Akratic Wizardry
Akratic Wizardry
Akratic Wizardry
By Akrasia
Here is a summary of my house rules for Swords & Wizardry (with appropriate links). They are intended, when used together, to simulate more closely the swords and sorcery genre, as exemplified in the fiction of Robert E. Howard and Fritz Leiber. Nonetheless, most of these house rules can be used on their own in a standard or classic Old School D&D game (including Original D&D, Basic D&D, RC D&D, Labyrinth Lord, 1e AD&D, OSRIC, etc.). 1. Miscellaneous House Rules. Some minor rules for ability scores and combat (critical hits, fumbles, etc.) 2. Hit Points and Constitution. A system for treating hit points as superficial damage (i.e., exhaustion, minor bruises, etc.), and constitution as serious damage. The former is easy to heal, whereas the latter is not. 3. Wisdom as Sanity. A system for treating a characters wisdom score as a measurement of his/her sanity. 4. Background Professions. A list of background professions (e.g., alchemist, minstrel, sailor) for characters, designed to give them some more flavour, and a few minor special abilities. 5. General Task Resolution Mechanic. A system for using the generic saving throws in S&W as a general task resolution mechanic, i.e., a system for determining whether characters succeed at various things. 6. Class-Based Weapon Damage. This system uses a characters class in order to determine how much damage that character can do with a particular weapon. 7. The Thief. My version of the thief class, inspired primarily by the Gray Mouser character. 8. Everyone can Backstab. Pretty self-explanatory, I think. 9. Fighting Styles for Fighters. A list of six different fighting styles (e.g., berserker, shield-master, etc.) available to fighter characters. 10. Magicians and the Colours of Magic. The magician is a new class meant to replace the cleric and magic-user classes. I designed it to have a stronger pulp sorcerer flavour than the standard spell-casting classes. The colours of magic refers to my categorization of all spells as either white magic, grey magic, or black magic. All spells cause exhaustion for magicians, and black magic spells might cause corruption (i.e., loss of wisdom/sanity). 11. Experience Points. Quite simply, an alternative system for assigning experience points to characters. Enjoy, gentle readers!
Game Masters should assume that most non-player characters and monsters are dead or unconscious when they reach 0 hit points or lower. Only player characters and special non-player characters important figures in the world, whether allies or antagonists of the player characters should use the complete rules outlined above. (Note: This house rule will appear as part of a longer article on 'swords & sorcery' adventures in Knockspell #3.)
Sanity
Witnessing unspeakable supernatural horrors always a professional risk for any protagonist in a swords and sorcery adventure can drive a mortal man or woman mad. Deliberately delving into ancient eldritch secrets for the purposes of unleashing unnatural forces or contacting demonic intelligences radically increases this risk. Insane sorcerers and men whose minds have been broken by ancient evils are standard staples in swords and sorcery tales. In order to simulate this aspect of the swords and sorcery genre, these rules treat a characters Wisdom score as a measurement of his/her sanity. A character with a Wisdom score of 18 has a firm grasp of the nature of reality, considerable self-discipline, and remarkable strength of will. In contrast, a character with a Wisdom score of 3 is barely lucid, easily confuses reality with fantasy, and is on the border of lapsing into madness. Characters with Wisdom scores of 2 or lower are utterly insane, and must be treated as non-player characters. (If this Wisdom loss is temporary, as explained below, the character is under the control of the Game Master until he/she regains his/her sanity.) If a character witnesses an unspeakable horror, the Game Master may require the player to make a saving throw (versus spells, if using a system other than S&W). The saving throw should be modified by the severity of the horror in question. If the character fails his or her saving throw, he or she loses points of temporary Wisdom. The exact amount should be determined by rolling 1d6. If a 6 is rolled, the character also permanently loses one point of Wisdom (i.e., one permanent point of Wisdom and five temporary points of Wisdom). Temporarily lost points of Wisdom may be regained at a rate of one point per day of complete rest. The spell Restoration (which I treat as a 6th level spell of white magic in my game) will restore instantly temporarily lost Wisdom points, but will not restore any permanently lost Wisdom points. Characters may also lose Wisdom by casting spells that are characterized as black magic in nature. This will be explained in a future post. (Note: This house rule will appear in a longer article in Knockspell # 3.)
