the welfare of her henchmen, Kyril assures her that they are “probably fine” and the party quickly fills her in on what has been going on – equally disappointed that she has no better clue what is going on than they. Sadly, Karin seems to have taken the place of Frater Nikolai, so that leaves Sorer Isabella as the ranking Society of Light cleric, with Frater Gregor and Brother Illya undoubtedly concerned with what was happen without the primary healer and leader of the party present.

In any case, Ketzl decides to strip down and wade out across the water (up to his armpits!) to check out the chest…

…and is promptly attacked by the giant amoeba that inhabits the entire bottom of the tank.

Now, luckily, they had tied a rope around his chest and Tier yanked him out almost immediately, as other folks are reaching in trying to grab him (and getting attacked in turn), but there was a scene of mass confusion and a riot of action as spells were cast (including an incredibly useful Faerie Fire by Karin) and short work was made of the monster (give Taloth shots at point-blank range and he is positively nasty…).

Fast-forward a few minutes and now Ketzl, Gregor, and Tier are all wading towards the fountain, everybody is waiting for the gargoyles to animate or start spitting acid or something absolutely vile and they are startled to realize that someone is walking down the path from the north. The woman, who is dressed in rather fine but plain clothing, stops as she sees the group, gazes at them with a mixture of horror and anger, cries, “You killed Hymie!” and then shouts “Attack!” which results in the entire forest flinging pine comes, twigs, branches, etc at the party.

(“Hymie” was the generic name for all sorts of generic bad guys in SD’s campaign, actually the name for all sorts of generic folks period – it was long before Kenny…)

This attack was the result of me trying to make sense of an absolutely worthless spell list on a wandering NPC member of the Amber family. Perhaps the most useless one of the entire family actually – which also had me realizing that evidently the spell progression charts were significantly different in Expert D&D because none of these people have enough spells for their level. But in any case I had to decided what you could do when you essentially had the ability to Charm Plants an infinite number of times on the entire forest and this made the most sense – it essentially became a 1d4+11 (the NPC’s level) AOE attack, save for half (and the people in the water saved for half or none since they could duck under the water).

The problem was that it also nailed the familiars…

Unfortunately I can’t remember the exact series of events (and my spouse is gone for the weekend, she keeps an amazing game log) but though some quick action on the various healers part, and really pissed of Kyril (who subsequently Arcane Blasted the lady), and some unfortunately ineffective action on the part of Brother Illya and Taloth the lady had been taken down, familiars were saved, and the forest stopped going berserk… The party also made it to the buried chest and was almost disappointed to discover it wasn’t trapped or anything bizarre and found a great deal of silver and another of the strange silver keys.

It has also prompted me to come up with an interesting solution for how to explain all of the wandering mages who seem to have no spellbooks (as well as no bedrooms) and provide a funky mechanic for the mages to possibly get what they all want – more spells!

After gathering themselves up, and peering down both paths (actually the Valdamir the Bard investigated a bit down both, to shouts that if got himself killed wandering off it was his own damn fault), they decided to head north and see where the lady came from. Ignoring the squirrels that were evidently storing transformed-into-gold acorns in an old tree, they came to a large set of doors that actually looked like they led to a Church of the Lords of Light chapel, complete with Argentos, etc. This was obviously something that the Society of Light folks couldn’t pass up, and really, I think most everyone wanted to get out of the forest at that point.

So in they go, to find a large chapel of the Church of the Lords of Light, though with some subtly disturbing mosaics and frescos (a bit too erotic – it was decided that they must be more Kistathian influenced), lined with not-very-saintly statues of what seems to be members of the Amber family. As the party spread out to investigate, two of the statues animated – one touching Kyril and the other pressing an ornate golden ring into Mika’s hand.

And then the Amber Light rose about everyone again!



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