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Thursday, November 17, 2016

Announcement: New Ownership of The Swords & Wizardry Discussion G+ Community!

Some time ago +Christopher Helton announced that changes were coming for the Swords & Wizardry Discussion G+ Group. The time for that change has come. I've been silent for my part, but now it's time for an announcement. Christopher is done managing the group. I will be taking over as owner. I hope to bring new life to the community. I have quite a few changes that I will be making, so please bear with me over the next several weeks. I hope to implement most of my changes over Thanksgiving weekend. 

Among the changes you will see an updated topics list. Which should look something like this:
  • General Discussion
  • Swords & Wizardry Creative Guild
  • Rules Questions
  • Complete
  • Core
  • White Box
  • Light
  • Variant Rules/Hacks
  • Blog Posts
  • Commercial Advertisements
  • House Rules & Home Brews
  • Seeking Games


What's that second topic? Your eyes don't deceive you. When I first decided to take over the community, this past summer, I talked with +Matt Finch and we are going to bring back the Swords & Wizardry Creative Guild with the new and improved G+ Community as it's chosen forum! By doing this I hope to spark the same sort of third party creativity that we constantly see out of the DCC Community! I hope that we can promote both "official" product from Frog God Games, and a plethora of Third Party Swords & Wizardry product! 

With the new management, may come a new "staff." As Chris leaves he is going to remove all moderators except for Matt. Chris will stay on to help for a few weeks or so, but I will be carefully selecting my own moderators as time goes by. Nor will I allow my moderators to break any of the group rules or use the community as a platform to promote their own work to the exclusion of others. The groups rules will apply equally to all. Those rules will be posted in the near future. For the most part the rules amount to "don't be an asshole" and keep the topics on Swords & Wizardry. I look forward to making this a real Community.

--The Mgmt.
AKA R.J. Thompson



Frog God Games In the Humble Bundle For A Good Cause!

Frog God Games is in the Humble Bundle!! Kobold Press & Green Ronin too!!
Frog God Games, is the publisher that personifies quiet reflection. We exemplify temperance. We lionize others who lead a humble life. Frog God profoundly values humility in other people.  Well, quite frankly, all you other people need to level up your humble game. Humility, you need to buy it by the bundle… well, lucky you…


Introducing the Frog God Games Humble Bundle promotion! Featuring Kobold Press and Green Ronin Publishing

Three of the least self-aggrandizing role-playing game publishers are Frog God Games, Kobold Press and Green Ronin Publishing. They all are working together with Humble Bundle by raising funds to help Veteran’s through The Navy and Marine Corps Relief Society(NMCRS). All joking aside the NMCRS are real heroes helping other heroes and it is an honor to help them in anyway we can.

So it is simple. Many Veteran’s have needs. Frog God, Kobold, and Green Ronin have games. Humble Bumble has a proven method. The last piece of this puzzle is you....

Because you have the money. We are of Gaming PDFs in bundles that start at only $1. Thus to make it all happen we are humbly offering over $400 the following options PDF bundles, starting at Just one dollar. 

The Games

This campaign is of course, a “pay what you want” deal like similar past campaigns. The base pledge level for rewards will be $1, the mid-level will be $8, and the ultimate level will be $15.
Rewards associated with each level will include:
$1— Bill Webb’s Book of Dirty Tricks, The Black Monastery, Quests of Doom, Cults of the Sundered Kingdoms, Unusual Suspects, Streets of Zobeck,  Zobeck Gazetteer, and The Advanced Bestiary, a retail value of $128.43
$8—Everything from the $1 pledge plus Rappan Athuk, Dead Man’s Chest, Against Tsathogga, Cyclopean Deeps I-II, Advanced Races Compendium, Halls of the Mountain King adventure, Your Whispering Homunculus, a retail value of $257.37

$15—All the electronic books listed above plus the Mother of All Treasure Tables, Splinters of Faith 1-10, Deep Magic, Halls of the Mountain King, Wrath of the River King, Freeport, City of Adventure. Total retail value of $417.

