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Author: Bear (Page 12 of 212)

Mind Flayer Alternative

If you need Mind Flayers with an extra dose of creepiness, use the Phrenic Scourge. I run Spelljammer with these substituted for Mind Flayers and it makes a big difference.

For one, you cannot read their mind because it's not one mind but many. You aren't going to win a psionic battle with these space slugs because you are vastly outnumbered already.

They are straight-up alien. No two will be exactly alike. They leave madness in their wake.

As a GM, I feel the inner Bwa Ha Ha every time I include one of these. Go and do likewise. 🙂

15. COPYRIGHT NOTICE

Open Game License v 1.0, Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Authors Andy Collins, Jesse Decker, David Noonan, Rich Redman
The Iconic Bestiary: Classics of Fantasy Copyright 2005, Lions Den Press; Author Ari Marmell

The Grand OGL Wiki, http://grandwiki.wikidot.com Copyright 2008-2011 Purple Duck Games; Authors: Mark Gedak, Alex Schroeder, Joel Arellano, George Fields, Yair Rezek, Mike Whalen, Shane O'Connor, Mike Rickard, John Whamond, Bill Browne, Eric Williamson, Slatz Grubnik, Charles R. Wenzler Jr, John Fraser, Jonathon Thompson, Thomas Boxall.

These guys make a perfect foil to Mind Flayers. Best of all, they are OGL!

Magic-User Options

The featured image was created by Luigi Castellani. His patreon is here, go support him. He is anextremely talented artist and writer.

In four older  posts, I covered tweaks to the standard Magic-User. For convenience, they are listed below:

By popular request, a fifth link is provided that deals with the Turn Undead table.

Using the Turn Undead table

The premises for these posts were simple:

  • A class feels different when the mechanics are different.
  • The spell table is the primary limiting factor.
  • House rule: The standard Magic-User can create scrolls for 100gp per spell level. The process takes a number of days equal to the spell level.

Looking back on these posts, one theme stands out. A different mechanic creates an unreliable spellcaster. When the success is not automatic, like with the standard Magic-User, other things are needed to make the class worthwhile. Here are the pieces so far:

  • Creating a spell focus that can guarantee spell casting success without a roll.
  • Creating amulets that allow for the Best 2 out of 3 rolling for success.
  • Minor counterspell ability that costs highest available spell slot.
  • Creating Mnemonics that allow the spellcaster to keep the spell slot in case of failure.
  • Gaining lucky numbers that always grant success when rolled.
  • Creating magic items that guarantee a range of die rolls will result in a successfully cast spell.
  • Minor hex ability based on the Prayer spell.

What can we do with these pieces? Quite a bit.

Campaign Ideas

One way to use these four variant magic-users is to have a campaign world that doesn't have the standard Magic-User. All spellcasters are unreliable, but each type searches/fabricates items that help them make magic more reliable.

I could see this in a Swords & Sorcery type of setting where the four different types of magic-users would have evocative names. The Red Hand, Disciples of the Path, The Feeders, etc. I'm partial to the name I gave the Chainmail spellcasters, the magic-eaters. I could also see where each type is distrustful of the other three. It provides a built-in backstory for the magic-user in the party.

Another campaign idea would put the standard Magic-User as high mages with the other three considered hedge mages. The academics could laugh at a preoccupation with numbers or making charts while they study real magic.

Parts is Parts

Take a mechanic you like:

  • Saving Throw
  • Chainmail (2d6 + m-u level/2 greater than or equal to 7)
  • Percentages
  • Custom charts
  • Turn Undead table

Decide the consequences of failure:

  • Retain spell slot
  • Lose spell slot

Decide how the unreliable spellcaster can increase his chances:

  • Make something to guarantee success
  • Make something to increase the odds of success

Determine, if necessary, how making something increases your chances of success:

  • Add an extra dice
  • A magic item create a specific number that when rolled is always successful
  • A range of results as success

If they make something to increase the odds of success without guaranteeing success, choose a minor ability:

  • Counterspell
  • Hex
  • Mnemonics (Save spell slots at spell failure)

Viola! You have a tweaked class that uses the same tables for spell slots and advancement. There are many different combinations available just for these limited options. A minor ability is roughly based on 2nd level spells or weakened 3rd level spells. I would avoid spells that do damage, but instead choose spells like Locate Object, Mirror Image, a weakened Monster Summoning I, or Rope Trick.

That's it for now, the next post will be about my favorite OGL alternative to the Mind Flayer and then moving to more thoughts about the Words of Power Hack I've been working on.

Six and Twenty Rune System by Keith Mathews

I mentioned a rune system in my last post, so I received permission from the author to talk about it in detail. Please read Keith's post here. I'll return to my thoughts on the Words of Power system in a later post.

In the Basic Fantasy facebook group, Keith Mathews posted about a rune system he developed to make magic require experimentation to gain new spells. The idea is that a wizard using this option is not a part of a formal school, but more of a hedge wizard or DIY dabbler.

Before going into the details, if you are unfamiliar with Basic Fantasy, the key thing to know for this system is that the game has six spell levels. There are supplements that add 0 level and 7th level spells, but the standard game has six.

The System

Six and Twenty is not Keith's name for it, it's mine. The system is based on six runes. Using three of the six generates a spell. This creates a possible 120 permutations, each permutation is a spell. To make tracking easier on the GM, the runes are numbered 1 to 6. There is no effect or keyword tied to a rune, it is only the sequence of the three runes used that determines the spell.

The first rune determines the spell level, the next two determine the spell. If I choose the runes 1,4,6 I have a 1st level spell with whatever spell I assign to it. The system provides for 20 spells for each spell level. Considering that BF has 68 Magic-User Spells (and 48 Cleric spells, if you want to include some or all of them), there's plenty of room to add in your own spells. Keith also suggested that you could also make some of the permutations 'bad spells' that create a magic mishap. For example, using 3,4,2 in sequence will always generate a poisonous smoke bomb centered on the caster.

I created a chart of the 120 permutations grouped by spell level and began to fill in the 1st level spell spaces with BF spells.

Starting with 1st level BF Spells

I decided that I didn't want to use Cleric spells or make the other slots magical mishaps. Instead, to add to the weirdness and the sense that magic is dangerous, I'm going to use Space Age Sorcery by Hereticwerks (it's free). It also has only six spells levels on its spell lists, so it should fit the system perfectly.

Here's my updated list:

Now with Added Space Age Sorcery Spells

If you're not familiar with Space Age Sorcery, here is the description for the Melt spell:

Caster gains the ability to liquify metals and alloys on touch, affecting up to one pound per level. This spell can be used to sculpt metal into new shapes, should the caster have some aptitude or talent for such things. It can also be used to inflict 1d4 damage per level on metal-based lifeforms, golems, robots and the like, or to make spontaneous modifications to the hull of a ship, etc.

Some spells cause cranial swelling, alien globs, and even weirder things. It's just the thing to convey that magic is dangerous and strange.

Once I fill out the other possibilities, I have a list of 120 spells that PCs can discover. Again, encourage the PCs to experiment with the runes to discover what each combination can do.

You may have noticed that I had a column for DM Name. Per Keith's suggestion in his post, I plan to let players name the spell based on the description that I provide to them. For my own sanity, I have the name listed in the books while still providing a chance for players to own their spells.

Final Thoughts

This is a fun system to play with. Feel free to use other BF supplements to add Druid or Illusionist spells. If you use other supplements that add 7th level spells, you could add them into the entries for 6th level spells or create a special 7th rune that activates only for high level wizards.

Let me know if you want my full list.

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