2nd level Druid Spell
The Storm Shakes the Shield
Range: 60'
Duration: 1 round/caster level
Effect: 100' x 100' area
This spell causes a howling wind to blow across the battlefield into the druids opponents. This wind will pick up any loose debris in the area and cause it to be flung against everyone in the area of effect for 1d2 points of damage every round. Missile fire suffers a -4 penalty to hit at close range, and an additional -2 for each increment thereafter. For the duration of the spell shields lose their effectiveness as the wind catches and pulls them at inopportune moments. This spell is only effective in areas large enough to accommodate the area of effect (i.e. outdoors or large caverns).
Thursday, April 22, 2010
Fairy Tale Spell Names - The Bright Sun Brings It to Light
Over at the Telecanter's Receding Rules he posted a list of fairy tale titles that would make interesting spell names, and challenged his readers to pick one and create a spell to go with the title. This was the list he posted, and my spell is below.
3rd level Clerical Spell
The Bright Sun Brings It to Light
Range: 0 (Cleric only)
Duration: 1 Turn
Effect: The cleric and a 30' spherical volume centered on cleric
When this spell is cast the cleric will glow with holy light. This light will shine as per the Light spell, and will protect the cleric as if Protection from Evil has been cast upon him. In addition, any illusion power of 3rd level or lower will be revealed so long as the light shines upon the area affected by it. Phantasms become indistinct, invisible items or creatures appear as merely fuzzy around the edges, and ghost sounds become tinny and obviously faked.
- The Palace of Revenge
- The Prince of Leaves
- The Fortunate Punishment
- The Impossible Enchantment
- The Devil with the Three Golden Hairs
- The Bright Sun Brings It to Light
- The Crumbs on the Table
- The Thorny Road of Honor
- The Last Dream of the Old Oak
- The Story of the Wind
- Beauty of Form and Beauty of Mind
- The Storm Shakes the Shield
- Go I Know Not Whither and Fetch I Know Not What
3rd level Clerical Spell
The Bright Sun Brings It to Light
Range: 0 (Cleric only)
Duration: 1 Turn
Effect: The cleric and a 30' spherical volume centered on cleric
When this spell is cast the cleric will glow with holy light. This light will shine as per the Light spell, and will protect the cleric as if Protection from Evil has been cast upon him. In addition, any illusion power of 3rd level or lower will be revealed so long as the light shines upon the area affected by it. Phantasms become indistinct, invisible items or creatures appear as merely fuzzy around the edges, and ghost sounds become tinny and obviously faked.
Wednesday, April 21, 2010
d8
Take the quiz at dicepool.com
You are a d8: You are the true adventurer! Dragons rescued, princesses slayed, and all that business while O Fortuna plays in the background. Your social calender is crammed with heroic deeds, and you've personally saved the world from ultimate destruction at least twice. You are reliable, perhaps a bit predictable, but overall a shining example of what happens when courage meets determination.
Tuesday, April 20, 2010
The Candle Codex
Rathgar and Nimble had seen some strange things before. They had even seen utterly bizarre things, but a spherical book? One that can only be read while a candle burns inside of it? They could only come to one conclusion: wizards were strange indeed.
The Candle Codex is a magical book. While it's parchment pages look quite old and fragile, it is really quite sturdy. It is completely fire resistant, which is convenient, as a candle needs to be lit at the center of it for the book to be read. When these conditions are met, the pages will become illuminated with a golden light and will reveal information that usually is or will be useful to the reader. The information provided is most often in the form of a story or history lesson, but rarely are the people or places known to the reader. There is no way of directing what will be revealed, or any way of determining when it may be useful.
Some versions of the Candle Codex, in addition to the power above, allow the owner to cast commune once per month. In order to do so a Giant Bee's wax candle, inscribed with mystical runes and worth at least 1,000gp must be lit in the center of the codex. When all of the questions are asked as per the spell, the candle will be consumed.
Codex created by Cinnabunny
The Candle Codex is a magical book. While it's parchment pages look quite old and fragile, it is really quite sturdy. It is completely fire resistant, which is convenient, as a candle needs to be lit at the center of it for the book to be read. When these conditions are met, the pages will become illuminated with a golden light and will reveal information that usually is or will be useful to the reader. The information provided is most often in the form of a story or history lesson, but rarely are the people or places known to the reader. There is no way of directing what will be revealed, or any way of determining when it may be useful.