The Players
  • The Navy and Marine Corps Relief Society is a charity dedicated to helping US Servicemen and their families with a variety of needs. They provide, in partnership with the Navy and Marine Corps, financial, educational, and other need-based assistance to active-duty and retired Sailors and Marines, their eligible family members, and survivors. 
  • Frog God Games is an award winning roleplaying game company that has been in business since 2010, and evolved out of the former Necromancer Games that operated from 1999-2009. One of the largest roleplaying game companies in the industry, Frog God has produced numerous well know titles including Tome of Horrors, Rappan Athuk, The Lost City of Barakus, Razor Coast, and the Northlands Saga. 
They are well known for their difficult adventures, old style, gritty play, and their own campaign world, The Lost Lands. Its best known writers include Bill Webb, Greg Vaughan, Matt Finch, Steve Winter, Ed Greenwood, Jim Ward and others.
  • Kobold Press is the award-winning company behind the Midgard Campaign Setting and Southlands Campaign Settings for the Pathfinder Roleplaying Game, as well as the source of design guides like the Kobold Guide to Worldbuilding and the Kobold Guide to Board Game Design. Its crowdsourced design philosophy has produced some powerful adventures and supplements, and its dark magic and occult knowledge have kept it a step ahead of a horde of competitors. Snake people may be involved. We can't really say. Its stable of regulars includes Pathfinder and RPG luminaries such as Wolfgang Baur, Jeff Grubb, David "Zeb" Cook, Ed Greenwood, Jason Bulmahn, Brandon Hodge, Adam Daigle, and others.
  • Green Ronin Publishing is a Seattle based company dedicated to the art of great games. Since the year 2000 Green Ronin has established a reputation for quality and innovation that is second to none, publishing such roleplaying game hits as Fantasy AGE, Dragon Age, A Song of Ice and Fire Roleplaying, and Mutants & Masterminds, and winning over 40 awards for excellence. For an unprecedented three years running Green Ronin won the prestigious GenCon & EnWorld Award for Best Publisher.
The Winner

The Navy & Marine Corps Relief Society is a charity dedicated to helping US Servicemen with a variety of needs. Their Mission is to provide, in partnership with the Navy and Marine Corps, financial, educational, and other need-based assistance to active-duty and retired Sailors and Marines, their eligible family members, and survivors. As a non-profit, volunteer service organization, we use both financial and non-financial resources to identify solutions to meet emerging needs. We help clients improve personal financial skills and encourage individual financial responsibility.

Not too late to support Frog God's Extra-Life Event
It is not too late to sponsor our extra life team as they fight the 24 hour fight to help Children and Hospitals. You like those right?

Link to Additional Resources
A Modest Sale!
Not a Pathfinder player? Still like discounts? Then come to the Frog God Games website and enjoy 25% of everything* we sell in celebration of our modesty and humility! Pick your stuff and use the coupon code Modest2016 at checkout!

Thursday, October 27, 2016

Swords & Wizardry Complete Kickstarter Value

I've kept quiet on the blog regarding the S&W Kickstarter (though I have been posting and sharing on G+ and Facebook.) Well, after a conversation with +Bill Webb last week, I've decided to share something with those who may have missed what has turned into an insane value that Frog God Games is offering with this Kickstarter. I know there are folks that don't like the new cover, and they may have their reasons. Even to those in that camp I want you to take a look at what I'm about to share with you, because it could save you more money than backing at $1.00 and adding on later. With only 10 days left, this should be a serious consideration. What we're doing here is taking a look at where the Complete Gamer Package currently stands. What is the Complete Gamer Package?
Recieve a Hardcover +PDF copy of Swords & Wizardry Complete Rulebook, Monstrosities Hardcover +PDF, Cover Poster, Bill Webb's Deck of Dirty Tricks, Bill Webb's Book of Dirty Tricks Softcover +PDF, MCMLXXV (1975) Softcover +PDF, Grimmsgate Softcover +PDF, The Five Maidens Softcover +PDF, Zaya’s Promise Softcover +PDF, +All unlocked physical and digital stretch goals!
That's a decent amount of stuff there. The extras above the book that are explicitly stated come to a value of $112.00. With the rulebook that brings us to $147.00. Doesn't quite hit the $225.00 price point for this backer level? Well, the key here is that last tidbit. +All unlocked physical and digital stretch goals!
Currently these are what have been unlocked:
Funding Level:
  • $15,000 - Everyone gets a free PDF of the Art Poster (book cover in 11x17")
  • $18,000 - Deck of Treasures becomes a free PDF and a $12 physical add on!
  • $21,000 - Deck of Spells becomes a free pdf or a $12 physical add on!
  • $24,000 - Deck of Hirelings becomes a free pdf or a $12 physical add on!
  • $27,000 - Deck of Encounters 1 becomes a free pdf or a $12 physical add on!
and

Number of Backers
  • 600 Backers - we reprint all 7 of the Hex Crawls for Kickstarter and make each available as a $10 softcover +PDF or a PDF only for $4!
  • 700 Backers - we reprint all 10 Splinters of Faith for Kickstarter and make each available as a $9 softcover +PDF or a PDF for only 4$!  
  • 800 Backers - we reprint all 5 One Night Stands for Kickstarter and make each available as a $10 softcover +PDF or a PDF for only $4!.
This skyrockets the value of this backer level. That's 22 free softcover modules from the "Number of Backers" adds alone ($210.00 total in modules alone, if you're counting.) So or total here in additional physical product is $258.00 of physical product. That alone is worth the $225.00 price point, but added with the $147 value of the items from the first lot, we sit at $405.00 in physical product. Yes. $405.00 for $225.00. It's worth the price if you are missing only half of these from your collection. What's more, if you were planning on adding most these to a $1.00 pledge, you're already making out by taking this package, even if you don't like the new cover. So, if you've wanted a lot of these add ons. This package is the way to go. Additionally, moving up to this package, whether your' back at $1.00 just to get add ons or $35.00 to get the core book plus add ons, backing at this level now, will get everyone even more add ons (assuming it causes us to hit more goals.) So what are you waiting for? Let's bump up our backer levels and get the best possible value out of this!