Background Professions
Player characters werent always adventurers. Before they decided to head off into dark mysterious dungeons or ogre-infested wild lands, they most likely started down one or more respectable career
paths. In most old school fantasy role-playing games like Swords & Wizardry and Labyrinth Lord, however, this aspect of a characters early life has no effect on that characters abilities. This optional rule aims to rectify this situation. In addition, by providing all characters with at least one background profession, this optional rule should provide greater depth and personality to the players characters. Consider, for instance, the following party. Cormac the fighter was once a hunter who was raised near the Highland Forest, hence his skill in tracking prey and moving stealthily in hill and wood. In contrast, his ally Elowyn, also a fighter, was once a scholar in the city of Bookbridge, hence her wide-ranging knowledge of different esoteric subjects. Elowyns sage-like lore intimidates her companion, the magic-user Alaric, whose own background as a petty noble in the court of the Duke of Briz means that he knows much of current politics and fashion, but little of ancient eldritch secrets, despite his arcane training. Finally, their holy ally the rotund Fredigar, priest of Muirgen, Mistress of the Sea spent years as a merchant and sailor before being called to service by his goddess. With this optional rule all characters start with at least one background profession. More precisely, players may either choose one career from chart I or two careers from chart II below (the background professions on chart I are slightly more useful for adventuring characters). It is assumed that characters abandoned their professions in order to become adventurers before progressing beyond the apprentice stage (or equivalent). Thus a character who has the background profession of alchemist, for example, would not be as skilled at alchemy as most professional (non player character) alchemists. A characters background profession(s) can enable that character to do or know certain things that other characters cannot do or know. For example, a frontiersman may know whether a kind of wild berry is poisonous or not, or a doctor may know how to treat a particular infection. A characters background profession(s) can also give that character a bonus (typically equivalent to +4 on a d20) when attempting certain kinds of tasks. For example, a hunter may receive a +4 bonus when trying to track a monster outdoors. If a character has two professions, any bonuses from those professions are not cumulative (so a character with both the farmer and sailor background professions, for instance, would not gain a +8 bonus to his/her attempts to predict the weather, but only a +4 bonus). Similarly, if a characters class and background profession provide a bonus for a particular kind of task, these bonuses are not cumulative instead, the character simply uses the higher of the two bonuses. (For example, my version of the thief class provides a character with a +3 bonus to picking locks. If such a character also has the locksmith background profession, that character would have a +4 [not a +7 bonus] to attempts at picking locks.) Ultimately, of course, it is the Game Masters decision whether or not a characters background profession confers any special advantage in any particular situation. Similarly, it is up to the GM to determine whether a particular background profession is available to a character. The GM may decide to prohibit certain races from having certain background professions (for instance, the GM may decide that dwarf characters cannot have the sailor background profession). Background Profession Charts Players may select (or roll for) either one profession on chart I or two professions on chart II. Chart I 1 Alchemist [Requires Intelligence of 12+]
2 Aristocrat 3 Doctor [Requires Intelligence and Wisdom of 10+] 4 Frontiersman [Requires Constitution of 9+] 5 Hunter [Requires Dexterity of 9+] 6 Scholar [Requires Intelligence of 12+] Chart II 1 Blacksmith [Requires Strength of 10+] 2 Farmer 3 Fisher 4 Fletcher/Bowyer 5 Gambler [Requires Intelligence of 9+] 6 Leatherworker/Tanner 7 Locksmith 8 Mason 9 Merchant [Requires Wisdom of 9+] 10 Minstrel [Requires Charisma of 12+] 11 Sailor 12 Sentinel List of Background Professions Alchemist [Requires an Intelligence of 12+] Alchemists are skilled at identifying elixirs, poisons, potions, and so forth. (Normally there is no bonus to the roll, except for +1 if Intelligence is 13 or greater, but only alchemists can try this. If an alchemy lab is available typically only found in towns with populations of 2500 or more the alchemist gains a +4 bonus, but must pay 30 +2d10 gold pieces per day to rent necessary supplies.) Characters with the alchemist background profession start with 1+1d3 potions (to be determined randomly or by the GM). Aristocrat