Some versions of the Candle Codex, in addition to the power above, allow the owner to cast commune once per month. In order to do so a Giant Bee's wax candle, inscribed with mystical runes and worth at least 1,000gp must be lit in the center of the codex. When all of the questions are asked as per the spell, the candle will be consumed.
Codex created by Cinnabunny
Thursday, April 15, 2010
Kung Fu Nuns
How can you pass up a title like that? Really, you can't. And why should you?
I don't really have anything else to add to this, so just enjoy your kung fu nuns!
First and Second LotR games
Last week I played my first LotR escalation game. 250 points of Gondor versus 250 of Dwarves.
My opponent Mike brought 8 dwarven warriors, 8 iron guard, and a dwarven captain.
I brought Faramir in heavy armor, 7 Warriors of Minas Tirith with sword & shield, 7 WoMT with spear and shield, and 7 rangers. I got stomped. It's really hard to kill dwarves with bows, and just as hard in melee combat.
The scenario was a Fog on the Barrowdowns rescue scenario. The hobbits were being held by the dwarves, and I had to rescue them. Had I brought my knights, which had been my original plan, the game would have gone a lot different! As it was I didn't have the mobility to get around the dwarves, or the power to punch through them.
On top of all that my dice were their usual unhelpful selves. Rolling a 1 and 2 for Faramir's fate roll to keep him from dying was pretty typical of the game. By the time we called it he had chewed through all my WoMT + Faramir. My rangers had managed to get to 2 of the hobbits (out of 4) and were fleeing for their lives.
I also forgot to use the camera, so this is the only picture you get.
This week I brought everything I had before, plus 15 knights, an extra ranger, WoMT w/ spear + shield, Damrod, and a horse and lance for Faramir.
I was again playing Mike, but this time he brought his goblins. All of them. For reference that's about 600 goblins.

Unfortunately I forgot my camera. This picture was provided by Will the Red Shirt.
Since we were only playing 500 points, he was limited to 50 models. The bulk of this was made up of goblins, but since goblins are very lost cost creatures he needed to fill out his army with some high points models. He brought the Goblin King (Jareth), 2 captains (as played by Sam and Frodo in orc armor), 2 shamans, and 8 goblin prowlers.
This week's scenario was Escape Moria! Basically the good side needed to get their force to the opposite side of the board, while the evil side just needed to stop the good. We both had similar deployments, with archers in the middle flanked on either side with troops. I split my knights into 2 groups deployed on the outer flanks.
Faramir and his knights on the left flank moved up toward the goblin group that included the king and a shaman. The initial charge of the knights was pretty powerful, and thankfully I managed to maintain priority through most of the game. I was more hindered on the other flank due to a lot of terrain, and the knights on that side suffered for it.
While the knights were busy my WoMT marched forward at a steady 6" per turn, while my rangers under Damrod crept forward 3" and maintaining as heavy missile fire as they could.
The goblin king on the left came out from behind his bodyguard to attack one of the knights. He lost, was charged by a knight on the next turn, lost again and was knocked down but remained uninjured. Faramir, sensing a golden opportunity, called a heroic combat and charged the prone king and trampled him into the ground.
Meanwhile the knights on the righ flank were being pulled to the ground and stomped by swarming goblins. While the knights were doing their best to kill as many as they could it wasn't enough. Luckily the infantry was comming to the rescue. My WoMT were finally getting into range. Seeing that the left flank was pretty much taken care of, they all headed to the right, plowing into the goblin archers. The rangers were just about out of shooting, and so started running to catch up with the WoMT. Damrod however held his place for 1 more turn as he spotted a lone unengaged prowler. His arrow, boosted with a point of might, brought that menace down.
While half of Faramir's knights mopped up the last remaining goblins he charged across the board in order to assist the 2 remaining knights and the entire infantry contingent. By this point the goblins were broken. Gondor had lost a ranger and 5 knights. At the end 2 more knights would be added to that total, and Faramir would lose his horse, but the battle was won.