Wednesday, October 19, 2016

Octhorrorfest: Season of the Witch - Witch Hunter, A New Class For Swords & Wizardry Complete





Witch Hunter

Witch Hunters are servants of the powers of Law who strive ever to push back the tide of Chaos. All Witch Hunters must take vows to fight against the hordes of Chaos and the magicians and cultists who would aid the Lords of Chaos. Witch Hunters are similar to Paladins in their pursuit and destruction of Chaos. However, where Paladins follow a code of honor Witch Hunters may track and destroy their prey using means which the Paladin might find abhorring, including, but not limited to) torture and dirty fighting.

Prime Attribute: Strength and Wisdom 13+ (+5% experience bonus)
Hit Dice: 1d8 (Gains 2hp/level after 9th)
Armor/Shield Permitted: Any
Weapons Permitted: Any
Races: Human

About Witch Hunters

Alignment: Witch Hunters must be of Lawful alignment or they will revert to the abilities of a normal fighter.
Magic Items: Witch Hunters may own a suit of magic armor, a magic shield, and up to 3 magical weapons. They may never own more than 3 additional magic items. Witch Hunters may use any magic items that can normally be used by Fighters. At the Referee's discretion they may also use certain items used by Clerics of their own faith.
Alliance: Witch Hunters will not work with characters of Chaotic alignment.

Witch Hunter Class Abilities

Interrogate: Witch Hunters are trained in the art of interrogation. A Witch Hunter may coerce truthful answers from a creature. For every turn spent interrogating the captive, witness, etc. the Witch Hunter must make a d20 roll against her Charisma. If the roll meets or falls below the Witch Hunter's Charisma score she may have persuaded the target into talking. The target must then make a saving throw. If the save is failed the Witch Hunter gains some or all of the desired information. For every turn beyond the first that the target is successfully interrogated the target receives a penalty of 1 to its saving throw. This is becomes a penalty of 2 per turn if torture is employed. If the Witch Hunter employs some form of physical torture there is a 5% cumulative chance per turn that the target will die. If a target dies in this way, the referee may rule the that Witch Hunter must repent and atone for her actions. If this happens more than once, the Witch Hunter's alignment may slip into Neutrality or even Chaos.

Banishing Undead, Demons and Devils: A Witch Hunter armed with a Lawful Holy Symbol may “turn” undead, demons and devils as a Cleric two levels lower than her current experience level.
Detect Magic: Witch Hunters are trained to feel the presence of the arcane. Once per day per level a Witch hunter has attained, she can Detect Magic as the spell of he same name, except that the ability lasts only five minutes.
Protection From Evil: Once per day a Witch Hunter may use Protection From Evil, as per the Cleric spell.
Detect Evil:(3rd) A Witch Hunter can sniff out the Mark of Chaos wherever it is found. Beginning at third level a Witch Hunter may Detect Evil as the Cleric spell of he same name three times per day. The Witch Hunter's ability lasts only five minutes.
Protection From Evil, 10-Foot Radius (5th): Beginning at 5th level a Witch Hunter may use Protection From Evil, 10-Foot Radius as per the Cleric spell once per day.
Dispel Evil (8th): A Witch Hunter can Dispel Evil as per the Cleric spell twice per day beginning at 8th level.
Saving Throw Bonus: Witch Hunters gain a +2 bonus on saving throw rolls against any magic.

Table: Witch Hunter Advancement Table

Level
Experience Points Required for Level

Hit Dice (d6)*

Saving Throw
1
0
1
15
2
2,000
2
14
3
4,000
3
13
4
8,000
4
12
5
16,000
5
11
6
32,000
6
10
7
64,000
7
9
8
128,000
8
8
9
256,000
9
7
10
350,000
9+2
6
11
450,000
9+4
5
12
550,000
9+6
5
13
650,000
9+8
5
14
750,000
9+10
5
15
850,000
9+12
5
16
950,000
9+14
5
17
1,050,000
9+16
5
18
1,150,000
9+18
5
19
1,250,000
9+20
5
20
1,350,000
9+22
5
21+
+100,000 per level
+2 hp/level
5



Thursday, October 13, 2016

Octhorrorfest: Season of the Witch - The Witch: A New Class For Lamentations of the Flame Princess Weird Fantasy Roleplaying Game

I am long overdue for a real post not related to the U-Con promotions for this year's convention. Due to my recent move, and busy season at work, I'm also a week behind for this year's Octhorrorfest posts! Therefore one week this month I owe at least two! This year's Octhorrorfest it themed. This year, it's all about witches. Pretty sure that +Timothy Brannan could actually hear me type that. That's right, this year, it's the Season of the Witch. To start us off, I give you a fully realized class for Lamentations of the Flame Princess, complete with new spells.