Aristocrats have knowledge of court etiquette, heraldry, recent history, and politics. They are skilled at difficult riding manoeuvres (+4 bonus) and mounted combat (+1 bonus to hit when on a trained warhorse). Characters of an aristocratic background start the game with an inherited high-quality weapon, shield, or suit of armour (players choice). Because of its superior quality, this item will have a +1 non-magical bonus (i.e., the weapon will have a +1 bonus to hit but not damage, or the shield or armour will grant a +1 bonus to AC). Aristocratic characters also start with a bonus of 2d20 gold pieces. Blacksmith [Requires a Strength of 10+] Blacksmiths can repair metal weapons and armour with proper equipment (costs 10% of market weapon/armour price for supplies and to rent forge; normally takes one day per item). Blacksmiths can also determine the correct value of non-magical weapons and armour within 10%. Doctor [Requires an Intelligence and Wisdom of 10+] Doctors can bandage wounded characters with proper equipment. A doctor can heal 1-2 hit points after one turn of applying a bandage or a salve. Alternatively, a doctor can treat an unconscious character, returning that character to consciousness after applying a bandage or salve and using smelling salts for one turn. Doctors can heal a character in this way only once per combat. (A medical kit with 10 bandages, 5 salves, and smelling salts, costs 15 gold pieces; characters with the doctor background profession start with one free kit.) Doctors can also try to draw out poisons (+4 bonus) and treat many natural diseases (+4 bonus). Farmer Characters who were once farmers are skilled at predicting weather (+4 bonus) and at bartering (+4 bonus). Fisher If near a body of water and properly supplied (with a net, etc.), former fishers can capture enough fish to feed a 3+1d4 people for a day. Fishers are also skilled at swimming (+4 bonus). Fletcher/Bowyer Characters who were once fletchers/bowyers can make 1d4+1 scores (i.e., 40-100) of arrows or bolts per day with proper equipment (costs 10% of normal price). Such characters also are skilled at repairing damaged arrows and bows (+4 bonus). Fletchers/bowyers can determine the correct value of non-magical bows within 10%. Frontiersman [Requires a Constitution of 9+] Characters who grew up on the edges of civilization are skilled at finding their way in the wilds (i.e., they cannot become lost). Frontiersmen also have knowledge of natural herbs and poisons (+4 bonus if roll is required), knowledge of regional wildlife (+4 bonus if roll is required), and are good at predicting weather (+4 bonus). Gambler [Requires an Intelligence of 9+]
Characters who once made their living by gambling obviously are skilled at such games (+4 bonus). They may earn (or lose!) 1d100 20 silver pieces (-19 to 80 silver pieces) per week by playing such games in any decent-sized town (normally a population of 2000 or greater), but may not adventure during that period. (Note that there is a possibility that a gambler may lose silver pieces during a period of gambling thanks to an unlucky streak.) Hunter [Requires Dexterity of 9+] Characters who were once hunters have good knowledge of regional wildlife (+4 bonus if roll is required). They are skilled at tracking creatures (any land-based animal, humanoid, or monster) in the wilds (+4 bonus), and are good at hiding and moving silently in the outdoors (+4 bonus). Leatherworker/Tanner Characters who were once leatherworkers can repair any leather good, including leather armour, with proper supplies (costs 10% of normal price; normally takes half a day per good). Leatherworkers can also determine the correct value of non-magical leather goods and hides within 10%. Locksmith Locksmiths are skilled at repairing and disabling most mechanical devices, such as locks, mechanical traps, etc. (+4 bonus). Mason Masons receive a bonus (+4) to notice unusual stonework (including secret doors, stone traps, sloping passageways, etc.). Merchant [Requires Wisdom 