They're tracking league points for these games. I got 1 last week for playing. This week I got 3! One for playing, winning, and achieving the scenario victory conditions!
My opponent Mike brought 8 dwarven warriors, 8 iron guard, and a dwarven captain.
I brought Faramir in heavy armor, 7 Warriors of Minas Tirith with sword & shield, 7 WoMT with spear and shield, and 7 rangers. I got stomped. It's really hard to kill dwarves with bows, and just as hard in melee combat.
The scenario was a Fog on the Barrowdowns rescue scenario. The hobbits were being held by the dwarves, and I had to rescue them. Had I brought my knights, which had been my original plan, the game would have gone a lot different! As it was I didn't have the mobility to get around the dwarves, or the power to punch through them.
On top of all that my dice were their usual unhelpful selves. Rolling a 1 and 2 for Faramir's fate roll to keep him from dying was pretty typical of the game. By the time we called it he had chewed through all my WoMT + Faramir. My rangers had managed to get to 2 of the hobbits (out of 4) and were fleeing for their lives.
I also forgot to use the camera, so this is the only picture you get.
This week I brought everything I had before, plus 15 knights, an extra ranger, WoMT w/ spear + shield, Damrod, and a horse and lance for Faramir.
I was again playing Mike, but this time he brought his goblins. All of them. For reference that's about 600 goblins.

Unfortunately I forgot my camera. This picture was provided by Will the Red Shirt.
Since we were only playing 500 points, he was limited to 50 models. The bulk of this was made up of goblins, but since goblins are very lost cost creatures he needed to fill out his army with some high points models. He brought the Goblin King (Jareth), 2 captains (as played by Sam and Frodo in orc armor), 2 shamans, and 8 goblin prowlers.
This week's scenario was Escape Moria! Basically the good side needed to get their force to the opposite side of the board, while the evil side just needed to stop the good. We both had similar deployments, with archers in the middle flanked on either side with troops. I split my knights into 2 groups deployed on the outer flanks.
Faramir and his knights on the left flank moved up toward the goblin group that included the king and a shaman. The initial charge of the knights was pretty powerful, and thankfully I managed to maintain priority through most of the game. I was more hindered on the other flank due to a lot of terrain, and the knights on that side suffered for it.
While the knights were busy my WoMT marched forward at a steady 6" per turn, while my rangers under Damrod crept forward 3" and maintaining as heavy missile fire as they could.
The goblin king on the left came out from behind his bodyguard to attack one of the knights. He lost, was charged by a knight on the next turn, lost again and was knocked down but remained uninjured. Faramir, sensing a golden opportunity, called a heroic combat and charged the prone king and trampled him into the ground.
Meanwhile the knights on the righ flank were being pulled to the ground and stomped by swarming goblins. While the knights were doing their best to kill as many as they could it wasn't enough. Luckily the infantry was comming to the rescue. My WoMT were finally getting into range. Seeing that the left flank was pretty much taken care of, they all headed to the right, plowing into the goblin archers. The rangers were just about out of shooting, and so started running to catch up with the WoMT. Damrod however held his place for 1 more turn as he spotted a lone unengaged prowler. His arrow, boosted with a point of might, brought that menace down.
While half of Faramir's knights mopped up the last remaining goblins he charged across the board in order to assist the 2 remaining knights and the entire infantry contingent. By this point the goblins were broken. Gondor had lost a ranger and 5 knights. At the end 2 more knights would be added to that total, and Faramir would lose his horse, but the battle was won.
They're tracking league points for these games. I got 1 last week for playing. This week I got 3! One for playing, winning, and achieving the scenario victory conditions!
Wednesday, April 14, 2010
M-U "Zap" Powers in OD&D
Lord Kilgore posted on his blog and the Labyrinth Lord forum about giving Magic Users a basic "Zap" power. Lawful Indifferent, JB at B/X Blackrazor and a few others have posted their own thoughts and ideas on the matter.