WITCH



Most of the world is blissfully ignorant of the existence of the things that lurk on the boundaries of man's reality. Magic-users see and interact with this reality, learning it's arcane rituals and utilizing musty grimoires in the pursuit and practice of the Art. They see magic as both Science and Art to be pursued, understood and mastered.
There are others in the world, misunderstood in their ways by both common folk and magicians alike. To the witch magic is a craft, honored and humble in nature. Something to be felt and woven into the very fabric of life. Witches might learn rituals from books or may be taught via family heritage, still others learn their craft from strange otherworldly familiars that come in the night. However a Witch has learned her craft, she casts very differently than the Magic-user.
Where Magic-users might be able to gain every spell in existence through study and adding the spell's secrets to his spell book, the Witch is limited by level to the amount of spells that she might know. That said, the Witch need not prepare her spells, as she has learned them and woven them into the very fabric of her existence. Therefore the Witch can cast her spells spontaneously, but is limited to the amount of spells she can cast in a single day.
Many Witches are from rural communities and thus have a certain connection to the natural world. The rural environment that most Witches are brought up in also places them far from most Leeches and Doctors, thus many gain access to healing magic by necessity.

Witch Spells Known
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1
2
















2
3
















3
3
1














4
3
2














5
4
2














6
4
2
1












7
5
3
2












8
5
3
2
1










9
6
4
3
2










10
6
4
3
2
1








11
6
5
4
3
2








12
6
5
4
3
2
1






13
6
5
4
4
2
2






14
6
5
4
4
3
2
1




15
6
5
4
4
3
2
2




16
6
5
4
4
3
3
2
1


17
6
5
4
4
4
3
2
2


18
6
5
4
4
4
3
3
2
1
19
6
5
4
4
4
3
3
3
2
20
6
5
4
4
4
3
3
3
2

Witch Spells Per Day

Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1
1
















2
2
















3
2
1














4
3
1














5
3
2














6
3
2
1












7
4
3
2












8
4
3
2
1










9
4
3
3
2










10
4
4
3
2
1








11
5
4
3
3
2








12
5
4
4
3
2
1






13
5
4
4
3
3
2






14
5
5
4
4
3
2
1




15
6
5
4
4
3
3
2




16
6
5
5
4
4
3
2
1


17
6
5
5
4
4
3
3
2


18
6
6
5
5
4
4
3
2
1
19
7
6
5
5
4
4
3
3
2
20
7
6
5
5
5
4
4
3
2

Saving Throws
Level
Experience Points
Hit Points
Paralyze
Poison
Breath Weapon
Magical Device
Magic
1
0
1d6
13
13
16
13
14

2
2,500
+1d4
13
13
16
13
14

3
5,000
+1d4
13
13
16
13
14

4
10,000
+1d4
13
13
16
13
14

5
20,000
+1d4
13
13
16
13
14

6
40,000
+1d4
11
11
14
11
12

7
80,000
+1d4
11
11
14
11
12

8
160,000
+1d4
11
11
14
11
12

9
320,000
+1d4
11
11
14
11
12

10
480,000
+1*
11
11
14
11
12

11
640,000
+1*
9
9
12
9
8

12
800,000
+1*
9
9
12
9
8

13
960,000
+1*
9
9
12
9
8

14
1,120,000
+1*
9
9
12
9
8

15
1,280,000
+1*
9
9
12
9
8

16
1,340,000
+1*
6
7
8
5
6

17
1,600,000
+1*
6
7
8
5
6

18
1,760,000
+1*
6
7
8
5
6

19
1,920,000
+1*
5
6
7
4
4

20
+1,600,000/
lvl
+1*/lvl
5
6
7
4
4


Beginning Spells

A Witch begins play knowing two first level spells plus one spell per bonus point of Wisdom she has. This means that if a Witch has a Wisdom granting a +2 bonus she will begin play knowing 2 spells in addition to those listed on the Witch Spells Known table. For purposes of spells known by the witch, reversible spells count as separate spells.