9+] Merchants are knowledgeable of the regional economy and current politics, and are good at bartering (+4 bonus if roll required). Characters with the merchant background profession start the game with extra supplies (players choice of kind of goods) worth (2+1d4) x 20 (i.e., 60-120) gold pieces. Minstrel [Requires a Charisma of 12+] Characters who were once minstrels are knowledgeable of regional culture, court etiquette, and current politics. They know how to play one instrument (players choice), and own that instrument (decent quality worth 20+2d20 gold pieces). Minstrels can earn 2d12 silver pieces per week from performing (the character cannot adventure during this time) in any decent-sized town (population 1000+). Minstrels can only earn 1d12 silver pieces per week in smaller locales. Sailor Former sailors are skilled at predicting weather (+4 bonus) and swimming (+4 bonus). Scholar [Requires Intelligence 12+] Characters who devoted their pre-adventuring years to study are knowledgeable of a wide range of topics, including culture, geography, history, religion, etc. (+4 bonus if roll is required). Scholars also
are knowledgeable of certain legends, including those concerning powerful monsters, ancient heroes and villains, powerful relics and magic items, etc. (+4 bonus). Scholars can try to identify a magic item (no bonus to roll, except for +1 if Intelligence is 13 or greater, but only scholars can try this) if appropriate libraries and/or colleges are available (typically requires a town with a population of 5000 or greater, takes one week of research per item, and costs 50+1d20 gold pieces). Sentinel Characters who were once sentinels or guards are trained to be observant (+4 bonus to rolls to notice unusual things). Note on Rolls As noted in the various descriptions of the background professions above, characters may receive a bonus (typically +4 on a d20) when attempting certain tasks associated with their background profession. This system uses characters saving throws as a general task resolution mechanic (a house rule that I presented earlier). Below is a summary of that system. Roughly, under this system, when attempting a particular task, the player rolls 1d20, applies any relevant attribute modifiers (a bonus of +1 or a penalty of -1, depending on the attribute score), and any general modifiers that the GM judges appropriate (typically ranging from -10 to +10). If the modified roll equals or exceeds the characters saving throw number, the task is successful. Using this system, any bonus derived from a characters background profession (typically +4) is applied to the characters saving throw roll. For example, a character with an Intelligence score of 14 and the scholar background profession attempting to remember the history of a nearby ruined temple would roll 1d20, add her intelligence bonus (+1), and add +4 because of her background profession. (For this example we will assume that there are no difficulty modifiers.) If her roll +5 equals or exceeds her saving throw number she successfully remembers the history of the ruined temple. Final Notes: A slightly different version of this house rule appeared as an article in Fight On! #5. One difference between this version and the Fight On! article is that in the published version alternative ways of using the background professions are outlined (i.e., systems that do not use the Swords & Wizardry saving throw system as a general task resolution mechanic, e.g., a d6 system). Another difference between this version and the article that appeared in Fight On! is that the latter included the background professions brigand and burglar. Since I have added a version of the thief class to my own game, however, I decided that these background professions were no longer necessary. Nonetheless, if you would like to use this system, do not own Fight On! #5 (shame on you!), and do not use a thief class in your game, below are the missing background professions: Brigand [Requires a Strength of 9+ and a Dexterity of 9+] Characters who once spent time as brigands are skilled at hiding, moving silently, and ambushing opponents (+4 bonus).
Burglar [Requires a Dexterity of 12+] Characters who once spent time as burglars are skilled at hiding and moving silently (+4 bonus), and at opening locks, finding traps, and disarming traps (+4 bonus). Characters with the burglar background profession start the game with a set of good lockpicks (+1 on d20, or +5%, non-magical bonus).