I recall allowing a 1d4 zap power myself for wizards way back in my rules cyclopedia days, and it didn't unbalance anything that I noticed. Now I'm not sure if i would implement it that way. It doesn't thrill me, and I think it's a combination of things. For one thing, as JB writes, even an apprentice magic user is a fearsome foe as is. On completely the other side of the coin, it isn't magic enough! So here's my quick idea, a whole set of magic user zap spells. And yes, they do feel pretty heavily impacted by 4e, maybe too much so.
Zap spells are the bread and butter of the Magic User. Less flashy and less powerful than even a 1st level spell, these effects can sill be potent. The effects of the same zap spell (except for the basic Zap) in the same round are not cumulative.
Zap!
Range: 30'
Duration: Instantaneous
Effect: One creature or object
When cast the Magic User rolls to attack one creature or object. Upon a successful hit the target takes 1d3 points of damage. The M-U may zap an unlimited number of times per day as long as he has a wand or staff worth at least 25gp. The damage increases to 2d3 at 5th level, 2d4 at 9th level, and adds a +1 point of damage every 4 levels thereafter (2d4+1 at 13, 2d4+2 at 17, etc.).
Stupify
Range: 30'
Duration: 1 round
Effect: One creature
When cast the Magic User rolls to attack one creature or object. Upon a successful hit the target will suffer a -1 to attack rolls for 1 round. The M-U may zap an unlimited number of times per day as long as he has a wand or staff worth at least 225gp.
Drain
Range: 30'
Duration: 1 round
Effect: One creature
When cast the Magic User rolls to attack one creature or object. Upon a successful hit the target will suffer a -2 to all damage rolls for 1 round. The M-U may zap an unlimited number of times per day as long as he has a wand or staff worth at least 125gp.
Rictusempra
Range: 30'
Duration: 1 round
Effect: One clothed/armored creature
When cast the Magic User rolls to attack one creature or object. Upon a successful hit the target will feel the sensation of being tickled and will suffer a -/+1 penalty to their armor class for 1 round. The M-U may zap an unlimited number of times per day as long as he has a wand or staff worth at least 125gp.
**Some spell names may be more suitable for those who don't try to act too grown up.
I recall allowing a 1d4 zap power myself for wizards way back in my rules cyclopedia days, and it didn't unbalance anything that I noticed. Now I'm not sure if i would implement it that way. It doesn't thrill me, and I think it's a combination of things. For one thing, as JB writes, even an apprentice magic user is a fearsome foe as is. On completely the other side of the coin, it isn't magic enough! So here's my quick idea, a whole set of magic user zap spells. And yes, they do feel pretty heavily impacted by 4e, maybe too much so.
Zap spells are the bread and butter of the Magic User. Less flashy and less powerful than even a 1st level spell, these effects can sill be potent. The effects of the same zap spell (except for the basic Zap) in the same round are not cumulative.
Zap!
Range: 30'
Duration: Instantaneous
Effect: One creature or object
When cast the Magic User rolls to attack one creature or object. Upon a successful hit the target takes 1d3 points of damage. The M-U may zap an unlimited number of times per day as long as he has a wand or staff worth at least 25gp. The damage increases to 2d3 at 5th level, 2d4 at 9th level, and adds a +1 point of damage every 4 levels thereafter (2d4+1 at 13, 2d4+2 at 17, etc.).
Stupify
Range: 30'
Duration: 1 round
Effect: One creature
When cast the Magic User rolls to attack one creature or object. Upon a successful hit the target will suffer a -1 to attack rolls for 1 round. The M-U may zap an unlimited number of times per day as long as he has a wand or staff worth at least 225gp.
Drain
Range: 30'
Duration: 1 round
Effect: One creature
When cast the Magic User rolls to attack one creature or object. Upon a successful hit the target will suffer a -2 to all damage rolls for 1 round. The M-U may zap an unlimited number of times per day as long as he has a wand or staff worth at least 125gp.
Rictusempra
Range: 30'
Duration: 1 round
Effect: One clothed/armored creature
When cast the Magic User rolls to attack one creature or object. Upon a successful hit the target will feel the sensation of being tickled and will suffer a -/+1 penalty to their armor class for 1 round. The M-U may zap an unlimited number of times per day as long as he has a wand or staff worth at least 125gp.
**Some spell names may be more suitable for those who don't try to act too grown up.
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