Preparing Spells Each Day

To gain her spells per day a Witch must rest for 6 continuous hours. She must then meditate for one hour per spell level of the highest level of spell that she knows (or desires access too.) This effectively puts her subconscious in contact with the realms and beings from whence her spells originate, whether the Witch is aware of this fact or not. She need not “prepare” these spells through memorization in the same sense as a magic-user or cleric, as her magic is a part of here very being. Instead, following her meditation, she will have access to all a spells she knows with the ability to cast them spontaneously, on a whim. She is limited only by the number of spells that she can cast per day, per level. A Witch's spells per day remain intact until cast, whether that time is a day, a week, a month or a year. However, spells not previously cast will not stack with new spells if the witch meditates prior to exhausting all of her spells per day.

Researching A Spell

A Witch's player can invent new spells for the character to research, outside of the scope of this work or the Rules & Magic book. The player must first write the spell in the format of the other spells in the LotFP Weird Fantasy Role Playing game. The Referee mus approve the spell, and should advise the spell for the player in advance of any research (sometimes this will merely involve altering the spell level.) If successful, the character now has a spell that no other character has in the game! As a note, the Referee should ensure that the spell being researched is in the spirit and flavor of the class researching it. For example, it will be noted that the Witch lacks flashy spell and those that deal direct damage, and thus, these should be avoided.

The process costs 50 sp per day in for incenses, herbs and ointments required for the Witch to attain an optimal trance state in which to contact a being to help her attain the spell. In additional a ritual must be performed using consecrated ritual tools as per the spell Consecrate Ritual Tool.

Creating A Potion

Spells which affect a person can, for all intents and purposes, be made into liquid form so that the imbiber gains the benefit of the spell. The maker of the potion must be able to cast the spell being turned into a potion.

The process to make a potion costs 50 sp per day.



Casting Spells

Spells are cast by a combination of mental effort, gesticulation, and incantations. In order to cast a spell, a Witch must have both hands free (or be carrying a staff or wand) and be able to recite the incantation freely. A character that is bound, gagged, Silenced, or otherwise unable to gesture or speak cannot cast spells. Casting a spell cannot be done secretly, stealthily, or disguised as another activity; the actions necessary to casting a spell will be obvious to all.

Witches cannot cast spells if they are more than Lightly encumbered.

Witch Spells
First Level
  1. Bless
  2. Charm Person
  3. Comprehend Languages
  4. Command
  5. Consecrate Ritual Tool
  6. Cure Light Wounds
  7. Detect Evil
  8. Detect Magic
  9. Feather Fall
  10. Identify
  11. Lesser Banishing Ritual of the Pentagram, The
  12. Magic Aura
  13. Mending
  14. Message
  15. Protection From Evil
  16. Purify Food & Drink
  17. Remove Fear
  18. Sleep
  19. Summon
  20. Unseen Servant

Second Level
  1. Audible Glamour
  2. Augury
  3. Blindness/Deafness
  4. Body of Light Ritual, The
  5. Call to the Elder Sign, The
  6. Calming Word
  7. Change Self
  8. Delay Poison
  9. Enthrall
  10. ESP
  11. Forget
  12. Heroism
  13. Locate Object
  14. Middle Pillar Ritual, The
  15. Pain
  16. Phantasmal Force
  17. Ray of Enfeeblement
  18. Resist Cold
  19. Resist Fire
  20. Speak With Animals

Third Level
  1. Army of One
  2. Charm Monster
  3. Clairvoyance
  4. Cure Disease*
  5. Curse, Greater
  6. Detect Illusion
  7. Dispel Magic (MU Version)
  8. Fly
  9. Haste*
  10. Hold Person
  11. Howl of the Moon
  12. Phantasmal Psychedelia
  13. Polymorph Self
  14. Protection From Normal Missiles
  15. Remove Curse
  16. Speak With Dead
  17. Speak With Plants
  18. Suggestion

Fourth Level
  1. Banishing Ritual, The
  2. Confusion
  3. Creation, Minor
  4. Cure Serious Wounds
  5. Dimension Door
  6. Divination
  7. Globe of Invulnerability, Minor
  8. Hallucinatory Terrain
  9. Neutralize Poison
  10. Plant Growth
  11. Polymorph Others
  12. Protection From Evil 10' Radius
  13. Protection From Normal Weapons
  14. Seven Gates
  15. Shadow Monsters