EDIT: In the third printing of S&W, fighters and magic-users both start with a saving throw of '15,' and improve by 1 per level until level 11. Clerics retain their original saving throws.
that fighters have an adequate number of new advantages namely, the advantages gained by the fighting styles as well as the greater damage inflicted by fighter characters with all weapons, magical or not that the ability of non-fighters to use any magical weapon is not a serious concern. (First published in Knockspell #1) Additional Notes a. Obviously, in addition to S&W, this system could also be used with any pre-3e version of D&D (OD&D, Basic D&D, 1e AD&D, 2e AD&D, and RC D&D), and their respective retro-clones (Labyrinth Lord, BFRP, OSRIC). b. If using the 'standard' thief (i.e., the version of the class found in OD&D, Basic D&D, 1e AD&D, etc.), thieves should use the 'cleric' chart. c. If using the version of the thief that I presented in Knockspell #2 (which treats the thief as a 'subclass' of the fighter), thief characters should use the 'fighter' chart, except that they only do 1d8 damage with 'large' weapons.
Based Damage system that I presented in the first issue of Knockspell, thieves use the fighter chart except for large weapons. When using large weapons thieves only do 1d8 damage.) Saving Throw: As Clerics (i.e., starts at 14 at first level, and improves by one every level thereafter, until level 11, when the thiefs saving throw is 4, and no longer improves). Establish Thieves Guild (9th level): Instead of establishing a traditional stronghold like regular fighters, thieves may, upon reaching ninth level, establish a guild in any urban area of appropriate size (population 3,000 or greater). Upon establishing such a guild, the thief typically will attract 4+1d6 thieves as followers (levels 1-4; roll separately for each thief). (The GM may decide that additional thieves will join the guild in very large cities, e.g., cities with populations of 20,000 or greater, and that fewer thieves will join the guild in smaller settlements, e.g., towns with populations less than 8,000.) Additional thieves may join the guild later, if it proves to be successful (GMs discretion). However, if the town or city in which a thief establishes a guild already has a wellorganized thieves guild in it, the GM may want to role-play the subsequent conflict between the two guilds (or negotiations over territory, etc.). Races: Thieves may be of any race (Elf, Dwarf, Halfling, or Human), unless the GM judges otherwise. Non-human thieves may progress to any level, but have a Hit Dice of only 1d6 (and gain only 1 hp/level after 9th). Thief Special Abilities Thieving Tasks Climbing, Legerdemain, Opening Locks, Perception, Stealth, and Traps The thief enjoys a +3 bonus to any roll involving the following categories of tasks (using the saving throw system described earlier). Climbing This category covers attempts by characters to scale sheer surfaces, including walls and cliffs. If a rope and grappling hook are available, though, the character normally need not make a roll in order to climb (although if the situation is very stressful, e.g., the character is being pursued by trolls, then the GM may judge that a roll is necessary). Legerdemain This category covers tasks involving the skilful use of ones hands when performing tricks (e.g., hiding a dagger from a guard), as well as attempts to pick the pockets of others without attracting notice. Halflings (if understood in the standard fantasy way) receive a +1 bonus to any legerdemain task. Opening Locks This category covers attempts to pick locks. Halflings (if understood in the standard fantasy way) receive a +1 bonus to attempts to pick locks. If the thief lacks a proper set of lock picks, he/she suffers a penalty of -2 or greater (as the GM judges) to his/her attempt. Especially well crafted lock picks may give the thief a bonus to his/her attempts. Legends speak of magical lock picks that enable thieves to overcome even the most difficult of locks.