Fifth Level

  1. Chaos
  2. Contact Outer Sphere
  3. Creation, Major
  4. Cure Critical Wounds
  5. Faithful Hound
  6. Feeblemind
  7. Hold Monster
  8. Insect Plague
  9. Nightmare
  10. Secret Chest
  11. Telekinesis
  12. Teleport
Sixth Level
  1. Anti-Magic Shell
  2. Contingency
  3. Death Spell
  4. Eyebite
  5. Forbiddance
  6. Geas
  7. Legend Lore
  8. Mind Switch
  9. Phantasmal Supergoria
  10. Projected Image
  11. Shades
  12. Veil
Seventh Level
  1. Control Weather
  2. Eternal Slumber
  3. Eternal Torment
  4. Instant Summons
  5. Phase Door
  6. Power Word Stun
  7. Remote Surveillance
  8. Spell Turning
  9. Suggestion, Mass
  10. Vision
Eight Level
  1. Antipathy/Sympathy
  2. Charm Person, Mass
  3. Demand
  4. Eternal Thrall
  5. Mind Blank
  6. Permanency
  7. Polymorph Any Object
  8. Trap the Soul
Ninth Level
  1. Imprisonment
  2. Power Word Kill
  3. Shape Change
  4. Temporal Stasis
  5. Time Stop

New Spells

Banishing Ritual, The
Witch Level 4
Duration: 3 Turns/level or Permanent, see text
Range: Touch
This spell has multiple uses, of which one must be chosen at the time of the casting. Firstly, the spell can duplicate the following spells: Cure Disease, Dispel Magic, Remove Curse or Remove Fear, but the caster must choose which of these spells it will duplicate. The spell can also be used as Protection From Evil. Using the Banishing Ritual for this purpose affects one creature and one additional creature per every 3 caster levels. In addition The Banishing Ritual can be used to Remove a Greater Curse. This ritual takes 10 uninterrupted turns to cast and requires the four consecrated ritual tools.

Blindness/Deafness
Magic-User Level 2, Witch Level 2
Duration: Permanent
Range: 120'
The caster of this spell summons dark forces which cause a single target to go blind or deaf. The effect must be chosen at the time the spell is cast. The spell is negate with a successful save versus Paralyze. Remove Curse effectively cures victims of this spell.

Body of Light Ritual, The
Magic-User Level 3, Witch Level 2
Duration: 5 Turns /level max 30 turns
Range: 0
This is a meditative ritual in which the caster envisions a light moving throughout their body until the entire body and aura of the caster are aglow. This instills a certain sense of power and clarity within the caster and grants the user a +1 bonus to all saving throws, skill checks and armor class for the duration. The ritual takes 10 uninterrupted turns to complete.

Call to the Elder Sign
Magic-User Level 3, Witch Level 2
Duration: 1d4+2 Turns
Range: 120'
Sometimes those who delve into eldritch lore fall victim to their own curiosity. The things that dwell beyond the boundaries of what mankind considers reality (and sanity) are terrifying indeed, and do not care one iota about something as meaningless as human life. When doors to such realms are open and eldritch horrors or the minions of an ancient and vile “god” might seep into reality, a caster must have a safe haven in place. This spell is used to attempt to turn and destroy such entities. The Elder Sign (detailed later) has long been known amongst occultists to hold sway over beings from other realms, and it's power may be called upon to turn them back. What entities are effected by this spell is entirely up to the Referee.

When the spell is cast, the caster's player rolls 2d6. The Referee with then reference the result on the Call to the Elder Sign table.

If the roll is less than the listed number, then the horrors are seemingly unaffected (but see below.)

If the roll is greater than, or equal to, the listed number, then horrors totaling no more than 1d6+ the level of the caster in Hit Dice, will flee to the best of their ability for the duration of the spell. Surplus Hit Dice are lost (so if the caster is turning four horrors of two Hit Dice each and the roll is a 7, then only three are turned.) If there are horrors of multiple Hit Dice values, only one roll is made and applied to all types. Lower Hit Dice horrors are always turned before greater Hit Dice horrors.

  • A “T” signifies that no roll is necessary; the horrors are automatically turned
  • A “D” signifies that the power of the caster is so great that the horrors are instantly destroyed (or banished to their realm of origin, at the Referee's discretion,) rather than turned. Horrors are allowed a saving throw versus Magic to avoid a “D” result; if successful, the horror is simply turned.
  • A “-” signifies that a caster of that level cannot turn a horror of that many Hit Dice.
  • An asterisk denotes that twice the usual number of horrors are turned.

If the turning was successful and there are still unturned horrors remaining, the caster can roll to turn additional horrors every Round until she fails a turning roll or the spell ends.

Regardless of the result, as long as the caster is concentrating (neither movement nor fighting nor other spellcasting allowed) and holding a properly crafted Elder Sign before her, horrors cannot approach within ten feet of her, and if already within that distance, will back away.

Attacking or approaching a turned horror will negate the effects of the spell and allow the creature to act freely.