Perception This category covers attempts by characters to notice hidden or concealed objects (e.g., secret doors or traps) or creatures (e.g., brigands waiting in ambush). Elves (if understood in the standard fantasy way) receive a bonus of +2 to all attempts at perception. Dwarves (if understood in the standard fantasy way) receive a bonus of +4 to all attempts involving perception vis--vis stone surfaces or objects (e.g., stone traps or secret doors). Stealth This category covers attempts by characters to remain unnoticed, including hiding and/or moving silently. Dark shadows or dense foliage may give characters a bonus to their saving throws, while bright lights or clear ground may give them a penalty (or even make an attempt at stealth impossible). Halflings (if understood in the standard fantasy way) receive a bonus of +4 to all attempts at stealth. Wearing armour heavier than leather normally prohibits a character from moving silently. Carrying a torch or other light source prohibits a character from hiding. Traps This category covers attempts by characters to disable or set traps. The GM may sometimes judge a roll unnecessary, if the player describes his/her characters actions in such a way that the GM thinks guarantees success or failure. Dwarves (if understood in the standard fantasy way) receive a bonus of +2 involving attempts to disable mechanical traps. Exactly which tasks fall under the above categories is, of course, to be determined by the GM (although in most cases this should be obvious). Moreover, it is important to keep in mind that any character of any class may attempt any of the above kinds of tasks if the GM judges that it is possible for that character (e.g., the GM may decide that a character who has no understanding of locks simply cannot attempt to pick a lock). These abilities are not the unique province of thieves. Non-thief characters, however, simply do not receive the same bonus (+3) that the thief does. Thus it is possible for a fighter with a good dexterity, and not wearing armour (or only leather armour), to be quite good at the thief-like tasks summarized above, despite not enjoying the special bonus that thieves do. (The character of Conan, as described by R. E. Howard, can be interpreted as an example of such a fighter.) Languages The thief learns a new language at level 5, another new language at level 10, and a final new language at level 15. At no point, however, may a thief exceed the maximum number of languages that he/she may know, as determined by his/her intelligence. These bonus languages are in addition to any new languages that the thief may have learned normally (based on the GMs discretion or house-rules). Reading Scrolls At level 6, thieves with an intelligence of 12 or greater may read and use magic-user scrolls as though they were magic-users five levels lower than their thief level (thus a 10th level thief may use magicuser scrolls as though he/she were a 5th level magic-user). There is always a chance that a thiefs attempt to use a scroll will fail. The chance of failure = 5% + (2 x spell level) intelligence bonus. (Example: a thief with 14 intelligence attempts to use a magic-user fireball scroll. Her chance of failure is 10% [5 + 6 - 1].) If a thiefs attempt to use a magic-user scroll fails, he/she must make a saving throw. If the thief fails that saving throw, the scroll backfires in a manner to be
determined by the GM. (For instance, if the thief in the previous example failed in her attempt to use the fireball scroll, and then failed her saving throw, the GM may decide that the fireball explodes right in her hands!) Two Weapon Fighting So long as the thief is wearing light armour (no heavier than leather), and is not using a shield, he/she gains a +2 to hit (instead of the standard +1) when using two weapons. Artful Dodging So long as the thief is wearing leather armour or no armour, is not using a shield, and is not wielding a large (i.e., two-handed) weapon, he/she receives a -2 [+2] bonus to his/her armour class. (Perceptive readers who own Knockspell #1 may notice that thieves automatically enjoy the benefits of the swashbuckling fighting style described in my article, Fighter With Flair! This is the only fighting style that they can use. Unlike regular fighters, thieves do not have access to any additional fighting styles. The thief class described above may be used with or without the fighting styles system described in Fighters With Flair!) (This version of the thief class was published previously in Knockspell #2.)
the +1 to hit he/she already enjoys as a master of the weapon type in question. Each type of weapon may be chosen only once by a character. (An earlier version of this article appeared in Knockspell #1. The 6th fighting style is new.)