Caster Horror's Hit Dice
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
1
7
9
11
12
-
-
-
-
-
-
-
-
-
-
-
2
5
7
9
11
12
-
-
-
-
-
-
-
-
-
-
3
3
5
7
9
11
12
-
-
-
-
-
-
-
-
-
4
T
3
5
7
9
11
12
-
-
-
-
-
-
-
-
5
T
T
3
5
7
9
11
12
-
-
-
-
-
-
-
6
T
T
T
3
5
7
9
11
12
-
-
-
-
-
-
7
T*
T
T
T
3
5
7
9
11
12
-
-
-
-
-
8
T*
T*
T
T
T
3
5
7
9
11
12
-
-
-
-
9
T*
T*
T*
T
T
T
3
5
7
9
11
12
-
-
-
10
D
T*
T*
T*
T
T
T
3
5
7
9
11
12
-
-
11
D
D
T*
T*
T*
T
T
T
3
5
7
9
11
12
-
12
D
D
D
T*
T*
T*
T
T
3
5
7
9
11
12
-
13
D*
D
D
D
T*
T*
T*
T
T
3
5
7
9
11
12
14
D*
D*
D
D
D
T*
T*
T*
T
T
3
5
7
9
11
15
D*
D*
D*
D
D
D
T*
T*
T
T
T
3
5
7
9

Calming Word
Cleric Level 2, Witch Level 2
Duration: 1d5 Rounds/level
Range: 120'
The caster causes creatures to abandon their current mood or state of mind and enter into a state of calm. Creatures that were in battle cease to fight, creatures reveling cease as well. Creatures so affected cannot take any violent or destructive action for the duration of the spell. Calmed creatures can defend themselves and taking aggressive actions against such creature immediately breaks the spell.

Consecrate Ritual Tool
Magic-user Level 1, Witch Level 1
Duration: Permanent
Range: Item
By means of this ritual the caster creates on of the four occult working tools. These tools are the Arthame or Ritual Dagger (corresponding to the element of Air,) the Wand of Arte (corresponding to the element of Fire,) the Chalice (corresponding to the element of Water) and the Pentacle (corresponding to the element of Earth.) The Arthame is used for directing magical power and for controlling and threatening summoned entities. The Wand of Arte is used for similar purpose. The Chalice is used for partaking in certain ritual sacraments, as well as “blessing” certain items during the creation of magical items. The Pentacle (a disk with the image of a five pointed star or other sigil, depending upon the occult traditions of the caster) is used similarly for binding spirits and empowering magical items created upon it. The ritual to create each of these tools lasts for one hour and can only be performed if an Astrology check (rules forthcoming) is successfully made.

Each time this ritual is used it is used to create a new tool for the caster. All four of these tools are needed for the use of Ritual Magic and Sympathetic Magic (both detailed later in this work.) In addition if the Ritual Magic rule is used, the Referee is strongly suggested to make such an operation mandatory in the creation of magical items that are not of a holy nature. Thus, a Magic-user's ability to create a magical wand or staff would be dependent upon a magical ritual as a means to the end during the process of “Magical Activities” detailed in Rules and Magic. Only one of each tool can be owned by any given caster at any given time and a new one can only be created if the original is lost or destroyed. The ritual tools may never be used for any purpose other than that of ritual magic or they shall lose their power and have to be destroyed. Likewise, if they are used in any way by another they will need to be reconsecrated at best and destroyed at worst.
 
Curse, Greater
Witch Level 3
Duration: Instantaneous
Range: Touch
This spell functions exactly like the spell Bestow Curse, except that mechanical penalties are limited to -6 to saving throws or -8 to hit and individual ability scores may be reduced by 75%. Creative symptoms can be equally devastating. Unlike Bestow Curse, Greater Curse has no reverse variation and can only be removed by The Banishing Ritual or Dispel Evil. The victim of a Greater Curse can avoid being affected with a successful saving throw versus Magic.

Eternal Slumber
Witch Level 7
Duration: Permanent
Range: 120'
One creature of the caster's choosing falls into a deep sleep. This comalike state causes the creatures bodily functions to slow to the point that the creature will remain alive and asleep indefinitely without food or water. So long as no harm is brought to the body, it will survive. At the time of casting the Witch designates one single condition that will wake the sleeper. This can be anything from a particular astronomical alignment, to the waking of some Eldritch Horror to true love's first kiss. In addition this spell may be removed by a group of casters with levels totaling three times that of the original caster's at the time the spell was cast, performing a ritual to collectively cast Remove Curse or Dispel Magic. A successful save versus Paralyze negates the effects of this spell. This spell only effects living creatures which normally require sleep.

Eternal Thrall
Witch Level 8
Duration: Permanent
Range: 120'
This spell functions as Charm Person or Charm Monster in every way save that it is permanent unless saved against on the initial save. This spell may be removed by a group of casters with levels totaling three times that of the original caster's at the time the spell was cast, performing a ritual to collectively cast Remove Curse or Dispel Magic. A successful save versus Magic negates this spell, but subsequent saves are not permitted if the target is abused or exposed to murderous violence.