Magicians use a d6 (no modifier) as their hit die. (Thus, using the damage rules outlined above, first level magicians start with 11 hit points, prior to any constitution modifiers.) They receive one hit point per level after level nine. First-level magicians start with a spellbook that contains three first-level spells (players choice) and one second-level spell (players choice). All other spells must be found, learned from a tutor (usually for a steep fee), or purchased (also usually for a steep fee). Magicians can prepare a number of spells as determined by their level (see the magic-user spell chart; as noted earlier, magicians with an Intelligence score of 15 or greater may prepare an additional firstlevel spell). A magician may change the spells that he/she has prepared with eight uninterrupted hours of study (the magicians spellbook must be available). Magicians may cast any spell that they have prepared any number of times however, as explained below, they suffer exhaustion (loss of hit points) every time that they cast a spell, which limits how many spells they can cast before resting. Magicians can write their own scrolls, copying the spells from their spellbooks, at the cost of 200 gold pieces per spell level for supplies (special ink and parchment). It takes one full day per spell level of careful work to copy a scroll (one has to be very careful when dealing with the mystical powers!). Thus writing a scroll of a fourth-level spell would cost 800 gold pieces and take four full days of work. Spells cast from scrolls, whether prepared by the magician or found, cause exhaustion and, if the spell is classified as black magic, corruption just as if the magician had cast the spell normally. Scrolls increase the range of spells available to a magician; they do not reduce the physical costs of casting spells. (Exhaustion and corruption are explained below.) Magician Summary Prime Attribute: Intelligence, 13+ (5% experience) Hit Dice: 1d6 (Gains 1 hp/level after 9th level) Saving Throws: As Magic-User Experience Chart: As Magic-User Armour/Shield Permitted: Leather only Weapons Permitted: Any, but does less damage with certain weapons (see description above) Attack Charts: Cleric (if using one-handed weapon or quarterstaff) or Magic-User (all other weapons) Spells Prepared: As Magic-User Spell Casting: Any number of times per day, but spells cost exhaustion (hit points), and possibly corruption (if a black magic spell is cast) Spells
There is no division between clerical and magic-user spells all spells can be learned by magicians in the same way that magic-users do (i.e., by recording them in spellbooks, and preparing them to be cast later). If a spell has both a cleric and a magic-user version, use the magic-user version. No spells above level 6 exist, although powerful but costly rituals may be created by the Game Master in order to simulate the powers of higher-level spells including especially the summoning of vile demons! There is no read magic spell. Instead, all magicians know the ancient eldritch language in which all magic is written. Spells are divided into White Magic (spells that promote or maintain life, protect against harm, and generally are in tune with the natural laws and forces of the universe), Grey Magic (spells that typically involve the manipulation and/or alteration of objects and/or minds), and Black Magic (spells that typically are destructive and/or contrary to nature, say, by being necromantic in character or by drawing on forces beyond this universe). White Magic First Level: Cure Light Wounds (applies only to lost constitution points, not hit points), Detect Evil, Detect Magic, Light, Protection from Evil, Purify Food and Drink, Read Languages, Shield. Second Level: Bless, Continual Light, Detect Invisibility, Find Traps, Speak with Animals, Strength. [Excruciating Cauterization] [Force of Forbidment] Third Level: Cure Disease, Dispel Magic, Prayer, Protection from Evil (10 ft radius), Protection from Normal Missiles, Remove Curse, Water Breathing. [Word of Ioun] Fourth Level: Create Water, Cure Serious Wounds (applies only to lost constitution points, not hit points), Neutralize Poison, Plant Growth, Protection from Evil (10 ft radius), Remove Curse, Speak with Plants. Fifth Level: Animal Growth, Create Food, Dispel Evil, Insect Plague. Sixth Level: Anti-Magic Shell, Control Weather, Conjure Animals, Legend Lore, Restoration. Grey Magic First Level: Charm Person, Hold Portal, Sleep Second Level: ESP, Invisibility, Knock, Levitate, Magic Mouth, Miror Image, Phantasmal Force, Pyrotechnics, Silence (15 ft radius), Snake Charm, Web, Wizard Lock. Third Level: Clairaudience, Clairvoyance, Darkvision, Fly, Haste, Hold Person, Invisibility (10 ft radius), Rope Trick, Slow, Suggestion. [Ball of Ice] [Filigree] [Omars Mistake] [Red Bull] [Rejectment] [Strange Waters] Fourth Level: Charm Monster, Confusion, Dimension Door, Fear, Hallucinatory Terrain, Massmorph, Polymorph Other, Polymorph Self, Sticks to Snakes, Wall of Fire, Wall of Ice. [Hylogenesis] [Imperfect Suspension] [Infuse] [Seven Gates]