Eternal Torment
Witch Level 7
Duration: Permanent
Range: 120'
The target of this spell experiences a constant barrage of waking dreamlike and nightmarish hallucinations that may change at the drop of a hat. This causes the victim to suffer as if under the effects of the Confusion spell, save that the effects last for the duration of the creature's life. A Heal spell is the only way to remove this curse. A successful save versus Magic negates Eternal Torment.

Eyebite
Witch Level 6
Duration: 1 Round/3 levels
Range: 30'
This spell allows the caster to use the Evil Eye to target a single creature, whose Hit Dice total less than the caster's, per round with and effect determined at random. Roll 1d5:

  1. Target is sickened for 1d4 turns. During this time the creature cannot both move and take an action in the same round. All movement is halved and running is impossible. Dex bonuses to armor class are also lost during this period.
  2. Target takes 1d6 damage per round for 1d4 rounds as they begin to vomit some sharp implement (nails, pins, glass etc.) For the duration the affected creature cannot act.
  3. Target is comatose as if affected by Sleep even if it's Hit Die total would normally make it immune to the spell.
  4. Target is affected as if by Cause Fear
  5. Target is poisoned. The exact effects of the poison are determined by the Referee and may vary for every target affected this way.

A successful save versus Magic negates this spell. A new save must be made each time the caster targets the creature.


Lesser Banishing Ritual of the Pentagram, The
Magic-user Level 2, Witch Level 1
Duration: 3 Turns/level max 60 Turns
Range: 0
By means of this ritual the caster enters into a state of clarity, attunement to and protection from magic. The caster calls upon the power of the sign of the Cross (not necessarily the Christian version but possibly, again dependent upon tradition,) the Names of God, the Guardian Spirits of the four directions (typically in the guise of Archangels) and the sign of the pentagram to accomplish their task. When the rite is complete, it will put the caster in a slightly altered state, in which they are prepared to work ritually. The benefits of this spell are a +1 bonus to any rolls made in accomplishing any goal via ritual magic, a +1 bonus to save versus Magic and the ability of the caster to judge the direction and source of any magical attack made upon the caster (including sympathetic magic up to twenty miles away. This judgment is made based upon a successful wisdom check any time a spell is cast upon someone under the effects of the Lesser Banishing Ritual of the Pentagram. This ritual takes 10 uninterrupted turns to cast and requires the use of the Arthame of Wand of Arte dependent upon the particular tradition and training of the caster.

Middle Pillar Ritual, The
Magic-user Level 3, Witch Level 2
Duration: 1 Turn/level max 30 Turns
Range: 0
This ritual is used by the caster to bring mystical light into their person, causing a sense of clarity and empowerment. Due to the mystical and holy empowerment (or the hallucination of such a thing, dependent upon whom one asks) the user gains “false” temporary Hit Points. This empowerment comes in the form of 1d6 temporary HP for every three levels the caster has. The maximum amount of HP that can be gained in this way is 5d6. These temporary HP are depleted before the caster takes any real damage for the duration of the spell. Additionally the caster gains a +1 bonus to saving throws for the duration as well. This ritual takes 10 uninterrupted turns to perform turns to perform.

Nightmare
Magic-user Level 5, Witch Level 5
Duration: Instantaneous
Range: Per Sympathetic Magic Skill
This spell is only usable if casting it utilizing a successful Sympathetic Magic ritual. The caster visits terrifying nightmares upon the victim of this spell. The victim of a Nightmare spell fails to get proper rest, regardless of whether or not the nightmares are slept through or not. The following day the victim will suffer a -2 to any rolls made. If the victim is a spell caster they will also be unable to gain any new spells for the day. This spell may be used again and again on subsequent castings. Each additional casting adds an extra -2 to the victim's rolls for the following day, thus if such spells were successfully cast for 5 days the total penalty taken due to the victim's fatigue would be a -10. At the Referee's discretion a given amount of successful castings of this spell may drive the victim to temporary or permanent madness. A recommended time frame for loss of sanity might be the successful casting of this spell for an entire cycle of the moon. This spell only effects creature that normally require sleep. A successful save versus Magic negates this spell.

Pain
Witch Level 2
Duration: 1 Round/level
Range: 50'

The caster of this spell causes the target to have vivid hallucinations of a physical pain so tremendous that it is effectively stunned and unable to take any action, even defending itself as it writhes in agony on the ground. All attacks made upon the victim are at +2 and all saves made by the victim are at a -2 penalty. Additionally if the target had a DEX bonus to AC this is lost for the duration. For every three Rounds that a target is effected by Pain it psycho semantically causes 1d6 points of real damage to itself. A successful save versus Magic negates the effects of this spell.