Fifth Level: Feeblemind, Hold Monster, Magic Jar, Passwall, Quest, Telekinesis, Teleport, Transmute Rock to Mud, Wall of Iron, Wall of Stone. [Crystallogenesis] [Magpie] Sixth Level: Animate Object, Enchant Item, Geas, Lower water, Move Earth, Part Water, Project Image, Repulsion, Speak with Monsters, Stone to Flesh, Word of Recall. [Twilight of Thieves] Black Magic First Level: Magic Missile. Second Level: Darkness (15 ft radius), Stinking Cloud. [Strangulations] [Tarnus Collaring Coiffure] Third Level: Fireball, Lightning Bolt, Monster Summoning I, Speak with Dead. [Tarantella] Fourth Level: Ice Storm, Monster Summoning II, Wizard Eye. [Beast of Chaos] [Deadly Bliss] Fifth Level: Animate Dead, Cloudkill, Commune, Conjure Elemental, Contact Other Plane, Finger of Death, Monster Summoning III. [Deadly Dissolvative] [Most Horrible Absorption] [Six Mouths of Horror] Sixth Level: Death Spell, Disintegrate, Invisible Stalker, Monster Summoning IV. [Cohesive Cocoon] Spell Notes In addition to all 7th-9th level spells (except for Restoration, which I have made a 6th level spell), I have removed the spells raise dead and reincarnation, as they seem inappropriate for a swords and sorcery flavoured magic system. To ameliorate the consequences of permanent death, the modified rules concerning hit points and damage presented earlier should make character death somewhat less frequent. The Extension spells (I-III) do not belong to a particular colour (white/grey/black). Rather, they belong to the same colour as the spell they are used to extend. So using Extension I to extend the duration of a fly spell means that the magician in question has cast two grey magic spells (and thus would suffer 12 points of exhaustion damage, as explained below). Remember that the cure wounds spells only heal lost constitution points not hit points! Spells in square brackets are taken from Matt Finchs Eldritch Weirdness: Book One. Spell Casting: Exhaustion, Corruption, and Sanity When magicians cast white magic spells they suffer exhaustion damage equal to one hit point plus one hit point per level of the spell cast (so a magician who casts a third level white magic spell would suffer four points of damage). When magicians cast grey magic spells they suffer exhaustion damage equal to twice the level of the spell cast (so a magician who casts a third level grey magic spell would suffer six points of damage). When magicians cast black magic spells they suffer exhaustion damage identical to that caused by grey magic spells (twice the spell level). In addition, magicians casting black magic spells must
make a saving throw (versus spells if using a system other than S&W) in order to avoid corruption. If this saving roll is failed, the magician is corrupted slightly and suffers a loss of temporary Wisdom points equal to the spell level (e.g., 3 points of temporary Wisdom for a third-level spell). Temporarily lost points of Wisdom can be recovered at a rate of one point per complete day of rest and meditation (no other action possible). The spell Restoration will restore instantly all temporarily lost Wisdom points. Furthermore, if a magician casting a black magic spell fails his/her saving throw by rolling a 1, then that magician loses one point of Wisdom permanently (so if a magician fails his/her saving throw casting a third-level black magic spell by rolling a 1, he/she would lose one permanent point of Wisdom and two temporary points of Wisdom). The spell Restoration will not restore any permanently lost Wisdom points. A magician whose permanent wisdom score is lowered to 2 becomes insane, and possibly the thrall of an extra-planar demonic force. He/she henceforth is a non-player character! Final Notes 1. These house rules are meant to be used with my other house rules, and in particular my rules for sanity and damage (both already posted on this blog). 2. A version of these house rules will appear in a longer article on swords and sorcery campaigns in issue 3 of Knockspell magazine.
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The above awards are totalled and divided amongst all characters at the end of an adventure. The Game Master may also provide individual experience awards for clever thinking, good ideas, etc. Such awards normally should not exceed 100 x character level.